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    FAQ/Walkthrough by Eric43

    Version: 1.3 | Updated: 03/19/07 | Search Guide | Bookmark Guide

    The Outfit
    Developed by Relic
    Published by THQ
    Available for Xbox 360
    Released March 13, 2006 in the United States
    Table of Contents
    I. Intro (1INT)
    II. Story Mode Walkthrough (2SMW)
    	A. Story Spoilers
    	B. Story Walkthrough
    	C. Tips to Win Against the AI
    	D. Single-Player Medals
    	E. Single-Player Cheats
    III. General Strategy (3STR)
    	A. Game Modes and Settings
    	B. Basic Movement
    	C. The Destruction on Demand Menu
    	D. Capturing Points
    	E. Basic Foot Combat
    	F. Basic Vehicle Combat	
    	G. Utilizing Emplacements
    	H. Basic Infantry Algorithms
    	I. Squad Commands
    	J. Reinforcing Emplacements and Repairing Vehicles
    	K. Hijacking Vehicles and Melee Attacks
    	L. Destructable Environments
    	M. Gaining Field Units
    	N. Online Medals and Getting Better Weapons
    IV. Examination of Heroes (4EOH)
    	A. Tommy Mac/Viktor Morder
    	B. Deuce Williams/Hans Von Beck
    	C. J.D. Tyler/Nina Diederich
    V. Everything in the Destruction on Demand Menu (5DDM)
    	A. 4x4/Gun Car
    	B. Bazooka 4x4
    	C. Cannon Car
    	D. M8 Greyhound/Puma
    	E. Halftrack/Wagen
    	F. Quad .50 Halftrack
    	G. 75mm Halftrack
    	H. Flammpanzerwagen
    	I. Rocketwagen
    	J. Tank/Panzer
    	K. Crocodile
    	L. Calliope
    	M. Wirblewind
    	N. Panther
    	O. .30cal/MG34 Machine Gun
    	P. .50-cal/MG42 Machine Gun
    	Q. 40mm/Wirblewind Nest
    	R. 37mm Anti-Tank Gun
    	S. 50/57mm Anti-Tank Gun
    	T. 75mm Anti-Tank Gun
    	U. Air Strike
    	V. Artillery Strike
    	W. Wiretap
    	X. Infantry
    VI. Things Not in the Destruction on Demand Menu (6NDD)
    	A. Green Farm Truck
    	B. Red Farm Truck
    	C. Brown Covered Truck
    	D. Red Coupe
    	E. Small Black Car
    	F. Farm Tractor
    	G. Wheelbarrow
    	H. Armored Train
    	I. Freight Train
    	J. Concrete Bunker with Gun
    	K. Flak Gun
    	L. Artillery Gun
    VII. Map Strategies (7MAP)
    	A. Arnhem Mayhem
    	B. Blood Valley
    	C. City in Ruins
    	D. Damned Fortress
    	E. Eagle's Nest
    	F. Estate Assault
    	G. Hedgerow Country
    	H. Hell's Half-Acre
    	I. Industrial Sector
    	J. Normandy Farmland
    	K. Opposing Forces
    	L. Pushed Too Far
    	M. The Bleak Mile
    	N. The Burg Battle
    	O. The Luftwaffe Finale
    	P. Urban Combat
    VIII. Known Glitches and Oddities (8GLO)
    	A. Infantry Spamming Trick
    	B. Beyond Opposing Forces
    	C. Beyond the Burg Battle
    	D. Run Into Morder's Car in Story Mode
    IX. Top 10 Things to Learn from This Guide (9TOP)
    X. Frequently Asked Questions (10FAQ)
    XI. End of FAQ (11END)
    I. Intro (1INT)
    Hi, my name's Eric43 and I like to play The Outfit for the Xbox 360.  It's 
    not that popular of a game anymore, and the game reviewers grilled it a bit, 
    but I disagree; this game's a lot of fun.  If you're a complete noob at The 
    Outfit or someone who's had quite a bit of Xbox Live experience, then there's 
    something to learn from this guide.
    So, why would I write a guide for this game?  To be quite honest, it's cause 
    this game 'keeps it real.'  Okay, so you play a game like Counter-Strike or 
    Unreal Tournament and next thing you know, you're supposed to join a clan and 
    play it like it's your job.  Then all these hot-shots show up, talking about 
    going pro and getting sponsored by Intel, Logitech, Subway, etc.  No way.  
    When you play The Outfit, you're not gonna get rich or popular.  You're 
    playing cause it's cool.  You're playing for the love of the game.
    Please be aware that most of the tips in this guide are tailored towards 
    Multiplayer versus play under Strategic Victory rules.  Personally, Single 
    and Multi Player Story mode is a tad bit boring; it's nowhere near as cool as 
    Multiplayer.  Anyway, go ahead and read on and maybe you'll learn something.
    VERSION 1.3:
    Awesome, I'm finally giving you folks an update again.  Lots of typos and 
    grammar mistakes have been fixed at last.  Also, I've revised a couple of 
    things (for instance, J.D.'s shotgun works over twenty feet, my midjudgment) 
    and stuff.  Also added some more Frequently Asked Questions.
    Also, the first anniversary release of The Outfit has just passed, so now 
    this game is over a year old.  Awesome, now give us a sequel, Relic!!
    II. Story Mode Walkthrough (2SMW)
    Here's where I cover what you need to know about the Story mode.  Hey, it's 
    kind of a drag when compared to Versus mode, but hey, maybe you like it and 
    you want some tips and tricks to help you in this mode.  Don't forget to 
    take a look at the other sections of the guide, such as General Strategy, 
    Examination of Heroes, and Everything in the Destruction on Demand Menu for 
    more details on individual things that aren't covered in this Story mode 
    Story Spoilers
    Okay, so this is the story of The Outfit's Story Mode.  Personally, you can 
    beat the game on your own pretty quickly and experience the story for 
    yourselves.  Then you'll be able to watch the cutscenes any time you want in 
    the Movie Theater!  However, if you want to read about it here and find out 
    what's up, go ahead and suit yourselves.  Remember, there's spoilers in this 
    ::The Story::
    In the beginning, we are presented with a scene in which Hitler is in his 
    command center talking to a bunch of no-name generals while a German general 
    (his face is not shown) walks in with a briefcase supposedly with ticking 
    coming out of it.  Cue to the Outfit, who's escaping from the Nazis in a jeep.  
    They're ordered to go check out a nearby village that's being terrorized by 
    some murderous Nazi general.
    They go over to the town and find a burnt-down church supposedly with 
    cremated bodies inside (it's not very graphic).  A priest appears and admits 
    to cooperating with the general just because he thought he'd save the 
    peoples' lives, but instead he was tricked by the general and his people 
    burned to death.  He lays blame on Von Beck, and the others plan to stop him.  
    Everyone goes back to camp where Deuce explains the rivalry between the 
    Wehrmacht (grey) and SS (black) Nazi soldiers.  Cue scene to Morder (who runs 
    the SS) getting in a hissy-fit with Von Beck (who runs the Wehrmacht) over 
    military orders.
    The Outfit wants to meet the French Resistance leader, so they plow through 
    town and find Adrienne, some French lady with a Thompson submachine gun.  
    Tommy begins to fall in love with her, but they only speak to each other 
    briefly.  Then the Outfit lays siege to another generic town.  The priest 
    disappears.  The Outfit finds a wounded Panzer tank commander who admits that 
    the priest was working for the Nazis.  This comes to a mild surprise to 
    everyone.  Then we see Morder being a jerk by ordering his men to kill 
    innocent civilians and by bossing around his befuddling priest.
    The Outfit lays siege to another town.  They run into Adrienne again, who 
    seems to be appearing in the most darndest places.  Deuce finds a torn letter 
    written in German code.  Then the crew gets the brilliant idea to steal an 
    Enigma machine to decode the message.  They waltz right through into a 
    seaport and find the machine they need.
    After decoding the letter, they find orders to stop Morder at a shoe factory 
    as sent by Von Beck.  This sends everyone through a loop until Adrienne 
    explains that Von Beck previously tried to assassinate Hitler.  Cue the early 
    scene with the briefcase and the resounding explosion.  Hitler survives and 
    walks out of the room.  The Outfit realizes that Morder was their main enemy 
    and that the priest was just lying to them all this time.  A brilliant ruse, 
    if I say so myself.
    Everyone goes over to the shoe factory, and the Outfit systematically works 
    their way inside.  They spot Morder's shiny white car driving in their 
    direction, so Deuce comes up with the brilliant idea to reveal himself and 
    take pot shots at the car with his revolver.  The car crashes and Deuce 
    orders Morder to come out of the car.  Instead, the door opens only to reveal 
    the priest instead, and in a complete state of stupidity, Deuce stares at him 
    and gets shot up by his machine gun.  The priest and his driver peel out, but 
    not before destroying a brick wall, revealing some explosives.
    Deuce is obviously injured and cannot walk.  He orders Tommy and J.D. to 
    leave him by himself, but gives his revolver to Tommy for safe keeping.  As 
    soon as they leave via truck, a bunch of Nazis swarm the area and wait for 
    Deuce to reveal himself.  However, Deuce lights a cigar and throws it on the 
    explosives.  The resounding explosion destroys the entire factory as Tommy 
    and J.D. give their final 'No!  We shouldn't have left him!' cliche phrase.
    The priest meets with Morder and tells him the 'good news.'  However, Morder 
    can only think about killing Von Beck.  The Outfit minus Deuce seeks revenge 
    against the priest by locating him in a destroyed church.  The priest begs 
    for mercy before the two, but they walk away from him, supposedly out of 
    mercy.  The snively priest begins to pull out a gun, but not before Tommy 
    turns around and shoots him in the chest with Deuce's revolver.
    The Outfit meets Adrienne and learns the bad news about Deuce.  She gives the 
    most sappy 'I'm so sorry' line in video game history.  To brighten their 
    moods, she  tells them about the railroad that leads straight to Morder's 
    fortress.  The Outfit goes into town and approaches the train station, but is 
    immediately swarmed by an SS army.  The two, pinned behind a train car, are 
    on their last leg when next thing you know, a Wehrmacht army shows up and 
    kills off the SS army.
    Why, it's none other than Von Beck!  He offers the two a hand and they escape 
    from town.  Von Beck gets a grand idea to board his special zeppelin (blimp) 
    and detonate a hidden bomb in Morder's car.  Cue scene to Morder, who is 
    super-mad that Von Beck has left, but Nina (who finally decides to say 
    something) cheers him up by planning to board Von Beck's zeppelin and put a 
    bomb in that, killing him and the Outfit.  Meanwhile, J.D. (unable to deploy 
    any vehicles) steals a Nazi truck, provoking the goriest cutscene in the 
    entire game by cutting a German's throat.  The Outfit says their goodbyes to 
    Adrienne before leaving on their mission.
    The Outfit with Von Beck gets through the heavily-defended air field and 
    boards the zeppelin, but not before Nina (who is not noticed at all) walks 
    off it, having just planted the bomb inside.  The zeppelin takes off and 
    Tommy and J.D. chat about how 'awful' it is to kill Morder from miles away in 
    such a cheap manner.  Von Beck goes to look for the detonator to his bomb, 
    but finds Nina's bomb in a safe.  Nina presses a button and the bomb begins 
    to tick, and everyone on board begins to freak out.  The zeppelin explodes, 
    but we see that our heroes have parachuted out to safety.  Morder is finally 
    satisfied that Von Beck is finally 'dead.'
    The Outfit lands to earth and gets the ingenious idea to just march over to 
    Morder's fortress and kill him personally.  Morder thinks they're dead, so 
    they don't expect much trouble at all.  However, after the Outfit gets 
    through the fortress gates, a cocky Von Beck greets a surprised Morder over a 
    dead soldier's walkie-talkie.  Morder swallows his rage when confronting Nina 
    and waits until her back is turned before he shoots her, causing her to fall 
    out of a tower several hundred feet below in a comical, non-gory manner.
    The Outfit gets through the fortress and parks a giant cannon next to the 
    tower.  Morder, being the dolt that he is, makes no attempt to run as J.D. 
    pulls the lever to destroy Morder's tower, killing Morder in the process.  
    Then we see the whole 'war is over' thing unraveling as Von Beck salutes the 
    Allied army, Deuce is posthumously given a medal, and Tommy runs to hug 
    Adrienne.  After the credits, Tommy and Adrienne enter another zeppelin and 
    fly off while making a few stupid suggestive comments and giggles.  Other 
    than the basic 'they're making but while piloting a blimp' theory, I have no 
    idea what they're doing.
    Story Walkthrough
    Okay, here's the story walkthrough.  The story is not all that hard, plus you 
    can respawn an infinite amount of times.  The basic goal in every mission to 
    to get to the end of the map in some way and activate the victory trigger.  
    Yes, the story is that straightforward.  I'll give you the surface strategy 
    to get through without getting too stuck.
    Once you beat a mission, you're able to replay it any time you like by 
    choosing 'New Campaign.'  Clicking on 'Resume Campaign' will automatically 
    start the mission following the previous one you've beaten.
    For some reason, most gamers have a problem in which the game won't save 
    campaign progress in Co-op.  So you may have to beat the game in Single-
    Player twice (in two different profiles) before the game will allow you to 
    choose any mission you like in Co-op.  Then again, I'm not 100% sure that Co-
    op story is unsavable; I recommend that both players try it with two profiles 
    (not just Player 2 or something like that) and see for yourself.
    There's the option to choose a difficulty setting--Easy, Medium, or Hard.  
    Playing on Easy means you'll get more FU's, enemies do less damage, and you 
    dish out more damage.  There's no reason to play on Hard unless you're 
    seeking a challenge, and you won't get any extra medals for playing on a 
    harder difficulty.
    ::Mission 1-Beachhead::
    New Hardware: .30cal Machine Gun Nest, 37mm Anti-Tank Gun, 4x4, Halftrack, 
    Air Strike
    The tutorial mission.  In this mission, you're going to get a hang of moving 
    around, shooting guns, and deploying items.  Start by picking J.D. since he 
    runs the fastest.  Deploy some infantry right away and run for the Armory.  
    Some Nazis will appear, so take them out.  Head for the Strategic Point to 
    the North.  More Nazis will appear; kill them and take the point.
    Deploy some Anti-Tank guns as told and watch as the enemy vehicles get blown 
    up.  Deploy a 4x4 and drive it over to the Motor Pool.  There you'll receive 
    heads-up about placing some machine gun nests.  That'll finish off the Nazis 
    soldiers approaching from the valley.  Keep doing down the road and build a 
    Halftrack when told to.  This'll protect you from the machine gun nests.  
    Take the point and keep going along the path.  There's only infantry in this 
    section, so don't worry about getting blown up.
    In the camp, build an anti-air in the place you are told.  Then capture the 
    Radio Tower.  Drop an air strike on the pile of debris.  Then you can deploy 
    a tank!  Drop one in and use it to destroy the Wirblewind tank.  Capture the 
    point and destroy the Battle Cars up the road.
    Just keep moving on, taking points while destroying the light vehicles that 
    come down the road.  They're easy targets.  Get to the broken bridge and 
    deploy a new one.  Down the road, there are some Pumas.  If you still have 
    your tank, get rid of them.  Eventually, once you've destroyed everything in 
    the vicinity of the church, the mission is completed.
    ::Mission 2-Into the Fray::
    New Hardware: .50cal Machine Gun Nest
    Another pretty easy mission in which you shoot at lots of Nazis.  Pick 
    whoever you wantand shoot the Nazi paratroopers in town.  Reinforce the 
    emplacements nearby.  Later, some Pumas will appear off the cliff and will 
    take potshots at you.  They're pretty easy to kill with explosives.  Watch 
    out for the one that'll drive off the cliff and try to run over you.  Kill 
    some more paratroopers and an air strike will destroy the junk in the way to 
    the next part of the level.
    Get rid of the guy manning the machine gun nest and take one of the vacant 
    Pumas.  Do so in a rapid manner since the Nazis will decide to hop into them 
    instead.  Destroy the anti-airs nearby so that air strikes will come in and 
    take out the tents and the Nazi building for you, making this part of the 
    level go by quicker.  Make sure that none of them remain.  Place a new bridge 
    down and a train will come through the rubble and drop off more soldiers.  
    Take care of them and head for the Armory.  Take it and head up the hill for 
    the Motor Pool.  Run over all the tents.
    Oh no, Nazi infantry are parachuting in around the armory!  If you had placed 
    machine guns adjacent to it, then you don't have to worry.  Then some 
    paratroopers will land by your Motor Pool.  Place some machine guns in the 
    vicinity to take care of them.  Get yourself a brand new Puma by the Motor 
    Pool, if you like.
    After securing both points, go to the Radio Tower.  Repair and hop in the 
    Crocodile tank parked adjacent to it.  Use this vehicle for the rest of the 
    level.  This works wonders on all of the infantry and machine gun nests in 
    town.  Focus on destroying the three Nazi HQ building marked on your radar.  
    Drop air strikes on them and use the Crocoile to finish them off.  Mission 
    ::Mission 3-Yo Adrienne::
    New Hardware: Tank
    Right off the bat you have no FUs.  Watch as your men drive a perfectly okay 
    4x4 up in the face of a anti-tank soldier and get themselves blown up.  Man, 
    I hate that.  Take the armory and build a Halftrack.  Use it to ram the 37mm 
    Anti-Tank gun, then reinforce the 50mm Anti-Tank gun and machine gun nest 
    with your own soldiers.  Take the Strategic Point, then the Radio Tower.  Ram 
    the anti-air with your own halftrack.  Place some cannons by the radio tower 
    in order to stop a Battle Car from taking it back.  Drop an air strike on the 
    debris to continue.
    Plow through the infantry, take the point, and keep going up along the river 
    until you reach the city gates.  Watch out for the cannon on the top of the 
    wall!  Drop an air strike on it for good measure.  Ram all the machine gun 
    nests and get through the the debris with the air strike.  Take the Motor 
    Pool.  Destory the tan wall in order to proceed.  Watch out for the 
    Wirblewind tank that appears!  A tank of your own will make quick work of it, 
    or you can constantly die while taking pot shots at it with Deuce.
    Get all the way to the church, but look out for the Puma that pops out from 
    inside one of the buildings.  Shoot him down.  Take the Strategic Point.  Get 
    in a big infantry fight and destroy those stinking Battle Cars.  Nobody likes 
    'em anyway.  Now you have to destroy the Artillery (they're called Mountain 
    Howitzers in this mission) littered around the Northeast part of the map.  
    Destroy all five of them.  Once you do, make a run for the end of the map.  
    If you run to the end of the map without destroying all of the Artillery, 
    you'll spontaneously die every time (boy this took me a long time to figure 
    out).   Ignore all of the vehicles and infantry.  Mission complete.
    ::Mission 4-Mortain::
    New Hardware: None
    In this map, you're going to systematically take all of the Strategic Points 
    around the rim of the level.  Then you're going to make a move for the middle.  
    Start by building a Halftrack ASAP and work your way to the Radio Tower.  
    There's only a few infantry and some machine gun nests, so don't worry about 
    getting blown up.  Once you've taken the Motor Pool, drop an air strike on 
    the bridge.  This'll stop trains from bringing in more soldiers later on.
    Enter the town.  There'll be a Panzer waiting in there for you.  Seriously, 
    it's to easy to hijack him since the driver doesn't even use his machine gun, 
    but the cannon may give you a splitting headache.  So take the center point 
    first, then hijack him. 
    Now the Nazis are trying to take back the town!  A bunch of paratroopers will 
    land to the east of the town.  A half-dozen machine gun nests will make quick 
    work of them.  Eventually, they'll drop in a Wagen or two, so try to blow 
    that thing up.
    Eventually, after waiting for a long time, paratroopers will land to the west 
    of the town.  Do the same exact thing, except pack some Anti-Tank cannons too.  
    This'll stop the petty Wagens, as well as more Battle Cars that'll land in
    For some reason, if you're driving the Panzer like I told you, EVERY Nazi in 
    the level will focus in on it.  Even the ones driving the Wagens.  This'll 
    take a lot of strain off of your emplacements.
    Sheesh, this level is so boring, you just wait until you win.  Even if you 
    lose the center Strategic Point, it's not an insta-fail; just go back and 
    retake it, duh.  Destroy all the Nazis in the level to trigger the victory 
    ::Mission 5-Assault on Rochereau::
    New Hardware: 50mm Anti-Tank gun, Bazooka 4x4, 75mm Halftrack
    You don't start with a vehicle, but you do start in a big infantry battle.  
    Pick Tommy and run in and start capping those fools.  Man, they're dropping 
    in a ton of infantry in this location, so keep firing like an incompetent 
    noob.  Moving on, there's even more infantry and machine gun nests.  Get 
    yourself a Halftrack if you like.  Build some Anti-Tank guns and look out for 
    those dumb Battle Cars.  Also, a Puma will land in next to the horse statue.  
    Blow it up since you can get a brand new Puma next to the following Strategic 
    In this section, you're told to get in a fast vehicle and keep moving through 
    to avoid artillery strikes.  Get in the Puma and don't stop moving.  Okay, if 
    you take a little breather, it won't hurt you, but don't stop to kill
    anything and DON'T think about getting out of the vehicle.  Get the fifth 
    Strategic Point.  Go up the hill and take the Armory.  Watch out for the 
    Battle Car and the infantry in the nearby corner.
    Along the next long strip of road, build some Anti-Tank guns.  A parade of 
    Battle Cars and Pumas are coming for you.  Fight them off and get to the 
    Motor Pool.  Then some more Pumas will come after you (this is when you start 
    to get annoyed by Nazi armor), but you have a little time to slap down some 
    cannons.  Get a Tank if you have the money.
    Go up the hill, destroy all six of the artillery, retake the tower, and go up 
    the final hill.  Other than some Pansy tanks and some un-masculine Battle 
    Cars, a freaking Panther tank will show up!  Take this mother out along with 
    the other nameless Nazi guys to finish the mission.
    ::Mission 6-See the Light::
    New Hardware: None
    No FUs just yet, so run up the hill and start killing some foot soldiers.  In 
    the town, it's to your advantage to get a Halftrack.  Ram all of the machine 
    gun nests and shoot all of the infantry.  Nothing really special about this 
    part of the mission.  Also, MORE BATTLE CARS!!!  A few well-placed rockets or 
    grenades will take out those things.
    Get to the Armory.  There's a Puma there, hellbent on killing you, so watch 
    out!  Take the Armory.  Unfortunately, your mission doesn't end here; you 
    have to keep on going!  Go along the path to the Motor Pool.  Unfortunately, 
    there's another Puma there and he'll try to plow into you in the same 
    annoying manner.  You don't have any good counter for them yet except to slap 
    down some emplacements or use Deuce's rockets.  Capture the Motor Pool. 
    You need to get to the lighthouse to activate some sort of air strike that'll 
    remove the debris blocking the seaport.  Watch out, there's a Panzer tank and 
    some Anti-Tank guns in the way!  Once you get to the lighthouse, get back 
    down to where the debris is.  There'll be another tank in your way, so you'd 
    better get used to these tanks they send after you.  When you get to the 
    debris, an air strike will take care of it right away.
    The seaport is heavily defended and surrounded by concrete walls.  There's 
    some concrete bunkers, some cannons, a Panzer tank, and even a Panther tank.  
    The tank's on the lowest level.  Just focus on getting the Radio Tower and 
    take your time to destroy the Panther tank.  Once you've destroyed it, you'll 
    get an update to kill some Nazi officer guy.  He's at the bottom level and in 
    the corner adjacent to the ramp.  Kill him to beat the mission.
    ::Mission 7-Sole Survivors::
    New Hardware: Crocodile
    Right off the bat, you're gonna have to fight for a Strategic Point.  Once 
    you've got it, reinforce the cannon nearby and deploy a Halftrack.  Go up the 
    hill to the Armory.  Ram the anti-airs and kill the infantry.  Or you can hop 
    in the armored train and shoot the emplacements from afar.  Either way, 
    you're going to need the train to destroy the massive amount of armor ahead.  
    If the train gets blowin up, don't worry; a new one will respawn in the same 
    Capture the Motor Pool.  When the tracks end, get out and deploy a tank.  
    Keep going until you get to an empty field.  Deploy a lot of Anti-Tank guns 
    in order to counter the Panzer and the Wagen that come barreling in.  Capture 
    the 'Train Station' (or Strategic Point).  When along the river, build a few 
    more Anti-Tank guns to keep the Nazi vehicles at bay.  Get over to the Radio 
    Tower and capture it.
    Keep going and going and going and going...cross the bridge and destroy it as 
    you're instructed to.  This'll keep some Panzers that were behind you from 
    getting across and messing you up.  Time to enter the factory.  Get past the 
    train cars and look out for a Puma or two.  This is the last spawn point in 
    the level, so if you die, you'll have to make the long journey back to where 
    you were.  There's three Red Farm Trucks nearby though to lend a hand, though 
    they're pretty useless against all of the darned cannons along this 'No-Man's 
    Along a long strip of land with a railroad track down the middle, you'll 
    encounter a ton of cannons and a Wirblewind tank.  Keep moving and don't die.  
    However, dying is no fun, especially in this map.  Use Anti-Tank guns to 
    counter enemy armor.  Make a run for the marked section on your map.  Don't 
    stop the blow up the two Panzers that get in your way!  Get to the green star 
    and the mission will automatically end.
    ::Mission 8-Vengeance::
    New Hardware: 40mm Nest, 75mm Anti-Tank Gun, M8 Greyhound, Quad .50 Halftrack
    Without Deuce, you're going to have to learn to use Tommy and J.D.  If you've 
    been using Deuce the entire game, this paradigm shift can mess up most gamers.  
    Looks like it's time for you to read the Heroes section in order to learn 
    more about Tommy and J.D.'s abilities.
    There's a ton of infantry and machine gun fighting going on that I can't 
    stand to go into detail about it right now.  Don't deploy a Halftrack until 
    you get past the metal jack things blocking the road.  This'll reduce the 
    amount of damage you take from the nagging infantry and machine gun nests.
    Sneak around the back of the Motor Pool and flank the cannons.  Reinforce 
    them with your own men.  Some vehicles are coming to harass the heck out of 
    you if you don't.  If you don't get yourself some armor protection, you may 
    die and die again trying to fight off the Pumas.  Keep going.  If you're in a 
    jeep, jump the hill across the river.  Take the Strategic Points.  It's just 
    infantry standing around so it's not too hard.  Take the Armory and expect a 
    lot of men to parachute in.  Keep fighting until all the men are dead.  Keep 
    on trucking until you get to the Radio Tower.  There's a Calliope behind a 
    fenced area!  Take it and kill everyone in the vicinity with it.
    Keep on going until you get to the battlefield.  A lot of your men have some 
    cannons positioned on the cliff and are fighing off the enemy.  A parade of 
    Panzers and even a Panther will come into the vicinity.  Nonsense; deploy a 
    lot of Anti-Tank guns to counter.  Eventually, the coast will be clear.
    Hopefully, you still have your Calliope.  Repair the bridge and march into 
    town.  There's a lot of armor there, but you can ignore it for the most part.  
    Make a beeline for the church, drop an air strike on it, shoot it with your 
    cannon, and you win.
    ::Mission 9-Crossing Over::
    New Hardware: Calliope, Artillery Strike, All the Nazi Stuff
    There will be a bunch of Anti-Tank guns and anti-airs lying around.  
    Reinforce as many as you can ASAP!  Once you do, get in a Halftrack and run 
    for the first Strategic Point.  There will be a ton of infantry as well as a 
    few rogue Pumas, Battle Cars, and Panzers that'll harass the heck out of you.  
    Use your sticky bombs or deploy some cannons to stop them.
    Go into the air field and destroy the satellite dish that you are shown.  
    Head for the Strategic Point, the Motor Pool, yada yada yada, haven't we 
    heard it all before?  There's a bunch of vehicles in town that are coming for 
    you, so reinforce this position with a ton of Anti-Tank guns.
    When you get into town, it's recommended you take the Radio Tower, but it's 
    not necessary.  Just go over by the train station.  Watch out for the 75mm 
    cannon, though!  Once you activate the cutscene, you can finally play as Von 
    Beck.  However, the Nazis have just retaken EVERYTHING you've deployed 
    previously in the level.  If you want to make the end of the level a bit 
    easier, destroy your previously placed emplacements when you're finished with 
    them.  You'll have to fight back to take the Motor Pool.  There's a Panzer or 
    two in the way so don't get frustrated if you die a lot here.
    Ultimately, the objective is to get back to the beginning of the level.  Use 
    an artillery strike to clear out the anti-airs and cannons at the beginning 
    of the level.  Once you do, you've completed the mission.
    ::Mission 10-Iron Zeppelin::
    New Hardware: Panther
    Wow, what a lame duck mission.  The first half involves riding along the 
    beach, killing infantry and machine gun nests.  A Halftrack works great.  
    Eventually, you'll run into a Puma or two.  Use Von Beck if you want to 
    destroy them, or deploy some Anti-Tank cannons.
    The first objective is to destroy the anti-airs littered along the beach.  
    Ram into them with your Halftrack to destroy them.  Also, at one point, there 
    are two Nazi Anti-Tank cannons high up on some cliff.  Deploy a few of your 
    own cannons to finish them off, or shoot at them with Von Beck's rockets.
    You're on the air field.  You need to capture the Motor Pool, the Armory, and 
    the Radio Tower to Proceed.  There's a few Pumas crawing around, plus the 
    wide-open spaces are great for shooting at armor.  If you're not adept at 
    destroying these fools by this point, then maybe you should just quit playing 
    this game and go back to Halo 2 and Gears of War.
    Once you've captured everything you need, run to the zeppelin.  A few 
    predeployed anti-airs and cannons will fall from the sky, but that's not 
    enough to fight back the enemy!  They're coming to destroy the zeppelin.  If 
    you let them destroy all of the anchor points around the level, you'll 
    automatically fail the mission (say WHAT??).
    At first, air strikes will try to destroy the zeppelin.  Deploy a lot of 
    anti-airs to combat them.  At least six or seven is fine.  Then, the Nazis 
    will hit you with some Pumas and even Panther tanks!!!  Deploy a LOT of 75mm 
    Anti-Tank guns in the direction of the Motor Pool and the Radio Tower.  
    That's where they tend to appear.  After a lot of the Panthers and the 
    airplanes have been destroyed, you will complete the mission.
    ::Mission 11-The Gates of Hell::
    New Hardware: None
    I hope you love the color grey, because you'll be seeing a lot of it in this 
    mission.  Start by running for the Motor Pool.  A Gun Car will come driving 
    in your direction, but the men will eventually get out and start shooting.  
    Take that car and head for the next Strategic Point.  The battle going on 
    nearby really isn't that important; just don't get hit by cannons.
    Your first ojective is to destroy five out of the ten flak guns in this level.  
    You've seen the before in Mission 7.  If you can't remember what they look 
    like, they're these weird things with two metal plates and a gun in between 
    them.  Most of them are in little detours here and there, up some hills.  
    You'll probably end up running into them without much effort, so don't fret 
    over finding them.
    Also, this is nothing but a big armor battle.  You'll run into a TON of 
    Panzers, Pumas, and even a few Panthers.  This is bad, but it's relatively 
    simple to write into a guide.  You'll do a ton of vehicle combat in this 
    level.  Use a Calliope when you deem acceptable.  Nuff said.
    Go to the green star to 'talk' to some infantry.  They'll tell you to drop an 
    air strike on the gates.  Head for the Armory.  Watch out, some infantry as 
    well as a Panzer are coming up the hill to retake the Armory!  Big deal.  
    Emplacements will clean them out.
    The big section in the middle has a few artillery crews dropping some shots 
    in the same craters over and over again.  You can blow them up yourself, but 
    it's not really necessary.  Also, watch out for all the Pumas in this place.  
    Man, I hate these things.  Past this section is another point.  Up the hill, 
    by the medal opportunity, there's another Calliope for free.
    Ugh, keep going, destroy another Panzer, and get to the big space with the 
    Radio Tower in the fortress.  There's a few nasty emplacements around the 
    gates as well as some Pumas that'll come after you.  When you get up on the 
    hill and secure the Radio Tower, a few Panther tanks will respawn at the 
    bottom of the hill around the gates.  Just get the air strike (an artillery 
    strike also works) off on top of the gates to beat the level!
    ::Mission 12-The Fortress::
    New Hardware: None
    Last mission.  There's five stages: the Armory stage, the Motor Pool stage, 
    the Radio Tower stage, the Train stage, and the Final stage.  You'll go 
    through them in this order as you circle around the Fortress of Death.  The 
    only thing it needs are lava pits, but oh well, that would make it too 
    Start off in the Armory stage.  There's a ton of infantry and machine gun 
    nests.  In such sitatuions, you'd get a Halftrack, but there's another pain-
    in-the-ass Battle Car and some cannons.  Still, fight your way through until 
    the enemy wears out, then take the Armory.  A predeployed Tank will appear 
    nearby soon afterwards for your convenience.
    The Motor Pool stage is littered with a Panther, a Panzer, and a few Pumas.  
    All I have to say is that I'm sick of these DAMN vehicles and I hope they all 
    explode and die.  Try to make a dash for the Motor Pool and snag it from the 
    Nazis right away.  Your Tank can severely wound the enemy assets, but you're 
    not guaranteed to break through.  Place a lot of Anti-Tank guns to help you.  
    Use Von Beck to dish out damage from long range.  Ugh, eventually you'll get 
    The Radio Tower stage is a wide open air field that perfectly accompanies 
    some Anti-Tank guns.  It's not nearly as hard as the Motor Pool stage, since 
    there's a lone Panther as well as a few machine gun nests up there.  Some 
    Panzers will come down and try to thwart you after you've captured the Radio 
    Now we've arrived at the awful Train stage.  You have to get to the armored 
    train at the end of a long strip of land.  There's SO MANY TANKS in this 
    portion of the map I forgot to keep count.  It's hard to force your way 
    through.  Use Anti-Tank guns, artillery strikes, Von Beck's rockets, tanks, 
    hell, even Bazooka 4x4's.  Board the train.
    The Final stage is easy sailing to the end.  On the train tracks, a few 
    Panzers and Pumas will try to stop you, but by ramming into them, they're as 
    good as dead.  Push the train car with the cannon in the back until the track 
    ends.  You can deal with the Panther tank in the tower courtyard, or you 
    could just hop in the cannon train car and end the mission right away.  
    Mission ALL OVER!!!!
    Tips to Win Against the AI
    One thing you ought to recognize about Story mode is that there are no Axis 
    heroes to fight.  All the infantry and vehicles dropped in are all according 
    to triggers, so if you read my Basic Infantry Algorithms section, that'll 
    give you some good tips on combating the Nazi War Machine.  But here's some 
    extra tips:
    The AI is pretty pitiful when it comes to driving automobiles.  They will 
    cruise around and stop at programmed locations.  In that case, don't be 
    afraid to attempt tohijack their vehicles.  They may drive off if you come 
    close to them, but they'll usually stop a second later and wait to get their 
    ride stolen.  Even if you get blown up in the process, you'll have taken away 
    one of the AI's vehicles.
    So the AI is bad at driving vehicles.  But some vehicles (particularly Pumas, 
    which are devastating to foot soldiers) are programmed to go nuts and try to 
    run you over at all costs.  This is most apparent on Mission 6 in the town.  
    Don't worry if you get killed a few times, since it always seems to happen.  
    Use emplacements, rockets, and grenades to kill them.
    If the Nazis are trying to charge your position, go ahead and put down some 
    stationary guns where they will approach you.  However, the game tends to be 
    kind by sending in some of their own vehicles to assist you.  In a few 
    missions, the AI will try to retake some of your bases while you're 
    preoccupied doing something else.  If that's the case, then don't hesitate to 
    drop an anti-air/tank gun by your base to keep them at bay.  This'll make 
    beating the mission a bit quicker since you won't have to search for any 
    spare Nazi soldiers.
    Don't forget to use your grenades, especially if you're playing as J.D. or 
    Tommy.  Use them to blow up emplacements or barriers that the AI soldiers may 
    hide behind.  Also, don't be shy to drop in some cannons in wide-open spaces 
    where enemy tanks may frequent.
    If you want to take a heavily-protected area quickly, get a fast vehicle and 
    speed past all of the cannons.  Get out and start mowing down the guys 
    manning the cannons.  This will come in handy in a few situations.  If you 
    don't want to risk your life doing that, then remember to use some air and 
    artillery strikes.
    If there's a lot of enemy soldiers lying around, kill them before moving on.  
    They can steal away your points and even get in your emplacements.  Remember, 
    these infantry behave just like Spare Infantry; they'll hop in any empty 
    vehicle and emplacement they find!
    Single-Player Medals
    Ok, so in each story mission, there are two medals/achievements you can get.  
    Some of them are pretty easy to stumble upon, but others you have to search 
    the level to find them.  Either way, they're not too hard and you can collect 
    them in a few hours of playtime.  Each one will give from 10 to 25 gamer 
    points, so there's a combined total of approximately 500 points to gain just 
    by doing these achievements.  Read on to find out how to unlock those medals.
    Some things to point out are that it's best to get cheats with the difficulty 
    set to Easy.  Difficulty is irrelevant in unlocking achievements.  Also, 
    remember to disable any cheats before playing, since you can't get 
    achievements with them turned on.
    Also, 'Secondary Objectives' don't count as achievements.  If you're 
    asked to capture all the points on a map or blow up a bridge, doing those 
    things won't give you any points unless they specifically say 'Medal 
    Opportunity' in the dialog box.
    And finally, remember if you're playing solo, you can save your game at any 
    time during the mission.  So, remember to save before tricky medal 
    opportunities if you want to.
    Getting medals in Story mode will unlock new weapons for the heroes in the 
    same mode.  Getting new weapons in Story mode is a whole new ball game when 
    compared to Versus mode.  There seems to be no specific medals that'll unlock 
    such-and-such weapon; the more medals you get, the more weapons you unlock.
    ::Mission 1::
    A. Air Defense (15)
    Keep going through the level normally until you get to the part where you 
    must place an anti-air.  At that point, you will be prompted of the medal 
    opportunity.  Man the anti-air for yourself and shoot down any planes that 
    appear.  It's not like shooting fish in a barrel, but it's still pretty easy.  
    Shoot down five planes on your own, then you'll get a medal.  Also, don't 
    deploy any other anti-airs, or else your men will steal your kills.
    B. Combat Aid (10)
    After the part with the anti-air, you'll be prompted about another medal.  
    Infantry will parachute down in three different places marked by stars and 
    you need to save at least five out of twelve.  The best way to do this is to 
    get a Halftrack and just charge at the enemy infantry before the paratroopers 
    land.  This isn't hard to do and you may even save all twelve infantry.
    ::Mission 2::
    A. Searchlights Destroyed (10)
    Destroy all the gigantic search lights.  There's one by the two parked Pumas 
    near the beginning, one by the Nazi building you're told to destroy, and 
    seven more in the town.  Just a basic search mission, and none of them are in 
    any hard-to-find locations.
    B. Troop Car Destroyed (15)
    When you first go up to the radio tower, there will be a train with a car in 
    the back.  You'll be told to destroy it ASAP if you want a medal.  Get a 
    Crocodile and burn the train car before it takes off, but you should be able 
    to do it quickly and without any trouble.
    ::Mission 3::
    A. Convoy Ambush (20)
    When you get to the second Nazi strategic point, you'll see a bunch of 
    cannons along the riverside.  Reinforce them with your own men, drop a few 
    more cannons along the beach portion of the river, and have them shoot at the 
    Nazi automobiles going across the other side of the river.  You'll 
    automatically be warned about this medal if you hang around this area for a 
    B. Propaganda Destroyed (15)
    Destroy the five Nazi statues in town.  They're these dark columns with a 
    gold eagle on the top of them.  Search for them all.  If you can't find one, 
    then remember to smash through the walls to look for them.
    ::Mission 4::
    A. Tank Crew Rescue (15)
    Go the center south part of this map along the river and you'll see several 
    men standing around a broken tank.  'Escort' them to one of the farms, which 
    is close to a strategic point only seconds away.  There will be some Nazi 
    soldiers in the way, so kill them and save your men.  Very easy.
    B. Reinforcement Rescue (20)
    After the battle cars are destroyed in the Great Nazi Assault, you'll be 
    warned about this medal opportunity.  Four men will drop in and need to be 
    protected against Nazi air strikes.  You have some time to prepare for this, 
    so as soon as the dialogue pops up, go to the location of the green star on 
    your map.  There will be two anti-airs, but you'll need to reinforce them 
    yourself.  In case you couldn't catch the location of the star before it 
    centered in on the soldiers themselves, they're along the southwest side of 
    the town near the dirt road intersection.  The soldiers will run along and do 
    their thing and you'll get your medal.
    ::Mission 5::
    A. Allied Rescue (15)
    Get a good vehicle such as a Puma or a Halftrack and go up the hill where the 
    Armory is.  You'll be alerted to protect the Allied paratroopers landing in 
    by the Armory.  There's a Battle Car and some guys manning machine guns up 
    there.  Just go and hijack/blow up the Battle Car and kill the rest of the 
    Nazis up there.  Pretty stupid and quick medal if you ask me.
    B. Panther Tank Capture (20)
    Capture the Motor Pool and go east of it into some alleyway with a tank in it.  
    You'll be asked to hijack a Panther tank.  Go up to where the Panther tank is 
    near the exit, hijack it, and drive it back down to the Motor Pool.  Then 
    you'll get your medal.
    ::Mission 6::
    A. Transport Ship Destruction (20)
    After capturing the Armory, go north some more and you'll see a lone cannon 
    pointing out to sea.  Man the cannon yourself and you'll get a tip to destroy 
    the three Nazi ships in the ocean.  About five shots will down a ship (gee, 
    those are some weak ships).  Be a bit quick to do it since the ships are 
    moving east at a miniscule pace.  Also, remember to aim a little bit higher 
    to hit them.
    B. Submarine Destruction (20)
    Get all the way through the level until you have to kill the last Nazi 
    commander guy to beat the level.  There will be two subs parked at the docks.  
    Blow them up with air strikes or rockets and you'll get another medal.
    ::Mission 7::
    A. Train Destroyed (25)
    After capturing the Armory, there will be another big train patrolling the 
    hill nearby.  Destroy it to get a medal.  It's pretty tough to destroy, so 
    fight fire with fire by getting in your train and shooting it until it blows 
    B. Prisoner of War Savior (25)
    Keep going until you reach the Radio Tower.  Be prepared to kill some 
    infantry as you take a left at the intersection and go to the dead-end with 
    the greyed-out jeep icon.  There will be some Wehrmacht (gray) soldiers 
    fighting with SS (black) soldiers.  Kill all of the SS soldiers before the 
    Wehrmacht soldiers die to get a medal.  Also, just for fun, you can recruit 
    the Wehrmacht soldiers, even though they're Nazis, lol.
    ::Mission 8::
    A. Fuel Depot Destroyed (20)
    Blow up all 25 of the explosive barrels in the level.  They're located in 
    groups.  There's several groups scattered in the Nazi camps in the first half 
    of the level.  Another group is in the big field with the tank battle.  The 
    last group is in the town located next to a cannon.  Once again, they're not 
    hidden in hard-to-find locations, but for some reason, they're hard to miss.
    B. Allied Savior (20)
    When you get to the big field in the north, you'll be alerted of this medal.  
    Preserve any ten of the cannons that are already deployed on the cliff.  
    There's a ton of tanks, but if you still have that Calliope you captured in a 
    Nazi camp, that'll make things easier.  Also, deploy a bunch of your own 75mm 
    cannons to help out the existing cannons.  You're playing on easy, right?  
    Then you should have enough FUs to spend on your own cannons to make this 
    achievement a piece of cake.
    ::Mission 9::
    A. Howizter Defense (20)
    Man, this one's too easy to get.  In the beginning of the map, protect all of 
    the cannons from air strikes.  Just reinforce all the existing anti-airs and 
    wait.  Deploy some of your own anti-airs if you're still insecure.  Easy 
    B. Tank Column Destroyed (20)
    After you meet you-know-who, destroy all of the Panzer tanks on the way to 
    the exit.  There's about four of them.  Just make sure that you don't go near 
    the Armory until you've destroyed the last one, because you'll automatically 
    exit the level if you do.
    ::Mission 10::
    A. Prototype Jet Destroyed (25)
    Go to the southwest part of the level.  You can tell because you see the red 
    tank logo there.  When you get there, there will be a Panther as well as some 
    Nazis in machine gun nests defending this stupid-looking red rocket.  Blow up 
    the red rocket to get the medal.  Don't worry about dying since a spawn point 
    is nearby.
    B. V1 Rockets Destroyed (20)
    Go to the Radio Tower and go east.  At the end of the runway, you'll see 
    three big missiles at the very end.  Destroy them with any weapons you have.  
    Them go north, then east along the horizontal runway.  There will be two more 
    identical missiles.  Blow up all five to get a medal.
    ::Mission 11::
    A. AA Guns Destroyed (20)
    Destroy all ten flak cannons.  Seven of them are before Von Beck's bunker, so 
    if you can get that many, the rest are easy to find.  If you can't find them, 
    go up and down out-of-the-way hills to find them.
    B. Bunker Defense (25)
    When you pass the southwest part of this map, you'll be alerted about this 
    medal.  You need to stop SS soldiers from entering the bunker across the 
    cliff.  Just deploy a bunch of anti-airs alongside the cliff.  This will stop 
    the soldiers as well as the air strikes.
    ::Mission 12::
    A. Radar Tower Destroyed (20)
    Go to the southeast portion of this map.  There will be a radar there.  Blow 
    it up to get a medal.
    B. Airfield Saved (25)
    Keep playing through the level and get on the train.  Once you pass by the 
    Radio Tower, you'll be alerted about this medal.  Make sure the Radio Tower 
    isn't retaken by the Nazis.  There will be a Panther tank, a Puma, and a 75mm 
    Cannon on the ground below.  The best way to prevent this is to deploy a 
    bunch of 75mm Cannons around the Radio Tower earlier in the level.  Also, use 
    your train cannon to blow the heck out the Nazi vehicles.  Deploy some 
    cannons down on the ground below if you're still insecure.  You'll get your 
    C. Game Completion Award (30)
    Beat the mission.  You'll beat the game and get another medal just for doing 
    so.  Congratulations!
    Single-Player Cheats
    Yes, you can get cheats in this game.  No, they don't work in Versus mode; 
    they only work in Story mode.  It stinks, but hey, it's better to have some 
    dumb cheats than to not have any at all.  To get these cheats, you have to 
    get so many medals, whether in Story or Versus mode.  Remember to turn the 
    cheats off when getting Story mode achievements.
    A. Unlimited Sprint (4 medals)
    You can now run without running out of stamina.  Makes Deuce and Tommy 
    finally useful at running.
    B. Faster Health Regeneration Rate (8 medals)
    Get health back faster, nuff said.
    C. No Overheat on Weapons (12 medals)
    Now you can sit and spray your automatic without overheating!  Yay for 
    999,999,999 bullet clips!
    D. Unlimited Field Units (17 medals)
    Deploy nothing but Calliopes and 75mm Anti-Tank Guns.
    E. Insane Damage Multiplier (21 medals)
    Picture a 4x4 destroying a Panther tank.  Ridiculous?  This is what this 
    cheat does.
    F. Mega Health (25 medals)
    You can take a lot of hits before dying.  Also works with vehicles.
    III. General Strategy (3STR)
    Most of this strategy will be useful in Versus mode.  This is pretty much 
    everything that comes in handy on most maps and with most heroes.  I'll try 
    to cover the easy stuff without lingering on it so that any experienced 
    players looking for good tips won't be bored to death.
    Menu Screens
    Alright, so you've just fired up the game and you're looking around in the 
    menus trying to find out what to do.  Here's what's on the main screen:
    Campaign: This is where you play the Story mode by your lone self.
    Choose New Campaign to select an unlocked mission to play.  Choose Resume 
    Campaign to continue from where you left off last time you played in this 
    mode.  Load Game allows you to OBVIOUSLY load saved Story missions, and Movie 
    Theater replays cutscenes you've already seen in the story.
    Multiplayer: This one's huge.  The next four items describe the gameplay 
    -Xbox Live: This is how to play online.  The Ranked Match forum is 
    entirely for Strategic Victory rules, plus it's the only place where you 
    can obtain online achievements.  Player Match forum is less frequented, 
    but allows for Deathmatch and Destruction gameplay.  Co-op is for playing 
    one of the game's story missions over the internet.  Downloadable Content 
    leads to the XBL Marketplace page for the Outfit, containing a few 
    downloadable maps, themes, and gamer picture.  It's HIGHLY RECOMMENDED you 
    download the new maps right away since they're free and downloading them 
    later won't be a hassle.  The Leaderboards post the overall scores for 
    players in the Ranked Quick Match Mode.
    -Split Screen: Play Versus or Co-op with a friend.  In Versus, 
    players can choose any map or setting they please and have at each other.  
    In Co-op, the gameplay is similar to Story mode, except that there's no 
    saving the game in this mode for some reason. 
    -System Link: Similar to Xbox Live and Split Screen; this is where 
    different consoles in a local network play Versus or Co-op mode.
    -Insignia Selection: The player who pressed the button to enter this 
    menu can choose his insignia.  This will appear on all of the vehicles 
    that this player deploys in both Xbox Live, Split Screen, and System Link 
    play.  Most of them change the color of tanks to green/orange/purple/red, 
    etc.  However, you're free to not choose any insignia, as I do.
    Options: Change the controls, the audio, and the video settings.  As for 
    gameplay settings, there's the option to invert the Y-axis or to disable 
    subtitles and whatnot.  No option to change the sensitivity, but don't sweat 
    it since it's good enough in this kind of game.  The credits are kind of 
    Achievements: Look at all the medals you've unlocked in The Outfit in both 
    Story and Online modes.  Each medal you've unlocked gives you a description 
    of what you had to do to unlock it.
    Downloadable Content: Go to XBL Marketplace and see the stuff that you can 
    download.  Yes, I know DLC is also in the Xbox Live menu, so that's Relic's 
    fault for being so redundant.
    Game Modes and Settings
    When you're playing a Versus game, it's important to check the settings.  
    This will change up your strategy quite a bit.  If you are the creator of the 
    game, you can change up the settings yourself.  Otherwise, you'll have to 
    accept what the game creator has set in place.
    This is the map the game will take place on.  Consult the Map Strategies 
    section for more details.
    ::Strategic Victory::
    This is the game mode that is played about 99% of the time on the Outfit, and 
    will be explained in a grand majority of this guide.  In the Ranked Match 
    forum, this is the only mode of play that can be selected.  Here are the 
    rules of the game:
    * Each team begins with the amount of initial command points selected by the 
    game creator.  In Quick Match games, it's set at 150 points.
    * Killing a hero from the opposing team will reduce that team's command 
    points by three.
    * Capture the Strategic Points to gain an advantage over the other team.  The 
    Strategic Points are marked by rectangle shapes on a map that may be in three 
    	-American Flag: Owned by Allies
    	-German Flag: Owned by Axis
    	-White Flag: Owned by neither side
    * The team with fewer Strategic Points will begin losing points at a rate 
    that depends on how many fewer flags they own than their opponent.  If both 
    teams own the same amount of Strategic Points, or a majority of the flags are 
    currently white, then neither side loses points.
    * Armories, Motor Pools, and Radio Towers have NO effect on how many points a 
    team loses.  They're purely for benefit of respawning and for enhanced
    * The game ends once one team has their points reduced to zero OR if a team 
    has no spawn points under their control and all current heroes are dead (even 
    if your spare infantry are in the process of taking over another spawn point).
    If you've played the Battlefield games, such as Battlefield 1942, then you 
    should have a good idea of what to do.
    This is a rarely-played mode that can only be played in the Player Match 
    forum.  Here's the rules:
    * Each team has one spawn point that can't be taken from them no matter what.
    * Each time a hero from one team shoots a bullet/rocket/drives a vehicle that 
    leads to the death of another hero, his team will get a point.
    * If an AI soldier kills a hero from either team, no team gets a point.
    * The game lasts until time runs out.
    The rules to this game are funny.  You want to be the one to kill the enemy, 
    or else you won't get any points.  This means that the general strategy is to 
    not build so many emplacements (other than cannons just to discourage the 
    enemy from building tanks), but get your own vehicles and take the opponent 
    out at all costs.  This means that the Motor Pool should be your number one 
    target.  The Armory and the Radio Tower come second, then the Strategic 
    Points last.
    In my experience, I was playing on Blood Valley as Axis against two players.  
    I lost all my points except for my initial one and my opponents began to spam 
    emplacements around the railroad tracks and radio tower like crazy.  I picked 
    Nina and kept sniping the Allied heroes.  Even though I died five times as 
    much as both of them, I won the game 16 to 5 since all of my deaths were due 
    to AI soldiers.  So remember to kill the heroes and don't build emplacements.
    However, this game is a bit glitchy when it comes to determining whether or 
    not YOU kill the enemy or whether or not Mr. Rifleman did.  I was playing a 
    Deathmatch game with my brother and I surrounded his final spawn point with 
    anti-airs.  He would respawn, I'd run up and melee him, but the kill would be 
    credited to the man piloting the a-air.  So, this mode sounds good in
    practice, but it's just flawed.  Don't expect to play this mode that much, 
    but when you do, you know the general strategy of what to do.
    This is another rarely-played mode that can only be played in the Player 
    Match forum that takes advantage of The Outfit's mondo-cool destructable 
    environments.  Here's the rules:
    * Each team has one spawn point that can't be taken from them no matter what.
    * Players get FUs for destroying things in the map.  The size of the object 
    depends on how many FUs you are payed.  For instance, a fence will give you 
    40 points while destroying a farm house will give you 250 points.
    * When the time runs out, the team with the most FUs wins the game.
    In my opinion, the best vehicle for the job would be the 75mm 
    Halftrack/Rocketwagen.  It packs a walloping gun, it can take down barricades 
    like nobody's business, plus it's kind of cheap.  Otherwise, if you can't get 
    that, then go for the old Halftrack/Wagen.  It has no explosive damage, but 
    you can cruise along and destroy fences like crazy.  If you're looking for a 
    list of things to destroy in order, I'd take down fences first, then walls, 
    then buildings.  Buildings take too much time to destroy for the FUs you're 
    getting from them.
    Destroy the enemy's units and make them spend FUs.  Going for strategic 
    points is kind of useless, unless you feel like respawning as Deuce/Von Beck 
    and destroying everything in the vicinity with the bazooka.  Anyway, I don't 
    have a lot of strategies in this mode, since I've only played it once, but 
    the general tip is to be stingy on spending your FUs.  Also, run sideways 
    through fences/barbed wire for some quick cash.  Bam-bam-bam-bam-bam-bam-bam-
    Destroying public property is fun!
    Remember, the FU counter only goes up to 9,999, so it's possible to have
    10,000+ FUs; just keep destroying everything in sight.
    ::Initial Command Units::
    Strategic Victory only.  This is the amount of points each team has and it 
    determines how long a game lasts.  50 points is too quick for a game, and the 
    first person to gain a significant advantage usually wins.  150 points is a 
    good, moderate amount for a head-to-head or four-player match.  300 points is 
    good if you want a longer game that won't bore the players to death.  500 
    points is usually too long in most situations except maybe in eight-player 
    matches, and the game will usually end with one team losing all their spawn 
    ::Starting Field Units::
    This is how many FUs each team starts out with.  If you start with 0 field 
    units, expect many J.D. and Nina players to rush to the points.  Anything 
    higher and you can expect someone to get a vehicle.  The other settings are 
    200, 400, 600, and 1000.  If both sides start with a Motor Pool, expect some 
    early fireworks in the form of M8 Greyhounds/Pumas/Tanks.
    ::Respawn Delay::
    How long you stay dead before you can respawn.  The No Delay option is pretty 
    crappy, since it'll be near impossible to retake any points at that rate as 
    long as the player keeps respawning.  Five seconds is a fair amount that 
    keeps the game going fast.  Ten or fifteen seconds will encourage more 
    strategy other than going Rambo on the enemy, since if you die, you'll leave 
    your bases open for the time of being.  Twenty seconds is crazy; I've only 
    played with that respawn time once.  Just don't die; that's all I can say.  
    Unless you're an masochist, just forget twenty seconds.
    ::Time Limit::
    Deathmatch and Destruction only.  This is how long the game lasts.  I'd set 
    it to 15 to 20 minutes and leave it as such.
    Basic Movement
    If you've never played the Outfit, this section is for you.  Otherwise, skim 
    over this section.
    To move your hero, move the left joystick.  To aim, move the right joystick.  
    Whichever direction you move is dictated by which direction you're aiming.  
    To crouch, press the left joystick.  Pressing it again will make your hero 
    stand up.  Crouching makes hiding behind small objects easier in order to 
    avoid gunfire, so keep that tip in mind.
    To sprint, hold the right button.  Depending on your hero's statistics, your 
    sprint bar, the blue bar located under the red health bar, will lower at a 
    certain rate.  Note that if you're moving the left joystick and holding the 
    right button, you'll lose stamina even if you're walking into a wall!  Your 
    stamina will come back after a while.  At this point, you must walk at a 
    slow rate or drive a vehicle to get around faster.
    As for driving vehicles, go up to an empty vehicle and look on the side for 
    an icon.  Press X (blue) to enter the car and press X to get out of it again.  
    The controls for driving are the same; press the left joystick to move and 
    press the right joystick to look around.
    The Destruction on Demand Menu
    Press the Y (yellow) button to bring up the Destruction on Demand Menu.  This 
    will bring up a little eight-figure object that will represent what you want 
    to buy.  Use the right joystick to select a certain category, then press 
    either A, B, or Y to select an item from that category.
    If you select something, you will now have the option to place your item.  
    Use the left joystick to move the green silhouette around.  Use the right 
    joystick to rotate the item in the direction you want to face.  Press A 
    (green) to call in the item or press B (red) to cancel deploying an item.  
    Each item called down is represented by red smoke (for Allies) or grey smoke 
    (for Axis) in the place they will land.  Get good at deploying items on the 
    fly since it'll save you some time.
    If you want to exit the Destruction on Demand Menu without buying anything, 
    leave the joystick in the center and press Y again.  This'll make the menu go 
    A good tip is to memorize what directions you have to aim to deploy what item 
    you want.  Here's all of the items to choose from:
    * Down-Left: Jeeps
    * Left: Halftracks/Wagens
    * Up-Left: Tanks
    * Up: Spare Infantry
    * Up-Right: Air/Artillery Strikes/Wiretap
    * Right: Anti-Tank Cannons
    * Down-Right: Machine Guns/Anti-Airs
    * Down: Not Used
    Note that your team can have so many of your vehicles and emplacements in 
    play at one time.  This limitation will black out the menu and give you a
    grave message: 'Vehicle Limit Reached.'  Don't worry, the earliest 
    vehicle/emplacement deployed will explode and you can deploy another item 
    again in about seven seconds.  There's enough room to deploy about sixteen 
    things per team before you get this error.  Yeah, it sucks, but that's why I 
    recommend at least keeping one vehicle in play at all times that way you can 
    travel around quickly and you can deal heavier damage than any weak 
    emplacement can with your FUs.
    Capturing Points
    To capture a point, move up to it and wait.  Assuming there are no enemies 
    within range of the same point, it will slide over to your control.  Take a 
    look at the bottom left of the screen.  The bar will slide from red (enemy 
    control) to blue (your control).  It'll move when no enemies are around.  If 
    an enemy does come into range, the capturing process will usually pause until 
    the area is clear, then it will become yours (or theirs if you die).
    AI infantry have a say in capturing points.  With a squad of four men, 
    that'll make capturing a base go by the quickest.  However, you don't even 
    have to be present at the point to complete capturing it.  One commonly used 
    tactic is to deploy a cheap emplacement right next to the point and move on.  
    A soldier manning a gun will stay right by the point and it will become yours.  
    It's a good time-saving maneuver, but it leaves it vulnerable for the long 
    period of time it takes to transfer it under your control.
    If the command of a point is changing between armies, that point will flash 
    on your map.  There will also be an audio and visual cue that'll appear on 
    the screen.  Be aware of your opponents' location by checking to see which 
    points he's currently capturing and try to intercept him if possible.
    According to the Strategic Victory rules, getting the Strategic Points, 
    marked by rectangles, is usually the best way to go.  This'll ensure that 
    even if you're behind technology-wise, you're at least reducing your enemy's 
    points.  However, don't afford to miss out on the advantages that Armories, 
    Motor Pools, and Radio Towers provide.  Not only do they give you advantage 
    to more powerful weapons, but they also give you someplace to respawn.
    Basic Foot Combat
    All heroes have two kinds of gun and the aim is represented by the cursor in 
    the middle of the screen.  If you're on foot, press the left button to 
    experience real-time weapon change at its finest, if you know what I mean 
    (Kaz Harai is my hero).  Hold the right trigger to fire the weapon.  
    Regardless of which direction you were currently facing, you will face 
    straight down the curshair and shoot at things.  Use this in conjunction with 
    sprinting to utilize excellent strafe-and-shoot tactics.
    Some guns will overheat, as represented by the orange meter on the left side 
    of the cursor.  Also, some will have recoil, which will decrease the accuracy 
    of the weapon.  On foot, you can crouch and stand still to increase the 
    accuracy of your weapon.  However, it's usally just best to shoot burst fire 
    at the enemy while stopping temporarily to aim.
    One tip in combat; try to get headshots!!  Like in Counter-Strike, you can 
    shout 'BOOM, HEADSHOT!!!' when you cap a guy.  Try to aim around the neck so 
    you can get plenty of bodyshots, while getting that headshot every once in a 
    Deuce and Von Beck come with explosive weapons.  Firing a rocket takes 
    time to reload, as represented by the light blue meter on the right side of 
    the cursor.  In between explosive shots, run to avoid any gun fire and aim 
    and shoot again once you've reloaded.  Also, remember that explosives travel 
    in an arc, so sometimes you'll have to aim higher than usual.  Aiming rockets 
    can be tricky, so practice until you can hit targets consistently.  It's not 
    highly recommended that you use rockets against other foot soldiers since 
    there's little splash damage, neither is there the resounding fireball in 
    games such as Goldeneye for the Nintendo 64.  Still, it does do a little 
    damage, any any damage helps you, right?
    All heroes have grenades as well.  Hold the left trigger and a blue bar will 
    appear on the right.  The longer you hold it, the higher it will go (it's not 
    exactly a power bar!).  Use the aim and point at a 45 degree angle from the 
    ground to get maximum distance on your grenades.  There's three types of 
    grenades--frag grenade, molotov cocktail, and sticky bomb, and each one has 
    different effects on infantry and vehicles.  Each hero has an infinite supply 
    of one of them.  Get good at throwing them, since you'll need them at times, 
    especially if you're playing as someone not named Deuce or Von Beck.  They're 
    handy at blowing up emplacements and damaging vehicles!  More info on the 
    grenades in the Examination of Heroes section.
    Watch your health!  The red bar on the top represents your health.  When it 
    gets low, the world around you will start to turn into shades of gray!  Run 
    away and hide before something kill you!  Like most good shooting games these 
    days, your health will regenerate after a matter of time, but since it takes 
    a long time to get your health back, it's better to just not get shot in the 
    first place.
    Basic Vehicle Combat 
    Vehicles move similar to people.  Press the left joystick to move and press 
    the right joystick to aim.  The right and left triggers shoot weapons, and 
    weapons can overheat and stuff as usual.  Recoil isn't as much of an issue in 
    shooting as is trying to shoot from a moving vehicle, so you've gotta 
    practice shooting stuff in a moving vehicle.
    Some vehicles have machine guns, cannons, flamethrowers, or a conjunction of 
    the two.  If a vehicle only has one weapon, it's fired by pulling the right 
    trigger.  However, if there's two weapons, then it gets a little tricky.  
    Press the left trigger to fire the machine gun and press the right trigger to 
    shoot the special weapon; usually a cannon or a flamethrower.  Both guns can 
    be shot in conjunction for massive damage (there I go again!).
    In general, you've got to become accomidated with the machine guns and 
    cannons on vehicles.  Machine guns are as simple as aim-and-point, so try to 
    lay back and spray some fire for maximum accuracy.  As for cannons, they 
    follow arcs similar to Deuce and Von Beck's rockets.  Get used to using them 
    against other vehicles.  Though cannons are pretty tricky to use against 
    infantry, with practice, you can nail enemies with finesse.  Up close, try to 
    fire below the intended target and you may hit the ground near him instead, 
    thus getting an instant kill.  Farther away, you're shooting at him to try to 
    knock him to the ground and possibly waste him with your machine gun.  This 
    is most apparent with the M8 Greyhound/Puma and the tanks.
    You need at least two men in a vehicle to shoot a gun and drive at the same 
    time.  If you hop into the driver's seat without any men, the gun is pretty 
    much useless.  Make sure you can recruit or call in some men before charging 
    into a base, only to find out you can't do diddly squat other than run over 
    Another thing about vehicles is that even without guns, they can still 
    ram and destroy things!  Running over other players is a devious tactic, but 
    you can also run into another player's vehicle or emplacements.  In order of 
    strength, jeeps being the weakest, halftracks being somewhat strong, and 
    tanks being devastating, you can dish out some damage to enemy armor or even 
    destroy it in one hit!  Use this to your advantage, especially if you're in a 
    higher-tier vehicle than him.  Manhandle his vehicle and run over his 
    emplacements!  Also, you can plow through destroyable walls in a tank.
    Here's a cool tip; if you're playing with multiple teammates, they can hop in 
    the same vehicle and take a ride with you.  It's possible for him to man the 
    gun while you drive, or vice versa.  The problem with this is that one player 
    can usually shoot an aim just fine, and the bandwagoner's squad of infantry 
    are left behind in the process.
    Vehicles have health too.  Check the red bar at the top of the screen.  If 
    your vehicle runs out of health, it'll explode, killing everyone inside.  If 
    you're in the process of bailing out while getting blown up, you'll still die 
    anyway.  So, be careful and don't drive a vehicle when you're one hit away 
    from death.  Unfortunately, vehicles don't automatically heal, but they can 
    be repaired.  Read the Reinforcing Emplacements and Repairing Vehicles 
    section a few sections down from here.
    Utilizing Emplacements
    You can't be everywhere at once on the map.  Instead, you've got to deploy 
    emplacements to help you.  There's two kinds of emplacements; machine guns 
    and Anti-Tank cannons.  Machine guns succeed against enemy infantry while 
    Anti-Tank cannons succeed against armor.  All emplacements are manned by one 
    of your own soldiers unless he runs off or is killed.  However, you can't 
    just slap emplacements down anywhere, because the enemy can outsmart the 
    gunner, thus rendering your well-spent FUs useless.  So here's some tips to 
    drive back the enemy.
    There's two factors that greatly boost the efficiency of emplacements; put 
    their backs to the wall and put them in high places.  First of all, 
    emplacements (except for the anti-airs) have a limited aiming zone.  If the 
    enemy walks behind the aiming cone, then the soldier panics and abandons his 
    gun.  Therefore, it's nice to back some emplacements to the wall, or better 
    yet, a corner.  Think about Hell's Half-Acre.  Tucking an emplacement in a 
    corner will make an opponent fret trying to find out how to get over thereand 
    destroy it.  Second, height has a substancial factor on efficiency.  In some 
    maps, such as Opposing Forces, there's some nice hills overlooking a large 
    portion of the map.  Placing some cannons down in these places can give you a 
    bigger edge; just watch out that the enemy doesn't come and take the cannons 
    for himself.
    As said in the Capturing Points section, placing an emplacement near a point 
    will allow you to do something else while your own soldier captures it for 
    you.  However, you can't just place a gun everywhere.  Try to rotate it so 
    that the enemy runs smack-dab into it.  If you don't think it'll last 
    (especially if your opponent is vehicle-happy), tuck it away in the corner so 
    that your opponent has to waste a lot of time fitting through a tiny crack to 
    destroy that one machine gun.  This is evident with the radio tower in 
    Eagle's Nest, in which the enemy literally has to exit his vehicle, walk 
    around back, only to get wasted by an anti-air.  LOL!!!!!!
    If you think your opponent will constantly rush you on foot, then build 
    machine guns.  As for vehicles, build tanks.  It's easy for your opponent to 
    switch it up though.  If you build a ton of machine guns, he can build a tank 
    and completely own you.  Make sure to build some machine guns AND cannons to 
    keep your opponent in check so he doesn't try anything really sneaky.  
    Seriously, games have been lost because someone didn't build enough cannons 
    and got massively owned by a Calliope.
    Lastly, don't count on emplacement to win the battle for you.  Okay, if you 
    have a bunch of cannons and anti-airs, you may hold off your opponent, but 
    given enough time, he'll come back.  Artillery strikes, tanks, or the plain 
    old 'slip by in a jeep without getting hit' tactic can nullify your setup.  
    You can compensate by being smart and trying to stop every possible scenario, 
    but still, emplacements are only so reliable.  Win the game with your hero, 
    not with your emplacements.
    You can summon infantry to fill in any empty replacements.  Check the 
    Reinforcing Emplacements and Repairing Vehicles for more info.
    Basic Infantry Algorithms
    It's important to know what infantry in your squad will do you assist you, 
    since that's four other guns to kill the enemy with.  For one, they will 
    follow you wherever you go.  If you hop in a vehicle, they will warp into the 
    vehicle with you, even if you drive off without them.  They will open fire at 
    any nearby threats and even hide behind sandbags and stone walls while 
    shooting at targets.
    They will melee enemy infantry that are up-close.  They will also throw hand 
    grenades at any enemy armor that comes by.  However, they will usually stick 
    with you more than anything, so you can coax your men to dodge dangerous 
    situations just by avoiding them yourself.  Unless you order them with a 
    squad command, this is what they'll basically do in most situations.
    Your infantry will follow you around and will unfortunately get killed in all 
    sorts of stupid situations; the most common being 'crushed' by any deployed 
    vehicles (aw man, poor Johnny, he's dead again).  However, some infantry will 
    not be under the command of any hero, thus they are called 'Spare Infantry.'
    There's a lot of way to get Spare Infantry.  For instance, deploying an 
    emplacement comes with an extra infantry that will man the gun.  He's a Spare 
    Infantry.  If your hero runs so fast off a cliff and some infantry can't 
    follow him, they become Spare Infantry.  Also, if your hero dies and the men 
    live, they become Spare Infantry.
    Spare Infantry can, however, become recruited back into your command if you 
    have less than four men under your control.  Walk up to an infantry and press 
    B to recruit him.  Any nearby infantry will fill up the empty slots in your 
    However, Spare Infantry will still stand around idle doing nothing, unless a 
    threat appears.  They will hide behind sandbags and stone walls just like 
    normal infantry while taking pot shots at other infantry, except they usually 
    won't follow anyone.  They will also man any empty emplacement nearby that 
    happens to be facing the threat.  THEY WILL ALSO MAN EMPTY VEHICLES WITH 
    WEAPONS, though they will not drive them anywhere.  However, if the threat 
    moves out of the range of the gun, they will exit the gun and begin to do 
    whatever they can to the target now, such as chuck grenades or spray bullets.  
    This is evident when a tank moves around of the back of a line of cannons, as 
    they will all leave their guns in a futile attempt to destroy you with 
    Contrary to popular belief, I have had times when my enemy's Strategic Points 
    would suddenly come under my control despite the fact I've never been over to 
    that section of the map.  This is very, very rare, or maybe a dumb 
    coincidence since my enemy lured some Spare Infantry over to his base for 
    them to take it.  Maybe Spare Infantry are smarter than we give them credit, 
    but still, they are pretty stupid.
    All of the Nazi infantry in Story mode are Spare Infantry.  They'll seize 
    your vehicles and your emplacements if they can get over there and do so.
    A cool thing to do is to spam tons of Spare Infantry via game exploit.  To do 
    this, check out the 'Infantry Spamming Trick' in the Glitches and Oddities 
    section.  It's rather pointless but cool to know.
    Squad Commands
    While battling on foot, you can order a squad command by aiming at the 
    intended target and by pressing certain directions on the D-pad.  Your hero 
    will make a hand gesture an make a witty phrase.  Anyway, there's two general 
    squad commands plus a special one for each hero.  The hero-specific ones will 
    be discussed in the Examination of Heroes section.
    Press Up to order your men to Assault the target.  Basically, your men will 
    charge whatever you've ordered them to attack.  This can be useful for 
    finishing off the enemy.  If you use it on a vehicle, your men will run at 
    the vehicle and throw hand grenades on it.  Unfortunately, that's a very poor 
    idea since hand grenades deal very little damage to vehicles, plus vehicles 
    can avoid them too easily.  This is also useless against emplacements.  
    Anyway, remember to only use it on other infantry.
    Press Left to order your men to Suppress the target.  This is a weirder, 
    lesser-known command that supposedly sprays bullets at the target.  According 
    to the manual, it's supposed to cancel the enemy's squad commands.  Guess I 
    ought to test this out more, but I'm fairly certain this is what it does.  If 
    you see the enemy hero wave his hand, then do this on him to 'cancel' out his 
    Press Right to order your men to do a special squad command.  For Deuce and 
    Von Beck, their men will charge enemy infantry and melee them.  For Tommy and
    Morder, their men will toss tear gas at an enemy emplacement and cause the 
    enemy infantry to abandon it.  For J.D. and Nina, their men will toss sticky 
    bombs at a vehicle.  Remember to check the Examination of Heroes section for 
    more detail.
    Press Down to cancel all existing squad commands.  This usually works if your 
    men haven't executed their command yet, so if you pressed the wrong button, 
    you can correct your mistake.  However, I find canceling command pretty iffy, 
    so don't count on it to always work.  Also, you can't recancel something cool 
    like Tommy/Morder's tear gas command and throw some more tear gas at another 
    emplacement five seconds later.  It just doesn't work that way and you have 
    to wait for the command to time out (look at the bottom right of the screen)
    before ordering a new one.
    Reinforcing Emplacements and Repairing Vehicles
    Sometimes you'll find either your emplacement or any enemy's without anyone 
    in the gun.  You can call in a Spare Infantry to man it for yourself.  Get 
    close to an empty emplacement, aim at it, and press A (green).  By doing this, 
    you'll repair the emplacement to full health and one of your own men will 
    parachute down and man it himself.
    For this very reason, it's usually a good idea not to destroy the enemy's 
    emplaements but instead replace them with your own infantry.  However, if the 
    emplacement is facing towards your spawn or approach points in a way that 
    does him more good than it does for you, go ahead and get rid of it.  You're 
    just asking for the enemy to take it back and use it against you, making your 
    life worse in some way.  You can also repair any damaged vehicles that are 
    under your team's control or no one's control.  Aim at it and press A just 
    like the emplacement and you'll pay a fee equivalent of the percentage of the 
    cost of the vehicle.  For instance, a jeep costs 175 FUs, and at 50% health, 
    it'll cost around 88 FUs to repair.  This is a convenient way of spending 
    your FUs to keep your assault alive without having to waste time calling in 
    more vehicles.  You can also repair emplacements in the same fashion.
    However, things don't repair and gain back all health in an instant.  Their 
    health bars will go up gradually over time, so if you're in a battle and you 
    heal an almost destroyed tank, all it will take is one more hit to finish it 
    off regardless if you just repaired it.  You'll have wasted all of your FUs!  
    Be cautious of when you repair vehicles.
    Hijacking Vehicles and Melee Attacks
    If you get up close to any enemy, you can wreck some havoc on the poor fool.  
    Hijacking another player's vehicle is really dirty.  To do it, just go up to 
    the red circle icon adjacent to the enemy's vehicle and press X (blue) to hop 
    in.  However, it's not that easy.  The enemy's vehicle has to be traveling 
    very slow.  Also, there's the risk that the vehicle could clip you, thus 
    giving you an instant death.
    The threat of hijacking an enemy opponent should keep enemy vehicles 
    (especially tanks) at bay.  It's hard to do, but professionals can get you 
    when you least expect it.  To avoid getting hijacked, keep moving or back 
    away from them.  When moving, just hold up or down to get through without any 
    hassle.  It's recommended that you don't drive vehicles in close quarters if 
    you don't want to get hijacked.  If you back up into a wall or get stuck 
    trying to turn, then you're dead meat for sure.  If you can't shake him, then 
    try to move around like crazy and maybe you'll hit the enemy before he jacks 
    You can also melee enemy soldiers.  To do this, move up to an enemy and press 
    A (green).  Your hero goes Rocky on the poor fool and lays him out with his 
    gun.  You can melee enemy heroes too!  This is The Outfit's equivalent of 
    Counter-Strike's knife battles.  Run up to the enemy and jam the A button and 
    maybe you'll lay him out.  However, YOU may end up on the losing end.  It's 
    usually best not to get into melee battles if you're lagging bad, since 
    there's almost no way you can win them.  Remember to watch out if your 
    opponent rushes right at you to.  He'll try to melee you, so run away or 
    fight back.
    Also, watch out for meleeing enemy soldiers in battle.  If you catch your 
    opponent off-guard meleeing one of your men, you can damage him in the middle 
    of his fighting animation.  However, AI soldiers can't damage you in a melee, 
    so go ahead and have fun karate-chopping all the Spare Infantry you like.
    One last thing; there's a very rare chance that an enemy infantry can melee 
    YOU (can you say super pwned?)!  I think the only way this can happen is when 
    Deuce/Von Beck uses his Melee squad command.  However, this is still very, 
    very rare.  Also, there's no way that enemy infantry can hijack your vehicles. 
    I've never had that happen to me ever.
    Destructable Environments
    The Outfit boasts some of the most destructive gameplay ever.  You can 
    destroy walls, buildings, fences, and whatnot.  This is pretty much useless, 
    but there's a few instances in which you want to break down that wall or 
    destroy that house.  Barbed wire fences and wooden fences are easy to destroy.  
    Just get in a vehicle and run through the side of them.  As for 
    sandbags/short rock walls, they're much harder to plow through.  A halftrack 
    can chip away at them, albeit one a second, while a tank just massacres them.
    There's big tan walls in the way, such as in Urban Combat.  To destroy them, 
    shoot the wall with a explosive or run into it head-on with a halftrack or a 
    tank.  This is helpful since you can get to your destination quicker without 
    having to take the long way around.  It's also useful since you can strip the 
    enemy of some vital cover.  Besides walls, there's all sorts of wooden 
    containers/statues/shacks/burned-out vehicles that can provide temporary 
    cover from gunfire.  However, those things can be destroyed in the same 
    manner, thus leading to some funny 'oh snap' moments as your opponent 
    scrambles to safety.
    Destroying buildings is a grand endeavor that's more or less a gimmick, but 
    who cares.  On a few maps, you have the option to destroy the enemy's 
    headquarters, represented by a black, two-story house with a red curtain with 
    the team's flag on it.  Destroying these buildings will reduce the enemy's 
    command points, so it's a good thing to know.
    Buildings in this game are stubborn and take many hits to destroy.  Each shot 
    will punch a hole in the wall.  To take down a house, you have to shoot it 
    enough times until it loses all of its 'health' or remove the walls from an 
    entire floor.  Think of a house as a stack of Jenga blocks, and if you remove 
    all three blocks on one level, it's coming down no matter what.  However, 
    destroying houses isn't as much of a science as it is mere brutality.  Von 
    Beck/Deuce's rockets, as well as everyone's grenades, work okay but are not 
    really all that good against buildings.  Anti-Tank guns work a lot better, 
    but air strikes are arguably the best at severely damaging/removing of a 
    house.  Ramming a house with a tank also works fairly well.  However, 
    contrary to popular belief, flames hardly do any damage to wooden houses.  
    Why, I don't know.  Use explosives instead.
    You can damage Armories, Motor Pools, and Radio Towers.  They will display 
    signs of damage, usually with the roof caving in and with the tower bent over.  
    However, you can't destroy them to the point of disappearing; they can be 
    'disabled' and need to be repaired.  These capturable buildings are repaired 
    similar to repairing a vehicle or an emplacement--just aim at the building 
    and press A (max repair cost is 100 FUs).  You can still respawn from a 
    destroyed building, but you can't deploy the accompanying items when your 
    property is damaged.  For instance, if your Motor Pool is fully damaged, you 
    can't build tanks.  Personally, I wouldn't go out of my way to destroy an 
    enemy's building since the repair costs are so cheap and, in most cases, I 
    can capture that building for myself.  Such buildings need to get hit by 
    cannons and air strikes for them to disable the enemy from deploying their 
    certain items and that's time-consuming enough as is.
    Finally, you can destroy bridges.  When one is destroyed, it's impossible to 
    cross the river.  However, for a fixed cost of 250 FUs, you can deploy a new 
    bridge ASAP.  Destroying bridges can coax enemies to take another route or 
    keep them away.  To destroy a bridge, the quickest and easiest way is to drop 
    an air strike on top of it.  However, the cost to deploy an air strike is 
    more expensive than the cost to build a new bridge, so the enemy gets the 
    upper hand cost-wise.  Use strong cannons to destroy the bridge.  Grenades 
    aren't very good, so don't bother with those.
    Gaining Field Units
    Field units allow you to buy things, enough said.  Without field units, 
    you're relying on your hero to get all the work done, but that's not a very 
    good thing.  The team who gets more FUs in battle isn't guaranteed a win, 
    since they can squander their currency, but it sure helps to be rich.
    In versus play, each player has his own personal bank account of FUs that no 
    one else can take from him.  That means if you want to spend it on a jeep or 
    a cannon, then no one else can stop you from doing so.  Each player starts 
    with the amount set by the game creator.  He can also gain it in different 
    ways in a match.  Everytime a teammate does something good, his team receives 
    and equal amount of FUs as a reward.
    The first way to gain FUs is to capture points.  Taking a point that isn't 
    yours nets you a bit of cash.  However, it's not as big of a deal as is 
    eliminating an opponent's command points or reducing their technological 
    The second is to simply destroy other stuff.  If your team kills an enemy 
    infantry, you're rewarded with a nickel's worth of FUs, but the spare change 
    can tally up after a while.  You can also kill enemy heroes for a bit more 
    FUs.  Also, destroy enemy vehicles and emplacements also nets you about 40% 
    of the cost of the vehicle.  That means destroying a tank will reward you 
    greatly.  It's also the reason as to why people on a 'killing spree' in a 
    tank tend to keep alive.  They keep raking in FUs, thus they can keep 
    repairing their vehicle.
    You also get a little bit of FUs every time you die or have one of your 
    vehicles blown up.
    The coolest way to make some money is by FU crate drops.  Unless the game 
    creator disabled them, gold crates will parachute to earth.  Running into one 
    will give your team a set amount of cash.  The places in which FU crates will 
    appear are fixed on each map, so you can anticipate where they may appear 
    just by memorizing their locations.  Also, each FU crate is flagged down by 
    smoke, so don't move in the general location of where it'll land or else 
    you'll get killed by it!  It was an awful, yet funny true story that has 
    happened to poor old me.
    One last rule; the amount of FUs you gain from doing stuff is reduced by the 
    amount of players that are on your team.  If you're alone, you can expect to 
    make 100 FUs by capturing a point and 300 by picking up an FU crate.  However, 
    for each additional player, you can expect the amount of money you make to 
    drop by 25% each time.  It's a rule that gives the team with lesser players a 
    slight boost, but it's not enough to warrant playing outnumbered.
    Online Medals and Getting Better Weapons 
    Okay, so you can get some more achievements via online play.  Getting certain 
    medals will help you unlock better primary weapons for the cooresponding hero.  
    These weapons typically have a higher rate of fire, do more damage, or have 
    improved zoom aim.  To get these medals, you have to be playing in Ranked 
    Match forum.  Some of them are statistical--therefore, you must perform well 
    every game to exceed the expectations.  Others are one-trick pony things 
    where you have to do such-and-such in one game and you get your medal.
    Note that most of the medals say you have to be in a Ranked Quick Match to 
    get the medals.  I believe that is a lie.  I've unlocked several medals, such 
    as Guns Blazing and Vehicle Killer just by playing in the Ranked Custom Match 
    forum.  Whether or not both the Quick and Custom matches are intertwined; I 
    don't know.  Anyway, here's all the medals and a strategy as to how to get 
    them.  And remember that you don't get medals from playing Player Matches, so 
    stay away from that forum unless you're just goofing around.
    ::Tommy Mac Achievements::
    Grease Gun -> Submachine Gun -> Light Machine Gun
    A. Lightning Victory (30)
    Okay, you gotta win a match in less than two minutes.  It's possible, but you 
    need to play someone incredibly bad if you want to have a chance.  Try some 
    Quick Matches until you end up with a bad opponent.  Get a halftrack ASAP and 
    run over to his base.  Take his only spawn point and kill him.  Yeah, it's 
    cruel, but it's the only way to get this medal.  Otherwise, get a friend off 
    of Xbox Live to lose the game intentionally for you.
    B. Victories Keep Piling Up (75)
    Gotta win 500 Ranked Matches.  Wow, that's a whole lot, so don't expect to 
    get it anytime soon.  You can tell who's a real Outfit junkie just by seeing 
    who has this medal.  Just gotta keep winning those matches.  After about a 
    year of playing The Outfit, you may get it.
    ::Deuce Williams Achievements::
    Bazooka -> Heavy Bazooka -> Anti-Tank Rifle
    A. Great Score (30)
    Get a score higher than 350 in a match.  Basically, the more good things you 
    do in a match, plus the longer it goes on, the higher the score you'll get.  
    Can't really say much more other than you'll eventually stumble upon this 
    medal at some point in your Ranked Match career.
    B. Emplacement Killer (25)
    Destroy 250 emplacements in online games.  I believe that these emplacements 
    must be manned by the enemy for the emplacement to register.  It'll take a 
    little while to get, but it's not a ridiculous amount by any means.
    ::J.D. Tyler Achievements::
    Light Rifle -> Rifle -> Sniper Rifle
    *NOTE: Obtaining two out of the three medals mentioned will get you the 
    Sniper Rifle.  However, getting all three medals does you no good except for 
    the achievement points that go on your record.
    A. Great Shooting (25)
    You must have an accuracy of 40% or better in any match.  Basically, take 
    your time, don't shoot random bullets, and make sure you hit something with 
    your target.  With practice, you'll get it.
    B. Marksman (50)
    You must have an average accuracy of 25% or better in your Ranked Match 
    career.  That's pretty tricky.  You have to complete at least 20 matches to 
    be eligible for this medal.  Right off the bat, don't waste your shots; 
    just focus on shooting the target.  It's similar to Great Shooting, except 
    you have to keep it up game after game.  Once you get this medal, feel free 
    to slack off and forget about your accuracy.
    C. Feared (25)
    You must kill the enemy hero at least 15 times in a match (the description 
    lies, it's really 15).  That's very hard because your soldiers, such as Mr. 
    Engineer and SMG Soldier, are always stealing your kills.  This is a good 
    medal for your friends to help you with if you don't have it already.  
    However, in a big 4 vs. 4 match with 500 command points a side, that's your 
    best opportunity to snag this medal.  Or you can always have your friend 
    'give' you this medal very easily.
    ::Viktor Morder Achievements::
    MP44 -> MG38 -> MG42
    A. Infantry Killer (25)
    Kill 1000 enemy infantry in online games.  That's a lot of infantry, but 
    you'll get it done soon enough.
    B. Guns Blazing (45)
    Other than Victories Keep Piling Up, this is one of the hardest medals to get 
    in the game.  I've seen players with the Victories medal but no Guns Blazing 
    medal.   I mean, after winning FIVE HUNDRED GAMES too!  To get this medal, 
    your average score per game must be 18 points or higher over about 20 or more 
    games.  That's hard.  You need to play well from the get-go, since your first 
    matches will most likely drop your score like a brick.  Solid, consistent 
    gameplay will help you achieve this medal.  Just do your best, check your 
    score at the end of the game, divide it by the number of minutes in the game, 
    and see if it's greater or lesser than 18.  If it's greater; good, keep up 
    the outstanding work.  If it's less, it's time to step it up a notch.  
    Practice in the Player Match forum if you're afraid of dropping your score 
    right away.
    ::Hans Von Beck Achievements::
    Sturmpistole -> Panzerfaust -> Panzershreck
    A. Clear Winner (35)
    Your cumulative final score in matches must be greater than 1000.  This is 
    probably the easiest medal to get in the game, since you just play a few 
    matches online and-voila, you got your medal.  Enjoy.
    B. Vehicle Killer (25)
    Destroy 200 vehicles in your Ranked Match career.  I'm fairly certain that 
    these vehicles must be driven by the enemy (or at least once driven by them).  
    Therefore I think it's bad to go to a map with infinitely spawning vehicles 
    (such as The Burg Battle) and destroying the vehicles that keep appearing.  
    Still, no need to worry about this one; just keep destroying those vehicles.  
    It'll take a while; possibly longer than Infantry Killer and Emplacement 
    Killer, but you'll get it as long as you keep playing.
    ::Nina Diederich Achievements::
    Light Rifle -> Rifle -> Sniper Rifle
    A. Master of Capturing (20)
    Capture more than 10 properties in a single match.  Not too hard.  Assuming 
    the match doesn't end too quickly, you ought to get this one, no problem.
    B. Focused Fire (40)
    You must kill enemy heroes at a rate of 1.7 per minute in one match.  That's 
    one hero kill per 35 seconds.  Pretty tricky.  Like Lightning Victory, your 
    opponent has to be pretty bad for you to have a chance at this.  Run the guy 
    over, shoot him with the cannon, etc.  Kind of easy, but kind of hard at the 
    same time.
    ::Miscellaneous Achievements::
    A. Persistence Counts (20)
    Wow, you've got to die a whopping amount of one thousand times in your Ranked 
    Match career.  You'll eventually get it...it's pretty easy to get.  Just die, 
    duh.  Forget about this medal and you'll eventually get it at some point.  
    However, if you're going to intentionally die to get this medal, don't do 
    that until you get the Guns Blazing medal first.
    B. Prisoner of War (20)
    Lose 200 matches.  Like Persistence Counts, you just gotta lose matches to 
    get it.  It's probably better to just play the game through and take your 
    losses as they come.  Eventually, you'll get this medal.
    C. Wounded in Action (20)
    You need an average lifespan of 30 seconds or less in your Ranked Match 
    career.  Just die a lot.  Hey, you get it without trying (like I did, LOL).  
    Don't go for it until you get the Guns Blazing medal, as you may have already 
    IV. Examination of Heroes (4EOH)
    Here we have the 'guys you can play as' in the game.  There's three distinct 
    heroes on each side: the assault guy, the Anti-Tank guy, and the recon guy 
    (or gal, however you want to say it).  Each one has distinct advantages and 
    disadvantages in combat, so it's best to learn each one, just in case you 
    find their advantages the most helpful in a given situation.  I'll break down 
    each of the heroes' statistics, weapons, and special commands.
    Tommy Mac/Viktor Morder 
    + Automatic weapons are excellent in infantry battles; sticky bombs can 
    devastate armor up close; tear gas can clear out emplacements.
    - Flamethrower isn't very useful; long-range armor can leave them vulnerable; 
    no good at running.
    These are the assault guys.  They're big, bad, and they are the kind of guys 
    that just run up on you and kill you.  With their machine guns, sticky bombs, 
    and macho attitudes, it's only reasonable that they're a newbie's pick.  
    However, even experienced players have something to like about them.
    The stats lie.  Well, a little bit.  Compared to Deuce and Von Beck, these 
    guys DO NOT run faster.  In several sprint races tested on airbase runways, 
    it's clearly obvious that Tommy and Morder are slow as molasses.  The 
    difference in speed is minute however, but it's there.  If you don't believe 
    me, try this for yourself.
    As for stamina, Tommy and Morder gain it back just as fast as Deuce and Von 
    Beck.  That's kind of crappy, but oh well.  This means that they're not 
    brilliant at traveling on foot at all.  Get these guys a vehicle if you plan 
    to travel long distances as them.  Also, don't get meleed (is that a word) by 
    any opponents, especiallly J.D. or Nina, since they're much faster than you.  
    However, you have an automatic weapon, so that should help a bit in close-
    range combat.
    As for health, they can take the most shots.  Whether or not this is that big 
    of a deal is up in the air, but a bullet that may have otherwise killed
    anyone else may have not finished off Tommy and Morder.  Thankfully, the 
    'charge in' kind of strategy is perfectly accomodated by their health.  
    However, don't get stupid and think you're invincible, because a machine gun 
    nest can finish you off just as quick.  Play smart and don't get shot much, 
    and you'll probably live longer. 
    Tommy and Morder buy everything at 100% price.  Kind of obvious, but now you 
    know for sure.
    ::Automatic Weapon::
    Tommy and Morder's automatic guns are arguably the best infantry killers in 
    the game.  Yeah sure, the shotguns and sniper rifles can kill at really short 
    or long range, but in between, spray fire can do a lot of damage that will 
    force others to deploy vehicles and emplacements to protect themselves.
    These guns don't need to be reloaded.  Instead, they overheat.  You can fire 
    the gun for quite a bit before it gets all the way into the red.  If so, then 
    you can switch to your flamethrower and wait a few seconds.  These guns have 
    fairly good aim, but the real killer is the 'automatic' aim (or recoil, if 
    you want to call it that) that yanks the gun around when shooting at enemies.  
    Get good at countering the recoil to make the most out of the gun.  A semi-
    good way to counter it is to keep moving or crouch while shooting.
    There's also the obvious 'Counter-Strike' kind of recoil that encourages 
    burst fire instead of spray-and-pray.  I disagree, in a crouched position, 
    spray-and-pray can keep accuracy a bit intact and kill enemy soldiers a good 
    twenty feet away.  However, in most scenarios, take the time to aim, shoot, 
    and run.  For really long range, try doing some small burst fire of two or 
    three shots.  Try to shoot the guy in the head for an instant kill.  Aim at 
    the enemy's neck to get a lot of body and headshots.
    All in all, a very useful weapon.  Use different tactics when using it and 
    see what works best for you.
    Unfortunately, the flamethrower not as good of a weapon as the automatic guns.  
    It's only good at close range, it overheats rather quickly, and most players 
    can avoid it pretty easily and counter by meleeing you in the face.  
    Basically, it's a fountain of flames that is affected by gravity.  Aim high 
    if you want to burn stuff at a farther distance.  Getting caught in the 
    flames does a bit of steady damage for a second or two, but not as much as 
    one would expect.  It does leave bits of fire lying around, so if the enemy 
    is stupid and runs into it, he will take some collateral damage.
    The flamethrower is best at killing enemy infantry.  If the enemy is close 
    together in a group, let 'em have it.  It's also an okay alternative when the 
    automatic gun has overheated.  Switch to flamethrower, burn the enemy a bit, 
    then shoot 'em some more.
    Keep in mind that the flamethrower is ATROCIOUS at damaging armor.  Don't 
    even bother.  Use sticky bombs instead.
    ::Sticky Bomb::
    Ah yes, the STICKY BOMBS.  They're great.  They make Tommy and Morder kick 
    ass.  They're so good that if you get them as Christmas presents, you'll 
    scream 'OHHH MMYYYY GGEEAAAADDDDDDD!!!' like N64 Kid.  In other words, 
    they're the best grenades in the game, and allow Tommy and Morder to stand 
    their own against armor.
    Sticky bombs do a heck of a lot of damage to armor.  When thrown, they can be 
    stuck to vehicles, obviously.  Just chuck 'em at a vehicle and watch the 
    fireworks.  Against emplacements, they don't really stick, but all you've 
    gotta do is hit it and it's done for.  The splash damage is awesome, so even 
    if you miss the target, you can still do some damage.
    Sticky bombs can't be thrown very far, but their throwing arc is very 
    predicable and easy to get a hang of, unlike the incredibly floaty Molotov 
    cocktails and frag grenades.  They explode a few seconds after being thrown.  
    A useful tactic is to chuck sticky bombs over hills or around corners, 
    allowing you to dish out damage from a safe location.  Remember that even if 
    you can't hit the target directly, the splash damage will get them.  Also, 
    when enemy armor is dropping in (look for the smoke signal to clear), 
    throwing some sticky bombs on the ground below will also allow you to 
    severely damage or destroy the target right away.  Man, this is just dirty.
    Compared to Deuce and Von Beck's rockets, the sticky bombs do the same amount 
    of damage.  However, unlike the rocket launchers, Tommy and Morder can spit 
    out two sticky bombs in the time it takes Deuce and Von Beck to shoot one 
    rocket.  That's double the damage!  Plus you don't have to fret about 
    reloading or anything.  However, there's that delay before the damage is done, 
    thus the enemy can finish you off before he kills you.  Also, sticky bombs 
    can't be thrown nearly as far as rockets.  To counter, emplacements and 
    vehicles can't really kill you from far away too, so you can play the Range 
    Game and wait until you get close before you start doing some damage.
    Sticky bombs don't do a lot of damage against infantry.  They're good for 
    knocking men on the ground where you can get a second to pick them off, but 
    that's it.  Thankfully, the automatic weapons should do a good job cleaning 
    up shop.
    All in all, using sticky bombs allow you to go nuts and kill anti/airs, tanks, 
    and whatnot like crazy.  However, you've got to get good at throwing sticky 
    bombs.  Throw at a 45-degree angle from the ground to get max distance and 
    try to blow up emplacements on the fly.  Using this in conjunction with the 
    Tear Gas command allows you to do some serious damage.  Anyway, the final 
    word is if you want to get good at Tommy and Morder, you gotta learn to use 
    sticky bombs.
    One last tidbit is when J.D. and Nina use their Vehicle Assault command, the 
    infantry throw sticky bombs on the vehicle.  This is the only instance in 
    which infantry use sticky bombs.
    ::Tear Gas Command::
    This command can only be used against any emplacement.  Your men will chuck 
    tear gas canisters at the intended target.  The tear gas will lodge any 
    soldiers manning the gun, and they will stand there in a daze, making for an 
    easy kill.  Thankfully, the tear gas will also remove of any infantry in any 
    nearby emplacements, which is one reason why you shouldn't clump your 
    emplacements in a tight group.
    Tear Gas is a nice command.  However, it's slightly inconsistent.  I've had a 
    few times in which my men would just charge the emplacement and get mowed 
    down.  There's a few 'what-ifs.'  First of all, if an emplacement is near a 
    cliff or adjacent to a wall, it's kind of hard for it to work.  Also, if your 
    men have already used Tear Gas already, it's rare that it'll work again.  All 
    I have to say about Tear Gas is that it's a good command that works 99% of 
    the time on flat-land maps, but don't rely on it that much.
    Tommy's men consist of a bunch of generic WWII soldiers colored primarily 
    grey.  Morder's men consist of some straight-up black uniformed soldiers 
    wearing helmets.  Both men carry Grease Guns and MP44s which are nice 
    automatic weapons, but they don't fire as fast as Tommy and Morder's guns.  
    They tend to do the most damage at close range.
    Deuce Williams/Hans Von Beck
    + Rocket launchers can damage armor at all ranges; 10% discount off all items 
    in Destruction on Demand menu.
    - Secondary weapons are mediocre, thus they are subpar at infantry battles; 
    bad at running.
    These are your Anti-Tank guys.  With their powerful rocket launchers and 
    cheap deployment prices, they're excellent at winning the money battle by 
    trashing pretty much anything that cost FUs while getting their stuff for 
    cheap.  It's no surprise there's a ton of 'Deuce/Von Beck whores' on Xbox 
    Live.  But seriously, are they the best all-around heroes?  I can't decide 
    for you.  I will break them down and tell you how to do maximum damage with 
    these bad dudes.
    As said previously, the stats are lying to you.  Deuce and Von Beck run 
    slightly faster than Tommy and Morder.  As for stamina, they're about the 
    same.  Therefore, Deuce and Von Beck are slightly better at traveling on foot, 
    but they're still super slow.  Get yourself a vehicle if you want to get 
    around fast.
    Health-wise, they're so-so.  Enough said.  Don't get shot a lot.
    Other than the rocket launcher, Deuce and Von Beck are renowned by their BIG 
    OLD TEN-PERCENT DISCOUNT in the Destruction-on-Demand Menu.  Man, it feels 
    like going to Big Lots or Dollar General; you're getting such as super 
    discount, man!  Not really.  Ten percent off sounds like a big deal, but look 
    at it this way.  Deuce and Von Beck can buy ten .30cal Machine Gun Nests for 
    the price it takes other heroes to buy nine.  Um, congratulations?  You get 
    an extra machine gun nest.  Think of it as 'buy nine, get one free.'
    Yeah, Deuce and Von Beck's discounts can save up pennies over time, but it's 
    not that significant, really.  I think the discount is helpful, though, when 
    buying something big and expensive (a tank, a 75mm Anti-Tank gun, etc.) and 
    you're trying to scrape enough money to get it so you get it a minute quicker 
    than if you were playing as another hero.  Yeah, the discount matters, but 
    it's not as big of a deal as it seems.
    ::Rocket Launcher::
    Man, these rockets just kill stuff.  They're about as strong as a 50mm Anti
    Tank gun.  They can kill jeeps and machine guns in one hit, halftracks in 
    mutiple hits, and tanks in many, many shots.  However, if you can't aim with
    them, it's useless.  To get in some good shots, stand still, zoom in, and aim 
    slightly above the target.  If you're moving around, it can make the rocket 
    go off target.  Get a hang at shooting stuff with the rocket launcher if you 
    want to be a devastating opponent.
    Rocket launchers take a few seconds to reload.  Therefore, if you switch 
    weapons during a reload, you'll still have to reload it later.  This can suck 
    if you need to kill a jeep or a machine gun on the fly, but you're hit in the 
    face with a reload.  Time your rocket shots with jurisdiction.
    Rockets aren't that good against infantry.  Sure, I've had times when rockets 
    would hit and kill me, but they're very rare.  It's best to shoot them at the 
    feet of enemy soldiers to do a little bit of damage or to knock them to the 
    ground for, but all that does it force you to reload the gun, wasting some 
    time.  All in all, rockets aren't recommended against infantry, but a well-
    timed hit can be suprising useful.  It's all on the secondary weapons to do 
    damage against infantry.
    ::Deuce's Pistol::
    It's a shame that none of the secondary weapons are any good.  Deuce's pistol 
    (technically a revolver) shoots six slow-firing shots before it needs to 
    reload.  It's best at medium range, since at close range, the slow shots are 
    no good, and at long range, the shots are too inaccurate.  You can crouch to 
    increase accuracy a tad bit, but it's just best to just 'run-and-gun' if you 
    want to get off some shots without trading away versaitility.
    Compared to Nina's pistol, Deuce's pistol fires two/three times as slow, but 
    does a lot more damage.  That's pretty much it's only redeeming feature.  To 
    stop enemy heroes, you gotta get your shots in, maybe a headshot, and finish 
    him off ASAP.  If you can't, you're dead.  Also, against enemies like Tommy 
    and Morder, their automatics can get headshots a lot easier than Deuce's lame 
    pistol.  Expect to do a lot of running when being chased by an assaulter.  
    Get a vehicle with a machine gun if you want to do some real infantry-killing.
    ::Von Beck's Shotgun::
    Unlike Deuce's pistol, Von Beck's shotgun does best at close range.  His 
    shotgun holds two shots before reloading.  Don't try anything fancy with the 
    shotgun; just run and shoot, since recoil doesn't matter here.  Compared to 
    J.D.'s trench shotgun, J.D. can get off five shots in the time it takes Von 
    Beck to fire four.  Accuracy-wise, I have a hunch (just a hunch) that J.D.'s 
    shotgun is slightly more accurate than Von Beck's, but I can't confirm that.
    Since this is a freaking shotgun we're talking about, you've gotta get up-
    close and personal to do some damage.  Up close, this gun isn't bad, but 
    anything over forty feet away and you're screwed.  Expect Tommy or J.D. to 
    snipe you in these situations.  You've got to rely on some vehicles to help 
    you in such situations.
    ::Frag Grenade::
    Alright, these frag grenades aren't anything special, though they do help 
    a little to cover Deuce and Von Beck's weakness in infantry combat.  They 
    have a good range and explode a second after hitting the ground, just like 
    Frag Grenades do.  They deal some good damage to infantry and that's it.  
    If the enemy is over the hill or in a tight spot, then let them have it.  
    Otherwise, they're not really helpful.  Your opponents, unless they're stupid, 
    usually can dodge them well.  However, they're better than using Tommy and 
    Morder's sticky bombs in infantry combat.
    Against armor, they're pretty bad, plus they don't stick to targets, so don't 
    expect to be killing anything with them soon.  You have the rocket launcher 
    to deal some heavy-duty damage, so thankfully, you're not reliant on these 
    grenades in these kind of situations.
    Anyway, not much else can be said about the grenades.  Infantry have an 
    infinite supply of these, and when you use the Assault command on anything, 
    they'll chuck them at enemies.  This is fairly effective since the AI is 
    pretty good at using these kind of grenades, but they stink against armor.  
    Anyway, just some food for thought.
    ::Melee Command::
    Alright, Deuce and Von Beck's command works only against infantry.  Your men 
    will run up to their guys and melee them.  Sounds good, but it's only really 
    helpful up-close.  Otherwise, just use the Assault command.  The Melee 
    command is arguably the worst of the three special squad commands, but this 
    can help mop up any Spare Infantry you want to go away.
    Oh, you can also order your men to melee enemy heroes.  It's a crap shoot, 
    but when it works, there's nothing like seeing 'Engineer beat down 
    ___________.'  However, if your enemy has used the Melee command, you can 
    always use the Suppress command to disable them right away.  Not much else 
    can be said; it's just kind of there, so use it if you're feeling gutsy.
    Deuce's men are the standard WWII soldier colored yellowish-tan.  Von Beck's 
    men are wearing grey uniforms.  In each squad, there's one soldier that 
    carries a bazooka or a panzerfaust, which comes in handy when fighting 
    vehicles.  The rest carry rifles which are useful at mid-range.  Still, you 
    really don't care about what weapons your men are carrying.
    J.D. Tyler/Nina Diederich
    + Best at traveling on foot; sniper rifles can devastate at long range; 
    secondary weapons are pretty useful up close.
    - Vehicle assault isn't very reliable; both have qualms with infantry combat 
    (J.D. has lowest health in game and Nina has a wimpy pistol). 
    These are your scouts.  They run fast and boast sniper rifles.  Also, with 
    their useful secondary weapons, they are your typical anti-infantry hero 
    (though one could argue that Tommy and Morder fit the bill more than these 
    two).  J.D. and Nina are probably the most unusual of all the heroes, as they 
    rely on unorthodox grenades, weapons, and squad commands to get the job done.  
    Besides, one of them is black and the other is a lady.  Come on, that's 
    Man, these guys are awesome because of their speed.  With the highest speed 
    and stamina, they are the best on-foot heroes.  Use them early on in games if 
    you want to get from point A to B without having to buy a vehicle.  They're 
    good at on-foot 'capture-and-run' tactics in which you run from point to 
    point, dropping guns, while saving money for a big vehicle or whatnot.  With 
    their speed, they're arguably the best at meleeing enemies, hijacking 
    vehicles, and dodging gunfire.  Unlike other heroes, you can actually, ya 
    know, GET PLACES without a vehicle.
    As for health, Nina has average health while J.D. has the lowest in the game.  
    I'm not sure how many more shots Nina can take than J.D., but that makes Nina 
    an arguably better sniper.  However, since sniper rifles kill enemy heroes in 
    two shots to the chest, it probably doesn't mean a darn bit of a difference.  
    Besides, J.D.'s got the trench shotgun which owns close-range combat.  But 
    regardless, you can't get careless with these two, especially with J.D.  Juke 
    those bullets and don't get killed, cause dying sucks.
    Like Tommy and Morder, J.D. and Nina buy everything at 100% price.  Nothing 
    outstanding here.
    ::Sniper Rifle::
    J.D. and Nina own long-range areas with their sniper rifles.  It works 
    against infantry and even emplacements, and by pressing the left joystick, 
    you can get a nice scope zoom.  The sniper rifles in this game are not the 
    AWPs from Counter-Strike, but they're powerful anyway; two or three body 
    shots will down a soldier and a headshot means instant death.
    The sniper rifles doesn't need to reload, nor does it overheat.  However, it 
    has some pretty bad recoil that requires a second or two between shots before 
    attaining maximum accuracy again.  Sure, you could go Lee Harvey Oswald on 
    the guy, but you're probably not going to hit anything.  Probably the 
    earliest moment to get off a shot without missing anything is when the lines 
    are a quarter of a second from the center.  However, that's when you're in a 
    dire need to get a shot off ASAP; otherwise, wait until the lines get into 
    the center again before firing again.
    Using the sniper rifle against stationary targets is your best bet.  Wait 
    until the enemy is not moving (possibly deploying a vehicle or something) and 
    then get off a shot.  Because the sniper rifle works so well against infantry 
    just 'standing there,' it rules at picking off infantry manning emplacements.  
    However, you can't just shoot at the guy, because you can hit 'nothing.'  
    It's weird, but you've gotta hit the infantry in the right places if you want 
    to register a hit.  Also, for some reason, shooting an infantry manning an 
    emplacement in the head doesn't kill in one hit.  Weird.
    Against .30cal and .50-cal Machine Gun Nests, aim at the infantry's upper 
    body.  Against 40mm Nests (Allied anti-air) shooting at you, look in the 
    little gap in the center of the nest.  You'll see the poor fool's face, so 
    shoot the white of his eyes.  Against Wirblewind Nests (Axis anti-air) 
    shooting at you, look at the bottom left part of the nest, from your point of 
    view.  Aim at the upper left part of the infantry's body.  This is really, 
    really helpful for harassing enemy emplacements, and pretty much allows you 
    to render enemy emplacements slightly-useless.  You've got to practice 
    killing infantry in emplacements on the fly, cause you can waste too much 
    time just standing there, not hitting anything.  Also, you may get sniped by 
    the enemy in the process (or run over by a vehicle, which is double 
    embarassing), so don't be too idle or you'll make yourself 
    Against moving targets...that's gonna take some good practice.  If you're 
    suffering from some bad lag, it's probably not worth trying to hit moving 
    targets.  Otherwise, you've got to get a hang of the aiming, cause there's 
    really nothing else can be said.  Oh, and if you can, try to place the 
    crosshair ahead of where the enemy is moving.  Once he moves into your aim, 
    shoot him.  Don't try to chase the enemy with your scope, let him move into 
    your scope.  Finesse is necessary to own with the sniper rifle.
    ::J.D.'s Shotgun::
    As you may know, trench shotguns are good at close range.  It can shoot five 
    shots before having to reload.  There's no need to worry about recoil; just 
    aim and shoot.  There's little strategy to using the shotgun, except aim at 
    the guy's upper body.  Most shots will hit the soldier's chest, a few in the 
    head.  It's recommended that you use it on targets less than forty feet away.  
    Any more and you're just shooting at air.
    Compared to Von Beck's shotgun, J.D.'s shotgun has three more shots per clip, 
    plus it may or may not have slightly better aim.  If that's the case, it's 
    because the shots from J.D.'s shotgun tend to bunch up in the upper portion 
    of the reticule, as opposed to Von Beck's shotgun, which sprays bullets all 
    over the place.  However, that's really a hunch.
    Compared to Nina's pistol, J.D.'s shotgun obviously owns Nina's pistol.  
    Obviously, the pistol works good at medium range while the shotgun works at 
    close range, the damage done up-close is way too devastating.  When using the 
    shotgun, run up on the guy and make your shots count for maximum damage.  Not 
    much can be said about the shotgun at this point, just shoot the guy with it, 
    ::Nina's Pistol::
    Nina boasts a pistol, much like Deuce does.  However, Nina's pistol (Luger) 
    shoots eight shots in rapid-fire before reloading.  It's an okay weapon; 
    definitely better than Deuce's super-slow firing pistol, but it can't beat 
    J.D.'s trench shotgun.  It's slightly more flexible than J.D.'s shotgun since 
    you don't have to be at close range to use it, but it isn't nearly as 
    powerful.  You're going to have to use some hit-and-run tactics while trying 
    to get off as many shots as possible, especially against Tommy with his 
    Not a very complicated weapon.  Just aim at the guy and shoot him with it.  
    Try to get headshots too.  However, it's kind of cruddy, so snipe the guy if 
    you can or run him over with a vehicle.
    ::Molotov Cocktail::
    It's weird that in such a sophisticated war as this that our heroes would use 
    such crude weapons as Molotov cocktails.  In case you don't know what those 
    are, they're napalm in a bottle.  Toss 'em and they'll light up anything they 
    hit.  They're an average weapon that deals good damage to infantry and okay 
    damage to armor.  Against emplacements, they're better than I'd expect, since 
    a single hit can destroy a machine gun nest and cripple an anti-air.  You'll 
    find yourself relying on these a lot, however, since other than Vehicle 
    Assault, you have no other way to destroying armor.  And it stinks that the 
    Molotovs are pretty mediocre at moving vehicles.
    The Molotov cocktail can be thrown as far as frag grenades, but when it 
    hits the intended target, it bursts into flames right away.  This is a good 
    thing, except that the Molotovs are rather floaty and hard to aim.  You've 
    got to practice using these grenades, just like with Tommy and Morder's 
    sticky bombs.
    When a Molotov hits the ground, it turns into a small bonfire of sorts.  Any 
    infantry, vehicle, or emplacement caught in the flames will burn to a crisp 
    and lose health at a rapid rate.  However, if you strike the side of a 
    vehicle or an emplacement, it just takes off a fixed amount of health.  Weird, 
    but that's the way it is.
    Like I said, Molotovs are a Poor Man's version of a sticky bomb.  Thankfully, 
    you can nullify emplacements with the sniper rifle and destroy vehicles with 
    the Vehicle Assault command.  But in the scenario neither works, this is your 
    latch ditch attempt to hold your ground against armor.
    ::Vehicle Assault Command::
    This awesome command orders your men to chase after and throw sticky bombs at 
    the target vehicle.  This is probably the most useful special command, as it 
    gives J.D. and Nina a devastating attack to enemy vehicles.  With four men, 
    that means four sticky bombs, and the combined total of those bombs can 
    destroy any jeep/halftrack and severely cripple tanks.
    However, it's not that easy.  For one, your opponent can run over or gun down 
    your own infantry before they can get off a sticky bombs.  Also, your own men 
    may not actully hit the vehicle with the bomb.  Once they use their sticky 
    bombs, that's it; you're done for.  You'll have to start tossing Molotovs at 
    the vehicle to take it out.  Therefore, you should not expect Vehicle Assault 
    to always work, especially against heavily armored vehicles.
    Still, you should enjoy liberal use of this command.  Just being J.D. or Nina 
    would scare your opponent from driving close to you, especially in a jeep or 
    a halftrack.  I've played so many times and I've seen players who'd pick 
    these two but wouldn't even bother to use Vehicle Assault at all, so don't 
    forget to use this command for yourself.  And remember one thing; always keep 
    a full squad at all times, since the more men you have with you, the more 
    sticky bombs you can get off.
    J.D.'s men are the coolest soldiers of all; they're the typical soldier in 
    orange and brown camo, accompanied with those helmets with sticks and leaves 
    glued to them.  Nina's men are similar to Morder's since they're both wearing 
    black uniforms, except they wear little hats instead of helmets.  They carry 
    rifles and are actually pretty good at damaging enemy soldiers at long range. 
    V. Everything in the Destruction on Demand Menu (5DDM)
    Obviously, what you spend your FUs on matters in these kind of games.  
    Getting the right vehicle or emplacement can be a gamebreaker, so you should 
    know about each and every single thing in the Destruction on Demand menu.  
    I'll give you the price (with the Deuce/Von Beck's prices in ()'s) and 
    weaponry of each vehicle, as well as an evaluation of it worth(lessness).
    4x4/Gun Car
    Price: 175 (157)
    Weapon(s): Machine Gun (limited aim)
    Motor Pool?: No
    + Cheap, fast transport that comes with a machine gun.
    - Incredibly fragile to all projectiles; can be destroyed in one hit by 
    certain explosives.
    These two vehicles are among the cheapest, as well as tied for the fastest, 
    in the game.  Their speed make getting around a breeze, the machine gun can 
    dispatch infantry quite well, and it can plow over light machine gun nests.  
    Play smart and drive around places in which you can't get hit by enemy fire.  
    Hit cannons from the side and pick off the infantry manning the guns.  
    However, that's the extent of the usefulness of this cheap vehicle.
    These vehicles are manhandled by pretty much everything.  Rockets will make 
    mince meat of jeeps.  A 37mm Anti-Tank cannon will take off most health while 
    anything stronger is an instant kill.  Machine gun bullets also do some 
    damage, however, it's a lot more resilient to them than cannons, of course.  
    Also, I wouldn't bother chasing any heroes with this car, unless you can run 
    them over and get away with it.  Rocket launchers and sticky bombs can wreck 
    havoc on the jeep too.  However, with experience, you can juke cannon fire to 
    a certain extent.
    All in all, if you need to get from point A to B without spending too much, 
    get this vehicle.  This can be a pretty good counter to tanks, assuming you 
    can stay far away from the tanks, of course.  I like this vehicle, but it's 
    only good for sneaking around while taking points or harassing the enemy, not 
    for dishing out destruction.
    Bazooka 4x4
    Price: 225 (202)
    Weapon(s): Light Cannon (limited aim)
    Motor Pool?: No
    + Slightly more-expensive 4x4 with a bazooka.
    - Weaker against infantry and is still incredibly fragile.
    Basically, a 4x4 with a bazooka and a slightly higher price.  The bazooka is 
    pretty weak and hard to aim, but now the jeep can destroy emplacements.  
    However, that doesn't change the fact that it's as durable as a limp noodle, 
    plus it now stinks against infantry (unless you're REALLY good at killing 
    infantry with cannons).  It's kind of a bogey since the 4x4 was made for 
    transport, not for killing.
    However, in the hands of an expert, it can be quite good.  Assuming you are 
    skilled at dodging cannon fire, you can actually use it to destroy 
    emplacements.  It can also halt any early jeep/halftrack rushes.  It doesn't 
    seem very reliable against anything that costs more than 300 FUs, such as 
    Pumas or Panzer tanks, so you're probably better off picking Deuce and using 
    your bazooka instead.
    Cannon Car
    Price: 325 (292)
    Weapon(s): Light Cannon (360-degree aim)
    Motor Pool?: No
    + Armored car that's resistant to bullets; 360-rotation; can shoot rockets in 
    rapid succession.
    - Still terribly weak against cannon fire and no good against infantry. 
    Instead of a Gun Car with a bazooka, you get this weird...armored car thing 
    with a cannon.  It's better than the Bazooka 4x4 because it's cannon fires 
    faster, it can aim in 360 degrees, and it's resistant to bullets.  However, 
    its cannon is incredibly weak (weaker than a 37mm cannon!), plus rockets are 
    just as punishing against this vehicle, despite the fact that it has armor.  
    Don't forget it has no good counter against infantry.
    It's an okay vehicle, albeit a bit expensive.  The Puma overshadows this 
    vehicle time; since that comes with a much-needed machine gun as well as a
    stronger cannon and armor.  It's good if you use it like the Bazooka 4x4, but 
    I don't recommend it that much.  Try it for yourself and see what you think.
    M8 Greyhound/Puma
    Price: 400 (360)
    Weapon(s): Machine Gun (360-degree aim), Light Cannon (360-degree aim)
    Motor Pool?: Yes
    + Armored car that's resistant to bullets; versatile vehicle that can 
    light armor and infantry.
    - Cannon fire takes a toll on it; can't do anything against tanks. 
    Without a doubt, one of the most versatile vehicles in the game.  It comes 
    with a machine gun, a cannon, bullet-proof armor, and high speed.  If you're 
    playing a map in which both sides have a Motor Pool (Normandy Farmland, Urban 
    Combat, etc.), expect a lot of these vehicles around.
    The M8 Greyhound/Puma punishes all low-tier vehicles and most emplacements.  
    When you get this vehicle, go nuts with it.  Drive around like crazy, capture 
    every point you can, pick off emplacements, run infantry over, whatever.  
    Against infantry, shoot the cannon at the target's feet while shooting at him 
    with the machine gun to deal lots of damage.  Against armor, you take your 
    time to get your shots off and keep moving to harass the heck out of him.
    However, it's still weak against cannon fire.  A few shots will take this 
    vehicle down, so don't charge any cannons from the front.  Be smart and get 
    them from outside their range.  Keep moving and don't get pinned down in a 
    way that you're an easy target.  Be safe and watch out for enemy heroes with 
    their rockets and sticky bombs.
    Also, don't bother trying to take on tanks with this.  They'll manhandle you 
    and you have no good counter to them other than your petty 37mm cannon.  Your 
    cannon will put a slight dent in them but it's not enough to go head-to-head 
    with them.  If your opponent has a tank, try building a 4x4/Gun Car instead 
    of this.  You're not looking to damage his tank but to avoid it at all costs, 
    and the 4x4/Gun Car is a better deal for your money in such situations.
    However, there's no doubt that the M8 Greyhound/Puma is great at chipping 
    away at the enemy since it's a vehicle that takes a lot of effort to destroy.
    Price: 200 (180)
    Weapon(s): Machine Gun (limited aim)
    Motor Pool?: No
    + Cheap transport that is immune to bullets, can withstand multiple cannon 
    hits, and can ram most emplacements.
    - Less flexible than all jeeps.
    Besides the M8 Greyhound/Puma, this is one of the handiest vehicles in the 
    game.  It's pretty cheap, it has decent speed, but most importantly it can 
    take a LOT more damage than the 4x4/Gun Car.  Plus, with it added size, it's 
    awesome at ramming things.  Use it to get by heavily-defended areas and bail 
    out when you've reached your prime destination, or you can use it for more 
    useful things...
    The Halftrack/Wagen is bested by more expensive vehicles, since it can't do 
    anything with its weak machine gun.  It's also pretty vulnerable from the 
    sides or the back where the machine gun can't reach.  However, it can take 
    multiple cannon shots before going down.  If some nasty cannons or machine 
    guns nest stand in your way, get one of these and get by them.  As usual, 
    don't take hits if you can avoid them, so focus on getting outside of the 
    range of emplacements and kill the soldiers firing them.  Also, don't get too 
    happy when charging in with this, because it can only absorb so much damage 
    from cannon fire.  After about five cannon hits, it's about time to bail out.
    Its machine gun is decent against infantry, but even better is its ability to 
    ram those emplacements.  Yeah, so the jeeps can run over machine gun nests, 
    but the halftrack can take on anti-airs too.  Ram into a anti-air and shoot 
    it with your machine gun until it blows up.  It only takes one or two rams to 
    destroy one.  It can also do the same to Anti-Tank guns, but it's not as 
    efficient against them.  Plus you're bound to take some hits in the process, 
    assuming you get in front of the gun like an idiot.  You should primarily use 
    the Halftrack/Wagen to punish those anti-air whores.
    If your opponent has too much anti-armor protection, don't build this.  
    Otherwise, be my guest and wreck their emplacement walls.  However, since 
    this vehicle is harder to maneuver, you can get stuck easier and get shot up 
    in the process.  Don't bother using it if your opponent has some heavy anti-
    armor protection or vehicle mobility is limited.  Otherwise, don't be afraid 
    to use these for a good mix of speed and protection.
    Quad .50 Halftrack
    Price: 300 (270)
    Weapon(s): Anti-Air (360-degree aim)
    Motor Pool?: Yes
    + Halftrack with a 360-rotating anti-air gun.
    - Still not very flexible.
    Basically, a Halftrack with a stronger machine gun.  This anti-air in the 
    back chops up infantry like mad, plus it can even do a little bit of damage 
    to armor.  This has the same gun as the Axis' Wirblewind tank, except that 
    it's on a halftrack instead.
    Okay, so the anti-air in the back does a bit of damage to armor.  This is 
    certainly a nice feature, but I wouldn't even bother chasing down anything 
    with it.  Use it to blast at enemy vehicles from afar, but don't get up close 
    to them.  Their cannons will defeat you before you can destroy them.  For the 
    most part, focus on killing infantry and emplacements.
    If you use it like the Halftrack/Wagen, you'll have no problems.  The gun's 
    pretty good, so it's worth the extra 100 FUs.  Unless you're going on a 
    suicide mission, don't be too afraid to buy this.
    75mm Halftrack
    Price: 400 (360)
    Weapon(s): Heavy Cannon (limited aim)
    Motor Pool?: Yes
    + Halftrack with a powerful cannon for ripping apart armor.
    - Weak against infantry and is still inflexible.
    Alright, here's the second Halftrack alternative; this one has a gigantic 
    75mm cannon in the back.  All I've got to say is this is like a mini tank, 
    except without the machine gun and the superior armor.  If you've never used 
    the 75mm cannon before, your jaw will drop in the massive amount of damage 
    done with it.  And it's only 400 FUs as compared to the actual emplacement, 
    which costs 600 FUs.
    It's an okay vehicle, but not one that I'd go charging in with.  You can 
    still run over emplacements with it, but you can also shoot the heck out of 
    them too.  Since the cannon is no good against infantry, I'd try to stay low 
    and shoot targets from afar with it.  If an enemy hero chases after you, 
    there's not much you can do except peel out and run away (or shoot at his 
    feet).  Also, don't try to get hit.  It's a halftrack, so tanks will rip it 
    apart anyway.  Try to get first hit on the tank and keep moving to avoid fire.  
    If you can do this, you can cost-effectively halt your opponent.  Easier said 
    than done, of course.
    This is probably the best vehicle to deploy for Spare Infantry.  Place the 
    halftrack in the direction you want the cannon to aim, let the little guys 
    jump in, and they'll blast away at targets automatically.  Pretty cool.
    Price: 300 (270)
    Weapon(s): Flamethrower (limited aim)
    Motor Pool?: Yes
    + Wagen with a flamethrower for dealing up-close damage.
    - Can't do any damage to armor from afar; inflexible.
    A Wagen with a flamethrower attached to it.  It can massacre infantry and 
    even deal heavy damage to emplacements and vehicles.  It's similar to the 
    Allies' Crocodile tank, except that it's on a Wagen and it has no machine gun.
    As opposed to Tommy and Morder's flamethrowers, this flamethrower is 
    surprisingly good.  It has better range, but it's still not very far.  
    Infantry die when they get caught in the flames, of course.  You can also 
    burn vehicles to a crisp.  This is one vehicle you want to get aggressive 
    with, since it can only deal damage up-close.  At long range, it's a waste of 
    Try to pin down enemy vehicles if you can.  Burn them to death.  You'll be 
    surprised how much damage you can do.  Also, you can burn down emplacements.  
    With the Flammpanzerwagen's ramming abilities and flamethrower, it's 
    devastating to emplacements walls when up close.  Also, you can burn enemy 
    heroes.  Just don't let them hijack you.  Keep moving and don't get stuck.  
    There's not much strategy with this vehicle other than to go Rambo with it 
    when you can.
    One last thing; don't aim directly at the ground in front of you.  You'll run 
    over your own flames and damage yourself.  So watch out for that whenever 
    cruising in this vehicle.
    Price: 400 (360)
    Weapon(s): Machine Gun (VERY limited aim), Spray Rockets (VERY limited aim)
    Motor Pool?: Yes
    + Wagen with rapid fire rockets.
    - Incredibly limited aim; rockets aren't very accurate.
    Another Wagen with some rockets attached to it.  It's has the same weaponry 
    as the Allies' Calliope, and that's gotta mean something.  With it's spray 
    rockets, it can deal a whole lot of damage, but it's got a lot of problems 
    with it it.
    The rockets aren't very accurate, thus they aren't good at anything long 
    range.  However, you can just aim and shoot.  The rockets are not as strong 
    as 37mm cannons, but since you can hit the enemy with so many, it's quite a 
    ridiculous weapon.  You can ram into emplacements while the rockets have 
    overheated, but that's usually not necessary in this case.
    However, the crux with this vehicle is the fact that you literally CANNOT 
    turn the crosshair while driving.  You aim in the direction the wagen's 
    facing, and that's it.  Therefore, I suggest you keep moving while using this 
    vehicle.  That way, you can easily turn to adjust your aim.  However, if 
    you're trying to shoot at a tank or whatnot, you pretty much have to drive 
    right at it (or backwards, same thing).  Therefore, it's hard to dodge 
    gunfire from the intended target.  Expect the Rocketwagen to take a beating 
    most of the time from cannons and sticky bombs.  It's just not up to par with 
    the Calliope, but for 400 FUs, it's not half bad.
    Price: 900 (810)
    Weapon(s): Machine Gun (360-degree aim for Tank, limited aim for Panzer), 
    Heavy Cannon (360-degree aim)
    Motor Pool?: Yes
    + Very resistant to cannons and bullets; strong 360-degree cannon; it can run 
    over everything.
    - Hard to maneuver in tight locations; machine gun can only fire in the front 
    of tank; very expensive.
    Alright, finally, the good stuff.  We're talking about the tanks.  They're 
    big, they're bad, and they can pretty much destroy everything in the game.  
    However, they're EXPENSIVE, plus they are prime targets for being hijacked.  
    It's important that you don't screw up tank combat, cause there's so much 
    that can be done when driving a tank and so much that can be lost too.
    I mean, picture this.  You're playing a 2 vs. 2 and your teammate is 
    obviously inexperience but is holding up his end of the bargain well.  He 
    deploys a tank.  He gets hijacked.  Next thing you know the tank is breathing 
    down YOUR neck and it's pretty much game over for you.
    I'm going to say this, and I'm going to say it again.  DON'T GET HIJACKED 
    WHILE IN A TANK EVERRRRRRRRR!!!!!  To avoid this, you gotta either keep your 
    distance or keep moving.  Don't slow down when the enemy is close to you and 
    don't run into a wall.  Don't even bother deploying a tank if you have little 
    room to maneuver, because you're just asking to get stuck and hijacked.
    Alright, let's get into the nitty gritty about Tanks and Panzers.  They both 
    cost the same, but for some reason, the Tank has a 360-degree rotating 
    machine gun while the Panzer can only shoot at targets in front of it.  
    However, I have a hunch that the Panzer has slightly better armor to make up 
    for this fact.
    If you're the man who's not piloting the tank, you have to make the threat of
    a hijacking ever-present.  It's like blitzing the QB in football; it's a good 
    thing to do as it puts pressure on him and forces mistakes.  However, skilled 
    tank drivers have never let me even come close to stealing their tank, 
    because they could curtail the awesome power they have in store for the user.  
    They knew how to kill infantry and they kept moving forwards or backwards.  
    You see, that, my friends, is smart thinking.
    First of all, the tank's cannon is phenominally strong.  The 75mm cannon, 
    accompanied with the machine gun makes waste to pretty much anything that's 
    not a tank.  Therefore, when you're in a tank, you must shoot all enemy armor 
    with it and make as much of a ruckus as you can.  Also, don't forget that 
    your massive tank can run over EVERYTHING, so sweeping the countryside 
    destroying enemy emplacements is a noteworthy task.
    Against infantry, the machine gun is pretty good.  Otherwise, you can use the 
    tank cannon against them.  It works surprisingly well since you can stun or 
    even kill infantry that way.  Aim below the intended target and make charcoal 
    out of them.  Also, don't be afraid to charge and try to run them over unless 
    you're afraid you'll get stuck or have to slow down.  I mean, you're driving 
    a freaking tank, what else are you going to do?
    Anyway, the tank is strong and it can take many, many hits before going down.  
    However, it's a pretty big and slow target, so cannons can chip away it over 
    time.  That's the best way to stop a tank; keep a bunch of spread-out Anti-
    Tank cannons in key places to destroy it.  In my opinion, if you notice your 
    opponent's Anti-Tank defense is anemic, then go ahead and catch him off guard 
    with a tank.  Wait until the skies are clear and deploy a tank once he leasts 
    expects it.  Counter his flurry of anti-airs with the awesome ramming power 
    of a tank.  This is how battles are won and lost in The Outfit.  Deploying a 
    tank at the right time can be a lifesaver, or it can be a waste of money.
    Keep destroying enemy targets and you'll keep gaining FUs, which can be spent 
    on tank repairs.  That's why when you keep shooting a tank over and over 
    again, you say 'Why won't it die!!??'  Because you keep GIVING him money, you 
    stupid!  Don't even bother deploying cannons if the tank is right up close, 
    since he'll destroy it, you'll lose money and he'll gain it.
    Practice with tanks until you get good at handling them.  If you're not so 
    good, then deploy some emplacements instead.  Don't waste your money on 
    something of that caliber.
    Price: 750 (675)
    Weapon(s): Machine Gun (360-degree aim), Flamethrower (360-degree aim)
    Motor Pool?: Yes
    + A cheaper tank that replaces the cannon with a 360-degree flamethrower.
    - Long range armor will pick this apart; still hard to maneuver.
    Alright, picture a tank, but instead of a cannon, you get a flamethrower.  
    You might say, 'Well, that tank sucks!' and you're half-right.  The 
    Crocodile's flamethrower is equivalent to the Flammpanzerwagen, thus it's 
    good at damaging armor up-close, but is AWFUL at long-range combat.
    The Crocodile costs 150 FUs less than the standard tank.  However, even if 
    you're getting a flamethrower, you're getting all the tank goodness anyway.  
    You can run over stuff like mad just like you were in a regular tank.  In 
    other words, if you need a battering ram for cheap, get the Crocodile.
    The flamethrower is strong and can actually dish out some good damage to 
    enemy armor.  However, you have to get pretty close to the enemy to do the 
    damage.  This will lead to many awkward 'he's running away, I'm chasing him' 
    moments.  Since this is a tank we're talking about, you should ram into him 
    and burn him in the process.  A crude but useful tactic.
    Against infantry, the machine gun and flamethrower clean up town.  You can 
    burn enemies, particularly heroes, to a crisp, but beware of being hijacked.  
    Since the flamethrower requires getting close to the intended target, it's a 
    threat that you must be aware of.  However, if you keep going forward at 
    full-speed, you're probably not going to get hijacked.
    All in all, if you want a cheaper tank without the cannon, then get the 
    Crocodile.  Not a lot else can be said that hasn't be mentioned already, so 
    go read the Tank/Panzer section for general Tank strats.
    Price: 1200 (1080)Weapon(s): Machine Gun (360-degree aim), Spray Rockets 
    (360-degree aim)
    Motor Pool?: Yes
    + All the qualities of a tank with crazy rocket-spraying offensive abilities.
    - The most expensive vehicle in the game; it's still hard to move in tight 
    The Calliope is one of the most dreadful vehicles in the game.  There's 
    nothing worse than being on Axis and hearing the resounding 'shoo, shoo, shoo, 
    shoo' of the rockets.  You know, at that moment, you're DEAD.  DEAD, YA HEAR 
    This tank ditches the cannon for an artillery-like attachment to the body of 
    the tank.  Though it looks fragile and will snap off at any moment, it's 
    actually very durable.  This tank has all of the features of any other tank, 
    except that the rockets boast the best offensive capabilities of any vehicle 
    in the game.
    The rockets aren't particularly accurate, but since so many of them can be 
    fired evey second, it alone can dispatch infantry and armor.  With the 
    machine gun and rocket conjunction, you should have little trouble stopping 
    most everything that comes after you.  However, you'll learn soon enough that 
    the enemy will especially want to hijack this vehicle, so don't let them take 
    it from you.  Remember to keep moving and shoot the heck out of them.
    This tank is very, very big, so it's a really easy target for cannon fire.  
    The Calliope's Achilles' heel is long-range combat.  The rockets aren't very 
    good at long range and enemies can take tons of pot shots at it.  Unless 
    you're going kamikaze on the tank, throwing tons of sticky bombs and shooting 
    rockets at it, then this is only other way to defeat it.  Probably the best 
    (and only) thing to do if your opponent builds this is to keep far away from 
    it.  A Gun Car works good, but don't get up close to it or it'll turn the 
    vehicle you're in into scrap metal.
    Use it like a regular tank, except kill more stuff with it.  This is the 
    Calliope.  It's super-strong, so don't sqander its power.  Read the 
    Tank/Panzer section for more general tank strategy.
    Price: 700 (630)
    Weapon(s): Anti-Air (360-degree aim)
    Motor Pool?: Yes
    + A cheaper tank that replaces a cannon with a 360-degree anti-air.
    - Can't do any good damage to armor aside from running it over.
    Basically, a Panzer except with an anti-air instead of a cannon.  Sounds like 
    junk, but it's not half-bad.  The anti-air is similar to the one on the 
    Quad .50 Halftrack; it can deal some damage to armor, albeit at a low rate.  
    Think of it as the 'Beam of Death' that damages anything that gets in the way.  
    The reason for building this tank is similar to the Crocodile; you need some 
    heavy-duty battering ram ASAP and you can't afford the standard tank.  Note 
    that the Wirblewind costs 50 FUs less than the Crocodile, for some reason.
    The Wirblewind's primary use is for ramming things and killing infantry.  
    Like general tank strategy dictates, if your opponent is building a lot of 
    machine guns, their defense against a tank is anemic.  Just ram into 
    emplacements and lower-tier vehicles and harass them to no end.  The anti-air 
    also does a good job of killing infantry, too.
    However, the real way to stop a Wirblewind is to get a stronger tank to 
    counter it or deploy a bunch of cannons to stop them.  Then again, this is a 
    general strategy to stop any kind of tank.  The Wirblewind, when being 
    pursued by a stronger vehicle, must run away while spraying anti-air fire at 
    the target.  Usually, building the Wirblewind in such situations is screwy, 
    but with experience, you'll find the right time to build it.  There's not 
    much else to say about the Wirblewind that hasn't been said already, so 
    review general tank strategy in the Tank/Panzer section.
    Price: 1200 (1080)
    Weapon(s): Machine Gun (limited aim), Super Heavy Cannon (360-degree aim)
    Motor Pool?: Yes
    + Very resilient tank with a powerful cannon and rock-solid armor.
    - Slow as heck and expensive too.
    Unlike all the other tanks in the game which are pretty much the same size, 
    this tank is much, much bigger.  So you're asking 'How much bigger can these 
    tanks get!!?!?!?'  The grand daddy of all tanks, the Panther, is equivalent 
    to watching a 7-foot, 2-inch wrestler walk into the ring and beat the heck 
    out of everyone.
    The Panther is just like any tank, except it's bigger, it's got a stronger 
    cannon, it has better armor, and it costs a heck of a lot of money.  The only 
    thing that gives this tank a run for its money are the Calliope and the 75mm 
    Anti-Tank guns.  Otherwise, the tank's fast-shooting, heavy-damage shots are 
    single-handedly the strongest single gun in the entire game.
    However, you'll find the Panther's defense a more valuable asset than its 
    offensive capabilities.  The Calliope is tailored for offense and the Panther 
    is tailored for defense.  It takes a lot of shots to take down this mother.  
    I mean a lot.  On the contrary, it's an even bigger target and it's slower.  
    Don't even bother with this in close-quarter combat.  You're asking to get 
    Use the Panther as you would a regular tank.  Since it takes more hits, go 
    ahead and plow over cannons, but you still can't get reckless with it.  For 
    the super-expensive cost, you don't want to take hits if you can avoid them.  
    Anyway, not much else to be said that hasn't been covered in the Tank/Panzer 
    section already.
    .30cal/MG34 Machine Gun
    Price: 110 (99)
    Weapon(s): Machine Gun (limited aim)
    Armory?: No
    + Good for mowing down infantry; useful as a placeholder in capturing 
    - Any vehicle can run it over; it's vulnerable outside its aiming range.
    This is the rudimentary machine gun nest.  Drop one in and the infantry 
    manning the gun will shoot at any targets within its range.  It's a good 
    counter against infantry, plus it's fairly cheap.  It's also useful for 
    dropping off by spawn points in order to capture it from afar.
    The machine gun nest does some good damage to infantry that gets in the way, 
    plus it can also kill enemy heroes.  Place these guns in the right places and 
    watch as your enemy fruitlessly runs smack dab into the front of the gun, 
    only to get mowed down.  In firefights, don't be afraid to drop a few of 
    these, especially in spread-out locations so it's harder for the enemy to 
    nullify the threat.  They're cheap and they can do a bit of damage when 
    placed wisely.
    However, the gun's no good against vehicles.  As a matter of fact, pretty 
    much every vehicle in the game can ram into and destroy this gun.  Not to 
    mention the gun offers little to no protection to the gunner, thus it's easy 
    for most heroes to shoot and kill the guy manning the gun.  However, you need 
    these machine gun nests to protect your Anti-Tank guns.  Otherwise, it would 
    be too easy for the enemy to swarm it and reinforce it for themselves.
    Most of the strategies with the machine gun nest is rather obvious.  Place 
    them with the soldier's back to a wall or such to prevent the enemy from 
    sneaking around back outside the gun's range.  However, there's not much else 
    that can be said in this section.  Review the Utilizing Emplacements section 
    for more details.
    .50cal/MG42 Machine Gun
    Price: 120 (10)
    Weapon(s): Machine Gun (limited aim)
    Armory?: Yes
    + Stronger version of a .30cal/MG34 Machine Gun that offers a bit more 
    protection for the gunner.
    - Vehicles still run it over; it's vulnerable outside its aiming range.
    Basically, a stronger machine gun nest.  This one costs a little bit more, 
    but it is a better gun overall.  The machine gun does more damage, has a tad 
    bit more health, and offers more protection for the gunner.  However, I've 
    noticed that it's a bigger target for Deuce and Von Beck's rockets.  Then 
    again, there's nothing wrong with building these guns in the vicinity of 
    enemy soldiers.  Use them just like the .30cal/MG42 Machine Gun nest.
    Personally, I like spamming these things more than the 40mm/Wirblewind Nests.  
    They're cheaper, so more of these spread out can harass enemy infantry and 
    heroes.  To counter the fact that it has limited aim, remember to place these 
    things against the wall in order to remove its blind spot.
    40mm/Wirblewind Nest
    Price: 275 (247)
    Weapon(s): Anti-Air (360-degree aim)
    Armory?: Yes
    + 360-degree machine gun of death; prevents against air strikes; offers most 
    protection against bullets.
    - Explosives make short work of this; it can be rammed to death by 
    Without a doubt, one of the most useful, yet useless things in the game.  
    First of all, the anti-air is a super-strong machine gun that can rotate 360 
    degrees.  This means it's almost impossible to flank these things, plus once 
    one of these things starts to mow you down, there's nothing you can really do 
    about it since you're as good as dead.  This things eats infantry for 
    Obviously, they're excellent when accompanying Anti-Tank cannons so you can 
    stop the infantry and vehicle rushes.  They can also shoot down planes and 
    prevent air strikes to a certain extent.  However, when alone, you're asking 
    for trouble.  The anti-airs don't do any damage to any vehicle besides the 
    jeeps, plus they're vulnerable to cannons.  Heck, even Halftracks and Wagens 
    can ram these things and destroy them.  Deuce and Von Beck can destroy these 
    things in two or three hits with their rockets.  Tommy and Morder can use 
    sticky bombs and tear gas on them.  Also, J.D. and Nina can snipe the gunner, 
    thus rendering it semi-useless.  If you're going to build anti-airs in the 
    wide open, at least stick by them yourself so you can protectit from any 
    enemies trying to destroy it.
    As some have said, it's possible to ram anti-airs and replace them with your 
    own soldiers, but I don't like doing this all the time.  Sure, if you need 
    some immediate anti-infantry cover, then be my guest and reinforce it for 
    yourself.  However, you're asking for your opponent to ram the same nest and 
    swap infantry again.  In those scenarios, it's pointless to keep these things 
    around, so just destroy the anti-airs, collect your FUs and move on.
    There's a lot of counters to anti-airs, but if you place them in the right 
    places, they'll work good.  Build one near high-combat areas and watch the 
    carnage.  Hide them in blind spots and force the enemy to build a vehicle.  
    Remember that anti-airs are good at temporarily circumventing the enemy, but 
    the opponent will soon destroy it in some way.  I'd prefer to 
    build .50cal/MG42 Machine Gun nests, but you could debate as to whether or 
    not the extra FUs spent warrant the cost of a single anti-air.
    37mm Anti-Tank Gun
    Price: 250 (225)
    Weapon(s): Light Cannon (limited aim)
    Armory?: No
    + Cannon that damages armor.
    - Pretty delicate for a cannon; it's vulnerable outside its aiming range.
    The el-cheapo Anti-Tank gun.  It's only really strong against low-tier 
    vehicles, it's can only take so many hits, etc.  However, you need these 
    cannons.  Since they're more expensive than the machine gun nests, you ought 
    to protect them.   Thankfully, the cannon protects the gunner from bullets, 
    but not if the enemy gets around to the back of the gun.  Keep them near your 
    bases or under the protection of machine gun nests.  Without them, you don't 
    have much of a counter against vehicles.
    Against jeeps, they can deal heavy damage in one shot.  Against halftracks 
    and tanks, it'll take a few more shots to down them.  Clusters of these 
    cannons (spread out somewhat) will keep the heavy armor away for sure, but 
    they are quite costly in large numbers.  Thankfully, unlike the anti-airs, 
    the men don't flee when being rammed by a Halftrack, so that's nice.  The 
    cannons will also fire at enemy emplacements, so go ahead and place a cannon 
    to combat the enemy machine guns.
    The soldiers manning the guns are pretty accurate, so keep them far away from 
    the enemy to get in as many shots as possible.  Even if your soldier misses 
    his first shot, it's likely that your opponent will miss it too.  The guns 
    can also shoot at infantry, although it's unlikely that they'll kill any of 
    them.  Consult the Utilizing Emplacements section for more general strategy.
    50/57mm Anti-Tank Gun
    Price: 275 (247)
    Weapon(s): Heavy Cannon (limited aim)
    Armory?: Yes
    + Stronger version of a 37mm Anti-Tank Gun that can withstand more damage too.
    - Vulnerable outside its aiming range.
    An upgraded cannon that deals a bit more damage and can take more hits.  This 
    cannons must be used just like the 37mm Cannons, except that you can expect 
    to dish out a little more damage.  This cannon does at least a third more 
    damage than the 37mm cannon, which is just enough to one-hit kill jeeps and 
    massacre halftracks quicker.  They're also more resilient to damage, so in a 
    firefight, the 50mm Cannon will finish off the 37mm Cannon.  Not much else to 
    say about this cannon.
    75mm Anti-Tank Gun
    Price: 600 (540)
    Weapon(s): Super Heavy Cannon (limited aim)
    Armory?: Yes
    + Super strong and resilient cannon for damaging any armor within range.
    - Very expensive and vulnerable outside its aiming range.
    Wow, this cannon takes a steep hike in price compared to the previous Anti-
    Tank gun, but this one's much, much better.  This cannon fire fast shells 
    that deal FOUR times the damage than the 50mm Cannons.  These cannons, when 
    placed in high places or in wide open spaces, can rip apart HALFTRACKS!  Even 
    tanks too.
    These things are nice to have, but they are expensive.  It's a steep 
    investment, so DO NOT leave these things abandoned.  Heck, even an air strike 
    will take out these things in a cost-efficient manner.
    If you have a ton of cash and you're raeching the vehicle limit, then be my 
    guest and build this.  But remember to protect these things; if they fall 
    into enemy hands, then that's a craptacular waste of money.  Otherwise, use 
    them just like regular Anti-Tank guns, except that they're much less 
    Air Strike
    Price: 325 (292)
    Weapon(s): Planes
    Radio Tower?: Yes
    + Deals good damage to anything within a small radius.
    - Stopped by anti-airs; very small damage range.
    It's an air strike.  When placed, this will signal down some planes to 
    destroy anything in a rather small radius.  They'll clear out infantry and 
    emplacements in the vinicity.  They're also good at destroying bridges and 
    However, they're kind of expensive for their damage radius.  It's good 
    against clumps of emplacements, but that's it.  It's also not very good at 
    destroying enemy vehicles or infantry, since most of them can flee the 
    location before the planes arrive.
    Not to mention that the 40mm/Wirblewind Nests can shoot down the planes 
    before any harm is done.  You can counter this somewhat by changing the 
    direction in which the planes fly in, but still, I wouldn't risk it.  A good 
    clean-up tool, but the range makes this tool rather petty.
    Artillery Strike
    Price: 650 (585)
    Weapon(s): Artillery
    Radio Tower?: Yes
    + An air strike with a wider damage radius; resistant to anti-airs.
    - It's expensive.
    Artillery strikes are underrated.  Unlike air strikes, their range is pretty 
    good, plus they're resistant to anti-airs.  Plop these things down on top of 
    emplacement walls and watch the fireworks.  In my opinion, artillery strikes 
    are the reason why I don't want to lose the Radio Tower.
    They're expensive.  You can build some good vehicles or emplacements instead 
    of using this one-trick pony, but if you destroy enough emplacements, you can 
    collect a lot of FUs in return.  They're worth at the right time.  However, 
    you need to collect a lot of FUs to use this, which is a big turn-off from 
    using these strikes.
    Don't bother dropping them on top of bridges, buildings, vehicles, and other 
    movable objects though.  The air strikes do the job just fine.
    Price: 200 (200)
    Weapon(s): None
    Radio Tower:
    + Can hear enemies talking over their mikes.
    - Pretty much useless in most situations.
    This handy little device allows your team to listen in on enemies talking 
    over their mikes for about a combined time of two minutes.  Sounds cool, but 
    it's not very practical.  You can tell you're in Wiretap mode by the yellow & 
    blue Radio Tower icon at the top of the screen.  Go ahead and use it if you 
    deem fit, but I've never bothered with it.  Also, it's absolutely useless in 
    anything that's not online play.
    Price: 25 per man (22 per man)
    Weapon(s): Automatic, Rifle, Rocket Launcher (depends on the hero)
    + Your squad of infantry can combat other infantry; they make capturing 
    properties go by faster.
    - In most cases, they can't do anything to armor.
    Infantry, huh?  Well, you need infantry.  I'd suggest keeping a full squad 
    with you at all times.  First of all, the extra men will deal more damage 
    plus absorb bullets in return.  Second, they're necessary to drive and shoot 
    at the same time while cruising in vehicles.  Third, their presence will make 
    capturing points go by quicker.
    It's usually a good idea to keep a full squad with you at all times, unless 
    you're going on a suicide mission and you know you're good as dead anyway.  
    Read the Basic Infantry Algorithms section for more detail on infantry.
    VI. Things Not in the Destruction on Demand Menu (6NDD)
    Green Farm Truck
    Weapon(s): None
    + Transport that can hold five people.
    - Slower than the jeeps and only holds four people in Story Mode.
    Basically, a truck you see lying around the countryside.  It's slow and it 
    has no weapons.  However, it's a heck of a lot better than running around, 
    especially if you're not J.D. or Nina.  The bed of the truck has some siding 
    to it, thus it gives the infantry a bit of protection.  If you see one of 
    these trucks lying around, go ahead and get it.  It's free and it provides 
    good transport.
    Please note that there has been some conflict over how many soldiers that the 
    trucks actually hold.  I know they hold four people in Story mode, but thanks 
    to patches, this truck now holds five in Versus mode.  Awesome, I say.
    Red Farm Truck
    Weapon(s): None
    + Smaller than the Green Farm Truck.
    - Slower than the jeeps and offers less protection from gunfire.
    Basically, the same as the Green Farm Truck, except it's a bit smaller (I 
    think) and it's red.  Plus the bed of the truck is small and it doesn't have 
    the same protection for your infantry.  Use it the same way as you'd use the 
    Green Farm Truck and you'll be fine.
    Brown Covered Truck
    Weapon(s): None
    + It drives.
    - Slow; only has room for two people; very big; only in Story mode.
    This truck only appears in Story Mode.  It shows up in Mission 3, but I'm not 
    sure it's in any other levels.  Anyway, this truck is as slow as the farm 
    trucks, but it's a big target and it only fits room for two people.  Why 
    can't my men ride in the back of the truck?  I don't know.  Just forget about 
    this piece of junk.
    Red Coupe
    Weapon(s): None
    + Goes as fast as the jeeps.
    - Only holds two people.
    A pretty cool car that look like a classy Volkswagen coupe.  It only holds 
    two people, but it's as fast as the jeeps.  Good transport, especially when 
    dropping machine guns by point.  However, you're going to have to recruit 
    your own infantry once you get to the intended place, so that kind of stinks.
    Small Black Car
    Weapon(s): None
    + Small target.
    - Slow and only holds four people.
    This small, dopey car is more like a clown car than anything.  Hey, it's 
    pretty cool though.  Drive around while shouting 'This is Hitler's car!!' 
    like that fat guy from the movie Rat Race said.  Man, that was my favorite 
    part of the movie.  Otherwise, it's a transport on par with the farm trucks.  
    It's a smaller target, but it holds one less soldier.
    Farm Tractor
    Weapon(s): None
    + You can ride it while claiming to be John Deere; you can do the Infantry 
    Spamming Trick with it.
    - Ridiculously slow, easy to shoot target that holds only ONE person.
    This is a gag vehicle.  It's slow, it only holds one person, and it's a big, 
    stupid target.  It's for laughs, but that's it.  The only time I'd suggest 
    using this vehicle seriously is when you're out of stamina and you happen to 
    stumble upon it, or if you want to execute the Infantry Spamming Trick.  See 
    the Infantry Spamming Trick in the Glitches section.
    Weapon(s): None
    + It looks funny.
    - Slowest vehicle in the game; holds two people; can't go up hills at all.
    About as bad as the tractor.  It's funny, but it's as slow as walking, it 
    only holds one guy, and it can't go up hills at all.  Just forget about it.
    For some reason, this won't decrease your hero's stamina.  Guess that's a 
    good thing.  I mean, pushing a 150-lb man in a wheelbarrow isn't HARD at all 
    (at least in The Outfit; what a goofy game this is)!!!
    Armored Train
    Weapon(s): Machine Gun (360-degree aim), Super Heavy Cannon (360-degree aim) 
    + Can blow up ANYTHING that gets in its way; has a powerful, 360-rotating 
    quick-recharging cannon as well as machine gun; very high defense.
    - Super slow acceleration; can only go on railroad tracks; only useful in 
    Story mode.
    This is a good vehicle.  Think of it as a Panther tank on rails.  It can run 
    over any dang thing that gets on the tracks, plus its cannon, machine gun, 
    and armor can give the enemy a real fight.  And it's free.  However, it 
    mostly appears in Story Mode.  It only appears in Versus Mode on the map City 
    in Ruins.  Even so, it's not very useful on that map.  It's cool, it can get 
    you around faster than walking, but that's it.
    Freight Train
    Weapon(s): None
    + Has the ramming ability of the Armored Train.
    - No guns; super slow acceleration; less defense; can only go on railroad 
    Basically the same as the Armored Train, minus the machine gun, cannon, and 
    armor.  It can run over stuff on railroad tracks, but that's the extent of 
    its offensive capabilities.  Its only appearances in Versus Mode are in The 
    Burg Battle and in Industrial Sector.  It's good as a transport, but that's 
    it.  Nothing really special about the freight train.
    Concrete Bunker with Gun
    Weapon(s): Machine Gun (limited aim)
    + A gun nest that gives protection to the gunner.
    - Still has a limited angle of fire.
    These bunkers appear in a few maps, such as Hell's Half-Acre and Normandy 
    Farmland.  The gunner inside is really hard to remove of, so it's usually 
    best to shoot it with rockets until it is destroyed.  It's a good emplacement 
    but you can't deploy them for yourself, of course.
    Flak Gun
    Weapon(s): Um...flak guns (360-degree aim)
    + 360-rotating cannon; can serve as an anti-air minus the anti-infantry 
    - Kind of crappy; only in Story mode; you have to blow it up everytime you 
    see it.
    This gun only appears in Missions 7 and in Mission 11 in Story Mode.  You 
    have to blow them up in Mission 11; in Mission 7, they just get in the way,  
    Unfortunately, I've never really tried them out to see how much damage they 
    do, but that's irrelevant.  They're useless and can't be deployed in Versus 
    Artillery Gun
    Weapon(s): Hough Jazz Cannon (limited aim)
    + Can shoot really high and floaty bullets.
    - Hard to aim; only in Story mode; you usually have to blow it up everytime 
    you see it. 
    Similar to the Flak Gun, except this thing shoots shells in a far-flying, 
    floaty arc.  Seriously, I doubt you can hit anything with this thing since 
    it'll fly off the map before it hits the ground.  In Mission 5, you have to 
    destroy these in the base up on the hill.  In Mission 6, there's a single 
    artillery gun that appears off the beaten path, but it's really useless.  
    They also appear in Mission 11, but since they're high up in unreachable 
    places, they're only good for blowing up.
    VII. Map Strategies (7MAP)
    These are all the maps in the game.  There's sixteen of them, and a few of 
    them must be downloaded off Xbox Live Marketplace for free.  I'll try to give 
    you some good strategy on how to win on each map in most Strategic Victory 
    Arnhem Mayhem
    Additional Objectives: None 
    A semi-interesting map with a couple of elevation changes and a bunch of 
    points adjacent to each other.  Right off the bat, it's usually best to pick 
    J.D. or Nina and make a rush for the middle with the Motor Pool and the high 
    ground.  Controlling the middle gives a significant positional advantage 
    since you can pick up the surrounding points easier.  Also, emplacements work 
    well here, assuming you continually respawn here.  As a backup plan, drop off 
    a gun by the Armory/Radio Tower so you can respawn if you die.
    The Armory is a popular target in this map.  Expect a lot of fighting over it.  
    However, I think it's overrated.  I'd take the Radio Tower and the point to 
    the northwest of it.  There's a big hill up there that allows emplacements to 
    wreck havoc on the ground below.  Watch out for enemies coming up the hill, 
    though.  There's three approach points, however, it's very unlikely the enemy 
    will come from the south/east since he needs to bypass two waves of 
    emplacements to get there.  Also, since you have the Radio Tower, you don't 
    need to worry about any air or artillery strikes.
    As for the southeast point, it's rather difficult to take back.  With two 
    approach points, it's sort of easy to turtle up, but watch out for enemy air 
    and artillery strike.  Try to snag the Armory while you're at it.
    Also, don't be afraid to go ahead and snag the enemy's original point.  This 
    can change the tide in your favor and force the enemy to split up his 
    priorities.  The Allied point is easier to defend, since the walls can house 
    some sneaky machine gun nests.
    I like using Tommy and Morder on this map.  It's a medium-distance map with 
    hills, so with machine gun guerilla warfare and sticky bombs over the hills, 
    you can dish out a lot of damage.  Also, since the points are so close 
    together, speed isn't as much of an asset.
    Blood Valley
    Additional Objectives: None
    One of my favorite maps.  It's simple; there's the Strategic Point in the 
    middle, the Radio Tower nearby, and the ever useful Motor Pool and Armory in 
    an out-of-the-way location in the corner.  The point in the middle is 
    arguably the most important, thus you should deploy a jeep or halftrack ASAP 
    and make a charge for the center.  The Motor Pool and Armory are also 
    important, so if you have a little breathing room, go ahead and capture both 
    of them quickly.
    This is a wide open map so J.D. and Nina are useful.  Expect some sniping and 
    remember to use that Vehicle Assault command.  Also, place a lot of 
    emplacements. especially around your starting point.  For some weird reason, 
    you can put cannons up on the cliff behind you, so as long as you cover their 
    blind spot, you can remove the enemy of his precious vehicles.  Getting the 
    Armory makes things much sweeter for you.
    This is a big battle between offense and defense.  Usually, one guy will 
    forget to spam emplacements by their original points, thus leading the other 
    guy to plow through and steal it for himself..  This usually happens if the 
    opponent concentrated his emplacements along the middle of the map.  Most of 
    the combat will take place in the middle, so holding the middle is a 
    significant positional advantage.  Also, don't forget the Radio Tower.  There, 
    you can dump off some emplacements and spray fire towards the center of the 
    One blunder that tends to happen in team maps in that one team will gang up 
    by the Armory and Motor Pool.  As a result, the other team will capture all 
    the Strategic Points and the Radio Tower, getting the loser team stuck on a 
    little island.  If you're stuck on the island, the best thing you can do is 
    build a strong vehicle and make a push for one of the corner points.  If you 
    have the enemy pinned down, don't give them any slack.  Get ready to deploy 
    some air and artillery strikes, especially on top of tanks or on top of the 
    bridge.  Wait until the enemy is about to cross the bridge, then drop the 
    planes.  You'll kill the enemy in the process.
    City in Ruins
    Additional Objectives: None
    An intersting map that takes place in a pale-grey city full of debris.  
    Expect points to change multiple times each match, since the wide openness of 
    this map makes this too easy.
    Right away, I'd suggest picking J.D. or Nina and dropping a machine gun nest 
    by the Motor Pool and the Armory.  Then you can deploy a vehicle if you like.  
    I prefer the Halftrack/Wagen since it makes ramming things a breeze.  At this 
    point, you can take the Radio Tower and/or make a run for the enemy's initial 
    Strategic Point.  Then work backwards, dropping machine guns, capturing his 
    assets.  However, if you do this, the opponent is likely to do the same.  You 
    can surprise your opponent by placing some early Anti-Tank guns, however.  
    Tuck them away in the corner somewhere so they can get off some easy shots.  
    These cannons will also be useful against higher-tier vehicles, should your 
    opponent build them.
    Even if the threat of a tank still exists, I wouldn't build them.  They're 
    way too slow on this terrain.  Expect a lot of M8 Greyhounds/Pumas, since 
    speed is clearly an asset in this semi-large map.  There's no real high 
    ground in this map except around the Radio Tower, in which it's way too easy 
    to flank the emplacements.  Just keep moving and keep taking points to win.
    There's the armored train on the left side of this map.  In team battles, one 
    player can hop in right away and take the enemy's Strategic Point.  Even if 
    you don't get in the train, the train tracks offer some nice, smooth terrain 
    for driving on.  That's about as useful as this section of the map gets.
    Damned Fortress
    Additional Objectives: Five Nazi HQ buildings.  Each building destroyed 
    reduces Axis command points by 15.  Allies start with 25 additional command 
    That damn fortress.  Oh, well the Axis start with three out of the five 
    Strategic Points, plus they get a handful of emplacements.  So do the Allies, 
    but they get a 75mm Anti-Tank gun and an anti-air adjacent to the single 
    Allied Strategic Point.  However, the Allies can destroy some of the Axis HQs 
    lying around and drop their Command Points by a significant amount.
    Initial strategy dictates getting a vehicle and heading for the southern 
    point ASAP.  On Axis, I'd suggest picking Nina, deploying a gun by the Radio 
    Tower and some Anti-Tank guns to prevent an early vehicle rush, and head 
    straight down for the point.  For Allies, it's probably best to head for the 
    same point as well.  Get a vehicle, run there with J.D., whatever.  There's a 
    Small Black Car down there too, so if you get there by foot; then you get a 
    free transport.
    The Axis doesn't have the hardware that the Allies have, but it's position is 
    too fortified.  Placing some Anti-Tank guns off the cliff will prove 
    devastating to any enemy vehicles.  Despite the fact that the Axis have the 
    destroyable HQs, it's a bit too tricky for the Allies to win.  The Allies 
    have two approach points; the bridge in the middle and the dirt road to the 
    south.  If Axis can spam emplacements in both those areas, they can contain 
    them for a grand extent of the game.
    On Allies, it's about gaining footholds and taking enemy points one at at 
    time.  Get a Halftrack and make a run for the Radio Tower, then the Strategic 
    Point to the east.  That's the only way for the Allies to win, so a 
    coordinated assault will get the job done.  Also, I wouldn't bother with any 
    big vehicles right away.  Play the emplacement game, stop the Axis 
    emplacements, and take enemy points.
    Deuce and Von Beck are a good choice on this map.  Since there's so much 
    armor lying around, so you can expect that rocket launcher to come in handy.  
    If you don't like em, then the other heroes are good, but at long range, J.D. 
    and Nina's sniper rifles are very handy.
    Eagle's Nest
    Additional Objectives: None
    One of the most popular maps on Xbox Live.  Both sides start with a Motor 
    Pool, thus you can expect a lot of vehicles to roll out of the gates ASAP.  
    The M8 Greyhound/Puma is a popular choice that allows you to make a beeline 
    for the points.  There's three places to go--the Strategic Point in the 
    middle, the Radio Tower/Strategic Point in the back, or the Armory on the 
    right side of the map.
    Probably the most noteworthy feature in this map is the runway leading to a 
    ramp that you must cross to get to the Armory.  You need a jeep or M8 
    Greyhound/Puma to cross the river.  Make sure you're going at full speed and 
    don't turn.  If you do, you'll fail to cross and blow up.  However, there's a 
    sneaky way to capture the Armory without much effort.  On Alies, walk 
    adjacent to the cliff right next to the Armory.  Deploy a machine gun and the 
    soldier will capture it for you.  However, if Axis gets up there first, then 
    that effect is nullified.  It's a good idea to deploy Anti-Tank guns up on 
    the cliff in order to shoot at vehicles.
    In the backzone with the Radio Tower and the Strategic Point, it's a good 
    idea to place some machine guns in the corners.  This is especially relevant 
    with the Radio Tower, since it's impossible for a vehicle to sneak around 
    back and ram the emplacement.  An anti-air means you'll have to get out of 
    the vehicle, peek around the corner, get shot, peek again, get shot, etc.  
    It's pretty hilarious and a good way to thwart the enemy.  Also, destroying 
    the bridge is a strategic maneuver that'll keep the enemy from getting across 
    There's some hills in between the backzone an the middle Strategic Point.  
    Tommy and Morder are excellent here.  Chuck some sticky bombs over the hill 
    and destroy any emplacements bunched up around the point.  Also don't forget 
    to use some air and artillery strikes if deemed fit.
    You can also steal the enemy's Motor Pool, but each base has an anti-air and 
    a 75mm cannon on defense.  However, each hero has their method in getting rid 
    of the anti-air (sniper rifle, tear gas, rockets), thus the cannon and the 
    Motor Pool are yours for the taking.  When you own both Motor Pools, not only 
    does it stop the enemy from producing any strong vehicles, but it gives you 
    two points of attack.  If the enemy was pointing a lot of emplacements in one 
    direction, then attack from the opposite direction.  It's a good strategy.
    All in all, there's no best hero in this map, but I'm nudging towards Tommy 
    and Morder.  There's some close-range combat and sticky bombs are awesome 
    Estate Assault
    Additional Objectives: Four Nazi and Allied HQ buildings.  Each building 
    destroyed reduces the owner's command points by 15.
    The map from the Xbox Live demo, as well as one of the most popular and 
    unique maps in the game.  Right off the bat; do this.  Pick J.D. or Nina.  
    Run for the Radio Tower and drop a machine gun, then run for the middle.  
    There's an early deployment battle, and the person who moves the fastest 
    usually gets the middle point.  There is the Motor Pool and the Armory on the 
    outskirts of the level which are usually fought over, but getting the points 
    should be a primary concern.  If you're playing with mutiple teammates, have 
    them get a halftrack and run out to either one of these points.
    I like the Halftracks and Wagens on this map.  There's usually a lot of 
    gunfire in such a map, thus it's good to go around in cheap protection.  
    Tanks are really good as well, but you need to grab the Motor Pool to build 
    them, of course.  Since the points on this map will change quite a bit, it's 
    a good idea to go on the offensive and ram emplacements like mad, unless your 
    opponent has gone Anti-Tank happy.  
    Build some emplacements in the right places.  In your base, tuck away some 
    cannons in the back of the wall.  Also, place some in the empty fields by the 
    Armory and the Motor Pool.  Despite a few elevation changes, this map's 
    pretty wide open so don't be scared to build some emplacements.  However, 
    watch out, since there's always a few little nooks and crannies to squeeze 
    through to sneak around the back of the initial Strategic Points.
    Use air and artillery strikes if you like.  Since there's two Radio Towers, 
    you'll find lots of opportunities to blow up bridges to cut off the enemy.  
    Also, you can destroy the enemy's HQ to gain a boost to your enemy's command 
    points.  However, I wouldn't waste a lot of time trying to destroy the 
    enemy's HQ, even if you've captured the cooresponding command point.  Drop an 
    air strike and move on.  Wait until you get enough money to drop one every 
    minute or so.
    Since this map is pretty big, J.D. and Nina are a great choice with their 
    sniper rifles and their Vehicle Assault commands.
    Hedgerow Country
    Additional Objectives: None
    Though this map looks average-sized at best, it's really, really huge.  This 
    is probably where the most intense vehicle combat takes place.  Due to the 
    elevation advantage, it's a good idea to drop some emplacements while you're 
    at it too.  If you need an early vehicle, don't worry--by each Motor Pool, 
    there's a never-ending supply of 4x4s/Gun Cars and Bazooka 4x4s/Battle Cars.
    The Axis side gets the Radio Tower while the Allies get the Armory.  That's 
    not fair since the Radio Tower is useless in this map unless your enemy is 
    stupid and decided to clump a lot of emplacements together.  However, the 
    Axis get a hill behind their closest Strategic Point, which allows a lot of 
    cannon fire to shoot at targets as far as the middle Strategic Point.  The 
    Axis will have to protect those cannons though, since if the enemy is smart, 
    he can flank them.
    If you're not driving a tank, then get a 4x4 or Gun Car.  If you can't stop 
    the enemy with raw power, then go around the map and keep taking back points.  
    The jeeps are about as useful as the tanks are in the gigantic map in which 
    speed is a necessity.  Don't be afraid to take the enemy's Motor Pool while 
    you're at it too.
    If you want the best hero to choose from, I'd say J.D. or Nina just because 
    they run fast if you get stuck without a vehicle.  Otherwise, go with Deuce 
    and Von Beck.  Their rockets will destroy the armor littered all over this 
    Hell's Half-Acre
    Additional Objectives: Four Nazi V1 Rockets.  Each one destroyed reduces Axis 
    command points by 15.  Allies start with 25 additional command points.
    This is a pretty popular map, for some reason.  In some weird desert fortress 
    place lies the most linear map in the game.  There's no alternative routes; 
    just a loop around the map.  That means that defending Axis powers may have 
    their hands full trying to predict where the Allies are going.
    For the Axis, it's best to pick Nina, spawn at the top point, and run 
    straight for the Motor Pool and Radio Tower.  If you have the cash, drop a 
    75mm cannon by the Motor Pool, facing to the west.  This will trash any jeeps 
    or halftracks that come your way, but it doesn't protect from infantry.  
    Don't forget your machine gun nests too.  As for Allies, pick any hero you 
    like (I prefer Tommy), get a halftrack, and make a run for the Motor Pool.  
    Sounds like a suicide mission, but it really isn't.  The halftrack will 
    protect you from the nagging gunfire from the anti-air and the concrete 
    Okay, so the Motor Pool is significantly important.  This is because it's 
    wayyyyyyy too close to the V1 Rockets that are too easy to destroy.  To 
    remove of a V1 Rocket, drop an emplacement on top of it.  Bam, minus 15 
    points.  It would be in the Axis' best interest to take the Motor Pool early, 
    plus it would take a lot of pressure off the anti-airs around the upper 
    Strategic Point just asking to get rammed to death by a Halftrack.
    There's a cool trick to do in order to steal the Radio Tower early.  Get up 
    close to the Radio Tower as possible from behind the wall, drop a machine gun, 
    and you'll take it for yourself.  It's similar to the trick on Eagle's Tower 
    with the Armory.  If the Axis placed a machine gun facing to the north, then 
    your Allied soldiers will mow down the Axis soldier, taking the point easily.  
    If you're on Axis, you can counter this by placing an anti-air.
    Alright, since the Axis is so hellbent on taking the Motor Pool about 90% of 
    the time, this means the Allies can take the other route and steal the Axis 
    Strategic Point easily.  This is how the Allies win this game; they have to 
    mix it up.  Since there's two points of approach, the Axis pretty much have 
    to be waiting for them to succeed.  However, the Allies have to steal some 
    point early, or else the Axis will begin to reinforce their position and 
    it'll be impossible for them to break through, especially with their 4x4's 
    and Halftracks.
    All in all, get a lot of emplacements in this map.  The Allies' initial point 
    is really hard to take due to all the predeployed emplacements in the 
    vicinity.  The Axis can start putting emplacements at the end of the long 
    'hallways' in order to keep the vehicles at bay.  Also, there's a few nook 
    and crannies in which you can hide an anti-air and slaughter heroes as they 
    run by.  There's no best hero, though I'd say Deuce and Von Beck because with 
    the massive amount of armor around the map, it's hard to go without their 
    rocket launchers.
    Industrial Sector
    Additional Objectives: None
    Argh, I hate this map.  Probably because every time I play this map, I get 
    massively owned.  I don't know why that's the way it is, but whatever.  This 
    map has a lot of scattered bases, a bunch of hills, and a ton of approach 
    points.  In other words, don't expect to hold bases for very long; keep 
    moving and take your bases.  Right away, get a halftrack and either go into 
    the middle and take the Motor Pool or go for the Radio Tower or the Armory.  
    It's your call.
    The middle with the single Strategic Point and the Motor Pool is pretty much 
    up in the air the entire game.  Because of the approach points, it's way to 
    easy to walk up and take the bases for yourself.  Emplacements in the middle 
    are only good if you back them up against the wall, and even so, it's too 
    easy for the enemy to cross over the wal and shoot the infantry manning the 
    gun.  Once you get the Motor Pool, I'd suggest getting the biggest vehicle 
    you can and going on a killing spree.
    It's possible to put emplacements with their backs to the wall of the outer 
    rim.  This is okay, assuming it's tucked away in a corner.  Otherwise, it's 
    going to have blind spots.  You can also put some cannons on the cliff 
    overlooking the center of the map.  That's nice, but they have a MASSIVE 
    blind spot to anything that comes around the outer rim.  Not a good idea 
    unless it's right next to a spawn point you intended to keep repawning from.  
    Otherwise, you can annoy enemies trying to run into the middle.
    No best hero in this map.  I'd say J.D. and Nina because their speed allows 
    them to capture points quickly on foot.
    Normandy Farmland
    Additional Objectives: None
    Possibly one of the most interesting maps in the entire game.  With its 
    single Strategic Victory in the middle on top of a big hill, this map is 
    asking for a big brawl everyime you play.
    An early strat is to pick whoever you like (I'd go with Tommy or Morder), get 
    a M8 Greyhound or Puma, and head straight for the Strategic Point.  If you 
    can take the point, this'll give you an obvious advantage since you can 
    assault the Armory or the Radio Tower.  Plus, it gives you the command point 
    advantage.  If you don't want to get the middle, then get the Armory.  The 
    Armory is located on a big cliff looking straight at the Strategic Point, so 
    some cannons and machine guns will help assist your goal.
    The Radio Tower is always an underratted asset, but if you snag it, it can be 
    quite useful.  If either side has lost the mainland, they can get a 
    Halftrack/Wagen and make a beeline around secondary routes and take the Radio 
    Tower.  With it, you can drop an artillery strike on top of the hill.  
    This'll clear out of the path to the Strategic Point, thus making it easier 
    to make your move.
    Don't forget about the option to steal the enemy's Motor Pool.  There's a 
    predeployed 50mm Anti-Tank Gun and a concrete bunker by each Motor Pool.  The 
    concrete bunker is just for harassing an infantry assault, so get a halftrack, 
    get up to the cannon, and lodge the soldier from the gun.  You don't even 
    have to destroy the bunker to steal away the Motor Pool.  Once you've done 
    this, you'll stop the enemy from building devastating vehicles, plus you get 
    the option to assault from two fronts.  As in Eagle's Nest, if the enemy's 
    emplacements are facing one direction, then you can go around the back and 
    ultimately harass the enemy.
    This is a big emplacement and vehicle battle.  Use the hils to place the 
    emplacements in order to put the pressure on your enemy.  I like using all 
    heroes in this map.  J.D. and Nina are good at long-range sniping, Tommy and 
    Morder are good at defeating enemy infantry and using sticky bombs up the 
    hill, and Deuce and Von Beck are good at clearing up all the armor everywhere.
    Opposing Forces
    Additional Objectives: None
    This is a cool map.  There's a few predeployed machine guns and cannons per 
    side, and there's going to be a lot of fighting in the middle.  I'd suggest 
    picking J.D. or Nina and running straight for the middle, like in Estate 
    Assault.  Getting a point in the middle will allow your team to assault the 
    middle, snag the Armory, Motor Pool, and the Strategic Point.  You NEED IT.
    The middle is a very hilly place.  I like to use Tommy and Morder here.  With 
    their machine guns and sticky bombs, they can devastate enemy emplacements 
    and infantry by using surprise tactics over the hill.  Once you take all the 
    property in the middle, I suggest that you play defensive, since the enemy 
    can take the middle in one fell swoop.  Just focus on getting more Strategic 
    Points to win.
    There are two rogue Strategic Points along the edges of the map.  They're out 
    of the way and not really worth going for early.  If you're playing a team 
    game, it's probably more important to secure the middle first.  Then when 
    you're confident about securing the center, send one person to make a dash  
    for the stray Strategic Points.
    Emplacements on the hill by both initial points is a lucrative idea that'll 
    do a little damage to enemies in the middle, but since there's four approach 
    points to both the initial bases, it's too difficult to guard it at times.  
    If you want to take it, be sneaky and go around the back for yourself.  
    Replace the enemy's emplacement with your own.
    Also, don't forget about the Radio Tower.  At the north and the south of the 
    map, there are two BIIIIGGGG cliffs that are begging for some Anti-Tank guns 
    to be placed.  However, since all the guns are facing off the cliff and not 
    at the path leading up to it, it's a bit easy to drive up there and take the 
    area back for yourself.
    I like using Tommy and Morder on this map.  It's my hunch, I like it, nuff 
    Pushed Too Far
    Additional Objectives: Three Nazi HQ Buildings.  Each one destroyed reduces 
    Axis command points by 15.  Allies start with 25 additional command points.
    Weird map.  There's a ton of hills and valleys which sounds like an 
    emplacement's paradise, but it's not all that useful.  The Axis starts with 
    more properties, as usual, but the Allies can make a move and steal away 
    enemy assets.  Pick J.D. and make a run either for the neutral Strategic 
    Point or for the Motor Pool Below.  As for Axis, pick Nina and make a run for 
    the same Strategic Point.
    This map plays similar to Hell's Half-Acre, except without all the linear-
    ness.  If the Axis go up to the Strategic Point, then the Allies ought to 
    focus on taking the Axis' properties.  If the Allies can capitalize on what 
    the Axis is not protecting, then they can come out on top.  Not to mention 
    there are a few HQ buildings to destroy to hurt the Axis' command points.
    The cliffs pose as lookout points for emplacements, but since the pits are 
    too deep for the cannons to aim down most of the time, I wouldn't try it on 
    most occasions.  Another reason why this isn't recommended is that if a Tommy 
    or Morder player is in the valley below, he can destroy the emplacement 
    easily with sticky bombs.
    On Axis, it's time to get sneaky again while placing cannons and machine guns 
    in the corners, concealed by the houses.  As for Allies, don't shy away from 
    placing some emplacements on those hills to thwart the enemies' vehicles.  
    For instance, by the Allies' initial spawn point, there's a house up on the 
    hill behind you that's asking for some cannons to be placed nearby.  
    Otherwise, it's kind of hard to deploy emplacements without blind spots, but 
    it's usually bestto slap them down in the general direction of the Axis bases 
    than to get all technical in your placements since you need all the firepower 
    you can get early on.
    The Bleak Mile
    *Note: This map appears in the loading screen.  It's incorrect.  The initial 
    Strategic Points in the wrong places.  For a correct map, see this:
    Additional Objectives: Four Nazi and Allied HQ Buildings.  Each one destroyed 
    reduces the owner's command points by 15.
    This is a big map with a gigantic gorge in the middle.  Like all big maps, 
    speed is an asset, thus I'd suggest picking J.D. and Nina, running for the 
    Armory/Motor Pool, and deploying a jeep or halftrack while waiting to capture 
    it.  Drop off a machine gun and move on.  I'd suggest if you're going to 
    place some Anti-Tank guns, it's usually a good idea to place them on the 
    paths going up the hill.  This'll stop the enemy from sneaking up the hill 
    and stealing your assets.  Besides, a cannon facing the cliff does you no 
    good when the enemy comes up from behind.
    The destroyed ground below resembes that of City in Ruins.  The potholes and 
    ditches make driving vehicles a tad bit too difficult, but it's better than 
    going on foot.  I'd suggest getting a halftrack and going on a emplacement-
    ramming fest.  Also, you can get the Radio Tower down below.  It's closer to 
    the Axis side for some reason, but it's rather irrelevant.  Anyone can take 
    Anyway, look out for artillery strikes.  In some craters, a little red smoke 
    will appear.  Back away from them!  You'll die for some weird reason, but the 
    threat of artillery strikes aren't that bad.  Just stay away from the craters.
    Driving a halftrack up the hill to the enemy's points is very lucrative.  Ram 
    the emplacements and take the enemy's property.  This'll give you two points 
    of attack and limit the enemy's hardware capabilities.  Also, don't forget 
    about the four HQ buildings per side.  They're in the very back of the level.  
    Go ahead and hit them up with air strikes, but they're not really worth going
    after due to time constraints.  If you get deep into enemy territory, focus 
    more on taking the Strategic Point and place a lot of cannons and machine 
    guns for protection.
    Anyway, go with J.D. and Nina since they run fast and their sniper rifles are 
    useful for long-range sniping.  Also use it to pick off soldiers in 
    The Burg Battle
    Additional Objectives: None
    Pretty cool map.  Each side gets an Armory, a Motor Pool, and two neutral 
    Strategic Points per side.  Each side gets an infinite supply of 4x4s/Gun 
    Cars and Halftrack/Wagens for your own use.  There's a distinct barrier in 
    the middle of the map, in which most of the combat will take place.  As a 
    result, some matches are bound to be stalemates.
    The best initial strategy is to pick J.D. and Nina or get a fast vehicle 
    (don't bother waiting for the additional vehicles to land in).  Run and drop 
    guns by both Strategic Points as fast as possible.  Then it's going to be a 
    shootout for the middle.  Expect a bunch of cannons and machine guns to focus 
    their fire towards the wall, waiting for enemies to come around the corner.  
    Don't be afraid to place some emplacements in the city area.  The more you 
    spread out your emplacements in this map, the better.
    However there's also the option to go around the top of the map and steal the 
    enemy's Armory and Motor Pool.  This'll hurt the enemy's ability to deploy 
    weapons, plus it'll sidetrack him.  Similar to in Eagle's Nest and Normandy 
    Farmland, this'll render most emplacements useless since they're now facing 
    the wrong direction.  You can anticipate the enemy to attempt to go around 
    the back at least once in each game, so either provide some emplacements for 
    defense or steal the enemy's Armory and Motor Pool before he does!
    If you can't break a stalemate and going around the backway isn't working, 
    then get the free 4x4/Gun Car, sprint past enemy emplacements, and take the 
    Strategic Point closer to the enemy Armory.  Hey, it can work.  Use any hero 
    you like in this map.
    The Luftwaffe Finale
    Additional Objectives: None
    Most of the action on this map takes place on a giant plateau with a gigantic 
    air field.  Up there, there's Strategic Points here and there, as well as the 
    Radio Tower and Armory.  By each Motor Pool, there's a never-ending supply of 
    4x4's/Gun Cars and Bazooka 4x4's/Battle Cars.  How you approach these points 
    determines on the success in this match.
    Right off the bat, get a fast vehicle.  A M8 Greyhound/Puma works well here.  
    Allies ought to run straight for the Radio Tower while the Axis runs for the 
    Armory.  The Axis has a slightly better position even though the Allies can 
    get the additional Strategic Point to the east.  The Axis can deploy some 
    cannons facing down the runway.  This'll bruise enemy vehicles right off the 
    Armor tends to frequent this kind of map.  Hey, it's a really big map, so you 
    need something to get around.  Deuce and Von Beck are surprisingly useful.  
    Churn out some tanks and seize the enemy Strategic Points.  It's a bit too 
    difficult to hold the entire plateau since there's multiple approach points, 
    but with a strong vehicle, you can systematically take every part of the map.
    Don't forget about the opportunity to steal the enemy's Motor Pool.  If 
    that's the case, I'd suggest defending your own with a few emplacements.  
    When you leave the plateau, go ahead and cruise around.  FU Crates tend to 
    bunch up on the ground for the picking, especially since it's very rare for 
    anyone to go down to the outskirts of the map.  If you're playing a head-to-
    head match, the money can be enough to buy a Calliope and a Panther!
    Urban Combat
    Additional Objectives: None
    A popular map among skilled players.  Each side begins with a Motor Pool.  
    However, in most scenarios, don't deploy a vehicle right off the bat.  
    Instead, pick Deuce or Von Beck (Really?  Not J.D. or Nina?) and run straight 
    for the nearest Strategic Point.  When there, deploy an M8 Greyhound or Puma.  
    If playing with 400 FUs, this'll leave you with 40 + 100 FUs, enough for a 
    machine gun nest.  Drop off a machine gun by the Radio Tower or Armory, then 
    go take the enemy's Motor Pool.
    Speed is an asset in this mission.  It's a close-quarters kind of map, but 
    there's some hills off in the corner that perfectly suit some Anti-Tank guns.  
    However, besides the 'square' along the middle of the map, there's the 
    destroyed town in the center of the map.  Destroy the tan walls to get to the 
    Strategic Point.  This point is hard to access with a vehicle due to the 
    debris, therefore, don't get stuck and hijacked.  Just drop off some guns and 
    keep moving.
    This map is like Industrial Sector, except that it's possible to defend your 
    points.  There's only a few approach points per side, and by tucking away 
    those cannons and sticking machine guns in the foot soldiers' faces, you can 
    harass the enemy quite a bit.  For some reason, the Flammpanzerwagen and 
    Crocodile are great in this map.  Use it to clear out those annoying 
    emplacements and for pinning down vehicles while burning them to a crisp.
    Be sneaky and hide your emplacements behind walls, buildings, whatever.  Keep 
    the emplacements with their backs to the wall.  I'd go with Tommy and Morder, 
    since their sticky bombs are good in this close-quarters map.
    VIII. Known Glitches and Oddities (8GLO)
    All the glitches in the game that I currently know of.  There's probably some 
    more, but I don't know about them yet.  Send me an e-mail if you have any 
    that I don't know about yet.  I'll give you appropriate credit if you do so.
    Infantry Spamming Trick
    This is an intriguing glitch that works if you have a lot of FUs and you want 
    to see some high body-count warfare that rivals that of the Call of Duty 
    games (it's a joke, really).
    Get in a vehicle with less than five seats in it--the fewer, the better.  The 
    farm tractor works best since it only fits one person--you.  The wheelbarrow 
    is also good, but since it holds two people, you can only call in three 
    infantry at a time as opposed to four.  The tractor is in Estate Assault and 
    Normandy Farmland.  When you're in the tractor, you simply keep deploying 
    All of your men will become Spare Infantry.  Then deploy some more infantry.  
    They'll land in but won't follow you.  After your hero says some witty 
    comment, keep deploying more infantry.  You'll have a large army of men of 
    about thirty at max, but, like the Dreaded Vehicle Limit (see Destruction on 
    Demand Menu), you can only have so many Spare Infantry on the map at one time.  
    The earliest ones to appear will 'have a heart attack and die.'  Remember, 
    this isn't a very good tactic to use in-game, so only try it just for fun.  
    See the Spare Infantry section for more details.
    Beyond Opposing Forces
    This is a glitch that allows you to go past the 'invisible wall' and get up 
    on the hills surrounding the level.  If you want to see a video, check this 
    To do this, go to the South Center part of map.  Destroy the big red building 
    you see and creep in behind the debris.  The key is to strafe with your chest 
    against the wall.  When you do so, you'll creep through places you never 
    thought you could.  Go left, then right as shown in the video.  You'll start 
    going up for some weird and mysterious reason.  Keep strafing.  You'll get up 
    on top of the hill.  Then you're free to roam around the outside of the level 
    as you like.  However, there are some things to know:
    *You can't deploy any vehicles or emplacements up there.
    *You can call for more infantry, but they won't be able to move up there.
    *There's some tree sprites up there.  You can tell they're sprites because 
    they're these ugly 2-d flat, pixelated...things.  You can walk through them 
    as if they were invisible.
    *There's a destroyed town located behind a tan wall.  In here, it's possible
    to walk through the brown buildings' walls.  Also, they're pretty oversized, 
    as the door hinges are about twice as tall as the characters' bodies.  Also, 
    if you call in infantry here, they can walk around.
    Thanks to the Xbox Live User 'po po potrol' for showing me this glitch.  I 
    wouldn't have ever figured out this one without him!
    Beyond the Burg Battle
    Yes, there is a way to exit the Burg Battle in a similar manner as shown in 
    Beyond Opposing Forces.  I'm working on getting a YouTube video up of the 
    procedure, along with a walkthrough.
    In a nutshell, to do it, get a 4x4/Gun Car and go north of the Allies' Armory.  
    There's a portion of the mountain not blocked by a concrete wall.  Drive the 
    vehicle up the hill and bail out at the right time and you'll end up on top 
    of the rocks.  You may need to try this a few times to get it.  Once you do, 
    jump in the gorge to the east (between the wall and the mountain), keep 
    walking until the mountain starts to go up, then, while strafing towards the 
    wall, climb on up.  Walk along the mountain on the left without slipping into 
    the gorge and then you're home free.
    Xbox Live User 'po po potrol' showed me this one too.  Thanks to him again.
    Run Into Morder's Car in Story Mode
    This has happened to me once in Story mode on Level 8 and I'm not certain how 
    to make it occur.  Basically what happened is that I was playing as J.D. and 
    I kept running through the middle of the level where the little 'It's the 
    priest in the car' in-game cutscene occurs.  However, for some reason, I was 
    able to catch up to the car.  I walked through it as if it were invincible 
    and it couldn't be shot.  Eventually, it 'drove' around the corner and 
    spontaneously disappeared.  This is perfectly normal since you're not 
    supposed to be able to touch the car at all; it's just weird that I somehow 
    reached it in the first place.
    Currently looking for more glitches; think about the strafe glitch that 
    allows you to fit into nooks and crannies, as well as climb up impossible 
    hills.  If you get any tips, e-mail me and I'll be very grateful.
    IX. Top 10 Things to Learn from This Guide (9TOP)
    Alright, my FAQ is big and bad, but you probably won't be able to learn 
    everything in one sitting.  If there's only TEN things you can walk away with 
    after reading this guide, here are the ten things:
    10. Artillery Strikes are excellent at removing big groups of emplacements.  
    The price is steep, but you'll gain back a lot of FUs in return; possibly 
    enough to make up for the price to begin with!
    9. Have you tried to use the cannons on your M8 Greyhound/Puma/Tank/Panzer 
    against enemy heroes on foot?  Can't hit them?  Why, aim below them.  With 
    practice, you can strike the ground near the enemy hero and kill him most of 
    the time.  If he's not dead, then finish him off with the machine gun.
    8. The flamethrower on the Crocodile and the Flammpanzerwagen is surprisingly 
    strong against armor.  Against other vehicles, get up close and burn them to 
    a crisp.  If you can pin them to wall, then that's even better!
    7. Deuce and Von Beck run slightly faster than Tommy and Morder, despite the 
    fact the statistics say otherwise.  However, they seem to gain stamina back 
    in the same amount of time.
    6. In Hell's Half-Acre on Allies, it's a piece of cake to destroy the V1 
    Rockets.  Just deploy a machine gun nest on each emplacement in order to 
    destroy them in an instant.
    5. Place emplacements with their backs to a wall.  If so, then their blind 
    spot is removed and they can't be flanked.
    4. Tommy and Morder's sticky bombs are great against armor.  Get used to them 
    and you'll surprise many players who don't expect this character to trash 
    their vehicle.
    3. Use the Halftrack or Wagen to ram enemy anti-airs!  Unless you have a good 
    reason to do so, don't bother to replace them with your own infantry; the 
    enemy will just come back and do the same thing to you!  So destroy the anti-
    air and move on.
    2. Drop a machine gun nest by a point and move on.  If you do this, you can 
    capture multiple properties in record time!
    1. Don't be a Deuce/Von Beck whore.  It's kind of sad when I see about 70% of 
    the players on Xbox Live running around as one of the following.  Tommy and 
    Morder's sticky bombs can be really useful in place of rockets, plus their 
    machine guns own their lame pistols and shotguns.  As for J.D. and Nina, well, 
    they just run sooooooooooo much faster.
    X. Frequently Asked Questions (10FAQ)
    Q: I'm thinking about getting The Outfit.  Should I buy it?
    A: Yeah, it's a lot of fun, but not for everyone.  See my GameFAQs review for 
    more details.  Don't read the reviews from GameSpot or IGN, they're dumb.
    Q: Are you kidding me?  This game sucks; why would you write a Guide for it?
    A: Sorry dude, I like this game and you don't.  Go back to playing Gears of 
    War or something like that.
    Q: Can you save in Co-op?
    Q: No really, how do I save missions in Co-op?
    A: Okay, here's what you have to do.  Make a profile and beat all 12 missions 
    in Single Player.  Then make another profile and repeat.  Basically, both 
    profiles must all the missions unlocked in order to play Co-op on them.
    Q: There's no one online playing this game!
    A: In all serious, this question is asked waaaaayyyyy too much.  Go online 
    and visit the Ranked Match forum.  More people frequent there.  Also, it's 
    recommended that you play around weekend afternoons/Friday night/Saturday 
    midday (in American time) since people tend to play most often then.  There's 
    a handful of people playing then.  If not, then you have to be patient and 
    wait a minute or two for other players, or maybe you just HAPPENED to join at 
    a time when, coincidentally, no one was online.
    Q: You sound pretty good.  Can I play you or can you help me get some 
    A: Sure.  Hit me up at my XBL name 'guttShol.'  I <3 my Silver the Hedgehog 
    avatar.  Send me a message and a friend invite.  Then we can plot to 
    eventually play.  Note that I currently don't have a microphone, so don't ask 
    to chat or anything like that.
    Q: I suck at The Outfit and I'll never win!  Are there any easier players 
    A: Well, the thing with The Outfit is that a year or so after its release, 
    the only people still playing are the real Outfit junkies; therefore 
    everyone's going to have a bit of experience.  However, I'd suggest going to 
    play in the Custom Match forum.  The good players usually go in the Ranked 
    Match forum, though more people go in there than in the Custom Match forum.  
    However, you can't get any medals by playing in Custom Match forum, so once 
    you've sharpened your skills, go to the Ranked Match forum.
    Q: How do you get (insert achievement)?
    A: Read the darn guide, you noob sauce.
    Q: Are the achievements in this game easy?
    A: The Single-Player achievements are pretty darn easy and you can rake up 
    about 500 in one sitting, assuming you follow my guide and stuff.  It takes a 
    few hours, but it's considerably shorter than playing something longer 
    that'll drive you nuts, like EA Fight Night Round 3.
    As for multiplayer, you're going to have to play around for a while, but if 
    you have a friend boost you, you can collect another 200 points or so pretty 
    quicky.  The rest take a while to get, especially the 'Destroy ______ Things' 
    Q: How's the profanity and the violence in this game?  Why did it get an M-
    A: There's some profanity in the story.  Stuff like 'crap,' 'ass,' and the s-
    word.  It's not really that bad.  In online play, besides the dumb kids 
    online who curse every once in a while, Deuce make seldom, yet crude 
    references to men with 'parts like his,' plus I think that one of the 
    American soldiers says 'Holy f***' every once in a while.  It's kind of hard 
    to make out, so don't sweat about it.
    As for violence, the blood effects from shooting people aren't graphic at all.  
    However, there's two or three story cutscenes in which there's some blood.  
    The blood's pretty corny and looks more like kool-aid than blood, but in one 
    scene, J.D. cuts a German's throat, leading to some stupid yet disturbing 
    blood effects.  That's the grandest extent of the violence in this game.  Why 
    it's rated M, it must've been just bad enough to warrant not being rated T.  
    These kind of games could be much, much worse.
    Q: What's with the end of the game with Tommy and Adrienne on the blimp?
    A: -no comment-
    Q: Why is Morder so annoying?
    A: Cause he sucks on helium every day.
    Q: What's up with Deuce getting shot in the belt buckle?
    A: I don't know.  Ask Adam Sessler and Morgan Webb on X-Play.  They focused 
    on this line for about half of their review, so maybe they know what it means.  
    Just don't mention 'World War 2' or they'll brainwash you.  Heck, watching 
    that show will brainwash you regardless.  Next question.
    Q: How do you play split-screen on Xbox Live?
    A: You need two profiles with Gold membership.  Have one player go on Xbox 
    Live.  Then have the other press the big green X button in the middle of the 
    controller.  Let him sign in by choosing the other profile with Gold 
    membership.  Now when you join a game, you can play with two players on the 
    same console over the internet.
    NOTE: From my experience, it's not possible to play Split Screen Co-op or 
    Quick Match on Xbox Live.  Custom matches only.
    Q: Could you make a list of all the things the characters say in this game?
    A: Maybe, but it's rare that I will.
    NOTE: I'm seriously considering this.  However, some of the quotes use German 
    words, so I may have difficulty understanding them (but not without help from 
    a friend).  But not before I put all of the cutscenes from The Outfit on 
    YouTube.  You bumbling ass!
    Q: Could you post the little bits of information from The Outfit instruction 
    A: Hell no.  That's just filler stuff.  My guide is full of USEFUL 
    INFORMATION.  If you want to read the little one-liners from the guide, go 
    see Lord_Satorious's guide right next door.
    Q: After reading your entire guide, I'm assuming you like Counter-Strike, no?
    A: Wow, congrats on finding out the obvious.
    Q: If I was a baller and I liked The Outfit, what would my pimpin Hummer look 
    A: Like this: 
    Q: *SPOILERS* WAIT, HOLD THE PHONE...why would Deuce die for good in the shoe 
    factory if The Outfit died hundreds of times trying to get to that point in 
    the war?  Also, wouldn't the same apply to Nina and Morder? 
    Rational A: You really got me.  It's Relic's fault for making such a half-
    baked story mode in which dying is important, but apparently you can die as 
    many times as you like during the missions.  It's like 50 Cent: Bulletproof 
    in stupidity.
    Conspiracy A: You're on to something here.  I think that Deuce, Morder, and 
    Nina aren't really dead.  There's chances that they could 'respawn' and 
    return for a sequel, assuming that WW2 would still be going on in Europe.  Or 
    maybe not.
    Q: Will there be The Outfit 2?
    A: No idea.  It seems feasible that they'd make a sequel, but considering how 
    this game was swept under the rug pretty quickly after it's release, I can't 
    be cetain.  Besides, the war is supposedly over, plus some of the characters 
    died, so any chances of Relic continuing the story of our heroes is pretty 
    much done for.  A prequel could work though but who knows.
    Q: If you had a choice to only play The Outfit over any other Xbox 360 
    shooter, would you take this or the obviously superior Gears of 
    War/GRAW/coming soon Halo 3?
    A: Give me The Outfit anyday!  Yeah, I'm a hardcore Outfit gamer and I'm not 
    ashamed to admit it!  Why, once you chill with The Outfit and the 
    dysfuncional Nazis in this game, you don't go back.
    XI. End of FAQ (11END)
    This guide is property of Eric Frichter.  Please don't plagarize it or put it 
    on one of your own sites.  If so, I'll hunt you down in a Calliope.
    So far, this guide only appears on Gamefaqs and receives 50+ hits a day.  
    Thank you readers for giving me your support.  I've also given Cheat Code 
    Central and 1up.com the ability to host my guide as well.  I'm trying to send 
    them the 1.3 version of this guide when I can.
    If you want to contact me with some information that relates to The Outfit-
    glitches, tips, complaints, etc. here's how to get in touch with me:
    Email: eric_4372@hotmail.com
    AIM Name: daytonausafan
    XBL Name: guttShol
    If you want to spam me, to be quite honest, I really don't care.  I hardly 
    care about what e-mail I get, so if I get crap from you, I'll just delete it 
    ASAP. No harm done.
    Anyway, here's where I give my final thank you's:
    *Microsoft for making the Xbox 360.
    *Relic for having the 'balls' to make this game.
    *GameFAQs for hosting tons of Guides, Game Reviews, Cheats, and whatnot.
    *Cheat Code Central and 1up for offering to host my guide as well.
    *The people who have viewed this guide.
    *PoP_PiP's Multiplayer FAQ, for giving me a few tips as well as boasting a 
    nice list of Destruction-on-Demand menu items for reference.
    *My brother Ian for buying this game and letting me play it every day.
    *My homies at the Xbox Outrun 2006 board, in which we talk about Sega racers 
    that make me very happy.
    *All the WWII veterans who fought the real war to liberate the world from the 
    evil Nazi regime.
    *God and Jesus; nuff said.
    ~THE END~

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