Call of Duty: World at War FAQ/Walkthrough

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* Game:      Call of Duty: World at War  *
* Type:FAQ/Walkthrough           *
* For:PS3, Xbox 360, PC         *
* Author:Brad Russell "TheGum"     *
* Email:[email protected]  *
*  *

Version 1.0 - walkthrough, zombies, death cards..

Version 1.1 - vet through first four levels.

Table Of Contents
Use quick find (Ctrl + F) and type in the code or level. 


1. A Brief Foreword
2. Controls( CON2222 )
3. Starter Tips( TIPS333 )
4. Walkthrough( FAQ4444 )

1. Semper Fi
2. Little Resistance
3. Hard Landing
4. Vendetta
5. Their Land, Their Blood
6. Burn 'em Out
7. Relentless
8. Blood & Iron
9. Ring of Steel
10. Eviction
11. Black Cats
12. Blowtorch & Corkscrew
13. Breaking Point
14. Heart of the Reich
15. Downfall

5. Nacht der Untoten ( ZOMB555 )
6. Weapons ( GUNS666 )
7. Author Info / Copyright  

* 1. A Brief Foreword                                                         *

Eh, WWII is officially over after this game. This was a great game, good as 
could be for a material more overdone than the obligatory holiday romantic

This is a great game worth a play at the very least, but it must be by far the
best WWII game ever, maybe only challenged by CoD2. 

Again, please, make the next one in the Civil War or American Revolution,
Vietnam even. Something new and not about a war I've learned more from video
games than school.


* 2. Controls ( CON2222 )                                                     *

X - jump
SQU - reload/use; usually need to hold to use something
O - crouch; press again to prone (lie down)
TRI - switch guns
R1 - fire
L1 - aim down the sight
R2 - frag grenade
L2 - special grenade (either smoke or molotov)
RS - look/aim; click to melee
LS - move; click to sprint
START - pause/objectives
SELECT - not sure

XBox 360
A - jump
B - crouch; press again to prone (lie down)
X - reload/use; usually need to hold to use something
Y - switch guns
RT - fire
LT - aim down the sight
RB - frag grenade
LB - special grenade (either smoke or molotov)
RS - look/aim; click to melee
LS - move; click to sprint
START - pause/objectives
BACK - not sure

* 3. Starter Tips ( TIPS333 )                                                 *

#1. Crouching and proning are the keys to surviving. At any time if you are
under heavy fire you can go prone to reduce the chances you will take 
further damage, whether you're behind cover or not. You could also get more
advanced and reload while prone. 

#2. That's another thing, you need to just find cover when under fire as your
health will refill with rest. Never assume your cover is safe, so crouching
and going prone helps.

#3. Aiming without using the sights is sometimes the best for hitting an 
enemy quickly, but you're less likely to get the headshot. 

#4. Pressing the aim button when enemies are in front of you will auto-aim to
that enemy, but only briefly, and it's not like you get an automatic headshot
or anything. It just helps aim quicker, or even to know if an enemy is in the
place you're looking.

#5. You can "cook" grenades by holding the grenade button, then letting go.
This reduces the time the enemy has to toss it back, just don't hold it too
long yourself.

#6. On the flip side, anyone can toss a live grenade back or anywhere. When
you see the grenade indicator you can run away, or quickly go to the source
and try to toss the frag back.

#7. Finally, if you see the grenade indicator, just press the run button and
go far away from the area you're in. It's always best to see frag coming in,
then you just run away or try for the quick toss back.

#8. The melee button is a must, especially for the Japanese portion of the 
game. Just press it with an enemy near and they die, simple as that. Also be
ready to press it when you are caught by a banzai, but you have to wait until 
you time to press it or you'll miss the timing.

#9. If you are ever lost, follow your friends. On the same note, when in 
battle, if you see a name over a person when you are aiming at them, that is
an ally, so don't shoot.

#10. Some battles are against a set number of foes, but most of the big ones
are against an almost infinite stream of enemies. Advancing on their position 
is the only way to stop this flow. I believe they do end at some point, but 
if you see enemy positions being filled as soon as you kill those enemies, 
it's probably best to start moving up.

#11. Ammo and guns are all over the place, something is never far from you. 
You can carry any two guns, so feel free to always carry the best you find.
Also, keep your eye out for side areas or guns leaning against the wall, 
those are usually good guns worth finding.

* 4. Walkthrough ( FAQ4444 )                                                  *

Call of Duty: World at War Walkthrough

As for the latest version this guide is intended to work for veteran 
difficulty. And needless to say, all the lesser difficulties too. In fact, for
the lower difficulties this guide may be overkill.

Semper Fi

Don't forget you can pause and turn on subtitles. Damn! So after the horrible
timing on their part, feel free to look around and also change the sensitivity
option as well; low is harder to move, while high is crazy, so try to get used
to medium before you switch.

*NOTE: You can pause the game and check the Button Layout option to see the
controls. You need to know your frag button, crouch/prone, sprint, and melee.*

*DEATH CARD 1: These things are for co-op cheats, so pick them up. The first
one is in the hut to the right after you start.*

Pick up either the Garand or Type 100 (hold the button) and reload if needed;
the Garand is a long range rifle, so pick it up if you prefer controlled shots.
As with most of this game there are options in how you move forward, and all
of the paths will be taken by your friends. Right now you can go left up the 
wooden platform or right along the beach. I prefer to the right since you 
can duck behind more cover. Just go in the hut and pick off as many guys as 
you can, and then move up to more cover on the beach and pick off more.

*NOTE: Two things to keep in mind. When you see the flashing grenade on screen
you must either run away from it's direction or run to it to throw it back, but
whatever you decide you must stay to it because when you try to run and then
try to throw it back you are sure to die. Also, if you don't know whether a 
guy is an ally or not, if there is a name over his head when your crosshair is
on him, he's on your side.*

*NOTE: One last thing, a fairly simple note on gunplay in general, you will
hide behind cover, pop up, fire, and go back to cover, especially if injured.
It's a balance between leaving yourself open and trying to hit the enemies. But
when I say "pop and fire" this is what I mean.*

*VET: You should realize that if playing on veteran then you must learn how to
go prone, which is the hold the duck button and stay on the ground. It makes 
you harder to hit, and when you are back to normal just get up and try again.*

*VET: Two things you should always keep in mind. First that your allies can do
a lot of work for you. This level will be somewhat easy as the streams of 
enemies cut off, but later you'll have to balance the power between you running
forward to progress and letting your friends do the work. Second is that you 
need to make sure you move into cover, and when exposed you are sprinting. If
you are not behind cover and not sprinting then you are dead.*

Then move up and take cover by a shack at the corner, and toss in a frag as 
enemies should be inside. When it's clear and your guys are with you, run over
and behind a barrier that faces the rest of the battle; it's by the burning
building. Duck and pop up and fire every now and then, and also toss all your
frags. Once this are is clear, move up the ramp and help a friend being 
attacked by a burning Jap. Also you may find Thompson guns from fallen 
allies, and pick it up if you do.

*NOTE: You can hold any two guns you want at any time.*

*NOTE: For running, you don't have to hold down the stick, just click it once
and you'll run until you stop.*

Take cover on the right when you're on the patio of this burning building; the
cover is the small sliver provided by a door, or run up to the boxes. Pick off
the Tojo at the other raised hut and move to it when clear. On the left a 
friendly will shoot a Jap, then go inside and pick up the Thompson around the
boxes. Come back out and hug the wall as you move up because there are a ton
of enemies and a turret along the beach. 

You want to sprint to the sand and go left, but quickly pick off the two bad
guys in the hut; not sure if you can save the friendly. In this hut will be a 
ton of Tommy gun ammo. From here you will go around the back and take up point
at the corner of the building with the turret. And all you have to really do
is pick off Japs on the beach because your allies will rush and clear out the

Go up and be ready to kill a few ambushing Japs, then move up some more. 
When you see the spotlight, duck and move just enough so you can see it and 
shoot the light. There are enemies in the light tower, in two bunkers below,
and streaming from the left. But watch out for the friendlies around the water
and the sides; so almost anything on the beach is fair game. You can just stay
from where you shot the spotlight, up on the hill, and just pop and fire the
enemies as you see fit. No real need to rush the bunkers, but you can if you

Collect any ammo and grenades and go north up the creek. When you get to a 
shack, go in and position yourself by the wall, next to the metal sheet and
look to the bodies on the ground. When the flash goes up, toss a frag to the 
bodies and duck - this is what we call an ambush. When your sight is back, 
rise up and either toss another frag or just help your buddies kill the 
enemies as they appear. You need to be extra cautious of frags. When the
enemies to the side are gone, now there will be enemies on the other side of 
this shack, but I would say get out of the shack and start picking them off.

Then stay close to the shack and move left to trigger a few more enemies to 
appear on the ground and up to the left. So fall back and pick off the ground
enemies, then the upper ones. When you head up this narrow path one more 
will pop up to the right, so be ready. 

At the top you need to take out a turret gunner and then some enemies up to the
left. Kill the gunner, then run right to flank the enemies. Now you must use
the back of the truck, but don't follow it. Instead just take cover to the 
right of where you let it go. Stay here and use your rifle to maybe pick off
some enemies if you can see anyone, but let your friends fight their way
through. After some time, sprint up to the gate, and when ready you need to
sprint inside the compound and down to the left, to where the bunker is. Let
the door open and go inside. 

Use the charges and now run back out, but let Roebuck lead and from the bunker
door just run straight for the ocean and the scene to trigger.

Little Resistance

Once you have control you have some missiles to send out. Select them, look to 
the southeast to the trees with the bullets flying from them, and send the 
strike in that direction. After a good job, advance and you should hit a 
raised area. Quickly go up it with your team and move with them as the MG nest
pops up, so take cover with your guys in the crater. Then grab the Deployable
Type-99 in front of the bunker and swap it with your pistol. Move up with your
team and go right to the cover. Look through the opening and call an air
strike on the bunker. 

The next part is tricky as the enemies will keep streaming until you move up. 
First you must make sure no Japs have rushed near you and no one is shooting
them. Then you need to locate the line of enemies just in front of your 
position. You need to call an airstrike right on this line of enemies, but
to the left. And after the strike hits run to the left to a corner in the wall
and from here pick off enemies and stay alive as your allies move up the 
beach, and hopefully save a checkpoint.

Now get around this corner slowly as enemies will appear along the trench, so
be ready for a ton of grenades to fall near you. Peek around and pick the area
clean. To the right are the enemies, so run to some cover and toss a frag or 
two their way. Near on the side will be a Trench Gun, or a shotgun. Swap it for
your rifle and use it to carve a path up. One thing you could do is hide behind
the boxes so they can't see you and stay still and toss back their frags, they
throw a lot. Move up the left side of the trench and when you get near the 
open area be ready for one rusher.

In the open area you'll see a Jap run to a tree and go up, so shoot him
when he's up there. Step into the grass to trigger the rushers and mow them
down, and there are two more when you move up. Run forward passed the truck
and shoot enemies as you stand at the doorway to the bunker, and move to the 
right as you clear it. Head up the tunnel cautiously as there is an enemy at
each turn. At the end just stay in the bunker and toss frags over that crate
and blast enemies with your shotgun. When it seems calm, move up and hug the 
right wall as you clear the area.

*DEATH CARD 2: When you get to the end of the bunker, turn right and it will
be in the grass by the fence.*

Go into the turret nest to trigger the checkpoint. Go up the ladder and kill
the turret gunners up here. On the west side are turrets you can use to start
mowing down enemies below, but you have airstrikes. Use one directly below 
on the enemies; you can try one in the middle but you must likely have to 
use two on both sides. Kill the enemies and with strikes as the salvos need 
no time to recharge. Once they are gone send strikes on the enemy tanks firing 
to your allies on the beach; there are two of them on the left, not the ones
to the right.

After that rally with you squad at the back. 

Hard Landing

You got a beefy BAR, a Browning Automatic Rifle if you were wondering. Move up
the creek and when your guys stop at a plane look to the left to see some 
blocks that make your cover. Duck behind here and look to the right for when
the ambush comes; should be three enemies that charge out. But stay here as 
your men move up because there is a second ambush further up, or they will
just charge after you, so stay here regardless. After the fight, pick up a 
Type 100 by swapping your pistol.

When you move up to the next area just run to the block of cover and you can
just stay here as your allies take out the waiting enemies. Up ahead you'll 
see some friendlies appear and maybe the enemies standing up high. Your guys 
take them out, but what you want to do is run up the trail and go left behind
the second set of boxes you see. From here just pick off enemies as you make
your way left to an open area of land. Move up the cover as you kill the 
enemies and eventually you want to just run into the bunker, but make sure you
take out the two inside.

Three enemies will be inside the bunker after you kill the first two, so be 
ready and just peek around the corners as you move up. At the end of the 
bunker you can just let your friends clear the area beyond, and they do a good
job of it. Just stay behind the walls and after a while poke your head out
to see if all is clear. If so then cautiously move up to the next bunker, but
you need to be ready for anything on the right. There should be only a few
Tojo inside the bunker, and if you want to just run to the end of the bunker
that usually works too. 

Just take cover at the end of the bunker as your friends rally about the 
turret nest up ahead. You should run to the right and into the pit, and then
throw at least one smoke grenade to the turrets, then run far to the left to
get out of their view. Feel free to move up and pick off the left-side gunner
so your flamethrower can move up, but if that guy gets killed then pick up the 
flame gun yourself. If you have it just run up and send your jet flames into
the opening.

Enter in and there are just two guys defending the corner. Then go out and 
when you team stops at a turned-over truck, be ready for grass enemies, then a
gunner in the tree on the right, then a second set of grass enemies farther 
away. You can just stay behind the truck and pick them off if you want. And
feel free to swap out any guns, just not with any of the Japanese guns.

In the next area is a heavily fortified building. Just run along the trench 
line, ducking a few times if needed, and reach the truck at the end. If you
have the flamethrower then swap your other gun for this special Garand that
has a grenade launcher (press a d-pad button like the airstrike to equip).
Your only goal here is to clear out the cluster of enemies on the left, then
run to the left of the building, and from here just pick off enemies inside and
around the corner to get inside; of course keeping in mind there may be a few
who can get you on the second level if you stand out too far. Just clear the
defense around the corner and that's it.

*DEATH CARD 3: In the building, through the doorway to the right in the dark

*VET: I don't recall there being trucks and enemies when you first get on
the airfield, but for VET I know you must fight a few enemies as you move 

Go in and up the stairs to drop out onto the airfield with your tanks on the
left. Follow behind them until you hit the barriers and fencing. Head up the
middle and there is a pit with a bazooka. Swap out anything but your Garand 
(yes, that means the Garand) and start firing at the enemy tanks, there
are three. Get the first one, refill on rockets, then shoot the second and
third, and you should move to the left behind a fallen tank for a better view
and better cover. And FYI, you can use the mini map to find the tanks or
just see the moving ones with grass on them. 

Now you must move up to the enemy position. I would say it's best to go to the
right side, staying behind cover, and move up to that truck by the enemy 
position. If you do then your allies should move up, so just help them clear
the area of bad guys. When that's cleared, head right and take cover as you 
move up a narrow pass. Kill these enemies and move up to a corner with a ramp. 
Just duck and stay near the foot of this ramp as you pick off the enemies 
protecting the AA guns. From here you can shoot three of the four AA gun
operators (there are two to each one but shooting one takes out a gun). 

Then move up a bit and toss some smoke down the path so your guys can advance,
and you take cover. Your goal is to hit one of the last remaining gunners on
the AA gun to stop the stream of enemies, so do that, clean up the remaining
bad guys, and you're through.

Well, not just yet, one final obstacle to this massive level. This part I
believe is based on your kill count. I think once you kill about 10 enemies
after the first tank appears that will trigger the checkpoint and the next
wave, and then kill about 10 more. If you want the tanks out of the way and
your didn't bring a full bazooka, feel free to run back to the pit in
the airfield and get more ammo, it's not like it matters if you do or don't.
Once you hit the checkpoint be ready for guys to start climbing over the 
walls. Three things to keep in mind: stay low, avoid getting on any of the
turrets, and pick up a BAR if you don't have one.


*NOTE: Usually when you aim with an enemy in front of you, your sight will
momentarily set to that enemy, but only briefly.*

Once the evil German walks by, start moving forward until you meet Reznov and
then follow him. Get up when you can and then pick up the Mosin Nagant. Use the
scope to see the main baddy, but you have no bullets. Once you do, you will 
soon fire upon the remainig bad guys, two on the right, left, and middle, then
one more with a dog; you'll have to melee the dog. You shoot them when the 
bombers are overhead and they will stay until you are done, and don't forget to
can steady your aim, but it's possible to snipe without it. Also, you can get
the two on the right in one shot, and you may want to reload when there is just
one pair left so you're not out of bullets.

*DEATH CARD 4: In the first building, behind the bar after you first jump in.*

After that, move up and when he goes north, follow and jump in for cover. Move 
up and on the other side you will come under sniper fire, so jump into the next
building. Up the stairs Reznov will be bait. He will run across and the sniper
will be in the top floor, in the window on the corner of the building; you 
should try to snipe him the first time. Then your pal will play bait one more
time, but wait about three seconds before you hold your aim as he takes a while
to draw the sniper out. If you fail, just get into a shadowed area and I sure
hope you can get him when he pops out of the same window a third time. If you
don't you'll enter a game of cat and mouse where you must move as he does.
You can move to different shadowed areas but he will keep moving along the 
same line and not hop around, so best of luck, it's tough.

*VET: This part is so much different for veteran it needs a whole note. For
one I say don't bother changing cover, doesn't help because he knows where you
are at all times. For two it doesn't help to hold your breath when you aim 
because he won't pop out where you aim, so you'll need to get shots off while
your sights are moving; it may take a lot of getting used to. The key here is 
to keep track of where he is at all times. If you lose track of him feel
free to hide behind cover and wait for a shot to go off, then locate him. You
need to hit him two to three times. The only thing I found that worked was to
have my sight over where he would pop up, or where I thought he would, and as
he was popping up I would fire, and hit or miss I would immediately move to the
side back into cover (you have like half a second to move or you're dead).
And that's it, with a lot of luck. It also helps to get a feel for where he
pops up relative to where he is, as he can pop up on either side of a window,
but tends to pop up in the same areas. Your eyes should light up if he's on one
of the end windows and when you see the decoy bob up and down because you know
where he will pop up. Again, a lot of luck and patience and many deaths to 
pass this part.*

Follow Reznov after you take out the sniper and follow him to the point where
the Nazis are passing on the road. They will spot you no matter what, so hit 
the deck when he does. Crawl up and when you get to the end stay on the left
and be ready to quickly pick off three enemies in the windows from left to
right, quickly. Then stand and head to the fire and duck under, but look to
the left and snipe one more enemy. Go under, get up, and go up the stairs. Now
just follow him to the end.

Pick up either the Kar or MP40 (I say Kar) and go up the ladder. Use your
sniper rifle and watch as the flamer moves around, after he stops by the two
Nazis, shoot him back tank to blow them up. Then snipe the turret gunner far
away. Then use your Kar to pop off enemies all over. Soon there will be four
to the left and two up high, so be ready for them. 

Once your team advances, follow Rez up the building and swap the MN for the 
PTRS. You can move up and toss a frag over to the opposite doorway as enemies
will file out, then two dogs; feel free to use the PTRS if you run out of Kar
ammo, or use that MP40 on the table. Just stay in this room as enemies rush you
and toss frags, but you should toss a frag or two to their side. After the 
dogs just slowly move up and pick them off, and hopefully they all come out so
you can kill them.

Then move up and look to the south and start picking off enemies on the street,
but soon there will be APC's on both sides and a turret gunner on the ground,
so you'll need to take out both. Then work on the enemies on a roof to the left
and then the ones on the opposite roof. There is a turret you can use on the 
right, at least for the turret gunners on the ground, then snipe the guys on
the building to the left as your allies should be able to handle the 
occupied building.

Once the objective is complete, go right into the building, maybe after 
grabbing that fresh MN by the wall. And when you meet with Rez there will be
enemies nearby, so feel free to toss a frag or two down the hall. You can 
wait for them to come to you if you wish, then slowly pop out and move down,
but tossing all your frags is best.

Follow him to the perch and look to the left for when Amsel and his men come
out. You can't hit Amsel when he's just coming out, so look to the front of
the tank and take out the sniper that pops out there, and try to hit Amsel as
he moves. For normal I'm pretty sure you can hit him at any point. For veteran
I think you have to kill the driver of the car, then hit Amsel as he runs, 
that is your only option so do it.

After the assassination, swap to your lighter gun and follow Rez out of here.
He will mow down the enemies, so just stay out of view, and then follow up
the stairs and into the river.

Their Land, Their Blood

Feel free to not kill them, if that somehow clears you mind of all the killings
you will commit after. You don't have to do anything in the fields, just move
up, and feel free to grab anything by swapping your pistol; the Gewehr being
one such gun. At the river kill enemies on both sides, then get across and
feel free to go left or right, but I'll go left.

Some frags should clear the barrier part, then go pop heads at the other end.
Move up and in the crispy area, toss frags and molotovs to the trenches. You
can go right and up the sides to hit a bunker with a Deployable FG42 which is a
wicked cool gun, then clear out the field. To the right is a room with two guys
if you want to go there. Just go under the bridge and blast the enemies as you
head up to the left for a Panzerschrek. Get to the corner of the building, or
inside and atop it, and from here I was able to get the first three tanks. Keep
in mind there are tons of rockets for this thing all over and guys as you 

What I did from here was follow the left side of this area up to a corner, then
into the middle building, cleared it out on my way to the top, and from a 
window I took out the fourth tank before it rolled away. At this same room with
the window as FG42 ammo. Then go meet your team by the barn. Take cover to
the right at the corner of the trench as the doors will be blasted open and 
a Panzer will emerge, so just pop two quick shots into it as your friends 
handle the infantry.

*NOTE: There was a trench in the area if you wanted to be more direct with 
attacking that fourth tank, or you could have even gone behind the building.
And FYI, you can aim lower than the spike in your sights if you have trouble
aiming the rocket launcher at a distance.*

*DEATH CARD 5: Inside the barn the tank bursts from, check a stable for the

Go in there is ammo, then go out to your tanks and hop on the back of one. You
will come off automatically at the fight. Go up the path and start picking off
enemies, especially the guy in the tower. I found it best in the camp to work
to the right along the edge of the area and then go past the gate. Once you do
toss a frag where the truck will unload and you unload some of your own on the
Germans; don't forget the guy in the tower either.

After the truck, make your way to the left, snake through the tents, kill the 
enemies you see, and then use your rockets on the two towers on either side,
then the rest on the APC up the road. The road will be cut off, so make your 
way to the right side, up the stage thing, and then the mission is basically
over. Just walk up the road, observed the slaughtered Germans, and that's that.

Burn 'em Out

*NOTE: If you didn't realize it, you can "cook" your grenades by holding the 
toss button, then throw. Prevents them time from throwing it back, but don't 
hold too long. Just cook for a second or two.*

You have the M2 Flamethrower, and before you move from the start you can swap
out your garand for a Tommy gun on the right, if you want. You can basically
crouch for the start. Go up and toss some smoke around the corner of the 
trench and move up. There will be enemies in front of you, to the east, so 
toss frags or burn them and move up. Head into the bunker and burn them through
the screen. Inside is a Trench Gun (aka a shotgun).

*NOTE: Yes, you can be burned by any fire, so watch your step.*

Come back to the first crossroad and go up the southern path as enemies will be
around ever corner and up above you, so stay low and be ready for enemies 
anywhere, even in the trees. Use your flamethrower or shotgun, either one, and
don't be afraid to toss frags ahead of you. When you hit the second bunker,
same deal as before, only these four enemies will try to rush you.

*DEATH CARD 6: In the second bunker, southeast one, on the wall.*

Then go outside and up with your M2 start burning everything in the pit, then
jump in and burn the guys down a fenced tunnel to the right. There are snipers
in both trees, so burn them. Toss smoke at the corner of the trench and then go
and burn the third tree sniper, then melt the sandbag area to take out the guys
on the side as you watch for rushers. 

Move up the trench, big group to burn at the corner, a bunker to burn on the 
right side, and then pick up the Type99 in the bunker, unless you really like
that short-ranged shotgun. Go out and toss smoke down the trench into the 
open area, then run up and burn the sides, then anyone not an ally. There there
are two bunkers. Enter the one on the left with your flame shooting because the
guys will rush you. There is Type99 ammo inside.

Pull your your other gun and enter the right tunnel as enemies will be in the
open part of it. Toss frags around the corner as there is a wicked nest of 
Tojo, so cook your frags too, then run up and just spew fire from side to side.
Go out into the mortar pit with flame's a firin' as this is the last one.


Press the button to exit the tank when told. Run up and take cover behind the 
burned tank on the right and feel free to swap for that Tommy gun. Just make
a path and run to the left side of the creek and use either gun as you advance
up this path. You'll come out at the site of a fight, and the best advice I 
could give is to toss some smoke and run to the left as you take out bad guys,
there's a garand in this bunker. 

Clear this area, then move up to the second fight where you have quite a mess
to sort out. You can stay left, the easiest path, and use smoke to move up. 
If you do your friends should clean out the swamp and the buildings on the 
right side. Take the path to the north up the hill and you'll hit the third
battle zone.

Here just stay down and clear the guys to the left. When the flame tank appears
you should go left and then follow it up the hill, but not directly behind it.
You could possibly stay behind cover and let it run its course, or move along
cover close behind it. There will be enemies popping up all over, even in
spots the tank clears. You mainly want to keep your eye to the left cave 
entrance at the top, that will have the most enemies.

*DEATH CARD 7: If you take either path, it's after the first room, in the mid-
way point of the tunnel, before the next room, and in a tiny section that 
connects the two paths.*

Once you clear the area, go into the left side. I really don't need to explain
all of this, it's just move up, kill, move up, kill, over and over. In the 
second room you hopefully can toss some smoke, otherwise just crawl, pop heads,
and crawl up until your guys run in with you. From the left side you could 
even run in and jump to a raised area and pick off targets along the gunner
positions along the wall, and feel free to spend your remaining frags. Regroup
with you team to end the level.

Blood & Iron

So you have a cannon with your fire button and fire with you frag button. Move
up and then kill the artillery on the left, a rocket guy on the right, then
hit the tank far in the distance; move around a little so you're not such an
easy target, just don't look too far to the side or things will get frustrating
if you try to make a sharp turn.

Move into the field, hit the artillery on the left, then enter into a game of
firing at anything that shoots at you. There are towers, tons of tanks, and
those pesky rocket guys that just make this harder than it should be - there
should be infantry support handling them, not two tanks. Make your way up the
left path to the artillery, and get up to the buildings and put on the fire in
both as you move along the path, hitting any towers on the sides (those guys
far in the distance are yours, but they aren't helping you).

At the bend in the path are two Panzers, then you're in another huge field. The
towers and infantry are located with the final artillery placement in the 
center with tanks coming from both sides. Take out the tanks, move at an angle
as you approach the center, and burn/blast the rocket launchers. 

Make your way north and take either path to the next fight. There are two tanks
where you enter, another on the left, and one up to the right in the back. 
There are two towers on boths sides, and get up close to the building to burn
the guys, some on the outside too.

Take the left side path and you'll be above the battlefield, so take out the 
two towers, then make your way down to take out the many Panzers. One on the
left, one in the middle, four on the right, and one in the back. Swing left,
take out the towers, burn any infantry, and soon the level should end.

Ring of Steel

This Mosin is not scoped, so you're better off using your pistol so you can
get an enemy rifle. Move up with your comrades until you hit the ruined 
buildings, then you can run to the left, hide, kill a German, take his gun,
and then move into the left corner and kill anyone nearby. The PPSh and Gewehr
and good guns to stick with, but almost anything is good to pick up. The PPSh
is my fav gun so far.

Enter the building and go up the stairs and start picking off Krauts in every
window; that rocket launcher helps for the ones you can see directly into. 
Kill enough of them and the tanks can move up. Head down and around to see your
guys collecting at the stairs, and at the top will be a MG42 and ammo. Around
the corner are enemies, but your guys should be able to handle them. Move 
until you are on a walkway, and then look down to a gruesome scene.

Move along and you'll be near the asylum. Take cover and look right to some 
Nazis pouring into the street. Don't panic, just follow the buildings on the
right side and run along them, pick off enemies, and getting to the other
side will stop the flow. Then take cover as you focus on the asylum. Take cover
from the turret at the corner to the far right and look to the top of a roof
for two rocket guys and take them out. Move over a pit area, clear any bad 
guys, jump in, and then run and take cover on the right side of the path to the
enemy position. You will run to the left and take cover behind a red thing, and
from there quickly mow down enemies who can see you; throw frags/molotovs if
you must. And from here just peek around the corner, take out the guys near
you and the turret gunner up high.

*DEATH CARD 8: Inside the asylum, go left and this is in the corner of the 

Go into either entrance of the asylum and make your way to the stairs, but to
the right is some more building you may want to see just to see it, no other 
reason. At the top you will enter a fight in the shower area, so clear a path
to the left and take cover, then toss molotovs at the other side. When your
buddies advance, it's clear. Move up and on the left is that turret, so man
it and clear the guys up and down, then stay on it until the guys stop coming
out. Then come to the central walkway and just run to where you cut the bad 
guys down for a checkpoint. 

Clear the way up and turn left to take out another turret gunner. Take up point
next to this turret to clear out anyone who tries to man it, then clear out the
room before going around and clearing this part out. Then you move up to the
next area with enemies scattered all over, so toss a few molotovs and frags and
move up until all is dead.

Then run out and join your friends in a pseudo-victory lap. However, there are
still tons of Krauts all over, and you're probably better off just sticking 
behind cover and shooting a Nazi every now and then as you follow the tanks. 
Once your voice starts over the speakers, you can just sit and avoid death.


Move up to the murder and on the right is a Double-Barreled Shotgun to swap for
your pistol. Follow your men across a roof, inside, and they will take point 
in a room with some Germans. You don't have long before they notice you all
there, so toss a frag or start blasting, only a handful of them to deal with.
Then go out the back and kill the two in the hall, then the two at the bottom
of the stairs.

Go down and in the first room you see there is a Russian soldier being held by
two Nazis, so take them out quickly to save him. But then the ton of enemies 
down the room will start firing at you. Just take cover, crouch, and make your 
way up the right side, clearing out the guys in your way and flanking the rest
in the main part of the room. Kill the rest at the end and move up to the upper
area of a lobby. 

*DEATH CARD 9: When you reach the checkpoint here, turn right and jump down
a hole, turn around, and the card will be on the pile of rubble.*

Jump down the hole to the right and head up the right side, which is under the
stairs, and kill the enemy here, then look into the room and kill the others.
There should be a few on the lower level, so watch out for them. Your job is to
kill the Germans on the upper walkway, then go up the stairs, take either hall
to the room above the turret on the ground, and through the boards on the floor
hit the gunner. 

Head down and in the basement area you'll fight a pre-set amount of Nazis, so 
either stay at the entrance and shoot or take point in the room with the window
views. Move up and you'll fight more before heading into the streets; the room
on the right has more ammo for you. Here all you have to do is move with the
tanks up the street. The key is to go prone behind cover when you are under
fire, but you have to keep moving. 

When the objective is complete, go around the corner to the right and there are
some Germans trying to surrender. Your choice is to either kill them yourself 
or let your pals burn them alive; doesn't matter, I chose to let them die
fast. Then head into the subway where you have two paths you can take, but I
believe you can cross into either, and even take the middle up the train cars.
If you take the sides there are rooms along the way to clear, ammo all over,
and just stay low and move up as you pick off Germans. It's hard to see, yes,
but just stay sharp and you'll hit the end.

When you are in the water, move up and start firing at the Nazis. Just keep 
returning fire and taking cover, no need to stick your neck out too far as the
level will soon end with you not being able to do much about it.

Black Cats

*NOTE: Switch to the guns when you are told.*

Switch to the front cannon and fire upon the ships, taking a few shots at the 
smaller boats; use the sights. Then switch to the back turret when told and 
pick off the smaller boats. After the plane turns you will soon switch to a 
side gun where you shoot more boats. 

At any time when you go over a big ship, aim for the tanks of fuel on them to
take them out, or at least kill gunners on board. But just keep firing into 
the ships for damage. When you take the bow gun and make your final pass, just 
keep firing at the ships until you see "objectives updated" meaning you've 
taken it out, or see it capsize. Get all three and that will be it for this

After you're heading back to base, switch to the view that sees the radio guy,
then you'll have to defend against planes, so just follow the directions (10
o'clock means left, 12 means up, and 2 means right). Just hit as many as you

Soon you'll approach your own fleet of ships. You'll go down, so just keep
listening to the directions and hit any planes you see. You'll soon have the
objective to rescue survivors as you float along and switch to a side gun. Aim 
for planes but mainly watch out for boats and kill the first two, save a guy,
kill the next two boats, save another, and then you should switch to the 
other side. Two more sets of boats and you save a guy or two, then just aim in
the general direction of planes.

Then you'll switch to the bow gun for a final shooting of some planes. Hit
as many as you can, probably without using the sights, and after you run out
of ammo the level is over.

Blowtorch & Corkscrew

Move up and it may interest you to know you have a Browning M1919, a big gun. 
Head up the hill and when everyone is still, move up the left and be ready to
burn the guys that pop out of the holes in the ground. Burn them and hop into
one yourself. Move up along these, staying to the left side as you move up, 
and just watch out for grenades as you hit the bend in the path. 

Up the hill is more burning, and when you approach the turret at the top, throw
smoke and use the M1919 to clear a way into any of the three cave tunnels; all
lead to the same end. On the other side clear enemies in the grass and move up.
When you have the next objective to blow up the bunkers, go right and flank the
first bunker. All you do is flame all the enemies, get out you satchel charges,
toss one into the bunker, stand back, and blow it up. 

*NOTE: If you run out, go back to the swamp area and there will be more.*

*DEATH CARD 10: To the southwest of the first bunker, by the wall is the card.*

Then swing around the right side of the next bunker and just toss in a satchel
and blow it up to clear it out. Then head west to an empty bunker, pick off 
some of the enemies to the left, then cross the bridge and kill the enemies
that rush you. Then go atop the hill, feel free to mow down the flow of Tojos
down the path, then toss a satchel into the bunker to your right and blow it.

Clear it out and then head into the far bunker for the next area. Go with your 
tank to the left, but it will be taken out. Watch out to the left as enemies
will charge at you. Kill them and advance up the left path with your flame
thrower, but make sure not to outrun your friends. Let them join you and you
take to the back entrance. Toss frags around the truck, then use your M1919
on the trucks to take out any enemies.

*NOTE: Keep an eye out for a Type 99 if you are low on your M1919.*

Enter and then run in with flames'a firin'. Clear out the first room of enemies
and just a few in the second room. Move down the left path and there may be one
more by the ladder. Go up after your team and quickly clear out the side of the
room with enemies. Go up this ladder and there are just a few initial Japs, but
then just wait as your friends climb up. In the room will be a few on the right
side, a ton on the left, and a couple at the back. Swing to the right, to the 
top, then to the left side, burning anything in your path. Then go up the
ladder by yourself and burn the final two enemies.

Breaking Point

No ammo. Move up and you'll need to hold for ammo, then feel free to pick up 
another gun; try for the Tommy gun on the left. Then run to the right and go
prone behind the cover, and then look left for rushing Japs. From here you 
should just snipe the enemies perched on the trees. Take them out, kill a few
on the sides, and when your friends run up the left trench, you follow. 

Ammo here and then drop down the hole. Move up and when you see the Tojo in a 
room, toss in a frag, then back up and let the rushers come at you. Clear it 
out and go up the ladder. Around the corner a guy will be ambushed, and I say
it's best to run up and slash that enemy when he's out of his animation. Then
go up the stairs and camp out on either side of the steps as you pick off Tojo
all around, and watch out for banzai rushers. When it's quiet, move up and 
more should pop up to the right. Kill them and then run up the steps. Look 
around the corner and pick off the enemies to the right.

*NOTE: Just so you know, you can shoot through wooden buildings.*

Approach the buildings and more enemies appear through the windows, up on
the roof, and all over. Clear it, head in, and in the long hall there is a 
room on the side with a M1919 and two Tojos. Head up the stairs and follow the
path to th first mortar crew. There is a box of mortar shells on the left by 
the wall and you can toss these all over like free grenades that explode on 
impact. You mainly want to clear out the pit just over the wall on the left,
and don't forget to toss a shell at the building in front of you as it will
blow up entirely. Then clear the pit to the right.

Move up to the second area and there is again a pit on the left and right. Stay
at this corner you enter this area from and just pick off the heads from the
pit or toss in a grenade. Then go around the corner to the left and use a shell
to take out the turret tower, and if you don't get the pit that's under it 
toss again. From here you'll just need to watch out for banzai, so don't use a 
shell unless you must. 

*DEATH CARD 11: After you clear all the pits, head south into the side building
where there should be one enemy, then pick up the card by the left window.*

Head up the path and there will be banzai in the grass. Go into the ruined 
building and exit out the back right side. Just move up and pick off enemies 
with you pals. At the back will be the final bunch of enemies, so finish them
off. Pick up an M1A1 Carbine if you see one. 

Go into the building and head left and man the turret. After you clean off the
area, go help clear the remaining rooms; pick up a Thompson if you see one 
lying around. Head left and down into the tunnels and around the first corner
will be barrels in the back to shoot and blow up all the enemies. Then hit the
next room, take cover on the left, and pick off enemies as you move up; all the
barrels are live. Toss a frag into the room and then clear it out. Head up to
the next stairs, clear it, and go up. 

Head down the steps and now you have a choice between Polonsky or Roebuck, so
choose who will live, but I believe saving Roebuck on the right gives you an
achievement/trophy, with nothing for the other guy.

Now comes the final stand, which is a mess. There are mortar shells to the 
right, but those are tricks into getting you to expose yourself; don't go for
them. Just sit back, have your melee attack ready for banzais, and hit a few
enemies when you see them. You goal is to just set airstrikes on the building
across the yard, to the northeast. Then you'll endure banzai waves from the 
east as you set an airstrike on that final building. Survive, call strikes 
until it's over, and that's all from Japan.

Heart of the Reich

*DEATH CARD 12: As soon as the level starts, go left and into the other subway
entrance for this one.*

Move up with you allies down the left alley. You can toss a few frags up to the
enemies, then make your way to the left and clear out the enemies you see; 
there is a tiny divet to the left of the hole in the wall you can use for cover
but watch out for frags. Either enter the building or go along the outside, 
then clear the enemies in the alley at the corner, even a few through the 

Head into the library and clear it out, and to the back and right there is a 
room with a few guns, including a FG42. Come out and jump through the window. 
Follow the trench and there is a brief wait. When it's chargin' time, jump 
over the ramp to hit the ground on the right, then approach the side of the 
raised area and shoot any bad guys you see. Jump up, go prone, and pick off
enemies until your friends arrive. Move up and go behind a bench, clear out the
surrounds of the artillery, then run up, plant the charge, and then stand back
as it blows.

Then fight your way left and plant the second. Head up the steps and atop the 
stairs you can pick off enemies throughout the ruins. Then clear a path left 
and plant the third charge. Go right and through the ruins to the right and 
plant the final charge. Then make your way up the right side of this building,
flank the guys inside, and then climb the ladder at the end for more PPSh ammo.
There may be enemies on the roofs around you, so watch out, and there are a 
few sniper rifles up here. Take the big one and go up the next ladder to snipe
a few enemies up in the windows, but I believe they keep coming.

The thing with the steps is pretty dumb. You go up the steps, camp to the left
side behind the cover, kill enemies to the right, even that one on the 
bastion, and then you just wait for your friends to move up and a pillar to 
fall. Then just pick off a few enemies, watch your friend get toasted, then
head inside to end the level.


*NOTE: A good old fashion German MP40 is the rifle of choice in this mission.*

Head up to the big room and there are enemies all over. There are a ton along
the front, some up high, and equal groups on the side rooms. Feel free to
attack in whatever order, it doesn't matter as you'll have to kill them all
and I believe the guys in the center will keep flowing until you move to the 
stairs. So clear one side room, then a few in the middle, then the guys in the
opposite room, then make your way up the stairs, tossing a few grenades to the
top before you go. And feel free to pick up a few guns along the way.

*DEATH CARD 13: Around the corner of this hallway, at the end there is a door-
way on the right. Go in and in the dark corner is the final card.*

Head down the hall, killing the few enemies along the way, and at the next
room, turn right for the stairs and on the wall is a PTRS, so grab it and go
up. Take point on the right side, and at the very end is more ammo. Take out
the turret gunner on the stage, then any rocket guys along the front line and
the back, then there will be flamers in the stands. Then pick off the Nazis 
along the opposite walkway. Pick off enemies in the stands until the third wave
appears, and some will get on the turret too. 

Then feel free to stay up here and continue to pick off enemies until they
stop coming, and they do eventually. Then turn around and follow your guys down
to the floor where all you need to do is get a rocket and shoot the eagle 
symbol over the stage. Then go left and wait for the doors to open. Follow them
up and mow down the enemies along this upper walkway, all the way around.

Go up and you're at basically the last battle. Take cover behind the sandbags
and pick off the enemies up high. Then the ones nearby and head up to the wall,
but watch out for enemies in the sewerway-like area behind the wall. Clear that
part out, then peek around corners and clear up the enemies toward the opening
in the wall at the front. Move up, clear out the side area, and watch out for
new enemies above. Make your way to the hole and you'll see a flag-carrier

Go pick up the flag and then just run out after a rocket salvo hits, jump over
the obstacle, and then just head straight and it will work itself out. You can
look around and when the flag Nazi flag is down, go up and plant the flag to
end the game.

The next CoD game should be the Civil War, that would be kinda different. 
Whatever the case, this has to be the last WWII game, it has to be.

OH YEAH, watch out for Nazi Zombies after the credits, you can quit from the 
pause menu and play at any time from online or solo, which is called...

* 5. Nacht der Untoten ( ZOMB555 )                                            *

Nazi Zombies! This is just like the horde mode in Gears of War 2 where it's 
just you and increasingly difficult waves of enemies. It's just a score-based
game, nothing too important. Have fun with friends. If you want to play on 
solo, it's the bottom level.

I won't go in depth, but I do want to give you some help. 

#1. You can buy guns from the chalk on the walls, but you need to earn points.

#2. You earn points by hitting zombies or repairing openings. Body shots are 
worth a little, killing a zombie is worth more, and a headshot is worth the 
most. You earn a tiny bit for each piece of an opening you fix.

#3. You can repair any opening that is damaged, but you only need two or 
three boards up, not the whole thing.

#4. You have a brief time between waves to repair, buy ammo from the chalk,
or open up new areas.

#5. There are several areas you can buy if you approach, such as the door that
says "help" from the first room. They open up new areas to buy guns, but also
new points of entry for the undead. You don't want to over-extend yourself or
you'll have too many enemies at once.

#6. You can only take three hits, so back up, run away, toss frags, watch your
back, anything to prevent a hit.

#7. Don't stay in one spot, you need to move around. To begin rounds you should
find enemies to shoot outside, and as the round progresses check up on all your

#8. Get the pick ups to help you survive. There are also red barrels outside
to take out some enemies, but save those for later rounds, or at least wait
until wave 5 or 6 to use them.

It's hard, and mostly just for fun.

* 6. Weapons ( GUNS666 )                                                      *

I will just list the ones I like. Haven't gone in depth with any of these, so
maybe I will later, or maybe not.

PPSh - By far the best gun with lots of ammo and very strong.

Thompson - Close second, but the shorter clip hurts it; still strong.

MP40 - Almost equal to the Tommy gun, just slightly weaker; holds a few more

Type 99 - If I'm not mistaken, this was the gun that made limbs fly.

FG42 - Hella strong, but small clip.

M1 Garand - Strong, but only has a few shots.

M1A1 Carbine - I believe it's better than the Garand, but you run into fewer
of these; they have more rounds.

PTRS-41 - Ha ha, this is the best sniper rifle I've seen in a long while. Not
only do the shots kill in one hit anywhere, the damage it inflicts is 
just not right. Not to mention it's fairly accurate without holding 
still. I found it easier to aim while moving the sight around. Just

Frag Grenade - Standard frag. Cook, toss, dead.

Molotov - You light, toss, and there is a small fire where it lands. Good for
enemies hiding behind something. Only used by the Russians in the
solo game.

Smoke - Toss and a smoke screen prevents enemies from seeing you. Only used
by Americans in the solo game, and only needed in a few spots.

* 7. Author Info / Copyright                                                  *


Ends February 1st 2009

No, I'm not plugging my blog, it's just easier to post there. So if you want
to enter a free contest to get a copy of Mirror's Edge and hear some free
music, follow the link:




CoD Wiki - for gun info



Q: Where are the death cards?

A: Use the find command (Ctrl and F) and type "death card" and scroll through
the options for all 13. Easy.

Q: Help with multiplayer?

A: No.



Please contact me if you need any help, if you want to praise me, if you want
to talk, or if you want to ask a question. All help is appreciated, but that
doesn't mean it will be included in the guide.

Flamers may or may not get a response, most likely not. Please, I'm not here to
hate on people or start fights, so even if you disagree with me but aren't 
looking to flame, just be polite.

My email: [email protected]

Title of your email should be: COD5

*Yes, this game isn't technically COD5, but I don't care; type CODWAW if you

Extra points for good spelling. So anything you want to send, email away.

PS - To GameFAQ's users, if you like the guide, click "recommend" at the top
of the guide, but only if you like it.

PPS - I cannot fix bugs, glitches, or achievements/trophies not clicking. I
mean, I can't write some code and hack your machine or anything, and speaking
of which, I can't fix technical issues either. That should be a given, but 
these things I get asked a lot and I can never fix them for you.



I have other guides floating around too. They are:

Resident Evil 4
Dead Rising
Gears of War
Lost Planet
Rainbow Six Vegas
TES IV: Oblivion
Shivering Isles
Knights of the Nine
The Darkness
Halo 3
Half-Life 2
HL2: Episode One
HL2: Episode Two
Call of Duty 4
Assassin's Creed
Mass Effect
Advance Wars: Days of Ruin
Perseus Mandate
Sam & Max Episode 203
Devil May Cry 4
God of War: Chains of Olympus
Rainbow Six Vegas 2
Grand Theft Auto 4
Condemned 2: Bloodshot
Metal Gear Solid 4
Alone in the Dark (360)
NCAA Football 09
Madden 09
Dead Space
Gears of War 2



I've also been published in GamePro magazine, June 2007. Pretty cool if you ask
me, and all because I write these little guides.

Also, I am in the October issue as well, which should be out at the time of 
this guide's release. At least I ain't a one hit wonder.

In a nice surprise, I didn't even know I was in the March 2008 issue of 
GamePro, but I am. Maybe I'll be in more I don't know about...

Look to for a slew of other articles written by me in the 
featured article section.



Here is my list of sites:

GameFAQs (main host site)
GamersTemple (
CheatCodeCentral (
and more here and there, too many to keep up with
and even a few foreign ones too!

*NOTE: There are many more with single guides, and then others with a few, and
some that I just don't keep track of.*

All other sites must ask permission if they want this. All I ask is that the
guide be ad-free and in this text format.

And if you want to make a donation at my site for hosting a guide, that is 
fine too.



Here is my website:

You'll find all my other guides here too and perhaps something else you may



Since I have decided that I will make a focused effort to cover the hard modes
for all games, this guide-making business has become much more than just a
nice little hobby, it's become like a job. A job with no pay. I'm not slaving
to work away at playing video games, but it's not as easy as making a 
walkthrough and being done with it.

Before I could just cover the game and assume everyone realized the hard mode
would be the same thing but harder, but I think people really need help with
these difficulties, especially with so many people hungry for achievements and

So enough of my sad story, here is the link to my donation page and you can 
give whatever you like. Seriously, $1 adds up over a few people. And I saved
you $20 on an over-priced, overly-long, overly-complicated picture guide that
doesn't update and you would never use it again.

I'm not out to make money, but it sure would make this weird thing I do much
more acceptable to the family if I got something for my effort. There aren't
many people who CAN do what I do.

Thanks to anyone who at least would like to give, even if they can't.



This guide may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright 2008 Brad Russell