_____ ___ __ __ ______ __ __ ________ ___ ___ / _ \ / \ | | | | | \ | | | ||__ __|\ \ / / | | | | / _ \ | | | | _ __ | |\ | | | | | | | \ \/ / | | |__| / / \ \ | | | | / \ | | | | | | | | | | | \ / | | | | | | | | | | | | |- | | | | | | | | | | \ / | | __ | |_| | | | | | | | | | | | | | | | | | | | | | | | | | _ | | | | | \_/ | | | | | | | | | | | | | | |_| | | | | | | '--.| '--. | |/ | | \_/ | | | | | \_____/ |__| |__| |_____||_____| |______/ \_____/ |__| |__| U N I T E D O F F E N S I V E -- DEMO -- The latest updates of this guide can be found at GameFAQs: www.gamefaqs.com <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> Written by : El Greco Created : September 16, 2003 Version : 2.00 Updated : November 13, 2004 E-mail : REMOVED Copyright © 2004 Don Fleming <:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:> This is currently [Version 2.00] of El Greco's Call of Duty: United Offensive (Demo) FAQ/Walkthrough. * It is very much appreciated if you view the guide prior to asking me a question. Most of your questions will be answered by this guide. Any e-mails that ask about questions that are obviously answered in the guide will be promptly deleted. No exceptions. The e-mail provided should only be used to clarify information or ask about information not mentioned hereon after. * Have a contribution? Don't hesitate to send it in. I will accept most submissions sent in to me as long as I can understand what you are saying. To make sure I get it right explain it in full-detail before sending it my way. * One last thing. Please don't e-mail me with technical questions about the game since my expertise is in the gameplay and nothing else. You'll get a better answer at the game board and probably much quicker. ----------------------------------------- --- WHAT'S NEW? (Version History) ---- ----------------------------------------- Version 2.00 | November 13, 2004 | 62 kb I added in some new weapons descriptions. This will probably be one of the last updates of the guide seeing as there is nothing else to be put in. Version 1.10 | September 17, 2004 | 36 kb Added in some new information and some things that were missed the first time around. There has also been a few format tweaks here and there. Version 1.00 | September 16, 2004 | 35 kb The walkthrough for the entire demo is completed. All appendices completed. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- T A B L E O F C O N T E N T S -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 01) Introduction Opening Remarks Contact Information 02) Walkthrough 03) Appendices Controls Weapons Tactics 04) Closing Legal Information Concluding Remarks ============================================================================== ---- 01) Introduction ---- ============================================================================== ==--==--==--==--==--==--== - Opening Remarks - ==--==--==--==--==--==--== For those of you who are waiting to see if you should buy the expansion pack to Call of Duty Gray Matter Studios and Activision released a demo of the game two days after the release to give a small preview of what's to come. The demo features the very first level of the game in its entirety. It's a pretty action-packed demo and you'll definitely play it over and over until you finally pick up a copy of the game. I appreciate all of those who have perused this guide prior to flooding my inbox with questions. I am confident in the quality and content of this guide so it will be helpful to you, I am sure of that. If it isn't, whether it be because I have neglected some tidbit of information or have included something that is flat-out false, then please send me an e-mail explaining the fault and I will correct it soon enough. Where can you download the demo? * http://www.fileplanet.com/files/140000/145751.shtml * http://www.3dgamers.com/dl/games/callofdutyuo/coduo_sp_demo.exe.html * http://www.fileshack.com/file.x?fid=5451 The demo is 220 MB so be prepared for a long download even if you have a broadband connection. It took me around 20 minutes to download with a cable connection so that should be a good guage on how long it will take you to download. ==--==--==--==--==--==--==--==--== - Contact Information - ==--==--==--==--==--==--==--==--== If you have any questions, comments, suggestions, or contributions to make then you can e-mail me at the address provided below. I will only accept questions, comments, suggestions, and contributions if they abide by the guidelines outlined below. I do not think that I am asking much by doing that, but if you do have a problem with that then I ask you just not send me anything at all. * El Greco : REMOVED SUBJECT LINE : United Offensive Demo DO -- - Point out errors - Give me strategies for parts of the game that you feel you know lots about - Write legible sentences - Include good grammar - Ask for help about things not already answered in this guide - Look through the guide before contacting me to make sure I haven't already answered your question DO NOT ------ - Send me viruses - Spam me - Insult me - Use excessive profanity - Use background colors, e.g. yellow font against a black background - Send irrelevant e-mails - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF! - Ask questions that are answered in this guide - Add attachments to your e-mail - NO 1337 SPEAK ============================================================================== ---- 02) Walkthrough ---- ============================================================================== CLASSIFIED OPORDER 101-CCB 506 PARACHUTE INFANTRY REGIMENT Company HQ Bastogne, Belgium 26 December 1944 1) MISSION a. Repel anticipated enemy assault. b. Maintain current lines at all costs. 2) EXECUTION a. Intent: 506th PIR will deploy jeep-borne recon patrols. These patrols will assess the situaution and return to Company HQ. b. During this period the line defenses will be reinforced: a) Foxholes will be fortified with lumber and sandbags b) 1 M2 .50 cal heavy machine-gun will be deployed per platoon. c) Each squad will be allotted 2 M1919 A6 light machineguns with limited ammo. d) 60mm mortars will be deployed to the reare of the line. e) Limited anti tank capability in the form of bazookas will be available. 3) SITUATION a. Enemy units are expected to renew their attack in full force. Our lines are weakened due to yesterday's aerial and artillery attacks. b. Enemy Forces: a) 76th Volksgrenadier Division (expected) b) 2nd SS Panzer Division (Expected) c. Friendly Forces: a) Dog Company 506th PIR b) Easy Company 506th PIR c) Fox Company 506th PIR 4) WEATHER a. Clear, cold. Visibility 5000m 5) TERRAIN a. Prepared positions, heavily forested area. b. The line faces an open field. Aproximately 100m deep clear field of fire. ------------------------------------------------------------------------------ ============ Objectives ============ - Get to the jeep - Get back to Company HQ - Follow Pvt. Anderson to your foxhole - Hold the line (right) - Follow Moody to the next foxhole - Kill the two MG42 gunners - Follow Sgt. Moody to the right flank - Move next to foxhole, destroy incoming tanks - Hold the line at all costs ----------------------------- Objective 1 : Get to the jeep ----------------------------- You start this level out standing with your squad next to a jeep in a heavily forested area. Sgt. Moody (returning from the original!) will address you. When your squad starts moving out into the woods just follow right behind them. When you cross over a small hill your squad will spot a German patrol. Take cover behind the wood pile and just stay put and don't fire a shot. Your squad will hold the patrol off the patrol for a few seconds before they hear the sound of German Panzers coming through the forest. Making a quick decision your squad will high-tail their asses back to the jeep just as the tanks burst through the treeline. One of your squadmates will be killed in the ensuing chaos but you just need to keep moving with your squad. Hopefully when you get back to the jeep you have full health. You should as long as you stayed put behind the wood pile. Anyways, hop onto the mounted .50 cal machine gun and the Sgt. will take off driving through the woods. ------------------------------------ Objective 2 : Get back to Company HQ ------------------------------------ Look ahead of the jeep and you'll see about a half dozen Germans in a small clearing ahead. Start firing and swivel your gun turret to fire at them as you race by them. Sarge will gun the jeep ahead and pass a barn where a bunch of germans are racing to their vehicles. None of them will shoot at you but just to be on the safe side fire at them anyways. As soon as the last German has dissapeared from view swivel back around to face the front. You will see a small hill through some trees. As you approach it a tank round will explode over your head and shatter a tree. Sarge will turn the jeep hard to the left so be prepared to move the turret to face them as your race by. Shoot as many as you can as quickly as you can since this is usually the place where the most damage is done. The best way to ensure survival through this area is to start shooting early and continue to shoot as you race away from them. Sarge will take the jeep down a small hill into the road. Don't bother shooting at the incoming jeep. Sarge will plow your jeep right into the German one and kill both occupants. Now you will turn to the left and race down a road for the first time. Take advantage of this frst time opportunity to look ahead and spot the German trucks on the left side. Shoot the occupants in the cargo bed as you drive up and pass them. Looking farther up ahead you will see another German truck. Start shooting at it. With any luck you'll hit it enough to blow it up and kill the Germans waiting to ambush you on the opposite side of it. If this doesn't happen just look to the right when the jeep stalls out and shoot any Germans lying/standing next to the truck. As Sarge tries to start the jeep up some Germans will start to approach from the other side of the jeep. Swivel your turret and shoot them down as they approach. Soon enough the jeep will start up and you'll be heading down the road again. When the jeep makes the right turn in the road up ahead you need to shoot at the halftrack that is parked on the left side of the field, hidden from view as you approach it. Take out the gunner quickly, he is sitting atop the halftrack with an MG42 that he will shoot at you with. The jeep will be out of sight and range of the halftrack as it drives away but the halftrack will start up and start to follow down the road. For now it isn't a problem so peer ahead. Sarge will try and cut around a house but will be met by a small squad of Germans. Right off the bat you will need to shoot at the truck. When it explodes due to your gunfire it will take out a good portion of this squad. Now swivel your turret around the area and shoot any remaining troops. Sarge will get moving again and cut around the house again. You will see the halftrack coming down the road. If you missed the MG42 gunner now is the time to take him out before he does too much damage to you. If you did this beforehand then...you don't really need to shoot him again, do you? The jeep will careen through the woods on the homestretch. You will pass two German soldiers that ome stumbing into view. Shoot them before the gather their wits about them. Soon you will make it into a big clearing. German tanks and soldiers will begin to pour out of the woods on the right side. Shoot as many as you can before they can do any damage to you. When you are back on the road there will be no more troops to shoot at. Sarge will drive the jeep right into a small shed. You are at Company HQ. Congrat's but you're barely at the halfway point! -------------------------------------------------- Objective 3 : Follow Pvt. Anderson to your foxhole -------------------------------------------------- Sarge will yell out some things to Captain Foley (another returnee from the original) and Foley will tell you to follow Private Anderson to a foxhole to help defend the line. On your way out stock up on health and grab the Garand ammo on the right side of the exit. As you cross to the foxhole with Private Anderson mortars and tank shells and bullets will rip through the trees but as long as you stick close to the Private you will not get hit. Anderson will drop into a foxhole after covering a bit of distance. Drop down next to him. * Sidenote - A lot of confusion has been going on around this part. If you take a look at the soldier that is being dragged up from the field you will see that his name is Pvt. Matrin. A lot of people have gotten this confused with Pvt. Martin from the first game who was the playable character in the American Campaign. Once again it is Matrin not Martin. ----------------------------------- Objective 4 : Hold the line (right) ----------------------------------- Now you need to hold off a large wave of enemies that will be spread out across the field. Some will come right up at you some will go to the sides. Shoot as many as you can with your Garand but whatever you do do_not_stand up, there is so much havoc in the area that standing up will get you shot down in just a few short seconds. Scan to the sides periodically to make sure that the enemy is not coming at you from that drection. Basically, as long as you stay low and shoot anybody who approaches the bunker you will be fine. ---------------------------------------------- Objective 5 : Follow Moody to the next foxhole ---------------------------------------------- After a while Moody will come at you and order you to follow him to another foxhole. Quickly scan the perimeter of the foxhole and make sure there aren't any Germans in the proximity and hop out. As you cross to the foxhole stay low and right next to Moody. He will bring you to a foxhole with a .30 cal machine gun laying in it. Grab it by pressing F and then set it up on the front edge of the foxhole. Now you need to gun down a long wave of enemies that come through the field and out from behind bombed out tanks and other obstructions. Here you have to scan the area in front of you for Germans coming up to break through the line. Shoot anybody who comes into view. The .30 cal is accurate and has a very fast rate of fire so you really just need to make sure that somebody is in your sights before you fire and if you do that you will take them down. Keep peering to the sides to make sure that no germans are coming up from the side or otherwise. I can't even count the number of times I was caught off guard by this. Usually this will happen if you are sloppy in your shooting you will fail to spot someone or fail to shoot them. If that happens disengage and turn to shoot them. The immediately return to your gunning position. Moody will come to you soon and have you follow him to another foxhole. Disenage from the .30 cal and follow him. --------------------------------------- Objective 6 : Kill the two MG42 gunners --------------------------------------- Moody will take you to a foxhole with a sniper rifle lying in it. Grab the rifle and peek up over the foxhole to spot the two MG42 gunners he wants you to shoot. They are easy to tell because of the constant orange-ish glow set off by their guns. Quickly pop up and use the scope to zero in on the first MG42 gunner. Pop some lead into his cerebrum and then duck back down. Turn to the direction where the second MG42 gunner is and repeat. Now you don't have to do anything until Moody gets back to the foxhole. Just stay put. After the airsupport leaves Moody will have you follow him to the right flank because the Germans are breaking through. -------------------------------------------------- Objective 7 : Follow Sgt. Moody to the right flank -------------------------------------------------- Run up the hill, following Sgt. Moody. Shoot the two or three germans at the crest of the hill and then make yiur way down to the foxholes at the bottom, on th other side. Your allies are engaged in combat here so you may want to help them out and eliminate all the Germans in the area. I suggest that you stay near the top of the hill and pic them off from up there with your Garand. ---------------------------------------------------------- Objective 8 : Move next to foxhole, destroy incoming tanks ---------------------------------------------------------- There are three tanks approaching the right flank (OH NOES!). The first foxhole will have a Bazooka lying in abox next to it. Exchange it for one of your weapons, I suggest the .30 cal in this case. Move roughly three feet to the right of the foxhole and lie down. You should be looking at a German tank approaching through two trees. Use your iron sights to get an accurate bead on the tank and then fire a round right into it. Rinse and repeat and the tank will blow up. The enemies that you see approach won't attack you (only your allies) so stay focused on the tank. Now you need to move further down the line and take out another tank. Before you do though look next to the second foxhole and pick up an extra Bazooka round. Now spot the second tank and lie down to shoot at it. It shoud take two more shots to take this one down. Now take out your Garand and move even further down the line. Some enemies will be approaching from the end of the field. Shoot at them because they will be doing likewise to you if you don't. At this point you should be able to see a third tank aproaching from the opposite side of the field. Lie down and fire your last two shots at the incoming tank. It should blow up. If you miss there is an extra round lying in one of the surrounding foxholes. ---------------------------------------- Objective 9 : Hold the line at all costs ---------------------------------------- "All costs" doesn't really mean much at this stage of the game since your buddies can take care of everything for you. The tanks will roll in within 30 seconds and the level will finish. If you like you can go out and shoot some Germans but that's up to you. If you are really low on health you might just have to stay back and let your allies do the work for you. ============================================================================== ---- 03) Appendices ---- ============================================================================== ==--==--==--==--==--== - Controls - ==--==--==--==--==--== ----------------- Movement Controls ----------------- Function Button ===================================== Walk Forward W Walk Backwards S Strafe Left A Strafe Right D Lean Left Q Lean Right E Go to Crouch C Go to Prone CTRL Jump SPACE Sprint ALT Jump/Stance Up Unbound Stance Down Unbound Stance Up Unbound Toggle Crouch Unbound Toggle Prone Unbound Crouch Unbound Turn Left Unbound Turn Right Unbound Strafe Unbound ------------- View Controls ------------- Function Button ===================================== Look Up Unbound Look Down Unbound Mouse Look Unbound Center View Unbound Free Look Yes Invert Mouse No Smooth Mouse No Mouse Sensitivity Slider --------------- Weapon Controls --------------- Function Button ============================================ Attack Left Mouse Button Toggle Aim Right Mouse Button Aim Down the Sight Unbound Melee Attack SHIFT Reload Weapon R Change Rate of Fire M Select First Weapon 1 Select Second Weapon 2 Select Pistol 3 Select Grenades 4 Next Weapon Mouse Wheel Down Previous Weapon Mouse Wheel Up -------------- Other Controls -------------- Function Button ============================================ Show Objectives TAB Use F Screenshot F12 Quick Save F5 Quick Load F9 Enable Console No ==--==--==--==--==--== - Weapons - ==--==--==--==--==--== ============ - American - ============ ------------ M1A1 Carbine ------------ Range : Medium Rate of Fire : Medium Damage : Moderate Mobility : Fast Description from Call of Duty manual: The M1A1 Carbine, a 30. caliber semi-automatic rifle with a folding stock, is commonly issued to paratroopers. Though it lacks the stopping power of larger rifles, it's lightweight, accurate, and compact. By Brendon: The M1A1 Carbine is perhaps the most overlooked weapon in online gaming history. It was fairly popular during WW2, however, games like Medal of Honor have completely left it out. In Call of Duty and Call of Duty United Offensive multiplayer, players tend to never pick it. It's a real shame, as this may be the best weapon in the game. Really. It's light, has a higher rate of fire than any other rifle, does long range damage like the revolver does short range, and it's on-the-dime accurate. Perfect weapon for Domination mode, as you can kill the enemy long range and still run quickly from flag to flag. Others say the Kar98k is just as mobile as the Carbine, and since it dishes out more damage it's better. So not true. What happens when you fire a Kar98k close range and miss, while the other guy has a Tommy Gun? You're finished! With the Carbine you can miss and still survive! You have 14 more bullets in that clip, and if you can aim for the head you can take him out just as good as any Kar98k could. This weapon is a must-pickup every time you find one. If you are using an MP40 or some other automatic weapon, the Carbine can make a useful utility weapon. You can get those who are too far to kill easily with the SMG, and you can use the weapon as a powerful side-arm when you're in the heat of a close battle. History of the M1A1 Carbine: The M1A1 Carbine rifle fired a special round derived from the Winchester .32 commercial cartridge of limited power. The butt of the rifle was something like a tubular skeleton and many could be folded, proving extremely useful to the Airborne troops. It resembled a sporting arm more than a military carbine, and it could fire 15 rounds per clip. --------- M1 Garand --------- Range : Long Rate of Fire : Medium Damage : High Mobility : Fast Description from Call of Duty manual: The M1 Garand is a powerful and accurate semi-automatic rifle. It's primary drawback is that it can't be conveniently reloaded in the middle of a clip. By Brendon: Great weapon for holding a defensive line in levels such as Foy. The iron sights are wide and very accurate in projecting where your shot will go, and it will put a man down with one shot to the upper body. It cannot be reloaded in the middle of a clip so in stealthy situations this gun is a death-wish to use. Bring in the Carbine! Anyway, despite the fact that the Carbine is better in many ways, it doesn't mean you should never use the Garand. The damage it can dish out and the fact that it is semi auto definitely makes this weapon better for defensive and certain offensive attacks. My best advice when using this gun is to fire from a high position, such as a church tower hill top. Always fire under cover, and from a concealed area because of the noise of the weapon combined with the large tracers it gives off is going to draw fire to you. Also, strafe around so that you are a hard to hit target. History of the M1 Garand: The standard WWII American weapon was the M1 Garand. It was attractive yet heavy, unlike the version you get in Call of Duty. It was fed from 8 round chargers, entered service in 1936, and performed well under rough conditions. It was far superior to many other standard issue weapons to most of the Axis countries troops, such as Japan and Germany, who did not have a gun like this issued to enough troops to make a difference like the Americans could, with the mighty Garand. ------------------------ Browning Automatic Rifle ------------------------ Range : Long Rate of Fire : Fast Damage : High Mobility : Slow Description from Call of Duty manual: The Browning Automatic Rifle is a squad support weapon, used to lay down accurate suppression fire at enemy positions. It is most effective when used while prone. By Brendon: The BAR is horrible for most of the new modes in CoD UO, but is a rampaging beast in old levels like Carentan. The crosshairs become very small, and you can take perfectly accurate slow-fire shots with them. It has a nasty recoil so I recommend you hit the crouch button before you engage any enemy at any range. Anyone facing this thing with a weaker weapon is doomed, if you're going to kill someone with a BAR you must take him out quickly and stealthy. Another thing this weapon is good for is when you are doomed to the miserable fate of manning the passenger seat of a jeep. You have a powerful weapon that's fully automatic and dead accurate. A jeep driver with a BAR has confidence that the guy to his right will protect him, he knows the machine gunner is too exposed to do everything. There's so many uses for this gun, you can find a new one every day. The best tip I have for someone who just got CoD:UO and cannot seem to stop using the BAR because of habits developed in the original CoD, is to use your pistol wisely. Take out your pistol as you run from flag to flag, and press 1 (default, 2 if you've picked the weapon off a corpse) to whip it out when you need it. This will turn you into a killing machine on speed. Also, do not forget the sprint key (alt by default), that can be useful for crossing a small field or to run across an alley that has a sniper guarding it. History of the Browning Automatic Rifle: The Browning automatic rifle was a semiautomatic weapon dating from WW1 with a limited magazine capacity of 20 rounds, and had excessive weight and length. It was equipped with a bipod (which was usually taken off and thrown away by soldiers using it in the Pacific Theatre) and used as a squad LMG. It was very effective in the jungles, and it struck fear into the hearts of Japanese soldiers. When the Japanese heard it they were afraid because they knew it had the power of a stationary machine gun, but was fully mobile. It could be shot in any direction and they didn't want to be the ones on the other end of the iron sights. It wasn't used as effectively in the European theatre, which was probably due to there being more in the Pacific than Europe. No one really knows exactly why, but it was probably because of the big differences in combat between the two bloodiest theatres of WW2. ----------- Springfield ----------- Range : Very Long Rate of Fire : Slow Damage : Very High Mobility : Medium Description from Call of Duty manual: The Springfield M1903, originally developed after the Spanish-American War, is a sniper rifle equipped with a 4x zoom scope. As a bolt-action scoped weapon, it has a slow rate of fire and reloads one round at a time. By Brendon: An ideal weapon for use in large open levels, like Rhine Valley. Use much as you would the M1 Garand, only fire under cover and preferably while prone. The scope wiggles and jiggles while you move, so it's useless while moving. My favorite thing to do with this old rifle is to take it down by the enemy spawn, pick of a Nazi or two, then move to another spot overlooking the spawn. You'll be invincible at times if you can find an SMG as a side arm. You can protect yourself close range and you have the advantage of seeing long range. Although… you must watch out for Germans spying you out with binoculars, once they see you they'll make sure you're dead. When forced to use the weapon while moving, shoot then hide until you are ready to fire another round. Same goes with the Kar98k with scope. Never use it in a close range level, especially indoors! Ideal for some older CoD levels such as Depot, Hurtgen, and sometimes Dawnville. I also like to use it in Foy during CTF and Base-Assault gametype's. History of the Springfield: The US used two bolt-action rifles during the war, the M 1903 Springfield and the M 1917 Enfield. Both were chambered for the .30-06 round and the former M 1903 A 4 was a sniper variant. Even though in Call of Duty they only have this weapon sporting a scope, it was used without one by some soldiers whom it was issued to. It would make a good American version of the Kar98k if they would make it selectable like one. -------- Thompson -------- Range : Short Rate of Fire : Fast Damage : High Mobility : Fast Description from Call of Duty manual: The Thompson submachine gun is effective at close range and fires the powerful .45 ACP round. It's notoriously inaccurate at distance but compensates with a high rate of fire. By Brendon: I used to use this gun all the time. It's perfect for newbies, and he who masters it will be hard to kill. Great for any level believe it or not. You can get medium-long range kills if you fire it in shorts burst at the upper body. Good spray and pray weapon, excellent for indoor combat. I recommend it for players with bad aim, and for those with good aim. Very versatile, and can just about handle any situation fairly well. It's very useful. You will get eaten alive by enemies sporting semi-automatic rifles, so beware. The German G43 rifle is the Tommy Gunners bane. Always pick up some kind of rifle if you see it lying around, so that you can more effectively deal with long range foes. I've used this gun so much I can handle it with my eyes closed, but there are better weapons in the game (cough-Carbine!-cough) History of the Thompson: The standard US SMG until 1942 was the .45-inch M 1928 A or A 1 Thompson, whose worth had been proved in the days of Prohibition in the United Stats in the 1920's. The Thompson was a needlessly complicated and expensive weapon with a Blish delaying action centering around an H-shaped device which rose to lock the action. In practice this was an unnecessary refinement, as were the Lyman sights with windage scale and even the Cutts compensator on the muzzle. However, the Thompson was reliable and thousands were shipped to Britain in 1940. Some models had vertical and some horizontal finger grips, and could accept 20 round box magazines or 50- or 100-round drum ones which tended to rattle. It's a shame the Call of Duty developers did not include the Grease Gun which replaced the Tommy Gun later in the war, and was the American answer to the primarily British Sten SMG. --------------------------------------------------------- Browning .30 Caliber M1919A6 Deployable Light Machine Gun --------------------------------------------------------- Range : Long Rate of Fire : Very Fast Damage : High Mobility : Fast Description from Call of Duty United Offensive manual: The air-cooled M1919A6 was introduced as a lighter alternative to the monstrous, 93-pound water-cooled M1917. Weighing about 43 pounds with tripod, the M1919A6 was easier to transport with infantry units, as well as easier to mount on tanks. It was one of the most reliable weapons of the Second World War. By Brendon: This gun is effective and powerful. Ever wish those MG42's from the original CoD could be placed anywhere you'd like? Well these guns are much like those, and only slightly less powerful. Take the and whenever attacked quickly press right-click (by default) to go prone and blow the enemies brains out. Never, I repeat NEVER deploy this gun in an open environment, and always find a ledge, window sill, or rail to deploy it on. You cannot spin this gun around 360 degrees while deployed, so make sure you have someone watching your back whenever using behind or near enemy lines. The .30 Caliber machinegun is the ideal defensive weapon, now available to CoD players. Players should use it more often, and clans should fit it into their strategies, especially in CTF gametype matches. It can be used as an offensive weapon to clear some alleys and pathways, or to pound through enemy lines, but someone with a different weapon such as a Tommy Gun should always watch his back, even if only a little. If you are a vehicle driver or are planning to use one, then this is definitely something not to pick. When you are assaulted you need a weapon to defend yourself that you can use on the move when your jeep is too smashed to go onwards. In large levels a jeep driver should transport the .30 Cal users to the front lines when there are enough for defensive purposes. History of the Browning .30 Caliber M1919A6 Deployable Light Machine Gun: The M1919A6 .30 caliber machinegun used a 250-round fabric belt used to feed the nozzle. The Browning family of medium machine guns extended to several versions for aerial use, and all proved reliable in operation and effective in action. The main disadvantage was weight , but this was offset by the weapon's sound design and consequent ability to keep firing. Another thing I may add, the CoD UO developers forgot to include the Vickers as the British MG. They disrespected the British again by not fully including their arsenal and filling the gaps with American weapons they didn't use very often. It is a downright shame, and I hope they fix this in the next patch. -------- Colt .45 -------- Range : Short Rate of Fire : Medium Damage : Moderate Mobility : Very Fast Description from Call of Duty manual: A standard issue pistol for American paratroopers, favored by British Airborne forces as well. The 7-round magazine is small, but the stopping power of the large .45 caliber round makes the Colt useful in a pinch. By Brendon: Pistols are one of the most important things you carry. Your main weapon is not always reliable, and while using bolt action rifle you can be in trouble at close range. The pistol is a must have basic weapon for all soldiers. You always get one regardless of what weapon you choose or what country you're playing as. When using an SMG you might be in a close battle where every split second counts. You may have your opponent's life down, but you have to reload your weapon. That could take a while (or so it seems in the heat of battle)! So what do you do? Forget the SMG, whip out your pistol and finish the fool!!! While using a machine gun you will not be able to fire your weapon unless prone or stationary, so you must hold your pistol and run with it until you find a suitable place you're your MG. This will protect you against sudden ambushes. Also, while using a semi-automatic rifle or even an assault rifle, you might run into the same situation I described happening with the SMG. While using a bolt action rifle pistol ammo is a must have, because if you must your first shot and the enemy come charging at you, you do not have the time to wait for the next bullet to be ready. And if you miss twice you're toast! So trust in the pistol, and aim for the head my friends. You must do the same thing with the sniper rifle as you'd do with the bolt action ones, use the pistol for those tight situations. Always remember when things are grim, your clan is losing, you're the last hope of victory, and you need to bomb that Flak 88 but only have a Springfield '03 to guard the bomb with, your pistol is there to serve you. The pistol is your friend, the pistol loves you, and you love the pistol. Don't forget the little guy. History of the Colt .45: The most important pistol- and in the opinion of many experts far and away the best military pistol ever produced- used by the US forces during WWII was the Colt M 1911 A1. No only was the pistol extremely reliable and capable of being stripped without the aid of special tools, but it also chambered the best service round. It was an outstanding weapon and continues in service to this day. I may also add that contrary to what the CoD manual says about this weapon, it was not standard for all Airborne Units. Many Airborne soldiers had to go and buy their own. Nonetheless, it was so good that some British soldiers who retrieved a Luger as a trophy from a dead German, would trade with an American for a Colt .45. ------------------------ M2 Fragmentation Grenade ------------------------ Range : Medium Rate of Fire : Medium Damage : Very High Mobility : Very Fast Description from Call of Duty manual: Fragmentation grenades are very effective anti-personnel devices. The highly explosive charges reduce their metal casing to flying fragments, causing considerable blast damage. Though they're ineffective against armored vehicles, they are extremely useful for clearing out entrenched enemy positions. By Brendon: You will use grenades so much while playing Call of Duty, that you will become an expert with them in no time. You can cook them off in CoD: UO by pressing right-click, and your crosshair will blink about 6 times before the grenade explodes. So throw the thing before it blows your arms off. Be careful of enemy grenades, and don't do stupid things like try to pick them up. Just run for your life or find cover. When you find a batch of idiots all clumped together with little light-bulbs over their heads (which means they're chatting) toss a grenade at them and watch in delight as mild swear words full up the chat screen. Toss them at stingy enemies who won't come out of their hiding spot, and when they run show them no mercy with your gun. Throw them in the path of jeeps, toss them into windows that you think are full of baddies, and always remember the enemy will use them against you. When you're stuck in a glitch and don't feel like typing /kill in the console, or that weird voice in your head is telling you to throw the pin, toss 'em off walls at try to catch 'em… Well I guess you can't catch them, but they will blow you up, which is what you wanted… right? Just keep in mind that you have teammates, most of which aren't willing to die because of your ignorance and odd sense of humor. History of the M2 Fragmentation Grenade: Not a lot of history can be found on this grenade. But what I do know is that they aren't as light as you think. If you ever hold one you'll see what I mean. It's not that they're hard to hold, it's just that you realize why the soldiers didn't chuck them like baseballs all the time. You'd throw your arm out like a little leaguer throwin' curveballs. ------------------------------------- 2.36-in Rocket Launcher, M1A1 Bazooka ------------------------------------- Range : Short Rate of Fire : Slow Damage : Very High Mobility : Slow Description from Call of Duty United Offensive manual: One of the simplest, yet most effective , weapons in the United States arsenal, the bazooka was little more than a steel tube fitted with wooden stocks for aiming and securing. Although GI's used bazookas to flush out pillboxes, blow lanes through minefields and even disable artillery, the bazooka's claim to fame was as an anti-tank weapon. Its superiority in this regard prompted the Germans to copy its design after capturing examples of the M1 in Tunisia in 1943. By Brendon: The bazooka is one of the most important weapons lying around at your spawn point, pick one up, it can and will save your life later. Even if you plan on driving a tank, remember if you take a lot of damage you can hop out, whip out the "zooka" and blast the other tank away. It's also fairly effective in eliminating enemy Flaks. Jeep passengers should always carry one no matter what, and it's a good idea to have it out and ready to shoot while driving through enemy lines. Not only is it an anti-tank, anti-Flak 88 rocket launcher, but it's also very good against jeeps of all kinds. A well placed shot can cause the jeep to flip, explode, or kill one of its passengers, especially the driver. Since it is such a slow weapon, in terms of walking with it and the fact that the projectile moves slow compared with others, you want to get close to your target and aim down the sights. Also, from medium-long range you should aim ahead of moving vehicles to where you expect them to be in about 3 seconds. Vehicle drivers usually won't be able to react in time, and if they avoid the rocket it's because of luck or bad aim. ========== - German - ========== ---- MP40 ---- Manual Information : The MP40 submachine gun is an effective room-clearing weapon. It has a relatively minimal climb even when fired fully automatic in extended bursts. Range : Medium Rate of Fire : Fast Damage : Moderate Mobility : Fast Historical Information : Heinrich Vollmer of the company Erma Erfurter Waffenfabrik did not design by Hugo Schmeisser, but the very famous MP 40, despite known as “the Schmeisser” by allied troops. The weapon's advantages are reasonable accuracy, easy handling and relative stability even when firing prolonged bursts. A disadvantage was the placement of the 32-round magazines under the weapon. A weak point was the feeding of cartridges to the gun, because of a tendency of the magazine system to get dirty and the non-ideal shape of the cylindrical 9mm-cartridges, the weapon could jam. A late modification of the MP 40 was the MP 40/II that had two 32-round magazines located beside each other so that the gunner could easily switch over to the second magazine after spending the first one. Practical range was below 200m, practical rate of fire below 100 rounds/min. The weapon had a folding metal stock; it could not fix a bayonet or use the Schiessbecher rifle-grenade firing device but could be fitted with a Schalldämpfer ("silencer"), though this was very rare. Technical Data: length (MP 38) 62cm (MP 40) 63cm; length (stock unfolded) 83cm; barrel length (MP 38) 24cm (MP 40) 25cm; weight (MP 38 with empty magazine) 4.22kg (MP 40 w/o magazine) 3.97kg; weight of loaded 32-round magazine: 640g; theoretical rate of fire (system) 400 rounds per minute; ammunition: 9mmx19mm Parabellum. ---- MP44 ---- Manual Information : The MP44 is an assault rifle that fires a unique “short” rifle round. Up close, it can be used as a submachine gun, while at longer ranges it can operate as a rifle. Range : Long Rate of Fire : Fast Damage : High Mobility : Medium Historical Information : The Sturmgewehr 44 made history as the first real assault rifle; in fact, the term "assault rifle" itself is a literal translation of this weapon's designation. Obviously, the concept of the StGw influenced Mikhail Kalashnikov in his development of the famous AK-47 assault rifle (although the AK has a system of it's own right). The story of the Sturmgewehr is that of the late success of an ingenious and right idea that prevailed despite all efforts to stop it. Many attempts had been made in several countries including Germany during the 1920ies to develop an automatic rifle that combined the characteristics of the submachine gun - a high rate of fire and therefore fire volume - with that of the then usual regular infantry rifle - accuracy and projectile power - while at the same time eliminating the disadvantages of the respective weapon types. Most of these attempts failed, because the conservative authorities did not like the idea or -mostly- because these early weapons tried to use the regular powerful rifle ammunition. First large-scale use of this new weapon was with the 93rd ID in the northern sector of the eastern front. After small changes the weapon was called MP 44. It was not until July 1944 when several Division commanders personally begged Hitler in his headquarters that the weapon was given production priority. In December of that same year the weapon was given the suggestive name Sturmgewehr or Sturmgewehr 44, abbreviated StG 44 or StGw 44. Total production of the MP 43 and MP 44 / Sturmgewehr was 425,977 at a price of 66 RM for one Sturmgewehr 44. The Sturmgewehr 44 could also be fitted with ZF 1229 Vampir, an infrared night sighting device. The scope for the Vampir mounted onto the StGw 44 weighed 2.3kg, the support devices were carried in a rucksack and weighed 13kg. 310 of these night-fighting scopes were produced at the company Leitz. Another intriguing invention was the Krummerlauf ("bent barrel"), a bent barrel with a periscope sighting device for shooting around corners. This idea existed in several variants, an "I"-version for infantry use and a "P" version for use in tanks (to cover the dead areas in the close range around the tank to defend against assaulting infantry), versions with 30°, 45°, 60° and 90°, and a version for the StGw 44 and one for the MG 42. Only the 30° "I" - version for the StGw 44 was produced in any numbers. Technical Data -------------- Length : 94cm Barrel length : 42cm Weight w/ empty magazine : 4.62kg Weight of loaded 30-round magazine : 920g Theoretical system rate of fire : 500 rounds/minute Practical ROF in full automatic mode : 100 rounds/minute Vo 685 m/s Ammunition : Kurzpatrone 7.92x33 ---------------------------- Kar98k (scoped and unscoped) ---------------------------- Manual Information : The Kar98k is the standard issue German infantry rifle. It’s accurate and deadly at long range, but suffers from a slow rate of fire due to it’s bolt-action mechanism. Range : Very long Rate of Fire : Slow Damage : Very High Mobility : Medium Historical Information : The origins of the Mauser rifle family date back to the late 19th century. The weapon was introduced by order of the German emperor in April 1898 as the Gewehr 98 after a decade-long debate. It was to become the standard military rifle in many countries for many years to come; in Germany itself for over 50 years. They are still in use today with military units in africa and southern America. A modified, shortened version of the rifle was introduced into the Wehrmacht in 1935 as the standard rifle under the designation Karabiner Modell Mauser 98 k ("multiple-shot carbine model Mauser 98", "k" for "kurz" = "short"); it was also called Karabiner 98 k or simply Mauser 98 k. It was a bolt-action rifle with a fixed internal magazine for 5 rounds. The 98 k could fix a bayonet, the Schiessbecher for firing rifle grenades and different Zielfernrohre ("scopes") ranging from the Zielfernrohr 40 and Zf 41 with a zoom factor of 1.5 to the Zf 39 and Zf 4 (also called Zf 43) with a 4x zoom. Six percent of the 98k - production were to be fitted with a raail for scopes; this number of sniper rifles could not be met. The German sniper with the most kills was Gefreiter Hetzenauer with a total of 345 confirmed kills. The weapon at left shows a Mauser 98k with the early Zf 39. The sights of the regular rifles could be adjusted from 100m to 2000m in increments of 50m. Different modified versions of the Mauser rifle were produced, among others special versions for paratroopers and mountain troops. Production of the rifle was kept up all through the war. The German army entered WW II with a total number of 2,769,533 Kar 98k. Another 7.540,058 were delivered to the army until the end of the war (including 126,291 sniper modifications); 925,984 were delivered to the Luftwaffe, 191,250 to the navy and 62,600 to the SS (the SS received another 235,000 rifles, mainly Mauser-types, from their own production), the regular price for one Mauser 98k rifle was 70.- RM. Technical Data --------------
Length        : 111cm
Barrel length : 60cm

Weight empty (beech stock) : 3.9 - 4.1kg (walnut stock) 3.7 - 3.8kg

Practical rate of fire : 15 rounds/minute

Ammunition : Infanteriepatrone 7,92x57 

The ammo consisted of stripper clips holding 5 rounds; three such strips fit 
into a leather ammo pouch; ammo pouches were carried in connected sets of 
three, which fit onto the belt of the field gear. A fully supplied regular 
German infantry soldier would carry either one or two triple ammo pouches for 
three strips per pouch, totaling for a default ammo load out of 45 or 90 
rounds excluding the ammo in the rifle.


---------
Gewehr 43 
---------


Manual Information : Early in the war, the Germans produced a reloading rifle 
called the Gewehr 41(W).  It was unwieldy, difficult to reload and unreliable 
in the field, and when German troops found themselves face-to-face with the 
superior Tokarev SVT-40, it’s limitations cost many lives.  Seizing several 
SVT-40s, German engineers noticed the Tokarev’s gas-operated reloading system 
was superior to theirs, so they integrated it into their existing rifle 
design.  The Gewehr 43 was the result.  German troops appreciated its easy 
reloading, high accuracy and excellent reliability.

Range        : Long 
Rate of Fire : Medium 
Damage       : High 
Mobility     : Fast

Historical Information : After the weapon's bureau of the army nullified their 
requirement that there be no holes drilled into the barrel itself for the gas-
mechanism to work for the automatic rifle system, the company Walther went on 
to develop the Gewehr 43. This new semi-automatic rifle had the extraction 
nozzle drilled into the barrel and featured a removable 10-round magazine. The 
G 43 was a beautiful design, which was much cheaper and faster to produce. The 
weapon's designation was later changed to Karabiner 43, abbreviated K 43, 
although the weapon really wasn't a carbine; it was envisioned to replace the 
Mauser Karabiner 98k as the standard infantry rifle. Production started in 
October 1943; total production until the end of the war was 402,713 including 
at least 53,435 sniper rifles: the well-designed and well-machined K 43 was a 
preferred sniper weapon and was fitted with the Zielfernrohr 43, also called 
ZF 4, scope with a magnification of 4x. The weapon could use the Schiessbecher 
device for firing rifle grenades and could use a Schalldämpfer silencer, 
however, the G 43 could not fix a bayonet. 

Technical data 
--------------

Length        : 112cm
Barrel length : 55cm (versions with barrel lengths of 60cm, 65cm and even
                      70cm existed) 

Weight empty (w/o magazine and w/o scope) : 4.1kg
Weight magazine (empty)                   : 230g 
Weight with Zielfernrohr 43 scope         : 1.3kg 

Ammunition : Infanteriepatrone 7,92x57; Vo 745m/s 

Practical rate of fire : 30 rounds per minute

                            ==--==--==--==--==--==
                                  - Tactics -
                            ==--==--==--==--==--==

------------
Taking Cover
------------


This is probably one of the most obvious yet important tips I will give you.
Believe me this game will not allow you to take a lot of damage at all. So you
must utilize all cover that you can.  The enemy will never hesitate to shoot 
at you, their weapons are just as accurate and deadly as yours.  Don't think 
that the game will allow you some leeway in this respect, it doesn't.


-----------------
Reloading Weapons
-----------------


Must I tell you this?  You must reload your weapons after you have expended 
most of the clip.  If you go into a battle with only five bullets in your 
clip (assuming you have a submachine gun or machine gun) then you are royally 
screwed unless your teammates provide some excellent covering fire for you.  
Always reload before rounding a corner or after a firefight, this will 
definitely save you a few game over screens.


------------
Health Packs
------------


I'm not going to tell you to use them, I think it is pretty standard knowledge
for any game that you play.  These gifts are dropped frequently by enemies and
are plentifully scattered throughout the level.  Never hesitate to grab one.


-------
Leaning
-------


Like some other games this game allows you to lean out past a corner or 
around one to see if there are enemies.  However this feature was only 
available in multiplayer mode, you can use this whenever you are in the game,
whether it be single or multiplayer.  The main advantage to this is that you 
will be exposing a minimal amount of yourself to the enemy while you can still 
shoot at them.  Try to use this in urban battles.


------------------
Crawling/Crouching
------------------


Never stand up straight on the battlefield, you are almost asking to be shot 
when you do this.  Always crouch or crawl, this will allow you the same amount
of mobility that you enjoyed while standing while at the same time making you 
much less of a target.


--------------------------------------
Picking up items and switching weapons
--------------------------------------


Whenever you approach an item or weapon you can press the F key to pick it up 
or if it is a weapon then you can switch it with the one in your hand.  You 
will automatically drop the weapon you are holding and then pick up the one on 
the ground.


------------------
Dealing with tanks
------------------


You will find in this demo that tanks are quite a nuisance to take care of.  
You cannot harm them at all with grenades or bullets, instead you must pick 
up some sort of rocket launcher to fire at it.  The game will almost always 
tell you where to pick one up so there is no need to worry about not being 
able to find one.  Once you have it one direct hit on the tank will destroy 
it.


-----------------------------
Dealing with cowardly enemies
-----------------------------


Sometimes you will encounter enemies that will almost never reveal a large 
enough portion of themselves to shoot at or never come out of cover at all.  
This is immensely frustrating, but don't waste 5 clips shooting at the corner
they are hiding behind you will not be able to shoot them.  Instead just whip 
out a trusty grenade and toss it by the corner they are hiding by, this will 
either flush them out for you to shoot or kill them when it explodes, either 
way you win.


------------
Melee Attack
------------


When you find yourself in very close proximity to other enemies you may find 
it prudent to use the Melee Attack.  Using the SHIFT key you can use your 
rifle to butt an enemy in the face.  This will either knock them out or knock 
them off balance so that they cannot shoot at you until they recover from the 
blow.


-------------
Bunny Hopping
-------------


Despite how much I despise bunny hoppers I will throw this in here because it
IS a somewhat effective tactic.  I must warn you however that this can only
be used in Single Player mode because due to new patches for Call of Duty it
has been eliminated for Multiplayer.

Basically bunny hopping involves repeatedly jumping around like a jackass to
throw off your enemies' aim.  Unfortunately this also screws up your aim so
make sure you either have good hopping skills or are proficient with your
weapons.  This comes in handy on the harder levels of Call of Duty.


------------------
Stationary Weapons
------------------


There are a select few stationary weapons in Call of Duty.  They can be either
MG42s or Flak Guns.  The latter of which only appears twice in the game.  To
use these just press the use key, "F".  You will then have whichever weapon
you have equipped replaced with the weapon you just selected.  Use them as you
would expect to, aim the crosshair and click.


---------------------
Reading the Briefings
---------------------


The game provides you with briefings for a reason.  The briefing sheets will
inform you on the weather, terrain, enemy placement and so on.  There is a lot
of valuable information contained in them so don't skip out on reading them.
Besides, do you have anything else to do while waiting for the game to load?
Of course not...


<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>--<:>
Tactics submitted by Cy 

- Let your squad do the majority of work. These guys are active fighters, and
can usually cover you quite well, not to mention mow down lines of soldiers
rather than wait for you to do it. All you have to do is shoot the supressing
MG42s and snipers to help.

- During mortar attacks, use the oft remembered superstition/rule-of-thumb
that bombs never fall in the exact same place. If you're running through a
field, take the route between defense objects (trees, cows, buildings) and
craters. These are pretty safe. Also, the deep craters are great cover. Move
cautiously, as your advancement usually triggers the next wave of bombardment.

- If you're too far from a target for an accurate shot with your carbine or
Thompson (and don't want to risk advancing), waste your handgun ammunition
trying to take out the gunner or sniper first, then try other strategies.

- Utilize the weak range of motion of MG42s to attack them. With help from
your squad's suppressing fire (and the gunners inept, slow panning), you can
almost always circle around a gunner and attack them from an extreme angle
they can't reach (I'm talking face-to-face shooting here).

- If you're doing badly on a particular part, try restarting the level to
explore the earlier parts you can beat. These can have helpful drops such as
health or grenades. Also, try rethinking your strategy. If a particular
approach isn't working, try another. If you know there is a programmed
sequence such as a tank or explosion coming, try moving opposite your squad,
as they often let the attack (and programming) lead them.

- In certain levels, you're more likely to find enemy ammunition around than
your own. This is why it is best to trade out certain weapons for others. My
best example is the American Thompson for the German MP. Many soldiers carry
them, and they are very easy to use single shots with, and despite others'
claims, can be quite accurate if used properly. These are good for
convservation of ammunition.


==============================================================================

       ---- 04)  Closing ----

==============================================================================


                        ==--==--==--==--==--==--==--==
                            - Legal  Information -
                        ==--==--==--==--==--==--==--==


This document is Copyright 2004 Don Fleming.  It may not be reproduced 
nor retransmitted in any form without prior consent from the author.  It may
not be altered, published, sold, given as an incentive to buy, etc. without
advance permission from the author. All outside sources which have contributed
to the making of this guide in some form have been cited in the guide.
Violation of the above terms can and will result in a lawsuit.

------------------------------------
SITES WHERE THIS GUIDE MAY BE HOSTED
------------------------------------

 - GameFAQs.com
http://www.gamefaqs.com/

 - Gamespot.com
http://www.gamespot.com/

 - Neoseeker.com
http://www.neoseeker.com/

 - IGN
http://faqs.ign.com

----------------------------------------
SITES WHERE THIS GUIDE MAY NOT BE HOSTED
----------------------------------------

 - CheatCodeCentral
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Ignorance to the law does not excuse you from any responsibilty for your
actions.  If you steal this guide you have broken the law.


                      ==--==--==--==--==--==--==--==--==
                            - Concluding Remarks -
                      ==--==--==--==--==--==--==--==--==


Erm...go out and buy the game, you fool!  Farewell until the next time!


El Greco  -> http://www.gamefaqs.com/features/recognition/36558.html <-






       ----------------------------------------------------------------
           Unofficial Call of Duty: United Offensive Strategy Guide
                              Copyright © 2004
                                Don Fleming