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Throwing Knife FAQ

The Throwing Knife Free Modern Warfare 3 and $250 Gamestop giftcard
Version 1
July 21st, 2010

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Table of Contents
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The Introduction

The Throwing Knife

Great Strategies for Maximum Use

Conclusion, Credits, and Copyright

------------------------------------.
The Introduction
------------------------------------.

Hi there! Thanks for opening up this guide. Please don’t
think that this is short because of the small Table of
Contents. There is plenty of info on the Throwing Knife
here. 

Modern Warfare 2 is one of the most popular shooter games
of all time. It has a cool campaign, awesome special ops
missions, and the multiplayer that Infinity Ward has been
known for. The multiplayer is much like its predecessors.
This time Infinity Ward were even more creative and added
much more content to the multiplayer. This content ranged
from new guns, maps, game modes, and items. My personal
favorite is the new addition of the Throwing Knife. Since
this Throwing Knife is so amazing and strategic, I am
making a guide to teach people how to use it so they can
enjoy it as much as me. 

-------------------------------------.
The Throwing Knife
-------------------------------------.

On August 28th 2009, Infinity Ward unveiled the addition of
throwing knives. It is basically another knife but unlike
the tactical knife (your melee attack) this knife can be
thrown. 

The Throwing Knife is available for the create-a-class once
the player reaches level 7 and falls under the equipment
category. Since you can only hold one piece of equipment,
you will need to decide between a Frag, Semtex, ect. Out of
the entire equipment branch, the throwing knife is the most
difficult to use. It makes you wonder then, “Why would I
want to choose this Throwing Knife over a good semtex
grenade”. That will be explained below.

--------------------------------------.
The Purpose of The Throwing Knife
--------------------------------------.

No matter how much health an enemy has, the throwing knife
is always a OHK (One Hit Kill or One Hit Knock-Out). It
does not matter if the enemy is using the painkiller
deathstreak, the throwing knife can cut right through that.
(the only exception is a private match with custom
settings)

At first the throwing knife may seem like an extremely
underrated equipment piece so it would be normal to pass it
up. However, throwing knives make the greatest, most
humiliating kills. Throwing Knife montages are outstanding
and very entertaining to watch. Not only are the kills epic
for you, but also for the person you just killed because
they will get to see the knife hit them through the knife’s
point of view.

Besides the kill being very stylish, you get bonus title
(much like Buzzkills and Double Kills) for a throwing knife
kill. This little bonus is titled “Bullseye!”. Just like
mostly every other piece of equipment in this game, there
are challenges that can be met and awarded with Experience
and new Titles and emblems. The Challenges that involve the
throwing knife are as followed…

Carnie I – Kill 5 players with a Throwing Knife – Awarded
500 exp and the Cloak and Dagger Title

Carnie II – Kill 15 player with a Throwing Knife – Awarded
2500 exp and awarded the Take A Stab title.

Carnie III – Kill 30 players with a Throwing Knife –
awarded 5000 exp and the Throwing Knife emblem.

Did You See That? - Kill someone with a Throwing Knife
while flashed or stunned – awarded 1000 exp, the Silence
title, and the gas mask emblem

It’s Personal! - Hurt an enemy and then finish them with a
Throwing Knife – awarded 1000 exp, the It’s Personal title,
and the helmet with throwing knife emblem.

Unbelievable - Get a game winning Killcam with a Throwing
Knife kill – awarded 2500 exp, the Unbelievable title, and
the Throwing Knife emblem (different from the other one)

ATM - Get a payback with a throwing knife – awarded 3500
exp, the New Jack title, and the Talon emblem.

So these are the specific challenges that specifically need
the throwing knife (all challenge data came from
callofduty.wiki.com). Perfectionists will need to learn how
to use these. 

Throwing Knives Only makes a very fun private match game
mode as well. 

---------------------------------------------.
Great Strategies for Maximum Use
---------------------------------------------.

-How to Use The Throwing Knife

So throwing the throwing knife couldn’t be any easier, all
you do is press the right bumper/R1. However, it is more
difficult than just tossing a frag grenade. The Throwing
Knife travels very fast and is almost invisible to during
gameplay. This makes hitting a target much easier or much
more difficult. It would be wise to get the feel of how
fast the knife travels. Also, if the knife is thrown
through the air, it will fall at an arch. This makes
hitting targets from a far/higher area, much more difficult
as well. Players should also get the feel on how much the
knife will arch (althougth it is kind of difficult). 

Despite these drawbacks, the knife has great advantages to
it as well. Once it is thrown, it does not matter if it was
a hit or a miss, you can go and recover the knife the same
way you would pick up a weapon up off the ground. This
means that you can use your knife over and over again, be
warned though. Sometimes it will be difficult to get it
back. If retrieving the knife is too much of a hassle, you
can use the tier 1/blue/first perks Scavenger or One Man
Army to replenish the equipment. Another cool thing is that
if someone else is throwing knives as well, you can pick
theirs up.

-Throwing Knives Combined with Riot Shields

A common strategy is to use the Throwing Knife with a Riot
Shield class. The too of them can make a killer (literally)
combination. If you have used both of these weapons, you
will know that the riot shield is very slow and the
throwing knife is very fast. The riot shield is used mostly
for protection and defending a flag or bomb site. While
using the riot shield, back up into a corner so your rear
is not exposed to bullets. That way you are fully protected
and enemies have no choice but to stand their and stare at
you. In the exact moment that the enemy stops wonders how
they can get rid of you, use the throwing knife. The knife
comes out so sudden and fast that it is impossible to
dodge. After that, walk out, retrieve your knife, and do it
again. This strategy is great for defending bombs and such.

-Another Great Strategy with Riot Shields and Throwing
Knives

Due to its speed, the throwing knife can be used to speed
weapon switches. This strategy would go well with the riot
shield again. If the first method doesn’t float your boat
and you would rather smash the enemy with the riot shield
like a barbarian, than that is great! However though, the
riot shield takes two hits (three at times) to fully kill
an enemy. Both of these hits are slow and can leave you
very exposed and easy to attack. The good news is, is that
the throwing knife can make the melee process go by much
quicker. What you do is first melee the enemy (this should
be easy because they won’t normally see it coming), then
switch to your throwing knife, then press the Y/Triangle
button to change weapons (it will go back to the riot
shield), and then quickly melee him again.

-Deadly Reflexes

This next strategy is more of a complicated yet simple one.
If you have been using the throwing knife (like the guide
states) then you would see that it has an extremely thin
cross-hair. The small cross-hair does make it difficult to
aim the knife (especially in Close Quarters Combat). If a
player does enter CQC and needs to get the kill, the
throwing knife is an excellent choice due to OHK. However,
the tiny cross-hair does make this more difficult (as
stated above). The smart idea is to memorize and visualize
where that cross hair is going to be. In a CQC situation,
the throwing knife will always go straight (unless you
throw it in the air for some reason). The straight throw
and fast speed of the throwing knife will always guarantee
the knife will hit where the cross-hair is pointed. Make
sure to point is at the enemy (obviously). With that cross-
hair knowledge in mind, try to visualize where the cross-
hair will appear and than throw the knife when the enemy
lines up with the imaginary cross-hair. A very VERY good
tip is to find some tape and take a thin strip of it and
put it on your screen where the throwing knife marker
appears. Now it is easier for you to see when an enemy
lines up with it.
-The Most Stylish Ways To Take Out Campers

Much like grenade launchers, the throwing knife can
ricochet of surfaces. Unlike grenade launchers, the
throwing knife can still kill. Throwing Knives can bounce
of surfaces when thrown at angles. This makes killing
someone around the corner a lot more stealthy, safer, and
stylish. However, if you miss, it is a good chance that
your cover will be blown. The throwing knife does make
banging noises and leaves a fast trail of light behind it
so despite being very fast and sneaky, it can also be semi-
obvious. 

---------------.
Conclusion
---------------.

Whether this guide has helped or enlightened you in anyway,
I would like to thank you for reading it. I have had so
much fun with the throwing knife and hope you do as well.

You can get a free Best Buy gift card if you submit this

Multiplayer FAQ

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 A MULTIPLAYER GUIDE
© Derek Livingston 2009
Version .99b

Game: Modern Warfare 2
Type: Multiplayer Guide
For: XBox 360, PS3, PC
Author: Derek Livingston “DrSteveBruleDr”
Email: livingston.d08@gmail.com

Table of Contents
To skip the the section copy the 5 character code between
the brackets and search for it using control – F.

[*INTR] Introduction
[*PREP] Preparation
[*PWEP] Primary Weapons
[*SWEP] Secondary Weapons
[*EQUI] Equipment
[*GRE1] Special Grenades
[PERK1] Perk Slot 1
[PERK2] Perk Slot 2
[PERK3] Perk Slot 3
[*DEAT] Death Streaks
[*KILL] Kill Streaks
[*TACT] Tactics and Tips
[*LOSE] How to Break a Losing Streak
[*STEA] Stealth
[*COPY] Copyright

______
UPDATE
======

Welcome to version 2.0!

Every section of this FAQ has been revised, and
many new sections have been added.

I got alot of emails from everyone, and most
of it was useful and positive. Best of all, a few of you
kind souls even donated a few bucks. Without your
support I would not have come back to update this FAQ.

Thank You!

___________________________
SHAMELESS COMMERCE DIVISION
===========================

Paypal account : livingston.d08@gmail.com

DONATIONS
=========

As with the previous version, this guide runs on
the generosity of the reader. I’m about as flat broke as
a person can be and still have an Xbox and a connection to
the internet. So if you make use of what you read please
consider making a donation.

If I get enough support I plan to get myself a
Personal Video Recorder so I can offer online movies
to supplement the guide.

To date I’ve put in about 40 hours of work on this FAQ.
Why? Because a game is only as good as a players
understanding of it. Also, I like to pretend I’m some sort
of expert. I may not be the best player in the world, but
I’m happy to open up the box of tricks I’ve accumulated,
which is more that can be said for many of the “pros”.

So if you have some warmth in your heart
and some credit in your card, even a dollar or two would
go a long way!

COACHING
========

There are a lot of people these days selling leveling
services. Why people would buy a game then pay other people
to level it is beyond me. Would you buy a car
and then pay someone to drive it for you? I say to hell
with that mess! Learn to get the most out of your game,
learn to kick more ass and have more fun while you’re at it!

If you want some friendly advice in real time and you
have a microphone and a connection to Xbox Live, I am more
than willing to offer coaching. By spectating and playing
together I am happy to offer practical advice that can make a
huge difference.

There are also a lot of great spots in every level
that are impossible to describe in a text document. I’d be
happy to run through those as well.

If you’re interested, please send me an email.

My rates are extremely reasonable. Payment also
goes through Paypal so its safe and convenient.

Thank You!

____________________
[*INTR] Introduction
====================

Modern Warfare was easily one of the best multiplayer
games for the Xbox 360. The sequel looks ready to take the crown
with more guns, more kill streaks, more levels, and more intense
competition. For new players, however, the game can be very
difficult to get into.

Many players out there have been honing their skills since
the original. I made this guide because I believe a multiplayer
game is only as good as the average players understanding of it.
Hopefully reading this guide will give an advantage to both the new
and the veteran player.

You will NOT find any exploits, cheats, or tactics that
subvert the rules of the game in this guide.

In addition, This guide is not meant as a reference for every weapon
and attachment. I’m sure there will be plenty of guides in that
area.

What I hope you take away from this guide is an understanding
of how to make use of all the options available to you. The learning
curve for this game can be very steep since there are so many
dedicated players out there. Hopefully this guide will help level
the playing field.

___________________
[*PREP] Preparation
===================

There are a few things a player should do to give themselves
an edge before even connecting to a game online.

______________________
SINGLE PLAYER AND COOP
======================

For new players and for players looking for some extra
practice, its a really good idea to complete the other areas of
game.

While there are big differences between the campaign
and the multiplayer, some important things are the same. The
following is a list of things to practice in single player:

Moving Using Cover
Aiming Firing from the Hip
Using different weapons
Grenades Special Grenades
Riot Shield Predator Strike
Sniping Firing through walls

The cooperative portion of the game is great for
working on coordination and communication. Communicating
effectively to teammates is much more difficult than you
might think and it takes a while sometimes before being
able to do so effectively.

____________________
NETWORK OPTIMIZATION
====================

Before anything else make sure to maximize your connection.
One of the most common complaints online is “I shot him ten times
and he killed me in one hit, WTF”. Many times this is caused by
lag. In a head on fight, all things being equal, the player with
more bars usually wins. This is because the information that
they did fatal damage reaches the server first. If you’ve been
having a hard time you may just need to open up a fresh can of
internet.

First get yourself some broadband. Ask around what
connection in the area has the best latency and download/upload
rates.

Next, make sure that only your Xbox is using your connection.
Turn off downloads and tell roommates or family members not to
get off the connection. Your kill / death ratio is more
important anyway.

Another way to get all the speed you can is to connect your
Xbox 360 directly to your broadband. Routers
and hubs may limit your connection.

If your broadband modem is bigger than your Xbox or needed
to be patched for Y2k, you may find your connection is unstable.
Resetting your cable/ADSL modem can help with performance.
Also, if you know the problem is your broadband modem
call up your internet service provider and try to make a stink
until you get a new one.

If you are forced to use an Xbox 360 wireless adapter
get a damn good wireless router and try to get your Xbox as close
to the router as possible. Playing on a weak wireless signal
is torture.

_______
GEAR UP
=======

Use your f**king mic. If you don’t have one, they cost
around $20. A team that communicates and coordinates has a huge
advantage over one that doesn’t. If you can keep from adding
your own soundtrack by singing your favorite Jonas Brothers songs
or making totally awesome farting noises you may even make a
friend or two.

Play in HD. Lower resolution results in more difficulty
when engaging at range. Cheap ways to get up your resolution
include using a computer monitor with a VGA/SVGA cable, upgrading
to component on a CRT TV(old fashion TV with large rear).
The following is a breakdown of formats and resolutions.

Format Max Resolution

Best HDMI 1080p
Great VGA, SVGA, DV 1080i
Average Component 720
Bad AV cables, S-video 480i
Game over Coaxial

p = Progressive scan. Updates the entire screen every
refresh, allowing higher apparent frame rates and smooth motion.

i = interlaced scan. Updates the odd lines and then
the even. Results in a twitter effect in areas of fine lines
and lower apparent frame rate.

If you don’t have an HD TV its not really an automatic
“game over”. You know those blind Martial Artists/ Blues
musicians? They hone their other senses since they can’t see.
So at least get yourself some good headphones.

________________________
[*PWEP] Primary Weapons
========================

>ASSAULT RIFLE – These are the most dominant weapons in
the game. Combining power and range with good rate of
fire, assault rifles are a great weapon for beginners
and pros alike.

Pros- Well rounded,
Very accurate at range,
Low recoil

Cons- Beaten by sniper rifle at range,
SMG/secondary when close

>SUB-MACHINE GUN – This weapon category excels at close
to medium range. The real thing that sets SMGs apart
is their high rate of fire and mobility. SMG classes
function well as scouts or light infantry.

Pros- High Rate of Fire,
Mobility (great when firing from hip)
Flanker’s choice

Cons- Mid – Low Damage,
Mid – Low Accuracy,
High recoil,
Terrible at long range

>LIGHT MACHINE GUN – Strong and slow, the LMG works
best when defending a strong tactical position.

Pros- High Damage,
Long Range,
Large Magazine
Perfect for firing through walls

Cons- Slowest Mobility
Longest reload times
Sustained firing draws attention

>SNIPER RIFLE – Highly specialized long range weapon
requiring detailed knowledge of the map and the enemies
location.

Pros- High Damage
Longest Range
Highest Accuracy

Cons- Low Rate of Fire
Small Magazine
Firing from Hip nearly useless
Terrible at short range
Increased chance at retaliation

>RIOT SHIELD – Odd ball defensive weapon.

Pros- Provides 100% protection from bullets
Reduces/Deflects explosive damage
Provides protection from rear
w/ secondary wep active
Great distraction
(gives assists when deflected
attacker is killed by team)
Masks player profile
Powerful in groups

Cons- Protects only from frontal attacks
Feet still visible, even when crouched
Easy target for Semtex grenades
Slowest Mobility

__________________________
[*SWEP] Secondary Weapons
==========================

>MACHINE PISTOLS – The Sub Sub-machine gun.

Pros- High Accuracy
High Rate of Fire

Cons- Small Magazines
Less useful at Medium-Long range
Weak against SMG, Shotgun

>SHOTGUNS – Variations on a boom-stick.

Pros- Massive Close Range Damage
Large Variety w/i weapon type

Cons- No Damage at Medium-Long range
No functioning stealth option
(silencer drops range down to melee)
Many advanced attachments are
very time consuming to unlock

>HANDGUNS – The old sidearm may seem vanilla, but its
more useful than you might think.

Pros- High Accuracy
High Damage (Close)
Tactical Knife attachment
Fast attachment unlock
50% faster weapon switch
from primary to pistol
Can be combined with Last Stand

Cons- Semi-automatic
Iron Sights only

>LAUNCHERS – Slow but powerful, launchers are
good against vehicles and enemy infantry.

Pros- High Damage
Large Area of Effect
Effective at short-long range

Cons- Long weapon switch
Long reload
Many come w/ only 1 round
Long time to target
(compared w/ bullet)
Cheese Factor

__________________
[*EQUI] Equipment
==================

>FRAG GRENADE – Frags should be familiar to most players. They are
short to medium range thrown weapons with a decent area of effect. While
not as powerful as Semtex, they are much quieter and can be cooked. Cooking
a grenade means holding down the right bumper so that when you finally
release the bumper and throw the grenade it will explode very quickly before
the enemy has a chance to run away. Frag grenades will actually roll downhill
or in the direction they were thrown, which is new in Modern Warfare 2.

>SEMTEX – These plastic explosives have much shorter range than
Frag Grenades and emit a beeping noise before detonating, which can give
your enemy time to run. They cannot be cooked. Now for the good news.
Semtex can stick to whatever it hits, including players. Also they have
a larger area of effect and higher damage than the Frag Grenade.

>THROWING KNIFE – While difficult to use, the Throwing Knife also
has the shortest time between being used and potentially killing a target.

Frag – Windup + 5 seconds till damage

Semtex – Windup + 3 seconds till damage

Throwing Knife – Windup + Flight Time till damage
= .5-1.0 second

Windup = @.5 seconds

Holding down the right bumper brings up an aiming
reticule and releasing throws the knife. The knife travels in an arc, and
after a short distance begins to slow down and drop quickly. If you
hit the enemy its almost always a kill.

>TACTICAL INSERTION – The flare takes around 3 seconds to ignite.
At that point its dropped beneath the player. When the player is killed
they will respawn at the flare, facing the same direction they were when
they deployed it.

The Tactical Insertion takes some thinking to use well.
First of all, you need to know the map well enough to place it where the
enemy is unlikely to go, but also somewhere near a good position.

If an enemy does spot your flare they will probably wait
for you to respawn and get an instant kill.
See the section on Location for more ideas.

>BLAST SHIELD – Do you hate getting killed by noobtubes or grenades?
Tired of claymores? The Blast Shield cuts down on explosive damage by around
50%. It must be equipped by pressing the right bumper or else it has no effect.
When you equip it, you will lose some peripheral vision along with your UAV /
map.
If your reflexes are quick enough, wait until you hear or see a grenade coming
your way before equipping it.

>CLAYMORE – The claymore is the camper’s delight. Once placed, the mine
will detonate when an enemy moves in front of it. There is, however, a slight
delay before detonation. So with that in mind, successful use of the claymore
means putting it out of sight but very close to a door or walkway.
The direction the claymore is facing should be slightly ahead of an enemy
walking through a door so that it can trip and hit them with the full blast.

An exploded enemy will not be able to see your location in the kill cam.

>C4 – These explosives are fairly straight forward. Tapping the right
bumper will throw a satchel of explosives a short distance. Pressing the right
bumper again will blow them up. You can also detonate the explosive by tapping
the reload button twice.

Where Grenades and Semtex are good in a lot of situations, C4 is
only good at very specific times. Due to the terrible range of the C4,
not to mention the time required to throw and detonate it, C4 is usually
best used when ambushing the enemy. The problem is, ambushing requires
knowledge of where the enemy will be. That’s why objective based games
are often the best setting for C4. If you know the enemy is going to
try and plant a bomb or capture a location then all you need to do is
plan ahead.

Another way to get some added power out of C4 is to try and plant
near explosive objects. Cars, explosive barrels or propane tanks
can make for secondary explosions that are actually larger in area
than the original.

An exploded enemy will not be able to see your location in the kill cam.

_________________________
[*GRE1] Special Grenades
=========================

Three important things to remember about Special Grenades:

Timing is everything. The duration of the
effects caused by these grenades is very short.
Hit your enemy fast or not at all.

Just because you hit them with a Special
Grenade doesn’t mean they don’t know where you are.
If they saw you before you threw it, that’s where
they’re going to shoot afterward. Flanking and
distraction is a must.

The damage indicator from hitting an enemy
with a flash grenade or a stun grenade does not
mean the enemy took damage. What it does mean
is that the enemy is near the point of detonation.
Use that knowledge to go fishing
for targets. If you get a hit follow it with
some shots. If you get nothing, however, you
may have exposed your position.

>FLASH GRENADE – Any enemy within range of the flash grenade
will be blinded and deafened. Enemies facing the point of
detonation will be more disrupted than those looking away.
Also,
enemies closer to the flash bang will be more disrupted than
those farther away. The area of effect of the Flash Grenade is
fairly small, but if you can manage to get one right in front of
an enemy you can count on them being completely out for around
a second and disrupted for one or two more. If you manage only
a partial hit, most players will have no problem taking you out
if they can find you. The flash grenade works best in a frontal
assault since complete blindness prevents them from aiming.

>STUN GRENADE – Where the flash bang works best when
attacking an enemy head on, the stun grenade works best when
attacking an enemy or group of enemies from the side or the rear.
The orientation of the enemy does not seem to be a factor as
it is with the Flash grenade. Distance, however, will
determine the extent of the effect. While Stun grenades will
cause some white out of the enemy screen, the main point is
that it slows all movement of the enemy for a few seconds.
This includes running and strafing, but most importantly,
it prevents the enemy from turning and aiming as quickly
as they would otherwise. In an ideal situation, you could
attack a group of enemies from behind, Stun them, and then
take them out while they are still trying to turn towards you
to engage.

>SMOKE GRENADE – As the name implies, this grenade
creates a large cloud of smoke after a second or so. Its
effects are not as direct as a the other two grenades, but
it can be very useful none the less. Unlike the other special
grenades, you only get one smoke grenade so be careful
how you use it. That being said, the smoke grenade is ideal
for disrupting the line of sight of an enemy.

Also, weapons with area of effect components, such as
grenades, launchers, and machine guns can be employed to
good effect through a cloud of smoke. In these cases you
don’t really need to know exactly where the enemy is located
so long as you’re firing in the right direction.

Last of all, infrared scopes can see through
smoke and give the user a great advantage.

_______________
[Perk1] Perk 1
===============

MARATHON – Marathon allows you to run without ever
needing to stop. This can be great for getting behind
the enemy, but it can also be dangerous since while running
you cannot shoot. Even after stopping, there is a slight
pause before your weapon comes up. So if you are going to
use marathon, be careful.

MARATHON PRO – The pro version of this perk allows
the user to climb faster, increasing the speed at which
ladders and other objects can be overcome.

Many nifty spots on maps require some climbing to
get to. During that time anyone caught in the middle is
usually extremely exposed. So for those who like moving in
and out of every hole and corner or a map, marathon pro can
actually be very useful.

SLEIGHT OF HAND – SoH returns from Modern Warfare.
Simply put, it allows you to reload any weapon much faster
than normal. The weapons that would benefit most from SoH
are ones with either a small clip or a very high rate of
fire. The more often you need to reload, the better this perk
becomes.

SLEIGHT OF HAND PRO – Faster aiming down the sight.
While it may not seem like it, it does take time to aim
with the left trigger. If you are being shot at even a
small amount of time can make the difference. Sleight of
Hand Pro cuts the time it takes to raise your weapon by about
half.

SCAVENGER – This is a new perk and can be very useful
if you find yourself running out of ammunition on a regular
basis. Whenever another player dies, enemy or ally, they will
drop their weapon and a little blue bag. You can only see
the bag if you have scavenger equipped. By walking over it
you can refill your own ammo, no matter what weapons you
are using. It also refills equipment.

Sometimes you may need to fire a few shots of your main
weapon and reload in order to refill your explosives or
launcher ammo. The longer you can survive, the more ammo
you use up, the better this perk is.

In objective based maps like headquarters this perk
can be great because players will usually die a lot in certain
areas, allowing you to fill up ammo and spam grenades. If you
are like a lot of players and tend to die before using your
ammo up, then maybe this perk isn’t for you.

SCAVENGER PRO – When you spawn with this perk, your
ammo is doubled. Its hard to imagine needing that much
ammunition, since firing often enough to exhaust what you
scavenge is very risky. Firing, even with a silencer,
allows the enemy to follow the bullets back to you. If you
enjoy spraying than you may gain some advantage with
the pro version of this perk.

BLING – Another new perk to the game Bling allows
you to take advantage of all the new attachments you can
put on your weapon. Instead of one, Bling allows you to
equip two attachments. Basically, a weapon with two
attachments can be either better generally, or better for
some specific purpose.

For example, an ACOG scope on an
assault rifle makes short range fights more difficult.
Combined with a shotgun, however, you can switch between the
two depending on the situation.

Other examples would be a silenced sniper
rifle with an infrared scope, or a machine gun with a grip
and FMJ. The possibilities are endless. Keep in mind,
however, that running out of ammo can become a problem
since you cant use scavenger.

BLING PRO – Two attachments with the secondary
weapon as well as your primary weapon.

ONE MAN ARMY – This perk is rarely used, though it has
a great deal of potential. With One Man Army equipped, you lose
your secondary weapon slot. What you gain is the ability to
switch to any other class at any time by pressing the Y button.
Switching classes takes around four or five seconds and refills
all your ammo and equipment. Don’t do much switching until you
get the pro version unlocked.

ONE MAN ARMY PRO – Cuts the time required to switch
classes by half.

____________________
[PERK2] Perk Slot 2
====================

STOPPING POWER – Within the core rule set this perk
is extremely powerful. Stopping Power increasing the
damage of all fire arms by around 30%.

In Modern Warfare 2, the best defense is a good
offense. This perk is great for beginners and for weapons
without any unlocked attachments. Once you feel ready for
a challenge and comfortable with your classes then consider
switching to some of the other perks below.

It is my theory that these other perks were provided
for additional challenge for players who, through skill or
experience, find the game a bit too easy.

STOPPING POWER PRO – Stopping Power Pro increases damage
done to vehicles.

Honestly, like some of the other Pro unlocks, this
is not very useful. Shooting at vehicles with something other
than a launcher is stupid to begin with. Even with a powerful
machine gun it will take more than a clip to destroy even a
weaker vehicle like the harrier. That means that you end up
standing around completely unaware of your surroundings making
yourself a perfect target, especially since you have to stop
and reload.

Also, most enemy vehicles will prioritize players who
are firing at them. So, unless your whole team is firing
at a vehicle, just use a stinger and be done with it.

DANGER CLOSE – This perk increases the amount of explosive
damage you deal.

While it may not seem as useful as stopping power,
there are quite a few new choices of explosive weapons in
Modern Warfare 2. The launchers, for example, become
unstoppable with Danger Close.

This perk is most effective in games with large numbers
of players, such as ground war, where a well placed javelin
or Semtex can earn you large kill streaks.

DANGER CLOSE PRO – The unlock for Danger Close gives
more damage to aerial kill streaks, such as the predator
missile and the harrier. While there aren’t too many
instances that an enemy can survive an aerial attack, there
are some situations where misses and cover can allow them to
escape. With Danger Close Pro on there is little to no
chance that an enemy can escape death once your vehicle
locks on to them.

All in all, this is an unlock worth working towards
since you can always save up your kill streaks with a more
general build then switch to Danger Close Pro when you’re
ready to unload and get that extra damage.

HARDLINE – Another new perk in Modern Warfare 2,
Hardline decreases the number of kills necessary to earn
a kill streak by one.

The cost decrease is especially useful for the cheaper
kill streaks like the UAV and the care package. With hardline
equipped you can call in a UAV with only 2 kills in a row,
resulting in a 30% discount in cost.

For more expensive kill streaks, hardline has a
diminished effect relative to the cost of the perk. Calling
in a nuke, for example, would take 24 kills instead of 25,
making hardline fairly useless with more expensive kill streaks.

HARDLINE PRO – All death streaks require one less death
to activate. Painkiller, a large temporary increase to player
health, normally takes three deaths without a kill in order
to activate. With Hardline Pro, however, it takes only two
deaths. That makes Hardline Pro a great perk for those
players who are either doing very well and are thus able to
earn kill streaks faster or, are doing very poorly and will
be protected by death streaks more quickly.

COLD BLOODED – With Cold Blooded equipped you can
operate completely off the grid. That means that UAVs,
sentry guns, and air support will be unable to see or attack
you. In addition, Thermal scopes will not highlight you.

This perk works great for players who really want to
surprise their enemies and don’t mind taking time to do so.
Keep in mind, however, that all things being equal,
a player with Cold Blooded will lose against a player with
stopping power almost every time. So if you want to use
this perk make sure to attack from the side or from behind
your enemy.

COLD BLOODED PRO – Normally when an enemy puts you
in their cross hairs your name will appear above your head.
This makes identifying enemies and shooting them easier.
With Cold Blooded Pro, this feature is disabled for the enemy,
making you truly stealthy. Keep in mind, however, if you are
caught running out in the open Cold Blooded will not help you.

LIGHT WEIGHT – In Modern Warfare 2, like in the original,
movement speed is largely determined by what type of primary
weapon you have. Machine guns are the slowest, while
sub-machine guns are the fastest.

Equipping Light Weight will add speed to any class.
When combined with marathon, it allows a player to really move
around the level.

While LW doesn’t have the bullet damage of stopping power,
the damage of explosives and the melee attack are unaffected.
Using a more varied offense with LW is a very good idea.

As with Cold Blooded, this perk more or less requires
flanking your enemy. In order to do that it usually means you
have to take the long way around the map, and with Light Weight
that becomes much easier. There are some small defensive
bonuses as well. By moving around quickly, enemy UAVs and heart
beat sensors will likely have a hard time keeping up with you
since they update once every few seconds.

Light Weight also makes you slightly harder to snipe
or hit with explosive weapons.

LIGHT WEIGHT PRO – Allows the user to aim quickly after
running, similar to Sleight of Hand Pro. This is one of my
favorite perks and a real challenger to Stopping Power, though
it requires a very different play style. In theory, if you
centered your aim properly you could come out of a sprint,
aim and fire then be off again.

___________________
[PERK3] Perk Slot 3
===================

STEADY AIM – This perk increases the accuracy of
weapons when fired from the hip. To new players, this means
firing the weapon without aiming down the length of the gun.

The benefit to firing this way is that you can still
move at normal running speed and you can avoid the split
second amount of time it takes to bring your weapon to bear
when firing down the sights. The result of this perk is a
tighter cone of fire, with bullets firing randomly within
its confines. Kneeling will tighten that cone further, and
going prone even more so. This perk is great for sub-machine
guns, accurate assault rifles and LMGs with a grip.

STEADY AIM PRO – For snipers, steady aim is more or
less useless. When you unlock the Pro version, however, it
increases the amount of time you can hold your breath while
sniping. This makes it very useful, especially with sniper
rifles that have a low rate of fire.

COMMANDO – For those players who enjoy flanking and
attacking with melee, commando adds additional range to any
melee attack, riot shield included.

It may take some time getting used to, but the range
works out to about a player or two in length. While melee
may seem difficult at first, there are a lot of benefits to
using your knife. For one, you never run out of ammo.
Also, unlike fire arms, you will not appear on the enemy
map when you use melee.

COMMANDO PRO – The upgraded form of commando negates
all falling damage.

That may seem useless to some, but one of the best ways
to get in close to an enemy is to drop down on them. With
Commando Pro you can drop from a great height and surprise
the enemy.

SCRAMBLER – Scrambler disrupts the enemy map or UAV the
closer they come to you. The effect is very similar to a UAV
jammer kill streak. While it may seem like this perk would
be ideal for stealth, it also alerts your enemies that you
are nearby. The degree to which their maps are scrambled
also informs them whether they are colder or warmer, so to
speak. There goes the element of surprise.
Don’t give up on this perk yet. There are some
situations where it can still give an advantage. As was
mentioned before, the enemy may be able to figure out if
they are hotter or colder to your location. That only works,
however, if the game is simple. Make things complicated
by equipping the perk on a fast moving class or by getting
some friends to use it as well. Also keep in mind that
the scrambling effect doesn’t take elevation into account.
The scrambler has nothing to worry about if the enemy is
looking on the wrong floor.

SCRAMBLER PRO- Annoyed by claymores? Scrambler pro
slows down the speed at which they trigger by a good three to
five seconds. That means you will hear the click of activation
but the claymore itself will not explode for some time,
allowing you to walk safely past.

SIT REP – This perk alerts you to enemy explosives and
tactical insertions are located.
Sit Rep is very situational. If you are in a game and
you notice the other team using tons of claymores, C4, and
tactical insertions then this perk would be very useful.
However, in my experience, I have never been in a game that
warranted using Sit Rep.

SIT REP PRO – Sit Rep Pro makes enemy footsteps louder.
If you have a nice sound system, this perk really shines.
The problem is that in order to unlock this perk you have to
destroy a very large number of claymores and tactical insertions.
If you want to spend the time, then more power to you.

LAST STAND – After playing through the single player, you
may have noticed how many enemies may go down but continue to fire
at you on the ground. Last stand allows you to do just that.
Where normally you would die, this perk allows you to pull out
your pistol. If you do not have a hand gun or machine pistol
equipped, then an M9 pistol will be provided. You can also crawl
slowly around.
There is a time limit however, of about five to ten seconds.
Also, when in Last Stand you have very little health, pretty much
any damage will take you out. Stun grenades can actually finish
you off even though they do virtually no damage normally.
Overall, this is a difficult perk to use effectively since most
players will just keep shooting until they get you. If you play
it smart, however, and keep behind cover or disrupt the enemy with
stun/flash grenades you may find you are able to get a few kills
here and there. If you are serious about using Last Stand, make
sure you keep some powerful machine pistols and handguns equipped.
Going akimbo with either will allow you to open up on the enemy and
increase your chances of taking them down. This perk is a great
counter to snipers, forcing them to fire an extra shot no matter
how powerful their weapon is.
Last Stand does not stack with Final Stand.

Last Stand Pro – While in last stand you can now use your
equipment as well as your pistol. That means that you can throw
grenades, knives, flash bangs, etc. In order to take advantage
of this you had better learn to think fast.

______________________
[*DEAT] Death Streaks
======================

COPY CAT – Copy cat allows you to steal the class of the
enemy that kills you. It requires four deaths in a row in order
to activate. This Death Streak is garbage. You get to use
the enemy class for one life. WTF is that. Whats worse is
that if the enemy has killed you, they may be more experienced
and could be using a build or a weapon you don’t have much
practice with.
Lastly, copying someone will, at best, even the odds
a little. It will not put you on top. No class is countered
well by a copy of itself.

PAIN KILLER – If you played Modern Warfare at all, you
likely spent a far amount of time cursing a perk called Juggernaut
that increased the health of the enemy. Juggernaut, thankfully,
is gone in Modern Warfare 2. Pain killer functions in a similar fashion.
After three deaths without taking out an enemy, the next time you
spawn you get about ten seconds of double health. Personally,
this is my favorite death streak. Its especially useful if you
find yourself being spawn camped, which is usually how most people
get killed over and over in the first place. With Pain killer you
may just have enough time to make those spawn campers back off.

MARTYRDOM – Another old and hated perk from the original,
Martyrdom drops a live grenade once you’ve died enough times for it
to activate. Danger Close will increase the power of the grenade.
Small levels or confined spaces allow martyrdom to work best and since
its not a general perk anymore, most enemy players will not expect it
as much as they used to.

FINAL STAND – If you like Last Stand, you may want to consider
using Final stand. Keep in mind that the two do not stack. Final Stand
allows you to survive where you would die normally, and like Last stand,
you are able to move around on the ground and fire at the enemy. Unlike
last stand, you are not forced to use your pistol which means you can use
your primary weapon while down. This allows for some interesting
combinations, such as pulling out your riot shield. With your riot
shield out and a wall to your back, you become very difficult to finish
off, though the downside is that you have no offensive capability.

Finally, if you manage to kill your attacker or at least crawl to safety,
you can get back up after around fifteen seconds. By surviving with
Final Stand you can continue any kill streak you had going.

_____________________
[*KILL] Kill Streaks
=====================

In order to get a kill streak you need to kill enemy players
without dying. Each kill streak has a number associated with it.
The UAV, or unmanned aerial vehicle, provides you and your team with
the locations of the enemy. In order to get it you need to kill three
enemies without dying. The more kills required to get a kill streak
the more powerful the effect. For example, four kills will get you
one care package. You might expect eight kills in a row would get you
two packages, but if you use the Emergency Air Drop you actually get four
packages.

Taking an enemy out in last stand will continue your streak.
Assists, meaning some one else deals the final blow, do not count
towards your kill count. All kills earned through using kill streaks
that you earned during your current life will add to your total.
That means if you get five kills and use a Predator Missile to get
two more you could use the Harrier Airstrike so long as you have it
unlocked and equipped.

Any kills gained from kill streaks earned during previous
lives will not add on to your total.

Anything found within a care package will not add to your
kill streak.

UAV – 3 Kills

This is the most basic kill streak and also one of the most
useful. Once activated, the enemy positions are posted on the map
and are updated every second or so. This works for both you and
your team.

The UAV itself can be sighted up in the sky and can
be shot down using a guided missile.

Many players opt out of using this perk because it doesn’t
directly add to their killstreak. Its a real shame, however, because
the UAV is a real help to you and your team. Knowing where the enemy
is not only helps you get more kills, it also helps you stay alive
long enough for those kills to matter.

CARE PACKAGE – 4 Kills

By throwing a red smoke grenade you mark a landing zone for
a friendly helicopter to drop supplies. Make sure that the area
above your LZ is open to the sky or else when your supplies are
dropped off they can become stuck out of reach.

Once your marker is out a crate will drop straight down
from above. The crate can contain any other kill streak,
including those with a much higher cost than the care package
itself. If you’re unlucky, however, you only get ammunition.

Care packages draw players interested in free goodies.
Friendly and Enemy troops may come from all over the map to
try and grab the crate.All players in the game can see it on
their radar, even without UAV. Only your own team can see
what is inside the crate.

With that information, you can do some interesting things.
Setting up a sentry nearby can net you a few kills, C4 or
claymore can be useful as well. If a friendly team mate grabs
the crate you gain some exp, but any trap you have set for the
enemy has no more bait.

Do not stand directly on top of your LZ as you can be
killed by the falling crate.

COUNTER UAV – 4 Kills

The counter UAV renders the enemies map useless by
filling it with static. Not only does this counter their UAV,
but it also hides team mates who are firing their weapons.
This is a great way to get some stealth without sacrificing
damage or range.

SENTRY GUN – 5 Kills

In order to use the Sentry Gun, you must first call in a
supply drop in exactly the same way as you would a care package.
Once you pick up the crate you can activate your sentry gun
which will place a shiny outline in front of you. By confirming
the location the sentry gun will materialize.

If you are killed with the sentry gun position
unconfirmed it will be placed wherever it was when you were
killed if it was a valid position.

The gun itself scans a 90 degree cone directly in
front of it. If an enemy moves in front of the gun it will
open fire. Usually this will result in the enemy being shot
to pieces in a second or two. There is, however, a maximum
range that a sentry gun can acquire a target. Past that point,
your sentry will not fire.

Sentry guns can be killed with normal fire arms, however
it takes a lot of damage to do so. Explosives are your best
bet for destroying sentry guns. They can also be killed by
meleeing them from behind.

Flash or Stun grenades will temporarily shut down
sentry guns.

Positioning your sentry gun is very important. Generally,
you want to put the gun somewhere where it cannot be approached
from behind. Corners are great for this. Also, you want it to
be able to scan a large room that is fairly high traffic.

If you happen to have two sentry guns, try positioning
them in corners allowing them to cover each other.

PREDATOR MISSILE – 5 Kills

The predator missile is a simple yet potentially
very effective weapon. Once activated, you temporarily take
control of a single predator missile launched from above the
map. The enemy is represented as red squares while enemy
vehicles will appear as red triangles. By guiding the missile
into either target it will explode , doing lethal damage to
anything nearby.

Timing with the Predator Missile is everything. If you
can hit the enemy while they are in a group you can easily
score three or more kills which can boost you up to your
next kill streak.

Also, as mentioned before, enemy vehicles will be
represented and can be hit by your predator missile. That
means helicopters and harriers can be blasted instead of enemy
troops. If you take this route, make sure to hit the enemy
vehicles right as they are spawned and before they get any
kills. Taking out an enemy kill streak after its wreaked havoc
for almost its full duration is not an effective use of the
missile.

Predator missiles can be flown through sky lights and into
troops within a building.

PRECISION AIRSTRIKE – 6 Kills

The airstrike is back, but this time you can chose the
direction that your air craft will bomb in. The damage
pattern is more or less rectangular and the bombs drop in
three waves. While a single wave may not kill an enemy near
the outside of the blast area, multiple waves will destroy
everything and anything in their path.

The accuracy of the strike is far greater than a
Harrier Airstrike.

These bombs, like the predator missiles, will drop
through windows. Enemies completely under cover, however,
will take no damage.

Airstrikes cannot be shot down.

HARRIER AIRSTRIKE – 7 Kills

This nifty kill streak combines some of the power of
an airstrike with the staying power of a helicopter. Two
harriers will bomb around the area you target and a third
will hover over the area firing its mini gun turret down at
any enemies left alive.

Unlike helicopters, the harrier does not patrol the
map much and is one of the easiest vehicles to destroy
since it is more or less stationary.

Harriers will fire missiles at enemy helicopters if
they are present, making them a potent counter.

ATTACK HELICOPTER – 7 Kills

Once activated an attack helicopter will fly from
outside the battlefield into combat. Any enemy exposed
to the 270 degrees in front of the helicopter will be blasted
by a turret. The helicopter can last longer than any other
air support.

If the enemy doesn’t shoot down your helicopter, it may
generate more kills than the harrier. Most of the time, players
will shoot it down quickly and easily, with only a singer stinger
or javelin.

The Attack Helicopter will fire missiles at enemy
air support (except care package vehicles, AC130)

EMERGENCY AIRDROP – 8 Kills

This is one of my favorites. The Emergency Airdrop works
just like the care package. You must designate an LZ. A few seconds
later a cargo plane will fly overhead dropping crates. These crates
will spread out quite a bit more than with the care package, so pick
a wide open area. While the Airdrop may only cost twice as much as
the care package, you get four crates instead of one. These crates
can contain any other kill streak. As long as you pick them up before
your enemy and none of them are unreachable, the time you spend waiting
will be rewarded with some potentially devastating support.

The Airdrop cannot be shot down.

Any killstreak from an airdrop or care package will not add
kills toward your next killstreak.

PAVE LOW – 9 Kills

Think of the Pave Low as an upgraded Attack Helicopter. Its
larger, possessing two turrets fired from the sides of the helicopter.
The Pave Low can counter one missile and can take around two AT-HS missiles
or one direct stinger hit.

Overall the damage inflicted by the Pave Low is much higher
than with an attack helicopter. Each gun does around twice the damage
of the Attack Helicopter turret, resulting in around a four fold increase
in damage.

STEALTH BOMBER – 9 Kills

Other kill streaks are announced to your team as well as the
enemies. Also, other kill streaks will appear as an icon on the enemies
map. This gives them the chance to take cover from incoming fire.

The only warning the enemy gets when the Stealth Bomber is used
is a low hum in the background. Shortly thereafter a B2 stealth bomber
flies over the map and destroys everything in its path. This path is
determined by the player, similar to the precision air strike. The actual
area of effect is a straight line about as wide as the targeting reticule
and stretches from one end of the map to the other.

The stealth bomber cannot be shot down.

CHOPPER GUNNER – 11 Kills

When activated you take control of the turret on a helicopter.
Unlike the normal attack helicopter, the chopper can fire non stop.
The attack has an area of effect far larger than the graphic would
indicate. Shooting the ground near enemies that are otherwise
unexposed will kill them as quickly as hitting them directly. Head
shots are also possible.

Enemies are represented as squares and will be highlighted when they
are in the open. Simply line em up and fire. It usually only takes
two to three hits to take down an enemy and the gun has no danger of
overheating so go nuts. Head shots are possible as well.

The Chopper Gunner is better than the AC130 on maps where the
enemy is more spread out or in cover, such as in the alleys between streets.

The Chopper Gunner kill streak is, however, easier to shoot
down than the AC130. This is because the helicopter flies closer
to the ground and does not possess the strong antimissile countermeasures
of the AC130.

AC130 – 11 Kills

If you played the original modern warfare then you probably
remember the level with the AC130. There are three weapons
to chose from, each with its own level of magnification. You can
switch between them with the Y button.

The main gun fires a single shot with a tremendous area
of effect but slow reload. The second gun zooms in slightly
and fires up to three shots with some area damage. The final gun
is a heavy machine gun with high zoom and around a dozen rounds
per reload. There is little area of effect which requires leading
the target. This is the most difficult gun to use.

In order to use the AC130 to its fullest potential make
sure to switch guns while reloading. Many new players will only
use the large gun and may only get to fire it a few times before
their time runs out. By switching, however, you can fire one
while the other two reload.

The AC130 can be shot down, but its not easy. When a missile
comes close, the AC130 will release countermeasures. Shooting it down
requires three guided missiles of any type as the first two are countered.

EMP – 15 Kills

The EMP shuts down all enemy electronics.
The EMP removes all of the enemies HUD, including the map, the cross hair
and name labels on other players. It also disables all sights except
the iron sights (default) and the ACOG.

Best of all, enemy kill streak rewards are destroyed. That
means all existing air support, turrets, and UAVs are toast.
Also, the aircraft that deliver care packages can be
destroyed en route.

TACTICAL NUKE – 25 Kills

The Tactical Nuke starts a ten second count down followed by
everyone on the map being killed. It may sound lame and over powered,
but ask your self, if someone on the other team is able to get twenty five
kills without dying maybe its best the game was ended.

In order to activate the Nuke, most players will equip the Pave Low
followed by the Attack Helicopter/ AC130 and then the nuke. Therefore
in theory all they need to get is nine kills. If no one shoots down their
kill streaks and they can get all the kills they need they can ride it out
all the way up to the Nuke.

The good news is that players trying to get nukes will usually get
NO kill streak rewards until they get nine in a row. That’s a pretty good
advantage to everyone else.

________________________
[*TACT] Tactics and Tips
========================

Before talking about all the details lets take a moment to look
at the big picture. First of all, with thousands of potential classes
out there, you may be wondering where to start.

First of all, there is no best class or best weapon. Every
weapon, perk, etc has a strength in the right situation. Consider
game mode, opponent, and what you know how to use well.

____________________
Leveling and Unlocks
====================

Once you get outside of the noob levels and can build your
own classes you will have access to a few basic weapons and perks.
People tend to think high level unlocks are “better” than what
you start with. That’s not entirely true.

The options you have initially are useful in a wider
variety of situations than much of what you unlock later on.
These initial options are also very difficult to build a
hard class to play with.

For example:

- The Famas is one of the easiest weapons
to use. The three round burst gets rid of recoil and accuracy problems.
Think training wheels.

- The F2000, one of the last AR unlocks,
is extremely difficult to use. Its high rate of fire and low
accuracy require manually limiting your fire. Failure
to do so results in crippling recoil.

- Stopping power is very easy to use in the Core game rules.
Doing more damage is about as good as it gets in a game that’s mostly
about taking down the other player. All the other perks unlocked later
in that slot are hard pressed to make up for the drop in damage.

- Basic weapon attachments, such as the grenade launcher
(Assault Rifle), the Grip (Light MG) and Rapid Fire (SMG) have very
broad applications.

- Advanced weapon attachments, such as the Infrared Scope
and the shotgun are useful only on certain maps and in certain situations.

You may be wondering what the purpose is for all these
unlocks if some of the initial options are so powerful. The answer
is that doing the same thing over and over is boring and leads
to a very narrow understanding of the game. In order to keep
things fresh and challenging its fun to use some of the strange
unlocks that become available. Every once in a while you may
even build a class that players have no idea how to counter!

_____
Perks
=====

Easy Mode Perks Stopping Power Sleight of Hand
Steady Aim Commando

First of all, keep at least some of the perks listed equipped
at all times. Having stopping power on can make trying out higher
level perks like Bling, Marathon, or Ninja much easier. The hit
to damage caused by choosing Cold Blooded over Stopping Power can
be made much more manageable with Sleight of Hand or Commando.

When creating a class, you can’t have your cake and eat it too.
In economics the term is opportunity cost. What you chose to equip
can be measured against what you did not. The perks available in each
slot share a theme. Essentially, its the difference between 1 x 12, 2 x 6,
3 x 4, 4 x 3, 6 x 2, etc. The end product is equal, or close at the least.

In Perk slot 1, for instance, the perks available share a
general theme. Marathon allows you to sprint without needing to stop.
This allows you to get closer to your enemy, thus increasing accuracy
and reducing wasted ammo. Another option would be sleight of hand,
allowing you to reload faster and thus sustain your damage output over
time. Scavenger allows you to pick up ammunition off of your enemies
and Army of One allows you to switch classes and refill your ammo.
These perks all involve ammunition which is tied to your ability to
do damage.

So when you are creating a class, take your surroundings into account.
Are you playing an objective based game? If so, what perks would help you
the most? If Headquarters is your game, then maybe you want a build with
a riot shield and a blast shield so you can survive long enough to capture
the headquarters which is bound to be fiercely contested. Lightweight
makes for a great bomb carrier and danger close can be very useful in
ground war or any situation with high concentrations of enemies.

Another good question to ask is what are other players using and
what can you do to counter their class? Maybe a lot of enemies are sniping
so perhaps being able to move fast would help you close in for the kill.
Another choice might be using smoke grenades to obscure their field of vision
or equipping cold blooded to avoid being spotted by enemy UAVs and
Thermal Scopes.

The best way to find out what works is trial and error. Start
with a class you are very good with and make small changes. Be careful
when trying too many new things at once. Building
away from your play style and what you know how to use usually results
in garbage classes.

____________________________________
[*LOSE] How to Break a Losing Streak
====================================

Sooner or later, no matter how good you are, the enemy is going to
start kicking your ass. Everyone on your team is a noob. The sky is full of
enemy air support and for
every kill your team gets, the enemy gets many times more. Your kill/death
ratio is
headed straight for the dumpster. This is when Call of Duty is absolutely no
fun.
Most players will quit the game at this point.

Before you leave, however, there are a number of things you can do to
turn things around, or minimize the damage if nothing else.

_______________________________
Communication beats frustration
===============================

The first thing you can do is plug in your mic and talk to your team.
Every time you get killed by someone camping, tell your team where they are.
If everyone does this, there’s no reason you should get killed repeatedly by the
same person in the same spot.

Some examples of useful team communication are:

“The enemy is camping on the roof!”
“The objective is near the greenhouse”
“Help me shoot down that helicopter”

Examples of useless microphone use:

“[Farting/Beeping/Obnoxious Noise]”
“You guys are faggots!”
“Those guys are faggots!”
“[phone conversation with the mic on]”
________________
Anti-camping 101
================

Most of the time the enemy will gain an advantage by camping
in a strong position, often overlooking a bottleneck like a corridor, doorway
or bridge. Camping sucks. Welcome to the internet.

Campers don’t camp because they are a bunch of [expletive deleted].
They camp because you and your team are throwing yourselves in to the grinder.
Every time they get an easy kill the enemy team has less reason to leave.
Success reinforces existing strategies. Failure, therefore, must
result in a new approach.

The fastest route through a map is a straight line.
The safest route, however, is a curve. If repeated direct assaults fail,
take the scenic route. It’s longer and its slower, but if you’re lucky
you may come on the enemy team from a direction they don’t expect.
The more successful a camping spot, the less likely the enemy is going to
guard their flank.

Sometimes flanking doesn’t work and you may eventually end up in the same
position you started in. If this happens, switch directions again.
The worst case scenario with this strategy is that the enemy will have
to wait longer for kills.

___________________
Counter with your Class
===================

While building on your strengths through practice is important,
sometimes the source of defeat is more than relative position to your
enemy. Tweaking your classes can make a big difference.

Some players seem to enjoy being blown away by enemy killstreaks.
I’ve seen it too many times. The enemy gets a harrier strike and instead
of doing something about it, teammates just keep respawning and getting
blown away. So, when enemy air power arrives you have a choice to make.
You can ignore the problem, or you can do something about it. The choice
is up to you, but if you ignore that pesky Harrier Kill Streak it may grow into
a much more menacing Pave Low or AC130.

Low level players don’t have a lot of options for dealing with
harriers, helicopters, etc. First of all, don’t shoot at aircraft with your
gun.
I don’t care what Stopping Power Pro says, the only way shooting down
aircraft that way will work is if most of your team is engaged.

Launchers are easily the best way to counter aircraft.
The Stinger missile launcher,however, is not available
until the mid levels, leaving the AT-HS launcher the only available option.
Because of this, the first opportunity players have to take out
enemy air power is when they get scavenger unlocked. With scavenger
and the AT-HS equipped on a class not only do you have some devastating
area of effect, you also have a class that can shoot down air power
on its own. While you will need to scavenge additional shots, if
you are getting rocked by aircraft there will probably be plenty to
scavenge off of.

Another great counter is the Cold Blooded perk.
Cold Blooded counters all the enemy kill streak rewards. Yeah,
you lose the damage you would have from stopping power. What you get in
return is safety from harriers, helicopters, sentries and UAVs. The more
you are losing, the more the enemy team is going to disrupt and destroy you
with kill streaks. So give yourself a leg up by putting Cold Blooded
on one class. Keep in mind though, if the enemy has a Chopper Gunner or an
AC130, Cold Blooded will not protect you.

Hard line Pro is awesome as well,
dropping the number of deaths required to start a death streak by one.
When Hardline Pro is combined with the pain killer death streak, the enemy
will have a much harder time spawn camping than before. It probably won’t
win you the game. At the very least, however, it will
piss off the enemy.

__________________
Take a Deep Breath
==================

There’s only so far a team needs to be beaten before they
lose cohesion and organization. Its hard to tell whats going on
when you get killed every few seconds after all. This disruption
and distraction is more powerful than any weapon or killstreak.

So what can you do? Take a deep breath and run for cover as
soon as you spawn. Get inside or go prone. Once you are in cover,
stop moving and look around. Try equipping a heart beat sensor or
use a UAV. Figure out where you are and where the enemy is. The
reason a lot of loses occur is that once a team starts losing
players are disrupted by frequent deaths and respawns.

________________
[*STEA] Stealth
================

There’s more to Modern Warfare 2 than simply getting kills and
completing objectives. If you really want to get a lot of points then you
need to survive long enough to get kill streaks, which are invaluable, not
to mention a lot of fun to use.

The problem is that so much of Modern Warfare 2 is up to chance.
That’s not to say that skill isn’t important, but there’s no way
to predict where the enemy is going to be and what tactics they’ll be
using. Every head on, toe to toe gun fight is like rolling the dice.
You may have great luck, but sooner or later you’re coming up snake eyes.

For example, Every
time you take out an enemy they get to see what you saw when you killed
them. That includes what weapon you were using, what perks you had equipped
and where you were attacking them from. Thus the more you succeed the
more the enemy gets to know your tactics.

That’s why when you take on an enemy, do everything you can
to load the dice. This is where stealth comes in. By evading and hiding
from the enemy you can decide when to attack. By surprising, striking
from behind, and then leaving the area, chance is no longer going to
help your opponent.

With that in mind, it becomes much easier to stay alive and
eventually reach the most powerful kill streaks. In Modern Warfare 2
there are tons of ways to stay hidden and avoid attracting attention
to yourself.
______________
Covert Options
==============

The most obvious way to keep a low profile is the silencer.
Almost every weapon in the game has a silencer attachment that can be
unlocked very quickly. Silencers decrease your range, meaning that your
shots will do less damage at a distance. The upside, however, is that
your weapon makes almost no noise and has no muzzle flash when fired.
Also, firing a silenced weapon will not put you on the enemy map.

Keep in mind that a silencer will not help if you’re drawing
attention to yourself. Find a window or a dark corner so that by the
time your enemy figures out where you are firing from its too late.

The Cold Blooded perk is another great choice for stealth.
By equipping it you give up the damage you would have gained from stopping
power but you gain the ability to render many enemy killstreaks useless.
Removing yourself from the enemy UAV readings puts them at a double
disadvantage. Not only can’t they see you, but many enemies will rely
almost entirely on the UAV readout, letting their guard down when
the red dots aren’t around.

If you keep at it and unlock Cold Blooded Pro you can actually
stand still and enemies will walk past you, especially in brush or shadow.
So long as you keep your profile hidden and remain motionless its
absolutely amazing how many players will walk on past unaware.

Other options for stealth include perks like Ninja and Scrambler,
and so on. While the game rewards using some stealth, trying to be
entirely hidden will put you at a disadvantage. Combining Cold Blooded
with a silencer may seem like the next logical step. By doing this you
take yourself off of the enemy map entirely, but at a great cost. With
this setup you essentially double the number of shots you need to land on
the enemy, requiring tremendous amount of ammunition and making head on
attacks completely useless.

The enemy may not be able to find you immediately, but it wont
stop them from taking cover and regenerating health while you are forced
to reload.

________________
Act Like a Ninja
================

Some simple stealth tactics don’t require you to sacrifice your
damage output. The basic rule of thumb is that if you can’t see your enemy
they cannot see you (except if they are coming from a blind spot).
By crouching or laying prone you make yourself smaller and less visible.
Laying prone is especially useful and can make hiding in grass or brush
much easier. Firing from such a low angle may take some practice but the
payoff is definitely worth it. Firing when prone even increases weapon
accuracy, lowering the number of shots necessary to take out an enemy.

While prone, the ACOG and Thermal scopes have their accuracy reduction
nullified while keeping the bonus to range.

Simply remaining motionless, without turning or aiming, fools
more players than you might think. Obviously if they see your profile
out in the open its not so useful. While hiding in brush, shadow, or
even in the corners of rooms, many times players will simply walk past you.

Sudden changes in the visible field from motion or muzzle flashes are
very noticeable against a static background. Infinity Ward has tried to
compensate for this by adding more moving objects in their levels, such as
bits of garbage floating in the wind or cages full of chickens in one of
the games many market places. Nonetheless, ration your movement. Sprint
to cover, rest, then sprint.

As you might guess, there are many different ways to stay hidden
as you rack up kills besides using a silencer. While there are some other
perks that can help with stealth, one very easy way to stay hidden is the
UAV Jammer kill streak. Once activated the enemy will lose their map
entirely for around thirty seconds. During that time you can be as loud
you want and only draw attention from enemies within your line of sight.
So before dropping your damage output by combining Cold Blooded with a
silencer, try some of these other tactics. Most of all, however, move
smart and move often.

The enemy can’t see whats behind them.

Weapons Challenges Guide

Weapon Challenges:
WIN A $1000 Best Buy Gift Card
Shotgun Attachment
Use one man army or scavenger to resupply your grenade ammo, and use
danger close for increased explosive radius

Holographic Sight
Just use red dot sight, no tricks here

Heartbeat Sensor
I would suggest playing hardcore when using silencers, as you only need to
do half the damage so you won’t lose 1v1s as a result of the reduced
damage. Also keep in mind that silencers reduce damage by 40%, and
stopping power increases damage by 40%

Thermal Scope
using acog can be a hassle sometimes, so it is best to use slight of had
pro to allow you to scope in fast to get close to mid range kills. Steady
aim does nothing because you can’t hold your breath for this scope

Extended Mags
40 FMJ kills can be a hassle, so use stopping power. UAVs and heartbeat
sensors can be a blessing for this because you can see where people are
behind walls. Also make note that if you hit someone, an X appears in the
middle of your reticule, so use that to pinpoint targets behind walls.
Another strategy is to shoot at people in the open, while you are behind
the wall. Just line up your shot, then strafe behind a wall or corner and
start shooting. Two more things to make note of is 1, chain linked fences
are considered to be walls, and 2, FMJ still penetrates walls if you bling
it with a silencer.

Riot Shield Challenges
A riot shielder should always carry stun grenades, but the equipment they
use can vary between throwing knife, blast shield, and C4. The best ways
to deflect bullets are sentry guns, and my favourite, harriers.

Perks:
Marathon
This one involves a lot of running. The most important thing to know for
this is that once you press down on the left stick, you can release it and
you will keep running as long as you hold forward. This will save you from
getting sore thumbs. Because this perk takes so much running, you will
want to level it just by having it equip from level 1. This may affect
your precious K/D spread, but it will get you marathon pro VI by level 70.
I would also advise playing as the witch/knife monkey (marathon,
lightweight, commando, non akimbo sub machine gun and .44 magnum with
tactical knife) or use a shotgun with steady aim, as these builds involve
a lot of running. Also keep note that the distance traveled while holding
a care package will not be counted.

Scavenger
Scavenger is most useful when using grenade launchers or rockets, but can
be used on any build. The key to levelling this is to make sure you are
always short something when running around. It is best to equip stun
grenades, and when you come across a pile of dead bodies, spam the stun
grenades. The reason to use stun grenades, is there is 2 unlike smoke, and
flash grenades may hit you when you throw them randomly. Also secondary
equipment is thrown much faster than other items (except throwing knives)
so it is the fastest to resupply with. This is best done in ground war
during domination.

Sleight of Hand
This can really be done with any build, but is most effective with close
quarters combat, such as shotguns and submachine guns. This is also
helpful for large machine guns (aka Party Rifles) because it lets you spam
bullets way more frequently. Once you get to level IV you get the quick
scoping ability as well, which is very useful for sniper rifles and
assault rifles.

Bling Pro
Two attachments? That in itself is how to level it, that is all.

One Man Army
The easiest way to level this is use builds where you won’t need a
secondary weapon. For me this usually involves an assault rifle with
shotgun attachment and steady aim. Once you get level IV the change time
is halved, and you can actually make use of this perk.

Stopping Power
This perk makes you do 40% more damage, with a regular assault rifle doing
30 damage; this means you will only need 3 shots to kill instead of 4.
Also a sniper rifles damage would increase from 70 (all sniper rifles
damage is the same) to 98, not enough to kill someone, but any 1.1
multiplier body part will be a 1 shot kill. Different sniper rifles have
different multipliers for the stomach and chest.

Lightweight
Same situation as marathon, except you need to travel double the distance
to complete level VI.

Hardline
Set your killstreaks to 3-4-5, and keep a semtex or frag grenade handy to
kill yourself every 4 kills. This is best done in free-for-all.

Cold Blooded
There are two ways to do this efficiently. First off is to use this with
scavenger and use the stinger. The second is when you have one man army
and don’t want to have to respawn to shoot stuff down. Make a build with
this, one man army, and a light machine gun (excluding Aug HBar) and just
fire madly at whatever is flying in the air. This is even more effective
if you are screaming while you do it. Just so everyone knows as well, you
can shoot down a UAV, and when you have stopping power pro, it takes less
than a clip of an assault rifle to do. Also, you cannot hit AC130s with
bullets.

Danger Close
Two was to do this. First off is to use scavenger, an assault rifle with
grenade launcher, a secondary launcher, and an explosive piece of
equipment. The second method is to just use an assault rifle with grenade
launcher, one man army, and an explosive piece of equipment.

Commando
Play as the Witch/Knife Monkey. Use marathon, lightweight, non akimbo sub
machine gun, and the .44 magnum with a tactical knife (.44 has the fastest
pull out speed). Run around. Kill people.

Steady Aim
Don’t scope to shoot, which won’t work for long ranges. The most effective
weapons for this are akimbo weapons, so sub machine guns, machine pistols,
pistols, or shotguns (shotguns don’t need akimbo). Easiest done when using
marathon and lightweight or stopping power.

Scrambler
This one can be tricky, as this perk actually gives you a major
disadvantage. When using this, people will be able to tell that you are
coming for them, so I would advise to play team hardcore with counter UAV
as a reward for when they get a UAV. You can get your close range kills
with a CQC weapon, or using the knife (without commando though)

Ninja
Most useful tier 3 perk, especially the pro version for search and destroy
or hardcore game types. Best earned by knifing or using shotguns.

Sitrep
This is definitely one of the hardest challenges in the game to complete.
The first thing to do in order to get this challenge is to realise in what
game types people will use claymores, C4 and tactical insertions in. The
most effective game type I have found is hardcore team deathmatch. Make a
build with a silenced primary weapon blinged with a heartbeat sensor (I
used the M21 EBR when I earned it because it 1 shot kills in hardcore
while silenced). For a secondary weapon use a machine pistol or a pistol
with a silencer and FMJ, as it will still penetrate walls with a silencer
on it. Enter a game, run around looking for claymores and tactical
insertions, and if no one is placing them, leave and look for a new game.
Make sure to not kill anyone if you see claymores on the map, it might be
theirs. If you do kill someone suspected of being the player, you have
anywhere between 1 and 15 seconds before they respawn to destroy it. If a
teammate is going to set off the claymore, shoot him dead before he does.
Use your secondary weapon to shoot things through walls, and make sure not
to kill yourself if they aren’t, as the blast radius is far greater in
hardcore. Once you destroy 750 claymores n stuff, pat yourself on the back
for having no life. It is also possible to shoot grenades to get points to
this challenge.

Last stand
There are 2 initial setups you can use, either equip the .44 magnum so
that you use that when you drop, or don’t because if you are out of ammo
when you drop, you will have to reload while in last stand. Also make sure
to use stopping power, as a pistol does 40 damage, and you want to be able
to 2shot the enemy. The next step is running blindly into combat, or
jumping off tall buildings into enemies, which you then kill while in last
stand. Once this is done, kill yourself by pressing X, and repeat.

Equipment:
Darkbringer
Use sitrep and join in on a capture the flag game. Grenade launchers on
assault rifles, semtex grenades, and FMJ on your secondary weapons are
especially useful. This may take some time, as not many people tactically
insert. Another problem is that people are usually near their tactical
insertion, and if you kill them, they will pop back up removing it. This
is why it is always needed to be done on gametypes with respawn timers.

Tactical Deletion
Use sitrep again, and this time, either kill the person near the insertion
then aim at the insertion, or place a claymore behind the insertion so
when they spawn and run forward, they die. This second tactic is quite
fun, but you need to make sure the claymore is well placed, because it
doesn’t set off until they start moving.

Grenade Kill
For this you could either use martyrdom and hope for the best, walk around
with a semtex in your hand or you could just use one man army or scavenger
and spam grenades of either type. Best done with danger close equip. Also
throwing a stun grenade first can let you know if there is an enemy there,
and make it so they can’t run away.

Plastered
A very difficult challenge in my opinion, I am horrible at sticking
people. If the target sees you already, throw a stun grenade at them
first, and wait a second to see which direction they start to move. If
they don’t see you, throw the semtex without using a stun grenade, as that
will make them panic and move in a random direction.

Carnie
Throwing knifes are easy kills at close to mid range, if you are having
trouble, use stun grenades. Use this with scavenger to replace your knife
if you can’t find it after throwing.

It’s Personal
Best done when sneaking up on someone, but can be done with pretty much
any weapon. Stun grenades work again with this challenge.

Did You See That?
Walk around wielding a knife and waiting to get flashbanged. Once blind,
release bumper, killing whoever you were aimed at.

Claymore Shot
Place claymores beside door entrances aimed 45 degrees towards the door;
stand in room and fire weapon, drawing attention of individuals. If people
are running past your claymores unscathed, skip ahead to the counter
claymore challenge. Best used with danger close, or in hardcore matches.

Jack-In-The-Box
Best used with one man army if you need to replace your tactical
insertion. Best done on small maps and using ninja. Sneak around until you
see an enemy, hide and tactically insert. Next run out wildly shooting
near the enemy, making note of where enemies are. Die, then respawn run
out and kill as many people as you can within 5 seconds. Maximum I have
gotten in any bust is 3. Also make sure to play a gametype with instant
respawns, or else this is very difficult.

Solid Steel
Make a build with riot shield and blast shield, and then enter a game of
headquarters pro. Go to the headquarters and just hide in a corner and sit
there until you die. Stun grenades and commando can be useful for people
who are trying to kill you by not using explosives.

C4 Shot
This is much easier if done with danger close. Play objective based games
and plat C4 in an important location or on a much traveled path. If in a
room, don’t place it directly at the door, as you won’t be able to set it
off until the person is partway in the room anyway, Using care packages as
bait can work as well. Best used with riot shield so you can be in visible
range of the C4 without dying.

Basic Training:
Ghillie in the Mist
Barret 50cal or Intervention with stopping power is your best choice. With
this you can 1shot anyone in any part of their body except a limb. Barret
50 cal has faster refire time, were the intervention has lower recoil, so
your preference of which to use should be based solely on that. Another
option is to also use sleight of hand pro, and use “quick scoping” which
is when you look at an enemy that is really close to you, press left
trigger, then press right trigger, giving you the accuracy of a sniper
rifle at the distances of a few meters.

Crouch Shot
Crouch anywhere on any map. Fire blindly.

Prone Shot
I have never actually gotten this challenge, but my friend did when he
played on my account, as a sniper. A better method for this is the laying
down in 1v1 tactics. When you come around a corner and you and some enemy
start shooting each other, hold B while you shoot. You will lay down which
does 3 things. 1 your enemy will have a smaller target to shoot at from
their view (less person flux in that dimensional plane). 2 you will be
lower than they expect, and if their gun has recoil, aiming down will be
more difficult for them to do then you would expect. 3 you will get kills
towards this challenge.

Point Guard
Easiest way is by just playing the game. Second easiest way is to span
flash grenades all over the map while using scavenger.

X-ray vision
Keep in mind you do not need FMJ to shoot through walls, you just need it
to do more damage through walls or shoot through thicker walls. Complete
this challenge by either going for extended mags, or just shoot people
through small posts all over the map.

Backdraft
If you see things, destroy them via bullets, explosives, or knives.

Goodbye
If doing this over the edge of a map, keep in mind there is an invisible
death floor partway down, and if this is less than 30 feet from where you
are, it won’t count. Finding higher things to fall from is more effective,
as well as jumping off these things.

Base Jump
Fall or jump off things. Best done with commando pro.

Flyswatter
Shoot down a UAV with an assault rifle would be the easiest way.

Vandalism
Aim noob tube at car from a distance. Fire.

Operations:
Free-For-All Victor
Play free for all and get a lot of kills fast. This means always moving
and usually using closer ranged weapons then you are used to.

Team Player
Play deathmatch, win.

Search And Destroy Victor
Play search and destroy and win, wins can be completely independent of
your involvement, but using ninja can help a lot.

MVP Team Deathmatch
Be decent at the game, or hope everyone else sucks.

Hardcore Team Player
Play hardcore team deathmatch, win.

Sabotage Victor
This one takes a while because these games are gruellingly long, and can
end in a draw. Make use of UAVs and claymores in this gametype. Make sure
to have a special build with a silencer, cold blooded and other surprises
for overtime. Keeping a chopper gunner or AC130 for overtime is always a
good idea.

MVP Team Hardcore
Be good at the game. Use ninja or sitrep, run around a lot, and use a
setup where 1-2 bullets will kill someone.

Bomb Down
Place claymores at the bomb planting area then hide.

Bomb Defender/Bomb Planter
Best done while earning the Sabotage or S&D victor challenges

Bomb Defuser/Saboteur
Best done while earning the Sabotage or S&D victor challenges

Last Man Standing
Ender a search and destroy game, choose the scout sniper prebuild, or
something else with cold blooded, and then go grab a snack or beat one off
quickly.

Killstreak:
Regular ones
Earlier ones  can be done easily, mid ranged ones may require hardline,
and the later ones can be a choice from you to either earn them or get
them from crates. Keep in mind you can never get a nuke from a crate, and
you can only get an EMP from a care package, not an emergency air drop.
Inbounds
Keep in mind that all of the inbound III challenges require calling in
1000 shits. This would mean if you had hardline and killed yourself after
getting every 3 kill streak, you would have to play and win 53 free for
all matches to earn radar inbound III. Keep in mind that is an ideal case
where you never die except on purpose.
End Game
Nukes are quite a pristine thing in MW2, except for the fact they call
them into random places frequently. In order to earn a nuke, you need all
the cards to be in your favour, or really really good. This means that you
need: an objective based game, an enemy team of people who don’t seek
revenge by throwing a well placed grenade, and enemy team getting
killstreaks that may take you out (aka stealth bomber), no one else on
your team better than you(to beat you to a nuke). Other situations need to
be thought of too. If you are protecting an area with claymores no one on
the enemy team can have sitrep, or you are garunteed to die. Making your
fortress protected against people who run through claymores as well must
be done. This can easily be done by using one man army to place C4 in
front of all of your claymores, making anyone who comes near your
claymores certain to die. In my opinion you should have one man army on
all of your builds you are using in order to be able to take advantage on
any situation. Killstreaks should be set to harrier-AC130/chopper
gunner-Nuke, the reason you don’t use pavelow is because of a glitch that
makes it not count towards your killstreak 9 times out of 10. Also it is
good to have a build with danger close to switch to when using your
killstreak rewards, as it increases the explosive damage/radius of your
killstreak attacks. Keep in mind this leaves you vulnerable to enemy
killstreak rewards as you pilot your 11 streak rewards. A list of what 11
streak rewards is better for what map is listed below
Afghan – AC130
Derail – AC130
Estate – Both
Favela - Chopper Gunner
Highrise - Chopper gunner
Invasion – Chopper Gunner
Karachi – AC130
Quarry – Both
Rundown – AC130
Rust – AC130
Scrapyard - Both
Skidrow - Chopper gunner
Sub Base – Chopper gunner
Terminal – AC130
Underpass - Both
Wasteland - Both

Assault Expert/SMG Expert/LMG Expert
Equip your favourite weapon of the right type, add a sight if you wish,
and then run around on a flat level never looking up or down.

The Surgical/Mach5/Dictator
I swear these things are impossible, but then again I just never attempted
them. I guess just use cold blooded and a silencer to reduce your damage,
then shoot a couple shots into nearby enemies and hope they don’t notice
you because of it.

Perfectionist
Anyone who doesn’t suck with a sniper rifle should have got this one by
now. Easiest to be done in an objective based game.

Multi-RPG/Clay More
I have yet to get these, Just use danger close and hope you are lucky

Multi-Frag/Multi-C4
Both can be done easily on objective based games using danger close. Make
sure to cook the grenades perfectly, and the C4 can be placed ahead of
time, or just throw it.
Collateral Damage
This is a combination of luck and skill, again best done on an objective
match, also use intervention or barret 50cal with stopping power. An
alternative would be to do it in hardcore.

Flawless
Hide somewhere with ninja and cold blooded. Go take a dump or to the store.

Fearless
Easy if you can snipe well. Killstreaks set to predator
missile/airstrike/harrier. Once you are at 5 you should be able to hide
somewhere and let your killstreaks do the rest.

Group Hug
Stun grenade then semtex. Best done in domination in ground war with
marathon and lightweight, just run across the map at the start of the game
to their flag and stick someone.

NBK
Be a Natural Born Killer.

All Pro
Snipe while standing up in a level playing field. Easiest to be done on
Terminal down the hallway using FMJ. People will spawn in the store in the
back and while shooting someone in front you can get 2 kills. I originally
got this with a pistol in last stand. I’m not really sure what happened
but it was pretty epic.

Airborne
After doing this 10+ times with no challenge getting completed, I gave up.
Not too long after, I got stuck between the path and the cliff on the back
of Afghan, which considered me to be in the air. Surely enough I killed
someone and got the challenge completed. Looking later, there are several
rocks and crannies all over this level that consider you to be in the air,
your character will slide a bit while in them, and your crosshairs will
stay wide open when you aren’t moving. This can also be achieved on the
forklift in Scrapyard in the slightly raised building on one side. Jump on
the barrels in the middle, then jump around the forklift onto its front,
that location works too.

Finishing Moves:
Droppin Crates
This one is both fun and challenging, there are 2 ways to do it. One is to
find an afk person, or a completely oblivious sniper, and throw your care
package marker on them, tah-dah. The second method is far more devious and
difficult. On search and destroy you first must earn a care package (I
suggest hardline and using claymores). Next you must plant the bomb(you
will have to be defending the first 3 rounds for this to work). Then as
someone runs to defuse, you must throw the care package. Once they are
defusing, you must wait about 2 seconds, then throw a stun grenade at them
and shoot them once. This might cause them to stop defusing the bomb,
which is what you want. Throw the second stun grenade when the first
starts wearing off, then he will be crushed by the crate, making everyone
with mikes on both teams laugh uncontrollably; good work. This can also be
done by throwing the care package near a wall earlier as the person may
not notice it when they go to the bomb. The crate can hit the wall and
bounce onto the person. I have not tried this because bouncing crates off
walls is hard, but someone should.

All The Other Ones
Play free-for-all and kick ass at it, use UAV/care package/sentry gun. Get
a 5 kill streak and throw your sentry gun marker somewhere random. Then as
its dropping throw your care package somewhere more convenient and turn on
UAV. This makes everyone go after your sentry gun as you safely acquire
your care package. Continue until you have a rewards you like, then get to
1450 points and use it with a UAV to kill someone. The finishing moves
challenge list was by far the easiest to complete in my opinion.

Unbelievable/Owned/Stickman/Last Resort
These can be done by just suiciding and respawning with a specific build
when at 1450 points. Stickman I found very hard cause my sticky aiming is
atrocious, whereas the other 3 were unbelievably easy.

Humiliation:
Hot Potato
Seeing as nobody throws a frag grenade without cooking it, and the
martyrdom grenades seem to already be half cooked, I thought that this
challenge was going to be impossible. But as luck would have it, your own
grenades work. Yes that’s right kids, just equip a frag grenade, one man
army and danger close. Run around frantically, when you see a possible
target, throw your frag grenade at a nearby wall, run over, pick it up,
aim your shot and throw. It is unbelievably easy and their killcams look
pretty funny.

Car Bomb
If you aren’t getting opportunities to kill people by throwing semtex or
grenade launching cars, there is a foolproof way, but takes a bit of time.
Equip C4 and a riot shield in a build, go into free for all, earn a care
package, and find a car. Switch to this build, place C4 on one side of the
car, and throw your care package at the other. Hide somewhere in sight and
wait for your unsuspecting victim to run up to the care package all giddy.
Once he is laying there, wait a few seconds to give him hope, then set off
your car bomb and take pride in how horrible of a person you are.

Backstabber
Find someone who obviously hasn’t found you and press down on the right
stick, you may need commando if you suck.

Slow But Sure
Hope the enemies have stun grenades and kill them often.

Misery Loves Company
Equip a frag grenade and use lightweight or danger close. Pull out your
grenade when you see a victim and follow them. This can be done by
sneaking up, finding a sniper, or my favourite which is dropping down on
them from above.

Ouch
Run around a close quarters map with your grenade launcher out.

Rival
If you really can’t get this go into third person cage match.

Cruelty
Can be done anywhere but I guess the easiest would be third person cage
match.

Think Fast/Think Fast Stun
Riot Shield stun grenades and a frag grenade. Find someone close, throw
the stun grenade directly at them so it hits them, run up, bash them,
throw the second stun grenade at them, then the frag. This is just enough
to kill them. For the stun, switch the last 2.

Think Fast Flash
This one is harder because you don’t have a stun grenade. The best way is
just to wait until you find someone in last stand and throw it at them.

Return To Sender
Best done using sitrep. Keep in mind you can also shoot some ones grenade,
but that would be difficult.

Blindfire
Get flashed, kill people.

Hard Landing
Kill someone while they are climbing a ladder.

Extreme Cruelty
For brownie points do this in a ground war game, but if you are a pussy,
then you can just join a deathmatch. Use a chopper gunner or AC130 for
best results.

Tango Down
If you are having trouble with this one play sabotage.

Counter MVP
One of the few challenges I don’t have. By killing someone 10 times you
are definitely impacting the number of kills they can get. Also third
person cage match doesn’t count because it is considered to be a
free-for-all game.

Payback:
All of these happen by chance, but if you wish to speed them up, play
third person cage match, though they seem to catch on after about 5
payback kills. This means you may have to leave some games early.

Elite
Master Chef
Equip frag grenade and danger close. Hold the right bumper for a couple of
seconds then release in the direction of the enemy.

Counter Claymore
You will get a lot of these if you try to level sitrep, but for any extras
you need, this is the easiest way. Place a claymore in a room by a door.
Hide in room laying down aimed at said claymore. When you hear the click
of the claymore triggering quickly shoot, the person will die. This is
because claymores have a 1 second response time (or 3 for scrambler pro).

Counter C4
Easiest way is to just use one man army and place a C4 in front of every
claymore you lay, this also increases the reliability of your defence.

The Brink
Be creative, this isn’t hard.

Fast Swap
Pistols do 40 damage without stopping power and 56 with. Also the .44
magnum has the fastest switch-to time, so it would be the one to chose.
The fal does around the same damage too so one shot of each with stopping
power should do the trick.

Star Player
Get 1 kill then hide. The alternative is to just play well. Easily done in
free for all.

How The ?
Two methods, one is by using sitrep you will get this easy. The second is
finding someone afk, then placing C4 near them and shooting it through a
wall. You don’t need FMJ but it could help.

Dominoes
Same method as counter C4 for easiest the way.

Invincible
This is easiest done with marathon and lightweight as you can get in and
out of enemy fire quickly. Also you may want to make use of a turret to do
this. A riot shield can be utilised too.

Survivalist
Hide in a corner with cold blooded and ninja.

Enemy Of The State
Play search and destroy and hide until everyone else on your team has
died. Place claymores at each bomb location or nearby during this time as
well. When everyone is dead it is your job to go around and kick some ass,
make sure to be cold blooded and have ninja. Keep in mind in hardcore you
can usually kill 2 people before you get ricochet bullets, so you could
also try stealing a care package if you think it could get you 3 kills.

The Resourceful
If anyone knows a way to get this let me know. I don’t have a mic so I
can’t communicate with teammates to earn things.

The Survivor
You don’t need to be out of ammo per se, but just have your magazine
empty, making this easy to do as a witch/knife monkey.

Both Barrels
Unlike every other weapon in the game, the ranger has no ability to zoom,
so left trigger actually shoots the left barrel. Press both triggers while
facing an enemy to accomplish this.

Intimidation:
Omnicide
Easiest way is to use a chopper gunner or AC130 on Wasteland and hope the
other team is stupid.

Wargasm
Use 5-6-7 with predator missile for easiest result, get the missile then
get a double kill. Another method is to use one man army, do 5-6-7 and
when you get to 4, switch to a build with hardline, then get a single
kill, and use the predator missile to get one more kill afterwards.

The Bigger they are/The Harder They Fall
This is easiest done on Sabotage when the game is a lot longer. The top
player could vary from a traveling camper to a witch to a sniper. Keep the
name of the top person in mind, and when you see what they are playing
ass, counter it.

Crab Meat
Use a chopper gunner or AC130 on an open map in ground war. Easier if done
with danger close pro (especially for chopper gunner).

Ultimate Sacrifice
Easiest to be done in domination in ground war, as there are more clueless
people. Earn your nuke and then use it whenever your team is lower in
points. If you are winning, you may need to feed someone to earn them
killstreak rewards. More information on earning nukes in the killstreak
section.

The Denier
Same situation as the bigger they are challenge, but hope for the best.

Carpet Bomb/Red Carpet/Grim Reaper
Use danger close pro, and wait until the perfect opportunity. Best done on
domination in ground war with a UAV up.

No Secrets/Sunblock
Easiest to be done with hardline and suicides after earning them.

Afterburner/Air Superiority
Best done with hardline, has to be the exact same killstreak twice.

MG Master
This is easier to do in hardcore as people take fewer shots to kill. The
two best levels for this are Rundown (yes it has a machine gun) and
Skidrow (shoot at that glass door as well as the second floor of the
building). Remember that if you ever hit someone an X appears in the
middle of your reticule, and make sure to never overheat your machine gun.
UAVs and claymores can be very helpful, as well as having teammates near
you to protect you from witches/knife monkeys. I actually got this in
search and destroy on wasteland, but it was a combination of sheer luck
and dumb luck.

Slasher
Play as the witch/knife monkey, or just run around a random object, people
will chase you and then you can flank them.

Prestige:
Heads Up!
See Droppin Crates

Killstreak Rewards
These are just kill accumulations over all your prestiges, so use
killstreaks, get kills.

Knife Veteran/Last Stand Veteran/Stealth/Stun Veteran/Flashbang Veteran
These all reset when you prestige so choose some of them if you want to
work on them. I seem to complete knife veteran III before I reach level 30
usually, and stealth by level 45 if I am playing hardcore or search and
destroy.

Unmentioned Challenges:
These are challenges that don’t seem to be anywhere on the challenge lists
but I have gotten them blindly. If there are any more of these please let
me know, as it seems silly for us to have to find them by complete fluke.

Hijacker
This appears when you steal a certain amount of care packages from an
enemy, and it seems to reset when you prestige because I got hijacker II
twice. The easiest way to get this is in free for all, or in hardcore team
deathmatch, just kill a teammate if they are trying to grab it (it’s more
fun that way).

7 8 9
Why was 6 afraid of 7? Because seven ate nine! Hahahahaha. Anyway this is
accomplished by setting up a 7/8/9 killstreak and then earning it. I got
this one because I was trying to get helicopter inbound II, and the
easiest way is attack helicopter/emergency air drop/pavelow (keep in mind
pavelow kills do not count towards a kilstreak). I’m sure harrier and
stealth bomber work for this challenge too.

I Don’t Remember What This One Is Called
One day I realised that there was a clear button in the killstreaks, so I
pressed it. Surely enough you can actually play with no killstreak rewards
equipped. Then if you manage to get a 10 kill streak, you complete this
challenge, earning a 16 bit Mario in a green suit. By the way, does anyone
know how to have no perk 3 equipped, I’ve seen people without it in my
killcams.

Well that’s all, if anyone knows a good way to earn counter MVP or the
resourceful, please let me know. Have fun.

Call of Duty: Modern Warfare 2 Addult Rifle Guide

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
CALL OF DUTY : MODERN WARFARE 2 Assault rifles
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
WIN Call of Duty BLACK OPS and CONSOLE!
WIN a $500 Starbucks gift card!
X
Copyright:

This may be not be reproduced under any circumstances except for
personal,private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any otherweb site or as a part of any public
display is strictly prohibited,and a violation of copyright.

BASICALLY 

If you use anything from this guide, reference me. If you want to
post thison a different site please email me at
Nicholas_is_here@hotmail.com any questions or corrections that
need to be made please email me as well.

ONLY POSTED ON GAMEFAQS, Supercheats

X

----
Version History
V1.0 - original upload
v1.1 - added Holographic sight benefits and FAL Holo info
----

IN THIS GUIDE!!!
You will find a comprehensive rundown of every assault rifle in
COD:MW2. I will discuss tactics, hints and pros and cons of each
weapon
I will cover attachments for all assault rifles
I will cover a masterkey run-down
I will cover perks that have advantages for the assault rifle
class.
I will cover holographic sight versus Red Dot
I will cover FMJ tips
I will go by lightweight standard, meaning i will talk as if i
dont have stopping power.
I will NOT cover sidearms or any other weapon.

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

GUIDE

Weapon List :                          [wep]
Stopping power vs cold blooded :       [stop]
advanteous Perks:                      [woo]
Silencer?:                             [shh]
heart beat sensors:                    [hax]
Holo VS RDS                            [see]
FMJ tips                               [fmj]
Grenade launchers vs shotgun:          [chkchk]
tactics:                               [Tact]
other ramblings                        [ramble]
-----------------------------------------------------------------

So, Let's get started shall we. I will be writing in the
following format:

Name:
Damage: (close range-long range)
Iron sight run-down:
Effective range:
ROF:
Recoil:
IMO:

Rating: /10

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
[wep]

Name:M4A1

Damage: 30-20 

Iron sight run-down: This gun's iron-sights are great. Easy to use
and they arent clunky. It allows use at any range while
maintaining accuracy and performance

Effective range: After using this gun for a while i have found that
It's effective range is short to medium. Although it has the
capability for long range kills, it lacks the stopping force
of some of the other AR's

ROF: 800 rounds per minute (pretty standard accross assault rifles)

Recoil: Low to med

IMO: This gun is great. It is a great primary and pairs well with all
attachments. it allows use over most ranges and will take down
a target with 4 shots.

Rating: Due to easy use and adaptability i give this gun a  6/10

-----

Name: FAMAS

Damage: 40-30

Iron sight run-down: Very simmialar to the M4's. It allows shots of
all ranges and rewards accuracy for high headshot capability.

Effective range: All ranges. After trying it in various situations,
I've found that if you can get use to the burst fire mode,
you can use it at close range quite easily although it can be
used at long range quite easily, the bursts can often miss, leading
to high ammo consumption 

ROF: Burst ( Rounds per minute Don't matter with a burst weapon)

Recoil: Low

IMO: A brilliant gun. Adapts (With practice) to all situations.
High damage and easy to use sights make this gun a winner

Rating: Due to high accuracy and damage I give this gun an
7/10 slightly suffering from drawbacks like close range ability

-----

Name: Scar-H

Damage: 40-30

Iron sight run-down: Iron sights are good at most ranges although
the recoil form this gun can lead to overshooting a second shot.

Effective range: All ranges. Due to its full auto nature and tight
spread of bullets, this guncan take down targets at all ranges with
ease.

ROF: 630 (Fairly slow)

Recoil: It has a bit of a kick to it meaning adjustments during
shots may be neccessary. med-high

IMO: With It's high damage and range capability, this gun becomes
a killing powerhouse. Although it suffers due to a 20
round clip and rather long reload time (if the mag has
been emptied fully).

Rating: Due to incredibly high damage (a 2 shot kill
with stopping power) and a low mag size this gun gains an 9/10

-----

Name:Tar-21

Damage: 40-30

Iron sight run-down: The sights on this gun take a bit of getting
use as the bullets fall on the very point of the sight. Once you
know the ropes they're great.

Effective range: Close-Medium although it can shoot long range a
fairly high recoil limits ability

ROF: 750 ( pretty standard)

Recoil: Has a recoil simmialar to the SCAR meaning shot placement
is key. Med-High

IMO: I love this gun. Its high rate of fire compared to the scar
gives it an edge. With high damage and All range capability this
gun leaves no survivors. Although suffering a recoil drawback and
slight Iron sight problems, this gun is still awesome.

Rating: Due to a high damage and a spray and reward type of
gameplay ability i give this gun a 8/10

-----

Name: FAL

Damage: 55-35

Iron sight run-down: The iron sights are very effective although
suffer at range. The sights are
also a tad more clunky than some of the others.

Effective range: Med-Long. this gun accels at long range
and will take down a target very quickly

ROF: Semi-auto ( how fast you pull the trigger)

Recoil: Although some complain about it I just can't
seem to find any worth complaining about. A quick double-Tap and
your enemy is down. Fabulous at medium ranges

IMO: A gun that takes some getting use too. It has a 2 shot kill
at medium range without stopping power, a generous 20 round clip,
and the ability to shoot as fast as you want. this gun is very
adaptable although can take getting use to.

Rating: High damage and even higher accuracy this gun gets a
7/10 for a lack of close range ability.

<>< HOLOGRAPHIC SIGHT AND RDS ><>
I was informed that the Fal shoots to the low and right of
where the dot is (on RDS) And on the holographic its
damage increases to 55-40.

------

Name:M16A4

Damage: 40-30 

Iron sight run-down: I'll be honest i don't like the sights.
With misleading points at the end this gun loses effectiveness
at range quicker than other guns. Definitely slap a RDS on it.

Effective range: Med-Long. It is very simmialar to the FAMAS in its
style of shooting ranges. Although this lose out at close range due
to a slightly slower ROF. An enemy in your sights at a medium range
will fall very quickly though

ROF: Burst

Recoil: Manageable. Higher than the FAMAS' but lower than the
TAR's. It allows high accuracy at all ranges with a burst to the
body making a kill.

IMO: A good gun, very "NOOB" friendly. It does require precision
to be used well but can compensate for high damage and long range
ffectiveness.

Rating: For Medium-Long ranges you can't go much further than an
M16 although due to clunky sights it gets a 8/10

-----

Name:ACR

Damage: 30-20

Iron sight run-down: Excellent Iron sights, like a miniature
cross-hair on the front of the gun. These sights allow high
accuracy at all ranges and since they're easy to use, a
silencer will better suit this gun.

Effective range: All. I've used this gun for a while and
i've had no trouble taking out targets at any range.

ROF: 750 (same as the Tar's)

Recoil: Almost non-existent. This is one of the selling points of
this gun. Very low recoil creates incredible accuracy which makes
it a head-shot magnet. 

IMO: Love this gun. Very adaptable although suffers from low damage
even at medium range. It can get out gunned if not fitted with the
correct perks or if your caught off-guard

Rating: high accuracy, low recoil and a low bullet damge gets this
gun a 9/10

-----

Name: F2000

Damage: 30-20

Iron sight run-down: The Iron's are some of the best for close
range although if your target walks just a little further way youll
have some trouble taking them down.

Effective range: Close. this gun just plain out sucks at long range
but we'll get to why in a sec I say treat it like a bigger p90

ROF: 900 Very fast although probably its downfall

Recoil: HORRENDOUS. I said it. If you want to hit a long range
target your better off using your pistol. At close range its
manageable but then it just gets bad

IMO: I like it. No more no less. Like. I say treat it like an smg.
Slap a suppressor and cold blooded on it and get in close range.
Although i have found it effective for breaching rooms.

Rating: Its high recoil creates a hard to use gun 6/10

------

Name: AK-47

Damage: 40-30

Iron sight run-down: Nice iron sights. easy to use at close and
medium ranges and allow full field of view. Although they do
start to fizzle at the longer ranges.

Effective range: Close-Long. this gun is really adaptable although
has a downfall, which i'll tell you later.

ROF: 700. medium. it wont win a race but it gets the job done

Recoil: High. no where near as bad as the F2000's but it does
bouncequite a bit (if only vertically). If you can get used
to it you can take down most targets.

IMO: LOVE IT. My Favourit gun. high bullet damage. Great sights.
Standard size clip. whats not to love besides the slight recoil
problem. Some hate it and some love it.

Rating: Insane Damage and adaptability almost outplays the scar.
9/10

------

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

ok now youve seen the guns. Now we talk about the Auxilliary things

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Stopping power VS Cold blooded [stop]

So your racking up the kills with stopping power but then the enemy
calls in a UAV. Needless to say you'll probably be hunted down and
slaughtered. *ahem*. Your friend on the other hand is using cold
Blooded. he survives the UAV and still picks off enemies racking up
a nice little kill-streak. So which is better to use?

The answer requires some anlytical discussion and how you play the
game

The mechanics behind stopping power are simple. your bullet damage
goes up by 1.4x.

E.G. Scar has a damage of 40 at medium range. Thats a three shot
kill as we all know we only have 100 health and 3x40 is 120.
equipping stopping power then brings it to a 2 shot kill as
40x1.4 = 56 and 56x2 = 112.
this means a whole bullet is saved and the person dies quicker.

On the other hand we'll take the FAL. It has a medium damage of 55.
this is a 2 shot kill regardless of whether or not you have
stopping power or not. You just have to decide if being able to get
the long range kills are important or, if that one bullet will
save you more than cold-blooded does.

Thats the analysis. Now how you play the game

If you rush your gonna want that high firepower of an auto gun so
you'd go with stopping power If you play stealthy with a suppressor
and say ninja pro, cold-blooded will allow you to be undetectable
from all enemy devices. Neat huh

<>You have to remember though<>
offensive doesnt equal stopping power
defensive doesnt equal cold blooded

it's all a matter of personal preference.

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Advanteous Perks  [woo]

This is just a quick list of perks (and perk combo's) that are
beneficial to assault rifles.

Danger close - boosts grenade launcher damage

lightweight - increased speed , alhtough theres the trade-off for
              stopping  power/cold-blooded

commando    - if you like close quartes combat go for it. Also if
              you like to jump off roofs.

steady aim   - brilliant perk as it narrows hip fire which is
good for most assault rifles.

ninja       - good for sneaking or avoiding pesky heart beat
              sensors.

Scavenger    - never run out of ammo. nuff said

one man army - stopping power change class -> cold blooded
              + unlimited ammo.

marathon     - for rushers or flankers. great coupled with
               commando and ninja pro.

sleight of hand - useful in a pinch

Bling         - great for snd and lower kill streaks

Perk combos

Stopping power
xxxxxxxxxxxxxx

bling+any third tier makes a great class

scavenger+steady aim is your basic assault class

marathon+commando excells at cqc

Sleight of hand+ steady aim another default set up

One man army+ ninja is good for  flanking.

Cold-blooded
xxxxxxxxxxxxx

Bling+ninja is great for snd and for guns with horrible sights

Scavenger+ninja is your basic stealth class

marathon+ninja is a great flanking class

scavenger+ commando is good for sneaking in direct enemy contact.

one man army+steady aim is a solid setup in which you can swap
to a different one if you get in trouble.

XX
Light weight and danger close can be swapped to almost any of these
classes creating different oppurtunites.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

Silencers [shh]

It is my personal preference to silence almost every assault rifle
i use. But thats just me. The use of silencers must be a decision
made in 3 key areas:

X game mode
X gun
X backup perks

We'll start with game mode:
Search and destroy is one of the biggest game modes that benefits
from silencers. not being found in this mode is key and with a
suppressor you can pick off targets easily. other modes like TDM
and domination then depend on your playstyle and how smart your
opponents are. ground war silencers are almost usless due to the
chaotic battle going on, making sights more useful than suppressors

Your gun is another main point. If your gun suffers huge range drop
with a suppressor fitted its damage will suffer over range meaning
a greater chance for your enemy to fight back. instead of listing
the range damage decrease here is a website containg that info:

http://denkirson.xanga.com/715966769/modern-warfare-2/

the blue line is suppressor damage.

XXXBackup perksXXX

having bling will warrant a suppressor almost whenever. stopping
power will allow a silent killing machine whereas cold blooded
provides a slower safer one. Scavenger is a good perk too as is
ninja and lightweight. Suppressors can be a great asset or a
great hinderence.

XYX

bohemothian HD says:
I use a silencer on the Scar and it tends to reduce the recoil
a good amount. I can get kills at long range easier with the
silencer versus anything else. It actually reduces the damage
a tad bit but the lower recoil helps.

Okay I tested this out and i did get simmialar results. On most
Ar's i did find recoil was reduced and therefore the area of
bullet spray was reduces (this was whilst ADS). On the other hand
the Ak-47's recoil seems to be increased so i guess

X recoil is reduced on MOST guns whilst ADS

although i do have to disagree with the second thing, 

DAMAGE IS NOT REDUCED BUT RANGED DAMAGE IS LOWERED QUICKER

look at that link ^^^

I think i said enough

XYX

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Heart beat sensors [hax]

i use them in SnD as backup. I reccomend them for locating
targets but dont treat it as the main screen. Use it as a guide
and then gun down your opposition by waiting around a corner.
I've never had a problem with them as i mainly use ninja but
that's just me.

They're great with bling and cold blooded on for creating
stealthier classes although some people find that the portion of
screen that they take up is too much.

Personal preference i think.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

Holo VS RDS                            [see]

There is a huge debate (I say huge but it's really just 4 kids
at their computers) about which sight is better and which has
betteraccuracy. I could run through the amount of space it
takes up on the screen. I could run through increased
magnification. But i wont. Here are the facts.

Xsame magnification
Xsame range capabilities

so then it all comes down to personal preference. 

imo holographic works better at close range (suiting SMG's more)
and RDS on assault rifles and long range guns.

Of course i break my own rule. I cant use a rds on the M16
but a holo i have no problem with.

so its all opinion

<>< S DRO Ultimate said ><>
"About the holo vs. RDS on the M16.  I am pretty sure the
reason you find the holo more useful on the M16 is because
on the M16, the holo actually gives the bursts a tighter
spread, while the RDS doesn't.  To my knowledge, the M16
is the only gun where this happens."

CONFIRMED

thanks a lot

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

FMJ tips                               [fmj]

1. Play HC - higher damage means more change for a penetration
kill

2. Shoot througn windows - equip a thermal on HC derail. see
what happens

3. Find stationary targets - and knock em down through
i near-by object

4. patience - It could take A LOT of games.

I've found that if i use the windows on a HC game type, i can
usually unlock extended in 3-6 matches. this is of course
on maps like derail (in the buildings) sub-base (centre building)
and afghan (through the planes)

just keep at it.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

Grenade launchers vs shotgun  [chkchk]

A huge desicion to make is whether to use the masterkey
or grenade launcher attachments. There are varoius pros and cons
to each but im going to bring them down into a few
short statements.

USE A GRENADE LAUNCHER IF:
you prefer a pistol/machine pistol as back up
you like to drop grenades on grouped enemies
you prefer long range combat
you like to stick to easy kills

USE THE SHOTGUN (masterkey) IF:
You prefer having an explosive sidearm (like a stinger)
You like close range
You have the ability to quick swap if you run out of ammo in
a fire-fight
You like to have three different weapon types (bullet,
shotgun, explosive or anti-air)
You like to be different.

Almost any perk goes with these attachments mainly stopping
power for shotgun
and danger close for grenade launcher although both benefit
from bling, scavenger and one man army

XYX

aboone43 says :"I love the masterkey, however I almost
always have a noob tube for campers. They piss me off so
I send in the 40MM grenade. If you are having a hardtime
with campers use it.

XYX

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 

Tactics    [Tact]

There are many tactics employed by people online but I'm just
going to name a few

1.Drop shot:
when you come up to an enemy hold circle whilst shooting to
drop to the ground greatly reducing your hit-box and enhancing
survival rate. Bewarned tough. This tactic does increase the
ability for the other player to get head-shots (If there decent
enough) but should work on most players.

2. Cover cover cover:
Just use it. nice n simple. The less of you sticking out,
the less chace of being shot at. got it?

3. cold blooded pro play dead.
Equip CB pro and lie down. rapidly tap the triangle button
to swap weapons. Youll seem as if your a dead corpse. Some one
runs past BAM nail him when he doesnt see you. this works
very well in grass and in shaded areas.

4. Check corners.
Pop your head round a corner you get shot at? yes? then go a
different way around theres most likely a camper there.

5. Flash/Stun
Throw one in a room. get a hitmarker? yes? theres someone
in there that now cant see get the picture?? Scavenger makes
these easier to rely on.

6.SnD silencers
I dont know why but almost no-on in Snd uses a silencer,
opting for a sight. Use one an take out the team through stealth.
Not hoping that the other team doesnt see there radar.

7. hip fire at close range
This helps as less adjustments need to be made to keep the
enemy within your target. try it out.

8. CREDIT TO DARKD :
"MW2 is not Halo. Halo jumping will not help you stay alive. I
see a lot of people trying to Halo jump, and I just either
stick them with a Semtex, or just head shot them. Jumping just
seems like it would only impair your ability to kill the person
on the ground, because you are jumping around like a 'tard."

Enemy Intel Location Guide

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 _           _  _   _    ___         Enemy Intel              MMMMMM MMMMM
/  /\ | |   / \|_  | \| | | \_/      Locations Guide         MMMMMMM MMMMMM
\_/--\|_|_  \_/|   |_/|_| |  |       by Absolute Steve      MMMMMMM   MMMMMM
                                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      MMMM       MMMMM
 __  __  ___  ___  ___ ___ _  _  __      ___   ___ ___ _   ___ ___     MMMMM
|  \/  |/ _ \|   \| __| _ \ \| | \ \    / /_\ | _ \ __/_\ | _ \ __|   MMMMM
| |\/| | (_) | |) | _||   / .` |  \ \/\/ / _ \|   / _/ _ \|   / _|   MMMM
|_|  |_|\___/|___/|___|_|_\_|\_|   \_/\_/_/ \_\_|_\_/_/ \_\_|_\___|M MM
  Win an iPad2!!                                                               MMM MM
If you found this guide helpful, you can recommend it          MMMMM MMMMMMM
(star it) to others at the link on top.                      MMMMMMM MMMMMMM
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                 INTRODUCTION
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Call of Duty: Modern Warfare 2 expands and continues
the story of the original Modern Warfare installment.   Oo=-*=-*=-*=-*=-*=-*oO
You'll get to play as various members of Task Force     || © Absolute Steve ||
141, including "Soap" MacTavish and Roach, fighting     ||   Version: 1.01  ||
alongside other members such as Ghost.  Your goal is    ||    PC/PS3/X360   ||
to stop Makarov, a war criminal plotting his own war    ||faq@shillatime.org||
scheme.  With some of the best graphics videogames      ||www.shillatime.org||
have ever seen, a deadly addictive multiplayer mode 	Oo=-*=-*=-*=-*=-*=-*oO
and even a Co-operative mode, CoD MW2 is easily one of
the most anticipated first person shooters of all time.

During the main campaign, which is         Key features of this guide:
about 7 to 8 hours long (or short)         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
you'll get to search for a total of      • Spoiler-free
45 Enemy Intel Laptops.  Some are        • All 45 Enemy Intel locations covered!
very difficult to find, and I can        • Quick Intel lists for each chapter
imagine you'd need some help in          • Simple and effective layout
finding them. All Intel locations        • Intel Videos at supercheats.com
are fully detailed in this guide.

For extensive video support, please visit:

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

http://www.supercheats.com/guides/call-of-duty-modern-warfare-2/intel-locations

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

Good luck, and good gaming.

- Absolute Steve
________________________________________________________________________________
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                _______________________________________________
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               | |___/ \___/|_|\_/_/ \_\_| |___\___/|_|\_|___/ |
 ______________|_______________________________________________|_______________
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|Allow me to take a few moments of your time as you can greatly support me and |
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|but writing for videogames requires many mandatory purchases.                 |
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|I sincerely hope you will find this guide useful.  If you found it to be handy|
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|   / \   |             |     _|_       (   )_|_                               |
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________________________________________________________________________________
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                               TABLE OF CONTENTS
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Use CTRL + F and copy/paste the [TAG] to find the section you're looking for!

I)   DETAILED LOCATIONS
     ==================

II)  QUICK LIST
     ==========

III) VERSION HISTORY
     ===============

IV)  CREDITS
     =======

V)   COPYRIGHT
     =========

________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                             I)  DETAILED LOCATIONS
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you can't find a certain piece of intel, remember that the golden tip is to
visit the videos on supercheats.com at the following link:

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

http://www.supercheats.com/guides/call-of-duty-modern-warfare-2/intel-locations

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

                                  CHAPTER 1:
                                  ==========

.----- ENEMY INTEL #1: --------------------------------------------------------.
|!|This enemy intel can be found in the northeast side of the area.  It's    |!|
|!|located directly under the white watchtower, next to a toolbox.           |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 2:
                                  ==========

.----- ENEMY INTEL #2: --------------------------------------------------------.
|!|This Intel can be found after proceeding through the hall with the enemy  |!|
|!|gunners shooting through the windows earlier.  After passing through this |!|
|!|hall, check out the classroom to your right/west at the far end.  This is |!|
|!|right after someone says: "I think I saw one go in that classroom".  The  |!|
|!|intel is located in here.                                                 |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #3: --------------------------------------------------------.
|!|This Intel can be found right after exiting the school.  It's standing on |!|
|!|top of a crate nearby a taxi.                                             |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 3:
                                  ==========

.----- ENEMY INTEL #4: --------------------------------------------------------.
|!|Before entering the base to the south, first take out the handful of      |!|
|!|enemies nearby the entrance and explore the watchtower right in front of  |!|
|!|the entrance by going up the ladder.  This intel is lying on the catwalk. |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #5: --------------------------------------------------------.
|!|Before entering the building with MacTavish, head northwest and peek      |!|
|!|through the middle window of the hangar to your right, in which a jet is  |!|
|!|being fixed by two mechanics.  Break the middle window and grab the Intel |!|
|!|'through' the window.                                                     |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #6: --------------------------------------------------------.
|!|Arguably the hardest piece of enemy Intel to find in the entire game, not |!|
|!|in the least place since it's not picked up the usual way, but by driving |!|
|!|over it during the snowmobile chase.  To give you an indication where this|!|
|!|tricky-to-spot Intel is located, it's about 1800 meters away from your    |!|
|!|goal, so it's relatively early during the course.  Slow down considerably |!|
|!|when you're about 1900 - 1850 meters away from your final destination, and|!|
|!|you'll soon approach a small fence placed horizontally.  As a landmark you|!|
|!|should also be able to spot a hut on the hill to the right.  If you pass  |!|
|!|this fence just barely to the left side, this intel is lying a few meters |!|
|!|across if you just go straight ahead.                                     |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 4:
                                  ==========

                                NO ENEMY INTEL.

                                  CHAPTER 5:
                                  ==========

.----- ENEMY INTEL #7: --------------------------------------------------------.
|!|To find this intel, proceed to the southwest corner after dropping down   |!|
|!|the favela.  You should be able to spot a building with a motorcycle      |!|
|!|leaning against the wall.  To the left of this building is a house with a |!|
|!|big window - go inside and search around for this intel here.             |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #8: --------------------------------------------------------.
|!|Climb up the building with the ladder and check the room directly in front|!|
|!|of you (there usually was a sniper located here).  The intel can be found |!|
|!|in this room.                                                             |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #9: --------------------------------------------------------.
|!|Before continuing southwest, check out the rooms to your left/southeast,  |!|
|!|accessed by the small wooden steps.  The first room contains a few        |!|
|!|hostiles, but the bedroom has this intel for the taking.                  |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #10: -------------------------------------------------------.
|!|This piece of intel is located in a building to your right after heading  |!|
|!|over several roofs and some stairs.  Inside this room, go down the        |!|
|!|slightly concealed stairs to find this intel in the room below.           |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 6:
                                  ==========

.----- ENEMY INTEL #11: -------------------------------------------------------.
|!|This piece of intel is located inside the tank station and can be found on|!|
|!|the counter.  Easy enough, right?                                         |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #12: -------------------------------------------------------.
|!|Nate's restaurant is across the road, nearby the crash site.  This intel  |!|
|!|requires you to go slightly out of your way, however, as it's located in  |!|
|!|the CRB Financial building north of Nate's Restaurant and the crash site. |!|
|!|Inside, defeat a handful of soldiers and look for this intel at the       |!|
|!|'Online Banking' sign.                                                    |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #13: -------------------------------------------------------.
|!|This piece of intel can be found inside the Taco To Go building, south    |!|
|!|from Nate's Restaurant.  Enter this building through the destroyed corner |!|
|!|by crouching, then look for this intel on one of the tables.              |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #14: -------------------------------------------------------.
|!|Check the dumpster east of Burger Town to find this intel inside.         |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 7:
                                  ==========

.----- ENEMY INTEL #15: -------------------------------------------------------.
|!|Before heading down the alley up ahead, explore the house to the right of |!|
|!|this alley.  This intel can be found inside.                              |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #16: -------------------------------------------------------.
|!|After clearing the 2nd open area, check the far left side of this area to |!|
|!|find this piece of intel.                                                 |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #17: -------------------------------------------------------.
|!|Enter the yellow building to your right/north by the entrance nearby the  |!|
|!|blue car and move to the upper floor to find this intel.                  |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #18: -------------------------------------------------------.
|!|Before climbing on top of the rooftops (at the 1st Landing Zone), check   |!|
|!|the window behind the soccer goal to secure this piece of intel.          |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 8:
                                  ==========

.----- ENEMY INTEL #19: -------------------------------------------------------.
|!|Head inside the office appartment of the 'Garden House' appartment complex|!|
|!|to find this intel standing on the desk.                                  |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #20: -------------------------------------------------------.
|!|Before proceeding through the road checkpoint, explore the right building |!|
|!|of this checkpoint to find this intel immediately next to the entrance.   |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #21: -------------------------------------------------------.
|!|After crossing the bridge, enter the second house on your right by the    |!|
|!|front door and head up the stairs to your immediate right.  This intel is |!|
|!|lying in this hall.                                                       |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 9:
                                  ==========

.----- ENEMY INTEL #22: -------------------------------------------------------.
|!|After breaching the hostage room, go up two flights of stairs.  In the    |!|
|!|room up ahead, before going outside, check the metal cabinet to your left |!|
|!|to find this intel hidden among the junk.                                 |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #23: -------------------------------------------------------.
|!|After executing plan B, follow MacTavish into the room right around the   |!|
|!|corner.  You should be able to spot this piece of intel in the cabinet.   |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #24: -------------------------------------------------------.
|!|Before going up the last flight of stairs, go through the doorway to      |!|
|!|your right and check behind the stairs inside to locate this intel.       |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 10:
                                  ===========

.----- ENEMY INTEL #25: -------------------------------------------------------.
|!|Before entering through the gate with red lights, go up the short stairs  |!|
|!|nearby in the southwest corner.  This intel is found in this room.        |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #26: -------------------------------------------------------.
|!|This intel can be found in the monitor room in which Ghost stays behind.  |!|
|!|Check the northern side of this room to locate it.                        |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #27: -------------------------------------------------------.
|!|After passing the first cell doors in the circular chamber, with blue     |!|
|!|lights indicating they're unlocked, check the prison to your right/       |!|
|!|northeast, which is marked as prison 327.  This intel is found inside.    |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #28: -------------------------------------------------------.
|!|After breaching the wall and locating prisoner 627, immediately look to   |!|
|!|your left/northeast.  This intel is located here.                         |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 11:
                                  ===========

.----- ENEMY INTEL #29: -------------------------------------------------------.
|!|You'll pass an elevator with a body blocking the doors, forcing the       |!|
|!|elevator to open and close continuously.  This piece of intel can be found|!|
|!|inside this elevator next to a dead body.                                 |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #30: -------------------------------------------------------.
|!|Going south in the office where you're also supposed to destroy the anti- |!|
|!|air rocket device, eliminate the soldiers behind the southern doors.      |!|
|!|In the semi-hidden hallway behind these doors you can find this  intel    |!|
|!|nearby the men's restroom on the eastern side.                            |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 12:
                                  ===========

.----- ENEMY INTEL #31: -------------------------------------------------------.
|!|This intel is found next to the three-man patrol of which Price gave you  |!|
|!|the option to leave them be or to take them out.  It's found on the box   |!|
|!|that came down with a parachute.                                          |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #32: -------------------------------------------------------.
|!|Head inside the building with the number 33 on it, go through the next    |!|
|!|magazine hall and look for the intel nearby the doorway on the other      |!|
|!|side to the southwest.                                                    |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #33: -------------------------------------------------------.
|!|Go left past the red bulldozers after going around the previous corner,   |!|
|!|and head for the building with the sattelite dish on top.  Go underneath  |!|
|!|the viaduct and look for a staircase to your right.  Dispatch any enemies |!|
|!|here and collect the intel from this rooftop.                             |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 13:
                                  ===========

                                NO ENEMY INTEL.

                                  CHAPTER 14:
                                  ===========

.----- ENEMY INTEL #34: -------------------------------------------------------.
|!|After Dunn opens the door, enter the next room (and dispatch any hostiles |!|
|!|first, naturally).  Check the couch around the corner to your left/west,  |!|
|!|this Intel is on top of it.                                               |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #35: -------------------------------------------------------.
|!|Even if you're low on time, you still may want to check the right/north   |!|
|!|side of the room (after going up the final stairs) to secure this Intel.  |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 15:
                                  ===========

.----- ENEMY INTEL #36: -------------------------------------------------------.
|!|Before entering the house, go around the back and travel to the far       |!|
|!|southwest of the area.  There's a docking house here, and this Intel is   |!|
|!|located right next to its entrance.                                       |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #37: -------------------------------------------------------.
|!|This piece of intel can be found in the room you just breached upstairs.  |!|
|!|It's on a desk behind those boxes.                                        |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #38: -------------------------------------------------------.
|!|Simply grab this Intel from inside the armory.                            |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 16:
                                  ===========

.----- ENEMY INTEL #39: -------------------------------------------------------.
|!|This Intel can be found in another airplane wreckage nearby.  From your   |!|
|!|starting position, simply explore the wreckage to your west/northwest.    |!|
|!|It's lying in the cockpit.                                                |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #40: -------------------------------------------------------.
|!|This Intel is once again found in the cockpit of a wrecked plane.  To     |!|
|!|give you an indication of where to look, you'll be approximately 84       |!|
|!|meters away from your destination, and the plane is lying on the hill     |!|
|!|just behind the road you crossed.                                         |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 17:
                                  ===========

.----- ENEMY INTEL #41: -------------------------------------------------------.
|!|Inside the cave, before proceeding north, first explore the eastern hall  |!|
|!|to find this Intel located on a crate.  Don't go down too far, especially |!|
|!|not around the corner, as there are too many hostiles here.               |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #42: -------------------------------------------------------.
|!|Before going outside the cave, grab this intel to your left/northeast.    |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #43: -------------------------------------------------------.
|!|When leaving Price behind in the firefight, go north and look for this    |!|
|!|Intel on top of a crate nearby several black guncases.                    |!|
'------------------------------------------------------------------------------'

.----- ENEMY INTEL #44: -------------------------------------------------------.
|!|You'll want to immediately collect this Intel as soon as you secure the   |!|
|!|monitor room, as you don't have much time. It's located on a table with   |!|
|!|loads of cola cans, against the wall to the west.  Price will be standing |!|
|!|nearby as he tells you to override the door controls.                     |!|
'------------------------------------------------------------------------------'

                                  CHAPTER 18:
                                  ===========

.----- ENEMY INTEL #45: -------------------------------------------------------.
|!|Don't miss this Intel, which is found immediately to your left before     |!|
|!|getting on the boat.                                                      |!|
'------------------------------------------------------------------------------'

________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                II)  QUICK LIST
________________________________________________________________________________
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If you'd like to do some of the searching yourself, that's completely
understandable.  This handy, printer-friendly checklist gives you an overview
per chapter of where to globally look for enemy intel, and features checkboxes
to tick off the ones you've had to prevent any unnecessary searching.  I wish
you good luck in your searching.

                                  1. S.S.D.D.
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Northeast of the area, underneath the white watchtower.                 |
'---'------------------------------------------------------------------------'

                                2. Team Player
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Proceed through 2nd floor hall with gunners; Classroom to your left/west|
|[ ]|Right after exiting school, lying on a crate nearby a taxi              |
'---'------------------------------------------------------------------------'

                                3. Cliffhanger
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|After you separate from MacTavish, climb the watchtower before entrance |
|[ ]|Before entering hangar with MacTavish, behind windows of NW building    |
|[ ]|Drive over Intel during snowmobile chase, approx. 1800 meters from goal |
'---'------------------------------------------------------------------------'

                                  5. Takedown
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Favela; Inside building next to the motorcycle leaning against a wall   |
|[ ]|When you walk past a ladder, climb it and explore the room here         |
|[ ]|Inside a room accessed by small wooden steps; Inside bedroom            |
|[ ]|After going over the roofs; In a building to your right, go downstairs  |
'---'------------------------------------------------------------------------'

                                 6. Wolverines
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Tank Station; The intel is on the counter inside                        |
|[ ]|Inside the CRB Financial building, at the 'Online Banking' sign         |
|[ ]|Inside the Taco To Go building south of Nate's Restaurant               |
|[ ]|Inside a dumpster to the east of the Burger Town building               |
'---'------------------------------------------------------------------------'

                             7. The Hornet's Nest
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|After first open area, inside house to the right of the alley           |
|[ ]|After clearing the 2nd open area, check the far left side               |
|[ ]|Proceed through the alleys, check the yellow building, upper floor      |
|[ ]|1st Landing Zone, at window behind the soccer goal                      |
'---'------------------------------------------------------------------------'

                                   8. Exodus
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Found inside the office appartment of the appartment complex            |
|[ ]|Inside the right building at the road security checkpoint               |
|[ ]|After crossing the bridge, second house on the right, upstairs          |
'---'------------------------------------------------------------------------'

                     9. The Only Easy Day...Was Yesterday
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|After breaching hostage room, go up 2 flights of stairs, check cabinets |
|[ ]|After executing plan B, follow MacTavish in the next room; Intel's here |
|[ ]|Before going up the final stairs, go through the doorway; Behind stairs |
'---'------------------------------------------------------------------------'

                                 10. The Gulag
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Before entering the gate with red lights, up the short stairs southwest |
|[ ]|Found in monitor room in which Ghost stays behind, NW side of room      |
|[ ]|Cell 327, after crossing over to a lower level                          |
|[ ]|After finding prisoner 627, look to your immediate left/northeast       |
'---'------------------------------------------------------------------------'

                            11. Of Their Own Accord
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Inside the elevator that keeps opening and closing                      |
|[ ]|From the office with enemies shooting from behind doors; Behind doors   |
'---'------------------------------------------------------------------------'

                                12. Contingency
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Nearby the three-man patrol, on a crate that came down by parachute     |
|[ ]|Inside the building with number 33 on it, next room, southwest area     |
|[ ]|Go up the stairs of the building with the sattelite dish, look on roof  |
'---'------------------------------------------------------------------------'

                               14. Whiskey Hotel
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|After Dunn opens the door, check the couch to the left                  |
|[ ]|After going up the final stairs to the roof, next room, to the right    |
'---'------------------------------------------------------------------------'

                                15. Loose Ends
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Docking house to the far southwest of the main villa                    |
|[ ]|Upstairs in the main house, in breached room, on a desk behind boxes    |
|[ ]|Basement, inside the armory                                             |
'---'------------------------------------------------------------------------'

                           16. The Enemy Of My Enemy
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|From starting point, search cockpit of planewreck to your West/NW       |
|[ ]|Approx. 84 meters from destination, found in cockpit of planewreck      |
'---'------------------------------------------------------------------------'

                            17. Just Like Old Times
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Inside cave, at intersection, head east, the intel is on a crate        |
|[ ]|Before exiting the cave, search the left/northeast area before the exit |
|[ ]|After leaving Price for a firefight, go north, intel's on a crate       |
|[ ]|Inside the last breached monitor room, on desk with cola cans           |
'---'------------------------------------------------------------------------'

                                  18. Endgame
.---.------------------------------------------------------------------------.
|BOX|Location:                                                               |
|===|========================================================================|
|[ ]|Before hopping onto the boat, check the desk to your left               |
'---'------------------------------------------------------------------------'

________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                              III) VERSION HISTORY
________________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

• 1.00 [10 November 2009]
====== ==================
o First release, contains all 45 intel.

• 1.01 [11 November 2009]
====== ==================
o Minor checklist fix.

Call of Duty: Modern Warefare – Full Game Walkthrough

Free Best Buy Gift Card
-------------------------------------------------
--__--__--__--__--__--__--__--__Call of Duty 2: Modern Warfare_-__--__--__--__-
__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__-
--__--__--__--__--__--__--__--__--__--__--__--__--__--__--___---__--__--__--__-
\---------------------------- -----By Alek Kettenburg------------------------ /
 \--------------------------------Start Date:10/13/10------------------------/
  \-------------------------------end Date:12/19/10------------------------ /
   \------------------------------Type: General Walkthrough----------------/
    \-----------------------------Version 1.00--------------------------- /
     \----------------------------As of 00/00/00------------------------ /
      \---------------------------------------------------------------- /
       \-------------------------------------------------------------- /
        \_____________________________________________________________/
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
_______________________________________________________________________________

_______________________________________________________________________________
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------------Table Of Contents------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Table of Contents----------------------------------you're looking at it genius.

Introduction-------------------------------------------------------------[ITO1]

Controls-----------------------------------------------------------------[CON2]

Tips and Advice----------------------------------------------------------[TAA2]

Walkthrough--------------------------------------------------------------[WKH3]

---------------------------------Act1------------------------------------------

S.S.D.D------------------------------------------------------------------[SSD4]

Team Player--------------------------------------------------------------[TPR5]

Cliffhanger--------------------------------------------------------------[CHR6]

No Russian---------------------------------------------------------------[NRN7]

Takedown-----------------------------------------------------------------[TEN8]

---------------------------------Act2------------------------------------------

Wolverines!--------------------------------------------------------------[WVS9]

The Hornet's Nest--------------------------------------------------------[TH10]

Exodus-------------------------------------------------------------------[EO11]

The Only Easy Day... Was Yesterday---------------------------------------[OY12]

The Gulag----------------------------------------------------------------[TG13]

Of their Own Accord------------------------------------------------------[OA14]

---------------------------------Act3------------------------------------------

Contingency--------------------------------------------------------------[CT15]

Second Sun---------------------------------------------------------------[SS16]

Whiskey Hotel------------------------------------------------------------[WH16]

Loose Ends---------------------------------------------------------------[LE17]

The enemy of My Enemy----------------------------------------------------[EE18]

Just like Old Times------------------------------------------------------[JL19]

Endgame------------------------------------------------------------------[EA20]

My Other Guides----------------------------------------------------------[MOG1]

Credits------------------------------------------------------------------[CS23]

Copyright----------------------------------------------------------------[CYT2]
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Introduction [ITO1]------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Hello and welcome to my tenth guide. I Will try my best to tell how to beat
the game and where to find the hidden intel in each level. Thank you for
reading and I hope you enjoy the guide. One last thing for I go on with the
guide. If you find an error that I made or somthing I missed don't hesitate to
E-mail me a Ratlips24@aol.com (Yes I love rats).

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Controls [CON2]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

If you do not like the controls you can always change it in the options menu.

-----------
PC Controls|
-----------

W: Walk forward

S: Walk Backwards

A: Walk to the left

D: Walk to the right

Left Click: Shoot the gun you are currently holding (If your ammo goes to zero
left clicking will automaticly reload your gun).

Right Click: You will look threw your iron sights/Scope

E: You will pull out a knife and swing it.

Tab: This will bring up the objective menu and a small mini map of the area.

G: Throw a frag Grenade.

q: Throw a flash Grenade.

1/2: Switch between your 2 guns.

C: Crouch

CTRL: Prone

Shift: Hold Shift to run. Also used to steady a sniper rifle while the scope
is up.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Tips and Advice [TAA2]---------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

This section is mainly for the people that have haven't played another call of
duty game before. If you have then you can skip this section and go directly
to the walkthrough since the basics of call of duty haven't changed to much.

---Return unwanted gifts---
When ever a grenade lands near you a symbol of a grenade will pop up on your
screen. If you are close enough to the grenade you can throw back at the enemy.
So you get a free Frag Grenade that has already been cooked. But If the
computer doesn't instantly tell you to press G Run away, FAST.

---Your going to need to have bigger guns---
In almost every level you will start with a rifle and a pistol. Whenever you
get a chance for a better exchange your pistol for it. I mean what would you
rather have a pistol or a shotgun?

---Your not alone---
You will never be without teammates in this game. They do have horrible
accuracy and will never advance unless you advance but they do soak up some of
the bullets and they help show you the way to go. So never go to ahead or
behind your allies or you will regret  it.

---Hit the deck---
Whenever your screen gets super bloody and red quickly either find cover or
prone. Then you just have to wait about 10 seconds as your super mutant healing
powers take affect and heal your gun shot wounds.

---Wall Shot---
Many of the walls of this game can be shoot threw. This also includes all
wooden doors, metal sheets that some enemies hide behind, and windows. So if
you see a barrel of a rifle behind a wall feel free to put a couple of bullets
into that location.

---Akimbo weapons---
When using akimbo weapons (dual wielding) only fire with one weapon at a time
and when one weapon runs out of ammo start shooting with the other. This way
you can shoot without stopping.
-------------------------------------------------------------------------------

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Walkthrough [WKH3]-------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Well this is probably what your reading this guide for so I better stop boring
you. There are just a few things I would like to tell you before we continue
on.

1. This guide is indented for normal difficulty only.

2. If you see a enemy, shoot him (this does not apply for stealth missions).

3. Reload whenever possible because it really sucks when you run into a room
with 5 guys in it and you don't have any bullets in your gun.

4. This game is really linear. Most of the time I will just say "Continue down
the path".

Thats pretty much it. I hope you enjoy the guide.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------S.S.D.D [SSD4]-----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and info---
-Training mission
-No fighting
-choose difficulty for the rest of the game
-1 enemy intel
-------------------------------------------------------------------------------
Once the mission starts pick up the rifle from the table then look down the
shooting range. Shoot the 2 targets from the hip and then the computer will
ask you if you want to invert the controls for up adn down.

NOTE: Like the AI guy tells you bullets will go everywhere when firing from the
hip.

Next crouch and look down the sights and shoot 3 more targets. After that
shoot threw the wood and then throw a frag grenade. After this go past the
table and make your way to the objective. Before you go down the stairs turn
left and grab the intel at the base of the watch tower [EI1]. Head down the
stairs into the pit and pick up the pistol. Do what the soldier tells you to do
then pick a gun to replace you pistol.

Now you will have to run a obstacle coarse that is really similar to couarse
you had to run in COD4 but now there are civilian targets. Also you do not
need to shoot all of the targets but you will recieve a penalty for each target
you don't shoot.

The targets will come up in groups once you get near them.
1st group 3 soldiers
2nd group 2 soldiers 1 civilian
3rd group 3 soldiers and 2 civilian targets on the ground and 2 soldiers on the
second floor.
4th group 3 soldiers and 2 civilians inside the builiding
Run up the stairs and knife another target
4th group 4 soldiers 2 civilian
Jump off the roof to trigger the 5th group
5th group 6 soldiers 3 civilians

After you finish the course your time will be adjusted depending on your
accuracy and how many target you missed. If you did the course in 60 seconds
or longer you will have to do the course again. 40-60 seconds the game will
recomend normal and 40 seconds or less will get hardened difficulty. If you
reading this guide you should probably choose normal. Head up the stairs to
end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Team Player [TPR5]------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission specific tips and info---
-Flashbang grenades are extremely usefull while indoors
-Allies will do a good portion of the work
-Do NOT shoot any one who isn't holding a gun
-2 enemy intel
-------------------------------------------------------------------------------
Once the mission starts equip your grenade launcher then enter the small shack
on the left side and start shooting the grenade launcher at the enemies at the
other side of the lake but make sure to save 3 of them for later. After about
90 seconds some soldiers with RPGS will show up on the bridge so use the
grenades you saved to mow them down.

After there dead the enemy soldiers on the other side of the bridge will
retreat. So exit the shack and head up the stairs and enter the Humvee.
Watch the fireworks then the convoy will start moving. Right after you pass the
scouts you will come under attack. Shoot any one that moves.

Note: don't worry if you miss a lot of enemies you don't actually have to shoot
anyone accept for the truck that rams into you.

After a long and confusing drive you will be forced to leave your vehicle.
When this happens quickly run into the building to the right. Exchange your
pistol for one of the guns then throw a flashbang up the stairs then head up.
kill all the soldiers you can see and be ready to knife a guy who likes to hide
on the right side of the first doorway.

Before leaving the building chuck a grenade infront of the school and then
finish off the survivors. Enter the school. Move into the first room on the
right and kill the 3 soldiers. Head up the stairs and kill another 2 soldiers
in the next hallway. Run down the hall and turn left and you should be able to
knife 2 soldiers looking out the window.

Now throw a flashbang into the room at the end of the hallway and then clear
it out. Go into the first room on the right and grab the enemy intel in there
[EI2]. Exit the school and grab the laptop by the yellow taxi [EI3].

Now just follow the path to Shepard to end the mission.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------------Cliffhanger [CHR6]----------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific tips and info---
-For the first half of the mission only use supressed weapons
-While climbing up the cliff make sure not hang on to pick for more then 1
seconds
-if you alert the guards you are as good as dead
-for the first part of the mission your allies will provide sniper support
-3 enemy intel
-Captain Mactavish will be refereed to as Mac
-------------------------------------------------------------------------------
Once the mission starts walk along the ledge and wait for Mac to start
climbing. Once he gets to the top start climbing. Go left, then right, left,
right. You can't stay on one pick forever so make sure to keep moving and to
hold down on one pick before swinging the other. Once you get to the top you
will have to jump to the other side of a long crevice. No matter how you jump
you will miss. Quickly press both axes into the cliff and then climb to the
top.

Once top side take out your gun and turn on the heartbeat sensor. Approach
the guards and on 3 kill the guard on the left. Continue further up the path
and do the same thing on the next 2 guards. Mac will now ditch you so you will
have to approach the base on your own. Make sure to keep a eye on your
heartbeat detector. Clear out a few of the guards in the area then head to the
northwest and enter the tower for a enemy intel [EI4].

Go down and enter the first building in the base. Knife the guy sleeping in the
chair and then exit and head to the east side of the base.

NOTE: a truck will constantly go back and forth on the road inside the base so
don't spend to much time on the road or else your screwed.

Anyway hug the fence and head for the objective and kill any guards you may
see and eventually you should reach the fueling station. Plant the C4 and then
start to head back the way you came. After about 100 meters head directly south
to the objective and kill the 1 guard that is alone by the helicopter. (Just in
case your wondering we did this so we can avoid 2 large groups of enemies and a
tank that uses thermal cameras.)

Now before entering the building with Mac turn right and go along the wall of
the other hanger. Inside you should see some mechanics working on some jets.
Go to the second window and break it and grab the intel [EI5]. Now join
Mactavish and enter the building.

Go down the hallway and up the stairs and grab the ACS module. Make sure your
guns are reloaded then head back to the stairs. But DON't go down the stairs.
Wait for Mac to say "go to plan B" then trigger the C4 and start shooting.
Head down the stairs and stay with Mac. Follow Him from cover to cover and make
sure to pick off as many of the soldiers as you can before you make a push
forward. Once you are about half way away from the objective some snow mobiles
will come at you. You can move on without killing them but it is best if you
kill them. Just try to predict where there going to go then shoot them.

Once you reach the objective slide down the hill then quickly turn around and
mow down the guys at the top of the hill. Now take cover by the building and
wait for Mac to get you a snow mobile. Once he does get on and start moving.
This part is really hard to explain. You can shoot but you don't have to unless
the other guys are really pissing you off. Just stay on the snow trail and
avoid the patchs of trees because they are really hard to go threw. For the
last stretch of the mission you will have to go down a slope and avoid all
trees and then soar over a 50 foot gap. After you do this the mission will
end.

Hidden intel: this last piece of intel requires a paragraph of its own. You
will have to locate a small laptop on this giant trail and drive over it and
it is really hard to explain how to get it. Once your about 1900 meters away
from the objective go threw the large group of trees and you should find it on
the ground by a fence. For a better explanation go to this link. [EI6]



NOTE: I did not make this video all credit goes to the maker of the video.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------------No Russian [NRN7]-----------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission specific tips and info---
-This mission is entirely optional and if you decide to skip the mission you
will not lose any achievements or enemy intel
-Do NOT stand in front of your "allies" or else you will take damage
-you do not have to shoot any of the civilians but you will have to shoot some
of the soldiers for the last half of the mission.
-------------------------------------------------------------------------------
For the first half of the mission you won't have to do anything. All you have
to do is follow your teammates. Because of this I will not tell you how to do
the first half but once you leave the airport you will have to do some work.

Once outside equip your grenade launcher and start shooting at the line of
shielded soldiers.

NOTE: when shooting grenades at enemies with riot shields always shoot infront
of them or behind them never directly on the shield

Once the line is gone stay along the wall and head south. Stay along the wall
and make sure to always stay behind cover and you should have no trouble
blasting your way threw there line. One last thing do NOT try to the knife the
riot sheilds or else you will get killed in about 2 seconds.

Once you enter the building again head to the car and watch the events unfold.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------------Takedown [TEN8]-------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-This entire area is crawling with soldiers so make sure to always stay behind
cover and do NOt rush the mission
-avoid the model 1817 shotgun, 9\10 time is will get you killed
-Do not shoot anyone who is not holding a gun
-4 Enemy Intel
-first encounter with dogs
-------------------------------------------------------------------------------
Once the mission starts hit the crouch button and stay down till the guy stops
shooting. Once he is gone get out of the car and follow Mac. Once you reach a
alleyway you should have a clean shot on the your target, Take your time and
shoot him once in the LEG.

If you hit him successfully you will be moved to a new area. Follow Royce and
meat up the stairs than go threw the hole in the fence. Now the fight will
really begin. head down the left path and shoot anyone that gets in your way.
Once at the end of the hallway turn right and enter the  house next to the
small shack with some red barrels next to it, inside you will find [EI7]. Now
exit the shack and head to the southwest corner of the area.

From there head down the path past a couple of trash cans and 2 dogs will come
at you along with several soldiers on top of the building. Hit the dogs first
before they get close to you then focus on the soldiers.

NOTE: one strategy that I have found to fight dogs is to prone right when they
jump at you. This will give you some extra time to shoot them.

Move around the building and head up the stairs. watch for a guy that pops up
in a window and enter the first building on the left. Now using your ACR pop up
in the doorway and take a couple of shoots then quickly move back into the
building. Once you clear out a good portion of them throw a flashbang out
and run up and finish them off.

If your not already head up the stairs and go around the building. Aim high and
shoot the white door on the second floor till it opens up. Clear the roofs then
head up the ladder to the door you just shot.

After your up the ladder kill the 2 guys inside then grab [EI8] and then exit
the way you came then go around the right side over a small metal bridge and
flank the enemies on the other side.

Note: this would be a good time to use those left over grenades in your
grenade launcher.

Clear out the small Blue building then throw a frag in the red building to the
east. Enter, kill all the survivors then turn right and grab the enemy intel
on the table [EI9]. Exit the building again and enter threw the door on the
southwest side of the building. Head up to the ladder and shoot any of the guys
you see on the roof. Throw a flashbang up then head up the stairs, quickly
shoot as many of the guards you see then take cover behind the corner before
they can see again.

Head up the stairs and enter the first building on the right. While inside
go down the stairs behind the table and grab the intel at the bottom [EI10].

Head back up the staris and chuck a frag into the building diagonal from you
then run into it and kill the survivors. Now just snipe any of the soldiers
left threw the window and proceed to the objective to end the mission.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------------Wolverines! [WVS9]----------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mision specific Tips and Info---
-Good old fashion wave defense
-Do Not shoot at tanks with your regular weapon or waist your grenades
-4 enemy intel
-------------------------------------------------------------------------------
Once the mission starts get out of the Humvee and go down the alleyway to the
right. Go down the alley and follow your team threw the backyards till
you reach the street then turn left. Now DO NOT shoot the tank just stay
directly behind it. Once it stops toss a smoke grenade at your feet then turn
right into the alleyway and mow down the soldiers.

Continue to the end of the alleyway and walk over to the gas station. Kill all
the soldiers by shooting threw the window and then jump in and grab the
enemy intel [EI11]. Now clear out the rest of the soldiers and then go across
the street.

Note enemy intel: Head to the northeast from the gas station and enter the
bank. It will be on a counter with a small sign above it that says online
banking [EI12].

Note enemy intel: From Nates restaurant head to the southeast and enter the
"Taco Togo" building and grab the intel on one of the tables [EI13].

Note enemy intel: From Nates head southwest to the "Burger Town" building and
from there go over to the side that is facing the "Taco Togo" building and you
will find the intel in a dumpster. [EI14]

Anyways, back to the mane guide. Head to Nates and go up the second floor by
going up the ladder in the kitchen. Now its just going to be some good old
fashioned wave defense. Go to the south side of the roof and grab a sniper
rifle if you want and then just start shooting.

After you defeat the first wave move the sentry gun over to the north side of
building and continue to do what you where doing.

Note: make sure to watch your back because enemy soldiers will come up the 2
ladders.

Once the 2nd wave is gone get off of the roof and head across the street
to the diner. Before you enter make sure to chuck a frag\Flash in first. One
the areas clear grab the glowing case. Go prone and then press 4 to activate
the predator drone. Once you activate the drone you can fire a missile
and then control it as it falls to the earth. Blow up both the tanks and then
leave the diner and head for the burger town building.

Once there clear the building and then go to the roof and use the predator
missiles to rain death on the oncoming soldiers. Now keep shooting the predator
missiles at all of the waves that come at you. After you destroy the 2nd or 3rd
unit the predator missile will get taken out and you will have to destroy the
last wave on your own.

After you destory a wave on your own some helicopters will come to attack.
When this happens head to the diner to the west and grab a rocket launcher
and shoot the helicopter down. Now head to the friendly convoy to end the
mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------------The Hornet's Nest [TH10]----------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mision specific Tips and Info---
-Another annoying mission in a favela
-4 enemy intel
-Watch the roofs for enemies
-If you see a moving vehicle aim for the gunner
-------------------------------------------------------------------------------
Once the mission starts head up the path and then go over to the right side
of the brick building and knife the soldiers looking the other way. Take cover
behind the fence and start to snipe the soldiers on the top of the building.
Once you eliminated a good amount of them move over to the left side of the
area, when you do this 2 trucks will start to drive by. Take out the gunners
and then shoot the driver.

Once the area is clear head to the red building on the right side of the road
and grab the intel on the table [EI15]. Continue down the road and stay behind
cover as you clear out the area. Head down the left path and grab the intel
in the small metal shack on top of the green barrels [EI16].

Now go up the stairs and follow your team to the road and quickly go across and
enter the first 2 story building you see. clear the first floor and then go
up the stairs and shoot all of the enemy soldiers in the building across from
you. Now that the roof is clear you can cover your men from the roof tops.

After the street is cleared jump down and enter the red building that says
"Sorvetes" On the pillars. Go threw the building till you reach a set of
stairs. Head up and then grab the intel on the table [EI17]. Now jump down
and follow the street around the corner and stay on the left side. Keep going
till you reach an alleyway. Once you find it take cover there and start
shooting all the enemies.

The next area is a market place so throw a couple grenades in then start to
move around the left side and be cautious when going around corners. Stay low
and shoot anyone that gets in your way. Once you reach the other side follow
your team into the building and follow them outside and watch as your ride
flys away without you.

For the final Intel of the level go across the field to the soccer net and
grab the intel behind it inside the window [EI18]. Now just follow your team
across the roofs. unfortunatley you will miss the final jump and you will lose
all your guns, your allies, and the ability to knife. So just ignore all the
enemies and run to the chopper before time runs out.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-----------------------------Exodus [EO11]-------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mision specific Tips and Info---
-3 enemy intel
-Let the tank do most of the work
-continuesly continue to give commands to the tank
-stay on the right side of the street.
-the tank CANNOT be destroyed
-------------------------------------------------------------------------------
The first part of this mission is very simple. Stay on the rights side of the
street and go from house to house lazing targets for the tanks. So basicaly
the tank is going to do 80% of the work all you need to do is clear the
buildings along the way while the tank clears the streets.

Note: targeting objects with the tank will now be referred as Lazing.

Once you reach the first firetruck look up to the northeast and laze the 2
helicopters. Now head to the post office and throw a frag in and then grab
the enemy intel on the desk [EI19]

Now continue to head up the road and you will receive orders to take out a
auto turret further up the road. YOu can either try to sneak up on it from the
rightside or just wait for one of your allies to come up and destroy it
witch doesn't take that long. Once the turret is out of the way continue up
the road and continue to laze targets. Once you clear out the checkpoint go
into the builing on the right side for [EI20].

Keep going down the road across the bridge and quickly take cover behind the
wall on the left side of the wall and continue to laze targets. So just
continue what you where doing move house to house and laze targets every
couple of feet.

Now for the final intel of the level, go to the second to last house on the
right. Use the usual tactics to clear the building (flashbangs). Once
its clear go to the second floor and grab the intel on the yellow couch. [EI21]

Clear the final building on the right and clear the building and then go to
the back and head towards to the AA guns. Laze them to destroy them. Afterwards
Head to the final objective to win.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
----------------The Only Easy Day... Was Yesterday-----[OY12]------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission specific tips and info---
-3 enemy intel
-First level where you get to breach doors
-------------------------------------------------------------------------------
Once the mission starts move towards the guard and cut his throte by pressing
E. Move up the stairs and then shoot the guard hanging over the railing. Now
you will get to do the first "Breach" of the game. When you breach a door
time will slow down for a few seconnds and in this level you will have
to avoid shooting hostages and kill everyone before they kill you or a hostage.
You can go threw the left door or the right door but there both pretty easy
so you can go threw either one. I will explain the right door.

Once you breach the door shoot the guy directly infront of you in the head and
then shoot the guy on the right and then the left and then look on the far
left side of the room and help your teammates out there.

Once the room is cleared go outside and head up the stairs go across the
catwalkand then go up another set of stairs and then turn left and grab the
intel on the shelfs [EI22].

Head outside and breach the first door you see. Start by shooting the guy on
the right then the left and then the guy that ducks behind the table in the
center. Now its time to throw stealth out the window. Place some c4 on a
body and then run outside and head up the tower with Mac and get ready.

Once Mac gives the signal blow the C4 and then mow the enemy patrol down. Once
thats done jump down and start to follow the path Once you round the first
corner enter the building and grab the Intel on the shelf [EI23]. Once you
reach the next floor take cover behind a crate and expect heavy resistance. On
top of that a helicopter will start attacking so If you don't have a rocket
launcher on you enter the building to your right and grab one in threre and
shoot it down.

For the final piece of Intel of the level skip the first set of stairs you
pass and go into the building and go behind the statirs and grab the intel
[EI24].

Continue to fight your way threw the enemies and once your reach the stairs at
the end of the path make sure you grab a weapon with a thermal sight. Keep
going till you reach the top most floor. Once up there they will start throwing
smoke grenades so put up your thermal scope and start shooting. Make sure to
keep moving and once you reach the objective reload your guns and get ready to
breach.

Theres no real strategy needed when you breach so when you do just avoid
shooting the red barrels. Once you save all the hostages head to the objective
to end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-----------------------------The Gulag-----[TG13]------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-4 enemy Intel
-------------------------------------------------------------------------------
Once you start to hover around the castle hit anyone you can on the tower
with your sniper but if you don't you won't get shot down. Do this for another
tower and you will land in the Gulag.

Follow your team behind the vehicle with the missiles on it and start shooting
at the top of buildings. When the Heli comes to clear out the top of the
buildings jump threw the building on the right and then flank the unsuspecting
soldiers. Continue to follow your team threw the enemy soldiers but wait
outside when you reach the entrance to the unground area. For the first Intel
go up the stairs and grab the intel on the desk [EI25]. Proceed into the
tunnels.

Fight your way threw the tunnels and once you reach the big room with the
all the T.Vs grab the intel on the top corner of the room [EI26]. Head down the
ramp  into the hallway. Unfortunately the enemy soldiers actually had the
brains to lock the doors. So shoot threw the bars and wait for ghost to open
the door for you. When he finally does follow the path and then go down the
path to the armory. While there feal free to grab any gun you want but
make sure to keep at least one gun with a grenade launcher.

Note: you must pick up a riot shield.

Once the door finally opens put up your shield and lead the way out and start
bashing enemy soldiers. (you can still be hit by enemy soldiers melee attack.)
Once you reach the Rope you need to rappel down to, you can run back to the
armory and pick up a gun.

Enemy intel: almost forgot about this one. Before you rappel down check inside
one of the cells you passed when you used the riot shield for [EI27].

Aftter you rappel down turn on your NV goggles and enter the tunnels. Quickly
run into the tunnel and mow down the enemy soldiers before they can take cover.
Continue out of the dark tunnel and turn off your goggles. Follow your team
into the next room and kill the 3 soldiers adn then the next room with 3 more.
Once you reach a dead end you will have to breach another door, just this time
there are no hostages.

After you breach the wall clear the room and stay along either side of the
room. (Note watch for soldiers on the second floor.) After you clear the room
stay in a corner by the entrance and some riot shield guys will start to come
threw. If they pass you and just go for your allies you can shoot them in the
back, but id they go for you can knife them once and it will cause them to
flinch a little and then you can run around them and knife them in the back.

After all of the soldiers are dead make your way threw the next 2 room by
hugging the wall and using the rest of your flashbang grenades. Follow your
teammates to the objective and breach the door. After the cutscene is over
head over to the desk and grab the enemy intel [EI28]. Now just follow your
teammates around for the rest of the mission.

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
----------------------------Of their Own Accord [OA14]-------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-2 enemy intel
-takes place mostly in hallways so flashbangs are very effective
-Very linear level
-------------------------------------------------------------------------------
Once the mission starts follow your team outside into the trenches and follow
them until you reach a low wall outside a tall building. Wait for Foley to
give the signal then storm the stairs of the building. Once inside toss
a flash grenade in the center of the large room and clear it out.

Once the bottom floor and the top floor are clear head down the hallway on the
right and inside the elevator on the left side of the hallway and grab the
intel next to the dead body in the corner of the elevator [EI29].

Now just continue to follow your up the stairs. Once you get orders to destroy
a SAM site face the turret and then look left and you should see a guy shooting
at you from behind a door kill the guy and then enter the room and grab the
intel on the small table [EI30].

Now destroy the SAM turret and clear the are. Now continue to follow your
team from floor to floor clearing out each level using flashbangs and any
grenades you have in your grenade launcher.

Once you reach the top floor where the nest is pick up a javelin and start
shooting at the enemy tanks and helicopters.

Note: to use the javelin put up your sites and center a vehicle in the
center of the screen and wait for the gun to start beeping and shoot. The
missile will fly above it then come crashing down much like a throwing spear
or Javelin would.

Note: when using the sniper laying on the floor you have to aim a few feet
infront of a moving target in order to hit them since your so far away.

After you destroy a good portion of enemy forces some infantry to start to
attack your position so set up Claymores on the the door way and just shoot
them as they enter the room. Once the attack is over pick up your Javelin
again and start shooting the enemy tanks and helicopters agian.

After the enemy vehicles are all dead follow your team to the roof and jump
into the helicopter. For this next part you will in the gunner seat of the
helicopter and yes these are in fact explosive rounds so you only need to shoot
near them to kill them.

After you get shot just use up all of your ammo and watch as the events unfold.

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
----------------------------Contingency [CT15]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-3 enemy intel
-First half of the mission is stealth
-Get to use good old predator missiles again.
-Pred missiles will do most of the work in this missions.
------------------------------------------------------------------------------
Once the mission starts follow Price into the bushes and do not fire on the
soldiers. Wait for Price to give the order then aim for the chest and shoot.
Move up a bit more and wait for Prices order and then shoot the guy first then
the dog. Go further up the road and when the tank shows up to ruin the party
make a mad dash into the forest on the right and make sure to watch out
for falling trees.

Follow Price from spot to spot till he gives you the order to take out a group
of soldiers. Again shoot there chests and aim for the guy on the right then the
left. Once the group is dead look to the left of the dead bodies and grab the
intel below a parachute on a crate [EI31].

Now follow Price to the next sniping spot and do what you did last time on the
guards. Start with the group on the left and hit the guy first then the
dog and do the same on the other group. Move to the next spot and take out the
group the same way you did with the others. Head up the ramp and activate the
predator drone and QUICKLY aim the missile at the turret shooting missiles and
quickly fire. The drone will get shot down but if you fired the missile at
the SAM site the missile will keep going and hit it.

Slide down the hill and you can ditch the silenced weapons if you wan then
take cover behind the building with ghost and start shooting. Once the larger
waves start to come find a nice place behind a car to sit and start baraging
the enemy infantry with predator missiles. Once the village is cleared out
head up the path toward the sub base. Fire a Pred missile and aim it towards
the large group of soldiers.

Nows its going to be a fairly easy push into the base. Every 15 seconds find
a nice place to go prone, fire a missile, and then clear out the rest
with your regular gun. Rinse and repeat.

Enemy Intel: near the beginning when you first enter the base enter the
building with the yellow letters 33 on it. Go inside clear it out and grab
the intel on the counter by the green door [EI32].

Enemy Intel: from the building you just cleared out for the intel leave and
head towards the LArge Helicopter pad to the North. Go up the stairs and then
grab the intel in the northwestern corner on top a couple of crates [EI33].

Continue to push your way threw the base to the submarine. Once you finally
reach the sub take position in the 2 story building and continue to
use the Predator missiles to there full effectiveness.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------Second Sun [SS16]-----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-0 enemy intel
-All sights will be knocked out by the EMP
-no minimap
-------------------------------------------------------------------------------
Once the mission starts you can shoot the enemy soldiers if you want, but you
don'y have. Just watch the events unfold then and then get up from the
helicopter reckage and you'll notice that the center of your sight is gone so
if you can its best if you get a gun with iron sights.

Anyways follow your team down the road. Once you reach the bend in the road
enter the store with the broken windows and restock your ammo. After the
messanger tells you about whiskey hotel enter the 2 story building and the
battle will really begin. Unfortunately the only light your going to get is
from a few glow sticks, gun flashes, and lighting. So equip your nade launcher
and try your best to find them and blow them up. Once the first room is clear
move into the next room and repeat the process.

After you exit the building move across the parking lot till you reach the
road. When you do wait for your team to confirm that they aren't friendly then
open fire. Move across the street and then enter the bunker down stairs to end
the mission.

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------Whiskey Hotel [WH16]--------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-2 enemy intel
-All sights will be knocked out by the EMP
-no minimap
-Iron sights and AGOG sights are the best.
Very Short mission
-------------------------------------------------------------------------------
Once the mission start head down the tunnel and then restock your ammo with
the crate near the end off the tunnel. Once you come outside. Stay on the
left side and stay low while heading towards the west wing of the building.
Take out the soldiers on the roof of the building first and then toss a
flash in and take out the rest.

After your team opens the door inside the building, go inside and grab the
intel to the left on top of the couch [EI34]. Clear out the building anyway
you normally would. Once you reach the end of the Hallway peak around the
corner and shoot any soldiers you see. Continue to clear out the building room
by room.

After you reach the top of the first set of stairs with the red carpet turn
right and grab the intel on the small table [EI35]. Now just run to the
top of the building and wave some green flares around to end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
---------------------------Whiskey Hotel [WH16]--------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and info---
-Breach the bottom floors first so you can get to the weapon stash
-3 Enemy intel
-plenty of doors to breach
-If the game starts to slow down and some disks fly out of the ground
quickly go prone.
-------------------------------------------------------------------------------
Once the mission starts head down the hill and once the land mines appear
quickly go prone. After they explode get up and shoot the soldiers over the
ridge on the left side. now toss a couple frags into the smoke and then run
along the far left side. When you get out of the smoke you should be in a
clearing with a bunch of tree stumps. So take cover there and push your way
threw the enemy soldiers.

Once you reach the road outside the mansion stay off the road and wait for
the 2 vehicles that try to escape to explode. Afterwards equip your grenade
launcher and head up the road to the mansion. Shoot the parked cars to make
them explode and this will kill most of the enemy soldiers outside the house.

Enemy Intel: Before you breach the doors head towards the southwest of the
house towards the lake. You should see a small boat yard and infront of it
will be crate with a Intel on it [EI36]. Return to the house

Now you have many choices on which door to breach first. There all the same
difficulty so it doesn't matter that much. But I prefer the bottom door first
because allows you to access a weapon stash. I will describe the bottom doors
that lead to the basement.

After you breach the door put your sights up and shoot the guy on the left
and the right that peek around the corner then shoot the guy that comes
around the back corner. Now go forward and turn around the corner and kill 2
more guys.

Now breach the next door in the hallway. Shoot the guy directly infront of the
door and then turn to the left and kill the guy hiding behind the corner.
Feel free to take any weapons you want but make sure to grab the intel on the
crate across from the wall with all of the weapons [EI37].

Now head upstairs and breach the final room. After the rooms clear grab the
intel on the small table directly across from where you entered [EI38].

Now you have to defend this house from roughly 100 enemy soldeirs. So grab
any weapons you want from the armory below and then plant claymores anywhere
you can, once you have made all of the preperations either take position
in the small room by the computer, the top of the stairs, or behind the
white tables in the center of the house. You must protect the computer or
else you will fale the mission, So make sure to stay around the computer
at all times.

After the download is about half finished there will be a 30 second pause where
you will be able to plant claymores and refill your ammo. Once the download
is complete retrive the device and then follow Ghost outside. Equip your
lightest weapon and head for the LZ. Once your about 100Meters away use the
rest of your grenades on the large group of soldiers and try your best to
slip threw the enemies lines. Keep going to the LZ to end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------The enemy of my enemy [EE18]-------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-You have NO allies in this entire battle
-just because you have a Gillie suit doesn't mean the enemy can't see you
when your prone.
-Stick to the left side of the area
-Just to be safe, kill anyone that comes in a 15 foot radius of you
-2 enemy intel
-------------------------------------------------------------------------------
Once the mission starts leave the plane and head right to the next plane over.
Go inside and walk over to the cockpit and grab the intel [EI39]. Now head
back over and hug the left side of the area. After you cross the first road
and reach a wall of shipping crates turn right and kill any soldiers you see.

Every couple of feet turn right and clear out any soldiers you see even if they
aren't shooting you. Once you're around 250M away from the Objective look up
and mow down the soldiers on the top of planes. Once you reach the road a
humvee with a MG on it will roll by so snipe the gunner.

Note: a couple of seconds after you snipe the gunner a truck will ram the
humvee and anyone in there way.

Now clear out the rest of the area and then enter the large plane that is
broken in half in a V shape. Head inside but before jumping down stay proned
at the top and start to snipe the soldiers below. Since the soldiers are to
distracted killing each other, they should ignore you for a little while.

Once the area is clear slide down the ramp and equip your MP5K. Make a dash
for the road Once across start shooting the enemy soldiers and then enter
the segmented portion of a cockpit of a plane and while inside there grab
the hidden intel [EI40] and regain your health while sniping threw the
window.

Once you lighten up the resistance a little bit leave the plane and start
hugging the left side of the area. Again another Truck will come at you, so
shoot the gunner and then make your way to the road. Ignore everyone on the
road and enter the car. While inside the car you don't actually have to
shoot anyone, all you have to do is stand there and wait. Once you hit the
runway your driver will get shot and you will have to drive the car your self.
Try your best to stear the very shaking car into the back of the AC-130 to
end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------Just like old Times [JL19]----------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-4 enemy intel
-first third of the mission is stealth
-------------------------------------------------------------------------------
Once the mission starts follow price to the ridge and aim your sniper at the
patrol below. 2 there are 2 guys on the left then a then 2 guys on the right.
So move around until you can line up the 2 on the left in a line. Once Price
gives the signal take the 2 guys on the left in one shot if you can then the
guy on the right then the dog.

Now slide down the hill and get ready to take out the second patrol. Again
Line them up and then take out the 2 soldiers in one shot and then Price
should take out the dog for you. Now hook up to the railing and make sure to
brake every 20 feet or so. Once you reach the bottom, knife the guard.
Enter the caves and follow price left into the caves. If you want you can
pick up a ACR. Once the large patrol passes snipe the guard that is smoking in
the head.

Enemy Intel: After you take out the guard go along the far right path
and grab it by the blanket with the AA-12s [EI41].

Now head BACKWARDS and rejoinwith price. Follow the path and once you stop
shoot the guard on the left and then continue to move threw the tunnel. Head
up the stairs and once you get to the top ignore Price and knife the guard.

Note: you no longer need your sniper rifle

Now switch to your other gun and take position by the rocks on the far
right side of the cavern. there you should not need your NV goggles all you
need to do is shoot the guards as they round the corner. Now before you leave
look to the left of the exit and grab the intel on the table [EI42]. Exit the
cave and grab the riot sheild by price. Like he says, lead the way along the
path and make sure to keep facing them.

Once you reach the other side ditch the riot shield and head into the cavern.
Now rush down the right side and try to kill the enemy while they are
still coming down from the Heli. If you aren't able to get them retreat to
cover and use flashbangs on them. proceed into the next cavern and take
cover behind the brick wall on the left side. While there grab the SCAR-H
(the enemy will start to deploy smoke) and start shooting into the smoke.
Whenever you need to reload prone behind the wall and then continue to
shoot.

Once the majority of the enemy soldiers have been shot down move all the way
to the far right of the caverns. There you will find a RPG, a MG, and look
at this a piece of enemy intel!!!![EI43]. Now very carefully move into the
smoke cloud and look for any survivors.

Once you clear it out you will have to breach one last door. So head over
and make sure your gun is reloaded and then breach. When you do put your
sights up and quicckly shoot the guy that runs at you then just mow them down
before they can even put there guns up. Now for the final piece of intel in the
level look to the left of the computer that Price is using and you will find
on a table surrounded by cans [EI44]. Now activate the console across from
him and then Run like hell out of the cave.

Once outside Rush down the rock and keep going forward till you reach a crate
with a AT4 on it. When you do use your gun and mow down the enemy infantry
before they can get to cover. Now use all of your grenades to clear out the
rest of the enemies and that will end the mission.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-----------------------------End Game [EA20]-----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
---Mission Specific Tips and Info---
-1 enemy intel
-the entire mission is in a vehicle.
-------------------------------------------------------------------------------
Once the mission starts follow the ramp towards the boat but before you get
in turn to the left and grab the intel on the crate [EI45].

Once in the boat you will have to follow the speed boat. During this little
chase sequence you can shoot, but I won't advise it since it will probably
distract you from driving.

When you come to the first fork in the road take the right path and when you
come out of the tunnel shoot the red barrels at the base of the ramp. Go
onto the ramp. Continue to follow him and ingnore all fire coming from land.
Make your way into a small crevice in the cliff and you will come out into
a large lake area. Just follow the other boat and ignore the other boats
unless there getting in your way.

Once you reach the river its just a straight shot and just a matter
of dodging the helicopter.

After you "land" get up and follow the smoke to the crashed Heli. Feel free
to kill the 2 soldiers and then head to the old and try to knife the guy
standing there, Of course it will fale. Now watch the scenes unfold then
pull the knife out of your body and then throw it. (Don't worry it's
impossible to miss).

Congratulations you have beaten Call of duty 2 modern warfare. You can
now
try the Special operation missions or do something stupid like try to
beat the game on Veteran.

Modern Warfare 2 – Full Game walkthrough

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          C   C  A   A  L      L    OO  F    D   D  U   U    T      Y
           CCC   A   A  LLLLL  LLLLL         DDDD    UUU     T      Y   

    M   M  OOO  DDD  EEEE RRR  N   N   W   W   A   RRR  FFFF  A   RRR  EEEE
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    M M M O   O D  D EEE  RRR  N N N   W W W AAAAA RRR  FFF AAAAA RRR  EEE
    M   M O   O D  D E    R R  N  NN   WW WW A   A R R  F   A   A R R  E
    M   M  OOO  DDD  EEEE R  R N   N   W   W A   A R  R F   A   A R  R EEEE

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			 ******************************
			*Call of Duty: Modern Warfare 2*
			 ******************************

 *****************************************
* Game:	        Modern Warfare 2          *
* Type:		Walkthrough/FAQ           *
* For:		XBox 360, PS3, PC         *
* Author:	Brad Russell "TheGum"     *
* Email:	lunatic_252000@yahoo.com  *
* Web:		www.herostrike.com        *
* Twitter:      TheGum25                  *
 *****************************************

Version 1.0 - got the main game finished.
(11/16/09)

				----------

	This guide brought to you in part by: CHEATMASTERS.com

*****************
Table Of Contents
*****************
Use quick find (Ctrl + F) and type in the code or level. 

	Section:		Code:

1. A Brief Foreword
2. Controls			( CON2222 )
3. Starter Tips			( TIPS333 )
4. Walkthrough			( FAQ4444 )

	S.S.D.D.
	Team Player
	Cliffhanger
	No Russian* (the mission you can skip)
	Takedown
	Wolverines!
	The Hornet's Nest
	Exodus
	The Only Easy Day... Was Yesterday
	The Gulag
	Of Their Own Accord
	Contingency
	Second Sun
	Whiskey Hotel
	Loose Ends
	The Enemy of My Enemy
	Just Like Old Times
	Endgame

5. Intel Locations		( INTEL55 )
6. Other Modes (soon)
7. Author Info / Copyright

 *****************************************************************************
* 1. A Brief Foreword                                                         *
 *****************************************************************************

Not much to say, perfect FPS, a story that isn't just phoned in, and just
near photo realistic graphics. Really a must play by anyone with a gaming
machine.

The only thing worth talking about is the mission "No Russian", which you
are heavily warned by the game itself. I do think it was put in for pure
shock value. Aside from possible anti-terrorism criticisms on the US, it
just seems too easy to sit back and let the event unfold. I actually haven't
been too fond on these "extreme" first person events from this series lately,
it's becoming a lame gimmick.

What next, they're gonna make us shoot puppies and bury us alive?

TheGum.

 *****************************************************************************
* 2. Controls ( CON2222 )                                                     *
 *****************************************************************************

360
---

A - jump
B - crouch; press again to prone (lie down)
X - reload/use; usually need to hold to use something
Y - switch guns
RT - fire, don't have to aim
RB - frag grenade
LT - aim down the sight
LB - special grenade (either flash or smoke)
RS - look/aim; click to melee
LS - move; click to sprint
D-Pad - inventory
START - pause
BACK - multiplayer scoreboard

PS3 and PC stuff should be standard, 360 controls are exactly as in COD4.

 *****************************************************************************
* 3. Starter Tips ( TIPS333 )                                                 *
 *****************************************************************************

#1. Reload often, and use your backup gun instead of reloading when in combat.
Pistols and shotguns are faster to switch to while fighting than reloading,
and honestly you don't lose a lot in firepower by switching, just maybe a
little less speed of firing.

#2. Cover cover cover. This isn't a cover-based game with a stick-to-the-wall
mechanic, but you still need to use anything you can to hide behind and peek
around the corner to fire, or use anything else in your inventory to scatter
enemies. Lastly, many guns can shoot through surfaces, so use caution when
hiding behind cardboard boxes.

#3. Sprinting almost makes you un-hittable, but of course you can't fire
during. If you're position is compromised and enemies are surrounding you, or
a frag lands near you, just sprint away. If you are caught in the open and
under fire, just sprint away to cover. You'd be suprised how often you can
save your ass this way.

#4. Preset enemies are more common than the infinite streams this series is
notorious for. But more importantly, you need to realize that this game
doesn't have "gates" that are opened by killing X number of enemies, usually
the missions progress just by you reaching an area or using something. Rarely
is it your top priority to kill everyone firing at you. And as we said,
sprinting makes you hard to hit, so kill a few enemies and sprinting to the
path is best in some instances.

#5. Don't waste your tools, but don't forget you have them. Yeah, requires some
advanced knowledge to know when in a level to use certain things like smoke
grenades, but so long as you don't blow them all in one fight, probably okay to
use them when you want to.

#6. Stick to your allies. Less of them will keep getting replaced, but they
are still valuable to not only try to protect, they do very well to help
you kill enemies.

#7. Frag often, frag hard. Your grenades should be used often because you'll
find more all over. Use them when you see clusters of enemies, or you are
pinned down.

#8. Cook your frags, meaning you hold the toss button for about one-two seconds
before you toss it. This reduces the chance the enemies can toss it back.

#9. Rarely ever swap guns that you are given, especially on the "sniper"
missions, but I try my best to tell you when to swap out.

#10. Make sure enemies are dead, a wounded enemy can fire pistol rounds at you
if you don't kill them.

 *****************************************************************************
* 4. Walkthrough ( FAQ4444 )                                                  *
 *****************************************************************************

S.S.D.D.
--------

Pick up the gun on the table, then turn and don't aim as you fire at the
targets. Then crouch and aim. Next you learn how to aim, fire, let go,
and aim again to auto-aim at new targets. Quicker than manually swinging your
aim to the next tango. And finally, pick up some grenades on the table and
toss one to the targets. Notice how these frags roll more so than in other
games, so take note.

Next, note that when you have objectives to reach, there is a marker on the
screen that displays your distance to the marker in meters. So just head that
way.

*INTEL: Across from the entrance to the pit, along some sandbags.*

Head to the pit and to the tables and boxes of guns. Pick up the Desert Eagle
and learn how to switch to it. Any time you have a pistol, switching to that is
faster than reloading you gun. Keep that in mind for heavy fights at close
range with little cover.

You can pick up other guns if you want, you can carry any two. The ACR Holo
is a very nice weapon with a big clip. The G18 shoots fast for a handgun,
but has a lot of bullets per clip.

This course is purely a test to see what level of difficulty to set your
game at. There are 8 "segments" to the course, they are in order:

Totals:		24 enemies and 11 civilians

Start 		- 3 enemies
Further up 	- 2 enemies and 1 civilian
Before building - 5 enemies and 2 civilians
Downstairs	- 3 enemies and 2 civilians
Top of stairs	- knife an enemy
Rooftop		- 4 enemies and 2 civilians
Jump down	- 4 enemies and 3 civilians
Last enemies	- 2 enemies and 1 civilian

The achievement here is under 30 seconds. The average run is under 1 minute,
so there is a lot of running to do here. Missing enemies costs you 2 seconds
per, and a run where you only kill the knife guy is near 22 seconds or so.

The thing is, accuracy near 100% subtracts time, while not skipping any targets
and not hitting any civilians will not add time.

I won't do a play-by-play because the targets do move around where they spawn.
This means that there is an element of luck, such as enemies behind civilians
not popping up behind them in a run. 

I will give a few pieces of advice. Use the ACR and G18. No reloading, and you
can switch to the G18 when you drop down from the roof. Always aim down the
sights, you'll have terrible accuracy otherwise. You can move while shooting,
there is no penalty for that, or knifing tangos - but stopping at any point
hurts your chances for the achievement. And sprint always between segments.

Again, there is luck involved, so it's on you how much you want the achievement
for this.

A time under 40 seconds seems to get you the recommended hardened level, but
don't try to play this course a million times for the achievement and think
you want to play the game this way - you probably don't. I say just play it
once and play on regular, but it's up to you.

*NOTE: This guide is made for regular.*

Just go up the stairs to end the mission.

Team Player
-----------

You start out in the middle of a fight, so run up, switch to the grenade
feature on your rifle, and start pelting the dudes across the way. Safe cover
is to the right. Save a few for the bridge when RPGs appear there. Clear the
bridge to hit the checkpoint.

Run up the stairs and into the humvee. After the militia scouts, the next
alley has heat. Mow down the guys on the roof ahead, then it's just a crazy
rail segment where you hit anything shooting at you, but you must hit a truck
in the alley to move on. The thing ends after you hear "RPG on the roof". 

Stand up and run to the right and into the building for cover. Stay behind the
sandbags and move to the stairs, ready to hit anyone that comes down. Toss a
flashbang up the stairs and then run up with guns blazin'. Move to the back
and take cover.

Pop the 6 or so enemies that appear at the front of the school, then run in
with your team. Toss a frag or flash down the hall, then mow them down. To
the right in a room to clear, as well as guys in the hall running to the stairs
the whole time.

Move to the stairs and up, then just mow down enemies as you move down the
hall to outside. Staying in cover as you move up the hall seems the best way,
the rooms seem to make this harder. If you have trouble, but blow our frags and
flashbangs, you won't need them.

*INTEL: In the last classroom before you leave, on the right wall.*

*INTEL: As you exit the school, this laptop is right in your path.*

When outside, move to the alley and get ready to hit guys. At the corner,
enter the garage to the left. When this alley is clear, just move up the path
to regroup with allies. 

Cliffhanger
-----------

Just follow, you won't fall. At the climbing part, just swing one pick, let
go of that one, swing the next, let go, swing the other, and so on. You can't
stay on one pick forever, you'll fall. So keep moving.

For the jump, I believe you could just fall over and you'll trigger the
scene, but fell free to jump. After the scene, be sure to hold the right side
pick or you will die, and quickly start climbing.

Bring up the little radar on your gun and move with Soap. When you have two
tangos in sight, you take the left one on 3. Same deal up a little bit. 

Then you two will split. The superior move is to clear out all the enemies to
the right, which you may just need to get in your vision and Soap will take
them out. You do this so that when you approach the marked building, it will
just be the one guard and no alert. Inside, melee the guard from behind.

*INTEL: Once you split up, go forward, feel free to clear the tangos all over
the right side, and go up the ladder to the tower for this one the catwalk.*

A truck will constantly be patrolling the road to the east, so always be ready
to run for cover. The best option is to go south, skipping the SW building
with two guards inside. Soap should take the guy on the ridge, and if you stop
behind the building by the road, just see if enemies are near, and dash for the
fueling station, even when Soap tells you to stop, that's enemies behind you,
so keep going.

Plant the charge, then follow this wall south. Once you're within about 80
meters of the marker, cut west, to avoid the thermal scans to the far south.
In the middle of the runway, you can pop two guys through the head in one pull
the the trigger, or skip them. Then watch the next pair by the dividers, which
you can go around and to the target building, but the entry is behind. Watch
for a car that may swing by, and follow the wall to the back.

*INTEL: In the other building, also in the back, break a window and grab the
intel.*

Go in and up to find the ACS. When you come back, hide atop the stairs behind
cover and hit the button before he reaches zero. Then start sniping people
and then follow Soap out and to the right. Clear all enemies around you when
you hit this building. Peek around and clear as many as you can, then run to
the downed MIG as you kill more. Then make a break to the left and hide
behind the dividers, but look southeast for the snow mobiles to appear and
take them out. Then just make a break for the marker up ahead.

Slide down the slope, then just turn and anticipate the 5 guys to trigger the
snow mobiles to appear, pop the first one, and then hide behind the south
end of the little shack (the northern shack). Soap takes out one mobile, and
you can kill the other two in the middle. Then hop onto your ride. 

*INTEL: Very hard to get this one, but it's not too bad. Just follow the
ride down the big slope. Once you reach about 1800m of the marker, it changes
around this point, so the second marker, try to stay on the right side to
see a small shack on the right. The laptop is between the trees just across
from this shack - you drive over it.*

You can shoot, and Soap is far above, so don't worry about hitting him. Very
tough to give a play-by-play here. I'll instead rely on you knowing to
follow the markers, and hopefully you know that taking the paths full of trees
is your own risk, but it can be done. Just kill guys in front of you, avoid
the fire from the chopper (you can see the ground getting shot), and don't
hit anything. After you make a turn and hit a huge downward slope, just swerve
to miss the trees and hit the jump as hard as you can.

No Russian
----------

*NOTE: Where's the option to shoot this guy, or myself?*

Well, all I can say is you don't have to fire a bullet. 

That is until you hit the runway. You must help these guys move up, so feel
free to pull up your grenade launcher or toss frags to clear the riot shield
guys. Best to advance along the right side wall, then run left under a plane
to trigger the next bunch of enemies. 

Once they are cleared, just follow Makarov to the ambulance.

Takedown
--------

Feel free to press the duck button before the dude opens fire, but if you watch
it play out, duck after he kills everyone in the front truck.

Then follow your guys as they chase. At the corner of the alley, aim for his
LEGS, not his back, aim low to take him down or you fail.

Follow Royce and Meat to the slums and take cover to the left behind the car.
Mow down the first enemies, and then get ready for a slow advance to the
southwest corner (upper right). So make your way right, go slow and watch out
for guys that pop out from behind doors. Again, move slow, and toward the end
you can just made a dash for the alley. You can make this slum very hard if you
don't just head for the alley.

*INTEL: You will have to almost clear this whole place out for this intel, so
take it slow, no rush. There are two paths to get through this favela, left or
right side of the map. This intel is at the very back, almost straight down
the middle. It's inside a green house with a bridge on the roof.*

Dog on the court, so kill it before it comes to you. Run up and take cover to
the right behind the corner of the building and prepare for incoming dogs and
enemies. They are on the ground and two rooftops, so kill the dog, kill any
on the ground, and work your way up. When clear, run to the right and you
should be able to flank the three enemies waiting down the other alleyway.

Follow the right side path up, but be ready for a guy at a window above when
within 60 meters of the marker. Now you'll just go northeasterly. Guys in house
which is a checkpoint. Down the alley is a ton of guys. This is where you pull
out your shotgun, which is a deadly weapon at decent range, not just right next
to an enemy. Toss a frag and use it to cut a path out of this house and into
the corner to the right. Clear the guys near this corner, then use your ACR
to peek around and pick off the others down the way. Sometimes there are a few
at the very back, sometimes one; that's your destination.

Shotgun as you approach the window at the corner. A guy will pop out from
the corner and from the window, so blast them both. Head to the back and take
out the RPG gunner. From here peek around the next corner and pop enemies up
to the left and then all over the building. Toss a frag over the ladder below
it before you climb up because guys are inside.

*INTEL: Climb this short ladder and the intel is right inside the door.*

Clear them in the first building and then use the right side window to take
out the ones you can see. The goal is to make the taller building to the left,
which has guys just inside the doorway, so toss in a frag and run in with the
shotgun to clear it up and down.

*INTEL: Inside this tall brick building, in a bottom room.*

Come back out and at the slope behind the building, clear the three roofs up
above of four guys. Don't take the building, just use the corner stairs and
pop the guys on a roof, about four, and then more down the way. Now get up
and move down the path as you pop enemies, one coming out of a window on the
right. 

Go up and around the corner you got a few guys down the way. You could even
sneak around the right side of this building and hope over the broken shading
to really seem like you're outsmarting them.

*INTEL: When you round the corner to get up here, on the right is a little
building. Inside is a stairway to a room with the intel by the beds.*

With this last stretch clear, just follow the path to the end.

Wolverines!
-----------

Run right with your squad. Follow them to the street, then toss some smoke to
the tank, kill a few reds, then run up and to the right into the alley. Toss
a frag and take cover then clear it out. Get to the corner and fight your way
down the next alley. 

*INTEL: In the gas station on the counter.*

Fight it out at the gas station, then move up to the street and across the
Nates. Enemies to the left, but you can ignore them and find the ladder either
at the back or in the kitchen to get to the roof.

*INTEL: Now is an okay time to get this. Go north of Nates into the bank, and
clear it out. The laptop is toward the left side, at the north end of the
building.*

*INTEL: Also a good time to grab this one, in the taco place south of Nates,
in a booth.*

*INTEL: Finish it out, grab this in a dumpster on the east side of Burger
Town.*

There is a turret here that you can move around but not control; it shoots on
its own. Move it to look south, which it should be already, and pick up the
thermal sniper rifle nearby if you want, not needed. If you do you can help
the drone pick off enemies in the smoke down below.

After that, pick it up and put it on the other side of the roof. An alternative
that works quite well is to face it east, which is covering both ladders. This
works because the enemies are just trying to get on the roof anyway, so may as
well have the drone help that effort. There is ammo in a crate in the middle of
this roof. 

Once the roof is clear, get off of it. Feel free to bring the drone down, but
not needed. The BTRs are now on the street, and they are between you and the
gas station you passed by earlier. Your goal is to get in the gas station and
pick up the predator drone kit. 

Several ways to cross the street, the best being to toss three smoke grenades
along the way and dash into the diner (enter from the right side of the
entrance). Most of the enemies should be cleared by your guys, then just go
behind the counter, kill anyone coming into the building, and then open up
the predator controls. Once in the view, fire the missile and guide it to the
tanks, and then again - feel free to clear out any more targets you wish.

Now your goal will be to fight to the Burger Town to the south. Take out the
predator and send a missile to the front of the Burger Town (it's the building
with all the dots), to clear out the cars in front - you can take cover at the
sign at the entrance to the parking lot. Now run up, toss in a frag, and take
cover at the left wall outside the joint. From here just pop a few bullets
inside as your team clears it.

Get in and soon you'll be told to protect Foley and friends as they leave
Nates and enter the new safe spot. Enemies are to the east, at the taco place.
Once they are in, you must use the predator to take out massive waves of
enemies all over, so you can hide here in the freezer of anywhere in the
Burger Town. Just always use the predator, about four times, and aim for the
clusters of enemies, even if it's just a few; you should get a few big waves
and a couple of moderate ones.

After that, you lose the predator as a group approaches from the north, so
take them out.

Next you must head back to diner behind the gas station. Grab the Stinger here
and use it to down the chopper above you; just lock on and fire. 

Huge incoming from the taco place to the east, but your next objective is
Nates. Run there and up to the roof. Quickly use it to down the heli and then
take cover.

Feel free to jump down and make your way to the street behind Burger Town
because that is where the convoy will park and wait for you.

The Hornet's Nest
-----------------

Go right and use any cover as you start picking off heads all over this alley,
and more on the building roof ahead. Go right and into the building, shoot the
guy ahead through the door, and then hit the two gunners on the trucks that
appear on the road, all as you pop heads all along the rooftops - these trucks
with mounted guns are called "technicals."

*NOTE: Feel free to pick up an M4A1, red dot or not, when you find one.*

Both the left and right path converge on a narrow path. 

*INTEL: At this point, go right and into the building, which has a garage and
a kitchen. The intel is on a table in the kitchen.*

Clear this road, then more at each corner up ahead. Down in the grassy area is
a ton of enemies that will try to inch closer to your position, so be frosty
and be aggressive to not let them flood your guys. Should be a brief pause,
then be ready to hit the guys that come out of a building to the right.

*INTEL: To the left of this grassy area, this laptop is in a little shack as
you start up the stairs.*

Up the slanted road head, couple of guys inside the first building, so be sure
to clear it out, go inside if you must, as well as a few guys up high on this
road, so be on the lookout. Easy to tag the ones on the ground, shouldn't be
any trouble. 

The best thing to do so as to not get destroyed from above, is to take this
left side path to the upper levels and follow it down. There is heavy enemy
support inside the second building, and on the roof just beyond it. Quickly
get across the makeshift bridge, clear out enemies from here, and hopefully
your team will be making their way up the road.

*INTEL: After this road is clear, to the right is a blue car. Go up the
building it sits next to and you'll find this on the second level.*

Two enemies at the end of this road will appear, then start popping heads as
you advance up this street. Guys way to the back and an RPG gunner to the left,
so get an angle to take him out. You can run up and find this alley to the left
is decent cover. From this alley, take out the gunner and friends to the
upper right. 

Clear it out to the end of the road, and then you reach a market. Don't be
afraid to shoot chickens, you already slaughtered civilians in an airport, this
is chickenfeed. Just clear out what you can, then pull our your G18, your
handgun, and run to the left side path. About six enemies in here, so the
fast fire of the G18 will help you better get through. 

Run down the path and follow your pals through the houses. Up ahead is a brief
firefight with enemies all over the building across the soccerfield area, so
pick them off and it's clear.

*INTEL: Before you go up to the roof, go right and you'll find this through
a window behind the soccer goal.*

Hop up to the roof and sprint, jump when you think there is a gap or try to
follow the bridges. Then jump at the long gap for a quick pause.

Yup, there are like 100 enemies firing on you. Run straight through this
building, down a dark alley and up the building to reach the roof (probably
a million ways to reach this point or some other point, just don't stop I
guess).

Once on the roof, just follow the marker on your screen. And once you reach it,
either follow common sense, the markers that pop up from here on out, or his
voice as you follow a downward path and make the final jump to the choppa!

Exodus
------

Follow the right side, hit the RPG gunner on a roof, pick up a TAR-21 when
you find one, and then use the stryker function from your inventory to target
and confirm fire on the yellow house. Clear your way into this house, and then
send the turret fire on the gray house across from the yellow house. 

Move up the right side of the street and be ready to paint choppers and the
apartments on the left side the street up ahead. Mainly there is this little
front office thing where the enemies like to hide in, this should be your
target, not the actually huge apartment buildings. But there is at least one
RPG gunner in the second apartment structure, so take him out.

*INTEL: Inside this front office building to the apartments.*

There is a purple house on the right side of the street that can take some
turret fire, then be ready for more hostiles and a chopper down the road.
Quickly take out the sentry gun (red laser from it) way down the road. 

Then paint the security station way down the road on the left side. This is a
massive sercurity checkpoint area. I say move up the left side, along the
grass, and go around this building that you painted earlier. Move behind it
and paint the left side building across this parking lot, this will have a
ton of enemies moving around it. When you move up to this building, everyone
else should move up too.

*INTEL: See the archway up above? The intel is in the right-side station.*

A brief moment of calm before the bridge. Run up the bridge, clear a path to
the right, and into the garage. Maybe peek out to the street and tell the
turret to hit tangos across the street. Make your way into the second building,
and all the while be careful of enemiems behind you, best to just stay moving.
There should be two in this second house on the right side.

*INTEL: When you reach the second house on the right of this neighborhood,
find the stairs and the laptop is on a chair upstairs.*

Now just work your way down the street to the end, and feel free to send the
turret after any enemy you see, then paint the house on the right of the street
to clear it out.

Enter this house from the garage, and feel free to toss in your frags across
the living room, or you can ignore them and just follow the wall left to get
outside.

All you do is stand here and paint the two anti-air setups you see with your
laser, which now sends in artillery. 

Now head west and across another bridge, and swing your way through the crash
and into the second level on the house. Pick up the briefcase in the panic
room. 

The Only Easy Day... Was Yesterday
----------------------------------

Move up and use the melee button whenever. Go up and Soap takes out the first
enemy, just be sure you are crouching. Feel free to switch to your M4A1 for
this mission.

Take up position at the first door with Soap, and hold the breach button
when ready. When in control, take out the first enemy and do your best to
avoid the hostages on the floor, there are four in here, so only aim high and
quickly take out the enemies before they can respond. Then follow the team up.

*INTEL: Up the stairs and almost going back outside, this laptop is on a
shelf.*

Follow to the second hostage room. Same deal, breach and hit all the guys in
front of you, the hostages are to the sides. 

After this save, plant C4 on the far body, then go back the way you came and
up a ladder to sit on a scaffolding. Wait until the "Plan B. Do it" call and
pull the trigger. There is a Dragunov for sniping, but your M4A1 is good enough
to mop them up. Clear out a few enemies at the corner, then into a room
on the next corner.

*INTEL: Just inside this room, on the right on a shelf.*

Going up the stairs is tricky, so feel free to let your guys go ahead of you -
too hard to hit enemies with allies going up. Clear your way to the long
stretch and you'll see tons of enemies pour out from far away, just pop as many
as you can and move up to the room on the right. 

An enemy heli will be outside, and there are Stingers in here to use to take
it down; it's lock and fire to take it out.

Around the next corner are a few more, and at the next corner is a tricky
segment. You can take the high road, but bullets can go through the walkway,
so I say stay on the ground. Just peek around this corner and take everyone
out you see, and usually more will be lingering. 

*NOTE: Lots of Stingers and thermal guns lying around. Don't need the Stingers
after you down the chopper, and you don't need the thermals for these enemies,
so don't pick them up.*

Once this area is clear, feel free to keep your M4A1 and pick up a thermal
F2000 or anything you may like. 

*INTEL: After you clear this area, on the ground, to the right, is a room with
a staircase, and under it is an intel.*

Now take the stairs on the outside to go up. Just run to the far left and
behind this circular thing, you're basically cornered, but hard to hit and
no danger from behind. From here just use your thermal gun, there are a few
nearby if you missed them, and just hit anything you see that doesn't have a
name-tag appear to indicate an ally. 

After you clear a few to the right, peek around and take out the guys far away
and kind up the middle. Once they are gone, start on the guys to the far left.
Use caution as you move up, ready to melee, and follow Soap to a door. 

Breach and hit the guy to the left first, the guy to the right and then the
guy behind him, and finally the guy at the very back. It's one shot, don't
hit the hostages, or the bombs at the back.

Then just get to the choppa!

The Gulag
---------

*NOTE: Be sure to use the steady feature, almost impossible to snipe without
using it.*

Snipe the first guys on the first tower, then the two waves of guys on the
second tower. 

When you land, pop an enemy or two on the ground, then crouch, pull out your
sniper, and pick off the guys high up above (shouldn't need to steady here).
Then take cover behind the tank as a chopper takes out the enemies up high and
a few more. Feel free to pick off a few more in the yard, or move up with your
M4A1. Clear your way into a smaller yard and get the few enemies in here.

*INTEL: Up the stairs behind the entrance to the prison, it's on the wall in
this room.*

Clear the forward enemies and then snipe the guys farther away, until your
band of idiots cloud your sights, then just go up to the control room with
them.

*INTEL: Behind the monitors in the control room.*

Now it's just follow the team and pick off enemies all around this ring as
gates open up. The spotlight helps, but isn't always pointing in the right
places. 

It gets interesting when you get a level lower into the armory. There are
riot shields to pick up, and they only replace one gun, so swap one for your
sniper. Use this for cover, or if feeling brave you can try to pick off tangos
and only use the shield when hurt.

Either way, survive the crapshoot and start picking off enemies from the
outer ring.

*INTEL: Inside the first room on the side, beyond a locked gate.*

Get to the rappel point and turn on your night vision as you enter the dark
tunnel. Cook a frag and toss it around the corner, then crouch behind one of
little sidings of the gate here and just pop enemies as they run around.
Careful as you move up, shotgun guy in the last cell to the right, or maybe
in any cell.

Turn off night vision up ahead, and at the service tunnel be ready for a flash
bang, then take out the three tangos. Three more at the end of this long
stretch, and they are just waiting for you, so feel free to pop the first guy
and cook a frag down the hall.

Breach and kill as many as you can, then post up behind a shower. Pop the pairs
of guys up above on both sides. But then as you move to the second segment you
must use your riot shield, so just put it on, stick your butt to a wall, and
bash fools as you move up, and just dash for the hole in the third segment of
this area.

In the sewers, just move up and breach the wall for a scene.

*INTEL: Quickly turn around, look right, and grab the intel.*

Follow the guys, which was up, and left if you missed it, or wait at this
intersection, as they will come back and into a room with a warhead. Then just
be ready to grab the end of the rope.

Of Their Own Accord
-------------------

Just follow the path to Foley and follow him. When told, run up to the the
right entrance of the building, and from here just pick off enemies up high,
including one RPG behind the opposite desk. When given the clear, run into the
hallway on the right, but there are most likely enemies behind you still.

*INTEL: In this hall, jump on the body holding the elevator door open, crouch,
and grab the intel inside.*

Move up to the courtyard and you got mucho enemies in the opposite building,
but just run up, hug the wall, clear the inside by the front desk, and then
run in behind this desk and pick off enemies from here. 

Follow your team all the way to the top level. Kill the guys by the missile
launcher, then run left and in the corner take out the guy behind the door and
any incoming tangos.

*INTEL: Inside the room where the guy was shooting out the door.*

Now go up to a little tricky series of rooms where you can hunt down two
groups of enemies, one on the left and one down the hall. Then you approach
the RPG nest and just mow down the enemies, including one down a little
slope.

Take up the sniper rifle down this slope, and basically you are hitting any
target you see. Aim a little in front of moving targets, you're very far away
from them, but not too far in front or too close; it's like 5 feet in front.

After that, drop the gun and turn, stay in this slope, and shoot anything
coming through that doorway. 

Final task from here, pick up a Javelin and lock and fire on anything you
see. Get choppers first since they fire on you, then take out the tanks on
the ground, but I believe Foley can handle the tanks. 

Last thing to do here, just turn and run up the stairs. Top of the first a guy
pops out of a door, then just keep going until you hit the roof and get on the
choppa!

Mow down everything you see in a little open space, choppers, RPGs, fuel
trucks, and anything, then the guys on the street. After you're hit, mow down
the fools in the windows. Then take out any missile turrets on the roof.

Last but not least, just hit anything you can see.

Contingency
-----------

Move up and hide in the bushes and behind the trees at the corner of the
intersection. 

Take out either of the two nearer enemies, Price takes the other.

Move up the rail, go prone (hold the crouch button), and you're job is to snipe
the dog handler, the dog, and other dude far away; plenty of time.

Across the bridge, get to the incoming tank and then sprint down the woods,
should be fine. Then hide in the bushes behind Price. Follow him up to the
next hiding spot. There are three enemies to the left, and you can position
yourself to take out the right two in one shot, then the left one; of anything
close to that.

*INTEL: After you kill these three, just move left to find the intel on a
air-dropped crate.*

Quickly follow Price, there are pats all over this place, so stick to him.
At the stop, peek around the right side of his tree, and get the left enemy
first, then the right - he takes the dog and master.

Up ahead you just wait for a three-man patrol to go by, with two dogs. It's
a bit timely, but you can hit the last two in the conga line, Price hits the
back dog, and the front two will just keep going. You swing around the back of
their path, and then you can finish off the last two.

Follow Price up to the ridge, open the predator from your inventory, and then
slide down. Swap your sniper for the M240, and take out any guys on the left
of the road; the guys on the right are allies. 

Go around the far building and start picking off enemies, then make a mad dash
up to the supply crate, and from here feel free to make a break up the path
to the next area, or fight your way up.

Whip out the predator and send it at the moving truck, hopefully when it stops
to have a shot at hitting more, or when it's near the guys near your position.
Pop a few heads and run down to the entrance. While you are advancing, you can
hit the tank on the far side of the compound and then any red dots not near
your position; easy if you follow Price.

Head into the "33" building, which is to the left, and you can use this M240
to shoot through the walls. 

*INTEL: Inside building 33, toward the opposite end by a door.*

*INTEL: Just outside building 33, there is a helipad. Kill the guys up it and
take the stairs to find this laptop in a corner, not on the helipad though.*

Careful before you advance too far up beyond the helipad, if you do you'll have
your pals move up near enemies. It's best to use a predator missile on the
other side of this helipad to take out enemies, but then wait until your team
is on the other side before using another - just trying to help you not kill
buddies.

Just fight your way up to the second helipad, especially when that is your
objective upcoming. Once there, whip out the predator and start sending it at
the three enemy incomings: two from the direction you came, and one way north
by the sub. You can use the RPG on the nearer waves, and the Dragunov on the
northern wave. 

Second Sun
----------

Okay, you did this before, but this time it's shorter. Just try for headshots
I guess.

Yep, they are telling you to turn right, so look right. Awesome.

Now run up the left, and after the chopper crashes, go right into the building.
Then go up to the corner and into the building on the right for ammo, an extra
gun, and then hop out (you have to grab the ammo).

Follow your team up, converse, and then another chance to grab ammo in this
building. Enemies in this office on the other side of the door, and you won't
have a sight on your M4A1, but your handgun isn't a better option.

Just use some common sense, the fact that this gun can penetrate surfaces, and
that an enemy through the box of your sight is a good enough sign to shoot.
Good to cook frags before you throw them here. Clear and move to the next
office for more of the same.

Outside, your team takes out three unsuspecting tangos, then they reach a flare
where it's unknown if the bodies are friend or foe. Just get ready to shoot
where the flare lands, or toss in a cooked frag. There will be guys by the bus
and behind it.

Head into the building and down to the big door. Hop on down.

Whiskey Hotel
-------------

Follow the tunnel to the end. Go up and move to the left when told. In a
blast spot you'll find an M16A4, and this is a better gun because the sight
is working. Pick it up and use it to mow down the tangos to the left.

Run to the left side of this building, toss a cooked frag to the front of the
building, and then mow down the bad guys through the shrubs. Go in and through
the door is a fight. If you find an RPD, pick it up since your M16A4 is going
to run out of ammo soon.

*INTEL: After the door is opened, go up and to the left is the laptop on a
couch.*

Just move up the left side as you head through this media building. Fight it
out at the back room, then cautiously advance to the back, the office areas,
especially ready to melee a guy when you move up. The RPD is now too slow to
move on, find an AK-47 of anything faster to move with.

Then you hear you have two minutes to reach the roof. Just run up and into the
next building, the White House, and wait for Foley to open the door. Big fight
in here, so work fast and go up the stairs. 

*INTEL: At the top of the stairs, go into the room and turn right to grab the
intel on a desk, quickly.*

Now just haul ass to the roof and pull the trigger to pop your flare.

Loose Ends
----------

Move up and get ready to hold the melee button to avoid the land mine. And
through the haze try to tag the tangos up on the ridge to the left.

Now you will move through the left side of this area, and through the smoke,
and any target you see that doesn't have a green name when you aim at them
gets free bullets. This isn't like the oil rig, they can't see you through the
the smoke either, so it's safe to be in the smoke and ready to melee.

Should just be two "waves" of enemies, then just watch your pals take out the
two trucks that go by. Approach the house.

*INTEL: Go west behind the house and to the boathouse for this intel along it's
outer wall.*

You can breach at any of three points, but let's pick the upper left door. You
breach, hit a guy just to your left, two more farther up to the left, then you
run left and mow down three tangos as they move. Whole floor should be clear,
or will be soon.

Find an M1014 somewhere, or the Striker, and go up the stairs. Be ready to
blast the guy to the right through a doorway, but it's best to shoot through
the wall. Then breach the door nearby to this top room, pop the two behind
the table, then the last when he runs out.

*INTEL: In this upper room; not the blowup doll in the tub.*

Now to the basement. There are two doors. Equip your shotgun and enter the
first door on the right. Pick off the guy by the door you blasted, then the
one in the other room. You can swap your ACR for the M4A1 on the wall, and
a shotgun if you missed one earlier.

*INTEL: In this weapons room, across from the rack.*

Final door, this one leads you outside, so just blast the two enemies that
run away. Regroup with the squad upstairs. Plant the thing on the computer,
then get ready to quickly set up a defense at every entry point of this house.

You have 10 claymores (inventory), and that is probably all you have time to
set up. There are three main points of entry to this main room: front door,
side door you came in first, and the basement entry. But you don't want to lay
clusters of these things, one frag could destroy all you set up. Lay them
spread out, inside the room, around corners, in the driveway, and a few on the
stairs from the basement. 

But the mines are just early safety nets. You want to take up point at the back
of this room, at the part that connects the kitchen to the living room and has
all the guns around. You will swing from covering the front door to covering
the basement/side entrance. It's really that simple in the early going, should
not be much difficult about it.

Halfway through the download, choppers drop guys behind you, among the trees,
and yes, they can shoot through the wall behind you. It's best to take brief
shots at them through the window, then crouch as you handle anything from the
two previous points. When the trees are devoid of enemies, start chucking
grenades to the basement stairs and you'll get a few. Mop up the rest and the
download will finish.

YOU must pick up the DSM when it's completed, so grab it, whip out your
shotgun, and blast your way through the front door and start heading down the
path to the marker. Now use your rifle and pick off tangos to the right.
Past the pond, turn on the jets and then hug the right rock as you kill the
eight or down below. Then just haul down to the safety of the marker.

The Enemy of My Enemy
---------------------

NOT ONE PERSON ON THE SCREEN IS A FRIEND!

*INTEL: Hop out of the plane and go right to the nearby plane to find this by
the cockpit.*

Kill the first guy, yes, who looks like an ally - he isn't. No one is, so
feel free to blast anything. Follow the path up the right, and the slower you
move the better because these guys will take each other off the map.

Past the road, find the corner of a plane to look through a window, and through
here just watch the sides fight it out. Get your MP5K out, it's a beast.

Now we will do something very stressful if you do it right. On this side of the
road you want to get to the left-side "wall" of the map, and just run behind
all the stuff and follow the fence. Three guys should pop up, so be ready to
blast and keep runing and take a short break in a hollowed-out shipping crate.

Now follow the left fence up to a dead-end amid much junk. Turn and take out
the enemies near, then hide in the corner if the heli takes fire at you. Now
get to the crashed plane and just stop at the top of it to wait for the battle
ahead to play out.

Big fight, so take a short break. After the mobile turrets show up, make sure
both gunners are out. Then clear a path to the left and run there, but not
into the plane, keep going left to the edge of the map. From here, take a
quick break as more activity starts nearby. 

*INTEL: Inside the plane just across this road; the nose points to the road.*

Stay left and the enemies here will be more onto you than before, so now is the
time to mow down everyone. Just hug left, clear everything, hopefully you
don't have to bust RPGs at the chopper, it could be taken out by others. And
once you have a clear path, go ahead and run to straight ahead to the ride.

Now you just aim where he tells you or at anything you see. Once on the
runway, enemies in front, then get ready to hold the wheel. It's shaky to
say the least, just use your move control to try and best hit the ramp.

Just Like Old Times
-------------------

Move up and wait until the left side bunch heads left. Soon after you're
given the all clear to hit the two on the right, which you can hit with one
shot, and feel free to take ol' Fido out back too.

Quickly slide down and move up behind the left group, then feel free to take
out either one and any dogs. 

Get to the rappel point and use the brake about twice, including near the
bottom. Then just let go to hold above the guy, then melee to take him out
nice and silent.

Go in and then follow Price to the left as a patrol goes out the tunnel.
Quickly pop the guy by the TV.

*INTEL: After you kill him, run past him to the right to find this on a crate,
then quickly back to Price.*

Follow him left and around, then you have to time your next kill, the one
on the left, with Price, and the target pauses just as Price hits 3, so don't
suck.

Price takes the guy up the stairs. When you enter the steamy room, get your
backup gun out, head left, wait in the opening, toss a cooked frag down the
room, and then run to the little tunnel on the left and from here toss cooked
frags and just be aggressive as you fend off their attack. Move up, mow down
anything to the right side, and advance.

*INTEL: This is on a table on the left as you leave this steam room to the
outside.*

Grab a riot shield, drop the sniper, and move up. This is kinda confusing,
and you may be better served to not use a shield. But if you do, must keep
moving up the path, if you can make it out, and Price will take out all the
enemies.

After that, move up and toss a frag along this ridge as enemies rappel down,
then run left and start popping the enemies coming out and the shield-carriers
on the ridge. Clear this area out, watch for any hidden shield guys, they are
quiet, and then move to the cave. Swap your shield for the thermal gun, any
gun, and run straight ahead to an alcove on the right side. From here you will
use the thermal gun, frags, and your normal gun to mow down enemies across the
gap.

*INTEL: Laptop right on a crate in this alcove.*

Once it's clear, and it may take a while, then head to the door that gets
locked. Swap your thermal gun for the ACR to the right, then get ready to
breach. Four guys: right with a knife, two up the middle, then one left; all
single shops. 

*INTEL: Quickly, follow Price and grab the intel to the left of him.*

Now hurry and use the computer behind Price and run out the door for a quick
scene. Then pick yourself up and run down the charred battlefield, down the
right side, not left. At the end, start in on the huge group from the tunnel,
and then hop down to enter it. 

Endgame
-------

*INTEL: Grab it just before you hop on the boat.*

Get on and pull the fire button for accelerate. Just follow, and don't let
go of the gas. Fire at enemies in front of you, but it's not a huge priority.
In the wide river, just don't stop and I'm more than sure the choppers won't
hit you, but you can make sure they aren't in front of you to be safe. 

Wind down the rapids, and just hold him in sight as you twist down the river.
When you see the chopper in the way, keep going, hold the boat steady at the
falls, and just sit back.

Head toward the fires. Feel free to kill the two goons if you want. Go around
the crash and chash him to a car, and try your best to cut him down. 

Without much spoiling, look at the thing stuck in your chest, furiously pull it
out (maybe just when prompted but have at it throughout), aim, and fire.

 *****************************************************************************
* 5. Intel Locations ( INTEL55 )                                              *
 *****************************************************************************

	S.S.D.D. ( 1 )
	--------
1. Across from the entrance to the pit, along some sandbags.

	Team Player ( 2 )
	-----------
2. In the last classroom before you leave, on the right wall.

3. As you exit the school, this laptop is right in your path.

	Cliffhanger ( 3 )
	-----------
4. Once you split up, go forward, feel free to clear the tangos all over
the right side, and go up the ladder to the tower for this one the catwalk.

5. In the hangar across from the one you enter with Soap, it's at the back
through a window you break.

6. Very hard to get this one, but it's not too bad. Just follow the
ride down the big slope. Once you reach about 1800m of the marker, it changes
around this point, so the second marker, try to stay on the right side to
see a small shack on the right. The laptop is between the trees just across
from this shack - you drive over it.

	Takedown ( 4 )
	--------
7. You will have to almost clear this whole place out for this intel, so
take it slow, no rush. There are two paths to get through this favela, left or
right side of the map. This intel is at the very back, almost straight down
the middle. It's inside a green house with a bridge on the roof.

8. You'll find a small building with a ladder that leads from the street to
the doorway. Climb this short ladder and the intel is right inside the door.

9. The tall building opposite the building you found the last intel, it's on
the bottom floor.

10. On the last stretch you must fight, enter the first building on the right
and take the stairs down.

	Wolverines! ( 4 )
	-----------
11. In the gas station on the counter.

12. Now is an okay time to get this. Go north of Nates into the bank, and
clear it out. The laptop is toward the left side, at the north end of the
building.

13. Also a good time to grab this one, in the taco place south of Nates,
in a booth.

14. Finish it out, grab this in a dumpster on the east side of Burger
Town.

	The Hornet's Nest ( 4 )
	-----------------
15. At this point, go right and into the building, which has a garage and
a kitchen. The intel is on a table in the kitchen.

16. To the left of this grassy area, this laptop is in a little shack as
you start up the stairs.

17. After this road is clear, to the right is a blue car. Go up the
building it sits next to and you'll find this on the second level.

18. Before you go up to the roof, go right and you'll find this through
a window behind the soccer goal.

	Exodus ( 3 )
	------
19. Inside this front office building to the apartments.

20. See the archway up above? The intel is in the right-side station.

21. When you reach the second house on the right of this neighborhood,
find the stairs and the laptop is on a chair upstairs.

	The Only Easy Day... Was Yesterday ( 3 )
	----------------------------------
22. Up the stairs and almost going back outside, this laptop is on a
shelf.

23. After Plan B, just through the doorway around the corner.

24. After you clear the final area before going to the top, this is in a little
fenced off area, under the stairs.

	The Gulag ( 4 )
	---------
25. Up the stairs behind the entrance to the prison, it's on the wall in
this room.

26. Behind the monitors in the control room.

27. After pinned down in the armory, this is in the first cell beyond a locked
gate.

28. After you breach the wall in the sewers, turn around, to the right, and
quickly grab the intel.

	Of Their Own Accord ( 2 )
	-------------------
29. Jump on the body in the building that is holding an elevator door open,
duck inside and grab the intel.

30. Up on the floor with the missile turret, this is through the door an
enemy was shooting from in the corner.

	Contingency ( 3 )
	-----------
31. After you kill three stationary guards, this is on a crate just to the left
of them.

32. Inside building 33, toward the opposite end by a door.

33. Just outside building 33, there is a helipad. Kill the guys up it and
take the stairs to find this laptop in a corner, not on the helipad though.

	Whiskey Hotel ( 2 )
	-------------
34. Through the door opened in the side building, pick this up on a couch
just up ahead.

35. At the top of the stairs in the White House as you are running to the roof,
go into the room and turn right to grab the intel on a desk, quickly.

	Loose Ends ( 3 )
	----------
36. Go west behind the house and to the boathouse for this intel along it's
outer wall.

37. In the top room.

38. In the basement room you breach with all the weapons on the wall.

	The Enemy of My Enemy ( 2 )
	---------------------
39. Hop out of the plane and go right to the nearby plane to find this by
the cockpit as you start.

40. When you reach the second road with a huge fight on your side, you will
cross the road and find this in the nose of a plane.

	Just Like Old Times ( 4 )
	-------------------
41. After you pop a guy watching a TV in the tunnels, run by his location to
grab this intel.

42. This is on a table on the left as you leave the steam room with the red
laser fight.

43. In the smoke room with the gap, this is on a crate in the alcove on the
right side.

44. In the computer room, grab this on the left side of Price on a table.

	Endgame ( 1 )
	-------
45. On the dock right before you board the boat.

 *****************************************************************************
* 7. Author Info / Copyright                                                  *
 *****************************************************************************

-----------

Please contact me if you need any help, if you want to thank me, if you want
to talk, or if you want to ask a question. Efforts to get in a guide need to
be exceptional as I dislike updates unless it's absolutely necessary, and I
don't think I've updated an older guide.

The golden rule: keep it short. If I see a wall of text I'm probably moving
on. I've gotten real bad with emails lately. And flamers don't even bother, it
won't work.

My email: 				lunatic_252000@yahoo.com

Title of your email should be: 		CODMW2

PS - To GameFAQ's users, if you like the guide, click "recommend" at the top
of the guide, but only if you like it.

PPS - I cannot fix bugs, glitches, or achievements/trophies not hitting. 

-----------

-----------

I have other guides floating around too. They are:

Resident Evil 4
Dead Rising
Gears of War
Lost Planet
Crackdown
GRAW 2
Rainbow Six Vegas
TES IV: Oblivion
Shivering Isles
Knights of the Nine
The Darkness
BioShock
Halo 3
Half-Life 2
HL2: Episode One
HL2: Episode Two
Call of Duty 4
Assassin's Creed
Mass Effect
Advance Wars: Days of Ruin
Perseus Mandate
Sam & Max Episode 203
Devil May Cry 4
God of War: Chains of Olympus
Rainbow Six Vegas 2
Okami
Grand Theft Auto 4
Condemned 2: Bloodshot
Metal Gear Solid 4
Alone in the Dark (360)
NCAA Football 09
Madden 09
Dead Space
Gears of War 2
Prince of Persia (2008)
Call of Duty: World at War
FEAR 2
Resident Evil 5
GTA IV: TBOGT
Modern Warfare 2
Assassin's Creed 2
World of Warcraft
Mass Effect 2
Heavy Rain
Splinter Cell: Conviction
Crackdown 2
Halo: Reach
Dead Rising 2
CoD: Black Ops

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

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

I've also been published in GamePro magazine, June 2007. Pretty cool if you ask
me, and all because I write these little guides.

Also, I am in the October issue as well, which should be out at the time of
this guide's release. At least I ain't a one hit wonder.

In a nice surprise, I didn't even know I was in the March 2008 issue of
GamePro, but I am.

Look to gamerstemple.com for a slew of random reviews.

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

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

Here is my list of sites:

GameFAQs (main host site)
GameSpot
IGN
GamersTemple (http://www.gamerstemple.com/)
OCModShop.com
chaptercheats.com
TheGameReviews
wiredgamingcommunity.com
neoseeker
SuperCheats
GamesRadar
CheatCodeCentral (cheatcc.com)
My360.com.au
gamerevolution.com

*NOTE: There are many more with single guides, and then others with a few, and
some that I just don't keep track of.*

All other sites must ask permission if they want this. All I ask is that the
guide be ad-free and in this text format.

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

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

Here is my website:

	www.herostrike.com

Here is my list of guides on gamefaqs: (copy & paste)

http://www.gamefaqs.com/features/recognition/60816.html?type=1

Follow me on Twitter @ TheGum25

You'll find all my other guides here too and perhaps something else you may
like.

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

Throwing Knife FAQ

The Throwing Knife

Version 1
July 21st, 2010

----------------------.
Table of Contents
----------------------.
BEFORE YOU READ THIS:
WIN a $1,000 WalMart Gift Card
The Introduction

The Throwing Knife

Great Strategies for Maximum Use

Conclusion, Credits, and Copyright

------------------------------------.
The Introduction
------------------------------------.

Hi there! Thanks for opening up this guide. Please don’t
think that this is short because of the small Table of
Contents. There is plenty of info on the Throwing Knife
here. 

Modern Warfare 2 is one of the most popular shooter games
of all time. It has a cool campaign, awesome special ops
missions, and the multiplayer that Infinity Ward has been
known for. The multiplayer is much like its predecessors.
This time Infinity Ward were even more creative and added
much more content to the multiplayer. This content ranged
from new guns, maps, game modes, and items. My personal
favorite is the new addition of the Throwing Knife. Since
this Throwing Knife is so amazing and strategic, I am
making a guide to teach people how to use it so they can
enjoy it as much as me. 

-------------------------------------.
The Throwing Knife
-------------------------------------.

On August 28th 2009, Infinity Ward unveiled the addition of
throwing knives. It is basically another knife but unlike
the tactical knife (your melee attack) this knife can be
thrown. 

The Throwing Knife is available for the create-a-class once
the player reaches level 7 and falls under the equipment
category. Since you can only hold one piece of equipment,
you will need to decide between a Frag, Semtex, ect. Out of
the entire equipment branch, the throwing knife is the most
difficult to use. It makes you wonder then, “Why would I
want to choose this Throwing Knife over a good semtex
grenade”. That will be explained below.

--------------------------------------.
The Purpose of The Throwing Knife
--------------------------------------.

No matter how much health an enemy has, the throwing knife
is always a OHK (One Hit Kill or One Hit Knock-Out). It
does not matter if the enemy is using the painkiller
deathstreak, the throwing knife can cut right through that.
(the only exception is a private match with custom
settings)

At first the throwing knife may seem like an extremely
underrated equipment piece so it would be normal to pass it
up. However, throwing knives make the greatest, most
humiliating kills. Throwing Knife montages are outstanding
and very entertaining to watch. Not only are the kills epic
for you, but also for the person you just killed because
they will get to see the knife hit them through the knife’s
point of view.

Besides the kill being very stylish, you get bonus title
(much like Buzzkills and Double Kills) for a throwing knife
kill. This little bonus is titled “Bullseye!”. Just like
mostly every other piece of equipment in this game, there
are challenges that can be met and awarded with Experience
and new Titles and emblems. The Challenges that involve the
throwing knife are as followed…

Carnie I – Kill 5 players with a Throwing Knife – Awarded
500 exp and the Cloak and Dagger Title

Carnie II – Kill 15 player with a Throwing Knife – Awarded
2500 exp and awarded the Take A Stab title.

Carnie III – Kill 30 players with a Throwing Knife –
awarded 5000 exp and the Throwing Knife emblem.

Did You See That? - Kill someone with a Throwing Knife
while flashed or stunned – awarded 1000 exp, the Silence
title, and the gas mask emblem

It’s Personal! - Hurt an enemy and then finish them with a
Throwing Knife – awarded 1000 exp, the It’s Personal title,
and the helmet with throwing knife emblem.

Unbelievable - Get a game winning Killcam with a Throwing
Knife kill – awarded 2500 exp, the Unbelievable title, and
the Throwing Knife emblem (different from the other one)

ATM - Get a payback with a throwing knife – awarded 3500
exp, the New Jack title, and the Talon emblem.

So these are the specific challenges that specifically need
the throwing knife (all challenge data came from
callofduty.wiki.com). Perfectionists will need to learn how
to use these. 

Throwing Knives Only makes a very fun private match game
mode as well. 

---------------------------------------------.
Great Strategies for Maximum Use
---------------------------------------------.

-How to Use The Throwing Knife

So throwing the throwing knife couldn’t be any easier, all
you do is press the right bumper/R1. However, it is more
difficult than just tossing a frag grenade. The Throwing
Knife travels very fast and is almost invisible to during
gameplay. This makes hitting a target much easier or much
more difficult. It would be wise to get the feel of how
fast the knife travels. Also, if the knife is thrown
through the air, it will fall at an arch. This makes
hitting targets from a far/higher area, much more difficult
as well. Players should also get the feel on how much the
knife will arch (althougth it is kind of difficult). 

Despite these drawbacks, the knife has great advantages to
it as well. Once it is thrown, it does not matter if it was
a hit or a miss, you can go and recover the knife the same
way you would pick up a weapon up off the ground. This
means that you can use your knife over and over again, be
warned though. Sometimes it will be difficult to get it
back. If retrieving the knife is too much of a hassle, you
can use the tier 1/blue/first perks Scavenger or One Man
Army to replenish the equipment. Another cool thing is that
if someone else is throwing knives as well, you can pick
theirs up.

-Throwing Knives Combined with Riot Shields

A common strategy is to use the Throwing Knife with a Riot
Shield class. The too of them can make a killer (literally)
combination. If you have used both of these weapons, you
will know that the riot shield is very slow and the
throwing knife is very fast. The riot shield is used mostly
for protection and defending a flag or bomb site. While
using the riot shield, back up into a corner so your rear
is not exposed to bullets. That way you are fully protected
and enemies have no choice but to stand their and stare at
you. In the exact moment that the enemy stops wonders how
they can get rid of you, use the throwing knife. The knife
comes out so sudden and fast that it is impossible to
dodge. After that, walk out, retrieve your knife, and do it
again. This strategy is great for defending bombs and such.

-Another Great Strategy with Riot Shields and Throwing
Knives

Due to its speed, the throwing knife can be used to speed
weapon switches. This strategy would go well with the riot
shield again. If the first method doesn’t float your boat
and you would rather smash the enemy with the riot shield
like a barbarian, than that is great! However though, the
riot shield takes two hits (three at times) to fully kill
an enemy. Both of these hits are slow and can leave you
very exposed and easy to attack. The good news is, is that
the throwing knife can make the melee process go by much
quicker. What you do is first melee the enemy (this should
be easy because they won’t normally see it coming), then
switch to your throwing knife, then press the Y/Triangle
button to change weapons (it will go back to the riot
shield), and then quickly melee him again.

-Deadly Reflexes

This next strategy is more of a complicated yet simple one.
If you have been using the throwing knife (like the guide
states) then you would see that it has an extremely thin
cross-hair. The small cross-hair does make it difficult to
aim the knife (especially in Close Quarters Combat). If a
player does enter CQC and needs to get the kill, the
throwing knife is an excellent choice due to OHK. However,
the tiny cross-hair does make this more difficult (as
stated above). The smart idea is to memorize and visualize
where that cross hair is going to be. In a CQC situation,
the throwing knife will always go straight (unless you
throw it in the air for some reason). The straight throw
and fast speed of the throwing knife will always guarantee
the knife will hit where the cross-hair is pointed. Make
sure to point is at the enemy (obviously). With that cross-
hair knowledge in mind, try to visualize where the cross-
hair will appear and than throw the knife when the enemy
lines up with the imaginary cross-hair. A very VERY good
tip is to find some tape and take a thin strip of it and
put it on your screen where the throwing knife marker
appears. Now it is easier for you to see when an enemy
lines up with it.
-The Most Stylish Ways To Take Out Campers

Much like grenade launchers, the throwing knife can
ricochet of surfaces. Unlike grenade launchers, the
throwing knife can still kill. Throwing Knives can bounce
of surfaces when thrown at angles. This makes killing
someone around the corner a lot more stealthy, safer, and
stylish. However, if you miss, it is a good chance that
your cover will be blown. The throwing knife does make
banging noises and leaves a fast trail of light behind it
so despite being very fast and sneaky, it can also be semi-
obvious. 

---------------.
Conclusion
---------------.

Whether this guide has helped or enlightened you in anyway,
I would like to thank you for reading it. I have had so
much fun with the throwing knife and hope you do as well. 

---------.
Credits
---------.
Callofduty.wikia.com – seriously, these guys are awesome.
Infinity Ward – this game is awesome!
Activision – uhh…thanks for publishing it

------------.
Copyright
------------.

This guide may not be copied or sold to anyone other than
me (unless given permission). Stealing this guide is an
infringement of copyright and in return, the violator must
forfeit all their dignity to me and a bunch of other legal
issues assure. This guide is for the use of viewing only.