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    FAQ/Walkthrough by Psy

    Version: 1.2 | Updated: 10/02/05 | Search Guide | Bookmark Guide

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                                  D E M O   G U I D E
    
                                       B Y   P S Y
    
    Game Name: Call Of Duty 2: SP Demo
    Developer: Activision + Infinity Ward
    Genre: World War Two First Person Shooter
    Release: September 26, 2005
    Guide Title: Demo Guide
    Platform: PC
    Author: Simon 'Psy' Elliott
    Author Contact: CoD@GTA-SanAndreas.com
    Started: September 27th, 2005
    Last Updated: October 2nd, 2005
    Last Update: Added demo exploits section / updated introduction.
    Version: 1.2
    Copyright: Simon 'Psy' Elliott 2005
    
    ===============================================================================
    
    PLEASE NOTE
    It is illegal under copyright law to reproduce any published Internet material,
    be it text, art, music, coding, images, et cetera, without permission from it's
    creator or owner. Copyright infringement is illegal and punishable by fine and 
    imprisonment. This guide and all of it's content must not be reproduced 
    anywhere under any circumstances apart from on GameFAQs.com. If you are 
    interested in posting this guide on your site you MUST request permission from 
    the author, Psy, on CoD@GTA-SanAndreas.com, however it is extremely unlikely 
    that you will be granted permission. If this guide is seen anywhere else other 
    than GameFAQs.com please inform the author, Psy, on CoD@GTA-SanAndreas.com, and
    the situation will be dealt with by whichever means necessary.
    
    ===============================================================================
    
    I N T R O D U C T I O N
    
    As usual, I'll keep this simple. Call Of Duty 2 is the next game in the amazing
    Call Of Duty series due to be released around November 2005. The Demo, 
    featuring one Single Player mission was released on September 26th, 2005 and 
    shows off some of the great new features which we can look forward to using 
    more in depth later this year.
    
    I'll quickly go over the new features in the demo, just in case some people 
    haven't quite picked up on them yet. Well, firstly, you should read the readme 
    which comes with the demo, that's straight from the developers mouth about 
    what's new and stuff, but I'll go over it here in perhaps a bit more detail.
    
     New Health System
    Call Of Duty 2 doesn't keep the health system from the original games. Instead 
    of having a set value of health which you will lose or replenish with health 
    packs, this time you have no indication of your current health. This may seem 
    strange at first, however once you get used to it, it's really quite simple. To
    put it in it's most basic form, you have "infinite health". You won't die by 
    getting shot multiple times, even without picking up health packs. Instead, you
    die from taking a lot of damage in a small amount of time. When you get hit 
    hard, an indicator will appear on the screen, and you'll feel your heart rate 
    increasing and so on. During this time you need to find some cover and rest. 
    Stay safe for about five seconds or so and you'll regain your health and be 
    good to go. Because of this, you could take hundreds of hits throughout 
    missions, but if you stay in cover and heal yourself enough, you can make it 
    through without dying. Not really the most realistic feature that could have 
    been added, but it certainly changes the way you need to play the game. Running
    and gunning will usually easily get you killed. You need to go slowly.
    
     Mantle System
    CoD2 gives you the option to jump over / onto small obstacles in front of you 
    in a sort of scripted event. Sometimes you can't jump high enough, or the game 
    just won't let you jump over certain things, but if you stand next to an object
    and you see a small curved arrow symbol type thing, then pushing the jump key 
    will allow you to climb over it.
    
     Grenade Indicator
    When an enemy, or even an allied grenade is thrown near you, an indicator will
    appear on the screen showing you which direction it's located in. Always make 
    sure you find cover in the opposite direction of the arrow unless you want to 
    be blown up.
    
     Ammo Display
    Along with many of the on screen displays, the ammo display will fade after a 
    few seconds if you're not using your gun. To see how much ammo you have in your
    gun and to bring up the display, simply press the reload button.
    
    Other than that, everything else is more or less the same as the old games so 
    anyone with CoD experience should be able to manage.
    
    Have fun with the demo anyway, and I'll most likely be writing a full game 
    guide when CoD2 is released in a few weeks time.
    
    Enjoy.
    
    ===============================================================================
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    Demo Mission: El Daba
    
    =============
    D E T A I L S
    =============
    "The End of the Beginning"
    El Daba, Egypt
    November 6, 1942
    Near the Mediterranean Coast
    
    ===============================
    S T A R T I N G   W E A P O N S
    ===============================
     Lee-Enfield
     Thompson Sub Machine Gun
     Binoculars
     4 Frag Grenades
     4 Smoke Grenades
    
    ===================
    O B J E C T I V E S
    ===================
     Eliminate the German naval artillery crews at the docks.
     Signal the fleet from the com station radio.
     Search the German HQ for printed dispatches.
     Regroup at the docks to debrief with Cpt. Price.
    
    =====================================
    M I S S I O N   W A L K T H R O U G H
    =====================================
    
    Following the short truck ride into the city, immediately jump off the back or 
    sides of the vehicle and take cover from the MG42 fire coming from the windows 
    up ahead. 
    
    Once you've caught your breath, run across in front of the MG's and take cover 
    behind the building on the right. Follow your squad around to the right hand 
    side and head towards the other end of the street. You'll come across about ten
    Germans behind some sandbags and barrels at the far wall. Take cover behind any
    of the objects scattered around and use your Lee-Enfield to carefully pick them
    off one by one. After you kill the first three or four, another five or so will
    rush down from a room at the end of the street and take up their positions. Try
    to move in a bit closer, get a grenade in their location and then move in with 
    your Thompson and clear it out. 
    
    Take cover behind the sandbags where the Germans were and carefully lean around
    the boxes and look to the right. You'll see two or three Germans by the MG42 on
    the floor just around the corner alongside the center building, and two or 
    three others behind the wall at the other end of the street. There'll also be 
    one German on the balcony next to the window MG gunner. Help your squad take 
    them out and then proceed towards the open building right below the window MG42
    gunners. As you reach it, one of your team mates will take out the gunner.
    
    Head through the first room and along the small corridor. Carefully lean out of
    the doorway and prepare to shoot at a proned MG42 gunner lying directly in 
    front of you. Take him out then you'll see two more Germans, one on each side 
    of him. They'll most likely throw grenades as you, so retreat back to the other
    end of the corridor until they explode, then lean back out the door and pick 
    them off.
    
    Head through the alleyways and stop as you reach a corner with a view of the 
    ocean. The German artillery can be found here, along with a large number of 
    their soldiers. Let your squad catch up with you, then start shooting at the 
    Germans manning the Flak guns. Be aware of the riflemen on the roof and on the 
    balconies to the right and ensure you take them out before they do likewise.
    
    Once you've cleared the first Flak, move up to the right and take cover against
    the corner, behind the stack of crates. Lean out and fire off a few rifle shots
    at the many Germans in the distance. Try shooting the red barrels which will 
    explode taking out a few of them at once. Keep up the fire and help your squad 
    pick off every last German. Once they appear to be all gone, move up and along 
    the dock area. As you get towards the end one of your team mates will shout out
    to throw some smoke, don't worry, someone else will take care of it for you, 
    but you may need to get your rifle and aim at the MG42 gunner on the roof of 
    the German building. Once he's been taken care of, move along to the end of the
    area and go through the opening on the right. Depending how quickly you've 
    gotten this far, there may or may not be Germans waiting for you. Either way 
    you're going to have to kill them. There might be one or two coming through the
    opening as you get there, one just inside to the left, or possibly two to the 
    right of the opening, maybe with a planted MG42 on a table.
    
    If you got there a bit faster, the Germans probably won't have gotten into 
    positions yet, so quickly rush in and keep to the right. Head around the far 
    corner of the building with the two tunnel type things, straight ahead of your 
    entrance to the area, and you might have a nice surprise with four or so 
    Germans heading straight for you. Make sure you've got an auto and spray them 
    until they're all gone, then make your way towards the main German building.
    
    Enter the bottom floor and make your way to the right into the small back room.
    Depending on how long your squad have been fighting the Germans, there may be 
    one or two still alive down here, so be careful and if you see any, take them 
    out. As you approach the stairs another German will make his way down, but you 
    should have no problem taking care of him with a Thompson. Head up the stairs 
    and around, ensuring there are no more enemies left alive, then push action on 
    the radio as your squad marks the target with smoke and watch the fireworks.
    
    After that, head back downstairs and make your way back past the "tunnel 
    building". You'll find members of your squad pinned down by MG42 gunners. Feel 
    free to try and take them out with your rifle, however from what I've seen, 
    they'll just keep on respawning anyway. Head through the gate to the left of 
    the area and watch as one of your squad mates gets splattered by a good few 
    hundred German bullets. Just after the last bit of door comes flying off, 
    crouch down and lean / strafe into the doorway with a Thompson or another fully
    automatic weapon. Spray the three Germans in there before they realise you're 
    attempting to come in. There'll usually be one right in front of the entrance, 
    one to the left, and a guy on an MG42 at the back of the room, also in-line
    with the entrance.
    
    After disposing of them, continue through the back alleyway and head up the 
    steps into the next room. There'll be two Germans in here, one of which should 
    be easy to kill, the other will be around the corner and will be preparing to 
    throw a grenade at you. Do whatever you need to do to take out these two 
    Germans then carefully make your way to the blown out wall. Below you are two 
    Germans on MG42's, but you also have three Germans in the building opposite, 
    one on the roof of the building just left of that, and one or two on the 
    balcony of the building to the left of yours. I'd suggest using a rifle and 
    carefully picking off the German riflemen who are situated in various positions
    around the aforementioned buildings. There's one on the balcony directly 
    opposite, one on the roof and one in the far right window. Take out those and 
    the other few Germans mentioned before, then use a grenade or machine gun to 
    clear out the MG42 gunners.
    
    Make your way into the German headquarters building and approach the stairs, 
    killing the two guards inside watching the entrance. As you get there, a German
    will usually make his way down so kill him, then cautiously make your way up 
    the stairs. Before you get half way, turn around and climb them backwards, a 
    German will be waiting with a rifle for you, so take him out as soon as you get
    a chance. I'd then suggest throwing a grenade into that end of the room, before
    actually entering it as there are two Germans behind a table ready to gun you 
    down. Make sure they're both dead, then grab the documents and make your way 
    out of the building.
    
    Jump on the MG42 in the sand-bagged area and use it to clear out the five or so
    Germans who are trying a counter attack, they should be disposed of no problem.
    Next just head through the gate to the left and follow the alleyway until you 
    meet up with more members of your squad. When you hear that "this building is 
    secure", you're safe, so follow them up the stairs and off the balcony where 
    you'll meet up with the Captain and complete the objective.
    
    ===============================================================================
    
    W E A P O N S   O F   T H E   D E M O
    
    There is a fairly decent selection of weapons which can be used in the demo of
    Call Of Duty 2. All of these weapons have been available in previous games,
    however they have all been re-modelled and re-skinned looking much better than
    before. Below is a list of the weapons in the demo and how you can get your 
    hands on them.
    
    The way the weapon categories work is rather simple. You can carry two guns,
    two different types of grenades (smoke and fragmentation) and binoculars. There
    is no 'weapon size' system in the demo however, so picking up a pistol will 
    take up the same slot space as carrying a rifle or machine gun. Unlike in CoD
    and CoD:UO you no longer have a pistol as a side arm weapon, you need to make
    the choice of whether to use a pistol and one main weapon, or just take two 
    main weapons. Not really much of a choice if I'm honest. Large gaming sites
    have claimed that in the final build of the full game you will have a sidearm
    and two main weapons however, so this looks to be the same as it always was.
    
     Thompson
    Magazine Capacity: 20
    Total Ammunition Limit: 280 (+20)
    Special Features: Semi/Full Auto Fire Modes
    Standard weapon, you start with this gun and will be able to pick up additional
    ammunition from fallen team mates.
    
     Lee Enfield
    Magazine Capacity: 10
    Total Ammunition Limit: 100 (+10)
    Special Features: Can only be reloaded after 5 shots have been fired.
    Standard weapon, you start with this gun and will be able to pick up additional
    ammunition from fallen team mates.
    
     Binoculars
    Magazine Capacity: N/A
    Total Ammunition Limit: N/A
    Special Features: Can be used to help you aim more precisely.
    Standard item, you start with these and can use them by pushing your 
    "Binoculars" key which you can define in the game options.
    
     MK1 Fragmentation Grenade
    Magazine Capacity: N/A
    Total Ammunition Limit: 4
    Special Features: N/A
    Standard grenade, you start with these grenades and once they're gone, that's 
    it, you can't find these ones anywhere else.
    
     Stielhandgranate
    Magazine Capacity: N/A
    Total Ammunition Limit: 4
    Special Features: N/A
    One in every ten or so Germans will usually drop a small bag full of 
    Stielhandgranates which can be used to refill your grenade ammunition.
    
     Smoke Grenade
    Magazine Capacity: N/A
    Total Ammunition Limit: 4
    Special Features: N/A
    Standard grenade, you start with these grenades and once they're gone, that's 
    it.
    
     MP40
    Magazine Capacity: 32
    Total Ammunition Limit: 192 (+32)
    Special Features: N/A
    Probably half of the Germans in the mission have MP40's, down a few and you 
    should be able to grab one.
    
     Kar98k
    Magazine Capacity: 5
    Total Ammunition Limit: 100 (+5)
    Special Features: N/A
    The other half of the enemies have Kar98k's. These guys are usually in harder 
    to reach positions, but you still shouldn't have a problem getting your hands 
    on one.
    
     Luger
    Magazine Capacity: 8
    Total Ammunition Limit: 48 (+8)
    Special Features: N/A
    Every so often you'll shoot a German who doesn't die, but lies on his back 
    firing random shots at you with his Luger, kill him now and he'll drop it for 
    you.
    
     Bren LMG
    Magazine Capacity: 30
    Total Ammunition Limit: 270 (+30)
    Special Features: Makes a very useful automatic rifle if aiming down the sight.
    The Bren is carried by a very small number of your team mates. One in every 
    twenty or so soldiers is my guess. You'll need to be lucky to find one next to 
    a dead team mate.
    
     MG42
    Magazine Capacity: N/A
    Total Ammunition Limit: N/A
    Special Features: Infinite ammo.
    The MG42 is fixed in position in various places throughout the level, you can't
    really miss them.
    
    ===============================================================================
    
    D E M O   E X P L O I T S
    
    Along with the regular playing of the Call Of Duty games, one of the other 
    things I like to do is look for exploits in both the single and multiplayer
    maps. I'll define exploit by saying it's doing something in the map that lets
    you get somewhere or do something you're not supposed to. This could be 
    something as simple as jumping on a few random walls to get access to a hard to
    reach rooftop, or something as bad as finding a bush or wall that allows you to
    shoot or even see through it. Multiplayer exploits are a problem once people 
    find them out as they can create an unfair advantage for players who know how 
    to get behind the map or whatever, but as far as I can see it, the best way 
    for these problems to get fixed is for them to be brought to the attention of 
    the game developers. I never release any multiplayer exploits I find, and never
    use them in public servers. The following small section contains the few 
    exploits that I have been able to find in the demo, and how to do them.
    
    Exploit 1: Getting On The Truck
    
    After the truck ride into the city, dispose of all of the enemies and approach 
    the MG Gunner building until he is killed. Once you hear "Area Secure!", move 
    back around to the truck. If you move to the back end of the truck you'll 
    notice you can climb onto it using the new Mantle feature. Feel free to try it
    out here, however if you walk to the side of the truck and double tap jump, 
    you'll be able to jump up, then pull yourself over this way. The exploit can be
    done by heading to the back-left side of the truck. Instead of using the Mantle
    feature to pull yourself onto the back of the truck, make sure you're directly 
    level and facing with the side of the truck. Jump up and then hit jump again 
    and you should be able to pull yourself onto the back of the truck, only you'll
    actually pull yourself onto the top part of the truck rather than the lower 
    back section. If you do it right, you will then be able to walk around on top 
    of the truck. Not exactly much of an exploit, but you can't normally get on top
    of the truck, so it does what I explained an exploit was in the introduction. 
    This exploit can also be done on the truck parked just before the Flak guns at 
    the harbor section of the level.
    
    Screenshots
    
    Where To Jump: 
    http://www.gunningforglory.com/cod2/screenshots/exploit1_before.jpg
    
    On The Truck:
    http://www.gunningforglory.com/cod2/screenshots/exploit1_after.jpg
    
    
    Exploit 2: Stealing The Documents Early
    
    Fight your way through the level until you get to the section where you need to
    clear out the two MG42 gunners and various rifle men in front of the German
    Head Quarters. Instead of going in the door and fighting your way up the 
    stairs to grab the documents, jump on the sand bags to the right of the 
    entrance in the small closing alleyway type thing. Walk right along the top of
    the sandbags right to the end, then take half a step back along to the left. 
    Jump up and aim at the window. Mash the jump button when you're in the air, and
    if you hit it right, you'll pull yourself up onto the top balcony and there'll 
    be no Germans in sight. Just go through the window or door and grab the docs 
    and you cut about 5 Germans out of your mission. Once again nothing too 
    special, but it's another exploit.
    
    Where To Go: 
    http://www.gunningforglory.com/cod2/screenshots/exploit2_before.jpg
    
    Where To Jump: 
    http://www.gunningforglory.com/cod2/screenshots/exploit2_during.jpg
    
    On the Balcony:
    http://www.gunningforglory.com/cod2/screenshots/exploit2_after.jpg
    
    ===============================================================================
    
    PLEASE NOTE
    It is illegal under copyright law to reproduce any published Internet material,
    be it text, art, music, coding, images, et cetera, without permission from it's
    creator or owner. Copyright infringement is illegal and punishable by fine and 
    imprisonment. This guide and all of it's content must not be reproduced 
    anywhere under any circumstances apart from on GameFAQs.com. If you are 
    interested in posting this guide on your site you MUST request permission from 
    the author, Psy, on CoD@GTA-SanAndreas.com, however it is extremely unlikely 
    that you will be granted permission. If this guide is seen anywhere else other 
    than GameFAQs.com please inform the author, Psy, on CoD@GTA-SanAndreas.com, and
    the situation will be dealt with by whichever means necessary.
    
    ===============================================================================
    Copyright 2005 Simon Elliott (Psy), CoD@GTA-SanAndreas.com.

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