Call of Duty 2 Strategy Guide

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Call of Duty 2 is a widely-acclaimed game but there are many hard to survive spots in the game, especially on Veteran difficulty level. This leads you through the missions.

Contents



Russian Campaign

The Winter War (1941)

Red Army Training

Demolition

Stalingrad '42 (1942)

Repairing the Wire

Railroad Station No. 1

Don't go to the long drop out of the pipe. If you are careful, you can just make the run all the way to the factory without stopping to shoot anyone - too much risk, no reward. Take the left (I think) that brings you into the factory.

After the factory, work your way down the trench to the far side of the station house. You'll get a checkpoint near the rail car on that side. Approach the station house from the side. Pick off one guy waiting for you and toss a smoke grenade into the middle of the station. The work your way carefully down the rear of the station. Your comrades should take car of the gunners on the platform. There is a chokepoint here - the Germans come out of the other end of the station where the tower with the MG-42 is located. There will be a couple of Germans in that base room and another on the first stairway landing. Upstairs, there is one German on the MG-42 and a couple of others in the area. When you hit that first landing - it should send your comrades rushing up and past you onto the second floor. When you get up the stairs - you are right in the open middle of the floor and a sitting duck - so you may want to use smoke to get up there.

You'll get a checkpoint after you clear the floor and then the Germans start rushing in - they first toss a couple of grenades up the stairs. Accordingly, pull back and then shoot the Germans as they come up the stairs. Make your way back downstairs. Try to have two SMG's (or at least one) and hunker down behind the crates - again using the anteroom as a chokepoint for Germans coming in.

After several waves, you'll get a checkpoint and need to destroy a tank. Go wide right and flank the tank, coming around a flatbed rail car to plant the explosives. You'll then get three objectives - A, B, and C. Take B, a building between points A and C, first - the enemy forward position. You'll need to go up to the second floor - in the first room of the second floor (on the side near point A) there is a sniper rifle. After you clear the building, go back and get the sniper rifle. Use the rifle from the second floor to clear out a checkpoint and then storm it to finish it off.


Fortress Stalingrad (1943)

Downtown Assault

Stalingrad City Hall

Comrade Sniper

The initial part where you secure the West Wing of City Hall is not too hard, just work your way through the rooms that have several Germans in each room. When you get up to the second floor, you will be directed to a sniper rifle and asked to take out a sniper. One of your comrades will call out the location of the sniper by building and floor. Take your time.

Then, you go up a ladder into the top floor of a two-floored building-wing. Each end of the building has a set of stairs to the bottom floor. First, you need to clear both floors of the building. Then, the objective is to hold the building from the German onslaught and is a difficult task. You will be asked by your comrade to use sniper rifle to take out MG-42 nests during the full-scale German onslaught - this is not a defined objective of the mission.

Problem is, in the whole building there is no single location where you can sit and snipe because the Germans always catch you in the back when they enter the building and run up. Except one room. At the bottom floor in the back left corner seen from the window is a small room. Make sure you have a machine gun with full ammo and the sniper rifle.

Just sit in that small room looking out with your machine gun armed. Shoot everyone jumping through the window. Whenever the captain shouts something about an MG-42 nest or sniper, switch and take him out if he's in the buildings you can see from here. Your comrades at the top floor will do most of the rest of the killing and you will only have to take out a few soldiers at the windows.

When the halftrack arrives, switch your sniper rifle for a second machine gun, run to the top floor and swap that machine gun for the Panzerwerfer. Run back down and swap the Panzerwerfer back for the sniper rifle until the halftrack gets in right front of the building (you'll be needing both the machine gun and the sniper meanwhile). When the halftrack is before the building, take it out through the window with the Panzerwerfer, and you're done.

Alternatively, hunker down in the bottom of the stairwell that is to the right as you face the square - there is a little cover from the doorway if you slide to the right and you have a clear field of fire on the Germans coming in through the windows. After a few go 'rounds you will also learn timing for grenades that is keyed off of game actions and statements. If things get hot, you can scoot up the stairs and toss down a grenade to clear things out. This is one of the few locations (in the game) where your rear or flank is not exploited.

As for the MG-42 gunners in the square, let some other comrade handle it - it's not an objective and only pulls you away from the work that your comrades won't do if you go upstairs and snipe. Between waves three and four, run up and get the Panzerwerfer and wait to clear the fourth wave before popping out and hitting the halftrack.



British Campaign

The Battle of El Alamein (1942)

The Diversionary Raid

This scene is very dark, turning up your brightness will help a lot. First objective is to take out three enemy hardpoints. You will also have to clear two bunkers. The first bunker is a little tough because you are in the line of fire from another trench when you go into the bunker. A few grenades into the bunker will help - and smoke is also useful - particularly for those nasty shooting holes in the bunker wall - toss a grenade or two in through there too - but don't miss. The last hardpoint is on top of the second bunker - you have to climb a ladder to get up there. You will then come to a clearing from the trench complex where you get your next objective.

Second objective is to destroy five fuel barrel and three ammo dumps. Your mates will take care of most of the fuel, but you have to plant explosives on the ammo crates. Work your way around the left and then around the perimeter of the camp rather than trying to go through the heart of the complex. You may have to kill a few guys in the first ammo dump, but after the explosion the other two clear out pretty quick and your mates will (or should) handle them.

Then you need to storm an extensive bunker to get documents. The documents are located in a sub-bunker that has an exit that y's out into two passageways. You need to get into that passageway at the point where it splits and shoot the Germans as they are coming out of the bunker. Otherwise, they will circle around to you from the other end. Head out of the bunker - you may need to kill a few Germans in another fortification - and you are done.

Holding the Line

Just one tip: at every attack wave except the last is a Flak gun. Man it and keep shooting at the incoming waves and into the smoke clouds, the mission is very easy that way. At the last attack wave, first man the MG-42 and shoot continuously into the smoke grenade clouds taking out as many as you can. When the soldiers start pouring through drop the MG-42 and retreat into the alley to the left and take out the remaining Germans from there as they run into the crossfire from you and your allies.

If you are unable to defend from the flak gun - your mates may let too many Germans through the lines - defend the first wave from the trench, falling back quickly to the corner of the building and then going around the corner of the building until you get to a hole in the corner of a wall. For the second wave, there is a sandbag emplacement just off the road that goes through the center of town - it is set back from the front lines a bit, but most of the Germans are headed your way. For the third wave, run to the far corner, hop in a fortified area with sandbags (to the left of the 88) and start picking off Germans. Fall back towards the town, taking cover behind the wall near the tall building.1

Operation Supercharge

The End of the Beginning

The Tank Squadrons (1943)

Crusader Charge

Hit enemy tanks on the sides, There your shots will inflict more damage. After 2 shots tanks will blow.

88 Ridge

Again, take the tanks on the side. After you clear the first grouping or two of tanks, your mates will hang back and let you do the rest. From the crest of the ridge you are on, you cannot see the enemy on the other ridge. You will run down to the left, kill one tank lurking off to the left. Run up to the ridgeline and just go nuts - the key is to not stop moving. There will be tanks, 88's and panzerschreks everywhere - just keep moving and firing until you get most of them cleared away.

Rommel's Last Stand (1943)

Armored Car Escape

The mission begins with a "defense" of a building in an effort to permit British troops time to withdraw from Toujane. You start in the second floor of a building, armed with a Thompson SMG and Lee-Enfield bolt-action rifle. You will be directed to defend your sector - don't do it (at least not for long) with the MG-42 as you become a ripe target. Stand back and use your rifle to pick targets off of the rooftops in front of you and to the side. You can pause the game to see where you are in terms of completing the objective - it takes a while.

Next, you will need to exit the building and get to the armored car. A German will kick in the door - stand to the side and shoot him. Go downstairs, there are two more Germans on the bottom floor. Clear them out and head out the building and into the building on the left. You can get a clear shot at the armored car gunner from there - take him out. Your allies will then get into the car, you can then come out of the building and hop in. Make sure your Thompson is your primary weapon and fully loaded.

Once in the armored car, your primary job is to look out for the Panzerschrek-wielding Germans. It gets nastier as you go on. Do not continuously fire the main gun - as it overheats and you then have to wait for it to cool down. You will drive around for a bit and then take out a German in a balcony and get a checkpoint. Around the next corner is your first major Panzerschrek encounter. Keep turned to the right - the turret rotates independently of the car and maintains its orietnation as the car turns corners. The rear of a tank is in front of you, next to a tower. Take out the first German on top of the tower and wait for the second. Then you will have two more in front of you. You can try the main gun, but it may be easier to use the Thompson at this point as both Germans are in fairly close range. Then take out the tank. You will get another checkpoint.

You go around the corner and into a dead end. Turn to face the way you came in - you'll get one group of Germans, with a late-arriving Panzerschrek holder, right in front of you. Kill him and then you get dive-bombed. When the smoke from the bomb clears, there will be another German on top of the tower to your left. Get him and then, again, you probably want to switch to the Thompson to take out the two Panzerschreks directly in front of you. There will be a few more trucks and whatnot to take out while in the car, but these are the two primary encounters of the ride.

You will then get hit and turned over. You "go on a runner" from here - jump into the storefront and wait for the car to arrive with three Germans. Take them out and then head up the alley to the immediate right of the storefront entrance. Take out one German and the MG-42 nest. You then join up with additional forces and fight your way up and around a corner until you get to a lorry fom which you make your escape.

Retaking Toujane

You start out the level riding in the back of a truck following two tanks, twisting your way thru the narrow streets of the town. Soon enough, the tank in the front meets a rocket, and it's game on!

Just around the corner, Fritz and company are wrecking havoc, but it's not too hard to whup 'em. Go around the back of the disabled tank to the left and crouch behind the stack of boxes and start popping the Krauts with your rifle. As soon as they're gone, move forward to the front of the villa and just around the corner there's some stairs that overlook a courtyard. Switch to the machine gun, climb the stairs, stand up and pop the enemy standing underneath the awning. Crouch back down and in a few seconds there'll be another Jerry in nearly the same spot. Stand up and cap him. The courtyard should now be empty of Germans.

By now, the Captain is yelling for a smoke bomb. While you're still on the stairs, throw a smokebomb down the street towards the gun nest, then head down the stairs into the courtyard and head to the right towards that same gun nest. Throw a grenade into the nest. Very effective!

With the nest now cleared, your platoon meets at the nest and Jerry starts to come at you guys from various directions, but they're easy to kill with your machine gun. Your team starts shooting at a cluster of Jerrys at an observation point just up the street. Using the house by the nest as a shield, you can pop the Germans on the rooftops using your rifle. You can also throw a grenade at the Jerrys on the ground. In a few seconds it will seem as if all is clear, but there's still some Jerrys alive. Shoot 'em, and follow the Cpl. Kent up the ladder. You're new objective is to eliminate the Flak 88 crews.

Follow your team off the roof and down the street. You can throw a grenade and shoot a few Germans through a window on the left with either your rifle or automatic weapon. The other Germans are pretty easy to kill from inside that room where you killed the two Jerrys. You do have to be mindful of grenades being thrown your way, tho.

The next crew is easy to take down, however the third is a bugger! They have a tank that is in a spot that's hard for you to access. Stand straight up, so you can run fast, and make your way down the "ramp" towards that tank, which will be on your right. Out of nowhere, Jack the Ripper pops through a building in front of you to take out the German tank and help clear your way. Divine Intervention follows a few seconds later, but he gets taken out by a Panzerschrek. NOTE: Don't concern yourself with killing the guy launching the Panzerschrek, as he and his partner are inexplicably invincible. I've run up to where they launch the rocket, stood a few feet from them and opened up my automatic weapon on them, but to no avail. I've even timed it so that I have a grenade waiting for them when they get to their launching position, but again, to no avail. It's only after they've taken out Divine Intervention that they can be killed.

There's only a few Flak 88 positions left, and they're pretty standard run, gun, grenade action. You'd be better served worrying more about the start of the next level than worrying about the end of this one.

Assault on Matmata

You start this mission driving on a truck through Matmata. Immediately you are ambushed by Germans taking out the first truck. Jump out of the truck and advance crouching towards the left side of the truck before you. Use the rifle to take out the two soldiers above you and go to the front of the truck. Take out the two soldiers on the roofs on the other side of the street. Turn around and use your rifle again to take out the soldiers on the roofs on the sides where you came from. On Veteran difficulty you may want to use a smoke grenade here so you can cross the street through the gates.

Alternatively, you can toss a smoke grenade at the gate as you get out of the jeep. Then move backwards and to your right to face the gate side, with your back against the wall. There are snipers above and behind you (which is why you want to be against the wall). Point your weapon up and shoot the wave of five consecutive gunners. A Panzerschrek gunner will come up - you cannot hurt him until after he fires (scripted action). After you clear the fifth gunner, there will be no more. Run along the side and approach the gate, and then back to your safe position - this will activate the gate opening and the firing of the last anti-tank round. After the gates open, the smoke and Germans will clear - run through the gate and get to the checkpoint - which is near the end of the gated breezeway.

After you get through the gates and approach the crossroads, first take out the 2 or 3 soldiers firing at you. Then crouch through the gates and go to the sandbags on the left. Jump over them and run straight forward towards the alley. Being inside the alley triggers more English soldiers to appear already I think, and from there you can relatively easy clear the initial assault. After that cross the street back towards the side of the houses and clear the central street.

The enemy soldiers do not start appearing until you jump the sandbags so you got ample time to get there.

The Battle for Caen (1944)

Prisoners of War

When riding back to the prisoners in the Lorry, shoot the barrels next to the wall with an machine gun as you come around the corner near the first house. Then crouch and face the rear of the truck. You will probably not have to kill anymore Germans. Switch out a weapon for the Panzerschrek and wait for the Tiger Tank to come out. You cannot harm it at first. The driver will run around a bit more and then come to a stop with the tank off the left front of the truck. Take it out and you are done.

The Crossroads

As you come down the street, clear out the buildings that have open doorways. They are not objectives, but if you do not clear them out, they will eventually come after you from behind. There is an MG-42 at the end of the road. Do not try to take it out head-on. Go to the left of the road and through the ruins of a building - you will have to clear it out first and watch for fire from the building that houses the MG-42.

In the far left corner of the ruined building you will get a checkpoint. Then a Tiger tank will appear and Capt. Price will ask you to find a Panzerschrek. Run across the road and into the back door of the building. You will have to take out four or five soldiers (more may come in from the front door). Cross into the main room and take out the MG-42 gunner from behind. Go upstairs - there may still be Germans up there if they have not already come downstairs. There is a Panzerschrek at the top of the stairs - grab it and go back downstairs. The Tiger should be directly out the window, from the back of the house you can fire the weapon without getting killed by the resultant blast (not so for firing from upstairs).

Go back into the ruined building and follow your allies as the hop through an opening in the wall. Take the house on the left, clear it. Then go to the next house and from there, clear the house ahead of you - it is a bit nasty with as many as five gunners having a clear shot at you any one time. It is probably easiest to clear the area by going upstairs and taking out the multiple gunners on the second floor directly across the street. From there you have a height advantage in picking off the remainders. Note that in the previous building you were in (just after the ruined building), there is a room to/from nowhere with a German in it. You will have been unable to clear this room from the inside and when you cross the street, he starts trying to plink you from behind. He is easy to take out, but an annoyance.

You will then run up a street to the crossroads and meet heavy resistance. Wait for your ally to take out the armored car with a panzerschrek and then take the lead up the road. Things will he hairy here at the intersection (you are coming up the trunk of a "T"). Toss a smoke grenade into the intersection and then cross into the house across the street. From here you should be able to toss grenades, take cover and fire on the Germans outside the window. After a period of time (or kills), the Germans will retreat and let you take the crossroads.

The Tiger

When you approach building E you'll see a small house on the left, throw some smoke-grenades to get there and take the house. After you take that house the game saves so you can go on from there.

After you get the checkpoint on the house on the left run out the back door and you'll see your guys behind a broken wall.....run out and go prone behind the stone wall behind the HQ house.....your guys will move up......get in postion behind the door on the left of the house (left from your new POV) and eventually the waves of Germans will slow to a trickle and you can move up to the house......go to the foot of the stair case and chunk some grenades (trying knock them in the next rooms) and hope for the best....make sure you use a MP-40 or Sten for this part..

The Brigade Box

American Campaign

D-Day (1944)

The Battle of Pointe du Hoc

Get into the trench and run along the left side and clear out the 4-5 guys coming out of the bunker. Then snipe the machine gunner on the left side. Quickly throw 2 smoke grenades for cover and throw one like right on top of the machine gun. Just make your way slowly up the very left side of the map next to the barb wire and always make sure their smoke in front of you. Then just get into the enemy trench and you should have a checkpoint upon doing that.

Instead of running at the MG42 nest, storm the bunker right away. About 10 germans come in after you get inside, but it is survivable. Storming the mg42 nest is a lot better, a good strategy for that would be to pick up extra ammo on the beach for the springfield (its all over the dead bodies) and then go up the rope, take out the aa gunners, get to the part where you're told to throw smoke, and quickly snipe the mg42 gunner, throw smoke, and rush with an mp40. works a lot better than trying to take the bunker first. Get a checkpoint in the bunker and take out the gunners on the 20mm cannon.

Alternative strategy: When arriving at the top of the cliffs, run right alongside the cliff edge until you get to the barbed wire. Enter the trench here and continue until you get to the large crater, meanwhile picking off some Germans. Hop into the bunker and clear it, should be easy enough. The hard spot is when you have to exit the bunker at the other side, having to run up the hill with the big guns blowing continuously to your right. What you cannot see however is that there is a trench on the top of that hill. Either throw a smoke grenade at the top so the guns cannot hit you and jump into the trench, or snipe the big gun controller with your sniper rifle. Then follow the trench towards the same bunker you end up with the other strategy above using less smoke grenades.

Behind this bunker you have to kill some easy Kraut fodder, and then it's on to the town. This is a really hard spot. You probably want to switch your submachine gun and sniper rifle for German SMG and rifle now if you haven't done so already because you are going to need all the ammo you can get. Enter the gate with rifle in hand and go left behind the cart. Take out two or three Germans as your colleagues man the MG-42 and take the house to the right. Forget the other Germans and advance to the left through the breach in the wall so you can walk around town and enter from the other side. Kill the Krauts at the door and those hiding from your fellow soldiers, who should have advanced as well by now. Note that inside the house there is a soldier behind the table, when you've shot him the other allied soldiers should clean the rest of the house. Head through the backdoor towards the orchard.

Inside the orchard, don't rush things. Snipe as many as you can with the rifle, and heed the comments being shouted as you will need to point your SMG in the directions they are warning about. Don't rush any faster than the rest of your team and you should be fine. At the other end of the orchard the sergeant will show you the guns and you will blow them up together.

Defending the Pointe

The Silo

A, then B, then C, then D for sure in that order but that's not important anyway.

Arm yourself with the American scoped sniper rifle and the M1 Garand or a Thompson (for the quick reloads). There will be plenty of ammo lying around for the Garand up until you go to clear house C.

House Clearing Tips:

After you cross the field - there is an un-lettered house in front of you. Clear out this house, as it will make it much easier to get over to house A.

It looks kind of like this:

     
                 || C-Post
      || D       ||
F-HQ  || E       || Silo  B-Barn
---------------------------------------------------------(Road)
     House A     || No-Name House  --Hedges--
                 ||
                 ||                --Field With 88--
                 ||

Alright, the first tip is this, SAVE YOUR SMOKE GRENADES FOR THE MOST IMPORTANT PARTS!!

House A:

When clearing house A, you will first see a few krauts hiding behind some red barrels near the corridor leading to the entrance of house A. Just throw a frag over there by the red barrels and the Krauts go bye bye.

Next, grab your sniper and go over towards the tree where you just killed the krauts. Snipe a few of the Krauts while your boys go in House A and clear out the ***. Now, once you are going toward the house entrance (A), arm your Garand and take aim at anyone popping out of nowhere (be careful not to shoot your boys!).

Now, just wait for your boys to go in past you to clear out the first floor of the house. Now, position yourself at the bottom of the staircase aim upstairs and watch for the Krauts. When you see none, go upstairs and take aim at the door entrance but don't go in yet. Wait a few moments and some Krauts will appear in the doorway to meet the business end of your Garand. Pop them a few times and wiat for the next set (should be about 2-3 at the most). Next, throw a nade into the rooms from where you killed the Krauts (but not stepping all the way into the hallway because one may sneak up behind you).

Now, hurry into the room on the right and turn right when you enter the room and shoot the Krauts that are standing behind the bed. Now hurry and turn around and take aim at the door entrance where you just came in just in case a Kraut was still in the other room. Now, proceed with caution into the next room and make sure its clear. You're done with house A!

House B (the Barn):

Now House B is pretty easy, just about as easy as House A. What you do is leave house A from the entrance you came in and go behind the truck from where you first entered the area of houses. Now, go through the "empty" house and go upstairs and aim your sniper at the building to the left across the street (the one with the red barrels next to it). Now snipe the guy on the second floor and shoot one bullet into the red barrels and then take aim at the Krauts on the first floor in the window. Once you snipe them out and you don't see anything in that building moving around, jump out the window, arm your Garand and take aim at the brick wall directly across from the building you jumped out. Aim at the holes in the wall and pop the Krauts that will show up there (about 3 of them). Next, proceed slowly across to that wall while watching the wall down its length all the way to the building where you were just sniping at because a Kraut will pop out and throw a nade at you. When he does, pop him. After you kill him, throw a smoke grenade at the front of the building kinda towards the center of it so you block the windows of the house right next to it too.

Alternatively, save this building for last - going A, F, D, E, C, B and entering through ther side door of B - the barn. This way you don't have to worry about taking fire from E, D and C.

Now, hurry in next to the barn doors and throw a few nades towards the back of the building. By this time, your boys will see you attacking the barn and will help you (and do most of the work for you). WATCH OUT FOR NADES BEING THROWN AT YOU RIGHT NEXT TO THE BARN DOORS!! There are several more up on the seconf floor of the barn - a few grenades will help - but wacth the open nature of the floorplan - they can shoot down on you from almost anywhere.

Building C (Post-Office):

Now this is where it starts to get interesting and you could either make it a long mission or a short one. Arm your Garand. Run directly BEHIND building C to where you come out on the left side of it. Sneak up to the front and quickly fire shots into the red barrels on the porch, then immeadiately throw a smoke grenade directly in the street towards the bottom of the gate across the street in front of the house towards the middle (imagine if you walked straight out the front door of house C in a straight line and stopped at the fence across the street, throw the smoke grenade towards there) of the street.

Now back up a few steps and turn your aim towards the end of the fence across the street closest to you. Now Use your Garand to kill the few Krauts that come around the fence and the few that will hop over the porch railing. Now, move forward and throw a grenade into the window closest to you (but be careful a Kraut isn't aiming at you through the front door. There will definately be a Kraut in the window closest to you crouching and waiting for you. Aim towards the window and pop him as soon as you see him. NOW IMEADIATELY HOP INTO THAT WINDOW AND QUICKLY AIM TOWARDS THE RIGHT!! and pop the Kraut standing at the far window. Now go back towards the back of the room where you are standing (the one with the table) and wait for your boys to come in.

Now, this is the tricky part but if done right you won't even have to go upstairs at all. Slowly walk towards the stairs while aiming at the small railing upstairs. There will be a Kraut standing there so shoot him the moment you see him. Now, do this. Aim carefully uptairs at the room entrance on the right and throw a grenade up there. If done sucessfully, it will bounce off the wall where you aimed and land in the room on the right killing the Krauts in there. However, once you toss the nade, back up quickly and take aim towards a few feet in front of the stairs because a Kraut or two will run downstairs to get away from the grenade, kill them immeadiatrly.

Next, creep up halfway again and do the same for the room on the left and quickly go downstairs and kill the Nazi that comes running down the stairs. Guess what, checkpoint!! You're Done! Your boy will say "this house is clear yada yada, lets move on to the next one yada yada". Now, don't go running out the house cause you will get mowed down by the MG42 in the window of building D. What you do is stand at the edge of the window you first jumped in and snipe the MG42, and the few guys in the other buildings farther back.

Building D:

Now, remember when you aimed at the end of the fence before you went into building C? When the coast is clear, run over to that wall and stay there a second. Wait for the nades to fly toward you (whic h usually happen immeadiately). Back up away from the nades while still out of enemy line of sight. Now aim your Garand at the Krout standing behind the barrels closest to you ans the ones standing by the car to the right of you. Now aim high and throw a grenade at those red barrels down the street. Once you hear the barrels explode, run towards the side entrance of building D (the entrance right unde the window with the MG42). Slowly step inside and aim into the room with the front door and pop the Krauts standing there (yes, they will try to shoot back). By this time, your boys are coming in through the front door.

They will NOT go upstairs but you will have to. Again, aim some nades into the rooms and watch out for the krouts that run out down the stairs. Now QUICKLY RUN UPSTAIRS INTO THE ROOM ON THE RIGHT, right there in front of you and turn around and aim at the doorway you just came in. Now slowly proceed to the next rooms (which should be empty except the one to the right of the room you just ran in. Throw another nade in there and walk towards the doorway SLOWLY WHILE AIMING INTO THE ROOM. Pop the last Kraut and guess what, CHECKPOINT!!! (Yup, that fast!). Now actually, the rest of teh mission is a piece of cake.

Building F (H.Q.):

This is the big one with the nazi flags draped out the windows. Now this house is extremely easy compared to house C and D. What you do is while you are still upstairs in house D, go into the room I told you to run into when you first ran upstairs. Aim out the window and kill the Krauts coming out of the door of building E. Also, shoot the remaining red barrels so they blow up and kill some Krauts. Now, after a few seconds of no activity, throw a smoke grenade towards the door of the building (E) but not into it. Now hurry back into the hallway and jump out the window and approach the building. You may or may not see Krouts coming out the door through the smoke. What you do is try to make out the shape of doorway through the smoke and toss nades in there. Now don't wait for them to blow up, walk carefully towards the back of the building towards the back door. Stand at the back corner of the building and strategically toss a nade into thw entrance of the back door into the farther room near the front door (the one you tossed the smoke nade near). Now, aim at the doorframe and bounce a nade off of the doorframe into the room directly inside to the right of the doorway, the Kraut will never see it coming. No proceed slowly towards the doorway while aiming at the doorway inside in front of you and pop that Nazi that keeps looking from behind the wall. Shoot him and immeadiatley run into the room that is to the right of the entrance (its a closet-like room) and reload the Garand (shoot rounds if you have too). Now, your boys will come in but they won't get all the ***. Slowly walk back out the room while aiming down the hall towards the other door. Pop any Nazi that shows up.

By now the bottom floor is clear and you have to deal with the upstairs. Stand at the bottom of the staircase to where you can see the top of the doorframe to the room directly in front of the staircase. Now, listen carefully, when you throw the nade up into that room, IMMEDIATELY BACK AWAY FROM THE STAIRS AND RUN TOWARDS THE BACK OF THE ROOM DOWNSTAIRS TO WHERE you would be underneath the room you threw the nade into. you must do this because THEY WILL THROW THE NADE BACK DOWNSTAIRS AND IT WILL EXPLODE AT THE BOTTOM OF THE STAIRCASE BEFORE IT EVEN HITS THE FLOOR. After this is done, now go back towards the stairs and bounce a nade into the doorway on the right and run upstairs into the room straight ahead. THERE WILL BE A KRAUT OR TWO standing there so make sure yo hurry up and shoot them!!!!

Now, walk back out towards the doorway of the room you just came in and take aim at the doorway on the left. Now try to throw a grenade far into the room into the other doorway (you will know which one I am talking about). While doing this, be careful that a Nazi dosens't come out of the door towards the far back of the room behind the staircase on the left. Now slowly enter the doorway on the left while aiming and shoot anything that moves. Kill the Nazi kneeling at the MG42 (he won't even see you) and guess what, CHECKPOINT!!!!

Alternatively, go directly from 'A' to 'F.' Once you work your way down to the wall, your guys will join you and help pick off the Germans that advance from the building across the road to the right. Camp at the wall and wait for guys to move across the opening from right to left and took them out as they ran across the opening.

Then, throw a smoker under the window of building F, quickly snipe the guy in the door and then the guy in the bottom window, and then run across into the smoke. Once close to the door, throw a frag into the door toward the left wall and then jump across the doorway and throw a frag into the room on the right.

Then, advance into the entrance and squat just to the right of the door straight across from the entrance. The rest of the platoon storms the house and clears the bottom floor.

To clear the upstairs, throw mulitple frags up the stairwell. There are a few Germans on the second floor and you can kill/draw out at least two of them with frags. Advance very slowly. Once you clear the second floor, make sure to swap your sniper rifle for the rifle on the desk in the back bedroom. It will make the silo part easier because the new rifle holds more bullets per clip and you won't have to reload as much.

In the section on the Silo itself where you have to take out the mortar teams in the fields, remember three things: shoot them in the order they appear in, memorize the positions, and shoot them in the order they appear in. The teams appear on your compass as a yellow star, then they set up their mortar, they always miss the first shot, and they always hit the second shot. So you have no choice but to shoot them in the exact order they appear in, otherwise you die. Memorize the positions, there are only about 10 to 15 places where they can appear. When the star appears, you should immediately know from where the star appears where exactly you have to aim. This way it ought to be relatively easy.

Try not to let more than 2 stars be on the screen at once!!! If you do, you will most likely be mortared to death. Also, try to familiarize yourself with the places that the mortar teams usually fire from. Do this and you might make it through after the first few tries.

There is another sniper rifle on the top of the silo. If you still have your first sniper rifle and some ammo, pick up the second sniper rifle as a secondary weapon so that you have both sniper rifles. That way, when you run out of ammo but absolutely have to hit a target right away, you can switch weapons and hit him ... reload when you have time.

Hill 400 (1944)

Bergstein

Rangers Lead The Way

Stay with your group and hope to use some of them as shields. Use smoke liberally to approach the bunkers - particularly the first one. After you clear out the first one, come out the door, but stay in the trench and follow it around to another door that can be blown - there is a sniper rifle inside which will be very helpful for taking the remaining bunkers.

The Battle for Hill 400

You have unlimited time to take out the mortar teams. Your squad is a big one on this mission, they'll do all of the work for you. if you kept dying here, it's probably because you didnt move from foxhole to foxhole to get the mortar crews. Use the foxholes for cover, and you're good to go. After that, take cover in the trench coverings so you don't get your head blown off from the artillery barrage.. Then, find some good cover to fend off the advancing Germans.

Crossing the Rhine (1945)

The Crossing Point

Do not use all your smoke grenades at the beach. Only use one, so you have three left over for the rest of the mission. Use the next one when the road takes a sharp left turn, and there is a flak cannon behind a barbed wire fence. Use the next one to hide from the MG42 so you can actually reach that same flak gun, and save your last smoke for the end of the level and the Tigers (you shouldn't even need it then, you can pretty much destroy both tanks without dying and not have to use a smoke grenade).


General Strategy, Information and Tips

Veteran Strategies

1. Grenades are plentiful, use them often. The more enemies you kill . . . the more grenades that will be on the ground.

2. Use smoke grenades for tank or machine gun cover only! You only get a few for a whole mission, so make them count!

3. Take it slow and steady.

4. While clearing out houses don't just sit from a distance and kill everyone. In most cases enemies will keep spawning. When you see a point wheres theres not tons of people, go in, carefully.

5. Another for clearing out houses. Clear out the bottom floor first, but keep an eye on the stairs. When the bottom floor is cleared out, don't rush upstairs. Throw a grenade upstairs, and hope you either blow someone up, or make them run away. After that, go up the stairs slowly, making sure you look around, especially behind you.

6. Stay DOWN, always look for and use COVER, and try to always move forward. Learn to drop prone quickly when the bullets start flying.

7. Look for exploding red barrels. One shot to those can really help clear and area.

8. Rifles > SMGs unless they are extreme close up. Line up your iron sights of the rifle to the head, they won't be getting back up.

9. When sniping, never fire more than 2 shots without reloading. Carry 2 sniper rifles. That way, if you forget and fire more than 3 shots, you can just switch over.

10. Try to sneak past enemies, if you can, using sandbags, trees, etc. and this forces your team to rush to get to where you are, which takes care of a lot of enemies way faster (remember, the object is just get past the enemies).

11. Whenever you man a MG42, always activate it in prone position so when you are in desperate need of recovery, you can just let go and go into prone position automatically.

12. When clearing a house, it's best to equip yourself with an automatic that has a fast rate of fire and a decent clip size and be smart when finding times to reload.

13. Manage your weapons and ammo well. Always try to keep your weaponry to one automatic and one rifle (if possible, scoped). And don't waste your time with pistols unless you're in desperate need of some firepower.

14. Carry the enemy's weaponry since you'll usually have no problem finding ammo.

15. Bunny hopping can help evade riflemen and manned guns.

16. WATCH YOUR BACK. Germans actually go around and flank, so that they'll shoot from behind. Yes, they are that smart. So, even though you think you're safe because your squadmates are behind you, there's a strong chance that at least one German soldier will get through and kill you.

17. Take a break if you are stuck and come back later and most likely you'll get it.

Weapons Guide

Rifles

Semi-Auto Rifles

SMG's

Thompson: Widely available in British and American campaigns. Fast firing, quick reloading and decent power. Small clips (20 rounds).

Sten: Limited availability - Caen missions only.

MP40: Widely available - easy to get ammo. Slow fire rate, very slow to reload and with limited stopping power. (32 rounds)

MP44: Good stopping power. Slow rate of fire. Good size clips, but ammo can be scarce. Slow to reload.

Pistols

Specialized Weapons

Panzerschreck: Practically not usable for anything other than stopping tanks, and only available when mission requires fighting a halftrack. Usually comes with 4 rockets, reload after every shot. Aim tanks at the sides and one shot should be enough for lighter tanks, for heavy Panzers you may need to use two.

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