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CALL OF DUTY: BLACKOPS 2 FAQ/WALKTHROUGH By Sokkus Guide stats: Time taken to write : 50+ hours Word Count to date

: 42,000+ Last Updated : 30/04/2013 Welcome to my guide for Irrational Games' latest entry into the Bioshock franchise - Bioshock Infinite! If you see any errors, have a question, a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know! If you like what you see here, be sure to check out more of my guides, reviews and podcasts at www.consoledomination.com and consider donating to my PayPal if you are feeling a little generous! Note: In its current state, the guide currently contains: > Completed walkthrough with 100% of collectibles collected. > Campaign Challenge unlock Guide. > Enemy Intelligence Locations Guide. > Zombies Mode Guide. > Zombies TranZit Guide. > Zombies Survival Guide. > Multiplayer unlocks guide. > Multiplayer Map Specific Tactics. > Achievement/trophy Guide. > Easter Egg locations. Join me on Facebook. I have started a Facebook group for readers to keep track of the latest updates to my guides, you can find it here: https://www.facebook.com/pages/Sokkus/356910437737253 Donate to my Noble Cause! After a few generous emails and suggestions from readers and because donations seems to be a growing trend among other contemporary guide writers, I have decided to put in the option to allow you to donate some money to me for helping you out if you wish to do so. Although I make these guides for free in my spare time, I probably dont need to point out to gamers that purchasing games is an extremely expensive hobby (games in Australia cost on average $90 - $120) and writing guides for them can be a very long, incredibly difficult and thankless task at the best of times, but one that is very challenging and occasionally rewarding. Considering you could be paying upwards of $20+ for guides in a game shop, these free and easily available guides make a cost-effective substitute. Whilst most are happy to use and move on without a word I would move that a simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly wont object! Any amount is appreciated whether it be 10 cents or $10. Thank you for all that read this far, if you are interested in donating, my PayPal address is listed below, if not, skip down to the table of contents below and get stuck into the lofty world of Columbia in Bioshock Infinite! PayPal ID: sokkus@hotmail.com Note: To fast travel to a section of the guide, copy the text code next to the section of interest. Press CTRL +F and paste the code in there to jump down to where you want to go in a flash! Black Ops 2 Campaign Guide 1. Hints & Tips ........................................ [HNTTP] 2. Campaign Walkthrough ................................ [WLKTH] 2.01 Pyrrhic Victory ............................. [ACT01] 2.02 Celerium .................................... [ACT02] 2.03 Old Wounds .................................. [ACT03] 2.04 Time and Fate ............................... [ACT04] 2.05 Fallen Angel ................................ [ACT05] 2.06 Karma ....................................... [ACT06] 2.07 Suffer With Me .............................. [ACT07] 2.08 Achilles' Veil .............................. [ACT08] 2.09 Odysseus .................................... [ACT09] 2.10 Cordis Die .................................. [ACT10] 2.11 Judgment Day ................................ [ACT11] 3. Strike Missions ................................... [SDM00] 3.01 Shipwreck ................................... [SDM01] 3.02 I.E.D ....................................... [SDM02] 3.03 FOB Spectre ................................. [SDM03] 3.04 Second Chance ............................... [SDM04] 3.05 Dispatch .................................... [SDM05] 4. Black Ops 2 Challenges Guide ........................ [CMPCH] 4.01 Campaign Challenges .......................... [CHCMP] 4.01.A. Pyrrhic Victory ....................... [CHC01] 4.01.B. Celerium .............................. [CHC02] 4.01.C. Old Wounds ............................ [CHC03] 4.01.D. Time and Fate ......................... [CHC04] 4.01.E. Fallen Angel .......................... [CHC05] 4.01.F. Karma ................................. [CHC06] 4.01.G. Suffer With Me ........................ [CHC07] 4.01.H. Achilles' Veil ........................ [CHC08] 4.01.I. Odysseus .............................. [CHC09]

4.01.J. Cordis Die ............................ [CHC10] K. Judgment Day .......................... [CHC11] 4.02 Strike Force Challenges ...................... [CHSTF] 4.02.A. Shipwreck ............................. [CHS01] 4.02.B. I.E.D ................................. [CHS02] 4.02.C. FOB Spectre ........................... [CHS03] 4.02.D. Second Chance ......................... [CHS04] 4.02.E. Dispatch .............................. [CHS05] 5. Enemy Intelligence Locations ........................ [EINTL] Black Ops 2 Zombies Guide 6. Zombies Mode Overview ............................... [ZMBIS] 6.A. Scoring & currency ..................... [ZMBSC] 6.B. Construction ........................... [ZMBCT] 6.C. Weapons & Upgrades ..................... [ZMBWP] 6.D. Power Ups .............................. [ZMBPU] 6.E. Perk-a-colas ........................... [ZMBPC] 6.F. The Mystery Box ........................ [ZMBMB] 7. General Hints & Tips ................................ [ZMTHT] 8. TranZit Mode ........................................ [ZMTRN] 8.01 Guide - Green Run ........................... [ZMTGR] 8.01.A. Bus Depot .............................. [ZMBGA] 8.01.B. Diner .................................. [ZMBGB] 8.01.C. The Farm ............................... [ZMBGC] 8.01.D. Power station .......................... [ZMBGD] 8.01.E. Town ................................... [ZMBGE] 8.01.F. Additional Locations ................... [ZMBGF] 8.01.G. The Tower of Babble .................... [ZMBGT] 8.02 Green Run Locations Guide ................... [ZMTLG] 8.02.A. Bus Upgrades ........................... [ZMTUG] 8.02.B. Buildable Items ........................ [ZMTBL] 8.02.C. Weapons Locations ...................... [ZMTGW] 8.02.D. Perk-a-colas ........................... [ZMTGP] 8.02.E. Mystery Boxes .......................... [ZMTGM] 9. Survival & Grief Modes .............................. [ZMSRV] 9.A. Bus Depot .............................. [ZMSRA] 9.B. The Farm ............................... [ZMSRB] 9.C. Town ................................... [ZMSRC] Black Ops 2 Multiplayer Guide 10. Multiplayer ......................................... [MLTIP] 10.01 Game Types .................................. [MPGTY] 10.02 Ranks & Unlocks ............................. [MPGRK] 10.03 Multiplayer Weapons ......................... [MPGWP] A. Primary Weapons ......................... [MPWPR] | B. Secondary Weapons ....................... [MPWSC] C. Equipment ............................... [MPWEQ] D. Attachments ............................. [MPWAT] 10.04 Score Streaks ............................... [MPSST] 10.05 Perks & Wildcards ........................... [MPPRK] A. Group 1 Perks ........................... [MPPKA] B. Group 2 Perks ........................... [MPPKB] C. Group 3 Perks ........................... [MPPKC] D. Wildcards ............................... [MPPKW] 10.06 Creating Loadouts ........................... [MPSLO] 10.07 MP Maps & Tactics ........................... [MPTAC] A. Aftermath ............................... [MPTCA] B. Cargo ................................... [MPTCB] C. Carrier ................................. [MPTCC] D. Drone ................................... [MPTCD] E. Express ................................ [MPTCE] F. Hijacked ............................... [MPTCF]

G. Meltdown ................................ [MPTCG] H. Overflow ............................... [MPTCH] I. Plaza ................................... [MPTCI] J. Raid .................................... [MPTCJ] K. Slums .................................. [MPTCK] L. Standoff ................................ [MPTCL] M. Turbine ................................ [MPTCM] N. Yemen ................................... [MPTCN]

Black Ops 2 Achievements & Easter Eggs 11. Achievements/Trophies ............................... [ACHMT] 11.1 Campaign Progression Achievements/Trophies ... [ACHM1] 11.2 Missable Campaign Achievements/Trophies ...... [ACHM2] 11.3 Strike Force Mission Achievements/Trophies ... [ACHM3] 11.4 Game Completion Achievements/Trophies ........ [ACHM4] 11.5 Zombies Mode Achievements/Trophies ........... [ACHM5] 11.6 Multiplayer Achievements/Trophies ............ [ACHM6] 11.7 Collectible &Challenge Achievements/Trophies . [ACHM7] 11.8 Miscellaneous Achievements/Trophies .......... [ACHM8] 12. Easter Eggs ......................................... [ESEGG] 12.1 Campaign ..................................... [CMEGG] | 12.2 Zombies ...................................... [ZBEGG] Miscellaneous 13. Contact ............................................. [CNTCT] 14. Special Thanks ...................................... [THNKS] 15. About Me ........................................... [INTRD] 15.1 Donations 15.2 Console Domination 16. Version History ..................................... [VERHI] >> Note: To fast travel to a section of the guide, copy the text code next to the section of interest. Press CTRL +F and paste the code in there to jump down to where you want to go in a flash! -------- [HNTTP] - Always use cover, if you stay exposed for too long you will not live to regret it. On veteran difficulty, this is a must. - Be a freeloader when possible! The AI squad mates may not be the greatest, but they do have guns and are borderline invincible - let them take the risk when trying to clear a difficult area. - In close quarters you should always melee, it is instant and usually fatal. Attempting to fire your gun at close range is silly and will likely see you heading back to the previous checkpoint to try again. - Always move between cover and never run into an open area/room until you are positive that the area is clear of enemy soldiers. - Switching weapons is always quicker than reloading when in a bind. Got a hint or tip? Send me an email and let me know, if I like it I will include it in the guide and credit you for your contribution.

[WLKTH] This walkthrough will provide players with the fastest route for each level from beginning to the end, allowing players to pick up all the hidden enemy intelligence items along the way. Below the campaign walkthrough is a complete list of challenges that are located within each level and a short guide on how to complete each and every one. it can be found here: [CMPCH]. Without further ado, lets get into it... [ACT01] Pyrrhic Victory ------- Part 1: ------- Youll begin the mission hanging off the side of a truck. Wait until it stops and Mason will automatically hop off. Kill the guys rushing at you with machetes and continue forward following the truck we just jumped off. Kill any enemies as you go (note there is a challenge for killing 10 enemies with the machete). When you see the truck on its side to the right of the area, head over and look behind it for enemy intelligence (1/3). Interact with the door that says access to pick up some mortars. Around this time you will also be given the task to eliminate the mortar crews. Conveniently, the game will mark them with a target label to make things easier. There will be one directly behind the truck we just looted and another three behind some rocks over on the left side of the area. Fight your way over to them to kill them. Once the mortars have been taken down, you will be able to call in an airstrike to deal with the tanks that have moved into the area. Selecting the airstrike will have you manually control the guns on the helicopter flying overhead. Hit all four tanks with rockets and youll return to being Mason on the ground. Again, you will be tasked to take out a specific target. This time, the targets are the gunners on the back of the machine gun trucks. There will be one on the left and another obscured by rocks on the right side of the zone. Kill them both, whilst fighting off any other enemies mid-field. Once they are dead,

defend yourself for a few more moments and when the game prompts you to use the airstrike, do so. As the gunship, destroy the four tanks in the area and then another five on your second run (note that if you manage to destroy all 13 tanks you will complete one of the levels challenges). When you return to the field, climb on the side of the truck and shoot enemies as you go until a scene plays. ------- Part 2: ------- When you regain control, youll be on a transport barge in the middle of a river. Using the shipping container as cover, clear the enemies from the deck you are on as well as the higher deck at the front of the boat. Once it is clear, run over and open the crate marked with access at the front of the boat for a flak jacket. At this point a number of other gunboats will come in to attack you and drop off troops. Note that on the lower deck on the right side of the area is a gun turret and on the left side of the upper deck there is another turret there. Use the turrets to destroy the boats as they come there are around 6 of them the first three and the fifth can be taken down by the turret on the right, whilst the fourth and sixth boat can be destroyed using the left hand turret (Sinking five of these boats with turrets will fulfill one of the missions challenges). Note that if you cannot destroy them in time, you will be boarded and have to kill 3-4 enemy soldiers. Once the gunboats have been dealt with, look behind the corner next to the turret on the top deck to find enemy intelligence (2/3). Drop down to the lower deck and head over to where Hudson is waiting for you and open the cargo container for a scene. Following this, grab the Valkyrie launcher and shoot the helicopter that is attacking your boat a few times until another scene plays. ------- Part 3: ------- After the scene, swim over to the beach and follow Hudson up into the jungle. Continue to follow him until you reach the village. Now to get through the next bit, we re going to do a little bit of sneaking, so do exactly as Hudson says. Take cover under the log in front. When its time to move again, follow Hudson, crouching when he crouches, stopping when he stops and running when he runs, after going through the building and sneaking by the patrols in the high grass a scene will play. When you are back in control walk over and interact with the door marked with access for some animal traps and pick up the sniper rifle leaning against the shack here (well need this shortly). Continue up the dirt path nearby and crawl through the grass before hopping in the window. Approach the radio operator for a scene. Afterwards, sprint back to Hudson and follow him down the road. As he stops, defend against the incoming enemies from the sniper platform to the left. Kill enemies until Hudson pops some smoke and you can retreat. When we stop again, climb up into the sniper tower on the far right side of the area for enemy intelligence (3/3). Defend this area until Hudson pops smoke again and then retreat once more, jumping down the waterfall to the area below. As you do, look back above the waterfall and kill the machine gunner on the back of the truck that appears there. Follow Hudson to the next defend point. Another machinegun truck will appear on the ridge to the left. Eliminate the gunner and then focus your attacks on defending the ramp to the left of the waterfall. Defend for a little while longer and when Hudson makes a break for the beach, follow him and after a brief scene, the mission will be complete >> Note: For completing this mission you will earn the achievement/trophy 'No Man Left Behind'. [ACT02] Celerium ------- Part 1: ------- The first part of the mission has us swinging with Harper along a cliff face. Simply follow the on-screen button prompts. When you reach the ledge at the end of the section a scene will play. Afterwards, activate your wing suit and jump off the cliff, fly over towards the objective marker avoiding any obstacles that get in your way. Deploy the parachute when prompted to do so. Once you are on the ground, move forward and follow Harper. After a short scene it s time to go! Note that in the area just in front there is a mixture of both visible and invisible enemy soldiers. When you are ready, fire the first shot and your friends will join in. Move up and into cover and keep killing the guys in the immediate vicinity, in the elevator to the left and snipers at the top of the hill in front until the area is clear. When ready, start up the stairs and when you reach the top continue through the grass, killing the enemies in the way until you reach a helipad. There are a LOT of invisible enemies here. So stay in cover and take as many of them out as you can. When the coast is relatively clear, run over to the drone on the helipad and interact with the access point to take control of its Gatling gun. It has a handy heat scope and will allow you to see all the enemies in the area. Use it to destroy the two vehicles in the nearby area and as many of the enemy troops as you can. Once the gun fizzles out, you ll return to Mason mode. Do a quick 180 and find the open doorway here to find a piece of enemy intelligence (1/3). After grabbing this, make your way across the open area below towards the objective marker on the opposite side. As you go through the arch, there are three turrets to take care of, one in front and one more either side of the middle a little further back into the area. Either shoot them or hit them with EMP grenades. Once they are dealt with, follow your crew over to the opposite side of the area, up the ramp and through the set path through the ruins here. Once you are back in the open, take cover behind the blue crates here and take out the enemies in the direction of the objective marker. After clearing that area, continue up the stairs and head over to the right killing all the enemies here before approaching the temple doors. ------- Part 2: ------- Once Harper blows the door, follow the ramp all the way down until you reach the metal doors at the bottom. Wait a few moments and after we get these doors open, head inside and loot the box on the right of the room labeled access for optical camouflage. Continue straight ahead until a short scene occurs. You will now be confronted by a pair of security bots (nothing a grenade or two can t fix!). Additionally, 5-6 guards will come streaming down the stairs into the room behind them. Clear the room and then look in the room to the left of where you entered and on a desk you ll find enemy intelligence (2/3). Continue up the stairs at the back of the room and head left. Enter the open door here to find yourself in a large, open room on a series of catwalks. Work your way across to the far side, using cover and killing enemies as you go. Climb down the stairs in the room at the end to re-join with your team mates who took the lower level through the previous room. As you reach the floor, an elevator will come up nearby with

four enemies on it. Kill them when the door opens and then head inside. Hit the switch and ride the lift back down. As you reach the bottom, another security bot will attack. To destroy it simply and effectively shoot the metallic tanks behind it and to the left. Kill the enemies that come to investigate before proceeding into the room. Enter the door on the left hand side and ventilate the baddies that come to greet you. Stop when you reach the first corner on the left. There is a sentry turret on the roof in the hallway beyond, so when it is not firing and you feel safe to do so pop out a couple of times and destroy it. Continue to the far end of the room and exit. Enter the large room beyond and interact with the access labeled locker across from your entry for your very own security bot. Head over to the nearby door and open the crate in front of it for a scene. After a few moments, smoke will pop in the previous room, which can mean only one thing enemy assault. Take cover behind the door frame and prepare to defend yourself. Several enemies will drop down from the ceiling, a pair of sentry turrets will appear on the far side of the room and the door at the top of the stairs will open, and allow a good 10+ enemies to pour into the room. Do your best to eliminate them all from cover, noting that the sentry bot will help you out too. When the room is quiet, interact with the console to the left of the vault door for a scene. Afterwards, kill the enemies that have appeared in front and return to the previous room. Quickly run over and climb the stairs the enemies came from in the previous defense sequence. In the office at the top youll find a piece of enemy intelligence (3/3) sitting on a desk. Grab that and continue up the stairs on the left. Fight your way through the last few little lab areas here until you reach the hallway at the far end. You will hear someone address you. Exit into the next room to complete the mission. >> Note: For completing this mission you will earn the achievement/trophy 'Gathering Storm'. [ACT03] Old Wounds ------- Part 1: ------- At the start of the mission, run past the horse and look in an alcove to the right for a body we can interact with that has an access label on it. Do so for a sword. Go back and hop on the horse. Follow Woods and Zhao until you reach a meeting room for a short scene. Afterwards, whilst facing the exit door, look to the right to see enemy intelligence (1/3) sitting on a shelf. Grab that and return outside, as you do interact with the access door to the left for some mortars. Exit the cave and hop on your horse. Follow your friends out the gate and look out for a red flag with an ammo crate in front and slightly to the right as you go. Hop off here and look at the base of the flag for enemy intelligence (2/3). Continue after your buddies over to the first choke point. When you reach the ruins, hop off your horse and move up into cover. Work your way through the ruins and baddies to the back of the area where well find a weapons stash on top of a building marked with an objective marker. As you get up to the second level, look to the left for an access chest containing some mines. Afterwards, go and loot the weapons stash for a stinger and destroy the BTRs in the area below. Keep the stinger with you as well be using that quite a bit for the rest of this mission. Return to the archway we passed through on the way into the ruins and plant a charge, move to a safe distance and blow it up, blocking entry to the valley. Return to your horse. As we head back to the main area, there will be a pair of enemy tanks and a number of helicopters about, we need to take them out using the stinger from horseback. Note that the stinger has a special aircraft lock on mode you can use to take out he helicopters easily. ------- Part 2: ------- Once the area is secure, follow Zhao and Woods to the next area. You will see a pair of wooden bridges suspended above the valley. Climb up the slope to the right of the lower bridge and look in the small cave further to the right for enemy intelligence (3/3). Continue back along the dirt path here to reach the bridge. Use the rocks nearby as cover to eliminate the enemies on the opposite side of the bridge. If you still have the stinger, you can use it to take down the enemy helicopters in the area. When its safe to do so, cross the bridge and work your way up the path to the right towards the covered area. As you arrive the objective will be complete and you ll get a radio call to return to base. Backtrack to your horse, noting that a BTR will probably be chilling out next to it - so take it out with our stinger. Once its gone, hop on your horse and follow your crew back to camp for a scene. During the scene, hit the on-screen button prompts to continue onwards to another scene. In the interrogation scene, mash the button indicated on the screen to prevent Mason from shooting the prisoner, or alternatively let him shoot by not pressing anything >> Note: For completing the level, you will earn the achievement/trophy 'Shifting Sands'. [ACT04] Time and Fate ------- Part 1: ------- When you finally gain control, our character will be in what I m going to call rage mode. The screen will be tinged red, enemies move in slow motion and he is practically indestructible. Continue down the hill and melee the soldiers that get in your way. When you reach the village, the rage mode will end, returning you to normal. Work your way beneath the building to the left, killing enemies as you go and climb up the staircase to the left a little further ahead. Continue into the open room in front. As you exit to the street on the other side, rage mode will reinitiate, so go and beat down all of the soldiers in the immediate area. After a few moments you will return to normal mode. Continue up the hill nearby and kill the soldiers that come down to meet you. At the top of the hill interact with the door to the left. Avoid the horses and then work your way through the burning barn. At the far end of the barn near the exit, look on the back of the wagon for enemy intelligence (1/3). Exit the barn and continue through the open gate to the right. Proceed towards the objective marker in the distance, killing all the baddies that get in the way. Wait for the machine gun truck to ram down the gate and then enter behind it. Carefully make your way over to the left side of the courtyard and eliminate the enemies in the room beyond the open door before continuing inside. Climb the stairs here and interact with the door at the top for a scene. ------- Part 2: ------- Now its Masons time to shine! Follow Hudson and woods down the nearby hill and as you reach the river, take out the machine guns in the window of the building to the left and another in the building on the right. Climb out

of the water and move up between the buildings, take cover and have a look around the corner to the left. Eliminate the enemies as they come, watching the balconies and rooftops and being sure not to kill any of the civilians that are running around. Clear the area and note you can enter the house on your right to find a locked access crate we can open for Molotov cocktails. Exit the building and continue up the road. At the next building, remove the machine gunner from the window in the right and clear out anyone else running around the area. Work your way past the house and up the stone stairs behind. Kill any enemies in the windows of the house to the right and from the roof on the left. Kill any other enemies at ground level before moving up to the objective marker. Run up and take cover behind the well on the right. From here eliminate the machine gun truck that approaches and the rest of the bad guys populating the open area in front. Make your way over to the objective marker and take cover. Look up the hill to the right and use your sniper rifle to shoot the snipers in the windows and on the balconies here before proceeding onwards. Work your way between cover as you climb the hill as there are a number of enemies that will attack you at this point and when you get a clear shot, take out the machine gunner on the back of the truck in the middle of the road ahead. Move up to the building and kill any more hostiles in the immediate area before heading inside. Clear the room and continue upstairs. Wait for your buddies to open the door and then follow them through. After a short scene, check out and access the garage door to the right of the objective marker for some mortars. Return outside and take cover behind the fountain. Take out the sniper in the bell tower and any other infantry that emerge from the entrance below him and any additional forces defending the stairs. When you are able to do so safely, run up to the bell tower and hop in the opening. Kill any enemies guarding the opposite door before climbing the ladder in the room. Halfway to the top, you should be able to see enemy intelligence (2/3) so hop off and grab that before climbing all the way to the top. From here we have a nice view of the courtyard and of all the baddies in similar elevated positions. Take out the sniper opposite your current position and then the RPG soldiers on the balcony to the tower s left, next snipe the sniper in the tower to the left of the main building and then finally kill the guy/s manning the machinegun nest in the courtyard directly in front of the balcony. Afterwards, just clear out any additional hostile elements in the courtyard below and when you are ready, return to ground level, mop up any surviving enemy combatants and proceed with your crew into the building. Drop down the hole in the floor here when the trapdoor opens. At the bottom, interact with the access door to the left for a machete and a whole room full of guns that you can choose to take with you if you like. When ready, return outside and enter the open door to the right. Kill the cartel guys in the drug making area below to the left. Continue through the sunken area here, moving from cover to cover and popping anyone that sticks their head out. When you climb up the stairs on the opposite side, duck into the room immediately to the left and look on the bench for enemy intelligence (3/3). Exit back to the hallway and kill the enemies guarding the next room. As you enter you will see some bad guys trying to burn evidence. Kill then and look around the corner to their right. Examine the folder on the table here for CIA evidence (this is one of the level challenges). Clear the rest of the room and wait for Woods to open the next door. Climb the ladder here. After the scene, enter the small tiled area to the left and clear the room. Head up the stairs at the back and meet woods at the door for a scene to complete the mission. >> Note: For completing this mission you will earn the achievement/trophy 'Driven by Rage'. [ACT05] Fallen Angel ------- Part 1: ------- As you start the mission, you will be chest deep in water setting up a CLAW unit as your buddies are trying to hold the door closed. Once the level begins, you will notice that there is another CLAW unit nearby and you are able to use your additional weapons button to paint targets for them to attack. Before exiting the first room, look on the shelving to the right to find a piece of enemy intelligence (1/3). Continue out the door and work your way to the far end of the building using the CLAWs to your advantage, note that you can hack one of the CLAW s flamethrowers if you wish. As you reach the door at the far side of the area the CLAWs will malfunction and stop for a few moments. Clear out any enemies in the doorway and across the streets and they will resume moving. Follow them out of the building. The CLAWs will wander off to the left, go across the street here and use the access panel on the wall to open a garage roller door. The CLAWS will head in here, leaving you and the rest of your team to work your way up the street. If you open the access doors, the CLAWs will be able to assist you from balconies along the left hand side of the street (using the CLAWs to attack enemies from the balconies is a challenge, kill 8 of them to complete it). You can use the broken walls on either side of the street and the cars and other structures in the middle of the street as cover and move up to the large archway. Continue around the corner to the right killing any more enemies here before cruising over to where Harper is waiting for you at a gate. Mash the button that appears on the screen to continue. Climb the stairs and at the top, look down the alleyway immediately to the right for another piece of enemy intelligence (2/3) next to an ammo crate. Return to the main hallway and continue straight ahead. Follow Harper down the path and hop over the sandbags at the end. Take note of the helicopter with the searchlight in this area. If the searchlight hits you, you will be destroyed in an instant so stay clear. When its safe to do so, chase Harper along the left hand wall stopping where he stops and following him when he runs. Continue through the building and out the other side. Turn right and continue to follow Harper up the street until you enter a building through a hole. As soon as you enter the building, look at the rubble straight in front for another piece of enemy intelligence (3/3). Follow Harper through the building until he stops facing a sewer pipe with guards patrolling above. Kill them both when instructed and then proceed across the area and enter the pipe after Harper opens it for you. Continue through the sewer and climb the stairs around the corner. You can access the door to the left walk inside to overhear a conversation for some additional Intel (Soc-T Intel). Exit back to the previous room and follow Harper down the next tunnel. Ascend the stairs at the end and head over to the objective marker until a scene plays.

------- Part 2: ------- After the scene, look up at the building in front and hit the button on screen to shoot a rope up there. Once on the rooftop, note that those pesky helicopters are still flying around so stay out of their spotlights! Take out the guard on the right with a melee attack. After a quick moment, you will be asked to scan the courtyard for our target. The people you want to scan are the two guys having in a conversation in the courtyard below standing just in front of the armored vehicle. After they move out of range as before, follow Harper as he moves across the rooftop and drops down to the area below. Go prone here and look through the fence in front. Again scan the target as he walks past. Hell move out of range again. Climb up the boxes nearby and follow Harper through the door on the rooftop. Once Harper kills the bad guy in here, walk up to the window and look below and to the right to find the target again. Continue to scan him, scan the man he stops to talk with as well. After the conversation, exit out the nearby door and follow Harper across the rooftop again. Drop down and continue to the left, cross the tin roof and hop over the fence on the next rooftop. Once you land on the ground melee the guard in front. Enter the door to the right in front of the vehicle and mosey up to the window. Again scan the target. When the train blocks your line of sight, wait for Harper to open the path, hop in the water and climb out the far side to enter the next area. ------- Part 3: ------- Its time to escape! Swim after Harper and climb out using the stairs. Continue through the hallway and into the vehicle bay killing enemies as you go. When you reach the vehicle bay, Harper will hang out at the next door, from here look out the window and take out soldiers in the courtyard beyond. After a short amount of time, Harper will prompt you to use the CLAW, so hit the specified button to switch to controlling it. The CLAW has a flamethrower and a Gatling gun on it. Kill the enemies in front and then, turn to the right and clear the rest of the room in front (including vehicle) from cover. When you are told about RPGs on the rooftop, switch to he second CLAW and kill them and the helicopters in the immediate area. Switch between the CLAWs until the area is completely clear or until they are both destroyed. When this happens, Harper will open the door. Leg it over to the armored vehicle that arrives and hop inside to be treated to another short scene. ------- Part 4: ------- Youll now be on-rails in control of a helicopters weaponry. Clear the road of vehicles and the rooftops of enemies and destroy the barricade. Now we re behind the wheel of a car! The goal is to follow Salazar through the streets whilst avoiding enemy fire. Race straight ahead down the linear area; continue through the glass wall in front into the shopping complex and out the back side. Continue to follow the road and when the enemy vehicles appear use the boost button to ram them and one of the on-screen button prompts to finish them off. After a short while, continue onto the highway to the left and when you reach the roadblock drop down to the right and continue up and through the fallen building. Proceed through the lobby of the building in front and boost through the vehicles blocking the exit. When you reach the sewer area, avoid the explosions and falling objects and at the end drive up and through the covered tunnel. Continue through the building here and motor all the way to the far end of the area avoiding the obstacles along the way. Stick to the right hand side of the area here to avoid the flames close to the end, if you don't you'll miss an achievement/trophy and Harper will spend the rest of the game with a burned face. >> Note: For avoiding the flame and saving Harper's face you will earn the achievement/trophy 'Hey Good Looking'. When you reach the objective marker, hop out of the vehicle and continue to the objective marker to end the mission. >> Note: For completing the mission, you will earn the achievement/trophy 'Waterlogged [ACT06] Karma ------- Part 1: ------- After hopping off the helicopter, follow your buddies down the stairs and into the building. Work your way through the security checkpoints and the restaurant until you reach the elevator. Once you get off the elevator, kill the two enemies in front and follow Salazar down the hall to the left. Approach the desk for a scene. You are now in control of a spider robot. Follow the vent to the right and up to the next level. Continue until you see three guys through the grating in the room ahead. Zap the control panel to the left. Continue up the nearby ramp, down the tunnel and when you reach the fences, crawl up the wall and climb over the pulled back corners. In the open area, use the pipes to the left to continue over to the far side of the room and jump across into the tunnel beyond. Continue to the end of the path and zap the red button for a scene. During the scene you will need to zap the man when you will be able to hit him until he goes down. When we are back in control of Mason, use the nearby retina scanner to open the door. Clear the room and check out the door on the left marked with an Access marker and hack the server indicated. Return to the main room and check the desk to the right of the objective marker for a piece of enemy intelligence (1/3). Enter the room at the back of the area and interact with the console. Follow the on-screen button prompts. ------- Part 2: ------- Return to the entrance to the room and exit. Clear the area we came from which is now filled with enemy soldiers. Head to the objective marker nearby and the door will burst open. Again clear the room beyond and any enemies that enter from the right hand hallway. Work your way down the hallway to the right, using the side rooms for cover as you go. When you reach the far end of the room, guards will pop smoke in the open room below. Clear them out and then enter the elevator nearby. After getting off proceed straight across the room and into the bar. Continue through the bar until you reunite with Harper on the dance floor. After the scene, you will be in an on-rails kind of sequence in which you and Harper will work your way across the room to the left in slow motion. When you are able, shoot the enemies on the dance floor. Once they are all dead a scene will play. ------- Part 3: ------- When you regain control, enter the room to the right and interact with the access door here for electrified brass knuckles. Exit and follow the passage around to the right until you reach the mall. The mall is a large open room that we will need to clear in order to proceed. If you drop down to the ground level, if you look in the open store to the right of the area youll find another piece of enemy intelligence (2/3) on the counter. Continue up the stairs at the far

end of the mall and descend into the next area. As you enter a section of the roof will collapse in front. Continue over to the left and open the access door here for a security bot to help you out. Proceed a little further and approach Salazar to open the door to the next zone. Enter the door and continue down the stairs. From the doorway, eliminate the defense drones in the outdoor area. Turn to the right and follow the wall all the way along until you can go no further. You can continue to the far side of the area from the entrance, climb the stairs here and work your way through the enemies inside before descending the stairs (alternatively, from the entrance you can continue along the wall to the right and then follow the fountain all the way left) around into the next segment of the large open area with the objective marker on the far side of it. Work your way across to the far side of the room towards the objective marker, being sure to clear out the drones and soldiers as you move through the area. Note that on the far right side of the room from where you entered the area you will find enemy intelligence (3/3). Climb the stairs at the back of the area and head over to the left towards the objective marker, if you are quick enough you will be able to kill the target in this area, if not he will escape. Either way, the game will move on. Continue through the open doorway here and climb the stairs for a quick scene. >> Note: For completing this mission you will earn the Achievement/Trophy What happens in Colossus [ACT07] Suffer With Me ------- Part 1: ------- Once you are on your feet walk over to the house nearby, continue around the side to the back yard and look in the shed. After the scene, follow your friends out the nearby gate and back to the street for another scene. Follow Mason up the beach and then climb the ladder. Use the button prompt when indicated. When you regain control, clear the roundabout and the building to the left of hostiles. Work your way along the building to the left and climb down the stairs. Enter the entrance in the fence on the right of the road and look to the left of the main passage to find an inspect crate we can open for some Nightingales. Continue past the plane to the objective marker. Climb the stairs and as you exit onto the roof look to the left and take out all the enemies in the area. Follow Mason over to the far side of the roof and drop down the skylight once he opens it for you. At the end of the catwalk drop down to the platform below. Check out the left and interact with the access door there for a flak jacket. Return to the hallway and continue through the door opposite that Mason has now opened. Continue to the far end of the office area, using the desks as cover. Turn right at the end and Mason will run down the stairs. Before following, look on the shelving to the left for enemy intelligence (1/3). Continue down the stairs. From the windows eliminate enemies in the tarmac outside and follow Mason as he moves across the area killing the enemies that emerge from the building opposite as you go. Once its clear, continue past the building and head down the stairs to the left. Proceed through the storage room and when you reach the other side youll see the target hotel in the distance. Wait for the sniper to finish off the enemies in the immediate area before cruising up the stairs and stacking up on Mason at the room indicated by the objective marker. >> Note: At this point you will earn the Achievement/Trophy Dirty Business. ------- Part 2: ------- After the scene Kill the four enemies in the courtyard over the low wall to the right, do not shoot the civilians though or youll fail the mission. Enter the door at the far end of the area. Continue through the building and exit out the other side. This area is quite large and there are numerous routes through it. The goal is essentially to make your way to the waypoint marker in the distance whilst clearing the streets along the way. Note that there are numerous enemies on the rooftops in this area as well, so be sure to keep an eye out for them! From the start, to save a bit of time turn left and continue down the street and through the alley in front. When you reach the next street, kill the enemies in the building to the right with the hole in the side of it. You can also look to the left of that for a fence nearby with an access label on it. Open this for strobe grenades. Hop through the hole in the building to the right we cleared a few moments ago and continue through the building to the other side. Clear the buildings in front and to the right. Proceed past the buildings and up the stairs/hill here. Head over to the far left of the area and enter the building to find a piece of enemy intelligence (2/3) sitting on a bar to the left of the entrance. Continue forward, clearing the enemies out of the way. Once the APC shows up, continue through the hole in the wall of the building next to it and pop out the other side. Breach the door here. After the scene, follow Mason down the hallway in front and duck into the room at the end of the passage to find the final piece of enemy intelligence (3/3). Continue through the hallway until you reach the objective marker. After the short scene, you will be swarmed by a group of 8-10 enemies with melee weapons. Once they are dead, continue up the hall and around the corner. Climb the stairs at the end. Run over to the hole in the wall to the left. After another short scene, sprint to the end of the hallway and jump where indicated. Drop down through the hole in the floor and follow your buddies through the next few alleyways until you reach the objective marker here for another scene. Afterwards, follow your friend out to the balcony on the left. Use the sniper rifle to shoot the hooded man on the street below to the right to end the mission. Note that shooting him in the legs rather than the head will unlock an achievement/trophy. >> Note: For shooting the hooded man in the legs, you will earn the achievement/trophy 'Family Reunion'. >> Note: For completing the mission you will earn the Achievement/Trophy False Prophet. [ACT08] Achilles' Veil As you start the mission, follow the white suit through the doors and through the hallway here until he reaches the door. A scene will play as you approach. Once its done, descend the stairs, take out all of those annoying flying drones and head over to the right hand side of the square. Just by the exit, you will find an open door to the left. Climb the stairs inside and pick up the enemy intelligence (1/3) off the floor, continue up the next set of stairs and interact with the chest up here for an optical camouflage suit. Return back down the stairs and exit the square. We are now in a large open area with the

goals of fighting through enemy re-enforcements and reaching the objective marker in the distance. There is an open marketplace area on the left side of the area and a building and some side alleys on the right. At the far left of the area, youll find a hallway with an access locker at the end we can open for a sword. I suggest moving through the market area as there is an abundance of cover. At the end of the marketplace, youll find yourself in a courtyard with the well in the centre of it. Eliminate any more remaining hostiles and continue round the building to the right and approach the objective marker, a plane will crash in front of you. Enter the open doorway to the left of the plane s cockpit, climb the stairs and exit to the next area. Here youll see some friendlies in cover ahead to the right. Kill any of those hover drones before heading past your buddies and through the alleyway behind them. From the balcony here, shoot any drones in the area and you can kill some enemies in the open area below if you feel like it. When you are ready, work your way over to the opposite end of the balcony. Head through either the courtyard to the left or the door to the right and you ll find yourself in a square room surrounded by pillars. Eliminate the infantry, security bot and hover drones here. Once they are dead, proceed to the arches on the opposite side of the room. Youll see a hover plan enter and drop some additional troops. We are on a raised section of pavement adjacent to a road with another raised area beyond it. You guessed it! We have to kill all the enemies further ahead on the platform across the other side of the street. There are a number of infantry units here as well as a pair of security bots and a hover drone or two. If you look to the right as you enter the area and follow the path all the way to the end, youll find an access gate we can open. Climb the stairs and youll exit to a balcony overlooking the area. Use the turret here to help thin out the enemy forces! When it s safe to do so, return to the ground level and mop up any remaining enemies. Head over to the new objective marker for a scene. During the scene you will have the option to shoot either of the targets. >> Note: At this point you will earn the achievement/trophy Ultimate Sacrifice. ------- Part 2: ------- Youll now be in control of a helicopter mini gun, so take out all the enemies on the street below and watch out for RPGs from the rooftops either side of the street. After a brief flight youll jump out to the ground below. We are now in the area where the scene just took place. Continue down the alley to the far left of the area. As you exit the alleyway you will be in another open street area. I would recommend either entering the door just to the left (note that there is another piece of enemy intelligence (2/3) in here in the corner behind some boxes) or sprinting over to and climbing the stairs to the right. Either way you go, proceed through the balconies and rooms on the upper level until you reach the far side, use the passage here to enter the next section of the level. Take cover behind the rocks or the cart on the left and eliminate the enemies in the building on the right side of the area. When the building is clear, move inside and through to the other side. From the balconies here, destroy the enemy forces on the ground below. Continue forward and take either the left or the right path (either way you will run into a bunch of enemies). Fight your way to the other side and dont forget that you have hover drone support! Note that you can also move back and forward between the paths thanks to two dirt passages along the way, this is great for flanking. At the end, take out the enemies in the building and continue out the far side. Again clear the area immediately outside to proceed. As you work your way along the trail, take out the enemies occupying the building in front, but also be sure to pay attention to the buildings over on the rocky outcrop to the right there are a number of bad guys over here with RPGs and you ll want to take them out ASAP to make your passage a little easier. When its safe to do so, climb the stairs up the side of the house in front and find the ladder leading to the roof. Up here you will find enemy intelligence (3/3). Drop back down and this time enter the house and descend the stairs all the way to the bottom. Exit the door and proceed across the bridge, ventilating any soldiers that get in your way. At the end of the bridge, climb the stairs to the left and at the top, there will be a large number of hostiles in the immediate area. Take the left stairs to gain the high ground to make things a little easier to clear the area. Work your way over to the objective marker for a scene to end the mission >> Note: For completing this mission, you will earn the Achievement/trophy Deep Cover. [ACT09] Odysseus ------- Part 1: ------- When you are back in control, walk over to the nearby door for a scene. After you regain control, head back through the door and open the access chest on the bench for some electrified brass knuckles. Continue into the armory and take any weapon you feel like. Return to the main room and exit through the now marked door. As you enter, take cover to the right and kill the bad guys in the corridor in front. Note that any security systems you see are now under enemy control so you will have to contend with them as well, staring with the sentry turret on the roof. Enter the room to the right and open the door directly in front. Examine the bench to the right for Personal effects. Return to the hallway and continue along, killing enemies as you go until you reach the stairs at the end. Climb the stairs and continuing around the platform around to the right. Kill the enemies guarding the hallway and enter the objective marked door at the end. Stay in cover here as there is a sentry turret on the roof just down the hallway nearby. Wait until it stops shooting and duck out to shoot at it until it blows up. Note there are 3-4 infantry soldiers in the hallway here too that will try to shoot you at the same time, so juggle between shooting each of them until it s all clear. Go into the hallway and enter the door to the right. Access the panel marked with access on the wall here to hack the turret in the next room. Use it to clear out the enemies inhabiting the area. When clear, proceed into the room and enter the door on the right of the main room. Clear the hallway here and grab the enemy intelligence (1/3) off the far right control panel here before interacting with the indicated panel. Continue down the stairs and head around the corner to the left. Follow the passage to the end, note that you can pick off enemies on the deck below from the platform if you wish. At the end of the passage, enter the door to the left and continue down the stairs. Kill the enemies in the room and any more that rush into the door from the far side of the room. Head down the stairs that the enemies just arrived from and at the bottom, clear them out of the hallway along with

the sentry turret on the roof at the far end. To the right of this hallway is a control room, with another hallway on the far side. From the start of the hallway our goal is to get down to the stairs on the far right of the room. So work your way through the three areas here and climb down at the end. As you reach the open door at the bottom immediately take cover behind the doorframe. From here, pick off the enemies in the room and the turret to the right of the area. When things quiet down, enter the door and hack the panel in the corner. With the turret, wipe out any remaining enemy resistance. Exit the turret and climb down the stairs in the adjacent room. Enter the door to the right to find yourself in a room with a giant red and yellow structure in the centre. Clear the enemies out of this room and head through the doorway on the left at the back of the room. Climb the stairs marked with the objective marker and enter the door at the top when your buddy opens it for you. Make your way to the guy seated in the corner and interact for a short scene. ------- Part 2: ------- When you regain control you will be in the shoes of someone else, climb the stairs and walk up to the target for a scene. At the end you will be given an option to kill or wound him. Watch the scene. Afterwards well be back in control of Mason. Crawl through the hole in the wall to the right and move through the vent until you exit into the bridge room. Walk up to the console here for another short scene. Once the sequence is over, Harper will join you, so follow him through the now open door nearby. Go down the stairs and through the control room at the bottom. Before going through the door at the far side of the area, climb the stairs to the right to find another piece of enemy intelligence (2/3). Return down the stairs and continue after Harper through the door. ------- Part 3: ------- Drop down to the hangar below and walk up to Salazar for a scene. Afterwards, cruise out the open door and take cover behind the broken pieces of airplane fuselage here. This outdoor platform is a lift and as it moves upwards, a good number of enemies are going to look over from the ledge above and shoot at you. So from cover take as many out as you can when you feel its safe to do so. At the top, stand up and remove any more hostiles from the immediate area. Were now on the top deck of the carrier and there is debris scattered all over the area. This is good because it means lots of cover! We need to work our way to the objective marker over to the right. As you move towards the marker, stick to the right hand side of the area, in the second intact V-TOL you will find another piece of enemy intelligence (3/3). Continue to work your way across to the marked VTOL for a scene to complete the mission >> Note: For completing this mission you will earn the Achievement/Trophy Sinking Star.

[ACT10] Cordis Die ------- Part 1: ------- When you start the mission, run to the objective marker in front. Youll assume control of a stinger turret. Simply lock on and shoot at as many drones as you can until a scene plays. Afterwards continue to the objective marker at the end of the overpass. Here you can choose between one of two options: You can rappel or you can snipe. I would go for the sniping option as there are couple of challenges tied into it. Crouch down at the edge of the overpass and provide cover to your escorts. A bunch of enemies will make their way down the road towards your friends and a pair of machine gun trucks will show up. After a short while, snipers will appear on the opposite side of the overpass. Continue to take enemies out until a scene shows. Afterwards make your way over to the left and look behind the flaming, white station wagon to find enemy intelligence (1/3) on the ground here. Continue straight ahead towards the objective, mopping up any remaining enemies as you go. When you reach the objective marker get into the front vehicle. Now it s time for a driving section! Just follow Harpers instructions as you proceed along the fairly linear path the game lays out for you whilst avoiding any obstacles, falling debris and vehicles that try to stop you for a minute or so until a scene plays. ------- Part 2: ------- When you get out of the vehicle, help to destroy the CLAW unit that crawls out of the cargo container ahead. Once its dead, head into the container and open the access gate at the back to earn yourself a hover drone. Exit and return to the street. In the distance youll see a CLAW wandering about with a destroy marker above its head. The unfortunate thing is it has a Gatling gun and is able to spit out grenades. Additionally the area between you and the CLAW is crawling with enemy infantry. Kill as many of the soldiers as you can and when it is relatively safe, run into either the open door to the building on the left side of the street or into the train on the right side of the street note that there is an piece of enemy intelligence (2/3) on the main counter in the building on the left. Whichever option you choose, work your way up to the CLAWs location and hit it with a grenade to take it out. As you approached the first CLAW, you will have noticed a second marker appearing in the distance. Move up to cover with the rest of your crew and then sprint over to the open cargo crate on the back of the truck slightly to the right. Inside you ll find an RPG hit the CLAW with this 3 times to finish it off. When its dead, make your way over to the area just in front of the Downtown Plaza building (with all the flashing lights). To the right of the cover here is a flipped APC with an access point we can interact with for three friendly reinforcements. Afterwards, walk into the Downtown Plaza building, climb the escalator and look on the shelf below the shirts on the right for enemy intelligence (3/3). Return to the top of the escalator and interact with the access button on the wall to the left at the top. Climb all the way to the roof and hop in the SAM turret here, if you can destroy 30 drones with this you will complete one of the missions challenges. When youve had enough, exit the turret and return downstairs. Follow your squad until you reach an outdoor balcony area. A plane will crash nearby and enemies will spawn in the streets below and in the balconies in front and across the street to the right. Kill then and then continue down the nearby stairs and head straight through the alleyway in front. Once you reach the far side you ll see blue smoke in front. Continue to proceed to the objective marker on the left ensuring to take down any enemies on the balconies or various structures in the distance and those that get in the way. Once you reach the marker, a scene will play. ------- Part 3: ------- When you are back in control again follow Harper over to the objective marker and jump into the VTOL. We now get to fly around and escort an ambulance. Before you get too carried away though familiarize yourself

with the controls and when you are good to go, go and follow the vehicles on the ground. The first part is fairly easy as all of the enemy targets will be lit up with red markers to help you out. So essentially kill all of the helicopters and machinegun trucks that appear until a scene plays. Afterwards you will now be moving super-fast and chasing down enemy drones. All you need to do here is fly your way over to the moving follow marker and sit there for a few seconds, then when you are able, lock on and shoot the drones as you follow them. Repeat this a few times until Mason ejects. >> Note: For completing this mission you will be awarded the Achievement/Trophy Late for the Prom.

[ACT11] Judgment Day ------- Part 1: ------- The first part of the mission entails jumping out of a plane with a wing suit and experiencing a free-fall. Theres not a whole lot to do here other than avoid the planes below. When the missiles start to appear, you will want to avoid the explosions or they will kill you very quickly. Try to stay on the left hand side of the game play area as there seemed to be much fewer missiles exploding in that region. Continue to dodge them until you land on the ground below. ------ Part 2: ------- As you regain your feet note the building in front. Run over to the left of this and behind it and in the next little area you will find an access crate. Open this for a hover drone. Return to where your buddies are taking cover and launch a grenade to destroy the CLAW. Kill any other enemies in the immediate area and proceed up the stairs. At the top, pop around the corner and kill the gunner on the back of the truck before continuing into the open building straight across from the top of the stairs (it has a 26 written on it). Destroy the machine gun and enemies in here before exiting the back door. From here look over to the left to see a downed plane with an access point we can interact with for a kinetic strike weapon. Return past the door we just exited from and take cover behind the broken concrete pillar. From here, take out the enemies on the catwalk of the building directly behind the pillar. Enter the supply area. Beware that in this area, the enemies on the ground floor with you will be wearing the optical camouflage, so they are almost invisible. As such be very careful as you work your way through the pallets and crates in the area until you reach the stairs opposite our entry point. Kill the guards that appear on the ledge above the top of the stairs before ascending to the next platform. From here, again eliminate guards overlooking from the platform above before proceeding carefully up the next flight of stairs, killing any additional soldiers that appear. Once at the top, look to the right. See the open building over there? (It has 27 written on it). Head inside this and check the top floor for apiece of enemy intelligence (1/3). Return pas the top of the previous stairs and proceed to the next objective marker. As you approach, a CLAW will activate on the platform just below you and a large group of enemies will let their presence be known in front of the target building. Take out the CLAW with the kinetic strike weapon or grenades and then turn your focus to the enemy troops. Eliminate them and make your way to the entry door. From here try to clear out the atrium before entering as there are a good number of enemies waiting for you. ------- Part 3: ------- When the area is safe enough continue inside and hunt down any remaining enemy combatants. Continue down the stairs at the back of the room and eliminate the hostiles when the door opens at the bottom. Proceed into the room and take cover behind the bench directly in front of the door. Kill the enemies that emerge from the two doors in front and the window to the right. When its safe to do so continue through the doors and proceed until you reach the catwalk overlooking a lower room. At this point, kill any immediate threats before working your way along the catwalk to the right and hacking the access panel to take control of the sentry bot below. Proceed down the stairs to the room below and clear the passage to the left of the 2-3 security bots and the small group of infantry before entering. Continue around the corner to the right, killing one last wave of infantry and then proceed into the control room at the end of the corridor. Inside, run to the left and take cover behind the raised section of the lower level. From here, we have a good view of the rest of the room. There are a pair of stairs on either side of the room opposite with several tiered levels of benches between them, above the stairs are windows at the top of the room. Four hover drones will smash through the glass on the other side of the room and there are plenty of bad guys covering behind the tiered desks too. When it s clear, proceed up the stairs and at the third row of desks from the top, look on the left side of the room on a desk for enemy intelligence (2/3). Continue to the top of the stairs and enter either door on the side of the room. ------- Part 4: ------- Climb the stairs here, kill the two enemies in the control room and then approach the control panel indicated for a scene. Afterwards, follow Harper through the now open door. Continue along the hallway, killing enemies as they appear and climb the stairs to the left. At the top there will be two open doors to the left. Try to pick off some of the enemies in here. There are a large number located within and killing a few will get the ones with the camouflage (invisibility) to move out of the room to attack you, so take this opportunity to eliminate them. Continue through the next room and out the door on the opposite side, ensuring to wipe out any reaming hostiles. Proceed down the stairs in the next room eliminating the enemies here, they consist of both regular and invisible guys and they will be receiving additional support from the windows above. When you ve cleared the area, continue through the open door to the left. As you enter, take cover behind the boxes to the left. There are 4-5 invisible enemies up on the top deck who will begin shooting at you. Take them out when you can and after the shooting stops, find the stairs leading down, follow the pat around the outside of the room and you will find enemy intelligence (3/3) sitting in the dark on a crate. Return to the previous level and then climb the stairs to the top of the room and work your way over to where Harper is waiting for you at the open doorway and continue to the end of the hallway killing the two invisible dudes along the way. Once you hit the doorway, youll be in an interactive scene. Shoot the targets on the way down. At the bottom choose to either kill or capture the target to end the mission. >> Note: For making the decision, you will earn the achievement/trophy Dead or Alive.

>> Note: For completing the mission you will earn the Achievement/trophy Death From Above.

[SDM00] | Strike Mission Walkthroughs | The Strike Missions are a new addition to the Call of Duty franchise and they consist of five side-missions that occur within and can have an impact upon the story in the game's single player campaign. During these missions, players are given tactical control over groups of units and can command them through various areas and complete objectives. At any time players can enter a unit of interest to help out their troops on the frontline. Some of these missions will be available/unavailable depending on the meeting of certain requirements within the campaign. How to unlock each and tactics on how to complete each one are listed within the relevent sections below. Shipwreck [SDM01] This mission asks you to capture a series of objective markers, similar to the Domination game mode in multiplayer. To make this easier on yourself, you will need to focus your entire force on one target location at a time or you will be inevitably frustrated by the AI's inability to do anything productive when not in numbers. To begin the mission, grab your group of soldiers and run them over to objective A nearby. They will set up a hacking station that you will need to defend for a short period of time. As you do, with all your troops selected, target any incoming enemy troops to keep them from destroying the device. After the first point has been captured, the enemy will acquire a CLAW, some hover drones and have amassed a sizeable infantry force that is now inhabiting the circular area in the middle of the map where objective b is located. By now you would have received some reinforcements, so select all troops and have them focus fire on the CLAW, before mopping up any other infantry surrounding objective B. When its relatively clear, have your soldiers set up the hacking device and as before, select everyone and have them target incoming hostiles. Note that in addition to the standard infantry units, the enemies here will now also included ASD sentry drones. Once objective B has been captured, send all of your troops immediately over to Objective C and wipe out the infantry guarding it. Again, defend this position until the hacking device has done its work. After all three devices have been hacked, you will be given the option to conduct a missile strike. Hit the button indicated on screen and then pilot the rocket into the target boat to complete the mission. >> Note: For completing this strike mission you will earn the achievement/trophy 'Singapore Sling'. I.E.D [SDM02] This mission is hard to write a walkthrough for as all you are doing is essentially escorting a convoy of vehicles through a barren valley type area with tons of angry enemies swarming en masse to take them out. It is a top and start kind of mission as although the convoy keeps moving (even when you don't want it to), it will also come to a dead stop when there is an I.E.D planted on the road in front, allowing any bad guys in the area a clean shot until you dispose of the obstacle. for the most part you will encounter an abundance of high up RPG positions, a couple of tanks and helicopters, the occasional IED in the road and several swarms of horse riding enemies. I would recommend using the tactical vision throughout the entire strike force mission, at least on your first try. Focus on the RPG positions high up in the rocks on either side of route the convoy is taking and us your hover drones to take them down as soon as you see them. clear the IEDs out of the path ASAP to prevent the convoy from stopping with the ASDs and keep an eye on your kinetic projectile weapon (KPW) missile strike - its very useful to have ready to go! For the tanks, the KPW missile strike is a must and for the horseback riders I would recommend using the ASD security bots to take them out. When the helicopters appear, they should be taken down primarily by the hover drones. If there are at any time additional resources available (however infrequent that may be) focus their fire on your target of choice. Once you have escorted the vehicles through the valley and below the bridges, they will continue beneath a rock formation to safety and a short scene will play to indicate completion of the mission. >> Note: For completing this strike mission you will earn the achievement/trophy 'Desert Storm'. FOB Specter [SDM03] This mission has players playing on the Drone multiplayer map. We need to defend three objective markers from an almost endless supply of enemies for 10 minutes. As long as you defend two of the objective points, the enemies will not be able to enter your main base and destroy it. If they are able to destroy two of the three objectives outside, a fourth point - Objective D will appear. In this instance immediately order all of your forces to defend point D. As you have limited resources and the enemy forces are numerous, my strategy was to send one group of infantry to Objective C to slow down the enemy advance there, whilst using the second group of infantry on the helipad at Objective A and using the turret here when necessary to defend the street below from enemy forces and hover drones coming from Objective C. Allow the CLAW to defend Objective B. when re-enforcements arrive, use them to boost numbers at both point A and B and if you feel a little adventurous, send another infantry unit down to Objective C to help slow any enemies advancing towards the other two objectives from here. Once your numbers increase at the A and B objectives, use tactical view to help your units target incoming enemy attacks and if you lose one of your final two defensive objectives, immediately send all your troops to Objective D and hold out until the end of the level. once the timer is up, you will complete the mission. >> Note: For completing this strike mission you will earn the achievement/trophy 'Defender'.

Second Chance [SDM04] >> Note: This strike mission will only become accessible if you fail to kill the bad guy at the end of the Karma campaign level. This mission has you entering a Yemeni island town in search of a high value individual. To do this we need to search a series of safe houses until we find the one containing our target. Select all your troops at once and have the entire force move from safe house to safe house, killing the 2-3 enemies guarding each and dealing with any hover drones and enemy infantry that bother you on the way between houses. Note that you also have gunship support to help out if required. Once you have located the HVI, you need to escort her to the extraction zone to complete the mission. To make things even easier, gain control of her from the tactical view and have her sprint all the way there to complete the mission in a flash! >> Note: For completing this strike mission you will earn the achievement/trophy 'Blind Date' Dispatch [SDM05] >> Note: This strike mission will only become accessible once you have completed all other strike missions in your play through. This is a fairly short and easy mission and thankfully won't take too long to complete. At the start of this level, have all of your troops enter the alleyway to the right of the main street. Work your way along the alley here destroying enemy infantry units as you go. when you reach the end of the alleyway, either order your soldiers (or to make things easier take control of them) to clear out the ASDs and turrets guarding the objective marker on the main street and to the right. When it is relatively clear send ALL of your troops to the objective marker before planting the hacking device. Once planted, return to tactical view and target incoming enemy units. Once the timer is up on the hacking device a scene will play to end the mission. >> Note: For completing this strike mission you will earn the achievement/trophy 'Art of War'. [CMPCH] | Challenges Guide | In addition to regular game play, Call of Duty: Black Ops 2 also features a series of challenges to each level which helps to add a little replayability to the campaign. There are 10 challenges in each Campaign and Strike Force mission. Campaign Challenges Guide [CHCMP] Pyrrhic Victory [CHC01] 1. Eliminate enemy personnel (x15) with machete --> You will begin the mission with the machete. Simply use it to melee kill 15 enemies to complete the challenge. 2. Destroy all MPLA tanks --> During the first sequence you will twice be placed in control of a helicopter and be tasked with destroying tanks on the field below. Destroy them all. 3. Eliminate enemy personnel (x5) with one mortar explosion --> You will find the mortars in the first area by using the access kit on the rolled truck. Now simply toss one of these mortars into a group of enemies, if you kill 5 the challenge will be completed. 4. Sink 5 enemy vessels --> Once you are on the boat, you will be attacked by a number of gunboats. Use the turrets on the boat you are on to destroy five of the six boats that appear. 5. Dive to prone on an enemy grenade and survive ---> You will need to dive (sprint and then hit the prone button) on top of a grenade. To survive this you are going to want to play on easy and to grab the flak jacket from the accessible box during the boat sequence. 6. Eliminate enemy personnel (x10) with animal traps --> Just after the sneaking sequence, you will leave your buddies and move on by yourself. Look behind the shed nearby for an access point with the traps. Once you have laid them, you can make them more potent by interacting with them and rigging them with mortars. Using this method and with a few handy placements you can kill 4-5 bad guys with each. If you can kill 10 enemies in total, you will complete the challenge. 7. Kill (x4) enemies with one mortar primed animal trap ---> As above. Just after the sneaking sequence, you will leave your buddies and move on by yourself. Look behind the shed nearby for an access point with the traps. Once you have laid them, you can make them more potent by interacting with them and rigging them with mortars. Kill four enemies at once during the retreat and you'll earn this challenge. 8. Use elevated improvised positions for confirmed sniper kills (x20) ---> During the retreat sequence at the end of the mission, you will stop and start three times. Each time you need to stop, climb up into one of the sniper platforms and kill as many bad guys as you can before moving on. once 20 have been killed the challenge will be over. 9. Collect Intel (x3) 1. In the field during the battle at the beginning of the mission. When you see the truck on its side on the right of the area, head over and look behind it for the enemy intelligence. 2. During the boat sequence. On the left hand side of the boat on the upper deck. 3. During the retreat. In one of the sniper towers on the right of the second area you need to defend. 10. 100% survivability rating --> Complete the mission without dying.

Celerium [CHC02] ===============================================================================

1. Eliminate enemy heli before lift off ---> During the first firefight, you will need to make your way up a hill. At the top you will see a helicopter in the process of taking off. Destroy it before it lifts off to earn the challenge. To make things a little easier, you can use the secondary Titus weapon. 2. Destroy sentry turret (x2) while disabled --> Hit a turret with an EMP grenade and whilst it is short-circuited destroy it. Do this twice to complete the challenge. 3. Eliminate enemy personnel (x4) with one round from Titus weapon ---> As written in the challenge description. There are a few places where enemies will bunch up. When you see this, pop a Titus shot into them. Kill four of them with one shot to finish the challenge off. 4. Eliminate enemy personnel (x10) with heli turret ---> Near the start of the mission, you will arrive at a helipad where you can interact with a vehicle turret. Kill 10 enemies with the turret to complete the challenge. 5. Eliminate enemy personnel (x30) while using optical camo ---> You will find the optical camo device soon after entering the underground lab. Simply activate this and then kill an enemy. Repeat 29 more times to unlock this challenge. 6. Destroy enemy ASDs (x2) by exploding nitrogen tanks --> After getting off the elevator, your team will tell you to use the nitrogen tanks to eliminate enemies. destroy two of the enemy defense bots using the exploding tanks 7. Eliminate enemy personnel (x10) with the Assault Shield ---> You can grab a shield after the first scene with the scientist. Once equipped, shield bash enemies to kill them. If you can kill 10 of them you will complete the challenge. 8. Protect ASD resource from destruction ---> When you reach the vault, you can access a container on the wall of the large room nearby to release a friendly defense bot. To complete this challenge, you must ensure that the bot survives the enemy assault that happens after the scene with the scientist. 9. Collect Intel (x3) 1. In an open door at the back of the helipad with the drone we can interact with to use its gun turrets. 2. After entering the underground lair, you'll see this one on the left through a window as you enter the first lobby area. 3. After defending the vault and the scene inside. Return to the area outside and climb the stairs opposite. You will find this one sitting on a table in the room at the top. 10. 100% survivability rating ---> Complete the mission without dying. Old Wounds [CHC03] =============================================================================== 1. Eliminate enemy personnel (x15) with pulwar sword ------------------------------------------------------ > At the start of the mission, ignore the horse and look around the starting area. You will find a body that you can interact with to pick up the sword. Simply use it to melee kill 15 enemies over the course of the mission to complete the challenge. ------------------------------------ 2. Destroy enemy helo with a mortar ------------------------------------- > In the cave where you meet up with your contact close to the start of the mission, you can find these in an access door. Once you grab the mortars head out of the base soon after heading through the gate, you should see a helicopter taking off, hit it twice with a thrown mortar to blow it up for the completion of the challenge. ------------------------------------- 3. Destroy tank with anti-tank mine ------------------------------------ > You will be able to pick these up from an unlockable chest in the first zone we need to go and defend. It is up the top of the ruined structure where you pick up the stingers. When you return to the main area, there will be tanks about, jump off your horse and plant a mine in front of a tank to blow it up for the challenge. -----------------------------------------------4. Run down enemy personnel (x10) on horseback ------------------------------------------------ > Simply ride into 10 infantry units with your horse. --------------------------------------------- 5. Destroy enemy helo with truck mounted MG -------------------------------------------- > Close to the entrance to the base is an MG truck with a turret on the back. Around halfway through the mission, a large number of enemy helicopters will converge on the base and attack. Hop onto the truck's turret and take out one of them for the challenge to be complete. ------------------------------------------- 6. Destroy enemy helos (x4) at North Pass ------------------------------------------- > After destroying the arch, return to the main area in front of the base and turn left. After a short distance you will see four enemy helicopters. Destroy all of these with the stinger to complete the challenge. Note you can also get the challenge listed below for taking out a helicopter with the stinger without using lock on easily here as the helicopters will remain relatively stationary as they are dropping off troops. -------------------------------------------------------------------- 7. Utilize stinger (without aircraft lock-on) to destroy enemy helo -------------------------------------------------------------------- > After destroying the arch, return to the main area in front of the base and turn left. After a short distance you will see four enemy helicopters. Destroy one of these with the stinger without using lock here as the helicopters will remain relatively stationary as they are dropping off troops. ------------------------------------------------------------------------- 8. Eliminate enemy personnel (x25) using alternate fire mode on stinger ------------------------------------------------------------------------ > Simply shoot enemy troops without the lock on function of the stinger. Kill 25 of these to complete the challenge. ---------------------- 9. Collect intel (x3) ----------------------- 1. On a shelf on the left hand side of the meeting room at the start of the mission. 2. Straight out from the main gate in the distance beneath a red flag. 3. In the second outlying area that you head out to defend. You will find this in a cave along the far dirt path to the right of the rope bridge. -----------------------------10. 100% survivability rating ------------------------------ > Complete the mission without dying. Time and Fate [CHC04] =============================================================================== ---------------------------------------------------------------- 1. Eliminate PDF enemies (x7) with shotguns in under 10 seconds ---------------------------------------------------------------- > You can do this during the menendez section of the mission quite easily as he starts with a

shotgun and is practically invinvible. just chain kill 7 enemies fairly quickly and you will complete the challenge. The best places for this would be the first set of buildings in the map or in the courtyard of the villa at the end of Menendez's part of the mission. ----------------------------------------------------- 2. Eliminate PDF enemies (x8) with truck mounted MG ---------------------------------------------------- > when you reach the villa as Menendez, you will see the MG truck park nearby. Head over to it and interact with the turret to climb on board. Mow down 8 hostiles with the gun to complete the challenge. ------------------------------------------------- 3. Rendezvous with Josefina in under 140 seconds -------------------------------------------------- > You'll start the mission as Raul and as Raul you will be almost invincible. You will want to ignore all the enemies and sprint to the villa where Hosephina is located. Kill enemies if they get in the way, but don't go out of your way to get them. Just follow the objective marker until you end the Raul part of the mission. Probably best not to attempt any other challenges whilst going for this one. --------------------------------------------------------- 4. Eliminate Cartel enemy personnel with Molotovs (x12) --------------------------------------------------------- > Just after you cross the river during the second part of the mission, explore the buildings to find an access box containing the molotov cocktails. Equip and toss! Kill 12 enemies with them and you will complete the challenege. ------------------------- 5. Crash an enemy truck ------------------------- > In the second part of the mission, you will see a truck coming right for you. At the same time, one of your squad will yell out to you to shoot the driver. If you can hit him, the truck will crash and the challenge will be complete. ------------------------------------------------------- 6. Eliminate Cartel enemy personnel with mortars (x10) -------------------------------------------------------- > You will find the mortars in an unlockable shed after you spot menendez for the first time as Mason. Use the mortars to kill 10 enemies to unlock the challenege. -------------------------------------------------------- 7. Eliminate Cartel enemy personnel with machete (x10) -------------------------------------------------------- > You will find the machete in the basement in a side room to the left near where you enter. Just melee attack 10 guys to death with your new weapon and the challenge will be done. ----------------------------------- 8. Locate evidence of CIA presence ------------------------------------ > At the very end of the underground area, you will come to a room with enemies burning evidence. Head around the corner to the right from the entrance to find this sitting on a desk. Interact with it to pick it up to complete the challenge. ----------------------- 9. Collect intel (x3) ----------------------- 1. At the far end of the burning barn on the back of a wagon before the exit doors. 2. when launching the attack on the main compound, climb the belltower to the right of the main gate. About halfway up the ladder you should see this on a platform between the ground and top floors. 3. When you reach the underground drug lab, in the main room you will reach a sunken area you'll need to proceed through. When you climb up the stairs on the opposite side, duck into the room immediately to the left and look on the bench for the third piece of enemy intelligence. ----------------------------- 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Fallen Angel [CHC05] =============================================================================== --------------------------------------------- 1. Avoid damage from large debris in streets ---------------------------------------------- > This challenge is related to the first part of the level as you travel through the flooded building and streets. watch out for falling debris and steer clear of the vehicles that get washed down the street. If you can avoid everything (which shouldn't be too hard) you will complete the challenge. ---------------------------------------------------------- 2. Direct CLAWs to eliminate 8 enemies in flooded street ---------------------------------------------------------- > After exitinfg the building you start in, turn left and cross the street. Here you will find an access panel that will open a garage roller door nearby. Upon opening this, the CLAWs will enter and the door will close behind them. This allows them to access balcony areas up along the left hand side of the street. use them to target and kill 8 enemies in the run up the street to complete the challenge. --------------------------------------------------- 3. Record 400TB of data from Menendez surveillance ---------------------------------------------------- > When you reach the section where you need to record Menendez. You need to hold the scanner on him for as long as possible. There are four opportunities to record menendez, so ensure you always keep him in your sight! ----------------------------------------------------------------- 4. Incinerate enemy personnel (x10) with flamethrower attachment ----------------------------------------------------------------- > In the first building, hack the CLAW named Brutus to activate the flamethrower attachment. Later in the level, you will gain control of the CLAWs and will have to fight off a bunch of enemies. Use the flamethrower on the BRutus CLAW to kill 10 enemies to complete the challenge. ---------------------------------------- 5. Protect CLAWs (x2) from destruction ---------------------------------------- > This refers to the point in the mission during which you must take control of the CLAWs and defend yourself against a huge number of baddies. switch between the two CLAws and kill everything without them being destroyed to complete the challenge. -------------------------------------------------- 6. Deploy SOC-T boost to find 2 alternate routes -------------------------------------------------- > This challenge refers to the driving sequence towards the end of the level. Keep an eye out for ramps and use the boost to leap over them. Although there may be more, the two that I found when I completed the challege are one to the left at the start on the highway and another through a window into a building on the right side of the main area near the end of the mission. ----------------------------------------------------- 7. Destroy enemy vehicles (x20) with drone missiles ----------------------------------------------------- > At a point during the mission you are given the option to either control a land based vehicle or to control a drone. Choose the drone option and use the drone misslies to destroy vehicles until the challenge is finished. ---------------------------------------- 8. Destroy 8 enemy vehicles with SOC-T ---------------------------------------- > To do this, once you are in the vehicle at the end of the level, use the boost to constantly hit other enemy vehicles. If you can destroy 8 of them you will complete the challenge. ---------------------- 9. Collect intel (x3) ----------------------- 1. Before exiting the first room, look on the shelving to the right to find a piece of enemy intelligence. 2. After Harper opens the first gate, climb the stairs and at the top, look down the alleyway to the right. 3. After making your way through the streets whilst avoiding the drones, you will enter a hole in the wall of a building.

As you do, look in the rubble ahead for the third piece of intel. ------------------------------ 10. 100% survivability rating ----------------------------- > Complete the mission without dying. Karma [CHC06] =============================================================================== ----------------------------------------------- 1. Obtain retina scan in less than 60 seconds ----------------------------------------------- > When you reach the spot where you activate the spider bot. You need to have it run through its little gauntlet and grab the retinal scan from the guard at the end. All within 60 seconds. ------------------------------------ 2. Retrieve precious cargo (Ziggy) ------------------------------------ > You will find Ziggy, your spider bot on the floor in the room through the retinal scanner where you use the computer to search for Karma. It is in the same small glass room as the computer itself. ---------------------------------------------------------- 3. Kill enemy personnel with headshots (x5) in Club Solar ---------------------------------------------------------- > When you reach the nightclub a scene will occur and afterwards a slow-mo sequence that will have you move around the club to the left. Pop 5 enemies in the head during this sequence to complete the challenge. ---------------------------------------- 4. Ensure zero non-combatant casualties ----------------------------------------- > Don't kill any civilians! The place to be most cautious of is the large outdoor open area towards the end of the mission. ------------------------------------- 5. Eliminate rappelling enemies (x5) -------------------------------------- > When you reach the mall area and then again when you arrive at the open outdoor area you will see enemies rappeling to the ground. When you see this happening, take the opportunity to take out five of them for the challenge. -------------------------------------------------------- 6. Eliminate enemy personnel (x25) in the outdoor area -------------------------------------------------------- > Simply kill as many people as you can in the oudoor area at the end of the mission and you will eventually earn this one. --------------------------------------------------------------------------- 7. Incapacitate enemy personnel using combatant suppression knuckles (x20) --------------------------------------------------------------------------- > After the explosion and the chat with the guard, head into the armory behind him and use the access door at the back of the room for the suppression knuckles. Now all you have to do is use your new, improved melee attack to take down 20 enemies. There are plenty of them about, so you shouldn't have too much trouble doing this. ------------------------------------------ 8. Protect ASD resource from destruction ------------------------------------------ > Just after the mall area you will find an access door that can be opened. After opening it a ASD security drone will emerge. Protect it as you make your way through the area to complete the challenge. ----------------------- 9. Collect intel (x3) ----------------------- 1. Inside the vault area behind the first retinal scanner on a table to the right. 2. In the large, open room serving as a two storied mall area in an open store on the right of the ground floor. 3. At the very back of the open area through which you chase the bad guy at the end of the mission. It is on the very far right wall from where you enter. ----------------------------- 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Suffer With Me [CHC07] =============================================================================== --------------------------------------------- 1. Perform a knife throw at enemy guard post ---------------------------------------------- > You will be prompted to do this after climbing a ladder near the start of the mission. Simply do as you are told to complete the challenge! -------------------------------------------------------------------- 2. Survive an enemy RPG blast which causes enemy collateral damage -------------------------------------------------------------------- > For this one, you need to take damage and survive an enemy RPG attack that kills an enemy. I recommend grabbing the flak jacket from the acces locker after dropping through the skylight into the first building. The place I was able to get this was in the same area as Noriega's plane. There is an RPG on the roof opposite where you enter. Run over and stand near an enemy and hope that an RPG hits nearby to do what needs to be done! ---------------------------------- 3. Destroy Noriega's private jet --------------------------------- > In the same area as Noriega's plane, you will find a MG truck. Jump on the back and shoot the jet until it blows up. --------------------------------------------------------- 4. Eliminate enemy personnel (x10) with truck mounted MG --------------------------------------------------------- > In the same area as Noriega's plane, you will find a MG truck. After shooting Noriega's plane up, kill 10 enemy soldiers with the MG to complete this challenge. --------------------------- 5. Destroy enemy ZPU (x1) -------------------------- > This is a tricky one to find. The ZPU is an anit-aircraft gun located on a rooftop. When you are escorting Noriega through the slum type area. Continue up the centre of the area when you reach a courtyard with a pair of RPG gunners up on the roof to the right, kill them and then look further to the right to find the ZPU. If you can't find it, look for the building with 'GRAN Fras Herramienta' written on it. Just work your way around this building until you can see it on the roof. ----------------------------------------------------------------------------- 6. Distract enemy personnel (x8) with Nightingale grenades at the same time ----------------------------------------------------------------------------- > You can find the nightingale grenades after the firefight at the roundabout at the start of the level. Continue down the stairs behind the roundabout and look on the left hand side of the next area to find a container we can open for them. These grenades will make noises to distract enemies when thrown. Simply distract 8 enemies at a time with them to complete the challenge. A good place to attempt this is around Noriega's private jet. Note that you can toss as many of these grenades as you like, just ensure they are all distracting enemies at the same time for it to count! --------------------------------------------------- 7. Eliminate enemy personnel (x15) with IR strobe --------------------------------------------------- > In the open city area whilst escorting Noriega, if you stay along the left hand side of the area you will find a wire gate to access that contains the IR strobe grenades. Toss these into a group of enemies to signal a quick missile strike. Once you have killed a total of 15 enemies inthis fashion, you will have completed the challenge. -------------------------------------- 8. Eliminate 8 enemies in the clinic ------------------------------------- > This challenge relates to the point during the level when you are inside the building and a scene plays showing you trying to help a fallen woman. Simply kill 8 enemies here to complete the challenge. ----------------------- 9. Collect intel (x3) ----------------------- 1. After dropping down through the skylight into the building, fight your way through the baddies until you reach a set of stairs leading down. Before descending look on the nearby shelf for the intelligence. 2. In

the building at the far left of the area where the APC shows up. 3. Once the APC shows up, continue through the hole in the wall of the building next to it and pop out the other side. Breach the door here. After the scene, follow Mason down the hallway in front and duck into the room at the end of the passage to find the final piece of enemy intelligence for the mission. ------------------------------ 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Achilles' Veil [CHC08] =============================================================================== ----------------------------------- 1. Destroy enemy quad drones (x20) ------------------------------------ > You need to kill 20 enemy quad drones (the hover drones) over the course of the mission. There are plenty of them around, so with a concerted effort you shouldn't have too much trouble with this one. ----------------------------------------------- 2. Eliminate enemy personnel (x20) with sword ---------------------------------------------- > In the first building, look for a cupboard on the left hand side of the room you can access for the sword. Once you have that, simply kill 20 enemies with it over the course of the mission. -------------------------------------------------------- 3. Melee enemy personnel (x20) while using optical camo -------------------------------------------------------- > On the right hand side of the starting area you will find a set of stairs leading up. At the top is an access point you can open for the optical camo. Activate this and meleee an enemy. Repeat this another 19 times to complete the challenge. ----------------------------------------------- 4. Destroy enemy quad drones (x8) with turret ---------------------------------------------- > Once you reach the open area with the two raised footpaths and the road in the centre, head to the far right side of the area where you can find an access door. Open this and climb to the top to find a turret. Use this to shoot down hover drones until the objective is complete. --------------------------------------------------------- 5. Eliminate enemy personnel (x5) by exploding vehicles --------------------------------------------------------- > There are a few cars around this level, so when you see them, wait for an enemy soldier to go and stand next to it and then destroy the vehicle to kill him. Repeat with additional enemies until the challenge is complete. ------------------------------------------ 6. Destroy enemy ASD (x4) while disabled ------------------------------------------ > Hit an ASD with an EMP grenade and whilst it is short-circuited, destroy it. Do this four times to complete the challenge. -------------------------------------------------- 7. Eliminate enemy personnel (x5) as VTOL gunner -------------------------------------------------- > During the mid-mission showdown with menendez, choose to shoot Menendez. Once the scene unfolds, you will be in control of a VTOL gunner. Kill 5 enemies to complete the challenge. --------------------------------------------------------- 8. Direct quad drones to eliminate enemy personnel (x25) --------------------------------------------------------- > After the mid-mission confrontation with menendez, players will then take control of Mason. After exiting the street and proceeding through some alleyways, you will be informed that you now have quadrotor hover drone support. Use these to target and kill 25 enemies to complete the challenge. ----------------------- 9. Collect intel (x3) ---------------------- 1. After the speech at the start of the mission, fight your way across to the far side of the square. On the right hand side of the area, just by the exit, you will find an open door to the left. Climb the stairs inside and pick up the enemy intelligence off the floor. 2. After the showdown scene and the helicopter gunship entrance, continue down the nearby alley. In the next street, work your way through the buildings on the left hand side. You will find this one behind some boxes in the corner of one of the rooms. 3. As you make your way along the cliffside, before crossing the bridge, climb to the top of the farthest building from the direction you came. At the top you will find this piece of intel. ----------------------------- 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Odysseus [CHC09] =============================================================================== ------------------------------------- 1. Locate gift in Mason's state room -------------------------------------- > After exiting the interrogation room and encountering the first enemies ion the hall outside, duck into the room to the right. Look on the desk and interact with the document here to complete the challenge. ---------------------------------------------------------------------------- 2. Incapacitate enemy personnel (x20) using Combatant Suppression Knuckles ---------------------------------------------------------------------------> In the first room of the level, you will see a box on the wall that you can access. Open this for the combat supression knuckles, this will replace your knife as your melee weapon. kill 20 enemies with the knuckles over the course of the level to complete the challenge. ---------------------------------------------------------------------- 3. Provide sniper overwatch for SEAL team advance across flight deck ---------------------------------------------------------------------- > During the first part of the mission, after trying to disable the security systems, you will head outside to a balcony area where you will see friendly troops firing at enemies down on the deck below. Grab a sniper rifle from nearby and help them eliminate all the hostile forces below to complete this challenge. --------------------------------------------------------- 4. Eliminate enemy personnel (x10) with security turret --------------------------------------------------------- > When you reach the area where you can hack the security turrets, do so and use them to kill 10 enemy soldiers to complete the challenge. ----------------------------------------------- 5. Destroy security turret (x3) while disabled ------------------------------------------------ > Hit a turret with an EMP grenade and whilst it is short-circuited destroy it. Do this thrice to complete the challenge. There are a number of these throughout the mission so you should have no trouble knocking three of them over! ----------------------------------------------------- 6. Eliminate airborne enemies (x8) before they land ----------------------------------------------------- > When you reach the flight deck of the aircraft carrier, you will see enemy soldiers parachuting down to the deck. Kill eight of these guys to complete the challenge. -------------------------------------------------- 7. Direct CLAW to eliminate enemy personnel (x5) ------------------------------------------------- > On the flight deck you will find a CLAW to the left of where you arrive. To activate this, find a nearby passage to a control room that you can access by moving some rubble out of the way. Once it is activated, use the CLAW to kill 5 enemies. ------------------------------------------ 8. Get to extraction in under 90 seconds -----------------------------------------> As soon as you reach the flight deck, drop everything you are doing and sprint for the objective marker at the gunship

that marks the end of the mission. You will have 90 seconds to cross the flight deck, probably best not to attempt any other challenges whilst doing this one! ----------------------- 9. Collect intel (x3) ----------------------- 1. On a computer station to the right of a computer panel the game puts an objective marker on close to the start of the mission. 2. After the story sequence on the bridge involving our friend and the admiral continue through the doors after Harper. Go down the stairs and through the control room at the bottom. Before going through the door at the far side of the area, climb the stairs to the right to find another piece of enemy intelligence. 3. In the second intact VTOL on the deck of the ship on the way to the objective marker. ------------------------------ 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Cordis Die [CHC10] =============================================================================== ---------------------------------------------------- 1. 100% impact ratio with SAM engagement on highway ----------------------------------------------------> When you reach the SAM turret on the highway at the start of the mission, you need to use it to shoot down drones. The catch for this challenge is that you need to have a 100% accuracy rating. To do this, make sure that the turret locks on six drones completely before letting go, any less and the non-locked missiles will miss. -------------------------------------------------------------- 2. Perform headshot (x10) sniper kills from the upper freeway --------------------------------------------------------------- > When you are given the option to rapel down the broken highway or stay up top and snipe, take the latter option. Get 10 headshots on the advancing enemy ground forces to complete the challenge. --------------------------------------------------------3. Direct quad drones to eliminate enemy personnel (x8) --------------------------------------------------------- > When you reach the area with the CLAWs, before advancing, check in the back of the truck nearby for an access point containing the hover drones. Use these to target and kill eight enemies and you will finish off this challenge. ---------------------------------------- 4. Rescue trapped SSA in damage vehicle ----------------------------------------- > After killing both claws, you will find yourself at a shopping centre. before entering the building go and interact with the hatch of the rolled armored vehicle nearby. Some marines will emerge to help you out and will consequently cause you to complete the challenge. ----------------------------------------------- 5. Destroy enemy drone (x30) using SAM on roof ------------------------------------------------ > Inside the shopping centre at the top of the escalator, you will find a door that you can access to the left. Enter the door and climb up to the roof. Interact with the SAM turret here and use it to shoot down 30 enemy drones. -------------------------------------- 6. Protect G20 cougar at intersection --------------------------------------- > After moving through the shopping centre area, you'll get an objective to protect the G20 leader. Nearby ahead you will see an armored truck, this is what we need to protect. To do this, pick the RPG gunners off the nearby rooftop to complete the challenge. ------------------------------------- 7. Destroy drones (x3) with one shot -------------------------------------- > During the sequence in the jet, you will enter a chase mode where you need to boost after and shoot down enemy drones. At this point lock on to one of these and fire off a missile in an attempt to knock down three at once. It is not easy and there is no real trick to doing it, just keep at it and eventually you'll unlock it. ----------------------------- 8. Protect all G20 vehicles ----------------------------- > Whilst flying the jet at the end of the mission, you will need to escort vehicles along a set path through the city streets. To complete this challenge, you need to ensure that all of the vehicles remain intact. To do this, stick close to the convoy and lock on and shoot all the tanks, helicopters and enemy vehicles as soon as you see them. Once you enter the next phase of the mission, if the vehicles are all still in one piece, you will complete the challenge. ----------------------- 9. Collect intel (x3) ---------------------- 1. After dropping down from the broken overpass onto the highway, look over on the far left of the area to find this collectible tucked away behind some cars. 2. On a counter in the building on the left side of the street at the point where you need to destroy the two enemy CLAW units. 3. After killing the second CLAW, walk into the Downtown Plaza building, climb the escalator and look on the shelf below the shirts on the right for enemy intelligence number 3. ----------------------------- 10. 100% survivability rating ------------------------------ > Complete the mission without dying. Judgment Day [CHC11] =============================================================================== ------------------------------- 1. Avoid all anti-air missiles -------------------------------- > At the start of the mission you will be freefalling towards the base below. As you do a bunch of missiles will come up and explode around you. For the challenge we need to avoid them all. The best place to do this is on the left most side of the playing area as most of the missiles will not come close, a couple will though and as long as you time it right you should have no trouble dodging them. ------------------------------ 2. Destroy ALL laser turrets ------------------------------ > You will find laser turrets situated atop buildings in the main area that you land in. They look like spotlights and there are six of them. -------------------------------------------------- 3. Destroy enemy quad drones (x3) while disabled -------------------------------------------------- > Hit a quad rotor hover drone with an EMP grenade and whilst it is short-circuited destroy it. Do this thrice to complete the challenge. There are a number of these throughout the mission so you should have no trouble knocking three of them over! ---------------------------------------------------------- 4. Perform sniper kills (x10) from more than 40m distance ----------------------------------------------------------- > Pick a load out with a sniper rifle and when you drop down to the ground, use the sniper rifle to pick off enemies you can see in the distance. pop 10 of them to complete the challenge. ------------------------------------------- 5. Melee camouflaged enemy personnel (x3) ------------------------------------------- > in the cargo area between building 26 and the main building you will encounter a number of cloaked enemies. Run up and melee attack three of them to complete the challenge. There are some additional cloaked enemies in the large circular room just prior to the very end of the mission if you cannot meet your quota outside the base. ----------------------------------------------- 6. Direct quad drones to eliminate enemy CLAW ---------------------------------------------- > From the start, run behind the building in front to find a cargo crate we can access for a quad rotor hover drone. Before entering the base at the end of the outdoor area you will need to destroy a CLAW. Direct

the hover drone to destroy it to complete the challenge. ----------------------------------------------------------------------------- 7. Eliminate enemy personnel (x5) with one strike of the kinetic projectile weapon ---------------------------------------------------------------------------- > If you head through building 26 and out the far side you will find an access point in some rubble we can open for a kinetic projectile weapon. Usin gthis calls a missile strike down wherever you target it. Kill 5 enemies with it to complete the challenge. Note you must do this before going inside. --------------------------------------------------- 8. Protect ASD resource to the objective location --------------------------------------------------- > Just before you reach the large control room, you will find an access point on a computer console that allows you to hack an ASD in a nearby room. Once you have hacked it, head over to its location and escort it into the control room unscathed to complete the challenge. ---------------------- 9. Collect intel (x3) ----------------------- 1. Outside the main base in the building marked with a large '27. You will find it on the second floor. 2. When you reach the control centre with the semi-circular tiered seating arrangement. This can be found on a desk on the left side of the room three rows from the top. 3. After reaching the large, circular room with the invisible guys. Instead of climbing to the the top, look for stairs leading down into the darkened room below. You will find the final piece of intelligence sitting down here on a crate. ------------------------------ 10. 100% survivability rating ----------------------------- > Complete the mission without dying. Strike Force Challenges Guide [CHSTF] Shipwreck [CHS01] =============================================================================== ------------------------------------------ 1. Destroy CLAWS (x2) using only soldiers ------------------------------------------- > As described above, use tactical view to send soldiers to attack and detroy the two CLAWs that appear in the mission. -------------------------------------------------------- 2. Use only 3 network intruders to complete the mission --------------------------------------------------------- > Whilst capturing the objective areas, you need to set up a network intruder to hack each and then defend it until its download is complete. You must complete the mission without losing a network intruder. ------------------------------------------------------ 3. Complete mission with more than 2:00 min remaining ------------------------------------------------------- > As long as you follow the above guide [SDM01], you should be able to get this easily. The trick is to send all of your troops to each objective marker in turn - strength in numbers! --------------------------------------------------- 4. Eliminate enemy personnel (x10) with headshots --------------------------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using head shots. There are heaps of enemies about, so you should have no shortage of bad guys on which to attempt popping heads. -------------------------------- 5. Melee enemy personnel (x15) ------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using melee attacks. There are heaps of enemies about so 15 is not too much of an ask. ------------------------------------- 6. Destroy enemy ASD (x3) as a CLAW ------------------------------------- > You will need to take control of the CLAW when it arrives and take down three enemy ASDs. Easy! ---------------------------------------------------- 7. Eliminate enemy personnel (x15) with explosives --------------------------------------------------- > Take control of one of your infantry units. Some of these guys in this mission have RPGs or grenades. Hit an enemy soldier with an RPG/grenades to kill him. Do this fifteen times to complete the challenge. ---------------------------------------------------------- 8. Eliminate enemy personnel (x15) while they are stunned ---------------------------------------------------------- > Take control of one of your infantry units. Some of these guys in this mission, have concussion or EMP grenades. Hit an enemy soldier with an EMP/Concussion grenade grenade and whilst he is stunned, kill him. Do this fifteen times to complete the challenge. -------------------------------------------- 9. Run over enemy personnel (x20) with ASD ------------------------------------------- > Take control of an ASD and use it to run over an enemy infantry unit. Repeat another 19 times to complete the challenge. ------------------------------------------------- 10. Complete the mission in "tactical view" only ------------------------------------------------ > As described. As soon as the mission starts, switch to tactical view and don't exit it for the remainder of the mission. Follow the guides above [SDM00] and you should be able to polish them off without much trouble. I.E.D [CHS02] =============================================================================== -------------------------------------------------------------- 1. Eliminate enemy personnel (x3) while they are planting IED -------------------------------------------------------------- > As you progress through the mission, you will see enemies stop a distance in front of the convoy and plant IEDs. When you see them doing this, send out your hover drones or ASDs. ------------------------------------------------ 2. Eliminate enemy personnel (x10) on horseback ------------------------------------------------- > Take control of any unit on the ground and use it to kill 10 enemies that come in to attack on horseback. ----------------------------------------------3. Convoy never stopped by presence of an IED ----------------------------------------------- > Keep an eye out in front of the convoy and when you identify that an IED is present, send out your ASDs to mop it up immediately. As long as you remain vigilant, you should have no trouble clearing these before the convoy comes to a stop. ----------------------------------------------------- 4. Destroy tanks (x3) with kinetic projectile weapon ------------------------------------------------------ > Use the kinetic projectile weapon to call down a missile on a tank. Repeat three times. Note that this ability had a lengthy cool down time on it, so be sure to use it as soon as it is available. ------------------------------------------------ 5. Destroy helo with kinetic projectile weapon ------------------------------------------------ > Use the kinetic projectile weapon to call down a missile strike on a helicopter. Fairly self explanatory! ---------------------------------------------------- 6. Eliminate enemy personnel (x20) as a quad drone ---------------------------------------------------- > Take control of an Quad rotor hover drone and use it shoot and kill an enemy infantry unit. Repeat another 19 times to complete the challenge. ------------------------------------------ 7. Run over enemy personnel (x10) as ASD ------------------------------------------ > Take control of an ASD and use it to run over an enemy infantry unit. Repeat another 9 times to complete the challenge. ----------------------------------- 8. Use only ASDs to destroy tanks ----------------------------------- > As listed in the description, keep your ASDs at the ready and only use them to

attack the tanks that appear throughout the level. Much easier to control this through the tactical view. ------------------------------------- 9. Keep all vehicles in convoy safe -------------------------------------- > All four vehicles in the convoy must make it safely to the end of the level. This is not easy and I would recommend switching to an easier difficulty and staing in tactical mode for the duration of the mission. ------------------------------------------------- 10. Complete the mission in "tactical view" only ------------------------------------------------- > As described. As soon as the mission starts, switch to tactical view and don't exit it for the remainder of the mission. Follow the guides above [SDM00] and you should be able to polish them off without much trouble. FOB Specter [CHS03] =============================================================================== ------------------------------- 1. Melee enemy personnel (x10) -------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using melee attacks. There are heaps of enemies about so 10 is not too much of an ask. -------------------------------------------------------- 2. Eliminate enemy personnel (x20) using sentry turret ------------------------------------------------------- > There is a sentry gun up on the helipad with Objective B, from here you can look down at the road and kill any enemies nearby. kill 20 enemies over the course of the mission with the turret to complete the challenge. -------------------------------------------- 3. Eliminate enemy personnel as CLAW (x10) -------------------------------------------- > Take control of an CLAW and use it shoot and kill an enemy infantry unit (or any unit for that matter). Repeat another 9 times to complete the challenge. ------------------------------------------------------------- 4. Complete mission with enemy never lowering defense field ------------------------------------------------------------- > You will need to prevent the enemy forces from capturing any objective marker for 10 minutes. This is most definitely the hardest challenge on this map. To do this, you need to send the majority of your troops to Objective C, have th CLAW guard objecive B, whilst you man the turret at objective A. You'll want to frequently switch to tactical mode to keep abreast of the situation and quickly assume control of a unit at another defense point if you think it necessary to turn the tide back to your favor. If its still too tough, try reducing the difficulty and trying again! ------------------------------------------------------- 5. Eliminate enemy ASD (x3) using only sentry turrets ------------------------------------------------------- > There is a sentry gun up on the helipad with Objective B, from here you can look down at the road and kill any enemies nearby. kill three ASDs with the turret to complete the challenge. -------------------------------------------------- 6. Eliminate enemy personnel (x20) with headshots --------------------------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using head shots. There are heaps of enemies about, so you should have no shortage of bad guys on which to attempt popping heads. ----------------------------------- 7. Destroy enemy quad drones (x12) ------------------------------------ > Take control of one of your units on the ground and use them to destroy the quad rotors that appear. Most will come and attack Objective C. Once you have killed 12 the challenge will be complete. ------------------------------------------------------------- 8. Prevent enemy from planting more than one hacking module ------------------------------------------------------------- > As the description indicates. do not allow enemies to capture more than one of the objective markers. --------------------------------------------------------- 9. Allow no more than one sentry turret to be destroyed --------------------------------------------------------- > An easy way to do this is simply to jump into an infantry unit, pick the auto turrets up one by one and put them away in a quiet corner where no enemies will attack them. It will make the defense a little more difficult, but you will earn the challenge! ------------------------------------------------- 10. Complete the mission in "tactical view" only ------------------------------------------------- > As described. As soon as the mission starts, switch to tactical view and don't exit it for the remainder of the mission. Follow the guides above [SDM00] and you should be able to polish them off without much trouble. Second Chance [CHS04] =============================================================================== ------------------------------------------ 1. Eliminate enemy personnel (x10) as HVI ------------------------------------------- > Once you rescue Karma, take control of her and kill enemy soldiers before completing the mission to earn this challenge. --------------------------------------------------------- 2. Eliminate enemy personnel (x10) as VTOL turret gunner ---------------------------------------------------------> Take control of an VTOL gunner and use it shoot and kill an enemy infantry unit. Repeat another 9 times to complete the challenge. -------------------------------- 3. Melee enemy personnel (x10) -------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using melee attacks. There are heaps of enemies about so 10 is not too much of an ask. --------------------------------------------------- 4. Eliminate enemy personnel (x15) with headshots --------------------------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using head shots. There are heaps of enemies about, so you should have no shortage of bad guys on which to attempt popping heads. ----------------------------------- 5. Destroy enemy quad drones (x4) ---------------------------------- > Take control of one of your units and find and destroy four enemy hover drones. --------------------------------------------------- 6. Eliminate enemy personnel (x15) with explosives ---------------------------------------------------- > Take control of one of your infantry units. Some of these guys in this mission have RPGs or grenades. Hit an enemy soldier with an RPG/grenades to kill him. Do this fifteen times to complete the challenge. --------------------------------------------------------- 7. Eliminate enemy personnel (x5) by exploding vehicles --------------------------------------------------------- > There are a few cars around on this map, so wait for some enemy soldiers to go and stand next to a car and then destroy it to kill him. Repeat with additional enemies until the challenge is complete. ----------------------------------------- 8. Extract the HVI in less than 60 secs ----------------------------------------- > ONce you find Karma, switch to controlling her and then simply sprint to the extraction point. You should complete this challenege with very little difficulty. -------------------------------------- 9. Find the HVI in less than 90 secs -------------------------------------- > Assume control of an infantry unit and quickly run in and explore all of the target buildings as quickly as possible. With a good deal of sprinting, you should have little difficulty finding the target

within 90 seconds. ------------------------------------------------- 10. Complete the mission in "tactical view" only ------------------------------------------------ > As described. As soon as the mission starts, switch to tactical view and don't exit it for the remainder of the mission. Follow the guides above [SDM00] and you should be able to polish them off without much trouble. Dispatch [CHS05] =============================================================================== ------------------------------- 1. Melee enemy personnel (x10) -------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using melee attacks. There are heaps of enemies about so 10 is not too much of an ask. ------------------------------------------ 2. Destroy enemy ASD (x6) while disabled ------------------------------------------ > Switch to an infantry unit with EMP grenades and have them hit an ASD with them. Whilst it is short-circuited, destroy it. Do this six times to complete the challenge. There are a large number of these surrounding the objective marker so you should have no trouble finding at least six to kill. -------------------------------------------------------- 3. Complete mission with more than 3:00 mins remaining -------------------------------------------------------- > As long as you follow the above guide [SDM05], you should be able to get this easily. The trick is to send all of your troops down the alley to the right and all the way to the objective marker as quickly as possible to overrun the ASD and infantry resistance, then it is just a matter of defending the hacking module for a short time until the mission is complete. --------------------------------------------------- 4. Eliminate enemy personnel (x20) with headshots --------------------------------------------------- > You will need to take control of one of your infantry units and eliminate enemy soldiers using head shots. There are heaps of enemies about, so you should have no shortage of bad guys on which to attempt popping heads. ---------------------------------------------------- 5. Eliminate enemy personnel (x15) with explosives ---------------------------------------------------- > Take control of one of your infantry units. Some of these guys in this mission, have concussion or EMP grenades. Hit an enemy soldier with an EMP/Concussion grenade grenade and whilst he is stunned, kill him. Do this fifteen times to complete the challenge. ---------------------------------------------- 6. Destroy sentry turrets (x3) while disabled ----------------------------------------------- > Switch to an infantry unit with EMP grenades and have them hit a turret with them. Whilst it is short-circuited, destroy it. Do this thrice to complete the challenge. There are a number of these throughout the mission so you should have no trouble knocking three of them over! ------------------------------------------------ 7.Destroy multiple ASD (x2) with one explosion ----------------------------------------------- > As described in the challenge title. Some infatry units have the SMAW or grenades. Wait for a couple of ASDs to come close together and use an explosive on them to take them out simulateously. ------------------------------------------------------- 8. Use only one hacking module to complete the mission -------------------------------------------------------- > Whilst capturing the objective area at the end of the mission, you need to set up a hacking module each and then defend it until its work is all complete. You must complete the mission without the hacking module being destroyed. ---------------------------------------------------------- 9. Eliminate enemy personnel (x10) while they are stunned ---------------------------------------------------------- > Take control of one of your infantry units. Some of these guys in this mission, have concussion or EMP grenades. Hit an enemy soldier with an EMP/Concussion grenade grenade and whilst he is stunned, kill him. Do this ten times to complete the challenge. ------------------------------------------------- 10. Complete the mission in "tactical view" only ------------------------------------------------ > As described. As soon as the mission starts, switch to tactical view and don't exit it for the remainder of the mission. Follow the guides above [SDM00] and you should be able to polish them off without much trouble. [EINTL] | Enemy Intelligence Locations | As with the rest of the more recent Call of Duty games, intelligence items have been hidden throughout the campign as collectibles. There are 33 pieces of intelligence hidden throughout the Black Ops 2 campaign with each of the 11 missions containing three each. They take on different appearances depending on the timeframe the level is set in. The older levels feature intelligence that takes on the appearance of an old tape record whist the futuristic missions' intelligence appear as tablet computers with a bright yellow screen. I've marked the chronological orientation next to each level title so that you'll know which type of collectible you are looking for. ======================= Pyrrhic Victory (Past) ======================= 1. In the field during the battle at the beginning of the mission. When you see the truck on its side on the right of the area, head over and look behind it for the enemy intelligence. 2. During the boat sequence. On the left hand side of the boat on the upper deck. 3. During the retreat. In one of the sniper towers on the right of the second area you need to defend. ======================= Celerium (Future) ======================= 1. In an open door at the back of the helipad with the drone we can interact with to use its gun turrets. 2. After entering the underground lair, you'll see this one on the left through a window as you enter the first lobby area. 3. After defending the vault and the scene inside. Return to the area outside and climb the stairs opposite. You will find this one sitting on a table in the room at the top. ======================= Old Wounds (Past) ======================= 1. On a shelf on the left hand side of the meeting room at the start of the mission. 2. Straight out from the main gate in the distance beneath a red flag. 3. In the second outlying area that you head out to defend. You will find this in a cave along the far dirt path to the right of the rope bridge. ======================= Time and Fate (Past) ======================= 1. At the far end of the burning barn on the back of a wagon before the exit doors. 2. when launching the attack on the main compound, climb the belltower to the right of the main gate. About halfway up the ladder you should see this on a platform between the ground and top floors. 3. When you reach the underground drug lab, in the main room you will reach a sunken area you'll need to proceed through. When you climb up the stairs on the opposite side, duck into the room immediately to the left and look on the bench for the third piece of enemy intelligence. =======================

Fallen Angel (Future) ======================= 1. Before exiting the first room, look on the shelving to the right to find a piece of enemy intelligence. 2. After Harper opens the first gate, climb the stairs and at the top, look down the alleyway to the right. 3. After making your way through the streets whilst avoiding the drones, you will enter a hole in the wall of a building. As you do, look in the rubble ahead for the third piece of intel. ======================= Karma (Future) ======================= 1. Inside the vault area behind the first retinal scanner on a table to the right. 2. In the large, open room serving as a two storied mall area in an open store on the right of the ground floor. 3. At the very back of the open area through which you chase the bad guy at the end of the mission. It is on the very far right wall from where you enter. ======================= Suffer With Me (Past) ======================= 1. After dropping down through the skylight into the building, fight your way through the baddies until you reach a set of stairs leading down. Before descendong look on the nearby shelf for the intelligence. 2. In the building at the far left of the area where the APC shows up. 3. Once the APC shows up, continue through the hole in the wall of the building next to it and pop out the other side. Breach the door here.After the scene, follow Mason down the hallway in front and duck into the room at the end of the passage to find the final piece of enemy intelligence for the mission. ======================= Achilles' Veil (Future) ======================= 1. After the speech at the start of the mission, fingh your wat across to the far side of the square. On the right hand side of the area, just by the exit, you will find an open door to the left. Climb the stairs inside and pick up the enemy intelligence off the floor. 2. After the showdown scene and the helicopter gunship entrance, continue down the nearby alley. In the next street, work your way through the buildings on the left hand side. You will find this one behind some boxes in the corner of one of the rooms. 3. As you make your way along the cliffside, before crossing the bridge, climb to the top of the farthest building from the direction you came. At the top you will find this piece of intel. ======================= Odysseus (Future) ======================= 1. On a computer station to the right of a computer panel the game puts an objective marker on close to the start of the mission. 2. After the story sequence on the bridge involving our friend and the admiral continue through the doors after Harper. Go down the stairs and through the control room at the bottom. Before going through the door at the far side of the area, climb the stairs to the right to find another piece of enemy intelligence. 3. In the second intact VTOL on the deck of the ship on the way to the objective marker. ======================= Cordis Die (Future) ======================= 1. After dropping down from the broken overpass onto the highway, look over on the far left of the area to find this collectible tucked away behind some cars. 2. On a counter in the building on the left side of the street at the point where you need to destroy the two enemy CLAW units. 3. After killing the second CLAW, walk into the Downtown Plaza building, climb the escalator and look on the shelf below the shirts on the right for enemy intelligence number 3. ======================= Judgment Day (Future) ======================= 1. Outside the main base in the building marked with a large '27. You will find it on the second floor. 2. When you reach the control centre with the semi-circular tiered seating arrangement. This can be found on a desk on the left side of the room three rows from the top. 3. After reaching the large, circular room with the invisible guys. Instead of climbing to the the top, look for stairs leading down into the darkened room below. You will find the final piece of intelligence sitting down here on a crate. [ZMBIS] | Zombies Mode Walkthrough & Tactics | As with any Call of Duty that has had Treyarch on development duties since Call of Duty: World at War, Black Ops 2 features the 'Zombies' mode. Fans of the mode will be quite happy as the Zombies mode in Black Ops 2 has been much more fleshed out and expanded upon when compared to previous titles. There are three modes available within the Zombies menu. 'TranZit' is the new kid on the block and features a zombie experience that takes place over a number of maps linked together by a series of short bus rides. This is joined by the classic 'Survival' mode and the new competitive 'Grief' mode. Zombies Mode Overview [ZMBIS] =============================================================================== Zombies is essentially a series of survival maps in which you need to defeat and survive against increasingly difficult waves of the undead. Whilst it is not possible to 'beat' a Zombies map, there are a number of very cool Easter Eggs hidden in them that require a bit of work to get at. Of course, whilst the horde never ends whilst you work towards finding these Eggs, there are a number of items and processes available to help you to survive against the waves of the undead little longer. Here are a few of the general features of Zombies that might be useful to know along with a handy code that you can copy and paste to jump down to where you need to go in a hurry: > Scoring & currency [ZMBSC] > Construction [ZMBCT] > Weapons & Upgrades [ZMBWP] > Power Ups [ZMBPU] > Perk-a-colas [ZMBPC] > The Mystery Box [ZMBMB] =============================================================================== Scoring & Currency [ZMBSC] =============================================================================== During Zombies, players will earn points from killing the enemy undead. These points can then be spent on a number of things including: > Purchasing weapons and ammo > Upgrading Weapons > Repairing or putting up barricades > open up additional areas in the maps > Buy Perk-a-cola upgrades > Open the Mystery Box Points are awarded for the following actions: > 10 points Building a barricade in an applicable window or passageway. Each board that is put up will earn 10 points. Does not appear to work on all windows for points. > 10 Points - Hit a zombie anywhere on the body with any type of ammo. > 50 Points - Kill a zombie with an super weapon from the mystery box (e.g. Raygun) or an explosive weapon. > 60 Points - kill a zombie with a normal weapon. >100 Points - Kill an enemy with a headshot. >130 Points - Kill a zombie with a melee

weapon. =============================================================================== Construction [ZMBCT] =============================================================================== ---------------------------------- Repairing & Building Fortifications ----------------------------------- Zombie mode veterans would be well versed in how one can go about repairing barricades in order to keep the bulging massess of undead at bay. it is possible to build barricades and re-build obstacles over select doors and windows to slow down the zombie horde during a defence. This can be done by spending points which are earned from killing innocent zombies. Note that the zombies will tear down the barricades in time, so be prepared to rebuild if you want to stay in the one spot to defend. ---------------- Building objects --------------- Once of the new features of TranZit mode is the ability to build various items that can be carried around and used in different places for a range of useful effects. These include portable generators to open specific doors, powerful weapons, deadly zombie traps and objects that can alter elements within the environment in different ways. For a full list of craftable items, cast your gaze down to the TranZit guide below. ============================================================ =================== Weapons & Upgrading [ZMBWP] =============================================================================== ----------------Acquiring Weapons ----------------- Players will start off each map with a trusty pistol, but that will only go so far against the zombie horde before becoming ineffective. As such, each map contains a number of weapons that we can find and purchase to make things a little easier. These appear as glowing, blue chalk outlines on walls located around the levels. Heading up and holding the interact button on one of these outlines will enable you to purchase the weapon. For additional ammo or for ammo upgrades, you need to return to the outline and interact with it again in the same way that you initially purchased the item. -------------------------------------------- Upgrading Weapons & the Pack-a-Punch Machine ------------------------------------------- The pack-a-punch machine can be located hidden away in each map. Once activated it is possible to purchase an upgraded version of your current weapon from it for 5000 points. Additionally, in the new TranZit mode the Pack-a-punch machine will also allow you to buy additional attachments for your weapon for an extra 2000 Points. =============================================================================== Power Ups [ZMBPU] =============================================================================== Black Ops 2's zombie mode also features returning power ups from the previous games' Zombie modes. These power ups drop randomly off of dispatched enemies and provide a number of useful short-term buffs that give players a good deal of additional power for a brief period. Heres a list of the power ups in the game: Carpenter ------> This power up will fix up and repair all of the broken barricades on the map. Double Points --> This power up is fairly self explanatory, you will earn two times the usual amount of points for a short period of time. shooting zombies in the bodies a few times and then knifing them will earn a hefty number of points! Insta-Kill -----> This power makes any kind of attack you do against zombies an instant kill. Melee for best results (in terms of points that is). Max-Ammo -------> This power up refills all of your ammunition. it also gives all friendlies full ammo as well. Nuke -----------> The Nuke power up will kill all enemies on the map. =============================================================================== Perk -acolas [ZMBPC] =============================================================================== Perk-a-cola machines are similar to the multiplayer's perks and after an initial purchase will provide useful, passive abilities to improve efficiency and increase survivability during the course of each Zombie match you play. The perks can be activated by approaching one of the hidden Perk-a-cola vending machines and paying the requisite amount. Here is a list of all the different perk-a-colas on offer in Black Ops 2 zombies listed alphabetically and what each of them does: Deadshot Daiquiri ---> Cost: 1500 Points. ---> Effect: Improves your aiming. IF auto aim is turned on, when looking down the sights the reticule will snap to the head of your target rather than the body. More stability and less recoil when firing. Double Tap Root Beer-> Cost: 2000 Points. -> Effect: Increases the fire rate of the weapons in your possession. JuggerNog ----------> Cost: 2500 Points. ----------> Effect: During gameplay, two attacks from a zombie will kill you. When Juggernog is activated, this will increase your health threefold, meaning it will now take six strikes from a zombie to kill you. Mule Kick -----------> Cost: 4000 Points. -----------> Effect: Mule Kick allows you to carry a third weapon. PhD Flopper ---------> Cost: 2000 Points. ---------> Effect: Makes players immune to falling or explosive damage. Quick Revive --------> Cost: 500 Points in solo/1500 Points in a group. --------> Note: The effect of this perk-a-cola can change depending on whether you are in a solo or multiplayer game. --------> Effect: The effects of this perk-a-cola differ depending on whether you are playing with others or are flying solo. In a single player game, the Quick Revive perk will allow you to revive yourself once when you have been knocked down. If playing with friends, it takes a reduced amount of time to revive friendly players. Speed Cola ----------> Cost: 3000 Points. ----------> Effect: Increases reload speed. Stamin-Up -----------> Cost: 2000 Points. -----------> Effect: Increases the length of time you are able to sprint without stopping. Tombstone Soda ------> Cost: 2000 Points. ------> Note: This will only appear in group games, not in solo. ------> Effect: When killed, players drop a tombstone. In the next round they can return to the tombstone and pick up the weapons and perks that they had when they died. =============================================================================== The Mystery Box [ZMBMB] =============================================================================== The mystery box is a crate marked with a question mark that can be found in random locations throughout the various maps. It costs 950 Points to open and contains a random weapon. In addition to the standard weapons you can find from chalk outlines in the levels it also has the chance to contain some of the games more powerful and unique weapons such as the monkey bomb, death machine and the ray gun. Once opened, the box will disappear and spawn somewhere else.

=============================================================================== -----------------------------------------------------------------------------=============================================================================== General Hints and Tips [ZMTHT] =============================================================================== Here are a few hints and tips to think about going into zombies: > Maximise points early on by shooting the body 4-5 times before melee killing the enemy. > At the end of a wave, ALWAYS leave one or two enemies alive so that you can wander around and make all of your preparations (purchasing perk-a-colas, weapons, upgrades etc.) for the next wave. > Purchase weapons as necessary to deal with the increasingly difficult waves of enemies. > Always purchase the Quick Revive and Juggernog perk-a-colas ASAP. > Know your surroundings and learn the maps. > Use the Mystery box as soon as it is available. > Try not to get cornered. Whilst you may be able to get away with it on lower levels, when the waves get higher in number getting trapped will be a death sentance. > Unlock and utilise the Pack-a-punch machine to really boost your weapons' power to combat the more resilient enemies. > Create a large, circular route within the map you are playing on and do laps of this, kiting the zombie horde as you go. The zombies will all follow in an orderly fashion, allowing you to mow them down whilst they are all bunched up. This is known as a 'zombie train' and is incredibly effective at ensuring survival to high wave numbers. TranZit Mode Guide [ZMTRN] Tranzit Mode - Green Run Guide [ZMTGR] =============================================================================== Green Run is the only TranZit level in Black Ops 2 zombies (so far) and it features five core areas linked together by a bus route. Each area contains a number of doors, weapons, perk-a-cola machines and buildable items that we can utilise, so exploration is important if you want to find all there is to find in Green Run. Whilst exploration is important, so too is the bus. When you reach an area, you are able to leave the bus and wander around for a short amount of time. When you hear the driver honk the horn, that means it is time to get back on board as this signals to you that it is about to leave your current map. Failure to do so means that you will be stranded at your current location and will be forced into fending off zombies until the bus returns which can take around 5 minutes. Whilst riding on the bus, note that it is still possible to be attacked by zombies. They will climb on the sides, pull out the boards on the windows and come inside. So it is important to stay alert at all times, there is no down time in zombies! To make things a little easier we can upgrade the bus by collecting specific items hidden throughout the various zones of Green Run. You can find the locations of these items here: Walking too far from the main zones will see you enter the fog that surrounds each area. Whilst in the fog, your vision will be limited to a few meters in front of you and additionally, you will be attacked by denezins. If you manage to be targeted by these guys, they will jump on your back and claw away at you until you die. To kill them you need to mash the melee button until they let go. To unlock the use of perk-a-cola machines, you must turn on the power. This can be done in the fourth area we arrive at. Once the power is turned on, we will also trigger the spawn of an electrified boss zombie known as 'Him' or 'Avogadro'. The below guide will take you through all the main areas and a few secret areas found in the Green Run map. Note that there will always be zombies about, so rather than continually reminding you, I'm not going to mention them any more than is necessary. =============================================================================== Area 1: Bus Depot [ZMBGA] =============================================================================== You will always spawn in the bus Depot when you start the TranZit mode. As you begin, you will note that none of the zombies are wandering about. Run up and melee the guys in the room for a quick points boost to start you off. Once they are all dead, the rest of the zombies will show up. In this first room, there is a door that can be opened for 750 points. However there is a second door that flashes up the message 'You'll need a source of power!' when you get close to it. Thankfully we can make a turbine from a number of items in this first room to open the door. To do this we need to bring three items to the crafting table in the corner near the door that wants a power source. The items we need are: 1. Mannequin - Inside the bus depot. In front of the map in the centre of the room. 2. Fan - Inside the bus depot. On a chair near the crafting table. 3. Tailfin - Inside the bus depot. Below the payphones on the far side of the room from the crafting table. Once you have combined all three, you will be able to pick up the turbine. You can deploy this near doors that ask for a power source to open them. Before you do so, you can eplore the rest of the room and you will find a perk-a-cola machine for Quick Revive (500 Points in single player/1500 multiplayer) and a pair of purchasable weapons: M14 (500 Points) and Olympia (500 Points). Open the door with the turbine and search the room for a bus part (there are four places the three bus upgrades can spawn and this is one of them). If its there, grab it and use the turbine on the next door to exit the depot and attach it to the bus before hopping on. If not, just jump on the bus to travel to the next area. Note that inside the bus, on the ceiling is another weapon we can purchse: the B23R (1000 Points). =============================================================================== Area 2: Diner [ZMBGB] =============================================================================== There are three areas to explore when we reach this stop. Hop out, being sure to jump over the lava pit at the exit to avoid unneccessary damage. Just next to the bus is the diner. we can open the door here for 750 points. Inside you will find another perk-a-cola machine for Speed Cola, next to this is a weapon - MP5 (1000 Points). We can also find a trolly in here (can be behind the counter or on the far side of the room next to the broken table. ------------------------------------------------------------------------------ >> Note: If you have managed to find the hatch upgrade for the bus and have a good chunk of

money, rather than upgrading the bus, enter the diner and use the hatch on the ceiling near the perk-a-cola machine to gain access to the roof. Here you will find a chalk outline for the galvaknuckles (3000 Points). These may arguably be the best melee weapons in Zombie mode. ------------------------------------------------------------------------------- To the left of the diner is a car garage. The door here can likewise be opened for 750 points. Inside you will find a crafting table in the back corner. Here we can construct our next item - the zombie shield. For this we will need two items. We'll require: 1. Trolly You will find this somewhere inside the diner it appeared for me both behind the counter and next to the broken table at the far end of the room from the perk-a-cola machine. 2. Car door - this is in the car garage attached to a raised car in the room to the left of the crafting table. Also in this room is a mystery box, so feel free to open it if you feel like it for 950 points. Exit the garage and continue along the road to the left until we reach another building with a locked door. This time we can pull out the turbine to open it. This is the second of the four areas where one of the bus upgrades can spawn. So grab the bus piece if it is present, return to the bus and install it. If not, hop on the bus and continue to the next area. =============================================================================== Area 3: The Farm [ZMBGC] =============================================================================== When you get off the bus, head over to the wooden gate and open it for 750 Points. Once inside you willnote a barn to the left, a homestead to the right and a locked shed directly in front of you. We can explore the open barn to the left to find a perk-a-cola machine for Double Tap Root Beer on the top floor. On the back of one of the crates on the ground floor you will also find the weapon Remington 870 MCS (1500 Points). The Farmhouse can be opened for 750 points. Inside you will find a fridge which allows you to store weapons. Also on the ground floor we'll find a crafting table we can use to create a turret. We're going to need three items to make this beast. Here they are: 1. Machine gun - Can be found in the barn or on the upstairs balcony of the house. 2. Ammo Pouch - Can be found inside the house, usually on the bookcase in the room upstairs but also at times in the kitchen. 3. Lawn Mower - From the shed at the back of the area, continue along to the left of the farm house. You will find it in a corner next to the wooden fence and opposite the back door to the house. The shed between the two main buildings can be opened with the turbine. Inside you may find another bus upgrade (this is the third of four possible bus upgrade spawn points). On the back wall of this room you will also find a chalk outline enabling you to purchase claymore mines (1000 Points). When you are ready, return to the bus, upgrade it if you can and then hop on to ride to the next area. =============================================================================== Area 4: Power station [ZMBGD] =============================================================================== When we get off the bus, there is nowhere for us really to go except to check out the nearby shed. On the back of this is a weapon AK74u (1200 Points). Open the shed for 750 points and head inside. Drop down into a power station area. ------------------------------------------------------------------------------ >> Note: If you turn around when you land, you'll see a lightning symbol on the wall. The Pack-a-Punch machine is located in a hidden spot in the next area, but this power switch is necessary to access it. Note that you will need at least two people to open it up. ------------------------------------------------------------------------------ Continue into the circular room and follow the set path until you reach a room on the far side of the area. In here you'll find another crafting table. This one will allow us to craft the power switch. we'll need three items for this and they are all located either in the room with the crafting table or on the floor in the circular room we just came from. They are: 1. Severed Hand: Can be in the room with the crafting table or on the floor somewhere in the circular room we came from. 2. Switch: Can be in the room with the crafting table or on the floor somewhere in the circular room we came from. 3. Power Board: Usually in the same room as the crafting table. Combine these items on the crafting table and they will appear as a lever on the wall to the right. Pull this to turn the power on. If you look into the circular room you will see the electric boss zombie Avogadro in the glass tube in the centre. If you leave the power on, you will not be able to reenter the preivious room without being electrocuted. instead, hang out for a few moments and a door will open to the left of the crafting table. Climb this into a new area. At the top of the stairs, you'll find another crafting table. This one will allow us to create an electric trap. We'll need three items for this one. They are: 1. Battery: You will find this either on the platform with the crafting table, on the catwalk above or on the platform at the far end of the catwalk. 2. Jack: as with the battery you will find this either on the platform with the crafting table, on the catwalk above or on the paltform at the far end of the catwalk. 3. Electric tube: As with the battery and the Jack, you will find this either on the platform with the crafting table, on the catwalk above or on the patform at the far end of the catwalk. Assemble it if you like. When you are ready, go tot he far end of the catwalk and hop out the hole in the wall here to return to the bus stop. Hop on and ride it to the next area. =============================================================================== Area 5: Town [ZMBGE] =============================================================================== The Town is the last major area and the largest of the maps in Green Run. There are a pair of perk-a-cola machines and weapons here. When you get off the bus, you will be facing the bank. Run over and spend 1000 Points to open it up. Inside you will find a vault door. Hit this with a grenade to blow it open. Inside you will find a deposit box that will allow you to store money (for a fee). ------------------------------------------------------------------------------- >> Note: in the vault you will find a second lightning bolt symbol on the wall. This is the same as the one we saw previously in the power station. If two people are playing, one can stay at the power station and the other enters the vault. If both players use their turbines simultaneously at the lightning bolt a secret passage will open leading to a crafting table and the three items required to create the pack-apunch machine. ------------------------------------------------------------------------------- Across the street from the bank is a bar, you can open the door here for 750 Points. Inside the bar, you will find a perk-a-cola machine for a Stamin-up (2000 Points).

The final point-unlockable building in the area is the one that is on fire. Climbing up to the second level allows you to open a door here for 750 points. Inside you will find the perk-a-cola machine for Jugger-nog (2500 Points). There is also a final area that can be opened by the turbine. Inside you will find a chalk outline that will enable you to buy Semtex (2500 Points). Well that does it for the main areas! Thankfully there are a few more secretive locations included in Green Run with additional sexy weapons and other constructible items to benefit players in some way. =============================================================================== Additional Locations [ZMBGF] =============================================================================== In addition to the main areas described above, there are a number of smaller, more secretive side areas that players can explore by hopping off the bus prior to one of its set stops. Here's a list of the additional areas that can be found and what can be discovered at each. --------------------- 1. The Highway Tunnel --------------------- You will pass through the highway tunnel on the way from stop 1 (Bus Depot) to stop 2 (Diner). Inside, along the right hand wall you will find a weapon: Colt M16A1 (1200 Points). Two additional items for the level's major Easter Egg - The Tower of Babble have a chance to spawn along the left hand side of the tunnel near the first window here or in a number of locations in proximuity to the Colt M16A1 purchase spot: The Jet Turbine and the Wooden Board. ----------------------------------- 2. Corn Field and Nacht Der Untoten ---------------------------------- You will see the Corn Field on your way between the Farm and the Power Station, at the far end of this you will find a derelict building that bears a striking resemblance to the very first Zombie map in Call of Duty: World at war - Nacht Der Untoten. Three additional items for the level's major Easter Egg - The Tower of Babble have a chance to spawn here: The Handle, Power Board and the Radio. -------------- 3. Radio Tower -------------- The radio tower is located in the corn field between the Farm and the Power Station. If you get lost in the corn on the way to it, look up to spot the red flashing lights that appear on it. Here you will find a construction table on which we can make the navigational table. The Radio tower is also where we will do many of the tasks required to complete the Green Run's major Easter Egg - Tower of Babble. -------- 4. Cabin -------- The Cabin is located between the Power Station and the Town on the right side of the road in the fog. inside you will find the Bowie Knife, a powerful melee weapon that you can purchase for 3000 points. The cabin also houses an item required for buildables used in the level's Easter Egg - the Tower of Babble. This is the pressure gague. =============================================================================== The Tower of Babble [ZMBGT] =============================================================================== The Tower of Babble is a multi-stage Easter Egg taking part over multiple maps of Green Run in TRanZit mode. Note that you will need four players to complete the egg. Heres a brief step-by-step. 1. Make a turbine, have all players pick it up. 2. Go to the Power Station, turn on the power. this will release the elctric boss zombie Avogadro. 3. Get an EMP from a mystery Box or Galvaknuckles from the Diner. 4. Hop off the bus between the Farm and the Power Station and look for the radio tower in the corn field. Make your way over to this, killing all the denezins that will undoubtedly attack you. 5. Place your turbines at the base of the tower to power it. 5. Defend yourself at the tower until Avagadro shows up. Kill him with the EMP grenades/galvaknuckles whilst the turbines are powering the tower. 6. Players must then separate with two remaining at the tower and two venturing back to different areas of the map. Have the two in the major areas of the map place their turbines next to street lights at the same time that the two at the tower deploy their turbines at the base of the tower. This should complete the Eater Egg. ------------------------------------------------------------------------------- >> Note: If done correctly, the achievement/trophy 'Tower of Babble' should unlock. Green Run Locations Guide [ZMTLG] =============================================================================== There is an abundance of items scattered throughout the Green Run areas so for your convenience, I've put it all in one place for you to check out without having to go through the guide above to do so. Here are the locations for the bus upgrades, buildable items, weapon outlines, perk-a-cola machines, mystery boxes and the pack-a-punch machine. =============================================================================== Bus Upgrades [ZMTUG] =============================================================================== There are three bus upgrades that can be found and equipped to improve your ability to defend yourself from the zombie horde whilst on the bus between the various stops. They are: 1. Zombie Plow - The Zombie Plow is attached to the front of the bus and will kill any zombies that manage to get in the way of the bus, thus preventing them from entering via the broken windshield. 2. Door Hatch - Can be used in two locations, either to create an access route to the roof of the bus from the inside, or alternatively to open a secret passage to the roof of the Diner to access the powerful Galvaknuckles melee weapon. 3. Ladder - Attached to the back left side of the bus, allows you access to the roof of the bus. There are four different locations where these items can spawn, which means that on any one playthrough, one of these areas is bound to be empty. Note that each of the doors holding the bus upgrades require a turbine to open. You can find the upgrades in the following locations: 1. Bus Depot - in the room that can be opened with the turbine next to the crafting table inside the Bus Depot. 2. Diner - In the building to the left of the Diner and past the Car Garage. It can be opened with the Turbine. 3. Farm - In the shed located between the Barn and the Farm House. 4. Town - In the door that can be opened by the turbine at the far right side of the map from where the bus enters the zone. ------------------------------------------------------------------------------ >> Note: Equipping the bus with all three upgrades in one game will earn you the achievement/trophy 'Undead Man's Party Bus'. Buildable Items [ZMTBL] =============================================================================== ----------------------

----------- Turbine --------------------------------- Location: This can be created at the Bus Depot. Items Required: > Mannequin - Inside the Bus Depot next to the map. > Tail Fin - Inside the Bus Depot below the pay phones. > Fan - inside the Bus Depot on the chairs near the crafting table. Uses: The Turbine can be used to open doors requiring a 'power source', can power up other constructed items such as the turret and the electric trap and can activate the perk-a-cola machines and allow you to purchase their benefits when the power has not been turned on. --------------------------------- Zombie Shield -------------------------------- Location: This can be created at the Diner. Items Required: > Trolly - Inside the Diner. > Car Door Attached to the elevated car in the Car Garage. Uses: the Zombie shield acts like the riot shield in the campaign or multiplayer. You can shield bash enemies or plant it to use it as cover. --------------------------------- Turret -------------------------------- Location: This can be created at the Farm. Items Required: > Lawn Mower - Can be found along the wooden fence to the left of the Farmhouse. > Machine Gun - Can be either in the Barn or on the upstairs balcony of the Farmhouse. > Ammo Pouch - Located int he Farmhouse either in the upstairs room or in the kitchen. Uses: Activating this will have it target and kill zobies very quickly and effectively. It does however require a turbine to function. --------------------------------Power Switch --------------------------------- Location: This can be created at the Power Station. Items Required: > Power Board - Usually found in the room with the crafting table. > Severed Hand - Located within the power lab. > Switch Located within the power lab. Uses: The power switch turns on power to the entire map, activating the perk-a-cola machines. Additionally it summons and releases the electrified boss-like Zombie Avogadro whom we need to track down for an achievement/trophy. --------------------------------- Electric Trap --------------------------------- Location: This can be created at the Power Station. Items Required: > Battery - You will find this either on the platform with the crafting table, on the catwalk above, on the platform at the far end of the catwalk or in the room below. > Jack - Similar locations to the battery description. > Electric tube- Similar locations to the battery description. Uses: It will damage zombies that get too close and they will attack it. You can also get damaged by it if you get too close. Requires a turbine to be activated. -------------------------------- Pack-a-Punch Machine --------------------------------- Location: This can be created at the Town. Items Required: > Table - Inside the bank in the town. > Battery - Inside the bank in the town. > Head Piece - Inside the bank in the town. Uses: This will upgrade your currently equipped item into a more powerful version for 5000 Points. PLayers can re-use the machine for an additional 2000 points for an attachment for their weapon. --------------------------------Thrustodyne Aeronautics Model 23 --------------------------------- Location: This can be created at the Town. Items Required: > Jet Turbine - Can be found in the tunnel between stop 1 (Bus Depot) and stop 2 (Diner). Will be near the first window along the left wall or in any of a number of locations in closer proximity to the Colt M16A1 purchase spot on the right hand wall. > Handle - Found withing the ruins of Nacht Der Untoten near the Corn Field between Stop 3 (farm) and stop 4 (Power Station). > Pressure Gauge- Located inside the hidden cabin in the fog between Stop 4 (Power Station) and Stop 5 (Town). > Wiring - Inside the building accessible via the Power Lab, near the Tombstone perk-a-cola machine or close to any of the locations where the parts for the electric trap were located. Uses: This is a powerful weapon that sucks enemies into it and kills them instantly. It can be destroyed, so keep an eye on the pressure gauge on the back of it. If it is destroyed, the parts will once again be scattered across the map and you will have to go and scavenge them again. -------------------------------- Navigational Table --------------------------------- Location: This can be created at the crafting table at the Radio Tower in the Corn Field. Items Required: > Element 115 - Can be found outisde the Bus Depot in the hole in the wall next to the door that can be opened for 750 Points. > Control Board - Found withing the ruins of Nacht Der Untoten near the Corn Field between Stop 3 (farm) and stop 4 (Power Station). > Wooden Board - Can be found in the tunnel between stop 1 (Bus Depot) and stop 2 (Diner). Will be near the first window along the left wall or in any of a number of locations in closer proximity to the Colt M16A1 purchase spot on the right hand wall. Can also spawn in the circular power lab room in the Power station. > Control Panel - In town, close to the mystery box location in the alleyway opposite the door that opens with the turbine. > Navigation Card- Can be found outside on the ground to the right hand side of the Bus depot (if you are facing the building). > Radio - Can be found in the Car garage in the Diner map or in or around Nacht Der Untoten. Uses: this is used as part of the main Easter Egg on the TranZit map - The Tower of Babble. A guide for that can be found here: [ZMBGT]. Weapons Locations [ZMTGW] =============================================================================== Here is a list of all the weapons in Green Run in order of appearance along with a location description and their cost. > M14 (500 Points) --------------> Inside the Bus Depot. You'll start here. > Olympia (500 Points) -----------> Inside the Bus Depot. You'll start here. > B23R (1000 Points) -------------> On the roof inside the bus. > Colt M16A1 (1200 Points) -------> On the right hand side of the tunnel between stop 1 (Bus Depot) and stop 2 (Diner). > Diner MP5 (1000 Points) --------> On the wall inside the Diner. > Galvaknuckles (5000 Points) ----> On the roof of the Diner. Note that you'll need to bring the roof hatch bus upgrade and use it inside the diner on the roof near the Perk-a-Cola machine to access the roof. > Remington 870 MCS (1500 Points)-> On the Farm map, located on the back of a crate on the ground floor of the Barn. > Claymore mines (1000 Points) ---> On the farm map in the shed that needs a turbine to open between the farmhouse and the Barn. > AK47u (1200 Points) ------------> On the side of the small shack leading to the underground power lab. > Bowie Knife (5000 Points) ------> In a Cabin to the right of the road between stop 4 (Power Station) and Stop 5 (Town). > Semtex (2500 Points) -----------> In the far right door of the area from where the bus enters the town. the door requires a turbine to open it. =============================================================================== Perk-a-Colas [ZMTGP] =============================================================================== Here is a list of all the perk-a-cola machines that appear in Green Run in order of appearance along with a location description and their cost. Quick Revive (500 Points) ----------> Inside the Bus Depot. This is the room you start in. Speed Cola (3000

Points)------------> Inside the Diner. Double Tap Root Beer (2000 Points)--> On the second floor of the Barn. Tombstone Soda (2000 Points)--------> In the derelict building accessed via the Power lab. Stamin-Up (2000 Points)-------------> Inside the Bar in the Town. Jugger-nog (2500 Points)------------> On the second floor of the burning building in the Town. =============================================================================== Mystery Boxes [ZMTGM] =============================================================================== There are a number of places that the Mystery Box can spawn in Green Run. Here is a list of possible spawn locations. Note that you will always know approximately where the mystery box is by looking in the sky for a beam of light. This indicates its current location. It will always cost 950 points to open and will disappear and spawn somewhere else upon being opened a number of times. > Bus Depot -----> Outside the Bus Depot near the hole in the wall to th right of the door that can be opened for 750 points. > Diner ---------> In the Car garage to the left of the Diner. The Mystery Box seems to appear here first every time in TranZit. > Farm ----------> On the second floor balcony of the farmhouse. > Power Station -> In the room where we assemble the power switch on the crafting table. > Town ----------> In the Town map, on the second floor of the bar. > Town ----------> In the Town Map, in an alleyway opposite the door that can be opened with the turbine. Zombies Survival Mode [ZMSRV] =============================================================================== Survival mode is the standard Zombies mode that we are all used to from the previous titles in the series and it makes an appearance in Black ops 2 as well unlike TranZit, in survival players are locked to a specific map and need to do the best they can to stay alive for as long as possible with the limited space and resources provided. =============================================================================== Bus Depot [ZMSRA] =============================================================================== The Bus Depot is the smallest of the survival maps and is arguably the most challenging due to the limited playing area snd lack of perk-a-cola machines on offer. You can open the door between the Bus Depot and an outside zone for 750 points. You will find the following weapons on the map: (500 Points)---> M14 -----------> Inside the Bus Depot building. (500 Points)---> Olympia -------> Inside the Bus Depot building. (1000 Points)---> MP5 -----------> On the wall directly across the street from the entrance to the Bus Depot. (1500 Points)---> Remington 870 -> On the outside wall of the Bus Depot, to the left of the door. The mystery box is located to the right of the openable door along the outside wall of the Bus Depot. Your best bet for survival here is to kill enough zombies to open the door and purchase some better weapons and then create a zombie train around the crashed bus on the street outside. =============================================================================== The Farm [ZMSRB] =============================================================================== The Farm map is slightly bigger than the Bus depot survival map and features more weapons and four perk-a-cola machines to really boost your chances of long term survival exponentially. You can open the door to the farmhouse for 750 points. You will find the following weapons on the map: (500 points)---> Olympia -------> On the back of a crate on the ground floor of the barn. (1000 Points)---> MP5 -----------> Inside the locked farmhouse on the second floor. (6000 Points)---> Galvaknuckles--> In the shed between the farmhouse and the barn. You will find the following perk-a-cola machines on the map: ---> Quick Revive --> In the outdoor area next to the entrance to the barn. ---> Double Tap RB -> on the second floor of the barn. ---> Speed Cola ----> Inside the locked farmhouse on the ground floor. ---> Jugger-Nog ----> Inside the locked farmhouse on the second floor. The mystery box is located on the balcony on the second floor of the farmhouse. Your best bet for survival here is to kill enough zombies to open the door and purchase some better weapons, grab the Jugger-nog and Quick Revive perks and then create a zombie train around the truck in the centre of the area between the barn and the farmhouse. == Town [ZMSRC] =============================================================================== The Town is by far the largest of the survival maps and features several doors to open, numerous weapons to purchase and an assortment of perk-a-cola machines on offer. it also offers the largest outdoor area of any of the other survival maps providing plenty of room to move about when taking down the zombie horde. There are several doors you can open including: > You can open the door to the Bar for 750 points. > You can open the door to the Burning Building for 750 points. > You can open the door to the Bank for 1000 points. You will find the following weapons on the map: (500 Points) ---> M14 -----------> On the wall of the bank to the right of the door opposite the bar. (500 Points) ---> Olympia -------> On the outside of the burning building, to the right of the open door opposite the alley with the mystery box spawn spot. (250 Points) ---> Semtex Grenade-> Inside the open doorway opposite the alley with the mystery box spawn loaction. (1000 Points) ---> MP5 -----------> Inside the locked burning building on the second floor. (6000 Points) ---> Galvaknuckles -> at the foot of the stairs inside the locked bar. You will find the following cola machines: ---> Quick Revive --> on the second floor of the locked Bar. ---> Stamin-Up -----> on the wall of the Bar to the left of the exit facing the bank. ---> Jugger-Nog ---> on the second floor inside the locked burning building. ---> Speed Cola ----> Inside the locked bank. ---> Double Tap RB -> In the alleyway on the left side of the street at the far end of the area from the Bank and the Bar. ---> Tombstone Soda-> Near the mystery box that is located in the alleyway on the left side of the street at the far end of the area from the Bank and the Bar. There are two mystery box locations in the Town Survival map: > On the second floor of the locked Bar. > in the alleyway on the left side of the street at the far end of the area from the Bank and the Bar. There is a pack-aPunch machine in the lava pit in the centre of the area. As with the other survival maps, the trick to staying alive is to earn enough points to graduate to better weapons and unlock perk-a-colas. The MP5 and Jugger-Nog should be a priority and you can also go and check out the mystery box right away if it is in the outdoor location (or after a few rounds if it is in the

bar). Afterwards its a matter of grabbing upgrades where you can and creating zombie trains in the open street area until its safe to take them out. Repeat until you can go no further!

[MLTIP] | Multiplayer Guide and Tactics | Here it is! The core of the Call of Duty experience, its well endowed and always entertaining multiplayer mode. In this iteration, the multiplayer aspect of the game features a swathe of new and returning multiplayer modes, with new weapons, killstreaks and perks. This guide will highlight all the game types on offer in the game, an overview of how the ranking and unlock system works along with a list of unlockable weapons, abilities, perks, attachments and killstreak unlocks. Finally we'll take an in-depth look at each level, providing an overview of each map in the game, the locations of the objectives in each as well as more level-specific multiplayer tactics and recommended load-outs to give you the edge online. Game Types [MPGTY] =============================================================================== ---------------Core Gametypes ---------------- Team Deathmatch ---> Team Deathmatch is the stock standard Call of Duty multiplayer mode. Two teams, the first to reach the specified score limit wins the day! Multi-Team --------> Similar to Team Deathmatch, but with an additional team. The winner is the first of the three teams to reach the score limit. Free-For-All -----> As would be guessed from the title of the mode, its every player alone against the others. First to the score limit is the victor. Kill Confirmed ----> Similar to Team Deathmatch, but in this mode, you must go and collect the dog tags from fallen enemies in order for the kill to count towards the score. The team to reach the limit first wins. Domination --------> Three flags are placed in set locations throughout the map and teams must capture and hold onto them to earn points. The more flags you have in your possession, the more points you earn. The first team to reach the designated score will win the match. Demolition --------> Teams take turns attacking and defending a pair of targets. The attackers must interact with the target to plant an explosive on it and then defend it until it explodes whilst the defenders need to stop them. Search & Destroy --> Very similar to the Demolition game mode except there are no respawns. Hardpoint ---------> A king of the hill style game mode. A series of hard point locations appear around the map and players need to capture and hold onto these zones in order to earn points. Headquarters ------> Similar to the Hardpoint gametype except that a team will have to stand near a target to capture it and then defend it to earn points. Whilst in control of the HQ, the team will earn points, but will not be able to have its members respawn, giving the attackers an edge. Capture The Flag --> Two teams, two flags one at each starting location. The goal of this mode is to bring the enemy's flag back to your own to cature it. The team first to achieve the required number of captures wins the match. ---------------- Party Games ---------------- Gun Game ---------> Killing players with a weapon will cause you to change to another weapon. Get a kill with this and the same thing will happen again. You must continue to do this until you get a kill with every gun. First player to accomplish this will win the game. One In The Chamber-> Players will start the game with three lives, a pistol with a single bullet and a knife. Instant kills are activated and killing an enemy will earn you another bullet. The player with the most points at the end of the game wins. Sharpshooter ------> Weapons will change up every 45 seconds and players will earn perks and other bonuses for killing multiple opponents in a row without dying. The player with the highest score wins! Sticks And Stones -> Players are armed with a crossbow, a ballistic knife and a combat axe. The twist? A combat axe will reset an enemy score to zero. The player with the highest score at the conclusion of the match will be victorious. Ranks & Unlocks [MPGRK] =============================================================================== Black Ops 2's unlock system is tied into its ranking system. Players rank up by earning experience.This can be done by participating in the game's competitive multiplayer, completing objectives and challenges. The maximum rank available is level 55 and with each additional rank you earn, you will unlock additional weapons, perks, equipment and scorestreaks. Heres a list of Ranks and unlocks I know of so far: ----------------------- Level 04: ----------------------- > Ability -----------> Create-a-Class > Assault Rifle -----> MTAR > Assault Rifle -----> Type 25 > Assault Rifle -----> SWAT-556 > SMG ---------------> MP7 > SMG ---------------> PDW-57 > LMG ---------------> QBB LMG > LMG ---------------> MK48 > Shotgun -----------> R870 MCS > Shotgun -----------> Saiga 12 > Sniper Rifle ------> SVU-AS > Sniper Rifle ------> DSR-50 > Pistol ------------> Five-Seven > Pistol ------------> TAC-45 > Launcher ----------> SMAW > Launcher ----------> FHJ-18 AA > Lethal ------------> Grenade > Lethal ------------> Semtex > Tactical ----------> Concussion Grenade > Tactical ----------> Smoke Grenade > Custom--Perk 1 ----> Lightweight > Custom--Perk 1 ----> Hardline > Custom--Perk 2 ----> Toughness > Custom--Perk 2 ----> Cold Blooded > Custom--Perk 3 ----> Dexterity > Custom--Perk 3 ----> Extreme Conditioning > Custom--Wildcard --> Perk 1 Greed (Wildcard) ----------------------- Level 05: ----------------------- > Custom--Perk 1 ----> Blind Eye ----------------------- Level 06: ----------------------- > Tactical ----------> Sensor Grenade ----------------------- Level 07: ----------------------- > New ability-------> Scorestreaks unlocked > Score Streak ------> UAV > Score Streak ------> Hunter Killer > Score Streak ------> Care Package > Score Streak ------> Lightning Strike > Score Streak ------> Dragonfire > Score Streak ------> VTOL Warship ---------------------- Level 08: ----------------------- > Custom--Perk 2 ----> Fast Hands ----------------------- Level 09: ---------------------- > Score Streak ------> Sentry Gun ----------------------- Level 10: ----------------------- > Custom--Wildcard --> Perk 2 Greed ---------------------- Level 11: ----------------------- > Tactical ----------> EMP Grenade ----------------------- Level 12: ---------------------- > Score Streak ------> Lodestar ----------------------- Level 13: ----------------------- > LMG ---------------> LSAT > Custom-Wildcard --> Perk 3 Greed ----------------------- Level 14: ----------------------- > Custom--Perk 3 ----> Engineering -----------------

------ Level 15: ----------------------- > Score Streak ------> Guardian ----------------------- Level 16: ----------------------- > SMG --------------> Vector ----------------------- Level 17: ----------------------- > Lethal ------------> Combat Axe ----------------------- Level 18: ----------------------- > Custom--Wildcard --> Overkill > Score Streak ------> RC-XD ----------------------- Level 19: ---------------------- > Pistol ------------> B23R > Custom--Wildcard --> Secondary Gunfighter ----------------------- Level 20: ---------------------- > Custom--Perk 3 ----> Tactical Mask ----------------------- Level 21: ----------------------- > Score Streak ------> Stealth Chopper ----------------------- Level 22: ----------------------- > Assault Rifle -----> FAL > Custom--Wildcard --> Primary Gunfighter ----------------------- Level 23: ----------------------- > Tactical ----------> Shock Charge ----------------------- Level 24: ---------------------- > Score Streak ------> Hellstorm Missile ----------------------- Level 25: ----------------------- > Special -----------> Crossbow > Custom--Wildcard --> Tactician > Tactical ----------> Black Hat PDA ----------------------- Level 26: ---------------------- > Custom--Perk 2 ----> Hard Wired ----------------------- Level 27: ----------------------- > Score Streak ------> AGR Drone ---------------------- Level 28: ----------------------- > SMG ---------------> MSMC > Custom--Wildcard --> Danger Close > Lethal -----------> Bouncing Betty ----------------------- Level 29: ----------------------- > Tactical ----------> Flashbang Grenade ---------------------- Level 30: ----------------------- > Score Streak ------> Warthog ----------------------- Level 31: ----------------------- > Assault Rifle -----> M27 > Pistol ------------> Executioner ----------------------- Level 32: ----------------------- > Custom--Perk 1 ----> Flak Jacket ----------------------- Level 33: ----------------------- > Score Streak ------> Counter-UAV ----------------------- Level 34: ---------------------- > Shotgun -----------> KSG > Special -----------> Assault Shield ----------------------- Level 35: ----------------------- > Tactical ----------> Trophy System ----------------------- Level 36: ----------------------- > Score Streak ------> Death Machine ---------------------- Level 37: ----------------------- > SMG ---------------> Chicom CQB > LMG ---------------> HAMR ----------------------Level 38: ----------------------- > Custom--Perk 3 ----> Dead Silence ----------------------Level 39: ----------------------- > Score Streak ------> EMP Systems ----------------------- Level 40: ----------------------- > Assault Rifle -----> SCAR > Launcher ----------> RPG-7 ----------------------- Level 41: ----------------------- > Lethal ------------> C4 ---------------------- Level 42: ----------------------- > Score Streak ------> Orbital VSAT ----------------------- Level 43: ----------------------> Sniper Rifle ------> Ballista > Pistol ------------> KAP-40 ----------------------- Level 44: ----------------------- > Custom--Perk 2 ---> Scavenger ----------------------- Level 45: ----------------------- > Score Streak ------> War Machine ----------------------- Level 46: ----------------------- > Assault Rifle -----> SMR > SMG ---------------> Skorpion EVO II ----------------------- Level 47: ---------------------- > Tactical ----------> Tactical Insertion ----------------------- Level 48: ----------------------- > Score Streak ------> Escort Drone ----------------------- Level 49: ----------------------- > Assault Rifle -----> M8A1 > Special -----------> Ballistic Knife ---------------------- Level 50: ----------------------- > Custom--Perk 3 ----> Awareness ----------------------- Level 51: ----------------------- > Score Streak ------> K-9 Unit ----------------------- Level 52: ----------------------- > Shotgun -----------> M1216 > Sniper Rifle -----> XPR-50 ----------------------- Level 53: ----------------------- > Lethal ------------> Claymore ----------------------- Level 54: ---------------------- > Score Streak ------> Swarm ----------------------- Level 55: ----------------------- > Assault Rifle -----> AN-94 > Custom--Perk 1 ----> Ghost =============================================================================== -----------------------------------------------------------------------------=============================================================================== Multiplayer Weapons [MPGWP] =============================================================================== As with every Call of Duty game, there a very large number of weapons on offer for use in the game's robust and expansive multiplayer component. As seen in the list of ranks and unlocks above these weapons will progressively become available for selection in custom load outs as you progress through the ranks. The weapons can be divided into three sections: > Primary weapons : Assault Rifles, Sub Machine Guns, Light Machine Guns, Sniper Rifles, Shotguns and a special item or two. > Secondary weapons: Pistols, projectile launchers and a couple of additional special items also included. > Combat Equipment : These are items such as grenades, remote detonation explosives and the like that help give you an edge in combat. These can be ither tctical or lethal. There are also a number of weapon attachments available that can slightly alter how each of the weapons behave. These attachments are listed below along with their effects. Below you'll find a guide to all of the weapons in Black ops 2 and their stats as listed in-game. i've made the decision to convert the in-game representation of each weapons rate of fire, damage, range and accuracy into a percentage (which I personally find much easier to interpret than what is found in-game). As such, a score of 100% indicates the maximum possible rating for each attribute and 0% being the worst. Without any further chatter, lets have a look at them weapons! Primary Weapons [MPWPR] =============================================================================== ------------------------------------------------------------------------------ Primary Weapons: Assault Rifles ------------------------------------------------------------------------------ MTAR ---------------- > Unlock: The MTAR is unlocked at level 04. Fire Rate --> 60 % Damage -----> 50 % Range ------> 50 % Accuracy ---> 60 % > In-game Notes: Fully automatic assault rifle. Versatile and strong overall. --------------- Type 25 ---------------- > Unlock: The Type 25 is unlocked at level 04. Fire Rate --> 70 % Damage -----> 65 % Range ------> 40 % Accuracy ---> 50 % > In-game Notes: Fully automatic assault rifle. High rate of fire with moderate recoil. --------------- SWAT-556 ---------------- > Unlock: The SWAT-556 is unlocked at level 10. Fire Rate --> 30 % Damage -----> 60 % Range ------> 65 % Accuracy ---> 70 % > In-game Notes: 3 round burst assault rifle. High damage output in each burst. --------------- FAL-DSW ---------------- > Unlock: The FAL-OSW is unlocked at level 22. Fire Rate --> 20 % Damage -----> 70 % Range ------> 70 % Accuracy ---> 75 % > In-game Notes: Semi automatic rifle. Light recoil with strong damage output. --------------- M27 ---------------- > Unlock: The M27 is unlocked at level 31. Fire Rate --> 60 % Damage -----> 45 % Range -----> 45 % Accuracy ---> 70 % > In-game Notes: Fully automatic assault rifle. Reduced recoil provides higher accuracy. ---

------------- SCAR-H ---------------- > Unlock: The SCAR-H is unlocked at level 40. Fire Rate --> 50 % Damage -----> 65 % Range ------> 60 % Accuracy ---> 45 % > In-game Notes: Fully automatic assault rifle. Increased damage and range. --------------- SMR ---------------- > Unlock: The SMR is unlocked at level 46. Fire Rate --> 15 % Damage -----> 75 % Range -----> 75 % Accuracy ---> 55 % > In-game Notes: Semi-automatic assault rifle. Highest damage per round in class. --------------- M8A1 ---------------- > Unlock: The M8A1 is unlocked at level 49. Fire Rate --> 55 % Damage -----> 45 % Range ------> 55 % Accuracy ---> 70 % > In-game Notes: 4 round burst assault rifle. Bursts can be fired in quick succession. --------------- AN-94 ---------------- > Unlock: The AN-94 is unlocked at level 55. Fire Rate --> 60 % Damage -----> 60 % Range ------> 55 % Accuracy ---> 50 % > In-game Notes: Fully automatic assault rifle. The first 2 rounds of each burst are fired at a faster rate. ------------------------------------------------------------------------------- Primary Weapons: Shotguns ------------------------------------------------------------------------------ R870 MCS ---------------- > Unlock: The R870 MCS is unlocked at level 04. Fire Rate --> 10 % Damage -----> 90 % Range ------> 25 % Accuracy ---> 80 % > In-game Notes: Pump action shotgun. Strong damage and range. ---------------- S12 ---------------- > Unlock: The S12 is unlocked at level 04. Fire Rate --> 35 % Damage -----> 80 % Range ------> 20 % Accuracy ---> 70 % > In-game Notes: Semi-automatic shotgun. Deadly at short range. --------------- KSG ---------------- > Unlock: The KSG is unlocked at level 34. Fire Rate --> 10 % Damage -----> 100% Range -----> 35 % Accuracy ---> 60 % > In-game Notes: Pump action slug shotgun. Fires a single slug for high damage at longer ranges. ---------------- M1216 ---------------- > Unlock: The M1216 is unlocked at level 52. Fire Rate --> 45 % Damage -----> 75 % Range ------> 15 % Accuracy ---> 70 % > In-game Notes: Fully automatic shotgun with a rechamber every 4 rounds. ------------------------------------------------------------------------------- Primary Weapons: Light Machine Guns ------------------------------------------------------------------------------ MK 48 ---------------- > Unlock: The MK 48 is unlocked at level 04. Fire Rate --> 45 % Damage -----> 55 % Range ------> 80 % Accuracy ---> 65 % > In-game Notes: Fully automatic LMG. Increased damage and range. ---------------- QBB LSW ---------------- > Unlock: The QBB LSW is unlocked at level 04. Fire Rate --> 75 % Damage -----> 75 % Range ------> 50 % Accuracy ---> 45 % > In-game Notes: Fully automatic LMG. Highest rate of fire in class. ---------------- LSAT ---------------- > Unlock: The LSAT is unlocked at level 13. Fire Rate --> 60 % Damage -----> 60 % Range ------> 65 % Accuracy ---> 60 % > In-game Notes: Fully automatic LMG. Versatile and strong overall. ---------------HAMR ---------------- > Unlock: The HAMR is unlocked at level 37. Fire Rate --> 70 % Damage -----> 70 % Range ------> 55 % Accuracy ---> 50 % > In-game Notes: Fully automatic LMG. Reduces fire rate over time, becoming more accurate. ------------------------------------------------------------------------------ Primary Weapons: Sub Machine Guns ------------------------------------------------------------------------------ MP7 ---------------- > Unlock: The MP7 is unlocked at level 04. Fire Rate --> 70 % Damage -----> 75 % Range ------> 30 % Accuracy ---> 45 % > In-game Notes: Fully automatic personal defense weapon. Versatile and strong overall. ---------------- PDW-57 ---------------- > Unlock: The PDW-57 is unlocked at level 04. Fire Rate --> 65 % Damage -----> 50 % Range ------> 35 % Accuracy ---> 60 % > In-game Notes: Fully automatic personal defense weapon. Increased range and largest ammo capacity in its class. ---------------- Vector K10 ---------------- > Unlock: The Vector K10 is unlocked at level 16. Fire Rate --> 70 % Damage -----> 55 % Range ------> 25 % Accuracy ---> 70 % > In-game Notes: Fully automatic submachine gun. Incorporates recoil mitigation technology. ---------------- MSMC ---------------- > Unlock: The MSMC is unlocked at level 28. Fire Rate --> 60 % Damage -----> 55 % Range ------> 40 % Accuracy ---> 65 % > Ingame Notes: Fully automatic submachine gun. Increased range and reduced recoil. ---------------- Chicom CQB --------------- > Unlock: The Chicom CQB is unlocked at level 37. Fire Rate --> 70 % Damage -----> 65 % Range ------> 30 % Accuracy ---> 55 % > In-game Notes: 3 round burst submachine gun. High cyclic fire rate allows for fast consecutive bursts. ---------------Skorpion EVO ---------------- > Unlock: The Skorpion EVO is unlocked at level 46. Fire Rate --> 80 % Damage -----> 80 % Range ------> 20 % Accuracy ---> 40 % > In-game Notes: Fully automatic submachine gun. Highest rate of fire in class. ------------------------------------------------------------------------------ Primary Weapons: Sniper Rifles ------------------------------------------------------------------------------ SVU-AS ---------------- > Unlock: The SVU-AS is unlocked at level 04. Fire Rate --> 25 % Damage -----> 70 % Range ------> 95 % Accuracy ---> 85 % > In-game Notes: Semi-automatic sniper rifle. High fire rate with low recoil. ---------------- DSR 50 ---------------- > Unlock: The DSR 50 is unlocked at level 04. Fire Rate --> 05 % Damage -----> 95 % Range ------> 95 % Accuracy ---> 80 % > In-game Notes: Bolt-action sniper rifle. Deadly from the waist up. ---------------- Ballista ---------------- > Unlock: The Ballista is unlocked at level 43. Fire Rate --> 05 % Damage ----> 85 % Range ------> 95 % Accuracy ---> 90 % > In-game Notes: Bolt action sniper rifle. Deadly from the chest up, with moderate recoil. ---------------- XPR-50 ---------------- > Unlock: The XPR-50 is unlocked at level 52. Fire Rate --> 25 % Damage -----> 85 % Range ------> 95 % Accuracy ---> 70 % > In-game Notes: Semi-automatic sniper rifle. Deadly from the chest up, with moderate recoil. ------------------------------------------------------------------------------- Primary Weapons: Special ------------------------------------------------------------------------------- Assault Shield ---------------- > Unlock: The Assault Shield is unlocked at level 34. Fire Rate --> N/A Damage -----> 40 % Range ------> N/A Accuracy ---> N/A > In-game Notes: Ballistic-proof blunt shield weapon. Can be deployed on the ground as cover. =============================================================================== Secondary Weapons [MPWSC] =============================================================================== ------------------------------------------------------------------------------ Secondary Weapons: Pistols ------------------------------------------------------------------------------ Five-Seven ---------------- > Unlock: The Five-Seven is unlocked at level 04. Fire Rate --> 35 % Damage -----> 50 % Range ------> 35 % Accuracy ---> 65 % > In-game Notes: Semi-automatic pistol. Versatile and strong overall with a large magazine. ---------------- TAC-45 ---------------- > Unlock: The TAC-45 is unlocked at level 04. Fire Rate --> 30 % Damage -----> 75 % Range ------> 30 % Accuracy ---> 65 % > In-game Notes: Semi-automatic pistol. High damage at

close range. ---------------- B23R ---------------- > Unlock: The B23R is unlocked at level 19. Fire Rate --> 60 % Damage ----> 55 % Range ------> 25 % Accuracy ---> 60 % > In-game Notes: 3 round burst pistol. High rate of fire with moderate recoil. ---------------- Executioner ---------------- > Unlock: The Executioner is unlocked at level 31. Fire Rate --> 25 % Damage -----> 90 % Range ------> 15 % Accuracy ---> 70 % > In-game Notes: Double-action revolver pistol. Fires 28 gauge shotgun shells. ---------------- KAP-40 ---------------- > Unlock: The KAP-40 is unlocked at level 43. Fire Rate --> 70 % Damage -----> 40 % Range ------> 25 % Accuracy ---> 65 % > In-game Notes: Fully automatic pistol. Incorporates recoil mitigation technology. ------------------------------------------------------------------------------- Secondary Weapons: Launchers ------------------------------------------------------------------------------ SMAW ---------------- > Unlock: The SMAW is unlocked at level 04. Fire Rate --> 10 % Damage -----> 70 % Range ------> 75 % Accuracy ---> 70 % > In-game Notes: Free-fire shoulder mounted rocket launcher. Can lock-on to enemy vehicles and turrets. ---------------- FHJ-18 AA ---------------- > Unlock: The FHJ-18 AA is unlocked at level 04. Fire Rate --> 10 % Damage -----> 90 % Range ------> 90 % Accuracy ---> 90 % > Ingame Notes: Guided shoulder-mounted rocket launcher that can lock-on to enemy vehicles and turrets. ---------------- RPG ---------------- > Unlock: The RPG is unlocked at level 40. Fire Rate --> 10 % Damage -----> 90 % Range ------> 40 % Accuracy ---> 30 % > In-game Notes: Free-fire shoulder mounted rocket launcher. ------------------------------------------------------------------------------ Secondary Weapons: Special ------------------------------------------------------------------------------- Crossbow ---------------- > Unlock: The Crossbow is unlocked at level 25. Fire Rate --> 10 % Damage -----> 95 % Range ------> 55 % Accuracy ---> 40 % > In-game Notes: Fires explosive bolts that detonate a short time after impact. ---------------- Ballistic Knife ---------------- > Unlock: The Ballistic Knife is unlocked at level 49. Fire Rate --> 15 % Damage -----> 100% Range -----> 30 % Accuracy ---> 40 % > In-game Notes: Spring-action knife launcher. Increases melee speed and can fire the blade as a projectile. Combat Equipment [MPWEQ] Combat Equipment: Lethal ------------------------------------------------------------------------------- Grenade ---------------- > Unlock: The Grenade is unlocked at level 04. > In-game Notes: Produces lethal radius damage upon detonation. > Additional note: You can 'cook' grenades, by holding onto them before throwing them to reduce detonation time when thrown. --------------- Semtex ---------------- > Unlock: The Semtex is unlocked at level 04. > In-game Notes: Grenade that sticks to surface before detonating. ---------------- Combat Axe ---------------- > Unlock: The Combat Axe is unlocked at level 17. > In-game Notes: Retrievable axe that causes instant death on impact. ---------------- Bouncing Betty ---------------- > Unlock: The Bouncing Betty is unlocked at level 28. > In-game Notes: Proximity mine that launches into the air before detonating. Can be avoided by crouching or going prone. ---------------- C4 ---------------- > Unlock: The Bouncing Betty is unlocked at level 41. > In-game Notes: A plastic explosive device that is detonated remotely by double tapping the interact button. --------------- Claymore ---------------- > Unlock: The Claymore is unlocked at level 53. > In-game Notes: Directional anti-personnel mine that triggers a proximity-based explosion. ------------------------------------------------------------------------------- Combat Equipment: Tactical ------------------------------------------------------------------------------- ---------------- Concussion ---------------Unlock: The Concussion is unlocked at level 04. In-game Notes: Disorients enemies and slows movement. ---------------Smoke Grenade ---------------- Unlock: The Smoke Grenade is unlocked at level 04. In-game Notes: Produces a smoke screen immediately upon impact. ---------------- Sensor Grenade ---------------- Unlock: The Sensor Grenade is unlocked at level 06. In-game Notes: Detects enemy soldiers within line of sight. ---------------- EMP Grenade ---------------- Unlock: The EMP Grenade is unlocked at level 11. In-game Notes: Disables nearby enemy electronic systems. ---------------- Shock Charge ---------------- Unlock: The Shock Charge is unlocked at level 23. In-game Notes: Proximity triggered mine that electrocutes and stuns nearby enemies. ---------------- Black Hat ---------------- Unlock: The Black Hat ability is unlocked at level 25. In-game Notes: Hack equipment and care packages, or disable enemy vehicles. ---------------- Flashbang --------------- Unlock: The Flashbang is unlocked at level 29. In-game Notes: Blinds and impairs hearing. ------------------ Trophy System ------------------ Unlock: The Trophy System is unlocked at level 47. In-game Notes: Destroys incoming enemny projectiles within 10 meters. Vehicle missiles have a chance to penetrate. ------------------ Tactical Insertion -----------------Unlock: The Tactical Insertion is unlocked at level 47. In-game Notes: Drop-Zone beacon that allows you to place your next spawn point. Unavailable in free-for-all game modes. Weapon Attachments: [MPWAT] =============================================================================== In addition to the stock standard weaponry available in-game. Black Ops 2 also gives you a few options with which to further customise your weapons. These come in the form of weapon attachments and by equipping them, they can alter your weapons to suit your playstyle. Attachments can increase rate of fire, add scopes or suppressors, increase the base stats of the weapon they are associated with and even let you dual wield pistols so they are definitely worth checking out! Here's a list of the attachments found in the game, what they do, how they modify weapon stats and they types of weapons they are compatible with: ---------------- ACOG ---------------- > In-game Notes: Enhanced zoom sight. > Modification : +5% range, +15% accuracy. > Compatible weapons ---> Pistol ---> Crossbow (Special) ---> Assault Rifles ---> Light Machine Guns --> Sniper Rifles ---------------- Adjustable Stock ---------------- > In-game Notes: move faster when aiming. > Modification : +10% accuracy. > Compatible weapons ---> Assault Rifles ---> Shotguns ---> Light Machine Guns ---> Sub Machine Guns ---------------- Ballistics CPU ---------------- > In-game Notes: Reduced weapon sway when aiming. > Modification : +5% range, +15% accuracy. > Compatible weapons ---> Sniper Rifles ---------------- Dual Band ---------------- > In-game Notes: Nightvision scope with interlaced thermal overlay. > Modification : +10% range, +10% accuracy. > Compatible weapons --> Crossbow (Special) ---> Light Machine Guns ---> Sniper Rifles ---------------- Dual Wield ---------------- > In-game Notes: Carry two pistols, one in each hand. Cannot aim down the sight or be combined with any other attachment. > Modification

: +20% damage, -10% accuracy. > Compatible weapons ---> Pistol ---------------- EDTech Sight ---------------- > In-game Notes: Holographic sight. Provides a clearer view of the target than a reflex, but with less peripheral vision. > Modification : +10% range, +10% accuracy. > Compatible weapons ---> Assault Rifles ---> Light Machine Guns ---> Sub Machine Guns ---------------- Extended Clip ---------------- > In-game Notes: More ammo in each clip. > Modification : N/A > Compatible weapons ---> Pistols (excluding Executioner) ---> Assault Rifles ---> Shotguns ---> Light Machine Guns ---> Sniper Rifles ---> Sub Machine Guns ---------------- Fast Mag ---------------- In-game Notes: Reload faster. > Modification : N/A. > Compatible weapons ---> Pistols ---> Assault Rifles ---> Shotguns ---> Sniper Rifles ---> Sub Machine Guns ---------------- Full Metal Jacket ----------------- > In-game Notes: Increased material penetration and damage against enemy scorestreaks. > Modification : +15% damage. > Compatible weapons ---> Pistol ---> Assault Rifles ---> Light Machine Guns ---> Sniper Rifles ---> Sub Machine Guns ---------------- Foregrip ---------------- > In-game Notes: Reduced recoil when aiming down the sights. > Modification : +20% accuracy. > Compatible weapons ---> Assault Rifles ---> Light Machine Guns ---> Sub Machine Guns ---------------- Grenade Launcher ---------------- > In-game Notes: Switch to an under barrel grenade launcher with the fast select menu. > Modification : +20% damage. > Compatible weapons ---> Assault Rifles --------------- Hybrid Optic ---------------- > In-game Notes: ACOG with reflex optic attached on top. Press the zoom button while aiming down the sight to switch between optics. > Modification : +10% accuracy, +10% range. > Compatible weapons ---> Assault Rifles ---> Light Machine Guns ---------------- Laser Sight ---------------- > In-game Notes: Increases hip fire accuracy. > Modification : +10% accuracy > Compatible weapons ---> Pistols ---> Assasult Rifles ---> Shotguns ---> Light Machine Guns ---> Sniper Rifles ---> Sub Machine Guns ---------------- Long Barrel ---------------- > In-game Notes: Increases range. > Modification : +15% range, +5% damage. > Compatible weapons ---> Pistols ---> Shotguns ---> Sub Machine Guns ------------------ Millimeter Scanner ------------------ > In-game Notes: Detects lingering heat signatures from stationary enemies through materials at up to 25 metres. > Modification : -5% accuracy. > Compatible weapons ---> Assault Rifles ---> Shotguns ---> Sub Machine Guns ---------------- Quickdraw Handle ---------------- > In-game Notes: Ergonomic handle for faster aiming. > Modification : +10% accuracy. > Compatible weapons ---> Assault Rifles ---> Shotguns ---> Light Machine Guns ---> Sub Machine Guns ---------------- Rapid fire ---------------- > In-game Notes: Increased rate of fire. > Modification : +20% fire rate, +5% damage, -10% range, -20% accuracy. > Compatible weapons ---> Light Machine Guns ---> Sub Machine Guns ---------------- Reflex Sight ---------------- > In-game Notes: Precision Red dot sight. > Modification : +15% accuracy, +5% range. > Compatible weapons ---> Pistols ---> Crossbow (Special) ---> Assault Rifles ---> Shotguns ---> Light Machine Guns ---> Sub Machine Guns ---------------- Select Fire ---------------- > In-game Notes: Switch to burst or automatic fire with quick menu. Automatic fire will always have more recoil. > Modification : +10% accuracy, +10% range, +10% fire rate. > Compatible weapons ---> Assault Rifles ---> Sub Machine Guns ---------------- Suppressor ---------------- In-game Notes: Invisible from radar when firing, reduced muzzle flash but less range. > Modification : -5% damage, -10% range. > Compatible weapons ---> Pistols ---> Assault Rifles ---> Shotguns ---> Light Machine Guns ---> Sniper Rifles ---> Sub Machine Guns ---------------- Tactical Knife ---------------- > Ingame Notes: carry a tactical knife in your off hand for faster melee attacks. > Modification : N/A > Compatible weapons --> Pistols ---------------- Target Finder ---------------- > In-game Notes: identifies enemies and modifies when an enemy is in the crosshair. > Modification : +15% accuracy, +5% range. > Compatible weapons ---> Assault Rifles ---> Light Machine Guns ---> Sub Machine Guns ---------------- Tri-Bolt ---------------- > In-game Notes: Fire a bundle of three bolts at a time. > Modification : +5% damage, -10% fire rate. > Compatible weapons ---> crossbow (Special). ---------------- variable Zoom --------------- > In-game Notes: Whilst scoped in, press the zoom button to adjust between two differnt zoom levels. > Modification : +15% range, +5% accuracy. > Compatible weapons ---> Crossbow (Special) ---> Light Machine Guns ---> Sniper Rifles Scorestreaks [MPSST] Streaks have been one of Call of Duty's signature multiplayer elements since their introduction in Call of Duty 4: Modern Warfare and they have inevitably returned in Black Ops 2. The biggest change however is that the streaks are now score streaks instead of kill streaks. Thats right, players no longer need to rely solely on kills (and thus neglect objectives) in order to to earn streaks. Players can earn points by by fulfilling objectives and killing opponents and when enough points have been accumulated, they can use one of their scorestreaks to wreak havoc on opposition players. As scorestreaks have returned in a more numerous fashion than ever before you now have an even bigger range of cool and amusing ways to torment other players online. Here is a list of scorestreaks available, what they do, when they are unlocked and how many points they require to activate. ---------------- Care Package ---------------- > In-game Notes: Airdrop a random scorestreak. > Unlock: The Care Package score streak is unlocked at level 07. > Scorestreak Requirement: 550 --------------- Dragonfire ---------------- > In-game Notes: Remote controlled quad rotor with a lightweight machine gun. > Unlock: The Dragonfire score streak is unlocked at level 07. > Scorestreak Requirement: 975 ---------------- Hunter Killer ---------------- > In-game Notes: Infantry deployed drone that seeks out an enemy target or vehicle. > Unlock: The Hunter Killer score streak is unlocked at level 07. > Scorestreak Requirement: 525 ---------------- Lightning Strike ---------------- > In-game Notes: Launch a coordinated lightning strike on three locations. > Unlock: The Lightning Strike score streak is unlocked at level 07. > Scorestreak Requirement: 750 ---------------- UAV ---------------- > In-game Notes: Shows enemies on the minimap. > Unlock: The UAV score streak is unlocked at level 07. > Scorestreak Requirement: 350 ---------------- VTOL Warship ---------------- > In-game Notes: Be the gunner of a powerful VTOL Warxhip. > Unlock: The VTOL Warship score streak is unlocked at level 07. > Scorestreak Requirement: 1600 ---------------- Sentry Gun ---------------- > In-game Notes: Deploy an automated Sentry gun. Can be remote controlled. > Unlock: The Sentry Gun score streak is unlocked at level 09. > Scorestreak Requirement: 800 ---------------- Lodestar ---------------- > In-game Notes: Lase missile targets remotely

from the Lodestar. > Unlock: The Lodestar score streak is unlocked at level 12. > Scorestreak Requirement: 1500 --------------- Guardian ---------------- > In-game Notes: A placeable dish that projects a cone of microwave radiation that stuns and impairs enemies. > Unlock: The Guardian score streak is unlocked at level 15. > Scorestreak Requirement: 650 --------------- RC-XD ---------------- > In-game Notes: Remote controlled car strapped with explosives. > Unlock: The RC-XD score streak is unlocked at level 18. > Scorestreak Requirement: 450 ---------------- Stealth Chopper ---------------- > In-game Notes: Call in a stealth helicopter. Does not appear on the eenemy's mini-map. > Unlock: The Stealth Chopper score streak is unlocked at level 21. > Scorestreak Requirement: 1100 ----------------- Hellstorm Missile ----------------- > In-game Notes: Remote controlled Hellstorm Missile with a cluster bomb payload. > Unlock: The Hellstorm Missile score streak is unlocked at level 24. > Scorestreak Requirement: 700 ---------------- A.G.R. ---------------- > In-game Notes: Airdrop an Autonomous Ground Robot that patrols for enemies. Can be remote controlled. > Unlock: The A.G.R score streak is unlocked at level 27. > Scorestreak Requirement: 1000 ---------------- Warthog ---------------- > In-game Notes: Jet aircraft that provides close air support (CAS) via several strafe runs. > Unlock: The Warthog score streak is unlocked at level 30. > Scorestreak Requirement: 1400 ---------------- Counter-UAV ---------------- > In-game Notes: Temporarily disables enemy mini-map. > Unlock: The Counter-UAV score streak is unlocked at level 33. > Scorestreak Requirement: 600 ---------------Death Machine ---------------- > In-game Notes: Your own personal handheld minigun. > Unlock: The Death Machine score streak is unlocked at level 36. > Scorestreak Requirement: 850 ---------------- EMP Systems ---------------- > In-game Notes: Temporarily disables enemy electronics. > Unlock: The EMP Systems score streak is unlocked at level 39. > Scorestreak Requirement: 1300 ---------------- Orbital VSAT ---------------- > In-game Notes: Shows both enemy position and direction on the mini-map. Cannot be shot down. > Unlock: The Orbital VSAT score streak is unlocked at level 42. > Scorestreak Requirement: 1200 ---------------- War Machine ---------------- > In-game Notes: Grenade launcher with rapid semi-automatic firing. > Unlock: The War Machine score streak is unlocked at level 45. > Scorestreak Requirement: 900 ---------------Escort Drone ---------------- > In-game Notes: Get personal air support from an Escort Drone. > Unlock: The Escort Drone score streak is unlocked at level 48. > Scorestreak Requirement: 1250 ---------------- K9 Unit ---------------- > In-game Notes: Attack dogs that hunt down the enemy. > Unlock: The K9 Unit score streak is unlocked at level 51. > Scorestreak Requirement: 1700 ---------------- Swarm ---------------- > In-game Notes: Call in a swarm of lethal hunter Killer drones. > Unlock: The Swarm score streak is unlocked at level 54. > Scorestreak Requirement: 1900 Perks & Wildcards [MPPRK] Perks are equippable, useful passive abilities that will increase your efficiency in a number of different ways during multiplayer gameplay. There are three groups of perks and players are able to equip one of each type once the ability to equip them has been unlocked. You will unlock the use of perks with the Create-a-Class option at level 4 and Once Create-a-class has been opened up, you'll be able to unlock and equip additional perks as you move through the ranks. Here's a list of the various perks and wildcards on offer in Black Ops 2 and the requirements to unlock them along with their in-game descriptions: =============================================================================== Perk Slot 1 [MPPKA] =============================================================================== --------------- Lightweight ---------------- > In-game Notes: Move faster. Take no damage when falling. -------> Unlock: The Lightweight Perk is unlocked at level 04. ---------------- Hardline ---------------- > In-game Notes: Earn Scorestreaks faster. ------> Unlock: The Hardline Perk is unlocked at level 04. ---------------- Blind Eye ---------------- > In-game Notes: Undetectable by AI controlled air support. -------> Unlock: The Blind Eye Perk is unlocked at level 05. ---------------- Flak Jacket ---------------- > In-game Notes: Take less explosive damage. -------> Unlock: The Flak Jacket Perk is unlocked at level 32. ---------------- Ghost ---------------- > In-game Notes: cannot be detected by enemy UAVs whilst moving, planting or defusing bombs, or while controlling Scorestreaks. -------> Unlock: The Ghost Perk is unlocked at level 55. =============================================================================== Perk Slot 2 [MPPKB] =============================================================================== --------------- Toughness ---------------- > In-game Notes: flinch less when shot. -------> Unlock: The Lightweight Perk is unlocked at level 04. ---------------- Cold Blooded ---------------- > In-game Notes: resistant to targeting systems including: Dual Band, Target Finder, Sensor Grenade, MMS, and player controlled aircraft. No name or red crosshair when targeted. -------> Unlock: The Lightweight Perk is unlocked at level 04. ---------------- Fast Hands ---------------- > In-game Notes: Swap weapons faster and use equipment faster. Reset the fuse when throwing back frag grenades. -------> Unlock: The Lightweight Perk is unlocked at level 08. ---------------- Hard Wired ---------------- > In-game Notes: Immune to Counter-UAV and EMP. -------> Unlock: The Lightweight Perk is unlocked at level 26. ---------------- Scavenger ---------------- > In-game Notes: Replenish ammo and equipment from enemies killed by non-explosive weapons. -------> Unlock: The Lightweight Perk is unlocked at level 44. =============================================================================== Perk Slot 3 [MPPKC] =============================================================================== --------------- Dexterity ---------------- > In-game Notes: Aim faster after sprinting. Mantle and climb faster. -------> Unlock: The Lightweight Perk is unlocked at level 04. -------------------- Extreme Conditioning -------------------- > In-game Notes: Sprint for a longer duration. -------> Unlock: The Lightweight Perk is unlocked at level 04. ---------------- Engineer ---------------- > Ingame Notes: Show enemy equipment in the world. Delay triggered explosives. Reroll and booby trap Care packages. ------> Unlock: The Lightweight Perk is unlocked at level 14. ---------------- Tactical Mask ---------------- > In-game Notes: Reduce the effects of flashbangs, concussion grenades and shock charges. -------> Unlock: The Lightweight Perk is unlocked at level 20. ---------------- Dead Silence ---------------- > In-game Notes: Move silently. -------> Unlock: The

Lightweight Perk is unlocked at level 38. ---------------- Awareness ---------------- > In-game Notes: Enemy movements are easier to hear. -------> Unlock: The Lightweight Perk is unlocked at level 50. ============================================================ Wildcards [MPPKW] =============================================================================== ---------------Perk 1 Greed ---------------- > In-game Notes: Take a second Perk 1. -------> Unlock: The Perk 1 Greed Wildcard is unlocked at level 04. ---------------- Perk 2 Greed ---------------- > In-game Notes: Take a second Perk 2. -------> Unlock: The Perk 2 Greed Wildcard is unlocked at level 10. ---------------- Perk 3 Greed ---------------- > In-game Notes: Take a second Perk 3. -------> Unlock: The Perk 3 Greed Wildcard is unlocked at level 13. ---------------- Overkill ---------------- > In-game Notes: Take a primary weapon as your second weapon. -------> Unlock: The Overkill Wildcard is unlocked at level 16. ------------------- Secondary Gunfighter -------------------- > In-game Notes: Take a second attachment for your second weapon. ------> Unlock: The Secondary Gunfighter Wildcard is unlocked at level 19. ------------------ Primary Gunfighter -----------------> In-game Notes: Take a third attachment for your primary weapon. -------> Unlock: The Primary Gunfighter Wildcard is unlocked at level 22. ---------------- Tactician ---------------- > In-game Notes: Take a tactical grenade in place of your lethal grenade. -------> Unlock: The Tactician Wildcard is unlocked at level 25. ---------------- Danger Close ---------------- > Ingame Notes: Take a second lethal. -------> Unlock: The Danger Close Wildcard is unlocked at level 28. Creating Custom Loadouts [MPSLO] =============================================================================== Loadouts in Call of Duty: Black Ops 2 are incorporated into the new 'Pick 10' system. The game provides players with a number of open slots in which to place all of the weapons/perks/attachments and gadgets they desire. The catch? there is only 10 slots available, meaning that you will not have enough room to totally deck your character out. The slots are broken down as such: > 1 X Primary Weapon > 2 X Primary weapon Attachments > 1 X Secondary weapon > 1 X Secondary Attachment > 1 X Lethal > 2 X Tactical > 3 X Perks > 3 X Wildcards Equipping specific Wildcards will allow you to open additional slots for perks, weapon attachments and lethal/tactical equipment for those who desire such things. Note that there is no such thing as an incorrect loadout, so play around with your different weapons, attachments and perks until you find the type of load out that you feel comfortable with. Here are a few loadouts that I use for engaging in various types of gameplay, ------------------------------------------------------------------------------- Short Range : ------------------------------------------------------------------------------ >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------------------------------------------------------------------- Short-Mid Range : ------------------------------------------------------------------------------ >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------------------------------------------------------------------- MidLong Range : ------------------------------------------------------------------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. ------------------------------------------------------------------------------ Sniper time!: ------------------------------------------------------------------------------- >> Primary Weapon -------> DSR-50 >> Primary Attachment ---> Ballistics CPU + Fast Mag >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Bouncing Betty OR Claymore >> Tactical -------------> Your choice! >> Perk 1 ---------------> Blind Eye + Ghost >> Perk 2 ---------------> Cold Blooded >> Perk 3 ---------------> Awareness >> Wildcard ------------> Perk 1 Greed Note: The sniper rifle listed is my favorite, but any one will do! Note: This set up is great for sniping. The DSR-50 is perhaps the best of its class in the game and the fast mag and ballistic CPU attachments will help you with aiming whilst speeding up reloads. The perks ensure you will be harder to detect and can hear when enemy soldiers are approaching your position easier. The Claymore/Bouncing betty can be planted at the entrance to your vantage point to protect you from other players whilst you snipe away! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Got a good loadout that works well for you and you wouldn't mind sharing? Please swing down to the contact section and drop me a line and Im more than happy to include it!

MP Maps & Tactics [MPTAC] =============================================================================== There are 14 multiplayer maps packaged into Black Ops 2 with 1 additional map (Nuketown 2025) available to players who managed to snag the Hardened Edition. All of these maps have been placed into the rotation for Black Ops 2's online multiplayer component. Heres a brief overview of each level, with objective locations and level specific strategies and loadouts. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As always, if I have missed something, or if you have an interesting or useful strategy or tactic, please swing down to the contact section and drop me a line and Im more than happy to include it! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As there is a fair bit of text below, I've put in these shortcuts for your convenience. As with the table of contents, simply copy and paste the code next to the map of interest in the Find menu (Ctrl + F) to get down to where you want to go in no time. > Aftermath [MPTCA] > Cargo [MPTCB] > Carrier [MPTCC] > Drone [MPTCD] > Express [MPTCE] > Hijacked [MPTCF] > Meltdown [MPTCG] > Overflow [MPTCH] > Plaza [MPTCI] > Raid [MPTCJ] > Slums [MPTCK] > Standoff [MPTCL] > Turbine [MPTCM] > Yemen [MPTCN] ------------------------------------------------------------------------------=============================================================================== Aftermath [MPTCA] =============================================================================== ------------------------------------------------------------------------------ Overview: ------------------------------------------------------------------------------ Aftermath is a symmetrical map based in the aftermath of the story's drone attack. The two teams spawn at the far East and the far West of the map. At the Eastern starting location, there is a [Parking Garage] to the North, an [Crater] to the south and open [Parking Office] building in the centre. On the Western side of the map, there is an oddly shaped [Canteen] building to the north and a two tiered building to the south with an open [Bookstore] on the upper walkway. The centre of the map is dominated by a fallen skyscraper. To the north you can find its still intact [Lobby] beneath the rubble and to the south you will find a large [Debris Field] from the collapse. From the [Lobby], you will find exits leading to both the [Parking Garage] and [Canteen] providing straight, easy access between the two bases. Likewise the [Debris Field] features a number of tunnels, passages and vantage points to allow players access through the centre of the map. At the Northwest corner of the [Debris Field] you will find an indoor [Office] area with an elevator shaft you can drop down to enter the [Lobby] and a vantage point overlooking the [Canteen]. Running along the far south of the map from West to East is a [Road]. For the most part, the passage here is straight, with a few obstaces obstructing the way. there is also an entrance from the [Road] to the [Debris Field] at the centre point of the map. Objective locations: ------------------------------------------------------------------------------- ------------------------ >>> Capture the Flag <<< ------------------------ > Flag A - On the street between the [Parking Garage] and the [Parking Office] building on the East side of the map. > Flag B - On the west side of the map in front of the fountain between the [Canteen] and the [Bookshop]. ------------------- >>> Demolition <<< ------------------ > Site A - In the [Lobby] at the North of the map. > Site B At the centre of the [Road] at the South of the map. ------------------ >>> Domination <<< ------------------ > Flag A - On the west side of the map in front of the fountain between the [Canteen] and the [Bookshop]. > Flag B - In the [Debris field], just outside the door to the [Lobby]. > Flag C - On the street between the [Parking Garage] and the [Parking Office] building on the East side of the map. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - The Eastern portion of the [Lobby]. > Site 2 - On the west side of the map at the fountain between the [Canteen] and the [Bookshop]. > Site 3 - In the tunnel passage between the [Road] and the [Debris Field]. > Site 4 - On the lowest floor of the [Parking Garage]. ------------------- >>> Headquarters <<< -------------------- > Site 1 - In the [Debris field], just outside the door to the [Lobby]. > Site 2 In the [Crater] in the [Road] at the southeast of the map. > Site 3 - At the centre of the [Road] at the South of the map. > Site 4 - In the [Office] room above the [Lobby]. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - In the [Lobby] at the North of the map. > Site B - At the centre of the [Road] at the South of the map. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------ ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. -------------------- 2. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 --------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard ------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 3. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 --------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard ------------->

Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> Most of the action is focused in the [Debris Field] in the centre of the map, with the conflict also spiling into secondary hot spots in the [Lobby] to the north and the centre of the [Road] running along the south of the map. ------------------ >> General Tips << ------------------ ----> Avoid the [Debris field] as much as possible, it is quite open and vantage points at both bases have a view over large parts of this area. ----> If you are not sniping, you'll want to be shotgunning or SMGing! the [Lobby] and the [Road] is where most of your fighting will take place and due to the cramped environs, close range weaponry is the order of the day. ----> Use the environment to your advantage, don't forget that blowing up cars can kill other players! ----------------------- >> Sniping Positions << ----------------------- ----> [Car Park] Second floor on the East side of the map: Features a nice vantage point over the open area between the [Debris Field], the sideentrance to the [Lobby] and the space in front of this side of the map's spawn point. ----> [Parking Office] on the second floor south of the [Car Park]: From here, you can look down the [Road] that runs along the south of the map and also look to the north for enemies coming out of the [Debris Field]. ----> [Book store] on the raised walkway on the West side of the map. From the [Book Store] and its balcony you can essentially see everywhere on the west side of the map except for the inside of the [Canteen] and enemies on the [Road] to the south. ----> [Office] above the [Lobby] This vantage point affords you a view from the top of the [Debris Field] over the western portion of the area. ------------------------------------------------------------------------------ Got a sexy hint or tip for Aftermath? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Cargo [MPTCB] Overview: The Cargo map is set on the docks in Singapore and features cranes, crates and a waterfront locale. The two teams spawn on opposing sides of the map to the far east and the far west. The centrepiece of Cargo is a the large circular platform [Crane Platform] in the very centre of the map. On this platform, there are cranes are constantly picking up and setting down large shipping containers in several locations, creating and removing cover as they do. The Western side of the map features a small, square office [West square], an open container on a back of a [Truck] to the south, access through a building to the north to a waterfont pathway [North Path] and a ramp leading up into a stack of cargo containers [Cargo Stack] at the centre of the area. The Eastern side of the map is much more claustrophobic than the west. There are a lot of shipping containers and cramped spaces here. At the north of the area is the [North Path]. In the centre there is an open cargo container propped up on others to create a ramp [Cargo Ramp] to the top of the stack of cargo containers here. To the right of this is a raised, open shipping container [Raised Container] providing quick access to the other side. Around the corner to the south oof the [Cargo Ramp]is another open crate [Open Crate] which allows easy access to the [Crane Platform] area. The [North Path] is present on both the East and west sides of the map and they converge at a large two-storied [Control Building] which provides quick access to the [Crane Platform] as well as a few nice vantage points.There is also a [South path] that works its way along the waterfront between the [Truck] on the West and the [Open Crate] on the East Objective locations: ------------------------------------------------------------------------------- ------------------------ >>> Capture the Flag <<< ------------------------ > Flag A - On the East side between the [Raised Container] and the [North Path]. > Flag B - On the west side of the map between the [West Square] and the [Cargo Stack]. ------------------ >>> Demolition <<< ----------------- > Site A - On the bottom floor of the [Control Building] at the north of the map. > Site B - On the waterfront at the south side of the map, just to the west of the [Open Crate] along the [South Path]. ------------------ >>> Domination <<< ----------------- > Flag A - On the East side between the [Raised Container] and the [North Path]. > Flag B - In the centre of the [Crane Platform]. > Flag C - On the west side of the map between the [West Square] and the [Cargo Stack]. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - On the top floor of the [Control Building] at the north of the map. > Site 2 - At the top of the [Cargo Ramp] on the East side of the map. > Site 3 - At the top of the [Cargo Stack] on the west side of the map. ------------------- >>> Headquarters <<< -------------------- > Site 1 - In the centre of the [Crane Platform]. > Site 2 - On the west side of the map between the [Truck] and the [South Path]. > Site 3 - On the East side between the [Raised Container] and the [North Path]. > Site 4 - On the west side of the area in the building between the [West Square] and the [North path]. > Site 5 - On the bottom floor of the [Control Building] at the north of the map. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - On the waterfront at the south side of the map, just to the west of the [Open Crate] along the [South Path]. > Site B - On the East side between the [Raised Container] and the [North Path]. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------ ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Bouncing Betty OR Claymore >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. -------------------- 2. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC

>> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Bouncing Betty OR Claymore >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The main trhust of the action in the map is on the circular [Crane Platform] in the very centre of the map, on and around the cargo containers around it and at times the [Control Building] nearby. ------------------ >> General Tips << ------------------ ----> Avoid the [Crane Platform] as much as possible, it is quite open and vantage points at the [Control Building] and the [Cargo Ramp] and [Cargo Stack] have a view over large parts of this area. ----> Consider taking some proximity explosives you can plant such as bouncing betties. Due to the tight nature of the level and the large number of obstacles, they are difficult to spot and you can earn quite a few kills with these. ----> The level is tight, small and claustrophobic and this means you'll want to be packing a mid-short range weapon such as a shotgun or SMG. ---------------------- >> Sniping Positions << ----------------------- ----> [Control Building] Second floor This spot grants views over the major action hub of the level in the [Crane Platform]. ----> [Truck] in the container on the back This spot is out of range of the central hotspot, but has views over the western spawn point. ----> [Cargo Stack] and [Cargo Ramp] These spots ae located right in the thick of the action and provide views overlooking the central [Crane Platform] as well as safe views into the second floor of the [Control building]. ------------------------------------------------------------------------------- Got a sexy hint or tip for Cargo? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Carrier [MPTCC] Overview: ------------------------------------------------------------------------------- The Carrier map is based upon the burning remnants of an aircraft carrier. This is a small map with a mix of open and close quarters inducive environments. The two teams start in opposite corners with on in the North-East and the other in the South-west. On the south side of the area, to the west is an open missile storage bunker [Bunker], to the wast of this is a [Fire truck] and further to the west a [Control Room]. You will also find a flight of stairs leading up to a pair of [VTOLs] here. Below the [VTOLS] is a lower deck [South-east Corner] which allows access to the large [Command Structure] that takes up most of the eastern side of the map. On the northern end of the map. You'll find easy access to the large [Command Structure]. To the west of this is an intact [Helicopter] and several [Raised Ramps] with small, narrow passages into the central area present between them. In the centre of the area is an access point to the [Command Structure] to the East as well as a pair of [Wrecked Fighters], the southernmost of these has a tunnel running through it. On the west side of the area is access to the [Bunker]. Scattered across the rest of the deck are a number of missile pallets, vehicle debris and some other obstructions to provide cover. ------------------------------------------------------------------------------- Objective locations: ------------------------------------------------------------------------------ >>> Capture the Flag <<< ------------------------ > Flag A - In the very north-east corner of the map. > Flag B - In the very south-west corner of the map. ------------------ >>> Demolition <<< ------------------ > Site A On the main portion of the deck to the west of the [Wrecked Fighters] and north of the [Bunker]. > Site B - Next to the aircraFT On the lower deck in the [South-east Corner]. ------------------ >>> Domination <<< ------------------ > Flag A - In the very south-west corner of the map. > Flag B - Between the two [Wrecked Fighters] on the main deck. > Flag C - In the very north-east corner of the map. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - Between the two [Wrecked Fighters] on the main deck. > Site 2 - On the lower deck in the [South-east Corner]. > Site 3 - In the very north-east corner of the map. > Site 4 - Inside the [Bunker] in the South-west corner of the deck. -------------------- >>> Headquarters <<< ------------------- > Site 1 - In the centre of the map, just to the east of the [Wrecked Fighters]. > Site 2 - Inside the [Bunker] in the South-west corner of the deck. > Site 3 - Inside and at the southern end of the [Command structre]. > Site 4 - Next to the [Helicopter] and [Raised Ramps] on the north end of the map. > Site 5 - In the centre of the map, just to the west of the southern most of the two [Wrecked Fighters]. > Site 6 - Just to the north of the [VTOLs]. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - On the main portion of the deck to the west of the [Wrecked Fighters] and north of the [Bunker]. > Site B - Next to the aircraft On the lower deck in the [South-east Corner]. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------ -------------------- 1. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment --> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. MidLong Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal --------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect

for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The main hot spot on the map is on the major part of the deck of the carrier in the centre and southern part of the map. There is a lot of debris here with [wrecked Fighters], a [Bunker] and lots of crates strewn across the place. ------------------ >> General Tips << ------------------ ----> Avoid the central deck as much as possible, it is quite open and although there is plenty of debris about, there is plenty of opportunity for ranged attackers to spot and kill you. ---> The level is much more open than any of the previous levels, so for this one an assault rifle with a scope is going to be your best friend. ----------------------- >> Sniping Positions << ----------------------- ----> [Raised ramps] on the north side of the map: The top of these ramps may very well be the best vantage point in the map, allowing you to see just about everywhere. The only problem is that you will be exposed whilst standing there. ----> In the small control room to the south of the [VTOLs]: from here you can see the lower deck in the south-east corner of the map as well as a pretty good line of sight into the southern part of the main hot spot area. ------------------------------------------------------------------------------- Got a sexy hint or tip for Carrier? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Drone [MPTCD] Overview: This is another asymmetrical map based around one of the strikeforce missions in the campaign. Teams start in the very [Northwest Corner] and the [Southeast Corner] of the map and the centre of the map has a [Main Road] that goes through a series of buildings from east to west. There are four buildings on the map. The [Drone Factory], the [T-Lab], the [Checkpoint] and the [Green Building]. The centrepiece of this map is the large [Drone Factory] and production line building that covers pretty much the entire south length of the map. Inside the [Drone Factory] is a large, open [Production Room] with a floor area and an upper walkway. On the East side of this walkway empties out into a balcony overlooking the [Southeast Corner]. To the west of the walkway is an exit leading to a raised catwalk across to another building [T-Lab Building] to the north or a set of stairs leading down to the ground level of the [Drone Factory] and an exit to the West. Along the northern side of the map is the [T-Lab building] which has two floors (the upper has the walkway across to the [Drone factory]. Further to the north of the [T-Lab Building] is a courtyard containing a pair of large [Silos]. Continuing to the east along the dirt path here and you will find another large building [Green Building] there are a pair of entrances here and a passageway leading beneath the building. Inside the [Green Building] is a control room with a nice view of the approach from the [Silos] and a helipad with a view over the [main road] and the [Southeast Corner]. The [Southeast Corner] has quick access to the [Drone Factory] on the left and a small [Checkpoint] building on the right. To the north of the start point is a set of stairs to the [Green Building's] helipad. from here, the [Main Road] also branches off to the left and arouns the side of the [Drone Factory]. The [Northwest Corner] is situated directly in front of the [Silos] and also provides quick access to the [T-Lab] building. There is an entry to the [Drone Factory] a short distance to the Southeast. The [Main Road] starts between the [Drone factory] and the [T-Lab] and continues until it reaches the [Checkpoint] near the [Southeast Corner]. To the south of the starting point is a small, raised [Dirt Ledge] with a nice view looking down the [Main Road]. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - Just outside the [Checkpoint] near the [Southeast Corner] spawn point. > Flag B - Around the corner from the [Northwest Corner] spawn point. ------------------ >>> Demolition <<< ------------------ > Site A - On the floor in the [Production Room] of the [Drone Factory]. > Site B - At the eastern end of the [Main Road]. Between the [Green Building] and the [T-Lab]. ------------------ >>> Domination <<< ------------------ > Flag A - Just outside the [Checkpoint] near the [Southeast Corner] spawn point. > Flag B - At the eastern end of the [Main Road]. Between the [Green Building] and the [T-Lab]. > Flag C - Around the corner from the [Northwest Corner] spawn point. ----------------- >>> Hardpoint <<< ---------------- > Site 1 - On the upper walkway in the [Production Room] of the [Drone Factory]. > Site 2 - On the helipad of the [Green Building]. > Site 3 - Inside the [T-Lab] building on the ground floor. > Site 4 - Just inside the western entrance to the [Drone Factory]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - At the eastern end of the [Main Road]. Between the [Green Building] and the [T-Lab]. > Site 2 - Just inside the western entrance to the [Drone Factory]. > Site 3 - In the small tunnel leading from the [Checkpoint] to the [Main Road] around the corner of the [Drone Factory]. > Site 4 - Inside the [T-Lab] building on the ground floor. > Site 5 - In the tunnel running beneath the [Green Building]. > Site 6 - On the floor in the [Production Room] of the [Drone Factory]. -------------------------- >>> Search and Destroy <<< ------------------------- > Site A - On the floor in the [Production Room] of the [Drone Factory]. > Site B - In the tunnel running beneath the [Green Building]. ------------------------------------------------------------------------------- Suggested Loadouts: ------------------------------------------------------------------------------ ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : -------------------

>> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. ---------------- 3. Sniper time!: ---------------- >> Primary Weapon -------> DSR-50 >> Primary Attachment ---> Ballistics CPU + Fast Mag >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Bouncing Betty OR Claymore >> Tactical -------------> Your choice! >> Perk 1 ---------------> Blind Eye + Ghost >> Perk 2 ---------------> Cold Blooded >> Perk 3 ---------------> Awareness >> Wildcard -------------> Perk 1 Greed Note: The sniper rifle listed is my favorite, but any one will do! Note: This set up is great for sniping. The DSR-50 is perhaps the best of its class in the game and the fast mag and ballistic CPU attachments will help you with aiming whilst speeding up reloads. The perks ensure you will be harder to detect and can hear when enemy soldiers are approaching your position easier. The Claymore/Bouncing betty can be planted at the entrance to your vantage point to protect you from other players whilst you snipe away! Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The primary action centre of the map is on the [Main Road] running parallel to the [drone Factory]. ----> The other major action area is inside the [Drone Factory], towards the southern part of the indoor facility. ----------------- >> General Tips << ------------------ ----> It should be pretty obvious to shooter fans, but I'll write it down anyway. DO NOT run down the [Main Road] if you want to live, there is no cover and tonnes of vantage points. ----> The map mixes up long range warfare in the open areas with tight, short range combat in the indoor areas. Depending on how you want to play, be sure to have an appropriate load-out available. ----------------------- >> Sniping Positions << ---------------------- ----> [T-Lab] and [Green Building] second floor: The [T-Lab] and [Green Building] face each other, and provide vantage points of each other as well as the open ground area between the two. ----> [Green building]'s helipad: This spot rewards players with a view over the [main road] and the [Southeast Corner] of the map whilst trading off cover. You will be exposed here, so its best to use it once or twice before moving on. ----> [Dirt Ledge] to the south of the Western spawn point: From here there is a good view down the [Road] running parallel to the [Drone Factory]. It can also spot the entrance to the [Drone factory] to the south. ------------------------------------------------------------------------------- Got a sexy hint or tip for Drone? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Express [MPTCE] Overview: Express is a symmetrical mapped based around a Los Angeles train station. The two teams start at either end of the semi-circular train tracks [East End] and [West End]. Next to both of the start points is a passage with a downwards ramp leading to a large open room to the north - [Station]. additionally, crossing the train tracks to the south and popping up on the [Far platform] at either end will give you access to stairs leading to identical raised walkways [East Walkway] and [West Walkway] overlooking the tracks below. The in the north of the centre of the map is the [Station]. From the southern part of this room is a large [Central stairway] with a ticket office in the centre. On either side of platform at the top of the stairway, you will find stairs leading up to the [East/West Walkways] as well. On the south part of the central region of the map you will find a pair of buildings you can access and between them, a ladder you can climb to a [Control Centre]. On the southern set of train tracks, you will also find a derelict [Train] that you can use as cover and enter to get between the south/north reaches of the map. It can also be climbed on to access the [East/West Walkways]. The northernmost track occassionally has a live train running through it and if you are silly enough to get in its way, it will kill you instantly. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - Between the two sets of train tracks in the [East End] of the area. > Flag B - Between the two sets of train tracks in the [West End] of the area. ------------------ >>> Demolition <<< ------------------ > Site A - At the southernmost area of the map Outside the building leading to the [Control centre] on the eastern side. > Site B - In the middle of the large [Station] room. ------------------ >>> Domination <<< ------------------ > Flag A - Between the two sets of train tracks in the [West End] of the area. > Flag B - At the point at which the [Central Stairway] meets up with the train tracks. > Flag C Between the two sets of train tracks in the [East End] of the area. ----------------- >>> Hardpoint <<< ----------------- > Site 1 Inside the ticket office in the [Central Stairway]. > Site 2 - In the spiral pathway leading from the [West End] down to the [Station]. > Site 3 - In the [Control Centre] room. > Site 4 - In the spiral pathway leading from the [East End] down to the [Station]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - At the point at which the [Central Stairway] meets up with the train tracks. > Site 2 - In the middle of the large [Station] room. > Site 3 - On the [far Platform] next to the stairs leading to the [East Walkway]. > Site 4 - Between the two sets of train tracks in the [West End] of the area. > Site 5 - Inside the ground floor building leading to the [Control Centre] on the west side. > Site 6 - At the southernmost area of the map Outside the building leading to the [Control centre] on the eastern side. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - At the southernmost area of the map Outside the building leading to the [Control centre] on the eastern side. > Site B - In the middle of the large [Station] room. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------- ------------------- 1. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel +

Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal --------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------ >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The primary action hotspot in express is in the large open indoor [Station] area on the north of the map. The [central Stairway] to the south of this also sees a fair bit of activity, especially around the ticket booth near the top of the stairs. ----> The other hot spot is in the [Control Centre] building in the centre of the map at is southernmost point. ------------------ >> General Tips << ------------------ ----> Indoors, players are more likely to have load-out builds that enhance speed with a short range weapon to get in close and kill you quick. Be sure to equip yourself likewise if you plan to spend time int he close-quarters zones. ----> when you hear the warning alarm, get off the tracks! A train will whip around and instantly kill you if it touches you. ----> If you feel like staying in the outdoor areas, equip yourself with midlong range weapons. Be careful and try to stay out of the open as both the [East/West Walkways] and [Control Centre] have windows that will give them a nice view over the tracks and surrounding platforms. ----------------------- >> Sniping Positions << ----------------------- ----> [Control Centre] second floor: This building features windows providing a vantage point overlooking both the east and west side of the map. ----> [East/West Walkways]: The walkways leading from the [Far Platform] to the [Station] go right over to the top of the tracks and provide a great view of the areas below in both directions. ------------------------------------------------------------------------------- Got a sexy hint or tip for Express? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Hijacked [MPTCF] Overview: Hijacked takes place on a luxury yacht out in international waters. The two teams will start at either end of the vessel [Bow] (the front) and [Stern] (the back). Both of these starting areas contain multiple interesting objects that can be used as cover. From either end of the ship and moving towards the middle of the map there is a large cabin [Stern cabin] and [Bow Cabin]. Both sides have an almost identical layout with three rooms on the ground floor. In both [Cabins] there is a set of stairs providing access to a room on a higher level that also features vantage points looking over the deck to the north and south of the indoor areas, as well as a ladder allowing access to the [Maintanance] and galley access areas below deck. From the [Stern] and the [Bow] deck areas, there is also a ladder leading to the upper level of the [Stern/Bow cabins]. either side of the cabins are walkways [East Walkway] and [West Walkway]that essentially travel down the entire length of the ship. The [Central Deck] features a small, covered area in the middle, a small cabin with a seating area to the East and a pool to the West. Behind the pool, is a steel and glass lower platform hanging over the water below. The [Maintanance] deck stretches all the way from the [Bow Cabin] to the [Stern cabin] allowing for direct access without the risk of sniper fire on the upper deck. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - At the [Bow] of the ship, close to the entrance to the [Bow Cabin]. > Flag B - At the [Stern] of the ship, close to the entrance to the [Stern Cabin]. ------------------ >>> Demolition <<< ------------------ > Site A - On the eastern side of the [Central Deck]. > Site B - Inside the [Stern Cabin], in the room closest to the [Stern]. ------------------ >>> Domination <<< ----------------- > Flag A - At the [Bow] of the ship, close to the entrance to the [Bow Cabin]. > Flag B - In the direct centre of the [Central Deck] below the covered area in the middle. > Flag C - At the [Stern] of the ship, close to the entrance to the [Stern Cabin]. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - In the direct centre of the [Central Deck] below the covered area in the middle. > Site 2 - Inside the [Stern Cabin], in the room closest to the [Stern]. > Site 3 - In the centre of the [Maintanance] access area below deck. > Site 4 - Inside the [Bow Cabin], in the room closest to the [Bow]. ------------------- >>> Headquarters <<< -------------------- > Site 1 - In the seating area in the small cabin on the East side of the [Central Deck]. > Site 2 - Inside the [Stern Cabin], in the room closest to the [Stern]. > Site 3 - Inside the [Bow Cabin], in the room closest to the [Central Deck]. > Site 4 - At the central part of the [Stern] of the ship. > Site 5 - In the centre of the [Maintanance] access area below deck. > Site 6 - At the central part of the [Bow] of the ship. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - On the eastern side of the [Central Deck]. > Site B - Inside the [Stern Cabin], in the room closest to the [Stern]. ------------------------------------------------------------------------------- Suggested Loadouts: ------------------------------------------------------------------------------- ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical ------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 --------------->

Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. -------------------- 2. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------------------------------------------------------------------ Map Specific Tactics: ------------------------------------------------------------------------------- --------------------->> Action Hot Spots << ---------------------- ----> Due to its narrow build and confined spaces, just about the entire map is one big action hot spot. Most of the action occurs around the [Central Deck] where every path and building in the level converges. ----> Additional clashes are also extremely likely to occur at both the [Stern] and the [Bow]. ------------------ >> General Tips << ------------------ ----> This is a close quarters map through and through. Be sure to take along a shotgun or SMG or you will not stand a chance. ----> To quickly go from one end of the ship to the other, go down below deck and use the [Maintanence] area to do so. This seems to not be used all that often, so you are less likely to encounter resistance here. ----> Use the circular room with the seating area in the central zone for some cover whilst shooting at enemies in the [Central Deck]. ----> Due to the cramped nature and sharp corners throughout the map, claymores and bouncing betties are great to take out unsuspecting foes when planted sneakily around corners. ----------------------- >> Sniping Positions << ----------------------- ----> [Stern Cabin]/[Bow Cabin] top floor: The cabins on either end of the ship have multiple levels. On the top floor of each, you will find vantage points looking over bothe the [Central Deck] and the [Stern/Bow] deck. ------------------------------------------------------------------------------- Got a sexy hint or tip for Hijacked? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Meltdown [MPTCG] Overview: Meltdown is another of Black Ops 2's symmetrical maps based around the chimney of a power plant. The teams begin at opposite points on the east and west sides of the map. At each starting point, there is a small indoor corridor allowing access round the corner to the south [East/West Corner]. in the cenre of each area is a two story building [ANKA building] on the west and [Control building] to the east. These buildings have through access to the east and west as well as a second floor for a nice vantage point over the surrounding open ground. To the south of the [ANKA/Control buildings] is a passage leading from the exit to the [East/West Corner] structures to an open door beneath the [Chimney Stack]. To the North of the starting areas is a lower area leading to a path proceeding along a waterfront [Northern Path]. This path stretches all the way from the East side to the West side of the map and features three passages through to the main street before the [Chimney Stack]. At either end, there is a small set of stairs and a raised platform for a vantage point over the rest of the [North Path]. In the centre of the map at the Southern end, you wil find the centrepiece of the map the [Chimney Stack]. There is a circular path leading around the bottom of this as well as stairs leading down to the floor below, which in turn has doors exiting to the east and west opposite the [East/West Corner] buildings. To the north of the [Chimney Stack] and across the road ar a pair of buildings you can enter [Centre East] and [Centre West]. These are quite small, but feature windows overlooking the open ground below. Between these two buildings you will find a set of stairs leading down to the [North path]. beneath the ramped road in the centre of the map is a tunnel [Central Tunnel] leading from one end of the map to the other. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - Outside the western exit to the [ANKA building] on the West side of the map. > Flag B - Outside the eastern exit to the [Control building] on the East side of the map. ------------------ >>> Demolition <<< ------------------ > Site A - In the room below the [Chimney Stack]. > Site B - Next to the large generator structures in the centre of the [North Path]. ----------------- >>> Domination <<< ------------------ > Flag A - Outside the western exit to the [ANKA building] on the West side of the map. > Flag B - > Flag C - Outside the easter exit to the [Control building] on the East side of the map. ---------------->>> Hardpoint <<< ----------------- > Site 1 - In the room below the [Chimney Stack]. > Site 2 - At the easternmost point of the [North path]. > Site 3 - At the westernmost point of the [North path]. > Site 4 - Next to the large generator structures in the centre of the [North Path]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - In the room below the [Chimney Stack]. > Site 2 - Next to the large generator structures in the centre of the [North Path]. > Site 3 - Inside, on the ground floor of the [Control Building] on the East side of the map. > Site 4 - Inside, on the ground floor of the [ANKA Building] on the West side of the map. > Site 5 - On the ground opposite the [Chimney Stack] between the [Centre East/West] buildings. > Site 6 - At the westernmost point of the [North path]. > Site 7 - At the easternmost point of the [North path]. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - In the room below the [Chimney Stack]. > Site B - Next to the large generator structures in the centre of the [North Path]. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------- --------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal --

-------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 --------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The primary action location on this map is at the base of the [Chimney Stack] upon the platform and the opposing ramps in the centre of the map. ----> The second action centre is along the [North Path], where the action usually results from players retreating through alleyways from or moving up to flank enemies at the the primary hotspot. ------------------ >> General Tips << ------------------ ----> The [Central tunnel] and in the room beneath the [Chimney Stack] players with close-combat weapons will hold an advantage. Out in the open, you are better off sticking to a midlong range weapon due to the open spaces. ----> Try to stay out of the hot spot at the top of the ramp at the base of the [Chimney Stack] There are vantage points from buildings at both ends of the map overlooking this area. ----> Both the [Central Tunnel] the base of the [Chimney Stack] and the [North path] give options to move from one end of the map to the other and also provide ample opportunity to easily flank enemies in the central hotspot. ----------------------- >> Sniping Positions << ----------------------- ----> [AnKA Building]/[Control Building] 2nd floor: There are several windows giving a vantage point over the centre of the map (which happens to be the primary hot spot) as well as the street to the north and the entrance to the [Chimney Stack]. ----> [Centre East] and [Centre West] buildings: The windows offer views in the direction of both teams' spawn points, but are small and have an open doorway opposite leading to one of the more active hotspots on the map. Best to not stay here for too long. ------------------------------------------------------------------------------- Got a sexy hint or tip for Meltdown? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Overflow [MPTCH] Overview: Overflow is an almost symmetrical map set in a rundown Pakistani town. It features a central, open [Main Street], a [Construction site] and [Beach] to the south of the map and a [marketplace] to the north. Teams start on opposint ends of the map with one spawning in the [Southwest Main road] and the other in the [Northeast Main road]. The [Main Road] links them together and is littered with vehicles and debris but is also quite open to attack from both sides and the vantage points afforded to the buildings running parallel. The [Marketplace] at the north of the map can be accessed via a small stairway near each of the two major spawn points. You will find four shops to enter that have either a nice vantage points over (or easy access to) the the [Main Road] and spawning areas. From north to south along the [marketplace] alley area, you will find an [Electronics Store], a [basket Store], a downstairs [Spice Store] and a [Deli]. The makeup of the southern area is similar to the north as it features a series of buildings that have a dirt path behind them, with some providing access to the [Main road] whilst others provide a vantage point over it. The western part of the colleciton of buildings is a [Construction site], the centre is a [Bank] complete with a vault and the northern part contains a small, upstairs [Shoe Store]. Further to the south of this group of buildings are some additional alleyways and a [Beach] area. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - At the [Northeast Main Road]. > Flag B - At the [Southwest Main Road]. ------------------ >>> Demolition <<< ----------------- > Site A - In the centre of the [Main Road] between the [Bank] to the south and the [Basket Store] to the north. > Site B - At the back of the [Construction Site] near the [Beach] area. ------------------ >>> Domination <<< ----------------- > Flag A - At the [Northeast Main Road]. > Flag B - In the centre of the [Main Road] between the [Bank] to the south and the [Basket Store] to the north. > Flag C - At the [Southwest Main Road]. ----------------- >>> Hardpoint <<< ---------------- > Site 1 - On the top floor of the [Construction Site] near the [Beach] area. > Site 2 - Inside the [Deli] near the [Southwest Main road]. > Site 3 - Inside the [Bank] on the ground floor. > Site 4 - Inside the [Basket Store], directly opposite the [Bank]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - In the centre of the [Main Road] between the [Bank] to the south and the [Basket Store] to the north. > Site 2 - Inside the [Bank] near the entrance to the vault. > Site 3 - Inside the downstairs [Spice Store] on the eastern side of the [Main Street]. > Site 4 - At the back of the [Construction Site] near the [Beach] area. > Site 5 - In the [Marketplace] alleyway between the entrance to the [Electronic Store] and the [Basket Store]. > Site 6 - On the dirt road behind and to the east of the [Shoe Store] and the [Bank]. > site 7 - Outside the stairs leading to the [Shoe Store]. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - On the dirt road behind and to the east of the [Shoe Store] and the [Bank]. > Site B - In the centre of the [Main Road] between the [Bank] to the south and the [Basket Store] to the north. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------- ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment --->

Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment --> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 --------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard ------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> There are two major hotspots on the map, with most of the primary action encompassing an area that includes the centre of the [Main Road] and the [Marketplace] alleyway. ----> The secondary action centre is located behind the [Construction Site] in the open area between it and the [Beach]. ------------------ >> General Tips << ----------------- ----> Players wanting to get into vantage points or to take down the enemy via the maps long lines of sight should go with an assault rifle, whilst those who want to hang out in the alleyways or construction area should go for a Shotgun/SMG. ----> Due to the cramped nature and sharp corners throughout the [Construction Site] claymores and bouncing betties are great to take out unsuspecting foes when planted sneakily around corners. ----> Try to stay out of the hot spots on both the [Main road] and the [beach]. There are plenty of vantage points from buildings at both locations meaning a quick death if you dally for too long. ----------------------- >> Sniping Positions << ----------------------- ----> [Deli] from the window in the [Deli], you will have a good view of the western spawn point, the western portion of the [Main Road] and the alley leading behind the buildings on the far side of the [Main Road]. ----> [Electronics Store]: From the window in the [Electronics store], you'll have a good view of the eastern spawn point, the eastern portion of the [Main Road] and the alley leading behind the buildings on the far side of the [Main Road]. ----> [Shoe Store] second floor: The [Shoe Store] on the eastern side of the main street gives players a generous view over the [Main Road] in both directions. The single entry is perfect for those who want to plant a claymore or bouncing betty and then shoot too their heart's content. ------------------------------------------------------------------------------- Got a sexy hint or tip for Overflow? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Plaza [MPTCI] Overview: Plaza is a mid-sized symmetrical map based on the Collossus, a luxury cruise ship experienced during the campaign. one team will spawn at the [North Section] with the other team spawning at the [East Section] of the map. The major feature of the map is the [Nightclub] located along the northeast edge of the map. it includes a pair of outdoor bars [Blue/Orange Outdoor] with a right angled service tunnel running behind both. The indoor portion of the [Nightclub] features the [Central Bar] with an [Orange Bar] to its north and a [Blue Bar] to the south. Going through the series of bars is the fastest way to travel between spawn points.Opposite the [Nightclub], along the southwestern edge of the map is a decent size [Clothes Store]. Between the [Nightclub] and the [Clothes Store] stretching from the [East Section] to the [West section] is the main [Concourse]. Either side of the [Clothes Store] on the way to the [East/West Section] spawn points are identical shaped stores, a [Jeweller] to the north and an [Electronic Store] to the East. Both the [Jeweller] and the [Electronics Store] have ladders or objects allowing you to climb up to the roof for some good views of the surrounding deck below. Both spawn points feature a square building [West/East Square] built into the railing overlooking the decks below as well as easy access to the roofs of the [Jeweller/Electronics Store] and entry to the maintanence corridors of the [Nightclub] area. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - In the open area between the [North section] spawn point and the [Jewellery]. > Flag B - In the open area between the [East section] spawn point and the [electronics Store]. ------------------ >>> Demolition <<< ------------------ > Site A - Inside the [Nightclub] in the [Central bar] area. > Site B - In the open area between the [jeweller] and the [Clothes Store] on the northern side of the map. ------------------ >>> Domination <<< ------------------ > Flag A - In the open area between the [North section] spawn point and the [Jewellery]. > Flag B - On the [Concourse] directly between the [Central bar] and the [Clothes Store]. > Flag C - In the open area between the [East section] spawn point and the [electronics Store]. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - Inside the [Nightclub] in the [Central bar] area. > Site 2 At the [Orange Outdoor] bar area. > Site 3 - Inside the [Clothes Store]. > Site 4 - Inside the [electronics Store] near the [East section] spawn Point. -------------------- >>> Headquarters <<< -------------------- > Site 1 - Inside the [Nightclub] in the [Central bar] area. > Site 2 - Inside the [Clothes Store] on the eastern side. > Site 3 - At the [Orange Outdoor] bar area. > Site 4 - Inside the [electronics Store] near the [East section] spawn Point. > Site 5 - On the [Concourse] directly between the [Central bar] and the [Clothes Store]. > Site 6 - In the open area between the [Jeweller] and the [Clothes Store] on the northern side of the map. > site 7 - Inside the [Nightclub] at the [Blue bar] area. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - Inside the [Nightclub] in the [Central bar] area. > Site B - In the open area between the [Jeweller] and the [Clothes Store] on the northern side of the map. --------------------------------------------------------

----------------------- Suggested Loadouts: ------------------------------------------------------------------------------- ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment --> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 --------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard ------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The main hotspot for the map is the [Concourse] area directly outside the entrance to the [Nightclub's] [Central bar]. At this point, all of the major paths on the map converge, making for a lot of foot traffic and a lot of action. ----> There are additional action areas in the open zones between the periheral [Jeweller]/[Electronics Shop] and the central [Clothes Store]. ------------------ >> General Tips << ------------------ ----> Anywhere inside the [Nightclub], its bars and maintenance passages is best suited to short range weaponry such as SMGs and Shotguns. ----> The outdoor area is a great place to cary around an assault rifle due to the open spaces and the available vantage points. ----> Stay away from the hot spot areas unless you have absolutely no other options. Due to the conveniently placed rooftop vantage points, there is very little chance you will survive in the open for too long. ----------------------- >> Sniping Positions << ----------------------- ----> The [Jeweller] building's roof on the north side of the map: The roof here provides a clear shot at the open areas between the [Jeweller] and the [Clothes Shop] and the [Jeweller] and the northern spawn point. Additionally you can see the northern side of the [Concourse] hot spot. ----> [electronic Store] building's roof on the east side of the map: The roof here provides a clear shot at the open areas between the [Electronics Store] and the [Clothes Shop] and the [electronics Store] and the eastern spawn point. Additionally you can see the eastern side of the [Concourse] hot spot. ------------------------------------------------------------------------------- Got a sexy hint or tip for Plaza? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Raid [MPTCJ] Overview: Raid is a large map based on a large mansion. It is an assymetrical map with teams starting on the north and south ends of the mansion. At the very centre of the map is a [Central Courtyard] surrounded on four sides by the various sections of the building that make up the mansion itself. To the northeast of the [Central courtyard] is a [Gallery] with some art and a gold sculpture. This building provides access to the [Central courtyard] as well as the north and west sides of the map. The upstairs room provides a vantage point overlooking the West side of the map. The south of the courtyard is a large room comprising the mansion's [Living Area]. This allows access to the South and a vantage point looking over the East. On the far West of the map is a [Pool area] with a central hot tub, a circular bar building to the south and entrance to a room of the mansion at the north, with an upstairs room [Bedroom] giving a vantage point over the [Pool area] below. At the far south of the [Pool Area] you will find a [Basketball Court]. The Eastern part of the [Pool Area] has a passage allowing access to the [Central Courtyard]. On the Eastern side of the map, you will find a large [Roundabout] in the centre, with the [Gallery] to the north and a building to the south [Laundry]. In the [Laundry] building we can climb up to the second floor for a vantage point overlooking the [Roundabout].The Western part of the [Roundabout] area has a passage allowing access to the [Central Courtyard]. The first team will spawn in a [Garage] at the very north of the map. Upon exiting here, they can climb the stairs in fron to the [Central Courtyard], take the path to the right to the [Bedroom] and the [Pool Area] or take the road to the left for the [Gallery] and [Roundabout]. The other team will spawn on a dirt patch at the very south of the map. From here they can go straight ahead to the [Living Area] and the [Central Courtyard], go down the stairs to the left for the [Basketball Court] and the [Pool Area] or take the path to the right for the [Laundry] and [Roundabout]. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - At the southern end of the map at the top of the stairs leading to the [Basketball Court]. > Flag B - On the street in front of the [Garage] at the north of the map. ------------------ >>> Demolition <<< ------------------ > Site A - Next to the circular bar in the [Pool Area]. > Site B - On the western side of the [Roundabout] area, close to the passage to the [Central courtyard]. ------------------ >>> Domination <<< ------------------ > Flag A - At the southern end of the map at the top of the stairs leading to the [Basketball Court]. > Flag B - On the western side of the [Roundabout] area, close to the passage to the [Central courtyard]. > Flag C - On the street in front of the [Garage] at the north of the map. ---------------->>> Hardpoint <<< ----------------- > Site 1 - At the [Roundabout]. > Site 2 - In the [Living Area] building south of the [Central Courtyard] > Site 3 - In the [Garage] at the north of the map. > Site 4 - on the [basketball Court]. > Site 5 - In the

[Central Courtyard]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - In the [Central Courtyard]. > Site 2 In the small room to the west of the [Garage] at the north of the map. > Site 3 - Inside the [Gallery] building. > Site 4 - In the [Pool Area] just to the north of the [Basketball Court]. > Site 5 - In the undercover area below the [Bedroom] at the north of the [Pool area]. > Site 6 - In the [Living Area] building. > Site 7 - On the eastern side of the [Roundabout] area. ------------------------- >>> Search and Destroy <<< -------------------------- > Site A - Next to the circular bar in the [Pool Area]. > Site B - On the western side of the [Roundabout] area, close to the passage to the [Central courtyard]. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------ ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal --------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 --------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. -------------------- 2. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The main action area is the [Central Courtyard]. Four passages converge here meaning that a lot of action will inevitably come this way. ----> There are additional combat hotspots around the statue in the [roundabout] area and occasionally across at the [Pool Area] but these are not anywhere near as busy as the [Central Courtyard]. ----------------- >> General Tips << ------------------ ----> If you are feeling as little campy, hide in one of the corners of the [Basketball court] and eliminate people as they trave through the area in an attempt to avoid the major hot spots. ----> Anywhere in or around the [Central Courtyard], its hallways and the nearby buildings is best suited to short range weaponry such as SMGs and Shotguns. ----> The outdoor area is a great place to cary around an assault rifle due to the open spaces and the available vantage points. ----------------------- >> Sniping Positions << ----------------------- ----> [Gallery] Second floor: Accessible from the north of the map, the [Gallery's] second floor provides a view across [Roundabout] area including the passage leading to the [Central Courtyard]. ----> [Laundry] Second floor room and balcony: Accessible from the south of the map, the [Laundry] gives an a clear view across the [Roundabout] area as well as the passages to and from the southern spawn point. ----> [Bedroom] Second floor: Accessible from the north of the map, the [Bedroom] provides an unimpeded view across the entire [Pool Area] including the passage leading to the [Central Courtyard]. ------------------------------------------------------------------------------ Got a sexy hint or tip for Raid? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Slums [MPTCK] Overview: The Slums map is a small, semi-symmetrical map that has one team start at the [Far East] and the other at the [Far west] of the map. The centrepiece of the Slums map is the large [Central Square] featuring a large statue on a raised dias. Just to the south of this is an [Electronics Store] that can be entered. The Eastern side of the map does not have a whole lot going on. Plyers start at the [Far East] and directly in front of the starting area is a large, [Locked building] that serves to funnel players down either side of it. To the left of the [Locked Building] is a [Dumpster Area]. To the right of the [Locked Building] is a road with a building to the north with [Arches] leading to under cover areas running the length of the building, west of here is an entrance to the [Central square]. Directly west of the [Locked building is a [Small courtyard] that has access points to the [Arches] building area, the [Dumpster Area], the [Electronics store] and the [Central Square]. The Western part of the map is a little more interesting, with a couple of accessible buildings. From the spawn point at the [Far West], there is a [small square] to the north and a [Coin Laundry] to the south. directly in front is a [Locked Church] that similar to the [Locked building] funnels players to either side of it. At the north of the west side is a [Mechanic shop] that runs from the [Small Square] to the [Central Square]. Along the Southern end of the area is a [half-built wall] running parallel to the road next to the [Locked church]. Further to the East of this, you will run into the [Electronics Store]. Directly East of the [Locked church] is a small [cemetary] which gives easy access to the [Central Square], the [mechanic Shop] Area, the [Half-Built wall] area and the [Electronics Shop]. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - Under the covered section of the [Dumpster Area]. > Flag B - Between the [Small Square] and the [Mechanic Shop] on the west side of the map. ------------------ >>> Demolition <<< ------------------ > Site A - Inside the [Electronics Store]. > Site B - At the very north of the [Central Square]. ------------------ >>> Domination <<< ------------------ > Flag A - Under the covered section of the [Dumpster Area]. > Flag B - In the southern end of the {Central Square]. > Flag C - Between the [Small Square] and the [Mechanic Shop] on the west side of the map. ----------------- >>> Hardpoint <<< ---------------- > Site 1 - At the statue in the [Central Square]. > Site 2 - In the [Dumpster Area]. > Site 3 - Inside the [HalfBuilt Wall] zone. > Site 4 - Inside the [Machanic Shop] on the Western side of the map. -------------------- >>> Headquarters

<<< -------------------- > Site 1 - Inside the [Electronics Store]. > Site 2 - Inside the [Half-Built Wall] zone. > Site 3 - Under the covered section of the [Dumpster Area]. > Site 4 - Inside the [Machanic Shop] on the Western side of the map. > Site 5 - In the [Cemetary] between the [Locked Church] and the [Central Square]. > Site 6 - Undercover at the western end of the [Arches] building. > Site 7 - In the [Small Courtyard] between the [Locked Building] and the [Central Square]. ------------------------- >>> Search and Destroy <<< -------------------------- > Site A - At the entrance to the [Electronics Store] on the East side of the map. > Site B - At the very north of the [Central Square]. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------- -------------------- 1. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical ------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 --------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> This is a small map and as such, there is only on major hot spot and that is located in the large, fenced [Central Square]. ------------------ >> General Tips << ------------------ ----> Stay out of the [Central Square] if you want to live! ----> Due to the narrow paths and sharp corners throughout the map, claymores and bouncing betties are great to take out unsuspecting foes when planted sneakily around corners. ----> The entire map is one large outdoor area and as such, it is a great place to cary around an mid-long range wepaon such as an LMG or assault rifle. ----------------------- >> Sniping Positions << ----------------------- ----> There are no real vantage points on offer in the slums map, but there are a couple of places you can situate yourself in that will allow you a long line of sight and a good amount of cover. They are in the [Small Square] behind the fountain and in the zone behind the [Half-Built Wall]. These areas are both on the west side of the map (nothing going for the east on this one!) and allow you to see down the main roads by which enemies will have to advance. ------------------------------------------------------------------------------- Got a sexy hint or tip for Slums? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Standoff [MPTCL Overview: This map is based around a border town in Kyrgyzstan and features a number of buildings, some derleic tanks and a good deal of debris. Teams start in the [southeast corner] and in the [northwest corner] of the map. The map consists of a large, stone [Hotel] in the very centre of the map, surrounded five other smaller buildings evenly spread around the various reaches of the map. The [Hotel] itself has an upper floor granting a vantage point over the southern part of the map. The approach from the south features a courtyard and stone walls, whilst the northern entrance backs straight out onto a street. To the north of the [Hotel] are a [Gas Station], a [Warehouse] and a [Work Shed]. The [Warehouse], like the hotel features a second floor with a vantage point overlooking the south. Further to the direct south of the [hotel] is a locked house with a [Small Courtyard] behind it that houses the occasional objective. To the west of the [Hotel] is a [General Store], which like the [Hotel] and the [Warehouse] has a second floor that gives a nice vantage point, this overlooks the areas to the east of the [Genral Store]. Finally, to the south-East of the [Hotel] are a pair of buildings [Orange Building] and [Blue building] that are joined together by a wall in the center. The [Blue building] has an upper floor with a vantage point. It should be noted that behind every building and around every edge of the map are small alleyways, allowing players to quickly get around the various areas without being exposed to the fire of those in vantage points looking over the central areas. There is usually building access from both the central region and the alleyways behind which allows for a lot of sneakiness! ------------------------------------------------------------------------------- Objective locations: ------------------------------------------------------------------------------ >>> Capture the Flag <<< ------------------------ > Flag A - On the road in front of the [South East Corner] spawn point. > Flag B - On the road in front of the [North West Corner] spawn point. ------------------ >>> Demolition <<< ------------------ > Site A - On the street below the statue outside the [General Store]. > Site B - On the ground floor of the [Hotel]. ------------------ >>> Domination <<< ------------------ > Flag A - On the road in front of the [South East Corner] spawn point. > Flag B - On the street outside the southern entrance to the [Hotel]. > Flag C - On the road in front of the [North West Corner] spawn point. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - In the courtyard on the southern side of the [Hotel]. > Site 2 - Inside the [Warehouse] across the street to the north of the [Hotel]. > Site 3 - On the second floor of the [Blue Building] southeast of the [Hotel]. > Site 4 - On the ground floor of the [General Store] to the west of the [Hotel]. -------------------- >>> Headquarters <<< -------------------- > Site 1 - On the ground floor of the [Hotel]. > Site 2 - Inside the [Gas Station] building. > Site 3 - In the [Small Courtyard] of the southernmost building on the map. > Site 4 - Inside the [Work Shed] on the north side of the map. > Site 5 - Inside the [Orange Building] southeast of the [Hotel]. > Site 6 - Inside the [Blue Building] southeast of the [Hotel]. > Site 7 - Inside the

[Warehouse] across the street to the north of the [Hotel]. -------------------------- >>> Search and Destroy <<< ------------------------- > Site A - Near the [Small Courtyard] of the southernmost building on the map. > Site B - On the side of the street between the [Hotel] and the [Orange Building]. ------------------------------------------------------------------------------- Suggested Loadouts: ------------------------------------------------------------------------------- -------------------- 1. Short-Mid Range : ------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon ----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical ------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------- >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The maps largest point of conflict is the zone encompassing the streets to the north of the [Hotel] as well as the interior of the [Hotel] itself. ------------------ >> General Tips << ------------------ ----> With the mix of large indoor areas and expansive lines of sight outdoors, your best bet is to stick with an assault rifle. ----> Stay away from the hot spot areas unless you have absolutely no other options. Due to the conveniently placed rooftop vantage points, there is very little chance you will survive in the open for too long. ----> There are numerous passageways around the back of each building, allowing you quick, relatively safe access to most areas on the map and to flank enemies in the hot spots. ---------------------- >> Sniping Positions << ----------------------- ----> [Blue Building] The [Blue building] has an upper floor with a vantage point overlooking the major action hot spot. ----> [Hotel] second floor: The [Hotel] has an upper floor granting a vantage point over the southern part of the map. ----> [Warehouse] second floor: The [Warehouse], like the [Hotel], features a second floor with a vantage point overlooking the street below, the hotspot to the south and a view of the vantage point in the [General Store] nearby. ----> [General Store] second floor: To the west of the [Hotel] is a [General Store], which like the [Hotel] and the [Warehouse] has a second floor that gives a nice vantage point, this overlooks the areas to the east of the [Genral Store] and can also see into the vantage point of the nearby [Warehouse]. ------------------------------------------------------------------------------ Got a sexy hint or tip for Standoff? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Turbine [MPTCM] Overview: Turbine is one of the largest maps in black ops 2 and is set in a dusty valley featuring wind turbines, a collapsed oil pipeline and a number of small buildings. The teams will start on opposing sides of the map at the [East Base] and the [West base]. The centre of the map features a lengthy broken [Pipeline] that runs down the centre of a valley and stretches from near the [East base] to a [Bridge] in front of the [West base]. Either side of the [Pipeline] are a series of dirt paths and rocks that provide cover to those planning to work their way up the valley. You can also run through the [Pipeline] to get quickly from one end of the side to the other. At the very north of the area is a large building [Control centre] inside this, you will find a turret overlooking the valley and [pipeline] below, additionally, the lower floor allow players to exit out to the valley with the [Pipeline]. Just to the west of the [Control centre] you will find the [Bridge]. At the south of the map is a long dirt track along a cliff [South Track] that goes all the way from East to West. At the South part of the map between the [south track] and the valley with the [Pipeline] is a large wind [Turbine]in the centre of a dirt clearing and a small structure overlooking the valley. On the East side of the map You will find a [Ruined Building] to the north of the [East Base] and behind this is a [North Raised Path]. From here you can look down to the [Pipeline] in the valley below. Following the path along to the West, you will find the [Control Centre]. To the south of the [East Base] is a path leading through a fallen turbine and up to the [South Track]. On the west side of the map, you will be able to see the [bridge] that spans the valley from north to south. from the [West Base] you can climb up the dirt path to the south to find a small building [Building 1]. This gives a good view point over the valley. Out the back of this, you will find access to the [Bridge] on the left and another building [Building 4] higher up to the right. Through [building 4] you will find the [Turbine] area and if you follow the path behid it you will reach the [South Track]. Objective locations: ------------------------------------------------------------------------------- >>> Capture the Flag <<< ----------------------- > Flag A - At the end of the [Pipeline] closest to the [East Base]. > Flag B - On the small hill in front of the [West Base]. ------------------ >>> Demolition <<< ------------------ > Site A - In the clearing below the [Turbine] at the south of the map. > Site B - At the exit from the [control Centre] into the valley. ------------------ >>> Domination <<< ------------------ > Flag A - At the end of the [Pipeline] closest to the [East Base]. > Flag B - At the very centre of the broken [Pipeline] in the central valley area. > Flag C - On the small hill in front of the [West Base]. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - Inside the [Pipeline] on the Eastern side of the central area. > Site 2 - On the [Bridge]. > Site 3 - In the clearing below the [Turbine] at the south of the map. > Site 4 - On the top floor inside the [Control Centre]. -------------------- >>> Headquarters

<<< -------------------- > Site 1 - At the very centre of the broken [Pipeline] in the central valley area. > Site 2 - In the clearing below the [Turbine] at the south of the map. > Site 3 - On the [North Path] at the end closest to the [Ruined Building] just north of the [East base]. > Site 4 - at the end of the [Bridge] closest to the [Control Centre]. > Site 5 - At the end of the [Pipeline] closest to the [East Base]. > Site 6 - directly below the [Bridge]. > Site 7 - At the exit from the [control Centre] into the valley. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - In the clearing below the [Turbine] at the south of the map. > Site B - At the exit from the [control Centre] into the valley. ------------------------------------------------------------------------------ Suggested Loadouts: ------------------------------------------------------------------------------- ------------------- 1. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal --------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. ------------------- 2. Mid-Long Range : ------------------ >> Primary Weapon -------> MA81 >> Primary Attachment ---> Laser Sight + (FMJ OR Extended Mag) + target Finder >> Secondary Weapon -----> None! >> Secondary Attachment -> None! >> Lethal ---------------> Semtex OR Grenade >> Tactical -------------> Flashbang OR Smoke Grenade >> Perk 1 ---------------> Blind Eye >> Perk 2 ---------------> cold Blooded >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The Assault Rifle listed is my favorite, but any one will do! Note: This set up will give you a great assault rifle perfect for mid-long range engagements. The FMJ OR Extended Magattachments can be mixed up to either provide additional damage or ammo whilst the other attachments increase range and accuracy. The perks ensure you will be harder to detect and can sprint further without stopping. ---------------- 3. Sniper time!: ---------------- >> Primary Weapon -------> DSR-50 >> Primary Attachment ---> Ballistics CPU + Fast Mag >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Bouncing Betty OR Claymore >> Tactical -------------> Your choice! >> Perk 1 ---------------> Blind Eye + Ghost >> Perk 2 ---------------> Cold Blooded >> Perk 3 ---------------> Awareness >> Wildcard -------------> Perk 1 Greed Note: The sniper rifle listed is my favorite, but any one will do! Note: This set up is great for sniping. The DSR-50 is perhaps the best of its class in the game and the fast mag and ballistic CPU attachments will help you with aiming whilst speeding up reloads. The perks ensure you will be harder to detect and can hear when enemy soldiers are approaching your position easier. The Claymore/Bouncing betty can be planted at the entrance to your vantage point to protect you from other players whilst you snipe away! Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The major point of conflict in the turbine map is the broken up [Pipeline] area that is located in the large valley area situated in the centre of the map. This of course spreads to the various dirt paths along the edges of the valley, making wuite a large hot zone. ----> Additional areas of conflict include the enclosed [Turbine] area at the south of the map and the [Control centre at the north end. ------------------ >> General Tips << ------------------ ----> Stay clear of the central valley, unless necessary and use the higher elevated paths and buildings located along them to pick off players who venture into the hot spot below. ----> This is a large map so unless you plan to spend the majority of your time indoors, a sniper rifle or assault rifle with a decent scope will serve you well. ----------------------- >> Sniping Positions << ---------------------- ----> [Bridge]: The [bridge] is on the western side of the central hot spot area and spans the valley from north to south. It provides a decent view over the majority of the valley as well as the western spawn point area. It is howver quite exposed and the two access routes either side means there is a lot of traffic, so it is best to grab a few quick kills before moving on. ----> [Control centre] top floor: Inside the [Control Centre] you will find a turret overlooking the valley and the hot spot surrounding the [pipeline] below. ----> In the building to the north of the [Turbine] area: In the centre of a dirt clearing at the south of the map you will find a large, functioning [Turbine] and a small structure overlooking the valley behind it. ----> [North Raised Path]: From along the [North Raised Path] there are numerous opportunities to look down to the [Pipeline] in the valley below. ----> Inside [Building 1]: You'll find [Building 1] near the [bridge]. If you head inside, you can look through the window. This gives a good view point looking out over the valley. ------------------------------------------------------------------------------ Got a sexy hint or tip for Turbine? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah! Yemen [MPTCN] Overview: Yemen is an asymmetrical map that takes place in a small town on an island featured in one of the campaign missions. One team will spawn in the central west portion [West Base] of the map whilst the second team spawns in the southeast corner [Southeast Base]. To the Northwest of the [Southeast Base] is a two story building [Eastern House] you can enter (Note there is also a scaffolding around the outside of the house you can use to move around the house and a path down below the house along the coastline. Directly to the West of the startpoint is an open building with some exposed electrical wiring in a hole in the wall inside [Fuse Building].From the [Southeast Base] itself and on the opposite side of the street from the [Clifftop house] and just to the south of the [fuse Building] are a pair of dirt paths [Eastern Path] and [Southern Path] leading around the outside of the map. Following the [Eastern Path] to the north will see you move through a narrow dirt passageway, a courtyard full of rocks and a building [North house] at the end. Below this house is a metal walkway across a cliff. On the other side you will find a small building we can enter to the left for a vantage point [Statue House] and outside a statue in a square. The [southern Path] likewise runs along narrow dirt paths. At the far end it will lead into a

small general store type building [store]. In the centre of the map is a large crevasse. On the western edge of this is an enterable building [Carpet Store] providing a great view over the rest of the centre of the map. Below this is the [Central Bridge] linking the two roads on the east and the west of the map. Further North of this you will find stairs leading up to the [Fariha Market]. From the [West Base] you will find the [Fariha Market] building directly in front. Following the street to the left, when you reach the intersection, you can go left to enter the [Carpet store] of through the arches on the right to enter the [Store]. Along the street to the left of the [West Base], you will find the [Statue building] and the statue in the square outside. ------------------------------------------------------------------------------- Objective locations: ------------------------------------------------------------------------------ >>> Capture the Flag <<< ------------------------ > Flag A - On the road outside the [Eastern House] at the [South-East Base]. > Flag B - Outside the [Fariha Market] building close to the [West Base] spawn point. ----------------- >>> Demolition <<< ------------------ > Site A - In the small dirt courtyard along the [Eastern Path] outside the [North Building]. > Site B - On the road on the west side of the central area between the [Carpet store] and the [Store]. ----------------- >>> Domination <<< ------------------ > Flag A - On the road outside the [Eastern House] at the [South-East Base]. > Flag B - On the [central bridge] below the [Carpet Store]. > Flag C - Outside the [Fariha Market] building close to the [West Base] spawn point. ----------------- >>> Hardpoint <<< ----------------- > Site 1 - On the [central bridge] below the [Carpet Store]. > Site 2 - Inside the [North House]. > Site 3 - At the [West Base] spawn point. > Site 4 - Inside the [Fuse Building]. > Site 5 - Outside the [Statue Building] next to the statue in the square. -------------------- >>> Headquarters <<< ------------------- > Site 1 - Inside the [Fariha Market] building. > Site 2 - On the [central bridge] below the [Carpet Store]. > Site 3 - In the small dirt courtyard along the [Eastern Path] outside the [North Building]. > Site 4 - Along the [southern Path], at the end closest to the [South-Eastern Base] > Site 5 - Outside the [Statue Building] next to the statue in the square. -------------------------- >>> Search and Destroy <<< -------------------------- > Site A - Outside the [Statue Building] next to the statue in the square. > Site B - On the road on the west side of the central area between the [Carpet store] and the [Store]. ------------------------------------------------------------------------------- Suggested Loadouts: ------------------------------------------------------------------------------ ---------------- 1. Short Range : ---------------- >> Primary Weapon -------> Vektor K10 (SMG) OR KSG (Shotgun) >> Primary Attachment ---> Extended Clip >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> None. >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 --------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Dead Silence + Extreme Conditioning >> Wildcard -------------> Perk 1 Greed Note: The shotgun/SMG listed are my favorites, but any one will do! Note: This set up is perfect for sprinting through various areas to get in close and then unleasing the SMG/shotgun on enemy players. The grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. -------------------- 2. Short-Mid Range : -------------------- >> Primary Weapon -------> MSMC >> Primary Attachment ---> Long Barrel + Target Finder >> Secondary Weapon -----> Your Choice! >> Secondary Attachment -> Your Choice! >> Lethal ---------------> Grenade OR Semtex >> Tactical -------------> Flashbang >> Perk 1 ---------------> Lightweight >> Perk 2 ---------------> Toughness >> Perk 3 ---------------> Extreme Conditioning >> Wildcard -------------> None! Note: The SMG listed is my favorite, but any one will do! Note: This set up will give the SMG a slightly longer range, making it effective both up close and at a medium distance as well. he grenades and flashbangs will help you out if you get in a tight spot, whilst the perks ensure you move silently, run for longer and can take a hit or two without flinching. Map Specific Tactics: ------------------------------------------------------------------------------- ---------------------- >> Action Hot Spots << ---------------------- ----> The main action area in the Yemen map are the streets around and buildings located near the large gap in the centre of the map. ----> A little lesser action occurs along the alternate routes bypassing the centre region of the map. ------------------ >> General Tips << ------------------ ----> This is a small map that contains a combination of long lines of sight in places for assault rifles and tight, close quarter combat in others ideal for a SMG/shotgun. ----> Due to its design, Yemen is a very good map for run and gun gameplay. Someone with a SMG and a lot of sprinting can do a lot of damage. ----------------------- >> Sniping Positions << ----------------------- ----> [Fuse Building] window: This spot will give you a nice view down at the road below and as this street continues from the maps' largest hotspot that means there will be a bit of foot traffic and this will give you the jump on anyone who comes round the corner. ----> [North Building] second floor: This area give you two vantage points covering the [statue] area to the west and the dirt path coming from the [Eastern House]. ----> Balcony at the back of the [Fariha Market] building: This balcony provides a great view over the [Central bridge] and the entry to the [Carpet Store] and the majority of the main hot spot on the map. ------------------------------------------------------------------------------ Got a sexy hint or tip for Yemen? Head down to the contact section and let me know, if I like it I will include it in the guide and credit you for your contribution. Huzzah!

[ACHMT] | Achievements/Trophies Unlock Guide | Campaign Progression Achievements/Trophies [ACHM1] The following 12 achievements/trophies are tied into completing the campaign and will be unlocked at the end of each level. As long as you finish the main game, they are pretty much unmissable. For the walkthrough, check out the section here: [WLKTH]. >> No Man Left Behind -> Complete mission 1 - Pyrrhic Victory >> Gathering Storm -> Complete mission 2 - Celerium >> Shifting Sands -> Complete mission 3 - Old Wounds

>> Driven by Rage -> Complete mission 4 - Time and Fate >> Waterlogged -> Complete mission 5 - Fallen Angel >> What Happens in Colossus... -> Complete mission 6 - Karma >> False Profit -> Complete mission 7 - Suffer With Me >> Deep Cover -> Complete mission 8 - Achilles' Veil >> Ultimate Sacrifice -> Decision in mission 8 - Achilles' Veil >> Sinking Star -> Complete mission 9 - Odysseus >> Late for the Prom -> Complete mission 10- Cordis Die >> Death from Above -> Complete mission 11- Judgment Day >> Dead or Alive -> Decision in mission 11- Judgment Day Missable Campaign Achievements/Trophies [ACHM2] The following seven achievements/trophies can be acquired during the campaign but are missable. Here is a list of the applicable achievements/trophies listed in order of appearance along with a brief description of how to unlock them: >> Dirty Business << --- Description: Listen and think before you shoot. How to: At the end of the mission 'Old wounds' you will be interrogating a prisoner. Continue mashing the button prompts that appear on the screen to resist killing him. For sparing him, you will earn the achievement/trophy. >> Man of the People << --- Description: Stop the brutality inflicted by the PDF. How to: In the mission 'Time and Fate' you will begin the mission as Menendez. As you work through the village at the start, explore everywhere and kill all of the enemy soldiers who are attacking the civilians. Once you have killed the required baddies, the achievement/trophy will unlock. >> Hey Good Looking << ---- Description: Plastic surgery avoided. How to: At the very end of the mission 'Fallen Angel' you will be driving a vehicle through some pretty stiff enemy resistance and more than a few jumps and broken buildings. As you reach the end of the level a huge flame will burst out from the left hand side of the final straight. You need to avoid it to earn the achievement/trophy. >> Family Reunion << --- Description: There are two futures. How to: At the very end of the mission 'Suffer With Me' you will need to shoot a hooded man with a sniper rifle. Instead of going for a head shot, pop him in the legs a couple of times to unlock the achievement/trophy. >> Ship Shape << --- Description: Reinforcements on the way. How to: You must complete all five of the strike force missions before playing through and completing the level 'Odysseus'. During the mission, make sure to shoot the Admiral in the leg when given the choice. At the end of the mission, the achievement/trophy will unlock. >> Good Karma << --- Description: Crack the Celerium worm. How to: To do this, you need to have several things occur over the course of the campaign. This includes: > Chase down and kill DeFalco on the 'Karma' level. > If he does escape, rescue Karma in the 'Second chance' strike force mission. > Kill the soldier during the confrontation with Menendez in 'Achilles' Veil' mission. > Shoot the Admiral in the leg in 'Odysseus' mission and then complete the level for the achievement/trophy. >> Showdown << --- Description: A duel between rivals. How to: To do this, you need to have several things occur over the course of the campaign. This includes: > Allow DeFalco to flee with Karma on the 'Karma' level. > Kill the soldier during the confrontation with Menendez in 'Achilles' Veil' mission. > Play through the 'Odysseus' mission until you reach the admiral and the achievement/trophy should unlock.

Strike Force Mission Achievements/Trophies [ACHM3] The following 5 achievements/trophies are tied into completing the optional strike force missions and will be unlocked at the end of each level. As long as you complete all of them, either during the campaign or from the level select menu, you should earn them all. For the walkthrough for all strike force missions, check out the section here: [SDM00]. >> Singapore Sling ----> Complete strike mission 1 - Shipwreck >> Desert Storm ----> Complete strike mission 2 - IED >> Defender ----> Complete strike mission 3 - FOB Spectre >> Blind Date ----> Complete strike mission 4 - Second Chance >> Art of War ----> Complete strike mission 5 - Dispatch =============================================================================== Game Completion Achievements/Trophies [ACHM4] You will earn the following achievements by playing through the game on the hardest difficulty. Note for an easier time with this, play through the game on normal and then choose level select. This way weapons, perks and other unlocks you may have earned will be usable in your Veteran run. >> Old Fashioned ----> Complete "Pyrrhic Victory", "Old Wounds", "Time And Fate", and "Suffer With Me" in Veteran. >> Futurist ----> Complete all future levels in veteran. >> Black Ops II Master--> Complete the campaign on Hardened or Veteran difficulty. Zombies Mode Achievements/Trophies [ACHM5]

The following achievements/trophies can be earned in Zombies mode, with the majority based around the TranZit gametype in Green Run. Here's a list of the achievements/trophies you can earn here and how to accomplish each: >> Happy Hour << --- Description: In TranZit, buy 2 different perks before turning on the power. How to: To do this, start the game, clear the first room and buy the Quick Revive perk-a-cola here. Build the turbine to exit the depot without paying. Take the bus to the diner and open the door. Fight off a couple of waves of zombies until you have enough money to purchase speed cola (3000 points) form the perk-a-cola machine inside the diner. When you can purchase it, deploy the turbine next to the machine to activate it and purchase the perk. The achievement/trophy should unlock. >> Undead Man's Party Bus << --- Description: In TranZit, complete all additions to the bus in 1 game. How to: There are three bus upgrades that can be found and equipped to improve your ability to defend yourself from the zombie horde whilst on the bus between the various stops. You can find their locations in the guide here: [ZMTUG]. >> Standard Equipment May Vary << --- Description: In TranZit, acquire 4 different equippable items in 1 game. How to: Simply craft four different items in one game. For items that can be built and locations of their components, please see the buildable guide here: [ZMTBL]. >> Dance On My Grave << --- Description: In Green Run, acquire your Tombstone. How to: You must be playing multiplayer for this achievement/trophy. Once you arrive at the power station and activate the power, a door will open granting you access to a ruined building. Inside you will find the Tombstone Soda perk-a-cola machine. Buy this and then die, the tombstone will drop your items where you fell allowing you to pick them up again. When you return to life, run over and pick up your gear. As you do the achievement/trophy will unlock. >> Don't Fire Until You See << --- Description: In TranZit, have all doors opened without being set on fire. How to: You need to open all of the doors on the transit map without taking fire damage. That means avoiding the lava fissures! There are a total of 19 doors you can open in the map. Be sure to save up a bit of cash and to build the turbine before getting started. The doors can be found in the following locations: --> Bus depot - Main door for 750 points, 2 turbine doors --> Diner - Diner door and Car Garage door for 750 points each, one turbine door. --> Farm - Gate and Farmhouse door 750 points each, one turbine door (shed). --> Power station- Shed door, 2 turbine doors (pack-a-punch door and entrance to ruined building). --> Town - Bank door for 1000 points, bar and burning house doors for 750 points each, one turbine door, grenades can open the two vault doors. >> I Don't Think They Exist << --- Description: In TranZit, kill one of the denizens of the forest while it is latched onto you. How to: run out into the fog surrounding any one of the maps. This will cause a denizen to jump on your back and claw at you whilst also obscuring your view. You need to mash the melee button to kill it. After your first kill you will earn this achievement/trophy. >> Fuel Efficient << ---- Description: In TranZit, use an alternative mode of transportation. How to: At the start of the game, create a turbine and then exit the bus depot. Place the turbine beneath the streetlamp nearby and then run into the fog to be attacked by a denizen. Quickly run back to the lantern with the turbine and the denzin should jump off and into the ground beneath the lantern creating a portal. Jump in here to warp to another random place on the map. Doing so will also unlock the achievement/trophy. ----------------------------->> The Lights Of Their Eyes << ------------------------------ Description: In Green Run, pacify at least 10 zombies with 1 EMP. How to: First you need to find the mystery box, you can locate this by looking for a beam of light in the sky. Once you have the location, open it for 950 points until you receive the EMP grenades. Then, just round up a group of zombies and toss the EMP into the crowd for the achievement/trophy. >> You Have No Power Over Me << --- Description: You Have No Power Over Me How to: Once you have turned on the power, you will also spawn Avogadro the electric boss zombie. Track him down (the storm may indicate his location as the beam of light does for the mystery box) and kill him for the achievement/trophy. >> Tower of Babble << --- Description: In TranZit, obey the voices. How to: Complete the Tower of Babble Easter Egg in TranZit. For a guide to this, check out the walkthrough here: [ZMBGT]

Multiplayer Achievements/Trophies [ACHM6] The multiplayer achievements/trophies in Black Ops 2 are fairly simple. They essentially require you to win a set number of matches in certain modes and accumulate a certain amount of experience to reach the highest rank. Here's a list of the multiplayer achievements/trophies and how to unlock each: >> Trained Up ----------------> Win 10 multiplayer games while playing in Combat Training playlists. >> Party Animal --------------> Win 10 multiplayer games while playing in Party Games playlists. >> Big Leagues ---------------> Win 5 multiplayer League Play games after being placed in a division. >> Welcome to the Club -------> Reach Sergeant (Level 10) in multiplayer Public Match. >> Welcome to the Penthouse --> Prestige once in multiplayer Public Match. Collectible and Challenge Achievements/Trophies [ACHM7] These achievements are tied into finding all of the collectibles in the campaign and by completing the specific set challenges as they appear in-game for each level. For a guide outlining the locations of all enemy intelligence in the game please look here: [EINTL]. For a guide outlining the locations and how to unlock all challenges in the game, please look here: [CMPCH]. Here is a list of the achievements/trophies in this category:

High IQ --> Collect all Intel. Just Gettin' Started --> Complete 1 challenge in any level. Mission Complete --> Complete all challenges in a level. Giant Accomplishment --> Complete all challenges in Black Ops II. Ten K --> Minimum score 10k in every mission Miscellaneous Achievements/Trophies [ACHM8] >> Back in Time << ------------------ Description: Use a future weapon in the past. How to: Once you have completed a few missions from both the future and the past return to a level set in the past and create a custom load out featuring a weapon from the future. Finish the mission in its entirety (being sure to use the weapon during) to earn the achievement/trophy. ------------>> Gun Nut << ------------- Description: Complete a level with customized lead-out. How to: At the start of each mission, you can create a custom load out. Do this and complete the mission to earn the achievement/trophy.

[ESEGG] | Easter Egg Locations | There are Easter Eggs that have been hidden throughout all three main playing modes: Campaign, Zombies and Multiplayer. This guide aims to help you uncover and locate every last one of them and will be updated as more are inevitably discovered. Heres the list of Eggs I know of so far:

Single Player Campaign Easter Eggs [CMEGG] Here is a list of the single player campaign Easter Eggs listed by mission and in order of appearance Mission: Celerium 1. Thor's Hammer: ----------------- > After using the wing suits at the start of the mission and crawling under the vent with Harper, you'll need to eliminate the enemies in the immediate area (some have cloaking devices). When you drop down into the area, instead of moving forward, immediately turn left and follow the wall until you drop down to a ledge below. Now look along the wall to the right and you should spot a small cave. You will find the hammer inside After Credits 1. After Credits Concert: ------------------------- > After completing the game, let the credits roll in their entirety. Once they have come and gone, a scene will play with the main characters of the campaign story playing a set with the band avenged sevenfold. Kind of strange and pointless, but entertaining none the less.

Zombie Mode Easter Eggs [ZBEGG] TranZit: Green Run The following Easter Eggs can be found and accessed through the Zombies TranZit mode: 1. Nacht Der Untoten: --------------------- > Fans of call of Duty: World at War will know of Nacht Der Untoten, the very first Zombies Mode map that was unlocked after completing the game. This very same level can be found in Tranzit mode. To reach it, you need to jump off the bus between the Farm and the Power Station and work your way through the cornfield. Eventually you will come to the ruin that perfectly resembles the original, if a little worse for wear. 2. Alternate Music: ------------------- > To change the music up on the map, you can track down and find three hidden teddy bears scattered across the various locations in Green Run. When you find them, walk up to them and hit the interact button and a sound will play, once all three have been activated the music will change. You can find the bears in the following locations: 1. On a bench in the Bus Depot in the first room you spawn in. 2. At the farm, in the farm house on the second floor. 3. At the town, in the bar. 3. Tower of Babble: ------------------- > The Tower of Babble is TranZit's big Easter Egg and it requires a bit of time and effort. It is actually covered in the above Zombies guide and you can find a walkthrough for it here: [ZMBGT].

Contact Me [CNTCT] If you feel the need to contact me, there are a couple of ways you can go about doing this. You can reach me at: Email at sokkus@hotmail.com. Please include "COD Black Ops 2" in the subject line. Alternatively, you can check out my Facebook page and ask a question and I'll try to get back to you as soon as I can: https://www.facebook.com/pages/Sokkus/356910437737253 About Me [INTRDT]

Im 28, Australian and live with my lovely wife. I have been thrice named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thoroughly enjoyed writing each and every one. Please head over to the website I write for www.consoledomination.com to check out some of my guides, previews and reviews. Please feel free to send me an email with any suggestions or corrections and check out some of my other guides: Complete FAQ/Walkthroughs: > Assassin's Creed III FAQ/Walkthrough > Bioshock Infinite FAQ/Walkthrough > Call of Duty: Black Ops 2 FAQ/Walkthrough > Call of Duty: Modern Warfare 2 FAQ/Walkthrough > Call of Duty: World at War FAQ/Walkthrough > Darksiders FAQ/Walkthrough > Darksiders 2 FAQ/Walkthrough > Dead Space 2 FAQ/Walkthrough > Dead Space 3 FAQ/Walkthrough > Deadlight FAQ/Walkthrough > Dishonored FAQ/Walkthrough > Farcry 3 FAQ/Walkthrough > Farcry 3: Blood Dragon FAQ/Walkthrough > Fable 2 FAQ/Walkthrough > Gears of War 2 FAQ/Walkthrough > Gears of War: Judgment FAQ/Walkthrough > Halo 3: ODST FAQ/Walkthrough > Halo 4 FAQ/Walkthrough > Homefront FAQ/Walkthrough > LIMBO FAQ/Walkthrough > Mass Effect 2 FAQ/Walkthrough > Medal of Honor: Warfighter FAQ/Walkthrough > Resident Evil 5 FAQ/Walkthrough > Star Wars: The Force Unleashed FAQ/Walkthrough DLC content and other guides: > AC3: Tyranny of King Washington - The Infamy (DLC) FAQ/Walkthrough > AC3: Tyranny of King Washington - The Betrayal (DLC) FAQ/Walkthrough > AC3: Tyranny of King Washington - The Redemption (DLC) FAQ/Walkthrough > Bioshock Infinite Achievements/Trophies Guide > Bioshock Infinite Collectibles Guide > Darksiders 2: The Abyssal Forge (DLC) FAQ/Walkthrough > Darksiders 2: Argul's Tomb (DLC) FAQ/Walkthrough > Darksiders 2: The Demon Lord Belial (DLC) FAQ/Walkthrough > Dead Space 2: Severed (DLC) FAQ/Walkthrough > Dead Space 3: Awakened (DLC) FAQ/Walkthrough > Dishonored: The Knife of Dunwall (DLC) FAQ/Walkthrough > Halo: Combat Evolved Anniversary Edition Skull Guide > Halo 2 Skull Guide > Halo 3 Skull Guide or as mentioned before, check out more of my guides and reviews at: www.consoledomination.com Thanks for reading! Enjoy! Donations After a few generous emails and suggestions from readers and because donations seems to be a growing trend among other contemporary guide writers, I have decided to put in the option to allow you to donate some money to me for helping you out if you wish to do so. Although I make these guides for free in my spare time, I probably dont need to point out to gamers that purchasing games is an extremely expensive hobby (games in Australia cost on average $90 - $120) and writing guides for them can be a very long, incredibly difficult and thankless task at the best of times, but one that is very challenging and occasionally rewarding. Considering you could be paying upwards of $20+ for guides in a game shop, these free and easily available guides make a cost-effective substitute. Whilst most are happy to use and move on without a word I would move that a simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly won t object! Any amount is appreciated whether it be 10 cents or $10. Thank you far all that read this far, if you are interested in donating, my PayPal address is listed below, if not, why not send me an email or join my Facebook page and give me a shout out! PayPal ID; sokkus@hotmail.com

Console Domination Console Domination is an Australian video gaming website founded and staffed by true-blue Aussie gamers united in the love of gaming. The site is all about games, games and more games with a specific focus on current generation consoles. Console Domination previews upcoming titles, reviews the latest releases and produce a fortnightly podcast to keep you entertained. We also stay up to date with the latest trailers and provide daily updates on industry news to keep you in the know. We are not paid professionals, just ordinary gamers dropping our hard earned cash on the latest titles to provide honest, unadulterated content that tells it as it is. Check out the site here: http://www.consoledomination.com/Check out our podcasts here: http://www.consoledomination.com/podcast Check out our Youtube Channel here:http://www.youtube.com/user/ConsoleDomination?feature=mhee SPECIAL THANKS [STHNKS] I would like to thank the following people/entities: - GameFAQs for always being there when I needed help and for accepting my FAQ. - Activision for pumping out another Call of Duty game and Trearch for making it a pretty good one. - My fiancee Kumiko, who has been incredibly patient and understanding. - And everybody who has taken the time to read my FAQs so far. Version History [VERHIS] Date Submitted: 12/5/13 Version 2.1 -- The current version of the guide contains: > Full campaign walkthrough with all intelligence items acquired > Full strikeforce missions guide > Complete Enemy Intelligence locations guide > Complete challenges guide > Complete Zombies Mode breakdown > Complete TranZit guide > Complete TranZit locations and tactics guide > Complete Zombies survival guide with hints for each level > Complete Multiplayer overview > Complete Ranks & unlocks list > Complete multiplayer guide outlining areas of interest and level specific tactics. > Complete loadout creation guide. > Complete achievement/trophy guide > Complete Easter Egg locations guide for campaign, multiplayer and Zombies modes. + General formatting update. + Some overdue spelling and error corrections. Date Submitted: 12/12/12 Version 2.0 -- First let me apologize for the delay in releasing this version, it has taken far too long! But there is a ton of more content in this release, so I'm sure you will agree that it has been worth the wait! The current version of the guide contains: > Full campaign walkthrough with all intelligence items acquired > Full strikeforce missions guide > Complete Enemy Intelligence locations guide > Complete challenges guide > Complete Zombies Mode breakdown > Complete TranZit guide > Complete TranZit locations and tactics guide > Complete Zombies survival guide with hints for each level > Complete Multiplayer overview > Complete Ranks & unlocks list > Complete multiplayer guide outlining areas of interest and level specific tactics. > Complete load-out creation guide. > Complete achievement/trophy guide > Complete Easter Egg locations guide for campaign, multiplayer and Zombies modes. Date Submitted: 17/11/12 Version 1.0 -- The current version of the guide contains: > Full campaign walkthrough with all intelligence items acquired This guide has been written by Paul Williams aka Sokkus. This document 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. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use my guide on another website, please ask me for permission first. Sites allowed to use my guide - CheatCC.com - ConsoleDomination.com - Gamerguides.com

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