Call of duty 4 - ign.pdf

(4376 KB) Pobierz
IGN Guides
Introduction
Lost a laptop in Lithuania? Down and out in Riyadh? IGN is here to point out the various points of interest in your Call of
Duty. Unlike a nominal tour of duty, this one will last less than a year if you play your cards right.
This strategy guide has a walkthrough of the single player campaign, as well as a handy appendix for the hidden laptops
that unlock the game's secret cheats.
¨ 2007, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part,
without IGNÓs express permission. You may not alter or remove any trademark, copyright or other notice from copies of the content.
All rights reserved.
¨ 2007 IGN Entertainment, Inc.
1
430173956.007.png 430173956.008.png
Call of Duty 4 Modern Combat Basics
Basics for the F.N.G. (F@!#ing New Guy)
Check your basic controls by going into the pause screen and clicking options. Depending on your platform and choice
of human interface, you will find some control schemes more comfortable than others. Some big differences for some
players on the console controllers will be:
Ducking controls situated on the right joystick instead of the left joystick.
Sprinting is sticky and done exactly like in Killzone; unfortunately, the duck key is also sticky and not placed on
the L2/Left Trigger equivalent.
Sniping and fine aim are done with the same key; snappy target acquiring basically means standing still to fast-
select targets that are "bunched together" close to the target reticule.
Press the duck key to duck. Hold the duck key to go prone. Prone players are invisible to unalerted enemy A.I.
in campaign mode.
Changing to the sidearm is faster than reloading, unfortunately, that same tactic will leave you empty if you are
facing off against more than one enemy.
There is always one type of special grenade (90% of the time in campaign, it is the flashbang). Special
grenades and grenades are restocked for a player if the player dies and restarts from a checkpoint, on the
Normal and recruit difficulties.
In-game cheats (the hidden laptops) can be earned on any difficulty, but the cheats can only be activated if the
game is cleared.
Silent weapons are not heard by enemies, but enemies will notice dead bodies. Only the "Bad Year" cheat will
completely get rid of bodies for purposes of stealth.
Some other notable basics from countless first-person shooters come to mind, such as:
Murphy's Law of Combat
You are not Superman; marines and fighter pilots take note.
Do not attempt to Rambo your way through this game. First off, no human can withstand the impact of modern small
arms fire without substantial assistance from body armor. Secondly, only John Rambo can walk into a Vee-Cee village
forty years after the United States hauled out to rescue the six quadrillion P.O.W.s still plying the illegal opium fields of
the local Vee-Cee commander who is also known as, "The Butcher of Bang-Phoung" or some other slitty eyed moniker
crap without getting a scratch.
On normal difficulty, getting hit by one or two rounds will be enough to cut your tour of duty short. On hardened or
above, one stray hit will be enough to kill you.
Murphy's Law of Combat
If the enemy is in range, so are you.
This is very important, although many players are still oblivious to it. If an enemy is shooting at you, that means they can
see you. However, this also means that they are vulnerable if you choose to fire back.
When taking hits (as opposed to 'taking fire'), your HUD will blink in the direction you are taking the damage from. Break
line of sight and counter-attack when your health has regenerated.
Murphy's Law of Combat
When in doubt, empty your magazine.
Enemies will sometimes enter a mode called "Last Stand". This mode is something players can earn while playing
online, whereby a dying soldier will unload his handgun and make a last-ditch effort to kill his attackers.
¨ 2007 IGN Entertainment, Inc.
2
430173956.009.png
Sometimes, you will see enemies who are shot but crawling because they are not fully dead. Instead of checking their
pockets for loose change (and then having fun while storming the castle), you should instead, empty the rest of your
magazine into the body to make sure they are honestly dead.
An enemy on last stand can confuse you in tight firefight (conflciting reports of damage), allowing active enemies to kill
you.
Murphy's Law of Combat
A sucking chest wound is God's way of telling you to slow down.
Players regenerate life over time. If your HUD is red and bloodied, you need to pull back to a safe place and recuperate.
Otherwise, the next hit will most likely kill you.
Murphy's Law of Combat
The only thing more accurate than incoming enemy fire, is incoming friendly fire.
Although you have to try hard to kill friendlies, it can happen if you maintain a trigger pull and sweep over your own
S.A.S. squad (like with a mini-gun). Although killing non-vital NPCs like the generic privates and such won't penalize
you, getting into the habit of not firing on NPCs with green names will save you the trouble of not having to restart from a
checkpoint due to friendly fire.
Murphy's Law of Combat
If it's stupid but it works, it's not stupid.
You can ridicule the enemy behavior as being remarkedly unintelligent, but this is not reality per se. Still, the computer is
not letting you walk over it without a fight. Exploit the enemy artificial idiocy by running away. Enemies may lose sight of
your player and begin to look around aimlessly.
Either way, you can use it to your advantage. If you back up say, around a corner, you can turn around and drill the
sucker when he rounds the bend. This usually happens once you realize most enemies won't bother trying to find you
once they lose track of you.
At the same time, enemies are infinite in Call of Duty (unlike Medal of Honor). Until you occupy the spawn point
(generally a building), enemies continue to pour out like a badly cliche'd clown car.
You can exploit this by adopting the Battlefield 1942 experience and simply marching towards a strategic point. Once
secured, buildings no longer spawn enemies.
Murphy's Law of Combat
Grunt math: walking point = sniper bait.
Your player is generally the man on point for most missions. However, in the rare cases you have allied NPCs who are
armed, they can help you draw enemy fire by walking point. The only problem arises when they are shot by your own
gunfire or take too much damage and get killed from enemy gun fire. In both cases, the mission is failed and you restart.
Murphy's Law of Combat
Try to look unimportant, the enemy may be low on ammo.
Stealth plays a larger role in COD4 than in previous games. By staying prone (console players should hold the duck key)
amidst tall grass or "shadowed grass", most enemy patrols will ignore and bypass you. However, this only comes into
play in a few stages; most of the time, your weapons are not silenced, and therefore, any attack you make alerts the
whole compound.
Murphy's Law of Combat
One enemy is never enough; two is far too many.
As mentioned, switching to your sidearm is faster than reloading. However, the tactic will not work if you still have
enemies left after emptying your sidearm. Be sure to work close in close quarters combat and use the knife (or melee)
button to quickly dispatch enemies. Stabbing enemies is faster than switching to your handgun, but only works up close.
Similarly, enemies will melee your character; on normal and above, one melee will generally kill the target (regardless of
the attacker).
¨ 2007 IGN Entertainment, Inc.
3
430173956.010.png
Murphy's Law of Combat
When you have secured the area, don't forget to tell the enemy.
Call of Duty uses the simple concept of "securing territory" to advance the allied NPCs. Securing an area means a
certain number or type of enemies need to be killed before the game moves on.
For example, in The Bog, enemies will continuously rush the disabled tank until you take out the RPG soldiers on the
rooftop. Once that's done, you can move away from the tank to the subsequent task. Moving away before those soldiers
are killed will mean mission failure.
Murphy's Law of Combat
The important things are always simple; the simple things, always hard.
Keep cool and above all, don't lose your head. Get into the rythym of moving, scouting, taking cover, aiming, shooting,
reloading, and repeat until you come out of it alive. Sometimes even the most basic things are forgotten when you're
taking fire from an unknown source.
Proceed slowly and methodically through each area; after a while, you will note that you do not always need to secure
an area in order to pass to the next section.
Murphy's Law of Combat
The explosive radius of a hand grenade is always one foot more than you can jump.
Grenades in Call of Duty are to be greatly feared. They kill you and enemies if in range (except on recruit) and even
exposing a tiny area of your body to grenade blasts mean you die (such as a partially concealed doorway).
The game allows you to press the grenade key by moving towards the grenade indicator to throw it back. However, if
you do not have the time or inclination to throw back explosives, you should find a means of escape. Once the grenade
indicator is gone, you are effectively out of its kill range.
Note - you do not have the same danger indicator with damaged vehicles . Damaged vehicles will eventually explode
and do the same damage as grenades, but there is no warning with damaged vehicles.
Murphy's Law of Combat
Don't forget, your weapon was made by the lowest bidder.
If you are overly concerned about ammunition, take the enemy's weapons. Otherwise, your starting weapons are
generally well-suited to the mission at hand. The only exceptions are the sniper missions in the middle of the game.
An automatic weapon is always preferable, and as you play, you will note that the ammunition of some guns are shared.
Picking up an M4A1 and a G36C sounds like a plan, until you realize both weapons use the same stock of ammunition.
Take different weapons and you will effectively have two stocks of ammo to draw from. This helps in intense firefights.
¨ 2007 IGN Entertainment, Inc.
4
430173956.001.png
Call of Duty 4 Modern Combat Walkthrough
Prologue
Act I
Act II
Act III
F.N.G.
Black Out
Safehouse
Ultimatum
Crew Expendable
Charlie Don't Surf
All Ghillied Up
All In
.
The Bog
One Shot, One Kill
War Room
.
The Hunted / Death From Above
Weathering the Storm Game Over
.
War Pig
Sins of the Father
.
.
Shock and Awe
.
.
Hidden Laptops
Mile High Club
F.N.G. ( F---ing New Guy )
Murphy's Law of Combat
Professional soldiers are predictable; but the world is full of dangerous amateurs.
The stage "F.N.G." (which is an abbreviation of f@!#ing new guy - the most dangerous type of soldier) will run players
unfamiliar with Call of Duty 4. All the narration in F.N.G. isn't done because the guys at Infinity Ward decided to hire their
voice acting buddy from England -- the narration serves a purpose in educating you about the fundamentals of the game
(except stealth).
Once you get the hang of the assault rifle, sidearm, and knife, you can go to the hangar and meet the unit C.O. (Price).
He will narrate some more and ask you to clear the training course in 60 seconds or less (go over time and you either
fail or you try again).
The best record is 15 seconds from the time you fast-rope until you hit the finish circle. Unless you happen to be an
absolute god of aiming, sprinting and turning, you will most likely only get your time down to about 18 to 22 seconds.
Don't worry about beating the best time (unless you are earnestly achievement crazy) -- memorizing a course and being
¨ 2007 IGN Entertainment, Inc.
5
430173956.002.png 430173956.003.png 430173956.004.png 430173956.005.png 430173956.006.png
Zgłoś jeśli naruszono regulamin