I finally found a glitch that worked. This step by step how to guide will have you running the maps of Call of Duty: Black Ops II with all diamond camo guns. The exploit still works so hurry before they patch it. It also gives the calling cards for earning all camo if you were wondering.
Equipment I use
Controller: Scuff RadioActive Zombie
Capture care: Elgato HD
Mic: Blue Snowball
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The Vector K10 in Call of Duty Black Ops 2 is very similar to how it was in Call of Duty Modern Warfare 2. Back then it had a high fire rate but low damage with decent accuracy and fairly average recoil. The same can be said about the Vector K10 in Call of Duty Black Ops 2. This guide explains how to use the Vector K10 effectively and what class setup is best for it.
When you use the Vector K10 you have to remember it is a sub machine gun so it is a close quarters weapon. The Vector K10 is somewhat effective at longer range, but much more powerful at close range. So when you see an enemy with an assault rifle behind some cover far away don't try to engage him. Flank him and force him into close quarters where he will most likely loose against you.
When you are in very close quarters use hip fire. At most other times the Vector K10 is better if you aim down its sights. That said, start with hip fire and then aim down the sights whilst firing which often grants an initial hit which goes a long way towards winning a gunfight. The class I suggest you use with the Vector focuses on survivability on objectives and helps make aim down sight combat easier:
When you are on an objective often enemies like to throw all sorts of explosives and tactical grenades your way. Flack Jacket reduces the damage you take from any explosives, although it is mostly useless against air support, and Tactical Mask reduces the impact of most tactical grenades (including the Concussion and Flash grenade and the Shock Charge).
Semtex is good for close quarter combat because you can throw and forget which the Frag Grenade doesn't offer. I used Shock Charges because I was playing Hardpoint, but concussion or flash grenades are equally good. The pistol secondary helps you when your primary runs out (switch to your pistol instead of reloading).
As I said before hip fire is an important aspect of the combat with the Vector K10. Although it isn't the best, most of the time aiming down the sights is better, but under some circumstances hip fire goes a long way. The Laser Sight makes your hip fire more accurate. When you do aim down the sights especially at medium range the recoil the Vector K10 does have is very noticeable. The Fore Grip helps you control that recoil better to put more bullets in your enemies.
► Round 100 :MZxTPhEcNlI
► Full gameplay: watch?v=_NxBPhP_vn8
► Call of Duty Ghosts Round 100 mw35w6-Of3I
Black Ops 2 Zombies World Record solo 11/20/2012 and highest round ever in Black Ops 2 at it's time (20th of November 2012) - introducing my Jet Gun strategy for high rounds. No unlimited Jet Gun "0 cool down time" glitch used during the entire game! Second try solo on "Green Run" in TranZit game mode. First one was a really long ass game where I ended up suiciding at round 54. This time I knew exactly what to do, didn't touch any wallguns and the rounds went by really fast. One hour after the round 70 suicide they released an update that would've totally Treyarched my final dive in to the lava... Ironically enough, first down was right before getting to the suicide room. lol
About the STRATEGY:
I found out how to use the Jet Gun properly to kill the zombies in my first game. Best way to use it is not to be too greedy with the kills. Being careful is the key. You'll also get power-ups by using Jet Gun. If you're a fan of wall guns at high rounds, they can be effective to about rounds 40-50, maybe even slightly longer. After that you need a more efficient killing method. FARM is the best training area for using the Jet Gun. Spawning speed doesn't matter since you can only kill a limited amount of zombies at a time. Being in a tight area with the Wonder Weapon (that needs space and time) is not good idea in my opinion. Jet Gun is a cool weapon, remember to keep it that way - otherwise it'll break.
Kills: 9573, Headshots: 0, Revives: 1, Downs: 2
Main guns: Mustang & Sally, Ray Gun and Jet Gun
First down: Round 70
As usual, I have the full game of rounds 1-70 recorded and uploaded to my second channel: user/VeryRelaxing
Thanks for all support, I really do appreciate! Special thanks to Mr I1I and aSg DimS who were helping in building the Jet Gun in the coop games - both top class players. Special mention to that person who prevented me from getting rank 1 on first try. Without that there wouldn't been have a second try. :P
Second channel: user/VeryRelaxing
Call of Duty Black Ops 2 Zombies World Record TranZit Round 70 Solo.
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The SCAR-H assault rifle probably has the best sounding fire I have heard in Call of Duty Black Ops 2 so far. However, it is hard to handle, but very powerful when done correctly. It is somewhat similar to the SCAR-H in Call of Duty Modern Warfare 2 (not 3) but has a bigger magazine than it does in that game. This guide explains how to use the SCAR-H well and what the best class setup for it is.
The SCAR-H is very difficult to handle. It has a lot of recoil and fires slowly so it is not effective when fired from the hip (as most slow firing weapons are except for the shotguns). You can't be as aggressive as with the other assault rifles, capturing an objective is a bit risky as you can't effectively deal with enemies that rush up to the objective. So it is best to stay back a bit behind some cover and lay down fire on the enemies. However, as I always say, do not stay behind the same cover for long, if there aren't any more enemies to shoot you should move on.
It is best not to start with hip fire with the SCAR-H because you are most likely going to miss, even at close range. The hip fire start does take some time, so going straight to aiming down the sights will get you accurate much faster than if you start with hip fire. At very long range be sure to burst fire to settle the recoil for better accuracy.
The class setup I recommend is the following:
As you are near the main fight around an objective using Flack Jacket and Tactical Mask will reduce the impact lethal and tactical equipment has on you. Toughness is good for the SCAR-H as all of your kills are going to be when you are aimed down the sights and flinch will affect you a lot. Toughness reduces the flinching you do.
Semtex is good because when you are defending an objective and the enemy taking it is hiding behind some cover it isn't a very good idea to run up to him and shoot him as the SCAR-H is terrible at close range engagements. Instead use the Semtex to either kill the enemy or force him to get out of cover. Concussion grenades can be substituted for flash grenades, but I prefer concussion grenades as it makes enemies affected easier to shoot since their movement speed is slowed.
Since you are going to be behind cover for most of the time you don't really need a secondary backup in case you run out of ammunition in your magazine. Instead duck down and reload and pop back up.
The attachments to the SCAR-H are designed to make the SCAR-H easier to handle. The rifle takes quite some time to aim down its sights, so using the Quickdraw Handle reduces that time. Often there are a lot of enemies near objectives, Extended Clip gives you the ability to deal with more enemies without the downtime caused by reloading. The SCAR-H has a bit of recoil, the Fore Grip helps keep that in check.
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The AN-94 Assault Rifle is the last assault rifle you unlock in Call of Duty Black Ops 2. It feels similar to the AK-47 in previous version of the Call of Duty franchise. The AN-94 has a twist, the first two rounds of a burst are fired at a higher rate. This guide explains how to use the AN-94 well and what the best class setup for it is.
The fact that your first 2 bullets fire faster than the rest is only really important at medium to long range. There you can burst fire the weapon by repeatedly pulling the trigger a few times per second. This buffs your fire rate considerably and makes you much more deadly. However, at close range you should be focusing on getting your aim right so burst firing may distract you, although it still has the same advantage.
Other than that, the AN-94 can be used a bit more aggressively than the other assault rifles. However, at anything but close range aiming down the sights is important and cover is important too. At close range hip firing is good, but be sure to strafe whilst doing it too.
The class setup I recommend is the following:
Flack Jacket and Tactical Mask are pretty standard, I tend to recommend them a lot since getting killed by random explosives and getting stunned is pretty annoying. Flack Jacket and Tactical Mask reduces the impact all of these have. I also usually recommend Toughness at it reduces flinch when being shot which is always useful.
For your lethal Semtex is better since the AN-94 plays a bit more aggressive role. Concussion Grenades or Flashbangs are also very good. As the AN-94 tends to be better at being aggressive that also puts you into circumstances where you run out of bullets in a time of need. Use a pistol secondary to switch to instead of reloading to finish off enemies.
Since the AN-94 is best at close range being more effective at said close range is important. The Quickdraw Handle lets you pull up the sights much quicker which helps with fast combat. The Fore Grip lets you control the AN-94's recoil better enabling you to be more competitive at longer ranges.
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I have had the most fun with the M27 assault rifle from the assault rifles so far. It is similar to the ACR we know and love from Call of Duty Modern Warfare 2 and 3 (and maybe 1, I don't remember). The M27 has very little recoil, good iron sights and solid fire rate and damage. This guide explains how to use the M27 assault rifle well and what the best class setup for it is.
The M27 assault rifle has decent hip fire characteristics, so when you are at close medium range or less you should be using the hip fire instead of aiming down the sights. This allows you to move around more and evade the enemy fire. However, in all other situation aiming down the sights of the M27 is a better option than hip fire. Other than that you have to use it like any other assault rifle. Use cover and advance your position from cover to cover. But don't stay behind one bit of cover for a long time, when there aren't any more enemies to shoot you should move on.
When you encounter an enemy at long medium range and short long range start with hip fire and then aim down the sights. This often grants an initial hit that will help you win a lot more gunfights. At very long range you are still effective, you just have to burst fire so that the recoil can settle between bursts (even though the M27 has very little of it at long range it does show itself).
The best class setup is the following:
All in all the M27 is a rifle that is best used aggressively. This will put you close to enemy grenades and equipment, so to limit the effectiveness of those use Flack Jacket and Tactical Mask which reduces the explosives damage you take and renders most tactical equipment useless. Since you are going to be aiming down the sights of the M27 assault rifle most of the time use Toughness to reduce the flinch when you are being shot.
The Lethal and tactical equipment is up to you depending on your preferences. Using a pistol secondary isn't that important for assault rifles as you are behind cover anyway and if you run out of ammunition in a magazine you can duck down and reload. But especially since you are going to be near the objective and the main fight sometimes you run out of ammunition in the open, and having a secondary backup is very powerful in that situation.
The M27 by itself is very good, so it doesn't need any attachments. So you can use the attachments that mike life a bit easier with the M27, the Quickdraw Handle reduces the time it takes to aim down the sights and the Fast Mag reduces reload speed (for every reload).
In Depth Vector: watch?v=8Yy5_yzQ8Zg
The MSMC is, in my humble opinion, the best sub machine gun in Black Ops 2. The PDW is a close second, but the MSMC is the best. In this In Depth episode, I'll tell you why!
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Outro song: Disfigure - Blank
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The DSR 50 is the second sniper rifle you unlock in Call of Duty Black Ops 2 which has the most damage of all the sniper rifles. It is a bolt action rifle meaning that you have to cycle a bullet each time you fire (which causes a very low fire rate). You can't be very aggressive with this rifle as at close range it is hard to aim and even missing once is deadly for you. Also you often won't even have the chance to get into the scope at close range as it does take quite some time, and the hip fire spread of the DSR 50 is nothing short of abysmal. You have to be behind cover and ready for enemies at medium to long range to be effective.
DSR 50 Strategy
When you move around any map you have to keep in mind that you can't do close quarters with the DSR 50. Instead use a secondary whilst you are travelling, then switch to the DSR 50 once you are in the right spot. Then keep aiming down the sights of the DSR 50 until you see the numbers for the kill pop up. I often tend to scope out after each shot, but doing that too early will mean that your shot will count as hip fire and will not go where you aimed. Also, when you see an enemy it is worth adjusting your hip fire aim so that when you scope in you will be very close to the enemy you intend to shoot as it is much harder to aim quickly whilst scoped in.
DSR 50 Attachments
I found that the Suppressor took away too much of the damage of the DSR 50, which is one of its key advantages over the other sniper rifles. With the Suppressor it felt like I had to get a neck or headshot to get a one hit kill. The advantages it gives to sniper rifles aren't that great either, since staying off the radar isn't worth much when you are far from the enemies. I didn't notice any difference in use when I was using the Ballistic CPU (it reduces idle sway). But when you intend to kill you just have to hold your breath and then you won't have any idle sway and the Ballistic CPU does nothing.
I found that the close range part of the Zoom attachment was too close and the long range scope was too far. The standard scope for the DSR 50 is pretty much at the perfect magnification level for medium to long range, but if you have a small screen or sit far from it the Zoom attachment might be worthwhile. I also didn't notice any difference when I was using the Fast Mag attachment since if you are at long range you can just duck behind cover and reload where it doesn't matter how long it takes to reload.
FMJ increases the penetration of the DSR 50 and increases the damage you do against score streaks. Neither poses much advantage to the DSR 50 as it isn't very good at taking out score streaks and if an enemy is partly hidden behind some cover you can just aim above it. The ACOG scope is pretty much out of place on the DSR 50 as it is very much a medium to short range scope for snipers. The hit indicator is also not the best making it difficult to line up fast shots.
The Laser Sight attachment is worthless as the DSR 50 has very bad hid fire spread which is combined with a slow fire rate to give a truly awful performance when firing from the hip. The Dual Band scope is pretty good if you have trouble identifying enemies, but I always spotted enemies easily so I didn't find the Dual Band attachment to be of very much use.
DSR 50 Best Class Setup
The DSR 50 is a solid rifle and almost all of the attachments available don't suit it very well or don't give much of an advantage. However, the Extended Clip attachment only has a positive effect as it grants two extra bullets per magazine which makes it easier to take care of a lot of enemies. A secondary is important because you are going to have to use that when you change position. I found that the KAP-40 was well suited since it has automatic fire. However, the KAP-40 has very few bullets per magazine so using Extended Clip will poses many advantages.
When you are more stationary scorestreaks can be a problem because they will force you to go into buildings which are always close quarters. So using Blind Eye will protect you from AI controlled air support, which is the more common type of streak. Awareness will help you detect nearby enemies prompting you to pull out your secondary to take care of them. Toughness reduces the flinch whilst being shot and is a must on every weapon.
The Bouncing Betty and Shock Charges will help you hold down an area by protection your back. Place the Shock Charges and Bouncing Betty near the most common paths to get to you, and them being destroyed or set off will either grant a kill or at least warn you that enemies are nearby in which case you can switch to your secondary and take care of them.
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The Scorpion EVO Sub Machine Gun is the last sub machine gun you unlock in Call of Duty Black Ops 2. It has a very high fire rate and good hip fire characteristics so it lends itself well to only using the hip fire, with a few modifications to the weapon. This guide explains what the best strategy with the Scorpion EVO is and what the best class setup is.
The Scorpion EVO is the sub machine gun with the highest fire rate and best hip fire characteristics. So the best way to use it is to only using hip fire. Since I am going to recommend to use rapid fire aiming down the sights of the Scorpion EVO is only doable if you burst fire and then you are going to be beaten by every other gun in the game. When you do encounter an enemy start hip firing and strafing at the same time. A big advantage to using hip fire is that you can move much faster, so strafing is a powerful tool to win those gun fights.
You have to use the Scorpion EVO in a similar way you would use a shotgun. However, the Scorpion EVO does have more range and is at its best at medium range just outside of the shotgun's effective range. When you move around the map think about the route you are going to take and use the one with the most close quarters since you are strongest in those. When you see an enemy with a rifle at long range behind some cover flank him to force him into close quarter combat where you are much better than at long range.
The class setup I recommend is the following:
To get you to the enemy flank undetected use Ghost. However, it is interchangeable with Lightweight which helps you get there faster and makes strafing a bit more effective. When you are firing at an enemy and they fire back you are going to start missing due to flinch. Toughness helps reduce the amount of flinching you do to get more bullets onto your target. Because you are near the middle of the fight there will be a fair number of tactical grenades and equipment around, so using Tactical Mask helps reduce the impact they have on you.
You have to give up either a lethal or tactical grenade. I went with the lethal grenade option. If that is your choice be sure to use Semtex because you are going to be in close quarter combat a lot and Semtex blow up faster. If you go for tactical grenades go with your preference, but I suggest it is one of concussion or flash grenade. A secondary is good with the Scorpion EVO, especially since you are going to empty out your magazines very quickly. When you run out you can switch to your preferred secondary and take the target out.
Hip fire gets better the more bullets you shoot. Rapid fire buffs your fire rate to an even more ridiculous rate. But that will empty your magazine even faster, so using extended clip lets you keep pulling the trigger for a little longer. Since you are always going to be hip firing Laser Sights helps with every kill as it makes your hip fire accuracy better.
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I probably had the most fun with the FAL DSW assault rifle than any other weapon in Call of Duty Black ops 2 except for the S12 shotgun (click for a guide for the S12 shotgun). The best way to use it is to put the select fir attachment on it and go full auto fire. This guide explains how to use the FAL DSW well and what the best class setup for it is.
The FAL DSW assault rifle is very good at long range and medium range. But with the select fire attachment and fully automatics fire it is even good at close range. However, it is terrible at hip firing so even at close range using the aim down sights feature is best.
Since the FAL DSW is an assault rifle though, so you will have to use cover instead of strafing to be effective against enemies. Advance towards the enemy from cover to cover and take them out whilst behind cover. But when you do that be sure not to stay in cover for too long. Enemies tend to throw grenades at where you just killed them. When you can't shoot any more baddies advance to the next cover. The FAL DSW is also a good tool for capturing and holding objectives.
When you encounter an enemy at long range aim down the sights immediately, don't start with hip fire. There is a very slim chance to hit the enemy from the hip at that range and it actually slows your aiming time. So you are better off to go straight to aiming down your sights. However, when an enemy is at medium range you should always start with hip fire and then aim down your sights since the hip fire often grants an early hit on the enemy which helps win gunfights.
The class setup i recommend is the following:
Since you are always close to the action enemies will tend to throw equipment at you that is designed to kill you in all sorts of horrible ways. Using Flack Jacket and Tactical Mask reduces the chance greatly that you will be affected by enemy equipment. Since you are aiming down the sights to kill enemies and are fairly aggresive you are going to feel the flinch when you are shot at. Using Toughness reduces the flinching you do greatly.
You have to give up either the lethal or tactical grenades in this class. Which one is up to you, but if you go with lethal I suggest you use Semtex or if you go for tactical use concussion or flash grenades. Semtex are better suited for fast combat and the tactical equipment other than flash or concussion grenades are usually more passive. A secondary is great in case you run out of ammunition in your magazine as switching to your pistol is faster than reloading.
Select fire is a must as automatic fire with the FAL DSW brings the benefits from using a semi automatic rifle (high damage and low recoil) and eliminates the draw backs of semi automatic fire (can't pull the trigger fast enough to reach the fire rate cap and loss of accuracy due to repeated pulling of trigger). When you are taking on enemies at long range you are going to loose them in the iron sights as the little recoil the FAL DSW does have messes with your aim. Using the Reflex Sight will make it much easier to adjust your aim to compensate. Since you are a bit more aggressive the Quickdraw Handle lets you react faster.
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The PDW-57 is a low damage high fire rate sub machine gun which is the second machine gun you unlock. It has medium recoil (similar to the MP7, click for a guide for the MP7). It is best suited for an aggressive flanker that goes after the objective in those modes that have them. The PDW-57 has reasonably good hip fire characteristics, but your are going to do much better if you aim down the sights.
The PDW-57 has trouble when you oppose more than one person at once. The high fire rate lets you effectively deal with one enemy, but any more than that and the time it takes to kill will hinder your abilities. It is best to flank the other team and encounter them one by one when they are unaware. Stay on the edges of the maps and approach the current objective from the sides or behind.
When you do run into an enemy that is shooting back start hip firing but at the same time aim down the sights so that you are firing whilst aiming. At the same time start strafing left and right because, unlike an Assault Rifle like the MTAR (click for a guide for that weapon) you move quickly whilst aiming down the sights which helps avoid enemy fire.
Lightweight helps you flank faster as it increases your running speed and Dexterity helps you when you are caught unaware as it helps you pull up your weapon faster after sprinting. When you are firing and aimed down your sights Toughness reduces flinch when you are shot which makes killing enemies that are shooting back easier.
For your lethal grenade I recommend you use the Semtex Grenade since it is fast to pull out and explodes soon after you threw it supporting a faster combat. The tactical grenade you choose is up to your preferences, but I recommend you use concussion or flash grenades. A pistol secondary is an excellent tool when your primary is empty in the middle of a gun fight.
When you are aiming down the sights and strafing the faster you go the better you can avoid enemy fire. The Adjustable Stock increases your movement speed when you are aiming down the sights. When you are flanking sometimes you run into a series of enemies, or even maybe 2 at once, and your gun might not hold enough bullets to deal with all of them. Extended Clip increases the number of bullets per magazine.
Written Guide and More Information: p1SfP0-18V
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This is the first part of the Blackwater Park Mission in Hitman: Absolution which is also called Blackwater Park. In it you infiltrate Blackwater to gain access to Dexter's penthouse. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start walk towards the black car that is parked closest to you. Walk to the right side of it and crouch once you are about halfway past the car. Then pull out your Silverballers and tighten the aim. Shoot just above the guard's head near the entrance to the walled off part of the park.
Then immediately put away the Silverballers and get up. Walk up to the same guard and into the walled off area. Once you are in the area sneak up on the guard and subdue him. Take his outfit, but before you go to hide his body look ahead. Wait until the guard further into the area, you can just see his flashlight, has turned his back on you, then go to hide the body in the dumpster ahead. Once you have done that take cover on the small section of wall sticking into the park to the right of the dumpster and wait for a guard to have walked past to the right.
Then get out of cover and follow the path. Go left once the path breaks into two and crouch walk down the stairs. Immediately turn right and go past the rear of the two cars. On the right side of the second car is a generator which has a gasoline can sitting next to it. Take the gasoline can, then go back to the rear of the second car. Wait for the guard you can just see through the gap between the two cars to have gone to the right, then change cover. Wait for the same guard to have turned around and walked back towards the generator, then approach the right end of the barricades and scale them. Take cover on the right side of the car ahead near the bonnet and wait for a guard with a shogun to have walked past the guardhouse.
Then go to the rear of the car. Get out of cover and crouch walk to the right rear of the car on the other side of the street and take cover on the right side of it near the boot. Wait for a guard to have walked a little way past the street light near the front of the car.
Then go forwards in cover to the front of the car and throw the gasoline can at the van, no further forwards than the middle of the van.
As soon as the plumber has gone to investigate sneak up on him and subdue him. Don't take his outfit yet, instead deposit him in the dumpster near the front of the van. Once he is inside it take his outfit. Then get up, turn right and go through the door ahead. Inside follow the corridor until you can turn left and go up some stairs. Follow the stairs up into the entrance area of Blackwater. Go to the right side of it and through the leftmost door. Turn right and go towards the security room, but don't go in yet. Wait until a guard with a shotgun has entered the room and left again.
Then go in through the left door and override the retinal scanner. Get out of the room straight away and go back into the entrance area towards the lift. Call the elevator and go inside it. Once you have pressed the button to go up it is the end of this part of the mission.
Written guide: p1SfP0-12X
This is a guide for the only part of the Birdie's Gift Mission in Hitman: Absolution called the Gun Shop. In it you sneak around the gun shop to recover the Silverballers without competing in the target shooting. Alternatively you can compete in it, but it is more difficult to do. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start make your way to the back of the store and locate the electricity box. Wait for the guy in the army shirt to have walked past you.
Then sabotage the electricity box. Go back to the counter that is now deserted by the staff and go behind it and pick up the key card. This area has another exit with swinging doors. Go through them and go to the back of the storage area. On the right wall is a door leading to the target range. Go out of it and go left. Follow the trench until you find a branch to the right which leads to a bunker. Go into the bunker using the key card from earlier. Be sure to recover the evidence on the shelf ahead.
Also pick up the notebook next to the computer screen to the right. Go back out of the bunker and follow the trench back. Be sure to pick up the metal pipe on the way back. When you get to the front of the target range follow the wall all the way to the left, but not quite to the edge. Throw the metal pipe you just picked up either in front or behind the guard standing in front of the door to the gun store.
If you threw the metal pipe in front of him wait for the guard to turn around and go back to his position after investigating then change cover. If you threw the metal pipe behind him change cover as soon as he turned his back towards you. Leave cover once you are on the other side and go a bit further left and then climb through the window. In that room is a safe which you can just open since you fund the notebook earlier containing the combination of that safe. Inside the safe is the key to the case of the Silverballers. Behind you is an air ventilation shaft.
Go through it and you are back in the main store area where you don't have to hide from everybody. Go back to the counters to the case of the Silverballers and open the case. Once you have the Silverballers back you can exit the store and once you have it is the end of this mission.
To find the next passage follow the path and climb up a ledge from where you fist see the next portal. Go around the spire to the right then head straight towards the portal until you find a place of power. Turn right and go down the path. Be careful when you drop down both the cliff at the end, stick close to the wall to the right to minimize fall damage. Go back up the the platform ahead. Then go back down the other side and quickly run through the fog to the ledge ahead. Now go straight towards the portal by following the quest marker.
This video shows how to neutralize the lord regent at the dunwall tower in the return to the tower mission nonlethal and undetected. It also shows how to get to and talk to the propaganda officer and how go get to and open the lord regent's safe. Note that I am doing this on the hardest difficulty without any upgrades, except blink which you are given. That is why I am not picking up any Bone Charms or Runes or any other loot since it is unnecessary.
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The Executioner is the fourth pistol you unlock in Black Ops 2 at level 31. It is a semi-automatic weapon chambering five bullets per magazine. The Executioner shoots eight pallets per shot, similar to a shotgun. When you aim down the sights of the Executioner the pallet spread becomes tighter compared to firing from the hip. The Executioner is best used at very close range, and even there it is difficult to handle. The advantage it has over the shotguns are faster handling characteristics and tighter hip fire spread, but at a cost of long reload times and worse range.
Executioner Best Strategy
When using the Executioner you have to be in close quarter combat. Even at medium range where you still can get hitmarkers the five available shots per magazine are usually not enough to kill, and if you ever have to reload in the middle of an engagement you are very unlikely to survive. In general the normal reload time of the Executioner is a big problem since you usually have to reload after every kill. It is also uncommon that you can take one enemies in quick succession and even rarer that you can fend off two at a time. You have to be close to the enemies, but after every kill retreat to reload safely. Once you have charge ahead for the next kill, then retreat and reload. Should you not be able to retreat use cover to try and keep out of line of sight of enemies close by which can buy you enough time to reload safely.
Aiming down the sights of the Executioner is tough because the high visual recoil makes it difficult to keep your aim on target. It is almost always better to fire from the hip and avoid engagements where aiming down the sights would be useful. Thus using the reflex sight doesn't offer any benefits. Since almost all of the engagements you get into you will be firing from the hip, with the laser sight the Executioner will be an all-around better weapon.
The long barrel increases the range of the executioner and thus lets you take on targets that are further away. However, the difference the long barrel makes is minimal and there are much better attachments for the Executioner. FMJ increases the penetration and the damage against score streaks of the Executioner. Both of those advantages are rarely useful since if you have to shoot through cover you are unlikely to get the kill anyway and the range of the executioner is too short to be of any use against air support. All other scorestreaks are too rare to warrant using FMJ.
Fast mag is essential to almost every building involving the executioner. The reload time is significantly reduced transforming the Executioner from being frustrating to being an enjoyable weapon as it lets you be more aggressive. The suppressor is also a good addition to the Executioner as it lets you be close to enemies and shoot them without alerting them. With it the longer reload times often aren't an issue if you take out enemies one by one and remain out of sight of the rest of the enemies.
The knife attachment is useful if you run out of ammunition during an engagement or after you've finished one enemy another one is already charging at you. In both circumstances the knife can quickly dispose of the problem enemy.
Executioner Best Class Setup
But the best attachment of them all is the dual wield attachment. You cannot use any other attachments whilst using dual wield, but dual wield comes with fast mag by default. Dual wield lets you easily take on two enemies, even simultaneously, as you have much more firepower at your disposal. You can also more easily take on enemies at medium range since what used to be five bullets usually only getting hitmarkers now is ten bullets in the same time which have a much better chance to kill.
Ghost allows you to get close to enemies without being detected should the enemy team call in a UAV. Lightweight gets you there faster. I found that I ran out of ammunition quickly. Use scavenger which lets you pick up ammunition packs dropped by the enemies. Dexterity brings up the executioner faster after sprinting which is useful since you are always on the move.
Hitting a fleeing enemy with a concussion grenade will stop them from running away and easily lets you get close enough to shoot them, unless they are wearing tactical mask.
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This is the second part of the Rosewood Mission in Hitman: Absolution which is called the Orphanage Halls. In it you have to maneuver Rosewood's orphanage halls to recover the fuses for the elevator whilst keeping out of sight of the baddies searching for Victoria. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete all the challenges in this area.
When you start walk forward to the ledge and jump up to it. Don't pull yourself up yet, wait until the 3 enemies ahead have moved on a little bit. Then pop up and approach the enemy on the phone. Once the other enemy has left the corridor subdue the enemy on the phone and take his clothing.
Near one of the beds in the corridor is a clothing bin. Dump the body in that bin. On the right side of the corridor is a door near where you just dumped the body. Go through it and you will see some stairs. To the right of the stairs is a book. Take the book and then go down the stairs to the first platform. Here wait for the enemy at the bottom to have gone out of sight.
Go down the rest of the stairs and drop, don't throw, the book at the bottom of the stairs and then follow the enemy out of the room. Once outside go to the right and pick up the book from the table in front of you.
Then go through the doors to the left and into the air ventilation shaft in front of you. Go through the shaft an out the other side. Go down the side room towards the end. Leave the side room through the second exit and walk directly into the room ahead on the left side of the corridor.
The first fuse is on the table ahead. After you have picked it up turn around and go back through the side room and the ventilation shaft. Once outside of it turn left and then go up the stairs. An enemy is leaning on the railing at the top of the stairs to the left. He never turns around so you can just walk around the right side and into the room ahead. The second fuse is on the table to the left of the door to that room.
Take cover behind the table with all the medicine on it in the middle of the room and wait for 4 enemies to walk past the other door to the room. The last will be wearing a green face mask. You can leave the room once you can see him walk past through the window to the right of the door.
Go all the way around the top area until you are were you took out the enemy at the start. Follow the same stairs down, but now go left at the bottom of the stairs and take cover on the wooden bench right outside the other door to that room.
Drop the book you are holding. Go back and pick up the book from earlier and go to the same cover. Wait for the enemy in the gas mask to have walked up to the pile of rubble. Just before he starts talking about the nuns throw the book in the corner of the room near the pram.
Whilst the enemy is distracted make your way around the room behind the counter. On the other side of the counter is the third fuse.
Approach the door to the left of the statue, but keep as close as possible to the wall at all times. Once you are in the room immediately drop the book and walk up the the enemy in front of you and subdue him before he reaches the other side of the room.
Once he is done leave him lying about for now and approach the second row of lockers and take cover on the side facing you. Wait for the other enemy to stand in front of the first aid kit and then walk up and subdue him too.
After you have taken him out put both the bodies in the room into the cabinet in the room (which is behind and to the left of Agent 47 in the image above). Pick up the toy robot that is lying about in the room and make your way out of it through the other door. Sneak behind the enemy standing there and take cover behind the table with all the medicine on it. Throw the toy robot so that it hits the ground just behind the small metal cabinet behind the enemy standing in the door.
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This is a Weapon Guide for the CBJ-MS Submachine Gun in Call of Duty Ghosts. In it I show you the best soldier setup for the CBJ-MS and give you some strategy tips.
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The CBJ-MS Submachine Gun is best suited to close quarter gunfights since it has the lowest accuracy and range but highest fire rate of the Submachine Guns. This means you will need to choose attachments and perks to make the short range easier to handle. It is also vital you don't expose yourself to long range and avoid the medium range.
The CBJ-MS is a strong weapon in close quarters. The high fire rate means that hip fire is particularly powerful. If enemies are very close don't aim down the sights but strafe and fire from the hip. At short to medium range it is worth aiming down the sights to ensure you get the kill faster.
When you move around the map focus on the short range, but don't be too afraid of the medium range. If you can catch an opponent off guard you can still win a gunfight at medium range. But if an opponent is ready retreat is the better option. Use the radar to estimate where enemies are and move towards them through close quarter areas.
I found that I was running out of ammunition very quickly with the CBJ-Ms due to is high fire rate. Extended Mags will grant you more starting ammunition and 50% more bullets per magazine. Since you will have to be close to enemies most of the time and don't want to alert other close by enemies use the silencer so you don't appear on the radar.
Select perks that will make the close range more effective or help you out in staying hidden. Ready Up will bring up your gun faster so you can sprint without worrying about being caught sprinting. Vitally Sleight of Hand will reduce reload times. Reloading will be frequent, even with Extended Mags, which can be deadly if you are close to enemies. Steady Aim makes hip fire more effective helping you in face to face engagements.
Takedown will ensure that the death skull of an enemy you just killed won't reveal your location to close by enemies. ICU will regenerate your health faster reducing the disadvantage you have in facing enemies in quick succession.
In summary the CBJ-MS is the fastest firing Submachine Gun will the least range making it perfect for close range engagements. Extended Clip, the Silencer and the chosen perks will help you out at close range by keeping you hidden and increasing your mobility.
Hello and welcome to the puzzle guide to dropping the elevator in the research base in tomb raider 2013.
Near the end of the game you enter the research base. Eventually you get to an elevator that is slightly broken and won't let you go down to the floor you want to be on. You have to pry off all four cogs supporting the elevator.
To pry off the first cog jump up to the boxes on the second level and use the ice axe to pry the cog off. To access the higher levels go onto the elevator and jump up to the hole at the back of the elevator and climb through it. Use the stairs to get to the desired level.
Next call the elevator to the third level. Then go down the stairs a little and jump up to the platform. Once the elevator has stopped you can pry off the second cog.
Now call the elevator to the fourth level. Then go down to the third level and jump up to the ladder. Once the elevator has reached the fourth floor you can pry off the third cog.
For the last cog break the barricade that you can see on the third level. Then call the elevator to the third level. Go up to the fourth level and call the elevator up. Once it has almost reached the large hole in the side of the shaft jump down to the elevator and through the hole to the climbable wall. Go all the way to the left and jump to the platform. You can now pry off the fourth cog.
The elevator will drop down and clear the way ahead. To continue don't jump down from the second level, instead walk off. If you jump down you die spontaneously.
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This is the second part of the Blackwater Park Mission in Hitman: Absolution which is called The Penthouse. In it you eliminate Layla and locate the panic room. This guide explains how to complete this mission on the hardest, purist, difficulty. It does not explain how to complete the different challenges in this area.
At the start just follow the ledge and drop down. Follow the corridor until you get to a door. Crouch walk through the door and take cover on the display case just past the door. Wait for the guard ahead to have gone out of sight to the left, then follow her. At the end of that corridor take cover on the left wall and wait for the large group of guards ahead to have gone off to the right into another corridor.
Follow the group until you get to the end of that corridor. Take cover on the chest of drawers. Eventually two of the three guards in sight will go off to the left, but one will turn towards you and stand guard at the entrance to the room.
Once he turns around subdue him and take his outfit. Then drag him into the next room and hide him in the wooden crate. Go back into the room you subdued the guard in. In that room is a desk with a monitor on it. Next to the monitor is a key card, be sure to take it. Go back down the corridor from earlier. In the room the group of guards you had to wait for earlier were in are stairs. Go up the stairs and through the door to the left at the top of the stairs. You don't need to worry about avoiding the lasers since the outfit allows you to be in that room. Go to the other side of the room and pick up the U'wa tribe poison.
Then go back out of the room. As you do two guards enter the room, don't worry about them they won't detect you. Go back into the first large room you entered. On the table in the middle of that room is a plate with sushi on it. Poison the sushi and turn left and go out of the door ahead to the balcony. Take cover on the other side of the table ahead and wait for Layla to come out onto the balcony and lean on the railing. As soon as she does push her off the ledge.
This will cause a silent and signature kill on Layla. Follow the balcony all the way around the building until you get to a door near the other end of the balcony. Go through it and towards the door with the key card scanner next to it. Use the key card you picked up earlier and go through that door. Follow the corridor and turn left at the end of it. Approach the part of the wall that is on an angle. It is a door. Go through it and pick up the phone that is on the bed. Once you have done that it is the end of this part of the mission, and indeed the whole mission.
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