Call of Duty: Modern Warfare 2
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One Man Army Perks Guide
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PostxMordem Presents -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------------- Name of game: Modern Warfare 2 Type of guide: One Man Army Perk Guide Platform: Xbox 360/Playstation3 Version: 1.2 Authors: Timothy Todaro (PostxMordem) Copyright: Timothy Todaro July, 15 2010 ------------------------------------------------------------------------------- 01. Latest Updates 02. Purpose 03. Starting Tips 04. The OMA Arsenal 05. Sample Classes 06. Claymore Combinations 07. Tactics by Game Type 08. Legal Bull 07.5 Map Specific Strategies - Coming Soon! =============================================================================== =============================================================================== 01.) LATEST UPDATES =============================================================================== =============================================================================== July, 15 2010 - Version 1.2 Finished Coming Soon! - Map Specific Strategies, Tips, and claymore spots. =============================================================================== =============================================================================== 02.) Purpose =============================================================================== =============================================================================== This is a guide to one of the most versatile and underrated perks in Modern Warfare 2: One Man Army Pro. The main misconception about this perk is that it is only good for is unlimited noob tubes. This, however is only one of the tricks that OMA can do. This is a guide made to reveal the tricks you can do with OMA, suggest some classes that can take full advantage of the perk, and provide tips for correct usage of the perk. The reason I am writing this guide is that Treyarch has revealed that OMA will not be in Black Ops. So I decided to share my knowledge of this perk while we still have time. =============================================================================== =============================================================================== 03.) Starting Tips =============================================================================== =============================================================================== -Ideally to fully utilize OMA you need to be 9th prestige or higher. This is so that you have the full amount of custom classes to switch between (I will discuss more on this later). However, I am not encouraging boosting or any similar feats. -I suggest creating your OMA classes in a group together. Using this guide pick out which combination of OMA classes you wish and the #. This provides ease of use in a rushed situation. -Most of the tips and suggestions in this guide assumes you have the Pro version of OMA. The speed of the OMA Pro is 3 seconds between switches, while the speed of OMA non-Pro is 5 seconds. If you switch 5-8 times per life as I do, that 2 second difference can really add up. -The true secret of why OMA is so incredibly powerful is its versatility. The ability to pump out the perfect solution to any presented situation is an undeniably amazing asset. -Its second reason for being such a powerful perk is that it can provide excellent support for your team in objective games. I myself play SnD 75% of the time…and this perk is by far my favorite for this game type (I wouldn’t be writing this guide if it weren’t). -The lack of a secondary is generally not a problem. You could simply switch to a class that has the secondary that you desire or, more preferably, always keep yourself in a situation where you will not need a secondary. However, if the enemy team has a kill streak up, it is your responsibility as a OMAer to switch to that stinger class and take it down,unless you are going for high kill streaks yourself in which case switching to cold blooded might be more beneficial. -Switching to the same class is a great way to refill amo, equipment, and secondary grenades. Out of claymores? Switch to the same class and plant another one. -If someone on your team is going for a nuke and they get a chopper/AC-130 it is your duty to gaurd them with your life. Set up non-obvious claymore/C4s around thier defenseless body. For that 30 seconds the nuke completely depends on your ability to defend an objective. That person dies? Its your fault. If the person does get a nuke then they will remember your kind deed and you just won the game. :) =============================================================================== =============================================================================== 04.) The One Man Army Arsenal =============================================================================== =============================================================================== ------------- | Equipment | ------------- -Frag: This is the least common of the two explosive grenades. With a combination of Danger Close, Sitrep, and precise aiming, this equipment can be used for “random nading” and destruction of enemy equipments. Its two advantages over its older brother, the semtex, are that it can be thrown “around corners” by bouncing them off walls and ceilings while being able to be thrown further. I would only recommend this if you are bored of using semtex or feel like showing off as they usually outclass the frag in competitive play. A.K.A Nade -Semtex: Bigger blast radius, higher damage, doesn’t require cooking, sticks to objects (including annoying riot shields). Danger Close is your friend here…as well as Sitrep. Random nading on search is fun with this puppy is so fun…especially on small maps live trailer park and Favela. Using a class with high mobility is key to timing your random nades. A.K.A Nade -Throwing Knife: You might be thinking it would be absolutely stupid to use a throwing knight with OMA…and you would be right…unless you are looking for a good time. If you have a friend to play with who wants to try something new you can have him use a class with throwing knifes as well and perhaps a riot shield. After you both spawn start chucking throwing knives into your friend’s body. After he throws his own knife he can start picking up the ones you stuck into him (virtually allowing your friend to reload his knives off of his own body). This is a lot of fun in groups…and while not competitive…it really is a blast. Be warned: knives disappear off the map after a while. -Tactical Insertion: I am not a big fan of this…possibly because of the bias it garnishes from being boosters’ equipment of choice. However, it has its uses. While not being able to be used in SnD it has its uses in other game modes. Starting the round with a tac insert means you can pick your spawn then switch to a class with claymores to secure the location you want to camp it. In capturing objectives you could switch to the tac insert class starting capturing the objective and drop a tac insert. Another use is to manipulate the enemy team’s spawn. This is useful for spawn trapping as dropping a tac insert in one of map’s spawns will almost guarantee the opposing team will not spawn in that spot. However, I do not like this equipment and do not recommend it, as there are better equipments to be used. -Blast Shield: Useless… Semtex + danger close>this. Unless you really really fear enemy noob tubes…don’t even consider this. -Claymore: Ah the bread and butter of OMA. Remember Cod 4 when you could have 2 claymores? Imagine an infinite supply… You are of course, only allowed to have 2 claymores in play at the same time. You simply can plant those 2 claymores in two separate directions and then watch a third direction yourself. One blows up? Switch and plant another claymore. Helpful on all game types claymore are a campers dream, rushers worst nightmare, and a great way to cover your tracks if you are an aggressive player (like me ^_^). I will discuss more on this when we talk about class setups as your claymore class should be your most used OMA class. -C4: As with claymores you can only have 2 of these in play at the same time. These are great for many reasons and are a huge part of my general OMA strategy. For one…it is the only “action” you can perform while switching classes…by double tapping x or square you can detonate the C4 remotely. You can combine it with claymore for a devastating effect (discussed later), and you can use it as a “close range” semtex by throwing it and detonating it in mid air with the double tap trick mentioned above. In SnD it is great as you can plant it on the bomb and wait until someone trys to pick it up. Simply detonate it and laugh. ----------------------------- | Assault Rifle Attachments | ----------------------------- -Grenade Launcher: Yeah unfortunately this is why OMA is considered the cheapest perk in the game. Creating one class with Danger close, noob tubes, and OMA, you can pump out unlimited tubes while sitting back with no skill or effort required. Your kill streaks get a huge boost from danger close, OMA pumps out the claymores and tubes, and the tubes rack up the kills. This really isn’t fair. Regardless…if you want to become a competitive OMAer you must take this setup into consideration. A.K.A. Noob Tube -MasterKey Shotgun: Pointless. I would rather use an SMG if I were fighting close range. The only exception is hardcore where this attachment OWNS. Only use with stopping power…and stopping power isn’t really a great OMA perk. -Heartbeat Sensor: Another semi-pointless attachment. With ninja being so prominent the heartbeat has become a novelty. It would be suited to a nading OMA class or for camping… though in both cases other primaries/attachments would be better. ----------------------- | Secondary Grendades | ----------------------- -Flashbang Grenades x2: Great for the beginning of a round to disrupt rushers and corner campers. Flashbangs cause disarray to the many. The only problem is the relatively slow throw time. They have a wider radius than stuns. -Stun Grenades x1: Great at finding enemies and getting kills. Get a hit marker and you can be sure the enemy will be in close vicinity (as opposed to flashes as they have a wide radius). They have a fast throw time and can work extremely well with a OMA random nade class as the speed of the throw is important to how fast you can dish out new equipments. -Smoke Grenade x1: I love these with OMA.Everyone gets 2 stuns and flashes. Only OMAers get multiple smokes. This is the ultimate in distraction tactics. Throw a smoke at a bomb…people will think you are planting there while you are planting at the other bomb site. Combine it with a cold blooded class and/or a thermal scope and you can run through/behind them undetected, while being able to shoot the target through the smoke. ---------------- | Second Perks | ---------------- -Stopping Power: IMO this is wasted on OMA classes. If you haven’t noticed the theme of OMA…it is the abuse of attachments, equipments, uncommon perks, and secondary grenades. Stopping power works with bullets, which honestly isn’t the focus of OMA. -Lightweight: More than worthless. Great on rushing classes but since you can’t use marathon on a OMA class by default…that combination is null. -Hardline: Hoo boy! This thing wins SnD games…it is the unsung hero that turns the predator missile into a harrier. Start a round with 5 kills? Slap on your OMA hardline class and let the predator go. Just one kill will net you than harrier (at 6 kills). After that simply switch to danger close for a more powerful air strike (or leave hardline on if you have a higher kill streak) Anyways, I always save one custom slot for a hardline OMA class simply for its unique ability to assist your team (and your kill/death ratio). Normally one would have to sacrifice their 2nd perk for the rest of the round…whereas with OMA there is no need to sacrifice anything. Another less common (and argueably cowardly) method of using this perk (only the pro version) is to use a tac insert on a spawn point, die, and then respawn with painkiller giving you amply time to kill the one who just killed you. -Cold blooded: This perk also shines at the beginning of the round. It tricks out rushers who think they know where everyone is because of a UAV and it lets you plant claymores peacefully without that predator interrupting your trap-setting. I highly recommend using this with claymores, ump silences, ninja, and a smoke grenade. Deadly Silent, while being able to distract the enemy, use smoke as a cover, or use the smoke to obstruct their view of your claymores. -Danger Close: You already know why this is dangerous with OMA. Random nades and random noob tubes. Nuff said. (see OMApropipe). It also increases the radius and damage of C4. This is useful if you feel your c4 traps might not cover enough ground. --------------- | Third Perks | --------------- -Commando: Pointless. If you ever use this stupid perk you should be using it with marathon and lightweight. -Steady Aim: Relatively effective if you are using it with a OMA Light Machine Gun camping set up. This tightens up the cone of fire for firing at the hip and turns LMGs into effective shotguns. However there are better things that you could be using and I would only recommend this if you feel like trying something completely new. If you are using it in hardcore with the combination of an attachement shotgun and stopping power, steady aim becomes a force to be reckoned with. The user will seemingly be able to "snipe" people along great distances with this setup. Remember the attachement shotgun is most effective when not running as it is the only shotgun that has its hip fire negatively affected by this action. -Scrambler: I have heard this called the most useless perk in the game and it might be. I only recently started using this perk for fun and it is quite awesome. Anyone who has ever played any RPG worth its salt is familiar with what a “taunt” does. It forces and compels your opponent to attack you. This is actually quite wonderful with OMA as they will most likely be lured straight into a claymore or c4. Equip a fast shooting powerful gun with stopping power and you actually have a useful class. It is human nature to try to kill that noob scrambler kid. Simply prove them wrong. Then switch to another class so you can move freely without drawing attention. ^_^ (See OMAsentinel) -Ninja: So overused…but so useful. All of my non-OMA classes have ninja on them save for a riot shield with steady aim akimbo deagles. I implore you to explore other options besides ninja though. It is a perfect fit for cold blooded, however. -Sitrep: This thing is great on a random nade/ random noob tuber class. Where this is a claymore there is usually a camper waiting close by to replace it with a scavenger bag. Against teams that do not have players using Ninja (a highly rare instance) this perk becomes amazing if you have a good headset. The ability to amplify enemy footsteps by 4x is a huge deal. Just remember that Ninja Pro users are not affected by this "debuff." -Last Stand: I’ve haven’t tried this much to be honest. It doesn’t work that great with OMA since it thrives when you have a pistol out (and you simply can’t have your own pistol out when using OMA). --------------------------- | General Primary Weapons | --------------------------- -Riot Shield: pretty much useless since the secondary weapon is very important to competitive Riot Shielding. I would only recommend this if you are already set up with claymores and c4s and just feel like hiding (see OMAhideme) -Sniper Rifles: I have seen people use this and I have had it recommended to me. However, there are a couple things wrong with using OMA with a sniper. You do not have sleight of hand so your effectiveness is cut drastically. You also, have no secondary to switch to in case of immediate close range danger. -Assault Rifles: Infamous for noobtubes. Enough said. -SMGs: this is probably the best choice for supporting roles with OMA. Easy random nades and high mobility to get to where claymores need to be. -Light Machine Guns: There is a very good use for LMGs in the OMA playbook. If you unlock extended mags on any of the 100 round mag LMGs and slap on OMA you will never have to reload. You get the 200 round mag with the “3 second reload” that OMA provides. With the RPD and MG4 hitting reload times of 10 seconds…you just saved a lot of time. This is actually a very good idea for spawn spamming. Simply fire your giant bullet funnel across the map at any given spot where lots of enemies run by. You might get a kill. =============================================================================== =============================================================================== 05.) Sample Classes =============================================================================== =============================================================================== For the Sake of reference I will first list some non-OMA classes that I like to chose from in different situations that demand immediate reaction. Sniping: This in your generic sniping class. If you feel confident in quickscoping then by all means use steady aim. I personally can quickscope, but I prefer the stealthyness of ninja. You would most likely switch to this class if you are the last alive in a game of search on a big map or if you use this class in combination with a tac insert OMA class to hold a hard-to-get-to location (for example on top of the building in highrise). Intervention/Barrett FMJ - PP2000/M1014/Striker Sleight of Hand, Stopping Power, Ninja Claymore, Stuns Speed Rushing: Personally this is my most comfortable class and it suits my playstyle. Half of the time I play MWF2 I start the round with this class. Get the bomb to the site fast, capture the objective fast, catch campers off gaurd, disrupt the enemies strategy. Being able to effectively rush is a skill that all players should get accustomed to. Switch to this class if you need to get somewhere FAST. UMP45 Silenced - AA12 extended mags/RPGx2 Marathon, Lightweight, Ninja C4, Flashbangs Anti-Air: This thing ruins people's days. I almost feel bad for them when my stinger+sOH takes down enemy pavelows/chopper gunners in around 5 seconds. The first disrupts the flares and the second shot destroys the aircraft. For the AC-130 you have to have any competant teammate or just get lucky. Switch to this class in order to save your teamates from the giant skyguns of death. :) Assault Rifle of the Day w/ noob tubes - Stinger Sleight of Hand, Cold Blooded, Ninja Claymore, Smoke Captain America w/ Guns: There are lots of ways to play with riot shields. This is simply my personal preference. The general idea of C4 Riot shields is to get to an area and then defend it. Akimbo deagles/magnums combined with steady aim and stopping power make for easy close range kills. Pick the moment when your opponent is overconfident then switch and spam away. You can also get some nice long range kills if you aim well. The c4 is great for defending doors and tricking opponents. Riot shields are great fun but should not be used when the enemy team is noob tube happy. Switch to this class if you are all set up and feel like some extra defense. (unless you have a "OMAhideme" class Riot Shield - Akimbo Deagles/Magnums Scavenger, Stopping Power, Steady Aim C4, Stuns Pick Your Weapon: Everyone has one of these classes. I don't care who you are. You have a class like this. Stopping Power + Assault Rifles/LMGs = carnage. Unsilenced most of them kill in 2-3 shots at any range. Switch to this if you are done with your roundly duties and have nothing better to do. Cheap Assault Rifle/LMG of Choice - Secondary of Choice First Perk of Choice, Stopping Power, Ninja Claymores, Stuns This leaves me with 4-5 custom slots I can use for OMA. Now all you have to do is systematically stuff all the stuff into those 4-5 slots. Here are some suggested classes for you to consider. All of the following are OMA classes/names to consider for ease of use. OMAstealth-more: Silenced SMG, Cold Blooded, Ninja, Claymore, Smoke OMAhard-C4: Gun that doesn’t need Stopping Power, Hardline, Ninja, C4, Stun OMAnade: High mobility weapon, Danger Close, Sitrep, Semtex/Frag, Stun OMAsentinel: MPK5, Stopping Power, Scrambler, Claymore, Stun OMApropipe: AR of choice+noob tube, Danger Close, Ninja/Sitrep, Claymore, Stun OMAhideme: Riot Shield, Danger Close, Scrambler/Ninja, C4, Stun OMAshotty: AR+master key, Stopping Power, Ninja, Claymore, Flashbang OMAdiehard: high mobility weapon, Hardline, Ninja, Tac Insert, Stun OMAneverrunout: LMG Extended Mags, Stopping Power, Ninja, Claymore, Stun =============================================================================== =============================================================================== 06.) Claymore Combinations =============================================================================== =============================================================================== Now that we have ascertained the building blocks for our OMA strategy, we can begin formulating strategies and begin seeing how we can assist our teammates and use this perk competitively. I personally am a specialized in rushing and sniping so I found using OMA to be a relatively easy thing to do. I don’t need many custom classes for my other tasks so I could devote a lot to using this perk. I also use the perks, UAV, Predator, and Harrier Strike for my kill streaks in SnD. This lends itself to a hardline OMA class. If you prefer a more linear kill streak set (I.E. 5,6,7 or 3,4,5) then you do not need a hardline class. However the ability to jump straight from 5 to 7 is a great feat. A concept that all competitive OMAers must be familiar with is the creation of Claymore/C4 combinations…or as my friends and I prefer calling them: “Bouncing Bettys.” For all intensive purposes that it what they are. To create one all you must do is plant a claymore and then a c4 right in front of where the claymore would explode. If some unlucky soul attempts to run past the claymore it will detonate the c4 automatically and the c4 will hit the person running by the claymore. This basically gives you the power and the blast radius of a c4 with the hands-free-ness of a claymore. What this means for support is that you can bring up the rear on an assault and cover your flanks/behinds with these c4/claymore combinations so that no enemy could ever hope to flank you. On defense these things are a godsend. Simply set the up near a bomb site or objective and watch the kills rack up. Roughly 7 seconds to create a free kill? I’ll take it. Watch out for sitrep though. The second you see a kill cam with sitrep on it you should cease creating them. Sitrep, while rare, can destroy this combination. =============================================================================== =============================================================================== 07.) Tactics by Game Type =============================================================================== =============================================================================== ---------------------- | Search and Destroy | ---------------------- With OMA you have 3 different methods of killing people at their spawn/on their way to key locations (4 if you are using any sniper class). Random nades, noob tubes, and random bullet sprays with extended mags lmgs. This is what you should be attempting to do at the beginning of every round unless the opposing team has any form of kill streak, in which case you should be building your team’s defenses while cold blooded and coordinating with your team about who is going to take out the killstreak. If you find yourself to be the last alive, then by all means switch to your most comfortable class even if it is outside of OMA. If you have a kill streak that could be built upon make sure your hardline class is ready to go. Between rounds if you are dead you should be analyzing opposing players’ actions and formulating strategies for next round. Adapt your defense strategies and even your routes. Communicating with your team is very important and supporting should be your priority. If that means switching to your LMG class, your unlimited stun grenades, or noob tube class to cover their retreat then so be it. If the bomb is planted and you are defending it drop some claymores on/ near it or put a c4 inside the case and hide. If you hear a defuse detonate it. A tactic that is useful when you are last alive is to set a 3rd claymore or c4 in order to make the 1st one explode. This will lure people to your first claymore even though you may be across the map. Using smoke grenades aggressively is helpful as well. Being able to pump out one every 3 seconds is pretty awesome. Its noise confuses and distracts the opponent and can mask ugly sounds like your teammate defusing the bomb. Be careful…attention is usually drawn to the direction of the smoke. Use this to your advantage. -------------------- | Capture the Flag | -------------------- Another great one for OMA users. I personally am one of my team's flag runners so I do not use OMA here alot. However, when we are up by a good amount and the enemy team is still trying to cap our flag then it is an ideal situation to pull out your OMA class. You simply play "goalie." put one deterant claymore/c4 combination directly on the flag and one perhaps on your flank. Then simply watch the flag or another direction with a tube class out or a Stopping power class out. The idea is to cut your opponent's options so that the only way they could hope to steal the flag is with 3 or more people attacking. Be very wary of stuns and flashes. Always assume that the stun you just heard disabled your C4/claymore traps. Access the situation and take appropriate action. While you are playing this campy style there is no reason to panic since you are in control. Alternatively you can provide cover for your flag runner with an LMG/tube class or provide claymore support near the middle portion of the map. This runs interference for your flag runner and disrupts enemy flag runners. ------------------- | Team Deathmatch | ------------------- Ah my least favorite game mode. I simply don't like the spawns in this game. The key here is to protect your team's flanks and build up your trapping walls behind you. This way your team can focus on the brunt of the battle while flankers will become discouraged from doing thier thing. A happy team is a focused and cooperative team. A team that gets flanked alot is an unhappy team and will not be cooperative or focused. Your position of support is very important since the concept of "moral" does exist. Tubes are ussually very effective in this game mode since the rules of the game promote a campy playstyle. Noob tubes are very "anti-camper." Protect your snipers and they will be happy. -------------- | Domination | -------------- One of my favorite pasttimes is running around in domination and killing people with shotguns. However there is a play for OMA here. Support Support Support. Claymore up your flags and you will profit. In maps where the fight over B is the win condition (I.E. Highrise, Carnival, Skidrow) you will want to be noob tubing to keep the enemy off of the flag. Keep an eye out for the flag markers on your screen (the one with the arrows). It is a little known fact that the flag will faintly flash if someone is attempting to capture it. It will ussually start flickering 3 seconds before the announcer says something like "Enemy is taking Bravo!" This is always a good hint to send a nice little random nade or noob toob in that general direction. Another nice trick is the tactical insertion trick I mentioned. Die once without killing anyone. Plant the tac insert on the objective with your hardline class on (with painkiller). Stand on the flag until you get killed then spawn immediately and you will have painkiller to help you finish the job of capturing the flag. Cheap but effective. ---------------- | Free For All | ---------------- There are alot of ways you could go here and OMA probably isn't the best choice. I may be its biggest advocate but it does have its weaknesses. In Free For All scavenger completely outclasses OMA. With more dead bodies lying around there is no need for the 3 second switch. Secondaries are very important as close range situations occur much more frequently even on larger maps. I simply would not recomend using OMA on FFA unless you are going for OMA pro. ---------------- | Headquarters | ---------------- The class that is infamous for noob tubes in the game mode that is infamous for noob tubes. Simply expect alot of return fire when you use yours. This IMO is the only game mode in which blast shield is a viable commodity. The default class with the blast shield/riot shield is actually a nice switch in case you need to defend a headquarters. Blast shield alone may be useless, however, in combination with the riot shield you actually have a large possibility of surviving multiple noob tubes. Using claymore to defend HQs is generally a bad idea since nades,flashes,stuns,tubes,rpgs,and AT-4s will all be directed at said HQ. Instead focus on securing an area of the map where there is no HQ. Build up your killstreaks and allow your team to have a consistant spawn. Of course you could just noob tube like everyone else does. Where is the fun in that though? ------------ |Demolition| ------------ On Offense OMA is useless unless you are using an SMG/claymore class. Get to the location and plant then secure the area with claymores. On larger maps you shouldn't be using OMA on offense since a lightweight marathon class is more beneficial to the team allowing you to get from bombsite to bombsite in a pinch. On defense OMA is good for random nading/noob tubing to keep the opponent away from the bombsites. You should also claymore key spots on the map rather than the site itself since the bombsites will be under heavy fire from enemy explosives. Again OMA might not be the best choice since sniper fire could provide more consistant coverage and a rushing class provides more flexibility in this specific game mode. ---------- |Sabotage| ---------- Not much to say about this game mode since I rarely play it. You could cover your bomb or help your team's bomb runner move further and protect his flanks. I won't pretend to be an expert on this game mode. ------------ |Ground War| ------------ More Bodies means scavenger is better here unless you are going the tubing route. A sentinel class is also a nice idea. More players mean the sentinel class has a higher chance of getting more kills faster. Alot of it relies on your reflexes in CQC situations. =============================================================================== =============================================================================== 08.) Legal Bull =============================================================================== =============================================================================== This guide has been written by Timothy Todaro aka PostxMordem. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use my guide on another website, please ask me for permission first. My Email is firstname.lastname@example.org I am not looking for friends on Xbox live and I don't answer friend requests. If you have a question about this guide or some correction to make feel free to email me.