FAQ/Walkthrough by Lord_Satorious

Version: 1.00 | Updated: 01/28/07 | Printable Version


/The Outfit Single Player Walkthrough & Guide/

Game: The Outfit
Platform: Xbox 360
Author: Lord_Satorious (lordsatorious@hotmail.com)

* Best viewed in Notepad using Fixedsys Regular size 9 font

Game Features

- players 1-2
- co-op 2
- system link 2-8
- 1 MB to save game
- HDTV 480p/720p/1080i
- online multiplayer 2-8
- content download
- leaderboards
- voice
- in-game Dolby Digital

Version History

Version 1.00 - Initial version

=Table of Contents=

1. Basic Information                            [001.]
1a. Purpose                                     [001a]
1b. Backstory                                   [001b]
1c. Controls                                    [001c]

2. Cast of Characters                           [002.]
2a. Captain Deuce Williams                      [002a]
2b. Sergeant Thomas 'Mac' MacIntyre             [002b]
2c. Lieutenant Jon Davis Tyler                  [002c]
2d. General Hans Von Beck                       [002d]
2e. General Victor Morder                       [002e]
2f. Nina Diederich                              [002f]

3. Squad Commands                               [003.]

4. Destruction on Demand                        [004.]

5. Vehicles                                     [005.]
5a. Allied Vehicles                             [005a]
5b. All-Purpose Vehicles                        [005b]
5c. Halftracks                                  [005c]
5d. Tanks                                       [005d]
5e. Axis Vehicles                               [005e]
5f. Armored Cars                                [005f]
5g. Wagens                                      [005g]
5h. Tanks                                       [005h]
5i. Other Vehicles                              [005i]

6. Emplacements                                 [006.]
6a. Allied Emplacements                         [006a]
6b. Machine Guns                                [006b]
6c. Cannons & Artillery                         [006c]
6d. Axis Emplacements                           [006d]
6e. Machine Guns                                [006e]
6f. Cannons & Artillery                         [006f]

7. Strikes                                      [007.]
7a. Air Strike                                  [007a]
7b. Artillery Strike                            [007b]

8. Capturing Objectives                         [008.]
8a. Strategic Objectives                        [008a]
8b. Motor Pool                                  [008b]
8c. Radio Tower                                 [008c]
8d. Armory                                      [008d]

9. Single Player Walkthrough                    [009.]
9a. Mission 1: Beachhead                        [009a]
9b. Mission 2: Into the Fray                    [009b]
9c. Mission 3: Yo Adrienne                      [009c]
9d. Mission 4: Mortain                          [009d]
9e. Mission 5: Assault on Rochereau             [009e]
9f. Mission 6: See the Light                    [009f]
9g. Mission 7: Sole Survivor                    [009g]
9h. Mission 8: Vengeance                        [009h]
9i. Mission 9: Crossing Over                    [009i]
9j. Mission 10: Iron Zeppelin                   [009j]
9k. Mission 11: The Gates Of Hell               [009k]
9l. Mission 12: The Fortress                    [009l]

11. Achievements                                [010.]
11a. Single Player Achievements                 [010a]
11b. Multiplayer Achievments                    [010b]

11. Miscellaneous Materials                     [011.]
11a. Glossary of Terms                          [011a]
11b. Future Updates                             [011b]
11c. Acknowledgements                           [011c]


=Basic Information=                             [001.]

-Purpose-                                       [001a]

This document exists to provide a complete guide and walkthrough to the single 
player campaign for the Xbox 360 game "The Outfit".  Much of the general 
information is taken verbatim from the game manual, with this guide's author's 
strategies mixed in.  This guide may be expanded in the future to include 
information for the multiplayer aspect of the game.

-Backstory-                                     [001b]

In 1941 the US joined World War Two.  Since then, military doctrine has called 
for large, powerful forces to wield against the enemy.  Backed by the 
incredible production capacity of US factories, these massive armies used 
brute force and sheer numbers to prevail.  If the Army is the 'broadsword', a 
chosen few are the 'scapel'.  Able to strike deep into areas the army can't, 
they are tasked with the type of daring, near suicidal missions that win wars. 
Specialists in improvised explosives, experts in both Allied and Axis warfare, 
these volunteers are the best of the best.

They are the first secret elite force in US history.

They are... The Outfit.

Author's notes:

Is or me, or does this sound vaguely like "The A-Team"?

-The Outfit Controls-                           [001c]

Here's a brief rundown of how the default controls for the Xbox 360 controller 

Control                  | Function
Left Stick               | Move
Press Left Stick Down    | Crouch
D-pad                    | Squad Commands
Right Stick              | Aim
Press Right Stick Down   | Zoom
A Button                 | Melee/Jump/Repair/Confirm
B Button                 | Recruit/Cancel
X Button                 | Enter/Exit emplacements & vehicles
Y Button                 | Destruction on Demand
Right Button             | Sprint
Right Trigger            | Fire Primary Weapon
Start Button             | Pause
Back Button              | Battlemap/Objectives
Left Button              | Switch Weapons
Left Trigger             | Fire Secondary Weapon/Throw


=Cast of Characters=                            [002.]

Each member of The Outfit is a specialist in their own brand of warfare.  They 
have their own specific strengths, weaknesses, and abilities, and their 
weapons reflect their personalities.  As you progress through the single-
player and multiplayer game, your heroes will have access to increasingly 
powerful weaponry.

-The Outfit-

Captain Deuce Williams                          [002a]

As the leader of The Outfit, Deuce gas earned the admiration of his men the 
hard way -- in battle.  He's repeatedly turned down promotions in order to 
remain in the field where he can do the most damage.

Primary Weapons:

* Bazooka - Most effective against vehicles and emplacements, its shots travel 
in an arc rather than a straight line.  Learn how to gauge your distance for 
maximum accuracy.

* Heavy Bazooka - The nasty brother of the bazooka, it packs a wallop that 
scares tank commanders out of their cockpits.

* Anti-Tank Rifle - This nonster's incredible firepower has made it Deuce's 
weapon of choice.

Secondary Weapons:

* .45 Revolver - Deuce's 7.5 inch barreled, .45 caliber pride and joy.  Deadly 
at short range.

* Frag Grenade - Effective against both infantry and armor, it dishes out 
damage in a wide radius.

Author's notes:

I probably used Deuce the most during the course of the game.  I found his 
bazooka to be most useful in taking out enemy vehicles and emplacements.  He's 
not the best at close range, unless you get good at using his pistol.  The 10% 
off every purchase helps a bit, and can add up if you drop a lot of 

Sergeant Thomas 'Mac' MacIntyre                 [002b]

Tommy Mac is a big Iowa farm boy, all brawn and no finesse, his 
straightforward style and incredible strength have earned him a reputation for 
getting the job done.

Primary Weapons:

* Grease Gun - A compact .45 caliber machine pistol.  Excellent in close 

* Sub-Machine Gun - Every grunt's best friend.  It packs a heavy punch and 
higher accuracy than the Grease Gun.

* Light Machine Gun - Meant for use in emplacements, Tommy's incredible 
strength allows him to fire this beast from the shoulder.

Secondary Weapons:

* Flamethrower - Fires a high-pressure jet of flaming liquid.  A horribly 
destructive anti-infantry and vehicle weapon.

* Sticky Bomb - The poster child for improvised and explosive devices.  One of 
these slapped on your tank is a one-way ticket to Hell, expenses paid.

Author's notes:

Tommy Mac is my back-up guy when I need someone heavier and I don't have any 
vehicles available to me.  His machine guns are good against infantry, but I 
don't use his flamethrower much, as it's range is too short, and sticky bombs 
are a better solution for taking out armored vehicles.

Lieutenant Jon Davis Tyler                      [002c]

Though John Davis (J.D. for short) was born and raised in New York City, he 
spent his early days in the backwoods of New England where he learned his now-
legendary stealth, tracking, and marksman skills.

Primary Weapons:

* Light Rifle - Delivers quick, potent, highly accurate shots.  Ineffective 
against armor, emplacements, and structures.

* Rifle - More powerful than the Light Rifle and with a faster rate of fire, 
its improved zoom makes it especially lethal.

* Sniper Rifle - A long range, high accuracy weapon.  It sports the best zoom, 
excellent accuracy, and deadly stopping power.

Secondary Weapons:

* Trench Shotgun - Fires a wide blast of buckshot pellets.  Use this for up 
close and personal situations where lethality is ensured.

* Molotov Cocktail - A bottle filled with J.D.'s special blend of explosives 
and a lit fuse.  Devastating to vehicles and infantry alike.

Author's notes:

I found J.D. Tyler the least useful of the trio of characters you're given 
choice of.  While he's fine for anti-infantry with his sniper rifle (at range) 
and his shotgun (in close), he doesn't have enough health to deal with heavy 
emplacements and vehicles.  His speed is useful for getting a quick start out 
on a map however.

-The Enemy-

General Hans Von Beck                           [002d]

Born into privilege, raised like nobility, Hans Von Beck was afforded the best 
upbringing Germany had to offer.  His cynicism about the Nazi regime is 
tempered only by his sense of duty and love for his country.

Primary Weapons:

* Sturmpistole - The world's first (and last) Anti-Tank pistol.  A highly 
portable anti-armor weapon, it fires projectiles in arcing paths to a deadly 

* Panzerfaust - Fires armor-piercing rockets.  Incredibly powerful, it's the 
envy of many Allied Bazooka teams.

* Panzershreck - The pinnacle of shoulder-mounted Axis weaponry, it's 
effective against heavy armor and emplacements.

Secondary Weapons:

* Hunting Shotgun - An heirloom of the Von Beck family.  It fires a fine spray 
of shot in a wide cone, making it effective up close versus infantry.

* Frag Grenade - Effective against both infantry and armor, its explosive 
charge dishes out damage in a wide radius.

Author's notes:

Once Von Beck becomes available, I use him for the rest of the game.  He has 
the same bazooka-type weapons as Deuce, but a shotgun for close range rather 
than a revolver.  The shotgun is arguably better suited for this task.

General Victor Morder                           [002e]

Viktor Morder rose to the rank of SS General the only way one can, by 
embracing the cause.  His cunning intelligence is matched only by his cruelty 
and ambition.  He may not give his own life for the Reich, but he's given the 
lives of his men time and again.

Primary Weapons:

* MP44 - Lightweight with a large magazine and a quick rate of fire, it's the 
mainstay of the Axis infantry.

* MG34 - Intended to be used with a tripod, Morder's sheer force of will 
allows him to fire from the shoulder.

* MG42 - The last word in Machine Gun design, this gun dishes out incredible 
damage with range and accuracy.

Secondary Weapons:

* Flamethrower - Fires a high-pressure jet of flaming liquid.  A horribly 
destructive anti-infantry and vehicle weapon.

* Sticky Bomb - The poster child for improvised explosive devices.  One of 
these slapped on your tank is a one-way ticket to Hell, expenses paid.

Author's notes:

Equivalent to Tommy Mac, Morder is not selectable during the single player 

Nina Diederich                                  [002f]

A high-ranking member of the SS Female Auxiliaries, Nina Diederich holds a 
position of remarkable power in the Nazi Army.  A deadly assassin, she excels 
in covert operations and serves as General Morder's personal bodyguard.

Primary Weapons:

* Light Rifle - Delivers quick, potent, highly accurate shots.  Ineffective 
against armor, emplacements, and structures.

* Rifle - More powerful than the Light Rifle and with a faster rate of fire, 
its improved zoom makes it especially lethal.

* Sniper Rifle - A long range, high accuracy weapon.  It sports the best zoom, 
excellent accuracy, and deadly stopping power.

Secondary Weapons:

* Pistol - A fast rate of fire makes the pistol excellent for short range 
combat, as it is more versatile than cumbersome rifles.

* Molotov - Hot liquid devastation.

Author's notes:

Equivalent to J.D. Tyler, Nina is not selectable during the single player 


=Squad Commands=                                [003.]

Once your hero is selected, you're assigned a squad to command.  Eacg hero 
comes with squad mates that compliment their strengths.  Use them to mount 
coordinated attacks, man vehicles and emplacements, or defend strategic 

Your squad will take advantage of cover and terrain, intelligently focusing 
their fire as they carry out your orders.  It's up to you to determine how to 
best use your squad, so take charge and hit the enemy where it hurts!

Author's notes:

I didn't use Squad Commands all too often during the course of the game, as I 
was more often than not riding around in a vehicle.  Squad Commands can have 
their use, but in actual practice your squadmates are merely cannon fodder and 
act as additional targets so the enemy is not shooting at just you.

-Using Squad Commands-

Squad Commands are specific orders that, once issued, enable your squad to 
function as a unit to accomplish daring and deadly feats of combat prowess!  
Each hero is able to issue Squad Commands, some of which are only available to 
them.  Here's how they work:

Assault (available to all heroes)

Your squad will split into two groups and, using cover, rush an enemy position 
while hurling grenades and spraying the location with gunfire.  When the squad 
reaches their destination they will engage remaining enemies in melee combat 
until they are eliminated.  Press up on the D-pad to order the Assault Command.

Suppress (available to all heroes)

Your squad will advance on the enemy, pouring inaccurate but withering fire on 
them.  The intensity of this attack will be such that the enemy is forced to 
run to nearby cover.  Suppress will cancel enemy Squad Commands, so timing is 
critical.  Press left on the D-pad to order the Suppress Command.

Melee (available to Deuce and Von Beck)

Your squad will cease fire and sprint towards enemy soldiers, engaging them in 
deadly hand-to-hand combat.  The Melee Squad Command does not work against 
vehicles.  Press right on the D-pad to order the Melee Command.

Tear Gas (available to Tommy Mac and Morder)

Your squad advances on the selected Machine Gun Nest or Anti-Tank Gun and 
fires Tear Gas canisters.  The canisters hit the ground, forcing any units in 
the area to evacuate.  This Squad Command works only against Machine Gun Nests 
and Anti-Tank Gun emplacements.  Press right on the D-pad to order the Tear 
Gas Command.

Vehicle Assault (available to J.D. and Nina)

This Squad Command works like the Assault Command, but is effective against 
vehicles.  Press right on the D-pad to order the Vehicle Assault Command.

Canceling Squad Commands

You can cancel a Squad Command by pressing down on D-pad.


=Destruction on Demand=                         [004.]

The US Miltary's resources are yours to command.  Use Destruction on Demand to 
order reinforcements, Machine Gun Nests, Anti-Tank Guns, vehicles, artillery 
bombardment, and even Air Strikes.  Call it in whenever and wherever you need 
it to best achieve your objectives and devastate everything from here to 

Nothing comes for free... everything you can order with Destruction on Demand 
will cost you Field Units (or FUs for short).

FUs are earned by fighting.  Killing enemy soldiers, destroying their vehicles 
and emplacements, demolishing the world around you, even taking casualties 
earns you this valuable resource.  When you have been awarded enough FUs, 
simply bring up Destruction on Demand [by pressing Y Button] and dial in your 
request.  Your gear will be air-dropped into battle by supply planes.

Left Stick Direction   | Unit Type
Up                     | Squad Reinforcements
Up-Right               | Air & Artillery Strikes
Right                  | Cannon & Artillery Emplacements
Down-Right             | Machine Gun Emplacements
Down                   | none
Down-Left              | All-Purpose Vehicles / Armored Cars
Left                   | Halftracks / Wagens
Up-Left                | Tanks

Squad Reinforcements
A Button - Squad Reinforcements

Air & Artillery Strikes
A Button - Air Strike
X Button - Artillery Strike
Y Button - Wiretap (multiplayer only)

Cannon & Artillery Emplacements
A Button - 37mm Anti-Tank Gun
X Button - 57mm Anti-Tank Gun / 50mm Anti-Tank Gun
Y Button - 75mm Anti-Tank Gun

Machine Gun Emplacements
A Button - .30 Cal Machine Gun Nest / MG34 Machine Gun Nest
X Button - .50 Cal Machine Gun Nest / MG42 Machine Gun Nest
Y Button - 40mm AA Gun Nest / Wirblewind AA Gun Nest

All-Purpose Vehicles / Armored Cars
A Button - 4x4 / Gun Car
X Button - Bazooka 4x4 / Cannon Car
Y Button - M8 Greyhound / Puma

Halftracks / Wagens
A Button - Halftrack / Wagen
X Button - 75mm Halftrack / Flammpanzerwagen
Y Button - Quad .50 Halftrack / Rocketwagen

A Button - Tank / Panzer
X Button - Crocodile / Wirblewind
Y Button - Calliope / Panther


=Vehicles=                                      [005.]

When used properly, armored vehicles are a dominant force on every battlefield.

Use the Destruction on Demand Menu to call in any one of the many vehicles 
available to you in The Outfit.  Or, if you're running low on FUs, you can 
scout for abandoned vehicles or even hijack one of the enemy's!

It's important to remember that many vehicles in The Outfit need more than one 
person to operate fully.  On your own you will be able to fire weapons or 
drive, but not both.  This is where your squad comes in.  Members of your 
squad will man empty positions, allowing you to drive and fire at the same 
time.  Make sure that you don't leave your squad in the dust as you zoom off 
to engage the enemy!

When manning a vehicle, your primary and secondary fire buttons operate the 
weapons on the vehicle (Right Trigger & Left Trigger).  You control the 
vehicle as you would your hero.

If you have enough FUs, you can repair damaged vehicles by standing next to 
them and pressing A Button.

Capturing the Motor Pool allows you to requisition and use more advanced 

Author's notes:

Vehicles are the best way to get anywhere and generally fight the enemy in.  
If you can afford it, upgrade from 4x4s to halftracks to tanks whenever 
possible.  If you can hijack an enemy vehicle that's better than the one you 
currently have, go for it.  The tanks especially are supreme on the 

I will discuss the usage and deployment of the Allied vehicles, and how to 
both use and destroy the Axis vehicles since you will have access to Axis 
equipment later in the game.

=Allied Vehicles=                               [005a]

Available to Deuce Williams, Tommy Mac, and J.D. Tyler.

Author's notes:

For the most part, Allied vehicles are identical to Axis vehicles, with the 
following exceptions;

- the Bazooka 4x4 is a 4x4 with a bazooka instead of a machine gun, whereas 
the Cannon Car cost more FUs but has greater armor and a cannon mounted in a

- the Quad .50 Halftrack has four machine guns in a turret, whereas the 
Flammpanzerwagen has a single flamethrower which not mounted in a turret

- the 75mm Halftrack has a single 75mm cannon, but the Axis have a Wagen with
rockets mounted on it

- the Crocodile has a flamethrower turret, whereas the Wirblewind has four 
machine guns in its turret

- the Calliope has rockets and the same armor as the Allied Tank, and the 
Panther has a more powerful 75mm cannon and heavier armor than the Axis Panzer

In general, the Allied vehicles have more firepower, while the Axis vehicles 
have more armor.

-All-Purpose Vehicles-                          [005b]

The lightest and most maneuverable vehicles in the Allied arsenal.

Author's notes:

Useful during the early part of a mission, when you don't have access to the 
Motor Pool or enough FUs to afford the heavier vehicles.


Equipped with a .30 cal machine gun.  Use it to get across the map quickly and 
send enemy troops scurrying!

Author's notes:

It's fast and inexpensive, but also fragile against anything except infantry 
and light machine gun nests.  I never used it much, except when I needed to 
get from one part of the map to another quickly and knew I wouldn't encounter 
much enemy resistance.

Bazooka 4x4

Equipping the 4x4 with a bazooka makes it an effective but fragile anti-armor 

Author's notes:

It has greater firepower than the standard 4x4, but for the cost, I'd rather 
use a halftrack.  It may be useful against enemy armored vehicles.

M8 Greyhound

A nimble armored attack vehicle, the Greyhound is immune to most small arms 
fire.  With a .50 cal machine gun and a menacig 37mm cannon, it's as deadly as 
it is graceful.

Author's notes:

Not a bad vehicle, the turret has full 360 degree rotation.  A good 
alternative to a halftrack if you need the extra speed, the Greyhound can take 
on enemy Wagens.

-Halftracks-                                    [005c]

The Allied Halftracks can be outfitted with three different weapon compliments.

Author's notes:

The mid-range vehicles, halftracks are good for engaging in combat against 
enemy infantry, machine guns and light artillery, but not against tanks.


The .50 cal machine gun performs well against enemy infantry, and the armored 
hold can carry an entire squad to the battle front.

Author's notes:

Inexpensive and better armored than the 4x4s, the Halftrack can get you around 
a map without too much fear of being blown up, but its firepower is lacking 
against enemy vehicles.  The machine gun turret has a 180 degree arc forward 
of the vehicle.

Quad .50 Halftrack

The Quad .50 Machine Gun make short work of infantry, aircraft, and light 

Author's notes:

Four times the firepower of the standard Halftrack, this vehicle can damage 
enemy Armored Cars and Wagens, but is better against infantry, and is little 
use against tanks.  The turret rotates a full 360 degrees.  Worth the cost if 
you're not facing off against tanks or other heavy armor.

75mm Halftrack

Pump up your offensive by ordering a halftrack with the brutal 75mm anti-tank 
cannon.  It packs a wallop, but is vulnerable to close-range attacks.

Author's notes:

It has the firepower to take on enemy tanks, but not the defense.  I prefer 
the other halftracks if I need to move around, or the more expensive tanks if 
I need to do some serious combat.  Also susceptible to infantry.

-Tanks-                                         [005d]

Allied tanks are the heavy muscle of the Normandy invasion force.

Author's notes:

Getting a tank is you're ultimate goal, as little can stop you once you're 
rolling around in one.  You shouldn't need to buy more than one tank in any 
given mission, as you can duck back behind cover, exit the vehicle, repair it, 
hop back in and continue onwards.  Take your time against heavy cannons and 
enemy tanks.


Lumbering towards the Rhine, the Tank has proved itself time and again as a 
solid piece of American engineering.  Armed with a .50 cal machine gun and a 
75mm cannon, it eats Nazis for breakfast.

Author's notes:

Once you get this vehicle, the mission you're in is basically done.  You can 
roll over enemy machine gun nests and blow up enemy artillery and vehicles 
with ease.


Equipped with a medium-range flamethrower, the Crocodile is ideal for up close 
and personal work.  Absolutely devastating at close range.

Author's notes:

Cheaper than the standard tank, but also less useful.  You're better off with 
a cannon than a flamethrower in almost any situation.


Nothing makes the enemy run for the hills like a Calliope.  Equipped with a 
deadly 75mm cannon and a top-mounted rack bristling with rockets, the Calliope 
is the ultimate in long-range tank warfare.

Author's notes:

Like the standard tank, only it kills quicker.  Seriously, this unit makes 
every mission a breeze.  Everything except the Axis Panther is destroyed in 
seconds.  Definitely worth the high FU cost.

=Axis Vehicles=                                 [005e]

Available to Hans Von Beck, Viktor Morder, and Nina Diederich.

Author's notes:

To reiterate the differences between Allied and Axis vehicles;

The Cannon Car is superior to the Allied Bazooka 4x4, but costs more FUs.

The Rocketwagen has greater firepower than the Allied 75mm Halftrack, but also 
less range.

The Flammpanzerwagen is at a disadvantage to the Allied Quad .50 Halftrack, 
unless in close.  The Wirblewind has the inverse relationship to the Allied 

The Panther has a more powerful cannon, greater range and heavier armor than 
the Allied Calliope, but less firepower overall.

On any vehicle where the gunner is exposed, killing the gunner disables all 
weapons on the vehicle and may cause the remaining crew to evacuate the 
vehicle, making it very easy to hijack.

-Armored Cars-                                  [005f]

Known for their amazing reliability, the Axis Gun Car, Cannon Car, and Puma 
are nimble, robust, and deadly troop carriers.

Author's notes:

The Axis Armored Cars are similar to the Allied All-Purpose Vehicles, but the 
Cannon Car is superior to the Allied Bazooka 4x4.  All are vulnerable to 
cannon emplacements and tanks.

Gun Car

The Gun Car is a cheap and speedy transport vehicle, packing a standard MG34 
machine gun for defense.

Author's notes:

Identical to the Allied 4x4, the Gun Car is a cheap way to get somewhere fast. 
To defend against them, cannons of all kinds will destroy them, as will 
AA Gun Nests and Deuce's / Von Beck's primary weapons.  Machine guns take more 
time, but will do the job as well.

Cannon Car

The Cannon Car is equipped with a 28mm cannon, making it highly effective 
against infantry and light armor.  It won't stand up to a tank but it can give 
halftracks a run for their money.

Author's notes:

Improved over the Gun Car with greater armor for defense against 40mm AA Gun 
Nests, I would spend a few more FUs on the Puma instead if it is available.  
The turret does rotate a full 360 degrees.  They are still susceptible to 
cannons and AA Guns.


A fast engine, 50mm cannon, and a 7.92mm machine gun make the Puma an 8-
wheeled monster.  What it sacrifices in maneuverability it makes up in its 
ability to go toe-to-toe against enemy armor.

Author's notes:

Identical to the Allied M8 Greyhound.  A larger cannon than the Cannon Car, 
with even more armor.  A good alternative to a Wagen if speed is required.  
Cannons are effective to destroy them, but AA Guns are less potent.

-Wagens-                                        [005g]

The Axis Wagen combines the best of armor and maneuverabity.

Author's notes:

While the Wagen is similar to the Allied Halftrack, the Flammpanzerwagen is 
less useful than the Allied Quad .50 Halftrack, and the Rocketwagen fires 
rockets similar to the Allied Calliope.


The Axis Halftrack is equipped with a 7.92mm Machine Gun.  The equivalent to 
the Allied Halftrack, this troop transport is lighter on firepower but heavier 
on armor.

Author's notes:

Nearly identical to the Allied Halftrack.  Greater armor than the Puma, but 
much less firepower.  The machine gun turret only has a 90 degree (or so) arc 
forward of the vehicle.  The M8 Greyhound / Puma are effective against them, 
as are tanks, artillery and Deuce's / Von Beck's primary weapons.


The Flammpanzerwagen is equipped with a flamethrower and 7.92mm Machine Gun.  
Just as deadly as the Crocodile's flamethrower but with a lower FU requirement.

Author's notes:

The Axis Wagen gets the Allied Crocodile's flamethrower.  I prefer the 
standard Wagen, Rocketwagen or Puma to this.  The Flammpanzerwagen is best 
destroyed in the same manner as the Wagen, but be careful not to get too close.


The Rocketwagen is the ideal Axis long range rocket platform.  Useful for 
devastating Allied positions and destroying small towns.

Author's notes:

The greatest firepower of all the Wagens, but very limited aiming.  The 
rockets are the same as on the Allied Calliope, so while you can deal serious 
damage with the Rocketwagen, you cannot receive quite as much punishment.  
Attack it's flanks with the same units as you would the other Wagens.

-Tanks-                                         [005h]

Axis tanks are legendary war machines, packing armor, agility, and brutally 
destructive fire power inside each devastating frame.

Author's notes:

The Panzer and Allied Tank are basically identical, but the Wirblewind has 
quad machine guns compared to the Allied Crocodile's flamethrower.  The 
Panther will basically stomp everything short of another Panther or the Allied 
Calliope, but the Panther's cannon does have more range than the Calliope's 


The Panzer makes short work of most everything that crosses its path.  
Equipped with a 75mm cannon and 7.92mm Machine Gun, it's more than a match for 
the Allied Tank.  This tank defines the term blitzkrieg!

Author's notes:

Identical to the Allied Tank.  A fine vehicle to use until you can order the 
Panther tank.  The best thing against an enemy tank is another tank or heavy 
artillery pieces.


The Wireblewind is equipped with four 20mm cannons.  Originally designed as an 
anti-aircraft tank, it's delightfully lethal against personnel and light enemy 

Author's notes:

The Wirblewind gets the quad machine guns that the Wagen did not.  It's decent 
if not facing off against enemy tanks, but the Panzer is better overall and 
worth the extra FUs.  Not as dangerous as the Panzer tank, use the same 
strategies against it.


The pinnacle of Axis armored warfare.  Equipped with a voracious 75mm cannon 
and 7.92mm Machine Gun, the Panther is difficult to kill even when it's not 
fighting back.

Author's notes:

Whereas the Allied Calliope emphasizes firepower, the Axis Panther emphasizes 
armor.  It's cannon does more damage than the Panzer's, and overall this tank 
is just hard to take down.  Buy one if you're able, there isn't much that 
poses a threat to the Panther.  If facing one, take it down with tank cannon 
and heavy artillery fire.  Air and artillery strikes are an alternative as 

-Other Vehicles-                                [005i]

There's a host of other units for you to find on the battlefield.  Supply 
planes, civilian automobiles, Allied and Axis fighter-bombers, even armored 
attack trains are available to you in The Outfit.  Aircraft are not directly 
controllable; however they are vulnerable to attack and can be destroyed with 
AA guns.

Author's notes:

You'll find everything from wheelbarrows to the aforementioned armored trains 
to ride around in during certain missions.  The armored train in particular is 
one of the most powerful units in the entire game, it will even smash through 
enemy tanks.


=Emplacements=                                  [006.]

Like vehicles, emplacements are ordered with the Destruction on Demand menu 
and air-dropped into battle.  Unlike vehicles, emplacements can't be moved 
once they are purchased so choose your locations carefully!  When a ghosted 
image of the emplacement appears, position it with Left Stick and rotate it 
with Right Stick.  Choosing the right angle is critical, as emplacements have 
a fixed cone of fire.

You can use your emplacements directly, or order one of your squad mates to 
take control while you take the fight elsewhere.

Author's notes:

Dropping emplacements isn't just for defense, they can be used for attack as 
well.  If you're having trouble moving into an area with your current vehicle, 
try setting up some machine guns and artillery to soften up the enemy position 
before heading in and taking an objective.

I will discuss how to deploy emplacements for the Allied versions, and how to 
destroy them for the Axis versions, as each side's respective emplacements are 
identical to each other.

=Allied Emplacements=                           [006a]

The Allies sport a broad array of emplacements and firepower.

Available to Deuce Williams, Tommy Mac, and J.D. Tyler.

-Machine Guns-                                  [006b]

Primarily anti-infantry weapons, machine guns are also effective against light 

Author's notes:

It's nearly always a good idea to pair a cannon emplacement with a machine 
gun, so it does not get overrun by infantry.  The machine guns are cheap 
enough to drop just about everywhere, so any place a few anywhere you feel 
needs defense against infantry.

.30 Cal Machine Gun Nest

An effective and inexpensive machine gun, useful in any defensive position.

Author's notes:

These are fine until you capture the Armory, at which point you'll want to 
drop .50 Cals instead.

.50 Cal Machine Gun Nest

Excellent for softening up tougher targets.

Author's notes:

More powerful and greater range than the .30 Cal machine guns.  Drop 
these on all exposed corners of objectives like the Motor Pool and Armory to 
keep them well defended.

40mm AA Gun Nest

Highly effective against infantry, light armor, and enemy aircraft.

Author's notes:

The 40mm AA Nest has full 360 turret rotation, so it doesn't matter what 
direction you drop it in.  Their cost is much more than the other machine 
guns, so use them when you're expecting a big offensive by the enemy, or the 
enemy has access to air strikes.

-Cannons & Artillery-                           [006c]

Firing potent armor piercing shells, Anti-Tank Cannons are a deadly defense 
against enemy armor.

Author's notes:

Cannons are essential in any defense.  You can also drop them to attack 
targets at range.  Be sure to place a machine gun nearby to guard against 

37mm Anti-Tank Gun

Works well against lightly-armored targets.

Author's notes:

Worth dropping at any strategic location, or if encountering enemy armor.

57mm Anti-Tank Gun

With its powerful armor-piercing gun, it's ideal for destroying most enemy 
armor quickly and efficiently.

Author's notes:

Once you capture the Armory, the 57mm Anti-Tank Gun is the replacement of 
choice for the 37mm Anti-Tank Gun.

75mm Anti-Tank Gun

An incredibly powerful field artillery weapon that fires high explosive shells.

Author's notes:

Very expensive, but very powerful.  If you absolutely must not lose a certain 
position, drop one of these, as they are dangerous even to tanks.  Be sure to 
defense this artillery piece well with one or two machine guns.

=Axis Emplacements=                             [006d]

Not to be outdone, the Axis war machine has its own deadly arsenal of 
emplacements to deploy on the battlefield.

Available to Hans Von Beck, Viktor Morder, and Nina Diederich.

-Machine Guns-                                  [006e]

Machine Guns are the mainstay of the Axis infantry.

Author's notes:

Machine guns are only dangerous to your squadmates and All-Purpose Vehicles / 
Armored Cars.  Easily destroyed with a single shot from a tank cannon, or
sustained fire from a machine gun.  If you flank them the operator will often 
abandon the position, so you can either destroy it for FUs or order your own 
squadmate to man the machine gun.

MG34 Machine Gun Nest

Ideal for cutting enemy infantry to shreds.

Author's notes:

Any vehicle is a threat to a machine gun, as are cannon emplacements, 
grenades, Deuce's / Von Beck's primary weapons, and infantry flanking it's 

MG42 Machine Gun Nest

Unmatched in its versatility, power, and ease of use, it's your best option 
for crowd control.

Author's notes:

Treat these the same as the MG34, only more dangerous against your squadmates 
if not in a vehicle.

Wirblewind AA Gun Nest

The anti-aircraft gun that packs a punch!  Individual rounds are relatively 
weak, but it's sustained rate of fire more than compensates.

Author's notes:

You cannot flank these as they rotate a full 360 degrees, but if you ram them 
with a Halftrack / Wagen, the operator will abandon the guns and you can order 
a squadmate to take control.

-Cannons & Artillery-                           [006f]

The cannons and artillery of the Axis forces are well-known for brutal 
firepower and reliability.

Author's notes:

Against the enemy, cannons are best destroyed by other cannons (especially 
from a tank), or by flanking the position with infantry.  Air and artillery 
strikes are another option for dealing with heavy cannons.

37mm Anti-Tank Gun

Armor piercing rounds are effective against light to medium armor.

Author's notes:

Deal with these with heavier artillery, heavier vehicles, or your squadmates 
flanking to the sides of the gun.

50mm Anti-Tank Gun

Guaranteed to make short work of Allied armor.

Author's notes:

Engage in the same manner as you would a 37mm Anti-Tank Gun, only more 
dangerous to vehicles.

75mm Anti-Tank Gun

Simply put, a stationary tank cannon.  Highly dangerous to all targets.

Author's notes:

75mm Anti-Tank Guns are dangerous to just about everything except air and 
artillery strikes, and infantry.  Be careful going against them in any vehicle.


=Strikes=                                       [007.]

Author's notes:

There are certain points in the game where it is absolutely necessary to order 
an air or artillery strike to continue forward in a given mission.  Besides 
these instances, there are few opportunities where it is economical to order 
a strike on a target rather than destroy it by more conventional means.

-Air Strikes-                                   [007a]

Author's notes:

Useful against stationary targets such as emplacements or enemy headquarters.  
The Air Strike can be countered by enemy AA guns, so destroy those first 
before calling in an Air Strike.

-Artillery Strikes-                             [007b]

Author's notes:

Greater range and blast radius than the Air Strike, but also more costly.  The 
artillery strike can be useful for taking out enemy AA guns, or slower 
vehicles such as tanks, but direct fire cannons are the prefered method of 
destruction.  The Artillery Strike cannot be countered unless your hero is 
killed before you can call it in.


=Capturing Objectives=                          [008.]

Capturing Strategic Objectives is critical to the war effort.  These points 
provide you with respawn areas, reduce enemy Command Points, give you access 
to powerful vehicles and weaponry, and earn you valuable FUs.  Here's how 
capturing works.

-Strategic Objectives-                          [008a]

Occupy and successfully defend the area around a Strategic Objective for 
enough time and the point is yours.  A captured Strategic Objective will have 
your flag raised over it, just as an enemy's point will have their flag 
raised.  Check flags for a quick and easy way to know what areas you control.

Motor Pools & Vehicles                          [008b]

When captured, the Motor Pool enables players to purchase upgraded vehicles 
like the Crocodile or the Calliope (provided you have enough FUs).  It can 
also serve as a respawn point should you be killed.

Author's notes:

Definitely a priority.  By the time you can capture the Motor Pool, you should 
be able to purchase a tank.  If you do not have enough FUs, you can buy 
something less expensive to get around in, or you can risk going about on foot.

Radio Tower                                     [008c]

Capturing the Radio Tower allows you to purchase Air and Artillery Strikes, 
and in Multiplayer games over Live can be used to eavesdrop on enemy voice 
communications using the Wiretap ability (provided you have enough FUs).  It 
can also serve as a respawn point should you be killed.

Author's notes:

Probably the least useful strategic objective, you'll end up capturing the
Radio Tower in many missions anyway, and there are a few points when you will 
need to use Air or Artillery Strikes to finish the given mission.

Armory                                          [008d]

The Armory allows the purchased of upgraded emplacements like the 75mm Anti-
Tank Gun or Wirblewind AA Gun (provided you have enough FUs).  It can also 
serve as a respawn point should you be killed.

Author's notes:

If not the Motor Pool, the Armory is the other top priority.  It's hard to 
have a good defense or mount a good offense without machine guns or powerful 
artillery pieces.  You'll usually capture the Armory before the Motor Pool in 
most missions.


=Single Player Walkthrough=                     [009.]

Author's notes:

For the most part, the level design in "The Outfit" is very linear, so I 
will not be giving out exact directions as so much what to expect and 
recommended courses of action, as well as how to gain all the achievements  
during the campaign.

-Mission 1: Beachhead=                          [009a]

Start by ordering some reinforcements, and immediately head to the Armory and 
capture it.  Some Nazi paratroopers will attack, kill them and make sure the 
Armory is still yours, you'll need it later.  Head down the road and defend a 
roadblock.  Capture a strategic objective from the Nazis, and call for some 
anti-tank guns.  One Gun Car and two Cannon Cars will attack.  Call down a 4x4 
and head east towards a small group of Nazis with a machine gun emplacement.  
Continue east and capture the Motor Pool, resistance will be a few enemy 
machine guns.  You'll be ordered to defend an area, place a few machine guns 
and maybe an AT gun.  Once the group of Nazis is dead, head down the road to 
the next objective.  Kill the Germans guarding it and order a Halftrack, then 
proceed to the next objective.  There's a large basecamp ahead, and you'll be 
asked to place a 40mm AA Gun.

* Medal Opportunity: man the AA Gun yourself and shoot down five enemy planes

Once done, capture the Radio Tower up ahead and call an Air Strike on the 
barricade.  Now you can request a tank, and you'll need one for the combat up 
ahead.  Enter the enemy camp, and destroy the Wirblewind tank.  Capture the 
strategic objective in the area.  Proceed down the road into town.  Blow up 
the Cannon Cars that come at you.  

* Medal Opportunity: protect at least five Allied paratroopers.  The first 
group will parachute down, destroy the machine gun on the left first, then the 
soldiers on the right.  Let the paratroopers capture the strategic objective, 
unless they all died, then do it yourself.  Continue down the path, and 
destroy the incoming Cannon Car.  The second group will parachute down near 
the second strategic objective.  Destroy the enemy machine gun first, and let 
the paratroopers capture the second objective.  Near the third strategic 
objective is a Gun Car and a Wagen, destroy them both.  Take out any infantry 
in the area and the paratroopers will capture the third strategic objective.

Now repair the bridge, and head to the church.  Two Pumas will attack you, and 
once they are destroyed, set up a few cannons to defend the roads.  Two Cannon 
Cars should be on the left, and two more Pumas will show up.  Once they are 
all destroyed, the mission is completed.

-Mission 2: Into the Fray-                      [009b]

Your first objective is to kill the Nazis guarding the monument.  Move into 
the town square, and a building ahead of you will be blown up.  Two Pumas will 
appear on the hill, drop some AT guns to deal with them.  Another Puma 
followed by Nazi paratroopers will attack; kill them all, or hijack the Puma 
for yourself.  Head under the bridge on the right, and blow up the searchlight 
(#1) for a medal opportunity.

* Medal Opportunity: destroy all eight searchlights in the mission

Go straight and capture the strategic objective and steal a Puma.  The next 
objective is to destroy the Nazi outpost.  There will be two Wirblewind AA 
Guns on the right, destroy them both first.  You have to destroy all the tents 
in the area, and the easiest method is just to run them over.  There is 
another searchlight (#2) in the area you can destroy as well.  Once the 
outpost is flattened, drop a bridge and a train will enter the ruined outpost. 
Nazis infantry will exit the train car, kill them all.  You can even destroy 
the rear car of the train.  Now hijack the train, and chug along the track.  
Smash through the enemy Wagens, then capture the Armory.  You're going to have 
to recapture it later, so place some machine guns on the corners.  Continue 
along the track to the second outpost.  Do the same as you did to the first, 
and destroy both searchlights in the area (#3 & #4).  Capture the Motor Pool, 
and order a Halftrack or steal one of the two Pumas sitting at the rear of the 
outpost.  You'll have to defend and possibly recapture both the Armory and the 
Motor Pool.  Once secured, a barricade will be blown up, and you should head 
into this new area.  Another train will roll down the track.

* Medal Opportunity: destroy the troop car on the second train

On the left, near what looks to be a fuel depot, is another searchlight (#5), 
and another is just a little further ahead on a hill (#6).  On the right, 
capture the Radio Tower and repair an Allied Crocodile, and get inside.  Now 
head into town, where you must destroy three Nazi headquarters.  There's some 
resistance in the form of infantry, machine guns and AT guns.  Have gun 
toasting the Nazis with the Crocodile's flamethrower.  The first HQ is on your 
first right turn, on the left side of the street.  Air strikes work well in 
demolishing the buildings.  If you continue down this street, you'll see a 
strategic objective ahead, and the second HQ is down the left side of the 
hill.  Now back up, and head down the new street, and take the first right you 
can.  Take a left and go over the bridge.  You'll enter a new area and there's 
another searchlight to be destroyed (#7), as well as Nazi infantry and several 
emplacements.  If you keep going you'll find the third HQ, but first destroy 
the last searchlight (#8) to the right for the achievement.  Bring down the 
final HQ and complete the mission.

-Mission 3: Yo Adrienne-                        [009c]

You'll have to capture the Armory first, so run down the road to it.  There 
will be infantry and a single machine gun defending it.  Next you'll have to 
defeat a Nazi blockade.  Head west (or to the right if looking at the Armory), 
and you'll find a good-sized group of Nazi soldiers with an AT Gun.  Up ahead, 
an enemy Gun Car will show up to defend a strategic objective, along with a 
machine gun emplacement.  Once they they take enough losses, the enemy will 
pull back.  Capture the objective, and take the Gun Car for yourself.  Take 
the road left, and capture the Radio Tower.  Try to kill the gunner of the 
Wirblewind AA gun, it will be helpful if you can reinforce it with your own 
man.  The enemy will attempt to take the Radio Tower back, with paratroopers 
and a Cannon Car.  If you want, try to hijack the Cannon Car, otherwise, blow 
it up and kill all the paratroopers.  Now go back the way you came until you 
reach a barricade.  Call an airstrike down on it.  Move into the docks, and 
kill the enemy machine gunner and infantry.

* Medal Opportunity: stop the enemy convoy.  Immediately upon entering the 
area, take the strategic objective and reinforce the empty Nazi AT guns with 
your own men.  Drop a few more 57mm AT Guns of your own, on both sides of the 
large crane facing the road on the opposite side of the river.  I use between 
four and six.  Now sit back and watch the mayhem, or help out if you're using 
Deuce with his bazooka.

Once finished there, continue along the road and you'll eventually hit another 
blockade, with a group of infantry, two machine guns and a cannon.  Once you 
clear the area, air strike the barricade and move into town.  Capture the 
Motor Pool up ahead and order up a Tank.  On the other side of the wall (you 
can blow it up), there will be numerous enemy forces, including infantry, a 
machine gun, a Wagen that will drive past to drop off more troops, and a 
Wirblewind tank will attack.

* Medal Opportunity: destroy all the Nazi propaganda in the city, which is in 
the form of golden eagles atop marble pillars.  There are three in the 
immediate area.  The first (#1) is directly to your left just as you pass the 
wall, the second (#2) is on the right past the wall, behind a destroyable wall 
itself.  The third (#3) is up the road a bit, in front of a brick building.  
There are two more in the city, which I will point out a little later.

Continue on the road, past the arch where there will be an enemy machine gun.  
A Puma will appear after a building is demolishing from the left.  I find it 
fun to ram the Puma into the machine gun position and destroy them both.  In 
this area, on the right, there is another eagle pillar (#4) past a destroyable 
wall.  Keep going on the road, take a right, and there will be a strategic 
objective with a machine gun in front of it.  Capture the objective and look 
right.  The final eagle (#5) is a short distance away.

Go straight, over the bridge to another strategic objective.  There is a lot 
of enemy resistance in the area, including infantry, machine guns, cannons, 
and Cannon Cars that will attack.  Your objective is to destroy all five heavy 
artillery pieces in the area.  I find it easisst to ram them rather than blow 
them up with the tank cannon.  A Puma and a Wirblewind tank will attack you.  
If you follow the dirt road, you'll eventually come to another bridge.  Be 
careful crossing it, as the enemy might destroy it when you're over it.  Once 
across, there will be an enemy Puma, Wirblewind AA Gun, and an AT Gun, as well 
as many infantry.  Kill them or rush past, to the final objective at the end 
of the road.  The mission will end.

-Mission 4: Mortain-                            [009d]

This mission is more open than the others, but we'll do it in the way the 
orders come in.  The first thing is to capture the Radio Tower.  There's a 
strategic objective on the way.  You'll encounter some infantry resistance.  
Once there, reinforce the empty machine gun positions, and capture the enemy 
Wagen.  Follow the road north to another strategic objective, then head east 
to the Armory.  Enemy paratroopers will harass you, so set up some machine gun 
emplacements around the Armory.  You'll see a train on the tracks, it will 
continue to deliver troops to the battlefield until the bridge is destroyed.  
We'll get to that later.  For now, follow the tracks south to the Motor Pool, 
and capture it.  Make sure to set up defenses.  Order a tank, and head south 
towards the bridge.  A machine gun and cannon will drop on the other side when 
you approach.  Destroy them and the bridge and the troops will stop coming in. 
Head southwest to the strategic objective.

* Medal Opportunity: rescue the Allied tank crew.  If you head further south-
west, you'll find an Allied tank crew that needs to be escorted.  Kill the 
enemy paratroopers that attack, and take out the machine gun near the 
strategic objective northwest of your position.  Once the crew makes it to the 
objective, you'll have saved them.

Now head north into the town.  Reinforce the empty machine guns, and drop more 
of your own, facing all corners of the town square.  Drop AT guns as well.  
Overdoing it a bit is a good thing here.  Paratroopers will attack from all 
sides, make sure to keep the defenses up.  You may want to leave the square 
and put up defenses outside the town as well.  Put AT guns and machine guns on 
the hills.  After paratroopers will come Cannon Cars.  AT guns around the 
perimeter should help in controlling them.

* Medal Opportunity: defend Allied reinforcements.  After the Cannon Cars 
attack, a squad of Allied paratroopers will parachute down west of the town 
square.  Some AA Guns will drop outside the town as well.  Reinforce the AA 
Guns and assist the paratroopers in making their way west.  Once they arrive 
at their destination, you'll get the achievement.

Now get back to the town square, Pumas will attack shortly.  Just keep the AT 
guns repaired and assist in destroying the attacking Pumas.  Once they are all
destroyed, you will win the mission.

=Mission 5: Assault on Rochereau-               [009e]

Head south to the first three strategic objectives and capture them.  When you 
get to the third objective, you'll find two abandoned Pumas there.  You'll 
have to rush across an artillery bombarded twisty and turny road to get to the 
fourth objective.  The Pumas may be too slow, but if you fail, try using a 
4x4.  Don't stop to destroy the enemy emplacements, just drive past them.  
Once you get to the fourth objective, you'll need to head north to the Armory. 

* Medal Opportunity: rescue Allies at the Armory.  Once you get to the fourth 
strategic objective, immediately take the right road north to the Armory.  
Kill the enemy that attacks there.  Capture the Armory after the enemy is dead.

Now head back and take the left road to the Motor Pool.  There's a good amount 
of resistance here, so use machine gun and AT gun emplacements to soften up 
the enemy forces.  On the right before the Motor Pool is a destroyable wall. 
Blow through it and you'll find an Allied Tank.  Use it to break through the 
second destroyable wall to assist in the capture of the Motor Pool.  Once the 
Motor Pool is yours, head north to the strategic objective, then northeast to 
the Radio Tower.  You'll have to destroy six AT guns there.  Now head back and 
take the road to the Nazi chateau.  There will be some enemy AT guns here.  
Destroy them, and a Panther tank will attack.

* Medal Opportunity: capture the enemy Panther tank.  This isn't easy, but you 
can try to rush it with your own tank, hop out and hijack the Panther.  If you 
fail, it's going to take several tries on foot to run close enough where you 
can hijack the vehicle.  Finish off any remaining enemy forces with the 
Panther and the mission will end.

-Mission 6: See the Light-                      [009f]

This mission is full of SS soldiers, and they are more dangerous than the 
Wehrmacht you've been fighting up until now.  Head south towards the first 
strategic objective.  Once captured, keep going towards the second.  A few 
machine guns and SS you will have to engage on the way.  A Cannon Car will 
attack on before you reach the third strategic objective.  Take either the 
left or right path towards the Armory.  Once you capture it, you'll have to 
defend it from a group of SS.  Set up some .50 cal machine guns facing the 
road you came from.

* Medal Opportunity: destroy the Axis cargo vessels.  North of the Armory is a 
large AT gun.  Man the gun yourself and use it to sink the three transport 
ships out on the ocean heading left to right.

Now head to the Motor Pool, a Puma will attack on the road leading to it.  
Capture the Motor Pool after taking out the SS and two machine gun positions.  
Request a tank.  The road northwest will have several AT guns and SS infantry. 
Head that in that direction and capture the strategic objective.  SS 
paratroopers will come down and attempt to reclaim it.  Keep going northwest 
to another strategic objective.  The SS paratroopers will try to take it back. 
Now you must defend the lighthouse to the north.  A Panzer tank willbe in your 
way, as will a single machine gun emplacement and AT gun.  Once you get close 
to the lighthouse, it will activate.

* Medal Opportunity: sink the submarines.  If you down from the lighthouse 
hill, you'll see docks with two submarines docked there.  Order an AT gun and 
sink them both.  While you're at it, you can also destroy some Nazi equipment, 
like an AT gun and pillbox inside the complex.

You'll be asked to destroy some coastal guns on a hill, but you can ignore 
this if you wish.  If you decide to destroy them, head towards the docks.  
There is a strategic objective there, capture it.  The SS will try to stop 
you.  The right path you will have to travel on foot, because your tank will 
get caught on the tank traps.  At the top of the hill is an AT gun.  Get to 
the summit, and destroy both large AT guns.  There are several SS soldiers 
present as well.  Now go back down the hill and climb back inside your tank.  
Head left into the complex.  A Panzer tank will attack, and there will be 
three pillboxes: one directly in front and one to either side.  Turn left and 
capture the Radio Tower.  Set up some machine guns to deal with the rain of 
SS paratroopers that will come down every so often.  Follow the road down and 
destroy the AT gun on the left.  Keep going and you'll see a Panther tank.  
Destroy it and a little further you'll reach the docks.  There are three 
Wirblewind AA guns mounted on the docks themselves.  Now turn left and kill 
the SS officer to end the mission.

-Mission 7: Sole Survivor-                      [009g]

Head south to the first strategic objective.  Keep going south and board the 
large armored train on the tracks.  Use it to destroy all enemies in the area. 
There are a lot of enemy forces here, so it may take a few lives to kill them 

* Medal Opportunity: destroy the enemy armored train.  To your left, on a hill 
above you, you'll see another armored train.  Use your train to attack it.  If 
it rolls out of view, don't worry, it'll come back around.  If your train is 
destroyed, still no worries, you'll get another.

When you can, capture the Armory.  Then head south to the Motor Pool and 
capture it as well.  Now order a tank and follow the road to a strategic 
objective.  Then go north to capture the Radio Tower.

* Medal Opportunity: save the Wehrmacht prisoners from being executed by the 
SS.  If you head north from the Radio Tower, you'll see some Wehrmacht 
soldiers (grey uniforms) about to be shot by the SS (black uniforms).  Kill 
the SS and save at least one Wehrmacht to get the achievement.

After the Radio Tower, if you follow the road you'll find another strategic 
objective.  Keep going north to capture the other two objectives, and if you 
rush past the enemy at the factory, you can reach the end point and win the 

-Mission 8: Vengeance-                          [009h]

Deuce is no longer available, so pick another hero of your choice, I like 
Tommy Mac myself.  Go east and take both checkpoints on the way to the Motor 
Pool.  Capture the Motor Pool and defend it from attacking enemies.

* Medal Opportunity: destroy all twenty-five fuel barrels in the mission.  The 
first five (#1-#5) are near the Motor pool.  I will point out the others as 
they appear in the mission.

Now head north and destroy the four barrels (#6-#9) when you come to a T-
intersection.  Take the road right to a strategic objective.  Four more 
barrels (#10-#13) are nearby.  Now go back and westwards towards another 
strategic objective.  On the way to the Armory are three more barrels (#14-
#16).  Take the Armory and continue along the road to a strategic objective 
and finally the Radio Tower.  Nearby is a damaged Calliope tank.  Repair it 
and around a bend to the north is a strategic objective and several AT guns.

* Medal Opportunity: protect the Allied Anti-Tank Guns.  Make sure the guns 
are manned and repaired, then head down to the field below.  Set up some of 
your own AT guns along the edge facing inwards towards the field.  All sorts 
of Axis armored vehicles will attack the field, use the Calliope's rockets to 
assist in destroying them.  After they stop attacking, you will get the 

On the field itself are four barrels (#17-20).  Follow the road to a final 
strategic objective, and continue onwards.  Repair the bridge and enter the 
town.  In the town are the last five barrels (#21-25).  Locate the chapel and 
destroy it to complete the mission.

-Mission 9: Crossing Over-                      [009i]

The Armory is straight ahead, capture it and defend the base.

* Medal Opportunity: protect at least five anti-tank guns.  First run around 
and reinforce all the emplacements.  You may want to drop a few more AA guns 
around to defend against infantry and Axis aircraft.  During the attack, 
repair the guns as necessary.  Once the attack is over, you acquire the 

If you want to make things easier on yourself later, destroy all the friendly 
base defenses.  Now go west and capture a strategic objective.  If you can, 
hijack an enemy Panzer tank.  Take the airfield and destroy a radar dish on a 
hill at the opposite end.  Keep going and you'll need to capture a strategic 
objective before moving to the Motor Pool.  Once you're able to capture the 
Motor Pool, defend it with AA and AT gun emplacements.  Now head into the city 
and go right to capture the Radio Tower.  Set up at least half a dozen machine 
gun emplacements to defend it later.  Use your tank and destroy all the 
enemies before going to the train station.  After a cutscene, Von Beck is now 
selectable, but all your objectives are now in the enemy's hands except the 
Radio Tower.  Go and defend it from any remaining infantry.  If you have a 
tank, use it to destroy the enemies guarding the Motor Pool.  If not, use air 
and artillery strikes to kill the enemy armor and emplacements.

* Medal Opportunity: destroy all the enemy tanks.  On the way back from the 
train station, destroy all the enemy tanks; do not hijack them for yourself.  
Before you reach the Armory, destroy the enemy Panther in front of it.

Use whatever means necessary to backtrack the way you came, destroying all 
enemy resistance along the way.  Once you reach the Armory, the mission is 

-Mission 10: Iron Zeppelin-                     [009j]

If you weren't aware before, Von Beck now replaces Deuce.  Use whatever hero 
you like to move along the beach south, capturing two strategic objectives.  
There's a lot of resistance from SS.  You'll make a U around the edge of the 
beach until you come to the third strategic objective.

* Medal Opportunity: destroy the enemy prototype jet.  Before you reach the 
third strategic objective, you'll see a path going left.  Take it and you'll 
enter an area with several emplacements and a Panther tank.  I recommend 
hijacking the tank, but it's not easy to do.  Destroy the prototype jet and 
get the achievement.

Head north and capture a strategic objective, then head into the base.  
There's another strategic objective, and then secure the airfield.  

* Medal Opportunity: destroy the V1 rockets.  There are two groups of V1 
rockets at the base, along the east side.  Destroy both groups.

I recommend taking the Armory first, then the Motor Pool.  Defend these areas 
with AT and machine gun emplacements.  Use AA and AT Guns to defend the 
airfield, the enemy will come down in the same area near the Motor Pool.  Set 
up heavy AT Guns and a few machine guns to destroy the armor and infantry that 
drops every so often.  Then capture the Radio Tower and set up some defenses 
around it.  You'll need to defend the tow cables around the Zeppelin.  Be 
careful where you place defenses because the emplacement operators will shoot 
through them to shoot at the enemy.  Once the entire airfield is secured, the 
enemy will attack with armored vehicles, then aircraft, then more tanks.  
Protect at least one mooring line to the Zeppelin and you will win the mission.

-Mission 11: The Gates Of Hell-                 [009k]

Start by heading east to the Motor Pool, where it would be recommended to 
order the heaviest tank you can.  You'll want a Calliope / Panther for this 
mission, there's a ton of enemy vehicles and AT guns scattered all over the 
map.  Once you have your vehicle, take the right road into a new area.  There 
should be a heavy artillery piece here.

* Medal Opportunity: destroy all ten heavy artillery pieces.  The first (#1) 
is in the new area you just entered.  The rest will be pointed out as you 
play the mission.  You'll need to destroy at least five to call in air strikes.

If you head north you'll find a strategic objective.  To the left is another 
artillery piece (#2).  Head north towards the Armory.  Blow up the artillery 
piece (#3) in front of the Armory.  Capture the Armory, then prepare to defend 
it.  Take the road south, and you'll find a path to the left.  Another piece 
of artillery (#4) is there.  Keep going south to enter a new area.  Two 
artillery pieces (#5 & #6) are in the vicinity.  Capture the strategic 
objective in the center and continue on southwards towards another strategic 
objective.  Behind it should be another artillery piece (#7).  Head west 
towards the hill.  

* Medal Opportunity: keep the SS from entering the bunker.  From the hill, if 
you look down, you'll see the top of a building.  Build some machine guns or 
AA guns, as you'll need to stop the SS from entering the bunker.  If you 
stop enough of them, you'll gain the achievement.

Go north and you'll enter a large area.  There are two artillery pieces, the 
first is in a pocket to the south (#8), and the other is in a pocket to the 
northeast (#9).  In the northwest corner is a strategic objective.  Capture it 
and follow the road around to a large structure.  You must make your way to 
the top to capture the Radio Tower.  The final artillery piece (#10) is there 
as well.  Capture the radio tower, and set up AT guns and machine guns to 
defend it.  The enemy will attack with infantry and armored vehicles.  Repel 
them, then drive back down to the gates and call an airstrike on them.  The 
mission should be completed.

-Mission 12: The Fortress-                      [009l]

There's no easy way to do this, you'll encounter heavy resistance from the 
first strategic objective you capture to the Armory.  I use Tommy Mac for his 
high health and stamina.  You'll have to fight past infantry, machine gun 
nests, pillboxes and Pumas.  Once you capture the Armory, reinforcements will 
drop, including some free tanks.  Use the tank to drive up the road.  More 
heavy resistance will attack you on the way to the Motor Pool, including 
Panzer tanks.

* Medal Opportunity: destroy the enemy communications dish.  When you enter 
the area with the Motor Pool, there's a road leading back east, into a new 
area.  Destroy the communications dish here, but be prepared to fight or 
hijack a Panther tank.

Once the Motor Pool is captured, follow the road north towards the Radio 
Tower.  Capture it and destroy all the enemy emplacements in the area.  Before 
you continue on, leave a dozen Anti-Tank Guns facing the entrance from the 
Motor pool.  You'll need to defend the airfield later.  Go to the end of the 
airfield and follow the road east.  Capture the strategic objective, and 
hijack the armored train.  Proceed along the track, smashing through the enemy 
vehicles you encounter.

* Medal Opportunity: defend the radio tower.  Once you make the bend around 
the track overlooking the airfield, enemy Panther tanks will attack, 
attempting to take back the Radio Tower.  If you set up enough defenses, it 
should be enough, but use the armored train's cannons to assist if necessary.  
When the enemy forces are destroyed, you'll have saved the airfield.

Keep the train moving along the track, until you're facing the fortress.  
Destroy all the Panther tanks in the courtyard area.  You'll have pushed a 
gigantic siege cannon this far, so get out of the armored train and get inside 
the cannon.  Aim it up and destroy the fortress.

Congratulations, you've completed the entire single player campaign.


=Achievements=                                  [010.]

The specific manner in which you acquire these is covered in the single player 
walkthrough.  At full completion of the single player campaign, you'll have 
490 out of 1000 gamerpoints.  The other 510 gamerpoints are obtained by 
playing the multiplayer portion of the game.

-Single Player Achievements-                    [010a]

Mission 1: Beachhead

- Air Defense (15) - Awarded for valor in ground to air combat.
- Combat Aid (10) - Awarded for aiding fellow paratroopers in combat.

Mission 2: Into the Fray

- Troop Car Destroyed (15) - Awarded for quick action and reflexes under 
- Searchlights Destroyed (10) - Awarded for eliminating the enemy's night time 

Mission 3: Yo Adrienne

- Convoy Ambush (20) - Awarded for crippling enemy actions beyond all 
- Propaganda Destroyed (15) - Awarded for purging Nazi imagery from the 
landscape of France.

Mission 4: Mortain

- Tank Crew Rescue (15) - Awarded for rescuing a stranded Allied Tank crew.
- Reinforcement Rescue (20) - Awarded for successfully defending Allied 

Mission 5: Assault on Rochereau

- Allied Rescue (15) - Awarded for rescuing fellow soldiers in spite of 
personal danger.
- Panther Tank Capture (20) - Awarded for capturing enemy technology.

Mission 6: See the Light

- Transport Ship Destruction (20) - Awarded for quick thinking in destruction 
of enemy war supplies.
- Submarine Destruction (20) - Awarded for strategic destruction of enemy 

Mission 7: Sole Survivor

- Train Destroyed (25) - Awarded for destroying strategic enemy assets.
- Prisoner of War Savior (25) - Awarded for saving Werhmacht allies from SS 
firing squads.

Mission 8: Vengeance

- Allied Savior (20) - Awarded for aiding Allied soldiers in battle.
- Fuel Depot Destroyed (20) - Awarded for destroying strategic enemy assets.

Mission 9: Crossing Over

- Howizter Defense (20) - Awarded for completely securing strategic locations 
from the Nazis.
- Tank Column Destroyed (20) - Awarded for destruction of important enemy 

Mission 10: Iron Zeppelin

- Prototype Jet Destroyed (25) - Awarded for impeding enemy research of war 
- V1 Rockets Destroyed (20) - Awarded for destruction of enemy air assets.

Mission 11: The Gates Of Hell

- Bunker Defense (25) - Awarded for protecting friendly forces from superior 
enemy numbers.
- AA Guns Destroyed (20) - Awarded for going beyond the call of duty in 

Mission 12: The Fortress

- Radar Tower Destroyed (20) - Awarded for destruction of enemy communications 
- Airfield Saved (25) - Awarded for quick action in preserving a key airfield.

Campaign Completed

- Game Completion Award (30) - Awarded for victory over evil in France!

Author's notes:

Obtaining all the single player achievements will unlock the upgraded weapons 
for all characters in the single player campaign.  I do not know which 
achievements unlock which weapons; if specific weapons are tied to certain 
achievements, or if there's a preset order based on the number of achievements 
gained, or if it is simply random.  Any information on this would be 

-Multiplayer Achievements-                      [010a]

Clear Winner (35) - Awarded for victories totaling 1000 Command Points in 
Ranked Quick Match games.

Emplacement Killer (25) - Awarded for 250 emplacement kills in Ranked Quick 
Match games.

Feared (25) - Awarded for more than 20 enemy player kills in a single Ranked 
Quick Match game.

Focused Fire (40) -  For killing enemy players faster than 1.7 per minute of 
play in Ranked Quick Match games.

Great Score (30) - Awarded for achieving a score greater than 350 in a single 
Ranked Quick Match game.

Great Shooting (25) - Awarded for accuracy greater than 40% in a single Ranked 
Quick Match game.

Guns Blazing (45) - Awarded for an average score of over 18 per minute of play 
in Ranked Quick Match games.

Infantry Killer (25) - Awarded for 1000 infantry kills in Ranked Quick Match 

Lightning Victory (30) - Awarded for achieving victory in less than two 
minutes in any Ranked Quick Match game.

Marksman (50) - Awarded for accuracy greater than 25% over your Ranked Quick 
Match game career.

Master of Capturing (20) - Awarded for capturing more than 10 objectives in a 
single Ranked Quick Match game.

Persistence Counts (20) - Awarded for dying 1000 times in Ranked Quick Match 

Prisoner of War (20) - Awarded when your total number of losses exceeds 200 in 
Ranked Quick Match Games.

Victories Keep Piling Up (75) - Awarded for winning 500 Ranked Quick Match 

Vehicle Killer (25) - Awarded for 200 vehicle kills in Ranked Quick Match 

Wounded in Action (20) - Awarded for an average life shorter than 30 seconds 
in Ranked Quick Match Games.

Author's notes:

Obtaining specific multiplayer achievements will unlock the upgraded weapons 
for use in multiplayer games.  For specifics on this, see PoP_PiP's 
Multiplayer FAQ.


=Miscellaneous Material=                        [011.]

Anything not already covered in the rest of the guide.

-Glossary of Terms-                             [011a]

AA = Anti-Air, as in the 40mm AA Gun and Wirblewind AA Gun emplacements
AT = Anti-Tank, as in the various Anti-Tank Gun emplacements
FU = Field Units, or the unit of money you use to buy everything in the game
MG = Machine Gun
MT = Motor Pool, where you can buy vehicles
SO = Strategic Objective, or checkpoints you can respawn from in the game
RT = Radio Tower, wher you can call in strikes

-Future Updates-                                [011b]

As you can probably tell, around mission 7 I got tired of the in-depth 
walkthrough.  This is because I was playing the game and taking copious notes 
on everything you would encounter, but after mission 6 I started writing based
on what I could remember and maps I had of the individual missions, so the 
mission descriptions started becoming more general.  In the future, I would 
like to update the second half of the campaign walkthrough with the same level 
of detail as the first half.

I would also like to update with a multiplayer guide, but that's pretty well 
covered by PoP_PiP's Multiplayer FAQ, which you can find on GameFAQs.

-Acknowledgements-                              [011c]

Relic Entertainment - for developing the game
Xbox360Achievements.org - for their achievement guide
PoP_PiP's Multiplayer FAQ - for providing a wealth of general information
IGN's "The Outfit" Guide - for all the little details I may have forgotten
GameFAQs - for giving me the incentive to write a guide for this game