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Okay guys.
This is a guide on every mission of Black ops.
Please thank this thread for my work!
I'm only trying to help you guys!!
U.S. Campaign
[multipage=Mission 1 - Pathfinder]
As an advance unit, dispatched behind enemy lines, you find yourself alone in a field near where your fellow troops will be dropped in shortly after you. You and your cohort, one Sgt. Heath, are tasked with setting up a radio beacon that your planes will lock onto before dropping their cargo.
Before you begin running around, however, you might want to take a moment and adjust the game's brightness settings. You're going to be in the dark for the first couple of missions of the game, and the default gamma settings are awfully dark. Head to the Options screen and slide your brightness bar in the graphics menu up a few notches if you're having trouble seeing; otherwise, you can expect to have a hard time proceeding through the following missions.
After you take care of your vision problems, check your compass; it'll point you towards your first objective, which is to meet up with Sergeant Heath. Your first kill will occur at the top of the hill near where you begin, as a German guard is doing something rather undignified near a tree. Proceed towards him quickly and fire off a few rounds before he can pick up his weapon, then head through the arboreal passageway nearby to stumble across the dear, departed Sgt. Heath. Grab his legbag, and, if you wish, you can switch out your M1A1 Carbine for his M1 Garand. (You should definitely hold on to your Thompson, however.)
Two more Germans are playing checkers in a nearby bunker. You can dispose of them either by charging in with your BAR, or by tossing in a grenade. You'll come across the location for your radio beacon nearby. Place it and head deeper into the field ahead.
It's easy to not see this window open, so watch out for grenades from above.
The next objective is to "defend the dropzone," a suitably vague task that essentially means that you should stand around for a few moments while your teammates drop in from on high. As they come down, make your way to the buildings to your west; one building towards the north end will soon be populated by Germans firing out of the windows, and you'll want to be underneath those windows when this occurs. After the gunfire starts, use your BAR to clear out the soldiers at short range while your teammates begin advancing on the building. You won't actually be able to proceed inside the building until a friendly soldier comes along and kicks the door in. You should be getting an idea for how Call of Duty handles its single-player game; there are relatively few static enemies in these levels. Rather, the bulk of the game will consist of scripted events that won't activate until you step past a trigger point. While this makes for exciting gameplay, the drawback is that every enemy appears in the same point during each play-through, so if you run across a spot of bad luck, just reload your game and you should be able to predict where the trouble will be coming from the next time through.
Proceed cautiously through the next few areas, as Germans have taken up positions inside most of the buildings here. As you move through the houses and courtyards, be wary of upper-floor windows, some of which conceal Germans who will begin firing out or even throwing grenades at your squad as you try to move along.
[multipage=Mission 2 - Burning Village]
The village of Sgt. Mere Eglise lies astride a highway that the Germans will be using to transport troops along the rear area of the D-Day beaches. In order to prevent them from rapidly shuttling reinforcements to the landing zones, you'll need to take the village from the entrenched Germans and hold it until the invasion forces have advanced far enough inland to relieve you.
The quest begins in a narrow corridor through a cow field, which is bordered on either side by mines. There are three machine gun emplacements in the buildings to the west of your starting point, and the cow field itself will take a few mortar rounds as you head through, so stay away from the craters in the ground.
There are two ways to proceed along the cow field. First, you can head up along the right flank of the soldiers, use your M1A1 Carbine to snipe out the rightmost machine gunner, and then jump over the broken fence to kill the other machine gunners in the building nearby. At close range, they won't be able to let go of the machine guns quickly enough to prevent you from unloading your Browning in their faces.
Leaning out from behind the tree gives you an excellent opportunity to take out this gunner.
Alternately, you can head up along the left side of the cow field, hide behind one of the trees near a crater, and then use your M1A1 to snipe the rightmost machine gunner, as well as the gunner in the upper floor of the building ahead. You may have to wait until he's aiming at one of your teammates, however, since he's an awfully small target when he's firing at you.
After the first building is cleared, Cpt. Foley will call to your squad to begin moving up the street. Take note of the halftrack down the road with another machine gunner perched atop it. You won't be able to kill him until you've cleared out the second building to the south, along with the other Germans that will rush you from the burning church here. After there's a lull in the fighting, bring out whatever ranged weapon you have and lean around a corner to get a good shot at the machine gunner's head. When you spot a flying helmet, you'll know that it's time to move on.
Now that you've arrived at the village proper, the number of German troops increases dramatically. They'll fill most of the windows and doorways in the buildings across the street, and there'll be another machine gunner off to the north of where you'll turn the corner. Your best bet is to chuck a grenade or two into the buildings across the street, then run across to the small bit of cover afforded by the bend of the brick wall directly to the south of the first building the Germans occupy. From here, you can proceed along the building, filling any Germans in the windows with lead, and using your grenades to send the rest of the troops scattering. You'll probably be running low on ammo for your Thompson, so if you haven't already, this is a good time to ditch it in favor of a German MP40.
Another difficult sequence occurs immediately after you cross the road, as you make your way across the small set of buildings in the courtyard of the church and attempt to take over that building. If you're having trouble with this area, you can simply proceed far enough into the courtyard until you trigger the scripted advance of the Germans, then just lie prone beneath a fence until your teammates advance beyond your position. They'll do a fair job of killing the Germans for you, after which you can bust out whatever ranged weapon you have and dispatch the machine gunner in the church.
When you're in the clear, head into the church and kill off anyone left inside. There's a hole in the western end of the building, which forms a nice little roost from which you can kill off the Germans manning the machine guns and the mobile flak cannon outside. Do so and head back to the courtyard to find a passageway leading to the AA vehicle, then use your explosives on it and get around a corner before it blows.
That's a hefty gun, but these Germans are about to find out that it isn't much use against an incoming grenade.
There are still two AA vehicles to destroy, so don't get cocky yet. The next one is a ways past the first, and is covered by a half-dozen or so Germans behind the destroyed wall of a building. Let your teammates proceed around the corner ahead of you; you can either follow them around and attempt to flank the Germans from the right, or just use whatever cover you can get to lean around and snipe the Germans from the left of your teammates' defensive position. Whichever method you prefer should work.
When the German threat has been eliminated, you may wish to root through their corpses to find an FG42. This scoped rifle is capable of automatic or semiautomatic fire, and has a zoom distance much, much greater than the M1A1 carbine, or indeed any of the rifles that you've encountered so far. It and an MP40 make a fine pair of weapons that will serve you well in any combat situation.
Destroy the flak cannon here and move through the small passage to the west to begin your trek to the village square. Another flak cannon is parked in the corner of this small road, but don't run directly toward it; there's a machine gun set up across the way, hidden behind a brick wall so that it's difficult to spot from most of the street. You can attempt to circle around the machine gunner by heading up the right side of the street, or just bust out your FG42 and snipe him when he comes into view.
After the crew of the last AA vehicle has been dispatched, grab any ammo from them that you require and blow the vehicle. Cpt. Foley will call a little meeting right in the middle of the street, which doesn't seem very wise, but it does end the mission.
[multipage=Mission 3 - Village at Dawn]
Ste. Mere Eglise isn't much prettier in the daytime than it is at night, but it does allow for the Germans to begin a coordinated assault on your positions. What's worse is that they're supported by tanks and mortars, so you'll need to step lively if you wish to escape serious bodily harm. You can expect to become intimately familiar with your quicksave and quickload keys, especially on Veteran difficulty.
From the starting point, head across the street and into the small room where the rest of your squad is hunkering down. The mortars will stop firing shortly, but the hard part is just beginning. On Veteran difficulty, the next sequence will require a little luck and a whole lot of timing on your part if you wish to survive.
Foley will send out a soldier to scout; this poor sap will be redshirted right into an early grave, after which Germans will begin popping over the walls to the north and west of your position. A tank will also be moving in from the northeast, but don't worry about it just yet. Your first order of business is to assist your teammates in clearing out all of the Germans that jumped over the walls, so quicksave and start blasting. As soon as they're dead, more Germans will begin coming in from the east, and the tank there will begin hosing down your position with machine gun fire, if it hasn't already. If you're quick, though, you can make it to the church before you get shot down.
After you reach the church, switch out your ranged weapon for a Panzerfaust, then switch back to your MP40, or whatever you're using for close encounters. More Germans will have jumped over the wall near the entrance to the church, so kill them, then turn your attention to the Germans heading at you from the east. Your teammates will hopefully have eliminated most of them, but a few will usually penetrate to the church entrance, so stay on your toes.
When you have a moment in the clear, you can try to take out the tank with the Panzerfaust. Unfortunately, you'll notice that the PF isn't precisely accurate; the rocket it fires will deviate from the center of your crosshairs, often by a large amount. You can either try to fire multiple times from the church's entrance (you have unlimited ammunition in the church itself), or run up the left side of the street until you reach point-blank range.
Either way, the tank will be destroyed in a very satisfying explosion. Cpt. Foley will call you back to the church right away, as Germans attempt to flank your position. On the lesser difficulty settings, you can man one of the machine guns, but on Veteran, your best bet is to just stay out of the way as much as possible, since the potential for grievous injury is quite high here. Eventually the Germans will begin a retreat, and Foley will call for backup as he attempts to cut them off. Get another Panzerfaust before you head out, if you want to save yourself a boatload of trouble later on.
From this position, you'll be able to pick off Germans as they run towards the graveyard.
Foley will lead you back around towards where the second AA vehicle was in the previous mission, except that now the Germans will be where you were before. You'll be fairly safe if you just wait in the narrow corridor outside the firefight and lean around the corner to pop a few rounds off at a time, while waiting for your teammates to kill off most of the enemies. Don't expose yourself too much, or the Germans will lock onto you and take you down.
Eventually the Germans will be routed, after they retreat back towards the church courtyard, but in the distance the sound of a tank should alert you to imminent danger. The tank is actually on a trigger, as they all are, and won't bust through the wall until you get close to the corpse of the flak vehicle. When it does, however, it'll come out firing, and German troops will rush in to support it.
If you brought along a Panzerfaust, you shouldn't have a hard time blowing the tank away, but if you forgot it, or miss, you'll need to trek back to the church and pick up another one. The tank will begin firing off shells at you as you backtrack, so quicksave before moving and move quickly, lest you find yourself buried in the rubble of a bombed-out building.
The tank will eventually be destroyed, so head back to the church and pick up the weapon that you dropped. There's another tank to the southeast of the village square, but you shouldn't have to worry about it; a couple of your teammates will pop onto it and destroy it with a grenade in a very cool scripted sequence after you spot it.
From there, head to the south until Foley and the rest of your squad begin following you. Another scout will notify you of the mortar position to the southwest, which you'll need to destroy. Unfortunately, it's protected by no fewer than four machine gunners, as well as a sniper. If ever there was a time to use and abuse your FG42, this is it; use its scope to pop the heads of each of the machine gunners and the sniper, then start making your way through the field to the trench, where you can duck under the fire of the soldiers who replace the original machine gunners.
The two-man mortar team is located behind the building here, and will be so focused on firing off their shells that you should be able to dispatch them without taking fire in return. After they've fallen, clear out the rest of the soldiers in the field here, and stock up on ammo for your weapons. Find the car that's just rolled out of the garage and get in.
[multipage=Mission 4 - Car Ride]
There's a bit of dry irony involved in Call of Duty's depiction of a drive through the country, in that it's not quite a placid trip through the pastoral woodlands of the French countryside; instead, you're going to be locked into a speeding vehicle that's beset at every turn by gunfire and German vehicles intent on ending your journey as soon as possible.
Since Sgt. Moody steers the car, you won't be able to influence the car's direction at all; all you can do is sit tight and hope you don't get taken out by a German soldier. You'll be able to fire through the windows, of course, and fire you must, since it's kill or be killed during this level, especially as you make your way through the German lines.
The only real advice here is to quicksave often. You won't get hit very much, even on Veteran difficulty, but you should still use your MP40 or other weapon and fire on the Germans; even if you only hit them once or twice, they'll still be staggered, and a staggered opponent won't be able to fire back until they regain their balance, which usually won't happen until you're well out of sight. Don't blow through your ammo too quickly, however; you'll need to reserve some of it for a walking portion of the level later on. Instead, fire short bursts at enemy concentrations. You can hit your Use button to stick your head out of the window, but that's generally ill-advised.
Popping your head out of the window gives you a better view, but increases the risk that you'll take damage.
Eventually, Moody will come across a tank, get flustered, and drive you into a dead-end, which will prompt the three of you to leave your vehicle and head through the village here on foot. Proceed through the building nearby until you reach another exterior; after a couple of corners, you'll reach a road, at the end of which is a garage with another car in it. Take out the sniper in the building adjacent to the garage, then grab the machine gun next to the Kubelwagen and use it to put down the Germans that appear out in the street while your friend attempts to hotwire the vehicle.
After you're back on the road, you should mostly be home-free, if you can avoid taking fatal damage. The level seems to be pretty lenient on you if you've gotten this far, however, so you should be able to make it from the village to the Allied HQ without any problems.
[multipage=Mission 5 - Brecourt Manor]
Your mission here is to locate and destroy a series of artillery guns scattered throughout the countryside. Sgt. Moody is invincible, so you may want to stay behind him when you reach the trenches.
In the beginning, however, you'll need to cross some open space to reach the first artillery gun. Your best bet for getting there unharmed is to take the left flank, using the trees and rocks there for cover until you reach the trench that leads off to the south of the artillery, leading with a grenade or two to prevent the Germans from firing on you. Jump into the trench and finish off any troops that your teammates haven't killed yet; Moody will hop down and plant the explosives after all of the Germans are dead.
The trenches here are twisty beasts, populated by numerous soldiers, so watch your corners and keep your head down below surface level. You may want to switch out your Thompson for an MP40 when you have an opportunity, since you'll run out of ammo for it soon enough anyway. Follow Moody down the trench until you reach the next artillery position, which he'll make short work of, but watch out for the German that pops out of the nearby door after it blows. Drop him and head into the little bunker beyond.
Moody will proceed through into a little storage area. This would be a perfect time for a grenade, since Moody is somewhat mentally challenged and won't always fire on the Germans inside. Grab the documents in the next room over and move out to where a medic is cowering in another trench. Moody will proceed out to nab the wounded man, while you provide covering fire and prevent the Germans from reaching your position. The Germans come in through the foliage, and are thus a bit difficult to see, so look for muzzle flashes and aim at those.
Use grenades to lighten up enemy positions before sprinting towards them.
After Moody secures the wounded soldier, he'll pass along the explosives and tell you to move on ahead. Destroy the artillery to your south, then use the little stepping stone that the explosion created to get out into the open. Again, the easiest way to approach the enemy position here is to head up along the left flank, ducking behind the rock in the middle of the field. Once you reach the rock, chuck a grenade or two into the enemy position; this'll scatter them from the machine guns and let you charge in, guns blazing, while your teammates come up from the right. Take out the artillery here, then continue along the trench path.
The next enemy gun is guarded by a machine gun position, so you'll want to whip out your Garand or Kar98k. Take out the gunner and the engineers that are manning the artillery, then destroy the artillery itself.
The houses to the south contain your next objective. First, work your way through the farmhouses, then proceed inside the manor house nearby, where the last set of enemy documents are in an upstairs bedroom. You can man the machine gun here as the soldiers charge the house, if you wish; concentrate on the soldiers that come from the left side of the courtyard, as any enemies that reach the house will come up the stairs and assault you from behind. Be careful about the more distant enemies, as well: it'll sometimes appear as if you've dropped them, when instead they're actually just prone, lining up a shot with their Kar98k. If you feel too exposed while manning the MG42, you can try to run down the stairs and take out the Germans as they enter the house.
With the last set of documents in hand, your final goal for this level is to assault and destroy one more piece of artillery. There's another machine gunner outside the exit from the house you're in, though, so be careful as you proceed. From the house's courtyard, proceed to the west, avoiding the open gate to the south. Instead, you'll circle around the artillery and make a frontal assault; this way, Moody will take point (and thus take most of the enemy fire). Dispatch the soldiers, keeping an eye out for the sharpshooter at the rear of the courtyard, and set your explosives to finish off your objectives.
[multipage=Mission 6 - Chateau]
The assault on the chateau begins with the dispatch of a few German soldiers manning a guardhouse near the entrance to the mansion. There's an MG42 that overlooks your approach, so you'll need to carefully snipe out its gunner with your BAR. Just fire one shot at a time, hopefully while he's busy shooting away at one of your teammates, until you hear the German scream, then start running towards the guard post itself. There are a few Germans hiding behind cars here, so you'll likely get cut down if you proceed without caution. A few grenades should lighten up the opposition enough for you to proceed past the gates and clear out any stragglers.
The chateau itself is beyond the guard post, but its exterior is guarded by troop transport trucks that are able to teleport to wherever your squad is, as if by magic. These scripted events can be a bit annoying, but as long as you find cover as soon as you hear the squealing tires, you should be all right. The troop transports can be destroyed with enough gunfire, though even the ensuing explosion won't kill the Germans unless they're still inside the vehicle.
The chateau's front door is inconveniently locked, so you'll have to make your way around to the rear of the estate to find an entrance. If you're on a harder difficulty mode, proceed only as far as you need to in order to make Moody and Foley progress; when you have two invincible squad members on your team, it's only fair to make them do the lion's share of the work.
After the scripted sequence where two more troop trucks disgorge their contents into the parking lot at the rear of the estate, you'll have a short path around the corner to find a back door into the mansion itself. Moody and Foley break off your squad, leaving you and two other privates to track down any secret documents in the building. Unfortunately, your squadmates can and will die eventually, so you should quicksave often and take point while you remain inside the chateau. The stopping power of your BAR may come in handy here in the chateau; while it fires less rapidly than the MP40, it will take fewer bullets to kill a man. Just be careful to reload after every gunfight, since its reload animation takes at least twice as long as that of the German weapons.
Despite the proliferation of doors inside the chateau, the path you'll follow is quite linear, since most of the doors will remain locked until a German busts through them, submachine gun at hand, in another of Call of Duty's myriad scripted sequences. This won't happen for a while yet, so for the meantime, make your way through what corridors are available to you until you reach the room where the secret documents are contained.
Some doors spring open with little warning, so keep your wits about you when moving around inside the chateau.
No path is evident from this room, so backtrack until, voila, a German kicks in a door right in front of you, allowing you access to the mansion's ballroom. Kill the soldiers, being mindful of the pair in the balcony above the dance floor, and proceed on to the chateau's foyer, where soldiers will come at you from two different directions.
After that skirmish, you'll need to wrap around the building until you reach the exterior balcony overlooking the parking lot you passed through earlier. This balcony has been repopulated by Germans, so lean out of the doorway to kill them off, then proceed into the far room. You'll notice that another troop truck has unloaded a few more Germans in the parking lot; these fellows will start following the trail of bodies that you've left behind, so keep your ears open for stomping feet as you move on.
From the balcony, keep moving on until you reach a dining room at the foot of a flight of stairs. This seems to be a dead end, but if you look around for a moment, you'll note an eagle flashing on and off by the fireplace. Use it and an Indiana Jones-like secret passage will open up, revealing the Nazis' secret transmitting equipment. Destroy it with a hail of gunfire, and Foley and Moody will finally rejoin your little party.
Follow Foley down into the mansion's nether regions, where Captain Price is squirreled away in one of the prison cells, which one can only suppose are standard-issue on Austrian chateaus. After you kill the soldiers guarding him, you'll be tasked with escorting him back to your thus-far-unseen stolen German truck. Foley and Moody may or may not follow you; their AI seems to be buggy here, so you may have to lead Price up on your own. Keep an eye out for a couple of Nazi ambushes as you make your way to the final checkpoint of the mission.
[multipage=Mission 7 - POW Camp]
Captain Foley's brilliant plan to rescue Major "Dual" Ingram consists of having you snipe the guards at the gate, busting through the wire fence in the truck, then having you and the rest of the privates assault the troops in the POW camp while he and Moody sit in the truck until you return. To make matters more difficult, the entire mission is on a ten-minute timer which starts counting down as soon as you take your first shot, so you'll need to proceed as quickly as possible.
The aforementioned first shot should be aimed at the machine gunner on the right side of the camp's gate. Cap him, then take out the three soldiers to the left; after they're all dead, the truck will ram the gate and you'll be inside. The entrance to the camp is somewhat maze-like, with all of the buildings scattered around, but the other soldiers seem to know where they're going. A good route from the gate consists of moving along the rightmost fence until you reach an impassable building, then heading east along the corridors formed by the shacks in the camp. This will keep you away from the bulk of the barracks to the left of the entrance. As you might expect, German soldiers are to be found around almost every corner, so keep your weapon's ammo topped out whenever possible, and don't hesitate to drop your Thompson for an MP40 or MP44 when you spot a few of them on the ground.
When you pass through the main gate for the second time, there'll be a troop transport waiting for you.
After you pass through the first little nest of buildings, the path to Ingram becomes fairly linear. Stay on your toes, however, as Germans will often pop out of buildings as you pass nearby. When you pass through the camp's interior gate, which separates the holding cells from the German barracks outside, proceed to your left, through the dining hall, until you locate and free Ingram. Be careful for the sharpshooter in a tower outside the jail, though. The Major is, luckily, unkillable, and he'll be a big help during your trek back to the truck, since more soldiers have struggled out of bed, into their uniforms, and out into the camp's corridors.
Guide Ingram back through the extra-deadly corridors to the truck. Don't be fooled by the first truck you come across; this is actually another German troop transport. This minor impediment aside, you should make it back to the truck with a minute or two remaining, assuming you didn't wait around too long during your treks to and from the POW cells.
After returning Ingram to the truck, you'll be rather unceremoniously jettisoned into the British segment of Call of Duty.
[multipage=Closing page]
Okay guys.
There you have it.
No, I did not write this, but I decided that it would be handy to put up here.
Thanks.