Star Wars: The Force Unleashed: (ps3)FAQ/Walkthroug

Star Wars: The Force Unleashed:(ps3)FAQ/Walkthrough

Table of Contents

1)Legal stuff
2) Basics
2.1) controls
2.2) Combos
2.3) How the game works
2.4) Interface
4) FAQ

1) About this FAQ

If you have questions, comments, or corrections to make regarding this
FAQ, send an email to degausser@hotmail.com, with "Star Wars FAQ" in the
title, and We'll talk.

As one last note, I will talk about this game on the standard, default
difficulty. So, I may miss a thing or two if playing on higher levels.
Then again, if your playing this game on harder levels, you've probably
already beaten it on normal >.>


If you're too lazy to read the instructions, or have tossed them out the
window a-la Eddie Izzard, then this section's for you.

2.1) Controls
Normal Controls:
Left Analogue stick: Move around

Right Analogue Stick: Camera

Square: Lightsaber attack. You can perform attacks in the air, and have
up to a combo of 4 swings.

Triangle(Vader) Force Choke people, you have to be close to guys to do
this one.
Triangle (Starkiller) Once unlocked, you can force-lightning people.

Circle: Force Push, knocks enemies back but doesn't deal much damage, can
be upgraded to be chargeable.

X: Jump, by pressing X twice, you can double-jump.

L1: Dash, You can dash on the ground, or in the air. You can even dash
after double jumping. You'll need this guy a lot.

L2: Defend. This blocks many melee attacks as well as all 'standard'
blaster attacks. Explosives, explosive ammo, blasts from starships,
electrical blasts, and some melee attacks cannot be blocked. It also
brings up your defensive powers menu once you unlock them

R1: Strafe, I find it useless, but hey, it's there.

R2: Force Grip. You will be given a tutorial on this early in the game.
Also, if you release the R2 button while still pushing a control stick in
a direction, you will 'fling' someone in that direction, it's a great way
to do people in!

While Force gripping you cannot move or defend yourself, but you will be
holding something aloft. Not everything in the game can be force
gripped, some enemies are immune, so beware. While gripping, the left
analogue stick controls things going left and right, to and fro. The
right analogue stick controls things going left and right, up and down.
If you don't touch either stick, the object will slowly float upwards.

After you unlock all three special abilities for your defense, your
defense menu will allow three additional force powers. Defense and square
will throw your saber, defense and triangle will create a damaging aura
called a 'lightning shield' and defense and circle will repulse
everything around you. All of these powers use up quite a bit of force,
but all are very effective, so use them as you see fit.

2.2) Combos
You will begin the game with a few combos. For example, pressing L2
while locked onto an enemy will levitate them, then pressing circle will
blast them back, inflicting damage and looking pretty cool. This
particular move is called the Cannonball.

You can unlock a ton of powers over the course of the game. The
designers did a pretty good job of evening them out, some are more
effective than others at certain points against certain enemies. Have

2.3) How the game works:
The force unleashed is essentially a hack-and-slash game, but there are
some differences. The biggest one is it's level system. By killing
things, you get points. Now, you will accumulate more points if you kill
things in flashy ways, using force combos, and VARYING your force combos.
That means you shouldn't spam one move over and over again, as you won't
level fast.

Every time you level, you get 1 Force Talent, force power, and force
combo spheres. You can use spheres to upgrade yourself, your force
abilities, or get new attacks respectively. You can get additional
spheres by completing bonus objectives, these can be checked by pressing
select, then looking in mission objectives. Most levels have three extra
objectives: Do some random task, accumulate X points, or find all Jedi

What are Holocrons? Well, they are various yellow cubes throughout the
game, and each will give you a special benefit. Some give you lightsaber
crystals, some give you costumes, some give spheres, and some merely
bestow points. These guys are Yellow, usually hidden, and look like
light sources from far way, meaning you'll have to get close to them to
spot them.

Now, there are also SITH holocrons in the game, which are different.
These do NOT have to be collected and are red pyramids. As opposed to
the Cube holocrons, they are easy to spot, and will give you temporary
boosts like doing significantly more damage, making you invincible,
replenishing your health, or whatnot. All Sith holocrons are fairly self

2.4) Interface
The interface is super easy for this game. The green bar is your health,
it'll turn red and flash if you are low. Everything you kill will give
you some health, so it's abundant. The blue bar is your force energy, it
regenerates quickly, but it can run out. If you use a lot of force
energy while it's low, your force bar will turn yellow. A yellow force
bar means you can't use the force until the bar 'cools down' and becomes
blue again. It's easy to spot, just look for it.

Below to the two bars is a minimap, which is useful but not always
specific. It does, however, always tell you were to go in the form of
yellow dots or arrows, so that's nice.

Now, when you kill someone, kill them in a cool way, or pull off a Force
combo, It'll temporarily replace the minimap with the type of enemy you
killed or how you killed him.

3) Walkthrough

I'll try to keep the spoilers down, but no guarantees. If you don't like
spoilers, then don't read past where you are.

Tutorial stage: Vader
(Extra mission objectives: None)

Okay, you are controlling Vader right after the events of episode III, as
he is hunting down a Jedi who survived on the Wookie homeworld. Note
that Vader cannot double jump, cannot dash, and is far too menacing to
'run.' So this section might be a bit long as you are forced to 'dawdle'
to the rogue Jedi.

You start off, look around. The path is laid out before you extremely
easy-like. Follow it, kill Wookies, kill the stormtroopers if you are so

You'll get to a large wooden gate. Press Circle to charge up force
blast, and let go of the button to release it. This will destroy the
gate and let you pass.

Continue on, fight more Wookies, the path is pretty much just a straight
line. Eventually you will get to a bridge, cross it, and you'll reach
another wooden barrier, blast it like the previous one. Walk up the hill
and enter the tree at the top. Stand on the circular thing, which is a
lift that will take you up, so you can continue on.

Go across the bridge, follow the path, and you'll reach a second bridge
that'll immediately be taken out by a TIE fighter, so you'll have to
proceed to the next one. There'll be a ton of Wookies waiting for you
there, but they are super easy. One swing from a lightsaber will do them
in. Cross that bridge, then the next one.

You'll reach a large clearing, with a hut on the other side, walk towards
it to trigger a cutscene and a fight with the Jedi master.

Boss Fight: Rogue Jedi
This guy's pretty easy. Just attack him with the light saber, or use
force fling to throw him around, he's pretty much a pushover. He is,
however, immune to force choke and Force Push, so, y'know, don't try
that. You might trigger a lightsaber lock. If you do, all you have to
do is rapidly tap square to overpower him, do some damage, and knock him
down. You might also trigger a force battle, where you rock the left
analogue stick, if you win, you do some damage.

Note that he may get a blue aura around him and start concentrating. If
he does, he'll be invincible. Try to move around a lot as he'll try to
bring a TIE fighter down on top of you. That's not nearly as damaging as
it should be.

When he gets low on health, the game will prompt you to press Square,
this will lead to a quick time event, where you will see a cool cinematic
and have to press the buttons when prompted (if you don't, you will be
forced to redo sections of the QTE) This is true for all bosses in the
game and all sub-bosses.

Watch a cutscene, Nifty!

3.1.5 (Tutorial 2)
(Okay, this is a forced tutorial for force grip. Just follow the
instructions, it's cake.)

Another Cutscene

3.2 TIE factory
Okay, first real mission as Starkiller, follow the corridor until you hit
a dead end, then force-blast your way into the hanger. There are a TON
of badguys here, so go nuts, but don't goof around too much, or it may do
you in. There are several waves of baddies that come in through a whole
in the ground, but they'll eventually stop. There is a Sith Holocron at
the end of one of one of the catwalks (Unlimited Energy)

JEDI HOLOCRONS: One is on the far catwalk from the entrance (points), one
is on the uppermost catwalk (Yellow Lightsaber crystal). To reach the
latter, you must get on top of the fin of the crashed starship and double
jump up to the catwalk.

SECONDARY OBJECTIVE: One of your objectives for this level is to destroy 5
TIE fighters, there are six in the hanger. You can either lock onto them
and force-grip them down, or Force-fling stuff into them.

There is a door in the hanger opposite the giant force-field-into-space,
but it's locked, Force Grip the control panel to the left, which will
open to a second door. Force grip that up, and unlock the next hallway.

Force Push through the door that closes in front of you, fight some
guards, hang a left, fight some guards. You will be at a 4 way
intersection, one way is the way you came, one is a dead end, two are
doors. Force Push through both doors, one leads on, the other houses a

Continue on, more guys. Careful, these guys have force pikes, which can
gourd against your lightsaber. They are, however, still quite vulnerable
to Force Pushs and such.

Continue on, and you'll reach a T intersection, where you are running up
the middle. The left will open up into stormtroopers, which can be
easily killed. The right continues on after you Force Push a door.

Follow the minimap and you'll get to a bridge that's been torn apart.
Double jump across it and find a bunch of guys, kill them, then force
blast the white door to find some more guys inside a small bunker.

BEFORE heading for the lift (the circular area at one end) Force Push
your way though the other door, and find a JEDI HOLOCRON (Force Talent
sphere) behind some boxes.

Up the lift there is another fight, and two more doors to Force Push.
One continues on, the other leads to a small area where there is a JEDI
HOLOCRON (Force Combo Sphere) behind some boxes to the left.

Follow the other path down and kill all the stormtroopers in your way.
You'll see a bridge to the left that's been taken out. Double-jump to
cross it, and continue on. You'll be on a straight walkway, but there
are some areas off to the right. One of these areas contains a JEDI
HOLOCRON (points).

Follow the minimap to a large, computer-filled room with a battle between
Militia and stormtroopers. Kill everyone. There is a sith holocron
(damage) in the little computer hub in the center.

Continue out the other door, fight some more guys (with heavy weaponry),
and you'll get to a large room. As soon as you enter, they will raise the
'laser gates.' If you touch these gates, it will hurt, but it
instantly kills them if they touch it. Have fun >:D When they are dead,
force grip the glowing generator outside the laser gates to shut them
down, then move on.

There's a Corridor, then large room. If you fling something out the
window, it will break the seal, and suck all nearby bad guys out until an
emergency bulkhead seals it a few seconds later.

Another corridor, another large room with a Sith Holocron (Health drain
aura.) The corridor after that requires you to force-pull two things.
One is a hatch down, and the other is a large metal thing. It's pretty
straight forward, Pull the metal thing across, then double-jump=dash to
the hatch. Then jump up and continue on. Drop down at the end of the
tunnel, blast the door at the bottom, and continue on.

In this room, there are several militia men trying to take down an
imperial AT (an AT-CT) You can kill the militia men, then the AT-CT, or
you can let the imperials kill it and then pick them off, but don't go
after the AT-CT first, or you will die. After that, jump on the TIE wing
assembly (The TIE wings that are rising up) and ride it up to the
uppermost catwalk. There is a bunker at the end, and if you jump on top
of it, you will find a JEDI HOLOCRON (points)

All ATs can be killed in the same basic way. You jump, or double jump,
hit them with the lightsaber combo, then fall down, jump again. Watch
out as they have a ground-pound maneuver that will hurt you and knock you
back if you are on the ground. Once they have taken about 4/5ths of
their life in damage, stand in front of one to launch a quick time event,

Finish off the bozos on the catwalk and go through the door indicated on
you minimap. You'll enter a second wing assembly room, but this one is
worse for the wear. It has a Sith Holocron (unlimited energy) though I
don't see why. See below for the Jedi Holocrons, and then just exit
through the other door.

There are two in this room. To get them requires a bit of finesse.
There is a TIE wing on the ground. Force grip one and fit it into the
second shaft from the right. Then jump on the wing in the right most
shaft, then the wing you just placed, then the wing on the third shaft
from the right, where one holocron is (points) Jump up and up, and
eventually you will be able to board one of two catwalks, One of which
has a Jedi Holocron (power crystal.) It may take a few tires. Remember
to double-jump-dash.

Follow the corridor to a junction, kill people, go up the lift, follow
the corridor, and welcome to a massive assembly line. It's positively
teaming with bad guys. Kill them all, and explore the area throughly, as
there is a JEDI HOLOCRON in a side room (points). Tucked away, in the
back, is a small area with a bunch of guys, and a generator behind a
laser gate. There are two JEDI HOLOCRONS, one is in a side room
(Points) and the other is in between one of the masses of energy pylons
(sphere). Take out the guys and the generator, and the laser gate will
fail, allowing you to proceed to the second part of the assembly area,
which is much like the first. Kill people, and search every nook and
cranny for 2 JEDI HOLOCRONS (both Points)

NOTE: You can force grip the assembly lasers and shoot people with them,
pretty fun!

Exit at the door at the back, follow the corridor to the lift, cutscene.

BOSS Battle, General Kota:

Well, as bosses go, Kota is pretty easy. Just attack and defend with
your lightsaber, and toss him up in the air if you feel so inclined.
He'll occasionally resist your force grip or blast. When he summons a
bunch of monitors to himself, or gets a green aura, hide behind one of
the walls, as that may protect you.

When he takes enough damage, he'll detach the tower and you'll start
falling inside the structure. Continue fighting, and eventually the
ground will heat up (glow yellow). From then on, if you touch it, you'll
take damage, so stay on some of the concrete slabs to avoid getting
burned. When he's taken enough damage, he'll trigger a QTE.

Cutscene: Cryptic!

3.3 (Raxus Prime)
(Secondary Objective, Kill 10 Skiffs)

You now have access to the TRIANGLE button, force lightning, your new
friend! Go forward and use it on the glowing blue engine, which will
fire off out of control and smash into the tower at the far end of the

Now, There are two more engines in the clearing (one to the left and one
to the right), and you have to fire off one more of them. And that
glowing yucky stuff hurts you, so don't stay in it too long. Luckily
there are small platforms that you can raise from the gunk so you can
land on them.

JEDI HOLOCRON: One is off to the left (points), underneath a cliff that
is easy to see. It is right behind a platform that you can raise. You will
get hurt getting in, I'm sorry to say.

SECONDARY OBJECTIVE: The secondary objective in this level is to kill 10
skiffs. You can make two show up here by getting to the right-side
engine, and by reaching your destination (the tower) and walking around
a bit before going inside the hole. A little bit of sith lightning will
blow them up.

Enter the hole, and face, JAWAS! Get next to one and press Square and X
for a funny attack. Follow your way on the minimap to a large circular
room. Jump up, and use the gears to get up to the large hole up there.

JEDI HOLOCRON (sphere): There is one up there. It's hard to explain,
just jump around in the area for a while and you'll eventually manage to
get it. HINT: There is a lip on the large center cylinder that you can
land on.

Leave the hole, and continue on, Force Push the broken scrap heap, move,
and jump across the river of gunk. There are large, glowing pylons,
which you must force-grip downward to prevent sparks from raining down on
you when crossing the area. Follow along and you'll get to a large open area,
where Rodarians are fighting Junk droids.

Here, Junk droids will pop up, seemingly ad nausium, but you CAN kill all
of them. Also, there are several skiffs to destroy. There is a JEDI
HOLOCRON (points) directly to your left as you enter the area, and
another JEDI HOLOCRON (compressed Red Lightsaber Crystal) hidden in a fake
wall on the ground level. Also, there is an Unlimited Energy Sith
Holocron here.

Raise the large, glowing blue piece of metal up using force grip, then
stand on top of it and double-jump-dash over to the other glowing metal
thing. Destroy it (Leaping lightsaber slam works well) and jump down.
Kill stuff, Then jump down the next hole.

Another large area, kill stuff, there are Skiffs here to destroy as well.
There is a JEDI HOLOCRON (points) Near the cliff to the river of gunk.
This area can get confusing, but just follow the minimap to a fake wall
and force-blast it open. Follow the corridor to a dead end. There is a
fake wall that you can Lightsaber through for a JEDI HOLOCRON (Points),
then double jump up to the tunnel above the holocron chamber to continue on.

You'll come to a large river of gunk with makeshift bridges across it.
There are a lot of heavy gunners here, so be careful. If you have
Defensive saber mastery levels, just press block and redirect the blaster
bolts back on their targets, making your job easier. In any case, cross
the chasm. You'll reach some large, glowing gates. Force grip and bend
them so you can pass.

Another large area (scavenger's camp), with a TON of gunners. You'll
need to make your way to the whole in the wall at the far side. Watch
out, tons of gunners here. In one of the corners is a JEDI HOLOCRON
(sphere) and off the 'dock' overlooking the cliff there is another JEDI
HOLOCRON (Gold Lightsaber Crystal). Also in the center structure there
is a Sith Holocron (Damage increase)

Go down the Hole and follow the small route to yet another open area.
Kill guys, and use the force grip on the glowing electricity . . . thing
in the center. That will cause a piece of debris to destroy the laser
gate generator. There are two more skiffs to destroy, to get them to
come to you, go to the end of the two 'docks' near the energy thingie.

JEDI HOLOCRONS: There are Two in this area, One is atop some wreckage
left of the entrance/exit (Compressed Yellow Crystal), and the other
is underneath the glowing energy thingamabob (Sphere).

Head back to the camp, and through the area that was cut off by laser
gates. Beware, enemies respawn, make your way through the corridor,
and lightning-zap the two little flying droids at the end.

NOTE: Those little flying droids will siphon off Force energy from you,
so kill them whenever you see them.

Okay, large pit. Follow the little walkway down and left, killing any
scrap droids you see. Lightening zap the engine, and it'll start heating
that large piece of metal. Run along BACK the walkway and you'll trigger
a cutscene with a Junk Titan.

Sub-Boss: Junk Titan: Use Force lightning to stun him and smash him
repeatedly with your lightsaber. A good rule of thumb is to jump, get in
three smashes, then lightning him, land, jump and repeat. You can also
zap the large thing he's under to stun him, and stay clear. It may take
a couple tries, just try to get a rhythm for him. When he's low enough on
health he'll trigger a QTE.

Jump to the Right side walkway, grab the JEDI HOLOCRON (points).
There's also a sith Holocron (Damage Increase) if you wanna grab it.
Force grab the glowing piece of metal that is being heat blasted.
It'll trigger a cutscene, then jump down to the now-makeshift bridge.
Follow along the path, and you'll get to a glowing, curled piece of
metal. Force Grip down, and jump on your new platform, then across.

You'll come to several metal bars sticking vertically up. Force Push
them to reveal more glowing curled bars. Bend them all down to form
several platforms that lead to a JEDI HOLOCRON (Sith costume!)

Follow the minimap to an area with another Junk Titan, beat him as you
did the last. Force Push the door open. There is a JEDI HOLOCRON
(points) Right on the other side. Also, there is another obvious JEDI
HOLOCRON (Power Crystal) floating in mid-air just a bit farther down.
To get it you'll have to force grip some junk into position, stand on it,and
double jump up to the catwalk, and then jump-dash over to the holocron.
There is a third JEDI HOLOCRON (points) at the end of one of the
catwalks. Get on the lift, Cutscene.


Congrats, welcome to your first difficult Boss. Kaztan Paratas is a
mean, fast little bugger, and you'll probably die a few times before
winning, but there is a strategy to beating him. When he goes into an
attacking frenzy, he'll attack twice, pause, then attack a third time
with a big flashy move (it may break your guard.) So, when he attacks
twice, block, but during the pause, attack him. You'll do a cool
deadlock animation. Then hit him with lightning. Rinse and repeat. You
may get into a lightning deadlock. Hit the triangle when it's in the red
part of the circle to gain ground in the deadlock.

Part way through he'll climb up, out of reach, and summon a Junk Titan,
which is actually a good thing, seeing as you can kill it and get some
life back. He'll toss some junk at you (hide behind one of the pylons)
then come back down for more fighting. He may summon more over the
course of the fight.

Eventually there will be a QTE, Cutscene, NO FORSHADOWING HERE, NO
SERIE! I'm sure Maris Brood will stay on the straight and Narrow!

3.4, (Felucia)
(Bonus mission, destroy 4 Rancors)

Wow, a Druggie's favorite place! Move along the easy-as-pie path,
killing Felucian warriors. Watch out for spitting plants, as you cannot
block their projectiles. There is a JEDI HOLOCRON (Points) to the right
immediately after you trigger the small cutscene where Starkiller says "A
Jedi's hand is at work."

Enter a tunnel, which empties into a large spire which you must ascend.
There are multiple paths upwards, so just make your way on up. There
are FOUR JEDI HOLOCRONS here, as well two Sith Holocrons (damage) and
(Health drain aura).

JEDI HOLOCRONS: One is on the level below the entrance (points), one is
easy to spot on one of the levels upward (points) The Last two are on
two separate dangling platforms near the top (Unstable Red Lightsaber
crystal and points.)

Once you reach the top, you'll go through a corridor. You'll enter a
large clearing and get a small cutscene, prepare for beat down . . .yours.

So here's the deal, those blue Felucians are now invincible if they have a
red aura surrounding them. There is a red dude in the back that makes
them that way. Try to take him out, but he teleports, so it's very much
in the 'not fun' category. After you kill him, search the immediate area
for a JEDI HOLOCRON (points), then follow the minimap to another area with
more invincible dudes, only this time, patches of the ground (they look
like bogs) will explode if you get near them. You may die a few times.
Enter the tunnel where the mimimap indicates and continue on.

UPDATE: Aaron Landry pointed out another JEDI HOLOCRON in this area, the
elusive Compressed Gold Lightsaber Crystal

Inside the Tunnel you'll find a JEDI HOLOCRON (Sphere) where there is a
small fork in the road. The Holocron is floating in between the fork,
just look around. You'll eventually come to a bridge with more of those
invincible-making dudes and a big ol chieftain. Kill and continue on.
Next you trigger a cutscene, now you can choose to kill the rancor, or
just run past him. Wait, RANCOR!?

Sub Boss- Rancor
Strangely, the Rancor isn't as tough as one might expect. Just follow the
standard method of taking down the Junk Titans (Jump, three lightsaber
slash, force lightning) and you'll trigger that QTE in no time. Also,
there is a Sith Holocron (Damage) to help you out.

Additionally, there is a JEDI HOLOCRON (Points) in the Rancor area.
When your done, continue on to the next area, with another shaman and more
of those invincible dudes. Run past or kill them, but follow that minimap
into the tunnel. Inside, between another fork in the road, is a JEDI
HOLOCRON (points). Continue on, more invincible dudes, continue on. You'll
reach a large, underground clearing. There are THREE Rancors here, but
they are fairly well isolated from you, so take them down if you feel like
completing the bonus objectives.

Also, search the place thoroughly, for JEDI HOLOCRONS. There are 4
Strewn about the area, (3 Sphere, points). Exit at the tunnel in the
back, trigger the cutscene.


Another two-stage boss, like Kota. In the first part it's a straight up
duel. She's immune to force push and grip, and she's quite agile. Also,
she'll sometimes summon Felucians so you can kill them for health. Watch
out for more of those exploding bogs. The Force Repulse (Guard+Circle)Is
very effective against her. Use it on her then stab her while she's down.

When you damage her enough, she'll jump down and have a mega Sarlacc aide
her. Just keep your eyes on those large tentacles, because when she
jumps clear they will come down to crush you. They always come down in
with gaps in between, so it's possible to avoid them if your quick
enough. Use lightning and the Leaping Saber slash on her here. When
you beat her, it's QTE and then cutscene.

Cutscenes upon Cutscenes, OUCHIE! Apparently, in the book, it took
him six months to recover.

3.5, (Empirical, Science station)
(Bonus mission, Launch all escape pods)

When the game finally let's you move, take a second. Look around before
smashing the glass. You'll see a large generator outside the glass
enclosure. Break the glass and you'll trigger gas that will continually
drain your life. Force Grip the generator to disable the gas and drop
the Laser Gates around the door.

Exit through the door for a free JEDI HOLOCRON (Blue lightsaber crystal),
continue on and you'll eventually enter a large experiment room (lots
of gas canisters). Inside one of the chambers is a JEDI HOLOCRON (sphere).
Another JEDI HOLOCRON (Sphere) is inside a door directly below the door
that you entered from. (Thanks to Sean b for the Holocron in the door,
for some reason I couldn't find it!)

NOTE: This is the first appearance of EVO troopers, these guys are easily
recognizable as they have electricity arcing in their suits. They shoot
projectiles that cannot be deflected and they are immune to lightning.
What's more, if you zap them, they'll get a force field around them,
which makes them immune to all force powers.

In the far end there is a glowing door. Force Push it open. Follow
along the path, and you'll find yourself facing a huge room full of
baddies. Tons of bad guys in here, you may die a few times. All I can
say is do what you can.

NOTE: This is the first appearance of Shadow Troopers, these guys have a
gun that, while it can be deflected, if it hits you it stuns you for a
long time, giving people plenty of time to pound on you.

NOTE: This is the first appearance of Stormtroopers Commanders, these
guys have Force Fields that prevent all force powers, and absorb one hit
from a lightsaber before it goes down. After their forcefield goes down
though, they are fair game.

In this room there are six cylinders which are actually escape pods. Hit
them with Force Lightning to make them fire off and explode after a bit.

JEDI HOLOCRON: One of the escape pods is sitting on top of a Holocron (
sphere). Fire it off to gain access to it.

When this room is done, force push your way though the glowing door to
continue. Another Fight, and there is a JEDI HOLOCRON (Power Crystal) Hidden
behind some barrels. Also, listen to the P.A. system and your talk with
Proxy for some comedy.

Force Blast your way though the door, and now you have to fight Two EVO
troopers and a fearsome PURGE trooper.

Sub-Boss: Purge Trooper
These guys are super droids and can take a ton of hits. What's more,
Lightsabers don't cause them to 'flinch' though force lighting does.
They have some powerful hand to hand attacks, and a powerful energy
cannon that cannot be deflected if you run away from them. Your best bet
is to make him fall down, and stab him with the lightsaber while on the
ground. The Sith Saber Slam and Aerial Ambush actually does this fairly
well. He is immune to force grip, and extremely resilient to force push
and force repulse.

Force blast your way though the door and into another fight. Fight the
guys on the Catwalk first, then go under it where you'll fight TWO more
Purge troopers and several more Stormtroopers of various makes. There
are two generators. Force Grip both of them to lower the Laser gates and
rescue JUNO

NOTE: If you have Force Lightning upgraded to lvl 2, this fight becomes
much easier, as you can just stand up top, force lightning one Purge
Trooper, and jump around and duck for cover when you run out of energy,
rinse and repeat. As long as you stay out of the firing line of the
other trooper you're good. Alternately, you can Lightning Grenade all the
Shadow troopers down there, and hope to take one or both of the PURGE
troopers out.

Cutscene, congrats, you are now fugitives. And for some reason, you now
have a Blue Lightsaber in the cutscenes (Where'd that come from???)

3.6 (Cloud City, Bespin)
(Secondary Objective, freeze 10 Imperials in Carbonite)

Start off fighting, and scale your way up two ramps and two landings to
the exit. There are two JEDI HOLOCRONS here, one is on the second
landing, above the bar(Power Crystal), and one is inside a depression on
the third landing. (Unstable Gold crystal), There's also a Sith Holocron
(damage) When you are done, exit by the door indicated on your minimap.

NOTE: This is the first appearance of the Imperial Senate Guard. These
guys have lightsaber-like spears, and can take quite a few hits, and they
aren't bad in melee either. However, you can still throw them around
with force powers.

Exit the bar and you'll find a fight waiting for you. There is a JEDI
HOLOCRON (Points) in an area if you jump off the circular platform (go
right as you exit the bar.) There's another one dangling in mid-air. To
get it, lightning zap one of the large windmills to supercharge it,
causing an updraft that will hoist you up into the air. Jump-Dash over
to grab it. (sphere) The Third one is on a railing above this area.
Move up to one of the towers to jump on the railing and run down it.
(Unstable Yellow Crystal)

SECONDARY OBJECTIVES: You'll find a bunch of cylinders strewn about the
docks. They look like containers, but if you Force push or force grip
an imperial into one, they will be frozen in Carbonite, do this ten
times to meet your objective.

NOTE: This is the first appearance of Scout Troopers, these annoying
little dudes are snipers and usually hidden far from you. When you see a
yellow Line tracing to you, you know one of them has you in it's sights.
It'll change to red just before he fires. To prevent him from killing you,
move around a lot so he looses his 'lock' on you. Their weapons cannot
be deflected.

NOTE: This is the first appearance of the Jumptroopers. These are
Stormtroopers with jetpacks. They are likewise very annoying, and
likewise their weapons cannot be deflected. However, if you hit them
with lightning, there is a chance their Jetpack will go out of control
and explode, so, lighting these guys a lot.

Anyway, follow the map, and you'll enter a large dock with a ton of
badguys. I won't lie, you may die, but just do what you can. Watch out
for the vehicles, as there are cheap AT-CT knock offs here. There is a
SITH HOLOCRON (unlimited energy) Hidden in one of the sub rooms.
When you kill everyone, head to the docking platform indicated on the minimap

BUT WAIT! CUTSCENE and, what's this dude? A Beefed up Senate Guard?

Sub Boss: Shadow Guard
He IS essentially a beefed up Senate guard. He has more health, he's
better in melee, and he's immune to some force powers, and has a few of
his own (Force grip, force push, and lightning.) Just beat on him, he's
not too tough. He does trigger a QTE, and when you beat him, the stage
ends, weather or not you've killed the other troopers.

Cutscene, Wow, Kota went downhill in a hurry

3.7 Kashyyyk
(Secondary objective, Destroy the communications tower)

Immediately upon starting the level, to your left is a JEDI HOLOCRON
(Compressed Blue Crystal)

Move forward, and you'll trigger a cutscene, Then follow the minimap to
fight some stormtroopers. There is a JEDI HOLOCRON (points) floating
High above this area. There is a nearby tree branch that you can double
-jump to reach, and then double-jump-dash to reach the holocron. An
AT-KT is also in the area. These ATs have more firepower than a normal
AT, so watch out. Also, there are two guys with turrets in firing positions
at the wall, double-jump and lightning them to take them down. Force grip
the door open. There is a Sith Holocron (Damage) in this area.

NOTE: This is the first appearance of the IMPERIAL INCENERATOR TROOPERS These
guys have flamethrowers, shields like the Imperial commanders, and a ton of
hit points, plus they explode when killed. I recommend the Saber throw to
beat them from a distance.

Welcome to the Gauntlet, during my first run through of this game I died
multiple times, so be prepared. In principle, the area is easy, just
follow the track to the end, and force grip the door open. In practice,
this place is teaming with guards and snipers. There are two Sith
Holocrons here, Restore Health, and Invincibility,

This place is stocked with Scouts, EVO troopers, Commanders, Jumptroopers
and Shadow Troopers, so you'll need to think ahead. Lightning is your
friend here.

JEDI HOLOCRONS: There are four JEDI HOLOCRONS here, one is precariously
perched on a conduit to the left as you enter(points), another is behind
a large pipe as you ascend the left-hand catwalk (points). The third is
behind another large pipe, and is placed between a catwalk and the tower
(sphere), the last is on a support strut, near the tower, you'll have to
jump off of an above catwalk to reach it. (points)

Secondary Objective:
The secondary objective is here. There are two generators on the central
tower that you need to destroy. One is on the main catwalk, and the
other is at the base of the tower. This one is fairly easy, just Force
Grip the outer plate away and then blast the generator with lightning.

When you finally make your way to the big wall, make sure to double-jump
lightning the two turrets on either side, otherwise they'll shoot you
down while trying to open the door.

Inside are a few more guys and a Sith holocron (restore energy) Go into
the adjoining room, where you'll find a bunch of cool creatures
(Including a very special someone frozen in Carbonite, no, not Han.)
Also, grab the JEDI HOLOCRON (points) that's in the room above a Trophy

NOTE: This is the first appearance of the ROYAL GUARD. Like the Senate
Guard, these guys are light-spear wielding force users. He's immune
to some force powers however, and has more hitpoints.

CUTSCENE! Great, we can get out of . . . ah crap.

Follow along, kill things, There are snipers in the huts, but you can
double-jump lightning them to take them out. When you get to the end
you'll have to take out a SHADOW GUARD.

Note: There are several prisons in this level, with wookies in them.
Free them and they'll help you fight the empire.

JEDI HOLOCRONS: There are three: One is in the FIRST sniping nest you
come across, stand on the nearby Wookie Prison to get it (points).
The second is in the THIRD hut, you'll have to Force grip a rock over to
stand on it, then double jump (points), the third is in a wookie prison

When you're done, enter the base. Now, there will be a series of
laser gates. To disable these, you need to force grip the power cable in
each section before you move on to the next. REMEMBER, you can Force
Grip things on the other side of a Laser gate, to thin the heard if you
so choose.

There are two JEDI HOLOCRON (sphere and points) in this area. There are
many small holding cells on the left side of the tunnel that you can
force grip open. Some contain wookies, two contain holocrons. There is
also a PURGE Trooper in there, so be careful. Exit the door when you get
to it.

Welcome to the Gauntlet, part two! Here is the deal, there are seven
posts around the skyhook that you need to force-grip out of their
moorings. The problem is a crap-ton of empirals. Take care of ALL the
empirals first (watch out, there are several, that's right SEVERAL purge
troopers here. I suggest you kill things one mooring area at a time.
There are Wookies in prisons that you can release, and they will help
you. There are also several sith holocrons around to help you out.

NOTE: Taking out the Purge Troopers is actually a bit easier than one
might think. Occasionally, the AI gets retarded, and they get stuck
behind the moorings. Just double-jump, Lighting them for a bit, land,
wait for force to recharge, and do it again. If you don't like
exploiting AI glitches, then don't do it.

JEDI HOLOCRONS: There are two, one (Purple crystal) in a tree branch.
The other (points) is near the wall of the skyhook. Look for them after
defeating all empirals, they'll be easy to spot.

Once you finish killing everything, start lifting the posts out of their
moorings. After you take out two, Sturn will come out of a door in a
modified AT and attack you.

BOSS: Sturn
Sturn is just like any other AT, except he has a HUGE cannon in the
front, so don't get hit by THAT. Stay behind him and lightsaber-lightning
him and he'll go down. Also one of the cooler QTEs in the game.

When Stern is down, destroy the rest of the pins and trigger the stage-
end cutscene. So Organa want went after Shaak Ti . . . whoops . . .

3.8 Return to Felucia
(Secondary Objective, ease the Sarlacc's pain)

Upon starting you'll be on a cliff. Jump down and kill anything that
moves as there is a big battle between Imperials and Felucians Watch out
for the exploding Bogs. There is a JEDI HOLOCRON (sphere) near a large
thing in the ground (looks like a claw). To get to it Force-Grip some
boxes and jump on top of them, then Double-jump up to it. When your
done, follow the minimap.

Cross the bridge (careful, there are two PURGE troopers,) and you'll find
yourself on a small cliff overlooking a valley. To your right, if you
jump up, you can find a JEDI HOLOCRON (Compressed Purple Crystal)
Go nuts fighting here. At one point the Imperials will drop an AT-ST from
orbit. Cute . . . take it out.

There are two more JEDI HOLOCRONS in the area. First, go to the rock
ledge that is easily accessible from the valley ground (a double jump will
get you up there.) There is a small cave there, enter it and double-
jump-dash the gap, to find the first of the holocrons (points), then
follow the cave along, kill the stormtroper with the turret, go into the
second cave for the second holocron (sphere.)

Follow the minimap and Force-push those boulders out of the way.
Another fight, another AT-ST Move on, and . . . what are they
DOING to the Mega-Sarlacc?

Okay, so here's what you need to do, to the right there is a large
vehicle, kill all the Imperials there, and lightning Zap the generator.
(Also, go down the opposite side of the vehicle for a JEDI HOLOCRON
(points), a second JEDI HOLOCRON (power crystal) is on top of the
generator's power lines.) Then since your at a dead end, go around, and
head across the bridge (Imperials will resist), and go to each of the
other two bridges, where you will find other identical vehicles, and zap
THEIR generators. In total you will have to zap three generators from
the three different vehicles, then go down the elevator into the
Sarlacc's stomach (not a pleasant idea.) Before you do, there is a JEDI
HOLOCRON (points) atop one of the roofs over the bridges.

SECONDARY OBJECTIVE: Off of each of the vehicles is a chain. Throw your
lightsaber out to it to sever each of the three chains in order to meet your
bonus objectives.

Upon entering the stomach of the Mega Sarlacc, exit the little ramp and
to your right is a JEDI HOLOCRON (points). You'll enter a 'tunnel' with
a bunch of little tentacles. When you see a piece of equipment, zap it
with electricity if you don't the Sarlacc will eat you for MASSIVE
damage. Continue on, you'll find a small chamber, and then another
tentacle-tunnel (no machines this time.) You'll come to a cliff with a
JEDI HOLOCRON floating in mid air, but I don't know how to get it (can
anyone help?)

Aaron Landry has come to my rescue with this well-written guide to
getting it:
Return to Felucia: Mega Sarlac's stomach: To get that enticing
JEDI HOLOCRON floating in mid-air high above the stomachs floor->
1) Save the game BEFORE JUMPING ANYWHERE... just in case you miss,
you can reload.
2) Do you have Dashing Blast Combo? (L1,O) Best get that
first, otherwise you'll never make it.
3) From the lip of the cliff move forward and Jump---Jump---L1(Dash)
and then quickly
after press O to do Dashing Blast as that will give you TWO Dashes in
Mid-Air, effectively flying to your Goal.
4) Great you got the Holocron! what?!? Only a pitiful 10,000
Force points for all that work?

There were a LOT of people who told me how to get this, I just
used Aaron's because his was so well written.

Anyway, when the whole in the center opens up, jump through it. Go
through the tentacle-tunnel (Zap those machines!), and you'll get to some
sort of wind room. The trick is to get behind one of the columns by the
time the wind blows, or else you'll be blown to the back. There is a
JEDI HOLOCRON (points) behind one column. Enter the hole at
the back, cutscene.

Back into a battle, and remember our old friends the invincible making
Felucian shamans? Yeah, they're back. As are the Rancors. There is a
JEDI HOLOCRON (Points) floating in mid air in this clearing. Jump on the
nearby wreckage, then double-jump-dash to get to it.

Follow the minimap, scale the cliffs, kill some Felucian Chieftains. . .
there are also Poison splitters here, so watch out. Move along, another
Rancor, move along. Also, near the Rancor is a JEDI HOLOCRON (points)
on the ground. Look around, it's not too difficult to spot.
Move on into the tunnel,cutscene.

BOSS FIGHT: Bull Rancor
Maris Brood cannot be hurt here, so just concentrate on the Rancor. It's
bigger, it does more damage, and it has more hits than a normal Rancor,
but it's essentially the same game. Jump, swing swing swing swing,
lightning. Try to be behind it as it has a tendency to kill things in
front of it. You'll get the QTE soon enough.

Alternate Strategy: Saber Throw works REALLY well on this guy. Get away
from him and Saber throw. When he charges you, double jump over him and use
the Leaping slash to do some damage.


Boss Fight: Maris Brood (Dark Side)
Compared to other Jedi, she's cake. She can turn invisible, but just
Force Repulse her away and she'll go flying (and turn visible) Then stab
her on the ground. Nice QTE though.

Cutscene, so who are you working for?

3.9 Return to Raxus Prime
(Secondary Objective, destroy the tractor beam tower)

Okay, you know the drill, move along the path, kill dudes, eventually on
your left will be a small corridor with a JEDI HOLOCRON (points). Follow
your way on the minimap and reach a bunch of metal bars blocking your path.
Force Push past them and continue on.

You'll reach a gap in the form of a destroyed bridge, but just double
Jump across it and continue on. There is a Sith Holocron to restore your
health, and then cross the bridge to your left and kill a couple dudes.
There is a Fake wall in the side of the space ship there for a JEDI
HOLOCRON (sphere). Then jump down the cliff. There is a large porthole that
you have to jump up to, but on it is a free JEDI HOLOCRON (points).

The Tunnel exits to a war zone. To your immediate left is a Sith
Holocron (Unlimited Energy) which is good for taking out those pesky
PURGE troopers (If you have Lvl 3 Lightning, just keep triangle pressed.)
Just run around killing everything. Eventually the Empire will drop an
AT-ST, but it's nothing you haven't handled before.

JEDI HOLOCRONS: There are Two. One is floating on a platform (Compressed
Green Crystal) and one is above in mid-air. (points.) Just jump
around from platform to platform and you should be able to get them.

When you are done, scale the platforms extending from one side of the
junk heaps to continue on into the tunnel, where there is a free JEDI
HOLOCRON (points), The end opens up into another valley. Lots of bad
guys, go though them. Watch out of the PURGE Troopers. There are a
few Sith Holocrons to help you out. A JEDI HOLOCRON (Points)
is atop a sniping tower (you can just double-jump up to it).
Once everyone is dead, the dropship will open with more
baddies, including an AT-ST.

Kill stuff, but do NOT ascend the elevator before you grab the JEDI
HOLOCRON (sphere)in there Instead, jump up on the platforms and the
holocron is in the upper catwalk. After that, get on the elevator
and . . . cutscene

Kill stuff, get inside the base, get on the elevator, Look around for a
JEDI HOLOCRON (Points). Go inside the door.

You'll enter the Tractor beam Facility, a massive two-story complex with
two rings, a gap, and then a large cylinder in the middle. On the second
story there is a dead end, but force-push through a false wall to find a
tunnel with a JEDI HOLOCRON, an Unstable Purple Crystal. Kill everything
on the outer edge, Destroy the generators (they are behind the laser gates)
and have fun!

If you jump to the central tower, you will find five generators outside
of it. Zap them with electricity to bring the tractor emitter down.

Exit the door, go down the elevator, and prepare for another tough fight.
You are on the middle of a pincer trap, and there are snipers and stuff
waiting to take you out. There are two catwalks to the side of the main
catwalk, and your first priority is to get to one of them, and behind
some shielding so the snipers can't kill you. Then take out what you
can, and use Force Grip to grab a barrel and take out the sniper. At the
end of the catwalk is a large glowing lock. Force grip it up, then
repeat on the other side to unlock the door. There is a JEDI HOLOCRON
on one of the sniping catwalks, but I have no idea how to reach it.

UPDATE: Several People
Several People have sent me the E-mail on how to get this. You need to
use the Dashing Blast. It's the combo of Dash (L1) and Circle. You
have to buy this upgrade in order to use it. Then, at the closest
point between the two catwalks, Double-Jump-Dash Blast. Dash Blast
makes you go farther than Normal Dash.

Enter the door, and you'll find a circular corridor. Go all the way
around it to insure you find the two JEDI HOLOCRONS (both points)
Then go through the door.


Not much to say about this Boss Battle, first, Proxy is a Shadow Guard,
then he'll change between a bunch of different people, then He'll change
to Darth Maul. Just do what you can against him, I didn't have all that
much trouble, but I did die a few times. Watch out, as one of his combos
is very damaging and his lightsaber throw is unblockable.

Alternate Strategy: Force Repulse is super effective against his Darth
Maul form. Get him in a corner, Let him reach the end of an attack
sequence (block it, obviously), then Force repulse to knock him down.
Stab him while he's down for massive damage. QTE


You'll come up in a bunker, force push your way out

Okay, here is the deal, there are Four stations, heavily guarded, with
bunkers underneath and electrical devices up top. Kill stuff, and hit
the electrical devices with electricity. Once all four of them are lit
up, it'll trigger a cutscene.

Boss fight: Star Destroyer

Okay, the good news, now you get to rip down a Star Destroyer with
nothing but the force! The bad news? Lucasarts has managed to make this
the most boring part of the game.

Here's what you do: hide behind a pillar, and wait for an engine core to
float by. Then, Force grip it and use lightning to fire it off at a TIE
fighter. When all TIE fighters are gone, move out from behind the
pillar, press Force Grip, and then control the Star Destroyer so that
it's nose is facing you. When you see the little analogue sticks on the
screen with 'down' arrows, move both of your analogue sticks down.
Eventually, more TIE fighters will come, and you'll have to repeat the
whole possess over again. It's going to take many, many cycles of this,
but you'll eventually bring it down. I will tell you that the Star
Destroyer goes through three 'phases.' Pointing to the right, to the
left, and down and slightly right. Eventually, you'll trigger a
cutscene. Damn, your badass, and hey, proxy's your friend again!

ALTERNATE STRADEGY (About 50 Bajillion people, I like hyperbole)
Apparently you CAN Force Grip and Force Lightning the TIE fighters,
which makes this level much quicker. I'm not very good at pulling it \
off, but try your luck at it. Apparently this shaves mucho time off
of the fight.

Cutscene, cutscene cutscene, Vader's an (expletive), let's go kick his

3.10 (Death Star, Incomplete)
(No secondary objective)

Okay, probably the hardest part of the game, you are dropped into an area
positively TEAMING with Imperials, and let me tell you, YOU WILL DIE,
A LOT! Here is the general strategy I have come up with:

Make a Bee-line for a corner. One of them has a lift that will take you
to the upper levels, up there you will find two snipers. Kill them.
Also, two Jumptroopers will chase you up there, kill them. On the
ground level there are lots of imperials, and an AT-CT. When you kill
that, an AT-ST will show up. When you kill THAT a Crapload of PURGE
troopers will show up. Spam Double-jump Leaping slash as that keeps you
most protected. Throw in an occasional bit of force Lightning
(especially if you have Lightning 3) and You'll eventually take them
down. There are two SITH HOLOCRONS in this room, both restore your
health, so don't use them unless you have to. When you kill the PURGE
troopers and most of the imperials, force-grip one of the plates in the
glowing floor and jump down the hole

JEDI HOLOCRONS: There are two on the upper Catwalk (points and Power crystal)

Okay, so, not that you've dropped into the hole, everything should be
That's right, you are in the firing tube, and they are doing tests.
Make your way down the tube, find a hidy-hole, and wait. Break
the green crystal lenses (Leaping Saber Slash works well) and
continue on. fight some guys, break through the lenses again.
Eventually you will get to a room with a lot of guys (this is
in the third segment.)

Kill them, and take cover behind something (against those
floor turrets.) There will be a door you can lock on to. Use
force grip to open it up and then move through.

Okay, just go down this tube, you don't even need to kill these guys,
just continue on, though the chamber directly to your right houses
a JEDI HOLOCRON (sphere), and another side chamber to the right
(further down) houses another JEDI HOLOCRON (points).
Continue on, and you'll reach a dead end.

There is a JEDI HOLOCRON (Points) in the firing tube,
and a pair of spinning gyroscopes. Drop down the cliff to
pick up a JEDI HOLOCRON (sphere), then use the side exit to
catch a lift which will bring you back up top.

Wait for the laser to finish firing, then stand near the cliff and Force
grip. You need to lock the three rings into place, which will extend a
bridge. Double Jump-dash over and land, hide (laser will fire,) then do
the same thing to the next pair of Rings, Grabbing the free
JEDI HOLOCRON (points) in mid-air. Exit through the
right side chamber, and follow the path.

Okay, you are now in an absolutely MASSIVE chamber. Drop
down, take out two AT-STs,then Force grip the glowing
generator into place. This will activate anti gravity
lifts. Stand in one and float on up!

Now, the main thing you want to do is to get to the big central black
ring, where you'll fight several royal guards and a SHADOW Guard, then
Force Grip the Ring to open it. However, there are several smaller
platforms around with snipers and PURGE troopers, so you can feel
free to take care of them if you need points. There are also Sith
Holocrons littered throughout the area.

JEDI HOLOCRONS: One of the sniping platforms has a holocron
(points.) Another is on the highest laser tube. To get there,
you need to double-jump-dash from the highest ring of the
anti-grav lift to the little metal housing that encases the array,
but it'll be worth it as it's the BLACK LIGHTSABER CRYSTAL!
A third one is on the platform with the guards (sphere)

Cutscene . . . VADER

Boss Fight, Vader:

Vader is, understandably, tough. You WILL die. His fight comes in three
parts. First is just you and him fighting outside a room. If he lifts
you into the air, press circle like CRAZY because it's very hard to stop
him from throwing you around like a rag doll. Once you hurt him enough,
he'll go to another room

The second part is easier. He'll stand on a central platform,
grab some junk, and try to beat you with it. Zap him when he
does this, and he'll drop what he was force gripping. When
your not zapping, keep your guard up, as he'll occasionally throw
his lightsaber. If you try to jump to him on his platform, he'll
continually lift you into the air until you fail your test,
he won't even let you land, cheap little so-and-so.

Eventually he will pull your little platform down into the heat, so you
will be forced to jump to his platform, and he'll jump away. Follow him
and fight your dual. It's very tough, but you should manage to pull
through after a few tries. Remember the technique with Kaztan Paratas.
Get into that 'deadlock animation' (where you deadlock for a few seconds,
then spin away) and then blast him with lightning. If you can win
against his Lightning deadlock test you'll inflict a fair bit of damage.
Also remember your Leaping slash, he won't jump so it's a good bit for
you. QTE, Cutscene, Kota was lying! His connection to the force

Atom Robot assures me that beating Vader can be done in a cheap way,
and I've done this before, but it's time consuming. Simply block
everything he throws at you (you have to have enough force
points to sustain his constant force grips)
and, when he glows red and charges up, jump behind him.
After he releases the blast, he's vulnerable for a moment.
Make him pay!

Okay, now you have the cliche light side Dark side ending choice:

Jump down, Kill Vader (Dark Side)
Vader has full health, as do you, it's pretty much the same fight you
just fought. Damn, I hate Vader. Freaking' cool QTE at the end.

Run to the left, fight Palpatine (Light Side)
Palpatine, having his Lightsaber just stolen, is forced to rely on sith
lightning against you. This is how the fight goes. Fair warning, you
WILL die against him.

Palpatine can move pretty freaking' fast for an old dude. Get a few hits
on him while he's dodging around. Occasionally he'll surround himself in
a purple shield and throw stuff at you. Get behind a wall when he does
this. Occasionally he'll surround himself in a purple shield and summon
guards, kill them and be thankful for the health when he does this.

Most of the time he'll force lightning you. This is pretty bad if you
don't know the trick. The trick is, of course, to hit block when he does
this. Sometimes you'll concentrate the lightning in your lightsaber and
toss it back at him, dealing a fair amount of damage to him, and taking
only minimal damage yourself. Once you do him in, QTE for the finish.

ALTERNATE STRADEGY: From Jonathan Miller, I haven't tested this one out.
Use Force Repulse next to Palpatine when he summons the junk to him,
and it'll push it away before he can throw it.

Congrats, you just beat the game!

Section 4: FAQ

Well, I don't have any questions yet, as I just made the walkthrough, so
here are some questions I'd imagine I'd get:

Q) What are the best Upgrades to get?
A) Everyone plays the game differently, and all, or nearly all upgrades
are useful at some point. However, I have to say Lightning (at least lvl
2) and the Sith Dark Side Combo (Attack, hold, attack, hold, attack,
hold) are my personal favorites and are almost indispensable for me.

Q) What's the best way to deal with those PURGE troopers?
A)Lightning Lvl 2 or 3 works wonders. Just stand next to them and Blast
the crap outta them. Run away, let your force recharge, and do it again.
The Aerial slam (Attack attack attack, circle(hold)) uprade works well
too, as it will throw them to the ground, where you can stab them. It
can be hard to pull off though.

Q) I keep dying on boss X!
A) I don't know what to tell you. Some of the bosses in the game are
just downright HARD, Kaztan Paratas and Vader in particular. Just keep
doing your best and try to find every cheap combo in the game to throw at

Q) Pulling down that Star Destroyer . . .
A) Is very boring, yes, I know. If there is a better way out there, tell
me, but this is the best way I've found. If you have high health, let a
few of the TIE fighters hit you to give you a few extra milliseconds of
pulling down for that extra bit of damage.

UPDATE) So fifty BAJILLION people emailed me about this, apparently
you can Force Grab or Force Lightning the TIE fighters for a
much Quicker battle.

============the end===============

Star Wars: The Force Unleashed: FAQ/Walkthrough by Degausser
Version 1.05, Last Updated 2008-09-25 View/Download Original File
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Call of Duty 3: Weapons(xbox) FAQ /walkthrough

Call of Duty 3: Weapons FAQ/walkthrough

Table of Contents

1.0 – Introduction
1.1 – Changes from CoD2
1.2 – ADS
1.3 – Strength Indicators

2.0 – Pistols
2.1 – Colt .45
2.2 – P38
2.3 – Pistol Efficiency

3.0 – Rifles
3.1 – M1 Garand
3.2 – Lee-Enfield
3.3 – Kar98k
3.4 – G43
3.5 – Scoped Springfield
3.6 – Scoped Lee-Enfield
3.7 – Scoped Kar98k
3.8 – Rifleman and Sniper Efficiency

4.0 – Submachine Guns
4.1 – Thompson
4.2 – Sten Gun
4.3 – MP40
4.4 – Submachine Gunner Efficiency

5.0 – Support Weapons
5.1 – BAR
5.2 – Bren LMG
5.3 – Stg44
5.4 – FG42
5.5 – Scoped FG42
5.6 – Support Gunner Efficiency

6.0 – Machineguns
6.1 – Browning .30cal
6.2 – Browning .50cal
6.3 – Vickers K
6.4 – MG34
6.5 – MG42
6.6 – Machine Gunner Efficiency

7.0 – Anti-Armor Weapons
7.1 – M9A1 Bazooka
7.2 – Panzerschreck
7.3 – Anti-Armor Efficiency

8.0 – Explosives
8.1 – Frag Grenade
8.2 – Stielhandgranate
8.3 – Smoke Grenade
8.4 – AP Mine
8.5 – Sticky Bomb
8.6 – Rifle Grenade

9.0 – Miscellaneous
9.1 – Trench Gun
9.2 – Granatwerfer
9.3 – Pak 43
9.4 – Sherman
9.5 – Panzer
9.6 – Firefly


Many Call of Duty fans were skeptical when they received news that Call of
Duty 3 was being developed by Treyarch, the producers behind COD2: Big Red
One, a game which left much to be desired in gameplay and campaign mode, as
well as multiplayer combat. But gamers were left stunned and surprised when
CoD3 first shipped, offering a slew of spectacular new features, graphics,
gameplay, and physics that did everything but blow CoD2 out of the water. The
game focuses primarily on the Normandy Breakout Campaign, from the Battle of
St. Lo to the Liberation of Paris, allowing the player to play as American,
British, Canadian, and Polish characters. As far as weapons are concerned,
they look and feel better than ever, yet also perform quite differently than
their Call of Duty 2 counterparts. The inclusion of vehicles into CoD3 gives
the player an even wider arsenal of firepower to use against opponents in
both single and multi-player game modes.

With a drastic increase from the 8 person multiplayer to an astounding 24
player war, it would be logical to assume that the firepower made available
to the player would have increased as well. But to the surprise of many, the
multiplayer arsenal has suffered a great reduction. Gone are the G43 (still
remains in campaign), M1 Carbine, and Grease Gun, as well as the entire
British and Russian weapon sets, leaving the player with only a basic
selection of US and German firearms.

The reason for this is Treyarch's emphasis on Class or "Kit Selection,"
basically meaning that with every weapon comes a special ability available
only to that particular class. For instance, a Rifleman has the ability to
attach a Rifle grenade to the end of his barrel, while a Sniper has the
ability to call in Artillery strikes.

For this guide, each individual weapon will be explored, analyzed, and noted
for historical references, while weapons included in multiplayer will be
matched with their appropriate Kit.

1.1 – Changes from Call of Duty 2

Compared to COD2, combat seems to have changed from small, restricted
skirmishes to full-fledged battles, with dozens of character models and
vehicles on screen at a time. The most noticeable change in terms of weapon
handling is the "focus vision" while aiming down the sights (see 1.2). The
weapons also feel slightly harder to use with pin-point accuracy, and should
often be used to suppress the enemy, rather than take down with one well
placed shot.


-All weapons are remodeled and simply appear shinier and smoother
-Some sounds have changed, while others have been salvaged from COD2: BRO
-In multiplayer, only your secondary weapon can be exchanged for a new one
-Sniper Rifles must now exit scoped mode to cycle the bolt
-Climb on top of tanks and disable with a grenade (multiplayer)
-Grenade buttons are different for single and multi-player (see 8.0)
-Grenades can be cooked
-Enemy grenades can now be picked up and thrown back (campaign only)
-MP44 name changed to Stg44
-FG42 and Scoped FG42 added to single player
-Anti Personnel Mines and sticky grenades added to multiplayer
-Scoped G43 removed, G43 removed from multiplayer
-M1 Carbine and Grease Gun removed
-Sprint takes the place of binoculars in multiplayer
-Melee attack strengths are different for each weapon
.30 cal and MG34 added as deployable MGs

In CoD2, a bullet was a bullet, no matter which weapon it was being launched
from or from what distance it was being fired from. Now, however, a player
can tell the difference between a 9mm Lugar and a 30-06. These changes in
ballistics seem somewhat unrealistic, but contribute gameplay-wise by
highlighting each weapon's strengths and weaknesses.

This basically means that one weapon cannot be used as an all-purpose death-
machine, but transforms it into a firearm exclusive to its given class,
making teamwork all the more important.

1.2 – Aiming Down the Sights

The aiming in CoD3 is unlike any other. With a pull of the left trigger, your
character will bring his weapon up to his shoulder and pear down the iron
sights. But this time, the only thing you will be able to see clearly is your
target. The rest is blurred out.

The only problem is that your target can be anything, whether it's a lonely
street lamp or a German MG42 gunner BEHIND the street lamp, whose bullets are
blowing out chunks of pavement in front of you. This is sometimes a problem,
as you may find yourself in many similar occasions where your opponent is
blocked by an obstructive object in your field of vision.

Additionally, switching from one target to the next is a bit more tricky, not
only because of the previously mentioned aspect, but also because your weapon
does not seem to stop immediately after you let go of the stick, seeming to
obey Newton's law of motion. While all of these features seem to contribute
to the realism of CoD3, they certainly don't make anything easier, and
emphasize more on individual player skill.

The iron sights themselves have undergone change, as well. Some sights, like
the Lee-Enfield and Kar98k, have shrunk, while others, like the Thompson and
Stg44, have increased in size. It seems that the unpleasant miniature sights
of CoD1 and the drastically magnified sights of CoD2 have reached equilibrium
for CoD3, providing a suitable experience for everyone.

The hit indicators from CoD2 have returned and serve the same purpose as they
did. It appears in the form of an X over your sights or your crosshairs for
every time one of your projectiles connects to a player or vehicle. Also, a
recognizable audio cue accompanies this indicator with the sound of a bullet
tearing through human flesh, no matter how far away you are from a target.

1.3 - Strength Indicators

Much like the system in CoD2, all weapons that appear in multiplayer are
given six areas of categorization to determine the best circumstances in
which to use the weapon. The categories are:

-Damage: indicates how much firepower a weapon is packing. Typically, light
weapons such as Pistols, SMGs, and Rifles will have the least, while power
weapons like the Trench Gun, Sniper Rifles, and Anti-Armor weapons will have
the most

-Range: determines the effective kill radius that a weapon should be used at.
Since all bullets have the same trajectory, this category is determined by
how far the line of sight zooms in while in ADS.

-Accuracy: shows how steady a weapon stays while aiming down the sights and
shot placement on fully automatic weapons.

-Melee: indicates how powerful a melee attack will be on the receiving end of
the blow. Larger weapons tend to have the most strength from a melee attack.

-Speed: tells how fast a player can move with a specific weapon. Submachine
Guns and pistols allow you to move the fastest, whereas heavier weapons like
.30cals and MG34s restrict movement.

-Rate of Fire: determines the amount of lead being propelled downrange per
second. Most bolt action rifles and the Trench Gun have the slowest rate of
fire, while automatic and semi-automatic weapons have faster firing rates.

These characteristics help classify the weapons and clarify their special
abilities, allowing the player to take a tactical approach on the situation.
If you are striving for high accuracy and fast movement from one sniping spot
to the next, you should opt to use the Scout class, or if you need to provide
lots of suppressive fire with lots of ammunition and a blistering rate of
fire, the Support class is the way to go. For every given scenario, there is
a weapon set that corresponds.


While not the most accurate and versatile weapons offered to the soldier, a
pistol is always issued as a standard sidearm for the typical infantryman.
Sometimes, however, you'll feel as if it is there just to prevent a weapon
slot from being empty.

The pistol is exclusive to multiplayer for a reason. It is there so that in
the case of a quick sprint, the player can simply whip out his pistol and
run, no matter which primary weapon he is packing, as the pistol is the
lightest weapon and the quickest to get from point A to point B. It is most
useful to the Anti-Armor class, just in case your target isn't a tank.

2.1 - Colt .45

Designation: Colt M1911A1 Automatic Pistol
Country of origin: USA
Available to: Allies
Caliber: .45 ACP
Feed mechanism: 7 round clip
Operation: Single action, recoil operated

History of the Colt .45

The Colt Model 1911 was designed by John Moses Browning, a genius when it
comes to firearm design, in 1900 and was adopted by the Colt Company in hopes
that they may interest the US Army with a suitable model. The 1911A1 was
based off of his previous blowback design, still featuring the same
innovative features, but refined as a locked-breech design. The handgun
consisted of three main parts: the barrel, the slide, and the handle. The
slide was locked to the barrel by means of two locking ribs machined into the
top of the barrel which corresponded with two grooves in the slide. When
fully loaded, the user would pull the slide back, which allowed a cartridge
to rise in position to be chambered. The slide would be pushed forward by
means of a return spring, and the breech block would push a cartridge into
the chamber, and lock against the ribs. The hammer, already cocked by the
slide, hit a firing pin inside the breech block, and fired the cartridge. The
recoil of the cartridge hitting the head of the breech block would force the
slide back, which in turn caused the barrel to fall and unlock from the
locking ribs by means of two hinges on the gun body. The extractor on the
breech block then ejected the spent case and allowed the entire process to

In 1907, a test was conducted by the US Army Ordinance department to find the
most suitable design to adopt. The Colt models came out on top, and were
asked to make refinements to the previous design, which included the
abandonment of the two hinges on the barrel in favor of only one. After more
trials, the Colt was adopted by the US Army as the Colt Model 1911. Minor
modifications in 1921 changed it to the Model 1911A1, which saw service in
WW2, Korea, and Vietnam, and continues to be manufactured worldwide.

The Colt .45 in CoD3

Apart from minor visual modifications, the Colt .45 has remained the same
throughout the CoD series. It is the lightest weapon to run with, still uses
a 7 round clip, and still takes anywhere from 3-5 shots to dispatch a foe. It
reloads at the same speed mid clip as it would while fully depleted. It has
quite a bit of recoil while sustaining rapid fire, so some time between shots
is required to place all rounds on your target.

While aiming down the sights, the rear sight appears as a U-notch, while the
front sight consists of a post, which has been enlarged and raised from the
previous game. The contrast between the two sights is peculiar, as the rear
sight appears dark grey, and the front sight is almost white, which has the
player often focusing on the rear sight. Shots impact just below the tip of
the front sight at distances up to 50 ft.

2.2 - Walther P38

Designation: Walther Pistole Model 1938
Country of Origin: Germany
Available to: Axis
Caliber: 9mm Lugar
Feed mechanism: 8 round clip
Operation: Double Action, recoil operated

History of the Walther P38

With the advent of the Lugar in 1908, some criticism followed the birth of
the military sidearm. It was clear that the Lugar '08 was not ideal for mass
production with its delicately machined parts and complex mechanisms, and did
not operate well in a combat environment. The German army began to look for a
replacement pistol, and the response came from the Walther company.

In 1929, Walther had developed the Walther PP, which gained the arms
manufacturer a considerable amount of fame for the pistol's effective
implication of a double action lock on an automatic pistol. Once the German
Army began looking for a replacement to the Lugar, Walther already had a
suitable model, which they planned to convert to 9mm and submit to the
Military. The Army was not in favor of the pistol, however, due to alleged
problems with the Walther PP recoil spring. So Walther began work on a new
design, and came back with a completely different pistol, one that still used
a double action lock, but fired from a locked breech (similar to the Colt
M1911), and featured a wedge below the barrel to hold it firm against the
slide until chamber heat and pressure had dropped to a suitable level. After
a few modifications, the German Army was keen to adopt the new design as P-38
or Pistole Model 38.

The design used the same breech block and slide mechanism as the Colt .45 to
chamber a round, and used a complex safety mechanism that the German army was
especially particular to. Upon engaging the safety mechanism, the firing pin
locked solidly, and if the hammer fell, could not fire a round. Alternately,
using the double action lock, a soldier could chamber a round, then lower the
hammer carefully, and when the time came, un-holster his sidearm and simply
pull the trigger to draw the hammer and release it to fire a round in one

After the war, the Walther P38 remained in use to some extent by the West
German Armed Forces, and was later replaced. Production of the P38 from 1938
to 1945 topped nearly 1 and a quarter million.

The P38 in CoD3

Along with the Colt .45, the P38 has changed very minimally from the last CoD
game. It is still the fastest pistol to run with and just as weak as it ever
was. Considering all aspects, the Colt .45 and P38 are similar in almost
every way (gameplay-wise at least), except for the difference of one more
bullet in the magazine. The only difference is that it feels like the P38
fires at a slightly slower rate than the Colt .45, but shouldn't be much of
an issue since the recoil will cause the weapon to rise after the first shot.
The P38 will take anywhere from 3-5 shots to incapacitate a target.

The sights consist of a rear fixed U-notch and a front Blade sight, very
similar to the Colt .45.

2.3 – Pistol efficiency.

There are probably two main reasons why you should be using a pistol. The
first is that things aren't going too great. You've ran out of ammunition in
your primary weapon or have found yourself in a situation where you primary
weapon is outmatched. The second is that things are going really great, and
that you are putting yourself to the test by using your sidearm. Either way,
I am going to tell you how to effectively use a pistol against your foes.

The first thing you should consider is your situation. Let's say you are a
Scout armed with a sniper rifle and a pistol. The scout class is particular
to medium and long range combat, but when the fight gets up close and
personal, the Sniper Rifle may be rendered useless. Your opponent undoubtedly
has a much more potent weapon. This is a situation where a pistol could
actually be quite useful.

When using a pistol, always try to aim for the head, as recoil will make
multiple shots to the body difficult. The pistol is only accurate to within
50 feet, as any further your shots will tend to disperse. When firing, make
sure that you are not tapping the trigger and shooting above your target.
Allow at least three fourths of a second between shots.

Pistols are also useful for more than just close up fighting. If you need to
cover a large, unknown distance on foot, or you're simply an impatient
person, a pistol is ideal. The light weight of pistols combined with the new
sprint feature to multiplayer will feel as if your character is hopped up on
Red Bull or Monster or some other kind of happy drink.

However, 9 out of 10 times, you will find that you're primary weapon will be
more useful in most situations than a pistol, as this primary weapon will
fire faster, harder, more accurately, or all of the above than your standard
issue sidearm. Pistols are certainly very easy to use, however.

(Another thing that should be noted is your inability to swap both weapons in
your inventory for a scavenged weapon, as this could get in the way of your
class's special ability. The only weapon you are able to trade is your
secondary weapon, or your sidearm.)

3.0 – Rifles

The Rifleman is the backbone of the infantry, serving a healthy combination
of suppressive fire, close range AND long range assault, and tactical combat.
Rifles in CoD3 still serve that same purpose, and despite major visual
enhancements, still perform in basically the same way.

The main difference is the way the sights appear. Most non-scoped rifles have
typically received rear-sight enlargements, while the front sights remain
either the same or smaller. The Kar98k seems to be the most changed by this
(more on that in 3.3). While some fans may not agree on this decision, it
effectively helps new players learn faster and makes using rifles all the
more easier.

Rifles are obviously associated with the Rifleman class, which comes with a
Rifle, a Pistol, and a Rifle Grenade, which attaches to the end of your
barrel (included in 8.6).

Sniper Rifles are linked with the Scout Class, which comes with a sniper
rifle, a pistol, a frag grenade, and binoculars (artillery strike).

3.1 – M1 Garand

Designation: US Rifle M1
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed mechanism: 8 round En Bloc clip
Operation: Gas operated, closed bolt

History of the M1 Garand

The famous M1 Garand rifle was designed by a Canadian-American named John C.
Garand in the US Army Springfield arsenal from 1922 to 1932, after which it
was adopted by the Army (although mass production didn't begin until 1937).
Garand invented the rifle with certain Army qualifications in mind, such as
the demands of a fixed, non-protruding magazine. To get around this, Garand
used a type of feed mechanism called the "en bloc" clip, a charger-type
system that was inserted into the rifle from the top, designed by John
Pederson. When all rounds were depleted from the magazine, a feed arm would
eject the empty clip from the rifle, producing the Garand's characteristic
"ping" song. Originally chambered for the .276 Pederson cartridge, the Garand
prototypes were later converted to .30 '06 due to ammunition availability.

The M1 Garand was the first semi-automatic rifle ever adopted into widespread
military use. It also implemented a very successful gas-piston system not
commonly seen before in semi-auto rifles. When the first round was fired, a
portion if the expanding gas pressure was diverted to a chamber under the
barrel, and drove a stainless steel piston, which was attached to the
charging rod, back. The charging rod was attached to the bolt, and unlocked
it by means of rotating the bolt head out of two locking grooves on the inner
surface of the breech. The bolt was forced back to cock the hammer, eject the
spent case, and returned by means of a spring on the piston to chamber a new
round. When the last round was fired, the piston was blown back and engaged
an arm which ejected the empty clip from the rifle. This allowed the firer to
quickly insert a new clip and resume firing.

The Garand officially replaced the Springfield in 1936, (although some still
remained in use until Korea) and was the iconic image of the American
infantryman during WW2. A fan of its performance, General George S. Patton
dubbed it "the greatest implement of battle ever devised.) A number of
Garands were converted to sniper variants during WW2 (M1C and M1D), although
these were not as popular as Springfields. The Garand was replaced by the M14
in 1957.

The M1 Garand in CoD3

Apart from stunning visual alterations, the M1 Garand is practically the same
as it was in CoD2. It feels as if it fires slightly faster, and kills in
about the same amount of shots. In Campaign it only takes about 1 or 2 shots
to effectively put down a target, and in multiplayer it may take 3-4 shots to
incapacitate an opponent if you shoot for the torso. The sound effects sound
a little wimpy on a regular TV, especially the clip ejection, which you may
not even notice. It almost sounds like someone lightly tapping on a triangle.
Aside from disappointing sounds, the Garand is a tough, reliable weapon and
suitable for most combat scenarios.

The sights consist of a rear aperture sight and a blade front sight. The rear
aperture sight is wider around the edges, and more resembles a circular plate
with a hole than a skinny ring like in CoD2. The front sight has decreased in
size just a little bit, but the Garand is still very easy to use.

It has a small degree of recoil, but the barrel will immediately snap back on
target, allowing for quick, efficient fire at close and medium ranges. Even
in a standing position, the Garand is accurate down to the very last pixel,
making the M1 Garand a very good firearm to use at long range.

3.2 – Lee-Enfield

Designation: Rifle, No. 4 Mk. 1, Lee-Enfield
Country of origin: Great Britain
Available to: British, Canadian, Polish
Caliber: .303 British
Feed mechanism: 10 round box magazine
Operation: Lee bolt

History of the Lee-Enfield

The history of the entire Lee-Enfield series starts with the Lee-Metford
Rifle of 1889, which followed Lee's prototype design manufactured by
Remington. It was the first bolt action rifle to be fed by a detachable box
magazine, which held 8 cartridges. It was a combination of James Paris Lee's
bolt and magazine with a barrel developed by William Metford to counter
fouling by the current Black-Powder charges. Later, after the adoption of
cordite as the British cartridge, the barrel was converted by the Enfield to
help stop erosion in smokeless powder guns. The result was the Lee-Enfield

Two rifles were manufactured for the British Army: a long, infantry rifle,
and a short, Cavalry carbine. To eliminate the complication of developing two
rifles, a universal rifle was invented, dubbed the SMLE, or "Short, Magazine,
Lee-Enfield." This rifle, developed in 1903, was well designed and was
suitable for both infantry and Cavalry units, and served the British Army
well through the Boer War and WW1. After the War, however, some question and
skepticism from old traditionalists came up whether the rifle was acceptable
to military standards. Plans for a new rifle based off the Mauser began to go
underway, but eventually failed. After that, it appeared that the best choice
would be the SMLE, which remained standard up until WW2. It was clear that
the SMLE was complicated to produce and manufacture in mass quantities, so it
was simplified, the characteristic nose-cap removed and the rear sights moved
back over the bolt-way in the form of an aperture sight. Its new name was the
Lee-Enfield No.4 Mk.1, first introduced to British troops in 1941.

The No. 4 Lee-Enfield remained in service until it was replaced by the EM2 in
1949. The No.4 was very popular with many countries such as Canada, Poland,
and Australia. It was well known for its ingenious bolt, which featured 2
locking lugs, one on the top and one on the bottom. The bolt head was
attached to a guide on the boltway, and when rotated, would stay in position
and kept the bolt attached. As the bolt was pushed back, the head would catch
another round and push it into the chamber, then locked. It is said that the
Lee-Enfield action features the fastest bolt-operation out of any bolt action
rifle of WW2.

The Lee-Enfield in CoD3

No longer available in multiplayer, the Lee-Enfield is included in a wide
variety of single player missions. It appears smaller than the Lee-Enfield in
CoD2, and simply looks better, not to mention, shinier. It may seem like a
very unusual way to describe a new weapon, but it is actually that simple.
Like most guns in CoD3, the Lee-Enfield looks as if it was submerged in a
thick coat of laminate, and none of the metal is blued.

The sounds are a wee bit of a let down, as it sounds not so much of a "Ker-
Pow!" like CoD2, but more of a "Smack!" Nonetheless, it's still a pretty
satisfying weapon to use. A welcome change to the reload system has been
implemented as well. Now, instead of having to wait for your ammunition to
drop down to 5 rounds to reload, you may now top up the Lee-Enfield at any
time and replenish its stock back to 10. Additionally, you can stop the
insertion of the second stripper clip after reloading. To do this, you simply
need to press the reload button, and then press the right trigger after
loading the first stripper clip, similar to reloading a sniper rifle.

The Iron sights are slightly different. The rear sight has been enlarged and
the aperture has been greatly increased in diameter. The front sight is
smaller, with a center blade and a small post on either side of it. The shot
will land just slightly above the center post, so be sure to keep this in
mind while firing from long range. The bolt takes longer to cycle, as it does
with all bolt action rifles, so also consider this as a factor.

3.3 – Kar98k

Designation: Der Karabiner 1898 Kurz
Country of Origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed Mechanism: 5 round integral magazine
Operation: Mauser bolt

History of the Kar98k

The Mauser brothers were the fathers of the bolt action rifle. During as
early as 1867, Mauser began work on a new design that would outdate muskets
and all other muzzle loaders and replace them with the stunning bolt action.
They sold their design to an American businessman named Samuel Norris for
80,000 francs. Norris attempted to submit this design to the French military,
but did not succeed. Scared that the design would not take, Norris paid the
Mauser brothers his yearly payment and terminated the contract. Incidentally,
France is the only country to never accept a single Mauser.

The Mausers returned to Germany and submitted the design to the Army, which
they were more than happy to accept in 1871. After various refinements to the
design through the late 1800s, the Mausers finally took their design and
implemented it into a new rifle, the GEW 98, which used a powerful 8mm Mauser
cartridge. The G98 was an instant classic around the world, and sold to
various nations as a standard military rifle. After WW1, the Germans, acting
off of previous British intentions, took the Mauser rifle and carbine, and
combined them to form the Mauser Kar98k, very similar to the Lee-Enfield
SMLE. The barrel was reduced from 90cm to 61cm, and the bolt was curved down
so that some Kar98ks may be fitted with a scope.

The Mauser design used a bolt with two locking lugs in the front and one in
the back. The firer would unlock the bolt by rotating it 90 degrees, then
pull back and allow a cartridge to enter the boltway from the integral
magazine. The firer would return the bolt to push a round into the chamber,
and then lock it by pushing it back down. While on the return stroke, the
cocking piece would catch on the sear, pushing against the firing pin spring
until fully cocked. Upon pulling the trigger, the sear would allow the
cocking piece to release and fire the round.

The Mauser was adopted and manufactured by dozens of nations around the
world. It became the iconic image of the Third Riech and paved the way for
many rifles like the Springfield and the Lee-Enfield, as well as the entire
history of bolt-action rifles.

The Kar98k in CoD3

The Kar98k is still a strong, faithful bolt-action rifle that can be found
everywhere in the single and multiplayer modes. It has stayed relatively
similar to the CoD2 version, still holds 5 rounds, and still kills in 1-2
shots. In the hands of an expert, a Kar98k can be used to inflict bloody
carnage upon an entire squad of opponents. While it does take longer to cycle
the bolt, the rifle will snap back to the precise spot that you left it.
Cycling the bolt itself is smoother and crisper, and ultimately more
satisfying, and the sounds are actually quite dashing.

The most that's changed from CoD2 to CoD3 is the iron sights. Both sights
have shrunk, probably to balance multiplayer, and the rear sight has changed
from a wide U-notch to a tiny little V-notch, while the front sight has
changed from a hooded post to a lone blade. Aiming shouldn't be too
different, but it isn't exactly the same. The sights are more akin to CoD2:
BRO sights.

Reloading is much faster. In fact, it is almost as fast as just cycling the
bolt, which makes keeping up a sustained stream of fire all the more easier.
All in all, the Kar98k is a good, solid weapon that is easy to use.

3.4 – G43

Designation: Gewehr 1943
Country of origin: Germany
Available to: German
Caliber: 8mm Mauser
Feed Mechanism: 10 round detachable box magazine
Operation: Gas operated

History of the G43

The development of the G43 was actually effected by Germany's encounter with
the Russian SVT-40 models on the Eastern Front. These rifles offered more
firepower than the Kar98k and outclassed it in battle. Combat with the
American M1 Garand and M1 Carbine on the Western Front also brought to
realization that the Kar98k was no longer the best rifle in the world. Mauser
and Walther both got to work on developing a suitable semi-automatic for the
German Army. The G41 submitted by Walther seemed to be the best choice, if
not for the complex gas system, built around the Bang Rifle, which trapped
the gas as it expanded from the muzzle. In 1943, Walther submitted their
revised design with an improved gas-piston system similar to Tokarev model
rifles, and also replaced the integral 10 round system with a removable 10
round clip. The G43 entered service in 1943, and quickly proved to be an
accurate, reliable, and powerful semi-automatic rifle. Typically, semi-
automatic rifles were not as well suited to sniping and long range combat as
bolt-action rifles, but the G43 proved to be an exception, 53,000 of which
were fitted with scopes.

The G43 operated very similar to SVT-40 rifles and the M1 Garand, in which a
gas piston chamber ran over the barrel to drive the bolt back and eject the
spent case. But instead of the recoil spring around the gas piston, it ran
behind the bolt. A charging handle mounted along the top was attached to the
bolt carrier, which contained the bolt (duh). The bolt was attached to a
mainspring and when it recoiled, compressed the spring and pushed it against
the buffer. The spring drove the bolt back and chambered another round.

The G43 remained in service until the wars end, and was very popular among
infantry and sniper units. Although produced on a large scale, the G43 never
replaced the Kar98k because the German Army needed every firearm they could
get their hands on.

The G43 in CoD3

Only available in certain campaign levels, the G43 has changed quite a bit.
The first thing you'll notice is that it feels kind of stupid in your hands.
It lacks the pristine shine of other weapons, and isn't all that pretty to
look at. Despite awkward visual alterations, though, the G43 isn't all that
bad of a weapon. It takes 1-2 shots to kill, has a ten round clip, and
reloads fast. But on the down side, it fires at a much slower rate than in
CoD2. Players used to the G43 in the previous game may be used to its
relatively fast rate of fire, and may overestimate its new firing rate.

The iron sights have greatly increased in size, and still consist of a rear
V-notch and a front hooded post. At close to medium range, the G43 performs
quite nicely, but at long range it feels very hard to aim and place accurate
shots. It also has more recoil than you would expect. Nonetheless, the G43 is
worth picking up due to ammunition availability.

3.4 – Scoped Springfield

Designation: US Rifle M1903A4
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Feed Mechanism: 5 round integral magazine
Operation: Mauser Bolt

History of the Springfield

Looking for a replacement for the trap-door Springfield, an old, outdated
single-shot rifle, the US examined at least 50 different models of rifles in
1892 and finally adopted the Krag-Jorgenson, a rather hasty decision. During
the Spanish American War in 1898, it was made clear that the American Krag
rifle was simply outclassed and inferior to the latest Mauser G98 models.
After the War, the US Army Ordinance department began to test the Mauser, and
decided that it was an ideal system to build a rifle around. It is not
exactly clear on how the rights were obtained from Mauser, whether the design
was stolen and later paid off or if Mauser gave a license to the Springfield
Armory for production, but the Mauser brothers were paid $200,000 dollars for
the design anyways. In 1903, Springfield had submitted their design, which
was accepted and designated the M1903.

Like the Lee-Enfield, the Springfield was a "short" rifle model with a 61cm
barrel suited for Infantry and Cavalry use. The Bolt and magazine were
identical to the Mauser bolt, with two locking lugs in the front and one in
the rear, perfect to fire the powerful .30cal Springfield rifle cartridge.
However, the bolt was also like the Mauser in which it had to be rotated a
full 90 degrees to unlock, unlike the Lee-Enfield, which only needed to be
rotated by half of that.

During 1905 and 06, the Springfield was refitted to use a different bayonet
and different sights, as well as upgrading the ammunition to a 150 grain ball
ammunition, designated the .30-06. Various models were produced, such as the
Model 1903A3 with sights moved to the back in the form of aperture sights, as
well as the implication of the Type-S stock, and the 1903A4, hand-selected
for accuracy, with the removal of the iron sights in the place of an M73 and
later an M84 telescopic 2.2x scope. These rifles were technically replaced by
the M1 Garand in 1937, but still remained in use as a popular snipers weapon
until the end of the Korean War.

The Scoped Springfield in CoD3

The Springfield is the Allies' sniper weapon, and is excellent in fulfilling
that roll. It is laser-accurate, retaining the ability to click the left
thumb-stick to hold your breathe and steady your aim. Visuals and sounds are
very different from CoD2. The graphics are actually one of the cons of the
rifle, as sometimes you may find yourself admiring the weapon's beauty
instead of watching for targets. The firing sounds and bolt operation have
been salvaged from CoD2: BRO.

The scope consists of two thin lines intersecting each other in the very
middle (marking the exact point of impact), one vertical and the other
horizontal. Three smaller lines intersect the bottom of the vertical line and
either side of the horizontal line, helping to box single targets and assist
aiming. (Note that this scope configuration is generic in all sniper rifles.)

The scope shakes wildly while not holding your breathe to steady your aim,
but it swirls in a fairly predictable pattern, so it is not always necessary
to hold your breathe. After each shot, you now exit zoom-mode to cycle the
bolt. Realistic, yet also allows your target to get away if you missed. Note
to sniper: don't miss!

3.5 – Scoped Lee-Enfield

Designation: Rifle, No.4 Mk.1(T), Lee-Enfield
Country of Origin: Great Britain
Available to: British, Canadian, and Polish
Caliber: .303 British
Feed Mechanism: 10 round box magazine
Operation: Lee bolt

History of the Scoped Lee-Enfield

Lee-Enfield No.4 Mk.1 Rifles tended to vary in accuracy. A battle rifle's
main role in an infantry unit was to (or at least back in the times of the
Great Wars) fill the air with enough lead at long enough ranges in hopes that
one round may find a target. This was the case with rifles such as the M1
Garand, Kar98k, Lee-Enfield, and Mosin-Nagant. However, as I said just
previously, accuracy varied within these rifles, and occasionally, one
distinguished itself from the rest.

Sniper Rifles are not a new idea. The concept of sharp-shooting first arose
with the acceptance of a rifled barrel during the mid 19th century, when iron-
sights first began to show up on modern breech loaders. It had already
occurred to the general public and various hunters and shooters that by
equipping a rifled gun with a telescope or monocular that accuracy could
improve by astronomical scale. Although scoped rifles were at first pretty
non-regulation with military rifles, by the First World War, sharp-shooters
were already using a telescopic sight to engage targets at up to 1200 meters.

The Lee-Enfield No.4 Mk.1 would typically go through a number of firing tests
before being packaged and shipped to appropriate arms dealers. One such test
pitted a Lee-Enfield against a 1x1 meter white square target at a range of
300 meters. If the rifle performed within certain parameters, then the rifle
was accepted and the guidelines slightly adjusted, this time being shot at
the same target at distances of up to 600 meters, scope not included. If the
rifle fired in groups of no more than a 10-inch diameter, the rifle was hand-
selected to be fitted with the No.32 British sniper Scope.

Only a handful of these rifles made the cut for the sniper conversion
program, which was conducted at both the Royal Arms Factory in England and
the Holland & Holland manufacturers in Canada. These rifles were distributed
to British snipers in distinct Sniper Programs or in regular infantry squads.
The 3.5x scope increased the effective range of the Lee-Enfield to 800

The Scoped Lee-Enfield in CoD3

Good thing the Scoped Lee-Enfield still uses the 5-round stripper clips to
reload instead of 1 round at a… wait. It DOESN'T! Blasphemy!

Yes, it's a sad truth. The Lee-Enfield is now equipped with the authentic
No.32 scope instead of the peculiar offset scope from CoD2. Now, even with
the hefty 10 round clip, you must reload the Enfield one agonizing round at a
time. Thus, as a rule, you should never fire more than five shots from the
scoped Lee-Enfield before reloading, or you will have to suffer the

The Scoped Lee-Enfield looks and sounds exactly the same as the regular Lee-
Enfield, except for the 3.5x Scope mounted on the top. The scope
configuration is the same as the Springfield, so further explanation is not
necessary. You'll find that the scoped Lee-Enfield is very exclusive in the
single-player campaign, and unfortunately does not make an appearance in

3.6 – Scoped Kar98k

Designation: Der Karabiner 1898 Kurz
Country of origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Feed mechanism: 5 round integral magazine
Operation: Mauser bolt

History of the Scoped Kar98k

The Kar98k was a commonly accurate weapon for a battle rifle. While this was
of course affected by the quality of the breech, chamber, bore, and
ammunition, the Germans were more than capable of succeeding in high quality

Kar98k rifles are fitted with 60cm barrels, and went through the same kind of
testing as other battle rifles like the Springfield and Lee-Enfield to
determine exactly what degree of accuracy an individual rifle was packing.
These rifles were then modified to be fitted with scope mounts and the
standard German 4x scope. These remained the most commonly encountered German
sniper rifles throughout the war, and easier to manufacture than the
expensive G43 sniper variant. The Kar98k, equipped with scope, was accurate
at up to 800 meters.

The Scoped Kar98k in CoD3

Your typical sniper rifle, the scoped Kar98k performs almost identically to
the scoped Springfield, with differences, of course, to the sounds and
visuals. The sounds are only slightly different than the regular Kar98k
model, and the weapon looks the same as well. The scope is essentially of the
same layout as any other sniper rifle in CoD3.

In multiplayer, you must zoom out of scoped mode to cycle the bolt, just as
you would with the Springfield. Accuracy is perfect, and will land on the
exact pixel that you aim for. With a slow rate of fire, low magazine
capacity, and extreme accuracy, the Kar98k (and Springfield) are well suited
to sniping.

3.8 – Rifleman and Sniper Efficiency

These two classes are similar in that they are both relied on to provide well
placed shots for an infantry unit. But they differ quite a bit.


No longer are bolt action and semi-automatic rifles so similar. With the
increased rate of fire of the Garand and the decreased rate of the Kar98k,
the two rifles are on quite different ends of the deal.

Using the Garand, a player is relativity safe at most ranges, and can run
with the rest of the infantry squad. However, the Garand is no match for the
sniper rifle at long range and cannot hold its own against a submachine gun
at close range. It focuses on a good mixing of all these characteristics.
With a Garand, you have the advantage of power and speed, where if a player
rounds the corner, a few quick taps of the trigger will stop him in his
tracks. But a rifleman armed with a Garand should typically keep his distance
and find key areas to defend, allowing him to pick off targets from available
cover or from the prone position.

While engaging targets, the rifleman should only expose himself to one
opponent at a time, as you have much better chances with a one on one duel
than a three on one massacre. These conditions are ideal when cover is
available or you are in the prone position, as you are exposing as little of
your body as possible, making you a much smaller target.

Armed with the Kar98k, a player should opt for long range combat rather than
frontline warfare. Using a Kar98k to pick off targets from a safe distance,
you may even surprise yourself with your performance. The Kar98k is powerful
and easy to use, but only under certain circumstances. Again, the player
should use cover or the prone position to his advantage, and find areas easy
to defend or areas guarded by other teammates with a wider variety of
weapons. When using the Kar98k, try to aim for the head, as risking a body
shot could give away your position if you target survives, and leaves you
vulnerable while working the bolt.

You also have the option to attach a rifle grenade as your class's special
ability. The amount of rifle grenades you can carry depends on a players
rank, and can be useful in some situations. It will take a while to predict
the trajectory of the grenade, and it is sometimes difficult to get a kill,
as splash damage isn't that large.

Scoped rifleman

Scoped riflemen should still abide by the same rules as the regular rifleman,
but should elaborate on his or her own personal tactics. Finding good spots
to hide and well camouflaged areas is important to good sniper efficiency,
but these have to be found on your own.

Becoming proficient with the scope is also important. You should notice that
the actual image presented in your window of vision does not move while in
scoped mode, it is the actual frame of the scope that sways and swings
around. This is actually easier to master than the system in CoD2 and you may
not even need to use the hold-breath function (left thumb-stick), as you
should be able to predict the scope's movement.

A nifty tactic that the sniper can use is his binoculars (usually used to
call in artillery strikes, and used with the right bumper) to spot targets
instead of his sniper scope. This is handy because, when prone or hidden, you
are less conspicuous to the human eye than a player with a rifle sticking
outward. Since you are typically trained to look for a rifle sticking out of
a bush or a blade of grass somewhere when searching for snipers, you will
traditionally pass right over a player in the prone position with binoculars.

Another neat tactic I generally deploy is the use of a critically wounded
enemy's body as bait for medics. If a medic sees a downed teammate (one that
you have shot and still have in your sights), they will rush over to heal
their fallen comrade. It is even acceptable to let them heal their teammate
before you kill them, so you are set up for a possible triple kill.

Additionally, a sniper can use an artillery strike to take out armored
convoys. The strength of the strike is determined by your rank.


A German general in WW1, von Hutier, had developed an infantry tactic called
"Storm-Trooping" where a squad of highly trained soldiers would push through
the infantry lines to disable enemy positions and strongholds while mobile.
To do this, von Hutier needed a weapon that was automatic, very light and
small, and suitable for short-range combat. At the time, the only automatic
weapons were heavy machine guns and automatic rifles. So von Hutier made
plans to develop a new type of weapon, and the submachine gun was born.

Submachine guns are pretty much the same in CoD3 as they were in CoD2,
although some changes are very noticeable. It seems as if SMGs have a much
longer range than they did in CoD2. The sights have been enlarged since CoD2,
and recoil has been drastically reduced.

Submachine Guns are given to the Light Support Class, which includes an SMG,
a pistol, an AP mine, and a sticky grenade.

4.1 – Thompson

Designation: Thompson M1A1
Country of origin: USA
Available to: Allies, American
Caliber: .45 ACP
Rate of fire: 700 rpm
Feed mechanism: 20 round detachable box magazine
Operation: Blowback, open bolt

History of the Thompson

Brigadier General John T. Thompson first set out with the goal of developing
a successful, fully automatic rifle, using a blowback action. His main goal
was to develop this rifle to be accepted into military service, but the
military had strict standards for cartridges, and Thompson found that the
blowback action couldn't handle the .30-06. He contacted a Commander Blish,
who had developed a complex recoil design, to help solve the problem. With
the aid of two men, Theodore Eickhoff and Oscar Payne, Blish and Thompson
formed the Auto-Ordinance Co.

Thompson soon found that the .30-06 was not suitable for his design, but
realized that the current .45 ACP pistol cartridge worked quite nicely with
Blish's blowback design. His invention used a bolt containing what he called
an H-piece, which took advantage of the closed-bolt firing function. With a
round chambered, the H-piece rode up into a grove in the gun body, locking
the bolt. When the round fired, sudden heat and pressure from the expanding
gasses forced the H-piece to lock solidly until heat and pressure dropped, at
which point the H-piece fell and allowed the bolt to recoil. Thompson created
his weapon around this and offered it to the U.S. Army in 1921, calling it
the "Trench Broom." The Army was not fond of this design, because there was
no use for the weapon at the time.

Thompson then put his gun on the market as a name that he had dubbed
"Submachine Gun." He had no idea that the term would follow this category of
weapons throughout history. The weapon caught on with gangs and became
infamous for its use in the 20s. Thompson had Colt manufactured some of the
weapons, and designated them the Thompson SMG. The Army finally began to see
use for the Thompson in the years preceding WW2, and adopted it as a standard
military weapon. During wartime, two models were manufactured, the M1
introduced in 1942 and the M1A1 in 1943, both scrapping the complex Blish
lock in favor of a simple recoil-operated open bolt. The Thompson was an
immense success and was one of the first SMG designs in history.

The Thompson in CoD3

The Thompson has undergone a number of changes, but none of them include the
re-introduction of the 30 round clip. It still features the much-to-be-
desired 20 round clip, which is depleted at 700 rounds a minute faster than a
heartbeat. You'll also find that the recoil is greatly reduced, and is much
more controlled, making short-bursts at long range very effective.

The sights are still the same, but much larger, more similar to CoD2: BRO
than CoD2. They feature a rear V-notch (the aperture sight isn't used) and a
front blade notch, which is a lot easier to see and much larger. In a way,
the Thompson has been made into a fast-firing, low recoil, light, long range
and easy to use weapon. The only problem is it may take anywhere from 4-5
shots to kill a target.

The Thompson's initial recoil is very controlled, and should be fired in 3 or
5 round bursts, as it is most effective at that. It can even be used with
single shots at long range. It seems as if most SMGs have been improved to
fire at longer ranges, but only function well with short bursts of fire.

4.2 – Sten Gun

Designation: Sten Mk.II
Country of origin: Great Britain
Available to: British, Canadian, and Polish
Caliber: 9mm Lugar
Rate of fire: 550 rpm
Feed mechanism: 32 round detachable box magazine
Operation: Blowback, open bolt

History of the Sten gun

After America's entrance into the War in 1941, Thompson shipments were
becoming fewer and fewer as the need for them by the U.S. Army drastically
increased. Due to high demand for the Thompson SMG and also the realization
that a much larger military force was required to take on the Nazi war
machine, the Enfield Arms factory was called upon to provide a simple, cheap,
and effective replacement submachine gun.

The word "Sten" is an abbreviation, combining the first letter of the two
men's names responsible for the design, Major R. V. Shepard, and Mr. Harold
Turpin, with the first two letters of Enfield, to produce the Sten gun. Their
design was so simple, it was hard to believe that the Sten gun could operate
with less than 50 total parts on the entire weapon. It was incredibly easy to
manufacture, and did not require a whole lot of precision or high quality
craftsmanship. Ammunition was in good supply, as it was chambered for the
German 9mm Lugar, so ammunition could be captured from MP40s. It seemed as if
the Enfield factory had pulled it off. But dozens of imperfections quickly
followed the Sten into combat.

The Sten gun was essentially a metal tube with an inverted magazine housing
that was fitted horizontally, with a wire frame stock and a trigger. The
troops often referred to it as the plumber's nightmare, due to its
unreliability and resemblance to a plumbing tube. The Mk.II got rid of any
wooden parts in favor of all metal, and the barrel sleeve was shortened and
perforated to prevent overheating. The gun was recoil operated and fired from
the open bolt. There was always risk of dirt getting into the charging slot,
not to mention the delicate magazine design made it susceptible to jamming
quite frequently. The horizontally fed magazine was easily damaged, and any
pressure could cause it to feed improperly.

The Sten gun's main problem was its risk of misfires and accidental fires.
Any kind of moderate jarring, common in most combat situations, resulted in
the unlocking of the bolt and firing the gun, continuing to fire and sputter
dangerously on the ground until someone removed the magazine. Sometimes the
gun would fire even when the firer had taken his finger off the trigger, or
sometimes wouldn't fire at all. The Sten sure was a little bundle of joy.
Nevertheless, the British Army adopted it in 1941 all the way until the 60s
when replaced by the Sterling SMG. It is interesting to note that it was
first discovered that by using a device called a silencer, the 9x19mm round
could be slowed down to sub-sonic speeds, resulting in the first silenced
weapon in history, first tested on the Sten.

The Sten gun in CoD3

The Sten was glorified in Call of Duty 2 to a higher standard than what most
historical records have ever proved. It was a tough, effective, and reliable
weapon and was liked by many players. But all of that is gone now, and the
Sten has been shamed once more.

Aside from looking pretty sexy in the hands of the British SAS Sergeant to
which we are first introduced this weapon, and the new, attractive sounds,
the Sten is actually a very low-performance weapon. It has a laughably low
damage factor for campaign mode, and may take as many as 5 shots to kill 1
German soldier. As a rule of thumb, don't stop firing until you see your
opponent drop.

Something that distinguishes the Sten from the Thompson and MP40 is that it
behaves the most like an SMG than any of them. It is inaccurate at ranges
farther than 50 ft, and takes more rounds to incapacitate a target at longer
distances. The Iron sights, unlike in CoD2, are perfectly aligned with the
top of the gun instead of offset slightly to the left. The rear sight is an
aperture sight, enlarged slightly, and the front is a blade, the very tip
marking the impact point.

However weak and inaccurate the Sten Gun is, you may find it quite useful in
many close range combat situations, like urban and house-to-house combat.
Then again, weapons in CoD3 aren't really allowed to jam or misfire as much
as the Sten really did, so that's not saying that it can't easily be
substituted for weapons like the MP40.

4.3 – MP40

Designation: Maschinenpistole 1940
Country of origin: Germany
Available to: Axis, German
Caliber: 9mm Lugar
Rate of fire: 500 rounds per minute
Feed mechanism: 32 round detachable box magazine
Operation: Blowback, open bolt

History of the MP40

Remember the German General, von Hutier, mentioned in the introduction to
submachine guns? The needs for his specific weapon were at the time being
filled by a German weapon designer named Hugo Schmeisser. He had been working
on a design that would expand on an automatic pistol to enhance it for trench
warfare, but found that the pistol frame was too light to take the punishment
of fully automatic. He built his gun around the 9 x 19mm Lugar round. The
result was a short barreled gun with a perforated barrel jacket and a thick
gun body, fed by a 20 round clip horizontally into the side, and a wooden
stock. It used a simple blowback design, where the bolt was pulled back and
locked against a return spring. When the trigger was pulled, the bolt would
release and shoot forward, pushing a round into the chamber and fire it. The
recoil would push the bolt back and eject the cartridge, and lock again
against the sear, or, if the trigger was still depressed, repeat the process.

Unlike the U.S. Army, the German army acted more enthusiasticly towards this
gun, and adopted it in 1918. This only served in the very end of WW1. Various
designs were derived from the MP18, and perhaps the most famous would be the
MP40. The MP40 used a staggered box magazine of 32 rounds, and used a
slightly different recoil system than the MP18. The bolt was built over a
telescoping long-recoil spring that used the same open-bolt principles as the
MP18. The MP40 was considerably lighter than the MP18 and was the first to
use an all metal stock with no wooden components. The weapon was even
nicknamed the "Schmeisser" to commemorate the man who developed the MP18.

The MP40 saw extensive use by the Wermacht during WW2, and while it had some
jamming problems with the 32 round magazines, was a tough and reliable
weapon. It became the image of the Third Reich, and was always associated
with Nazi Germany. It remained in service until the end of WW2.

The MP40 in CoD3

The first time you pick up an MP40 in CoD3 (which will be very soon, as these
weapons are plentiful), you will notice a few graphical and audio changes
from the previous Call of Duty, but will ultimately find that it is the same
gun. It still fires at a good 500 rounds per minute, and is still just as
powerful as it was before. But with most SMGs, it has considerably less
recoil to start out with, making sustained fire very manageable, with only
slight adjustments to aim along the way.

The MP40 uses a rear tangent U-notch, and a front hooded blade. The sights
have been enlarged and made easier to use. The tip of the blade marks the
exact point of impact. Rather than being inferior to the Stg44 in CoD3, the
MP40 balances the two weapons between being, light, easy to use, low recoil,
yet weak; to the heavy, large recoil, powerful Stg44. Players will find that
selecting either will result in the same effect, yet the Stg44 is generally
used at longer ranges, and vice versa.

Submachine Gunner Efficiency

Submachine Guns are no longer the spray and pray weapons they were in CoD2,
where the player was often leaning on the trigger the entire time. They can
now be used much more tactically without so much unpredictable recoil. The
kick from an SMG goes straight up, if at all and no longer shakes all over
the place. Soldiers can now use a Submachine Gun with the same efficiency as
a rifleman or support gunner.

Now, a Submachine Gunner can effectively hold his own on an infantry line,
providing his unit with good close range suppressive fire. SMGs can also be
used on the move, unlike other heavier weapons, and will keep an opponent in
check as you advance. Faster reloads typically help this.

As long as a submachine gunner is engaging targets on a straight approach and
short range, you should be able to throw your opponent's aim off long enough
to get a kill. Using an SMG against enemies at medium or long range who are
equipped with more powerful weapons should be avoided, and you should always
make the attempt to get closer to an enemy before opening fire.

Since most of the maps are so big in CoD3, however, submachine guns have
become relatively redundant. SMGs are best used in tight corridors where
other weapons are at a disadvantage.

5.0 – Support Weapons

Typical words used to describe support weapons are "cheep" and "overpowered."
Nonetheless, they are commonly used as all-purpose weapons in most
multiplayer matches. Support weapons still have one main role in an infantry
unit: to provide long range suppressive fire and fill the air with enough
lead to keep the enemy in their foxholes.

Support weapons have undergone a number of changes to how they perform. Some
of them can only be found in the single player campaign, and are pretty
exclusive. The main trait that they all share is that recoil has been reduced
by a great deal, now making it possible to shred through an entire clip while
remaining on target.

The support weapons are under the Heavy Assault kit, and carry an assault
rifle, a pistol, an AP mine, and a frag grenade.

5.1 – BAR

Designation: Browning Automatic Rifle M1918A2
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Rate of fire: 450 rounds per minute
Feed Mechanism: 20 round detachable box magazine
Operation: Gas operated, open bolt

History of the BAR

Around the same time that John M. Browning had introduced his incredible
Browning .30 and .50 caliber machine guns, he also presented to the U.S. Army
an "automatic rifle." There had been numerous attempts at creating semi-
automatic rifles and fully automatic rifles previously, such as the Bang
Rifle and the Mondragon, but the Browning Automatic Rifle was the first
successful model adopted into military service. It was a heavy weapon,
weighing just under 20 pounds. It was approved for production in February
1918 by the US Army and served for the final months of WW1. The idea was to
equip 1 out of every 5 men in an infantry unit with a BAR, with the concept
of providing the riflemen with support while advancing across "No Man's
Land," or the ground between two trenches.

The first model, the BAR M1918, was a select fire rifle, firing in either
fully automatic at about 500 rounds a minute, or single shot. Browning's
design was a rather complex idea of gas-operation, with a gas piston chamber
running under the barrel. The expanding gas would push the piston and bolt
back to eject a spent casing and cock the hammer, while the bolt head would
rise to lock in a recess on the top of the gun body, ready to fire again.
Once the trigger was pulled, the bolt would fall, and the return spring would
propel it forward to chamber another round and fire.

In 1937, the BAR was modified, the rear sights reconfigured from the aperture
sight to the V-notch. The hinged butt-plate was included as well as a bipod
attached to the gas piston cylinder. This model was designated the M1918A1.
Shortly after, in 1940, the weapon was modified again to scrap the single-
shot firing mode in favor of fully automatic only. The rate of fire could be
selected to fire at 450rpm or 650 rpm. This model was called the M1918A2. The
BAR remained standard in the military throughout WW2 and the Korean War
before being phased out by the M14 Assault Rifle.

The BAR in CoD3

First of all, it is important to point out that the model designation for the
Browning Automatic Rifle in CoD3 is incorrect. In the Bonus features section,
it is labeled as the BAR M1918A2. The skin in this game, however, is a WW1
model M1918. It even uses the aperture sight of the WW1 model. But it fires
at 450 rounds a minute, the "slow automatic" select fire from the M1918A2.

The first thing you will probably notice when you first pick up, load, and
fire the BAR, that it has virtually no recoil at all. Even when emptying an
entire clip on full automatic in the standing position, you will find that
your aim has only slightly deviated vertically. This is realistic in some
manner, as since the BAR was such a heavy weapon (19.6 lbs) most of the
energy from the .30-06 cartridge had dissipated before it reached your

The sights consist of a rear aperture sight and a front blade sight. The rear
sight is very wide, and will even block out some targets at long range, which
is probably the desired distance you will tend to be firing from. Due to the
incredibly low recoil, high power, and manageable rate of fire, the BAR is
excellent for long range support.

5.2 – Bren LMG

Designation: Bren Light Machine Gun
Country of origin: Czechoslovakia
Available to: British, Canadian, and Polish
Caliber: .303 British
Rate of fire: 500 rounds per minute
Feed mechanism: 30 round detachable box magazine
Operation: Gas operated, open bolt

History of the Bren LMG

The Bren LMG first began with the production of the Czech ZB vz.26, a light
machine gun based on the gas-operated design of the Browning Automatic Rifle,
using a tipping bolt that locked into a recess in the gun body. After men
from the British Embassy in Prague had seen the weapon perform, they
contacted the British Army Ordinance, who had been searching for a
replacement for the Lewis Gun, and informed them of the Zbrojovka Brno Arms
manufacturing company. After testing the ZB model 26, they concluded that it
would be the best choice to design a weapon around. They re-chambered it for
the British .303 cartridge and changed the magazine from a straight box
design to a curved one, redesigned the sights, and shortened the barrel. For
this new weapon, they used the first two letters of Brno, the factory in
which the ZB vz.26 was first manufactured, and the first two letters of the
place of new manufacture, Enfield, to form the new designation, Bren.

The Bren was adopted by the British military in the mid-1930s, and was used
throughout WW2 and the Korean War. The locking mechanism was based off of the
Browning Automatic Rifle, also used in weapons like the Chatellerault, where
the bolt tipped and locked against shoulders on the interior of the gun body.
The Bren also fired from the open bolt - making the risk of rounds "cooking
off," or firing prematurely while in the chamber due to extreme heat - less
likely. The Bren was an incredibly good design and extremely tough and
reliable. The Bren was once dubbed the greatest machine gun ever built, which
is certainly an agreeable statement.

The Bren was an excellent replacement for the previous Lewis and Hotchkiss
models of WW1, which were complicated and expensive to manufacture, not to
mention unreliable. It should be noted that the Lewis gun had 23 different
forms of jamming, which the crew had to memorize and know how to fix, while
the Bren Light Machine Gun had only 3.

The Bren LMG in CoD3

The Bren only appears in the single player campaign, and is available to the
British, Canadian, and Polish forces. The Bren is a powerful automatic weapon
capable of holding off multiple enemy units with a good rate of 500 rpm. Its
initial recoil is actually greater than sustained fire, so it is not
impractical to fire in long bursts. One problem with this, however, is that
the muzzle blast can get in the way of your targets due to the way the sights
are set up, making aiming difficult. Whether you choose to fire in short,
controlled bursts, or long, sustained bursts, The Bren's aim is easily
corrected and is effective at most ranges.

The sights are very similar to the Lee-Enfield. The Bren has two rear
aperture sights (the one behind the magazine in not used). The one that is
used is a thin plate with a hole, roughly the same size as the Lee-Enfield,
and the front sight is a blade with a post on either side. This configuration
makes aiming very easy. However, due to the magazine placement, peripheral
vision to the center right is blocked. Luckily, it is not as obtrusive as it
was in previous Call of Duty games.

With a good rate of fire, awesome accuracy, great power, large clip capacity,
and manageable recoil, the Bren is an excellent choice for any range of

5.3 – Stg44

Designation: Sturmgewehr 1944
Country of origin: Germany
Available to: Axis, German
Caliber: 7.92mm Kurz
Rate of fire: 500 rounds per minute
Feed mechanism: 30 round detachable box magazine
Operation: Gas operated, open bolt

History of the Stg44

During the prewar period in the 30s, the German Army began to come to a
realization. Rifles were, at the time, made to fulfill the purpose of long-
range, accurate fire. A standard issue German rifle was required to have an
effective range of at least 400 meters, but how many times did a soldier
actually get the chance to engage, much less see, a target at those
distances? Also, the German Army deployed heavy, powerful cartridges, and
naturally, to fire such a heavy bullet, a heavy rifle was also required, but
to what point was such a rifle bullet practical when a smaller bullet of the
same velocity could perform the same job? It was the criticism of factors
like these that led to the Stg44.

They realized that they needed a much smaller cartridge, instead of a large
one that wasted energy. With a lighter cartridge, so could there be a lighter
rifle, and that was the basis of the new weapon. Due to availability of
machinery to produce the Standard 8mm Mauser (7.92 x 57mm) cartridge, the new
cartridge was developed using the same dimensions. Following this, the German
Army asked the arms producers Haenel and Walther each to develop a new rifle.
Both designs, the MK42, were tested, and concluded that the Haenel design
would be the best choice, using a 7.92 x 33mm round. But Hitler did not
approve of the new rifle. He argued that the traditional long-range rifle
cartridge was better, and claimed the soldier needed a long range rifle to do
the job. Hitler was, however, a keen enthusiast for submachine guns, so to
get around the problem, arms factories changed the new rifle's name to MP43,
which meant "submachine gun" 43.

Eventually though, Hitler found out when in a Conference of Commanders on the
Eastern front, when the officers all requested for more shipments of the new
rifle with enthusiasm. After a while, Hitler approved of the rifle, and
changed the name to Stg44. It is noteworthy to mention that the respect for
the Stg44 by the Russians led to the development of the famous AK47.

The Stg44 in CoD3

Hooray for the Stg44! I was getting pretty tired of the MP44 designation
found in all previous Call of Duty titles. Since the game takes place in
August 1944, after the name was changed, it feels appropriate. The Stg44 is
still a powerful long range weapon, but feels slightly different. It no
longer feels like the high-powered support weapon that it portrayed in CoD2,
acting as a counterpart to the BAR. It now behaves more like the machine
carbine that it truly was. It does not have much initial recoil, but after 3
or 4 rounds, the gun begins to buck wildly, making sustained fire difficult.

The sights consist of a rear V-notch and a front ring and blade. The front
sight has been raised quite a bit, but the tip of the blade still marks the
exact point of impact. The sights have also being enlarged, making aiming
generally easier.

The Stg44 still serves as a counterpart to the BAR, but in a different way,
much like the relation between the Garand and the Kar98k, or the Thompson and
the MP40. It has its strengths and weaknesses, but still functions well with
its assigned role.

5.4 – FG42

Designation: Fallschirmjägergewehr 1942
Country of origin: Germany
Available to: German
Caliber: 8mm Mauser
Rate of fire: 750 rounds per minute
Feed mechanism: 20 round detachable box magazine
Operation: Gas operated, open bolt

History of the FG42

The FG42, was a heavy, select fire, gas operated automatic rifle. It was
developed shortly after the Battle of Crete, which made it blatantly obvious
that the Fallschirmjäger (German paratroops) were ill-equipped to jump in
hostile territory, and demanded a new weapon. The paratroops usually only
jumped with pistols and submachine guns, and the Luftwaffe began to
reconsider the fundamentals of proper jumping equipment. The Fallschirmjäger
needed an automatic, high powered rifle that was lightweight, (no more than 9
pounds) short, (no longer than one meter) and included only metal hardware.

Six different arms manufacturers were selected to produce a prototype model,
but the only one accepted was the design by Louis Stange. The FG42 had two
main design versions, the Model I and the Model II. While not exactly
pertaining to the desired specifications, it still performed well. It
featured a select fire device that fired in semi-automatic from the closed
bolt or fully automatic from the open bolt, firing from a side-mounted 20
round magazine at 900 rounds a minute. The stock was set up in a way that
vertical recoil was dramatically reduced by making the stock one long
extension of the receiver (instead of diagonal to it like on most other
rifles) so that the recoil was diverted straight back. The Model II replaced
the slanted handle with a vertical one, and moved the bipod to attach to the
muzzle. Only about 7000 FG42 models were ever made, and the FG42 never really
saw full fledged service on the frontlines, but only exclusive service in
special operations by the Fallschirmjäger.

The FG42 in CoD3

The FG42 is only found in one level of the entire game. While it is certainly
a delight to pick up and use, it is not that great of a weapon. Part of that
is due to the fact that since it is so light and has such a high rate of fire
(750 rounds per minute) it has excessive recoil. Even firing in single shot
provides more kick than would be desired. On the plus side, the level that it
is found in has an abundance of ammunition, and is easy to suppress an enemy

The sights consist of a rear Diopter aperture sight and a forward pin. Aiming
is fairly easy, but does not feel as smooth as other weapons. Reload time is
the fastest of all support weapons, since you only need to replace the
magazine, and with the smallish capacity and high rate of fire, you will find
yourself reloading a lot.

While not particularly a favorite weapon, the FG42 still provides a good
amount of fire and decent accuracy. Aside from sounding like a pipsqueak, the
FG42 is a powerful weapon, but is best used in close quarters, as the recoil
prevents use at any longer ranges.

5.5 – Scoped FG42

Designation: Fallschirmjägergewehr 1942
Country of origin: Germany
Available to: German
Caliber: 8mm Mauser
Rate of fire: 750 rounds per minute
Feed mechanism: 20 round detachable box magazine
Operation: Gas operated, open bolt

History of the Scoped FG42

At the same time as the development of the FG42, German air force officers
considered mounting a scope on the new automatic rifle to increase the range
of fire and allow more precise shot placement while airborne. This was the
first introduction to the predecessor of the scoped Assault Rifle in history.
The scope was specifically tailored to the weapon, and was called the ZFG42.
Aside from the scope, the FG42 was the same weapon as the standard, non-
scoped FG42, and unlike most military sniper rifles, was not hand selected
for accuracy.

The Scoped FG42 in CoD3

The scoped FG-42 is a fairly rare weapon, in that it can only be found twice
in the game. It can be found in the half-destroyed house in "The Island"
level propped up against the second story windowsill, and in "The Mace"
propped against two boxes after choosing the upper path to support your
squad. Despite its limited service use, however, it's actually pretty cool.
The scope replaces the crummy iron sights and makes accuracy and aiming a
breeze. It also seems that recoil is reduced in the scoped model, and is
still fully automatic. The only difference in the two models is the scope,
increasing the range to about 600 meters.

5.6 – Support Gunner Efficiency

Support Weapons in Call of Duty 3 are basically the same weapons from Call of
Duty 2 with different results. These heavy, fully automatic weapons were once
used in their true form, mostly to provide inaccurate suppressive fire (but
could also be used to give accurate single fire). In CoD3, Support Weapons
are classified as "Heavy Assault, and are typically used to be fired on the
run and to assault main objectives like flags and HQs. With their low recoil
and high RoF (Rate of Fire), Support Weapons can provide both long and short
range accurate fire.

There are a number of tactics that you can employ while using a support
weapon. The first is mobile assault, using the weapon on the go and firing in
automatic bursts. This is effective for targets that are behind cover, as the
automatic fire can keep the enemy's head down while you close the gap between
you and the target, at which point you can effectively take them out. The
Mobile Assault tactic should generally be used when the enemy is well covered
and at a longer range, and should also be executed with teammates packing
similar weapons.

The second tactic is basic support gunning, by keeping close to your
teammates (usually while behind cover or in the prone position) and providing
a base of fire. You can use this while your team needs to cross a wide open
field that may be guarded by snipers or Support Gunners using the long range-
assault tactic. While doing this with a Heavy Assault weapon is not as
effective as using a deployable MG, it still works quite well.

The final is the Long-Range Assault tactic, where you are using your weapon
to the equivalent of a sniper. The soldier should use the prone position
while hidden or find cover where visibility is poor to take out enemies at
long range. While using the ADS and single-shot fire, a player can take out
many opponents caught out in the open.

In conclusion, the Heavy Assault weapon class is a powerful, all purpose kit
that is easy to use and effective in most hands.

6.0 – Machineguns

The deployable MG falls into this class, something not found in Call of Duty
2. .30cals and MG34s are mostly used to provide a base of fire with a
blistering rate of fire and an abundance of ammunition. Additionally, Heavy
machineguns like the Browning .50cal and MG42 are also included in this
category; more powerful versions of their smaller counterparts, but still
serving the same purpose. While these can't be picked up and deployed, they
can be found on the back of vehicles or as stationary guns.

The Deployable MG is associated with the Support Class, which includes a
machinegun, a pistol, ammunition, and a frag grenade.

6.1 – Browning .30cal

Designation: Browning M1919A6
Country of origin: USA
Available to: Allies, American
Caliber: .30-06 Springfield
Rate of fire: 750rpm
Feed mechanism: 75 or 250 round belt
Operation: Short recoil

History of the Browning .30cal

In 1917, the US Army was equipped by French Arms factories with the Chauchat
medium machinegun, the worst machinegun ever built. The gun jammed,
overheated, misfired, fell apart, blew up, and performed any other sort of
action that disgraced itself, and the crew of the weapon often threw it away
in hopes that throwing rocks might be more effective. The US Army was lucky
that John Moses Browning had a new machinegun.

He first demonstrated his weapon to the US Army in 1917. Browning set up his
machinegun, equipped with water jacket and steam canister, and to the
surprise of the crowd, fired several belts of 20,000 rounds without stopping
or jamming, then another 20,000 rounds after letting the gun cool. Skeptical
that the gun could perform that well under factory conditions, the board
demanded that he have a new gun produced and demonstrated again. With this
gun, he fired nonstop for approximately 48 minutes and 12 seconds until the
gun finally stopped, at which point he blindfolded himself, disassembled, and
then reassembled it. Next week, the US Army ordered 10,000 to be deployed
immediately on the field.

Several models came after that, leading to the M1919, the same gun but
replacing the water jacket with a perforated, air-cooled barrel jacket. All
of his machineguns used the short recoil system of belt-feeding, where the
barrel recoils until it is unlocked from the bolt, which is blown back with
the help of an accelerator, against the return spring. The feed arm discards
a spent shell casing and draws another round into the breech, where it is
chambered and locked, ready to fire again. The most commonly used models were
the M1919A4, which used a plastic pistol grip mounted on the butt and was
used extensively on vehicles (usually fed by a 100 or 250-round box of belt
ammunition), and the M1919A6, which was equipped with a butt stock and bipod
for mobile use by the infantry. The M1919 was possibly the best machinegun
design ever built, and still remains in service in some countries to this

The Browning .30cal in CoD3

Two models, the M1919A4 and M1919A6, are used in CoD3, the latter of which is
a new addition from CoD2 and fully deployable. The first model is primarily
used as a stationary machinegun (not found in multiplayer) and fires at 600
rounds per minute. The second one is the transportable model and fires at 900
rounds per minute with limited ammo. To deploy the M1919A6, you must find a
low piece of cover or go into the prone position.

They both feature new sounds, which are considered to be improved from the
previous game, and visuals. At least you can actually tell how many rounds
are being fired, unlike the weird, pre-recorded sounds from CoD2. Both models
are used as suppressive weapons and are moderately powerful, although it may
take multiple shots to kill an enemy. The stationary gun can overheat,
meaning that you must check your fire often. The deployable gun does not
overheat, however, and can be fired until the 75-round belt is depleted.

The sights look complicated, but are essentially a rear V-notch sight and a
front post. In some low light situations, the front sight is particularly
hard to see, so the shooter should aim just slightly above the rear sight.
Recoil is nil while deployed in the prone position, or set up against a piece
of cover. Additionally, the .30 cal can be used as a spam weapon while on the
move. Be careful, though. The .30cal has the slowest reload of all weapons,
taking about 6 seconds to feed a new belt.

6.2 – Browning .50cal

Designation: Browning M2HB
Country of origin: USA
Available to: Allies, American, Canadian, and Polish
Caliber: .50 BMG
Rate of fire: 550rpm (campaign), 1200rpm (multiplayer)
Feed mechanism: Belt fed
Operation: Short recoil

History of the Browning .50cal

Shortly after developing the M1919 for the US Army, John Browning began work
on a new, heavy machine gun. This class of machinegun was relatively new to
the battlefield, as WW1 had just recently demonstrated extensive use of
fortified and reinforced positions, and even tanks. The Heavy Machinegun was
meant to counter these targets by punching through hardened surfaces and
still have enough energy to dispatch opponents on the other side. Browning's
design was very similar to his previously invented .30cal medium machine gun.
It was a belt fed, short recoil operated, vehicle mounted machinegun in which
the barrel and bolt both recoiled to chamber a new round. He also designed a
new cartridge, a heavy 12.7 x 99mm (or .50 Browning Machine Gun) that had a
maximum kill range of nearly 7000 meters, but an effective range of 2000
meters. He finished the design in 1921, and submitted it to the US Army
Ordinance department for testing.

The Army was astounded at the .50cal's anti-material abilities, penetrating
nearly any object of great density, and adopted the weapon into service. The
.50 could be used in a wide variety of rolls, such as AAA, anti-vehicle, or a
lethal anti-infantry designation. In 1932, the weapon was updated to take a
new, thicker barrel (hence the designation M2HB for "M2 Heavy Barrel") that
resisted over-heating better. The gun weighed a hefty 82 pounds, and with a
bipod included, the weight was bumped up to more than 120 pounds, usually
requiring three men to carry it into battle.

It mostly saw use on the back of vehicles or as a secondary weapon mounted on
tanks. The Browning M2 is such a great design, that it still remains in
military service today, not only in the US, but in nearly 20 other separate

The Browning .50cal in CoD3

The Browning M2 cannot actually be used as a transportable infantry weapon in
CoD3 for obvious reasons, but is often found on the backs of many vehicles.
In campaign, the .50cal sees limited service and only fires at 550 rounds per
minute. In multiplayer, however, it fires at a disgustingly astounding 1200
rounds a minute to counter the MG42. It is found on the back of the American
jeep, the Sherman, and oddly, the Panzer.

The .50cal doesn't really have any real iron sights; it is just essentially a
first-person weapon model with a T-crosshair. The intercept point of the T
marks the exact point of impact at ranges of up to 150 meters. The M2 has
relatively low recoil, but it does overheat easily, making sustained fire
difficult. Firing in 5-7 round bursts with about half of a second between
bursts, or equally 10 round bursts with about a second between bursts will
keep the weapon up and running for a good while. The gun will sustain around
3-4 seconds of fully automatic fire before overheating.

6.3 – Vickers K

Designation: Vickers Gas Operated
Country of origin: Great Britain
Available to: British
Caliber: .303 British
Rate of fire: 950 rounds per minute
Feed mechanism: 100 round drum magazine
Operation: Gas operated

History of the Vickers K

During the post war period, the British Army Ordinance Department realized
that the Lewis and Vickers machineguns had started to become obsolete and
complicated to manufacture. The Lewis gun was a heavy, recoil operated weapon
that fed from a top mounted drum magazine. While the recoil system was
innovative it was less than practical for factory production, as was the
outdated toggle-lock design of the Vickers gun. Adding to that the delicate
mechanisms that were prone to jamming and overheating, it became apparent
that the British Army as well as the entire military needed rearming.
The method of gas-operated weapons had become a new field of exploration
during the early 20th century, and some profitable designs had come out of it,
such as Browning's 'Automatic Rifle,' so it was decided that the new
requirements would call for a light, gas-operated squad-based automatic
weapon firing the standard British .303 rifle cartridge. One possible
candidate was the French manufactured Vickers-Berthier (commercially
advertised as the "Vickers K"), firing the 8mm Mauser round. It was a solid
design, but the top mounted drum magazine proved to be too cumbersome and
added to the already hefty weight of the devise. Although this design failed
army tests in favor of the exceptional Czech ZB vz.26 (later to become the
Bren), the RAF could find ways to put the Vickers-Berthier to good use. It
was rechambered for the .303 British cartridge and became the Vickers Gas-
Operated, mounted on the observation seats of British Aircraft. With a
desirable 950 rpm, it was ideal for single-ship dog fights and capable of
filling the air with dangerous bursts of led. But as newer model aircraft
were produced, the VGO began to gradually lose popularity.
The British SAS would yet find use for the Vickers, however.
Particularly, these weapons could be mounted in pairs on British jeeps for
hit and run tactics. As many as 3 pairs of guns could be fitted to one SAS
jeep, increasing the vehicle's firepower exponentially. This weapon was used
extensively by the SAS during WW2.

The Vickers K in CoD3

The Vickers K is a single player exclusive, available on a track-based
mission during your campaigns with the French resistance. While being able to
drive the SAS jeep, you are later allowed to mount the twin Vickers K
apparatus. First of all, it is apparent that upon pulling the trigger, this
weapon can fire very quickly as well as being a generally terrifying weapon
not only to fire, but also to be on the receiving-end of. Although you may
have noticed the top mounted drum magazine, it is supplied with an unlimited
amount of continuous fire, but it is prone to overheating if one leans on the
trigger for too long.

The second defining characteristic of the Vickers K is its unconventional
iron sight system. It consists of a large ring sight in the rear and a front
pin sight in the center. This might look simple to use but it actually may be
slightly difficult. For one, the sight is not attached to either of the
weapons themselves, but rather in the very center of the two, so you are not
able to see the source of your shots. And since you are not firing tracer
rounds (i.e. bullets that allow the firer to see the trajectory of the shots
by their trail), you aren't able to see where they are going, either. Because
of this, you'll have to rely solely on the sights.

It is best to place the front sight just below your target, and adjust your
fire by either confirming the target's status or by finding the point that
has just been hit. Overall, using the Vickers K is a simple form of guess and

6.4 – MG34

Designation: Maschinengewehr 1934
Country of origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Rate of fire: 900 rounds per minute
Feed mechanism: 75 round drum magazine
Operation: Short recoil

History of the MG34

In search of a new design, the German army began to examine new machineguns
in 1930. The design was supposed to follow certain machinegun standards
recently formed by the Army, which was to use a General Purpose Machine Gun
(GMPG) which could be used for long range suppressive fire, or used as a
mobile spam weapon of sorts. A Swiss design called the Solothurn MG30 caught
the attention of arms developers in Germany. It was a light machinegun that
fired the 8mm Mauser cartridge (7.92 x 57mm) from a side mounted, 30-round
detachable box magazine. A designer working for Mauser by the name of
Heinrich Vollmer took the design and expanded on it, with an end result that
bore very little resemblance to the MG30.

The rotating bolt had been replaced with a staitionary bolt body where only
the head rotated around a joint. It used a similar feeding mechanism to the
Browning machineguns, in which the bolt engaged feeding pawls that fed the
rounds into the breech by either a 250-round belt, or a 75-round drum
magazine mounted on the side. The bolt mechanism was also modified to fire at
800-900 rounds per minute.

The German Army adopted the MG34 in 1934, and used it extensively in WW2.
However, when the war first rolled out, it became apparent that the precision
and productivity demanded by the MG34 was not ideal for wartime production
measures, so it was replaced (officially) by the MG42. Even so, the MG34
remained in wide use during the Second World War as a squad automatic weapon
and a Medium machinegun.

The MG34 in CoD3

The MG34 has resurfaced from Call of Duty 2: Big Red One, looking better than
ever. But other than that, it basically sounds and performs in the same way.
It uses a 75-round drum magazine, which can be depleted pretty fast at 900
rounds per minute, and takes ages to reload, about six seconds. The MG34, as
well as the .30cal, will deploy in the prone position or against a low object
when the left trigger is pulled (ADS) and has approximately 120 degrees
horizontal range and 45 degrees vertical range.

The iron sights are pretty conventional, with a rear V-notch sight (included
with a cosmetic range adapter) and a front blade sight. The tip of the blade
marks the exact point of impact when in the prone position. Recoil is
minimal, and the barrel will only jump slightly when the first shot is fired,
then stabilize. When not deployed, the shots will disperse in a conical
pattern as more shots are fired.

The MG34 and .30 cal are the heaviest weapons to run with, which makes the
aid of pistols all the more valid. No matter which primary weapon you are
equipped with, you can always run at a quick, zippy speed with a pistol
equipped. Remember to keep one handy when using machineguns.

6.5 – MG42

Designation: Maschinengewehr 1942
Country of origin: Germany
Available to: Axis, German
Caliber: 8mm Mauser
Rate of fire: 1200 rounds per minute
Feed mechanism: 50 or 250-round belt
Operation: Short recoil

History of the MG42

After discovering the production weaknesses of the MG34, a replacement weapon
was heavily sought after. The finely machined parts were delicate and easily
susceptible to disruption from dirt and mud, and poor ammunition could jam
the weapon. Basing the new design off of the previously produced MG34, Mauser
began work on a new machinegun. Instead of a rotating bolt head, the bolt
used two cammed rollers that fit into a locking piece in the breech. The
roller would lock into the breech by closing, like a claw, around a groove,
which was aided by the return spring. The bolt body, which contained the
firing pin, was released by pulling the trigger. Ammunition was lifted into
the breech by the typical means of feed arm and pawls found in belt fed
machineguns. Due to the astounding rate of 1200 rounds per minute (20 rounds
a second), barrels burned out pretty quickly. An innovative method of
providing a barrel-removing system of swinging the barrel out by the breech
through a slot in the barrel jacket was implemented, allowing the crew to
change barrels in seconds.

The German Army quickly found that the MG42 was much easier to produce than
the MG34, although never replaced it on the field. By the end of the war,
more than 750,000 MG42s were produced and saw service until the end of the
war. It still remains today, re-chambered for .308 NATO, as the MG1 (although
it is not typically used due to weight and heat).

The MG42 in CoD3

The MG42 cannot be used as a deployable weapon like the MG34, but is commonly
found as a staitionary gun emplacement and mounted on the back of the German
Korch. The first thing that distinguishes it from any other machinegun is its
1200 round per minute rate of fire, its characteristic sound capable of being
picked out immediately. Literally nicknamed "Hitler's Buzzsaw" during WW2,
the MG42 is capable of spewing out an insurmountable wall of lead in a very
short time. This makes individual rounds hard to pick out and single shots
difficult to obtain.

While not technically used, the sights consist of a rear V-notch and a front
blade, but the actual aiming system is just a T crosshair, the intersection
of the lines marking the exact impact point. The MG42 has minimal recoil, but
is best used at ranges within 100 meters and fired in 5-7 round bursts. 3
seconds of fully automatic fire will overheat the barrel. The sound of the
MG42 is also very attractive, not to mention accurate (the flash suppressor
on the end of the barrel increased the sound of the shots) with a loud
thunder crash of bullets followed by the catchy Dozen-shells-hitting-the-
pavement-at-once hollow jingle. Overall, the MG42 is easy and fun to use, and
is useful for helping suppress the enemy.

6.6 – Machine Gunner Efficiency

With the inclusion of the deployable MG in CoD3, the machine gunner has a
whole new playground now. A machine gunner, equipped with a frag grenade,
infinite spare ammunition, a light pistol, and a heavy machinegun, is capable
of a multipurpose storming tactic. The MG is a great spam weapon for close
range, conquering any opponent, while at long and medium range, is able to
keep up a steady stream of accurate support fire.

On the down side, all deployable MGs can only use ADS in the prone, deployed
position, making quick aiming impossible. As a rule, a machine gunner should
stay well concealed in cover and supported by teammates, moving in groups and
deploying in the front of combat, providing a base of fire for the assaulting
allies. It is best to find a hidden location with lots of cover, AND MOST
IMPORTANTLY, only exposed in the front. The reason for this is because you
will be able to see all of your enemies without having to worry about your
left and right flanks, and the enemy is only able to approach you from one

This may not always be the case, however, and many times a machine gunner is
vulnerable from all sides, especially to snipers, who seem to be drawn to
machine gunners as you are unable to move and are open from all directions.
Like they say, "With great power comes great consequences (it's really
supposed to be "responsibility," but who gives a damn?)" Using a machinegun
may be powerful and accurate, but is also dangerous.

To counter this, you may choose to stay mobile, becoming less of a target for
snipers. But alas, you cannot use your ADS while moving, or standing for that
matter, so you are equally as vulnerable at anything but close range. With a
fast rate of fire and lots of bullets, you can quickly take out an opponent
at close range without being deployed. This is excellent for storming
compounds and assaulting objectives.

Overall, the Support class is a well-balanced kit that uses great rate of
fire, excellent ammo capacity, good accuracy, and little recoil with the
disadvantage of slow movement, exposure, and low accuracy while moving.

7.0 – Anti-Armor

All of the previously mentioned weapon classes are well-balanced, unique, and
excellent for certain situations, except one. You've probably been thinking,
"So, if a tank rolls by, I'm screwed, right?" Well, don't fret, as we still
have an ace up our sleeve: Anti-Armor, a class specifically designed for the
defense of and elimination of tanks and other armored vehicles.

Each team is equipped with the Anti-Armor roll and includes a rocket
launcher, a pistol, a sticky grenade, and ammunition. There are only two
types of Anti-Armor weapons, and are practically the exact same as the other.

7.1 – Bazooka

Designation: M9A1 Bazooka
Country of origin: USA
Available to: Allies, American
Caliber: M7A1 HEAT shaped charge (60mm)
Feed mechanism: 1-round tube
Operation: Magneto Ignition

History of the Bazooka

With the introduction of tanks during WW1, the USA was in desperate need of a
new weapon to battle these vehicles. Plans went underway to develop a new,
armor-piercing infantry rifle that could penetrate a tank's armor and disable
it, but a slightly different design caught the US army's attention. A rocket
launcher, produced by Leslie Skinner and Edward Uhl (two military officers),
which featured a simple tube and trigger assembly which fired a rocket,
tipped with an M10 grenade, by electric ignition. The Army adopted it, and
introduced it to the armed forces in 1942 as the M1A1 "bazooka" a term that
made a reference to the musical instrument made by comedian Bob Burns which
the weapon resembled.

The first use of the recoilless rocket powered weapon was the invention by
Robert H. Goddard, developed as an anti-tank weapon for the US Army in 1918.
The weapon used a hollow metal tube with a wooden stock that fired a simple
rocket which could pierce up to 70mm of armor. The army lost interest
however, when the war ended the week after Goddard introduced his weapon.
Later, two men, Skinner and Uhl, based their work off of Goddard's weapon, as
well as a shaped charge idea developed by Swiss weapon developer Henry
Mohaupt. It used a tube with a handle and sights that fired a rocket tipped
with Mohaupt's grenade, fed into the back of the tube.

On production M1A1s, the firing mechanism was changed to the electrical
"Magneto" ignition system, a more reliable system than the one developed by
Skinner and Uhl. Several models such as the M9A1 followed, which could be
broken down into two pieces for use by paratroopers. Although effective
against most Panzer variants, the Bazooka was ineffective against German
Tiger tanks. It was replaced by the M20 "Super Bazooka" and the M72 LAW in

The Bazooka in CoD3

The Bazooka is a weapon specifically designed for use against armored
vehicles such as jeeps and tanks, and is very powerful and effective. Unlike
other Call of Duty titles, the bazooka only takes one rocket to destroy a
Panzer or a Sherman, and is accurate at ranges up to 50 meters. The bazooka
does have quite a bit of faults, though. The rocket is unreliable in
accuracy, and may zoom straight on target at sometimes, while at others it
could veer off course and sail over the target by several feet, making it
ineffective at medium and long range. Also, it only fires one rocket at a
time and is slow to reload, making the first shot vital. It is a heavy weapon
as well at nearly sixteen pounds, making it slow to run with. Plus, it is
highly ineffective against infantry and does not have much splash damage.

The bazooka only has one rear iron sight which consists of a wide metal plate
with a wired crosshair in the middle. The plate can be rather obtrusive and
blocks targets outside the field of vision. Add that to the fact that all
targets to the right are essentially invisible, and the bazooka is a pretty
one-purpose weapon, best used exclusively against vehicles at close range.

7.2 – Panzerschrek

Designation: Raketen-Panzerbüchse 54
Country of origin: Germany
Available to: Axis, German
Caliber: 7.25 lb. rocket (88mm shaped charge)
Feed mechanism: 1-round tube
Operation: PD fuse

History of the Panzerschrek

Before the Panzerschrek, the German Army had primarily been using rifle
grendes and anti-tank rifles to combat Allied tanks, which proved
unsatisfactory during WW2. During the African campaign, the Germans managed
to capture American M1A1 Bazookas and send them to German arms developers.
They based a similar design around this and refitted it with the 88mm rocket
grenade, calling it the RPzB43 (or more commonly the Panzerschrek, meaning
"tank terror") which could pierce up to 200mm of armor, enough to destroy an
Allied tank with one round. Unfortunately, the PDzB43 had excessive blast
from the muzzle and rear, and many times the operating crew had to wear
protective suits. To reduce the danger of the jet-wash, the weapon was
equipped with a blast shield to protect the firer, resulting in the RPzB54.

The Panzerschrek was issued to German troops in 1943 and continued to be
produced until the war's end, but was not produced nearly as much as the
easier to manufacture, cheaper Panzerfaust, which was a disposable tube
tipped with an 88mm warhead. The Panzerschrek was greatly feared by Allied
tank units and was typically the main source of destruction to the armored

The Panzerschrek in CoD3

The Panzerschrek is basically the same as the Bazooka if not for the sounds
and visuals, and serves the same purpose. It is just as heavy, inaccurate,
powerful, slow to reload, and cool to use as the M9A1, and is issued to the
anti-armor class.

The iron sights consist of a rear square hollowed out of the blast shield and
a front blade. Again, the sights are very obtrusive and are mainly effective
against targets in the immediate visual range.

7.3 – Anti-Armor Efficiency

You may not at first feel compelled to choose the Anti-Armor class when
beginning a game, instead choosing a lighter infantry weapon. But when the
tanks rev their engines and roll out of the garage, many players will find
that it is actually smart to commit suicide in favor of choosing the Rocket

With the reintroduction of the M9A1 Bazooka into CoD3, which is a welcome
edition from CoD2, which only featured the Panzerschrek, each team is now
equipped with an effective anti-tank weapon. These weapons are rocket
propelled, powerful, and highly useful against tanks and jeeps. They are
also, however, inaccurate at long range and ineffective against infantry.
Tactics are relatively easy to employ, and usually only consist of one phase:
aim and fire.

Tanks are slow and cumbersome, making them easy targets, but they also have
excellent fields of vision are able to see the entire battle field (that is,
wherever the turret is pointed), so frontal assaults can be deadly. It is
best to spot the tank before it spots you, and make sure that you can get
into a position where you will not be heckled by any infantry support the
tank might have, and hide. It is best to maintain your cover until the tank
passes in range, at which point you are free to pop out and tag the tank with
a well placed rocket before it has a chance to respond. It usually only takes
one rocket to put a tank out of commission, as long as you get a direct hit
and avoid shooting the ground or any objects that may be in the way of your

Even if you are well covered and the tank did not spot you, the rocket leaves
a smoke trail, often connecting angry groups of infantry directly to you.
Even if you missed your mark, it is wise to change positions immediately
after firing, as the rocket launcher takes a long time to reload. If you do
not want to risk missing your target at close range, however, you can use a
different tactic. Now, players are able to sneak up behind a tank and climb
on top to pitch a grenade into the hatch. This leaves you open to attacks
from infantry, though, and nothing is stopping the tank operator from simply
climbing out and killing you, and this tactic is best used by players who are
not equipped with anti-tank weapons.

8.0 – Explosives

What kind of game would this be without the aid of proper explosive devises?
Using grenades is a key to victory and is a very useful battle implement, and
players will somehow always find a use for one, whether it's setting up anti-
personnel mines near a defensive position or obscuring an enemy base with a
smoke screen.

A feature returning from games like CoD2: BRO is the ability to "cook"
grenades, "cook" being a term to describe pulling the pin and waiting for the
fuse to run down before throwing the grenade, allowing a skilled player to
take out groups of enemies before the grenade even hits the ground. However,
the ability to throw grenades back at the enemy is only included in the
campaign mode, so you are at the same disadvantage.

It should be noted that grenade buttons are different for multiplayer than
they are for singleplayer. They are as follows: Singleplayer- RB= frag
grenade, LB= smoke grenade. Multiplayer- RB= Special ability, LB= grenade.
This may take a while to get used to, but works quite nicely in eliminating
the confusion between two grenade types.

8.1 – Frag Grenade

Designation: Mk.2 A1 Fragmentation Grenade
Country of origin: USA
Available to: All Allied forces
Blast radius: 15 feet (4.7 meters)
Fuse time: 3 + 1 seconds
Max throw distance: 79 feet (25 meters)

History of the Mk.2 A1 Frag

Shortly after WW1 began, the American Army decided that a standard issue hand
grenade was in dire need of production due to the experience with the
Stielhandgranate used by the German Army. They based the design around the
British Mills bomb, a famous hand grenade considered to be the first modern
grenade. It featured a safety pin which compressed the "spoon" or safety
handle and kept it from releasing and engaging the fuse. When the pin was
pulled and the safety handle was released, the fuse delay burned for a
certain amount of time before engaging the powder and detonating. The grenade
also had a serrated surface, which at the time, was thought to help in

The American grenade was based largely around this design, called the Mk.1,
but commonly referred to by troops as the "pineapple" due to its distinct
shape. It featured a rather complex safety mechanism and arming process,
which resulted in many cases of grenades being throw and not exploding. The
arming mechanism was taken out in favor of the Mills Bomb design, and was re-
designated the Mk.2. Some more minor modifications resulted in the Mk.2 A1,
which was commonly used in WW2, Korea, and Vietnam, until being replaced by
the M67.

The Frag Grenade in CoD3

It can be thrown, it goes boom, and it will probably kill something. Grenades
haven't changed since CoD2 (except for the cooking feature) and are still
useful tools in battle. Once the pin is pulled and the spoon released, a red
circle consisting of seven bars appears on screen, and looses a bar until the
entire circle is depleted, at which point you will have one second before it

For maximum throwing distance, it is best to angle your aim at 45 degrees,
and let two or three bars disappear before throwing it. Depending on
elevation, the grenade should detonate right as it hits the ground,
preventing the enemy from taking cover.

The grenade has an effective kill radius of about 7-10 feet. Anything outside
this radius will either not be affected by the grenade or will only be
moderately wounded. It is wise to watch for the grenade danger indicator, as
grenades that have landed close to you will be tagged by a white symbol,
becoming thicker or thinner depending on the grenade's distance from you.

The Mk.2 A1 is issued to all Allied forces. While this may only be a small,
purposeful mistake, it detracts somewhat from the game, but is nothing to
fret over.

8.2 – Stielhandgranate

Designation: Stielhandgranate 24
Country of origin: Germany
Available to: Axis, German
Blast radius: 10 feet (3.2 meters)
Fuse time: 3 + 1 seconds
Max throw distance: 94 feet (30 meters)

History of the Stielhandgranate

With the production of the Mills bomb and the Mk.2, an entirely different
type of grenade was being produced by the Germans. The main idea following
the Stielhandgranate, or "stick grenade," was that it relied more on the
initial blast of the detonation rather than the fragmentation of shrapnel in
other grenades, thus reducing the blast radius. On the other hand, the
grenade was equipped with a handle or stick, hence "stick grenade," that
aided in the grenade's overall distance.

The grenade was first designed and produced in 1915, sometime after the
outbreak of WW1. It was designed to be an "offensive" type grenade, meaning
that it has a shorter blast radius but greater power, and consisted of a
cylindrical can in which the charge was contained, as well as a wooden handle
by which to throw the grenade. To arm it, the user had to unscrew a cap at
the base of the handle where the fuse was contained (not assembled until
carried into battle). The fuse was inserted into a porcelain ball, which the
user would pull out after unscrewing the cap, which engaged the friction
igniter and started the 4-second fuse.

The Model 24 was used throughout WW1 and to the end of WW2. During wartime,
some small production aspects were simplified to produce them cheaper. The
epiphany of German infantry, the Stielhandgranate was probably the most
recognized grenade in the 20th century, known by many informal names, most
commonly as the "potato masher" by American and British troops.

The Stielhandgranate in CoD3

Virtually the same as the Mk.2 A1 Frag, the Stielhandgranate is simply the
German grenade variant. There is no real difference, apart from very minor
differences such as range, but it will still kill someone if you throw it at

A minor gameplay fact that should be noted is that the Stielhandgranate does
not need to go through the arming process to be thrown, which means that you
do not have to go through the trouble of unscrewing the base cap and pulling
the fuse. You just have to throw it, and it will explode.

8.3 – Smoke grenade

Designation: AN-M8 Smoke grenade
Country of origin: USA
Available to: All
Effective radius: about 30 feet (9.5 meters)
Max expulsion time: 50 seconds
Max throw distance: 79 feet (25 meters)

History of the Smoke Grenade

Since WW1, smoke screens had been an understandably useful way for masking
troop movement and marking targets or positions of interest in the military.
Such devices such as smoke bombs and mortar shells had been devised which
consisted of an ignition composition and hydrochloric and potassium filler to
produce thick, heavy smoke screens that were mainly used to help soldiers
advance across open terrain. The popularity of the hand grenade, however,
brought up new options. By means of fuse and igniter, a simple aluminum
container could be filled with a solution that typically produced white
smoke, or in some cases, with colored powder, could produce a colored smoke
screen, and all could be thrown by hand.

One such grenade type was the AN-M8, used extensively by Allied forces during
WW2. When the pin was pulled and the lever was depressed, the igniter burned
and engaged the filler, which produced the smoke for up to 150 seconds. While
this was an effective method of troop movement, a long amount of time exposed
to the hydrochloric fumes could cause irritations to the eyes, lungs, and
throat. That's why gas masks were usually issued to soldiers if they were
expected to deploy the smoke in enclosed areas.

The Smoke Grenade in CoD3

The smoke grenade is useful in the heat of battle, and is mainly used to mask
players from enemy fire and allows them to get from one position to another
in relative safety. Smoke grenades do not have fuses like other hand
grenades, so you can keep the trigger held for as long as you like without
the grenade going off.

Once thrown, the grenade will activate about 3 seconds after it has ceased to
move (it may bounce around quite a lot). The maximum screen width may take a
while to build up, and will last for roughly 50 seconds, expanding until it
has reached its full magnitude, and will slowly dissipate.

A few different tactics can be deployed while using the smoke grenade. The
first is to deploy it close to your team to mask their movement from one
place to the other. The advantages are that the other team will not be able
to pick out individual targets and reduces the probability of getting hit in
the open. On the other hand, a smoke screen draws a lot of attention, and the
opposing team will often fire or throw grenades into the smoke. Plus, the
silhouette of targets not at the center of the smoke can still be seen.

The second tactic you can employ is throwing the smoke grenade close to a
fortified enemy position to confuse and disorient them, leaving them
vulnerable to an assault. Usually, the enemy will try to get out of the
screen in favor of better visibility, and will often run out into the line of
sight, where they should meet your bullets. You can also throw grenades into
their position, which will either kill them or further flush them out.

8.4 – AP Mine

Designation: S-Mine; M-1939 Anti-Personnel
Country of origin: Germany; USA
Available to: Axis; Allies
Blast radius: 31 feet (10 meters)
Effective kill radius: 7 feet (2.2 meters)
Fuse time: about half a second

History of the AP Mine

Based off of a famous German landmine called the S-mine, or "Bouncing Betty,"
the M-1939 is a type of explosive called a bounding mine, in which a
propulsive charge in the bottom of the mine blows it out of the ground to
about 1 meter in height and explodes, showering the area with shrapnel (which
is why it appears that the explosion is happening at about waist height in

A mine is a useful battle tool used for defense and fortification. It
consists of a large explosive charge and a trigger device, usually located on
top of the weapon, that is engaged by pressure, mainly that of an
unsuspecting victim. When the pressure is released, the mine detonates,
seriously wounding or killing its target or anyone around it. The S-mine and
M-1939 both featured a metal jacket filled with steel ball bearings that
acted as a lethal shrapnel apparatus, increasing range for up to 30 meters.

Either of these mines were activated using a safety pin in the shaft of the
device. The user would place the mine in the ground (usually in a hidden
location) unscrew a washer keeping the pin in place, remove the pin, and
cover the mine so as to reduce visibility. The mine had three pronged
pressure sensors that activated the propulsion charge in the bottom, and then
detonated in mid-air. The Allies saw the implications of the mine and based
the M-1939 bounding mine off of German SMi-35 models.

The AP Mine in CoD3

The first thing that should be pointed out is that the mine in CoD3 is
clearly visible, and you don't have to worry about stepping on one anywhere
you go. The top of the sensor and part of the charge is still visible
protruding from the ground, so visibility is not an issue. The mine claims
the most casualties from ignorant, hasty players that are not weary of where
they step.

The mine can only be placed on soft surfaces like grass or dirt, so placing
one at the entrance to a doorway is not plausible. When you or a teammate
deploys a mine, an indicator pops up showing the mine's location so as to
avoid friendly casualties. It is visible at all times, unlike on enemy mines,
where an indicator only pops up if you are in the mine's extreme proximity.
Anyone inside the mine's lethal radius (which is not that much, really) has
about half of a second to curse their teammates' stupidity before being blown
to smithereens.

Mines are not always lethal, however. While it is hard to do, it is possible
to step on a mine and live to tell the tale. After stepping on the mine, you
have a brief second before it explodes, and if you are quick enough, you can
sprint/ jump your way out of the kill radius. This is useful if you want to
clear a mine without wasting grenades. Using preferably a pistol, you simply
have to sprint directly over the mine, and jump as soon as you hear the click
of its activation mechanism. Again, this is hard to do, and you will be
seriously wounded (until you heal) but it's been done.

Generally, mines are placed close to defendable positions like flags or HQs.
You may catch an unsuspecting enemy off guard on several occasions, and
should likewise watch out for these devices while assaulting an objective, or
simply walking around a corner.

8.5 – Sticky Bomb

Designation: No. 74 ST grenade
Country of origin: Great Britain
Available to: Axis and Allies
Blast radius: 10 feet (3.2 meters)
Fuse time: 3 + 1 seconds
Max throw distance: 94 feet (30 meters)

History of the Sticky Bomb

Though not a very popular weapon with Allied troops due to its safety issues,
the No.74 "Sticky bomb" was an effective anti-tank weapon, which used a
sticky surface to adhere to enemy tanks.

In an attempt to utilize an effective anti-tank explosive, the British Army
issued the No.74 to frontline troops in 1940. The grenade consisted of a
metal shroud that encased the main charge: a nitroglycerine center inside a
knitted wool ball which was coated in a thick resin-based adhesive. On
removing the case pin, the metal shroud split and fell off, revealing the
sticky center. Pulling a second safety pin and releasing the spoon armed the
grenade and ignited the fuse.

Although effective, the Sticky Bomb was unsafe and easy to damage. For
instance, the glass ball containing the charge could crack from even light
jarring, and the nitroglycerine content was moderately unstable. If a sticky
bomb was active and accidentally stuck to the clothing, the user would have
to think fast in order to rid himself of the grenade or his cloths by equal
probability. The No.74 did not see much use and acted more as an improvised
explosive rather than a regular battle tool.

The Sticky Bomb in CoD3

Only available in multiplayer mode, the Sticky Bomb is more useful against
tanks and other armored vehicles rather than infantry, as it has a relatively
short blast radius and does not bounce, reducing its effectiveness. It does,
however, stick to any surface, even human flesh, making for some unusual
antics if anyone so happens to get lucky.

The Sticky Bomb has a fuse which lasts for the same amount of time as the
other two hand grenades found in CoD3, as well as the same arming time (which
is basically zero seconds). When using, the player should be careful that
there aren't any teammates or obtrusive objects (the latter of which won't
usually yell at you in the case that you tag them) in the way that the
grenade may get caught on. You should also resist the urge to bounce the
grenade into a position, since this will fail 9 out of 10 times or less.

The Sticky bomb doesn't have as wide of a range as the fragmentation grenade,
but is very powerful when the target is on top of it. It is important to note
that the grenade is not officially designated the No.74 in the game, but it
most resembles that than any other grenade in WW2, which is what it is
referred to in this guide.

8.6 – Rifle Grenade

Designation: Schiessbecher; M7 grenade launcher
Country of origin: Germany; USA
Caliber: 30mm
Available to: Axis; Allies
Blast radius: 5-6 feet (1.9 meters)
Effective range: 250 feet (80 meters)

History of the Rifle Grenade

The idea behind the invention of the rifle grenade has always been to utilize
a method of getting a grenade to a target farther and faster. The method of
propulsion is by fitting a grenade launcher to the end of a rifle's barrel
(usually consisting of a tube the same size as the bore and a "cup" to fit
the grenade onto) and using a special blank round to the fire the grenade
from the barrel. Some argue that this method is superior to using an attached
grenade launcher (like the M203) to fire the grenade from under the barrel,
as it is considerably lighter, plus regular infantry grenades can be used,
and soldiers can use one at any time if they are equipped with one.

The M7 and Schiessbecher, produced by Germany and America respectively, both
use the same launching mechanism. The user would attach the launcher to the
end of the muzzle and load a grenade on the end, and then insert a blank
cartridge so that the gas pressure may push the grenade from the end of the
barrel instead of a bullet. The grenades were either impact fused (detonates
when hitting an object) or time fused (using the usual fuse timer). Both the
Schiessbecher and the M7 use special grenades (not the standard
Stielhandgranate or Mk.2) so two separate grenades had to be carried with a

When firing a rifle grenade, the recoil was particularly great, much more so
than firing a standard cartridge since it takes more energy and power to
propel a grenade than a .30 inch bullet, so the firer would often place the
butt of the rifle on the ground. The grenades could travel as far as 150
meters, and made excellent anti-tank weapons due to their speed and power.
Both of these grenade launchers remained in service throughout WW2 and were
used extensively.

The Rifle grenade in CoD3

Like the sticky bomb and AP mine, the rifle grenade is only available in
multiplayer and is only issued to the Rifleman class, making its use pretty
exclusive. With the right angle and a good helping of luck, a soldier can hit
a target from as far as 80 meters away.

It is hard to judge the trajectory of the grenade at first, and takes a
little bit of getting used to. Hitting a target can be based off of several
factors: distance from the target, elevation, the time it takes for a grenade
to get to its impact point, and basically predicting where the target will be
when that happens. For mobile targets, the rifle grenade may not be useful at
long range, but up close it is actually quite effective (especially for
soldiers armed with the Kar98k who are at a distinct disadvantage in tight

It takes several rifle grenades to destroy a tank, but unless you rank up in
battle, you'll usually only be issued with one, reducing its effectiveness
against armored vehicles. Also, the grenade's blast radius is comparatively
short to other hand grenades. Thus, the rifle grenade is best used against
single targets at close to medium range that are on a direct approach.
Otherwise, it is not always guaranteed to do its job.

9.0 – Miscellaneous Weapons

Any weapon that does not fall under a certain category is placed here. This
includes stationary weapons like the Pak43, the Trench Gun, and tanks.

The Medic carries the Trench Gun in multiplayer, as well as a pistol, smoke
grenades, and the "revive" ability.

9.1 – Trench Gun

Designation: Winchester M1897
Country of origin: USA
Available to: All forces
Caliber: 12-Gauge
Feed mechanism: 6-round fixed tube magazine
Operation: Pump action

History of the Trench Gun

Another flawless design from the famous gun designer John Moses Browning, the
Model 1897 was a descendant of the first pump-action shotgun to really catch
on with the public, the Model 1893 (also developed by Browning). It used a
tubular magazine under the barrel to feed shells into the action, which were
chambered using a "pump fore-grip," operated by racking the grip back and
foreword again. This ejected an empty shell and cocked the hammer on the
rearward stroke and chambered another on the return stroke. When the user
pulled the trigger, the external hammer was released and hit the firing pin,
which fired the shell. It was chambered for the powerful 12-gauge shotgun
shell, which held a multitude of small pellets in front of the powder charge,
spraying them in a conical pattern. The design became popular among many
sport shooters and hunters and was known for its reliability in poor

During WW1, a detachment of soldiers were deployed in Western Europe armed
with modified M1897 shotguns, fitted with a perforated barrel jacket and a
bayonet lug for attaching the M1917 bayonet (used on the US Enfield 1917).
This model was nicknamed the "Trench Gun" due to its distinguished
effectiveness during trench warfare, common in WW1. The Germans were unhappy
with the status of the shotgun used in the war to spray its troops with
buckshot, but their protest was dismissed. The Trench Gun saw limited use
during WW2, but was very popular with European resistance fighters such as
the French Resistance. By contrast, the US Marines used them extensively in
the Pacific Theatre of the war. M1897s are no longer produced or used by the
military, but still exist as the basis for the design of weapons such as the
Remington 870.

The Trench Gun in CoD3

Returning to multiplayer and even making a few appearances in single player,
the Trench Gun is a short range, high powered, single shot weapon. It should
only be used at short range when opponents are caught off guard, and can be
used to effectively take down a target quicker than most weapons. However, it
is effective to some degree at medium range to pepper an enemy with a small
number of pellets so they may be weakened or maybe just pissed off, and
alerted of your position.

There is no rear-sight on the Trench Gun, just simply a small sphere sight on
the front of the barrel. This is hard to see in low visibility maps, so the
top of the barrel is mainly used for targeting (not much of an issue if the
weapon is only being used at short range). Most of the time, however, you may
not need to employ the iron sights as your targets will usually remain in
spitting distance. Additionally, the Trench Gun can be used while mobile to
great effect, as the wide spray of pellets will find their mark even if the
actual shot trajectory is off by a few degrees.

The Trench Gun is issued to the medic in CoD3, who is also equipped with a
pistol for use at medium range. A medic's main job on the frontline is to
find "critically wounded" (the CoD3 term for "dead") players and inject them
with magic juice to put them back on the field. I guess the Army needed every
man they could get. Either way, the medic's job is probably the most
dangerous out of all infantry roles, but it does have its perks. Armed with
the Trench gun and smoke grenades, a medic could (in theory) deploy smoke to
cover his team's entrance to a compound or fortified position, clear the room
of any hostiles with his trusty shotgun, and revive any fallen comrades that
may be in the vicinity.

Medics also gain a point for every teammate they bring back (but the other
team still gets a point for the kill), making achieving points in a ranked
match easy to do. But the enemy knows this, too, and with the ability to
bring back a target that they just killed, will make medics a primary target.
That's why it's typically not a good idea to expose yourself in favor of
helping a wounded ally and use cover to your advantage.

9.2 – Granatenwerfer

Designation: Granatenwerfer 34
Country of origin: Germany
Caliber: 80mm
Blast radius: 20 feet (6.33 meters)
Max range: 316 feet (100 meters)

History of the Granatenwerfer

The Granatenwerfer 34 was an addition to the line of squad mortar weapons
used by the German Army in WW2. First arriving on the battlefield sometime
during WW1, the modern man-portable mortar has always been a way of providing
a mobile infantry unit with increased firepower and the ability to provide
long range light artillery support. Before the invention of the man-portable
mortar (developed by a British scientist named William Stokes), the idea of
propelling a muzzle-loaded explosive over wide ranges had existed for
hundreds of years, ranging anywhere from 120mm to as much as a meter in
diameter. But it was not until the aforementioned British scientist developed
the modern mortar that consisted of a tube that fired a self-propelled
explosive shell instead of firing a projectile separate from the charge.

It's name simply meaning "grenade thrower," the Granatenwerfer 34 was
produced by Rheinmetall in 1932 and was adopted into service in 1934 as
Germany's standard mortar weapon. It was essentially a metal tube with a
bipod for elevation adjustments and a rear mortar plate. It proved to be very
accurate and reliable, an excellent weapon on the field, and stayed in
service until the end of WW2. Although an attempt was made to replace it with
the Gr.W.36, it proved to be a much better choice and remained in production,
even when the Gr.W.42 was brought into service.

The Granatenwerfer in CoD3

You may only be forced to use the Granatenwerfer to destroy an enemy
roadblock in one mission of the entire game, but without properly knowing how
to approach it, it can be tricky to learn. Based on the angle at which your
barrel is pointed (and there is no crosshair or trajectory indicator, mind
you the mortar will explode on impact and inflict casualties at up to 6.3
meters. Your field of fire is limited to about 60 degrees, and vertical
adjustment goes to about a straight up 90 degree angle to a low 30 degree

The higher you aim, the closer your shots will be. You will obviously need to
play around with the adjustments before you find a suitable angle. Be careful
not to aim too high, as you'll risk dropping a mortar on your own position.
To adjust your fire, you are required to rotate either thumb-stick. You use
the left thumb-stick to adjust height, and rotate to the right to go higher
or the left to go lower. The other thumb-stick controls windage. You rotate
according to which way you want to face.

Once you are ready to fire, pull the trigger and Pvt. Nichols will drop a
shell down the barrel and track its trajectory until impact. You don't need
to worry about ammunition, as it comes in unlimited supplies.

9.3 – Pak 43

Designation: Pak 43
Country of origin: Germany
Available to: American (captured)
Caliber: 88mm
Max range: 200 meters (in-game)
Blast radius: 30 feet (9.5 meters)

History of the Pak 43

Utilizing the most powerful weapon on the deadliest tank Germany had to offer
resulted in the Tiger II, which used the specially designed 88mm KwK 43
cannon. It had an effective hit range of 1000 meters and a maximum range of
over 4000 meters. It was a derivative of the infamous Flak 88 Artillery piece
feared by Allied soldiers of all kinds, and was even more powerful, firing a
heavier and longer cartridge with a larger charge. In addition, this weapon
could be mounted on stationary emplacements to act as anti-tank weapons, and
was dubbed the Pak 43. It utilized the recoil operation to eject the spent
shell from the breech block, where the crew would then insert a new shell
into the back.

The Pak 43 could be mounted on various armored chassis such as the
Jagdpanther and the Nashorn which acted as mobile tank-destroyers, as well as
a wheeled carriage or stationary emplacement with personal blast shields.
They were highly effective against up to 200mm of armor and could also double
as artillery pieces. They were used throughout the war until 1945 when the
war ended.

The Pak 43 in CoD3

Yet another singleplayer exclusive, the Pak 43 appears useable only briefly
in the campaign before being destroyed by German Tiger tanks. Use it to take
out masses of infantry or against armored SdKfz cars and tanks. It has a
similar aiming system to the Granatenwerfer where both sticks have to be
rotated to operate the weapon. After you stop rotating the stick, the weapon
will still continue to move for a brief moment before stopping, so make sure
you stop just before you reach your desired target.

The exact point of impact is indicated by a T crosshair instead of any sort
of iron sights, but this is more useful than having to guess where your shots
will land like the Granatenwerfer. Since a Pak 43 projectile will not be
affected by gravity, it is not necessary to aim above your target, as it will
hit exactly where you aim regardless of distance. You will need to track a
targets movement, though, depending on their range.

Reloading takes about 3-4 seconds, a distinct disadvantage while enveloped in
the chaos of the battle in which the Pak 43 is used. While it is a powerful
anti-tank and armored car weapon, on higher difficulties it may be a better
idea to use the bazookas placed closely at your side rather than the Pak, as
you are able to stay mobile and take cover. Overall, you should enjoy using
the Pak 43 for the brief moment that you are permitted to use it.

9.4 – Sherman

Designation: M4A3 Medium Tank
Armaments: 75mm main cannon, M1919 .30cal coaxial,
Browning .50cal hatch gun
Powerplant: Ford GAA V-8
Top Speed: 26 mph (42 kph)

History of the Sherman

The Sherman medium battle tank was designed at the close of the WW1-era tank
traditions, based off of older M2 and M3 models. Tanks were previously used
on the battlefield to provide heavy support fire for the troops advancing
through the trenches. Apart from a basic "point A to point B" aspect, a WW1
tank's main priority was not maneuverability or speed.

With the outbreak of WW2 in 1939, however, the world became aware of what
German Panzer tanks were capable of, combining speed, power, and
maneuverability to match the German Blitzkrieg tactic. It was the birth of a
new era of tanks, and in 1940, the American M4 medium tank, or "Sherman"
after General William T. Sherman, rolled off the assembly lines. It consisted
a number of admirable features. It was fitted with the new Ford GAA 400-
horsepower engine (originally designed for aircraft) with a 12-cylinder
design, up to 70mm of armor, a powerful 75mm main cannon as well as .30 and
.50 cal coaxial guns, and a top speed of 26 mph. With these implications, the
Sherman was considered an even match for German Panzer tanks. However, the
Sherman could not hold its own against Panther and Tiger tanks later in the
war. It is calculated that a squad of at least four Shermans was a fair fight
against just one Tiger I tank.

The M4A3 saw extensive use in WW2, fighting in the newly established tank
warfare alongside the infantry. It was in ways the iron fist of the American
ground forces in the second Great War, and was manufactured in all different
shapes, sizes, and variants, outclassing the Stuart tank in most combat
situations. Models left the assembly area with all kinds of tweaks and
adjustments, such as the "Dozer" Shreman (a Sherman fitted with a bulldozer
blade for clearing obstacles and debris), 150mm Howitzer mobile artillery
models, enhanced armor variants, "tank destroyer" 90mm units, and "Kangaroo"
armored personnel carriers, to name a few. The Sherman served from its
production date in 1940 up until the early 1970s.

The Sherman in CoD3

With the addition of tank combat in CoD3 multiplayer, players should be
familiar with the tank and its proven capabilities on the battlefield. The
Sherman tank is basically a mobile weapon system, armed with a large main
cannon, a stationary .30 caliber machinegun mounted in the turret, and a
Browning .50 caliber heavy machinegun mounted on an independent axis on the
roof. The pilot of the vehicle is in control of the 75mm cannon and the .30
cal, as well as all movement. The tank gunner is posted on the roof and
provides 360 degree coverage with the .50.

Moving a tank is similar to moving a character. The left analog stick
controls your direction, and the right analog stick controls the turret. The
movement of the tank is relevant to the turret, not the direction in which
the tank is facing, so it is possible to use only the 'forward' control
coupled with the right analog stick to turn and maneuver the tank.

The main 75mm cannon is capable of firing one round before automatically
reloading. A reload takes about three seconds, a distinct disadvantage on the
field. When used against enemy tanks, the 75mm will take 2-3 rounds to
effectively disable the vehicle when aimed at the front, sides, and turret,
or 1-2 rounds if aimed at the tank's rear. The shell is pinpoint accurate,
and will not loose velocity or trajectory for up to 200 meters. It is
important to take advantage of the .30 caliber machinegun in the turret to
suppress enemy infantry while not using the main gun. Be sure to fire in
controlled bursts to avoid overheating.

The gunner on the top of the tank is responsible for the use of the .50
caliber anti-infantry gun, capable of rotating a full 360 degrees and a rate
of 1200 rounds per minute. The role of this gunner is very important to the
survival of the tank, as the cumbersome vehicle is easily susceptible to
anti-armor weapons and infantry that could climb onto the tank and disable it
with a grenade. A gunner's main threat is enemy snipers.
9.5 – Panzer

Designation: Panzerkampfwagen IV
Armaments: 75mm main cannon, MG34 coaxial, MG42
hatch gun (optional)

Powerplant: Maybach HL-120 TRM
Top speed: 25 mph (40 kph)

History of the Panzer

An improvement over previous WW1-era Panzer models, the Panzer IV was
designed by Heinz Guderian and entered service in October 1937. It was
produced at the same time as its cousin, the Panzer III counter-tank,
designed to combat other armored vehicles on the battlefield, while the
Panzer IV was committed to infantry. While it still used an outdated leaf-
spring track suspension as opposed to the newly-developed torsion bar
suspension, it still proved to be an excellent and effective tank.

Since the Panzer was not intended to combat other tanks on the field, it was
originally manufactured with the German L24 75mm cannon, a weapon with low
penetration and accuracy. Later, however, it was reconfigured in 1939 and
fitted with the L48 cannon, firing the same 75mm round but at much greater
speeds and power due to the greatly increased barrel length. It was with this
cannon that the German Panzer IV was able to effectively engage enemy armor
in WW2. The only tank capable of besting the Panzer was the powerful Russian
T-34 encountered in 1941, and became the basis for the German Panther tank of
1942. Even with the production of the terrifying Tiger I tank, though, the
Panzer IV remained in great supply throughout the entire war, becoming the
platform for most of Germany's mobile armor and artillery variants.

During the war, a total of 9,000 Panzer IV variants were produced, the most
of any German tank during this time period. They were used in all theatres of
the war, from North Africa to Moscow, and became a symbol of power and fear
within the Allies' ranks.
The Panzer in CoD3

The German counterpart to the Allied Sherman tank, the Panzer is also
encountered in multiplayer mode and fully operable by the player. Except for
visuals, the Panzer is identical to the Sherman in literally all aspects. It
is armed with a main 75mm gun, an MG34 coaxial machine gun, and oddly, an
American Browning .50 caliber M2, instead of a German MG42. For further
information on the tank's weapons and performance, see 9.4.

The only advantage a Panzer might have over a Sherman is its slightly smaller
silhouette. A Sherman is actually larger and bulkier than a German Panzer
tank, so out of two tank operators on equal playing fields, the one round
that the Sherman might miss could guarantee victory for the Panzer.

As always, tank operators should be wary of enemy infantry at all times, as
an Anti-Armor soldier could easily destroy a tank with just one rocket to the
rear. Equally, soldiers that possess grenades are capable of climbing onto a
tank's unguarded flank and dropping a grenade down the hatch, spelling
certain death for the operator. A tank should always follow friendly infantry
into combat, and not the other way around, so that either group can
effectively carry out their job.
9.6 - Firefly

Designation: Sherman VC-I
Armaments: 76.2mm high velocity main cannon, M1919
.30cal coaxial, Browning .50cal hatch gun
Powerplant: Ford GAA V-8
Top speed: 26 mph (42 kph)

History of the Firefly

With the beginning of the Battle of Britain in 1940, one of Great Britain's
main problems was its lack of weapons to deal with the Nazi threat. Troops
armed with Lee-Enfield rifles were no match for German troops with MP40 SMGs
and the MG34 GPMG. The only tanks that the army had were outdated WW1 models.
While designs for new vehicles and weapons went underway, the immediate
problem could not be avoided. For much of the beginning of the war, Great
Britain relied on American oversea shipment for most of their armaments, such
as Thompson submachine guns and the powerful Sherman battle tank.

After much combat experience with the American tank, it was determined that
the 75mm main cannon was ineffective against German heavy armor, so plans
went underway to re-equip the vehicle with the newly developed 17-pounder
(76.2mm High Velocity) British shell in 1944. By this time, however, the
British had introduced the Challenger tank, using this same cannon, so the
Sherman became something close to a back-up plan. Fitted with an extended
barrel to aid accuracy and muzzle velocity and the 17-pounder, the revised
Sherman was designated the VC-1, or the "Firefly" due to the bright muzzle

In turn, the Polish and Canadian tank forces received shipments of the VC-1
from Great Britain. Coupled with infantry support, squads of Firefly crews
were ale to effectively engage German Panther and Tiger tanks head on- and
win. The 76.2mm was capable of penetrating over 200mm of armor at ranges
within 1000 meters, making it a fearful match for the German 88mm cannons.

The Firefly in CoD3

Only used in the Polish campaign, the Firefly tank is restricted to only a
few levels of the single player mode. Tank combat in the campaign differs
slightly from multiplayer mode. First of all, the main cannon's rate of fire
is noticeably faster, and there is no .50 caliber MG mounted on the top of
the turret. You can, however, still use your coaxial .30 caliber in the hull
with the left bumper.

Second and most crucial, there is no health system. Huzzah! It is just like
controlling a soldier in that your health recharges after a few seconds. All
you really have to worry about is taking fire from enemy tanks and the
dreaded Panzerfaust. Other than that, small arms and machine gun fire will
have close to no effect on the tank.

You will encounter a few varieties of German tanks during the Polish
campaign, Panthers and Tigers mostly. Panthers will take anywhere from 2-3
(or 1 in the rear) blows from the main cannon to disable, while Tigers may
take as many as 4-5 rounds in the front or maybe 2 in the rear. Try to engage
these enemies at long range and stay mobile before they can close the gap and
surround you. While this array of German armor is no pushover, these machines
are dwarfed by the "King Tiger," the war horse that enjoys violent romps
through the neighborhood and blowing the hell out of you and your tank squad-
if you get in its way. Even the high-velocity 76.2mm cannon has no effect on
the tank's front and side armor, and it will proceed to harass you with its
88mm 'magnum.' Your only chances of knocking down this beast is by circling
around it and hitting it in its fuel canisters enough times to disable it
before it is able to bring its gun to bear.

=========================the end==============================

Call of Duty 3: Weapons FAQ by DeathDealer259
Version 1.1, Last Updated 2007-02-02 View/Download Original File
Return to Call of Duty 3 (XBOX) FAQs & Guides

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