CALL OF DUTY: BLACK OPS II - VETERAN WALKTHROUGH/GUIDE V0.99 Written by: Bahumaut/ Ben Buttenshaw MMMMMMMMMMMMMMNNNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMDNNMMMMMMMMMMMM MMMMMMMMMMMMMMNNNMMMI7777777777777I?MMMMMMM8I77777777777777+MMMNNMMMMMMMMMMMMM MMMMMMMMMMMMMMMNNMMMI77777777777777778MMMM?7777777777777777?MMMNNMMMMMMMMMMMMM MMMMMMMMMMMMMMNNMMMMI77777777777777778MMMMI7777777777777777?MMMNNNMMMMMMMMMMMM MMMMMMMMMMMMMMMNMMMMI77777777777777778MMMMI7777777777777777?MMMNNNMMMMMMMMMMMM MMMMMMMMMMMMMMMNMMMMI7777777777777777DMMMMI7777777777777777?MMMMNMMMMMMMMMMMMM MMMMMMMMMMMMMMMNMMMMI7777777777777777DMMMMI7777777777777777?MMMMNMNMNNMMMMMMMM MMMMMMMMMNNNNMMMMMMMI7777777777777777DMMMMI7777777777777777?MMMMMMNNNNNNMMMMMM MMMMMMMMMMMMMMMMMMMMI7777777777777777DMMMMI7777777777777777?MMMDMMMNNNMMMMMMMM MMMMMMMMMMMMMNMMNMMMI7777777777777777DMMMM?7777777777777777?MMMDMNMNMNMMMMMMMM MMMMMMMMMMNNNNNNNMMMI7777777777777777DMMMMI7777777777777777?MMMMMMNNNNMMMMMMMM MMMMMMMMMNNNNMNMMMMMI7777IIIIIII77777DMMMMI777777IIII777777?MMMMDNNNNNMMMMMMMM MMMMMMMMMMMNNNMDMMMMIII77IIIIIIII7777DMMMM?I7I777IIIII77I7I?MMMMDNNNNMMMMMMMMM MMMMMMMMMMMNNNNNNMMMDI77III7777777I7IDMMMM?7II7II7777III77+MMMMMDNNNMMMMMMMMMM MMMMMMMMMMMNNNNNMMMMMM+IIIIIIIIIIIIIIDMMMM?I7IIIIIIIIII77DMMMMMDMNNNNNMMMMMMMM MMMMMMMMMMMMNNNNMMMMMMM+IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMNNMNNNNMMMMMMMMMM MMMMMMMMMMMMNNNNNNDMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMNNNNNNMMMMMMMMM MMMMMMMMMMNNNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMNNNDNNNMMMMMMMM MMMMMMMMMMMNNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDNNNNDNNMMMMMMMMM MMMMMMMMMMMMNDDNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDNNNNDNMMNMMMMMMM MMMMMMMMMMNNNNNDNNNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDNNNDNNNNNMMMMMMM MMMMMMMMMMMNNNNNNNNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMM8NNNNNNNNNMMMMMMM MMMMMMMMMMMMNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMMNNNNNMMMMMMMMM MMMMMMMMMMMMNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMMNNNNNMNNMMMMMM MMMMMMMMMMMNNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMMNNNNNNMMMMMMMM MMMMMMMMMMMNNNNNNMNMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMDMMNNNNNMMMMMMMMM MMMMMMMMMMMNNNNNMMMMMMM?IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIIOMMMMNMMMNMNNNMMMMMMMM MMMMMMMMMMMMNNMMMMMMM8I7IIIIIIIIIIIIIDMMMM?IIIIIIIIIIIIII=MMMMMMMMMNNNMMMMMMMM MMMMMMMMMMMMMNNMMMMM+IIIIIIIIIIIIII7IDMMMM?I7IIIIIIIIIIIIIIIMMMMMNMMMMMMMMMMMM MMMMMMMMMMNNNNMMMMM?77777IIII777777I7DMMMM?77I7IIIIIIIIII777DMMMMNNNNNMMMMMMMM MMMMMMMMMMMMNNMMMMM?77IIIIIIIIII77777DMMMM?7II777IIII77IIII7DMMMMNMMNNMMMMMMMM MMMMMMMMMMMMMNNMMMM?77777777777777777DMMMM?77777777777777777DMMMMMMNMMMMMMMMMM MMMMMMMMMMMMNNNMMMM?77777777777777777DMMMM?77777777777777777DMMMMMMMMMMMMMMMMM MMMMMMMMMMMMNNNMMMM?77777777777777777DMMMMI77777777777777777DMMMMMMMMMMMMMMMMM MMMMMMMNMMMMNNNMMMM?77777777777777777DMMMMI77777777777777777DMMMMMMMMMMMMMMMMM MMMMMMMMNNNMMNNNMMM?77777777777777777DMMMMI77777777777777777DMMMMMMNNNNMMMMMMM MMMMMMMMNNNNNNNNMMM?77777777777777777DMMMMI77777777777777777DMMMMMNNMMMMMMMMMM MMMMMMMMMNNNNNNNMMM?77777777777777777DMMMMI77777777777777777DMMMMNNNNNMMMMMMMM MMMMMMMMMMNNNNNNMMM?77777777777777777DMMMMI77777777777777777DMMMNNNNNNMMMMMMMM MMMMMMMMMMMNNNNNMMM?77777777777777777DMMMMI77777777777777777DMMMNNMNNMMMMMMMMM MMMMMMMMMMMMNNNNMMMI77777777777777777DMMMM?77777777777777777DMMMNNNMMMMMMMMMMM MMMMMMMMMMMMMMNNMMMI?IIIIIIIIIIIIIIIMMMMMMMN?IIIIIIIIIIIIIIINMMMNMNMMMMMMMMMMM MMMMMMMMMMMMMMNNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNMMMMMMMMMMMM ****************************************************************************** ******************************** VERSION INFO ******************************** ****************************************************************************** Version 0.80 - Campaign levels complete, strike missions, intel, and all other info will be added in future update Version 0.90 - Achievements completed and three strike missions complete Version 0.99 - Spellcheck complete, Intel locations finished and base guide is finished ****************************************************************************** ******************************** INTRODUCTION ******************************** ****************************************************************************** Who this guide is aimed at: This guide is intended both for those who are playing through for the first time on lower difficulties as well as players specifically on Veteran difficulty. Due to this there is probably more detail about cover and strategy than in more generalized guides which should help players struggling with lower difficulty run-throughs and give tips and advice to players on Veteran. Difficulty of the game: Veteran mode in this game is a joke... really. The difficulty level of veteran mode in this game is reduced by many factors but the most common ones are - Ammo refill crates (meaning you will never be down to your last clip, desperately hoping to scavenge a half decent gun). Future scopes - These light up enemy soldiers like Christmas trees meaning most of the time they barely see you before you put them in the ground. Lastly - Lack of timed sections - I am glad these aren't there anymore but they definitely make veteran mode far easier in their absence. Grenade spamming is also far less common and there are no infinite spawns here so there should be very little frustration involved in comparison to earlier CoD campaigns. Especially if you take the access kit perk. The access kit perk and story choices: Black Ops two has two major new changes - The access kit. Which is essentially a glorified shortcut device and decisions to make that affect the outcome of the story. This isn't the typical karma based decision of either A or B at the end. No sir. This one has choices at several key points which determine how the conflict develops and if some key characters live or die. If you are achievement hunting you will have to play through sections several times just to make the set of choices that unlock them. I will highlight decisions of this nature in the guide and list detailed info on how to unlock these story achievements in the achievements section. If you want your campaign to be a lot easier, use the Access Kit. Please. It will save you hours of frustration. Contact: Please email me at firstname.lastname@example.org or message me at trueachievements.com (gamer tag = Bahumaut) with any comments or suggestions, alternate strategies or tips. With all that out of the way, lets get our boots wet in CoD Black Ops II. ****************************************************************************** ****************************** TABLE OF CONTENTS ***************************** ****************************************************************************** Just use Ctrl + F (the find function) and key in the code for the level to skip to the portion of the guide you need. --------------------------------- VERSION INFO ------------------------------- --------------------------------- INTRODUCTION ------------------------------- ------------------------------- TABLE OF CONTENTS ---------------------------- ----------------------------------- CAMPAIGN --------------------------------- LEVEL 1 - Pyrrhic victory...............................................(PV1) LEVEL 2 - Celerium.......................................................(C2) LEVEL 3 - Old wounds....................................................(OW3) LEVEL 4 - Time and fate.................................................(TF4) LEVEL 5 - Fallen angel..................................................(FA5) LEVEL 6 - Karma..........................................................(K6) LEVEL 7 - Suffer with me...............................................(SWM7) LEVEL 8 - Achilles' veil................................................(AV8) LEVEL 9 - Odysseus.......................................................(O9) LEVEL 10 - Cordis die...................................................(CD10) LEVEL 11 - Judgement day................................................(JD11) -------------------------------- STRIKE MISSIONS ----------------------------- STRIKE 1 - FOB spectre....................................................(S1) STRIKE 2 - Shipwreck......................................................(S2) STRIKE 3 - I.E.D..........................................................(S3) STRIKE 4 - Second chance..................................................(S4) STRIKE 5 - Dispatch.......................................................(S5) --------------------------------- ACHIEVEMENTS ------------------------------- --------------------------------- LEGAL STUFF -------------------------------- ****************************************************************************** *********************************** CAMPAIGN ********************************* ****************************************************************************** II IIII -I L I----------------------------------------------------------------------- _I 1 I_______________________________________________________________________ I I IIIIII PYRRHIC VICTORY (Angola 1986) PV1 I I______________________________________________________________________ I 1986 I I I Default loadout I I I I Primary: FAL with ACOG sight I I Secondary: M1911 IIIIIIII Grenades/equipment: Grenade/Flashbang Perks: Access Kit ------------------------------------------------------------------------------ Mission objective: Rescue Woods These games sure like their graphic opening scenes don't they? That's probably why we love them. Well first things first, enjoy the barbeque and meet your partner for this level. He hands you a machete for melee attacks (bet you wanted that grenade launcher instead right?) instead of the usual combat knife. The only difference is the animation though so it's just a nice touch. Objective: Prepare for incoming MPLA attack Objective: Push forward with the convoy Take your precarious perch on the truck and take a short ride into battle. When the mortars finish firing you finally get to enter the fray. CHECKPOINT. Four machete wielding MPLA soldiers will immediately sprint at you as soon as you step off the truck. If you haven't had much practice with the ACOG scope it may be better to just swap to the pistol to quickly eliminate these guys before they reach you and then swap back to the FAL. The damage inflicted by the enemies in this first section is a joke for regular veteran difficulty players. You have ages to retreat or take cover as they cannot two shot kill you like they normally can. However damage can still accumulate and take you out so it is best to pick one of the following strategies to keep your health at safe levels. You can firstly do what the game is telling you to do and stay behind the cover of the truck, popping out to kill off the MPLA soldiers. The other option is to stand about twenty meters back from it taking out the soldiers with your ACOG scope from range as the further away they are the less damage they inflict. Both methods work quite well and it simply depends on how quickly you want to get through the section. Several checkpoints will appear at various intervals as well. There is an access point at the tipped over truck to the right of the path the Buffel takes which contains some mortars. INTEL (1/33): In the crater next to the tipped over truck Objective: Eliminate the mortar crews Advance on the first crew by using the line of rocks leading to them for cover. Stop at each rock and clear the surrounding area before moving on as MPLA soldiers like moving past you towards the front line and then turning around and shooting you in the back. Empty your primary weapon into the mortar crew and then turn around and retreat back the way you came, keeping an eye out for any newly appeared MPLA soldiers. Race back to your vehicles and look at the last target icon to see a your final crew member. Pick him off from range to finish the objective. Objective: Destroy the first wave of tanks CHECKPOINT. Now you have some air support (ever see a COD game without it?) and you can call in your helicopter to bring the pain. I found the rockets to be far more effective than the machine gun here and you have an infinite supply, so just line up your targets and blast away. There will be four in the first run to destroy so this should be pretty easy as the rockets fire so quickly you can take them out in about five seconds. Objective: Eliminate the mounted gunners CHECKPOINT. Now this is probably the first place that may kill you. You are expected to take out the gunners of a pair of trucks. The left target is out in the open and can be easily taken care of (watch out that your cover doesn't roll away or you will be shelled to death). The second on the other hand is behind a large rock, clear the nearby enemy soldiers and peek around the side to shoot the gunner. Once he is dead use this location as a base until you regain your air support. Activate it as soon as it appears. Objective: Destroy the second wave of tanks CHECKPOINT. This wave contains four and then another five tanks. The first set are the same difficulty to destroy as the previous ones. The following five on the other hand are more difficult due to the chopper's angle of approach. Try to hit them from the left first and as early as possible as you won't get much time to take care of them. Objective: Mount the Buffel to lead the final push CHECKPOINT. Back on your ridiculous (read: suicidal) position on the side of the truck. Note that your character magically becomes invincible and that you don't actually need to fire a single shot here. It's hilarious. Savimbi: "We must lead the final charge." Me: Dude, if you make me immune to bullets in a COD veteran campaign, I'll follow you anywhere!" Two CHECKPOINTS will occur during your 'god mode.' Deal with the enemies if you wish until your exit arrives. Objective: Secure the barge and rescue Woods This descent can be surprisingly deadly as I've been killed before I can even leave the chopper. It depends on how cheap the AI is feeling here. Definitely hold forward when you reach the barge to exit the chopper ASAP. After your tumble onto the deck meet the welcoming locals and take cover behind the shipping container to your left. CHECKPOINT. Use the left side of this container to clear the bridge of the ship as this is you best location to take out single enemies at a time. Hudson will offer some support here to make it a little easier. Explosives will rain down upon the deck shortly as the gunboats behind you move up. Race for the access icon (if you used another perk, well you'll have to take your chances). INTEL (2/33): On the left side of the bridge behind a wall (upper area) Inside are flak jackets which negate most of the blast damage from the explosives making your life a hell of a lot easier. This also means you can just stand on the mounted machine gun and ignore most damage as you mow down the pursuing boats (wow, I never expected 'shortcuts' in a COD game after Heart of the Reich' in the first Black Ops) cackling like a madman. Focus on the boats that are further to the right first as these can flank to the far side of your vessel and board it. Several CHECKPOINTS will go off as the enemy boats are destroyed. Once you hear the cry of "they're boarding us!" Hop off the machine gun and immediately head to intercept the newly arrived soldiers. Be very careful of the soldiers that appear on the bridge as they have a good position and can hit you on most of the deck (the shipping container is once again your friend). Now that bit of unpleasantness is out of the way refill your ammo from the crates on the deck and help Hudson open the shipping container that probably saved your bacon to find it saved someone else's bacon as well. Objective: Use the Valkyrie Launcher to destroy the hind. Oh, it's suddenly turned into an escort mission. Damn. Well at least Hudson has to deal with it as it's your job to take out the helicopter. Grab the Valkyrie from the deck and aim it at the chopper. You control the rocket it spits out so guide it into the hind. Repeat this to reach the shore and watch the chopper spin crazily out of control into a building. Swim away from the sinking wreck with Woods in your arms (not much of a spoiler as it is in the mission objectives). When you reach the beach Hudson will give you some encouraging news and now you both get to carry Woods around. Objective: Escape into the jungle Objective: Get to the village and radio Savimbi for extraction CHECKPOINT. Move up until Hudson tells you to take cover, do what he says if you like staying alive. Objective: Do not get discovered Follow Hudson's instructions to avoid being spotted to eventually reach a place to hide Woods, which means you can scout ahead to find the radio. Objective: Enter village and find radio CHECKPOINT. If you picked the access kit you will be able to enter the small hut just ahead to collect some bear traps to slow your inevitable enemies. Grab them now as attempting to later may get you killed. The Dragnov here can be quite useful in the upcoming shenanigans (better than your pistol anyway). Refill your ammo here once you have selected your weaponry and continue up the path towards the objective. When you approach the radio hut you will see two soldiers sitting on a wall to the left, you can bypass these guys if you are crouched. Jump through the window to find it being used by someone else. Objective: Approach and overpower the radio operator CHECKPOINT. Watch the scene to suddenly have the entire camp after you. Wasn't it a good thing you grabbed those traps early? Objective: Fall back to the river Follow Hudson until he takes cover and stops. You will see a strategically placed sniper tower to the right of his new cover. If you grabbed the Dragnov from before this is where it can really shine. Objective: Defend Position Climb the sniper tower and start laying into the onrushing hordes of soldiers. Remember you can retreat down the back of the tower if you start taking too much damage. Focus on the RPG wielding soldiers first as they post the biggest threat. Once Hudson throws his smoke, retreat from the soldiers and use this opportunity to place your traps in the chokepoint if you like. INTEL (3/33): In the next area, the first sniper perch on the left has the intel CHECKPOINT. Follow Hudson to his next cover position and use the sniper perch or take cover behind the trees to the side of the area to pick off the soldiers that rush forward. Once the next smoke pops, jump over the small waterfall and down behind some cover as a machine gun truck arrives at the top of the falls you just dropped down. Shoot the gunner to explode the whole truck (cause that makes sense right? What was he? Covered in fuel or something?). A word of advice in the following skirmish: Don't take cover with Woods. If you do a rain of grenades and RPG fire will rake into your position making it impossible to survive. A better idea is to retreat further back to the beach using the Dragnov to pick off the troops following you. Keep defending until Hudson stops right in the middle of the path. You have to race up and help him with Woods until you reach the shoreline. It looks like it's all over. Both the mission and your lives. Or not. II IIII -I L I----------------------------------------------------------------------- _I 2 I_______________________________________________________________________ I I IIIIII CELERIUM (Myanmar 2025) C2 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: M27 with millimeter scanner I I Secondary: Titus-6 IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade Perks: Access Kit (definitely worth it here) ------------------------------------------------------------------------------ Mission objective: Obtain celerium Objective: Rendezvous with Salazar and Crosby Well, we typically don't start a mission in this position... Cool, suction cup gloves. That looks like fun actually. The QTE's may be a bit confusing (believe me, the first time I got to this point I splatted myself on the nearest cliff face. Unintentional but bloody hilarious). After the first death you should get the hang of it though. Once you reach the cliff top a one in a million lightning strike will blast a tree next to you pulling you both towards the cliff. You will be saved from being a pancake by your third squad member. Follow your squad to another crumbling ledge to deploy a wing suit and leap into the air. Objective: Jump from the cliff to start your descent CHECKPOINT. Use the RS to steer yourself (you don't have to worry about altitude as that is automatic). This is a lot more fun than your typical knees bent, running about advancing behaviour so enjoy the ride. Objective: Reach the LZ After the joyride ends you will obtain your weapons and be tasked with infiltrating the base. Objective: Investigate the base Head for the squad objective marker for a CHECKPOINT and a look at your next destination. You will see the two guards directly ahead and then deliberately 'not see' the guard that drops down in front of you. COD just went all Halo on me... EMP grenades disable cloaking so keep that in mind for any difficult encounters with 'shimmering' enemies. Stay where you are for the duration of the fight as this location is a lot safer than moving up. Once Harper has moved to the stairs, drop down from cover and move forward slowly. Moving up the steps and taking cover at the top until your allies push forward past you. CHECKPOINT. Move up behind your allies to see a drone starting to take off. Race up on the left side, shooting the lone soldier guarding the drone and use your access kit to take control of the 40mm machine gun attached to the drone. Kill the thirty or so enemies approaching the landing site with it to progress (seriously this access kit is worth its weight in gold!). INTEL (4/33): At the helipad near the drone you controlled is an alcove with a computer inside, the intel is sitting next to it CHECKPOINT. Move towards the marker while remaining on the lookout for more cloaked soldiers, a hut to the right of the gateway has an ammo refill inside. Move into the gate and take cover to the left inside as a turret opens fire on the area. This is a perfect location to just shoot the turret operator so take the time to do so. Ah, veteran mode is back... With all the easy sections so far it seemed like the enemies were throwing peanuts instead of firing bullets at you. This section isn't hard per se, it is just tedious if you don't want to be caught by surprise with a bullet makeover. Objective: Destroy the temple door CHECKPOINT. Watch the door get blown apart and follow your squad into the inky gloom within. Objective: Infiltrate the research facility Follow the corridors down until you reach something that looks like an umbrella installation from the Resident Evil games. Watch your team open the large door for a CHECKPOINT. In the next room an access box will be to the side with active camo inside. Feel free to pick it up and refill your ammo before entering the complex proper. As soon as you do you will be knocked onto your ass by a robotic sentry drone. Reactivate your camo (it is invaluable against the drone and enemies within) and decide how you want to deal with the drones. They are heavily armoured in the front but are vulnerable from the rear (so many unintentional innuendos in this game so far...). Let your squad circle round to the right, drawing it's fire while you calmly stand in the doorway waiting for the drones to turn away from you. When they do, unload a full clip into their exposed weak point and jump back into cover while it explodes. Repeat this for the second one and then mop up the remaining soldiers. Clear the room for a CHECKPOINT. INTEL (5/33): In the left room, next to where the ASD robots appeared from on a desk inside Climb the stairs and headshot the enemies with impunity as they can't see you unless you are very close. Clear out the five or so enemies on the upper level and get ready with a grenade as you descend the stairs on the other side as five soldiers will rise on an elevator through the floor. Release the grenade to kill them all in one shot. Objective: Infiltrate the lower labs CHECKPOINT. Be sure to re-enable your camo after it turns off and another sentry drone awaits at the bottom of the lift. Shoot the canisters to disrupt the soldiers shots, allowing you to take cover against the right wall and resume taking them out one by one. Head for the left hall as you don't really want to run straight at an auto turret do you? One thing to note is the turret on the ceiling. Make sure to eliminate that before moving up. You will see after clearing the area another access point. Inside is an automatic turret (squee!) to befriend. Objective: Open container Refill your ammo and open the container to progress. Put your camo back on after the box is opened and get to cover. Objective: Defend the area Use the 3D modelling machine on the left for cover as the enemies rush in. Your little turret should be able to deal with the enemy turret so it shouldn't bother you as you mow down the enemy forces. Once the room is clear and you have patted your little companion on the head/chassis/gearbox... whatever, refill your ammo and open the gateway. Objective: Obtain the Celerium drive CHECKPOINT. Put your camo back on (sigh, why don't they just have it auto turn on?) and enter the central area. The predictable death of your 'rescued captive' ensues and another wave of enemies enter the room. Put your camo back on AGAIN and follow your squad as they race for the objective. Objective: Rendezvous with extraction team INTEL (6/33): On a bench in the second room when following your team out (the one after where your little robot was found in). Keep pushing through the rooms towards the objective. Your camo gear should make this a cakewalk but if you like you can take this slow by following your team as they move up. Once you meet Briggs the mission ends. II IIII -I L I----------------------------------------------------------------------- _I 3 I_______________________________________________________________________ I I IIIIII OLD WOUNDS (Afghanistan 1986) OW3 I I______________________________________________________________________ I 1986 I I I Default loadout I I I I Primary: AK47 with extended clip I I Secondary: Makarov IIIIIIII Grenades/equipment: Grenade/Flashbang Perks: Access Kit ------------------------------------------------------------------------------ Mission objective: Gather intel on Menendez Cartel Objective: Investigate Menendez's connection with the Soviets Watch the horsies fly overhead to gain control over your character. Objective: Follow Zhao to the Mujahideen base Take your new horse for a ride until you make it to the camp site. Objective: Defend the west blocking point INTEL (7/33): On boxes on the side of the room As you head out again towards your ride there is an access door to the left you can pick to obtain some mortars... just cause. Exit the exploding camp to the imaginary tune of flight of the valkyries as you see helicopters airdrop enemy soldiers in your path. The AK47 here is far more accurate than in past incarnations and still just as lethal so go to town on these suckers. After which your allies will sweep to clean up any survivors. INTEL (8/33): Instead of following your allies move straight ahead until you see a red flag with an ammo refill crate next to it. The intel is at the base of the flag Sprint after your objective marker to reach a CHECKPOINT and see your allies embroiled in an skirmish. Objectives: Destroy the enemy BTRs Apparently BTR's are now as common as mud or should I say sand in a desert. Race out from behind the rock and take cover against the pillar to the right. This will allow you to take out the two soldiers in the open ahead as well as the soldier concealed on the building to the left. Once these three are down move down the path until you reach a small structure and worm your way through it until you can see the dwelling the icon is pointing to. Sprint through the bullet hell and take cover as soon as you reach the building because the BTRs don't like that kind of thing. When they roll away, take the chance to sprint up the steps and shoot the single guard to see your objective. The STINGER has a lot of ammo so don't worry about running out. Unload on the BTRs when they aren't shooting at you as much and blow them up to complete the objective. CHECKPOINT. Keep the STINGER (there is an infinite refill right next to where you picked it up from anyway). On the same rooftop there is another access icon which when opened gives you mines to play with. Try out your new toys on the advancing vehicles that want to wipe you out. Blow the arch and hop on your horse and ride into the distance. Seriously. Objective: Defend the base from being destroyed Race back to the base and pull out your STINGER (no innuendoes here folks!). Blast the tanks trying to pound the walls of the camp. The STINGER should make short work of them (faster than mines anyway). Swap to the anti-air mode after taking out the tanks as a series of gunships that may give you fits or nightmares in later life... Take cover underneath the overhanging rock formation on the right side of the area when facing away from the camp. Use this spot to dance in and out of as you fire (get off the horse here as it will only get you killed). Once the final chopper goes down your new objective will appear. Objective: Retake the weapons cache Head for the objective, squishing enemies underfoot with your horse. There will be an arch on the left side of the entrance to the chasm which is a good place to dismount and start destroying helicopters and BTRs. Checkpoints will occur rapidly here as you take down the flying pests. If you head to your left from the arch there is a refill station. Work your way forward killing as you go, eventually your allies will take the weapons cache for you. INTEL (9/33): Stand on the first bridge and look across it to see a dark cave, the intel is on the floor at the entrance Objective: Return to Mujahideen base Charge of the Light Brigade much? You'll see what I mean. When the horse goes down hold RT and LT to remove the horse. The rest is all preset so just watch the pretty lights. Objective: Interrogate Kravchenko Guess who's back. Watch the series of cut scenes to end the level. II IIII -I L I----------------------------------------------------------------------- _I 4 I_______________________________________________________________________ I I IIIIII TIME AND FATE (Nicaragua 1986) TF4 I I______________________________________________________________________ I 1986 I I I Default loadout I I I I Primary: Galil with fast mag I I Secondary: Barrett M82A1 with variable zoom IIIIIIII Grenades/equipment: Grenade/Smoke grenade Perks: Access Kit ------------------------------------------------------------------------------ Mission objective: Secure Raul Menendez Objective: Menendez Watch the opening scenes and then once you are rescued you enter a killing frenzy. That may be an understatement... The shotgun and melee both work equally well here as you move super-fast and basically one shot everything. Objective: Rescue Josefina This section seems to be more stress relief than actually difficult. Head for the objective decapitating everything in your way, taking cover when needed until you reach the axe. After displaying your pinpoint axe throwing skills, race up and machete more guys to the face. INTEL (10/33): Inside the burning barn next to a stack of hay Once you get to the massive open courtyard you will have to be more strategic in your approach as the insane number of enemy spawns can even overwhelm crazy man. Keep on the left wall and use the pillars to stay alive (keeping an eye out for enemies spawning behind you). You will most likely have to make a rush for the door and objective as the spawning seems infinite. When you make it to the top of the stairs you will witness another cut scene and you will be thrust into another soldier. Objective: Clear the Cartel village Walk down the hill to trigger the enemy spawn and then retreat back up and pull out your sniper rifle. You may need to retreat all the way up the hill as these guys can be freakishly accurate at range. When you approach the village, circle round from the right first as this will most likely be clear. You will also see an access point inside a nearby building which contains molotov cocktails. As you move uphill, enemies will be waiting with bated breath (and unfortunately weapons too). This is one of those take it fast and die or take it slow and be bored but live sections. Use your sniper rifle to clear out some guys and follow your squad up the hill. A machine gunner will be waiting at one point but he is a pretty easy target. Once you are on flat ground again a CHECKPOINT will greet you. Watch out as a machine gunner truck will race around the corner towards you. Shoot the driver to gain the approval of your squad mates (Yay, the approval of AI. I feel so honoured), The villa ahead is swarming with enemies so you will have to take it slow and snipe your way to victory. There must be at least thirty guys here so I hope you brought enough ammo. Move up to the building once suppressing fire has been laid down by your squad and move to the entrance being careful of the three enemies up the stairs as you enter. Objective: Assault the mission Out the back of the building there is another access point with mortars inside. Prepare for another mass slaughter of another thirty plus enemies. Beware of bell towers, rooftops and grenades. Take your time again and snipe your way through. Don't stand still too long or you'll get a visit from the grenade fairy. INTEL (11/33): Halfway up the belltower Once the area is clear move up to the belltower and climb to the top to take a prime position for the skirmish ahead. This is more like it, most of the enemies don't even notice you so begin the massacre. Take out the RPG soldiers on the patio and the two snipers in the towers to the sides. Then start clearing the courtyard. There will be a lot of foliage blocking your sight line but you should ample ammo to compensate for this. A dragnov will be sitting here if you forgot to pack your sniper rifle. Objective: Clear the Cocaine Bunker CHECKPOINT. A bunker made out of cocaine? Open the access door to find a machete and a crapton of guns. Pick what you want and move out to the ammo crate room and use this spot to start picking off enemies with your sniper rifle or scoped weapon. The crate negates ammo worries so feel free to fire as many shots as you want. About twenty five enemies will be in the large production room here so it will take a while to clear it safely. After you can no longer see any enemies from the ammo room, walk out to the railing using the wall or crates for cover and snipe the remaining forces before moving towards the objective. Just before you reach the objective a final soldier will run out so just swap to an auto weapon and take him down. INTEL (12/33): In the small room to the left of the objective marker CHECKPOINT. Ten or so enemies will be waiting for you in the burning room but if you take it slow you should get through without any worries. If you want to get the intel for story achievements follow the flames around to the right to find a desk with a CIA envelope on it (get to it before the flames do). Objective: Find and capture Menendez CHECKPOINT. Climb the ladder to reach the outside world again and immediately take cover to the side of the small area as two enemies will automatically be firing at you. Follow the trail of destruction Woods leaves, putting down the odd one or two survivors until you reach a doorway to the inside of the building. Watch the unfortunate consequences of revenge and the level ends. II IIII -I L I----------------------------------------------------------------------- _I 5 I_______________________________________________________________________ I I IIIIII FALLEN ANGEL (Pakistan 2025) FA5 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: MTAR with millimeter scanner I I Secondary: Tac-45 with laser sight (swap with s/rifle) IIIIIIII Grenades/equipment: Semtex/Concussion Perks: Access Kit (worth it here) ------------------------------------------------------------------------------ Mission Objective: Gather intel on Menendez Objective: Gain access to Anthem INTEL (13/33): In the room you start in on the right Seems the guys start off in a bit of a pickle. Once the Claw is up and running let it go and as you enter the next room there is an access icon. This activates the Claw flamethrower, why is the access perk so broken? Follow behind the Claws marking targets and picking off distracted survivors as you go. As you move forward through the room a drone will appear at the far windows. Pull out your sniper rifle (you did read the swap part didn't you) and dig in halfway through the room behind the big wall. Peek around the corner taking shots whenever the drone exposes itself. After five or six shots (from the barret anyway) the drone should explode. Move forward to the end of the room for a CHECKPOINT. As you move outside you should spot the access icon on a panel near a metal roller door. This lets one of the Claw head to a better vantage point up on the buildings. While they barbeque the enemies you can swap to your sniper again to clear the street and balconies of enemy soldiers. The Claw's flamethrower is invaluable here, not because it kills the enemies but instead it locates them for you. Watch out for the movement of the water as it can push you out of cover as well. Waterfalls will also obscure your vision for a few seconds so take cover if this happens. You will have to move to the large arch at the end of the street to progress. After the CHECKPOINT at the end of the street, three more enemies will be waiting around the corner. Drop them quickly and move forward until a train carriage starts hurtling down the street towards you. Follow the objective and Harper to reach a simple QTE and safety. Before following Harper down the alley, take your first right to find an ammo crate. Locked and reloaded, mosey after Harper for a CHECKPOINT. INTEL (14/33): In the same side passage as the ammo crate on the ground Objective: Avoid being spotted by MQ drones Follow Harper's instructions here to avoid becoming Swiss cheese. After moving through the building you will get a CHECKPOINT. Just a note that you cannot use the same pillar Harper is hiding behind as the drone will spot you (Thanks sooo much for that Harper). Use the prior one. INTEL (15/33): When you enter the bank building (has a massive sign with bank on it) it is through the left entrance on the floor Just keep going until you see two guys on a wall ahead. Harper will tell you to take out the one on the right. Do so to move up and enter the sewer level. CHECKPOINT. Up the stairs will be an access point with some intel (not the collectable kind) inside. Play slip and slide as you follow Harper (just don't contemplate what the water has been replaced by). After a bit more squelching you will contact the admiral. Objective: Get to observation point Use the grappling hook you stole off batman to reach the rooftop. Above you will find two very easy targets ready for a strangling. Take the one on the right to clear the roof. After this you will be given a new toy to play with. An ID scanning glove. People who have played Alpha Protocol will know the deal here. Line up and scan a person to check if it is your targer. I'll make this easy for you, Menendez is wearing a white suit. CHECKPOINT. Follow Harper along the rooftops, listening to his instructions to avoid detection. Objective: Record Menendez's conversation When you are forced to go prone to avoid the spotlight, you will have to record the next important piece of the conversation. Locate Menendez nearby and hold the glove's reticule on him until he moves out of range. Climb the boxes nearby and watch Harper take up amatuer surgery for a CHECKPOINT. The next recording will take place through the windows in this room so just wait till Menendez appears and record it. Objective: Reacquire Menendez CHECKPOINT. Follow Harper outside and resume your stop start mode of progress. It's like driving in peak hour here! When you reach the point that Harper comments "these guys are in our way." This supposedly translates to jump over the railing and melee them to death. Enter the door to find your third recording session. Objective: Reacquire Menendez Go for a nice relaxing little swim to reach a CHECKPOINT. And to find that not everything goes to plan (does it ever in these games?). Swim for your ass, or just your life as you get a new objective. Objective: Rendezvous with Salazar Objective: Clear the rail yard Well this is certainly entertaining. You get to take command of both Claw units to clear the yard outside. Have some fun and let off steam here as the Claws just wipe anything in their path out. Once the yard is clear make a break for your escape vehicle. Turns out the Admiral is a bit of an asshole and want you to risk getting blown up even more. Ok, now this part seems difficult but it really isn't if you know what's happening. Pilot the drone to the barricade while taking out all the enemies along the way, then blow it up to start frantically driving out of there. Head for any open streets and generally take the left path unless told otherwise. Near the end of the chain reaction/ exploding fire everywhere part if you dodge the wall of flames you will get an achievement. Objective: Escape Anthem Objective: Get to the extraction point Thankfully you are out of the vehicle and on foot again. Head to the top of the slope to finish the level. II IIII -I L I----------------------------------------------------------------------- _I 6 I_______________________________________________________________________ I I IIIIII KARMA (Cayman Islands 2025) K6 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: PDW-57 with EDTech sight suppressor I I Secondary: KAP-40 with tactical knife (Sniper is better) IIIIIIII Grenades/equipment: XM31 grenade/Flashbang Perks: Access kit ------------------------------------------------------------------------------ Mission objective: Secure Karma Wait, floating city? Someone's been watching too many Bioshock 3 trailers. I think it's more like a massive oil rig platform that has been converted into a giant corporate park. Objective: Get through security checkpoint Follow your squad members into the complex Just relax and take in the scenery until you reach the second floor with the elevator. Two seconds in and security personnel will open fire. Objective: Head to the CRC Once the two mercenaries are down, head for the objective to meet 'ziggy.' Vent travelling time! Wow this is just like wall running with the aliens in aliens vs. predator as well as being equally sickening and disorienting. This is a very linear section that shouldn't pose any problems. Objective: Access CRC computer and search for Karma Open the retina scanning door for a CHECKPOINT. Immediately take cover to the right behind Salazar as this reduces the number of enemies with line of sight to you drastically. The far right side of the room has one particularly deadly enemy so be careful when trying to line him up. Immediately after killing this guy an enemy will spawn and try to bum rush you from the right swap to a close range gun and mow him down when he appears. Once the area is clear, head to the access point to get some targeting data. INTEL (16/33): On a desk on the right side of the room After finding out what Karma is it's time to hit the club. As you try to exit back out the way you came, more PMC soldiers will be waiting. The game tries to force you forward here, just keep in mind you can back up again to safety. Keep in mind that most of the enemies will rush past your allies here to try and take you out. On this difficulty it is best to push forward slowly to avoid getting surprised by spawners. The first objective is a door that will be kicked open and enemies will rush you. Retreat or meet them with an automatic gun and resume your slow advance. More corridors full of enemies greet you and the tactics remain the same. If you took my advice about the sniper rifle here is where it will really shine. Swap back and forth between your weapons (remember to swap to close range when healing or you could be bum rushed). Eventually you will reach the elevator again. Objective: Rendezvous inside Club Solar What an awesome looking club. Stroll past the bouncer like you are an A-list star until you meet up with your target on the dance floor. Once the crap hits the fan you will have to slo-mo kill about twenty enemies with an SMG. The checkpoint is at the start of this section so just repeat until you succeed. Definitely use the zoom to take them out accurately or they just become too much to handle. Objective: Stop Defalco from escaping with Karma Once you are back in control, notice there is an access point inside the armoury which was just opened. Grab the electric knuckles and whatever other weapons take your fancy before heading towards the next objective. This seems to be a rush to catch up with Defalco however I saw no timer or any means to assess if you are failing or not. I used the Barret for all of this section and moved through as fast as I could but didn't fail so I'm unsure if it is timed. INTEL (17/33) A store on the ground floor with the sign d'Ho has the intel in the back behind the cash registers Most of the enemies you encounter in this section will be distracted by the security or your squad members so they are relatively easy pickings. The occasional one will run at you but otherwise this should be pretty simple. Keep pushing forwards to unlock a few checkpoints. Objective: Open the mall door Once you are told to open the mall door, you should see an access point to the left. Open it up to regain your little ASD friend from the earlier levels to help with the situation. Help Salazar open the mall door to reach the stairs to the outside. All the automated defences will begin to target all armed personnel so be aware that you may be shot in the back by your 'allies.' A couple of shots with a sniper should take out any ASD that gets in your way. As you continue moving keep an eye up for four snipers on the large raised garden in the middle of the area. This sequence is pretty much the same as the last, with most of the enemies being distracted. INTEL (18/33): After passing the upraised rocks with the snipers on, stick to the right hand side and you should see the intel on a small stall after a little bit Once Defalco actually appears as your objective, race for him as you have to try and stop him before he escapes now. A slow-mo scene will trigger when you approach and you will have to gun him down to succeed. Use the cover here as his shots are pretty lethal. You do have time to take his minions out as well so focus on removing them first as they will try to rush you otherwise. Take him down or let him escape to finish the level. Note: This is a branching story path choice II IIII -I L I----------------------------------------------------------------------- _I 7 I_______________________________________________________________________ I I IIIIII SUFFER WITH ME (Panama 1989) SWM7 I I______________________________________________________________________ I 1989 I I I Default loadout I I I I Primary: MP5 with rapid fire (swap for s/rifle) I I Secondary: Colt M16A1 with multiple attachments IIIIIIII Grenades/equipment: Grenade/Flashbang Perks: Access kit ------------------------------------------------------------------------------ Mission Objective: Objective: Meet up with Mason and McKnight Step out of your nifty wheels and head for the house which looks oh so photogenic. Meet Woods in the driveway, followed by McKnight at the door. Take a stroll round the back at McKnight's request to meet up with him. Objective: Retrieve bag from shed After grabbing the bag head back out the front to spot some punk tagging McKnight's ride. Watch him waste a perfectly good beer to fade into the mission. Objective: Capture false prophet Enjoy the short and scenic boat ride to the shore and regain control to start the mission proper. Head for the sewer entrance (Seriously, two sewer sections? What's next the poisonous spiders). Oh, were going over them... My bad. Climb the ladder and distract the guard so woods can terminate his hopes in life and pull the RT as another guard walks out the door to the right at the same time. After planting your knife solidly in his face things will get very complicated real fast. Race inside the guard post so you don't get hit by the hail of lead headed your way. Use this safe position to 'retire' the enemies spraying your cover. These guys are pretty grenade happy just so you know. As you move up after the initial wave a ute with five or so soldiers will roll in. A well placed grenade can instantly solve the problem or you can take the old fashioned approach of personal service. Objective: Assist SEALs Head down the ramp to spot an access point with eight nightingales inside. Head up the stairs for a CHECKPOINT. A bunch of distracted enemies are firing away on the roof so they should be easy pickings, be careful of staying in the staircase however as your allies can push you out of cover (Gee, thanks guys!). Keep following Mason and drop down onto the catwalk inside the building. Immediately move to the right and drop down again into better cover, unfortunately one enemy is in the hall already so make sure to get him as soon as you land. Another access point at the end of the hall has a useful flak jacket inside so be sure to grab it. Head back to Mason and enter the office to confront three or four enemies here. Use the corner or the boxes here to avoid their fire while dealing with them and then keep moving. Grab the RPG launcher on the floor here as you'll need it in about twenty seconds.\ Intel (19/33): On a shelf just before you descend the stairs Tromp down another set of stairs for a CHECKPOINT and to re-join Mason. You will be tasked with firing an RPG at the leaving plane. Once it is a smouldering wreck set about sniping the enemies scattered on the runway and the building opposite (once again the sniper rifle being a far better choice than one of the pre-set weapons). Regroup with Mason once the runway is clear being careful of the occasionally cheap enemy spawn here (he can spawn to your side if you aren't cautious). Now you know where your target is it's time to move. Keep moving up as McKnight clears the path for you. Head for the motel room and breach the door, off the guards inside and capture your target. Objective: Escort false prophet to Army checkpoint You will have the job of dealing with the soldiers tormenting common civilians, show them your version of the Geneva Convention and come down on them with the big whacking stick. Head into the building and give a wry grin at how Mason complies with orders. Kick open the door and head back onto the street for a CHECKPOINT. Run for the checkpoint until you get to about 170 meters away where your first armed enemy will be waiting behind a ute. Take him out quickly and as you move forward take cover as an enemy with a RPG will be in the next area. Sprint through the area using your close range weapons to deal with the three or so enemies in your path. When you get to the 120 meter mark you will have to deal with a few enemies who try to take up positions behind a car. Now this section can be annoying if you don't take the time to remove the major threat before racing across to the objective. A sniper is on the roof with perfect line of sight to where you would stop if you sprint across so deal with him before you even try. Killing as many of the enemies in the area as you can will also make it far easier. You can flank most of them by moving along the wall but the shrubbery will make your work tougher. INTEL (20/33): Before making the dash for the church there is a small building with a smashed wall in the middle of this area. Head inside and the intel should be on the bench Once you are satisfied, make the sprint across the gap and if the sniper is dead you should get a CHECKPOINT. Keep moving towards the objective taking out the remaining forces from your initial assault. Breach the door at the end of the street to watch another cut scene. INTEL (21/33): Move straight ahead after the cut scene to find it on a bench Follow the hallway until you rescue the trapped woman. If you still have those nightingales, they can come in handy after pulling yourself up. Throw one at the back of the corridor through the smoke and half the rush thats meant to come at you will instead run the other way (or you could try to take them all in melee for the points, just sayin'). Once they have been put down you should move through the smoke for a CHECKPOINT. Keep moving until you have to rescue your target. After the 'conversation' about following the rules you will have to sprint for the opposite building. Time your jump right and you should be fine. Trot along to the army checkpoint for yet another cut scene. Afterwards your new target is identified you will have to take the shot. Note: This is a branching story path choice The choice is shooting him in the head or in the chest twice (once standing and once on the ground). Doing the latter bags you an achievement. Story happens and the level ends. Pretty easy overall, just a lot of cut scenes slow it down. II IIII -I L I----------------------------------------------------------------------- _I 8 I_______________________________________________________________________ I I IIIIII ACHILLES' VEIL (Yemen 2025) AV8 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: Skorpion EVO with laser sight I I Secondary: B23R (swap with a sniper rifle) IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade Perks: Access kit ------------------------------------------------------------------------------ Mission objective: Capture Raul Menendez Objective: Join Menendez on stage Take the time to have a relaxing stroll, through the heavily armed platoon of guards to the balcony outside where Menendez's adoring public awaits. Objective: Rendezvous with Menendez at the Citadel As is often the case in CoD games, things go bad real quick and you are forced to beat a hasty retreat. Your sniper rifle will immediately come in handy here as it will allow you to take down the little flying scuttly buggers in one shot. Clear the courtyard using this technique (they do stop spawning) and head for your objective. INTEL (22/33): On the right side of the courtyard is a set of stairs which has a small room filled with carpets at the top. On the floor here should be the intel Take the left path out of the courtyard as this provides more cover and remember to look up for the flying gunners or else they can ruin your day pretty fast. Stay left to find an access point with a sword inside. Yeah a sword, I did a double take too. Did this game become skyrim without me looking? Oh well. Resume your advance up the left side, taking the time to experiment with your new melee weapon. At the next small building you should receive a CHECKPOINT. After leaving this cover you need to head diagonally to the right instead as this is your next best cover location. An American will be waiting at the exit door so be ready to fire once he is down watch the drone fall from the sky. More soldiers will continue running in from the right of where the drone crashed so you need to thin their numbers before making a dash to the opposite side of the street. Once you think it is safe enough sprint across to the next building. You will meet several allies holding off four or so flying gunners so pull out the sniper and dismantle them (I'm sure the default pistol would have helped a ton with these things, right?). Through another archway to more defenders holding their own against superior technology. At the end of this walkway are crates containing RPG launchers and an ammo refill to the left of them. Walk past the ammo to find yourself flanking an ASD advance, use this to your advantage by putting two sniper shots in the rear of it to turn it to scrap. You should be fine clearing this courtyard as all the ammo was just refilled. Carefully move up the left side afterwards as large numbers of enemies will run in from the far end of the plaza. This battle can be tedious as enemies are firing from every direction, so the best way to approach it is to bunker down, sniping enemies while your AI allies push forward. Be cautious when the street 'looks clear' because your buddies may ignore the ASD or the two final spawning soldiers completely. Head for the objective to find an ammo refill and CHECKPOINT. More ASDs, flying gunners and soldiers are waiting for you around the corner so use the refill location as cover while you shoot out the door or windows. Fortunately this enemy encounter is far shorter as there are less troops here so mop up and move into the next building. Open the door to rejoin Menendez. Another story choice will present itself here and depending on a series of choices in the game can lead to various achievements. Read the achievement section for more details. Shoot Harper - Farid lives Shoot Menendez - Farid dies Objective: Pursue and capture Menendez CHECKPOINT. Follow your squad down the alley and you will gain control of the drones you spent the first half of this level shooting. Ironic isn't it? Maybe it's just Karma... Yeah, horrible I know but I couldn't help it. The drones can be a little hard to control at times as you seem to paint an area and they shoot it until you command them to do something else, even if the enemy you were aiming at moves slightly to the side they don't compensate. So they are a helpful asset here rather than an I win button. After clearing the first small room race around to the door and get inside as there is a RPG wielding enemy overlooking the street and he is a very good shot. INTEL (23/33): Behind some boxes in the first room is the intel Climb the stairs and use the window or balcony to start picking off the enemies above street level that you couldn't see before. In the last room before you reach the objective marker is a sentry turret. Use the window to take it out before you enter. CHECKPOINT. Poke your head out into the sunlight to spot the two enemies on the roof and one on the stairs leading to your next cover location. Once these three have been removed from the realm of the living, swap to a mid-close range gun and head up the stairs. Depending on how efficient your allies and drones have been there may be up to about three enemies in here to deal with. Clear the building and head up the second set of steps for your sniper's perch. Use this to crush the waves of opposition they send your way (imagine trying to kill all these enemies without the sniper!). After your drones have ceased fire, move forward and continue the attack for a CHECKPOINT. The sheer number of people on the screen was hilarious at times, I had to shoot through my own allies several times to hit enemy soldiers because they ran in the way. Or when a heap of enemies spawn in a conga line resulting in taking out three or four enemies with one bullet. Classic. This section is a target heavy environment allowing you to take out dozens of enemies quickly as they are often distracted by your drones. Make sure to clear both paths before you advance or you could get a bullet to the back. Once you reach the first large building you can use it as cover while you take out the multiple RPG wielding soldiers on the opposite side of the canyon (before they can one shot you anyway). INTEL (24/33): On the roof of this building, climb the ladder outside to reach it Enemy drones will also spawn as you move up from the building so be on the lookout for those with red lights. Clear the way until you reach your next sniping point. Another crumbling building. Once all the RPG soldiers you can see are dead you can sprint across the bridge to the other side of the canyon. CHECKPOINT. Gee, you glad you packed all that ammo yet? Definitely one thing I noticed in this veteran campaign is you nearly never run out of ammo unlike some other versions. Take your time, snipe whenever you can and when you reach the objective you will reach Menendez once again. Can't tell he wants to be caught can you? Once he is secure the level ends. II IIII -I L I----------------------------------------------------------------------- _I 9 I_______________________________________________________________________ I I IIIIII ODYSSEUS (USS Barack Obama 2025) O9 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: M8A1 with hybrid optic I I Secondary: M1216 with millimeter scanner IIIIIIII Grenades/equipment: XM31 grenade/shock charge Perks: Access kit (definitely worth it here) ------------------------------------------------------------------------------ Mission objective: Interrogate Raul Menendez Hmm, normally these scenes are the other way round in Black Ops games. Step into the room and listen to Menendez's cryptic words until everything goes pear shaped. Oh seriously, how the hell did he end up in that position? Did he lie down and give Menendez his gun? Anyway wake up after your snooze to be woken up by Salazar. An access point will be right in front of you containing the stun knuckle weapon (they have a name but I'm feeling lazy). Objective: Get your weapons Pick up your guns off the body on the floor (did this guy steal your weapons? Was he holding them for you? Did they leave them on his corpse? I really would like to know. This one single guy is more fascinating than the whole aircraft under attack scenario. Once you've selected which guns look the prettiest head back to the hatch and open it for a CHECKPOINT and new objective. Objective: Regain control of the ship Immediately take cover to the right and start clearing the hallway. Don't move up too far until your squad do as the enemies here are true veteran enemies and can take you down very fast. Your AI also likes to ignore them sometimes until they have passed them so again don't race up too fast. A CHECKPOINT will trigger at the bottom of the stairs. Salazar will split off and you will be left with the AI red shirt wearing brigade (yeah that's probably too old a reference unless you watched reruns of it). Essentially these guys are predestined to be screwed over ok? Head back into the sunlight and stop at the next corner. A well placed grenade can clear this hallway pretty much so if you want to be efficient do that. You will most likely have to travel through the small rooms on the right to make it up the hall as enemy fire seems to travel up it even though there are no enemies left. Watch the redshirts die and listen to Briggs before doing anything else (besides shooting the one suicidal idiot that rushes you). If you have the access kit than your job just got a whole lot easier. Sprint for the access point and activate it to gain control of the turret and go nuts on the sitting ducks inside. There are a lot of them but you should be able to kill them all before anything untoward happens. If you don't have the access kit umm... have fun? There are at least fifteen enemies scattered through this room so you will take a while. Take it slow and you should get through but kill the turret first. Once in the room you can exit through the right or left doors but there will be enemies in both so duck back into cover after your initial peek. INTEL (25/33): To the right of the computer terminal Pick them off and access the computer terminal. Objective: Assist the SEALs using a sniper rifle CHECKPOINT. Head down the staircase to see a squad firing out at the wave of approaching enemies below. Grab the sniper rifle if you haven't got one already and take out the encroaching soldiers (I accidently shot one of the defenders, whoops). After killing twenty or so enemies the SEALs will finish moving up and the objective will be complete. CHECKPOINT. Just a note that you should definitely hold onto the sniper rifle as it will come in handy at several other points in the level. Head past the prisoners and when you reach the stairs either use them as a snipe point or run down them and take cover. Six or so enemies will be at (and reinforce from) the other end of the room. End their troubles in this life to be greeted by another set of stairs. A single soldier should be waiting for you to descend so put him out of your misery. The hallway is another perfect grenade lobbing range so feel free to work out your throwin' arm. The only real threat here is the turret. If you brought a sniper you should be golden otherwise this may take a while. Be careful of your angles after taking out the turret as reinforcements will arrive from both the end of the hall and from the door on the right side. Leave no pane of glass unshattered as you gun them down. The redshirts will wait for you to move up so the barrage of enemies will have to be faced by you. I don't know if it's infinite but it sure seems like it with enemy after enemy rushing out of spawn closets. Once you make it to the door into the room with the access point you should finally receive a CHECKPOINT. Another turret controlled massacre ensues here so clear the room or cry as you have to deal with the enemies the hard way. This area has a ton of enemies and many cheap death zones so be very cautious, use your lemming allies to tell you what's ahead and keep to an assault rifle or SMG here as it is all close combat. Objective: Check the CCTV feed Once you reach the stairs at the rear of the area you should see a refill crate right ahead. Use it and stomp over to the objective. After seeing the Admiral's plight there is nothing you can do. Oh or you get to be Menendez doing it. That's fine too I guess. Objective: Subdue Admiral Briggs Grab the Admiral and watch the big dramatic reveal and make yet another story affecting choice. Shoot him in the leg or in the head. Wow that was screwed up. Didn't 'see' that coming. System ready: Enter command> Mess shit up... Did Menendez just gain control of the entire American automated war machines? Damn, that's a step up in badassness right there. Objective: Reach the server room INTEL (26/33): On the right side of the area, near the red doorway to your objective should be a small set of stairs leading up. Up these should be the intel Regain control as Mason and enter the ventilation shaft to reach the server room. Help the Admiral if he isn't dead and then head for your new objective. Objective: Get to hangar bay CHECKPOINT. Walk through the destroyed innards of the carrier until you reach the hangar. Objective: Find Menendez Grab some ammo before you exit the hangar and get ready for a dick move by the level designer. As you walk outside the elevator you are standing on will rise and enemies will spawn behind you on the platform above. If you aren't in cover quickly you are screwed. Hide behind the jet engine and take pot-shots at the soldiers until Mason requests a VTOL for extraction. Objective: Get to the VTOL for EVAC CHECKPOINT. Glad you still have that sniper rifle here aren't you? With such open views you can go on a rampage here, gunning down dozens of enemies in a few seconds. Just be careful of the occasional bum rushing enemy who will waltz up to you while you are scoped and just lay into you. Look to the left after clearing the elevator to see an access point that will make life so much easier. Inside is the controls for a CLAW, yes those awesome indestructible automated robots. You now control it. Have fun. This is a long and tedious section but there is a checkpoint halfway in the scrapped jet. INTEL (27/33): In a parked jet to the right of the wrecked building in the center of the runway Take your time and let the claw do the heavy lifting and with patience you should get through. II IIII -I L I----------------------------------------------------------------------- _I 10 I_______________________________________________________________________ I I IIIIII CORDIS DIE (U.S.A 2025) CD10 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: Type 25 with reflex sight I I Secondary: Storm PSR IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade Perks: Access kit ------------------------------------------------------------------------------ Mission objective: Protect P.O.T.U.S Objective: Get POTUS to the 'Prom Night' bunker Well. That didn't go well. Nuff said. This is one hell of a high status escort mission isn't it? Objective: Use the SAM turret to shoot down the drones Immediately sprint for your objective as otherwise you won't last long. The SAM controls are pretty easy so just lock onto the drones and keep firing until you succeed. Objective: Regroup with protection detail Well at least we have one jet to support us right? Huh, we now get a highlighted choice as to what to do. You can either rappel down with the group or provide sniper overwatch. Hmmm... which one has less chance of being turned into a bullet magnet. I choose sniping as you are far less of a target. I may be wrong but let's see how we go. Objective: Protect POTUS Objective: Save all 3 MRAPS The sniper they give you is pretty neat as it has a really nice scope to play with. Seek out highlighted targets and make sure the President is safe at all times. You only need to kill a set number before you automatically succeed so just keep on top of things. Oh, and the gun can shoot through walls like in Eraser. Just sayin'. Rappel down for a CHECKPOINT and take cover as there are still more enemies incoming. INTEL (28/33): Past the bus to the left of the road behind a burning car There is an ammo refill crate slightly ahead that offers good cover and a nice sniping position. Once you move up it's time to stop and take a breather. Nah, just stand still and start sniping enemies through the truck in front. It's cheap I know but then again all of veteran mode is cheap so it deserves some payback. Once your satisfied there are no yellow outlines still standing move up to the President's location. Objective: Head for the 'Prom Night' bunker CHECKPOINT. Ah driving again. Well that wasn't a long driving section was it? I was going to complain, make some references to how Forza this ain't but that was like 50 seconds so I think I'll just let it go. Get trucked. No literally. Objective: Destroy the C.L.A.W.s After your hundredth concussion this campaign you will wake up in a magically unsmashed vehicle. Climb out and prepare to be ganked by CLAWs. INTEL (29/33): In the Hotel along the left wall after you wake up on the reception desk Quickly grab the RPG directly in front of you and flank to the right behind cover then line it up and fire. Four times. Repeat another two times to win yes? Well, you can make your job slightly easier by opening the access point to the right of the destroyed CLAW to find drones to control. They may not work on CLAWs but they will work on the soldiers scattered everywhere. The path through the area is pretty obvious. Just don't miss too much with the RPG and you should be ok. There is an ammo crate inside the truck to use if you run dry anyway so ammo shouldn't be a problem. Objective: Regroup with POTUS CHECKPOINT. Well-deserved I might add. Another slow move up section will follow (same thing just no CLAWs to worry about). Head into the buildings where possible and use your fancy sniper rifle to scan for threats, killing them before they even see you (that would be so broken online). INTEL (30/33): Inside the buildings to the left, up the escalator on a rack to the right After reaching the first objective marker here you will get a new objective. Objective: Save G20 leader Time to rescue the French leader. Well I tried (failed miserably). I am unsure if you can actually save him or not but if (like me) you couldn't succeed in protecting him you are knocked out again and wake up staring at a burning car. Objective: Get to the FA-38 Check on Anderson before hopping in the jet. Objective: Follow Anderson's ambulance Objective: Protect the President's vehicle Looks like you're providing the air support now so follow the ambulance until you catch up to the Presidential convoy. Now you have to focus on taking out helicopters and vehicles before the President's vehicle approaches them. Missile locks make this incredibly easy just look for any red points on the screen and wait for a lock then blow them away. The annoying part is when you have to shoot down waves of drones while the afterburners are on. I hit many a building doing this but I managed to keep it together long enough to make it. Don't bother with the machine gun against the drones as it takes far too long to destroy them, just do your best to get those locks ASAP and you should be good. Oh and the level ends. II IIII -I L I----------------------------------------------------------------------- _I 11 I_______________________________________________________________________ I I IIIIII JUDGEMENT DAY (Haiti 2025) JD11 I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Primary: SCAR-H with target finder and grenade launcher I I Secondary: XPR-50 with dual band scope IIIIIIII Grenades/equipment: XM31 grenade/EMP grenade Perks: Access kit ------------------------------------------------------------------------------ Mission objective: Find Raul Menendez Objective: Shut down the transmission Awesome, jetpacks! The missiles can be a pain if you attempt to drop in a straight line as they spawn directly in your path. Keep moving from side to side to avoid them easily until you reach the ground (that guy cartwheeling as he botched his landing was priceless). Objective: Gain entry to the military facility Take cover at the first corner and use the scope of the default sniper to spy through the smoke and chaos to find several enemies up high (multiple snipers and RPG soldiers). So concentrate on taking them down first before thinking about the CLAW. INTEL (31/33): After climbing some stairs there is a brown building with the number 27 on it. Up the stairs inside is the intel Use your XM31 grenades to destroy the CLAW and then reload at the ammo refill it was guarding. Stalk up the left hand side and take cover before the three soldiers behind the barrier ahead pop up and kill you. Spatter them and then turn your attention to the building ahead, it has a sentry gun in the window and a large number of enemies inside. After emptying the windows of enemies and machinery move up with a close range weapon as enemies will still run out from the building. There is an access point behind the structure with a targeting device inside. Enemies past this point start wearing the camo suits again so be alert. Retreat once they start spawning at you, keeping an eye high for several snipers on the roof in front of you. Use your safe position to take out the snipers and then help your allies deal with the cloaked enemies. Move up until you can see a massive staircase around the corner. This is another one of those, slow plodding, sit in cover shootouts so get it over with. Look to the left and right of the steps (not on the steps themselves) to find the most enemies. A pair of enemy CLAWs and several enemies will be waiting for you at the top in the direction of the objective marker. Use your grenades to take out these CLAWs as well. There is an ammo crate and RPG launchers on the wall if you are having trouble though. Or you could use your orbital launch thing from the previous access point. Many options all resulting in BOOM. CHECKPOINT. Once you reach the doorway, a squad of friendlies will appear upstairs on the right and push through to the left slowly. This leaves you with clearing the ground floor and then assisting the squad. Once the room is cleared, head downstairs and the doors will open for you. Never a good sign. Two or more enemies will be sequestered inside. Use your weapons to unsequester them or just let your squad do it if you're lazy. CHECKPOINT. More enemies will rush in after the initial spawns have been put down so just hop into cover and give the AI a hand speeding things up. Unless you stand right out in the open the only threat is grenades here. As you head for the balcony overlooking the lower area ASDs will roll out as well as another wave of soldiers. Head to the far right to find an access terminal that will allow you to gain control of an ASD to help out. Yet another wave will follow after the first with two ASDs in it. After rounding another corner you finally enter the control center. INTEL (32/33): Up the middle staircase in one of the left aisles on a desk CHECKPOINT. Quads and yet more soldiers will enter from the rear control center doors, so take cover and let the shooting gallery begin. If you still have your sniper rifle taking out the quads will be a piece of cake. Objective: Shut down the drone control After making your way to the top of the control center you can finally shut off those aggravating drones. They're off now anyway... Not how you intended but meh *shrugs shoulders*. Objective: Find Menendez The newly opened doorway contains another rush of enemies so be ready to counter their assault. At some points the helpful scenery may save your ass so thank it and move on. Camo suits are back in so use your scope to find them before they rush you. This whole section is all about taking it slow and sniping absolutely everything. Without question. This is one of the only frustrating parts of the game, if you try to race through you will fail. INTEL (33/33): Wow is this one well hidden. In the large circular room, just before you reach your final objective (it has a catwalk above and sparks flying everywhere). You can actually walk through the generator on the lower floor to find the stairs down. Head down here and you will find it sitting there sulking on a crate Once you reach your objective you will have a slo-mo shooting sequence and Menendez will finally be within your grasp. Make the call and with that the war is over except for a few scenes before and during the credits. If you powered through it that's another veteran campaign down and congratulations. Was pretty easy overall though thanks to the ammo refills and future tech. Hope they ramp up the challenge next time. Oh and the scene after the credits kicks ass. ****************************************************************************** ******************************* STRIKE MISSIONS ****************************** ****************************************************************************** II IIII -I S I----------------------------------------------------------------------- _I 1 I_______________________________________________________________________ I I IIIIII FOB SPECTRE (India 2025) I I______________________________________________________________________ I 2025 I I I Strike force teams: 3 I I I I Units available: I I IIIIIIII Seals Sentry Claw ------------------------------------------------------------------------------ Mission objective: Defend the facility from SOC attacks NOTE: None of these strike missions need to be completed for the veteran mode achievements. It is far easier to do them on an easier difficulty on a repeat play through when you attempt to get the story achievements. Welcome to a new type of mission. COD just went from a first person shooter to a RTS hybrid. Who woulda thought? A tutorial will run you through the basics but probably won't stick in your mind. As these missions generally require both tactical decisions and direct control of your forces, some veteran first person shooter players may have problems adjusting to this new style of play (As Ben 'Yahtzee' Croshaw says: "It's a stealth RTS but not one where you have to backstab a guy with a convoy of tanks." This method for Veteran was posted by Silent Fanatic so all credit goes to the author: The first thing you want to do is set one of the groups of soldiers to guard the satellite. The other group should be put next to / inside the little building that's across from the satellite. The one with an alley that leads to the fence where more enemy soldiers spawn from. With your soldiers in place, you should now take control of your claw. Position it over by the power station, pulled back so you can see both the stairs leading down from the area where a helicopter drops more enemy soldiers, as well as the door of the building where your second group of soldiers are placed. The one right next to your first turret. Your job will be to just shoot the enemy soldiers, drones and whatnot as they show up. Your own guys will be wiped out periodically, but there's not much you can do about that. Just keep sweeping your aim from one area to another, shooting things down as you see them. One thing to keep in mind is that enemy soldiers will often make it up the stairs to the satellite dish and begin to wear it down. It can be kind of hard to see them at times, so just do your best with spraying some fire across that zone from time to time. Don't worry about hitting your own guys, there's no friendly fire on these missions. A good way to gauge if you're going to be successful is by how long the satellite manages to last. If you reach right around three minutes or less by the time the bad guys start to swarm the inner building, you should be in good shape. What you do from here is pretty much up to you, but I find it handy to take over the inner turret until it gets destroyed, then just making sure to take out the EMP device if the enemy gets a chance to plant it. Oh, and the mission isn't over once the timer runs out. You still have to kill any remaining enemies left on the map. It shouldn't be too hard from that point, just take it slow and you should be in the clear. II IIII -I S I----------------------------------------------------------------------- _I 2 I_______________________________________________________________________ I I IIIIII SHIPWRECK (Singapore 2025) I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Strike force teams: 3 I I IIIIIIII Seals ASD Claw ------------------------------------------------------------------------------ Again this method for Veteran was posted by Silent Fanatic so all credit goes to the author: This mission is equal parts luck and strategy on Veteran. Your first impulse might be to try to secure each of the sites before moving on to the next. This is a mistake. The timer and small amount of friendly assets mean you have to move quickly on ALL three sites. The trick here is to move from site A to B to C, dropping your devices as you go. Don't bother stopping to make sure they're successful or assigning any troops to defend the area. Just drop the device and move on to the next point. Your main hope here is that site B is successful above all else. If you're really lucky, you'll end up with site A as your final spot, but there are no guarantees with this level. Positioning can go a long way here, though. For site A, I like to put the device right at the edge of the crate as you're entering the area. At site B, I put it at the rear of the truck. With site C, I place it on the right-hand side of the target, towards the water. There are no "perfect" areas here, but it does help to shield the devices from as many directions as possible. Once all three sites have been secured, you'll get a prompt to launch a missile at the ship. Just press X when directed and direct the shot at the highlighted area. Again, this level relies heavily upon luck. I'd say if you're down to three minutes and don't have two sites already secured, you might as well restart. Just dashboard out and come back in so you won't lose any strike teams. It will definitely take a lot of patience, but it IS doable! II IIII -I S I----------------------------------------------------------------------- _I 3 I_______________________________________________________________________ I I IIIIII I.E.D. (Afghanistan 2025) I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Strike force teams: 4 I I IIIIIIII QR Drones ASD HAMP ------------------------------------------------------------------------------ Once a sufficiently detailed guide is posted for veteran difficulty I will add it in. Seems like one of the easier ones as you have four vehicles and only one has to survive. II IIII -I S I----------------------------------------------------------------------- _I 4 I_______________________________________________________________________ I I IIIIII SECOND CHANCE ( 2025) I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Strike force teams: 4 I I IIIIIIII QR Drones ASD HAMP ------------------------------------------------------------------------------ This mission only appears if you let your target get captured by the enemy in the mission "Karma." Your objective is to run to each of the search markers and search the room. In one of the rooms you will find your target. The location of where the target can be found is randomized each time so if you fail just reset to the dashboard and try again (hoping for a better spawn). With some luck and skill you should reach your target fairly easily for a Veteran mission. II IIII -I S I----------------------------------------------------------------------- _I 5 I_______________________________________________________________________ I I IIIIII DISPATCH ( 2025) I I______________________________________________________________________ I 2025 I I I Default loadout I I I I Strike force teams: 4 I I IIIIIIII QR Drones ASD HAMP ------------------------------------------------------------------------------ Once a sufficiently detailed guide is posted for veteran difficulty I will add it in. Sorry but RTS really isn't my cup of tea on consoles (or even in general usually). ****************************************************************************** ******************************** ACHIEVEMENTS ******************************** ****************************************************************************** CAMPAIGN ACHIEVEMENTS Story related: Unmissable No Man Left Behind - 20G Rescue Woods Gathering Storm - 20G Investigate the jungle facility Shifting Sands - 20G Gather intel on Raul Menendez from Mullah Rahmaan Driven by Rage - 20G Take down Menendez and his operation Waterlogged - 20G Gather information on Raul Menendez' suspected terrorist plot What Happens in Colossus... - 20G Find the Karma weapon False Profit - 20G Capture Manuel Noriega and bring him to justice Deep Cover - 20G Capture Menendez Sinking Star - 20G Interrogate Menendez Late for the Prom - 20G Escort the president to the secure location in downtown LA Death from Above - 50G Stop Menendez once and for all Difficulty related achievements: Old Fashioned - 50G Complete 'Pyrrhic Victory', 'Old Wounds','Time And Fate', and 'Suffer With Me' on Veteran Self explanatory Futurist - 50G Complete all future levels in Veteran All the levels that aren't in the previous achievement fall under this one Black Ops II Master - 15G Complete the campaign on Hardened or Veteran difficulty Self explanatory Challenge related achievements: Just Gettin' Started - 10G Complete 1 challenge in any level See Giant Accomplishment Mission Complete - 10G Complete all challenges in any level See Giant Accomplishment Giant Accomplishment - 50G Complete all challenges in Black Ops II Well this is a doozy and will take you a fair whack of time. Each level has ten challenges that must be completed including the strike missions. The best write-up of this I have seen is posted on trueachievements.com by ErnaP. So all credit goes to him/her for this comprehensive guide: http://www.trueachievements.com/a171177/giant-accomplishment-achievement.htm? showguides=1 I won't add it physically to the guide as it would make it instantly far too long. Strike mission related achievements: Singapore Sling - 15G Successfully neutralize the SDC freighter at Keppel Terminal Complete Shipwreck (Read the guide for specific tips on these missions) Desert Storm - 15G Successfully escort the VIPs to safety Complete I.E.D Defender - 15G Successfully defend FOB Spectre from incursion Complete FOB Spectre Art of War - 25G Successfully assassinate SDC Chairman Tian Zhao Complete Dispatch Bind Date - 15G Successfully rescue HVI Complete Second Chance (Only appears if your target was lost in "Karma" mission Story related achievements: Family Reunion - 10G There are two futures During the mission "Suffer with me" you will be told to headshot a captured target in the final section. Shoot him in the chest when standing and then again when the target is on the ground. Hey Good Looking - 10G Plastic surgery avoided At the finale of the mission "Fallen Angel" when driving the car you will reach a tunnel with sheets of flame across your path. You need to slow the car down and avoid the flames to obtain this achievement. Showdown - 15G A duel between rivals Step 1: In the Mission "Karma" let DeFalco Escape with Karma Step 2: After this, dont play the Strike Force Mission "Second Chance" Step 3: In the Mission "Achilles Veil" as Farid you must kill Harper, not try to shoot Menendez Step 4: In the Mission "Odysseus" in the "Briggs" Shooutout. Farid kills DeFalco, DeFalco kills Farid and you earn this Achievement automatically. Dirty Business - 15G Listen and think before you shoot 1. Resist the compulsion to kill Kravchenko in "Old Wounds" 2. During the level "Suffer with me" you will interrogate Noriega after which the achievement will pop Ship Shape - 10G Reinforcements on the way Note: Follow the Good Karma guide to get both achievements in one play through Step 1: All strike missions beside "Second Chance" must be completed Step 2: During the mission "Oysseus" when playing as Menendez you must choose to shoot Briggs in the leg Dead or Alive - 15G Jailor or executioner Capture or kill Menendez in "Judgement Day." You do have to make the decision to get this achievement though because if you wait too long it will automatically make it for you and you miss the achievement. Ultimate Sacrifice - 15G Only one can survive During the mission "Achilles' Veil" when you are presented the choice between shooting Harper or Menendez you must shoot Menendez for the achievement. Good Karma - 20G Crack the celerium worm 1. During "Old Wounds" you must resist shooting Krawchenko 2. Complete all Strike missions as they become available on the first attempt 3. Grab the intel (folder) from the cocaine bunker in the mission "Time and fate" 4. Successfully record enough dialogue in "Fallen Angel" 5. Complete "Karma" and allow DeFalco to flee 6. During "Achilles' Veil" as Farid you must kill Harper 7. Complete "Odysseus" and shoot Briggs in the leg 8. Achievement should unlock in the shootout that follows Intel related achievement: High IQ - 20G Collect all intel Follow the walkthrough to find them all Misc achievements: Back in Time - 10G Use a future weapon in the past Finish your first future mission then replay a past mission with it in you loadout Man of the People - 15G In mission four (Time and Fate) when you are playing as Menendez at the start you must kill all the soldiers actively attacking civilians (7 civilians being attacked in total). For a video guide on the locations watch this one. http://www.youtube.com/watch?feature=player_embedded&v=24FcJ-9ikfI Gun Nut - 10G Complete a level with customized loadout Change the default loadout and complete a level with it Ten K - 15G Minimum score 10K in every mission Doing nearly anything in missions gives you points, as well as difficulty and completing challenges. If you are playing veteran you should get minimum 30000 a level without trying so this shouldn't be too hard. If you are having difficulty try completing challenges as they give you 2000 each time you complete one. MULTIPLAYER ACHIEVEMENTS Welcome to the Club - 10G Reach Sergeant (Level 10) in multiplayer Public Match Depending on skill level and modes played this will probably take one hour to three hours tops. Play in any public match type online until you reach level 10. Simple. Welcome to the Penthouse - 50G Prestige once in multiplayer Public Match Same idea as the previous achievement but a hell of a lot slower. You will probably need to play for 20+ solid hours to reach your first prestige opportunity. Big Leagues - 20G Win 5 multiplayer League Play games after being placed in a division To start with you must enter the league play section and complete five 'placement games' to become placed. You then must win five league games total, not in a row or any other thing. Just win five games. Trained Up - 10G Win 10 multiplayer games while playing in Combat Training playlists Self-explanatory. Party Animal - 10G Win 10 multiplayer games while playing in Party Games playlists Self-explanatory. ZOMBIES ACHIEVEMENTS Tower of Babble - 75G In Tranzit, obey the voices This is the simplest guide that I could find to completing this achievement. All credit goes to the author EvilMoomin to finding out how to complete this vague achievement. I want to make a guide that is less ambiguous than many others I've read, so here is my attempt. You need to be on Original difficulty level. This is all we did to get this achievement, we didn't assemble any obelisks or super weapons. This guide does assume you have some knowledge of how to play Zombies. Step 1: You need four players. In the bus station EVERYONE needs a windmill turbine. One player needs to have an EMP grenade. So keep using the box as soon as you start. Let one player kill all the zombies for the first 2 rounds and you should have enough money for three turns on the box at the Diner. If you don't get EMPs then restart the game. Step 2: Then at the end of the second round leave a couple of zombies alive and have one player look after them at the Diner so the rest of the players can go off to the power room (including the player with the EMP grenades), which is two bus stops after the Diner. Turn on the power by assembling the switch, then turn it off again after the voice tells you to (this step has created the electrical man that you need to kill with an EMP in step 4). Use a turbine to leave the power room and get back to the bus, but don't forget to pick it up again. Two players then walk back the way the bus came to get back to the cornfield and the overhead power line pylon that is there. One player needs to get back on the bus and ride it to the town where the bank is. Step 3: Once you have found your way to the pylon through the corn field, knifing the little goblins on the way when they jump on you (Don't hate them, they just want a little love), you need to put 2 turbines down inside the base of the pylon, you will be safe from the goblins here too. When the electrical storm is overhead at the cornfield, kill the remaining zombies to start a new round. (Some guides say that doing this when the storm is overhead guarantees that the electrical man will appear in the cornfield, though in my experience this hasn't been the case, but it doesn't hurt to wait until the storm is overhead, just in case). Step 4: You may need to fight a few waves of zombies until the electrical man appears, but when he does, wait for him to get into the centre of the pylon base, then EMP him to kill him. Loads of weird stuf will start happening then at the pylon. The player at the Diner should then put down his turbine under the street light outside the shed with the white doors at one end of the area, this will turn the light on. The player at the town should run back down the road the way they came on the bus (knifing goblins that jump on you) until they get to a street light and put the turbine down under it. Achievement Unlocked. Don't Fire Until You See - 30G In Tranzit, have all doors opened without being set on fire Another tricky achievement for zombies, this one requires you aren't set on fire at all until the doors are open. There are 18 in total so this one will take a while. If you have a good team you could let them open the doors for you while you sit on the bus. http://www.youtube.com/watch?feature=player_embedded&v=t9xn0vpxh4o The Lights Of Their Eyes - 5G In Green Run, Pacify at least 10 zombies with 1 EMP You will need to obtain the EMP grenade first from the mystery box for 950 points (it's random so it may take several attempts). Cluster 10 undead together in a level, some good locations are: The underground power room in Tranzit The farm level in the house with the mystery box Then throw with LB Undead Man's Party Bus - 15G In Tranzit, complete all additions to the bus in 1 game There are three items you can locate and add to the bus to make it more effective at repelling and escaping from zombies. Ladder - to access the bus roof Cattle catcher - kills zombies in front of the bus Manhole - to access the roof as well The items are randomly distributed at four specific points in the tranzit map 1. Create a generator in the spawn room (tail fin - next to wall phones, mannequin - random location in room and Fan - on chair near table). Take these one by one to the construction bench and create the generator. 2. Use this fan to open the white doors nearby to find one of the bus parts. 3. Repeat step two on the white doors in the diner, farm and town area to find the remaining two bus parts. Dance On My Grave - 5G Two players required! In Green Run, save up enough points to buy the tombstone perk and let a zombie down you. Let your buddy complete the round and then you will be revived. Pick up the tombstone from where you died and the achievement will unlock Standard Equipment May Vary - 25G In Tranzit, acquire 4 different equippable items in 1 game This list was posted by coreymawf on trueachievements.com so all credit goes to the author. ITEM 1 - Turbine - SPAWN ROOM Building table is in the spawn room. Part1 - TAIL-FIN - found on the ground below the telephone on the wall Part2 - MANNEQUIN - random spawn (in the spawn room usually near the map) Part3 - FAN - on the chair near the building table ITEM 2 - Zombie shield - DINER BUS STOP Building table is in the car jack building. Part1 - TROLLEY - found in the diner Part2 - CAR DOOR - found in the same building as the building table ITEM 3 - Turret - FARM BUS STOP Building table is on the bottom floor of the farm house. Part1 - MOWER - random spawn (somewhere on the farm) Part2 - RPK - random spawn (somewhere on the farm) Part3 - AMMO - random spawn (somewhere on the farm) ITEM 4 - Electric trap - POWER ROOM BUS STOP Open the door near the AK74, build the power switch. The parts can be found in the power room; a switch, a switchboard & a zombie arm. The building table is near the power switch. Turn the power on and wait for the roller door to open. Alternatively, use your turbine (item1) to open the roller door. ORDER IS IMPORTANT HERE Building table is in the gravestone perk room. Part1 - BATTERY - random spawn (usually on the catwalk gravestone room) Part2 - METAL BALL & ROD CONDUCTOR - (usually on a box, same room) Part3 - LIGHT - random (usually in a window, same room) You Have No Power Over Me - 15G In Tranzit, defeat "him" without being attacked by "him" Posted by stejward on trueachievements.com all credit goes to the original author. First you must turn the power on, to do this travel to the 4th (i think) stop on the bus route, you will find a warehouse type building with a shack next to it. Open the door and drop down. You will be in a bright white corridor, go into the main room and follow the walkway round till you reach a small room. In front of you is a workbench, now you need three components for it because you need to build the power switch, they are: - A back panel - A 3 pronged switch - A zombie hand The zombie hand is the most difficult to find because it looks exactly like the hands that get littered around when you kill zombies. All three are somewhere within the main white circular room, the entry corridor and the workbench room. To pick them up just walk up to them and there will be an on screen prompt for you (X for 360, square for PS3). You can only carry one part at a time, once you have a part, take it to the workbench and hold X or square to build the part. Once you have built all three, you can then switch on the power, the circular white room will become electrified and a tube will rise with the electrical zombie boss in it, who will then escape! Fun times... Secondly, you need an EMP grenade from the random box (alternative to the monkey bombs). Now hopefully when the zombie boss attacks he doesn't do it while your on the bus and its when at a stop. When he arrives, avoid him and throw an EMP grenade at him. That should kill him and providing nobody got attacked by him, the achievement should pop for all people in the game. I Don't Think They Exist - 10G Simply enter one of the foggy areas between stops in a Tranzit game until a winged enemy latches onto your face. Melee swipe at it until it dies to earn this achievement. Fuel Efficient - 10G In Tranzit, use an alternative mode of transportation Posted by ZasterModa123 on trueachievements.com, all credit goes to the author. Start the Game, build the Turbine, kill the Zombies, buy the first door, go outside and left. You see a Lamp behind the Bus. Use the Turbine at this Lamp, go into the Fog and wait for the "Goblin" Once the Goblin is on you, walk to the Lamp, hit melee 2-3 Times when you walk to the Lamp. The Goblin builds a Portal, use it and the Achievement is yours. Happy Hour - 10G Posted by R3LAPZE on trueachievements.com, all credit goes to the author. In TranZit, buy 2 different perks before turning on the power. First off build the Turbine and knife all the zombies in the room. Buy the quick revive and an M14. Use the Turbine to get outside and then ride the bus to the next stop. Open the door to the diner and then gain 3000 points to buy the speed cola! Use the Turbine on the Speed Cola to turn it on. ****************************************************************************** ******************************** LEGAL STUFF ********************************* ****************************************************************************** Copyright 2012 Ben Buttenshaw 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 other website or as a part of any public display is strictly prohibited, and a violation of copyright.