text: CCCCCC AAAAAA LLL LLL DDDDDDD UUU UUU TTTTTTTT YYY YYY CCCCCCCC AAAAAAAA LLL LLL OOOO FFFF DDDDDDDD UUU UUU TTTTTTTT YYY YYY CCC CCC AAA AAA LLL LLL O O F DDD DDD UUU UUU TT YYY YYY CCC AAA AAA LLL LLL O O FFF DDD DDD UUU UUU TT YYYYYYY CCC AAAAAAAA LLL LLL O O F DDD DDD UUU UUU TT YYYYY CCC AAAAAAAA LLL LLL OOOO F DDD DDD UUU UUU TT YYY CCC CCC AAA AAA LLL LLL DDD DDD UUU UUU TT YYY CCCCCCCC AAA AAA LLLLLL LLLLLL DDDDDDDD UUUUUUUU TT YYY CCCCCC AAA AAA LLLLLL LLLLLL DDDDDDD UUUUUU TT YYY WW WW OOOO RRR L DDD AAAA TTTTT WW WW AAAA RRR WW WW WW OO OO R R L D D A A T WW WW WW A A R R WWWWWWWW OO OO RRR L D D AAAA T WWWWWWWW AAAA RRR WW WW OOOO R R LLL DDD A A T WW WW A A R R ***************************************** * Game: Call of Duty: World at War * * Type: FAQ/Walkthrough * * For: PS3, Xbox 360, PC * * Author: Brad Russell "TheGum" * * Email: firstname.lastname@example.com * * Web: www.thechaosuniverse.com * ***************************************** Version 1.0 - walkthrough, zombies, death cards.. (11/30/08) Version 1.2 - vet through first six levels. (1/27/09) Version 1.5 - this guide now covers veteran mode, I'm done with this game. (2/12/09) ***************** Table Of Contents ***************** Use quick find (Ctrl + F) and type in the code or level. Section: Code: 1. A Brief Foreword 2. Controls ( CON2222 ) 3. Starter Tips ( TIPS333 ) 4. Walkthrough ( FAQ4444 ) 1. Semper Fi 2. Little Resistance 3. Hard Landing 4. Vendetta 5. Their Land, Their Blood 6. Burn 'em Out 7. Relentless 8. Blood & Iron 9. Ring of Steel 10. Eviction 11. Black Cats 12. Blowtorch & Corkscrew 13. Breaking Point 14. Heart of the Reich 15. Downfall 5. Nacht der Untoten ( ZOMB555 ) 6. Weapons ( GUNS666 ) 7. Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Eh, WWII is officially over after this game. This was a great game, good as could be for a material more overdone than the obligatory holiday romantic comedy. This is a great game worth a play at the very least, but it must be by far the best WWII game ever, maybe only challenged by CoD2. Again, please, make the next one in the Civil War or American Revolution, Vietnam even. Something new and not about a war I've learned more from video games than school. TheGum. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** PS3 --- X - jump SQU - reload/use; usually need to hold to use something O - crouch; press again to prone (lie down) TRI - switch guns R1 - fire L1 - aim down the sight R2 - frag grenade L2 - special grenade (either smoke or molotov) RS - look/aim; click to melee LS - move; click to sprint START - pause/objectives SELECT - not sure XBox 360 -------- A - jump B - crouch; press again to prone (lie down) X - reload/use; usually need to hold to use something Y - switch guns RT - fire LT - aim down the sight RB - frag grenade LB - special grenade (either smoke or molotov) RS - look/aim; click to melee LS - move; click to sprint START - pause/objectives BACK - not sure ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** #1. Crouching and proning are the keys to surviving. At any time if you are under heavy fire you can go prone to reduce the chances you will take further damage, whether you're behind cover or not. You could also get more advanced and reload while prone. #2. That's another thing, you need to just find cover when under fire as your health will refill with rest. Never assume your cover is safe, so crouching and going prone helps. #3. Aiming without using the sights is sometimes the best for hitting an enemy quickly, but you're less likely to get the headshot. #4. Pressing the aim button when enemies are in front of you will auto-aim to that enemy, but only briefly, and it's not like you get an automatic headshot or anything. It just helps aim quicker, or even to know if an enemy is in the place you're looking. #5. You can "cook" grenades by holding the grenade button, then letting go. This reduces the time the enemy has to toss it back, just don't hold it too long yourself. #6. On the flip side, anyone can toss a live grenade back or anywhere. When you see the grenade indicator you can run away, or quickly go to the source and try to toss the frag back. #7. It you ever see the grenade indicator, just press the run button and go far away from the area you're in. It's always best to see a frag coming in, then you just run away or try for the quick toss back. #8. The melee button is a must, especially for the Japanese portion of the game. Just press it with an enemy near and they die, simple as that. Also be ready to press it when you are caught by a banzai, but you have to wait until you time to press it or you'll miss the timing. #9. If you are ever lost, follow your friends. On the same note, when in battle, if you see a name over a person when you are aiming at them, that is an ally, so don't shoot. #10. Some battles are against a set number of foes, but most of the big ones are against an almost infinite stream of enemies. Advancing on their position is the only way to stop this flow. I believe they do end at some point, but if you see enemy positions being filled as soon as you kill those enemies, it's probably best to start moving up. #11. Ammo and guns are all over the place, something is never far from you. You can carry any two guns, so feel free to always carry the best you find. Also, keep your eye out for side areas or guns leaning against the wall, those are usually good guns worth finding. #12. When moving up, since you usually have to to stop streaming enemies, it's always wise to toss a frag in the area of the enemies. This will either kill them or cause them to panic, but the worst is that they return it. It's a crucial tactic for moving up with little cover and not wanting to waste a smoke or other. Bit easier on the Russian #13. A good way to know when to move up is if the leader yells and your guys advance. Unless you don't then usually that means you need to advance first or there are enemies to kill. Sometimes you can sit back and help pick off enemies from afar, but sometimes you have to Rambo and kill everyone before your team moves along. #14. A very important tactic is what I call the "sweep." This is when you take cover on one side of field, and from the cover you take out enemies on the opposite side and work your way to the near-side enemies. An example is hiding on the left side of a room and shooting the enemies on the right side on the other end. It's simple because your cover protects you from the left-side enemies, but I say this because even though you may not see an enemy on the far-side, it's best to wait to find the farthest-away enemy you can and then work your way down, not just attacking the first thing you see. #15. Veteran doesn't take kindly to you sitting behind cover. The key to vet is to pop out and hit enemies, and when the grenades rain on you you must run to new cover, either further up or just somewhere else. Usually moving up is best as sometimes your friends follow and the enemies scatter. Overall it's just about being a slight bit more aggressive than usual. #16. On vet quick shots are key. The "assisted-aim" helps, meaning when you press aim and an enemy is on the screen your sights will set on him, but aside from that you also need to have confidence of your moving shots; those being of either moving enemies or when you are moving your aim. You should eventually develop this keen sense of whenever you see something move your shoot at it, no matter little of it you can shoot. #17. Conversely, sometimes it's best to turn off aim-assist in the options menu because this game does not read cover very well. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** Call of Duty: World at War Walkthrough As for the latest version this guide is intended to work for veteran difficulty. And needless to say, all the lesser difficulties too. In fact, for the lower difficulties this guide may be overkill. ========= Semper Fi ========= Don't forget you can pause and turn on subtitles. Damn! So after the horrible timing on their part, feel free to look around and also change the sensitivity option as well; low is harder to move, while high is crazy, so try to get used to medium before you switch. *NOTE: You can pause the game and check the Button Layout option to see the controls. You need to know your frag button, crouch/prone, sprint, and melee.* *DEATH CARD 1: These things are for co-op cheats, so pick them up. The first one is in the hut to the right after you start.* Pick up either the Garand or Type 100 (hold the button) and reload if needed; the Garand is a long range rifle, so pick it up if you prefer controlled shots. As with most of this game there are options in how you move forward, and all of the paths will be taken by your friends. Right now you can go left up the wooden platform or right along the beach. I prefer to the right since you can duck behind more cover. Just go in the hut and pick off as many guys as you can, and then move up to more cover on the beach and pick off more. *NOTE: Two things to keep in mind. When you see the flashing grenade on screen you must either run away from it's direction or run to it to throw it back, but whatever you decide you must stay to it because when you try to run and then try to throw it back you are sure to die. Also, if you don't know whether a guy is an ally or not, if there is a name over his head when your crosshair is on him, he's on your side.* *NOTE: One last thing, a fairly simple note on gunplay in general, you will hide behind cover, pop up, fire, and go back to cover, especially if injured. It's a balance between leaving yourself open and trying to hit the enemies. But when I say "pop and fire" this is what I mean.* *VET: You should realize that if playing on veteran then you must learn how to go prone, which is the hold the duck button and stay on the ground. It makes you harder to hit, and when you are back to normal just get up and try again.* *VET: Two things you should always keep in mind. First that your allies can do a lot of work for you. This level will be somewhat easy as the streams of enemies cut off, but later you'll have to balance the power between you running forward to progress and letting your friends do the work. Second is that you need to make sure you move into cover, and when exposed you are sprinting. If you are not behind cover and not sprinting then you are dead.* Then move up and take cover by a shack at the corner, and toss in a frag as enemies should be inside. When it's clear and your guys are with you, run over and behind a barrier that faces the rest of the battle; it's by the burning building. Duck and pop up and fire every now and then, and also toss all your frags. Once this are is clear, move up the ramp and help a friend being attacked by a burning Jap. Also you may find Thompson guns from fallen allies, and pick it up if you do. *NOTE: You can hold any two guns you want at any time.* *NOTE: For running, you don't have to hold down the stick, just click it once and you'll run until you stop.* Take cover on the right when you're on the patio of this burning building; the cover is the small sliver provided by a door, or run up to the boxes. Pick off the Tojo at the other raised hut and move to it when clear. On the left a friendly will shoot a Jap, then go inside and pick up the Thompson around the boxes. Come back out and hug the wall as you move up because there are a ton of enemies and a turret along the beach. You want to sprint to the sand and go left, but quickly pick off the two bad guys in the hut; not sure if you can save the friendly. In this hut will be a ton of Tommy gun ammo. From here you will go around the back and take up point at the corner of the building with the turret. And all you have to really do is pick off Japs on the beach because your allies will rush and clear out the rest. Go up and be ready to kill a few ambushing Japs, then move up some more. When you see the spotlight, duck and move just enough so you can see it and shoot the light. There are enemies in the light tower, in two bunkers below, and streaming from the left. But watch out for the friendlies around the water and the sides; so almost anything on the beach is fair game. You can just stay from where you shot the spotlight, up on the hill, and just pop and fire the enemies as you see fit. No real need to rush the bunkers, but you can if you want. Collect any ammo and grenades and go north up the creek. When you get to a shack, go in and position yourself by the wall, next to the metal sheet and look to the bodies on the ground. When the flash goes up, toss a frag to the bodies and duck - this is what we call an ambush. When your sight is back, rise up and either toss another frag or just help your buddies kill the enemies as they appear. You need to be extra cautious of frags. When the enemies to the side are gone, now there will be enemies on the other side of this shack, but I would say get out of the shack and start picking them off. Then stay close to the shack and move left to trigger a few more enemies to appear on the ground and up to the left. So fall back and pick off the ground enemies, then the upper ones. When you head up this narrow path one more will pop up to the right, so be ready. At the top you need to take out a turret gunner and then some enemies up to the left. Kill the gunner, then run right to flank the enemies. Now you must use the back of the truck, but don't follow it. Instead just take cover to the right of where you let it go. Stay here and use your rifle to maybe pick off some enemies if you can see anyone, but let your friends fight their way through. After some time, sprint up to the gate, and when ready you need to sprint inside the compound and down to the left, to where the bunker is. Let the door open and go inside. Use the charges and now run back out, but let Roebuck lead and from the bunker door just run straight for the ocean and the scene to trigger. ================= Little Resistance ================= Once you have control you have some missiles to send out. Select them, look to the southeast to the trees with the bullets flying from them, and send the strike in that direction. After a good job, advance and you should hit a raised area. Quickly go up it with your team and move with them as the MG nest pops up, so take cover with your guys in the crater. Then grab the Deployable Type-99 in front of the bunker and swap it with your pistol. Move up with your team and go right to the cover. Look through the opening and call an air strike on the bunker. The next part is tricky as the enemies will keep streaming until you move up. First you must make sure no Japs have rushed near you and no one is shooting them. Then you need to locate the line of enemies just in front of your position. You need to call an airstrike right on this line of enemies, but to the left. And after the strike hits run to the left to a corner in the wall and from here pick off enemies and stay alive as your allies move up the beach, and hopefully save a checkpoint. Now get around this corner slowly as enemies will appear along the trench, so be ready for a ton of grenades to fall near you. Peek around and pick the area clean. To the right are the enemies, so run to some cover and toss a frag or two their way. Near on the side will be a Trench Gun, or a shotgun. Swap it for your rifle and use it to carve a path up. One thing you could do is hide behind the boxes so they can't see you and stay still and toss back their frags, they throw a lot. Move up the left side of the trench and when you get near the open area be ready for one rusher. In the open area you'll see a Jap run to a tree and go up, so shoot him when he's up there. Step into the grass to trigger the rushers and mow them down, and there are two more when you move up. Run forward passed the truck and shoot enemies as you stand at the doorway to the bunker, and move to the right as you clear it. Head up the tunnel cautiously as there is an enemy at each turn. At the end just stay in the bunker and toss frags over that crate and blast enemies with your shotgun. When it seems calm, move up and hug the right wall as you clear the area. *DEATH CARD 2: When you get to the end of the bunker, turn right and it will be in the grass by the fence.* Go into the turret nest to trigger the checkpoint. Go up the ladder and kill the turret gunners up here. On the west side are turrets you can use to start mowing down enemies below, but you have airstrikes. Use one directly below on the enemies; you can try one in the middle but you must likely have to use two on both sides. Kill the enemies and with strikes as the salvos need no time to recharge. Once they are gone send strikes on the enemy tanks firing to your allies on the beach; there are two of them on the left, not the ones to the right. After that rally with you squad at the back. ============ Hard Landing ============ You got a beefy BAR, a Browning Automatic Rifle if you were wondering. Move up the creek and when your guys stop at a plane look to the left to see some blocks that make your cover. Duck behind here and look to the right for when the ambush comes; should be three enemies that charge out. But stay here as your men move up because there is a second ambush further up, or they will just charge after you, so stay here regardless. After the fight, pick up a Type 100 by swapping your pistol. When you move up to the next area just run to the block of cover and you can just stay here as your allies take out the waiting enemies. Up ahead you'll see some friendlies appear and maybe the enemies standing up high. Your guys take them out, but what you want to do is run up the trail and go left behind the second set of boxes you see. From here just pick off enemies as you make your way left to an open area of land. Move up the cover as you kill the enemies and eventually you want to just run into the bunker, but make sure you take out the two inside. Three enemies will be inside the bunker after you kill the first two, so be ready and just peek around the corners as you move up. At the end of the bunker you can just let your friends clear the area beyond, and they do a good job of it. Just stay behind the walls and after a while poke your head out to see if all is clear. If so then cautiously move up to the next bunker, but you need to be ready for anything on the right. There should be only a few Tojo inside the bunker, and if you want to just run to the end of the bunker that usually works too. Just take cover at the end of the bunker as your friends rally about the turret nest up ahead. You should run to the right and into the pit, and then throw at least one smoke grenade to the turrets, then run far to the left to get out of their view. Feel free to move up and pick off the left-side gunner so your flamethrower can move up, but if that guy gets killed then pick up the flame gun yourself. If you have it just run up and send your jet flames into the opening. Enter in and there are just two guys defending the corner. Then go out and when you team stops at a turned-over truck, be ready for grass enemies, then a gunner in the tree on the right, then a second set of grass enemies farther away. You can just stay behind the truck and pick them off if you want. And feel free to swap out any guns, just not with any of the Japanese guns. In the next area is a heavily fortified building. Just run along the trench line, ducking a few times if needed, and reach the truck at the end. If you have the flamethrower then swap your other gun for this special Garand that has a grenade launcher (press a d-pad button like the airstrike to equip). Your only goal here is to clear out the cluster of enemies on the left, then run to the left of the building, and from here just pick off enemies inside and around the corner to get inside; of course keeping in mind there may be a few who can get you on the second level if you stand out too far. Just clear the defense around the corner and that's it. *DEATH CARD 3: In the building, through the doorway to the right in the dark area.* *VET: I don't recall there being trucks and enemies when you first get on the airfield, but for VET I know you must fight a few enemies as you move left.* Go in and up the stairs to drop out onto the airfield with your tanks on the left. Follow behind them until you hit the barriers and fencing. Head up the middle and there is a pit with a bazooka. Swap out anything but your Garand (yes, that means the Garand) and start firing at the enemy tanks, there are three. Get the first one, refill on rockets, then shoot the second and third, and you should move to the left behind a fallen tank for a better view and better cover. And FYI, you can use the mini map to find the tanks or just see the moving ones with grass on them. Now you must move up to the enemy position. I would say it's best to go to the right side, staying behind cover, and move up to that truck by the enemy position. If you do then your allies should move up, so just help them clear the area of bad guys. When that's cleared, head right and take cover as you move up a narrow pass. Kill these enemies and move up to a corner with a ramp. Just duck and stay near the foot of this ramp as you pick off the enemies protecting the AA guns. From here you can shoot three of the four AA gun operators (there are two to each one but shooting one takes out a gun). Then move up a bit and toss some smoke down the path so your guys can advance, and you take cover. Your goal is to hit one of the last remaining gunners on the AA gun to stop the stream of enemies, so do that, clean up the remaining bad guys, and you're through. Well, not just yet, one final obstacle to this massive level. This part I believe is based on your kill count. I think once you kill about 10 enemies after the first tank appears that will trigger the checkpoint and the next wave, and then kill about 10 more. If you want the tanks out of the way and your didn't bring a full bazooka, feel free to run back to the pit in the airfield and get more ammo, it's not like it matters if you do or don't. Once you hit the checkpoint be ready for guys to start climbing over the walls. Three things to keep in mind: stay low, avoid getting on any of the turrets, and pick up a BAR if you don't have one. ======== Vendetta ======== *NOTE: Usually when you aim with an enemy in front of you, your sight will momentarily set to that enemy, but only briefly.* Once the evil German walks by, start moving forward until you meet Reznov and then follow him. Get up when you can and then pick up the Mosin Nagant. Use the scope to see the main baddy, but you have no bullets. Once you do, you will soon fire upon the remainig bad guys, two on the right, left, and middle, then one more with a dog; you'll have to melee the dog. You shoot them when the bombers are overhead and they will stay until you are done, and don't forget to can steady your aim, but it's possible to snipe without it. Also, you can get the two on the right in one shot, and you may want to reload when there is just one pair left so you're not out of bullets. *DEATH CARD 4: In the first building, behind the bar after you first jump in.* After that, move up and when he goes north, follow and jump in for cover. Move up and on the other side you will come under sniper fire, so jump into the next building. Up the stairs Reznov will be bait. He will run across and the sniper will be in the top floor, in the window on the corner of the building; you should try to snipe him the first time. Then your pal will play bait one more time, but wait about three seconds before you hold your aim as he takes a while to draw the sniper out. If you fail, just get into a shadowed area and I sure hope you can get him when he pops out of the same window a third time. If you don't you'll enter a game of cat and mouse where you must move as he does. You can move to different shadowed areas but he will keep moving along the same line and not hop around, so best of luck, it's tough. *VET: This part is so much different for veteran it needs a whole note. For one I say don't bother changing cover, doesn't help because he knows where you are at all times. For two it doesn't help to hold your breath when you aim because he won't pop out where you aim, so you'll need to get shots off while your sights are moving; it may take a lot of getting used to. The key here is to keep track of where he is at all times. If you lose track of him feel free to hide behind cover and wait for a shot to go off, then locate him. You need to hit him two to three times. The only thing I found that worked was to have my sight over where he would pop up, or where I thought he would, and as he was popping up I would fire, and hit or miss I would immediately move to the side back into cover (you have like half a second to move or you're dead). And that's it, with a lot of luck. It also helps to get a feel for where he pops up relative to where he is, as he can pop up on either side of a window, but tends to pop up in the same areas. Your eyes should light up if he's on one of the end windows and when you see the decoy bob up and down because you know where he will pop up. Again, a lot of luck and patience and many deaths to pass this part.* Follow Reznov after you take out the sniper and follow him to the point where the Nazis are passing on the road. They will spot you no matter what, so hit the deck when he does. Crawl up and when you get to the end stay on the left and be ready to quickly pick off three enemies in the windows from left to right, quickly. Then stand and head to the fire and duck under, but look to the left and snipe one more enemy. Go under, get up, and go up the stairs. Now just follow him to the end. Pick up either the Kar or MP40 (I say Kar) and go up the ladder. Use your sniper rifle and watch as the flamer moves around, after he stops by the two Nazis, shoot him back tank to blow them up. Then snipe the turret gunner far away. Then use your Kar to pop off enemies all over. Soon there will be four to the left and two up high, so be ready for them. Once your team advances, follow Rez up the building and swap the MN for the PTRS. You can move up and toss a frag over to the opposite doorway as enemies will file out, then two dogs; feel free to use the PTRS if you run out of Kar ammo, or use that MP40 on the table. Just stay in this room as enemies rush you and toss frags, but you should toss a frag or two to their side. After the dogs just slowly move up and pick them off, and hopefully they all come out so you can kill them. Then move up and look to the south and start picking off enemies on the street, but soon there will be APC's on both sides and a turret gunner on the ground, so you'll need to take out both. Then work on the enemies on a roof to the left and then the ones on the opposite roof. There is a turret you can use on the right, at least for the turret gunners on the ground, then snipe the guys on the building to the left as your allies should be able to handle the occupied building. Once the objective is complete, go right into the building, maybe after grabbing that fresh MN by the wall. And when you meet with Rez there will be enemies nearby, so feel free to toss a frag or two down the hall. You can wait for them to come to you if you wish, then slowly pop out and move down, but tossing all your frags is best. Follow him to the perch and look to the left for when Amsel and his men come out. You can't hit Amsel when he's just coming out, so look to the front of the tank and take out the sniper that pops out there, and try to hit Amsel as he moves. For normal I'm pretty sure you can hit him at any point. For veteran I think you have to kill the driver of the car, then hit Amsel as he runs, that is your only option so do it. After the assassination, swap to your lighter gun and follow Rez out of here. He will mow down the enemies, so just stay out of view, and then follow up the stairs and into the river. ======================= Their Land, Their Blood ======================= Feel free to not kill them, if that somehow clears you mind of all the killings you will commit after. You don't have to do anything in the fields, just move up, and feel free to grab anything by swapping your pistol; the Gewehr being one such gun. At the river kill enemies on both sides, then get across and feel free to go left or right, but I'll go left because it's easier not to get lost. Some frags should clear the barrier part, then go pop heads at the other end. You need to cautiously move up to stop the flow of enemies, and swap your mosin for a MP40. Head up to the crispy area and pick up the MG42, and keep the MP40. Reload it and move up the trench and then go right along the trench and up to a defensive position. From here you should be able to just crouch and pick off many enemies while taking little fire. Kill the guys in the trench below you, but the stream of enemies from under the bridge does not stop until you move there. When advancing stay low and be ready for a enemies from a tiny bunker to the right, and inside is a different FG42. Just take it easy and stay low as you move under the bridge, wait for the checkpoint and your allies to follow before moving any further. *NOTE: The MG42 and FG42 and different guns. For the next field your goal is to take out four Panzers with the many bazookas lying around, and they are everywhere. First run up the trench and take cover behind the house. There is a window on the left and for now just take out the German infantry you can see. When attacking a tank make sure to just work on one at a time and to aim for the back, or at least not the front, but you don't need to get behind them. Take a Panzerschrek and shoot the nearest tank, and it should then move back a bit. You should then be able to use that window to take it out. Then shoot the other tank beyond the house, but this time you'll need to go around the back of the house and shoot it through the field of wheat. Be sure to grab a fresh one in the shack. Now take cover behind the first burning tank and look to the left for the third tank to roll up. Crouch because I believe that improves your accuracy, and what you will do is first one shot and then quickly fire another, but hide behind the take after the second because the Panzer will fire back at you, even stand back a bit. The next thing you need to do is maybe drop the bazooka and pick up a light gun so you can run to the right, around the fence, and into the trench where you will go prone until the checkpoint clears, and maybe an enemy or two will be nearby, so be ready. Wait for your team to meet you, be sure you have a bazooka, and look to the house. Run up to it with your gun ready as there may be lone enemies inside, usually no more than two in the living room. Go up the stairs in here and go by the window and look down to see the Panzer below you. There is really no rush, but try to quickly take out the tank with two hurried shots, otherwise you'll have to relocate and try again. When the last one is out, keep your bazooka in hand and move to the barn. Be ready to toss a molotov and take point in the little trench on the side of the barn. A fifth Panzer will come out, but so will two enemies. You want to toss a molotov a little after the tank comes out, but just stay in the trench and hope the enemies either don't get to you in time or your friends take them out. All you have to do to the tank is just press the fire button without aiming, since it's right there in front of you. *DEATH CARD 5: Inside the barn the tank bursts from, check a stable for the card.* Go inside for fresh MG42 ammo and then go get on the back of the tank for a nice little ride from which you will get off on your own. Pick up another MG42 and then get out your Panzerschrek. From the little road blocks take out both towers inside the compound, which should trigger the checkpoint. When you step inside the biggest concern are the many grenades which rain down, so don't try to toss them back, just run away to cover. It's best to just work your way to the right, around their flank, but staying at the entrance and using the molotovs also works if you don't mind the stress. When you cross into the second part a truck will come down the road, so either toss a frag under where it stops or shoot a rocket at them. Make your way right or left, but right is easier. There should only be a single enemy, so take him out, then use your bazooka to take out the two towers. When you move there there will be one more checkpoint. Now you need to work your way up to the right. You can either stay down here and take out the turret gunner straight up, or try to wind your way through the clutter up to the right and the frags to flank them. It seems like just getting up to that stage will trigger the end of the level, but I know that on veteran it seemed like there were a lot of enemies firing back. Either way, just advance up and the level will end. ============ Burn 'em Out ============ *NOTE: If you didn't realize it, you can "cook" your grenades by holding the toss button, then throw. Prevents them time from throwing it back, but don't hold too long. Just cook for a second or two.* You have the M2 Flamethrower, and before you move from the start you can swap out your garand for a Tommy gun on the right, if you want. You can basically crouch for the start. Go up and toss some smoke around the corner of the trench and move up. And right off the bat you run into the worst segment of gaming I've seen thus far. I'll spare you the details, but suffice it to say that the point of gaming is not to do this. *NOTE: Yes, you can be burned by any fire, so watch your step.* What you must do is burn the enemies to the left and move to the right. There is a barrel down the left passage you want to attempt to burn, two enemies up above in front of you, and one will be up to the right down the right path; and yes, this is all from the start of the smoke you set up. Keep going right and be ready to burn the enemies up above, and stop at the corner as there are two enemies up above, but also two around the corner that are waiting for you. Stop here, be ready for any grenades, but watch to see if an enemy comes at you from behind. To handle the MG nest and the enemy around the corner just barely toss frags when you are just out of their firing range, which is harder than it sounds because they know exactly where you are. And a third enemy runs after you once they are dead. But we're not moving down this right path, there was a mortar we missed. So go back and there are many random ways to go about this. First is to toss smoke into the pit, run in with fire blazing, and hide in the alcove on the left. Then you just hope that peeking down the middle hole you don't get mauled to death by the rushers and turret gunner. Once it's clear you can leave, and you should swap your Thompson for a shotgun, but don't. Now going up the path on the right you'll learn that you may very well be the only individual with any interest in winning this war. Watch out for the enemies up above, and when you turn the second corner there are three snipers in the trees, with one down the middle that you may not be able to see, but he can sure see you, somehow. If your friends help, great, if not then you'll have to advance all on your own, and every inch of this trench must be fought for, almost to the point of stupidity. There are rushers, guys up above, and coward enemies all throughout, and your allies don't seem to want to help you at all, so good luck. What's worse is that for all your work there is not a checkpoint until you clear the second bunker, so you can kill about 50 enemies and have to do it again just because the last one got you. *DEATH CARD 6: In the second bunker, southeast one, on the wall.* When you do approach the second bunker be sure to toss in all your frags in until you get the checkpoint. Go in and swap your Thompson for the BAR. For the next pit you really don't need to do a thing, your friends will clear it. Watch out when you step in as snipers appear in the trees above, about five and a few you can see before the trap, but can't shoot them all. The next fight has barrels on the ridge, an exploding ammo crate on the right, and the enemies in the trees you may have missed. The only solution I found to this area was to toss in smoke, run in with flames blazing to the left, and then taking cover in a corner to the left; from there you hope your pals rush in and the checkpoint hits. Otherwise defend against the banzai Japs, but also any enemies still on that ridge. Next is another tricky part. My solution is to run down the trench, burn to the left, sweep to the right as you turn right, burn through the opening into the bunker, and take shelter in the bunker and hopefully all of the enemies were burned nicely. Next comes the second in the "WTF were they thinking" parts of this one level. Down the trench to the right are about five enemies above the trench whose guns have transformed into super heat-seeking, gatling guns; meaning if you even give them half an inch to see you you are most likely dead in half a second, and no, I'm not exaggerating at all. My only solution was to run to the dirt mound right before the second mortar pit. When you arrive you may see waves of your allies getting blasted, but sadly they should stop coming, because we could have used them as decoys. Yes, the SHSGG's can see you from here too, so you have to go prone at the top of this dirt mound and really you have to be careful because you will still get hit for giving them an inch, but somehow it's not so bad from this spot. You can barely see the enemies, and you will probably fire blindly at whatever moves, but the stream of enemies do stop. So after you see a couple die, return to the trench and make your push toward the next two bunkers. *NOTE: For the next part on vet you can tell how stupid the developers are because you can burn the first tunnel the same way and somehow manage to die in new ways every time for random reasons. Not fun, and not cool. I would have already quit if I didn't somehow feel obligated to help people.* Run into the one on the left with your flames on to burn the three enemies, but be ready for anyone to pop up behind you from the other tunnel. There is a Type-99 in here, but I like the sight of the BAR better, but you should get the smoke grenades by the boxes in here, you must; and it helps to run around the dead bodies and find four frags. The only way to clear the right tunnel is with smoke, the flamethrower, and winning the lottery kind of luck. You toss in one smoke near your entrance, another deep to the left or right, then you move up and just send out bursts at anything that moves and just random sprays all around, mostly to the left, and then you toss smoke to the left and right at the end and just run in and spray all over, that's really all you can do. Now you need more smoke, and there are three more at the box in the other tunnel, so go get them, but be sure to burn any Tojo in the opening above you. Come back and you'll toss one smoke at the entrance to the mortar pit, and then the other two to the left and right inside. Then toss frags to the sides and two up the middle, and hopefully that clears the pit. ========== Relentless ========== Press the button to exit the tank when told. Run up and take cover behind the burned tank on the right and feel free to swap for that Tommy gun. Just make a path and run to the left side of the creek and use either gun as you advance up this path. On Vet it just takes normal, half-luck patience to get up, and just remember to use whatever cover you have. I suggest using the Tommy to start and then using the Browning at the bigger fight. With the enemy position in sight, toss a smoke to the side, a hidden enemy should pop up, and hiding behind the rock should trigger the checkpoint. *NOTE: It's applied for most of the game, but tossing a frag to the enemies and then moving up is a good idea, nevermind there are tons of frags on the bodies all over to refill.* From here just use the big gun to pop heads and return frags as you see. After a big explosion at the back, possibly something you want to cause with a frag, another checkpoint should hit soon after. Move up to the sandbags and from here just stay cool and pop a few enemies, but mostly throw a few frags to the left by the bunker. When Roebuck yells that means a wave will emerge. I say toss a frag to the bunker, shoot a spray of bullets as you move left, and hide behind the Triple 25, don't get on it. The checkpoint should hit, so now just clear this area up and advance. You can stand behind some crates over the trench as you clear the enemies near the next gun, but at some point you want to toss smoke toward the gun and move down there. Soon after you want to move to the left, where there is a flat piece of ground, and from this cover a checkpoint should trigger soon. Move up to the enemy position on this left side, and if you can jump into this defensive point there is a little alcove on the left behind the boxes that works as a most excellent frag shield. *NOTE: Reloading the Browning is long, so even though it can go almost forever without reloading it would suck to have to do it in battle, so pick your spots to refresh it.* From this defensive position pop any enemies to the right around the pond, then the ones near you, and don't be surprised if there are enemies like standing in the open nearby. When things seem calm on your side take second look around the water for enemies. One thing that is weird is how it seems like you can't hit the enemies on the right side, odd. Just move up the left to trigger an attack, then fall back and defend and then pick off the new enemies up to the left. Move up for the final checkpoint and watch for a few loners on the right as you move up the path. Hop over the fallen tree and this triggers the enemies and explosion up ahead. Stay low, be patient, and move up to the trench. Go left and pick up the BAR. Here just stay down and clear the guys to the left. When the flame tank appears you should go left and then follow it up the hill, but not directly behind it. You could possibly stay behind cover and let it run its course, or move along cover close behind it. There will be enemies popping up all over, even in spots the tank clears. You mainly want to keep your eye to the left cave entrance at the top, that will have the most enemies. But again, it's best to follow, and for some reason following the tank and just juggling between the left and right side of it worked better than on normal difficulty. When you reach the top, or the tank stops, be careful of the red barrels nearby that may still stand. Just toss your last smoke to the left entrance of the cave; either side leads to the same, but the tank stops closer to the left. Toss a few frags and move up the entrance to trigger the checkpoint. Few enemies in the start of the tunnel, then make your way up to the first room. From this left side you need to be careful of hard-to-hit enemies to the left. I suggest you toss two frags to the left, then two into the heart of the room for the clog of enemies in there. When you can move up, move along the wooden barrier and notice that you can crouch and shoot through the opening in the barrier. You can clear the tunnels on the left and up from this room, but you want to take the path up the right, killing a few enemies. This right path has a ton more enemies in here, but they should be not too hard to kill. The reason you took the more difficult path is because when you reach the artillery room there is not much fire from this side. *DEATH CARD 7: If you take either path, it's after the first room, in the mid- way point of the tunnel, before the final room, and in a tiny section that connects the two paths.* Just take your time, toss your frags all over, stay behind cover, and it's probably the gunner on the left that will be killed last. It should actually not be too hard, even to clear on vet. ============ Blood & Iron ============ *VET: No, you don't just have four hits, you heal just like normal, only with a tank you can only take four consecutive hits and you're dead - probably same for normal but more so on vet as the hits seem to come easier. As for avoiding hits you need to just use the terrain to maximum effect, just like cover only sometimes just a little upslope of ground is enough to protect you. You need to stay mobile when exposed, and keep your eye out for those nasty little bazooka gunners all over.* *NOTE: It's not wise to aim for the front of a Panzer where all the armor is. No matter where you aim, aim away from the front.* So you have a cannon with your fire button and fire with you frag button. Move up and then kill the artillery on the left, a rocket guy on the right, then hit the tank far in the distance; move around a little so you're not such an easy target, just don't look too far to the side or things will get frustrating if you try to make a sharp turn. Move into the field, hit the artillery on the left, then enter into a game of firing at anything that shoots at you. There are towers, tons of tanks, and those pesky rocket guys that just make this harder than it should be - there should be infantry support handling them, not two tanks. Make your way up the left path to the artillery, and get up to the buildings and put on the fire in both as you move along the path, hitting any towers on the sides (those guys far in the distance are yours, but they aren't helping you). I kid you not, you should look around before you move on just to make sure there are no stray Panzers wandering around. Also, you can blow up walls of the buildings, not the whole thing but the sides with enemies. At the bend in the path are two Panzers, then you're in another huge field. The towers and infantry are located with the final artillery placement in the center with tanks coming from both sides. Take out the tanks, move at an angle as you approach the center, and burn/blast the rocket launchers. I say make your way to the right and use this slope in the path as cover, just watch for the infantry. You can also look to the left in the trees to see some sort of enemy placement. Fire a few shots at it, then go back to the front of this middle placement and once you clear the place (two shots at the tower), then you can just make a bee-line to the left path to the next fight. There are two tanks near you, one to the left, a ton of rocket soliders in the front of the building, a few towers, and a tank at the back right. Kill all three tanks and make your way left, and from here you can heal up using the building as cover. Then swing around to the front and just blast into the building, blowing up both sides. Heal up and move to the right to face the tank and towers. Take the left side path and you'll be above the battlefield, so take out the two towers, then make your way down to take out the many Panzers as you go left. Circle around the enemy encampment and if you clear the left side you can retreat to it for cover. There are towers and tanks on the right side and in the field, but don't overlook the tank in the middle. Once you clear the position and the tanks around, heal up and there is just one more tank among the buildings and maybe a few infantry to burn as you move back there to end the level. ============= Ring of Steel ============= This Mosin is not scoped, so you're better off using your pistol so you can get an enemy rifle. Move up with your comrades until you hit the ruined buildings. Run to the right and inside the burning building slash at the Nazi inside. Pick up his Gewher and all I can say is use the cover of the walls around the doorway and windows to pick off all the enemies. Start with the ones to the far left, keeping in mind that changing positions may allow you view all the enemies. Then stay around the doorway and pick off the enemies up in the nearby building. For both cases focus on the RPG's in the top, and feel free to swap to the Mosin when needed. Swap your weakest, emptiest gun for a PPSh Enter the building and go up the stairs and start picking off Krauts in every window; that rocket launcher helps for the ones you can see directly into. Kill enough of them and the tanks can move up. Head down and around to see your guys collecting at the stairs, and at the top will be a MG42 and ammo. Around the corner are enemies, but your guys should be able to handle them. Move until you are on a walkway, and then look down to a gruesome scene. Move along and you'll be near the asylum. Take cover and look right to some Nazis pouring into the street. The normal solution is to just run right and stick to the buildings as you move up the street. The veteran solution is to stand back and use the tank after it blows up as cover. From here just use the 42 and pick off heads. With the first bunch of Nazi's dead a second wave appears deeper back, so pick more of them off. When your troops move up, follow and assist, but again, stay back and low. Move up this street until the checkpoint clears. Now you have break into the asylum with a heavy Nazi resistance outside. It's actually not so bad if you stay on this street, get to the tiny wall on the side, and from here bomb down your molotovs and frags all over the yard. Watch out for the MG up in the window. When your men advance, follow and stay low again. Collect any frags from dead bodies. *DEATH CARD 8: Inside the asylum, go left and this is in the corner of the courtyard.* Go into either entrance of the asylum and make your way to the stairs, but to the right is some more building you may want to see just to see it, no other reason. At the top you will enter a fight in the shower area, so I advise you run in and then back out of the shower area and take cover; I like the hole in the wall to the left of the entrance. Toss in frags, mow down some enemies at the back to the right, then focus on cutting a path to the left. After the checkpoint quickly pop the heads of enemies to the right, above the courtyard, mostly up high. Then run left and hit some enemies in the opposite window, up above, and down below, THEN get on the turret and mow down any reinforcements to these windows. Mop up all around and advance when told. In the next hall is a turret. Take cover to the left, pop a few enemies to the right, and after you throw a molotov at the turret run up and use the cover directly under it as you take out the handful of enemies inside and the ones that run in. With this area clear, move up and down the next hall you can pop a few enemies inside the ruined part. Run up, stay low, and then run to the right to the walkway above the courtyard, but look to the left for an enemy or two, and you can just wait here as your checkpoint should hit soon. If not feel free to jump through the window and help out. Then run out and join your friends in a pseudo-victory lap. However, there are still tons of Krauts all over, and you're probably better off just sticking behind cover and shooting a Nazi every now and then as you follow the tanks. Just stay low, behind cover, dash to new cover as you move up, and there should be little to no problems, even on vet. Watch the windows and RPG's. Once a voice starts over the speakers, you can just sit and avoid death. ======== Eviction ======== Move up to the murder and on the right is a Double-Barreled Shotgun to swap for your pistol. Follow your men across a roof, inside, and they will take point in a room with some Germans. You don't have long before they notice you all there, so toss a molotov and start blasting, only a handful of them to deal with. Then go out the back and kill the two in the hall, then the two at the bottom of the stairs. You can toss frags down the hall to scramble the two at the top, then look over the railing and toss a frag to flush out the two down below. *NOTE: Use the shotgun only in close quarters, and you only have two slugs before before you reload, so keep that in mind.* Go down and in the first room you see there is a Russian soldier being held by two Nazis, so take them out quickly to save him; the second is near the Russian to the right of him. On normal you can sneak up the right side of this big room and take out enemies as you move up. But on vet you may want to assume the position the Russian was being held at and use the cover here to pop heads and toss frags. After a little bit of that you can then move up the left side of the room and use the balcony on the outside to flank the last few Nazis. Then you move up the hole in the wall to save the checkpoint. *DEATH CARD 9: When you reach the checkpoint here, turn right and jump down a hole, turn around, and the card will be on the pile of rubble.* Now hopefully you already got the death card. If you did then you can just stay at this hole and use it as cover as you pick off the many enemies on the other walkway. If you fall down the hole then you have to keep your eye out for nearby enemies as you make your way to the lobby area and fight your way back up, which will require clearing the upper enemies from below, which is hard. If you don't need the card then just stay up here around the hole and pop heads careful through your own guys, as they all take up the cover, but going to Reznov he seems to move for you; just watch for a rare grenade or two. When ready to move toss a frag right over to the bookcase area, then be ready for a few enemies to pop up down below and back across the room. Then take cover in the sandbags by the cases. Run to the cover of a nearby hallway. Both sides have at least two enemies deep inside. Your best bet is to toss a frag in and pop out to take both out, but you must be quick. Then go to the end room and kill the two down the other hall from behind. Lastly, in this end room look down and kill the turret gunner through the cracks in the floor. Stay low while in the smoke-filled part of the basement. When it's clear you need to run from this first opening to the other room with the windows. From this right side pick off an enemy or two to the left, then slowly sweep your way to the right as you pick off the enemies behind cover. There may be one in the middle area that your team cannot seem to hit, so make sure they aren't firing before you move. Then toss a frag deep to the left to flush out the hiding enemies. Now you must go through the opening and move up to flush out a second wave of enemies even deep into the room. From the left side you can make a dash to a opening in a brick wall. Wait here as your men advance, then join with them as you sweep the enemies, toss your frags, and move to the right so that you can stop the stream of enemies. Once you move into the back of this building that will hit the checkpoint and your men will move up and onto the streets. The name of the game here is move up. The enemies on this street are infinite, but you can take out a fair amount before advancing each time. Here is the play-by-play. To start, don't exit the building, just go to the window and kill the first few Germans outside (they are the darker bodies). Then run outside and to the left along the building and from here set your sight on the left side of the steps to slaughter the stream of Nazis that will end at some point. Then run down to the open and take cover. Pop a few heads on this side and to the right, then move up to the steps area. A nice strategy here is to use the bottom of the truck to kill enemies, and if the frags fall or it gets too hot you can run up to a bookcase or fall back. Then pop some heads and move to the right side of the street and move up. At some point there will be an explosion and then you just move up the execution. You can either kill the Germans yourself or let your allies burn them alive, it's up to you, and it has no effect on the game; I choose killing them fastly. Take cover at the subway entrance and wait to go in. You can take the first left or continue down the steps. Either way you end up on one side of the tracks. Both sides have two rooms to enter, both have one MG nest, and from both you also need to be aware of a few trains in the middle. Basically the name of the game is shoot anything that looks organic because chances are it's a Nazi. Really, any sliver of movement of any round contour is cause for a bullet in the dark. Just stay patient, use cover, it's probably best to stay out of the rooms, toss frags at hiding enemies, and it's completely optional to help the other side, as I believe they only shot at me once. There is no solid strategy I can offer other than to take your sweet time and not to rush this segment. At the end just jump into the water and move up. I'm more than sure you can just stay in complete cover and not help and the level will end, but feel free to toss a few frags up and over. ========== Black Cats ========== *NOTE: You can aim like normal. And the countdown to switch guns will only automatically switch you, so by pressing it fast you get to the gun a slight bit quicker.* This first segment only requires you to follow a few rules. First is to switch to a gun when told. Second is to take out all 15 PT boats escorting the ships. And finally is to aim for the ships when there is nothing else to attack. It's wise to aim for the backs of the PT boats, and on the ships there are fuel tanks that seem to help you cause. It's real simple, just follow the guns you are told and take out the small boats first. I'm more than sure that your final pass is when you actually take out the ships. Also, don't aim for the planes, they are your allies. Next you must defend against Japanese Zeroes, or the tiny enemy planes. There are waves that sweep in front of you, then you simply follow the clock directions to track down the incoming trios. Just aim in their general direction as you can't really lock in on them and you'll do okay enough. *NOTE: Aim for the white planes, not the blue ones.* Soon you'll approach your own fleet of ships. You can hit a few white planes as your rig goes into the water; should be one kamikaze to the right. Once in the water you will switch to a side gun where you can rescue dudes out of the water when not firing. First take care of the two PT boats, rescue a guy, then the incoming planes, then the PT boats to your right, but you also need to pop some shots at the incoming planes in front of you, then rescue a dude. Then there should be two more boats on either side, pop a few planes, and rescue another. After that you will move to the front for one final go at some zeroes. I really can't help you locate all the planes or help you shoot at them. All I can say is that you need to fire at all the planes you see and keep your eye out for the ones in front of you that come directly at you. After a while it will end with success. ===================== Blowtorch & Corkscrew ===================== *NOTE: I know you have the flamethrower for this level, but it's really only used for clearing bunkers and assaulting the first MG nest, use the big gun for all the rest.* Move up and it may interest you to know you have a Browning M1919, a big gun, so I suggest you use that. When the checkpoint hits you need to go to the cover on the right as enemies pop up all around. Kill the ones to the left, then fall back to where your guys are taking cover and from here pop all the enemies you see. Move up the left side near the holes and there is a rock that provides cover for both. From here pick off all the enemies you see, and when most are gone up up to stop the stream. More enemies up the hill, so pick off and advance until the checkpoint hits and the MG turret begins to fire. Your best move is to toss one frag up the hill, move up while picking off enemies, then toss another toward the turret, move up, and then toss a final one up to the right of the turret's location. When you move into the turret's area, just use the flamethrower and burn anything that looks Japanese. Through the tunnels watch out for the few enemies on the other side by a tiny pond. The checkpoint hits and you'll notice the boxes to the right have golden satchels on them. You can come here for more if you run out. When you move up I suggest huggin the small trench as you move to the right to flank the bunker's position. Just stay smart and when all the infantry are down, approach the bunker, burn em out, get by the opening on the right side, toss in the satchel (just like you call and airstrike), stand back, and fire. *DEATH CARD 10: To the southwest of the first bunker, by the wall is the card.* Assaulting the next bunker is very hard because of the grenade war that you must first survive. The second bunker is adjacent to the first, but you must go around a barrier and up to reach it. This is tough because there are a ton of enemies up there and they have a lot of frags, and yes, they always know where you are. You can try to kill the few to the left down below, but you need to keep the first bunker's battle zone open for you to retreat to when the frags are falling. An alternative is to just run up that path on the right and try and take out the enemies, but it's best to endure the grenades and then go up. Do the satchel again, along with the burning of the bunker first, and pick up more by the supplies nearby. I say wait a bit and let your team move up. The reason is that for some reason when I went back to retrace my steps and then moved up to where my men were, the enemies were kinda stopped and allowed me all the time I wanted to shoot all them along the ridge. Otherwise just run to the abandoned bunker in the corner, but don't cross the bridge and pick off the enemies from here. When you do cross the bridge two will rush you, then two will try to take up a position nearby, so take them out. The third bunker is ahead of this bridge along the right rock wall, but you need to kill all the Tojo on the field first when you approach this bunker, so fall back and pick them off. To take out the bunker just get to the right side of the opening and don't even flame it, just toss in the bomb, stand back, and fire. Go up to the next area where you follow your tank and men up a hill. The left side is the tough side, so to right and aim for the top and toss a smoke up there, you should have 4 from the supplies. You can toss another deeper to the side as enemies will just keep coming, but also watch for the few to the left of this path in the grass. Run up to stop the flow with probably the flame gun, just watch out for the few inside the little rock structure. Once inside and your men catch up, move up as you keep an eye out for enemies up high. Have your flame gun in hand because up ahead three banzais pop out of holes. The tricky part is that around the corner to the left is an enemy bunker and a sizable flow of enemies that cover it. One option is to gun in out, return fire and frags, and then run up with the flames. The second option is to toss smoke and run up there with flames, but you have to be aware of the enemies inside the bunker and above it. Once you clear all the enemies above it and around, your guys will move inside. *NOTE: Keep an eye out for a Type 99 if you are low on your M1919, or just grab anything to replace it by this point.* Enter and then run in with flames'a firin'. Clear out the first room of enemies and just a few in the second room. Move down the left path and there may be one more by the ladder. Go up after your team and quickly clear out the side of the room with enemies. Don't be shy about tossing frags here, then run out and sweep the room of fire to clear it. Go up the next ladder but make sure there isn't someone at the top, and when you get up just stay by the ladder and the wall on the left and torch the two or three enemies waiting. Let your team get up before you do anything, and chances are from here you can ignore the grenade indicators. This part is all about luck and hopefully you have two smokes left. You'll use all your frags on the middle and middle back of this room. When you will go to the right by the boxes and toss two smokes, one to the back right and one to the middle. You'll sweep right firing a few bursts of fire, then go left and finish off all the remaining Japs. Finally, at the back you must go up the ladder and burn the four remaining enemies, and they are very generous to let you get up and kill them. ============== Breaking Point ============== No ammo. Move up and you'll need to hold for ammo, then feel free to pick up another gun; try for the Tommy gun on the left. Then run to the right and go prone behind the cover, and then look left for rushing Japs. From here you should just snipe the enemies perched on the trees. Take them out, kill a few on the sides, don't die, and when your friends run up the left trench, you follow, or just run up when the mortars start falling. Pick up the Type 100 if your other gun is crap, but you should have a full Garand and keep the Tommy. Drop into the hole and reload. Move through the tiny hole and wait. Down the next tunnel a room full of Japs. You need to cook a grenade for a few seconds and toss it in. How it doesn't kill them all is a mystery, but you need to toss in a smoke after to obscure their vision, and to avoid their frags just run in and smoke em. Go up the ladder on the other side. Go around the corner and spring the trap of the enemy, then back up to the empty corner and kill anyone that comes after you, and you may need to go prone for the enemies to the side. Then move up to the first set up steps and toss some smoke so you can hit the MG turret way up high, and that should hit your checkpoint. Now you just use the two statues in the middle of this zone and pick off the enemies on the sides and middle. If a frag falls near you just run to the other statue. When it's quiet move up cautiously and you should see some enemies up the right. Move up the steps and use the cover to pick off the ones that cover the long building. You can then run to the right inside a little shack and pick off the ones up and around the entrance. It's not safe to move up unless Roebuck says so, so until then watch the whole building for enemies. *NOTE: Just so you know, you can shoot through wooden buildings.* In the long hall there is a room on the side with a M1919, but before you go in make sure to shoot the two "dead" Tojos, then swap your other gun for the M1919; reload it too. Go up the steps and all the guys along this bricked path are friendlies. When you reach the mortar pit area it's very simple. On both sides are two tiny mortar pits that need clearing. On both sides are also two boxes of mortar shells you can toss like grenades, they are by the cover. You need to know that these things explode on impact and they have little arch, so you can only look up to determine how far they go. Toss one to the building straight ahead to blow it up, then toss a few around the field, making sure you are looking a little up as you do so. When it's quiet look up to see any stray enemies, then stand back from the cover, aim a little above the pits, and toss to clear them; you will hav the objectives message let you know if you cleared them, or I guess you could go up and shoot the guys, but that's no fun. Do it on the other side and then advance. Move up to the second area and there is again a pit on the left and right. Stay at this corner you enter this area from and just pick off the heads from the pit or toss in a grenade; you can even use the little pegs on the building wall to get a higher view. Once the first pit is clear you have five things you must keep in mind. First is that the two pits on this end of the field have mortar shells, and there is a third box among the walls to the left. Second is that there is a tower you can blow up with a shell in the middle. Third is that depending on where the enemies are, there may be some weird enemy movements. Fourth is that there are two enemies in the building on the right. And lastly you can kill the two enemies that hide in the grass on the sides of the door to a building. Do all of these and enter to hit a checkpoint. *DEATH CARD 11: After you clear all the pits, head south into the side building where there should be one enemy, then pick up the card by the left window.* On the other side you will be the option to go left or right. I say to right. What I did was I ran to the right and hid inside a ruined little 8x8 room, in the corner. From that spot I was able to be shielded from the initial rain of frags that fell around me. After that I just stood and used the broken wall to pick off a few heads, and when a frag was near me I just ran up close to the pit of enemies. Clear it, watch for the ones in the pit on the other side, and then move up. I stayed to the right and made a break for the corner of the steps in front of the building. From here I used the cover to pop out and kill the final batch of enemies. But trust me, it took about twenty tries: half being frag deaths, some being an enemy behind me for some reason, and the rest being frag deaths. *NOTE: Frags are scarce, so comb the bodies to find any.* Go into the building and head left and man the turret. After you clean off the area, go help clear the remaining rooms; pick up a Thompson or Type 100 if you need one. Head left and down into the tunnels and around the first corner will be barrels in the back to shoot and blow up all the enemies. Then hit the next room, take cover on the left, and pick off enemies as you move up; all the barrels are live. Toss a frag into the room and then clear it out, but watch for enemies on the other side. Head up to the next stairs, clear it, and go up. Head down the steps and now you have a choice between Polonsky or Roebuck, so choose who will live, but I believe saving Roebuck on the right gives you an achievement/trophy, with nothing for the other guy. Now comes the final stand, which is a mess. There are mortar shells to the right, but those are tricks into getting you to expose yourself. First thing is first, go left and hide in the corner by the barrels and kill the first banzai to reach the checkpoint. Now just sit tight and wait for airstrike clearance, then quickly stand and set the strike on the building far to the left. Doing so and surviving a banzai will set another checkpoint. Now smoke billows up from the right building. Move up and go left and hide behind a statue until the strike is ready. Set it on the dead center of the right building and that should be it, you may have to send on another one, I'm not entirely sure. So long Japan, enjoy America's two parting gifts! ================== Heart of the Reich ================== *DEATH CARD 12: As soon as the level starts, go left and into the other subway entrance for this one.* Move up with you allies down the left alley. You can toss a few frags up to the enemies, then make your way to the left and clear out the enemies you see; there is a tiny divet to the left of the hole in the wall you can use for cover but watch out for frags. Either enter the building or go along the outside, and I say go into the building. Let your guys go in for a few seconds then go in. Keep in mind there are a ton of enemies on the side and two up above you, so make sure you take them out. There is also the turret gunner way up high that you can shoot from in here. Clear it and move into the alley. I say just run to the right, let your guys catch up, and then run left to the barbed wire and youre team should move into the library. Clear out the narrow passage, and around the corner to the right are enemies behind the desks. When you move up go right and then toss a molotov to the same enemy area to hopefully clear them all away. Before you jump out the window, go right and into a closet for a FG42, but save your PPSh. Move up the trench and follow your men to the rallying point. Use your FG to snipe a few Nazis before the battle begins, mainly the one on the turret and the ones on the right side of the field. Stay here, don't move, and snipe a few more all over. Hit a member of each crew of the two visible flak cannons, then pick off all the guys you can see on the right side of the field, not the ones up on the front lines, the ones in the back; the front line guys just keep refilling. Once the right side is clear run up to the right of a lamp. Quickly poke your head through this break in the wall and kill a few enemies, then hop over and take cover by ducking behind the little wall. Let your friends run up the steps if you must, and at any point you can run back down the steps to what is the most part relative safety. Now to get to the flak cannon on the right you must clear all the enemies around it, then run up the bench and pop a few heads to the left, toss a frag to the left, run to the flak, hold the button to plant the charge, and that is it. Notice the little path in front of the tank and the wall shielding you from enemies. The key here is to use this wall as cover and move directly into the enemy's territory, and once you reach the corner of this cover your allies should storm up with you. Once they do you are free to run to any cover you wish, but the goal is to dash to the tiny cover by the cannon, pop a few heads, plant, and then run back to the wall cover as the much needed checkpoint hits. Yes, it may take a lot of tries until you can read further. The rest of the Flaks are what I like to call, "run for its!" First, what you want to do after blowing the second flak is to run up and to the right and take cover behind the second box. Pop a few Nazis to the left, make sure there isn't one on the other side or your cover, let a wave run out of the door nearby, and then run into that doorway. Hopefully your men advanced because if they didn't they may need some help, so help from the doorway. Now there are frags on the other side by the hole. What you are going to do is clear the enemies covering this hole and the ones by the cannon to the right. When it seems clear, run for it to the right, and you may need to go prone a few times, or toss a molotov at the cannon. Light it up, but there is one more far to the left. Just run for it all the way left, prone if you must near the cannon, and light it up and run for it back to the cannon on the right. After what was a fairly simple break for the randomness of the first two cannons, here we go again. You need to take cover at the doorway of the building on the right. Don't go down the right side of it because it's far from secure. Just fight your way into the first room, and from here toss a frag up the ladder, make sure you're safe from this position, and then move into the next room. The main thing in here is to make sure you kill the sniper through the tiny window in the building to the left. Once that is taken care of, or if he's already dead, go up the ladder in the first room, not the third, and make sure the sniper and his friends up here are dead. Now, go up the ladder and be mindful there could be stray enemies to the left and even another sniper in the left building, so be wary of that. From this ladder you want to use the crack in the corner of this room and snipe enemies from afar with you FG42. The left steps seem to be a stream of never-ending Nazis that don't attack you, but you can kill them as you wish. You want to focus on continuously killing the two enemies that appear in the middle of the steps and will attack you. Once they stop coming or there is a calm, run up this second floor and pick up a sniper rifle, swap out your PPSh. Hopefully the checkpoint hits, if not just kill a few more and it should register any minute now. From here just use the opening on the left and pop the heads of Germans on the right side of these steps until your allies move up the steps. Now there is a KAR and PTRS up here to help you with the next part. All you have to do is keep killing the enemies up in the windows and on the roof. Do this, move up to the car, and soon the pillar will fall. Kill the flamethrower and you are one level from ending this nightmare. ======== Downfall ======== *NOTE: A good old fashion German MP40 is the rifle of choice when there is nothing else to use.* Swap your pistol for the PPSh on the floor. Move up to the big room and your goal is to get to the left side. You can crawl along the cover because it's hit or miss if just dashing will work. Use the cover here to kill the two that will take cover to the left, then toss a frag to the enemies and run left where you pick the rest off and wait for your team to move up. Pop a few enemies in the middle, your other half should be working the opposite side, and a checkpoint should hit soon. Getting up the steps is tricky. I would advise you toss a frag or two to the top, and run up the steps but take cover at the bend. Then toss another frag and just run up and clear it as best you can, may take some luck. FYI, pick up a MP40 when you find one. *DEATH CARD 13: Around the corner of this hallway, at the end there is a door- way on the right. Go in and in the dark corner is the final card.* Head down the hall, killing the few enemies along the way, and at the next room, turn right for the stairs and on the wall is a PTRS, so grab it and go up, but keep your MP40. Reload it and take to the right side to pick up another set of ammo. This first set of enemies do not attack you, so just pick away, hitting any RPG's up in the front and then the turret gunner on the stage. When your objectives change and all the enemies scramble, snipe the enemies on the opposite balcony. Then kill the two flamethrowers on the floor and anyone else in gray. When your objective is to clear the floor, feel free to snipe away until you're out of ammo, but your guys are waiting for you to join them at the door, so go with them after you kill all the flamethrowers so you get the checkpoint. There is an STG to swap out your empty sniper rifle, but only do so after you have cleared the floor. When it's clean, run up the aisle, pick up the RPG, and shoot the eagle over the stage, then pick back up your gun. Go up the stage and wait for the door to open to go through and hit a checkpoint. This top balcony is pretty tough. I say toss a molotov to the enemies nearby, and clear them out. The tough part is clearing the enemies on the side, because they have range and they know where you are at all times. I say either fall back and pick off a few, or just advance, toss two or three frags in their direction, and take cover behind the bookcase; and if you fall back then do the same to advance. Then it's just pop out and kill the last few so you can move on. *NOTE: This next part is all about "the enemies waiting for you to think it's safe" because if you give them any chance to attack you they will.* Go up and you're at basically the last battle. Take cover to the left in the corner of the brick wall. You can pick off the enemies in the distance, but the only way to move your team up is to run to the cover by the rail, then you can come back to this corner. From here just pick off all the enemies in the distance and the ones up high. The ones on your level are tricky because aside from not needing to reload, they are ready for you. All I could do was get right behind the barrel, toss a molotov over and then that didn't even kill all of them. Once the initial enemies are clear, and they may still be hiding, you need to get up to the steel beam and from here pick off the enemies in the sewer-like part in the wall. With them clear and the place quiet, try to move to the right to see if there is one more hiding in the sewer, because you'll know it's clear if your men move up with you. Get into the tunnel and there are enemies at the other end, so toss a molotov and another to kill them without much danger, or just go prone and kill them by their legs. Now all you have to do is run into the middle to the sandbags, and from there run to the other end of this tunnel. I say to improve your chances of success you should fall back to the end of this tunnel and pick off the enemies around the wooden structure, and then maybe even go back to the beam to pick off the one or two up high. Either way, hit the middle sandbag, duck for a moment, and then run to the other side of the tunnel. Run to the end and your guys will all advance. Move through the wooden structure but just go prone as your guys exchange with the Nazis on the roof as a rocket salvo will clear it and hit your final checkpoint. After that, pick up the flag by the structure and then run forward for one final scene. Move up, plant the flag, and you just beat this game on either normal or veteran. The next CoD game should be the Civil War, that would be kinda different. Whatever the case, this has to be the last WWII game, it has to be. OH YEAH, watch out for Nazi Zombies after the credits, you can quit from the pause menu and play at any time from online or solo, which is called... ***************************************************************************** * 5. Nacht der Untoten ( ZOMB555 ) * ***************************************************************************** Nazi Zombies! This is just like the horde mode in Gears of War 2 where it's just you and increasingly difficult waves of enemies. It's just a score-based game, nothing too important. Have fun with friends. If you want to play on solo, it's the bottom level. I won't go in depth, but I do want to give you some help. #1. You can buy guns from the chalk on the walls, but you need to earn points. #2. You earn points by hitting zombies or repairing openings. Body shots are worth a little, killing a zombie is worth more, and a headshot is worth the most. You earn a tiny bit for each piece of an opening you fix. #3. You can repair any opening that is damaged, but you only need two or three boards up, not the whole thing. #4. You have a brief time between waves to repair, buy ammo from the chalk, or open up new areas. #5. There are several areas you can buy if you approach, such as the door that says "help" from the first room. They open up new areas to buy guns, but also new points of entry for the undead. You don't want to over-extend yourself or you'll have too many enemies at once. #6. You can only take three hits, so back up, run away, toss frags, watch your back, anything to prevent a hit. #7. Don't stay in one spot, you need to move around. To begin rounds you should find enemies to shoot outside, and as the round progresses check up on all your openings. #8. Get the pick ups to help you survive. There are also red barrels outside to take out some enemies, but save those for later rounds, or at least wait until wave 5 or 6 to use them. It's hard, and mostly just for fun. ***************************************************************************** * 6. Weapons ( GUNS666 ) * ***************************************************************************** I will just list the ones I like. Haven't gone in depth with any of these, so maybe I will later, or maybe not. PPSh - By far the best gun with lots of ammo and very strong. Thompson - Close second, but the shorter clip hurts it; still strong. MP40 - Almost equal to the Tommy gun, just slightly weaker; holds a few more rounds. Type 99 - If I'm not mistaken, this was the gun that made limbs fly. FG42 - Hella strong, but small clip. It's my fav. M1 Garand - Strong, but only has a few shots. M1A1 Carbine - I believe it's better than the Garand, but you run into fewer of these; they have more rounds. PTRS-41 - Ha ha, this is the best sniper rifle I've seen in a long while. Not only do the shots kill in one hit anywhere, the damage it inflicts is just not right. Not to mention it's fairly accurate without holding still. I found it easier to aim while moving the sight around. Just awesome. Frag Grenade - Standard frag. Cook, toss, dead. Molotov - You light, toss, and there is a small fire where it lands. Good for enemies hiding behind something. Only used by the Russians in the solo game. Smoke - Toss and a smoke screen prevents enemies from seeing you. Only used by Americans in the solo game, and only needed in a few spots. ***************************************************************************** * 7. Author Info / Copyright * ***************************************************************************** ------- Credits CoD Wiki - for gun info ----- ----- FAQs: Q: Where are the death cards? A: Use the find command (Ctrl and F) and type "death card" and scroll through the options for all 13. Easy. Q: Help with multiplayer? A: No thank you. Q: Help with the Wii version? A: No, this guide doesn't cover it and I have not played it. Q: Zombies on the Wii? A: No. Q: How do I unlock the zombies? A: Beat the game, watch the credits. Let it save or return to the title screen so your system saves it. ----- ----------- Please contact me if you need any help, if you want to praise me, if you want to talk, or if you want to ask a question. All help is appreciated, but that doesn't mean it will be included in the guide. Flamers may or may not get a response, most likely not. Please, I'm not here to hate on people or start fights, so even if you disagree with me but aren't looking to flame, just be polite. My email: email@example.com Title of your email should be: COD5 *Yes, this game isn't technically COD5, but I don't care; type CODWAW if you want Extra points for good spelling. So anything you want to send, email away. PS - To GameFAQ's users, if you like the guide, click "recommend" at the top of the guide, but only if you like it. PPS - I cannot fix bugs, glitches, or achievements/trophies not clicking. I mean, I can't write some code and hack your machine or anything, and speaking of which, I can't fix technical issues either. That should be a given, but these things I get asked a lot and I can never fix them for you. ----- ----------- I have other guides floating around too. They are: Resident Evil 4 Dead Rising Gears of War Lost Planet Crackdown GRAW 2 Rainbow Six Vegas TES IV: Oblivion Shivering Isles Knights of the Nine The Darkness BioShock Halo 3 Half-Life 2 HL2: Episode One HL2: Episode Two Call of Duty 4 Assassin's Creed Mass Effect Advance Wars: Days of Ruin Perseus Mandate Sam & Max Episode 203 Devil May Cry 4 God of War: Chains of Olympus Rainbow Six Vegas 2 Okami Grand Theft Auto 4 Condemned 2: Bloodshot Metal Gear Solid 4 Alone in the Dark (360) NCAA Football 09 Madden 09 Dead Space Gears of War 2 Prince of Persia (2008) -------------- --------------- I've also been published in GamePro magazine, June 2007. Pretty cool if you ask me, and all because I write these little guides. Also, I am in the October issue as well, which should be out at the time of this guide's release. At least I ain't a one hit wonder. In a nice surprise, I didn't even know I was in the March 2008 issue of GamePro, but I am. Maybe I'll be in more I don't know about... Look to Gamerhelp.com for a slew of other articles written by me in the featured article section. ---------------- ---------------- Here is my list of sites: GameFAQs (main host site) GameSpot GamerHelp IGN OCModShop.com GamersTemple (http://www.gamerstemple.com/) TheGameReviews wiredgamingcommunity.com gametower.org SuperCheats GamesRadar CheatPlanet CheatCodeCentral (cheatcc.com) gamerevolution.com cheatingdome.com unlimitedgamer.net and more here and there, too many to keep up with and even a few foreign ones too! *NOTE: There are many more with single guides, and then others with a few, and some that I just don't keep track of.* All other sites must ask permission if they want this. All I ask is that the guide be ad-free and in this text format. And if you want to make a donation at my site for hosting a guide, that is fine too. ------------------- -------------- Here is my website: www.thechaosuniverse.com You'll find all my other guides here too and perhaps something else you may like. ------------- ------------- Since I have decided that I will make a focused effort to cover the hard modes for all games, this guide-making business has become much more than just a nice little hobby, it's become like a job. A job with no pay. I'm not slaving to work away at playing video games, but it's not as easy as making a walkthrough and being done with it. Before I could just cover the game and assume everyone realized the hard mode would be the same thing but harder, but I think people really need help with these difficulties, especially with so many people hungry for achievements and such. So enough of my sad story, here is the link to my donation page and you can give whatever you like. Seriously, $1 adds up over a few people. And I saved you $20 on an over-priced, overly-long, overly-complicated picture guide that doesn't update and you would never use it again. http://www.thechaosuniverse.com/donationcenter ----- --------- COPYRIGHT --------- This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2008 Brad Russell


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NEWPORT � Swiss Village Farm, a faux medieval alpine estate that houses a foundation dedicated to preserving endangered livestock, welcomes guests on Saturday for its annual Visitors Day. The free event...
NEWPORT � Swiss Village Farm, a faux medieval alpine estate that houses a foundation dedicated to preserving endangered livestock, welcomes guests on Saturday for its annual Visitors Day. The free event is both an educational and public relations exercise for an institution that is otherwise closed to the public.
The farm was built in 1909 by Arthur Curtiss James, a wealthy copper and railroad magnate who styled it on features that he had noted in the southern Swiss and Italian Alps. The overall effect is like the set of an elaborate opera.
�It�s a gentleman�s folly,� said SVF program and livestock manager Sarah Bowley.
It was a working farm for many years but fell into disrepair before Campbell Soup heiress Dorrance Hamilton bought the property along with 35 acres in 1998. She spent four years restoring it before teaming up with Tufts University�s Cummings School of Veterinary Medicine to establish the SVF Foundation. It has since acquired an additional 11 acres adjacent to Fort Adams.
Bowley said visitors will be able to walk through most of the village with staff positioned at various locations to point out and explain features and animals. The farm has numerous examples of threatened breeds, including Horned Dorset sheep, once so numerous in New England they served as the mascot for the URI Rams; Kerry cattle from Ireland; Piney Woods cattle from the southern United States; and a Tennessee Myotonic, or fainting, goat born from a frozen embryo.
The heart of the SVF Foundation is in a series of sterile rooms in what used to be horse stables.
It is there that embryos and semen that have been extracted from critically endangered domestic animals are analyzed and sorted before being poured into straws and frozen at minus 196 degrees Celsius. Stored in a series of large steel drums cooled by liquid nitrogen, life is preserved in perpetuity.
�Four thousand animals are sleeping there,� said lab director Dorothy Roof, who spent the last eight years converting the stables into a state-of-the-art research facility.
Some 600 veterinary students from Tufts have spent time working with the foundation, according to Bowley.
�It�s a very unique opportunity for all of us to get into [reproductive] medicine,� said David Matsas, one of four professors from Tufts who are involved in the program.
Here�s an example of how it works:
A breed of dairy cattle known as Canadienne were the most common milking cows in Canada until the 19{+t}{+h} century, when they fell out of favor. Now they are critically endangered.
The foundation acquired a small herd from a farmer in upstate New York in 2010, harvested their germplasm, or genetic material, and sold the cows last year, banking some 300 frozen embryos and 3,000 samples of semen.
Such a schedule is typical, Bowley said. The foundation identifies a critically endangered species, acquires the animals, harvests their embryos and semen over a couple of years and then generally sells the animals to small farms with an interest in preserving heritage breeds.
On Saturday, visitors can view a number of endangered breeds � they�ll be in small pens on the open green � and look into the lab where frozen germplasm is stored. There will be sheep shearing and live cryogenics demonstrations.
Guests can also peruse displays that make the foundation�s argument for maintaining diversity in domestic breeds. (It may seem unremarkable that 95 percent of the milk we drink comes from Holstein cattle, for example, until one imagines what might happen if disease decimated that population).
And finally, visitors can dine on some of Swiss Village Farm�s heritage breeds. Julian�s Omnibus will be serving burgers, tacos and BLTs made from the farm�s livestock � which Bowley said is a good thing.
�It sounds counterintuitive, but to save them we must eat them,� she said. �They are working domestic livestock and if they have no job, there is no reason to preserve them.�
Parking will be available at Fort Adams State Park and free trolley transportation will be provided to Swiss Village Farm from 9 a.m. to 3 p.m. There will be no parking available at SVF. For more information, call (401) 848-7229, e-mail email@example.com or visit svffoundation.org.

subset: commoncrawl


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Dynamic and funny house music tune featuring real whistle, sax, bass, rhodes, accordion, real drums and drum machine. Very catchy and positive, particularly ideal for fashion and trendy videos, funny sportive broadcasts and many other dynamic and positive subjects. Zip file contains the following versions:
- Night Club 30 (2:34)
- Night Club 30 – 60 sec (0:58)
- Night Club 30 – jingle (0:22)


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Mum Discovers 3yo Daughter Hanging From Family Swing Set
A mother has discovered her little girl hanging by her neck on the family's swing set.
The three-year-old was taken to hospital in critical condition after she was found not breathing in the horrific accident.
A hospital spokesman this morning confirmed she is now in a stable condition.
According to The Daily Mercury, the girl was playing on the swing set as her mother tended animals on the family's property.
However, when the mother next checked on her, the young girl was found hanging with the swing's rope around her neck.
The RACQ Rescue Helicopter was called to help transport the girl from the property, located 60 kilometres south of Mackay.
It is believed CPR was performed and the girl's pulse returned before the flight landed to meet an ambulance.
The girl was taken to Mackay Base Hospital where she was later transported to Townsville Hospital.


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Monday, July 9, 2012
* Blog Organizer Notebook
Today I wanted to share my Blog Organizer Notebook system
with you because it's how I keep my sanity with my blog post schedule.
For those of you who don't blog or don't care,
this notebook can also be adapted into a Lesson Plan book
for teachers, bible school teachers, and home schoolers
or as a household organizer notebook.
For anyone else who is interested I'm sharing the system that works best for me.
I got this great notebook printable and system from my bloggy friend,
Beckie was one of the first bloggers I "met" during my first year of blogging.
She held my hand and provided encouragement as I floundered
and didn't know what I was doing,
I will always be appreciative of that.
Now her blog is ginormous and has a huge following and I'm so happy for her.
She posted this great tutorial on how to make a blog organizer notebook
and I realized that it was a system I could actually use that would work for me!
Plus I'm left-handed and this system is lefty-friendly. : )
Rather than re-writing her whole post,
I'm just going to show you my version
of her notebook that I made with HER printables.
If you click HERE, you'll see her whole post about the system
including a tutorial video showing you how her notebook works.
You can see Beckie that way too -- Hi Beckie!
(Note: Beckie has free printables to use it as a lesson plan book too!)
Beckie printed her pages and had them bound nicely into a custom notebook --
For my version, I just printed her pages then
I used a glue stick for the glue-down pages
into a new spiral notebook -
because I'm too cheap or lazy to do it her way!
I hope this notebook system is as useful and handy for you as it is for me.
It has been a huge timesaver and I would be lost without mine!
Pink and Green Mama
Posted by pink and green mama MaryLea
Labels: Organization, Printable, Sensory Box, Tutorial
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text:
Gov. Pat Quinn says his experience trying to live on the minimum wage for a week has meant graham crackers for dinner.
Raising the state's $8.25 hourly minimum wage to at least $10 an hour has been a re-election focus for the Chicago Democrat. Quinn is facing a tough November challenge from Republican Bruce Rauner.
Quinn told reporters Tuesday that he's opted for water instead of iced tea while eating out. He made the comments after talking to Chicago students returning to school for the first day of classes.
Other governors have tried similar challenges previously.
Quinn says he'll spend $79 this week on food and other expenses. His campaign says that's the estimated amount left for minimum wage workers after transportation and housing costs.