FAQ/Walkthrough Xbox 360

"The dead know only one thing: it is better to be alive." - Full Metal Jacket
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            Call of Duty 4: Modern Warfare FAQ/Walkthrough (360)
                             Written by ATesta
                    Version 1.1 - Last Updated 11/19/07

_____________________________________________________________________________

Table of Contents
-----------------
   1. What's New?
   2. Introduction
   3. Controls
   4. Basics
   5. Walkthrough
        5.1  -  'F.N.G'
        5.2  -  'Crew Expendable'
        5.3  -  'Blackout'
        5.4  -  'Charlie Don't Surf'
        5.5  -  'The Bog'
        5.6  -  'Hunted'
        5.7  -  'Death From Above'
        5.8  -  'War Pig'
        5.9  -  'Shock and Awe'
        5.10 -  'Safehouse'
        5.11 -  'All Ghillied Up'
        5.12 -  'One Shot, One Kill'
        5.13 -  'Heat'
        5.14 -  'The Sins of the Father'
        5.15 -  'Ultimatum'
        5.16 -  'All In'
        5.17 -  'No Fighting in the War Room'
        5.18 -  'Game Over'
   6. Laptop Locations
   7. TV Locations
   8. Multiplayer
   9. Achievements
  10. Credits
  11. Legal Disclaimer
  12. Contact Information

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                               1. What's New?

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v1.1  (11/19/07): Added Intel and TV Locations; multiplayer section.
v1.0  (11/18/07): Initial version of guide.

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                               2. Introduction

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Call of Duty 4: Modern Warfare takes place in teh futurez and teh ppl haev 
futurist-esk guns and its not in wwii anymore! whomg!!! oh, teh places u'll 
go, doctor seuss! And with a multiplayer deeper than Halo 3 and a campaign 
funner (yes, funner) than... err... Halo 3, it is obvious that Call of Duty 
4: Modern Warfare is better than... well, Halo 3. Because, like, it's deeper! 
And funner! And comparing the two is a mindless, idiotic act that should 
never ever be done because the two games can, indeed, live in harmony. Heck, 
if you wanna compare this excellent game to anything, all you'd have to look 
at are these indisputable facts: Assassin's Creed was produced by a hot chick 
while Call of Duty 4... was not.

Well damn. :(

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                                3. Controls

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      A Button: Stand, Jump
      X Button: Reload, Use Object
      B Button: Crouch, Prone
      Y Button: Swap Weapons
 Right Trigger: Shoot
  Left Trigger: Aim
  Right Bumper: Throw Frag Grenade
   Left Bumper: Throw Special Grenade
      D-Pad Up: Night Vision
   D-Pad Right: Claymores
    D-Pad Left: Grenade Launcher
    D-Pad Down: C4/Airstrike
 Left Joystick: Movement
Right Joystick: Look, click to melee

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                                 4. Basics

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Take Cover
----------
Taking cover is absolutely vital to survival. Anything can be used as cover,
ranging from broken cars to trash bins to walls. This should always be your
first priority in campaign mode. To cover, find a good position and press B
to crouch.

Aim
---
Press LT to aim as much as possible as it's more accurate than shooting from
the hip.  Different guns have different scopes. You walk slower when aiming,
so be sure to cover before you aim.

Reload Often
------------
Don't run around with half a clip; always reload your weapon when you are
running about or when you are taking cover. The last thing you want is to
reload when taking enemy fire!

Grenades
--------
Grenades are very useful in the game; throw frags when the enemy is blobbed
up or hiding behind cover. Flashbangs work best when trying to infiltrate
an area. Remember that your own grenades can hurt you. Try to throw back
enemy grenades if you can, but your first priority when seeing the grenade
icon should be to bolt out of the way.

Guns n' Guns
------------
Mostly always, it's best to swap your pistol with an enemy automatic weapon
that takes different bullets from your current automatic. That way you have
little fear of running out of ammo.


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                               5. Walkthrough

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Covered on the "Regular" difficulty, though any is applicable for this guide.

=============================================================================
-------------------                                      --------------------
                              5.1  -  'F.N.G'
-------------------                                      --------------------
=============================================================================

After the game's opening introduction, walk to the white tables directly 
ahead of you and hold X to pick up the rifle. After that, head to the first 
firing range, denoted by a big white "1" on the ground. At the range, hold LT 
and shoot both of the bullseye targets by squeezing RT. If you want to invert 
the controller, choose yes when prompted.

To fire from the hip, merely press RT without aiming. After shooting the 
three terrorist targets, Gaz will ask you to shoot a target through a piece 
of wood. Just aim in the center of the obstructive piece of wood and fire 
away. The next task concerns auto-targetting by repeatedly pressing LT after 
shooting a target.

Once that is complete, walk back to the same white table where you obtained 
your rifle and pick up the pistol. The next task is mindbogglingly simple; 
merely press Y twice to switch to your rifle and then back to your pistol. 
Gaz states that it is faster to switch weapons than reload, a valuable tip. 
Next is melee, so walk over to the white tables under Gaz and knife the 
watermelon by pressing the right joystick.

Captain Price wants to see you, so walk outside the firing range via the door 
to your right and head west down to the blue factory. The door will 
automatically open and you'll meet Captain Price, who will discuss this 
little training course you are about to play in. Head right to the ladder and 
look up while moving forward to climb it. At the top pick up the rifle 
(replace it with your pistol) and the flashbangs.

When you are ready, press X to shimmy down the rope and start the training 
exercise. Fire at the three targets through the window while moving right to 
the door. This exercise is about speed and accuracy, so just shoot each 
target with a little squeeze of the trigger. Once all targets are down, 
sprint down to position 2 at the stairs. A target will pop up at the bottom; 
shoot it and quickly sprint down the remaining stairs, turning left inside 
the door.

Here, immediately throw a flashbang (by pressing LB) into the room in front 
of you. Shield your eyes by turning away or else your character will be 
blinded by his own flashbang. Shoot both of the target in this room while 
sidestrafing to the door to your left. Walk through this door and you'll be 
in another run-and-gun area; after shooting both targets in this room, take 
the door to your left to a hallway.

Just one more room left. At the hallway promptly lob a flashbang into the 
room ahead of you. Shield your eyes and quickly down both the targets in the 
room. Once that is finished, sprint out the door to your right and sprint all 
the way to the finish.

Getting good times requires some practice, but rest assured you can repeat 
this course as many times as you like. The main tip for achieving faster 
times is running-and-gunning; never stop and aim at a target but always shoot 
at it while running to the following room. Over time the course will become 
familiar enough to even rival the record score.

After you've run out of fun on the training course, run over to the monitors 
to finish the level. Here you can choose your difficulty if you do not like 
the one appointed to you by your performance on the course. This guide will 
cover the "Regular" difficulty since most people play the game the first time 
on this, but you can choose whichever difficulty you prefer.

=============================================================================
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                         5.2  -  'Crew Expendable'
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=============================================================================

Intel Locations
---------------
1. In the room with the two sleeping terrorists. It's on the table next to a 
   desktop to the left of the bunkbeds.
2. In the first big cargo hold room down the stairs. It's to your left after 
   descending the stairs.

That Captain Price is a pimp, smoking his cigar in the rain and all. After 
you're on deck, the squad will take out the baddies through the glass. Follow 
the team through the door and down the stairs. At the hallway, aim and shoot 
at the loitering tango. Reload while you follow Gaz into a bedroom with two 
sleeping tangoes and rather cruelly shoot them in their sleep.

Follow the gang back out to the deck and down the stairs. It doesn't matter 
if you stealth across the ship, crouching and taking cover at every crate, or 
just sprint across; either way the squad will take out the two tangoes on the 
higher platform without your help. Continue down the ship until you're near 
the building at the end. Take cover behind a blue crate and shoot at the 
tangoes in the windows if you want; after a few seconds an ally helicopter 
will fly over and any remaining men.

Once the enemies in the window are down for the count, Captain Price will 
split up the crew and fortunately you're in his team. Follow him to the door 
and breach the ship in classic style. After descending a flight of stairs the 
real fun begins as tangoes start to come out and play. I'd almost recommend 
allowing your squadmates to again neutralize the targets, but if you want to 
shoot through the obstructive leaking water pipe, by all means.

Run down the hallway and up to another door that your squadmates are huddled 
around. One will throw a flashbang into the adjacent room; this is your cue 
to infiltrate and take out both the tangoes on the floor below. Follow the 
team as they stealthy make their way down the room, but rest assured there 
are no more enemies here. At the door wait for your team to breach and follow 
them up the stairs to your left.

At the top of the stairs you will encounter more tangoes on the opposite 
platform. I advise taking cover behind the high crates in front of you while 
aiming and shooting precisely. Any enemies that you fail to kill you will 
meet at the choke point down the stairs, but they're fairly easy to pick off 
even if they have cover.

The next room is a real dozey with tons of enemies. Proceed with caution as 
you take cover behind the crate directly in front of you at the door and pick 
off all of the tangoes ahead of you. A frag or two could prove immensely 
useful here if the tangoes bunch up or take too much cover. Do not go out of 
your cover position, however, until you have all the tangoes in front of you, 
as their are also an entire batch to your right. To kill these tangoes, 
either use a frag or gun them down while periodically taking cover to reload.

Follow the squad to the other side of the room and take cover at the second 
line of crates. One enemy is at the corner on the left side of the crate; 
wait until he pops out to kill him. After that, mosey over to the far side of 
the room and more dialogue will occur. Get inside the cargo and hold X to 
pick up the manifest. Sprint back to the squad and after a little game of tag 
we have another cutscene.

The mood is frantic, but this last part is basically a game of follow the 
leader. As you backtrack up to the deck of the ship you will encounter no 
enemies; just be sure that you stay up with your squadmates. At the deck, 
make a few sharp rights and press A to make the jump to the helicoper. And if 
you die, don't worry - as the game over screen aptly states, no one makes the 
first jump.

=============================================================================
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                            5.3  -  'Blackout'
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=============================================================================

Intel Locations
---------------
3. On a table in the very first house you clear on your left.
4. On the second floor in the building where Nikolai is being held. It's in 
   the oversized bathroom.

In the first few lengthy scenes you will have no control over your character 
besides looking; just take the game's story in the big overdose that you are 
given. This mission involves rescuing one of your informants Nikolai from 
hell. Sounds fiery.

Follow the crew until they stop; if you look closely enough you will see two 
guards loitering about. Either you or one of your squadmates will kill both 
of them. Your guns are silenced in this mission, so you probably won't 
attract the attention of any other guards as you aim and fire.

In addition to the two guards outside, the little house also contains two 
guards watching television. Wait until the crew gets in position at the door 
before you engage; I recommend firing from the window on the right side as 
you have a clear shot.

Head back out to the wilderness and follow Saz and Price to some more houses. 
Here they want you to plant some claymores and lure the enemy outside. To 
plant claymore, press right on the d-pad and RT when you have a proper spot. 
In front of the door with the shadows inside is quite a nice position. But 
really, you will probably kill them all when you try to get their attention. 
While aiming into the room, slowly walk left so you can view inside through 
he open door. Shoot both of the tangoes in the head and you're clear.

There is an additional enemy at the houses adjacent to this one; either Gaz 
or Price should neutralize it without any problem. Follow the team up to 
another house, through a living room and a kitchen, and back outside. At the 
meadow the team encounter some good guys that will aid you in rescuing 
Nikolai.

Follow the entire team up the hill pathway. Some of the Russians will venture 
off the path, but stay on it all the way to Price and Gaz. The game will now 
introduce you to sniping. Switch to your M21 sniper rifle by pressing Y and 
get ready. Obviously the sniper rifle has a great scope, so press LT to zoom 
and wait until the soldiers off in the distance start to run. Snipe all of 
them out.

It seems machine guns will pose a problem to soldiers (who knew?) and so it's 
your job to shoot both of the soldiers manning them inside the first house on 
your left. One of them is in plain view and should be a pushover, but the 
other is behind a wall with his gun pointing out. Merely shoot through the 
wall - where you think his body would be - a few times and he'll go down.

Head into the burning building and out through the opposite door. A 
helicopter has just landed an armada of troops and this is the perfect time 
to use the grenade launcher attachment to your rifle. Press left on the d-pad 
and aim for the blob. Of course you probably won't take that many out, so 
switch to your sniper and snipe them all out while taking cover behind either 
the log with Kamarov or the house with Price.

Once you've thinned their numbers a bit switch to your rifle and start 
pushing down the battlefield from cover to cover. First kill the enemy behind 
the busted car and take cover behind that. From this position take out the 
three men behind both of the logs.

After you've massacred everyone here, head over to the opening in the white 
fence to your right (it will be denoted on your compass) and partake in some 
deer hunting. You can either use a regular rifle or a sniper rifle to kill 
all the men below you in the town; I personally find the regular rifle much 
faster but less efficient.

Once a few armadas are down for the count, Kamarov will lead you to another 
area. Follow him and Price will rough him up to get the information on the 
whereabouts of Nikolai. Hold X while over the glowing rope to slide down. 
From here jump over the cement fence in front of you and take out the guys in 
this area, using the haystacks as cover. Optionally, you can enter the house 
to the right of the haystacks and pick everybody off from in there.

After killing'em all, follow Price up to the big house and position yourself 
in front of the door Price is near. Turn on nightvision by pressing up on the 
d-pad and you'll be able to see in the dark room. Take out the enemy near the 
table and enter this area. From here aim through the door into the hallway 
and wait for the creeping guard to come into sight.

Once he's gone, ascend the stairs and shoot the guard laying in the corner. 
Another enemy will wildly shoot with his hand out the door on the opposite 
side of the room; just fire at the door and he should go down. Nikolai is not 
in that room, however, but the room to the right of it. A guard will peep out 
just as you are about to enter, so either give him a fistful of bullets when 
he pops out or shoot him through the wall.

Now that you've rescued Nikolai, head out the door in the connecting room and 
turn off nightvision. Follow Price to the helicoper and press A to get in. 
After some good intel from Nikolai, the mission ends.

=============================================================================
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                       5.4  -  'Charlie Don't Surf'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
5. Inside the first target building in the basement. Behind the room with the
   AK-47 on the wall.
6. In a guard post to the south after the first target building. It's on the 
   second floor on a table.
7. After the heavy firefight with the machine gun truck, walk down the road 
   until you see a stairwell on your right. On the rooftop of this building
   lies an Intel near a television.

Oh my, intertwining stories! That's, like, so pulp fiction! Once on the 
ground, follow all the other soldiers to the target building. If you get lost 
just use the compass to guide yourself. After the soldiers breach the door, 
let them go inside and take down the tangos in the room before you enter. 
Switch out your pistol with an AK47, too.

From here you're asked to take point, which automatically means you'll have 
some enemies randomly popping up out of nowhere. Head down the stairs and 
shoot the tango behind the table. Take cover by the crates and take out the 
three remaining tangos in the room; they should each helpfully reveal 
themselves after each dies, so you onlu have to face one at a time.

One of the other guys will ask you to watch flank, and please do just that 
and kill the two enemies that enter from the far door. The room that your 
squad is eying is full of tangos; I suggest throwing a flashbang and a 
grenade and then breaching, sticking to the crates on the right for cover. Go 
slow and don't run up to the end of the small room, as a cornucopia of tangos 
are hidden behind the far crates. Just take your time and either take them 
out one by one or do a massive flank attack.

Out of the opposite door, head up the stairs and back outside. It seems Al-
Asad is broadcasting which could only mean he's at the broadcasting center. I 
guess he really wants to be found. Anyway, follow the squad to the choke 
point at the road. It's most safe just to stay behind the car and pick the 
tangos off, but if you're feeling Rambo you can sprint across to the wall on 
the right side and get a clear shot.

After killing all the enemies, head down the ally to the left and you will 
reach a checkpoint after some jets fly by. This next area is a little square 
box with a little square of cover in it. Enemies will try to flank you from 
the south; dispose of them and take their position. Once the area is clear, 
exit through the east alley.

Take down the tango running down the street and move yourself into cover. 
Once the jets fly past, follow road and take a right at the fork; a truck 
with a machine gun will pass. Take cover, and work on killing all of the 
tangos on top of the building ahead of you. Take out the RPG baddies first, 
as they can make mice meat of your squad.

Once all of the tangos on the top floor of that building are down, continue 
down the street and you'll encounter *gasps* another armada of enemies. Throw 
a grenade at them to thin their herd; you might even blow up a car if you are 
lucky. Just take them out the same way you would any other tango by taking 
cover and firing away. Alternatively, you can go up the stairs to that 
building the tangos before were firing from and get a sniper/RPG to own them. 
Either way.

At the four-way road, go north (on the compass) and creep out behind the 
wall, killing the tangos on the roof of the building northeast of you. You 
also have to deal with hostiles wandering around in the area below you, but 
they mostly stick to the other side behind cover. After you take the roof 
hostiles out, flank the tangos on the ground.

Head to the north part of this area and follow the soldiers to the TV 
station. Wait for the marines to breach the door before you enter. Take 
caution when entering out of this room and into the hallway as a trigger 
happy enemy awaits at the end.

After disposing of him, head down the hall and take the first right. Enter 
this room and take cover behind some desks. There are lots of enemies in this 
room and the adjacent; it is best to take it slowly, going from desk to desk 
and making sure the tangos are neutralized at each other.

When you reach the adjacent room, you will notice that it has rows of 
electronic equipment; quickly cycle through each row looking for tangos. If 
you find one, take cover behind a row and return fire when they are 
reloading. Additionally, you can acquire a shotgun here if you want one.

Take the door in the western corner and get ready for a very big firefight. 
This room is absolutely huge and sports two floors; luckily, with the help of 
cover and flashbangs, you should do alright. It's best to capture the office 
on the opposite side of the room (from where you are at) first. This can be 
achieved by running and gunning using the office spaces as cover.

When you reach the office, quickly enter and flank any remaining enemies 
firing outside. From here, make your way to the opposit end of the office. 
You'll do most of your killing at the door here; it should be pretty easy 
besides some bogeys on the second floor. Use flashbangs and frags as 
necessary. Flashbangs especially make this battle immensely easier.

After clearing the room several times, head to the door in the northwest part 
of the room. The marines will breach and more marines will come to your aid. 
Ascend the stairs in the opposite side of the room and head through the door 
outside. From here walk to the other side of the roof and enter through the 
silver door.

Inside the building again, walk all the way down the hall and wait for the 
other marines to breach. Turns out no one is here, and the mission ends.

=============================================================================
-------------------                                      --------------------
                             5.5  -  'The Bog'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
8. In the first building you infiltrate this mission, if you stick around the
   second floor after it is clear, some marines will breach a door in the 
   hallway. Inside lies another Intel.
9. After destroying the tanks using the Javelin, run down the alley and keep 
   turning left until you see a refrigerator. On the opposite side of that
   area, behind a stack of boxes, you will find the intel.

Walk down the road with your fellow marines until you encounter a lone enemy. 
If one of your squadmates doesn't kill him, do it yourself. Make your way 
down to the end of the road, taking down the shooters on the second floor of 
the building to your right by firing through the pieces of wood. Take cover 
at the car at the end and swap your pistol for a rifle.

Someone demands you to take point, so keep crouched and head down the stairs 
to your right. At the bottom, turn nightvision on and enter the dark building 
to the left. In here immediately take cover behind the pieces of wall, 
preferably the rightmost piece since it is the biggest, and fire at the 
enemies in front of you when the peek out. Some other marines will topple in 
from the left, so be sure to not accidentally shoot them.

Head up and stop at the beginning of the stairwell. One of your fellow 
marines will be caught in melee halfway up; shoot that tango down. After 
ascending, peek through the door and you will see all those nasty enemies 
that were shooting at you before. Take gleefull pleasure in firing at their 
backs; maybe even use a frag if you're up to it.

Walk down the hall but be weary of enemies to your left through the opening 
in the walls. There are three in this room that are manning machine guns. Two 
are easy killable from the hallway, while with the third you need to almost 
enter the room to see.

After disposing of them, man the machine gun in the room by holding X. From 
here, mow down all the troops in the adjacent building - the one directly in 
front of you. Once they're full of lead, make your way back to the hallway 
and help the marines breach the last remaining room, which holds a single 
enemy.

Head back down the stairs and enter the first door to your right. There are a 
ton of enemies outside of this building, so fire at them while they're trying 
to take cover for some easy kills. Instead of playing the firefight game 
here, go two rooms to your left and head outside. Two tangos are in the 
building in front of you; eliminate both of them and enter.

From here, ascend the stairs to the second floor and fire at all those then-
covered now-exposed enemies from the second floor. You can even use the 
Dragunov if you like. After that, head out to the rooftop via the only door 
in the room and get ready to kill all of the enemies on the highway. There 
are literally a ton and you'll have to take cover repeatedly; either crouch 
near the periphery or hide in the little house to your left.

Now it's time to blow up some tanks. Sprint back downstairs and outside to 
the Javelin; it will be flashing and clearly indicated on your compass. Swap 
it for whichever rifle you are not using and head back up to the rooftop on 
the second floor. Aim at the tanks on the far end of the highway with LT and 
wait until you hear a fast ringing sound. This means that you are locked on 
and can fire the rocket.

After destroying all four tanks, head back down to ground level and northwest 
to a hole in the fence. Continue to follow your squadmates all the way to the 
checkpoint. This next area is pretty dicey, so be prepared with your favorite 
weapon. When you are ready, head out to the tank.

I find that the best cover is the trash bin near the tank. You're job here is 
to hold off all enemy troops from destroying the tank, which means that RPG 
enemies are your primary concern. Also don't let any soldiers get too close. 
Just fire from the trash bin and when you take too many hits hide behind it 
so you can heal up.

Enemies will sooner or later start to come from the west. You cannot neglect 
your western front, so cool it for a bit on the people ahead of you and start 
mowing down the people that are flanking you. After this you'll have to do a 
balance act with both sides before the objective is complete.

Before you can get air support, you need to destroy the anti-aircraft gun. 
Makes sense, no? Head west, taking cover behind objects of debris, and enter 
the first open building to your left. Inside here you need to kill all the 
men on the opposite side of the street; I find a grenade comes in handy here. 
There is also a guy on the second floor so be sure to kill him.

After you have cleared the other building, sprint over to it and make sure 
everyone is really dead. Make your way through the small building and out the 
opposite door; here lies the anti-aircraft unit and three soldiers. Be smart 
and don't just jump out of the building, kill them either through the window 
or with some impressive side-strafing.

Once they are toast, hold X to plant the explosives on the anti-aircraft gun 
and run outside the building. Press RT to set off the bomb. It seems the 
helicopers also need a beacon, so sprint over to the glowing area clearly 
denoted on your compass and hold X to place it. Take cover behind the trash 
bin nearby and watch the fireworks. After the pretty show, sprint back to the 
tank to end the mission.

=============================================================================
-------------------                                      --------------------
                             5.6  -  'Hunted'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
10. After the firefight with the flashbang, it should be inside the building 
    with the soda machine near the door. Get this one after the firefight.
11. In the makeshift building right before the barn but after the 
    greenhouses.

After the cutscene, pick up the rifle near the dead pilot (apparently Soap 
did not watch "Full Metal Jacket") and follow your team down the path. Do not 
shoot the guy at the end; he is a friend and will aid you in this mission. 
His first big piece of advise is to hide as enemy units are driving your way. 
Sprint under the bridge and wait for them to pass before moving out.

On Price's cue, head out from under the bridge and south to a house. price 
will breach; there is no one inside, so make your way to the window. You will 
see three enemies outside talking to someone; kill all of them and the 
(assumingly) civilian will run inside. There are two more enemies in this 
area, one behind the barrels near where the two guys were talking and another 
in the bushes on the side of the house.

Once all is well and dead, hop the fence to the west and sprint with the team 
across the field. About halfway through a helicopter will fly by and try ti 
impede your progress; if you hold down B, though, and drop to the ground 
until it passes, you will be fine. After the helicoper is gone run to the 
house in front of you.

Here some enemies will pop up from behind you. Shoot them and then - gah - 
the helicopter will reappear. And then the enemies will be like ninjas. 
Thousnads of them. You can shoot the ones that get close, but mainly take 
cover behind the red tractor until Gaz opens the basement. Be the first 
person inside when he does.

Price will ask you to find a way out of this mess, so take the stairs up 
inside the house. From here, shoot all those unknowing baddies that were in 
the field from the window. The ones you didn't kill will think smart and try 
to flank you by running around back. Make your way to the opposite side of 
the house, killing any enemies that enter or who are already inside. Remember 
that you can shoot through wood and that if you run out of ammo there are 
plenty of other guns lying around.

Follow the squad around some buildings to another firefighting scene. Here 
you can either shoot from the windows inside the abandoned building or just 
grin and bear it with the rest of the team. Note that they will sick two dogs 
on you here - be sure to gun them down before they get close to you. I 
recommend actually staying back a few paces from other squadmates at first so 
a dog doesn't by chance run up and maul you.

Once you've clear this area, head over to alleyway and you'll find - shocker 
- more enemies. These guys have pretty good cover, so either frag them out or 
blast them out. More dogs try to attack, but you can easily dispose of them 
with a pocket full of shells.

Again there is another line of enemies, and again you'll use the old enemy 
line to your advantage. This time take cover behind the cars and kill the 
baddies behind the truck and the cans. You can try to flank them if you want, 
but make sure the area up to them is clear first or else you will take heavy 
fire.

Follow Price down the dry river and crouch again the same vine-ridden wall he 
does so the helicopter doesn't see you. On his cue, run up to the field and 
hide behind the haystacks. Silently and stealthy make your way down the field 
using the haystacks as cover. Sooner or later someone will compromise your 
position - sprint to the last haystack and take all the enemies on the 
periphery of the field out.

After this, head northwest and enter the greenhouse. You'll start to take 
heavy fire; crouch behind the walls and return fire through the window. 
You're initial target is the small building ahead of you. After you kill the 
soldier in that building, advance to that as your cover base. From this place 
you can easily take out the remaining enemies outside.

Head into the other greenhouse and shoot the enemies out the opposite side. 
Price says you need cover, and you really _do_ need cover - the helicopter 
will most definitely tear you a new one. Run into the wrecked building and 
take out all the men to the southeast. There should only be a few outside 
taking cover behind cargo.

But you really need to get inside that barn at the end, so sprint on over. 
Unless you are taking heavy fire, do not enter just yet; instead wait for 
fellow soldiers to show up and flashbang the room. There are several enemies 
in this room including someone with a very deadly machine gun, so frags and 
quick firing are musts.

Once the room is clear we find that the dead left us just the perfect thing - 
a Stinger. Pick it up and wait until the helicopter is in view before walking 
outside. Aim with LT and wait until you hear a rapid ringing sound, which 
means that the rocket will automatically lock on. On your first attempt the 
helicopter will dodge it with flares, but as they say the second time's a 
charm. Or was it third? :)

After the helicopter is out, head back inside the barn and follow Price to 
the second floor door. Once he opens it, run outside and stop just before the 
road. Here Price will call in air support and kill all those nasty buggers 
ahead of us, saving us quite a fight. After the fireworks, sprint down the 
road to the bridge to finish the mission.

=============================================================================
-------------------                                      --------------------
                        5.7  -  'Death From Above'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
None

This is a "breather" of sorts, a pretty different level to mix up the pace. 
In this mission you're providing air support for troops on the ground, which 
means you man the guns. Obviously, you do not want to kill any friendly 
targets, which are clearly denoted because they are BLINKING strobes. You'll 
also restart the mission if you fire at the church.

When you're given the opportunity to engage, wipe out all the enemy troops in 
the field. It's best to stay in the outer most zoom because the weapon has 
great splash damage; only use the other zooms when you're firing close to the 
church or one troop in particular is escaping your blasts.

After killing the people in the field, start on the line of enemies entering 
a road around the church. It should only take a few blasts to completely 
demolish them. For any that make it to the street, be sure to zoom and kill 
so you don't accidentally kill your own men on the splash damage.

Some more enemies on the road that make it to the field - a few shots should 
massacre them. Just aim at the truck to kill four or five in one shot. Some 
more are in the adjacent field, probably near some trees. After that, the 
ground team will commandeer some civilian vehicles; just don't fire at either 
the two vehicles or the friendly targets.

These guys couldn't see a water tower if it was an ocean. Anyway, the 
helicopter will follow the curved road to some hostiles and a tank. Destroy 
both of them quick enough so your friendlies don't have to engage. 
Additionally, two RPG units are in the trees north of the tank - smoke'em 
before they rocket your vehicles.

Now you'll be at a junkyard and your allies will exit the vehicle. Destroy 
everything in that junkyard that is not flashing; some enemies will come out 
of the U-shaped building and some others are hiding behind some cars. After 
disposing of them, some more enemies will exit the other U-shaped building. A 
few smoke'ems should do the trick.

The allies are now in the heart of the junkyard, so switch to 25 MM if you 
are worried about shooting friendly targets. After some junkyard killing, 
fire some bombs at the enemies across the field; they're in a line and one 
shot should take care of them. Some friendly helicopters will arrive - do not 
shoot them but instead the enemy troops under them. The helicopters will then 
land, pick up the allies, and the mission will end.

=============================================================================
-------------------                                      --------------------
                             5.8  -  'War Pig'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
12. After the first big firefight down the road, it will be in the far 
    building on the second floor lying on a bed.
13. In the building across from intel thirteen. The building will have an AK-
    47 on the wall and the intel will be on the second floor on a dresser.
14. In the building with the two machine gunners after the small alley with 
    all the cars. The intel lies on a bed on the second floor.

It's just like that Black Sabbath song! Pick up the M249 Saw directly in 
front of you, replacing it with your pistol, and get to work. Destroy a few 
hostiles while taking cover behind the car - a grenade also works wonders. 
Move up to more cover behind a small wall and kill any other hostiles in 
view.

From here, head to the hill of junk and start firing at the hostiles in the 
bus. First and foremost you need to kill the hostile manning the machine gun; 
once he's toast, you can focus on the others. Before a second wave comes, 
head over to the car. You can either shoot at the new enemies from this 
position or flank them by taking cover near the blue cargo container ahead of 
you.

Follow the tank into the city and take cover behind the first car on your 
right. Some enemy hostiles will appear on the rooftops above the tank; kill 
them before they do any damage. In fact, just kill all the tangos on the 
rooftops before you even start going for people on the ground; the rooftop 
guys are much more deadly and throw a lot of grenades.

After killing everyone on the rooftops, start on the second floors of the two 
buildings ahead of you. It's best to start with the right building so you 
have adequate cover from the left. These guys can literally mow down your 
allies, so take them quickly and effectively with a grenade if you like. Take 
cover behind some crumbled walls and get to work.

If you want, you can infiltrate the right building, backstab all the enemies 
in there, and work on the right building from the great vantage point. It's 
your choice, but in the end you'll want to enter that right building anyway 
and fire at the hostiles in the market down below. They should be easy kills 
from the high ground.

Jump off the building and take out any enemy to the left of the tank. The RPG 
unit should be in the second story of the building in front of you; destroy 
him before he destroys your tank. Once done, file down this sidewalk and take 
the market head on - throw grenades and mow them down with your rifle.

Enter the market and use this building as cover for firing at both the 
building on the opposite side of the street and the bus down the road. Take 
out the hostiles in the bus first. Some enemies might try to take the market 
back, but if you stay on the far side of the building they will be 
blindsighted and make for easy kills.

Just alternate between killing people in the bus and killing people in the 
opposite building. There will be several waves and it will seem like they 
won't let up, but when the opposite building looks empty, sprint on over and 
infiltrate. There will most likely still be a plethora of men on the second 
floor, so either camp them at the steps as they go down or backstab them.

In this building, head to the back room and fire at the enemies in the two 
story building. The only hostiles to worry about here are the ones on the 
second floor - the first floor hostiles will rarely fire at you. Take out the 
second floor wave and then the first floor wave. For the first floor, you 
even have a clear shot when the enemy is in cover, so these will be 
exceedingly easy kills.

After a few waves, hop down from the balcony and enter the building. Let your 
fellow marines get ahead of you as they exit and enter an alley of sorts. 
Here are more enemies - lots of easy kills on the ground and some hard kills 
in the building. Take cover behind the trash bin and not the car (as it might 
explode) and down everything at your own pace. To kill the two machine 
gunners in the building, sprint up and lob a grenade throw the window.

The marines will breach the building and infiltrate. Take the stairs and 
follow the marine to the half-gone room. From here, shoot at the hostiles 
that are coming up the road and take cover as the enemy tank rolls over to 
you. In complete badassery fashion, your tank will shoot through a building 
and destroy the enemy tank! Kill any remaining hostiles on the ground and 
follow the yellow indicator to the helicopter.

=============================================================================
-------------------                                      --------------------
                          5.9  -  'Shock and Awe'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
15. The intel is in the far corner of the room where the recon team is being 
    held up.
16. In the building across from intel fifteen in the closet on the second 
    floor. Just make a few sharp rights when you enter the second building.

Another good "pacing" helicopter mission; take the time to get used to your 
weapon. It can overheat so don't just hold down the trigger. Also be mindful 
of your allies, who are flying alongside you, and the tanks moving in on the 
ground. Obviously, friendly fire is bad, very very bad! :)

Take out the blobs of troops at the end of the road and then start on 
destroying enemies on the roof. These hostiles can kill you very easily with 
RPGs and anti-air craft units; be sure to take out the anti-air craft guns 
first. There are three roofs on your right coming in - all three have RPG 
units and one has an anti-air craft.

Further in the city, take out the tanks on the ground and start on the 
rooftops again. Another anti-aircraft and then the helicopter will start to 
turn around. Destroy the tank on the ground below you and kill the RPGs on 
the roofs as the helicopter turns. There are also a few RPG hostiles on the 
ground below those roofs that can tear you up if you don't kill them first.

The helicopter will swoop around a little more and then start to land. Before 
you completely land more hostiles will show themselves in the building in 
front of you; the helicopter ascends again and it's your job to completely 
demolish the building. You can additionally shoot the statue to the ground if 
you want. :)

You'll fly up a hill and into another urban area with RPGs on the roofs; 
destroy them and it's time to land. Head north out of this area and follow 
your troops into the streets. Take cover behind the cement barriers and 
blocks and gun down the enemy as they come into sight. Be sure to take out 
the RPG units first as they prove most troublesome.

Make your way down the street and veer left. Kill any enemies in sight, 
utilizing the cement barrier as cover, and then jump it and take the right 
house. There are several enemies inside here, and it is actually best to 
chicken your way in by staying at the door and waiting for the enemy to come 
into sight. You can, additionally, throw a flashbang and try to take it over.

Once you've taken the building, head to the second floor and *do not* shoot 
the allies here. Stay on the second floor and start another shoot-em-up on 
the hostiles outside. Take out the tangos manning the machine guns first and 
then take out the ones on the roof.

When the coast looks safe, hop down from the house and enter the small 
building to the right of this area. Clear any enemies on the second floor and 
use this vantage point to kill anyone behind this house that you couldn't 
take out before.

Exit the house and veer south down the alley. Two hostiles will pop out of 
nowhere and start to attack, so proceed with caution and kill them from the 
hip. After that, sprint to the helicopter and get back on the gun. The 
helicopter will ascend, and you'll be flying until an allied 'copter gets 
shot down.

As your helicopter flies around the crashed helicopter, kill as many ground 
soldiers as you can or else you'll have to fight them on the ground later. 
Also, one roof will have RPG units, so taking them out should be your highest 
priority.

After the helicopter lands, get out as fast as you can and sprint towards the 
crashed helicopter. If you're fast enough, you'll catch two enemy hostiles 
trying to run towards the helicopter with their backs turned to you - easy 
kills.

When you get to the helicopter, fire for a little bit and allow your fellow 
marines to catch up to you. Before you carry the pilot, throw a flashbang at 
the enemies. This will disorient them enough so you can hold X to start 
carrying the pilot. Now it's time to run back to the helicopter as fast as 
you can.

In the helicopter, fire at enemy troops and mow them down as best you can, 
alternating with frags and flashes if it gets too dicey. You'll be back in 
the air again when... what the hell? Did they just go all emo and suicidal on 
us or what?

When you have control of your character again, crawl up the helicopter and 
fall out. Press A to stand up and just walk as far in front of you as you 
can. And then the mission as well as this character ends.

=============================================================================
-------------------                                      --------------------
                            5.10 -  'Safehouse'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
17. In the first house after the forest on the second floor. It's on a 
    dresser.
18. On a booth in a restaurant near in the water tower.

Follow your team up the dirt path to some hostile-ridden houses. A line of 
enemies will run down from the bell house; mow them down quickly with your 
rifle and then face north. A few waves of hostiles will come down here, 
including a dog or two, but since you have decent cover on the brush they 
should be pretty easy kills. If you need help you can always call air 
support.

Take cover at the corner of the first house and shoot the tangos out the 
other side. Be sure that you don't get backstabbed by any enemies in the 
house. Infiltrate said house; there are probably only a few baddies left on 
the first floor, hiding behind the fallen table, and a few upstairs. Once you 
down them all you reach another checkpoint.

Make your way to the opposite side of the house and shoot at the enemies on 
the fence outside from the window. Head to the northwestern corner of this 
house now to find a door. Peak outside and let the enemies come to you; when 
no more come, exit the building and take cover behind the car.

Dispose of the hostiles in the house northwest of you. If they give you 
trouble, move up to the house and flank them by taking the back door inside. 
Inside the house, take the stairs to the second story to kill any remaining 
tangos and get the "all clear."

Head back outside and go for the house closest to you. This will prove an 
extremely difficult task with that wandering tank, so hide behind that 
burning building in the center and gun down enemy troops until one of them 
drops an RPG. Use the RPG to take out the tank and make life much easier.

If you have trouble infiltrating the first house, remember that flashbangs 
are your friend. Additionally you can enter through the basement via the 
stairwell on the right side of the house and try to flank all the enemies. 
Kill any remaining enemies upstairs and wait for the all clear signal.

Now take the closest house which is south of you. Run from car to car as 
cover until you reach the destroyed helicopter. From here, lob a grenade in 
the machine gun nest and take some pressure off of your troops. Stay at this 
helicopter as cover and shoot at the troops in the windows of the house.

When it feels as though no one is shooting from the windows anymore, sprint 
over to the house. Amazingly, it seems this place produces hostiles faster 
than you can kill them, as the house is still full. Throw some frags/flashes 
and infiltrate, killing everyone on the first floor and then shooting from 
the stairwell to kill the blobs of enemies on the second floor.

Ascend to the second level and kill any remaining troops. One in particular 
likes to hide behind a door, so you can either shoot through the closed door 
or take cover in the bathroom and wait for him to peek the door open before 
you dispose of him.

When you get the "all clear" exit the building and head northwest back onto 
the road. If any hostiles managed to pop up here, kill them from the rail so 
you don't get into too bad a firefight. After that, climb up to the water 
tower and take cover behind the base as you down all the hostiles that decide 
to come out of the house to the west.

Use the slope in the hill and the guard rail as cover as you mow down all the 
enemies in the target house. They will normally blob at the doorway or 
foolishly run outside making them easy kills. The only troublesome hostiles 
here are the ones near the windows, so be sure to take them out in between 
waves of braindead ones that run outside.

Head to the last target house. At about sixty meters away you'll have a 
really nice fence to take cover. Shoot at the hostiles from this distance if 
you have a sniper rifle equipped. If not, sprint through the field and take 
cover behind the barn, flanking all the soldiers.

When your allies arrive, infiltrate the barn via the back door and kill the 
hostile on the second floor. If there are any hostiles below demolish them 
from this vantage point on the second floor. After that, head over to the 
last house (indicated by the yellow icon on the compass) and watch Price do 
it all by himself.

=============================================================================
-------------------                                      --------------------
                         5.11 -  'All Ghillied Up'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
19. This one is on the second floor of the first Church you enter. You need 
    to climb a ladder to get to it.
20. In the area with a ton of cargo containers, instead of sneaking right 
    past the guards grab the intel on the can.
21. After taking out the sniper on the fifth floor stairwell, ascend all the 
    way up to that platform, jump through the window, and take the intel on 
    the grey table to your left.

Welcome to the coolest mission in the game, maybe the coolest mission ever. 
Follow Captain MacMillian to the makeshift building, making sure to follow 
directly in his footsteps so you don't accidentally get into any radiation, 
which would be a very, very, very bad thing.

Crouch when MacMillian crouches and go prone when he does. He will ask you to 
take out the two guards while they are not looking; get a good view through 
the grass and take out the left one while he's looking the other way. 
MacMillian should take out the right one for you. If you screw up, just 
restart by dying and try again.

Follow MacMillian to another makeshift building. He decides it's better if we 
go around, so follow him to the building "around." Just continue following 
him, waiting when he tells you to wait and going when he tells you to go. At 
the corner of the building he'll give you two choices: either take out the 
lone tango by the car or stealth passed him.

I prefer killing personally. Either way, you'll run passed the car and hop a 
fence. Follow him to a tree and don't move when he tells you not to move. 
He'll explain to you the situation and then both of you will crouch a little 
closer to the tower.

Now you're asked to kill the guy in the tower. When he passed close to the 
window shoot him. After that you can either shoot the hostile near the car or 
kill him. I prefer death, but either way works. Remember that if your shots 
miss you should just let the enemy kill you so you can start from the last 
checkpoint.

Follow MacMillian to the car, stop when he stops, and then follow him into 
the church. No one is in the church, so you'll exit through the opposite door 
and run through a graveyard. At the white cement fence drop down prone and 
let the helicopter pass. Press A to jump back up and follow MacMillian again.

After jumping a white pipeline it's time to drop down again. Just crawl right 
behind the good Captain, and boy will you crawl for a while. Literally stay 
right behind his arse. When he stops completely, wait for the troops on the 
left to pass and then move to the left of MacMillian; that way, when the 
troops to the right walk by they won't step on you.

If at any time you are noticed, please for the love of all that is holy just 
let them kill you and start over. When MacMillian starts crawling again just 
do more of the same and crawl right behind his butt. Sooner or later he'll 
rise again and run over to a tank for cover - follow him over there.

Again he decides to move up for a better vantage point, so play follow the 
leader to the yellow tractor. From here you have another decision: take out 
the fifteen guards or stealth past them. The latter sounds easier, doesn't 
it? Go prone, crawl northeast, and after a few meters MacMillian will take 
the lead.

Just follow MackyM (whomg nicknames!) as he stealths passed the guards. He'll 
usually get it right, but sometimes he just randomly stops and the guards 
step on him. If that happens quickly die and _right away_ go prone and crawl 
a few meters. If you trigger the Captain right away he should get you passed 
the hostiles just fine.

Stand and sprint when MacMillian does. When he stops, just wait for him to 
complete his badassery and riflebutt the enemy troop. Follow MacMillian and 
wait behind the shadow of the orange cargo. Just wait and MacMillian will 
shoot him dead.

When MacMillian stops suddenly because there are two hostiles to your right, 
go prone so they don't see you and crawl over to the capsized cargo 
container. He'll start running again until you're inside a cargo container 
with doors at the end.

MacMillian will wait until the hostiles aren't looking and then burst open 
the doors and sprint to the convey of vehicles. Just stay right behind him 
and take cover behind the same car. He'll then go prone and start to crawl 
under the convey; do exactly the same and follow him to the end.

At the end you'll have to wait a small bit before the enemies clear out. Pop 
up from prone quickly like MacMillian and take cover behind the car. After 
that, on MacMillian's signal sprint with him to some cargo containers as 
cover.

Follow MacMillian again to a dark wall. He'll tell you to take out a sniper 
on the fourth floor. He ain't very specific, because the sniper in question 
is on the stairwell of the fourth floor, and not inside the building. Just 
hold your breath and shoot him silently.

Sprint with MacMillian to the stairs and press A to climb into the first foor 
window. From here jump back down and follow MacMillian to a... building 
underpass? Well, whatever that tunnel is, walk through it and silently go 
around the dog. Just stay on MacMillian's left so you definitely never get 
too close. He might bark at you while you're walking past the building but he 
won't alert anyone.

Infiltrate the empty house; when the Captain tells you to move, just jump out 
a few paces ahead of him and then he'll take point again. He'll weave in and 
out of the house and then over to another small building. After pointing out 
the hotel you'll be assassinating from, the mission ends.

=============================================================================
-------------------                                      --------------------
                       5.12 -  'One Shot, One Kill'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
22. This one is on the stairwell of the first apartment after you shoot down 
    the helicopter and carry the Captain. You need to climb a ladder and
    ascend a few stories. It will lie on the ground of the top stairwell.
23. After the helicopters arrive, head southeast to a now opened corridor. 
    The intel is on the ground in the corner.

The second parter of the greatest mission ever. Hold X to man your sniper and 
get ready for the coolest assassination ever. You can zoom by pressing up on 
the joystick; do so and you'll see the meeting area directly in sight. It's 
the moment of truth now, the time to assassinate him. Take the wind into 
account as you do it - the flag will tell you how hard and in which direction 
the wind is blowing.

Bullets are change immensely by the wind, so if you don't shoot him just 
restart and try again. Your best bet, actually, is to shoot like crazy right 
when MacMillian gives you the go ahead, as you will have three or four times 
to hit him. If you see a shot going wide, try to correct the mistake and 
refire.

You've done it! But wait, that's no moon! Shoot the pilot with your sniper; 
he's an easy shot throw the glass of his windshield. Again firing like crazy 
is an option if you get frustrated, and does work on the lower difficulties. 
After killing the pilot (and thereby the helicopter), get off the sniper and 
start following MacMillian.

Hold X near the rope to shimmy down the building. From here, follow 
MacMillian until he reaches a road. All hell literally breaks lose here as 
waves of enemies enter the fight. Use your sniper right away and hopefully 
take most of them out before they get cover. If they get cover, either camp 
them with your sniper or run up to them with your pistol and shoot/melee 
them.

Swap your pistol with an automatic gun and start a little firefight. But when 
MacMillian tells you to bolt, sprint like crazy, using your compass to guide 
you to the apartment. Follow MacMillian as he weaves his way through the 
apartment. Don't be frightened by the dog as you jump in and out of windows.

Stop like MacMillian when you see the enemies outside. Switch to your 
claymores and head over to the end of the room. Here you'll find the door 
outside - plant the claymore and sprint back to MacMillian. After the 
claymore goes off, run outside and follow MacMillian to an alleyway of sorts.

MacMillian will halt and the two of you will start to fire at the guards 
coming at the end of the alley. Just switch to your automatic and take them 
out. And holy hell, where did that helicopter come from? Switch to your 
sniper rifle and start unloading bullets into its windshield; you don't get 
points for accuracy, but sooner or later you'll hit the pilot.

As the helicopter crashes to the ground, a funny feeling of heroism might 
overwhelm you. Well, snap the hell out of it! Hold X to pick up the injured 
MacMillian and start walking. You're time should be about seventeen minutes 
left, but you have plenty of time so no worries.

With MacMillian in your arms, head west to an alleyway. Drop MacMillian off 
at the busted car near the stairs and quickly get your sniper out. If you're 
fast enough, you should be able to snipe the three hostiles running to you 
from the west. If not, use frags/automatic fire to kill them.

Three enemies will also engage you from the east, making this a two front 
battle. Stay behind the staircase or the house wall so you don't die. When 
you're done with the troops on the west side, start with the ones on the east 
side. One should be an easy shot between the staircase and the house; the 
other is in the brush near a broken car; and the last is hidden in the corner 
to the left.

Pick MacMillian back up and use the yellow indicator to guide you in the 
right direction down the alley. Instead of trying to kill the two enemies in 
sight out of the alley, opt to run through the brush and make a mad dash for 
the apartment.

Take the right doorway and use the debris slope to ascend to the second 
level. From here, make your way south to the other side of the building. When 
you get to the middle stairwell and MacMillian asks you to put him down, do 
so by the door (he can shoot through it) and enter the room.

Just stand still at the doorway and wait until a dog at the far end of the 
room starts to growl. Down him and try to take the door on the right. Some 
firing and growling will follow, so make your way back to the first doorway 
(where Price is at) and shoot the second dog.

Continue infiltrating the base by playing this cat-and-mouse game; there 
should be one hostile and one dog left. MacMillian will say it is "all 
clear" when, well, when it's all clear. Run back, pick him up, and head to 
the south part of the building. Exit and head southwest to another building.

Take the right door and go through the locker room/bathroom. Drop MacMillian 
off just before the entryway to the pool. Throw a frag in the pool to kill 
the dogs. Pick the Captain back up and make your way around the pool and back 
outside.

Run over to the ferris wheel and you'll learn that a helicopter is coming 
soon. Follow the yellow indicator and drop MacMillian off at the yellow 
glowing area. Now it's time for preparation for the big fight. Claymore the 
hell out of the area, plugging up the open spaces between the cars. In 
addition, keep a few claymores and position them on the stairs going up to 
the ferris wheel.

Go prone at the top of the ferris wheel and we'll get this party started. 
This is a long and extremely difficult fight, especially if you are not 
prepared with claymores and aren't a good shot with the sniper rifle. Luckily 
the claymores should hold off the enemy troops for quite a while from getting 
too close.

Basically this place is sniper heaven. Snipe and snipe and then snipe again. 
Kill as many as you possibly can. Inevitably they will start to get through 
and sometimes go around the ferris wheel and try to backstab you from behind 
- if that happens quickly switch to your AK-47 and dispose of them.

Other than that, snipe snipe snipe and you should be good to go. If the going 
starts to get especially rough, throw a few flashbangs to buy you some time. 
The rails around the entrance to the ferris wheel and the ferris wheel car 
itself will provide excellent cover. If you are about to die merely hide 
behind the ferris wheel car for a few seconds to regen your health.

After the helicopter arrives, kill anyone in the ticketbooth near the ferris 
wheel and sprint on over to MacMillian. Luckily some of your allies will help 
you by consolidating the helicoper location with troops, so run over to the 
helicopter as fast you can, using the booth as cover. When you're inside just 
fire at enemy troops a little more (maybe even throw a flashbang or two for 
laughs) and the mission ends as you fly away.

=============================================================================
-------------------                                      --------------------
                              5.13 -  'Heat'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
None

That mission sure does put Capt'n Price in a different light, no? Follow him 
down the road and prone with him near the fence. Wow, it's like master 
teaches apprentice, becomes master and teaches another apprentice! Don't 
shoot at the bazillion troops just yet; let air support take care of the 
first wave.

And yessir, you really do have to kill like three or four waves here. 
Personally, I'm good with the sniper so I switch to that, get near the coiled 
wire so I'm hitting at their sides, and just get to town. If you're ever near 
death, just hide behind the church until your health regens. Remember to move 
it if they throw grenades!

After the several waves it's time to get to the minigun. Run towards the 
yellow circle on the compass and move around the hill to the back side of the 
helicopter. From here go prone so you can get inside the helicopter and then 
hold X to man the minigun.

For this you wanna keep the left trigger down the whole time so you can 
always fire. As for firing, the gun will overheat so just fire in bursts when 
necessary. Just mow down all the enemy troops as they appear from the smoke; 
it shouldn't prove much of a challenge. A few troops will additionally come 
from the side of the church, but they all meet at the same choke point that 
you will be minigunning heavily.

Price will now order you to detonate some explosives at a house. Use your 
compass to get to the building in question. From here, ascend to the second 
floor. At each window you will find a glowing yellow detonator; hold X and 
you will pick it up. Press RT to detonate when the most troops are in the 
area.

Do this four times and you'll complete the objective. It seems that the enemy 
is bring in some heavy armor and we need the Javelin and RPG to take them out 
but - doh - they are back at the barn. Sprint all the way to the barn, using 
your compass as guidance, and pick up the Javelin.

Basically the same thing as that earlier mission; press LT to aim at the tank 
and when it locks on (denoted by fast ringing and a clear box around it) 
press RT to fire. After destroying the four tanks, head back to the barn and 
swap back to whatever weapon you swapped out.

From here you need to fend off lots and lots of enemies. Luckily you get an 
air strike here, so use it wisely at the line where there are the most 
troops. After that switch to your sniper and start killing'em all. Hopefully 
you won't run out of ammo because their are, like ninjas, thousands of them.

Some smart ones might try to kill you by infiltrating the smaller barn. Kill 
them before they kill you (that's, like, the best strategy in the world!) and 
take their guns so you have more ammo. Make good use of the name "The Killing 
Fields" and sooner or later a timer will pop up.

Sprint sprint sprint across the field and quickly take cover behind the rolls 
of hay. Take out the immediate enemies at the fence and advance to that 
position. This part of the mission is really hectic; down the guys near the 
tree stumps and take that cover. From here you'll have air support, so I 
suggest abusing it to the end of the level.

Use one air strike at the house below and another at the hill when all the 
enemies come out. That should take care of most of the hostiles, actually, so 
just sprint like crazy to the LZ to make it in time. If this gets frustrating 
you just need to use air support more wisely to take down more troops. Your 
other squadmates will magically appear at the LZ if you outrun them so don't 
worry about them. Then you're up and you're off and the mission ends.

=============================================================================
-------------------                                      --------------------
                      5.14 -  'The Sins of the Father'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
24. After the diner/gas station firefight. This intel is inside the diner on 
    a table on the left. You need to get it before the story progresses 
    automatically.
25. In the firefight with the snipers and the machine gunners. At the alley 
    before that fight, head right at the red dumpster and ascend the first 
    stairwell you see on the left. An intel, along with two enemy troops, 
    should be in that building on the second floor.

Follow your squadmates as they weave their way through the junkyard. When you 
hop onto the car, though, don't follow your teammates and stay put. Price 
will order you onto a trash bin but this vantage point at the guard tower 
does just as nicely. At Price's cue, snipe out the first guard.

You'll have awful recoil and probably get hit by the other guard, so quickly 
take out the other guard taking all of this into account. After that, follow 
your squad down to a gas station/building firefight. Take out the two 
hostiles on the roof before you take out the ones on the ground. Just snipe 
away at them when they peak out in their futile attempts to shoot at you.

Once the area is clear, Price will call a two hour tea party. You'll wake up 
from the tea party inebriated and in the guard tower. You can swap weapons to 
the sniper if you want, but otherwise you want to heed Price's order to cease 
fire.

When he tells you to fire, shoot at everyone besides allies and the guy in 
the front seat of the jeep. Sooner or later the guard tower will blow up and 
fall over, but rest assured, this is not a game over. When you have control 
of your character again, press A to stand and start the chase.

Just follow Griggs as he chases your target. At the house a dog comes out and 
wants to play, but a few shots will kill it. Yeah, we're all Michael Vick 
now. Soon you'll be in a firefight at a road with a wave of enemies 
approaching; kill them before they take cover to make this an easy fight. But 
do not kill the target, who is distinguishable because he is dressed in 
civilian clothes.

As you advance to the barriers where the wave was, two more dogs will come 
out and play. Shoot both of them while strafing back and then move forward 
again. Another wave arrives but this time Price has the genius idea of 
holding them off while you get the target.

Take the alley to your left and follow it to an iron fence. Stay behind the 
fence and kill the loitering troops. Do not go past the fence as some troops 
will try to flank you from behind; kill both of them and take their guns if 
you are out of ammo.

Now walk a little forward passed the fence and two hostiles will pop up on 
the roof directly in front of you. Switch to your sniper and down both of 
them. Switch back to your automatic and kill anyone down on the ground. 
Sprint over to the small building to your north and take the stairwell. 
Backstab both of the enemies there and quickly use this vantage point to kill 
any more enemies on the ground.

Sprint sprint sprint back down and into the street. Behind one cement box is 
a troop; kill him by shooting from the hip. Sweep into the alley to your left 
and dispose of both of the hostiles at the end. Before you round the corner 
aim down the left side. Peak out of the corner and shoot the three hostiles.

Sprint up the white stairs and into the parking lot. Take cover behind a car 
and kill all the hostiles on the top floor that aren't behind the sandbags. 
When the helicopter takes out the machine gunner, sprint inside the building 
and ascend the stairs.

On the second floor there will be one enemy at the door. Kill him and enter 
through the door to the kitchen. Use this point to kill the enemies in the 
center room. Just go from room to room infiltrating with your squad; it's 
nothing particularly difficult. Some hostiles are hiding behind a desk but 
there are no real surprises if you look around the whole room. If your sniper 
is out of ammo swap it with a shotgun found on a dead hostile.

Head to the northern part of the building and take the stairs. At the second 
level, wait behind the half wall while air support takes out the machine 
gunner. Sprint to the location of the deceased machine gunner and enter the 
adjacent rooms. Kill the hostile at the doorway and take the stairs to the 
rooftop. Try to take the gun from the target; he will commit suicide and the 
mission will end.

=============================================================================
-------------------                                      --------------------
                            5.15 -  'Ultimatum'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
26. In the first courtyard after you enter the enemy base through the wall. 
    It's across from the first firefight in the rightmost room on a desk.

Identity, Supremacy, and... *drumroll* Ultimatum! Regroup at Price and follow 
the squad down the path. There are two tangos near the car; either you or 
your squadmates will quietly kill them. Continue following and killing 
unsuspecting hostiles until you reach a house.

Follow Price from the basement to the first floor. Price can mimic his old 
mentor MacMillian and silently kill the man in the room with the butt of his 
rifle, or you can down him quickly with your rifle. Either way, he's the only 
hostile on the first floor so ascend via the stairs in the kitchen.

At the second floor, dispose of the relaxing hostile through the doorway and 
quickly run to that room. There is a guard in the adjacent room that will see 
his death, so you'll have to silence him before he can alert the others. Now 
that the second floor is clear, descend to the first and get ready to go 
outside.

Although Price wants you to "check things out," the best way to handle this 
obvious trap is just to run over, touch the house, and run back inside the 
house with your squadmates. That way, when the dogs come out they'll all be 
in a nice little line for you to kill at the door. And the cover of the house 
is spectactular as you mow down all the stupid enemies outside.

Once the area is clear, Price will breach the target house. The first floor 
is completely clear of enemies so ascend to the second floor. Your squad will 
breach the door with Griggs via explosives and take out the two hostiles all 
on their own. Get behind Griggs and hold X to cut him loose.

Exit the building and follow your squad to the next target, cutting the 
power. You'll have to go prone for a few seconds as an enemy helicopter 
passes; just play simon says and follow Price's commands. Sprint over to the 
base and hold X to plant charges on two of the legs.

Run to the glowy area denoted on the compass and when ready, take out the 
power. Another marine will cut the wire fence; enter through it and follow 
your team to the enemy base.

=============================================================================
-------------------                                      --------------------
                             5.16 -  'All In'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
27. After you destroy the first tank, move up and clear the enemies at the 
    far building. Before entering through the gate, enter down the near alley 
    before the enemy building. At the end lies an intel on the ground.
28. After entering through the gate in the missile area, the intel is located
    in the far hangar to your right.

Follow your squad to the enemy base and get ready for a big firefight. Take 
cover behind the cargo container and shoot inside at the blobs of enemies 
that bunch up in between the other cargo containers; frags are especially 
useful here, but you should easily be able to cut them down with your rifle.

After a few waves you'll be asked to take out an enemy tank. Instead of doing 
the inane like the game suggests and throwing a smoke grenade to plant some 
C4 on the tank, head south to the end of the fence and you will find an open 
cargo container. Inside you'll find what you need: an RPG.

Swap your sniper with the RPG and blow up the tank, taking cover behind the 
cargo containers as needed. It will take two shots and some waves of enemies 
might come, so you'll have to juggle between the RPG and your rifle. After 
the tank is toast, head back to the open cargo container and get your sniper 
rifle back. The RPG won't have any ammo anyway.

Head toward the yellow indicator, stopping about fifty meters away to get 
adequate cover behind some small cargo containers. The building to your east 
contains an armada of troops on the roof and the balcony; switch to your 
sniper and cut them down. There are several on both the roof and the balcony 
and they seem to respawn a few waves.

Also be mindful of troops on the ground, but they are also easy kills if you 
stay back with your sniper. Once the building's exterior is clear, another 
checkpoint will pop up and it's now time to move move move. After entering 
the gate you'll discover your next tawdry task - killing two tanks.

Luckily the game has an RPG on the ground right in front of you in the 
parking space, so swap that with your sniper and get to work. First you want 
to clear the area east of you so you can enter the open hangar. The hangar 
will have a few troops that you need to kill, but most importantly it 
contains some RPG ammo lying on the ground.

With all the ammo you can two-shot each tank. If you need even more ammo 
there is another RPG lying in the opposite hangar. After blowing up both 
tanks, swap an enemy automatic (like the AK-47) for your RPG as it will be 
completely useless inside the enemy base. Once you're ready, sprint over to 
the waypoint and hold X to shimmy down into hell.

=============================================================================
-------------------                                      --------------------
                   5.17 -  'No Fighting in the War Room'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
29. When Price stops at the exit to the bathroom, head left outside and take 
    the first left into a dark room. The intel is located on a table.
30. Located in the southwestern room after you breach the control room with 
    explosives. You'll have to go all the way around the room to get it. The 
    intel is on the rectangular table in the center of the room.

Crouch so you can get into the air duct and follow Price to the open vent. 
You'll now be in a restroom; at the door, Price will stop and you'll have a 
checkpoint. Exit the restroom and turn left down the corridor. At the corner 
here lies a wave of troops on the right that you'll have to kill. They aren't 
particularly tricky, only they may try to flank you from behind so be weary 
of any backstabbing.

Head down the corridor a little more and you'll encounter another wave; take 
cover behind the cargo crates and kill'em all. Once done, continue down the 
corridor to a rectangular room at the end. Here, hostiles are hiding behind 
the green crates on the opposite end of the room. Use the wall as cover and 
take them all out.

Advance to the crates and take the doorway to a stairwell. Descend and you'll 
be in a very big firefight. Take cover behind the crates and volley when you 
can. In addition to the enemies in front of you, there are also enemies to 
the west and the east if you go down the lanes; just be sure they don't 
backstab you.

Actually, a better strategy if you're anal about time is to take a right when 
you first enter the big room and take out all the enemies on the periphery 
going up the right wall. This way you bypass most of the people in the center 
and on the left side. Just be sure to sprint southwest to the checkpoint and 
enter the hallway. Your squadmates will magically spawn here.

This next hallway is very dicey because the enemies blocked the path and set 
up shop. Kill the tango before the blockage and instead of taking on the 
tangos ahead of you, opt to enter the corridor to your left. There should be 
a tango at the beginning of this corridor and one in the room at the end. If 
you are being hit, it is most likely one of those shooting through a pillar.

You should be at a circular room with a pillar in the middle and another 
corridor full of troops to the southwest. Dispose of them and make your way 
down the corridor to another circular room. There are two more enemies here; 
after killing them, make your way down the adjacent corridor and turn right 
down the hallway.

Price will close the door and then you will have to wait a little while until 
the double doors ahead of you open. When they do, be prepared to face a wave 
of troops taking good cover in the computer rooms in this area. I suggest 
taking the computer room to your right and using that as cover to kill all 
the other enemies in the room, including the two tangos down the hall.

Descend the stairs in the hallway and hold X to plant the explosives at the 
yellow location. Head back to the stairs and press RT to blow up the wall; 
your team will breach and pretty much take care of everything in the room. If 
there are any stragglers quickly down them.

When the room is clear, it's time to save the world! Use the compass to guide 
your marine to the right computer and hold X at it to upload the abort codes. 
Yay, you just saved the world. Exit through the double doors to your north 
and follow your squad to more waves of enemies.

Move up through the corridors and take out the enemies at the end of the 
hall. The crates make great cover, and a frag or two should clear the room. 
Advance, enter the elevator, and you'll ascend. Exit the elevator and clear 
all the enemies in this parking garage; some are hiding behind the trucks. 
When the area is clear, you'll take a truck to your final mission.

=============================================================================
-------------------                                      --------------------
                            5.18 -  'Game Over'
-------------------                                      --------------------
=============================================================================

Intel Locations
---------------
None

Now you're on a truck heading to the last assassination. Other trucks will 
come up alongside you full of troops; just get out your automatic and 
massacre them. After a few waves of trucks, an enemy helicopter will come out 
of nowhere. This could be trouble.

Luckily the truck has an RPG; swap your pistol with it and start firing away. 
You don't have to hit the helicopter and the game doesn't expect you to - 
just fire some rockets at it to keep it busy so it doesn't kill you. Sooner 
or later you'll enter into a tunnel and be under good cover. When you get out 
of the tunnel it seems like you've lost the helicopter. That is, until it 
blows up the bridge.

Quickly jump up the crumbling bridge to the highway. This is the game's last 
big firefight. Take cover behind the far busted car to your left; if you take 
cover at the other cars, the RPG units will blow them up and you will die. At 
the far car you have a great vantage point at the enemies as they get out of 
their trucks. Try to kill them before they get cover.

And then a helicopter will come and almost blow you up. Don't worry, it's 
scripted in the game. In the game's most poignant moment, Price will slide 
you a pistol and you'll have control again. Aim and fire away at the last 
target - two shots in each of the three men should kill them all. And that's 
all, folks.

But wait, there's more. Wait until the credits roll to play the last little 
mission. You're in an airplane in this one, but amazingly if you shoot the 
walls nothing will happen. In essence, the walls are bulletproof. Make your 
way down the plane, killing all the stupid tangos behind the seats and doors.

The second floor gets a little dicey; use your four flashbangs to make it 
much easier. Swap to a shotgun if you want to have some fun. At the last 
white doubledoors, a terrorist has your target hostage. Kill the terrorist by 
shooting him in the head over the target and then in this rear when he 
faulters. With all the terrorists dead, wait for your squad to open the side 
of the plane and just walk through to parachute out.

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                            6. Laptop Locations

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'Crew Expendable'
-----------------
1. In the room with the two sleeping terrorists. It's on the table next to a 
   desktop to the left of the bunkbeds.
2. In the first big cargo hold room down the stairs. It's to your left after 
   descending the stairs.

'Black Out'
-----------
3. On a table in the very first house you clear on your left.
4. On the second floor in the building where Nikolai is being held. It's in 
   the oversized bathroom.

'Charlie Don't Surf'
--------------------
5. Inside the first target building in the basement. Behind the room with the
   AK-47 on the wall.
6. In a guard post to the south after the first target building. It's on the 
   second floor on a table.
7. After the heavy firefight with the machine gun truck, walk down the road 
   until you see a stairwell on your right. On the rooftop of this building 
   lies an Intel near a television.

'The Bog'
---------
8. In the first building you infiltrate this mission, if you stick around the
   second floor after it is clear, some marines will breach a door in the 
   hallway. Inside lies another Intel.
9. After destroying the tanks using the Javelin, run down the alley and keep 
   turning left until you see a refrigerator. On the opposite side of that
   area, behind a stack of boxes, you will find the intel.

'The Hunted'
------------
10. After the firefight with the flashbang, it should be inside the building 
    with the soda machine near the door. Get this one after the firefight.
11. In the makeshift building right before the barn but after the 
    greenhouses.

'War Pig'
---------
12. After the first big firefight down the road, it will be in the far 
    building on the second floor lying on a bed.
13. In the building across from intel thirteen. The building will have an AK-
    47 on the wall and the intel will be on the second floor on a dresser.
14. In the building with the two machine gunners after the small alley with 
    all the cars. The intel lies on a bed on the second floor.

'Shock and Awe'
---------------
15. The intel is in the far corner of the room where the recon team is being 
    held up.
16. In the building across from intel fifteen in the closet on the second 
    floor. Just make a few sharp rights when you enter the second building.

'Safehouse'
-----------
17. In the first house after the forest on the second floor. It's on a 
    dresser.
18. On a booth in a restaurant near in the water tower.

'All Ghillied Up'
-----------------
19. This one is on the second floor of the first Church you enter. You need 
    to climb a ladder to get to it.
20. In the area with a ton of cargo containers, instead of sneaking right 
    past the guards grab the intel on the can.
21. After taking out the sniper on the fifth floor stairwell, ascend all the 
    way up to that platform, jump through the window, and take the intel on 
    the grey table to your left.

'One Shot, One Kill'
--------------------
22. This one is on the stairwell of the first apartment after you shoot down 
    the helicopter and carry the Captain. You need to climb a ladder and 
    ascend a few stories. It will lie on the ground of the top stairwell.
23. After the helicopters arrive, head southeast to a now opened corridor. 
    The intel is on the ground in the corner.

'Sins of the Father'
--------------------
24. After the diner/gas station firefight. This intel is inside the diner on 
    a table on the left. You need to get it before the story progresses 
    automatically.
25. In the firefight with the snipers and the machine gunners. At the alley 
    before that fight, head right at the red dumpster and ascend the first 
    stairwell you see on the left. An intel, along with two enemy troops, 
    should be in that building on the second floor.

'Ultimatum'
-----------
26. In the first courtyard after you enter the enemy base through the wall. 
    It's across from the first firefight in the rightmost room on a desk.

'All In'
--------
27. After you destroy the first tank, move up and clear the enemies at the 
    far building. Before entering through the gate, enter down the near alley 
    before the enemy building. At the end lies an intel on the ground.
28. After entering through the gate in the missile area, the intel is located
    in the far hangar to your right.

'No Fighting in the War Room'
-----------------------------
29. When Price stops at the exit to the bathroom, head left outside and take 
    the first left into a dark room. The intel is located on a table.
30. Located in the southwestern room after you breach the control room with 
    explosives. You'll have to go all the way around the room to get it. The 
    intel is on the rectangular table in the center of the room.

Youtube video:

http://youtube.com/watch?v=G-vGpS1cDfo

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                              7. TV Locations

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/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

As posted by YanksFan31:

"Please note: All TVs required for this achievement are found on this level
ONLY ("Charlie Don't Surf")

TV Locations (credits to deadrabbit)

OUTSIDE IN STREETS (4 Total)

1 TV - Ground floor of the HQ, near the long table covered with weapons..
1 TV - Ground floor of the HQ, in a small room on the left. Sat near a
printer and Intel..
1 TV - In the southeastern (keep right) building as you head towards the
station and before you cross the main road, take the stairs up. (Has a
terrorist on the 1st floor)..
1 TV - Stay to the Southeast (right) after the main road to head up the
stairs to a building with no roof. Next to some Intel..

STATION (6 Total)

1 TV - In the TV Station, in the first room you enter..
1 TV - In the TV Station, in the first room you enter Behind you!..
1 TV - In the TV Station, in the break room..
1 TV - In the TV Station, in the production room with all the big screens on
the right side..
2 TVs - In the TV Station, in the production room with all the big screens,
on the desk in the middle of the room..

STUDIO (104 Total)

1 TV - In the TV Station, in the studio, on a desk in the corner of the room
(Left hand side as you go in)...
12 TVs - In the TV Station, in the studio, high up on a the middle of a the
desks (Sets of Six)..
8 TVs - Look for TV's on desks in pairs in the two desk pools areas..
1 TV - Get the monitor on the far side of the first desk pool, near the
rooms, hidden by the divider..
1 TV - Get the monitor on the right side wall, tucked high behind a 90
degree bend..
64 TVs - Shoot the Sets of Sixteen monitors for good measure..
5 TVs - On the third desk pool on the far left, shoot monitor high up and
the four sat on a desk together..
1 TV - In the first room (far side) shoot the monitor..
1 TV - Then make your way through to the darker room on the far side for
another..
2 TVs - As you come out of the last room, look up and left for two monitors
placed on the walls on the main studio..
1 TV - Head over to the small corner office for one more..
1 TV - After ging upstairs, shot the monitor in the corner..
6 TVs - In the final room, quickly shoot the monitor to the right, two on the
left, one in the centre of the room and two in the glass booth...

Total - 114"

Youtube video:

http://youtube.com/watch?v=X54a_6JJPg4

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                               8. Multiplayer

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Game Modes
----------
Team Deathmatch
Free-for-All
Domination
Ground War
Sabotage
Headquarters
Search and Destroy
Team Objective
Team Tactical
Team Hardcore
Old School
Cage Match
Oldcore

Maps
----
Ambush
Backlot
Bloc
Bog
Countdown
Crash
Crossfire
District
Downpour
Overgrown
Pipeline
Shipment
Showdown
Strike
Vacant

Weapons
=======

Assault Rifles
--------------
AK-47: Fully automatic with high power. Effective at medium range.
G3: Single-fire with a high capacity. Effective at medium to long range.
M4: Fully automatic with low recoil. Effective at medium range.
M16: Semi-automatic with three round burst fire. Effective at medium to long 
     range.
G36C
M14
MP44

Sniper Rifles
-------------
Dragunov: Semi-automatic sniper rifle. Effective at long range.
M40a3: Bolt-action sniper rifle. Effective at long range.
M21: Semi-automatic sniper rifle. Effective at long range.
Barrett M107
Remington 700

Shotguns
--------
W1200: Pump action shotgu. Effective at close range.
M1014

Sidearms
--------
Colt .45: Semi-automatic with medium capacity and power. Effective at close 
          range.
Desert Eagle
M9: Semi-automatic with a high capacity. Effective at close range.
USP .45: Semi-automatic with medium capacity and power. Effective at close
         range.
Gold Desert Eagle:

Sub-Machine Guns
----------------
AK74u
MP5: Fully automatic with good accuracy. Effective at close to medium range.
P90
Skorpion: Fully automatic with a high rate of fire. Effective at close range.
Uzi: Fully automatic with a high rate of fire. Effective at close to medium
     range.

Light Machine Guns
------------------
M249 SAW
M60e4: Fully automatic with high power. Effective at medium to long range.
RPD: Fully automatic with good accuracy. Effective at medium to long range.

Grenades
--------
Frag Grenade
Flash Grenade: Device that blinds and deafens the target when detonated.
Stun Grenade: Device that disorients the target when detonated.
Smoke Grenade: Device that creates a smoke screen when detonated.

Rocket Launchers
----------------
RPG-7
FGM148 Javelin
FIM-92 Stinger

Explosives
----------
C4
Claymore

Perks
=====

1 Perks
-------
Bomb Squad: Ability to see nearby enemy explosives
C4 x 2: Remote detonation explosive
Claymore x 2: Trip activated explosive mine
RPG-7 x 2: Rocket Launcher with 2 rockets
Special Grenades x 3: 3 special grenades. No smoke
Bandolier: Extra ammunition magazines
Frag x 3: Carry 3 fragmentation grenades

2 Perks
-------
Juggernaut: Increased health
Sleight of Hand: Faster reloading
Sonic Boom: Higher explosive weapon damage
Stopping Power: Increased bullet damage
Double Tap: Increased rate of fire
UAV Jammer: Undetectable on enemy radar
Overkill: Carry two primary weapons, no pistol

3 Perks
-------
Deep Impact: Deeper bullet penetration
Extreme Conditioning: Sprint for longer distances
Last Stand: Pull out your pistol before dying
Martyrdom: Drop a live grenade when killed
Steady Aim: Increased hip-fire accuracy
Dead Silence: Movements make less noise
Iron Lungs: Longer breathe for steadier sniper shots
Eavesdrop: Hear enemy voice chat

Attachments
===========
ACOG Scope: Enhanced zom ACOG scope.
Grenade Launcher: For Assault Rifles. Replaces Perk 1.
Grip: Vertical foregrip for reduced recoil.
Silencer: Invisible on GPS when firing, reduced muzzle flash, but shorter 
          range.

As posted by landoresurected on the GameFAQs message board:

"Ranks - Unlocks

Private
1 - All starting equipment
2 - Demolitions Class Weapon Class
3 - Sniper Class Weapon Class
Lance Corporal
4 - Create a Class
5 - Gun Challenges
6 - New playlists
Corporal
7 - M40 Sniper Rifle
8 - Last Stand Perk Class 3
9 - Boot Camp Challenges 1
Sergeant
10 - M4 Carbine Assault Rifle
11 - UAV Jammer Perk Class 2
12 - Clan Tag
Staff Sergeant
13 - Mini Uzi Submachine Gun
14 - Bomb Squad Perk Class 1
15 - Boot Camp Challenges 2
Gunnery Sergeant
16 - M1911 Pistol
17 - Martyrdom Perk Class 2
18 - Boot Camp Challenges 3
Master Sergeant
19 - M60E4 Light Machine Gun
20 - Sleight of Hand Perk Class 2
21 - Operations Challenges
Master Gunnery Sergeant
22 - Dragunov Sniper Rifle
23 - Claymore Perk Class 1
24 - Operations Challenges 2
2nd Lieutenant
25 - G3 Assault Rifle
26 - Iron Lungs Perk Class 3
27 - Operations Challenges 3
1st Lieutenant
28 - AK-74U Submachine Gun
29 - Double Tab Perk Class 2
30 - Killer Challenges
Captain
31 - M1014 Shotgun
32 - Bandolier Perk Class 1
33 - Killer Challenges 2
Major
34 - R700 Sniper Rifle
35 - Eavesdrop Perk Class 3
36 - Killer Challenges 3
Lieutenant Colonel
37 - G36C Assault Rifle
38 - Overkill Perk Class 2
39 - Killer Challenges 4
Colonel
40 - P90 Submachine Gun
41 - Frag x 3 Perk Class 1
42 - Humiliation Challenges
Brigadier General
43 - Desert Eagle Pistol
44 - Dead Silence Perk Class 3
45 - Humiliation Challenges 2
Major General
46 - M14 Assault Rifle
47 - Humiliation Challenges 3
48 - Humiliation Challenges 4
Lieutenant General
49 - Barret Sniper Rifle
50 - Humiliation Challenges 5
51 - Elite Challenges
General
52 - MP44 Assault Rifle
53 - Elite Challenges 2
54 - Elite Challenges 3
55 - Commander Prestige Mode"

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                              9. Achievements

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Achievement (Points)                   How to Unlock
-----------------------------------------------------------------------------
Bird on the Ground (20)----------------Shoot down an enemy helicopter with an
                                       RPG in the single player campaign
Dancing in the Dark (20)---------------Kill the power
Daredevil (10)-------------------------Kill an enemy while blinded by a
                                       flashbang in the single player
                                       campaign
Death From Above (20)------------------Operate an AC-130 gun ship
Deep and Hard (90)---------------------Complete the game on Hardened or
                                       Veteran difficulty
Desperate Measures (20)----------------Corner Zakhaev's Son
Down Boy Down (20)---------------------Survive a dog attack
Earn a Winged Dagger (20)--------------Complete F.N.G.
Eyes and Ears (20)---------------------Find 30 enemy intel items
Four of a Kind (20)--------------------Kill 4 enemies in a row with headshots
                                       in the single player campaign
Ghillies in the Mist (20)--------------Complete 'All Ghillied Up' without
                                       alerting any enemies
Look Sharp (20)------------------------Find 15 enemy intel items
Make the Jump (20)---------------------Infiltrate a cargo ship
Man of the People (10)-----------------Save the farmer
Mile High Club (20)--------------------Sky dive to safety on Veteran
                                       difficulty
New Squadron Record (20)---------------Complete the cargo ship mockup in less
                                       than 20 seconds
No Rest for the Weary (10)-------------Stab an injured crawling enemy
Piggyback Ride (20)--------------------Carry Cpt. MacMillian to safety
Rescue Roycewicz on the stairs (20)----Save Pvt. Roycewicz on the stairs
Roadkill (10)--------------------------Kill 2 enemies by blowing up a car in
                                       the single player campaign
Save the Bacon (20)--------------------Protect War Pig, the Abrams tank
Straight Flush (20)--------------------Kill 5 enemies with 1 shot while in
                                       the AC-130 gunship
The Bog (40)---------------------------Complete 'The Bog' and 'War Pig' on
                                       Veteran difficulty
The Escape (40)------------------------Complete 'Hunted' and 'Death From
                                       Above' on Veteran difficulty
The First Horseman (40)----------------Complete 'Shock and Awe' on Veteran
                                       difficulty
The Fourth Horseman (40)---------------Complete 'Game Over' on Veteran
                                       difficulty
The Package (40)-----------------------Complete 'Crew Expendable' on Veteran
                                       difficulty
The Rescue (40)------------------------Complete 'Blackout' on Veteran
                                       difficulty
The Search (40)------------------------Complete 'Charlie Don't Surf' on
                                       Veteran difficulty
The Second Horseman (40)---------------Complete 'Safehouse' on Veteran
                                       difficulty
The Shot (40)--------------------------Complete 'All Ghillied Up' and 'One
                                       Shot, One Kill' on Veteran difficulty
The Third Horseman (40)----------------Complete 'Heat' and 'The Sins of the
                                       Father' on Veteran difficulty
The Ultimatum (40)---------------------Complete 'Ultimatum', 'All in' and 'No
                                       Fighting in the War Room' on Veteran
                                       difficulty
Three of a Kind (10)-------------------Kill 3 enemies in a row with your
                                       knife in the single player campaign
Win the War (40)-----------------------Complete the game on any difficulty
Wrong Number (20)----------------------Find Al-Asad's safehouse
Your Show Sucks (20)-------------------Destroy all the TVs showing Al-Asad's
                                       speech

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                               10. Credits

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  *  GameFAQs and IGN for hosting this guide.

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                            11. Legal Disclaimer

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This document is Copyright (c) 2007 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced or retransmitted in any form 
and under any circumstances without the complete consent of the author. It 
may not be sold, altered, or published in any way without the advanced 
permission of the author. All sources, which have contributed to this 
document are cited and/or credited in some form. The only sites I allow this
document to be viewed at are:

GameFAQs 
IGN 

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                             12. Contact Info

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Contact me via email ([email protected]) or AIM (TestaALT) if you have any 
questions, comments, or suggestions about this guide. Just make sure that you 
put the game name in the subject line, as I will delete the email thinking
it is spam if you don't. Also, be sure that the question isn't  answered in
the latest version of the guide, which can be found at GameFAQs and IGN. For
AIM, just beep me whenever you like. Thanks for reading, and check some of my 
other work at:

         -> http://gamefaqs.com/features/recognition/23249.html <-

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