Call of Duty: Black Ops III
98 Achievements
1,950
164-205h
No One Will Believe You
Complete the Campaign on Realistic. Details for this achievement will be revealed once unlocked
50
0.16%
How to unlock the No One Will Believe You achievement in Call of Duty: Black Ops III - Definitive Guide
https://www.youtube.com/playlist?list=PLTaOHX8kEkD6Wwtba__lZ...
Hope this helps.
Hope this helps!
l Archvile l said that the 48 Dredge (the 6 round burst lmg) with Thermal Scope+Grip+Rapid Fire+Fast Mags, and XM 53 DF rocket launcher as secondary works just as well.
With Thermal Scope+Grip+Rapid Fire+Fast Mags, and XM 53 DF rocket launcher as secondary.
It was like shooting fish in a barrel. Regular foot soldiers go down in 1 burst, and robots in 2-3 bursts.
For reference, my loadout was a Drakon Thermal Scoped with Fast Mags, Extended Mags and FMJ with War Machine as a backup and an Emergency Reserve and Enhanced Traversal as perks (up until the last two missions, where I switched to Grenade Shield) and all 3 Cyber Cores active. If you haven't reached that point yet, I recommend the Martial Core, as Control Core is useless in the later levels when all the robots are controlled by either Taylor or Hendricks and it has more overall utility than Chaos Core, where the main ability you would use would be Nano-Swarms.
Mission 1: Black Ops
Honestly, this mission isn't too difficult. However, I forgot how to switch powers and so this mission was a lot harder than it needed to be. The enemies mostly comes in waves of 3-4, which isn't too difficult to handle. Additionally, the on-rails portion of the APC is *very* forgiving. You could honestly hold the RT the entire time and be fine. There were two main portions that I had some trouble with.
The first is when you are first introduced to the NRC robots, who come in unlimited waves. The reason I had trouble was I kept moving to the cover closer to the robots, but couldn't retreat back in time before they would swarm me and kill me in one shot. If you take cover on the rightmost side, farther away from the robots, it should go a lot smoother.
The second is right after your APC crashes. I was getting swarmed by NRC soldiers and robots and forgot to activate camo. My strategy was to throw one flashbang to the right and one to the left and then spring and dash behind rock cover. From there, immediately throw all your frags in each direction and then spring and dash over to the crash site. Obviously, if you have camo, it's practically a straight shot.
Mission 2: New World
Once again, I had forgotten how to switch powers, so this mission was harder than it needed to be. However, there isn't a single section that I found noteworthy in its difficulty, even with that caveat.
With Diaz's section, just don't get too aggressive and make sure to always be behind cover whenever possible. I died a couple times because I tried to push forward, only to be shot from behind, so make sure to check your corners and take out everyone.
Hall's section is a breeze. Just note that you are in *no* rush to take out the terrorist. Even then, there are very few enemies, so this mission should be a relative piece of cake.
For Maretti's section, just always be behind cover and check your corners so that you don't get any wonderful "sneak attack" deaths.
For the train section, having the Drakon is very useful as you can eliminate most NRC robots before they have a chance of shooting you. Otherwise, it's the same old be behind cover shtick that Diaz and Maretti's section should have you conditioned to be in.
Mission 3: In Darkness
The start of the mission can be rough, as the Warlord takes forever to kill and, due to his LMG, very easily kills you. Take out everyone else before engaging the Warlord, otherwise you'll be overwhelmed way too quickly. As for the Warlord, use and abuse the Camo ability and take as many pot shots to the head as you can (while still being near cover in case he starts shooting back!) and he should eventually go down.
Up until you fight a second Warlord, using cover and camo combined with a long-range weapon should make the fighting areas rather manageable, especially in the ship battle as most enemies are far away from you. However, just because they're far away doesn't mean they can't hit you! I've been downed from enemies across the map, so try and take them all out before proceeding anywhere.
As for the second Warlord, I only ever took the left-most path. Immediately after exiting the zipline, take out the enemy in the adjacent building, otherwise you will die repeatedly. From a window/vantage point, set up a campfire and take out any enemy in sight. They should have a hard time killing you, as their attention will be on Hendricks on the ground below. When the second Warlord appears, as well as with other people, focus on the Warlord (wait, what?!). The other enemies will be focused on Hendricks, but the Warlord....not so much. Again, use and abuse camo and take as many potshots as possible until he starts shooting back, then hide behind cover. Rinse and repeat until you take him out. From there, the rest of the enemies should be a walk in the park.
Mission 4: Provocation
Right as you spawn, immediately dive to prone. If you don't, you will be quickly hounded and killed by NRC robots.
Up until your contact with PAWWS, it should be standard fare: Snipe the enemies, stay in cover and use camo whenever possible.
With PAWWS, stay far back and spam it with Drakon fire. Trying to control it takes too long and leaves you vulnerable to be shot by any enemy. So just spam it with bullets and watch it explode to pieces.
Inside the building will be a Warlord as well as multiple robots. This is where the War Machine comes in handy: spam the room and only peak around a corner when you have Camo acative. There should be an Ammo Crate on the upper right area of the building as you enter in case you need more War Machine ammo.
In the area where there are two sentry turrets, I actually found hacking them and taking control to work wonders in terms of clearing the room.
Now for the fun bit: Defending Hendricks.
I didn't find this part that difficult, so long as you continually spam Nano Swarms and stay behind the consoles closest to Hendricks and occasionally peeking out to take any unsuspecting enemy. The Nano Swarms should take care of practically everyone, so long as you continually spam them every chance you get.
The Super Trees portion I actually found harder, as enemies can and do spawn behind you as you progress through this portion. Just don't rush through the level and slowly pick apart enemies as you see them, and use camo whenever possible and you will eventually clear this portion. Just be prepared to be shot in the back after you thought you cleared an area.
As for the on-rails portion, it's just as forgiving as the ATP section.
Mission 5: Hypocenter
Having the Drakon Thermal Silenced really helps the opening portion. So long as you stay by the playground, you shouldn't have any trouble sniping the enemies.
When the ASP comes alive, hammer its defense spot with the Drakon and then hit it with War Machine grenades when the prompt comes. Do that, and it should go down rather quickly. If not, note that there are ammo boxes around the camp to pick up more War Machine ammo.
As you progress through the level, you'll reach a portion where the ground is covered halfway with water and robots spawn from the ground. Note that the door behind you closes. Simply take your time and take out the robots as they spawn (having a thermal helps) and this area shouldn't be too hard.
For the portion where there are green pods everywhere, feel free to spam that sniper and take out any robot attempting to leave a pod.
For Diaz, this isn't that difficult, so long as you stay near the back, shoot the generator when instructed and then use camo before destroying each of the 3 generators with a grenade. I personally don't see much point in engaging in the robots, as they will continue to respawn so no use risking trying to shoot them, only to be shot at and restarting from checkpoint.
For the flooding, it's mostly easy, until you get to the portion where you have to wait for Hendricks to open the door. Here, the robots will continue to spawn and keep pushing and, considering the lack of cover, it's very easy to get overwhelmed. What I found was that it was easier to take the rightmost cover, facing away from Hendricks, and keep shooting until he prompts you to help him, then use camo and quickly help him open the door.
As for the drop charges, holy hell are these annoying. I've died multiple times in cover because a drop charge decided to explode below me. Right after the bridge collapses (you'll know because Hendricks will scream it), I found it easiest to hold A and maneuver as fast as possible to the point of safety, otherwise you'll find yourself dead from some drop charge exploding. However, be forewarned that there are still two drop charges as you maneuver across the map as well as robots who can and do shoot at you. I have no recommendations other than shoot as fast as possible and take them out quickly.
Mission 6:]Vengeance
Having the Drakon silenced practically makes this level easy mode. Additionally, being able to remote control Talons and turrets makes many of the fighting portions trivial to beat, as you just need to control one and wipe out all the enemies as they look around haplessly. There really isn't more that needs to be said. This is probably the easiest mission in the campaign.
Mission7: Rise & Fall
Honestly, not that difficult a mission either. Up until the last sequence, active camo works surprisingly well at getting the spike launcher ready.
For the final sequence, hide behind cover and try to take control of an ASP. You might get downed once or twice, but eventually you should be able to, and from there, the final sequence is a cake walk.
Mission 8: Demon Within
For the Hall fight, immediately take control of a Talon. She refuses to shoot it, meaning you get easy potshots on her until she goes down. Otherwise, continually run around and use camo so you can get some shots on her.
For the Bastogne fight, BE CAUTIOUS. The checkpointing in this mission is atrocious. You can clear whole areas, only to be killed in the far distance and finding yourself starting back at square 1. Camo is really helpful in this mission due to the open-nature of many of the battles as well as crap cover. My advice is to use camo, take out as many enemies that you can until camo runs out, and then hide until camo is active again. It's slow, but it beats having to restart from the beginning because you were too aggressive.
For the Dire Wolves, note that they continue to respawn until you reach Hall, meaning that you can't camp and take them out. My advice is to sprint on the rightmost path, quickly shooting uoyomplete this section without taking any damage using this method, so it's doable.
The zombie section....I'll be honest. This section sucks. The small room gets increasingly smaller due to fire, and the zombies very quickly overwhelm you, with them killing you in one-hit near the end of the mission. I don't really have any solid advice other than move around, survive and kill whatever you see. You will die, you will be frustrated, but by a stroke of luck, you will eventually complete this god-forsaken section.
Also, one quick note: I never had this problem, but I know users online have complained about this mission glitching out on them. Be forewarned.
Mission 9: Sand Castle
There are two main sections I feel the need to warn you about: the first is when you breach through the glass into a large open area, and the other is Maretti's fight. I'll go into detail about them later.
For the Bullshark sections, it's very easy and very forgiving. Damage is negligible and it's very easy to take out enemies. When you need to active the comm tower, my advice is as follows:
Up until you reach the comm tower, use camo to help take out the enemies.
When you need to help defend Kane, spam the Nano Swarms.
When you need to reach your bullshark, switch back to camo.
Do those and the two comm towers should be taken rather easily. Now for the first warning. You'll reach a section where Kane will instruct you to spring to an area for a breaching sequence. If you die without clearing the breaching area, the game will glitch out on you. By that, I mean you will respawn back in the room with a noticeable decline in texture quality, the glass you breached through will instead be a shut door and the enemies in the area will be invincible. You can progress through some of the area, but you will eventually be blocked by debris and unable to progress any further, meaning you will have to restart the level.
So for the breaching area, be as cautious as possible, and try not to die.
Now for the second portion: F***ing Maretti. For starters, don't trust his laser sight. I've had instances where I got killed by Maretti despite the laser sight STILL BEING POINTED AT THE OTHER SIDE OF THE MAP.
Trying to go through the bottom portion is suicide. I've tried 50 times and successfully made it across once.
Instead, you'll want to traverse through the upper pylons (this requires Enhanced Traversal. Note that in the far right corner is a Mobile Armory to change loadouts if need be). For whatever reason, Maretti's aim goes to crap once you are on the upper pylons. From there, it's a matter of hiding and using nano swarms to take out enemies and then blowing up the generators.
Mission 10: Lotus Towers
I'm only discussing Taylor's fight, because everything up to it is rather standard fare.
For Taylor, I'm not going to lie, this mission is difficult. His heat seeking rockets have an inexplicable ability to go through the tiniest of windows and taking you out. The R.A.P.S are a pain in the ass to deal with. His minigun can wipe you out in the span of 2 seconds.
My method is as follows: At the start, immediately start shooting at the blue of the Leviathon's turbines. The moment Taylor starts shooting at you, retreat to the building you spawned in, only taking shots when you have a good angle and aren't low on health. When he shoots his rockets, leave the building in the opposite direction of Taylor but stay near it. That (should) have the rockets blow up the building and not you. When Taylor drops his R.A.P.S., camp at the left corner from where you spawned. 90% of the time, the R.A.P.S will attack you only from the front. After dealing with the R.A.P.S., move to the building across from where you spawned. This will be your hidey-hole as you try and take all all of Taylor's turbines, with the advantage being that the building doesn't completely blow up when Taylor shoots his rockets at you, only the roof does. Try to stay close to the opposite side of Taylor when he shoots his rockets to minimize the likelihood that they hit you instead. Also, even when you take out all of his turbines (which you'll know when the target indicator is no longer on them), Taylor will still have a few seconds of shooting you with his minigun, so don't drop your guard until the cutscene occurs.
Mission 11: Life
The mission actually isn't as hard as I thought, but be warned: It's SUPER GLITCHY.
I've had my Xbox crash 7 times during this mission. Believe me, it's not fun to do the same thing 7 times.
There are two portions I want to discuss. The first is the giant battleground with two ASPs and a VTOL you need to destroy. Having the perk that reflects grenades and rockets is huge, because you will be shot at from everywhere with rockets and grenades.
There is one thing that can cheese this fight: if you go to the mobile armory at the back and select a class with Emergency Reserve, you automatically get a new one. Meaning you essentially have unlimited revives in this area. Use and abuse it to take out the first ASP and VTOL with unlimited revives and War Machine ammo.
This is important because 6 of the 7 times my Xbox crashed was after I died during this portion. So DON'T DIE.
As you progress to the second ASP, move to the left-hand side. I found it easier to maneuver than the right hand side. It also has an ammo crate for more War Machine ammo. After you take out the second ASP, this is where things can get hairy. At this point, unlimited robots will spawn. If you wait too long, they'll converge where you need to go to activate the door, effectively blocking you. I suggest you camp in a room by the door and then activate Camo and sprint to the door to active it. You may die immediately after activating it. However, you will eventually be able to slide under the door and progress to the next portion.
The second portion is right after you enter the Frozen Forest. You will spawn along with 3-4 other soldiers. Believe me, you don't have enough time to take them out, even if you have aimbot nor do you have enough time to activate Camo. Instead, immediately sprint and slide to the closest tree. From there, activate Camo and take them out.
After that, it should be a rather straightforward mission, with one caveat: Enemies you kill will respawn. So even after "clearing" an area, use active camo and scour through the map. I've had multiple instances where I thought I "cleared" an area, only to be shot in the back and killed.
Good luck, this isn't nearly as stress-inducing as World at War Veteran, except for the glitching out and having to restart the mission parts ;)
Make sure you don't start until you have got a Sniper rifle maxed out with a thermal scope. It will be invaluable especially in the tricky Demon Within level. Also make sure you have got the war machine too and upgraded all your cores.
I only encountered a few tricky parts but patience is the best skill you can have on this one. I had to do Demon Within 5 times up to the Church section due to it glitching with Sarah gliding around and the one time I did get it to work it then put me in a black screen swimming to the the next point at 4500m away (was not happy ) .
If your facing human opponents then use your swarm as much as you can . Also going invisible was really helpful to get through tough areas and finding good cover.
I really enjoyed this achievement as it was like a chess match. You have so many skills open to you with the cores you just have to work out which is the best one to get you through each situation .
Two good hints is when you face the wolves you can actually just run straight through that part to the next check point. Before the wolves section stay right until the after the gun nests . Then when it goes dark stay right until the wolves. After the wolves keep left all the way till you get to the panzer section. Also at the beginning of the level take over a drone and you can take out Sarah very very easy as when you controlling it as you never get attacked.
I did this on my own but I am sure on co-op it could be easier.
Also go without saying that you have the reserve tac-rig as I think it would be almost impossible to do without it.
One last tip for the mother ship. Go to the one weapon selection box there is and camp there. Even when the hounds and R.A.P.S they wont get you as they cant find you. It will take a few goes but when you do get hit just open the box up and it gives you that second life (of sorts) .
I hope some of this helps !
Special thanks goes to- Hex Tighnari (xbox gt) as he has explained and completed this solution with me this past weekend.
First, this solution does NOT work via mission select. You actually need to be in new game plus or just a new campaign.
SOLUTION: Start a new campaign on RECRUIT difficulty. Play through the mission as normal. BEFORE/ or DURING the last checkpoint of the level (will take some level knowledge) you need to change the difficulty to REALISTIC and then SAVE AND QUIT. Once you are back in the lobby you're going to want to click RESUME STORY. Finish the rest of the level on realistic and you should see on the score screen that you completed the level on REALISTIC. Once you load into the next level/safe house, change the difficulty back to recruit and rinse and repeat. :)
Some levels have very hard endings. Use some of the tips from the other solutions to complete them, or grab a few buddies to help you out. THIS SOLUTION DOES INFACT WORK. YOU CAN SEE IVE GAINED THE ACHIEVEMENT THIS PAST WEEKEND. (12/11/22) Please comment or message me on xbox if something is unclear. HAPPY HUNTING!
Realistic is a new difficulty introduced in Black Ops 3, and unfortunately it doesn't really live up to the name. You will essentially die in one hit, though there are few cases where you will not die instantly (however these instances are few and far between). It will take perseverance and dedication to get through this, and we recommend you do this on a second playthrough to familiarise yourself with the game first, and so you can play with a levelled up character and have access to a greater arsenal. Co-op is highly recommended, but it is very doable solo, and in fact some sections (albeit few) are easier to do solo. Ultimately it is up to you on how you play, but below are some suggestions on how to ease the process of completing the game on Realistic.
Loadout:
(Our loadout for four player co-op on Realistic.)
- Weaponry: We absolutely recommend that you use a Sniper Rifle with a Thermal Scope and FMJ throughout this mode, preferrably the SVG-100 or Drakon. These guns will one-hit kill most enemies, deal huge damage to those who don't die in one hit, and can penetrate through most objects with ease. In addition, the Thermal Scope will allow you to see all enemies through walls, meaning you can often sit behind cover and actually shoot all enemies without even exposing yourself. You will likely want another weapon for close encounters, in which case the Gorgon is an amazing LMG that will 2-hit everything. Alternatively you can use an XM-53 DF to take on groups or large robots.
- Cyber Cores: First of all, being Level 20 is a massive assistance in completing Realistic, as it will allow you to change your Cyber Cores on the fly, rather than being stuck with one Core until you find a Mobile Armoury. The abilities you should make full use of are Extended Camo (Martial Core), Mass Paralysis (Control Core), Enhanced Remote Hijack (Control Core) and Firefly Swarm (Chaos Core). Extended Camo will turn you invisible for about 15 seconds, allowing you to dash through an area or move to new cover without the risk of dying. Mass Paralysis allows you to stun up to five robots at once, giving you the opportunity to kill them without risking death. Enhanced Remote Hijack lets you hack into non-bipedal robots, which can make clearing out certain sections significantly easier, and Firefly Swarm will distract human enemies and allow you to take them out.
- Tactical Rig: If you're playing solo, you'll definitely want to use Emergency Reserve and Repulsor Armour, both upgraded. Emergency Reserve essentially grants a free revive, which is a huge assist when you can't rely on teammates to revive you. It will only revive you once, however if you change your loadout at a Mobile Armoury, even to the same loadout, that revive will be reset. Therefore in areas with a Mobile Armoury, you can go down multiple times and keep resetting the free revive (credit to MonsterMaver for discovering this exploit). Repulsor Armour will repulse the majority of grenades and rockets, saving you from many unnecessary deaths. If you're playing in co-op, you can sacrifice the Emergency Reserve for Traversal Enhancement, which will allow you to wall run and use your thrusters to boost further mid-jump, which is beneficial in some spots. You may however prefer to keep the Emergency Reserve for the abusable revives.
General Tips:
- Level up: It's by no means necessary, but extremely beneficial to play Realistic when you're already level 20. You'll have full access to the best weapons and tac-rig abilities, and you'll be able to use Multi-Core, which lets you change between the three Cyber Cores on the fly. Normally you can only change your Cyber Core at a Mobile Armoury, so this will make certain encounters much easier to handle.
- Cover: You'll always want to be behind cover, and with an SVG-100 or Drakon with Thermal, you'll be able to kill everything through cover. Never stay out in the open, and if you need to stick your head out only do so for short periods.
- Co-op: Playing with friends can make doing this signficantly easier, as long as they're not horrible. You can go down as many times as you so desire and be revived by your teammates, and with Extended Camo your friends can revive you without being targeted by the enemies at all. This makes certain sections throughout the campaign significantly easier to get through, as you don't have to be nearly as cautious and can essentially dash through certain areas. You can also dedicate a player or two to being revivers, always staying back and out of the action - doing so will almost guarantee you won't die. You can find co-op partners in the Co-op Partners Thread (PS4).
- Warlords: These guys can be a real pain, fortunately there are good ways to deal with them. You can either use Extended Camo and unload on them for the duration of your Extended Camo, or use Firefly Swarm to distract them much to the same effect.
- Abuse your Cyber Cores: It's been said before, but your Cyber Cores will be absolute lifesavers. In particular, Firefly Swarm for solo and Extended Camo for co-op can make your experience with this mode a lot less painless.
Section Tips:
- Mission 4: Provocation - Defending Hendricks in the server room: For this room, you'll want to head back into the room you came into this area through, where the Mobile Armoury is. This way enemies will only come from in front of you. Enemies can spawn through windows on either side of this room, but if you stay back you should be able to see them. If you're using Emergency Reserve, you can also abuse the Mobile Armoury to get unlimited revives.
- Mission 5: Hypocenter - Destroying Diaz's chamber: When you get to this section, it is wise to stay back at the elevator where you come in. You'll be able to overlook the entire area here, and enemies will mostly come down the middle, and occasionally down the sides.
- Mission 7: Rise & Fall - Planting the ground spikes: This part can be a great pain, especially if you're playing solo. The enemies will spawn indefinitely, and by the last spike charge you'll have RAPS spawning too. The best way to get these is to use your Extended Camo to plant the spike, then get out fast. If you're playing in co-op, your friends can revive you if you're downed after planting the spike. You'll have multiple checkpoints throughout this, and most of the spikes aren't too bad, but it is the final spike that causes most problems. Playing solo, you'll have to try clear the enemies near the spike, plant it, then use Extended Camo to stealth away from the area, relying on your free revive to save you. If you're in co-op, you can one player plant the spike in Extended Camo and blow the charge immediately, while another player is ready at the gates to interact with the tablet to move onto the next objective.
- Mission 8: Demon Within - Sarah Hall fight: This can be a little frustrating if you don't know what you're doing, but an extremely effective way to do this is to hack the Talons flying around with Remote Hijack. They absolutely decimate her health, and you won't be able to die while piloting it.
- Mission 9: Sand Castle - Hacking consoles to reach the sniper: As always, Extended Camo is your friend. Use it to get to each console you need to hack, then wait for it to regenerate so you can move forward. Also, beware of fire throughout this mission! Even being near it will down you, and if you're playing in co-op it will outright kill you, meaning you won't be able to be revived.
- Mission 10: Lotus Towers - Mothership fight: This is better off solo or with two players, more than two makes it a lot harder. To the right of the spawn room is a destroyed building, the wall here cannot be destroyed by the Mothership's missiles and provides great cover. You can essentially keep the Mothership on the other side of the wall. Use either your Sniper Rifle or the provided Mini-guns to damage it while it uses its cannons, and when it fires missiles you can either stay behind the wall and rely on your Repulsor Armour or dash away into the open while the missiles crash behind you. Definitely have Emergency Reserve equipped, as there are multiple Mobile Armouries available, meaning you can constantly reset your revive count. When it spawns RAPS, stay in the corner behind the broken wall and the RAPS will only come from one direction, making them a lot easier to take out. If you're doing this with more than 2 people, it is best to split into pairs, using Extended Camo to revive when the Mothership isn't firing missiles.
- Mission 11: Life - ASP Courtyard: This courtyard can be a pain, as once again the enemies spawn indefinitely. Focus on taking out the first ASP, as this is the only way to progress. Once the first is destroyed, move into one of the buildings on either side and take out the PAWWS that are outside, before focusing on the second ASP. With the second ASP down, you just have to hack the panel at the end and get through the door. Use Extended Camo to hack the panel, then try dash through the door - relying on Emergency Reserve if you get downed.
Use the Active Kit - Emergency Reserve , it helps you get up if you are wounded.
Its big disadvantage is that it takes a long time to recharge, but if you go to the Mobile Armory and select your own kit, it will instantly recharge, so for example, you can calmly go through the battle with the boss while standing next to it.
I went solo with it without any problems at all.