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alex2142hp

on Tue 11 of Aug., 2009 06:24 EST
Call of Duty 4 Modern Combat Guide
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Call of Duty 4 Modern Combat Guide
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 flexible on the battlefield are two entirely different mental exercises.
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 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.
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).
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.
| S.A.S. Speed. Aggression. Surprise.
- Andrew Sterling, Cold Winter
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This mission should be easy. You have three nearly invulnerable NPCs who pretty much sweep the whole vessel clear of enemies while you go around searching for secrets. This is what IGN recommends, since sure-shot NPCs mean you don't do any of the dirty wet-work yourself.
Upon landing, follow your team through the ship interior and down the stairs to a hallway. A drunk Russian will come out of a bunkroom and will (most likely) be shot dead by your trigger happy gunmen.
| Laptop 1 of 30 - Check the bunkroom from where the drunk Russian comes out from. The laptop is to your left when you enter the room. |
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Check the bunkroom for a secret and then continue following your team back outside, through the container ridden mid-section. Everyone regroups to assault the rear bulkheads, so head there when you're done exploring.
Inside the ship, the enemies start coming constantly once you get to the bottom of the engine room. If you were smart, you would've reloaded your magazine long before descending. When the team lines up to flashbang into the first cargo hold, you should get yourself ready for yet another secret.
| Laptop 2 of 30 - When the team lines up to assault the first cargo hold, you need to note that the stage's second secret will be in the cargo hold. Enter the hold and descend the first set of stairs; the laptop will be out in the open and to your left. |
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Once you're done with the secrets, the rest of this stage is unsurprisingly straight forward. If you ever get lost, you should check your HUD radar. Head towards the gold objective marker.Just don't forget to take things slow, as many of the enemies show their A.I. love for grenades.
Enemies here should not give you too much trouble, unless you get close for no reason. Locate the radioactive container (the Geiger ticking will alert the attentive). Head into the container and locate the clipboard.
Stay targeted on the clipboard as the NPC C.O. continues his scripted report. Once the clipboard turns gold, hold the reload key (or use key) to grab the objective and follow the team back to the extraction point. Note that during your escape, tap the jump key after each rumble — otherwise, you remain crouched while moving and that won't do at all.
Black Out
| Just remember, of the 33 kinds of snakes in Vietnam, 31 are poisonous.
How do we tell them apart, sir?
I think with those ratios, you could afford to come to prejudicial sweeping generalization — like killing them all.
-A squad leader to his pilots, Chickenhawk (1983)
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This stage is kinda lucky — once you start, you can go right ahead and grab a secret! Otherwise, you can follow your team through the makeshift terrorist camp, kill Russian separatists, and generally be unhelpful to your allied NPCs.
| Laptop 3 of 30 - At the start of the mission, there is a shack to your left housing two terrorists. Head over there and Final Solution the place. The laptop is inside the shack. |
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Since it's so dark, you will have an NVG tutorial here. Press the NVG shortcut to activate your image enhancement goggles. Below are two shots of the same bridge without and with light enhancement.
Note that strong light sources such as lamps and even flashlights will blind you, so use the goggles only when needed. Alternately, you can over-correct the brightness (or gamma) via your video settings and effectively see in the dark. Either method works.
Follow the team to the clearing and meet up with the NPC Kamarov and some Russian allies. These guys are generally expendable, so you can be a little careless with these guys. Take the M21 sniper rifle and follow the NPC Price to the sniping point.
From the sniping point, gun down all the enemies in the houses and take out the machinegun nests so your allies can advance. Once that's done, you can move into the next building along the mountain path.
Head through the building and give some more covering fire to your allies from a second sniper point. Again, if you are lost, the gold objective marker will always be omnipresent.
After doing both sniper tasks, fend off the chopper troops and head over to the powerstation. Rappel down the rope and start heading for the informant's building.
Erase the skeleton crew left to guard the NPC Nicolai and waste everyone. Head back out of the building via the back door (first level) and exfil to the chopper.
| Laptop 4 of 30 - After rappelling to the informant's building, enter and locate the second floor. The bathroom on the building's second level holds your secret. |
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Charlie Don't Surf
| You either surf or you fight!
-LTC Bill Kilgore, Apocalypse Now (1979)
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For this stage, you jump into the Marine Corps., on the way in to raid and zap the crazy beret wearing dude who killed ya in the last stage. On landing, follow the NPC Vasquez to the ominous looking Ba'th Party building seen in the image below.
On a breach and clear, you need to take point to lead your dumber than a box of rocks NPCs down into the weapons ridden basement to secure it. Flashbang the basement and head in to clear it out. With some luck, your NPCs will come down and attack with you. There's no squad command system to aid you here.
| Laptop 5 of 30 - The building you suspect where Al-Asad is has a weapons filled basement. Locate a corner room and investigate it for the hidden laptop. |
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Clear the basement and take your share of weapons. You may not need it yet, but take a Dragunov or similar sniper rifle and perhaps the AK74-Grenadier.
Leaving the basement is more dangerous than entering, since there are enemies who spawn only after you enter the rooms to the stairs. This means clearing the room with grenades won't work (since they are not there). Go in with a full magazine and fire to dsiable them; once they stagger, stab them repeatedly in the eyes and throat until they are no longer fit for service.
Outside, you will be under constant assault from the rooftops and streets. The key to getting by these strongpoints is to approach them, erase the nest, and then occupy the building in "game terms".
| Laptop 6 of 30 - Take a look at your mini-map. Place the TV station marker on your map north. With the main boulevard to your left, head south (use your main HUD's compass) and locate the sniper ridden building seen in the image below and right. The house's insides are blue. Check the second level for the laptop. |
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Negotiate your way towards the gold marker — you should come across a wide boulevard guarded by a technical (pick-up truck with machinegun on its bed). Before that though, you may want to look for the hidden laptop.
The main boulevard will have many enemies, so it will take some time and dying to get across. Once you cross over the main street, notice the building on your right. There's a secret up there too, but you don't need to go there if you don't need to.
Keep your eye on the skyline for a radar dish. That marks the TV station you need for the mission to end.
| Laptop 7 of 30 - The house with the secret will be by a large pile of wrecked cars. Locate the stairs on the side of the building and head upstairs. The laptop will be on the rooftop. Be sure to grab some snniper rifles if you need the weapon. |
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The fight for the TV station will be difficult since the battleground will be enclosed. No space to run from grenades, so you need to be alert for the tell-tale klinking and be ready to throw back the explosive eggs.
Sweep through the hallways and load up on any weapon. Use up all of your ammunition as you need to, since the firefight in the main studio will be intense (and the last where enemies will appear).
Take the side rooms if you need to, but the enemies who stop the flow of respawns are the ones on the top armed with sniper rifles and RPGs. Chuck grenades to the balcony if you can, use up the URGL rounds from the AK74 (if you took it). Otherwise, snipe, brain, or otherwise kill the rest of the opposition and follow the NPC Vasquez to the end of the level.
This mission pretty much involves finding and keeping a tank alive. When you first start, jig to the right and follow the fence to some stairs. This leads under the murderous fire so you can enter a basement and get at the enemy emplacements.
Fire back and clear a brief window you can cross from the basement into the buidling's cellar. You can get to the fortified position from the stairs. Clear out the area but do not leave until you have the secret. If you want to proceed, head back downstairs and out to the back of the building.
| Laptop 8 of 30 - The second level of the apartment has a secret room friendly soldiers will breach into. Inside, you should find the laptop. Again, look for the silhouette of the sickle and AK-47. |
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There is a tremendous firefight downstairs once you clear the fortified area of the terrorists. Don't get killed by wandering too far forward. Fry the enemies on the ground, then the ones on the bridge and try to establish some safe zone where your allies can occupy so you have a safe spot to retret to.
Sooner or later, enemy armor will appear on the bridge and a luckless NPC will carry the Javelin weapon in and get zapped. Head to his dead body and take the Javelin weapon.
A Javelin is a top down attack missile that is barely man-portable. It has infinite ammo for the purposes of this game. Hold the fine aim button and locate the enemy armo by following the green arrows. Once you have a box, keep the weapon sight centered on the target and fire when the lock-on is achieved. Destroy all the enemy armor to go to the next section.
| Laptop 9 of 30 - The marketplace has a secret laptop. Locate the refrigerator and look at it as if you were going to open it. Turn around 180 degrees and walk straight to a wall. The laptop is behind a stack of boxes. |
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The marketplace is quiet and has no enemies. However, the next section more than makes up for that lack of conflict. Your immediate goal is to prevent the tank from being overrun by enemy RPG soldiers and the like. The best way is to down the enemies from behind cover. The enemies to stop this human wave crap are the enemies with RPGs who appear on the building's roof.
Once done, you head west and blow the ZPU (AA gun). Fight off the enemies and head into the shop with the AA emplacement. Place the det-pack on the holographic spot and be sure to go behind the wall before blowing the gun. Once done, place the IR marker on the indicated spot and regroup at the tank.