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Guide and Walkthrough by DTran

Version: 0.90 | Updated: 02/03/2005

      "Success is not final, failure is not fatal: it is the courage to
                   continue that counts."
                               - Winston Churchill

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        U   N   I   T   E   D         O   F   F   E   N   S   I   V   E


                           Call of Duty: United Offensive
                       Version: 0.90 (Last Updated: 02/03/05)
                               Written By: Legomondo
                              Game System: Windows/PC


Hi my peoples!  Welcome back to a second dosing of Call of Duty!  Titled United
Offensive, this one improves graphics, gameplay, and adds new weapons, not to
mention a load of multiplayer features for the people looking for
replayability.  Also, this time, you're really "not alone", something that I
found severely disappointing during the British missions in the original.  So,
load the discs into your CD drive, install, and get ready to be immersed into a
land where your survival depends on the success of your squad.

If you have any questions that you want to email me, you can do so at:
Legomondo [at] yahoo [dot] com.  If you're wondering why I spelt out the @ and
., it's because I get a lot of spam mail due to my guides, which I'm guessing
is due to lots of spam bots.  So, instead of depriving you all a way to
contact me, this will [hopefully] stop a new wave.  PLEASE include the title
of the game in the subject.  And while I appreciate contributions, such as
alternate walkthroughs, I may or may not post them.  Also, I may or may not
respond for a very, very long time.

                                               - Legomondo

        .+*+.                                                     .+*+.
         [0]   -=-=-         [ Table of Contents ]         -=-=-   [0]
        '+.+'                                                     '+.+'

  1.  Version History
  2.  Game Basics
    » 2.1  Controls
    » 2.2  Basics
    » 2.3  Advanced Basics
  3.  Weapons & Items
    » 3.1  American Weapons
    » 3.2  British Weapons
    » 3.3  Russian Weapons
    » 3.4  German Weapons
    » 3.5  Items
  4.  Walkthrough
    » 4.1  United States 101st Airborne
    » 4.2  British Special Air Service
    » 4.3  Russian Infantry
  5.  Multiplayer
    » 5.1  Game Modes
    » 5.2  Vehicles & Weapons
    » 5.3  Maps
  6.  Cheats & Secrets
  7.  Miscelleneous
  8.  Legal Information
  9.  Credits

        .+*+.                                                     .+*+.
         [1]   -=-=-          [ Version History ]          -=-=-   [1]
        '+.+'                                                     '+.+'

10/14/04 - 0.90: This FAQ, as you can see from the version number, is about 90%
  completed.  All sections are basically done, except I am missing the final
  mission for the Russian Campaign.  Also, the "Miscelleneous" and
  "Multiplayer" sections haven't been fully formatted.  Rather, they're just
  notes I've been making of the game at times.  Other than that, enjoy.  And
  please don't email me on how to beat the last mission before I post it up.

        .+*+.                                                     .+*+.
         [2]   -=-=-            [ Game Basics ]            -=-=-   [2]
        '+.+'                                                     '+.+'

In case your game didn't come with, or you lost, the instruction booklet, read
on to find out some of the basics of the game.


  -=[ Single Player ]=-                           -=[ Multiplayer ]=-

    Forward        = W                              Vote Yes       = F1
    Backpedal      = S                              Vote No        = F2
    Move Left      = A                              Chat           = T
    Move Right     = D                              Team Chat      = Y
    Lean Left      = Q                              Commands       = V
    Lean Right     = E                              Screenshot     = F12
    Use            = F                              Map            = G
    Stand/Jump     = Spacebar                       Smoke Grenades = 5
    Sprint         = ALT                            Satchel Charge = 6
    Crouch         = C                              Binoculars     = 7
    Reload         = R
    Prone          = CTRL
    Quick Save     = F5
    Quick Load     = F9
    Fire Weapon    = Left Mouse Button
    Hand Attack    = SHIFT
    Aim Down Sight = Right Mouse Button
    1st Weapon     = 1
    2nd Weapon     = 2
    Sidearm        = 3
    Grenades       = 4


Learn the basics of the game and strategies to help keep you alive.  You never
know when this information might come in handy.  Then again, these should be
no-brainers.  Most of these come from the manual, mainly the more well-written
ones.  The others are ones I added as I played through the game.  Some of them
apply to multiplayer, or are written for multiplayer, as well.

  -=[ Nobody Makes It Alone ]=-

Success in Call of Duty relies on a well-coordinated and cooperative squad.
Your squadmates help fight the enemy by providing covering fire and helping to
eliminate threats.  Above all, listen to your squad leader!  Do exactly what
he says and you'll stay alive.

  -=[ Use Cover ]=-

The soldier who runs into the thick of battle guns a-blazing often winds up
dead.  Although you'll often be called upon to make split-second decisions, a
levelheaded and patient warrior is the one who returns home to his family.
Remember that a deadly threat could be looming behind any corner, wall, window
or rock.  Stay alert, move deliberately and don't try anything stupid.

  -=[ Stay Mobile ]=-

Think you found a good spot for cover?  That may change in a matter of
seconds.  Although pausing to regroup, assess threats, reload weapons or
replenish health is always necessary, don't stay in one location for too
long.  You never know when the enemy may discover you and compromise what you
thought was a safe location.  If you hear artillery or mortar fire in the
distance, by all means stay mobile.  You may not survive if a stray shell
lands near you.

  -=[ Be Thorough ]=-

Clear buildings and combat areas with a meticulous and thorough search.
Enemies may lie in silenc, waiting for you or your squad to let your guard

  -=[ Reloading ]=-

Always reload your weapon after a firefight.  This enables you to be as
prepared as possible for the next engagement you face.  Another enemy could be
just around the corner, and entering a conflict witih low or no ammunition in
your weapon could cost you your life.

  -=[ Leaning ]=-

The ability to lean around corners and obstacles is essential to your
survival.  Leaning minimizes your exposure in potentially dangerous situations
and allows you to look into rooms, around corners and otherwise peek from
behind cover to survey the situation, check for hidden enemies and even fire
at them.  You can still be seen and even shot while leaning, so exercise

  -=[ Stance ]=-

Be mindful of your stance at all times.  Soldiers that walk tall on the
battlefield often find themselves coming home in a box.  Crouching and lying
prone keeps your profile low, making your harder to see, and more importantly,
harder to shoot.

  -=[ Sprinting ]=-

The ability to sprint for short distances is a new feature in Call of Duty:
United Offensive.  Like leaning and crouching, sprint is more useful for
minimizing your exposure to enemy fire.  Use spring to move rapidly from cover
point to cover point.  While sprinting, you will be unable to fire your weapon.

                                Advanced Basics

  -=[ "Here comes Peter Cottontail..." ]=-

"...hopping along the bunny trail..."  This might sound stupid, but it's
EFFECTIVE!  It's so effective that they banned it in multiplayer.  Hopping
along in single player though makes you harder to hit.  Duh!  What kind of
idiot would bounce their sights.  No!  Most idiots just sweep side to side.
So hop bunny!  Hop!!

  -=[ Pinball Grenades ]=-

This technique is also effective for clearing out rooms without exposing
yourself.  Throw a grenade against the wall and watch it bounce back at an
angle away from you.  Learn it, use it, master it!

  -=[ Lead ]=-

Only used for mobile targets, this is especially crucial when sniping.  The
farther the target is, the more you'll have to lead.  Simple logic tells us
that if you fire at where the target is while he's running, you'll hit that
place where he USED to be.  Bullets don't travel faster than the speed of
lot.  You'll need to aim ahead, the distance depending on how far the target
is and at what angle he's moving at.

  -=[ Stances ]=-

In this game, crouching and prone positions become very, very important.  They
make for a smaller profile, but at the same time, reduce mobility and speed.
To choose the proper profile, consider these factors: COVER, MOBILITY, and

Cover is very important, but depending on the height of it, you must choose
between crouching and prone.  Even if the cover is just right for crouching,
meaning your sights are over it, it may still be better if you're in prone.
Instead of exposing the crucial, upper portion of your body, you can lean
while in prone and reveal only a smidge.

Mobility is also a factor.  Obviously the more straight you stand, the faster
you'll run.  Mobility in close range fighting such as SMGs is very crucial.
Stand still and you'll end up full of bullet holes while you try and have your
crosshairs following the enemy's every move.  Instead, strafe with him.
Typical cases are both players strafing left or right, so that you make a
circle.  Confuse the enemy by strafing in the same direction he will.  This
throws his crosshairs off while you know exactly where he'll be.  Mobility is
also good in case someone attacks you from behind.  You can quickly run and

Finally, sway.  This pertains mostly to sniping, but it's also for aiming down
the sights.  You'll notice that the "Stand" and "Crouch" stances have more
sway, especially when using a scope.  However, in "Prone", there is little or
no sway at all.  It's not advisable that you "Stand" while sniping, especially
since you make for such a large target.

  -=[ "Cooking Off" Grenades ]=-

You now have the ability to pull the pin and hold a grenade for as long as you
want in order to "cook off" the charge.  This is useful if you want to have
more precision in your grenade throws.  In the Single Player missions, it also
reduces the ability for an enemy to pick up the grenade and throw it back at

To cook off grenades, press the "Fire" button, then press the "Aim Down the
Sight" button for as long as you want to hold the grenade in your hand.  Your
crosshair pulses for each second you hold it.  When you want to throw the
grenade, release the fire button.  The grenade will fly for as long as it has
left on its fuse and explode.

Using this method, you can achieve all sorts of effects.  Throw them with a
delayed fuse to eliminate the chance of finding cover or launch them into the
air, having them explode right in front of the enemy's face.

        .+*+.                                                     .+*+.
         [3]   -=-=-          [ Weapons & Items ]          -=-=-   [3]
        '+.+'                                                     '+.+'

Here, learn about the weapons and items you'll be utilizing in your fight
against the Nazi Party.  Know the weapons well and you may live to fight
another day.

                               American Weapons

[ M1A1 Carbine ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 15
 Damage : Moderate           Mobility     : Fast           Max Ammo : 240
The M1A1 Carbine is a good starting weapon for the Americans.  However, since
this is an expansion pack, which means you must've had the original Call of
Duty, this rifle might be lacking.  Statistically, damage has been increased
slightly, so take that into mind when choosing a weapon.

[ M1 Garand ]
 Range  : Long               Rate of Fire : Medium         Magazine : 8
 Damage : High               Mobility     : Fast           Max Ammo : 240
A good choice for an experienced rifleman, the M1 Garand gives you firepower,
range, and accuracy all in one gun.  Its higher damage rate over the M1A1
Carbine gives it an advantage, as does its long range.  The only drawback is
that you cannot reload in a middle of a clip.

[ Thompson ]
 Range  : Short              Rate of Fire : Fast           Magazine : 30
 Damage : High               Mobility     : Fast           Max Ammo : 360
The Thompson is the only choice for a submachine gun for the Americans.
However, it's an excellent gun, capable of downing an enemy with a few short
bursts.  With its fast rate of fire and mobility, the Thompson should be your
gun in close range fights.  The gun also has a semi-auto mode.

[ Browning Automatic Rifle ]
 Range  : Long               Rate of Fire : Fast           Magazine : 20
 Damage : High               Mobility     : Slow           Max Ammo : 300
You won't play with the B.A.R. much, unless you happen to let a lot of you
allies who are carrying one die.  Like the manual says, this guns is good for
squad support, as in suppression fire.  It's recoil can throw off your aim a
bit.  Using it while prone reduces it and increases your accuracy.

[ Springfield ]
 Range  : Very Long          Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 200
Equipped with a 4x zoom scope, the rifle offers unbelievable range with deadly
accuracy.  Skilled players should find this rifle extremeley useful,
especially during multiplayer skirmishes.  The only drawback is its slow rate
of fire.  A mishit could result in not only your location, but your quick

[ Colt .45 ]
 Range  : Short              Rate of Fire : Medium         Magazine : 7
 Damage : Moderate           Mobility     : Very Fast      Max Ammo : 56
Standard issue pistol for the Americans.  Does moderate damage, but not enough
to consider using as a real weapon.  Use it when your primary weapon runs out
of ammo or for a quick weapon when engaging lots of enemies.

[ M2 Fragmentation Grenade ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : Very High          Mobility     : Very Fast      Max Ammo : 10
Grenades are very effective anti-personnel devices.  They are usuable in any
situation.  Throw them over a wall, in a window, or behind an obstacle to
flush the enemy out.  Its blast has a wide radius, thus, sending enemies
running for cover.  Just becareful of your aim and staying away, or you might
find yourself to be the one laying on the ground.

[ Browning .30 Caliber M1919A6 Deployable Light Machine Gun ]
 Range  : Long               Rate of Fire : Very Fast      Magazine : 75
 Damage : High               Mobility     : Fast           Max Ammo : ??
The new deployable machine guns are an awesome weapon to behold.  Deploy with
the "Aim Down the Sight" mode and blast away.  The American machine gun
delivers accurate rounds while maintaining little noise.  Useful in any
defensive situation.

[ 2.36-in Rocket Launcher, M1A1 "Bazooka" ]
 Range  : short              Rate of Fire : Slow           Magazine : 1
 Damage : Very High          Mobility     : Slow           Max Ammo : 3
The new anti-tank weapon for the Americans is superb for all around fighting.
While they are mainly used to take out tanks or blow up fortified positions,
they are also useful against infantry.  The Bazooka also has crosshairs when
you aim down the sight, allowing for a somewhat improved accuracy.

[ Satchel Charge ]
 Range  : Short              Rate of Fire : Slow           Magazine : 0
 Damage : Very High          Mobility     : Fast           Max Ammo : 1
Satchel Charges are new to this game, but they are very useful indeed.  These
goodies have a much shorter range when thrown, but pack a very powerful punch,
strong enough to even damage or destroy tanks.  Their bigger blast radius also
makes them good against swarms of infantry, but make sure to get out of the
area or you'll go boom too.

[ Smoke Grenades ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : N/A                Mobility     : Very Fast      Max Ammo : 3
Like the Satchel Charges, Smoke Grenades are Multiplayer items only.  However,
they don't do any damage.  Rather, they release a cloud of smoke that's
impossible to see through, which can be a hinder, or a help.  Try to avoid
using these over an over in close quarters.

                                Russian Weapons

[ Mosin-Nagant ]
 Range  : Long               Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 150
The standard issue rifle for any Russian soldier.  Unlike the American rifles,
this is a bolt action rifle, best suited for long range warfare.  It's highly
accurate and very powerful.

[ PPSh ]
 Range  : Short              Rate of Fire : Very Fast      Magazine : 71
 Damage : Moderate           Mobility     : Fast           Max Ammo : 355
The main advantage of this submachine gun is its humongous clip.  Since the
ammo is pistol ammo, damage is relatively low.  However, with its high rate of
fire, the gun can easily put enough bullets to kill any man as fast as a
single shot with the Mosin-Nagant.

[ Tokarev SVT-40 ]
 Range  : Long               Rate of Fire : Medium         Magazine : 10
 Damage : High               Mobility     : Fast           Max Ammo : ??
A new semi-auto rifle for the Russians, it delivers everything that the Garand
does, with the added ability to reload in the middle of a clip.  However, its
iron sights, or rather, the whole gun seems to take up a larger portion of the
screen, making it difficult to see anything lower than the sights.

[ Scoped Mosin-Nagant ]
 Range  : Very Long          Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 150
The basic Mosin-Nagant fitted with a scope used for sniping.  With the limited
choice of weaponry for the Russians, this makes a good alternate for the
regular Mosin-Nagant, unless used in close range combat where aiming down the
sight is more of a hinder then a help.

[ Degtyarev-Pekhotny 28 ]
 Range  : Long               Rate of Fire : Very Fast      Magazine : ??
 Damage : High               Mobility     : Fast           Max Ammo : ??
A deployable light machine gun used by the Russians, it has its pros and cons.
A noticeable disadvantage is its lower magazine capacity.  With almost twenty
rounds less than the American or German gun, reloading will happen more often.

[ Tokarev TT-33 ]
 Range  : Short              Rate of Fire : Medium         Magazine : 7
 Damage : Moderate           Mobility     : Very Fast      Max Ammo : ??
Like the British, the Russians now have their own distinct pistol for close
quarter combat.  In the game, it looks a bit like the Colt .45 with a metallic
appeal and packs about the same punch.

[ RGD-33 Stick Grenade ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : Very High          Mobility     : Very Fast      Max Ammo : 10
Basically the same as the American Grenade. Just picture a very chunky German
one and you've got the basics of it.  The only difference between this grenade
and the others is that this one seems to have a bigger radius, yet be thrown
shorter.  Nothing is perfect people!

[ Satchel Charge ]
 Range  : Short              Rate of Fire : Slow           Magazine : 0
 Damage : Very High          Mobility     : Fast           Max Ammo : 1
Satchel Charges are new to this game, but they are very useful indeed.  These
goodies have a much shorter range when thrown, but pack a very powerful punch,
strong enough to even damage or destroy tanks.  Their bigger blast radius also
makes them good against swarms of infantry, but make sure to get out of the
area or you'll go boom too.

[ Smoke Grenades ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : N/A                Mobility     : Very Fast      Max Ammo : 3
Like the Satchel Charges, Smoke Grenades are Multiplayer items only.  However,
they don't do any damage.  Rather, they release a cloud of smoke that's
impossible to see through, which can be a hinder, or a help.  Try to avoid
using these over an over in close quarters.

                                British Weapons

[ Lee-Enfield ]
 Range  : Long               Rate of Fire : Slow           Magazine : 10
 Damage : Very High          Mobility     : Fast           Max Ammo : ??
The primary infantry weapon since the first World War for the British, the Lee-
Enfield, like their Russian counterpart, is a bolt-action rifle.  Unlike other
rifles however, this one operates on two 5-round stripper clips.  As such, you
can only reload once you have fired five or more shots.

[ Sten ]
 Range  : Medium             Rate of Fire : Fast           Magazine : 32
 Damage : Moderate           Mobility     : Very Fast      Max Ammo : ??
The Sten is a terrific submachine gun used in close quarters fighting.  It
Unlike other submachine guns, this ones gives you superior mobility while
still maintaining accuracy.  Damge for United Offensive has been slightly

[ Silenced Sten Mk IIs ]
 Range  : Short              Rate of Fire : Very Fast      Magazine : 32
 Damage : Moderate           Mobility     : Very Fast      Max Ammo : ??
It's basically the same as the regular Sten, with the noticeable difference of
a silencer attached to the end.  Sound is suppressed.  Statistically, the
range is shorter, but its higher rate of fire balances it out.  Unfortunately,
this weapon is not an option in multiplayer.

[ Bren LMG ]
 Range  : Long               Rate of Fire : Fast           Magazine : 30
 Damage : High               Mobility     : Slow           Max Ammo : 300
Looking for supressing fire?  This gun should be your choice if you can't find
a stationary one.  It delivers highly damaging rounds with superb accuracy,
even when firing for long bursts.  The only drawback is its slow
maneuverability and the need to reload.

[ Springfield ]
 Range  : Very Long          Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 200
Equipped with a 4x zoom scope, the rifle offers unbelievable range with deadly
accuracy.  Skilled players should find this rifle extremeley useful,
especially during multiplayer skirmishes.  The only drawback is its slow rate
of fire.  A mishit could result in not only your location, but your quick

[ Webley Mk 4 ]
 Range  : Short              Rate of Fire : Slow           Magazine : 6
 Damage : High               Mobility     : Very Fast      Max Ammo : ??
The Britains finally got their own pistol, or should I say revolver?  It's only
a six shooter, and it takes painfully slow to reload, but the damage of the
revolver is the highest of any of the side arms.

[ MK1 Fragmentation Grenade ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : Very High          Mobility     : Very Fast      Max Ammo : 10
This grenade is just like all the others.  Chuck it and watch your enemies
scramble about, easy pickings for a skilled riflemen.

[ Satchel Charge ]
 Range  : Short              Rate of Fire : Slow           Magazine : 0
 Damage : Very High          Mobility     : Fast           Max Ammo : 1
Satchel Charges are new to this game, but they are very useful indeed.  These
goodies have a much shorter range when thrown, but pack a very powerful punch,
strong enough to even damage or destroy tanks.  Their bigger blast radius also
makes them good against swarms of infantry, but make sure to get out of the
area or you'll go boom too.

[ Smoke Grenades ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : N/A                Mobility     : Very Fast      Max Ammo : 3
Like the Satchel Charges, Smoke Grenades are Multiplayer items only.  However,
they don't do any damage.  Rather, they release a cloud of smoke that's
impossible to see through, which can be a hinder, or a help.  Try to avoid
using these over an over in close quarters.

                                German Weapons

[ MP40 ]
 Range  : Medium             Rate of Fire : Fast           Magazine : 32
 Damage : Moderate           Mobility     : Fast           Max Ammo : 320
This is an excellent weapon to pick up if you ever need a submachine gun.  It
has a big enough clip to take out multiple enemies without the need to reload,
and its recoil is almost non-existant.  You can hold the button and be
guaranteed almost near perfect shots.

[ MP44 ]
 Range  : Long               Rate of Fire : Fast           Magazine : 30
 Damage : High               Mobility     : Medium         Max Ammo : 240
The MP44 is all around weapon, capable of rifle-like abilities such as long
range and accuracy while maintainig submachine capabilites such as automatic
fire.  The MP44 is truly an assault rifle.

[ Gewehr 43 ]
 Range  : Long               Rate of Fire : Medium         Magazine : 10
 Damage : High               Mobility     : Fast           Max Ammo : ??
The Gewehr is basically like the Tokarev for the Russians, because,
historically, they obtained some of the Russian rifles and liked them.  The
Gewehr seems to take the longest time to reload out of all the semi-auto
rifles, but that's just me.  Use it in place of the Kar98k if you like using
rifles in close quarters.

[ Kar98k ]
 Range  : Long               Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 150
The standard issued rifle for the Germans, the Kar98k is another bolt action
rifle, capable of delivering one hit kills.  It's very accurate, but it might
become a liability at closer ranges.

[ Scoped Kar98k ]
 Range  : Very Long          Rate of Fire : Slow           Magazine : 5
 Damage : Very High          Mobility     : Medium         Max Ammo : 150
Basically the same as the Kar98k.  Fitted with a 4x scope for precise

[ FG42 ]
 Range  : Long               Rate of Fire : Fast           Magazine : 20
 Damage : High               Mobility     : Medium         Max Ammo : 120
Another excellent multi-purpose weapon for the Germans.  Not only can this be
used as a submachine gun for suppressing fire, it also comes fitted with a
scope for long range.  However, when using the gun and firing for long
repeated use, the recoil tends to be a bit too much to maintain accuracy.

[ Panzerfaust ]
 Range  : Short              Rate of Fire : One Shot       Magazine : 1
 Damage : Very High          Mobility     : Slow           Max Ammo : 0
I've always wanted to know what Panzerfaust means, but I found out in the
manual.  Meaning "Armored Fist", the Panzerfaust has the capability of turning
a mere soldier into an effective tank-killer.  Although it has a short range
and travels slow, the Panzerfaust can punch through enemy armor, turning it
into a piece of smoldering metal.

[ Machinegewehr 34 General-Purpose Machine Gun ]
 Range  : Long               Rate of Fire : Very Fast      Magazine : 75
 Damage : High               Mobility     : Fast           Max Ammo : ??
Like the American machine gun, this one carries 75 ammo in each magazine.
Statistically, it's the same as the American one, just with a different skin.

[ Luger ]
 Range  : Short              Rate of Fire : Medium         Magazine : 8
 Damage : Moderate           Mobility     : Very Fast      Max Ammo : 64
As you know, Lugers were very prized by the Allies.  You might've read "Band
of Brothers" and know that one guy accidentally shot himself with a Luger
after acquiring it.  Then again, you might not.  The Luger pistol in this game
is basically the same as the Colt .45 except it can carry one extra bullet in
its clip.

[ Stielhandgranate ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : Very High          Mobility     : Very Fast      Max Ammo : 10
Just like all the others.  They're called "Potato Mashers" too, just in case
you wanted to know that tidbit.  Throw them and then duck for cover.  These
grenades also have very good bounce to them, meaning they're good for throwing
off walls.

[ Raketenpanzerbuchse "Panzerschrek" ]
 Range  : Short              Rate of Fire : Slow           Magazine : 1
 Damage : Very High          Mobility     : Slow           Max Ammo : 3
This weapon is similar to the American Bazooka, probably because the manual
says that the Germans copied the design.  That's two things in this game
they've copied so far.  The Panzerschrek is the exact same as the Bazooka, save
the sights are a little different.  Panzerschrek = tank killer.  'Nuff said.

[ Flammenwerfer 35 "Flamethrower" ]
 Range  : Very Short         Rate of Fire : High           Magazine : N/A
 Damage : Very High          Mobility     : Medium         Max Ammo : ??
A weapon that is mainly impressive with the aesthetic aspect rather than an
offensive aspect, the Flamethrower looks good in action, but performs rather
poorly.  While the manual states that the damage it causes is high, the
Flamethrower does little damage when used during multiplayer skirmishes.
However, it does roast Germans quite nicely in single player.  Play around with
it a bit, but don't use it unless you know that the enemy has little health.

[ Satchel Charge ]
 Range  : Short              Rate of Fire : Slow           Magazine : 0
 Damage : Very High          Mobility     : Fast           Max Ammo : 1
Satchel Charges are new to this game, but they are very useful indeed.  These
goodies have a much shorter range when thrown, but pack a very powerful punch,
strong enough to even damage or destroy tanks.  Their bigger blast radius also
makes them good against swarms of infantry, but make sure to get out of the
area or you'll go boom too.

[ Smoke Grenades ]
 Range  : Medium             Rate of Fire : Medium         Magazine : 0
 Damage : N/A                Mobility     : Very Fast      Max Ammo : 3
Like the Satchel Charges, Smoke Grenades are Multiplayer items only.  However,
they don't do any damage.  Rather, they release a cloud of smoke that's
impossible to see through, which can be a hinder, or a help.  Try to avoid
using these over an over in close quarters.


Health Packs - They come in three flavors.  Small, medium, and large.  Small
 heals +10 health, mediums heals +25 health, and if you biggie size them, they
 heal +50 health.  Good stuff.  The +25 Health Packs are the most common of
 thed three, often being dropped by downed enemy soldiers.

Documents - Enemy documents are sometimes mission objectives in this level.
 You can't use them, but you do pick them up with "F".

Mounted Machine Guns - Mounted machine guns are scattered throughout some of
 the levels in the expansion.  In the expansion pack, the guns now have a bar
 above your health which indicate how long you can use the gun before
 overheating.  Like in the original, you should only use short burst fire to
 maintain accuracy, and ensure that the gun will never overheat.

        .+*+.                                                     .+*+.
         [4]   -=-=-            [ Walkthrough ]            -=-=-   [4]
        '+.+'                                                     '+.+'

The section all of you are probably more interested in.  The walkthrough
covers the "Hardened" difficulty setting, so some things may be different in
your game.  Spoilers ARE included, so read at your own risk.

                         United States 101st Airborne

Bastogne, Belgium 26 December 1944

     a. Repel anticipated enemy assault.
     b. Maintain current lines at all costs.
     a. Intent: 506th PIR will deploy jeep-borne recon patrols.  These patrols
        will assess the situation and return to Company HQ.
     b. During this period the line defenses will be reinforced:
        a) Foxholes will be fortified with lumber and sandbags
        b) 1 M2 .50 cal heavy machinegun will be deployed per platoon.
        c) Each squad will be allotted 2 m1919 a6 light machineguns will
           limited ammo.
        d) 60 mm mortars will be deployed to the rear of the line.
        e) Limited anti tank capability in the form of M9 bazookas will be
     a. Enemy units are expected to renew their attack in full force.  Our
        lines are weakened due to yesterday's aerial and artillery attacks.
     b. Enemy Forces:
        a) 76th Volksgrenadier Division (expected)
        b) 2nd SS Panzer Division (Expected)
     c. Friendly Forces:
        a) Dog Company 506th PIR
        b) Easy Company 506th PIR
        c) Fox Company 506th PIR
     a. Clear, cold.  Visibility 5000 m.
     a. Prepared positions, heavily forested area.
     b. The line faces an open field.  Approximately 100m deep clear field of

Mission 1.1: Bois Jacques

Mission Objectives:
- Follow squad on patrol.
- Get to the jeep.
- Get back to Company HQ.
- Follow Pvt. Anderson to your foxhole.
- Hold the line (right).
- Hold the line (left).
- Follow Moody to the next foxhole.
- Kill the two MG42 gunners [2 remaining].
- Cover Sgt. Moody.
- Follow Sgt. Moody to the right flank.
- Get to a foxhole, grab bazooka, destroy incoming German tanks.
- Hold the line at all costs.

Like Sgt. Moody says, this is the last point on patrol, then it's time for some
hot chow!  Of course, since this IS a game, you know something is up.  Follow
your squad until someone yells "Kraut patrol!".  Firing should commence, which
is your cue to hide behind the pile of logs like a baby.  Seriously, do it.
You'll save yourself 18 Garand bullets and your precious health.  Precious is
the keyword there.

While your squad is bravely standing their ground, you should hear a familiar
rumble.  As the tanks start coming in, your squad will order a retreat.  Now's
a good time to sprint, since you don't want to expose yourself any longer than
necessary.  If you read my FAQ for the original Call of Duty, you'll notice
that I like to save my allies.  Notice that one ally stays behind and gets
wiped out.  Run back towards the jeep and pick up the two Health Packs on there
if need be.  BOOM!  There goes the other jeep with your buddies.

Now here's a bit of some rail shooting.  You're on the machine gun on the jeep,
so use it to hose the Germans running out in front of you.  More than likely,
you'll score a few direct hits, maybe kill a couple of them, but certainly not
all.  A tank comes rolling in as Sgt. Moody guns the jeep.  You might take some
slight damage, which I guess is fine.  Swivel the gun back towards the front
and keep it steady.  Your aim should be just above the log on its side, so you
can mow the Germans in a line as Sgt. Moody swings by.  No damage should be
taken at this part.

Again, swivel around till you're facing the front.  You'll soon end up in a
little valley where some Germans with two tanks are pouring down the other
side.  Try and spray your fire around and at least injure some of them, long
enough for them to stop firing at you.  Damage seems to be inevitable at this
point.  Down the jeep goes until it knocks off a German motor car.  Swivel the
gun SOUTH.  You should have a nice shot of a bunch of Germans on a lorry.  Kill
them all.  As soon as Sgt. Moody mentions to take out the Germans to the left,
swing your gun around and do so.  They'll be hidden behind another lorry at
first, but when the jeep pulls into line, mow them down.  Then, swivel the gun
left and try to take out all the Germans near the buildings.  Pvt. Ender will
be of some help here.

Down the road, you should pass by some more Germans and an armored halftrack.
Try and kill any people on the halftrack here, as it will follow behind you.
When Sgt. Moody takes a wrong turn into some startled Germans, mow them down
quickly.  When he starts backing up, turn around and take out the gunner on the
halftrack before he rips you to shreds.  Once Sgt. Moody gets going again, take
out any Germans running behind you.  As you may have noticed, Pvt. Ender has
been hit.

The rail part is over.  After a bumpy ride, you'll make it back to HQ where
you'll have to hold the line until the weather clears for Allied bombing.
Follow Pvt. Anderson out the back and pick up the M1 Garand ammo.  Note that it
is extremely IMPORTANT to follow Pvt. Anderson.  Any straying off the path will
get you a mortar, and it "ain't" no friendly one either.  A cool scripted event
shows a Pvt. Matrin in a Captain's coat pulling a guy to safety.  After some
heavy mortar fire, you'll end up in your foxhole where you'll stay and defend
the line.

The assault will mainly consist of some infantry, whether they run out, or
they're driven out on a halftrack.  If you see masses of infantry grouped
together, this would be a good time to get used to "cooking off" grenades.
When halftracks do come, a good idea would be to throw a grenade near it to
wipe out any soldiers that get off.  Then, use the M1 Garand to pick off the
machine gunner at the top.  You should always be crouched in the foxhole, as
standing up will expose you to too much fire.  After a couple of intense
minutes, Sgt. Moody will redirect you to another foxhole.  Follow him.

Eventually, he'll drop you off at another foxhole where you can use the new
deployable light machine guns.  Deploy above the sandbag and get ready for the
German attack.  Single infantry are your toughest enemies, as they will more
than likely try to flank you.  If they do, it's pretty much game over.  Try and
mow them down as fast as you can.  You have to be quick, yet slow enough to
make sure your shots kill.  I've played this level over enough to know that
even though they take a few hits from the gun, they'll still get back up.  When
things start to heat up, switch to your grenades and throw them around with a
delayed fuse.  Some might get in, but that's where the melee attacks come in.
Just beat them in the head with the grenades and finish the rest off.
Eventually, Moody will move you.

Drop down to the new foxhole, use whatever Health Packs you need, and use the
Springfield to pick off the two MG42 gunners in the distance.  Look for their
fire and the glow their gun gives off.  Using the scope, pick them off.  Once
they're dead, Sgt. Moody will proceed to throw an orange Smoke Grenade to
signal the fighters.  Once the beautiful bombs drop, follow Sgt. Moody again.
Fight your way up, and pick up some of the German weapons, their automatic ones
preferably.  On your way down the hill, drop down into the foxhole and pick up
a Bazooka.

The last part of the mission invovles you destroying three German tanks.  Use
your Bazooka and nail the German tank headed your way.  The turret shouldn't be
facing you right now which means you'll have a free shot.  Two shots total
should blow it.  Move onto the next foxhole to pick up more Bazooka ammo.
Again, two shots, using cover, should destroy the tank.  The last shot only
requires one.  Perhaps an ally successfully damaged it?  When it blows, some
Sherman tanks start to move in and the mission is over.


Bastogne, Belgium 12 January 1945

     a. Assault and disable enemy artillery battery
     b. Capture and secure main crossroads.
     a. Intent: Three squads will be deployed on a night op.  The objectives
        are to remove major enemy threats and secure the crossroads in order to
        allow the main force unfettered advance on Foy.
        a) First and second squads assault the battery and farm house.
        b) Third squad will secure the crossroads.
        c) All squads are to reunite at the crossroads to ensure that the
           objective is maintained.
     a. Enemy units occupy much of the area between Allied lines and the town
        of Foy.  The main crossroad this side of Foy is under enemy control.  A
        small battery of Pak 43 guns has been established near a farmhouse
        north of this position.
     b. Enemy Forces:
        a) 76th Volksgrenadier Division (expected)
        b) 2nd SS Panzer Division (Expected)
     c. Friendly Forces
        a) First Squad
        b) Second Squad
        c) Third Squad
     a. Fog, cold.  Visibility 1000 m.
     a. Entrenched positions near 2 story stone structure.  Little cover on
     b. Entrenched positions at crossroads.
     c. Forested areas on roadside embankments.

Mission 1.2: Crossroads

Mission Objectives:
- Follow Sgt. Moody to the ridge.
- Protect Sgt. Moody.
- Clear the forest.
- Follow Sgt. Moody and squad.
- Assault the MG42 nest.
- Clear courtyard.
- Clear farm house.
- Interrogate German officer.
- Rescue the allied prisoners.
- Get to the crossroads.
- Clear the crossroads.
- Ambush convoy.
- Destroy tank.
- Return back to crossroads.

Listen to the plans for attack, including the fact about the missing patrol,
then wait until they're done.  Once the talking stops, follow Sgt. Moody to the
ridge.  Simple enough.

Once you reach the ridge, an explosion will occur and someone will yell for a
medic.  It seems that you have fallen into an ambush.  The first thing to do is
to nail the MG42 gunner.  He's the biggest threat.  The rest of the Germans are
easily handled by your allies.  Once you kill the gunner, continue to look
periodically at his position, as a German will constantly run to take the
former's place.  However, this doesn't mean that you can just focus soley on
that position.  Sgt. Moody can and will still die if you don't provide covering
fire for him.  Once he has made it safely back, clear out the rest of the
Germans nearby.

Continue to follow Sgt. Moody until you run up with Pvt. Goldberg from the lost
patrol.  He'll inform you of enemy statistics and strength.  Keep on following
Sgt. Moody until a flare illuminates the squad.  When it does, head into the
trees to the right, until you can see a campfire with some Germans.  Stay
behind one of the rocks and start chucking some M2 Frag Grenades.  Since the
Germans are so huddled together, you should cause some significant damage, and
soften them up before you and your squad move in.  Once the coast is clear,
enter the house.

Pick up the Stielhandgrantes off the floor and peer out the door.  Once you do,
some Nazis will instantly spawn in the courtyard.  Fall back and look out the
hole through the wall to kill quite a few Germans.  Chuck a few grenades if you
wish.  Once most are dead, scoot out.  Probably one of the guns will explode,
and once they do, some Germans pop out from the house to the west.  Kill the
machine gunner and the other German, then clear out the courtyard.  Check under
the tarp area for some health.  Regroup with your squad outside the house, then
wait for Sgt. Moody to open the door.  A huge explosion will rock the side, so
you only have to take out the couple of Germans in the room.  Once they're
dead, head upstairs to interrogate a German officer.

The German officer seems to be withholding information about the patrol.  After
a "nudge" with the butt of the rifle, he'll tell you that they're out back.
He'll be escorted in a short bit, but will break free and warn other Germans.
Pick up his Luger when he's dead and head down.  Before you exit however, pick
up the Health Packs in the adjacent rooms.  Outside, use some grenades to clear
out the Germans behind the fence, then enter the barn to find the prisoners.
Climb the ladder to find some health, grenades, and an MG34.

Outside, kill the Germans and proceed up the ridge.  Follow Sgt. Moody until
you hear the sound of gunfire in the distance.  That would be Sgt. Ramirez and
his squad.  When you see the camp below you, instead of heading down, head left
across the roads and into the trench.  It helps to chuck a few grenades down
before and then clear it out, with a submachine gun.  Once you reach the
trench, your squad soon follows.  Clear out the incoming Germans, then, when
there's a lull in machine gun fire, run out and into the trench next to the
small bunker in the middle.  Use a grenade with a delayed fuse and throw one in
to eliminate the gunner.  Continually move up until the Germans stop coming.
Once they stop, you're off to ambush a convoy.

The best way to do this is to use grenades.  Wait until you see the headlights
coming, then throw a delayed grenade a little in front of the convoy.  With any
luck, the Germans on it will blow up.  Do this to clear out all three trucks.
Once you do, a German tank comes in.  Pick up the Bazooka off the ground, but
beware.  Take cover behind the rocks and peek out to shoot it.  Two shots are
needed, but after the first hit, the tank will slowly move backwards.  You're
going to need to move your position to hit it again.  Once it blows, the rest
of the Germans should stop coming, so head back to the crossroads to finish the



Foy, Belgium 12 January 1945

     a. Assault and secure the town of Foy.  Secure the road and bridge to
        allow allied forces access to Noville.
     a. Intent.  On 13 January 1945 at 1100 hours units from the 11th armored
        division will advance along the road supported in Infantry personnel
        from 506 PIR.  Dog, Fox, and Easy companies will assault from the tree
        line south west of Foy.  Once the infantry has cleared the structures
        and disabled all enemy antitank capability, 11th armored will advance
        and assist in securing the bridge.
     a. Enemy forces are concentrating in the town of Foy, effectively blocking
        the main Highway to Noville.  Recon indicates an under strength
        battalion supported by armor and fixed anti-tank emplacements.
     b. Enemy forces:
        a) 76th Volksgrenadier Division, 3 weakened regiments
        b) Elements of 2nd SS Panzer Division
        c) Fixed Artillery (Flak 88) and 6cm mortar positions
     c. Friendly Forces
        a) Dog Company 506 PIR
        b) Easy Company 506 PIR
        c) Fox Company 506 PIR
        d) Elements of 11th Armored Division
     a. Overcast, cold.  Visibility 2000 m.
     a. Open field, snowy, little cover
     b. The town: 2-3 story stone structures
     c. Town surrounded on 3 sides by heavily forested high ground.

Mission 1.3: Foy

Mission Objectives:
- Assault into town.
- Kill the Spotter.
- Take out the 88 [1 remaining].
- Clear the houses.
- Disable the Tiger Tank [1 remaining].
- Gain control of the Church.
- Eliminate Panzerschreks Units [7 remaining].
- Regroup with Cpt. Foley at the edge of town.
- Destroy the German anti tank vehicle.
- Meet up with Cpt. Foley.

The beginning is pretty intense, but it's all good.  After the short spiel by
Cpt. Foley, you'll begin your assault on Foy.  Wow.. this is just like Band of
Brothers.  There's an MG42 off to your right that you can man, but it's pretty
useless from its position.  Follow your squad through a gap in the fence and
take cover behind the building.  Eventually, after a lot of fire, you'll reach
a shed where two Health Packs are on the ground.  Off to the right, the 11th
Armored Division are taking heavy losses from some accurate artillery fire.

Pick up the Springfield from the dead guy next to the shed as the guy talking
about the spotter gets sniped.  Lean out from the left side of the shed and
pick off the MG42 gunner from the upper window.  To the building right of him
holds a German who is trying to shoot you.  Now, lean off to the right side and
look into the roof of the building behind the one with the gunner.  You should
see a German through the damaged roof who leans in and out, with some
binoculars.  Guess what?  That's right.  There's our spotter.  Put a bullet
through his head.

Once he's dead, a mortar will blow up a fence next to the shed which will allow
you to move up.  However, use your Springfield and take out another MG42 gunner
in the same building the first one was in.  He'll be two windows down to your
right.  Sprint up and prepare for some heavy fighting.  Use your Thompson to
mow down the Germans and your grenades sparingly.  You can fail the mission for
friendly fire.  Use the lean and crouch to avoid enemy fire while taking out
the Germans.  Once you clear out all the Germans near the gun, an MG42 gunner
will appear on the roof overhead.  Quickly run to the Flak 88 and send a shell
into the roof to blow him up.  Once he's dead, proceed to plant a charge onto
the gun and move back for it to blow.

Follow Sgt. Moody and wait for him to kick the door open.  Inside will be two
Germans.  Kill them and then pick up the Stielhandgranates from the table.
These will be very useful.  Kill the Germans through the window in the building
opposite from you.  If need be, there are some Health Packs upstairs.  Outside,
run up behind the fence and take cover.  If you see a crack through the fence,
more than likely, you can shoot through it.  Take advantage of this and use the
M1 Garand or other rifle to pick off the Germans in the courtyard and the
gunner on the roof.

While the rest of the guys warn the armored division, use a grenade and throw
it into one of the open windows.  Inside, it's more room clearing.  Use
grenades if need be, but you should get by with your weapon.  When you have the
chance to head for the second floor, do so.  Clear out a German if he's running
down, then explore the rooms.  You should find health and a hole through the
floor where you can snipe the Germans down below.  Drop down, pick up any
health if needed, and wait for your squad to catch up.

You're briefly outside before you enter another building.  Watch a cool
scripted event in which a German knocks over a table for some improvised cover.
Unfortunately for him, it knocks over a lamp which causes a fire, burning him.
You'll still need to finish the job with a bullet though.  Outside, clear out
the two Germans at the top floor, then throw a grenade through an open window
to clear out a lot of Germans.  Inside, clear out the two Germans in the
hallway, and then the one on the stairway above.  In the next room, take down
the two Germans who come inside, then plant a charge on the back of the Tiger
Tank and take cover.  When it blows, your next job is to take the Church.

Sgt. Moody will open a new path for you with his foot.  Outside, an MG42 opens
up from the tower of the church.  Fire a shot at the gunner to get a Sherman to
send a shell through it.  Good stuff.  Next, use your grenades to clear out the
courtyard.  Two should do, followed by some accurate fire.  Through the shed,
you'll end up in front of the church.  Moody will again open the way up with
his foot.  Use your gun to clear out all the Germans inside.  This part is very
tricky.  Some Germans hide behind doorways, columns, or other places.  Also,
when you actually step into the chapel, Germans from the balcony above will
nail you.  Use slow cautious steps and aim up when taking these guys out.  Once
all are dead, a German counterattack will begin.  Pick up some grenades and
health from the adjacent room and make your way up.

Pick up the Scoped Kar98k and climb the ladder to the top.  Pick up the Luger
if you don't have a sidearm yet and then start chucking grenades down at the
Germans below.  It might sounds wasteful, but it makes your job so much
simpler.  Use the Kar98k when you've run out of grenades and to take out the
MG42 gunner in the building.  Look for the Germans who carry the Panzerschreks
only.  They come from the left and right, but a quick glimpse should be able to
spot them.  Once they're dead, head back down.

After a short march, the first Sherman will get blown up by a Tiger Tank when
it stops at the foot of a bridge - and after all that hard work!  It's up to
your squad to disable it.  Move forward and spring towards the broken motor car
on the bridge.  Go to "Prone" and take advantage of the space between the car
and the bridge.  The next part is tricky.  Scoot up when no more Germans are
present, or at least when there's a break between reinforcements.  Crawl up
until the tank blows up a part of the bridge.  Use this hole to nail the MG42
gunner wiping out your squad.  Thankfully at this part, you receive unlimited
reinforcements yourself.  Move up ever so slowly.  By now, another German has
manned the MG42.  It's an endless cycle unless you manage to progress.  Let
your squad catch up to you.  Your goal is to make it into a little ditch off
the right side of the bridge, behind some sandbags.  Spring into it and then
crawl forward.  At the end, spring towards the parked motor car and nail the
second MG42 gunner behind a fence.

Scoot up towards the tractor on the left and take cover behind it.  This next
part is tough.  Spring towards the lorry and then hit "Prone".  Pick off any
German heads you see in the trench to your left.  Then, once it's as clear as
it can be, run across towards it and drop down.  It might help to switch to a
SMG of sorts so you can kill the incoming Germans with much more ease.  Once
all are dead, get out from the middle and spring past the tank.  Hopefully,
you'll go fast enough to avoid damage.  Edge around to the right side of the
shed and take out any Germans that run out.  Kill any Germans inside, then swap
your weapon for a Panzerfaust.  Two shots against the Tiger Tank will put it
out of commission.  Then, pick up your Thompson, or one of the German weapons,
and regroup with Cpt. Foley.



Noville, Belgium 15 January 1945

     a. Secure the town of Noville
     a. Intent: On January 15 1945 at 1130 hours 1st, 2nd, and 3rd squads will
        advance into Noville with support from 11th armored division.  The
        assault will proceed as follows:
        a) First squad: Secure main road up to the Chateau
        b) Second squad: Secure west side of town
        c) Third squad: Secure East side of town
        d) All squads rendezvous at chateau and establish a defensive
     a. Noville is the last hurdle in securing the Bastogne-Houffalize highway;
        once it is secured 2 battalion can continue to consolidate their
        positions and gear up for the push into Germany.  Bad weather has made
        it difficult to discern what is happening on the ground, but forward
        recon reports very little enemy activity in the town itself.  We can
        assume that we will encounter remaining forces that retreated from Foy.
     b. Enemy Forces (expected)
        a) 76th Volksgrenadier Division (Remainder Under strength)
        b) Elements of 2nd SS Pazner Division (Panzer IV's, halftracks, and
           possibly Tigers)
     c. Friendly Forces
        a) M4 Shermans from 11th armored
        b) 1st, 2nd, and 3rd squads, 2 platoon 506 PIR
     a. Clear, cold.  Blowing snow.  Limited Visibility 800-1000m.
     a. Light Urban, heavy battle damaged structures
     b. Town surrounded by forested rolling hills

Mission 1.4: Noville

Mission Objectives:
- Clear Houses with Cpt. Foley and First Squad.
- Rendezvous at the Chateau.
- Clear Chateau.
- Protect South Flank.
- Protect North Flank.
- Destroy incoming tank.
- Protect Third Squad and Sgt. Moody.
- Protect Sgt. Moody.
- Defend Chateau.
- Regroup with Cpt. Foley.

You're on the back of of a Sherman, while Cpt. Foley explains your mission.  It
seems 11th Armored Division only consists of three tanks.  Strange.. but they
won't last long enough to be of any help.  Enter the house on the right with
your squad and assist in the removal of the Germans.  Fighting will be intense.
Move on to the back when you're done and go out the door to your right.  A
German should pop out of one of the upper floors and shoot you from a window.
Dislodge him with a bullet and, if you have any, throw grenades into the
building.  Once you get near the building, a Sherman will send a shell,
knocking some beams onto the ground and creating a makeshift ramp to the second
floor.  There's no real need to go up, except to shoot a couple of Germans from

Through the house, you'll encounter a short skirmish with some Germans
entrenched behind furniture.  More will come from the outside.  A good thing to
do is to hide behind the table on its side and peek out to kill the Germans.
Move up and claim any goodies you might find.  Outside, check near the wall for
a +50 Health Pack.  You can also see the battle raging from across the other
street.  Inside the next house, clear out the three Germans near the stairs.
However, some artillery fire will knock the roof down, blocking the next path.
Go down the stairs and again, artillery fire will blow up your entrance.  Cpt.
Foley orders a satchel charge to blow up the wall and Pvt. Anderson complies.

Once the wall blows, kill the two Germans on the stairs in the next building.
Go up and kill the German that comes running in.  Now that you're outside, you
have a bit more freedom, but the narrow street also makes it easy for the
German gunners.  By now, 11th Armored is one tank strong.  As you fight for
every yard, the tank will move on up ahead, only to get destroyed by a
Panzerschrek.  I like to run across the street, so I'm on the left side.  Make
sure to clear every building, as a lot of Germans like to hide on the upper
floors.  Once you get close, an MG42 opens up from the house.  Use the
Springfield if you carried it over from the first level, or just run like heck.
Run inside the house on the left before the street opens up to find two +50
Health Packs.  From that position, snipe the gunner on the MG42 again and then
use an automatic weapon and charge the Germans behind the sandbags.  Jump over
them and rush to the wall.  Your squad should follow.

This next part is a bit tricky.  Like the MG42 gunner in the window, there will
constantly be a German running out of the house to take over the gun in the
front porch.  Shoot him then rush the place with guns a blazin'.  Pick up the
various goodies off the ground, including some grenades next to a mortar.  Pick
up some health and then scoot along the wall.  Your next part is to clear the
Chateau, but since the front door is blocked, climb the boxes next to the fence
so you can get a clear view of the MG34 gunner.  Nail him with some rounds to
silence him.  Run into that area, but beware that some Germans have probably
respawned.  Pick up the MG34 in place of one of your weapons, as it will be
coming in handy later.

Inside the Chateau, pick up some health, then clear it, floor by floor.  The
second floor holds lots of Germans, but it also holds weapons as well as
health.  Pick up more ammo for the MG34 and then enter the room with a huge
hole blown through the corner.  When you do, you'll be assigned to protect the
southern flank.  Since you're already in clear view, set up your machine gun on
the crate where you found some ammo for it.  This gives you a full range of
motion to kill incoming Germans with, and boy, will they come.  Wait until they
get close to the wall before opening fire, and it helps to fire in short
bursts.  If Germans get into the house, your allies should be able to take care
of them, but try not to let that happen.  When the wave stops, a German tank
will come.

Fall through the hole in the room and step outside.  You should see a
Panzerschrek.  Pick it up and fire two shots at the tank to destroy it.  Once
it blows, you can continue to protect the house from the north.  In the room
best situated for it, you can pick up a Scoped Kar98k, but you don't have to
use it.  There aren't a lot of Germans in this part, and soon, you'll be asked
to cover Sgt. Moody and the rest of Third Squad.  Man the MG42 in the window
when you yourself assaulted the house.  Third Squad will start coming in.
After a minute or so, a halftrack carrying some Germans will come.  Nail them
as they get off, then continue defending.  After a while, someone will yell
"Sniper!" and a window in the house across from you will open.  Use your Scoped
Kar98k or spray some fire into the window to eliminate the threat.  After you
kill him, Sgt. Moody himself comes.  The only real threat to him are the two
Germans trailing behind him.  Since he stops to cover himself with fire, they
are able to melee him.  Use your sniper rifle and pick them off to save him.

Another German tank should have come on the south side, so again, pick up a
Panzerschrek and fire two shots to destroy it.  It should go without saying
that you should look for some cover while you reload.  After you destroy the
tank, another one may or may not appear.  If it does, go blow it up.  The rest
of the mission follows suit.  More defending and blowing up German tanks.
When the tanks start to appear more than one at a time, you know you're almost
done.  Hold out for a little longer and some P-47s should come and blow them
up.  Congratulations on a job well done!

                          British Special Air Service

September 2, 1941

Our target for today is an industrial complex inland from Kotterdam.  We're
halted up again in this damn Yank rattletrap the RAF likes to call Fortress 1.
Give me the good old Lancaster any day.  Although, I must say, these B-17s can
take a hell of a beating and are armed with enough .50 caliber machine guns to
repel the entire Luftwaffe.  I just hope we never have to put that to the test.
I still dont see the wisdom of it.  Flying so high that we can barely see our
targets (much so that we miss half the time) through enemy territory...IN broad
dalight!  Sheer folly I say.  Even the fighters wont escort us much farther
than Dover.  Jerry always has lots of ME-109s ready to greet us.  I am still
amazed that after 22 missions, I am still in one piece.  A good bit of luck I
say.  I hope it lasts...

Mission 2.1: Bomber

Mission Objectives:
- Defend the Bomber.
- Get to the Dorsal Turret, behind the Cockpit.
- Man the Tail Gunner position.
- Turn off the fuel to the No. 1 Engine.
- Man the Tail Gun.
- Get back to the Dorsal position.
- Turn off the fuel to the No. 4 Engine.
- Return to the Tail Gun.
- Use the manual crank to open the Bomb Bay.
- Extinguish the fire in the Aft Compartment.

This mission is actually kind of hard, and there's nothing that spectacular
about it.  In fact, it might become frustrating if you save your game when your
plane is about to fall apart.  Anyways, head up to the dorsal turret like a
good boy and wait.  You should go through some flak, but it's all good.  After
a while, "B for Bertie" should go down.  what fun!  After a brief chat about
girls and the like, some enemy fighters will come in.

Now, there's no real walkthrough for this mission, since it's basically using
your skill to nail enemy aircraft and destroy them.  However, you should follow
your pilot's advice and switch to whatever gun he tells you to.  If he doesn't
point out a specific one, the tail gun or dorsal turret is always good.  When
aiming at an enemy aircraft, aim slightly ahead of it, especially as it gets
closer.  Your score of enemy aircraft shot down will be displayed in the lower
right hand corner of the screen, and you only get credit if your shot is the
last one to blow it up.  Your allies to an excellent job in nailing the enemy
aircraft as well, so even if you think you destroyed one, it might've been the
work of the friendly AI.

After shooting a bit, move to the tail gun like the pilot says to.  If you
hadn't noticed before, the tail gunner is dead.  To me, these sights are
extremely accurate.  Use them like you would the "Aim Down the Sight" mode of
any rifle and line up the target with the tip of the line.  Of course, since
the gun moves as the recoil kicks in, it'll jump around a bit but its fairly
accurate.  You should be able to take out a lot of the fighters coming in.  The
wave will eventually stop and your fighter escorts will leave.

Eventually, either Engine 1 or 2 should blow.  I've actually seen the mission
objectives change the engine number when I reloaded from a quicksave.  Hurry to
the star on your map and turn it off.  Once you reach it, the engine blows and
kills the guy sitting next to it.  Shut it off with "F".  Once you do, the
Luftwaffe comes back so get back on the tail gun.  Hopefully, your whole plane
should be yellow, with a smidge of red near the place where the engine blew.

After "F for Freddie" goes down, you'll be asked to man the dorsal gun again.
As you go by, you'll hear one of the side gunners wait for the fighter to line
up with his sight but get shot.  It's unfortunate, but hey, this is war!  After
a short bit, another engine will blow.  Go back down but this time, turn the
knob on the other wall.  After you turn off, return to the tail gun as
instructed.  Notice that there's only one friendly gunner left.  As you man the
gun position, the pilot will call out targets.  Half of them can't be reached
by your current position, so just keep manning the tail gun, destroying
targets.  If there's a lull in the aircraft, you're welcome to switch to see if
you can spot anymore.  Once you hear the order to open the bay doors, get off
the gun and do so.  Watch the bombs fall, then head back towards the tail gun
to extinguish the fire.  Before you can though, the bomber breaks up and you're
thrown out of the craft.


September 2, 1941

I think we hit the target.  Unfortunately we couldn't hold the plane together
long enough to confirm.  I wonder if any of the others survived.  A bloody

Apparently I am still alive.  Luckily this was the one time I decided to wear
my parachute.  It's dark now and I am not sure where I have landed...somewhere
in Holland.  I will most likely be captured before morning.

For me, as they say, the war is over...

Mission 2.2: Train Bridge

Mission Objectives:
- Assist the Resistance.
- Infiltrate the Farmhouse.
- Take out the MG34 Gunners on the 2nd Floor [2 remaining].
- Clear out the remaining enemies in the farmhouse.
- Clear the enemies by barn.
- Make Way to Bridge.
- Pickup Explosives.
- Plant Explosives on Bridge [4 remaining].
- Rendezvous with Ingram and detonator.
- Blow up bridge when train arrives.
- Get to Truck in Barn.
- Escape.

The mission opens with you hanging from a tree.  Maybe your parachute?  Three
German guards are on their patrol, and of course, one of them stops to take a
potty break.  Heh heh.  Around this time, one of the Germans should yell
something in German, maybe an alarm, and a firefight ensues between them and
some British soldiers - or are they Dutch resistance fighters?  Once all three
are dead, pick up their weapons and follow Major Ingram.  You do remember him,
don't you?

You'll presently arrive upon a group of Germans near a tunnel.  Your buddies
can take care of them, but this is a good chance to familiarize yourself with
German weaponry, in case for some odd reason, you haven't already.  Follow the
men off the road and stop by the barn while Maj. Ingram tells you to assault
the farmhouse.  The trick is to follow his orders and sneak up as close as you
can.  Take cover behind the hen cages and fire upon the Germans standing
outside.  Once you do, your buddies will join in and out pops some MG34
gunners from the attic.

Try and clear out the Germans outside the house before you peak around and
nail one of the MG34 gunners, preferably the northern one.  Pick him off, then
look into the windows and spot any Germans inside the house.  Move in, pick up
their weapons.  Head into the small kitchen in the next room to find some
health, as well as two +10 health tins on the table.  If you move around
enough, you should hear a truck screech to a halt.  This is your cue to run
out the eastern door and wait for the door opposite it to open.  Pop the two
Germans, then pop the German on the steps to the attic when you reenter.

Up the stairs, equip the MP40 and take out the Germans near the door.  Enter
slowly, and pop the Germans manning the MG34.  There are two Germans behind
the table, so clear them out as well.  Once you do, don't get near the
northern gun as a German fires a Panzerfaust, blowing the wall away.  This is
quite unfortunate, as a slew of Germans poor out from the barn.  Use the other
MG34, but since the radius of fire is limited, it probably won't help but
eliminate one or two Germans.  Take out the Germans using the accurate Kar98k,
pick up the Stielhandgranates, and then head outside.

Once outside, a German lorry will stop by.  Let your allies take care of it,
then follow them into the woods.  You'll soon run into some Germans who run
for cover.  Since the distance is a bit extreme, you might want to stick with
the Kar98k, but the MP40 could still get the job done.  If your allies don't
move forward and continually fire at what appears to be just a rock, throw a
grenade behind it to flush out the German.  Move on up.

After a short run up a hill, you'll emerge in a clearing where a nice bunch of
German troops have dug in a bit.  Your allies will most likely take care of
the German on the rock wall, so use your Kar98k to take out the two Germans in
the sandbag to the right.  Then, use it to take out the MG34 gunner in the
sandbag across the clearing.  Use the rocks as cover and use the MP40 to take
out the reinforcing Germans.  Once all are dead, pick up their ammo, then
follow the men at the mouth of the tunnel.

Once you reach the end of the tunnel, it triggers a bunch of German soldiers
to appear.  I suggest killing the German in the room that's directly northeast
of you and using his room as a vantage point to take out the incoming German
guards from the north.  Use the Kar98k if you've multiplayer experience and
proficient at targeting moving targets to put most of the German soldiers down
with one shot.  If not, use the MP40 and short bursts for better chances.  It
will most likely take more than one shot to down them.  Take out the guard in
the tower ahead, then, once all are dead, climb up it.  There might be another
guard left inside.  Kill him if so, then take the Stielhandgranates and the
health, if need be.

Head down and continue north.  When you're told to throw a grenade in the
bunker, do so to blow a bunch of Germans to smithereens.  Once all are dead,
follow Maj. Ingram to the bridge.  He'll tell you to pick up the explosives
from Van Dyke.  Find the glowing explosives next to his body, then proceed
towards the bridge.  Drop down into the hole Maj. Ingram is standing over and
take out the German guard in the right nook.  Climb down the next ladder and
take out the German on this lower level.  Plant two of the explosives and
climb back up the ladder.

Head left and drop down the other ladder on this side.  Take out the German
guard on the other walkway to your right and another German on the opposite of
the wall if your allies haven't already.  Plant the last two explosives, then
run up and meet with Maj. Ingram.  Since you did the dirty work, you have the
honors of blowing up the bridge.  Do as Maj. Ingrams tells you and wait for
his command.  When the time is right, use "F" to blow the train sky high.

After the nice fireworks, start heading back.  You'll encounter more Germans
at the mouth of the tunnel.  Use grenades if necessary, but the Kar98k and
good cover should be proficient.  Take the detour into the woods.  This part
is rather cool, the music and the type of stuff you do.  After a bit, Maj.
Ingram will tell you lay down an ambush for the guards on your tail.  Go
"Prone" and use the MP40 to take them out.  If they're clustered, use common
sense and use a grenade.  After they're dead, move on.

When you get to a cabin in the woods, prepare for another stand.  Use any
grenades you have left and time them so they explode upon reaching the
ground.  A whole mass of Germans will start coming down the hills.  Use the
MP40 to finish off any survivors and continue your escape.  Inside the barn,
wait for everyone else to get in, then get in from the back.  You're in for a
bit of a short rail shooter, so use your MP40 to fend off the truck until you
make good your escape.


Ref. Maps.                1/50,000 Sheets 8/F3, 8/F5

Sheet No. 20/14 NW                       12 July 1943

TO: Major Ingram, Sgt. Doyle S.O.E.


1.                                Objective

a) In preparation for Operation Husky, you are to infiltrate and destroy the
naval gun battery at Capo Murro di Porco (367909).  You will be assisted by a
detachment from 2 troop, 1 S.A.S.


2.                                  Enemy

a) Fort heavily garrisoned, recommend a diversion to draw forces from within.
b) Nearby town heavily garrisoned.  Intelligence reports possible presence of
German armor.
c) State of alertness: Low.


3.                                  Outline

a) By means of a captured civilian fishing vessel, approach the dock at
b) Make your way to the Lighthouse,
Eliminate spotters.
c) Infiltrate fort and bunker complex.  Spike all 3 guns and plant timed
charge in the main magazine.
d) Ex-filtrate by means of the fishing boat.  H.M.S. Ulster Monarch will be
standing by.

Mission 2.3: Sicily 1

Mission Objectives:
- Stay concealed until the docks sentry is eliminated.
- Eliminate the guards inside the dock house.
- Storm the bunker and eliminate the rest of the guards.
- Get in the back of the truck.
- Engage the enemy at the lighthouse and get inside to plant your charges.
- Plant the charges inside the lighthouse [3 remaining].
- Regroup with Major Ingram outside the lighthouse.
- Head to the top of the path.
- Do not engage the enemy until the reinforcements have passed.
- Get up onto the wall.
- Find the radio rooms.
- Disable the communications equipment [5 remaining].
- Regroup with Major Ingram's squad.
- Secure the underground garage.
- Find the documents.
- Get on the elevator.
- Find the cliff gun emplacements.
- Plant the charges on the guns [3 remaining].
- Find the munitions magazine for the guns.
- Plant the charges in the magazine.
- Get back to the elevator.
- Regroup in the garage.
- Head out to the courtyard.
- Get in the sidecar of the motorbike.

Much like the "Ship" mission in the original Call of Duty, you're on a boat,
this time, with members of the S.A.S.  These guys are probably the most
helpful allies you'll ever encounter.  Not only are they proficient, but they
can never die, unless they're scripted to.  With that in mind, try and stay
behind them, unless it's necessary for you to lead the way, or they're waiting
for a response from you.

At the dock, one of the S.A.S. commandos will take out the sentry guard.  Jump
out.  You have the Silenced Sten, which is a pretty nice gun.  This is the
only chance you'll get to use it, so I suggest you maximize the potential as
much as possible.  Head for the star on your map.  You'll spot an open door on
the side in which to enter.  It's too bad you don't have any grenades at the
moment, as this would be the best opportunity to use them.  Run in.  The first
room leads to a radio room, which is where two guards are.  Standing behind
the objects, use your Sten and one bullet to put a hole in the radio man.
When his friend comes to investigate, bring him down.  Pick up the Kar98k real
quick as you'll be doing some long range firing.

Pick up the Luger near the S.A.S. commandos looking outside the windows and
use the Kar98k to kill the guards moping around.  Once the first shot is fired
(make it count!), fire is exchanged from both parties.  Use the Kar98k again
to take out another guard that runs out and the one that appears in the
bunker.  Once your allies have moved up, drop the Kar98k for the MP40 and
catch up with them.  Before you get into the truck, check the bunker and the
dead guards for some weapon ammo and a couple of Stielhandgranates.

Once the truck stalls, follow the guys up on foot.  Since they have a head
start, you'll hear gunfire erupting.  Run up and take cover.  Aim for the
Germans outside first, then use the MP40 to take out the German guards near
the light of the lighthouse.  There are some Germans in the windows, but your
allies should be able to take care of them.  Run up to a rock directly outside
the door to the lighthouse and use the MP40 to take out the two German guards
inside.  Run up the steps and quickly up the ladder onto the next floor before
the grenade a German throws explode.  Notice that this triggers a bunch of
never ending Germans to run out of a bunker outside and engage your allies.

Climb up the next ladder, look outside for a very nice view, and plane one of
three charges, next to the ladder.  Look up the ladder and see if you can't
spot a German standing over it.  If so, kill him.  If not, you might need to
use a grenade to ensure your safety.  Climb up to pick up some MP44 ammo,
grenades, and health, as well as to place the second charge.  Drop back down
to the point where you had to climb up the ladder or explode and place the
final charge.  Run back outside and meet up with Major Ingram, taking care of
the remaining Germans outside.

Do as Maj. Ingram says and run up the path left of the bunker entrance.  Once
you reach the top, you'll rendezvous with the rest of the commandos and the
lighthouse will explode.  Wait until the German reinforcements have passed you
by, then climb up the wall.  Your new objective is to find the radio rooms.

Pvt. Denny and Moditch are your support.  More than likely, if you fire out
into the courtyard, an alarm is going to be raised so don't do so.  And don't
let one of your squad mates do it either!  As soon as you run in, some Germans
will round the corner.  Your allies can handle this threat quite well, but
watch out as Pvt. Denny tends to use a lot of grenades.  Check the adjoining
room next to the MG34 for a health pack.  Continue your search forward and
spring across the walkway outside.  Inside, quickly dispatch of the German
guards you've stumbled upon.  Make a thorough search right and take out the
Germans guarding three radios.  Use your gun to decommission them.  Check the
room south of the three to find some guards and the last radio.  Retrace your
steps until you find the stairs leading down.  They'll be in plain view in you
pretend to be sprinting across the walkway again.

This path will lead you outside.  Find Major Ingram and follow him into the
bunker.  Let your buddies do most of the firefight in this gunbattle, but you
may be required to advance so they can too.  Speak with Major Ingram in the
room overlooking the garage and he'll tell you about some documents.  THIS IS
IMPORTANT!  It's important to speak to him or else the documents will never

Take the steps down from the walkway and head for the door that the commandos
are huddled around.  Take the supplies off the wall and follow the walkway.
Take out any Germans you encounter.  Continue down the twisty walkway,
battling the never ending Germans until you reach the room where the Germans
are coming from.  Head inside and take out the lone German guard as well as
the "Documents".  There are some Stielhandgranates in here as well.  Back out
and then take the right path to the elevator.  Use "F" on the switch to lower
yourselves down.

When you're near the bottom, some Germans will run out into your view.  Kill
them and proceed forward.  Through the tunnel to your right, peek out far
enough to get a glimpse of the machine gunner without getting yourself
killed.  Then, step back and use a well-timed grenade to wipe the whole mass
of baddies out.  Step into the room, but once you emerge from the "tunnel"
leading to the machine gun room, swivel 90 degrees left and take out the
German who was hiding behind the wall.  Tricky.  Pick up the ammo and health,
then man the now deserted machine gun emplacement.  Turn the barrel left,
facing into the next room and mow down the Germans who appear.  Once the
visible ones are dead, proceed onwards and kill the rest.  The next hallway
leads to one of the guns, so proceed with caution.  There is an MG34 gunner in
here, so a well placed and timed grenade will help greatly.  Once all are
dead, plant the charges and take cover.

You could either go west or east from that room, but since we like to follow
the star, we'll go east first.  The walkway will lead you to the next gun and
three Germans.  Dispose of them and plant the second charge.  Look under the
walkway you used to enter the room for a +50 Health Pack.  Now backtrack and
head for the western walkway.  Again, three Germans guard the western gun.
Kill them and then blow up the gun.  Now this time, when you try to backtrack,
two Germans will pop out of a doorway - don't be surprised!  Pick up their
ammo and enter into the new opening.

Down the steps, you'll see the opening of another room.  Take cover and let
your allies go in there first to handle the threats.  Pick up the health
inside and their ammo, then proceed down the hall.  As soon as you progress
far enough, some Germans will spawn inside the munitions room.  They appear
right next to the three spots the explosives need to be placed.  It might take
a few tries and deaths, but the best trick is to throw some grenades into the
three paths to blow the majority of Germans to their deaths.  Once all are
dead, check the racks carefully for some health, Stielhandgranates, and some
Panzerfausts.  Plant the three charges, then backtrack, using the new opening
provided by a couple of Germans.  Up the elevator we go!

Get off the elevator and take out the guard that's in the doorway of the
bunker where you found the documents.  Head back inside to find a new open
door with a health pack and an MP44 with most of its ammo gone.  Go back
through the walkways, taking out the sporatic new Germans until you hear the
familiar sound of a gun battle, back in the garage.  As soon as you enter, a
German lorry will enter and a buttload of Germans will get out.  Toss a
grenade, wait for the BANG, then start clearing them out.  Wait for the truck
to explode and then start heading for the courtyard.  Wait until there is
significantly less gunfire, as this battle could last forever with the never
ending German reinforcements.

Outside, clear out the Germans, then head for the motorbike and escape.
Unfortunately, this is the end of your allies as they get blown to kingdom
come when a Panzer fires a shot at them.  May they rest in peace...


Ref. Maps.                1/50,000 Sheets 8/F3, 8/F5
TOP SECRET   [Infiltration successful.]
                      [Light resistance at the dock]
Sheet No. 20/14 NW                       12 July 1943

TO: Major Ingram, Sgt. Doyle S.O.E.

INTENTION       [Planted diversionary charges at the light house with some
                  successs.  Main compound relatively clear of enemy...]
1.                                Objective

a) In preparation for Operation Husky, you are to infiltrate and destroy the
naval gun battery at Capo Murro di Porco (367909).  You will be assisted by a
detachment from 2 troop, 1 S.A.S.
       [The enemy alertness was higher than expected.]
                 [Successfully spiked guns and planted charges.]
2.                                  Enemy

a) Fort heavily garrisoned, recommend a diversion to draw forces from within.
b) Nearby town heavily garrisoned.  Intelligence reports possible presence of
German armor.                               [Garrison returned earlier than
c) State of alertness: Low.              expected.  Bit of a tough fight out
                       the door.  We managed to acquire a motorcycle and a
METHOD                kubelwagen.  Unfortunately, the S.A.S. lads took a direct
                   hit from a panzer...]
3.                                  Outline

a) By means of a captured civilian fishing vessel, approach the dock at
b) Make your way to the Lighthouse,
Eliminate spotters.
c) Infiltrate fort and bunker complex.  Spike all 3 guns and plant timed
charge in the main magazine.
d) Ex-filtrate by means of the fishing boat.  H.M.S. Ulster Monarch will be
standing by.

Mission 2.4:

Mission Objectives:
- Get to the shore.
- Follow Ingram.
- Board the captured German PT boat.
- Destroy all German PT Boats [2 remaining].

The first part is a rail shooter, so it'll be hard to aim.  Like the other
ones, you can "Crouch" and "Stand", but not go into "Prone".  You'll pass by a
German lorry, which of course has some Germans in it.  Try and shoot its
occupants before it comes behind you.  Another lorry will soon be on your tail
as well as a motor car.  Eventually, one of the lorries will crash into a tree
and the motor car will take a different path.  You'll pass by another lorry
which will soon follow.  A bit later, it swerves to a stop.

Soon after, you'll hit a roadblock.  Try and nail the machine gunner as you'll
be going right by him.  After some turns through an alley, you'll end up with a
lorry on your tail.  Once Maj. Ingram tries to lose them in the village, a
motor car pulls up behind you.  Just hold the fire button down since you're in
an alley and chances are, you'll get lucky and kill them.

Down some steps, another lorry will pull in front of you.  Waste its occupants
and then take care of another motor car behind you.  Soon after, another lorry
appears.  This part is neat.  The truck runs into some chickens and you can see
its blood.  Then, you'll go an alley to narrow for the truck to go through.
When Maj. Ingram says: "We've got one on the left.", it might help to start
firing slightly behind Maj. Ingram's back as you leave the corner.  With any
luck, you'll hit the Germans who suddenly appear right behind you.

Finally, you'll drive past a tank and both of you will crash.  Run down the
alley as soon as you can and into the doorway.  Pick up the health and ammo,
then go out the window when he kicks it open.  Fall down into the alley and
run.  Periodically check behind you to see if any Germans are following.  Here
in the slight clearing, you'll be ambushed by some Germans.  Take cover behind
the pillars and chuck grenades down ahead.  If you can, try and get a grenade
onto the balcony with the machine gunner.  Move up or the Germans will
continually come.

Head down the alley and take out the Germans running down.  As you move, a
German lorry will appear ahead of you.  Try and nail the Germans standing on it
in the head before the get off.  Shoot any feet you see under the truck, then
run up to it as a grenade is thrown.  Shoot any Germans up here, but grenades
will continually be thrown.  Once Maj. Ingram clears a path, follow him.
Another German lorry will appear on the street above you.  After a few probable
deaths, throw a grenade into its path to hopefully wound the Germans.  Then,
take cover from rock to rock and make your way down.

As you run down, a halftrack will appear on the road.  The machine gun fire is
prety accurate, so watch out!  When Maj. Ingram talks about "Higgs", turn
around for two Germans have appeared behind you.  When you reach the bottom of
the inclines, again, turn around you.  Try and nail any Germans running down.
Up ahead is a German bunker.  Head down and sneak off to the left and kill the
Germans.  On the docks below, Pvt. Montgomery is fending off some Germans.  Go
into the bunker.  Take out the German hiding behind the wall and the ones in
the hall.  Clear out the bunks and the pillbox overlooking the sea.  Pick up
some health and make your way to the docks.

Of course, when you get near, a Panzerfaust is launched at the boat.  BOOM!
There goes Higgs.  You can pick up his Bren LMG, or just head for the boat,
since you won't be using small arms fire anymore.

The PT Boat is fun.  Think of the anti-tank gun in the first game, and this is
basically what it is.  The objective will continually change the amount of PT
Boats you have to destroy.  The first two come from the south.  Focus on one
target at a time and destroy them.  Hopefully, you'll suffer only scratches.
Another two come in from your left.  Again, destroy them.  By now, four more
have appeard.  Two come from behind while the last two come from the front.
Destroy them and watch the three guns blow.

                               Russian Infantry

Cherkasskoye, July 4, 1943

Dearest Natasha,

They loaded us in the trains late last night.  The only thing the Commissars
would tell us is that we were going to the front where we would serve our
motherland with unfailing bravery...  pretty words.  Vassili says that the
fascists are planning some major offensive at Kursk.  Sgt. Antonov believes it
is their last desperate attempt to maintain a foothold.  Whatever happens, I
don't expect it to be pleasant.  Most of the men are afraid as they have never
seen combat.  The only ones who don't show fear are Vassili and Sgt. Antonov.
They both served in Stalingrad, though they don't seem to like talking about
it.  If we all stick close to them, we just may make it through alive.


Mission 3.1: Trenches

Mission Objectives:
- Get into truck.
- Get Ammo from Bunker.
- Defend right flank.
- Flush out left flank.
- Follow Sgt. Antonov
- Blow up 3 Elefant Tanks [3 remaining].
- Meet up with Sgt. Antonov.
- Head to Village.
- Eliminate all Enemies in Village.
- Defend Village.
- Meet with Commissar.

Ah.. the mission we've all seen from the CoD: UO movies from various websites.
Start by heading for the right truck, as that's the only one that you'll be
able to get on to.  Once in the truck, enjoy the ride and scenery.  Stukas will
blow up trucks all around you, and when someone yells to get down, do so.  Use
"Crouch" to stay out of harm's way.  Once you reach the trenches, the truck
behind you will blow up, effectively creating no way out.  Follow the trenches,
and pick up the Health Packs if you didn't listen.

Inside the bunker, stand near the doorway and proceed until the game
automatically triggers the guy to wish you luck and gives you 60 Mosin-Nagant
ammo.  Out through the trenches and into the fight.  Pick up the Tokarev SVT40
and more Mosin-Nagant ammo.  Choose whatever rifle you like.  After some heavy
artillery fire, the Germans will move forward.  This part is too cool!  I
prefer to use the Mosin-Nagant at long range, but as they start moving forward,
switch to the Tokarev.  You're welcome to pick up a German weapon if one falls
into the trench.  In the background, a Panzer will be shelling the area, but
none of the shots should do any damage if you stay at the right.  Some Germans
do come at angles, but the machine gunner should be able to take care of the
majority of them.  Just make sure none get into the trench or some hand-to-hand
will probably ensue.  After the scripted Stuka crashes inches from the trench,
you'll be ordered to reinforce the left flank.

Follow the men, while taking out any Germans in the trenches.  When you reach a
sheltered place, clear the Germans from inside.  There is a PPSh in a corner
near the door if you want it, as well as some health and ammo for the Tokarev.
Outside, kill the German with a flamethrower and then move on up the trench.
There should be a German that runs out through the trench with a flamethrower.
Kill him and pick up his weapon if you want.  However, it only works at short
range, so it may become a liability.  Get close to the mounted machine gun to
trigger a German wave.  You can use the gun or not.  I've found it very
difficult to use as it makes you a very easy target for the rifles.  Take cover
and use your grenades sparingly.  When you've run out, flame them when they get
into the trench or use your PPSh and have a party.  When they're all dead,
follow Sgt. Antonov.

You'll arrive back at the right flank.  This time, you'll be tasked to actually
going out of the field and blowing up three Elefant tanks using charges.  Crazy
stuff.  Follow the trench left and through some covering to emerge out in the
field.  Follow your buddies and let them take the majority of the Germans.
Head for the Elefant tank at the far left.  When you get to its front, plant
the charges and run.  Be careful as some Germans will scale the wall to your
left.  Run to the second tank and take out any Germans nearby.  Once you plant
the charges on the second, some Germans will spawn at the edge of the field and
try and shoot you.  The last Elefant is on a hill, surrounded by some Germans.
Use your rifle to take them out, then move in and plant the charges.

Once you've regrouped with Sgt. Antonov, you'll be ordered to retake a village.
Proceed down the path but beware of Germans that run from the sides.  This will
become apparent when one of your buddies says "Watch out for Germans coming
over the hill!".  Take out the flame-wielding German to the right, then the
rest.  When someone yells that he's pinned down, get ready for another fight.
This time, they're all in the open, and a German foolishly uses his
flamethrower at long range.  Take them down, then run into the mill when you're
commanded to.  When the guy opens the door, head out.

When you step out, you should immediately see some Germans rushing out from a
building.  Take them down and enter the building.  I prefer to switch the PPSh
for the MP40 if you haven't already.  Through the building will be another
skirmish outside.  However, there's a German manning a machine gun outside.
The best trick is to go into "Prone" and peek out.  You should see a bunch of
Germans near each other.  Use something accurate like the MP40 and fire into
the mass.  You should take out the gunner and a bunch of Germans.  Once you've
cleared them out, a timer set at 2:00 starts counting down.

There's that machine gun on the ground that you could use, but somehow, the
Panzer seems to be able to nail you with a shell.  Instead, barricade yourself
into that house you just cleared, lying in the hallway with the gun at the
ready.  Shoot any Germans that rush inside.  This part isn't too hard.  When 2
minutes is up, meet outside with the Commissar, making sure to kill any
leftover Germans.


Ponyri July 9, 1943

Dearest Natasha,

We have been redeployed to the north.  We are now temporarily attached to the
6th Guards Army, and are headed for a town called Ponyri.  I hear the fighting
has been fierce.  They are calling it the Stalingrad of Kursk.  The commissars
seem to like shifting usd around like cattle; cattle being led to slaughter.
I saw things at Cherkasskoye, things that I would soon like to forget.  It is
now clear to me what has hardened Antonov's face into a permanent grimace.  I
can only pray that my luck holds up.


Mission 3.2: Ponyri

Mission Objectives:
- Take the rail station.
- Flank to the left of the rails.
- Eliminate German sniper in the tower.
- Clear the rail station of German forces.
- Clear the town of German resistance.
- Enter the school from the west.
- Eliminate the machinegun nest upstairs.
- Regroup with your squad.
- Protect Semashko while he plants charges on the tank.
- Eliminate the machine gun emplacement.
- Clear the way to the factory.
- Enter the factory through the basement.
- Eliminate all German resistance.
- Get the panzerfaust and destroy the tank.
- Regroup with your troops.

Again, this mission opens with a talk from your commanding officer.  And
what's the deal with three tanks helping you out?  Why not four, or five?
Anyways, as soon as you can move, do so and follow the tanks northeast.  Use
them for cover when the machine gun starts to open fire and when it comes to a
stop, so should you.  One of the tanks will pleasantly blow up, so don't be
near the first one.  Stay behind the second tank and use the Mosin-Nagant to
take out the Germans behind the sandbags to the right.  Hopefully, the tanks
will help you out here, but more than likely - not.  Your allies will run up
behind a sandbag, but stay behind the tank until the lot of Germans on the
right are gone.  Then, lean out to the left and repeat.  Once you eliminate
the preliminary Germans, you'll be ordered to flank left and more Germans will

Run up to the sandbags and behind the train.  A whole lot of Germans are
massed in the building, so this would be a perfect opportunity to try some
accurate grenade placement.  Time the grenades to explode soon after it lands
and the whole squad moves a bit forward.  More German troops appear in the
house so use another grenade to blow them up too.  Once you reach the
platform, a German sniper will appear in the window northeast of the
platform.  Use your Mosin-Nagant to pick him off, then pick up a SMG.

At the platform, pick up the health, grenades, and enemy weapons, then turn
your attention to the rail platform across from you.  Pick off any Germans you
see and move forward, slowly.  Pick off all the guards.  You'll know you have
when your squad starts moving up to clear out the station.  Inside the
station, let the allies go in first.  They'll do a fine job of distracting the
enemy for you to pick them off.  Check the first room you find for some
health, then take cover before you enter the main waiting room.  Behind the
wall, lean out and throw a grenade into the room.  Advance a bit, then chuck
another to clear out the remaining Germans.  Once your squad starts to storm
the upper floor, get into a "Crouch" position and look up onto the end of the
stairs.  There should be another mass of Germans waiting for your squad, so
give them a welcome from below.  Climb up and clear both rooms for some health
and ammo.  Once they're dead, go back down.

Some more Germans have appeared in the doorway to the north on the lower
floor.  Don't rush down and be surprised.  Switch to the MP40 if you haven't
had it out already and clear them out.  A grenade past the doorway works
especially well.  Once they're all dead, the doors east will open.  Check the
new rooms for some health and a Luger, if you wish, and then head out.

You'll most likely walk out into a barrage of mortar or artillery fire.  Of
course, this is the end of tank support for you.  Boo-hoo.  Take cover behind
a rock and then use your Mosin-Nagant or Kar98k to pick off the Germans hiding
behind the fence.  Once the first wave of defenders are dead, your squad moves
up.  Take cover behind the tank that blew up across the river and fire at the
Germans emerging from the house to your left.  Before you enter the house,
throw a grenade at the Germans behind another fence.  Inside the house, pick
up the +50 Health Pack.

Regroup with your squad and battle your way east.  Use the rifle to pick off
the German heads above the sandbags.  Once they're dead, a machine gun should
open up from a school house.  Your new objective is to take it out.

Follow your men through a short alley.  You should end up somewhere out of the
radius of the machine gun.  Run up to the Russian standing next to some double
doors and he will kick it open.  Let your allies run in.  The Germans have
been waiting and will most likely cut down the first few.  Enter when all
seems quiet.  A German should come out of a door so kill him.  Enter the
southern room to find two Germans already dead, as well as two health packs.
The reason is apparant as there's a Russian standing in the window.  Outside,
you'll see some Germans battling some Russians.  You can't kill the Germans
for some reason though.  Too far perhaps?

Head back and regroup with your squad.  Through the walls, kill any Germans
you see.  Pick up some health off the desk, and enter into the eastern room.
Your allies are taking cover behind some desks, and a German is probably
relentlessly firing an MP44.  Hopefully, you can get in a quick shot before he
notices you.  However, since a lot of Germans are past him, chuck a grenade
for quick disposal.  Some Germans may still be lurking, so beware.  Once
they're all dead, enter the room and notice that the rest of your squad are
sneaking outside.

Go up the stairs.  As you do, you'll overhear some Germans talking to each
other.  Kill the German that runs across the hall if you can.  If your
reflexes were too slow, then enter the room to the left and kill him then.
Pick up the health pack and move into the northern room.  In front you, you'll
see the machine gunner.  Kill him, then backtrack into the room before and
fall down the hole.  The entrace, now exit, is a simple matter of running
forward.  Run up to your squad and you will now be tasked of protecting

Pvt. Semashko will run past a broken fence to your right.  Follow him.  As you
run, two Germans will come up from behind a fence.  Gun them down.
Eventually, he'll enter a building and you will both end up behind the
Panzer.  Throw some grenades into the German midst to distract them while he
plants the charges.  Then run back to your squad and wait for the tank to
blow.  Once you get back, you will again be tasked with protecting Boris.
Follow him through the buildings.  When it looks like you've reached a dead
end, get ready for the German to stand in the doorway.  Inside, stand on the
crates on the lower floor so that you'll be elevated enough to shoot the
Germans on the second floor.  Pick up their ammo and health, then enter the
next room to find two Germans manning the machine gun.  Eliminate them, then
use the machine gun to fend off the Germans while Pvt. Semashko plants the
charges.  When it blows, regroup with your squad.

Presently, another German squad are firing it out with yours.  Chuck some
grenades if you have any to spare and finish off with some well placed
gunfire.  Once they're dead, check their positions for health and ammo, then
follow your comrades to the factory.  At the factory, there will basically be
gunfire exchange from the Germans and the Russians.  The Germans occupy the
factory, as you can tell from the fire coming from the windows.  Your main
goal right now is to flank right and mow down the Germans behind the barbed
wire before you're dead.  Once they are gone, throw a grenade down the ramp to
the door where some Germans are emerging.

Head down into the basement with two Russians.  Pick off the health on the
crate, but watch out as two Germans come running down the steps.  Run up the
steps, then pop the German who appears in the window above the door.  If not,
he's a pretty good shot, so you can bet your health will drop a bit, as well
as a grenade.  Pick up the two health packs on the table and move into the
next room.  Take cover as soon as you enter and use the MP40 or MP44 to rid
the Germans in this room.  Check the fenced off area in here for +50 Health
Pack and a PPSh.  Yummy.  Enter the southern room.

Head up the steps and into the first open door you see.  As you emerge into
the hallway, recognize the room in which you shot the sniper.  Follow the hall
to that room, then take the other door.  As you head for the steps, be
prepared for another German running down.  Clear up the Germans, then pick up
the health on the crate.  Head into the hall, then throw a grenade into the
doorway on your right, if you have any.  If not, slowly ease until you can see
one German soldier at a time.

Once they're dead, follow the hallway until you reach the catwalk where the
Germans were firing out from the windows.  As you run across the walkway, some
Germans will appear on the other end.  Pick them off.  Again, once you near
the end, the door in front will open and out pop two more Germans.  Check
their room for two health packs.  Go down the steps and prepare for the
hardest part yet.

Partway down the stairs, one of the walls will blow open and you'll be
reunited with your allies.  However, a big ol' bad tank comes from the other
side with a full compliment of soldiers.  These soldiers never stop coming,
and the panzerfaust needed to bring the beast down is laying near the
Germans.  You'll have to use a SMG, no doubt about it, to even make a clear
path to the gun.  The PPSh works nicely, and you can pick one up from one of
your dead allies.  Just try not to lose health picking one up.  Take cover
behind a crate, then run towards the Panzerfausts.  Grenades are a HUGE asset
in this part.  If you have any left, use them or lose them.  Cover yourself
with SMG fire.  It helps if you use it in bursts, especially for the PPSh, as
spray and pray will get you killed.  Once you reach the box, hit "Prone" and
pick up the Panzerfaust.  If there are any Germans nearby, that can hit you,
fire the Panzerfaust near them so the explosion will kill them.  Then, pick up
another and fire into the tank, hopefully taking out more Germans as they
reinforce the position.  Rinse and repeat.  Well done indeed.


Prokhorovka July 12, 1943

Dearest Natasha,

Again I have been moved.  This time I have been separated from my friends.
There has been a huge German armored offensive at Prokhorovka.  So far we have
been able to blunt the attacks, but the enemy has bloodied our noses on more
than one occasion.  There has been a shortage of tank crew members so they have
been combing the Infantry ranks for those who have served with distinction.  I
am not sure that a transfer to the 5th Guards Tank Army could be considered a
reward for good service.  I only hope that I can rejoin my comrades soon.


Mission 3.3: Kursk

Mission Objectives:
- Proceed to the town of Prokhorovka.
- Destroy the PAK guns [2 remaining].
- Eliminate the German resistance across the stream.
- Destroy the German tanks in the farm area.
- Eliminate all German infantry in the farm area.
- Eliminate all German resistance in your path.
- Destroy all German tanks at the crossroad.
- Destroy all German tanks in the clearing.
- Eliminate the German roadblock.
- Destroy all remaining German armor.

Ah!  This is what you've been playing for.  You have been playing to reach
another tank level!  As in the first Call of Duty, controls are pretty much
similar, save for one fact.  There is no machine gun.  No more automatic fire
when infantry appears.  Darn!

Now, as the mission starts, follow your comrades.  Around a bend, you'll
finally reach the bridge, where you'll encounter two enemy PAK guns.  The guns
[as they're kind of hard to see] are behind the two sandbag walls on either
side of the bridge.  They're really no threat, as even your allies can take
them out for you.  Destroy them and the surrounding stuff, including the
German soldiers.  Psht.  Like small arms fire _could_ hurt a tank.  As a side
note, you can destroy pretty much any building you see, unlike the original
version.  Do so when you see one.  You may never know if enemy soldiers are
hiding inside.

Continue on the path.  Your allies will stop and wait for you if you explore
or lag behind.  As you drive along the stream, the music will suddenly
change.  Cool, eh?  And of course, some Panzers [which are white], start
rolling out.  Three appear on the left side of town.  Your allies will come to
engage them.  More will appear to the east.  Be careful.  As I said, there are
enemy soldiers in the buildings with Panzershreks.  You'll notice them by the
bright orange dot that streams by.  There are two in this area which are
pretty accurate.  Take time to destroy them as they are part of your objective
as well.  There's about four tanks to the east and another two farther back.
Eliminate them all and continue to follow the path.

Head down the left since the path is blocked.  In the open area, another PAK
gun and Panzer are waiting for you.  Dispose of them, then head northeast.
Eventually, you'll encounter more German tanks - three to be exact.  These
seem to take a few more shots, so watch out.  As you round the bend, you will
again be asked to eliminate the incoming German tanks.  There are a total of
five here, so do your job and move on.

As you drive towards the house, it should start to fire Panzershrek shells at
it.  Fire two shots in it to completely demolish it.  As you round the corner,
you should see some allied tanks on the ridge to your left.  At about this
time, you should also receive the message to eliminate the roadblock.  No,
they don't help you.  The first tank is a German Elefant tank, a tank killer.
Lucky for you, your allies are significantly stronger and the tank is
significantly weaker.  Once that's dead, prepare for the ginormous tank battle

As soon as you reach the town, four more allied tanks spawn and so does a ton
of German armor.  Now, it's just you mingling in with the tanks trading fire.
A true sense of tank battle indeed.  Awesome stuff.  There seem to be Tigers
as well as Panzers, and Elefants.  A lot of the Panzers drive around.  The
Tigers are more in the back area, and the Elefants are on a hill overlooking
the city.  There are three Elefants.  Save them for last.  Once you and your
allies destroy the preliminary group, a last wave of German tanks arrive from
the west.  There are significantly fewer of them, so your task should be easy.


Kharkov, August 22, 1943

Dear Natasha,

We've finally reached Kharkov.  Thankfully, the 5th Guards Tank Army was
reinforced and I was able to rejoin my comrades on the ground.  We have been
attached to a large force that has amassed on the edge of the city.  Today we
reclaim Kharkov for Mother Russia.  We are to move quickly as possible and
capture the central train station so that our comrades may arrive and reinforce
the strike force. Vassili and Sgt. Antonov have a grim look on their faces that
is very unnerving; perhaps they know something I dont.


Mission 3.4: Kharkov Outskirts

Mission Objectives:
- Assault the Town.
- Meet with Sgt. Antonov.
- Take out Anti-Tank Positions [3 remaining].
- Advance with Tanks.
- Assist Antonov with clearing out the buildings.
- Clear out the rest of the building.
- Take out the Tiger Tank.

The opening reminds me a bit of Stalingrad from the first game - except its
much easier.  And, this time, we have _FOUR_ tanks!  Yay!  Begin by running
forward and for cover.  You're armed with a semi-auto rifle now, so don't
expect one hit kills, though you can fight in closer quarters with this.  Take
cover behind walls and when you have the shot, kill the machine gunners in the
windows.  Progress forward enough to get the tanks to move down the street and
clear out the building.

As you head for the tank column, you should see a bunch of your guys running
into machine gun fire.  Their screams get annoying after a time, so you best
help them out.  Pick up a SMG from your dead allies or a dead German.

Peek around the corner until you can see the machine gunner inside a partially
destroyed building.  There should be a fire behind him, which helps illuminate
him.  Fire a couple of rounds until he's dead.  As soon as you try to move up,
the tank that was in the opening blows up.  Anti-tank guns abound!  Head for
Sgt. Antonov for some new orders.  Be careful of the Germans across the street
on the roofs though.  They'll continually respawn, so just try to avoid them.
Take out another machine gunner in the building and meet up with your comrades.

Pick up the two health packs outside first.  For the safety of your tanks,
you'll be directed to spot the enemy anti-tank positions.  Follow the men up
the stairs until you reach the room overlooking the streets.  Take out the
Germans atop the building, then, quickly look at the gun through the binoculars
until the red reticule appears over it.  Press the fire button to relay the
coordinates.  It helps if your aim a bit above the gun itself.

Through the hole in the wall, shoot the German behind you now.  Enter the new
opening and take care of a couple more Germans inside.  Drop down, head right
and through the holes in the wall until you hear someone say: "We need to get
to the third floor!".  Kill any Germans above you and then move up.  Look out
the right most window or else you'll be a target for a machine gunner in the
window.  Down below is the second gun.  You can actually kill the two Germans
manning the gun, but you'll still need to use an artillery strike to destroy

Back down on the ground, one of your allies should kick the door open.  Wait a
bit, then sprint outside.  If helps to have a SMG equipped so you can gun
anyone down as you're running for cover.  Allied tanks should be moving up the
street to your left, but you're going to want to take cover from both the
northern and western sides as there are Germans in the windows.  Before looking
out onto the street below to take out the Elefant tank, pick up the two health
packs on the ground.  Then, use your binoculars to finish off the last defense.

Drop down and out the opening in the wall.  Outside, advance with the tanks
until some enemy fire starts to open up.  Throw a grenade into the rubble on
your right to take out a bunch of enemy troops.  As you progress, one of your
tanks should blow up.  Move a bit more and another one will blow up.
Apparantly, there's a Tiger in the middle of the street.  Head right from the
lead blown up tank and you should find a box with some Panzerfausts.  Swap one
of your weapons, then peek out and shoot.  Two shots should do the trick.
Progres forward and wait for the tanks to blow up a wall to move on.

Inside, use a more accurate bolt-action rifle to nail the Germans standing
about.  Pick up any ammo needed and move on.  As you round the corner, a flame-
throwing German will appear.  This is actually a pretty good defensive spot for
the Germans.  Two criss-crossing machine guns are ready to cut you down.
Thankfully, the radius of their guns are limited.  Peek around the corner and
nail the first machine gunner.  Kill the two Germans behind the rubble with it.

This next part is a matter of patience and ducking.  Look through any openings
you can find and kill all the enemies in the western part of this area.  There
are several MG34 gunners, as well as snipers.  Lean in and out to safely take
care of them.  Head south with your squad to rid the buildings of enemy

Equipping a SMG is obvious.  Follow your squad until you can see a German
behind a table.  Kill him and apparantly Sgt. Antonov's part in room clearing
is over.  He'll send you and a few more to finish the job.  Follow your
comrades.  Two Germans should run into the room when you reach a room with an
MG42 on a window.  Past him, another MG42 should open up.  Head for that room
and kill him to clear out this portion of the building.  Remember the room
where the MG42 was!  Backtrack to your squad.  Follow your squad as they clear
out the rest of the building.  Take out the Germans behind the table and then
move into the next area.  Eventually, you'll reach enter some rooms overlooking
a small area, in a circular structure.  This area is where the final push into
Kharkov takes place.  Be ready!

Take out all the enemies that you can see, then start heading left around the
courtyard, while still staying on the current floor.  Try not to fall down.
Follor the open doorways until you see a smoke filled hallway.  Past that is a
courtyard where a massive amount of Germans start pouring out of the woodworks.
Pick up the Health Packs on the ground and keep the position of the
Panzerfausts in your mind.  There are some SVT-40s lying against the wall.
Pick them up and swap it with your Mosin-Nagant.  Close quarters fighting
renders it obsolete.

In the "room" with the Panzerfausts, drop down onto the lower level.  You'll
see another box of Panzerfausts and more SVT-40 ammo.  Enter the room east of
that and pick up some Stielhandgranates on the floor.  Head west, walk up the
ramp, and pick up the two Health Packs and MP40s if need be.  In the words of
Sgt. Antonov: "Keep firing!  Don't get your ass shot off!"  Drop back down and
head south from the room with the Panzerfausts.  There's an MG34 gunner behind
the bathtub, so take care of him first.  Then, chuck a few grenades out into
the courtyard.

Eventually, the wall will blow up and a Tiger Tank will appear.  I'm not sure
if you have to run out into the courtyard and back, because that's what I've
done.  Wait five minutes and if it doesn't come out, I guess you've won
yourself a trip out in the open.  Since you have some Panzerfausts, use them.
Don't be afraid to use them against infantry either.  They are very potent
against them.  Sneak around to the south room again, and use the window to aim
at the Tiger Tank.  Two shots should kill it.  Once it's destroyed, use the
PPSh and grenades to clean out the courtyard.  You'll need to physically move
up and into the courtyard before some Russian allies start coming out of the

        .+*+.                                                     .+*+.
         [5]   -=-=-            [ Multiplayer ]            -=-=-   [5]
        '+.+'                                                     '+.+'

Tired of predictable enemy AI?  Looking for some real challenges?  Well,
multiplayer is the place to go, with online communities and mods to make the
game much more!

                                   Game Modes

This section list all the available types of modes available for game play.
The expansion pack includes all stock maps and modes from Call of Duty while
integrating the new features into them.  As such, old maps have new twists.


"In this timed, team-oriented mode, each team must locate and capture a
randomly placed radio.  A team can capture the radio by standing near it for a
short duration when no enemies are around.  The controlling team gains 45
points for every 45 seconds it holds the radio.  If the attacking team
destroys the radio, it gains the number of points that are left on the
reinforcement timer.  If the radio is destroyed or control is lost, a new,
neutral radio will spawn in a different location to be captured again.
Players spawn in 45 second intervals."

                               Behind Enemy Lines

"A very small team of Allied soldiers is outnumbered an surrounded by Axis
soldiers behind enemy lines.  Allied players gain points by staying alive and
by killing as many Axis players as possible.  Any Axis player who kills an
Allied player respawns as an Allied player for a chance to score even more


"In this timed, round-based, team-oriented mode, one team must locate and
retrieve crucial documents from the enemy and return the documents to its safe
zone (represented as a blue box on the compass).  The defending team must hold
the enemy off until the time runs out.  The attacking team gains points for
successfully retrieving the documents.  The defending team gains points for
keeping the documents safe for the duration of the round.  Either team can win
by simply eliminating all enemies on the map."


"It's 'every man for himeself.'  Points are awarded for kills, and the first
player to either reach the score limit (set by the server administrator) or
have the most points when time runs out is the victor."

  -=[ Scoring ]=-

Killing an enemy: +1 point
Killing yourself: -1 point

                                Team Deathmatch

"Similar to deathmatch mode but with all players divided into two teams.
Points are awarded for kills.  The team with the most points at the end of the
time limit wins but the first team to reach the score limit can claim early

  -=[ Scoring ]=-

Killing an enemy: +1 point
Killing yourself: -1 point
Team killing [TK]: -1 point

                                Search & Destroy

"In this time, round-based, team-oriented mode, a team must destroy one of
several objectives on the map while the other team strives to defend the
objectives.  The attacking team wins points for successfully destroying
objectives.  The defending team wins points for keeping all objectives intact
for the duration of the round.  Either team can win by simply eliminating all
enemies on the map."


"Two teams clash with one another in an attempt to capture 5 to 7 separate
zones on a map.  Zones are represented by flags, and players must stand next to
a flag for a period of time to aise their side's flag and lay claim to the
zone.  The first team to capture all zones (and thereby dominate the
battlefield) wins the round.  Points are awarded for raising flags and killing
enemy players."

  -=[ Scoring ]=-

Killing an enemy: +1 point
Killing yourself: -1 point
Team Killing [TK]: -1 point
Capturing a zone: +3 points

                               Capture the Flag

"In this team-oriented mode, each team must locate the enemy base, steal the
enemy flag and bring it back to their own base to capture it.  Points are
awarded for stealing, capturing, defending and returning the flag, as well as
for killing other players.  Teams score points for successful captures, and the
first team to score the point limit, or score more captures during the alloted
time, wins.  To successfully capture an enemy flag, your team flag needs to be
present at your base."

                                 Base Assault

"In this team-oriented mode, each team must locate and destroy three enemy
bases on the map.  To destroy a base, teams must assautl the base installations
with heavy weapons (e.g., tank shells, bazookas, satchel charges, artillery
strikes) and destroy the base's perimeter defenses.  Once the defenses are
down, infantry must infiltrate the base and plant charges.  Once the charges
detonate, the base is destroyed and the enemy loses use of it as a spawn point.
Each team must defend their bases against assaults, while striking out against
enemy bases.  Defending infantrymen can defuse charges planted in their base."

                              Vehicles & Weapons


  -=[ American Maps ]=-



  -=[ British Maps ]=-



  -=[ Russian Maps ]=-



        .+*+.                                                     .+*+.
         [6]   -=-=-          [ Cheats & Secrets ]         -=-=-   [6]
        '+.+'                                                     '+.+'

This was taken straight off the "Codes & Secrets" page at GameFAQs at

  -=[ Console Cheats ]=-

Create a shortcut to the "CoDUOSP.exe" file located in the Call Of Duty
program files. Right click on the shortcut and go to properties. Go to where
it says "Target" and add the following onto the end of the existing link:

"+set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 0"

So the link should now say something like:
"C:\Program Files\Call of Duty\CoDUOSP.exe" +set thereisacow 1337 +set
developer 1 +set sv_cheats 1 +set monkeytoy 0

Next go into the game and bring down the console by pressing the "~" key, then
enter the codes below for the desired effect.

NOTE: The cheats will only work on a RESUME GAME. If you wish to use them on a
  new game, start the game, save it, then quit the game and reload it and the
  cheats should work.
[ CHEAT ]                |[ EFFECT ]
weapon 32                | Allows rifles to be fired in Automatic Mode. Hold
                             down shoot.
toggle r_showLeafLights	 | Displays lines where the light comes through the
toggle r_showtricounts   | Displays numbers on each texture.
toggle r_showportals     | Displays where you can access via blue lines.
noclip                   | Enables walk through walls.
notarget                 | Enemies don't shoot at you.
cmdlist                  | Gives a list of all commands in the game.
give <item>	         | Gives indicated item.
gfxinfo                  | Gives information about the game graphics.
give all                 | Gives the player all weapons in the game.
god                      | Invincibility.
map <name>               | Loads the map you want.
toggle r_lockpvs         | Makes random textures turn invisible.
toggle r_lightmap	 | Makes the ground and other stationary textures
kill                     | Makes the player commit suicide.
toggle cg_drawgun        | Makes the players arm and gun invisible which
                             boosts the frame rate.
toggle cg_thirdperson    | Puts the camera at a third person perspective. You
                             are always invisible however.
toggle r_measureOverdraw | Puts the game in multicolours (rather laggy).
toggle r_showtris        | Puts the game in wire frame.
give health              | Refills the players health meter.
give ammo                | Refills the players weapon ammo levels.
toggle cg_draw2d         | Removes all on screen information making the game
                             look like a movie.
toggle r_fastsky         | Removes the sky which can brighten or darken the
                             terrain depending on the map.
map_restart              | Restart current level.
toggle g_entinfo         | Shows scripts over important soldiers and objects.
jumptonode <number>      | Teleports you to a specific node on the map.

        .+*+.                                                     .+*+.
         [7]   -=-=-            [ Miscellenous ]           -=-=-   [7]
        '+.+'                                                     '+.+'

  -=[ American Campaign ]=-

Battle of Bastogne


On December 19, 1944, General McAuliffe was ordered to take his 101st Airborne
Infantry Division and "Hold Bastogne".  Against overwhelming odds, and facing
one of the coldest winters in years, the men of the 101st Airborne Division,
along with other airborne and armored units, held the line at Bastogne.  On
Decemmber 26th after eight days of intense bombing and incessant artillery
barrages, the siege was broken when elements of the Patton's Third Army broke
through, relieving the encircled troops.  By the end of the battle at Bastogne,
the 101st airborne had suffered casualties of 105 officers and 1,536 enlisted
men.  After the breakout from Bastogne, the 101st moved on to the Moder river
sector, through German ultimately reaching Hitler's private mountain retreat:
Eagles Nest".

Bois Jacques

Head Quarters 506th Parachute Infantry Regiment
Subject: After Action Report and critique for Action in Bastogne Sector

24 December 1944 (NOTE: CENTERED)

Following a heavy barrage, this line was attacked by enemy forces from north of
Bois Jacques.  The enemy attacked in force with armor and panzer grenadiers
along the entire battalion front.  Friendly jeep recon units, who trapped in
advancing German forces, escaped to the battalion lines and provided valuable
information on the composition of the enemy units.  The attack was repelled
with the assistance of friendly armor.  Remainder of enemy units retreated
towards Foy.


Head Quarters 506th Parachute Infantry Regiment
Subject: After Action Report and critique for Action in Bastogne Sector

12 January 1945 (centered)

In a planned night operation, Sergeants Moody and Jones successfully attacked a
battery of German 8.8 cm cannons operating at a nearby farmhouse.  At the
farmhouse, they freed captured troopers who were reported MIA.  Meanwhile,
third squad led by Sgt. Ramirez secured the crossroads on the Bastogne-Foy
road.  This was critical in facilitating the upcoming assault on Foy.  First
and second squads then assisted Sgt. Remirez and thwarted any attempts by the
enemy to reinforce ensuring that the objective remained in our hands.


Head Quarters 506th Parachute Infantry Regiment
Subject: After Action Report and critique for Action in Bastogne Sector

13 January 1945

Dog, Easy, and Fox companies, as well as elements from 11th armored division,
assaulted and captured the town of Foy creating a clear path to Noville.  There
was a large enemy presence including well directed mortar and Artillery fire
resulting in the loss of some armor.  Sgt. Moody and his squad neutralized an
88 as well as a Tiger that was blocking the Shermans' advance.  After the town
was under our control, the Germans launched a counterattack from across the
river.  Troopers were dispatched to flush out the remaining entrenched Germans
set up in a nearby barn.


Head Quarters 506th Parachute Infantry Regiment
Subject: After Action Report and critique for Action in Bastogne Sector

15 January 1945

Airborne troopers led by Capt. Foley -in conjunction with 11th armored
divisionentered the town of Noville on 13 January, 1945.  Initially there was
light resistance, but about halfway through the clearing operation, friendly
forces were bombarded by pre-sighted enemy artillery.  After our forces had
secured the town, the Germans launched a counter-offensive.  This was
successfully held at bay by the remaining infantry in the chateau, until such
time as P-47's could assist.  Remaining German forces retreated north.

  -=[ British Campaign ]=-

British Special Operations Synopsis

In July of 1940, following the German occupation of France, Winston Churchill
proposed the formation of the Special Operations Executive or "SOE".  These
highly trained agents were inserted into occupied areas where they were to
assist local resistance groups and promote acts of sabotage.  By the war's end,
the SOE employed around 14,000 people of whom 3,100 were active agents.  The
year 1941 saw the creation of another elite unit: The Speical Air Service.  The
"SAS" conducted daring guerrilla raids, destroying high value targets including
supply depots, trains, and airfields.  These operations were so successful and
damaging to the German war effort that Hitler himself decreed that all SAS
troops were "very dangerous men, to be ruthlessly exterminated".

No. 90 Squadron R.A.F. Bomber Command Polebrook Field
September 8, 1941

On September 2, 1941, No. 90 squadron flight "B" flew an unescorted strategic
bombing mission over eastern Holland.  They encountered strong Luftwaffe
resistance as well as heavy flak.  This resulted in the loss of at least 5 of
the Fortress I aircraft.  With the exception of "A" for Andy, all crew members
perished.  Gunner James Doyle successfully bailed out over ocupied Holland and
was later retrieved by SOE and local Resistance operatives.  As a result of
this latest failed mission, all daytime raids using Fortress I aircraft will be
discontinued and are subject to review.

SOE Section: Holland Weekly Report.  Sept. 9, 1941
Mission Summary

On September 2, 1941, while on a sabotage mission in Holland, we rescued a down
RAF gunner.  Rather than waiting in safety until we could return, he insisted
on joining our group.  Although we came under fire numerous times, we succeeded
in destroying our objective.  This Gunner, named James Doyle, showed a natural
ability with firearms and explosives and an innate sense of calm under
pressure.  I recommend he be transferred to Guildford for induction into S.O.E.
training.  I feel that his potential is being wasted in his current service.

SO2: Adriatic Region Weekly Report.  July 20, 1943
Mission Summary Page 1

On July 12, 1943, we infiltrated and sabotaged a battery of German 16 inch
Naval guns on the southeastern tip of Sicily.  Insertion was by means of a
captured civilian fishing craft.  We successfully removed the beach sentry as
well as the detail at light house (where we planted charges as a diversionary
tactic).  Enemy troop strength in the nearby town was greatly underestimated.
These troops attacked the fort en masse, making escape difficult.  We escaped
in some captured German vehicles.  En route to the coast the Kubelwagen
carrying the SAS troops sustained a direct hit from a panzer, killing all
aboard in his current service.

SO2: Adriatic Region Weekly Report.  July 20, 1943
Mission Summary Page 2

July 12, 1943, continued...

Doyle and I managed to escape the fate of the SAS troops.  Resistance from
enemy forces denied us our original escape route to the boat.  We were forced
to enter the nearby town to evade capture.  Eventually, we were forced to
continue on foot.  As we made our way to the beach, our escape boat was
destroyed, killing the driver.  We captured an idle PT boat.  Shortly after our
escape, a number of German assault boats appeared on the scene.  After
dispatching the enemy boats, we were able to confirm the total destruction of
the target and return to the HMS Ulster Monarch.

        .+*+.                                                     .+*+.
         [8]   -=-=-          [ Legal Information ]        -=-=-   [8]
        '+.+'                                                     '+.+'

This document is copyright 2005 Legomondo, all rights reserved.  This should
not be reproduced in any way for the sole purpose of profit and without my
consent.  You may however, have a printed version of this, unaltered for home
use.  This FAQ is only allowed on

GameFAQs [GameFAQs.com]
IGN FAQs [faqs.IGN.com]

and should not be posted anywhere else without my permission.  If you see this
FAQ other than the site listed above, email me immediately at Legomondo [at]
yahoo [dot] com.  However, I do not want emails asking if you can post this
FAQ or any others.  I will not let you, and I warn you not to post the FAQ
anyways.  As always, the most recent version of this guide will be at GameFAQs.

        .+*+.                                                     .+*+.
         [9]   -=-=-               [ Credits ]             -=-=-   [9]
        '+.+'                                                     '+.+'

- CJayC for hosting my FAQs and for a great website where the gaming community
  can get involved.
- My friend Peter for introducing me to the original Call of Duty.

--------------------------------[ End of File ]--------------------------------

                            Copyright 2005 Legomondo

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