===================================================================== The Outfit Developed by Relic Published by THQ Available for Xbox 360 Released March 13, 2006 in the United States ===================================================================== Table of Contents ===================================================================== I. Intro (1INT) II. Story Mode Walkthrough (2SMW) A. Story Spoilers B. Story Walkthrough C. Tips to Win Against the AI D. Single-Player Medals E. Single-Player Cheats III. General Strategy (3STR) A. Game Modes and Settings B. Basic Movement C. The Destruction on Demand Menu D. Capturing Points E. Basic Foot Combat F. Basic Vehicle Combat G. Utilizing Emplacements H. Basic Infantry Algorithms I. Squad Commands J. Reinforcing Emplacements and Repairing Vehicles K. Hijacking Vehicles and Melee Attacks L. Destructable Environments M. Gaining Field Units N. Online Medals and Getting Better Weapons IV. Examination of Heroes (4EOH) A. Tommy Mac/Viktor Morder B. Deuce Williams/Hans Von Beck C. J.D. Tyler/Nina Diederich V. Everything in the Destruction on Demand Menu (5DDM) A. 4x4/Gun Car B. Bazooka 4x4 C. Cannon Car D. M8 Greyhound/Puma E. Halftrack/Wagen F. Quad .50 Halftrack G. 75mm Halftrack H. Flammpanzerwagen I. Rocketwagen J. Tank/Panzer K. Crocodile L. Calliope M. Wirblewind N. Panther O. .30cal/MG34 Machine Gun P. .50-cal/MG42 Machine Gun Q. 40mm/Wirblewind Nest R. 37mm Anti-Tank Gun S. 50/57mm Anti-Tank Gun T. 75mm Anti-Tank Gun U. Air Strike V. Artillery Strike W. Wiretap X. Infantry VI. Things Not in the Destruction on Demand Menu (6NDD) A. Green Farm Truck B. Red Farm Truck C. Brown Covered Truck D. Red Coupe E. Small Black Car F. Farm Tractor G. Wheelbarrow H. Armored Train I. Freight Train J. Concrete Bunker with Gun K. Flak Gun L. Artillery Gun VII. Map Strategies (7MAP) A. Arnhem Mayhem B. Blood Valley C. City in Ruins D. Damned Fortress E. Eagle's Nest F. Estate Assault G. Hedgerow Country H. Hell's Half-Acre I. Industrial Sector J. Normandy Farmland K. Opposing Forces L. Pushed Too Far M. The Bleak Mile N. The Burg Battle O. The Luftwaffe Finale P. Urban Combat VIII. Known Glitches and Oddities (8GLO) A. Infantry Spamming Trick B. Beyond Opposing Forces C. Beyond the Burg Battle D. Run Into Morder's Car in Story Mode IX. Top 10 Things to Learn from This Guide (9TOP) X. Frequently Asked Questions (10FAQ) XI. End of FAQ (11END) ===================================================================== I. Intro (1INT) ===================================================================== Hi, my name's Eric43 and I like to play The Outfit for the Xbox 360. It's not that popular of a game anymore, and the game reviewers grilled it a bit, but I disagree; this game's a lot of fun. If you're a complete noob at The Outfit or someone who's had quite a bit of Xbox Live experience, then there's something to learn from this guide. So, why would I write a guide for this game? To be quite honest, it's cause this game 'keeps it real.' Okay, so you play a game like Counter-Strike or Unreal Tournament and next thing you know, you're supposed to join a clan and play it like it's your job. Then all these hot-shots show up, talking about going pro and getting sponsored by Intel, Logitech, Subway, etc. No way. When you play The Outfit, you're not gonna get rich or popular. You're playing cause it's cool. You're playing for the love of the game. Please be aware that most of the tips in this guide are tailored towards Multiplayer versus play under Strategic Victory rules. Personally, Single and Multi Player Story mode is a tad bit boring; it's nowhere near as cool as Multiplayer. Anyway, go ahead and read on and maybe you'll learn something. VERSION 1.3: Awesome, I'm finally giving you folks an update again. Lots of typos and grammar mistakes have been fixed at last. Also, I've revised a couple of things (for instance, J.D.'s shotgun works over twenty feet, my midjudgment) and stuff. Also added some more Frequently Asked Questions. Also, the first anniversary release of The Outfit has just passed, so now this game is over a year old. Awesome, now give us a sequel, Relic!! ===================================================================== II. Story Mode Walkthrough (2SMW) ===================================================================== Here's where I cover what you need to know about the Story mode. Hey, it's kind of a drag when compared to Versus mode, but hey, maybe you like it and you want some tips and tricks to help you in this mode. Don't forget to take a look at the other sections of the guide, such as General Strategy, Examination of Heroes, and Everything in the Destruction on Demand Menu for more details on individual things that aren't covered in this Story mode section. -------------- Story Spoilers -------------- Okay, so this is the story of The Outfit's Story Mode. Personally, you can beat the game on your own pretty quickly and experience the story for yourselves. Then you'll be able to watch the cutscenes any time you want in the Movie Theater! However, if you want to read about it here and find out what's up, go ahead and suit yourselves. Remember, there's spoilers in this section! ::The Story:: ------------- In the beginning, we are presented with a scene in which Hitler is in his command center talking to a bunch of no-name generals while a German general (his face is not shown) walks in with a briefcase supposedly with ticking coming out of it. Cue to the Outfit, who's escaping from the Nazis in a jeep. They're ordered to go check out a nearby village that's being terrorized by some murderous Nazi general. They go over to the town and find a burnt-down church supposedly with cremated bodies inside (it's not very graphic). A priest appears and admits to cooperating with the general just because he thought he'd save the peoples' lives, but instead he was tricked by the general and his people burned to death. He lays blame on Von Beck, and the others plan to stop him. Everyone goes back to camp where Deuce explains the rivalry between the Wehrmacht (grey) and SS (black) Nazi soldiers. Cue scene to Morder (who runs the SS) getting in a hissy-fit with Von Beck (who runs the Wehrmacht) over military orders. The Outfit wants to meet the French Resistance leader, so they plow through town and find Adrienne, some French lady with a Thompson submachine gun. Tommy begins to fall in love with her, but they only speak to each other briefly. Then the Outfit lays siege to another generic town. The priest disappears. The Outfit finds a wounded Panzer tank commander who admits that the priest was working for the Nazis. This comes to a mild surprise to everyone. Then we see Morder being a jerk by ordering his men to kill innocent civilians and by bossing around his befuddling priest. The Outfit lays siege to another town. They run into Adrienne again, who seems to be appearing in the most darndest places. Deuce finds a torn letter written in German code. Then the crew gets the brilliant idea to steal an Enigma machine to decode the message. They waltz right through into a seaport and find the machine they need. After decoding the letter, they find orders to stop Morder at a shoe factory as sent by Von Beck. This sends everyone through a loop until Adrienne explains that Von Beck previously tried to assassinate Hitler. Cue the early scene with the briefcase and the resounding explosion. Hitler survives and walks out of the room. The Outfit realizes that Morder was their main enemy and that the priest was just lying to them all this time. A brilliant ruse, if I say so myself. Everyone goes over to the shoe factory, and the Outfit systematically works their way inside. They spot Morder's shiny white car driving in their direction, so Deuce comes up with the brilliant idea to reveal himself and take pot shots at the car with his revolver. The car crashes and Deuce orders Morder to come out of the car. Instead, the door opens only to reveal the priest instead, and in a complete state of stupidity, Deuce stares at him and gets shot up by his machine gun. The priest and his driver peel out, but not before destroying a brick wall, revealing some explosives. Deuce is obviously injured and cannot walk. He orders Tommy and J.D. to leave him by himself, but gives his revolver to Tommy for safe keeping. As soon as they leave via truck, a bunch of Nazis swarm the area and wait for Deuce to reveal himself. However, Deuce lights a cigar and throws it on the explosives. The resounding explosion destroys the entire factory as Tommy and J.D. give their final 'No! We shouldn't have left him!' cliche phrase. The priest meets with Morder and tells him the 'good news.' However, Morder can only think about killing Von Beck. The Outfit minus Deuce seeks revenge against the priest by locating him in a destroyed church. The priest begs for mercy before the two, but they walk away from him, supposedly out of mercy. The snively priest begins to pull out a gun, but not before Tommy turns around and shoots him in the chest with Deuce's revolver. The Outfit meets Adrienne and learns the bad news about Deuce. She gives the most sappy 'I'm so sorry' line in video game history. To brighten their moods, she tells them about the railroad that leads straight to Morder's fortress. The Outfit goes into town and approaches the train station, but is immediately swarmed by an SS army. The two, pinned behind a train car, are on their last leg when next thing you know, a Wehrmacht army shows up and kills off the SS army. Why, it's none other than Von Beck! He offers the two a hand and they escape from town. Von Beck gets a grand idea to board his special zeppelin (blimp) and detonate a hidden bomb in Morder's car. Cue scene to Morder, who is super-mad that Von Beck has left, but Nina (who finally decides to say something) cheers him up by planning to board Von Beck's zeppelin and put a bomb in that, killing him and the Outfit. Meanwhile, J.D. (unable to deploy any vehicles) steals a Nazi truck, provoking the goriest cutscene in the entire game by cutting a German's throat. The Outfit says their goodbyes to Adrienne before leaving on their mission. The Outfit with Von Beck gets through the heavily-defended air field and boards the zeppelin, but not before Nina (who is not noticed at all) walks off it, having just planted the bomb inside. The zeppelin takes off and Tommy and J.D. chat about how 'awful' it is to kill Morder from miles away in such a cheap manner. Von Beck goes to look for the detonator to his bomb, but finds Nina's bomb in a safe. Nina presses a button and the bomb begins to tick, and everyone on board begins to freak out. The zeppelin explodes, but we see that our heroes have parachuted out to safety. Morder is finally satisfied that Von Beck is finally 'dead.' The Outfit lands to earth and gets the ingenious idea to just march over to Morder's fortress and kill him personally. Morder thinks they're dead, so they don't expect much trouble at all. However, after the Outfit gets through the fortress gates, a cocky Von Beck greets a surprised Morder over a dead soldier's walkie-talkie. Morder swallows his rage when confronting Nina and waits until her back is turned before he shoots her, causing her to fall out of a tower several hundred feet below in a comical, non-gory manner. The Outfit gets through the fortress and parks a giant cannon next to the tower. Morder, being the dolt that he is, makes no attempt to run as J.D. pulls the lever to destroy Morder's tower, killing Morder in the process. Then we see the whole 'war is over' thing unraveling as Von Beck salutes the Allied army, Deuce is posthumously given a medal, and Tommy runs to hug Adrienne. After the credits, Tommy and Adrienne enter another zeppelin and fly off while making a few stupid suggestive comments and giggles. Other than the basic 'they're making but while piloting a blimp' theory, I have no idea what they're doing. ----------------- Story Walkthrough ----------------- Okay, here's the story walkthrough. The story is not all that hard, plus you can respawn an infinite amount of times. The basic goal in every mission to to get to the end of the map in some way and activate the victory trigger. Yes, the story is that straightforward. I'll give you the surface strategy to get through without getting too stuck. Once you beat a mission, you're able to replay it any time you like by choosing 'New Campaign.' Clicking on 'Resume Campaign' will automatically start the mission following the previous one you've beaten. For some reason, most gamers have a problem in which the game won't save campaign progress in Co-op. So you may have to beat the game in Single- Player twice (in two different profiles) before the game will allow you to choose any mission you like in Co-op. Then again, I'm not 100% sure that Co- op story is unsavable; I recommend that both players try it with two profiles (not just Player 2 or something like that) and see for yourself. There's the option to choose a difficulty setting--Easy, Medium, or Hard. Playing on Easy means you'll get more FU's, enemies do less damage, and you dish out more damage. There's no reason to play on Hard unless you're seeking a challenge, and you won't get any extra medals for playing on a harder difficulty. ::Mission 1-Beachhead:: ----------------------- New Hardware: .30cal Machine Gun Nest, 37mm Anti-Tank Gun, 4x4, Halftrack, Air Strike The tutorial mission. In this mission, you're going to get a hang of moving around, shooting guns, and deploying items. Start by picking J.D. since he runs the fastest. Deploy some infantry right away and run for the Armory. Some Nazis will appear, so take them out. Head for the Strategic Point to the North. More Nazis will appear; kill them and take the point. Deploy some Anti-Tank guns as told and watch as the enemy vehicles get blown up. Deploy a 4x4 and drive it over to the Motor Pool. There you'll receive heads-up about placing some machine gun nests. That'll finish off the Nazis soldiers approaching from the valley. Keep doing down the road and build a Halftrack when told to. This'll protect you from the machine gun nests. Take the point and keep going along the path. There's only infantry in this section, so don't worry about getting blown up. In the camp, build an anti-air in the place you are told. Then capture the Radio Tower. Drop an air strike on the pile of debris. Then you can deploy a tank! Drop one in and use it to destroy the Wirblewind tank. Capture the point and destroy the Battle Cars up the road. Just keep moving on, taking points while destroying the light vehicles that come down the road. They're easy targets. Get to the broken bridge and deploy a new one. Down the road, there are some Pumas. If you still have your tank, get rid of them. Eventually, once you've destroyed everything in the vicinity of the church, the mission is completed. ::Mission 2-Into the Fray:: --------------------------- New Hardware: .50cal Machine Gun Nest Another pretty easy mission in which you shoot at lots of Nazis. Pick whoever you wantand shoot the Nazi paratroopers in town. Reinforce the emplacements nearby. Later, some Pumas will appear off the cliff and will take potshots at you. They're pretty easy to kill with explosives. Watch out for the one that'll drive off the cliff and try to run over you. Kill some more paratroopers and an air strike will destroy the junk in the way to the next part of the level. Get rid of the guy manning the machine gun nest and take one of the vacant Pumas. Do so in a rapid manner since the Nazis will decide to hop into them instead. Destroy the anti-airs nearby so that air strikes will come in and take out the tents and the Nazi building for you, making this part of the level go by quicker. Make sure that none of them remain. Place a new bridge down and a train will come through the rubble and drop off more soldiers. Take care of them and head for the Armory. Take it and head up the hill for the Motor Pool. Run over all the tents. Oh no, Nazi infantry are parachuting in around the armory! If you had placed machine guns adjacent to it, then you don't have to worry. Then some paratroopers will land by your Motor Pool. Place some machine guns in the vicinity to take care of them. Get yourself a brand new Puma by the Motor Pool, if you like. After securing both points, go to the Radio Tower. Repair and hop in the Crocodile tank parked adjacent to it. Use this vehicle for the rest of the level. This works wonders on all of the infantry and machine gun nests in town. Focus on destroying the three Nazi HQ building marked on your radar. Drop air strikes on them and use the Crocoile to finish them off. Mission complete. ::Mission 3-Yo Adrienne:: ------------------------- New Hardware: Tank Right off the bat you have no FUs. Watch as your men drive a perfectly okay 4x4 up in the face of a anti-tank soldier and get themselves blown up. Man, I hate that. Take the armory and build a Halftrack. Use it to ram the 37mm Anti-Tank gun, then reinforce the 50mm Anti-Tank gun and machine gun nest with your own soldiers. Take the Strategic Point, then the Radio Tower. Ram the anti-air with your own halftrack. Place some cannons by the radio tower in order to stop a Battle Car from taking it back. Drop an air strike on the debris to continue. Plow through the infantry, take the point, and keep going up along the river until you reach the city gates. Watch out for the cannon on the top of the wall! Drop an air strike on it for good measure. Ram all the machine gun nests and get through the the debris with the air strike. Take the Motor Pool. Destory the tan wall in order to proceed. Watch out for the Wirblewind tank that appears! A tank of your own will make quick work of it, or you can constantly die while taking pot shots at it with Deuce. Get all the way to the church, but look out for the Puma that pops out from inside one of the buildings. Shoot him down. Take the Strategic Point. Get in a big infantry fight and destroy those stinking Battle Cars. Nobody likes 'em anyway. Now you have to destroy the Artillery (they're called Mountain Howitzers in this mission) littered around the Northeast part of the map. Destroy all five of them. Once you do, make a run for the end of the map. If you run to the end of the map without destroying all of the Artillery, you'll spontaneously die every time (boy this took me a long time to figure out). Ignore all of the vehicles and infantry. Mission complete. ::Mission 4-Mortain:: --------------------- New Hardware: None In this map, you're going to systematically take all of the Strategic Points around the rim of the level. Then you're going to make a move for the middle. Start by building a Halftrack ASAP and work your way to the Radio Tower. There's only a few infantry and some machine gun nests, so don't worry about getting blown up. Once you've taken the Motor Pool, drop an air strike on the bridge. This'll stop trains from bringing in more soldiers later on. Enter the town. There'll be a Panzer waiting in there for you. Seriously, it's to easy to hijack him since the driver doesn't even use his machine gun, but the cannon may give you a splitting headache. So take the center point first, then hijack him. Now the Nazis are trying to take back the town! A bunch of paratroopers will land to the east of the town. A half-dozen machine gun nests will make quick work of them. Eventually, they'll drop in a Wagen or two, so try to blow that thing up. Eventually, after waiting for a long time, paratroopers will land to the west of the town. Do the same exact thing, except pack some Anti-Tank cannons too. This'll stop the petty Wagens, as well as more Battle Cars that'll land in later. For some reason, if you're driving the Panzer like I told you, EVERY Nazi in the level will focus in on it. Even the ones driving the Wagens. This'll take a lot of strain off of your emplacements. Sheesh, this level is so boring, you just wait until you win. Even if you lose the center Strategic Point, it's not an insta-fail; just go back and retake it, duh. Destroy all the Nazis in the level to trigger the victory condition. ::Mission 5-Assault on Rochereau:: ---------------------------------- New Hardware: 50mm Anti-Tank gun, Bazooka 4x4, 75mm Halftrack You don't start with a vehicle, but you do start in a big infantry battle. Pick Tommy and run in and start capping those fools. Man, they're dropping in a ton of infantry in this location, so keep firing like an incompetent noob. Moving on, there's even more infantry and machine gun nests. Get yourself a Halftrack if you like. Build some Anti-Tank guns and look out for those dumb Battle Cars. Also, a Puma will land in next to the horse statue. Blow it up since you can get a brand new Puma next to the following Strategic Point. In this section, you're told to get in a fast vehicle and keep moving through to avoid artillery strikes. Get in the Puma and don't stop moving. Okay, if you take a little breather, it won't hurt you, but don't stop to kill anything and DON'T think about getting out of the vehicle. Get the fifth Strategic Point. Go up the hill and take the Armory. Watch out for the Battle Car and the infantry in the nearby corner. Along the next long strip of road, build some Anti-Tank guns. A parade of Battle Cars and Pumas are coming for you. Fight them off and get to the Motor Pool. Then some more Pumas will come after you (this is when you start to get annoyed by Nazi armor), but you have a little time to slap down some cannons. Get a Tank if you have the money. Go up the hill, destroy all six of the artillery, retake the tower, and go up the final hill. Other than some Pansy tanks and some un-masculine Battle Cars, a freaking Panther tank will show up! Take this mother out along with the other nameless Nazi guys to finish the mission. ::Mission 6-See the Light:: --------------------------- New Hardware: None No FUs just yet, so run up the hill and start killing some foot soldiers. In the town, it's to your advantage to get a Halftrack. Ram all of the machine gun nests and shoot all of the infantry. Nothing really special about this part of the mission. Also, MORE BATTLE CARS!!! A few well-placed rockets or grenades will take out those things. Get to the Armory. There's a Puma there, hellbent on killing you, so watch out! Take the Armory. Unfortunately, your mission doesn't end here; you have to keep on going! Go along the path to the Motor Pool. Unfortunately, there's another Puma there and he'll try to plow into you in the same annoying manner. You don't have any good counter for them yet except to slap down some emplacements or use Deuce's rockets. Capture the Motor Pool. You need to get to the lighthouse to activate some sort of air strike that'll remove the debris blocking the seaport. Watch out, there's a Panzer tank and some Anti-Tank guns in the way! Once you get to the lighthouse, get back down to where the debris is. There'll be another tank in your way, so you'd better get used to these tanks they send after you. When you get to the debris, an air strike will take care of it right away. The seaport is heavily defended and surrounded by concrete walls. There's some concrete bunkers, some cannons, a Panzer tank, and even a Panther tank. The tank's on the lowest level. Just focus on getting the Radio Tower and take your time to destroy the Panther tank. Once you've destroyed it, you'll get an update to kill some Nazi officer guy. He's at the bottom level and in the corner adjacent to the ramp. Kill him to beat the mission. ::Mission 7-Sole Survivors:: ---------------------------- New Hardware: Crocodile Right off the bat, you're gonna have to fight for a Strategic Point. Once you've got it, reinforce the cannon nearby and deploy a Halftrack. Go up the hill to the Armory. Ram the anti-airs and kill the infantry. Or you can hop in the armored train and shoot the emplacements from afar. Either way, you're going to need the train to destroy the massive amount of armor ahead. If the train gets blowin up, don't worry; a new one will respawn in the same place. Capture the Motor Pool. When the tracks end, get out and deploy a tank. Keep going until you get to an empty field. Deploy a lot of Anti-Tank guns in order to counter the Panzer and the Wagen that come barreling in. Capture the 'Train Station' (or Strategic Point). When along the river, build a few more Anti-Tank guns to keep the Nazi vehicles at bay. Get over to the Radio Tower and capture it. Keep going and going and going and going...cross the bridge and destroy it as you're instructed to. This'll keep some Panzers that were behind you from getting across and messing you up. Time to enter the factory. Get past the train cars and look out for a Puma or two. This is the last spawn point in the level, so if you die, you'll have to make the long journey back to where you were. There's three Red Farm Trucks nearby though to lend a hand, though they're pretty useless against all of the darned cannons along this 'No-Man's Land.' Along a long strip of land with a railroad track down the middle, you'll encounter a ton of cannons and a Wirblewind tank. Keep moving and don't die. However, dying is no fun, especially in this map. Use Anti-Tank guns to counter enemy armor. Make a run for the marked section on your map. Don't stop the blow up the two Panzers that get in your way! Get to the green star and the mission will automatically end. ::Mission 8-Vengeance:: ----------------------- New Hardware: 40mm Nest, 75mm Anti-Tank Gun, M8 Greyhound, Quad .50 Halftrack Without Deuce, you're going to have to learn to use Tommy and J.D. If you've been using Deuce the entire game, this paradigm shift can mess up most gamers. Looks like it's time for you to read the Heroes section in order to learn more about Tommy and J.D.'s abilities. There's a ton of infantry and machine gun fighting going on that I can't stand to go into detail about it right now. Don't deploy a Halftrack until you get past the metal jack things blocking the road. This'll reduce the amount of damage you take from the nagging infantry and machine gun nests. Sneak around the back of the Motor Pool and flank the cannons. Reinforce them with your own men. Some vehicles are coming to harass the heck out of you if you don't. If you don't get yourself some armor protection, you may die and die again trying to fight off the Pumas. Keep going. If you're in a jeep, jump the hill across the river. Take the Strategic Points. It's just infantry standing around so it's not too hard. Take the Armory and expect a lot of men to parachute in. Keep fighting until all the men are dead. Keep on trucking until you get to the Radio Tower. There's a Calliope behind a fenced area! Take it and kill everyone in the vicinity with it. Keep on going until you get to the battlefield. A lot of your men have some cannons positioned on the cliff and are fighing off the enemy. A parade of Panzers and even a Panther will come into the vicinity. Nonsense; deploy a lot of Anti-Tank guns to counter. Eventually, the coast will be clear. Hopefully, you still have your Calliope. Repair the bridge and march into town. There's a lot of armor there, but you can ignore it for the most part. Make a beeline for the church, drop an air strike on it, shoot it with your cannon, and you win. ::Mission 9-Crossing Over:: --------------------------- New Hardware: Calliope, Artillery Strike, All the Nazi Stuff There will be a bunch of Anti-Tank guns and anti-airs lying around. Reinforce as many as you can ASAP! Once you do, get in a Halftrack and run for the first Strategic Point. There will be a ton of infantry as well as a few rogue Pumas, Battle Cars, and Panzers that'll harass the heck out of you. Use your sticky bombs or deploy some cannons to stop them. Go into the air field and destroy the satellite dish that you are shown. Head for the Strategic Point, the Motor Pool, yada yada yada, haven't we heard it all before? There's a bunch of vehicles in town that are coming for you, so reinforce this position with a ton of Anti-Tank guns. When you get into town, it's recommended you take the Radio Tower, but it's not necessary. Just go over by the train station. Watch out for the 75mm cannon, though! Once you activate the cutscene, you can finally play as Von Beck. However, the Nazis have just retaken EVERYTHING you've deployed previously in the level. If you want to make the end of the level a bit easier, destroy your previously placed emplacements when you're finished with them. You'll have to fight back to take the Motor Pool. There's a Panzer or two in the way so don't get frustrated if you die a lot here. Ultimately, the objective is to get back to the beginning of the level. Use an artillery strike to clear out the anti-airs and cannons at the beginning of the level. Once you do, you've completed the mission. ::Mission 10-Iron Zeppelin:: ---------------------------- New Hardware: Panther Wow, what a lame duck mission. The first half involves riding along the beach, killing infantry and machine gun nests. A Halftrack works great. Eventually, you'll run into a Puma or two. Use Von Beck if you want to destroy them, or deploy some Anti-Tank cannons. The first objective is to destroy the anti-airs littered along the beach. Ram into them with your Halftrack to destroy them. Also, at one point, there are two Nazi Anti-Tank cannons high up on some cliff. Deploy a few of your own cannons to finish them off, or shoot at them with Von Beck's rockets. You're on the air field. You need to capture the Motor Pool, the Armory, and the Radio Tower to Proceed. There's a few Pumas crawing around, plus the wide-open spaces are great for shooting at armor. If you're not adept at destroying these fools by this point, then maybe you should just quit playing this game and go back to Halo 2 and Gears of War. Once you've captured everything you need, run to the zeppelin. A few predeployed anti-airs and cannons will fall from the sky, but that's not enough to fight back the enemy! They're coming to destroy the zeppelin. If you let them destroy all of the anchor points around the level, you'll automatically fail the mission (say WHAT??). At first, air strikes will try to destroy the zeppelin. Deploy a lot of anti-airs to combat them. At least six or seven is fine. Then, the Nazis will hit you with some Pumas and even Panther tanks!!! Deploy a LOT of 75mm Anti-Tank guns in the direction of the Motor Pool and the Radio Tower. That's where they tend to appear. After a lot of the Panthers and the airplanes have been destroyed, you will complete the mission. ::Mission 11-The Gates of Hell:: -------------------------------- New Hardware: None I hope you love the color grey, because you'll be seeing a lot of it in this mission. Start by running for the Motor Pool. A Gun Car will come driving in your direction, but the men will eventually get out and start shooting. Take that car and head for the next Strategic Point. The battle going on nearby really isn't that important; just don't get hit by cannons. Your first ojective is to destroy five out of the ten flak guns in this level. You've seen the before in Mission 7. If you can't remember what they look like, they're these weird things with two metal plates and a gun in between them. Most of them are in little detours here and there, up some hills. You'll probably end up running into them without much effort, so don't fret over finding them. Also, this is nothing but a big armor battle. You'll run into a TON of Panzers, Pumas, and even a few Panthers. This is bad, but it's relatively simple to write into a guide. You'll do a ton of vehicle combat in this level. Use a Calliope when you deem acceptable. Nuff said. Go to the green star to 'talk' to some infantry. They'll tell you to drop an air strike on the gates. Head for the Armory. Watch out, some infantry as well as a Panzer are coming up the hill to retake the Armory! Big deal. Emplacements will clean them out. The big section in the middle has a few artillery crews dropping some shots in the same craters over and over again. You can blow them up yourself, but it's not really necessary. Also, watch out for all the Pumas in this place. Man, I hate these things. Past this section is another point. Up the hill, by the medal opportunity, there's another Calliope for free. Ugh, keep going, destroy another Panzer, and get to the big space with the Radio Tower in the fortress. There's a few nasty emplacements around the gates as well as some Pumas that'll come after you. When you get up on the hill and secure the Radio Tower, a few Panther tanks will respawn at the bottom of the hill around the gates. Just get the air strike (an artillery strike also works) off on top of the gates to beat the level! ::Mission 12-The Fortress:: --------------------------- New Hardware: None Last mission. There's five stages: the Armory stage, the Motor Pool stage, the Radio Tower stage, the Train stage, and the Final stage. You'll go through them in this order as you circle around the Fortress of Death. The only thing it needs are lava pits, but oh well, that would make it too ridiculous. Start off in the Armory stage. There's a ton of infantry and machine gun nests. In such sitatuions, you'd get a Halftrack, but there's another pain- in-the-ass Battle Car and some cannons. Still, fight your way through until the enemy wears out, then take the Armory. A predeployed Tank will appear nearby soon afterwards for your convenience. The Motor Pool stage is littered with a Panther, a Panzer, and a few Pumas. All I have to say is that I'm sick of these DAMN vehicles and I hope they all explode and die. Try to make a dash for the Motor Pool and snag it from the Nazis right away. Your Tank can severely wound the enemy assets, but you're not guaranteed to break through. Place a lot of Anti-Tank guns to help you. Use Von Beck to dish out damage from long range. Ugh, eventually you'll get through. The Radio Tower stage is a wide open air field that perfectly accompanies some Anti-Tank guns. It's not nearly as hard as the Motor Pool stage, since there's a lone Panther as well as a few machine gun nests up there. Some Panzers will come down and try to thwart you after you've captured the Radio Tower. Now we've arrived at the awful Train stage. You have to get to the armored train at the end of a long strip of land. There's SO MANY TANKS in this portion of the map I forgot to keep count. It's hard to force your way through. Use Anti-Tank guns, artillery strikes, Von Beck's rockets, tanks, hell, even Bazooka 4x4's. Board the train. The Final stage is easy sailing to the end. On the train tracks, a few Panzers and Pumas will try to stop you, but by ramming into them, they're as good as dead. Push the train car with the cannon in the back until the track ends. You can deal with the Panther tank in the tower courtyard, or you could just hop in the cannon train car and end the mission right away. Mission ALL OVER!!!! -------------------------- Tips to Win Against the AI -------------------------- One thing you ought to recognize about Story mode is that there are no Axis heroes to fight. All the infantry and vehicles dropped in are all according to triggers, so if you read my Basic Infantry Algorithms section, that'll give you some good tips on combating the Nazi War Machine. But here's some extra tips: The AI is pretty pitiful when it comes to driving automobiles. They will cruise around and stop at programmed locations. In that case, don't be afraid to attempt tohijack their vehicles. They may drive off if you come close to them, but they'll usually stop a second later and wait to get their ride stolen. Even if you get blown up in the process, you'll have taken away one of the AI's vehicles. So the AI is bad at driving vehicles. But some vehicles (particularly Pumas, which are devastating to foot soldiers) are programmed to go nuts and try to run you over at all costs. This is most apparent on Mission 6 in the town. Don't worry if you get killed a few times, since it always seems to happen. Use emplacements, rockets, and grenades to kill them. If the Nazis are trying to charge your position, go ahead and put down some stationary guns where they will approach you. However, the game tends to be kind by sending in some of their own vehicles to assist you. In a few missions, the AI will try to retake some of your bases while you're preoccupied doing something else. If that's the case, then don't hesitate to drop an anti-air/tank gun by your base to keep them at bay. This'll make beating the mission a bit quicker since you won't have to search for any spare Nazi soldiers. Don't forget to use your grenades, especially if you're playing as J.D. or Tommy. Use them to blow up emplacements or barriers that the AI soldiers may hide behind. Also, don't be shy to drop in some cannons in wide-open spaces where enemy tanks may frequent. If you want to take a heavily-protected area quickly, get a fast vehicle and speed past all of the cannons. Get out and start mowing down the guys manning the cannons. This will come in handy in a few situations. If you don't want to risk your life doing that, then remember to use some air and artillery strikes. If there's a lot of enemy soldiers lying around, kill them before moving on. They can steal away your points and even get in your emplacements. Remember, these infantry behave just like Spare Infantry; they'll hop in any empty vehicle and emplacement they find! -------------------- Single-Player Medals -------------------- Ok, so in each story mission, there are two medals/achievements you can get. Some of them are pretty easy to stumble upon, but others you have to search the level to find them. Either way, they're not too hard and you can collect them in a few hours of playtime. Each one will give from 10 to 25 gamer points, so there's a combined total of approximately 500 points to gain just by doing these achievements. Read on to find out how to unlock those medals. Some things to point out are that it's best to get cheats with the difficulty set to Easy. Difficulty is irrelevant in unlocking achievements. Also, remember to disable any cheats before playing, since you can't get achievements with them turned on. Also, 'Secondary Objectives' don't count as achievements. If you're asked to capture all the points on a map or blow up a bridge, doing those things won't give you any points unless they specifically say 'Medal Opportunity' in the dialog box. And finally, remember if you're playing solo, you can save your game at any time during the mission. So, remember to save before tricky medal opportunities if you want to. Getting medals in Story mode will unlock new weapons for the heroes in the same mode. Getting new weapons in Story mode is a whole new ball game when compared to Versus mode. There seems to be no specific medals that'll unlock such-and-such weapon; the more medals you get, the more weapons you unlock. ::Mission 1:: ------------- A. Air Defense (15) Keep going through the level normally until you get to the part where you must place an anti-air. At that point, you will be prompted of the medal opportunity. Man the anti-air for yourself and shoot down any planes that appear. It's not like shooting fish in a barrel, but it's still pretty easy. Shoot down five planes on your own, then you'll get a medal. Also, don't deploy any other anti-airs, or else your men will steal your kills. B. Combat Aid (10) After the part with the anti-air, you'll be prompted about another medal. Infantry will parachute down in three different places marked by stars and you need to save at least five out of twelve. The best way to do this is to get a Halftrack and just charge at the enemy infantry before the paratroopers land. This isn't hard to do and you may even save all twelve infantry. ::Mission 2:: ------------- A. Searchlights Destroyed (10) Destroy all the gigantic search lights. There's one by the two parked Pumas near the beginning, one by the Nazi building you're told to destroy, and seven more in the town. Just a basic search mission, and none of them are in any hard-to-find locations. B. Troop Car Destroyed (15) When you first go up to the radio tower, there will be a train with a car in the back. You'll be told to destroy it ASAP if you want a medal. Get a Crocodile and burn the train car before it takes off, but you should be able to do it quickly and without any trouble. ::Mission 3:: ------------- A. Convoy Ambush (20) When you get to the second Nazi strategic point, you'll see a bunch of cannons along the riverside. Reinforce them with your own men, drop a few more cannons along the beach portion of the river, and have them shoot at the Nazi automobiles going across the other side of the river. You'll automatically be warned about this medal if you hang around this area for a while. B. Propaganda Destroyed (15) Destroy the five Nazi statues in town. They're these dark columns with a gold eagle on the top of them. Search for them all. If you can't find one, then remember to smash through the walls to look for them. ::Mission 4:: ------------- A. Tank Crew Rescue (15) Go the center south part of this map along the river and you'll see several men standing around a broken tank. 'Escort' them to one of the farms, which is close to a strategic point only seconds away. There will be some Nazi soldiers in the way, so kill them and save your men. Very easy. B. Reinforcement Rescue (20) After the battle cars are destroyed in the Great Nazi Assault, you'll be warned about this medal opportunity. Four men will drop in and need to be protected against Nazi air strikes. You have some time to prepare for this, so as soon as the dialogue pops up, go to the location of the green star on your map. There will be two anti-airs, but you'll need to reinforce them yourself. In case you couldn't catch the location of the star before it centered in on the soldiers themselves, they're along the southwest side of the town near the dirt road intersection. The soldiers will run along and do their thing and you'll get your medal. ::Mission 5:: ------------- A. Allied Rescue (15) Get a good vehicle such as a Puma or a Halftrack and go up the hill where the Armory is. You'll be alerted to protect the Allied paratroopers landing in by the Armory. There's a Battle Car and some guys manning machine guns up there. Just go and hijack/blow up the Battle Car and kill the rest of the Nazis up there. Pretty stupid and quick medal if you ask me. B. Panther Tank Capture (20) Capture the Motor Pool and go east of it into some alleyway with a tank in it. You'll be asked to hijack a Panther tank. Go up to where the Panther tank is near the exit, hijack it, and drive it back down to the Motor Pool. Then you'll get your medal. ::Mission 6:: ------------- A. Transport Ship Destruction (20) After capturing the Armory, go north some more and you'll see a lone cannon pointing out to sea. Man the cannon yourself and you'll get a tip to destroy the three Nazi ships in the ocean. About five shots will down a ship (gee, those are some weak ships). Be a bit quick to do it since the ships are moving east at a miniscule pace. Also, remember to aim a little bit higher to hit them. B. Submarine Destruction (20) Get all the way through the level until you have to kill the last Nazi commander guy to beat the level. There will be two subs parked at the docks. Blow them up with air strikes or rockets and you'll get another medal. ::Mission 7:: ------------- A. Train Destroyed (25) After capturing the Armory, there will be another big train patrolling the hill nearby. Destroy it to get a medal. It's pretty tough to destroy, so fight fire with fire by getting in your train and shooting it until it blows up. B. Prisoner of War Savior (25) Keep going until you reach the Radio Tower. Be prepared to kill some infantry as you take a left at the intersection and go to the dead-end with the greyed-out jeep icon. There will be some Wehrmacht (gray) soldiers fighting with SS (black) soldiers. Kill all of the SS soldiers before the Wehrmacht soldiers die to get a medal. Also, just for fun, you can recruit the Wehrmacht soldiers, even though they're Nazis, lol. ::Mission 8:: ------------- A. Fuel Depot Destroyed (20) Blow up all 25 of the explosive barrels in the level. They're located in groups. There's several groups scattered in the Nazi camps in the first half of the level. Another group is in the big field with the tank battle. The last group is in the town located next to a cannon. Once again, they're not hidden in hard-to-find locations, but for some reason, they're hard to miss. B. Allied Savior (20) When you get to the big field in the north, you'll be alerted of this medal. Preserve any ten of the cannons that are already deployed on the cliff. There's a ton of tanks, but if you still have that Calliope you captured in a Nazi camp, that'll make things easier. Also, deploy a bunch of your own 75mm cannons to help out the existing cannons. You're playing on easy, right? Then you should have enough FUs to spend on your own cannons to make this achievement a piece of cake. ::Mission 9:: ------------- A. Howizter Defense (20) Man, this one's too easy to get. In the beginning of the map, protect all of the cannons from air strikes. Just reinforce all the existing anti-airs and wait. Deploy some of your own anti-airs if you're still insecure. Easy medal. B. Tank Column Destroyed (20) After you meet you-know-who, destroy all of the Panzer tanks on the way to the exit. There's about four of them. Just make sure that you don't go near the Armory until you've destroyed the last one, because you'll automatically exit the level if you do. ::Mission 10:: -------------- A. Prototype Jet Destroyed (25) Go to the southwest part of the level. You can tell because you see the red tank logo there. When you get there, there will be a Panther as well as some Nazis in machine gun nests defending this stupid-looking red rocket. Blow up the red rocket to get the medal. Don't worry about dying since a spawn point is nearby. B. V1 Rockets Destroyed (20) Go to the Radio Tower and go east. At the end of the runway, you'll see three big missiles at the very end. Destroy them with any weapons you have. Them go north, then east along the horizontal runway. There will be two more identical missiles. Blow up all five to get a medal. ::Mission 11:: -------------- A. AA Guns Destroyed (20) Destroy all ten flak cannons. Seven of them are before Von Beck's bunker, so if you can get that many, the rest are easy to find. If you can't find them, go up and down out-of-the-way hills to find them. B. Bunker Defense (25) When you pass the southwest part of this map, you'll be alerted about this medal. You need to stop SS soldiers from entering the bunker across the cliff. Just deploy a bunch of anti-airs alongside the cliff. This will stop the soldiers as well as the air strikes. ::Mission 12:: -------------- A. Radar Tower Destroyed (20) Go to the southeast portion of this map. There will be a radar there. Blow it up to get a medal. B. Airfield Saved (25) Keep playing through the level and get on the train. Once you pass by the Radio Tower, you'll be alerted about this medal. Make sure the Radio Tower isn't retaken by the Nazis. There will be a Panther tank, a Puma, and a 75mm Cannon on the ground below. The best way to prevent this is to deploy a bunch of 75mm Cannons around the Radio Tower earlier in the level. Also, use your train cannon to blow the heck out the Nazi vehicles. Deploy some cannons down on the ground below if you're still insecure. You'll get your medal. C. Game Completion Award (30) Beat the mission. You'll beat the game and get another medal just for doing so. Congratulations! -------------------- Single-Player Cheats -------------------- Yes, you can get cheats in this game. No, they don't work in Versus mode; they only work in Story mode. It stinks, but hey, it's better to have some dumb cheats than to not have any at all. To get these cheats, you have to get so many medals, whether in Story or Versus mode. Remember to turn the cheats off when getting Story mode achievements. A. Unlimited Sprint (4 medals) You can now run without running out of stamina. Makes Deuce and Tommy finally useful at running. B. Faster Health Regeneration Rate (8 medals) Get health back faster, nuff said. C. No Overheat on Weapons (12 medals) Now you can sit and spray your automatic without overheating! Yay for 999,999,999 bullet clips! D. Unlimited Field Units (17 medals) Deploy nothing but Calliopes and 75mm Anti-Tank Guns. E. Insane Damage Multiplier (21 medals) Picture a 4x4 destroying a Panther tank. Ridiculous? This is what this cheat does. F. Mega Health (25 medals) You can take a lot of hits before dying. Also works with vehicles. ===================================================================== III. General Strategy (3STR) ===================================================================== Most of this strategy will be useful in Versus mode. This is pretty much everything that comes in handy on most maps and with most heroes. I'll try to cover the easy stuff without lingering on it so that any experienced players looking for good tips won't be bored to death. ------------ Menu Screens ------------ Alright, so you've just fired up the game and you're looking around in the menus trying to find out what to do. Here's what's on the main screen: Campaign: This is where you play the Story mode by your lone self. Choose New Campaign to select an unlocked mission to play. Choose Resume Campaign to continue from where you left off last time you played in this mode. Load Game allows you to OBVIOUSLY load saved Story missions, and Movie Theater replays cutscenes you've already seen in the story. Multiplayer: This one's huge. The next four items describe the gameplay modes. -Xbox Live: This is how to play online. The Ranked Match forum is entirely for Strategic Victory rules, plus it's the only place where you can obtain online achievements. Player Match forum is less frequented, but allows for Deathmatch and Destruction gameplay. Co-op is for playing one of the game's story missions over the internet. Downloadable Content leads to the XBL Marketplace page for the Outfit, containing a few downloadable maps, themes, and gamer picture. It's HIGHLY RECOMMENDED you download the new maps right away since they're free and downloading them later won't be a hassle. The Leaderboards post the overall scores for players in the Ranked Quick Match Mode. -Split Screen: Play Versus or Co-op with a friend. In Versus, players can choose any map or setting they please and have at each other. In Co-op, the gameplay is similar to Story mode, except that there's no saving the game in this mode for some reason. -System Link: Similar to Xbox Live and Split Screen; this is where different consoles in a local network play Versus or Co-op mode. -Insignia Selection: The player who pressed the button to enter this menu can choose his insignia. This will appear on all of the vehicles that this player deploys in both Xbox Live, Split Screen, and System Link play. Most of them change the color of tanks to green/orange/purple/red, etc. However, you're free to not choose any insignia, as I do. Options: Change the controls, the audio, and the video settings. As for gameplay settings, there's the option to invert the Y-axis or to disable subtitles and whatnot. No option to change the sensitivity, but don't sweat it since it's good enough in this kind of game. The credits are kind of obvious. Achievements: Look at all the medals you've unlocked in The Outfit in both Story and Online modes. Each medal you've unlocked gives you a description of what you had to do to unlock it. Downloadable Content: Go to XBL Marketplace and see the stuff that you can download. Yes, I know DLC is also in the Xbox Live menu, so that's Relic's fault for being so redundant. ----------------------- Game Modes and Settings ----------------------- When you're playing a Versus game, it's important to check the settings. This will change up your strategy quite a bit. If you are the creator of the game, you can change up the settings yourself. Otherwise, you'll have to accept what the game creator has set in place. ::Map:: ------- This is the map the game will take place on. Consult the Map Strategies section for more details. ::Strategic Victory:: --------------------- This is the game mode that is played about 99% of the time on the Outfit, and will be explained in a grand majority of this guide. In the Ranked Match forum, this is the only mode of play that can be selected. Here are the rules of the game: * Each team begins with the amount of initial command points selected by the game creator. In Quick Match games, it's set at 150 points. * Killing a hero from the opposing team will reduce that team's command points by three. * Capture the Strategic Points to gain an advantage over the other team. The Strategic Points are marked by rectangle shapes on a map that may be in three states: -American Flag: Owned by Allies -German Flag: Owned by Axis -White Flag: Owned by neither side * The team with fewer Strategic Points will begin losing points at a rate that depends on how many fewer flags they own than their opponent. If both teams own the same amount of Strategic Points, or a majority of the flags are currently white, then neither side loses points. * Armories, Motor Pools, and Radio Towers have NO effect on how many points a team loses. They're purely for benefit of respawning and for enhanced weaponry. * The game ends once one team has their points reduced to zero OR if a team has no spawn points under their control and all current heroes are dead (even if your spare infantry are in the process of taking over another spawn point). If you've played the Battlefield games, such as Battlefield 1942, then you should have a good idea of what to do. ::Deathmatch:: -------------- This is a rarely-played mode that can only be played in the Player Match forum. Here's the rules: * Each team has one spawn point that can't be taken from them no matter what. * Each time a hero from one team shoots a bullet/rocket/drives a vehicle that leads to the death of another hero, his team will get a point. * If an AI soldier kills a hero from either team, no team gets a point. * The game lasts until time runs out. The rules to this game are funny. You want to be the one to kill the enemy, or else you won't get any points. This means that the general strategy is to not build so many emplacements (other than cannons just to discourage the enemy from building tanks), but get your own vehicles and take the opponent out at all costs. This means that the Motor Pool should be your number one target. The Armory and the Radio Tower come second, then the Strategic Points last. In my experience, I was playing on Blood Valley as Axis against two players. I lost all my points except for my initial one and my opponents began to spam emplacements around the railroad tracks and radio tower like crazy. I picked Nina and kept sniping the Allied heroes. Even though I died five times as much as both of them, I won the game 16 to 5 since all of my deaths were due to AI soldiers. So remember to kill the heroes and don't build emplacements. However, this game is a bit glitchy when it comes to determining whether or not YOU kill the enemy or whether or not Mr. Rifleman did. I was playing a Deathmatch game with my brother and I surrounded his final spawn point with anti-airs. He would respawn, I'd run up and melee him, but the kill would be credited to the man piloting the a-air. So, this mode sounds good in practice, but it's just flawed. Don't expect to play this mode that much, but when you do, you know the general strategy of what to do. ::Destruction:: --------------- This is another rarely-played mode that can only be played in the Player Match forum that takes advantage of The Outfit's mondo-cool destructable environments. Here's the rules: * Each team has one spawn point that can't be taken from them no matter what. * Players get FUs for destroying things in the map. The size of the object depends on how many FUs you are payed. For instance, a fence will give you 40 points while destroying a farm house will give you 250 points. * When the time runs out, the team with the most FUs wins the game. In my opinion, the best vehicle for the job would be the 75mm Halftrack/Rocketwagen. It packs a walloping gun, it can take down barricades like nobody's business, plus it's kind of cheap. Otherwise, if you can't get that, then go for the old Halftrack/Wagen. It has no explosive damage, but you can cruise along and destroy fences like crazy. If you're looking for a list of things to destroy in order, I'd take down fences first, then walls, then buildings. Buildings take too much time to destroy for the FUs you're getting from them. Destroy the enemy's units and make them spend FUs. Going for strategic points is kind of useless, unless you feel like respawning as Deuce/Von Beck and destroying everything in the vicinity with the bazooka. Anyway, I don't have a lot of strategies in this mode, since I've only played it once, but the general tip is to be stingy on spending your FUs. Also, run sideways through fences/barbed wire for some quick cash. Bam-bam-bam-bam-bam-bam-bam- Destroying public property is fun! Remember, the FU counter only goes up to 9,999, so it's possible to have 10,000+ FUs; just keep destroying everything in sight. ::Initial Command Units:: ------------------------- Strategic Victory only. This is the amount of points each team has and it determines how long a game lasts. 50 points is too quick for a game, and the first person to gain a significant advantage usually wins. 150 points is a good, moderate amount for a head-to-head or four-player match. 300 points is good if you want a longer game that won't bore the players to death. 500 points is usually too long in most situations except maybe in eight-player matches, and the game will usually end with one team losing all their spawn points. ::Starting Field Units:: ------------------------ This is how many FUs each team starts out with. If you start with 0 field units, expect many J.D. and Nina players to rush to the points. Anything higher and you can expect someone to get a vehicle. The other settings are 200, 400, 600, and 1000. If both sides start with a Motor Pool, expect some early fireworks in the form of M8 Greyhounds/Pumas/Tanks. ::Respawn Delay:: ----------------- How long you stay dead before you can respawn. The No Delay option is pretty crappy, since it'll be near impossible to retake any points at that rate as long as the player keeps respawning. Five seconds is a fair amount that keeps the game going fast. Ten or fifteen seconds will encourage more strategy other than going Rambo on the enemy, since if you die, you'll leave your bases open for the time of being. Twenty seconds is crazy; I've only played with that respawn time once. Just don't die; that's all I can say. Unless you're an masochist, just forget twenty seconds. ::Time Limit:: -------------- Deathmatch and Destruction only. This is how long the game lasts. I'd set it to 15 to 20 minutes and leave it as such. -------------- Basic Movement -------------- If you've never played the Outfit, this section is for you. Otherwise, skim over this section. To move your hero, move the left joystick. To aim, move the right joystick. Whichever direction you move is dictated by which direction you're aiming. To crouch, press the left joystick. Pressing it again will make your hero stand up. Crouching makes hiding behind small objects easier in order to avoid gunfire, so keep that tip in mind. To sprint, hold the right button. Depending on your hero's statistics, your sprint bar, the blue bar located under the red health bar, will lower at a certain rate. Note that if you're moving the left joystick and holding the right button, you'll lose stamina even if you're walking into a wall! Your stamina will come back after a while. At this point, you must walk at a slow rate or drive a vehicle to get around faster. As for driving vehicles, go up to an empty vehicle and look on the side for an icon. Press X (blue) to enter the car and press X to get out of it again. The controls for driving are the same; press the left joystick to move and press the right joystick to look around. ------------------------------ The Destruction on Demand Menu ------------------------------ Press the Y (yellow) button to bring up the Destruction on Demand Menu. This will bring up a little eight-figure object that will represent what you want to buy. Use the right joystick to select a certain category, then press either A, B, or Y to select an item from that category. If you select something, you will now have the option to place your item. Use the left joystick to move the green silhouette around. Use the right joystick to rotate the item in the direction you want to face. Press A (green) to call in the item or press B (red) to cancel deploying an item. Each item called down is represented by red smoke (for Allies) or grey smoke (for Axis) in the place they will land. Get good at deploying items on the fly since it'll save you some time. If you want to exit the Destruction on Demand Menu without buying anything, leave the joystick in the center and press Y again. This'll make the menu go away. A good tip is to memorize what directions you have to aim to deploy what item you want. Here's all of the items to choose from: * Down-Left: Jeeps * Left: Halftracks/Wagens * Up-Left: Tanks * Up: Spare Infantry * Up-Right: Air/Artillery Strikes/Wiretap * Right: Anti-Tank Cannons * Down-Right: Machine Guns/Anti-Airs * Down: Not Used Note that your team can have so many of your vehicles and emplacements in play at one time. This limitation will black out the menu and give you a grave message: 'Vehicle Limit Reached.' Don't worry, the earliest vehicle/emplacement deployed will explode and you can deploy another item again in about seven seconds. There's enough room to deploy about sixteen things per team before you get this error. Yeah, it sucks, but that's why I recommend at least keeping one vehicle in play at all times that way you can travel around quickly and you can deal heavier damage than any weak emplacement can with your FUs. ---------------- Capturing Points ---------------- To capture a point, move up to it and wait. Assuming there are no enemies within range of the same point, it will slide over to your control. Take a look at the bottom left of the screen. The bar will slide from red (enemy control) to blue (your control). It'll move when no enemies are around. If an enemy does come into range, the capturing process will usually pause until the area is clear, then it will become yours (or theirs if you die). AI infantry have a say in capturing points. With a squad of four men, that'll make capturing a base go by the quickest. However, you don't even have to be present at the point to complete capturing it. One commonly used tactic is to deploy a cheap emplacement right next to the point and move on. A soldier manning a gun will stay right by the point and it will become yours. It's a good time-saving maneuver, but it leaves it vulnerable for the long period of time it takes to transfer it under your control. If the command of a point is changing between armies, that point will flash on your map. There will also be an audio and visual cue that'll appear on the screen. Be aware of your opponents' location by checking to see which points he's currently capturing and try to intercept him if possible. According to the Strategic Victory rules, getting the Strategic Points, marked by rectangles, is usually the best way to go. This'll ensure that even if you're behind technology-wise, you're at least reducing your enemy's points. However, don't afford to miss out on the advantages that Armories, Motor Pools, and Radio Towers provide. Not only do they give you advantage to more powerful weapons, but they also give you someplace to respawn. ----------------- Basic Foot Combat ----------------- All heroes have two kinds of gun and the aim is represented by the cursor in the middle of the screen. If you're on foot, press the left button to experience real-time weapon change at its finest, if you know what I mean (Kaz Harai is my hero). Hold the right trigger to fire the weapon. Regardless of which direction you were currently facing, you will face straight down the curshair and shoot at things. Use this in conjunction with sprinting to utilize excellent strafe-and-shoot tactics. Some guns will overheat, as represented by the orange meter on the left side of the cursor. Also, some will have recoil, which will decrease the accuracy of the weapon. On foot, you can crouch and stand still to increase the accuracy of your weapon. However, it's usally just best to shoot burst fire at the enemy while stopping temporarily to aim. One tip in combat; try to get headshots!! Like in Counter-Strike, you can shout 'BOOM, HEADSHOT!!!' when you cap a guy. Try to aim around the neck so you can get plenty of bodyshots, while getting that headshot every once in a while. Deuce and Von Beck come with explosive weapons. Firing a rocket takes time to reload, as represented by the light blue meter on the right side of the cursor. In between explosive shots, run to avoid any gun fire and aim and shoot again once you've reloaded. Also, remember that explosives travel in an arc, so sometimes you'll have to aim higher than usual. Aiming rockets can be tricky, so practice until you can hit targets consistently. It's not highly recommended that you use rockets against other foot soldiers since there's little splash damage, neither is there the resounding fireball in games such as Goldeneye for the Nintendo 64. Still, it does do a little damage, any any damage helps you, right? All heroes have grenades as well. Hold the left trigger and a blue bar will appear on the right. The longer you hold it, the higher it will go (it's not exactly a power bar!). Use the aim and point at a 45 degree angle from the ground to get maximum distance on your grenades. There's three types of grenades--frag grenade, molotov cocktail, and sticky bomb, and each one has different effects on infantry and vehicles. Each hero has an infinite supply of one of them. Get good at throwing them, since you'll need them at times, especially if you're playing as someone not named Deuce or Von Beck. They're handy at blowing up emplacements and damaging vehicles! More info on the grenades in the Examination of Heroes section. Watch your health! The red bar on the top represents your health. When it gets low, the world around you will start to turn into shades of gray! Run away and hide before something kill you! Like most good shooting games these days, your health will regenerate after a matter of time, but since it takes a long time to get your health back, it's better to just not get shot in the first place. -------------------- Basic Vehicle Combat -------------------- Vehicles move similar to people. Press the left joystick to move and press the right joystick to aim. The right and left triggers shoot weapons, and weapons can overheat and stuff as usual. Recoil isn't as much of an issue in shooting as is trying to shoot from a moving vehicle, so you've gotta practice shooting stuff in a moving vehicle. Some vehicles have machine guns, cannons, flamethrowers, or a conjunction of the two. If a vehicle only has one weapon, it's fired by pulling the right trigger. However, if there's two weapons, then it gets a little tricky. Press the left trigger to fire the machine gun and press the right trigger to shoot the special weapon; usually a cannon or a flamethrower. Both guns can be shot in conjunction for massive damage (there I go again!). In general, you've got to become accomidated with the machine guns and cannons on vehicles. Machine guns are as simple as aim-and-point, so try to lay back and spray some fire for maximum accuracy. As for cannons, they follow arcs similar to Deuce and Von Beck's rockets. Get used to using them against other vehicles. Though cannons are pretty tricky to use against infantry, with practice, you can nail enemies with finesse. Up close, try to fire below the intended target and you may hit the ground near him instead, thus getting an instant kill. Farther away, you're shooting at him to try to knock him to the ground and possibly waste him with your machine gun. This is most apparent with the M8 Greyhound/Puma and the tanks. You need at least two men in a vehicle to shoot a gun and drive at the same time. If you hop into the driver's seat without any men, the gun is pretty much useless. Make sure you can recruit or call in some men before charging into a base, only to find out you can't do diddly squat other than run over stuff. Another thing about vehicles is that even without guns, they can still ram and destroy things! Running over other players is a devious tactic, but you can also run into another player's vehicle or emplacements. In order of strength, jeeps being the weakest, halftracks being somewhat strong, and tanks being devastating, you can dish out some damage to enemy armor or even destroy it in one hit! Use this to your advantage, especially if you're in a higher-tier vehicle than him. Manhandle his vehicle and run over his emplacements! Also, you can plow through destroyable walls in a tank. Here's a cool tip; if you're playing with multiple teammates, they can hop in the same vehicle and take a ride with you. It's possible for him to man the gun while you drive, or vice versa. The problem with this is that one player can usually shoot an aim just fine, and the bandwagoner's squad of infantry are left behind in the process. Vehicles have health too. Check the red bar at the top of the screen. If your vehicle runs out of health, it'll explode, killing everyone inside. If you're in the process of bailing out while getting blown up, you'll still die anyway. So, be careful and don't drive a vehicle when you're one hit away from death. Unfortunately, vehicles don't automatically heal, but they can be repaired. Read the Reinforcing Emplacements and Repairing Vehicles section a few sections down from here. ---------------------- Utilizing Emplacements ---------------------- You can't be everywhere at once on the map. Instead, you've got to deploy emplacements to help you. There's two kinds of emplacements; machine guns and Anti-Tank cannons. Machine guns succeed against enemy infantry while Anti-Tank cannons succeed against armor. All emplacements are manned by one of your own soldiers unless he runs off or is killed. However, you can't just slap emplacements down anywhere, because the enemy can outsmart the gunner, thus rendering your well-spent FUs useless. So here's some tips to drive back the enemy. There's two factors that greatly boost the efficiency of emplacements; put their backs to the wall and put them in high places. First of all, emplacements (except for the anti-airs) have a limited aiming zone. If the enemy walks behind the aiming cone, then the soldier panics and abandons his gun. Therefore, it's nice to back some emplacements to the wall, or better yet, a corner. Think about Hell's Half-Acre. Tucking an emplacement in a corner will make an opponent fret trying to find out how to get over thereand destroy it. Second, height has a substancial factor on efficiency. In some maps, such as Opposing Forces, there's some nice hills overlooking a large portion of the map. Placing some cannons down in these places can give you a bigger edge; just watch out that the enemy doesn't come and take the cannons for himself. As said in the Capturing Points section, placing an emplacement near a point will allow you to do something else while your own soldier captures it for you. However, you can't just place a gun everywhere. Try to rotate it so that the enemy runs smack-dab into it. If you don't think it'll last (especially if your opponent is vehicle-happy), tuck it away in the corner so that your opponent has to waste a lot of time fitting through a tiny crack to destroy that one machine gun. This is evident with the radio tower in Eagle's Nest, in which the enemy literally has to exit his vehicle, walk around back, only to get wasted by an anti-air. LOL!!!!!! If you think your opponent will constantly rush you on foot, then build machine guns. As for vehicles, build tanks. It's easy for your opponent to switch it up though. If you build a ton of machine guns, he can build a tank and completely own you. Make sure to build some machine guns AND cannons to keep your opponent in check so he doesn't try anything really sneaky. Seriously, games have been lost because someone didn't build enough cannons and got massively owned by a Calliope. Lastly, don't count on emplacement to win the battle for you. Okay, if you have a bunch of cannons and anti-airs, you may hold off your opponent, but given enough time, he'll come back. Artillery strikes, tanks, or the plain old 'slip by in a jeep without getting hit' tactic can nullify your setup. You can compensate by being smart and trying to stop every possible scenario, but still, emplacements are only so reliable. Win the game with your hero, not with your emplacements. You can summon infantry to fill in any empty replacements. Check the Reinforcing Emplacements and Repairing Vehicles for more info. ------------------------- Basic Infantry Algorithms ------------------------- It's important to know what infantry in your squad will do you assist you, since that's four other guns to kill the enemy with. For one, they will follow you wherever you go. If you hop in a vehicle, they will warp into the vehicle with you, even if you drive off without them. They will open fire at any nearby threats and even hide behind sandbags and stone walls while shooting at targets. They will melee enemy infantry that are up-close. They will also throw hand grenades at any enemy armor that comes by. However, they will usually stick with you more than anything, so you can coax your men to dodge dangerous situations just by avoiding them yourself. Unless you order them with a squad command, this is what they'll basically do in most situations. Your infantry will follow you around and will unfortunately get killed in all sorts of stupid situations; the most common being 'crushed' by any deployed vehicles (aw man, poor Johnny, he's dead again). However, some infantry will not be under the command of any hero, thus they are called 'Spare Infantry.' There's a lot of way to get Spare Infantry. For instance, deploying an emplacement comes with an extra infantry that will man the gun. He's a Spare Infantry. If your hero runs so fast off a cliff and some infantry can't follow him, they become Spare Infantry. Also, if your hero dies and the men live, they become Spare Infantry. Spare Infantry can, however, become recruited back into your command if you have less than four men under your control. Walk up to an infantry and press B to recruit him. Any nearby infantry will fill up the empty slots in your squad. However, Spare Infantry will still stand around idle doing nothing, unless a threat appears. They will hide behind sandbags and stone walls just like normal infantry while taking pot shots at other infantry, except they usually won't follow anyone. They will also man any empty emplacement nearby that happens to be facing the threat. THEY WILL ALSO MAN EMPTY VEHICLES WITH WEAPONS, though they will not drive them anywhere. However, if the threat moves out of the range of the gun, they will exit the gun and begin to do whatever they can to the target now, such as chuck grenades or spray bullets. This is evident when a tank moves around of the back of a line of cannons, as they will all leave their guns in a futile attempt to destroy you with grenades. Contrary to popular belief, I have had times when my enemy's Strategic Points would suddenly come under my control despite the fact I've never been over to that section of the map. This is very, very rare, or maybe a dumb coincidence since my enemy lured some Spare Infantry over to his base for them to take it. Maybe Spare Infantry are smarter than we give them credit, but still, they are pretty stupid. All of the Nazi infantry in Story mode are Spare Infantry. They'll seize your vehicles and your emplacements if they can get over there and do so. A cool thing to do is to spam tons of Spare Infantry via game exploit. To do this, check out the 'Infantry Spamming Trick' in the Glitches and Oddities section. It's rather pointless but cool to know. -------------- Squad Commands -------------- While battling on foot, you can order a squad command by aiming at the intended target and by pressing certain directions on the D-pad. Your hero will make a hand gesture an make a witty phrase. Anyway, there's two general squad commands plus a special one for each hero. The hero-specific ones will be discussed in the Examination of Heroes section. Press Up to order your men to Assault the target. Basically, your men will charge whatever you've ordered them to attack. This can be useful for finishing off the enemy. If you use it on a vehicle, your men will run at the vehicle and throw hand grenades on it. Unfortunately, that's a very poor idea since hand grenades deal very little damage to vehicles, plus vehicles can avoid them too easily. This is also useless against emplacements. Anyway, remember to only use it on other infantry. Press Left to order your men to Suppress the target. This is a weirder, lesser-known command that supposedly sprays bullets at the target. According to the manual, it's supposed to cancel the enemy's squad commands. Guess I ought to test this out more, but I'm fairly certain this is what it does. If you see the enemy hero wave his hand, then do this on him to 'cancel' out his orders. Press Right to order your men to do a special squad command. For Deuce and Von Beck, their men will charge enemy infantry and melee them. For Tommy and Morder, their men will toss tear gas at an enemy emplacement and cause the enemy infantry to abandon it. For J.D. and Nina, their men will toss sticky bombs at a vehicle. Remember to check the Examination of Heroes section for more detail. Press Down to cancel all existing squad commands. This usually works if your men haven't executed their command yet, so if you pressed the wrong button, you can correct your mistake. However, I find canceling command pretty iffy, so don't count on it to always work. Also, you can't recancel something cool like Tommy/Morder's tear gas command and throw some more tear gas at another emplacement five seconds later. It just doesn't work that way and you have to wait for the command to time out (look at the bottom right of the screen) before ordering a new one. ----------------------------------------------- Reinforcing Emplacements and Repairing Vehicles ----------------------------------------------- Sometimes you'll find either your emplacement or any enemy's without anyone in the gun. You can call in a Spare Infantry to man it for yourself. Get close to an empty emplacement, aim at it, and press A (green). By doing this, you'll repair the emplacement to full health and one of your own men will parachute down and man it himself. For this very reason, it's usually a good idea not to destroy the enemy's emplaements but instead replace them with your own infantry. However, if the emplacement is facing towards your spawn or approach points in a way that does him more good than it does for you, go ahead and get rid of it. You're just asking for the enemy to take it back and use it against you, making your life worse in some way. You can also repair any damaged vehicles that are under your team's control or no one's control. Aim at it and press A just like the emplacement and you'll pay a fee equivalent of the percentage of the cost of the vehicle. For instance, a jeep costs 175 FUs, and at 50% health, it'll cost around 88 FUs to repair. This is a convenient way of spending your FUs to keep your assault alive without having to waste time calling in more vehicles. You can also repair emplacements in the same fashion. However, things don't repair and gain back all health in an instant. Their health bars will go up gradually over time, so if you're in a battle and you heal an almost destroyed tank, all it will take is one more hit to finish it off regardless if you just repaired it. You'll have wasted all of your FUs! Be cautious of when you repair vehicles. ------------------------------------ Hijacking Vehicles and Melee Attacks ------------------------------------ If you get up close to any enemy, you can wreck some havoc on the poor fool. Hijacking another player's vehicle is really dirty. To do it, just go up to the red circle icon adjacent to the enemy's vehicle and press X (blue) to hop in. However, it's not that easy. The enemy's vehicle has to be traveling very slow. Also, there's the risk that the vehicle could clip you, thus giving you an instant death. The threat of hijacking an enemy opponent should keep enemy vehicles (especially tanks) at bay. It's hard to do, but professionals can get you when you least expect it. To avoid getting hijacked, keep moving or back away from them. When moving, just hold up or down to get through without any hassle. It's recommended that you don't drive vehicles in close quarters if you don't want to get hijacked. If you back up into a wall or get stuck trying to turn, then you're dead meat for sure. If you can't shake him, then try to move around like crazy and maybe you'll hit the enemy before he jacks you. You can also melee enemy soldiers. To do this, move up to an enemy and press A (green). Your hero goes Rocky on the poor fool and lays him out with his gun. You can melee enemy heroes too! This is The Outfit's equivalent of Counter-Strike's knife battles. Run up to the enemy and jam the A button and maybe you'll lay him out. However, YOU may end up on the losing end. It's usually best not to get into melee battles if you're lagging bad, since there's almost no way you can win them. Remember to watch out if your opponent rushes right at you to. He'll try to melee you, so run away or fight back. Also, watch out for meleeing enemy soldiers in battle. If you catch your opponent off-guard meleeing one of your men, you can damage him in the middle of his fighting animation. However, AI soldiers can't damage you in a melee, so go ahead and have fun karate-chopping all the Spare Infantry you like. One last thing; there's a very rare chance that an enemy infantry can melee YOU (can you say super pwned?)! I think the only way this can happen is when Deuce/Von Beck uses his Melee squad command. However, this is still very, very rare. Also, there's no way that enemy infantry can hijack your vehicles. I've never had that happen to me ever. ------------------------- Destructable Environments ------------------------- The Outfit boasts some of the most destructive gameplay ever. You can destroy walls, buildings, fences, and whatnot. This is pretty much useless, but there's a few instances in which you want to break down that wall or destroy that house. Barbed wire fences and wooden fences are easy to destroy. Just get in a vehicle and run through the side of them. As for sandbags/short rock walls, they're much harder to plow through. A halftrack can chip away at them, albeit one a second, while a tank just massacres them. There's big tan walls in the way, such as in Urban Combat. To destroy them, shoot the wall with a explosive or run into it head-on with a halftrack or a tank. This is helpful since you can get to your destination quicker without having to take the long way around. It's also useful since you can strip the enemy of some vital cover. Besides walls, there's all sorts of wooden containers/statues/shacks/burned-out vehicles that can provide temporary cover from gunfire. However, those things can be destroyed in the same manner, thus leading to some funny 'oh snap' moments as your opponent scrambles to safety. Destroying buildings is a grand endeavor that's more or less a gimmick, but who cares. On a few maps, you have the option to destroy the enemy's headquarters, represented by a black, two-story house with a red curtain with the team's flag on it. Destroying these buildings will reduce the enemy's command points, so it's a good thing to know. Buildings in this game are stubborn and take many hits to destroy. Each shot will punch a hole in the wall. To take down a house, you have to shoot it enough times until it loses all of its 'health' or remove the walls from an entire floor. Think of a house as a stack of Jenga blocks, and if you remove all three blocks on one level, it's coming down no matter what. However, destroying houses isn't as much of a science as it is mere brutality. Von Beck/Deuce's rockets, as well as everyone's grenades, work okay but are not really all that good against buildings. Anti-Tank guns work a lot better, but air strikes are arguably the best at severely damaging/removing of a house. Ramming a house with a tank also works fairly well. However, contrary to popular belief, flames hardly do any damage to wooden houses. Why, I don't know. Use explosives instead. You can damage Armories, Motor Pools, and Radio Towers. They will display signs of damage, usually with the roof caving in and with the tower bent over. However, you can't destroy them to the point of disappearing; they can be 'disabled' and need to be repaired. These capturable buildings are repaired similar to repairing a vehicle or an emplacement--just aim at the building and press A (max repair cost is 100 FUs). You can still respawn from a destroyed building, but you can't deploy the accompanying items when your property is damaged. For instance, if your Motor Pool is fully damaged, you can't build tanks. Personally, I wouldn't go out of my way to destroy an enemy's building since the repair costs are so cheap and, in most cases, I can capture that building for myself. Such buildings need to get hit by cannons and air strikes for them to disable the enemy from deploying their certain items and that's time-consuming enough as is. Finally, you can destroy bridges. When one is destroyed, it's impossible to cross the river. However, for a fixed cost of 250 FUs, you can deploy a new bridge ASAP. Destroying bridges can coax enemies to take another route or keep them away. To destroy a bridge, the quickest and easiest way is to drop an air strike on top of it. However, the cost to deploy an air strike is more expensive than the cost to build a new bridge, so the enemy gets the upper hand cost-wise. Use strong cannons to destroy the bridge. Grenades aren't very good, so don't bother with those. ------------------- Gaining Field Units ------------------- Field units allow you to buy things, enough said. Without field units, you're relying on your hero to get all the work done, but that's not a very good thing. The team who gets more FUs in battle isn't guaranteed a win, since they can squander their currency, but it sure helps to be rich. In versus play, each player has his own personal bank account of FUs that no one else can take from him. That means if you want to spend it on a jeep or a cannon, then no one else can stop you from doing so. Each player starts with the amount set by the game creator. He can also gain it in different ways in a match. Everytime a teammate does something good, his team receives and equal amount of FUs as a reward. The first way to gain FUs is to capture points. Taking a point that isn't yours nets you a bit of cash. However, it's not as big of a deal as is eliminating an opponent's command points or reducing their technological capabilities. The second is to simply destroy other stuff. If your team kills an enemy infantry, you're rewarded with a nickel's worth of FUs, but the spare change can tally up after a while. You can also kill enemy heroes for a bit more FUs. Also, destroy enemy vehicles and emplacements also nets you about 40% of the cost of the vehicle. That means destroying a tank will reward you greatly. It's also the reason as to why people on a 'killing spree' in a tank tend to keep alive. They keep raking in FUs, thus they can keep repairing their vehicle. You also get a little bit of FUs every time you die or have one of your vehicles blown up. The coolest way to make some money is by FU crate drops. Unless the game creator disabled them, gold crates will parachute to earth. Running into one will give your team a set amount of cash. The places in which FU crates will appear are fixed on each map, so you can anticipate where they may appear just by memorizing their locations. Also, each FU crate is flagged down by smoke, so don't move in the general location of where it'll land or else you'll get killed by it! It was an awful, yet funny true story that has happened to poor old me. One last rule; the amount of FUs you gain from doing stuff is reduced by the amount of players that are on your team. If you're alone, you can expect to make 100 FUs by capturing a point and 300 by picking up an FU crate. However, for each additional player, you can expect the amount of money you make to drop by 25% each time. It's a rule that gives the team with lesser players a slight boost, but it's not enough to warrant playing outnumbered. ---------------------------------------- Online Medals and Getting Better Weapons ---------------------------------------- Okay, so you can get some more achievements via online play. Getting certain medals will help you unlock better primary weapons for the cooresponding hero. These weapons typically have a higher rate of fire, do more damage, or have improved zoom aim. To get these medals, you have to be playing in Ranked Match forum. Some of them are statistical--therefore, you must perform well every game to exceed the expectations. Others are one-trick pony things where you have to do such-and-such in one game and you get your medal. Note that most of the medals say you have to be in a Ranked Quick Match to get the medals. I believe that is a lie. I've unlocked several medals, such as Guns Blazing and Vehicle Killer just by playing in the Ranked Custom Match forum. Whether or not both the Quick and Custom matches are intertwined; I don't know. Anyway, here's all the medals and a strategy as to how to get them. And remember that you don't get medals from playing Player Matches, so stay away from that forum unless you're just goofing around. ::Tommy Mac Achievements:: -------------------------- Grease Gun -> Submachine Gun -> Light Machine Gun A. Lightning Victory (30) Okay, you gotta win a match in less than two minutes. It's possible, but you need to play someone incredibly bad if you want to have a chance. Try some Quick Matches until you end up with a bad opponent. Get a halftrack ASAP and run over to his base. Take his only spawn point and kill him. Yeah, it's cruel, but it's the only way to get this medal. Otherwise, get a friend off of Xbox Live to lose the game intentionally for you. B. Victories Keep Piling Up (75) Gotta win 500 Ranked Matches. Wow, that's a whole lot, so don't expect to get it anytime soon. You can tell who's a real Outfit junkie just by seeing who has this medal. Just gotta keep winning those matches. After about a year of playing The Outfit, you may get it. ::Deuce Williams Achievements:: ------------------------------- Bazooka -> Heavy Bazooka -> Anti-Tank Rifle A. Great Score (30) Get a score higher than 350 in a match. Basically, the more good things you do in a match, plus the longer it goes on, the higher the score you'll get. Can't really say much more other than you'll eventually stumble upon this medal at some point in your Ranked Match career. B. Emplacement Killer (25) Destroy 250 emplacements in online games. I believe that these emplacements must be manned by the enemy for the emplacement to register. It'll take a little while to get, but it's not a ridiculous amount by any means. ::J.D. Tyler Achievements:: --------------------------- Light Rifle -> Rifle -> Sniper Rifle *NOTE: Obtaining two out of the three medals mentioned will get you the Sniper Rifle. However, getting all three medals does you no good except for the achievement points that go on your record. A. Great Shooting (25) You must have an accuracy of 40% or better in any match. Basically, take your time, don't shoot random bullets, and make sure you hit something with your target. With practice, you'll get it. B. Marksman (50) You must have an average accuracy of 25% or better in your Ranked Match career. That's pretty tricky. You have to complete at least 20 matches to be eligible for this medal. Right off the bat, don't waste your shots; just focus on shooting the target. It's similar to Great Shooting, except you have to keep it up game after game. Once you get this medal, feel free to slack off and forget about your accuracy. C. Feared (25) You must kill the enemy hero at least 15 times in a match (the description lies, it's really 15). That's very hard because your soldiers, such as Mr. Engineer and SMG Soldier, are always stealing your kills. This is a good medal for your friends to help you with if you don't have it already. However, in a big 4 vs. 4 match with 500 command points a side, that's your best opportunity to snag this medal. Or you can always have your friend 'give' you this medal very easily. ::Viktor Morder Achievements:: ------------------------------ MP44 -> MG38 -> MG42 A. Infantry Killer (25) Kill 1000 enemy infantry in online games. That's a lot of infantry, but you'll get it done soon enough. B. Guns Blazing (45) Other than Victories Keep Piling Up, this is one of the hardest medals to get in the game. I've seen players with the Victories medal but no Guns Blazing medal. I mean, after winning FIVE HUNDRED GAMES too! To get this medal, your average score per game must be 18 points or higher over about 20 or more games. That's hard. You need to play well from the get-go, since your first matches will most likely drop your score like a brick. Solid, consistent gameplay will help you achieve this medal. Just do your best, check your score at the end of the game, divide it by the number of minutes in the game, and see if it's greater or lesser than 18. If it's greater; good, keep up the outstanding work. If it's less, it's time to step it up a notch. Practice in the Player Match forum if you're afraid of dropping your score right away. ::Hans Von Beck Achievements:: ------------------------------ Sturmpistole -> Panzerfaust -> Panzershreck A. Clear Winner (35) Your cumulative final score in matches must be greater than 1000. This is probably the easiest medal to get in the game, since you just play a few matches online and-voila, you got your medal. Enjoy. B. Vehicle Killer (25) Destroy 200 vehicles in your Ranked Match career. I'm fairly certain that these vehicles must be driven by the enemy (or at least once driven by them). Therefore I think it's bad to go to a map with infinitely spawning vehicles (such as The Burg Battle) and destroying the vehicles that keep appearing. Still, no need to worry about this one; just keep destroying those vehicles. It'll take a while; possibly longer than Infantry Killer and Emplacement Killer, but you'll get it as long as you keep playing. ::Nina Diederich Achievements:: ------------------------------- Light Rifle -> Rifle -> Sniper Rifle A. Master of Capturing (20) Capture more than 10 properties in a single match. Not too hard. Assuming the match doesn't end too quickly, you ought to get this one, no problem. B. Focused Fire (40) You must kill enemy heroes at a rate of 1.7 per minute in one match. That's one hero kill per 35 seconds. Pretty tricky. Like Lightning Victory, your opponent has to be pretty bad for you to have a chance at this. Run the guy over, shoot him with the cannon, etc. Kind of easy, but kind of hard at the same time. ::Miscellaneous Achievements:: ------------------------------ A. Persistence Counts (20) Wow, you've got to die a whopping amount of one thousand times in your Ranked Match career. You'll eventually get it...it's pretty easy to get. Just die, duh. Forget about this medal and you'll eventually get it at some point. However, if you're going to intentionally die to get this medal, don't do that until you get the Guns Blazing medal first. B. Prisoner of War (20) Lose 200 matches. Like Persistence Counts, you just gotta lose matches to get it. It's probably better to just play the game through and take your losses as they come. Eventually, you'll get this medal. C. Wounded in Action (20) You need an average lifespan of 30 seconds or less in your Ranked Match career. Just die a lot. Hey, you get it without trying (like I did, LOL). Don't go for it until you get the Guns Blazing medal, as you may have already assumed. ===================================================================== IV. Examination of Heroes (4EOH) ===================================================================== Here we have the 'guys you can play as' in the game. There's three distinct heroes on each side: the assault guy, the Anti-Tank guy, and the recon guy (or gal, however you want to say it). Each one has distinct advantages and disadvantages in combat, so it's best to learn each one, just in case you find their advantages the most helpful in a given situation. I'll break down each of the heroes' statistics, weapons, and special commands. ----------------------- Tommy Mac/Viktor Morder ----------------------- + Automatic weapons are excellent in infantry battles; sticky bombs can devastate armor up close; tear gas can clear out emplacements. - Flamethrower isn't very useful; long-range armor can leave them vulnerable; no good at running. These are the assault guys. They're big, bad, and they are the kind of guys that just run up on you and kill you. With their machine guns, sticky bombs, and macho attitudes, it's only reasonable that they're a newbie's pick. However, even experienced players have something to like about them. ::Statistics:: -------------- The stats lie. Well, a little bit. Compared to Deuce and Von Beck, these guys DO NOT run faster. In several sprint races tested on airbase runways, it's clearly obvious that Tommy and Morder are slow as molasses. The difference in speed is minute however, but it's there. If you don't believe me, try this for yourself. As for stamina, Tommy and Morder gain it back just as fast as Deuce and Von Beck. That's kind of crappy, but oh well. This means that they're not brilliant at traveling on foot at all. Get these guys a vehicle if you plan to travel long distances as them. Also, don't get meleed (is that a word) by any opponents, especiallly J.D. or Nina, since they're much faster than you. However, you have an automatic weapon, so that should help a bit in close- range combat. As for health, they can take the most shots. Whether or not this is that big of a deal is up in the air, but a bullet that may have otherwise killed anyone else may have not finished off Tommy and Morder. Thankfully, the 'charge in' kind of strategy is perfectly accomodated by their health. However, don't get stupid and think you're invincible, because a machine gun nest can finish you off just as quick. Play smart and don't get shot much, and you'll probably live longer. Tommy and Morder buy everything at 100% price. Kind of obvious, but now you know for sure. ::Automatic Weapon:: -------------------- Tommy and Morder's automatic guns are arguably the best infantry killers in the game. Yeah sure, the shotguns and sniper rifles can kill at really short or long range, but in between, spray fire can do a lot of damage that will force others to deploy vehicles and emplacements to protect themselves. These guns don't need to be reloaded. Instead, they overheat. You can fire the gun for quite a bit before it gets all the way into the red. If so, then you can switch to your flamethrower and wait a few seconds. These guns have fairly good aim, but the real killer is the 'automatic' aim (or recoil, if you want to call it that) that yanks the gun around when shooting at enemies. Get good at countering the recoil to make the most out of the gun. A semi- good way to counter it is to keep moving or crouch while shooting. There's also the obvious 'Counter-Strike' kind of recoil that encourages burst fire instead of spray-and-pray. I disagree, in a crouched position, spray-and-pray can keep accuracy a bit intact and kill enemy soldiers a good twenty feet away. However, in most scenarios, take the time to aim, shoot, and run. For really long range, try doing some small burst fire of two or three shots. Try to shoot the guy in the head for an instant kill. Aim at the enemy's neck to get a lot of body and headshots. All in all, a very useful weapon. Use different tactics when using it and see what works best for you. ::Flamethrower:: ---------------- Unfortunately, the flamethrower not as good of a weapon as the automatic guns. It's only good at close range, it overheats rather quickly, and most players can avoid it pretty easily and counter by meleeing you in the face. Basically, it's a fountain of flames that is affected by gravity. Aim high if you want to burn stuff at a farther distance. Getting caught in the flames does a bit of steady damage for a second or two, but not as much as one would expect. It does leave bits of fire lying around, so if the enemy is stupid and runs into it, he will take some collateral damage. The flamethrower is best at killing enemy infantry. If the enemy is close together in a group, let 'em have it. It's also an okay alternative when the automatic gun has overheated. Switch to flamethrower, burn the enemy a bit, then shoot 'em some more. Keep in mind that the flamethrower is ATROCIOUS at damaging armor. Don't even bother. Use sticky bombs instead. ::Sticky Bomb:: --------------- Ah yes, the STICKY BOMBS. They're great. They make Tommy and Morder kick ass. They're so good that if you get them as Christmas presents, you'll scream 'OHHH MMYYYY GGEEAAAADDDDDDD!!!' like N64 Kid. In other words, they're the best grenades in the game, and allow Tommy and Morder to stand their own against armor. Sticky bombs do a heck of a lot of damage to armor. When thrown, they can be stuck to vehicles, obviously. Just chuck 'em at a vehicle and watch the fireworks. Against emplacements, they don't really stick, but all you've gotta do is hit it and it's done for. The splash damage is awesome, so even if you miss the target, you can still do some damage. Sticky bombs can't be thrown very far, but their throwing arc is very predicable and easy to get a hang of, unlike the incredibly floaty Molotov cocktails and frag grenades. They explode a few seconds after being thrown. A useful tactic is to chuck sticky bombs over hills or around corners, allowing you to dish out damage from a safe location. Remember that even if you can't hit the target directly, the splash damage will get them. Also, when enemy armor is dropping in (look for the smoke signal to clear), throwing some sticky bombs on the ground below will also allow you to severely damage or destroy the target right away. Man, this is just dirty. Compared to Deuce and Von Beck's rockets, the sticky bombs do the same amount of damage. However, unlike the rocket launchers, Tommy and Morder can spit out two sticky bombs in the time it takes Deuce and Von Beck to shoot one rocket. That's double the damage! Plus you don't have to fret about reloading or anything. However, there's that delay before the damage is done, thus the enemy can finish you off before he kills you. Also, sticky bombs can't be thrown nearly as far as rockets. To counter, emplacements and vehicles can't really kill you from far away too, so you can play the Range Game and wait until you get close before you start doing some damage. Sticky bombs don't do a lot of damage against infantry. They're good for knocking men on the ground where you can get a second to pick them off, but that's it. Thankfully, the automatic weapons should do a good job cleaning up shop. All in all, using sticky bombs allow you to go nuts and kill anti/airs, tanks, and whatnot like crazy. However, you've got to get good at throwing sticky bombs. Throw at a 45-degree angle from the ground to get max distance and try to blow up emplacements on the fly. Using this in conjunction with the Tear Gas command allows you to do some serious damage. Anyway, the final word is if you want to get good at Tommy and Morder, you gotta learn to use sticky bombs. One last tidbit is when J.D. and Nina use their Vehicle Assault command, the infantry throw sticky bombs on the vehicle. This is the only instance in which infantry use sticky bombs. ::Tear Gas Command:: -------------------- This command can only be used against any emplacement. Your men will chuck tear gas canisters at the intended target. The tear gas will lodge any soldiers manning the gun, and they will stand there in a daze, making for an easy kill. Thankfully, the tear gas will also remove of any infantry in any nearby emplacements, which is one reason why you shouldn't clump your emplacements in a tight group. Tear Gas is a nice command. However, it's slightly inconsistent. I've had a few times in which my men would just charge the emplacement and get mowed down. There's a few 'what-ifs.' First of all, if an emplacement is near a cliff or adjacent to a wall, it's kind of hard for it to work. Also, if your men have already used Tear Gas already, it's rare that it'll work again. All I have to say about Tear Gas is that it's a good command that works 99% of the time on flat-land maps, but don't rely on it that much. ::Soldiers:: ------------ Tommy's men consist of a bunch of generic WWII soldiers colored primarily grey. Morder's men consist of some straight-up black uniformed soldiers wearing helmets. Both men carry Grease Guns and MP44s which are nice automatic weapons, but they don't fire as fast as Tommy and Morder's guns. They tend to do the most damage at close range. ---------------------------- Deuce Williams/Hans Von Beck ---------------------------- + Rocket launchers can damage armor at all ranges; 10% discount off all items in Destruction on Demand menu. - Secondary weapons are mediocre, thus they are subpar at infantry battles; bad at running. These are your Anti-Tank guys. With their powerful rocket launchers and cheap deployment prices, they're excellent at winning the money battle by trashing pretty much anything that cost FUs while getting their stuff for cheap. It's no surprise there's a ton of 'Deuce/Von Beck whores' on Xbox Live. But seriously, are they the best all-around heroes? I can't decide for you. I will break them down and tell you how to do maximum damage with these bad dudes. ::Statistics:: -------------- As said previously, the stats are lying to you. Deuce and Von Beck run slightly faster than Tommy and Morder. As for stamina, they're about the same. Therefore, Deuce and Von Beck are slightly better at traveling on foot, but they're still super slow. Get yourself a vehicle if you want to get around fast. Health-wise, they're so-so. Enough said. Don't get shot a lot. Other than the rocket launcher, Deuce and Von Beck are renowned by their BIG OLD TEN-PERCENT DISCOUNT in the Destruction-on-Demand Menu. Man, it feels like going to Big Lots or Dollar General; you're getting such as super discount, man! Not really. Ten percent off sounds like a big deal, but look at it this way. Deuce and Von Beck can buy ten .30cal Machine Gun Nests for the price it takes other heroes to buy nine. Um, congratulations? You get an extra machine gun nest. Think of it as 'buy nine, get one free.' Yeah, Deuce and Von Beck's discounts can save up pennies over time, but it's not that significant, really. I think the discount is helpful, though, when buying something big and expensive (a tank, a 75mm Anti-Tank gun, etc.) and you're trying to scrape enough money to get it so you get it a minute quicker than if you were playing as another hero. Yeah, the discount matters, but it's not as big of a deal as it seems. ::Rocket Launcher:: ------------------- Man, these rockets just kill stuff. They're about as strong as a 50mm Anti Tank gun. They can kill jeeps and machine guns in one hit, halftracks in mutiple hits, and tanks in many, many shots. However, if you can't aim with them, it's useless. To get in some good shots, stand still, zoom in, and aim slightly above the target. If you're moving around, it can make the rocket go off target. Get a hang at shooting stuff with the rocket launcher if you want to be a devastating opponent. Rocket launchers take a few seconds to reload. Therefore, if you switch weapons during a reload, you'll still have to reload it later. This can suck if you need to kill a jeep or a machine gun on the fly, but you're hit in the face with a reload. Time your rocket shots with jurisdiction. Rockets aren't that good against infantry. Sure, I've had times when rockets would hit and kill me, but they're very rare. It's best to shoot them at the feet of enemy soldiers to do a little bit of damage or to knock them to the ground for, but all that does it force you to reload the gun, wasting some time. All in all, rockets aren't recommended against infantry, but a well- timed hit can be suprising useful. It's all on the secondary weapons to do damage against infantry. ::Deuce's Pistol:: ------------------ It's a shame that none of the secondary weapons are any good. Deuce's pistol (technically a revolver) shoots six slow-firing shots before it needs to reload. It's best at medium range, since at close range, the slow shots are no good, and at long range, the shots are too inaccurate. You can crouch to increase accuracy a tad bit, but it's just best to just 'run-and-gun' if you want to get off some shots without trading away versaitility. Compared to Nina's pistol, Deuce's pistol fires two/three times as slow, but does a lot more damage. That's pretty much it's only redeeming feature. To stop enemy heroes, you gotta get your shots in, maybe a headshot, and finish him off ASAP. If you can't, you're dead. Also, against enemies like Tommy and Morder, their automatics can get headshots a lot easier than Deuce's lame pistol. Expect to do a lot of running when being chased by an assaulter. Get a vehicle with a machine gun if you want to do some real infantry-killing. ::Von Beck's Shotgun:: ---------------------- Unlike Deuce's pistol, Von Beck's shotgun does best at close range. His shotgun holds two shots before reloading. Don't try anything fancy with the shotgun; just run and shoot, since recoil doesn't matter here. Compared to J.D.'s trench shotgun, J.D. can get off five shots in the time it takes Von Beck to fire four. Accuracy-wise, I have a hunch (just a hunch) that J.D.'s shotgun is slightly more accurate than Von Beck's, but I can't confirm that. Since this is a freaking shotgun we're talking about, you've gotta get up- close and personal to do some damage. Up close, this gun isn't bad, but anything over forty feet away and you're screwed. Expect Tommy or J.D. to snipe you in these situations. You've got to rely on some vehicles to help you in such situations. ::Frag Grenade:: ---------------- Alright, these frag grenades aren't anything special, though they do help a little to cover Deuce and Von Beck's weakness in infantry combat. They have a good range and explode a second after hitting the ground, just like Frag Grenades do. They deal some good damage to infantry and that's it. If the enemy is over the hill or in a tight spot, then let them have it. Otherwise, they're not really helpful. Your opponents, unless they're stupid, usually can dodge them well. However, they're better than using Tommy and Morder's sticky bombs in infantry combat. Against armor, they're pretty bad, plus they don't stick to targets, so don't expect to be killing anything with them soon. You have the rocket launcher to deal some heavy-duty damage, so thankfully, you're not reliant on these grenades in these kind of situations. Anyway, not much else can be said about the grenades. Infantry have an infinite supply of these, and when you use the Assault command on anything, they'll chuck them at enemies. This is fairly effective since the AI is pretty good at using these kind of grenades, but they stink against armor. Anyway, just some food for thought. ::Melee Command:: ----------------- Alright, Deuce and Von Beck's command works only against infantry. Your men will run up to their guys and melee them. Sounds good, but it's only really helpful up-close. Otherwise, just use the Assault command. The Melee command is arguably the worst of the three special squad commands, but this can help mop up any Spare Infantry you want to go away. Oh, you can also order your men to melee enemy heroes. It's a crap shoot, but when it works, there's nothing like seeing 'Engineer beat down ___________.' However, if your enemy has used the Melee command, you can always use the Suppress command to disable them right away. Not much else can be said; it's just kind of there, so use it if you're feeling gutsy. ::Soldiers:: ------------ Deuce's men are the standard WWII soldier colored yellowish-tan. Von Beck's men are wearing grey uniforms. In each squad, there's one soldier that carries a bazooka or a panzerfaust, which comes in handy when fighting vehicles. The rest carry rifles which are useful at mid-range. Still, you really don't care about what weapons your men are carrying. ------------------------- J.D. Tyler/Nina Diederich ------------------------- + Best at traveling on foot; sniper rifles can devastate at long range; secondary weapons are pretty useful up close. - Vehicle assault isn't very reliable; both have qualms with infantry combat (J.D. has lowest health in game and Nina has a wimpy pistol). These are your scouts. They run fast and boast sniper rifles. Also, with their useful secondary weapons, they are your typical anti-infantry hero (though one could argue that Tommy and Morder fit the bill more than these two). J.D. and Nina are probably the most unusual of all the heroes, as they rely on unorthodox grenades, weapons, and squad commands to get the job done. Besides, one of them is black and the other is a lady. Come on, that's awesome. ::Statistics:: -------------- Man, these guys are awesome because of their speed. With the highest speed and stamina, they are the best on-foot heroes. Use them early on in games if you want to get from point A to B without having to buy a vehicle. They're good at on-foot 'capture-and-run' tactics in which you run from point to point, dropping guns, while saving money for a big vehicle or whatnot. With their speed, they're arguably the best at meleeing enemies, hijacking vehicles, and dodging gunfire. Unlike other heroes, you can actually, ya know, GET PLACES without a vehicle. As for health, Nina has average health while J.D. has the lowest in the game. I'm not sure how many more shots Nina can take than J.D., but that makes Nina an arguably better sniper. However, since sniper rifles kill enemy heroes in two shots to the chest, it probably doesn't mean a darn bit of a difference. Besides, J.D.'s got the trench shotgun which owns close-range combat. But regardless, you can't get careless with these two, especially with J.D. Juke those bullets and don't get killed, cause dying sucks. Like Tommy and Morder, J.D. and Nina buy everything at 100% price. Nothing outstanding here. ::Sniper Rifle:: ---------------- J.D. and Nina own long-range areas with their sniper rifles. It works against infantry and even emplacements, and by pressing the left joystick, you can get a nice scope zoom. The sniper rifles in this game are not the AWPs from Counter-Strike, but they're powerful anyway; two or three body shots will down a soldier and a headshot means instant death. The sniper rifles doesn't need to reload, nor does it overheat. However, it has some pretty bad recoil that requires a second or two between shots before attaining maximum accuracy again. Sure, you could go Lee Harvey Oswald on the guy, but you're probably not going to hit anything. Probably the earliest moment to get off a shot without missing anything is when the lines are a quarter of a second from the center. However, that's when you're in a dire need to get a shot off ASAP; otherwise, wait until the lines get into the center again before firing again. Using the sniper rifle against stationary targets is your best bet. Wait until the enemy is not moving (possibly deploying a vehicle or something) and then get off a shot. Because the sniper rifle works so well against infantry just 'standing there,' it rules at picking off infantry manning emplacements. However, you can't just shoot at the guy, because you can hit 'nothing.' It's weird, but you've gotta hit the infantry in the right places if you want to register a hit. Also, for some reason, shooting an infantry manning an emplacement in the head doesn't kill in one hit. Weird. Against .30cal and .50-cal Machine Gun Nests, aim at the infantry's upper body. Against 40mm Nests (Allied anti-air) shooting at you, look in the little gap in the center of the nest. You'll see the poor fool's face, so shoot the white of his eyes. Against Wirblewind Nests (Axis anti-air) shooting at you, look at the bottom left part of the nest, from your point of view. Aim at the upper left part of the infantry's body. This is really, really helpful for harassing enemy emplacements, and pretty much allows you to render enemy emplacements slightly-useless. You've got to practice killing infantry in emplacements on the fly, cause you can waste too much time just standing there, not hitting anything. Also, you may get sniped by the enemy in the process (or run over by a vehicle, which is double embarassing), so don't be too idle or you'll make yourself vunlerable. Against moving targets...that's gonna take some good practice. If you're suffering from some bad lag, it's probably not worth trying to hit moving targets. Otherwise, you've got to get a hang of the aiming, cause there's really nothing else can be said. Oh, and if you can, try to place the crosshair ahead of where the enemy is moving. Once he moves into your aim, shoot him. Don't try to chase the enemy with your scope, let him move into your scope. Finesse is necessary to own with the sniper rifle. ::J.D.'s Shotgun:: ------------------ As you may know, trench shotguns are good at close range. It can shoot five shots before having to reload. There's no need to worry about recoil; just aim and shoot. There's little strategy to using the shotgun, except aim at the guy's upper body. Most shots will hit the soldier's chest, a few in the head. It's recommended that you use it on targets less than forty feet away. Any more and you're just shooting at air. Compared to Von Beck's shotgun, J.D.'s shotgun has three more shots per clip, plus it may or may not have slightly better aim. If that's the case, it's because the shots from J.D.'s shotgun tend to bunch up in the upper portion of the reticule, as opposed to Von Beck's shotgun, which sprays bullets all over the place. However, that's really a hunch. Compared to Nina's pistol, J.D.'s shotgun obviously owns Nina's pistol. Obviously, the pistol works good at medium range while the shotgun works at close range, the damage done up-close is way too devastating. When using the shotgun, run up on the guy and make your shots count for maximum damage. Not much can be said about the shotgun at this point, just shoot the guy with it, darnit! ::Nina's Pistol:: ----------------- Nina boasts a pistol, much like Deuce does. However, Nina's pistol (Luger) shoots eight shots in rapid-fire before reloading. It's an okay weapon; definitely better than Deuce's super-slow firing pistol, but it can't beat J.D.'s trench shotgun. It's slightly more flexible than J.D.'s shotgun since you don't have to be at close range to use it, but it isn't nearly as powerful. You're going to have to use some hit-and-run tactics while trying to get off as many shots as possible, especially against Tommy with his automatic. Not a very complicated weapon. Just aim at the guy and shoot him with it. Try to get headshots too. However, it's kind of cruddy, so snipe the guy if you can or run him over with a vehicle. ::Molotov Cocktail:: -------------------- It's weird that in such a sophisticated war as this that our heroes would use such crude weapons as Molotov cocktails. In case you don't know what those are, they're napalm in a bottle. Toss 'em and they'll light up anything they hit. They're an average weapon that deals good damage to infantry and okay damage to armor. Against emplacements, they're better than I'd expect, since a single hit can destroy a machine gun nest and cripple an anti-air. You'll find yourself relying on these a lot, however, since other than Vehicle Assault, you have no other way to destroying armor. And it stinks that the Molotovs are pretty mediocre at moving vehicles. The Molotov cocktail can be thrown as far as frag grenades, but when it hits the intended target, it bursts into flames right away. This is a good thing, except that the Molotovs are rather floaty and hard to aim. You've got to practice using these grenades, just like with Tommy and Morder's sticky bombs. When a Molotov hits the ground, it turns into a small bonfire of sorts. Any infantry, vehicle, or emplacement caught in the flames will burn to a crisp and lose health at a rapid rate. However, if you strike the side of a vehicle or an emplacement, it just takes off a fixed amount of health. Weird, but that's the way it is. Like I said, Molotovs are a Poor Man's version of a sticky bomb. Thankfully, you can nullify emplacements with the sniper rifle and destroy vehicles with the Vehicle Assault command. But in the scenario neither works, this is your latch ditch attempt to hold your ground against armor. ::Vehicle Assault Command:: --------------------------- This awesome command orders your men to chase after and throw sticky bombs at the target vehicle. This is probably the most useful special command, as it gives J.D. and Nina a devastating attack to enemy vehicles. With four men, that means four sticky bombs, and the combined total of those bombs can destroy any jeep/halftrack and severely cripple tanks. However, it's not that easy. For one, your opponent can run over or gun down your own infantry before they can get off a sticky bombs. Also, your own men may not actully hit the vehicle with the bomb. Once they use their sticky bombs, that's it; you're done for. You'll have to start tossing Molotovs at the vehicle to take it out. Therefore, you should not expect Vehicle Assault to always work, especially against heavily armored vehicles. Still, you should enjoy liberal use of this command. Just being J.D. or Nina would scare your opponent from driving close to you, especially in a jeep or a halftrack. I've played so many times and I've seen players who'd pick these two but wouldn't even bother to use Vehicle Assault at all, so don't forget to use this command for yourself. And remember one thing; always keep a full squad at all times, since the more men you have with you, the more sticky bombs you can get off. ::Soldiers:: ------------ J.D.'s men are the coolest soldiers of all; they're the typical soldier in orange and brown camo, accompanied with those helmets with sticks and leaves glued to them. Nina's men are similar to Morder's since they're both wearing black uniforms, except they wear little hats instead of helmets. They carry rifles and are actually pretty good at damaging enemy soldiers at long range. ===================================================================== V. Everything in the Destruction on Demand Menu (5DDM) ===================================================================== Obviously, what you spend your FUs on matters in these kind of games. Getting the right vehicle or emplacement can be a gamebreaker, so you should know about each and every single thing in the Destruction on Demand menu. I'll give you the price (with the Deuce/Von Beck's prices in ()'s) and weaponry of each vehicle, as well as an evaluation of it worth(lessness). ----------- 4x4/Gun Car ----------- Price: 175 (157) Weapon(s): Machine Gun (limited aim) Motor Pool?: No + Cheap, fast transport that comes with a machine gun. - Incredibly fragi