.-----------.--------------------------------------------.
| BUTTON | FUNCTIONS |
|-----------+--------------------------------------------|
| Start | Un/pause game |
| Analog | --- |
| D. Pad | Cycle weapon [Up/Down] ; Lean [Left/Right] |
| Circle | Lower stance |
| Select | Display current objectives (when held) |
| Square | Reload current weapon |
| Triangle | Raise stance/Jump (when at highest stance) |
| X Button | 'Activate' button |
| L1 Button | Go into first-person mode (when held) |
| L2 Button | Throw grenade |
| L3 Button | Sprint (multiplayer only) |
| L. Analog | Movement control |
| R. Analog | Camera control |
| R1 Button | Fire weapon |
| R2 Button | Melee attack |
'-----------'--------------------------------------------'
Controller configurations can be changed under the 'Options' tab, as well as
horizontal & vertical sensitivity for analog sticks.
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II. TH' BASICS [BSCT]
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Because there's no tutorial available (other than war, hehe), here's a list
of general tactics that make the trips much smoother.
CROUCHING/PRONE
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This is controlled by the O-button, and raises and lowers the player. While
it's obvious this gives better cover, it also steadies the aim of the weapon
being used. Another thing is that if you aim at something, then crouch, when
you raise it again, the weapon bead will be in the same spot -- no re-aiming
necessary. This is useful when the enemy is bearing down on the player and a
quick shot is necessary. Obviously, movement is slower in these positions.
TACTICAL RELOAD
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Normally, reloading is done when the ammo magazine is completely empty. But,
this normally leaves one open for enemy fire during heated firefights. Thus,
a smart person will use a 'tactical reload,' which is reloading before there
are enemies met. Put it this way: if you just go around willy-nilly, sooner
or later, you're going to get off a few shots and the enemy will mow y'down.
Since there is no way to 'cheat reload' (such as switching a gun out and
having it automagically refilled), this is a very useful ability for making
battles much quicker.
LEANING
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The left/right button on the d-pad controls leaning. Seems like one of those
useless functions, but in reality, it's a great help. Many levels are full
of trench warfare, basically shooting in cramped dug-out alleys. Leaning can
help enter the line of fire, pop a few shots, and exit again without risk of
damage. The alternative is crouching/going prone, and although that can also
preserve targets (provided they don't move), so can leaning -- in fact, many
people prefer it because it allows for quick withdraws movement-wise. Don't
count if out in a pinch (especially at Crucifix Hill).
SMART WEAPON INVENTORIES
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Although experienced 'warmongers' already know this, I think it needs to be
said. A player is alloted two weapons to carry and any combination of these
can work, theoretically. However, it always pays to balance and have one for
long-range uses (rifle) and one for close-quarters (SMG, machine gun). This
allows for versatility. Getting caught in the middle of a firefight with a
bolt-action rifle is going to be hazardous to yer health!
GENERAL STRATEGY
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• The Fighting 1st infantry division is made up of more than the player, so
let them do some of the fighting. They'll do well sometimes, horribly the
others -- they're reliable most of the time. Don't think you have to do
all the footwork, because they can be crack shots and, at worse, meat
shields to divert fire.
• Securing the higher position is often the smartest idea, whether it's in
the middle of a city or a trench complex. Enemies' accuracy may differ
in this position, and grenades/stielhandgranates thrown can bounce back
if missed.
• Speaking of grenades, it's always good to 'break the ice' when meeting a
machine gun nest or group of enemies (such as in a crowded doorway) with
one of these. Hopefully it kills 'em all in one go, but it can flush them
into the open where any one of the company can gun them down.
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01) WE'VE BEEN THROUGH WORSE (PROLOGUE) [WK01]
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A note about this walkthrough. It's written for the default mode (Normal).
I've broken it down by objectives to make it a little more than "go right,
shoot bad guy, eat a health candybar, etc." Hopefully it's more helpful than
a gigantic text wall. :p
---
STARTING WEAPONS: M1 Garand, Thompson
Well, here we are, September 7th, 1944 in France. This first level is just a
basic introduction of fighting and getting acclimated to the controls...but
that doesn't mean it's actionless! Still, there will be command prompts stuck
on display that normally won't be shown in future chapters, so follow them to
get to the fun fighting.
--------------------------.
| i. ADVANCE DOWN THE HILL | - [CHECKPOINT]
'--------------------------'
Should be simple enough, although I should say the first time I played this,
I was a bit overwhelmed by the widespread chaos and the rather rudimentary
weapons (crappy sniping!), but it's historical, so what're y'gonna do... Be
sure to stick with it, though -- it smooths over in time.
Anywho, going down the hill's about as easy as it seems. Follow the road in
its northeast, meandering path until it gets to the husk of a burning city.
Hit the firing pin with the R1 button when prompted and see how many Nazis
you can bag. One thing a player quickly learns is that his teammates pick up
slack, so it's hard to mess this up. The tank here has dual machine guns, but
doesn't stray from its course -- just stay clear of it.
-------------------------.
| ii. REGROUP IN BASEMENT |
'-------------------------'
The Fighting 1st -- your team and subordinates -- will gather in the north
part of the debris, NOT over the hillside as the radar seems to suggest (war
is confusing, yo!). Simple objective without any tangos...
--------------------------------.
| iii. GET TO DEFENSIVE POSITION |
'--------------------------------'
A little ways through the basement is a [CHECKPOINT], something which allows
the player to restart from there if s/he dies. It'll be very useful, because
dying is certainly something that happens a lot. It saves weapons and current
health, but _NOT_ enemy-dropped items (health packs, weapons), so make sure
to collect everything before advancing.
Up the stairs, a wall will explode, exposing everyone to crossfire. This is
when learning the use of the O-button comes into play. Press it once to get
into a crouch-walk mode, and again to go prone (on stomach). The triangle
button reverses the positioning. The allies start in an elevated position,
and have plenty of grenades to chuck downwards, plus machine guns. Simple!
----------------------------------.
| iv. ADVANCE TO FLANKING POSITION |
'----------------------------------'
Avoid unnecessary crossfire in the building and hop out the southern side.
---------------------------.
| v. ASSAULT WESTERN BRIDGE |
'---------------------------'
The bridge is where the enemy's sandbagged a defensive position. Walk near
the allied tank until it starts moving towards there, and let it eat up all
the fire (i.e. stand behind it). When it gets to the bridge, it goes up in
smoke, taking the baddies with it...well, most of 'em. This also leaves the
player exposed, so belly-crawl if y'need to.
------------------------.
| vi. REGROUP WITH SQUAD |
'------------------------'
North of the bridge is a hole made by a mortar round, opening up a portion
of a basement. Jump in there, get some health packs, and find the second
[CHECKPOINT]!
---------------------------------.
| vii. ASSAULT THE EASTERN BRIDGE |
'---------------------------------'
The makeshift tunnel spits everyone out the northwest side. Some machine-gun
troops are in the high east, right from the get-go. They also lobs German-
-type grenades, so you may want to lob any you have on your person as well.
Follow northwest until the path curves around a waterway. There's a machine-
-gun emplacement on the east side, so take care not to get all perforated. :p
----------------------------------------.
| viii. GET PAST PANZER TANK MACHINE GUN |
'----------------------------------------'
You'll have to go east through a small field of building debris and various
piles of junk, to where a broken building and a Sherman (tank) reside. Past
them, the street curves back south along the waterway, and gun emplacements
are waiting there, too. After awhile, someone suggests drawing its fire so
the allied troops can get across the bridge.
--------------------------------.
| ix. ASSAULT THE EASTERN BRIDGE |
'--------------------------------'
This is basically just an overall objective, with 'child' objectives that
must be done first.
----------------------------------.
| x. PLANT CHARGE ON TIGER TANK |
| xi. FIND ROUTE ACROSS THE BRIDGE |
| xii. ELIMINATE THE FLAK GUN |
'----------------------------------'
The building near the waterway will now have a gaping hole in its western
side. It's enemyless and has the 3rd [CHECKPOINT] within. Traverse and get
in through the east stairs until an MG42 gun emplacement can be used. Spy
the AA guns south across the canal and pump 'em full of lead to get the
12th objective taken care of.
Use the stairway on the north side of the building (from 2nd floor) and
move back towards the bridge. It's a cinch to get right in and plant some
explosives on the tiger tank from this point; just don't catch any bullets
from the elevated gunner.
----------------------------------.
| xii. CLEAR OUT GERMAN RESISTANCE |
'----------------------------------'
With the tank scrapped, the last part involves destroying the enemy forces.
The building just south of the tank has an elevated machine-gunner, and it's
quite easy to sneak up on him. Make for that area.
--------------------------.
| xiii. HOLD THIS POSITION |
'--------------------------'
Secure the building and wait for Brooklyn to throw a smoke grenade signal
for the air support.
---------------------------.
| xiv. DEFEND THIS POSITION |
'---------------------------'
Point the mouth of the 2nd-floor MG42 emplacement westward and let the Nazis
have it. You know it's top-of-the-line because it doesn't run out of ammo and
takes awhile to overheat! It's still possible to take some damage, though, so
back off with the X-button and scrounge for health packs if needed. Allies
will help also, so don't shoulder the whole load if unnecessary. Eventually
the player will go unconscious (err, the player's character, rather) and cues
a couple story scenes. End of mission!
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02) BAPTISM BY FIRE [WK02]
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STARTING WEAPON: M1 Garand
Now it's time to hop in the time machine and go back two years, to N. Africa
where Rommel's divisions are causing all sorts of havoc. Y'know, cool stuff
seen in "Patton." Novermber 8th, 1942, here we come, boyeee!
-----------------------.
| i. PROTECT THE CONVOY |
'-----------------------'
Ah, the sunny Sahara. This time, the player's sergeant is manning a mounted
.50 gun on a convoy vehicle. This one DOES overheat if used to much (as the
game graciously tells), but it takes awhile just the same -- deliver some
hot lead in short bursts for good effect, which is a lesson to apply on any
weapon, really (for steadier aim). The reticle's smaller, but it shouldn't
matter too much. After destroying enough Nazis in the easterly region, the
convoy moves on.
The second cliffside sandbag 'bunkers' can be destroyed completely with
enough firing, so concentrate on that instead of piddly grunts. Oh, and
don't bother firing at the aircraft...waste of time. Down the road, shoot
a bit at the guardtowers (which also explode!!) until evacuation of the
vehicle is suggested.
-------------------------.
| ii. CLEAR THE BUILDINGS |
'-------------------------'
This is a rather long objective as there are numerous buildings to sort
through, filled with patsies...err, Nazis. The first is a [CHECKPOINT],
and tossing a 'nade in works to good effect since it bounces across the
room with ease. You can lie prone in the barracks and shoot the feet out from
underneath the enemy as well, which not only disables them for a moment but
gives an easy shot, often fatal. After the opposite door is cleaned of enemy
activity, search for health packs and pick up an MAS38 SMG as a 2nd weapon.
You can also switch rifles, but it's not that important.
The second building is a big l-shaped facility. After storming it, toss a
'nade into the first east door where there are two enemies waiting to put a
few between the eyes. Down the hall is a machine-gun nest; it gets crowded,
and another grenade can do the trick before enemies come down the adjacent
corridor.
Building #3 is a dining hall, and the enemy takes cover pretty quickly. It
can get hectic, but luckily, Brooklyn will jigger a doorlock and open it up
to a storehouse. There's grenades in there and MAS36 Rifles/Ammo, so switch
rifles if you prefer. SMG-wise, there's a Chatellerault that has lots of
ammunition but isn't as steady (and IMO has a crappy reticle). Either way,
new objective time.
----------------------------.
| iii. CLEAR OUT THE HANGARS |
'----------------------------'
There are four hangars to sweep scum out of. Rejoin the party in the hallway
outside of the mess hall to begin the operation. For Hangar 1, I prefer to
take the stairway up to the 2nd level for better vantage points. It won't
matter too much as the Fighting First splits up for here, but the stairway
near the entrance leads to the 3rd-floor catwalk which goes across the bldg,
giving better access to the sheltered enemies. The hangar exit is the complex
opposite the entrance, and it accessible from either the 2nd or ground floor.
Hangar 2 is adjacent and is a bit easier because of the brighter lighting,
and is very much the same layout as the first. Leave out the hangar doors,
moving across the runway when ready. Watch out for a plane's ball gun that
does a solitary swoop midway. [CHECKPOINT!] Hangar 3, as expected, has a
similar architecture as the previous ones, except there's no upper catwalk
and everyone starts on the ground floor. All of the goodies (ammo/health)
seem to be out in the middle and on the enemy's side of the hangar, so don't
croak without the help. :p
From the 2nd-floor building on the enemy side, go through the smoke-filled
walkway into Hangar 4. The enemy fires from square one, and is made up of
mostly sheltered/obstructed resistance so shoot well. Some allied vehicles
will use their mounted guns for suppressing fire, too. Exit out the eastern
hangar and use the halftrack as a shield to get across. There will be a few
soldiers snipin', so crouch-walking is suggested.
Once across, a soldier will die and drop a bunch of health/ammo/etcetera,
so you can stock up for the next stretch.
---------------------------------.
| iv. CLEAR OUT THE CONTROL TOWER |
'---------------------------------'
Move down to the southern side of the camouflage-roofed crates, and snipe
any remaining sentries along the control tower's railing. They'll probably
still be focusing on the halftrack, so it's easy headshot time! Before any
celebrating can be done, the northern area of the crates still have enemy
activity that needs to be taken care of. It's kinda sparce, so look at the
radar so they don't get any initiatives going. Defeat all of them to start
the next phase. [CHECKPOINT]
Traipse into the garage near the crate area and find some medium resistance
to deal with. It's mostly easy stuff, except one is sitting in a vehicle and
has a better vantage point. Remember to shoot for the legs to disable the
enemy momentarily -- saves ammo in the long run. Follow south into the open
area, then assault the west door of the control tower. From there, it's an
easy step into the interior of the base that has about 5 soldiers within.
Take care going up the stairway here because someone's almost assured to
descend, maybe taking the player by surprise. Chatellerault fodder!
----------------------------------------------------.
| v. ELIMINATE THE ENEMIES ON AND NEAR THE FLAK GUNS |
'----------------------------------------------------'
With the control tower premises secure, pick up the Scoped Kar98k sniper
rifle on the higher floor (leaning against wall). Exit onto the outer deck
of the tower and start picking off the workers manning the flak guns. When
10 are destroyed in total -- the allies help -- the objective's over. Enjoy
the sniping while you can because there are few missions that boast its
awesomeness. =(
---------------------------------------------------.
| vi. USE THE FLAKVIERLING TO SHOOT DOWN THE STUKAS |
'---------------------------------------------------'
The 'flakvierling' means the four-barrel flak gun the enemies were manning
earlier. It's possible to exit towards it now that the lower tower door is
open, allowing access to the tarmac area. Jump on and start shooting the
stukas which, of course, are the planes flying around. The radar isn't of
any help here, so rely on visuals. Basically, no enemies are aggro at the
player during this portion, so take all the time needed. It's fun watching
them fall apart like styrofoam gliders. ^___^ As a tip, the ones flying
in from the west are easiest to shoot. Only need to destroy five.
------------------------------------------.
| vi. SURVIVE THE FINAL ENEMY STRAFING GUN |
'------------------------------------------'
After five crash land, one final plane inflicts a little damage. Not too
hard to survive as long as "the sergeant" isn't on his deathbed.
--------------------------------.
| vii. DEBRIEF WITH SGT. HAWKINS |
'--------------------------------'
Talk with him by the flak gun. Bada-bing, mission over.
--------------------------------.
| i. STAY WITH YOUR BATTLE GROUP |
'--------------------------------'
The player starts off in a halftrack between some cliffs, and can control its
movement with the left analog stick. Keep formation with the battle convoy as
they go along. R1 fires the cannon, right analog controls the swivel motions
of the cannon
---------------------------------.
| ii. DESTROY THE ITALIAN M13/40S |
'---------------------------------'
The deserted village is home to a bunched-up group of enemies by some tanks.
Destroy them, if your allies don't get to it first... There's still some
small-arms fire behind a wall, but the cannon can blow that and the enemies
behind it away. Kaching!
------------------------------.
| iii. CONTINUE ALONG THE ROAD |
'------------------------------'
Once the small-arms fire is suppressed [CHECKPOINT], it's up the highroad.
------------------------------------.
| iv. DESTROY THE PANZERSCHRECK GUNS |
'------------------------------------'
A 'panzerschreck' is an anti-tank rocket launcher, not a tank as the name may
seem to suggest. Use the radar to search them out -- they're all on the upper
portions of the SE cliff, by the abandoned buildings.
--------------------------.
| v. ELIMINATE THE M13/40S |
'--------------------------'
Only a couple of these tanks, and the allies have the power of numbers, plus
the enemy isn't that prepared. More small-arms fire by a nearby cave, but a
single bombshell takes care-a 'dat. Follow the road to a [CHECKPOINT], detour
around the road barricade, and...
---------------------------------------.
| vi. DESTROY ENEMY WEAPON EMPLACEMENTS |
'---------------------------------------'
There are two nests on the SE side, and another further down behind a bldg.
Blow up the bell tower for good measure, because it's just so g'dang fun!
------------------------------.
| vii. FLANK DUG IN PANZER VIS |
'------------------------------'
These tanks are, as implied, dug-in to the earth and immobile, making them an
easy set of targets down the road (on NW side). They're by the crossroads and
betwixt some house husks, so keep an eye out. The enemy flanks behind them to
boot, which puts 'em between a rock and a hard place. :P
---------------------------------.
| viii. DESTROY ATTACKING M13/40S |
'---------------------------------'
The tanks roll down the southern road, so if you get off-road and position
the gun towards there, it's simple to get some potshots. Of course, the ally
tanks help too...simple as usual.
-------------------------.
| ix. PROCEED UP THE ROAD |
'-------------------------'
Take that southern road, past the husks of panzer VIs... [CHECKPOINT]
There is an encampment here, with a building, a cannon (that you should take
out first!), and a couple tents down the road that can be sniped with little
difficulty. It's mostly small-arms fire except for the cannon, so realize n'
prioritize. Cruise down the west road... [CHECKPOINT]
----------------------------------.
| xi. DESTROY THE DEPOT'S DEFENSES |
'----------------------------------'
There are multiple tanks here, and if you're on low health, let the Allied
support roll in and draw fire while your tank drops bombshells from the
hillside. Hey, whatever works! Other than that, use strafing fire (for those
unfamiliar, it's pointing the gun at the target and moving perpendicular to
make their accuracy decrease) to conserve the armor/health. I should mention
that parking on an incline -- like peeking over a hilltop -- and shooting at
the target also makes them seem to miss quite often. Around the bend, the 3rd
and last skirmish takes place. It's mostly flatland, so stay back and drop in
some precision 'splosions.
The last part of destroying the defenses involves taking out an AA gun up on
the cliff. To get access to it, drive east parallel to the cliff towards the
minefield. DO NOT GO IN THE MINEFIELD, though -- you can roll a 'shell into
the installation without that unneeded damage. Let air support do the rest.
[UNLOCK: Vehicles: Panzer IV, M13/40, Kubelwagen]
[UNLOCK: Vehicles: Flak 88]
[UNLOCK: Concept Art: Tunisia]
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04) THE DESERT FOX [WK04]
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STARTING WEAPONS: M1 Garand
Desert foxy's more like it. Onward, to Kassarine Pass!
--------------------------------------------.
| i. USE THE 75MM GUN TO DESTROY THE PANZERS |
'--------------------------------------------'
[CHECKPOINT]! Climb up onto the halftrack and lay waste to the panzers in
the distance. They'll fight back and brought some human friends, so don't
dilly-dally or you'll find the next section harder than need be. Only five
to destroy in all. Luckily, they only use their machine-gun mounts instead
of their nasty cannons. ^____^
-------------------------------------------------------------.
| ii. GET IN PRIVATE DENLEY'S FOXHOLE - DEFEND THE LEFT FLANK |
'-------------------------------------------------------------'
A foxhole is that little pit the soldiers duck in for extra cover, and there
is one left of the halftrack (which is now destroyed...). Defending the flank
is basically shooting any on-foot enemies, and there are a crapload. Some'll
even get right up close, so hit 'em with R2 for good measure. Utilize the
duck-and-emerge tactic of firing and reloading. After awhile, the objectives
will update themselves.
----------------------------------------------------------.
| iii. MAN THE .50 CAL MACHINEGUN - DEFEND THE RIGHT FLANK |
'----------------------------------------------------------'
Get to the northernmost foxhole and jump on the gun. There will be tank
fastly approaching but it only uses its small weapons; nothing to do about
it, either. I found it a lot more useful to use the gun to clear the foxhole
in front of the emplacement, then get off it and use the rifle to pick off
the rest. It conserves health easier. When the tank gets destroyed, dogpile
back on the gun and mow the stragglers down.
-------------------------------.
| iv. REGROUP WITH SGT. HAWKINS |
'-------------------------------'
Walk to where he is. <yawn> Make sure to collect a bunch of ammo and health
packs before this part!
----------------------------------.
| v. RENDEZVOUS WITH THE ENGINEERS |
'----------------------------------'
Follow the friends back east, into the smoldering cityscape to the targets.
Also: [CHECKPOINT]
---------------------------------------.
| vi. ESCORT ENGINEERS TO THE MINEFIELD |
'---------------------------------------'
Assailing a cliff footpath is next. There are only a couple enemies at each
turn, so...yeah. Pick up one of their MP40 SMGs if you haven't gotten a
secondary weapon yet. West further, there will be a machine-gunner who can
rip y'to shreds if you bumrush him. Lob a grenade like it's a skyhook, yo!
Beyond, the path curves to the mouth of an arch -- this is another great
place to carve a path via grenades since the enemies are clustered together
and don't move.
Up the hill, snipe some goofballs and get rid of a machine-gunner in the
preferred fashion. One guy hides behind a rock, so don't go rushing in 'til
you know they're all dead. There's a big healthpack up there -- whee!
North, the path curves to a natural tunnel which has little defenses. Pick
off the farthest gunner first, moving up before his replacements can come.
Leave the reticle on that nest to get the rest before they cause any harm.
A couple men are left here, and once gone, it's finally [CHECKPOINT]!
---------------------------------------------------.
| vii. USE THE PANZERSCHRECK TO DESTROY THE PANZERS |
'---------------------------------------------------'
There are three to destroy, all on the lower road. There are infinite reloads
for the rocket launcher (for now), so take your time. Switch spots to avoid
any unnecessary damage, too. One well-placed shot on their swivel cannon can
destroy 'em, so it's simple.
------------------------------------------------------.
| viii. USE THE PANZERSCHRECK TO DESTROY THE SDKFZ 222 |
'------------------------------------------------------'
...the new target being a halftrackesque vehicle blocking the barricade down
the cliff decline. One shot does it in. <shrug> Towards the mines on the
road, a cutscene shows a sniper headshot a driver and flip a vehicle. Now's
the time to get rid of 'em... [CHECKPOINT]
----------------------------------------------.
| ix. USE THE SPRINGFIELD TO CLEAR THE SNIPERS |
'----------------------------------------------'
At last, a fun objective. Switch the Springfield by the newest corpse for
whatever rifle you have now (or the rocket launcher which is useless ammo-
-wise). Here are their rough locations:
• Northern belltower
• Northwestern cliffside, by a house (canvas area with scope)
• Northwestern cliffside, highest point by a building
------------------------------------------------.
| x. USE THE .50 CAL GUN TO DEFEND THE ENGINEERS |
'------------------------------------------------'
Jump on the halftrack where the driver got sniped and start planting bullets
in the NE and NNE directions, where buildings and rubble obscure the enemies'
positions. The player is completely exposed here, so don't screw 'round. They
are pretty bad shots until they get up-close, however.
-------------------------------.
| xi. REGROUP WITH SGT. HAWKINS |
'-------------------------------'
Dismount and find the sergeant to the northwest.
--------------------------------------------.
| xii. RECAPTURE THE ALLIED ARTILLERY PIECES |
'--------------------------------------------'
Three of these. Follow the comrades up the northwestern cliffs [CHECKPOINT],
take out the couple soldiers lounging here, and jump the building's stairs
to watch the engineer blow up a city gate. This allows entrance into the
abandoned village. Seems there's lots of those, aye?
Anyway, retaking the city square is far easier if the player's still toting
that sniper rifle. Most of the crossfire is level, until moving through the
lower area where rooftop machine-gunners appear. Be careful not to shoot any
'unmarked' allies, which can screw this part up. With the central area clear,
waltz southwest up the stairway to the city's higher ground. The street will
actually split southeast, making the road like pitchfork-shaped. Flank the
central tower by going southeast for some brownie points. Meet on the north
side when the tangos've been neutralized. [CHECKPOINT]
---
There will be Allied guns...uh, reappropriated by the Nazis here. Snipe and
bomb the ones by the first camp (which you also take by surprise); descend
into there and loot it for ammo. This camp overlooks the 2nd, which gives a
height advantage -- enemies commonly miss when shooting upwards, often with
a lower trajectory (why is this?). There's a nice fat healthpack located
here, too! Stay away from the cliffside because a plane crashes into it. o_O
For the grand finale, top the hill with guns blazing, taking the third Nazi
gun.
---------------------------------------------.
| xiii. DISABLE THE SDKFZ222 ANTIAIRCRAFT GUN |
'---------------------------------------------'
Descend the u-shaped path (you can kill all enemies from elevated position)
and plant some charges on the AA gun. Boom!
--------------------------------.
| xiv. RENDEZVOUS WITH THE SQUAD |
'--------------------------------'
Regroup near the hunkajunk SDKfz222. Mission accomplished. Reward: food!
Yeahhh!
-------------------------------.
| i. GET TO THE SE INTERSECTION |
'-------------------------------'
Follow Brooklyn [et al] east through the winding alley and into a building
nearby.
--------------------------------.
| ii. DEFEND THE SE INTERSECTION |
'--------------------------------'
This place starts crawling with Krauts, and a friend suggests moving to the
roof to get off better shots. Take one of the BARs propped nearby and get
up there. Even if you only peg a few people, the objective rolls along after
a little while.
---------------------------------.
| iii. USE THE 30 CAL GUN ON ROOF |
'---------------------------------'
The emplacement here can now be used for a fine, seasoned bullet spray! It's
child's play, but make sure to aim towards the southern roofs as well, as
enemies pile there also. There's a large medicine pack nearby if you need to
indulge. After awhile, the new mission is presented.
-----------------------------------------------.
| iv. GET TO THE PASSAGE TO THE SW INTERSECTION |
'-----------------------------------------------'
Yes, that's how it's worded. Basically, go downstairs again (and raid the
sideroom for more medicine packs if needed) and backtrack the way y'came.
The [CHECKPOINT] comes in around here.
-------------------------------.
| v. GET TO THE SW INTERSECTION |
'-------------------------------'
Don't break a sweat running there, now.
------------------------.
| vi. SECURE FIRST HOUSE |
'------------------------'
The alley opens south into an exposed road, where enemy fire is all over. It
helps that the first house only has a few ground-floor tangos, and allies'll
aid most excellently. Cut across to the house for a more secure position for
firin' down the road, making sure to take out the solitary baddie hiding in-
-side. There's also some stielhandgranates inside.
--------------------------.
| vii. SECURE SECOND HOUSE |
'--------------------------'
There's a rather secure doorway that looks across to the mounted machineguns
on a fence, and gives shelter from the Nazis firing out of the 2nd house's
windows. A few grenades can thin the pack to start off with, because they'll
swarm in a bit. [CHECKPOINT]
--------------------------------------------------------.
| viii. COVER HAWKINS AS HE MOVES INTO ADVANCED POSITION |
'--------------------------------------------------------'
Hawkins takes a hit, and...well, this objective is storyline-related.
-----------------------------------.
| ix. HEAD BACK TO MEDIC'S POSITION |
'-----------------------------------'
Return up the street to where a medic is now tending to the wounded.
-------------------------------.
| x. TAKE MEDIC BACK TO HAWKINS |
'-------------------------------'
Lead the medic back to the 2nd-house area. Hawkins will be in a low position
and sheltered from the 3rd building's fire (which oddly looks like a certain
book suppository from Dallas). Plug a few of 'em for an easy time, because
the allied support fire seems to lack here.
---------------------.
| xi. KILL THE SNIPER |
'---------------------'
The sniper's in the SW bell tower. From now on, getting an intuition about
where these guys show up is pretty easy. Big tall structure that isn't able
to be accessed? Bingo!
-------------------------.
| xii. PICK UP THE MEDKIT |
'-------------------------'
The medic's bag is sitting in the middle of the road near Hawkins' position,
so go pick it up before the sergeant demotes your player...
-------------------------------.
| xiii. APPLY MEDKIT TO HAWKINS |
'-------------------------------'
Go over there and apply it. Basic-training easy.
-----------------------------------------.
| xiv. HOLD BACK THE GERMAN COUNTERATTACK |
'-----------------------------------------'
Shouldn't be too hard, especially since there's a .50cal mount by Hawkins.
It's good because reinforcements are often in a group and easily slain by
some quick firing. Eventually a bombshell will cause retreat.
-----------------------------.
| xv. TAKE COVER IN THE HOUSE |
'-----------------------------'
...being House #2. Just move to where the radar indicates once inside.
---------------------------------.
| xvi. RETURN TO CAMP TO RESUPPLY |
'---------------------------------'
...go back to where the medical tents used to be. If you've forgotten, some
allies are also headed to that position. [CHECKPOINT]
-----------------------------------.
| xvii. ADVANCE TOWARD NEBELWURFERS |
'-----------------------------------'
From the medics' former camp, enter the west building (after resupplying,
naturally) and keep formation going through. A few Germans will rush through
the doorway, and make good machine-gun sweep/grenade fodder. The courtyard
beyond, however, is full of these guys from an encircling, elevated position
mostly. Continue down the curvy NW alley to the 2nd courtyard area -- it has
fewer enemies to waste ammo on.
At the top of the next hill are some Nazis tossin' ammo through some windows,
so be on guard. Unlike the infantry riflemen thus far, these ones are packing
serious firepower -- machine-guns on basically every one! When all have taken
a jump off the mortal coil, the southern nebelwurfer camp is accessible. It's
got fewer guards than would be expected, oddly enough...
-----------------------------.
| xviii. DESTROY NEBELWURFERS |
'-----------------------------'
Nebelwurfers are, of course, those five-barrel rocket launchers. Blow 'em up
with some explosive charges.
----------------------------.
| xvix. MOP UP GERMANS BELOW |
'----------------------------'
You can use the MG42 emplacement to get all the tiny little ant-sized foes
from the street far below. Or, the old-fashioned way -- whichever. There's
a [CHECKPOINT] here!
--------------------------------.
| xx. RETREAT AND RETURN TO CAMP |
'--------------------------------'
Hey, a surprise twentieth objective -- not get creamed by an enemy onslaught
and an enclosing tank! Yes, a panzer blocks the way back and forces everyone
up the street -- a dead-eye aim will be of great help here, specifically 'cuz
the tank knows where the player's character is EVEN WHEN HE HIDES INSIDE OF
AN ALLEY! It's weak sauce, for sure.
Needless to say, you'll want to use a machine gun for these parts. Upon the
first encounter with resistance up the street, enter the east building and
drop hot lead on some unsuspecting tangos. It's like this for two more times,
although the 2nd batch has a machinegunner and the third has fewer troops. At
long last, the rubble-blocked path allows one to exit north, leaving the
danger behind. [You can also take a bazooka nearby and destroy the tank if
y'like.]
This entire mission takes place on aircraft, the only time in the game that
there's nothing related to infantry movement. Kinda fun for a change...maybe.
L1 is to go into first-person mode, R1 is to fire -- these controls apply to
all firing positions.
----------------------------------.
| i. EXIT THE CHIN TURRET POSITION |
'----------------------------------'
Hop outta the chair with the x-button.
------------------------------------------------------------------.
| ii. GET INTO THE BALL TURRET, LOCATED IN THE MIDDLE OF THE PLANE |
'------------------------------------------------------------------'
Exit towards the tail and when you get to the middle section, face the 12:00
position (north for all intents and purposes) and jump down into the thing.
There is 360-degree rotation capabilities here.
--------------------------------.
| iii. KILL THE ENEMY TRANSPORTS |
'--------------------------------'
There is no offensive maneuvers here, at least from the enemy side -- these
are mere convoys. Get in some target practice and learn to lead the targets,
i.e. firing in a trajectory that lets the enemy ease into the bullets. Kinda
easy stuff, same as on foot. The only thing different about this part of the
plane is there's no reticle, so going into first-person with L1 is basically
the best way to hit anything. Whether you down any planes here is of no real
difference.
After awhile, a well-placed hit by the enemy breaks the gunner's seat and
forces the player up into the interior again. [CHECKPOINT]
---------------------------------------------------------------.
| iv. USE THE BOMBSIGHT, WHICH IS LOCATED UNDER THE CHIN TURRET |
| v. SINK THE ENEMY SHIPS |
'---------------------------------------------------------------'
Pick up some health by the ball turret entrance if you're hurtin' and pile
into the bombsight chair. Control the plane's drift with the left analog,
and press R1 when the green light by the reticle starts. The plane becomes
level when it's not drifting left or right, so line up vertically on the
screen to get the literal "green light" for dropping the bombs. Again, it's
inconsequential whether or not you hit anything. [CHECKPOINT]
----------------------------------------------------------------.
| vi. GET BACK INTO THE CHIN TURRET, LOCATED ABOVE THE BOMBSIGHT |
'----------------------------------------------------------------'
Do as directed (you may have to jump manually to get in if the prompt does
not show).
-------------------------.
| vii. DEFEND THE BOMBERS |
'-------------------------'
Some aggressive planes will show up to make the skies full of dogfighting
and livewire ammo. There's no radar here, just relayed messages of things
coming in at "12 o'clock" and such. Look at the radar circle to see the
cardinal directions replaced with numbers, with 12:00 being N, and 6:00 S.
The plane will change colors depending on how damaged it is -- red is really
bad condition, green is undamaged. Feel free to abuse that firing pin, 'cuz
there's no overheating on this bad boy. Each time you score a kill, there'll
be a "+" mark by the plane's health gauge. ^____^
----------------------------.
| viii. EXIT THE CHIN TURRET |
'----------------------------'
After awhile, the tail gunner gets smoked by some live rounds. Exit the
driver's seat...
----------------------------------------------------------.
| ix. RUN TO THE REAR OF THE PLANE AND GET ON THE TAIL GUN |
'----------------------------------------------------------'
Do as directed, and no dilly-dallying or you'll probably get a game over for
being negligent of the position! This gun fires the exact same as before,
only there is a greater number of planes closing in, meaning you can hit 'em
square between the eyes (err, cockpit) more than their broadside.
------------------------.
| x. SHOOT DOWN THE ACE! |
'------------------------'
The ace, I think, is the black-colored plane. Dunno if this is supposed to
be a "Red Baron" moment, but this guy's about the same as the other planes,
except it has maybe a bit more health. YAWN times a million!
----------------------------------------------.
| xi. DEFEND THE BOMBER FROM THE BEST POSITION |
'----------------------------------------------'
The 'best position' is the one where it's the weakest and most undefended.
Given the varying skills of the player, pick which one's the best. I like
the ball turret myself, but it doesn't matter too much. Although, if the
back engines are smoking, it really obscures the view and you may want to
move to the ball turret anyway. <shrug>
----------------------------------------------------------------.
| xii. USE THE BOMBSIGHT, WHICH IS LOCATED UNDER THE CHIN TURRET |
'----------------------------------------------------------------'
Same as before, including the part about the outcome's inconsequentiality.
There are only six bombs as before, so if the green light isn't coming on
anymore, it's because there aren't any targets capable of being hit. That's
all folks!
------------------------------.
| i. SECURE THE GELA BEACHHEAD | - [CHECKPOINT]
'------------------------------'
The cannoneer gets smoked at the start, so let's not turn this gunboat into a
ship of fools! There'll be water geysers from incoming bombs and smoke all
around, so it'll be hard to hit those soldiers with a gigantor ship barrel.
Not to worry, though. Upon disembarking -- [CHECKPOINT] -- it'll be time to
take out the machine guns. Pop out that M1 Garand and snipe it to secure a
west route for the allies to approach.
----------------------------------------------.
| ii. CLEAR THE MACHINE GUN NESTS ON THE BEACH |
'----------------------------------------------'
Come 'round the first hill, get some health packs by the machinegun nest if
y'need 'em, and take out any remaining soldiers. The second is right nearby
and has a few soldiers in the little cul-de-sac-shaped area. A grenade will
do 'em in just nicely, as the blast takes out the entire portion practically.
The third nest has a few machine gunners, and if the bazooka-man doesn't take
'em out, he'll at least distract them long enough for that Marand to do its
specialty. [CHECKPOINT]
---------------------------------------------------------.
| iii. USE THE BAZOOKA TO CLEAR THROUGH THE WIRE OBSTACLE |
'---------------------------------------------------------'
As shown in the cutscene, the bazooka-user gets blown sky high by a mortar
round. It's lying down by the impact crater, so pick it up and blow through
the northern razor-wire barricade. Go prone inside the crater because there
will be a large force gunning for you. There are infinite bazooka rounds to
use in this "storm the west area" portion, but not after. There are a couple
stielhandgranates and small health packs in this area.
----------------------------------------------------.
| iv. NEUTRALIZE THE PILLBOXES OVERLOOKING THE BEACH |
'----------------------------------------------------'
A pillbox is usually one of those squat little bunkers gunners hide in and
pop out of, and that's what will be shown herein. It's basically a few small
rooms interconnected by passageways, and all enemies are out in the open to
boot. What's more, there are TONS of small medi packs lying around main area
and antechambers.
For the third pillbox, Brooklyn will toss a grenade in a window, so put the
rifle sight on the door when the enemy floods out in fear. The adjacent door
opens up into a small trench region and the allies will get pinned down from
the fire. The (4) Nazis will be concentrating on them, so you can pop their
heads from the 2nd bunker doorway. It's advised, unless y'want to be Swiss
cheese... The last part of the trenches has some enemies on stairways and
behind a sandbag barricade, so grenade/bazooka. It's an angular area; don't
get jumped!
The trench area by the fourth pillbox area is normal fire, and if you shoot
out from the pillbox, there's great cover and opportunities for headshots.
When the trenches are clear of Nazi scum, search out the beach in front of
the pillbox for some hand granades. [NOTE: You can shoot these grenades when
enemies are in here to kill them all!]
A few more pillboxes interspersed with tiny trench areas makes up the rest of
the mission. The only problem is that the underground bunkers shake like the
dickins, making precise first-person aiming pretty hard. By now the bazooka
should've been ditched for another SMG of sorts. [CHECKPOINT]
---------------------------------------.
| v. PLACE A SATCHEL CHARGE ON THE WALL |
'---------------------------------------'
When directed, make a way out with a satchel charge on the bunker wall.
------------------------.
| vi. ASSAULT THE BRIDGE |
'------------------------'
The Germans are in an elevated position and initially surprised, but they'll
soon regain their balance as reinforcements flee the bunkers to help....that
is, reinforcements for the Allied side! Take cover when heading west and try
to take out that gunner on the bridge, which is a real thorn in the side. As
the commander says, using grenades is a good idea here since the enemies are
all hiding and using cover themselves (especially under the bridge). Flush
them out using this method, at least. :p
There are some small medipacks on the west side of the bridge's underbelly,
and a large one by the gun set-up on top. Try and get as much ammo and health
as possible, before the [CHECKPOINT] begins.
-------------------------------.
| vii. ASSAULT THE TOWN OF GELA |
'-------------------------------'
Collect ammo and whatnot around here enter the town proper. A firefight will
begin immediately on a stairway series. Take out the two in an elevated part
of the building, and take cover in the north (semi-blocked) stairway. No one
will shoot around here until really provoked. That 'ting' noise you may hear
is a grenade being thrown, so get outta the blast radius while possible.
The second firefight is right on the next west-facing street, with the enemy
fortified at the building and barricade further up. It's good to have a far-
-back position here since many grenades seem to get thrown; alternately, lob
a few of your own.
---
The third firefight is further up the street. Best area to shoot from? The
building nearby has a fractured NE wall, and gives excellent pre-emptive
attack options, and the enemy won't fight back at all. Firefight #4 takes
place by a burnt-out barn, with the enemy attacking from a loft and a few
from the ground position. Going prone behind a stone doorstep gives great
headshot chances. [CHECKPOINT] finally.
When turning east into an alley nearby, a grenade blows a hole right in the
Nazi offense, and the temporary stunned enemy can get mowed down by a Beretta
with ease. And you should be using a Beretta, since it has plentiful ammo all
through the level! Past there, a group of Allied soldiers meets up and gives
directions to a lieutenant looking for the company.
-----------------------------------.
| viii. RENDEZVOUS WITH LT. DELANEY |
'-----------------------------------'
Go west up the street and learn a plane downed in an Italian hotbed, and it's
time to play rescuers!
-----------------------------------------------.
| ix. FIND AND RESCUE THE CRASHED GLIDER TROOPS |
'-----------------------------------------------'
Pour south through the rendezvous plaza and into a wine cellar-type area. A
bunch of mortars will be falling throughout, so don't stop to dawdle! It's
[CHECKPOINT] time as the enemy fire opens up in the southern town square.
Most come in through the SSW alleyway, and are easy targets all around. Find
the next regroup point on the radar, in the east husk of a building.
------------------------------------.
| x. REPEL THE ITALIAN COUNTERATTACK |
'------------------------------------'
A huge offensive will take place from the two western alleyways, and there
is _A LOT_ to shoot at. Grenades help, but you can always set up shop in the
2nd floor of the rendezvous building. It's great for giving support fire...
that is until a tank shows up. It'll gun for that part immediately and can
KO the player pretty easily (I would know, it happened multiple times when
I first did this ^__^), so skidaddle.
----------------------------------------.
| xi. PLANT A SATCHEL CHARGE ON THE TANK |
'----------------------------------------'
The tiger tank is at a slightly elevated position in the southwestern alley.
Use the southern building as cover to get a vantage point for blowing the
thing up. Pat yourself on the back when done. A few more tangos to clear out
in that general area (make sure to look up at the apartment balcony!) and it
is R&R time.
--------------------------------.
| xii. REGROUP WITH SGT. HAWKINS |
'--------------------------------'
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
08) PIANO LUPO [WK08]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STARTING WEAPON: M1 Carbine
Ah, probably my favorite level in the entire game. Love sniper rifles!
----------------------------------------------.
| i. REINFORCE THE 42ND AIRBORNE AT PIANO LUPO | - [CHECKPOINT]
| ii. MOUNT THE QUAD .50CAL IN THE HALFTRACK |
'----------------------------------------------'
The 2nd objective is the one that takes priority -- jump in the nearby truck!
-------------------------------------------------------.
| iii. PREVENT STUKAS FROM DESTROYING ALL FUEL SUPPLIES |
'-------------------------------------------------------'
There are three 'fuel supply' buildings or trucks at the destination, and
a few waves of Stukas will come in. This objective gave me such a hard time
when I first played...that is, until I realized the planes showed up on the
radar (they didn't when airborne, recall). Instead of searching the skies
through a bunch of smoke and obscurities, it becomes far easier to shoot the
planes down. As long as at least one supply cache remains, the objective can
be finished. [NOTE: Even with good firing, any building can create smoke that
makes the area harder to shoot in. Beware!] The last wave circles the camp
a bit before descending, meaning it's easier to hit the plane's broadside in
that formation.
---------------------------------------------------.
| iv. PREVENT STUKAS FROM DESTROYING ALL 105MM GUNS |
'---------------------------------------------------'
There are only three of these to protect as well, and they're in a cluster
area. It's basically the same thing as before, except there's less smoke to
worry about and cliff walls around three sides to slightly diminish the view
overhead. Most planes appear further overhead than previously shown, so tilt
the halftrack gun upwards a bit more to catch 'em in yer sights. The last of
the waves (#4) has enemies coming in a pincer formation (from two opposite
sides), but as displayed previously, they'll circle the camp before doing any
real damage.
-----------------------.
| v. REGROUP WITH SQUAD |
'-----------------------'
Outta the halftrack, follow some stray soldiers up the northern countryside
to a [CHECKPOINT] near the squad. The first objective then becomes priority,
and further north are some small shootouts with Nazis by a broken stonewall.
Most of the enemies have machine guns and the single-fire Carbine isn't the
first choice of weapons, I'm sure -- gotta make do! Eventually air support
will bomb them to kingdom come. The Breda M1930 lying around will make a
great secondary weapon, and you can switch the carbine for a Carcano if ya
like (it's a bolt-action, though).
The farmhouse beyond is setup with a machine-gun nest, but a grenade should
settle around there and give breathing room. Further on, down the southern
ex-forest path, is an unsuspecting convoy on a bridge...
---------------------------------------------------.
| vi. USE BINOCULARS TO TARGET CONVOY FOR ARTILLERY |
'---------------------------------------------------'
Using the binocs with L1, look around the area until a red circle appears;
then, press R1 to 'confirm' the area. Shouldn't be too hard to find where
they are -- one at both ends, one in the middle, three in all. Air support
will do the rest. Travel down the hillside road to a [CHECKPOINT].
---
Amidst the lovely architecture, some Krauts have taken up camp and are now
pipin' mad. After clearing out those by the roadside, head into the middle
portion of the ruins to get some stielhandgranates and ammo/health slewn
around. A good sniping spot is on the railing overlooking the western side
while in a prone position, to shoot through the small holes. Good cover in
that part as well. Eventually the east side will have to be cleared as well,
but that's possible without moving, too. Descend the western part of the old
courtyard and use the stairway to get into a dry creekbed (or ditch?) that's
wide, useful for moving in. [CHECKPOINT]
When approaching the bridge nearby, be careful because there's a grenadier
there who just loves tossing stielhandgranates like crazy. Meet a stranded
corporal SW of the bridge and switch out your current rifle for the awesome
Springfield lying there.
---------------------------------------------.
| vii. ESCORT THE MEDIC TO THE WOUNDED TROOPS |
'---------------------------------------------'
Down the creekbed a firefight takes place by some rocks and wagon trail by
the side. Take cover and be wary of the person who has a vantage point from
that trail, and can shoot those even behind the boulders. Some machine-gun
nests are in a high-up ruin further down, and are snipe fodder -- the medic
is a sitting duck during this portion...don't hesistate. Meet with the navy
liaison by Hawkins afterwards. The Fighting 1st will then move through a
southern fence to where some other comrades are stationed.
-------------------------------------------------------.
| viii. RENDEZVOUS WITH CPT. JAMES OF THE 82ND AIRBORNE |
'-------------------------------------------------------'
Some dialogue takes place, and...
---------------------------------------.
| ix. REPEL THE HERMAN GOERING DIVISION |
'---------------------------------------'
...we're shipped to the frontlines!? Raid James' tent for ammo and goodies
before taking the NW tunnel complex. Frontline's just beyond.
----------------------------------------------.
| x. MAN THE FIXED MACHINE GUN - HOLD THE LINE |
'----------------------------------------------'
They say man the machine gun, but there are enemies all around and only one
large health pack by the station. What a crock! If you're still toting that
Springfield -- and y'should be -- pop some heads with that instead while in
a crouched state. Way more safe and the objective's completed based on kill
count, anyway. When some halftracks roll in, that's when the machine-gun is
the best gun for the job. Eventually everyone pulls through, and reaches a
much-earned [CHECKPOINT]. When artillery shells start dropping, flee into
the west tunnel system which eventually winds around to another part of the
frontline.
------------------------------------------------.
| x. REGROUP WITH SGT. HAWKINS IN COMMAND BUNKER |
'------------------------------------------------'
Talk with the cap'n upstairs.
-----------------------------------.
| xi. DESTROY ALL ATTACKING PANZERS |
'-----------------------------------'
Fly downstairs to find a new door open, leading to a west bunker. There's a
nice BAZOOKA here, the prime weapon of choice for panzer destroyin'. It's
got infinite recharges within the bunker, but the roof over yer head starts
to deteriorate after repeated cannon attacks, so don't get lazy. If you run
out of bazooka ammo in there, there's another infinite recharge on the main
road just east of there. Switch shelters if needed. [CHECKPOINT]
--------------------------------------------------------------.
| xii. FALL BACK TO THE MAIN BUNKER - REGROUP WITH P.O. MANGIN |
'--------------------------------------------------------------'
The main bunker has Hawkins in it, so scoot back there. Maybe switch that
bazooka for the machine gun that was dropped earlier (or rifle if that was
the case).
---------------------------------------------------------.
| xiii. USE BINOCULARS TO SPOT TARGET FOR NAVAL ARTILLERY |
'---------------------------------------------------------'
The targets are all far-off tanks, as the radar displays, one for every
direction but the east. Then, it's a rather long wait for the artillery to
destroy everything and the soldiers to mop up the enemies. The end!
_______________________________________________________________________________
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09) FAREWELL TO FRIENDS [WK09]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STARTING WEAPON: M1 Garand, Thompson
Close-quarter fighting in the city limits? YES PLEASE!
-------------------------------.
| i. ASSAULT THE TOWN OF TROINA | - [CHECKPOINT]
'-------------------------------'
An artillery shell blocks the road, making the tank riders jump off at the
town entrance. A firefight takes place up the street, leaving the opportunity
to get a Karsk or MP40 as a secondary weapon if wanted. [CHECKPOINT]
-------------------------------.
| ii. REGROUP WITH SGT. HAWKINS |
'-------------------------------'
Past the second firefight, join Hawkins behind a wall to plan a strategy.
--------------------------.
| iii. FLANK THE MG42 NEST |
'--------------------------'
The nest is in an apartment window, so wait for the firing to stop and bolt
north up the street. It leads to the backdoor of said building where a couple
recruits are waiting. Most are ground level, but one's on a balcony. Beware
when entering the interior -- maybe toss a grenade for good clearance. Reload
and take the stairway, ambushing the unaware Nazis. You'll also have to down
the soldier on the balcony across the way, too.
Regroup with Hawkins while moving up the NW street, avoiding artillery shells
that are dropping. Staying on the extreme left/right of the road is suggested
movement. A cutscene will take place further on during an assault on a bldg.
[CHECKPOINT]
The 'assault the town of Troina' objective is still in play. Adjacent to
the building's husk is a balcony with Germans. Use the street-side stairway
for some good sniping vantages. They throw stielhandgranates often, so make
it quick. When you assault that building, upon entering, turn north and kill
the Nazi on a broken stairway. He'll rip you a new one if y'aren't careful!
Storm the building across the street, loot it for ammo and health, reach
the [CHECKPOINT].
---------------------------.
| iv. CLEAR THE TOWN SQUARE |
'---------------------------'
The square's crawling with Nazi activity. The building the Allied forces are
holed up in has an MG34 murderin' machine (gun) to use, that should be a good
replacement for that Thompson. Upstairs, the blown-out wall gives a nice line
of sight all around. The north balcony also gets enemy movement for awhile,
and even stray shots can hit their mark. Gradually, the friendly forces will
annex parts of the square, so give support fire. When the 2nd-floor doesn't
give any good kills, move down to the street. A high west tower will get a
sniper during this conflict; take him out accordingly. After awhile, a tank
will help 'blow' the Nazis away. Raid the small buildings for ammo and health
refills, remember! One more firefight and the area's squared off. [CHECKPOINT]
time!
---
Up the street, a small battle takes place in a cramped alley, filled with
barrels and old brush. This is repeated a few times up this meandering path.
Keep your eye on the balconies for elevated shooters! A tank shell will make
the objective updated.
--------------------------.
| v. ASSAULT THE CATHEDRAL |
'--------------------------'
West, a brokedown cathedral has enemies defiling its holy ground. There is
a small installation right by the street that, when cleared, has some ammo
and health refills. The belltower has a sniper in it who can see the entire
street; take'm out fast, soldier! Find cover at once because the crossfire's
pretty hectic. When the windows and bifurcation is cleared: [CHECKPOINT]!
Turn north and take cover by a doorstep near the belltower. It's great cover
and gives a clear shot north where the reinforcements arrive. The dead-end's
got a few enemies here, too, and they throw grenades. Pop their heads when
they go to throw if y'know what's good for you...
Assaulting the inner cathedral isn't that hard, but it's caved-in and has a
bunch of detritus lying around. Enemies are interspersed within, and a few
more come in through the eastern side when the invasion's about halfway
through. A few are on the balcony leading to a rectory, too.
-----------------------------------.
| vi. PLANT A CHARGE ON THE FLAK 88 |
'-----------------------------------'
The AA gun inside the church is accessed when all enemies are defeated. Blow
it up USA-style!
-----------------------------.
| vii. REGROUP WITH THE SQUAD |
'-----------------------------'
Talk with 'em in the church and this mission's complete.
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10) THE GREAT CRUSADE [WK10]
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STARTING WEAPON: M1 Garand, Thompson
Looks like we're back were we started, France. OMAHA BEACH at NORMANDY, SON!
Y'know, the place in "Saving Private Ryan"? :P
------------------------------.
| i. DESTROY ARTILLERY BUNKERS |
'------------------------------'
A hands-free system of destroying things? Yes, please! Use the binoculars to
find five bunkers (confirm with R1, remember) and direct artillery fire there
as fast as possible. There is smoke, water geysers, burning junk -- lots of
things that make finding a visual harder. Use the radar to locate the general
area of the bunkers and search that way. If you don't get all five before the
beach is stormed, your Higgins boat gets blown up...and you as well. ^______^
Oh, and you can wipe crud off the lens by going back to normal view. There're
are five in all. Eventually, the boat will get hit anyway and someone will
pull the main character to safety.
--------------------.
| ii. REACH THE DRAW |
'--------------------'
Listen to Hawkins rehash a quote from "Open Range" and a [CHECKPOINT] is in
the books. Follow the company SE and put your sniping skills to good use on
the hilltop machinegunners. Don't stray out to where the artiller shells're
falling until the gunners' reinforcements are six feet under. Keep advancing
south until a halftrack dozer rolls by -- it will explode so don't stand in
its vicinity if possible. Stray too far south at the path curve and a bomb
will 'drop in' on your dumb noggin. =/
----------------------------.
| iii. PROTECT THE ENGINEERS |
'----------------------------'
The engineers are needed to clear the eastern barricades, so keep tabs on
their and the enemy's positions. There are some [enemies] on the upper cliff
areas by the machine-gun nests, so use your quick trigger finger. There are
three barricades and the engineers are open targets when laying explosives;
keep an eye on the reinforcements coming from up the beach. A halftrack dozer
can be used as cover after the 2nd success. [CHECKPOINT]
------------------------.
| iv. CLEAR THE TRENCHES |
'------------------------'
Clear the first nest past the exploded bulldozer and man the MG42 to destroy
some Nazis across the way by a bunker. Pretty easy way to cut 'em off at the
knees (literally). When done, take the grenades by the first nest and enter
the southern trenches. All enemies are in a little alcove, which make for
perfect grenade receptacles; or, as a device to flush them out into allies'
line of sight. Keep low when possible, because machine gunners from far, far
away will still 'see' you. =/
------------------.
| v. DESTROY RADIO |
'------------------'
Time to destroy the radio tower. No matter which path is taken, an initial
clearing of the beach fortress will take place, 'cuz the tower's west of
that open space. Storming the stairway isn't too hard, but be prepared for
heavy fire -- use your Thompson and 'nades, and expect similar treatments.
Once inside the tower, kill the man hiding by the radio, then shoot said
radio equipment. Ding-dong, the comm's dead.
--------------------------.
| vi. PROTECT THE ENGINEER |
'--------------------------'
Another firefight will breakout at the fortress gates, and the position in
the comm tower is a great snipe position. At worse, it draws fire and lets
the allies mop up some kills. Sharing is caring! Let the man blow up the
gates to change the objective.
-------------------------------.
| vii. ENTER THE BUNKER COMPLEX | - [CHECKPOINT]
'-------------------------------'
Fight your way through the small trenches, bearing in mind the semi-automatic
fire you're going to draw heavily, until the complex is reached in the south.
---------------------------.
| viii. DESTROY MORTAR PITS |
'---------------------------'
Mortar pits are the artillery shooters, and one's right by the first bunker
invaded here. Kill the two enemies within and blow it sky high. Enter the
southern room, slay the enemies by the stairbottom, and emerge to the upper
bunker floor. A firefight will break out on the doorstep, but you can duck
south into the underground storehouse anyway. The second mortar's there under
relatively weak soldierwork.
Back in the fresh air, it's time to search out the last mortar pit. Navigate
the trenches northward to a broken building. But, it's not vacant, as found
out by the upper balcony. The room from there leads to a bunkhouse (w/ some
ammo/health in it) and an office, which further leads into a small courtyard.
The enemies within have a penchant for grenading your face, so return the
favors because the enemeis have nowhere to run in that pit. When they're done
with, so's that last mortar.
---------------------.
| ix. ENTER WAREHOUSE |
'---------------------'
The warehouse is outside of the building with the bunkhouse, accessible from
the trenches. It's a small shootout to get in, but it's not hard when you've
got explosions on your side. Inside, the enemy closes the inner gates, making
the long way 'round the only route.
-------------------------.
| x. OPEN WAREHOUSE GATES |
'-------------------------'
The ladder on the lower floor leads to a catwalk which wraps around the top
portion, then leads down on the other side. It's rifle fodder mostly, 'cept
for one guy who hides behind a massive generator and seems to escape from
all attacks until put outta his misery first-hand. The gate-opener's by the
NE mini-stairway. [CHECKPOINT]
---------------------.
| xi. DESTROY FLAK 88 |
'---------------------'
The depot in the east is now accessible, and taking cover behind the flatbed
truck is a good barrier from the gun nests. Reinforcements will come for a
bit, but eventually someone will throw a grenade and destroy the flak gun. It
is kinda odd how normal grenades are ineffectual 'til then. =/
----------------------.
| xii. CAPTURE FLAK 88 |
'----------------------'
North, enter the barracks and clean out the basement from the people peering
in through a wall hole. The inner stair beyond has a couple enemies, one in
a tight spot that calls for precise shooting. You can take the lower stair
to some grenades/health, or the upper room where a single straggler waits
around. They both lead to the same spot, however.
Shoot the guardtower snipers and dig in the trenches where some semi-autofire
falls like rain. The end will result in an easy walk to the Flak 88 bunker,
which you'll have to assault from the lower door because your guys can only
jump three inches in the air (-___-)
Getting up to the Flak gun is only difficult because one incessant machine
gunner attacks from a nearby bunker, and the player's forced to take it out
while the allies stand around. What the heck!?
----------------------.
| xiii. DEFEND FLAK 88 |
'----------------------'
The flak gun's broken, but an engineer will take a minute to fix it. Defend
it from the enemy or, if you're low on HP, go into the bunker and take some
health packs. Either way, no enemies breach the place so you can hide all
y'want. Health will be very important for this next part.
----------------------.
| xiv. DESTROY BUNKERS |
'----------------------'
Four of them to take out, and the player's a sitting duck while fighting the
places. Enemies pour from the bunkers and the crossfire's hot and heavy. To
make it worse, there is a delay on shooting because the enemy swivvels really
slowly. One thing that does help is firing 'tween bunkers, to take them out
in pairs.
------------------------.
| xv. DESTROY FUEL DEPOT |
'------------------------'
If you're low on life, IMMEDIATELY turn toward the eastern garage and fire
into it. It'll hit some fuel barrels and blow the place sky high. Wahoo...!
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11) AN EASY DETAIL [WK11]
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STARTING WEAPON: M1 Garand, Thompson
I lied, this is my favorite level in the game.
----------------------------.
| i. SCOUT THE GERMAN CONVOY | - [CHECKPOINT]
'----------------------------'
An easy detail? We'll see. On the back of a jeep, the main character controls
the .50cal cannon. Then...
------------------------------.
| ii. ESCAPE THE GERMAN AMBUSH |
'------------------------------'
...it's ambush time, boyeeee! It takes place in a chase sequence sort of,
and the enemies all hide in the shadows of the treeline. Even with the radar
it's hard to identify 'em, so don't worry about racking up few kills. Fleeing
the scene's more important. [CHECKPOINT]
--------------------------------------.
| iii. FOLLOW SGT. HAWKINS TO THE UNIT |
'--------------------------------------'
After falling off the jeep, head in a westerly direction into the roadside
foliage. Take refuge in a broken building foundation, and return fire when
pursuers arrive. Fighting in the shadows on foot is only a minor step up
from fighting from a vehicle, so take care of yo'self -- wait for a good
shot! Following, let Hawkins lead the unit NNE to an encampment of a Nazi
company in...surprise!, another old building foundation. The Fighting 1st
takes care of these goobers even without much help. <shrug>
----------------------------------------------------.
| iv. DEFEND YOUR UNIT FROM THE GERMAN COUNTERATTACK |
'----------------------------------------------------'
Hawkins suggests taking the German MG34 nearby, but it's not completely
necessary. Do take the stielhandgranates, though. The truck that fled the
scene will return with its back-end full of soldiers, and it'll be another
shootout in the shadows. They come in a semi-circle and semi-flank everyone,
so secure an escape route if they toss grenades (and they do!). Air support
will bomb the Nazis to heck after awhile.
Mortar rounds will start falling as Hawkins directs his unit to follow by
the riverside. Jump the fence at its lowest point (w/ Triangle), and get
ready to attack the mill.
--------------------------.
| v. KILL THE MG42 GUNNERS |
'--------------------------'
The mill environs have nests that need to be taken care of first, including
in the windows. Luckily, there are only four or so and the allies pick up any
slack the player shows. Whee!
----------------------.
| vi. ASSAULT THE MILL |
'----------------------'
Go around the side with your gun ready, 'cause two Nazis are waiting. Beyond
is the mill door. Most enemies are in the main room, but one's to the side.
Collect all the ammo you can and get upstairs.
----------------------.
| vii. DEFEND THE MILL |
'----------------------'
Heaven has granted your prayers and given you a Scoped Kar98k. There is only
perfect line of sight from the mill's 2nd floor, shooting over the creek. It
is truly...awe-inspiring. Well, not really, but killing Nazis is still fun!
Some truckfuls of reinforcements come, before a tank shows up...
-------------------------------.
| viii. DESTROY THE ARMORED CAR |
'-------------------------------'
Although the car threat is imminent, what's worse is going downstairs into
a heated indoors session of gunslinging. The enemy breaches the house, so
shoot them from the stair -- it's the best part and they can only enter from
~1 direction. After the all-clear, find the bazooka upstairs and wreck that
fine piece o' machinery shooting from across the river.
Following, more enemies appear by the house bridge-side, and run up the
road. Needless to say, it's a clear shot to mowing these fools down. Duh! A
tank will plow through a bit, however. Someone will eventually blow the tank
up; until then, keep away from the upstairs since it starts caving in a bit.
Collect as much ammo & health 'til then. Down by the river, there's tons of
M44 ammo. I recommend taking the scoped rifle and an SMG of the player's
choice at this point.
----------------------------.
| ix. REGROUP FOR DEBRIEFING | - CHECKPOINT
'----------------------------'
Meet roadside. It ain't over yet! GOD LOVES THE INFANTRY!
---------------------.
| x. MOVE UP THE ROAD | - CHECKPOINT
'---------------------'
See the plane go down somewhere over the hedgerows.
----------------------------------------------.
| xi. FIGHT YOUR WAY PAST THE GERMAN ROADBLOCK |
'----------------------------------------------'
Typical roadblock. If you move in from the northern tree shadows, you can get
a jump on some of the roadside enemies. Saves scoped rifle ammo, too. Make
sure to take out the gunner by the carved-out hill first.
-----------------------------------.
| xii. INVESTIGATE THE DOWNED PLANE |
'-----------------------------------'
The plane went down in a plowed field near a residence. Of course, Nazis are
living inside of it. Go for the plane immediately, because infinite enemies
will rush out to help hold the line. Use some haybales across from the foes'
barricade and wait until the objectives update.
--------------------------------.
| xiii. MAKE YOUR WAY TO THE 88S |
'--------------------------------'
Northward! Jump down a small cliff to a hedgerow.
----------------------.
| xiv. DESTROY THE 88S |
'----------------------'
The first flak is around the bend, under some camouflage netting. It may look
a little vacant, but there's a dug-out part around it that can hold a few of
those nasty Nazis. A grenade helps clear it out from afar, and eventually it
will be time to blow it up with some T-N-T! That's the first of four.
West is a burning wheat field where an enemy's put a few sandbag hotels up.
In a prone position, it's possible to shoot the enemy from underneath the
shelter of the flatbed army truck. Laughably, the second 88 is turned side-
-ways upon encounter, and a grenade can bank right off it and kill all three
enemies hiding behind it. LAFF!
Next up, go through the east gate to the barn. The scoped Kar98k is quite a
delight in this case, as the enemy is farther away than the close-ranged
encounters. And, although it's hard to see, one man is in the barn loft. Get
rid of that third 88 and enter the barn. There is some stielhandgranates up
in that same loft, although half-hidden by the east window.
Downstairs, the slide doors open on the last flak gun, protected by a dozen
enemies on a hill and some by a farmhouse. When possible, rush into the open
cellar door. There is health, grenade refills, and an MG34 if you lack a good
SMG. --DO NOT BOTHER SHOOTING ALL ENEMIES ON THE HILL-- they are infinite in
number, sadly.
Work your way around west to the last flak gun, and we can finally put this
one in the books.
-------------------------------.
| xv. SECURE THE COMMAND CENTER |
'-------------------------------'
The command center's on top of the hill and the last fortified position to
take. Enter east towards the residence, and go prone behind some cover. The
windows eventually open to reveal a machine-gunner duo and the last thing
needed is two guns bearin' down on the company. The hill has to be stolen
by walking up the east side, and even then it's semi-slow moving since the
enemies respawn until it's reached.
The small tents have ammo and health packs, luckily. When all enemies are
dead up there, yay!
----------------------------.
| xvi. CHECK ON SGT. HAWKINS |
'----------------------------'
Hawkins is down by the gate to the residence.... ;____;
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12) CRUCIFIX HILL [WK12]
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STARTING WEAPON: M1 Carbine, BAR
Haha, following up the best level with the most annoying. TRENCH CITY, HEY-O!
Seriously, it's almost pitch black midnight. =/ It's certainly the most
intense level, probably.
-----------------.
| i. FOLLOW KELLY | - CHECKPOINT
'-----------------'
Kelly leads everyone up the road. There's an ambush that's normally nothing
to sweat, but the darkness, the shaking, the plane sounds, etc. make it a
gigantic annoyance. Past a couple exploding tanks, it's up a southern ridge.
--------------------------------.
| ii. FIGHT THROUGH THE CEMETARY | - [CHECKPOINT]
'--------------------------------'
When I first played this objective, it was by far the most annoying in the
game. After meeting my maker several times, it still didn't go too well. The
enemy really seems to be invisible most of the time, and the radar doesn't
help too well. Keep low when possible and let the allies do some of the work,
or at least draw fire so you can see the enemy location. Shooting from the
outer cemetary fence isn't that bad of an idea, actually.
Finally, after 'shadow' boxing with the enemy, the road leading up to the
first bunker has to be assaulted. There is a machine gunner up there (more
than one in fact), and one from a bunker to the NW. Unless you go prone up
the footpath, it'll be hard to evade all crossfire. The good thing is that
there's lots of ammo around...mostly from your fallen comrades... -______-
When you do start crawling up towards the bunker -- [CHECKPOINT] -- be on
guard for some enemies to come out still. It's really crappy that both of
the default weapons can't be in first-person mode when crawling, so maybe
switch the semi-auto for a better (M4?).
----------------------------------------.
| iii. TAKE OUT THE THREE FLAK VIERLINGS |
'----------------------------------------'
ANNOYING x a billion!
Raid the bunker for ammo and health, then approach ever-so-slowly up the mini
stair toward the continuing trench. Enemies will try to get some potshots off
if you're hasty, and the machine gunner on the hill will have you for a light
breakfast as well. Again, more crawling, preferably against the west side of
the trench, which absorbs 99.9% of live fire from above. Alongside the trench
which leads up towars the flakvierlings, an east bunker contains some enemies
as well as grenade/health upgrades. It's helpful if you're gettin' cleaned
out.
At the fork, the eastern vierling gets priority. It's another trench shoot-
-out to be sure, with less cover than normal. Make it to a pile of crates &
try to shoot from the crack created there -- good shelter for a moment. And,
all the while, there's a machine-gunner pinning everyone in the trench. It's
not a pretty sight, surely. Making up the end is a housing area that contains
a [CHECKPOINT]. The first flakvierling is adjacent to this barracks, but has
two enemies with good aim. 'Nade their behinds and blow that first one up.
Scrounge for ammo/health, back into the bunkhouse, and enter the next part
of the trench leading west. There's a good shot from a gunner on the hilltop
bunker, and it is nasty -- don't stand around. At the next fork, go south on
your stomach. It leads to the next flakvierling; if you can't manage to take
it, however, you can save it for last since the gun fire above will be gone.
When moving west toward the last vierling, toss a grenade to clear out the
bifurcation. A safe path toward the bunker's necessary, 'specially if yer
hurting for health. The 3rd vierling is actually on top of the bunker, so
use the outside ladder to get up there, plant the charge, and get off.
The south path leads to a dead end but there's an alcove with grenades and
ammo in them. Loot time!
---------------------------------------.
| iv. ASSAULT THE COMMUNICATIONS BUNKER |
'---------------------------------------'
The comm bunker is north of the previous fork. Clear the way into the place,
and kill the minimal resistance (~5 guys). The second bunker's a little more
tough. 'Nade the entrance to clear some rabble, and the plentiful enemies on
both side of the room. There's a few health packs within. Moving west, keep
an eye on the high windows 'cause they all have enemies peeping out. Past
there, an east nest contains some ammo and health once the occupants are put
out on the street (in caskets! LOL). Enemies swarm the sides a bit before
the comm bunker is opened, lamely. [CHECKPOINT]
Inside, an enemy at the top of the stairs chucks grenades downwards, so time
the ascent and take him out. The upper floor has lots of ammo and health for
preparation.
-----------------------------------.
| v. DESTROY THE THREE NEBELWURFERS |
'-----------------------------------'
Yay, more trenches... Basic warfare like before, except when entering the
first bunker, a man will be facing the entrance through a wall with a SMG.
Careful, there. You can use this bunker's window for a slightly-higher
vantage over the enemies in trenches. Pay attention to the hilltop gunner
and the two in the far-off building balcony. They've been dealt a good hand
strategy-wise. Besides that, there's health and ammo in each li'l alcove down
the way.
At the fork, take the north bunker for its ammo, keeping the southern uphill
path in sight. They throw grenades up there, too, sadly. A fork inside will
lead to an east nest (with ammo/health -- take it first), and a small store-
-house the opposite way, en route to the uphill climb. [CHECKPOINT]!!!!
I found this uphill climb incredibly annoying. Maybe it's the enemy all at
a progressively higher, layered elevation; maybe it's the general annoyance
of more trenches. <rips hair out> The upper bunker's ground floor is filled
with enemies, including two in the dark back corners (one who throws some
grenades). Once you get near there, however, the allies rush in and act as
meat shields. ...What, it's still camaradarie...!
There's a bunch of stielhandgranates upstairs ripe for the picking. However,
the correct way is the door on the ground floor. An enemy will open it after
awhile, leading down into the basement bunker. The west corridor leads to an
outside region, where the 'Screaming Mimis' are found. Split three ways, each
dirt path leads to one of the nebelwurfers. The southern path is probably the
hardest one to complete, so doing that one first is wise.
Either way, play it safe -- the last checkpoint is light years back...
-----------------------------.
| vi. REGROUP WITH YOUR SQUAD |
'-----------------------------'
Join them by the dirt-path entrance to end this sucka mission. Finally, we
can leave this sadsack area behind.
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13) THE LAST TRAIN [WK13]
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STARTING WEAPON: M1 Carbine, Thompson
Hope you packed your mukluks and some handwarmers...
------------------------------------.
| i. CLEAR OUT THE HOUSES ALONG ROAD | - [CHECKPOINT]
'------------------------------------'
This wintry atmosphere doesn't do much for camouflage, luckily. Follow the
Fighting 1st up the road to where the town outskirts are. From now on, this
place will be a hotbed of enemy activity, and any house you see is liable to
be full up with some-a these goobers. The barn and house first encountered're
guilty of this. Same thing for up the icy street, except the enemy is hiding
out in the snowdrifts and using trees as cover.
After the second barn, some houses will have 2nd-floor activity, accessible
to the company if they choose. [CHECKPOINT] when all are finished.
-----------------------.
| ii. DEFEND YOUR SQUAD |
'-----------------------'
One of those 'what the heck!?' moments occurs when an artillery shell shoves
a house roof into the treadpath of the tank, cutting off a retreat. Shooting
from inside the barn is suggested, as it has both a line of sight into the
snowy town's central road, and also the balcony where some Nazis try to have
an easy shooting gallery. Since this is on a time limit instead of a kill
limit, you can hide and get minimal kills to conserve health.
Eventually, a ceasefire gets issued and it's time to stop a mortar round in
the opposite part of the square.
--------------------------------.
| iii. ELIMINATE THE MORTAR CREW |
| iv. ELIMINATE THE FLAK 88 |
'--------------------------------'
The mortar crew's the worst because there's no warning; the Flak 88 is rather
slow, as you found out a few missions ago. Go south and southwest out of the
barn to the street, and when the street turns west, the mortar crew can be
spotted -- they've set up shop on a hovel's stoop. Kill 'em and destroy the
artillery. The Flak 88 is in plain sight north of that position...y'know,
the gigantic gun probably pointing your way? ^___^
----------------------------.
| v. FOLLOW THE SHERMAN TANK |
'----------------------------'
The Sherman will lumber up the street and eventually destroy a blockade on
the road. It also gives excellent cover as its got thick armor and nothin'
coming out of a peashooter is gettin' through that plating. [CHECKPOINT]!
A few more buildings to wipe clear and the tank will move further. The vacant
barn has a large healthpack and stielhandgranate ammo in the darkness, so do
not pass it by just 'cause enemies ain't in it.
--------------------------------------.
| vi. ELIMINATE PANZERSCHRECK SOLDIERS |
'--------------------------------------'
Our Sherman can't proceed 'til the enemies rocket launchers are silenced for
good. It's hard to get a good bead from around the corner, so time some good
grenade throws to clear 'em.
---------------------.
| vii. CLEAR THE BARN |
'---------------------'
The barn will suddenly surge with...insurgents! Best vantage point is the
second floor of the house SW from the barn. It's got health and hand grenade
ammo up there, as long as you can locate the stairway in the dark (it's kinda
hard to see). It overlooks the door and can mow down any who dare exit in the
face of the Fightin' 1st. :p
Eventually the second barn's doors will open and show a tank with Nazis
riding shotgun. A grenade can help thin the place, and the allies -- who are
already located near that entrance -- can thin it further.
-------------------------------.
| viii. MEET UP WITH YOUR SQUAD |
'-------------------------------'
That panzer is now USA's tool o' destruction!
-----------------------------.
| ix. REACH THE TRAIN STATION |
'-----------------------------'
Whee, time to destroy some Nazi property. The tank handles like it did back
in Africa, no hidden surprises. Shooting tanks is no big deal, and machine
gun nests aren't exactly unfamiliar. One cool thing is that enemies who are
in second-story houses can get blown right up if y'aim at the window. It'll
blow a much bigger hole in the place. Most of the latter tanks are situated
around houses, so if you strafe (move sideways, fire perpendicular) you can
get in some easy kills.
-------------------------.
| x. DESTROY THE FUEL CAR |
'-------------------------'
Upon reaching the station platform down the line, look for the fuel car. It's
shaped like a cylindrical tank. Blow that piece of crap up and make sure not
to be murdered by panzerschrecks standing right by it!
----------------------------.
| xi. DRIVE INTO THE STATION |
'----------------------------'
Drive over the tracks and into the gully -- it'll be time to dismount. Well,
it is...the mission also ends.
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14) THE DRAGON'S TEETH [WK14]
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STARTING WEAPON: M1 Carbine, Thompson
Here it is, the last mission in the game. It's got it all. Explosions, sniper
rifles, mean enemies, lots of hectic stuff. Let's take the Siegfried Line!
--------------------------------.
| i. CLEAR OUT THE FIRST PILLBOX |
'--------------------------------'
Northwest we shall go! It's a run-of-the-mill pillbox, except elevated for
better gunnin'. Make it to the base and you'll be treated with a lot of meat
shields, most of whom are ready to shoot you dead. The backstep will open if
approached, and enemies are sitting ducks when ascending.
----------------------------------.
| ii. CLEAR OUT THE SECOND PILLBOX |
'----------------------------------'
It's right down the south, snow-covered road. It's easy to round the base
as it can be done from the best side. In fact, don't be surprised if you
stumble upon groups of enemies near each other and completely spacing out.
Open the backdoor like before, toss a grenade in, murder those who flee the
place. Inside is a Scoped Kar98k, which you should take in place of your
other stupid carbine. Keep an SMG for fast protection. Maybe switch that
Thompson for an MP40 -- there's more ammo for it, and that's the name of
the game.
-------------------------.
| iii. MEET UP WITH SQUAD |
'-------------------------'
After stealing everything not nailed down, talk with everyone outside the
pillbox. Sad scenes ensue and we press on.
------------------------------.
| iv. ENTER THE DRAGON'S TEETH |
'------------------------------'
That sniper rifle will make the hurt go away, yo. [CHECKPOINT]. The Dragon's
Teeth is a heavily fortified part with three guardtowers and an annoying
bunch of walkways with weird fencing and goofy obstacles. But, it's far more
easy if you pluck enemies out of the towers until no reinforcements arrive.
When that's done, the infantry found within can be taken care of by helping
hands from the friends, who are rather useless against the towers' gunners.
------------------------------------------.
| v. CROSS THE SIEGFRIED LINE INTO GERMANY |
'------------------------------------------'
This part entails navigating the weird fencing and such. You won't be able
to get the third tower's sentries until entering the snowfield. Enemies are
ALWAYS dressed in white; if you see some unnamed people shooting, but are
in greens or camo, those are friends. Further on, it's possible to snipe a
bunch of reinforcements descending a northern slope from a bunker. Might as
well use the sniper rifle because it becomes useless once indoors. [It won't
be useless after that, though.]
---------------------------.
| vi. CLEAR OUT THE BUNKERS |
'---------------------------'
Kill all enemies who run down the slippery slope, and those that decide to
hazard a chance of manning the hilltop machine gun. Waste that sniper ammo,
sarge! There's going to be so much MP40 ammo lying around you should just
switch to that as your main semi-auto. Do it before you reach the checkpoint
in front of the bunker stairway, 'cause all that dropped ammo disappears if
you die.
Inside finally, the white-dressed Nazis stick out like shore thumbs, easily
shoot-able. By the second pillbox, you can find some extra Scoped Kar98k
ammo if you need, but it's unnecessary. Given how clustered the enemies are
in here, make sure you're doing tactical reloads (reloading when possible
so you don't run out in battle) as yer moving through. There's a [CHECKPOINT]
at the very last pillbox stairway.
-----------------------.
| vii. CROSS THE BRIDGE |
'-----------------------'
The last pillbox gets trashed by a mortar round, so it's time to navigate a
few trenches. Jump the north railing opening and move west down the slopes
to the trench opening. Some allies will ping shots down into there and draw
Nazi fire, letting the player get some clean-up kills thus. There's a single
gun nest at the end which one 'nade can take care of.
By the riverside cliffs, a snowy trail leads down to the bridge. When you get
down, you'll see it leads to the underside. There's a few soldiers stationed
underneath here, and their camo helps blend in a bit.
------------------------------.
| viii. DESTROY THE V2 ROCKETS |
'------------------------------'
Destroy the two gun nests (you can ambush them, weirdly enough o_O) at the
north end and spy the two rockets road-side. The enemies here will respawn
indefinitely, so you'll have to brave the crossfire and get a move on. Put
a few charges on the rockets.
-----------------------------.
| ix. GET BACK TO LT. DELANEY |
'-----------------------------'
Return to the bridge gun nest which has been fittingly reappropriated by the
US of A. Watch some sweet fireworks that end the game. Yeah, I know: why not
include the seige of Berlin if it's trying to be historically accurate and
such? Pah...
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IV. UNLOCKABLES [UNLK]
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Unlockables are obtained by completing a mission, and can be accessed from
inside the 'Special Options' tab. Sadly, most of the extras are useless -- no
extra weapons abilities, no vehicles...mostly just pictures, historical info,
character bios, a couple movies. You usually unlock things that are featured
in each level.
01. WE'VE BEEN THROUGH WORSE
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- No unlockables
02. BAPTISM BY FIRE
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- Denley [Character]
- Bloomfield [Character]
- Kelly [Character]
- Hawkins [Character]
- M-1A1 Thompson
- MAS 38
- M1 Garand
- MAS 36
- Walther P38
- US MK2 Grenade
- Stielhandgranate M24
- Chatellerault
- Karabiner 98k Bolt-action
- M2 .50 cal Browning
- Hotchkiss M1914 HMG
- M3 Stuart Light Tank
- M3A1 Halftrack
- Supermarine Spitfire
- Junkers Ju-87 Stuka
- Quad 20mm Flakvierling
- Oran [Concept Art]
03. TANKERS
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- Panzer IV
- M13/40
- Kubelwagen
- Flak 88
- Tunisia [Concept Art]
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V. THANKS AND UPDATES [THKS]
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09-21-07 ----------------+ Added to GameFAQs
NOTE: I only borrowed this game, so I can't add any more information at this
time. I'll still take questions if necessary; just know I can't get on
for multiplayer.
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VI. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.