All that is necessary for evil to succeed is for good men to do nothing. -- Edmund Burke -- _____ ___ __ __ ______ __ __ ________ ___ ___ / _ \ / \ | | | | | \ | | | ||__ __|\ \ / / | | | | / _ \ | | | | _ __ | |\ | | | | | | | \ \/ / | | |__| / / \ \ | | | | / \ | | | | | | | | | | | \ / | | | | | | | | | | | | |- | | | | | | | | | | \ / | | __ | |_| | | | | | | | | | | | | | | | | | | | | | | | | | _ | | | | | \_/ | | | | | | | | | | | | | | |_| | | | | | | '--.| '--. | |/ | | \_/ | | | | | \_____/ |__| |__| |_____||_____| |______/ \_____/ |__| |__| U N I T E D O F F E N S I V E The latest updates of this guide can be found at GameFAQs: www.gamefaqs.com <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> Written by : El Greco Created : September 6, 2004 Version : 1.00 Updated : March 27, 2005 E-mail : REMOVED Copyright İ 2004-2005 Don Fleming <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> This is currently [Version 1.00] of El Greco's Call of Duty: United Offensive FAQ/Walkthrough. * It is very much appreciated if you view the guide prior to asking me a question. Most of your questions will be answered by this guide. Any e-mails that ask about questions that are obviously answered in the guide will be promptly deleted. No exceptions. The e-mail provided should only be used to clarify information or ask about information not mentioned hereon after. * Have a contribution? Don't hesitate to send it in. I will accept most submissions sent in to me as long as I can understand what you are saying. To make sure I get it right explain it in full-detail before sending it my way. * One last thing. Please don't e-mail me with technical questions about the game since my expertise is in the gameplay and nothing else. You'll get a better answer at the game board and probably much quicker. ----------------------------------------- --- WHAT'S NEW? (Version History) ---- ----------------------------------------- Version 1.00 | March 27, 2005 | 244 kb Finally completed the walkthrough. I lost a lot of time and motivation for this guide after Metal Gear Solid 3 was released in November but as always, I got around to finishing it. I don't believe that there is anything else that needs to be added into the guide but chances are there will be more updates in the future. Version 0.80 | November 14, 2004 | 212 kb I have new and expanded weapons information in this update. There is also one more walkthrough level included. Version 0.60 | October 23, 2004 | 173 kb I know that I haven't been working on this much lately...or rather not at all, so for that I apologize. In this I have updated the American Weapons info with some stuff written by my old co-author. He'll be finishing up the weapons info for the rest of the nations in the next few weeks. As for me, I'll be trying to work on this and complete it before Half-Life 2 and Metal Gear Solid 3 come out because once they come out I'm going to be swamped by the two FAQs. Version 0.55 | September 30, 2004 | 168 kb The walkthroughs for the first Russian mission is completed. I added in a few new FAQs and some other things near the end of the guide. Sorry for the longer than normal update time but I had lots of things to do the past few days and little time to spare. Version 0.50 | September 27, 2004 | 155 kb Now the entire British Campaign is completed. I added in the mission synopsis that appears at the debriefing for each campaign. Only for the Americans and British though. The Russian synopsises will come when their campaign is done. Version 0.40 | September 26, 2004 | 140 kb I'm not sure what happened wit the last update...for some reason when the update got "posted" it reverted back to the previous one. Sorry if that inconvenieced anybody but I didn't have much to do with it. Getting to new content, there is one more level of the British campaign, the first sicily mission. Quite a doozy of a mission. 25 objectives! Well you already know that so I'm going to shut up. Version 0.35 | September 25, 2004 | 124 kb The first two missions of the British Campaign have been completed. Two new FAQs have been added and a few very minor additions elsewhere. Expect the next update soon. Version 0.25 | September 21, 2004 | 109 kb This version of the guide now contains the entirety of the American campaign, some new tactics, and a brand-spankin' new section on how to cheat your way through the game. Version 0.20 | September 19, 2004 | 91 kb In case you are wondering what happened to my co-author (LordMarl)...well he got punished for something and he most likely won't be around for a few months so I will be finishing up this guide alone. Now that that is out of the way I will get onto the things you care about: the new things. I completed the third American mission, updated the weapons section, and added in a few minor things here and there. Version 0.15 | September 17, 2004 | 78 kb This is the first public version of the guide. As of now the walkthrough has been completed up to the second level. In addtion to that there are several appendices completed. Now is the time to send in contributions. If you have one drop either of us an e-mail and we'll be sure to put it in. Updates will come more or less every other day from now until the guide is finished. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- T A B L E O F C O N T E N T S -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 01) Introduction Opening Remarks Contact Information 02) American Missions 2.11 Bois Jacques 2.12 Crossroads 2.13 Foy 2.14 Noville 03) British Missions 3.11 Bomber 3.12 Train Bridge 3.13 Sicily 1 3.14 Sicily 2 04) Russian Missions 4.11 Trenches 4.12 Ponyri 4.13 Kursk 4.14 Kharkov 1 4.15 Kharkov 2 05) Mission Debriefings 06) Appendices Controls Weapons Tactics Cheats Frequently Asked Questions 07) Closing Credits Legal Information Concluding Remarks ============================================================================== ---- 01) Introduction ---- ============================================================================== This is the section that will introduce you to the guide and tell you what will be covered in this guide. You can also find out how to contact us if you have a question. ___________________ _______________________________________________________ | Opening Remarks / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Welcome once again to another Call of Duty strategy guide. Call of Duty: United Offensive is the expansion pack of the smash-hit first-person shooter Call of Duty. Being the second game in the series this will also mark the second comprehensive guide that I have written for the series. I covered the first game in excellent form (one would assume so since that guide, I am happy to say, won the GameFAQs FAQ of the Month award) and I hope to do so once again with this guide. In this guide I will cover the basics of United Offensive, which range from controls to tactics to weapon information. In addition to the basics I will have in-depth coverage of the main attractions of the game: the single player campaign and the online multiplayer. The single player walkthrough will take you step-by-step through each level of the game pointing out all necessary enemies, objectives, interesting tidbits of information and so on. The multiplayer coverage will encompass all the game modes, maps, and have specific strategies for each map for you to take into consideration. I appreciate all of those who have perused this guide prior to flooding my inbox with questions. I am confident in the quality and content of this guide so it will be helpful to you, I am sure of that. If it isn't, whether it be because I have neglected some tidbit of information or have included something that is flat-out false, then please send me an e-mail explaining the fault and I will correct it soon enough. If you are still reading at this point then I would like to say that I appreciate you taking the time to look at my guide and I sincerely hope that you enjoy reading it and find it of the most use. - El Greco ______________________ ____________________________________________________ | Contact Information / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. * El Greco : REMOVED SUBJECT LINE : United Offensive DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar - Ask for help about things not already answered in this guide - Look through the guide before contacting me to make sure I haven't already answered your question DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! - Ask questions that are answered in this guide - Add attachments to your e-mail - NO 1337 SPEAK ============================================================================== ---- 02) American Missions ---- ============================================================================== A general note for the walkthrough. I will usually assume that you have both a SMG or MG and a rifle. If you don't have one and you see me telling you to get yours out don't freak out because usually you will be able to pick off people with your SMG, it just isn't quite as ammo conservant as using a rifle. This section is the beginning of the walkthrough for the single player campaign of Call of Duty: United Offensive. The first campaign follows an American platoon across the fields of Bastogne. You take the role of Sgt. Scott Riley during the Battle of the Bulge. NOTE : This walkthrough is for the HARDENED difficulty level. There will be some small discrepancies here and there between other difficulty levels but this can be used for all difficulties. _____________________ _____________________________________________________ | 2.11 Bois Jacques / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ CLASSIFIED OPORDER 101-CCB 506 PARACHUTE INFANTRY REGIMENT Company HQ Bastogne, Belgium 26 December 1944 1) MISSION a. Repel anticipated enemy assault. b. Maintain current lines at all costs. 2) EXECUTION a. Intent: 506th PIR will deploy jeep-borne recon patrols. These patrols will assess the situaution and return to Company HQ. b. During this period the line defenses will be reinforced: a) Foxholes will be fortified with lumber and sandbags b) 1 M2 .50 cal heavy machine-gun will be deployed per platoon. c) Each squad will be allotted 2 M1919 A6 light machineguns with limited ammo. d) 60mm mortars will be deployed to the reare of the line. e) Limited anti tank capability in the form of bazookas will be available. 3) SITUATION a. Enemy units are expected to renew their attack in full force. Our lines are weakened due to yesterday's aerial and artillery attacks. b. Enemy Forces: a) 76th Volksgrenadier Division (expected) b) 2nd SS Panzer Division (Expected) c. Friendly Forces: a) Dog Company 506th PIR b) Easy Company 506th PIR c) Fox Company 506th PIR 4) WEATHER a. Clear, cold. Visibility 5000m 5) TERRAIN a. Prepared positions, heavily forested area. b. The line faces an open field. Aproximately 100m deep clear field of fire. ------------------------------------------------------------------------------ ============ Objectives ============ - Get to the jeep - Get back to Company HQ - Follow Pvt. Anderson to your foxhole - Hold the line (right) - Follow Moody to the next foxhole - Kill the two MG42 gunners - Follow Sgt. Moody to the right flank - Move next to foxhole, destroy incoming tanks - Hold the line at all costs ----------------------------- Objective 1 : Get to the jeep ----------------------------- You start this level out standing with your squad next to a jeep in a heavily forested area. Sgt. Moody (returning from the original!) will address you. When your squad starts moving out into the woods just follow right behind them. When you cross over a small hill your squad will spot a German patrol. Take cover behind the wood pile and just stay put and don't fire a shot. Your squad will hold the patrol off the patrol for a few seconds before they hear the sound of German Panzers coming through the forest. Making a quick decision your squad will high-tail their asses back to the jeep just as the tanks burst through the treeline. One of your squadmates will be killed in the ensuing chaos but you just need to keep moving with your squad. Hopefully when you get back to the jeep you have full health. You should as long as you stayed put behind the wood pile. Anyways, hop onto the mounted .50 cal machine gun and the Sgt. will take off driving through the woods. ------------------------------------ Objective 2 : Get back to Company HQ ------------------------------------ Look ahead of the jeep and you'll see about a half dozen Germans in a small clearing ahead. Start firing and swivel your gun turret to fire at them as you race by them. Sarge will gun the jeep ahead and pass a barn where a bunch of germans are racing to their vehicles. None of them will shoot at you but just to be on the safe side fire at them anyways. As soon as the last German has dissapeared from view swivel back around to face the front. You will see a small hill through some trees. As you approach it a tank round will explode over your head and shatter a tree. Sarge will turn the jeep hard to the left so be prepared to move the turret to face them as your race by. Shoot as many as you can as quickly as you can since this is usually the place where the most damage is done. The best way to ensure survival through this area is to start shooting early and continue to shoot as you race away from them. Sarge will take the jeep down a small hill into the road. Don't bother shooting at the incoming jeep. Sarge will plow your jeep right into the German one and kill both occupants. Now you will turn to the left and race down a road for the first time. Take advantage of this frst time opportunity to look ahead and spot the German trucks on the left side. Shoot the occupants in the cargo bed as you drive up and pass them. Looking farther up ahead you will see another German truck. Start shooting at it. With any luck you'll hit it enough to blow it up and kill the Germans waiting to ambush you on the opposite side of it. If this doesn't happen just look to the right when the jeep stalls out and shoot any Germans lying/standing next to the truck. As Sarge tries to start the jeep up some Germans will start to approach from the other side of the jeep. Swivel your turret and shoot them down as they approach. Soon enough the jeep will start up and you'll be heading down the road again. When the jeep makes the right turn in the road up ahead you need to shoot at the halftrack that is parked on the left side of the field, hidden from view as you approach it. Take out the gunner quickly, he is sitting atop the halftrack with an MG42 that he will shoot at you with. The jeep will be out of sight and range of the halftrack as it drives away but the halftrack will start up and start to follow down the road. For now it isn't a problem so peer ahead. Sarge will try and cut around a house but will be met by a small squad of Germans. Right off the bat you will need to shoot at the truck. When it explodes due to your gunfire it will take out a good portion of this squad. Now swivel your turret around the area and shoot any remaining troops. Sarge will get moving again and cut around the house again. You will see the halftrack coming down the road. If you missed the MG42 gunner now is the time to take him out before he does too much damage to you. If you did this beforehand then...you don't really need to shoot him again, do you? The jeep will careen through the woods on the homestretch. You will pass two German soldiers that ome stumbing into view. Shoot them before the gather their wits about them. Soon you will make it into a big clearing. German tanks and soldiers will begin to pour out of the woods on the right side. Shoot as many as you can before they can do any damage to you. When you are back on the road there will be no more troops to shoot at. Sarge will drive the jeep right into a small shed. You are at Company HQ. Congrat's but you're barely at the halfway point! -------------------------------------------------- Objective 3 : Follow Pvt. Anderson to your foxhole -------------------------------------------------- Sarge will yell out some things to Captain Foley (another returnee from the original) and Foley will tell you to follow Private Anderson to a foxhole to help defend the line. On your way out stock up on health and grab the Garand ammo on the right side of the exit. As you cross to the foxhole with Private Anderson mortars and tank shells and bullets will rip through the trees but as long as you stick close to the Private you will not get hit. Anderson will drop into a foxhole after covering a bit of distance. Drop down next to him. * Sidenote - A lot of confusion has been going on around this part. If you take a look at the soldier that is being dragged up from the field you will see that his name is Pvt. Matrin. A lot of people have gotten this confused with Pvt. Martin from the first game who was the playable character in the American Campaign. Once again it is Matrin not Martin. ----------------------------------- Objective 4 : Hold the line (right) ----------------------------------- Now you need to hold off a large wave of enemies that will be spread out across the field. Some will come right up at you some will go to the sides. Shoot as many as you can with your Garand but whatever you do do_not_stand up, there is so much havoc in the area that standing up will get you shot down in just a few short seconds. Scan to the sides periodically to make sure that the enemy is not coming at you from that drection. Basically, as long as you stay low and shoot anybody who approaches the bunker you will be fine. ---------------------------------------------- Objective 5 : Follow Moody to the next foxhole ---------------------------------------------- After a while Moody will come at you and order you to follow him to another foxhole. Quickly scan the perimeter of the foxhole and make sure there aren't any Germans in the proximity and hop out. As you cross to the foxhole stay low and right next to Moody. He will bring you to a foxhole with a .30 cal machine gun laying in it. Grab it by pressing F and then set it up on the front edge of the foxhole. Now you need to gun down a long wave of enemies that come through the field and out from behind bombed out tanks and other obstructions. Here you have to scan the area in front of you for Germans coming up to break through the line. Shoot anybody who comes into view. The .30 cal is accurate and has a very fast rate of fire so you really just need to make sure that somebody is in your sights before you fire and if you do that you will take them down. Keep peering to the sides to make sure that no germans are coming up from the side or otherwise. I can't even count the number of times I was caught off guard by this. Usually this will happen if you are sloppy in your shooting you will fail to spot someone or fail to shoot them. If that happens disengage and turn to shoot them. The immediately return to your gunning position. Moody will come to you soon and have you follow him to another foxhole. Disenage from the .30 cal and follow him. --------------------------------------- Objective 6 : Kill the two MG42 gunners --------------------------------------- Moody will take you to a foxhole with a sniper rifle lying in it. Grab the rifle and peek up over the foxhole to spot the two MG42 gunners he wants you to shoot. They are easy to tell because of the constant orange-ish glow set off by their guns. Quickly pop up and use the scope to zero in on the first MG42 gunner. Pop some lead into his cerebrum and then duck back down. Turn to the direction where the second MG42 gunner is and repeat. Now you don't have to do anything until Moody gets back to the foxhole. Just stay put. After the airsupport leaves Moody will have you follow him to the right flank because the Germans are breaking through. -------------------------------------------------- Objective 7 : Follow Sgt. Moody to the right flank -------------------------------------------------- Run up the hill, following Sgt. Moody. Shoot the two or three germans at the crest of the hill and then make yiur way down to the foxholes at the bottom, on th other side. Your allies are engaged in combat here so you may want to help them out and eliminate all the Germans in the area. I suggest that you stay near the top of the hill and pic them off from up there with your Garand. ---------------------------------------------------------- Objective 8 : Move next to foxhole, destroy incoming tanks ---------------------------------------------------------- There are three tanks approaching the right flank (OH NOES!). The first foxhole will have a Bazooka lying in abox next to it. Exchange it for one of your weapons, I suggest the .30 cal in this case. Move roughly three feet to the right of the foxhole and lie down. You should be looking at a German tank approaching through two trees. Use your iron sights to get an accurate bead on the tank and then fire a round right into it. Rinse and repeat and the tank will blow up. The enemies that you see approach won't attack you (only your allies) so stay focused on the tank. Now you need to move further down the line and take out another tank. Before you do though look next to the second foxhole and pick up an extra Bazooka round. Now spot the second tank and lie down to shoot at it. It shoud take two more shots to take this one down. Now take out your Garand and move even further down the line. Some enemies will be approaching from the end of the field. Shoot at them because they will be doing likewise to you if you don't. At this point you should be able to see a third tank aproaching from the opposite side of the field. Lie down and fire your last two shots at the incoming tank. It should blow up. If you miss there is an extra round lying in one of the surrounding foxholes. ---------------------------------------- Objective 9 : Hold the line at all costs ---------------------------------------- "All costs" doesn't really mean much at this stage of the game since your buddies can take care of everything for you. The tanks will roll in within 30 seconds and the level will finish. If you like you can go out and shoot some Germans but that's up to you. If you are really low on health you might just have to stay back and let your allies do the work for you. ___________________ _______________________________________________________ | 2.12 Crossroads / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ CLASSIFIED OPORDER 101-CCB 506 PARACHUTE INFANTRY REGIMENT Company HQ Bastogne, Belgium 12 January 1945 1) MISSION a. Assault and disable enemy artillery battery b. Capture and secure the main crossroads. 2) EXECUTION a. Intent: Three squads will be deployed on a night op. The objectives are to remove major enemy threats amd secure the crossroads in order to allow the main force unfettered advance on Foy. a) First and second squads assault the battery and farm house. b) Third squad will secure the crossroads. c) All squads are to reunite at the crossroads to ensure that the objective is maintained. 3) SITUATION a. Enemy units occupy much of the area between Allied lines and the town of Foy. The main crossroad this side of Foy is under enemy control. A small battery of Pak 43 guns has been established near a farmhouse north of this position. b. Enemy Forces: a) 76th Volksgrenadier Division (Expected) b) 2nd SS Panzer Division (Expected) c. Friendly Forces a) First Squad b) Second Squad c) Third Squad 4) WEATHER a. Fog, cold. Visibility 1000m 5) TERRAIN a. Entrenched positions near 2 story stone structure. Little cover on approach. b. Entrecnhed positions at crossroads. c. Forested areas on roadside embankments. ------------------------------------------------------------------------------ ============ Objectives ============ - Follow Sgt. Moody to the ridge - Protect Sgt. Moody - Clear the forest - Follow Sgt. Moody and the rest of the squad - Assault the MG42 nest - Clear courtyard - Clear farm house - Interrogate the German officer - Rescue the Allied prisoners - Get to the crossroads - Clear the crossroads - Ambush the convoy - Destroy the tank - Return to the crossroads -------------------------------------------- Objective 1 : Follow Sgt. Moody to the ridge -------------------------------------------- After the briefing and Moody adresses the squad follow him to the crest of the hill he is heading towards. -------------------------------- Objective 2 : Protect Sgt. Moody -------------------------------- When you get to the top of the hill an explosion will ring out as one of your squad-mates is hit with a mortar. Sgt. Moody has to go down the hill and grab him. In case you hadn't noticed a large group of Germans appeared as the mortar hit so you need to keep them at bay while Moody grabs the wounded soldier. Take out the MG42 gunner first, he will be the biggest problem. After he is down begin to take out all the soldiers that are hiding behind sandbags, trees, rocks and the like. It will take Moody almost 1/2 minute to get the soldier so stay on your toes. Please note that the MG42 is taken over several times even if you shoot the gunner. There will be more to take his place; keep an eye on that location at all times. When Moody brings the soldier back to the rest of the squad. ------------------------------ Objective 3 : Clear the forest ------------------------------ As Sarge brings the wounded Lieutenant out of harms way you need to mop up and destory all the rest of the Germans in the area. There should be somewhere around a dozen Germans. Stay covered and shoot at many as you can. When all the Germans have been killed follow Moody through the forest. If you need to restock on health there is a full serving of it in the MG42 nest. * Sidenote - Take a look at your squad members. Pvt. Gordon and Pvt. Freeman... Intentional reference to Half-Life 2? Perhaps... --------------------------------------------------------- Objective 4 : Follow Sgt. Moody and the rest of the squad --------------------------------------------------------- Follow Sgt. Moody through the fence and listen to his orders. When you try and sneak up on the MG42 nests and the artillery guns there will be a flare sent up. When that happens your squad will be spotted and the element of surprise is lost. ----------------------------------- Objective 5 : Assault the MG42 nest ----------------------------------- Now you must head through the trees and take out the MG42 nest that is shooting at you. Run along through the trees to the southwest and cautiously approach the nest. Find a good rock to take cover behind, there should be a perfect one right in front of the MG42 nest at the top of a small incline. Take out your grenades and get a quick look at where exactly the MG42 nest is. Toss three grenades towards the MG42 nest. Try and get one into the nest, one slightly behind it, and one to the left of it. These three spots will take out the largest amount of enemies; you can do even more damage if you cook the grenades before you throw them. After the grenades have gone off your squad should be moving up to the nest. Follwo them with your Thompson out and ready. Find some cover to the right of the nest and aim your Thompson at the doorway of the small shed. Three Germans will come out shooting from there. Kill all of them with a clip from your Thompson and then get up and move into the shed. ----------------------------- Objective 6 : Clear courtyard ----------------------------- Cautiously approach the hole in the wall of the shed. Peer out and shoot the Germans that are standing behind the crates and the trucks. You will need to take out about 10 or so Germans so that Anderson can "spike" the 88s. He will only go when the coast is clear so be thorough in your sweep. When the 88s blow the cargo door atop the barn in the courtyard will open and an MG32 will start firing. Hang back and let your squad deal with this guy, this is one thing that they_can_do. ------------------------------ Objective 7 : Clear farm house ------------------------------ Run to the window in the front of the house and the doors will be busted in. Shoot the three Germans on the ground floor and the objective will be completed. Soon you find out that your squad mates have captured a German officer. -------------------------------------------- Objective 8 : Interrogate the German officer -------------------------------------------- Your squad mates will interrogate the Officer to find out where the missing patrol is. He will inform you that they are in the barn out back. When your patrol begins to head off he runs to the window and shouts out something in German, presumably that the Americans are coming. Your patrol knocks him out but for now you need to worry about finding the patrol before the Germans get to them. ----------------------------------------- Objective 9 : Rescue the Allied prisoners ----------------------------------------- Nw you have to rush back out into the courtyard. I suggest that you dash to the truck that is parked next to the barn and lie down. Use your Thompson to take out the Germans on the other side of the fence where the shed is. When they are all down your squad will enter the barn. Follow them. Inside the barn is the missing patrol. ------------------------------------ Objective 10 : Get to the crossroads ------------------------------------ When the formerly missing patrol has been rescued mody will push open a side door of the barn and head out into the woods. If you look up and around the hill you will see that there is a small group of Germans getting ready to attack you. Use either your Thompson or the Garand to shoot down all the Germans hiding in the trees. When they are all down your squad will begin to move up the hill. When you near the top of the hill you will hearthe sound of a vehcile racing along a road and a horn blaring. Get to the top of the hill and look down. You will see a German on a motorcycle hauling ass down the road. Before he can get out of range take out your Garand and pop a shot into his head. The little bike he is riding will stop, crash and flip over. Now head through the trees following your squad. When you break through the tree line you will see Ramirez's squad taking on a bunker with MG42s and a field full of Germans. ----------------------------------- Objective 11 : Clear the crossroads ----------------------------------- Make your way down the left side of this hill. When you get to the bottom take out your Thompon and start shooting at the Germans hiding in the trench on the other side of the road. Hop into the trench quickly and look towards the bunker. There will be a few Germans coming towards you. Shoot them and then hop out of the trench and move right up next to the bunker. Move around the bunker and go prone right in front of where the MG42 is mounted. Shoot the German standing in the bunker and then look out through the entrance. You will be able to shoot a few more Germans that pass in front of it. Around this time the last of the German forces should be shot down. -------------------------------- Objective 12 : Ambush the convoy -------------------------------- Run towards the mark on the compass, go along the right side of the road. When you reach Sgt Moody he will tell everyone to find good hiding spot. When the convoy comes along one of your squa mates will blow up the front vehicle with a Bazooka round. Now you can open fire on the soldiers coming off of the trucks. Just take cover and fire away at the Germans and make an effort to keep them off of the hills. Soon a German Panzer tank will come down the road and open fire on you. The Bazooka man will be shot down and you now have to take it up and destroy the tank. ------------------------------- Objective 13 : Destroy the tank ------------------------------- Quickly pick up the Bazooka that was dropped by one of your squadmates. Crouch behind the rock next to where the Bazooka fell and fire two quick shots into the Panzer tank. If you happen to miss one shot you have an extra. This isn't especially hard, just keep yourself covered by staying behind the rock and you'll be able to take out the tank. --------------------------------------- Objective 14 : Return to the crossroads --------------------------------------- Make one sweep of the immediate area because here you can pick up a Colt pistol that has been dropped by one of your squad mates. Pick it up when you find it. it should be close to the place where the Bazooka fell. Follow Sgt. Moody back to the crossroads where your squad is gathering. Captain Foley will address the squad breifly and then the level will end. _____________ _____________________________________________________________ | 2.13 Foy / / | ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ CLASSIFIED OPORDER 101-CCB 506 PARACHUTE INFANTRY REGIMENT Company HQ Foy, Belgium 12 January 1945 1) MISSION a. Assault and secure the town of Foy. Secure the road and bridge to allow allied forces access to Noville. 2) EXECUTION a. Intent: On 13 January at 1100 hours units from the 11th armoured division will advance along the road supported by Infantry personnel from 506 PIR. Dog, Fox, and Easy companies will assault the tree line south west of Foy. Once the infantry has cleared the structures and disabled all enemy anti-tank capability, 11th armoured will advance and assist in securing the bridge. 3) SITUATION a. Enemy forces are concentrating in the twon of Foy, effectively blocking the main Highway to Noville. Recon indicates an under strength batallion supported by armour and fixed anti-tank emplacements. b. Enemy Forces: a) 76th Volksgrenadier Division, 3 weakend regiments b) Elements of 2nd SS Panzer Division c) Fixed artillery (Flak 88) and 6cm mortar positions c. Friendly Forces a) Dog Company 506 PIR b) Easy Company 506 PIR c) Fox Company 506 PIR 4) WEATHER a. Overcast, cold. Visibility 2000m 5) TERRAIN a. Open field, snowy, little cover b. The town: 2-3 story stone structures c. Town surrounded on 3 sides by heavily forested high ground. ------------------------------------------------------------------------------ ============ Objectives ============ - Assault into town - Kill the spotter - Take out the 88 - Clear the houses - Disable the Tiger Tank [1] - Gain control of the church - Eliminate Panzerschrek units [6] - Destroy the German anti-tank vehicle - Meet up with Captain Foley ------------------------------- Objective 1 : Assault into town ------------------------------- Captain Foley will address your squad about the mission at hand. When your squad starts to move, move with them. Follow your squad through the fields, taking cover behind the huts and staying low by crouching. A message will pop up on screen informing you how to sprint, by pressing the ALT key. I suggest that you use this frequently while trying to reach cover. Sprint to cover, pause and let your sprint meter recharge, then sprint again. Rinse and repeat until your squad reaches a small shed. This part will take you a few tries so don't get frustrated. Be sure to ue your quicksave function often it will really help you out. ------------------------------ Objective 2 : Kill the spotter ------------------------------ Another soldier will inform Sgt. Moody that there is a spotter calling in enemy artillery strikes and that he needs to be taken out. Before he can finish his sentence he will be shot and killed so it is up to you to take up a sniper rifle and shoot the spotter. Locate the sniper rifle on the right side of the shed. Pick it up and get back behind the shed. Lean out and spot the upper window in the building to the north. Shoot the sniper aiming in your direction then move out to the right of the shed. If you look a bit to the left of the building you just shot the sniper you can spot a German soldier looking through a pair of binoculars. That is the spotter. Cap his arse. ----------------------------- Objective 3 : Take out the 88 ----------------------------- Now you must charge into the direct face of a whole slew of MG42s, snipers, machine guns and a whole lot more. Don't get excited and run off into the middle of the field, before you do that I suggest that you swap out the sniper rifle for whatever you just dropped when you pick it up. When you have done that, you may proceed to a likely death. Start out by edging out past the shed and taking aim at the MG42 gunners in the top windows of the building ahead. Shoot them both and when they are down move up through the field and crouch behind the tractor. Take out your grenades and toss some around the area behind the wall. Cook the grenades before you throw them so the enemy has little time to avoid the blasts. When you've tossed your grenades move towards the wall and take out whatever machine gun you have and slowly proceed down the length of the wall and shooting over the top of it at whatever you see. When you get to the end of the wall take im into the area where the Flak 88 is and start popping off rounds at the Germans manning it and around it. As you make your way to the Flak 88 a MG42 gunner will start firing down at you from a window above. Move to almost directly under his window and ready a grenade. Take aim and then cook a grenade and toss it into his little hole. It should explode and kill him if you got it into the window. Now just plant your explosives on the Flak 88, get behind cover, and the objective will complete itself. ------------------------------ Objective 4 : Clear the houses ------------------------------ When Moody busts in the door follow him through and shoot the German that is standing in front of the door. Now move up the staircase and shoot the German running down it. At the top of the stairs go into the room on the right and grab the two health packs since you most definitely need to have them. Now take a look out the window. Take aim at the soldiers in the two top windows and take them out. Now look to the left and spot the MG34 gunner firing at an American off in the distance. Shoot him in the back and then go and join your squad outside. Outside your squad is engaged with a large group of Germans and an MG42 gunner. Move right up to the fence and take out the rifle you are holding. Edge to the left while aiming down the sight and take a bead on the gunner, when you have an accurate aim on his head shoot him and then start to deal with the rest of the Germans beyond the fence. When all the Germans have been shot start to move up into the next house, taking out any Germans you come across. There will be one in the window as you enter the house and one ot the right of the doorway when you are in the house. move through this house shooting the Germans that come into view. When you are close to the staircase make sure you shoot the German that is hiding in the shadows a little bit up the stairs. If you need it, there are three health packs at the top of the stairs. Now make your way out of the building. Shoot the German standing behind the fence and then take a peek into the doorway behind it. Shoot the three Germans inside the room just past the doorway. Go into the third room of the building and look put through the windows at the next building. Shoot the two Germans firing from the two windows above and make your way outside the building before it catches fire completely. When you round the corner you will spot a German climb over the wall ahead. Shoot him and continue on. When you reach the first window in this building take a look inside and shoot down the three Germans inside. When you have shot all of them a fourth will come from the doorway inside so you must shoot im too. now go into the next hallway and shoot the two Germans inside. When you reach the doorway of the next room take a look up the blocked set of stairs. There is a German soldier standing there. You know what to do. ---------------------------------------- Objective 5 : Disable the Tiger Tank [1] ---------------------------------------- Make a right turn and get ready to shoot at two Germans that come from behind the doorway ahead. When they are down head outside and plant your explosives on the tank at the yellow marking. ---------------------------------------- Objective 6 : Gain control of the church ---------------------------------------- Make your way to the outside. Stop at the doorway for a moment while a tank shell hits the church tower where the MG42 gunner is stationed. When the gunner is out of commission look to the right and open fire on the squad of Germans in the courtyard here. When they are all killed make your way through the small car garage behind the spot where the MG34 gunner was and head for the door of the church. When Moody busts open the door of the church don't rush in and go rambo on the inside. That way leads to a certain and quick death. Instead lean out from the doorway and use your rifle or submachine gun to one-by-one eliminate the Germans attacking from the altar area. When all of those Germans are out hang a tight right inside the church and go through the doorway and up the stairs. Shoot the three Germans firing from here. Now go into the small romm by the balcony and grab the sniper rifle. As Cpt. Foley addresses the squad several tank shells will crash into the surrounding area. Quickly climb up the ladder. ---------------------------------------------- Objective 7 : Eliminate Panzerschrek units [6] ---------------------------------------------- Now you have to aim down into the courtyard to the right and shoot the 6 Panzerschrek-wielding Germans that come down the road to shoot at the tanks. Start out by checking the inside of the fenced in area. Then check the road and scan all along the fence and up the road. There will be a MG34 gunner in the building to the rear of the fenced in area so take him out whe he reaches his position. Also, please note that it is best to take out most Germans that you see come down the road or enter the fenced-in area. They will be shooting at you. The objective will be completed when all the Panzerschrek units have been killed. -------------------------------------------------- Objective 8 : Destroy the German anti-tank vehicle -------------------------------------------------- Now make your way back down the ladder and the stairs and head out of the church. Make sure you duck into the side room right by the exit to pick up some Stielhangranate ammo and two health packs. Once the Germans on the opposite side of the bridge begin to attack you will need to run over and destroy one of their Tiger Tanks. I suggest that you dash to the jeep near the middle of the bridge and take cover there. Take out some grenades and take a few quick peeks to spot some enemies. Throw the grenades and then immediately dash to the very end of the bridge and dive down in front of the sandbags over on the left side. From here you can take out the MG42 gunner and lean out to take pot-shots at the Germans behind the fences. Your squad will move up at this point and take out a majority of the Germans in the area. When they have done that and the coast is clear run over to the trench on the right side of the bridge and grab the two health packs. From the trench you can peek up and shoot a fair amount of Germans with your rifle. When the coast is clear move up towards the barn and stay low. Now plant yourself by the parked truck and take a look around. There should be a few moree Germans hanging around. Shoot them and then move up with your squad into the barn. In the barn you will see a Tiger Tank. This is the vehicle that you need to destroy. How? Take a look around and find a Panzerfaust by the doorway to the barn. Pick it up and fire one clean shot at the back of the Tiger Tank. It will blow up and the objective will be completed. ---------------------------------------- Objective 9 : Meet up with Captain Foley ---------------------------------------- Meet Captain Foley at the point marked on the compass and he will do a brief talk before the level ends. ________________ __________________________________________________________ | 2.14 Noville / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ CLASSIFIED OPORDER 101-CCB 506 PARACHUTE INFANTRY REGIMENT Company HQ Noville, Belgium 15 January 1945 1) MISSION a. Secure the town of Noville 2) EXECUTION a. Intent: On January 15 1945 at 1130 hours 1st. 2nd and 3rd squads will advance into Noville with support from 11th armoured division. The assault will proceed as follows: a) First squad: Secure main road up to the Chateau b) Second squad: Secure west side of town c) Third squad: Secure East side of town d) All squads rendezvous at chateau and establish a defensive perimeter. 3) SITUATION a. Noville is the last hurdle in securing the Bastogne-Houffalize highway; once it is secured 2 battalion can continue to consolidate their positions and gear up for the push into Germany. Bad weather has made it difficult to discern what is happening on the ground, but forward recon reports very little enemy activity in the town itself. We can assume that we will encounter remaining forces that retreated from Foy. b. Enemy Forces (expected) a) 76th Volksgrenadier Division (Remainder under strength) b) Elements of 2nd SS Panzer Division (Panzer IV's, halftracks, and possibly Tigers) c. Freindly Forces a) M4 shermans from 11th armoured b) 1st, 2nd, and 3rd squads, 2 platoons 506 PIR 4) WEATHER a. Clear, cold. Blowing snow. Limited Visibilty 800-1000m 5) TERRAIN a. Light urban, heavy battle damaged structures b. Town surrounded by forested rolling hills ------------------------------------------------------------------------------ ============ Objectives ============ - Clear houses with Cpt. Foley and First Squad. - Rendezvous at the Chateau. - Clear Chateau. - Protect South Flank. - Protect North Flank. - Protect Sgt. Moody. - Defend Chateau. - Destroy incoming tank. - Regroup with Cpt. Foley. ----------------------------------------------------------- Objective 1 : Clear houses with Cpt. Foley and First Squad. ----------------------------------------------------------- The level will start with Captain Foley addressing the squad as you ride into the outskirts of the town atop one of the tanks of the 11th armoured division. When he jumps off the tank follow him to the house on the right side of the road. Inside you will see a small group of german soldiers running to their fighting positions. Try to gun them down as the run but it is easy enough to take care of them ven if that is not successful. Enter the house and move to the left you will see two more Germans taking cover behind a table. Shoot them and go right and stop at the doorway. Lean out of the doorway and look to the top window. Shoot the German there and then direct your view to the lower window, directly below. Shoot the German standing there and then move out into the open. Ignore the MP40 gunner from up above, if you move close neough to the house he won't be able to shoot you. Go up to one of the windows and take a look in. Cap the two Germans inside and then go in. When you go through the next doorway approach cautiously since there will be two more enemeis in here waiting to pop a few pounds of lead into your torso. Shoot them and then move to the opening over on the left. Move up the the table that has been turned over and stay crouched. Look to the opening that leads to the outside and shoot the German prepping to fire at you. Now peek out from the side of the table and take out the three Germans behind the bombed out wall. Now go throught he house and find the stairs into the next house. When you go through the doorway there will be one German coming up the hallway. Shoot him and the proceed onwards. Which way to go? Up or down? The game solves this tiny conundrum for you by sending a mortar shell directly into the upwards staircase. Head down the stairs and hold at the bottom in the small room you come to. Your squad will blow the wall out and reveal another room with some Germans inside. They all will come down from the stairs on the right side of the room. So have your gun aimed over there and fire away when they come. When they are all down proceed up the stairs and a hole will be blown in the wall by a tank, killing a German prepping to fire at you. ---------------------------------------- Objective 2 : Rendezvous at the Chateau. ---------------------------------------- Now go down the stairs out of the house and find some coevr on the side of the street. I suggest that you stay and camp here for a short moment and take out as many enemies as possible with your rifle. When the coast is somewhat clear (it won't be completely clear) make your way a little bit further up the street and find some more cover. Rinse and reepat until you are at the Chateau. this part mainly relies on your speed and fast thinking. All you have to do is shoot and move. Use the quicksave often because this part can become a real headache. ---------------------------- Objective 3 : Clear Chateau. ---------------------------- Once the destroyed tank rolls through the stone wall you need to get right in behind it and lean out to shoot at the Germans that come from the front entrance of the Chateau. There will be about 10 or 12 that attack from here. The rest will come from the courtyard on the right of the tank. Move to the stonewall entrance of the other courtyard and lean out to survey the scene. There is a German preapring to man an MG34 so shoot him quickly and then start to hack away at the Germans hiding behind the boxes and cars. When they are all down move into the Chateau being wary that a few more will come out of the entrance on your way into it. When you enter the Chateau make your way through the halls until you can spot two Germans through one of the destroyed walls. Shoot them and then move to the brink of the room they were in. Look up and about the walkway above and shoot the small group of Germans that is firing from up there. Some will be above you and some will be across from you so stay on the lookout. Go to the top of the stairs and clear out the two rooms on either end of the walkway on the west end of the house. there will be two in the room with the MG42 and about 5 more that come from the opposite room. ---------------------------------- Objective 4 : Protect South Flank. ---------------------------------- When you reach the room that is almost halfway bombed out your squad will spot a whole division of German troops coming on from the south. Grab the MG34 on the box and set it up as close as you can to the brink of the gap in the floor. Stay here as long as you can firing away at the German division coming in your direction. When there seems to be no more in view pick up and head over to the window on your left. Set up the MG34 there and fire at this grouping of enemies. Son enough you will have killed this group but (crikey) there's yet another group coming in from your original position. Pick up and move back there and repeat the process. ------------------------------------ Objective 5 : Destroy incoming tank. ------------------------------------ Now drop down through the hole in the floor and get to the small porch on the north side of the chateau. On the right side of the porch is a panzerschrek. Pick it up and use it to shoot the tank. If you hit it head on it should blow up but if it doen't just pop another round into the tank to finish the job. Head inside immediately afterblowing up the tank to avoid incoming enemies. ---------------------------------- Objective 6 : Protect North Flank. ---------------------------------- Now head to the kitchen and get out your rifle. Crouch by the window and take out any enemies that pop up in the area beyond the stone wall. If that area begins to thin out go out onto the porch and look to the west. There should be a small wave of Germans coming through next to the tank you just blew up. Whan all the enemies have been shot down you will need to head up to the MG42 on the top floor. --------------------------------- Objective 7 : Protect Sgt. Moody. --------------------------------- Get on the MG42 and spot the German soldiers firing at Sgt. Moody's squad. Open fire on them. Make sure you scan all the way over to the right and try to take the ones out behind the stone wall since that is where a majority of them will be coming from. When the halftrack comes into view take out the MG42 gunner near the front of it since he will immediately spot you and open fire on you. You want to get to him before he can get to you. When Moody and his squad have made it safely inside the chateau you will be in the clear for this objective. ------------------------------------ Objective 8 : Destroy incoming tank. ------------------------------------ Go to the south end of the building and get out your panzerschrek. Use it to shoot the Panzer idling outside the chateau. ----------------------------- Objective 9 : Defend Chateau. ----------------------------- Now you have to fend off a small wave of enemies that come in. Just stay in this general vicinity and pick off enemies that approach the chateau. Soon another tank will come in. ------------------------------------- Objective 10 : Destroy incoming tank. ------------------------------------- Head back out onto the porch and look out across the field. There is another tank coming across it towards you. Take out your panzerschrek and fire one or two shots to destroy it, however many it takes. Your squad should be able to cover you while you do this but just to be sure take cover when you are reloading or taking aim. ------------------------------ Objective 11 : Defend Chateau. ------------------------------ Now you need to fend off some more enemies. Just rinse and repeat what you did before. Before long a halftrack will come in towards the chateau so go back out to the porch and fire a shot at it with the panzerschrek. One shot will do the trick. Head back inside immediately after firing your shot. Start looking to the south and the west for Germans proceeding towards the chateau. Fire at them until you hear the arrival of yet another tank. ------------------------------------- Objective 12 : Destroy incoming tank. ------------------------------------- Go back to the porch and you should see the tank coming around the corner of a building in the distance. sue this time to take aim at the tank. When you are confident with your mark fire off a shot and if you need to fire a second shot. ------------------------------ Objective 13 : Defend Chateau. ------------------------------ Now you will need to defend the chateau against a rather small onslaught of German troops. Things will pick up soon when a halftrack comes racing in so be ready on the porch to destroy it once it comes into view. If you don't destroy it immediately all the Germans inside will unload an you will have to fight them off with your machine gun. ------------------------------------- Objective 14 : Destroy incoming tank. ------------------------------------- Now yet another tank will be coming in so look on the west side of the building where the porch is and fire a shot or two at it. Just be aware that there are a lot of Germans coming in from that direction so it is a tad bit harder. Shoot enemies in the area first, fire at the tank, fire some more at infantry troops, fire a shot at the tank...repeat until the tank is destroyed. ------------------------------ Objective 15 : Defend Chateau. ------------------------------ This is the last time you will have to defend the chateau so give it your all. You will be essentially swarmed by the enemy so make sure you have a very good place to shoot from. I suggest the stairway in the kitchen or the room on the south side of the cjateau. Just keep firing away until some allied planes come in and start the aerial bombing of the surrounding area killing all the Germans outside of the chateau. --------------------------------------- Objective 16 : Regroup with Cpt. Foley. --------------------------------------- Now head out to the small porch where you kept grabbing the panzerschrek from and meet with the Captain for the final words before the American Campaign ends. Good work, you're 1/3 of the way through the game! ============================================================================== ---- 03) British Missions ---- ============================================================================== ________________ __________________________________________________________ | 6.11 Bomber / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ September 2, 1941 Our target for taday is an industrial complex inland from Rotterdam. We're holed up again in this damned Yank rattietrap the RAF likes to call Fortress I. Give me the good old Lancaster any day. Although, I must say, these B-17s can take a hell of a beating and are armed with enough .50 caliber machine0guns to repel the entire Luftwafft. I just hope I never have to put that to the test. I still don't see the wisdom in it. Flying so high that we can barely see our targets (much so that we will miss half the time) through enemy terriatory ...IN broad daylight! Sheer folly I say. Even the fighters won't escort us much further than Dover. Jerry always has lots of ME-109s ready to greet us. I am still amazed that after 22 missions I am still in one piece. A good bit of luck I say. I hope it lasts. ------------------------------------------------------------------------------ ============ Objectives ============ - Defend the Bomber - Get to the Dorsal Turret, behind the Cockpit - Man the Tail Gunner position - Turn off the fuel to the No. 1 Engine - Turn off the fuel to the No. 2 Engine - Man the Tail Gun - Get back to the Dorsal position - Return to the Tail Gun - Use the manual crank to open the Bomb Bay - Extinguish the fire in the Aft Compartment ------------------------------- Objective 1 : Defend the Bomber ------------------------------- For now this objective is shaded out. It will last the entirety of the mission as your primary objective while you complete other objectives. Consider this objective done once you pass the level. ---------------------------------------------------------- Objective 2 : Get to the Dorsal Turret, behind the Cockpit ---------------------------------------------------------- Get into the dorsal turret that is located towards the front of the plane, right in the cockpit. How "gracious" of you, jolly ol' chap. Moving on... Wait for the flak fire to calm down and then some planes will start to come in. I cannot guide you through this since it all depends on what direction you are facing and where the enemies are coming from and which ones you decide to shoot at. Just keep in mind for the rest of the mission that (if facing the front) these are the directions to face when the nubers are called: 12 o'clock - Front 3 o'clock - Right 6 o'clock - Back 9 o'clock - Left When your tail gunner gets shot get out of the turret by pressing F and head to the back of the plane. ------------------------------------------ Objective 3 : Man the Tail Gunner position ------------------------------------------ Get in the back of the plane as soon as possible. Man the gun mounted there by pressing F, just like before. Please note that with this gun, unlike the dorsal turret in which you could face almost any direction, this only points towards the area behind the plane. Just fire right at the oncoming planes. This part isn't especially hard since the planes aren't moving laterally relative to you like in the dorsal turret. Getting in a few good shots on a plane will take it down quickly. When you are told to get off the turret, get off. --------------------------------------------------- Objective 4 : Turn off the fuel to the No. 1 Engine --------------------------------------------------- Head towards the middle of the plane and look for the valve for the No. 1 engine. It will be on the right. Go up to it and press F to shut it off. --------------------------------------------------- Objective 5 : Turn off the fuel to the No. 2 Engine --------------------------------------------------- Now return to the rear gun and keep firing. In a short while your No. 2 engine will crap out on you. Go back to the place where you shut off the No. 1 engine and find the second glowing valve. Go up to it and press F. ------------------------------ Objective 6 : Man the Tail Gun ------------------------------ Return to the tail gun and continue to fire at the incoming planes. --------------------------------------------- Objective 7 : Get back to the Dorsal position --------------------------------------------- When you are called to the dorsal turret get off the tail gun and return to the front of the plane to fire from the dorsal turret. ------------------------------------ Objective 8 : Return to the Tail Gun ------------------------------------ Now get back to the tail gun and just rinse and repeat what you have been doing for most of the mission. ------------------------------------------------------- Objective 9 : Use the manual crank to open the Bomb Bay ------------------------------------------------------- Head to the bomb bay in the middle of the aircraft, more towards the cockpit though. Look for a glowing yellow handle on the left side of the bay. Go up to it and press F. The handle will turn ad the doors below you will begin to open. When the bay is completely open the bombs will begin to fall. --------------------------------------------------------- Objective 10 : Extinguish the fire in the Aft Compartment --------------------------------------------------------- This objective cannot be completed but you must head for the back of the plane to find the fire extinguisher. Find the extinguisher...and...oh never mind... your plane is gone! Your mission is completed as you parachute to the ground. ______________________ ____________________________________________________ | 6.12 Train Bridge / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Spetember 2, 1941 I think we hit the target. Unfortunately we couldn't hold the plane together long enough to confirm. I wonder if any others survived. A bloody waste. Apparntly I'm still alive. Luckily this was the one time I decided to wear my parachute. It's dark now and I'm not sure where I have landed...somewhere in Holland. I will most likely be captured before morning. For me, as they say, the war is already over. ------------------------------------------------------------------------------ ============ Objectives ============ - Assist the Resistance - Take out the MG34Gunners on the 2nd Floor - Infiltrate the Farmhouse - Clear out the remaining enemies in the farmhouse - Clear the enemies by barn - Pickup Explosives - Make Way to Bridge - Plant Explosives on Bridge [4] - Rendezvous with Ingram and detonator - Blow Up Bridge When Train Arrives - Get to Truck in Barn - Escape ----------------------------------- Objective 1 : Assist the Resistance ----------------------------------- Watch as the small German patrol walks beneath you and pauses to let one of their own take a a leak by the tree. Shortly they will spot a enemy patrol in the woods. After the short firefight the enemy patrol will defeat the German patrol. When you drop down to the ground you will immediately recognize major Ingram, from the original, who is helping the Dutch resistance fight back against the German occupation. As he addresses you pic up the Kar98k and MP40 from the fallen Germans. Shortly they will take off down the road. Follow them. Soon after you come by a lake your squad will spot a German patrol up ahead. Take cover behind a rock on either side of the road and when the first shots are fired that is your cue to open fire. Eliminate all the Germans in the road ahead and then follow your squad through the woods. Approach the house up ahead with caution. Move towards it by going through the fenced in areas to the left side of the house. Shortly after your squad and the Germans begin exchanging fire two MG34 gunners will appear in the upper windows of the house. -------------------------------------------------------- Objective 2 : Take out the MG34 Gunners on the 2nd Floor -------------------------------------------------------- Take out your Kar98k and carefully snipe the one on the side of the house while ducking behind the fence for cover. To take out the second gunner move back towards the barn and sidestep slowly until you can see the gunner. Shoot him and then focus on the rest of the Germans in the area and in the house. -------------------------------------------------------------- Objective 3 : Clear out the remaining enemies in the farmhouse -------------------------------------------------------------- Snipe the ones outside with your rifle and then move in with your MP40 to clear out the rooms inside. There are some health packs throughout the bottom floor of the house and a good amount of ammunition pickups from all the enemies you picked up. Shortly after you make it into the house a jeep will crash through the gate in the back of the house. A small group of Germans will unload but they aren't hard to take out. Just focus your fire on the doorway. When those Germans are down head up the stairs and shoot the two Germans ducking behind the table where the MG34 gunners were. --------------------------------------- Objective 4 : Clear the enemies by barn --------------------------------------- Soon after your squad opens fire at the barn a mortar shell will blast through the wall in this room so stand back by the stairs and when it comes through lay down at the newly created hole and open fire. ------------------------------------ Objective 5 : Make way to the bridge ------------------------------------ Regroup with your squad and make way to the bridge. Before you can set off though a truck will pull up and unload about 8 Germans. Shoot them from behind one of the stone walls and then follow your squad up the road and through the woods. When you are about halfway up the hill in the woods you will be fired upon so take cover and carefully lean out from wherever you are and fire away at the Germans attacking you. When you pass over the top of the ridge lay down with your Kar98k and snipe the two Germans at the bottom behind the sandbags. Then move forward just a little and take a look to the left. Shoot the MG34 gunner and the soldiers around him and then move up with your squad. When you arrive at the entrance to the tunnel Ingram will address the squad. Looks like things are only going to get harder! Sounds good, eh? Anyway, move down the tunnel and when you come out the exit find cover either behind a box or a rock and fire at the Germans in the small shack, taking cover behind the other boxes and crates and also up in the tower. When all of them are down advance forward and take a look at the bunker. Shoot the enemies trying to come out. When they are all down Major Ingram will address you. ------------------------------- Objective 6 : Pickup Explosives ------------------------------- Grab the explosives off of the dead soldier's body. If you can't find them (somehow) just use the compass as a reference point. -------------------------------------------- Objective 7 : Plant Explosives on Bridge [4] -------------------------------------------- Now move across the bridge and find the hole down to the lower levels. Climb down the ladder and find another ladder. Beware that there are about 3 or 4 Germans down here and on the rest of the lower elevsl but they really aren't that hard. On the lower level you will find two places to plant explosives. When those two are planted move up one level and then find the other ladder down to the lower levels. Plant the explosives in two spots here and then get your ass up to the top of the bridge. -------------------------------------------------- Objective 8 : Rendezvous with Ingram and detonator -------------------------------------------------- Find your squad and follow them to the detonator. Stand in front of it while you wait for the train to arrive. ----------------------------------------------- Objective 9 : Blow Up Bridge When Train Arrives ----------------------------------------------- When Ingram gives you the command blow the bridge. You can't blow it early (the game doesn't allow you) and if you wait three seconds past the command the game will be over (the train have make it through). ----------------------------------- Objective 10 : Get to Truck in Barn ----------------------------------- Now pass through the train station and shoot the small group of German enemies on the left side. Your squad will think about going through the tunnel but they will spot a group of Germans coming through the tunnel. They will head off into the woods to set an amush. Follow them and lay down behind a rock when you reach the marked point on the compass. When the German patrol gets close enough open fire and kill them all. Now retreat through the woods. When you reach the houseyou will be ordered to turn and open fire on a group of Germans that is trailing you. Climb up onto the porch and get out your MP40. Open fire on them when they draw close and come into view. When they are all down follow your squad back to the house. When you come to the house open fire on the Germans waiting for you there. I suggest going up into the house and using one of the MG34s in there to shoot some of them down. When the coast is clear go into the barn and hop into the truck. --------------------- Objective 11 : Escape --------------------- Crouch down into the bed of the truck and wait until the enemy truck comes into view. When it does stand up and fire at the soldiers in the bed. The truck will get hit by something and explode so now you can sit back and relax for the rest of the level. Your driver will take you through some hostile terraitory but you will come out unscathed. Congrats! _________________ _________________________________________________________ | 3.13 Sicily 1 / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Ref. Maps. 1/50,000 Sheets 8/F3, 8/F5 TOP SECRET 1/25,000 Sheet No. 20/14 NW TO: Major Ingram, Sgt. Doyle S.O.E. INTENTION 1. Objective a) In preparation for Operation Husky, you are to infiltrate and destroy the naval gun battery at Capo Murro di Porco (367909). You will be assisted by a detachment from 2 troop, 1 S.A.S. INFORMATION 2. Enemy a) Fort heavily garrisoned, reommend a diversion to draw forces from within. b) Nearby town heavily garrisoned. Intelligence reports possible presence of German armor. c) State of alertness: Low. METHOD 3. Outline a) By means of a captured civilian fishing vessel, approach the dock at (367909). b) Make your way to the Lighthouse, eliminate spotters. c) Infiltrate fort and bunker complex. Spike all 3 guns and plant timed charges in the main magazine. d) Ex-filtrate by means of the fishing boat. H.M.S. Ulster Monarch will be standing by. ------------------------------------------------------------------------------ ============ Objectives ============ - Stay concealed until the docks sentry is eliminated - Eliminate the guards inside the dock house - Storm the bunker and eliminate the rest of the guards - Get in the back of the truck - Engage the enemy at the lighthouse and get inside to plant your charges - Plant the charges in the lighthouse - Regroup with Major Ingram outside the lighthouse - Head to the top of the path - Do not engage the enemy until the reinforcements have passed - Get up onto the wall - Find the radio rooms - Disable the communications equipment - Find a way down into the courtyard - Regroup with Major Ingram's squad - Secure the underground garage - Find the documents - Get on the elevator - Find the cliff gun emplacements - Plant the charges on the guns - Find the munitions magazine for the guns - Plant the charges in the magazine - Get back to the elevator - Regroup in the garage - Head out to the courtyard - Get in the sidecar of the motorbike ----------------------------------------------------------------- Objective 1 : Stay concealed until the docks sentry is eliminated ----------------------------------------------------------------- Wait for the boat to reach the dock and when it does Pvt. Luyties will go ahead and eliminate the single sentry outside the dock house. All you have to do is stay low and don't raise any racket. -------------------------------------------------------- Objective 2 : Eliminate the guards inside the dock house -------------------------------------------------------- When you are given the go-ahead move up carrying your silenced Sten. Enter the guardhouse and go into the back room. Shoot the two sentries who were messing around listening to music. They won't immediately be ready to shoot at you so make quick work of them before they can. Grab a rifle from one of them before you leave. ------------------------------------------------------------------- Objective 3 : Storm the bunker and eliminate the rest of the guards ------------------------------------------------------------------- Look further up the shore and you will see a bunker. Follow your squad and get as close as you can before you start shooting at them. When they spot you make sure you are covered. Take out the two sentries outside and the one on the MG34. Pick up the Stielhangranates and health packs from inside the bunker. ------------------------------------------ Objective 4 : Get in the back of the truck ------------------------------------------ Follow your squad to the truck and hop in the back of it by pressing F. The truck will drive up the hill and...blast! The ruddy thing stalls out! Get out and continue on foot up the hill. ----------------------------------------------------------------------------- Objective 5 : Engage enemy at lighthouse and get inside to plant your charges ----------------------------------------------------------------------------- When you reach the top of the hill you will be spotted. Pick off the German attackers with your recently acquired Kar98k and make sure that you look all the ay up to the balcony at the top to snipe two Germans up there. Go to the entrance of the lighthouse. ------------------------------------------------- Objective 6 : Plant the charges in the lighthouse ------------------------------------------------- Make sure you have your Sten out before you enter the lighthouse. When you go inside spot the two Germans behind the storage shelves and fire away at them. When they are down move up the stairs and peer up into the rafters. Shoot the German that comes down from the upper levels and hop onto the ladder. Climb up two more ladders and then pause at the bottom of the next one. Move around the base of the ladder looking up to see if you can spot an enemy at the top. If you do grab a grenade and cook it off for three seconds (three pulses) and then toss it up in his direction. He should get killed. If you don't see one when you are circling try moving about halfway up the ladder and then go back down. That should draw him out. Climb up the ladder. Now look up at the central pillar of this top level and spot the location for the explosives. The best way to do this (it's in a somewhat awkward place) is to jump up towards it and quickly press F whe the little symbol pops up on screen. Now go down the ladder and plant your second explosive. Go down the rest of the ladders and plant your final explosiive in the bottom of the circular chamber. Now get out of the lighthouse. -------------------------------------------------------------- Objective 7 : Regroup with Major Ingram outside the lighthouse -------------------------------------------------------------- Meet up with Ingram and he will direct you to the top of the path. ----------------------------------------- Objective 8 : Head to the top of the path ----------------------------------------- Break off at a brisk pace towards the path. When you reach the top turn around to watch the lighthouse blow up. -------------------------------------------------------------------------- Objective 9 : Do not engage the enemy until the reinforcements have passed -------------------------------------------------------------------------- Just duck behind a wall, staying out of sight, until the German troops pass by. If you shoot off your gun...you're screwed. ----------------------------------- Objective 10 : Get up onto the wall ----------------------------------- After they have passed by follow your squad up to the top of a wall. From there you guys will split up and your squad will have to find the radio room while the second squad targets the Germans in the courtyard. ----------------------------------- Objective 11 : Find the radio rooms ----------------------------------- Now head up the ramp and enter the building ahead. Shoot the two Germans standing by the corner and make a quick shot around it at a German manning an MG34 gun. When they are all down make your way across the next walkway. Enter cautiously because there will be a German waiting for you as you enter. ------------------------------------------------------- Objective 12 : Disable the communications equipment [5] ------------------------------------------------------- Shoot the German off to the left and then look over to the right. Move up to the corner and take out the soldier standing behind one of the pillars. Move to the next doorway and inside of the next room will be two more German soldiers. Shoot them both and then turn around and open fire on the communications equipment. There are two more radios in the room you just shot the two Germans. ------------------------------------------------- Objective 13 : Find a way down into the courtyard ------------------------------------------------- Now reverse your course and find the stariwell inside this building. Make your way down and when you reach the bottom a door will bust in and a few Germans will try to shoot you. Kill them before they can do that. ------------------------------------------------ Objective 14 : Regroup with Major Ingram's squad ------------------------------------------------ Now make your way into the courtyard. As you move along the walkway stay low. Don't get up because you will be a very easy target and chances are you won't have a chance to shoot at anybody before you are gunned down. So it is best to just stay down. When you reach the end of the walkway most of the enemy forces should have been gunned down by Ingram's squad but there usually is a single MG34 gunner lurking in the bushes right by the walkway. Spot him and shoot him. -------------------------------------------- Objective 15 : Secure the underground garage -------------------------------------------- Now follow your squadmates through the busted door. When you enter the garage make sure that you are well covered from all angles because this place has enemy forces lurking in just about ever corner. So slowly edge your way out shooting the German forces with your rifle as they are revealed. Scan both the upper catwalk and the garage floor below. When you have killed all the Germans in this area the objective is completed. --------------------------------- Objective 16 : Find the documents --------------------------------- Head down the garage floor and go through the doorway. Kill the sentry standing there and then go around the corner and shoot the two other Germans in the hallway. Now go to the doorway and peer down the hallway. Take out your Kar98k and shoot the Gremans that come from the other end. Some point soon you should exchange your Kar98k for a Gewher. Keep going all the way down the hallway and when you are forced to make a left there will be two Germans standing there to fire at you. Waste them with your Sten and keep moving. Move down the catwalk and take out enemies as you go. Make sure that you look both at the other end of the turn and on the catwalk ahead of you. There will be a good amount of enemies here so go slowly. When you reach the end of the catwalk make a left and gun down the German coming through the door. The make a right and follow the hall to a room. Halt to the side of the doorway and cook off a grebade and toss it in. After the German inside is killed run inside and grab the documents, health, and stielhangranate ammo. ---------------------------------- Objective 17 : Get on the elevator ---------------------------------- Move back out onto the catwalk and find the elevator set into the middle. Wait for your squad to get on and then go to the switch and flip it to go down. ---------------------------------------------- Objective 18 : Find the cliff gun emplacements ---------------------------------------------- Get out your Gewher and shoot the two Germans up ahead. When they are down move forward and look to the elft. S hoot the two Germans on the MG34s and then shoot any Germans that try to take their place. Now go into that area and turn to the left. a German will be standing at the ready behind a column so uae your well-worn trigger finger to gun him down. Now look into the next area and shoot down about 8 enemies that will come in from the sides, the next hallway and everywhere in-between. Advance into the area you just cleared out and check the corners to make sure that no enemies escaped your wrath. ------------------------------------------------ Objective 19 : Plant the charges on the guns [3] ------------------------------------------------ Peer into the next room and spot the MG34 gunner to the left of the artillery gun. Shoot him and then plant the explosives and run to cover. Now for the other two gun emplacements it is basically just a rinse and repeat strategy. Here's what you do in both cases. Move right up to the brink of the room and cook off a grenade. When it reaches the third pulse bank it off of a wall into the room and you should take out most if not all of the enemies. If not just gun them down and plant. ------------------------------------------------------- Objective 20 : Find the munitions magazine for the guns ------------------------------------------------------- When you go back up the stairs from the last gun a new door will be opened on your elft. Make sure that your Sten is out and gun down the two Germans in the doorway. Go down the stairs. Look through the door and immediately gun down a German coming through the door. Now look a little bit beyond the doorway and shoot down the two Germans runnng in from another room. ---------------------------------------------------- Objective 21 : Plant the charges in the magazine [3] ---------------------------------------------------- Now advance slowly up ahead. When the Germans in the magazine start to fire retreat a bit and toss and bank some grenades into them. When most of them are donw you can just go and mop up the rest. Before you plant all the charges pick up some health over on the left side and some ammo off of the dead soldiers. When you have planted the charges make your way back to the elevator. --------------------------------------- Objective 22 : Get back to the elevator --------------------------------------- You should only encounter two enemies on the way back to the elevator. They are easily taken care of and you should know your way back since you just did it and there is only one way back. When you reach the elevator wait for your squad to join you and then pull the lever to go up. ------------------------------------ Objective 23 : Regroup in the garage ------------------------------------ There are only three German soldiers on your way back to the garage. One behind you as you ascend in the elevator and two as you emerge into the final hallway. Gun them all down and join your squad in the garage. ---------------------------------------- Objective 24 : Head out to the courtyard ---------------------------------------- Your squad will make quick work of the truck and the soldiers that come haulin' ass into the garage. Before you leave find two machine-guns or SMGs to fill your arsenal for the next level. Head up the ramp and look slightly to the left. Gun down the two Germans and find some cover while your squad comes up out of the garage. -------------------------------------------------- Objective 25 : Get in the sidecar of the motorbike -------------------------------------------------- Get into the sidecar by pressing F. Now you will blast through the enemy base on your way out. Near the end the kubelwagon will get blown to hell by a panzerfaust. Now it's just Ingram and you...and the end of the level. _________________ _________________________________________________________ | 3.14 Sicily 2 / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Ref. Maps. 1/50,000 Sheets 8/F3, 8/F5 TOP SECRET Infiltration successful. 1/25,000 Sheet No. 20/14 NW Light resistance at the dock. TO: Major Ingram, Sgt. Doyle S.O.E. INTENTION Planted divesrionary charges at the light house with some success. Main compound relatively clear of enemy... 1. Objective a) In preparation for Operation Husky, you are to infiltrate and destroy the naval gun battery at Capo Murro di Porco (367909). You will be assisted by a detachment from 2 troop, 1 S.A.S. The enemy alertness was higher than expected. INFORMATION Successfully spiked guns and planted charges. 2. Enemy a) Fort heavily garrisoned, reommend a diversion to draw forces from within. b) Nearby town heavily garrisoned. Intelligence reports possible presence of German armor. c) State of alertness: Low. Garrison retunred earlier than expected. Bit of a tough fight out the door. We managed to acquire METHOD a motorcycle and a kubelwagon. Unfortunately the S.A.S. lads took a direct hit from a panzer... 3. Outline a) By means of a captured civilian fishing vessel, approach the dock at (367909). b) Make your way to the Lighthouse, eliminate spotters. c) Infiltrate fort and bunker complex. Spike all 3 guns and plant timed charges in the main magazine. d) Ex-filtrate by means of the fishing boat. H.M.S. Ulster Monarch will be standing by. ------------------------------------------------------------------------------ ============ Objectives ============ - Get to the shore - Follow Ingram - Clear the blockade - Board the captured German PT boat - Destroy all German PT Boats ------------------------------ Objective 1 : Get to the shore ------------------------------ Stay crouched in the sidecar as the enemy truck pulls up. Use your SMG to fire away that the Germans in the truck bed. Repeat this for the next truck and the kubelwagon that chase after you. After the third truck stops following you turn and face the front. You will be coming around a turn by some houses. Right around that turn is an MG34 gunner. Quickly shoot him or else he will do quite a bit of damage to you. Past the MG34 gunner is a panzerfaust-wielding German. Shoot him as you race by through a small detour. Shoot at the Germans in the truck that follos you and then when you turn into the alleyway shoot the gunner in the sidecar of the motorcycle. You also need to shoot the driver but he only has a pistol. When you come out of the alley turn to the front and shoot the two Germans next to the stopped truck. When you dive into the next alley a kubelwagon chock full of Germans will begin to follow. Shoot down all the Germans in the kubelwagon. Heading out of the alley you will be pursued by a truck full of Germans. Fend the Germans off and make sure you get through this next alley in one piece since it will stop following you at that point. When you go through the market place there will be one kubelwagon attacking you. Shoot it down and proceed into the next area. When the tank comes into view Ingram will crash the bike and you will be trhown out. Even though you will be in shell-shock mode sprint forward and duck behind cover to the left. When you regain your senses immediately get up and sprint to a door that is partially obscured by a corner. When you get in here you will be somewhat safe from the tank. * You can pck up two 50% health packs from either sid eof the sidecar. I suggest that you use them very wisely since you only get two of them. --------------------------- Objective 2 : Follow Ingram --------------------------- Follw Ingram up the stairs and out the window. When you come out into the small square duck behind cover on the other side of it, don't stop in front of the gate because you will be shot at by the enemies you just left behind. Try to advance forward as quickly as possible since that is the only permanent way to stem the flow of troops. Clearing out enemies will be very easy with two or three cooked grenades and a handful of well-placed bullets. Move into the next alleyway and shoot the two Germans that come down it. When they are dead move up a little and shoot at the truck. Shortly Ingram will knock down a small sectin of fence for you to go through. Go into the small field, crouch behind one of the rocks and peek out to shoot at the Germans coming over the wall. If you peek up over the wall you will see a small patrol of Germans next to a truck and a house. Duck down and get out a grenade. Cook it for three seconds and then pop up and throw it at them. The blast should kill all of them. Now follow Ingram along the side of the houses and down a path. Ignore the enemies firing from above since you are plenty covered by the cliff and if you move fast enough you can leave them behind quite easily. When you reach the bottomw of the cliff path you need to clear out about 5 enemy troops. Take cover and take them out one-by-one. Move into the bunker when they are dead. ----------------------------------------------- Objective 4 : Board the captured German PT boat ----------------------------------------------- Inside the bunker there are only a few enemies. There are two in the side rooms when you enter the first hallway and two at the bottom of the stairs. When you make it outside make a left and fire at the Germans accumulating there. One of them will fire a panzerschrek at the boat you are supposed to get in. It will blow up the boat so now you need to find another boat. Just to the side of your destroyed boat is (rather conveniently) yet another boat. Run down the dock and get in by pressing F. ----------------------------------------- Objective 5 : Destroy all German PT Boats ----------------------------------------- Now, as you leave the harbour, you will be pursued by a large number of enemy attack boats. This part isn't especially hard, I've never even lost half my health in this part. All you need to do is center your crosshair on the boat and fire away. You have an infinite number of bullets and the gun won't overheat so don't stop firing. If more boats show up just stay focused on the boat you are shooting at. It will go down quickly and then you can focus on the others. When they have all been destroyed turn to the battery guns and watch them explode. British Campaign completed. ============================================================================== ---- 04) Russian Missions ---- ============================================================================== _________________ _________________________________________________________ | 4.11 Trenches / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Cherkasskaye, July 4, 1943 Dearest Natasha, They loaded us in the trains late last night. The only thing the Commssars would tell us is that we were going to the front where we would serve our motherland with unfailing bravery...pretty words. Vassili says that the fascists are planning some major offensive at Kursk. Sgt. Antonov believes it is their last desperate attaempt to maintain a foothold. Whatever happens, I don't expect it to be pleasant. Most of the men are afraid as they have never seen combat. The only ones who don't show far are Vassili and Sgt. Antonov. They both served in Stalingrad, though they don't seem to like talking about it. If we all stick close to them, we just may make it through alive. Yuri. ------------------------------------------------------------------------------ ============ Objectives ============ - Get Into Truck - Get Ammo from Bunker - Defend Right Flank - Flush out Left Flank - Follow Sgt. Antonov - Blow up 3 Elefant Tanks - Meet up with Sgt. Antonov - Head to Village - Eliminate all Enemies in Village - Defend Village - Meet with Commissar ---------------------------- Objective 1 : Get Into Truck ---------------------------- Get off the train and walk forward to the commissar speaking with the megaphone. Get in the line for the truck on the right. When everbody else gets on a button will pop up on screen telling you to get in the truck. Press F to do so. The truck will begin to move. Watch all the action as you drive to the front lines. Make sure that you are crouhced down in the bed of the truck or else you will die from airplane gunfire. ---------------------------------- Objective 2 : Get Ammo from Bunker ---------------------------------- When the truck reaches the line jump off and dash inside the bunker, following your comrades. Get on the end of the line and wait your turn for ammo. You will recieve 60 bullets. That should be enough ammo for now. -------------------------------- Objective 3 : Defend Right Flank -------------------------------- Follow your comrades to the front line. In a few moments the German atack will start so keep your head up. the artillery will stop and soon a whistle will blow, signaling the start of the attack. Use your Mosin-Nagant to pick off the German soldiers as they advance. When they start to get closer to your position try and find a German Gewher, that will provide you with the necessary rapid fire that you need. After a little while you'll see a Stuka come flying in from the laft and crash right by your position. Stay crouched where you are and you should be okay. ---------------------------------- Objective 4 : Flush out Left Flank ---------------------------------- Now follow your comrades to the left flank. If you just backtrack past your truck and into the other bunker you'll find the left flank. I suggest that you stand by the entrance of the trecnha and fight from there. Take out the German wielding the flamethrower as well as the couple dozen enemies that come charging towards the trench from the field. --------------------------------- Objective 5 : Follow Sgt. Antonov --------------------------------- Follow Sgt. Antonov back to the first trench you were in. Head underneath the destroyed plane and you'll come out a bit further up in the field. Take note that there is some health and ammo stashed in the middle of the trench. If you need some grab it before heading up. ------------------------------------- Objective 6 : Blow up 3 Elefant Tanks ------------------------------------- You need to destroy the three elephant tanks sitting up in the field. It's not a problem to do this, it;s just that there are a few Germans lurking around them and in the bushes. Take note of that and proceed cautiously until you can plant charges on all of the elephant tanks. --------------------------------------- Objective 7 : Meet up with Sgt. Antonov --------------------------------------- Now follow your compass to meet Sgt. Antonov. He'll tell you that the Germans are planning to flank your position by attacking a neaby village. Now you need to find your way to the village. ----------------------------- Objective 8 : Head to Village ----------------------------- Follow your squad down the path to the village. First, look up ahead and to the left. You'll see some Germans coming out of the woods there. Shoot them and proceed forward. Soon you'll see a flamethrower off to the right. Shoot him and keep pressing forwards. You will see some enemies crouched down on the ground behind some barriers. Shoot them and your path to the village is free. ---------------------------------------------- Objective 9 : Eliminate all Enemies in Village ---------------------------------------------- Once the Sgt Frolov opens the doors you'll need to dash outside with your SMG (assuming you picked up an MP40 or PPSh). Gun down all the Germans inside the houses and use your rifle for the long distance shots. When you have to take out the MG32 gunner just lean out from behind the corner and pump a few rounds into his skull. In the area around the gunner there are only a few more enemies but be careful. When you are done, dash inside the building ahead. You'll have to shoot down one more German. ----------------------------- Objective 10 : Defend Village ----------------------------- Stay inside this little house and fend off the enemy attacks. I suggest the stairwell as a safe place to camp out for the duration. That will provide you with some good cover and provide you ample room to fire. If you wish to fire from another place, by all means do so. Once the timer reaches zero you'll be done defending. ---------------------------------- Objective 11 : Meet with Commissar ---------------------------------- Follow your compass to the commissar's position. He'll get up out of his tank and address all the surviving soldiers. Congrat's first Russian mission complete. _________________ _________________________________________________________ | 4.12 Ponyri / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Ponyri July 9, 1943 Dearest Natasha, We have been redeployed to the north. We are now temporarily attached to the 6th Guards Army, and are headed for a town called Ponyri. I hear the fighting has been fierce. They are calling it the Stalingrad of Kursk. The commissars seem to like shifting usd around like cattle; cattle being led to slaughter. I saw things at Cherkasskoye, things that I would soon like to forget. It is now clear to me what has hardened Antonov's face into a permanent grimace. I can only pray that my luck holds up. Yuri. ------------------------------------------------------------------------------ ============ Objectives ============ - Assault the rail station - Flush out the left flank - Eliminate the sniper in the tower - Clear the rail station - Advance on the town - Entering/leaving the school - Helping Boris destroy the panzer - Flushing out the machinegun nest - Entering the factory - Get to the top floor catwalks - Get the panzerfaust and destroy the tank ------------------------------------- Objective 1: Assault the rail station ------------------------------------- Sgt Antonov will brief the squad on the assault. Fall in behind the tanks and keep moving. Eventually you’ll come to a railroad track, and, on your left, is the railroad station. Just before you reach the railroad tracks, you’ll come under fire. Go prone and cross the tracks heading East and hide behind the two large boulders. To the West, you’ll see a sand-bagged bunker, so help your squad to eliminate the soldiers there. Behind the bunker is a 25% health kit. It might be a good idea to pick up an MP 40, as you can find plenty of MP 40 ammo later on. Cross the tracks (West) to assist the assault on the left flank. ------------------------------------- Objective 2: Flush out the left flank ------------------------------------- On the left flank are sand-bagged bunkers, and a long wooden shed open at both ends. Help take out the soldiers behind the bunkers, then enter the shed through the rear. You’ll find a 50% health kit behind a couple of oil drums. ---------------------------------------------- Objective 3: Eliminate the sniper in the tower ---------------------------------------------- If you exit the rear of the shed, and turn the corner to the North-East, you’ll see a tower and a block-house on its left. In the upper storey of the tower is a small window where the sniper is located. You can easily take him out. Watch out for an MG gunner in the block-house. If you can get close enough before he opens fire, you can take him out either by throwing a grenade in the open window on the left, or shooting him through the glass window on the right. ----------------------------------- Objective 4: Clear the rail station ----------------------------------- Move South towards the railway station, and meet up with your squad on the station platform. Turn left (you’re now facing East), and in the first room on your left is a 25% health kit. Next, on your left is a large room with an MG gunner at the far end behind an overturned table. So take him out. On your right are a set of stairs. It would be a good idea to switch to your MP 40, if you picked one up earlier, because now you’ll be fighting at close quarters as you proceed up the stairs. Upstairs are two rooms. The South room contains a 50% health kit. The other room contains nothing. Proceed downstairs and, on your right (North), a door has opened. Take out the soldiers in the doorway (a grenade will flush them out). Go through the doorway, and you’ll find two small rooms. In the room to your right are two 25% health kits. There’s nothing in the other room. Follow your compass out of the railway station. -------------------------------- Objective 5: Advance on the town -------------------------------- After leaving the railway station, and, by following your compass, you’ll eventually be facing East. In the distance are buildings with a burning tank next to them. Advance towards the buildings (you’ll be crossing a ditch), and watch out for a sniper hiding behind the bushes at the corner of the second building. Around the corner there’ll be an MG firing from the 2nd storey of a house across the street. Ignore it. Go back and turn left into the alley between the two buildings. At the end of the alley you’ll see a soldier shooting from the ground-floor window of a destroyed house across the street. Quickly take him out before he sees you. An MG will be spraying the street in front of you, so wait a few moments until firing has died down, then run across the street between the two houses and turn East. Move into the house on your left to take out the two or three soldiers behind a sand-bagged bunker, if your squad has not already done so. You’ll see one of your squad members standing in front of a school house building with red double doors. ---------------------------------------- Objective 6: Entering/leaving the school ---------------------------------------- Move up to the school house. Private Ulyanova will then kick in the doors. Rushing into the room, you’ll see two soldiers at the far end, and a door on the left will burst open with a soldier firing an SMG . Take them out. At the South end of the room, go through the hole in the wall to pick up MP 40 ammo. Turn around and enter the door on your right (the one that had burst open) which leads into a hallway. On your left is a room with several soldiers at the far end. After taking them out, go through the wall and turn left. To your left is a 25% health kit on a table, but you’ll first have to take out five or six soldiers who will rush through the doorway on your right. Go through the doorway and turn right, picking up rifle and MP 40 ammo along the way. At the far end of the room is a doorway. Go through the doorway to enter a long room. At the end of the room is a doorway on your right. Go through the doorway and you’ll see stairs on your left. Go up the stairs and turn left down a hallway. At the end of the hallway, on your left, is a room with a soldier waiting for you. Quickly take him out. Enter the room and across the room you’ll see a 25% health kit on a crate. Cross the room and enter the next room where you’ll surprise the MG gunner (the one you ignored in Objective 5). He’ll have his back towards you. On a table with communications equipment are two 25% health kits. Follow your compass to regroup with your squad. ------------------------------------------ Objective 7: Help Boris destroy the Panzer ------------------------------------------ After regrouping with the squad, Sgt Smirnov will order you to protect Boris while he sets a charge on an attacking tank. Quickly go around behind the house on your right and move forward. Don’t let Boris get too far ahead of you. You’ll soon see two soldiers pop out on your left, so quickly take them out before they can shoot Boris (if they do, the mission fails). Then, just follow Boris into a building and wait until he goes out to place the charges. In the building is a 25% health kit on a crate. Return with Boris back to the squad. ------------------------------------------- Objective 8: Flush out the machine-gun nest ------------------------------------------- After joining the squad, an MG will be firing at them. Go forward through the wall, and hide behind the truck in front of you. Move to the left, and keep on moving until you’re out of the line of fire (you’d better be prone). Cross the street and shelter behind a wall. As you round the wall, you’ll see a doorway on your left. Go through the doorway and cross the broken wall on your right. There’ll be an open doorway on your right. Go through the doorway and turn right to enter a room. At the far end of the room is a 25% health kit on a crate. Turning right again leads to a stairway. Half-way up the stairs is a soldier so take him out. When you reach the top of the stairs, there’ll be two or three soldiers, so take them out too. Across the room is an open doorway. Enter through the doorway to take out the MG gunners. Also, you’ll find a 25% health kit on a crate. Follow your compass to exit the house. --------------------------------- Objective 9: Entering the factory --------------------------------- Follow your squad to the factory, picking up MP40 ammo along the way. Also, there’s two 25% health kits behind a sand-bagged bunker. Continue following the squad towards the factory, then help take out the half-dozen or so soldiers that burst out the door to the basement. As you enter the basement, look to your right and you’ll see a set of stairs. Two soldiers will come down the stairs, so quickly take them out. On a crate near the bottom of the stairs is a 25% health kit. Go up the stairs and look up to your left. There’ll be a sniper at the window above the double doorway leading into the factory. You’ll also find a 25% health kit on a nearby table. Just before you enter through the double doors, you’ll come under fire from at least three or four soldiers, so take them out. At the far end of the room, on the left is a 50% health kit. You can also pick up more MP40 ammo. ------------------------------------------- Objective 10: Get to the top floor catwalks ------------------------------------------- On the South wall is a doorway leading to a flight of stairs. Go up the two flights of stairs, and through a doorway on your left. You will enter a hallway, so follow it around. It will lead to two rooms. Enter the room on your left, and continue on through a large doorway. At the far end you’ll see stairs leading up. There’ll be a soldier half-way up the stairs, and another at the top of the stairs, so take them out. The room at the top of the stairs will have a 25% health kit on a crate. Continue on into a hallway, and you’ll come to a room on your right with three soldiers in it, so take them out. Exit the room and turn to your right, and you’ll see a 25% health kit on a crate. Keep following the hallway, and you’ll eventually come to a doorway leading to the catwalks. Follow the catwalks, eliminating four or five soldiers along the way. At the end of the catwalk, a door will burst open with a soldier firing an MG, so take him out. Enter the room, and you’ll find two 25% health kits on a table. Exit the room, turn left, and you’ll find yourself at the head of the stairs leading down to the factory floor. ------------------------------------------------------ Objective 11: Get the Panzerfaust and destroy the tank ------------------------------------------------------ This objective is the hardest part of the entire level, and it should teach you a little humility considering how easy the previous objectives were. Just as you start down the stairs, the South wall will be blasted open, and your squad comes charging in. They’ll be firing at soldiers located in an opening at the North-East corner of the factory. Run down the stairs, and take shelter on the right side of the tank just to your left. If you wish to survive, you’d better be in the prone position. Look to the North-East, and you’ll see a panzerfaust on top of a box on the factory floor. Move up to the panzerfaust, and take out as many soldiers as possible, as they’ll be charging at you. A tank will soon move up to the North-East opening. Now for the hard part. Position yourself in such a way that, in one motion, you can pick up the panzerfaust, turn, and fire it at the tank. Each time you fire the panzerfaust, you’ll likely be attacked by charging soldiers, so each time you fire, quickly switch to your MP 40 to take out the soldiers. When most of the soldiers have been eliminated, pick up and fire the panzerfaust again. To destroy the tank, you’ll need to hit it four times. After the tank has been destroyed, let your squad eliminate all remaining resistance, because you’ll likely not have much health left. Regroup with Lt. Denisovich _________________ _________________________________________________________ | 4.13 Kursk / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Prokhorovka July 12, 1943 Dearest Natasha, Again I have been moved. This time I have been separated from my friends. There has been a huge German armored offensive at Prokhorovka. So far we have been able to blunt the attacks, but the enemy has bloodied our noses on more than one occasion. There has been a shortage of tank crew members so they have been combing the Infantry ranks for those who have served with distinction. I am not sure that a transfer to the 5th Guards Tank Army could be considered a reward for good service. I only hope that I can rejoin my comrades soon. Yuri. ------------------------------------------------------------------------------ ============ Objectives ============ - Proceed to the town of Prokhorovka. - Destroy the PAK guns [2 remaining]. - Eliminate the German resistance across the stream. - Destroy the German tanks in the farm area. - Eliminate all German infantry in the farm area. - Eliminate all German resistance in your path. - Destroy all German tanks at the crossroad. - Destroy all German tanks in the clearing. - Eliminate the German roadblock. - Destroy all remaining German armor. ------------------------------------------------- Objective 1 : Proceed to the town of Prokhorovka. ------------------------------------------------- As soon as the mission begins follow your comrades up the road and you will take fire from two German PAK guns from across the stream. ------------------------------------------------- Objective 2 : Destroy the PAK guns [2 remaining]. ------------------------------------------------- Spot the two PAK guns that are firing at you. Their locations are marked by camouflage netting. When yopu spot them take them out before they can do too much damage to your group. ---------------------------------------------------------------- Objective 3 : Eliminate the German resistance across the stream. ---------------------------------------------------------------- Now you'll come under some small arms fire from across the stream. Quickly spot the offenders and eliminate them. There are only a few locations where the opposition is firing from. Move further along the road when the opposition has been eliminated. -------------------------------------------------------- Objective 4 : Destroy the German tanks in the farm area. -------------------------------------------------------- As you enter the farm area you'll come under fire from a contingent of German armor. They are located to the north and to the east. Keep your tank moving and keep firing. If you stop moving you'll make your tank an easier target to hit. ------------------------------------------------------------- Objective 5 : Eliminate all German infantry in the farm area. ------------------------------------------------------------- Now you need to take out some Panzerfaust-wielding Germans that are staked out in the buildings. TQuickly demolish all the buildings you can and you'll take out a number of them. Just beware that a few will survive and will fire at you from the rubble. Be on the look out for surviving infantry units. ----------------------------------------------------------- Objective 6 : Eliminate all German resistance in your path. ----------------------------------------------------------- As you continue up around the bend you'll encounter a small group of German Tiger tanks. Quickly take them out and continue. Soon you'll spot a few tanks rolling in from behind some trees up ahead. As they begin to attack take them out. Also, keep an eye out for another artillery gun. One shot should take it out when you find it. -------------------------------------------------------- Objective 7 : Destroy all German tanks at the crossroad. -------------------------------------------------------- Proceed alongside the river and three German Tiger tanks will roll up the road firing across the river at some of your comrades. Quickly take action and destroy all the tanks. They have not fired at me ever so don't expect to take any damage. ------------------------------------------------------- Objective 8 : Destroy all German tanks in the clearing. ------------------------------------------------------- As you continue up the road and enter the nest village you'll spot another group of German tanks. Move behind cover and begin shooting at them. When they appear to have been destroyed move further up the road and you'll find another group of tanks rolling in from the raod ahead. Take them out with the help of your comrades and advanve further up the road. --------------------------------------------- Objective 9 : Eliminate the German roadblock. --------------------------------------------- Proceed around the bend in the road and you'll come across a German roadblock. Kill the three Panzerfausters with a single tank shell and then focus your fire on the tank blocking the way. Once it blows up you can move around it into the large clearing. -------------------------------------------------- Objective 10 : Destroy all remaining German armor. -------------------------------------------------- Now you're basically on your own. All around this clearing are German tanks firing at you. Keep moving and maintain a steady rate of fire. Eventually ou'll take out the last tank and the mission will end. Keep moving and keep firing. That's all you need to do for this last objective. _________________ _________________________________________________________ | 4.14 Kharkov / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Kharkov, August 22, 1943 Dear Natasha, We've finally reached Kharkov. Thankfully, the 5th Guards Tank Army was reinforced and I was able to rejoin my comrades on the ground. We have been attached to a large force that has amassed on the edge of the city. Today we reclaim Kharkov for Mother Russia. We are to move quickly as possible and capture the central train station so that our comrades may arrive and reinforce the strike force. Vassili and Sgt. Antonov have a grim look on their faces that is very unnerving; perhaps they know something I dont. Yuri. ------------------------------------------------------------------------------ ============ Objectives ============ - Assault the Town. - Meet with Sgt. Antonov. - Take out Anti-Tank Positions [3 remaining]. - Advance with Tanks. - Assist Antonov with clearing out the buildings. - Clear out the rest of the building. - Take out the Tiger Tank. ------------------------------- Objective 1 : Assault the Town. ------------------------------- Quickly hop over the first few obstacles and duck behind cover. Using your supplied weapon take out the machine gunners from a crouched position. A few of the gunners will be replaced but once again, just shoot them. Now advance forwards and take out the handful of Germans firing from behind the walls. As the tanks move in you will be able to follow them to the next battle. On your way there peek off the right and spot a dropped MP40. Pick it up and switch back to the SVT. As you advance around the corner of the building your squad will come under intense fire from some Germans staked out in the buildings ahead. Lean around the corner and pick off the MG42 gunners and the other Germans that are firing from the high positions. Once they are all down proceed forward. The lead tank will explode....anti-tank artillery. ------------------------------------- Objective 2 : Meet with Sgt. Antonov. ------------------------------------- Now find Sgt. Antonov among the ruckus. He should be in the corner by where the tank was destroyed. He'll ask you to head into the building and find a place to direct artillery fire from. --------------------------------------------------------- Objective 3 : Take out Anti-Tank Positions [3 remaining]. --------------------------------------------------------- Follow your squadmates and they'll lead you to a ledge where you can spot the artillery from. Take out your binoculars and right-click to bring them up. Now you need to find the anti-tank gun and center your croshairs on it. The crosshairs should turn red. Left-click to send the coordinates. Once the anti-tank gun is destroyed keep moving. Follow your squad to the next position. You will need to shoot a handful of Germans along the way so keep a look out. Once you reach the third floor of the next building, the one your squad leads you to peek out the window and spot the second anti-tank gun. Rinse and repeat the process from before. The last anti-tank gun is relatively simnple. Keep following your squad. When you start taking fire from the MG42 gunner just fire a few shots near him to suppress him and scirry out of his range. In this next building take out the two Germans holdig the position and go up to one of the windows. Shoot the MG42 gunner directly across the way and then look down and to the left to spot the last anti-tank gun. Rinse and repeat. --------------------------------- Objective 4 : Advance with Tanks. --------------------------------- Now advance into the next city street. You'll come under heavy fire, look up ast the corner to the right and toss a grenade behind the barrier there to take out a few enemies. Follow your grenade up the hill with your SMG and take out any remaining enemies. Keep following the tanks until a Tiger Tank begins firing on your position. Find a Panzerfaust (using the compass) and take it out. Two shots should do it. Follow your squad through the building ahead. Use your SMG to peek out from behind the corner and shoot the Germans hiding up ahead. Around the next few corners is a flamethrower. Take him out with your SMG and then peek around the destroyed wall to shoot the MG42 gunner in the window. As soon as the coast is clear around you take out your SVT rifle and begin firing into the distance at the MG32 gunner lying on the ground. One he is permanently out of comission begin firing at the rifle-bearing Germans above the MG32 position. ------------------------------------------------------------- Objective 5 : Assist Antonov with clearing out the buildings. ------------------------------------------------------------- Once they are all dead follow Antonov up into the buildings and kill the Germans as you progress through the building. There are about three or four until you will split up from Antonov. he will instruct you to take a few comrades and clear out the rest of the buildings. Now this is a simple matter of following your squad and taking out whoever comes across your path. When you are done meet back up with Antonov and follow him to the courtyard. ------------------------------------------------- Objective 6 : Clear out the rest of the building. ------------------------------------------------- Now you just need to hold off an onslaught of German infantry. Use your SVT, Mp40, and the Panzerfausts scattered around the area to your advantage. Don't take any chances, you only have a few health packs to use and it will take a long time before you can finally clear out this courtyard. -------------------------------------- Objective 7 : Take out the Tiger Tank. -------------------------------------- Eventually a Tiger Tank will come blastng through the wall, take up two Panzerfausts and send them both right ino the skin of the tank to blow it up. Now head out into the courtyard and begin clearing out the remainder of enemies. You MUST go out inot the courtyard to stem the flow of enemies. Otherwise they keep coming and coming with no end in sight. So take out the tank and move out into the courtyard with guns blazing to finish the level. ___________________ _______________________________________________________ | 4.15 Kharkov 2 / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------------ Kharkov August 22, 1943 Natasha, The deeper into the city we go the worse it gets. Despite the mighty blows struck by our incessant artillery barrages, the Germans manage to ambush us from around every corner. Every inch of ground we take is paid for with the blood of our comrades. Luckily, Boris, Miesha and Vasilli have been spared such a fate. We have been through much together. Our forces are finally nearing the main square and with the armor support still intact. Good thing, we will need those tanks. I can only imagine what awaits us at the train station. Yuri. ------------------------------------------------------------------------------ ============ Objectives ============ - Get to the Square - Meet with Sgt. Antonov - Cover Sgt. Antonov - Help the engineers cross the battlefield. - Regroup with Sgt. Antonov - Use the Flak gun to shoot down enemy Hel11s - Head to the Trainyard. - Destroy all inbound Tanks. - Defend the Trainstation. -------------------------------- Objective 1 : Get to the Square. -------------------------------- Follow your comrades up tot eh abandoned truck and as they begin to take fire cut up into the building using the stairs. Go through the building and begin taking out eneies through the windows in addition to the enemies in the building. Grab the MP44 off of the last German you kill. Advance through the hole in the end of the building and open fire on the Germans out there. Your squad mates should now be coming up the road. Follow them and the tanks until you are ordered to flank right. Go up the stairs and grab the health packs, now drop down into the bombed out building below to complete this objective. ------------------------------------- Objective 2 : Meet with Sgt. Antonov. ------------------------------------- USe your compass to find your way to Sgt. Antonov. Sprint across the uncoeverd area so you can minimize damage. He'll give you orders to help him get the engineers across the square so they can blast through the rubble and allow the tanks through. --------------------------------- Objective 3 : Cover Sgt. Antonov. --------------------------------- Simply provide covering fire for Sgt. Antonov as he crosses the battlefield to the first tank. Make sure you tae out the MG42 gunner he runs past on the way there. When he ducks for cover behind the tank follow him to his spot. He'll cross the square again to another tank so keep providing covering fire for him. When he reaches the tank he'll turn and instruct you to follow suit. Cross to the tank and he'll cover you. now run up the hill and inot the building closest to you. Grab the health packs and wait for further instructions. ------------------------------------------------------- Objective 4 : Help the engineers cross the battlefield. ------------------------------------------------------- Miesha will radio for engineers. As they are crossing the battlefield you'll want to make sure they stay alive by shooting every German that you can. Start off with the Germans behind the wall on the south end of the square and then the Germans staked out in the middle of the square by the statue of Stalin and so on. When they cross the square successfully Sgt. Antonov will let you know. ---------------------------------------- Objective 5 : Regroup with Sgt. Antonov. ---------------------------------------- Now that the engineers are safely across the square and the enemy seems a bit subdued head across the square with Sgt. Antonov. You'll encounter minimal resistance. ---------------------------------------------------------- Objective 6 : Use the Flak gun to shoot down enemy Hel11s. ---------------------------------------------------------- Man the Flak gun and aim to the south. You'll see three Hel11s come over the rooftops. Shoot them all down with the Flak gun. Two more groups of Hel11s will come in exactly this manner so rinse and reepat this process until all 9 have been shot down. ------------------------------------ Objective 7 : Head to the Trainyard. ------------------------------------ Now keep following your squad through the next building. This is full of Germans so proceed slowly and keep a look out for Germans behind the wall as well as on the two bombed out floors above you. Once they are all dead just head out of the building and over the mound and enter the train station. ---------------------------------------- Objective 8 : Destroy all inbound Tanks. ---------------------------------------- Now you need to cover you ass while fightng off hoardes of Germans soldiers, dodging divebombing Stukas, and trying to find a few Panzerfausts to destroy incoming tanks. Take note that the tanks will come in one by one and you'll be able to take your time while blowing them up. Just beware that you need to stay covered at all times or else you will be dead before you can say "Oh $#@&!!" Basically, stay covered and take your shots only when you can do it sfaely (or as close to safe as you can get). Also, there are a few flak guns scattered around the train platform...you CAN use those but I advise against it since it makes you a wide open target. -------------------------------------- Objective 9 : Defend the Trainstation. -------------------------------------- Now you have to defend the Train Station for 2 minutes. Doesn't sound like much, eh? Well it will feel like 10 minutes. I suggest heading over to the left side of the platform and ducking under one of the train cars. When a German pops into view bust a cap in his ass. It's not the most glamorous way to beat this part but it works better than any other strategy I can think of. Use your quick-save to the utmost and keep your aim true. When the clock winds down to 0:00 the game will be over. Congrat's! ============================================================================== ---- 05) Mission Debriefings ---- ============================================================================== ==--==--==--==--==--==--==--== ==-- American Campaign --== ==--==--==--==--==--==--==--== ================== American Campaign ================== On December 19, 1944, General McAuliffe was ordered to take his 101st Airborne Infantry Division and "Hold Bastogne". Against overwhelming odds, and facing one of the coldest winters in years, the men of the 101st Airborne Division, along with other airborne and armored units, held the line at Bastogne. On December 26th, after eight days of intense bombing and incessant artillery barrages, the seige was broken when elements of Patton's Third Army broke through, relieving the encircled troops. By the end of the battle of Bastogne, the 101st airborne had suffered casualties of 105 officers and 1,536 enlisted men. After the breakout from Bastogne, the 101st moved on to the Moder river sector, through Germany ultimately reaching Hitler's private mountain retreat: "Eagles Nest". ================== Bois Jacques ================== Head Quarters 506th Parachute Infantry Regiment Subject: After Action Report and critique for Action in Bastogne Sector. 24 December 1944 Following a heavy barrage, the line was attacked by enemy forces from north of Bois Jacques. The enemy attacked in force with armor and panzer grenadiers along the entire battalion front. Friendly jeep recon units, who trapped in advancing German forces, escaped to the battalion lines and provided valuable information on the composition of the enemy units. The attack was repelled with the assistance of friendly armor. Remainder of enemy units retreated towards Foy. ================== Crossroads ================== Head Quarters 506th Parachute Infantry Regiment Subject: After Action Report and critique for Action in Bastogne Sector. 12 January 1945 In a planned night operation, Sergeants Moody and Jones successfully attacked a battery of German 8.8 cm cannons operating at a nearby farmhouse. At the farmhouse, they freed captured troopers who were reported MIA. Meanwhile, third squad led by Sgt. Ramirez secured the crossroads on the Bastogne-Foy road. This was critical in facilitating the upcoming assault on Foy. First and second squads then assisted Sgt. Ramirez and thwarted any attempts by the enemy to reinforce, ensuring that the objective remained in our hands. ================== Foy ================== Head Quarters 506th Parachute Infantry Regiment Subject: After Action Report and critique for Action in Bastogne Sector. 13 January 1945 Dog, Easy and Fox companies, as well as elements from 11th armored division assaulted and captured the town of Foy creating a clear path to Noville. There was a large enemy presence including well directed mortar and Artillery fire resulting in the loss of some armor. Sgt. Moody and his squad neutralized an 88 as well as a tiger that was blocking the Shermans' advance. After the town was under our control, the Germans launched a counterattack from across the river. Troopers were dispatches to flush out the remaining entrenched Germans set up in a nearby barn. ================== Noville ================== Head Quarters 506th Parachute Infantry Regiment Subject: After Action Report and critique for Action in Bastogne Sector. 15 January 1945 Airborne troopers led by Capt. Foley -in conjunction with the 11th armored division entered the town of Noville on 13 January 1945. Initially there was light resistance, but about halfway through the clearing operation, friendly forces were bombarded by pre-sighted enemy artillery. After our forces had secured the town, the Germans launched a counter-offensive. This was successfully held at bay by the remaining infantry in the chateau, until such time as P-47's could assist. Remaining German force retreated north. ==--==--==--==--==--==--==--== ==-- British Campaign --== ==--==--==--==--==--==--==--== ================== British Campaign ================== In July of 1940, following the German occupation of France, Winston Churchill proposed for the formation of the Special Operations Executive, or "SOE". These highly trained agents were inserted into occupied areas where they were to assist local resistance groups and promote acts of sabotage. By the war's end, the SOE employed around 14,000 people of whom 3,100 were active agents. The year 1941 saw the creation of another elite unit: The Special Air Service. The "SAS" conducted daring guerrilla raids, destroying high value targets including supply depots, trains, and airfields. These operations were so successful and damaging to the German war effort that Hitler himself decreed that all SAS troops were "very dangerous men, to be ruthlessly exterminated". ================== Bomber ================== No. 90 Squadron R.A.F. Bomber Command Polebrook Field September 8, 1941 On September 2, 1941, No. 90 squadron flight "B" flew an unescorted strategic bombing mission over eastern Holland. They encountered strong Luftwaffe resistance as well as heavy flak. This resulted in the loss of at least 5 of the Fortress I aircraft. With the exception of "A" for Andy, all crew members perished. Gunner James Doyle successfully bailed out over occupied Holland and was later retrieved by SOE and local Resistance Operatives. As a result of this latest failed mission, all daytime raids using Fortress I will be discontinued and are subject to review. ================== Train Bridge ================== TOP SECRET SOE Section: Holland Weekly Report. Sept. 9, 1941 Mission Summary On September 2, 1941, while on a sabotage mission in Holland, we rescued a downed RAF gunner. Rather than waiting in safety until we could return, he insisted on joining our group. Although we came under fire numerous times, we succeeded in destroying our objective. This Gunner, named James Doyle, showed a natural ability with firearms and explosives and an innate sense of calm under pressure. I recommend he be transferred to Guildford for induction into S.O.E. training. I feel that his potential is being wasted in his current service. ================== Sicily 1 ================== TOP SECRET SO2: Adriatic Region Weekly Report. July 20, 1943 Mission Summary Page 1 On July 12, 1943, we Infiltrated and sabotaged a battery of German 16 inch Naval guns on the southeastern tip of Sicily. Insertion was by means of a captured civilian fishing craft. We successfully removed the beach sentry as well as the detail at the lighthouse (where we planted charges as a diversionary tactic). Enemy troop strength in the nearby town was greatly underestimated. These troops attacked the fort en masse, making escape difficult. We escaped in some captured German vehicles. En route to the coast the Kubelwagon carrying the SAS troops sustained a direct hit from a panzer, killing all aboard in his current service. ================== Sicily 2 ================== TOP SECRET SO2: Adriatic Region Weekly Report. July 20, 1943 Doyle and I managed to escape the fate of the SAS troops. Resistance from enemy forces denied us our original escape route to the boat. We were forced to enter the nearby town to evade capture. Eventually, we were forced to continue on foot. As we made our way to the beach, our escape boat was destroyed, killing the driver. We captured an idle PT boat. Shortly after our escape, a number of German assault boats appeared on the scene. After dispatching the enemy boats, we were able to confirm the total destruction of the target and return to the HMS Ulster Monarch. Report of Small unit action: Vorohnezh Front, July 5, 1943 6th Guards Army, 67 Guards Rifle Division Third squad arrived with the other new conscripts at the temporary railhead at Cherkasskoye. Under heavy bombardment, the men were trucked to the trenches. Immediately after the barrage ceased, the German assault began. The defences held, save for a small incursion on the right flank. Third squad showed distinction on several occasions during the battle. Not only were they successful in holding the line against overwhelming odds, they also faced direct fire to destroy three Elefant tanks. They moved on to hold the northern edge of Cherkasskoye until reinforcements arrived. ==--==--==--==--==--==--==--== ==-- Russian Campaign --== ==--==--==--==--==--==--==--== ================== Trenches =============== Report of Small unit action: Vorohnezh Front, July 5, 1943 6th Guards Army, 67 Guards Rifle Division Third squad arrived with the other new conscripts at the temporary railhead at Cherkasskoye. Under heavy bombardment, the men were trucked to the trenches. Immediately after the barrage ceased, the German assault began. The defences held, save for a small incursion on the right flank. Third squad showed distinction on several occasions during the battle. Not only were they successful in holding the line against overwhelming odds, they also faced direct fire to destroy three Elefant tanks. They moved on to hold the northern edge of Cherkasskoye until reinforcements arrived. ================== Ponyri ================= Report of Small unit action: Prokhorovka, July 12, 1943 Page 1 6th Guards Army, 67 Guards Rifle Division Third squad arrived at Ponyri station, escorting tanks from the 5th Guards Tank Army. Our T-34's and infantry forces pushed through and recaptured the Station. All tanks were destroyed as they entered the central area of town. Our infantry forces swept through the town, and captured the tank repair facility in the tractor factory. By capturing this objective we were able to deny the enemy the ability to repair their Panzer IV tanks. All remaining German forces were driven out of town to the North. ================== Kursk ================== Report of Small unit action: Prokhorovka, July 12, 1943 5th Guards Tank Army, 2nd Guards Tank Division Our tank platoon pursued and intercepted a retreating column of German armor. Fighting through their emplaced forces and artillery at the bridge, we pursued the armor column through the outskirts or Prokhorovka. As the majority of our platoon followed them around the edge of town, a small detachment broke off. This detachment met up with the Infantry forces of the 6th Guards Army and moved through the town to near the main bridge over the river Psel, blocking the enemy's escape until our platoon could move in and destroy them. ================== Kharkov 1 ============== Report of Small unit action: Kharkov, August 20, 1943 Page 1 7th Guards Army, 15 Guards Rifle Division Immediately after transferring to our new unit, we were deployed to the outskirts of Kharkov. The battle, then already 9 days old, had left the city in ruins. The destroyed structures proved to be ideal terrain for enemy snipers and hidden anti-tank emplacements. In support of the 27 Guards Tank Army, members of my squad moved forward to positions ahead of the main force to spot for artillery units in the rear. After neutralizing 3 of the anti-tank positions, the squad moved closer to the main objective, Kharkov central train station. ================== Kharkov 2 ============== Report of Small unit action: Kharkov, August 20, 1943 Page 1 7th Guards Army, 15 Guards Rifle Division After fighting through Kharkov, third squad moved onto the train station. The main square in front of the station was heavily defended and mired with anti-tank obstacles. Private Petrenko served with distinction when he defended our engineers while they set charges on the obstructions. Once the square was in our control, the Germans retaliated with a bombing attack. This was thwarted by our forces, by turning their own weapons against them. At the station, we held back a German counterattack until the troop train arrived with fresh reinforcements. Kharkov was ours once again. ============================================================================== ---- 06) Appendices ---- ============================================================================== This is where all the extraneous information is located. Look here for tactics, controls, weapons information, FAQs, and cheats. _________________ _________________________________________________________ | 6.1 Controls / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here is a comprehensive list of all the controls in Call of Duty. This list is all of the default controls. ----------------- Movement Controls ----------------- Function Button ===================================== Walk Forward W Walk Backwards S Strafe Left A Strafe Right D Lean Left Q Lean Right E Go to Crouch C Go to Prone CTRL Jump SPACE Sprint ALT Jump/Stance Up Unbound Stance Down Unbound Stance Up Unbound Toggle Crouch Unbound Toggle Prone Unbound Crouch Unbound Turn Left Unbound Turn Right Unbound Strafe Unbound ------------- View Controls ------------- Function Button ===================================== Look Up Unbound Look Down Unbound Mouse Look Unbound Center View Unbound Free Look Yes Invert Mouse No Smooth Mouse No Mouse Sensitivity Slider --------------- Weapon Controls --------------- Function Button ============================================ Attack Left Mouse Button Toggle Aim Right Mouse Button Aim Down the Sight Unbound Melee Attack SHIFT Reload Weapon R Change Rate of Fire M Select First Weapon 1 Select Second Weapon 2 Select Pistol 3 Select Grenades 4 Next Weapon Mouse Wheel Down Previous Weapon Mouse Wheel Up -------------- Other Controls -------------- Function Button ============================================ Show Objectives TAB Use F Screenshot F12 Quick Save F5 Quick Load F9 Enable Console No ________________ __________________________________________________________ | 6.2 Weapons / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here is a basic description of all the weapons in Call of Duty: United Offensive. For tips on each wepaon look in the Multiplayer section. ==--==--==--==--==--==--==--== - American Weapons - ==--==--==--==--==--==--==--== ------------ M1A1 Carbine ------------ Range : Medium Rate of Fire : Medium Damage : Moderate Mobility : Fast Description from Call of Duty manual: The M1A1 Carbine, a 30. caliber semi-automatic rifle with a folding stock, is commonly issued to paratroopers. Though it lacks the stopping power of larger rifles, it's lightweight, accurate, and compact. By Brendon: The M1A1 Carbine is perhaps the most overlooked weapon in online gaming history. It was fairly popular during WW2, however, games like Medal of Honor have completely left it out. In Call of Duty and Call of Duty United Offensive multiplayer, players tend to never pick it. It's a real shame, as this may be the best weapon in the game. Really. It's light, has a higher rate of fire than any other rifle, does long range damage like the revolver does short range, and it's on-the-dime accurate. Perfect weapon for Domination mode, as you can kill the enemy long range and still run quickly from flag to flag. Others say the Kar98k is just as mobile as the Carbine, and since it dishes out more damage it's better. So not true. What happens when you fire a Kar98k close range and miss, while the other guy has a Tommy Gun? You're finished! With the Carbine you can miss and still survive! You have 14 more bullets in that clip, and if you can aim for the head you can take him out just as good as any Kar98k could. This weapon is a must-pickup every time you find one. If you are using an MP40 or some other automatic weapon, the Carbine can make a useful utility weapon. You can get those who are too far to kill easily with the SMG, and you can use the weapon as a powerful side-arm when you're in the heat of a close battle. History of the M1A1 Carbine: The M1A1 Carbine rifle fired a special round derived from the Winchester .32 commercial cartridge of limited power. The butt of the rifle was something like a tubular skeleton and many could be folded, proving extremely useful to the Airborne troops. It resembled a sporting arm more than a military carbine, and it could fire 15 rounds per clip. --------- M1 Garand --------- Range : Long Rate of Fire : Medium Damage : High Mobility : Fast Description from Call of Duty manual: The M1 Garand is a powerful and accurate semi-automatic rifle. It's primary drawback is that it can't be conveniently reloaded in the middle of a clip. By Brendon: Great weapon for holding a defensive line in levels such as Foy. The iron sights are wide and very accurate in projecting where your shot will go, and it will put a man down with one shot to the upper body. It cannot be reloaded in the middle of a clip so in stealthy situations this gun is a death-wish to use. Bring in the Carbine! Anyway, despite the fact that the Carbine is better in many ways, it doesn't mean you should never use the Garand. The damage it can dish out and the fact that it is semi auto definitely makes this weapon better for defensive and certain offensive attacks. My best advice when using this gun is to fire from a high position, such as a church tower hill top. Always fire under cover, and from a concealed area because of the noise of the weapon combined with the large tracers it gives off is going to draw fire to you. Also, strafe around so that you are a hard to hit target. History of the M1 Garand: The standard WWII American weapon was the M1 Garand. It was attractive yet heavy, unlike the version you get in Call of Duty. It was fed from 8 round chargers, entered service in 1936, and performed well under rough conditions. It was far superior to many other standard issue weapons to most of the Axis countries troops, such as Japan and Germany, who did not have a gun like this issued to enough troops to make a difference like the Americans could, with the mighty Garand. ------------------------ Browning Automatic Rifle ------------------------ Range : Long Rate of Fire : Fast Damage : High Mobility : Slow Description from Call of Duty manual: The Browning Automatic Rifle is a squad support weapon, used to lay down accurate suppression fire at enemy positions. It is most effective when used while prone. By Brendon: The BAR is horrible for most of the new modes in CoD UO, but is a rampaging beast in old levels like Carentan. The crosshairs become very small, and you can take perfectly accurate slow-fire shots with them. It has a nasty recoil so I recommend you hit the crouch button before you engage any enemy at any range. Anyone facing this thing with a weaker weapon is doomed, if you're going to kill someone with a BAR you must take him out quickly and stealthy. Another thing this weapon is good for is when you are doomed to the miserable fate of manning the passenger seat of a jeep. You have a powerful weapon that's fully automatic and dead accurate. A jeep driver with a BAR has confidence that the guy to his right will protect him, he knows the machine gunner is too exposed to do everything. There's so many uses for this gun, you can find a new one every day. The best tip I have for someone who just got CoD:UO and cannot seem to stop using the BAR because of habits developed in the original CoD, is to use your pistol wisely. Take out your pistol as you run from flag to flag, and press 1 (default, 2 if you've picked the weapon off a corpse) to whip it out when you need it. This will turn you into a killing machine on speed. Also, do not forget the sprint key (alt by default), that can be useful for crossing a small field or to run across an alley that has a sniper guarding it. History of the Browning Automatic Rifle: The Browning automatic rifle was a semiautomatic weapon dating from WW1 with a limited magazine capacity of 20 rounds, and had excessive weight and length. It was equipped with a bipod (which was usually taken off and thrown away by soldiers using it in the Pacific Theatre) and used as a squad LMG. It was very effective in the jungles, and it struck fear into the hearts of Japanese soldiers. When the Japanese heard it they were afraid because they knew it had the power of a stationary machine gun, but was fully mobile. It could be shot in any direction and they didn't want to be the ones on the other end of the iron sights. It wasn't used as effectively in the European theatre, which was probably due to there being more in the Pacific than Europe. No one really knows exactly why, but it was probably because of the big differences in combat between the two bloodiest theatres of WW2. ----------- Springfield ----------- Range : Very Long Rate of Fire : Slow Damage : Very High Mobility : Medium Description from Call of Duty manual: The Springfield M1903, originally developed after the Spanish-American War, is a sniper rifle equipped with a 4x zoom scope. As a bolt-action scoped weapon, it has a slow rate of fire and reloads one round at a time. By Brendon: An ideal weapon for use in large open levels, like Rhine Valley. Use much as you would the M1 Garand, only fire under cover and preferably while prone. The scope wiggles and jiggles while you move, so it's useless while moving. My favorite thing to do with this old rifle is to take it down by the enemy spawn, pick of a Nazi or two, then move to another spot overlooking the spawn. You'll be invincible at times if you can find an SMG as a side arm. You can protect yourself close range and you have the advantage of seeing long range. Although… you must watch out for Germans spying you out with binoculars, once they see you they'll make sure you're dead. When forced to use the weapon while moving, shoot then hide until you are ready to fire another round. Same goes with the Kar98k with scope. Never use it in a close range level, especially indoors! Ideal for some older CoD levels such as Depot, Hurtgen, and sometimes Dawnville. I also like to use it in Foy during CTF and Base-Assault gametype's. History of the Springfield: The US used two bolt-action rifles during the war, the M 1903 Springfield and the M 1917 Enfield. Both were chambered for the .30-06 round and the former M 1903 A 4 was a sniper variant. Even though in Call of Duty they only have this weapon sporting a scope, it was used without one by some soldiers whom it was issued to. It would make a good American version of the Kar98k if they would make it selectable like one. -------- Thompson -------- Range : Short Rate of Fire : Fast Damage : High Mobility : Fast Description from Call of Duty manual: The Thompson submachine gun is effective at close range and fires the powerful .45 ACP round. It's notoriously inaccurate at distance but compensates with a high rate of fire. By Brendon: I used to use this gun all the time. It's perfect for newbies, and he who masters it will be hard to kill. Great for any level believe it or not. You can get medium-long range kills if you fire it in shorts burst at the upper body. Good spray and pray weapon, excellent for indoor combat. I recommend it for players with bad aim, and for those with good aim. Very versatile, and can just about handle any situation fairly well. It's very useful. You will get eaten alive by enemies sporting semi-automatic rifles, so beware. The German G43 rifle is the Tommy Gunners bane. Always pick up some kind of rifle if you see it lying around, so that you can more effectively deal with long range foes. I've used this gun so much I can handle it with my eyes closed, but there are better weapons in the game (cough-Carbine!-cough) History of the Thompson: The standard US SMG until 1942 was the .45-inch M 1928 A or A 1 Thompson, whose worth had been proved in the days of Prohibition in the United Stats in the 1920's. The Thompson was a needlessly complicated and expensive weapon with a Blish delaying action centering around an H-shaped device which rose to lock the action. In practice this was an unnecessary refinement, as were the Lyman sights with windage scale and even the Cutts compensator on the muzzle. However, the Thompson was reliable and thousands were shipped to Britain in 1940. Some models had vertical and some horizontal finger grips, and could accept 20 round box magazines or 50- or 100-round drum ones which tended to rattle. It's a shame the Call of Duty developers did not include the Grease Gun which replaced the Tommy Gun later in the war, and was the American answer to the primarily British Sten SMG. --------------------------------------------------------- Browning .30 Caliber M1919A6 Deployable Light Machine Gun --------------------------------------------------------- Range : Long Rate of Fire : Very Fast Damage : High Mobility : Fast Description from Call of Duty United Offensive manual: The air-cooled M1919A6 was introduced as a lighter alternative to the monstrous, 93-pound water-cooled M1917. Weighing about 43 pounds with tripod, the M1919A6 was easier to transport with infantry units, as well as easier to mount on tanks. It was one of the most reliable weapons of the Second World War. By Brendon: This gun is effective and powerful. Ever wish those MG42's from the original CoD could be placed anywhere you'd like? Well these guns are much like those, and only slightly less powerful. Take the and whenever attacked quickly press right-click (by default) to go prone and blow the enemies brains out. Never, I repeat NEVER deploy this gun in an open environment, and always find a ledge, window sill, or rail to deploy it on. You cannot spin this gun around 360 degrees while deployed, so make sure you have someone watching your back whenever using behind or near enemy lines. The .30 Caliber machinegun is the ideal defensive weapon, now available to CoD players. Players should use it more often, and clans should fit it into their strategies, especially in CTF gametype matches. It can be used as an offensive weapon to clear some alleys and pathways, or to pound through enemy lines, but someone with a different weapon such as a Tommy Gun should always watch his back, even if only a little. If you are a vehicle driver or are planning to use one, then this is definitely something not to pick. When you are assaulted you need a weapon to defend yourself that you can use on the move when your jeep is too smashed to go onwards. In large levels a jeep driver should transport the .30 Cal users to the front lines when there are enough for defensive purposes. History of the Browning .30 Caliber M1919A6 Deployable Light Machine Gun: The M1919A6 .30 caliber machinegun used a 250-round fabric belt used to feed the nozzle. The Browning family of medium machine guns extended to several versions for aerial use, and all proved reliable in operation and effective in action. The main disadvantage was weight , but this was offset by the weapon's sound design and consequent ability to keep firing. Another thing I may add, the CoD UO developers forgot to include the Vickers as the British MG. They disrespected the British again by not fully including their arsenal and filling the gaps with American weapons they didn't use very often. It is a downright shame, and I hope they fix this in the next patch. -------- Colt .45 -------- Range : Short Rate of Fire : Medium Damage : Moderate Mobility : Very Fast Description from Call of Duty manual: A standard issue pistol for American paratroopers, favored by British Airborne forces as well. The 7-round magazine is small, but the stopping power of the large .45 caliber round makes the Colt useful in a pinch. By Brendon: Pistols are one of the most important things you carry. Your main weapon is not always reliable, and while using bolt action rifle you can be in trouble at close range. The pistol is a must have basic weapon for all soldiers. You always get one regardless of what weapon you choose or what country you're playing as. When using an SMG you might be in a close battle where every split second counts. You may have your opponent's life down, but you have to reload your weapon. That could take a while (or so it seems in the heat of battle)! So what do you do? Forget the SMG, whip out your pistol and finish the fool!!! While using a machine gun you will not be able to fire your weapon unless prone or stationary, so you must hold your pistol and run with it until you find a suitable place you're your MG. This will protect you against sudden ambushes. Also, while using a semi-automatic rifle or even an assault rifle, you might run into the same situation I described happening with the SMG. While using a bolt action rifle pistol ammo is a must have, because if you must your first shot and the enemy come charging at you, you do not have the time to wait for the next bullet to be ready. And if you miss twice you're toast! So trust in the pistol, and aim for the head my friends. You must do the same thing with the sniper rifle as you'd do with the bolt action ones, use the pistol for those tight situations. Always remember when things are grim, your clan is losing, you're the last hope of victory, and you need to bomb that Flak 88 but only have a Springfield '03 to guard the bomb with, your pistol is there to serve you. The pistol is your friend, the pistol loves you, and you love the pistol. Don't forget the little guy. History of the Colt .45: The most important pistol- and in the opinion of many experts far and away the best military pistol ever produced- used by the US forces during WWII was the Colt M 1911 A1. No only was the pistol extremely reliable and capable of being stripped without the aid of special tools, but it also chambered the best service round. It was an outstanding weapon and continues in service to this day. I may also add that contrary to what the CoD manual says about this weapon, it was not standard for all Airborne Units. Many Airborne soldiers had to go and buy their own. Nonetheless, it was so good that some British soldiers who retrieved a Luger as a trophy from a dead German, would trade with an American for a Colt .45. ------------------------ M2 Fragmentation Grenade ------------------------ Range : Medium Rate of Fire : Medium Damage : Very High Mobility : Very Fast Description from Call of Duty manual: Fragmentation grenades are very effective anti-personnel devices. The highly explosive charges reduce their metal casing to flying fragments, causing considerable blast damage. Though they're ineffective against armored vehicles, they are extremely useful for clearing out entrenched enemy positions. By Brendon: You will use grenades so much while playing Call of Duty, that you will become an expert with them in no time. You can cook them off in CoD: UO by pressing right-click, and your crosshair will blink about 6 times before the grenade explodes. So throw the thing before it blows your arms off. Be careful of enemy grenades, and don't do stupid things like try to pick them up. Just run for your life or find cover. When you find a batch of idiots all clumped together with little light-bulbs over their heads (which means they're chatting) toss a grenade at them and watch in delight as mild swear words full up the chat screen. Toss them at stingy enemies who won't come out of their hiding spot, and when they run show them no mercy with your gun. Throw them in the path of jeeps, toss them into windows that you think are full of baddies, and always remember the enemy will use them against you. When you're stuck in a glitch and don't feel like typing /kill in the console, or that weird voice in your head is telling you to throw the pin, toss 'em off walls at try to catch 'em… Well I guess you can't catch them, but they will blow you up, which is what you wanted… right? Just keep in mind that you have teammates, most of which aren't willing to die because of your ignorance and odd sense of humor. History of the M2 Fragmentation Grenade: Not a lot of history can be found on this grenade. But what I do know is that they aren't as light as you think. If you ever hold one you'll see what I mean. It's not that they're hard to hold, it's just that you realize why the soldiers didn't chuck them like baseballs all the time. You'd throw your arm out like a little leaguer throwin' curveballs. ------------------------------------- 2.36-in Rocket Launcher, M1A1 Bazooka ------------------------------------- Range : Short Rate of Fire : Slow Damage : Very High Mobility : Slow Description from Call of Duty United Offensive manual: One of the simplest, yet most effective , weapons in the United States arsenal, the bazooka was little more than a steel tube fitted with wooden stocks for aiming and securing. Although GI's used bazookas to flush out pillboxes, blow lanes through minefields and even disable artillery, the bazooka's claim to fame was as an anti-tank weapon. Its superiority in this regard prompted the Germans to copy its design after capturing examples of the M1 in Tunisia in 1943. By Brendon: The bazooka is one of the most important weapons lying around at your spawn point, pick one up, it can and will save your life later. Even if you plan on driving a tank, remember if you take a lot of damage you can hop out, whip out the "zooka" and blast the other tank away. It's also fairly effective in eliminating enemy Flaks. Jeep passengers should always carry one no matter what, and it's a good idea to have it out and ready to shoot while driving through enemy lines. Not only is it an anti-tank, anti-Flak 88 rocket launcher, but it's also very good against jeeps of all kinds. A well placed shot can cause the jeep to flip, explode, or kill one of its passengers, especially the driver. Since it is such a slow weapon, in terms of walking with it and the fact that the projectile moves slow compared with others, you want to get close to your target and aim down the sights. Also, from medium-long range you should aim ahead of moving vehicles to where you expect them to be in about 3 seconds. Vehicle drivers usually won't be able to react in time, and if they avoid the rocket it's because of luck or bad aim. ==--==--==--==--==--==--==--== - Russian Weapons - ==--==--==--==--==--==--==--== ---- PPSh ---- One of my favorite guns in the game. It is a small, compact, lightweight machine gun. It is the ideal weapon for combat inside buildings, trenches, or alleyways. It has a very quick rate of fire and a huge clip which gives you a considerable advantage over an enemy. Range : Short Rate of Fire : Very Fast Damage : Moderate Mobility : Fast ------------ Mosin-Nagant ------------ A powerful infantry weapon ideal for long-range combat situations. It is a bolt-action rifle. It has a slow rate of fire which makes it unsuitable for close quarters combat. Range : Long Rate of Fire : Slow Damage : Very High Mobility : Medium ------------------- Scoped Mosin-Nagant ------------------- The Mosin-Nagant can be equipped with a 4x scope which is ideal for very long range combat. Sniping is made easy and accurate with the scope and it is best used while crouching or while prone. Range : Very Long Rate of Fire : Slow Damage : Very High Mobility : Medium -------------------- RGD-33 Stick Grenade -------------------- These are the standard issue Russian grenades in Call of Duty. They are a bit bulky and hard to throw which makes them less favorable than the M2 Frag Grenades or the Stielhangranate. To make up for it's lower range capacity it packs a more powerful punch than the other grenades. Range : Medium Rate of Fire : Medium Damage : Very High Mobility : Very Fast --------------------- Degtyarev-Pekhotny 28 --------------------- The 7.62 mm Ruchnoy Pulemyot Degtyaryova pakhotnyi ("Degtyarev Hand-held Infantry Machine Gun") was a paragon of simplicity and easy maintenance. Apart from a bipod which was prone to break if handled roughly, the DP-28 provided the Red Army with reliable and effective fire from its introduction in 1928 to the end of the War. Range : Long Rate of Fire : Very Fast Damage : High Mobility : Fast ------------- Tokarev TT-33 ------------- The Tokarev TT-33 became the standard pistol of the Red Army in 1933. It was an evolution of the American Colt-Browning automatic pistol, similar in design to the M1911. Russian engineers improved several aspects of the design, making it more reliable, easier to produce, and capable of withstanding a tremendous amount of abuse. Range : Short Rate of Fire : Medium Damage : Moderate Mobility : Very Fast -------------- Tokarev SVT-40 -------------- The Samozaryadnaya Vintovka Tokareva-40 ("Tokarev Self-Loading Rifle"), manufactured between 1941 and 1945, was a major upgrade from the standard Mosin-Nagant bolt-action rifles of the Red Army. Though most Russian troops were ill-trained to use the reloading rifle effectively, German troops considered it a trophy weapon, prized for its accuracy and superior firepower. Range : Long Rate of Fire : Medium Damage : High Mobility : Fast ==--==--==--==--==--==--==--== - British Weapons - ==--==--==--==--==--==--==--== ----------- Lee-Enfield ----------- This gun was first introduced in 1907 at the outbreak of the First World War. It is the British Army's standard issue weapon infantry weapon. A bolt-action rifle which is powerful and effective at long range. It carries up to ten rounds, loaded by two 5-round clipper strings. Range : Long Rate of Fire : Slow Damage : Very High Mobility : Fast ----------- Sten Mark 2 ----------- A 9-millimeter submachine gun effective for clearing out rooms and trenches. Its compact frame and light weight provide excellent mobility. Range : Medium Rate of Fire : Fast Damage : Moderate Mobility : Very Fast -------- Bren LMG -------- An excellent squad support machine gun. It is a bit large which limits the mobility of it but it allows it to deliver accurate automatic fire when fired while prone. Range : Long Rate of Fire : Fast Damage : High Mobility : Slow -------- Colt .45 -------- A standard issue sidearm. It is very powerful and can be used for almost any close range combat that you encounter. However its clip is rather small so it will only do you good if you are up against one enemy, two at most. Only use this when you have run out of ammo in your primary weapon and have enemies on your ass. Range : Short Rate of Fire : Medium Damage : Moderate Mobility : Very Fast ------------------------- MK2 Fragmentation Grenade ------------------------- Everybody knows what these are, right? These are especially good for clearing out an enemy stronghold quickly without a significant amount of ammo used. One or two of these will do most jobs for you with no trouble at all. Just make sure that you are behind a barrier before the grenade explodes or are far away from it. You don't want to get caught in its blast. Range : Medium Rate of Fire : Medium Damage : Very High Mobility : Very Fast -------------------- Silenced Sten Mark 2 -------------------- The Sten derives it name from its two designers, Major R.V. Shepherd and H.J. Turpin, and the place it was made, the Enfield Lock Small Arms Factory. In 1940, Britain found itself with a shortage of weapons, and Shepherd and Turpin's design proved simple, easy to manufacture and reliable in the field. More than a hundred thousand Sten MK1s were produced, providing British troops with a lightweight, compact, easy-to-maintain machine gun. A limited number of MK2 models fitted with silencers were produced for SAS Commandos and raiding forces. Range : Short Rate of Fire : Very Fast Damage : Moderate Mobility : Very Fast ------------------- Webley MK4 Revolver ------------------- Used extensively through the armies of the British Commonwealth from 1939-1945, the Webley MK4 revolver was a simple, no frills combat revolver. Firing a smaller 0.38-inch round than the World War I-era Webley 0.455-inch pistol, the MK4 was lighter, easier to fire and required less training and practice to use. The MK4 is so popular it remains in service in various parts of the world to this day. Range : Short Rate of Fire : Slow Damage : High Mobility : Very Fast ==--==--==--==--==--==--==--== - German Weapons - ==--==--==--==--==--==--==--== E-mail questions to Brendan DeMeo <lordmarl(at)gmail.com> --------- Gewehr 43 --------- Manual Information : Early in the war, the Germans produced a reloading rifle called the Gewehr 41(W). It was unwieldy, difficult to reload and unreliable in the field, and when German troops found themselves face-to-face with the superior Tokarev SVT-40, it’s limitations cost many lives. Seizing several SVT-40s, German engineers noticed the Tokarev’s gas-operated reloading system was superior to theirs, so they integrated it into their existing rifle design. The Gewehr 43 was the result. German troops appreciated its easy reloading, high accuracy and excellent reliability. Range : Long Rate of Fire : Medium Damage : High Mobility : Fast Historical Information : After the weapon's bureau of the army nullified their requirement that there be no holes drilled into the barrel itself for the gas- mechanism to work for the automatic rifle system, the company Walther went on to develop the Gewehr 43. This new semi-automatic rifle had the extraction nozzle drilled into the barrel and featured a removable 10-round magazine. The G 43 was a beautiful design, which was much cheaper and faster to produce. The weapon's designation was later changed to Karabiner 43, abbreviated K 43, although the weapon really wasn't a carbine; it was envisioned to replace the Mauser Karabiner 98k as the standard infantry rifle. Production started in October 1943; total production until the end of the war was 402,713 including at least 53,435 sniper rifles: the well-designed and well-machined K 43 was a preferred sniper weapon and was fitted with the Zielfernrohr 43, also called ZF 4, scope with a magnification of 4x. The weapon could use the Schiessbecher device for firing rifle grenades and could use a Schalldämpfer silencer, however, the G 43 could not fix a bayonet. Technical data -------------- Length : 112cm Barrel length : 55cm (versions with barrel lengths of 60cm, 65cm and even 70cm existed) Weight empty (w/o magazine and w/o scope) : 4.1kg Weight magazine (empty) : 230g Weight with Zielfernrohr 43 scope : 1.3kg Ammunition : Infanteriepatrone 7,92x57; Vo 745m/s Practical rate of fire : 30 rounds per minute -------------------------------------------- Machinegewehr 34 General-Purpose Machine Gun -------------------------------------------- Manual Information : Though the Treaty of Versailles specifically prohibited Germany from producing any kind of sustained-fire weapon, they circumvented this by funding its development in Switzerland. This development produced an aircraft machine gun, the Rheinmetall MG 15, from which the MG 34 was born. Considered one of the finest machine guns\ designs in history, the MG 34 saw service on all fronts of the War. Range : Long Rate of Fire : Very Fast Damage : High Mobility : Fast Historical Information : Development of the Maschinengewehr 34 ("machine rifle") was officially credited to the chief engineer Louis Stange of the company Rheinmetall in Sömmerda, although most of the development work had been done by Heinrich Vollmer from the company Mauser Werke in Oberndorf by including details from the LMG 32, the MG Dreyse 13 and the Solothurn MG 30 weapons. It was a very good weapon in terms of quality. However, although the MG 34 was a considerable improvement over the WW I - type weapons (the famous 08/15 machine guns of WW I consisted of 383 single pieces!) this quality in design and finish also made for a comparably slow production and a high price of 327 RM per weapon; also, 49 kg of raw material were used to machine the parts from. Although a brilliant design, the weapon immediately was agreed upon as the standard machine gun, the precision machined parts proved to be very sensitive and prone to malfunction in the harsh conditions of field use. The reload mechanism depended on the recoil forces; the weapon had two triggers, one for single (the upper trigger part) and one for automatic fire (the lower trigger part). The MG 34 could use both magazine-fed and belt-fed ammunition (the above- mentioned 7.92mm standard infantry ammuntion). Available were Doppeltrommel ("double drum") saddle drum magazines of 75 rounds and gegurtete Munition ("linked/belted ammunition") belts of 50 rounds (weight: 1.5 kg) and 250 rounds (boxed; weight of a filled 250-round belt box: 8.35 kg). The single belts of course could be connected to make an endless belt. In the role as a light machine gun with bipod the weapon often was used with 50-round Gurttrommel, a small drum magazine containing the 50-round belt. To prepare the weapon to fire the drum magazines - by default all later produced models of the weapon were set to fire belted ammunition - the top cover part of the casing housing the breech mechanism had to be changed to a cover part that could accommodate the saddle magazine ammunition. As required by the specifications it was the first true general purpose machine gun: with a bipod as a light machine gun it weighed 12.1 kg, mounted on a tripod it was used as a medium machine gun; the small tripod weighed 6.75 kg, the large tripod (that at 400.-- RM was more expensive than the weapon itself) weighed 23.6 kg. The barrel weighed 2kg, the bipod (which cost 15,- RM) weighed 1kg. The MG34 was 122.5 cm long, the barrel was 60.0 cm long (other sources 62.5cm) and had a rifling of 4 grooves; as mentioned above, caliber was 7.92mm and the V0 of the bullets was 755 m/s; early models could fire at a rate of either 600 or 1000 rounds per minute by toggling a switch on the pistol grip; soon this was abandoned and most models did not have this switch, the weapons were finished at the factory set at a fixed rate between 800 and 900 rounds per minute. After first experiences on the eastern front experiments with a MG 34 S called version took place: with a shorter barrel of 50cm it achieved rates of fire up to 1,700 rounds per minute; however, this drastically reduced reliability and life expectancy of the weapon to a degree where this weapon was considered unfeasible. Another, actually produced version was the MG34/41. The weapon used many new parts, including the spring of the successor MG42, to achieve it's rate of fire of 1,200 /min. Length of the MG34/41 was 112cm; barrel length 56cm; 1,707 (other sources: 1,705) were built from February to June (other sources: May) 1942. Life expectancy of the barrel was 5,000 to 6,000 rounds provided that it was changed according to manual. The MG 34 provided for a quick change of barrel: The barrel was connected to the main body by a hinge mechanism; to change the barrel, the body was simply swung to the side and the barrel could be pulled out without having disassemble the breech mechanism. Because of the sensitivity of the MG 34 for dirt and damages in field use, it was preferred to still put this weapon into vehicles even after the MG 42 was introduced and therefore free up the MG 42 for infantry use. The vehicle-mounted version of the MG 34 was fitted with an schwerer Lauf ("heavy barrel") or Panzerlauf ("armor barrel") that compensated for the lesser change of barrel and the armored housing also protected the barrel to a degree. The MG 34 was produced until the end of the war and a total number of 354,020 were built. ------------------- Raketenpanzerbüchse ------------------- Manual Information : When the Germans captured some American bazookas in Tunisia in 1943, their engineers immediately recognized their ingenious design and copied it. Soon after, Germany had a relodable anti tank weapon in the field, the Raketenpanzerbüsche 43, nicknamed “Panzerschrek” (tank terror). It launched a larger 3.46 inch shell over an effective range of more than 160 yards, and, in the competent hands of a two-man crew, became the stuff of nightmares for Allied tank crews, who took to reinforcing their tanks with sandbags and extra lengths of track to combat the Panzerschreck’s unparalleled armor-piercing capabilities. Range : Short Rate of Fire : Slow Damage : Very High Mobility : Slow Historical Information : Development of this weapon was inspired by the early 1943 capture of American M9A1 Bazookas in the African campaign (Tunisia; other sources: captured lend-lease bazookas from the Eastern Front). To increase its basic potential it was decided outright to use a weapon caliber of 8.8cm (3.46 in.) instead of the Bazooka's 6cm (2.36 in.). It was designated Raketen- Panzerbüchse ("Rocket Tank Rifle") and officially abbreviated RPzB but commonly referred to as Panzerschreck ("Tank Terror"), among the troops it was also known simply as the Ofenrohr ("stove pipe"). The major differences to the Panzerfaust were the size and the fact that the Panzerschreck by design was to be a reloading weapon, preferably crew served by trained and dedicated two-man AT teams (gunner and loader), while the Panzerfaust was a single-use, disposable close range one-man weapon for use by everybody. Also, the Panzerschrecks firing mechanism was electric (like that of the Bazooka), while the Panzerfaust used a percussion ignition much like the cartridges of a normal gun. The firing tube of the original Panzerschreck model, the Raketenpanzerbüchse 43, was164cm (65 in.) long and weighed 9.25kg (20.4 lb) (empty). The projectile used was the RPzB.Gr. 4322 (Raketenpanzerbüchsen-Granate / "Rocket Tank Rifle Round") that carried a shaped charge of 660g (23.3oz.) and weighed 3.30kg (7.27 lb.) there was a Sommer ("summer") (used in temperatures between - 5° to +50° Celsius) and a Winter ("winter") (used in temperatures of -40° to +30° Celsius) version of the RPzB.Gr.4322 that accounted for the different thermal conditions. A sheet metal stabilizer ring at the rear of its shaft looking quite similar to those used on aircraft bombs stabilized the projectile’s flight path. The propellant continued to burn even after it left the tube for another 2m (6.5 ft.), the projectile had then reached its velocity of 105m/s (345 fps). The first Panzerschreck model was built only in small numbers. Engagement Range ---------------- There is still some controversy around the range of this weapon. Sources give figures for anything from 150m to 1,000m as range: The Panzerschreck's technical data call for a theoretical engagement range of 700m (!), practical engagement ranges are usually cited with 400m for static targets and 100 to 230m for moving targets. Then again, an army report on the fighting around Posen dated March 1st 1945 emphasizes the effectiveness of the Panzerschreck and states that static targets such as AT gun and infantry emplacements had been successfully attacked at ranges up to 1000m (!). Engagement procedures called for the Panzerschreck teams to open fire against attacking (oncoming) tanks at 180-150m. Laterally moving tanks were to be attacked at a range of 120m. These later figures of course take into account the fact that fire should only be opened (and hence the chance of detection and counter fire) when a high chance of hit probability is given. Many factors influence the weapon's range, amongst these the type of ammunition used (4992 had a higher range), the temperature, size & type and speed vector of the target. A swiss instructor for the B+W Raketenrohr 58/80, a Swiss license-built of the Belgian Blindicide, which was a pretty straightforward post-war Panzerschreck derivative (although the Blindicide and the Raketenrohr were not direct copies of the Panzerschreck, they are fairly identical in system, handling and operational parameters; official range data: the Blindicide had sights adjustable from 100 - 400 meters, and a special sight for 700meters. ---------------- Flammenwerfer 35 ---------------- Manual Information : One of the most terrifying weapons of the War, the German Flammenwerfer 35used compressed nitrogen to propel flaming liquid fuel as far as 33 yards. Though the teams that wielded them were extremely vulnerable in the field, the Flammenwerfer was devastatingly effective at flushing out infantry from any manner of bunker or entrenchment. Range : Very Short Rate of Fire : High Damage : Very High Mobility : Medium Historical Information : As an anti-tank weapon, the effectiveness of flamethrowers against tanks depends a lot on the individual tank type it is employed against. Naturally, the armor of the target is not a factor, although on very thin steel the flamethrower might cook off any content behind the armor such as ammunition, fuel etc. But generally the ability to disable the tank with a flamethrower depends on how easy the burning liquid can ooze into vulnerable parts of the tank such as the engine. If the flamethrower can set the engine afire, the tank is immobilized and often likely to blow up completely due to the gasoline engines of most tanks (Russian tanks were not as vulnerable as others since they used diesel fuel which is harder to ignite). Flamethrowers had seen extensive use in WW I. The early models developed between the wars were too heavy to be carried by one man and required teams of two to three men. The first weapon designed to be a one-man flamethrower was the Flammenwerfer 34 that was introduced into service in late 1934. However, with a total weight of 36kg (other sources: 35.8kg) it was still practically too heavy to be actually used by a single operator. The larger tank of the Flammenwrfer 35, contained 11.8 liters of the flaming liquid Flammöl Nr.19, the smaller tank contained the propellant, which was pressurized nitrogen. It was produced until 1941 when the Flammenwerfer 40 Klein that weighed only 21.8 kg finally replaced it. The two tanks now had a round shape and set into each other. The reduction of weight was mainly achieved by reducing the amount of flaming liquid to 7.5 liters. The next development was the Flammenwerfer 41 or FmW 41. It weighed 22 kg (other sources: 21.3kg) and utilized two cylindrical containers; it used hydrogen instead of nitrogen as the propellant. Because of the extreme temperatures on the eastern front, which had led to ignition problems when firing the liquid, the next step was the Flammenwerfer mit Strahlpatrone 41 ("flame thrower with jet cartridge") which had an additional magazine with 10 ignition cartridges that ensured lighting of the liquid when fired through the flamethrower tube. The flamethrower contained enough fuel for about ten seconds of fire; hence, if all ten ignition cartridges were used up that made for ten one-second bursts. However, the weapon of course was not limited to ten bursts as the firing of the ignition cartridge was optional. The weapon among other changes weighed 18kg and had 7 liters of liquid; the liquid could be fired at a range of up to 30m. It remained the standard flamethrower type of the Wehrmacht until the end of the war. A total number of 64,284 of these weapons were produced between 1942 and 1945. Intended improvements were the Flammenwerfer 43 that could throw it's 9 liters of fuel up to 40m but was too heavy at a weight 24kg and the Flammenwerfer 44 which was the exact opposite, because weighing only 12kg with it's 4 liters of liquid and a range of 28m it was considered to be not effective enough. Engineer units were equipped with the Mittlerer Flammenwerfer. It weighed 102 kg and was pulled along by two soldiers on a little trailer. It had 30 liters of flaming liquid that lasted 25 seconds. It was too cumbersome to prove really effective. A very interesting design (with many parallels to the Panzerfaust as being a single-use weapon for the common infantryman) was the Einstossflammenwerfer 46 that was inspired by a request from the airborne troops. It was a one-shot disposable weapon to be utilized by assault groups. The FmW 46 was a tube with a length of 60cm and a diameter of 7cm; it fired a fire burst that lasted for 0.5 sec. to a range of up to 30m. the complete weapon weighed 3.6 kg and proved to be very effective and popular, a total number of 30,700 was produced in late 1944 and early 1945, many of them were used in the defense of Berlin. The Einstossflammenwerfer is not related to the "Flammfaust" Panzerfaust- project. The SS developed it's own disposable one-shot flamethrower; it weighed even less - 2.8 kg - and used almost no critical raw materials but again internal rivalries with the army's weapons bureau prevented. An SS design for a more conventional bigger flamethrower that developed its propelling pressure with tablets was lighter (14 kg) and easier to build than the FmW 41. ---- MP40 ---- Manual Information : The MP40 submachine gun is an effective room-clearing weapon. It has a relatively minimal climb even when fired fully automatic in extended bursts. Range : Medium Rate of Fire : Fast Damage : Moderate Mobility : Fast Historical Information : Heinrich Vollmer of the company Erma Erfurter Waffenfabrik did not design by Hugo Schmeisser, but the very famous MP 40, despite known as “the Schmeisser” by allied troops. The weapon's advantages are reasonable accuracy, easy handling and relative stability even when firing prolonged bursts. A disadvantage was the placement of the 32-round magazines under the weapon. A weak point was the feeding of cartridges to the gun, because of a tendency of the magazine system to get dirty and the non-ideal shape of the cylindrical 9mm-cartridges, the weapon could jam. A late modification of the MP 40 was the MP 40/II that had two 32-round magazines located beside each other so that the gunner could easily switch over to the second magazine after spending the first one. Practical range was below 200m, practical rate of fire below 100 rounds/min. The weapon had a folding metal stock; it could not fix a bayonet or use the Schiessbecher rifle-grenade firing device but could be fitted with a Schalldämpfer ("silencer"), though this was very rare. Technical Data: length (MP 38) 62cm (MP 40) 63cm; length (stock unfolded) 83cm; barrel length (MP 38) 24cm (MP 40) 25cm; weight (MP 38 with empty magazine) 4.22kg (MP 40 w/o magazine) 3.97kg; weight of loaded 32-round magazine: 640g; theoretical rate of fire (system) 400 rounds per minute; ammunition: 9mmx19mm Parabellum. ---- MP44 ---- Manual Information : The MP44 is an assault rifle that fires a unique “short” rifle round. Up close, it can be used as a submachine gun, while at longer ranges it can operate as a rifle. Range : Long Rate of Fire : Fast Damage : High Mobility : Medium Historical Information : The Sturmgewehr 44 made history as the first real assault rifle; in fact, the term "assault rifle" itself is a literal translation of this weapon's designation. Obviously, the concept of the StGw influenced Mikhail Kalashnikov in his development of the famous AK-47 assault rifle (although the AK has a system of it's own right). The story of the Sturmgewehr is that of the late success of an ingenious and right idea that prevailed despite all efforts to stop it. Many attempts had been made in several countries including Germany during the 1920ies to develop an automatic rifle that combined the characteristics of the submachine gun - a high rate of fire and therefore fire volume - with that of the then usual regular infantry rifle - accuracy and projectile power - while at the same time eliminating the disadvantages of the respective weapon types. Most of these attempts failed, because the conservative authorities did not like the idea or -mostly- because these early weapons tried to use the regular powerful rifle ammunition. First large-scale use of this new weapon was with the 93rd ID in the northern sector of the eastern front. After small changes the weapon was called MP 44. It was not until July 1944 when several Division commanders personally begged Hitler in his headquarters that the weapon was given production priority. In December of that same year the weapon was given the suggestive name Sturmgewehr or Sturmgewehr 44, abbreviated StG 44 or StGw 44. Total production of the MP 43 and MP 44 / Sturmgewehr was 425,977 at a price of 66 RM for one Sturmgewehr 44. The Sturmgewehr 44 could also be fitted with ZF 1229 Vampir, an infrared night sighting device. The scope for the Vampir mounted onto the StGw 44 weighed 2.3kg, the support devices were carried in a rucksack and weighed 13kg. 310 of these night-fighting scopes were produced at the company Leitz. Another intriguing invention was the Krummerlauf ("bent barrel"), a bent barrel with a periscope sighting device for shooting around corners. This idea existed in several variants, an "I"-version for infantry use and a "P" version for use in tanks (to cover the dead areas in the close range around the tank to defend against assaulting infantry), versions with 30°, 45°, 60° and 90°, and a version for the StGw 44 and one for the MG 42. Only the 30° "I" - version for the StGw 44 was produced in any numbers. Technical Data -------------- Length : 94cm Barrel length : 42cm Weight w/ empty magazine : 4.62kg Weight of loaded 30-round magazine : 920g Theoretical system rate of fire : 500 rounds/minute Practical ROF in full automatic mode : 100 rounds/minute Vo 685 m/s Ammunition : Kurzpatrone 7.92x33 ---------------------------- Kar98k (scoped and unscoped) ---------------------------- Manual Information : The Kar98k is the standard issue German infantry rifle. It’s accurate and deadly at long range, but suffers from a slow rate of fire due to it’s bolt-action mechanism. Range : Very long Rate of Fire : Slow Damage : Very High Mobility : Medium Historical Information : The origins of the Mauser rifle family date back to the late 19th century. The weapon was introduced by order of the German emperor in April 1898 as the Gewehr 98 after a decade-long debate. It was to become the standard military rifle in many countries for many years to come; in Germany itself for over 50 years. They are still in use today with military units in africa and southern America. A modified, shortened version of the rifle was introduced into the Wehrmacht in 1935 as the standard rifle under the designation Karabiner Modell Mauser 98 k ("multiple-shot carbine model Mauser 98", "k" for "kurz" = "short"); it was also called Karabiner 98 k or simply Mauser 98 k. It was a bolt-action rifle with a fixed internal magazine for 5 rounds. The 98 k could fix a bayonet, the Schiessbecher for firing rifle grenades and different Zielfernrohre ("scopes") ranging from the Zielfernrohr 40 and Zf 41 with a zoom factor of 1.5 to the Zf 39 and Zf 4 (also called Zf 43) with a 4x zoom. Six percent of the 98k - production were to be fitted with a raail for scopes; this number of sniper rifles could not be met. The German sniper with the most kills was Gefreiter Hetzenauer with a total of 345 confirmed kills. The weapon at left shows a Mauser 98k with the early Zf 39. The sights of the regular rifles could be adjusted from 100m to 2000m in increments of 50m. Different modified versions of the Mauser rifle were produced, among others special versions for paratroopers and mountain troops. Production of the rifle was kept up all through the war. The German army entered WW II with a total number of 2,769,533 Kar 98k. Another 7.540,058 were delivered to the army until the end of the war (including 126,291 sniper modifications); 925,984 were delivered to the Luftwaffe, 191,250 to the navy and 62,600 to the SS (the SS received another 235,000 rifles, mainly Mauser-types, from their own production), the regular price for one Mauser 98k rifle was 70.- RM. Technical Data -------------- Length : 111cm Barrel length : 60cm Weight empty (beech stock) : 3.9 - 4.1kg (walnut stock) 3.7 - 3.8kg Practical rate of fire : 15 rounds/minute Ammunition : Infanteriepatrone 7,92x57 The ammo consisted of stripper clips holding 5 rounds; three such strips fit into a leather ammo pouch; ammo pouches were carried in connected sets of three, which fit onto the belt of the field gear. A fully supplied regular German infantry soldier would carry either one or two triple ammo pouches for three strips per pouch, totaling for a default ammo load out of 45 or 90 rounds excluding the ammo in the rifle. ------------- FG42 and MG42 ------------- Manual Information : The FG42 is a great multi-purpose weapon. It’s one of the deadliest fully automatic weapons available and the single-fire mode is effective at all ranges. A 4x zoom scope is standard issue. Range : Very Long Rate of Fire : Fast Damage : High Mobility : Medium Historical Information : The comparably complicated construction of the MG 34 restricted mass production, therefore the numbers demanded by the army could never be met. It was soon obvious that a simpler model was needed. The new machine gun was to be manufactured from pressed and punched steel parts. The proposed construction of the company Metall- und Lackierwarenfabrik Johannes Grossfuss AG in Döbeln looked promising from the very start. Its inventor was a skilled laborer by the name of Grunow who was specialized in the technique of punching and pressing steel. He was sent into the regular training for machine gunners in the army to find out what a machine gun's characteristics were to be and then went on to design the MG 42. The MG 34 and the MG 42 are easily discerned even at a quick glance by their barrel housings: while the MG 34 has a round housing with many round cooling holes, the MG 42 has a square housing with oval cooling openings at the left and top side and a large cooling slit on the right side. The first prototype designated MG 39 was accepted for troop trials in February 1939; it was refined into the fifth and final prototype, the MG39/41, and sent into a large combat evaluation involving 1,500 MG 39/41. After small detail improvements, mass production was started and the weapon was introduced into the army as the MG 42. Total production of the MG 42 for the German Wehrmacht during WW II was 414,964. The companies Mauser Werke AG in Berlin, Gustloff- Werke in Suhl, Grossfuss in Döbeln, Magnet in Berlin and Steyr-Daimler-Puch in Vienna produced the weapon. The weapon was air-cooled and recoil-operated with a slightly recoiling barrel; the recoil mechanism based on a newly invented construction of a breech with rollers. The belted mauser 7.92mm ammunition was fed from the left. The unmatched simplicity, functionality and effectiveness of the design not only resulted in a an astonishing ruggedness and immunity to the conditions of front use, it also decreased the amount of resources and raw material necessary to produce one MG 42 to 27.5 kg; it took only 75 work hours to complete a MG 42 as opposed to the 150 necessary for the MG 34; the MG 42 cost only 250.-- RM. Even today it is still regarded by many experts as the best machine gun construction ever. It had an overall length of 122.0 cm, a barrel of 53.0 cm and weighed 11.6 kg in the role as a light machine gun equipped with the bipod. Then bipod, the same as on the Mg 34, could be mounted to the front or the center of the gun. In the role as a heavy machine gun it utilized the newly developed Lafette 42 ("mount") that weighed 20.5 kg. The MG42's nominal rate of fire was 1500/min; reportedly, this rate varied to a degree with individual weapons; furthermore, the rate slightly increased in prolonged bursts. The higher rate of fire led to a decreased barrel expectancy when compared with the MG34: the barrel was only good for between 3,500 to 4,000 rounds. Later,. barrels were chrome- plated which lengthened life expectancy a bit; still, the barrel became hot rather fast and had to be changed often; the MG42 accounted for this with an even further simplified barrel change mechanism. Because of the ruggedness of the MG 42, it was preferred to issue this weapon to the infantry and rather use the MG 34 in vehicle mounts where the MG 34 was less exposed to dirt and damage. A krummer Lauf ("bent barrel") was tested that was bent 30° from the normal axis. Much like the krummer Lauf available for use with the Sturmgewehr 44 it was intended for firing from defilade, at street corners etc. Naturally, the krummer Lauf wore out rather quick and the idea was deemed unfeasible for a machine gun. With the acute material shortages of 1944 it was deemed necessary to further simplify to save resources. This resulted in the MG 45, also called MG42V, which modified the breech mechanism of the MG42 so that it didn't completely lock before firing. This increased the theoretical rate of fire even further, the weapon now only weighed 9 kg and - most importantly -production was simplified and needed only steel of minor quality. First tests were undertaken in June 1944, but development dragged on and eventually only ten were ever built. ----- Luger ----- Manual Information : The Lugar Pistol carries 9mm ammunition and an 8-shot magazine. It’s a highly prized trophy for allied soldiers and can often be found as a sidearm in Russian or American hands. Range : Short Rate of Fire : Medium Damage : Moderate Mobility : Very Fast Historical Information : The famous Luger P 08 had been the official German army pistol since it's introduction in August 1908 and remained in service until the end of WW II, although production ceased in favor of it's successor model, the P 38, in November 1942 because Luger was a comparably expensive (at 32.- RM), complicated to produce and despite it's reputation actually a rather unreliable and impractical weapon. The weapon's fathers were Hugo Borchardt who invented the famous knee-joint breech and Georg Luger who designed this into the weapon. At a typical length of 22cm the weapon weighed 870g empty and had a magazine capacity of 8 rounds. It fired the 9mm Parabellum ammunition at a Vo of 340m/s. Wartime production of the P 08 was 412,898. Besides the ammo stored in the magazine in the pistol, very often a second loaded spare magazine was carried in a pouch attached to the holster. ----------- Panzerfaust ----------- Manual Information : The Panzerfaust (German for “Armored Fist”) is an anti- tank weapon, launching a small charge designed to penetrate an armored tank or vehicle. Due to the armor-piercing nature of the charge, it’s not an effective anti-personnel device. Each Panzerfaust is only a single shot weapon, but one shot is often enough to reduce even the largest tanks to smoldering ruins within seconds. Range : Short Rate of Fire : One Shot Damage : Very High Mobility : Slow Historical Information : Initially designated Faustpatrone gross or Faustpatrone 2, this larger weapon quickly adopted the suggestive name Panzerfaust ("Tank-Fist") and the weapons with the larger warheads were henceforth commonly referred to under that name. The first direct successor model to the Fautpatrone klein was the Panzerfaust 30 m, developed to iron out the problems encountered during early trials with the Faustpatrone klein, providing for sights - fixed at 30m (100 ft.) range - and a change in the warhead's shape. Dr. Langweiler’s team also developed the Panzerfaust 30. As the next step in development it therefore increased the warhead diameter to 14cm (5.5 in.), which increased the contact area to a 5cm-diameter (1.97 in.). The charge's amount of explosives was doubled (800g - 28.2oz.) which in turn increased penetration to 200mm (7.87 in.). Because of the greatly increased overall size of the warhead the stabilizing fins accordingly were considerably enlarged too. The new tube had a diameter of 4.4cm (1.73 in.), the propellant now weighed 95g (3.35 oz.); the projectile now measured 49.5cm (19.49 in.) and weighed 2.9kg (6.39 lb). The resulting projectile velocity was 30m/s (100 fps), which again made for a range of roughly 30m (100 ft.). The complete weapon now weighed 5,1 kg (11.23 lb) and had a length of 104.5cm (41.14 in.) (other sources: 103cm). Panzerfausts were supplied and transported in wooden crates that contained four complete weapons. Deliveries on the first order of 50,000 began in August 1943 with 6,800 pieces. Production ran until August 1944, and then it was switched over to successor, the Panzerfaust 60. The first large quantity of this weapon made available to the Wehrmacht, the German armed forces, was the delivery of 8700 pieces in September 1943. --------------- Stielhangranate --------------- Manual Information : Fragmentation grenades are very effective anti-personnel devices. The highly explosive charges reduce their metal casing to flying fragments, causing considerable blast damage. Though they’re ineffective against armored vehicles, they are extremely useful for clearing out entrenched infantry positions. Range : Medium Rate of Fire : Medium Damage : Very High Mobility : Very Fast Historical Information : Hand grenades are often used against tanks, usually not due to any special AT capability of these weapons but because of their availability. Although a regular hand grenade could not kill a healthy full- grown tank it might damage it esp. immobilize it with a lucky explosion in the track. But there were also special AT hand grenades dedicated to fight armor. The most famous German hand grenade is probably the Stielhandgranate 24 ("stick hand grenade"), often referred to as the stick grenade or the potato masher by allied soldiers. The grenade's time fuse was activated by unscrewing the bottom and pulling the Abreisszünder ("rip detonator") safety cord. It weighed 480g, had an overall length of 35.6cm and had a warhead with a length of 7.5 cm and a diameter of 6cm that contained 165g of explosives (different explosives were used over the course of the war). The cylindrical warhead was also available as a hand grenade without the stick under the designation Handgranate 43. This cylindrical warhead could be used for other purposes: combined with a pressure-activated trigger they served as mines. Several Handgranate 43 warheads could also be combined with a Stielhandgranate to make a large explosive grenade bundle. This combination of one Stielhandgranate 24 with 6 of the same warheads without the stick was very popular and often referred to as the "Geballte Ladung" ("forceful/big charge") by the troops although this designation is rather colloquial and was actually semi-officially in use for an engineer weapon. The complete weapon combination looked like a flower with the grenade stick of the central Stielhandgranate as the stalk and the Hd.Gr.43 warheads surrounding it like petals. It was often used as an improvised makeshift AT weapon. To increase the shrapnel effect (the hand grenades had a very thin metal skin and were intended to rely on blast rather than fragmentation) later the Splitterringe ("shrapnel rings") could be attached to the cylindrical warhead; use of these shrapnel rings was copied from the Russians who used this method for their RGD 33 hand grenades. Of both the Stielhandgranate 42 and the Handgranate 43 together, a total of 81 Mio. were produced before and during the war. ________________ __________________________________________________________ | 6.3 Tactics / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here is a section that will help you play better in Call of Duty. Here is a description of a bunch of tactics that can help you weed out enemies and survive longer on the battlefield. ------------ Taking Cover ------------ This is probably one of the most obvious yet important tips I will give you. Believe me this game will not allow you to take a lot of damage at all. So you must utilize all cover that you can. The enemy will never hesitate to shoot at you, their weapons are just as accurate and deadly as yours. Don't think that the game will allow you some leeway in this respect, it doesn't. ----------------- Reloading Weapons ----------------- Must I tell you this? You must reload your weapons after you have expended most of the clip. If you go into a battle with only five bullets in your clip (assuming you have a submachine gun or machine gun) then you are royally screwed unless your teammates provide some excellent covering fire for you. Always reload before rounding a corner or after a firefight, this will definitely save you a few game over screens. ------------ Health Packs ------------ I'm not going to tell you to use them, I think it is pretty standard knowledge for any game that you play. These gifts are dropped frequently by enemies and are plentifully scattered throughout the level. Never hesitate to grab one. ------- Leaning ------- Like some other games this game allows you to lean out past a corner or around one to see if there are enemies. However this feature was only available in multiplayer mode, you can use this whenever you are in the game, whether it be single or multiplayer. The main advantage to this is that you will be exposing a minimal amount of yourself to the enemy while you can still shoot at them. Try to use this in urban battles. ------------------ Crawling/Crouching ------------------ Never stand up straight on the battlefield, you are almost asking to be shot when you do this. Always crouch or crawl, this will allow you the same amount of mobility that you enjoyed while standing while at the same time making you much less of a target. -------------------------------------- Picking up items and switching weapons -------------------------------------- Whenever you approach an item or weapon you can press the F key to pick it up or if it is a weapon then you can switch it with the one in your hand. You will automatically drop the weapon you are holding and then pick up the one on the ground. ------------------ Dealing with tanks ------------------ Tanks can be quite a nuisance to deal with since bullets don't do any damage to them and grenades only do a slight amount of damage. The best solution to dealing with a tank is to either find a stationary weapon such as the Flak 88 or grab a rocket launcher. Both of these will do a load of damage to the tank and leave it badly hurting. One shot to the back will usually destroy it. If you go at the front or at the sides then it could take two or even three shots to go down. ----------------------------- Dealing with cowardly enemies ----------------------------- Sometimes you will encounter enemies that will almost never reveal a large enough portion of themselves to shoot at or never come out of cover at all. This is immensely frustrating, but don't waste 5 clips shooting at the corner they are hiding behind you will not be able to shoot them. Instead just whip out a trusty grenade and toss it by the corner they are hiding by, this will either flush them out for you to shoot or kill them when it explodes, either way you win. ------------ Melee Attack ------------ When you find yourself in very close proximity to other enemies you may find it prudent to use the Melee Attack. Using the SHIFT key you can use your rifle to butt an enemy in the face. This will either knock them out or knock them off balance so that they cannot shoot at you until they recover from the blow. ------------- Bunny Hopping ------------- Despite how much I despise bunny hoppers I will throw this in here because it IS a somewhat effective tactic. I must warn you however that this can only be used in Single Player mode because due to new patches for Call of Duty it has been eliminated for Multiplayer. Basically bunny hopping involves repeatedly jumping around like a jackass to throw off your enemies' aim. Unfortunately this also screws up your aim so make sure you either have good hopping skills or are proficient with your weapons. This comes in handy on the harder levels of Call of Duty. ------------------ Stationary Weapons ------------------ There are a select few stationary weapons in Call of Duty. They can be either MG42s or Flak Guns. The latter of which only appears twice in the game. To use these just press the use key, "F". You will then have whichever weapon you have equipped replaced with the weapon you just selected. Use them as you would expect to, aim the crosshair and click. ---------------- Cooking Grenades ---------------- New in Call of Duty: United Offensive is the option of cooking your grenades. What does this mean? Well this means that you can pull the pin on the grenade before you toss it in the enemy's direction so that they have less time to move or throw it back at you. When you want to do this take out a grenade, press the primary fire and hold it down. Then press and hold the alternate fire to begin cooking it off. For each second that you cook the grenade the crosshairs will pulse. You want to throw the grenade at or before the fourth oulse because after that it will explode in oyur hand or be too close to you when it goes off. --------------------- Reading the Briefings --------------------- The game provides you with briefings for a reason. The briefing sheets will inform you on the weather, terrain, enemy placement and so on. There is a lot of valuable information contained in them so don't skip out on reading them. Besides, do you have anything else to do while waiting for the game to load? Of course not... <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> Tactics submitted by Cy <cybertooth85@yahoo.com> - Let your squad do the majority of work. These guys are active fighters, and can usually cover you quite well, not to mention mow down lines of soldiers rather than wait for you to do it. All you have to do is shoot the supressing MG42s and snipers to help. - During mortar attacks, use the oft remembered superstition/rule-of-thumb that bombs never fall in the exact same place. If you're running through a field, take the route between defense objects (trees, cows, buildings) and craters. These are pretty safe. Also, the deep craters are great cover. Move cautiously, as your advancement usually triggers the next wave of bombardment. - If you're too far from a target for an accurate shot with your carbine or Thompson (and don't want to risk advancing), waste your handgun ammunition trying to take out the gunner or sniper first, then try other strategies. - Utilize the weak range of motion of MG42s to attack them. With help from your squad's suppressing fire (and the gunners inept, slow panning), you can almost always circle around a gunner and attack them from an extreme angle they can't reach (I'm talking face-to-face shooting here). - If you're doing badly on a particular part, try restarting the level to explore the earlier parts you can beat. These can have helpful drops such as health or grenades. Also, try rethinking your strategy. If a particular approach isn't working, try another. If you know there is a programmed sequence such as a tank or explosion coming, try moving opposite your squad, as they often let the attack (and programming) lead them. - In certain levels, you're more likely to find enemy ammunition around than your own. This is why it is best to trade out certain weapons for others. My best example is the American Thompson for the German MP. Many soldiers carry them, and they are very easy to use single shots with, and despite others' claims, can be quite accurate if used properly. These are good for convservation of ammunition. <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> _______________ ___________________________________________________________ | 6.4 Cheats / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Create a shortcut to the "CoDUOSP.exe" file located in the Call Of Duty program files. Right click on the shortcut and go to properties. Go to where it says ''Target'' and add the following onto the end of the existing link: +set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 0 So the link should now say something like: "C:\Program Files\Call of Duty\CoDUOSP.exe" +set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 0 Next go into the game and bring down the console by pressing the "~" key, then enter the codes below for the desired effect. NOTE: The cheats will only work on a RESUME GAME. If you wish to use them on a new game, start the game, save it, then quit the game and reload it and the cheats should work. G e n e r a l C o d e s CODE EFFECT ============================================================================== weapon 32 Allows rifles to be fired in Automatic Mode. Hold down shoot toggle r_showLeafLights Displays lines where the light comes through the leaves toggle r_showtricounts Displays numbers on each texture toggle r_showportals Displays where you can access via blue lines noclip Enables walk through walls notarget Enemies don't shoot at you cmdlist Gives a list of all commands in the game give <item> Gives indicated item gfxinfo Gives information about the game graphics give all Gives the player all weapons in the game god Invincibility map <name> Loads the map you want toggle r_lockpvs Makes random textures turn invisible toggle r_lightmap Makes the ground and other stationary textures white kill Makes the player commit suicide toggle cg_drawgun Makes the players arm and gun invisible which boosts the frame rate toggle cg_thirdperson Puts the camera at a third person perspective. You are always invisible however. toggle r_measure Overdraw Puts the game in multicolours (rather laggy) toggle r_showtris Puts the game in wire frame give health Refills the players health meter give ammo Refills the players weapon ammo levels toggle cg_draw2d Removes all on screen information making the game look like a movie toggle r_fastsky Removes the sky which can brighten or darken the terrain depending on the map map_restart Restart current level toggle g_entinfo Shows scripts over important soldiers and objects jumptonode <number> Teleports you to a specific node on the map L e v e l C o d e s CODE EFFECT ======================================================= map bastogne1 Play Mission 1: Bastogne 1 map bastogne2 Play Mission 2: Bastogne 2 map foy Play Mission 3: Foy map noville Play Mission 4: Noville map bomber Play Mission 5: Bomber map trainbridge Play Mission 6: Train Bridge map sicily1 Play Mission 7: Sicily 1 map sicily2 Play Mission 8: Sicily 2 map trenches Play Mission 9: Trenches map ponyri Play Mission 10: Ponyri map kursk Play Mission 11: Kursk map kharkov1 Play Mission 12: Kharkov 1 map kharkov2 Play Mission 13: Kharkov 2 ___________________________________ _______________________________________ | 6.5 Frequently Asked Questions / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Question : How well can my computer run this game? As long as you could run the original game without problems you will be able to do the same here. The system requirements are essentially the same. Here they are: M i n i m u m S y s t e m R e q u i r e m e n t s * Full version of Call of Duty * 3D Hardware Accelerator - 100% DirectX 9.0b compatible 32 MB Hardware accelerator with full T&L capabilities video card and latest drivers. * English version of Microsoft Windows 98/ME/2000/XP. * Pentium III 800 MHz or Athlon 800 MHz processor or higher for systems with Windows 2000/XP. * 128 MB of RAM (256 recommended) * 8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers. * 1150 MB of uncompressed free hard disk space (plus 400 MB fow Windows98/ME swap file, plus 600MB for Windows 2000/XP swap file). * 100% DirectX 9.0c compatible 16-bit sound card and latest drivers. * 100% Windows 98/ME/2000/XP compatible mouse, keyboard, and latest drivers. * DirectX 9.0c (included). M u l t i p l a y e r R e q u i r e m e n t s * Internet (TCP/IP) and LAN (TCP/IP) play supported. * Internet play requires 56 Kbps (or faster) modem and latest drivers. * LAN play requires network interface card and latest drivers. IMPORTANT NOTE : Some 3D accelerator cards with the chipsets listed here may not be compatible with the 3D acceleration features utilized by Call of Duty. Please refer to your hardware manufacturer for 100% DirectX 9.0b compatibility. S u p p o r t e d C h i p s e t s * ATI Radeon cards * All nVidia GeForce chipsets * Matrox Pathelia How do I regain my health? Whenever a teammate or enemy is killed he will drop a small health pack of 50 health points. Pick it up by walking over it and you will automatically regain 50 health points up to a maximum of 100. ------------------------------------------------------------------------------ Question : How do I use an MG42? Walk to the gunner’s position on any open MG42 gun and press the “Use” key, which is set to F by default. Your selected gun will be replaced by a view of the MG42. Fire the MG42 as you would any other machine gun. The only thing that you have to watch out for is that manning an MG42 typically makes you an easy target for snipers. Try to use an MG42 for the shortest amount of time possible. ------------------------------------------------------------------------------ Question : How do I deploy a machine gun? In this game when you pick up a .30 caliber machine gun or the equivalent for each army then you will be able to deploy it on the ground, on a window, bunker or anything you like./ To do this take out the weapon, locate the spot you want to delpoy it at and click the alternate fire button. The machine gun will deploy and you can now fire off rounds to your heart's content. Please note that deploying a machine gun will take a few seconds, you are quite vulnerable during that time. Make sure you aren't already under fire when you do this. To un-deploy the machine gun just re-click the right mouse button. ------------------------------------------------------------------------------ Question : Can I drive vehicles in multiplayer? Call of Duty: United offensive does feature vehicle combat and is widely used in all the new maps. ------------------------------------------------------------------------------ Question : How do I plant explosives? Move next to the glowing target on the objective and press and hold the “Use” key, which is set to F by default. Hold down the “Use” key until the progress bar at the bottom of the screen reaches the end. When the bar reaches the end. ------------------------------------------------------------------------------ Question : How does the compass work? Like a compass in real-life the main point of the compass will always point north but if you are facing east it will point to the East marker on the edge of the compass. Use the compass to navigate through a level to an objective. You can tell your distance from an objective by looking at the two ball bearings on the outer rim of the compass. The closer the bearings are to each other the closer you are to the objective ------------------------------------------------------------------------------ Question : How do I change my weapons? You can change your weapon selection by either 1: using the scroll wheel on your mouse to select the next weapon in your inventory. Or 2: pressing any of the number keys from 1 to 5 on your keyboard. ------------------------------------------------------------------------------ Question : How do I send a message to other players? Send a message to your teammates by pressing the T key. Type in your message and press the ENTER key to send it. To send messages to the entire server press the Y key. Type your message and hit the ENTER key to send the message. ------------------------------------------------------------------------------ Question : How do I reload my weapon? If you don’t have a full clip of ammo and have some reserve ammunition left then press R and your weapon will be reloaded with a full clip. If you don’t have enough ammunition to fill the clip back up then you will be left with a partially filled clip. ------------------------------------------------------------------------------ Question : How do I jump? Press the space bar to jump. If you are standing still while jumping then you will just move straight up. To jump atop an object press the directional key that will carry you to the object as you press the space bar. You will jump in that direction and if the object is low enough you will jump atop it. Jumping multiple times in rapid succession will slow your walking and running speed considerably immediately after so try to jump as little as possible. ------------------------------------------------------------------------------ How do I lean from a corner? The default keys for leaning in United Offensive are Q for leaning to the left and E for leaning to the right. Leaning will give you a clear shot at the enemy while exposing as little of your body as possible. ------------------------------------------------------------------------------ Question : How does the health meter work? Throughout the game you will be hit by enemy fire or damaged in some other way. Your remaining life, or how much more damage you can take, is reflected by the health meter. As you get hit the meter will drop gradually towards 0 and when it reaches 0 you will die. Your health meter will always start out at 100 and can be replenished by picking up health packs. ------------------------------------------------------------------------------ Question : How do I look at the score? To view the scores of all the players in the server just press and hold TAB. The scoreboard will come up and overlay your screen. Depending on the game type you are playing, the scoreboard can be arranged by team, kill-to-death ratio, or both. ------------------------------------------------------------------------------ Question : How do I climb a ladder? Walk up to a ladder, then look up, and use the W key to climb the ladder. Your character will lower his weapon when he climbs up a ladder so you cannot shoot while climbing. If you want to go down a ladder just stand at the top and walk into it. Your character will turn around and grab on. Look down the ladder and press the W key to climb down. If you want to get off a ladder quickly just press the space bar to jump down to the bottom. ------------------------------------------------------------------------------ Question : How do I sprint? Sprinting will allow you to race between two sheltered spots or across an open field. To sprint just hold down the ALT key while moving forward and your character will sprint forward until either he gets tired or you stop. You can only sprint for about 5 seconds before you get tired. ------------------------------------------------------------------------------ Question : How do I operate artillery? Walk to the gunner’s position on any open artillery gun and press the “Use” key, which is set to F by default. Your selected gun will be replaced by a view of the artillery piece. Fire the artillery piece as you would a rifle. Aim a shot carefully and then fire off a round. You’ll have to wait a few seconds before the next round gets loaded into the chamber. Be aware that operating artillery makes you an easy target so only use it when necessary. ------------------------------------------------------------------------------ Question : How do I destroy a tank? The best way to destroy a tank is typically with another tank but that option isn’t always available to you. You can destroy a tank by firing a Bazooka shot into it. Hitting the sides or the back of a tank will do the most damage and knock out the tank faster. Sometimes you will be able to use artillery guns to destroy a tank. If that option is available, take it since that will do the most damage to a tank. You cannot destroy a tank with grenades or gunfire. ------------------------------------------------------------------------------ Question : How do I drive a tank? When you have entered a tank press W to move the tank forward, S to move backwards, A to turn left and D to turn right. Move the turret with your mouse and fire with the primary fire button, set to the left mouse button by default. Press the alternate fire key to switch back and forth between the two view modes one from above and behind the tank and one from the turret. If you wish to use an enemy tank you have to get in and then wait for approximately 15-20 seconds while you capture it. Once it is captured you will be able to drive it around. ------------------------------------------------------------------------------ Question : How do I radio in artillery strike commands? Once you reach the highest rank in multiplayer you will be able to radio in an air strike on enemy artillery or enemy tanks or an enemy base. To radio in an air strike, just take out your binoculars by pressing 7 and click the right mouse button to look through them. Center the target in your binocular view and click the primary fire. In a few moments a long and sustained artillery barrage will pound the area and damage whatever gets hit no matter if it is friendly or deadly forces. ------------------------------------------------------------------------------ Question : How do I use the sniper rifle? The sniper rifle is a very long-range combat weapon. Do not use it in close-quarters. Typically you will want to fire the rifle with the scope up so that you can have the best accuracy possible. Bring up the scope by pressing the alternate fire button. When the scope is up use the crosshairs to center the target. If the target is perfectly lined up with the crosshairs your bullet will hit. The sniper rifle is the best weapon to get headshots with. Try for a headshot as much as often as you can since it automatically brings your enemy down. ------------------------------------------------------------------------------ Question : Which weapon should I use? During the course of the game you will have a wide array of weapons at your disposal. Your pistol should be used as a last resort weapon only. Use it when you have expended a full clip of ammo on any weapon but don’t have the time to reload. Whip out your pistol and finish off your enemy. Submachine guns are mainly for room clearing and most close quarters combat. They are accurate, powerful, and fast in close range. Rifles you want to use for medium range combat and long range combat. Rifles are accurate at longer ranges than an SMG but they have a slow rate of fire. Using a rifle over an SMG at longer ranges will suite you better since you can use up less ammunition because of the accuracy and power of all the rifles. Sniper rifles should be used for very long-range combat where you cannot see your enemy clearly. Use the scope on the rifle to find your enemy and eliminate him. The use of grenades in this game should be mainly for flushing enemies out of a room or taking out a large group of them. Throw a grenade into a room by standing to the side of the door and banking the grenade in off of a wall. Be careful though, enemies can throw your own grenades back at you. Use the heavy firepower such as artillery guns for tanks or other vehicles. ------------------------------------------------------------------------------ Question : How do I defuse explosives? Go up to the explosives and press and hold the “Use” key. When the bar that appears at the bottom of the screen reaches the right side then the explosives will be defused. Take note that you cannot use your weapons while defusing a bomb. ------------------------------------------------------------------------------ Question : Do you have Xfire? Yes I most certainly do. i got it the day after it came out. If you would like to add me my username is: elgreco325. ------------------------------------------------------------------------------ Question : You suck. Thank you. ------------------------------------------------------------------------------ Question : [Insert question answered in the guide] You have obviously not read my guide thoroughly to look for the answer to your question. Go look again. ============================================================================== ---- 07) Closing ---- ============================================================================== This is where the guide wraps up and we say goodbye. ________________ __________________________________________________________ | 7.1 Credits / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I would like to thank the following people for their various contribution to the guide. in no particular order: Jeff "CJayC" Veasey - For creating and maintaining my favorite site to contrbute to, GameFAQs.com. Gray Matter Studios - For creating this excellent expansion to one of my favorite games ever, Call of Duty. Callofduty.com - Most of the weapons descriptions came from that site. Psy and Dogfish Rising - Contributed the codes to GameFAQs which I then used for this guide. Steve Banyai - Submitted some stuff in the tactics section. __________________________ ________________________________________________ | 7.2 Legal Information / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This document is Copyright 2004-2005 Don Fleming. It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the author. All outside sources which have contributed to the making of this guide in some form have been cited in the guide. Violation of the above terms can and will result in a lawsuit. ------------------------------------ SITES WHERE THIS GUIDE MAY BE HOSTED ------------------------------------ - GameFAQs.com <http://www.gamefaqs.com> - Gamespot.com <http://www.gamespot.com> - Neoseeker.com <http://www.neoseeker.com> - IGN <http://faqs.ign.com> - EchoSquadron <http://cod.echosquadron.net> ---------------------------------------- SITES WHERE THIS GUIDE MAY NOT BE HOSTED ---------------------------------------- - CheatCodeCentral <http://www.cheatcc.com> ^ Yes, I am pointing directly at your site, Dave, and not with my index finger either. Also, these sites I am not familiar with but apparently they are known to steal work from authors without permission, so for these sites you also get the big 'NO'. If you see your site on this list then just don't post it, I will find out about it. To my loyal readers, if you see one of my guides on one of these sites then please send me an e-mail about it, thank you. ------------------------------------------------------------------------------ -911 Codes -9 Lives http://911codes.com http://www.9lives.ru/eng/ ------------------------------------------------------------------------------ -Bean's PlayStation Dimension -Cheat Index http://www.bean.dk/psx/index.htm http://cheatindex.com ------------------------------------------------------------------------------ -Cheat Matrix -Cheat Search http://cheatmatrix.com http://cheatsearch.com ------------------------------------------------------------------------------ -Cheatstop -CNET Gamecenter http://www.panstudio.com/cheatstop/ http://games.netscape.com/Faqs/ ------------------------------------------------------------------------------ -Console Domain -Dirty Little Helper http://www.consoledomain.co.uk http://dlh.net ------------------------------------------------------------------------------ -Dark Station -Dreamland http://www.darkstation.com/ http://kirby.pokep.net ------------------------------------------------------------------------------ -Games Domain -Game Express http://www.gamesdomain.com http://www.gameexpress.com ------------------------------------------------------------------------------ -Games Over -Mega Games http://www.gamesover.com/ http://www.megagames.com ------------------------------------------------------------------------------ -Square Haven -Ultimate System http://www.square-haven.net http://www.flatbedexpress.com ------------------------------------------------------------------------------ -VideoGaming.net http://www.videogaming.net/ ------------------------------------------------------------------------------ This guide is intended solely for use on GameFAQs.com. If you wish to host my guide on your website contact me and I will most likely give you permission, under the condition that the guide is in its complete and original form and proper credit is given to the author. Ignorance to the law does not excuse you from any responsibility for your actions. If you steal this guide you have broken the law. ___________________________ _______________________________________________ | 7.3 Concluding Remarks / / | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well that's all for now. This guide was created for you and all the people who play Call of Duty: United Offensive. I hope that this guide was of the utmost help to you and if it wasn't please tell me what is missing or what needs to be changed and I'll be sure to change it. Farewell until the next time! El Greco -> http://www.gamefaqs.com/features/recognition/36558.html <- -------------------------------------------------- Unofficial Call of Duty: United Offensive Strategy Guide Copyright İ 2004-2005 Don Fleming