<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1528799850449222303</id><updated>2011-07-07T16:22:45.037-07:00</updated><category term='xbox 360'/><category term='pc'/><category term='wii'/><category term='xbox'/><category term='ps3'/><category term='ps 2'/><title type='text'>New  Game Walkthroughs</title><subtitle type='html'>Learn and Play</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default?start-index=101&amp;max-results=100'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>112</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-729491241479372182</id><published>2008-09-30T07:38:00.000-07:00</published><updated>2008-09-30T07:47:48.658-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps3'/><title type='text'>Star Wars: The Force Unleashed: (ps3)FAQ/Walkthroug</title><content type='html'>Star Wars: The Force Unleashed:(ps3)FAQ/Walkthrough  &lt;br /&gt;===================================================&lt;br /&gt;&lt;br /&gt;Table of Contents&lt;br /&gt;==================&lt;br /&gt;&lt;br /&gt;1)Legal stuff &lt;br /&gt;2) Basics&lt;br /&gt;2.1) controls&lt;br /&gt;2.2) Combos&lt;br /&gt;2.3) How the game works&lt;br /&gt;2.4) Interface&lt;br /&gt;3) WALKTHROUGH&lt;br /&gt;4) FAQ&lt;br /&gt;===================&lt;br /&gt; &lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;1) About this FAQ &lt;br /&gt;  &lt;br /&gt;If you have questions, comments, or corrections to make regarding this &lt;br /&gt;FAQ, send an email to degausser@hotmail.com, with "Star Wars FAQ" in the &lt;br /&gt;title, and We'll talk.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;As one last note, I will talk about this game on the standard, default &lt;br /&gt;difficulty.  So, I may miss a thing or two if playing on higher levels.  &lt;br /&gt;Then again, if your playing this game on harder levels, you've probably &lt;br /&gt;already beaten it on normal &gt;.&gt;&lt;br /&gt;&lt;br /&gt;2)Basics&lt;br /&gt;&lt;br /&gt;If you're too lazy to read the instructions, or have tossed them out the &lt;br /&gt;window a-la Eddie Izzard, then this section's for you.&lt;br /&gt;&lt;br /&gt;2.1) Controls&lt;br /&gt;Normal Controls:&lt;br /&gt;Left Analogue stick: Move around&lt;br /&gt;&lt;br /&gt;Right Analogue Stick: Camera&lt;br /&gt;&lt;br /&gt;Square: Lightsaber attack.  You can perform attacks in the air, and have &lt;br /&gt;up to a combo of 4 swings.&lt;br /&gt;&lt;br /&gt;Triangle(Vader) Force Choke people, you have to be close to guys to do &lt;br /&gt;this one.&lt;br /&gt;Triangle (Starkiller) Once unlocked, you can force-lightning people.&lt;br /&gt;&lt;br /&gt;Circle: Force Push, knocks enemies back but doesn't deal much damage, can &lt;br /&gt;be upgraded to be chargeable.&lt;br /&gt;&lt;br /&gt;X: Jump, by pressing X twice, you can double-jump.&lt;br /&gt;&lt;br /&gt;L1: Dash, You can dash on the ground, or in the air.  You can even dash &lt;br /&gt;after double jumping.  You'll need this guy a lot.&lt;br /&gt;&lt;br /&gt;L2: Defend.  This blocks many melee attacks as well as all 'standard' &lt;br /&gt;blaster attacks.  Explosives, explosive ammo, blasts from starships, &lt;br /&gt;electrical blasts, and some melee attacks cannot be blocked.  It also &lt;br /&gt;brings up your defensive powers menu once you unlock them&lt;br /&gt;&lt;br /&gt;R1: Strafe, I find it useless, but hey, it's there.&lt;br /&gt;&lt;br /&gt;R2: Force Grip.  You will be given a tutorial on this early in the game.  &lt;br /&gt;Also, if you release the R2 button while still pushing a control stick in &lt;br /&gt;a direction, you will 'fling' someone in that direction, it's a great way &lt;br /&gt;to do people in!&lt;br /&gt;&lt;br /&gt;FORCE GRIP CONTROLS:&lt;br /&gt;While Force gripping you cannot move or defend yourself, but you will be &lt;br /&gt;holding something aloft.  Not everything in the game can be force &lt;br /&gt;gripped, some enemies are immune, so beware.  While gripping, the left &lt;br /&gt;analogue stick controls things going left and right, to and fro.  The &lt;br /&gt;right analogue stick controls things going left and right, up and down.  &lt;br /&gt;If you don't touch either stick, the object will slowly float upwards.&lt;br /&gt;&lt;br /&gt;DEFENSE CONTROLS&lt;br /&gt;After you unlock all three special abilities for your defense, your &lt;br /&gt;defense menu will allow three additional force powers.  Defense and square &lt;br /&gt;will throw your saber, defense and triangle will create a damaging aura &lt;br /&gt;called a 'lightning shield' and defense and circle will repulse &lt;br /&gt;everything around you.  All of these powers use up quite a bit of force, &lt;br /&gt;but all are very effective, so use them as you see fit.&lt;br /&gt;&lt;br /&gt;2.2) Combos&lt;br /&gt;You will begin the game with a few combos.  For example, pressing L2 &lt;br /&gt;while locked onto an enemy will levitate them, then pressing circle will &lt;br /&gt;blast them back, inflicting damage and looking pretty cool.  This &lt;br /&gt;particular move is called the Cannonball.&lt;br /&gt;&lt;br /&gt;You can unlock a ton of powers over the course of the game.  The &lt;br /&gt;designers did a pretty good job of evening them out, some are more &lt;br /&gt;effective than others at certain points against certain enemies.  Have &lt;br /&gt;fun!&lt;br /&gt;&lt;br /&gt;2.3) How the game works:&lt;br /&gt;The force unleashed is essentially a hack-and-slash game, but there are &lt;br /&gt;some differences.  The biggest one is it's level system.  By killing &lt;br /&gt;things, you get points.  Now, you will accumulate more points if you kill &lt;br /&gt;things in flashy ways, using force combos, and VARYING your force combos.  &lt;br /&gt;That means you shouldn't spam one move over and over again, as you won't &lt;br /&gt;level fast.&lt;br /&gt;&lt;br /&gt;Every time you level, you get 1 Force Talent, force power, and force &lt;br /&gt;combo spheres.  You can use spheres to upgrade yourself, your force &lt;br /&gt;abilities, or get new attacks respectively.  You can get additional &lt;br /&gt;spheres by completing bonus objectives, these can be checked by pressing &lt;br /&gt;select, then looking in mission objectives.  Most levels have three extra &lt;br /&gt;objectives: Do some random task, accumulate X points, or find all Jedi &lt;br /&gt;Holocrons.&lt;br /&gt;&lt;br /&gt;What are Holocrons?  Well, they are various yellow cubes throughout the &lt;br /&gt;game, and each will give you a special benefit.  Some give you lightsaber &lt;br /&gt;crystals, some give you costumes, some give spheres, and some merely &lt;br /&gt;bestow points.  These guys are Yellow, usually hidden, and look like &lt;br /&gt;light sources from far way, meaning you'll have to get close to them to &lt;br /&gt;spot them.&lt;br /&gt;&lt;br /&gt;Now, there are also SITH holocrons in the game, which are different.  &lt;br /&gt;These do NOT have to be collected and are red pyramids.  As opposed to &lt;br /&gt;the Cube holocrons, they are easy to spot, and will give you temporary &lt;br /&gt;boosts like doing significantly more damage, making you invincible, &lt;br /&gt;replenishing your health, or whatnot.  All Sith holocrons are fairly self &lt;br /&gt;explanatory.&lt;br /&gt;&lt;br /&gt;2.4) Interface&lt;br /&gt;The interface is super easy for this game.  The green bar is your health, &lt;br /&gt;it'll turn red and flash if you are low.  Everything you kill will give &lt;br /&gt;you some health, so it's abundant.  The blue bar is your force energy, it &lt;br /&gt;regenerates quickly, but it can run out.  If you use a lot of force &lt;br /&gt;energy while it's low, your force bar will turn yellow.  A yellow force &lt;br /&gt;bar means you can't use the force until the bar 'cools down' and becomes &lt;br /&gt;blue again.  It's easy to spot, just look for it.&lt;br /&gt;&lt;br /&gt;Below to the two bars is a minimap, which is useful but not always &lt;br /&gt;specific.  It does, however, always tell you were to go in the form of &lt;br /&gt;yellow dots or arrows, so that's nice.  &lt;br /&gt;&lt;br /&gt;Now, when you kill someone, kill them in a cool way, or pull off a Force &lt;br /&gt;combo, It'll temporarily replace the minimap with the type of enemy you &lt;br /&gt;killed or how you killed him.&lt;br /&gt;&lt;br /&gt;3) Walkthrough&lt;br /&gt;&lt;br /&gt;I'll try to keep the spoilers down, but no guarantees.  If you don't like &lt;br /&gt;spoilers, then don't read past where you are.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;3.1&lt;br /&gt;Tutorial stage: Vader  &lt;br /&gt;(Extra mission objectives: None)&lt;br /&gt;&lt;br /&gt;Okay, you are controlling Vader right after the events of episode III, as &lt;br /&gt;he is hunting down a Jedi who survived on the Wookie homeworld.  Note &lt;br /&gt;that Vader cannot double jump, cannot dash, and is far too menacing to &lt;br /&gt;'run.'  So this section might be a bit long as you are forced to 'dawdle' &lt;br /&gt;to the rogue Jedi.&lt;br /&gt;&lt;br /&gt;You start off, look around.  The path is laid out before you extremely &lt;br /&gt;easy-like.  Follow it, kill Wookies, kill the stormtroopers if you are so &lt;br /&gt;inclined.&lt;br /&gt;&lt;br /&gt;You'll get to a large wooden gate.  Press Circle to charge up force &lt;br /&gt;blast, and let go of the button to release it.  This will destroy the &lt;br /&gt;gate and let you pass.&lt;br /&gt;&lt;br /&gt;Continue on, fight more Wookies, the path is pretty much just a straight &lt;br /&gt;line.  Eventually you will get to a bridge, cross it, and you'll reach &lt;br /&gt;another wooden barrier, blast it like the previous one.  Walk up the hill &lt;br /&gt;and enter the tree at the top.  Stand on the circular thing, which is a &lt;br /&gt;lift that will take you up, so you can continue on.&lt;br /&gt;&lt;br /&gt;Go across the bridge, follow the path, and you'll reach a second bridge &lt;br /&gt;that'll immediately be taken out by a TIE fighter, so you'll have to &lt;br /&gt;proceed to the next one.  There'll be a ton of Wookies waiting for you &lt;br /&gt;there, but they are super easy.  One swing from a lightsaber will do them &lt;br /&gt;in.  Cross that bridge, then the next one.&lt;br /&gt;&lt;br /&gt;You'll reach a large clearing, with a hut on the other side, walk towards &lt;br /&gt;it to trigger a cutscene and a fight with the Jedi master.&lt;br /&gt;&lt;br /&gt;Boss Fight: Rogue Jedi&lt;br /&gt;This guy's pretty easy.  Just attack him with the light saber, or use &lt;br /&gt;force fling to throw him around, he's pretty much a pushover.  He is, &lt;br /&gt;however, immune to force choke and Force Push, so, y'know, don't try &lt;br /&gt;that.  You might trigger a lightsaber lock.  If you do, all you have to &lt;br /&gt;do is rapidly tap square to overpower him, do some damage, and knock him &lt;br /&gt;down.  You might also trigger a force battle, where you rock the left &lt;br /&gt;analogue stick, if you win, you do some damage.&lt;br /&gt;&lt;br /&gt;Note that he may get a blue aura around him and start concentrating.  If &lt;br /&gt;he does, he'll  be invincible.  Try to move around a lot as he'll try to &lt;br /&gt;bring a TIE fighter down on top of you.  That's not nearly as damaging as &lt;br /&gt;it should be.&lt;br /&gt;&lt;br /&gt;When he gets low on health, the game will prompt you to press Square, &lt;br /&gt;this will lead to a quick time event, where you will see a cool cinematic &lt;br /&gt;and have to press the buttons when prompted (if you don't, you will be &lt;br /&gt;forced to redo sections of the QTE)  This is true for all bosses in the &lt;br /&gt;game and all sub-bosses.&lt;br /&gt;&lt;br /&gt;Watch a cutscene, Nifty!&lt;br /&gt;&lt;br /&gt;3.1.5 (Tutorial 2)&lt;br /&gt;(Okay, this is a forced tutorial for force grip.  Just follow the &lt;br /&gt;instructions, it's cake.)&lt;br /&gt;&lt;br /&gt;Another Cutscene&lt;br /&gt;&lt;br /&gt;3.2 TIE factory&lt;br /&gt;Okay, first real mission as Starkiller, follow the corridor until you hit &lt;br /&gt;a dead end, then force-blast your way into the hanger.  There are a TON &lt;br /&gt;of badguys here, so go nuts, but don't goof around too much, or it may do &lt;br /&gt;you in.  There are several waves of baddies that come in through a whole &lt;br /&gt;in the ground, but they'll eventually stop.  There is a Sith Holocron at &lt;br /&gt;the end of one of one of the catwalks (Unlimited Energy)&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: One is on the far catwalk from the entrance (points), one &lt;br /&gt;is on the uppermost catwalk (Yellow Lightsaber crystal).  To reach the &lt;br /&gt;latter, you must get on top of the fin of the crashed starship and double &lt;br /&gt;jump up to the catwalk.&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVE: One of your objectives for this level is to destroy 5 &lt;br /&gt;TIE fighters, there are six in the hanger.  You can either lock onto them &lt;br /&gt;and force-grip them down, or Force-fling stuff into them.&lt;br /&gt;&lt;br /&gt;There is a door in the hanger opposite the giant force-field-into-space, &lt;br /&gt;but it's locked,  Force Grip the control panel to the left, which will &lt;br /&gt;open to a second door.  Force grip that up, and unlock the next hallway.&lt;br /&gt;&lt;br /&gt;Force Push through the door that closes in front of you, fight some &lt;br /&gt;guards, hang a left, fight some guards.  You will be at a 4 way &lt;br /&gt;intersection, one way is the way you came, one is a dead end, two are &lt;br /&gt;doors.  Force Push through both doors, one leads on, the other houses a &lt;br /&gt;JEDI HOLOCRON (points)&lt;br /&gt;&lt;br /&gt;Continue on, more guys.  Careful, these guys have force pikes, which can &lt;br /&gt;gourd against your lightsaber.  They are, however, still quite vulnerable &lt;br /&gt;to Force Pushs and such.&lt;br /&gt;&lt;br /&gt;Continue on, and you'll reach a T intersection, where you are running up &lt;br /&gt;the middle.  The left will open up into stormtroopers, which can be &lt;br /&gt;easily killed.  The right continues on after you Force Push a door.&lt;br /&gt;&lt;br /&gt;Follow the minimap and you'll get to a bridge that's been torn apart.  &lt;br /&gt;Double jump across it and find a bunch of guys, kill them, then force &lt;br /&gt;blast the white door to find some more guys inside a small bunker.&lt;br /&gt;&lt;br /&gt;BEFORE heading for the lift (the circular area at one end) Force Push &lt;br /&gt;your way though the other door, and find a JEDI HOLOCRON (Force Talent &lt;br /&gt;sphere) behind some boxes.&lt;br /&gt;&lt;br /&gt;Up the lift there is another fight, and two more doors to Force Push.  &lt;br /&gt;One continues on, the other leads to a small area where there is a JEDI &lt;br /&gt;HOLOCRON (Force Combo Sphere) behind some boxes to the left.&lt;br /&gt;&lt;br /&gt;Follow the other path down and kill all the stormtroopers in your way.  &lt;br /&gt;You'll see a bridge to the left that's been taken out.  Double-jump to &lt;br /&gt;cross it, and continue on.  You'll be on a straight walkway, but there &lt;br /&gt;are some areas off to the right.  One of these areas contains a JEDI &lt;br /&gt;HOLOCRON (points).&lt;br /&gt;&lt;br /&gt;Follow the minimap to a large, computer-filled room with a battle between &lt;br /&gt;Militia and stormtroopers.  Kill everyone.  There is a sith holocron &lt;br /&gt;(damage) in the little computer hub in the center.  &lt;br /&gt;&lt;br /&gt;Continue out the other door, fight some more guys (with heavy weaponry), &lt;br /&gt;and you'll get to a large room.  As soon as you enter, they will raise the &lt;br /&gt;'laser gates.'  If you touch these gates, it will hurt, but it &lt;br /&gt;instantly kills them if they touch it.  Have fun &gt;:D  When they are dead, &lt;br /&gt;force grip the glowing generator outside the laser gates to shut them &lt;br /&gt;down, then move on.&lt;br /&gt;&lt;br /&gt;There's a Corridor, then large room.  If you fling something out the &lt;br /&gt;window, it will break the seal, and suck all nearby bad guys out until an &lt;br /&gt;emergency bulkhead seals it a few seconds later.  &lt;br /&gt;&lt;br /&gt;Another corridor, another large room with a Sith Holocron (Health drain &lt;br /&gt;aura.)  The corridor after that requires you to force-pull two things.  &lt;br /&gt;One is a hatch down, and the other is a large metal thing.  It's pretty &lt;br /&gt;straight forward,  Pull the metal thing across, then double-jump=dash to &lt;br /&gt;the hatch.  Then jump up and continue on.  Drop down at the end of the &lt;br /&gt;tunnel, blast the door at the bottom, and continue on.&lt;br /&gt;&lt;br /&gt;In this room, there are several militia men trying to take down an &lt;br /&gt;imperial AT (an AT-CT)  You can kill the militia men, then the AT-CT, or &lt;br /&gt;you can let the imperials kill it and then pick them off, but don't go &lt;br /&gt;after the AT-CT first, or you will die.  After that, jump on the TIE wing &lt;br /&gt;assembly (The TIE wings that are rising up) and ride it up to the &lt;br /&gt;uppermost catwalk.  There is a bunker at the end, and if you jump on top &lt;br /&gt;of it, you will find a JEDI HOLOCRON (points)&lt;br /&gt;&lt;br /&gt;SUB-Boss: AT-CT&lt;br /&gt;All ATs can be killed in the same basic way.  You jump, or double jump, &lt;br /&gt;hit them with the lightsaber combo, then fall down, jump again.  Watch &lt;br /&gt;out as they have a ground-pound maneuver that will hurt you and knock you &lt;br /&gt;back if you are on the ground.  Once they have taken about 4/5ths of &lt;br /&gt;their life in damage, stand in front of one to launch a quick time event, &lt;br /&gt;(QTE)&lt;br /&gt;&lt;br /&gt;Finish off the bozos on the catwalk and go through the door indicated on &lt;br /&gt;you minimap.  You'll enter a second wing assembly room, but this one is &lt;br /&gt;worse for the wear.  It has a Sith Holocron (unlimited energy) though I &lt;br /&gt;don't see why.  See below for the Jedi Holocrons, and then just exit &lt;br /&gt;through the other door.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS:&lt;br /&gt;There are two in this room.  To get them requires a bit of finesse.  &lt;br /&gt;There is a TIE wing on the ground.  Force grip one and fit it into the &lt;br /&gt;second shaft from the right.  Then jump on the wing in the right most &lt;br /&gt;shaft, then the wing you just placed, then the wing on the third shaft &lt;br /&gt;from the right, where one holocron is (points)  Jump up and up, and &lt;br /&gt;eventually you will be able to board one of two catwalks,  One of which &lt;br /&gt;has a Jedi Holocron (power crystal.)  It may take a few tires.  Remember &lt;br /&gt;to double-jump-dash.&lt;br /&gt;&lt;br /&gt;Follow the corridor to a junction, kill people, go up the lift, follow &lt;br /&gt;the corridor, and welcome to a massive assembly line.  It's positively &lt;br /&gt;teaming with bad guys.  Kill them all, and explore the area throughly, as &lt;br /&gt;there is a JEDI HOLOCRON in a side room (points).  Tucked away, in the &lt;br /&gt;back, is a small area with a bunch of guys, and a generator behind a &lt;br /&gt;laser gate.    There are two JEDI HOLOCRONS, one is in a side room &lt;br /&gt;(Points) and the other is in between one of the masses of energy pylons&lt;br /&gt;(sphere).  Take out the guys and the generator, and the laser gate will &lt;br /&gt;fail, allowing you to proceed to the second part of the assembly area, &lt;br /&gt;which is much like the first.  Kill people, and search every nook and &lt;br /&gt;cranny for 2 JEDI HOLOCRONS (both Points)&lt;br /&gt;&lt;br /&gt;NOTE: You can force grip the assembly lasers and shoot people with them, &lt;br /&gt;pretty fun!  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Exit at the door at the back, follow the corridor to the lift, cutscene.&lt;br /&gt;&lt;br /&gt;BOSS Battle, General Kota:&lt;br /&gt;&lt;br /&gt;Well, as bosses go, Kota is pretty easy.  Just attack and defend with &lt;br /&gt;your lightsaber, and toss him up in the air if you feel so inclined.  &lt;br /&gt;He'll occasionally resist your force grip or blast.  When he summons a &lt;br /&gt;bunch of monitors to himself, or gets a green aura, hide behind one of &lt;br /&gt;the walls, as that may protect you.  &lt;br /&gt;&lt;br /&gt;When he takes enough damage, he'll detach the tower and you'll start &lt;br /&gt;falling inside the structure.  Continue fighting, and eventually the &lt;br /&gt;ground will heat up (glow yellow).  From then on, if you touch it, you'll &lt;br /&gt;take damage, so stay on some of the concrete slabs to avoid getting &lt;br /&gt;burned.  When he's taken enough damage, he'll trigger a QTE.&lt;br /&gt;&lt;br /&gt;Cutscene: Cryptic!&lt;br /&gt;&lt;br /&gt;3.3 (Raxus Prime)&lt;br /&gt;(Secondary Objective, Kill 10 Skiffs)&lt;br /&gt;&lt;br /&gt;You now have access to the TRIANGLE button, force lightning, your new &lt;br /&gt;friend!  Go forward and use it on the glowing blue engine, which will &lt;br /&gt;fire off out of control and smash into the tower at the far end of the &lt;br /&gt;clearing.  &lt;br /&gt;&lt;br /&gt;Now, There are two more engines in the clearing (one to the left and one &lt;br /&gt;to the right), and you have to fire off one more of them.  And that &lt;br /&gt;glowing yucky stuff hurts you, so don't stay in it too long.  Luckily &lt;br /&gt;there are small platforms that you can raise from the gunk so you can &lt;br /&gt;land on them.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRON: One is off to the left (points), underneath a cliff that &lt;br /&gt;is easy to see.  It is right behind a platform that you can raise.  You will &lt;br /&gt;get hurt getting in, I'm sorry to say.&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVE: The secondary objective in this level is to kill 10 &lt;br /&gt;skiffs.  You can make two show up here by getting to the right-side &lt;br /&gt;engine, and by reaching your destination (the tower) and walking around &lt;br /&gt;a bit before going inside the hole.  A little bit of sith lightning will &lt;br /&gt;blow them up.&lt;br /&gt;&lt;br /&gt;Enter the hole, and face, JAWAS!  Get next to one and press Square and X &lt;br /&gt;for a funny attack.  Follow your way on the minimap to a large circular &lt;br /&gt;room.  Jump up, and use the gears to get up to the large hole up there.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRON (sphere): There is one up there.  It's hard to explain, &lt;br /&gt;just jump around in the area for a while and you'll eventually manage to &lt;br /&gt;get it.  HINT: There is a lip on the large center cylinder that you can &lt;br /&gt;land on.&lt;br /&gt;&lt;br /&gt;Leave the hole, and continue on, Force Push the broken scrap heap, move, &lt;br /&gt;and jump across the river of gunk.  There are large, glowing pylons, &lt;br /&gt;which you must force-grip downward to prevent sparks from raining down on &lt;br /&gt;you when crossing the area.  Follow along and you'll get to a large open area, &lt;br /&gt;where Rodarians are fighting Junk droids.&lt;br /&gt;&lt;br /&gt;Here, Junk droids will pop up, seemingly ad nausium, but you CAN kill all &lt;br /&gt;of them.  Also, there are several skiffs to destroy.  There is a JEDI &lt;br /&gt;HOLOCRON (points) directly to your left as you enter the area, and &lt;br /&gt;another JEDI HOLOCRON (compressed Red Lightsaber Crystal) hidden in a fake &lt;br /&gt;wall on the ground level.  Also, there is an Unlimited Energy Sith &lt;br /&gt;Holocron here.&lt;br /&gt;&lt;br /&gt;Raise the large, glowing blue piece of metal up using force grip, then &lt;br /&gt;stand on top of it and double-jump-dash over to the other glowing metal &lt;br /&gt;thing.  Destroy it (Leaping lightsaber slam works well) and jump down.  &lt;br /&gt;Kill stuff, Then jump down the next hole.&lt;br /&gt;&lt;br /&gt;Another large area, kill stuff, there are Skiffs here to destroy as well. &lt;br /&gt; There is a JEDI HOLOCRON (points) Near the cliff to the river of gunk.  &lt;br /&gt;This area can get confusing, but just follow the minimap to a fake wall &lt;br /&gt;and force-blast it open.  Follow the corridor to a dead end.  There is a &lt;br /&gt;fake wall that you can Lightsaber through for a JEDI HOLOCRON (Points), &lt;br /&gt;then double jump up to the tunnel above the holocron chamber to continue on.&lt;br /&gt;&lt;br /&gt;You'll come to a large river of gunk with makeshift bridges across it.  &lt;br /&gt;There are a lot of heavy gunners here, so be careful.  If you have &lt;br /&gt;Defensive saber mastery levels, just press block and redirect the blaster &lt;br /&gt;bolts back on their targets, making your job easier.  In any case, cross &lt;br /&gt;the chasm.  You'll reach some large, glowing gates.  Force grip and bend &lt;br /&gt;them so you can pass.&lt;br /&gt;&lt;br /&gt;Another large area (scavenger's camp), with a TON of gunners.  You'll &lt;br /&gt;need to make your way to the whole in the wall at the far side.  Watch &lt;br /&gt;out, tons of gunners here.  In one of the corners is a JEDI HOLOCRON &lt;br /&gt;(sphere) and off the 'dock' overlooking the cliff there is another JEDI &lt;br /&gt;HOLOCRON (Gold Lightsaber Crystal).  Also in the center structure there &lt;br /&gt;is a Sith Holocron (Damage increase)&lt;br /&gt;&lt;br /&gt;Go down the Hole and follow the small route to yet another open area.  &lt;br /&gt;Kill guys, and use the force grip on the glowing electricity . . . thing &lt;br /&gt;in the center.  That will cause a piece of debris to destroy the laser &lt;br /&gt;gate generator.  There are two more skiffs to destroy, to get them to &lt;br /&gt;come to you, go to the end of the two 'docks' near the energy thingie.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are Two in this area, One is atop some wreckage &lt;br /&gt;left of the entrance/exit (Compressed Yellow Crystal), and the other &lt;br /&gt;is underneath the glowing energy thingamabob (Sphere).  &lt;br /&gt;&lt;br /&gt;Head back to the camp, and through the area that was cut off by laser &lt;br /&gt;gates.  Beware, enemies respawn, make your way through the corridor, &lt;br /&gt;and lightning-zap the two little flying droids at the end.&lt;br /&gt;&lt;br /&gt;NOTE: Those little flying droids will siphon off Force energy from you, &lt;br /&gt;so kill them whenever you see them.&lt;br /&gt;&lt;br /&gt;Okay, large pit. Follow the little walkway down and left, killing any &lt;br /&gt;scrap droids you see.  Lightening zap the engine, and it'll start heating &lt;br /&gt;that large piece of metal.  Run along BACK the walkway and you'll trigger &lt;br /&gt;a cutscene with a Junk Titan.  &lt;br /&gt;&lt;br /&gt;Sub-Boss: Junk Titan:  Use Force lightning to stun him and smash him &lt;br /&gt;repeatedly with your lightsaber.  A good rule of thumb is to jump, get in &lt;br /&gt;three smashes, then lightning him, land, jump and repeat.  You can also &lt;br /&gt;zap the large thing he's under to stun him, and stay clear.  It may take &lt;br /&gt;a couple tries, just try to get a rhythm for him.  When he's low enough on &lt;br /&gt;health he'll trigger a QTE.&lt;br /&gt;&lt;br /&gt;Jump to the Right side walkway, grab the JEDI HOLOCRON (points).  &lt;br /&gt;There's also a sith Holocron (Damage Increase) if you wanna grab it.  &lt;br /&gt;Force grab the glowing piece of metal that is being heat blasted.  &lt;br /&gt;It'll trigger a cutscene, then jump down to the now-makeshift bridge. &lt;br /&gt;Follow along the path, and you'll get to a glowing, curled piece of &lt;br /&gt;metal.  Force Grip down, and jump on your new platform, then across.&lt;br /&gt;&lt;br /&gt;You'll come to several metal bars sticking vertically up.  Force Push &lt;br /&gt;them to reveal more glowing curled bars.  Bend them all down to form &lt;br /&gt;several platforms that lead to a JEDI HOLOCRON (Sith costume!)&lt;br /&gt;&lt;br /&gt;Follow the minimap to an area with another Junk Titan, beat him as you &lt;br /&gt;did the last.  Force Push the door open.  There is a JEDI HOLOCRON &lt;br /&gt;(points) Right on the other side.  Also, there is another obvious JEDI &lt;br /&gt;HOLOCRON (Power Crystal) floating in mid-air just a bit farther down.  &lt;br /&gt;To get it you'll have to force grip some junk into position, stand on it,and &lt;br /&gt;double jump up to the catwalk, and then jump-dash over to the holocron.  &lt;br /&gt;There is a third JEDI HOLOCRON (points) at the end of one of the &lt;br /&gt;catwalks.  Get on the lift, Cutscene.&lt;br /&gt;&lt;br /&gt;BOSS: KAZTAN PARATAS&lt;br /&gt;&lt;br /&gt;Congrats, welcome to your first difficult Boss.  Kaztan Paratas is a &lt;br /&gt;mean, fast little bugger, and you'll probably die a few times before &lt;br /&gt;winning, but there is a strategy to beating him.  When he goes into an &lt;br /&gt;attacking frenzy, he'll attack twice, pause, then attack a third time &lt;br /&gt;with a big flashy move (it may break your guard.)  So, when he attacks &lt;br /&gt;twice, block, but during the pause, attack him.  You'll do a cool &lt;br /&gt;deadlock animation.  Then hit him with lightning.  Rinse and repeat.  You &lt;br /&gt;may get into a lightning deadlock.  Hit the triangle when it's in the red &lt;br /&gt;part of the circle to gain ground in the deadlock.&lt;br /&gt;&lt;br /&gt;Part way through he'll climb up, out of reach, and summon a Junk Titan, &lt;br /&gt;which is actually a good thing, seeing as you can kill it and get some &lt;br /&gt;life back.  He'll toss some junk at you (hide behind one of the pylons) &lt;br /&gt;then come back down for more fighting.  He may summon more over the &lt;br /&gt;course of the fight.&lt;br /&gt;&lt;br /&gt;Eventually there will be a QTE, Cutscene, NO FORSHADOWING HERE, NO &lt;br /&gt;SERIE!  I'm sure Maris Brood will stay on the straight and Narrow!&lt;br /&gt;&lt;br /&gt;3.4, (Felucia)&lt;br /&gt;(Bonus mission, destroy 4 Rancors)&lt;br /&gt;&lt;br /&gt;Wow, a Druggie's favorite place!  Move along the easy-as-pie path, &lt;br /&gt;killing Felucian warriors.  Watch out for spitting plants, as you cannot &lt;br /&gt;block their projectiles.  There is a JEDI HOLOCRON (Points) to the right &lt;br /&gt;immediately after you trigger the small cutscene where Starkiller says "A &lt;br /&gt;Jedi's hand is at work."&lt;br /&gt;&lt;br /&gt;Enter a tunnel, which empties into a large spire which you must ascend. &lt;br /&gt;There are multiple paths upwards, so just make your way on up.  There &lt;br /&gt;are FOUR JEDI HOLOCRONS here, as well two Sith Holocrons (damage) and &lt;br /&gt;(Health drain aura).&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: One is on the level below the entrance (points), one is &lt;br /&gt;easy to spot on one of the levels upward (points)  The Last two are on &lt;br /&gt;two separate dangling platforms near the top (Unstable Red Lightsaber &lt;br /&gt;crystal and points.)  &lt;br /&gt;&lt;br /&gt;Once you reach the top, you'll go through a corridor.  You'll enter a &lt;br /&gt;large clearing and get a small cutscene, prepare for beat down . . .yours.&lt;br /&gt;&lt;br /&gt;So here's the deal, those blue Felucians are now invincible if they have a &lt;br /&gt;red aura surrounding them.  There is a red dude in the back that makes &lt;br /&gt;them that way.  Try to take him out, but he teleports, so it's very much &lt;br /&gt;in the 'not fun' category.  After you kill him, search the immediate area &lt;br /&gt;for a JEDI HOLOCRON (points), then follow the minimap to another area with &lt;br /&gt;more invincible dudes, only this time, patches of the ground (they look &lt;br /&gt;like bogs) will explode if you get near them.  You may die a few times.  &lt;br /&gt;Enter the tunnel where the mimimap indicates and continue on.&lt;br /&gt;&lt;br /&gt;UPDATE: Aaron Landry pointed out another JEDI HOLOCRON in this area, the &lt;br /&gt;elusive  Compressed Gold Lightsaber Crystal&lt;br /&gt;&lt;br /&gt;Inside the Tunnel you'll find a JEDI HOLOCRON (Sphere) where there is a &lt;br /&gt;small fork in the road.  The Holocron is floating in between the fork, &lt;br /&gt;just look around.  You'll eventually come to a bridge with more of those &lt;br /&gt;invincible-making dudes and a big ol chieftain.  Kill and continue on.  &lt;br /&gt;Next you trigger a cutscene, now you can choose to kill the rancor, or &lt;br /&gt;just run past him.  Wait, RANCOR!?&lt;br /&gt;&lt;br /&gt;Sub Boss- Rancor&lt;br /&gt;Strangely, the Rancor isn't as tough as one might expect.  Just follow the &lt;br /&gt;standard method of taking down the Junk Titans (Jump, three lightsaber &lt;br /&gt;slash, force lightning) and you'll trigger that QTE in no time.  Also, &lt;br /&gt;there is a Sith Holocron (Damage) to help you out.&lt;br /&gt;&lt;br /&gt;Additionally, there is a JEDI HOLOCRON (Points) in the Rancor area.  &lt;br /&gt;When your done, continue on to the next area, with another shaman and more&lt;br /&gt; of those invincible dudes.  Run past or kill them, but follow that minimap &lt;br /&gt;into the tunnel.  Inside, between another fork in the road, is a JEDI &lt;br /&gt;HOLOCRON (points).  Continue on, more invincible dudes, continue on.  You'll &lt;br /&gt;reach a large, underground clearing.  There are THREE Rancors here, but &lt;br /&gt;they are fairly well isolated from you, so take them down if you feel like &lt;br /&gt;completing the bonus objectives.  &lt;br /&gt;&lt;br /&gt;Also, search the place thoroughly, for JEDI HOLOCRONS.  There are 4 &lt;br /&gt;Strewn about the area, (3 Sphere, points). Exit at the tunnel in the &lt;br /&gt;back, trigger the cutscene.&lt;br /&gt;&lt;br /&gt;BOSS FIGHT: SHAAK TI&lt;br /&gt;&lt;br /&gt;Another two-stage boss, like Kota.  In the first part it's a straight up &lt;br /&gt;duel.  She's immune to force push and grip, and she's quite agile.  Also, &lt;br /&gt;she'll sometimes summon Felucians so you can kill them for health.  Watch &lt;br /&gt;out for more of those exploding bogs.  The Force Repulse (Guard+Circle)Is &lt;br /&gt;very effective against her.  Use it on her then stab her while she's down.&lt;br /&gt;&lt;br /&gt;When you damage her enough, she'll jump down and have a mega Sarlacc aide &lt;br /&gt;her.  Just keep your eyes on those large tentacles, because when she &lt;br /&gt;jumps clear they will come down to crush you.  They always come down in &lt;br /&gt;with gaps in between, so it's possible to avoid them if your quick &lt;br /&gt;enough.  Use lightning and the Leaping Saber slash on her here.  When &lt;br /&gt;you beat her, it's QTE and then cutscene.&lt;br /&gt;&lt;br /&gt;Cutscenes upon Cutscenes, OUCHIE!  Apparently, in the book, it took &lt;br /&gt;him six months to recover.&lt;br /&gt;&lt;br /&gt;3.5, (Empirical, Science station)&lt;br /&gt;(Bonus mission, Launch all escape pods)&lt;br /&gt;&lt;br /&gt;When the game finally let's you move, take a second.  Look around before &lt;br /&gt;smashing the glass.  You'll see a large generator outside the glass &lt;br /&gt;enclosure.  Break the glass and you'll trigger gas that will continually &lt;br /&gt;drain your life.  Force Grip the generator to disable the gas and drop &lt;br /&gt;the Laser Gates around the door.&lt;br /&gt;&lt;br /&gt;Exit through the door for a free JEDI HOLOCRON (Blue lightsaber crystal), &lt;br /&gt;continue on and you'll eventually enter a large experiment room (lots &lt;br /&gt;of gas canisters).  Inside one of the chambers is a JEDI HOLOCRON (sphere).  &lt;br /&gt;Another JEDI HOLOCRON (Sphere) is inside a door directly below the door &lt;br /&gt;that you entered from.  (Thanks to Sean b for the Holocron in the door, &lt;br /&gt;for some reason I couldn't find it!)&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of EVO troopers, these guys are easily &lt;br /&gt;recognizable as they have electricity arcing in their suits.  They shoot &lt;br /&gt;projectiles that cannot be deflected and they are immune to lightning.  &lt;br /&gt;What's more, if you zap them, they'll get a force field around them, &lt;br /&gt;which makes them immune to all force powers.&lt;br /&gt;&lt;br /&gt;In the far end there is a glowing door.  Force Push it open.  Follow &lt;br /&gt;along the path, and you'll find yourself facing a huge room full of &lt;br /&gt;baddies.  Tons of bad guys in here, you may die a few times.  All I can &lt;br /&gt;say is do what you can.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of Shadow Troopers, these guys have a &lt;br /&gt;gun that, while it can be deflected, if it hits you it stuns you for a &lt;br /&gt;long time, giving people plenty of time to pound on you.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of Stormtroopers Commanders, these &lt;br /&gt;guys have Force Fields that prevent all force powers, and absorb one hit &lt;br /&gt;from a lightsaber before it goes down.  After their forcefield goes down &lt;br /&gt;though, they are fair game.&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVE:&lt;br /&gt;In this room there are six cylinders which are actually escape pods.  Hit &lt;br /&gt;them with Force Lightning to make them fire off and explode after a bit.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRON: One of the escape pods is sitting on top of a Holocron (&lt;br /&gt;sphere).  Fire it off to gain access to it.&lt;br /&gt;&lt;br /&gt;When this room is done, force push your way though the glowing door to &lt;br /&gt;continue.  Another Fight, and there is a JEDI HOLOCRON (Power Crystal) Hidden &lt;br /&gt;behind some barrels.  Also, listen to the P.A. system and your talk with &lt;br /&gt;Proxy for some comedy.&lt;br /&gt;&lt;br /&gt;Force Blast your way though the door, and now you have to fight Two EVO &lt;br /&gt;troopers and a fearsome PURGE trooper.&lt;br /&gt;&lt;br /&gt;Sub-Boss: Purge Trooper&lt;br /&gt;These guys are super droids and can take a ton of hits.  What's more, &lt;br /&gt;Lightsabers don't cause them to 'flinch' though force lighting does.  &lt;br /&gt;They have some powerful hand to hand attacks, and a powerful energy &lt;br /&gt;cannon that cannot be deflected if you run away from them.  Your best bet &lt;br /&gt;is to make him fall down, and stab him with the lightsaber while on the &lt;br /&gt;ground. The Sith Saber Slam and Aerial Ambush actually does this fairly &lt;br /&gt;well. He is immune to force grip, and extremely resilient to force push &lt;br /&gt;and force repulse.&lt;br /&gt;&lt;br /&gt;Force blast your way though the door and into another fight.  Fight the &lt;br /&gt;guys on the Catwalk first, then go under it where you'll fight TWO more &lt;br /&gt;Purge troopers and several more Stormtroopers of various makes.  There &lt;br /&gt;are two generators.  Force Grip both of them to lower the Laser gates and &lt;br /&gt;rescue JUNO&lt;br /&gt;&lt;br /&gt;NOTE: If you have Force Lightning upgraded to lvl 2, this fight becomes &lt;br /&gt;much easier, as you can just stand up top, force lightning one Purge &lt;br /&gt;Trooper, and jump around and duck for cover when you run out of energy, &lt;br /&gt;rinse and repeat.  As long as you stay out of the firing line of the &lt;br /&gt;other trooper you're good.  Alternately, you can Lightning Grenade all the &lt;br /&gt;Shadow troopers down there, and hope to take one or both of the PURGE &lt;br /&gt;troopers out.&lt;br /&gt;&lt;br /&gt;Cutscene, congrats, you are now fugitives.  And for some reason, you now &lt;br /&gt;have a Blue Lightsaber in the cutscenes (Where'd that come from???)&lt;br /&gt;&lt;br /&gt;3.6 (Cloud City, Bespin)&lt;br /&gt;(Secondary Objective, freeze 10 Imperials in Carbonite)&lt;br /&gt;&lt;br /&gt;Start off fighting, and scale your way up two ramps and two landings to &lt;br /&gt;the exit.  There are two JEDI HOLOCRONS here, one is on the second &lt;br /&gt;landing, above the bar(Power Crystal), and one is inside a depression on &lt;br /&gt;the third landing. (Unstable Gold crystal), There's also a Sith Holocron &lt;br /&gt;(damage)  When you are done, exit by the door indicated on your minimap.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of the Imperial Senate Guard.  These &lt;br /&gt;guys have lightsaber-like spears, and can take quite a few hits, and they &lt;br /&gt;aren't bad in melee either.  However, you can still throw them around &lt;br /&gt;with force powers.&lt;br /&gt;&lt;br /&gt;Exit the bar and you'll find a fight waiting for you.  There is a JEDI &lt;br /&gt;HOLOCRON (Points) in an area if you jump off the circular platform (go &lt;br /&gt;right as you exit the bar.)  There's another one dangling in mid-air.  To &lt;br /&gt;get it, lightning zap one of the large windmills to supercharge it, &lt;br /&gt;causing an updraft that will hoist you up into the air.  Jump-Dash over &lt;br /&gt;to grab it.  (sphere)  The Third one is on a railing above this area.  &lt;br /&gt;Move up to one of the towers to jump on the railing and run down it.  &lt;br /&gt;(Unstable Yellow Crystal)&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVES: You'll find a bunch of cylinders strewn about the &lt;br /&gt;docks.  They look like containers, but if you Force push or force grip &lt;br /&gt;an imperial into one, they will be frozen in Carbonite, do this ten &lt;br /&gt;times to meet your objective.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of Scout Troopers, these annoying &lt;br /&gt;little dudes are snipers and usually hidden far from you.  When you see a &lt;br /&gt;yellow Line tracing to you, you know one of them has you in it's sights.  &lt;br /&gt;It'll change to red just before he fires.  To prevent him from killing you, &lt;br /&gt;move around a lot so he looses his 'lock' on you.  Their weapons cannot &lt;br /&gt;be deflected.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of the Jumptroopers.  These are &lt;br /&gt;Stormtroopers with jetpacks.  They are likewise very annoying, and &lt;br /&gt;likewise their weapons cannot be deflected.  However, if you hit them &lt;br /&gt;with lightning, there is a chance their Jetpack will go out of control &lt;br /&gt;and explode, so, lighting these guys a lot.&lt;br /&gt;&lt;br /&gt;Anyway, follow the map, and you'll enter a large dock with a ton of &lt;br /&gt;badguys.  I won't lie, you may die, but just do what you can.  Watch out &lt;br /&gt;for the vehicles, as there are cheap AT-CT knock offs here.  There is a &lt;br /&gt;SITH HOLOCRON (unlimited energy) Hidden in one of the sub rooms.  &lt;br /&gt;When you kill everyone, head to the docking platform indicated on the minimap&lt;br /&gt;&lt;br /&gt;BUT WAIT!  CUTSCENE and, what's this dude?  A Beefed up Senate Guard?&lt;br /&gt;&lt;br /&gt;Sub Boss: Shadow Guard&lt;br /&gt;He IS essentially a beefed up Senate guard.  He has more health, he's &lt;br /&gt;better in melee, and he's immune to some force powers, and has a few of &lt;br /&gt;his own (Force grip, force push, and lightning.) Just beat on him, he's &lt;br /&gt;not too tough.  He does trigger a QTE, and when you beat him, the stage &lt;br /&gt;ends, weather or not you've killed the other troopers.  &lt;br /&gt;&lt;br /&gt;Cutscene, Wow, Kota went downhill in a hurry&lt;br /&gt;&lt;br /&gt;3.7 Kashyyyk&lt;br /&gt;(Secondary objective, Destroy the communications tower)&lt;br /&gt;&lt;br /&gt;Immediately upon starting the level, to your left is a JEDI HOLOCRON &lt;br /&gt;(Compressed Blue Crystal)&lt;br /&gt;&lt;br /&gt;Move forward, and you'll trigger a cutscene, Then follow the minimap to &lt;br /&gt;fight some stormtroopers.  There is a JEDI HOLOCRON (points) floating &lt;br /&gt;High above this area.  There is a nearby tree branch that you can double&lt;br /&gt;-jump to reach, and then double-jump-dash to reach the holocron.  An &lt;br /&gt;AT-KT is also in the area.  These ATs have more firepower than a normal &lt;br /&gt;AT, so watch out.  Also, there are two guys with turrets in firing positions &lt;br /&gt;at the wall, double-jump and lightning them to take them down.  Force grip &lt;br /&gt;the door open.  There is a Sith Holocron (Damage) in this area.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of the IMPERIAL INCENERATOR TROOPERS These &lt;br /&gt;guys have flamethrowers, shields like the Imperial commanders, and a ton of &lt;br /&gt;hit points, plus they explode when killed.  I recommend the Saber throw to&lt;br /&gt; beat them from a distance.&lt;br /&gt;&lt;br /&gt;Welcome to the Gauntlet, during my first run through of this game I died &lt;br /&gt;multiple times, so be prepared.  In principle, the area is easy, just &lt;br /&gt;follow the track to the end, and force grip the door open.  In practice, &lt;br /&gt;this place is teaming with guards and snipers.  There are two Sith &lt;br /&gt;Holocrons here, Restore Health, and Invincibility, &lt;br /&gt;&lt;br /&gt;This place is stocked with Scouts, EVO troopers, Commanders, Jumptroopers &lt;br /&gt;and Shadow Troopers, so you'll need to think ahead.  Lightning is your &lt;br /&gt;friend here.  &lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are four JEDI HOLOCRONS here, one is precariously &lt;br /&gt;perched on a conduit to the left as you enter(points), another is behind &lt;br /&gt;a large pipe as you ascend the left-hand catwalk (points).  The third is &lt;br /&gt;behind another large pipe, and is placed between a catwalk and the tower&lt;br /&gt;(sphere), the last is on a support strut,  near the tower, you'll have to &lt;br /&gt;jump off of an above catwalk to reach it. (points)&lt;br /&gt;&lt;br /&gt;Secondary Objective:&lt;br /&gt;The secondary objective is here.  There are two generators on the central &lt;br /&gt;tower that you need to destroy.  One is on the main catwalk, and the &lt;br /&gt;other is at the base of the tower.  This one is fairly easy, just Force &lt;br /&gt;Grip the outer plate away and then blast the generator with lightning.&lt;br /&gt; &lt;br /&gt;When you finally make your way to the big wall, make sure to double-jump &lt;br /&gt;lightning the two turrets on either side, otherwise they'll shoot you &lt;br /&gt;down while trying to open the door.&lt;br /&gt;&lt;br /&gt;Inside are a few more guys and a Sith holocron (restore energy) Go into &lt;br /&gt;the adjoining room, where you'll find a bunch of cool creatures &lt;br /&gt;(Including a very special someone frozen in Carbonite, no, not Han.)  &lt;br /&gt;Also, grab the JEDI HOLOCRON (points) that's in the room above a Trophy &lt;br /&gt;case.&lt;br /&gt;&lt;br /&gt;NOTE: This is the first appearance of the ROYAL GUARD.  Like the Senate &lt;br /&gt;Guard, these guys are light-spear wielding force users.  He's immune &lt;br /&gt;to some force powers however, and has more hitpoints.&lt;br /&gt;&lt;br /&gt;CUTSCENE!  Great, we can get out of  . . . ah crap.&lt;br /&gt;&lt;br /&gt;Follow along, kill things, There are snipers in the huts, but you can &lt;br /&gt;double-jump lightning them to take them out.  When you get to the end &lt;br /&gt;you'll have to take out a SHADOW GUARD.&lt;br /&gt;&lt;br /&gt;Note: There are several prisons in this level, with wookies in them.  &lt;br /&gt;Free them and they'll help you fight the empire.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are three:  One is in the FIRST sniping nest you &lt;br /&gt;come across, stand on the nearby Wookie Prison to get it (points).  &lt;br /&gt;The second is in the THIRD hut, you'll have to Force grip a rock over to &lt;br /&gt;stand on it, then double jump (points), the third is in a wookie prison &lt;br /&gt;(points).&lt;br /&gt;&lt;br /&gt;When you're done, enter the base.  Now, there will be a series of &lt;br /&gt;laser gates.  To disable these, you need to force grip the power cable in &lt;br /&gt;each section before you move on to the next.  REMEMBER, you can Force &lt;br /&gt;Grip things on the other side of a Laser gate, to thin the heard if you &lt;br /&gt;so choose.  &lt;br /&gt;&lt;br /&gt;There are two JEDI HOLOCRON (sphere and points) in this area.  There are &lt;br /&gt;many small holding cells on the left side of the tunnel that you can &lt;br /&gt;force grip open.  Some contain wookies, two contain holocrons.  There is &lt;br /&gt;also a PURGE Trooper in there, so be careful.  Exit the door when you get &lt;br /&gt;to it.&lt;br /&gt;&lt;br /&gt;Welcome to the Gauntlet, part two!  Here is the deal, there are seven &lt;br /&gt;posts around the skyhook that you need to force-grip out of their &lt;br /&gt;moorings.  The problem is a crap-ton of empirals.  Take care of ALL the &lt;br /&gt;empirals first (watch out, there are several, that's right SEVERAL purge &lt;br /&gt;troopers here.  I suggest you kill things one mooring area at a time.  &lt;br /&gt;There are Wookies in prisons that you can release, and they will help &lt;br /&gt;you.  There are also several sith holocrons around to help you out.&lt;br /&gt;&lt;br /&gt;NOTE: Taking out the Purge Troopers is actually a bit easier than one &lt;br /&gt;might think.  Occasionally, the AI gets retarded, and they get stuck &lt;br /&gt;behind the moorings.  Just double-jump, Lighting them for a bit, land, &lt;br /&gt;wait for force to recharge, and do it again.  If you don't like &lt;br /&gt;exploiting AI glitches, then don't do it.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are two, one (Purple crystal) in a tree branch.  &lt;br /&gt;The other (points) is near the wall of the skyhook.  Look for them after &lt;br /&gt;defeating all empirals, they'll be easy to spot.&lt;br /&gt;&lt;br /&gt;Once you finish killing everything, start lifting the posts out of their &lt;br /&gt;moorings.  After you take out two, Sturn will come out of a door in a &lt;br /&gt;modified AT and attack you.  &lt;br /&gt;&lt;br /&gt;BOSS: Sturn&lt;br /&gt;Sturn is just like any other AT, except he has a HUGE cannon in the &lt;br /&gt;front, so don't get hit by THAT.  Stay behind him and lightsaber-lightning &lt;br /&gt;him and he'll go down.  Also one of the cooler QTEs in the game.  &lt;br /&gt;&lt;br /&gt;When Stern is down, destroy the rest of the pins and trigger the stage-&lt;br /&gt;end cutscene.  So Organa want went after Shaak Ti . . . whoops . . .&lt;br /&gt;&lt;br /&gt;3.8 Return to Felucia&lt;br /&gt;(Secondary Objective, ease the Sarlacc's pain)&lt;br /&gt;&lt;br /&gt;Upon starting you'll be on a cliff.  Jump down and kill anything that &lt;br /&gt;moves as there is a big battle between Imperials and Felucians  Watch out &lt;br /&gt;for the exploding Bogs.  There is a JEDI HOLOCRON (sphere) near a large &lt;br /&gt;thing in the ground (looks like a claw).  To get to it Force-Grip some &lt;br /&gt;boxes and jump on top of them, then Double-jump up to it.  When your &lt;br /&gt;done, follow the minimap.&lt;br /&gt;&lt;br /&gt;Cross the bridge (careful, there are two PURGE troopers,) and you'll find &lt;br /&gt;yourself on a small cliff overlooking a valley.  To your right, if you &lt;br /&gt;jump up, you can find a JEDI HOLOCRON (Compressed Purple Crystal)  &lt;br /&gt;Go nuts fighting here.  At one point the Imperials will drop an AT-ST from &lt;br /&gt;orbit.  Cute . . . take it out.&lt;br /&gt;&lt;br /&gt;There are two more JEDI HOLOCRONS in the area.  First, go to the rock &lt;br /&gt;ledge that is easily accessible from the valley ground (a double jump will &lt;br /&gt;get you up there.)  There is a small cave there, enter it and double-&lt;br /&gt;jump-dash the gap, to find the first of the holocrons (points), then &lt;br /&gt;follow the cave along, kill the stormtroper with the turret, go into the &lt;br /&gt;second cave for the second holocron (sphere.)&lt;br /&gt;&lt;br /&gt;Follow the minimap and Force-push those boulders out of the way.  &lt;br /&gt;Another fight, another AT-ST  Move on, and . . . what are they &lt;br /&gt;DOING to the Mega-Sarlacc?&lt;br /&gt;&lt;br /&gt;THE MEGA SARLACC:&lt;br /&gt;Okay, so here's what you need to do, to the right there is a large &lt;br /&gt;vehicle, kill all the Imperials there, and lightning Zap the generator.  &lt;br /&gt;(Also, go down the opposite side of the vehicle for a JEDI HOLOCRON &lt;br /&gt;(points), a second JEDI HOLOCRON (power crystal) is on top of the &lt;br /&gt;generator's power lines.)  Then since your at a dead end, go around, and &lt;br /&gt;head across the bridge (Imperials will resist), and go to each of the &lt;br /&gt;other two bridges, where you will find other identical vehicles, and zap &lt;br /&gt;THEIR generators.  In total you will have to zap three generators from &lt;br /&gt;the three different vehicles, then go down the elevator into the &lt;br /&gt;Sarlacc's stomach (not a pleasant idea.)  Before you do, there is a JEDI &lt;br /&gt;HOLOCRON (points) atop one of the roofs over the bridges.&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVE:  Off of each of the vehicles is a chain.  Throw your &lt;br /&gt;lightsaber out to it to sever each of the three chains in order to meet your &lt;br /&gt;bonus objectives.&lt;br /&gt;&lt;br /&gt;Upon entering the stomach of the Mega Sarlacc, exit the little ramp and &lt;br /&gt;to your right is a JEDI HOLOCRON (points).  You'll enter a 'tunnel' with &lt;br /&gt;a bunch of little tentacles.  When you see a piece of equipment, zap it &lt;br /&gt;with electricity if you don't the Sarlacc will eat you for MASSIVE &lt;br /&gt;damage.  Continue on, you'll find a small chamber, and then another &lt;br /&gt;tentacle-tunnel (no machines this time.)  You'll come to a cliff with a &lt;br /&gt;JEDI HOLOCRON floating in mid air, but I don't know how to get it (can &lt;br /&gt;anyone help?)&lt;br /&gt;&lt;br /&gt;UPDATE:&lt;br /&gt;Aaron Landry  has come to my rescue with this well-written guide to &lt;br /&gt;getting it:&lt;br /&gt;Return to Felucia: Mega Sarlac's stomach: To get that enticing &lt;br /&gt;JEDI HOLOCRON floating in mid-air high above the stomachs floor-&gt;&lt;br /&gt;1) Save the game BEFORE JUMPING ANYWHERE... just in case you miss, &lt;br /&gt;you can reload.&lt;br /&gt;2) Do you have Dashing Blast Combo? (L1,O)  Best get that &lt;br /&gt;first, otherwise you'll never make it.&lt;br /&gt;3) From the lip of the cliff move forward and Jump---Jump---L1(Dash) &lt;br /&gt;and then quickly &lt;br /&gt;after press O to do Dashing Blast as that will give you TWO Dashes in &lt;br /&gt;Mid-Air, effectively flying to your Goal.&lt;br /&gt;4) Great you got the Holocron! what?!? Only a pitiful 10,000 &lt;br /&gt;Force points for all that work?&lt;br /&gt;&lt;br /&gt;There were a LOT of people who told me how to get this, I just &lt;br /&gt;used Aaron's because his was so well written.&lt;br /&gt;&lt;br /&gt;Anyway, when the whole in the center opens up, jump through it.  Go &lt;br /&gt;through the tentacle-tunnel (Zap those machines!), and you'll get to some &lt;br /&gt;sort of wind room.  The trick is to get behind one of the columns by the &lt;br /&gt;time the wind blows, or else you'll be blown to the back.  There is a &lt;br /&gt;JEDI HOLOCRON (points) behind one column.  Enter the hole at &lt;br /&gt;the back, cutscene.&lt;br /&gt;&lt;br /&gt;Back into a battle, and remember our old friends the invincible making &lt;br /&gt;Felucian shamans?  Yeah, they're back.  As are the Rancors.  There is a &lt;br /&gt;JEDI HOLOCRON (Points) floating in mid air in this clearing.  Jump on the &lt;br /&gt;nearby wreckage, then double-jump-dash to get to it.&lt;br /&gt;&lt;br /&gt;Follow the minimap, scale the cliffs, kill some Felucian Chieftains. . . &lt;br /&gt;there are also Poison splitters here, so watch out.  Move along, another &lt;br /&gt;Rancor, move along.  Also, near the Rancor is a JEDI HOLOCRON (points) &lt;br /&gt;on the ground.  Look around, it's not too difficult to spot.  &lt;br /&gt;Move on into the tunnel,cutscene.&lt;br /&gt;&lt;br /&gt;BOSS FIGHT: Bull Rancor&lt;br /&gt;Maris Brood cannot be hurt here, so just concentrate on the Rancor.  It's &lt;br /&gt;bigger, it does more damage, and it has more hits than a normal Rancor, &lt;br /&gt;but it's essentially the same game.  Jump, swing swing swing swing, &lt;br /&gt;lightning.  Try to be behind it as it has a tendency to kill things in &lt;br /&gt;front of it.  You'll get the QTE soon enough.&lt;br /&gt;&lt;br /&gt;Alternate Strategy: Saber Throw works REALLY well on this guy.  Get away &lt;br /&gt;from him and Saber throw.  When he charges you, double jump over him and use &lt;br /&gt;the Leaping slash to do some damage.&lt;br /&gt;&lt;br /&gt;Cutscene&lt;br /&gt;&lt;br /&gt;Boss Fight: Maris Brood (Dark Side)&lt;br /&gt;Compared to other Jedi, she's cake.  She can turn invisible, but just &lt;br /&gt;Force Repulse her away and she'll go flying (and turn visible)  Then stab &lt;br /&gt;her on the ground.  Nice QTE though.&lt;br /&gt;&lt;br /&gt;Cutscene, so who are you working for?&lt;br /&gt;&lt;br /&gt;3.9 Return to Raxus Prime&lt;br /&gt;(Secondary Objective, destroy the tractor beam tower)&lt;br /&gt;&lt;br /&gt;Okay, you know the drill, move along the path, kill dudes, eventually on &lt;br /&gt;your left will be a small corridor with a JEDI HOLOCRON (points).  Follow &lt;br /&gt;your way on the minimap and reach a bunch of metal bars blocking your path.  &lt;br /&gt;Force Push past them and continue on.&lt;br /&gt;&lt;br /&gt;You'll reach a gap in the form of a destroyed bridge, but just double &lt;br /&gt;Jump across it and continue on.  There is a Sith Holocron to restore your &lt;br /&gt;health, and then cross the bridge to your left and kill a couple dudes.  &lt;br /&gt;There is a Fake wall in the side of the space ship there for a JEDI &lt;br /&gt;HOLOCRON (sphere).  Then jump down the cliff.  There is a large porthole that &lt;br /&gt;you have to jump up to, but on it is a free JEDI HOLOCRON (points).&lt;br /&gt;&lt;br /&gt;The Tunnel exits to a war zone.  To your immediate left is a Sith &lt;br /&gt;Holocron (Unlimited Energy) which is good for taking out those pesky &lt;br /&gt;PURGE troopers (If you have Lvl 3 Lightning, just keep triangle pressed.)&lt;br /&gt;Just run around killing everything.  Eventually the Empire will drop an &lt;br /&gt;AT-ST, but it's nothing you haven't handled before.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are Two.  One is floating on a platform (Compressed &lt;br /&gt;Green Crystal) and one is above in mid-air. (points.)  Just jump &lt;br /&gt;around from platform to platform and you should be able to get them.  &lt;br /&gt;&lt;br /&gt;When you are done, scale the platforms extending from one side of the &lt;br /&gt;junk heaps to continue on into the tunnel, where there is a free JEDI &lt;br /&gt;HOLOCRON (points),  The end opens up into another valley.  Lots of bad &lt;br /&gt;guys, go though them.  Watch out of the PURGE Troopers.  There are a &lt;br /&gt;few Sith Holocrons to help you out.  A JEDI HOLOCRON (Points) &lt;br /&gt;is atop a sniping tower (you can just double-jump up to it).  &lt;br /&gt;Once everyone is dead, the dropship will open with more &lt;br /&gt;baddies, including an AT-ST.&lt;br /&gt;&lt;br /&gt;Kill stuff, but do NOT ascend the elevator before you grab the JEDI &lt;br /&gt;HOLOCRON (sphere)in there  Instead, jump up on the platforms and the &lt;br /&gt;holocron is in the upper catwalk.  After that, get on the elevator &lt;br /&gt;and . . . cutscene&lt;br /&gt;&lt;br /&gt;Kill stuff, get inside the base, get on the elevator, Look around for a &lt;br /&gt;JEDI HOLOCRON (Points).  Go inside the door.  &lt;br /&gt;&lt;br /&gt;You'll enter the Tractor beam Facility, a massive two-story complex with &lt;br /&gt;two rings, a gap, and then a large cylinder in the middle.  On the second &lt;br /&gt;story there is a dead end, but force-push through a false wall to find a &lt;br /&gt;tunnel with a JEDI HOLOCRON, an Unstable Purple Crystal.  Kill everything &lt;br /&gt;on the outer edge, Destroy the generators (they are behind the laser gates) &lt;br /&gt;and have fun!&lt;br /&gt;&lt;br /&gt;SECONDARY OBJECTIVE:&lt;br /&gt;If you jump to the central tower, you will find five generators outside &lt;br /&gt;of it.  Zap them with electricity to bring the tractor emitter down.&lt;br /&gt;&lt;br /&gt;Exit the door, go down the elevator, and prepare for another tough fight. &lt;br /&gt; You are on the middle of a pincer trap, and there are snipers and stuff &lt;br /&gt;waiting to take you out.  There are two catwalks to the side of the main &lt;br /&gt;catwalk, and your first priority is to get to one of them, and behind &lt;br /&gt;some shielding so the snipers can't kill you.  Then take out what you &lt;br /&gt;can, and use Force Grip to grab a barrel and take out the sniper.  At the &lt;br /&gt;end of the catwalk is a large glowing lock.  Force grip it up, then &lt;br /&gt;repeat on the other side to unlock the door.  There is a JEDI HOLOCRON &lt;br /&gt;on one of the sniping catwalks, but I have no idea how to reach it.&lt;br /&gt;&lt;br /&gt;UPDATE: Several People&lt;br /&gt;Several People have sent me the E-mail on how to get this.  You need to &lt;br /&gt;use the Dashing Blast.  It's the combo of Dash (L1) and Circle.  You &lt;br /&gt;have to buy this upgrade in order to use it.  Then, at the closest &lt;br /&gt;point between the two catwalks, Double-Jump-Dash Blast.  Dash Blast &lt;br /&gt;makes you go farther than Normal Dash.  &lt;br /&gt;&lt;br /&gt;Enter the door, and you'll find a circular corridor.  Go all the way &lt;br /&gt;around it to insure you find the two JEDI HOLOCRONS (both points) &lt;br /&gt; Then go through the door.&lt;br /&gt;&lt;br /&gt;BOSS BATTLE: Proxy&lt;br /&gt;&lt;br /&gt;Not much to say about this Boss Battle, first, Proxy is a Shadow Guard, &lt;br /&gt;then he'll change between a bunch of different people, then He'll change &lt;br /&gt;to Darth Maul.  Just do what you can against him, I didn't have all that &lt;br /&gt;much trouble, but I did die a few times.  Watch out, as one of his combos &lt;br /&gt;is very damaging and his lightsaber throw is unblockable.  &lt;br /&gt;&lt;br /&gt;Alternate Strategy: Force Repulse is super effective against his Darth &lt;br /&gt;Maul form.  Get him in a corner, Let him reach the end of an attack &lt;br /&gt;sequence (block it, obviously), then Force repulse to knock him down.  &lt;br /&gt;Stab him while he's down for massive damage.  QTE&lt;br /&gt;&lt;br /&gt;RAIL CANNONS!&lt;br /&gt;&lt;br /&gt;You'll come up in a bunker, force push your way out&lt;br /&gt;&lt;br /&gt;Okay, here is the deal, there are Four stations, heavily guarded, with &lt;br /&gt;bunkers underneath and electrical devices up top.  Kill stuff, and hit &lt;br /&gt;the electrical devices with electricity.  Once all four of them are lit &lt;br /&gt;up, it'll trigger a cutscene.&lt;br /&gt;&lt;br /&gt;Boss fight: Star Destroyer&lt;br /&gt;&lt;br /&gt;Okay, the good news, now you get to rip down a Star Destroyer with &lt;br /&gt;nothing but the force!  The bad news?  Lucasarts has managed to make this &lt;br /&gt;the most boring part of the game.&lt;br /&gt;&lt;br /&gt;Here's what you do: hide behind a pillar, and wait for an engine core to &lt;br /&gt;float by.  Then, Force grip it and use lightning to fire it off at a TIE &lt;br /&gt;fighter.  When all TIE fighters are gone, move out from behind the &lt;br /&gt;pillar, press Force Grip, and then control the Star Destroyer so that &lt;br /&gt;it's nose is facing you.  When you see the little analogue sticks on the &lt;br /&gt;screen with 'down' arrows, move both of your analogue sticks down.  &lt;br /&gt;Eventually, more TIE fighters will come, and you'll have to repeat the &lt;br /&gt;whole possess over again.  It's going to take many, many cycles of this, &lt;br /&gt;but you'll eventually bring it down.  I will tell you that the Star &lt;br /&gt;Destroyer goes through three 'phases.'  Pointing to the right, to the &lt;br /&gt;left, and down and slightly right.  Eventually, you'll trigger a &lt;br /&gt;cutscene.  Damn, your badass, and hey, proxy's your friend again!&lt;br /&gt;&lt;br /&gt;ALTERNATE STRADEGY (About 50 Bajillion people, I like hyperbole)&lt;br /&gt;Apparently you CAN Force Grip and Force Lightning the TIE fighters, &lt;br /&gt;which makes this level much quicker.  I'm not very good at pulling it \&lt;br /&gt;off, but try your luck at it.  Apparently this shaves mucho time off &lt;br /&gt;of the fight.&lt;br /&gt;&lt;br /&gt;Cutscene, cutscene cutscene, Vader's an (expletive), let's go kick his &lt;br /&gt;butt!&lt;br /&gt;&lt;br /&gt;3.10 (Death Star, Incomplete)&lt;br /&gt;(No secondary objective)&lt;br /&gt;&lt;br /&gt;Okay, probably the hardest part of the game, you are dropped into an area &lt;br /&gt;positively TEAMING with Imperials, and let me tell you, YOU WILL DIE, &lt;br /&gt;A LOT!  Here is the general strategy I have come up with:&lt;br /&gt;&lt;br /&gt;Make a Bee-line for a corner.  One of them has a lift that will take you &lt;br /&gt;to the upper levels, up there you will find two snipers.  Kill them.  &lt;br /&gt;Also, two  Jumptroopers will chase you up there, kill them.  On the &lt;br /&gt;ground level there are lots of imperials, and an AT-CT.  When you kill &lt;br /&gt;that, an AT-ST will show up.  When you kill THAT a Crapload of PURGE &lt;br /&gt;troopers will show up.  Spam Double-jump Leaping slash as that keeps you &lt;br /&gt;most protected.  Throw in an occasional bit of force Lightning &lt;br /&gt;(especially if you have Lightning 3) and You'll eventually take them &lt;br /&gt;down.  There are two SITH HOLOCRONS in this room, both restore your &lt;br /&gt;health, so don't use them unless you have to.  When you kill the PURGE &lt;br /&gt;troopers and most of the imperials, force-grip one of the plates in the &lt;br /&gt;glowing floor and jump down the hole&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: There are two on the upper Catwalk (points and Power crystal)&lt;br /&gt;&lt;br /&gt;Okay, so, not that you've dropped into the hole, everything should be &lt;br /&gt;nice and HEY!  THIS IS THE FIRING TUBE FOR THE DEATH STAR LASER!  &lt;br /&gt;That's right, you are in the firing tube, and they are doing tests.  &lt;br /&gt;Make your way down the tube, find a hidy-hole, and wait.  Break &lt;br /&gt;the green crystal lenses (Leaping Saber Slash works well) and &lt;br /&gt;continue on. fight some guys, break through the lenses again.  &lt;br /&gt;Eventually you will get to a room with a lot of guys (this is &lt;br /&gt;in the third segment.) &lt;br /&gt; &lt;br /&gt;Kill them, and take cover behind something (against those &lt;br /&gt;floor turrets.)  There will be a door you can lock on to.   Use &lt;br /&gt;force grip to open it up and then move through.&lt;br /&gt;&lt;br /&gt;Okay, just go down this tube, you don't even need to kill these guys, &lt;br /&gt;just continue on, though the chamber directly to your right houses &lt;br /&gt;a JEDI HOLOCRON (sphere), and another side chamber to the right &lt;br /&gt;(further down) houses another JEDI HOLOCRON (points).  &lt;br /&gt;Continue on, and you'll reach a dead end.  &lt;br /&gt;&lt;br /&gt;There is a JEDI HOLOCRON (Points) in the firing tube, &lt;br /&gt;and a pair of spinning gyroscopes.  Drop  down the cliff to &lt;br /&gt;pick up a JEDI HOLOCRON (sphere), then use the side exit to &lt;br /&gt;catch a lift which will bring you back up top.&lt;br /&gt;&lt;br /&gt;Wait for the laser to finish firing, then stand near the cliff and Force &lt;br /&gt;grip.  You need to lock the three rings into place, which will extend a &lt;br /&gt;bridge.  Double Jump-dash over and land, hide (laser will fire,) then do &lt;br /&gt;the same thing to the next pair of Rings, Grabbing the free &lt;br /&gt;JEDI HOLOCRON (points) in mid-air.  Exit through the &lt;br /&gt;right side chamber, and follow the path.&lt;br /&gt;&lt;br /&gt;Okay, you are now in an absolutely MASSIVE chamber.  Drop &lt;br /&gt;down, take out two AT-STs,then Force grip the glowing &lt;br /&gt;generator into place.  This will activate anti gravity &lt;br /&gt;lifts.  Stand in one and float on up!&lt;br /&gt;&lt;br /&gt;Now, the main thing you want to do is to get to the big central black &lt;br /&gt;ring, where you'll fight several royal guards and a SHADOW Guard, then &lt;br /&gt;Force Grip the Ring to open it.  However, there are several smaller &lt;br /&gt;platforms around with snipers and PURGE troopers, so you can feel &lt;br /&gt;free to take care of them if you need points.  There are also Sith &lt;br /&gt;Holocrons littered throughout the area.&lt;br /&gt;&lt;br /&gt;JEDI HOLOCRONS: One of the sniping platforms has a holocron &lt;br /&gt;(points.)  Another is on the highest laser tube.  To get there, &lt;br /&gt;you need to double-jump-dash from the highest ring of the &lt;br /&gt;anti-grav lift to the little metal housing that encases the array, &lt;br /&gt;but it'll be worth it as it's the BLACK LIGHTSABER CRYSTAL! &lt;br /&gt;A third one is on the platform with the guards (sphere)&lt;br /&gt;&lt;br /&gt;Cutscene . . . VADER&lt;br /&gt;&lt;br /&gt;Boss Fight, Vader:&lt;br /&gt;&lt;br /&gt;Vader is, understandably, tough. You WILL die. His fight comes in three &lt;br /&gt;parts.  First is just you and him fighting outside a room.  If he lifts &lt;br /&gt;you into the air, press circle like CRAZY because it's very hard to stop &lt;br /&gt;him from throwing you around like a rag doll.  Once you hurt him enough, &lt;br /&gt;he'll go to another room&lt;br /&gt;&lt;br /&gt;The second part is easier.  He'll stand on a central platform, &lt;br /&gt;grab some junk, and try to beat you with it.  Zap him when he &lt;br /&gt;does this, and he'll drop what he was force gripping.  When &lt;br /&gt;your not zapping, keep your guard up, as he'll occasionally throw &lt;br /&gt;his lightsaber.  If you try to jump to him on his platform, he'll &lt;br /&gt;continually lift you into the air until you fail your test, &lt;br /&gt;he won't even let you land, cheap little so-and-so.&lt;br /&gt;&lt;br /&gt;Eventually he will pull your little platform down into the heat, so you &lt;br /&gt;will be forced to jump to his platform, and he'll jump away.  Follow him &lt;br /&gt;and fight your dual.  It's very tough, but you should manage to pull &lt;br /&gt;through after a few tries.  Remember the technique with Kaztan Paratas.  &lt;br /&gt;Get into that 'deadlock animation' (where you deadlock for a few seconds, &lt;br /&gt;then spin away) and then blast him with lightning.  If you can win &lt;br /&gt;against his Lightning deadlock test you'll inflict a fair bit of damage.  &lt;br /&gt;Also remember your Leaping slash, he won't jump so it's a good bit for &lt;br /&gt;you.  QTE, Cutscene, Kota was lying!  His connection to the force &lt;br /&gt;WASN'T CUT!&lt;br /&gt;&lt;br /&gt;ALTERNATE STRADEGY (via Atom Robot)&lt;br /&gt;Atom Robot assures me that beating Vader can be done in a cheap way, &lt;br /&gt;and I've done this before, but it's time consuming.  Simply block &lt;br /&gt;everything he throws at you (you have to have enough force &lt;br /&gt;points to sustain his constant force grips) &lt;br /&gt;and, when he glows red and charges up, jump behind him.  &lt;br /&gt;After he releases the blast, he's vulnerable for a moment.  &lt;br /&gt;Make him pay!&lt;br /&gt;&lt;br /&gt;Okay, now you have the cliche light side Dark side ending choice:&lt;br /&gt;&lt;br /&gt;Jump down, Kill Vader (Dark Side)&lt;br /&gt;Vader has full health, as do you, it's pretty much the same fight you &lt;br /&gt;just fought.  Damn, I hate Vader.  Freaking' cool QTE at the end.&lt;br /&gt;&lt;br /&gt;Run to the left, fight Palpatine (Light Side)&lt;br /&gt;Palpatine, having his Lightsaber just stolen, is forced to rely on sith &lt;br /&gt;lightning against you.  This is how the fight goes.  Fair warning, you &lt;br /&gt;WILL die against him.&lt;br /&gt;&lt;br /&gt;Palpatine can move pretty freaking' fast for an old dude.  Get a few hits &lt;br /&gt;on him while he's dodging around.  Occasionally he'll surround himself in &lt;br /&gt;a purple shield and throw stuff at you.  Get behind a wall when he does &lt;br /&gt;this.  Occasionally he'll surround himself in a purple shield and summon &lt;br /&gt;guards, kill them and be thankful for the health when he does this.&lt;br /&gt;&lt;br /&gt;Most of the time he'll force lightning you.  This is pretty bad if you &lt;br /&gt;don't know the trick.  The trick is, of course, to hit block when he does &lt;br /&gt;this.  Sometimes you'll concentrate the lightning in your lightsaber and &lt;br /&gt;toss it back at him, dealing a fair amount of damage to him, and taking &lt;br /&gt;only minimal damage yourself.  Once you do him in, QTE for the finish.&lt;br /&gt;&lt;br /&gt;ALTERNATE STRADEGY: From Jonathan Miller, I haven't tested this one out. &lt;br /&gt;Use Force Repulse next to Palpatine when he summons the junk to him, &lt;br /&gt;and it'll push it away before he can throw it.&lt;br /&gt;&lt;br /&gt;Congrats, you just beat the game!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Section 4: FAQ&lt;br /&gt;&lt;br /&gt;Well, I don't have any questions yet, as I just made the walkthrough, so &lt;br /&gt;here are some questions I'd imagine I'd get:&lt;br /&gt;&lt;br /&gt;Q) What are the best Upgrades to get?&lt;br /&gt;A) Everyone plays the game differently, and all, or nearly all upgrades &lt;br /&gt;are useful at some point.  However, I have to say Lightning (at least lvl &lt;br /&gt;2) and the Sith Dark Side Combo (Attack, hold, attack, hold, attack, &lt;br /&gt;hold) are my personal favorites and are almost indispensable for me.  &lt;br /&gt;&lt;br /&gt;Q) What's the best way to deal with those PURGE troopers?&lt;br /&gt;A)Lightning Lvl 2 or 3 works wonders.  Just stand next to them and Blast &lt;br /&gt;the crap outta them.  Run away, let your force recharge, and do it again. &lt;br /&gt; The Aerial slam (Attack attack attack, circle(hold)) uprade works well &lt;br /&gt;too, as it will throw them to the ground, where you can stab them.  It &lt;br /&gt;can be hard to pull off though.&lt;br /&gt;&lt;br /&gt;Q) I keep dying on boss X!&lt;br /&gt;A) I don't know what to tell you.  Some of the bosses in the game are &lt;br /&gt;just downright HARD, Kaztan Paratas and Vader in particular.  Just keep &lt;br /&gt;doing your best and try to find every cheap combo in the game to throw at &lt;br /&gt;them.&lt;br /&gt;&lt;br /&gt;Q) Pulling down that Star Destroyer . . .&lt;br /&gt;A) Is very boring, yes, I know.  If there is a better way out there, tell &lt;br /&gt;me, but this is the best way I've found.  If you have high health, let a &lt;br /&gt;few of the TIE fighters hit you to give you a few extra milliseconds of &lt;br /&gt;pulling down for that extra bit of damage.&lt;br /&gt;&lt;br /&gt;UPDATE) So fifty BAJILLION people emailed me about this, apparently &lt;br /&gt;you can Force Grab or Force Lightning the TIE fighters for a &lt;br /&gt;much Quicker battle.&lt;br /&gt;&lt;br /&gt; ============the end===============&lt;br /&gt;&lt;br /&gt;Star Wars: The Force Unleashed: FAQ/Walkthrough by Degausser&lt;br /&gt;Version 1.05, Last Updated 2008-09-25 View/Download Original File&lt;br /&gt;Hosted by GameFAQs&lt;br /&gt;Return to Star Wars: The Force Unleashed (PS3) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-729491241479372182?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/729491241479372182/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=729491241479372182&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/729491241479372182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/729491241479372182'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/star-wars-force-unleashed.html' title='Star Wars: The Force Unleashed: (ps3)FAQ/Walkthroug'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-1196207731848525931</id><published>2008-09-04T00:22:00.000-07:00</published><updated>2008-09-04T00:28:32.598-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='xbox'/><title type='text'>Call of Duty 3: Weapons(xbox) FAQ /walkthrough</title><content type='html'>Call of Duty 3: Weapons FAQ/walkthrough&lt;br /&gt;=======================================  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Table of Contents&lt;br /&gt;==================&lt;br /&gt;&lt;br /&gt;1.0 – Introduction&lt;br /&gt;1.1 – Changes from CoD2&lt;br /&gt;1.2 – ADS&lt;br /&gt;1.3 – Strength Indicators&lt;br /&gt;&lt;br /&gt;2.0 – Pistols&lt;br /&gt;2.1 – Colt .45&lt;br /&gt;2.2 – P38&lt;br /&gt;2.3 – Pistol Efficiency&lt;br /&gt;&lt;br /&gt;3.0 – Rifles&lt;br /&gt;3.1 – M1 Garand&lt;br /&gt;3.2 – Lee-Enfield&lt;br /&gt;3.3 – Kar98k&lt;br /&gt;3.4 – G43&lt;br /&gt;3.5 – Scoped Springfield&lt;br /&gt;3.6 – Scoped Lee-Enfield&lt;br /&gt;3.7 – Scoped Kar98k&lt;br /&gt;3.8 – Rifleman and Sniper Efficiency&lt;br /&gt;&lt;br /&gt;4.0 – Submachine Guns&lt;br /&gt;4.1 – Thompson&lt;br /&gt;4.2 – Sten Gun&lt;br /&gt;4.3 – MP40&lt;br /&gt;4.4 – Submachine Gunner Efficiency&lt;br /&gt;&lt;br /&gt;5.0 – Support Weapons&lt;br /&gt;5.1 – BAR&lt;br /&gt;5.2 – Bren LMG&lt;br /&gt;5.3 – Stg44&lt;br /&gt;5.4 – FG42&lt;br /&gt;5.5 – Scoped FG42&lt;br /&gt;5.6 – Support Gunner Efficiency&lt;br /&gt;&lt;br /&gt;6.0 – Machineguns&lt;br /&gt;6.1 – Browning .30cal&lt;br /&gt;6.2 – Browning .50cal&lt;br /&gt;6.3 – Vickers K&lt;br /&gt;6.4 – MG34&lt;br /&gt;6.5 – MG42&lt;br /&gt;6.6 – Machine Gunner Efficiency&lt;br /&gt;&lt;br /&gt;7.0 – Anti-Armor Weapons&lt;br /&gt;7.1 – M9A1 Bazooka&lt;br /&gt;7.2 – Panzerschreck&lt;br /&gt;7.3 – Anti-Armor Efficiency&lt;br /&gt;&lt;br /&gt;8.0 – Explosives&lt;br /&gt;8.1 – Frag Grenade&lt;br /&gt;8.2 – Stielhandgranate&lt;br /&gt;8.3 – Smoke Grenade&lt;br /&gt;8.4 – AP Mine&lt;br /&gt;8.5 – Sticky Bomb&lt;br /&gt;8.6 – Rifle Grenade&lt;br /&gt;&lt;br /&gt;9.0 – Miscellaneous&lt;br /&gt;9.1 – Trench Gun&lt;br /&gt;9.2 – Granatwerfer&lt;br /&gt;9.3 – Pak 43&lt;br /&gt;9.4 – Sherman&lt;br /&gt;9.5 – Panzer&lt;br /&gt;9.6 – Firefly&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;:==========================================================================:&lt;br /&gt; 1.0 - INTRODUCTION&lt;br /&gt;:==========================================================================:&lt;br /&gt;&lt;br /&gt;Many Call of Duty fans were skeptical when they received news that Call of&lt;br /&gt;Duty 3 was being developed by Treyarch, the producers behind COD2: Big Red&lt;br /&gt;One, a game which left much to be desired in gameplay and campaign mode, as&lt;br /&gt;well as multiplayer combat. But gamers were left stunned and surprised when&lt;br /&gt;CoD3 first shipped, offering a slew of spectacular new features, graphics,&lt;br /&gt;gameplay, and physics that did everything but blow CoD2 out of the water. The&lt;br /&gt;game focuses primarily on the Normandy Breakout Campaign, from the Battle of&lt;br /&gt;St. Lo to the Liberation of Paris, allowing the player to play as American,&lt;br /&gt;British, Canadian, and Polish characters. As far as weapons are concerned,&lt;br /&gt;they look and feel better than ever, yet also perform quite differently than&lt;br /&gt;their Call of Duty 2 counterparts. The inclusion of vehicles into CoD3 gives&lt;br /&gt;the player an even wider arsenal of firepower to use against opponents in&lt;br /&gt;both single and multi-player game modes.&lt;br /&gt;&lt;br /&gt;With a drastic increase from the 8 person multiplayer to an astounding 24&lt;br /&gt;player war, it would be logical to assume that the firepower made available&lt;br /&gt;to the player would have increased as well. But to the surprise of many, the&lt;br /&gt;multiplayer arsenal has suffered a great reduction. Gone are the G43 (still&lt;br /&gt;remains in campaign), M1 Carbine, and Grease Gun, as well as the entire&lt;br /&gt;British and Russian weapon sets, leaving the player with only a basic&lt;br /&gt;selection of US and German firearms.&lt;br /&gt;&lt;br /&gt;The reason for this is Treyarch's emphasis on Class or "Kit Selection,"&lt;br /&gt;basically meaning that with every weapon comes a special ability available&lt;br /&gt;only to that particular class. For instance, a Rifleman has the ability to&lt;br /&gt;attach a Rifle grenade to the end of his barrel, while a Sniper has the&lt;br /&gt;ability to call in Artillery strikes.&lt;br /&gt;&lt;br /&gt;For this guide, each individual weapon will be explored, analyzed, and noted&lt;br /&gt;for historical references, while weapons included in multiplayer will be&lt;br /&gt;matched with their appropriate Kit.&lt;br /&gt;&lt;br /&gt;:==========================================================================:&lt;br /&gt;1.1 – Changes from Call of Duty 2&lt;br /&gt;:==========================================================================:&lt;br /&gt;&lt;br /&gt;Compared to COD2, combat seems to have changed from small, restricted&lt;br /&gt;skirmishes to full-fledged battles, with dozens of character models and&lt;br /&gt;vehicles on screen at a time. The most noticeable change in terms of weapon&lt;br /&gt;handling is the "focus vision" while aiming down the sights (see 1.2). The&lt;br /&gt;weapons also feel slightly harder to use with pin-point accuracy, and should&lt;br /&gt;often be used to suppress the enemy, rather than take down with one well&lt;br /&gt;placed shot.&lt;br /&gt;&lt;br /&gt;----------&lt;br /&gt; CHANGES&lt;br /&gt;----------&lt;br /&gt;&lt;br /&gt;-All weapons are remodeled and simply appear shinier and smoother&lt;br /&gt;-Some sounds have changed, while others have been salvaged from COD2: BRO&lt;br /&gt;-In multiplayer, only your secondary weapon can be exchanged for a new one&lt;br /&gt;-Sniper Rifles must now exit scoped mode to cycle the bolt&lt;br /&gt;-Climb on top of tanks and disable with a grenade (multiplayer)&lt;br /&gt;-Grenade buttons are different for single and multi-player (see 8.0)&lt;br /&gt;-Grenades can be cooked&lt;br /&gt;-Enemy grenades can now be picked up and thrown back (campaign only)&lt;br /&gt;-MP44 name changed to Stg44&lt;br /&gt;-FG42 and Scoped FG42 added to single player&lt;br /&gt;-Anti Personnel Mines and sticky grenades added to multiplayer&lt;br /&gt;-Scoped G43 removed, G43 removed from multiplayer&lt;br /&gt;-M1 Carbine and Grease Gun removed&lt;br /&gt;-Sprint takes the place of binoculars in multiplayer&lt;br /&gt;-Melee attack strengths are different for each weapon&lt;br /&gt;.30 cal and MG34 added as deployable MGs&lt;br /&gt;&lt;br /&gt;In CoD2, a bullet was a bullet, no matter which weapon it was being launched&lt;br /&gt;from or from what distance it was being fired from. Now, however, a player&lt;br /&gt;can tell the difference between a 9mm Lugar and a 30-06. These changes in&lt;br /&gt;ballistics seem somewhat unrealistic, but contribute gameplay-wise by&lt;br /&gt;highlighting each weapon's strengths and weaknesses.&lt;br /&gt;&lt;br /&gt;This basically means that one weapon cannot be used as an all-purpose death-&lt;br /&gt;machine, but transforms it into a firearm exclusive to its given class,&lt;br /&gt;making teamwork all the more important.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 1.2 – Aiming Down the Sights&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;The aiming in CoD3 is unlike any other. With a pull of the left trigger, your&lt;br /&gt;character will bring his weapon up to his shoulder and pear down the iron&lt;br /&gt;sights. But this time, the only thing you will be able to see clearly is your&lt;br /&gt;target. The rest is blurred out.&lt;br /&gt;&lt;br /&gt;The only problem is that your target can be anything, whether it's a lonely&lt;br /&gt;street lamp or a German MG42 gunner BEHIND the street lamp, whose bullets are&lt;br /&gt;blowing out chunks of pavement in front of you. This is sometimes a problem,&lt;br /&gt;as you may find yourself in many similar occasions where your opponent is&lt;br /&gt;blocked by an obstructive object in your field of vision.&lt;br /&gt;&lt;br /&gt;Additionally, switching from one target to the next is a bit more tricky, not&lt;br /&gt;only because of the previously mentioned aspect, but also because your weapon&lt;br /&gt;does not seem to stop immediately after you let go of the stick, seeming to&lt;br /&gt;obey Newton's law of motion. While all of these features seem to contribute&lt;br /&gt;to the realism of CoD3, they certainly don't make anything easier, and&lt;br /&gt;emphasize more on individual player skill.&lt;br /&gt;&lt;br /&gt;The iron sights themselves have undergone change, as well. Some sights, like&lt;br /&gt;the Lee-Enfield and Kar98k, have shrunk, while others, like the Thompson and&lt;br /&gt;Stg44, have increased in size. It seems that the unpleasant miniature sights&lt;br /&gt;of CoD1 and the drastically magnified sights of CoD2 have reached equilibrium&lt;br /&gt;for CoD3, providing a suitable experience for everyone.&lt;br /&gt;&lt;br /&gt;The hit indicators from CoD2 have returned and serve the same purpose as they&lt;br /&gt;did. It appears in the form of an X over your sights or your crosshairs for&lt;br /&gt;every time one of your projectiles connects to a player or vehicle. Also, a&lt;br /&gt;recognizable audio cue accompanies this indicator with the sound of a bullet&lt;br /&gt;tearing through human flesh, no matter how far away you are from a target.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 1.3 - Strength Indicators&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Much like the system in CoD2, all weapons that appear in multiplayer are&lt;br /&gt;given six areas of categorization to determine the best circumstances in&lt;br /&gt;which to use the weapon. The categories are:&lt;br /&gt;&lt;br /&gt;-Damage: indicates how much firepower a weapon is packing. Typically, light&lt;br /&gt;weapons such as Pistols, SMGs, and Rifles will have the least, while power&lt;br /&gt;weapons like the Trench Gun, Sniper Rifles, and Anti-Armor weapons will have&lt;br /&gt;the most&lt;br /&gt;&lt;br /&gt;-Range: determines the effective kill radius that a weapon should be used at.&lt;br /&gt;Since all bullets have the same trajectory, this category is determined by&lt;br /&gt;how far the line of sight zooms in while in ADS.&lt;br /&gt;&lt;br /&gt;-Accuracy: shows how steady a weapon stays while aiming down the sights and&lt;br /&gt;shot placement on fully automatic weapons.&lt;br /&gt;&lt;br /&gt;-Melee: indicates how powerful a melee attack will be on the receiving end of&lt;br /&gt;the blow. Larger weapons tend to have the most strength from a melee attack.&lt;br /&gt;&lt;br /&gt;-Speed: tells how fast a player can move with a specific weapon. Submachine&lt;br /&gt;Guns and pistols allow you to move the fastest, whereas heavier weapons like&lt;br /&gt;.30cals and MG34s restrict movement.&lt;br /&gt;&lt;br /&gt;-Rate of Fire: determines the amount of lead being propelled downrange per&lt;br /&gt;second. Most bolt action rifles and the Trench Gun have the slowest rate of&lt;br /&gt;fire, while automatic and semi-automatic weapons have faster firing rates.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;These characteristics help classify the weapons and clarify their special&lt;br /&gt;abilities, allowing the player to take a tactical approach on the situation.&lt;br /&gt;If you are striving for high accuracy and fast movement from one sniping spot&lt;br /&gt;to the next, you should opt to use the Scout class, or if you need to provide&lt;br /&gt;lots of suppressive fire with lots of ammunition and a blistering rate of&lt;br /&gt;fire, the Support class is the way to go. For every given scenario, there is&lt;br /&gt;a weapon set that corresponds.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 2.0 – PISTOLS&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;While not the most accurate and versatile weapons offered to the soldier, a&lt;br /&gt;pistol is always issued as a standard sidearm for the typical infantryman.&lt;br /&gt;Sometimes, however, you'll feel as if it is there just to prevent a weapon&lt;br /&gt;slot from being empty.&lt;br /&gt;&lt;br /&gt;The pistol is exclusive to multiplayer for a reason. It is there so that in&lt;br /&gt;the case of a quick sprint, the player can simply whip out his pistol and&lt;br /&gt;run, no matter which primary weapon he is packing, as the pistol is the&lt;br /&gt;lightest weapon and the quickest to get from point A to point B. It is most&lt;br /&gt;useful to the Anti-Armor class, just in case your target isn't a tank.&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 2.1 - Colt .45&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Colt M1911A1 Automatic Pistol&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies&lt;br /&gt;Caliber:                            .45 ACP&lt;br /&gt;Feed mechanism:                     7 round clip&lt;br /&gt;Operation:                          Single action, recoil operated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; History of the Colt .45&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;The Colt Model 1911 was designed by John Moses Browning, a genius when it&lt;br /&gt;comes to firearm design, in 1900 and was adopted by the Colt Company in hopes&lt;br /&gt;that they may interest the US Army with a suitable model. The 1911A1 was&lt;br /&gt;based off of his previous blowback design, still featuring the same&lt;br /&gt;innovative features, but refined as a locked-breech design. The handgun&lt;br /&gt;consisted of three main parts: the barrel, the slide, and the handle. The&lt;br /&gt;slide was locked to the barrel by means of two locking ribs machined into the&lt;br /&gt;top of the barrel which corresponded with two grooves in the slide. When&lt;br /&gt;fully loaded, the user would pull the slide back, which allowed a cartridge&lt;br /&gt;to rise in position to be chambered. The slide would be pushed forward by&lt;br /&gt;means of a return spring, and the breech block would push a cartridge into&lt;br /&gt;the chamber, and lock against the ribs. The hammer, already cocked by the&lt;br /&gt;slide, hit a firing pin inside the breech block, and fired the cartridge. The&lt;br /&gt;recoil of the cartridge hitting the head of the breech block would force the&lt;br /&gt;slide back, which in turn caused the barrel to fall and unlock from the&lt;br /&gt;locking ribs by means of two hinges on the gun body. The extractor on the&lt;br /&gt;breech block then ejected the spent case and allowed the entire process to&lt;br /&gt;restart.&lt;br /&gt;&lt;br /&gt;In 1907, a test was conducted by the US Army Ordinance department to find the&lt;br /&gt;most suitable design to adopt. The Colt models came out on top, and were&lt;br /&gt;asked to make refinements to the previous design, which included the&lt;br /&gt;abandonment of the two hinges on the barrel in favor of only one. After more&lt;br /&gt;trials, the Colt was adopted by the US Army as the Colt Model 1911. Minor&lt;br /&gt;modifications in 1921 changed it to the Model 1911A1, which saw service in&lt;br /&gt;WW2, Korea, and Vietnam, and continues to be manufactured worldwide.&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt; The Colt .45 in CoD3&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;Apart from minor visual modifications, the Colt .45 has remained the same&lt;br /&gt;throughout the CoD series. It is the lightest weapon to run with, still uses&lt;br /&gt;a 7 round clip, and still takes anywhere from 3-5 shots to dispatch a foe. It&lt;br /&gt;reloads at the same speed mid clip as it would while fully depleted. It has&lt;br /&gt;quite a bit of recoil while sustaining rapid fire, so some time between shots&lt;br /&gt;is required to place all rounds on your target.&lt;br /&gt;&lt;br /&gt;While aiming down the sights, the rear sight appears as a U-notch, while the&lt;br /&gt;front sight consists of a post, which has been enlarged and raised from the&lt;br /&gt;previous game. The contrast between the two sights is peculiar, as the rear&lt;br /&gt;sight appears dark grey, and the front sight is almost white, which has the&lt;br /&gt;player often focusing on the rear sight. Shots impact just below the tip of&lt;br /&gt;the front sight at distances up to 50 ft.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 2.2 - Walther P38&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Walther Pistole Model 1938&lt;br /&gt;Country of Origin:                  Germany&lt;br /&gt;Available to:                       Axis&lt;br /&gt;Caliber:                            9mm Lugar&lt;br /&gt;Feed mechanism:                     8 round clip&lt;br /&gt;Operation:                          Double Action, recoil operated&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; History of the Walther P38&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;With the advent of the Lugar in 1908, some criticism followed the birth of&lt;br /&gt;the military sidearm. It was clear that the Lugar '08 was not ideal for mass&lt;br /&gt;production with its delicately machined parts and complex mechanisms, and did&lt;br /&gt;not operate well in a combat environment. The German army began to look for a&lt;br /&gt;replacement pistol, and the response came from the Walther company.&lt;br /&gt;&lt;br /&gt;In 1929, Walther had developed the Walther PP, which gained the arms&lt;br /&gt;manufacturer a considerable amount of fame for the pistol's effective&lt;br /&gt;implication of a double action lock on an automatic pistol. Once the German&lt;br /&gt;Army began looking for a replacement to the Lugar, Walther already had a&lt;br /&gt;suitable model, which they planned to convert to 9mm and submit to the&lt;br /&gt;Military. The Army was not in favor of the pistol, however, due to alleged&lt;br /&gt;problems with the Walther PP recoil spring. So Walther began work on a new&lt;br /&gt;design, and came back with a completely different pistol, one that still used&lt;br /&gt;a double action lock, but fired from a locked breech (similar to the Colt&lt;br /&gt;M1911), and featured a wedge below the barrel to hold it firm against the&lt;br /&gt;slide until chamber heat and pressure had dropped to a suitable level. After&lt;br /&gt;a few modifications, the German Army was keen to adopt the new design as P-38&lt;br /&gt;or Pistole Model 38.&lt;br /&gt;&lt;br /&gt;The design used the same breech block and slide mechanism as the Colt .45 to&lt;br /&gt;chamber a round, and used a complex safety mechanism that the German army was&lt;br /&gt;especially particular to. Upon engaging the safety mechanism, the firing pin&lt;br /&gt;locked solidly, and if the hammer fell, could not fire a round. Alternately,&lt;br /&gt;using the double action lock, a soldier could chamber a round, then lower the&lt;br /&gt;hammer carefully, and when the time came, un-holster his sidearm and simply&lt;br /&gt;pull the trigger to draw the hammer and release it to fire a round in one&lt;br /&gt;motion.&lt;br /&gt;&lt;br /&gt;After the war, the Walther P38 remained in use to some extent by the West&lt;br /&gt;German Armed Forces, and was later replaced. Production of the P38 from 1938&lt;br /&gt;to 1945 topped nearly 1 and a quarter million.&lt;br /&gt;&lt;br /&gt;------------------&lt;br /&gt; The P38 in CoD3&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;Along with the Colt .45, the P38 has changed very minimally from the last CoD&lt;br /&gt;game. It is still the fastest pistol to run with and just as weak as it ever&lt;br /&gt;was. Considering all aspects, the Colt .45 and P38 are similar in almost&lt;br /&gt;every way (gameplay-wise at least), except for the difference of one more&lt;br /&gt;bullet in the magazine. The only difference is that it feels like the P38&lt;br /&gt;fires at a slightly slower rate than the Colt .45, but shouldn't be much of&lt;br /&gt;an issue since the recoil will cause the weapon to rise after the first shot.&lt;br /&gt;The P38 will take anywhere from 3-5 shots to incapacitate a target.&lt;br /&gt;&lt;br /&gt;The sights consist of a rear fixed U-notch and a front Blade sight, very&lt;br /&gt;similar to the Colt .45.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 2.3 – Pistol efficiency.&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;There are probably two main reasons why you should be using a pistol. The&lt;br /&gt;first is that things aren't going too great. You've ran out of ammunition in&lt;br /&gt;your primary weapon or have found yourself in a situation where you primary&lt;br /&gt;weapon is outmatched. The second is that things are going really great, and&lt;br /&gt;that you are putting yourself to the test by using your sidearm. Either way,&lt;br /&gt;I am going to tell you how to effectively use a pistol against your foes.&lt;br /&gt;&lt;br /&gt;The first thing you should consider is your situation. Let's say you are a&lt;br /&gt;Scout armed with a sniper rifle and a pistol. The scout class is particular&lt;br /&gt;to medium and long range combat, but when the fight gets up close and&lt;br /&gt;personal, the Sniper Rifle may be rendered useless. Your opponent undoubtedly&lt;br /&gt;has a much more potent weapon. This is a situation where a pistol could&lt;br /&gt;actually be quite useful.&lt;br /&gt;&lt;br /&gt;When using a pistol, always try to aim for the head, as recoil will make&lt;br /&gt;multiple shots to the body difficult. The pistol is only accurate to within&lt;br /&gt;50 feet, as any further your shots will tend to disperse. When firing, make&lt;br /&gt;sure that you are not tapping the trigger and shooting above your target.&lt;br /&gt;Allow at least three fourths of a second between shots.&lt;br /&gt;&lt;br /&gt;Pistols are also useful for more than just close up fighting. If you need to&lt;br /&gt;cover a large, unknown distance on foot, or you're simply an impatient&lt;br /&gt;person, a pistol is ideal. The light weight of pistols combined with the new&lt;br /&gt;sprint feature to multiplayer will feel as if your character is hopped up on&lt;br /&gt;Red Bull or Monster or some other kind of happy drink.&lt;br /&gt;&lt;br /&gt;However, 9 out of 10 times, you will find that you're primary weapon will be&lt;br /&gt;more useful in most situations than a pistol, as this primary weapon will&lt;br /&gt;fire faster, harder, more accurately, or all of the above than your standard&lt;br /&gt;issue sidearm. Pistols are certainly very easy to use, however.&lt;br /&gt;&lt;br /&gt;(Another thing that should be noted is your inability to swap both weapons in&lt;br /&gt;your inventory for a scavenged weapon, as this could get in the way of your&lt;br /&gt;class's special ability. The only weapon you are able to trade is your&lt;br /&gt;secondary weapon, or your sidearm.)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.0 – Rifles&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;The Rifleman is the backbone of the infantry, serving a healthy combination&lt;br /&gt;of suppressive fire, close range AND long range assault, and tactical combat.&lt;br /&gt;Rifles in CoD3 still serve that same purpose, and despite major visual&lt;br /&gt;enhancements, still perform in basically the same way.&lt;br /&gt;&lt;br /&gt;The main difference is the way the sights appear. Most non-scoped rifles have&lt;br /&gt;typically received rear-sight enlargements, while the front sights remain&lt;br /&gt;either the same or smaller. The Kar98k seems to be the most changed by this&lt;br /&gt;(more on that in 3.3). While some fans may not agree on this decision, it&lt;br /&gt;effectively helps new players learn faster and makes using rifles all the&lt;br /&gt;more easier.&lt;br /&gt;&lt;br /&gt;Rifles are obviously associated with the Rifleman class, which comes with a&lt;br /&gt;Rifle, a Pistol, and a Rifle Grenade, which attaches to the end of your&lt;br /&gt;barrel (included in 8.6).&lt;br /&gt;&lt;br /&gt;Sniper Rifles are linked with the Scout Class, which comes with a sniper&lt;br /&gt;rifle, a pistol, a frag grenade, and binoculars (artillery strike).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.1 – M1 Garand&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        US Rifle M1&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            .30-06 Springfield&lt;br /&gt;Feed mechanism:                     8 round En Bloc clip&lt;br /&gt;Operation:                          Gas operated, closed bolt&lt;br /&gt;&lt;br /&gt;---------------------------&lt;br /&gt; History of the M1 Garand&lt;br /&gt;---------------------------&lt;br /&gt;&lt;br /&gt;The famous M1 Garand rifle was designed by a Canadian-American named John C.&lt;br /&gt;Garand in the US Army Springfield arsenal from 1922 to 1932, after which it&lt;br /&gt;was adopted by the Army (although mass production didn't begin until 1937).&lt;br /&gt;Garand invented the rifle with certain Army qualifications in mind, such as&lt;br /&gt;the demands of a fixed, non-protruding magazine. To get around this, Garand&lt;br /&gt;used a type of feed mechanism called the "en bloc" clip, a charger-type&lt;br /&gt;system that was inserted into the rifle from the top, designed by John&lt;br /&gt;Pederson. When all rounds were depleted from the magazine, a feed arm would&lt;br /&gt;eject the empty clip from the rifle, producing the Garand's characteristic&lt;br /&gt;"ping" song. Originally chambered for the .276 Pederson cartridge, the Garand&lt;br /&gt;prototypes were later converted to .30 '06 due to ammunition availability.&lt;br /&gt;&lt;br /&gt;The M1 Garand was the first semi-automatic rifle ever adopted into widespread&lt;br /&gt;military use. It also implemented a very successful gas-piston system not&lt;br /&gt;commonly seen before in semi-auto rifles. When the first round was fired, a&lt;br /&gt;portion if the expanding gas pressure was diverted to a chamber under the&lt;br /&gt;barrel, and drove a stainless steel piston, which was attached to the&lt;br /&gt;charging rod, back. The charging rod was attached to the bolt, and unlocked&lt;br /&gt;it by means of rotating the bolt head out of two locking grooves on the inner&lt;br /&gt;surface of the breech. The bolt was forced back to cock the hammer, eject the&lt;br /&gt;spent case, and returned by means of a spring on the piston to chamber a new&lt;br /&gt;round. When the last round was fired, the piston was blown back and engaged&lt;br /&gt;an arm which ejected the empty clip from the rifle. This allowed the firer to&lt;br /&gt;quickly insert a new clip and resume firing.&lt;br /&gt;&lt;br /&gt;The Garand officially replaced the Springfield in 1936, (although some still&lt;br /&gt;remained in use until Korea) and was the iconic image of the American&lt;br /&gt;infantryman during WW2. A fan of its performance, General George S. Patton&lt;br /&gt;dubbed it "the greatest implement of battle ever devised.) A number of&lt;br /&gt;Garands were converted to sniper variants during WW2 (M1C and M1D), although&lt;br /&gt;these were not as popular as Springfields. The Garand was replaced by the M14&lt;br /&gt;in 1957.&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt; The M1 Garand in CoD3&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;Apart from stunning visual alterations, the M1 Garand is practically the same&lt;br /&gt;as it was in CoD2. It feels as if it fires slightly faster, and kills in&lt;br /&gt;about the same amount of shots. In Campaign it only takes about 1 or 2 shots&lt;br /&gt;to effectively put down a target, and in multiplayer it may take 3-4 shots to&lt;br /&gt;incapacitate an opponent if you shoot for the torso. The sound effects sound&lt;br /&gt;a little wimpy on a regular TV, especially the clip ejection, which you may&lt;br /&gt;not even notice. It almost sounds like someone lightly tapping on a triangle.&lt;br /&gt;Aside from disappointing sounds, the Garand is a tough, reliable weapon and&lt;br /&gt;suitable for most combat scenarios.&lt;br /&gt;&lt;br /&gt;The sights consist of a rear aperture sight and a blade front sight. The rear&lt;br /&gt;aperture sight is wider around the edges, and more resembles a circular plate&lt;br /&gt;with a hole than a skinny ring like in CoD2. The front sight has decreased in&lt;br /&gt;size just a little bit, but the Garand is still very easy to use.&lt;br /&gt;&lt;br /&gt;It has a small degree of recoil, but the barrel will immediately snap back on&lt;br /&gt;target, allowing for quick, efficient fire at close and medium ranges. Even&lt;br /&gt;in a standing position, the Garand is accurate down to the very last pixel,&lt;br /&gt;making the M1 Garand a very good firearm to use at long range.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.2 – Lee-Enfield&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Rifle, No. 4 Mk. 1, Lee-Enfield&lt;br /&gt;Country of origin:                  Great Britain&lt;br /&gt;Available to:                       British, Canadian, Polish&lt;br /&gt;Caliber:                            .303 British&lt;br /&gt;Feed mechanism:                     10 round box magazine&lt;br /&gt;Operation:                          Lee bolt&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; History of the Lee-Enfield&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;The history of the entire Lee-Enfield series starts with the Lee-Metford&lt;br /&gt;Rifle of 1889, which followed Lee's prototype design manufactured by&lt;br /&gt;Remington. It was the first bolt action rifle to be fed by a detachable box&lt;br /&gt;magazine, which held 8 cartridges. It was a combination of James Paris Lee's&lt;br /&gt;bolt and magazine with a barrel developed by William Metford to counter&lt;br /&gt;fouling by the current Black-Powder charges. Later, after the adoption of&lt;br /&gt;cordite as the British cartridge, the barrel was converted by the Enfield to&lt;br /&gt;help stop erosion in smokeless powder guns. The result was the Lee-Enfield&lt;br /&gt;Rifle.&lt;br /&gt;&lt;br /&gt;Two rifles were manufactured for the British Army: a long, infantry rifle,&lt;br /&gt;and a short, Cavalry carbine. To eliminate the complication of developing two&lt;br /&gt;rifles, a universal rifle was invented, dubbed the SMLE, or "Short, Magazine,&lt;br /&gt;Lee-Enfield." This rifle, developed in 1903, was well designed and was&lt;br /&gt;suitable for both infantry and Cavalry units, and served the British Army&lt;br /&gt;well through the Boer War and WW1. After the War, however, some question and&lt;br /&gt;skepticism from old traditionalists came up whether the rifle was acceptable&lt;br /&gt;to military standards. Plans for a new rifle based off the Mauser began to go&lt;br /&gt;underway, but eventually failed. After that, it appeared that the best choice&lt;br /&gt;would be the SMLE, which remained standard up until WW2. It was clear that&lt;br /&gt;the SMLE was complicated to produce and manufacture in mass quantities, so it&lt;br /&gt;was simplified, the characteristic nose-cap removed and the rear sights moved&lt;br /&gt;back over the bolt-way in the form of an aperture sight. Its new name was the&lt;br /&gt;Lee-Enfield No.4 Mk.1, first introduced to British troops in 1941.&lt;br /&gt;&lt;br /&gt;The No. 4 Lee-Enfield remained in service until it was replaced by the EM2 in&lt;br /&gt;1949. The No.4 was very popular with many countries such as Canada, Poland,&lt;br /&gt;and Australia. It was well known for its ingenious bolt, which featured 2&lt;br /&gt;locking lugs, one on the top and one on the bottom. The bolt head was&lt;br /&gt;attached to a guide on the boltway, and when rotated, would stay in position&lt;br /&gt;and kept the bolt attached. As the bolt was pushed back, the head would catch&lt;br /&gt;another round and push it into the chamber, then locked. It is said that the&lt;br /&gt;Lee-Enfield action features the fastest bolt-operation out of any bolt action&lt;br /&gt;rifle of WW2.&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; The Lee-Enfield in CoD3&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;No longer available in multiplayer, the Lee-Enfield is included in a wide&lt;br /&gt;variety of single player missions. It appears smaller than the Lee-Enfield in&lt;br /&gt;CoD2, and simply looks better, not to mention, shinier. It may seem like a&lt;br /&gt;very unusual way to describe a new weapon, but it is actually that simple.&lt;br /&gt;Like most guns in CoD3, the Lee-Enfield looks as if it was submerged in a&lt;br /&gt;thick coat of laminate, and none of the metal is blued.&lt;br /&gt;&lt;br /&gt;The sounds are a wee bit of a let down, as it sounds not so much of a "Ker-&lt;br /&gt;Pow!" like CoD2, but more of a "Smack!" Nonetheless, it's still a pretty&lt;br /&gt;satisfying weapon to use. A welcome change to the reload system has been&lt;br /&gt;implemented as well. Now, instead of having to wait for your ammunition to&lt;br /&gt;drop down to 5 rounds to reload, you may now top up the Lee-Enfield at any&lt;br /&gt;time and replenish its stock back to 10. Additionally, you can stop the&lt;br /&gt;insertion of the second stripper clip after reloading. To do this, you simply&lt;br /&gt;need to press the reload button, and then press the right trigger after&lt;br /&gt;loading the first stripper clip, similar to reloading a sniper rifle.&lt;br /&gt;&lt;br /&gt;The Iron sights are slightly different. The rear sight has been enlarged and&lt;br /&gt;the aperture has been greatly increased in diameter. The front sight is&lt;br /&gt;smaller, with a center blade and a small post on either side of it. The shot&lt;br /&gt;will land just slightly above the center post, so be sure to keep this in&lt;br /&gt;mind while firing from long range. The bolt takes longer to cycle, as it does&lt;br /&gt;with all bolt action rifles, so also consider this as a factor.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.3 – Kar98k&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Der Karabiner 1898 Kurz&lt;br /&gt;Country of Origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Feed Mechanism:                     5 round integral magazine&lt;br /&gt;Operation:                          Mauser bolt&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt; History of the Kar98k&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;The Mauser brothers were the fathers of the bolt action rifle. During as&lt;br /&gt;early as 1867, Mauser began work on a new design that would outdate muskets&lt;br /&gt;and all other muzzle loaders and replace them with the stunning bolt action.&lt;br /&gt;They sold their design to an American businessman named Samuel Norris for&lt;br /&gt;80,000 francs. Norris attempted to submit this design to the French military,&lt;br /&gt;but did not succeed. Scared that the design would not take, Norris paid the&lt;br /&gt;Mauser brothers his yearly payment and terminated the contract. Incidentally,&lt;br /&gt;France is the only country to never accept a single Mauser.&lt;br /&gt;&lt;br /&gt;The Mausers returned to Germany and submitted the design to the Army, which&lt;br /&gt;they were more than happy to accept in 1871. After various refinements to the&lt;br /&gt;design through the late 1800s, the Mausers finally took their design and&lt;br /&gt;implemented it into a new rifle, the GEW 98, which used a powerful 8mm Mauser&lt;br /&gt;cartridge. The G98 was an instant classic around the world, and sold to&lt;br /&gt;various nations as a standard military rifle. After WW1, the Germans, acting&lt;br /&gt;off of previous British intentions, took the Mauser rifle and carbine, and&lt;br /&gt;combined them to form the Mauser Kar98k, very similar to the Lee-Enfield&lt;br /&gt;SMLE. The barrel was reduced from 90cm to 61cm, and the bolt was curved down&lt;br /&gt;so that some Kar98ks may be fitted with a scope.&lt;br /&gt;&lt;br /&gt;The Mauser design used a bolt with two locking lugs in the front and one in&lt;br /&gt;the back. The firer would unlock the bolt by rotating it 90 degrees, then&lt;br /&gt;pull back and allow a cartridge to enter the boltway from the integral&lt;br /&gt;magazine. The firer would return the bolt to push a round into the chamber,&lt;br /&gt;and then lock it by pushing it back down. While on the return stroke, the&lt;br /&gt;cocking piece would catch on the sear, pushing against the firing pin spring&lt;br /&gt;until fully cocked. Upon pulling the trigger, the sear would allow the&lt;br /&gt;cocking piece to release and fire the round.&lt;br /&gt;&lt;br /&gt;The Mauser was adopted and manufactured by dozens of nations around the&lt;br /&gt;world. It became the iconic image of the Third Riech and paved the way for&lt;br /&gt;many rifles like the Springfield and the Lee-Enfield, as well as the entire&lt;br /&gt;history of bolt-action rifles.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;---------------------&lt;br /&gt; The Kar98k in CoD3&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;The Kar98k is still a strong, faithful bolt-action rifle that can be found&lt;br /&gt;everywhere in the single and multiplayer modes. It has stayed relatively&lt;br /&gt;similar to the CoD2 version, still holds 5 rounds, and still kills in 1-2&lt;br /&gt;shots. In the hands of an expert, a Kar98k can be used to inflict bloody&lt;br /&gt;carnage upon an entire squad of opponents. While it does take longer to cycle&lt;br /&gt;the bolt, the rifle will snap back to the precise spot that you left it.&lt;br /&gt;Cycling the bolt itself is smoother and crisper, and ultimately more&lt;br /&gt;satisfying, and the sounds are actually quite dashing.&lt;br /&gt;&lt;br /&gt;The most that's changed from CoD2 to CoD3 is the iron sights. Both sights&lt;br /&gt;have shrunk, probably to balance multiplayer, and the rear sight has changed&lt;br /&gt;from a wide U-notch to a tiny little V-notch, while the front sight has&lt;br /&gt;changed from a hooded post to a lone blade. Aiming shouldn't be too&lt;br /&gt;different, but it isn't exactly the same. The sights are more akin to CoD2:&lt;br /&gt;BRO sights.&lt;br /&gt;&lt;br /&gt;Reloading is much faster. In fact, it is almost as fast as just cycling the&lt;br /&gt;bolt, which makes keeping up a sustained stream of fire all the more easier.&lt;br /&gt;All in all, the Kar98k is a good, solid weapon that is easy to use.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.4 – G43&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Gewehr 1943&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Feed Mechanism:                     10 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated&lt;br /&gt;&lt;br /&gt;---------------------&lt;br /&gt; History of the G43&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;The development of the G43 was actually effected by Germany's encounter with&lt;br /&gt;the Russian SVT-40 models on the Eastern Front. These rifles offered more&lt;br /&gt;firepower than the Kar98k and outclassed it in battle. Combat with the&lt;br /&gt;American M1 Garand and M1 Carbine on the Western Front also brought to&lt;br /&gt;realization that the Kar98k was no longer the best rifle in the world. Mauser&lt;br /&gt;and Walther both got to work on developing a suitable semi-automatic for the&lt;br /&gt;German Army. The G41 submitted by Walther seemed to be the best choice, if&lt;br /&gt;not for the complex gas system, built around the Bang Rifle, which trapped&lt;br /&gt;the gas as it expanded from the muzzle. In 1943, Walther submitted their&lt;br /&gt;revised design with an improved gas-piston system similar to Tokarev model&lt;br /&gt;rifles, and also replaced the integral 10 round system with a removable 10&lt;br /&gt;round clip. The G43 entered service in 1943, and quickly proved to be an&lt;br /&gt;accurate, reliable, and powerful semi-automatic rifle. Typically, semi-&lt;br /&gt;automatic rifles were not as well suited to sniping and long range combat as&lt;br /&gt;bolt-action rifles, but the G43 proved to be an exception, 53,000 of which&lt;br /&gt;were fitted with scopes.&lt;br /&gt;&lt;br /&gt;The G43 operated very similar to SVT-40 rifles and the M1 Garand, in which a&lt;br /&gt;gas piston chamber ran over the barrel to drive the bolt back and eject the&lt;br /&gt;spent case. But instead of the recoil spring around the gas piston, it ran&lt;br /&gt;behind the bolt. A charging handle mounted along the top was attached to the&lt;br /&gt;bolt carrier, which contained the bolt (duh). The bolt was attached to a&lt;br /&gt;mainspring and when it recoiled, compressed the spring and pushed it against&lt;br /&gt;the buffer. The spring drove the bolt back and chambered another round.&lt;br /&gt;&lt;br /&gt;The G43 remained in service until the wars end, and was very popular among&lt;br /&gt;infantry and sniper units. Although produced on a large scale, the G43 never&lt;br /&gt;replaced the Kar98k because the German Army needed every firearm they could&lt;br /&gt;get their hands on.&lt;br /&gt;&lt;br /&gt;------------------&lt;br /&gt; The G43 in CoD3&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;Only available in certain campaign levels, the G43 has changed quite a bit.&lt;br /&gt;The first thing you'll notice is that it feels kind of stupid in your hands.&lt;br /&gt;It lacks the pristine shine of other weapons, and isn't all that pretty to&lt;br /&gt;look at. Despite awkward visual alterations, though, the G43 isn't all that&lt;br /&gt;bad of a weapon. It takes 1-2 shots to kill, has a ten round clip, and&lt;br /&gt;reloads fast. But on the down side, it fires at a much slower rate than in&lt;br /&gt;CoD2. Players used to the G43 in the previous game may be used to its&lt;br /&gt;relatively fast rate of fire, and may overestimate its new firing rate.&lt;br /&gt;&lt;br /&gt;The iron sights have greatly increased in size, and still consist of a rear&lt;br /&gt;V-notch and a front hooded post. At close to medium range, the G43 performs&lt;br /&gt;quite nicely, but at long range it feels very hard to aim and place accurate&lt;br /&gt;shots. It also has more recoil than you would expect. Nonetheless, the G43 is&lt;br /&gt;worth picking up due to ammunition availability.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.4 – Scoped Springfield&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        US Rifle M1903A4&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            .30-06 Springfield&lt;br /&gt;Feed Mechanism:                     5 round integral magazine&lt;br /&gt;Operation:                          Mauser Bolt&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; History of the Springfield&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;Looking for a replacement for the trap-door Springfield, an old, outdated&lt;br /&gt;single-shot rifle, the US examined at least 50 different models of rifles in&lt;br /&gt;1892 and finally adopted the Krag-Jorgenson, a rather hasty decision. During&lt;br /&gt;the Spanish American War in 1898, it was made clear that the American Krag&lt;br /&gt;rifle was simply outclassed and inferior to the latest Mauser G98 models.&lt;br /&gt;After the War, the US Army Ordinance department began to test the Mauser, and&lt;br /&gt;decided that it was an ideal system to build a rifle around. It is not&lt;br /&gt;exactly clear on how the rights were obtained from Mauser, whether the design&lt;br /&gt;was stolen and later paid off or if Mauser gave a license to the Springfield&lt;br /&gt;Armory for production, but the Mauser brothers were paid $200,000 dollars for&lt;br /&gt;the design anyways. In 1903, Springfield had submitted their design, which&lt;br /&gt;was accepted and designated the M1903.&lt;br /&gt;&lt;br /&gt;Like the Lee-Enfield, the Springfield was a "short" rifle model with a 61cm&lt;br /&gt;barrel suited for Infantry and Cavalry use. The Bolt and magazine were&lt;br /&gt;identical to the Mauser bolt, with two locking lugs in the front and one in&lt;br /&gt;the rear, perfect to fire the powerful .30cal Springfield rifle cartridge.&lt;br /&gt;However, the bolt was also like the Mauser in which it had to be rotated a&lt;br /&gt;full 90 degrees to unlock, unlike the Lee-Enfield, which only needed to be&lt;br /&gt;rotated by half of that.&lt;br /&gt;&lt;br /&gt;During 1905 and 06, the Springfield was refitted to use a different bayonet&lt;br /&gt;and different sights, as well as upgrading the ammunition to a 150 grain ball&lt;br /&gt;ammunition, designated the .30-06. Various models were produced, such as the&lt;br /&gt;Model 1903A3 with sights moved to the back in the form of aperture sights, as&lt;br /&gt;well as the implication of the Type-S stock, and the 1903A4, hand-selected&lt;br /&gt;for accuracy, with the removal of the iron sights in the place of an M73 and&lt;br /&gt;later an M84 telescopic 2.2x scope. These rifles were technically replaced by&lt;br /&gt;the M1 Garand in 1937, but still remained in use as a popular snipers weapon&lt;br /&gt;until the end of the Korean War.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt; The Scoped Springfield in CoD3&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;The Springfield is the Allies' sniper weapon, and is excellent in fulfilling&lt;br /&gt;that roll. It is laser-accurate, retaining the ability to click the left&lt;br /&gt;thumb-stick to hold your breathe and steady your aim. Visuals and sounds are&lt;br /&gt;very different from CoD2. The graphics are actually one of the cons of the&lt;br /&gt;rifle, as sometimes you may find yourself admiring the weapon's beauty&lt;br /&gt;instead of watching for targets. The firing sounds and bolt operation have&lt;br /&gt;been salvaged from CoD2: BRO.&lt;br /&gt;&lt;br /&gt;The scope consists of two thin lines intersecting each other in the very&lt;br /&gt;middle (marking the exact point of impact), one vertical and the other&lt;br /&gt;horizontal. Three smaller lines intersect the bottom of the vertical line and&lt;br /&gt;either side of the horizontal line, helping to box single targets and assist&lt;br /&gt;aiming. (Note that this scope configuration is generic in all sniper rifles.)&lt;br /&gt;&lt;br /&gt;The scope shakes wildly while not holding your breathe to steady your aim,&lt;br /&gt;but it swirls in a fairly predictable pattern, so it is not always necessary&lt;br /&gt;to hold your breathe. After each shot, you now exit zoom-mode to cycle the&lt;br /&gt;bolt. Realistic, yet also allows your target to get away if you missed. Note&lt;br /&gt;to sniper: don't miss!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt;3.5 – Scoped Lee-Enfield&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Rifle, No.4 Mk.1(T), Lee-Enfield&lt;br /&gt;Country of Origin:                  Great Britain&lt;br /&gt;Available to:                       British, Canadian, and Polish&lt;br /&gt;Caliber:                            .303 British&lt;br /&gt;Feed Mechanism:                     10 round box magazine&lt;br /&gt;Operation:                          Lee bolt&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt; History of the Scoped Lee-Enfield&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;Lee-Enfield No.4 Mk.1 Rifles tended to vary in accuracy. A battle rifle's&lt;br /&gt;main role in an infantry unit was to (or at least back in the times of the&lt;br /&gt;Great Wars) fill the air with enough lead at long enough ranges in hopes that&lt;br /&gt;one round may find a target. This was the case with rifles such as the M1&lt;br /&gt;Garand, Kar98k, Lee-Enfield, and Mosin-Nagant. However, as I said just&lt;br /&gt;previously, accuracy varied within these rifles, and occasionally, one&lt;br /&gt;distinguished itself from the rest.&lt;br /&gt;&lt;br /&gt;Sniper Rifles are not a new idea. The concept of sharp-shooting first arose&lt;br /&gt;with the acceptance of a rifled barrel during the mid 19th century, when iron-&lt;br /&gt;sights first began to show up on modern breech loaders. It had already&lt;br /&gt;occurred to the general public and various hunters and shooters that by&lt;br /&gt;equipping a rifled gun with a telescope or monocular that accuracy could&lt;br /&gt;improve by astronomical scale. Although scoped rifles were at first pretty&lt;br /&gt;non-regulation with military rifles, by the First World War, sharp-shooters&lt;br /&gt;were already using a telescopic sight to engage targets at up to 1200 meters.&lt;br /&gt;&lt;br /&gt;The Lee-Enfield No.4 Mk.1 would typically go through a number of firing tests&lt;br /&gt;before being packaged and shipped to appropriate arms dealers. One such test&lt;br /&gt;pitted a Lee-Enfield against a 1x1 meter white square target at a range of&lt;br /&gt;300 meters. If the rifle performed within certain parameters, then the rifle&lt;br /&gt;was accepted and the guidelines slightly adjusted, this time being shot at&lt;br /&gt;the same target at distances of up to 600 meters, scope not included. If the&lt;br /&gt;rifle fired in groups of no more than a 10-inch diameter, the rifle was hand-&lt;br /&gt;selected to be fitted with the No.32 British sniper Scope.&lt;br /&gt;&lt;br /&gt;Only a handful of these rifles made the cut for the sniper conversion&lt;br /&gt;program, which was conducted at both the Royal Arms Factory in England and&lt;br /&gt;the Holland &amp; Holland manufacturers in Canada. These rifles were distributed&lt;br /&gt;to British snipers in distinct Sniper Programs or in regular infantry squads.&lt;br /&gt;The 3.5x scope increased the effective range of the Lee-Enfield to 800&lt;br /&gt;meters.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt; The Scoped Lee-Enfield in CoD3&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;Good thing the Scoped Lee-Enfield still uses the 5-round stripper clips to&lt;br /&gt;reload instead of 1 round at a… wait. It DOESN'T! Blasphemy!&lt;br /&gt;&lt;br /&gt;Yes, it's a sad truth. The Lee-Enfield is now equipped with the authentic&lt;br /&gt;No.32 scope instead of the peculiar offset scope from CoD2. Now, even with&lt;br /&gt;the hefty 10 round clip, you must reload the Enfield one agonizing round at a&lt;br /&gt;time. Thus, as a rule, you should never fire more than five shots from the&lt;br /&gt;scoped Lee-Enfield before reloading, or you will have to suffer the&lt;br /&gt;consequences.&lt;br /&gt;&lt;br /&gt;The Scoped Lee-Enfield looks and sounds exactly the same as the regular Lee-&lt;br /&gt;Enfield, except for the 3.5x Scope mounted on the top. The scope&lt;br /&gt;configuration is the same as the Springfield, so further explanation is not&lt;br /&gt;necessary. You'll find that the scoped Lee-Enfield is very exclusive in the&lt;br /&gt;single-player campaign, and unfortunately does not make an appearance in&lt;br /&gt;multiplayer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.6 – Scoped Kar98k&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Der Karabiner 1898 Kurz&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Feed mechanism:                     5 round integral magazine&lt;br /&gt;Operation:                          Mauser bolt&lt;br /&gt;&lt;br /&gt;-------------------------------&lt;br /&gt; History of the Scoped Kar98k&lt;br /&gt;-------------------------------&lt;br /&gt;&lt;br /&gt;The Kar98k was a commonly accurate weapon for a battle rifle. While this was&lt;br /&gt;of course affected by the quality of the breech, chamber, bore, and&lt;br /&gt;ammunition, the Germans were more than capable of succeeding in high quality&lt;br /&gt;production.&lt;br /&gt;&lt;br /&gt;Kar98k rifles are fitted with 60cm barrels, and went through the same kind of&lt;br /&gt;testing as other battle rifles like the Springfield and Lee-Enfield to&lt;br /&gt;determine exactly what degree of accuracy an individual rifle was packing.&lt;br /&gt;These rifles were then modified to be fitted with scope mounts and the&lt;br /&gt;standard German 4x scope. These remained the most commonly encountered German&lt;br /&gt;sniper rifles throughout the war, and easier to manufacture than the&lt;br /&gt;expensive G43 sniper variant. The Kar98k, equipped with scope, was accurate&lt;br /&gt;at up to 800 meters.&lt;br /&gt;&lt;br /&gt;----------------------------&lt;br /&gt; The Scoped Kar98k in CoD3&lt;br /&gt;----------------------------&lt;br /&gt;&lt;br /&gt;Your typical sniper rifle, the scoped Kar98k performs almost identically to&lt;br /&gt;the scoped Springfield, with differences, of course, to the sounds and&lt;br /&gt;visuals. The sounds are only slightly different than the regular Kar98k&lt;br /&gt;model, and the weapon looks the same as well. The scope is essentially of the&lt;br /&gt;same layout as any other sniper rifle in CoD3.&lt;br /&gt;&lt;br /&gt;In multiplayer, you must zoom out of scoped mode to cycle the bolt, just as&lt;br /&gt;you would with the Springfield. Accuracy is perfect, and will land on the&lt;br /&gt;exact pixel that you aim for. With a slow rate of fire, low magazine&lt;br /&gt;capacity, and extreme accuracy, the Kar98k (and Springfield) are well suited&lt;br /&gt;to sniping.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 3.8 – Rifleman and Sniper Efficiency&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;These two classes are similar in that they are both relied on to provide well&lt;br /&gt;placed shots for an infantry unit. But they differ quite a bit.&lt;br /&gt;&lt;br /&gt;------------&lt;br /&gt; Riflemen&lt;br /&gt;------------&lt;br /&gt;&lt;br /&gt;No longer are bolt action and semi-automatic rifles so similar. With the&lt;br /&gt;increased rate of fire of the Garand and the decreased rate of the Kar98k,&lt;br /&gt;the two rifles are on quite different ends of the deal.&lt;br /&gt;&lt;br /&gt;Using the Garand, a player is relativity safe at most ranges, and can run&lt;br /&gt;with the rest of the infantry squad. However, the Garand is no match for the&lt;br /&gt;sniper rifle at long range and cannot hold its own against a submachine gun&lt;br /&gt;at close range. It focuses on a good mixing of all these characteristics.&lt;br /&gt;With a Garand, you have the advantage of power and speed, where if a player&lt;br /&gt;rounds the corner, a few quick taps of the trigger will stop him in his&lt;br /&gt;tracks. But a rifleman armed with a Garand should typically keep his distance&lt;br /&gt;and find key areas to defend, allowing him to pick off targets from available&lt;br /&gt;cover or from the prone position.&lt;br /&gt;&lt;br /&gt;While engaging targets, the rifleman should only expose himself to one&lt;br /&gt;opponent at a time, as you have much better chances with a one on one duel&lt;br /&gt;than a three on one massacre. These conditions are ideal when cover is&lt;br /&gt;available or you are in the prone position, as you are exposing as little of&lt;br /&gt;your body as possible, making you a much smaller target.&lt;br /&gt;&lt;br /&gt;Armed with the Kar98k, a player should opt for long range combat rather than&lt;br /&gt;frontline warfare. Using a Kar98k to pick off targets from a safe distance,&lt;br /&gt;you may even surprise yourself with your performance. The Kar98k is powerful&lt;br /&gt;and easy to use, but only under certain circumstances. Again, the player&lt;br /&gt;should use cover or the prone position to his advantage, and find areas easy&lt;br /&gt;to defend or areas guarded by other teammates with a wider variety of&lt;br /&gt;weapons. When using the Kar98k, try to aim for the head, as risking a body&lt;br /&gt;shot could give away your position if you target survives, and leaves you&lt;br /&gt;vulnerable while working the bolt.&lt;br /&gt;&lt;br /&gt;You also have the option to attach a rifle grenade as your class's special&lt;br /&gt;ability. The amount of rifle grenades you can carry depends on a players&lt;br /&gt;rank, and can be useful in some situations. It will take a while to predict&lt;br /&gt;the trajectory of the grenade, and it is sometimes difficult to get a kill,&lt;br /&gt;as splash damage isn't that large.&lt;br /&gt;&lt;br /&gt;------------------&lt;br /&gt; Scoped rifleman&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;Scoped riflemen should still abide by the same rules as the regular rifleman,&lt;br /&gt;but should elaborate on his or her own personal tactics. Finding good spots&lt;br /&gt;to hide and well camouflaged areas is important to good sniper efficiency,&lt;br /&gt;but these have to be found on your own.&lt;br /&gt;&lt;br /&gt;Becoming proficient with the scope is also important. You should notice that&lt;br /&gt;the actual image presented in your window of vision does not move while in&lt;br /&gt;scoped mode, it is the actual frame of the scope that sways and swings&lt;br /&gt;around. This is actually easier to master than the system in CoD2 and you may&lt;br /&gt;not even need to use the hold-breath function (left thumb-stick), as you&lt;br /&gt;should be able to predict the scope's movement.&lt;br /&gt;&lt;br /&gt;A nifty tactic that the sniper can use is his binoculars (usually used to&lt;br /&gt;call in artillery strikes, and used with the right bumper) to spot targets&lt;br /&gt;instead of his sniper scope. This is handy because, when prone or hidden, you&lt;br /&gt;are less conspicuous to the human eye than a player with a rifle sticking&lt;br /&gt;outward. Since you are typically trained to look for a rifle sticking out of&lt;br /&gt;a bush or a blade of grass somewhere when searching for snipers, you will&lt;br /&gt;traditionally pass right over a player in the prone position with binoculars.&lt;br /&gt;&lt;br /&gt;Another neat tactic I generally deploy is the use of a critically wounded&lt;br /&gt;enemy's body as bait for medics. If a medic sees a downed teammate (one that&lt;br /&gt;you have shot and still have in your sights), they will rush over to heal&lt;br /&gt;their fallen comrade. It is even acceptable to let them heal their teammate&lt;br /&gt;before you kill them, so you are set up for a possible triple kill.&lt;br /&gt;&lt;br /&gt;Additionally, a sniper can use an artillery strike to take out armored&lt;br /&gt;convoys. The strength of the strike is determined by your rank.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 4.0 – SUBMACHINE GUNS&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;A German general in WW1, von Hutier, had developed an infantry tactic called&lt;br /&gt;"Storm-Trooping" where a squad of highly trained soldiers would push through&lt;br /&gt;the infantry lines to disable enemy positions and strongholds while mobile.&lt;br /&gt;To do this, von Hutier needed a weapon that was automatic, very light and&lt;br /&gt;small, and suitable for short-range combat. At the time, the only automatic&lt;br /&gt;weapons were heavy machine guns and automatic rifles. So von Hutier made&lt;br /&gt;plans to develop a new type of weapon, and the submachine gun was born.&lt;br /&gt;&lt;br /&gt;Submachine guns are pretty much the same in CoD3 as they were in CoD2,&lt;br /&gt;although some changes are very noticeable. It seems as if SMGs have a much&lt;br /&gt;longer range than they did in CoD2. The sights have been enlarged since CoD2,&lt;br /&gt;and recoil has been drastically reduced.&lt;br /&gt;&lt;br /&gt;Submachine Guns are given to the Light Support Class, which includes an SMG,&lt;br /&gt;a pistol, an AP mine, and a sticky grenade.&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 4.1 – Thompson&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Thompson M1A1&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            .45 ACP&lt;br /&gt;Rate of fire:                       700 rpm&lt;br /&gt;Feed mechanism:                     20 round detachable box magazine&lt;br /&gt;Operation:                          Blowback, open bolt&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; History of the Thompson&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;Brigadier General John T. Thompson first set out with the goal of developing&lt;br /&gt;a successful, fully automatic rifle, using a blowback action. His main goal&lt;br /&gt;was to develop this rifle to be accepted into military service, but the&lt;br /&gt;military had strict standards for cartridges, and Thompson found that the&lt;br /&gt;blowback action couldn't handle the .30-06. He contacted a Commander Blish,&lt;br /&gt;who had developed a complex recoil design, to help solve the problem. With&lt;br /&gt;the aid of two men, Theodore Eickhoff and Oscar Payne, Blish and Thompson&lt;br /&gt;formed the Auto-Ordinance Co.&lt;br /&gt;&lt;br /&gt;Thompson soon found that the .30-06 was not suitable for his design, but&lt;br /&gt;realized that the current .45 ACP pistol cartridge worked quite nicely with&lt;br /&gt;Blish's blowback design. His invention used a bolt containing what he called&lt;br /&gt;an H-piece, which took advantage of the closed-bolt firing function. With a&lt;br /&gt;round chambered, the H-piece rode up into a grove in the gun body, locking&lt;br /&gt;the bolt. When the round fired, sudden heat and pressure from the expanding&lt;br /&gt;gasses forced the H-piece to lock solidly until heat and pressure dropped, at&lt;br /&gt;which point the H-piece fell and allowed the bolt to recoil. Thompson created&lt;br /&gt;his weapon around this and offered it to the U.S. Army in 1921, calling it&lt;br /&gt;the "Trench Broom." The Army was not fond of this design, because there was&lt;br /&gt;no use for the weapon at the time.&lt;br /&gt;&lt;br /&gt;Thompson then put his gun on the market as a name that he had dubbed&lt;br /&gt;"Submachine Gun." He had no idea that the term would follow this category of&lt;br /&gt;weapons throughout history. The weapon caught on with gangs and became&lt;br /&gt;infamous for its use in the 20s. Thompson had Colt manufactured some of the&lt;br /&gt;weapons, and designated them the Thompson SMG. The Army finally began to see&lt;br /&gt;use for the Thompson in the years preceding WW2, and adopted it as a standard&lt;br /&gt;military weapon. During wartime, two models were manufactured, the M1&lt;br /&gt;introduced in 1942 and the M1A1 in 1943, both scrapping the complex Blish&lt;br /&gt;lock in favor of a simple recoil-operated open bolt. The Thompson was an&lt;br /&gt;immense success and was one of the first SMG designs in history.&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt; The Thompson in CoD3&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;The Thompson has undergone a number of changes, but none of them include the&lt;br /&gt;re-introduction of the 30 round clip. It still features the much-to-be-&lt;br /&gt;desired 20 round clip, which is depleted at 700 rounds a minute faster than a&lt;br /&gt;heartbeat. You'll also find that the recoil is greatly reduced, and is much&lt;br /&gt;more controlled, making short-bursts at long range very effective.&lt;br /&gt;&lt;br /&gt;The sights are still the same, but much larger, more similar to CoD2: BRO&lt;br /&gt;than CoD2. They feature a rear V-notch (the aperture sight isn't used) and a&lt;br /&gt;front blade notch, which is a lot easier to see and much larger. In a way,&lt;br /&gt;the Thompson has been made into a fast-firing, low recoil, light, long range&lt;br /&gt;and easy to use weapon. The only problem is it may take anywhere from 4-5&lt;br /&gt;shots to kill a target.&lt;br /&gt;&lt;br /&gt;The Thompson's initial recoil is very controlled, and should be fired in 3 or&lt;br /&gt;5 round bursts, as it is most effective at that. It can even be used with&lt;br /&gt;single shots at long range. It seems as if most SMGs have been improved to&lt;br /&gt;fire at longer ranges, but only function well with short bursts of fire.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 4.2 – Sten Gun&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Sten Mk.II&lt;br /&gt;Country of origin:                  Great Britain&lt;br /&gt;Available to:                       British, Canadian, and Polish&lt;br /&gt;Caliber:                            9mm Lugar&lt;br /&gt;Rate of fire:                       550 rpm&lt;br /&gt;Feed mechanism:                     32 round detachable box magazine&lt;br /&gt;Operation:                          Blowback, open bolt&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; History of the Sten gun&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;After America's entrance into the War in 1941, Thompson shipments were&lt;br /&gt;becoming fewer and fewer as the need for them by the U.S. Army drastically&lt;br /&gt;increased. Due to high demand for the Thompson SMG and also the realization&lt;br /&gt;that a much larger military force was required to take on the Nazi war&lt;br /&gt;machine, the Enfield Arms factory was called upon to provide a simple, cheap,&lt;br /&gt;and effective replacement submachine gun.&lt;br /&gt;&lt;br /&gt;The word "Sten" is an abbreviation, combining the first letter of the two&lt;br /&gt;men's names responsible for the design, Major R. V. Shepard, and Mr. Harold&lt;br /&gt;Turpin, with the first two letters of Enfield, to produce the Sten gun. Their&lt;br /&gt;design was so simple, it was hard to believe that the Sten gun could operate&lt;br /&gt;with less than 50 total parts on the entire weapon. It was incredibly easy to&lt;br /&gt;manufacture, and did not require a whole lot of precision or high quality&lt;br /&gt;craftsmanship. Ammunition was in good supply, as it was chambered for the&lt;br /&gt;German 9mm Lugar, so ammunition could be captured from MP40s. It seemed as if&lt;br /&gt;the Enfield factory had pulled it off. But dozens of imperfections quickly&lt;br /&gt;followed the Sten into combat.&lt;br /&gt;&lt;br /&gt;The Sten gun was essentially a metal tube with an inverted magazine housing&lt;br /&gt;that was fitted horizontally, with a wire frame stock and a trigger. The&lt;br /&gt;troops often referred to it as the plumber's nightmare, due to its&lt;br /&gt;unreliability and resemblance to a plumbing tube. The Mk.II got rid of any&lt;br /&gt;wooden parts in favor of all metal, and the barrel sleeve was shortened and&lt;br /&gt;perforated to prevent overheating. The gun was recoil operated and fired from&lt;br /&gt;the open bolt. There was always risk of dirt getting into the charging slot,&lt;br /&gt;not to mention the delicate magazine design made it susceptible to jamming&lt;br /&gt;quite frequently. The horizontally fed magazine was easily damaged, and any&lt;br /&gt;pressure could cause it to feed improperly.&lt;br /&gt;&lt;br /&gt;The Sten gun's main problem was its risk of misfires and accidental fires.&lt;br /&gt;Any kind of moderate jarring, common in most combat situations, resulted in&lt;br /&gt;the unlocking of the bolt and firing the gun, continuing to fire and sputter&lt;br /&gt;dangerously on the ground until someone removed the magazine. Sometimes the&lt;br /&gt;gun would fire even when the firer had taken his finger off the trigger, or&lt;br /&gt;sometimes wouldn't fire at all. The Sten sure was a little bundle of joy.&lt;br /&gt;Nevertheless, the British Army adopted it in 1941 all the way until the 60s&lt;br /&gt;when replaced by the Sterling SMG. It is interesting to note that it was&lt;br /&gt;first discovered that by using a device called a silencer, the 9x19mm round&lt;br /&gt;could be slowed down to sub-sonic speeds, resulting in the first silenced&lt;br /&gt;weapon in history, first tested on the Sten.&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt; The Sten gun in CoD3&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;The Sten was glorified in Call of Duty 2 to a higher standard than what most&lt;br /&gt;historical records have ever proved. It was a tough, effective, and reliable&lt;br /&gt;weapon and was liked by many players. But all of that is gone now, and the&lt;br /&gt;Sten has been shamed once more.&lt;br /&gt;&lt;br /&gt;Aside from looking pretty sexy in the hands of the British SAS Sergeant to&lt;br /&gt;which we are first introduced this weapon, and the new, attractive sounds,&lt;br /&gt;the Sten is actually a very low-performance weapon. It has a laughably low&lt;br /&gt;damage factor for campaign mode, and may take as many as 5 shots to kill 1&lt;br /&gt;German soldier. As a rule of thumb, don't stop firing until you see your&lt;br /&gt;opponent drop.&lt;br /&gt;&lt;br /&gt;Something that distinguishes the Sten from the Thompson and MP40 is that it&lt;br /&gt;behaves the most like an SMG than any of them. It is inaccurate at ranges&lt;br /&gt;farther than 50 ft, and takes more rounds to incapacitate a target at longer&lt;br /&gt;distances. The Iron sights, unlike in CoD2, are perfectly aligned with the&lt;br /&gt;top of the gun instead of offset slightly to the left. The rear sight is an&lt;br /&gt;aperture sight, enlarged slightly, and the front is a blade, the very tip&lt;br /&gt;marking the impact point.&lt;br /&gt;&lt;br /&gt;However weak and inaccurate the Sten Gun is, you may find it quite useful in&lt;br /&gt;many close range combat situations, like urban and house-to-house combat.&lt;br /&gt;Then again, weapons in CoD3 aren't really allowed to jam or misfire as much&lt;br /&gt;as the Sten really did, so that's not saying that it can't easily be&lt;br /&gt;substituted for weapons like the MP40.&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 4.3 – MP40&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Maschinenpistole 1940&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            9mm Lugar&lt;br /&gt;Rate of fire:                       500 rounds per minute&lt;br /&gt;Feed mechanism:                     32 round detachable box magazine&lt;br /&gt;Operation:                          Blowback, open bolt&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; History of the MP40&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;Remember the German General, von Hutier, mentioned in the introduction to&lt;br /&gt;submachine guns? The needs for his specific weapon were at the time being&lt;br /&gt;filled by a German weapon designer named Hugo Schmeisser. He had been working&lt;br /&gt;on a design that would expand on an automatic pistol to enhance it for trench&lt;br /&gt;warfare, but found that the pistol frame was too light to take the punishment&lt;br /&gt;of fully automatic. He built his gun around the 9 x 19mm Lugar round. The&lt;br /&gt;result was a short barreled gun with a perforated barrel jacket and a thick&lt;br /&gt;gun body, fed by a 20 round clip horizontally into the side, and a wooden&lt;br /&gt;stock. It used a simple blowback design, where the bolt was pulled back and&lt;br /&gt;locked against a return spring. When the trigger was pulled, the bolt would&lt;br /&gt;release and shoot forward, pushing a round into the chamber and fire it. The&lt;br /&gt;recoil would push the bolt back and eject the cartridge, and lock again&lt;br /&gt;against the sear, or, if the trigger was still depressed, repeat the process.&lt;br /&gt;&lt;br /&gt;Unlike the U.S. Army, the German army acted more enthusiasticly towards this&lt;br /&gt;gun, and adopted it in 1918. This only served in the very end of WW1. Various&lt;br /&gt;designs were derived from the MP18, and perhaps the most famous would be the&lt;br /&gt;MP40. The MP40 used a staggered box magazine of 32 rounds, and used a&lt;br /&gt;slightly different recoil system than the MP18. The bolt was built over a&lt;br /&gt;telescoping long-recoil spring that used the same open-bolt principles as the&lt;br /&gt;MP18. The MP40 was considerably lighter than the MP18 and was the first to&lt;br /&gt;use an all metal stock with no wooden components. The weapon was even&lt;br /&gt;nicknamed the "Schmeisser" to commemorate the man who developed the MP18.&lt;br /&gt;&lt;br /&gt;The MP40 saw extensive use by the Wermacht during WW2, and while it had some&lt;br /&gt;jamming problems with the 32 round magazines, was a tough and reliable&lt;br /&gt;weapon. It became the image of the Third Reich, and was always associated&lt;br /&gt;with Nazi Germany. It remained in service until the end of WW2.&lt;br /&gt;&lt;br /&gt;-------------------&lt;br /&gt; The MP40 in CoD3&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;The first time you pick up an MP40 in CoD3 (which will be very soon, as these&lt;br /&gt;weapons are plentiful), you will notice a few graphical and audio changes&lt;br /&gt;from the previous Call of Duty, but will ultimately find that it is the same&lt;br /&gt;gun. It still fires at a good 500 rounds per minute, and is still just as&lt;br /&gt;powerful as it was before. But with most SMGs, it has considerably less&lt;br /&gt;recoil to start out with, making sustained fire very manageable, with only&lt;br /&gt;slight adjustments to aim along the way.&lt;br /&gt;&lt;br /&gt;The MP40 uses a rear tangent U-notch, and a front hooded blade. The sights&lt;br /&gt;have been enlarged and made easier to use. The tip of the blade marks the&lt;br /&gt;exact point of impact. Rather than being inferior to the Stg44 in CoD3, the&lt;br /&gt;MP40 balances the two weapons between being, light, easy to use, low recoil,&lt;br /&gt;yet weak; to the heavy, large recoil, powerful Stg44. Players will find that&lt;br /&gt;selecting either will result in the same effect, yet the Stg44 is generally&lt;br /&gt;used at longer ranges, and vice versa.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; Submachine Gunner Efficiency&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Submachine Guns are no longer the spray and pray weapons they were in CoD2,&lt;br /&gt;where the player was often leaning on the trigger the entire time. They can&lt;br /&gt;now be used much more tactically without so much unpredictable recoil. The&lt;br /&gt;kick from an SMG goes straight up, if at all and no longer shakes all over&lt;br /&gt;the place. Soldiers can now use a Submachine Gun with the same efficiency as&lt;br /&gt;a rifleman or support gunner.&lt;br /&gt;&lt;br /&gt;Now, a Submachine Gunner can effectively hold his own on an infantry line,&lt;br /&gt;providing his unit with good close range suppressive fire. SMGs can also be&lt;br /&gt;used on the move, unlike other heavier weapons, and will keep an opponent in&lt;br /&gt;check as you advance. Faster reloads typically help this.&lt;br /&gt;&lt;br /&gt;As long as a submachine gunner is engaging targets on a straight approach and&lt;br /&gt;short range, you should be able to throw your opponent's aim off long enough&lt;br /&gt;to get a kill. Using an SMG against enemies at medium or long range who are&lt;br /&gt;equipped with more powerful weapons should be avoided, and you should always&lt;br /&gt;make the attempt to get closer to an enemy before opening fire.&lt;br /&gt;&lt;br /&gt;Since most of the maps are so big in CoD3, however, submachine guns have&lt;br /&gt;become relatively redundant. SMGs are best used in tight corridors where&lt;br /&gt;other weapons are at a disadvantage.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.0 – Support Weapons&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Typical words used to describe support weapons are "cheep" and "overpowered."&lt;br /&gt;Nonetheless, they are commonly used as all-purpose weapons in most&lt;br /&gt;multiplayer matches. Support weapons still have one main role in an infantry&lt;br /&gt;unit: to provide long range suppressive fire and fill the air with enough&lt;br /&gt;lead to keep the enemy in their foxholes.&lt;br /&gt;&lt;br /&gt;Support weapons have undergone a number of changes to how they perform. Some&lt;br /&gt;of them can only be found in the single player campaign, and are pretty&lt;br /&gt;exclusive. The main trait that they all share is that recoil has been reduced&lt;br /&gt;by a great deal, now making it possible to shred through an entire clip while&lt;br /&gt;remaining on target.&lt;br /&gt;&lt;br /&gt;The support weapons are under the Heavy Assault kit, and carry an assault&lt;br /&gt;rifle, a pistol, an AP mine, and a frag grenade.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.1 – BAR&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Browning Automatic Rifle M1918A2&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            .30-06 Springfield&lt;br /&gt;Rate of fire:                       450 rounds per minute&lt;br /&gt;Feed Mechanism:                     20 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated, open bolt&lt;br /&gt;&lt;br /&gt;---------------------&lt;br /&gt; History of the BAR&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;Around the same time that John M. Browning had introduced his incredible&lt;br /&gt;Browning .30 and .50 caliber machine guns, he also presented to the U.S. Army&lt;br /&gt;an "automatic rifle." There had been numerous attempts at creating semi-&lt;br /&gt;automatic rifles and fully automatic rifles previously, such as the Bang&lt;br /&gt;Rifle and the Mondragon, but the Browning Automatic Rifle was the first&lt;br /&gt;successful model adopted into military service. It was a heavy weapon,&lt;br /&gt;weighing just under 20 pounds. It was approved for production in February&lt;br /&gt;1918 by the US Army and served for the final months of WW1. The idea was to&lt;br /&gt;equip 1 out of every 5 men in an infantry unit with a BAR, with the concept&lt;br /&gt;of providing the riflemen with support while advancing across "No Man's&lt;br /&gt;Land," or the ground between two trenches.&lt;br /&gt;&lt;br /&gt;The first model, the BAR M1918, was a select fire rifle, firing in either&lt;br /&gt;fully automatic at about 500 rounds a minute, or single shot. Browning's&lt;br /&gt;design was a rather complex idea of gas-operation, with a gas piston chamber&lt;br /&gt;running under the barrel. The expanding gas would push the piston and bolt&lt;br /&gt;back to eject a spent casing and cock the hammer, while the bolt head would&lt;br /&gt;rise to lock in a recess on the top of the gun body, ready to fire again.&lt;br /&gt;Once the trigger was pulled, the bolt would fall, and the return spring would&lt;br /&gt;propel it forward to chamber another round and fire.&lt;br /&gt;&lt;br /&gt;In 1937, the BAR was modified, the rear sights reconfigured from the aperture&lt;br /&gt;sight to the V-notch. The hinged butt-plate was included as well as a bipod&lt;br /&gt;attached to the gas piston cylinder. This model was designated the M1918A1.&lt;br /&gt;Shortly after, in 1940, the weapon was modified again to scrap the single-&lt;br /&gt;shot firing mode in favor of fully automatic only. The rate of fire could be&lt;br /&gt;selected to fire at 450rpm or 650 rpm. This model was called the M1918A2. The&lt;br /&gt;BAR remained standard in the military throughout WW2 and the Korean War&lt;br /&gt;before being phased out by the M14 Assault Rifle.&lt;br /&gt;&lt;br /&gt;------------------&lt;br /&gt; The BAR in CoD3&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;First of all, it is important to point out that the model designation for the&lt;br /&gt;Browning Automatic Rifle in CoD3 is incorrect. In the Bonus features section,&lt;br /&gt;it is labeled as the BAR M1918A2. The skin in this game, however, is a WW1&lt;br /&gt;model M1918. It even uses the aperture sight of the WW1 model. But it fires&lt;br /&gt;at 450 rounds a minute, the "slow automatic" select fire from the M1918A2.&lt;br /&gt;&lt;br /&gt;The first thing you will probably notice when you first pick up, load, and&lt;br /&gt;fire the BAR, that it has virtually no recoil at all. Even when emptying an&lt;br /&gt;entire clip on full automatic in the standing position, you will find that&lt;br /&gt;your aim has only slightly deviated vertically. This is realistic in some&lt;br /&gt;manner, as since the BAR was such a heavy weapon (19.6 lbs) most of the&lt;br /&gt;energy from the .30-06 cartridge had dissipated before it reached your&lt;br /&gt;shoulder.&lt;br /&gt;&lt;br /&gt;The sights consist of a rear aperture sight and a front blade sight. The rear&lt;br /&gt;sight is very wide, and will even block out some targets at long range, which&lt;br /&gt;is probably the desired distance you will tend to be firing from. Due to the&lt;br /&gt;incredibly low recoil, high power, and manageable rate of fire, the BAR is&lt;br /&gt;excellent for long range support.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.2 – Bren LMG&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Bren Light Machine Gun&lt;br /&gt;Country of origin:                  Czechoslovakia&lt;br /&gt;Available to:                       British, Canadian, and Polish&lt;br /&gt;Caliber:                            .303 British&lt;br /&gt;Rate of fire:                       500 rounds per minute&lt;br /&gt;Feed mechanism:                     30 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated, open bolt&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; History of the Bren LMG&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;The Bren LMG first began with the production of the Czech ZB vz.26, a light&lt;br /&gt;machine gun based on the gas-operated design of the Browning Automatic Rifle,&lt;br /&gt;using a tipping bolt that locked into a recess in the gun body. After men&lt;br /&gt;from the British Embassy in Prague had seen the weapon perform, they&lt;br /&gt;contacted the British Army Ordinance, who had been searching for a&lt;br /&gt;replacement for the Lewis Gun, and informed them of the Zbrojovka Brno Arms&lt;br /&gt;manufacturing company. After testing the ZB model 26, they concluded that it&lt;br /&gt;would be the best choice to design a weapon around. They re-chambered it for&lt;br /&gt;the British .303 cartridge and changed the magazine from a straight box&lt;br /&gt;design to a curved one, redesigned the sights, and shortened the barrel. For&lt;br /&gt;this new weapon, they used the first two letters of Brno, the factory in&lt;br /&gt;which the ZB vz.26 was first manufactured, and the first two letters of the&lt;br /&gt;place of new manufacture, Enfield, to form the new designation, Bren.&lt;br /&gt;&lt;br /&gt;The Bren was adopted by the British military in the mid-1930s, and was used&lt;br /&gt;throughout WW2 and the Korean War. The locking mechanism was based off of the&lt;br /&gt;Browning Automatic Rifle, also used in weapons like the Chatellerault, where&lt;br /&gt;the bolt tipped and locked against shoulders on the interior of the gun body.&lt;br /&gt;The Bren also fired from the open bolt - making the risk of rounds "cooking&lt;br /&gt;off," or firing prematurely while in the chamber due to extreme heat - less&lt;br /&gt;likely. The Bren was an incredibly good design and extremely tough and&lt;br /&gt;reliable. The Bren was once dubbed the greatest machine gun ever built, which&lt;br /&gt;is certainly an agreeable statement.&lt;br /&gt;&lt;br /&gt;The Bren was an excellent replacement for the previous Lewis and Hotchkiss&lt;br /&gt;models of WW1, which were complicated and expensive to manufacture, not to&lt;br /&gt;mention unreliable. It should be noted that the Lewis gun had 23 different&lt;br /&gt;forms of jamming, which the crew had to memorize and know how to fix, while&lt;br /&gt;the Bren Light Machine Gun had only 3.&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt; The Bren LMG in CoD3&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;The Bren only appears in the single player campaign, and is available to the&lt;br /&gt;British, Canadian, and Polish forces. The Bren is a powerful automatic weapon&lt;br /&gt;capable of holding off multiple enemy units with a good rate of 500 rpm. Its&lt;br /&gt;initial recoil is actually greater than sustained fire, so it is not&lt;br /&gt;impractical to fire in long bursts. One problem with this, however, is that&lt;br /&gt;the muzzle blast can get in the way of your targets due to the way the sights&lt;br /&gt;are set up, making aiming difficult. Whether you choose to fire in short,&lt;br /&gt;controlled bursts, or long, sustained bursts, The Bren's aim is easily&lt;br /&gt;corrected and is effective at most ranges.&lt;br /&gt;&lt;br /&gt;The sights are very similar to the Lee-Enfield. The Bren has two rear&lt;br /&gt;aperture sights (the one behind the magazine in not used). The one that is&lt;br /&gt;used is a thin plate with a hole, roughly the same size as the Lee-Enfield,&lt;br /&gt;and the front sight is a blade with a post on either side. This configuration&lt;br /&gt;makes aiming very easy. However, due to the magazine placement, peripheral&lt;br /&gt;vision to the center right is blocked. Luckily, it is not as obtrusive as it&lt;br /&gt;was in previous Call of Duty games.&lt;br /&gt;&lt;br /&gt;With a good rate of fire, awesome accuracy, great power, large clip capacity,&lt;br /&gt;and manageable recoil, the Bren is an excellent choice for any range of&lt;br /&gt;combat.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.3 – Stg44&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Sturmgewehr 1944&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            7.92mm Kurz&lt;br /&gt;Rate of fire:                       500 rounds per minute&lt;br /&gt;Feed mechanism:                     30 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated, open bolt&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt; History of the Stg44&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;During the prewar period in the 30s, the German Army began to come to a&lt;br /&gt;realization. Rifles were, at the time, made to fulfill the purpose of long-&lt;br /&gt;range, accurate fire. A standard issue German rifle was required to have an&lt;br /&gt;effective range of at least 400 meters, but how many times did a soldier&lt;br /&gt;actually get the chance to engage, much less see, a target at those&lt;br /&gt;distances? Also, the German Army deployed heavy, powerful cartridges, and&lt;br /&gt;naturally, to fire such a heavy bullet, a heavy rifle was also required, but&lt;br /&gt;to what point was such a rifle bullet practical when a smaller bullet of the&lt;br /&gt;same velocity could perform the same job?  It was the criticism of factors&lt;br /&gt;like these that led to the Stg44.&lt;br /&gt;&lt;br /&gt;They realized that they needed a much smaller cartridge, instead of a large&lt;br /&gt;one that wasted energy. With a lighter cartridge, so could there be a lighter&lt;br /&gt;rifle, and that was the basis of the new weapon. Due to availability of&lt;br /&gt;machinery to produce the Standard 8mm Mauser (7.92 x 57mm) cartridge, the new&lt;br /&gt;cartridge was developed using the same dimensions. Following this, the German&lt;br /&gt;Army asked the arms producers Haenel and Walther each to develop a new rifle.&lt;br /&gt;Both designs, the MK42, were tested, and concluded that the Haenel design&lt;br /&gt;would be the best choice, using a 7.92 x 33mm round. But Hitler did not&lt;br /&gt;approve of the new rifle. He argued that the traditional long-range rifle&lt;br /&gt;cartridge was better, and claimed the soldier needed a long range rifle to do&lt;br /&gt;the job. Hitler was, however, a keen enthusiast for submachine guns, so to&lt;br /&gt;get around the problem, arms factories changed the new rifle's name to MP43,&lt;br /&gt;which meant "submachine gun" 43.&lt;br /&gt;&lt;br /&gt;Eventually though, Hitler found out when in a Conference of Commanders on the&lt;br /&gt;Eastern front, when the officers all requested for more shipments of the new&lt;br /&gt;rifle with enthusiasm. After a while, Hitler approved of the rifle, and&lt;br /&gt;changed the name to Stg44. It is noteworthy to mention that the respect for&lt;br /&gt;the Stg44 by the Russians led to the development of the famous AK47.&lt;br /&gt;&lt;br /&gt;--------------------&lt;br /&gt; The Stg44 in CoD3&lt;br /&gt;--------------------&lt;br /&gt;&lt;br /&gt;Hooray for the Stg44! I was getting pretty tired of the MP44 designation&lt;br /&gt;found in all previous Call of Duty titles. Since the game takes place in&lt;br /&gt;August 1944, after the name was changed, it feels appropriate. The Stg44 is&lt;br /&gt;still a powerful long range weapon, but feels slightly different. It no&lt;br /&gt;longer feels like the high-powered support weapon that it portrayed in CoD2,&lt;br /&gt;acting as a counterpart to the BAR. It now behaves more like the machine&lt;br /&gt;carbine that it truly was. It does not have much initial recoil, but after 3&lt;br /&gt;or 4 rounds, the gun begins to buck wildly, making sustained fire difficult.&lt;br /&gt;&lt;br /&gt;The sights consist of a rear V-notch and a front ring and blade. The front&lt;br /&gt;sight has been raised quite a bit, but the tip of the blade still marks the&lt;br /&gt;exact point of impact. The sights have also being enlarged, making aiming&lt;br /&gt;generally easier.&lt;br /&gt;&lt;br /&gt;The Stg44 still serves as a counterpart to the BAR, but in a different way,&lt;br /&gt;much like the relation between the Garand and the Kar98k, or the Thompson and&lt;br /&gt;the MP40. It has its strengths and weaknesses, but still functions well with&lt;br /&gt;its assigned role.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.4 – FG42&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Fallschirmjägergewehr 1942&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Rate of fire:                       750 rounds per minute&lt;br /&gt;Feed mechanism:                     20 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated, open bolt&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; History of the FG42&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;The FG42, was a heavy, select fire, gas operated automatic rifle. It was&lt;br /&gt;developed shortly after the Battle of Crete, which made it blatantly obvious&lt;br /&gt;that the Fallschirmjäger (German paratroops) were ill-equipped to jump in&lt;br /&gt;hostile territory, and demanded a new weapon. The paratroops usually only&lt;br /&gt;jumped with pistols and submachine guns, and the Luftwaffe began to&lt;br /&gt;reconsider the fundamentals of proper jumping equipment. The Fallschirmjäger&lt;br /&gt;needed an automatic, high powered rifle that was lightweight, (no more than 9&lt;br /&gt;pounds) short, (no longer than one meter) and included only metal hardware.&lt;br /&gt;&lt;br /&gt;Six different arms manufacturers were selected to produce a prototype model,&lt;br /&gt;but the only one accepted was the design by Louis Stange. The FG42 had two&lt;br /&gt;main design versions, the Model I and the Model II. While not exactly&lt;br /&gt;pertaining to the desired specifications, it still performed well. It&lt;br /&gt;featured a select fire device that fired in semi-automatic from the closed&lt;br /&gt;bolt or fully automatic from the open bolt, firing from a side-mounted 20&lt;br /&gt;round magazine at 900 rounds a minute. The stock was set up in a way that&lt;br /&gt;vertical recoil was dramatically reduced by making the stock one long&lt;br /&gt;extension of the receiver (instead of diagonal to it like on most other&lt;br /&gt;rifles) so that the recoil was diverted straight back. The Model II replaced&lt;br /&gt;the slanted handle with a vertical one, and moved the bipod to attach to the&lt;br /&gt;muzzle. Only about 7000 FG42 models were ever made, and the FG42 never really&lt;br /&gt;saw full fledged service on the frontlines, but only exclusive service in&lt;br /&gt;special operations by the Fallschirmjäger.&lt;br /&gt;&lt;br /&gt;-------------------&lt;br /&gt; The FG42 in CoD3&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;The FG42 is only found in one level of the entire game. While it is certainly&lt;br /&gt;a delight to pick up and use, it is not that great of a weapon. Part of that&lt;br /&gt;is due to the fact that since it is so light and has such a high rate of fire&lt;br /&gt;(750 rounds per minute) it has excessive recoil. Even firing in single shot&lt;br /&gt;provides more kick than would be desired. On the plus side, the level that it&lt;br /&gt;is found in has an abundance of ammunition, and is easy to suppress an enemy&lt;br /&gt;with.&lt;br /&gt;&lt;br /&gt;The sights consist of a rear Diopter aperture sight and a forward pin. Aiming&lt;br /&gt;is fairly easy, but does not feel as smooth as other weapons. Reload time is&lt;br /&gt;the fastest of all support weapons, since you only need to replace the&lt;br /&gt;magazine, and with the smallish capacity and high rate of fire, you will find&lt;br /&gt;yourself reloading a lot.&lt;br /&gt;&lt;br /&gt;While not particularly a favorite weapon, the FG42 still provides a good&lt;br /&gt;amount of fire and decent accuracy. Aside from sounding like a pipsqueak, the&lt;br /&gt;FG42 is a powerful weapon, but is best used in close quarters, as the recoil&lt;br /&gt;prevents use at any longer ranges.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.5 – Scoped FG42&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Fallschirmjägergewehr 1942&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Rate of fire:                       750 rounds per minute&lt;br /&gt;Feed mechanism:                     20 round detachable box magazine&lt;br /&gt;Operation:                          Gas operated, open bolt&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; History of the Scoped FG42&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;At the same time as the development of the FG42, German air force officers&lt;br /&gt;considered mounting a scope on the new automatic rifle to increase the range&lt;br /&gt;of fire and allow more precise shot placement while airborne. This was the&lt;br /&gt;first introduction to the predecessor of the scoped Assault Rifle in history.&lt;br /&gt;The scope was specifically tailored to the weapon, and was called the ZFG42.&lt;br /&gt;Aside from the scope, the FG42 was the same weapon as the standard, non-&lt;br /&gt;scoped FG42, and unlike most military sniper rifles, was not hand selected&lt;br /&gt;for accuracy.&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; The Scoped FG42 in CoD3&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;The scoped FG-42 is a fairly rare weapon, in that it can only be found twice&lt;br /&gt;in the game. It can be found in the half-destroyed house in "The Island"&lt;br /&gt;level propped up against the second story windowsill, and in "The Mace"&lt;br /&gt;propped against two boxes after choosing the upper path to support your&lt;br /&gt;squad. Despite its limited service use, however, it's actually pretty cool.&lt;br /&gt;The scope replaces the crummy iron sights and makes accuracy and aiming a&lt;br /&gt;breeze. It also seems that recoil is reduced in the scoped model, and is&lt;br /&gt;still fully automatic. The only difference in the two models is the scope,&lt;br /&gt;increasing the range to about 600 meters.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 5.6 – Support Gunner Efficiency&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Support Weapons in Call of Duty 3 are basically the same weapons from Call of&lt;br /&gt;Duty 2 with different results. These heavy, fully automatic weapons were once&lt;br /&gt;used in their true form, mostly to provide inaccurate suppressive fire (but&lt;br /&gt;could also be used to give accurate single fire). In CoD3, Support Weapons&lt;br /&gt;are classified as "Heavy Assault, and are typically used to be fired on the&lt;br /&gt;run and to assault main objectives like flags and HQs. With their low recoil&lt;br /&gt;and high RoF (Rate of Fire), Support Weapons can provide both long and short&lt;br /&gt;range accurate fire.&lt;br /&gt;&lt;br /&gt;There are a number of tactics that you can employ while using a support&lt;br /&gt;weapon. The first is mobile assault, using the weapon on the go and firing in&lt;br /&gt;automatic bursts. This is effective for targets that are behind cover, as the&lt;br /&gt;automatic fire can keep the enemy's head down while you close the gap between&lt;br /&gt;you and the target, at which point you can effectively take them out. The&lt;br /&gt;Mobile Assault tactic should generally be used when the enemy is well covered&lt;br /&gt;and at a longer range, and should also be executed with teammates packing&lt;br /&gt;similar weapons.&lt;br /&gt;&lt;br /&gt;The second tactic is basic support gunning, by keeping close to your&lt;br /&gt;teammates (usually while behind cover or in the prone position) and providing&lt;br /&gt;a base of fire. You can use this while your team needs to cross a wide open&lt;br /&gt;field that may be guarded by snipers or Support Gunners using the long range-&lt;br /&gt;assault tactic. While doing this with a Heavy Assault weapon is not as&lt;br /&gt;effective as using a deployable MG, it still works quite well.&lt;br /&gt;&lt;br /&gt;The final is the Long-Range Assault tactic, where you are using your weapon&lt;br /&gt;to the equivalent of a sniper. The soldier should use the prone position&lt;br /&gt;while hidden or find cover where visibility is poor to take out enemies at&lt;br /&gt;long range. While using the ADS and single-shot fire, a player can take out&lt;br /&gt;many opponents caught out in the open.&lt;br /&gt;&lt;br /&gt;In conclusion, the Heavy Assault weapon class is a powerful, all purpose kit&lt;br /&gt;that is easy to use and effective in most hands.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 6.0 – Machineguns&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;The deployable MG falls into this class, something not found in Call of Duty&lt;br /&gt;2. .30cals and MG34s are mostly used to provide a base of fire with a&lt;br /&gt;blistering rate of fire and an abundance of ammunition. Additionally, Heavy&lt;br /&gt;machineguns like the Browning .50cal and MG42 are also included in this&lt;br /&gt;category; more powerful versions of their smaller counterparts, but still&lt;br /&gt;serving the same purpose. While these can't be picked up and deployed, they&lt;br /&gt;can be found on the back of vehicles or as stationary guns.&lt;br /&gt;&lt;br /&gt;The Deployable MG is associated with the Support Class, which includes a&lt;br /&gt;machinegun, a pistol, ammunition, and a frag grenade.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 6.1 – Browning .30cal&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Browning M1919A6&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            .30-06 Springfield&lt;br /&gt;Rate of fire:                       750rpm&lt;br /&gt;Feed mechanism:                     75 or 250 round belt&lt;br /&gt;Operation:                          Short recoil&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt; History of the Browning .30cal&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;In 1917, the US Army was equipped by French Arms factories with the Chauchat&lt;br /&gt;medium machinegun, the worst machinegun ever built. The gun jammed,&lt;br /&gt;overheated, misfired, fell apart, blew up, and performed any other sort of&lt;br /&gt;action that disgraced itself, and the crew of the weapon often threw it away&lt;br /&gt;in hopes that throwing rocks might be more effective. The US Army was lucky&lt;br /&gt;that John Moses Browning had a new machinegun.&lt;br /&gt;&lt;br /&gt;He first demonstrated his weapon to the US Army in 1917. Browning set up his&lt;br /&gt;machinegun, equipped with water jacket and steam canister, and to the&lt;br /&gt;surprise of the crowd, fired several belts of 20,000 rounds without stopping&lt;br /&gt;or jamming, then another 20,000 rounds after letting the gun cool. Skeptical&lt;br /&gt;that the gun could perform that well under factory conditions, the board&lt;br /&gt;demanded that he have a new gun produced and demonstrated again. With this&lt;br /&gt;gun, he fired nonstop for approximately 48 minutes and 12 seconds until the&lt;br /&gt;gun finally stopped, at which point he blindfolded himself, disassembled, and&lt;br /&gt;then reassembled it. Next week, the US Army ordered 10,000 to be deployed&lt;br /&gt;immediately on the field.&lt;br /&gt;&lt;br /&gt;Several models came after that, leading to the M1919, the same gun but&lt;br /&gt;replacing the water jacket with a perforated, air-cooled barrel jacket. All&lt;br /&gt;of his machineguns used the short recoil system of belt-feeding, where the&lt;br /&gt;barrel recoils until it is unlocked from the bolt, which is blown back with&lt;br /&gt;the help of an accelerator, against the return spring. The feed arm discards&lt;br /&gt;a spent shell casing and draws another round into the breech, where it is&lt;br /&gt;chambered and locked, ready to fire again. The most commonly used models were&lt;br /&gt;the M1919A4, which used a plastic pistol grip mounted on the butt and was&lt;br /&gt;used extensively on vehicles (usually fed by a 100 or 250-round box of belt&lt;br /&gt;ammunition), and the M1919A6, which was equipped with a butt stock and bipod&lt;br /&gt;for mobile use by the infantry. The M1919 was possibly the best machinegun&lt;br /&gt;design ever built, and still remains in service in some countries to this&lt;br /&gt;day.&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt; The Browning .30cal in CoD3&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;Two models, the M1919A4 and M1919A6, are used in CoD3, the latter of which is&lt;br /&gt;a new addition from CoD2 and fully deployable. The first model is primarily&lt;br /&gt;used as a stationary machinegun (not found in multiplayer) and fires at 600&lt;br /&gt;rounds per minute. The second one is the transportable model and fires at 900&lt;br /&gt;rounds per minute with limited ammo. To deploy the M1919A6, you must find a&lt;br /&gt;low piece of cover or go into the prone position.&lt;br /&gt;&lt;br /&gt;They both feature new sounds, which are considered to be improved from the&lt;br /&gt;previous game, and visuals. At least you can actually tell how many rounds&lt;br /&gt;are being fired, unlike the weird, pre-recorded sounds from CoD2. Both models&lt;br /&gt;are used as suppressive weapons and are moderately powerful, although it may&lt;br /&gt;take multiple shots to kill an enemy. The stationary gun can overheat,&lt;br /&gt;meaning that you must check your fire often. The deployable gun does not&lt;br /&gt;overheat, however, and can be fired until the 75-round belt is depleted.&lt;br /&gt;&lt;br /&gt;The sights look complicated, but are essentially a rear V-notch sight and a&lt;br /&gt;front post. In some low light situations, the front sight is particularly&lt;br /&gt;hard to see, so the shooter should aim just slightly above the rear sight.&lt;br /&gt;Recoil is nil while deployed in the prone position, or set up against a piece&lt;br /&gt;of cover. Additionally, the .30 cal can be used as a spam weapon while on the&lt;br /&gt;move. Be careful, though. The .30cal has the slowest reload of all weapons,&lt;br /&gt;taking about 6 seconds to feed a new belt.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 6.2 – Browning .50cal&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Browning M2HB&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American, Canadian, and Polish&lt;br /&gt;Caliber:                            .50 BMG&lt;br /&gt;Rate of fire:                       550rpm (campaign), 1200rpm (multiplayer)&lt;br /&gt;Feed mechanism:                     Belt fed&lt;br /&gt;Operation:                          Short recoil&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt; History of the Browning .50cal&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;Shortly after developing the M1919 for the US Army, John Browning began work&lt;br /&gt;on a new, heavy machine gun. This class of machinegun was relatively new to&lt;br /&gt;the battlefield, as WW1 had just recently demonstrated extensive use of&lt;br /&gt;fortified and reinforced positions, and even tanks. The Heavy Machinegun was&lt;br /&gt;meant to counter these targets by punching through hardened surfaces and&lt;br /&gt;still have enough energy to dispatch opponents on the other side. Browning's&lt;br /&gt;design was very similar to his previously invented .30cal medium machine gun.&lt;br /&gt;It was a belt fed, short recoil operated, vehicle mounted machinegun in which&lt;br /&gt;the barrel and bolt both recoiled to chamber a new round. He also designed a&lt;br /&gt;new cartridge, a heavy 12.7 x 99mm (or .50 Browning Machine Gun) that had a&lt;br /&gt;maximum kill range of nearly 7000 meters, but an effective range of 2000&lt;br /&gt;meters. He finished the design in 1921, and submitted it to the US Army&lt;br /&gt;Ordinance department for testing.&lt;br /&gt;&lt;br /&gt;The Army was astounded at the .50cal's anti-material abilities, penetrating&lt;br /&gt;nearly any object of great density, and adopted the weapon into service. The&lt;br /&gt;.50 could be used in a wide variety of rolls, such as AAA, anti-vehicle, or a&lt;br /&gt;lethal anti-infantry designation. In 1932, the weapon was updated to take a&lt;br /&gt;new, thicker barrel (hence the designation M2HB for "M2 Heavy Barrel") that&lt;br /&gt;resisted over-heating better. The gun weighed a hefty 82 pounds, and with a&lt;br /&gt;bipod included, the weight was bumped up to more than 120 pounds, usually&lt;br /&gt;requiring three men to carry it into battle.&lt;br /&gt;&lt;br /&gt;It mostly saw use on the back of vehicles or as a secondary weapon mounted on&lt;br /&gt;tanks. The Browning M2 is such a great design, that it still remains in&lt;br /&gt;military service today, not only in the US, but in nearly 20 other separate&lt;br /&gt;countries.&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt; The Browning .50cal in CoD3&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;The Browning M2 cannot actually be used as a transportable infantry weapon in&lt;br /&gt;CoD3 for obvious reasons, but is often found on the backs of many vehicles.&lt;br /&gt;In campaign, the .50cal sees limited service and only fires at 550 rounds per&lt;br /&gt;minute. In multiplayer, however, it fires at a disgustingly astounding 1200&lt;br /&gt;rounds a minute to counter the MG42. It is found on the back of the American&lt;br /&gt;jeep, the Sherman, and oddly, the Panzer.&lt;br /&gt;&lt;br /&gt;The .50cal doesn't really have any real iron sights; it is just essentially a&lt;br /&gt;first-person weapon model with a T-crosshair. The intercept point of the T&lt;br /&gt;marks the exact point of impact at ranges of up to 150 meters. The M2 has&lt;br /&gt;relatively low recoil, but it does overheat easily, making sustained fire&lt;br /&gt;difficult. Firing in 5-7 round bursts with about half of a second between&lt;br /&gt;bursts, or equally 10 round bursts with about a second between bursts will&lt;br /&gt;keep the weapon up and running for a good while. The gun will sustain around&lt;br /&gt;3-4 seconds of fully automatic fire before overheating.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:==========================================================================:&lt;br /&gt; 6.3 – Vickers K&lt;br /&gt;:==========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Vickers Gas Operated&lt;br /&gt;Country of origin:                  Great Britain&lt;br /&gt;Available to:                       British&lt;br /&gt;Caliber:                            .303 British&lt;br /&gt;Rate of fire:                       950 rounds per minute&lt;br /&gt;Feed mechanism:                     100 round drum magazine&lt;br /&gt;Operation:                          Gas operated&lt;br /&gt;&lt;br /&gt;---------------------------&lt;br /&gt; History of the Vickers K&lt;br /&gt;---------------------------&lt;br /&gt;&lt;br /&gt;During the post war period, the British Army Ordinance Department realized&lt;br /&gt;that the Lewis and Vickers machineguns had started to become obsolete and&lt;br /&gt;complicated to manufacture. The Lewis gun was a heavy, recoil operated weapon&lt;br /&gt;that fed from a top mounted drum magazine. While the recoil system was&lt;br /&gt;innovative it was less than practical for factory production, as was the&lt;br /&gt;outdated toggle-lock design of the Vickers gun. Adding to that the delicate&lt;br /&gt;mechanisms that were prone to jamming and overheating, it became apparent&lt;br /&gt;that the British Army as well as the entire military needed rearming.&lt;br /&gt; The method of gas-operated weapons had become a new field of exploration&lt;br /&gt;during the early 20th century, and some profitable designs had come out of it,&lt;br /&gt;such as Browning's 'Automatic Rifle,' so it was decided that the new&lt;br /&gt;requirements would call for a light, gas-operated squad-based automatic&lt;br /&gt;weapon firing the standard British .303 rifle cartridge. One possible&lt;br /&gt;candidate was the French manufactured Vickers-Berthier (commercially&lt;br /&gt;advertised as the "Vickers K"), firing the 8mm Mauser round. It was a solid&lt;br /&gt;design, but the top mounted drum magazine proved to be too cumbersome and&lt;br /&gt;added to the already hefty weight of the devise. Although this design failed&lt;br /&gt;army tests in favor of the exceptional Czech ZB vz.26 (later to become the&lt;br /&gt;Bren), the RAF could find ways to put the Vickers-Berthier to good use. It&lt;br /&gt;was rechambered for the .303 British cartridge and became the Vickers Gas-&lt;br /&gt;Operated, mounted on the observation seats of British Aircraft. With a&lt;br /&gt;desirable 950 rpm, it was ideal for single-ship dog fights and capable of&lt;br /&gt;filling the air with dangerous bursts of led. But as newer model aircraft&lt;br /&gt;were produced, the VGO began to gradually lose popularity.&lt;br /&gt; The British SAS would yet find use for the Vickers, however.&lt;br /&gt;Particularly, these weapons could be mounted in pairs on British jeeps for&lt;br /&gt;hit and run tactics. As many as 3 pairs of guns could be fitted to one SAS&lt;br /&gt;jeep, increasing the vehicle's firepower exponentially. This weapon was used&lt;br /&gt;extensively by the SAS during WW2.&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt; The Vickers K in CoD3&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;The Vickers K is a single player exclusive, available on a track-based&lt;br /&gt;mission during your campaigns with the French resistance. While being able to&lt;br /&gt;drive the SAS jeep, you are later allowed to mount the twin Vickers K&lt;br /&gt;apparatus. First of all, it is apparent that upon pulling the trigger, this&lt;br /&gt;weapon can fire very quickly as well as being a generally terrifying weapon&lt;br /&gt;not only to fire, but also to be on the receiving-end of. Although you may&lt;br /&gt;have noticed the top mounted drum magazine, it is supplied with an unlimited&lt;br /&gt;amount of continuous fire, but it is prone to overheating if one leans on the&lt;br /&gt;trigger for too long.&lt;br /&gt;&lt;br /&gt;The second defining characteristic of the Vickers K is its unconventional&lt;br /&gt;iron sight system. It consists of a large ring sight in the rear and a front&lt;br /&gt;pin sight in the center. This might look simple to use but it actually may be&lt;br /&gt;slightly difficult. For one, the sight is not attached to either of the&lt;br /&gt;weapons themselves, but rather in the very center of the two, so you are not&lt;br /&gt;able to see the source of your shots. And since you are not firing tracer&lt;br /&gt;rounds (i.e. bullets that allow the firer to see the trajectory of the shots&lt;br /&gt;by their trail), you aren't able to see where they are going, either. Because&lt;br /&gt;of this, you'll have to rely solely on the sights.&lt;br /&gt;&lt;br /&gt;It is best to place the front sight just below your target, and adjust your&lt;br /&gt;fire by either confirming the target's status or by finding the point that&lt;br /&gt;has just been hit. Overall, using the Vickers K is a simple form of guess and&lt;br /&gt;check.&lt;br /&gt;&lt;br /&gt;:==========================================================================:&lt;br /&gt; 6.4 – MG34&lt;br /&gt;:==========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Maschinengewehr 1934&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Rate of fire:                       900 rounds per minute&lt;br /&gt;Feed mechanism:                     75 round drum magazine&lt;br /&gt;Operation:                          Short recoil&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; History of the MG34&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;In search of a new design, the German army began to examine new machineguns&lt;br /&gt;in 1930. The design was supposed to follow certain machinegun standards&lt;br /&gt;recently formed by the Army, which was to use a General Purpose Machine Gun&lt;br /&gt;(GMPG) which could be used for long range suppressive fire, or used as a&lt;br /&gt;mobile spam weapon of sorts. A Swiss design called the Solothurn MG30 caught&lt;br /&gt;the attention of arms developers in Germany. It was a light machinegun that&lt;br /&gt;fired the 8mm Mauser cartridge (7.92 x 57mm) from a side mounted, 30-round&lt;br /&gt;detachable box magazine. A designer working for Mauser by the name of&lt;br /&gt;Heinrich Vollmer took the design and expanded on it, with an end result that&lt;br /&gt;bore very little resemblance to the MG30.&lt;br /&gt;&lt;br /&gt;The rotating bolt had been replaced with a staitionary bolt body where only&lt;br /&gt;the head rotated around a joint. It used a similar feeding mechanism to the&lt;br /&gt;Browning machineguns, in which the bolt engaged feeding pawls that fed the&lt;br /&gt;rounds into the breech by either a 250-round belt, or a 75-round drum&lt;br /&gt;magazine mounted on the side. The bolt mechanism was also modified to fire at&lt;br /&gt;800-900 rounds per minute.&lt;br /&gt;&lt;br /&gt;The German Army adopted the MG34 in 1934, and used it extensively in WW2.&lt;br /&gt;However, when the war first rolled out, it became apparent that the precision&lt;br /&gt;and productivity demanded by the MG34 was not ideal for wartime production&lt;br /&gt;measures, so it was replaced (officially) by the MG42. Even so, the MG34&lt;br /&gt;remained in wide use during the Second World War as a squad automatic weapon&lt;br /&gt;and a Medium machinegun.&lt;br /&gt;&lt;br /&gt;-------------------&lt;br /&gt; The MG34 in CoD3&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;The MG34 has resurfaced from Call of Duty 2: Big Red One, looking better than&lt;br /&gt;ever. But other than that, it basically sounds and performs in the same way.&lt;br /&gt;It uses a 75-round drum magazine, which can be depleted pretty fast at 900&lt;br /&gt;rounds per minute, and takes ages to reload, about six seconds. The MG34, as&lt;br /&gt;well as the .30cal, will deploy in the prone position or against a low object&lt;br /&gt;when the left trigger is pulled (ADS) and has approximately 120 degrees&lt;br /&gt;horizontal range and 45 degrees vertical range.&lt;br /&gt;&lt;br /&gt;The iron sights are pretty conventional, with a rear V-notch sight (included&lt;br /&gt;with a cosmetic range adapter) and a front blade sight. The tip of the blade&lt;br /&gt;marks the exact point of impact when in the prone position. Recoil is&lt;br /&gt;minimal, and the barrel will only jump slightly when the first shot is fired,&lt;br /&gt;then stabilize. When not deployed, the shots will disperse in a conical&lt;br /&gt;pattern as more shots are fired.&lt;br /&gt;&lt;br /&gt;The MG34 and .30 cal are the heaviest weapons to run with, which makes the&lt;br /&gt;aid of pistols all the more valid. No matter which primary weapon you are&lt;br /&gt;equipped with, you can always run at a quick, zippy speed with a pistol&lt;br /&gt;equipped. Remember to keep one handy when using machineguns.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:========================================================================:&lt;br /&gt; 6.5 – MG42&lt;br /&gt;:========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Maschinengewehr 1942&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            8mm Mauser&lt;br /&gt;Rate of fire:                       1200 rounds per minute&lt;br /&gt;Feed mechanism:                     50 or 250-round belt&lt;br /&gt;Operation:                          Short recoil&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; History of the MG42&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;After discovering the production weaknesses of the MG34, a replacement weapon&lt;br /&gt;was heavily sought after. The finely machined parts were delicate and easily&lt;br /&gt;susceptible to disruption from dirt and mud, and poor ammunition could jam&lt;br /&gt;the weapon. Basing the new design off of the previously produced MG34, Mauser&lt;br /&gt;began work on a new machinegun. Instead of a rotating bolt head, the bolt&lt;br /&gt;used two cammed rollers that fit into a locking piece in the breech. The&lt;br /&gt;roller would lock into the breech by closing, like a claw, around a groove,&lt;br /&gt;which was aided by the return spring. The bolt body, which contained the&lt;br /&gt;firing pin, was released by pulling the trigger. Ammunition was lifted into&lt;br /&gt;the breech by the typical means of feed arm and pawls found in belt fed&lt;br /&gt;machineguns. Due to the astounding rate of 1200 rounds per minute (20 rounds&lt;br /&gt;a second), barrels burned out pretty quickly. An innovative method of&lt;br /&gt;providing a barrel-removing system of swinging the barrel out by the breech&lt;br /&gt;through a slot in the barrel jacket was implemented, allowing the crew to&lt;br /&gt;change barrels in seconds.&lt;br /&gt;&lt;br /&gt;The German Army quickly found that the MG42 was much easier to produce than&lt;br /&gt;the MG34, although never replaced it on the field. By the end of the war,&lt;br /&gt;more than 750,000 MG42s were produced and saw service until the end of the&lt;br /&gt;war. It still remains today, re-chambered for .308 NATO, as the MG1 (although&lt;br /&gt;it is not typically used due to weight and heat).&lt;br /&gt;&lt;br /&gt;-------------------&lt;br /&gt; The MG42 in CoD3&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;The MG42 cannot be used as a deployable weapon like the MG34, but is commonly&lt;br /&gt;found as a staitionary gun emplacement and mounted on the back of the German&lt;br /&gt;Korch. The first thing that distinguishes it from any other machinegun is its&lt;br /&gt;1200 round per minute rate of fire, its characteristic sound capable of being&lt;br /&gt;picked out immediately. Literally nicknamed "Hitler's Buzzsaw" during WW2,&lt;br /&gt;the MG42 is capable of spewing out an insurmountable wall of lead in a very&lt;br /&gt;short time. This makes individual rounds hard to pick out and single shots&lt;br /&gt;difficult to obtain.&lt;br /&gt;&lt;br /&gt;While not technically used, the sights consist of a rear V-notch and a front&lt;br /&gt;blade, but the actual aiming system is just a T crosshair, the intersection&lt;br /&gt;of the lines marking the exact impact point. The MG42 has minimal recoil, but&lt;br /&gt;is best used at ranges within 100 meters and fired in 5-7 round bursts. 3&lt;br /&gt;seconds of fully automatic fire will overheat the barrel. The sound of the&lt;br /&gt;MG42 is also very attractive, not to mention accurate (the flash suppressor&lt;br /&gt;on the end of the barrel increased the sound of the shots) with a loud&lt;br /&gt;thunder crash of bullets followed by the catchy Dozen-shells-hitting-the-&lt;br /&gt;pavement-at-once hollow jingle. Overall, the MG42 is easy and fun to use, and&lt;br /&gt;is useful for helping suppress the enemy.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 6.6 – Machine Gunner Efficiency&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;With the inclusion of the deployable MG in CoD3, the machine gunner has a&lt;br /&gt;whole new playground now. A machine gunner, equipped with a frag grenade,&lt;br /&gt;infinite spare ammunition, a light pistol, and a heavy machinegun, is capable&lt;br /&gt;of a multipurpose storming tactic. The MG is a great spam weapon for close&lt;br /&gt;range, conquering any opponent, while at long and medium range, is able to&lt;br /&gt;keep up a steady stream of accurate support fire.&lt;br /&gt;&lt;br /&gt;On the down side, all deployable MGs can only use ADS in the prone, deployed&lt;br /&gt;position, making quick aiming impossible. As a rule, a machine gunner should&lt;br /&gt;stay well concealed in cover and supported by teammates, moving in groups and&lt;br /&gt;deploying in the front of combat, providing a base of fire for the assaulting&lt;br /&gt;allies. It is best to find a hidden location with lots of cover, AND MOST&lt;br /&gt;IMPORTANTLY, only exposed in the front. The reason for this is because you&lt;br /&gt;will be able to see all of your enemies without having to worry about your&lt;br /&gt;left and right flanks, and the enemy is only able to approach you from one&lt;br /&gt;direction.&lt;br /&gt;&lt;br /&gt;This may not always be the case, however, and many times a machine gunner is&lt;br /&gt;vulnerable from all sides, especially to snipers, who seem to be drawn to&lt;br /&gt;machine gunners as you are unable to move and are open from all directions.&lt;br /&gt;Like they say, "With great power comes great consequences (it's really&lt;br /&gt;supposed to be "responsibility," but who gives a damn?)" Using a machinegun&lt;br /&gt;may be powerful and accurate, but is also dangerous.&lt;br /&gt;&lt;br /&gt;To counter this, you may choose to stay mobile, becoming less of a target for&lt;br /&gt;snipers. But alas, you cannot use your ADS while moving, or standing for that&lt;br /&gt;matter, so you are equally as vulnerable at anything but close range. With a&lt;br /&gt;fast rate of fire and lots of bullets, you can quickly take out an opponent&lt;br /&gt;at close range without being deployed. This is excellent for storming&lt;br /&gt;compounds and assaulting objectives.&lt;br /&gt;&lt;br /&gt;Overall, the Support class is a well-balanced kit that uses great rate of&lt;br /&gt;fire, excellent ammo capacity, good accuracy, and little recoil with the&lt;br /&gt;disadvantage of slow movement, exposure, and low accuracy while moving.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 7.0 – Anti-Armor&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;All of the previously mentioned weapon classes are well-balanced, unique, and&lt;br /&gt;excellent for certain situations, except one. You've probably been thinking,&lt;br /&gt;"So, if a tank rolls by, I'm screwed, right?" Well, don't fret, as we still&lt;br /&gt;have an ace up our sleeve: Anti-Armor, a class specifically designed for the&lt;br /&gt;defense of and elimination of tanks and other armored vehicles.&lt;br /&gt;&lt;br /&gt;Each team is equipped with the Anti-Armor roll and includes a rocket&lt;br /&gt;launcher, a pistol, a sticky grenade, and ammunition. There are only two&lt;br /&gt;types of Anti-Armor weapons, and are practically the exact same as the other.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 7.1 – Bazooka&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        M9A1 Bazooka&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       Allies, American&lt;br /&gt;Caliber:                            M7A1 HEAT shaped charge (60mm)&lt;br /&gt;Feed mechanism:                     1-round tube&lt;br /&gt;Operation:                          Magneto Ignition&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt; History of the Bazooka&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;With the introduction of tanks during WW1, the USA was in desperate need of a&lt;br /&gt;new weapon to battle these vehicles. Plans went underway to develop a new,&lt;br /&gt;armor-piercing infantry rifle that could penetrate a tank's armor and disable&lt;br /&gt;it, but a slightly different design caught the US army's attention. A rocket&lt;br /&gt;launcher, produced by Leslie Skinner and Edward Uhl (two military officers),&lt;br /&gt;which featured a simple tube and trigger assembly which fired a rocket,&lt;br /&gt;tipped with an M10 grenade, by electric ignition. The Army adopted it, and&lt;br /&gt;introduced it to the armed forces in 1942 as the M1A1 "bazooka" a term that&lt;br /&gt;made a reference to the musical instrument made by comedian Bob Burns which&lt;br /&gt;the weapon resembled.&lt;br /&gt;&lt;br /&gt;The first use of the recoilless rocket powered weapon was the invention by&lt;br /&gt;Robert H. Goddard, developed as an anti-tank weapon for the US Army in 1918.&lt;br /&gt;The weapon used a hollow metal tube with a wooden stock that fired a simple&lt;br /&gt;rocket which could pierce up to 70mm of armor. The army lost interest&lt;br /&gt;however, when the war ended the week after Goddard introduced his weapon.&lt;br /&gt;Later, two men, Skinner and Uhl, based their work off of Goddard's weapon, as&lt;br /&gt;well as a shaped charge idea developed by Swiss weapon developer Henry&lt;br /&gt;Mohaupt. It used a tube with a handle and sights that fired a rocket tipped&lt;br /&gt;with Mohaupt's grenade, fed into the back of the tube.&lt;br /&gt;&lt;br /&gt;On production M1A1s, the firing mechanism was changed to the electrical&lt;br /&gt;"Magneto" ignition system, a more reliable system than the one developed by&lt;br /&gt;Skinner and Uhl. Several models such as the M9A1 followed, which could be&lt;br /&gt;broken down into two pieces for use by paratroopers. Although effective&lt;br /&gt;against most Panzer variants, the Bazooka was ineffective against German&lt;br /&gt;Tiger tanks. It was replaced by the M20 "Super Bazooka" and the M72 LAW in&lt;br /&gt;Vietnam.&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; The Bazooka in CoD3&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;The Bazooka is a weapon specifically designed for use against armored&lt;br /&gt;vehicles such as jeeps and tanks, and is very powerful and effective. Unlike&lt;br /&gt;other Call of Duty titles, the bazooka only takes one rocket to destroy a&lt;br /&gt;Panzer or a Sherman, and is accurate at ranges up to 50 meters. The bazooka&lt;br /&gt;does have quite a bit of faults, though. The rocket is unreliable in&lt;br /&gt;accuracy, and may zoom straight on target at sometimes, while at others it&lt;br /&gt;could veer off course and sail over the target by several feet, making it&lt;br /&gt;ineffective at medium and long range. Also, it only fires one rocket at a&lt;br /&gt;time and is slow to reload, making the first shot vital. It is a heavy weapon&lt;br /&gt;as well at nearly sixteen pounds, making it slow to run with. Plus, it is&lt;br /&gt;highly ineffective against infantry and does not have much splash damage.&lt;br /&gt;&lt;br /&gt;The bazooka only has one rear iron sight which consists of a wide metal plate&lt;br /&gt;with a wired crosshair in the middle. The plate can be rather obtrusive and&lt;br /&gt;blocks targets outside the field of vision. Add that to the fact that all&lt;br /&gt;targets to the right are essentially invisible, and the bazooka is a pretty&lt;br /&gt;one-purpose weapon, best used exclusively against vehicles at close range.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 7.2 – Panzerschrek&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Raketen-Panzerbüchse 54&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Caliber:                            7.25 lb. rocket (88mm shaped charge)&lt;br /&gt;Feed mechanism:                     1-round tube&lt;br /&gt;Operation:                          PD fuse&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt; History of the Panzerschrek&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;Before the Panzerschrek, the German Army had primarily been using rifle&lt;br /&gt;grendes and anti-tank rifles to combat Allied tanks, which proved&lt;br /&gt;unsatisfactory during WW2. During the African campaign, the Germans managed&lt;br /&gt;to capture American M1A1 Bazookas and send them to German arms developers.&lt;br /&gt;They based a similar design around this and refitted it with the 88mm rocket&lt;br /&gt;grenade, calling it the RPzB43 (or more commonly the Panzerschrek, meaning&lt;br /&gt;"tank terror") which could pierce up to 200mm of armor, enough to destroy an&lt;br /&gt;Allied tank with one round. Unfortunately, the PDzB43 had excessive blast&lt;br /&gt;from the muzzle and rear, and many times the operating crew had to wear&lt;br /&gt;protective suits. To reduce the danger of the jet-wash, the weapon was&lt;br /&gt;equipped with a blast shield to protect the firer, resulting in the RPzB54.&lt;br /&gt;&lt;br /&gt;The Panzerschrek was issued to German troops in 1943 and continued to be&lt;br /&gt;produced until the war's end, but was not produced nearly as much as the&lt;br /&gt;easier to manufacture, cheaper Panzerfaust, which was a disposable tube&lt;br /&gt;tipped with an 88mm warhead. The Panzerschrek was greatly feared by Allied&lt;br /&gt;tank units and was typically the main source of destruction to the armored&lt;br /&gt;vehicles.&lt;br /&gt;&lt;br /&gt;---------------------------&lt;br /&gt; The Panzerschrek in CoD3&lt;br /&gt;---------------------------&lt;br /&gt;&lt;br /&gt;The Panzerschrek is basically the same as the Bazooka if not for the sounds&lt;br /&gt;and visuals, and serves the same purpose. It is just as heavy, inaccurate,&lt;br /&gt;powerful, slow to reload, and cool to use as the M9A1, and is issued to the&lt;br /&gt;anti-armor class.&lt;br /&gt;&lt;br /&gt;The iron sights consist of a rear square hollowed out of the blast shield and&lt;br /&gt;a front blade. Again, the sights are very obtrusive and are mainly effective&lt;br /&gt;against targets in the immediate visual range.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 7.3 – Anti-Armor Efficiency&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;You may not at first feel compelled to choose the Anti-Armor class when&lt;br /&gt;beginning a game, instead choosing a lighter infantry weapon. But when the&lt;br /&gt;tanks rev their engines and roll out of the garage, many players will find&lt;br /&gt;that it is actually smart to commit suicide in favor of choosing the Rocket&lt;br /&gt;Launchers.&lt;br /&gt;&lt;br /&gt;With the reintroduction of the M9A1 Bazooka into CoD3, which is a welcome&lt;br /&gt;edition from CoD2, which only featured the Panzerschrek, each team is now&lt;br /&gt;equipped with an effective anti-tank weapon. These weapons are rocket&lt;br /&gt;propelled, powerful, and highly useful against tanks and jeeps. They are&lt;br /&gt;also, however, inaccurate at long range and ineffective against infantry.&lt;br /&gt;Tactics are relatively easy to employ, and usually only consist of one phase:&lt;br /&gt;aim and fire.&lt;br /&gt;&lt;br /&gt;Tanks are slow and cumbersome, making them easy targets, but they also have&lt;br /&gt;excellent fields of vision are able to see the entire battle field (that is,&lt;br /&gt;wherever the turret is pointed), so frontal assaults can be deadly. It is&lt;br /&gt;best to spot the tank before it spots you, and make sure that you can get&lt;br /&gt;into a position where you will not be heckled by any infantry support the&lt;br /&gt;tank might have, and hide. It is best to maintain your cover until the tank&lt;br /&gt;passes in range, at which point you are free to pop out and tag the tank with&lt;br /&gt;a well placed rocket before it has a chance to respond. It usually only takes&lt;br /&gt;one rocket to put a tank out of commission, as long as you get a direct hit&lt;br /&gt;and avoid shooting the ground or any objects that may be in the way of your&lt;br /&gt;target.&lt;br /&gt;&lt;br /&gt;Even if you are well covered and the tank did not spot you, the rocket leaves&lt;br /&gt;a smoke trail, often connecting angry groups of infantry directly to you.&lt;br /&gt;Even if you missed your mark, it is wise to change positions immediately&lt;br /&gt;after firing, as the rocket launcher takes a long time to reload. If you do&lt;br /&gt;not want to risk missing your target at close range, however, you can use a&lt;br /&gt;different tactic. Now, players are able to sneak up behind a tank and climb&lt;br /&gt;on top to pitch a grenade into the hatch. This leaves you open to attacks&lt;br /&gt;from infantry, though, and nothing is stopping the tank operator from simply&lt;br /&gt;climbing out and killing you, and this tactic is best used by players who are&lt;br /&gt;not equipped with anti-tank weapons.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.0 – Explosives&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;What kind of game would this be without the aid of proper explosive devises?&lt;br /&gt;Using grenades is a key to victory and is a very useful battle implement, and&lt;br /&gt;players will somehow always find a use for one, whether it's setting up anti-&lt;br /&gt;personnel mines near a defensive position or obscuring an enemy base with a&lt;br /&gt;smoke screen.&lt;br /&gt;&lt;br /&gt;A feature returning from games like CoD2: BRO is the ability to "cook"&lt;br /&gt;grenades, "cook" being a term to describe pulling the pin and waiting for the&lt;br /&gt;fuse to run down before throwing the grenade, allowing a skilled player to&lt;br /&gt;take out groups of enemies before the grenade even hits the ground. However,&lt;br /&gt;the ability to throw grenades back at the enemy is only included in the&lt;br /&gt;campaign mode, so you are at the same disadvantage.&lt;br /&gt;&lt;br /&gt;It should be noted that grenade buttons are different for multiplayer than&lt;br /&gt;they are for singleplayer. They are as follows: Singleplayer- RB= frag&lt;br /&gt;grenade, LB= smoke grenade. Multiplayer- RB= Special ability, LB= grenade.&lt;br /&gt;This may take a while to get used to, but works quite nicely in eliminating&lt;br /&gt;the confusion between two grenade types.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.1 – Frag Grenade&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Mk.2 A1 Fragmentation Grenade&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       All Allied forces&lt;br /&gt;Blast radius:                       15 feet (4.7 meters)&lt;br /&gt;Fuse time:                          3 + 1 seconds&lt;br /&gt;Max throw distance:                 79 feet (25 meters)&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt; History of the Mk.2 A1 Frag&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;Shortly after WW1 began, the American Army decided that a standard issue hand&lt;br /&gt;grenade was in dire need of production due to the experience with the&lt;br /&gt;Stielhandgranate used by the German Army. They based the design around the&lt;br /&gt;British Mills bomb, a famous hand grenade considered to be the first modern&lt;br /&gt;grenade. It featured a safety pin which compressed the "spoon" or safety&lt;br /&gt;handle and kept it from releasing and engaging the fuse. When the pin was&lt;br /&gt;pulled and the safety handle was released, the fuse delay burned for a&lt;br /&gt;certain amount of time before engaging the powder and detonating. The grenade&lt;br /&gt;also had a serrated surface, which at the time, was thought to help in&lt;br /&gt;fragmentation.&lt;br /&gt;&lt;br /&gt;The American grenade was based largely around this design, called the Mk.1,&lt;br /&gt;but commonly referred to by troops as the "pineapple" due to its distinct&lt;br /&gt;shape. It featured a rather complex safety mechanism and arming process,&lt;br /&gt;which resulted in many cases of grenades being throw and not exploding. The&lt;br /&gt;arming mechanism was taken out in favor of the Mills Bomb design, and was re-&lt;br /&gt;designated the Mk.2. Some more minor modifications resulted in the Mk.2 A1,&lt;br /&gt;which was commonly used in WW2, Korea, and Vietnam, until being replaced by&lt;br /&gt;the M67.&lt;br /&gt;&lt;br /&gt;---------------------------&lt;br /&gt; The Frag Grenade in CoD3&lt;br /&gt;---------------------------&lt;br /&gt;&lt;br /&gt;It can be thrown, it goes boom, and it will probably kill something. Grenades&lt;br /&gt;haven't changed since CoD2 (except for the cooking feature) and are still&lt;br /&gt;useful tools in battle. Once the pin is pulled and the spoon released, a red&lt;br /&gt;circle consisting of seven bars appears on screen, and looses a bar until the&lt;br /&gt;entire circle is depleted, at which point you will have one second before it&lt;br /&gt;explodes.&lt;br /&gt;&lt;br /&gt;For maximum throwing distance, it is best to angle your aim at 45 degrees,&lt;br /&gt;and let two or three bars disappear before throwing it. Depending on&lt;br /&gt;elevation, the grenade should detonate right as it hits the ground,&lt;br /&gt;preventing the enemy from taking cover.&lt;br /&gt;&lt;br /&gt;The grenade has an effective kill radius of about 7-10 feet. Anything outside&lt;br /&gt;this radius will either not be affected by the grenade or will only be&lt;br /&gt;moderately wounded. It is wise to watch for the grenade danger indicator, as&lt;br /&gt;grenades that have landed close to you will be tagged by a white symbol,&lt;br /&gt;becoming thicker or thinner depending on the grenade's distance from you.&lt;br /&gt;&lt;br /&gt;The Mk.2 A1 is issued to all Allied forces. While this may only be a small,&lt;br /&gt;purposeful mistake, it detracts somewhat from the game, but is nothing to&lt;br /&gt;fret over.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.2 – Stielhandgranate&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Stielhandgranate 24&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       Axis, German&lt;br /&gt;Blast radius:                       10 feet (3.2 meters)&lt;br /&gt;Fuse time:                          3 + 1 seconds&lt;br /&gt;Max throw distance:                 94 feet (30 meters)&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt; History of the Stielhandgranate&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;With the production of the Mills bomb and the Mk.2, an entirely different&lt;br /&gt;type of grenade was being produced by the Germans. The main idea following&lt;br /&gt;the Stielhandgranate, or "stick grenade," was that it relied more on the&lt;br /&gt;initial blast of the detonation rather than the fragmentation of shrapnel in&lt;br /&gt;other grenades, thus reducing the blast radius. On the other hand, the&lt;br /&gt;grenade was equipped with a handle or stick, hence "stick grenade," that&lt;br /&gt;aided in the grenade's overall distance.&lt;br /&gt;&lt;br /&gt;The grenade was first designed and produced in 1915, sometime after the&lt;br /&gt;outbreak of WW1. It was designed to be an "offensive" type grenade, meaning&lt;br /&gt;that it has a shorter blast radius but greater power, and consisted of a&lt;br /&gt;cylindrical can in which the charge was contained, as well as a wooden handle&lt;br /&gt;by which to throw the grenade. To arm it, the user had to unscrew a cap at&lt;br /&gt;the base of the handle where the fuse was contained (not assembled until&lt;br /&gt;carried into battle). The fuse was inserted into a porcelain ball, which the&lt;br /&gt;user would pull out after unscrewing the cap, which engaged the friction&lt;br /&gt;igniter and started the 4-second fuse.&lt;br /&gt;&lt;br /&gt;The Model 24 was used throughout WW1 and to the end of WW2. During wartime,&lt;br /&gt;some small production aspects were simplified to produce them cheaper. The&lt;br /&gt;epiphany of German infantry, the Stielhandgranate was probably the most&lt;br /&gt;recognized grenade in the 20th century, known by many informal names, most&lt;br /&gt;commonly as the "potato masher" by American and British troops.&lt;br /&gt;&lt;br /&gt;-------------------------------&lt;br /&gt; The Stielhandgranate in CoD3&lt;br /&gt;-------------------------------&lt;br /&gt;&lt;br /&gt;Virtually the same as the Mk.2 A1 Frag, the Stielhandgranate is simply the&lt;br /&gt;German grenade variant. There is no real difference, apart from very minor&lt;br /&gt;differences such as range, but it will still kill someone if you throw it at&lt;br /&gt;them.&lt;br /&gt;&lt;br /&gt;A minor gameplay fact that should be noted is that the Stielhandgranate does&lt;br /&gt;not need to go through the arming process to be thrown, which means that you&lt;br /&gt;do not have to go through the trouble of unscrewing the base cap and pulling&lt;br /&gt;the fuse. You just have to throw it, and it will explode.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.3 – Smoke grenade&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        AN-M8 Smoke grenade&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       All&lt;br /&gt;Effective radius:                   about 30 feet (9.5 meters)&lt;br /&gt;Max expulsion time:                 50 seconds&lt;br /&gt;Max throw distance:                 79 feet (25 meters)&lt;br /&gt;&lt;br /&gt;-------------------------------&lt;br /&gt; History of the Smoke Grenade&lt;br /&gt;-------------------------------&lt;br /&gt;&lt;br /&gt;Since WW1, smoke screens had been an understandably useful way for masking&lt;br /&gt;troop movement and marking targets or positions of interest in the military.&lt;br /&gt;Such devices such as smoke bombs and mortar shells had been devised which&lt;br /&gt;consisted of an ignition composition and hydrochloric and potassium filler to&lt;br /&gt;produce thick, heavy smoke screens that were mainly used to help soldiers&lt;br /&gt;advance across open terrain. The popularity of the hand grenade, however,&lt;br /&gt;brought up new options. By means of fuse and igniter, a simple aluminum&lt;br /&gt;container could be filled with a solution that typically produced white&lt;br /&gt;smoke, or in some cases, with colored powder, could produce a colored smoke&lt;br /&gt;screen, and all could be thrown by hand.&lt;br /&gt;&lt;br /&gt;One such grenade type was the AN-M8, used extensively by Allied forces during&lt;br /&gt;WW2. When the pin was pulled and the lever was depressed, the igniter burned&lt;br /&gt;and engaged the filler, which produced the smoke for up to 150 seconds. While&lt;br /&gt;this was an effective method of troop movement, a long amount of time exposed&lt;br /&gt;to the hydrochloric fumes could cause irritations to the eyes, lungs, and&lt;br /&gt;throat. That's why gas masks were usually issued to soldiers if they were&lt;br /&gt;expected to deploy the smoke in enclosed areas.&lt;br /&gt;&lt;br /&gt;----------------------------&lt;br /&gt; The Smoke Grenade in CoD3&lt;br /&gt;----------------------------&lt;br /&gt;&lt;br /&gt;The smoke grenade is useful in the heat of battle, and is mainly used to mask&lt;br /&gt;players from enemy fire and allows them to get from one position to another&lt;br /&gt;in relative safety. Smoke grenades do not have fuses like other hand&lt;br /&gt;grenades, so you can keep the trigger held for as long as you like without&lt;br /&gt;the grenade going off.&lt;br /&gt;&lt;br /&gt;Once thrown, the grenade will activate about 3 seconds after it has ceased to&lt;br /&gt;move (it may bounce around quite a lot). The maximum screen width may take a&lt;br /&gt;while to build up, and will last for roughly 50 seconds, expanding until it&lt;br /&gt;has reached its full magnitude, and will slowly dissipate.&lt;br /&gt;&lt;br /&gt;A few different tactics can be deployed while using the smoke grenade. The&lt;br /&gt;first is to deploy it close to your team to mask their movement from one&lt;br /&gt;place to the other. The advantages are that the other team will not be able&lt;br /&gt;to pick out individual targets and reduces the probability of getting hit in&lt;br /&gt;the open. On the other hand, a smoke screen draws a lot of attention, and the&lt;br /&gt;opposing team will often fire or throw grenades into the smoke. Plus, the&lt;br /&gt;silhouette of targets not at the center of the smoke can still be seen.&lt;br /&gt;&lt;br /&gt;The second tactic you can employ is throwing the smoke grenade close to a&lt;br /&gt;fortified enemy position to confuse and disorient them, leaving them&lt;br /&gt;vulnerable to an assault. Usually, the enemy will try to get out of the&lt;br /&gt;screen in favor of better visibility, and will often run out into the line of&lt;br /&gt;sight, where they should meet your bullets. You can also throw grenades into&lt;br /&gt;their position, which will either kill them or further flush them out.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.4 – AP Mine&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        S-Mine; M-1939 Anti-Personnel&lt;br /&gt;Country of origin:                  Germany; USA&lt;br /&gt;Available to:                       Axis; Allies&lt;br /&gt;Blast radius:                       31 feet (10 meters)&lt;br /&gt;Effective kill radius:              7 feet (2.2 meters)&lt;br /&gt;Fuse time:                          about half a second&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt; History of the AP Mine&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;Based off of a famous German landmine called the S-mine, or "Bouncing Betty,"&lt;br /&gt;the M-1939 is a type of explosive called a bounding mine, in which a&lt;br /&gt;propulsive charge in the bottom of the mine blows it out of the ground to&lt;br /&gt;about 1 meter in height and explodes, showering the area with shrapnel (which&lt;br /&gt;is why it appears that the explosion is happening at about waist height in&lt;br /&gt;CoD3).&lt;br /&gt;&lt;br /&gt;A mine is a useful battle tool used for defense and fortification. It&lt;br /&gt;consists of a large explosive charge and a trigger device, usually located on&lt;br /&gt;top of the weapon, that is engaged by pressure, mainly that of an&lt;br /&gt;unsuspecting victim. When the pressure is released, the mine detonates,&lt;br /&gt;seriously wounding or killing its target or anyone around it. The S-mine and&lt;br /&gt;M-1939 both featured a metal jacket filled with steel ball bearings that&lt;br /&gt;acted as a lethal shrapnel apparatus, increasing range for up to 30 meters.&lt;br /&gt;&lt;br /&gt;Either of these mines were activated using a safety pin in the shaft of the&lt;br /&gt;device. The user would place the mine in the ground (usually in a hidden&lt;br /&gt;location) unscrew a washer keeping the pin in place, remove the pin, and&lt;br /&gt;cover the mine so as to reduce visibility. The mine had three pronged&lt;br /&gt;pressure sensors that activated the propulsion charge in the bottom, and then&lt;br /&gt;detonated in mid-air. The Allies saw the implications of the mine and based&lt;br /&gt;the M-1939 bounding mine off of German SMi-35 models.&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; The AP Mine in CoD3&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;The first thing that should be pointed out is that the mine in CoD3 is&lt;br /&gt;clearly visible, and you don't have to worry about stepping on one anywhere&lt;br /&gt;you go. The top of the sensor and part of the charge is still visible&lt;br /&gt;protruding from the ground, so visibility is not an issue. The mine claims&lt;br /&gt;the most casualties from ignorant, hasty players that are not weary of where&lt;br /&gt;they step.&lt;br /&gt;&lt;br /&gt;The mine can only be placed on soft surfaces like grass or dirt, so placing&lt;br /&gt;one at the entrance to a doorway is not plausible. When you or a teammate&lt;br /&gt;deploys a mine, an indicator pops up showing the mine's location so as to&lt;br /&gt;avoid friendly casualties. It is visible at all times, unlike on enemy mines,&lt;br /&gt;where an indicator only pops up if you are in the mine's extreme proximity.&lt;br /&gt;Anyone inside the mine's lethal radius (which is not that much, really) has&lt;br /&gt;about half of a second to curse their teammates' stupidity before being blown&lt;br /&gt;to smithereens.&lt;br /&gt;&lt;br /&gt;Mines are not always lethal, however. While it is hard to do, it is possible&lt;br /&gt;to step on a mine and live to tell the tale. After stepping on the mine, you&lt;br /&gt;have a brief second before it explodes, and if you are quick enough, you can&lt;br /&gt;sprint/ jump your way out of the kill radius. This is useful if you want to&lt;br /&gt;clear a mine without wasting grenades. Using preferably a pistol, you simply&lt;br /&gt;have to sprint directly over the mine, and jump as soon as you hear the click&lt;br /&gt;of its activation mechanism. Again, this is hard to do, and you will be&lt;br /&gt;seriously wounded (until you heal) but it's been done.&lt;br /&gt;&lt;br /&gt;Generally, mines are placed close to defendable positions like flags or HQs.&lt;br /&gt;You may catch an unsuspecting enemy off guard on several occasions, and&lt;br /&gt;should likewise watch out for these devices while assaulting an objective, or&lt;br /&gt;simply walking around a corner.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.5 – Sticky Bomb&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        No. 74 ST grenade&lt;br /&gt;Country of origin:                  Great Britain&lt;br /&gt;Available to:                       Axis and Allies&lt;br /&gt;Blast radius:                       10 feet (3.2 meters)&lt;br /&gt;Fuse time:                          3 + 1 seconds&lt;br /&gt;Max throw distance:                 94 feet (30 meters)&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; History of the Sticky Bomb&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;Though not a very popular weapon with Allied troops due to its safety issues,&lt;br /&gt;the No.74 "Sticky bomb" was an effective anti-tank weapon, which used a&lt;br /&gt;sticky surface to adhere to enemy tanks.&lt;br /&gt;&lt;br /&gt;In an attempt to utilize an effective anti-tank explosive, the British Army&lt;br /&gt;issued the No.74 to frontline troops in 1940. The grenade consisted of a&lt;br /&gt;metal shroud that encased the main charge: a nitroglycerine center inside a&lt;br /&gt;knitted wool ball which was coated in a thick resin-based adhesive. On&lt;br /&gt;removing the case pin, the metal shroud split and fell off, revealing the&lt;br /&gt;sticky center. Pulling a second safety pin and releasing the spoon armed the&lt;br /&gt;grenade and ignited the fuse.&lt;br /&gt;&lt;br /&gt;Although effective, the Sticky Bomb was unsafe and easy to damage. For&lt;br /&gt;instance, the glass ball containing the charge could crack from even light&lt;br /&gt;jarring, and the nitroglycerine content was moderately unstable. If a sticky&lt;br /&gt;bomb was active and accidentally stuck to the clothing, the user would have&lt;br /&gt;to think fast in order to rid himself of the grenade or his cloths by equal&lt;br /&gt;probability. The No.74 did not see much use and acted more as an improvised&lt;br /&gt;explosive rather than a regular battle tool.&lt;br /&gt;&lt;br /&gt;--------------------------&lt;br /&gt; The Sticky Bomb in CoD3&lt;br /&gt;--------------------------&lt;br /&gt;&lt;br /&gt;Only available in multiplayer mode, the Sticky Bomb is more useful against&lt;br /&gt;tanks and other armored vehicles rather than infantry, as it has a relatively&lt;br /&gt;short blast radius and does not bounce, reducing its effectiveness. It does,&lt;br /&gt;however, stick to any surface, even human flesh, making for some unusual&lt;br /&gt;antics if anyone so happens to get lucky.&lt;br /&gt;&lt;br /&gt;The Sticky Bomb has a fuse which lasts for the same amount of time as the&lt;br /&gt;other two hand grenades found in CoD3, as well as the same arming time (which&lt;br /&gt;is basically zero seconds). When using, the player should be careful that&lt;br /&gt;there aren't any teammates or obtrusive objects (the latter of which won't&lt;br /&gt;usually yell at you in the case that you tag them) in the way that the&lt;br /&gt;grenade may get caught on. You should also resist the urge to bounce the&lt;br /&gt;grenade into a position, since this will fail 9 out of 10 times or less.&lt;br /&gt;&lt;br /&gt;The Sticky bomb doesn't have as wide of a range as the fragmentation grenade,&lt;br /&gt;but is very powerful when the target is on top of it. It is important to note&lt;br /&gt;that the grenade is not officially designated the No.74 in the game, but it&lt;br /&gt;most resembles that than any other grenade in WW2, which is what it is&lt;br /&gt;referred to in this guide.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 8.6 – Rifle Grenade&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Schiessbecher; M7 grenade launcher&lt;br /&gt;Country of origin:                  Germany; USA&lt;br /&gt;Caliber:                            30mm&lt;br /&gt;Available to:                       Axis; Allies&lt;br /&gt;Blast radius:                       5-6 feet (1.9 meters)&lt;br /&gt;Effective range:                    250 feet (80 meters)&lt;br /&gt;&lt;br /&gt;-------------------------------&lt;br /&gt; History of the Rifle Grenade&lt;br /&gt;-------------------------------&lt;br /&gt;&lt;br /&gt;The idea behind the invention of the rifle grenade has always been to utilize&lt;br /&gt;a method of getting a grenade to a target farther and faster. The method of&lt;br /&gt;propulsion is by fitting a grenade launcher to the end of a rifle's barrel&lt;br /&gt;(usually consisting of a tube the same size as the bore and a "cup" to fit&lt;br /&gt;the grenade onto) and using a special blank round to the fire the grenade&lt;br /&gt;from the barrel. Some argue that this method is superior to using an attached&lt;br /&gt;grenade launcher (like the M203) to fire the grenade from under the barrel,&lt;br /&gt;as it is considerably lighter, plus regular infantry grenades can be used,&lt;br /&gt;and soldiers can use one at any time if they are equipped with one.&lt;br /&gt;&lt;br /&gt;The M7 and Schiessbecher, produced by Germany and America respectively, both&lt;br /&gt;use the same launching mechanism. The user would attach the launcher to the&lt;br /&gt;end of the muzzle and load a grenade on the end, and then insert a blank&lt;br /&gt;cartridge so that the gas pressure may push the grenade from the end of the&lt;br /&gt;barrel instead of a bullet. The grenades were either impact fused (detonates&lt;br /&gt;when hitting an object) or time fused (using the usual fuse timer). Both the&lt;br /&gt;Schiessbecher and the M7 use special grenades (not the standard&lt;br /&gt;Stielhandgranate or Mk.2) so two separate grenades had to be carried with a&lt;br /&gt;soldier.&lt;br /&gt;&lt;br /&gt;When firing a rifle grenade, the recoil was particularly great, much more so&lt;br /&gt;than firing a standard cartridge since it takes more energy and power to&lt;br /&gt;propel a grenade than a .30 inch bullet, so the firer would often place the&lt;br /&gt;butt of the rifle on the ground. The grenades could travel as far as 150&lt;br /&gt;meters, and made excellent anti-tank weapons due to their speed and power.&lt;br /&gt;Both of these grenade launchers remained in service throughout WW2 and were&lt;br /&gt;used extensively.&lt;br /&gt;&lt;br /&gt;----------------------------&lt;br /&gt; The Rifle grenade in CoD3&lt;br /&gt;----------------------------&lt;br /&gt;&lt;br /&gt;Like the sticky bomb and AP mine, the rifle grenade is only available in&lt;br /&gt;multiplayer and is only issued to the Rifleman class, making its use pretty&lt;br /&gt;exclusive. With the right angle and a good helping of luck, a soldier can hit&lt;br /&gt;a target from as far as 80 meters away.&lt;br /&gt;&lt;br /&gt;It is hard to judge the trajectory of the grenade at first, and takes a&lt;br /&gt;little bit of getting used to. Hitting a target can be based off of several&lt;br /&gt;factors: distance from the target, elevation, the time it takes for a grenade&lt;br /&gt;to get to its impact point, and basically predicting where the target will be&lt;br /&gt;when that happens. For mobile targets, the rifle grenade may not be useful at&lt;br /&gt;long range, but up close it is actually quite effective (especially for&lt;br /&gt;soldiers armed with the Kar98k who are at a distinct disadvantage in tight&lt;br /&gt;quarters).&lt;br /&gt;&lt;br /&gt;It takes several rifle grenades to destroy a tank, but unless you rank up in&lt;br /&gt;battle, you'll usually only be issued with one, reducing its effectiveness&lt;br /&gt;against armored vehicles. Also, the grenade's blast radius is comparatively&lt;br /&gt;short to other hand grenades. Thus, the rifle grenade is best used against&lt;br /&gt;single targets at close to medium range that are on a direct approach.&lt;br /&gt;Otherwise, it is not always guaranteed to do its job.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.0 – Miscellaneous Weapons&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Any weapon that does not fall under a certain category is placed here. This&lt;br /&gt;includes stationary weapons like the Pak43, the Trench Gun, and tanks.&lt;br /&gt;&lt;br /&gt;The Medic carries the Trench Gun in multiplayer, as well as a pistol, smoke&lt;br /&gt;grenades, and the "revive" ability.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.1 – Trench Gun&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Winchester M1897&lt;br /&gt;Country of origin:                  USA&lt;br /&gt;Available to:                       All forces&lt;br /&gt;Caliber:                            12-Gauge&lt;br /&gt;Feed mechanism:                     6-round fixed tube magazine&lt;br /&gt;Operation:                          Pump action&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; History of the Trench Gun&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Another flawless design from the famous gun designer John Moses Browning, the&lt;br /&gt;Model 1897 was a descendant of the first pump-action shotgun to really catch&lt;br /&gt;on with the public, the Model 1893 (also developed by Browning). It used a&lt;br /&gt;tubular magazine under the barrel to feed shells into the action, which were&lt;br /&gt;chambered using a "pump fore-grip," operated by racking the grip back and&lt;br /&gt;foreword again. This ejected an empty shell and cocked the hammer on the&lt;br /&gt;rearward stroke and chambered another on the return stroke. When the user&lt;br /&gt;pulled the trigger, the external hammer was released and hit the firing pin,&lt;br /&gt;which fired the shell. It was chambered for the powerful 12-gauge shotgun&lt;br /&gt;shell, which held a multitude of small pellets in front of the powder charge,&lt;br /&gt;spraying them in a conical pattern. The design became popular among many&lt;br /&gt;sport shooters and hunters and was known for its reliability in poor&lt;br /&gt;climates.&lt;br /&gt;&lt;br /&gt;During WW1, a detachment of soldiers were deployed in Western Europe armed&lt;br /&gt;with modified M1897 shotguns, fitted with a perforated barrel jacket and a&lt;br /&gt;bayonet lug for attaching the M1917 bayonet (used on the US Enfield 1917).&lt;br /&gt;This model was nicknamed the "Trench Gun" due to its distinguished&lt;br /&gt;effectiveness during trench warfare, common in WW1. The Germans were unhappy&lt;br /&gt;with the status of the shotgun used in the war to spray its troops with&lt;br /&gt;buckshot, but their protest was dismissed. The Trench Gun saw limited use&lt;br /&gt;during WW2, but was very popular with European resistance fighters such as&lt;br /&gt;the French Resistance. By contrast, the US Marines used them extensively in&lt;br /&gt;the Pacific Theatre of the war. M1897s are no longer produced or used by the&lt;br /&gt;military, but still exist as the basis for the design of weapons such as the&lt;br /&gt;Remington 870.&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt; The Trench Gun in CoD3&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;Returning to multiplayer and even making a few appearances in single player,&lt;br /&gt;the Trench Gun is a short range, high powered, single shot weapon. It should&lt;br /&gt;only be used at short range when opponents are caught off guard, and can be&lt;br /&gt;used to effectively take down a target quicker than most weapons. However, it&lt;br /&gt;is effective to some degree at medium range to pepper an enemy with a small&lt;br /&gt;number of pellets so they may be weakened or maybe just pissed off, and&lt;br /&gt;alerted of your position.&lt;br /&gt;&lt;br /&gt;There is no rear-sight on the Trench Gun, just simply a small sphere sight on&lt;br /&gt;the front of the barrel. This is hard to see in low visibility maps, so the&lt;br /&gt;top of the barrel is mainly used for targeting (not much of an issue if the&lt;br /&gt;weapon is only being used at short range). Most of the time, however, you may&lt;br /&gt;not need to employ the iron sights as your targets will usually remain in&lt;br /&gt;spitting distance. Additionally, the Trench Gun can be used while mobile to&lt;br /&gt;great effect, as the wide spray of pellets will find their mark even if the&lt;br /&gt;actual shot trajectory is off by a few degrees.&lt;br /&gt;&lt;br /&gt;The Trench Gun is issued to the medic in CoD3, who is also equipped with a&lt;br /&gt;pistol for use at medium range. A medic's main job on the frontline is to&lt;br /&gt;find "critically wounded" (the CoD3 term for "dead") players and inject them&lt;br /&gt;with magic juice to put them back on the field. I guess the Army needed every&lt;br /&gt;man they could get. Either way, the medic's job is probably the most&lt;br /&gt;dangerous out of all infantry roles, but it does have its perks. Armed with&lt;br /&gt;the Trench gun and smoke grenades, a medic could (in theory) deploy smoke to&lt;br /&gt;cover his team's entrance to a compound or fortified position, clear the room&lt;br /&gt;of any hostiles with his trusty shotgun, and revive any fallen comrades that&lt;br /&gt;may be in the vicinity.&lt;br /&gt;&lt;br /&gt;Medics also gain a point for every teammate they bring back (but the other&lt;br /&gt;team still gets a point for the kill), making achieving points in a ranked&lt;br /&gt;match easy to do. But the enemy knows this, too, and with the ability to&lt;br /&gt;bring back a target that they just killed, will make medics a primary target.&lt;br /&gt;That's why it's typically not a good idea to expose yourself in favor of&lt;br /&gt;helping a wounded ally and use cover to your advantage.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.2 – Granatenwerfer&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Granatenwerfer 34&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Caliber:                            80mm&lt;br /&gt;Blast radius:                       20 feet (6.33 meters)&lt;br /&gt;Max range:                          316 feet (100 meters)&lt;br /&gt;&lt;br /&gt;------------------------------&lt;br /&gt; History of the Granatenwerfer&lt;br /&gt;------------------------------&lt;br /&gt;&lt;br /&gt;The Granatenwerfer 34 was an addition to the line of squad mortar weapons&lt;br /&gt;used by the German Army in WW2. First arriving on the battlefield sometime&lt;br /&gt;during WW1, the modern man-portable mortar has always been a way of providing&lt;br /&gt;a mobile infantry unit with increased firepower and the ability to provide&lt;br /&gt;long range light artillery support. Before the invention of the man-portable&lt;br /&gt;mortar (developed by a British scientist named William Stokes), the idea of&lt;br /&gt;propelling a muzzle-loaded explosive over wide ranges had existed for&lt;br /&gt;hundreds of years, ranging anywhere from 120mm to as much as a meter in&lt;br /&gt;diameter. But it was not until the aforementioned British scientist developed&lt;br /&gt;the modern mortar that consisted of a tube that fired a self-propelled&lt;br /&gt;explosive shell instead of firing a projectile separate from the charge.&lt;br /&gt;&lt;br /&gt;It's name simply meaning "grenade thrower," the Granatenwerfer 34 was&lt;br /&gt;produced by Rheinmetall in 1932 and was adopted into service in 1934 as&lt;br /&gt;Germany's standard mortar weapon. It was essentially a metal tube with a&lt;br /&gt;bipod for elevation adjustments and a rear mortar plate. It proved to be very&lt;br /&gt;accurate and reliable, an excellent weapon on the field, and stayed in&lt;br /&gt;service until the end of WW2. Although an attempt was made to replace it with&lt;br /&gt;the Gr.W.36, it proved to be a much better choice and remained in production,&lt;br /&gt;even when the Gr.W.42 was brought into service.&lt;br /&gt;&lt;br /&gt;-----------------------------&lt;br /&gt; The Granatenwerfer in CoD3&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;You may only be forced to use the Granatenwerfer to destroy an enemy&lt;br /&gt;roadblock in one mission of the entire game, but without properly knowing how&lt;br /&gt;to approach it, it can be tricky to learn. Based on the angle at which your&lt;br /&gt;barrel is pointed (and there is no crosshair or trajectory indicator, mind&lt;br /&gt;you the mortar will explode on impact and inflict casualties at up to 6.3&lt;br /&gt;meters. Your field of fire is limited to about 60 degrees, and vertical&lt;br /&gt;adjustment goes to about a straight up 90 degree angle to a low 30 degree&lt;br /&gt;angle.&lt;br /&gt;&lt;br /&gt;The higher you aim, the closer your shots will be. You will obviously need to&lt;br /&gt;play around with the adjustments before you find a suitable angle. Be careful&lt;br /&gt;not to aim too high, as you'll risk dropping a mortar on your own position.&lt;br /&gt;To adjust your fire, you are required to rotate either thumb-stick. You use&lt;br /&gt;the left thumb-stick to adjust height, and rotate to the right to go higher&lt;br /&gt;or the left to go lower. The other thumb-stick controls windage. You rotate&lt;br /&gt;according to which way you want to face.&lt;br /&gt;&lt;br /&gt;Once you are ready to fire, pull the trigger and Pvt. Nichols will drop a&lt;br /&gt;shell down the barrel and track its trajectory until impact. You don't need&lt;br /&gt;to worry about ammunition, as it comes in unlimited supplies.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.3 – Pak 43&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Pak 43&lt;br /&gt;Country of origin:                  Germany&lt;br /&gt;Available to:                       American (captured)&lt;br /&gt;Caliber:                            88mm&lt;br /&gt;Max range:                          200 meters (in-game)&lt;br /&gt;Blast radius:                       30 feet (9.5 meters)&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt; History of the Pak 43&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;Utilizing the most powerful weapon on the deadliest tank Germany had to offer&lt;br /&gt;resulted in the Tiger II, which used the specially designed 88mm KwK 43&lt;br /&gt;cannon. It had an effective hit range of 1000 meters and a maximum range of&lt;br /&gt;over 4000 meters. It was a derivative of the infamous Flak 88 Artillery piece&lt;br /&gt;feared by Allied soldiers of all kinds, and was even more powerful, firing a&lt;br /&gt;heavier and longer cartridge with a larger charge. In addition, this weapon&lt;br /&gt;could be mounted on stationary emplacements to act as anti-tank weapons, and&lt;br /&gt;was dubbed the Pak 43. It utilized the recoil operation to eject the spent&lt;br /&gt;shell from the breech block, where the crew would then insert a new shell&lt;br /&gt;into the back.&lt;br /&gt;&lt;br /&gt;The Pak 43 could be mounted on various armored chassis such as the&lt;br /&gt;Jagdpanther and the Nashorn which acted as mobile tank-destroyers, as well as&lt;br /&gt;a wheeled carriage or stationary emplacement with personal blast shields.&lt;br /&gt;They were highly effective against up to 200mm of armor and could also double&lt;br /&gt;as artillery pieces. They were used throughout the war until 1945 when the&lt;br /&gt;war ended.&lt;br /&gt;&lt;br /&gt;---------------------&lt;br /&gt; The Pak 43 in CoD3&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;Yet another singleplayer exclusive, the Pak 43 appears useable only briefly&lt;br /&gt;in the campaign before being destroyed by German Tiger tanks. Use it to take&lt;br /&gt;out masses of infantry or against armored SdKfz cars and tanks. It has a&lt;br /&gt;similar aiming system to the Granatenwerfer where both sticks have to be&lt;br /&gt;rotated to operate the weapon. After you stop rotating the stick, the weapon&lt;br /&gt;will still continue to move for a brief moment before stopping, so make sure&lt;br /&gt;you stop just before you reach your desired target.&lt;br /&gt;&lt;br /&gt;The exact point of impact is indicated by a T crosshair instead of any sort&lt;br /&gt;of iron sights, but this is more useful than having to guess where your shots&lt;br /&gt;will land like the Granatenwerfer. Since a Pak 43 projectile will not be&lt;br /&gt;affected by gravity, it is not necessary to aim above your target, as it will&lt;br /&gt;hit exactly where you aim regardless of distance. You will need to track a&lt;br /&gt;targets movement, though, depending on their range.&lt;br /&gt;&lt;br /&gt;Reloading takes about 3-4 seconds, a distinct disadvantage while enveloped in&lt;br /&gt;the chaos of the battle in which the Pak 43 is used. While it is a powerful&lt;br /&gt;anti-tank and armored car weapon, on higher difficulties it may be a better&lt;br /&gt;idea to use the bazookas placed closely at your side rather than the Pak, as&lt;br /&gt;you are able to stay mobile and take cover. Overall, you should enjoy using&lt;br /&gt;the Pak 43 for the brief moment that you are permitted to use it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.4 – Sherman&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        M4A3 Medium Tank&lt;br /&gt;Armaments:                          75mm main cannon, M1919 .30cal coaxial,&lt;br /&gt;            Browning .50cal hatch gun&lt;br /&gt;Powerplant:                         Ford GAA V-8&lt;br /&gt;Top Speed:                          26 mph (42 kph)&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt; History of the Sherman&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;The Sherman medium battle tank was designed at the close of the WW1-era tank&lt;br /&gt;traditions, based off of older M2 and M3 models. Tanks were previously used&lt;br /&gt;on the battlefield to provide heavy support fire for the troops advancing&lt;br /&gt;through the trenches. Apart from a basic "point A to point B" aspect, a WW1&lt;br /&gt;tank's main priority was not maneuverability or speed.&lt;br /&gt;&lt;br /&gt;With the outbreak of WW2 in 1939, however, the world became aware of what&lt;br /&gt;German Panzer tanks were capable of, combining speed, power, and&lt;br /&gt;maneuverability to match the German Blitzkrieg tactic. It was the birth of a&lt;br /&gt;new era of tanks, and in 1940, the American M4 medium tank, or "Sherman"&lt;br /&gt;after General William T. Sherman, rolled off the assembly lines. It consisted&lt;br /&gt;a number of admirable features. It was fitted with the new Ford GAA 400-&lt;br /&gt;horsepower engine (originally designed for aircraft) with a 12-cylinder&lt;br /&gt;design, up to 70mm of armor, a powerful 75mm main cannon as well as .30 and&lt;br /&gt;.50 cal coaxial guns, and a top speed of 26 mph. With these implications, the&lt;br /&gt;Sherman was considered an even match for German Panzer tanks. However, the&lt;br /&gt;Sherman could not hold its own against Panther and Tiger tanks later in the&lt;br /&gt;war. It is calculated that a squad of at least four Shermans was a fair fight&lt;br /&gt;against just one Tiger I tank.&lt;br /&gt;&lt;br /&gt;The M4A3 saw extensive use in WW2, fighting in the newly established tank&lt;br /&gt;warfare alongside the infantry. It was in ways the iron fist of the American&lt;br /&gt;ground forces in the second Great War, and was manufactured in all different&lt;br /&gt;shapes, sizes, and variants, outclassing the Stuart tank in most combat&lt;br /&gt;situations. Models left the assembly area with all kinds of tweaks and&lt;br /&gt;adjustments, such as the "Dozer" Shreman (a Sherman fitted with a bulldozer&lt;br /&gt;blade for clearing obstacles and debris), 150mm Howitzer mobile artillery&lt;br /&gt;models, enhanced armor variants, "tank destroyer" 90mm units, and "Kangaroo"&lt;br /&gt;armored personnel carriers, to name a few. The Sherman served from its&lt;br /&gt;production date in 1940 up until the early 1970s.&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; The Sherman in CoD3&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;With the addition of tank combat in CoD3 multiplayer, players should be&lt;br /&gt;familiar with the tank and its proven capabilities on the battlefield. The&lt;br /&gt;Sherman tank is basically a mobile weapon system, armed with a large main&lt;br /&gt;cannon, a stationary .30 caliber machinegun mounted in the turret, and a&lt;br /&gt;Browning .50 caliber heavy machinegun mounted on an independent axis on the&lt;br /&gt;roof. The pilot of the vehicle is in control of the 75mm cannon and the .30&lt;br /&gt;cal, as well as all movement. The tank gunner is posted on the roof and&lt;br /&gt;provides 360 degree coverage with the .50.&lt;br /&gt;&lt;br /&gt;Moving a tank is similar to moving a character. The left analog stick&lt;br /&gt;controls your direction, and the right analog stick controls the turret. The&lt;br /&gt;movement of the tank is relevant to the turret, not the direction in which&lt;br /&gt;the tank is facing, so it is possible to use only the 'forward' control&lt;br /&gt;coupled with the right analog stick to turn and maneuver the tank.&lt;br /&gt;&lt;br /&gt;The main 75mm cannon is capable of firing one round before automatically&lt;br /&gt;reloading. A reload takes about three seconds, a distinct disadvantage on the&lt;br /&gt;field. When used against enemy tanks, the 75mm will take 2-3 rounds to&lt;br /&gt;effectively disable the vehicle when aimed at the front, sides, and turret,&lt;br /&gt;or 1-2 rounds if aimed at the tank's rear. The shell is pinpoint accurate,&lt;br /&gt;and will not loose velocity or trajectory for up to 200 meters. It is&lt;br /&gt;important to take advantage of the .30 caliber machinegun in the turret to&lt;br /&gt;suppress enemy infantry while not using the main gun. Be sure to fire in&lt;br /&gt;controlled bursts to avoid overheating.&lt;br /&gt;&lt;br /&gt;The gunner on the top of the tank is responsible for the use of the .50&lt;br /&gt;caliber anti-infantry gun, capable of rotating a full 360 degrees and a rate&lt;br /&gt;of 1200 rounds per minute. The role of this gunner is very important to the&lt;br /&gt;survival of the tank, as the cumbersome vehicle is easily susceptible to&lt;br /&gt;anti-armor weapons and infantry that could climb onto the tank and disable it&lt;br /&gt;with a grenade. A gunner's main threat is enemy snipers.&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.5 – Panzer&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Panzerkampfwagen IV&lt;br /&gt;Armaments:                          75mm main cannon, MG34 coaxial, MG42&lt;br /&gt;                        hatch gun (optional)&lt;br /&gt;&lt;br /&gt;Powerplant:                         Maybach HL-120 TRM&lt;br /&gt;Top speed:                          25 mph (40 kph)&lt;br /&gt;&lt;br /&gt;------------------------&lt;br /&gt; History of the Panzer&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;An improvement over previous WW1-era Panzer models, the Panzer IV was&lt;br /&gt;designed by Heinz Guderian and entered service in October 1937. It was&lt;br /&gt;produced at the same time as its cousin, the Panzer III counter-tank,&lt;br /&gt;designed to combat other armored vehicles on the battlefield, while the&lt;br /&gt;Panzer IV was committed to infantry. While it still used an outdated leaf-&lt;br /&gt;spring track suspension as opposed to the newly-developed torsion bar&lt;br /&gt;suspension, it still proved to be an excellent and effective tank.&lt;br /&gt;&lt;br /&gt;Since the Panzer was not intended to combat other tanks on the field, it was&lt;br /&gt;originally manufactured with the German L24 75mm cannon, a weapon with low&lt;br /&gt;penetration and accuracy. Later, however, it was reconfigured in 1939 and&lt;br /&gt;fitted with the L48 cannon, firing the same 75mm round but at much greater&lt;br /&gt;speeds and power due to the greatly increased barrel length. It was with this&lt;br /&gt;cannon that the German Panzer IV was able to effectively engage enemy armor&lt;br /&gt;in WW2. The only tank capable of besting the Panzer was the powerful Russian&lt;br /&gt;T-34 encountered in 1941, and became the basis for the German Panther tank of&lt;br /&gt;1942. Even with the production of the terrifying Tiger I tank, though, the&lt;br /&gt;Panzer IV remained in great supply throughout the entire war, becoming the&lt;br /&gt;platform for most of Germany's mobile armor and artillery variants.&lt;br /&gt;&lt;br /&gt;During the war, a total of 9,000 Panzer IV variants were produced, the most&lt;br /&gt;of any German tank during this time period. They were used in all theatres of&lt;br /&gt;the war, from North Africa to Moscow, and became a symbol of power and fear&lt;br /&gt;within the Allies' ranks.&lt;br /&gt;---------------------&lt;br /&gt; The Panzer in CoD3&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;The German counterpart to the Allied Sherman tank, the Panzer is also&lt;br /&gt;encountered in multiplayer mode and fully operable by the player. Except for&lt;br /&gt;visuals, the Panzer is identical to the Sherman in literally all aspects. It&lt;br /&gt;is armed with a main 75mm gun, an MG34 coaxial machine gun, and oddly, an&lt;br /&gt;American Browning .50 caliber M2, instead of a German MG42. For further&lt;br /&gt;information on the tank's weapons and performance, see 9.4.&lt;br /&gt;&lt;br /&gt;The only advantage a Panzer might have over a Sherman is its slightly smaller&lt;br /&gt;silhouette. A Sherman is actually larger and bulkier than a German Panzer&lt;br /&gt;tank, so out of two tank operators on equal playing fields, the one round&lt;br /&gt;that the Sherman might miss could guarantee victory for the Panzer.&lt;br /&gt;&lt;br /&gt;As always, tank operators should be wary of enemy infantry at all times, as&lt;br /&gt;an Anti-Armor soldier could easily destroy a tank with just one rocket to the&lt;br /&gt;rear. Equally, soldiers that possess grenades are capable of climbing onto a&lt;br /&gt;tank's unguarded flank and dropping a grenade down the hatch, spelling&lt;br /&gt;certain death for the operator. A tank should always follow friendly infantry&lt;br /&gt;into combat, and not the other way around, so that either group can&lt;br /&gt;effectively carry out their job.&lt;br /&gt;:===========================================================================:&lt;br /&gt; 9.6 - Firefly&lt;br /&gt;:===========================================================================:&lt;br /&gt;&lt;br /&gt;Designation:                        Sherman VC-I&lt;br /&gt;Armaments:                          76.2mm high velocity main cannon, M1919&lt;br /&gt;                                .30cal coaxial, Browning .50cal hatch gun&lt;br /&gt;Powerplant:                         Ford GAA V-8&lt;br /&gt;Top speed:                          26 mph (42 kph)&lt;br /&gt;&lt;br /&gt;-------------------------&lt;br /&gt; History of the Firefly&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;With the beginning of the Battle of Britain in 1940, one of Great Britain's&lt;br /&gt;main problems was its lack of weapons to deal with the Nazi threat. Troops&lt;br /&gt;armed with Lee-Enfield rifles were no match for German troops with MP40 SMGs&lt;br /&gt;and the MG34 GPMG. The only tanks that the army had were outdated WW1 models.&lt;br /&gt;While designs for new vehicles and weapons went underway, the immediate&lt;br /&gt;problem could not be avoided. For much of the beginning of the war, Great&lt;br /&gt;Britain relied on American oversea shipment for most of their armaments, such&lt;br /&gt;as Thompson submachine guns and the powerful Sherman battle tank.&lt;br /&gt;&lt;br /&gt;After much combat experience with the American tank, it was determined that&lt;br /&gt;the 75mm main cannon was ineffective against German heavy armor, so plans&lt;br /&gt;went underway to re-equip the vehicle with the newly developed 17-pounder&lt;br /&gt;(76.2mm High Velocity) British shell in 1944. By this time, however, the&lt;br /&gt;British had introduced the Challenger tank, using this same cannon, so the&lt;br /&gt;Sherman became something close to a back-up plan. Fitted with an extended&lt;br /&gt;barrel to aid accuracy and muzzle velocity and the 17-pounder, the revised&lt;br /&gt;Sherman was designated the VC-1, or the "Firefly" due to the bright muzzle&lt;br /&gt;flash.&lt;br /&gt;&lt;br /&gt;In turn, the Polish and Canadian tank forces received shipments of the VC-1&lt;br /&gt;from Great Britain. Coupled with infantry support, squads of Firefly crews&lt;br /&gt;were ale to effectively engage German Panther and Tiger tanks head on- and&lt;br /&gt;win. The 76.2mm was capable of penetrating over 200mm of armor at ranges&lt;br /&gt;within 1000 meters, making it a fearful match for the German 88mm cannons.&lt;br /&gt;&lt;br /&gt;----------------------&lt;br /&gt; The Firefly in CoD3&lt;br /&gt;----------------------&lt;br /&gt;&lt;br /&gt;Only used in the Polish campaign, the Firefly tank is restricted to only a&lt;br /&gt;few levels of the single player mode. Tank combat in the campaign differs&lt;br /&gt;slightly from multiplayer mode. First of all, the main cannon's rate of fire&lt;br /&gt;is noticeably faster, and there is no .50 caliber MG mounted on the top of&lt;br /&gt;the turret. You can, however, still use your coaxial .30 caliber in the hull&lt;br /&gt;with the left bumper.&lt;br /&gt;&lt;br /&gt;Second and most crucial, there is no health system. Huzzah! It is just like&lt;br /&gt;controlling a soldier in that your health recharges after a few seconds. All&lt;br /&gt;you really have to worry about is taking fire from enemy tanks and the&lt;br /&gt;dreaded Panzerfaust. Other than that, small arms and machine gun fire will&lt;br /&gt;have close to no effect on the tank.&lt;br /&gt;&lt;br /&gt;You will encounter a few varieties of German tanks during the Polish&lt;br /&gt;campaign, Panthers and Tigers mostly. Panthers will take anywhere from 2-3&lt;br /&gt;(or 1 in the rear) blows from the main cannon to disable, while Tigers may&lt;br /&gt;take as many as 4-5 rounds in the front or maybe 2 in the rear. Try to engage&lt;br /&gt;these enemies at long range and stay mobile before they can close the gap and&lt;br /&gt;surround you. While this array of German armor is no pushover, these machines&lt;br /&gt;are dwarfed by the "King Tiger," the war horse that enjoys violent romps&lt;br /&gt;through the neighborhood and blowing the hell out of you and your tank squad-&lt;br /&gt;if you get in its way. Even the high-velocity 76.2mm cannon has no effect on&lt;br /&gt;the tank's front and side armor, and it will proceed to harass you with its&lt;br /&gt;88mm 'magnum.' Your only chances of knocking down this beast is by circling&lt;br /&gt;around it and hitting it in its fuel canisters enough times to disable it&lt;br /&gt;before it is able to bring its gun to bear.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;=========================the end==============================&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Call of Duty 3: Weapons FAQ by DeathDealer259&lt;br /&gt;Version 1.1, Last Updated 2007-02-02 View/Download Original File&lt;br /&gt;Return to Call of Duty 3 (XBOX) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-1196207731848525931?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/1196207731848525931/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=1196207731848525931&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1196207731848525931'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1196207731848525931'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/call-of-duty-3-weaponsxbox-faq.html' title='Call of Duty 3: Weapons(xbox) FAQ /walkthrough'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-1868914902519317149</id><published>2008-09-03T23:46:00.000-07:00</published><updated>2008-09-03T23:58:16.446-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='xbox'/><title type='text'>Call of Duty 2: Big Red One: (xbox)FAQ/Walkthrough</title><content type='html'>Call of Duty 2: Big Red One: (xbox)FAQ/Walkthrough&lt;br /&gt;===================================================&lt;br /&gt; &lt;br /&gt;===================                                      &lt;br /&gt;= C O N T E N T S =&lt;br /&gt;===================&lt;br /&gt;&lt;br /&gt;____________&lt;br /&gt;\ 1 / GAME /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;2A – Story&lt;br /&gt;2B – Characters&lt;br /&gt;2C - Controls&lt;br /&gt;___________________&lt;br /&gt;\ 2 / WALKTHROUGH /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;3A – Prologue: We’ve Been Through Worse&lt;br /&gt;3B – Chapter 1: Baptism By Fire&lt;br /&gt;3C – Chapter 2: Tankers&lt;br /&gt;3D – Chapter 3: The Desert Fox&lt;br /&gt;3E – Chapter 4: Counterattack&lt;br /&gt;3F – Chapter 5: Liberators&lt;br /&gt;3G – Chapter 6: Operation Husky&lt;br /&gt;3H – Chapter 7: Piano Lupo&lt;br /&gt;3I – Chapter 8: Farewell To Friends&lt;br /&gt;3J – Chapter 9: The Great Crusade&lt;br /&gt;3K – Chapter 10: An Easy Detail&lt;br /&gt;3L – Chapter 11: Crucifix Hill&lt;br /&gt;3M – Chapter 12: The Last Train&lt;br /&gt;3N – Chapter 13: The Dragon’s Teeth&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;.&lt;br /&gt;&lt;br /&gt;===============&lt;br /&gt;= 1 = G A M E =&lt;br /&gt;===============&lt;br /&gt; ___&lt;br /&gt;/_2_\________&lt;br /&gt;\ A / STORY /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;Big Red One is all about a legendary American army division. A part of the &lt;br /&gt;American army that got appointed the most dangerous and most important &lt;br /&gt;missions during the course of the Second World War. The game will take you &lt;br /&gt;along familiar and unknown locations where these soldiers, recognizable by the &lt;br /&gt;big red one on their uniform, fought there battles to liberate Europe.&lt;br /&gt; ___&lt;br /&gt;/_2_\_____________&lt;br /&gt;\ B / CHARACTERS /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;[DENLEY]&lt;br /&gt;Victor ‘Vic’ Denley grew up in small town Texas. He wasn’t much in school, but &lt;br /&gt;he made a hell of a linebacker. He enlisted when he turned eighteen with the &lt;br /&gt;full intention of “tearin’ off Hitler’s mustache and shovin’ it up his...”&lt;br /&gt;&lt;br /&gt;[BLOOMFIELD]&lt;br /&gt;Despite his nickname, Alvin ‘Brooklyn’ Bloomfield was raised in the Bronx, the &lt;br /&gt;youngest of a large Jewish family. A huge baseball fan, he would skip school &lt;br /&gt;whenever possible to watch his idol Joe DiMaggio play ball.&lt;br /&gt;&lt;br /&gt;[KELLY]&lt;br /&gt;Originally from Connecticut, Stephen Kelly led an affluent life as the only &lt;br /&gt;child of a respected surgeon. Graduating at the top of his class, he studied &lt;br /&gt;English and French literature at Yale before being drafted.&lt;br /&gt;&lt;br /&gt;[HAWKINS]&lt;br /&gt;Raised in Duluth, Minnesota, Glenn ‘Hawk’ Hawkins supported his family after &lt;br /&gt;his father left for work one morning and never returned. He has a stoic &lt;br /&gt;demeanor with an occasional dry wit which helps him bond with his men.&lt;br /&gt;&lt;br /&gt;[SMITH]&lt;br /&gt;John Jackson ‘Schmitty’ Smith grew up in Cleveland and was never happy unless &lt;br /&gt;he was fixing a piece of machinery. Long before the war in Europe, he was &lt;br /&gt;stationed as a mechanic in an Artillery Division for several years.&lt;br /&gt;&lt;br /&gt;[CASTILLO]&lt;br /&gt;Miles ‘Manny’ Castillo is from Sacramento, California. He attended public &lt;br /&gt;school where he sat on the bench of the JV basketball team. He didn’t mind not &lt;br /&gt;playing, as he was just happy to be wearing the uniform.&lt;br /&gt;&lt;br /&gt;[DELANEY]&lt;br /&gt;Originally from Chicago, Norman Delaney was a born leader. His father, a &lt;br /&gt;decorated WWI Lieutenant, encouraged him to attend West Point, where he &lt;br /&gt;excelled and became obsessed with the tactics of war.&lt;br /&gt; ___&lt;br /&gt;/_2_\___________&lt;br /&gt;\ C / CONTROLS /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;Below are all the buttons for the Xbox controller. It’s possible that &lt;br /&gt;not all buttons have a function by default in the game! These are the default &lt;br /&gt;settings, it’s a possibility that they can be adjusted to your own liking! &lt;br /&gt;Check the manual or the menus to find out how.&lt;br /&gt;&lt;br /&gt;ARROWS:&lt;br /&gt;Up                               - Switch weapon&lt;br /&gt;Down                             - Switch weapon&lt;br /&gt;Left                             - Lean left&lt;br /&gt;Right                            - Lean right&lt;br /&gt;&lt;br /&gt;SYMBOLS:&lt;br /&gt;Y                                - Higher body position/jump&lt;br /&gt;A                                - Weapon melee&lt;br /&gt;X                                - Toss grenade&lt;br /&gt;B                                - Lower body position&lt;br /&gt;&lt;br /&gt;TRIGGERS:&lt;br /&gt;Left                             - Precision aiming&lt;br /&gt;Right                            - Fire&lt;br /&gt;&lt;br /&gt;STICK:&lt;br /&gt;Press Left                       - NOT USED&lt;br /&gt;Left Analog                      - Move character&lt;br /&gt;Press Right                      - NOT USED&lt;br /&gt;Right Analog                     - Move crosshair&lt;br /&gt;&lt;br /&gt;FUNCTION:&lt;br /&gt;Start                            - Pause menu&lt;br /&gt;Back                             - Mission objectives&lt;br /&gt;White                            - Reload&lt;br /&gt;Black                            - Interact&lt;br /&gt;&lt;br /&gt;=============================&lt;br /&gt;= 2 = W A L K T H R O U G H =&lt;br /&gt;=============================&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________________________&lt;br /&gt;\ A / PROLOGUE: WE’VE BEEN THROUGH WORSE /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;Listen to the conversation of your colleagues, later it will be explained what &lt;br /&gt;the mission will be all about. As soon as you reach the checkpoint you can &lt;br /&gt;also move next to looking around, after which you follow the running soldier &lt;br /&gt;along the main road. You’ll have no opposition until you reach the vehicles. A &lt;br /&gt;tank will come up from the right, so stay behind cover until it gets destroyed &lt;br /&gt;and then follow your team mates to the building in the outer corner to go &lt;br /&gt;inside there. Follow the route through the building and let you partner kick &lt;br /&gt;in the door, then you can continue. When upstairs the wall will be blown to &lt;br /&gt;bits, so duck down and take cover behind the now lower wall. Defend this area &lt;br /&gt;by shooting all the enemies walking around downstairs, they will be &lt;br /&gt;replenished every now and then. If you walk through the building a bit and &lt;br /&gt;switch positions you’ll get another goal after a while. Pick up the health if &lt;br /&gt;you need it and head to the right and out of the building. Hide behind the &lt;br /&gt;tank while it moves towards the enemy, but stay where you are when it heads &lt;br /&gt;right because it will explode only moments later.&lt;br /&gt;&lt;br /&gt;So keep going straight and enter the basement where your team also enters the &lt;br /&gt;house. Head out on the other side, where you need to take care of the enemies &lt;br /&gt;on the higher floors of the houses on the other side of the water. Follow the &lt;br /&gt;route along the water until someone mentions you should stop for now. A team &lt;br /&gt;mate will give a signal when it is okay to run again, so run along with the &lt;br /&gt;rest when that happens. Ahead there are some more tanks which are on your side &lt;br /&gt;and they will start moving when you approach them. Stat with them to take &lt;br /&gt;shelter behind them and look for cover behind the debris or next to the houses &lt;br /&gt;when you go around the corner to the right. Ahead is an enemy tank. It doesn’t &lt;br /&gt;move but it can still shoot. Take care of the other enemies while your team &lt;br /&gt;tries to blow up the tank by climbing on it. They will fail, after which it is &lt;br /&gt;your task to finish their job. Move to the right to enter a building and use &lt;br /&gt;the debris to get to the top floor.&lt;br /&gt;&lt;br /&gt;On the other side of that floor is a mounted machinegun, use it to get rid of &lt;br /&gt;the enemies around the Flak canon and to take out the weapon itself. After &lt;br /&gt;that a door will open to the right of the machinegun, it enables you to use a &lt;br /&gt;stairs to go down and to move along the water to the east. Be brave and cross &lt;br /&gt;the bridge right away to get to the enemy tank. Quickly place the explosive on &lt;br /&gt;the side of the tank using the black button and return to where you came from &lt;br /&gt;to take cover. Run past the tank after it explodes and take shelter inside the &lt;br /&gt;broken down building right in front of you where your team mates are also &lt;br /&gt;hiding. Sit down next to the opening in the eastern wall and try to take cover &lt;br /&gt;as well as possible while the smoke grenade is wearing off. Your objectives &lt;br /&gt;will change and you’ll have to defend this area. From the east multiple &lt;br /&gt;enemies will come and you have to shoot them down. Try to take care of the &lt;br /&gt;enemies heading for cover behind the lower wall first before they get a chance &lt;br /&gt;to do so and then take out the rest. Eventually you’ll fall to the ground &lt;br /&gt;injured, don’t worry because it is supposed to happen and it means it’s the &lt;br /&gt;end of the level.&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________________&lt;br /&gt;\ B / CHAPTER 1: BAPTISM BY FIRE /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;Everyone is having a conversation when the guy behind the on board weapon gets &lt;br /&gt;shot through the head. You’ll automatically take his place, so you’ll get &lt;br /&gt;control over the heavy weaponry. First aim at the roofed shelter directly next &lt;br /&gt;to the road, if every enemy there is taken down you can work your way to the &lt;br /&gt;left where the enemies come from. Try to take them out quickly, because not &lt;br /&gt;much later you will start to move and the enemies will come closer. Ahead you &lt;br /&gt;will drive along the flat rock on your left, enemies will appear on it and you &lt;br /&gt;can take them out easily. Harder are the enemies hiding between the buildings &lt;br /&gt;ahead. Look where the bullets come from and shoot back in that direction. Keep &lt;br /&gt;doing this along the entire route until you get to a fence guarded by two &lt;br /&gt;towers. The right one will be automatically taken out, so focus your attention &lt;br /&gt;on the left tower to take out the guy with the rocket launcher. As soon as you &lt;br /&gt;bumped through the fence you can get out of the vehicle and pick up some &lt;br /&gt;health. Regroup at the door where the rest of the team is already waiting. The &lt;br /&gt;door will be kicked open and the enemies inside will attack you. Shoot a &lt;br /&gt;couple of guys from the opening of the door, then move to the crates in the &lt;br /&gt;middle and take out the rest that comes in later.&lt;br /&gt;&lt;br /&gt;Leave the room on the other side and enter another building immediately to the &lt;br /&gt;left. Wait for your men to continue through the room, clear it and head out on &lt;br /&gt;the other side. The door on the left at then end of the hallway will get &lt;br /&gt;kicked in, after which you have to shoot enemies on the left in the room and &lt;br /&gt;straight ahead in the hallway. A door gets opened at the end of that hallway, &lt;br /&gt;head out there and watch out for enemies hiding behind the tables on the right &lt;br /&gt;and further back at the windows. In the little room on the side on the left &lt;br /&gt;are a lot of items, including grenades and health. When you move through this &lt;br /&gt;room you’ll end up outside, where you’ll meet a colleague behind the fence on &lt;br /&gt;the left and the door next to him is opened. Shoot two guys inside, head up &lt;br /&gt;the stairs and walk to the opening of the door on the right to reach the &lt;br /&gt;hangar itself. Shoot as many enemies as possible from the safety of the door, &lt;br /&gt;which enables your team to move further step by step. As soon as it calms down &lt;br /&gt;you can turn around and head up the stairs next to the shelter, so that you &lt;br /&gt;can reach the other side of the hangar using the walkways.&lt;br /&gt;&lt;br /&gt;Take care of the opponents around the office on that other side and enter it &lt;br /&gt;to pick up health and grenades from the desk. Go left through the storage room &lt;br /&gt;and when you get to the short walkway you’ll see your team below you, help &lt;br /&gt;them to take out the enemies there and walk through the next room to another &lt;br /&gt;hangar. Do the same thing as in the previous one by first taking out the &lt;br /&gt;enemies you can see and the moving to the other side by the overhanging &lt;br /&gt;walkway. Descend to the lowest floor from there and follow the team outside &lt;br /&gt;while they run there and get shot at by a crossing plane once. The door of the &lt;br /&gt;next room gets kicked open, so walk inside and take out two men near the &lt;br /&gt;fences. Then follow the route to the opening of the door directly connected to &lt;br /&gt;the hangar. Shoot who you can see through the window and work your way to the &lt;br /&gt;other side using the obstacles in the room. First make sure that the lower &lt;br /&gt;rooms are empty, then head up the stairs and through an office to a door that &lt;br /&gt;gets opened for you. There is quite a lot of smoke here, but just follow the &lt;br /&gt;walkways and rooms to the next door that needs kicking to open and gives you &lt;br /&gt;direct access to the next hangar.&lt;br /&gt;&lt;br /&gt;Take care of the first batch of enemies, after a short while two armored &lt;br /&gt;vehicles on your side will enter the hangar. Help them with taking out the &lt;br /&gt;enemies that appear on the other side, you can’t reach their positions both &lt;br /&gt;upstairs and downstairs. A little later one of the soldiers will open the &lt;br /&gt;hangar doors so that the armored cars can exit again. Don’t go after them &lt;br /&gt;until you’re ordered to do so, otherwise you’ll die and the hangar will not &lt;br /&gt;get cleared. When going outside, run along the vehicles in one straight sprint &lt;br /&gt;towards the corner with the bushes. Look around the corner to shoot down the &lt;br /&gt;men on the southern tower, then move through the crates to the north. You’ll &lt;br /&gt;run into a couple of enemies and eventually come to a door that gets opened in &lt;br /&gt;the east. Walk through the room and first take out the enemy with the fast &lt;br /&gt;weapon on top of the rear car in the room with the parked armored vehicles. &lt;br /&gt;Use grenades to also take out the rest of the enemies and head outside on the &lt;br /&gt;other side. Turn around and head up the ramp so that the next door will be &lt;br /&gt;opened for you. Shoot the enemies inside and get a team member to open a door &lt;br /&gt;at the end of the hall.&lt;br /&gt;&lt;br /&gt;Continue a little and first take out everyone on the right before heading over &lt;br /&gt;to the left. Climb the stairs or throw a grenade up there to secure that &lt;br /&gt;floor, after which you’ll get the objective to take out two Flak canons in the &lt;br /&gt;surrounding area. Walk outside and to the side of the balcony where you have a &lt;br /&gt;clear view at both canons. Use the left trigger to get a better view of where &lt;br /&gt;the enemies are and shoot them off the canon or throw a grenade if you want &lt;br /&gt;to. Your objectives get updated every time you kill someone, a Falk canon is &lt;br /&gt;useless when all the people around it are defeated and it doesn’t fire any &lt;br /&gt;more. Make sure that’s the case with both canons so that your goal is &lt;br /&gt;completed. Head back down and to the left at the bottom of the stairs and &lt;br /&gt;outside through the next room. Run across the square and get into the Flak &lt;br /&gt;canon yourself. You’ll have to shoot down five Stuka airplanes flying around &lt;br /&gt;here with this canon. There are more airplanes flying around, including &lt;br /&gt;American ones. The Stukas are the ones that make dives toward you and your &lt;br /&gt;canon while shooting at you, but that’s also the moment they’re the easiest to &lt;br /&gt;hit. Use your compass to see from which side they’ll make their dive. As soon &lt;br /&gt;as five go down some other ones will make a final attack. Take them down as &lt;br /&gt;well until the coast is clear, then report to the sergeant.&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________&lt;br /&gt;\ C / CHAPTER 2: TANKERS /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;You’ll start out this level in a tank, you control the driving part with the &lt;br /&gt;left stick and the turret with the right. Follow the other vehicles until you &lt;br /&gt;reach an area with buildings, an enemy tank will come from the left &lt;br /&gt;immediately. Take it out quickly and also the other one further down the &lt;br /&gt;route. Stay behind the other tanks and follow them while paying attention to &lt;br /&gt;the goals on your compass. In a valley further ahead you’ll be shot at by &lt;br /&gt;enemies with rocket launchers, if you seen them you have to take them out as &lt;br /&gt;fast as possible. Other enemies aren’t all that dangerous, so you don’t have &lt;br /&gt;to pay attention to them. When going around the corner to the right there will &lt;br /&gt;be two tanks on your route, try to see just enough around the hill to be able &lt;br /&gt;to hit them and drive past them when they’re destroyed. You’ll drive into a &lt;br /&gt;village with a couple of men running around, but a friendly tank also gets &lt;br /&gt;blown up there. On your radar the location of a tower appear, so look in that &lt;br /&gt;direction and shoot it down. A new goal will appear on your radar, a canon on &lt;br /&gt;the left side. Past the buildings in the middle is another enemy tank, watch &lt;br /&gt;out for it. When you continue south just a little four more tanks will come &lt;br /&gt;your way.&lt;br /&gt;&lt;br /&gt;Shoot them to bits as soon as they appear, your team will help a little. &lt;br /&gt;Follow the route further between the mountains and you’ll reach an enemy &lt;br /&gt;outpost. Watch where the goals appear and take out the car that takes off with &lt;br /&gt;a well aimed shot, then take care of the hostile tank and destroy what you &lt;br /&gt;need to hit to get a new location on your compass. Continue with your team &lt;br /&gt;through the small mountain pass and stay behind when you reach the and of it, &lt;br /&gt;you can see the enemy tanks from the distance and fire at them. There are at &lt;br /&gt;least three tanks and when they’re destroyed you also need to take out the &lt;br /&gt;canon in the middle of the large pit. Drive along with your team to bend off &lt;br /&gt;to the west, where more tanks will show up. There are at least four and in &lt;br /&gt;between them is another canon you need to take out. Try to hide behind the &lt;br /&gt;hills a little and stay behind to avoid shots coming your way. Follow the team &lt;br /&gt;to the southeast, where two more tanks appear that you just need to destroy. &lt;br /&gt;Ahead there’s a canon on top of the hill to the left of the barricaded route &lt;br /&gt;and it’s the last one you need to destroy. Take some distance and place your &lt;br /&gt;tank on a hill to get the best view on this weapon and to be able to take it &lt;br /&gt;out with a good shot. After some radio contact the enemy outpost will be &lt;br /&gt;bombed and you’re done here.&lt;br /&gt; ___&lt;br /&gt;/_1_\____________________________&lt;br /&gt;\ D / CHAPTER 3: THE DESERT FOX /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;The ride on the back the terrain vehicle starts out calmly while the men in &lt;br /&gt;the front are talking, but after noticing enemy tanks things get more rough. &lt;br /&gt;As soon as you get out you need to approach the parked armored vehicle and &lt;br /&gt;press the black button to take place behind the on board canon. Use this &lt;br /&gt;weapon to destroy the tanks that come driving over the hill. Choose one and &lt;br /&gt;completely destroy it before you start shooting at another one. After &lt;br /&gt;destroying quite a lot of tanks you’ll be shot out of the vehicle and the &lt;br /&gt;canon is broken down, which makes you obligated to take cover. Do that at the &lt;br /&gt;indicated location, in a foxhole. Shoot down the enemies that come at you from &lt;br /&gt;two sides and keep them away from you. A little later the location where you &lt;br /&gt;need to be switches to another foxhole more to the right, there’s a machinegun &lt;br /&gt;there that you need to mount. Ignore the tanks and look at your radar where &lt;br /&gt;the enemy infantry is coming from, look in that direction and mow them down.&lt;br /&gt;&lt;br /&gt;Just before the enemy tanks come too close, reinforcements will arrive to take &lt;br /&gt;them out. Take care of the remaining enemies, after which you have to talk to &lt;br /&gt;your superiors at the indicated location. Two men will run in front of you, &lt;br /&gt;follow them to meet more men a bit ahead. Soldier Denley will continue &lt;br /&gt;running, so just run after him into the mountains. On the small route up the &lt;br /&gt;hills you’ll encounter multiple enemies, especially between the ruins when &lt;br /&gt;going to the west and continuing to a northern gate. Follow your team through &lt;br /&gt;the rocky area and take out the enemies that are hiding there. Eventually &lt;br /&gt;you’ll come to a tunnel through the rocks, which is guarded on the other end &lt;br /&gt;of it by a machinegun. Use your M1 Garand to take out the guy that’s operating &lt;br /&gt;it and also take out any replacements that might start using it. Descend down &lt;br /&gt;the path and eventually you’ll come to the indicated location with a German &lt;br /&gt;rocket launcher. Pick it up and use it against the tanks located below. You’ll &lt;br /&gt;have to refill your ammunition every now and then, but at this spot it’s &lt;br /&gt;unlimited.&lt;br /&gt;&lt;br /&gt;When the three tanks are taken out a faster armored vehicle will head your &lt;br /&gt;way, but it will stop eventually because a fence it blocking it. Use the &lt;br /&gt;rocket launcher to take out this car as well and then switch back to your &lt;br /&gt;normal weapon. Head down more and you’ll see a car from your side crash and &lt;br /&gt;both men on board will die because of a sniper. Pick up the sniper rifle from &lt;br /&gt;the guy who died very close to you and use it to find and shoot the sniper on &lt;br /&gt;the rocks to the left of the destroyed enemy tanks through his head. On the &lt;br /&gt;hill to the right of those tanks is the second sniper, located behind the &lt;br /&gt;walls of the busted walls. The third one will suddenly appear more to the left &lt;br /&gt;of where the first sniper was, just right when you look over the crashed car. &lt;br /&gt;Stay crouched whatever you do, or he’ll take you out pretty quickly. As soon &lt;br /&gt;as the snipers are down, the engineers will get to work while you need to take &lt;br /&gt;place in the crashed car to be able to operate the on board canon.&lt;br /&gt;&lt;br /&gt;Use it to mow down all the enemy troops between and to the right of the broken &lt;br /&gt;down tanks. Keep it up long enough and a second terrain vehicle with sergeant &lt;br /&gt;Hawkins in it will arrive. Approach him for an objective update, then follow &lt;br /&gt;your team into the mountains. Shoot two men behind the rocks before going up a &lt;br /&gt;stairs to get to a closed gate inside tunnel. After a short conversation the &lt;br /&gt;gate gets blown open, after which you can continue to an area with buildings. &lt;br /&gt;Take cover and look around to see where the fire is coming from, then take out &lt;br /&gt;that shooter. It’s only safe when you ream moves further, but more enemies &lt;br /&gt;will come as soon as they take cover again. Use your sniper rifle to take out &lt;br /&gt;the guy on the roof behind the machinegun and also the other enemies on that &lt;br /&gt;roof. Move along that building to the southwest, but watch out for more &lt;br /&gt;enemies. Use your sniper rifle again to take out opponents in door openings or &lt;br /&gt;at other hidden locations from afar.&lt;br /&gt;&lt;br /&gt;Move straight ahead to walk to the left of the middle house, which enables you &lt;br /&gt;to take out the man behind the machinegun from the side and use his weapon to &lt;br /&gt;take out the rest between the buildings. Move towards the goal and look out &lt;br /&gt;for enemies coming from the other street. When they are defeated you can &lt;br /&gt;follow the route through the mountains again. Get your sniper rifle and kill &lt;br /&gt;two guys behind the boxes in the outer bend as soon as they appear. At the end &lt;br /&gt;of the route you’ll come to a valley that gets deeper along the way, where on &lt;br /&gt;each platform there is a canon belonging originally to the Americans. Shoot &lt;br /&gt;everyone around it to secure the canon and only then you move to the lower &lt;br /&gt;platform. Keep to the left as much as possible near the second canon to avoid &lt;br /&gt;taking damage from the plane that comes crashing down. Continue to the left &lt;br /&gt;and look out for some lone enemies a bit up to the right around the last &lt;br /&gt;canon. Take them out and notice the air defense armored car a little lower. &lt;br /&gt;Approach it by walking around to the left and place a bomb on the front side. &lt;br /&gt;Take some distance, let the car explode and end the level at the indicated &lt;br /&gt;position.&lt;br /&gt; ___&lt;br /&gt;/_1_\___________________________&lt;br /&gt;\ E / CHAPTER 4: COUNTERATTACK /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;After the explanation of the mission two other soldiers will run away from &lt;br /&gt;here. Run after them, through the first building, across a street and quite a &lt;br /&gt;distance through a second building. In the big room on the other side the &lt;br /&gt;enemy attack will commence, so grab the BAR weapon of which a couple of pieces &lt;br /&gt;are standing ready and shoot a couple of enemies through one of the windows. &lt;br /&gt;After a while you’ll be ordered to go upstairs, so look behind you and use the &lt;br /&gt;stairs to do so. Only after you’re told can you use the mounted machinegun &lt;br /&gt;there, use to try and take out the enemies that are already in position and &lt;br /&gt;are therefore already shooting at you. You have to keep this up long enough &lt;br /&gt;until your objectives are changed. Both here upstairs and on a table down &lt;br /&gt;below is a lot of health. Return to the previous street together with two team &lt;br /&gt;mates, which you have two follow along multiple checkpoints until you go &lt;br /&gt;through a gate on the left. There are multiple enemies inside the house, take &lt;br /&gt;care of them so that your team can advance and you can follow them. Quickly &lt;br /&gt;enter the house you were shooting at, because shooting will come from the &lt;br /&gt;street to the right.&lt;br /&gt;&lt;br /&gt;Work your way through the house and take out everyone inside to secure it. On &lt;br /&gt;the other side you can shoot through the windows and door to shoot the enemies &lt;br /&gt;that keep appearing in the house now indicated on your map. When it calms &lt;br /&gt;down, run towards the door behind the low wall and enter there. Take out &lt;br /&gt;whoever is in here now and take cover at the hole in the wall. A bit later two &lt;br /&gt;men will try and reach the next building with the machinegun on the roof. Take &lt;br /&gt;it out and follow them for the first half. One of the men will get injured, &lt;br /&gt;after which a new location will be highlighted on your map. So backtrack for  &lt;br /&gt;quite a bit to that spot to find a medic there, address him with the black &lt;br /&gt;button. You need to escort him back to where you came from, he’ll hide behind &lt;br /&gt;a wooden cart. The sniper in the tower will also shoot him, look for a &lt;br /&gt;position where you have a clear view of the sniper and take him out. Where the &lt;br /&gt;medic got killed you can still find his equipment, go there to pick it up and &lt;br /&gt;then to the wounded soldier who is sitting against the wall to fix him up. &lt;br /&gt;Grab the mounted machinegun right away and keep all the enemies that appear &lt;br /&gt;away from you.&lt;br /&gt;&lt;br /&gt;After a while the building gets blown up and after that you’re told to go back &lt;br /&gt;to where the rest is taking shelter as well. A little later you’ll get the &lt;br /&gt;assignment to backtrack a lot, which enables you to take a different route &lt;br /&gt;through a small hallway with doors. Keep following your team mates and in the &lt;br /&gt;first hallway quite a lot of enemies will appear, take them out and continue &lt;br /&gt;to where they came from. Once outside you need to take care of the opponents &lt;br /&gt;on the balcony from the safety of the door, then carefully work your way to &lt;br /&gt;the southwest using all the obstacles. Turn around, head through the gate and &lt;br /&gt;take cover behind a barrel to the left while you shoot down enemies in front &lt;br /&gt;of you and on the right on the platform. As soon as this part calms down you &lt;br /&gt;can continue and take cover somewhere else so that you can shoot to the west &lt;br /&gt;easily. First take out the enemies hiding nearby and then take care of the &lt;br /&gt;ones storming down the hill while slowly advancing in that direction. Take &lt;br /&gt;cover along the buildings on that hill and look out for the machinegun while &lt;br /&gt;moving through the street further and further and descend on the other side. &lt;br /&gt;Run to the sandbag wall and hide behind it while shooting down the enemies to &lt;br /&gt;the left and in front of you one by one.&lt;br /&gt;&lt;br /&gt;Approach the two canons and blow them up one by one with enough distance in &lt;br /&gt;between. After that team mates will use the machineguns to mow down enemies at &lt;br /&gt;the bottom of the hill, help them by walking in that direction and clearing &lt;br /&gt;out the street. This is the spot where the sniper was and you got here from &lt;br /&gt;the other side. After the conversation at the indicated location enemy tanks &lt;br /&gt;will show up, so start running through the wide street away from the tank &lt;br /&gt;while it’s shooting at you. You’ll be slowed down at multiple points by enemy &lt;br /&gt;troops, you have to take them out quickly or else the tank will get to close &lt;br /&gt;to your back. Always try to stay on the inside of a bend while shooting at &lt;br /&gt;enemies, this way the tank will need for time to get you in its sight. Ahead &lt;br /&gt;there’s a bend to the left where another tank shows up from the outside of it. &lt;br /&gt;Don’t stay here to get rid of the enemies, first continue to run ahead so that &lt;br /&gt;you’re out of the new tank’s range. It gets more crowded that way, but if you &lt;br /&gt;keep moving well and stay between your team it will be perfectly doable to get &lt;br /&gt;through the last wave and reach the armored truck. Get in as the last one to &lt;br /&gt;end the mission.&lt;br /&gt; ___&lt;br /&gt;/_1_\________________________&lt;br /&gt;\ F / CHAPTER 5: LIBERATORS /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;You’ll start inside the front on board canon of bomber plane, but after the &lt;br /&gt;dialog you’ll be told to get out of it. Do this with the black button and walk &lt;br /&gt;past the risen wheel through the hold and get inside the dome turret in the &lt;br /&gt;bottom of the airplane. Later it is mentioned that an enemy transport is &lt;br /&gt;flying in front of you, so look in the direction your flying in and you’ll see &lt;br /&gt;quite a lot of airplanes you need to shoot at. Look carefully where your &lt;br /&gt;bullets are going and adjust your aim if necessary to hit the planes right. &lt;br /&gt;Keep looking around you to find targets and keep bringing them down until &lt;br /&gt;eventually your own canon will be shot and breaks down. You’ll get out &lt;br /&gt;automatically and your obligated to go to the bomb sight in the front of the &lt;br /&gt;plane and activate it. A little later the bomb hatches will open, so that you &lt;br /&gt;can see where to drop the bombs. Move the sight slowly below a ship down below &lt;br /&gt;in the water, so that the sight will go over it by flying faster. Drop one &lt;br /&gt;bomb just before you get to half of the ship and another bomb just after that. &lt;br /&gt;Don’t drop more than two bombs per ship, it’s enough to destroy them and more &lt;br /&gt;target will show up later. After a while you’ll be told to leave here, so get &lt;br /&gt;away from the bomb sight.&lt;br /&gt;&lt;br /&gt;Take place behind the on board canon where you started, just above the bomb &lt;br /&gt;visor. You’ll be attacked head on by fighters. Again you must look where your &lt;br /&gt;bullets end up carefully, with these targets you need to guess where they will &lt;br /&gt;go to shoot in front of them and make them catch the bullets. You need to do &lt;br /&gt;this for a pretty long time, but later you’ll be ordered to take out the enemy &lt;br /&gt;fighters chasing you with the on board canon in the tail. So get away from &lt;br /&gt;this canon and walk through the entire plane to get behind the rear canon and &lt;br /&gt;continue your job of taking out enemy fighters. After taking down a lot of &lt;br /&gt;enemies backup will arrive, so make sure you wont’ fire at your own friendly &lt;br /&gt;aircrafts. When there aren’t any enemy planes left you need to walk through &lt;br /&gt;the entire plane again and take place behind the bomb sight one last time. &lt;br /&gt;You’ll be flying over land and you can see multiple round targets in groups of &lt;br /&gt;three above each other. Make sure the sight is on that line before flying &lt;br /&gt;overhead and drop two bombs at the right moment. Later there’s another group &lt;br /&gt;of these targets, they also need to be destroyed to finish the mission.&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________________&lt;br /&gt;\ G / CHAPTER 6: OPERATION HUSKY /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;After the introduction to the mission you’ll be put behind the on board canon. &lt;br /&gt;It’s not really your goal to shoot the enemies on the far beach, but it is to &lt;br /&gt;take care of the mines floating around in the water. Sometimes it might be &lt;br /&gt;hard to spot them, but you do have to destroy them to avoid damage being done &lt;br /&gt;to your boat. There are also mines floating in front of the other boats, you &lt;br /&gt;can also destroy them as long as there aren’t any mines close to your own &lt;br /&gt;boat. Once on the beach you’ll get out automatically, after which you take &lt;br /&gt;cover behind the rocks to the right. Run while firing along the first target, &lt;br /&gt;the machinegun to the right on the hill. When you get past it you can take out &lt;br /&gt;the gunners from the back so that this goal will disappear from your radar. &lt;br /&gt;Continue to what appears to be an intersection, but straight ahead is blocked &lt;br /&gt;so you have to go right to kill off the crew of the second machinegun. Further &lt;br /&gt;along the beach is the third machinegun. Try to take out men from a distance &lt;br /&gt;and then sprint towards it to take out the last ones. Approach the machinegun &lt;br /&gt;when your own team is sitting there for an explanation of what is going to &lt;br /&gt;happen next. Two men will run ahead while getting covering fire, but they &lt;br /&gt;still get blown up. One of the two will leave a rocket launcher, as soon as &lt;br /&gt;you get the control back you need to run over there and pick it up.&lt;br /&gt;&lt;br /&gt;Use it right away to blow up the barbwire fence in the western direction. Toss &lt;br /&gt;a grenade behind it to kill off some troops and then run towards their &lt;br /&gt;location, take cover from the higher gunner, get the health in the corner and &lt;br /&gt;work your way to the right to reach the entrance to a bunker. As soon as it &lt;br /&gt;opens you can shoot the enemy behind the table, then throw a grenade into the &lt;br /&gt;red lit door opening to take out the guy with the machinegun behind the small &lt;br /&gt;window. If you continue just a bit, more men will come from the left, so &lt;br /&gt;retreat and take them out from the opening of the door. Then go left and up &lt;br /&gt;the stairs and wait for the door on the right to be kicked open. Move ahead to &lt;br /&gt;the next bunker, where one of your team mates will throw a grenade inside. You &lt;br /&gt;don’t really have to shoot at the men behind the door that opens, they will be &lt;br /&gt;gone after the explosion. Head into the bunker, pick up the health and let &lt;br /&gt;someone else open the other door to get outside again. Shoot down the enemies &lt;br /&gt;immediately on the left and continue through the trenches. There are two &lt;br /&gt;bunkers on the right, one that goes up where there’s also health and one just &lt;br /&gt;past it. You can already shoot enemies through the window opening, then you &lt;br /&gt;need to go out of the bunker to the left and walk through the trenches to &lt;br /&gt;reach the next bunker. Inside you can find stairs leading down and also more &lt;br /&gt;enemies of course.&lt;br /&gt;&lt;br /&gt;Head out of the bunker on the left and through the trenches and to the next &lt;br /&gt;one. You’ll come to a room with a lot of stuff, including health. In the &lt;br /&gt;hallway to the left is a man behind a machinegun in the little opening, shoot &lt;br /&gt;him by peeking around the corner and hitting him before he hits you. Continue &lt;br /&gt;ahead to the next bunker and the burning hallway. You can’t exit through &lt;br /&gt;there, but you need to place a bomb on the wall just left of it to make a new &lt;br /&gt;exit. It’s pretty crowded outside, with a lot of enemies on and around the &lt;br /&gt;bridge. Stay here and wait until a smoke curtain is made, just like someone &lt;br /&gt;said. As soon as you get the signal you have to run through the smoke to the &lt;br /&gt;openings in the bridge. Behind it are a lot of enemies, so use grenades and &lt;br /&gt;peek around the corner to empty the place out. Climb the stairs and take cover &lt;br /&gt;behind obstacles to attack enemies ahead on the bridge from relative safety. &lt;br /&gt;Advance over the bridge bit by bit and get some health from the building in &lt;br /&gt;the northwest, then continue between the buildings left of it. Take cover &lt;br /&gt;right away when you get upstairs, work your way to the right and eventually to &lt;br /&gt;a building to the left in the west. There is a lot of opposition here taking &lt;br /&gt;cover well and throwing grenades regularly. Stay covered well and run away if &lt;br /&gt;you hear a metal bouncing noise. Once up there you need to run through a house &lt;br /&gt;on the left side of the road and reach all the locations on your compass, &lt;br /&gt;along the tanks and with opposition from enemies.&lt;br /&gt;&lt;br /&gt;You’ll fight your way through streets with quite a lot of obstacles, so use &lt;br /&gt;them to be able to advance and your team will help as well. Eventually you’ll &lt;br /&gt;meet soldiers from your army, one of them says someone is looking for you. &lt;br /&gt;You’ll find this man a bit further ahead and he’ll give your team a new &lt;br /&gt;objective. Follow your team mates through the basement of a few buildings &lt;br /&gt;while being fired upon with mortars. Get up the stairs at the end and take &lt;br /&gt;cover when you get outside. First direct your attention to the enemies &lt;br /&gt;appearing in the corner on the right, when your team advances you can follow &lt;br /&gt;them to the left. Behind the arches you’ll find the men you were looking for &lt;br /&gt;and after a conversation a heavy attack in your direction will follow. Stay &lt;br /&gt;crouched behind the walls and shoot everyone that tries to come over to your &lt;br /&gt;position. Watch out when they succeed, because they’ll hit you from the side. &lt;br /&gt;Take care of fast firing enemies quickly and watch your compass, it will &lt;br /&gt;indicate when to change positions. After staying on the second position for a &lt;br /&gt;while you’ll be told to take out a tank. So move through the cover of the &lt;br /&gt;buildings towards the location of that tank and make sure there are no enemies &lt;br /&gt;around it. New opponents will appear when you get close, so quickly place the &lt;br /&gt;bomb and run back for cover. Return to the indicated position and after a &lt;br /&gt;while the threat will disappear, so regroup with your sergeant.&lt;br /&gt; ___&lt;br /&gt;/_1_\________________________&lt;br /&gt;\ H / CHAPTER 7: PIANO LUPO /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;As soon as the conversation is interrupted abruptly by some Stukas you have to &lt;br /&gt;move to the indicated armored vehicle and press the black button when standing &lt;br /&gt;next to it to get behind the air defense turret. The vehicle will start to &lt;br /&gt;move and you need to take down the Stukas. You can bring a couple of them down &lt;br /&gt;while moving to the next location, but when you stop there you’ll need to do &lt;br /&gt;it more actively. Carefully watch your compass to see where the attacking &lt;br /&gt;planes come from and shoot them down before they can damage the material. Keep &lt;br /&gt;blasting them and eventually your vehicle will start moving again, but you’ll &lt;br /&gt;stop again soon between the hills where a couple of American canons are placed &lt;br /&gt;and you need to protect them. It’s not really a problem when the attacking &lt;br /&gt;planes let loose a bomb every now and then, but you do need to shoot them out &lt;br /&gt;of the sky eventually. When you succeed in doing so you’ll be removed from the &lt;br /&gt;vehicle and need to continue on foot. Climb the hill in the direction of the &lt;br /&gt;indicated location and you’ll regroup with your team mates, after which you &lt;br /&gt;can continue. Shoot the enemies at the wall on the other side from behind the &lt;br /&gt;wall over here and wait for a plane to crash, after which a team mate will &lt;br /&gt;kick open the fence and you can walk past the crash area.&lt;br /&gt;&lt;br /&gt;Dive behind another wall and take care of the opposition around the hut, pay &lt;br /&gt;attention to the weaponry inside the hut as well. Only after everyone is down &lt;br /&gt;will the next fence be opened, so that you can pick up ammunition and health &lt;br /&gt;before your team holds up at the top of a hill. Down below is an enemy convoy &lt;br /&gt;and you have to mark three vehicles for bombardments with binoculars. Use the &lt;br /&gt;left trigger to aim, as soon as you see the red visor appear on the vehicle &lt;br /&gt;you can pull the right trigger to mark it. Do that to the vehicles you can do &lt;br /&gt;it to and be patient. A bit later the whole scene will blow up and then you &lt;br /&gt;can descend to the bridge. Cross over it and follow the route along the water, &lt;br /&gt;where on the others side you colleagues will get bombed by Stukas. Make your &lt;br /&gt;way to the ruins and work your way through them in a western direction. You’ll &lt;br /&gt;reach a lowered square where you first have to kill everyone before you can &lt;br /&gt;move up the bridge in the north and continue to the southwest. Walk through &lt;br /&gt;the dried out river and before you reach the next bridge an enemy vehicle will &lt;br /&gt;stop on top of it. Take care of the men inside and walk underneath the bridge &lt;br /&gt;and continue. You’ll come to a crashed terrain vehicle where there’s a &lt;br /&gt;friendly surviving medic. Get the sniper rifle from the killed soldier and &lt;br /&gt;follow the route through the river.&lt;br /&gt;&lt;br /&gt;To the right of the river you’ll be attacked by a few soldiers, mow them down &lt;br /&gt;and follow the bend to the left. Ahead there’s a big hill with a couple of &lt;br /&gt;enemies on it. Make sure you shoot at least the gunners behind the two &lt;br /&gt;machineguns with your sniper rifle, so that you can advance bit by bit. &lt;br /&gt;Eventually you’ll reach another survivor, after which you climb out of the &lt;br /&gt;river on the south side and follow it to the east around a large hill. &lt;br /&gt;Approach the group of men at the entrance of the tent in the outpost, after &lt;br /&gt;which you’re sent into the tunnels ahead. You can see a couple of tanks when &lt;br /&gt;walking across a bridge and when you reach the bunker at the end it gets blown &lt;br /&gt;up. Walk outside to the left and then down the hill. Take place behind the &lt;br /&gt;machinegun on the small platform and shoot all the enemies coming for you. Use &lt;br /&gt;your radar to see where they’re coming from and watch out for the armored cars &lt;br /&gt;that arrive now and then, filled with multiple men. As soon as the troops are &lt;br /&gt;defeated and the bombings start you have to continue to the western tunnels. &lt;br /&gt;Walk past the window opening of the bunker and continue through the tunnel. An &lt;br /&gt;explosion will follow, after which you walk outside.&lt;br /&gt;&lt;br /&gt;Approach the bunker door and wait for two men to open it up. Climb the stairs &lt;br /&gt;to get all the way to the top, where the sergeant will give you new orders. &lt;br /&gt;Descend all the way back down again and enter one of the three western bunkers &lt;br /&gt;to pick up a rocket launcher. A lot of tanks will come up from the west. Shoot &lt;br /&gt;at them with the rocket launcher and take some distance from the opening while &lt;br /&gt;reloading, which also enables you to pick up more projectiles for the rocket &lt;br /&gt;launcher. The tanks will demolish the bunker you’re in piece by piece. When it &lt;br /&gt;doesn’t offer any protection anymore you have to move to another bunker, but &lt;br /&gt;keep firing until all tanks are destroyed. Also move to another bunker if you &lt;br /&gt;can’t hit a specific tank. As soon as the tanks are beaten you need to head &lt;br /&gt;back to the main bunker, head all the way to the top and move over to the &lt;br /&gt;window opening to use your binoculars again. There are three tanks located on &lt;br /&gt;your compass and you need to mark them by aiming at it with your binoculars. &lt;br /&gt;This will make that red visor appear again, which indicates you have to pull &lt;br /&gt;the right trigger to mark the target. Do this with all three indicated tanks &lt;br /&gt;and then wait patiently for how things end up.&lt;br /&gt; ___&lt;br /&gt;/_1_\_________________________________&lt;br /&gt;\ I / CHAPTER 8: FAREWELL TO FRIENDS /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;Your ride on the tank will be roughly disturbed when you reach the gate at the &lt;br /&gt;town entrance and the tank in front of you gets blown up. Join the leader &lt;br /&gt;located a bit ahead and make your way to the street to the west. Use the &lt;br /&gt;obstacles to take cover behind and advance bit by bit when the closest enemies &lt;br /&gt;are defeated. At the end of the street is a building at the intersection where &lt;br /&gt;enemies are shooting outside of the windows, first take care of them before &lt;br /&gt;going around the corner to the right slowly and take out the opposition there. &lt;br /&gt;A little further you’ll be warned about a machinegun, after which you and &lt;br /&gt;another soldier are ordered to take it out from the side. As soon as Kelly &lt;br /&gt;starts running you follow him, to the end of the street to some fellow &lt;br /&gt;soldiers shooting to the left. Carefully look around the corner and shoot &lt;br /&gt;everyone in front and between the obstacles. Move in that direction and shoot &lt;br /&gt;the one on the balcony op on the left before going inside through the hole in &lt;br /&gt;the wall to the left. Head immediately right and up the stairs. Shoot the two &lt;br /&gt;man, specifically the one behind the machinegun, and then any opponents that &lt;br /&gt;might stand on the balcony on the other side of the street.&lt;br /&gt;&lt;br /&gt;Your team can proceed, you need to head back down where the door gets kicked &lt;br /&gt;in (There’s a lot of health to the left of it!) so that you can join the rest &lt;br /&gt;of the team. Follow the street to the follow soldiers blocking it of. When you &lt;br /&gt;come close enough they will get blown up and a team mate will die when trying &lt;br /&gt;to open the door to the left. Enter the building and right out of it to the &lt;br /&gt;left to take out the enemies at the next building before walking through it. &lt;br /&gt;Take care of the opponents on the other side of the street and also head &lt;br /&gt;inside over there. To the left there are grenades and health, then continue to &lt;br /&gt;the north and follow the team to a building at the edge of a market square. &lt;br /&gt;Against the boxes there’s an MG34 machinegun, pick it up and go up the stairs &lt;br /&gt;to the left. Place the machinegun out of the window with the left trigger, so &lt;br /&gt;that you can take on everyone outside downstairs and on the balconies from &lt;br /&gt;that position. When your team advances and there’s nobody for you to shoot you &lt;br /&gt;can head back downstairs and also enter the square. There are enough places &lt;br /&gt;where you can bring your machinegun in position again, but you can also fire &lt;br /&gt;while walking.&lt;br /&gt;&lt;br /&gt;Move into the direction of the enemies and while you’re shooting them a tank &lt;br /&gt;will come up from the northwest. Move away to the south and clear the square &lt;br /&gt;from any remaining enemies, after which you can continue through the street in &lt;br /&gt;a southwest direction. On multiple locations you’ll be slowed down by enemies &lt;br /&gt;on the street, against the buildings and on balconies. Advance slowly until &lt;br /&gt;finally two American tanks come from a street to the left. The first one will &lt;br /&gt;get blown up a little further, after which you can take cover behind it to &lt;br /&gt;take out the enemies on the left. Make your way to the intersection and look &lt;br /&gt;out for the hidden enemies with machineguns, also up high in the church. Clear &lt;br /&gt;the entire crossing and then head over to the right. Fight your way from the &lt;br /&gt;well to the end of the street, where you can eventually enter the church on &lt;br /&gt;the left. Search for the enemies between the obstacles and also take them out &lt;br /&gt;on the higher floors. When you continue into the church more enemies will come &lt;br /&gt;out of a door in the back right, take them all out right away with a grenade &lt;br /&gt;directly behind the wall. Go to the door they came out of, there’s a canon &lt;br /&gt;there. Place an explosive on it, take some distance and return to the team &lt;br /&gt;when the canon is destroyed.&lt;br /&gt; ___&lt;br /&gt;/_1_\_______________________________&lt;br /&gt;\ J / CHAPTER 9: THE GREAT CRUSADE /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;You’ll be standing on the back of a boat and you’ll have some time to see the &lt;br /&gt;invasion of France to get on its way. As soon as the first shots get fired the &lt;br /&gt;boats next to you will be taken out. You’ll regain control and some binoculars &lt;br /&gt;which you can use with the left trigger, after which you can recognize and &lt;br /&gt;mark targets on the beach. Use the compass to determine the global direction &lt;br /&gt;and then use the binoculars. A bunker can be marked when a red circle appears &lt;br /&gt;on top of it and at that moment you need to use the right trigger. There are &lt;br /&gt;multiple targets and the further you get the more will become available, but &lt;br /&gt;they will disappear from your radar when they’re destroyed. If you’re able to &lt;br /&gt;destroy the larger bunkers you can take out smaller ones or even machinegun &lt;br /&gt;nests after that, but eventually you’ll take too many hits yourself. This is &lt;br /&gt;part of what is supposed to happen and after some dragging you’ll be up on &lt;br /&gt;your feet on solid ground. Take cover behind obstacles and clear the enemies &lt;br /&gt;and machinegun nests on all levels before you continue.&lt;br /&gt;&lt;br /&gt;Ahead an American tank will come up the beach, but it will be stopped quickly &lt;br /&gt;after you see it. Move more to the left and you’ll be blocked by barbwire &lt;br /&gt;fences. Take some distance and take care of the enemies around this blockade. &lt;br /&gt;When it is safe enough two soldier will move in and blow up the first &lt;br /&gt;barricade, after which you have to repeat the same strategy so that they can &lt;br /&gt;also blow up the second one. Make sure there’s nobody behind the machineguns, &lt;br /&gt;then take out the other remaining enemies. The third barricade will be crushed &lt;br /&gt;by a second tanks, but it will be destroyed right after that. The guy that did &lt;br /&gt;is the one on the left in the machinegun nest with a rocket launcher. Take him &lt;br /&gt;out quickly and work your way over there. You’ll find a lot of items there, &lt;br /&gt;including health, and you can use the machinegun to take out the enemies &lt;br /&gt;inside and around the bunker in the southwest. Continue in that direction to &lt;br /&gt;find a hole in the barbwire fence and enter the trenches there. Follow the &lt;br /&gt;route to the other side and take out the soldiers along the way and in the &lt;br /&gt;alcoves. Ahead you’ll reach an intersection, take the route to the right. &lt;br /&gt;You’ll end up at the same location, but you’ll have a better position to shoot &lt;br /&gt;from.&lt;br /&gt;&lt;br /&gt;Fire at the enemies between the obstacles down below and also on the balconies &lt;br /&gt;up higher until they don’t appear anymore and especially pay attention to the &lt;br /&gt;machine guns, then you can head over to the right towards the bunkers. Watch &lt;br /&gt;out for two men standing on the corners and a third one that throws down &lt;br /&gt;grenades. Once inside the bunker you first have to clear it, then demolish the &lt;br /&gt;radios. Your engineers will move to blow up the large bunker gate down below, &lt;br /&gt;so you have to cover them with the machinegun in the bunker window. Keep &lt;br /&gt;killing enemies until the gate is destroyed, then follow the route back down &lt;br /&gt;and move through the new entrance with your team. Watch out for the machinegun &lt;br /&gt;while you move through the twisting route and make your way to another bunker &lt;br /&gt;collection. At the two stairs you can go left for ammunition and health, but &lt;br /&gt;you have to go right to be able to continue. In an alcove on the right is the &lt;br /&gt;first mortar team, just throw a grenade inside to get rid of them. You do have &lt;br /&gt;to go inside there to place an explosive on the mortar launcher and blow it &lt;br /&gt;up. Follow the bunker further and use a stairs to get outside again.&lt;br /&gt;&lt;br /&gt;Head immediately to the right into another bunker and clear it from enemies, &lt;br /&gt;after which you look for a stairs on the side. The second mortar launcher is &lt;br /&gt;there including the crew, so shoot them all and blow up the equipment. On the &lt;br /&gt;other side of the bunker you can go out again and cross over using some &lt;br /&gt;boards. Do that and head to the left into another bunker. Work your way to the &lt;br /&gt;exit on the other side, where you need to go immediately right to see the &lt;br /&gt;third target. Defeat the troops and blow up the mortar launcher. Then you need &lt;br /&gt;to backtrack a little through the bunker you came out of, after which you can &lt;br /&gt;continue in an eastern direction to storm the warehouse. Use the obstacles for &lt;br /&gt;cover and work your way to the door, then use the opening of the door to take &lt;br /&gt;out a few people inside already. When you get a little further inside the gate &lt;br /&gt;will be closed. You have to use the ladder in the back left corner, walk to &lt;br /&gt;the other side and get to the back room through the opening. Take out everyone &lt;br /&gt;there and flip the switch on the opposite wall. Your team will join you again, &lt;br /&gt;but things go wrong again when they try to open the next gate.&lt;br /&gt;&lt;br /&gt;Take cover near the opening of the door and take out the enemies behind the &lt;br /&gt;walls ahead with some well aimed shots and also the ones that come running &lt;br /&gt;after that. You have to destroy the canon there, but it will likely be blown &lt;br /&gt;up by a team mate. Continue north and shoot from the hill whoever you can hit, &lt;br /&gt;then head into the bunker on the left and through it to end up down below. &lt;br /&gt;There are two towers you’re being shot at from, make sure you take out at &lt;br /&gt;least the enemy in the closest one. Fight your way to the bunker with the big &lt;br /&gt;canon on top of it and clear the area of enemies. Using the bunker you can get &lt;br /&gt;through and head up a stairs to get onto the roof. Grab the machinegun &lt;br /&gt;immediately to the left and shoot at the endless flow of enemy troops. Keep &lt;br /&gt;them outside of the fence and first take out the closest ones. A little later &lt;br /&gt;a timer will appear on screen, this is how long you have to keep this up. As &lt;br /&gt;soon as the timer is up you need to leave here and grab some health from &lt;br /&gt;inside the bunker if necessary before you take place behind the large canon. &lt;br /&gt;Four bunkers will appear on your radar, or actually two consisting of two &lt;br /&gt;parts both. Aim at them and blow them up. Do it quickly and when you succeed a &lt;br /&gt;fuel depot entrance will slide open a bit more to the right. Blow it up as &lt;br /&gt;well and you’re done here.&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________________&lt;br /&gt;\ K / CHAPTER 10: AN EASY DETAIL /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;After the conversation in which the mission is explained you’ll automatically &lt;br /&gt;get on board of the terrain vehicle. Together with a couple of other cars &lt;br /&gt;you’ll drive along a pretty long route while you don’t have to do anything, &lt;br /&gt;only look around if you like. Eventually you’ll reach an area where there are &lt;br /&gt;a lot of things burning with a lot of smoke, where you’ll end up being &lt;br /&gt;attacked by German armored cars. As soon as you reversed and are driving &lt;br /&gt;forward again you have to look behind you and use the on board canon to fire &lt;br /&gt;at the armored cars. Look out though, because they’re driving between the &lt;br /&gt;fellow terrain vehicles. If you hit them enough the cars will be taken out at &lt;br /&gt;predetermined locations along the route, that’s how you have to get rid of &lt;br /&gt;about three armored cars. It will all end when you bump into a tree, after &lt;br /&gt;which you have to continue on foot. Move behind your team down the hill and &lt;br /&gt;take cover between the ruins of the buildings. Turn around and hide behind the &lt;br /&gt;broken walls, because a lot of enemies will come from the direction you just &lt;br /&gt;came from. Take them out wave by wave, then continue by following your team. &lt;br /&gt;From the hill you first need to take out the two machineguns, then the &lt;br /&gt;remaining enemies.&lt;br /&gt;&lt;br /&gt;Pick up the items between the obstacles and switch your weapon as mentioned &lt;br /&gt;for an MG34. In the east is a road where trucks will stop and a couple of &lt;br /&gt;opponents will get out. Place your MG34 on a rock with the left trigger and &lt;br /&gt;mow everyone down, also a bit more to the left and right. Follow the sergeant &lt;br /&gt;further towards the forest, you need to move through it while it’s raining &lt;br /&gt;bombs. So pay close attention to your compass to keep an eye on where your &lt;br /&gt;team as and be able to follow them. Eventually you need to climb over a wall &lt;br /&gt;and run of to a farmhouse, more Americans will join you from the left. Stay &lt;br /&gt;near the bridge and take out the gunner behind the machinegun on the higher &lt;br /&gt;floor before walking across it. Go left around the building and take out two &lt;br /&gt;enemies between the crates before you come to the door that gets kicked in. &lt;br /&gt;There are quite a lot of enemies inside, so look and shoot carefully from the &lt;br /&gt;opening of the door. Also check the floor above and the room to the right. &lt;br /&gt;When everyone in the building is taken out you can find a lot of health and &lt;br /&gt;ammunition in that room, which you can use to defend the building. From the &lt;br /&gt;south a lot of enemy troops will come and you can mow them down with the MG34 &lt;br /&gt;by placing it in the window and firing it.&lt;br /&gt;&lt;br /&gt;After a while an armored car will come up and you need to take it out with a &lt;br /&gt;rocket launcher. To do so, head into the main room and up the stairs to the &lt;br /&gt;attic and grab the rocket launcher in the southwestern corner. Destroy the &lt;br /&gt;armored vehicle and change the rocket launcher for the sniper rifle also here &lt;br /&gt;at the attic. Shoot the enemies until a tank comes up that will stop on top of &lt;br /&gt;the bridge. Then take cover by going downstairs and then outside. The tank &lt;br /&gt;will be destroyed not much later by the bombs of an airplane, after which you &lt;br /&gt;have to rejoin your team to get an update of the mission objectives. Then &lt;br /&gt;follow your team over the road to a German blockade. Take cover behind the &lt;br /&gt;vehicles and take out the enemies one by one, especially paying attention to &lt;br /&gt;the machinegun up on the hill to the right. When the area is clear one of your &lt;br /&gt;team members will kick open a fence so that you can continue. Walk through the &lt;br /&gt;orchard behind your team and change to the direction of the crashed plane. &lt;br /&gt;Enemies will come from the building on the right, shoot them from afar and &lt;br /&gt;when they’re defeated it seems that nobody survived the crash. So run along &lt;br /&gt;and up the hill to follow the team, the blockade is kicked in so that you can &lt;br /&gt;move to the first canon to the right.&lt;br /&gt;&lt;br /&gt;Take out its crew and place the explosive to blow up the canon. Follow your &lt;br /&gt;team along the route to the next canon. You’ll come to a vehicle and a &lt;br /&gt;blockade, take care of the enemies there and also the crew of the next canon. &lt;br /&gt;Blow it up as well and walk back a little to go through an opening in the &lt;br /&gt;wall. In the field ahead is the third canon, shoot your way there and make &lt;br /&gt;sure the field is clear before you blow it up. You’ll be ordered to secure the &lt;br /&gt;farm, the entrance to it is on the east side. There are only like two enemies &lt;br /&gt;inside and there’s health on the floor. Two men of your team will pull open &lt;br /&gt;the other doors, after which you can see a large hill and the rest of the farm &lt;br /&gt;to the left. A couple of enemies will come out of the basement, shoot them and &lt;br /&gt;then continue to the left. Secure the pit around the canon, blow it up and &lt;br /&gt;return to the fence in the wall just next to the truck. The sergeant will get &lt;br /&gt;hurt pretty bad here, but you need to walk more to the left. Shoot the two &lt;br /&gt;enemies that open a hatch in the house on the higher floor and then continue &lt;br /&gt;past it. Storm the hill from this left side and take cover next to the tent. &lt;br /&gt;Throw some grenades and shoot everyone still standing to clear out the entire &lt;br /&gt;outpost. When that’s done you need to get back to the sergeant to see how he’s &lt;br /&gt;doing.&lt;br /&gt; ___&lt;br /&gt;/_1_\____________________________&lt;br /&gt;\ L / CHAPTER 11: CRUCIFIX HILL /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;As soon as you reach the shore with the boat you’ll be in control again, after &lt;br /&gt;which you walk up the hill and follow the road to the left. Take cover to take &lt;br /&gt;out the Germans around the truck and when they’re defeated you’ll come to an &lt;br /&gt;American tank on the bridge. It will get blown up, after which you continue to &lt;br /&gt;the northwest. The tanks you head over to will be demolished as well and &lt;br /&gt;you’re obligated to make way to the left and walk through the forest. You’ll &lt;br /&gt;approach a cemetery where there are a lot of enemies. Fight your way there and &lt;br /&gt;head through the gate to take shelter behind the walls while firing at enemies &lt;br /&gt;that do the same thing. Work your way to the left along the outer wall of the &lt;br /&gt;cemetery until you get to an opening in the fence. Clear out all the enemies &lt;br /&gt;there and kill the operators of the machineguns ahead through the bars of the &lt;br /&gt;fence. To the right on the hill is another one, but first just run straight &lt;br /&gt;ahead and clear out the bunker to your left. Then head up the stairs and fight &lt;br /&gt;your way through the trenches. Ahead there’s an opening on the right to the &lt;br /&gt;bunker you walked past earlier, shoot the enemies and check the bunker for &lt;br /&gt;ammunition and health. Follow the trenches further to the north and you’ll &lt;br /&gt;come to an intersection. Stay crouched and take a right. Advance bit by bit &lt;br /&gt;and take out enemies behind obstacles and in the alcoves before you move.&lt;br /&gt;&lt;br /&gt;When you’re able to see the enemies behind the machineguns on the hill in the &lt;br /&gt;middle you can take them out from here already. Eventually the trenches will &lt;br /&gt;get a roof and you head around the corner to the left. Shoot the men in the &lt;br /&gt;room and in the next one you can head both left or right. First check the left &lt;br /&gt;to make sure it’s safe there and then take the other door to get to the &lt;br /&gt;indicated air defense turret. Blow it up and continue in the direction you &lt;br /&gt;scouted a little earlier. Look out for the gunner of the roof of the bunker on &lt;br /&gt;the hill while in the trenches and head left at the intersection. Shoot the &lt;br /&gt;men from cover and blow of the canon in the small trench to the side. Return &lt;br /&gt;to the intersection and now take the other direction. Fight your way to the &lt;br /&gt;next intersection, where most of the enemies come from the left. Don’t go too &lt;br /&gt;much to the right or you will lure more enemies your way. A bit more to the &lt;br /&gt;left is a bunker entrance. Press yourself against the wall, kill whoever comes &lt;br /&gt;outside and also secure the inside. Outside there’s a ladder next to the &lt;br /&gt;opening of the door. First try to take everyone out on the roof and then climb &lt;br /&gt;up. Place the bomb on the canon and jump back down, now you have to head into &lt;br /&gt;the direction you first skipped, in the north. Defeat the enemies along the &lt;br /&gt;way to the roofed section and in the second room, then continue outside and &lt;br /&gt;shoot everyone appearing at the next door opening.&lt;br /&gt;&lt;br /&gt;Inside there are more enemies located around the block in the middle. Use &lt;br /&gt;grenades and get them one by one by moving in carefully. Head out on the other &lt;br /&gt;side, where you approach a bigger bunker. Stay away and shoot at the heads &lt;br /&gt;that appear at three different places (Two windows and a busted wall!). &lt;br /&gt;Continue a little and also get the enemy behind the window next to the door. &lt;br /&gt;To the left at de side branch the enemies have to be killed as well before &lt;br /&gt;someone of your team kicks open de bunker door. Move from door to door and &lt;br /&gt;always keep in mind that enemies might emerge from it. Eventually you’ll reach &lt;br /&gt;a stairs, shoot the guy at the top and also cross the next floor while taking &lt;br /&gt;care of two more men. You’ll find a door you can use to go back outside again &lt;br /&gt;and after which you have to travel through trenches for quite a while. Shoot &lt;br /&gt;your way to the next bunker, clear it and be on your way. First take care of &lt;br /&gt;the machinegun nest to the left of the route and move carefully like you’ve &lt;br /&gt;been doing lately. You’ll come to another bunker, take out the guy inside from &lt;br /&gt;as far as possible and take your time to take out the enemies coming from the &lt;br /&gt;left before you move past the bunker and clear it as well. Then you have to &lt;br /&gt;move through more trenches to the southwest and you’ll reach a room with more &lt;br /&gt;enemies after taking out a few along the route. Clear the room and move out on &lt;br /&gt;the other side.&lt;br /&gt;&lt;br /&gt;There are quite a few enemies in the alcoves, so work your way from alcove to &lt;br /&gt;alcove and eventually to the bend to the right. At the end is bunker that’s &lt;br /&gt;heavily guarded. First take out the gunner behind the left window and whoever &lt;br /&gt;is standing outside, then toss a grenade inside and carefully approach the &lt;br /&gt;opening of the door. Left, right and in the middle are enemies, use grenades &lt;br /&gt;and first take out the ones you can see. Clear the whole floor before &lt;br /&gt;approaching the stairs. When you go up just a little a door will open &lt;br /&gt;downstairs, so help your pals to take out the enemies. The top floor isn’t all &lt;br /&gt;that interesting, but you can clear it for some grenades. The descend to the &lt;br /&gt;lowest floor and first check the room on the left before going to the hallway &lt;br /&gt;on the right. Clear the room at the end of that hallway with a grenade and &lt;br /&gt;walk up to it. First take the opening on the right, take out two men and &lt;br /&gt;collect ammunition and health at the end. Then head the other way and walk &lt;br /&gt;outside. Immediately take cover because many enemies will come from the west. &lt;br /&gt;You have to in that direction, so fight your way there through the trenches &lt;br /&gt;and you can blow up the canon after killing everyone. Return to the &lt;br /&gt;intersection and now head to the right. You have to fight your way to another &lt;br /&gt;canon again and blow it up, then do the same thing at the other end of the &lt;br /&gt;intersection you haven’t been to yet. As soon as all three canons are &lt;br /&gt;destroyed you can return to your men at the intersection.&lt;br /&gt; ___&lt;br /&gt;/_1_\_____________________________&lt;br /&gt;\ M / CHAPTER 12: THE LAST TRAIN /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;You have to wait a bit until the American tanks have passed you and cleared &lt;br /&gt;the first section for you. As soon as you get control you have to run towards &lt;br /&gt;the street. An enemy is on the top floor of the house right in front of you &lt;br /&gt;and he’ll open the window to fire at you with a machinegun. Hide behind the &lt;br /&gt;building to the right and take him out carefully. The building to the left of &lt;br /&gt;the road will be stormed by your team, but the windows on the side will also &lt;br /&gt;open. Shoot whoever you see through these windows and clear the area inside. &lt;br /&gt;The check the house on the other side of the street and secure it before you &lt;br /&gt;continue to follow the road. After the bend to the left behind the tank you &lt;br /&gt;have to take shelter in the incline to the left of the road. From the &lt;br /&gt;northwest quite a lot of enemies will come up running, but usually they stay &lt;br /&gt;behind the fence. Take them all out and watch around the corner to the left. &lt;br /&gt;The machinegun is taken out by the tanks and the windows of the house west of &lt;br /&gt;you will be opened. Take out everyone inside, which makes the tanks advance so &lt;br /&gt;that you can continue as well. Both on the left and right are buildings where &lt;br /&gt;enemies are inside.&lt;br /&gt;&lt;br /&gt;Choose a building and quickly secure the bottom floor so that you can run &lt;br /&gt;inside and take shelter from the shooters inside the other building. Clear the &lt;br /&gt;upper floor as well to that the entire building is cleared and then do the &lt;br /&gt;same to the building on the other side of the road before you follow the tanks &lt;br /&gt;again. Ahead there are some stables being opened on the left, repeat your &lt;br /&gt;actions by taking out everyone inside and do the same to the building on the &lt;br /&gt;opposite side of the road. Further ahead one of both tanks gets blown up, &lt;br /&gt;after which you have to take cover in the house left of the remaining tank. &lt;br /&gt;Many hostile troops will attack you and take their position. As soon as you &lt;br /&gt;shoot someone on one position a replacement will show up that will hide in the &lt;br /&gt;same location. Take care of all the opponents this way until the waves stop &lt;br /&gt;and a bombing follows. A team mate will knock open the door in the corner to &lt;br /&gt;the left, after which you have to follow him outside. There’s a Flak canon on &lt;br /&gt;the square aiming at you, so you’ll need to move quickly and you can only stop &lt;br /&gt;at places where the canon can’t hit you. Work your way around the square &lt;br /&gt;clockwise and take out enemies until you get the objective to take out the &lt;br /&gt;canon. First make sure the coast is clear and there are not shots anymore, &lt;br /&gt;then place the explosive and take some distance.&lt;br /&gt;&lt;br /&gt;The tank will start to drive again, follow it to where it pushes the car wreck &lt;br /&gt;aside. Someone will shoot from an upper window to the left of the road, take &lt;br /&gt;out that guy. To the right of the road are more stables and multiple enemies &lt;br /&gt;are inside, clear the stables and also the building across from it so that the &lt;br /&gt;tank will start to move again. It will stop right at the next two buildings, &lt;br /&gt;so you’ll need to kill all the enemies inside the buildings on both sides of &lt;br /&gt;the road. Ahead is a bend to the right, the tank will move back because there &lt;br /&gt;are enemies with rocket launchers. You have to take them out, so try to hit &lt;br /&gt;them from afar and stay in motion when they fire at you. The machinegun &lt;br /&gt;doesn’t have to be taken care of, just make sure you kill the men trying to &lt;br /&gt;take position until the tank starts moving again. It will stop in the corner &lt;br /&gt;next to the building where the enemies are. A lot of enemies will come out of &lt;br /&gt;the house and from behind the fence, use grenades and the cover of the tank to &lt;br /&gt;kill them all. When that’s done the barn to the left will open, where there &lt;br /&gt;are of course more enemies. Use the window and the obstacles to see them and &lt;br /&gt;take them out, after which you have to regroup with the team and you’ll &lt;br /&gt;eventually get control over the confiscated tank. Drive it outside and follow &lt;br /&gt;the obvious route.&lt;br /&gt;&lt;br /&gt;You don’t have to fire at singe enemies unless they have rocket launchers, but &lt;br /&gt;machinegun nests are alright. When you reach the first bridge fire at the &lt;br /&gt;canon right in front of you before it can be used. As soon as you’re driving &lt;br /&gt;to the west again an enemy tank will appear in front of you. Take it out &lt;br /&gt;quickly and continue, then aim to the right behind you to blow up a not moving &lt;br /&gt;tank along the road. Near the buildings ahead there are two more, try to &lt;br /&gt;maneuver in such a way so that they can’t fire at you at the same time. Follow &lt;br /&gt;the route further until you can see another canon in the distance. Shoot It &lt;br /&gt;from afar and prepare for three enemy tanks between the houses ahead. Face one &lt;br /&gt;tank at once and count on the help of the American tank behind you. Drive east &lt;br /&gt;and down the hill, where another tank will come up to you. Blow it up and &lt;br /&gt;surprise the second tank by driving around the house on the left and attacking &lt;br /&gt;it from the side. There’s another tank in the distance, take it out quickly &lt;br /&gt;and continue to the buildings. Another tank is standing on top of the hill and &lt;br /&gt;you’ll be shot upon with a rocket launcher from the right. Take out the tank &lt;br /&gt;and blow up the fuel wagon of the train to the right of that tank before you &lt;br /&gt;can continue. Cross over to the other side of the track to finish the mission. &lt;br /&gt; ___&lt;br /&gt;/_1_\_________________________________&lt;br /&gt;\ N / CHAPTER 13: THE DRAGON’S TEETH /&lt;br /&gt; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯&lt;br /&gt;After the short introduction you start this level by following your team along &lt;br /&gt;the road until you reach a bunker past a few barricades. There are enemies on &lt;br /&gt;multiple positions, when you shoot them they will be replaced by new &lt;br /&gt;opponents. So try to get a little closer between shots and make your way to &lt;br /&gt;the back side of the bunker. The door will open when you get close, after &lt;br /&gt;which you take out everyone inside to secure this bunker. The bunker is just a &lt;br /&gt;little further. Run at it in a straight line and press against the wall to the &lt;br /&gt;wall left of the window opening. Enemies will come from the left, so shoot &lt;br /&gt;them and work your way in that direction to also get to the enemies between &lt;br /&gt;the crates behind the bunker. Approach the door in the back side at the end of &lt;br /&gt;the stairs and toss a grenade inside when the door opens. As soon as this &lt;br /&gt;bunker is secured you need to get back to the team at the other side, the path &lt;br /&gt;is free after a bombing. Follow the rest of your team down the hill and to the &lt;br /&gt;left. You’ll approach some towers and obstacles you can hide behind. Run &lt;br /&gt;towards the tanks and aim at guy behind the machinegun in the middle tower.&lt;br /&gt;&lt;br /&gt;Take him out and after that the other guy in the same tower. Everyone you &lt;br /&gt;shoot will be replaced, so take this chance to run immediately to the &lt;br /&gt;northeast through all the fences and dragon teeth. Try not to stop and to take &lt;br /&gt;out the oncoming enemies while running, shoot your way to the safe position &lt;br /&gt;below the balcony of the right tower. Now the hard task of storming the hill &lt;br /&gt;behind it awaits you. Enemies you shoot are still being replaced here, so at &lt;br /&gt;least make sure that the machinegun left of the road isn’t being used and then &lt;br /&gt;make an attempt to run up the hill. Shoot everyone down and collect health &lt;br /&gt;from behind the machinegun. Descend using the stairs to get to the bunker &lt;br /&gt;entrance, it will open and enemies will come out right away. Mow them down &lt;br /&gt;just as quickly and do the same thing at the next door or use some grenades. &lt;br /&gt;Follow the main hallway of the bunker ahead and remove all the enemies from &lt;br /&gt;the branches on the side. At the second bunker window on the left you can find &lt;br /&gt;a sniper rifle next to it. At the end you’ll find another bunker window which &lt;br /&gt;gets blown to pieces so that you can leave the bunker here. Crouch down and &lt;br /&gt;move down while staying as close to the wall as possible to get to the wide &lt;br /&gt;trench going through the area.&lt;br /&gt;&lt;br /&gt;Follow this trench and shoot all the opponents along the way. Exit on the &lt;br /&gt;other side and shoot your way to the east. Use the newly acquired sniper rifle &lt;br /&gt;to take out the gunners behind the machineguns on the other side of the bridge &lt;br /&gt;while descending towards that bridge, meanwhile the canon across the water &lt;br /&gt;will be destroyed and a plane will crash into the bridge. Shoot the last &lt;br /&gt;enemies on the other side before you make a run for the part below the bridge &lt;br /&gt;with a fast firing weapon. Duck down behind some crates, take out the couple &lt;br /&gt;of enemies and prepare for a hellish job when going up on the other side. &lt;br /&gt;Carefully look over the edge and shoot whoever you can see, then take cover &lt;br /&gt;behind the sandbags on the bridge. Enemies will keep on coming from a hut &lt;br /&gt;behind the V2 rockets, so you have to take action yourself to end this. When &lt;br /&gt;two men jump over de barbwire, shoot them right away and run for the V2 &lt;br /&gt;rockets while reloading. With the rocket position horizontally you can place &lt;br /&gt;the explosive on the left side of it, with the standing one it can be done on &lt;br /&gt;the side that faces the road. Try to place them as quickly as possible and &lt;br /&gt;only shoot the enemies that come to close. As soon as both bombs are placed &lt;br /&gt;you need to return to your team behind the sandbags where you were earlier to &lt;br /&gt;finish this game and the war.&lt;br /&gt;&lt;br /&gt;=================the end=========================&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Call of Duty 2: Big Red One: FAQ/Walkthrough by Patt3rson&lt;br /&gt;Version Final, Last Updated 2007-02-23 View/Download Original File&lt;br /&gt;Hosted by GameFAQs&lt;br /&gt;Return to Call of Duty 2: Big Red One (XBOX) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-1868914902519317149?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/1868914902519317149/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=1868914902519317149&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1868914902519317149'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1868914902519317149'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/call-of-duty-2-big-red-one.html' title='Call of Duty 2: Big Red One: (xbox)FAQ/Walkthrough'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-5711272157715074316</id><published>2008-09-03T23:39:00.000-07:00</published><updated>2008-09-03T23:45:56.733-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ps 2'/><title type='text'>Call of Duty 2: Big Red One:(ps 2)  FAQ/Walkthrough</title><content type='html'>Call of Duty 2: Big Red One: (ps 2)FAQ/Walkthrough &lt;br /&gt;============================================&lt;br /&gt; &lt;br /&gt;=================&lt;br /&gt;Table o' Contents&lt;br /&gt;=================&lt;br /&gt;&lt;br /&gt;Introduction----------------01&lt;br /&gt;Controls--------------------02&lt;br /&gt;Tips and Tricks-------------03&lt;br /&gt;Walkthrough-----------------04&lt;br /&gt; 4.1 Prologue&lt;br /&gt; 4.2 Mission 1&lt;br /&gt; 4.3 Mission 2&lt;br /&gt; 4.4 Mission 3&lt;br /&gt; 4.5 Mission 4&lt;br /&gt; 4.6 Mission 5&lt;br /&gt; 4.7 Mission 6&lt;br /&gt; 4.8 Mission 7&lt;br /&gt; 4.9 Mission 8&lt;br /&gt; 4.10 Mission 9&lt;br /&gt; 4.11 Mission 10&lt;br /&gt; 4.12 Mission 11&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===============================================================================&lt;br /&gt;Introduction                                                          .:int01:.&lt;br /&gt;===============================================================================&lt;br /&gt;&lt;br /&gt;Hello. Welcome to my third FAQ/Walkthrough for the game Call of Duty 2 Big Red&lt;br /&gt;One. This is a great game, and I'm sure you'll come to like it. That is, if you&lt;br /&gt;weren't hooked from the first level like me.  =)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===============================================================================&lt;br /&gt;Controls                                                              .:con02:.&lt;br /&gt;===============================================================================&lt;br /&gt;       &lt;br /&gt;&lt;br /&gt;X Button - Use/Select&lt;br /&gt;&lt;br /&gt;O Button - Crouch/Lay Down&lt;br /&gt;&lt;br /&gt;/\ Button - Higher Body Position&lt;br /&gt; &lt;br /&gt;[] Button - Reload&lt;br /&gt;&lt;br /&gt;Start - Pause&lt;br /&gt;&lt;br /&gt;Select - Objectives&lt;br /&gt;&lt;br /&gt;D Up - Change Weapon&lt;br /&gt;&lt;br /&gt;D Down - Change Weapon&lt;br /&gt;&lt;br /&gt;D Left - Lean Left&lt;br /&gt;&lt;br /&gt;D Right - Lean Right&lt;br /&gt;&lt;br /&gt;Left Stick - Move&lt;br /&gt;&lt;br /&gt;Right Stick - Move Crosshair&lt;br /&gt;&lt;br /&gt;R1 - Shoot&lt;br /&gt;&lt;br /&gt;R2 - Melee Attack&lt;br /&gt;&lt;br /&gt;L1 - Aim&lt;br /&gt;&lt;br /&gt;L2 - Throw Grenade (Hold to cook)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===============================================================================&lt;br /&gt;Tips and Tricks                                                       .:tip03:.&lt;br /&gt;===============================================================================&lt;br /&gt;&lt;br /&gt;These are things that will help you in the thick of battle. &lt;br /&gt;&lt;br /&gt;1. Cook your grenades; the enemy will have less time to run&lt;br /&gt;2. Lean; you can shoot, but you have less of a profile to get hit.&lt;br /&gt;3. Use cover&lt;br /&gt;4. Run if you hear a grenade&lt;br /&gt;5. Reload before a firefight&lt;br /&gt;6. Move a lot if there is no cover&lt;br /&gt;7. Listen to your teammates; they know what to do&lt;br /&gt;8. Use the right weapon for the job (ex. not a machine gun for sniping, a &lt;br /&gt;   sniper for close quarters)&lt;br /&gt;9. For the love of all things pure and holy, crouch!&lt;br /&gt;10. An enemy is not dead unless he drops his gun. If he lays there with a gun,&lt;br /&gt;    shoot him again.                &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===============================================================================&lt;br /&gt;Walkthrough                                                           .:wal04:.&lt;br /&gt;===============================================================================&lt;br /&gt;&lt;br /&gt;==================================&lt;br /&gt;Prologue: We've Been Through Worse&lt;br /&gt;==================================&lt;br /&gt;&lt;br /&gt;After the cutscene, head down the road. When you get to the end, a tank will&lt;br /&gt;come out. Take cover and kill the germans until something blows up the tank.&lt;br /&gt;Continue along the road a little and work your way up the pile of rubble. &lt;br /&gt;Navigate through here and go up the stairs at the end. The wall in here will&lt;br /&gt;explode. Walk to it and crouch. Kill a couple of the Germans and then turn left&lt;br /&gt;and head down to the bridge. Kill the germans that get in your way and go to &lt;br /&gt;the right of the bridge. Drop down into the hole. Navigate through here as well&lt;br /&gt;and you'll come out to an area with a river in the middle. There will be german&lt;br /&gt;soldiers on the other side, some with turrets kill some of them and continue &lt;br /&gt;along. There will be an area that is blocked off by a short stone wall. After a&lt;br /&gt;moment it will blow up and you can continue through. Keep along until you come&lt;br /&gt;to a bridge. Shoot the germans and a tank will come. You cannot get to it &lt;br /&gt;yet. A shell will hit the building next to you and make an opening for you to&lt;br /&gt;go in. Follow your teammates. When you get to the top, hop on the turret at&lt;br /&gt;the end and blow up the anti air gun. After that head through the door on the&lt;br /&gt;wall that your teammates kicked open. Go down the stairs and work your way up&lt;br /&gt;to the tank. Place the charge on it and head past before the charge blow up and&lt;br /&gt;kills you. Head to the top of the bombed out building and kill the Geramans. &lt;br /&gt;Then hop on the machine gun and kill the Germans that will charge out. After&lt;br /&gt;a minute you will get shot and fall from the turret. You will see a teammate &lt;br /&gt;run to you and say "hold on, you'll be alright," then your vision fades. You&lt;br /&gt;don't die though, don't worry. &lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;==========================&lt;br /&gt;Mission 1: Baptism by Fire&lt;br /&gt;==========================&lt;br /&gt;&lt;br /&gt;Use the turret to kill all the troops that shoot at you. Get out of the turret&lt;br /&gt;when you reach the inside of the fenced area. When Brooklyn knocks open the &lt;br /&gt;door, charge in and clear the area. Head out the door and go in the next area. &lt;br /&gt;Brooklyn will kick this open to. Go in and kill the soldiers. Then turn left &lt;br /&gt;and go through that door. Keep along the hall and go in the freshly kicked door&lt;br /&gt;and clear it. Get a nice headshot on the turret guy. =) Clear the rest. Be wary&lt;br /&gt;of a guy hiding in the hallway. Go through. In the next door, take cover at the&lt;br /&gt;table where Brooklyn is. (Brooklyn is Bloomfield) He will run and open a locked&lt;br /&gt;locked door. He says it is like breaking in to his father's liqour cabinet. 0_0&lt;br /&gt;There is some health and a Chatterault, the other SMG, and the French rifle in&lt;br /&gt;here if you want them. After that, head out the door and follow your squad to&lt;br /&gt;the next door that needs to be kicked. Go in and shoot the guys. You can go up&lt;br /&gt;the stairs, or you can go around them. It doesn't really matter, but the bottom&lt;br /&gt;has more action. If you take the bottom:&lt;br /&gt;&lt;br /&gt;Kill the soldiers down here. Then go to the alcove of a room straight ahead and&lt;br /&gt;go through the door. Kill the men in here and go through the door. Do the same&lt;br /&gt;in the next hangar. If you took the stairs:&lt;br /&gt;&lt;br /&gt;Follow Brooklyn along the catwalks. Go through the area at the end and the end&lt;br /&gt;and do the same to get down to the hangar. Head into the next hangar. You will &lt;br /&gt;hear a plane crash overhead. Fight your way through and to the top of the &lt;br /&gt;stairs at the other end of the hangar. Go into the really smokey area. This&lt;br /&gt;reminds me of my great aunt's lungs... Go through the other end. The guy who&lt;br /&gt;opens the door will get the living crap blown out of him. Go through and fight&lt;br /&gt;the Frenchies. Some armor will come in and help finsh off the french. Then they&lt;br /&gt;will leave through a newly opened door. Don't follow either one. Wait for both&lt;br /&gt;to cross and use their blown up bodies as cover. Go to the area with all the &lt;br /&gt;boxes and clear it, the use the door at the end. Clear this room and head out&lt;br /&gt;the back. Go up the natural staircase. In the door. Brooklyn will open another&lt;br /&gt;door. Toss a grenade in and kill the guys having a meeting. Then head up the&lt;br /&gt;stairs and clear the area. Pick up a sniper and head out to the balcony. Kill &lt;br /&gt;these guys and snipe the people manning the big guns. Then head down following&lt;br /&gt;your squad. Get in one of the big guns yourself. Take out a bunch of the planes&lt;br /&gt;and you will beat the level.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE &lt;br /&gt;    &lt;br /&gt;&lt;br /&gt;==================&lt;br /&gt;Mission 2: Tankers&lt;br /&gt;==================&lt;br /&gt;Follow the road until you get to a town. Blow up the halftrack and get behind&lt;br /&gt;it and use iot for cover. Take out the enemy tank to the left and ahead. After&lt;br /&gt;they are dead, continue along the road. Keep along the raod until you get to a&lt;br /&gt;hill. Get ready to shoot smoe infantry on a hill to the right. Continue down &lt;br /&gt;the road and kill the infantry amongst the buildings to the right. There is&lt;br /&gt;a tanks at the end of the village; be ready. Continue and kill the four French&lt;br /&gt;soldiers that come down from the left. Then blow the barbed wire up and go &lt;br /&gt;through. This is the hardest part of the level. There will be two canon things&lt;br /&gt;and two tanks, all hidden and waiting for you to roll by. The first canon is&lt;br /&gt;on the and the rest are on the right. After they are dead, keep along the road.&lt;br /&gt;Be ready for two more tanks. In the next part you will need to kill some more&lt;br /&gt;foot soldiers. Use your machine gun (R2) on them. Then go along the road. Stay &lt;br /&gt;behind your teammates, as two more tanks will come out and you will need cover.&lt;br /&gt;These are harder to kill than the previous. Four shots will take them out. Keep&lt;br /&gt;going along the road. Follow your teammates in the next area. Kill all the tank&lt;br /&gt;and turrets and you will beat the level.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;=========================&lt;br /&gt;Mission 3: The Desert Fox&lt;br /&gt;=========================&lt;br /&gt;&lt;br /&gt;Hop in the halftrack not far from you. Kill the tanks with the turret. Head &lt;br /&gt;over to Denley and kill some of the approaching Germans. After a moment Denley&lt;br /&gt;will run to the left. Follow and get on a turret. Kill the Germans that are&lt;br /&gt;coming. After a minute all the tanks will blow up and you will need to meet&lt;br /&gt;your squad at the tanks. Follow Hawkins after the meeting. You will meet up&lt;br /&gt;with the engineers. Follow Denley and them up to the area with all the bombed &lt;br /&gt;out crap. Find cover here and kill the Germans. Slowly advance, killing the &lt;br /&gt;Germans as you go along. When you reach the end, go through the little tunnel.&lt;br /&gt;Use your rifle to snipe the guy in the turret before continuing. Keep along the&lt;br /&gt;path until you get to an area with three enemy tanks. Go down and you will &lt;br /&gt;find a bazooka to use against them. Stand up and shoot the bazooka at the tanks&lt;br /&gt;and then get down again. A car with a machinegun will come. One rocket will do&lt;br /&gt;the trick. Go through where the car just was. A sniper will come up and&lt;br /&gt;get promptly shot. Pick up his sniper and take out the enemy snipers. There is&lt;br /&gt;one where the sniper was shooting at, and two to the left of the sniper.&lt;br /&gt;After they are dead, hop into the .50 caliber and kill the horde of Germans &lt;br /&gt;that come while you are waiting for the tanks to arrive. After they get here,&lt;br /&gt;Sgt. Hawkins will tell you to head up to the village. Do so. Follow your &lt;br /&gt;teammates and head up the little staircase at the end. Drop down and one of &lt;br /&gt;your squadmates will blow up the wall keeping you from proceeding. Head through&lt;br /&gt;after it explodes. Take cover and clear out the Germans before proceeding to&lt;br /&gt;the right and around the buildings. Head uo the stairs. Turn right and go &lt;br /&gt;straight along this path. Head through the little canyon. Kill the Germans&lt;br /&gt;by the tent and proceed. Take out the Germans by the mortar and to secure&lt;br /&gt;it and keep going down. Kill these Germans to secure the artillery. Follow&lt;br /&gt;your teammates to the left. Kill the germans to secure the artillery. Walk&lt;br /&gt;down to where the car with the gun is. Place a charge on it. When it explodes,&lt;br /&gt;go around it and the level is over.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;========================&lt;br /&gt;Mission 4: Counterattack&lt;br /&gt;========================&lt;br /&gt;&lt;br /&gt;Follow Kelly and Brooklyn. Head upstairs when you get to the building. After a&lt;br /&gt;while the guy manning the turret will die. Hop on and kill the Germans that&lt;br /&gt;are attacking. After the vehicle explodes, head back to the door you came in&lt;br /&gt;the building and exit. Turn right. Head through that door. Fight off the German&lt;br /&gt;soldiers and then clear the house in front of the way you came in. After that,&lt;br /&gt;proceed to the next house. Clear it. Hawkins will charge out and promptly get&lt;br /&gt;himself shot. Run back to the way you came in. The medic there will follow you.&lt;br /&gt;After about halfway, the MEDIC will get shot. What a lucky day... grab his pack&lt;br /&gt;and go to Hawkins. Kill the sniper on the building left of the turret by &lt;br /&gt;Hawkins. After that, press X to apply field dreesings on Hawkins. He will get &lt;br /&gt;up and continue fighting. After a moment, the building the sniper was on will&lt;br /&gt;suddenly explode. You will be ordered to retreat to the most recently captured&lt;br /&gt;house. Do so. Head back through the entrance you came in from. Navigate through&lt;br /&gt;and grab some more ammo and health at your camp. After that, follow your team&lt;br /&gt;members through the door to the right of the camp. Get some cover and kill the&lt;br /&gt;Germans that will come in a minute. After they are gone head through the left&lt;br /&gt;door. Kill the Germans up on the balcony and then worry about the ones on the&lt;br /&gt;ground. After they are dead, head around the raised area in the middle. Take &lt;br /&gt;cover behind the godly barrel. Toss a grenade in the middle of all the boxes&lt;br /&gt;that are in the center of this area. Then fight off the Germans that will &lt;br /&gt;come from up the hill to your right. After they are dead head up the hill. &lt;br /&gt;There will be plenty of cover here. Use it and take out the opposing Germans.&lt;br /&gt;Head through the little valley and kill the Germans. Then plant the charges on&lt;br /&gt;the artillery pieces. Head down the hill. Now we have 'em cornered. =) They &lt;br /&gt;will die quickly at the hands of your men and Hawkins' men. There will most&lt;br /&gt;likely still be some of the Germans left on that DANGED building in front of &lt;br /&gt;where Hawkins got "lit up." Kill them. Crap. A tank. What a lucky, lucky day...&lt;br /&gt;RUN. Follow your squadmates and completely ignore the Germans. Work your&lt;br /&gt;way through the obstacles and kill the Germans ONLY if you are about to die,&lt;br /&gt;but do it while you're running. You will get through some barbed wire toward&lt;br /&gt;the first house you were in, and there will be a vehichle waiting nearby. Hop&lt;br /&gt;in and we're gettin' the heck outta here. &lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;=====================&lt;br /&gt;Mission 5: Liberators&lt;br /&gt;=====================&lt;br /&gt;&lt;br /&gt;Get out of the turret. Head back through the plane and get in the ball turret.&lt;br /&gt;kill the planes that you are slowly catching up on. After a while you'll get &lt;br /&gt;the crap blown out of you. You will then exit the ball turret. Head under the&lt;br /&gt;little...thing and get in the bombsight. Blow up the three ships and you will&lt;br /&gt;exit the bombsight. After you get out, get in the chin turret and kill the&lt;br /&gt;fighters. Exit when told and get in the tail turret. After a little while,&lt;br /&gt;you will be allowed to use any turret. Use the one your in for a while, then&lt;br /&gt;use the chin for the remainder of the mission. &lt;br /&gt;&lt;br /&gt;==========================&lt;br /&gt;Mission 6: Operation Husky&lt;br /&gt;==========================&lt;br /&gt;&lt;br /&gt;Use the turret to blow up the mines floating around so they don't blow YOU up.&lt;br /&gt;Before you get to the beach, shoot the bunker with the turret and it will blow&lt;br /&gt;up. Now, charge foward. Turn right, and kill all the Italians that you come &lt;br /&gt;across. Eventually you will get a cutscene of the guy with a bazooka running&lt;br /&gt;out and getting fragged. Grab the bazooka and shoot the barbed wire, then go &lt;br /&gt;through. Kill the Italians and go into the bunker. Navigate through and exit.&lt;br /&gt;When you get out, Brooklyn will toss a grenade through the window. Go in after &lt;br /&gt;that and go out the other door. Go along these trenches and in the first bunker&lt;br /&gt;and use its machinegun to shoot the red barrels and they will blow up and kill&lt;br /&gt;the Italian soldiers in that area...(takes deep breath) Now leave and go into&lt;br /&gt;the next bunker. Kill the guys in her and then leave. Go through this area and&lt;br /&gt;into the next bunker. Now through THIS bunker. Into the bigger bunker. Navigate&lt;br /&gt;through and plant a charge on the wall. Go through the new hole and run out to&lt;br /&gt;cover. Wait for the smoke to come. Then charge through it and enter the tunnels&lt;br /&gt;while killing all Italians in your way. Go up the stairs once in there and &lt;br /&gt;get some cover amongst the boxes. Now go through the little path in between the&lt;br /&gt;buildings to the left. Now take more cover and fight the Italians. This will&lt;br /&gt;probably be the first time grenades are thrown at you, but it won't be the last&lt;br /&gt;time either. Kill the Italians and continue up the road behind the area they&lt;br /&gt;were. Parker will get fragged while trying to frag the barbed wire... the &lt;br /&gt;fragger becomes the fragged... Go through the open path and continue along the&lt;br /&gt;road. Go in the house with the open door. Go through it and navigate through&lt;br /&gt;the following areas. You will meet up with Lt. Delaney. Now follow your squad.&lt;br /&gt;Go down into the cellar. You will start getting hit with artillery. Run through&lt;br /&gt;the cellar. Up the stairs at the end. Now find cover out here. Fight the &lt;br /&gt;Italians until you are told to meet with the guy. Follow your squad to an area&lt;br /&gt;with a guy you are supposed to meet. He will say that the Italians are going&lt;br /&gt;to launch a counterattack soon. And right on que, they attack. Fight 'em off&lt;br /&gt;until a tank come. Sneak up to it and plant a charge. It will blow up and the&lt;br /&gt;Italians will retreat.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;=====================&lt;br /&gt;Mission 7: Piano Lupo&lt;br /&gt;=====================&lt;br /&gt;&lt;br /&gt;Hop on the turret and kill the planes while protecting the things you need to &lt;br /&gt;protect. After that you will get out of the turret. Follow Denley to meet with&lt;br /&gt;Sgt. Hawkins. After that, follow thema and use the stone wall as cover while&lt;br /&gt;you kill the Italians. Use the same strategy until you get the binoculars. Mark&lt;br /&gt;the two trucks and tanks. Now go down the hill and keep along this path. Go&lt;br /&gt;down into the ruins when you get to them; keep going down until you get to&lt;br /&gt;a courtyard with some trees in the middle. Charge up the rubbel/staircase and&lt;br /&gt;kill the people on top. Now go down the stairs. Go along the road until you get&lt;br /&gt;to a medic and a dead guy. Grab the dead guys sniper and the medic will come&lt;br /&gt;with your squad. Snipe the guys in the turret and the medic will get to the &lt;br /&gt;wounded guys. Now go through the fence and along this path. You will meet with &lt;br /&gt;a captain (?). Now go through the "door" to the right of the captains tent. &lt;br /&gt;Keep along this path and you will get to an area with a turret. Get on the &lt;br /&gt;turret and start blowin' the crap out of the Italians that are attacking. &lt;br /&gt;After a while you will get off the turret and continue to the right. After you&lt;br /&gt;come out of the tunnels, you will need to go through a bunker that is opened&lt;br /&gt;by Brooklyn. Go upstairs and Hawkins will tell you to take out the tanks. Go&lt;br /&gt;back and out onto the area with the three bunkers. Use the bazookas inside to &lt;br /&gt;take out the tanks. After they are all gone, go back upstairs and use the&lt;br /&gt;binocularsto mark the targets. They will get shot and you get promoted to&lt;br /&gt;Corporal. YAY!&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE  &lt;br /&gt;&lt;br /&gt;==============================&lt;br /&gt;Mission 8: Farewell to Friends&lt;br /&gt;==============================&lt;br /&gt;&lt;br /&gt;Head into town following the road. Some Italians will come out. Fight them off.&lt;br /&gt;Use your M1 to snipe the guy in the turret on the building straight ahead. Turn&lt;br /&gt;right at the end of the road. You will come across a turret that will blow the&lt;br /&gt;crap out of you. Stay back. Hawkins will tell you to follow Kelly and flank the&lt;br /&gt;turret. When Kelly leaves, follow him. You will come to a plaza type place. &lt;br /&gt;Throw a grenade into the center and finish off the remaining troops. Go into&lt;br /&gt;the house on the left. Turn right in the house and go up the stairs. Kill the&lt;br /&gt;guy on the turret and the guys across on the balcony. Go back down the stairs.&lt;br /&gt;Kelly will kick open a door. Go out of it and follow the road. You will get a &lt;br /&gt;cutscene. Denley will open a door and get the living crap blown out of him. &lt;br /&gt;='( After the cutscene, go in the door. Go through the house. Kill the Italians&lt;br /&gt;out here and go through the door at the end. This is gonna be good. Run out and&lt;br /&gt;go through the building in front of you. Now follow Hawkins. Go upstairs. You &lt;br /&gt;will probably want to use either your rifle or the MG32 on the ground. (L1 to&lt;br /&gt;set up) Shoot at the Italians for while and then head downstairs and through&lt;br /&gt;the building door. Kill the Italians down here. Follow your squad through the&lt;br /&gt;archway/. Take cover here and fight the Italians. Fight your way along this &lt;br /&gt;path. You'll get to an area with tank that will explode. Go through here and &lt;br /&gt;kill the Italians. Before you get past the little porch thing, take out all&lt;br /&gt;the visible enemies. More will come from the left when you get past this area.&lt;br /&gt;That would leave you cornered and as good as dead. Take cover amongst the boxes&lt;br /&gt;here and kill the approaching Germans. Fight your way through. Keep fighting&lt;br /&gt;and follow your squad. You will eventually come to the cathedral. Fight off &lt;br /&gt;the enemies and plant a charge on the Flak 88.  Head back to regroup with your&lt;br /&gt;squad. They will have a nice "service" for... sniff... Vic... WAH!!!!&lt;br /&gt;&lt;br /&gt;============================ &lt;br /&gt;Mission 9: The Great Crusade&lt;br /&gt;============================&lt;br /&gt;&lt;br /&gt;Oh god, D-Day. Well, I'm sure you know how intense this will be. Mark the &lt;br /&gt;various targets along the beach. You're boat will get fragged. Eventually you&lt;br /&gt;wake up on the beach. Fight your way along it and use the many objects as cover&lt;br /&gt;from enemy fire. Cover the engineers as they plant the charges on the barracade&lt;br /&gt;that are blocking your path. Keep going along here until you get to the &lt;br /&gt;trenches. Go in them and use your Thompson for better trench clearing. Come out&lt;br /&gt;when you reach the end. Fight your way to the right and go up the stairs. Head&lt;br /&gt;into the building. Shoot the radio to disable it. Use the turret up here to &lt;br /&gt;cover the engineers as they plant the charges on the door. Go in the door when&lt;br /&gt;it is blown open. Follow along this path. In the first building, there is an&lt;br /&gt;alcove to the right inside is the first artillery piece. Place the charge. Go &lt;br /&gt;back and conitnue along the path. When you get outside again, turn right first&lt;br /&gt;thing. Go up the stairs. Head into the left area in the building. Go down the&lt;br /&gt;stairs and place the charge on the Flak. Head out the other way and cross the&lt;br /&gt;wooden bridge. Don't go down the stairs, rather keep straight. Go in this area&lt;br /&gt;and kill the Germans. Go to the area by Sergeant Mack and go in. Go out the&lt;br /&gt;end and turn right. Keep that way and plant the charge on the Flak. Now head&lt;br /&gt;out down to the ground and go to the end of the path.Go through the door. Go &lt;br /&gt;down and go up the right side of the ladder. Go to the other side of the door&lt;br /&gt;and press the thing that looks like a heater. The gate will open. Your squad &lt;br /&gt;will come through and the door will blow up. Go out and find cover. Eventually&lt;br /&gt;Brooklyn will toss a grenade up there and blow up the Flak. Go through the door&lt;br /&gt;at the end of this path. Shoot the Germans and go through the door. Go down the&lt;br /&gt;stairs in the next area and shoot the guy in the tower. Go through the trenches&lt;br /&gt;and through the bunker. Up the stairs and to the Flak. Get in after it is &lt;br /&gt;repaired and take out the bunkers and any troops that pose a threat (people &lt;br /&gt;with bazookas, people on machingun turrets). After that...&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;==========================&lt;br /&gt;Mission 10: An Easy Detail&lt;br /&gt;==========================&lt;br /&gt;&lt;br /&gt;This is one of the most intense battles in the game in my opinion. Take out the&lt;br /&gt;ambushing Germans from your .50 cal. You will crash eventually. Get out and &lt;br /&gt;follow your squad to cover. The Germans will attack from behind. Fight back&lt;br /&gt;until they are gone. Keep going. Slide down the hill and take out the guy with&lt;br /&gt;the machine gun. Then go to the hill and fight there. After that meet your &lt;br /&gt;squad and keep going. Run through the woods and follow McLaughlin. After you're&lt;br /&gt;through, head to the mill. Be ready for three Germans waiting to kill you on&lt;br /&gt;the corner. After them, Brooklyn will kick open a door. Go in and kill the &lt;br /&gt;Germans. Go through the door on the right and hop on the turret before a &lt;br /&gt;teammate does. If you don't make it in time, head up the stairs and grab the&lt;br /&gt;scoped rifle. Blow up the armor and troop transportation as they come. A tank&lt;br /&gt;will come. After a while someone will blow it up, just avoid it. After that,&lt;br /&gt;meet outside the mill. Follow your sqaud up the road. Kill all the Germans at &lt;br /&gt;the road block. Run through the orchard and use the trench the plane so kindly&lt;br /&gt;made for us and a rifle to take out the Germans. Continue with your squad and&lt;br /&gt;turn right when you get to the intersection. Plant a charge on the Flak. After&lt;br /&gt;it explodes, go straight and into the burning fields. Sound like something from&lt;br /&gt;Gauntlet: Dark  Legacy... Anyway, turn around the truck and take out the German&lt;br /&gt;manning the gun then the rest. Coninue along this path. Plant the charge on the&lt;br /&gt;Flak. Then your squad will kick open a gate; you guessed it, go through. You &lt;br /&gt;will come across a barn and a Flak. You know what to do. Then go in the barn &lt;br /&gt;and clear it. Your team will open the doors to the big battle. Charge out and&lt;br /&gt;find cover immediately. Walk around the edge until you get to a Flak. Plant the&lt;br /&gt;charge. Now, fight up the hill. Hawkins will get shot for like the 5th time. &lt;br /&gt;After that, go in the gate and fight your way up the hill. After you clear it,&lt;br /&gt;come back down to see Hawkins being taken to the hospital. &lt;br /&gt;&lt;br /&gt;MISSION COMPLETE &lt;br /&gt;&lt;br /&gt;=========================&lt;br /&gt;Mission 11: Crucifix Hill&lt;br /&gt;=========================&lt;br /&gt;&lt;br /&gt;So Kelly is the Sergeant now... Does that mean Hawkins died? Okay, head along &lt;br /&gt;the road. Your in for one heck of a battle. Follow Kelly along the road. You'll&lt;br /&gt;come to a cemetary. This is INTENSE. Fight through it using the gravestones as &lt;br /&gt;cover. When you reach the end, snipe the turret. Now RUN as fast as you can &lt;br /&gt;while the turret is inactive. Now kill the people here and run up the stairs. &lt;br /&gt;Go along the trench and turn right when you reach the end. Keep along this way&lt;br /&gt;and go in the building at the end. Go through and go to the Antiair gun. Plant&lt;br /&gt;a charge and go back and through the door we haven't been in yet. Turn into the&lt;br /&gt;trenches. Now go straight and plant the charge on the antiair gun. Turn around&lt;br /&gt;and take the first left turn. Head through and take another left turn. You&lt;br /&gt;will come across a bunker. Go up the ladder and plant the charge on the last &lt;br /&gt;gun. Now go turn right away from the bunker then go straight. Go through this&lt;br /&gt;building. Fight the Germans. When you get outside, go straight to the bunker. &lt;br /&gt;Kill all the Germans around and enter the bunker. Fight your way upstairs and&lt;br /&gt;leave the bunker. Now you have to destroy three nebelwefers. Keep to the right&lt;br /&gt;and turn in the appropriate direction when you need to (judging by the star on&lt;br /&gt;the compass) Your teammates also know where to go. If you turn around and they&lt;br /&gt;stay where they are, you were on the right track. You will get to the command&lt;br /&gt;bunker eventually. Go in and clear it out. After you are done, a door will open&lt;br /&gt;and you need to go through. Do so, and keep through the halls. Turn right&lt;br /&gt;at the very last room. Go outside and straight to find the nebelwefer. Plant&lt;br /&gt;the charge and go to the right for the second nebelwefer. Plant the charge, &lt;br /&gt;leave and go straight to get the last one. Now meet up with your squad.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;==========================&lt;br /&gt;Mission 12: The Last Train&lt;br /&gt;==========================&lt;br /&gt;&lt;br /&gt;Charge in to town and take out the guy in the turret. Then clear the houses. &lt;br /&gt;Keep doing this. Follow the tank. Eventually the tank will get fragged. Go into&lt;br /&gt;the building to the left of it. Fight off the advancing Germans. Now a mortar&lt;br /&gt;team will start shhoting at you. They are in the center of the courtyard. Run&lt;br /&gt;out of the latest opened door and use the wooden thing as cover. Keep running&lt;br /&gt;from cover to cover and keep out of mortar fire. When you are close enough, &lt;br /&gt;pull out a machine gun and take out the mortar team in the house. Now take out &lt;br /&gt;the Flak. After it has been blown to oblivion, follow the tank through town.&lt;br /&gt;It will sto pevery now and then so you can cleanse the area of enemies. You &lt;br /&gt;will get to a part where there are two panzerschrek soldiers. Kill them so the&lt;br /&gt;tank can move on. Then, Germans will SWARM. Kill them then clear out the barn.&lt;br /&gt;Meet your squad. &lt;br /&gt;&lt;br /&gt;Now we're in a tank. Press R2 to shoot the machinegun and R1 for rockets. Okay,&lt;br /&gt;follow the road. Keep an eye out for artillery, bazookas, and other tanks. &lt;br /&gt;Just keep following the road. Eventually you will come across a train. Shoot it&lt;br /&gt;and it will blow up. Cross through the new gap and end the mission.&lt;br /&gt;&lt;br /&gt;MISSION COMPLETE&lt;br /&gt;&lt;br /&gt;==============================&lt;br /&gt;Mission 13: The Dragon's Teeth&lt;br /&gt;==============================&lt;br /&gt;&lt;br /&gt;Go along the path. Take cover when you get to the first bunker. Fight your way&lt;br /&gt;to it and enter from the back. Kill the Germans in here. Now head to the next&lt;br /&gt;bunker. Kill everyone in it and grab a sniper. Now go back out. Brooklyn will&lt;br /&gt;get utterly d-d...destroyed...by .. a (sniff) ..mortar... WHAAAA!!!! Okay, now&lt;br /&gt;go through the new opening in the barbed wire. Find cover by the car, and snipe&lt;br /&gt;the people in the towers. Now proceed through the Dragons Teeth, using them&lt;br /&gt;as cover. Once you're out, go through the little bunker stairs. Once inside,&lt;br /&gt;navigate through the halls, killing all the Germans as you go. When you get to&lt;br /&gt;the end, the wall will blow up. Hop through. Proceed along the trenchline &lt;br /&gt;annihalating the Germans as you go. When you get to the end by the river,&lt;br /&gt;go down the slope. Then go down a little ramp leading to the bridge's&lt;br /&gt;underside. Fight through here. Now kill the guys on the turret and head for the&lt;br /&gt;rockets. Plant the charges on them and go back to your squad. And BOOM!&lt;br /&gt;&lt;br /&gt;GAME COMPLETE!!!&lt;br /&gt;&lt;br /&gt;Congrats, you beat it. Good job, soldier!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Call of Duty 2: Big Red One: FAQ/Walkthrough by monkeydance994&lt;br /&gt;Version 1.0, Last Updated 2007-06-01 View/Download Original File&lt;br /&gt;Hosted by GameFAQs&lt;br /&gt;Return to Call of Duty 2: Big Red One (XBOX) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-5711272157715074316?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/5711272157715074316/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=5711272157715074316&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/5711272157715074316'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/5711272157715074316'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/call-of-duty-2-big-red-oneps-2.html' title='Call of Duty 2: Big Red One:(ps 2)  FAQ/Walkthrough'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-1559012333920904770</id><published>2008-09-03T23:17:00.000-07:00</published><updated>2008-09-03T23:28:24.021-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='xbox'/><title type='text'>Cabela's Big Game Hunter 2005 Adventures:(xbox) FAQ/Walkthrough</title><content type='html'>Cabela's Big Game Hunter 2005 Adventures:(xbox) FAQ/Walkthrough &lt;br /&gt;==========================================================&lt;br /&gt;&lt;br /&gt;==================&lt;br /&gt;Table of Contents&lt;br /&gt;==================&lt;br /&gt;&lt;br /&gt;I. Introduction&lt;br /&gt;II. Version History&lt;br /&gt;III. Items&lt;br /&gt;  A. Weapons/Bows&lt;br /&gt;  B. Optics&lt;br /&gt;  C. Calls and Lures&lt;br /&gt;  D. Equipment&lt;br /&gt;  E. Clothing&lt;br /&gt;IV. Animals&lt;br /&gt;V. Career Hunt (Updated)&lt;br /&gt;  A. Forest&lt;br /&gt;  B. Marsh&lt;br /&gt;  C. Desert&lt;br /&gt;  D. Grassland&lt;br /&gt;  E. Mountain&lt;br /&gt;  F. Tundra&lt;br /&gt;VI. FAQ&lt;br /&gt;VII. Glitches&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;I. Introduction&lt;br /&gt;&lt;br /&gt;Hello! Welcome to my second FAQ that I have made. This Cabela's game has &lt;br /&gt;a little more realistic feel to it than Cabela's: DH (See my first FAQ), and&lt;br /&gt;has a brighter and cheery feel. I Hope my FAQ develops even more, and &lt;br /&gt;that it will (hopefully) help you in the future. Contact me for any questions &lt;br /&gt;at:&lt;br /&gt;&lt;br /&gt;Netsrfer8@Netscape.net&lt;br /&gt;&lt;br /&gt;Like last time, (New) and (Updated) will be marked accordingly.&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;II. Version History&lt;br /&gt;&lt;br /&gt;Version 0.25&lt;br /&gt;Completed:11/12/04&lt;br /&gt;Added the Intro, Complete Items Section, and started the &lt;br /&gt;Career Hunt Section.&lt;br /&gt;&lt;br /&gt;Version 0.50&lt;br /&gt;Completed:11/13/04&lt;br /&gt;Finished the Forest and Marsh sections, began the Desert Section.&lt;br /&gt;Improved ASCII art.&lt;br /&gt;&lt;br /&gt;Version 0.75&lt;br /&gt;Completed:11/14/04&lt;br /&gt;Finished Desert, Started Grassland.&lt;br /&gt;&lt;br /&gt;Version 0.95&lt;br /&gt;Completed:11/16/04&lt;br /&gt;Finished Grassland and Mountain, started Tundra.&lt;br /&gt;&lt;br /&gt;Version 1.0&lt;br /&gt;Completed:11/17/04&lt;br /&gt;FAQ in its first complete stage, finished Tundra.&lt;br /&gt;&lt;br /&gt;Version 1.05&lt;br /&gt;Completed:11/17/04&lt;br /&gt;Added in Cheatcc.com in Legal Info, because Dave A begged me so...&lt;br /&gt;&lt;br /&gt;Version 1.1&lt;br /&gt;Completed:11/18/04&lt;br /&gt;Added my site to Legal Info.(Well, I don't want to be charged&lt;br /&gt;copyright violations for my own site, now, do I?)&lt;br /&gt;&lt;br /&gt;Version 1.2&lt;br /&gt;Completed:11/20/04&lt;br /&gt;Started the Animals section.&lt;br /&gt;&lt;br /&gt;Version 1.25&lt;br /&gt;Completed: 11/21/04&lt;br /&gt;Added in Cattail Mire for Marsh&lt;br /&gt;&lt;br /&gt;Version 1.3&lt;br /&gt;Completed: 12/2/04&lt;br /&gt;Added in an updated site URL. Added in a few animals.&lt;br /&gt;&lt;br /&gt;Version 1.4&lt;br /&gt;Completed 12/5/04&lt;br /&gt;Added in a few animals to the Animals Section, added in three extra &lt;br /&gt;tournaments. &lt;br /&gt;Added in Email Address.&lt;br /&gt;&lt;br /&gt;Version 1.45&lt;br /&gt;Completed 12/7/04&lt;br /&gt;Added in a much-needed part of Legal Info.&lt;br /&gt;&lt;br /&gt;Version 1.55&lt;br /&gt;Completed 12/28/04&lt;br /&gt;Made the Email Policy, The HoS, and Glitches sections.&lt;br /&gt;&lt;br /&gt;Version 1.6&lt;br /&gt;Completed 12/29/04&lt;br /&gt;Updated site domain (Switched to freewebs.com)&lt;br /&gt;&lt;br /&gt;Version 1.7&lt;br /&gt;Completed 12/30/04&lt;br /&gt;Added in the FAQ section. Finished the Animals section. Updated ASCII Art.&lt;br /&gt;&lt;br /&gt;Version 1.8&lt;br /&gt;Completed 1/1/05&lt;br /&gt;Added FIRST Hall of Shame Email, and added another question in the FAQ.&lt;br /&gt;&lt;br /&gt;Version 1.85&lt;br /&gt;Completed 1/1/05&lt;br /&gt;NEXT Hall of Shame Email added in. Updated the Email Policy.&lt;br /&gt;&lt;br /&gt;Version 1.95&lt;br /&gt;Completed 1/5/05&lt;br /&gt;Added in a common glitch in this game. Also made a Credits section.&lt;br /&gt;&lt;br /&gt;Version 2.2&lt;br /&gt;Completed 2/6/05&lt;br /&gt;Huge Update ahead. Fixed BIG spelling and grammar mistakes, changed the &lt;br /&gt;Legal Info and ASCII title, added in a few things in the Credits, fixed&lt;br /&gt;headers for big sections, and shortened the headers in Career.&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;III. Items&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;Here is a list of all the Items that can be used in the game.&lt;br /&gt;&lt;br /&gt;A. Weapons/Bows&lt;br /&gt; 1 .234 Compact Bolt-Action Rifle&lt;br /&gt; 2 .270 Bolt-Action Rifle&lt;br /&gt; 3. .280 Bolt Action Rifle&lt;br /&gt; 4. .30-30 Lever Action Rifle&lt;br /&gt; 5. 7mm Magnum Rifle(Semi-Auto)&lt;br /&gt; 6. .30-06 Bolt Action Rifle&lt;br /&gt; 7. .30-06 Rifle(Semi-Auto)&lt;br /&gt; 8. .300 Magnum Bolt Action Rifle&lt;br /&gt; 9 .308 Rifle (Semi-Auto)&lt;br /&gt;10 .308 Bolt action Rifle&lt;br /&gt;11. .416 Bolt Action Rifle&lt;br /&gt;12. .45-120 1874 Replica Rifle&lt;br /&gt;13 10 Gauge Pump Shotgun&lt;br /&gt;14 12 Gauge Shotgun (Semi-Auto)&lt;br /&gt;15 12 Gauge Over and Under Shotgun&lt;br /&gt;16. Semi-Auto Slug Gun&lt;br /&gt;17 .44 Magnum Revolver&lt;br /&gt;18. Single-Shot .30-30 Long Hunting Pistol&lt;br /&gt;19 .50 AE Handgun (Semi-Auto)&lt;br /&gt;20. .500 Magnum Pistol&lt;br /&gt;21. Recurve Bow&lt;br /&gt;22. Compound Bow&lt;br /&gt;23. Crossbow&lt;br /&gt;&lt;br /&gt;B. Optics&lt;br /&gt; 1. Alaskan Guide 3.5-10AO Scope&lt;br /&gt; 2. Alaskan Guide 4.5-14AO Scope&lt;br /&gt; 3. Alaskan Guide 6.5-20AO Scope&lt;br /&gt; 4. Alaskan Guide (10x42) Binoculars&lt;br /&gt; 5. Alaskan Guide (20-60) Spotting Scope&lt;br /&gt; 6. Laser Rangefinder&lt;br /&gt;&lt;br /&gt;C. Calls and Lures&lt;br /&gt; 1. Doe Estrus&lt;br /&gt; 2. Urine Scent&lt;br /&gt; 3. Scent Cover&lt;br /&gt; 4. Rattling Antlers&lt;br /&gt; 5. Grunt Call&lt;br /&gt; 6. Bleat Call&lt;br /&gt; 7. Predator Call&lt;br /&gt; 8. Moose Call&lt;br /&gt; 9. Deer Feeder&lt;br /&gt;10. Salt Lick&lt;br /&gt;11. Decoys&lt;br /&gt;&lt;br /&gt;D. Equipment&lt;br /&gt; 1. Light Tent&lt;br /&gt; 2. Medium Tent&lt;br /&gt; 3. Heavy Tent&lt;br /&gt; 4. Tree Stand&lt;br /&gt; 5. Tripod&lt;br /&gt; 6. Ground Blind&lt;br /&gt; 7. Med Kit&lt;br /&gt; 8. Hydration Bladder&lt;br /&gt; 9. Daily Rations&lt;br /&gt;10. Self-Heating Meal&lt;br /&gt;&lt;br /&gt;E. Clothing&lt;br /&gt; 1. Light Forest&lt;br /&gt; 2. Light Orange&lt;br /&gt; 3. Light Desert&lt;br /&gt; 4. Medium Forest&lt;br /&gt; 5. Medium Orange&lt;br /&gt; 6. Heavy Forest&lt;br /&gt; 7. Heavy Orange&lt;br /&gt; 8. Full Camoflauge Forest&lt;br /&gt; 9. Full Camoflauge Orange&lt;br /&gt;10. Full Winter&lt;br /&gt;11. Full Winter Orange&lt;br /&gt;-----------------------------------------------------------------------------&lt;br /&gt;IV. Animals&lt;br /&gt;-----------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;In this section, I will show each animal and show where they can be found,&lt;br /&gt;by EXACT area.&lt;br /&gt;&lt;br /&gt;      Name                  Area&lt;br /&gt;&lt;br /&gt;Arctic Wolf               | Narssurssuk, Ice Flats&lt;br /&gt;Bighorn Sheep (Desert)    | Raspy Gulch&lt;br /&gt;Bighorn Sheep (Rocky Mt.) | Seanner Pass&lt;br /&gt;Bison                     | Bison Ridge&lt;br /&gt;Black Bear                | Red Cedar, Jade Grass Lowlands, Moose Hoof &lt;br /&gt;Bobcat                    | Paper Birch Paths, Bald Bog, Cattail Mire&lt;br /&gt;Brown Bear (Common)       | Hemlock Path&lt;br /&gt;Brown Bear (Kodiak)       | Three Glacier's Ridge&lt;br /&gt;Caribou (Barren Ground)   | Tuktu&lt;br /&gt;Caribou (Mountain)        | Triplet Peaks&lt;br /&gt;Caribou (Woodland)        | Big Antler Clearing&lt;br /&gt;Columbian Black tailed Deer| Balsam Trail, Black Spruce, Treesap Glen&lt;br /&gt;Cougar                    | Black Spruce, Acorn Knoll&lt;br /&gt;Coyote                    | Krueger's Folly, Shining Prairie&lt;br /&gt;Dall's Sheep              | Vertigo Pass, Icy Pines&lt;br /&gt;Elk (Rocky Mountain)      | Washing Downs&lt;br /&gt;Elk (Roosevelt)           | Treeroot Trail&lt;br /&gt;Elk (Tule)                | Muskeg Moors, Tule Feilds  &lt;br /&gt;Grey Wolf                 | Wide Water Plains&lt;br /&gt;Grizzly Bear              | Hemlock Path, Spruce Woods&lt;br /&gt;Javelina                  | Blistered Dunes&lt;br /&gt;Lynx                      | Highland Divide&lt;br /&gt;Mountain Goat             | Billy Goat's Bluff&lt;br /&gt;Moose (Northwestern)      | Pinion Point,&lt;br /&gt;Moose (Shiras)            | Dewlap Cliffs&lt;br /&gt;Moose (Yukon)             | Big Bear, Akuliakat&lt;br /&gt;Mule Deer(Desert)         | Riptorn Valley&lt;br /&gt;Mule Deer(Rocky Mountain) | Spiked Rock Creek&lt;br /&gt;Musk Ox                   | Shaggy Point, Piaraq, Lichen Fields &lt;br /&gt;Polar Bear                | Nanuk&lt;br /&gt;Pronghorn                 | Dead Man's Crossing, Blowingleaf fields&lt;br /&gt;Stone Sheep               | Mile-High Bridge&lt;br /&gt;Timber Wolf (Eastern)     | Five Firs Peak&lt;br /&gt;Timber Wolf (Northern)    | Pinecone Gulley, Spruce Woods, Bristlecone Grove&lt;br /&gt;Whitetail Deer            | Woody Creek,&lt;br /&gt;Wolverine                 | Needleleaf &lt;br /&gt;----------------------------------------------------------------------------&lt;br /&gt;V. Career Hunt&lt;br /&gt;----------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;This Section includes all 6 Regions, and a reference &lt;br /&gt;of all the goals in each area. Lodges are marked as (CHECKPOINT)&lt;br /&gt;&lt;br /&gt;xxxxxxxxx&lt;br /&gt;A. Forest&lt;br /&gt;xxxxxxxxx&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt; 1. Needleleaf&lt;br /&gt;This lace is choked with wolverines. Avoid the southwest corner of this area,&lt;br /&gt;Unless you want to face 3 wolverines that want you dead for disturbing them...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Wolverine&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take the wounded Columbian Black tail Deer&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt; 2. Balsam Trail&lt;br /&gt;Lots of friendly deer just blissfully ready to walk right in front of you...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Columbian Black tail Deer&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take the 8x8 Columbian Black tail&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;3. Paper Birch Paths&lt;br /&gt;Many sheer cliffs to contend with while hunting bobcat. They’re harmless,&lt;br /&gt;as long as you scare them away and don't follow them.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-take at least 1 Bobcat&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;4. Treeroot Trail&lt;br /&gt;A mostly hilly area with lots Elk. Not a very exciting area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Elk (Roosevelt)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find and report the sick Elk. *DO NOT SHOOT THE ELK, OR THE GOAL FAILS!*&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;5. Black Spruce&lt;br /&gt;A hilly area with some steep cliffs with Cougar and Columbian BT deer to &lt;br /&gt;hunt.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Cougar.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Participate in the hunting contest&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;6. Hemlock Path&lt;br /&gt;*shudders* this stage is NOT fun. I don't think it was a great idea to make&lt;br /&gt;a densely wooded and mountainous area a home to only  brown bears...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Brown Bear&lt;br /&gt;&lt;br /&gt;Secondary Goal&lt;br /&gt;-Save the TV reporter from the Grizzly and report to the Warden.&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;7a. Red Cedar&lt;br /&gt;An area with a creek, valleys, and hills. I've noticed the Male bears hang &lt;br /&gt;around the valleys, and the Females hang around the hills. Keep this in&lt;br /&gt;mind!&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Black Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-If you talked to Vincent at the second checkpoint, visit his cabin&lt;br /&gt;along the northern part of the map.&lt;br /&gt;-Go to Pinecone Gulley to talk to Luke.&lt;br /&gt;&lt;br /&gt;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/&lt;br /&gt;Alternate Area!&lt;br /&gt;7. B Pinecone Gulley&lt;br /&gt;After speaking with Luke, kill the 3 Timber Wolves in the area.&lt;br /&gt;\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\&lt;br /&gt;&lt;br /&gt;8.Woody Creek&lt;br /&gt;Mostly open with a steep mountain where you exit. Try to snipe the&lt;br /&gt;Whitetail deer before you leave.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 WT Deer&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;9. Big Antler Clearing&lt;br /&gt;Not much of a clearing... a pretty mountainous area with Caribou in it to me...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Caribou&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;////////////&lt;br /&gt;&lt;br /&gt;10. Spruce Woods&lt;br /&gt;Mountainous area where Grizzlies and Timber Wolves roam...Come on, you &lt;br /&gt;know the song! Wait...d'oh! That’s not it!...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Grizzly Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Kill the three wolves in this area to lower the overpopulation of&lt;br /&gt;them&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;11. Bristlecone Grove&lt;br /&gt;Gradual hills with a wolf pack roaming around.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Timber Wolf&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;12. Pinion Point&lt;br /&gt;Mostly flat, dense forest with a few moose to hunt.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 NW Moose&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;13. Treesap Glen&lt;br /&gt;Columbian Black Tailed Deer have made their home in a steep- hilled area with&lt;br /&gt;a small flatland in the NE part of the map.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Move to next region-Marsh&lt;br /&gt;-Talk to the Warden about the hunting tournament&lt;br /&gt;Take the biggest Columbian BT Deer with a shotgun no &lt;br /&gt;less than 50 yards. Clean kills only.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt; &lt;br /&gt;xxxxxxxx&lt;br /&gt;B. Marsh&lt;br /&gt;xxxxxxxx&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;1. Muskeg Moors&lt;br /&gt;A giant swamp lake with an island in the middle with Elk.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Elk(Tule)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Save the injured man on the small island.(only reachable by boat)&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;2. Swampy Britches&lt;br /&gt;Dense woods in a swampy setting. Moose seem to like it around here, too.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 NW Moose&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Participate in the tournament at Quagmire Lodge.&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;&lt;br /&gt;!TOURNAMENT!-Win Trap Shooting Tournament at this lodge.&lt;br /&gt;////////////&lt;br /&gt;&lt;br /&gt;3. Bald Bog&lt;br /&gt;Fairly flat area with a few hills.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Bobcat&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/&lt;br /&gt;Alternate Area!&lt;br /&gt;3b. Cattail Mire&lt;br /&gt;Kill 3 Bobcat after speaking with Allen.&lt;br /&gt;\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\&lt;br /&gt;&lt;br /&gt;4. Murky Fen&lt;br /&gt;Whitetail Deer wander the flat, slightly dense area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Talk to the Warden about the tournament.&lt;br /&gt;Take the largest WT Deer, with a Bolt-Action Rifle, clean kills only.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take the monster buck deer.&lt;br /&gt;&lt;br /&gt;xxxxxxxxx&lt;br /&gt;C. Desert&lt;br /&gt;xxxxxxxxx&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;1. Raspy Gulch&lt;br /&gt;Hilly, desert area with bighorn sheep.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Bighorn Sheep&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find 3 Man-Made lakes.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;2. Riptorn Valley&lt;br /&gt;This area has a sheer cliff on one side, making a "bowl"&lt;br /&gt;shape leading to the next area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Desert Mule Deer&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Participate in the contest. take 1 (10x11)Mule Deer before 6 P.M.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;3a. Dead Man's Crossing&lt;br /&gt;A very hilly area with Pronghorn. Be VERY careful driving an ATV here.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Pronghorn Antelope&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Go to Mike's land&lt;br /&gt;&lt;br /&gt;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/&lt;br /&gt;Alternate Area!&lt;br /&gt;3b. Krueger's Folly&lt;br /&gt;After speaking with Mike, kill the 3 coyotes on his land.&lt;br /&gt;\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;4.Blistered Dunes&lt;br /&gt;A bowl like area with a giant rock to the south of the area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Javelina&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find the Archaeologist.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;5. Fire Pit&lt;br /&gt;Another bowl like area, this time with Deer.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 WT Deer&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;6. Hot Hearth Canyon&lt;br /&gt;A large, open plain with a pillar like rock in the center.&lt;br /&gt;&lt;br /&gt;Primary Goals-Talk to the Warden about the contest. Take 1 Desert Mule Deer&lt;br /&gt;with a clean shot from within 100 yards.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;xxxxxxxxxxxx&lt;br /&gt;D. Grassland&lt;br /&gt;xxxxxxxxxxxx&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;1. Blowingleaf Fields&lt;br /&gt;The REAL place where the Antelope roam...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take 1 Pronghorn&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;2. Waving Green&lt;br /&gt;Open and hilly area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 WT Deer&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;3. Washing Downs&lt;br /&gt;Open and even hillier area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Elk(Rocky Mountain)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Enter the tournament-Take the biggest Elk&lt;br /&gt;&lt;br /&gt;////////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;////////////&lt;br /&gt;4. Shining Prairie&lt;br /&gt;Open area with a river going through the middle.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Coyote&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;5. Rolling Hills&lt;br /&gt;Open very hilly area...again.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Grizzly Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take 1 Grizzly Bear in the tournament with a shotgun.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;6. Acorn Knolls&lt;br /&gt;A small, open, less hilly area. Getting tired of hilly, open areas?&lt;br /&gt;I am.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Cougar&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;&lt;br /&gt;!TOURNAMENT!-Win the Skeet Shooting Tournament at this lodge.&lt;br /&gt;//////////&lt;br /&gt;&lt;br /&gt;7. Jade Grass Lowlands&lt;br /&gt;Steep hills with a plain-like area&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Black Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Seek shelter from the rain by going to the campsite.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;8. Wide Water Plains&lt;br /&gt;An open area with a river on the North/East side of the map.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Grey Wolf&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take 1 wolf within 100 yards. in the contest.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;9. Bison Ridge&lt;br /&gt;Gee, I wonder what kind of animal resides here. Mabe...Bison?&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Bison&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Kill the diseased Buffalo&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;10. Tule Fields&lt;br /&gt;A few hills that can get annoying hunting Elk here...Especially when your&lt;br /&gt;firearm is not sighted right.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Talk to the Warden about the Tournament&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;xxxxxxxxxxx&lt;br /&gt;E. Mountain&lt;br /&gt;xxxxxxxxxxx&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;1. Seanner Pass&lt;br /&gt;A very steep valley to one side, with mountains on the other side.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Bighorn Sheep(Rocky Mountain)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;2. Triplet Peaks&lt;br /&gt;Very mountainous...dumb caribou...HAD to come here...&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Caribou(Mountain)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take one within 100 yards.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;3. Cloudy Mts.&lt;br /&gt;Hey, this mountainous area is better than HEMLOCK PATH, Right?&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Grizzly Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find a way around the blocked path(more of a Primary Goal, though)&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;4. Spiked Rock Creek&lt;br /&gt;Still many steep areas, but more open than the others.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Mule Deer(Rocky Mountain)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find the radio collared Deer.&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;&lt;br /&gt;!TOURNAMENT!-Win the Clay Shooting Tournament at this lodge.&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;5a. Highland Divide&lt;br /&gt;A small ridge with a lake in the middle of the map.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Lynx&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find the injured hunter&lt;br /&gt;&lt;br /&gt;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/&lt;br /&gt;Alternate area!&lt;br /&gt;5b. Kitty's Vale&lt;br /&gt;Kill 3 wolves in the area. Stupid varmints! always meddling with other&lt;br /&gt;people's crop!&lt;br /&gt;\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\&lt;br /&gt;&lt;br /&gt;6. Dewlap Cliffs&lt;br /&gt;Many valleys that are densely forested. Moose huntin' time!&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Shiras Moose&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;7. Open Sky Pass&lt;br /&gt;A slope leading to a wide plain with some foliage.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Black Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Hunt 1 Black bear from within 100 yards., clean shots only in this tournament.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;8. Billy Goat's Bluff&lt;br /&gt;3 Guesses to what you hunt here. Anyway, some small hills next to a steep&lt;br /&gt;cliff.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Mountain Goat&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;9. Mile-High Bridge&lt;br /&gt;This place is literally a maze of steep mountains and cliffs...watch &lt;br /&gt;your step!&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Stone Sheep&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;10. Shaggy Point&lt;br /&gt;A river carving between gentle hills.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Musk Ox&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;11. Seven's Divide&lt;br /&gt;Gradually steep mountains, with a little cave to the south.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Elk (Rocky Mountain)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Go to the cave(It's the only way to the next area, so go there)&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;12. Five Firs Peak&lt;br /&gt;A fairly flat plain between some mountains. Explore the abandoned mine&lt;br /&gt;while your there.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Eastern Timber Wolf&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;13. Vertigo Pass&lt;br /&gt;A chasm with paths winding through it and the mountains at the top.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Dall's Sheep&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;14. Greenhorn Heights&lt;br /&gt;A winding path leading to an open area with Caribou.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Talk to the Warden about the Tournament. Take a mountain Caribou&lt;br /&gt;With a bow. Clean shots only.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;xxxxxxxxx&lt;br /&gt;6. Tundra&lt;br /&gt;xxxxxxxxx&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;1. Nanuk&lt;br /&gt;A frozen lake with snowy hills around it.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Polar Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Find the baby Polar Bear.&lt;br /&gt;-Find the injured meteorologist.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;2. Akuliakat&lt;br /&gt;Steep valleys leading to an open area. Don't fear the broken part of the &lt;br /&gt;river at the end of the course.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Yukon Moose&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take the big Moose (Talk to Whitmore First)&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;3.Narssurssuk&lt;br /&gt;A barren plain with a lake. High tail it out of there in your getaway&lt;br /&gt;boat after taking your wolf.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Arctic Wolf&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;4a. Piaraq&lt;br /&gt;After exiting your boat, you will find a snow covered, hilly forest.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-None (I know you're thinking What the...??!!)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take 1 Musk Ox in the Tournament.&lt;br /&gt;&lt;br /&gt;/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/&lt;br /&gt;Alternate area!&lt;br /&gt;4b. Ice Flats&lt;br /&gt;Kill 5 Arctic wolves. No more varmints...PLEASE!&lt;br /&gt;\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;5. Tuktu&lt;br /&gt;Mountainous, snowy area.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Barren Ground Caribou&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Seek shelter from the blizzard&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;6. Lichen Fields&lt;br /&gt;A plains like area with Musk Ox.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Musk Ox.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Take the wounded Musk Ox.&lt;br /&gt;-Investigate&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;7. Three Glaciers' Ridge&lt;br /&gt;A small hill with a lake to one side.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Brown Bear(Kodiak)&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;///////////&lt;br /&gt;CHECKPOINT!&lt;br /&gt;///////////&lt;br /&gt;&lt;br /&gt;8. Sheet Ice Riffs&lt;br /&gt;Open hilly area with a river on the Eastern side.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Northern Timber Wolf&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-Go to the Rift with the bear.&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;9. Icy Pines&lt;br /&gt;flat, wooded area where Dall's Sheep hang out.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Dall's Sheep&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;10. Moose Hoof&lt;br /&gt;Another fairly flat area, this time with Black Bear.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Take at least 1 Black Bear&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;11. Big Bear&lt;br /&gt;A wide valley with smaller valleys leading into it.&lt;br /&gt;&lt;br /&gt;Primary Goals&lt;br /&gt;-Talk to the Warden About the Tournament. Take 1 Moose with a clean shot&lt;br /&gt;from a bow.&lt;br /&gt;&lt;br /&gt;Secondary Goals&lt;br /&gt;-None&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;    CCC OOO N N GG   RR   A  DD  U U L    A  TTT III OOO N N  SS  !!!&lt;br /&gt;    C   O O NNN G GG RRR AAA D D U U L   AAA  T   I  O O NNN  S    !&lt;br /&gt;    CCC OOO N N GGG  R R A A DD  UUU LLL A A  T  III OOO N N SS    !&lt;br /&gt;&lt;br /&gt;         YOU HAVE COMPLETED THE GAME! NOW GO OUTSIDE AND PLAY!&lt;br /&gt;                       OR, START ALL OVER AGAIN!&lt;br /&gt;xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;VI. FAQ&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Hey, my first REAL FAQ. Cool. This will answer questions that I've been &lt;br /&gt;getting Emails about, so DON'T EMAIL ME ANYTHING COVERED HERE!!!&lt;br /&gt;&lt;br /&gt;/////////////////&lt;br /&gt;GENERAL QUESTIONS&lt;br /&gt;/////////////////&lt;br /&gt;&lt;br /&gt;Q. How much memory does this game use?&lt;br /&gt;A. About 200 KB of memory.&lt;br /&gt;&lt;br /&gt;Q. How much does this game cost?&lt;br /&gt;A. The current price is $29.99&lt;br /&gt;&lt;br /&gt;Q. Where can I get it?&lt;br /&gt;A. The nearest game store near you. &gt;_&gt;&lt;br /&gt;&lt;br /&gt;//////////////////&lt;br /&gt;GAMEPLAY QUESTIONS&lt;br /&gt;//////////////////&lt;br /&gt;&lt;br /&gt;Q. Are there any cheats for this game?&lt;br /&gt;A. No, No, and NO. There are merely glitches only.(see next section)&lt;br /&gt;&lt;br /&gt;Q. Can I use a Guncon-type Gun with this game?&lt;br /&gt;A. Pft, I wish.&lt;br /&gt;&lt;br /&gt;Q. Why do the red dots change different colors?/Are there different colors&lt;br /&gt;for different animals?&lt;br /&gt;A. There are three different colored dots in the game. They are:&lt;br /&gt;&lt;br /&gt;Red = Living Animal&lt;br /&gt;Purple = Wounded Animal&lt;br /&gt;Blue = Dead Animal&lt;br /&gt;&lt;br /&gt;EVERY Animal has the SAME colored dot for each of the colors above.&lt;br /&gt;&lt;br /&gt;/////////////////&lt;br /&gt;IN-GAME QUESTIONS&lt;br /&gt;/////////////////&lt;br /&gt;&lt;br /&gt;Q. What are these "custom" weapons?&lt;br /&gt;A. Custom weapons are basically a different look from the original,&lt;br /&gt;and have slightly (very slightly) better aim than the original.&lt;br /&gt;&lt;br /&gt;Q. How do I get out of Hemlock Path? I keep going in circles!&lt;br /&gt;A. Go to the spot where the TV reporter gets mauled by the grizzly. Then look &lt;br /&gt;in the direction of the steep walled canyon. Go to your left when facing the &lt;br /&gt;canyon, and you should see a sign for the next area. Go up the hill and cross &lt;br /&gt;the bridge until you can go to the next area.&lt;br /&gt;&lt;br /&gt;Q. I went to the cave in Seven's Divide, but I still can't get out!&lt;br /&gt;A. Go into the water in the cave and go downstream until you can go into the &lt;br /&gt;next area.&lt;br /&gt;&lt;br /&gt;Q. I can't find any animals! Where are they?!!&lt;br /&gt;A. All animals are where the red dots are. Walk towards them and shoot &lt;br /&gt;whenever the chance if you're completely new to the series : )&lt;br /&gt;&lt;br /&gt;Q. How do you site your firearm?&lt;br /&gt;A. To site your firearm, fire into the target using the sighting booth.&lt;br /&gt;then, where ever the bullet hole is, use the directional pad to estimate&lt;br /&gt;how much you need to make the firearm fire into the center. (ex. up-sight to&lt;br /&gt;the up direction, left-sight to the left) &lt;br /&gt;when you have done so, leave the sighting booth.&lt;br /&gt;&lt;br /&gt;=========================the end===================&lt;br /&gt;&lt;br /&gt;Cabela's Big Game Hunter 2005 Adventures: FAQ/Walkthrough by Netsrfer8&lt;br /&gt;Version 2.2, Last Updated 2005-02-06 View/Download Original File&lt;br /&gt;Hosted by GameFAQs&lt;br /&gt;Return to Cabela's Big Game Hunter 2005 Adventures (XBOX) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-1559012333920904770?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/1559012333920904770/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=1559012333920904770&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1559012333920904770'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1559012333920904770'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/cabelas-big-game-hunter-2005.html' title='Cabela&apos;s Big Game Hunter 2005 Adventures:(xbox) FAQ/Walkthrough'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-1025970729417769925</id><published>2008-09-02T05:38:00.001-07:00</published><updated>2008-09-02T05:45:02.201-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='xbox'/><title type='text'>Backyard Wrestling: Don't Try This at Home: (xbox)FAQ/walkthrough</title><content type='html'>Backyard Wrestling: Don't Try This at Home: (xbox)FAQ/walkthrough&lt;br /&gt;==================================================================&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;CONTENT&lt;br /&gt;========&lt;br /&gt; &lt;br /&gt;I. INTRODUCTION&lt;br /&gt;II. THE CONTROLS&lt;br /&gt;III. TALK SHOW MODE&lt;br /&gt;IV. THE BACKYARD WRESTLERS&lt;br /&gt;V. THE VENUES&lt;br /&gt;VI. THE MOVES&lt;br /&gt;   a. STYLES&lt;br /&gt;   b. THROWS&lt;br /&gt;   c. SLAMS&lt;br /&gt;   d. AERIAL THROWS&lt;br /&gt;   e. AERIAL SLAMS&lt;br /&gt;   f. FINISHERS&lt;br /&gt;VII. CREATE A WRESTLER&lt;br /&gt;VIII. SPECIAL CODES&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;=============================================================&lt;br /&gt;I. INTRODUCTION&lt;br /&gt;&lt;br /&gt;Backyard Wrestling is the underground phenomenon that's sweeping the nation. &lt;br /&gt;The wrestlers in this circuit do the most outlandish, insane, completely &lt;br /&gt;twisted, and extremely hardcore matches using all sorts of weapons like light &lt;br /&gt;bulbs, wooden boards, gas, bricks and anything else that is or isn't nailed &lt;br /&gt;down. Backyard Wrestling includes current TNA Superstar Sabu and the Insane &lt;br /&gt;Clown Posse, voted the worst band in the world. You can also create your own &lt;br /&gt;wrestler, but the choices are limited unlike those in WWE games (Sorry, Vince &lt;br /&gt;McMahon). However, you can list your own moves and style unique to your &lt;br /&gt;wrestler. For more information about Backyard Wrestling's superstars and &lt;br /&gt;history, visit WWW (dot) BackyardWrestling (dot) COM.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;II. THE CONTROLS&lt;br /&gt;&lt;br /&gt;STANDARD&lt;br /&gt;D-Pad: Move Wrestler&lt;br /&gt;Left Analog Stick: Move Wrestler&lt;br /&gt;R1: Run&lt;br /&gt;R2: Donkey Kick/Finisher&lt;br /&gt;Square: Punch&lt;br /&gt;X: Kick&lt;br /&gt;Circle: Grapple&lt;br /&gt;Triangle: Picks Up Weapon&lt;br /&gt;&lt;br /&gt;AFTER GRAPPLE&lt;br /&gt;D-Pad + Square: Throw&lt;br /&gt;D-Pad + X: Slam&lt;br /&gt;Circle: Hammer Throw&lt;br /&gt;&lt;br /&gt;WEAPON IN HAND&lt;br /&gt;Square: Attack with Weapon&lt;br /&gt;X: Throw (small weapon)/Choke (long weapon)&lt;br /&gt;Circle: Drop Weapon&lt;br /&gt;&lt;br /&gt;OPPONENT ON GROUND&lt;br /&gt;L1: Pin&lt;br /&gt;Circle (near head): Picks Up Opponent&lt;br /&gt;Circle (near feet): Drags Opponent&lt;br /&gt;D-Pad + X (with weapon): Moonsault with Weapon&lt;br /&gt;D-Pad + Square: Attacks with Weapon&lt;br /&gt;&lt;br /&gt;CLIMBING&lt;br /&gt;D-Pad (near any high flat surface or ladder): Climb to the top&lt;br /&gt;&lt;br /&gt;AERIAL ATTACKS&lt;br /&gt;Square/X: Aerial Attacks&lt;br /&gt;Circle + Square/Circle + X: Aerial Slams&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;III. TALK SHOW MODE&lt;br /&gt;&lt;br /&gt;The Talk Show Mode is the story mode in Backyard Wrestling. The fictional show, &lt;br /&gt;"Today's Topic", tells about how Backyard Wrestling has altered many lives. The &lt;br /&gt;show then goes to the venue in discussion and the game is on. You can read the &lt;br /&gt;Talk Show Script in the In-Depth section. The 7 Levels are Backyard Bedlam, &lt;br /&gt;Truckstop Turmoil, Meatlocker Mash, Club Beatdown, Shopping Spree, Mansion &lt;br /&gt;Mayhem and Talkshow Terror.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;IV. THE BACKYARD WRESTLERS&lt;br /&gt;&lt;br /&gt;Each Backyard Wrestler has their own moves and styles. The styles will be &lt;br /&gt;listed by number and then by letter to avoid confusion. The first 15 styles &lt;br /&gt;will be used for your created wrestler. A total of 31 Backyard Wrestlers make &lt;br /&gt;up this game. Some of them you need to unlock to get.&lt;br /&gt;&lt;br /&gt;MDOGG20: Style 9&lt;br /&gt;TYLENE BUCK: Style D&lt;br /&gt;JOSH PROHIBITION: Style 1&lt;br /&gt;KARNAGE: Style 2&lt;br /&gt;GUPTA: Style B&lt;br /&gt;MASKED MIKE JACKSON: Style G&lt;br /&gt;VIOLENT J (Insane Clone Posse): Style H&lt;br /&gt;SHAGGY 2 DOPE (Insane Clown Posse): Style J&lt;br /&gt;SABU (TNA Wrestling): Style K&lt;br /&gt;ATROCITY XXX: Style 7&lt;br /&gt;MAD MAN PONDO: Style 4&lt;br /&gt;COMMISSIONER: Style A&lt;br /&gt;KITANA BAKER: Style L&lt;br /&gt;JCW'S EVIL DEAD: Style M&lt;br /&gt;MASKED HORN DOG: Style N&lt;br /&gt;EL DRUNKO: Style P&lt;br /&gt;SALLY: Style C&lt;br /&gt;JEZEBEL: Style E&lt;br /&gt;JAMIE MADROX (Twiztid): Style 6&lt;br /&gt;THE MONOXIDE KID (Twiztid): Style 8&lt;br /&gt;TOM DUB: Style 5&lt;br /&gt;RUDE BOY: Style 3&lt;br /&gt;ROSS LOVER: Style 6&lt;br /&gt;DAMEON REDD: Style 7&lt;br /&gt;DA BONE DOCTOR: Style P&lt;br /&gt;EL CHICHARRON: Style 4&lt;br /&gt;SONNY D. CHOPPER: Style 2&lt;br /&gt;ROSIE: Style E&lt;br /&gt;ADRIANNE PAIN: Style L&lt;br /&gt;HERNIA: Style D&lt;br /&gt;JOSH ASBILL: Style F&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;V. THE VENUES&lt;br /&gt;&lt;br /&gt;There are 7 venues in Backyard Wrestling.&lt;br /&gt;&lt;br /&gt;THE BACKYARD (OBVIOUSLY): The Backyard is the main place for backyard &lt;br /&gt;wrestling. The fat guy Wendell is at his barbecue grill, someone is welding a &lt;br /&gt;car, there's a train track over the fence and the entire backyard is littered &lt;br /&gt;with wooden boards, bricks, tires, sledge hammers, trash cans, a mattress, a &lt;br /&gt;gasoline can and light bulbs. There are tables to smash there, too. You can &lt;br /&gt;perform diving moves from the roof of Wendell's house as well as from the &lt;br /&gt;treehouse platform. Throwing someone into Wendell will cause him to &lt;br /&gt;accidentally burn his face on the grill.&lt;br /&gt;&lt;br /&gt;THE TRUCK STOP: Al's Truck Stop has lots of hay bales, a pet elephant, and lots &lt;br /&gt;of weapons lying around. Lots of buses and truck cabs are everywhere and can be &lt;br /&gt;used to perform diving moves. One of the buses is the ICP Tour Bus. There are &lt;br /&gt;also motorcycles near the truck stop building. Once the motorcycles are knocked &lt;br /&gt;over, a mean biker steps out of the building holding a 2 x 4 with a nail &lt;br /&gt;attached to it ready to smash anyone who wrecked his ride.&lt;br /&gt;&lt;br /&gt;THE SLAUGHTERHOUSE: The slaughterhouse has lots of chopped meat scattered &lt;br /&gt;everywhere. Most of its bones can be used as weapons. There are conveyor belts &lt;br /&gt;to leap off of as well as a giant grinder well covered with bars to prevent any &lt;br /&gt;unwanted entry, until the wrestlers slam them into the bars exposing the giant &lt;br /&gt;fan. There's also a giant window in the foreman's office.&lt;br /&gt;&lt;br /&gt;THE GENTLEMEN'S CLUB: The Peppermint Rooster is an all-night strip club that &lt;br /&gt;has a relaxed feel to it. There's a bar, poles for the strippers to dance &lt;br /&gt;around, lounge chairs used as weapons, a high rise balcony to leap off of and a &lt;br /&gt;giant tropical fish tank built into the wall. Too many slams into the wall tank &lt;br /&gt;will cause it to crack open and spill all the fish and sand all over the club. &lt;br /&gt;There's also a bartender who hates party crashers and strippers knocking down &lt;br /&gt;anyone getting too close by swinging around the poles.&lt;br /&gt;&lt;br /&gt;THE MALL: The Downtown Shopping Mall is exciting to visit, but the parking lot &lt;br /&gt;is where all the action is. You have a drunken mall Santa with a shopping cart &lt;br /&gt;full of "goodies" as well as parked cars, dumpsters, mannequins and lots of &lt;br /&gt;other good weapons.&lt;br /&gt;&lt;br /&gt;THE MANSION: Dr. Mike Fleming's mansion is placed high above the hustle and &lt;br /&gt;bustle of the city, but even the high life can enjoy a wild time. The mansion's &lt;br /&gt;backyard has a Jacuzzi, a Tiki Bar, a picnic table and a concert platform.&lt;br /&gt;&lt;br /&gt;THE TELEVISION STUDIO: The set of "Today's Topic" is the final battle in Story &lt;br /&gt;Mode where you take on Mad Man Pondo one on one in a duel to the death. The &lt;br /&gt;weapons on display during "Today's Topic" are actually used in the battle. Once &lt;br /&gt;you've beaten Mad Man Pondo, relax and watch the credits roll. Even if you lose &lt;br /&gt;to Mad Man Pondo, you can still watch the credits, just don't get P.O.'ed that &lt;br /&gt;you lost.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VIa. THE MOVES (STYLES)&lt;br /&gt;&lt;br /&gt;15 of the 23 Styles are named. The other 8 I just named on the spot. The &lt;br /&gt;entrance and winning styles are very unique and may mirror some famous &lt;br /&gt;wrestling taunts.&lt;br /&gt;&lt;br /&gt;ENTRANCES&lt;br /&gt;STYLE 1 (BACKYARD BRAWLER): The wrestler walks out with his arms in an X&lt;br /&gt;STYLE 2 (SLAM STUNNER): The wrestler slaps the camera and smacks himself to &lt;br /&gt;prepare for battle&lt;br /&gt;STYLE 3 (KNOCKOUT KING): The wrestler walks out similar to Jeff Hardy&lt;br /&gt;STYLE 4 (HEAVYWEIGHT HITTER): The wrestler hits his head repeatedly preparing &lt;br /&gt;himself for battle&lt;br /&gt;STYLE 5 (LEAPING WONDER): The wrestler rubs his wrists preparing for battle&lt;br /&gt;STYLE 6 (BONE CRUSHER): The wrestler does the "Raise the Roof" motion and walks &lt;br /&gt;taking big steps&lt;br /&gt;STYLE 7 (COMMANDER BEATDOWN): The wrestler imitates Hulk Hogan's old taunt&lt;br /&gt;STYLE 8 (CAPTAIN DAZE): The wrestler jumps up and down spastically and out of &lt;br /&gt;control&lt;br /&gt;STYLE 9 (HIGH FLYER): The wrestler is breakdancing&lt;br /&gt;STYLE A (RUSH DOWN KID): The wrestler performs a martial arts-style kata before &lt;br /&gt;going into battle.&lt;br /&gt;STYLE B (MISHMASH MASTER): The wrestler acts like a boxer ready to fight&lt;br /&gt;STYLE C (BACKYARD BABE): The babe does a standard hip pose&lt;br /&gt;STYLE D (KILLER KITTY KAT): The babe struts in seductively and poses with her &lt;br /&gt;chest showing at the sides&lt;br /&gt;STYLE E (HEAVENLY HOTTIE): The babe does a rendition of Sable's grind&lt;br /&gt;STYLE F (THE DESTROYER): The wrestler flips into the air and lands on the &lt;br /&gt;ground, similar to some fighters in Dragon Ball Z&lt;br /&gt;STYLE G (CIRCUS NINJA): The wrestler rolls in and does a kung-fu pose&lt;br /&gt;STYLE H (WICKED CLOWN): The wrestler works the crowd by waving his arms up and &lt;br /&gt;down&lt;br /&gt;STYLE J (CLOWN LOVE): The wrestler struts in and motions to the crowd by waving &lt;br /&gt;his arms up and down&lt;br /&gt;STYLE K (SABU STRETCH): The wrestler jogs in place and stretches his elbows and &lt;br /&gt;arms before battle&lt;br /&gt;STYLE L (SEXY SEDUCTRESS): The babe raises her arms over her head and shakes &lt;br /&gt;her hips sexily&lt;br /&gt;STYLE M (JUGGALO WALKING): The wrestler staggers in drunk and almost passes out&lt;br /&gt;STYLE N (MAJOR DEGENERATE): The wrestler comes out doing the "D-Generation X" &lt;br /&gt;Cross Chop&lt;br /&gt;STYLE P (SATURDAY FIGHT FEVER): The wrestler does a parody of John Travolta's &lt;br /&gt;disco dance from "Saturday Night Fever"&lt;br /&gt;&lt;br /&gt;EXITS&lt;br /&gt;STYLE 1: The wrestler crosses his arms and puts them down in a ready stance.&lt;br /&gt;STYLE 2: The wrestler tackles the camera and threatens to hit it.&lt;br /&gt;STYLE 3: The wrestler blows a kiss and shoots his arm up as it he was giving &lt;br /&gt;"the finger" to his opponent.&lt;br /&gt;STYLE 4: The wrestler laughs at his opponent arrogantly.&lt;br /&gt;STYLE 5: The wrestler headbutts the camera twice.&lt;br /&gt;STYLE 6: The wrestler imitates Ravishing Rick Rude.&lt;br /&gt;STYLE 7: The wrestler does powerhouse muscle flexing.&lt;br /&gt;STYLE 8: The wrestler acts like a cowboy and then does Randy Orton's taunt.&lt;br /&gt;STYLE 9: The wrestler breakdances and stops with his feet in the air while on &lt;br /&gt;one hand.&lt;br /&gt;STYLE A: The wrestler falls back slowly and then springs up into a kung-fu &lt;br /&gt;stance.&lt;br /&gt;STYLE B: The wrestler does the "Raise the Roof", then raises his fist in &lt;br /&gt;victory.&lt;br /&gt;STYLE C: The babe crawls towards the camera and waves at it.&lt;br /&gt;STYLE D: The babe raises her arms and then blows a kiss to the camera.&lt;br /&gt;STYLE E: The babe imitates Sable.&lt;br /&gt;STYLE F: The wrestler does 2 martial arts kicks to the camera.&lt;br /&gt;STYLE G: The wrestler imitates Hulk Hogan.&lt;br /&gt;STYLE H: The wrestler hits the camera, does the "Raise the Roof", and smacks &lt;br /&gt;the air down.&lt;br /&gt;STYLE J: The wrestler does two muscle poses and shrugs it off.&lt;br /&gt;STYLE K: The wrestler does Sabu's winning pose from TNA/ECW.&lt;br /&gt;STYLE L: The babe rubs her legs up and does a feminine pose.&lt;br /&gt;STYLE M: The wrestler staggers around until he passes out face first.&lt;br /&gt;STYLE N: The wrestler imitates Val Venis.&lt;br /&gt;STYLE P: The wrestler does some disco moves including "The Solo Arm Wave".&lt;br /&gt;&lt;br /&gt;VIb. THE MOVES (THROWS)&lt;br /&gt;&lt;br /&gt;Here are the standard throws used in Backyard Wrestling. Any similarities to &lt;br /&gt;the moves used in other wrestling organizations are purely coincidental.&lt;br /&gt;&lt;br /&gt;BLOODY FISTCUFFS: The Rock's People's Punch Combo&lt;br /&gt;HEAD TRAUMA: Slams opponent's head on knee&lt;br /&gt;NOGGIN KNOCKER: A strong headbutt&lt;br /&gt;WRECK'N SHOP: 2 punches and a spinning back kick&lt;br /&gt;TURN AND COUGH: A big kick into the groin&lt;br /&gt;BREADBASKET BUSTER: Joanie "Chyna" Laurer's low blow from behind&lt;br /&gt;CRANIAL DISORDER: William Regal's double knee attack to the head&lt;br /&gt;THE BLACKSMITH: A hard club to the neck&lt;br /&gt;TREE TRIMMER: Armhold and a kick to the shin&lt;br /&gt;CHEESE GRATER: A simple back rake&lt;br /&gt;TOOTH FAIRY: European Uppercut&lt;br /&gt;KEEL'D OVER: A knee into the stomach&lt;br /&gt;CUBBY HOLE'D: Rake in the eyes&lt;br /&gt;CHIN MUSIC: Elbow to the chin&lt;br /&gt;ROYAL BEHEADING: Ron "The Truth" Killings' Axe Kick&lt;br /&gt;BUM RUSH: Grabs opponent's head and gives him a double knee strike&lt;br /&gt;KNUCKLE UP: A strong punch&lt;br /&gt;THE CHESTERFIELD: A big karate chop to the chest&lt;br /&gt;SHUCK AND JIVE: Same as the Bum Rush, but uses forearms to hold head&lt;br /&gt;HEAD BANGER: Al Snow's multiple headbutts&lt;br /&gt;STRAIGHT CHEATIN': Woman's slap combo&lt;br /&gt;NO MEANS NO!: Woman stomps on opponent's foot and punches&lt;br /&gt;JUST TEASIN': Woman dances around and kicks unaware opponent&lt;br /&gt;SOUTHERN COMFORT: Woman dances near opponent and then delivers the Manhattan &lt;br /&gt;Drop&lt;br /&gt;&lt;br /&gt;VIc. THE MOVES (SLAMS)&lt;br /&gt;&lt;br /&gt;Here are the standard slams in Backyard Wrestling. Any similarities to the &lt;br /&gt;moves used in other wrestling organizations are purely coincidental.&lt;br /&gt;&lt;br /&gt;SCOOP SLAM: Standard body slam&lt;br /&gt;TSUNAMI DROP: Samoan Drop&lt;br /&gt;TOILET SEAT: Atomic Drop&lt;br /&gt;BELL RINGER: Brock Lesnar's F-5&lt;br /&gt;FULL NELSON FLUSH: Bubba Ray Dudley's Bubba Bomb&lt;br /&gt;ROCK-A-BYE-BABY: Standard sidewalk slam&lt;br /&gt;FLIP FLOP: Standard Snapmare&lt;br /&gt;SCOTTISH WHIP: Irish Whip into a back drop&lt;br /&gt;PANCAKE SQUASH: Belly to Belly Suplex&lt;br /&gt;SLING SHOT: Standard sling shot toss&lt;br /&gt;CPR: The Hurricane's Eye of the Hurricane&lt;br /&gt;GROUND FLOOR: Powerslam&lt;br /&gt;STAKE DRIVER: Piledriver&lt;br /&gt;THE ICE PICK: Brainbuster DDT&lt;br /&gt;CRUCIFIX: Scott "Razor Ramon" Hall's Razor's Edge&lt;br /&gt;SIX FEET UNDER: Triple H's Pedigree&lt;br /&gt;OVER THE RAINBOW: Death Valley Driver&lt;br /&gt;THE SPANISH FLY: Kurt Angle's Belly to Belly Suplex&lt;br /&gt;AROUND THE CLOCK: Kurt Angles' German Suplex&lt;br /&gt;LUMBERJACK DROP: Stalling Vertical Suplex&lt;br /&gt;STRANGLE HOLD: Undertaker/Kane's Chokeslam&lt;br /&gt;SHAKIN' THE GOODIES: Woman puts opponent's face in her chest then delivers a &lt;br /&gt;DDT&lt;br /&gt;THE EXECUTION: Steve Austin's Stone Cold Stunner&lt;br /&gt;PRIVATE DANCER: Woman playfully lap dances her opponent and then delivers the &lt;br /&gt;Stone Cold Stunner&lt;br /&gt;FREE FALLING: The Rock's Rock Bottom&lt;br /&gt;RIDE'EM COWGIRL: Woman jumps onto opponent and slams head into the ground&lt;br /&gt;RETURN TO SENDER: Fall Away Slam&lt;br /&gt;EAR MUFFS: Woman puts opponent head between her legs and then delivers the &lt;br /&gt;Pedigree&lt;br /&gt;WRECKING BALL: Randy Orton's RKO&lt;br /&gt;FACE LIFT FALLOUT: Shawn "X-Pac" Waltman's X-Factor&lt;br /&gt;HAVE A SEAT: Standard Spinebuster&lt;br /&gt;THE MOUNTIE: Standard Hurracanrana&lt;br /&gt;HEAVEN'S DROP: Wrestler tosses opponent into the air and delivers an elbow drop&lt;br /&gt;HOOK 'N' SINKER: Double Underhook Suplex&lt;br /&gt;GROUNDS KEEPER: Standard Bulldog&lt;br /&gt;BV SPECIAL: The Hurricane's Verta-Breaker&lt;br /&gt;FORKLIFT PRESS: Batista's Batista Bomb&lt;br /&gt;LIL' PIK-ME-UP: Tigerbomb&lt;br /&gt;ROOT CANAL: Jawbreaker&lt;br /&gt;SPLASH DAMAGE: Goldberg's Jackhammer&lt;br /&gt;HAIR STYLIST: Woman's Snapmare&lt;br /&gt;GUILLOTINE DRIVER: Billy Gunn's Fame Asser&lt;br /&gt;SPIN CYCLE: Matt and Jeff Hardy's Twist of Fate&lt;br /&gt;BODY MASSAGE: Batista and Triple H's Spinebuster&lt;br /&gt;BRAINSTORM: Standard DDT&lt;br /&gt;THE CHIROPRACTOR: Tilt-A-Whirl Backbreaker&lt;br /&gt;COLD SHOLDER: Godfather's Shoulder Breaker&lt;br /&gt;THE LAWN DART: Undertaker's Tombstone Piledriver&lt;br /&gt;HELICOPTER CRASH: Diamond Dallas Page's Diamond Cutter&lt;br /&gt;BOTTOMS UP: Reverse DDT&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VId. THE MOVES (AERIAL THROWS)&lt;br /&gt;&lt;br /&gt;The Aerial Throws vary by tiers or different heights. Each wrestler has 2 to 3 &lt;br /&gt;tiers of aerial pain to deliver. Here are the Aerial Throws as they appear. The &lt;br /&gt;Styles show you which aerial moves are associated with that wrestler.&lt;br /&gt;&lt;br /&gt;DAREDEVIL DROPKICK: Standard Missile Dropkick&lt;br /&gt;BACKDOOR BOMB: Doink the Clown's Whoopie Cushion&lt;br /&gt;FLAT OUT: 450 Splash&lt;br /&gt;BACKWATER BUTTDROP: Senton Bomb&lt;br /&gt;TREE JUMPER: Diving Cross Body&lt;br /&gt;THE LAUNCHING PAD: Eddie Guerrero's Frog Splash&lt;br /&gt;LEAP OF FAITH: Standard Moonsault&lt;br /&gt;YAM'S AWAY: Shooting Star Press&lt;br /&gt;CRASH N' BURN: A diving double chop&lt;br /&gt;HAMMERHEAD DIVE: Chris Benoit's signature diving headbutt&lt;br /&gt;PAINT THE TARGET: Diving Knee Drop&lt;br /&gt;AIR STRIKE: Moonsault Knee Drop&lt;br /&gt;CROWD SHOCKER: Standard Diving Headbutt&lt;br /&gt;SUICIDE PLUNGE: Standard Lucha Libre Plancha&lt;br /&gt;HEAVEN'S ARROW: Corkscrew Missile Dropkick&lt;br /&gt;BIG THUMPER: Jeff Hardy's Whisper in the Wind&lt;br /&gt;SUMMERSAULT CRASH: Marc Mero's Marvelocity Moonsault&lt;br /&gt;SLEEPY TIME TUMBLE: Randy "Macho Man" Savage's Bionic Elbow&lt;br /&gt;TERMINAL VELOCITY: Corkscrew Stomp&lt;br /&gt;HOT CROSS BUNS: Molly Holly's Molly-Go-Round&lt;br /&gt;LAZY BOOMERANG FLIP: Dragon-style Moonsault&lt;br /&gt;&lt;br /&gt;STYLE 1: Daredevil Dropkick ([]) Backdoor Bomb (X) Tier 1&lt;br /&gt;STYLE 1: Flat Out ([]) Backwater Butt Drop (X) Tier 2 &amp; 3&lt;br /&gt;STYLE 2: Tree Jumper ([]) Backdoor Bomb (X) Tier 1&lt;br /&gt;STYLE 2: The Launching Pad ([]) Leap of Faith (X) Tier 2&lt;br /&gt;STYLE 2: Yam's Away ([]) Summersault Crash (X) Tier 3&lt;br /&gt;STYLE 3: Crash N' Burn ([]) Backdoor Bomb (X) Tier 1 &amp; 2&lt;br /&gt;STYLE 3: The Launching Pad ([]) Backwater Butt Drop (X) Tier 3&lt;br /&gt;STYLE 4: Hammerhead Dive ([]) Paint the Target (X) Tier 1&lt;br /&gt;STYLE 4: Backwater Butt Drop ([]) Air Strike (X) Tier 2 &amp; 3&lt;br /&gt;STYLE 5: Tree Jumper ([]) Crowd Shocker (X) Tier 1&lt;br /&gt;STYLE 5: Suicide Plunge ([]) Backwater Butt Drop (X) Tier 2&lt;br /&gt;STYLE 5: Big Thumper ([]) Summersault Crash (X) Tier 3&lt;br /&gt;STYLE 6: Hammerhead Dive ([]) Backdoor Bomb (X) Tier 1&lt;br /&gt;STYLE 6: Crash N' Burn ([]) Leap of Faith (X) Tier 2 &amp; 3&lt;br /&gt;STYLE 7: Paint the Target ([]) Backdoor Bomb (X) Tier 1 &amp; 2&lt;br /&gt;STYLE 7: Air Strike ([]) Heaven's Arrow (X) Tier 3&lt;br /&gt;STYLE 8: Sleepy Time Tumble ([]) Paint the Target (X) Tier 1&lt;br /&gt;STYLE 8: Terminal Velocity ([]) Air Strike (X) Tier 2 &amp; 3&lt;br /&gt;STYLE 9: Crash N' Burn ([]) Tree Jumper (X) Tier 1&lt;br /&gt;STYLE 9: The Launching Pad ([]) Yam's Away (X) Tier 2&lt;br /&gt;STYLE 9: Suicide Plunge ([]) Big Thumper (X) Tier 3&lt;br /&gt;STYLE A: Hot Cross Buns ([]) Daredevil Dropkick (X) Tier 1&lt;br /&gt;STYLE A: Lazy Boomerang Flip ([]) Air Strike (X) Tier 2 &amp; 3&lt;br /&gt;STYLE B: Suicide Plunge ([]) Backdoor Bomb (X) Tier 1 &amp; 2&lt;br /&gt;STYLE B: Crowd Shocker ([]) Hot Cross Buns (X) Tier 3&lt;br /&gt;STYLE C: Crowd Shocker ([]) Backdoor Bomb (X) Tier 1&lt;br /&gt;STYLE C: Hot Cross Buns ([]) Backwater Butt Drop (X) Tier 2 &amp; 3&lt;br /&gt;STYLE D: Sleepy Time Tumble ([]) Paint the Target (X) Tier 1 &amp; 2&lt;br /&gt;STYLE D: Terminal Velocity ([]) Air Strike (X) Tier 3&lt;br /&gt;STYLE E: Hot Cross Buns ([]) Paint the Target (X) Tier 1&lt;br /&gt;STYLE E: Yam's Away ([]) Summersault Crash (X) Tier 2&lt;br /&gt;STYLE E: Leap of Faith ([]) Big Thumper (X) Tier 3&lt;br /&gt;STYLE F: Tree Jumper ([]) Crowd Shocker (X) Tier 1&lt;br /&gt;STYLE F: Suicide Plunge ([]) Backwater Butt Drop (X) Tier 2&lt;br /&gt;STYLE F: Summersault Crash ([]) Big Thumper (X) Tier 3&lt;br /&gt;STYLE G: Suicide Plunge ([]) Paint the Target (X) Tier 1&lt;br /&gt;STYLE G: Hammerhead Dive ([]) Hot Cross Buns (X) Tier 2&lt;br /&gt;STYLE G: Crowd Shocker ([]) The Launching Pad (X) Tier 3&lt;br /&gt;STYLE H: Sleepy Time Tumble ([]) Paint the Target (X) Tier 1&lt;br /&gt;STYLE H: The Launching Pad ([]) Leap of Faith (X) Tier 2 &amp; 3&lt;br /&gt;STYLE J: Yam's Away ([]) Backdoor Bomb (X) Tier 1&lt;br /&gt;STYLE J: Lazy Boomerang Flip ([]) Leap of Faith (X) Tier 2 &amp; 3&lt;br /&gt;STYLE K: Sleepy Time Tumble ([]) Hammerhead Dive (X) Tier 1&lt;br /&gt;STYLE K: Hot Cross Buns ([]) Leap of Faith (X) Tier 2&lt;br /&gt;STYLE K: Crowd Shocker ([]) Summersault Crash (X) Tier 3&lt;br /&gt;STYLE L: Sleepy Time Tumble ([]) Daredevil Dropkick (X) Tier 1&lt;br /&gt;STYLE L: Lazy Boomerang Flip ([]) Flat Out (X) Tier 2 &amp; 3&lt;br /&gt;STYLE M: Hammerhead Dive ([]) Suicide Plunge (X) Tier 1 &amp; 2&lt;br /&gt;STYLE M: Summersault Crash ([]) Lazy Boomerang Flip (X) Tier 3&lt;br /&gt;STYLE N: Crash N' Burn ([]) Crowd Shocker (X) Tier 1&lt;br /&gt;STYLE N: Tree Jumper ([]) The Launching Pad (X) Tier 2 &amp; 3&lt;br /&gt;STYLE P: Backdoor Bomb ([]) Crash N' Burn (X) Tier 1 &amp; 2&lt;br /&gt;STYLE P: Hot Cross Buns ([]) Hammerhead Dive (X) Tier 3&lt;br /&gt;&lt;br /&gt;VIe. THE MOVES (AERIAL SLAMS)&lt;br /&gt;&lt;br /&gt;Aerial Slams are very powerful and can be used at any height no matter what. &lt;br /&gt;Like Aerial Throws, Aerial Slams vary depending on the wrestler's Style. Here's &lt;br /&gt;a list of Aerial Slams.&lt;br /&gt;&lt;br /&gt;PERILOUS FLIGHT: Combined Shooting Star Press with body slam&lt;br /&gt;LIFT OFF: Gorilla Press Slam from the top&lt;br /&gt;TO THE MOON: Toss into the air and uppercut&lt;br /&gt;GUT BUSTER: Holds left arm and left leg and kicks in the middle&lt;br /&gt;NEUTRON BOMB: Super Powerbomb off the top&lt;br /&gt;WISHBONE SPLITTER: Shades of the Kinniku Buster used by M.U.S.C.L.E. Man&lt;br /&gt;WINDMILL BREAKER: Combine Airplane Spin and body slam&lt;br /&gt;HAY BAIL HEAVE: Super Scoop Slam from the top&lt;br /&gt;CORKSCREW BUSTER: Brock Lesnar's F-5 from the top&lt;br /&gt;THE MULE: Toss into the air and karate kick&lt;br /&gt;&lt;br /&gt;STYLE 1: Perilous Flight ([]) Lift Off (X)&lt;br /&gt;STYLE 2: To the Moon ([]) Gut Buster (X)&lt;br /&gt;STYLE 3: Neutron Bomb ([]) Wishbone Splitter (X)&lt;br /&gt;STYLE 4: Wishbone Splitter ([]) Lift Off (X)&lt;br /&gt;STYLE 5: Hay Bail Heave ([]) To the Moon (X)&lt;br /&gt;STYLE 6: Lift Off ([]) Neutron Bomb (X)&lt;br /&gt;STYLE 7: Windmill Breaker ([]) Wishbone Splitter (X)&lt;br /&gt;STYLE 8: To the Moon ([]) Corkscrew Buster (X)&lt;br /&gt;STYLE 9: Hay Bail Heave ([]) Gut Buster (X)&lt;br /&gt;STYLE A: Perilous Flight ([]) The Mule (X)&lt;br /&gt;STYLE B: Perilous Flight ([]) Corkscrew Buster (X)&lt;br /&gt;STYLE C: Gut Buster ([]) Wishbone Splitter (X)&lt;br /&gt;STYLE D: Neutron Bomb ([]) Windmill Breaker (X)&lt;br /&gt;STYLE E: Hay Bail Heave ([]) The Mule (X)&lt;br /&gt;STYLE F: To the Moon ([]) Gut Buster (X)&lt;br /&gt;STYLE G: Gut Buster ([]) Lift Off (X)&lt;br /&gt;STYLE H: Neutron Bomb ([]) Lift Off (X)&lt;br /&gt;STYLE J: Hay Bail Heave ([]) Corkscrew Buster (X)&lt;br /&gt;STYLE K: To the Moon ([]) The Mule (X)&lt;br /&gt;STYLE L: Corkscrew Buster ([]) The Mule (X)&lt;br /&gt;STYLE M: Perilous Flight ([]) Gut Buster (X)&lt;br /&gt;STYLE N: Hay Bail Heave ([]) Neutron Bomb (X)&lt;br /&gt;STYLE P: Hay Bail Heave ([]) Windmill Breaker (X)&lt;br /&gt;&lt;br /&gt;VIf. THE MOVES (FINISHERS)&lt;br /&gt;&lt;br /&gt;The finishers are the ultimate combination attacks to heavily do damage to your &lt;br /&gt;opponent. When your wrestler's stamina bar flashes red, grapple your opponent's &lt;br /&gt;head and hold R2.&lt;br /&gt;&lt;br /&gt;STYLE 1: 2 Samoan Drops + Lionsault&lt;br /&gt;STYLE 2: DDT + Atomic Drop + Samoan Drop&lt;br /&gt;STYLE 3: Wristlock and Elbow + Abdominal Stretch + Spinout Powerbomb&lt;br /&gt;STYLE 4: Powerslam + Backbreaker + Matt Hardy's Side Effect&lt;br /&gt;STYLE 5: Reverse Hurracanrana + Double Knee Drop + Headbutt Driver&lt;br /&gt;STYLE 6: Uppercut + Club to the Neck + Spinning Tombstone Piledriver&lt;br /&gt;STYLE 7: Tree Trimmer + Jumping Swinging DDT&lt;br /&gt;STYLE 8: Twist of Fate + Judo Armbar + Moonsault Suplex&lt;br /&gt;STYLE 9: 2 Head Chops + Head Scissor Takeover&lt;br /&gt;STYLE A: 2 Kicks + Head Scissor Takedown + Twisting Hurracanrana&lt;br /&gt;STYLE B: Leapfrog Attack + Camel Clutch + Tornado Reverse Death Valley Driver&lt;br /&gt;STYLE C: Knee Strike + Armbar Takedown + Slingshot + People's Elbow&lt;br /&gt;STYLE D: Twist of Fate + 2 Kicks + Spike Stomp&lt;br /&gt;STYLE E: Petey Williams' Canadian Destroyer + Hurracanrana + Senton Splash&lt;br /&gt;STYLE F: Uppercut + 3 One-Leg Whips + 2 Punches + People's Elbow&lt;br /&gt;STYLE G: Spinebuster + Boston Crab + Queen Suplex&lt;br /&gt;STYLE H: Reverse Full Nelson &amp; Back Slam + Whirlwind Back Slam&lt;br /&gt;STYLE J: Knee + 2 Punches + Multiple Mounted Punches + Knee to Groin&lt;br /&gt;STYLE K: Punch + Moonsault Kick + Hurracanrana Toss + Death Valley Driver&lt;br /&gt;STYLE L: Camel Clutch + Bow and Arrow Backbreaker + Spike Stomp&lt;br /&gt;STYLE M: Shoulderbreaker + Kneebreaker + Tornado Backbreaker&lt;br /&gt;STYLE N: German Suplex + Atomic Drop + Whirlwind Verta-Breaker&lt;br /&gt;STYLE P: Same finisher as Style M&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VII. CREATE A WRESTLER&lt;br /&gt;&lt;br /&gt;The Create A Wrestler feature isn't as variable as the WWE games are, but you &lt;br /&gt;can still edit your moves when you find the right body for your character. The &lt;br /&gt;standard throws and slams can be edited, but aerial moves are not. Aerial Moves &lt;br /&gt;depend on what style you've chosen for your character. Only 15 of the 23 Styles &lt;br /&gt;are for editing.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;VIII. SPECIAL CODES&lt;br /&gt;&lt;br /&gt;UNLOCK EVERYTHING (reported by Satanic Nemesis2K)&lt;br /&gt;At the main menu, hold L1 and press X, Square, Triangle, Circle, X, Square, &lt;br /&gt;Triangle, Circle.&lt;br /&gt;&lt;br /&gt;UNLOCK OPTIONS (reported by Acklor)&lt;br /&gt;At the main menu, hold L1 and press X, Triangle, X, Triangle, Circle.&lt;br /&gt;&lt;br /&gt;SONG SELECTION (reported by Tyrant234)&lt;br /&gt;During the match, press L1 and L2 simultaneously to select a different song.&lt;br /&gt;&lt;br /&gt;PASSWORDS (reported by Crippler104, Bad Asno and Meweight)&lt;br /&gt;&lt;br /&gt;Enter the following name for your created wrestler and play story mode to get a &lt;br /&gt;special code.&lt;br /&gt;&lt;br /&gt;DEATHGAMER: All wrestlers and arenas&lt;br /&gt;tpiperi: Big Feet&lt;br /&gt;okendall: Big Hands&lt;br /&gt;rtaylor: Big Head&lt;br /&gt;tho: Big Head, Hands and Feet&lt;br /&gt;edma: First Person Camera&lt;br /&gt;pjefferies: Ghost Mode&lt;br /&gt;ksimeonov: Grayscale Mode&lt;br /&gt;jgintu: Halo Mode&lt;br /&gt;stomanovski: Hardcore A.I.&lt;br /&gt;denicholas: Invincible Code&lt;br /&gt;jche: Player 1 Invincible&lt;br /&gt;ddaniels: Player 1 Infinite Supers&lt;br /&gt;cbarlow: Player 2 Invincible&lt;br /&gt;jmaxwell: Player 2 Infinite Supers&lt;br /&gt;ewilliams: Wireframe Mode&lt;br /&gt;pstapley: Toon Player&lt;br /&gt;mbilodeau: Toon Background&lt;br /&gt;mstapley: Toon Background&lt;br /&gt;-&lt;br /&gt;&lt;br /&gt;MISC. UNLOCKABLES (reported by SpacePirate, eviltab and Crash 6190)&lt;br /&gt;&lt;br /&gt;MOVIES&lt;br /&gt;BACKYARD BABES 101: Beat Talk Show Categories in Level 1&lt;br /&gt;CLOWNING AROUND: Beat the Requirements in the final stage&lt;br /&gt;JCW BOYS: Beat the Mall Stage&lt;br /&gt;&lt;br /&gt;CHARACTERS&lt;br /&gt;EL DRUNKO: Win Truckstop Turmoil as Karnage&lt;br /&gt;JAMIE MADROX: Win Club Beatdown as Sabu&lt;br /&gt;MASKED HORN DOG: Win Backyard Bedlam as Masked Mike Jackson&lt;br /&gt;TOM DUB: Win entire game as Mad Man Pondo&lt;br /&gt;DAMEON REDD: Win Meatlocker Mash as JCW's Evil Dead&lt;br /&gt;TYLENE BUCK: Win Shopping Spree as Shaggy 2 Dope&lt;br /&gt;SALLY: Win Mansion Mayhem as Violent J&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;===========================the end=======================&lt;br /&gt;&lt;br /&gt;Backyard Wrestling: Don't Try This at Home: FAQ by DragonLord893&lt;br /&gt;Version 1.0, Last Updated 2004-09-29 View/Download Original File&lt;br /&gt;Hosted by GameFAQs&lt;br /&gt;Return to Backyard Wrestling: Don't Try This at Home (XBOX) FAQs &amp; Guides&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1528799850449222303-1025970729417769925?l=newgamewalkthroughs.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://newgamewalkthroughs.blogspot.com/feeds/1025970729417769925/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=1528799850449222303&amp;postID=1025970729417769925&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1025970729417769925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1528799850449222303/posts/default/1025970729417769925'/><link rel='alternate' type='text/html' href='http://newgamewalkthroughs.blogspot.com/2008/09/backyard-wrestling-dont-try-this-at.html' title='Backyard Wrestling: Don&apos;t Try This at Home: (xbox)FAQ/walkthrough'/><author><name>sagar</name><uri>http://www.blogger.com/profile/08756390561335489221</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1528799850449222303.post-5705422082757079365</id><published>2008-09-02T05:28:00.000-07:00</published><updated>2008-09-02T05:31:52.171-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='xbox'/><title type='text'>Backyard Wrestling 2: There Goes the Neighborhood: (xbox)FAQ/walkthrough</title><content type='html'>Backyard Wrestling 2: There Goes the Neighborhood: (xbox)FAQ/walkthrough &lt;br /&gt;=========================================================================&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;CONTENTS&lt;br /&gt;******************************************************************************&lt;br /&gt; 1.     Introduction&lt;br /&gt; 2.     Version History&lt;br /&gt; 3.     Controls&lt;br /&gt; 3.1    Xbox Controls&lt;br /&gt; 3.2    PS2 Controls (information needed)&lt;br /&gt; 4.     Custom Wrestlers&lt;br /&gt; 4.1    Name&lt;br /&gt; 4.2    Body Type&lt;br /&gt; 4.3    Face Style&lt;br /&gt; 4.4    Hair Style&lt;br /&gt; 4.5    Outfit Style&lt;br /&gt; 4.6    Accessories&lt;br /&gt; 4.7    Custom Logo&lt;br /&gt; 4.8    Moves&lt;br /&gt; 5.     Combat Notes and Tactics&lt;br /&gt; 5.1    Stamina&lt;br /&gt; 5.2    Turbo&lt;br /&gt; 5.3    Blocking, Guard Breaks, and Attack Counters&lt;br /&gt; 5.4    Combos&lt;br /&gt; 5.5    Grappling&lt;br /&gt; 5.6    Dash Attacks&lt;br /&gt; 5.7    Weapons&lt;br /&gt; 5.8    Capitalizing on Fallen Opponents&lt;br /&gt; 6.     Career Mode&lt;br /&gt; 6.1    Eastern Tier&lt;br /&gt; 6.1.1  Backyard&lt;br /&gt; 6.1.2  Trailer Park&lt;br /&gt; 6.1.3  Pool&lt;br /&gt; 6.2    Western Tier&lt;br /&gt; 6.2.1  Mini Golf&lt;br /&gt; 6.2.2  Office&lt;br /&gt; 6.2.3  Restaurant&lt;br /&gt; 6.3    Northern Tier&lt;br /&gt; 6.3.1  Construction Site&lt;br /&gt; 6.3.2  Brewery&lt;br /&gt; 6.3.3  Junkyard&lt;br /&gt; 6.4    World Tier&lt;br /&gt; 6.4.1  Carnival&lt;br /&gt; 7.     Unlockables &lt;br /&gt; 7.1    Accessories&lt;br /&gt; 7.2    BYW Videos&lt;br /&gt; 7.3    Game Videos&lt;br /&gt; 7.4    Backyard Brawlers&lt;br /&gt; 8.     Game Soundtrack&lt;br /&gt; &lt;br /&gt;&lt;span class="fullpost"&gt;&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;1. Introduction&lt;br /&gt;******************************************************************************&lt;br /&gt;I am MysticWeirdo also known by my real name Warren Grieder.&lt;br /&gt;&lt;br /&gt;Backyard Wrestling 2 is the second game in the series based on the television &lt;br /&gt;series of the same name.  &lt;br /&gt;&lt;br /&gt;The game is available for both the PS2 and XBOX.  I've played this game on the &lt;br /&gt;Xbox but PS2 players may also find this guide helpful.&lt;br /&gt;&lt;br /&gt;WANTED:  PS2 control listing&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;2. Version History&lt;br /&gt;******************************************************************************&lt;br /&gt;&lt;br /&gt;November 20, 2005 Version 1.0.2 Several typos corrected&lt;br /&gt;&lt;br /&gt;August 10, 2005 Version 1.0.1 Fixed error in contact information.&lt;br /&gt;&lt;br /&gt;August 7, 2005 Version 1.0 Initial Version of this Guide.&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;3. Controls&lt;br /&gt;******************************************************************************&lt;br /&gt;&lt;br /&gt;Each wrestler has a turbo meter that gradually fills up over time.  Turbo is &lt;br /&gt;used for several of the moves.  &lt;br /&gt;&lt;br /&gt;The precise moves for several of the move categories are customizable from a &lt;br /&gt;list in the custom wrestler editor.&lt;br /&gt;&lt;br /&gt;=================&lt;br /&gt;3.1 Xbox Controls&lt;br /&gt;=================&lt;br /&gt;&lt;br /&gt;You can learn the moves from the manual, which unfortunately contains several &lt;br /&gt;errors or from the loading screens.&lt;br /&gt;&lt;br /&gt;Basic Moves&lt;br /&gt;-----------&lt;br /&gt;Move:  Left Thumbstick or D-Pad&lt;br /&gt;Dash:  Hold Right Trigger and Move. Uses Turbo.&lt;br /&gt;Attack 1: X&lt;br /&gt;Attack 2: A&lt;br /&gt;Guard Break 1: Right Trigger and X. Uses Turbo.&lt;br /&gt;Guard Break 2: Right Trigger and A. Uses Turbo.&lt;br /&gt;Pickup Weapon: Y&lt;br /&gt;Block: Left Trigger&lt;br /&gt;Attack Counter: Left Trigger and Right Trigger at beginning of opponents &lt;br /&gt;attack. Uses Turbo.&lt;br /&gt;Pin: White button while opponent is on ground. Mash A,B,X,Y to increase change &lt;br /&gt;of pin or attempt to break out of pin.&lt;br /&gt;Ground Submission:  Right Trigger and B while opponent is on the ground. Uses &lt;br /&gt;Turbo. Mash A,B,X,Y to increase damage.&lt;br /&gt;Ground Attack 1: X while opponent is on the ground&lt;br /&gt;Ground Attack 2: A while opponent is on the ground&lt;br /&gt;Ledge Throw 1: X while holding opponent on ledge.&lt;br /&gt;Ledge Throw 2: A while holding opponent on ledge.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Dashing Moves&lt;br /&gt;-------------&lt;br /&gt;&lt;br /&gt;Turbo Attack 1: X, while dashing&lt;br /&gt;Turbo Attack 2: A, while dashing (corrected from the erroneous move in the &lt;br /&gt;manual)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Front Grapple Moves&lt;br /&gt;-------------------&lt;br /&gt;&lt;br /&gt;Attack Throw 1: Left Thumbstick/D-Pad Up and X while front-grappling opponent.&lt;br /&gt;Attack Throw 2: Left Thumbstick/D-Pad Left and X while front-grappling &lt;br /&gt;opponent.&lt;br /&gt;Attack Throw 3: Left Thumbstick/D-Pad Right and X while front-grappling &lt;br /&gt;opponent.&lt;br /&gt;Attack Throw 4: Left Thumbstick/D-Pad Down and X while front-grappling &lt;br /&gt;opponent.&lt;br /&gt;&lt;br /&gt;Slam 1: Left Thumbstick/D-Pad Up and A while front-grappling opponent.&lt;br /&gt;Slam 2: Left Thumbstick/D-Pad Left and A while front-grappling opponent.&lt;br /&gt;Slam 3: Left Thumbstick/D-Pad Right and A while front-grappling opponent.&lt;br /&gt;Slam 4: Left Thumbstick/D-Pad Down and A while front-grappling opponent.&lt;br /&gt;&lt;br /&gt;Submission 1: Left Thumbstick/D-Pad Up or Down and B while front-grappling &lt;br /&gt;opponent. Mash A,B,X,Y to increase damage.&lt;br /&gt;Submission 2: Left Thumbstick/D-Pad Left or Right and B while front-grappling &lt;br /&gt;opponent. Mash A,B,X,Y to increase damage.&lt;br /&gt;&lt;br /&gt;Irish Whip: Y while front grappling opponent.&lt;br /&gt;Enviro-Mental Throw: Y while front-grappling opponent and the Enviro-Mental &lt;br /&gt;indicator is active.&lt;br /&gt;&lt;br /&gt;Super Move: A and X when grappling with a Full Turbo meter.  Uses entire turbo &lt;br /&gt;meter.&lt;br /&gt;&lt;br /&gt;Drag: Left Thumbstick/D-Pad while front-grappling opponent.&lt;br /&gt;&lt;br /&gt;Switch to Left Grapple from Front Grapple: Left Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;Switch to Right Grapple from Front Grapple: Right Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Left/Right Grapple Moves&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;Attack Throw: Left Thumbstick/D-Pad any direction and X while side-grappling &lt;br /&gt;opponent.&lt;br /&gt;Slam: Left Thumbstick/D-Pad any direction and A while side-grappling opponent.&lt;br /&gt;Submission: Left Thumbstick/D-Pad any direction and B while side-grappling &lt;br /&gt;opponent. Mash A,B,X,Y to increase damage.&lt;br /&gt;&lt;br /&gt;Switch to Front Grapple from Left Grapple: Right Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;Switch to Front Grapple from Right Grapple: Left Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;Switch to Back Grapple from Left Grapple: Left Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;Switch to Back Grapple from Right Grapple: Right Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Back Grapple Moves&lt;br /&gt;------------------&lt;br /&gt;&lt;br /&gt;Attack Throw: Left Thumbstick/D-Pad any direction and X while back-grappling &lt;br /&gt;opponent.&lt;br /&gt;Slam: Left Thumbstick/D-Pad any direction and A while back-grappling opponent.&lt;br /&gt;Submission: Left Thumbstick/D-Pad any direction and B while back-grappling &lt;br /&gt;opponent. Mash A,B,X,Y to increase damage.&lt;br /&gt;&lt;br /&gt;Switch to Left Grapple from Back Grapple: Right Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;Switch to Right Grapple from Back Grapple: Left Trigger (corrected from the &lt;br /&gt;erroneous move in the manual)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Grapple Escapes and Reverses&lt;br /&gt;----------------------------&lt;br /&gt;Grapple Meter Escape: Left Trigger and Right Trigger. Uses Turbo.&lt;br /&gt;Reverse Attack Throw: X at beginning of opponent's move.&lt;br /&gt;Reverse Slam: A at beginning of opponent's move.&lt;br /&gt;Reverse Submission B at beginning of opponent's move.&lt;br /&gt;Reverse Irish Whip: Y at beginning of opponent's move.&lt;br /&gt;&lt;br /&gt;Weapon Moves&lt;br /&gt;------------&lt;br /&gt;Movement: Left Thumbstick/D-Pad&lt;br /&gt;Attacks: X, A, or B.  Attacks varies between weapons.&lt;br /&gt;Ground Attacks.  X or B while opponent is on ground&lt;br /&gt;Drop Weapon: Y.  Some attacks also drop certain weapons.&lt;br /&gt;&lt;br /&gt;Jumping Moves (when you're above your opponent)&lt;br /&gt;-------------&lt;br /&gt;Move: Left Thumbstick/D-Pad&lt;br /&gt;Jump Attack 1: X, and hold to increase distance&lt;br /&gt;Jump Attack 2: A, and hold to increase distance&lt;br /&gt;&lt;br /&gt;================&lt;br /&gt;3.2 PS2 Controls&lt;br /&gt;================&lt;br /&gt;&lt;br /&gt;A listing of the PS2 Controls would be appreciated.  &lt;br /&gt;&lt;br /&gt;===============&lt;br /&gt;3.3 Menu System&lt;br /&gt;===============&lt;br /&gt;&lt;br /&gt;There are four options in the main menu: Play Game, Custom Wrestler, Media &lt;br /&gt;Room, Game Options&lt;br /&gt;&lt;br /&gt;There are two options in the Play Game Menu: Career and Exhibition &lt;br /&gt;&lt;br /&gt;Career takes you to mission mode when you can load a career in progress or &lt;br /&gt;start at new career profile. Starting a new career prompts you for a name for &lt;br /&gt;the profiles an then takes you to a selection screen.  If you've previously &lt;br /&gt;cleared mission mode, Backyard Brawlers will be available to select a Backyard &lt;br /&gt;Wrestling celebrities. Otherwise you can choose to create or edit a custom &lt;br /&gt;wrestler.  See the Career Mode Section for more details on the career, and the &lt;br /&gt;Custom Wrestler section for more details on creating your custom wrestler.&lt;br /&gt;&lt;br /&gt;Exhibition sets up a quick one or two player fight.  Select the two combatants &lt;br /&gt;from the 25 Backyard Brawlers or the up to 5 custom character.  The characters &lt;br /&gt;selected must by different. After selecting the wrestlers, choose one of the &lt;br /&gt;ten locales for the bout. &lt;br /&gt;&lt;br /&gt;Custom Wrestlers takes you to a list of custom wrestlers.  You can create up &lt;br /&gt;to five custom wrestlers here. See the Custom Wrestler section for more &lt;br /&gt;details on creating your custom wrestler.&lt;br /&gt;&lt;br /&gt;The media room takes you to a submenu which lets you view "BYW Videos" and &lt;br /&gt;"Game Videos" both of which are listed in the Unlockables sections.  The Xbox &lt;br /&gt;version features "Game Trailers" for "ShellShock Nam'67" and "Crash 'N' Burn".&lt;br /&gt;&lt;br /&gt;Game options allow you to set the difficulty to low, medium, or high.  The &lt;br /&gt;only real difference I've noticed is the AI opponents move slightly more &lt;br /&gt;randomly at the lower difficulties.  There are also toggles for Vibration and &lt;br /&gt;Blood, Volume controls for effects and music, and a mono/stereo audio mode &lt;br /&gt;toggle.&lt;br /&gt;&lt;br /&gt;==============&lt;br /&gt;3.4 Pause Menu&lt;br /&gt;==============&lt;br /&gt;&lt;br /&gt;When you pause a battle there are four options in the pause menu: Resume, &lt;br /&gt;Jukebox, Audio Adjust, and Quit. Exhibition Mode has a another option Restart.&lt;br /&gt;If you're currently in a mission or challenge you'll also have a Mission or &lt;br /&gt;Challenge option to review the in game briefing.&lt;br /&gt;&lt;br /&gt;Resume returns to the match.&lt;br /&gt;&lt;br /&gt;Jukebox allows you to adjust the music select. (Xbox users can add any &lt;br /&gt;soundtrack saved to the Xbox hard disk.  See the soundtrack section for the &lt;br /&gt;music selection.&lt;br /&gt;&lt;br /&gt;Audio Adjust allows you to set the volumes for effects and music.&lt;br /&gt;&lt;br /&gt;Restart aborts an exhibition match and starts over with both wrestlers at full &lt;br /&gt;health.&lt;br /&gt;&lt;br /&gt;Quit aborts the fight.  No money will be earned in Career Mode.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;4. Custom Wrestlers&lt;br /&gt;******************************************************************************&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;There are eight options available when created a new or editing an existing &lt;br /&gt;custom wrestler.  &lt;br /&gt;&lt;br /&gt;======== &lt;br /&gt;4.1 Name&lt;br /&gt;========&lt;br /&gt;&lt;br /&gt;This option takes you to a screen that lets you enter a name for your &lt;br /&gt;wrestlers using upper and lowers case letters, numbers, spaces, and some &lt;br /&gt;special characters.&lt;br /&gt;&lt;br /&gt;=============&lt;br /&gt;4.2 Body Type&lt;br /&gt;=============&lt;br /&gt;&lt;br /&gt;There are six body types to choose from which also determines you characters &lt;br /&gt;gender:&lt;br /&gt;&lt;br /&gt;Male, Athletic&lt;br /&gt;Male, Muscular&lt;br /&gt;Male, Overweight&lt;br /&gt;Male, Slim&lt;br /&gt;Female, Athletic&lt;br /&gt;Female, Muscular&lt;br /&gt;&lt;br /&gt;The skin tone color can be cycled through 17 different colors.&lt;br /&gt;&lt;br /&gt;==============&lt;br /&gt;4.3 Face Style&lt;br /&gt;==============&lt;br /&gt;&lt;br /&gt;Males character can choose from six face types:&lt;br /&gt;&lt;br /&gt;Freddie&lt;br /&gt;Tony&lt;br /&gt;Abe&lt;br /&gt;David&lt;br /&gt;Kyle&lt;br /&gt;Stephen&lt;br /&gt;&lt;br /&gt;Female Characters also have six face types:&lt;br /&gt;&lt;br /&gt;Janie&lt;br /&gt;Bella&lt;br /&gt;Alice&lt;br /&gt;Marie&lt;br /&gt;Anna&lt;br /&gt;Suzie&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;==============&lt;br /&gt;4.4 Hair Style&lt;br /&gt;==============&lt;br /&gt;&lt;br /&gt;Males have seven hair styles to choose from:&lt;br /&gt;Cleancut&lt;br /&gt;Unkempt &lt;br /&gt;Cornrows &lt;br /&gt;Ponytail&lt;br /&gt;Spiky&lt;br /&gt;Dred-tail&lt;br /&gt;Bald&lt;br /&gt;&lt;br /&gt;Females can choose from seven hair styles as well:&lt;br /&gt;Short&lt;br /&gt;Long&lt;br /&gt;Ponytail&lt;br /&gt;Pigtails&lt;br /&gt;She-mullet&lt;br /&gt;Nu-wave&lt;br /&gt;Bald&lt;br /&gt;&lt;br /&gt;With the exception of the bald styles there are 16 color choices available for &lt;br /&gt;hairstyles.&lt;br /&gt;&lt;br /&gt;================&lt;br /&gt;4.5 Outfit Style&lt;br /&gt;================&lt;br /&gt;&lt;br /&gt;There are three garment pieces to select for the wrestlers: upper body, lower &lt;br /&gt;body, and footwear.&lt;br /&gt;&lt;br /&gt;Male Upper Body Outfits&lt;br /&gt;-----------------------&lt;br /&gt;Bare Chest&lt;br /&gt;Rolled-up Sleeves&lt;br /&gt;T-shirt&lt;br /&gt;Jacket and Shirt&lt;br /&gt;Short Sleeve Shirt&lt;br /&gt;Sleeveless Shirt&lt;br /&gt;Sleeveless T-shirt&lt;br /&gt;Mesh&lt;br /&gt;Striped Shirt&lt;br /&gt;Two Tone Tee&lt;br /&gt;Pinstripe Jacket&lt;br /&gt;Hawaiian&lt;br /&gt;Striped Armless&lt;br /&gt;Super Hero&lt;br /&gt;Western&lt;br /&gt;Camo Tee&lt;br /&gt;Plaid Jacket&lt;br /&gt;Button Up&lt;br /&gt;Two Tone Armless&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Female Upper Body Outfits&lt;br /&gt;-------------------------&lt;br /&gt;Plain Bikini&lt;br /&gt;Baby Tee&lt;br /&gt;Cut T-shirts&lt;br /&gt;Tied Shirts&lt;br /&gt;Coconut Bra&lt;br /&gt;Short Cut Jacket&lt;br /&gt;Polka Dot Bikini&lt;br /&gt;Two Tone Baby&lt;br /&gt;Leopard&lt;br /&gt;Checkered Tie-off&lt;br /&gt;Happy Coconuts&lt;br /&gt;Sporty Jacket&lt;br /&gt;Mesh&lt;br /&gt;Bordered Baby Tee&lt;br /&gt;Tiger&lt;br /&gt;Southern&lt;br /&gt;Coco-Stars&lt;br /&gt;Reunion Jacket&lt;br /&gt;&lt;br /&gt;Male Lower Body Outfits&lt;br /&gt;-----------------------&lt;br /&gt;Tight Shorts&lt;br /&gt;Knee Length Shorts&lt;br /&gt;Long Pants Baggy&lt;br /&gt;Long Pants Normal&lt;br /&gt;Short Shorts&lt;br /&gt;Kilt A&lt;br /&gt;Cyclist Flames&lt;br /&gt;Camo Knee Length&lt;br /&gt;Camo Baggy&lt;br /&gt;Pinstripe Slacks&lt;br /&gt;Checkered Shorts&lt;br /&gt;Kilt B&lt;br /&gt;Super Hero&lt;br /&gt;Skater Pants&lt;br /&gt;Sporty Pants&lt;br /&gt;Checkered Slacks&lt;br /&gt;P.E. Shorts&lt;br /&gt;Kilt C&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Female Lower Body Outfits&lt;br /&gt;-------------------------&lt;br /&gt;Tight/ Bikini&lt;br /&gt;Short Skirt&lt;br /&gt;Pants Tight&lt;br /&gt;Pants Baggy&lt;br /&gt;Short Shorts&lt;br /&gt;Long Skirt&lt;br /&gt;Leopard&lt;br /&gt;Striped Mini&lt;br /&gt;Load Capris&lt;br /&gt;Camo Baggy&lt;br /&gt;Sporty Shorts&lt;br /&gt;Vertical Skirt&lt;br /&gt;Mesh Hose&lt;br /&gt;Mini Skirt&lt;br /&gt;Pinstripe Capris&lt;br /&gt;Striped Baggy&lt;br /&gt;Dancer Shorts&lt;br /&gt;Patterned Skirt&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Male Footwear&lt;br /&gt;-------------&lt;br /&gt;Bare Feet&lt;br /&gt;Combat Boots&lt;br /&gt;Sneakers&lt;br /&gt;Dress Shoes&lt;br /&gt;Cowboy Boots&lt;br /&gt;Sandals&lt;br /&gt;&lt;br /&gt;Female Footwear&lt;br /&gt;---------------&lt;br /&gt;Bare Feet&lt;br /&gt;Combat Boots&lt;br /&gt;Cowboy Boots&lt;br /&gt;Sneakers&lt;br /&gt;High heels&lt;br /&gt;Sandals&lt;br /&gt;&lt;br /&gt;Except for the male's bare chest and the bare feet options for both genders, &lt;br /&gt;the outfit pieces have either one or two colors, 21 choices are available for &lt;br /&gt;both colors.&lt;br /&gt;&lt;br /&gt;===============&lt;br /&gt;4.6 Accessories&lt;br /&gt;===============&lt;br /&gt;&lt;br /&gt;This option let you choose to add any Head Wear, Face Wear, Upper Body, or &lt;br /&gt;Lower Body, accessory that you may have already purchased from the shop in &lt;br /&gt;mission mode. The accessories are listed in the unlockables section except for &lt;br /&gt;the default "None". Only one of each of the four accessory type may be &lt;br /&gt;equipped at a time.&lt;br /&gt;&lt;br /&gt;===============&lt;br /&gt;4.7 Custom Logo&lt;br /&gt;===============&lt;br /&gt;&lt;br /&gt;This option lets you create up to nine custom logos with are shared among the &lt;br /&gt;pool of custom wrestlers.&lt;br /&gt;&lt;br /&gt;Each logo can have up to eight layers, the higher the layer number the closer &lt;br /&gt;to the top of the logo it will be.  &lt;br /&gt;&lt;br /&gt;Before the other layer options can be set the shape must by changed from the &lt;br /&gt;default "None".  The Selections are:&lt;br /&gt;Circle&lt;br /&gt;Triangle&lt;br /&gt;Star&lt;br /&gt;Square&lt;br /&gt;Tattoo 1 - Hexagon&lt;br /&gt;Tattoo 2 - Pentagon&lt;br /&gt;Tattoo 3 - X&lt;br /&gt;Tattoo 4 - Spade&lt;br /&gt;Tattoo 5 - Club&lt;br /&gt;Tattoo 6 - Heart&lt;br /&gt;Tattoo 7 - Teardrop&lt;br /&gt;Tattoo 8 - Bone&lt;br /&gt;Tattoo 9 - Paw Print&lt;br /&gt;Tattoo 10 - Five pointed star (solid)&lt;br /&gt;Tattoo 11 - Six pointed star (solid)&lt;br /&gt;Tattoo 12 - Twelve pointed star (solid)&lt;br /&gt;Tattoo 13 - Five pointed star (hollow)&lt;br /&gt;Tattoo 14 - Five leafed clover&lt;br /&gt;Tattoo 15 - Nuclear Symbol&lt;br /&gt;Tattoo 16 - Gear (thin)&lt;br /&gt;Tattoo 17 - Sphere&lt;br /&gt;Tattoo 18 - Yin-Yang&lt;br /&gt;Tattoo 19 - Alien Head&lt;br /&gt;Tattoo 20 - Crescent Moon&lt;br /&gt;Tattoo 21 - Open Palm&lt;br /&gt;Tattoo 22 - Foot Print (single)&lt;br /&gt;Tattoo 23 - Foot Prints (two)&lt;br /&gt;Tattoo 24 - Venus symbol&lt;br /&gt;Tattoo 25 - Mars symbol&lt;br /&gt;Tattoo 26 - Men's room icon&lt;br /&gt;Tattoo 27 - Ladies' room icon&lt;br /&gt;Tattoo 28 - Wheelchair icon&lt;br /&gt;Tattoo 29 - Arrow (thick)&lt;br /&gt;Tattoo 30 - Arrow (thin)&lt;br /&gt;Tattoo 31 - Solid Crown&lt;br /&gt;Tattoo 32 - Anchor&lt;br /&gt;Tattoo 33 - Elk&lt;br /&gt;Tattoo 34 - Bat&lt;br /&gt;Tattoo 35 - Ant&lt;br /&gt;Tattoo 36 - Scorpion ?&lt;br /&gt;Tattoo 37 - Butterfly (solid)&lt;br /&gt;Tattoo 38 - Butterfly (outline)&lt;br /&gt;Tattoo 39 - Snail ?&lt;br /&gt;Tattoo 40 - Eagle&lt;br /&gt;Tattoo 41 - Seahorse&lt;br /&gt;Tattoo 42 - Dragon&lt;br /&gt;Tattoo 43 - Dog&lt;br /&gt;Tattoo 44 - Rat&lt;br /&gt;Tattoo 45 - Horse&lt;br /&gt;Tattoo 46 - Skull and Crossbones (poison icon)&lt;br /&gt;Tattoo 47 - Skull and Crossbones (Jolly Roger)&lt;br /&gt;Tattoo 48 - Runner&lt;br /&gt;Tattoo 49 - U.S. Flag (waving)&lt;br /&gt;Tattoo 50 - U.S. Flag (straight)&lt;br /&gt;Tattoo 51 - Canadian Maple Leaf&lt;br /&gt;Tattoo 52 - Rose&lt;br /&gt;Tattoo 53 - Gun&lt;br /&gt;Tattoo 54 - Lightning Bolt (thick)&lt;br /&gt;Tattoo 55 - Lightning Bolt (jagged, thin)&lt;br /&gt;Tattoo 56 - Fire&lt;br /&gt;Tattoo 57 - Nine Diamonds in square&lt;br /&gt;Tattoo 58 - Six Diamonds in row&lt;br /&gt;Tattoo 59 - Three wavy lines&lt;br /&gt;Tattoo 60 - Fan ?&lt;br /&gt;Tattoo 61 - Prison Bars&lt;br /&gt;Tattoo 62 - Griffin&lt;br /&gt;Tattoo 63 - Arrowhead Necklace&lt;br /&gt;Tattoo 64 - Cross in diamond&lt;br /&gt;Tattoo 65 - Wavy bar&lt;br /&gt;Tattoo 66 - Oblong&lt;br /&gt;Tattoo 67 - Throwing star&lt;br /&gt;Tattoo 68 - Pointed cross&lt;br /&gt;Tattoo 69 - three squared (concentric)&lt;br /&gt;Tattoo 70 - 3x3 checkerboard&lt;br /&gt;Tattoo 71 - musical notes&lt;br /&gt;Tattoo 72 - lips&lt;br /&gt;Tattoo 73 - Yin-Yang variant&lt;br /&gt;Tattoo 74 - Demon&lt;br /&gt;Tattoo 75 - Bull&lt;br /&gt;Tattoo 76 - Skull&lt;br /&gt;Tattoo 77 - Intersecting Arcs&lt;br /&gt;Tattoo 78 - Stop sign&lt;br /&gt;Tattoo 79 - Shield (straight top)&lt;br /&gt;Tattoo 80 - Shield (three-point top)&lt;br /&gt;Tattoo 81 - Do Not Enter Sign&lt;br /&gt;Tattoo 82 - Mirror rounded E's&lt;br /&gt;Tattoo 83 - U.S. Shield&lt;br /&gt;Tattoo 84 - Gemstone&lt;br /&gt;Tattoo 85 - Japanese Character&lt;br /&gt;Tattoo 86 - "?"&lt;br /&gt;Tattoo 87 - Bird ?&lt;br /&gt;Tattoo 88 - Bear ?&lt;br /&gt;Tattoo 89 - Wolf ?&lt;br /&gt;Tattoo 90 - Wood Grain&lt;br /&gt;Tattoo 91 - Spider Web&lt;br /&gt;Tattoo 92 - Spider&lt;br /&gt;Tattoo 93 - Barb Wire&lt;br /&gt;Tattoo 94 - Four Crescent Moons&lt;br /&gt;Tattoo 95 - "Insane Clown Posse"&lt;br /&gt;Tattoo 96 - Eel&lt;br /&gt;Tattoo 97 - Ornate border&lt;br /&gt;Tattoo 98 - Boot &lt;br /&gt;Tattoo 99 - Fleur-de-Lis (thin)&lt;br /&gt;Tattoo 100 - Hippo&lt;br /&gt;Tattoo 101 - Goldfish&lt;br /&gt;Tattoo 102 - Paw prints&lt;br /&gt;Tattoo 103 - Shark&lt;br /&gt;Tattoo 104 - Pine Tree&lt;br /&gt;Tattoo 105 - Smile&lt;br /&gt;Tattoo 106 - School Zone Icon&lt;br /&gt;Tattoo 107 - Man&lt;br /&gt;Tattoo 108 - Recycle&lt;br /&gt;Tattoo 109 - Tiara&lt;br /&gt;Tattoo 110 - Fleur-de-Lis (thick)&lt;br /&gt;Tattoo 111 - Flower&lt;br /&gt;Tattoo 112 - Heart and Anchor&lt;br /&gt;Tattoo 113 - Ten-Pointed Star (solid)&lt;br /&gt;Tattoo 114 - Atom&lt;br /&gt;Tattoo 115 - Target&lt;br /&gt;Tattoo 116 - Gear (thick)&lt;br /&gt;Tattoo 117 - Flammable Icon&lt;br /&gt;Tattoo 118 - Flame&lt;br /&gt;Tattoo 119 - Sun&lt;br /&gt;Tattoo 120 - Eight Pointed Sun&lt;br /&gt;Tattoo 121 - V&lt;br /&gt;Tattoo 122 - Bicycle&lt;br /&gt;Tattoo 123 - Leaf&lt;br /&gt;Tattoo 124 - Dagger&lt;br /&gt;Tattoo 125 - Bird Mask&lt;br /&gt;Tattoo 126 - Starfleet Icon&lt;br /&gt;Tattoo 127 - Outlined Crown&lt;br /&gt;Tattoo 128 - Eight Petal Flower&lt;br /&gt;&lt;br /&gt;After choosing a shape for the layer there are several other options that can &lt;br /&gt;be set.&lt;br /&gt;&lt;br /&gt;Location is a toggle between the body (top of neck to top of most conservative &lt;br /&gt;lower body garment) and the face.&lt;br /&gt;&lt;br /&gt;Color brings up a color choose with three sliders. The top one (color) ranges &lt;br /&gt;from 0 to 360, while the bottom two (brightness and contrast) range from 0 to &lt;br /&gt;100.  The selected color is displayed in a box to the top right.&lt;br /&gt;&lt;br /&gt;Move sets the X coordinate from -95 to 96 and the Y coordinate from -256 to &lt;br /&gt;256. Note: most of the Y range isn't visible.&lt;br /&gt;&lt;br /&gt;Resize sets a scaling factor in both the X and Y directions from between 0.10 &lt;br /&gt;and 2.00.&lt;br /&gt;&lt;br /&gt;Skew adjusts the X and Y axis between values of -2.0 and 2.0.&lt;br /&gt;&lt;br /&gt;The layer can be flipped on both the X and Y axes.&lt;br /&gt;&lt;br /&gt;Reset removes the current layer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;=========&lt;br /&gt;4.8 Moves&lt;br /&gt;=========&lt;br /&gt;&lt;br /&gt;The wrestling moves available to a wrestler are a small subset of the ones &lt;br /&gt;that can be choose from in this option&lt;br /&gt;&lt;br /&gt;Front Grapple Attacks (4 slots)&lt;br /&gt;-------------------------------&lt;br /&gt;Splitting Hand&lt;br /&gt;Single Knee Bash&lt;br /&gt;Head Butt&lt;br /&gt;PPK Combo&lt;br /&gt;Nutsack Kick&lt;br /&gt;Hopping Knee&lt;br /&gt;Eye Gouge&lt;br /&gt;Elbow Smash&lt;br /&gt;Kickboxer Rush&lt;br /&gt;Dome Splitter&lt;br /&gt;Kickboxer Bash&lt;br /&gt;Head Banger&lt;br /&gt;Kung Fu Combo&lt;br /&gt;Neck Slash&lt;br /&gt;Stomp and Drop&lt;br /&gt;&lt;br /&gt;Front Grapple Slams (4 slots)&lt;br /&gt;-----------------------------&lt;br /&gt;Spine Buster&lt;br /&gt;Snap Mare&lt;br /&gt;Belly to Belly&lt;br /&gt;Catapult&lt;br /&gt;Power Slam&lt;br /&gt;Pile Driver&lt;br /&gt;Brain Buster&lt;br /&gt;Crucifix&lt;br /&gt;Six Feet Under&lt;br /&gt;Belly Toss&lt;br /&gt;Suplex&lt;br /&gt;Stunner&lt;br /&gt;Scoop Toss&lt;br /&gt;Cutter&lt;br /&gt;Face Crusher&lt;br /&gt;Inverted Driver&lt;br /&gt;Frankensteiner&lt;br /&gt;Heaven's Drop&lt;br /&gt;Double Suplex&lt;br /&gt;Choke slam&lt;br /&gt;Power Bomb&lt;br /&gt;Jawbreaker&lt;br /&gt;Jackhammer&lt;br /&gt;Neck Breaker&lt;br /&gt;Spine Duster&lt;br /&gt;shoulder Breaker&lt;br /&gt;Free Falling&lt;br /&gt;Bulldog&lt;br /&gt;Scottish Whip&lt;br /&gt;Stretch Buster&lt;br /&gt;Dragon DDT&lt;br /&gt;Widow's Peak&lt;br /&gt;Girl Stunner&lt;br /&gt;Girl Tackle&lt;br /&gt;Head Flip&lt;br /&gt;Hair Toss&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Front Grapple Submissions (2 slots)&lt;br /&gt;-----------------------------------&lt;br /&gt;Bear Hug&lt;br /&gt;Back Breaker&lt;br /&gt;Lion Tamer&lt;br /&gt;2 Hander Choke&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Back Grapple Attacks&lt;br /&gt;--------------------&lt;br /&gt;Nutsack Punch&lt;br /&gt;Back Rake&lt;br /&gt;Knee Drop&lt;br /&gt;&lt;br /&gt;Back Grapple Slams&lt;br /&gt;------------------&lt;br /&gt;German Suplex&lt;br /&gt;Inverted DDT&lt;br /&gt;Elbow Body Drop&lt;br /&gt;Inverted Suplex&lt;br /&gt;Saving Grace&lt;br /&gt;Twister&lt;br /&gt;Reverse SPD&lt;br /&gt;&lt;br /&gt;Back Grapple Submissions&lt;br /&gt;------------------------&lt;br /&gt;Sleeper Hold&lt;br /&gt;Back Chokehold&lt;br /&gt;Dragon Sleeper&lt;br /&gt;Strangle Hold&lt;br /&gt;Half Nelson&lt;br /&gt;Hangman Choke&lt;br /&gt;Jazz Stretch&lt;br /&gt;Stun Rider&lt;br /&gt;Inverted Stretch&lt;br /&gt;&lt;br /&gt;Left Grapple Attacks&lt;br /&gt;--------------------&lt;br /&gt;Shin Breaker&lt;br /&gt;Arm Wrench Kick&lt;br /&gt;Wrist Clutch Kick&lt;br /&gt;Dance Kick&lt;br /&gt;Knee To The Face&lt;br /&gt;Flip Kick&lt;br /&gt;Rib Cage Kick&lt;br /&gt;&lt;br /&gt;Left Grapple Slams&lt;br /&gt;------------------&lt;br /&gt;Left DDT&lt;br /&gt;Atomic Drop&lt;br /&gt;Face Plant&lt;br /&gt;Royal Cutter&lt;br /&gt;Shoulder Breaker&lt;br /&gt;Spinning Suplex&lt;br /&gt;Back Suplex&lt;br /&gt;Arm Wrench Lift&lt;br /&gt;Girl Muffs&lt;br /&gt;&lt;br /&gt;Left Grapple Submissions&lt;br /&gt;------------------------&lt;br /&gt;Ear Bite&lt;br /&gt;Arm Pull&lt;br /&gt;Bow &amp; Arrow&lt;br /&gt;Give Up Yet&lt;br /&gt;&lt;br /&gt;Right Grapple Attacks&lt;br /&gt;---------------------&lt;br /&gt;European Punch&lt;br /&gt;Hammer Down&lt;br /&gt;Knee To The Ribs&lt;br /&gt;Jumping Axekick&lt;br /&gt;Chest Hammer&lt;br /&gt;Bitch Slap&lt;br /&gt;Elbow Twist&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Right Grapple Slams&lt;br /&gt;-------------------&lt;br /&gt;Sidewalk Slam&lt;br /&gt;Scoop Slam&lt;br /&gt;Back Drop&lt;br /&gt;Fireman's DDT&lt;br /&gt;Tilt-A-Whirl&lt;br /&gt;fireman's Buster&lt;br /&gt;Choke Slam&lt;br /&gt;BV Special&lt;br /&gt;Spinning Cutter&lt;br /&gt;Right DDT&lt;br /&gt;Gutbuster&lt;br /&gt;Samoan Driver&lt;br /&gt;Neck Breaker&lt;br /&gt;Girl's DDT&lt;br /&gt;Judo Flip &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Right Grapples Submissions&lt;br /&gt;--------------------------&lt;br /&gt;Big Stretch&lt;br /&gt;Hanging Triangle&lt;br /&gt;Standing Cross&lt;br /&gt;1 Handed Choke&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Jumps (4 slots - 2 for each of high and low platforms)&lt;br /&gt;------------------------------------------------------&lt;br /&gt;Elbow Drop&lt;br /&gt;Leg Drop&lt;br /&gt;360 Back Drop&lt;br /&gt;Moonsault&lt;br /&gt;360 Body Splash&lt;br /&gt;Big Body Splash&lt;br /&gt;Leap Frog Splash&lt;br /&gt;Flip Splash&lt;br /&gt;Pose Body Splash&lt;br /&gt;Head Butt&lt;br /&gt;Spiral Butt Drop&lt;br /&gt;Knee Drop&lt;br /&gt;Spiral Elbow&lt;br /&gt;Spinning Leg Drop&lt;br /&gt;360 Thrust Kick&lt;br /&gt;Flying Forearm&lt;br /&gt;360 Knee Drop&lt;br /&gt;Double Drop Kick&lt;br /&gt;360 Layout Kick&lt;br /&gt;Lazy Flip Splash&lt;br /&gt;Sideways Splash&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Dash Attacks (2 slots)&lt;br /&gt;----------------------&lt;br /&gt;Left Clothesline&lt;br /&gt;Right Clothesline&lt;br /&gt;Tiger Knee&lt;br /&gt;Body Splash&lt;br /&gt;Right Drop Kick&lt;br /&gt;Left Drop Kick&lt;br /&gt;Windmill Kick&lt;br /&gt;Flying Elbow&lt;br /&gt;Flying Hook&lt;br /&gt;Side Hook Kick&lt;br /&gt;Shoulder Ram&lt;br /&gt;Butt Drop&lt;br /&gt;Left Flying Kick&lt;br /&gt;Right Flying Kick&lt;br /&gt;Flying Takedown&lt;br /&gt;&lt;br /&gt;Ground Attacks (2 slots)&lt;br /&gt;------------------------&lt;br /&gt;Hopping Stomp&lt;br /&gt;Foot Stomp&lt;br /&gt;Hopping Trust&lt;br /&gt;Left Knee&lt;br /&gt;Right Knee&lt;br /&gt;Knee Drop&lt;br /&gt;Jumping Elbow&lt;br /&gt;Falling Elbow&lt;br /&gt;Elbow Strike&lt;br /&gt;Left Elbow Drop&lt;br /&gt;Right Elbow Drop&lt;br /&gt;Flip Drop&lt;br /&gt;Right Leg Drop&lt;br /&gt;Left Leg Drop&lt;br /&gt;Double Stomp&lt;br /&gt;Belly Drop&lt;br /&gt;Moonsault&lt;br /&gt;Left Punch&lt;br /&gt;Right Punch&lt;br /&gt;Double Hammer&lt;br /&gt;Hook Punch&lt;br /&gt;Chop&lt;br /&gt;Falling Headbutt&lt;br /&gt;Jumping Headbutt&lt;br /&gt;&lt;br /&gt;Normal&lt;br /&gt;------&lt;br /&gt;&lt;br /&gt;This chooses the movement and basic attack styles of one of the Backyard &lt;br /&gt;Brawler's. See the unlockables section for the complete list.  This is the &lt;br /&gt;only option that doesn't display an animation of the move.&lt;br /&gt;&lt;br /&gt;Super&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;This chooses the super move of one of the 25 Backyard Brawlers. See the &lt;br /&gt;unlockables section for the complete list. &lt;br /&gt;&lt;br /&gt;Outro&lt;br /&gt;-----&lt;br /&gt;&lt;br /&gt;This chooses the victory dance of one of the 25 Backyard Brawlers. See the &lt;br /&gt;unlockables section for the complete list.&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;5. Combat Tactics&lt;br /&gt;******************************************************************************&lt;br /&gt;&lt;br /&gt;===========&lt;br /&gt;5.1 Stamina&lt;br /&gt;===========&lt;br /&gt;&lt;br /&gt;There is a stamina bar at the top of the HUD for both wrestlers.  These start &lt;br /&gt;out at full at the beginning of most battles unless you're in a scenario where &lt;br /&gt;you need to defeat multiple opponents on the same stamina bar.  &lt;br /&gt;&lt;br /&gt;Reducing an opponents stamina bar using a variety of attacks is necessary for &lt;br /&gt;victory.  Reducing it to zero causes the opposing wrestler to be "Knocked &lt;br /&gt;Out" by most attacks, or "Tapped Out" by submissions.  When the bar is in the &lt;br /&gt;red the opponent (or yourself) is extremely vulnerable to being "Pinned". If &lt;br /&gt;you pull off a victory with your bar fully green, the opponent will be &lt;br /&gt;"Owned".&lt;br /&gt;&lt;br /&gt;If you stand idle, i.e. not moving, holding a weapon, or crouching to jump, &lt;br /&gt;the stamina bar will slowly regenerate. Pause for a second when an opponent is &lt;br /&gt;knocked down or stunned to regenerate a sliver of stamina before following up.&lt;br /&gt;&lt;br /&gt;=========&lt;br /&gt;5.2 Turbo&lt;br /&gt;=========&lt;br /&gt;&lt;br /&gt;The other bar on the HUD for both opponents is the Turbo bar. When the bar is &lt;br /&gt;completely filled  This starts out at zero and gradually fills up over time &lt;br /&gt;taking 33 seconds to go from empty to full.  Turbo is used for dashing, &lt;br /&gt;dashing attacks, guard breaks, attack counters, ground submissions, grapple &lt;br /&gt;escapes, and super moves.&lt;br /&gt;&lt;br /&gt;I prefer to save the turbo for ground submissions and grapple escapes. &lt;br /&gt;However, a guard break when a fallen opponent is getting up can leave them &lt;br /&gt;stunned for another combo.&lt;br /&gt;&lt;br /&gt;===============================================&lt;br /&gt;5.3 Blocking, Guard Breaks, and Attack Counters&lt;br /&gt;===============================================&lt;br /&gt;&lt;br /&gt;Damage from many attacks can be negated by blocking.  However blocks are &lt;br /&gt;vulnerable to guard breaks and grappling so use one of those maneuvers if your &lt;br /&gt;opponent is blocking.&lt;br /&gt;&lt;br /&gt;If you have the turbo meter almost for you can attempt an attack counter by &lt;br /&gt;pressing the two buttons required simultaneous as the attack is about to begin &lt;br /&gt;to reverse the attack damaging your opponent instead.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;==========&lt;br /&gt;5.4 Combos&lt;br /&gt;==========&lt;br /&gt;&lt;br /&gt;Mashing either of the attack buttons will likely result in a three hit combo &lt;br /&gt;on a non-blocking opponent.  Try alternating the attack buttons for a four or &lt;br /&gt;five hit combo.  Guard break, use an grapple attack throw, or Irish whip your &lt;br /&gt;opponent it to leave him/her exposed to a combo.&lt;br /&gt;&lt;br /&gt;When an opponent is blocking your combo either switch to a guard break or &lt;br /&gt;grapple or evade a potential dash attack by going to his/side and resume the &lt;br /&gt;attack.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;=============&lt;br /&gt;5.5 Grappling&lt;br /&gt;=============&lt;br /&gt;&lt;br /&gt;The best time to grapple is while you're opponent is either blocking or laying &lt;br /&gt;on the ground, the opponent is vulnerable in both situations.  Just after &lt;br /&gt;blocking an opponents combo can also be a good opportunity to start a grapple.&lt;br /&gt;&lt;br /&gt;A stunned opponent cannot be grappled, use a combo to knock him/her down &lt;br /&gt;first.&lt;br /&gt;&lt;br /&gt;You're opponent will likely reverse or use a grapple escape on several of your &lt;br /&gt;grappling attempts, be prepared to do the same in return or if you end up in a &lt;br /&gt;grapple of his own. Attempt the grapple escape if your turbo is full otherwise &lt;br /&gt;try to second guess the attack type.  Remember that the Irish whip or Enviro-&lt;br /&gt;Mental Throw can only be done from the front so this can improved the odds if &lt;br /&gt;you're being grappled from a different direction. &lt;br /&gt;&lt;br /&gt;If you on the edge of a platform while front grappling and opponent you pick &lt;br /&gt;them up in preparation for a ledge throw.  Press either attack button to &lt;br /&gt;perform the throw.&lt;br /&gt;&lt;br /&gt;You can drag your opponent to a better position (i.e. for a ledge throw or &lt;br /&gt;enviro-mental attack) if doing a front grapple. Be warned that you can only &lt;br /&gt;maintain the grapple for about two second.&lt;br /&gt;&lt;br /&gt;If you have a full turbo meter (super icon showing) you can attempt a super &lt;br /&gt;move in the front grapple by pressing the two attack buttons at the same time. &lt;br /&gt;The timing needs to be exact so its likely that you'll get a slam or attack &lt;br /&gt;throw instead. &lt;br /&gt;&lt;br /&gt;If you find yourself grappling from behind or to the side and want to use an &lt;br /&gt;Irish whip or super move you'll need to change position to get into a front &lt;br /&gt;grapple.&lt;br /&gt;&lt;br /&gt;If you do the submission attack from the grapple mash one of the buttons to &lt;br /&gt;increase the damage done.&lt;br /&gt;&lt;br /&gt;You can string the grapples together.  Most grapples attacks except the attack &lt;br /&gt;throws leave your opponent on the ground vulnerable to another grapple.  &lt;br /&gt;Attack throws leave the opponent stunned a prime target for a combo that will &lt;br /&gt;knock him/her back down to be grappled again.  Saving turbo for a grapple &lt;br /&gt;escape when you get reversed can extend the string.  You're opponent will get &lt;br /&gt;up right away after an Enviro-Mental throw but can usually be grappled again &lt;br /&gt;if your quick enough.&lt;br /&gt;&lt;br /&gt;================&lt;br /&gt;5.6 Dash Attacks&lt;br /&gt;================&lt;br /&gt;&lt;br /&gt;If you have some turbo built up you can start dashing when moving towards your &lt;br /&gt;opponent and use one of the attack buttons to do the dash attack to hopeful &lt;br /&gt;knock the opponent down.  Can be blocked, so be prepared to stop and guard &lt;br /&gt;break instead if you see your opponent blocking.&lt;br /&gt;&lt;br /&gt;===========&lt;br /&gt;5.7 Weapons&lt;br /&gt;===========&lt;br /&gt;&lt;br /&gt;Each level as several weapons laying around or form when another item breaks.  &lt;br /&gt;Use the three attack buttons when carrying a weapon to attack your opponent.  &lt;br /&gt;Can be strung into combos that may knock your opponent down. With the right &lt;br /&gt;weapon you can deal a lot of damage before your opponent manages to knock it &lt;br /&gt;away.  If the opponent is blocking, run a few steps away and to the side to &lt;br /&gt;avoid possible dash attacks and try to attack again as the opponent chases &lt;br /&gt;you. &lt;br /&gt;&lt;br /&gt;You won't be able to regenerate stamina or climb on platforms while carrying &lt;br /&gt;weapons.&lt;br /&gt;&lt;br /&gt;The weapons vary in the amount of damage that they inflict, their reach, &lt;br /&gt;speed, and durability.&lt;br /&gt;&lt;br /&gt;Some weapon attacks may throw the weapon away.&lt;br /&gt;&lt;br /&gt;If you take damage while carrying a weapon you'll drop the weapon.&lt;br /&gt;&lt;br /&gt;====================================&lt;br /&gt;5.8 Capitalizing on Fallen Opponents&lt;br /&gt;====================================&lt;br /&gt;&lt;br /&gt;When an opponent is on the ground, and opportunity presents itself to inflict &lt;br /&gt;some free damage.  Go up to the fallen opponent and present either attack &lt;br /&gt;button to do a ground attack, this also applies if you're carrying a weapon.&lt;br /&gt;&lt;br /&gt;If you have a lot of turbo built up, you can to a ground submission instead. &lt;br /&gt;Go up to the fallen opponent, hold the turbo button, and press the submission &lt;br /&gt;button.  Mash a button during the submission hold to increase.&lt;br /&gt;&lt;br /&gt;If the opponents stamina is well into the red (about 1.5x the width of one of &lt;br /&gt;the timer digits), you can attempt a pin. Mash a button to increase the chance &lt;br /&gt;of the pin succeeding.&lt;br /&gt;&lt;br /&gt;If you can climb onto a nearby platform, a fallen opponent is vulnerable to a &lt;br /&gt;jump attack. Warning a missed jump attack leaves you laying on the ground for &lt;br /&gt;a while vulnerable to ground attacks from your opponent.&lt;br /&gt;&lt;br /&gt;One more option is to grapple the fallen opponent.  This opens the door to the &lt;br /&gt;grapple being escaped or reverse though.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;******************************************************************************&lt;br /&gt;6. Career Mode&lt;br /&gt;******************************************************************************&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Non Combat Areas&lt;br /&gt;----------------&lt;br /&gt;&lt;br /&gt;There are three none combat selections in the career mode menu: Shop, Home, &lt;br /&gt;Exit Career&lt;br /&gt;&lt;br /&gt;The Shop is where you go to purchased the unlockables listed in the &lt;br /&gt;unlockables section: Head Items, Faces Items, Upper Body, Lower Body, and &lt;br /&gt;Movies.  There's a selection available initially which gets expanded when you &lt;br /&gt;unlock the Western Tier, and again when you unlock the Northern Tier&lt;br /&gt;&lt;br /&gt;Home allows you to view your career record which has you win/loss &lt;br /&gt;records overall as well as the three tiers.  A win percentage is listed.&lt;br /&gt;The number of opponents seen is listed but seems to be glitched on the Xbox as &lt;br /&gt;the challenge only opponents aren't added to the total, and the 15 generic &lt;br /&gt;opponents for a tier seem to get added all at once even if you haven't seen &lt;br /&gt;them.  The stats worked initial for a new career until I exited, reloaded &lt;br /&gt;resulted it the above behavior.&lt;br /&gt;&lt;br /&gt;Home also allows you to edit you wrestler to change the Hair Style, Outfit &lt;br /&gt;Style, Accessories, Custom Logo, and Moves. &lt;br /&gt;&lt;br /&gt;Exit Career returns to the main menu.&lt;br /&gt;&lt;br /&gt;Money and Points&lt;br /&gt;----------------&lt;br /&gt;&lt;br /&gt;Money is earns by participating in matches, win or lose.&lt;br /&gt;&lt;br /&gt;Strikes - 100 points per blow landed by punching, kicking, dash attacks, &lt;br /&gt;ground blows, and guard breaks put 100 point per knock down by punch and kick &lt;br /&gt;combos &lt;br /&gt;Grapple - 250 points per grapple attack and 500 points per ground submissions&lt;br /&gt;Interactions - 250 points each time you attack an opponent held by a spectator &lt;br /&gt;and 500 point per enviro-mental attack (super moves and enviro-mental throws &lt;br /&gt;don't count here)&lt;br /&gt;Weapons - 100 points per weapons hit or combo (a 3 hit weapon combo is still &lt;br /&gt;100 points)&lt;br /&gt;Time (1000 - seconds elapsed)&lt;br /&gt;"Owned" - 2000 point bonus for defeating opponent while at full health.&lt;br /&gt;First Attack 1000 points if you get in the first shot&lt;br /&gt;5000 Bonus points are also awards for completing missions and most challenges.&lt;br /&gt;Double or nothing challenges earn twice as much money when you win, but you &lt;br /&gt;get nothing if you manage to lose. &lt;br /&gt;&lt;br /&gt;$1 earn for each 100 points rounded up, i.e. 100 points =$1, 101 point = $2&lt;br /&gt;&lt;br /&gt;Saving&lt;br /&gt;------&lt;br /&gt;&lt;br /&gt;The game autosaves during the loading screen when exits a series of matches in &lt;br /&gt;one locale to return to the career mode level select screen.&lt;br /&gt;&lt;br /&gt;Matches&lt;br /&gt;-------&lt;br /&gt;&lt;br /&gt;You can start a match by selecting an unlocked area.  You will present with &lt;br /&gt;the choices among "Begin Match Without Mission", the currently selected &lt;br /&gt;mission (replaces without mission option), "Select Mission", "Select &lt;br /&gt;Challenge", or "Title Tournament".&lt;br /&gt;&lt;br /&gt;================&lt;br /&gt;6.1 Eastern Tier&lt;br /&gt;================&lt;br /&gt;&lt;br /&gt;A cut scene plays when you start your career.&lt;br /&gt;&lt;br /&gt;The eastern tier is the first set of missions and challenges that awaits you &lt;br /&gt;in mission mode.  There are three areas available: the Backyard, the Trailer &lt;br /&gt;Park, and the Pool. Each area has 5 mandatory missions and 5 optional &lt;br /&gt;challenges.  Four of the challenges become available after the 5 missions for &lt;br /&gt;the level are complete, the fifth is a title defense that becomes available &lt;br /&gt;after winning the tournament.  The Pool is also the site of the Eastern Tier &lt;br /&gt;Tournaments in which you and the 15 generic opponents will compete for the &lt;br /&gt;Eastern Title after you've completed the 15 missions.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Eastern Tier Generic Opponents:&lt;br /&gt;Angel&lt;br /&gt;Cinnamon&lt;br /&gt;Dimcha Benz&lt;br /&gt;Doug Dynamite&lt;br /&gt;Duke of Puke (tournament only)&lt;br /&gt;Evil Doodoo&lt;br /&gt;Kara Sene&lt;br /&gt;Kid Karate&lt;br /&gt;Kurt Hurt&lt;br /&gt;Leaping Larry&lt;br /&gt;Private Pain&lt;br /&gt;Punishment&lt;br /&gt;Psychotic&lt;br /&gt;Terry Truck (not in tournament)&lt;br /&gt;Tim Tubby&lt;br /&gt;Tiny Little&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The appearance and skills of the generic fighter will vary between careers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;--------------&lt;br /&gt;6.1.1 Backyard&lt;br /&gt;--------------&lt;br /&gt;&lt;br /&gt;Area Overview&lt;br /&gt;-------------&lt;br /&gt;&lt;br /&gt;This area is a small backyard. &lt;br /&gt;&lt;br /&gt;Low Platforms: Car in the left corner, trailer in the rear corner, picnic &lt;br /&gt;table to the front right (destroyable).&lt;br /&gt;&lt;br /&gt;High Platforms: Roof of house by the trailer&lt;br /&gt;&lt;br /&gt;Destroyable items: shed to right of car, doghouse on right side, picnic table, &lt;br /&gt;fence between shed and trailer, fence beside garbage can.&lt;br /&gt;&lt;br /&gt;Weapons: Barbwire baseball bat to right of car (flammable), weed whacker to &lt;br /&gt;left of trailer, garbage can by doghouse, parts of destroyed shed (breakable &lt;br /&gt;except doors), parts of destroyed doghouse (breakable), parts of destroyed &lt;br /&gt;picnic table (breakable), boards knocked off fence by trailer or garbage can &lt;br /&gt;(breakable)&lt;br /&gt;&lt;br /&gt;Environmental: Near picnic table (one time only as it destroys the table), &lt;br /&gt;trunk of car, fences on the rear left and right&lt;br /&gt;&lt;br /&gt;Hazards: Burning Barrel on left side near car. The bat burns and can be used &lt;br /&gt;to set fire to the trailer or the pile of leaves in the front corner.&lt;br /&gt;&lt;br /&gt;Spectators for interactions: lining front left and right sides.&lt;br /&gt;&lt;br /&gt;Notes:  The weed whacker with its long reach, and the barbwire baseball bat &lt;br /&gt;are both excellent weapons the will serve you well in any fights in this &lt;br /&gt;level.  Attack opponents with combos from either weapon to knock them down, &lt;br /&gt;hit them again when they're down, back or run a few steps away, a repeat the &lt;br /&gt;process when they approach you.  Add fire to the bat from the burning barrel &lt;br /&gt;to the left for extra damage.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Mission #1: Blocking&lt;br /&gt;--------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Block Three Attacks&lt;br /&gt;&lt;br /&gt;Perhaps the single most important new feature in Backyard Wrestling 2 is the &lt;br /&gt;addition of Blocking as a defensive option.  All Punches, Kicks, and Turbo &lt;br /&gt;Attacks can be Blocked, but Blocking is vulnerable to Grapples and Guard &lt;br /&gt;Breaks.  Give Blocking a try and successfully Block three Attacks.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: None&lt;br /&gt;&lt;br /&gt;Strategy: Hold the block button until you've been attacked three times.  The &lt;br /&gt;blocks can come in different fights. Progress will be saved if you return to &lt;br /&gt;the level select screen.  Complete the match after finishing the mission to &lt;br /&gt;earn the bonus points and money.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Mission #2: Punch/Kick Combos&lt;br /&gt;-----------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Perform Three Punch/Kick Combos&lt;br /&gt;&lt;br /&gt;The staple of any great Backyard Wrestler is his ability to whittle away at &lt;br /&gt;his opponent's Stamina with quick hitting Punches and devastating Kicks. Punch &lt;br /&gt;and Kick Combinations have returned to Backyard Wrestling 2 with some new and &lt;br /&gt;exciting changes, the most obvious change being that not all combinations &lt;br /&gt;result in your opponent hitting the ground.  Experiment with your Punch and &lt;br /&gt;Kick combos to see which ones are ideal for you play style.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: None&lt;br /&gt;&lt;br /&gt;Strategy: While it is possible to get longer combos all that is required to &lt;br /&gt;complete this mission is the 2 hit combo which can be easily performed when &lt;br /&gt;the opponent isn't blocking by mashing either of the attack buttons (This will &lt;br /&gt;likely result a 3 hit combo).  Pull off three of these to complete the &lt;br /&gt;mission. The combos can come in different fights. Progress will be saved if &lt;br /&gt;you return to the level select screen.  Complete the match after finishing the &lt;br /&gt;mission to earn the bonus points and money.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Mission #3: Grapple Arts&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Perform Four Grapple Attacks&lt;br /&gt;&lt;br /&gt;Backyard Wrestling 2's Standing Grapple system is comprised primarily of four &lt;br /&gt;different Attack Types: Attack Throws, Slams, Irish Whips, and the newest &lt;br /&gt;Attack Type, Submissions.  They all have their unique purposes (Attack Throws, &lt;br /&gt;for instance, leave you opponent stunned, and thus open to further attack); &lt;br /&gt;try four Grapple Attacks and try to discover the best situation in which to &lt;br /&gt;perform all the different Grapple attacks.&lt;br /&gt;&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: None&lt;br /&gt;&lt;br /&gt;Strategy: You'll need to grapple your opponent four times and pull off one of &lt;br /&gt;the four grapple attack types.  The best time to grapple is while you're &lt;br /&gt;opponent is either blocking or laying on the ground.  A stunned opponent &lt;br /&gt;cannot be grappled, use a combo to knock him/her down first.&lt;br /&gt;&lt;br /&gt;You're opponent will likely reverse or use a grapple escape on several of your &lt;br /&gt;attempts, be prepared to do the same in return. Attempt the grapple escape if &lt;br /&gt;your turbo is full otherwise try to second guess the attack type.  Remember &lt;br /&gt;that the Irish whip can only be done from the front so this can improved the &lt;br /&gt;odds if you're being grappled from a different direction. &lt;br /&gt;&lt;br /&gt;The grapple attacks can come in different fights. Progress will be saved if &lt;br /&gt;you return to the level select screen.  Complete the match after finishing the &lt;br /&gt;mission to earn the bonus points and money.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Mission #4: Dash Attacks&lt;br /&gt;------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Perform Five Dash Attacks&lt;br /&gt;&lt;br /&gt;Dash Attacks are the "Jack of All Trade" moves in Backyard Wrestling 2.  They &lt;br /&gt;serve a variety of purposes, and as such are an important part of your &lt;br /&gt;wrestling arsenal.  Dash Attacks have a longer range that you normal Punches &lt;br /&gt;and Kicks, so use them when you want to knock your opponent down from long &lt;br /&gt;distance.  Dash Attacks are also powerful enough to destroy parts of the &lt;br /&gt;environment, which is helpful in creating makeshift weapons.  Show your &lt;br /&gt;opponent no mercy, and land five Dash Attacks.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: None&lt;br /&gt;&lt;br /&gt;Strategy:  Dash Attacks require turbo so you'll need to wait a while between &lt;br /&gt;attempts.  Run around until you have some turbo built up and then head towards &lt;br /&gt;your opponent, press and hold turbo, and press one of the attack buttons to do &lt;br /&gt;that dash attack.  Connect five times to complete the mission.&lt;br /&gt;&lt;br /&gt;You may want to edit you dash attacks to be something when you remain standing &lt;br /&gt;like the left or right clothesline.&lt;br /&gt;&lt;br /&gt;The dash attacks can come in different fights. Progress will be saved if you &lt;br /&gt;return to the level select screen.  Complete the match after finishing the &lt;br /&gt;mission to earn the bonus points and money.&lt;br /&gt;&lt;br /&gt;Mission #5: Whacker Usage&lt;br /&gt;-------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Get to Know the Weed Whacker&lt;br /&gt;&lt;br /&gt;Becoming familiar with the weapons in your environment is one of the most &lt;br /&gt;crucial aspects of Backyard Wrestling 2.  Knowing how to use that barbed wire &lt;br /&gt;bat or fluorescent tube can mean the difference between being the next local &lt;br /&gt;chump or this year's champ.  In this case, knowing how to trim your opponent &lt;br /&gt;with a Weed Whacker will earn you some extra cash.  Use it three times, and &lt;br /&gt;the cash is yours.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: None&lt;br /&gt;&lt;br /&gt;Strategy:  Grab the weed whacker to the left of the trailer.  Attack your &lt;br /&gt;opponent three times with it to complete the mission. &lt;br /&gt;&lt;br /&gt;If you get attacked you'll drop the weed whacker and will need to pick it up &lt;br /&gt;again.  &lt;br /&gt;&lt;br /&gt;If you're opponent blocks, run a few steps away and attack as the opponent &lt;br /&gt;chases you.&lt;br /&gt;&lt;br /&gt;The attacks with the weed-whacker can come in different fights. Progress will &lt;br /&gt;be saved if you return to the level select screen.  Complete the match after &lt;br /&gt;finishing the mission to earn the bonus points and money.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Challenge #1: Zandig!&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Defeat Zandig with the Help of the Crown!&lt;br /&gt;&lt;br /&gt;Congratulations newbie! Your performance has earned the notice of one of the &lt;br /&gt;most exciting wrestlers lacing up the boots today, Zandig!  Unfortunately for &lt;br /&gt;you, he just wants to clean your clock.  Use this opportunity to make a name &lt;br /&gt;for yourself - perform at least one crown interaction on your way to defeating &lt;br /&gt;Zandig and earn yourself some respect, and some cash!&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: Complete the five Backyard missions.&lt;br /&gt;&lt;br /&gt;Strategy: In spite of what the description reads, you do not need a crowd &lt;br /&gt;interaction to complete this challenge.  All you need to do is knock out, tap &lt;br /&gt;out, or pin, Zandig.  He's a bit more aggressive than the generic opponents &lt;br /&gt;you &lt;br /&gt;face during the mission but should present much of a problem. &lt;br /&gt;&lt;br /&gt;You may want to try grabbing the bat and knock him down with a combo. Hit him &lt;br /&gt;once while he's on the ground, take a couple of steps away and repeat. Run &lt;br /&gt;away a bit if he blocks and resume attacking.  Mix in the attacks you used in &lt;br /&gt;the mission. &lt;br /&gt;&lt;br /&gt;The game returns to the level select screen after winning the challenge&lt;br /&gt;&lt;br /&gt;Challenge #2: Ruckus!&lt;br /&gt;---------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Jobber Wants a Shot&lt;br /&gt;&lt;br /&gt;Looks like you're not the only faceless wonder looking for a shot at a million &lt;br /&gt;bucks - you've been challenged by one of the local jobbers to an exhibition &lt;br /&gt;match to showcase your skills.  Accept this challenge and pick up a worthwhile &lt;br /&gt;payday, but look out - word on the street is that Ruckus is hanging around the &lt;br /&gt;Backyard.  You never know when he might show up!&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: Complete the five Backyard missions.&lt;br /&gt;&lt;br /&gt;Strategy: You start off facing one of the generic wrestlers.  After you do a &lt;br /&gt;bit of damage, Ruckus will interrupt the fight.  The match will continue &lt;br /&gt;against him.  Use the moves you learned during the mission or grab the bat and &lt;br /&gt;you shouldn't have much trouble with him. &lt;br /&gt;&lt;br /&gt;Challenge #3: Double or Nothing!&lt;br /&gt;--------------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Double or Nothing!&lt;br /&gt;&lt;br /&gt;You've been challenged to a Double or Nothing Match!  The details are simple: &lt;br /&gt;win the match, earn double dollar amounts for your win.  Lose the match, and &lt;br /&gt;you earn nothing.  Go get it!&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: Complete the five Backyard missions.&lt;br /&gt;&lt;br /&gt;Strategy: This is a typical fight against one of the generic opponents.  Use a &lt;br /&gt;strategy similar to what worked for you on Zandig and Ruckus.  The payout is &lt;br /&gt;double the normal amount when you win.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Challenge #4: Survival Challenge!&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Survival Challenge!&lt;br /&gt;&lt;br /&gt;Looks like you've got another chance to prove yourself!  Survive against three &lt;br /&gt;opponents back-to-back and you're on your way to another payday.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: Complete the five Backyard missions.&lt;br /&gt;&lt;br /&gt;Strategy:  You'll need to get through three opponents with one stamina bar.  &lt;br /&gt;Expertise with the weed whacker or bat are a must if you want to survive this. &lt;br /&gt;Also try stringing grapples together, pausing for a second before grabbing a &lt;br /&gt;fallen opponent or punching a stunned one to regenerate a bit of stamina, the &lt;br /&gt;extra little bit may be enough to beat the challenge.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Challenge #5: Title Defense!&lt;br /&gt;----------------------------&lt;br /&gt;&lt;br /&gt;In Game Description: &lt;br /&gt;--&lt;br /&gt;Title Defense!&lt;br /&gt;&lt;br /&gt;Now that you've got the belt around your waist, everyone's itching for a &lt;br /&gt;chance to take it from you. Successfully defend your title to earn some extra &lt;br /&gt;cash, but be warned - if you lose this title defense, you'll have to re-enter &lt;br /&gt;the Tier Tournament to get it back.&lt;br /&gt;--&lt;br /&gt;&lt;br /&gt;Prerequisites: Hold the Eastern Title.&lt;br /&gt;&lt;br /&gt;Strategy: This is a typical fight against one of the generic opponents.  Use a &lt;br /&gt;strat
