FAQ/Walkthrough - Guide for Call of Duty 2
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-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ) ___ ______ _ (__/_____) /) /) /) (, / ) ' ) / _ // // ___// / / _/_ ,--' / (_(_(/_(/_ (_)/(_ _/___ /_(_(_(__(_/_ /___ (______) /) (_/___ / .-/ (/ (_/ FAQ/Walkthrough >>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>== For PC Version 1.0 By Chris Zawada User: antseezee E-mail: email@example.com Website: www.antseezee.com Created: 11/02/05 Last Update: 11/10/05 Copyright 2005 Chris Zawada -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- Author's Note ---------------------------- The moment when you hit the beach, when you charge the enemy, when you scream freedom. These are all situations when guts clamp themselves above glory, pride, and arrogance. The Call of Duty series, originally introduced back in 2003, was practically game of the year. While it was another WWII shooter that featured great graphics, excellent gameplay, a riveting single player campaign, and addicting multiplayer, it was a darn good game. Call of Duty 2 attempts to recreate that feeling, except with a visual upgrade, more support for the online system, and a "glory-like" approach giving you a perception from a majority of the nations that fought in the game. This guide will lead you through the single-player missions, along with talking about multiplayer briefly and weapon ratings. Will you charge in an attempt to flank the bunker, or will you simply cower behind a pillar in disgust? Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =11/10/05= v1.0 Finished the FAQ. The toughest element was laboring through the single-player which was surprisingly longer than I expected. Put these elements aside, not sure if it was worth the $50 as I expected more interactivity from the online aspect. =11/02/05= v1.0 Started the FAQ. Had to get it due to the high hype. Interestingly enough, the game has gotten great reviews, despite everyone thinking it would just be a rehash. Multiplayer hasn't exactly impressed me to a large degree. - I've now added a Quick Search function to the guide. Press CTRL + F, and type in the designated (#.#) to be quickly forwarded to that specific section of the guide. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls > Screen HUD 3) Single-Player Walkthrough (3.1) > Moscow 1941 > Stalingrad 1942 > Stalingrad 1943 > El Alamein 1942 > El Daba 1942 > Libya 1943 > Tunisia 1943 > D-Day 1944 > Caen 1944 > Hill 400 1944 > Germany 1945 4) Multi-Player (4.1) > Game Modes > Maps 5) Weapons (5.1) > Ratings 6) Codes 7) Common Questions > Troubleshooting 8) Copyright/Distribution/Reproduction Guidelines 9) Proper Credits -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 1) Introduction - ============================ When the original Call of Duty came out back in 2003, most gamers were thinking that it would turn out to be another Medal of Honor clone, or simply a rehash of previous World War 2 shooters. Fortunately, Infinity Ward decided to spruce things up by making a fairly realistic shooter with iron sights, decent graphics for 03', and a plethora of available 1P missions with online multiplayer. The original Call of Duty was simply a hit, even if it was just another WWII shooter. Call of Duty 2 leaves off where the original quit. It simply allows you to play more missions from a few years of the war, based on various factions of the Allied forces. You never get to play as Axis forces in this game, unless you're playing online. The story revolves around the simple element that the Allied forces had to survive the German threat during the early years of the war, fight back, and eventually gain domination. The game illustrates the bravery, courage, and determination that many soldiers had, and others lacked. It guides you through key battles that could have broken or how crucial states in the war were solidified. Call of Duty 2 takes place from a first-person perspective, mainly based around shooting. The game is not like the Battlefield series where you interact with vehicles and items of the such. While the emplacements do exist, you'll find this title to be much more infantry-intensive. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-64 (w/ online support) Developer: Infinity Ward Released: 2005 Rarity: common Special Features: Voice, Online, Modifications ESRB: Teen Cover Art on box: - Shows soldier ready to make key assault Requirements: > Windows XP > Intel Celeron D / P4 1.4ghz or better (Pentium M's & AMD's work fine, P-M's are faster than P4) > 512MB RAM + (Recommended is 1 GB from my experience. 1 GB makes improvements but stutter lag occurs mainly from DX9. More info about this mode is revealed later on.) > 8x or faster CD/DVD drive (depends on DVD/CD version) > 3.0 GB+ free HD space (recommend 7200 RPM HD to prevent stutter lag) > DirectX 9.0c > nVidia GeForce 4000 or better, ATI Radeon 9200 or better (Call of Duty 2 lightens up when it comes to video cards, however, you really need the half a gig of RAM just to get things to flow smoothly. This title is graphic intensive, and relies heavily on the use of textures. The more RAM, and a better processor yields better results.) -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 2) Game Basics - ============================ What I have always loved about PC games is the fact that you can use a keyboard and mouse. The amount of keys gives you an overwhelming amount of options to choose from when selecting what goes where. This section will go over the involved controls, and the screen setup. ____________________ /Controls - Movement/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= W - Moves forward S - Moves backward A - Strafes left D - Strafes right Q - Leans left E - Leans right Space - Stands if in lower position, normally jumps C - Enters crouch mode CTRL - Enters prone mode - As with any modern game, Call of Duty 2 utilizes the W,S,A,D setup. It works quite well when combined with the leaning system. Leaning only tilts the upper body, and is really more useful for multiplayer where you want to limit the exposed portions of your hitboxes. Aside from that, you'll find the varying positions to serve the most usefulness. Crouching improves accuracy, and makes you a smaller target. Proning allows you to lay flat on the ground, and makes you extremely accurate at the compensation of only exposing your head (also limits range of aiming movement). You cannot always prone based on the ground you're supported by. You do not have to hold the buttons down, but rather, must only press them once to enter the specific mode. __________________ /Controls - Weapon/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Left Mouse Button - Fires weapon Right Mouse Button - Enters sight aiming mode Shift - Melee attacks, holds breath on sniper shots R - Reloads weapon G - Throws grenade 4 - Throws smoke grenade 1 or 2 - Switches between primary/secondary weapon B - Enters binoculars mode F - Use - The mouse is used for looking around, and also aiming almost every weapon in the game. The special sight aiming mode basically uses iron sights or a scope depending on the weapon. You only have to click it once to enter the aiming mode, and when you do so, you'll almost slow-walk or aim from your set position. It aims best when standing still. This makes you a lot more accurate, as opposed to the default crosshairs. Grenades can also be tossed by clicking the middle mouse button, but not everyone has one on their mouse. Smoke grenades exhibit a large array of thick smoke, and it DOES make a difference in Call of Duty 2. Binoculars allow you to see at high distances rather than squinting, and are used for scouting or sniper spotting. The melee attack is used for close range fighting, does enhanced damage, and is necessary when reloading or out of ammo. The same key also holds your breath when firing, which steadies the aiming of the scope barrel. The Use button is the most important. This key must be pressed after you die to respawn. Also, press it over highlighted weapons to exchange. _________________ /Controls - Other/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tab - Shows current objectives or multiplayer score F12 - Takes a screenshot ~ - Brings up console Z - VOIP button that allows you to talk online via your MIC T - Chat to everyone in the game Y - Chat to everyone on your team V - Chat with in-game voice commands, responses, statements X - Brings up weapon menu - The Tab key basically let's you see your given score, or what you have to do during single player missions. The screenshots are normally saved right after the key is pressed. It may be in My Documents/CoD2 or in the Activision/CoD2 folder itself. The VOIP button will only work when you are in a VOIP-compatible server. These types of servers usually have the gray MIC icon listed in the server list. Also, make sure your MIC is enabled in the audio options, and test to make sure a majority of the voice bar fills up when you talk into it. The in-game voice commands are quite interesting, but fairly limited. If you want to change teams or what not, press ESC during the game. You can also change weapons there. ___________ /Screen HUD/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= _______________________________________ | | |... | | | | ^ | |  | | | | | | | -  - | | | | | __ | | / \ | || | ||||||||| | \__/ |||||| |_______________________________________| Meaning Key:  - Status Text - Shows who killed who during multiplayer maps or objectives for single-player missions.  - Compass - Shows which direction you are headed, but more importantly, shots the direction of a marked waypoint.  - Crosshair - Use this to aim, becomes enhanced by right-clicking.  - Damage Indicator - Shows the direction of where the damage is coming from.  - Ammo Indicator - Shows how much ammo you have left, and the amount of reserve bullets/grenades. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ====================================== - 3) Single-Player Walkthrough (3.1) - ====================================== Before you can just jump into WWII, there are some key essentials that must be learned to master every perspective on the battlefield. Whether you're the English, Americans, or even the French, it comes down to who is willing to sacrifice the most. Infinity Ward has put a lot of effort into their games, specifically when it comes to the single-player campaign. They feel that a majority of "epic" situations should be included, hence why it is named Call of Duty. This section will guide you through all missions on the Hardened difficulty (one before Veteran). ________________________________ /Moscow 1941 - Red Army Training/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: * Main Objectives: + Basic Training + Defend against the German attack - This mission is more of the less a tutorial. Start off by following the orders of the Commisar. Your worthless friends will steal all of the rifles before you can grab one. Go left to the storage room and grab the pistol/rifle off of the table. Head back to the Commisar. Engage in the basic target practice by picking off the designated helmets, plates, and items of delicious choice. You'll eventually be placed to fire under a timed drill of 15 seconds. None of this should be too challenging at this point. Go to the left when ordered, and pick up some potatoes. Toss a few of them into the targeted designations. Suddenly, one of the fellow soldiers will report that a German soldier has been captured. Several German infantry are approaching from the southeast, along with halftracks and some mobile artillery. The Commisar quickly orders you to reorganize to the storehouse for necessary supplies. Looks like you're getting a dose of the action this quick already. - Follow your comrades out of the interrogation building. You'll eventually notice a mobile turret in the distance firing on your troops. Drop down into the trench, and ensure to be in the crouched position. Enter the prone position by pressing CTRL, and crawling under the narrow space. Reach the other building to where you will meet another soldier. Grab the submachine gun off of the table, reload it, then climb up the stairs as ordered. Now, dispense a smoke grenade by pressing 4, and toss it near the middle of the street. You will make use of this to conceal your movements. Cross the road as ordered. Pass through the next distraught building, and you'll your have your first engagement with the Germans. Using your PPSh, fire away at the two soldiers that pop out of the armored halftrack. Then, continue up the street. If I were you, crouch when firing. Eventually, an MG42 will start firing down the street. Simply hide behind the burning car, and one of your comrades will blow out the gunner with a grenade. Again, pick off the Germans hiding behind the boxes. - You will reach a small gate, however, one of the soldiers happens to spot some German armor. This isn't a good sign when you're armed with a poorly-made PPSh. Instead, flank along the right. Several German reinforcements will flood the destroyed houses. Pop them off, flank along the left, and shoot the two Germans behind the medal barrels. Proceed up to this position, and then snipe the Germans across the small alleyway using the Mosin-Nagant. You may also want to get rid of your pistol if you wish. Now, head across this area. Toss a frag grenade behind the stacking of sandbags to take out the establishment of German troops. Cut around this alleyway, and an armored halftrack will be waiting for you. Pick off some of the foolish German patrols, then charge on the left side of the halftrack. Press F on the yellow explosives icon to plant the explosives. Retreat to safety, watch it explode, and then wonder why this missions was so easy on the Hardened difficulty. _________________________ /Moscow 1941 - Demolition/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Rendevous with the necessary assignment + Fend off the German attack + Counterattack + Plant the explosives - You'll spawn inside an abandoned warehouse with some German propoganda sounding off in the distance. Move forward cautiously. There will be a few German troops around the corner, about 3 in total. Pick them off from behind the boxes. Look further around the left corner. About 15 German troops will start retreating to the other side of the street. Pick off as many as you can. You'll receive some fellow comrades to assist you on the battlefield. Regardless, charge to the windows, crouch, and start picking them off with the SVT. Thankfully, this is a semi-automatic rifle with a reloadable clip, so you don't have to bolt-action reload after each shot. The Germans will keep spawning, but the idea is to pick several off, move forward to one wall on the street, and repeat. Keep doing this. The Germans will try to push forward by flooding out of the doorway, but this makes them ideally exposed to your fire. Move to the third wall, then toss a grenade inside the left crack. It should flush some of them out. Pull out the PPSh, and gun down the reinforcements that flood the hall. Cut the corner, and hit the remaining German troops from the rear that were guarding the other side of this new building. Now, turn around, and head down the narrow doorway. - Use your binoculars to peer in the distance. You should see some camoed tanks right above the oil pipeline. This isn't a good sign. Head down the stairs to your left, and the comrade at the bottom will thank you for arriving (not politely). Go through the small cut passageway under the street. One of your comrades will be dragging an injured fellow. Suddenly, 3-4 tanks will proceed overhead but hardly notice you. Reach the other side of the building, and you will be informed that the Germans are preparing a massive counter-attack. It is up to you Vasili to lay the smackdown, Russian Vodka style. - Look in the small two-window shack to the left. You should see a sniper rifle laying there; pick it up. Stay right in this isolated position. The Germans will toss several smoke grenades near the middle of the battlefield. I reckon it is nukem time. Wait until the German troops rush through the lines of smoke, and try to pick off any with your sniper rifle. It will be difficult due to stutter lag, and yes, it will occur even with moderately fast computers. If they breach the first smoke line, pull out the PPSh, and then wait for them to rush the left trench. Toss a grenade in anticipation, and then rush out of this establishment. Charge at them while ensuring to gun them down. Once you take out about 15 of them, the Germans will start to retreat. You are ordered to counter-attack. It's braveheart time. I chose to charge along the right side on the exterior of the fence. Taking the trench on the left brings you surrounded Germans. Flank them on the right, picking them off with your sniper or submachine gun. Keep pushing them back, and start to take cover behind tree stumps. - Eventually, the Germans will have a trenchline near the far side of the building. MG42s will fire down on you, along with support from German base troops. Pick them off with scoped shots, and don't forget to make use of your SHIFT key to hold your breath. A good tip is to toss a smoke grenade once they start making use of the MG42s. Rush into the smoke, and toss frag grenades right by the trenches to disable massive amounts of Germans. Rush into their base building, and start gunning down the infantry that flood from the left & right storerooms. Check the back area, and pick off any remaining crouched Germans. Watch for a German near a cracked ceiling portion. He's actually a tricky fellow that you won't spot at first. Report to the Lieutenant once this area is clear. Go around to the front, and near the stairs to speak with him. - The LT will tell you that the remaining Germans have barricaded themselves on the upper floor. He needs explosives to breach the perimeter. Head back down the stairs, but now, press F next to the crouched soldier who looks like he is fiddling with something. Once you have the explosives, 3 new compass indicators should appear on your map. You need to plant 3 charges to bring the building down. Two of them are located in the back area by the side storerooms. The other one is near the front. Once all 3 are planted, retreat out of the building to the center stump. They will detonate, and cause a huge explosion to the previous German establishment. I need some ale after that experience. _____________________________________ /Stalingrad 1942 - Repairing the Wire/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Repair the 6 cut field wires + Contact HQ via the field phone + Disable 3 Panzer II tanks - Apparently, your communication lines between two key outposts have been cut. This could have been due to shrapnel, accidental cuts, or a German ambush. The other outpost checked the lines yesterday, and it is your turn today. You'll start off on a well-established street. Proceed forward, and an MG42 will start gunning down the main street. Throw a smoke grenade for cover, and rush to the building along the left side that is hollowed out from the Stalingrad destruction. You'll have a very strong establishment of German troops in this area on the left. Slowly and cautiously push forward, as they will keep spawning. Ensure to repair the first wire here. Pick them off using the SVT. Try proning under the one desk with no chair, and you'll be able to snipe a few out. Also, pick off the MG42 gunner by peeking through the table with a hole in it. Jump over this ledge, and watch the right roof across the street for two long-ranged Germans. Now, push forward into the next area. This will be a minor house with a hill reaching the second floor. Repair the second wire, and ensure to clear out the first floor. Cut a right across the street, and take out the German hiding in the little inlet to the building. - Now, rush north up the street. Take cover along the side inlets via the buildings as there is an MG42 mounted there, along with several spawning Germans. Try picking up a steadier submachine gun off of the ground if possible as well. Ensure that the 3rd field wire has been repaired. Toss some grenades to clear out the Germans hiding behind here. Rush forward, and cut a right inside. Take out the 3 Germans hiding behind the boxes in here, then go right through the doorway. This next part is tricky and intertwined. There will be an immediate German behind the wedge debris in the next room. You will also notice a staircase along the right, along with some balconies directly ahead of you. Take out the German behind the barrel, and the total of 4 Germans on the two top balconies. When you head up the stairs, some reinforcements will flood out from the turn behind you, so try to engage them. Then, rush the top room. Take out the 3 Germans with your submachine gun and the assist of your comrades. You should be able to repair two more field wires here as well. - Now, look at the top floor into the distance. About 10 Germans will be established behind a wall. Pick up the Russian sniper rifle, and start scope sniping the Germans behind here. Eventually, your fellow comrades will charge the position, and it helps in the long run if you assist them by taking out unnecessary threats. Turn around, and head towards the wooden bridge planks. Watch for a German to pop his head from behind a small sandbag area. Try picking him off with the SVT, charge across, and don't crawl through yet. Flushing a grenade rarely works since it tends to bounce off of the two wooden planks nailed across the window. Rush in, and flank the left. Grab a MP40 if possible off a dead German, and start clearing out room-to-room. Now, cut back, and snipe off the Germans across the small break in the roof. You pick some of them off with the sniper, but the rest will just have to be aimed out. Now, go down the stairs where your one comrade is crouching. Charge the two men hiding behind the stashes, then cut a right through the doorway. Drop down to the stairs below, and take out the lone guard. Repair the last field wire. You now gotta tell HQ that everything is fixed. - Move ahead a bit. There will be 2 Germans hiding behind some cargo boxes. Simply give em' a whack or two. Then, down the hallway, toss a frag, and MP40 them down. Run to the end, melee out any remaining souls, and press F on the phone which is on the crate. HQ will inform you that Panzers are headed to your position. They want you to destroy them. Go back to the field phone, and check to the left to grab some satchel charges. Press F, and exit this area by proceeding ahead. When you reach the next blown-to-pieces area, several German infantry will be in the next distraught room. Toss a few frags, and use the left wall for cover. Move ahead a bit, gun some down, take cover. Repeat until you reach into their room, then submachine gun charge. Now that it's clear, move ahead to the windows. Man the MG42 and gun down the German infantry that try to rush towards you on the street. Keep gunning until the armored turret reaches the area. This is not a good sign. Get off the MG42, and wait for the turret to approach close, practically directly in front of your position. Drop down, run to the right of it, plant a charge, and run to the left for cover. Don't even worry about gunning down Germans, although it helps to pick off a few behind the left broken building. The mobile turret will eventually be destroyed after about 30 seconds. Now, you gotta move forward. Take the remaining Germans out down the streethead. - Move forward into the building flank along the right. You should notice a tank passed by from before. Gun down the 3-4 Germans up the stairs using a submachine gun. From this balcony, pick off any troops below on the street, then drop down. Cut the left corner, and you'll get a ton of reinforcements. Go inside the left building inlet, and move forward while the tank fires down the main street. Use each left inlet for cover. Now, move to the right inlet as a second Panzer II tank will fire a tank shell (most likely stuns you). Toss a smoke grenade, and both will retreat to the far ways. Rush to the center building with some messed-up office supplies. Flank the tank along the left street from the rear (it will rush your comrades ahead). Plant a charge from the rear, and watch it blow up. Now, go down the right street. Dispense any remaining smoke you got as the second Panzer will be firing down on you, along with the whole German army. Move forward taking cover behind wooden boxes. The second tank is around the corner to the right. Pick off some of the rapid- firing Germans, then rush it, and plant the charge. Prone behind some boxes for cover, and one of your foolish soldiers will try to destroy it himself (even though you planted the charge and showboated credit for it). Once both tanks are down, shoot off any of the remaining Germans, and go down the right street. Some assistance is needed at the trainyard. _______________________________ /Stalingrad 1942 - The Pipeline/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Reach the trainyard via the pipeline + Attack the trainhouse + Defend the trainhouse + Destroy the Panzer tank + Take the remaining station house & MG42 positions - Your squad decides to resupply at a nearby station house before moving onto the railyard. The train railyard has exchanged hands twelve times in the past six hours. The quickest way to get there is via an oil pipeline that travels through the heart of the city. Jump in the hatch, and go left crawling down. You'll eventually reach a bottom segment missing, where you can view a squad of Germans exiting a vehicle. Gun them down. Continue forth, and the Germans will catch on that you're inside the oil pipeline. Peak down each hole, and pick off the Germans hiding behind their walls, or the ones shooting up at you. Make sure to cut a right where the white lettering on the pipeline wall points down the long stretch. Keep hitting the crouched Germans from the rear as this will assist your men doing the ground assault. Watch OUT for grenades. One will get a scripted toss-up about halfway down the segment. Simply keep rushing forward ignoring what is below. Exit the pipeline by dropping down, and pick up a PPSh from the supply crate. Head outside, and pick up the sniper rifle in the trench. Pick off a few Germans across the trainyard in the warehouse, and make progressions. Use the middle cart for cover. Grenade one of entrances and move in. - Watch for some remaining Germans around the rear. More importantly, there will be a ton of them up the stairs. I recommend tossing a flush grenade, then charging with your submachine gun to engage the poor souls. Suddenly, your commanding officer wants you to hold the train station at all costs. Here comes another German counterattack. This one is tougher since the Germans will flank you from both sides on the other side of this warehouse. Pull out your sniper rifle, and expend it on all the Germans hiding behind the train carts, barrels, and incoming reinforcements. Pick up a semi-automatic rifle once it's out, and watch the ground floors. The Germans may breach your upstairs position from the rear, so keep a check on your radar. Eventually you'll get so overrun that I recommend leaving the building. Yes, you're retreating, but it's for the right cause. Instead, go out the front entrance, and cut a left across behind the destroyed truck. Throw a smoke grenade to cloud the area so the opposing Germans don't simply pick you off. - Go around the right side of the warehouse, as the left is much more difficult. Proceed to flank the right train carts, and there should be a head- on path that leads towards the Panzer, along with side flanks on the Germans near the Panzer tank. Throw a smoke grenade as far as possible to block their view, and then proceed down this way. Flank the Panzer II along the right, plant the satchel, and prone by the mini-trench nearby. Once it explodes, you are ordered to attack the warehouse. Use a rifle or SVT to engage the Germans inside hiding. There's an MG42 at the far end of the warehouse. Simply flank it along the right where it cannot see you, and charge it before it can turn. Once it is down, your comrades should be able to breach and secure the perimeter. You'll now have a split objective as to where to go. There's another enemy station house, but the choice of which one taken is yours. Exit the warehouse by heading into the new area. An MG42 from the "C" position will fire on you. Engage the 4 guards with your rifle to pick them off, and flank over here. A squad of German reinforcements will charge by the train carts to your left. I highly recommend gunning them down and tossing a grenade for distraction purposes. - Move to the former MG42 position, and start to move forward. Pick off the Germans firing upon you at the second floor of the Station "B" warehouse. Continue forward, then look along the left wall for a breached hall in the "B" warehouse. Move inside this hole for a secret entrance. Rush up the stairs and flank the foolish established patrols from the rear. Cut a right, gun some Germans, then move into the right mailroom hallway. Toss a grenade down here to flush several out, and proceed forward. Your allies will assist in clearing out the top floor. Once this is done, look out the north windows of "B" that overlook position A. Simply pick off the MG42 position & the several men next to him. Go back downstairs, and head to the waypoint for a job well done. ___________________________________ /Stalingrad 1943 - Downtown Assault/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ** Main Objectives: + Destroy 2 Panzer II tanks + Progress towards the City Hall - Slowly but surely, the Russians are pushing the Germans out of their beloved Stalingrad. However, the Germans will not go without a fight. Your squad's next goal is to take back block after block through the city all the way to City Hall. It will be a tough battle, but it will be done for the motherland. Start off by heading onto the street with your allies, and rushing forward. Several German long rangers will appear on the balconies of a building to the right. Watch for the flood of German reinforcements to take cover behind some miscellaenous cars/debris. Pick them off, then flank into the building with the balconies. Climb the stairs, and clear the area out. Go back down, and a Panzer II tank will have arrived on the scene. Take cover behind some debris, then sprint back over the hill. Cut a left flank path, and pick off the Germans firing on your comrades. Go into this abandoned hallway, and you'll find some satchel charges on the floor next to the bathtub. Pick them up. - Backtrack out of this building, and toss a smoke grenade in the shallow explosion hole. Let the smoke fill, then charge across, and plant the charge on the tank. I recommend sniping out some of the men inside the abandoned train cart who try to pick you off. This makes a great hiding place after the explosives are planted. Watch your rear though, as several troops will try to rush over the barricaded hill. Once the tank is destroyed, head back up into the explosives building, and continue down the hall. Your allies will help rid of the foolish German resistance. Once you reach the series of windows, an established German building opposite of you will start firing down. Try to lay down some pot shots, then follow LT down around the corner to the broken window. Toss a smoke grenade, and go after the smoke is displayed. Rush to the other side, and frag the initial guards on the lower floor. Pick them off, move in, and your allies will reinforce. Watch for tossed grenades down from the second floor when you hit the stairs. I recommend tossing some up of your own. Clear out the second floor, and head to the back room. Man the MG42 on the right, while your LT mans the other. - You'll now have to deal with about 30-50 German troops. They will spruce up at various intervals at the building opposite of you, at the building to the right of your position, and down the streethead. Man that baby like there's no tomorrow. Keep laying down the pressure until your Russian comrades are able to break through. Eventually, a Panzer II tank will approach from the main street. Get away from the MG42, and it will blast a hole in the wall after 3 tank shells. Drop down the hole, and stay against the right wall. Run to the left ruins, then get in the former German building for cover. Your allies should be laying suppressive fire. Now, start picking off Germans hiding behind the broken stone walls. Toss a smoke grenade to make progression towards the Panzer II. This one is fairly smart though. It will try to run away from you, and usually has its turret pointed at you. Just latch a satchel to the side of it, and take cover in the central ruins. Follow your next waypoint indicator after the armor is destroyed. Now, follow the squad of men who are running down the alleyway. Cut a left into the building, and head up the stairs. Mission complete. ____________________________ /Stalingrad 1943 - City Hall/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: * Main Objectives: + Proceed to the City Hall entrance - You'll start off at a very silent, but deadly ambush. When you move forward, some German guards will pop their head from behind the barricade. Gun them down, hop over, and cut a left towards the destroyed truck. Several reinforcements will flood from this left side. You will find it to be primarily difficult to move on from here as an infinite flood of Germans will rush down the street. Make baby steps forward, picking off a majority, finding new cover, and repeating. Keep doing this until you can safely navigate around the next corner. Try tossing some smoke to keep the accurate MG42 off your butt. Flank it along the left wall, peak out, and snipe the gunner off. Jump the sandbag, cut a left around the corner, then you'll see a large stone building. Go left now. Several German reinforcements will flood this main street. It is nothing you cannot handle though. Move forward far enough until you have to cut a right towards a new building. Be weary though as several aware patrols will rush on the sandbags. Either toss a grenade up there, or fire away with a submachine gun at the rushing troops. Flank them from behind, then head inside to plant explosives on the door. Once the door is blown, head on through. _________________________________ /Stalingrad 1943 - Comrade Sniper/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Take out the enemy sniper + Clear out the rest of the City Hall + Defend the City Hall to death - So far, your troops have managed to clear out a majority of the buildings. You're split up, and the scouting report of snipers in the area makes you weary. Eh, we're all gonna die of something. Charge around the corner, and gun down the two Germans that try to stop you. Head into the next room, and be weary of the same fate. The troops enjoy tossing bounced grenades on this level, so watch for the indicator ASAP. There should be about 3 remaining Germans (watch for the one to scare you around the corner of the stairs). Head up, then you'll regroup with the rest of your men. Drop down, and follow through. One of your standing men will get sniped quite easily. Grab the Mosin- Nagant Sniper Rifle against the wall. One of your comrades will distract the German temporarily as he picks off a false helmet. The sniper is located on the fire-burning building (also known as the red building), on the second floor. Count for the second row of windows. Now, look for the German to pop out of one of them. He will often switch from spot to spot, so just nail him once for the easy kill. Proceed up the ladder, and jump into the hole to move forward. - You'll have to clear out a few basic rooms involving close combat. I recommend just using the Mosin-Nagant sniper in close range as we want to keep range on this level. You will find a Panzerschrek in the middle of the room; pick it up. We'll use this later on. Look out the window, and pick off the 9-12 German troops that retreat out of your occupied area. Go left, down the stairs, and to the first floor. Clear out the remaining Germans on the ground floor. You will know it's clear once your comrades say so. Head to the second floor as you must prepare for a German counter-assault. Ensure that you have spotted where the second spare Mosin-Nagant Sniper Rifle is - you're going to need it. Also, if you have not picked up the Panzershrek, do so now. There will be about 100 total Germans to deal with, with 15 MG42 gunners, a mobile halftrack, ground riflemen, and general flankers the rear. I highly recommend sniping from the right corner window on the second floor. Simply stash in the corner when injured to recover. - The biggest factors to take down are the MG42s. These do the most damage, but they also distract your AI comrades as well. Most of the MG42s spawn in the left or right building, 2nd or 4th floor. Always look across the field, concentrate, and fire. As for dealing with the general infantry rushes, pick off the men holding the MG42s. The closer they get, the deadlier they are. Secondly, kill infantry that get in ridiculously close range or men that prone. These can be grenading threats, or opposing snipers themselves. Eventually, you'll notice that as each wave gets fended off, the objective text let's you know. When it says an armored halftrack is approaching, pick up the Panzer launcher, or switch it out of your inventory. Wait for the halftrack to get in range. It should get past the fountain before you have a chance to hit. One shot should destroy it ultimately. Finally, fend off the last rush of foolish Germans. They'll try their best Braveheart impression, but will eventually retreat as you mow the down like sausage at a derby. It was not your day to die. ________________________________________ /El Alamein 1942 - The Diversionary Raid/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Clear out the bunkers + Destroy the fuel barrel supply + Destroy the ammo depot supply + Gather the enemy documents - The British are in dire need of heroes. Slowly but surely, they're on a partial retreat back to Egypt. Before we can count them down, your local squad commander wants to perform an assault on a local supply dump. Hopefully, this will temporarily distract the Germans long enough to rebuild some core strength within the British army. Start off by following your Corporal to the left. Pull out the Lee-Enfield, and pick off the 4 Germans by the sandbags & stone emplacement. Then, go into the trenches along the right side. This next part is tricky. About 2-3 Germans will appear above you, so listen to your friends' calls. They often spot themm for you. Secondly, there will be several guardsmen hiding behind barrels. Make use of the Thompson to rip right through them. I recommend tossing a smoke grenade to disguise your presence as well. You'll move up till you reach a solid barricade of supply crates. Cut a left to the destroyed artillery, and pull out the Lee-Enfield. Pick off the MG42 gunners in the distance, then head down along the left side where 2 of your allies are waiting. Gun down the Germans that rush out of the stone bunker. I recommend flushing one of the corners with a grenade. Rush in after it explodes. - There will be anywhere from 3-5 Germans hiding behind boxes or in dark corners. Keep your eyes aware, your Thompson loaded, and your melee button close. Once this bunker is clear, exit it, and cut a left. Watch for an immediate tango to pop his head above the upper sandbags. Also, toss a grenade into the stone emplacement to the left where the MG42 is. Rush up here, man the MG42, and gun down the Germans hiding in the front trenchline. Lee-Enfield the ones out of range or out of your angle's reach. Go back to the main trench, and continue forth. 4 Germans will be waiting for you around the corner. Rush through them with the Thompson, and melee swipe when necessary. Reload and head into the bunker to your right. Again, flush out the remaining troops in the next room. Watch for the multiple grenade toss by the German squad. Toss a smoke grenade at the base of the ladder, and climb it. Immediately look for the nearest stone emplacement with the 2 guards. Rush it and waste the Thompson clip on them. Then, take cover, reload, and kill the guard who was right by the ladder. Exit the bunker and regroup. - Cut a left and your AI should follow if you went the right way. Some Germans will defend themselves behind boxes, but it's a mere joke compared to the spray-n-pray gun. Meet up with your backup. You'll be assaulting the main supply dump now. Here comes the tricky part. You'll have optional objectives to complete. There are 5 fuel barrel stockpiles, and an ammo depot. I suggest heading for the ammo depot first, as it will be lightly defended with the Germans spread out. Go along the left where the 3 Germans were behind the sandbags. Go behind the barracks building (there should be hardly anyone here). Then, cut a right around the corner. Drop down right to the sloped entrance of this ammo depot. Don't plant the explosives yet. Instead, wait down there as a huge overload of German troops will rush out from the other depot (15+). Explode both barrels by shooting them on the left & right positions. Then, plant the explosives, charge up, and retreat back the way you entered this area. You will have to run, gun, and evade bullets. Pick off anyone who chases you. Recover your health and ammo. Do the same routine, but head to the ammo depot opposite of that one. Plant the explosives, and you'll have only 5-7 Germans to deal with up top (they'll be distracted too). Once this second depot is down, head to the left for the third and final depot. Plant the explosives, meet with the men in the center, and destroy any remaining fuel depots. - You will now be told to search for enemy documents. Your men will run to a bunker entrance a tad north of the ammo depots. One of your men will breach it with explosives, You are ordered to clear it out. Oh booyah. Head on in, and immediately submachine gun the 2 Germans to the left. Continue down the narrow hall. You will eventually reach a split. Watch for awaiting Germans behind the crates. A constant flow will rush from the right stairs entrance. Be weary, and try to get down there once you isolate the respawning of the Germans. Head on in, and toss a grenade into the left room while you gun the Germans in this room. Push forward. You will find the documents on a wooden table. Head back up. Meet with your Captain back in the center. Looks like we're heading back to deal with some darn Panzers. ________________________________ /El Alamein 1942 - Hold the Line/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Defend the lower lines by using close-range weapons + Defend the rest of the town via artillery support - Your squad is being transported to the nearby town via Bren carriers. Quite a luxury if you ask me. Anyhow, don't worry about the initial part until your carrier parks. Hop out, and follow the Captain to the nearby trench. Crouch onto the MG42, and start gunning down the Germans that hop out of the halftracks & from the desert to the south. Keep staying on the gun until you are told to defend the west side. Hop off the MG42, and look for the "W" symbol on your compass. Head in this direction. You will have to go slightly right of the West position though. You may notice that there is no MG42 here. Look for the nearby Flak gun (looks like an artillery mechanism). Press F to man the Flak Gun. Aim the shells at the large groups of Germans that rush over the hills. More will approach from the southwest; do the same. Unfortunately, more fools will charge from the north hill, and your Flak Gun can only hit a portion of them. Quickly jump off of the Flak Gun, and head towards the north direction (but stay in the town). You should be able to find a MG42 mounted on a concrete barrier. Man it, and simply wave the fire all over the Germans rushing the hill. It will get to a point where you will be told tanks are coming in, and artillery support is available. - Jump off the MG42, and head to the new waypoint. It's the tallest building in town. Go inside, then up the stairs. Climb the ladder to the very top. On top of this building is where you must make your legendary stand, and no, it has nothing to do with mustard. You must use your binoculars by pressing B, then pressing F once the binoculars are aimed at the correct target. The artillery feature takes awhile to get use to. After pressing F, a red flare will drop down from the sky. This marks the artillery spot for the support fire. However, there is about a 15-second delay from calling the coordinates till they actually rain down. Also, the artillery has about a 5-7 second reload time per firing, so you must compound these waiting times. Nonetheless, the series of enemy troops will approach from the south, southwest, west, and then far north. However, only concentrate the fire where you are told to. Remember, you have to aim "ahead of" the intended directions of the large German squads. It takes time to get use to firing the artillery, so test a shot, and hope that the actual firing occurs right when the group comes under it. - There will also be about 8-10 tanks to destroy. Wait until the tanks stop moving, spot them with a flare, and this will usually destroy them. Sometimes they'll move if they see the flare land in front of them, so let it land on top or behind their position. Be weary not to fire artillery close to your men (it usually will not let you, and this is a waste of a shot). If the Germans override one of your lines, concentrate a pot shot near the line but not close to your men. If the Germans pop a smoke grenade, and entire squad disappears, aim at the smoke cloud for best effect. Feel free to pick off the Germans with your bolt-action rifle at will. Eventually, your tank support will arrive once you have rid of the last German squadron to the north. ________________________________________ /El Alamein 1942 - Operation Supercharge/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ** Main Objectives: + Eliminate 5 Flak Anti-Tank Crews + Clear out the bunker + Take the last point & radio to HQ - You'll start off on the immediate frontline of the battle. Your fellow tanks will be pushing through the Afrika Korps lines, however, they need your assistance to guide the default engineers. Move forward, and pick off some of the Germans either with your sniper rifle or Thompson. Move into the tunnel ahead to provide assistance. When you reach the end, nail down anyone who opposes you, but wait for the Captain to lead the way. A few artillery barrages will come down. Your Crusader tanks will move up to assist. Follow them for cover support, but ensure to Lee-Enfield snipe off the MG42 gunners in the distant trenchline. Your Captain will order you to flank the trenchline and rid of the MG42 nest. Follow him into the trench, ensuring to fire away at any Germans. Eventually, your route will cut upwards to the left. Follow it up until you reach 3 Germans hiding by some barrels. Thompson them down, cut a right, and head down the concrete stairs. Try to pick off the German who fires immediately at you in the peephole. There are explosive barrels behind him that can be penetrated. - Drop down the ladder entranceway inside the concrete bunker. Inside, you will find a hidden German establishment with about 8 men total. There's nothing special, just navigate forward, and use the MG42 peephole to reap up some quick kills while conserving Thompson ammo. You will find a dirt-cut exit tunnel that leads back out to the trenchline from before. Continue forth, and eliminate the first Flak 88 crew. There are 4 men total ot deal with; a well-placed grenade will make them jump for joy (literally). Proceed down the cut path, and hit the MG42 gunners from the rear. Continue forward, moving under the wooden plank bridges for your Crusader tanks. A few stray Germans will provide to be nothing close to worthy in the mention of combat. You'll find another Flak 88 crew in the next concrete bunker. Toss a cooked grenade to deal with them quickly and efficiently. Cut a left to exit this bunker area, and you'll soon arrive at a barren field. You're ordered to cross with the tanks. Do so. One of the tanks will get destroyed halfway. Simply follow the other one now. You won't be able to do much for the most part as this is mainly scripted AI. - Follow the second tank all the way till you reach a right German trench. Assault the initial patrols hiding inside, and continue through the underlit carriage of the trench. Move left at the Y-split. Move forward till the smoke starts to build up. Eliminate the large grouping of Germans crouched in the trent, and disable this squad of Flak 88 operators. You should have one crew left at this point. Continue down this same trench line, and ensure to pull out the sniper rifle. Simply take long range shots on the crew operators, and also at the perimeter guards. The last crew should be taken down easily. Backtrack to the Barracks door waypoint. The Captain will breach the door with some tainted explosives. Rush on in and immediately lay the smackdown on some awaken German soldiers. You'll find about 3 in the main room, and two in the side rooms. Go left and out of the bunker. You'll be at the main rally point now. Pick off the roof guard and snipers who pop their head in the cracks of the varying buildings. Move out of the trench and fall in after the tanks. This next part will be a slow but progressive assault. The Germans will pour out of the main HQ building. Let them do so, and use the trenches for cover. Pick a few off, move forward, and repeat. You should be able to flank the right wall of the building easily. Head on in through the front, then upstairs, and take out the remaining souls who had not died. You'll find a radio on the second floor in the back room. Radio in to HQ about how you kicked ass and chewed bubble gum. ________________________________________ /El Daba 1942 - The End of the Beginning/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Take out the 3 German artillery crews + Radio in for an artillery bombardment + Find the German dispatches + Return to the Captain - The infamous mission from the demo, also known as The Daba. Anyhow, you'll spawn in an initial transport truck. The British forces are advancing on a well-secured German town, more of the less the last stand for the Germans. One of the nearby armored transports will get shelled by a plane. You'll be inserted into the heat of the battle. Crouch and jump off the truck. Cut a right past the MG42. You can throw smoke if you want or pick him off, it doesn't really matter though. Once you reach the right flank, about 6-7 Germans will fire back behind the barrels. Get a grenade or two over there, along with support fire. Push forward, and pick off any balcony snipers around the left corner. Using the right wall for cover, hit the remaining MG42 and men surrounding the area. Once it's clear, head into the MG42 nest building via the front door. On the other side where the exit door is, you'll have an MG42 & 2 assisters as well. Toss a grenade, or take out the MG42 first. Watch for counter-grenade tosses. Rush them, then around the alley corner is the coast where the artillery crews are. I recommend tossing a timed nade at the crews to take large groups out rather quickly. Watch for balcony riflemen along the right flank - these guys are a pain. - Toss a smoke grenade to make sure but slow progression. Pick off the MG42 gunners at the center of each artillery crew, as these can be deadly to your allies. Continue moving forward, and just be weary around the marketplace. Some jihadist Germans may try to melee swipe you. Take the right entrance into the marketplace as the left entrance takes heavy MG42 fire. A small squad of Germans will try to rush out from around the right flank - make sure they get Thompsoned down. Go along this right flank, and take out anyone else who tries to escape. Go in via the side door, and you'll have 4-5 Germans who rush from the second floor. Once you reach the top floor, head to the balcony, and signal the radio for shell firings from the main battleships. The British navy will rip the 2 German supply ships to smitherines. Now, follow your waypoint towards the next sector. It's going to get hairy, and perhaps dangerous. - 2 MG42s will start firing down this alleyway at your men. You should be able to run straight across the street with no worries. Take the left flank up and around. One of your men will breach a wooden door only to get breached down by MG42 fire. Toss a frag into the room to flush the gunner out, then Thompson down the 3 bastantes. Move to the next alley, and hit the 2 retreating Germans. Move on up into the building where a blasted hole exposes the 2 MG42 gunners. Before sniping them off, pick off the roof guards who have long-range capabilities. There are about 3 of them in total. Take out the gunners, drop down, and head over towards the German base. Move in through the front door, and the next door has 2 Germans crouching by both corners. Shouldn't be too difficult to take them out. Move up the stairs, and take out the 4 guardians of the plans. They will crumble like a loaf of bread after 2 weeks of staleness. Grab the German dispatches off of the table, and leap back to the ground. Man the second MG42 and mow down as many Germans as possible down the street. Go in the left alleyway. Pick off the 3 Germans that try to retreat, and you'll be saved by an amigo with the last German who takes aim at you. Follow your way back to the Captain, and you've scored several bottles of Cognak. _____________________________ /Libya 1943 - Crusader Charge/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: * Main Objectives: + Take out the line of Panzer tanks - Interestingly enough, this is the first vehicle mission we're provided with. Unfortunately, you get to navigate a vastly underpowered tank with the advantage of speed. Start off by following the tank formation to the left. There will be tons of scattered German soldiers on this one, but they're unimportant to the actual battle. Your focus is on eliminating the enemy tanks. Proceed forth with the "V" formation until you reach the ridge where they tell you to close in fast. Before that though, feel free to crush Germans, blow them up with tank rounds, or simply careen to the next checkpoint. Your secondary turret fires automatically, while the arrow keys guide your tank. Let the mouse aim the turret. - Once you start to approach the incline, the Panzers will begin to rain long- range shells on you. Stay behind the lead tank, but try to move at a diagonal. This makes it tougher to get hit by the enemy. Your commander will let you know when you are within range. Don't be too pretentious about pre-aiming and all that goofball stuff. Instead, put the cursor over the tank and fire when it turns red. The tank shells have remarkable accuracy and rarely dip over the distances (unless you're out of range). It is best to hit the Panzers from the rear, which can only be done by flanking them. Try eliminating the tanks of the left first by moving diagonally and firing. It will take 2 shells normally, one shell for a rear shot. Try to hit the rest of the Panzers from the rear as well, but do not stop, slow down, or get caught in debris of a destroyed tank. This spells doom. Remember, don't move straight towards the tanks - slant towards them. A fairly easy & SHORT mission. ______________________ /Libya 1943 - 88 Ridge/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: * Main Objectives: + Flank and take out the Flak Guns + Take out any Panzer opposition - You'll start off in another tank assault mode. How short can this mission get? Nonetheless, move down the ridge, and charge up the hill. You'll be greeted by 3-4 Panzers, nothing too bad, however, there are Panzershrek infantry at some of the Flak Gun emplacements. You know what to do, blast the barrels next to these points to watch the rockets sore (along with the Germans). Push forward, and you'll run into your first major resistance. About 10-12 Panzers will be scattered. I found it easiest to simply weave in and out behind them rather than a frontal assault. It's more risky, but the front- armored tanks go do a lot quicker than usual. Once it is cleared, push up the hill. You will have to go along the right ridge, but do not go all the way right. Instead, cut a left to the peak of the hill when you see a takeable path. Once up top, take out the remaining Flak guns along the right ridge. There will be 2 Panzers down the left side of the hill you will have to move down to purposely to take. Get back to the top of the hill, and take out the remaining 6-8 Panzers from the rear as they'll be distracted by the Shermans. Other than that, another fairly short mission. _________________________________________ /Tunisia 1943 - Outnumbered and Outgunned/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Man the MG42 + Control the armored car turret + Meet at the rally point - Who said chasing down the ill-supplied was easy? You'll be inside a major town on a partial defense while the rest of your divisions catch up. However, you'll start taking fire immediately on this one. Man the MG42 directly in front of you. You'll have several spawning Germans, primarily from the straight-ahead road and the right flank. Shoot the barrels for added explosions, and keep gunning them down. You'll have one tango to deal with on the roof in front of you. Most of the enemy tossed grenades will land in front of you but do no damage. After enough kills, an armored German halftrack will fire heavy rounds on your building. Prone as the rounds will destroy the MG42 and place several holes in your building. One of your nearby squads will be screaming for reinforcements. Your Captain orders you to flank that armor outside. Wait for the back door to get kicked down, and pick off the 2 German assaulters. Head downstairs, and around the right corner. Watch for the defenders by the table. Exit the building. - Outside, watch for the MG42 past the barbed wire. Cut a right down the alleyway and run into the door just left of the armored turret. Then, pop out and shoot the gunner out. Kill the remaining Germans, and the Captain will toss the navigator out. Press F to use the armored car. MacGregor will drive it for you, but it turns out that he's a complete idiot when it comes to driving. Watch the overheat meter on your turret. If it overheats, you'll get stalled and could easily get destroyed. Pick off the Germans that rush you by simply firing and rotating the turret. Watch for the guy on the left with the Panzershrek. You'll make an entire loop around the block. Two more Panzershreks will make an appearance on the rooftops. Feel free to kill the existing German infantry crouched behind boxes & drums. When you reloop, and go right this time, you'll end up flanking the Panzer tank from behind. Keep firing till it explodes (there's a fuel tank attached on the rear). Also, ensure to hit the Panzershreks on the ground level. When you reach the dead, flip the turret around, and nail the German infantry that rush the corner. There will be 5-7 Panzershreks at once, so I hope you're quick on firing that turret. Remember not to overheat it. - You'll start to do more continual loops, but this time with plenty of transport trucks and German infantry to kill. Simply gun away, and aim for the engines on the trucks to easily destroy them. You'll have a few more paths to navigate, along with a few lone Panzershreks to deal with - nothing overwhelmingly challenging. Eventually though, MacGregor will run over a series of mines that catapult you from the armored car. You're not dead, just one of those Rambo moments without caffeine. Take cover in the nearby building, and Thompson out the Germans behind the stack of crates. Move up along the right, and flank the MG42 nest via a right alleyway. A well-placed grenade ought to do the trick. You should rally up with some of your loyal men. They'll start to push forward, but run into minor German resistance. When you are told to defend the rear, turn around, go back, and pick off the Germans that rush the marketplace. The Captain will then order you to push forward to the rally point. Turn around yet again, and go forward. Watch for the undetected Krauts hiding behind the crates and stack of boxes right by the destroyed car. If you omve forward a bit, a line of Germans will be behind the barricade past the blown-up Panzer tank. Pick them off with the Lee-Enfield. Rush forward though as the Germans will start to hit you from the rear. You should meet up with another squad of your allies who breached through. Head for the last transport truck. ____________________________________ /Tunisia 1943 - Retaking Lost Ground/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Take out the Flak Gun crews + Retake the Mosque - You've been ordered to retake the town of Toujane after getting scowered out like hounds. This time, you're going in with tank support, but the Germans are probably just waiting to ambush you. You'll spawn on one of the Crusader tanks sitting out in the open. Eventually, your lead tank will be destroyed. Hop off, and take the right alley. Cut a right here, and mow down the Germans waiting around the walls. Continue down this way to flank the Flak gun. When you get close to the main street, don't pop your head out. An MG42 is waiting around the corner to the right. Ensure to pick off the several Germans crouched behind the supplies and around the wall corners. Either smoke in front of the MG42, or lean pick him off by crouching against the stack of boxes. Once it's clear, move up, but be careful. An ambush of Germans will occur from the rear, left Y- flank, and right alleyway. Let your allies take care of the guys on the right (along with explosives from one of your men on the Flak gun). Meanwhile, go down the Y-split, and take out the 5 Germans who try to surprise ambush you. A well-placed grenade ought to do. Once they're down, look towards the left flank past the Flak Gun position. Several Krauts along with riflemen on the roof will fire on you. Pick off as many as you can. - Move forward once they're isolated and taken out. Move under the shanty shadows, and one of your AI will place a ladder to the roof. Cover his back by shooting any Germans who rush him. Climb up top, and move across towards the hole in the wall border. Drop down, climb the left wall, and you'll hit a defensive line of Germans in a window to the left, and behind sme obstacles. I took cover right to the left of the window, and just side flanked each of the Germans at their initial spots. It should not be too difficult. Again, move forward. You'll run into a Flak crew along the left flank. Toss some smoke to prevent the MG42 from sighting you, and pick it off from the distant position. Gun down the Germans hiding behind the sandbags, and watch for a resupply of Krauts via a transport truck to the right. Once it's fairly clear, move up along the left, and you'll have several Germans on roofs to deal with. There will also be a turret firing on your position. Flank left cautiously, but also help pick off some of those ranged riflemen while you're at it. One of your Crusader tanks will blast through a stone wall and rid of the Panzer. - Once the Panzer is down, move up, and watch for the awaiting Germans to your left. Your tank will provide some assistance, but will stop near one of the corenrs. Flank this Flak Gun crew via a left road, as they have an established MG42 which fires down the main alleyway. Once it's flanked, watch for Krauts to pop their heads on two roofs right next to the position. Gun them down, and continue following the tanks up through the city. You'll find more resistance up ahead, but you may lose your last Crusader tank due to Panzershreks. Clear out the Germans along this left path until you're told to take the last Flak Gun. Move ahead, and you'll have about 12 Germans to deal with, 6 split near the Flak, and another 6 who try to flank you along the right. The Thompson should rip them up easily, and hop the wall to finish off the remaining Germans next to the gun. Backtrack towards the next waypoint to clear out the remaining Geramns hidden in the town mosque. You'll find several Germans behind sandbags on the upper ridge of the mosque. Lee-Enfield them down with headshots, rush up the stairs, and man the MG42. Your Crusader tanks will come in to back you up, but simply fire away at the Germans retreating down the right street for bonus kills. __________________________________ /Tunisia 1943 - Assault on Matmata/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Objectives: + Fend off the ambush + Take over the AA gun & shoot down planes - This mission is probably the toughest beginning you'll have. It's frankly an ambush. You'll be transported until your jeep runs into a German transport truck. Your driver is instantly kill from the collision. Jump off, and take cover between the transport truck and brown crates right in front of you. Crouch here, and pick off the Germans that appear on both roofs. Don't worry too much about the Panzershreks, as they'll be aimed at the vehicles. The explosion from your transport truck will not kill you, but stay between these two to prevent the Krauts from getting a decisive angle. One of your men will breach a side gate. Head through it once you are told to. At the establishment up ahead is several German infantry. Follow your Captain till he crouches behind a sandbag. Prone here, recover your health, crouch up, and potshot the 2 Germans opposite of you on the roof. Repeat this strategy to rid of the other enemies. A smoke grenade helps here, and do not worry about enemy grenades. They will not hurt you if you stay wedged between the sandbags. You'll have to flank along the left somehow. Watch for the central building as lone patrols like popping their head out of windows and firing down on you. Keep pushing forward till you get to the T-split. This is where it truly gets difficult. - Toss a smoke grenade to the left to distract the enemy. Kill that MG42er from before by hitting him along the right road. He won't see it coming. Backtrack, and start picking off the Germans in the smoke with your rifle. Wait for the second MG42 to start firing on your men, than aim at the window and pick off the gunner. You'll now have 4 Germans lined up behind the stone wall directly underneath the MG42. It can be difficult, but try to Thompson snipe them down. A small squad of Germans will try to flank on the left; gun as many as you can. Turn around, and kill the German on the balcony near your right-rear flank. Push along the right side, and you'll have a ditto effect of more German squads rushing out. Do the same run-n-gun style, Suddenly, a mobile German MG42 will rush onto the scene. I found no way to destroy it. Simply run down the left alleyway, and try to approach it. The vehicle will retreat backwards. However, several German infantry will rush onto the scene to reinforce. Fire away as ther will be a large group of fairly accurate troops. Once they're down, follow the route where the vehicle retreated to. Some Krauts will reinforce this flanking route. Gun them down, and watch the corner though as the vehicle will be waiting for you. Toss a smoke grenade as a distraction. - Your tank reinforcements should have arrived by now. Push forward down this street, and let the tank rip them up with the turret. Feel free to flank along the right, picking off the long-range riflemen and close-range submachine gunners. You should hear an AA gun sounding off in the distance. Eventually, your tank will be destroyed. Finish off the remaining infantry, and head through the tunnel where the AA is. Toss a grenade or gun down the AA crew manning the beast. Move in to where the AA is, and crouch here. About 5 Germans will pop their heads on the north roof. Pick them off, do the same for the east & west walls. Then, man the AA gun. Do not rotate it as all 20 planes will approach from the set direction. To pick them off, aim it much like the tank. Wait till the cursor is red and fire. There is no overheating meter, a limit or ammo, or recharge to worry about. Once the planes are down, Captain Price is proud of your accompishments. He tells you to liquor up before the next battle. _________________________________________ /D-Day 1944 - The Battle of Pointe du Hoc/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Climb the Rope and find the Artillery guns + Destroy the Artillery Guns + Backtrack and clear the 3 bunkers - Practically like any D-Day landing, you're on one of the death transport boats. Your goal is to knock out some artillery cannons the Germans possess as these can be troublesome to troops landing on the Omaha & Utah beaches. The MG42s will start raining fire down on all of the boats as you get within range. Once the transport unloads, your ship will get destroyed, and you'll be tossed fairly unconscious. One of your buds pulls your head back together, and you pull your act into gear. Move slightly to the right where cover it, and look up diagonally to the left. Pick off the MG42 gunner with the Springfield. Now, keep going left till you find an empty rope. Press F to climb it, and do so to the top. Once you reach up top, follow your men as the guns will not be here. This is where it gets tricky. Flank along the right side, staying close to the trenches, but at an angle capable of sniping off the AA gunner. Pick off the AA gunner so that this large distraction stops firing. You should find a small hidden bunker entrance slightly north. Be careful though as a huge grouping of Germans will rush out of the entrance. Thompson them down, head inside, and shoot the men at the far end of the dark hall. - Cut a left about halfway down when the big explosion occurs. You'll find some Germans via their rear flank in the next room. Gun them down. I recommend exchanging the Thompson for the MP44. The MP44 was a practical assault rifle, and ahead of its time back during the war. It also has a larger ammo capacity. Check the left bunker room for a ton of Germans barricaded inside. A well- placed grenade and automatic fire makes them cry for mercy. Head up the stairs to exit the bunker. You will be right next to the AA gun, along with MG42 & MP40 fire from the trenchlines. This part is EXTREMELY frustrating because you have to throw smoke grenades to conceal your position. Toss 2 of them, in series, so the smoke cloud is huge. Run across diagonally left into the trench. Cut up near the one MG42 bunker, and shoot the Germans that try to exit the bunker up the exit stairs. Now, snipe the 2 gunners on the AA gun opposite of this area, and head towards the waypoint indicated on the map. Don't step past the mine signs though. Move along the right of the main entrance to where your squad is crouching. Charge in when the guy starts laying down cover fire with the BAR. Move to the straight house, then look right, and nail the 3 Germans hiding inside the small cottage. Move to this cottage, then support fire diagonally left towards the crouched Germans behind the trailer. - You'll have to make baby steps, but there is an MG42 mounted on some sandbags on the corner roof of the house at this small conjunction. Pick the 3 gunners (they pick off where the last one died) out of the MG42 position. Move up, then cut a right, and gun down the man behind the box. Toss a nade into the 2 side windows to flush out the German. Enter the house via the left side doorway. You'll find several Germans on the ground floor, and about 3 Germans on the top floor. Clear out the ground floor first with a submachine gun, nade the top, and pick off the one German who shoots right when you reach the top of the stairs. Clear out the second floor, and a .30 CAL should start laying down fire on the Germans across the series of walls. Get back to the ground level and help your allies out the back door. Pick off some of the Germans pushing towards your position, then move along the left flank where the halftrack is. Take out the turret gunner, along with the series of reinforcements. Move along this flank, and knock out the crouched Germans behind each series of walls trying to defend their stationary position. You'll reach a main road where the SGT orders you to follow him. Do so. - You and the SGT happen to find all the artillery guns. The foolish Krauts forgot to guard them. You have to plant Thermite grenades to dispose of them. Move in at the base where the shells are normally loaded and press F. Do this for all marked ones on your map. Once they're all destroyed, regroup with the squad. You're ordered to clear out the remaining Kraut bunkers before leaving this area. Backtrack through the series of walls, and pick off the Germans that try to hold you back. When you move along the left, about 12 Germans will run out from the farm field. Make use of the MP40, BAR, or Thompson to mow them down. Cut a right back through the building. There will be only a few Germans left where you originally breached through on the town. Take em' out, and make it back to the bunker battlefield. Pick off any scrambling Germans in the distance. Follow your squad to the entrance gate. One of the privates will charge-blast the gate. Rush on through. Take cover in one of the impact holes, and fire back at the Germans in the trench. Do your best to scramble and crawl in their trench. Pop each corner ensuring to nail down the crouched Germans in the trench. Take this trenchline but go left. Work your way to the first bunker that is isolated from the other two. Toss a grenade into the isolated position, and clear out the last man in the dark corner. Run back to the trench but go towards the other two positions. - The second bunker position is VERY unguarded. Clear out the 2-3 Germans, but then take the stairwell that heads into the inner area below. This bunker will lead to an exit right by the third bunker. DO NOT take the front entrance to the bunker, an MG42 is waiting to fire at you. Jump on the roof right above the MG42. Look down, and you should see an open entrance to the bunker along with some German feet. Toss a timed nade into the hole to flush the Germans out. Drop down and quickly move into this area. Cut back on the 2 MG42 gunners from the rear and the final bunker will be cleared. Regroup for the end. ___________________________________________________________ /D-Day 1944 - Retreat? We're Advancing in Another Direction/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Objectives: + Defend the south & west points + Retreat to the orchard and provide cover + Retreat to each of the designated trench points + Hold out for 5 minutes till support arrives - All I can say is that this mission is an absolute mess to deal with. You will initially spawn on the roadway captured from before, except the Germans are pressing down like a necktie squeezed firmly. You'll have to defend the south point first. Make use of the Springfield for long-range shots first. Then, switch the submachine gun for when the Germans get closer. When you are told to defend the west point, do so. Move over to that position and start firing down on the Krauts. You'll have a repeat performance except the pressure is quite extensive. Keep firing until your SGT tells you that the Germans are bringing in tanks from the east. Retreat to the top-hill wall of the orchard. Again, crouch here and lay down support fire with your sniper rifle and/or submachine gun. Infantry will pour in from the left flank and straight flank, so make your shots count. Watch for the MG42s, and sneaky bastantes that will try to hit you from the sides. When you're told to cover the squad by manning the .30 CAL, move back to into the building. Before you can get there, some Germans will approach from the left farmfield. Lay a few pot shots, and then get into the building for safe keeping. - Move to the second floor where the right window is. Hop on the .30 CAL and start firing down on the Germans pouring through the Orchard. Remember not to friendly fire at your own men. You're going to have to keep doing this until you see all arrows on your compass safely past your position. If you see the Panzer tank breach the orchard, quickly get off the MG42 as a tank shell will rip you to pieces. Now, with this task accomplished, it is time to move. Go downstairs, but watch the closed door as a German will kick it down. Quickly gun him down. Germans will be hitting you from the rear and right flank outside, so Thompson what you can and get into a building for cover. Move down along the right buildings, and you'll notice that the Panzer has managed to slip through. Pull out back to the bunker battlefields until you reach the initial trenchline where you are told to stop. Get on the MG42 and start firing at the Germans pouring through the town gate & main gate. Don't worry about the Panzer tank as it will do little damage. If you get hit too many times, get off the MG42, recover, and hop back on. Get off and shoot any Germans who manage to slip through on your wide-angle shots where the MG42 cannot hit them. After the smoke clouds start to fill the battlefield, you'll be told to retreat again! - Follow your SGT and don't bother to shoot back. That tank would rip you to pieces. A countdown timer of 5:00 will start to signal. You have to hold out for five minutes or die trying. The point you're at, just keep firing back with submachine gun fire and/or sniper fire. Hold out till about 2:50 left on the clock, and the Panzer will literally be right on your arse. Retreat back with the SGT to the last point. I'd recommend picking up a BAR, MP40, or MP44 to use as you will need the ammo. The Germans will approach from the bunker location and left flank. Stay crouched in the trench, pop up, expend a clip, and recover health. When the timer approaches 0:50, get to the roof of the bunker and prone. You will have to signal a smoke grenade by pressing F on the icon to let your reinforcements know you're still alive. Do this, then stay here, and simply gun away. The Panzer tank will push onto your last position when the countdown timer hits 0. The planes will bomb it to pieces, and make sure to mop up any surviving Germans. You tried, and they died. Hoorah. ______________________ /D-Day 1944 - The Silo/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Provide cover fire to advance + Clear the buildings in the town + Snipe the artillery crews from the Silo tower - After the days of struggle, time has come to move forth with your plan. Your squad is ordered to scout a village out to the north. Your SGT wants to lay down cover fire from a .30 CAL, while everyone else moves forward into the village. Meet up to the rally point, and prone right on the dirt mound. The SGT will rush ahead along with his troops while you and the .30 CAL must pick off the Germans. Aim right at the upper right window as a MG42 will pop up here. Pick him off, then work on the MG42 gunner slightly left & below him. Look to the left of the farm field as you'll see a plethora of Germans crouched behind a stone wall. Slowly but surely, your men will make progress up the hill. When they get fairly close to the top, make sure to pick off any Germans who try to man the MG42s. Move up with them, and pick up a MP40 off of a dead body. Enter the first building on the right to clear out. Near the far side window, pick off the Germans in the distance who rush onto the street head. While your AI keeps these guys busy, go left to the "A" marked waypoint. Some Germans are behind flipped-over tables in the dark entrance. Pick them off, move in, and cut a right through the hall. Clear the first and second floors. You'll just need a basic submachine gun to deal with the threats. - Head out the back exit and move up towards building F. Watch for the MG42 in the dark window. Flank along the left, and use the crates for cover. Enemy fire will mainly come from the windows. Smoke your assault or pick them off one-by- one. Once inside, the first floor is easy to clear. The second floor is filled with lots of threats though, specifically in dark crevices. Grab a MP44 if possible off of one of the dead bodies. Move back down to the rear exit, and head over towards building D. You'll have lots of initial guards on the ground level, so make use of the stone perimeter for cover. Watch the front entrance to this place. Five Germans will literally try to run out, and you'll run out of ammo unless you have a MP40/44. A nicely timed grenade ought to make the dessert. Clear out the second floor, and head across the next road to building E. This one hardly has any men on the ground level, but there are 3 Germans including a German sniper hidden on the second floor in the last room. Toss a grenade in there to flush them out, and exchange for the Kar98K scoped if you're low on default ammo. Exit this building and flank building B on the right side. You will find holes in the stone wall which you can use to pick off the Germans hiding inside. - Smoke the front entrance to the barn as there are men on the 1st & 2nd floor. Wait till the smoke is milky thick, then charge in the door with some of your allies. IMMEDIATELY run up to the second floor ignoring the first. Take out the 2nd floor guard, then wait for some of the Germans to chase up the stairs after you. Submachine gun them down. Now, clear the second floor, and drop down to clear the first. It's time to head over to the "C" sector. To make this next part easy, go to the right behind building C. There should be no enemy activity what so ever. Go around via the top side, and hop into the first floor of the building via the window. All of the Germans are on the second floor. Toss an initial nade, then rush up, turn left, and submachine gun anyone in that doorway. Turn to your right after the mate is downed as there are 2 Germans waiting right around the corner. Clear the right room first, backtrack, and take the left room. Once building C is taken, regroup at the center. You're told to take up a position on the Silo in order to defensively snipe against the Germans. - This is the toughest part of the mission, specifically on higher difficulties. Basically, the Krauts are going to counterattack, and you know it's one of those Saving Private Ryan moments. Anyhow, the basic idea is that the Germans send in 2-man artillery crews, and they're trying to hit your position on the silo. You must snipe only the 2-man crews, while your allies deal with the ground threats. Each artillery crew is marked on your waypoint indicator. Look where it is, then aim in that direction. The key is to always aim at the one that has been on your compass the longest, as this means it is most likely to fire at your position. You can only take a set amount of artillery shots on this one before you always die. Always shoot the man who plants the device or is moving it to the set location. If the Germans set an artillery up, then all they need is for infantry to operate. Hence, it is important to shoot the men carrying them before they can plant them on the ground. If not, it's just one more item to worry about. The attacks will occur on both faces, and reload the sniper rifle whenever there are no stars on the map. This should lead you to victory. Climb back down after the Shermans arrive to deal with the darn Germans. Your SGT is proud, and wants to give you a Romanian cookie. _____________________________ /Caen 1944 - Prisoners of War/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Eliminate the mortar crews + Find the wounded Americans + Get a transport vehicle back to the wounded Americans - You're making a stealthy assault on a German village. Follow Price up along the left wall, then cut your flank along the right. Germans will pour out of the bushline. Use the stone walls for crouch cover. Stand for accurate shots, prone for a health recharge. Progressively move up, although the Sten is a fairly bad submachine gun. You should be able to mow through the first German defense easily. Smoke the bushline and charge through as there are several Germans behind the stone wall. Stand up and pot shot them down. Quickly get inside as mortar will start to rain down on your position. An MG42 will keep you pinned down, but MacGregor thankfully flanks it. Once it is down, jump out of the windows and assault the Germans hiding behind the obtrusions. It should not be too much of a problem. Go into the building with an open doorway, and head up the stairs. Eliminate the officers, then peak out the window with the Lee-Enfield. For the next portion, engage the total German amount of 20 soldiers. Some will be at a distance behind a stone wall, by debris, or just randomly running around. When the coast is "fairly" clear, move to the first floor to get to the ground level. Flank along the right side with Captain Price. - Around the corner, you'll have a few more poor souls to engage. You'll want to proceed directly into the building, clear it out, then head around back where you will find the last artillery crew. Take them out, and regroup near the front. Move along the right side, as an established MG42 on the left side will fire away. Toss a smoke grenade near the battered wall to keep the Germans from spotting you. Rush their position, then snipe the MG42 gunner behind the sandbags. Clear out the building where the gunner was. It should not be too bad though. Captain Price will bust through the back door to find lots of American wounded. Don't shoot the German guards as they're willing to surrender. The Captain wants you to get a transport truck to move the wounded Americans. Follow MacGregor out the front. Engage the first squad of Germans that hop over the barrier. Another establishment of Germans is in the dark house around the right corner. After that, just follow MacGregor's arrow on your compass. You don't even have to engage the other Germans that fire at you. Once you reach the truck, press F to hop in the back. Swap your Lee-Enfield for the Panzershrek. MacGregor is a horrible driver, almost like one on narcotics. He will traverse through the city, but have trouble on turns. If you get hit, duck to recover. Eventually, one Panzer tank will get on your tail. Fire the Panzershrek at it to destroy it. The best shot happens when it tries to cut you off right before you reach the Americans. Hit it from the side for dramatic explosions. MacGregor owes you two, the Americans get to go home, and you need some darn Cognak by now. ___________________________ /Caen 1944 - The Crossroads/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Secure the crossroads + Take the farmhouse & barn + Defend the barn from enemy attack waves - You'll spawn on the dark city streets on a rainy day. Boy this is going to be a pain in the arse. Start off by moving up the street. Your men will be engaged by a MG42 in a house, along with riflemen in the windows. Flank via the right house, and kill the 4 Germans inside here. Make it to the other side, then from this right flank, pick off the gunner & riflemen. Move forward, and a Tiger tank will bust out from the right side. I quickly charged past the tank on the right, to its rear, then into the building where the former MG42 was. Get up to the second floor, take out the guard, and you should find a Panzershrek laying on a crate right by the left window. Pick it up, go to the first floor, and fire two rockets at the Tiger tank. It will be destroyed. Regroup with the Captain near the deserted building. He wants you to flank the left buildings. Do so at the first open door you see. Inside, you'll find a mix of Germans on the ground and second floor. Get up on the second floor, peer out the window, and pick off the 3 men in the MG42 nest below. Go outside, and move to the second building right next to this one. - Again, clear it out, and head to the top floor. When you look out, make your first shot count on the MG42 gunner. Retreat to cover as there are several opposing Germans inside windows with powerful rifles. Hop down when the coast is clear and flush the building out. Jump down to where Price is, and follow him up the road. Ignore the rear fire you take from the Germans. An enemy halftrack will start to rumble down from the crossroads. Remember that Panzershrek you had from before? Fire it at the halftrack till it is destroyed. This actually alters what is suppose to happen (a private destroys it with explosives), but it's cooler than an apple pie. Move up to where the barbed wire is on the right. You'll find a Panzershrek at the base of this building for more ammo. Pick off as many Germans as you can beyond the barbed wire. They will retreat after you kill enough of them. When they do, move back down the street to check the nearby farmhouse. Your Captain will breach the gate to it. Immediately prone and take out the MG42 gunner that appears in the second floor window. Smoke the base of the building, move in, and clear out all Germans from the establishment. - Price wants you to check the barn now. Hop out of the second floor window, and regroup with him. Toss some smoke in front of the MG42 that fires out of the barn window. Flank it along the left, and toss some grenades into the dark barn to flush the Germans out. Move in, destroy the radio along the left wall by pressing F. After the radio is taken out, the Captain has been informed that enemy attack waves are coming for the barn. He wants you to man the MG42 and defend it at all costs. You'll find the MG42 at the leftmost window. Hop on and start firing away. The six waves are primarily infantry that flush in from hopping over the tall stone wall & through the right bushes. Wave the rapid fire back and forth until an enemy tank comes. I recommend getting off the MG42 after the hole in the central portion of the barn is blown through. Pull out your Panzershrek from before, and aim 2 rounds on the top turret of the tank. It's a narrow aiming section, but it can be done. If you don't destroy it in time; don't worry. Your reinforcements will hit it from behind causing a massive explosion. ______________________ /Caen 1944 - The Tiger/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Clear out all marked waypoints - Your next objective is to take a town next to Caen for isolation purposes on the Germans. However, it's dark, it's raining, and everyone is grumpy. You'll start off moving down the road with 2 Sherman tanks assisting you. A Tiger tank will end up interfering with your progress. Move through the right bush opening, and attack the Germans across the broken stone wall. Clear the building to your right (both floors), then your allies will provide cover fire for you to move down the next alley. Use the Sten to pick off the Germans around the corner and in the house who try to prove themselves as a valid threat. The second floor will have several men up there, so be weary of the corners and when hopping over objects. Head back down and exit. Look across the street at building A. Some Germans will be firing out of the base windows. Fire back. As for building A, this one is fairly tough. Go to the back entrance of the building on the left. The right entrance has some men on the ground level, but the Germans keep spawning on the second floor. From the rear entrance, move up the stairs, and hit the man behind you at the top. Cut the corner and engage the Germans up top, then hit the men below with a timed grenade. Once A is clear, prepare to move on. - Cut along the right side, and move through the breached hole on the stone wall. Submachine gun the Germans across from you, move up the mini-stairs, and hop right over the wall. Immediately run inside the building for cover. Get to the 2nd floor, and take out 2 Germans, specifically the one on the MG42. Man the MG42 and rip the 7-10 Germans below so your squad can move up. Once this is accomplished, stay in this stop floor until 2 more Shermans move up the street. When they're in front of B, hop down, and crouch cover by the Sherman. It will provide cover for the time being. Hop into the ground floor entrance just as it passes it, and take out the 2 Krauts on the low floor. Move to the top, and clear the second floor out. Now that this area is clear, exit building B, and head up into the graveyard. A burst of German reinforcements will pour in, along with some riflemen in various buildings. Use the stone face of the grave for cover from the flanking fire to concentrate on the group of infantry. Move through the exit, and take out the Germans that round the far corner. Lay down some cover fire on this nearby building here. Move in along the right side where you'll find the Flak Gun crew. Kill them, then cut into this building. Clear it out, and your squad will lay cover fire from this position. Now, go to the ground floor, and pop some of the Germans opposite of you by the church entrance. - Run across and use the right stone wall for cover. When you're ready, round the right corner, and flank the church along the right. Take the back entrance, and feel free to clear the Germans out from behind. Watch for between the pews & also the side rooms. Once it is clear, it's time to move onto the Field HQ. Head towards objective E. This is the toughest part of the mission, because there are literally 120 Germans inside the Field HQ. Anyhow, move towards E and take out any resistance you encounter in the minor building. You'll be close to E when you see a turned wagon, along with a plethora of German troops. Take this next part slow, as you have to be careful, conservative on ammo, and reloading when the coast is clear. Take out the squad of Germans by the wagon as they'll be a fair threat to your men. Turn right, and look along the right bush wall. Watch for 2 crouched Germans, or men who running to that position. There may also be a German inside the mini-hollowed building. Clear what you can, and move along the right bush wall. You should see an inlet on the left that supposedly leads to the Field HQ. Don't run through here. Throw a smoke grenade by the wooden fence right by the Field HQ. Once the smoke is thick, move in along the right side with support from your allies. - Cover the back door where the Germans start to poor out. Use the MP40 or MP44 to deal with the continuous threats, and gun down the men hiding behind the wooden link fence. Watch for Germans to flank fire on you from the far right away from the Field HQ. Move into the Field HQ via one of the back doors. There will be about 12 men on the ground floor that keep turning corners. Only reload after you nailed a bunch of them, and feel free to prone or crouch when necessary. Move to the stairs, and toss 2 grenades up to flush out the Germans by the windows. Rush to the top, and finish off the remaining Germans. Once it's cleared, your mission is complete. ____________________________ /Caen 1944 - The Brigade Box/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Objectives: + Take out the mortar crews + Take the Field HQ + Take the barn & farmhouse + Defend the farmhouse for 3 minutes - Apparently, you're receiving ambush attacks from the Germans. Right off the bat, artillery will rain down on your position. Move up with your men into the German-infested barn. Help them clear it out by nailing the guard in each stall. Once it's clear, MacGregor will breach the barn doors. Move along the right flank to avoid enemy fire from the halftrack & opposing building. Move into the building where the MG42 was, and flush it out. Get back to the ground level, and move up with your men. Head for the north crew first. You'll find them by several barrels in the middle of a street near wreckage. Flank them along the street head, take out their initial guards, then pick their heads off with the Lee-Enfield. Now, flank left, but don't cross the bare plain. - Instead, make your way via a series of destroyed buildings on the right side. Move from building to building, rendering the troops inside each one useless. Cross the road to the major building, and clear out the second floor. Use the back window to pick off the MG42 gunner, and any Krauts below. Leap out the window, and cross the street against the cover of the rock solid building. Look back and fire at any Germans who are looking out back windows. Now, move down thr street, leaning out to pick off the men inside the mortar area. Once all troops are cleared out of that mortar hole, you are told to capture a German HQ to the north. Follow the Captain. You'll take the HQ, however, a rain of Germans will approach from the rear entrance. The farmhouse is actually the key to their HQ. Follow the Captain out back, and start to flank along the right. Pick off the Germans as they approach from the brush using your MP44 or set submachine gun. Hop over the half-opened wooden gate, then over each wall. If an MG42 construdes your path, pick the gunner off with your weapon and move forth. Head around the back side of the location, where the tractor is. Move up, and take out the Germans in the basement who fire at you. Enter the back door. - In the basement, move up through the stairs, and watch the corners for several Germans. There should not be too many tangos inside the farmhouse. Once you have it taken, the Captain tells you to take up defensive positions. Scouting reports have hundreds of Germans coming your way. It's nukem time! Get on the MG42 that faces the east flank. Simply stay here and fire at the Germans that approach on this side. Luckily, your men should be able to cover your back. If you see red dots on your rear, get off the MG42 and turn around to shoot Germans entering the farmhouse. You'll have to hold out for about 3 minutes. A Tiger tank will eventually arrive with 1:00 left. You have to flank it along the left side. Go out the front, and run-n-gun the men out near the fenceline. Toss a smoke grenade near the cracked wall where the tank is firing from. Once the smoke blocks its view, move along the left, and hop over the half-wooden fence. Run up to the tank, press F on it, and watch it explode. Shoot any remaining Germans, and regroup with the Captain. Remember to have faith in your allies in the farmhouse. _____________________________________ /Hill 400 1944 - Approaching Hill 400/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ** Main Objectives: + Clear out the initial houses + Take out the mortar crew + Clear out the church - For the first portion of the mission, you have to clear out some houses in the Belgium town so the allies can progress easily onto Hill 400. Each house will have a few Germans inside to disable. Watch for the third house with MG42 support across the farmfield. There are quite a few Germans on the top floor to deal with. Get rid of the Thompson when ya get a chance, since we'll be needing a larger clip submachine gun. As for the 4th and 5th houses respectively, they're tougher to tank. Use the right flank to get to the 4th house, but use cover as you will take fire from both floors. The fourth floor is not as heavily infested, but watch for topside fire on the 5th house upon exiting the 4th. Make sure you got the SGT with you when clearing the second floor as there are five guys bunched in a hallway. - Regroup with the SGT, and you'll discover that your nearby path is barricaded. Flank along the east. Head towards the gates structure. Smoke the initial entrance so the Germans cannot get clear shots on you. Run through the open gate, charge into the house, and take out the ground-floor guards. Before you can move on to the German hard point, WATCH your left flank. Four Germans will ambush you as you attempt to rush the building. Gun them down as they come from the basement of the side building. Once they're down, proceed forward with the SGT to engage the main house. There are about 10 Krauts on the ground floor, and barely any up top. Once it's cleared, you gotta move north to take out the enemy mortar firing on your position. Move up a bit, and Randall will breach the nearby house with his foot. Gun down the 4 Germans inside. On the other side, try to Garand out the Germans across the stretched field. If you cannot, simply flank along the left side with your squad, and hit them from the side portion. They won't have a shot on your angle flank. - Before you can engage the mortar crew, you're gonna have to clear the barricaded house. Head around back, and the SGT will bust through the door. Toss a grenade diagonally left at the large group of Germans. Once the grenade flush is through, charge in and gun down the Germans. Check the top floor for a few more Krauts. Head to tbe bottom floor, and the PVT will kick open this door. Head on through and pick off the Germans across the courtyard. Plant some explosives on the German halftrack to destroy that. Now, charge forward and eliminate any remaining resistance of the mortar crew. Toss a grenade into the blown-up church, then pick off the two men on the top balcony. Once the church is cleared, head out front to the SGT. _____________________________________ /Hill 400 1944 - Rangers Lead the Way/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Take out the 4 MG42 bunkers + Eliminate the 2 mortar crews + Secure Hill 400 - It's do or die time, and quite frankly, this is the best way to die. The ultimate freedom charge, aka Hill 400, is where you're going to. The Germans have artillery located near the top that has been raining down fire on your men for days. You'll start off in a nearby trench with German artillery raining down everywhere. The LT is unsure of what to do. The PVTs decide to charge. Do so. You'll start to take MG42 fire from a bunker on the left. If you get excessively hurt, crouch in one of the mortar holes, and recover. Move along the left until you see a jutting corner of "Minen" signs. Toss a smoke grenade up the hill, then charge after the smoke blocks their view. Move around the left side of the bunker, and plant a satchel charge on the door by pressing F. Once it explodes, toss a frag into the room to clear out initial Germans. Do the same for the MG nest, and clear it out. Once the first nest is down, prepare to move to the next one. - You'll have to move east, rather than directly up the hill due to mines. Do so, but you'll run into some enemy resistance by blockade squares. I found it best to smoke this area, and move down along the right flank. Hit the Germans as they crouch from the side. Make sure you use the smoke for cover though as they are deadly shots. Once they're down, head down the decline but to the east. Pick off the MG42 & several crouched Krauts using a long-range rifle. Move down to this location, and the second bunker will fire down on your from the upper left. Toss a smoke grenade partially ahead, and your squadmates will also toss one farther up the hill. Move up, but watch the diagonal left side. About 6 Germans will be waiting for you here. MP44 them down, and proceed to the rear of the bunker. Plant the charge and move in. Toss a grenade in the little peephole and clear it out. With the second bunker clear, move forth. - The third bunker will also be east, but you won't have to climb any further up the hill. You will run into more resistance near blockade squares. I recommend picking up a powerful rifle, aka BAR or carbine to pick them off. When you get close to the third bunker, move to the back, plant the charge, and flush it out. Once it's clear, look for a German sniper rifle on the ground in this room. Also, pick up the Panzershrek. You won't have any useful close-range weapons, but we'll worry about that later. MG42 sandbag bunkers on top of the hill will rain fire down on you from this third bunker position and on forth. Use the German sniper rifle to pick the gunners off, to permit safe assaults. Eventually, you'll reach a point where you have to move up the hill. Watch for a halftrack to approach on the left road. Fire one rocket to destroy the nasty son of a smoking car. Now, pick off each German Kraut hiding behind each trenchline. When you get to the second line, toss a smoke grenade for extra cover. Rush up towards the main communication bunker, and watch for the MG42 peephole gunner by the doorway. Head inside, take out the initial guard, and drop the sniper rifle for a submachine gun. Plant a charge on the door, and head inside after it is breached. - There will be an inner door to breach. Plant another charge and seek cover. Toss a few grenades in this room though, as there are several Germans. Once the bunker is cleared, exit the way you came out. Head to the top inlet, and grab the smoke grenade ammo. Look slightly down to the left and shoot the red barrel to knock out a majority of this mortar crew. Finish them off to eliminate one crew. Look towards the right edge now. Toss 2 smoke grenades to cover the entire length of where the enemy fire is coming from. Pick off the men behind the barrels, and move up to the halftrack. Plant a charge on it to allow it to be destroyed. Now, move down along the left, shoot the red barrel by the mortar crew, and kill the remnants. Once they're down, head back to the top, and your hill is secure. ________________________________________ /Hill 400 1944 - The Battle for Hill 400/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Objectives: + Hold Hill 400 from German counterattack + Take cover from artillery barrages + Hold Hill 400 for 5 minutes from German assault - Basically, everyone has died or is wounded from just taking Hill 400. It's up to your squad to defend it until support arrives. In the meantime, the Germans are most likely to assault your position given the task at hand. Your first objective is to scramble around the hill back and forth near the perimeter fence lines. You have to snipe off the mortar crews that are at varying lengths around the hill. This part is frustrating because it's very much like the Silo mission. The only problem is you have no central position to stand on. Run from spot to spot towards the marked waypoints. Look down the barbed wire edge, and fire at the 2-man artillert crews monitoring each. Some crews will only have one man. Do this for about 10 crews until the first attack stops. You'll have various Germans breaching your perimeter along the way. Use whatever weapons possible to gun them down. After the first wave disappears, look for a Panzershrek on a nearby crate. Exchange your Thompson for it. An artillery barrage will hit your position. Get to the central bunker and stay in there for cover. - This next portion of the mission is going to be like Nam' all over again. You basically have to defend against the real German assault, and it's extremely difficult. Stay close to the main bunker entrance, as this can be used for cover, a recovering place, and also where you don't want the Germans to go. Secondly, make sure you have a Panzershrek as your secondary, with your primary either the M1A1 Carbine, a MP44, MP40, or something with a powerful/large clip. The sniper rifle is useless now; get rid of it. You will have a total of 3 halftracks to disable using Panzershreks, 2 Tiger Tanks, and about 150 German infantry that randomly assault from all sides on the hill. The best tips I can give you is to not stay in the open, and to listen to which direction the armor approaches from. While you can plant charges on them, it's too difficult to rush up without getting killed. Fire the panzer missiles at them to disable the halftracks. The Tiger tanks will take two shots each, so make sure you remember where the Panzer missile storage is. You will have to visit these crates during the battle to restock. The Tiger tanks won't come until after the second artillery barrage, so don't worry. The infantry will rush both corners, so be prepared to look back and forth. This is why it's best to take cover near the bunker entrance where you can dodge into the doorway to recover health. Hold out for five minutes and when it hits 0:00, P-51 Mustangs will rain down on the infantry below. Kill the retreating Germans for fun and glory. __________________________________ /Germany 1945 - Crossing the Rhine/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Objectives: + Take out the Artillery crews + Hunt down the 2 Tiger tanks - Crossing the Rhine is no easy task, but and we're going to make sure of that. You'll spawn on an amphibious boat in the .30 CAL position. Start gunning away at the MG42 gunners who are in the small town. Focus on the one in the top window, and left stone wall emplacements. Dismount by pressing F and follow your men on the beach. Throw two smoke grenades to create a smoke screen that obstrudes the MG42s from firing on you. Flank them on the left, then Thompson down the line of Germans at this artillery station. Clear it out, and head into the building. Move to the opposite side, and gun the next artillery crew in the distance. Once the initial tangos are down, head into the opposite building, and clear out the crew from this extra cover. Move up the street once this artillery station is cleared. - This next portion will involve numerous threats behind barbed wire. Flank along a left building, and through the windows, pick off a majority of the perimeter guards. Walk up to the barbed fence, and toss grenades over at the next artillery station. If you move a tad further up the street, you'll find several Krauts hiding in abandoned buildings. Toss a smoke grenade in front of the primary path of the MG42, and ensure that the artillery station over at the right has been cleared. You'll have to cut right through a doorway to reach a side street. Again, you'll have 15+ Germans to deal with, mainly behind side- tossed tables. Make your way up the street and curl towards the church graveyard. Again, eliminate the tangos that try to block your progress up the road. Continue forth, and you'll find another artillery crew. Disable the men around here, man the Flak Gun, then aim down thr street. Fire a few Flak rounds to take out any bunches of infantry hiding in this location. - Move down the street, but watch for a squad of Germans to move along the left fenceline. Take them out, then go down here while you're at it. Cut through a central building, and you should be at a town square by now. There will be an artillery station across from your position, along with a large grouping of infantry across the courtyard. Toss a smoke grenade along the left, and use it for cover as you flank the left side. Move close to the Flak crew until you hear the rumbling of a tank. Turn around, and head towards the second alley. This is where the second Tiger tank comes from, but we'll take it out first since it's lightly guarded. Kill the 2 Germans in front of the tank, then crouch around the corner and wait for the tank to pass by. Plant a sticky bomb on the hinge right as it rolls by. With one tank disabled, retreat back to where you first got into this courtyard. Go through here, and cut back across via the graveyard slightly down the street. Wait for the first Tiger tank to rumble by. I recommend proning right beyond the stone wall in the graveyard. Plant a satchel, watch it explode, and shoot the Krauts behind the tank. Move forward, and eliminate the remaining Germans that were reinforced by the Flak Gun. Head back to the rally point. The SGT gets promoted to LT, while you're examined at for a promotion to SGT. *An ending movie is shown during the credits where an American stealth mission is performed behind enemy lines. Captain Price is being brutally tortured when the Americans resuce him. Unfortunately, many of the Americans die in the process, but Price & one of the soldiers manage to escape in an armored turret. A german strafer nearly destroys the vehicle, but Price ends up carrying the lone American out of the wreckage. Probably something Infinity Ward tossed together in 15 minutes.* \\ ///// | | THE (| _ _ |) |` | '| END | __ | >>>___/\_^__/\___<<< / ||| \ Mike Hertz -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ========================= - 4) Multi-Player (4.1) - ========================= The finesse portion of most games nowadays, multiplayer has transformed into almost a necessary element in first person shooters. Multiplayer allows players to compete against other humans, usually on tightly-wound maps, along with involving ping, skills, and smacktalk into the mix. This section will review the multiplayer game modes for Call of Duty 2, while providing general tips on each map. ___________ /Game Modes/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= / DEATHMATCH \ ^^^^^^^^^^^^^^ Summary: Free-for-all Combat Goal: Score the highest amount of kills in one round Rating: *** - Believe it or not, Deathmatch works well with Call of Duty 2 because of random spawn points, and the imbalanced design of the maps. Unlike most games which simply mirror the map for both sides of a team, and then force Deathmatch on this grossly imbalanced maps, Call of Duty 2 takes advantage of the random- like design to assist deathmatch players. Since maps often have various types of covers on both sides of the map, there really is no set advantage to one type of deathmatch player - the camper, to another - the roamer. If anything, Call of Duty 2 deathmatch can be fun in small groups of 16 players or less. Combine this with the plethora of weapons and you're set. / TEAM DEATHMATCH \ ^^^^^^^^^^^^^^^^^^^ Summary: Team-based Combat Goal: Win the most rounds by eliminating the opposing team Rating: ** - This mode turns out to be mildly disappointing for two reasons. First and foremost, the spawn system is based off of where a majority of your own team is currently located. If the engine detects 5 men in area C, then you'll be spawned at area C. The problem with this design is that on some of the rooftop maps, one soldier can flank where tons of your allies are spawning, and simply gun them down right as they spawn into thin air. It happened quite often on the Tunisian fort level. Secondly, it is not like Counter Strike where it is round- based. This is both good and bad as it's practically pure mayhem, but you're not limited with your fun. Either way, I found it to be mildly disappointing. / CAPTURE THE FLAG \ ^^^^^^^^^^^^^^^^^^^^ Summary: Team-based Objective Goal: Capture the enemy flag the most times in a round or by time limit Rating: ***** - I'd have to say that this is by far the best mode of play in Call of Duty 2. Basically, two teams spawn on the map opposite of each other. Each has a home flag that they must defend, while supplying enough offense to capture the enemy flag, and bring it back to where their home flag is to "capture it." As with most games, you can return your home flag by killing an enemy and running over it. Likewise, you can continue the extraction of the enemy flag by picking it up where your opponent left off. Weapons can still be fired from the flag carrier. The best part about CTF is that the mobile spawn idea comes into effect. You'll spawn with a majority of your teammates. Thus, if your home spawn gets overrun, it can sometimes turn into an exchanging of flag spawn locations. You'll spawn where their flag normally is, but it'll be like hell trying to get back to your spawn to capture it. Plenty of flanking routes, sniping, and smoke grenade combat comes into effect. / HEADQUARTERS \ ^^^^^^^^^^^^^^^^ Summary: Alternating Offense/Defense Goal: Attack an opposing HQ or defend it for the longest time duration Rating: **** - Headquarters is a fairly new, and the most varied of the game modes in the entire game. The basic idea is that you spawn on a map with two neutral points. Both teams must capture their HQ at the neutral point, then the defending team must hold out at their HQ for the longest amount of time. On the defending team, you cannot respawn if you die, while the attacking CAN respawn. The idea is to survive the longest without giving up the HQ. The attacking/defending team rotation alternates, and the same procedure occurs. While this mode is interesting, it can get fairly hairy, especially if you get raped on defense. Knowing your terrain and the maps becomes a must-have during key situations. / SEARCH & DESTROY \ ^^^^^^^^^^^^^^^^^^^^ Summary: Round-based Objective Goal: Either destroy one of two targets on offense, or defend on defense Rating: *** - Some gamers will love this mode; some gamers will hate this mode. This is essentially the Counter Strike mode of Call of Duty 2. Both teams spawn on a map opposite of each other, however, if a player dies during the timed round (generally five minutes), they stay dead till the end of the round. A set attacking team must reach one of two target destinations, hold down F on the target to plant a satchel, then ensure the target is destroyed before the round ends. As for the defending team, they must prevent either site from receiving a charge, and/or defuse a satchel on the device to let the round end. As usual, the team that kills all other members on the opposing team will also win. How does this sum up? Pretty darn fun. However, you need patience, and simply cannot run around like John McClane with 2 Uzis. Instead, this mode of play comes down to cunning ability, knowing when to camp/move, and weapon selection. Snipers tend not to thrive well on this as many SD maps are based around close- combat situations. Sometimes an opposing team will rape for several rounds until the other team breaks out. Can be fun, but you need spare time to make the most of it. _____ /Maps/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Multiplayer maps are often designed specifically for multiplayer, and are independent of the 1P maps. This section will briefly go through some key locations to hold on the maps, or what works best for each gameplay type. [[x]] Beltot, France [[x]] ========================== Conflict: Americans vs. Germans Rating: ** Description: This map looks much like something from Brothers of Arms, lots of generic barns, farmhouses, hay stacks, and windows to look out from. The south side of the town has the most interesting terrain, including a farmhouse (which you can reach the roof by climbing out of the 2F window), a two-story barn, and several bushlines along the ground. Defensively, you should have no trouble on this map. Make use of the windows in the houses for lean sniping spots. Your flanks will be the toughest locations to guard, along with snipers from across the map. If anything, this map is not too impressive and not played as much either. If approaching from south to north, pass the abandoned tank on the left, and head up this route for sufficient cover. Heading north to south, good luck. [[x]] Brecourt, France [[x]] ============================ Conflict: Americans vs. Germans Rating: ***** Description: One of the best maps in my opinion, Brecourt can be basically summed up as snipers' delight. The map essentially has a large oval center of bushes that cannot be seen through. This vertical oval extends for both spawns. The interesting part about this is that on the left & right sides, you will find snipers firing back and forth. There is a general stone wall that interlinks throughout for minor cover, with several hills on the other side (with some bushes). Thus, the strategy of smoke grenades for distraction/cover comes into play. A trenchline interlinks both sides by cutting across underneath through the bushes. However, this trench line is basically one- way death, as someone is always bound to nade it, or fire a long-range shot through the tunnel. Nonetheless, this map works AWESOME for capture the flag, and even has tendencies to play out fun with team deathmatch as you'll be watching both flanks for snipers. It still can be an effective close-range map, but you'll find it dominated by scoped weaponry. [[x]] Burgundy, France [[x]] ============================ Conflict: Americans vs. Germans Rating: *** Description: This map is designed heavily for close-quarters combat. It is practically an alley-linked urban setting with two exterior streets that travel from spawn-to-spawn. These two streets have halftracks and abandoned tanks to block a clear view. The inner portion of the city has several buildings with grassy knolls and alleyways interlinking them. It essentially works best with the search & destroy mode where it can turn into a frantic quest of not exposing yourself on the two side streets, or smoking the middle to conceal your run. Either way, I usually find this map to be moderately fun. Other than that, it gets congested on higher player servers. [[x]] Caen, France [[x]] ======================== Conflict: Americans vs. Germans Rating: *** Description: This map is almost identical to Burgundy, except the streets are wider with more clearance. There is an excellent sniping position on the second floor of a building near your spawn. It has a dark-lit window which works perfectly for picking off targets at the opposite spawn. I highly recommend staying off the two side streets as I have experienced rush sniping when taking these side routes right near the beginning of a S&D round. For other game modes, it tends to work well with HQ as the opposing spawns have defendable positions to a certain extent. Watch for window soldiers on this one. Lots of players like staying on the second floors until the opposition amounts run down, then they'll go mobile to clear things out. [[x]] Carentan, France [[x]] ============================ Conflict: Americans vs. Germans Rating: ** Description: This map is quite similar to Caen, except the city is fairly light with buildings on the two team spawns, and tends to get concentrated with cafes & houses near the middle. You'll find the side flanks sufficient with arched hallways lining the buildings, and some MG42 nests posted in second floor windows. Watch where the lightly covered areas are as there is no cover. Make use of the urban setting for moving around. [[x]] El Alamein, Egypt [[x]] ============================= Conflict: British vs. Germans Rating: * Description: While it is one of the few (if any) night maps in Call of Duty 2, I also find it to be very bad. It's practically an underground trench, and then the topside has an intricate trench system that links between the two positions. Unfortunately, the map tends to suffer from standing snipers who will crouch cover, and pop their head to pick you off if you run on the surface. The underground bunker interface is limited, and this map tends to favor smaller crowds of players. You'll find it rarely played on most servers. [[x]] Leningrad, Russia [[x]] ============================= Conflict: Russians vs. Germans Rating: *** Description: A Russian map that tends to get awkward due to many rear flanking routes. Leningrad tends to take place in the industrial environment, where there will be hollowed warehouses and a few two-story buildings. Watch out for the tight corner alleyways that are used for the flanks. HQ tends to work well on this one as the attack/defend rounds go quick, and most opponents are within relative range. Not a favorable sniper map. Worth a try if you're interested in mixing things up, but certainly NOT the best Russian map. [[x]] Matmata, Tunisia [[x]] ============================ Conflict: British vs. Germans Rating: **** Description: A partial favorite that turns out to be another decent S&D map, Matmata takes place in a partial African town, but spaced out with wide street routes. The interesting thing is that near each spawn on both side are great starting sniping points. If you spawn near the bottom truck, go left, and stand next to the palm tree. You'll be in excellent position for cover and a sniping lane directly up the street. The left flanking route with the tight alleyway tends to always be taken by most players, as it can reach a standstill. The right flanking route is more risky as you have to watch two corners when rounding to the left. Put these elements aside, I generally tend to stay back as a sniper, and move up once the numbers decrease. You should be able to do well as a sniper on this one, but even better with an MP44, or Bren LMG. [[x]] Moscow, Russia [[x]] ========================== Conflict: Russians vs. Germans Rating: ***** Description: Another favorite of my own, this map runs very similar to the single-player version. There is basically a destroyed ruin where the Russians tend to spawn, and an organized 3+ story location where the Germans. A four-pillar courtyard in front of the German location tends to be where most of the combat is. You will find two side flanks near the Russian spawn with mounds of destroyed rubble where most of the action takes place. If you're sniping, stay back near a pile of rubble, and prone over the hill for kills. If sniping as a German, stay on your spawn floor, and aim downward diagonally. This map is EXTREMELY fun with HQ as both teams have sufficient HQs that are worth defending. The terrain is wide open, and there are destroyed train carts to seek cover in. The hills that intercede each flank prevent long-range shots from snipers as well. [[x]] St. Mere Eglise, France [[x]] =================================== Conflict: Americans vs. Germans Rating: **** Description: This map works well with the S&D mode. Basically, you got one team that spawns near an open corner building on fire, and another team that spawns inside a heavily artillery-strucken zone. The left side has several intricate buildings that interlink. However, each doorway tends to have two corners to watch for. The other flank traverses through a misty graveyard, which is preceded by a church. Both flanks are dangerous. Moving up the middle tends to provide the best success, but can easily be flanked for kills. Positions at a destroyed wall of the church, and a building window provide side angles on the central street. This map can be quite strategic and tough to deal with campers on S&D. Designed for medium-sized crows, nothing above 32 players total. [[x]] Stalingrad, Russia [[x]] ============================== Conflict: Russians vs. Germans Rating: ** Description: As much as I'm tempted to say Stalingrad is a great map, it truly isn't. It's probably the most camping-emphasized map in all of Call of Duty 2. Basically, two teams spawn on opposite sides of a central warehouse. This central warehouse goes in excess of up to five stories, with windows along one portion of the building, and a fairly empty trainyard on the other side. A middle flank contains a crate room filled with stacks of crates. One side of the map has a train station where you can go the top floor and mount yourself on a MG42 in the top window. Several train carts interlink throughout this train yard. The other side of the map contains a large armory filled with tanks, vehicles, and items in operation. The players on the armory side tend to win this one a lot, majorly because they camp it out until the opposing team rushes them. Once the numbers diminish, rushing the trainyard is easy as there is hardly any cover provided (even from the top window, which is a common place to look first). [[x]] Toujane, Tunisia [[x]] ============================ Conflict: British vs. Germans Rating: ***** Description: A personal favorite on most servers, this is a daylight map based around an urban African city. The advantage is that this map has three main flanking routes, roofs to engage the enemy from, and only a few buildings the player can actually enter. It is essentially an urban street battle, and fun I might add. This map tends to suffer on team deathmatch though, as players can get easy kills by stationing themselves on roofs, then finding the team spawn location and continually picking off spawner after spawner. If playing S&D or a round-based type, the British will have the initial disadvantage. Many veterans like tossing grenades through the skyline to reach the British spawn. I recommend tossing grenades diagonally left towards point A where you'll find a majority of the rushing Germans. If you want to play a risky game, look for the sandbags to your left and prone there with a sniper/LMG. You can pick off some Germans if you have a quick trigger finger that cross the central road. The right flank is tough to pass, but the most lightly guarded. Cut a left into the center alleyway if under fire. There is a brown wooden fence tower near the center of the map that is great to prone at, and pick opponents that cross the major streets. [[x]] Villers-Bocage, France [[x]] ================================== Conflict: Americans vs. Germans Rating: * Description: Another hated map in my arsenal, Villers-Bocage is generally biased towards close-quarters combat. Its practically useless to snipers. This is not what ticks me off. The problem is that the center part of the city is all destroyed. Half of the roofs are ripped off, and the corner buildings do not have the best firing angles. There is an outside road around the perimeter of the town that circles from spawn to spawn. Unfortunately, it is quite easy to camp one of the corners, and pick players off that round out from one of the debris buildings, or from behind a car/abandoned item. The center portion of this map is useless as looking around you could have up to 15 possible windows where an opponent pops out. The small size and combination of destroyed ruins makes this a trench gunner's dream. ============================ - 5) Weapons (5.1) - ============================ The primary gadget used in first person shooters, is the gun, or weapon of choice. It controls how powerful your character is, how quickly they can take down opponents, and molest the enemy without getting shot back. This section will briefly go through each weapon in Call of Duty 2 without breaching the fine line. Note that these ratings are based off of my opinion, and tend NOT to be historically accurate. ->>.] Mosin-Nagant [.<< ====================== Theme: Russian Clip Size: Small Power: ***** Accuracy: **** Range: **** Overall: **** - Essentially the Russian version of Kar 98K, both guns almost mirror each other in comparison. The Mosin-Nagant has a bolt-action reload style, similar to a majority of the rifles using during the war. However, if anything, the Mosin-Nagant is probably the worst out of the four rifles, as it seems relatively less powerful and/or accurate in certain situations. It's not a bad weapon to use, just has nothing exceptional over the other countries' base weapons. ->>.] Scoped Mosin-Nagant [.<< ============================= Theme: Russian Clip Size: Small Power: ***** Accuracy: ***** Range: ***** Overall: ***** - Any sniper rifle in Call of Duty 2 practically rocks - plain and simple. None of them have distinctive disadvantages, and there's a reason why you can only get a sniper rifle on certain missions. The Scoped Mosin-Nagant is practically the same as the base version, except modified with a scope. Still, the Springfield & Kar 98K turn out to be better rifles in my opinion. Scope looks fairly awkward on the Mosin-Nagant. Too bad the Russians didn't have the Dragunov by now. ->>.] PPS42 [.<< =============== Theme: Russian Clip Size: Medium Power: *** Accuracy: *** Range: *** Overall: *** - Reminds me of a light weapon, almost like the Sten, except a tad more designed for down-the-barrel shots. The PPS42 is quite a light load for a submachine gun, and has a very straightforward design. Has great accuracy on ranged shots, and the rate of fire is stable enough to be aimed at sufficient targets. Unfortunately, other guns beat out the unique characteristics, and you'll rarely find it during single-player. ->>.] Tokarev SVT-40 [.<< ======================== Theme: Russian Clip Size: Medium Power: **** Accuracy: *** Range: **** Overall: *** - One of the few semi-automatic clip rifles you'll use in the game, the Tokarev SVT is practically a stock-based weapon modified with a larger clip. The idea is to be able to engage multiple targets with rifle-like power, yet not have to reload each bullet. The design is quite identical to the Gewehr 43 of the Germans, except the build quality is of poorer materials. Still, useful for key situations. ->>.] PPSh [.<< ============== Theme: Russian Clip Size: Large Power: ** Accuracy: ** Range: ** Overall: **** - Despite a weak barrel, and a design so cheap that the Vietcong were using it on a regular basis, the PPSh is the drum-barrel mold of this series of submachine guns. Packing the largest SMG clip in the game (71 to be precise), the PPSh can last you awhile in many firefights. Hence, it's useful for close-combat situations. The compensation is that the gun lacks accuracy, range, and firepower, hence why it is recommended for smaller maps. ->>.] DP26 [.<< ============== Theme: Russian Clip Size: Large Power: ***** Accuracy: **** Range: *** Overall: **** - The Doparyev machine gun was practically the Russian's version of defense last, offense first. While its design was outdated for the war, it served its purpose like any other machine gun - mow down people. The awkward top- style reload and vertical aiming bar shows off the unique characteristics of this MG. Unfortunately, you rarely use it during 1P or multiplayer. ->>.] TT-33 [.<< =============== Theme: Russian Clip Size: Small Power: *** Accuracy: ** Range: *** Overall: ** - Essentially the Russian version of a pistol, the Tokarev seems almost like a Colt 1911, except not capable of withstanding as much recoil. While it has a mediocre build, and fair stopping power, it's just a mere pistol. For the most part, Russian soldiers did not even have pistols due to inadequate supply lines, or a lack of produced weaponry. ->>.] Sten [.<< ============== Theme: British Clip Size: Medium Power: *** Accuracy: **** Range: ** Overall: * - Despite the useful innovations the British had for their weaponry, I have no respect for the Sten in this game. It's a worthless submachine gun with a 30+ round clip that shows nothing off except the best mobility rating. Its weird side-loading clip forces it to be held in a sideways hip position, and the recoil tends to bounce it vertically after 2-3 bullets. While the British were known for having accurate weapons, this one should just never be used in any situation. ->>.] Lee-Enfield [.<< ===================== Theme: British Clip Size: Medium Power: ***** Accuracy: ***** Range: ***** Overall: ***** - My absolute favorite rifle in the game, this bolt-action invention from the British not only totes the best accuracy per shot, but tends to take down most opponents with one-round. Even if it is bolt-action reloaded, the Lee-Enfield is capable of holding (2) 5-round clip extensions, as opposed to most bolt-action rifles which only held (1) 5-round clip. Thus, you can essentially stay on the battlefield longer, gun down more Axis opponents, and thank the Queen for this everloving rifle. ->>.] M1 Garand [.<< =================== Theme: American, British Clip Size: Small Power: **** Accuracy: **** Range: **** Overall: **** - A personal favorite among many veteran WWII gamers, the Garand is a semi-automatic rifle. Based off of a clip-reload system, the Garand is capable of holding 8 rounds per clip, yet possesses above average power and fairly precise accuracy. It was highly used among many Allies since it could counter the drawback of the Kar 98K (despise being outpowered in a sense). Sometimes you'll find the Garand takes 2 shots to bring down opponents as compared to one round from a bolt-action rifle. Nonetheless, this is a good rifle to use for any situation. ->>.] Scoped Lee-Enfield [.<< ============================ Theme: British Clip Size: Small Power: ***** Accuracy: ***** Range: ***** Overall: ***** - Another popular sniper rifle for the Brits, the accuracy of the Lee-Enfield is only enhanced with a scope, and precisioned barrel for the utmost accuracy. While it may pale in comparison to a modded Kar or Springfield, it still makes a sufficient weapon to use for snipers alike. ->>.] M1897 Trench Gun [.<< ========================== Theme: American, British, German, Russian Clip Size: Small Power: *-*-*-*-* Accuracy: * Range: *** Overall: **** - This is the practical shotgun of Call of Duty 2. Each country uses the same type, either to save production time for the crew, or the simple fact that you can only use shotguns during multiplayer. Either way, the trench gun is a pump-action shotgun that can hold up to 6 shells. The power varies based on the distance from the target, as the shotgun shell spreads over the distance fired. Thus, the closer you are, the more damage dealt. This is why it is called a trench gun, as it's best used during situations involving close quarters or clearing out trenches. Believe it or not, this baby can hit up to about 30 feet in the Call of Duty 2 engine. Of course, that does not mean it deals adequate damage at 30 feet. ->>.] Thompson [.<< ================== Theme: American, British Clip Size: Medium Power: *** Accuracy: *** Range: ** Overall: ** - The Thompson was a popular choice among many squad leaders during WWII, as this submachine gun was praised for its large clip & spray-like performance. The only flaw is that each clip holds 20 bullets in Call of Duty 2, meaning you'll be reloading often with this submachine gun. As much as I'd like to love it, the 20 bullets is not enough to suffice on any battlefield. On a side note, it does have a quick reload though. ->>.] Bren LMG [.<< ================== Theme: British Clip Size: Medium Power: ***** Accuracy: *** Range: **** Overall: *** - The Bren is the ideal support weapon during sticky situations. Equipped with a folding tripod on the front, it was ideally the British machine gun used for some portions of the war. While it was not as portable as the well-designed BAR, it still makes a great weapon to use from the prone position. The problem is actually finding a place to safely prone in this game. ->>.] Webley [.<< ================ Theme: British Clip Size: Small Power: ** Accuracy: **** Range: *** Overall: ** - Granted the British had accurate weapons, but this one just downright disgraces. The Webley was essentially a revolver pistol only capable of holding 6 bullets. For a revolver, you would think it does sufficient damage, but the damage difference between the other pistols is hardly negligble. Not very useful even as a secondary weapon. Worst pistol out of the bunch. ->>.] Grease Gun [.<< ==================== Theme: American Clip Size: Medium Power: *** Accuracy: ** Range: *** Overall: *** - The Grease Gun was an oddly-designed submachine used on occasion during WWII. The most distinctive characteristic was the "putt-putt" sound the weapon made upon firing, almost like greasing the contacts between two cylinders. The Grease Gun has odd horizontal recoil, and is best fired with single shots from a crouched position. ->>.] M1A1 Carbine [.<< ====================== Theme: American Clip Size: Medium Power: *** Accuracy: *** Range: **** Overall: **** - While not as powerful as the Garand, the Carbine made up for it by nearly doubling the base clip (15 bullets) for a semi-automatic rifle. The Carbine was designed for moderate support fire while on the move, as opposed to most troops who fired from prone or crouched positions with the Garand. Lead officers usually held the Carbine, and made use of the butt- fold stock for easy aiming. This folding design has been used in the future for weapons like the G36 & AK-74. ->>.] Springfield [.<< ===================== Theme: American Clip Size: Small Power: ***** Accuracy: ***** Range: ***** Overall: ***** - If you asked me, this is the simplest and most unique out of all four sniper rifles in the game. The Springfield was a modified M1 rifle fit for long-range fire. A crosshair-marked scope was used (the typical in first- person shooters) along with a large "BOOM" shot after each bullet fired. While it is bolt-action reloaded like most rifles, the Springfield really sets presidence on the battlefield. ->>.] BAR [.<< ============= Theme: American Clip Size: Medium Power: ***** Accuracy: **** Range: **** Overall: ***** - The BAR is one of the best weapons in the game aside from the MP44 & general rifles that most players use. The Browning Automatic Rifle was nearing the design of what most Assault Rifles were to this day - a gun capable firing high-powered rounds while providing accuracy. The BAR only has a 15-round clip, yet each round does tremendous damage. It works best when used in a crouched or proned position, and has accuracy problems when standing. However, the accuracy problems are not as bad as the Bren LMG. ->>.] Colt 45 [.<< ================= Theme: American Clip Size: Small Power: **** Accuracy: *** Range: *** Overall: *** - The Colt .45 was the prototypical sidearm of most US soldiers during the WWII era. Identical to the Colt 1911, the .45 fired fairly powerful rounds for a pistol in a small 7-round clip. Nonetheless, it was stable, reliant, and never provided problems for the operator. ->>.] MP40 [.<< ============== Theme: German Clip Size: Medium Power: *** Accuracy: **** Range: *** Overall: **** - My favorite submachine gun out of the bunch, the MP40 has a verticle-clip loading bay much like any modern submachine gun. While the MP40 has a lower rate of fire and mediocre power compared to most submachine guns, it makes up for the best controllable recoil under automatic fire. The rate of fire is delayed enough so recoil is minimized, and automatic shots can be fired in a consecutive manner. ->>.] Kar98K [.<< ================ Theme: German Clip Size: Small Power: ***** Accuracy: **** Range: **** Overall: **** - Very similar to the Mosin-Nagant, the Kar 98K was the primary infantry weapon of most soldiers during WWII. This bolt-action rifle was capable of providing precision-cut shots with plenty of power behind the projected round. Of course, the main disadvantage of equipping your entire army with bolt-action rifles is the discourse that can be caused going up against a majority army of semi-automatic rifles. Nonetheless, this ranks second to the Lee-Enfield bolt-action rifle. ->>.] Gewehr 43 [.<< =================== Theme: German Clip Size: Medium Power: **** Accuracy: **** Range: **** Overall: **** - Very similar to the Tokarev SVT, the Gewehr 43 took the same type design except was composed from a higher-quality build. Thus, you will generally get better accuracy, slightly less recoil, and about identical firing power. Semi-automatic rifles were typically assigned to officers, squad leaders, or more elitely trained troops, considering the cost to produce them was higher. ->>.] Scoped Kar98K [.<< ======================= Theme: German Clip Size: Small Power: ***** Accuracy: ***** Range: ***** Overall: ***** - The Germans' sniper rifle is the same base Kar 98K, except modified with a pin-tip scope, and still proves to be highly effective on the combat field. While most people would prefer the Springfield given the loud "BOOM" sound that erupts from the barrel, the Kar 98K works expertly well in matching in with the rest of an infantry division. The enemy won't know what hit em'. ->>.] MP44 [.<< ============== Theme: German Clip Size: Medium Power: **** Accuracy: **** Range: **** Overall: ***** - Practically the most primitive and first assault rifle ever developed, the MP44 Assault Rifle was the ultimate mold of power, accuracy, and clip size amassed into one weapon. Given to the most elite divisions of the German army, the MP44 could be useable in close-combat situations with full-auto & a 30+ round clip, or at farther ranges for picking off targets. Recoil, while somewhat extensive, and minimized with less consecutive firing. Unfortunately, the gun was designed and equipped too late in the war to max its effectiveness, but this SHOULD BE your primary weapon used during Call of Duty 2. ->>.] Luger [.<< =============== Theme: German Clip Size: Small Power: *** Accuracy: *** Range: *** Overall: *** - Most gamers think of the Luger as an Indiana Jones "BAM" kind of pistol that blows infantry away. To be honest, it is not as powerful as you'd expect, and has a small clip like nearly every pistol in the game. Regardless of these subtracted options, the Luger makes a decent sidearm. It has a unique slideback option to reload the clip, besides the protruding design. ->>.] MG42 [.<< ============== Theme: German Clip Size: Large Power: ***** Accuracy: **** Range: ***** Overall: ***** - There is one sole reason the Germans used this finely-tuned machine gun to guard the beaches of Normandy - it rocked. Aside from that, the Germans had a tech advantage over the Allies with the invention of the MG42. A machine gun based solely off of firepower and rapid rate of fire, the MG42 ripped through targets with high velocity and excessive rounds per minute. In Call of Duty 2, this weapon can only be attained from mounted positions. Nonetheless, it is a beauty to use on opponents and will rip them to shreds. The rounds tend to spread out after a certain distance, and the weapon generally tended to overheat easily (although it does not overheat in Call of Duty 2). ->>.] 30 CAL [.<< ================ Theme: Americans Clip Size: Large Power: ***** Accuracy: *** Range: **** Overall: ***** - Pretty much the American's version of a heavy-duty machine gun, the .30 CAL was a fairly cheap and reliable weapon that could lay down high- density rounds, and a limited rate of fire. The limited rate of fire and lack of accuracy on long-range targets limited its use during the war, despite several support soldiers using it. Again, this weapon can only be attained on mounted positions or during single-player. ->>.] Grenade [.<< ================= Theme: American, British, Russian, German Clip Size: n/a Power: ***** Accuracy: *** Range: *** Overall: *** - Grenades are the ideal explosive projectile for infantry units that want to clear out corners, holes, campers, or just isolated positions. Got a sniper to deal with? Let him deal on a pint of grenades. In reality though, all grenades by default in Call of Duty 2 cannot be cook, or pre- timed. You can hold down the pin, but they blow up after about 3.5 seconds with the pin being released. The Germans and Russians tend to use Stielhandegrenates, or potato-stick grenades. These look similar to long- slender types where the end nozzle would be twisted, then the grenade tossed. The other type is generally the pineapple design where encumbersome squares full of charges surround a center core which explodes after the time fuse has been lit. Both designs seem equivalent in the game, and grenades also lay down the "slowdown" effect when an opponent has one explode near them. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 6) Codes - ============================ Cheats, codes, and special debug features are quite common with PC games. Most developers who composed high-quality games design their base engines right into the PC game. Often, you'll find the ~ key operates as the console opener, and special commands can be inputted from here. This section will cover a brief list of the included codes with Call of Duty 2. I'd like to thank: http://www.cheatcc.com/ - for providing this list of codes & their effects. Press the ~ key to open the console. This key is located in the upper left corner right below the ESC key. Type in the word listed under the CODES tab to get the desired effect. ___'\CODES\'________________'\EFFECTS\'________________________________ god Enables god mode, never receive harm give ammo Refills all ammunition & grenades give all Refills all status indicators ufo Enables flight mode, use jump to elevate noclip Let's you walk through walls, ceilings, floors notarget Enemies do not see you kill Commit suicide demigod Unknown effect, heh cool map
Takes you to desired map Here is the list of maps to insert in (don't include <>'s): 88 Ridge <-> 88ridge Armored Car Escape <-> toujane_ride Assault On Matmata <-> matmata Bergstein <-> bergstein Comrade Sniper <-> downtown_sniper Crusader Charge <-> libya Defending The Pointe <-> duhoc_defend Demolition: demolition Downtown Assault <-> downtown_assault El Alamein <-> elalamein Holding The Line <-> decoytown Prisoners Of War <-> beltot Railroad Station No. 1 <-> trainyard Rangers Lead The Way <-> hill400_assault Red Army Training <-> moscow Repairing The Wire <-> tankhunt Retaking Toujane <-> toujane Stalingrad City Hall <-> cityhall The Battle For Hill 400 <-> hill400_defend The Battle Of Pointe Du Hoc <-> duhoc The Brigade Box <-> breakout The Crossing Point <-> rhine The Crossroads <-> crossroads The Diversionary Raid <-> decoytrenches The End Of The Beginning <-> eldaba The Silo <-> silotown The Tiger <-> newvillers -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 7) Common Questions - ============================ )) Gameplay (( ---------------------------- << What would you rate Call of Duty 2? >> - I'd probably rate it an [8/10]. This certainly is one of the top WWII shooters I've played, although perhaps not the best from a multiplayer aspect. Day of Defeat: Source may fit those looking for a more adequate multiplayer perspective. Put these elements aside, Call of Duty 2 is a graphical enhancement to the series that places you in numerous roles across World War II. Great presentation features are common throughout the game, and the title emphasizes infantry-based combat. Muliplayer contains several game modes. Most of the in-game engine is first-person shooting, with a few extra vehicle modes here and there. The original Call of Duty was an instant hit, as no definitive WWII shooter cleared out the other competition like CoD did. Many CoD veterans were expecting more out of CoD 2, and honestly did not get it (aside from graphical enhancements). I have never played the original CoD, so playing Call of Duty 2 was practically a fresh playthrough for myself. It's a great game, but I'd honestly regret putting up the $50 for it in the first place as the replay value went down greatly once single-player was completed. << Are there any other versions of Call of Duty 2? >> - Aside from the PC version of Call of Duty 2, there is also the fairly popular Call of Duty 2: Big Red One (console version) which is actually a partially different game. Many of the levels are different, and the title plays the role of the actual popular "Big Red One" unit during WWII. The PC version of CoD 2 tends to focus on a wide array of perspectives from various soldiers in the campaigns, as opposed to only one unit. Either way, you get a large array of weapons/units, or you're limited to the Americans - plain and simple. The original Call of Duty was released back in 2003 for the PC & was a huge hit. United Offensive was the expansion pack for it, and that turned out to be a moderate success. UO added vehicle supports and little tidbits that enhanced the gameplay. Most gamers are expecting an expansion for CoD 2, although no official announcement has been made. Also, Call of Duty: Finest Hour was released for the next-gen consoles as part of a Call of Duty alteration, but it did not receive the best reviews from the community. << What countries do I get to play as in the game? >> - There are single-player campaigns for the Russians, British, and Americans. They take place across varying months/years. You can also play as the Germans, but only during multiplayer mode. Many gamers have argued why a German campaign has not been instituted and it is most likely due to controversial subjects. Other players have suggested adding more countries like Canada, but eh. << How come I cannot access a certain country's campaign? >> - You have to complete the base campaign until it says "Yada" campaign unlocked. Keep playing the Russian missions till the British campaign is unlocked. Then, keep playing the British campaign until the American campaign is unlocked. << Do you have a list of recommended mods? >> - No, although I plan on adding several ones to this guide once the modification community picks up for this game. Unfortunately, a large majority of the mod communities are focusing on an interactive title like Battlefield 2 with a more universal engine. << How good are you at multiplayer games? >> - I'd say average. I've really lost the swing of things playing BF2 for several months. I can do quite well with the scoped rifles, but SMGS, general bolt- actions, and even the MP44 I tend to struggle with. I usually end up with a 3:2 K:D ratio. << What's your favorite weapon? >> - Any of the 4 Scoped Sniper Rifles work for me. Yeah, you can claim it's n00bish, but not after I pick you off from about 150 feet. Honestly though, I do best with scoped rifles, and scoped rifles work best with me. My second favorite weapon would be the MP40 Submachine Gun (love the controllable recoil), with the Trench Gun being a close second. << Why is the Trench Gun considered n00bish? >> - The Trench Gun, or Shotgun can pretty much rip through any encounter when it comes to close-quarters. One interesting item of note is that the crosshair stays on while you're moving. Most guns like the rifles or submachine guns lose their crosshairs on the move, however, the shotgun does not. Thus, you can essentially strafe run and shell down opponents, or even do a single bunny hop to an extent. It sort of rules in close-quarters, but you sacrifice long-range abilities given the fact that pistols suck in this game. << How do I toss grenades back? >> - You cannot. This is a feature only given to the AI, or your computer bots in the game. I'm sure they'll add this feature in the expansion. << How good are you at multiplayer games? >> - I'd say average. I've really lost the swing of things playing BF2 for several months. I can do quite well with the scoped rifles, but SMGS, general bolt- actions, and even the MP44 I tend to struggle with. I usually end up with a 3:2 K:D ratio. )) Troubleshooting (( ---------------------------- << My framerate sucks, or the game stutters. How do I fix this? >> - Call of Duty 2 is basically run out of two possible game engines - DirectX 9 or DirectX 7. DirectX 9 is a more modern version that has many cool special effects which newer video cards support. DirectX 7 takes those effects out, at the cost of being compatible with older computers or being able to operate at a faster framerate. If you want to increase your framerate, go to the options menu and select graphics. Look for a tab that says mode or texture types. Click off the default "automatic", and change it to DirectX 7. When you play the game, many of the special effects will be removed, but the game will run almost 4-5 times smoother. Special effects are generally scripted effects. For example, ripples on the soldiers' uniforms, heat waves eroding off the desert floor, and better shadows/lighting are the only differences. You can live without them, and the framerate improves DRASTICALLY. I've also noticed that you can play high resolutions with nearly maxed AA and other settings on DX7 with no problems. << When I join a multiplayer game, my name does not show. How do I fix it? >> - Pause the game, and go to the Multiplayer Options button. Look for Username, click it, then edit it to the name you want to display. Even if you preset this, it will sometimes reset your name to a server default due to a patch, new downloaded modification, or something along those lines. << It says my CD key is in use. Why can't I play multiplayer? >> - This means someone is using your CD key, and Call of Duty 2 only permits one CD key to be in use at a time. Sometimes this is caused by software pirates who create programs that generate CD keys. It is possible that someone guessed your CD key, even if you just bought the game brand new. I recommend returning the item immediately for a new copy & CD key. << Is there any way to command my squadmates? >> - Nope. This game is not like Brothers in Arms. A majority of the in-game actions are scripted, which means they're preset. While your allies do help you, a majority of it is based on random firing schemes. You'll also find that key roleplayers do not die, even if a grenade explodes by their feet. However, general soldiers can die quite easily. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ===================================================== - 8) Copyright/Distribution/Reproduction Guidelines - ===================================================== This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO NOT steal anything from this FAQ. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website, either link to the CheatCC game page, or download the file and place it on your own web server. Basically, you can post this on your website as long as it's in ORIGINAL form, and not linking directly to CheatCC. Aside from that, all proper credit is due when necessary. Also, don't even think about selling FAQs. Trying to prosper off of other people's work will get you in big time trouble (coming from an eBay seller myself). Any site out there has permission to host my FAQs (following the above terms), however, these are a list of current sites that host my FAQs officially: - http://www.cheatcc.com/ - http://www.ign.com/ - http://www.neoseeker.com/ -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 9) Proper Credit - ============================ I'd like to thank the following people for their help in making this FAQ possible: )) Rootsecure.net (( for letting me use an excellent ASCII generator, which composed this typical-style art. Excellent. )) Infinity Ward (( for creating a well-composed WWII shooter. Granted, the replay value went down, but it was great for the time being. )) WWII Vets & KIA's (( for serving our country to the utmost extent. "Some people make sacrifices to make other people happy." - Chris Zawada "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)