If, like me, you can't follow
II Kazz II solution because you already restarted the game on Hard (therefore erasing your prior Easy saves) or if you just want to unlock it legit, I have some tips for making it possible, as I myself completed it recently.
It took me a long time to realize two things in this game:
- the long range weapon with the blue scope (AG36?) has a grenade laucher fire mode
- if you moved over a health pack while having full health, you picked it up and are carrying it as a spare one, which can be used by opening the wheel menu (LB) and highlighting it. I went most of my second playthrough (Hard) without knowing this. You can use this second HP whenever you're without armor and your health isn't full, for example. Make things a bit easier.
***SPOILERS BELOW***There are 3 major moments that I can think of in this game where you might have some difficult and use some advice. I'll do my best to explain them and how to get pass.
1- If I remember right, at the end of the mission where you have to blow up the 3 radio towers is when you'll have to sabotage a ship, making it also blow, and then a "boss" comes in a helicopter. This part is no trouble on Easy, but on Hard it took more than 10 good rockets hits to take it down. To add to the challenge, you have no good place to take cover, so before you can fully take it down, you die. So, here's the workaround I came up with:
Before placing the explosive charges in the ship, after having killed everybody aboard (on Hard the few guys inside have rocket launchers on themselves and very good aim, so you have to carefully get rid of them), go and clear the nearest area to the right, if you're facing the open sea, or to the left, if you're looking towards the beach, of this ship. There you'll find a lot of guys, a tower and 3 barracks. Once you clear this area, you can find extra rockets in the barracks and in the tower. This will help a lot in the upcoming fight. Now, once both the ship area and this barracks area near to the objective are clear, go back to the ship and place the explosives. It will take around 15 seconds for it to go off, during which you should immediately jump out into the water and head to that other area that you've cleared (barracks). It's good to have a boat nearby to help you get there faster. After the ship blows up, the helicopter boss comes after you, even if you are in this area you weren't supposed to be. It's easier to fight it there because, for some reason, there will be no guy manning its turret and shooting at you, just the chopper hovering above. Hold the

to aim and wait the green bar to fill up to fire a guided shot at it. After the tenth shot, the chopper will flee, going back to the proper area by the ship where this fight should be taking place. Go after it. Now it will keep flying around much faster, but in a regular pattern, so you have little trouble placing the extra 2 or 3 shots needed to take it down. As I've said, that barracks area is good for having some extra ammo, so if you didn't miss a shot (there's no reason for it since they're are automatically guided) you'll have enough to resupply your gun. That's it. Let's now cover the second most difficult part IMO.
2- On the last mission, when you get to the room with the cutscene where Valerie is being kept hostage and you have to defeat the mutant, shooting one or two well placed rockets on the ground are enough to take care of all the armored guys, which leaves you to deal only with the mutant himself. You have two alternatives: 1- make a run upstairs through the right or hide behind some structure while you prepare yourself to shoot him and take as little damage as possible. No matter which you choose, just be careful not to kill Valerie in the process (thus why the rockets at the beginning are said to be well placed).
3- Finally, the most difficult part IMO is the open volcano area, at the very end, where you go through 2 "blast doors" to get outside and then have to go into the elevator which is at the middle of this big open area. Before getting here, if you looked carefully, there's a special fenced room with all weapons, ammo and health kits. It's even better if you go there before going down the stairs to the blast doors, because the game makes a save there, so, in the case you die (and you shall) instead of having to go back to this ammo room each time, the game reloads a version of you ready for the battle. I think it's important to say this because I screwed up the first time, so I had to reload the game and replay the mutant part to do things properly the second time, so I'm warning you. It might not sound like a big deal having a save after having picked up all supplies you need, but believe me, after you die a few times in the open volcano area, you'll be glad to have the save point ready that way. Once you have a proper save of you char with health, armor and ammo 100%, it's safe to head outside
to die to fight. Here's the best strategy I came up with:
As soon as the second blast door opens (you won't be able to go back inside) have the thermal vision on as well as the binoculars. Don't press forward too much, cuz you don't want to be seen. Actually, stay at the second blast door. Move the camera around and tag the 4 "jumpy"(sorry, don't know their names) guys that are up on each corner. Once you do that, turn heat vision off if you'd like, crouch/prone and quickly get rid of at least 3 of them (maybe if you're fast enough, all 4) with the sniper. Then, quickly go to the left behind some cover at the very second blast door. Stay there. A big "rocket" monster is coming at you, in fact, must be already there. From the door cover, you'll be able to see only his rocket arm, which you'll fire with the shotgun multiple times, again as quickly as possible, without being seen. The monster will stay there, taking damage and grunting and will soon die. Now, if you sniped the "jumpies" on the left, it's safe to run that way. Don't stay at the blast door any longer, because another TWO rocket guys will come at you, what would make it impossible to stay alive. When you run to the left, you get passed one of them. Kill him quickly. The best way: throw a grenade, fire a rocket. Throw a grenade, fire another rocket. Until he dies. That way there's not lapse of time while you reload in which the monster can shoot you. After you killed the first, it's safe to quickly kill the second.
Considering that you were able to follow these directions with perfection, there's only another 2 rocket guys to deal with in this down area. Sometimes, they spawn randomly, meaning that by the time you've dealt with everybody else mentioned above, they are already out in the open. On other times, they spawn inside the room you have to get in to activate the elevator. Whichever the case, deal with them, from a safe distance, one at a time.
I can guarantee that this method works and that tagging and getting rid of the "jumpy" guys the way I described is best, otherwise they'll drive you crazy since their accuracy in movement is much more precise plus the fact you have to keep paying attention to the big rocket guys.
Once you've cleared this area and gotten up through the elevator you hit a save point. Between you and the traitor there's only a few "swat" armored guys upstairs. Use the grenade launcher mode of the AG36 and simply do some splash damage hitting them, nearby objects or the floor to get them down.
Now, if you already got the achievement for beating up the final guy with a punch on a Easy playthrough, this time and just to be careful, use a grenade, giving him no chance to kill you one last time.
If this solution helped you in any way, give it a thumbs up and leave a comment.