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Call of Duty: World at War (Windows)

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Title Screen

Call of Duty: World at War

Developer: Treyarch
Publisher: Activision
Platform: Windows
Released in US: November 10, 2008
Released in EU: November 14, 2008
Released in AU: November 12, 2008
Released in KR: December 12, 2008

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article

World at War heads back to all that World War II business after the success of Modern Warfare. Highlights include flamethrowers, co-op and an inexplicable minigame called Nazi Zombies which has... well, guess.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Cut Maps
CoDWaW-BRAAAINS... Melee.png
Cut Weapons

Cut Perks, Perk-A-Cola Machines, Nazi Zombies Traps, and Attachments

These perks, killstreaks, vehicles and other things have leftovers in the game data.

PMD-6 x2

A tier 1 perk that would have given the player six PMD-6 landmines. The icon still exists.

Magic Wrench

A vehicle perk used in Tank War. Functionality most likely repaired tanks. The icon still exists.

Commanding Squad Leader

Allowed the player to give orders to their squad. In the final version all squad leaders can do this. The icon still exists.


Amm-o-matic is a cut Perk-A-Cola intended to be included in Shi No Numa. Only a texture sheet and voice files remain.

Character Voice file Character Voice file

Unused Random Perk-A-Cola Voice Lines

There are unused voice lines in Shi No Numa seemingly meant to be used when the player opens a door with a perk-a-cola machine inside, which, in the final game, spawns a random Perk-A-Cola machine (as opposed to the static nature of the machines in the other maps).

Character Voice file Character Voice file

Unused Traps in Shi No Numa

Shi No Numa has unused voice lines referencing traps that weren't included in the final version of the map.

The guillotine appears to be a trap that temporarily blocks off a certain part of the map, secluding the player to a limited area if they fail to escape after activating the trap.

The barrel is a fire-based trap, but little information about it can be gathered from these voice lines.

The battery is an electricity-based trap, and much like the barrel, not much information can be extrapolated. It's possible that it was cut in favour of the zappers, which were used in Zombie Verrückt, the previous map. It's also possible that the battery is just an alternative name for the zapper, but since these voice lines are unused despite the zappers being in the final version of the map and not having related voice lines, this seems unlikely.

The chopper is (unsurprisingly) a trap intended to chop the zombies.

Dempsey Nikolai
Takeo Richtofen

Dempsey has a "safe" version of swamp_guillotine_block_00.wav, which was (presumably) meant to be used instead of the normal version if the player had graphic content restricted in their game settings:

Unused Voice Lines in Der Riese

In the sound files for Der Riese, there are 78 unused voice lines from five different voice actors, portraying four different characters. A few of these voice lines are identical to ones found in the final version of Der Riese, although the voice actor is different.

Player0's folder contains voice files from two different voice actors. 38 of his 48 voice lines are from a young-sounding male with an American accent. This actor's lines relate to crawlers, dogs being stronger, the power being off at the start of the game, monkey bombs, the Pack-a-Punch machine, Carpenter, shooting limbs from zombies, feeling sick from teleporting, and obtaining the Bowie knife. The remaining 10 voice lines come from a deeper, more gravelly American voice, reminiscent of Dempsey. These voice lines relate to the teleporter countdown when linking them up, and asking for help with linking them up.

Player1 is very reminiscent of Nikolai; he has a slightly raspy Russian voice, and is potrayed as an unintelligent, lazy, alcoholic. He has 10 voice lines in total, all relating to the teleporter countdown when linking them up, and asking for help with linking them up, just like one of player0's voices. In one of his voice lines, he calls Richtofen by his name, asking him to link up the teleporter. This possibly indicates that these voice lines are from voice actors who were meant to play the four characters in the final game, rather than being used for a new set of characters. However, it doesn't seem to make sense how these files were included in the Der Riese sound files, considering that these characters were introduced in Shi No Numa.

Player2 is a male with a Japanese accent, like Takeo, except his voice is slightly deeper and raspier, and somewhat calmer. Like player1 and Nikolai, player2's mannerisms are similar to Takeo's, although he doesn't seem to be as stereotypically Japanese as final Takeo is; he doesn't have as many "deep" sayings, nor does he talk about things like honor. His 10 voice lines all relate to the teleporters, just like player1.

As you might expect, player3 is very similar to Richtofen. His 10 voice lines also relate to the teleporters.

Below are some examples of each voice actor's lines.

Character Voice file Character Voice file
Player0 (1) (Dempsey)
Player0 (2) (Dempsey)
Player1 (Nikolai)
Player2 (Takeo)
Player3 (Richtofen)
Picture of Barrier and Roof of the room.

Cut area of Der Riese

To the left of the bowie knife, underneath the catwalk where zombies can drop down immediately after climbing over the barrier into the map, there is a door that leads to a largely unmodelled and untextured room, accessible with noclip. There are only a handful of textures in this room, but from what we can see, it appears to be lit by a red light. In the middle of the room, there is a floating block of wall, shaped similarly to that of the wall barrier in the help room in Nacht der Untoten. By moving the camera inside this block, it is possible to see that it is comprised of lots of smaller blocks (again, similar to the wall in Nacht der Untoten). This suggests it was intended to be used as a barrier. There is also another room right next to the previously mentioned one. This room appears to be smaller and only contains a door. Interestingly in Black Ops 1 the Barricade, and the red lighting were removed, but the door and ceilings remain.

Player-controlled zombies

In _zombiemode.gsc, there is a lot of script related to "zombifying" the player, a feature not seen in the final game. It would give the player the "brains" weapon, set their movement speed to 30%, cause all zombies to ignore them, etc. When the player is killed as a zombie, they are downed (and presumably could be revived by other player zombies).

Crawler rounds

_zombiemode.gsc makes mention of "crawler rounds" which seemed to have been intended to behave like dog rounds (every 4-6 rounds).

Zombie dog behavior

In the script for zombie animations (wall_hop_zombie.gsc), there is a section of code relating to how dogs should hop walls. This functionality is not present in the final game.

Auto-turrets in zombies

There exists a script file (_zombiemode_auto_turret) defining the logic for how auto turrets would work in Nazi Zombies, although this is never used in the final game. There is a variable called level.max_auto_turrets_active (which is set to 2), suggesting there were intended to be multiple. It would have cost 1500 points, and would have had a "timeout" of 30 seconds (it is unclear whether this is the duration or the cooldown). There would have been a unique line of dialog that played if the player tried to buy a turret without having the points to afford it.


A cut attachment. In real life a compensator reduces the recoil of the weapon its attached to, like the grip in the final game.

Select Fire

Another cut attachment. The select fire most likely worked the same way it did in the first Call of Duty and in United Offensive. It would have been for the SVT-40, was mentioned in the World at War strategy guide, and its select icon has the silencer on it along with "This is a Select Fire Switch" in green.

(Source: Call of Duty Wikia)

Cut Killstreak

Air Strike: A payload of bombs being dropped in a selected location. It was probably cut in favour of the artillery strike killstreak.

The battle vehicle deployed would depend on the activator's team: the Marine Raiders would get a B-17 Flying Fortress, the Imperial Japanese Army would get the Kamikaze, the Wehrmacht would get the Carpet Bomber, and the Red Army would get the Katyusha. The voice acting still exists as seen below.

Faction Subtitle Audio
Marine Raiders B-17 acquired.
Division's got a B-17 fueled and ready to go.
Kamikaze incoming! Get to cover!
B-17 armed and en-route!
Red Army Katyusha rockets acquired.
Our Katyushas are ready to rain death.
Take cover! German bombers above!
Our Katyushas will tear them to pieces.
Imperial Army Kamikaze acquired!
Your time to die for the emperor is now!
They have brought their flying fortress upon us.
Our brother finds glory in making the ultimate sacrifice.
Wehrmacht Carpet bomb acquired.
Bombs above, awaiting your command.
Get to cover! Russian rockets inbound!
Our bombs will destroy them as they hide!

Unused Multiplayer Ranks

Returning from Call of Duty 4: Modern Warfare are most of the unused rank icons. The first three rank icons seem to be early versions of the rank icons. The next five rank icons appear to be lower quality versions of the respective existing rank icons, and it seems that there was going to be gold versions of the eagle, star and double-bar rank icons. The two unused red & gold rank icons that were present in Call of Duty 4: Modern Warfare have been removed from the game files for unknown reasons, though the diagonal style of this unused rank icon from Call of Duty 4 was used as a template for the first three ranks in multiplayer.

The most notable unused rank icon is the Treyarch logo icon. Meant for Treyarch employees? Unfortunately, it never made it into the game.

Prototype rank icon #1 Prototype rank icon #2 Prototype rank icon #3 Prototype rank icon #4 Prototype rank icon #5 Prototype rank icon #6 Prototype rank icon #7 Prototype rank icon #8 Unused Treyarch rank icon

Tank War

A cut gametype. Little is known about it, being the only thing that proves its existence is audio files of the announcers two unused APCs. According to the name, and the voices from the announcers the gametype was going to be based around armored warfare. Not only does the voice acting remain but three armored cars remain also one for the Marines, one for the Japanese, and one for the Germans.

File name Audio File name Audio


Payload is a cut zombies game mode. Players would have had to escort a payload under time pressure. Scripts and a .map file can be found in the mod tools. The presence of the .map file suggests that there would have been a specific map designed for this game mode.

OBJECTIVE Escort The Payload
TIMER Zombie Timer:
FAILED Mission failed. You did not kill enough Zombies.

Unused Textures

Obsolete/Placeholder Textures

A bunch of placeholder textures can be found scattered throughout, many including developer messages and humorous writings.

Unused Strings


INTRO "'Charlie Don't Surf'" Cod4 Leftover
DATE "Day 2 - 13:45:[{FAKE_INTRO_SECONDS:4}]" Cod4 Leftover
PLACE "Sgt. Paul Jackson" Cod4 Leftover
INFO "1st Force Recon Co., U.S.M.C." Cod4 Leftover
HINT_FLASH "Press ^3[{+smoke}]^7 to throw a flash bang." Cod4 Leftover
GET_INTO_POSITION_TO "Get into position to breach the HQ building." Cod4 Leftover
SEARCH_THE_HQ_BUILDING "Search the HQ building for Khaled Al-Asad." Cod4 Leftover
REGROUP_WITH_FIRST_SQUAD "Regroup with 1st Squad." Cod4 Leftover
MAKE_YOUR_WAY_TO_THE "Make your way to the TV station." Cod4 Leftover
MAKE_YOUR_WAY_TO_THE1 "Make your way to the second floor." Cod4 Leftover
SEARCH_THE_TV_STATION "Search the TV station for Khaled Al-Asad." Cod4 Leftover

Auto Save

TRAINING Explosives Training Cod1 Leftover PATHFINDER Ready to go Cod1 Leftover
BURNVILLE In the House Cod1 Leftover BURNVILLE2 The Halftrack Cod1 Leftover
BURNVILLE3 Cutting through Houses Cod1 Leftover BURNVILLE4 Church Cod1 Leftover
BURNVILLE5 Flak Attack Cod1 Leftover BURNVILLE6 The Final Run Cod1 Leftover
TRUCKRIDE Truck Ride Cod1 Leftover TRUCKRIDE1 Bridge Cod1 Leftover
TRUCKRIDE2 Motorcycles Cod1 Leftover AIRFIELD Airfield Cod1 Leftover
AIRFIELD1 Distraction Cod1 Leftover CARRIDE Past the Road Block Cod1 Leftover
CARRIDE1 Entering the Town Cod1 Leftover CARRIDE2 Free Kubelwagen Cod1 Leftover
CARRDIDE3 Kubelwagen Escape to HQ Cod1 Leftover BRECOURT Flank Right Cod1 Leftover
BRECOURT1 In the Trenches Cod1 Leftover BRECOURT2 German Bunkers Cod1 Leftover
BRECOURT3 Got the Explosives Cod1 Leftover BRECOURT4 German Retreat Cod1 Leftover
CHATEAU Chateau Cod1 Leftover POWOUTSKIRTS Heading Out Cod1 Leftover
PNIGHT After the Landing Cod1 Leftover PNIGHT1 Bunker Captured Cod1 Leftover
PNIGHT2 New Orders Cod1 Leftover PDAY Defending the Bridge Cod1 Leftover
PDAY2 Bridge Skirmish Cod1 Leftover PDAY3 Stopping the Tanks Cod1 Leftover
PDAY4 Tank Destroyed Cod1 Leftover PDAY5 Tank Eliminated Cod1 Leftover
DAM On the Dam Cod1 Leftover DAM2 Entering the Dam Cod1 Leftover
DAM3 The Control Room Cod1 Leftover DAM4 Below the Turbines Cod1 Leftover
DAM5 At the Base of the Dam Cod1 Leftover DAM6 Starting the Return Cod1 Leftover
DAM7 End of the Long Tunnel Cod1 Leftover DAM8 Back up the Second Elevator Cod1 Leftover
DAM9 Return to the Control Room Cod1 Leftover DAM10 Back to the Top of the Dam Cod1 Leftover
SHIP Welcome Aboard Cod1 Leftover SHIP1 The Armory Cod1 Leftover
SHIP2 Leaving Lower Decks Cod1 Leftover SHIP3 Escape Cod1 Leftover
STALINGRAD On the Boat Cod1 Leftover REDS Suicide Run Cod1 Leftover
REDS1 Room to Room Cod1 Leftover RED2 Sniper Roost Cod1 Leftover
RED3 To the Train Station Cod1 Leftover RED4 Ruins of Stalingrad Cod1 Leftover
PAVLOV Sniper Baiting Cod1 Leftover PAVLOV1 At the Wall Cod1 Leftover
PAVLOV2 Storming Pavlov's House Cod1 Leftover PAVLOV3 Final Defense Cod1 Leftover
PAVLOV4 Staying Alive Cod1 Leftover FACTORY Entering the Factory Cod1 Leftover
FACTORY1 Above the Tanks Cod1 Leftover FACTORY2 Outside the Factory Cod1 Leftover
RAIL Near the Trains Cod1 Leftover RAIL1 Radio Room Cod1 Leftover
TCOUNTRY T34 Assault Cod1 Leftover TCOUNTRY1 T34 Assault Cod1 Leftover
TCOUNTRY2 Tanks Destroyed Cod1 Leftover TTOWN Entering the Town Cod1 Leftover
TTOWN1 Entering the Town Cod1 Leftover TTOWN2 At the Overpass Cod1 Leftover
ROCKET First AA Gun Destroyed Cod1 Leftover ROCKET1 Second AA Gun Destroyed Cod1 Leftover
ROCKET2 Convoy Destroyed Cod1 Leftover ROCKET3 V-2 Rockets Found Cod1 Leftover
ROCKET4 V-2 Rockets Fueled Cod1 Leftover BERLIN First Flak88 Destroyed Cod1 Leftover
BERLIN1 Hold the Line Cod1 Leftover BERLIN2 Storm The Reichstag Cod1 Leftover
BERLIN3 To the Roof Cod1 Leftover GAME Begin Game Autosave Cod1 Leftover
NOGAME No Name Specified Cod1 Leftover BRECOURT5 3 Flaks Detroyed Cod1 Leftover
BRECOURT6 Approaching the Manor Cod1 Leftover TRAININGWEAP Weapons Training Cod1 Leftover
BRECOURT7 Second Documents Captured Cod1 Leftover BRECOURT8 The Last Gun Cod1 Leftover
BURNVILLE1 Sweeping the MG42s Cod1 Leftover DAWNVILLE Finding a Safe Haven Cod1 Leftover
DAWNVILLE1 Following Foley Cod1 Leftover DAWNVILLE2 Acquiring Panzerfaust Cod1 Leftover
DAWNVILLE3 Defending the Church Cod1 Leftover DAWNVILLE4 On to the Northern Approach Cod1 Leftover
DAWNVILLE5 Defending the Northern Approach Cod1 Leftover DAWVILLE6 Pushing them Back Cod1 Leftover
DAWNVILLE7 On to the Mortar Teams Cod1 Leftover DAWNVILLE8 In the Trenches Cod1 Leftover
POWCAMP Entering Camp Cod1 Leftover POWCAMP1 Approaching Tower Cod1 Leftover
POWCAMP2 Entering Common Area Cod1 Leftover POWCAMP3 Entering Kitchen Cod1 Leftover
POWCAMP4 Escorting Ingram Cod1 Leftover POWCAMP5 Exiting Kitchen Cod1 Leftover
POWCAMP6 Returning to Tower Cod1 Leftover POWCAMP7 Returning to Truck Cod1 Leftover
SEWER Entering Hall Cod1 Leftover SEWER1 Past Snipers Cod1 Leftover
SEWER2 Entering Lower Level Cod1 Leftover SEWER3 Approaching Hardpoint Cod1 Leftover
SEWER4 After Bombed Section Cod1 Leftover SEWER5 End Battle Cod1 Leftover
TRAINSTATION Approaching Catwalks Cod1 Leftover TRAINSTATION1 Stairwell Cod1 Leftover
TRAINSTATION2 Entering Building Cod1 Leftover TRAINSTATION3 Exitting Trenches Cod1 Leftover
HURTGEN Regroup With Allies Cod1 Leftover HURTGEN1 Retrieving Documents Cod1 Leftover
HURTGEN2 Documents Acquired Cod1 Leftover STALINGRAD1 Stalingrad Docks Cod1 Leftover
STALINGRAD2 Into Battle Cod1 Leftover STALINGRAD3 The Sniper Leads Cod1 Leftover
PATHFINDER1 Calling in the Cavalry Cod1 Leftover PATHFINDER2 Cutting Through the Opposition Cod1 Leftover


DIFFICULTY_EASY "Difficulty: Greenhorn" Cod1 Leftover


TRAINING "Training" Cod2 Leftover
GREENHORN "Greenhorn" Cod2 Leftover
STARTTRAINING "Start training?" Cod2 Leftover
COMPLETED_GREENHORN "Completed Greenhorn" Cod2 Leftover
BELTOT_FRANCE "Beltot, France" Cod2 Leftover
BRECOURT_FRANCE "Brecourt, France" Cod2 Leftover
BURGUNDY_FRANCE "Burgundy, France" Cod2 Leftover
CARENTAN_FRANCE "Carentan, France" Cod2 Leftover
NORTHERN_CAEN_FRANCE "Northern Caen, France" Cod2 Leftover
CAEN_FRANCE "Caen, France" Cod2 Leftover
ST_MERE_EGLISE_FRANCE "St. Mere Eglise, France" Cod2 Leftover
MATMATA_TUNISIA "Matmata, Tunisia" Cod2 Leftover
TOUJANE_TUNISIA "Toujane, Tunisia" Cod2 Leftover
EL_ALAMEIN_EGYPT "El Alamein, Egypt" Cod2 Leftover
LENINGRAD_RUSSIA "Leningrad, Russia" Cod2 Leftover
MOSCOW_RUSSIA "Moscow, Russia" Cod2 Leftover
STALINGRAD_RUSSIA "Stalingrad, Russia" Cod2 Leftover
VILLERSBOCAGE_FRANCE "Villers-Bocage, France" Cod2 Leftover
BELTOT_FRANCE_MP "Beltot, France" Cod2 Leftover
BRECOURT_FRANCE_MP "Brecourt, France" Cod2 Leftover
BURGUNDY_FRANCE_MP "Burgundy, France" Cod2 Leftover
CARENTAN_FRANCE_MP "Carentan, France" Cod2 Leftover
NORTHERN_CAEN_FRANCE_MP "Northern Caen, France" Cod2 Leftover
CAEN_FRANCE_MP "Caen, France" Cod2 Leftover
ST_MERE_EGLISE_FRANCE_MP "St. Mere Eglise, France" Cod2 Leftover
MATMATA_TUNISIA_MP "Matmata, Tunisia" Cod2 Leftover
TOUJANE_TUNISIA_MP "Toujane, Tunisia" Cod2 Leftover
EL_ALAMEIN_EGYPT_MP "El Alamein, Egypt" Cod2 Leftover
LENINGRAD_RUSSIA_MP "Leningrad, Russia" Cod2 Leftover
MOSCOW_RUSSIA_MP "Moscow, Russia" Cod2 Leftover
STALINGRAD_RUSSIA_MP "Stalingrad, Russia" Cod2 Leftover
VILLERSBOCAGE_FRANCE_MP "Villers-Bocage, France" Cod2 Leftover
THE_WINTER_WAR "The Winter War" Cod2 Leftover
MISSION_01_LOCATION "Near Moscow, U.S.S.R. - 1941" Cod2 Leftover
MISSION_01_01_TITLE "Red Army Training" Cod2 Leftover
MISSION_01_01_DESC "Learn how to fight for the Motherland." Cod2 Leftover
MISSION_01_02 "Demolition" Cod2 Leftover
MISSION_01_02_DESC "Repel the enemy assault and demolish their hardpoint." Cod2 Leftover
MISSION_02 "The Battle of El Alamein" Cod2 Leftover
MISSION_02_LOCATION "Northern Egypt - 1942" Cod2 Leftover
MISSION_02_01_TITLE "The Diversionary Raid" Cod2 Leftover
MISSION_02_01_DESC "Rush the trenches and raid the enemy supply depot." Cod2 Leftover
MISSION_02_02_TITLE "Holding the Line" Cod2 Leftover
MISSION_02_02_DESC "Defend a small desert village on the British line south of El Alamein." Cod2 Leftover
MISSION_02_03_TITLE "Operation Supercharge" Cod2 Leftover
MISSION_02_03_DESC "Assist your tanks in breaking through the Alamein line." Cod2 Leftover
MISSION_02_04_TITLE "The End of the Beginning" Cod2 Leftover
MISSION_02_04_DESC "Capture the town of El Daba on the Mediterranean coast." Cod2 Leftover
MISSION_03_TITLE ""Not One Step Backwards!"" Cod2 Leftover
MISSION_03_LOCATION "Stalingrad, U.S.S.R. - 1942" Cod2 Leftover
MISSION_03_01_TITLE "Repairing the Wire" Cod2 Leftover
MISSION_03_LEVEL_01_DESC "Repair the severed field phone line and destroy enemy tanks with sticky bombs." Cod2 Leftover
MISSION_03_LEVEL_02_TITLE "Railroad Station No. 1" Cod2 Leftover
MISSION_03_LEVEL_02_DESC "Infiltrate via the pipeline and retake the trainyard." Cod2 Leftover
MISSION_04_TITLE "Fortress Stalingrad" Cod2 Leftover
MISSION_04_LOCATION "Stalingrad, U.S.S.R. - 1943" Cod2 Leftover
MISSION_04_LEVEL_01_TITLE "Downtown Assault" Cod2 Leftover
MISSION_04_LEVEL_01_DESC "Retake a series of apartment blocks in the city, and then support an attack on the enemy supply depot." Cod2 Leftover
MISSION_04_LEVEL_02_TITLE "Stalingrad City Hall" Cod2 Leftover
MISSION_04_LEVEL_02_DESC "Fight through the streets to City Hall." Cod2 Leftover
MISSION_04_LEVEL_03_TITLE "Comrade Sniper" Cod2 Leftover
MISSION_04_LEVEL_03_DESC "Use a sniper rifle to support the defense of City Hall." Cod2 Leftover
MISSION_05_TITLE "The Tank Squadrons" Cod2 Leftover
MISSION_05_LOCATION "Northeastern Libya - 1943" Cod2 Leftover
MISSION_05_LEVEL_01_TITLE "Crusader Charge" Cod2 Leftover
MISSION_05_LEVEL_01_DESC "Engage the superior tanks of the Afrika Korps in the Libyan desert." Cod2 Leftover
MISSION_05_LEVEL_02_TITLE ""88 Ridge"" Cod2 Leftover
MISSION_05_LEVEL_02_DESC "Outflank and destroy 88mm anti-tank guns on a desert ridge in Libya." Cod2 Leftover
MISSION_06_TITLE "Rommel's Last Stand" Cod2 Leftover
MISSION_06_LOCATION "Central Tunisia - 1943" Cod2 Leftover
MISSION_06_LEVEL_01_TITLE "Armored Car Escape" Cod2 Leftover
MISSION_06_LEVEL_01_DESC "Withdraw from Toujane in a captured armored car." Cod2 Leftover
MISSION_06_LEVEL_02_TITLE "Retaking Toujane" Cod2 Leftover
MISSION_06_LEVEL_02_DESC "Drive the Afrika Korps out of the town of Toujane." Cod2 Leftover
MISSION_06_LEVEL_03_TITLE "Assault on Matmata" Cod2 Leftover
MISSION_06_LEVEL_03_DESC "Secure the Matmata route to Tunis, and shoot down enemy planes using an anti-aircraft gun." Cod2 Leftover
MISSION_07_TITLE "D-Day" Cod2 Leftover
MISSION_07_LOCATION "Normandy, France - 1944" Cod2 Leftover
MISSION_07_LEVEL_01_TITLE "The Battle of Pointe du Hoc" Cod2 Leftover
MISSION_07_LEVEL_01_DESC "Locate and destroy the coastal guns and secure the enemy held bunkers." Cod2 Leftover
MISSION_07_LEVEL_02_TITLE "Defending the Pointe" Cod2 Leftover
MISSION_07_LEVEL_02_DESC "Repel a major counterattack at Pointe du Hoc." Cod2 Leftover
MISSION_07_LEVEL_03_TITLE "The Silo" Cod2 Leftover
MISSION_07_LEVEL_03_DESC "Capture the village, then snipe enemy mortar teams from the top of the destroyed silo during the counterattack." Cod2 Leftover
MISSION_08_TITLE "The Battle for Caen" Cod2 Leftover
MISSION_08_LOCATION "Normandy, France - 1944" Cod2 Leftover
MISSION_08_LEVEL_01_TITLE "Prisoners of War" Cod2 Leftover
MISSION_08_LEVEL_01_DESC "Reconnoiter the town of Beltot and then obtain a truck to transport wounded Americans." Cod2 Leftover
MISSION_08_LEVEL_02_TITLE "The Crossroads" Cod2 Leftover
MISSION_08_LEVEL_02_DESC "Secure the crossroads at Anctoville and neutralize a German wireless station." Cod2 Leftover
MISSION_08_LEVEL_03_TITLE ""The Tiger"" Cod2 Leftover
MISSION_08_LEVEL_03_DESC "Capture the town hall, church, post office, and German field HQ in the town of St. Louet. " Cod2 Leftover
MISSION_08_LEVEL_04_TITLE ""The Brigade Box"" Cod2 Leftover
MISSION_08_LEVEL_04_DESC "Capture a German field HQ, then repel the enemy counterattacks." Cod2 Leftover
MISSION_09_TITLE "Hill 400" Cod2 Leftover
MISSION_09_LOCATION "Hurtgen Forest, Germany - 1944" Cod2 Leftover
MISSION_09_LEVEL_01_TITLE "Bergstein" Cod2 Leftover
MISSION_09_LEVEL_01_DESC "Clear the town at the foot of Hill 400, room by room, house by house." Cod2 Leftover
MISSION_09_LEVEL_02_TITLE ""Rangers Lead The Way"" Cod2 Leftover
MISSION_09_LEVEL_02_DESC "Fight your way to the top and eliminate the German forces holding the hill." Cod2 Leftover
MISSION_09_LEVEL_03_TITLE "The Battle for Hill 400" Cod2 Leftover
MISSION_09_LEVEL_03_DESC "Repel multiple counterattacks at the top of Hill 400 until friendly forces arrive." Cod2 Leftover
MISSION_10_TITLE "Crossing the Rhine" Cod2 Leftover
MISSION_10_LOCATION "Wallendar, Germany - 1945" Cod2 Leftover
MISSION_10_LEVEL_01_TITLE "The Crossing Point" Cod2 Leftover
MISSION_10_LEVEL_01_DESC "Capture the German town of Wallendar and secure a crossing point on the Rhine River for the Allies." Cod2 Leftover
BINOCULARS "Binoculars" Cod2 Leftover
USA_NAME "Corporal Bill Taylor" Cod2 Leftover
BRIT_NAME "Sergeant John Davis" Cod2 Leftover
BRIT_NAME_2 "Commander David Welsh, "Fox Three"" Cod2 Leftover
USSR_NAME "Private Vasili Ivanovich Koslov" Cod2 Leftover
VICTORY_BRITISH_UNLOCKED "The British campaign has been unlocked in the Mission Select Menu." Cod2 Leftover
VICTORY_AMERICAN_UNLOCKED "The American campaign has been unlocked in the Mission Select Menu." Cod2 Leftover
VICTORY_BRITISH_COMPLETED "You have completed the British campaign." Cod2 Leftover
VICTORY_RUSSIAIN_COMPLETED "You have completed the Russian campaign." Cod2 Leftover
VICTORY_AMERICAN_RUSSIAN "You have completed the Russian campaign. The American campaign has been unlocked in the Mission Select Menu." Cod2 Leftover

Unused Vehicles


To do:
Get actual string

Only referenced in the vehiclename.str file.

Default Vehicle

A six wheeled, untextured, and crudely made vehicle with two MG42s and two Panzershrecks made to test vehicle driving.


To do:
Where does this come from

A remote controlled German demolition vehicle. Some vehicle scripting, references to a deleted model [build_deathmodel( "vehicle_ger_tracked_goliath", "vehicle_ger_tracked_goliath" );], a file (_goliath.gsc) and a remains of a planned compass icon (build_compassicon();) still exist.

M4 Sherman

The M4 Sherman tank has three unused models. The first one has an M2 Browning machine gun on it which may have been for Tank War. The second one was equipped with deep wading gear. The third has winter camouflage that was definitely for the Holland level.

M8 Greyhound

An armored car intended for the Marines. Despite having a machine gun and a turret neither one of them has a weapon file. The file name of the model, "vehicle_usa_wheeled_m8_mp" shows that it would be in Tank War.


To do:

A German tank destroyer. Coding shows that it was to appear in the cut Rhineland 2 while a Tiger tank was used as a placeholder (maps\_tiger::main( "vehicle_tiger_woodland" ); // TODO replace with Nashorn!) and would have to be destroyed due to it being an objective (level.obj7_string = &"RHI2_OBJ_7"; // disable nashorn). The Nashorn would be found in a church and the player would have to burn the crew and then the level would end.

{level endon( "church_found_position" );
trigger_wait( "trig_church_nashornMolotovs", "targetname" );
iprintlnbold( "Molotovs found; Nashorn crew flamed." );
level notify( "church_found_position" ); }

Sd. Kfz. 222

The German's armored car. Four models remain for it, a "default" model, a variant for MP, one with camouflage (odd since the German Military never appear in heavily wooded areas), and a winterized version intended for the Holland mission. One is also seen in the loadscreen for the cut "Wetlands" map.


A winter version was intended for the Holland level.

Type 1 Ho-Ki

An APC for the Japanese that does not seem to have any weapons on it, as per the vehicle in real life. The name of the model "vehicle_jap_tracked_type1ho-ki_mp" confirms it would be featured in Tank War.

Type 97

A version with a MG42 was planed for MP.


A flamethrower-equipped variant of the Universal Carrier. A model file (vehicle_brt_tracked_wasp, _wasp.gsc) but no actual model remains.

Cut Enemies


The German air force. Its members are never seen directly but have two headless models and a unused helmet.


Files referring to them can be found along with a headless model. According to Wikipedia, they were a German national militia formed during the last months of World War II and fought in the Battle of Berlin, so they would most likely be found in the missions Ring of Steel, Eviction , Heart of the Reich, and Downfall.


Progress Tracker (_status.gsc)

This most likely represents the original intended order of missions. Some levels such as Burn 'em Out (pel1a), Relentless (pel1b), Downfall (ber3b) are not mentioned suggesting that those levels were not included until later in development.

Map name Start date Milestone date
trn (Training?) June 25, 2007 July 20, 2007
mak (Semper Fi) May 28, 2007 June 22, 2007
pel1 (Little Resistance) April 30, 2007 May 25, 2007
pel2 (Hard Landing) April 30, 2007 May 25, 2007
fly April 30, 2007 May 25, 2007
hol1 May 28, 2007 June 22, 2007
hol2 May 28, 2007 June 22, 2007
hol3 June 25, 2007 July 20, 2007
see1 (Their Land, Their Blood) April 30, 2007 May 25, 2007
see2 (Blood and Iron) May 28, 2007 June 22, 2007
see3 June 25, 2007 July 20, 2007
rhi1 May 28, 2007 June 22, 2007
rhi2 June 25, 2007 July 20, 2007
rhi3 June 25, 2007 July 20, 2007
oki1 June 25, 2007 July 20, 2007
oki2 (Blowtorch & Corkscrew) April 30, 2007 May 25, 2007
oki3 (Breaking Point) June 25, 2007 July 20, 2007
ber1 (Ring of Steel) April 30, 2007 May 25, 2007
ber2 (Eviction) April 30, 2007 May 25, 2007
ber3 (Heart of the Reich) May 28, 2007 June 22, 2007


Event % Objectives Gameplay IGC Camera Animation FX Comments
1 100% 100% 100% 100% 100% 50%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"
2 100% 100% 100% N/A 100% 100%
  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"
2_2 100% 100% 100% 100% 100% 100%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"


Event % Objectives Gameplay IGC Camera Animation FX
1 - Road Ambush 100% 100% 100% 100% 100% 100%
2 - Forest Trail 100% 100% 100% N/A 100% 100%
3 - Camp Clear 100% 100% 100% N/A 100% 100%
4 - Ambush Convoy 10% 0% 90% N/A 75% 80%
5 100% 0% 0% N/A 0% 0%


Event % Objectives Gameplay IGC Camera Animation FX
1 0% 100% 100% 100% 100% 100%
2 0% 100% 100% N/A 100% 100%
3 0% 100% 85% 100% 100% 100%
4 0% 100% 65% N/A 100% 100%


Event % Objectives Gameplay IGC Animation FX Comments
sweep1 0% 100% 100% 100% 0% 100%
  • Animation: "radioman anims delivered, not yet implemented"
barricade1 0% 100% 100% N/A 100% 25%
  • Animation: "N/A"
  • FX: "waiting on real flame fx"
sweep2 0% 100% 100% N/A 0% 100%
  • Animation: "radioman anims delivered, not yet implemented"
convoywalk 0% 100% 100% 100% 0% 0%
  • Animation, FX: "N/A"
bridge 0% 100% 100% N/A 0% 100%
  • Animation: "mg nest flap anims delivered, not yet implemented"
  • FX: "N/A"
church 0% 100% 100% 100% 100% 100%
  • Animation, FX: "N/A"


An exact copy of hol1's status file.

Event % Objectives Gameplay IGC Camera Animation FX Comments
1 100% 100% 100% 100% 100% 50%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "got assets. Some don't work right"
  • FX: "need artillery explosions at beginning"
2 100% 100% 100% N/A 100% 100%
  • Objectives, Gameplay: "done"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"
2_2 100% 100% 100% 100% 100% 100%
  • Objectives, Gameplay: "done"
  • IGC Camera: "no igc"
  • Animation: "no canned animations"
  • FX: "no level specific fx yet"

Note: The status files for rhi1, fly and oki1 are present but are essentially blank with all scripter tasks being reported as 0% complete, so are not included here.

Unused Video


The Activision logo. This is never seen in-game.

Regional Differences

To do:
Hi-resolution screenshots of the neutered version of the game

According to the German Strafgesetzbuch §86a, the usage of unconstitutional symbols (Nazi symbolism, basically) is forbidden outside of certain contexts such as research and teaching. As a result, the swastikas and other explicit references to the Nazi regime were removed from the German version of the game.

In addition, the blood and gore was severely toned down, and both the final FMV sequence and the Nazi Zombies mode were deleted entirely.

You can see a direct comparison of both versions of the game at this German-language website.

(Source: Schnittberichte)