Monday, 7 December 2009
Call Of Duty Modern Warfare 2 Online Guide Act 3
You will be with Price on this one. Follow his audio cues exactly, as the bot never makes a mistake in stealth or taking out the enemy. Only you can screw it up by firing early or missing targets. Take the shots he calls out and remember that you can avoid most encounters by moving on towards the white objective marker.
After you down the first patrol, you can move on. Don't bother grabbing a different weapon, as there'll be an M240 with Heartbeat sensor and some more powerful weapons when you actually have to fight. Trade the silenced EBR-14 for something heavier after you're done with the sneaking bit (when you and Price slide down to the village with the Predator AGM missiles activated).
However, you might as well start collecting ammo now. If there is an AK-47 Grenadier, take it in lieu of your handgun. You can start collecting ammunition and grenades for it as you check the bodies of the patrols you kill.
Continue following Price and take down the targets he designates. At the three-man, two-dog patrol, you can take out the last two men and one dog, then get the final man and dog (or let Price do it). Follow him to the village and you will get a Predator missile as well as a change in tactics.
At the village, swap your sniper rifle for the M240 with heartbeat. Your secondary should be a grenadier rifle, because you will find them handy in killing groups of enemies later (on Veteran).
With your allies covering you and the Anti-Ground missiles from the UCAV, you should easily take down the village to the subpen. Simply hide behind the houses and nuke the village of enemies. Refill your AK-47 grenadier (or if you don't have one, try to get one). While grenades are hard to use, they help immensely to clear the way to the subpen.
At the subpen, take out the enemy gunship and head down the hill with your team. You have two minutes to reach the watchtower with the sub and defend it while Price does his thing. Aside from the enemies remaining in the base, there are two trucks that come in with more reinforcements. The first truck will arrive as you pass by the the helipad towards the road running next to the submarine. If you can, trigger the truck, head back to cover and drop a UCAV missile in the road to clear it.
Since you don't have a heckuva lot of time (it takes 30 seconds for the UCAV AGM to be loaded and readied), you will need to make some forward progress on your own before you run out of time. Head towards the objective marker and stick to your M240's sensor to tell you where enemies are, then quickly switch to grenades to down them (or just shoot them). Unless you're terribly fast though, the A.I. will likely get the drop on you before you can fire. Inch forward and you should grab a checkpoint just before you hit the road, but around the time the second truck drives up along it to drop off more soldiers.
As soon as you can make it to the submarine (and see it), the timer should end. Alternately, you can jump ahead to the watchtower overlooking the dock to the sub. The watchtower has weapons and plenty of area to hide behind so you can use up the UCAV missiles. Once the UCAV is destroyed, stick with your short ranged weapons and keep yourself alive. The sub itself is more or less invulnerable. Don't forget you have claymores, so put a few on the stairs. When the sub's missile hatches sports activity, you've pretty much finished the level. Just sit tight.
After fleeing the BTRs, Price will say "Three man patrol, take them out or leave them be." There is a camouflage netting near where the three man patrol is. You can grab the laptop without alerting anyone, just move slow and stay out of sight.
At the sub-pen (after blasting the place with a Predator missile) hug the left side of the map edge and look for "Building 33" (note there are multiple such buildings in the base). The laptop is inside. If you've been messing around with the SpecOps mission "Sniper Fi", this is the same building you defend in that mission (except it has no interior in SpecOps).
From the building with laptop #2, head northwest and check the corner of the helipad where the gunship was idling. You may recognize it from the Predator strike (or worse yet ... from SpecOps; this is the rooftop where all those guys go up to so they can attack your defence point).
ACT 3-2 Second Chance
There no intel laptops on this level. If you're stuck in the space station scene, just tilt your view to the right to see what happens to astronauts exposed to orbital nukes.
After you are freed from the chopper wreckage, follow the others through the ruins to the building. If you don't, you will die. When things are finally quiet, follow Foley out to the next block to meet another Ranger (a courier). At the ammo crate, grab an extra M4A1 grenadier with plain old iron sights. You can use the extra ten grenades in the upcoming fights.
After meeting the Ranger runner, head into the office building and fight the Russians in the office building. Remember you have the ammo crate in the lower level of the building to restock your ammo and grenades, so be liberal with your explosives and flashbangs. If you are going to keep playing from Second Sun into Whiskey Hotel, see if you can pick up a rifle with an ACOG scope for later. It's not necessary though, if you are good with the placement of your impact grenades.
Fight through the first building, then the second office space. Things should quiet down when you head back outside into the rain. Let Foley and Dunn take out the crew near the disabled BTR while you restock. The final battle against the Russian army occurs after the BTR ambush. Use impact grenades on the enemies coming out while Dunn and Foley call out, "Star!" (a passcode). When all the enemies here are neutralized, move to the next mission.
ACT 3-3 Whiskey Hotel
Refill on the ammunition on the ammo cache before you meet the Colonel. From there on out, you can fight all the way to the Oval Office and come back to the ammo cache to refill on weapons. The key thing for this level is to fight only the enemies in front of you while ignoring the ones in the rooftops who are firing on other targets.
Use the wrecks on the left side of the battlefield and advance slowly from one wreck to another. You should be able to stop and whittle down enemies quickly as they rush to meet you. Sometimes, you can even take down shooters on the White House's roof. ACOG weapons are great for that, but less so once you enter the West Wing. Try to swap your ACOG weapon out for something for close-range wetwork before you meet Foley and Dunn in the President's office.
From the President's Oval Office, you need to do some close range H-to-H fighting (CQB). Use a sight that doesn't zoom and work quickly with aim-snap to quickly down enemies. You can use some of your grenades, but save about five or six for when the timer starts.
Beware of the press room. The enemies there are dense and if you move further past it, the checkpoint will hit and start you on a two minute timed run to get to the end (it's likely cinematic, but the time remaining readouts from the C.A.G. will occur even if you are not moving).
Once the timer starts, follow Foley and let him take point. Back him up only by killing enemies and staying on Foley's six. This way, the bot opens the way forward and takes hits intended for you. The final room at the 30 second mark is really a hard case. Expend your grenades and keep in mind several things: flashbangs affect your own allies as well, and won't affect enemies who are moving into the room after the flash goes off. Impact grenades won't detonate unless it travels far enough to arm itself and frags take time to blow up.
Use your three grenade types and your weapons to best take down enemies up close and far away (grenade the far off ones, shoot the up-close ones). Once the room is cleared, you have a clear path to the roof. Simply follow the prompts on your screen and you're done with the mission.
As soon as Corporal Dunn shoots open the door in the west wing, follow him and stick to the left wall. The laptop is on a black sofa in a roomful of enemies.
At the 30 second mark (use the radio transmissions to determine where you are), you'll likely be at the top of some stairs in a small yellow room. A small bureau in this room has the laptop on it. Note if you move further towards the objective, you should see Sgt. Foley pull out his green flares and head to the roof.
ACT 3-4 Loose Ends
Follow the rest of TF-141 down to the valley and go prone when the mine pops up in front of you. Once that's done, get back up and run through the smoke screen to safety. Going "left" through the smoke will deposit you in a field with tree stumps, which is a handy place to take cover and whittle down the enemy forces.
If you need a checkpoint, approach the cabin but you should spend some time clearing out the enemies around the cabin. This way, they will not be around when the final part of the mission starts.
You have infinite time to breach/clear the whole cabin. Begin with the lower floor first so you can get to the ammo cache. You will also be able to find a handy L86-LSW (no scope) downstairs. You can take the scoped version of the L86 on the middle level of the cabin if you want. Take whatever weapons you want, but keep in mind that weapons you "Take" then "Drop" are prone to disappearing as more enemies are slain.
Take only the weapons you need at the moment and refill your ammo at the ammo cache on the lower level (it is on the shelf past the G-18). Once you've cleared the cabin of enemies, but before you use the DSM unit, make the following preparations.
First off, locate the L86-LSW -- a light machinegun with a detachable box magazine for faster reloading -- on the middle level of the cabin (scoped version) or the unscoped version (the Hitman 2 Silent Assassin weapon wall on the lowest level of the cabin). The scope version is handier for shooting enemies. Refill its ammo and keep your ACR for its grenades.
Next, place a few claymores on the two parked jeeps outside, as well as behind every damn corner on the lowest and middle floors with doors and halls leading outside (like the laundry room, the stairs coming up to the middle floor, etc.). Make sure enemies cannot see the mines, or they shoot them. Remember you cannot trigger your own mines. Once the place is sapped to the desk where the DSM unit is, you can activate the DSM download and prepare to defend it.
Hide at the top of the stairs and fire down at enemies. You should be able to easily take down a majority of the enemies from here; the claymores will do some of the dirty work for you.
When the DSM is downloaded, make sure the path is clear. Grab the DSM unit and stay at the top of the stairs, or fall back to Ghost in the study at the middle floor. Take out the rest of the enemies before you move out.
Inch towards the extraction point -- you can go back into the cabin and fight enemies, but it'll be a tough sell. By sticking to the "left" as you head towards the extraction point, you can use the curve of the stage (and the hump of the hill) to block line of sight. Watch for enemies spawning ahead of you. Once the cinematic explosion takes out Roach, simply defend yourself with the AK-47 until the end.
Southwest of the cabin is a boathouse near the lake. The laptop is next to the fake netbook.
Inside the basement weapons cache -- the one cache with the ammo refill box.
The upstairs bedroom overlooking the two parked jeeps.
ACT 3-5 Enemy Of My Enemy
Enemies will continually respawn here, but they will only attack you if they spot you, if you fire on them, or if you get too close. Stay low, unmoving, and behind cover or tall grass if possible. You must kill enemies who are manning turrets and who are in your way to your goal. Unlike Solid Snake, Soap MacTavish is rewarded for killing enemies, so do so quickly and quietly when enemies are close by.
Stick to the edge of the map and advance slowly. There's no real time limit here despite the chatter. Speaking of chatter, listen carefully to the soldiers' comms. They will alert one another if they see you.
Drop from the airplane ramp and move to the left side. You should be able to have an easier time as most of Shadow Company soldiers are killed or distracted by Markarov's men. Watch for the SUVs that lose control. Price should be past a Shadow Company spawn point. If you have a flashbang, put one out and slip past them, or whittle away their numbers until there's a clear path to the jeep.
From where the mission starts, drop down and check plane wreck next to your starting wreck. The laptop is in cockpit.
As you near Price's ride, you will see a wreckage of a jumbo jet with its nose pointed towards you. You should be heading west across a wide road (check your mini-map). Note that this road is occasionally patrolled by light armor. Head into this wreck for the laptop (there may also be an occasional checkpoint, if Price keeps talking to Nicolai).
ACT 3-6 Just Like Old Times
Follow Price's lead and take down the patrol (callsign Disciple 5) without alarm. Get the guys Price tells you to, or the A.I. will take a precious moment to reacquire a new target and that may sound an alarm. Get down to the road and neutralize the final two guards before you hook up.
Head down the cliffside and slow down as you near the guard below you. Press the melee button when you're close enough (you can also spam the key) and MacTavish and co., takes care of things. Quickly head into the cave with Price and head left to avoid being detected.
Avoid the patrol and kill or leave the lone guard alone. Kill him if you need the intel past him near the break room. Otherwise, follow Price. Avoid the first pair of guards and kill the next pair. Price kills the guard at the top of the stairs, or you can shoot him.
Past the lone guard at the top of the stairs, the room will go dark and some soldiers will storm the room to murder you and Price. If you can locate the lit-up weapons rack, take the ACR with the heartbeat sensor. Otherwise, you will have to wait behind some columns and gauge the enemy's location by the laser sight.
You can try retreating to the stop of the stairs so you have more distance to down enemies, but remember that there are quite a few of them, and being that far away means your heartbeat sensor isn't that handy.
Past the red room, ditch your silenced Vector (keep the ACR) and take up a riot shield. Move forward and let Price snipe enemies to death. Don't forget you can melee enemies with the shield. When the cliff side is cleared, get ready to swap the riot shield for the SCAR-H thermal. Use your ACR with heartbeat sensor to deal with the enemies fast-lining down into the cave.
At the smokescreen ambush, let Price hold station in the middle of the room and cover his flank by using the ACR and SCAR-H and their enhanced detection gear to locate enemies and waste them. Take out the un-shielded enemies first (they tend to move close) then down the shield guys. This is really the last wave of enemies before the door breach, so once you're done, you're clear.
Breach the door using the ACR (it's sight is generally dot/holo) and watch for the knife guy (right) and the left guy (close). Take down the two enemies further on the left and down the right two (far) enemies on the right as they cock their guns. Use the keyboard override and escape the cave.
Fight through the final yard of enemies and hang back. There's no time limit and you can use your two different scopes/screens to find enemies easily. You should detonate the explosive barrels and use your remaining grendes carefully. Once you clear the last few soldiers guarding the cave, you can approach and end the mission.
Once inside the first cave, kill the lone guard who is smoking and go towards the area Price says, "That area is filled with hostiles, stay left." There's a laptop just down the tunnel you can grab without causing an alert.
When the room goes dark and a squad of enemies come into the area with laser pointers, there is a small alcove by the door leading to the cliffside. Check it for the laptop.
At the smoke screen ambush near the ammo crate, go towards the northwestern direction into a small cave with some more weapons and the laptop. You can easily grab this after the ambush and before you breach the door to the control center.
On the table with explosives across from the door override. If you're looking at the two timers, it's near the table by the left timer screen.
ACT 3-7 END GAME
The final part is more cinematic than actually play, but the gunships and RPG soldiers can kill your raft. Keep several things in mind: your G-18 has infinite ammo (like the snow mobile stage) and straying into the narrow fjords will thwart enemy choppers from mortaring your ass.
You should be able to get to the end of the course with little trouble (even on Veteran). Remember, go for the tight spots -- you're like Goldfinger. Toiyght. Toiyght like a tiger.
On the dock. By the raft. Near the warehouse. At 8 o'clock. In Pasadena. P.S. Bring the pimp cane.
Call Of Duty Modern Warfare 2 Online Guide Act 2
ACT 2-1 Wolverines
Follow Sgt. Foley to avoid the Russian BTR. You're lucky it's only a BTR and not a BMP -- the latter is tracked and has much more firepower. Follow the BTR to the ammunition cache on the right side of the street and throw the special grenades (smoke) to obscure the BTR's line of sight and head into the alley down the street (and on your right).
When you round the corner, try to duck behind the green dumpster, as there are plenty of soldiers waiting. Once the rest of the fire team catches up, you can head back towards the BTR. It should be gone and you can pick your weapons and refill them maximally with the ammunition cache on the top of the hill.
If you don't want intel, follow Foley to Nate's Diner. Otherwise, you can explore the town after you destroy that second BTR patrolling the immediate zone. Head for Burger Town to the south if you intend to explore. There is an RPG there (as well as the occasional RPG soldier). Clear out Burger Town and locate the RPG in the kitchen. Next, find the ladder to the eatery's roof. From the roof of Burger Town, you should be able to shoot down the BTR with one good RPG shot.Once the BTR is killed, head back to Joe's Diner (the restaurant next to the Nova Star gas station). There is a EBR-14 with Thermal scope inside, as well several choices of weapons. Take the ones you're most comfortable with, and remember you will be doing a mix of sniping for a brief period of time.
Head to Nate's retaurant with (recommended) an EBR-14 with Thermal and any rifle with a dot/holo sight and preferably a grenade launcher. Go to the rooftop and refill on ammunition and other items. If you want, you can move the sentry gun turret to Joe's Diner (behind the counter) or alternatively mine the area behind the counter to kill a problem that spawns there later (sentry gun is better).Place claymores at the tops of ladders and at the corners of doors leading into the diner and onto the rooftop. Note that your character will not trip his own claymores, so don't worry about it.
When you've taken account of how things are laid out on the rooftop (including the Meet Sgt. Foley and start the wave defence mission on Nate's rooftop. Exchange any weapon (EBR-14 or other weapon) for a Stinger before you are called off the roof by Foley because of an incoming Predator strike that slags the building's roof. This stinger (next to the ammo crate) will help you in a later part of the mission.If you slew the Russian spawns in Joe's Diner with the sentry gun, it should be an easy walk towards the diner. Otherwise, you will need to make your way to the diner carefully and down the enemies using sniping at medium distances. Clear the enemies at the counter and take the UCAV control laptop.Clear out the enemies attacking the diner by going prone behind the counter and wasting the enemies who round the corner (an RPD or the M240 on the counter helps with this). You can also scan the stage using the Predator's missile cam to see if enemies are near you. Use the missiles to blast the concentrations of enemies as they close in on you and Nate's diner. If you need the missile to speed up, press and hold fire once the missile is launched to strike fast.Once the initial waves of enemies are downed using the NCAV laptop, you can head back towards Nate's and head towards the Burger Town. The fire team's goal is now to fall back to the Burger Town and none of the enemies inside will be vulnerable to the missile strike. You need to do it the old fashioned way.
After a while, you'll notice your UCAV will be gone -- because it's been targeted and destroyed (in an event, not by enemy action). At this point, you'll find out that a pair of MiG Hokum gunships will be lurking in the area. If you brought down that stinger from the roof of Nate's restaurant, you should be good.
Head to Joe's Diner even if you have a stinger. Take the first shot against the enemy Hokum and down it. If you lugged the stinger from Nate's over here, feel free to take the Stinger in Joe's restaurant and shoot down the second Hokum when it appears.If you didn't bring the stinger from Nate's, you will need to go back there (and up on the roof) to get the second Stinger S-A-M and down the second gunship before it turns you and your buddies into red, red chum. When both gunships are down, evacuate with the rest of fire team Hunter 2-1 by going south towards the convoy.
The first laptop is in the Nova Gas Station office (the station next to the Joe's Diner).
At the Burger Town, locate the garbage cage (a brick rectangular structure with no roof) on the east side of the establishment. It will be outside the burger joint. The laptop is inside the dumpster. Note if the Russian BTR is giving you trouble, there's a rocket launcher in the Burger Town's kitchen. Take out the BTR if it's interfering with your exploration.
Have it your way inside the Taco To-Go. That place is due east of Burger Town.
The CRB Financial building north of Nate's Restaurant. Avoid the CASEVAC and Sgt. Foley while going there, or Russian soldiers will spawn in the bank and kill your ass. Check the online banking area for this laptop.
ACT 2-2 Hornets Nest
Follow the rest of TF-141 to the top of the hill and whittle down the enemies here. Again, like the previous stages, there's no actual time limit here (unless something appears on your screen telling you so). Clear out enemies and you can proceed without being molested by enemy fire.
Down the enemy technicals ('technically' combat vehicles) and scour the ground for good weapons. You'd likely want a scoped weapon (the UMP45 you have works well) but a grenadier rifle would be better since you can simply explode people. Clear the first area and head down the street to the junk-littered lot.
Follow the team down the street and take out the enemies in the junk-filled yard. That done, work over the enemies at the "Dragunov house" before proceeding to the next street. Note there are two routes to go, but you can always double back and take on enemies as they purse you and the team into areas you've secured already.Head up the street and take down the enemies at the intersection (grenades work). The safest route, if you have a 30+ round machinegun and a full magazine, is to head into the ice cream shop, go upstairs and move slowly while prone, taking out enemies as you crawl back onto the streets. MacTavish and the ever immortal Gaz-Ghost dude will be able to kill other enemies as they move up the street with you.Past the ice cream shop intersection, there's another junkyard with technicals, snipers and auto-gunners before the market. Spend time clearing enemies here as well and take stock of your weapons. You won't need the ACOG soon enough, and only any weapons with a dot/holo sight (or iron sights) as combat ranges start getting closer and closer.
Follow MacTavish and Ghost through the market and take things slow. An MP5K or UMP with dot/holo sights is perfect for this section. Use your allies ruthlessly, since they are invulnerable and you're not. You should be able to reach the end of the market without much problem if you expend your flashbangs and frag grenades -- use them up. You won't have them in about five minutes.Mantle onto the rooftop after the football field fracas and jump for the transport. Roach will slip and fall down, losing all of his weapons. At that point, run for your life through the favella's buildings and rooftops. Pay attention to open doors and the objective marker as it shifts and moves from place to place. You will need it to guide you out. Sprint when you can afford to and you will slide down to the last room and the chopper as a thirty second timer counts down (you only need about 5 second to make the actual jump).
Destroy the two technicals in the initial area and cross first street. Check the first house on your right as you march towards the next objective. There is a blue mini-car in the garage of this house. The laptop is in that house.
At the turn in the street (past the technicals in first area), go southeast towards the chainlink fence demarking the edge of the map. There'll be a giant ambush in a junk-filled yard. A toolshed next to the building with the Dragunov marksman has this laptop.
Clear the intersection (as ordered by MacTavish) and locate Pelayo's ice cream shop. The laptop isn't in there, but it's in the second floor of a residence (same building) next to it. You can locate the blue mini-car parked in front of this residence and grab the laptop on the second floor, or you can enter the ice cream shop, go to level two and continue walking west (you should still be in the interior). When you exit, the first door to your right is the residence you're looking for.
Past the marketplace, the first dust-off is waved off by MacTavish so your team can get to the rooftops. Before leaving the soccer field on the ground level, locate the flaming pick-up truck. To the left is a soccer goal and behind the goal is an open window with the laptop.
ACT 2-3 Exodus
Follow the Stryker (it's generally tougher than you are) and use the laser designator to hose down houses and enemies. If enemies are near a location, the Stryker's gun will attack them. The key is to stay off the street and pop out only long enough to fire the designation.
Hose down the first house on the left, then switch quickly to the yellow house on the right. Clearing enemy rocket soldiers will keep the Stryker in handy shape so it can help you take down enemies rappelling from choppers later. You can even use it to destroy sentry turrets, etc. with its explosive rounds.
Take out the houses one at a time to the Arcadia community security checkpoint. Fight through the Russian opposition there and move over the long covered bridge into the neighborhood.
For those of you who completed Wardriving in Spec Ops, this section should be very familiar. Use the ammo crate and start weeding out the houses of enemies. Since you have more allied bots here, you can afford to take more chances and rush ahead knowing Foley and Dunn will cover you, as well as the Stryker.
Once you've taken over the house with the AA guns, the Stryker designator will be an artillery designator. Simply designate the AA tanks and send in the heavy rain. After all the SAM sites are taken out, follow Foley to the address General Shepherd orders you to inspect. Once you collect whatever is in the panic room, the mission is over (there are no more enemies after the SAM tanks).
Before the Russian checkpoint at Arcadia, locate the Garden Villas Apartment Building (north side of the street). There is a small security office for the apartment complex on the street. The laptop is in that security office.
At the Arcadia sheltered community's checkpoint (before the long covered bridge ... which is really an East Coast New England thing dating back to early colonial times in the Americas), check the southern security office for this laptop.
Cross the covered bridge with the Stryker into Arcadia. The second house on the right has this laptop on its second floor. The target house is next to the one with the AA guns.
ACT 2-4 Only Easy Day Was Yesterday
Both weapons (SCAR-H with thermal and M4A1 MOD 1) are silenced, so use either for all operations apart from the breaching. You likely won't need to change your weapons at all for the whole stage, unless you run out of SCAR-H ammo at the top level and switch to an F2000 with thermal sights.
Clear the first room of enemies, and head to deck 2. Wait for the chopper to pass by and get ready to breach a second time. Once the second room is cleared, place C4 on the highlighted bodies and follow MacTavish to the ambush point.
Once the second deck is cleared of enemies, head slowly uptowards the third deck. Stop and clear enemies at the stairs and ready your M4A1's grenades. You will need to head into a room with a Stinger launcher to take down the enemy gunship. While the AT-4 can take down the chopper on Veteran, the timing you need is exceptional, since you need the chopper to pause for five seconds or so for the rocket to be aimed and fired. The stinger makes this unnecessary provided you have a good lock-on.
Grenade the corner past the stinger crate where enemies pour in. Blast the floor or wall behind them to catch them in the blast. Flashbangs also work, to buy you some time while you reload or for MacTavish to take them down. Once you've downed the eight enemies (or so) who pour into the room, secure the corner (i.e., make sure no other hostiles are there) and take the Stinger from the crate to swat that fly outside. Swap back weapons and continue.
Work up and around the next corner, and try to flash bang the door at the bottom of the stairs MacTavish takes (Ghost takes the outside of the rig, which is just as hard). Past that section, you will have the chance to stock more F2000 and Intervention ammo. Keep the weapons where they are -- you can always come back and get them if you run out.
At the top deck where the smoke screen ambush occurs, take down the enemies in the corner past the forklift by the stairs. There's a corner where a fuel tank and the railing form a great corner for turtling and attacking enemies. Use up the SCAR-H with thermal and swap it out for an F2000 thermal. You want to keep your M4A1 SOPMOD1 for the breach.
Take down the enemies in the windows and work your way to the right door. This is an easier breach since two of the enemies are really close (the right one is a knifer -- kill him first). Once the room is cleared, follow the team to extract.
Save first room of hostages and go to deck two. In the storage room where you are warned about an enemy gunship, check the equipment rack for the laptop.
After saving hostages on deck two and placing Plan-B, check the corner room near the stairs leading from second deck to third deck. The laptop is again on a storage rack.
On the third level, there are stairs going up then down towards some enemies near fake (or non-interactive) weapon crates. Around this time, MacTavish or Ghost will say something about using the hallways to get around and ambush enemies. Check under the stairs in the rig's interior for the laptop.
ACT 2-5 The Gulag
Start by sniping the enemies on the parapets and taking them down before they activate the SAMs. Don't fire too much though, as the EBR-14 you're using will be your main sniping rifle until you've entered the prison. Take pot-shots, but don't waste ammo. Once you're down on the ground, run towards the fence with the enemies to activate them, then retreat and pick them off slowly.
When enemy numbers wane, trigger more by approaching MacTavish. Retreat and resume sniping. You should have plenty of weapons to choose from after this is over.
Swap the EBR-14 for something with grenades (scoped or not). You will need it for the shower room shoot-out (recreated for Modern Warfare 2 from its Modern Warfare 1 version, which was recreated from The Rock). The extra grenades will help in downing the gantry snipers.
Head into the armory and survive the ambush by using a riot shield. Kill your attackers and take-back your grenadier weapon if it's still there. Move to the next level and use night vision to see and down the enemies.
Head through the dark tunnel and let the team clear the rooms (not you). They are invulnerable and react faster than you do. Unfortunately, you have to clear the maintenance area yourself, but the lights are now back on. Use a mix of grenades and gunfire to pick troops off at a distance. At this range, you should be okay with the dot/holo sights.
In the showers, use grenades on the snipers in the walkway and flashbang the troops on the ground so you have a chance to kill them. Don't forget that you can knife enemies up close if you need to. LiIke MacTavish, Roach's fruit killing skills are exceptional.
Locate the prisoner's cell, breach into it and prepare to escape. There should only be one more enemy as you try to escape, but he is often stunned from the debris and killed when more falls on him. Don't worry about it and head for the marker.
Before entering the prison, there are stairs going up to a control room overlooking the entry gate. Check this room for the laptop.
Inside first prison control center after entering the castle.
After the armory ambush, go to the next gate "airlock" and check the prison office (room 327). If you rappel down, you screwed yourself. Restart the checkpoint.
In Price's room. After meeting him, check to the breached hole's left for this laptop. We say left because the breached entrance should be behind Roach as you play -- not to the breached hole's right as you walk around a warzone snapping pictures with a 14.2 Megapixel digital camera you bought CostCo.
ACT 2-6 On Their Own Accord
Head outside to Foley and Dunn to assault the Capitol building. There're several weapons in the bunker, but unless there's a second grenade weapon you can take, don't bother. You need more grenades here than you do anything else since you can impact those bastards instantly.
Stick to the trenches and follow Foley as usual. Stay low in front of the Capitol until Foley gives you the clear -- the LCAV needs to blast the enemy snipers and rocket soldiers so you can enter without being blasted. Once inside, use the ammo cache to insta-refill your grenades and blast enemies as they shoot from the upper level.
Continue through the Capitol's grounds and shoot up the place. Put a few rounds into closed doors to make sure no one is behind it. There are often enemies in closed doors looking down long hallways. Of course, an impact grenade instantly breaks such doors.
As you head back out to the mezzanine (an Italian architectural term for a level between levels), zap the soldier coming out from the right (grenades work) and clear out the losers on the left as well.
There's a third ammo crate on the balcony where the SAM station is. Blow up the SAM turret if you want (it knocks it out so you can attack the building safely again later) and restock on the ammo cache next to it. Take your grenadier weapon and follow the fire team deeper into the building and don't be afraid to flashbang rooms you're not sure of. If you're out, you can revisit the crate downstairs for more grenade ammo.
Head to the ambush point and slaughter the enemy fire team inside the overwatch spot. Before you head in (as per Foley's orders), play dumb to the A.I. and plant claymores around all the corners and desks in the hallways and rooms leading to yours.
Ditch your sniper rifle(s) for a Javelin and reload your other weapon (the M4A1 grenadier will do). Snipe the rocket soldiers on the street. Once the targets are all downed, step back and switch to the Javelin launcher. This weapon will be able to lock onto the enemy tanks (correct) as well as enemy choppers (incorrect). Regardless, simply locate the nice bright green squares on your Javelin's viewfinder and let 'er rip.
Note that enemy soldiers, if they've been marching towards you in the hallway, should be decimated by the claymores by now and Foley and Dunn can take care of the few stragglers. If you do find yourself fighting enemies after the Barrett sniping sequence, do it quickly and avoid dying. Take out the Javelin after you've dealt with the enemy infantry.
When the last of the enemy troops and armor are blasted in this scenario, ditch the Javelin and switch to the M4A1. You will need to grenade, and shoot your way to the roof and board the escape chopper in two minutes. Let the soldier open the door and you're on your way. Use the minigun on the chopper and hose enemies on the ground and atop structures. Have fun blasting the SAM turrets on the rooftops, because you will eventually be shot down and crash. At that point feel free to do nothing. As long as Ramirez stays in the chopper's wreckage, nothing can injure him (it's a cinematic).
At the lobby elevator, stand on the corpse blocking the doors and grab laptop inside. If you go further (to the SAM site) and then return, the dead body will be gone but the blockage will still be present.
Locate the SAM site in the Capitol building. A corner room next to a copy machine has an enemy hiding inside (and shooting) with this laptop.
Call Of Duty Modern Warfare 2 Online Guide Act 1
This should be easy. Follow the instructions and you pretty much get tutored on the game. You can only fail by shooting or knifing someone or holding the live grenade too long. Finish the training and head over to The Pit by following the white dot.
Run the course in The Pit after talking to Cpl. Dunn. You may find the assault rifle handy in piercing several hostile targets at once (although shooting a civilian target is also possible). The course is designed for you to run through it once without reloading.
Regardless of how you finish the course, you can select any difficulty and stay with it. Veteran difficulty is not all that hard since there's a limit to the enemies now.
There is one laptop in the training stage. From the stairs leading down to The Pit's entrance. head north and locate an equipment shelf (or makeshift counter) near the base's perimeter denoting the edge of the map. According to this illustration, there's a bridgelayer and a watchtower that are also visible.
ACT 1-2 Team Player
Crouch behind the berm on the bank and fire on the enemies across the river. You can use the grenades from your M4A1 grenadier, but you can save them for the school later. Fire on the bank and then on the soldiers who appear at the opposite bridgehead.
Note that damaging vehicles with the mini-gun will cause the car to explode and kill you before your own vehicle gets clear. Focus on hosing enemies operating weapons and aim high (not low). The enemies should die with one prolonged spray of gunfire from your General Electric mini-gun.Clear the school out and make sure to let Foley and Dunn take the lead. Allied bots do not die (even on Veteran), so letting them take fire so you can locate shooters is what most armed forces call, "teamwork." Yeah. My team work. Use your own grenades liberally on each floor. One or two in each room will generally clear out enemies if your explosion hits. Remember you also have four flashbangs and four frag grenades as well.
Try and pick up an AK-47 Grenadier so you can carry more grenades. The grenades may not be always handy, but having one at the right spot means people get nuked quick. Note that the grenade round needs to travel some distance to arm itself -- if you fire too close, the round will impact an enemy or obstacle and fail to arm its detonator. Modern solutions like HEAB ammunition promise to resolve this "glitch".
Follow Foley and Dunn out to the street once you clear the rooms. The last room in the school can be flashbanged or pounded with grenades (you pick). Don't forget your M4A1 has penetrating power, so if you spot movement behind some cover, fire into it. You may be surprised that shots penetrate more objects than you'd dare imagine.
Work the streets slowly and time your grenades with masses of enemies. You're nearly close to the end, so saving up ammo is for losers. When IGN says expend ammo, you expend it, chiefly because you can sometimes score a very lucky hit and down enemies who are stumbling from your gunfire or from your thrown grenades. When you throw out so many damned explosions, you'd figure something will die. Meet Shepherd at the end of the CASEVAC site and end the mission.Inside the school, clear the second floor of enemies and follow the target Ranger. Sgt. Foley will state, "I saw one of them head into the classroom," which is the room where the laptop is. If you need to narrow things down, check the corner classrooms once you're on the second floor; it'll be in the one before you exit the rear entrance of the school.
This laptop is sitting on ammo crate outside rear entrance of school, next to a taxicab.
ACT 1-3 Cliffhanger
Follow MacTavish's lead and pull your aiming and firing controls to go along with the ice-climbing portion of the game. Note that after the jump, you should probably depress the fire key (default) to keep your right hand on the ice pick.
Once you get to the top, deploy the ACR with Heartbeat Sensor and use it to navigate through the blizzard. Note that even on Veteran, the enemies here will be fairly dumb and will not hear your approach unless you are moving quickly and doing it close to them.
The first priority is to place the C4 charge on the end of the airfield to secure Plan B. Evade enemies, let MacTavish take them out for you and follow the white dot. There is a pattern to all guard patrols, but nothing beats the experience of learning it on your own -- no guide (not even a video guide) can assist you in learning from experience.
What we can say, is once you've reached the Quonset tent that serves as a mess tent, you want to move around its back (with the objective marker ahead, go right). This will put you up against fewer enemies. Remember that dead bodies cause alarm, and unlike Solid Snake, you have no method to pick up and move dead bodies, so you will want to pick isolated spots to drop foes.
MacTavish will neutralize enemies who are single and seek to avoid to kill those who are in pairs or part of groups (since he will have to kill all the enemies if that occurs). Keep this in mind as well as an eye on your heartbeat sensor as you move towards your goals. Just in case, check the bodies of those you kill. You may want to take an AK-47 Grenadier or AUG H-BAR Scoped for later.
Once you've met with MacTavish, head into the building. Reload all your weapons as well, and consider using an AK-47 Grenadier if you have it. There won't be much stealth after you grab the ACU. With the ACU in hand, there'll be a large contingent of enemy soldiers holding up MacTavish. Opening fire, attacking, or doing anything other than the scripted Plan B will get MacTavish killed and fail the mission.
After Plan B is put into action, shoot your way out to the airstrip. There are many enemies, but it is still possible to run at this point in the game (even on Veteran) after you clear the initial mess of enemies. Keep the ACR in hand unless you need to make far off shots. Any weapon will do now, since all the enemies are alerted to your presence.
Stay low, use the designated MiGs for cover and make your way to the orange fence demarking the start of the snow mobile course.
Hole up at the cabins until MacTavish and you down the snow mobile crews. There'll be a marker on the snow mobile you need to take. Don't touch it before the marker appears, or the vehicle collision will kill you (even if the snow mobile doesn't move).
On the snow mobile, your character has infinite Glock G-18 ammunition which you fire using the aim button. Gun the snow mobile, slowing down only for turns and you can't go wrong even with so many enemies in pursuit. Spray the front of the vehicle with 9 x 19 Parabellum and most of the pursuers should die with little trouble.
Jump the final gap and head towards the extraction chopper to end the mission.
After Soap and Roach split, there is a guardtower with laptop on its catwalk. If you haven't yet reached the mess Quonset tent (and triggered the jeep event), the objective marker should read approximately 20 meters.
As you head towards MacTavish behind the hangar (after placing the C4 charge on the airstrip), check out the hangar where two orange suited technicians are working on a Mig-29. You will need to break the windows to get this laptop, so you can either take out the technicians or follow MacTavish into the building with the ACS unit. Once you (but before you take the ACS unit), you can wander back outside and the technicians will be gone.
Okay, so the final laptop is on an ice field while you're being chased by a Russian Kamov gunship (the new types are like Cobra clones and not counter-rotating) and Russian dudes gunning for you like in a bad James Bond (The Spy Who Loved Me) movie. What you want to do is locate this fence (above). This landmark is easily encountered if you stay on the right side of the course (instead of left, which is a SpecOps shortcut for the Time Trial).
Note that the distance shown here is relative -- the objective marker shifts from place to place during the motor chase (meaning the distances also change) so the "1880 meters" is a guesstimate of where you will be when you first see the fence.
From that fence, you will turn left 90° and come out onto a small clearing with a conspicuous looking patch of woods in the middile of your screen. Since the compass (and mini-map) has been so helpfully removed for this section of the mission, you're going to have to rely on landmarks to get around. Too bad for you (and us) that every damn landmark looks exactly the damn same.
The laptop is in the small woody copse, slightly on the right side. Here, you can see it above the snowmobile's left tachometer. Simply drive over it and you will get the item (you don't not need to hold your reload button).
Act 1-4 No Russian
There are no laptops in this level, chiefly due to the slow, slow pace Pvt. Allan is walking. It should be noted that you don't need to neutralize civilians and non-combatants to maintain cover (even on Veteran). However, you cannot attack Markarov or his men since they are flagged as your allies for this mission.
What you want to do in the initial part is stay behind Markarov and his team of terrorists and check out the weapons being dropped by slain security guards. There's a dual wield M9 around the time you near the elevators as well as some MP5Ks you may want in lieu of the slow-to-reload M240. Keep the M4A1 Grenadier -- you will need the grenades for the riot shield carrying F.S.B. soldiers later.The action doesn't heat up until you hit the tarmac. There, Russian F.S.B. soldiers will appear and attempt to take down your party of insurgents. The FSB forces will have shield soldiers, so you either shoot them in the foot to cause them to stagger (and thus expose more vulnerable body parts), or you can roll grenades past them to disrupt their lines.This will likely be the first mission you will undergo a level of firepower of which you've not experienced before. Only two of your bot allies (Markarov and the other guy) will be invulnerable to enemy attacks -- the others are easily killed off, shifting the battle slowly against you.
Fight past the terminal office with the FSB, survive the last few waves and get to the extraction ambulance. Some surprises are genuinely the ones you don't want popping out of a birthday cake.Act 1-5 The Takedown
Chase down Rojas' henchman -- but first, learn to duck while sitting in vehicles. Press the duck button and crouch down to avoid a favellan version of the drive-by (in favella, pedestrian drives-by you!). Once the driver is killed, MacTavish will signal you to get out. Do so and follow him. Ignore weapons (all of them are M9s) and chase after the quarry.
Catch up to the target, zoom in with the UMP 45 with ACOG and let 'er rip -- at the legs. Neutralizing the enemy at this point won't assist in your interrogation, unless you happen to be Delta Green, and have a ghoul's ability to pick-up memories from the deceased by devouring their brain. Once the target is downed, the mission moves to the next section.Note that despite the frantic urgency of the radio transmissions, there is no real "time limit" in this mission so take your time and clear out the enemies as they come out in waves. You can probably withstand the first three or four waves of enemies right where you, Royce, and Meat all drop into the favella. Use the car wrecks for cover and take down enemies until they stop appearing.
Use this chance to familiarize yourself with the favella as much as possible. Despite its ramshackle appearance, it is actually quite a simple figure-8 (albeit several overlapping figures-8). As a general rule, the interiors are easier to lose enemies in while the outdoor areas are easiest for you to get a good line of sight on enemies to down them.Once you're past the fence with the dog, you need to proceed more carefully. Retreat back to earlier (cleared) areas if you get under intense fire. There're plenty of checkpoints to insure you will learn your lesson when twenty enemies appear from the same location from the same house and waste you. Learn to trigger enemies, then hang back and pick them off one by one.Fabrique Nationale's FAL with ACOG is a good weapons to have for this mission, since it's accuracy and semi-automatic performance is good for medium ranged sniping.
Your character will catch up to Rojas, Ghost and MacTavish soon after the flaming blue car in the street. Simply battle the last few militia in the favella and you can move on.In the first area of the favella (before the fence with the rabid dog) stick to the left side as you make way to the ojective marker. There is a house (approximately 125 meters from the objective) with a fence/cage filled with junk (and is the only one in this section of the favella to have it). Inside this particular house is the laptop.
In second part of the favella (now past the fence with the rabid dog), there is a house with a ladder approximately 77 meters from the objective. This ladder leads to a room with the laptop.
From the building with laptop 2, head southwest (use compass) and through the building's door. Outside, there is a blue building in front and a brick building to the left. The laptop (#3) is in the brick building to the left.
As you near the "Capture" blip (or where Rojas is), there'll be a flaming car in the upper favella. Put the capture dot on the left side of the HUD and have the fiery car in front of you. Enter the building to the car's right. There is a narrow staircase leading down to the laptop (note, if you walk around, you can also jump down to the balcony to the laptop's room).
Call Of Duty Modern Warfare 2
Return to today's war front with the second chapter in the Modern Warfare series. Modern Warfare 2 continues the gripping and heart-racing action as players face off against a new threat dedicated to bringing the world to the brink of collapse. Playing as as Sgt. Gary "Roach" Sanderson, your international squad of elite soldiers battle through harrowing combat scenarios that range from snowy mountaintops in Siberia to the crowded streets of Rio de Janiero, Brazil and beyond, facing a terrorist force hellbent on redefining the boundary lines of today's modern warfare. Players can face the threat alone or with other players in cooperative SpecOps mode. For even more intense combat, take up arms against online foes in enhanced deathmatch warfare on a host of Modern Warfare 2 maps.
Release Of Gran Turismo 5
UPDATE UPDATE UPDATE
The release date for GT5 has been changed again i will update when that is.
New Gran Turismo 5 Demo
"It will be the first opportunity to get a hands-on taster as to what Yamauchi-san and his Polyphony team have been carefully crafting and polishing at their Tokyo base," Sony says.
U.S. players who download the demo between December 17, 2009 and January 25, 2010 are eligible for the time trial challenge, with the winner for the fastest lap time taking home a trip to the upcoming Indianapolis 500 this May. Take a look at the contest rules if you're interested.
Just so there's no possible confusion, Sony Europe confirmed this is indeed new content.
"This is a downloadable time trial featuring new content from GT5 not GT5 Prologue."
The GT Academy will run in the following countries:
- UK
- Ireland
- France
- Switzerland
- Italy
- Germany
- Austria
- Denmark
- Norway
- Finland
- Sweden
- Spain
- Portugal
- Netherlands
- Belgium
- Australia
- New Zealand
However gamers in countries not mentioned on the list need not fear as there will be a special Gran Turismo 5 Time Trial Challenge for them to get to grips with it, too.
If you want to keep up to date with what’s happening with GT5 and the GT Academy 2010 keep checking back on the PlayStation.Blog and also check out the following links.
This was all confirmed on ps3.ign.com
Playstation 3 Console Review
Its graphics is powered by an NVidia graphics chip called an RSX ("Reality Synthesizer") which operates at 550 MHz core clock with over 300 million transistors, and is claimed to be more powerful than two GeForce 6800 Ultra cards put together.
Comparing the PS3 to the Xbox 360 as far as specifications are considered is near impossible, due to the fact that the GPUs and CPUs are constructed differently. The RSX has a smaller number of pipelines than what the Xbox 360 boasts. But this could mean that they are more powerful - so its difficult to comprehend. The new Nintendo Wii is an even harder comparison, due to the completely different market that the Wii has appealed to.
The online facility, as with the Xbox 360 is an important factor. The PS3 can be played online for free, a positive in comparison with the Xbox 360 Live (a £39.99 subscription a year). However, downloadable files will cost, but this shouldn't be a major issue for the overall lifetime of you PS3 online experience. The PS3 has connection via Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x 3 (input x 1 + output x 2) and wirelessly through Wi-Fi IEEE 802.11 b/g.
The controllers on the PS3 are not a redesign as first anticipated, infact the controller looks similar to the old PS2 controller. But the rumble feature of the DualShock does not exist, although it has the ability for wireless (Bluetooth) technology and have a motion sensor, with 6 degrees of freedom (all as standard). The PS3 can accommodate up to 7 players at one time, also additional controllers can be connected to one of up to 6 USB 2.0 ports available (front x4, rear x2). Furthermore, PSP owners will be able to connect their handheld gaming device to a Wi-Fi port as either a controller or an additional screen, perhaps even for viewing tactical information in game.
The system is available in 3 colours shown below; white silver and black. The media format that the games will be stored on is called Blu-ray. A single-layer Blu-ray Disc can hold 25 GB - roughly 5 times more storage than a standard single-layer DVD. The Blu-ray drive will support all Blu-ray formats (BD-ROM/BD-R/BD-RE) and be backward compatible with current CD and DVD formats to enable "some" PS2 games to be played (Sony say 200 do not work). As well as this flexibility, what really separates the PS3 from the Xbox 360 is the fact that the console doubles up as a Blu-ray DVD player. At the moment the benefits of such a system has not reached its full potential, but can be just as successful as the PS2 was to DVDs (providing that Blu-ray stays competitive with HD-DVDs).
After a couple of years this console will easily be considered value for money. A reduction in price coupled with Bluray movies being its partial sucessor to DVDs, there's no reason why it can be everyone's no. 1 choice - but would that be too late?.