Call of Duty 4: Modern Warfare
Scroll down to read our guide named FAQ/Walkthrough for Call of Duty 4: Modern Warfare on Xbox 360 (X360), or click the above links for more cheats.
"The dead know only one thing: it is better to be alive." - Full Metal Jacket _____ _ _ __ _____ _ _ _ / ____| | | | / _| | __ \ | | | || | | | __ _| | | ___ | |_ | | | |_ _| |_ _ _ | || |_ | | / _` | | | / _ \| _| | | | | | | | __| | | | |__ _| | |___| (_| | | | | (_) | | | |__| | |_| | |_| |_| | | | \_____\__,_|_|_| \___/|_| |_____/ \__,_|\__|\__, | |_| _ __/ | |\/| _ _| _ _ _ | | _ _(_ _ _ \__/ | |(_)(_|(-| | ) |/\|(_|| | (_|| (- Call of Duty 4: Modern Warfare FAQ/Walkthrough (360) Written by ATesta Version 1.1 - Last Updated 11/19/07 _____________________________________________________________________________ Table of Contents ----------------- 1. What's New? 2. Introduction 3. Controls 4. Basics 5. Walkthrough 5.1 - 'F.N.G' 5.2 - 'Crew Expendable' 5.3 - 'Blackout' 5.4 - 'Charlie Don't Surf' 5.5 - 'The Bog' 5.6 - 'Hunted' 5.7 - 'Death From Above' 5.8 - 'War Pig' 5.9 - 'Shock and Awe' 5.10 - 'Safehouse' 5.11 - 'All Ghillied Up' 5.12 - 'One Shot, One Kill' 5.13 - 'Heat' 5.14 - 'The Sins of the Father' 5.15 - 'Ultimatum' 5.16 - 'All In' 5.17 - 'No Fighting in the War Room' 5.18 - 'Game Over' 6. Laptop Locations 7. TV Locations 8. Multiplayer 9. Achievements 10. Credits 11. Legal Disclaimer 12. Contact Information \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 1. What's New? /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ v1.1 (11/19/07): Added Intel and TV Locations; multiplayer section. v1.0 (11/18/07): Initial version of guide. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 2. Introduction /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Call of Duty 4: Modern Warfare takes place in teh futurez and teh ppl haev futurist-esk guns and its not in wwii anymore! whomg!!! oh, teh places u'll go, doctor seuss! And with a multiplayer deeper than Halo 3 and a campaign funner (yes, funner) than... err... Halo 3, it is obvious that Call of Duty 4: Modern Warfare is better than... well, Halo 3. Because, like, it's deeper! And funner! And comparing the two is a mindless, idiotic act that should never ever be done because the two games can, indeed, live in harmony. Heck, if you wanna compare this excellent game to anything, all you'd have to look at are these indisputable facts: Assassin's Creed was produced by a hot chick while Call of Duty 4... was not. Well damn. :( \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 3. Controls /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ A Button: Stand, Jump X Button: Reload, Use Object B Button: Crouch, Prone Y Button: Swap Weapons Right Trigger: Shoot Left Trigger: Aim Right Bumper: Throw Frag Grenade Left Bumper: Throw Special Grenade D-Pad Up: Night Vision D-Pad Right: Claymores D-Pad Left: Grenade Launcher D-Pad Down: C4/Airstrike Left Joystick: Movement Right Joystick: Look, click to melee \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 4. Basics /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Take Cover ---------- Taking cover is absolutely vital to survival. Anything can be used as cover, ranging from broken cars to trash bins to walls. This should always be your first priority in campaign mode. To cover, find a good position and press B to crouch. Aim --- Press LT to aim as much as possible as it's more accurate than shooting from the hip. Different guns have different scopes. You walk slower when aiming, so be sure to cover before you aim. Reload Often ------------ Don't run around with half a clip; always reload your weapon when you are running about or when you are taking cover. The last thing you want is to reload when taking enemy fire! Grenades -------- Grenades are very useful in the game; throw frags when the enemy is blobbed up or hiding behind cover. Flashbangs work best when trying to infiltrate an area. Remember that your own grenades can hurt you. Try to throw back enemy grenades if you can, but your first priority when seeing the grenade icon should be to bolt out of the way. Guns n' Guns ------------ Mostly always, it's best to swap your pistol with an enemy automatic weapon that takes different bullets from your current automatic. That way you have little fear of running out of ammo. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 5. Walkthrough /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Covered on the "Regular" difficulty, though any is applicable for this guide. ============================================================================= ------------------- -------------------- 5.1 - 'F.N.G' ------------------- -------------------- ============================================================================= After the game's opening introduction, walk to the white tables directly ahead of you and hold X to pick up the rifle. After that, head to the first firing range, denoted by a big white "1" on the ground. At the range, hold LT and shoot both of the bullseye targets by squeezing RT. If you want to invert the controller, choose yes when prompted. To fire from the hip, merely press RT without aiming. After shooting the three terrorist targets, Gaz will ask you to shoot a target through a piece of wood. Just aim in the center of the obstructive piece of wood and fire away. The next task concerns auto-targetting by repeatedly pressing LT after shooting a target. Once that is complete, walk back to the same white table where you obtained your rifle and pick up the pistol. The next task is mindbogglingly simple; merely press Y twice to switch to your rifle and then back to your pistol. Gaz states that it is faster to switch weapons than reload, a valuable tip. Next is melee, so walk over to the white tables under Gaz and knife the watermelon by pressing the right joystick. Captain Price wants to see you, so walk outside the firing range via the door to your right and head west down to the blue factory. The door will automatically open and you'll meet Captain Price, who will discuss this little training course you are about to play in. Head right to the ladder and look up while moving forward to climb it. At the top pick up the rifle (replace it with your pistol) and the flashbangs. When you are ready, press X to shimmy down the rope and start the training exercise. Fire at the three targets through the window while moving right to the door. This exercise is about speed and accuracy, so just shoot each target with a little squeeze of the trigger. Once all targets are down, sprint down to position 2 at the stairs. A target will pop up at the bottom; shoot it and quickly sprint down the remaining stairs, turning left inside the door. Here, immediately throw a flashbang (by pressing LB) into the room in front of you. Shield your eyes by turning away or else your character will be blinded by his own flashbang. Shoot both of the target in this room while sidestrafing to the door to your left. Walk through this door and you'll be in another run-and-gun area; after shooting both targets in this room, take the door to your left to a hallway. Just one more room left. At the hallway promptly lob a flashbang into the room ahead of you. Shield your eyes and quickly down both the targets in the room. Once that is finished, sprint out the door to your right and sprint all the way to the finish. Getting good times requires some practice, but rest assured you can repeat this course as many times as you like. The main tip for achieving faster times is running-and-gunning; never stop and aim at a target but always shoot at it while running to the following room. Over time the course will become familiar enough to even rival the record score. After you've run out of fun on the training course, run over to the monitors to finish the level. Here you can choose your difficulty if you do not like the one appointed to you by your performance on the course. This guide will cover the "Regular" difficulty since most people play the game the first time on this, but you can choose whichever difficulty you prefer. ============================================================================= ------------------- -------------------- 5.2 - 'Crew Expendable' ------------------- -------------------- ============================================================================= Intel Locations --------------- 1. In the room with the two sleeping terrorists. It's on the table next to a desktop to the left of the bunkbeds. 2. In the first big cargo hold room down the stairs. It's to your left after descending the stairs. That Captain Price is a pimp, smoking his cigar in the rain and all. After you're on deck, the squad will take out the baddies through the glass. Follow the team through the door and down the stairs. At the hallway, aim and shoot at the loitering tango. Reload while you follow Gaz into a bedroom with two sleeping tangoes and rather cruelly shoot them in their sleep. Follow the gang back out to the deck and down the stairs. It doesn't matter if you stealth across the ship, crouching and taking cover at every crate, or just sprint across; either way the squad will take out the two tangoes on the higher platform without your help. Continue down the ship until you're near the building at the end. Take cover behind a blue crate and shoot at the tangoes in the windows if you want; after a few seconds an ally helicopter will fly over and any remaining men. Once the enemies in the window are down for the count, Captain Price will split up the crew and fortunately you're in his team. Follow him to the door and breach the ship in classic style. After descending a flight of stairs the real fun begins as tangoes start to come out and play. I'd almost recommend allowing your squadmates to again neutralize the targets, but if you want to shoot through the obstructive leaking water pipe, by all means. Run down the hallway and up to another door that your squadmates are huddled around. One will throw a flashbang into the adjacent room; this is your cue to infiltrate and take out both the tangoes on the floor below. Follow the team as they stealthy make their way down the room, but rest assured there are no more enemies here. At the door wait for your team to breach and follow them up the stairs to your left. At the top of the stairs you will encounter more tangoes on the opposite platform. I advise taking cover behind the high crates in front of you while aiming and shooting precisely. Any enemies that you fail to kill you will meet at the choke point down the stairs, but they're fairly easy to pick off even if they have cover. The next room is a real dozey with tons of enemies. Proceed with caution as you take cover behind the crate directly in front of you at the door and pick off all of the tangoes ahead of you. A frag or two could prove immensely useful here if the tangoes bunch up or take too much cover. Do not go out of your cover position, however, until you have all the tangoes in front of you, as their are also an entire batch to your right. To kill these tangoes, either use a frag or gun them down while periodically taking cover to reload. Follow the squad to the other side of the room and take cover at the second line of crates. One enemy is at the corner on the left side of the crate; wait until he pops out to kill him. After that, mosey over to the far side of the room and more dialogue will occur. Get inside the cargo and hold X to pick up the manifest. Sprint back to the squad and after a little game of tag we have another cutscene. The mood is frantic, but this last part is basically a game of follow the leader. As you backtrack up to the deck of the ship you will encounter no enemies; just be sure that you stay up with your squadmates. At the deck, make a few sharp rights and press A to make the jump to the helicoper. And if you die, don't worry - as the game over screen aptly states, no one makes the first jump. ============================================================================= ------------------- -------------------- 5.3 - 'Blackout' ------------------- -------------------- ============================================================================= Intel Locations --------------- 3. On a table in the very first house you clear on your left. 4. On the second floor in the building where Nikolai is being held. It's in the oversized bathroom. In the first few lengthy scenes you will have no control over your character besides looking; just take the game's story in the big overdose that you are given. This mission involves rescuing one of your informants Nikolai from hell. Sounds fiery. Follow the crew until they stop; if you look closely enough you will see two guards loitering about. Either you or one of your squadmates will kill both of them. Your guns are silenced in this mission, so you probably won't attract the attention of any other guards as you aim and fire. In addition to the two guards outside, the little house also contains two guards watching television. Wait until the crew gets in position at the door before you engage; I recommend firing from the window on the right side as you have a clear shot. Head back out to the wilderness and follow Saz and Price to some more houses. Here they want you to plant some claymores and lure the enemy outside. To plant claymore, press right on the d-pad and RT when you have a proper spot. In front of the door with the shadows inside is quite a nice position. But really, you will probably kill them all when you try to get their attention. While aiming into the room, slowly walk left so you can view inside through he open door. Shoot both of the tangoes in the head and you're clear. There is an additional enemy at the houses adjacent to this one; either Gaz or Price should neutralize it without any problem. Follow the team up to another house, through a living room and a kitchen, and back outside. At the meadow the team encounter some good guys that will aid you in rescuing Nikolai. Follow the entire team up the hill pathway. Some of the Russians will venture off the path, but stay on it all the way to Price and Gaz. The game will now introduce you to sniping. Switch to your M21 sniper rifle by pressing Y and get ready. Obviously the sniper rifle has a great scope, so press LT to zoom and wait until the soldiers off in the distance start to run. Snipe all of them out. It seems machine guns will pose a problem to soldiers (who knew?) and so it's your job to shoot both of the soldiers manning them inside the first house on your left. One of them is in plain view and should be a pushover, but the other is behind a wall with his gun pointing out. Merely shoot through the wall - where you think his body would be - a few times and he'll go down. Head into the burning building and out through the opposite door. A helicopter has just landed an armada of troops and this is the perfect time to use the grenade launcher attachment to your rifle. Press left on the d-pad and aim for the blob. Of course you probably won't take that many out, so switch to your sniper and snipe them all out while taking cover behind either the log with Kamarov or the house with Price. Once you've thinned their numbers a bit switch to your rifle and start pushing down the battlefield from cover to cover. First kill the enemy behind the busted car and take cover behind that. From this position take out the three men behind both of the logs. After you've massacred everyone here, head over to the opening in the white fence to your right (it will be denoted on your compass) and partake in some deer hunting. You can either use a regular rifle or a sniper rifle to kill all the men below you in the town; I personally find the regular rifle much faster but less efficient. Once a few armadas are down for the count, Kamarov will lead you to another area. Follow him and Price will rough him up to get the information on the whereabouts of Nikolai. Hold X while over the glowing rope to slide down. From here jump over the cement fence in front of you and take out the guys in this area, using the haystacks as cover. Optionally, you can enter the house to the right of the haystacks and pick everybody off from in there. After killing'em all, follow Price up to the big house and position yourself in front of the door Price is near. Turn on nightvision by pressing up on the d-pad and you'll be able to see in the dark room. Take out the enemy near the table and enter this area. From here aim through the door into the hallway and wait for the creeping guard to come into sight. Once he's gone, ascend the stairs and shoot the guard laying in the corner. Another enemy will wildly shoot with his hand out the door on the opposite side of the room; just fire at the door and he should go down. Nikolai is not in that room, however, but the room to the right of it. A guard will peep out just as you are about to enter, so either give him a fistful of bullets when he pops out or shoot him through the wall. Now that you've rescued Nikolai, head out the door in the connecting room and turn off nightvision. Follow Price to the helicoper and press A to get in. After some good intel from Nikolai, the mission ends. ============================================================================= ------------------- -------------------- 5.4 - 'Charlie Don't Surf' ------------------- -------------------- ============================================================================= Intel Locations --------------- 5. Inside the first target building in the basement. Behind the room with the AK-47 on the wall. 6. In a guard post to the south after the first target building. It's on the second floor on a table. 7. After the heavy firefight with the machine gun truck, walk down the road until you see a stairwell on your right. On the rooftop of this building lies an Intel near a television. Oh my, intertwining stories! That's, like, so pulp fiction! Once on the ground, follow all the other soldiers to the target building. If you get lost just use the compass to guide yourself. After the soldiers breach the door, let them go inside and take down the tangos in the room before you enter. Switch out your pistol with an AK47, too. From here you're asked to take point, which automatically means you'll have some enemies randomly popping up out of nowhere. Head down the stairs and shoot the tango behind the table. Take cover by the crates and take out the three remaining tangos in the room; they should each helpfully reveal themselves after each dies, so you onlu have to face one at a time. One of the other guys will ask you to watch flank, and please do just that and kill the two enemies that enter from the far door. The room that your squad is eying is full of tangos; I suggest throwing a flashbang and a grenade and then breaching, sticking to the crates on the right for cover. Go slow and don't run up to the end of the small room, as a cornucopia of tangos are hidden behind the far crates. Just take your time and either take them out one by one or do a massive flank attack. Out of the opposite door, head up the stairs and back outside. It seems Al- Asad is broadcasting which could only mean he's at the broadcasting center. I guess he really wants to be found. Anyway, follow the squad to the choke point at the road. It's most safe just to stay behind the car and pick the tangos off, but if you're feeling Rambo you can sprint across to the wall on the right side and get a clear shot. After killing all the enemies, head down the ally to the left and you will reach a checkpoint after some jets fly by. This next area is a little square box with a little square of cover in it. Enemies will try to flank you from the south; dispose of them and take their position. Once the area is clear, exit through the east alley. Take down the tango running down the street and move yourself into cover. Once the jets fly past, follow road and take a right at the fork; a truck with a machine gun will pass. Take cover, and work on killing all of the tangos on top of the building ahead of you. Take out the RPG baddies first, as they can make mice meat of your squad. Once all of the tangos on the top floor of that building are down, continue down the street and you'll encounter *gasps* another armada of enemies. Throw a grenade at them to thin their herd; you might even blow up a car if you are lucky. Just take them out the same way you would any other tango by taking cover and firing away. Alternatively, you can go up the stairs to that building the tangos before were firing from and get a sniper/RPG to own them. Either way. At the four-way road, go north (on the compass) and creep out behind the wall, killing the tangos on the roof of the building northeast of you. You also have to deal with hostiles wandering around in the area below you, but they mostly stick to the other side behind cover. After you take the roof hostiles out, flank the tangos on the ground. Head to the north part of this area and follow the soldiers to the TV station. Wait for the marines to breach the door before you enter. Take caution when entering out of this room and into the hallway as a trigger happy enemy awaits at the end. After disposing of him, head down the hall and take the first right. Enter this room and take cover behind some desks. There are lots of enemies in this room and the adjacent; it is best to take it slowly, going from desk to desk and making sure the tangos are neutralized at each other. When you reach the adjacent room, you will notice that it has rows of electronic equipment; quickly cycle through each row looking for tangos. If you find one, take cover behind a row and return fire when they are reloading. Additionally, you can acquire a shotgun here if you want one. Take the door in the western corner and get ready for a very big firefight. This room is absolutely huge and sports two floors; luckily, with the help of cover and flashbangs, you should do alright. It's best to capture the office on the opposite side of the room (from where you are at) first. This can be achieved by running and gunning using the office spaces as cover. When you reach the office, quickly enter and flank any remaining enemies firing outside. From here, make your way to the opposit end of the office. You'll do most of your killing at the door here; it should be pretty easy besides some bogeys on the second floor. Use flashbangs and frags as necessary. Flashbangs especially make this battle immensely easier. After clearing the room several times, head to the door in the northwest part of the room. The marines will breach and more marines will come to your aid. Ascend the stairs in the opposite side of the room and head through the door outside. From here walk to the other side of the roof and enter through the silver door. Inside the building again, walk all the way down the hall and wait for the other marines to breach. Turns out no one is here, and the mission ends. ============================================================================= ------------------- -------------------- 5.5 - 'The Bog' ------------------- -------------------- ============================================================================= Intel Locations --------------- 8. In the first building you infiltrate this mission, if you stick around the second floor after it is clear, some marines will breach a door in the hallway. Inside lies another Intel. 9. After destroying the tanks using the Javelin, run down the alley and keep turning left until you see a refrigerator. On the opposite side of that area, behind a stack of boxes, you will find the intel. Walk down the road with your fellow marines until you encounter a lone enemy. If one of your squadmates doesn't kill him, do it yourself. Make your way down to the end of the road, taking down the shooters on the second floor of the building to your right by firing through the pieces of wood. Take cover at the car at the end and swap your pistol for a rifle. Someone demands you to take point, so keep crouched and head down the stairs to your right. At the bottom, turn nightvision on and enter the dark building to the left. In here immediately take cover behind the pieces of wall, preferably the rightmost piece since it is the biggest, and fire at the enemies in front of you when the peek out. Some other marines will topple in from the left, so be sure to not accidentally shoot them. Head up and stop at the beginning of the stairwell. One of your fellow marines will be caught in melee halfway up; shoot that tango down. After ascending, peek through the door and you will see all those nasty enemies that were shooting at you before. Take gleefull pleasure in firing at their backs; maybe even use a frag if you're up to it. Walk down the hall but be weary of enemies to your left through the opening in the walls. There are three in this room that are manning machine guns. Two are easy killable from the hallway, while with the third you need to almost enter the room to see. After disposing of them, man the machine gun in the room by holding X. From here, mow down all the troops in the adjacent building - the one directly in front of you. Once they're full of lead, make your way back to the hallway and help the marines breach the last remaining room, which holds a single enemy. Head back down the stairs and enter the first door to your right. There are a ton of enemies outside of this building, so fire at them while they're trying to take cover for some easy kills. Instead of playing the firefight game here, go two rooms to your left and head outside. Two tangos are in the building in front of you; eliminate both of them and enter. From here, ascend the stairs to the second floor and fire at all those then- covered now-exposed enemies from the second floor. You can even use the Dragunov if you like. After that, head out to the rooftop via the only door in the room and get ready to kill all of the enemies on the highway. There are literally a ton and you'll have to take cover repeatedly; either crouch near the periphery or hide in the little house to your left. Now it's time to blow up some tanks. Sprint back downstairs and outside to the Javelin; it will be flashing and clearly indicated on your compass. Swap it for whichever rifle you are not using and head back up to the rooftop on the second floor. Aim at the tanks on the far end of the highway with LT and wait until you hear a fast ringing sound. This means that you are locked on and can fire the rocket. After destroying all four tanks, head back down to ground level and northwest to a hole in the fence. Continue to follow your squadmates all the way to the checkpoint. This next area is pretty dicey, so be prepared with your favorite weapon. When you are ready, head out to the tank. I find that the best cover is the trash bin near the tank. You're job here is to hold off all enemy troops from destroying the tank, which means that RPG enemies are your primary concern. Also don't let any soldiers get too close. Just fire from the trash bin and when you take too many hits hide behind it so you can heal up. Enemies will sooner or later start to come from the west. You cannot neglect your western front, so cool it for a bit on the people ahead of you and start mowing down the people that are flanking you. After this you'll have to do a balance act with both sides before the objective is complete. Before you can get air support, you need to destroy the anti-aircraft gun. Makes sense, no? Head west, taking cover behind objects of debris, and enter the first open building to your left. Inside here you need to kill all the men on the opposite side of the street; I find a grenade comes in handy here. There is also a guy on the second floor so be sure to kill him. After you have cleared the other building, sprint over to it and make sure everyone is really dead. Make your way through the small building and out the opposite door; here lies the anti-aircraft unit and three soldiers. Be smart and don't just jump out of the building, kill them either through the window or with some impressive side-strafing. Once they are toast, hold X to plant the explosives on the anti-aircraft gun and run outside the building. Press RT to set off the bomb. It seems the helicopers also need a beacon, so sprint over to the glowing area clearly denoted on your compass and hold X to place it. Take cover behind the trash bin nearby and watch the fireworks. After the pretty show, sprint back to the tank to end the mission. ============================================================================= ------------------- -------------------- 5.6 - 'Hunted' ------------------- -------------------- ============================================================================= Intel Locations --------------- 10. After the firefight with the flashbang, it should be inside the building with the soda machine near the door. Get this one after the firefight. 11. In the makeshift building right before the barn but after the greenhouses. After the cutscene, pick up the rifle near the dead pilot (apparently Soap did not watch "Full Metal Jacket") and follow your team down the path. Do not shoot the guy at the end; he is a friend and will aid you in this mission. His first big piece of advise is to hide as enemy units are driving your way. Sprint under the bridge and wait for them to pass before moving out. On Price's cue, head out from under the bridge and south to a house. price will breach; there is no one inside, so make your way to the window. You will see three enemies outside talking to someone; kill all of them and the (assumingly) civilian will run inside. There are two more enemies in this area, one behind the barrels near where the two guys were talking and another in the bushes on the side of the house. Once all is well and dead, hop the fence to the west and sprint with the team across the field. About halfway through a helicopter will fly by and try ti impede your progress; if you hold down B, though, and drop to the ground until it passes, you will be fine. After the helicoper is gone run to the house in front of you. Here some enemies will pop up from behind you. Shoot them and then - gah - the helicopter will reappear. And then the enemies will be like ninjas. Thousnads of them. You can shoot the ones that get close, but mainly take cover behind the red tractor until Gaz opens the basement. Be the first person inside when he does. Price will ask you to find a way out of this mess, so take the stairs up inside the house. From here, shoot all those unknowing baddies that were in the field from the window. The ones you didn't kill will think smart and try to flank you by running around back. Make your way to the opposite side of the house, killing any enemies that enter or who are already inside. Remember that you can shoot through wood and that if you run out of ammo there are plenty of other guns lying around. Follow the squad around some buildings to another firefighting scene. Here you can either shoot from the windows inside the abandoned building or just grin and bear it with the rest of the team. Note that they will sick two dogs on you here - be sure to gun them down before they get close to you. I recommend actually staying back a few paces from other squadmates at first so a dog doesn't by chance run up and maul you. Once you've clear this area, head over to alleyway and you'll find - shocker - more enemies. These guys have pretty good cover, so either frag them out or blast them out. More dogs try to attack, but you can easily dispose of them with a pocket full of shells. Again there is another line of enemies, and again you'll use the old enemy line to your advantage. This time take cover behind the cars and kill the baddies behind the truck and the cans. You can try to flank them if you want, but make sure the area up to them is clear first or else you will take heavy fire. Follow Price down the dry river and crouch again the same vine-ridden wall he does so the helicopter doesn't see you. On his cue, run up to the field and hide behind the haystacks. Silently and stealthy make your way down the field using the haystacks as cover. Sooner or later someone will compromise your position - sprint to the last haystack and take all the enemies on the periphery of the field out. After this, head northwest and enter the greenhouse. You'll start to take heavy fire; crouch behind the walls and return fire through the window. You're initial target is the small building ahead of you. After you kill the soldier in that building, advance to that as your cover base. From this place you can easily take out the remaining enemies outside. Head into the other greenhouse and shoot the enemies out the opposite side. Price says you need cover, and you really _do_ need cover - the helicopter will most definitely tear you a new one. Run into the wrecked building and take out all the men to the southeast. There should only be a few outside taking cover behind cargo. But you really need to get inside that barn at the end, so sprint on over. Unless you are taking heavy fire, do not enter just yet; instead wait for fellow soldiers to show up and flashbang the room. There are several enemies in this room including someone with a very deadly machine gun, so frags and quick firing are musts. Once the room is clear we find that the dead left us just the perfect thing - a Stinger. Pick it up and wait until the helicopter is in view before walking outside. Aim with LT and wait until you hear a rapid ringing sound, which means that the rocket will automatically lock on. On your first attempt the helicopter will dodge it with flares, but as they say the second time's a charm. Or was it third? :) After the helicopter is out, head back inside the barn and follow Price to the second floor door. Once he opens it, run outside and stop just before the road. Here Price will call in air support and kill all those nasty buggers ahead of us, saving us quite a fight. After the fireworks, sprint down the road to the bridge to finish the mission. ============================================================================= ------------------- -------------------- 5.7 - 'Death From Above' ------------------- -------------------- ============================================================================= Intel Locations --------------- None This is a "breather" of sorts, a pretty different level to mix up the pace. In this mission you're providing air support for troops on the ground, which means you man the guns. Obviously, you do not want to kill any friendly targets, which are clearly denoted because they are BLINKING strobes. You'll also restart the mission if you fire at the church. When you're given the opportunity to engage, wipe out all the enemy troops in the field. It's best to stay in the outer most zoom because the weapon has great splash damage; only use the other zooms when you're firing close to the church or one troop in particular is escaping your blasts. After killing the people in the field, start on the line of enemies entering a road around the church. It should only take a few blasts to completely demolish them. For any that make it to the street, be sure to zoom and kill so you don't accidentally kill your own men on the splash damage. Some more enemies on the road that make it to the field - a few shots should massacre them. Just aim at the truck to kill four or five in one shot. Some more are in the adjacent field, probably near some trees. After that, the ground team will commandeer some civilian vehicles; just don't fire at either the two vehicles or the friendly targets. These guys couldn't see a water tower if it was an ocean. Anyway, the helicopter will follow the curved road to some hostiles and a tank. Destroy both of them quick enough so your friendlies don't have to engage. Additionally, two RPG units are in the trees north of the tank - smoke'em before they rocket your vehicles. Now you'll be at a junkyard and your allies will exit the vehicle. Destroy everything in that junkyard that is not flashing; some enemies will come out of the U-shaped building and some others are hiding behind some cars. After disposing of them, some more enemies will exit the other U-shaped building. A few smoke'ems should do the trick. The allies are now in the heart of the junkyard, so switch to 25 MM if you are worried about shooting friendly targets. After some junkyard killing, fire some bombs at the enemies across the field; they're in a line and one shot should take care of them. Some friendly helicopters will arrive - do not shoot them but instead the enemy troops under them. The helicopters will then land, pick up the allies, and the mission will end. ============================================================================= ------------------- -------------------- 5.8 - 'War Pig' ------------------- -------------------- ============================================================================= Intel Locations --------------- 12. After the first big firefight down the road, it will be in the far building on the second floor lying on a bed. 13. In the building across from intel thirteen. The building will have an AK- 47 on the wall and the intel will be on the second floor on a dresser. 14. In the building with the two machine gunners after the small alley with all the cars. The intel lies on a bed on the second floor. It's just like that Black Sabbath song! Pick up the M249 Saw directly in front of you, replacing it with your pistol, and get to work. Destroy a few hostiles while taking cover behind the car - a grenade also works wonders. Move up to more cover behind a small wall and kill any other hostiles in view. From here, head to the hill of junk and start firing at the hostiles in the bus. First and foremost you need to kill the hostile manning the machine gun; once he's toast, you can focus on the others. Before a second wave comes, head over to the car. You can either shoot at the new enemies from this position or flank them by taking cover near the blue cargo container ahead of you. Follow the tank into the city and take cover behind the first car on your right. Some enemy hostiles will appear on the rooftops above the tank; kill them before they do any damage. In fact, just kill all the tangos on the rooftops before you even start going for people on the ground; the rooftop guys are much more deadly and throw a lot of grenades. After killing everyone on the rooftops, start on the second floors of the two buildings ahead of you. It's best to start with the right building so you have adequate cover from the left. These guys can literally mow down your allies, so take them quickly and effectively with a grenade if you like. Take cover behind some crumbled walls and get to work. If you want, you can infiltrate the right building, backstab all the enemies in there, and work on the right building from the great vantage point. It's your choice, but in the end you'll want to enter that right building anyway and fire at the hostiles in the market down below. They should be easy kills from the high ground. Jump off the building and take out any enemy to the left of the tank. The RPG unit should be in the second story of the building in front of you; destroy him before he destroys your tank. Once done, file down this sidewalk and take the market head on - throw grenades and mow them down with your rifle. Enter the market and use this building as cover for firing at both the building on the opposite side of the street and the bus down the road. Take out the hostiles in the bus first. Some enemies might try to take the market back, but if you stay on the far side of the building they will be blindsighted and make for easy kills. Just alternate between killing people in the bus and killing people in the opposite building. There will be several waves and it will seem like they won't let up, but when the opposite building looks empty, sprint on over and infiltrate. There will most likely still be a plethora of men on the second floor, so either camp them at the steps as they go down or backstab them. In this building, head to the back room and fire at the enemies in the two story building. The only hostiles to worry about here are the ones on the second floor - the first floor hostiles will rarely fire at you. Take out the second floor wave and then the first floor wave. For the first floor, you even have a clear shot when the enemy is in cover, so these will be exceedingly easy kills. After a few waves, hop down from the balcony and enter the building. Let your fellow marines get ahead of you as they exit and enter an alley of sorts. Here are more enemies - lots of easy kills on the ground and some hard kills in the building. Take cover behind the trash bin and not the car (as it might explode) and down everything at your own pace. To kill the two machine gunners in the building, sprint up and lob a grenade throw the window. The marines will breach the building and infiltrate. Take the stairs and follow the marine to the half-gone room. From here, shoot at the hostiles that are coming up the road and take cover as the enemy tank rolls over to you. In complete badassery fashion, your tank will shoot through a building and destroy the enemy tank! Kill any remaining hostiles on the ground and follow the yellow indicator to the helicopter. ============================================================================= ------------------- -------------------- 5.9 - 'Shock and Awe' ------------------- -------------------- ============================================================================= Intel Locations --------------- 15. The intel is in the far corner of the room where the recon team is being held up. 16. In the building across from intel fifteen in the closet on the second floor. Just make a few sharp rights when you enter the second building. Another good "pacing" helicopter mission; take the time to get used to your weapon. It can overheat so don't just hold down the trigger. Also be mindful of your allies, who are flying alongside you, and the tanks moving in on the ground. Obviously, friendly fire is bad, very very bad! :) Take out the blobs of troops at the end of the road and then start on destroying enemies on the roof. These hostiles can kill you very easily with RPGs and anti-air craft units; be sure to take out the anti-air craft guns first. There are three roofs on your right coming in - all three have RPG units and one has an anti-air craft. Further in the city, take out the tanks on the ground and start on the rooftops again. Another anti-aircraft and then the helicopter will start to turn around. Destroy the tank on the ground below you and kill the RPGs on the roofs as the helicopter turns. There are also a few RPG hostiles on the ground below those roofs that can tear you up if you don't kill them first. The helicopter will swoop around a little more and then start to land. Before you completely land more hostiles will show themselves in the building in front of you; the helicopter ascends again and it's your job to completely demolish the building. You can additionally shoot the statue to the ground if you want. :) You'll fly up a hill and into another urban area with RPGs on the roofs; destroy them and it's time to land. Head north out of this area and follow your troops into the streets. Take cover behind the cement barriers and blocks and gun down the enemy as they come into sight. Be sure to take out the RPG units first as they prove most troublesome. Make your way down the street and veer left. Kill any enemies in sight, utilizing the cement barrier as cover, and then jump it and take the right house. There are several enemies inside here, and it is actually best to chicken your way in by staying at the door and waiting for the enemy to come into sight. You can, additionally, throw a flashbang and try to take it over. Once you've taken the building, head to the second floor and *do not* shoot the allies here. Stay on the second floor and start another shoot-em-up on the hostiles outside. Take out the tangos manning the machine guns first and then take out the ones on the roof. When the coast looks safe, hop down from the house and enter the small building to the right of this area. Clear any enemies on the second floor and use this vantage point to kill anyone behind this house that you couldn't take out before. Exit the house and veer south down the alley. Two hostiles will pop out of nowhere and start to attack, so proceed with caution and kill them from the hip. After that, sprint to the helicopter and get back on the gun. The helicopter will ascend, and you'll be flying until an allied 'copter gets shot down. As your helicopter flies around the crashed helicopter, kill as many ground soldiers as you can or else you'll have to fight them on the ground later. Also, one roof will have RPG units, so taking them out should be your highest priority. After the helicopter lands, get out as fast as you can and sprint towards the crashed helicopter. If you're fast enough, you'll catch two enemy hostiles trying to run towards the helicopter with their backs turned to you - easy kills. When you get to the helicopter, fire for a little bit and allow your fellow marines to catch up to you. Before you carry the pilot, throw a flashbang at the enemies. This will disorient them enough so you can hold X to start carrying the pilot. Now it's time to run back to the helicopter as fast as you can. In the helicopter, fire at enemy troops and mow them down as best you can, alternating with frags and flashes if it gets too dicey. You'll be back in the air again when... what the hell? Did they just go all emo and suicidal on us or what? When you have control of your character again, crawl up the helicopter and fall out. Press A to stand up and just walk as far in front of you as you can. And then the mission as well as this character ends. ============================================================================= ------------------- -------------------- 5.10 - 'Safehouse' ------------------- -------------------- ============================================================================= Intel Locations --------------- 17. In the first house after the forest on the second floor. It's on a dresser. 18. On a booth in a restaurant near in the water tower. Follow your team up the dirt path to some hostile-ridden houses. A line of enemies will run down from the bell house; mow them down quickly with your rifle and then face north. A few waves of hostiles will come down here, including a dog or two, but since you have decent cover on the brush they should be pretty easy kills. If you need help you can always call air support. Take cover at the corner of the first house and shoot the tangos out the other side. Be sure that you don't get backstabbed by any enemies in the house. Infiltrate said house; there are probably only a few baddies left on the first floor, hiding behind the fallen table, and a few upstairs. Once you down them all you reach another checkpoint. Make your way to the opposite side of the house and shoot at the enemies on the fence outside from the window. Head to the northwestern corner of this house now to find a door. Peak outside and let the enemies come to you; when no more come, exit the building and take cover behind the car. Dispose of the hostiles in the house northwest of you. If they give you trouble, move up to the house and flank them by taking the back door inside. Inside the house, take the stairs to the second story to kill any remaining tangos and get the "all clear." Head back outside and go for the house closest to you. This will prove an extremely difficult task with that wandering tank, so hide behind that burning building in the center and gun down enemy troops until one of them drops an RPG. Use the RPG to take out the tank and make life much easier. If you have trouble infiltrating the first house, remember that flashbangs are your friend. Additionally you can enter through the basement via the stairwell on the right side of the house and try to flank all the enemies. Kill any remaining enemies upstairs and wait for the all clear signal. Now take the closest house which is south of you. Run from car to car as cover until you reach the destroyed helicopter. From here, lob a grenade in the machine gun nest and take some pressure off of your troops. Stay at this helicopter as cover and shoot at the troops in the windows of the house. When it feels as though no one is shooting from the windows anymore, sprint over to the house. Amazingly, it seems this place produces hostiles faster than you can kill them, as the house is still full. Throw some frags/flashes and infiltrate, killing everyone on the first floor and then shooting from the stairwell to kill the blobs of enemies on the second floor. Ascend to the second level and kill any remaining troops. One in particular likes to hide behind a door, so you can either shoot through the closed door or take cover in the bathroom and wait for him to peek the door open before you dispose of him. When you get the "all clear" exit the building and head northwest back onto the road. If any hostiles managed to pop up here, kill them from the rail so you don't get into too bad a firefight. After that, climb up to the water tower and take cover behind the base as you down all the hostiles that decide to come out of the house to the west. Use the slope in the hill and the guard rail as cover as you mow down all the enemies in the target house. They will normally blob at the doorway or foolishly run outside making them easy kills. The only troublesome hostiles here are the ones near the windows, so be sure to take them out in between waves of braindead ones that run outside. Head to the last target house. At about sixty meters away you'll have a really nice fence to take cover. Shoot at the hostiles from this distance if you have a sniper rifle equipped. If not, sprint through the field and take cover behind the barn, flanking all the soldiers. When your allies arrive, infiltrate the barn via the back door and kill the hostile on the second floor. If there are any hostiles below demolish them from this vantage point on the second floor. After that, head over to the last house (indicated by the yellow icon on the compass) and watch Price do it all by himself. ============================================================================= ------------------- -------------------- 5.11 - 'All Ghillied Up' ------------------- -------------------- ============================================================================= Intel Locations --------------- 19. This one is on the second floor of the first Church you enter. You need to climb a ladder to get to it. 20. In the area with a ton of cargo containers, instead of sneaking right past the guards grab the intel on the can. 21. After taking out the sniper on the fifth floor stairwell, ascend all the way up to that platform, jump through the window, and take the intel on the grey table to your left. Welcome to the coolest mission in the game, maybe the coolest mission ever. Follow Captain MacMillian to the makeshift building, making sure to follow directly in his footsteps so you don't accidentally get into any radiation, which would be a very, very, very bad thing. Crouch when MacMillian crouches and go prone when he does. He will ask you to take out the two guards while they are not looking; get a good view through the grass and take out the left one while he's looking the other way. MacMillian should take out the right one for you. If you screw up, just restart by dying and try again. Follow MacMillian to another makeshift building. He decides it's better if we go around, so follow him to the building "around." Just continue following him, waiting when he tells you to wait and going when he tells you to go. At the corner of the building he'll give you two choices: either take out the lone tango by the car or stealth passed him. I prefer killing personally. Either way, you'll run passed the car and hop a fence. Follow him to a tree and don't move when he tells you not to move. He'll explain to you the situation and then both of you will crouch a little closer to the tower. Now you're asked to kill the guy in the tower. When he passed close to the window shoot him. After that you can either shoot the hostile near the car or kill him. I prefer death, but either way works. Remember that if your shots miss you should just let the enemy kill you so you can start from the last checkpoint. Follow MacMillian to the car, stop when he stops, and then follow him into the church. No one is in the church, so you'll exit through the opposite door and run through a graveyard. At the white cement fence drop down prone and let the helicopter pass. Press A to jump back up and follow MacMillian again. After jumping a white pipeline it's time to drop down again. Just crawl right behind the good Captain, and boy will you crawl for a while. Literally stay right behind his arse. When he stops completely, wait for the troops on the left to pass and then move to the left of MacMillian; that way, when the troops to the right walk by they won't step on you. If at any time you are noticed, please for the love of all that is holy just let them kill you and start over. When MacMillian starts crawling again just do more of the same and crawl right behind his butt. Sooner or later he'll rise again and run over to a tank for cover - follow him over there. Again he decides to move up for a better vantage point, so play follow the leader to the yellow tractor. From here you have another decision: take out the fifteen guards or stealth past them. The latter sounds easier, doesn't it? Go prone, crawl northeast, and after a few meters MacMillian will take the lead. Just follow MackyM (whomg nicknames!) as he stealths passed the guards. He'll usually get it right, but sometimes he just randomly stops and the guards step on him. If that happens quickly die and _right away_ go prone and crawl a few meters. If you trigger the Captain right away he should get you passed the hostiles just fine. Stand and sprint when MacMillian does. When he stops, just wait for him to complete his badassery and riflebutt the enemy troop. Follow MacMillian and wait behind the shadow of the orange cargo. Just wait and MacMillian will shoot him dead. When MacMillian stops suddenly because there are two hostiles to your right, go prone so they don't see you and crawl over to the capsized cargo container. He'll start running again until you're inside a cargo container with doors at the end. MacMillian will wait until the hostiles aren't looking and then burst open the doors and sprint to the convey of vehicles. Just stay right behind him and take cover behind the same car. He'll then go prone and start to crawl under the convey; do exactly the same and follow him to the end. At the end you'll have to wait a small bit before the enemies clear out. Pop up from prone quickly like MacMillian and take cover behind the car. After that, on MacMillian's signal sprint with him to some cargo containers as cover. Follow MacMillian again to a dark wall. He'll tell you to take out a sniper on the fourth floor. He ain't very specific, because the sniper in question is on the stairwell of the fourth floor, and not inside the building. Just hold your breath and shoot him silently. Sprint with MacMillian to the stairs and press A to climb into the first foor window. From here jump back down and follow MacMillian to a... building underpass? Well, whatever that tunnel is, walk through it and silently go around the dog. Just stay on MacMillian's left so you definitely never get too close. He might bark at you while you're walking past the building but he won't alert anyone. Infiltrate the empty house; when the Captain tells you to move, just jump out a few paces ahead of him and then he'll take point again. He'll weave in and out of the house and then over to another small building. After pointing out the hotel you'll be assassinating from, the mission ends. ============================================================================= ------------------- -------------------- 5.12 - 'One Shot, One Kill' ------------------- -------------------- ============================================================================= Intel Locations --------------- 22. This one is on the stairwell of the first apartment after you shoot down the helicopter and carry the Captain. You need to climb a ladder and ascend a few stories. It will lie on the ground of the top stairwell. 23. After the helicopters arrive, head southeast to a now opened corridor. The intel is on the ground in the corner. The second parter of the greatest mission ever. Hold X to man your sniper and get ready for the coolest assassination ever. You can zoom by pressing up on the joystick; do so and you'll see the meeting area directly in sight. It's the moment of truth now, the time to assassinate him. Take the wind into account as you do it - the flag will tell you how hard and in which direction the wind is blowing. Bullets are change immensely by the wind, so if you don't shoot him just restart and try again. Your best bet, actually, is to shoot like crazy right when MacMillian gives you the go ahead, as you will have three or four times to hit him. If you see a shot going wide, try to correct the mistake and refire. You've done it! But wait, that's no moon! Shoot the pilot with your sniper; he's an easy shot throw the glass of his windshield. Again firing like crazy is an option if you get frustrated, and does work on the lower difficulties. After killing the pilot (and thereby the helicopter), get off the sniper and start following MacMillian. Hold X near the rope to shimmy down the building. From here, follow MacMillian until he reaches a road. All hell literally breaks lose here as waves of enemies enter the fight. Use your sniper right away and hopefully take most of them out before they get cover. If they get cover, either camp them with your sniper or run up to them with your pistol and shoot/melee them. Swap your pistol with an automatic gun and start a little firefight. But when MacMillian tells you to bolt, sprint like crazy, using your compass to guide you to the apartment. Follow MacMillian as he weaves his way through the apartment. Don't be frightened by the dog as you jump in and out of windows. Stop like MacMillian when you see the enemies outside. Switch to your claymores and head over to the end of the room. Here you'll find the door outside - plant the claymore and sprint back to MacMillian. After the claymore goes off, run outside and follow MacMillian to an alleyway of sorts. MacMillian will halt and the two of you will start to fire at the guards coming at the end of the alley. Just switch to your automatic and take them out. And holy hell, where did that helicopter come from? Switch to your sniper rifle and start unloading bullets into its windshield; you don't get points for accuracy, but sooner or later you'll hit the pilot. As the helicopter crashes to the ground, a funny feeling of heroism might overwhelm you. Well, snap the hell out of it! Hold X to pick up the injured MacMillian and start walking. You're time should be about seventeen minutes left, but you have plenty of time so no worries. With MacMillian in your arms, head west to an alleyway. Drop MacMillian off at the busted car near the stairs and quickly get your sniper out. If you're fast enough, you should be able to snipe the three hostiles running to you from the west. If not, use frags/automatic fire to kill them. Three enemies will also engage you from the east, making this a two front battle. Stay behind the staircase or the house wall so you don't die. When you're done with the troops on the west side, start with the ones on the east side. One should be an easy shot between the staircase and the house; the other is in the brush near a broken car; and the last is hidden in the corner to the left. Pick MacMillian back up and use the yellow indicator to guide you in the right direction down the alley. Instead of trying to kill the two enemies in sight out of the alley, opt to run through the brush and make a mad dash for the apartment. Take the right doorway and use the debris slope to ascend to the second level. From here, make your way south to the other side of the building. When you get to the middle stairwell and MacMillian asks you to put him down, do so by the door (he can shoot through it) and enter the room. Just stand still at the doorway and wait until a dog at the far end of the room starts to growl. Down him and try to take the door on the right. Some firing and growling will follow, so make your way back to the first doorway (where Price is at) and shoot the second dog. Continue infiltrating the base by playing this cat-and-mouse game; there should be one hostile and one dog left. MacMillian will say it is "all clear" when, well, when it's all clear. Run back, pick him up, and head to the south part of the building. Exit and head southwest to another building. Take the right door and go through the locker room/bathroom. Drop MacMillian off just before the entryway to the pool. Throw a frag in the pool to kill the dogs. Pick the Captain back up and make your way around the pool and back outside. Run over to the ferris wheel and you'll learn that a helicopter is coming soon. Follow the yellow indicator and drop MacMillian off at the yellow glowing area. Now it's time for preparation for the big fight. Claymore the hell out of the area, plugging up the open spaces between the cars. In addition, keep a few claymores and position them on the stairs going up to the ferris wheel. Go prone at the top of the ferris wheel and we'll get this party started. This is a long and extremely difficult fight, especially if you are not prepared with claymores and aren't a good shot with the sniper rifle. Luckily the claymores should hold off the enemy troops for quite a while from getting too close. Basically this place is sniper heaven. Snipe and snipe and then snipe again. Kill as many as you possibly can. Inevitably they will start to get through and sometimes go around the ferris wheel and try to backstab you from behind - if that happens quickly switch to your AK-47 and dispose of them. Other than that, snipe snipe snipe and you should be good to go. If the going starts to get especially rough, throw a few flashbangs to buy you some time. The rails around the entrance to the ferris wheel and the ferris wheel car itself will provide excellent cover. If you are about to die merely hide behind the ferris wheel car for a few seconds to regen your health. After the helicopter arrives, kill anyone in the ticketbooth near the ferris wheel and sprint on over to MacMillian. Luckily some of your allies will help you by consolidating the helicoper location with troops, so run over to the helicopter as fast you can, using the booth as cover. When you're inside just fire at enemy troops a little more (maybe even throw a flashbang or two for laughs) and the mission ends as you fly away. ============================================================================= ------------------- -------------------- 5.13 - 'Heat' ------------------- -------------------- ============================================================================= Intel Locations --------------- None That mission sure does put Capt'n Price in a different light, no? Follow him down the road and prone with him near the fence. Wow, it's like master teaches apprentice, becomes master and teaches another apprentice! Don't shoot at the bazillion troops just yet; let air support take care of the first wave. And yessir, you really do have to kill like three or four waves here. Personally, I'm good with the sniper so I switch to that, get near the coiled wire so I'm hitting at their sides, and just get to town. If you're ever near death, just hide behind the church until your health regens. Remember to move it if they throw grenades! After the several waves it's time to get to the minigun. Run towards the yellow circle on the compass and move around the hill to the back side of the helicopter. From here go prone so you can get inside the helicopter and then hold X to man the minigun. For this you wanna keep the left trigger down the whole time so you can always fire. As for firing, the gun will overheat so just fire in bursts when necessary. Just mow down all the enemy troops as they appear from the smoke; it shouldn't prove much of a challenge. A few troops will additionally come from the side of the church, but they all meet at the same choke point that you will be minigunning heavily. Price will now order you to detonate some explosives at a house. Use your compass to get to the building in question. From here, ascend to the second floor. At each window you will find a glowing yellow detonator; hold X and you will pick it up. Press RT to detonate when the most troops are in the area. Do this four times and you'll complete the objective. It seems that the enemy is bring in some heavy armor and we need the Javelin and RPG to take them out but - doh - they are back at the barn. Sprint all the way to the barn, using your compass as guidance, and pick up the Javelin. Basically the same thing as that earlier mission; press LT to aim at the tank and when it locks on (denoted by fast ringing and a clear box around it) press RT to fire. After destroying the four tanks, head back to the barn and swap back to whatever weapon you swapped out. From here you need to fend off lots and lots of enemies. Luckily you get an air strike here, so use it wisely at the line where there are the most troops. After that switch to your sniper and start killing'em all. Hopefully you won't run out of ammo because their are, like ninjas, thousands of them. Some smart ones might try to kill you by infiltrating the smaller barn. Kill them before they kill you (that's, like, the best strategy in the world!) and take their guns so you have more ammo. Make good use of the name "The Killing Fields" and sooner or later a timer will pop up. Sprint sprint sprint across the field and quickly take cover behind the rolls of hay. Take out the immediate enemies at the fence and advance to that position. This part of the mission is really hectic; down the guys near the tree stumps and take that cover. From here you'll have air support, so I suggest abusing it to the end of the level. Use one air strike at the house below and another at the hill when all the enemies come out. That should take care of most of the hostiles, actually, so just sprint like crazy to the LZ to make it in time. If this gets frustrating you just need to use air support more wisely to take down more troops. Your other squadmates will magically appear at the LZ if you outrun them so don't worry about them. Then you're up and you're off and the mission ends. ============================================================================= ------------------- -------------------- 5.14 - 'The Sins of the Father' ------------------- -------------------- ============================================================================= Intel Locations --------------- 24. After the diner/gas station firefight. This intel is inside the diner on a table on the left. You need to get it before the story progresses automatically. 25. In the firefight with the snipers and the machine gunners. At the alley before that fight, head right at the red dumpster and ascend the first stairwell you see on the left. An intel, along with two enemy troops, should be in that building on the second floor. Follow your squadmates as they weave their way through the junkyard. When you hop onto the car, though, don't follow your teammates and stay put. Price will order you onto a trash bin but this vantage point at the guard tower does just as nicely. At Price's cue, snipe out the first guard. You'll have awful recoil and probably get hit by the other guard, so quickly take out the other guard taking all of this into account. After that, follow your squad down to a gas station/building firefight. Take out the two hostiles on the roof before you take out the ones on the ground. Just snipe away at them when they peak out in their futile attempts to shoot at you. Once the area is clear, Price will call a two hour tea party. You'll wake up from the tea party inebriated and in the guard tower. You can swap weapons to the sniper if you want, but otherwise you want to heed Price's order to cease fire. When he tells you to fire, shoot at everyone besides allies and the guy in the front seat of the jeep. Sooner or later the guard tower will blow up and fall over, but rest assured, this is not a game over. When you have control of your character again, press A to stand and start the chase. Just follow Griggs as he chases your target. At the house a dog comes out and wants to play, but a few shots will kill it. Yeah, we're all Michael Vick now. Soon you'll be in a firefight at a road with a wave of enemies approaching; kill them before they take cover to make this an easy fight. But do not kill the target, who is distinguishable because he is dressed in civilian clothes. As you advance to the barriers where the wave was, two more dogs will come out and play. Shoot both of them while strafing back and then move forward again. Another wave arrives but this time Price has the genius idea of holding them off while you get the target. Take the alley to your left and follow it to an iron fence. Stay behind the fence and kill the loitering troops. Do not go past the fence as some troops will try to flank you from behind; kill both of them and take their guns if you are out of ammo. Now walk a little forward passed the fence and two hostiles will pop up on the roof directly in front of you. Switch to your sniper and down both of them. Switch back to your automatic and kill anyone down on the ground. Sprint over to the small building to your north and take the stairwell. Backstab both of the enemies there and quickly use this vantage point to kill any more enemies on the ground. Sprint sprint sprint back down and into the street. Behind one cement box is a troop; kill him by shooting from the hip. Sweep into the alley to your left and dispose of both of the hostiles at the end. Before you round the corner aim down the left side. Peak out of the corner and shoot the three hostiles. Sprint up the white stairs and into the parking lot. Take cover behind a car and kill all the hostiles on the top floor that aren't behind the sandbags. When the helicopter takes out the machine gunner, sprint inside the building and ascend the stairs. On the second floor there will be one enemy at the door. Kill him and enter through the door to the kitchen. Use this point to kill the enemies in the center room. Just go from room to room infiltrating with your squad; it's nothing particularly difficult. Some hostiles are hiding behind a desk but there are no real surprises if you look around the whole room. If your sniper is out of ammo swap it with a shotgun found on a dead hostile. Head to the northern part of the building and take the stairs. At the second level, wait behind the half wall while air support takes out the machine gunner. Sprint to the location of the deceased machine gunner and enter the adjacent rooms. Kill the hostile at the doorway and take the stairs to the rooftop. Try to take the gun from the target; he will commit suicide and the mission will end. ============================================================================= ------------------- -------------------- 5.15 - 'Ultimatum' ------------------- -------------------- ============================================================================= Intel Locations --------------- 26. In the first courtyard after you enter the enemy base through the wall. It's across from the first firefight in the rightmost room on a desk. Identity, Supremacy, and... *drumroll* Ultimatum! Regroup at Price and follow the squad down the path. There are two tangos near the car; either you or your squadmates will quietly kill them. Continue following and killing unsuspecting hostiles until you reach a house. Follow Price from the basement to the first floor. Price can mimic his old mentor MacMillian and silently kill the man in the room with the butt of his rifle, or you can down him quickly with your rifle. Either way, he's the only hostile on the first floor so ascend via the stairs in the kitchen. At the second floor, dispose of the relaxing hostile through the doorway and quickly run to that room. There is a guard in the adjacent room that will see his death, so you'll have to silence him before he can alert the others. Now that the second floor is clear, descend to the first and get ready to go outside. Although Price wants you to "check things out," the best way to handle this obvious trap is just to run over, touch the house, and run back inside the house with your squadmates. That way, when the dogs come out they'll all be in a nice little line for you to kill at the door. And the cover of the house is spectactular as you mow down all the stupid enemies outside. Once the area is clear, Price will breach the target house. The first floor is completely clear of enemies so ascend to the second floor. Your squad will breach the door with Griggs via explosives and take out the two hostiles all on their own. Get behind Griggs and hold X to cut him loose. Exit the building and follow your squad to the next target, cutting the power. You'll have to go prone for a few seconds as an enemy helicopter passes; just play simon says and follow Price's commands. Sprint over to the base and hold X to plant charges on two of the legs. Run to the glowy area denoted on the compass and when ready, take out the power. Another marine will cut the wire fence; enter through it and follow your team to the enemy base. ============================================================================= ------------------- -------------------- 5.16 - 'All In' ------------------- -------------------- ============================================================================= Intel Locations --------------- 27. After you destroy the first tank, move up and clear the enemies at the far building. Before entering through the gate, enter down the near alley before the enemy building. At the end lies an intel on the ground. 28. After entering through the gate in the missile area, the intel is located in the far hangar to your right. Follow your squad to the enemy base and get ready for a big firefight. Take cover behind the cargo container and shoot inside at the blobs of enemies that bunch up in between the other cargo containers; frags are especially useful here, but you should easily be able to cut them down with your rifle. After a few waves you'll be asked to take out an enemy tank. Instead of doing the inane like the game suggests and throwing a smoke grenade to plant some C4 on the tank, head south to the end of the fence and you will find an open cargo container. Inside you'll find what you need: an RPG. Swap your sniper with the RPG and blow up the tank, taking cover behind the cargo containers as needed. It will take two shots and some waves of enemies might come, so you'll have to juggle between the RPG and your rifle. After the tank is toast, head back to the open cargo container and get your sniper rifle back. The RPG won't have any ammo anyway. Head toward the yellow indicator, stopping about fifty meters away to get adequate cover behind some small cargo containers. The building to your east contains an armada of troops on the roof and the balcony; switch to your sniper and cut them down. There are several on both the roof and the balcony and they seem to respawn a few waves. Also be mindful of troops on the ground, but they are also easy kills if you stay back with your sniper. Once the building's exterior is clear, another checkpoint will pop up and it's now time to move move move. After entering the gate you'll discover your next tawdry task - killing two tanks. Luckily the game has an RPG on the ground right in front of you in the parking space, so swap that with your sniper and get to work. First you want to clear the area east of you so you can enter the open hangar. The hangar will have a few troops that you need to kill, but most importantly it contains some RPG ammo lying on the ground. With all the ammo you can two-shot each tank. If you need even more ammo there is another RPG lying in the opposite hangar. After blowing up both tanks, swap an enemy automatic (like the AK-47) for your RPG as it will be completely useless inside the enemy base. Once you're ready, sprint over to the waypoint and hold X to shimmy down into hell. ============================================================================= ------------------- -------------------- 5.17 - 'No Fighting in the War Room' ------------------- -------------------- ============================================================================= Intel Locations --------------- 29. When Price stops at the exit to the bathroom, head left outside and take the first left into a dark room. The intel is located on a table. 30. Located in the southwestern room after you breach the control room with explosives. You'll have to go all the way around the room to get it. The intel is on the rectangular table in the center of the room. Crouch so you can get into the air duct and follow Price to the open vent. You'll now be in a restroom; at the door, Price will stop and you'll have a checkpoint. Exit the restroom and turn left down the corridor. At the corner here lies a wave of troops on the right that you'll have to kill. They aren't particularly tricky, only they may try to flank you from behind so be weary of any backstabbing. Head down the corridor a little more and you'll encounter another wave; take cover behind the cargo crates and kill'em all. Once done, continue down the corridor to a rectangular room at the end. Here, hostiles are hiding behind the green crates on the opposite end of the room. Use the wall as cover and take them all out. Advance to the crates and take the doorway to a stairwell. Descend and you'll be in a very big firefight. Take cover behind the crates and volley when you can. In addition to the enemies in front of you, there are also enemies to the west and the east if you go down the lanes; just be sure they don't backstab you. Actually, a better strategy if you're anal about time is to take a right when you first enter the big room and take out all the enemies on the periphery going up the right wall. This way you bypass most of the people in the center and on the left side. Just be sure to sprint southwest to the checkpoint and enter the hallway. Your squadmates will magically spawn here. This next hallway is very dicey because the enemies blocked the path and set up shop. Kill the tango before the blockage and instead of taking on the tangos ahead of you, opt to enter the corridor to your left. There should be a tango at the beginning of this corridor and one in the room at the end. If you are being hit, it is most likely one of those shooting through a pillar. You should be at a circular room with a pillar in the middle and another corridor full of troops to the southwest. Dispose of them and make your way down the corridor to another circular room. There are two more enemies here; after killing them, make your way down the adjacent corridor and turn right down the hallway. Price will close the door and then you will have to wait a little while until the double doors ahead of you open. When they do, be prepared to face a wave of troops taking good cover in the computer rooms in this area. I suggest taking the computer room to your right and using that as cover to kill all the other enemies in the room, including the two tangos down the hall. Descend the stairs in the hallway and hold X to plant the explosives at the yellow location. Head back to the stairs and press RT to blow up the wall; your team will breach and pretty much take care of everything in the room. If there are any stragglers quickly down them. When the room is clear, it's time to save the world! Use the compass to guide your marine to the right computer and hold X at it to upload the abort codes. Yay, you just saved the world. Exit through the double doors to your north and follow your squad to more waves of enemies. Move up through the corridors and take out the enemies at the end of the hall. The crates make great cover, and a frag or two should clear the room. Advance, enter the elevator, and you'll ascend. Exit the elevator and clear all the enemies in this parking garage; some are hiding behind the trucks. When the area is clear, you'll take a truck to your final mission. ============================================================================= ------------------- -------------------- 5.18 - 'Game Over' ------------------- -------------------- ============================================================================= Intel Locations --------------- None Now you're on a truck heading to the last assassination. Other trucks will come up alongside you full of troops; just get out your automatic and massacre them. After a few waves of trucks, an enemy helicopter will come out of nowhere. This could be trouble. Luckily the truck has an RPG; swap your pistol with it and start firing away. You don't have to hit the helicopter and the game doesn't expect you to - just fire some rockets at it to keep it busy so it doesn't kill you. Sooner or later you'll enter into a tunnel and be under good cover. When you get out of the tunnel it seems like you've lost the helicopter. That is, until it blows up the bridge. Quickly jump up the crumbling bridge to the highway. This is the game's last big firefight. Take cover behind the far busted car to your left; if you take cover at the other cars, the RPG units will blow them up and you will die. At the far car you have a great vantage point at the enemies as they get out of their trucks. Try to kill them before they get cover. And then a helicopter will come and almost blow you up. Don't worry, it's scripted in the game. In the game's most poignant moment, Price will slide you a pistol and you'll have control again. Aim and fire away at the last target - two shots in each of the three men should kill them all. And that's all, folks. But wait, there's more. Wait until the credits roll to play the last little mission. You're in an airplane in this one, but amazingly if you shoot the walls nothing will happen. In essence, the walls are bulletproof. Make your way down the plane, killing all the stupid tangos behind the seats and doors. The second floor gets a little dicey; use your four flashbangs to make it much easier. Swap to a shotgun if you want to have some fun. At the last white doubledoors, a terrorist has your target hostage. Kill the terrorist by shooting him in the head over the target and then in this rear when he faulters. With all the terrorists dead, wait for your squad to open the side of the plane and just walk through to parachute out. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 6. Laptop Locations /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ 'Crew Expendable' ----------------- 1. In the room with the two sleeping terrorists. It's on the table next to a desktop to the left of the bunkbeds. 2. In the first big cargo hold room down the stairs. It's to your left after descending the stairs. 'Black Out' ----------- 3. On a table in the very first house you clear on your left. 4. On the second floor in the building where Nikolai is being held. It's in the oversized bathroom. 'Charlie Don't Surf' -------------------- 5. Inside the first target building in the basement. Behind the room with the AK-47 on the wall. 6. In a guard post to the south after the first target building. It's on the second floor on a table. 7. After the heavy firefight with the machine gun truck, walk down the road until you see a stairwell on your right. On the rooftop of this building lies an Intel near a television. 'The Bog' --------- 8. In the first building you infiltrate this mission, if you stick around the second floor after it is clear, some marines will breach a door in the hallway. Inside lies another Intel. 9. After destroying the tanks using the Javelin, run down the alley and keep turning left until you see a refrigerator. On the opposite side of that area, behind a stack of boxes, you will find the intel. 'The Hunted' ------------ 10. After the firefight with the flashbang, it should be inside the building with the soda machine near the door. Get this one after the firefight. 11. In the makeshift building right before the barn but after the greenhouses. 'War Pig' --------- 12. After the first big firefight down the road, it will be in the far building on the second floor lying on a bed. 13. In the building across from intel thirteen. The building will have an AK- 47 on the wall and the intel will be on the second floor on a dresser. 14. In the building with the two machine gunners after the small alley with all the cars. The intel lies on a bed on the second floor. 'Shock and Awe' --------------- 15. The intel is in the far corner of the room where the recon team is being held up. 16. In the building across from intel fifteen in the closet on the second floor. Just make a few sharp rights when you enter the second building. 'Safehouse' ----------- 17. In the first house after the forest on the second floor. It's on a dresser. 18. On a booth in a restaurant near in the water tower. 'All Ghillied Up' ----------------- 19. This one is on the second floor of the first Church you enter. You need to climb a ladder to get to it. 20. In the area with a ton of cargo containers, instead of sneaking right past the guards grab the intel on the can. 21. After taking out the sniper on the fifth floor stairwell, ascend all the way up to that platform, jump through the window, and take the intel on the grey table to your left. 'One Shot, One Kill' -------------------- 22. This one is on the stairwell of the first apartment after you shoot down the helicopter and carry the Captain. You need to climb a ladder and ascend a few stories. It will lie on the ground of the top stairwell. 23. After the helicopters arrive, head southeast to a now opened corridor. The intel is on the ground in the corner. 'Sins of the Father' -------------------- 24. After the diner/gas station firefight. This intel is inside the diner on a table on the left. You need to get it before the story progresses automatically. 25. In the firefight with the snipers and the machine gunners. At the alley before that fight, head right at the red dumpster and ascend the first stairwell you see on the left. An intel, along with two enemy troops, should be in that building on the second floor. 'Ultimatum' ----------- 26. In the first courtyard after you enter the enemy base through the wall. It's across from the first firefight in the rightmost room on a desk. 'All In' -------- 27. After you destroy the first tank, move up and clear the enemies at the far building. Before entering through the gate, enter down the near alley before the enemy building. At the end lies an intel on the ground. 28. After entering through the gate in the missile area, the intel is located in the far hangar to your right. 'No Fighting in the War Room' ----------------------------- 29. When Price stops at the exit to the bathroom, head left outside and take the first left into a dark room. The intel is located on a table. 30. Located in the southwestern room after you breach the control room with explosives. You'll have to go all the way around the room to get it. The intel is on the rectangular table in the center of the room. Youtube video: http://youtube.com/watch?v=G-vGpS1cDfo \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 7. TV Locations /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ As posted by YanksFan31: "Please note: All TVs required for this achievement are found on this level ONLY ("Charlie Don't Surf") TV Locations (credits to deadrabbit) OUTSIDE IN STREETS (4 Total) 1 TV - Ground floor of the HQ, near the long table covered with weapons.. 1 TV - Ground floor of the HQ, in a small room on the left. Sat near a printer and Intel.. 1 TV - In the southeastern (keep right) building as you head towards the station and before you cross the main road, take the stairs up. (Has a terrorist on the 1st floor).. 1 TV - Stay to the Southeast (right) after the main road to head up the stairs to a building with no roof. Next to some Intel.. STATION (6 Total) 1 TV - In the TV Station, in the first room you enter.. 1 TV - In the TV Station, in the first room you enter Behind you!.. 1 TV - In the TV Station, in the break room.. 1 TV - In the TV Station, in the production room with all the big screens on the right side.. 2 TVs - In the TV Station, in the production room with all the big screens, on the desk in the middle of the room.. STUDIO (104 Total) 1 TV - In the TV Station, in the studio, on a desk in the corner of the room (Left hand side as you go in)... 12 TVs - In the TV Station, in the studio, high up on a the middle of a the desks (Sets of Six).. 8 TVs - Look for TV's on desks in pairs in the two desk pools areas.. 1 TV - Get the monitor on the far side of the first desk pool, near the rooms, hidden by the divider.. 1 TV - Get the monitor on the right side wall, tucked high behind a 90 degree bend.. 64 TVs - Shoot the Sets of Sixteen monitors for good measure.. 5 TVs - On the third desk pool on the far left, shoot monitor high up and the four sat on a desk together.. 1 TV - In the first room (far side) shoot the monitor.. 1 TV - Then make your way through to the darker room on the far side for another.. 2 TVs - As you come out of the last room, look up and left for two monitors placed on the walls on the main studio.. 1 TV - Head over to the small corner office for one more.. 1 TV - After ging upstairs, shot the monitor in the corner.. 6 TVs - In the final room, quickly shoot the monitor to the right, two on the left, one in the centre of the room and two in the glass booth... Total - 114" Youtube video: http://youtube.com/watch?v=X54a_6JJPg4 \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 8. Multiplayer /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Game Modes ---------- Team Deathmatch Free-for-All Domination Ground War Sabotage Headquarters Search and Destroy Team Objective Team Tactical Team Hardcore Old School Cage Match Oldcore Maps ---- Ambush Backlot Bloc Bog Countdown Crash Crossfire District Downpour Overgrown Pipeline Shipment Showdown Strike Vacant Weapons ======= Assault Rifles -------------- AK-47: Fully automatic with high power. Effective at medium range. G3: Single-fire with a high capacity. Effective at medium to long range. M4: Fully automatic with low recoil. Effective at medium range. M16: Semi-automatic with three round burst fire. Effective at medium to long range. G36C M14 MP44 Sniper Rifles ------------- Dragunov: Semi-automatic sniper rifle. Effective at long range. M40a3: Bolt-action sniper rifle. Effective at long range. M21: Semi-automatic sniper rifle. Effective at long range. Barrett M107 Remington 700 Shotguns -------- W1200: Pump action shotgu. Effective at close range. M1014 Sidearms -------- Colt .45: Semi-automatic with medium capacity and power. Effective at close range. Desert Eagle M9: Semi-automatic with a high capacity. Effective at close range. USP .45: Semi-automatic with medium capacity and power. Effective at close range. Gold Desert Eagle: Sub-Machine Guns ---------------- AK74u MP5: Fully automatic with good accuracy. Effective at close to medium range. P90 Skorpion: Fully automatic with a high rate of fire. Effective at close range. Uzi: Fully automatic with a high rate of fire. Effective at close to medium range. Light Machine Guns ------------------ M249 SAW M60e4: Fully automatic with high power. Effective at medium to long range. RPD: Fully automatic with good accuracy. Effective at medium to long range. Grenades -------- Frag Grenade Flash Grenade: Device that blinds and deafens the target when detonated. Stun Grenade: Device that disorients the target when detonated. Smoke Grenade: Device that creates a smoke screen when detonated. Rocket Launchers ---------------- RPG-7 FGM148 Javelin FIM-92 Stinger Explosives ---------- C4 Claymore Perks ===== 1 Perks ------- Bomb Squad: Ability to see nearby enemy explosives C4 x 2: Remote detonation explosive Claymore x 2: Trip activated explosive mine RPG-7 x 2: Rocket Launcher with 2 rockets Special Grenades x 3: 3 special grenades. No smoke Bandolier: Extra ammunition magazines Frag x 3: Carry 3 fragmentation grenades 2 Perks ------- Juggernaut: Increased health Sleight of Hand: Faster reloading Sonic Boom: Higher explosive weapon damage Stopping Power: Increased bullet damage Double Tap: Increased rate of fire UAV Jammer: Undetectable on enemy radar Overkill: Carry two primary weapons, no pistol 3 Perks ------- Deep Impact: Deeper bullet penetration Extreme Conditioning: Sprint for longer distances Last Stand: Pull out your pistol before dying Martyrdom: Drop a live grenade when killed Steady Aim: Increased hip-fire accuracy Dead Silence: Movements make less noise Iron Lungs: Longer breathe for steadier sniper shots Eavesdrop: Hear enemy voice chat Attachments =========== ACOG Scope: Enhanced zom ACOG scope. Grenade Launcher: For Assault Rifles. Replaces Perk 1. Grip: Vertical foregrip for reduced recoil. Silencer: Invisible on GPS when firing, reduced muzzle flash, but shorter range. As posted by landoresurected on the GameFAQs message board: "Ranks - Unlocks Private 1 - All starting equipment 2 - Demolitions Class Weapon Class 3 - Sniper Class Weapon Class Lance Corporal 4 - Create a Class 5 - Gun Challenges 6 - New playlists Corporal 7 - M40 Sniper Rifle 8 - Last Stand Perk Class 3 9 - Boot Camp Challenges 1 Sergeant 10 - M4 Carbine Assault Rifle 11 - UAV Jammer Perk Class 2 12 - Clan Tag Staff Sergeant 13 - Mini Uzi Submachine Gun 14 - Bomb Squad Perk Class 1 15 - Boot Camp Challenges 2 Gunnery Sergeant 16 - M1911 Pistol 17 - Martyrdom Perk Class 2 18 - Boot Camp Challenges 3 Master Sergeant 19 - M60E4 Light Machine Gun 20 - Sleight of Hand Perk Class 2 21 - Operations Challenges Master Gunnery Sergeant 22 - Dragunov Sniper Rifle 23 - Claymore Perk Class 1 24 - Operations Challenges 2 2nd Lieutenant 25 - G3 Assault Rifle 26 - Iron Lungs Perk Class 3 27 - Operations Challenges 3 1st Lieutenant 28 - AK-74U Submachine Gun 29 - Double Tab Perk Class 2 30 - Killer Challenges Captain 31 - M1014 Shotgun 32 - Bandolier Perk Class 1 33 - Killer Challenges 2 Major 34 - R700 Sniper Rifle 35 - Eavesdrop Perk Class 3 36 - Killer Challenges 3 Lieutenant Colonel 37 - G36C Assault Rifle 38 - Overkill Perk Class 2 39 - Killer Challenges 4 Colonel 40 - P90 Submachine Gun 41 - Frag x 3 Perk Class 1 42 - Humiliation Challenges Brigadier General 43 - Desert Eagle Pistol 44 - Dead Silence Perk Class 3 45 - Humiliation Challenges 2 Major General 46 - M14 Assault Rifle 47 - Humiliation Challenges 3 48 - Humiliation Challenges 4 Lieutenant General 49 - Barret Sniper Rifle 50 - Humiliation Challenges 5 51 - Elite Challenges General 52 - MP44 Assault Rifle 53 - Elite Challenges 2 54 - Elite Challenges 3 55 - Commander Prestige Mode" \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 9. Achievements /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Achievement (Points) How to Unlock ----------------------------------------------------------------------------- Bird on the Ground (20)----------------Shoot down an enemy helicopter with an RPG in the single player campaign Dancing in the Dark (20)---------------Kill the power Daredevil (10)-------------------------Kill an enemy while blinded by a flashbang in the single player campaign Death From Above (20)------------------Operate an AC-130 gun ship Deep and Hard (90)---------------------Complete the game on Hardened or Veteran difficulty Desperate Measures (20)----------------Corner Zakhaev's Son Down Boy Down (20)---------------------Survive a dog attack Earn a Winged Dagger (20)--------------Complete F.N.G. Eyes and Ears (20)---------------------Find 30 enemy intel items Four of a Kind (20)--------------------Kill 4 enemies in a row with headshots in the single player campaign Ghillies in the Mist (20)--------------Complete 'All Ghillied Up' without alerting any enemies Look Sharp (20)------------------------Find 15 enemy intel items Make the Jump (20)---------------------Infiltrate a cargo ship Man of the People (10)-----------------Save the farmer Mile High Club (20)--------------------Sky dive to safety on Veteran difficulty New Squadron Record (20)---------------Complete the cargo ship mockup in less than 20 seconds No Rest for the Weary (10)-------------Stab an injured crawling enemy Piggyback Ride (20)--------------------Carry Cpt. MacMillian to safety Rescue Roycewicz on the stairs (20)----Save Pvt. Roycewicz on the stairs Roadkill (10)--------------------------Kill 2 enemies by blowing up a car in the single player campaign Save the Bacon (20)--------------------Protect War Pig, the Abrams tank Straight Flush (20)--------------------Kill 5 enemies with 1 shot while in the AC-130 gunship The Bog (40)---------------------------Complete 'The Bog' and 'War Pig' on Veteran difficulty The Escape (40)------------------------Complete 'Hunted' and 'Death From Above' on Veteran difficulty The First Horseman (40)----------------Complete 'Shock and Awe' on Veteran difficulty The Fourth Horseman (40)---------------Complete 'Game Over' on Veteran difficulty The Package (40)-----------------------Complete 'Crew Expendable' on Veteran difficulty The Rescue (40)------------------------Complete 'Blackout' on Veteran difficulty The Search (40)------------------------Complete 'Charlie Don't Surf' on Veteran difficulty The Second Horseman (40)---------------Complete 'Safehouse' on Veteran difficulty The Shot (40)--------------------------Complete 'All Ghillied Up' and 'One Shot, One Kill' on Veteran difficulty The Third Horseman (40)----------------Complete 'Heat' and 'The Sins of the Father' on Veteran difficulty The Ultimatum (40)---------------------Complete 'Ultimatum', 'All in' and 'No Fighting in the War Room' on Veteran difficulty Three of a Kind (10)-------------------Kill 3 enemies in a row with your knife in the single player campaign Win the War (40)-----------------------Complete the game on any difficulty Wrong Number (20)----------------------Find Al-Asad's safehouse Your Show Sucks (20)-------------------Destroy all the TVs showing Al-Asad's speech \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 10. Credits /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ * GameFAQs and IGN for hosting this guide. \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 11. Legal Disclaimer /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ This document is Copyright (c) 2007 Andrew "TestaALT" Testa. All Rights Reserved. This document may not be reproduced or retransmitted in any form and under any circumstances without the complete consent of the author. It may not be sold, altered, or published in any way without the advanced permission of the author. All sources, which have contributed to this document are cited and/or credited in some form. The only sites I allow this document to be viewed at are: GameFAQs <http://www.gamefaqs.com> IGN <http://www.ign.com> \ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ 12. Contact Info /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ /\ / \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ \ Contact me via email (TestaALT@aol.com) or AIM (TestaALT) if you have any questions, comments, or suggestions about this guide. Just make sure that you put the game name in the subject line, as I will delete the email thinking it is spam if you don't. Also, be sure that the question isn't answered in the latest version of the guide, which can be found at GameFAQs and IGN. For AIM, just beep me whenever you like. Thanks for reading, and check some of my other work at: -> http://gamefaqs.com/features/recognition/23249.html <- -- End of File --