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Walkthroughs of Day of Defeat

Day of Defeat Walkthroughs

Day of Defeat

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|!|_// |/ \| |!| |!|_// |!|__| |!| |!|__| |/ \| |!|

For PC
Version 1.0
By Chris Zawada
User: antseezee
E-mail: antseezee@epix.net
Created: 04/17/04
Last Update: 06/01/04
Copyright 2004 Chris Zawada

Author's Note
First person shooters based on historical events never seem to truly kick off.
Some of them present realistic aspects, but lack in a certain element of
action. Fictional shooters can sometimes never truly capture the user's
essence, and it turns out to be a dull experience. Very few games manage to
capture the feeling of how it "was", back in the day. Day of Defeat is one of
those games that thrives off of the feeling of war quite well. Based on World
War II, you'll take control of either the Allies or Axis forces, and battle
each other out in first-person combat. Utilizing authentic weapons, soldier
ranks, and a plethora of team tactics, your goal is to take down the opponent
that lies ahead. Are you up for the challenge, or will you croak like a baby
crying mommy dearest?

If you have any contributions, feedback, or strategies you'd like to have
added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
content to add your segment of information, and will also provide credit. If
you have any questions you'd like added to the Common Questions section, ask.
I simply don't have the time to sit around thinking of questions. Provide me
with what you want to know!

=06/01/04= v1.0
Finished the FAQ. It's been a long two months since I've produced a guide, and
I'm proud to know that I'm getting back into the hobby. Should be uploaded

=05/23/04= v1.0
Resumed work after taking a short break. Planning on adding more data,
strategies, and tips during the coming months.

=04/17/04= v1.0
Started the FAQ. Expecting to finish this one soon.

- Table of Contents -
1) Introduction
2) Game Basics
> Controls
> HUD Screen
> Basic Training
3) Classes/Weapons
> profile of each (w/ ratings)
4) Map Strategies
5) Troubleshooting
6) Common Questions
7) Copyright/Distribution/Reproduction Guidelines
8) Proper Credits


- 1) Introduction -
Out of all of the clashing battles between rival nations, World War II stands
out as one of the most famed. With its infamous Normandy assault, pushing back
of the Axis powers, and Allied victory, many historians look back at the war
as one which could have gone either way. Day of Defeat is one of those games
which attempts to recreate the experience of a foot soldier during the war,
while pitting you against other human soldiers. In a sense, it's a WW2 first
person shooter. The game was originally based out of the Half-Life engine, and
was released a few years after (once the product was developed into a beta).
From here on, the title has gone through extensive changes, balances, and
finally has reached equilibrium. Day of Defeat holds the same quality elements
in games like Counter-Strike, where you can use multiple weapons, different
characters, and enforce particular strategies on maps. Maybe it's better to
camp at your current location so you can hold down the area. Or perhaps it
would benefit your team if you sniped out a pesky machine gunner. This is what
DoD is about - strategy/action molded into one.

Although the game was never developed by a "professional" software team, it
certainly appears that way. After years and years of upgrades, Day of Defeat
is a fully featured game with over 15 maps, that each place you in
realistic/fictional settings. One setting recreates the D-Day assault onto the
French coastline, while another puts you in the middle of an ensuing attack.
The great item about Day of Defeat is that it's actually a decently fun game.
Since it's a FPS, graphics are enforced in full 3D manner, with partially
destroyed urban settings, and enemies capable of camoflauging themselves. The
game is designed for purely online team-based multiplayer, so don't expect
some enthralling single player experience.

Here's a brief excerpt from the instruction manual (credit to Day of Defeat


Day of Defeat is a World War II multiplayer game driven by the Half-Life
engine. DoD attempts to recreate WWII battles in both fictional and non-
fictional environments - the game puts you in the shoes (rather, combat
boots!) of a British, American, or German soldier circa 1944, Western Europe.

Day of Defeat is a class-based, first-person shooter -- upon arrival in game,
you will have the choice to play different types of soldiers -- from Riflemen
to Machinegunners, to Snipers. Each class has its own mix of special abilities
and weapons.

The overall goal of the game depends upon the map; whether it be to capture an
area, defend a beach, or simply destroy the enemy. The 15 maps included with
Day of Defeat will give players endless hours of replayability online. With a
selection of nearly 34 weapons, players will have something new to try every
time they play.

So for now, grab your helmet and rifle and prepare for the most immersive WWII
game to date!


##### GAME INFO #####
Players: 2-32 (online)
Developer: Valve Software
Released: 2003 (retail version, beta came out earlier)
Rarity: n/a
Special Features: available for free download, STEAM/WON compatible
ESRB: Teen
Cover Art on box:
- Shows two battle-hardened allies on the front cover staring in the distance


- 2) Game Basics -
The PC is designed perfectly to fit the theme of a first-person shooter. Your
keyboard keys allow you to move, perform actions, and type detailed messages
to opponents. Your mouse allows you to rotate the view, fire, and perform
interacting actions. Combine this with a cheap microphone, and you've got
yourself one heck of a soldier. Day of Defeat works perfectly with the PC
since it is not limited by hardware restrictions (such as consoles).

- The following is a list of recommended game controls. You can set them
yourself by going to the controls menu under Configuration.

/Game Controls/
- - use voice communication
/ - activate in-game GUI
Y - type a public message
U - type a team message
, - change class
. - change team
C - voice commands menu #1
V - voice commands menu #2
B - voice commands menu #3
G - drop primary weapon
H - drop extra ammo
J - drop objective item
E - use, interact, pick up grenades
M - open map, disable mini map
L - minimap zoom
Up Arrow - move forward
Down Arrow - move backwards
A - turn left
D - turn right
Left Arrow - strafe left
Right Arrow - strafe right
Kp_ins - jump (the "0" key on the numeric keypad)
CTRL - duck
Z - prone
SHIFT - sprint
Left Click - use primary function
Right Click - use secondary function
R - reload
#0-#9 - select different weapon categories, make menu selections
Mousewheel - select next/previous weapon
Q - select last weapon used
N - flashlight
T - spray logo
TAB - display scores
F5 - take screen shot

- Character movement is controlled by the arrow keys on the keyboard. Your
mouse allows you to rotate your view in all directions, and will also control
your actions (firing a gun, deploying a bipod, etc...). Voice commands are
universal sounds in the DoD directory relating to basic commands. Sprint
allows you to run really fast for a short period of time before you run out of
stamina. You also cannot use a weapon when sprinting. Proning allows you to
lay directly flat on the ground. It improves your accuracy, and makes you less
exposed, but also forms your head into an easier target.

- The map is a very useful view to see where the enemy is flanking you. You'll
often notice where most of your allies are dying is usually where the enemy
is. Objective items are usually key items for completing objectives (satchel
charges, bazookas, Panzershrecks). The rest is self explanatory.

/HUD Screen/
This is where ALL of your action in Day of Defeat will take place. You're
basically tossed into the role of a foot soldier. Different soldiers will vary
with weapon models, but for the most part, this is how everything is
organized. It's important to understand the function of each element.

| |*|*| |^|^| _________ |
| [1] | > > | |
| | < < | |
| | [7] | |
| |_________| |
| |
| |
| | |
| -0 0- |
| | |
| [2] [6] |
| |
| [3] |
| [4] \^\_ |
|||___ | \ [9] |
|||[5]| \ \_ // |
|||___| \[8]\ // |

[1] - Objective Status => This shows how many of your objectives are left,
their status, and who has control of them.
Depending on your mission (CTF, destroy), most of
the time they will be filled with colors
representing each point. A green star is for the
Allies, and a red German star is for the Axis
powers. Neutral non-captured points are gray.

[2] - Capture Indicator => A small logo will pop up here to designate that
you may capture a flag by staying in this area.
Explosive walls and destructible devices will
also be noted in this area.

[3] - Machine Gun Mounting Area => This means you can mount a bipod without
proning. This refers only to MGs, and
you must right-click when in this area. A
small logo will alert you if this is

[4] - Message Area => All typed messages, special text, and transcripts will
be displayed here. Allows you to play the action while
reading what your fellow chaps say.

[5] - Stamina/Health Indicator => On the left side in the corner is a small
radiating colored bar - this represents
your amount of stamina left. When full,
the player will run at full speed, and be
able to jump at least two times. Whenever
you prone, jump, or perform a physical
action, it reduces your stamina bar. The
bar will refill after a small interval of
seconds. Your health bar is on the right.
Whenever you're shot, hit by shrapnel, or
an explosive, it will be reduced. You die
when it empties (certain shots are instant

[6] - Crosshair => This is where all of your interaction takes place. Any
shots fired are directed at where this small reticle is
pointed. The outer four bars on the reticle will increase
or decrease in radius based on how much your soldier is
moving. If you're jogging along, the reticles will spread
out quite widely. However, if you crouch, or prone, you
will become more accurate. Certain weapons have more/less
accurate targeting devices.

[7] - Minimap => This is a small reference to see how the surrounding area
is faring. Any of your allies are represented with small
circular logos, and their direction of movement. You cannot
see the enemy on your minimap. You'll also get a basic
guide of what the map looks like, and surrounding
structures. Hit the "L" key to zoom the minimap in or out,
for greater overall perception.

[8] - Weapon Model => This is the picture of your weapon currently selected.
It's not necessary, but it's also what you're holding
at the time. Designed for visual pleasure.

[9] - Ammo/Clip Indicator => Rather than simply showing a numerical value of
what your current ammunition amount is, the DoD
team decided to get fancy. You'll get a visual
reference of how many bullets are left in your
clip. There's also a display showing how many
clips you have.

/Basic Training/
Before you can start going around and kicking butt like a typical soldier
during the 1940s, it's essential to understand the basic elements of Day of
Defeat. As stated before, the game is a first person shooter which takes place
during World War II. For the most part though, you have objectives on each map
which must be accomplished in order for your team to win. There are also a few
minute differences with Day of Defeat when compared to other Half-Life
modifications that should be noted down as well.


- The human body allows us to perform numerous moves, evasive procedures, and
duties with our body parts. In DoD, you can crouch, prone, sprint, walk, or
run normally. Each position has an advantage over the other. Your accuracy is
cut in half when you crouch, and again cut in half when you prone (lay on the
ground). Sprinting doubles your speed, but also reduces your stamina at twice
the rate. Walking permits for perfect stealth movement, but cuts your speed in
half. Jumping allows you to reach upper heights, or different depths, but cuts
your stamina bar by 50 points automatically. In a sense, each action utilizes
stamina, but the effect is well worth it.

- Stamina controls what moves you can perform. If your stamina bar is low,
your character will move slower, and have sluggish mobility.

- There are no vehicles you can ride during the game.

}}> MAP TYPES <{{

- There are truly only two different map types you'll encounter throughout the

= Territorial maps are basically laid out maps with set points that have
mounted flags. You must run over these flags, or stand near them for a
certain interval of time to capture them. When your team captures all of
the flags, then you win. However, captures can be interchanged if another
team runs up to the flag. Strategy comes in to play as you must defend
multiple choke points while holding flags in place. Certain flags require
two players to be present in the area for capturing availability.

= CAPTURE/DESTROY maps often have lone objects that you must destroy using
satchel charges, bazookas, or panzershreks. By destroying these set
targets, it brings your team one step closer to victory. The opposing team
will usually defend the targets. If they're able to hold out for the
specified interval, then their team will be victorious. Certain maps will
have combinations of capture and territorial points in place.

}}> CLASSES <{{

- Before you can jump right into the action, players must select a class, or
type of soldier they would like to be. Types range from simple riflemen, to
advanced snipers, and mounted machine guns. You should select a class that
best represents your playing style. You may always drop a weapon that you
don't want, and pick one off the ground, so there's no reason to feel
restricted during combat.

}}> COMBAT <{{

- I'm going to be quite honest about DoD; the combat is very camper-based.
This is one of the first games where you actually have to decide on whether or
not you can sprint past a mounted sniper around the corner. Many players will
camp annoying spots, lay down suppressive fire, and toss grenades where you
least wish they were. This is how war was, so you better get use to it.
Grenade spam is often a common tactic employed to rid of campers. Also, your
accuracy crosshair will expand and contract depending on whether or not your
character is moving. This is critical (combined with recoil) in determining
how accurate you will be when attacking enemies.


- 3) Classes/Weapons -
As always, World War II was an influential time with new technologies being
enforced during a time of hostility. Not only did countries establish their
superpower status in the world arena, but certain fighting forces proved to be
real juggernauts. The following section will describe the classes available in
DoD, along with their respective ratings, and my feedback on them. Classes
will be sorted based on teams.

[| ALLIES |]
| Rifleman |//| Garand Rifle |
- The Rifleman is your typical allied light armored soldier. These were the
primary types of soldiers seen on the Allied side throughout the war. Equipped
with two grenades, a powerful semi-automatic rifle, Colt Pistol, and knife,
they were prepared for just about any assault out there.

< GARAND >_______________________
| POWER: | **** | - In the earlier versions of DoD, the
| ACCURACY: | **** | Garand use to be one of the most
| VERSATILITY:| *** | dominant rifles on the board. It has
| RECOIL: | ** | semi-automatic firing abilities, but,
| OVERALL: | *** | in recent versions, has become less
///////////////////////////////// popular because of errant recoil.
| Staff Sergeant |//| M1 Carbine |
- The Staff Sergeant is similar to the Rifleman, except designed for close
engagements. With the same equip, except for the M1 Carbine, Staff Sergeants
can weave in and out through urban settings laying down effective shots when
necessary. The Carbine has a larger load, and less recoil, which makes it a
better fit for short ranged shots.

< M1 CARBINE >_______________________
| POWER: | *** | - The Carbine is a lighter version of
| ACCURACY: | *** | a rifle, except it packs a similar
| VERSATILITY:| **** | punch. Despite its close ranged
| RECOIL: | *** | design, the Carbine is an effective
| OVERALL: | *** | weapon in standoff situations.
| Master Sergeant |//| Thompson |
- The Master Sergeant is your typical war hero of the game. Equipped with one
less grenade, and a tad slower, he's primarily designed for close combat
encounters. The Thompson is a fine automatic sub-machine gun which can be used
in close situations with the spray n' pray tactic. Very few Axis soldiers have
lived to tell of its deadly power.

< THOMPSON >_______________________
| POWER: | ** | - Despite its lackluster numbers, the
| ACCURACY: | ** | Thompson has the strongest advantage
| VERSATILITY:| **** | over all of the other weapons - it's
| RECOIL: | *** | an automatic. Combine that with a 30
| OVERALL: | **** | bullet clip, and you've got yourself
/////////////////////////////////// pure mayhem.
| Sergeant |//| M3A1 Greasegun |
- The Sergeant is basically a lower scale figurehead who has the ability to
spray n' pray himself. The normal Sergeant is more orientated for support
assaults, since his Greasegun's rate of fire is fairly slow. Trying to weave
through a defense with this soldier will only get you humiliated.

< M3A1 GREASEGUN >_______________________
| POWER: | *** | - While this is an automatic gun,
| ACCURACY: | *** | the Greasegun's design is less
| VERSATILITY:| ** | efficient for a soldier. Its
| RECOIL: | ***** | annoying recoil pattern only
| OVERALL: | ** | hampens tense situations.
| Sniper |//| Springfield Sniper Rifle |
- The Sniper is the ultimate class when it comes to DoD. Capable of taking
down long range targets with ease, you'll find them to be both pests and
nuisances during wartime battles. The Allied sniper has a very effective rifle
with crosshairs to die for. Unfortunately, they do not receive any grenades.

< SPRINGFIELD >_______________________
| POWER: | ***** | - The Springfield is basically a
| ACCURACY: | ***** | bolt-action rifle that packs a
| VERSATILITY:| *** | tremendous punch. Excellent
| RECOIL: | ** | accuracy that always nails the
| OVERALL: | **** | center of the crosshairs.
| Support Infantry |//| Browning Automatic Rifle |
- The Support Infantry basically describes itself. It supports other troops.
These are some of the most versatile fighters on the battlefield since they
can mount their weapons for holding down a position, while laying pinpoint
accuracy. Combine that with an automatic clip, and you've got decent close
range capabilities as well.

< BAR >_______________________
| POWER: | **** | - The BAR has a special bipod which can be
| ACCURACY: | ** | used to mount the gun when proned. In a
| VERSATILITY:| ***** | sense, it acts like a MG with excellent
| RECOIL: | ***** | accuracy, or can be used in mobile
| OVERALL: | *** | instances like a machine gun. Has heavy
////////////////////////////// recoil and small clip though.
| Machine Gunner |//| .30 Cal |
- The Machine Gunner is basically one of the more stationary units throughout
the game. This type is primarily designed for a playing style of mounting
yourself in a position, then laying down huge amounts of fire with gigantic
clips. The only disadvantage is that a machine gunner is limited to proning,
mounting, and firing. This takes time, effort, and placement to get an
effective spot prepared.

< .30 CAL >_______________________
| POWER: | **** | - The .30 Cal is a gigantic MG with
| ACCURACY: | *** | a 150-round clip, and two belts to
| VERSATILITY:| * | feed from. Packs a decent punch, and
| RECOIL: | *** | has a nice sized clip, however,
| OVERALL: | ** | suffers in comparison to the German
/////////////////////// machine guns.

[| AXIS |]
| Grenadier |//| Karbiner 98K Rifle |
- The Grenadier is your typical German light infantry force used frequently
throughout WWII. Grenadiers are equipped with two grenades, fairly fast, and
have a powerful bolt-action K98 rifle. The advantage was that their rifle was
very accurate, and could kill with one shot to nearly any body part. Of
course, bolt action reloads means there's a delay between each shot.

< K98 >_______________________
| POWER: | ***** | - Some of the most skilled DoD players use
| ACCURACY: | **** | the K98. It's basically a powerful rifle
| VERSATILITY:| **** | with slight reloads after each shot.
| RECOIL: | *** | However, it's a huge favorite because of
| OVERALL: | ***** | its excellent accuracy with a powerful
////////////////////////////// punch, and secondary bayonet attack.
| Stosstrupe |//| Karbiner 43 |
- Because of the Allies' new investments in the Garand and M1 Carbines, the
Germans decided to create their own deadly semi-automatic rifle, aka, the
Karbiner 43. This is basically a rifle that can be fired in semi-automatic
intervals without any bolt-action reloads. Bullets pack quite a punch,
however, recoil tends to be a huge problem.

< K43 >_______________________
| POWER: | **** | - The K43 requires a skilled player, and
| ACCURACY: | **** | well-isolated position to become useful.
| VERSATILITY:| ** | Unfortunately, the gun isn't quite as
| RECOIL: | **** | accurate as the K98, and heavy recoil
| OVERALL: | *** | between each shot proves to be a problem.
| Unteroffizier |//| MP40 Machine Pistol |
- The Unteroffizier is one of the best short-ranged combatants in the German
army. Pretty much the Master Sergeant in terms of Allied classes, the
Unteroffizier can lay down fire with his automatic sub-machine gun. They're
also equipped with the traditional Luger pistol, a grenade, and digging spade.
Despite the positive outlooks, these men seem to be only efficient in urban

< MP40 >_______________________
| POWER: | *** | - The MP40 is basically an automatic
| ACCURACY: | ** | machine gun. Unfortunately, it's rate of
| VERSATILITY:| *** | fire is much less than the Thompson, and
| RECOIL: | **** | it tends to recoil in an annoying
| OVERALL: | ** | pattern.
| Sturmtruppe |//| Sturmgewehr 44 |
- The Sturmtruppe is one of the elite assault troops commonly used throughout
WWII. These men were equipped with one of the first assault rifles ever
developed. While they did not pack the punch of a Garand or K98, they were
equipped with similar calibres, and designed for automatic firing. A large
clip allowed for agile attacks on fortified positions.

< STG44 >_______________________
| POWER: | ** | - While the STG44 isn't overwhelmingly
| ACCURACY: | *** | dominant in any single category, it has
| VERSATILITY:| **** | a unique sense that establishes itself
| RECOIL: | *** | in the battlefield. Capable of auto
| OVERALL: | **** | fire, it's perfect for close ranged
//////////////////////////////// assaults.
| Scharfschuetze |//| Karbiner 98K Sniper Rifle |
- The German Sniper is basically just a light infantryman equipped with a
scoped KAR. The advantage was that German snipers still had their powerful
K98, which meant that certain players could still be effective with close
range encounters despite no crosshairs.

< K98 SCOPED >_______________________
| POWER: | ***** | - As usual, the K98 Scoped is perfect
| ACCURACY: | ***** | for laying down exact, precise
| VERSATILITY:| *** | shots on specific targets. Not much
| RECOIL: | *** | more you could ask for out of a
| OVERALL: | ***** | sniper.
| MG34-Schutze |//| MG34 Machine Gun |
- The MG34-Schutze was the first type of machine gunner developed by the
Germans during WWII. Equipped with a smaller clip, and slower rate of fire,
the Germans managed to create an effective MG which could be targeted with
precision. While it did not have many of the positive aspects of other MGs, it
gave the user a heightened sense of control.

< MG34 >_______________________
| POWER: | **** | - The MG34 is more effective for less
| ACCURACY: | **** | intense positions where you want to be
| VERSATILITY:| ** | able to lay down accurate shots that
| RECOIL: | ** | do damage. Just expect a low rate of
| OVERALL: | *** | fire, and be weary of the 75 bullet
/////////////////////////////// clip.
| MG42-Schutze |//| MG42 Machine Gun |
- The MG42-Schutze was one of the most innovative weapons designed during
WWII. It held one of the fastest firing rates, combined with a huge belt-fed
clip. This meant soldiers could lay down lots of fire in a small amount of
seconds. Great for covering large areas with lots of troop activity.

< MG42 >_______________________
| POWER: | **** | - Be careful not to overheat your MG42. To
| ACCURACY: | *** | do so, watch the bar on the right side of
| VERSATILITY:| *** | the screen. When the red reaches the top,
| RECOIL: | ** | your gun will stop functioning until it
| OVERALL: | **** | cools down a bit.
| FG42-Paratrooper |//| FG42 Sniper/Mounted |
- The FG42 trooper is similar to the Support Infantry in the Allied forces.
These soldiers are equipped with special automatic rifles that have side
loading clips. The two versions of the gun include a normal one which can be
mounted like a BAR, and another one equipped with a sniper scope. The FG42 is
great for laying down support fire, but tends to be heavy when it comes to

< FG42 >_______________________
| POWER: | *** | - FG42's are only attainable on certain
| ACCURACY: | *** | maps (usually para ones). Thus, use them
| VERSATILITY:| ***** | whenever you get a chance. Their gun has
| RECOIL: | **** | plenty of varying uses, if you can learn
| OVERALL: | *** | to control it efficiently.

| Rifleman |//| No4 Mk1 Lee Enfield |
- The British Rifleman were a tad more well-equipped during World War II.
While they did not have the semi-automatic Garand, their Enfield rifle was
just as effective, if not better, than the feared K98 German rifle. By
utilizing masses of these accurate Enfields, British troops were able to make
advances into German soil with ease. Each is equipped with an add-on bayonet
as well.

< ENFIELD >_______________________
| POWER: | ***** | - The Enfield is one of the most
| ACCURACY: | ***** | accurate rifles in the game. Combine
| VERSATILITY:| **** | that with extreme power, and a large
| RECOIL: | *** | 10-clip, you've got yourself a winner.
| OVERALL: | ***** | Unfortunately, it's a bolt action
////////////////////////////////// rifle as well.
| Sergeant Major |//| Sten Mk II |
- The Sergeant Major is one of the premiere close range combatants for sticky
situations. Equipped with an automatic submachine gun, a revolver, and a
grenade, their usefulness can expand to nearly any situation.

< STEN >_______________________
| POWER: | *** | - Despite holding an automatic machine gun,
| ACCURACY: | ** | the Sten isn't the best gun to have on
| VERSATILITY:| **** | the field. It has horrible recoil, and
| RECOIL: | ***** | fairly bad accuracy in times of dire
| OVERALL: | ** | need.
| Marksman |//| Enfield No4 Sniper Rifle |
- The British Marksman were some of the best during World War II. Default
Enfields were custom-fitted with sniper scopes, and employed to some of the
best shots in the British military. When you take the most accurate rifle, and
further enhance it, you've got one brilliant piece of equipment.

< ENFIELD SCOPED >_______________________
| POWER: | ***** | - The Enfield Scopes is like
| ACCURACY: | ***** | holding a gigantic laser in
| VERSATILITY:| ** | your hand - you're bound to
| RECOIL: | ** | hit something.
| OVERALL: | ***** |
| Gunner |//| Bren Light Machine Gun |
- The Gunner is a hybrid combination between a support troop and machine
gunner. Equipped with the British Bren, a revolver, and a grenade, these men
could adapt to several different scenarios.

< BREN >_______________________
| POWER: | **** | - The Bren's design of being both a MG
| ACCURACY: | *** | and support rifle allows you to mount
| VERSATILITY:| *** | in nearly any location and take down
| RECOIL: | **** | numerous targets. The only disadvantage
| OVERALL: | **** | is the small 30 round magazine.


- 4) Map Strategies -
As much as you'd like to simply pick up a weapon, and charge the battlefields
like a brave warrior, Day of Defeat is played on special maps with objectives.
Each map has a unique design with urban restrictions, varying landscapes, and
a plethora of scenery. Also on each map are secret locations which are perfect
fits for certain classes in the game, aka special sand bunkers and sniper
locations. The following section will describe as many strategies you can
employ on each map with the two different teams.

|| DoD_vicenza or DoD_merderet are not included in this section. ||
|| Custom maps are also not covered. More official maps will be ||
|| added in the future as they pop up. ||

__________________________/{ DoD_anzio }\__________________________
>> SETTING: Urban town with narrow tunnels, rooms, crevices

Map Biased for: 50/50

"Two of the best sniper locations include the church bell tower, and right
broken building that overlooks the Bridge area. To get to the bell tower, you
can take the front entrance by climbing the ladder, or entering the church
room. However, the best route is to go to Flag #3, go in the underground, then
go left via the sewers all the way back. You should arrive in the stairwell of
the church. When you're in the church tower, crouch against the corners of the
wall for protection. Crouch up, fire, down, and repeat. If you hear footsteps,
pull out your knife, and wait by the ladder opening. Any oncomers can easily
be gutted without too much of a struggle. The only other way you can get
knocked out is if a nade is tossed up, but your enemy won't have the cover to
toss one up in time.
For the second spot, crouch between the first and second windows of the
area overlooking the bridge. Stand up, nail any Germans who come near the
area, then prone down. You're more exposed, but it also proves to be more of a
nuisance. You may also want to try proning in the lower right area of this
balcony. The slight ledge proves to be excellent camoflauge. Another solid
location is the dark room next to Flag #2. You can easily prone/crouch, and
pick off snipers who appear in the two windows, or whoever tries to capture
Flag #2."

"Watch the middle vent for Germans who try to sneak through after capturing
the third flag. Your best bet is to get the third flag, then flank all troops
on the bridge from behind by going through the broken wall, with the chunk of
meat on the table. The sewers tend to work best for the Allies on this map. To
capture the Axis's #1 flag, flank it from the left down the main road, and
sprint straight across. There are many dark windows on this level which are
perfect for skirmishes."

"The church tower is your best choice. You can get there easily by going to
the flag #3 sewers, then taking a left down to the area under the church. Once
you're in the tower, use your knife to defend against anyone who tries to
climb the ladder. You have two windows of opportunity to take down anyone who
comes from the Allied spawn. Make sure you crouch, and try to stay in the
corners more often. Allies often shoot through the walls just to make sure
they hit you. Another excellent Axis sniper location is in the dual-window
room, along the right side of the map, that overlooks flag #4. You can get a
nice angle through which you can snipe oncoming Allied players. Your only
exposure is that people in the dark room can take you out easily if your eyes
are not open."

"Avoid taking the right main road as a sniper in the tower, or a tossed
grenade can take you down easily. Try holding the bridge area as it can
backfire your entire game plan if the Allies capture it once. If the middle
flag is captured, be weary of an Allied flank through the dark meat room.
Watch the left sewers in the bridge area for more flankers. You can capture
the Allied #1 flag easily by getting to the dark plaza room, taking the middle
stairs towards the Allied spawn, then leaping out of the small window."

__________________________/{ DoD_avalanche }\__________________________
>> SETTING: Uphill town with damaged urban buildings

Map Biased for: AXIS

"Since this is an uphill battle, sniping can be fairly hard on this level.
Your first and most premiere selection is to get into the church tower near
the middle of the level. You can do so by sprinting through the lower doorway,
then climbing the ladder and stairway above. From here, you can snipe directly
out of the tower, or leap off to the angled aclove to your left for prone
fire. Another fairly unknown sniping spot requires a little sacrifice. Peer
out of the church tower window, and look below. You should see a V-shaped roof
ledge. Crawl and drop to the ledge below, then prone. This is a fairly good
sniping spot. Other key areas include the entire right side of the map, which
can be reached via the dark wooden rooms on the right. You can also try the
windows by the #2 flag, however, most Axis snipers tend to pick you off
easily. Finally, if you're in need of a defensive location, enter the left
path out of your spawn. Climb the back alley stairs, then go right, and leap
onto the small stone bridge that leads across high above. You can snipe
enemies who dare round your corner with sufficient protection."

"Battles will be primarily close combat, and fairly intense. Many times you
will round corners, enter doorways, or peek out windows just to get picked
off. The key to Avalanche is to find a solid spot, lay down fire, then keep
moving for the flags. The battle can turn quickly depending on who has the
middle flag. Master Sergeants fare well on this map, but lack long range
capabilities from Axis snipers. Toss grenades in key choke points to hold back
Axis movements. Try to hold the church tower at any cost. If the Axis manage
to hold it, your flank will severely be damaged."

"Again, you can rely on the church tower near the middle of the map for
excellent cover. Because of its ladder-only entrance, you can knife any
intruders who try to get you from behind. You can also crouch, pop up, fire a
shot downward, and repeat. However, the Axis dominate when it comes to sniper
spots on this map. There are two excellent locations, one being a V-crack on
the Axis side, and another being a two-window attic. Both can be excellent
positions to prone down, fire, strafe out, and repeat. Watch for Allied
snipers near Flag #4. They enjoy popping out of the left window, and crawling
out of the right hole."

"Grenadiers are effective on this map since you can mow down the Allies who
try to rush the corner defenseless. There are also several settings which
feature dark rooms, such as the Allies' right territory, or the church
entranceway. Toss your grenades down the Allied route to rack up some easy
kills. Capturing the middle flag is easy as well since you can take cover
behind the rubbish piles placed systematically throughout the area. MGs are
very effective on this map as well, especially when facing the sandbag corner
that leads from the Allies' first flag. Just position a MG42 there, and ensure
you have a sniper on your back for supreme domination."

__________________________/{ DoD_caen }\__________________________
>> SETTING: Heavily destroyed city with marble structures and explosive objects

Map Biased for: 50/50

"There are plenty of sniper spots to satisfy even the most excessive blood
thirsty marksman out there. To start off, the most common sniping place on the
map is the small window that looks over the British/Axis plaza, which can be
reached by going up stairs or climbing a ladder. Two windows permit access in
nearly all directions. You can also prone on the angled slit along the wall,
and snipe anyone who dares approach from the fire alley. Proning in the
electric alley, or sniping in the electric alley window are two superb ways of
crippling a German's flanking routes. Another unknown spot is to run up to the
Allied Plaza, and prone next to the burning tank. There's a little divet which
can conceal your position, while allowing you to snipe any wrongdoers. In the
lower right corner (next to the Allied Plaza flag) is a broken building. You
can crouch, prone, or stand, and snipe anyone across the arena. Aside from
that, if you manage to breach the Axis territory, try to sneak in the dark
side cantons. Broken openings allow you to lay down cover fire right on top of
the first Axis flag."

"Avoid using satchel charges unless you're destroying the back hole in the
courthouse (which leads into the fire alley). You may also want to destroy the
wall which leads to Flag #4. Aside from that, DO NOT breach the electric alley
holes as the Germans will benefit more from this than you will. Lay down
single shots in common sniping areas just for the heck of it. Sometimes you'll
get lucky and score an easy kill. A neat little spot to hang out is in the
electric alley. Shoot the wooden box panel that rests near the end of the
alley. The front edge should break off. Now, prone and crawl in this little
inlet, and face back towards the Allied entrance to the electric alley. You
can easily snipe Germans who walk by. It's best to let them walk down the
alley a bit, then snipe them, so they do not hear the shot. Always sprint when
capturing the flags on this map. The building on the left side of the plaza
has some nifty spots to hang out. You can get elevation (although it's risky
to be exposed). Try using the German left back alley for a direct flank on
flags #4 and #5."

"Snipers on this map have pretty much the same choices as the Allied
snipers. Some key spots include the Courthouse in the Plaza. Go down to the
first floor, and at the far end you'll find a dark V-crack which is perfect
access to sniping past Allied flags. The dark window next to flag #3 is
another solid choice. You should prone in the doorway, and lay down single
shots. Strafe out as you'll probably take some stray shots. The lower right
corner with the destroyed building is a perfect shot since many Allies tend to
forget about snipers positioned there. The electric alley is a great choice if
you can manage to constantly move your sniping position, and establish a
presence. Past flag #2 is a second floor which has a small V-crack that
overlooks the fire alley. If your team is weak on this side, I'd recommend
proning and just sitting here for several minutes. Allies are guaranteed to
walk through here at least 10 times a round."

"Combat on this map tends to be a little more close combat orientated for
the Germans. As the Allies, you'll primarily capture the last two flags via
hidden alley flanks, or blown passageways. The Allies' last two flags are
located right in the middle of wide open areas, with hardly ANY flanking
points. It's probably best to stick to the walls, any open windows, and lay
down suppressive fire. Sturmtruppes can be quite useful in these situations,
along with a few MG42's in debris areas. Try flanking the Allies via their
back alley, and use the Panzerschrek to knock out the ladder entrance to the
second floor building next to the Allies' flag #2. Aside from that, have your
snipers hold the main plaza and you'll be set."

__________________________/{ DoD_charlie }\__________________________
>> SETTING: D-Day clone invasion on a sandy beach through a heavily fortified

Map Biased for: AXIS

"To start off, you're not going to have much cover with the constant mortar
fire bombarding the beach. A few options on the beach include proning next to
the destroyed tanks, jumping on metal barriers, and proning, or simply proning
along the beachline in an attempt to match with the water. These points give
you the best direct shots on the two main Axis bunkers. Snipers who pop their
heads up won't be doing so for long if you can hold these areas. However, a
much more cautious approach is to run up along the far left/right sides of the
map, and prone on the slanted stone barrier. From here, you can take diagonal
shots across the map, and take out a spread of targets. Once the shingles have
been breached, consider running up to the middle sand bunker, and proning next
to it, slightly to the left. Axis will overlook you, and you can usually pop
off men who come into the bunkers, from the side entrances, or through the
middle barrier. Go up along the left pathway, and take out any MGs/soldiers
who are trying to protect the left side."

"First off, you really have a series of two shingles to break through on in
this map. Grab some satchel charges near the cargo crates on the beach, and
crouch next to the left or right sides of the map. A charge will be planted
after about five seconds (if your head isn't blown off by then). Once you've
breached the first wall, you can now plant a charge on the right, middle, or
flank the left side. I'd recommend against destroying the right side as it
opens a new path for the Germans to sit and wait for you. Only do it if the
situation is dire and extreme. The middle bunker should be blown, with a small
group of insurgents heading up the left flank. You can usually cap the left
flak cannon easily. Try to get the Radio Tower (which is in the middle) as
soon as possible. It can be one of the hardest locations to capture near the
end of a round. Try to flank the HQ from behind (in the sewers, via the
elevator). Again, toss grenades up the middle, and spray fire around to take
down moving targets."

"This map is every Axis sniper's dream. To start off, you have two primary
bunkers from which you can snipe from. Use the green-vine areas on the side of
each for blending in, and providing complete camoflauge. You can crouch, pop
up, fire a shot, then repeat the process. If you go outside, and go near the
borderline fence that has barbwire, you can prone and snipe off of the edge
corners next to the bunkers. This spot is VERY useful as Allied snipers will
hardly have a direct line-of-sight to even hit you. Other areas include the
far right mortar. You can leap above the sandbags, and prone on the left
aclove. If the situation becomes worse and worse, retreat back to the Coastal
Gun, and prone near the sandbags. You can snipe anyone who tries to approach
from the front, and guard the elevator in the rear."

"Close-ranged combat is out of the question in this mission. You'll want to
keep your distance from the Allies since the Germans are provided with the
fortifications on this map. Try to spread everyone out, and ensure that if one
area is breached, the entire team knows about it. Use the K98 and look near
the center for lots of Allies. Most of the time they'll sprint straight up. If
they breach your left mortar wall, get an MG setup there to nail anyone who
makes it through the shingles. If you want, you can run down to the area
between the shingles, and attempt close range combat. For the most part
though, make sure the Radio Tower doesn't fall."

__________________________/{ DoD_chemille }\__________________________
>> SETTING: A heavily destroyed urban setting during a dark gloomy afternoon

Map Biased for: 50/50

"Your choices are fairly limited when it comes to sniping on this map. One
decent location involves taking the left flank that leads to a desolate
square. You'll find numerous spots including dark windows and different height
balconies. The only flaw is that this area has too many locations through
which you can be flanked. With nearly three entrances, you'll rarely find any
secure locations to put your back to. The best spot is under one of the
balconies, behind some barbed wire. It provides excellent cover. The right
side of the map has an overpass and bridge, but for the most part, is fairly
useless when it comes to sniping."

"I must warn you that this map tends to change hands very quick if you're
not careful. Your primary concerns should be holding at least two flags at any
time. Most of the points on this map can be snatched within seconds. There are
primarily three routes you can take on this map as allies. If you go into the
far left building, the road splits into a wooden door (which can be breached
with the help of a bazooka), or a simple path that leads to the middle of the
area. The middle area is actually a destroyed plaza with lots of windows,
openings, and areas to hide yourself. Always sprint through the middle to
avoid being killed. The left path leads to a dark, double-window room that
overlooks the plaza. It's perfect for laying down suppressive fire. The right
path leads to an overpass and bridge with a capture point. Be careful as
Germans tend to try and sneak through the right side to take down all of the
Allied flags. Also have somebody guard Flag #1 as some people try to come from
a left balcony and sprint towards the flag for an easy victory."

"Axis sniping on this map is nothing to cheer about. The two best spots
you'll find include a tower posted right by your Flag #1. If you climb the
ladder, and make it to the top, you can prone, and lay down fire on the left,
right, or middle flanks. Your second key spot is to move to the plaza in the
middle, and just crouch or prone in one of the dark areas. Most typical
soldiers will not have enough time to stop, and shoot at you in the middle of
a chaotic battle. However, most of the rooms on this map are fairly small, and
do not fit the entire theme of a sniper's scenario."

"Again, as Axis members on this map, the key is to move quickly if you want
to be victorious. One of the most volatile flanks on your map is the far left
side by Flag #1. There's a small window opening/balcony that permits Allies to
crawl through, then sneak down easily for the flag. Try to have someone
guarding your first flag at a constant rate. Be careful in the center plaza as
Allies will try to nail you down from the dark room on the right side, and via
a stairwell on the right side. The left side of this map is your best choice
for assaults since you can get cover under the bridge, and hit the Allies on
their weak side (where most players tend not to go). Try to keep moving on
this map, and camping corners when you know the situation is in dire need."

__________________________/{ DoD_donner }\__________________________
>> SETTING: An intersecting town with thunderboomers and gloomy weather

Recommended Class: SNIPER/MG42-Schutze
Map Biased for: 50/50

"Snipers in this map will probably have the wettest dreams when it comes to
kill versus death ratios. There are some nasty spots on both the allied and
axis sides which can prove to be barriers for each team to overcome. To start
off, you can use the back allies on the right or left side of the map for
covering your first two flags. The ABSOLUTE best spot on this map to snipe is
in the first right building, outside of your spawn. Head out, and enter the
door on the right. Go left up the stairs, and you should be in a fairly dark
room with two shattered windows. If you go in the rightmost window, you can
actually see a back alley in the middle of the map (the entranceway). Many
Germans will try to sneak through this way. Stand up, with only the
entranceway to the alley in site, and snipe anyone who tries to pop the
corner. You will hardly get hit at all. If some men sneak into the building
opposite of your position, just crouch over, pop up, fire, and retreat back.
This little sniper location can literally give you insane kill-to-death
ratios. Aside from that, the church tower in the middle of the map is a nice
location from a perspective, but fairly limited in sniping options. There is
no shelter once you're in the tower, and you'll have to deal with three
locations Germans can pop out of."

"Again, combat on this map is going to be more camper-orientated because of
the lack of movement on the map. As an ally, your best choice is to stick low
to the ground, and use dirt piles as shelter. Try to keep the bunker on the
right side of the map as it'll heavily dampen Axis progression across the map.
This will force them to go up the left alley, or middle roadway, and both can
be covered quite easily. I'd recommend tossing grenades in the narrow alleys,
as you can usually score quick double kills. The middle flag will be difficult
to capture because Germans will usually hide in the side buildings, and pop
out whenever the capture meter lights up. Just hold onto the bunker, and make
use of the German's back sneak alley for an easy infiltration behind their

"While sniping on this map is fun, it can be fairly limited at times. Some
of your best defensive options with the scoped rifle includes the left corner
house between flag #1 and #2. There's a dual window establishment with dark
tinting, enough to conceal any defensive sniper. If you go into the back right
alley by the middle flag, you can crouch behind some sand bags that lead into
a building. From here, you can get a near "invisible" spot by sticking the
barrel of your gun out of one of the edges of the bags. Unfortunately, this
spot has limited visibility, and is mainly designed for counter sniping any
pesky Allies. Before Flag #3 is a desolate building with about four windows,
and a top area sandbag. This spot is efficient when two snipers are in the
same location, and cover each other in case of a mobile target. One more
effective defensive spot is right after Flag #2, along the left house. You can
go inside the yellow-lit building, and find two windows for sniping across a
large area of potential. Aside from that, German sniping is fairly limited on
this map."

"Unfortunately, combat on this map will tend to be very linear. The Axis
forces have two ways for progress across the map - via the bunker alley or
main road. The bunker alley permits quicker access against the Allied second
and first flags. It's critical that you place an MG42-Schutze in the bunker,
and hold down the area against oncoming forces. The main road is more limited
as you'll have to deal with the threats of Allied snipers and moving troops.
Try to take shelter in the buildings on the right, behind the tank in the
middle, or in the back alley on the right. Some solid MG spots include the
bunker on the left, some dark windows by flags # 1 and #2, or proning by one
of the dark doorways near flag #3. DO NOT move forward until you're positive a
sniper has been taken out, otherwise, your advancement will be a living

__________________________/{ DoD_flash }\__________________________
>> SETTING: A bright, vibrant setting with straight-forward design

Map Biased for: 50/50

"Sniping and regular combat pretty much intertwine on this map. Some solid
locations for British snipers includes the first house on the left, third
house at the end of the alley by the third flag, or any of the bushes on the
side routes. From here, you can usually crouch, pop up, and fire shots without
exposing too much of any body part. If your team is under heavy pressure, go
to the first building, and use the window as a base for most of your defense.
The third building by the middle flag gives you an overall perspective of the
alley covering the third flag. Just watch for the building opposite with its
lone window, as an occasional Scharfschuetze will pop up along the way."

"Most of the combat on this map is fast moving, and corner-designed. When
popping corners, try to stop for a slight second, and fire off a shot. Most
people will sprint around corners. That or tossing a grenade helps in the long
run. Take shelter behind hay piles, hills, stairs, and angled windows. Watch
out for pesky snipers, and make sure you go straight for the flags. Everything
on this map is a one-cap base, meaning it only takes one person to capture a
point. Perform your duties wisely, and try to time a coordinated capture of
all points. You'll find that flanking the grass fields can be the easiest way
of reaching the opponent's #1 flag. Most of the combat will be bolt-action
wars, so prepare for some intense battles."

"Again, the same strategy for the Allies can be applied here. The Germans
third sniper building is not as effective, albeit still a useful location.
Grenadiers are more effective on this map because of their fluent design for
angled corners and quick attacks. Try to hold down the Allied field, and
you'll discoverd this map to be easy. Try to get a sniper proned in the
building overlooking the third flag, and one proned behind the sandbags on the
building on the far left (near Flag #3)."

"There's not much to be said for this map. Always toss your grenades down
the main alley as that's where most of your troop activity will be
encountered. Many players will try to get in buildings, and nail you down by
strafing back and forth in front of a window. This can be countered by
patiently moving across the level, and taking steady aim. Don't rush forward
like another dummy soldier, but rather as a stealthy combatant. If the
situation ge

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