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A glass of cola served with ice cubes

A soft drink (see § Terminology for other names) is a drink that usually contains carbonated water (although some lemonades are not carbonated), a sweetener, and a natural or artificial flavoring. The sweetener may be a sugar, high-fructose corn syrup, fruit juice, a sugar substitute (in the case of diet drinks), or some combination of these. Soft drinks may also contain caffeine, colorings, preservatives, and/or other ingredients.

Soft drinks are called 'soft' in contrast with 'hard' alcoholic drinks. Small amounts of alcohol may be present in a soft drink, but the alcohol content must be less than 0.5% of the total volume of the drink in many countries and localities[1][2] if the drink is to be considered non-alcoholic.[3]Fruit punch, tea (even kombucha), and other such non-alcoholic drinks are technically soft drinks by this definition, but are not generally referred to as such. Unsweetened sparkling water may be consumed as an alternative to soft drinks.

Soft drinks may be served chilled, over ice cubes, or at room temperature, especially soda. They are available in many container formats, including cans, glass bottles, and plastic bottles. Containers come in a variety of sizes, ranging from small bottles to large multi-liter containers. Soft drinks are widely available at fast food restaurants, movie theaters, convenience stores, casual-dining restaurants, dedicated soda stores, and bars from soda fountain machines. Soft drinks are usually served in paper or plasticdisposable cups in the first three venues. In casual dining restaurants and bars, soft drinks are often served in glasses made from glass or plastic. Soft drinks may be drunk with straws or sipped directly from the cups.

Soft drinks are mixed with other ingredients in several contexts. In Western countries, in bars and other places where alcohol is served (e.g. airplanes, restaurants and nightclubs), many mixed drinks are made by blending a soft drink with hard liquor and serving the drink over ice. One well-known example is the rum and coke, which may also contain lime juice. Some homemade fruit punch recipes, which may or may not contain alcohol, contain a mixture of various fruit juices and a soft drink (e.g. ginger ale). At ice cream parlors and 1950s-themed diners, ice cream floats, and specifically root beer floats, are often sold. Examples of brands include Coca-Cola, Pepsi, Sprite, Sierra Mist, Fanta, Sunkist, Mountain Dew, Dr. Pepper, and 7 UP.

  • 2History
  • 6Health concerns
  • 7Government regulation

Terminology[edit]

While the term 'soft drink' is commonly used in product labeling and on restaurant menus, in many countries these drinks are more commonly referred to by regional names, including carbonated drink, cool drink, cold drink, fizzy drink, fizzy juice, lolly water, pop, seltzer, soda, coke, soda pop, tonic, and mineral.[4][5] Due to the high sugar content in typical soft drinks, they may also be called sugary drinks.

In the United States, the 2003 Harvard Dialect Survey tracked the usage of the nine most common names. Over half of the survey respondents preferred the term 'soda', which was dominant in the Northeastern United States, California, and the areas surrounding Milwaukee and St. Louis. The term 'pop', which was preferred by 25% of the respondents, was most popular in the Midwest and Pacific Northwest, while the genericized trademark 'coke', used by 12% of the respondents, was most popular in the Southern United States.[4] The term 'tonic' is distinctive to eastern Massachusetts, although usage is declining.[6]

In the English-speaking parts of Canada, the term 'pop' is prevalent, but 'soft drink' is the most common English term used in Montreal.[7]

In the United Kingdom and Ireland, the terms 'fizzy drink' is common. 'Pop' and 'fizzy pop' are used in Northern England, South Wales, and the Midlands, while[8] 'mineral'[5] or 'lemonade' (as a general term) are used in Ireland. In Scotland, 'fizzy juice' or even simply 'juice' is colloquially encountered. In Australia and New Zealand, 'fizzy drink' or 'soft drink' is typically used.[9] In South African English, 'cool drink' and 'cold drink' are used,[10] but in South African Indian English, 'cool drink' is most prevalent. Older people often use the term 'mineral'.

History[edit]

The origins of soft drinks lie in the development of fruit-flavored drinks. In the medieval Middle East, a variety of fruit-flavored soft drinks were widely drunk, such as sharbat, and were often sweetened with ingredients such as sugar, syrup and honey. Other common ingredients included lemon, apple, pomegranate, tamarind, jujube, sumac, musk, mint and ice. Middle Eastern drinks later became popular in medieval Europe, where the word 'syrup' was derived from Arabic.[11] In Tudor England, 'water imperial' was widely drunk; it was a sweetened drink with lemon flavor and containing cream of tartar. 'Manays Cryste' was asweetened cordial flavored with rosewater, violets or cinnamon.[12]

Another early type of soft drink was lemonade, made of water and lemon juice sweetened with honey, but without carbonated water. The Compagnie des Limonadiers of Paris was granted a monopoly for the sale of lemonade soft drinks in 1676. Vendors carried tanks of lemonade on their backs and dispensed cups of the soft drink to Parisians.[13]

Carbonated drinks[edit]

Equipment used by Joseph Priestley in his experiments on gases and the carbonation of water

In the late 18th century, scientists made important progress in replicating naturally carbonated mineral waters. In 1767, Englishman Joseph Priestley first discovered a method of infusing water with carbon dioxide to make carbonated water[14] when he suspended a bowl of distilled water above a beer vat at a local brewery in Leeds, England. His invention of carbonated water (also known as soda water) is the major and defining component of most soft drinks.[15]

Priestley found that water treated in this manner had a pleasant taste, and he offered it to his friends as a refreshing drink. In 1772, Priestley published a paper entitled Impregnating Water with Fixed Air in which he describes dripping oil of vitriol (or sulfuric acid as it is now called) onto chalk to produce carbon dioxide gas, and encouraging the gas to dissolve into an agitated bowl of water.[15]

Another Englishman, John Mervin Nooth, improved Priestley's design and sold his apparatus for commercial use in pharmacies. Swedish chemist Torbern Bergman invented a generating apparatus that made carbonated water from chalk by the use of sulfuric acid. Bergman's apparatus allowed imitation mineral water to be produced in large amounts. Swedish chemist Jöns Jacob Berzelius started to add flavors (spices, juices, and wine) to carbonated water in the late eighteenth century.

Thomas Henry, an apothecary from Manchester, was the first to sell artificial mineral water to the general public for medicinal purposes, beginning in the 1770s. His recipe for 'Bewley's Mephitic Julep' consisted of 3 drachms of fossil alkali to a quart of water, and the manufacture had to 'throw in streams of fixed air until all the alkaline taste is destroyed'.[12]

Johann Jacob Schweppe developed a similar process to manufacture carbonatedmineral water at the same time. He founded the Schweppes Company in Geneva in 1783 to sell carbonated water,[16] and relocated his business to London in 1792. His drink soon gained in popularity; among his new found patrons was Erasmus Darwin. In 1843, Schweppes commercialized Malvern Water at the Holywell Spring in the Malvern Hills, and received a royal warrant from King William IV.[17]

It was not long before flavoring was combined with carbonated water. The earliest reference to carbonated ginger beer is in a Practical Treatise on Brewing. published in 1809. The drinking of either natural or artificial mineral water was considered at the time to be a healthy practice, and was promoted by advocates of temperance. Pharmacists selling mineral waters began to add herbs and chemicals to unflavored mineral water. They used birch bark (see birch beer), dandelion, sarsaparilla, fruit extracts, and other substances. Flavorings were also added to improve the taste.

Mass market and industrialization[edit]

An 1883 advertisement for Schweppes Mineral-Waters

Soft drinks soon outgrew their origins in the medical world and became a widely consumed product, available cheaply for the masses. By the 1840s there were more than fifty soft drink manufacturers – an increase from just ten in the previous decade. Carbonated lemonade was widely available in British refreshment stalls in 1833,[18] and in 1845 R. White's Lemonade went on sale in the UK.[19] For the Great Exhibition of 1851 in London, Schweppes was designated the official drink supplier and sold over a million bottles of lemonade, ginger beer, Seltzer water and soda-water. There was a Schweppes soda water fountain, situated directly at the entrance to the exhibition.[12]

Mixer drinks became popular in the second half of the century. Tonic water was originally quinine added to water as a prophylactic against malaria and was consumed by British officials stationed in the tropical areas of South Asia and Africa. As the quinine powder was so bitter people began mixing the powder with soda and sugar, and a basic tonic water was created. The first commercial tonic water was produced in 1858.[20] The mixed drinkgin and tonic also originated in British colonial India, when the British population would mix their medicinal quinine tonic with gin.[12]

The Codd-neck bottle provided an effective seal for soft drinks in the late 19th century

A persistent problem in the soft drinks industry was the lack of an effective sealing of the bottles. Carbonated drink bottles are under great pressure from the gas, so inventors tried to find the best way to prevent the carbon dioxide or bubbles from escaping. The bottles could also explode if the pressure was too great. Hiram Codd devised a patented bottling machine while working at a small mineral water works in the Caledonian Road, Islington, in London in 1870. His Codd-neck bottle was designed to enclose a marble and a rubberwasher in the neck. The bottles were filled upside down, and pressure of the gas in the bottle forced the marble against the washer, sealing in the carbonation. The bottle was pinched into a special shape to provide a chamber into which the marble was pushed to open the bottle. This prevented the marble from blocking the neck as the drink was poured.[12]

By mid-1873 he had granted 20 licenses and received a further 50 applications. This was boosted further by a Trade Show held in London in the same year. By 1874 the license was free to bottle manufacturers as long as they purchased the marbles, sealing rings and used his groove tool, and the mineral water firms they traded with had already bought a license to use his bottle.

In 1892, the 'Crown Cork Bottle Seal' was patented by William Painter, a Baltimore, Maryland machine shop operator. It was the first bottle top to successfully keep the bubbles in the bottle. In 1899, the first patent was issued for a glass-blowing machine for the automatic production of glass bottles. Earlier glass bottles had all been hand-blown. Four years later, the new bottle-blowing machine was in operation. It was first operated by the inventor, Michael Owens, an employee of Libby Glass Company. Within a few years, glass bottle production increased from 1,400 bottles a day to about 58,000 bottles a day.

In America, soda fountains were initially more popular, and many Americans would frequent the soda fountain daily. Beginning in 1806, Yale University chemistry professor Benjamin Silliman sold soda waters in New Haven, Connecticut. He used a Nooth apparatus to produce his waters. Businessmen in Philadelphia and New York City also began selling soda water in the early 19th century. In the 1830s, John Matthews of New York City and John Lippincott of Philadelphia began manufacturing soda fountains. Both men were successful and built large factories for fabricating fountains. Due to problems in the U.S. glass industry, bottled drinks remained a small portion of the market throughout much of the 19th century. (However, they were known in England. In The Tenant of Wildfell Hall, published in 1848, the caddish Huntingdon, recovering from months of debauchery, wakes at noon and gulps a bottle of soda-water.[21])

In the early 20th century, sales of bottled soda increased exponentially, and in the second half of the 20th century, canned soft drinks became an important share of the market.

During the 1920s, 'Home-Paks' were invented. 'Home-Paks' are the familiar six-pack cartons made from cardboard. Vending machines also began to appear in the 1920s. Since then, soft drink vending machines have become increasingly popular. Both hot and cold drinks are sold in these self-service machines throughout the world.

Consumption[edit]

Per capita consumption of soda varies considerably around the world. As of 2014, the top consuming countries per capita were Argentina, the United States, Chile, and Mexico. Developed countries in Europe and elsewhere in the Americas had considerably lower consumption. Annual average consumption in the United States, at 153.5 liters, was about twice that in the United Kingdom (77.7) or Canada (85.3). From 2009 to 2014 consumption dropped over 4% per year in Greece, Romania, Portugal, and Croatia (putting these countries at between 34.7 and 51.0 liters per year). Over the same period, consumption grew over 20% per year in three countries, resulting in per-capita consumption of 19.1 liters in Cameroon, 43.9 liters in Georgia, and 10.0 liters in Vietnam.[22]

Production[edit]

A jug of bottler's flavor for 7-Up. The syrup-like concentrate lacks sugar and is sold to franchisees to refill.

Soft drinks are made by mixing dry or fresh ingredients with water. Production of soft drinks can be done at factories or at home. Soft drinks can be made at home by mixing a syrup or dry ingredients with carbonated water, or by lacto-fermentation. Syrups are commercially sold by companies such as Soda-Club; dry ingredients are often sold in pouches, in a style of the popular U.S. drink mix Kool-Aid. Carbonated water is made using a soda siphon or a home carbonation system or by dropping dry ice into water. Food-grade carbon dioxide, used for carbonating drinks, often comes from ammonia plants.[23]

Drinks like ginger ale and root beer are often brewed using yeast to cause carbonation.

Of most importance is that the ingredient meets the agreed specification on all major parameters. This is not only the functional parameter (in other words, the level of the major constituent), but the level of impurities, the microbiological status, and physical parameters such as color, particle size, etc.[24]

Some soft drinks contain measurable amounts of alcohol. In some older preparations, this resulted from natural fermentation used to build the carbonation. In the United States, soft drinks (as well as other products such as non-alcoholic beer) are allowed by law to contain up to 0.5% alcohol by volume. Modern drinks introduce carbon dioxide for carbonation, but there is some speculation that alcohol might result from fermentation of sugars in a non-sterile environment. A small amount of alcohol is introduced in some soft drinks where alcohol is used in the preparation of the flavoring extracts such as vanilla extract.[25]

Producers[edit]

In every area of the world there are major soft drink producers. However, a few major North American companies are present in most of the countries of the world, such as Pepsi and Coca Cola. Major North American producers other than the two previously-named companies include Cott, Dr Pepper Snapple Group, and Jones Soda.

Health concerns[edit]

The over-consumption of sugar-sweetened soft drinks is associated with obesity,[26][27][28][29]hypertension,[30]type 2 diabetes,[31]dental caries, and low nutrient levels.[28] Experimental studies tend to support a causal role for sugar-sweetened soft drinks in these ailments,[27][28] though this is challenged by other researchers.[32][33][34] 'Sugar-sweetened' includes drinks that use high-fructose corn syrup, as well as those using sucrose.

Many soft drinks contain ingredients that are themselves sources of concern: caffeine is linked to anxiety and sleep disruption when consumed in excess.[35]Sodium benzoate has been investigated by researchers at University of Sheffield[36] as a possible cause of DNA damage and hyperactivity. Other substances have negative health effects, but are present in such small quantities that they are unlikely to pose any substantial health risk provided that the drinks are consumed only in moderation.

In 1998, the Center for Science in the Public Interest published a report titled Liquid Candy: How Soft Drinks are Harming Americans' Health. The report examined statistics relating to the increase in soft drink consumption and claimed that consumption is 'likely contributing to health problems'. It also criticized marketing efforts by soft drink companies.[37] In 2005, the CSPI called for warning labels on soft drinks, similar to those on cigarettes and alcohol.[38]

Obesity and weight-related diseases[edit]

From 1977 to 2002, Americans doubled their consumption of sweetened beverages[39]—a trend that was paralleled by doubling the prevalence of obesity.[40] The consumption of sugar-sweetened beverages is associated with weight and obesity, and changes in consumption can help predict changes in weight.[27][28]

It remains possible that the correlation is due to a third factor: people who lead unhealthy lifestyles might consume more soft drinks. If so, then the association between soft drink consumption and weight gain could reflect the consequences of an unhealthy lifestyle rather than the consequences of consuming soft drinks. Experimental evidence is needed to definitively establish the causal role of soft drink consumption. Reviews of the experimental evidence suggest that soft drink consumption does cause weight gain,[27][28] but the effect is often small except for overweight individuals.[32]

Many of these experiments examined the influence of sugar-sweetened soft drinks on weight gain in children and adolescents. In one experiment, adolescents replaced sugar-sweetened soft drinks in their diet with artificially sweetened soft drinks that were sent to their homes over 25 weeks.[41] Compared with children in a control group, children who received the artificially sweetened drinks saw a smaller increase in their BMI (by −0.14 kg/m2), but this effect was only statistically significant among the heaviest children (who saw a benefit of −0.75 kg/m2). In another study, an educational program encouraged schoolchildren to consume fewer soft drinks.[42] During the school year, the prevalence of obesity decreased among children in the program by 0.2%, compared to a 7.5% increase among children in the control group. Another study, published in Pediatrics in 2013, concluded that for children from the age of 2 to 5, their risk of obesity increased by 43% if they were regular soft drink consumers as opposed to those who rarely or never consumed them.[43]

Sugar-sweetened drinks have also been speculated[44] to cause weight gain in adults. In one study, overweight individuals consumed a daily supplement of sucrose-sweetened or artificially sweetened drinks or foods for a 10-week period.[45] Most of the supplement was in the form of soft drinks. Individuals in the sucrose group gained 1.6 kg, and individuals in the artificial-sweetener group lost 1.0 kg. A two-week study had participants supplement their diet with sugar-sweetened soft drinks, artificially sweetened soft drinks, or neither.[46] Although the participants gained the most weight when consuming the sugar-sweetened drinks, some of the differences were unreliable: the differences between men who consumed sugar-sweetened drinks or no drinks was not statistically significant.

Other research suggests that soft drinks could play a special role in weight gain. One four-week experiment compared a 450 calorie/day supplement of sugar-sweetened soft drinks to a 450 calorie/day supplement of jelly beans.[47] The jelly bean supplement did not lead to weight gain, but the soft drink supplement did. The likely reason for the difference in weight gain is that people who consumed the jelly beans lowered their caloric intake at subsequent meals, while people who consumed soft drinks did not. Thus, the low levels of satiety provided by sugar-sweetened soft drinks may explain their association with obesity. That is, people who consume calories in sugar-sweetened drinks may fail to adequately reduce their intake of calories from other sources. Indeed, people consume more total calories in meals and on days when they are given sugar-sweetened drinks than when they are given artificially sweetened drinks[46][48][49] or water.[49] However, these results are contradicted by a study by Adam Drewnowski published in 2004, in which '32 subjects consumed a 300-calorie snack of fat-free raspberry cookies or regular cola on two occasions each – either two hours ('early') or 20 minutes ('late') before lunch.' It found that '...the calories eaten at lunch were not affected by whether the snack was cookies or cola.'[50]

The consumption of sugar-sweetened soft drinks can also be associated with many weight-related diseases, including diabetes,[31] metabolic syndrome and cardiovascular risk factors,[51] and elevated blood pressure.[45]

According to research presented at the American Heart Association's Epidemiology and Prevention/Nutrition, Physical Activity and Metabolism 2013 Scientific Sessions by researchers at the Harvard School of Public Health, sugar-sweetened beverages may be responsible for 180,000 deaths every year worldwide.[52]

Dental decay[edit]

Soft drinks displayed on grocery store shelves.

Most soft drinks contain high concentrations of simple carbohydrates: glucose, fructose, sucrose and other simple sugars. If oral bacteria ferment carbohydrates and produce acids that may dissolve tooth enamel and induce dental decay, then sweetened drinks may increase the risk of dental caries. The risk would be greater if the frequency of consumption is high.[53]

A large number of soda pops are acidic as are many fruits, sauces and other foods. Drinking acidic drinks over a long period and continuous sipping may erode the tooth enamel. A 2007 study determined that some flavored sparkling waters are as erosive or more so than orange juice.[54]

Using a drinking straw is often advised by dentists as the drink does not come into as much contact with the teeth. It has also been suggested that brushing teeth right after drinking soft drinks should be avoided as this can result in additional erosion to the teeth due to the presence of acid.[55]

Hypokalemia[edit]

There have been a handful of published reports describing individuals with severe hypokalemia (low potassium levels) related to extreme consumption of colas.[56]

Bone density and bone loss[edit]

In a meta-analysis of 88 studies, drinking soda correlates with a decrease in milk consumption along with the vitamin D, vitamin B6, vitamin B12, calcium, protein and other micronutrients.[57]Phosphorus, a micronutrient, can be found in cola-type drinks, but there may be a risk in consuming too much.[57] Phosphorus and calcium are used in the body to create calcium-phosphate, which is the main component of bone. However, the combination of too much phosphorus with too little calcium in the body can lead to a degeneration of bone mass.[57]Research suggests a statistically significant inverse relationship between consumption of carbonated drinks and bone mineral density in young girls, which places them at increased risk of fractures.[58]

One hypothesis to explain this relationship is that the phosphoric acid contained in some soft drinks (colas) displaces calcium from the bones, lowering bone density of the skeleton and leading to weakened bones, or osteoporosis.[59] However, 2001 calcium metabolism studies by Dr. Robert Heaney suggested that the net effect of carbonated soft drinks, (including colas, which use phosphoric acid as the acidulant) on calcium excretion in urine was negligible. Heaney concluded that carbonated soft drinks, which do not contain the nutrients needed for bone health, may displace other foods which do, and that the real issue is that people who drink a lot of soft drinks also tend to have an overall diet that is low in calcium.[59]

A 2006 study of several thousand men and women, found that women who regularly drank cola-based sodas (three or more a day) had significantly lower bone mineral density (BMD) of ≈4 % in the hip than those who didn't, even though researchers controlled for important factors like calcium and vitamin D intake. The study also found that women who drank non-cola soft drinks didn't appear to have lower BMD and that BMD of women drinking decaffeinated cola wasn't as low as women drinking caffeinated cola sodas. The study found that the effect of regular consumption of cola sodas was not significant on men's BMD.[60]

In the 1950s and 1960s there were attempts in France and Japan to ban the sale of Coca-Cola as dangerous since phosphates can block calcium absorption. However, these were unsuccessful as the amounts of phosphate were shown to be too small to have a significant effect.[61]

Sugar content[edit]

The USDA's recommended daily intake (RDI) of added sugars is less than 10 teaspoons per day for a 2,000-calorie diet.[62] High caloric intake contributes to obesity if not balanced with exercise, with a large amount of exercise being required to offset even small but calorie-rich food and drinks.

Until 1985, most of the calories in soft drinks came from sugar or corn syrup. As of 2010, in the United States high-fructose corn syrup (HFCS) is used nearly exclusively as a sweetener because of its lower cost,[63] while in Europe, sucrose dominates, because EU agricultural policies favor production of sugar beets in Europe proper and sugarcane in the former colonies over the production of corn. HFCS has been criticized[64] as having a number of detrimental effects on human health, such as promoting diabetes, hyperactivity, hypertension, and a host of other problems.[65] Although anecdotal evidence has been presented to support such claims, it is well known that the human body breaks sucrose down into glucose and fructose before it is absorbed by the intestines. Simple sugars such as fructose are converted into the same intermediates as in glucose metabolism.[66] However, metabolism of fructose is extremely rapid and is initiated by fructokinase. Fructokinase activity is not regulated by metabolism or hormones and proceeds rapidly after intake of fructose. While the intermediates of fructose metabolism are similar to those of glucose, the rates of formation are excessive. This fact promotes fatty acid and triglyceride synthesis in the liver, leading to accumulation of fat throughout the body and possibly non-alcoholic fatty liver disease. Increased blood lipid levels also seem to follow fructose ingestion over time. A sugar drink or high-sugar drink may refer to any drink consisting primarily of water and sugar (often cane sugar or high-fructose corn syrup), including some soft drinks, some fruit juices, and energy drinks.

Benzene[edit]

In 2006, the United Kingdom Food Standards Agency published the results of its survey of benzene levels in soft drinks,[67] which tested 150 products and found that four contained benzene levels above the World Health Organization (WHO) guidelines for drinking water.

The United States Food and Drug Administration released its own test results of several soft drinks containing benzoates and ascorbic or erythorbic acid. Five tested drinks contained benzene levels above the Environmental Protection Agency's recommended standard of 5 ppb. As of 2006, the FDA stated its belief that 'the levels of benzene found in soft drinks and other beverages to date do not pose a safety concern for consumers'.[68]

Pesticides in India[edit]

In 2003, the Delhi non-profit Centre for Science and Environment published[69][70] a disputed report finding pesticide levels in Coke and Pepsi soft drinks sold in India at levels 30 times that considered safe by the European Economic Community.[71][72] This was found in primarily 12 cold drink brands sold in and around New Delhi.[73] The Indian Health Minister said the CSE tests were inaccurate, and said that the government's tests found pesticide levels within India's standards but above EU standards.[74][75]

A similar CSE report in August 2006 prompted many state governments to have issued a ban of the sale of soft drinks in schools. Kerala issued a complete ban on the sale or manufacture of soft drinks altogether. (These were later struck down in court.) In return, the soft drink companies like Coca-Cola and Pepsi have issued ads in the media regarding the safety of consumption of the drinks.[76]

The UK-based Central Science Laboratory, commissioned by Coke, found its products met EU standards in 2006.[77] Coke and the University of Michigan commissioned an independent study of its bottling plants by The Energy and Resources Institute (TERI), which reported in 2008 no unsafe chemicals in the water supply used.[78]

Kidney stones[edit]

A study published in the Clinical Journal of the American Society of Nephrology in 2013 concluded that consumption of soft drinks was associated with a 23% higher risk of developing kidney stones.[79]

Government regulation[edit]

Schools[edit]

Since at least 2006, debate on whether high-calorie soft drink vending machines should be allowed in schools has been on the rise. Opponents of the (soft drink) vending machines believe that soft drinks are a significant contributor to childhood obesity and tooth decay, and that allowing soft drink sales in schools encourages children to believe they are safe to consume in moderate to large quantities.[80] Opponents argue that schools have a responsibility to look after the health of the children in their care, and that allowing children easy access to soft drinks violates that responsibility.[81] Vending machine proponents believe that obesity is a complex issue and soft drinks are not the only cause.[82] A 2011 bill to tax soft drinks in California failed, with some opposing lawmakers arguing that parents—not the government—should be responsible for children's drink choices.[83]

On May 3, 2006, the Alliance for a Healthier Generation,[84]Cadbury Schweppes, The Coca-Cola Company, PepsiCo, and the American Beverage Association announced new guidelines[85] that will voluntarily remove high-calorie soft drinks from all U.S. schools.

On May 19, 2006, the British education secretary, Alan Johnson, announced new minimum nutrition standards for school food. Among a wide range of measures, from September 2006, school lunches will be free from carbonated drinks. Schools will also end the sale of junk food (including carbonated drinks) in vending machines and tuck shops.

In 2008, Samantha K Graff published an article in the Annals of the American Academy of Political and Social Science regarding the 'First Amendment Implications of Restricting Food and Beverages Marketing in Schools'. The article examines a school district's policy regarding limiting the sale and marketing of soda in public schools, and how certain policies can invoke a violation of the First Amendment. Due to district budget cuts and loss in state funding, many school districts allow commercial businesses to market and advertise their product (including junk food and soda) to public school students for additional revenue. Junk food and soda companies have acquired exclusive rights to vending machines throughout many public school campuses. Opponents of corporate marketing and advertising on school grounds urge school officials to restrict or limit a corporation's power to promote, market, and sell their product to school students. In the 1970s, the Supreme Court ruled that advertising was not a form of free expression, but a form of business practices which should be regulated by the government. In the 1976 case of Virginia State Board of Pharmacy v. Virginia Citizens Consumer Council,[86] the Supreme Court ruled that advertising, or 'commercial speech', to some degree is protected under the First Amendment. To avoid a First Amendment challenge by corporations, public schools could create contracts that restrict the sale of certain product and advertising. Public schools can also ban the selling of all food and drink products on campus, while not infringing on a corporation's right to free speech.[87]

On December 13, 2010, President Obama signed the Healthy Hunger Free Kids Act of 2010[88] (effective in 2014) that mandates schools that receive federal funding must offer healthy snacks and drinks to students. The act bans the selling of soft drinks to students and requires schools to provide healthier options such as water, unflavored low-fat milk, 100% fruit and vegetable drinks or sugar-free carbonated drinks. The portion sizes available to students will be based on age: eight ounces for elementary schools, twelve ounces for middle and high schools. Proponents of the act predict the new mandate it will make it easier for students to make healthy drink choices while at school.[89]

In 2015, Terry-McElarth and colleagues published a study in the American Journal of Preventative Medicine on regular soda policies and their effect on school drink availability and student consumption. The purpose of the study was to determine the effectiveness of a program beginning in the 2014–2015 school year that requires schools participating in federally reimbursable meal programs to remove all competitive venues (a la carte cafeteria sales, vending machines, and stores/snack bars/carts), on the availability of unhealthy drinks at schools and student consumption. The study analyzed state- and school district-level policies mandating soda bans and found that state bans were associated with significantly lower school soda availability but district bans showed no significant associations. In addition, no significant correlation was observed between state policies and student consumption. Among student populations, state policy was directly associated with significantly lower school soda availability and indirectly associated with lower student consumption. The same was not observed for other student populations.[90]

Taxation[edit]

In the United States, legislators, health experts and consumer advocates are considering levying higher taxes on the sale of soft drinks and other sweetened products to help curb the epidemic of obesity among Americans, and its harmful impact on overall health. Some speculate that higher taxes could help reduce soda consumption.[91] Others say that taxes should help fund education to increase consumer awareness of the unhealthy effects of excessive soft drink consumption, and also help cover costs of caring for conditions resulting from overconsumption.[92] The food and drink industry holds considerable clout in Washington, DC, as it has contributed more than $50 million to legislators since 2000.[93]

In January 2013, a British lobby group called for the price of sugary fizzy drinks to be increased, with the money raised (an estimated £1 billion at 20p per litre) to be put towards a 'Children's Future Fund', overseen by an independent body, which would encourage children to eat healthily in school.[94]

In 2017, the Kingdom of Saudi Arabia, the United Arab Emirates and the Kingdom of Bahrain imposed a 50% tax on soft drinks and a 100% tax on energy drinks to curb excess consumption of the commodity and for additional revenue.[95]

Bans[edit]

In March 2013, New York City's mayor Michael Bloomberg proposed to ban the sale of non-diet soft drinks larger than 16 ounces, except in convenience stores and supermarkets. A lawsuit against the ban was upheld by a state judge, who voiced concerns that the ban was 'fraught with arbitrary and capricious consequences'. Bloomberg announced that he would be appealing the verdict.[96][needs update]

See also[edit]

References[edit]

  1. ^'Electronic Code of Federal Regulations'. United States Government. Archived from the original on June 13, 2011. Retrieved February 25, 2011. See §7.71, paragraphs (e) and (f).
  2. ^'What Is Meant By Alcohol-Free? : The Alcohol-Free Shop'. Alcoholfree.co.uk. January 8, 2012. Retrieved March 26, 2013.
  3. ^Bangor Daily News, April 8, 2010. http://www.bangordailynews.com/detail/126224.html[permanent dead link]
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Further reading[edit]

  • 'Beverage group: Pull soda from primary schools', USAToday, August 17, 2005
  • 'After soda ban nutritionists say more can be done', Boston Globe, May 4, 2006
  • 'Critics Say Soda Policy for Schools Lacks TeethThe New York Times, August 22, 2006

External links[edit]

Wikimedia Commons has media related to Soft drink.
Look up soft drink in Wiktionary, the free dictionary.
Wikibooks has more on the topic of: Soft drink
Wikivoyage has a travel guide for Soft drink.
  • State Laws & Regulations Governing Beverage Sales in Schools at the Wayback Machine (archived February 1, 2006[Calendar]), American Beverage Association (PDF format)
  • 'Soft Drinks in Schools', American Academy of Pediatrics
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Soft_drink&oldid=910167625'
Strategy Guide/Walkthrough/FAQ
Review
Secret Diamond camoCall of duty 4 profile hack

Unlock the Gold camouflage for all weapons in a specific class (e.g. Assault Rifles, SMGs, Sniper Rifles, etc.) in Multiplayer mode to unlock the Diamond camouflage for all weapons in that class. For example, get the Gold camouflage for all Specials (Assault Shield, Ballistic Knife, Combat Knife, and Crossbow) to unlock the Diamond camouflage for all Special weapons.

Alternate endings

Successfully complete the indicated tasks in the listed missions in Campaign mode to get the corresponding ending:

Ending 1 (Best)

    Pyrrhic Victory: Rescue Woods.
    Celerium: Recover the Celerium Worm.
    Old Wounds: Interrogate Kravchenko to learn about the CIA mole.
    Time And Fate: Collect all the intel to learn about the CIA mole.
    Fallen Angel: Find Zhao's secret meeting intel / Harper's protected.
    Karma: Save Karma / DeFalco dies.
    Suffer With Me: Menendez is not able to manipulate Woods.
    Achilles' Veil: Keep Farid alive / SDC allies with US military forces.
    Odysseus: Save Admiral Briggs / SDC protects the USS Obama with Drones / USS Obama survives long enough for SDC reinforcements / Karma and the USS Obama survive the attack.
    Cordis Die: Save the President.
    Judgement Day: Capture Menendez.

Ending 2

    Pyrrhic Victory: Rescue Woods.
    Celerium: Recover the Celerium Worm.
    Old Wounds: Kill Kravchenko without resistance.
    Time And Fate: Find intel; thoroughly search the compound.
    Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
    Karma: Karma dies.
    Suffer With Me: Menendez is able to manipulate Woods / Woods dies / SDC left vulnerable.
    Achilles' Veil: Attempt to shoot Menendez / Farid dies.
    Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
    Cordis Die: Rescue the President.
    Judgment Day: Capture Menendez.

Ending 3

    Pyrrhic Victory: Rescue Woods.
    Celerium: Recover the Celerium Worm.
    Old Wounds: Kill Kravchenko without resistance.
    Time And Fate: Find intel; thoroughly search the compound.
    Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
    Karma: Karma dies.
    Suffer With Me: Menendez is able to manipulate Woods / Woods dies / SDC left vulnerable.
    Achilles' Veil: Attempt to shoot Menendez / Farid dies.
    Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
    Cordis Die: Rescue the President.
    Judgment Day: Kill Menendez.

Ending 4 (Worst)

    Pyrrhic Victory: Woods dies.
    Celerium: Recover the Celerium Worm.
    Old Wounds: Kill Kravchenko without resistance.
    Time And Fate: Thoroughly search the compound.
    Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
    Karma: Karma dies.
    Suffer With Me: Menendez is able to manipulate Woods / SDC left vulnerable.
    Achilles' Veil: Save Faird / Attempt to shoot Menendez.
    Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
    Cordis Die: Rescue the President.
    Judgment Day: Kill Menendez.
Multiplayer unlockables

Reach the indicated level in Multiplayer mode to unlock the corresponding weapon(s), equipment, streak(s), perk(s), and/or wildcard:

    Perks: You can you can choose a total of six perks, but this limits the amount of customization you can do for your class. You can also choose no perks from the perks list, and instead focus more on equipment and weapon attachments. By default, you can choose three perks for your class, one from each slot. Wildcards allow you to choose one extra perk per slot for a total of six perks. However, this will use all your Wildcards and take 3 + 3 + 3 allocation points, which leaves you with only one weapon without attachments and no equipment. Perks do not affect your weapons stats. For example, you will have to use attachments to increase accuracy or deeper bullet penetration. There are also no Pro perks in the game.

    Scorestreaks: Killstreaks have been replaced with Scorestreaks, which are earned by killing enemies, assisting teammates, and completing different objectives. For example, a normal kill gets you 100 points, but capturing a flag gets you 200 points. You will also get points when your teammates kill enemies while your UAV is active. For example, the UAV can be called in at 375 points, but you will need 1,200 points to call in the VTOL Warship. You can equip a maximum of three Scorestreak rewards at the same time. Your Scorestreak resets to zero when you die. The equipped Scorestreak rewards can be earned multiple times in one life, but they need to be used before the Scorestreak loops around for the second time or each Scorestreak reward will be replaced/wasted with the same reward again.

    Wildcards: You get 10 allocation points to use on weapons, equipment, and perks with each Create-A-Class. Each weapon, weapon attachment, perk, and equipment uses 1 allocation point, but you can only spend 10 allocation points per class. If you do not use any perks, that will save you three points, which can then be used to equip more weapon attachments or grenades. You could also carry only a secondary weapon with two attachments, have four perks, and one grenade. You could also optionally choose up to three Wildcards for your class, which in turn give various options to customize your class even further. For example, by default your primary weapon can be equipped with two attachments, but with the Primary Gunfighter Wildcard, the weapon can be equipped with three attachments. Each Wildcard uses 1 allocation point. Some Wildcards, like the Perk Greed, require you to select an additional perk, which also uses 1 extra point. If you want to have six perks, the first three perks require 3 points, and after that each additional one requires 2 points (1 for the Wildcard + 1 for the perk), for a total of 9 allocation points. However, this would leave you with only 1 point to spend on a weapon.

Level 4

    MTAR (AR)
    SWAT-556 (AR)
    Type 25 (AR)
    MP7 (SMG)
    PDW-57 (SMG)
    MK48 (LMG)
    QBB LMG (LMG)
    R870 MCS (Shotgun)
    Saiga 12 (Shotgun)
    DSR-50 (Sniper)
    SVU-AS (Sniper)
    Five-Seven (Pistol)
    TAC-45 (Pistol)
    FHJ-18 AA (Launcher)
    SMAW (Launcher)
    Hardline (Perk 1): Allows you to earn bonus points for each action you take, which in turn earns you Scorestreak rewards faster. For example, capturing an enemy flag gives you 200 points, but with Hardline you get 250 points.
    Lightweight (Perk 1): Allows you to move faster than normal. You also take no damage from falling.
    Cold Blooded (Perk 2): Makes you invisible to enemy targeting systems, which include equipment such as the Dual Band, Target Finder, Sensor Grenade, and MMS. Enemy player-controlled air support Scorestreak rewards also cannot target you normally.
    Toughness (Perk 2): You flinch less when shot by the enemy.
    Dexterity (Perk 3): Makes you climb ladders and mantle over obstacles, such as gates, 50% faster than normal. You can also aim faster after sprinting and recover quicker from melee strikes.
    Extreme Conditioning (Perk 3): Allows you to sprint 2x longer than normal.
    Perk 1 Greed (Wildcard): Allows you to choose one extra perk to the Perk 1 slot.
    Grenade (Lethal)
    Semtex (Lethal)
    Concussion Grenade (Tactical)
    Smoke Grenade (Tactical)

Level 5

    Blind Eye (Perk 1): AI-controlled air support Scorestreaks cannot detect you. Some air support Scorestreaks can be player-controlled at anytime, which means they are still able to attack you if the AI is overridden.

Level 6

    Sensor Grenade (Tactical): While active, it emits a radar ping that detects any enemies in its radius.

Level 7

    UAV (Streak - 375 points): Shows enemies on the radar as red dots for 30 seconds. The UAV can be shot down by the enemy.
    Hunter Killer (Streak - 400 points): Deploys a flying drone that seeks out and tries to destroy the nearest enemy player or vehicle.
    Care Package (Streak - 450 points): Gives you a random Scorestreak reward. The Care Package can also be hacked by the enemy team.
    Lightning Strike (Streak - 550 points): You can choose three locations on the map for a coordinated strike.
    Dragonfire (Streak - 725 points): Allows you to remote-control a quadrotor droid that is equipped with a lightweight machine gun. The Dragonfire is lightly armored, allowing it to easily be shot down by the enemy.
    VTOL Warship (Streak - 1,200 points): Allows you to be the gunner of a powerful VTOL Warship.

Level 8

    Fast Hands (Perk 2): Allows you to swap your weapons faster than normal -- equipment and grenades can also be used faster. You can also safely throw back enemy grenades.

Level 9

    Sentry Gun (Streak - 600 points): An advanced Sentry Gun that once deployed, automatically attacks enemies. It can be remote-controlled at anytime.

Level 10

    Perk 2 Greed (Wildcard): Allows you to choose one extra perk to the Perk 2 slot.

Level 11

    EMP Grenade (Tactical): Can disable and destroy deployed equipment. It is so powerful that it can also destroy low-flying air support within its blast radius.

Level 12

    Lodestar (Streak - 1,150 points): Allows you to launch multiple missiles from the Lodestar aircraft at enemies on the ground.

Level 13

    LSAT (LMG)
    Perk 3 Greed (Wildcard): Allows you to choose one extra perk to the Perk 3 slot.

Level 14

    Engineering (Perk 3): Allows you to see all enemy equipment glowing red through walls. This perk also delays enemy explosives that were triggered by you. You can also booby trap Care Packages or randomly change the Care Packages content, trying to get something better.

Level 15

    Guardian (Streak - 500 points): After the Guardian dish is deployed, it projects a microwave field that stuns enemies by slowing them down and making their vision blurry.

Level 16

    Vector (SMG)

Level 17

    Combat Axe (Lethal)

Level 18

    Overkill (Wildcard): Allows you to use your primary weapon as a secondary weapon.
    RC-XD (Streak - 325 points): Allows you to remote-control a small car that is packed with explosives. The RC-XD can be detonated at will, but enemies can also shoot to destroy it.

Level 19

    B23R (Pistol)
    Secondary Gunfighter (Wildcard): Allows you to equip a second attachment to your secondary weapon.

Level 20

    Tactical Mask (Perk 3): Makes you more immune to Flash and Concussion grenades, including Shock Charges. This only reduces the effect and does not mitigate them completely.

Level 21

    Stealth Chopper (Streak - 850 points): An advanced chopper that circles around the map hunting and killing enemies, but it does not appear on the enemy radar.

Level 22

    FAL (AR)
    Primary Gunfighter (Wildcard): Allows you to equip a third attachment to your primary weapon.

Level 23

    Shock Charge (Tactical): Electrocutes and stuns enemies that get near it.

Level 24

    Hellstorm Missile (Streak - 525 points): Allows you to remotely control one missile to the ground. The missile can be scattered into a cluster bomb at will.

Level 25

    Crossbow (Special)
    Tactician (Wildcard): Allows you to choose a Tactical grenade in place of your Lethal grenade. This Wildcard does not allow you to carry any Lethal equipment.
    Black Hat PDA (Tactical): Allows you to hack equipment and Care Packages, and disable enemy vehicles.

Level 26

    Hard Wired (Perk 2): Makes you immune to enemy Counter UAV's and EMPs. While the EMP does not affect you, you still cannot call in Scorestreak rewards.

Level 27

    AGR Drone (Streak - 800 points): The AGR (autonomous ground robot) is air-dropped into the battlefield, and it automatically attacks enemies. It can also be remote-controlled at anytime. The AGR is heavily armored and has a powerful machine gun and rocket launcher.

Level 28

    MSMC (SMG)
    Danger Close (Wildcard): Allows you to take a second Lethal equipment.
    Bouncing Betty (Lethal)

Level 29

    Flashbang Grenade (Tactical)

Level 30

    Warthog (Streak - 1,025 points): Calls in an A-10 Thunderbolt that provides air support by doing several strafe runs on the map.

Level 31

    M27 (AR)
    Executioner (Pistol)

Level 32

    Flak Jacket (Perk 1): You take less explosive damage, which allows you to survive (at full health) most explosive weapons that are used directly against you.

Level 33

    Counter-UAV (Streak - 475 points): Temporarily disables the enemy radar for 30 seconds. The Counter-UAV drone can be shot down by the enemy.

Level 34

    KSG (Shotgun)
    Assault Shield (Special)

Level 35

    Trophy System (Tactical)

Level 36

    Death Machine (Streak - 600 points): Gives you a powerful minigun that can take out enemies with a couple of hits. The Death Machine lasts until it runs out of ammo, even after dying. The Scorestreak can be reactivated, and the ammo count will resume where it left off.

Level 37

    Chicom CQB (SMG)
    HAMR (LMG)

Level 38

    Dead Silence (Perk 3): Makes you more silent by reducing the sound made by your footsteps, jumps, and falls.

Level 39

    EMP Systems (Streak - 1,050 points): Temporarily disables enemy electronics -- enemy players will have no HUD (head-up display) and cannot call in Scorestreak rewards.

Level 40

    SCAR (AR)
    RPG-7 (Launcher)

Level 41

    C4 (Lethal)

Level 42

    Orbital VSAT (Streak - 900 points): Shows enemies on the radar and the direction they are facing in real time. The Orbital VSAT cannot be shot down.

Level 43

    Ballista (Sniper)
    KAP-40 (Pistol)

Level 44

    Scavenger (Perk 2): Allows you to replenish ammo and grenades from enemies that were not killed with explosives. Enemies killed leave Scavenger bags that can be picked up.

Level 45

    War Machine (Streak - 700 points): The War Machine is a semi-automatic grenade launcher with a six round magazine. The War Machine works like the Death Machine -- it lasts until all the grenades have been used.

Level 46

    SMR (AR)
    Skorpion EVO II (SMG)

Level 47

    Tactical Insertion (Tactical)

Level 48

    Escort Drone (Streak - 1,000 points): The Escort Drone follows you around and will attempt to kill any enemies you encounter.

Level 49

    M8A1 (AR)
    Ballistic Knife (Special)

Level 50

    Awareness (Perk 3): Makes enemies at least 4x louder than normal, allowing you to hear their footsteps easier when they get closer to you.

Level 51

    K-9 Unit (Streak - 1,275 points): Spawns multiple attack dogs that hunt down enemy players.

Level 52

    M1216 (Shotgun)
    XPR-50 (Sniper)

Level 53

    Claymore (Lethal)

Level 54

    Swarm (Streak - 1,400 points): Calls in a swarm of Hunter Killer drones that search and destroy enemies on the map.

Level 55

    AN-94 (AR)
    Ghost (Perk 1): Enemy UAV's cannot detect you while moving, but if you stop, you will show up on the enemy radar.
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Intel locations

Search the indicated locations to find all 33 intel laptops. Note: You must complete a mission before the intel you collected in that mission counts as being collected.

Mission 1: Pyrrhic Victory

    1. Once you are in control and ordered to hunt down the mortar teams, you will get out of your carrier. Eventually, you will reach an overturned armored transport, where you will be able to acquire mortar shells. The intel is to the right of the truck.

    2. Once you are on the ship, climb up the ladder on the left. Move towards the front of the ship, and look in the corner to find the intel in a corner to your right.

    3. During the retreat, you will pass by tall sniper towers. After your AI partner throws a smoke grenade, you will reach a second set of towers (one tall and one small). The intel is up on the perch of the smaller of the two sniper towers.

Mission 2: Celerium

    4. After the wing suit cutscene, you will reach a facility with lots of enemies. After fighting up the hillside, you will reach a helipad where you encounter drones. After getting the objective to take control of a drone, a room will open up on your left. The intel is inside on a table.

    5. Once you enter the underground facility, look to your left as you enter a room with a large staircase on the far end. Just left of the entrance is a small reception desk through a window. The intel is sitting on a desk, which you can grab through the window.

    6. Eventually, you will meet and rescue a scientist. Then, enemies will start appearing. After killing the enemies, go to the room that has opened up at the other end of the room you are in. The room is directly opposite from where you are supposed to turn the keys at the same time. The intel is on a desk directly across from the entrance to the room.

Mission 3: Old Wounds

    7. When the meeting ends inside the cave, look to your right before leaving. The intel is up against the wall, near three NPCs.

    8. While on the horse, you will cross a lot of red flags marking ammo and weapon caches. Look for a red flag with a weapon crate behind it, and a giant rock sticking up behind the flag. The intel is at the base of the flag.

    9. When you are ordered to take back the ammo dump, go back to a large ravine, with wood bridges stretching across it. Before the first of these bridges, look for a small path leading up to a raised rocky area. Go up the path to find a cave. Look to the right of the cave entrance to find the intel.

Mission 4: Time And Fate

    10. When you are controlling Raul, go to the back of the burning barn, and look behind the wagon to find the intel.

    11. When you begin the assault on the mansion, look to the right to see a bell tower. There are two ladders leading up to the top. Climb up both ladders to find the intel about halfway up the second ladder. Jump off the second ladder to reach the small floor with the intel.

    12. In the underground area, you will pass through a sunken drug lab full of cocaine. Inside, look to the far left side of the room to find an entrance leading into another small room with the intel on the right side, on a bench.

Mission 5: Fallen Angel

    13. This intel is in the room you start in. Just look to the right, and you will see it against the wall.

    14. After opening the gate and dodging the bus, look right for a small alcove with the intel on the ground.

    15. Once you sneak past the drones and are out of the water, just walk straight to find the intel ahead.

Mission 6: Karma

    16. After having your eyes scanned, go to the far right end of the server room. The intel is on a desk, just right of the elevator.

    17. Once you are in the mall, look to your right as you pass a set of stairs for a store called 'd'HO'. The intel is behind the service counter in the store.

    18. Once you go outside, past the bar, stay to the right side of the zone. Hug the walls, and look for a small kiosk with a computer. It is a few feet in front of a neon sign that says 'LKH' on it. The intel is next to the computer.

Mission 7: Suffer With Me

    19. After entering the warehouse through the skylights, cross the catwalks, and enter a small room with stairs leading down. Before going down, look to the left to see shelves against the wall with the intel on once of the shelves.

    20. When entering a large open church area of the slums, look for a red building on the far left side of the slums with a large hole in the wall, and a burning dumpster outside of it. The intel is inside the building. The building with the intel is also near a red building with a white sign that says 'Gran Fans Herramientas'.

    21. When entering the next building, there will be a cutscene. The intel is just ahead in the next room, sitting on a metal table.

Mission 8: Achilles' Veil

    22. When the mission begins, do not exit the large courtyard you start in. Instead, look for stairs leading up into the tower on your left, before reaching the streets. Go up the steps to find the intel on the floor.

    23. Once you gain control of the drones, go through the alley. Once you go around a corner, there will be an enemy shooting at you from a window. The intel is in that room on the floor in the back left corner, behind some boxes. You will need to be standing on the boxes to get the intel.

    24. Once you get out of town and are on the cliffside, there will be two white houses. The intel is on the roof of the second house. Go up the exterior staircase on the right, and follow the outside balcony around to find a ladder to the roof. The intel is on the left side of the roof.

Mission 9: Odysseus

    25. Once you reach the bridge of the ship, you will be able to take control of turrets. Look for the intel on a desk near the windows, on the right side of the room.

    26. After you find Briggs, you will reach a room full of computers. Stay along the right side wall. There will be a staircase on your right. Go up the stairs, and the intel will be on your right on a small table.

    27. On the ship's flight deck, you will see two VTOLs with their doors open. Look in the second VTOL (the last plane; 63m from your objective) to find the intel.

Mission 10: Cordis Die

    28. After rappelling down onto the highway, you will see a flashing sign on your right that says 'FREEWAY EVAC ROUTE'. Directly across from that sign is an exploded SUV, near a bus. The intel is on the ground next to the SUV.

    29. Once you get out of the truck you were driving, go into the first doorway of the first building on your left. Once you are in the building, turn right. You will see a desk on your left with computer monitors on it. The intel is on the desk.

    30. Go to the mall on your left, with a large 'Dale's Jewelry' sign outside the main entrance. Go up the stairs to find a t-shirt kiosk that says 'Wes's' with the intel on the bottom shelf.

Mission 11: Judgement Day

    31. Once you leave the area you start in and go up a level, go to the right, and look ahead for a two-story building with a '27' on the side. Go upstairs in that building to find the intel on a desk on your right.

    32. Once you reach the control room with a lot of computers and giant screens on the walls, go up the middle set of stairs. Once you go up three short levels, go down the aisle on your left. The intel is on a desk to your left, next to a computer monitor.

    33. When you reach a circular room that has two staircases going up and two staircases going down, take one of the staircases down. Hug the wall (it does not matter which way you go) to find the intel on a crate.

Better multiplayer performance

Select the 'Search Preferences' setting at the 'Find Match' menu in Multiplayer mode by clicking on it at the bottom-right corner of the screen. Change the default setting from 'Normal' to 'Best' to reduce lag and improve hit detection.

Atari Easter Egg

While playing on the Nuketown 2025 map in Multiplayer mode, shoot the heads off all mannequins within the boundaries of the map in less than 90 seconds. The mannequins spawn randomly each time. It is much easier to do this with at least one other player. If done correctly, the large population sign with a TV screen on it in the center of the map will change to a TV screen with a retro 'Activision' logo on it. Interact with it to play four different Atari games: H.E.R.O, Kaboom!, Pitfall, and River Raid. Note: You will remain invincibile while playing the games.

Avenged Sevenfold Easter Egg

Successfully complete the game, and wait until the credits end to view a cutscene with Woods and Menendez preparing to play a concert with Avenged Sevenfold, and then another cutscene with Woods and Menendez playing a song at the concert with Avenged Sevenfold.

Thor's Hammer Easter Egg

In Mission 2: Celerium, you will start facing an objective above a bunker entrance at the beginning of the mission. Turn around, and hug the left wall. After going a short distance, there will be a small cave on the left. Inside the dark cave is Thor's Hammer embedded in rock. Use the thermal scope and flash bang grenades to see the hammer's outline since the cave is very dark. Note: You cannot pickup the hammer.

Secret song in Buried ('Vengeance' DLC)

Find the three hidden teddy bears on the Buried map, and interact with them until you hear a sound. Once you activate all three teddy bears, the 'Always Running' secret song by Kevin Sherwood and Malukaha will begin playing. The first teddy bear can be found after dropping into the cave and sliding through the passage. You will land near a Quick Revive machine. Just as you land, turn right, and look in the dark corner to find it. The second teddy bear is inside the candy shop. Open the 1250 point door to get inside, and look inside the barrels straight ahead. Most are empty, but one near the center is full of candy. Just left of that barrel is the teddy bear. The third teddy bear is located inside the haunted mansion. The only way to reach this area is with the help of Leroy the mutant hillbilly, which you must free from the prison and give booze to get him to go on a rampage and destroy the gate leading to the haunted mansion. Enter the room downstairs with the perk machine, and look in the dark corner by the bookshelf and love seat to find the teddy bear.

Secret song in Die Rise ('Revolution' DLC)

Find the three hidden teddy bears on the Die Rise map, and interact with them until you hear a sound. Once you activate all three teddy bears, a secret song will begin playing. The first teddy bear can be found by, starting from the first spawn point, turning left as you exit the double doors with the dragon statues, and jumping down through the broken wall into the wrecked stairwell. Cross the interior room to the shelves opposite the stairs into the store. The teddy bear is on a shelf, above a fallen mannequin. The second teddy bear can be found by taking the stairs into the fallen chunk of skyscraper that is left upside-down. Climb up the red beam to the upper floor right of the stairs leading down. The teddy bear is sitting upright near the ledge. The third teddy bear can be found by crossing the building gap to reach the power room. Look inside the concrete sweat shop full of sewing machines. As you enter through the double doors, from the ruined side of the skyscraper, look for a desk lit by a lamp on the left wall. The teddy bear is under a sewing machine, covered in blood.

Secret songs in Mob Of The Dead ('Uprising' DLC)

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Find the three hidden oil cans on the Mob Of The Dead map, and interact with them until you hear a sound. Once you activate all three oil cans, the 'Rusty Cage' secret song by Johnny Cash (originally performed by Soundgarden) will begin playing. The first oil can is inside the library, in the back right corner. Look on the shelves for a dark canister. The second oil can can be found inside a small infirmary on the way to the roof. Look on the desk for a can leaning against the wall, across from the bath tubs. The third oil can can be found by going outside on the dock with the boat, and looking for the Tommy Gun purchase location on the outer wall, then go left and straight down. Follow the chain link fence to find the oil can hidden behind a tall wooden crate.

Take the steps down to the showers, and unlock the door to the Citadel tunnels. Go down the steps, and break open the lock protecting a digital number display. Then, enter the Afterlife by using the electricity box at the top of the spiral stairs. Use your attack to enter a code into the display at the bottom of the steps. First, enter '115' as a code, then enter '935' as a code. The 'Where Are We Going?' song by Malukah will begin playing.

Secret song in Nuketown Zombies

Find the three hidden teddy bears on the Nuketown Zombies (Nuketown 2025) map, and interact with them until you hear a sound. Once you activate all three teddy bears, a secret song will begin playing. The first teddy bear can be found in a chair, in the wrecked bus in the center of the map. The second teddy bear is in the backyard of the home with the Nuketown sign out front. Travel through the house, and turn left at the shed at the edge of the map. Look for a narrow split in the fence to find it. The third teddy bear is upstairs, in the yellow house opposite the sign. Go up the stairs, then turn around to find a bunk bed. It is on the top bunk.

Secret Avenged Sevenfold song in Origins ('Apocalypse' DLC)

To hear the 'Shepard Of Fire' song by Avenged Sevenfold, find the three hidden boxes on the Origins map. The first is located in Freigh's head (the robot over the church). The second one is in the staff room under the Pack-A-Punch machine; follow the wooden planks. The third one is in Agartha, near the fire staff portal.

Secret song in Origins ('Apocalypse' DLC)

Find the three hidden green rocks on the Origins map, and interact with them until you hear a sound. Once you activate all three green rocks, a secret song will begin playing. The first green rock can be found in the spawn room at the corner near the Generator Room 3 door. The second green rock can be found by leaving the starting area and going toward Generator Room 2. Follow the route to the workshop through the trenches, and locate the sign that points to No Man's Land. Unlock the bunker door, go upstairs, and search under the bunk beds that are against the wall. The third green rock can be found by opening the door to No Man's Land, and following the signs to the Excavation Site. The rock is hidden near some crates that are in a corner of the map to the left of the Excavation Site.

Secret song in TranZit

Find the three hidden teddy bears on the TranZit map, and interact with them until you hear a sound. Once you activate all three teddy bears, a secret song will begin playing. The first teddy bear is on a bench, in the bus station right near where you begin. The second teddy bear is on the farm (the third stop on the bus ride). Go upstairs, and look on a blanket to find it. The third teddy bear is in the town, near a pool table inside a building where a perk can be purchased.

Deadshot Daquiri perk in Zombies mode

In Zombies mode, get a collateral head shot with a single bullet to permanently unlock the Deadshot Daquiri perk in Zombies mode. This perk increases the head shot multiplier.

DownloadQuick Revive perk in Zombies mode

In Zombies mode, revive the same teammate at least fifteen times in the same round. If done correctly, a green flash will appear from the revived teammate to indicate the 'Quick Revive' perk has been permanently unlocked for use in Zombies mode.

Entering the robots in Origins ('Apocalypse' DLC)

When you see a robot, look at its foot. If its foot is lit up, then shoot it. Allow the robot to step on you, and you will teleport inside the robot.

Getting the golden shovel and golden hardhat in Origins ('Apocalypse' DLC)

Dig up several of the dig spots around the map. Once you get the golden shovel, dig more up to get the golden hardhat.

Burying the Panzer Solzat in Origins ('Apocalypse' DLC)

To bury the robots that come after you with a claw and flamethrower, get it in a footprint location. When a robot steps, it will bury him in the ground. You can then shoot and kill it.

Turning on the power in Round 1 in Die Rise ('Revolution' DLC)

When Round 1 begins in the Die Rise map, leave the first room. Kill enough zombies to earn 750 points. Then, go into the elevator shaft, and wait until it drops down to the bottom floor. Go through the dark hallway, turn right, and jump over the gap to the skyscraper ledge on the opposite side. Exit the room you land in, turn right, go past the door, and enter the concrete room with locked double doors. Open the double doors with your 750 points, then run straight ahead through the sweat shop. Against the back wall of the large room, there is a large switch. Press it to activate the power, and unlock all the benefits it enables.

Building the Sliquifier Wonder weapon in Die Rise ('Revolution' DLC)

To build the Sliquifier Wonder weapon in the Die Rise map, you will need five parts found near the power room. First, reach the skyscraper containing the power switch by waiting inside the elevator in the spawn room until it drops down to the bottom floor. Go through the dark hallway, and jump over the gap to the next skyscraper. There are seven spawn locations where the five items will randomly appear. Thus, check each spot around the map to gather all five parts:

    1. Look between the TV and the couch near the top of the stairs with the spray-painted arrow.
    2. Right of the workbench is a cage. Look for a small opening, where an item sometimes appears.
    3. Near the power switch, on one of the sewing tables.
    4. Far right of the switch, look on the sewing tables bunched together.
    5. In the kitchen, left of the workbench.
    6. Bottom of the stairs opposite of the workbench.
    7. On a table near a boiler, just as you jump to the skyscraper with the power switch.

Once the five items are collected, the Sliquifier Wonder weapon will float in place. The whole team can grab one. The Sliquifier can also be obtained through the Mystery Box. The Sliquifier explodes zombies in a single shot, and leaves behind a slick area on the ground that makes any pursuing zombies trip. Use the slick zone to bunch up five zombies, and kill them all in one shot to get the 'Slippery When Undead' achievement.

Nacht Der Undertoten in TranZit

Go to the farm area (the third stop on the bus ride) in TranZit, and find the cornfield. There will be small creatures (Denizens) in the cornfield that jump on your head and claw at you. Deep in the cornfield you can find the first Zombies mode survival map from Call Of Duty: World At War (Nacht Der Undertoten).

Getting kicked off the bus in TranZit

In TranZit, you will begin inside a bus station. Once you buy your way out, or construct the turbine to open the doors, you will find a bus with a robot driver. If you shoot him enough times, he will say 'I hope you're sorry, asshole.', and kick you off the bus. The bus will stop, the doors will lock, and you will be stuck outside.

Building the Jet Engine Gun in TranZit

To build the Thrustodyne Aeronautics Model 23 (Jet Engine Gun) Wonder Gun, you must collect four parts scattered throughout TranZit. The following is a list of the parts needed and where to find them:

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    Jet Engine: Once you get the bus running, you will pass by the diner after leaving the bus station and go through a tunnel. The jet engine will appear about halfway through the tunnel. You must jump off the bus to collect it. It is a very large item, but it is easy to miss.

    Handle: On your way to the power station, you will pass through a farm with a large cornfield. Go deep into the cornfield to find the first Zombies mode survival map from Call Of Duty: World At War (Nacht Der Undertoten). Go inside to find the handle on the stairs in the far left corner, behind a table.

    Wire: At the power station, you will be able to construct an electricity trap. Search the lower levels for the wire.

    Pressure Gauge: It is in a small cabin past the cornfields, on the table inside.

Building the Pack-A-Punch machine in TranZit

Note: To complete all the tasks required to build the the Pack-A-Punch machine, leave one zombie alive during an earlier round so you do not have to worry about killing zombies while completing these requirements. Start at the Bus Station in TranZit. First, construct the Turbine by grabbing the mannequin from the central map, a toy plane's wing under the nearby pay phones, and a fan sitting by some seats near the window. Take the parts to the workbench to build the Turbine. Escape the Bus Station, get on the bus, and ride it to the Power Station. Gain access to the Power Station by buying your way through the shed door directly across from the bus stop. Enter the Power Station, and activate the power. To turn on the power, collect the Circuit Board, Lever, and Zombie Arm. All three are scattered in the small Power Station. Collect and attach them to the power switch to turn it on. Then, place the Turbine near a door with a lightning bolt symbol on it. If your Turbine shorts out before you reach the next location, you will need to replace it or get another player to help. Next, reach the Bank. Unlock the front door, then use a grenade or the Ray Gun to blow open the two vault doors. Inside the vault is another lightning bolt door similar to the Power Station door. If your Turbine is active in the Power Station and correctly placed, the lightning bolt door in the vault will open. Go down inside the bunker through the now opened door, and collect the Battery, Shell, and Stool. They are all scattered around this small new area. Take them to the nearby workbench, and construct them to build the Pack-A-Punch machine, allowing you to buy power-ups for your weapons that include attachments and special engravings. These power-ups greatly increase the power of your weapons, but they cost 5,000 points each.

Playing basketball in Raid map

In the Raid multiplayer map, there is a basketball court in an outdoor corner of the map. Beyond the hoop are some basketballs lined up. Line yourself up with the hoop and the basketballs, then shoot or melee either of the two balls near the edge of the platform to make a shot.

Easy 'Acid Drip' achievement ('Uprising' DLC)Easy 'Awaken The Gazebo' achievement ('Vengeance' DLC)

Time Bombs are randomly given at the Mystery Box. Once you have gotten the Time Bomb, equip it to see two options: 'Save' and 'Restore'. Throwing a Time Bomb on the ground will prime the bomb. Then, 'Save' will save the round exactly where you are. Selecting 'Restore' will revert you back to where you saved, with all the same weapons and points as you saved earlier. Using the Time Bomb, you can revert to an earlier round. You will lose any points gained or weapons swapped, but opened doors will remain open. There is one advantage to using the Time Bomb with other players. If other players join the game after a Time Bomb has been placed and saved, they will keep all weapons and points after being restored. This is a good way to help other players get this achievement. After freeing Leroy from his prison cell, give him booze to break into the armory. Inside the armory are many chalk-outlines of weapons. Instead of buying a weapon in this area, you can pick up chalk and place it on new question mark symbols that appear around town. By picking up chalk and filling in the question mark symbols, you will get several thousand points for each. The first question mark appears outside the prison. The second is up the stairs from the prison. The third is in the cave entrance to the second floor of the saloon. The fourth is by the Quick Revive right where you start after sliding into the mine. The final one is on the second floor of the courthouse. You can get enough points after restoring time to reach the gazebo by filling in two or three of these question marks. To use the Pack-A-Punch machine in Round 1, you will need to either earn points very quickly and avoid the ghost in the mansion after opening the entrance and activating the Time Bomb, or get extra help by playing with other people. Use the Time Bomb, and retain a lot of points by joining a host's game after the Time Bomb has been placed and saved, which will allow you to retain points after the restore. To activate the Pack-A-Punch machine, you will need 5000 points. Have 10,000 to 20,000 points while on a team to be safe, or attempt to do it solo. Work towards the mansion. Whether you are doing it solo or with a group, you will need to free Leroy from his prison cell and unlock every door to the mansion before using the Time Bomb. Once the gate outside the mansion is clear, you can restore back to the first round. Earn as many points as possible before time traveling. Use the knife and pistol often, and avoid headshots. Remember to place the Time Bomb during Round 1. If you are unlucky at the Mystery Box and do not get the Time Bomb after two or three attempts, choose to restart. Use the chalk outlines after restoring time to get a lot of points quickly. Then, enter the mansion, but beware of the ghost, as she will steal 2000 points every time she hits you. Once you are inside the mansion, go upstairs, and open the hidden bookshelf. Go through the crawlspace, through the room, and jump down into the garden. Exit right, and enter the maze. At the maze entrance, go left, right, second passage left, right, immediately right, left, right, right, immediately left, and straight forward to reach the gazebo. Then, go down the stairs, while avoiding the holes in the stairs, to reach the Pack-A-Punch machine. If you are quick enough, you can avoid the ghost and still have 5000 points leftover. Use the Pack-A-Punch machine to get the 'Awaken The Gazebo' achievement.

Easy 'Back In Time' achievement

Successfully complete the game, then go to 'Reply Mission', and select a past mission. Set your weapons to future weapons, then complete the mission to get the 'Back In Time' achievement.

Easy 'Candygram' achievement ('Vengeance' DLC)

Find the prison key. It will randomly spawn in multiple areas around the map. Look for a green glow to see it. The key will often spawn on the key ring on the wall right next to Leroy's cell door. Then, go to the prison. There is a locked cell with a large hillbilly inside named Leroy. Interact with the door after getting the key to open it. To find the prison, look for stairs leading up to a second floor of one of the wooden buildings in the corner of town. Drop down through the ceiling to enter the prison. After freeing Leroy, go to the Candy Shop. It is located past the graveyard, or through the debris covered alley near the power room in the town area. The building has a large lollipop sign over the window. The door costs 1250 points to open. Locate the window display with a tray full of candy. Interact with it once you see the 'Take Candy' prompt. Give the candy to Leroy to get the 'Candygram' achievement.

Easy 'Dance On My Grave' achievement

Play Greenrun on the Normal difficulty in Zombies mode with at least one other player. The perk required to get the 'Dance On My Grave' achievement will not appear on the Easy difficulty or while playing solo. Once you have 2,000 points, purchase the Tombstone perk at the Power House, located in a vending machine upstairs on some ruined catwalks. Once you die, return to the place you died when you spawn again during the next round to find a grave marking where you previously died. Collect it to regain your lost weapons and perks and get the 'Dance On My Grave' achievement.

Easy 'Facing The Dragon' achievement ('Revolution' DLC)

First, turn on the power in Round 1 by using the 'Turning on the power in Round 1 in Die Rise' trick. While you are going through the dark hallway to turn the power on, there will be a key after leaving the crashed elevator. Look above, and make sure to grab it on that floor. To your right, after activating the power, two elevator doors will open. One contains a Perk Machine, and the other a brightly lit icon. Step up to the doors with the icon, and press the elevator button to activate the lift. Step on it quickly, and it will take you to the top level of the skyscraper. On the roof, you can see the dragon in the distance. Enter the doorway straight ahead, run up the ramp, and knife the dragon sign in the face to get the 'Facing The Dragon' achievement.

Easy 'Feed The Beast' achievement ('Uprising' DLC)Easy 'FSIRT Against The Wall' achievement ('Vengeance' DLC)

To find the LSAT weapon, start earning points in the opening building before sliding into the underground mine. Use the knife and pistol to earn maximum points for each zombie. You will need 2000 points before progressing. There is a doorway near a broken metal staircase around the midlevel of the warehouse. The doorway leads out onto the ledge. You can actually jump onto the broken section of stairs above, and climb up onto the platform. There is an LSAT against the wall to the right. After purchasing the LSAT, it will cause a trapdoor to open, immediately dropping you into the mines. To upgrade the LSAT at the Pack-A-Punch machine, you will first need to free Leroy from his prison cell. Then, collect some booze, and lead Leroy to the gate of the haunted mansion. Give him the booze while he is facing the gate to smash open the gate. The mansion area can now be accessed. Open the doors to the mansion for 1250 points. However, beware of the ghost, as she will steal 2000 points every time she hits you. Fight her as you go up the stairs and into the back room with the sliding bookshelf. Use the bookshelf to find a secret passage leading deeper into the mansion. Leave the passage, and cross the hallway outside the room until finding a destroyed floor opening up to reveal a garden. Jump down, and exit through the door on the right. Continue down the stairs to find a maze. At the maze entrance, go left, right, second passage left, right, immediately right, left, right, right, immediately left, and straight forward to reach the gazebo. In the back corner, go down the stairs. Eventually, the spiral staircase will lead to the Pack-A-Punch machine. Put the LSAT into the machine to get the FSIRT and the 'FSIRT Against The Wall' achievement.

Easy 'Fuel Efficient' achievement

First, turn on the power at the power station, and some devices in town will light up and turn green, which are teleportation stations. Then, travel out of the safe zones to find Denizens, which jump on your head and claw at you. If you cannot find them, go to the cornfield in the farm area. Let a Denizen jump on you, then run toward the nearest green light. Once you reach the green light, the Denizen jump off and burrow into the ground, leaving a hold behind. Jump into the hole to randomly be teleported to one of the green light locations and get the 'Fuel Efficient' achievement.

Easy 'GG Bridge' achievement ('Uprising' DLC)Easy 'Happy Hour' achievement

The first perk can be purchased in the bus station. Buy the 'Quick Revive' perk for 500 points. To buy the second perk, you must construct the turbine item. To build the turbine, grab the mannequin from the central map, a toy plane's wing under the nearby pay phones, and a fan sitting by some seats near the window. Take each part, one at a time, to the workbench to build the turbine. Then, spend 750 points to open the doors to the diner. Buy the 'Speed Cola' perk for 3,000 points to get the 'Happy Hour' achievement. Alternately, you can also ride the bus to the farm, and buy the 'Double Tab' perk in the barn for 2,000 points.

Easy 'Hey Good Looking' achievement

To get the 'Hey Good Looking' achievement, you must avoid the large flame near the end of the car chase sequence in the 'Fallen Angel' mission. After driving out of the large glass building, there will be some dialogue that says a 'chain reaction' has begun. When you hear that dialogue, keep to the far right of the road (approximately 50m from the objective) to avoid Harper getting burned by the flame and having to get plastic surgery.

Easy 'High Maintenance' achievement ('Revolution' DLC)

Note: This achievement requires four players. First, turn on the power using the 'Turning on the power in Round 1 in Die Rise' trick. You will then hear a new audio clip. Next, find the glowing tiles. There are four tiles on the elevators spread across the Die Rise map. Stepping on these tiles will light them up. Find all four tiles, then have each player step onto the tiles at the same time. There are also three tiles that need to be activated. The tiles must be activated in a certain order. Work together with three players to try different combinations. You will hear a new audio clip once you get the correct combination. Then, purchase the SVD, return to the spawn room, and shoot the orbs inside the dragon mouths. Once shot, the orbs will appear under the lion statues in the same room. Obtain the Sliquifier Wonder weapon, then shoot the orbs under the lion statues until they begin to turn in place. Keep doing this until another audio clip plays. Next, construct the Trample Steam. Spread out to the four golden lion tile locations pointed at the radio tower up a ramp near the dragon sign on the power switch skyscraper roof. Set up the launchers to fling zombies into the radio tower until the tower lights up around the base. Finally, purchase the Galvaknuckles, then go up the ramp to the radio tower's base. There are four glowing sides of the tower you must melee to power the tower up. Keep hitting the blue lit edges until the radio tower sparks up to complete the Richtofen Easter Egg and get the 'High Maintenance' achievement.

Easy 'I'm Your Huckleberry' achievement ('Vengeance' DLC)

Find the prison key. It will randomly spawn in multiple areas around the map. Look for a green glow to see it. The key will often spawn on the key ring on the wall right next to Leroy's cell door. Then, go to the prison. There is a locked cell with a large hillbilly inside named Leroy. Interact with the door after getting the key to open it. To find the prison, look for stairs leading up to a second floor of one of the wooden buildings in the corner of town. Drop down through the ceiling to enter the prison. To destroy barriers with Leroy, lead Leroy near a barrier, and line him up with the debris. Collect some booze and give it to him to get him to go on a rampage. Booze appears all over the map. Try looking in the saloon next to the power room, or in the starting room. The first booze is located on the table, right inside the prison cell behind Leroy. Booze bottles will respawn, often right back inside his cell. Booze can also be purchased inside the saloon. Once you are carrying a jug of booze, give it to Leroy while he is lined up with a barrier, and he will go on a rampage, destroying anything in his way. Lead Leroy to the alley next to the prison cell. There is a barrier at the end. Use booze to make Leroy rampage and destroy the pile of debris blocking your path to find a Juggernaut Perk dispenser. You can now access all blocked areas with Leroy. Have Leroy destroy all debris barriers to get the 'I'm Your Huckleberry' achievement.

Easy 'Pop Goes The Weasel' achievement ('Uprising' DLC)Easy 'Undead Man's Party Bus' achievement

To get the 'Undead Man's Party Bus' achievement, you must find the three upgrades (plow, roof hatch, and ladder) for the bus in TranZit. You must attach the plow to the front of the bus, the roof hatch to the closed escape door on the roof, and the ladder at the back left exterior. The parts can be found at the following locations:

    Part 1

    To find the first part, you must construct the turbine item to blow up a door in the bus station. To build the turbine, grab the mannequin from the central map, a toy plane's wing under the nearby pay phones, and a fan sitting by some seats near the window. Take each part, one at a time, to the workbench to build the turbine. Place the constructed turbine next to the double doors, right beside the workbench to access a new room. The part should be inside.

    Part 2

    At the farm, use the turbine again on a shed near the large barn full of crates. The part is inside.

    Part 3

    The third part can be found either in the town or diner. In the town area, look for a shed outside with two double doors you can open using the turbine. If it does not appear there, try the diner. Look for the double doors in the garage. Both of these doors can also be opened by turning on the power in the power house.

Easy 'You Have No Power Over Me' achievement

Get EMP grenades from the Mystery Box in TranZit mode, which almost always spawns at the second bus stop, the Diner. Then, go to the fourth bus stop, the Bunker, and activate the power. 'He' can only spawn where the thunderstorm is happening. Go outside, leave one zombie alive, and wait until the thunderstorm is right above you. Kill the zombie to end the round. 'He' looks like an electric zombie and has a 50% spawn chance in the area with the thunderstorm. He can only spawn in between rounds, not during rounds. Throw an EMP grenade at him to instantly kill him. He may attack you with shock/electricity attacks, but as long as you do not die, you will get the 'You Have No Power Over Me' achievement. You can also try to knife him or use other weapons, but he can take a lot of damage. If he does not spawn, then play the next round, leave one zombie alive, and kill that zombie once the thunderstorm is above you again.

Steam achievements

Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.

    Art of War: Successfully assassinate SDC Chairman Tian Zhao.
    Back in Time: Use a future weapon in the past.
    Black Ops II Master: Complete the campaign on Hardened or Veteran difficulty.
    Blind Date: Successfully rescue HVI.
    Dead or Alive: Jailor or executioner.
    Death from Above: Stop Menendez once and for all.
    Deep Cover: Capture Menendez.
    Defender: Successfully defend FOB Spectre from incursion.
    Desert Storm: Successfully escort the VIPs to safety.
    Dirty Business: Listen and think before you shoot.
    Driven by Rage: Take down Menendez and his operation.
    False Profit: Capture Manuel Noriega and bring him to justice.
    Family Reunion: There are two futures.
    Futurist: Complete all future levels in veteran.
    Gathering Storm: Investigate the jungle facility.
    Giant Accomplishment: Complete all challenges in Black Ops II.
    Good Karma: Crack the celerium worm.
    Gun Nut: Complete a level with customized loadout.
    Hey Good Looking: Plastic surgery avoided.
    High IQ: Collect all intel.
    Just Gettin' Started: Complete 1 challenge in any level.
    Late for the Prom: Escort the president to the secure location in downtown LA.
    Man of the People: Stop the brutality inflicted by the PDF.
    Mission Complete: Complete all challenges in a level.
    No Man Left Behind: Rescue Woods.
    Old Fashioned: Complete 'Pyrrhic Victory', 'Old Wounds', 'Time And Fate', and 'Suffer With Me' in Veteran.
    Shifting Sands: Gather intel on Raul Menendez from Mullah Rahmaan.
    Ship Shape: Reinforcements on the way.
    Showdown: A duel between rivals.
    Singapore Sling: Successfully neutralize the SDC freighter at Keppel Terminal.
    Sinking Star: Interrogate Menendez.
    Ten K: Minimum score of 10k in every mission.
    Ultimate Sacrifice: Only one can survive.
    Waterlogged: Gather information on Raul Menendez' suspected terrorist plot.
    What Happens in Colossus...: Find the Karma weapon.
    Big Leagues: Win 5 multiplayer League Play games after being placed in a division.
    Party Animal: Win 10 multiplayer games while playing in Party Games playlists.
    Trained Up: Win 10 multiplayer games while playing in Combat Training playlists.
    Welcome to the Club: Reach Sergeant (Level 10) in multiplayer Public Match.
    Welcome to the Penthouse: Prestige once in multiplayer Public Match.
    Dance On My Grave: In Green Run, acquire your Tombstone.
    Don't Fire Until You See: In TranZit, have all doors opened without being set on fire.
    Fuel Efficient: In TranZit, use an alternative mode of transportation.
    Happy Hour: In TranZit, buy 2 different perks before turning on the power.
    I Don't Think They Exist: In TranZit, kill one of the denizens of the forest while it is latched onto you.
    Standard Equipment May Vary: In TranZit, acquire 4 different equippable items in 1 game.
    The Lights of Their Eyes: In Green Run, pacify at least 10 zombies with 1 EMP.
    Tower of Babble: In TranZit, obey the voices.
    Undead Man's Party Bus: In TranZit, complete all additions to the bus in 1 game.
    You Have No Power Over Me: In TranZit, defeat 'him' without being attacked by 'him'.

Call Of Duty 4 Profile Location

The following achievements require the 'Apocalypse' bonus downloadable content:

    Little Lost Girl: In Origins, release Samantha.
    Not a Gold Digger: In Origins, share a weapon you dug up.
    All Your Base: In Origins, activate all generators without allowing one to stop.
    Kung Fu Grip: In Origins, free yourself and another from the Panzer Soldat's claw in one game.
    Playing with Power: In Origins, build all elemental staffs in one game.
    I'm on a Tank!: In Origins, ride the tank around the map without getting off.
    Saving the Day...All Day: In Origins, revive another player four different ways in one game.
    Master of Disguise: In Origins, use Zombie Blood to revive three players and activate a generator in one game.
    Overachiever: In Origins, complete all 4 Challenges in one game.
    Master Wizard: In Origins, wield all of the ultimate staffs in one game.

The following achievements require the 'Revolution' bonus downloadable content:

    High Maintenance: In Die Rise, be the architect of their instruction.
    Vertigoner: In Die Rise, fling 10 zombies in one game.
    Mad Without Power: In Die Rise, reach round 10 before turning on the power.
    Shafted: In Die Rise, use Pack-a-Punch and all perk machines in one game.
    Slippery When Undead: In Die Rise, kill 5 zombies with a single shot from the Sliquifier.
    Facing the Dragon: In Die Rise, face the dragon head-on before reaching round 2.
    I'm My Own Best Friend: In Die Rise, revive yourself.
    Polyarmory: In Diner Turned, get a kill with each primary weapon in a Public Match.
    Monkey See, Monkey Doom: In Diner Turned, retrieve a chained Cymbal Monkey in a Public Match.
    I See Live People: In Diner Turned, kill the human while its decoy is in play in a Public Match.

The following achievements require the 'Uprising' bonus downloadable content:

    No One Escapes Alive: In Mob of the Dead, execute the escape plan.
    Feed the Beast: In Mob of the Dead, obtain Hell's Retriever.
    Making the Rounds: In Mob of the Dead, complete the cycle 3 times.
    Acid Drip: In Mob of the Dead, convert a weapon using a kit.
    Full Lockdown: In Mob of the Dead, Brutus completes his patrol.
    A Burst of Flavor: In Mob of the Dead, kill 10 zombies at once with a new beverage.
    Paranormal Progress: In Mob of the Dead, open a door without spending points.
    GG Bridge: In Mob of the Dead, survive an entire round on the bridge on round 15 or higher.
    Trapped in Time: In Mob of the Dead, use and upgrade all traps before round 10.
    Pop Goes the Weasel: In Mob of the Dead, break the cycle.

The following achievements require the 'Vengeance' bonus downloadable content:

    Mined Games: In Buried, be their pawn.
    Ectoplasmic Residue: In Buried, acquire a perk for free.
    I'm Your Huckleberry: In Buried, access all areas with the help of your new friend in one game.
    Death From Below: In Buried, drop the beat on 10 zombies in one game.
    Candygram: In Buried, make a candy delivery.
    Awaken the Gazebo: In Buried, Pack-a-Punch a weapon during round 1 with no one using the bank or Weapon Locker.
    Revisionist Historian: In Buried, rewrite history.
    Mazed and Confused: In Buried, survive an entire round within the maze on round 20 or higher.
    FSIRT Against the Wall: In Buried, purchase the LSAT off the wall and Pack-a-Punch it.
    When the Revolution Comes: In Buried, return to processing.