X360-Cheats
  FAQ Call of duty 4
 
Table of Contents
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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


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1. What's New?

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v1.1 (11/19/07): Added Intel and TV Locations; multiplayer section.
v1.0 (11/18/07): Initial version of guide.

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2. Introduction

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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.

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3. Controls

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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

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4. Basics

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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.


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5. Walkthrough

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Covered on the "Regular" difficulty, though any is applicable for this guide.

=============================================================================
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5.1 - 'F.N.G'
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=============================================================================

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.

=============================================================================
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5.2 - 'Crew Expendable'
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=============================================================================

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.

=============================================================================
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5.3 - 'Blackout'
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=============================================================================

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.

=============================================================================
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5.4 - 'Charlie Don't Surf'
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=============================================================================

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.

=============================================================================
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5.5 - 'The Bog'
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=============================================================================

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.

=============================================================================
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5.6 - 'Hunted'
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=============================================================================

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.

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6. Laptop Locations

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'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

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8. Multiplayer

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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"

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9. Achievements

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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

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10. Credits

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* GameFAQs and IGN for hosting this guide.
 
 
   
 
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