Call of Duty 4: Modern Warfare,Call of Duty 4: Modern Warfare Reflex Edition FAQ/ Walkthrough

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Call of Duty 4: Modern Warfare (PC)



Complete Walkthrough v.1.30



Last update: 11/20/07



Created by: JediMeister ([email protected])



Copyright 2007 Alvin Shek



Table of Contents

-----------------



1. Introduction

- Legal Info

- Version History

- About the Author



2. Level Maps

2.0 PROLOGUE

2.0.1 - 'F.N.G.'

2.0.2 - 'Crew Expendable'

2.0.3 - 'The Coup'



2.1 ACT I

2.1.1 - 'Blackout'

2.1.2 - 'Charlie Don't Surf'

2.1.3 - 'The Bog'

2.1.4 - 'Hunted'

2.1.5 - 'Death From Above'

2.1.6 - 'War Pig'

2.1.7 - 'Shock and Awe'

2.2 ACT II

2.2.1 - 'Safehouse'

2.2.2 - 'All Ghillied Up'

2.2.3 - 'One Shot, One Kill'

2.2.4 - 'Heat'

2.2.5 - 'Sins of the Father'

2.3 ACT III

2.3.1 - 'Ultimatum'

2.3.2 - 'All In'

2.3.3 - 'No Fighting In The War Room'

2.3.4 - 'Game Over'

2.4 Epilogue

2.4.1 - 'Mile High Club'



3. Intel Locations



4. Cheat Codes



5. Credits



1. Introduction



Legal Info



This may be not be reproduced under any circumstances except for personal,

private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other

web site or as a part of any public display is strictly prohibited, and a

violation of copyright.



All trademarks and copyrights contained in this document are owned by their

respective trademark and copyright holders.



Version History: v 0.10 - Played through the demo, finding the enemy

intelligence.

v 0.50 - Bought the game, played through until 'One

Shot, One Kill' while writing the walkthrough.

Took a short break in frustration with dying

over and over because the helicopter was so

far away.

v 1.00 - Finished the game and polished up the

walkthrough as much as possible. Found 12/30

piece of intelligence.

v 1.10 - Began going through the missions again to

find the missing pieces of intelligence. Was

not published to any site.

v 1.20 - Thanks to Kevin and some other kind souls on

the GameFAQs boards I've updated this

walkthrough with the location of all 30 intel

pieces, and included cheat codes for those

of you who want 'em.

v 1.30 - Added some minor details regarding 'All

Ghillied Up', 'One Shot, One Kill' and

'All In.' Also expanded the section below.



About the Author



This is my fourth game walkthrough. I haven't written a walkthrough for a

couple years but since I'm about to start working again, I decided to give it

one last go. Any and all suggestions and tips are welcome, please email me at

the address posted above.



P.S. I completed the game on Hardened difficulty. As far as I can tell, the

difficulty meter determines how quickly you accumulate damage, lowers certain

time restraints, and increases the chance of being on the receiving end of

multiple grenades whenever you camp in one spot.



2.0 PROLOGUE



2.0.1 'F.N.G.'



This is a tutorial level, like all Call of Duty games start. Pick up the rifle

and proceed to the firing range. Shoot the targets as directed. CoD now features

bullet velocity so you can shoot through certain types of materials to hit the

enemy taking cover behind. Go back to the armory and pick up your pistol. Knife

the watermelon and head outside. If you're ever lost, hit escape and a mini-map

should give you an overhead view of the surrounding area. You'll pass a fuel

tanker on the right, and then go through the hangar doors to join your team.

You'll receive new orders from Captain Price. Climb the ladder to an observation

post. While he gives you new orders, take a look at the area below. You'll

proceed from checkpoint 1 to checkpoint 4. It can get a little confusing while

clearing the area so I'll try to give as best a description as I can. Climb

down the rope and shoot the 3 targets through the windows. Proceed around the

wall and enter the structure, hugging the wall to climb down the ladder. Shoot

the target that appears and head left. Throw a flashbang into the next room

and shoot the two targets within. Go left through the doorway and shoot the

targets in front of you and to your right. Turn left, throw a flashbang into

the next room and shoot both targets within. Without entering the room, exit

the mock structure to the right sprinting, following the arrows on the floor

to the finish line. I don't think you get anything special for completing it

at the best IW time, so its up to you if you want to try for it. When you're

done, approach the team by the monitors to receive your new briefing. You will

now get to choose the difficulty you want to play the game at.



2.0.2 'Crew Expendable'



After the loading screen, you'll be in a helicopter ready to board the

freighter. Kill the enemies in the bridge. Follow your team through the

corridors, nabbing the laptop intelligence (1/30) from the crew quarters. Exit

back onto the deck, and go down the stairs in front of you to follow your team

towards the aft of the ship. The helicopter will kill the enemies shooting at

you from the windows above and then report bingo fuel and return to base.

Follow Price and the rest of the team through the watertight door, being sure

to sweep both the left and right fire lanes. Head down the stairs and around

the corner your team will come under fire from enemies down a hallway. Kill

them and proceed to the red-lit area. Wait for a teammate to throw a flashbang

into the area before heading through the door and killing two more crewmembers.

Go up the short flight of stairs and kill the crewmember who appears from the

right. Follow your team through the stacks of boxes to another door, which

Price kicks in. As you go down the stairs, pick up laptop #2 from a table at

the foot of the stairs (2/30). Move with your team, eliminating crewmembers on

the catwalks above as well as ones hiding among the boxes. Flush them out with

frag grenades and eventually you'll clear the area. Proceed towards the blue

cargo container. Grab the manifest (its the flashing clipboard) resting on top

of the crate within, and prepare for all hell to break loose. Follow your team

up the stairs to the catwalks, and don't get left behind! Once on the deck,

make a jump for the hovering helicopter.



2.0.3 'The Coup'



You'll assume another person's body for a ride in a car through a city. Watch

the chaos on the streets with your almost 200 degree field of movement. I don't

know about you, but I get the feeling something bad is going to happen to

you...



2.1 ACT I



2.1.1 'Blackout'



Kill the two soldiers standing guard outside the house, as well as the two

within. Use the silenced M4 so they don't hear you coming. Grab the laptop

inside to secure a piece of intelligence (3/30). Follow your team and clear the

next grouping of houses. Follow Price into a house and exit into an open field

for a rendezvous with Russian troops. Follow your team up the hill and get ready

to make use of your sniper rifle. Help out where you can, but kill the machine

gunners when ordered. Follow Kamarov through a building and back outside. Take

cover in the building from the troops charging down the hill. Make a run up the

hill when you don't see any more approaching and then help the Russians take the

town by sniping enemy troops from your high vantage point. Continue up the hill

to the power station. Rappel down the cliffside and jump over the wall. Head

into the village through the open garage and take cover behind the desk to kill

the three soldiers that exit through the doorway. Jump out the window and go up

the hill to the marked house. Equip your nightvision while you wait for Price

to take point. Go through the house eliminating the soldiers guarding the

informant. Go upstairs and clear all the rooms, including a bathroom on the

second floor which contains another piece of intelligence (4/30). A good habit

to form is to throw a flashbang into a room before you rush in, it could save

your life. Follow the team outside to escort the informant to the waiting

helicopter.



2.1.2 'Charlie Don't Surf'



Enjoy the ride into town aboard a Blackhawk helicopter. Rappel down and follow

your squad down the alley to the left. Breach the door and head right, down the

stairs. Kill the soldiers and clear the room to the left to pick up a laptop

with enemy intelligence (5/30). Next, clear the rooms along the right, using

flashbang grenades to disorient the enemy. Follow the objective marker back out

of the building, and follow the squad through the gap in the low wall. Kill the

soldiers hiding out behind the tan car in front of you and head in their

direction. Turn left down the alleyway and turn right at the sheets of metal.

Kill the two soldiers who drop down from the rooftop, and any opposition as you

head for the TV station. Watch out for snipers on the second floors. Turn right

and go through an open doorway and up some stairs to get a piece of enemy

intel (6/30). Go back down and turn east towards your objective. You'll see a

pile of burnt cars and just past it a rooftop with several RPG troops and

infantry. Throw a grenade up top to clear it and then climb the stairs on the

second building to the south to find another piece of intel (7/30). The TV

station with the satellite dish mounted on top is your objective. Get to the

door indicated on your compass. Breach, and follow Vasquez and Hatch into the

electronics room. You'll enter the office area just ahead. Instead of going

through the cubicles, I find its easier to go straight across into the offices

since you're less exposed to enemy fire from that path. When you've made enough

progress, you'll be able to get to the area left of the giant map of the world.

Vasquez will open the door and you'll enter the lobby area of the the TV

station. Follow Vasquez up the stairs and through the doors up to the roof. Go

through a few more doors until you reach the objective marker. Hold position

outside the room and help clear the room.



2.1.3 'The Bog'



Follow your squad until you come under fire. Use the car flipped on its side as

cover until you're ordered to take point. Run down the steps adjacent to the

building and turn left while activating your night vision. Kill the four

enemies hiding behind the low wall and go through the hole in the building.

Turn right and follow your squadmate up the stairs, feel free to dispatch his

attacker with a swift knife to the back. Continue up, and hold position near

your end of the hallway. Toss a grenade in to soften the resistance and

clear to the furthest room. Use the M60 to mow down the enemies in the building

across the way. Exit back into the hallway and follow the Marines clearing the

side room. Pick up the laptop on the table to the left to pick up the piece of

enemy intelligence (8/30). Go back the way you came down to the first floor.

Take a right into the first doorway, and continue through the rooms to the end.

Eliminate the enemy troops on the rooftops before crossing to the adjacent

building. When you get the order to pick up the Javelin rocket launcher, kill

as many opposition troops on the overpass as you can, because they can ruin

your day with a lucky shot. The Javelin is found in the open courtyard where

the heavy firefight was just taking place. Equip it and find the green squares

as quickly as possible. Lock the crosshairs and when you hear a solid tone,

let fly a rocket. There are four armored vehicles in total, but I believe you

only have to kill two to complete the objective. Follow your squad through the

hole in the fence and take a short breather as you follow them through the

bazaar. When there is a path to the left, take it, and turn left again when

you see the refrigerator. The piece of intelligence is hidden behind some boxes

to the left (9/30). Eventually you'll reach an open field of sorts, with a

friendly tank in the middle. Towards the south and the west are hordes of

enemies intent on taking out the tank. Prioritize your targets, the fighters

armed with RPGs first, those armed with rifles and other assorted weaponry

second. Take cover behind the dumpster or the tank, but don't stand near any

cars as they can take you out when they explode. Also, try not to stay in one

single spot with your sights up, because the enemy will continually throw

grenades at you. When you've cleared the area to the south, head west, picking

off the stragglers. You'll know when you've cleared enough, because you'll

receive new orders to take out the AAA gun to the southwest. The little area

with the AAA gun is only accessible through the building to the east of the

gate. Kill the three men within and plant the C4 on the indicated area of the

gun. Clear the building before you detonate the explosive. Return to the open

field and make a beeline for the beacon marker. Drop it and see the awesome

firepower wielded by Cobra helicopter gunners. Return to the tank to end the

mission.



2.1.4 'Hunted'



You have your pick of weapons here, an M4, a G36, and an MP5. If I were you,

I'd grab one with a scope instead of iron sights. Head towards the marker and

follow the team into an archway under the bridge. Price will take point and

move into a garage. Take aim at the soldier threatening the old man, and pull

the trigger when Price gives the order. You team will make short work of the

others. Jump over the fence and go prone behind the wheel of hay. After the

helicopter passes by, follow Price and the others to the next farmhouse. Behind

you, more enemy soldiers will arrive on truck, and a helicopter provides air

support. Delay them while Gaz busts open the basement door and then dive in

yourself. Find Nikolai and head upstairs. The front door will suddenly open and

an enemy flashbang will come in. Don't be standing in the middle of the room

when it goes off. Exit the house and grab the enemy laptop in the house with

the soda machine in front (10/30). Kill the dogs that are released and follow

Nikolai. Continue eliminating soldiers until the area's quiet. Follow Price and

the others through the chain link gate. Slide down into the drainage ditch and

don't move until Price gives the OK. Follow the team onto a flat open field.

Despite how tempting it might be to pop some heads of the search party, hold

your fire, and move when your team does. Eventually you'll be compromised, but

hopefully after most of the enemy soldiers have moved away, leaving you with

only maybe four or five opposing forces at best. Move into the greenhouse where

you once again come under fire. Kill the opposition and head towards the marker

on your compass through another greenhouse. Eventually you'll find yourself

back outside. Turn left as soon as you exit the second greenhouse, and jump

over the burnt windowsill into the remains of a building. Across from you is

a barn. Kill the soldiers that rush out and grab the laptop from atop the

barrels in front of you (11/30). The helicopter will make another pass, but you

can kill the gunner momentarily to take some heat off your back by taking aim

at the gunnery door and firing in short bursts of 2-3 rounds. I say momentarily

because eventually a new gunner will appear. Get into the barn with a red

tractor. Swap a weapon for the Stinger launcher. The first one will miss

because the helicopter drops flares, but pick up another one and finish it off.

Follow Price out the door and you'll hear a transmission telling you of the

arrival of an allied gunship. Stop in the ditch before you reach the road.

Price will call down an airstrike, but feel free to cap some infantry while

they're distracted by the gunship. Walk past the burning vehicles to end

mission.



2.1.5 'Death From Above'



This mission you're going to be in the hot seat on a AC-130 Spectre gunship.

The 105mm cannon takes too long to reload in my opinion, so you're better off

using the other two weapons. The 25mm machine guns zoom in pretty far, so use

it to pick off single targets, whereas the 40mm is better suited to saturation

targeting. Make sure you keep the IR viewer on so you don't accidentally shoot

friendlies. Eventually, Price and his men will commandeer civilian vehicles.

Keep switching between the different weapons systems to keep watch over the

friendlies so that you aren't stuck with a narrow view of the battleground.

Friendly Chinook helicopters will come upon the scene and lift the soldiers

below to safety.



2.1.6 'War Pig'



Immediately take cover behind the car in front of you. Make the enemy soldiers

in the bus your first priority. When you are able, advance towards the junk

pile. A squadmate will announce the arrival of enemy troop helicopters. Run

around either the bus or the blue cargo container to find a stash of RPGs which

you can use to shoot down the helicopters before they drop off all the enemy

reinforcements. All of the enemy resistance will suddenly slacken and you're

free to follow your squad to the objective marker. Follow the tank through

the massive archway but don't rely on the cars nearby for cover. Shoot at the

RPG troopers on the rooftops. Hug the right wall and flank the enemy by

making your approach through buildings rather than on the street. After passing

the cars and the dumpster on the right side, jump over a low wall, and go up

the stairs to the right. The first room on your left on the second floor holds

a piece of intelligence on the dresser. Continue from building to building on

the right side of the road. When the tank comes to a stop, enter the restaurant

building directly behind it, and one of the second floor rooms has a laptop of

enemy intelligence on the bed (13/30). Exit down to ground level, and hug the

left wall. Jump through the gap and engage the enemy head-on. Follow the

objective marker to a back alley where one of the soldiers is leaning against a

dumpster to move it towards the barricaded enemy. Snipe the two men manning the

machine guns in the building ahead and enter. The room with the machine gun

next has another laptop (14/30). Follow your team to a hole in the building

overlooking an intersection guarded by an enemy tank. Sit back and watch the

pretty explosion. Go down to ground level and take point to the LZ.



2.1.7 'Shock And Awe'



You'll start out the mission as a gunner on a Chinook. You're horribly exposed

so just keep an eye on the temperature gauge on the right hand side of the

screen and let fly the mortars. Your biggest threat are the RPG troopers and

the anti-aircraft vehicles. I personally thought that this was the section

that most frustrated me because I had the misfortune of being killed by

infantry with automatic weapons more times than I'd like to count. Eventually

you will clear the rooftops and the helicopter will land to let off some

troops. The helicopter will take off again and this time you will allowed to

attack on foot. Follow the squad into the building and clear the first floor,

then head up the stairs to the second. Nab the laptop in the corner (15/30).

Drop down to ground level and take cover behind the cargo container. Go around

it to the right and walk through the door. Clear the upstairs, and check the

closet for another laptop (16/30). Go back downstairs and follow the marker to

get to the helicopter and temporary safety. On the way back, two enemy soldiers

attack from the alley to the right. Board the helicopter, and you'll see an

escorting Cobra attack helicopter get shot down. Shoot the RPG troopers on the

rooftops and the infantry on the ground level before the helicopter can touch

down. You are tasked with grabbing the pilot and dragging her back to the

Chinook. Wait for your squad to fully deploy and take up defensive positions

around the crash site before attempting to drag her to safety. Once you have

her, run as fast as possible back to the Chinook. Your seat is right next to

the ramp, so cover your team as they board. And then...just watch...



Crawl up out of the wreckage and off the ramp to the ground below. Somewhere

along the road, you'll get the bad news.



2.2 ACT III



2.2.1 'Safehouse'



Follow your team up the dirt path. Troops will attack from the bell tower to

the left. Call in an airstrike on the building closer of the two marked on the

compass and clear both floors. There's a laptop resting on a dresser on the

second floor (17/30). Clear the next furthest building on the right, and

another piece of enemy intelligence is yours for the taking in the dining

booths (18/30). Go up onto the second floor and grab and RPG if you haven't

already killed the armored vehicle. Exit the door leading to the water tower,

but turn right instead of heading for the marker. You're going to make a wide

loop, following the wire fence around the corrugated sheet building to the

left, and ending up at the designated building. The building at the top of hill

overlooking the village has no intelligence within, so keep going

counter-clockwise around the town. Once you've cleared all of the buildings,

one marker remains. The area is quiet, but that all changes as you close to

within 70 meters of the final target building. Use your nightvision goggles to

your advantage and with your team's help you'll make it to the barn. Wait for

Price to break down the door and open up a can of whoopass on Al-Asad. GG

indeed.



Now its time for a trip down memory lane.



2.2.2 'All Ghillied Up'



Follow MacMillan into the structure and then go prone before the patrol sees

you. Pull out your silenced pistol and tail them until they both turn around.

Kill one, and MacMillan will take out the other. Hug the building and

MacMillan will let you decide the fate of the soldier by the car. The both of

you will jump over the fence and then MacMillan will stop when he sees the

lookout in the tower. Snipe him and the patrolling guard that MacMillan

notices. Go into the church and climb the ladder up to the observation post.

Grab the laptop (19/30). Follow MacMillan out the door and past a gap in a

low wall. Jump over the pipe and get ready for a tense situation. Two APCs and

accompanying Russian troops approach from the East-Southeast. Try not to get

run over by an APC and anticipate the vector the troops are moving at so that

you won't get stepped on. The best idea is to go prone and stay right behind

MacMillan, and move ONLY when he does. Another option provided by Devon Mathis

suggests the following: "A much easier way is to look to your left, there will

be two trees. They are both close to each other. lay behind the one DIRECTLY

behind up and as close as you can get up against it. The enemy will have to

move around the tree, therefor going around you, and therefor you don't have to

move at all." Eventually he'll stand behind a caterpillar tractor. You have a

choice now. You can either kill the troops or sneak around. Whatever you

decide, take the lead as you head southeast towards a group of cargo

containers. MacMillan will then take point and knock out the guard patrolling

around. Turn south and go prone as you go between two cargo containers. You

should see a laptop in the middle of the enemy camp atop some blue barrels

(20/30). The guy leaning back in the chair is half-asleep so pop up quickly and

grab it before rejoining MacMillan. Watch out that you don't walk into the path

of another patrolling soldier. Follow MacMillan through a series of containers

until you reach one with a crack between the doors. MacMillan will lead the way

past the soldiers and under a truck. A new truck will pull up right behind the

first one, stay under both. Wait for the troops to walk away and then you're

sprinting to cover once again. MacMillan will then order you to kill the sniper

on the 4th floor fire escape on the side of the building. Go all the way up the

stairs and jump into the window on the 4th floor to pick up another laptop

(21/30). Go back down and jump in the broken window on the 2nd floor, then drop

down to street level out the other side. No matter what you do, don't shoot the

dog, just keep moving. If it starts growling or barking, move faster. If you

kill the dog, eight or nine wild dogs will charge you and MacMillan and you'll

be in the fight of your life. Stay right behind MacMillan and all will be fine.

After passing through another crumbling building, you'll see a hotel in sight.



2.2.3 'One Shot, One Kill'



Take a look at the picture of zakhaev before you start aiming with the rifle.

MacMillan will make positive ID, so you have about 30 seconds from the

meeting until Zakhaev turns around and leaves. MacMillan will let you know

right before Zakhaev leaves. Zoom in so that you have Zakhaev and the flag on

the nearby car in the scope. You'll need to account for the direction of the

wind, so compensate by moving the rifle in the direction opposite the flag.

Another option is to wait for the wind to die down when Zakhaev raises his arms

in frustration and take the shot there. Remember to aim a bit high to account

for the Coriolis effect. If you miss with the first shot, quickly take another.

You'll blow off his arm, but zoom back out and kill the helicopter pilot and/or

gunner to buy some time to escape. Turn around as soon as you can and go up

the short flight of stairs. Begin rappeling down before MacMillan reaches you

or else you might not make it in time before the upper floor explodes in flames.

Help MacMillan take out some of the soldiers taking cover among the cars and

then run away from the ones behind you at full speed. At some point you'll

notice a timer counting down from 20 minutes. You have this much time to make

it to the rendezvous point near an abandoned fairgrounds. Head in the hallway

on the left and wait for MacMillan to open the door. Follow him through both

broken windows, after shooting the dog on the other side of the chain link

fence. Kill all of the soldiers outside in the playground area. Switch to your

sniper rifle and shoot down the helicopter. Turn around and run so that you

have less distance to run to pick up MacMillan from under a rotor blade and go

through the gate towards the objective. Release MacMillan near the bumpers of

one of the cars and kill the soldiers who attack. Pick him back up, and proceed

past the burning barrel and wrecked car. Hug the right wall, releasing

MacMillan if you need, then pick him up and head for the apartments ahead. Go

in the door to the right, and right again, up a ramp of smouldering debris.

Turn left into the room and head for the stairwell. Turn right into the room on

the other side. Drop MacMillan near the right doorway. Kill the dogs and two

soldiers. The soldiers are waiting in the room across the hallway. Pick

MacMillan up exit the building into a courtyard. Drop MacMillan and go up the

nearby ladder to the fire escape and climb up to the top level. Pick up the

laptop and go back down (22/30). Go into the other building and turn left or

right into either locker room. Follow the corridor around into the swimming

pool area. Stay away from the dogs by hugging the left wall around to the hole

in the wall to the grassy field beyond. Head towards the ferris wheel, and

snipe the two guards in your way. The timer stops as soon as you reach the

field. The upcoming section of the level is quite possibly the hardest in the

game so far so take a deep breath. You'll have to hold your position by the

ferris wheel until the helicopter (which is 10 km away mind you) arrives. You

can use your claymore mines and C4 to set up defenses around you and MacMillan,

but between you and me, he can take care of himself. From what I've seen, the

best places to hide out are on the far side of the bumper cars, which is south

of the ferris wheel, or camp by MacMillan. There are no autosaves after the 6

km point, when enemy helicopters lower additional troops into the area. Holding

out isn't really a problem unless you're unlucky and all the troops throw

grenades at you at the same time. Its making it to the chopper that's the hard

bit. My recommendation is to plant C4 near the far groupings of cars as you

carry MacMillan to his sniping position by the ferris wheel. If you get too far

away from him, he'll die. The groups of two to three cars mark where the enemy

troops will be lowered from the helicopters. When the helicopters finish

dropping off their loads, detonate the C4 and run to the south side of the

bumper cars area. You can hold out here until the chopper arrives. On Hardened

difficulty, you'll be pelted with flashbangs and grenades at this position, so

be forewarned, this is no cakewalk. At some point, attack dogs may show up as

well. The second and final piece of intelligence on this level will be

available at some point after the enemy reinforcements arrive by helicopter.

Look for the five story building to the southeast. The doors will open to

reveal a long and narrow U-shaped area. The laptop is located within (23/30).

When the helicopter arrives, take some time to kill the enemy troops and then

pick up MacMillan. You may have to drop him again if you need to eliminate

additional troops. When its relatively quiet near you, pick him back up and run

up the ramp to the waiting Chinook.



2.2.4 'Heat'



Follow Price and the others up to the wooden fence. Let the initial wave be

wiped out by the concealed charges, and then open fire on the survivors and

the secondary waves. Reload only when you have a few bullets left, because it

takes a long time. The enemy will get smart and throw smoke grenades to cover

their advance. Run to the downed helicopter and man the minigun. You have to

enter the crew cabin through the door on the other side. It takes some time to

get started but the best advice is to keep your finger on the trigger until

you see the temperature gauge get orange. Use the minigun to wipe out the

helicopters that arrive as well. You'll get new orders to abandon the minigun,

so follow your team up the hill. Take up a defensive position by Price until

you're ordered into the nearby tavern. Grab the C4 detonators from the

windowsills and blow each set in succession. You'll eventually fall back to

the farm where you captured Al-Asad. Grab the Javelin and lock onto the

pursuing tanks. Destroy all four. After several more radio transmissions,

you'll have to go back down the hill. Straight down the middle isn't really an

option, so go in the building to the west and keep going west, then turn

south. Remember that you have the option of calling in airstrikes so if you keep

dying at the same spot, call in an airstrike before you advance down the hill.

If you're fast, you should make it to the checkpoint with some time to spare.

Take cover behind some rocks and cover your team's approach. Then board the

helicopter when directed.



2.2.5 'The Sins of the Father'



Follow the team through the junkyard, and jump over a car wreck. Get on top of

the nearby dumpster and take aim at the guards in the tower. When Price gives

the command, take both of them out and help your team eradicate the outpost

with support from your sniper rifle. Rush into the diner and look over the

tables to the left. Grab the laptop before the next part of the mission starts

(24/30). When you are once again in control, you'll be in the guard tower you

cleared. The ambush will go down, and in the process the tower will be brought

down. Go around the car, and to the right of the buses, back the way you came.

Kill the dog and keep sprinting. Eventually you'll reach a paved road heading

north-east. Enter the building on the right so you can get an angle on the

soldiers behind the barricades. Kill them and then run to the wall of the

building ahead to trigger the next checkpoint. Follow Griggs and Gaz into the

alleyway. Kill the soldiers on the other side of the rusting fence. Instead of

jumping through head east past the dumpster, and then north. Go up the stairs

and use this vantage point to help your team take the backyard. Grab the laptop

before going back down and heading north-west around the buildings (25/30).

Continue along, eliminating enemies, and go up the stone steps leading into a

parking lot. Find cover from the machine gun nest and the ever-helpful

Blackhawk will eliminate it for you. Enter the building, go up to the second

floor. Clear it, and then go up the stairs to the north to get to the third

floor. Take cover in a side room and let the Blackhawk eliminate the enemies.

Proceed up to the roof but you won't make it in time to stop the guy from

committing suicide.



2.3 ACT III



2.3.1 'Ultimatum'



Form up with your team and head to the marker to the southwest. Your team will

kill the opposition along the road. You'll see a gate in the distance, and

after clearing the area, Price will breach a door to the right. Go up the

stairs by Bremner, and plant C4 or claymores outside the two locked doors. Kill

the two soldiers in the adjoining room. Four soldiers will rush out of the

doors right into your waiting explosives. Go back downstairs and wait by the

front door. Take out the soldier patrolling by the car quietly and his partner

to the southeast. If you don't do so quietly, soldiers from the building to the

west may attack, along with several attack dogs. After they're all dead,

proceed to the second floor of the building to the north. Clear the first room

and then proceed upstairs. Let your team breach the door, then untie Griggs and

head back outside. Follow the team to the transmission tower, hiding from the

enemy helicopters the fly over. Place the C4 and get to a safe distance before

detonating. Follow your team through the fence and to the compound up ahead.

Jump through the hole in the wall. Consider switching your pistol for either

the sniper rifle or shotgun by the crates. Continue north behind your team into

an open garage. As you attempt to head west, you'll come under attack from

troops hidden in the buildings across the field, and helicopters will drop off

additional troops. Kill them all, including the ones on the rooftop to the

south. Enter the building with an open garage door to the west to find another

piece of enemy intel in the northwest room (26/30). Exit south and go up the

stairs to the second floor of the building ahead. The team will come under

attack from the east. Kill all the enemies, including one whom may be hiding in

the tower. Go into the building south of the tower, and exit west. As you enter

the building to the west, three trucks will pull up. Eliminate the troops that

emerge and then proceed southwest along the road where you'll meet up with a

sniper team. The proverbial doggy feces hit the fan and the mission ends.



2.3.2 'All In'



You'll start out under fire from the helicopter gunship but it'll get shot

down. Follow the team through the gap in the fence. Throw smoke grenades to

cover your approach to the vehicle and use nightvision to cut through the

smoke. Hopefully you don't get run over >_<. Plant a C4 packet on the rear of

the vehicle and detonate it from behind cover. Exit to the east, and turn

south at the road. Take cover in the building marked with '2'. Exit towards the

east, hugging the buildings on the right. You'll advance towards a gatehouse,

where one of your soldiers will blow the gate with a charge. Before heading

through the gate, go behind the south building across from the gatehouse.

Collect the ammo and pick up the laptop for a piece of intel (27/30). Head

through the gate and continue east into the first building across from the gate,

and wait for a BMP to stop near you. As always, its easiest to approach from the

rear. Blow it, and advance towards the farther one. On your way to the second

armored vehicle, head southeast towards the hangar-like structures. Go into

the middle one of the three that you see on your minimap and pick up the laptop

from the ground next to some barrels (28/30). Take up a position by the exhaust

vents and rappel down as soon as you are able.



An alternate way of doing this level is to go around the chain-link fence

towards the north. Plant a C4 on the indicated area and kill the enemy troops

among the cargo containers. When the first BMP appears you can retreat back out

the hole you blew to the truck and use the RPGs stacked up by it to take it out

without having to get up close and personal. Instead of following the road to

the south, keep heading east to the blocked gate, and up the rusted stairs. This

rooftop overlooks the silo area where two additional BMPs attack. You can use

the Javelin launcher on this roof to make quick work of the two vehicles before

jumping over the railing and rejoining your team for the level exit through the

air vents.



2.3.3 'No Fighting In The War Room'



Crouch and follow Griggs through the ventilation shaft. You'll drop down into

the shower area. Exit through the door Price is peeking around and turn right

into the hallway with the yellow strobelight. From this point on, on Hardened

difficulty anyway, you have 11 minutes to make it to the control center and

abort the missiles. Turn left and kill the men running down the hallway around

the corner to the right. Continue down the path, which is quicker than the

right because it bypasses the kitchen. Turn left into a dark meeting room to

pick up the laptop facing away from you on the table. Keep advancing until you

reach a room divided into two halves by crates in the middle. Kill the enemies

annd then proceed behind the crates, and down the stairs. Turn left and proceed

down the extremely long hallway. The most expedient way is to go along the

parallel side corridors to the left or the right. Before you charge bravely and

suicidally down either path, throw a flashbang in to blind any potential

ambushers. Rejoin the long hallway and then turn left at the corner. You'll see

yet another long hallway. Again, there are two parallel corridors, so pick one

and clear down it. At the end of the main hallway, go through the door and Price

will secure it behind you. Gaz and Bravo Team will open the launch bay doors

from the security room, but it opens ridiculously slow. Throw a flashbang in,

and hug the right wall around to a brick room with two flashing red strobes.

Plant a C4 packet where its indicated, and blow the charge. If you still have

a flashbang or two now is the time to use it. Go through the hole you blasted,

turning left and running for cover alongside the workstations. Help your team

clear the area and check the briefing room near where the other team breached

the control center for the final piece of intelligence (30/30). Go down the

central aisle separating the workstations and enter the abort codes using the

keyboard on the left side as you're facing the main viewscreen. You have to

hold down the action key while your character enters the codes. Just tapping it

won't do. Follow Price and Griggs back out of the hole and go down the hallway

eliminating the enemy soldiers. Board the elevator and ride it up. Exit into

the vehicle depot and with the rest of the squad, clear it of all hostiles.



2.3.4 'Game Over'



This mission starts as a standard rail-shooter mission that's been a staple

of CoD games. Crouch for cover if you need. Make the RPG trooper on the truck

behind you a priority. After a while, you'll pass through a couple of tunnels

and cause a crash between a fuel truck and the one chasing you. Pick up the

RPG launcher next to you and try to take out the helicopter. It'll fly off but

then reappear, taking out the bridge in front of you. When you regain control

of your person, jump northeast as soon as you can to get off the falling

section of bridge. Take cover behind a nearby wrecked car and shoot at the

pursuers. A Hind helicopter will fly for a final pass and wipe out most of

your team. Zakhaev and his men show up to execute the survivors. One of your

friendly soldiers will slide a pistol to you. Use it to kill Zarkhaev and his

two cronies to end the mission and the game.



2.4 Epilogue



2.4.1 'Mile High Club'



Note: You have to sit through the credits to open up this level. As far as I

know this mission isn't related to the plot in any way. Kill the terrorists as

you proceed towards the front of the plane. You have 1 1/2 minutes to find the

hostage. Note that you can shoot through seats to hit the terrorists behind,

but the same is also true for yourself. Go up the stairs at the front and turn

around, killing the opposition. Aim down the sights of your pistol and kill the

terrorist before evacuating the plane by jumping out.



3. Intel Locations



With Kevin Rice's permission, I am including his list of intelligence locations.

This area is for people who have already completed the game and are no longer

in need of step-by-step directions of how to proceed through each level.



# Level Location

1 2 - Crew Expendable In the room that the drunk soldier comes out

of, next to the two sleeping soldiers

2 2 - Crew Expendable To the left of the bottom of the stairs after

the first flash bang

3 4 - Blackout In the first shack on the left at the

beginning of the level

4 4 - Blackout In the bathroom of the night vision building

5 5 - Charlie Don't Surf In the basement of the target building, far

left room from the bottom of the entry stairs

6 5 - Charlie Don't Surf Second story of the furthest right building

in the town before crossing the main street

7 5 - Charlie Don't Surf After crossing the road to the right side, it

is on the second story of the first, right

most building

8 6 - The Bog After the machinegun section, in the room that

the two soldiers door breach in the hallway

9 6 - The Bog After the Javelin section, in the northeast

corner of the alley. To the left of the

crooked posters, behind the boxes

10 7 - Hunted After the building where the enemy tries to

flank and flashbang, there is a shack to the

right

11 7 - Hunted After the second greenhouse, under the tin

roof to the left, in front of the barn

12 9 - War Pig In the area after the tank runs over the car,

in the first two story building on the right,

on the second floor

13 9 - War Pig Across the street from the first intel piece,

on the second story in one of the rooms on a

cot

14 9 - War Pig Behind the two second story MG positions that

overlook the alley full of cars near the end

of the level

15 10 - Shock and Awe In the far right corner of the room where you

rescue the recon squad on the second story

16 10 - Shock and Awe After you jump down with the recon squad, in

the second story building straight ahead, on

the second floor, in the closet

17 12 - Safehouse In the first building on the right after the

forest, on the second story, across from the

mattress

18 12 - Safehouse In the building next to the water tower,

inside one of the booths

19 13 - All Ghillied Up At the top of the ladder inside the church

20 13 - All Ghillied Up Halfway through the maze of containers, inside

the makeshift camp to the right on a small

table

21 13 - All Ghillied Up At the top of the stairs where you shoot the

sniper down

22 14 - One Shot, One Kill After exiting the building with the dogs and

hiding enemies, at the top of the fire escape

23 14 - One Shot, One Kill When the enemies start attacking the carnival

position, through the right alleyway, through

the back door

24 16 - The Sins of the Father Before the opening scene fades to black,

inside the diner, on a table

25 16 - The Sins of the Father On the second story of the building right

before the alleyway where enemies shoot from

the roofs

26 17 - Ultimatum In the area of the first major encounter, in

the room directly across from your entry point

into the battle

27 18 - All In Before heading through the blown up gate, in

an alleyway behind the building to the right

28 18 - All In In the southeastern warehouse (far right) out

in the missile area with the two ZPUs

29 19 - No Fighting in the War Room

After the bathroom, take the left hallway,

past the locker rooms, in the darkened meeting

room on the left

30 19 - No Fighting in the War Room

In the meeting room at the far end of

the missile control room



Single Player Cheats



Intel Pieces Cheat Code Description

2 CoD Noir Turns the game colors black and white

4 Photo-Negative Inverts the game colors

6 Super Contrast Turns up the contrast in the game

8 Ragtime Warfare Turns all game colors black and white, adds an

old film filter, speeds the game up to 70% of

normal speed, and replace the sound with a

looping ol' timey track

10 Cluster Bombs All frag grenades thrown by the player explode

into 5 live grenades

15 A Bad Year All enemies explode into a cloud of car tires

when killed

20 Slow-Mo Ability Clicking in on the right button slows the game

down to 40% of normal speed

30 Infinite Ammo Gives the player infinite ammo



4. Cheat Codes



I can't for the life of me understand why someone would need cheat codes on this

game but for those who can't resist, here they are for your reading pleasure.

GameFAQs user 'cekken' posted it on the boards for public use so I am just

making it easier for people to access.



Note that to make use of the codes, you have to enable the console in the

'Game Options' menu.



Here it is in its entirety, his post regarding the codes:



Hit the tilde key (~) to drop the dev-console.



Type seta thereisacow 1337 and then press ENTER.



Type spdevmap and then press ENTER. (This step is what was making cheats not

work for some, unless you type spedevmap and then hit exit when it says it

could not find map, cheats will not work.. found this out after tweaking

around last night).



Once you hit spdevmap and exit back to main menu, resume your saved game or

start a new one and cheats should be working fine!



Type the following codes in from the console (~) to activate them:



Code - Result:

give all - Access All Weapons

god - God Mode

noclip - No Clipping Mode

notarget - Enemies Ignore You

give ammo - Full Ammo

jump_height # - Adjust Gravity (Default = 39)

timescale # - Adjust Time (Default = 1.00)

cg_LaserForceOn 1 - Add Laser Sight to All Weapons



5. Credits



I'd like to thank Activision and Infinity Ward for making a sweet game for all

fans of first person shooters. Thanks as well to Jake Steeves for pointing out

the location of the second piece of intel on 2.1.1 'Blackout', and Kevin Rice

for sending me an entire list of intel locations as well as what they unlock.

I will be integrating that list in its entirety, with some minor changes in

formatting, into the walkthrough/FAQ for version 1.20. Additional thanks are in

order for Devon Mathis for his suggestion on where to hide on 'All Ghillied Up'
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