Call of Duty: Finest Hour Walkthrough :
This walkthrough for Call of Duty: Finest Hour [Playstation 2] has been posted at 29 Dec 2009 by moregig and is called "Call of Duty: Finest Hour FAQ". If walkthrough is usable don't forgot thumbs up moregig and share this with your freinds. And most important we have 2 other walkthroughs for Call of Duty: Finest Hour, read them all!
|
moregig |
Walkthrough - Call of Duty: Finest Hour FAQGame: Call of Duty: Finest Hour (Xbox) Author: schism trace Email: reinholder_t0@hotmail.com File Version: 1.1 Date Started: 12/02/04 Date Submitted: 12/24/04 _________________ /TABLE OF CONTENTS\ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; Ctrl-F to search file by section number or name. 1.0 Copyright Information 2.0 Version History 3.0 Disclaimer 4.0 Weapons and Items 4.1 Universal 4.2 Russian 4.3 British 4.4 American 4.5 German 5.0 Tips 6.0 Walkthrough 6.1 Russian Missions 6.2 British Mission 6.3 American Missions 7.0 Cheat Codes ___________________________ /COPYRIGHT INFORMATION 1.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; Rule #1 - Do not steal this FAQ. Stealing, in this case simply entails deleting my name and adding yours in its stead. Beyond that, I don't care who hosts this file (to a point, see below). I'd prefer it if you emailed me with this intent, but it isn't necessary. Rule #2 - Do not make money off of this file. No offers to buy it, no membership requirements to view it, nada. Period. _____________________ /VERSION HISTORY 2.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; ver. 1.0 - This FAQ is a bit utilitarian, but pretty much everything's there. It was my intent to finish this file before KOTOR 2's launch, hence the...Spartan style. ver. 1.1 - Fixed some bad information in the last British mission, as well as cleaned up some typos and such. I also added a Cheats section, since a few people were confused as to what some of them do. ________________ /DISCLAIMER 3.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; I've all but given up on multiplayer anything these days, so this guide will not cover any aspect of it. Also, I will not include anything pertaining to the control scheme. I'm assuming you're able to find the control setup in the options menu and handle all of that yourself. _______________________ /WEAPONS AND ITEMS 4.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; _______________ /UNIVERSAL 4.1 \ ����������� 65533;����� /Health Kit ����������� A small round tin with a red cross on top. Instantly heals some health upon pick up. /First Aid Kit ����������� 65533;�� A green satchel. These are saved for future use when taken and restore a considerable amount of health, nearly the whole bar. You can also use these on allied soldiers, but there's no real point unless one of them is required to survive. More on this in the Tips [5.0] section. You can carry six on Easy difficulty, four on Medium, and only two on Hard. /Grenades ��������� There are three different kinds of regular grenades, but they're all basically alike. Note that you cannot cook the grenade, nor can you control how much force is behind the throw. The grenade's traveling arc is a little screwy as well. Basically, you should just toss these at a group of enemies, preferably ones behind cover or around a corner. They aren't much good for anything else. Note that the Russian and German grenades (the stick ones) take a little longer to throw. In two of the British missions, you'll also get some sticky bombs, which are just grenades that stick to things (duh) and can destroy tanks. /Melee Attack ����������� 65533;� Obviously a last resort, meleeing is rather ineffective in this game due to the rather poor hit detection, though it is powerful. Not all guns can melee (though most can). /Emplaced Machine Guns ����������� 65533;���������� Usually MG42s, these guns are great if you find yourself in a position to use them. They can only track so far to either side, but they have unlimited ammo, are quite accurate, and are damned powerful. They don't overheat or anything, so feel free to hose the area. Just keep in mind that you're pretty exposed and, obviously, can't move (unless you stop using the gun). Of special note is one of the British missions, which places you behind the machine gun mounted on a jeep. Aside from your being carted around, it's identical to any other MG. /Tanks ������ You get to drive a tank a few times during the campaign and, if you're like me, will relish the opportunity to laugh at those machine gunners as their hundreds of bullets bounce harmlessly off of your armor (before blowing them up with a shell, that is). You have infinite ammo for both cannon and machine gun. You also, technically, have infinite health. You'll notice two health bars. The top is your armor, which is depleted alarmingly fast when hit with something explosive. The bottom is according to the game your character's (i.e. the driver's) health, which regenerates automatically. The only real difference that I've noticed between the Russian and American tanks is that the American's cannon is much weaker (as it should be). Both tank's shells have a considerable blast radius and are therefore effective against groups of infantry. _____________ /RUSSIAN 4.2 \ ����������� 65533;��� /Mosin-Nagant (4/5) ����������� 65533;������� A powerful, albeit slow, rifle with a good range. It's bolt-action, meaning each round must be manually loaded from the clip, which only contains five rounds. The reason for the high rating is the gun's pinpoint accuracy while crouched or prone, with standing accuracy being only a little worse. Best used behind cover and at medium to long range. The latter can be a bit of a problem, though, as the zoom only goes so far. /Scoped Mosin-Nagant (4.5/5) ����������� 65533;����������A 533;����� Same as above, only with a 4x scope, making long-range fighting a piece of cake. Also, this gun must be reloaded one round at a time, which is fairly time-consuming. All other advantages and disadvantages in usage still apply. As an aside, this gun has the best scope, as its targeting lines terminate very close together, making it easy to see where exactly you're shooting. /PPSh (2.5/5) ����������� 65533;� Let's start with the good. This thing has an impressive rate of fire and a seventy-one round magazine (!). Now the bad. It's horribly inaccurate and not too powerful, meaning a lot of those rounds (of those that actually hit something worthwhile) will be required to bring down the Germans in your path. It works okay indoors (where you'll generally be at close range) but is a waste of ammo anywhere else. If you want a SMG, grab a MP40 instead. /DPM (5/5) ���������� Now we're talking! This beast of a gun is powerful, reasonably accurate (you'll want to crouch while firing if at all possible), and the magazine holds forty-seven rounds. If you wish, you can also deploy the gun's bipod (press the melee button while prone) thus making the gun even more accurate, but this precludes the ability to actually melee attack. Like that matters. The rate of fire is lower than most machine guns, which is actually good since it cuts down recoil (again helping accuracy). A great gun all-around, so use it whenever you can. _____________ /BRITISH 4.3 \ ����������� 65533;��� /Lee-Enfield (4.25/5) ����������� 65533;��������� Much like the Mosin-Nagant, this rifle is powerful, accurate, and has a great range, but is a bit too slow to be safely used at close range. The extra quarter-point is due to having a ten round capacity. /Sten (3/5) ����������� Again, good and bad. The Sten uses a thirty-two round magazine and...is slightly better overall than the PPSh. *ahem* It's still inaccurate and has fairly bad recoil despite a moderate rate of fire, though it does have a much better effective range than the PPSh. Damage is moderate too. Like the real British troops, you'll want to trade this for a MP40 ASAP. You'll be finding more ammo for it anyway. /Bren LMG (5/5) ����������� 65533;��� Much like the DPM, this is about the best gun you're going to find during your short tenure as a Brit. While it doesn't load as much ammo per magazine (thirty rounds; not bad), the Bren is still accurate and powerful. It also has a bipod and, thusly, no melee. I suppose you could raise the complaint of its general size and top-loading magazine somewhat hindering your view, but that's pretty minor compared to its strengths. The sight can take a little getting used to as well. /Mines (N/A) ����������� 65533; Teller mines aren't actually British, but I don't know where else to put them. These are anti-tank only; they cannot be triggered by infantry. An (apparently) infinite number will spawn near the tanks you're supposed to destroy with them, though you can always use the aforementioned sticky bombs. ______________ /AMERICAN 4.4 \ ����������� 65533;���� /M1 Garand (4.5/5) ����������� 65533;������ Like the other rifles, the Garand is highly accurate at range (though perhaps slightly less so than the others). Unlike the other rifles, it's semi- automatic, meaning it's quite useful at *any* range. The downside to this is that it's a bit weaker than the bolt-action rifles, so that eight round magazine won't last as long as you might have expected. Speaking of which, said magazine cannot be ejected until it's entirely spent (due to the weapon's design). This isn't a huge problem since reloading is pretty quick, but it can be annoying. /Thompson (3.75/5) ����������� 65533;������ The Thompson is basically a more powerful Sten gun with a thirty round magazine. It's still inaccurate at any real range and has a fair bit of recoil. At least you can actually find extra ammo for the thing without waiting for a squad member to get kacked, unlike the Sten. Between this and the MP40...go with personal preference. I haven't really noticed a big difference in effectiveness overall. /Browning Automatic Rifle (4.75/5) ����������� 65533;����������A 533;����������ᦙ 3; This one's a bit strange. It's as powerful and accurate as the Bren or DPM, but it has no bipod and the magazine only holds twenty rounds. That last is the main reason why it didn't get a perfect rating; having to reload so often, especially during the kind of firefights where the gun is most useful, is pretty irritating. Still, it's an automatic and better than the Thompson, so you might as well use it when it's available. /Browning .30 cal (3/5) ����������� 65533;����������A 533; Yes, it's powerful and sports a one hundred round ammo belt. It also slows you down to a crawl and isn't too accurate unless you deploy the bipod. Also, you're unable to use the sights unless the bipod is out, which is pretty annoying. On top of all that, extra ammo is either scarce or non-existent. I consider it more trouble than it's worth, hence the score. /Springfield (4.5/5) ����������� 65533;�������� Apparently, this gun is only available in the multiplayer mode, but I assume it functions similarly to the Scoped Mosin-Nagant given my knowledge of the real- life version. /M3A1 Grease Gun (1.5/5) ����������� 65533;����������A 533;� Ugh. Take the Thompson, make it weaker, less accurate, and add more recoil (to be fair, the latter two are improved considerably while using the sight). In other words, it's the PPSh, only without high rate of fire and the gigantic magazine. It only appears in one level, so you might want to use it a little just for the sake of using it. Otherwise, ditch it immediately. ____________ /GERMAN 4.5 \ ����������� 65533;�� /Kar98 (4/5) ����������� 65533; Functionally identical to the Mosin-Nagant, up to and including clip size (five rounds). You generally have an easier time finding ammo, however. /Gewehr 43 (4.5/5) ����������� 65533;������ A ten-round, semi-auto sniper rifle sounds pretty good, right? Unfortunately, either this gun is much weaker than its bolt-action brethren or the Germans at the endgame are much stronger, because the G43 usually requires two or three chest shots to bring down one guy. Of course, being semi-auto, those two or three shots can be delivered pretty quickly, but that sort of defeats the purpose of using a sniper rifle. Still, against groups of Germans hiding behind stuff (i.e. 60% of the final American level), the G43 can't be beat. This gun does have a rather unintuitive scope, what with the targeting lines terminating a fair distance from each other. /MP40 (4/5) ����������� Ah, the gun I keep telling you to use. Let's see: decent accuracy, low recoil, decent damage, thirty-two rounds per clip, and about half of the Germans in the game use it, meaning ammo is no problem. No real weaknesses. I'd say that's about the best one can reasonably hope to get from a SMG. /MG42 (3/5) ����������� Functionally identical to the Browning .30 cal, but uses a fifty-seven round magazine. Still slows you down, still inaccurate unless you plant yourself to the ground, still more trouble than it's worth. /Panzerschreck (2/5) ����������� 65533;�������� First off, the rating pertains to everything except tank-killing. These fire an armor-piercing round (so no gigantic explosions), but do have a small area effect that can kill infantry if they're close enough. Somewhat useful against a big clump of Germans, but pretty inefficient overall. You're probably better off grabbing another gun once you're through with any tanks in the area and ignoring the launcher altogether otherwise. __________ /TIPS 5.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; 1) Always, always, always use the gun's sights when you're not moving. The accuracy increase is incredible with most automatics, and with the already accurate rifles you'll get a small zoom to encourage sniping. Ammo isn't too much of a problem in this game, but clip sizes are, so do your best to make those shots count. 2) Crouch or prone behind cover whenever possible. The smaller the target you present to enemies, the less you'll be shot. Enemies will eventually start throwing grenades to dislodge you, so always be prepared to relocate. 3) Speaking of grenades, they aren't too useful out in the open due to the difficulty of aiming them. Indoors is an entirely different matter as there are walls and piles of junk and such to stop the grenade somewhere close to where you want it. This occasionally applies outdoors as well, when a few Germans are hiding in those little alcoves scattered throughout the game. 4) Regarding your AI allies, there are three different kinds you need to distinguish. First is the cannon fodder, the ones who run around, kill enemies, and die. Second are plot soldiers, who are much more useful than the regular guys because they're invincible (they still take damage, but won't actually die unless the game specifically wants them to). These are the ones you'll want to charge into rooms and around corners for you. Third are objective soldiers (or tanks). These are distinguished by an objective stating "X must survive" and have a health bar on the upper-right corner of the screen. These are also the only soldiers you should expend first aid kits on, for rather obvious reasons. I'll point out any plot or objective soldiers during the walkthrough. 5) I generally save first aid kits until my health is down to about 33%. Any less runs the risk of getting killed before I can heal, any more and I start feeling pretty stupid if and when I come across a health kit. Some levels, though, are hard enough to warrant using them at closer to 50%. You'll have to play the game a bit to find a system most comfortable to you. 6) Sort of goes without saying, but be sure to duck behind a building or something to let your green health bar recharge while in a tank. 7) Health kits and first aid kits will remain in the place where you found them until the level ends, so feel free to backtrack if necessary. 8) Regarding weapons, it's generally best to have a long range rifle and short range automatic on your person. This way, you can effectively handle any situation that may arise. I'm going to assume this will be your MO during my walkthroughs, so you may have to adjust things a bit according to your personal preferences. 9) Try to let allied soldiers bear the brunt of, well, everything. 99% of them will either be quickly replaced or can't be killed at all. Sure it's cheap, but it keeps you alive and armed, and that's what matters most game wise. _________________ /WALKTHROUGH 6.0 \ ����������� 65533;����������A 533;����������ᦙ 3;����������� ����������� 65533;����������A 533;����������ᦙ 3; The paths through most of the game's levels are pretty linear and you'll always have your compass pointing you in the right direction, so I won't bother you with directions unless there are multiple ways to go. In the latter case, I'll point out junctions as well as which route I find easiest and hardest. You'll have to take that with a grain of salt, I'm afraid, as the enemies don't generally just wait around for you to shoot them. I'll also point out any first aid kits, but *not* health kits. The latter are usually dropped by enemies, so just keep an eye out. ______________________ /RUSSIAN MISSIONS 6.1 \ ����������� 65533;����������A 533;� The first campaign, and definitely the easiest of the three. Consider it a running tutorial. /Not One Step Back ����������� 65533;������ Plot Soldiers: Sgt. Puskov After that rather dramatic opening, you'll automatically exit the boat and get in line for a weapon. Just your luck, you're second in line and only get ammo. Head forward once gaining control towards Sgt. Puskov, your guide for this lovely evening. I don't think he'll actually make good on his threat to shoot you, by the way. Puskov will lead you through some trenches and up a hill towards the oil refinery. Nothing you can do but follow him when he moves and duck behind anything handy when he stops. There are health kits everywhere along your path, so you shouldn't have any trouble. Once at the refinery, witness some moron running out into the open and attempting to go Rambo with a bolt-action rifle on a group of Germans behind cover. Consider that a lesson on what not to do in this game, then grab his rifle. You can either return to your original position or continue south a few feet and crouch behind the pipe. I'd go with the latter, since you don't have much ammo at the moment and thus need to be as accurate as possible. There's only five or six Germans shooting mostly at everyone else, so this is a piece of cake. Head inside when you're done. One of the soldiers had a MP40, which you'll want to grab if you can find it. You can also trade the Mosin-Nagant for a Kar98 if you wish (or are really low on ammo). Next, a large group of Germans will start running past the windows to the south. Shoot them down. A lot of them won't even fire back. After Puskov blows a hole in a nearby wall, follow him outside to witness Stalin's trademark "throw as many bodies at the machine guns as possible and hope some of them survive" tactic. You have two options here: follow Puskov (easiest and safest) or participate in the swarm (certainly taking damage and possibly getting killed). Either way, you'll want to end up at the south side of the building containing the MG42s, where you'll find a hole. Head in, killing any Germans you see (the MP40 works great here). Follow Puskov to end the level. /The Flag Must Fall ����������� 65533;������� Plot Soldiers: Sgt. Puskov I should mention here that your armament usually doesn't carry over between levels. Sorry. You start with a lesson in breaching doors. Aim your cursor at one of the men flanking the door and press the use key. The guy you used will kick down the door and one of them will rush in and start shooting. Do this whenever the opportunity presents itself, especially in most later missions, where the kicker will toss in a grenade before anyone enters. Anyway, let them enter first, then start shooting around the corner to help out. You have to do the honors for the next door. Crouch next to the door, open it, then ease around and shoot anyone you see. Simple. Through the hole in the wall is a staircase leading down to a group of Germans. Crouch behind the barrier to the left or prone at the top of the staircase and snipe them all. One of them had a MP40. You'll need that. Two Russians will set up a machine gun at the windows to the west and the gunner will be killed. Take over, aiming first for the machine gun in the cylindrical pillbox to the left (the Russian gunner usually doesn't get him), then for any infantry nearby. Continue until you have sniper problems, which will automatically be solved by Ms. Tanya Pavalovna, who also gives you a new objective. Head east and down the stairs to be confronted with a new wave of Germans. You head back upstairs and use the MG to deal with in order to save ammo, or just snipe them from the doorway. However you do it, grab the first aid kit by the door, head up to the broken wall and shoot down any Germans that appear, preferable with a rifle. Be sure to grab the first aid kit nearby and any MP40 ammo you see. We'll deal with the left pillbox first. To the south, you'll see a wooden wall, actually a trench, which opens towards the north. Wind your way through, stopping to kill any Germans that appear (both in the trench and on the hills beyond) until you come to the exit. Immediately turn right and head up the hill to reach the left pillbox. Kill the guy inside and anyone that followed you in to accomplish that objective. Grab the first aid kit. Head north in the current trench and you'll see another across an open area. Head there, make your way to the center pillbox and clear it. Now you have to do something somewhat dangerous: exit this trench, turn around to the north, then run to the next trench across open ground. The problem is that there can be a *lot* of Germans in this trench. You could try proning about halfway between the trenches and sniping (or use the MP40 if there are a lot of them), or you could just blitz the damned thing. Either way, clear the right pillbox. The trench also branches to the west prior to reaching the pillbox. That way leads to a room with a first aid kit and a MG42. Head back into the previous trench (south), clearing any Germans that are almost certainly there. The trench will shortly branch to the west, facing that gigantic bunker. Guess where we're going? Continue west to find some rubble, also inhabited by some enemies. Clear it and hook north to find the trench (damn, I'm tired of typing that word) that leads to the bunker entrance. Head through. There are quite a few Germans inside the bunker, so you might want to wait for some allies to catch up before entering. Once clear, use the flag pole in the center of the bunker to end the level. /Dead in Her Sights ����������� 65533;������� Plot Soldiers: Pvt. Sokolov Pvt. Kirelenko Mmm...sniping. This part is simple enough. Grab the first aid kits to the north and south (don't forget the one through the doorway to the south), then just shoot eight soldiers (giving precedence to any that appear in the second floor of the building to the northwest) to attract the attention of a tank. Shoot the three guys that escort the tank so the sapper can rather humorously deal with it. Now you have to follow Pvt. Kirelenko, grabbing a fourth first aid kit along the way. Kirelenko will tell you that you'll have to go through the sewers to get past the tank blocking your path. Run east to the building. You'll take damage from the tank, but you should have plenty of first aid kits and you'll get another at the manhole anyway. Head down the tunnel to a fork. Left has a couple of Germans guarding two first aid kits. You should also take a Kar98 as it reloads faster than your sniper rifle. Do swap the Kar98 for a MP40 as soon as possible, though. Head down the other fork (west). Follow the only path until you come to a largish room with another Russian soldier. There's a nice gap in the rubble to the right for you to snipe through (the left path has no real use, though a German or two might use it to flank you). Once you reach the doorway to the east, head down the tunnel to the south (this way was blocked off from the other side) for a first aid kit and ammo. Go back and head through the door you ignored. At the next fork, head left, then left again for a first aid kit. Now head west a bit and you'll come across a room with about five Germans. A grenade will deal with most of them. Four-way intersection here. West is where you came from, south leads to a first aid kit and doubles back a bit. North and east lead further into the level. North is probably easier as you can snipe everybody. East favors the MP40 and contains a small side room with a first aid kit. Once at the long north-south tunnel, head all the way south for yet another first aid kit, then go north to continue. Once through the crawlspace, you'll hear gunfight from the south tunnel. Head inside, pausing to snipe anyone you can, of course, then head west. Not too far, though, unless you want to say hi to a MG42. There are two first aid kits here: one at the very entrance of the north tunnel and another all way to the south. The best way to deal with the MG42s and their accompanying infantry is to prone in the middle of the intersection and snipe them all. Note that are some more infantry on your level that may approach from any of the three tunnels. After the gunners and such are dealt with, just follow your compass out, being careful of the staircase. There's usually a couple of Germans hiding in good firing positions up there. Then, just climb down the ladder and follow Saadak. /Defend the Factory ����������� 65533;������� Plot Soldiers: Pvt. Sokolov Follow Sokolov's lead until you reach the factory. Stay crouched while in the trench and you won't take much damage, if any. Right when you enter the factory, grab the three first aid kits in the corner by the staircase. Head up those stairs, turn around to find three more health kits, then up the stairs to the south and get ready for target practice. On the east side of your sniping platform is another first aid kit and a large amount of sniper ammo, so don't grab that until you're down to thirty rounds or so. There're two more first aid kits and more sniper ammo on the west side. The way this section works is this: many, many Germans will spawn from either the east (left) or west (right) side of the large area south of you. Of special interest are the Panzerschrecks and MG42 crews. The former are carrying a long brownish object and run very slowly. The latter come in pairs, each carrying a part of the gun. The Panzerschrecks are the only danger to the doors you have to protect, and the launchers they drop will be ignored by other Germans. The gunners can be defeated by sniping either member of the crew (the other will then run away). If they get the MG42 set up, however, any German may use it. The MG42 gunners are also the only soldiers who can hit you with anything approaching regularity. So, the game plan is focus on the launchers, then attack any machine gunners, then shoot any regular infantry that's reasonably close to you. Sokolov will periodically call out the direction from which the Germans are approaching, singling out launchers and MG crews. You have to protect the doors for ten minutes. If a door is destroyed, the guys with launchers will attempt to fire at the tank inside the factory. Regular infantry will also enter to harrass you. Once about nine minutes have passed, a German tank will appear on the right side. Just head to the left and stay down. No Panzerschrecks will appear during this time. After the last minute is up, Sokolov will tell you to head to the ground floor, where the Commissar will open a side door. You need to kill the Germans attacking the tank crew to the east. One of the crew members will have been injured while running across the street (there's no way to prevent this), so heal him. Approach the tank until a symbol appears, then press the use key to mount the tank. /Breakdown ���������� Objective Soldiers: Sgt. Belinki Plot Soldiers: allied tank (I think he's invincible until you reach the HQ) You need to protect Belinki (under the tank) while he makes repairs. You have a DPM, so select it, prone while peeking from the side of the tank (facing roughly east-northeast), and deploy the bipod. You should have no problem mowing down any German foolish enough to run out in the open long enough for the repairs to be completed. Once done, hop in the tank and tear up any idiot German still hanging around (if you like, you're impervious to bullets), then head west and follow the allied tank. Just remember that Panzerschrecks will still damage you and to drop behind cover to regenerate health if necessary and you'll be fine. When dealing with enemy tanks, try to move back and forth across their line of fire to avoid getting hit (much) or, better, just poke out from behind cover to fire, then retreat to reload. I'm afraid I can't be too specific here, since infantry just comes from everywhere and the tanks don't really follow a pattern either. Hell, the friendly tank might even kill the latter for you. After all of the enemy tanks are killed (there's three or four), you'll be told to defend your headquarters against an assault. Get there, kill everything that shows up, including the tank, until you're told to head inside. Do so, grab the first aid kit (it won't carry over, but hey) and radio, then leave. /Into Red Square ����������� 65533;���� Plot Soldiers: allied tank Follow the tank. Once you reach the Red Square, you'll have to kill six machine gunners followed by three tanks to take control. Once done, navigate your way out and resume following the allied tank. Upon reaching the station, you'll have to kill two more tanks, then ram the doors to get inside. Damn but tanks kick ass. Kill the guys with Panzerschrecks inside and dismount. Enter the west most door first and kill the guys inside. Take the first aid kit, then head to the other door to the south. In the room with the staircase, head through the door to the east to spawn some MP40-wielding Germans near your tank. Obviously, you should skip this if you plan on using the PPSh. If you took any damage, there's a health kit in a room up here. Go up the stairs I mentioned to replay a scene from Saving Private Ryan. Kill the guys in the next room (when it opens up), grab a health kit from the corner if necessary, then continue up the next staircase. Follow the hallway, up more stairs, over the bridge, through the door, to the spotter's house we go. /Operation Little Saturn ����������� 65533;����������A 533;� Plot Soldiers: allied tanks Head forward a little ways and use your machine gun to down six of the attacking Stukas. There's not a lot you can do about their bombs, I'm afraid. Anyway, follow your tanks down the hill and around to the perimeter of the enemy base. You'll encounter your first Flak-88s here. They're a small, cylindrical cannon that can really tear apart your armor. On top of that, they fire pretty quickly and are very accurate. Kill them on sight. For reference, the first is right in front of the gates, roughly northwest of your position after passing the hill to your right. You'll also want to watch out for guard towers scattered about the base, as they tend to have Panzerschrecks stationed in them. Head inside the base. Now, the paths do branch on occasion here, but all of the routes lead to the same places and none is really any better than another. General tank combat techniques apply, as there are plenty of rocket launchers and enemy tanks scattered about. So, just follow your compass until you head inside a warehouse. In here, you'll have to use your machine gun to discourage four infantrymen from clambering all over a friendly tank. Head outside when finished and continue through the base. When you reach the East Barracks area, you'll have to destroy two tanks and a Flak-88. Continue on until you're told to enter another warehouse for repairs. While your crew is busy, you'll need to head out on foot to deal with an anti-tank crew upstairs. Head up the south staircase and deal with the soldiers that drop down the ladders to the west, then go north across the catwalk and through the door. Kill the Germans inside, then head around and out to take out the guys with Panzerschrecks. They're invincible until you open the door, so no sniping, unfortunately. There are also a few guys on the ground. Kill them yourself or let the tanks deal with them. Head downstairs and mount your tank. /Airfield Ambush ����������� 65533;���� Plot Soldiers: allied tanks (second set) Sgt. Belinki Sgt. Petrov Follow the tanks out of warehouse to the train depot, where you'll have to kill about six tanks. Follow the next set of tanks to the airfield, where you must destroy all of the large planes (JU-88s, I think) indicated on your radar. Mind the hangars in this area. Many of them will open up as you approach, releasing tanks and/or infantry (and some contain target planes). Once done, head through the newly opened warehouse to the main airfield, destroying a few tanks and Flak-88s on the way. Stay off of the airstrip as much as possible. If you collide with a taxiing plane, you die. Proceed north and then up the hill to the west until you're forced to dismount. Take the first aid kit near the wrecked tank just ahead, then move forward, killing Germans as you go. There will be some long-range fighting shortly, so you should grab a Kar98 and some extra ammo. Use the DPM for now. A little ways up the hill, you'll begin taking fire from a MG42 in the control tower. Stick the left side of the road, staying behind cover as best you can, until you find a ditch. Head in (quickly, the tower gun can hit you here) until the gunners line of fire is blocked by that Utah-shaped thing up ahead. Inch out of the ditch and to the right until you see an APC to the left with another machine gunner firing from on top. Throw a grenade at him and he'll die along with the APC. Now head over to the right side of the Utah-thing and snipe the first gunner. The Kar won't kill him in one shot unless you hit his head (fat chance), so duck back behind cover whenever you hit him so you don't get killed. A more difficult alternate method for dealing with the gunners is to run along the right side to the farthest truck. Inside is a first aid kit and a Panzerschreck, which will make short work of either position. I don't like this method due to the high potential for damage while running to the truck. Do get the first aid kit regardless. Now, the tower. Head around back (either way, no difference) and in the door. Head all the way up to the third floor, killing all the Germans in your way, then head back down to the second floor and grab the book on the control panel. ______________________ /BRITISH MISSIONS 6.2 \ ����������� 65533;����������A 533;� Big step up in difficulty here. Machine gun nests have better firing positions and enemies are more aggressive and accurate in general. You'll also have the distinct pleasure of dealing with tanks up close and personal...while on foot. /Mission: Matnata ����������� 65533;����� Plot Soldiers: Yusef Pvt. Locke Sgt. Starkey For starters, I'd head over to the west and up the hill to the north to take a first aid kit and trade my Sten gun for a Bren LMG. Your squad will have begun their attack on the machine gun nests by the time you've grabbed them. You can snipe two of them by crawling a tiny bit north. You'll have to rejoin your squad to get the third, but your allies will probably take care of it by the time you get there. On the way to your squad, head to the ring of sandbags on the left for another first aid kit (and a MP40 if you want one). By now, a tank will be circling around up ahead. You'll have to get close to use your sticky bombs (grenades) on it. I prefer the southern most wall that it passes. Crouch next to the wall until you see the turret pass by (it should be focusing on your squad) then stand up and start throwing. It'll take two. The German HQ is pretty obvious, what with the giant swastika above the front door. Approach the building and it'll open up, as will the infantry inside. Kill them, enter, go out the back. Head up the mountain path, grabbing three first aid kits along the way, until you reach the communications post. Clear it out, then plant a C4 charge on the antenna to the west of the building. Then run away. Then duck, because a machine gun will open fire. Duck by the wall (where the gate was) to clear out some of the infantry below, then run down to the sandbags. Time to take out that machine gun. Head around the building to the left (grabbing the first aid kit in an alcove to the left on the way) until you see a wrecked jeep. The gunner is on top of the building just around the next corner. Inch around until you can snipe him. Move forward, but keep your sights on that gun because a few more Germans usually appear and any of them could man it. There's Bren ammo near the jeep, by the way. Follow the street to the south and east until you come to a staircase leading up to the machine gun. Head up and kill anybody still alive. There's a small room on your right after ascending the staircase containing a first aid kit, and probably a few Germans. When the area's clear, Sgt. Starkey will tell you to take the northern machine gun and clear MG nest in front of you. You have to juggle two things here. First, the MG itself. Second, the guys who occasionally appear on top of the building a bit to the left. Just keep shooting until you see an APC crash through the gate. Mop up down below (that APC was German) and head down the staircase to your left. Head through the gate to the nest area and follow the road. When you reach the generator, a bunch of Germans will spawn. Kill them and plant the C4 to finish the level. /Depot Saboteurs ����������� 65533;���� Plot Soldiers: Sgt. Starkey How could everybody *not* be awake after all that gunfire? Anyway, kill the guys that appear on the building to the north, trade your Sten for a MP40, and grab the first aid kit that one of the guys dropped. Head inside to grab some mines and MP40 ammo. Head out through the window. You can find more mines in the building across the street, though you can't carry any more at the moment. You'll shortly be attacked by three tanks, two of which will circle the block you're on. Hide somewhere (the niche below the window is fine) until they pass, then plant a mine or two roughly where you think they crossed. You can always grab more mines from the other building if you run out. Or just use your sticky bombs. Make sure you save two sticky bombs, however, should you choose that method. The third tank won't move, so head around the west side of the mine building (watch the building past it to the north, there are quite a few guys there). In an alcove to the northwest is a first aid kit. Proceed east, hugging the left side of the street until you can see part of the tank. Toss two sticky bombs to destroy it. Careful here; I usually get rushed by a dozen Germans after destroying the tank. Around the corner to the left is a machine gun nest. Throw another sticky bomb at the wall to deal with it. Down the street to the west is another machine gun, which you can either snipe from here or move down the street using the buildings on the left for cover. Also, be sure to head south from the first MG nest for a first aid kit. Proceed west down the street to the building with the swastika flag over the doorway. Upstairs, by the MG42 is another first aid kit. On the first floor, head through the eastern door to continue to the fuel depot. Just north of where you exited the building is a machine gunner who is, fortunately, a bit |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Call of Duty: Finest Hour Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

