"It is foolish and wrong to mourn the men who died.  Rather we should thank
            God that such men lived."
                              - General George S. Patton


  @@@@@@"    @@@@"   @@"    @@"        @@@@@@"   @@"  @@" @@@@@@@@" @@"   @@"
 @@"""@@@"   @@@@"   @@"    @@"        @@""""@@" @@"  @@" """@@"""" @@"   @@"
 @@"   @@"  @@""@@"  @@"    @@"   OF   @@"   @@" @@"  @@"    @@"     @@" @@"
 @@"        @@" @@"  @@"    @@"        @@"   @@" @@"  @@"    @@"      @@@@"
 @@"   @@" @@@@@@@@" @@"    @@"        @@"   @@" @@"  @@"    @@"       @@"
 @@"   @@" @@""""@@" @@@@@" @@@@@"     @@@@@@""   @@@@@"     @@"       @@"
 "@@@@@@"  """   """ """""" """"""     """"""     """""      """       @@"
  """"""                                                               """


===============================================================================

                                  Call of Duty
                      Version: 0.95 (Last Updated: 09/05/04)
                              Written By: Legomondo
                         Game System: Nintendo GameCube

===============================================================================

Welcome to my Call of Duty FAQ/Walkthrough for the PC.  I never really heard
of this game until I was at a friends house.  Whether it be fate or fortune,
he introduced me to this fantastic game and I knew I was hooked from the
moment I started.  Being such the nice person he was (that and his high-speed
internet), he gave me the two demos to the game.  Once I was finished with
those, I bought the game and now introduce you to the meat of the FAQ.

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 6th Airborne Division
   » 4.3  Russian Infantry
 5.  Multiplayer
   » 5.1  Headquarters
   » 5.2  Behind Enemy Lines
   » 5.3  Retrieval
   » 5.4  Search & Destroy
   » 5.5  Deathmatch
   » 5.6  Team Deathmatch
 6.  Cheats & Secrets
 7.  Legal Information
 8.  Credits

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

09/05/04 - 0.95: This whole FAQ is complete, although some sections are not
 elaborated on as much as I would like them to be.  As such, this FAQ version
 only says "0.95".  Future updates on the Multiplayer section will definitely
 come.  Also, the United Offensive expansion pack will come out, so you can
 maybe look for a FAQ by me sometime in October, 'cause that is when my
 birthday is!

09/01/04 - 0.90: Finished the third campaign: The Russians.  It definitely
 took me the longest, not helping that it also had the most missions.  I'm
 hoping to complete the rest of the walkthrough within a few days, then,
 working on other sections over a long period of time.

08/29/04 - 0.85: Did four missions of the Russian Campaign.  School's started
 for me which is why it's been taking longer to finish this FAQ, although
 I've thoroughly enjoyed both this game and the walkthrough I'm making.
 Can't wait for United Offensive.  Here's to school and gaming!

===============================================================================
       .+*+.                                                     .+*+.
        [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.

*******************************************************************************
                                  Controls
*******************************************************************************

 -=[ 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
   Stand/Jump     = Spacebar
   Crouch         = C
   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

*******************************************************************************
                                   Basics
*******************************************************************************

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
down.

 -=[ 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 ]=-

When progressing through combat areas, use the Lean commands to enable you to
peer around walls, doors, windows or other obstacles.  You'll be harder to see
and harder to shoot should enemies be on the other side.  You can also lean
around obstacles to fire on the enemy, getting the jump on your targets and
suppressing threats as quickly and safely as possible.

 -=[ 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.

*******************************************************************************
                               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
SWAY.

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
turn.

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.

===============================================================================
       .+*+.                                                     .+*+.
        [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 : ??
The M1A1 Carbine is your starting weapon during the campaign.  Light,
accurate, and compact, it fires .30 caliber semi-automatic rounds.  It's main
advantages over the M1 Garand are obvious.  A bigger clip size and the ability
to reload before a firefight in mid-clip make it a sound choice to start with.


[ 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
death.


[ Colt .45 ]
Range  : Short              Rate of Fire : Medium         Magazine : 7
Damage : Moderate           Mobility     : Very Fast      Max Ammo : 56
Standard issue pistol for the British and Americans.  It seems to lack any
real power in anything except single player missions.  However, with no other
choice, this gun can save your life.


[ 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.

*******************************************************************************
                               Russian Weapons
*******************************************************************************

[ Mosin-Nagant ]
Range  : Long               Rate of Fire : Slow           Magazine : 5
Damage : Very High          Mobility     : Medium         Max Ammo : ??
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.


[ 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.


[ Luger ]
Range  : Short              Rate of Fire : Medium         Magazine : 8
Damage : Moderate           Mobility     : Very Fast      Max Ammo : ??
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.


[ 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!

*******************************************************************************
                               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.


[ 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
death.


[ Colt .45 ]
Range  : Short              Rate of Fire : Medium         Magazine : 7
Damage : Moderate           Mobility     : Very Fast      Max Ammo : 56
Standard issue pistol for the British and Americans.  It seems to lack any
real power in anything except single player missions.  However, with no other
choice, this gun can save your life.


[ 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.

*******************************************************************************
                               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.


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


[ FG42 ]
Range  : Long               Rate of Fire : Fast           Magazine : ??
Damage : High               Mobility     : Medium         Max Ammo : ??
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.


[ 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.

*******************************************************************************
                                    Items
*******************************************************************************

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.  You only find the +10 healths in one level,
and they come in the form of tin cans.  +25 healths are more common and are
sometimes dropped by dead soldieres.

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 MG42s are scattered throughout most levels.
They offer unlimited ammo, which is good for suppression.  They have huge
recoils though, so they're kind of hard to aim accurately.  For best results,
use one second bursts.

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

Welcome to the meat of the FAQ.  Here, you can find help if you're stuck in
the game.  Spoilers will be included, so read at your own risk.

*******************************************************************************
                        United States 101st Airborne
*******************************************************************************

"As Private Martin, fight alongside your squad, dropping behind enemy lines
to lay the groundwork for the D-Day invasion.  Then take out a battery of
German anti-aircraft guns, engage in a thrilling car chase and a daring POW
rescue."

*******************************************************************************

August 9, 1942
Camp Toccoa, Georgia

More long marches tomorrow.  Then obstacles with Cpt Foley and weapon training
with Sgt. Moody. Everyone is dead tired.  Another guy got RTU (Returned To
Unit) yesterday.  He begged the Sgt to let him stay.

My unit, the 506th paratrooper regiment is an all volunteer unit.  Im lucky to
serve with these guys.  Theres no one Id rather have watching my back.

Our officers drill us continously.  Ive trained for months and I havent even
jumped out of an airplane yet.  The army has never had an airborne unit
before,and that makes the brass nervous, and what makes the brass nervous
makes us drill even harder.
..............................................................................

Mission 1.1: Training

Mission Objectives:
- Read each sign [5 remaining].
- Approach the sign indicated by the compass star.
- Open the gate to the obstacle course.
- Complete the obstacle course.
- Pick up both Carbines, hit the target a total of 12 times.
- Pick up a Springfield, hit the target a total of 4 times.
- Pick up a Thompson, hit the target 10 times.
- Switch weapons, hit the target 3 more times.
- Pick up some Grenades, throw a Grenade into each window and door.
- Plant the explosives.
- Go through the last gate to exit training.

This level is simple of course.  From your position, just read the signs and
look at them.  Then, a Star will appear on your compass, indicating a sign.
Walk towards it.  Once you have, travel north to reach the obstacle course.

After Pvt. Elder talks to you, crouch and run through the tubes and under the
wooden beam.  Then, jump over the fences and brick wall.  Go to your prone
position and crawl under the wire while Pvt. Avery mans a machine gun.  It's
live ammo people!  Once you're past, climb the ladder and into the next door
for some weapons training.

Pick up the M1A1 Carbines off the table and fire six shots at the target.
Then fire six more.  Sgt. Moody tells you to do different stances, but you
don't have to.  Pick up a Springfield in the next area.  You might want to use
the scope at this point, since it's hard to fire accurately at such a
distance.  After two hits, Sgt. Moody will tell you about aiming down the
sights.  If you haven't already been doing so, try it out.

Pick up a Thompson and fire ten rounds into the target.  Switch to your
Carbine again and fire three more rounds.  Ironically, this empties your
Carbine clip exactly if you didn't reload from before.  After a bit, you'll
learn about a melee attack, but you don't have to.  Pick up the grenades.
Throw them in the windows and door, and take cover behind the concrete to
avoid the blast.  Obviously, you'll need to aim higher than the window because
grenades travel at an arc, unless your target is really close.

Finally, just pick up the explosives with "F" and then plant it on the wall.
Run past the sandbags and wait for it to blow.  Then, exit out the gate to
complete the training.

*******************************************************************************

June 5, 1944 - 1800 Hours
Greenham Common, England

In about three hours I will be in Normandy.  As one of the pathfinders for my
unit, I'll be landing ahead of the main airborne force.  The pathfinders land
before the main force and place beacons on the landing fields, to guide the
rest of the pilots and paratroopers in.

The brass are sending the airborne in first, in the early hours of the
morning, to protect the flanks of Utah beach.  At first light the main force
of the invasion will hit the beaches.

For weeks the entire invasion force, more than 175,000 men, has been cooped
up, and forbidden contact with anyone outside, with nothing to do but memorize
maps and battle plans.  We're all quite eager to be in France.

A few hours ago General Eisenhower paid us a visit.  If we pull all this off,
the Germans are in for one hell of a surprise.
..............................................................................

Mission 1.2: Pathfinder

Mission Objectives:
- Link up with Sgt. Heath.
- Get the Sergeant's legbag.
- Set up the radio beacon.
- Defend the drop zone.
- Make your way to the nearest town.

Head towards the star on your compass.  Midway, a German should start firing
on you.  Take him down.  If you're playing on lower difficulties, I believe
he's taking a potty break next to the tree.  You can either club him or take a
head shot.  Follow the path until you come upon your dead Sergeant.  Pick up
his legbag off the ground, and proceed along the path.  Walk until you see a
pillbox.  Inside, two Germans are playing a friendly game of checkers.  What
the heck?  Simply throw a grenade into their midst and watch them fly.  Enter,
then exit left.

Set up the beacon by pressing "F" when you're near it.  As soon as you do,
planes overhead will begin to drop reinforcements.

As the guys drop, have your cross hairs positioned on the right side of the
right building.  It might not look like much now, but in a moment, a machine
gunner will pop out.  Take him and another if one rushes to replace him.
Meanwhile, a bomb will land on the building, wiping out the top floor.  Move
towards the buildings.  Pick up an M1 Garand if you wish.

Enter inside.  There may be a German, or your allies might have taken him
out.  Move towards the left side.  Take note of the hint of the grenades.  As
soon as you see the staircase, look up and pop the German before he takes you
out.  Exit out, and follow the men.  Take out the German in the window and
throw a grenade in the doorway.

Be cautious.  There's a German on the steps, and more will come from outside
via truck.  Shoot the driver then chuck a grenade into the next room if none
of your allies are present.  The rest of the mission is easy.  Just follow the
path until you run into Captain Foley.  Follow him into the trench to complete
your first, real mission.

*******************************************************************************

D-Day 0020 Hours

Nobody seems to have dropped where they were supposed to.  I haven't seen
anyone from my unit yet, but luckily I've hooked up with some of the guys from
Baker Company.  We also have men from Able, Dog, and Fox Companies with
us...what a mess.

We're getting ready to capture the village of Ste. Mere Eglise, about 5 miles
from Utah Beach.  We're appraching through a narrow field with minefields on
each side.

Captain Foley says there's two platoons of German paratroopers in that
village.  I'd say we've got a serious fight ahead of us.

The roads of Ste. Mere Eglise connect Utah beach to the main highway of the
peninsula, which should put us right in the path of the most likely German
counterattack.
..............................................................................

Mission 1.3: Burnville

Mission Objectives:
- Destroy the 'Flakpanzer' Anti-Aircraft Tanks [3 remaining].
- Debrief with Captain Foley at the crossroads.

Run out of the trench to assemble with the rest of the squad.  As soon as you
do, they move out towards the town.  Head towards the right side, and follow
your squad.  You'll want to stay mainly in the front, behind at least one
soldier to allow him to draw the fire and keep you alive.  Jump over the fence
and then crouch to avoid enemy machine guns.  Run past the dead cows and watch
out for mortar fire.  Run up against the side of the fence.  There are three
machine gunners.  Two in the building and one to the right behind some
sandbags.  If he's not dead already, chuck a grenade over the fence.  This
might not guarantee a kill, especially if you can't see him.

Once the one outside is dead, you can carefully aim and take out the top
machine gunner with your rifle.  The lower one is at an angle.  Move in up
close towards the building and flush him out with a grenade.  Explore the
upstairs of the building.  There may yet be a German left.  Once the building
is clear, run towards the next, and look through the crack in the wall.  Use
your Thompson to mow down the group of German soldiers.  Turn around, take a
few steps forward, and look back.  There always seems to be a German who
magically appears, so take him down too.  Go upstairs.  I believe there's
about a fifty-fifty chance that the German is alive or dead.  If not, you know
what to do.

Outside, enter the next building by where those group of German soldiers
were.  Kill the German inside, then peek out the window.  A German is manning
a machine gun on a half track.  Use carefully aimed M1 shots to take him out.
Jump outside and prepare for a shoot off.

Use any grenades you have and toss them into the garage and open doorways.
This should clear out most of the Germans entrenched in the building.  If you
run out, simply take well aimed shots.  Wait for a German to pop his head,
then position your crosshairs over it.  The next time he looks out, take him
out.  Eventually, when enough of the Germans have been killed, your squad will
move on in.  Let them take out any remaining Germans and follow them in.  Pick
up the Stielhandgranates off the floor and use them to take out the Germans
out back.  Step outside and take out the German to your right.  Run towards
the chicken coops to trigger some German ambushes.

Jump over the fence and take cover in the outhouse.  Peek out and take out the
Germans to your left and right.  If you can, try to chuck grenades into the
window to your left to flush out enemy soldiers and potentially kill them.
Meanwhile, your squad will move to the right and encounter machine gun fire.
Enter the building and look out the door on the left.  Use your rifle to pick
off the machine gun fire to allow your squad to move up.  Exit the building
and rush to the building where the machine gun was, while clearing out enemy
soldiers.  Inside, check near the machine gun to find some more
Stielhandgranates and to find a perfect spot in which you can ambush the first
'Flakpanzer' and some gunners.  Once they're dead, your squad will move in and
clean up.  Regroup with them.

Plant your explosives and then run for the hole to the left.  This will bring
you to the next portion of the level, but also gives you less room to get shot
at.  Once the panzer blows, the rest of your squad will catch up and another
firefight will ensue.  Look to the right and use your gun to take out any
Germans rushing to reinforce the defensive line.  Also, if you arrive early
enough, you can take out the Germans still on the 'Flakpanzer'.  Once both
sides are settled, use your grenades and chuck them behind the wall.  You will
have to move forward as you try and throw them farther and farther.  Once you
kill all the Germans in the viscinity, Captain Foley will compliment you.
Plant the explosives and go.

Run inside the building, pick up some more grenades, and then into the next
room.  Chuck three grenades, out each window, from one position.  This will
ensure that you cover a wide radius and to wipe out the Germans.  This next
part is tricky.  Equip your grenades and toss them into the building and alley
opposite of the last 'Flakpanzer'.  This should blow up some Germans who
appear.  Rush towards the alley, take out a German, and then turn around at
the end of it.  You should be facing a German on a machine gun with his back
towards you.  Shoot him, man it, and then wipe out the Germans on the last
'Flakpanzer'.  Chuck a grenade into its midst for security and plant your
explosives.  Congratulations on a job well done!

*******************************************************************************

D-Day 0500 Hours
Ste Mere Eglise

The boys on the beaches must have landed by now.  They are only a few miles
away, but right now that seems like a million.  We don't have a radio and are
completely cut off.

Cpt Foley was right.  We did face a platoon or more of German paratroopers
when we took this village last night.

Today we hold it against German counterattack.  Our defenses are all stolen:
enemy MG42s, Panzerfauts for anti tank defense and the village itself.

The Air Force and Navy put on quite a show this morning pounding the hell out
of those beaches.  One thing is certain, the Germans know we are here.
Whether that means they turn tail and run or come swarming out of the wood
work, we are about to find out.
..............................................................................

Mission 1.4: Dawnville

Mission Objectives:
- Assemble with Captain Foley at a safer location.
- Get a Panzerfaust anti-tank weapon from the church.
- Destroy the tank.
- Defend the church.
- Reinforce the northern approach.
- Destroy the second tank.
- Destroy the third tank.
- Locate and eliminate enemy mortar positions [2 remaining].
- Regroup with Captain Foley and get in the car.

Run inside the designated building and wait for Foley to command Private
Johnson to explore.  Once he's dead, run towards the little niche where two
Germans are scaling the wall.  Shoot them and wait a bit.  German will come
out of the building where Johnson died, along with a tank.  Let your squad
take care of them, but beware!  Germans will still periodically scale the wall
and surprise you.  Once it seems relatively quiet, your squad will move up.
Run towards the church while taking out German along the way.  I prefer to
leave my Thompson and stick with the Garand, but do whatever suits you.  Head
back out and use whatever cover you can find.  Take out the light resistance
and make your way to the tank.

You can actually take it out from the car, but you can scoot on up if you
want.  Just beware of sporadic German attacks.  Once the tank is destroyed,
head back towards the church.  Pick up your Thompson again, or man one of the
machine guns.  Just aim and fire for a second and let go.  If you hold the
button down too long, the recoil throws off your aim.  After enough bodies
have fallen, the German will pull back and you must reinforce the northern
front.  Before you leave the church though, exchange your weapon again for the
Panzerfaust.  You'll be using it later.

As soon as you leave the narrow alley, start firing in the general direction
of the Germans.  This will suppress them long enough for you to find some
cover.  Using your gun, carefully take out the Germans near the destroyed
'Flakpanzer' and grenades near the building across.  Once most of them are
dead, your squad will move up to finish them off.  Reach the point on the star
and mortars will begin to fall.  As you head back, notice the familiar sound.

Equip your Panzerfaust and be prepared to fire.  The tank will roll over a
portion of the wall, right behind an infantry man standing in the middle of
the spot.  Destroy it and your squad will move back towards the main area.
For your next objective, your squad will help you out.  As you approach the
third tank, two infantry will open the hatch, spray the inside with machine
gun fire, and drop a grenade.  Very cool!

This next part is tough.  As you get near the wall, machine gun fire will open
up.  You could exchange your now useless Panzerfaust for the Scoped Kar98k and
take well aimed shots.  The only problem is that their machine gun fire is
highly accurate, and in doing so, you more then likely end up dead, not to
mention the sniper at the top of the tower.  I go for the rush approach.  Run
down the field and into the trench.  Throw grenades into the first machine gun
next to the left as you fall into the trench and move up.  As you exit the
trench, throw another grenade into the second machine gun and be prepared to
shoot any Germans rushing out from behind the building.  Once they're dead,
ease in to the right.  Shoot the first mortar team and then chuck a grenade
into the hole in the tower.  This should blow up the German inside.  Make your
way round the back of the blown up building to destroy the final mortar team.
Get inside the car to finish the mission.

*******************************************************************************

                 *****                    Since 0000 No contact with HQ,
                *     *                   no radio, respond with orders ASAP
                *     ***
                 *****   ****
                            *
                             ***       **
                  X             *     *  ****
                                 *****       *
6. Battery here still intact                   \ /
                                               O
0400 Hours,contact with aprox.                 / \
2 platoons of Fallschirm, village secured 0130
Enemy remnants fled south east
My strength 20 men, 4 enemy MGs
0600 Hours, enemy contact from every dir.
aprox. 2 platoons of Fallschrim w/ tank
..............................................................................

Mission 1.5: Carride

Mission Objectives:
- Report the town's capture to Regimental HQ.
- Find another vehicle.
- Defend Private Elder.
- Get in the Kubelwagen.

This level is kind of fun, but its also short.  Right off the bat, you'll pick
up some ammo for your Thompson, which is good.  Unless you're an expert
sharpshooter with immense skills for shooting people while on the move, you'll
be using your Thompson a lot to kill Germans.

In this level, use "F" to lean in and out of the car.  Within the first few
seconds, you'll drive by a German artillery unit with some Germans.  Just
spray the area with your Thompson, and if you're lucky, you might get a few
kills.  Eventually, you'll encounter a German roadblock.  This isn't really a
problem.  You will go slower at this part, while Sergeant Moody turns the
vehicle a bit.  Eliminating the Germans here shouldn't be a problem.

In a bit, you'll reach a small farm where three German trucks are coming
down.  Fortunately, instead of a car chase, Sgt. Moody will smartly stop and
slow down the car long enough for the Germans to hop out.  This gives you..
oh.. about two seconds to nail any Germans you can before he leaves them in
the dust.  Not long after that, two jeeps [I guess] full of Germans will start
after you.  Take out their gunners and then try to take out their drivers.  If
you score some hits, their cars will flip over.  You might pick up another one
before you get rid of them.

You'll arrive in another town, where you get to have minor skirmishes with the
Germans scattered about.  Sgt. Moody will swerve a bit, so aiming can be
tough.  You'll pass a tank on your way through, but fortunately, it doesn't
open fire on you.  Whew!  You'll pass a couple of 'Flakpanzers' before a
German tank blocks your path.  Sgt. Moody will go down an alley just before
the tank opens fire.  You'll soon discover that it's a dead end.  With nothing
else to do, Sgt. Moody backs it up into another jeep and the three of you hop
out.

Hurry up and run into the building before the tank opens fire.  Inside, clear
out the Germans.  In the hallway in front of you, you can pick up one of the
Health Packs with "F".  Explore the house and use any Health Packs to fully
replenish your health.  Outside, take cover in the doorway and use your rifle
to pick off the Germans outside.  Use the rest of the Health Packs in the
previous building if you take any damage.  Look past the broken wall.  See
that jeep?  That's your new ride.  Carefully hug the left wall and make your
way towards it.

When you get near, a German should pop out of the upstairs window.  Put him
down and then man the machine gun near the jeep.  Use it to take out the
closer Germans on the left and then take out the Germans behind the barricade
down the road.  Once Sgt. Moody tells you to get into the car, do so.  After a
short ride past more Germans, you reach HQ.

*******************************************************************************

D-Day 0900 Hours
Near Ste. Marie-du-Mont,
Normandy, France

Battalion headquarters is a mess.  All the companies are way under strength
due to misdrops everywhere.  Hopefully Foley knows what he is doing cause I
dont think we're going to be getting much help from here.

Meanwhile we already have a new missions.  A german artillery battery a few
miles north of here has just opened fire on the beaches.

The CO wants it silenced and he picked us to do it.  We're going in without
air or artilleryy support and way outnumbered, but that seems par for the
course at this point.
..............................................................................

Mission 1.6: Brecourt

Mission Objectives:
- Secure all enemy maps and documents [2 remaining].
- Destroy the enemy artillery guns [4 remaining].
- Provide covering fire for Sergeant Moody.
- Get the explosives from Sergeant Moody.

After Sgt. Moody's debriefing, listen to him and follow where he goes and what
he does.  Eventually, you'll all stop at the base of a tree, and Moody will
further elaborate on his plan.  Just follow Moody to the right and then use
your rifle to take well aimed shots at the two machine gunners.  It actually
helps though, if you just flank them all the way to the right, then chuck a
grenade or two near the artillery piece.  When all goes boom, move in and
clean up the trash.

Take out the other machine gunner if your squad already hasn't done so and
move on ahead to avoid the blast from the destruction of the first artillery
piece.  Move on down the trench.  Peek out from the first corner and you
should see a group of Germans huddled together.  Unfortunately, they've also
seen you.  Use your Thompson, although I prefer the Garand, to wipe them out.
In the distance, an MG42 should open fire.  You might actually want to go
prone at this part, because it's apparant that the MG42 can hit you while
you're crouched.  When you round the corner, be prepared for another small
skirmish with the Germans in the trench.  In this area, there are some
supplies which you may find handy, including some Stieldhandgranates.

Continue down the trench, towards the firing machine gun.  You'll encounter
more Germans.  When you're near enough to the machine gunner, chuck another
greande into the midst and prepare for them to run out, right into your
sights.  Once they're dead, Sgt. Moody will place another charge.  Fall back
and wait for it to blow before moving on.  You'll be in closed quarters for a
bit.  Since Sgt. Moody is basically invincible at this part, chuck a grenade
when he leads into the area.  It should blow up the Germans inside, allowing
for safe passage.  Once you get near him, Sgt. Moody will again rush off,
killing more Germans.  Pick up the health if you need it and one of the
documents.  There's also an FG42 on a crate, if you want it.

Outside, you'll meet up with some more Allied forces.  There seems to be a
scared Medic crouching down.  After a bit of "talk", the Medic will get up and
get shot in the head.  It's up to Sgt. Moody to save the man.  Just use your
gun and shoot any German that's running towards your general area.  Once they
make it back, Sergeant Moody is in critical condition, so he'll give you the
explosives to finish the job.  Piece o' cake.

Move down the trench.  There's an unguarded artillery gun just ripe for the
blowing.  Do so.  Take cover and go back to it when it's blown.  The explosion
should've knocked a path for you to get out of the trench.  Run behind a rock </pre><pre id="faqspan-2">
and chuck some grenades towards the Germans.  They should run out.  Use your
gun and while moving in, fire.  Your squad should be moving up with you.  Once
there, pick up some more Stielhandgranates and then take care of the Germans
who are running towards you.  Once you have a clear path, blow up the gun and
move on.

Once you get past some barbed wire in the trench, throw a grenade down the
path.  There are some Germans there who should get heavily damaged or be
dead.  Move on ahead and take out any Germans nearby.  Eventually, you should
reach the third gun with some fleeing Germans.  Shoot them and plant another
explosive.  Run out of the trench, towards the barn.  Throw a grenade inside
and clear it out.  Outside, use another grenade, or just your gun to kill the
Germans taking cover.  Run west towards a house.  There are some Germans in
the front doorway.  Use another grenade to clear it out.  If you go slow
enough, you can use Lt. Tucker to clear out the whole building for you.  Once
you reach the top, grab the enemy documents, health, and man the machine gun.
Your allies will be busy defending the bottom level if you let any Germans
pass by.

Once the Germans stop coming, pick up the Stielhandgranates on the bed and
head back down.  Head out the back but be ready for the machine gunner who
pops out of a window nearby.  Once you clear out the Germans in the
surrounding courtyard, you can either go on one of two paths to complete your
final objective.  You can either follow your squad and take it on head on, or
you can south to where the machine gunner was and enter there.  If you entered
there, clear out the surrounding Germans, then chuck a grenade south towards
the building with the door.  Germans will soon pop out.  Also, be aware that
Germans are in the upper floor of the building that's east of you.  Throw
grenades in the windows to kill them.  You can also chuck grenades near the
gun to kill the Germans manning it.  Once the final gun blows, it's mission
complete.

*******************************************************************************

August 7, 1944
The Bavarian Alps,Germany

It seems that a couple of British Officers, a Captain Price and a Major
Ingram, were shot down somewhere over enemy territory.

I don't know who those guys are but they must be pretty important, or know
something pretty important cause Army intelligence has decided to parachute us
into Austria to rescue them.

Intelligence sources say the two officers are being held in a Chateau in the
Bavarian Alps.

We've stolen a German truck, hidden it near by, and are approaching the
Chateau on foot.
..............................................................................

Mission 1.7: Chateau

Mission Objectives:
- Break through the main gate.
- Find a way into the chateau.
- Secure any documents and plans.
- Find the secret communications room.
- Sabotage enemy communications equipment with your weapon.
- Find and secure the prisoners.
- Clear the way to the extraction point.

After the brief outline, go on ahead and move to the right, towards a rock.
Throw a grenade to have the machine gunner running from his post.  Move up to
the base of the machine gun and chuck two more grenades towards the trucks.
They should blow up some Germans nearby.  Near the building, chuck a grenade
inside from the window and into the storage room in the back.  There seems to
be a German oblivious to the fighting around him.  Once all Germans here are
dead, Foley will remark about it.

Head up.  Two Germans should open fire.  Use your BAR to take them out, then
go to prone position outside the gate as a German truck pulls up.  Use your
BAR to wipe them out, then move towards the truck.  Take cover behind it.
Head down the small path to your left.  As soon as you near the gates to their
courtyard, a German should come running out.  Kill him.  Run through with your
squad, taking out the Germans that pop out.  Two Germans are on a balcony
above, so beware.  Throw a grenade near the garage.  When you try and head
towards it, a German truck should pull up.  Fall back and throw a grenade near
it.  Clear the area when it goes off, then move in to finish them off.
Another truck will pull up.  If you have the time, throw a grenade.  If not,
use your gun.  When they're dead, move into the area behind the second truck.

Watch out for a German, then move inside.  Around the first corner will be a
German.  Be prepared.  Any surviving allies besides Cpt. Foley and Sgt. Moody
will follow you into the building.  Go enter the doorway the German was in and
down the hallway.  There's a German at the end of the hallway.  Turn right and
around the corner.  You should see two locked double doors to your right.
Remember this area.

Go up the stairs.  Before you enter the hallway above, peek around the left
corner and nail the German waiting.  Enter the bathroom for some health and
move on.  Around another corner, you'll encounter a large group of Germans.
Throw a grenade and wait for it blow before continuing.  Go out the other door
and be prepared for three Germans.  They take excellent cover, so you might
have a hard time seeing until the flash of their gun tells you.  In the
adjacent room, pick up the documents.  Now remember the double doors I told
you to remember?  Well, when you go back down, the game should auto save,
right before the doors open and two Germans pop out.  Proceed carefully
towards the door.  There are two Germans on the balcony to your right in that
room.  Once it's clear, walk in, past the statues, and into the next room and
find some cover.

Germans will began to come out from the adjacant rooms upstairs.  Once they're
dead, head upstairs to your left.  You should reach the outside balcony from
the beginning of the level.  Be warned that there are new Germans on it.  This
part is kind of tricky, as you'll be caught inbetween two German parties.
You'll notice that as you run across the balcony, a German truck pulls up and
heads inside.  Run towards the next part and take out the three Germans
inside.  Hopefully you still have an ally left who will defend your back as
the new reinforcements come up.  Once they're dead, continue on.

Down the steps, your ally should clear out most of the Germans.  Pust the
glowing statue eagle on the wall to reveal a secret passage way in the
fireplace.  Hey!  I want one of those.  Inside, destroy their communications
with your gun and kill the two Germans who pop out.  Once you head back out,
Cpt. Foley and Sgt. Moody will arrive to reinforce you.  For some reason,
they're riflemen.  Anyways, they'll kick a door open and out pops some
Germans.  Kill them, run down the steps, and prepare for some really close
quarters fighting.

Down more steps plus two dead Germans equals the door to the prison cell.
Once Cpt. Foley blows it open, prepare for a German machine gunner.  If you
have anymore grenades left, toss it over your cover.  If not, peek out and
nail him.  Once he's dead, enter and look to your right to kill three more
Germans.  Captain Price is located in the last cell to the right.  He's in
really poor condition, which is why he'll stay out of most firefights.  Lead
the way back upstairs.  Four Germans should be near the top.  Go up the right
set of stairs because when you reach the to, you'll have a view into the next
room.  You should kill about four Germans before Price comes up.  In the
statue room, mow down another four Germans.  The way to victory is clear.  The
hobbling Price will turn into a crippled Price as your squad helps him out of
a window.  Head towards the truck to win.

*******************************************************************************

September 18, 1944
Outside of Strasshof
Austria

It seems the Germans moved Major Ingram of the British RAF before we could nab
him from the Chateau.

Captain Price says he overheard the guards saying he had been moved to a camp
near here.  Price pinpointed the camp for us, but Captain Foley insisted that
he stay behind during the actual rescue.

Our plan is simple.  We are busting right through the gate, grabbing the Major
and then hightailing it out of there.  Foley says the only way we can pull
this off is if we spend no more than ten minutes in the camp.  Otherwise the
Jerries are going to have the entire area locked down looking for us.
..............................................................................

Mission 1.8: POW Camp

Mission Objectives:
- Eliminate the the guards at the main gate.
- Locate Major Ingram.
- Escort Major Ingram back to the truck.

I advise you to save often.  So, like Foley says, you have ten minutes after
your first shot.  Creep forward towards the gate.  You should see two Germans
conversing while another walks around.  What you don't see is a machine gunner
behind the rock.  Creep all the way to your left to reveal him.  Take him out
first and then the other three that run for cover.  Prone position helps
eliminate sway.  Once you eliminate all the guards, the truck containing Foley
and the others should move in.

Switch to your Thompson and run in.  This should all take less than a minute.
Less than thirty seconds actually.  One you eliminate the initial Germans that
pop out, run east.  The door in front of you should burst open and two Germans
should be standing there.  Take them out.  Pick up one of their MP40s.  Not
only do they carry +2 more shots, their recoil is lower than the Thompsons.
Travel south.  Germans should pop out to your right and left.  Travel east
again and encounter more Germans.  Take cover behind some barrels and kill the
Germans in front of the barbed gate.

Follow your allies past the gate, then north.  Eventually, you'll travel east
again where some Germans pop out.  You should have a little more than seven
minutes remaining at this point.  You'll reach some picnic benches where
another firefight will ensue.  Kill them and move forward, towards the star.
Go inside the building where you can see two Big Health Packs on a table.  Mow
down the Germans that come from the other doorway, about four.  Outside, turn
right and kill the Germans.  There's one in the tower above, so kill him
quickly before he does too much damage.  Go inside the building where you'll
witness Major Ingram chocking a Nazi from behind the bars of his prison cell.
How typical.  You should have 6+ minutes left.

Start backtracking.  You should meet two Nazis as you try to reenter the
building with the large health packs.  Outside, another skirmish will occur.
Run and gun, but make sure they're dead.  As you proceed between two buildings
from the picnic area, Germans will come from the left and right.  Take them
down.  Run past the barbed fence and a German truck will arrive.  Eliminate
everyone.  Some of your allies might die around here.  As you run back, more
Germans will pop out from buildings.  Use grenades to flush out the Germans
hiding behind corners.  During the last home stretch, eliminate the Germans on
the left as you reach the truck.

*******************************************************************************
                        British 6th Airborne Division
*******************************************************************************

"Join the British Special Forces as Sergeant Evans, and take part in the
famous assault, capture and defense of Pegasus Bridge.  Disable German
artillery emplacements on Eder Dam, go undercover to sabotage the legendary
battleship Tirpitz, then make a daring escape."

*******************************************************************************

Ref Maps.  1/50,000 Sheets 7/F1, 7/F2                                TOP SECRET
          1/25,000 Sheet No. 40/16 NW                              5 June 1944

TO: 2 Oxf Bucks, 6th Ab. Div.

INTENTION

1. Objective

a) Your task is to seize intact the bridge over the canal at BENOUVILLE 098748
  and to hold it until relieved by 7 Para Bn.  [Most likely several hours]

INFORMATION

2. Enemy

a) Static defense in area of operations.

Garrison of the bridge at BENOUVLLE 098748 consists of about 50 men, armed
with at least four to six light machine guns (MG42) and possibly assorted anti-
tank weapons.

b) State of alertness.

The large-scale prepartions necessary for the invasion of the Continent, the
suitability of moon and tide will combine to produce a high state of alertness
in the GERMAN defense, particularly in vicinity of bridges.  Charges will have
been laid in the demolition chambers.

METHOD

3. Outline

a) Insertion via Horsa glider.  The capture of the bridge will be a 'coup de
main' op depending largely on surprise, speed, and dash for success.

b) Your difficulties will arise in holding off an enemy counterattack on the
bridge, until you are relieved.
..............................................................................

Mission 2.1: Pegasus Night

Mission Objectives:
- Clear the area of enemies and secure both ends of the bridge.
- Capture the bunker.
- Regroup with Captain Price.
- Find an army engineer.
- Get back to the flack gun with the army engineer.
- Use the Flak88 gun to destroy the tank.

The mission will start with you in the glider.  Seems the pilots are having a
bit of difficulty finding the location.  After the rough landing, you'll find
yourself assembled on the ground with the rest of the squad.  You'll listen to
Sgt. Price for a moment before he tells you to suppress those machine gunners
in the bunker.

Creep forward.  Position yourself carefully and with abundant coverage.  The
squad will move up when you start to fire.  Get in the prone position and lie
in the bushes.  You'll see a lot of Germans standing about, but leave them up
to your squad.  Just use well aimed bursts, NOT fully automatic, fire to take
out the Germans in the bunker.  You'll have to shoot several waves in the
bunker before the objective will be finished.  Make your way across the
bridge, using your Lee-Enfield to take out the Germans.  Spot their muzzle
blasts and fire at them.

You'll start to hear a tank as you cross the bridge.  Uh-oh!  To make matters
worse, once you meet up with Cpt. Price, he'll tell you to run past the tank
to find an army engineer.  Nuts!  Well, do as he says.  Switch to your
grenades and then run while crouching.  Hopefully, you'll suffer minimal
damage.  Looks like Pvt. Mills is doing a darn good job of holding off the
Germans.  Use any of the supplies near him if need be, and get his attention
by pressing "F".  You'll need to run past the tank again, so the best bet
would be to run ahead of Pvt. Mills, with the grenades equipped.  That way,
Mills will take the beating.  Hightail it outta there!

Take cover behind the gun while Pvt. Mills gets it working.  Once he does,
press "F" to use it and then quickly rotate your sights on the tank.  You'll
be taking damage most of the time until the gun is out in front of you.  Then,
aim for the machine gun fire from the tank and BOOM!  Your next objective
tells you to mop up the rest of the enemies.  Instead of running back across,
just run up the stairs near the beginning of the bridge and use your accurate
Lee-Enfield to snipe the Germans.  Once all are dead, you win!

*******************************************************************************

Ref Maps.  1/50,000 Sheets 7/F1, 7/F2                                TOP SECRET
          1/25,000 Sheet No. 40/16 NW                              5 June 1944

TO: 2 Oxf Bucks, 6th Ab. Div.   [We redeployed the sandbag positions and MG42s
                                Had to bin most of the MGs - the barrels were
INTENTION                        too badly worn from overheating]

1. Objective

a) Your task is to seize intact the bridge over the canal at BENOUVILLE 098748
  and to hold it until relieved by 7 Para Bn.  [7 Para taking longer than
  expected, still holding out]

INFORMATION

2. Enemy  [-One bn of 736th Grenadier Regiment in the area, maybe 8-12 tanks!!
          - Several platoons expected to the west, no sign of them yet.]
a) Mobile defenses in area of operations.

Garrison of the bridge at BENOUVILLE 098748 consists of about 50 men, armed
with at least four to six light machine guns (MG42) and possibly assorted anti-
tank weaopns.

b) State of alertness.  [I would say they're bloody well alerted by now.]

Capt. Price noticed a strange thing this morning - they had the bridge wired,
but no explosives were in the holders???  (Found them securely stowed by the
pillbox.)]

METHOD

3. Outline

b) Your difficulties will arise in holding off an enemy counterattack on the
bridge, until you are relieved.  [Night reinforcements came in from Kenville
at 0800]
..............................................................................

Mission 2.2: Pegasus Day

Mission Objectives:
- Hold the bridge until relieved by Allied forces.
- Defend the west bank of the canal.
- Fall back to the machine gun and provide covering fire.
- Destroy the incoming tank.
- Help the reinforcements clear the area of any remaining enemies.
- Debrief with Captain Price.

This mission will be difficult.  Very difficult.  You'll start off by
listening to Lt. Davis list off the inventory of the German supplies.  After
Price thanks God for the Flak88 gun, artillery or mortar fire will eliminate
all of your allies on the west side of the bridge.  Run for cover behind the
sandbags or else you'll end up splattered in a lot of pieces.  Eventually,
they'll all start running towards the western end of the bridge to hold off
the German counterattack.

Follow them and take cover behind some sandbags and start picking off the
Germans that come.  There's a whole stack of crates with weapons and supplies
if you need or want them.  I prefer to trade in the the Bren LMG for the
MP40.  Switch to the prone position and then lean out and snipe the Germans on
the right with your Lee-Enfield.  You're by all means welcome to move anywhere
you want.  It's just the fact that you have a store of supplies in front of
you that makes this such a good position.  However, there is a box of
Stielhandgranates near the left sandbag if you choose to pick it up.

Eventually, Cpt. Price will order a retreat and tell you to man the machine
gun near the east side of the bridge.  It's in a small building that's
adjacent to the bridge.  Once they're safely across, this is where all hell
breaks loose.  Tanks will come in periodically, in random locations.  They'll
most likely appear across the canal, to the south of the Flak88 or north of
the Flak88 gun.  I don't suggest you use it destroy tanks.  It tanks to long
to rotate and you're a sitting duck - not to mention the fact that the tanks
blow it up if you don't destroy them first with it.  Instead, fall back to the
bunker where you'll find some Panzerfausts.  Just beware of the Germans
rushing to kill you.  Hold out for five minutes and save everytime you destroy
a tank.

There's not much strategy in this part.  Germans will come from all sides.
Hopefully, you've got lots of allies still alive.  If not, you might not make
it.  If a tank moves from the north however, you might want to wait until it
blocks your view of the the east where you find the Panzerfaust.  That way,
you won't have to worry so much about defending that position.  A good way to
tank out tanks across the canal is from the bunker.  Even though the weapon is
only a short ranged one, it will still reach the tank if your aim is true.
Just stay low.  You really don't want to do this from the tanks that come from
the south though, because those tanks fire into the bunker, killing you inside
it.  Instead, fire at it near the machine gun used to cover the allies from
before.  Good luck!

Once you reach the five minute mark, friendlies start coming in from the
west.  If you still have a tank present, you have to eliminate it before you
can complete this mission.  With it gone, just eliminate the rest of the
Germans until the counter reaches zero.  With that, the rest of the squad
assembles with Captain Price.  Bloody well done.

*******************************************************************************

Ref Maps.  1/50,000 Sheets 12/F1, 12/F2                              TOP SECRET
          1/25,000 Sheet No. 60/05 SW                               2 Sep 1944

To: 3 Troop, 2 SAS  [Transferred to 2 SAS with Capt. Price on orders from SOE
                    3 wks ago.  Haven't seen any others from 6th AB aside
INTENTION            from him.  The men here are as competent as any I've ever
                    met, especially Sgt. Waters.  Will have to do my best to
1. Objectives        keep up.]

    a) To neutralize anti-aircraft defenses for pending renewal of RAF
       bombing missions against the Eder Dam in Germany.
    b) To destroy electrical generators in the power station at the foot of
       the dam, thereby slowing production at German manufacturing plants
       throughout the Ruhr valley region.

INFORMATION

2. Enemy

    a) Static defenses in area of operations.

       Garrison at the Eder Dam consists of at least 40 men, armed with
       assorted small arms (MP40, Kar98k) and at least three light anti-air
       guns, possibly 20mm or 88mm.

    b) State of alertness.

       Last May's "Operation [Dambusters, No. 6/7 Sgn.] Chastise" ruptured
       the dam but the Germans have since restored it and strengthened the AA
       defenses.  Once the garrison forces are alerted, nearby towns at
       025664, 022637, and 025619 will undoubtedly dispatch reinforcements in
       platoon to company strength.

METHOD

3. Outline

    a) Infiltration to be effected by parachute, DZ approx. one day overland
       from the dam, as radar and AA coverage will have increased in the
       immediate vicinity.
    b) Exfiltrate by any means at your disposal.  [Cpt. Price and Sgt. Waters
       plan to steal a German lorry]
..............................................................................

Mission 2.3: Eder Dam

Mission Objectives:
- Destroy the AA Guns on the top of the dam [6 remaining].
- Plant explosives on the generators [4 remaining].
- Destroy the AA Guns at the bottom of the dam [4 remaining].
- Meet up with Captain Price at the top south end of the dam and escape.

I really hated this mission, the other mission that pitted you alone.  You
know why?  Because I wanted this game where you fought with a squad.  This
level and another just blows that point right out.  Stupid level.  Whatever
happened to the "war was one by many lives."  Anyways, you start this mission
out with the Scoped Kar98k and Sten.  Creep with the sniper rifle equipped
over the first small hump on the ground.  You should see a German standing
there.  Take him down.  After about six more dead bodies, you're free to go on.

When you get near, the searchlight will magically turn off.  Why turn off when
you get there?  Why not turn off when all the Germans in the area are dead?
As you can see, I really dislike this level.  Yuck!  I hate having to replay
it for you guys.  The first AA Gun is for your taking.  Just run up to it,
plant explosives, and then fall back.  BOOM!  The second and third gun should
go just as smoothly.  Where the heck are the Germans?!  Shouldn't they notice
a huge fireball?  For some reason, they're stupid.  Either that or this dam is
operated by a skeleton crew.  Also, you might hear the sound of gunfire once
you start planting the third explosive.  I know I did.  I never did find out
though where it came from.

Before you reach the fourth AA Gun, use your sniper rifle and zoom in on the
ground under the little hut.  You should see a machine gunner and a rifleman
waiting.  The rifleman might open fire at this point, which might also be the
sound of gunfire from before.  Boy, he's got sharp eyes.  Take them out.  By
the time you reach the fifth AA Gun, you'll meet up with a little welcome
party.  Finally, where have you guys been?!  Kill them and blow up the rest of
the guns.  Once you blow up the final one, rush to that small side area and go
into the "Prone" position.  Aim for the door as a German rushes out of a
communications room.  How coincidental.

Enter inside.  I suggest you save often now.  When you're running down the
steps inside, a German will be running up.  Be prepared!  Get inside the
elevator and take cover behind the barrel.  You'll need it because as soon as
it stops, you'll meet up with two Germans who can't wait to gun you down. Step
off the elevator and into the hallway.  Pick up the Stielhandgranates off the
floor and move on.  As you round the corner, be prepared for a sudden German
who runs out.  Suddenly, alarms will go off.  Take out the German who appears
and go slowly forward.  After a certain distance, the door to your right will
burst open.  A few Germans will pop out and you'll most likely take some
damage.  Enter inside and pick up some health from the table and any
Stielhandgranates if you happened to use some.  Go out through the other door
and turn right.

Wait around the corner, behind the two crates stacked on each other as two
Germans will rush out.  That's what I really hate about this level.  Enter the
room overlooking some important looking equipment and take out the German who
comes out from the left.  Stand up and look through the window.  Use the
Scoped Kar98k to shoot any Germans who are out.  Then, head down the right set
of stairs and throw a grenade around the corner.  More than likely, that won't
kill the two Germans who are now hiding behind corners themselves.  Proceed
slowly.  Look out over to the walkway on the other side and take care of the
two Germans there.  Continue down the right walkway.  Past some lockers,
you'll meet two more Germans.  Put them down.  Past a few more walkways and
Germans, you'll reach another elevator.  Take it down.  You'll notice that
you'll pass by an area but the elevator doesn't stop there.  You can get out
and explore, but there's not much to see.

Similar to the previous elevator, you'll encounter Germans.  The only
difference is that you'll encounter three Germans, one at a time, as they rush
out from behind the corners.  Pick up any health if need by and watch out for
another German who might come.  Pick up a box of Stielhandgranates and
carefully peek out as you start rounding the corner.  Two Germans should run
out from across you and shoot you.  Two more Germans should appear just as you
round the corner.  Fill them with lead from the Sten.  By now, you might be
running low on ammo.  Feel free to switch to the MP40 at any time.  Down the
steps and another German, you'll come to a turbine room, to speak.  Two
Germans reside here, so take them down.  Turn right and proceed down a very
long tunnel.

Take out the German take appears at the end of the tunnel with your sniper
rifle.  One head shot should do.  Another German should appear once you reach
the end of the tunnel.  As you head up the steps, shoot two more Germans who
appear at the top.  Inside the next room, take cover behind the boxes and
shoot two Germans.  Outside, take care of the two Germans and enter into the
doorway at the opposite end.  That was a beautiful scene of the dam, though,
wasn't it?  In the next room,  pick up the Stielhandgranates off the crate and
kill the German that comes out the next door.  We're almost to the guns.  Take
out the German inside, but when you reach his body, two more Germans will
spawn to your right behind the generators you need to plant your explosives
on.  Watch out!  Take their ammo and be prepared for another German who spawns
from the generators opposite you.

Go outside and take out the German there.  Plant an explosive on the gun and
go down the stairs.  As you make your way to the next two AA guns, you'll
encounter three Germans.  Take them out from afar with your sniper rifle.
Plant your explosives on the last two guns and then retrace your steps back.
As you make your way back, you'll start to encounter more of the elite
soldiers as well as their grunts.  For the sake of this already long
walkthrough for this level, I'll assume you can fight your way back.  Just
lean around corners and use grenades when you think there are enemies nearby.

On a side note, once you reach the elevator, the German announcer who was
yelling something in German while the alarms were on is now speaking English.
He says something about having captured your Officer and you have no way of
escaping.  Whatever.  Eventually, you'll reach the top where your allies are
waiting.  Hop in the truck with "F".  You can either shoot the Germans as you
ride, or just go into "Crouch" mode and wait for the level to end.

*******************************************************************************

Ref Maps.  1/50,000 Sheets 12/F1, 12/F2                              TOP SECRET
          1/25,000 Sheet No. 60/05 SW                               2 Sep 1944

To: 3 Troop, 2 SAS

INTENTION

1. Objectives

a) Following conclusion of operations at the dam, evade capture and reach an
  airfield approx. 8 miles away at 033875.

INFORMATION

2. Enemy

a) Static defenses in area of operations.

  Unknown.  The enemy is likely to erect roadblocks and deploy motorized
  patrols in order to prevent your escape from the area.

b) State of alertness.

  Any assault on the Eder Dam will be reponded to by troops from neighboring
  towns and garrisons.  Both military and civilian populations will be placed
  in a high state of alertness.
                                [The lorry we stole was apparently carrying
METHOD                            a large  shipment of Panzerfaust 60s - a
                                 sort of short range, single-use, and
3. Outline                        disposable anti-tank weapon.  They'll come
                                 in handy if pursued.  Not a bad find at all.]
a) Use enemy weapons and assets as required in the event your equpiment is
  destroyed or expended.

b) Destroy bridges and create improvised obstacles to delay pursuit by the
  enemy.  [Sgt. Waters has reserve demolitions for this task.]
..............................................................................

Mission 2.4: Truck Ride

Mission Objectives:
- Get to the airfield.
- Cover Sgt. Waters as he destroys the bridge.

Ah.. another car mission.  This one is certainly harder than the American one,
so you might want to quicksave often.  Do as Sgt. Waters says and pick up the
Panzerfaust.  Destroy the first lorry with it and then another.  If you miss,
reload, because you only have a limited number of Panzerfausts before they run
out.  Destroy a motorized patrol car with a third Panzerfaust.  After it
crashes into a tree, you'll cross a bridge where Sgt. Waters will hand you a
sniper rifle to take out the Germans crossing the bridge.  Make sure they
don't get past as he hooks up the demolitions.

Eventually, the bridge will blow.  After he gets back on the truck, another
German lorry will come up behind you.  Blow it up in the tunnel.  A few
moments later, you'll ram through a German roadblock.  Take out the lorry that
comes up behind you.  Eventually, another motorized patrol will come up.  This
one requires careful aiming and you might need to reload this portion a few
times.  For some reason, Sgt. Waters will try his hand at the Panzerfaust, but
of course, he misses.  Right after that, two motor bikes come up behind you.

If there's a German lorry in front of you, take it out quick.  It has a German
who also has a Panzerfaust and won't hesitate to use it.  After they're gone,
focus on the two motor bikes.  Pick up your last Panzerfaust and take out the
last German bike.  Once you go past another tunnel, another lorry will pull up
beside you.  Take out the German with the Panzerfaust and then shoot the
German that tries to climb onboard.  You'll eventually drive by some Germans
on foot, which leads to another motor bike behind you.  Take it out with the
Bren LMG.  After Cpt. Price blows by another German roadblock, you'll pick up
two more German lorries.  Once you get rid of them, the level ends.

*******************************************************************************

Ref Maps.  1/50,000 Sheets 12/F1, 12/F2                              TOP SECRET
          1/25,000 Sheet No. 60/05 SW                               2 Sep 1944

To: 3 Troop, 2 SAS

INTENTION

1. Objectives

a) Upon successful arrival at the airfield, procure aircraft on site and
  exfiltrate via preplanned air route.
b) Delay pursuit and interception by destroying any parked aircraft not
  essential to your escape.

INFORMATION           [Our Lewes bombs were lost in the drop at the dam, so
                      we'll need to find a high caliber automatic weapon on
2. Enemy               site to do the job instead.]

a) Static defenses in area of operations.

  A small regional garrison, mainly consisting of rear-guard troops, is known
  to service the airfield on a year-round basis.  AA defenses may include
  guns ranging from 20mm to 88mm.

b) State of alertness.

  The dam garrison will have issued a general warning throughout the area by
  this time.  The airfield may be more heavily reinforced that is customary
  as a result.

METHOD

3. Outline

a) Disperse at the airfield.  Flight trained members [Sgt. Waters, Cpt. Price]
  of the squad will move the aircraft into position for takeoff.

b) Remaining squad members shall defend the stolen aircraft until that time,
  while inflicting as much damage as possible on other enemy aircraft parked
  on the tarmac.
..............................................................................

Mission 2.5: Airfield Escape

Mission Objectives:
- Draw enemy fire while the rest of the team steals a German plane.
- Get back to the truck and escape to the plane.

As you head into the airfield, two German lorries are behind you.  Fill their
trucks with Bren LMG fire.  Eventually, you'll stop near an AA gun.  Take the
German who pops out of the door, and then head for the flak gun.  You'll need
to take out some Germans on the roof of the building above you.  Get on the
flak gun and then take out the two Stukas taking off from the ground.

After you take out a total of four Stukas, that are STILL on the ground, three
Stuka Bombers will come from the skies.  Take them out quickly, or they'll put
an end to your mission.  Once they're gone, get off the flak gun and take out
the Germans on the roof until Sgt. Waters tells you to man the flak gun
again.  Take out the two Stukas on the left first, then focus on the two on
the right.  Get off the gun when they're destroyed and fend off more Germans.

Finally, you'll have to take out the last of the Stukas.  There are five
total.  Take out two on the left first.  Then, two on the right, and then, one
on the left.  You're probably near dead by now, since Cpt. Price and Sgt.
Waters don't seem to know how to give good suppressing fire.  I mean, Cpt.
Price is standing near an MG42 for pete's sake!  Hop onto the truck and once
you make it to the plane, you're safe.

*******************************************************************************

Ref Maps.  1/50,000 Sheets 22/F1, 45/F2                              TOP SECRET
          1/25,000 Sheet No. 40/16 NW                              22 Oct 1944

To: 3 Troop, 2 SAS
                  [-Price and I are going on board.  If we are captured, the
INTENTION           Geneva Convention wont help us.  There's little doubt we
                   will be executed as spies.]
1. Objectives

a) To further cripple Battleship Tirpitz in preparation for pending RAF
  bombing missions.
                [-demolitions on the ship's boilers and radar systems]
b) To recover patrol logs and documented orders indicating recent fleet
  movements of Kriegsmarine vessels.
                [-these are most likely on or near the bridge]
INFORMATION

2. Enemy

a) Static defenses in area of operations.

  Norwegian resistance reports ship undergoing repairs and damage appraisal
  near Tromso.  Skeleton crew reported, with majority of crewmembers on shore
  leave throughout Hakoya and Tromso region.

b) State of alertness.

  The enemy is preoccupied with anti-air defense.  As they are aboard a
  heavily armed and escorted ship, their expectation of being boarded is
  likely to be low.

METHOD

3. Outline

a) The Norwegian resistance reports that a small watercraft is scheduled to
  transfer new officers to the Tirpitz from the Tromso region, at 1900 hrs.
  Intercept it, liquidate the occupants, and take their place with the aid of
  forged documents and appropriate attire of rank supplied by SOE.
..............................................................................

Mission 2.6: Ship

Mission Objectives:
- Board the German Battleship Tirpitz.
- Locate the ship's armory.
- Retrieve the explosives from the armory.
- Plant the explosives on the ship's boilers [4 remaining].
- Destroy the anti-air radar electronics near the bridge [3 remaining].
- Retrieve the naval patrol logs.
- Return to Sergeant Waters at the supply boat.

After Cpt. Price throws the passengers off, you're off for the Tirpitz.
Before boarding, Cpt. Price gives them the proper signal.  On board, the
Germans will check your papers.  Soon after that, follow Cpt. Price to the
armory.  When you reach the armory, some Germans will again check your
papers.  However, this time, things do not go as smoothly.  Cpt. Price pulls
out a pistol and shoots both of the guards in the head.  Pick up the MP40 and
retrieve the explosives.  Pick up the other weapons in the armory while you're
at it too.

Go back to Cpt. Price and watch out for the German that opens the door.  Enter
the door that he opened while Cpt. Price holds off the Germans in the other
hallway.  Since most of the Germans in this new hallway are at the other end,
use the Kar98k to pick them off.  Plant two of the four explosives in that
hallway.  Go through and eliminate more Germans that appear in front of you.
Save often!  Turn left at the end and kill the German that rushes out of an
ammunition room.  Go forward and left.  You're in what looks to be the exact
same hallway from before.  Fight your way down and plant your two explosives.
The room down there is the armory, so you made a full circle.  Turns out, Cpt.
Price didn't make this part.

Start going back up towards the deck.  Turn right from the armory and fight
your way up.  Eventually, you'll make it back to the hanger.  Take out the two
snipers above you and the Germans that come from the left and right.  Outside,
take the left path and enter the door near the guns.  Inside, take a right
before the stairs and then a left down a middle hallway.  Take out the Germans
and then go left again.  Follow the hallway and kill a lot more Germans.  Once
you reach the outside, go back in and go up the stairs.

After three flights of stairs and one dead German, you reach the bridge.
Throw a grenade into the room you see to take some Germans and one of the
radar devices.  In the adjacent room with the stairs, shoot another one of the
devices and climb up.  Shoot the two Germans at the top of the two stairs and
climb up.  Up the last one, you'll encounter a very pissed Captain.  Kill him,
take out the last device, and pick up the documents.  Kill the German outside
in the window and then from his balcony, pick off a few Germans below.  Do the
same on the other side and start making your way back.

Remember the hallway we cleared before going up the stairs?  Well, that's our
exit.  Go out and take out the few sporadic Germans still left.  Take the
right staircase down to the deck and then run for the stairs that lead to the
supply boat.  You'll encounter very light resistance.  Once you tell Sgt.
Waters about the loss of Cpt. Price, it's mission complete.

*******************************************************************************
                              Russian Infantry
*******************************************************************************

"You are conscript Alexei, a peasant drafted for the battle of Stalingrad.  If
you survive, move up through the ranks - taking on more dangerous missions
such as sniper missions and ambushes until you are promoted to tank commander."

*******************************************************************************

                         ORDER *227 BY THE PEOPLE'S
                      COMMISSAR OF DEFENSE OF THE USSR

It is time to stop the retreat.  Not a single step back!  This shall be our
slogan from now on.  We must protect every strongpoint and every metre of
Soviet soil stubbornly to the last droplet of blood.  We shall grab every
piece of our soil and defend it as long as it is possible.  The Germans are
not as strong as the panic - mongers say.  They are stretching their strength
to the limit.  To withstand their blow now means to ensure victory in the
future.

All who retreat without orders from above are traitors of the Motherland and
will be treated as such: Panic - mongers, traitors, and cowards are to be
exterminated on sight.  To fulfill this order means to defend our country, to
save our Motherland, and to destroy and overcome the hated enemy.  This is the
call of our Motherland.

The People's Commissar for Defense

Joseph Stalin
..............................................................................

Mission 3.1: Stalingrad

Mission Objectives:
- Acquire a weapon or some ammunition.
- Find a more experienced soldier and obtain new orders.
- Enter the city of Stalingrad.

The opening of the this mission is intense.  Watch as other ships blow up
around you from mortar fire and enemy aircraft.  When the planes start to make
a run at your boat, crouch and wait for them to past.  Of course, the
untrained Russian Army at this point isn't disciplined enough to hold back
their fears.  They'll make a try at abandoning ship, but the Officer who was
giving you the little speech will mow them down.

Eventually, you'll make it to the other side of the river.  An artillery shell
might land right now, thrusting you into that shell-shocked mode.  Get in line
with the other troops and obtain some Mosin Nagant ammunition.  What the heck
are we even going to do with it?  Whatever happened to our comforts?  I want
my mommy!  Anyways, run up the hill, and aim for the blown up car, in front of
a little trench, sort of to speak.  You'll take fire from machine gunners and
planes overhead.  This level was a pain for me, because it called for the
juice my computer doesn't have.  The only way I actually survived this part
was by doing the bunny hop.  Hop your way to the wall to find a much needed 50
Health Pack and Sgt. Borodin, a sniper.

Sgt. Borodin will tell you to run to a wrecked car.  Do as he says.  When he
tells you to go, run!  Don't worry about crouching.  Run towards another
wrecked car when he tells you and wait for him to catch up.  Next, he'll tell
you to run towards a blown up building, where an Officer is enforcing Stalin's
word.  He'll gun down a poor soldier running for his life.  Run towards him
and your sniper buddy will put a bullet through his head.  I'm starting to
like this guy.

You'll run into a radio man whom Sgt. Borodin will order to call in an
artillery strike.  He's kind of asking the obvious, don't you think? After
about twenty seconds where your screen shakes and debris flies up everywhere,
the German positions will have been destroyed.  Head up the left path and
enter the city of Stalingrad.

*******************************************************************************

Mission 3.2: Red Square

Mission Objectives:
- Retake Red Square.
- Find a good flanking position.
- Eliminate the officers in the enemy blockade [4 remaining].
- Rendevouz with Major Zubov via the train station.

Hm.  I wonder why they didn't include a little blurb from Stalin or anything.
Anyways, the Russians mean business when they say they will deal with
traitors.  Watch how the Russian machine gunner mows down the retreating
Russians.  After a short motivational phrase, all the Russians will swarm
forward.  Head forward and pick up a Mosin-Nagant off the ground.  Don't stay
near the start too long or else the machine gunner will mistake you for a
coward and gun you down behind your back.  Head forwads and towards the statue
where an ally is waving towards you.

Meet Sgt. Makarov.  Seems like he's another one of those smart people in the
Russian army who knows that just throwing men forward is stupid.  He'll inform
you that you'll both end up as dead men and that you should look for a way to
flank them.  Start crawling your way right, trying to avoid the machine gun
fire.  As you make your way towards the buildng, a portion of the wall should
blow up, thanks to artillery.  Three Germans should run out.  You can either
pick them off with Mosin-Nagant or let Sgt. Makarov take them out.

Enter inside and take out all the Germans on the lower floor.  Pick up their
MP40s and start making your way up.  There will be Germans in the building
adjacent to yours as you make your way up the steps.  You can ignore them.
Just watch out for the two Germans on the stairs as you make your way up.  Go
through the hall, eliminating Germans, until you reach the enemy sniper.  Kill
him and take his rifle and the Stielhandgranates on the floor.  Use it to
snipe the four German officers down below.  Two are in the trench.  The last
two are on the steps on the building right next to them.  Once they're dead,
head back down.  Outside, wait for the artillery strike to destroy the
blockade.  It'll take a while before it's all gone.  Once the debris clears,
drop down the trench and head forwards.

When you emerge, stay in cover and eliminate five Germans.  One is in a
building window directly across, while another is behind a car.  The other two
make themselves well known with submachine gun fire.  The last one is in a
tower in the distance.  You'll be able to see a slight form.  When you move
forward into the open, four more Germans should appear.  You should catch
three of them as they move into position.  The last one takes a perch in the
building where the wall is blown out.  Once they're dead, three allies join
you.

Head right.  Take out the German who appears.  Peek behind the wall as you
proceed forward.  If you're quick enough, you can put a bullet in the machine
gunner before he can fire.  Past him will be two more Germans.  Take cover
behind the wall once they're dead and take out the two Germans outside.  Head
left and take out the two Germans hiding behind walls.  Move to their position
and turn right to take out some more.  Now, before heading down the obvious
path, you'll want to go as forward as you can and then enter the dead end.
There's a machine gunner pretty far up ahead to the west.  Use your compass.
Chuck grenades ahead of you to the right of the building you see if you want
to save your allies.  This is the only way or else the machine gun will shred
them up.  Ahead, take out the German that runs towards you.

Now, for the final part.  You'll be in a clearing, to speak, where Germans
will come.  Use your sniper rifle to put a bullet in each of their heads.
Once all are dead, it's just you and the train station.  Run up to the doors
to complete the mission.

*******************************************************************************

Mission 3.3: Trainstation

Mission Objectives:
- Rendezvous with Major Zubov.

You'll start in the main hallway of the train station with two allies.  Go up
the stairs and eliminate the Germans at the top.  Down the next hallway, be
prepared for the German that pops out.  Go down that hallway and down the one
to your right.  Take out the Germans at the end.  Go down another right
hallway and take out the two Germans on either side.  This part is a little
tricky.

Use your scoped Mosin-Nagant to take out the machine gunner across from you.
Then, take out the other riflemen scattered around.  You'll have to take out
the machine gunner fast before you're filled with lead.  Drop onto the walkway
below you.  As you proceed, four Germans should pop out from the building on
the right.  Use your rifle to take them out.  Continue down the walkway and
then fall off onto the train and to the ground.

Take your grenades and then throw two of them inbetween the wooden crates and
the train right next to it.  Then, chuck one to the left of the crates.  Run
forward.  As soon as you reach a certain point, four or five Germans will run
out, right into the path of the greandes.  It might take some practice, but
with good timing, you can eliminate a majority of them before the firefight
ensues.  Head right and up the stairs.  You'll end up on the other walkway.
Just like the first one, once you start proceeding across it, four Germans
will pop out from the left.  Nail them with the sniper rifle.

Head right and take out the two Germans that appear.  Go to where they were
and run down the sloped rubble onto the ground.  Head into the hole in the
wall where you'll meet two more allies.  Past them, use your sniper rifle to
take out five Germans across the ground.  Then, man the machine gun and take
out the rest.  Proceed along the little trenches.  As you head left, three
Germans should appear.  Take them out.  Turn right and equip your grenades.  </pre><pre id="faqspan-3">
I'm a big fan of saving my allies for some reason, so if you want to, follow
these directions.

Instead of proceeding through the groove in the ground, start climing up the
embankment to the left of it.  A machine gunner will open fire.  Throw your
grenades in his direction while trying to avoid enemy soldier fire.  With your
luck and skill, the machine gunner will either run from his post or be blown
up.  Use your gun to kill the rest of the Germans.  Once they're all dead,
head for the lamp on the ground, at the end of the trench.  Proceed ahead
until your compass fills with little triangles signaling friendlies.  You're
about to enter a major firefight.  Equip your sniper rifle and take out the
three Germans dead ahead.  They're near the corner of the building in front of
you.  Then, just follow the fire of your allies and use your rifle to pinpoint
the enemy.  Once all are dead, head for the star to complete the mission.

*******************************************************************************

Congratulations on your promotion to Junior Sergeant, Alexei Ivanovich.  I
need every sniper I can get!

This morning, the Germans recaptured a four-story apartment building near the
gristmill on Penzenskaia Street.  This is an important building, Alexei!  From
this building, it is possible to see very far in all directions and to direct
artillery fire much more accurately.

In order to retake it, I sent some men on a reconnaissance mission over four
hours ago, but I have not heard back from this squad since.  I want you to go
there and find out what the situation is.  Support their actions if you find
them.  Otherwise, return at once and report it to the command post.

German sniper activity on the surface route is reported to be very high today,
so I suggest you take the sewers instead.

Major V.S. Zubov, 13th Guards Div.
..............................................................................

Mission 3.4: Stalingrad Sewers

Mission Objectives:
- Use the sewers to bypass the enemy lines.

Proceed down the steps.  As you do, you'll hear either a traitor, or a German,
persuading you to surrender to the German Army over an intercom.  Don't be
stupid and do it, even if it were possible.  Head for the sewers and peek out
from the left.  Use your sniper rifle to take out the Germans hiding behind
the crates.  Head forwards a bit and take out another German hiding behind a
crate farther back.

Take notice that you can't go into a "Prone" mode while you're standing in the
sewers.  You'd probably drown.  Ha.  As you proceed forward, run up to the
crate that the dead German is nearby and take out the two Germans that run up
from the hole in the top.  One's wearing a snow camo uniform.  As you take
those out, another German will have appeared at the end of the sewer tunnel in
front of you.  As you make it towards the end, two Russians will come out from
the tunnel to the right across from you.  Don't mistakenly shoot them!  A few
more will come out from the sewers below you.  You won't be able to catch up
to them, so just head right.

Go up the stairs and then take out the three Germans in the hallway.  You
should be able to kill the closer one with your PPSh, but use your sniper
rifle for the farther two.  As you proceed down the hallway, you'll notice
that this is where the two Germans you shot from before were.  Lean out and
look towards the right and take out two more Germans.  Again, you'll hear a
traitor speak.  I agree with him about the whole retreating and you get shot
at part though.  Lean out left and chuck two grenades towards the enemies
behind the sandbags.  Equip your PPSh in a hurry, because they might run out
towards you.  Proceed along this hallway very, very slowly.  Two more Germans
will run out so gun them down.  Then, peek out towards the buildings around
you.  Two of those balconies on the buildings should have German snipers.
There's another one on the blown out wall to the right of them.  The last one
will be in the building to your left, near a window.

Continue down until you reach some steps.  Lean out slowly until you see a
German behind the crates.  Take him down, but once you fire a shot, another
German will rush out from the right.  Quickly scoot back in until you can see
the new German but the old one can't see you.  Take him out, then bounce a
grenade off the wall on the right so that it lands near the German.  Once you
reach an opening, turn slowly to the right so that the German spots you.
Then, quickly retreat a bit because more Germans will peer out from the
opening ahead of you.  You should take out a total of three of them.

Go down the slope and use your sniper rifle to take out two more Germans at
the corner of the sewers.  As you proceed, two Germans will appear in front of
you while another two appear on the balconies to the left and right of you.
Take them out quickly.  If you notice, this area is where you saw your sudden
influx of allies.  If you go ahead, you'll meet up with two of them.  Did the
rest die?  Use grenades and your PPSh to clear the area of the Germans.  Turn
right and take out two Germans.  Turn right again and take out a few more.  Go
down the hallway and take a left.  Use grenades and throw them in the holes in
the walls to flush out Germans and then use your PPSh to finish the rest.

Go up the rubble near the wall and take out any Germans who are still alive.
Make two lefts as soon as possible and take out the two Germans here.  There's
a lot of German who are running above you, but you can't see to kill any of
them.  Go down the ramp, turn right, and you'll meet up with two more of your
allies at the entrance, or end, of the sewers.  Use your sniper rifle and take
out all the Germans in the buildings.  Becareful of any grenades they throw
down.  Once all are dead, run up one of the wooden beam ramps and drop down
through a hole inside one of the buildings to complete this mission.

*******************************************************************************

Mission 3.5: Pavlov's House

Mission Objectives:
- Assemble with Sgt. Pavlov's squad.
- Eliminate the snipers [7 remaining].
- Get across the field.
- Clear out the apartment building [6 floor remaining].
- Regroup with Sgt. Pavlov on the fourth floor.
- Use the 2nd floor anti-tank rifle to destroy the tank.
- Use the 3rd floor anti-tank rifle to destroy the tank.
- Hold the building until relieved by friendly units.
- Clear the area of any remaining enemy forces.
- Assemble with the reinforcements out front.

I found this mission insanely hard and yet insanely easy.  The difficulty
depends on how many allies will survive to help you out.  Pick up any health
and grenades you need from the nearby supplies and follow Sgt. Pavlov to his
men.  There, he'll instruct his fastest runner, Pvt. Kovalenko to draw enemy
sniper fire.  It'll be up to you to pick them off before they can pick him off.

Lucky him.  Anyways, the snipers will appear in the building far in front of
you, one by one.  Look for their gun flashes and zoom in on them with the
scope.  Pick them off until Sgt. Pavlov tells you to run across the field.
This next part is tough.  Run until you reach the broken wall near the
building.  Use your sniper rifle to take out all of the enemies near the left
side of the building.  Of course, going "Prone" is necessary if you wish to
live, as well as leaning out.  Eventually, you'll have to clear out the
gunners from the building.  The best strategy I found was finding a target and
aiming in his general direction.  Then, aim down the sight towards the wall,
and then lean out.  If your crosshairs aren't on your enemy when you lean out,
let go and lean back in really quick.  Alter your crosshairs as need be and
lean out again.  Once he's in your sights, fire.  Using this strategy, your
damage should be minimal.

Enter inside and start clearing out the floors.  Ground floor will hold a lot
of medical supplies, as well as any grenades you need to flush out the enemy.
Don't forget that there is a basement, which has three Germans in it.  This
counts as one floor.  Also, take note that whenever one of your allies die,
another will respawn from the start point and run across the field to take
their place.  It is imperative that you have a full squad of allies before
attempting to start the next part of the mission.

Now, after regrouping with Sgt. Pavlov on the fourth floor, head down to the
second and use the anti-tank rifle to stop the tank.  The anti-tank rifle has
basically no reloading time, so just hold it down.  After about four or five
direct hits, the tank should blow.  Hopefully, you'll have taken practically
no damamge, or else you might want to consider restarting.  Do the same for
the third floor and this is where the tough part begins.

A timer set at four minutes starts.  Since we're already on the second floor,
I like to use the second floor anti-tank gun and destroy the incoming tank.
That way, there's one less threat to worry about.  Since the tank is
destroyed, you can fall back to those outer rooms on that side if need be.
It's not recommended since you'll be away from your allies, but if you need
some sort of rest for the last few seconds, there you have it.  If you didn't
destroy the tank, prepare for a shelling if you're in there.  The best thing
to do is to guard the stairway near Sgt. Pavlov.  Just aim down and use the
MP40 to mow enemy troops.  Save CONSTANTLY!  If you replay a part and you have
the time, chuck grenades down to slow the enemy.

After about a minte and a half of fighting for me, I was able to move to the
other set of stairs to that level with three of my allies defending the
previous set.  This one offers a better advantage.  Mow down any enemy that
comes up, but try to position yourself so that you're behind the stairs and
you have the view of the enemy's back as he comes up.  You're in a little
niche with an opening to your left, but best of all, the tanks outside won't
be able to hit you.  Just keep on shooting the Germans who run up with their
backs exposed.  Chuck a few grenades down there as well and wait for your
allies to show.  Eventually, they'll start pouring in from the bottom and work
their way up.  Take out any leftover enemies and reassemble outside.  If you
notice, Sgt. Pavlov may or may not have died defending the house.  I guess his
part in the game was over.

*******************************************************************************

Junior Sergeant Voronin,

I have read the reports of your actions with the 13th Guards Division at
Stalingrad and Kursk.  You should consider yourself very lucky to have made it
this far.  Of the more than 10,000 troops who fought in your division at
Stalingrad, you were amongst some 260 survivors.

In response to my recent request for experienced troop replacements, you have
been transferred to assist the units under my command.  A soldier with a good
record like yours will do us some good.

In the next few days we will advance through Warsaw, forcing the Germans to
retreat even further.  I am sending troops ahead of the offensive into the
manufacturing districts to clear out factories and rail yards being used by
the Germans to repair their tanks.

As you will be responsible for leading one of the squads into the area, you
are hereby promoted to full Sergeant.


Major P.K. Grishin, 150th Rifle Div.,
3rd Shock Army
..............................................................................

Mission 3.6: Warsaw Factory

Mission Objectives:
- Secure the tank repair facility.

Right off the bat, you and your squad are thrust into a firefight.  Go ahead
and chuck grenades around you, but try to aim ahead of your squad.  It helps
if you die by exploring enemy positions first to ensure the safety of them.
For the Germans hiding behind crates, use your sniper rifle.  Head into the
fenced area to your left and pick off any Germans still alive.  Move towards
the door and go into the "Prone" position as your allies blow the door open.

Pick off the two Germans near the doorway and wait a few seconds to see if any
more come.  Then, using your grenades, chuck one on each side of the hallways
you see by bouncing them off the walls.  Then, bring out your PPSh to bear.
It seems that the later levels have your allies severely weakened in health,
so a lot of them will probably die in this area.  Go ahead and clear out the
rooms.  The first room to your left will hold health and grenades.  Pick them
up.  Go down the flight of stairs in the doorway to your very left.  As soon
as you hit the last stairs, go into "Prone" mode before you get off and shoot
the two Germans down.  It might help if you pick up one of their MP40s to
replace your PPSh.  That thing is way too inaccurate.

Clear out the rooms to your left, but beware of the German that comes in the
front.  Chuck a grenade into the room to clear it out, then proceed forward.
Take out three Germans in a cluster and use your sniper rifle to zoom in on
the firefight outside.  Take out the Germans and help your allies.  Head to
the door to your right and take out the various Germans inside.  Some are on
walkways while some roam around.  Exit through the other door at the opposite
end of the room.  Go up the stairs and eliminate a few Germans at each level.
Once you reach the top, peer out the windows and help out your allies.

Head forwards and you'll find yourself on the walkway from the previous room.
Head west and throw a grenade inside.  Once the explosion occurs, quickly
enter the room and mow down the Germans who ran from the blast.  Go down the
hallway and take out the two Germans there.  Go left and then through the
window, take out the two Germans below.  Go down the flight of stairs and peek
out of the doorway at the bottom.  You'll encounter four Germans.  Take them
out.  Through their door, pick up some grenades through the fence and meet up
with more allies.  Head through the right door to your right and you'll end up
in the tank facility from where you shot two Germans.  More have unfortunately
respawned, including a German from the hallway looking below.  Take them out.

Head through the door to your left and go up some stairs.  You'll end up
outside for a brief moment.  Continue on ahead and take out the German who
runs out.  Step inside and mow down some Germans running forward.  Using your
grenades, flush out the Germans behind the table and mop up the remaining
Germans.  Once they're dead, you're free to continue through the remaining
hallway to finish the level.

*******************************************************************************

Mission 3.7: Warsaw Railyards

Mission Objectives:
- Regroup with the 4th Army on the outskirts of the factory complex.

You'll start out with a rough beginning.  The health you had in the last
mission carries over, but you can pick up the health packs to boost your
health.  Outside, kill the couple of Germans who come running from behind the
trains to your left, then hit "Prone" and take out the Germans underneath the
rail cars.  There should be about three or four.  Take out your sniper rifle
to the right and then aim at the two Germans behind the crates.  Finally,
scoot forward until an enemy machine gunner reveals himself next to a broken
wall to the northwest.  Take him out.

Keep on scooting right and the Germans will send another three guys into the
area.  Two of them run next to the machine gun, one who mans it.  Take him out
first, then the other.  Finally, another German should be creeping up
somewhere from the north.  Take him out too.  As you proceed northwest,
nearing the alley, four more Germans should appear.  The riflemen like to
crisscross back and forth, but they'll take cover for a few seconds, long
enough for you to put a bullet in their head.  Once they're dead, prepare for
a big firefight.

To save your allies, run ahead of them and through the broken wall near the
machine gun.  Chuck a couple of greandes to southwest corner of the clearing
to knock out the machine gunner.  Also, chuck a few more to clear out the
groups of Germans nearby.  Most of them will probably have died, with only one
or two still alive.  Quickly pick up a Panzerfaust near the sandbags and shoot
it into the moving tank.  Once it's destroyed, use your sniper rifle to pick
off any Germans you see.  A lot are in here and they'll take many different
paths inside.  Once all are dead, move in and head into the office to your
right.  Chuck a grenade in there if you have any left and then pick up some
much needed health.  Outside, prepare for another large skirmish.

Your allies on are on the otherside, so the Germans are kind of sandwiched.  I
like ham sandwiches, for a bit of random information.  :P  Use up all the
grenades you can and then use your MP40 to mow them down.  A lot come out of
the doorway in the building across from you, so once all the ones on the
ground are good and dead, just keep your sights on the door and fire at any
moving thing.  Once all are dead, walk up to your allies and mission is
complete.

*******************************************************************************

Sergeant Alexei Voronin,

We are almost upon the Oder River.  From there, it is less than 70 kilometers
to the lair of the fascist beast!  Some of our tank crews are decorated
veterans of the Battle of Kursk.  They will lead this drive to the Oder.

However, there are still severe shortages of trained tank crews.  The expanded
design of our new T-34-85 tank accommodates five crewmembers, but many of the
crews under my command have as few as three crewmen.  To be fully effective,
these crews must have a driver/mechanic, a hull machine gunner, a main gunner,
a loader, and a commander.

I have been authorized to enlist soldiers at will from the infantry to fill
out the incomplete crews.  Given your combat record, you will be the
command/spotter for a less experienced, but technically competent tank crew.
When the next batch of fully trained replacements reaches the front, you will
be returned to your former unit.

Report to the tank bearing tactical number 1126 by 0900 hrs.

Colonel G. V. Andropov,
2nd Guards Tank Army
..............................................................................

Mission 3.8: Oder River Country

Mission Objectives:
- Reach the outskirts of the next town.

This level is extremely fun!!!  Follow the directions on screen to get used to
the tank controls and run over some trees if you feel like it.  You have five
allied tanks under your command.  Follow the path until someone yells that
enemy tanks are across the stream.  Three of them arrive.  Since they're
moving, you're going to want to aim slightly ahead of them.  Once all are
destroyed, move on past a bridge.  You might get stuck since it's really only
wide enough for one tank.

Ahead, the game will tell you about the automatic machine gun fire at enemy
troops in front of your tank!  Cool!  There are seven Panzer tanks to destroy
here, but one of them has already crossed the stream.  Be sure to take him out
first before he takes your allies out.  Then, take out the rest of the tanks
as they attempt to cross.  Not long after that, you'll encounter some German
infantry.  Easy you think?

Think again.  These infantry are armed with Panzerfausts.  Luckily for you,
your tank can handle more than two direct hits, unlike those Panzers, but you
better watch out.  You can also use your tank shells to help clear the way.
As you round the curve out, two more Panzer tanks will appear.  Take them out
fast.  After your machine gunner mows down the three Germans on the road,
prepare for your biggest tank fight yet.

There are about eight tanks which you need to destroy.  If you can take them
out fast, you can save a lot of your allies.  However, you probably won't,
especially if this is your first time, so the game sends two more Allied tanks
to help you.  Once all are destroyed, make it to the blown out building behind
the Panzer tanks to complete this mission.

*******************************************************************************

Mission 3.9: Oder River Town

Mission Objectives:
- Destroy the Flak 88 artillery guns [2 remaining].
- Destroy the Flakpanzer anti-aircraft gun.
- Secure the western edge of the town.

Even if you saved a lot of your allies from the previous mission, you only
have one to help you out.  Also, Germans with Panzerfausts are your biggest
nuisance in this level.  They'll hide in buildings and wait to blow you up!
Watch it!  Start by firing a shell into the building right in front of you.
While you're at it, fire shells into all the buildings you can see.  Some of
them show damage, some don't.  When you pass by the first building you put a
shell into, a German will pop out with a Panzerfaust.  Fire another shell to
get rid of him.  As you turn left, an enemy tank will appear from the left.
Punch a hole through his armor with a shell.

As you turn the corner, there's a German with a Panzerfaust.  Try and run him
over.  Take out the two nearby tanks, and proceed forward.  Do you see the
building to the north that has a portion of the wall blown away and you can
see three levels inside?  Well, have your crosshairs stay at the top level as
you move.  Sure enough, a German with a Panzerfaust pops out.  You know what
to do.  As you continue forward, you'll end up in a clearing where four tanks
converge.  Stay back and take out the Germans on the ground as they hold
Panzerfausts.  Then, creep forward and take out the tanks.  It's better to
lose your ally in this fight and play smart than to risk it all.

Follow the road, past some anti-tank barriers until you come to another
square.  Take out the two tanks quickly, then pump the building to the south
full of shells as you move forward.  There are two Panzerfausts weilding
Germans who run as you move.  Under the bridge lies the final part of the
mission.

Go forward and around the tank barriers, all the while trying to avoid enemy
tank fire and returning them yourself.  After you destroy the first tank,
three more enemy tanks come from the west.  Luckily, you're joined by another
ally, and if you kept the first alive, you've got two to help you out.  Once
they're all destroyed, take out the two guns and anti-aircraft gun with ease.
After that, move west to finish the Russian campaign!

*******************************************************************************
                        United States 101st Airborne
*******************************************************************************

January 15, 1945
Northeast of Bastogne, Belgium


A few weeks ago the enemy broke through our lines in the Ardennes and the
101st was rushed into battle to hold the town of Bastogne.  WEll, were still
holding Bastogne, surrounded on all sides and taking quite a beating.

We are dug in around a captured German bunker called Festung Recogne.  The
enemy holds two more bunkers on the other side of the ridge.

Between us and them are mine fields, a frozen stream and a bridge.  At least
two enemy artillery guns have our attack route zeroed in.  We are attacking
those bunkers today.

Theres a lot of new faces in the trenches these days.  I have a feeling there
will be even more after today.
..............................................................................

Mission 4.1: Festung Recogne

Mission Objectives:
- Capture all enemy documents [2 remaining].
- Destroy the German tanks [2 remaining].

This mission is pretty easy.  After the brief heads up by Captain Foley, start
running across the field.  It helps to have your grenades up as they'll
provide you the best mobility and maneuverability.  Save often.  You don't
want to get hit by an artillery shell and go in slow motion.  Eventually,
you'll reach a road where two Germans are standing guard.  They'll be quickly
taken care of.  Fall down into the valley and start moving up.

You'll see the outline of a sandbag in the distance.  Use your M1 to take out
the machine gunner and his two buddies.  When you reach the top, some more
Germans will be up there.  Take them out and follow your squad until you reach
an enemy bunker.  Your allies will do a good job in taking care of the ones
that pop out.  When you get to the doorway, lean and look inside.  Shoot any
German that pops out.  Now it's time to do a little house cleaning.  Equip the
Thompson and go in.

Start off by chucking a grenade into the right most door so that it bounces
off the wall.  You should hear some Germans screaming about it and then when
it blows, so should they.  Take the doorway in front of you first however, and
take out the German manning the machine gun.  His back should be towards you,
making this job simple.  Now, go back through the right door and pick up some
grenades and the enemy documents.  Take out two other Germans in the adjacent
rooms unless you like machine gun fire riddling your back.

Outside, follow your squad again to reach another bunker.  You should take the
high road and use your grenades to blow the Germans near the artillery gun.
From his height, you can also use your M1 Garand to pick off the Germans below
you.  Once the surrounding Germans are dead, enter inside and clear out the
bunker like the previous one.  However, before leaving, pick up a Panzerfaust.

Once you're outside, Cpt. Foley will tell you to take out the incoming German
tanks.  He'll tell you to man the Flak88, but that exposes you to a lot of
fire.  If you choose the Flak88, make sure to use your grenades to clear out
the infantry coming on foot.  Then, wait until the tanks are parked and their
turrets are aimed away from you before you fire.  If you choose to bypass this
option, you can also take them out with Panzerfausts, two each.  You're going
to again have to clear out the supporting infantry, but once you do, taking
them down will be easy.  They're sitting ducks.  Use three Panzerfausts from
the bunker, then pick up another one on a crate near the Flak88 gun.

*******************************************************************************
                        British 6th Airborne Division
*******************************************************************************

Ref Maps.  1/50,000 Sheets 14/F1, 31/F2                              TOP SECRET
          1/25,000 Sheet No. 101/15 NE                              2 Feb 1945

To: 3 Troop, 2 SAS   [It seems that some Yanks discovered a resupply schedule
                     for a mobile V2 unit called Batterie #445.  Now SOE
INTENTION             wants us to take it out.]

1. Objectives

a) To locate and destroy a V2 mobile launch site in the vicinity of
  Burgsteinfurt, in northwest Germany.
b) To eliminate anti-aircraft defensees interfering with Allied efforts to
  locate additional launch convoys.

INFORMATION

2. Enemy

a) Static defenses in area of operations.

  Unknown.  Past reports from Dutch Resistance operating near similar sites
  in The Hague indicate the presence of up to five platoons in a mobile V2
  convoy.
                                     [First launches in Septermber 1944; SOE
b) State of alertness.                 reports over 900 V2s have since been
                                      fired at London]
  Allied efforts to locate and destroy mobile V2 convoys have consistently
  met with failure due to poor weather and frequent enemy location.

METHOD

3. Outline   [Sgt. Waters and I will take care of the AA guns first, the
             others will lay mines on the road near the assembly area]
a) Insertion will be by parachute at 0200, roughly 12-18 miles to the north of
  the target area.
b) Intercept the resupply convoy and destroy any anti-aircraft positions en
  route.
c) Reassemble and coordinate an attack on the launch area.
d) Exfiltrate to prearranged contact near the Dutch-German border.
                   [Map ref 335962, 0700 hrs]
..............................................................................

Mission 4.2: V-2 Rocket Site

Mission Objectives:
- Destroy the Flakvierling anti-aircraft cannons [2 remaining].
- Intercept and destroy the supply trucks [2 remaining].
- Locate the V2 launch site.
- Fuel the rockets.
- Destroy the V2 rockets [3 remaining].
- Exfiltrate through the northern bunker.

It's just you and Sgt. Waters in this mission, until a little later, but
thankfully he's invincible.  Take point like he says and use your scoped
Kar98k to zoom in on the Germans in front of you.  You'll encounter at least a
few of them, then a few more behind some rocks as you move up to take their
position.  Head north from their last position and run up the slope.  You'll
encounter some sparsely placed Germans in little trenches and a "bunker" of
sorts where a German is standing.  Use your Sten for this battle since you'll
be in close proximity.  Enter the bunker to find some grenades.

Start heading northwest.  You'll see some German heads above their trenches,
so use your rifle to take them out.  In the distance, a Flakvierling is
guarded by a group of Germans hiding behind boxes.  You can either go in close
and flush them out with grenades, or use your sniper rifle to zoom in on them
and wait for them to peek out.  Once you get near the gun, Sgt. Waters will
order you to blow it up.  As he does, some Germans will move on in.  Before
you blow it up, chuck some grenades down the path you see some Germans running
on.  Use your Sten to mop them up and then plant an explosive.  Pick up the
Stielhandgranates as you run away.  Once it blows, three more Germans should
be coming down the path.  If Sgt. Waters doesn't kill them, you should.

Run up to Sgt. Waters and check out his handiwork.  Not bad, eh?  Start making
your way forward again, but let him take point.  Soon, a machine gunner will
open fire.  Hopefully, you'll be far away enough so that you can barely make
out the muzzle of the machine gun with your scope.  There are two Germans in
this bunker, so wait until each of them man the gun until you fire at the
flash.  After they're dead, use your rifle to pick off any Germans in the
distance and move on.  Up ahead, you'll find the other Flakvierling.  Clear
out the Germans entrenched and the ones hiding behind the crates to the right
of it.  Once they're gone, pick up some Stielhandgranates near the gun and
blow it up.

Head north but keep your gun trained to the west.  A large group of Germans
will pop up as you run by, so chuck a grenade or two to blow them to kingdom
come.  You can climb up that slope and enter the bunker on the ground to find
some supplies.  From the bunker, continue north until you see another one, but
this one is unmanned.  Start making your way towards the star until you hear
the sound of the supply trucks coming in.  The trucks will blow up from some
mines, but a few Germans will survive.  Take them out and move on.

Not very long after, some Germans will start appearing behind some rocks.
Grenades are very plentiful in this mission, so don't be afraid to go wild
with them.  Just make sure you're actually aiming in some general direction as
you throw them.  When you move west, another machine gun will open up ahead of
you.  Use your sniper rifle to take it out.  Step inside the bunker to find
more grenades, then start making your way through the right path.  Your allies
should have gone west, so while the German manning a machine gun will be busy
with them, you'll have a free shot.  Once they're dead, move on up to the V2
rockets, hugging the left side as you near.

This part is very tricky.  The V2s are surrounded by a LOT of bunkers, each
having their own machine guns.  Move to the bunker on your left and enter from
the back.  Shoot the German inside and use his gun to mow down the Germans
approaching you.  Once they're dead, start moving to the bunker to the left.
Throw a grenade into the crack where the machine gun is to kill the German
inside.  Notice that you have to throw the grenade at an angle if you want to
live.  While you're doing that, some Germans will have appeared next to the
V2s, so use your rifle to take them down.  Then, move towards northwest corner
where you'll encounter a lot of Germans heading up.  Once they're dead, head
into the opening to your left.

Inside, aim your gun at the hole in the wall, as a German will soon appear
there.  Then, as you scoot closer, two Germans come rushing out.  Once they're
dead, take cover behind a crate near the door and chuck a grenade into the far
end of the room.  Clear out the surrounding area, then continue forward ahead
until you reach a set of stairs.  Throw a grenade towards the bottom to clear
out a large group of Germans.  Down the stairs, head right and take out the
German standing near a door.  Once he's dead, pick up the grenades in the room
nearby and plant the fuel the rockets.

Head back up.  Plant explosives on the rockets and then head back down into
"trench" where it had the opening of the bunker.  Head right this time,
eliminate a single German, then down the northern path to finish this mission.

*******************************************************************************
                              Russian Infantry
*******************************************************************************

Comrades,

It has been almost three years since we repelled the Germans at Stalingrad and
began the long journey to Berlin.  As we fought back across teh Motherland, we
saw countless examples of the destruction and suffering caused by our fascist
enemies.  Now, their capital city lies in ruins, their armies in disarray.
Only one goal remains.

At the beginning of the Berlin offesnive, nine Red Victory Flags were handed
out to various divisions for hoisting over the Reichstag.  We in the 150th
Rifle Division have the honor of being one of them.

The Germans defenders have nothing to lose and will fight ruthlessly!  Do
whatever is necessary to defeat them!  We must get our standard bearers to the
rooftop at any cost.

Soon, we will begin our attack, and achieve total victory for the Motherland.

Major P.K. Grishin, 150th Rifle Div.,
3rd Shock Army
..............................................................................

Mission 4.3:

Mission Objectives:
- Destroy all enemy anti-tank positions [4 remaining].
- Storm the Reichstag and get to the rooftop.
- Hold the line until the tanks arrive.

Your final mission for the campaign and the end of the game is quite short,
but satisfying.  You start off on a bridge in front of three Soviet tanks.
You'll need to clear out the anti-tank positions to make a safe path for them,
so forge on ahead, slowly.  Head into the hole in the building on your left,
then edge out until you can see the machine gunner in a window.  Take a shot
at him to put him out of business.  Turn west.  The first anti-tank position
will be in the 1st floor of the building directly west from you.  There should
be a German or two standing guard.  Use your sniper rifle to take him down.
Head towards their position and plant your explosive on the gun.  Pick up the
Stielhandgranates if you need them.

Start heading southwest.  You should see a building with nine windows facing
you.  As you proceed slowly forward, some Germans will appear in these
windows.  In the 1st window on the second floor, a German will man a machine
gun.  Take him down, then any other Germans you find.  A tank, the third-anti
tank gun will be guarding an alley to the second anti-tank gun.  Hug the right
side of the alley and jump in through an open window whenver possible.  This
should put you in view of the fourth anti-tank gun.  Go ahead and shoot the
Germans near the fourth one, then start making your way back towards the
second.

Since all the Germans should be dead by now, blowing up the second gun should
be easy.  Move on to the third.  Hug the right as you approach the tank and
plant an explosive on the front of it.  By the time you do all of this, a
German holding a Panzerschrek should have appeared in the 2nd story window
again and blown up one of the tanks.  It's alright.  Just move onto the last
gun and blow it up.  By this time, your allies should have already taken care
of the German infantry for the next part.  Just wait for the tanks to move up
and blow a hole through the wall.

Chuck a grenade through the hole and be prepared to shoot any Germans that
rush out.  Through the hole and beyond is the Reichstag.  Take cover behind a
blown up vehicle and use your sniper rifle to take out any defenders you see.
Eventually, tanks will arrive to blow away the defenders.  Rush up towards the
front steps.  Throw a grenade towards the right and be prepared for Germans.
Enter inside and proceed through the hole in the wall.  You'll end up in some
sort of senate room, I guess.  There are a lot of Germans in here, so crouch
and chuck some grenades over the railing.  Then, use your sniper rifle to pick
them off.

Head left and take out the Germans that rush out once you near the door.  Use
your rifle to pick off the three Germans on the buildings above and then climb
the rubble to reach their position.  From here on out, it's just simple
running towards the top.  Once you reach the rooftop, another team from the
opposite side will run up and start waving the flag!

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

Continue the war in one one of several multiplayer modes.  Capture a radio,
fight behind enemy lines, retrieve crucial documents, search & destroy, battle
together, or be the last man standing in any way you choose.

*******************************************************************************
                                 Headquarters
*******************************************************************************

"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 gans 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
points."

*******************************************************************************
                                  Retrieval
*******************************************************************************

"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."

*******************************************************************************
                                  Deathmatch
*******************************************************************************

"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."

*******************************************************************************
                               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
victory."

*******************************************************************************
                               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."

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

This is basically from the GameFAQs "Codes & Secrets" page at
"http://www.gamefaqs.com/computer/doswin/code/36440.html".

 -=[ Console Cheats ]=-

Create a shortcut to the "CoDSP.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"
  [without the quotations]

So the link should now say something like:
"C:\Program Files\Call of Duty\CoDSP.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 pushing the button "~",
then enter the code from below for the desired effect.
-------------------------------------------------------------------------------
[ CHEAT ]                 [ EFFECT ]

ufo                      | Allows the player to zoom around the level, going
                            up with jump and down with crouch.
toggle cg_draw2d         | Disables the on screen icons, such as radar and
                            health. Useful for taking good screenshots.
toggle r_showLeafLights  | Displays lines where the light comes through the
                            leaves.
toggle r_showtricounts   | Displays numbers on each texture.
toggle r_showportals     | Displays where you can access.
notarget                 | Enemies ignore you
give ammo                | Gives the player 10 Grenades and 1 Panzerfaust. May
                            not work on some levels or it may crash the game.
give all                 | Gives the player all weapons in the game as well as
                            filling up health.
give [enter object here] | Gives you a weapon, object or health
god                      | Invulnerability
kill                     | Kills the player.
toggle r_lightmap        | Makes the ground and walls white.
toggle cg_drawgun        | Makes your weapons invisible. Useful for people
                            with lag.
toggle cg_thirdperson    | Puts the camera at the 3rd person view. You are
                            usually invisible though.
toggle r_measureOverdraw | Puts the game in multi-colours.
toggle r_fastsky         | Removes clouds and makes the sky lighter.
map_restart              | Restarts the current level.
toggle g_entinfo         | Shows scripts above all soldiers and highlights
                            important objects.
r_vc_stats               | Shows some stats about the game in the console.
toggle r_showtris        | Shows the game in wireframe.
viewpos                  | Shows your co-ordinates in the console.
toggle r_lockpvs         | Some textures turn invisible.
toggle cg_drawshader     | Tells you what each texture is.
noclip                   | Walk through walls

===============================================================================
       .+*+.                                                     .+*+.
        [7]   -=-=-          [ Legal Information ]        -=-=-   [7]
       '+.+'                                                     '+.+'
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This document is copyright 2004 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.

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       .+*+.                                                     .+*+.
        [8]   -=-=-               [ Credits ]             -=-=-   [8]
       '+.+'                                                     '+.+'
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- CJayC for hosting my FAQs and for a great website where the gaming community
 can get involved.
- My friend Peter for introducing me to this game.

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                           Copyright 2004 Legomondo