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Call of Duty 4: Modern Warfare (Windows)
| Call of Duty 4: Modern Warfare |
|---|
|
Developer:
Infinity Ward
|
The fourth (technically seventh) game in the series, Call of Duty 4: Modern Warfare replaces World War II combat stuff with modern (well, modern back in 2007) combat stuff. The intense depiction of modern combat, coupled with a slick framerate and polished multiplayer, made the game a massive hit for future Call of Dutys to come.
Of course, this also meant it was more susceptible to being pried open for unused stuff.
Contents
- 1 Sub-Pages
- 2 Longer F.N.G.
- 3 Unused Weapons/Items
- 4 Hidden Level Select
- 5 Unused Perks
- 6 Unused Create-A-Class Icons
- 7 Alternate Camo
- 8 Hidden Water Texture
- 9 Unused Scopes
- 10 Unused Multiplayer Ranks
- 11 Michael Carver
- 12 Cut Dialogue
- 13 Missing Audio
- 14 Unused Strings
- 15 Removed Levels
- 15.1 Campaign
- 15.1.1 Art Gallery
- 15.1.2 Cobra Pilot
- 15.1.3 Descent
- 15.1.4 Designated Marksman
- 15.1.5 Designated Training
- 15.1.6 Helicopter Ride
- 15.1.7 Immediate Action
- 15.1.8 Parabolic
- 15.1.9 Rivertown
- 15.1.10 School
- 15.1.11 Seaknight Assault
- 15.1.12 Seaknight Defend
- 15.1.13 Strike
- 15.1.14 That's No Sandstorm
- 15.1.15 Training
- 15.1.16 Wet Work
- 15.1.17 Zipline
- 15.2 Multiplayer
- 15.1 Campaign
- 16 Broadcast Changes
- 17 Unused Cutscene
- 18 Regional Differences
- 19 Call of Duty: Modern Warfare Reflex Edition
Sub-Pages
| Prototype Info |
| Unused Mission Objectives and special controls There's a lot in here... |
| Unused Audio Things that were said, but can't be heard in normal gameplay. |
| Unused Prefabs Unused or old level building assets. |
Longer F.N.G.
The original version of F.N.G. was considerably longer, going through the controls and all the game's features. Sadly, it was truncated late in development, but there's a mod that reinstates the original level.
Among the cut content was one part that would have had Sgt. Newcastle teach you how to use grenades, grenade launchers, and C4 - and because F.N.G. was forcibly made shorter, he remains complete and fully functional. A second part would have Mac teach you the basic moving controls in the obstacle course. All of the associated dialogue is still present.
Interestingly, 2016's Modern Warfare: Remastered brings all this back, for some reason.
In addition, Hangar 2, pictured above, contains an unused training course which can only be seen using noclip. This area is never used in the uncut version, and most of the course has no collision.
Unused Weapons/Items
| To do: Upload sounds for certain weapons. |
Some weapons are inaccessible and unavailable without using console commands or the mod SDK.
25mm, 40mm, and 105mm
Weapons for the AC-130, which eventually got used in Modern Warfare 2. Sound effects and spots in the mp weapons folder remain.
AG36
Localization strings mention an AG36 grenade launcher for the G36C.
AT4
This weapon is only accessible using console commands. Surprisingly, it has most of its animations available, except its reload animation and its firing animation. It also has an unused perk icon and a HUD icon in the files. On the back end of the model, a noticeable separation between the rocket-loading area and the body of the launcher itself can be spotted, which seems to be why it lacks a reloading animation (as the player would be able to see that separated area). The weapon made its first official appearance in Modern Warfare 2 as a secondary weapon.
AW-50
An anti-material sniper rifle which uses the Dragonov's model as a placeholder and is similar to the Barret .50 Cal. Code and sounds remain in the SDK.
Brick Blaster
The Brick Blaster, otherwise named the C4 Detonator in-game, is a USP pistol that fires cinder blocks as well as bullets. Its pickup icon is that of a squished M1911 pickup icon. The Brick Blaster has a 150 round clip, and uses a rifle butt melee animation instead of the usual knife animation for knifing, consistent with the melee attack used in earlier builds of the game.
Browning M2
If the player goes out of bounds in the Charlie Don't Surf level, they can find this weapon lying around out of bounds. It's fully functional and works mostly like in the older titles, but slightly clips through the main character's model when used.
Nonfunctional versions are also present elsewhere in the game.
Camera
While remnants of this "weapon" remain in the game, the models for it are missing from the final game. It was to be used in the cut mission Descent.
Default Weapon
The Default Weapon, as seen in other Call of Duty games, is the game's default weapon. The hands as seen in first-person use an awkward looking pose, with a small blue box sitting on the left wrist. The Default Weapon can kill an enemy in two shots on Veteran, and has a ten-round magazine, though only five rounds are put in on reloads. Its pickup icon is a squished AK-47.
M72 LAW
This cut weapon is mentioned in a string of the cut mission That's No Sandstorm.
MAC-10
While it doesn't feature in the game, a string for the MAC-10 can be found using mod tools. However, it does appear in the DS version.
MG42
A leftover from Call of Duty 2. A texture sheet with heavy usage of the alpha channel is present, while its HUD icon is used in-game as the pickup icon for some out-of-reach machine guns in Campaign.
The MG42's pickup icon and texture sheet. The third image here shows its pickup icon being used for this normally out-of-bounds M249 SAW.
Parabolic microphone
This "weapon" is mentioned in strings of the cut mission Parabolic. It is known that the sprint key would target and amplify conversations. Interestingly, the Eavesdrop perk is coded as "specialty_parabolic".
Select a location
"Select a location" is a non-functioning AK-47 utilizing what is most likely Default Weapon's viewmodel. Like the Brick Blaster, this uses a rifle butt melee animation instead of the usual knife animation. This possibly became the Tactical Insertion perk in Call of Duty: Modern Warfare 2. Its pickup icon is a weird orange square.
Sticky Grenade
A grenade leftover from Call of Duty 2, but all that remains is a HUD icon.
Thermite
Another Call of Duty 2 weapon, but all that remains is a HUD icon.
Hidden Level Select
By going into the console and typing /set developer 1, you can access a hidden menu that allows you to select every level in the game regardless of how far you have progressed in the game. In this menu, it shows every level and the build dates for each level.
| Select Mission | Game Levels |
|---|---|
Unused Perks
Expose Enemy
A scrapped perk where only its icon remains, code name "specialty_exposeenemy".
Unused Create-A-Class Icons
It would seem that the developers originally planned to have the Create-a-Class weapon icons change based on the attachment that the player equipped on it, as the game files contain a large number of unused Create-a-Class icons for every weapon, each showing the weapon with the attachment connected to it. Some icons have files, but upon opening them the image is blank, indicating that the developers never finished creating these individual icons.
Alternate Camo
In the mission The Bog, it is possible to acquire an M21 with a unique camouflage through console commands. Upon further inspection, it appears to be an early version of the Desert camo.
Hidden Water Texture
In various missions, increasing the brightness through console commands reveals that the water texture consists of a texture with numbers in it.
| Normal | Brightened |
|---|---|
Unused Scopes
Due to a programming error, all Sniper Rifles use the M40A3's scope reticle, which leaves several unused scopes in the files.
Also present are all of the faction-specific rifle scope overlay textures from Call of Duty 2 (for the Lee-Enfield, Kar98k, Mosin-Nagant, and Springfield rifles), as well as an unused overlay version of the ACOG scope.
| To do: Find the scopes for the Dragunov, R700, and Barrett .50cal. |
Unused Multiplayer Ranks
Present in the files are 10 unused rank icons for multiplayer.
The first three seem to be early versions of the rank icons.
The next five appear to be lower-quality versions of the respective existing rank icons. It seems that there were going to be gold versions of the Eagle, Star and Double Bar rank icons.
The last two are highly similar in style to the used rank icons.
Most of these are also present in Call of Duty: World at War, but aren't used there either.
Michael Carver
A name that appears in the unused mission strings for the cut levels "Descent", "Training", "Designated Training", and "Designated Marksman". It is possible that he was the US Marine protagonist before Paul Jackson, but he was scrapped along with said missions.
Cut Dialogue
Mile High Club
The bonus "Mile High Club" stage contains unused dialogue of Gaz referencing Soap. This is because Mile High Club was originally intended for earlier in the game but couldn't be fit into the story, hence why it was altered to use generic versions of the cast and became a post-credits bonus.
- airplane_gaz_1_1_R: Gaz: "Remember, the objective is to capture Kriegler, I repeat, capture Kriegler, alive. He's no good to us dead."
- airplane_gaz_7_2_R: Gaz: "Watch your fire up here, we need Kriegler alive."
- airplane_gaz_9_1_R: Gaz: "Nice one, Soap."
- airplane_gaz_9_5_R: Gaz: "We're going for a little free fall Kriegler! On your feet!"
Heat
Unused sound files inside the file Villagedef_SAS_ indicate that Mac was intended to be rescued in this mission.
- Gaz: "We got a man down! He's still alive! And he just activated his transponder!"
- Mac: "I owe you one mate. Thanks for coming back for me."
Missing Audio
Audio that can be found referenced in the soundaliases but is missing from the files.
Ac 130
| Character | Voice line |
|---|---|
| Captain Price | ac130_pri_confirmvisual |
| Fire Control Officer | ac130_fco_requestsparkle |
Airplane
| Character | Voice line |
|---|---|
| SAS 4 | airplane_sas4_thatsoneway |
Armada
| Character | Voice line |
|---|---|
| Al Asad |
armada_kaa_takeuparmsR armada_kaa_infidelbloodR armada_kaa_dawnofvictoryR armada_kaa_swiftandfinalR |
| Al Asad TV Processed | armada_kaa_begun_TV |
Blackout
| Character | Voice line |
|---|---|
| Captain Price |
blackout_pri_gettoit blackout_pri_takecare blackout_pri_watchbmp blackout_pri_edgeofcliff blackout_pri_ourbargain blackout_pri_letsgo2 |
| Russian 1 | blackout_ru1_scream |
Bog A
| Character | Voice line |
|---|---|
| Cobra Pilot | bog_plt_positiveid |
| Captain Price |
bog_pri_gowithsgtpaulsen bog_pri_uavreconspotted bog_pri_skigettoroof bog_pri_cominginfromsouth bog_pri_keepofftank bog_pri_antiaircraftguntakeout bog_pri_vampiresixfour bog_pri_lzissecure bog_pri_letsgocarver bog_pri_comeoncarver bog_pri_carverthisway bog_pri_carverheadupstairs bog_pri_javelinsecondfloormove bog_pri_carversecondfloor bog_a_pri_letsmoveout bog_a_pri_carverawol bog_pri_suppressionbuilding bog_pri_keepforward bog_pri_alphatakestairs bog_pri_squadthisway bog_pri_hittheirflank bog_pri_usemachinegun bog_pri_cutemdown bog_pri_goodjob bog_pri_letsmoveout bog_pri_workingonit bog_pri_shutup bog_pri_sweepthearea bog_pri_squadregroup bog_pri_almostthere bog_pri_thiswayletsgo bog_pri_keepeyeopen bog_a_pri_alphasixstatus bog_a_pri_contactseast bog_a_pri_movingindetpacks bog_a_pri_dangeroverrun bog_a_pri_fallbacktank bog_a_pri_twocharliebravosix bog_a_pri_securewest bog_a_pri_plantbeacon bog_pri_donthavemuchtime bog_pri_allrightmoveout |
| General Marine 1 |
bog_gm1_halfaclick bog_gm1_shiftingfire bog_gm1_moreholedup bog_gm1_apcbridge bog_gm1_carverdoit |
| Generic Marine 2 |
bog_gm2_rogerthat bog_gm2_clear3 bog_gm2_ivegotjavelin bog_gm2_takejavelin bog_gm2_hitvehicles bog_gm2_heretakeit bog_gm2_hereyougo bog_gm2_hereyago bog_gm2_heresanotherone bog_gm2_rightaways bog_gm2_carverletsgo |
| Generic Marine 3 |
bog_gm3_rogerthat bog_gm3_secondsquad |
| Vasquez |
bog_vsq_getonroof bog_vsq_jacksonpickupjavelin bog_a_vsq_switchnightvision bog_a_vsq_carverfindzpu bog_vsq_regroupattank |
| Miller(?) | bog_miller_cant_get_a_shot |
| Emslie(?) | bog_emslie_yes_sir |
| Unknown |
bog_blk_lzissecure bog_pls_gah bog_pls_shoothim bog_pls_thankscarver bog_a_cbp_positiveid bog_co_save_m1a1 bog_co_off_the_street bog_co_night_vision bog_co_go_around_back |
Bog B
| Character | Voice line |
|---|---|
| Generic Marine 3 |
bog_gm2_afterlast bog_gm1_callit bog_gm1_youreon |
| Tank Commander |
bog_tcm_fire2 bog_tcm_fire3 |
Cargoship
| Character | Voice line |
|---|---|
| Captain Price |
cargoship_pri_grabintel cargoship_pri_gatherintel cargoship_pri_grabcell cargoship_pri_grablaptop cargoship_pri_runoutintel cargoship_pri_runoutcell cargoship_pri_runoutlaptop cargoship_pri_packagesecured cargoship_pri_watchmovement cargoship_grg_rogerthatradio cargoship_grg_whatsnoise |
| Generic Marine 2 |
cargoship_gm2_oorah cargoship_gm2_alreadyinbird cargoship_gm2_werehit |
| Generic Marine 3 | cargoship_gm3_oorah |
| Drunk Russian |
cargoship_rud_2sec cargoship_rud_4sec cargoship_rud_imdead |
Coup
| Character | Voice line |
|---|---|
| Female BBC News Announcer |
coup_bbc_faceofbetrayal coup_bbc_newera coup_bbc_selfinterest coup_bbc_shallnot coup_bbc_truestrength coup_bbc_freebrethren coup_bbc_armiesstrong coup_bbc_oncegreat coup_bbc_noblecrusade coup_bbc_laywaste coup_bbc_stoodagainst coup_bbc_thosewords coup_bbc_notunchecked |
Hunted
| Character | Voice line |
|---|---|
| Captain Price |
hunted_pri_youallright hunted_pri_getequipoutchopper hunted_pri_youokay hunted_pri_grabthevip hunted_pri_letsgo hunted_pri_getunderbridge hunted_pri_allclearmove hunted_pri_holdupcompany hunted_pri_wastebeforekill hunted_pri_goodtogo hunted_pri_spotlighthitdeck hunted_pri_basementdooropen hunted_pri_gethousegogo hunted_pri_takepointscout hunted_pri_stayfrosty hunted_pri_theyvelostus hunted_pri_dontknowexactly hunted_pri_getdown hunted_pri_cover hunted_pri_returnfire hunted_pri_grabastinger hunted_pri_goodwork hunted_pri_packagesecure hunted_pri_150meterseast hunted_pri_movinnow hunted_pri_blockedpath |
| Russian Farmer | hunted_ruf_american |
| Russian 2 |
hunted_ru2_whatcharge hunted_ru2_bullshit hunted_ru2_yougotanimals |
Icbm
| Character | Voice line |
|---|---|
| Captain Price |
icbm_pri_wherelanded icbm_pri_tofindout |
JeepRide
| Character | Voice line |
|---|---|
| Captain Price | jeepride_pri_soundoff |
KillHouse
| Character | Voice line |
|---|---|
| Newcastle | killhouse_nwc_justbetween |
| Price |
killhouse_pri_welcome killhouse_pri_cargosim killhouse_pri_2ndcqb killhouse_pri_goodjob |
Launch Facility B
| Character | Voice line |
|---|---|
| Captain Price | launchfacility_b_pri_prepbreach |
| HQ Radio Voice | launchfacility_b_hqr_copythat |
ScoutSniper
| Character | Voice line |
|---|---|
| MacMillan | scoutsniper_mcm_dosimeter |
Village Assault
| Character | Voice line |
|---|---|
| Captain Price |
vassault_pri_badstate vassault_pri_painfulway vassault_pri_ofcourse vassault_pri_eighteenyrs |
| Al-Asad | vassault_kaa_notmydoing |
Village Defend
| Character | Voice line |
|---|---|
| Captain Price |
villagedef_pri_anyvehicles villagedef_pri_attackheli villagedef_pri_takeitdown villagedef_pri_takecover villagedef_pri_heliinbound villagedef_pri_fireonheli villagedef_pri_helimovingin villagedef_pri_gettocover villagedef_pri_anotherheli villagedef_pri_outofsight villagedef_pri_itsdown villagedef_pri_helisdownstay villagedef_pri_javfrombarn villagedef_pri_beforeoverrun villagedef_pri_getjav villagedef_pri_gettohim |
| Temp Price |
villagedef_pri_getjavelinbarn villagedef_pri_cominthru |
| SAS 4 | villagedef_sas4_stupidhurts |
Unused Strings
Menu
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| ALLOW_PANZERFAUSTS | Allow Panzerfausts | Cod1 Leftover |
| ALLOW_FG42S | Allow FG42s | Cod1 Leftover |
| PLAYTOUJANE | Play Toujane | Cod2 Leftover |
| SOVIETS | Soviets | Cod2 Leftover |
| AMERICANS | Americans | Cod2 Leftover |
| 1941 | 1941 | Cod2 Leftover |
| 1942 | 1942 | Cod2 Leftover |
| 1943 | 1943 | Cod2 Leftover |
| 1944 | 1944 | Cod2 Leftover |
| 1945 | 1945 | Cod2 Leftover |
| COMPLETED_GREENHORN | Completed Greenhorn | Cod1 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 |
| CAPTURE_THE_FLAG | Capture the Flag | Removed sometime after beta. |
| CTF_DESC | Get the enemy flag while defending your flag. Touching your flag while holding the enemy flag is a capture | |
| 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 |
| REGULAR_DESC | You will crush the German | Cod2 Leftover |
| AIM_DOWN_THE_SIGHT_AUTOAIM | Autoaim when Aiming Down the Sight | Not used in PC version due to lack of Auto Aim. |
| 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 |
| CQB_TEST | CQB Test | Cut Mission "Embassy" |
| BUNKER | Bunker | Cut Mission "Descent" |
| CHECHNYA_ESCAPE | Chechnya Escape | Cut Mission |
| MARKSMAN | Marksman | Cut Mission |
| SEAKNIGHT_DEFEND | Seaknight Defend | Cut Mission |
| WETWORK | Wetwork | Cut Mission |
| SEAKNIGHT_ASSAULT | Seaknight Assault | Cut Mission |
| PILOT_COBRA | Pilot Cobra | Cut Mission |
| GET_THE_ENEMY_FLAG_AND | Get the enemy flag and return it to yours to capture it. | |
| PRESTIGE_RESET_WARNING1 | Trade all of your accomplishments for a bit of prestige.\n\nOther players will see your new prestige rank icon in the lobby, leaderboards, and game. | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_RESET_TITLE1 | Do it all again? | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_RESET_TITLE2 | More Info | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_ENTER | Enter Prestige | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_RESET_WARNING2 | Prestige has a price: Everything you've unlocked including weapons, experience and challenges will be reset; you'll have to rank up again to reacquire them.\n\nOnly your Leaderboard rankings, clan tag and play lists will be unaffected. | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_RESET_WARNING3 | There's no going back... | Unused on PC due to lack of Prestige Mode. |
| PRESTIGE_RESET_TITLE3 | Last Chance... | Unused on PC due to lack of Prestige Mode. |
Killhouse
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| HINT_SWAP | Approach the rifle with the grenade launcher attachment and press and hold ^3[{+activate}]^7. | |
| HINT_SWAP_RELOAD | Approach the rifle with the grenade launcher attachment and press and hold ^3[{+usereload}]^7. | |
| HINT_FIREMODE | Press ^3[{+actionslot 3}]^7 to switch to the grenade launcher attachment. | |
| HINT_LAUNCHER_ATTACK | Pull and release ^3[{+attack}]^7 to fire a 40mm grenade. | |
| HINT_EXPLOSIVES | Approach the explosive charges and press and hold ^3[{+activate}]^7 to pick them up. | |
| HINT_EXPLOSIVES_RELOAD | Approach the explosive charges and press and hold ^3[{+usereload}]^7 to pick them up. | |
| HINT_EXPLOSIVES_PLANT | Approach the glowing explosive marker and press ^3[{+activate}]^7 to plant the C4. | |
| HINT_EXPLOSIVES_PLANT_RELOAD | Approach the glowing explosive marker and press ^3[{+usereload}]^7 to plant the C4. | |
| MARINE3_USE_SIDEARM | Carver! Use your sidearm! | |
| C4_PICKUP | Press and hold ^3&&1^7 to pick up the C4 explosive. | |
| HINT_C4_ICON | You now have a C4 icon on your screen. | |
| HINT_EQUIP_C4 | Press ^3[{+actionslot 2}]^7 to equip C4. | |
| HINT_THROW_C4 | Pull ^3[{+throw}]^7 to throw C4. | |
| HINT_THROW_C4_TOGGLE | Pull ^3[{+toggleads_throw}]^7 to throw C4. | |
| HINT_THROW_C4_SPEED | Pull ^3[{+speed_throw}]^7 to throw C4. | |
| HINT_APPROACH_C4_THROW | Approach the car. | |
| DETONATE_C4 | Pull ^3[{+attack}]^7 to detonate. | |
| C4_OBJECTIVE | When planting C4 is your objective, you will see a glowing\nmarker in the world that indicates where to plant it. | |
| HINT_GRENADE_TOO_LOW | You must aim above your target with grenades. | |
| HINT_GL_TOO_LOW | You must aim above your target with grenade launchers. | |
| USE_YOUR_OBJECTIVE_INDICATOR | Use your Objective Indicator to find the firing range. | You start in the firing range in the final. |
| GO_OUTSIDE_AND_REPORT | Go outside and report to Sgt. Newcastle. | |
| PICK_UP_THE_RIFLE_WITH | Pick up the rifle with the grenade launcher attachment. | |
| PICK_UP_THE_C4_EXPLOSIVE | Pick up the C4 explosive. | |
| RUN_THE_OBSTACLE_COURSE | Run the obstacle course. | |
| PICK_UP_THE_FRAG_GRENADES | Pick up the frag grenades. | |
| ENTER_THE_SAFETY_PIT | Enter the safety pit. | |
| THROW_A_GRENADE_INTO | Throw a grenade into windows two, three and four. | |
| RETURN_TO_THE_SAFETY | Return to the safety pit and equip the grenade launcher. | |
| FIRE_AT_THE_WALL_WITH | Fire at the wall with the number one on it. | |
| PLANT_THE_C4_EXPLOSIVE | Plant the C4 explosive at the glowing spot. | |
| FIRE_YOUR_GRENADE_LAUNCHER | Fire your grenade launcher into windows five, six and seven. |
subtitle
| REFERENCE | LANG_ENGLISH |
|---|---|
| KILLHOUSE_PRI_CQBSIM1214 | ^2Captain Price:^7Like hell I will...all right Soap, it's your turn for the CQB simulation. Everyone else head to observation. Move! |
| KILLHOUSE_PRI_KNIFETHEMELON12301 | ^2Captain Price:^7Knife the melon! |
| KILLHOUSE_PRI_USEYOURKNIFE12302 | ^2Captain Price:^7Use your knife on the melon! |
| KILLHOUSE_GAZ_ILLLETYOUIN11 | ^2Gaz: ^7Soap, this is Gaz. Come to the firing range and I'll let you in. |
| KILLHOUSE_GAZ_SMALLDOOR12 | ^2Gaz: ^7Soap, what's the matter? Come to the small door outside the firing range. |
| KILLHOUSE_GAZ_GOTALLDAY13 | ^2Gaz: ^7We haven't got all bloody day Soap. |
| KILLHOUSE_GAZ_GETAMOVEON14 | ^2Gaz: ^7Soap! Get a move on. |
| KILLHOUSE_GAZ_PRICEEVALUATION31 | ^2Gaz:^7Captain Price wants an evaluation of everyone's shooting skills, so don't bollocks it up mate! You may have passed Selection, but you're still on probation as far as the Regiment's concerned. |
| KILLHOUSE_GAZ_ALLGOODHERE79 | ^2Gaz: ^7All good here Soap. Head outside and report to Sgt. Newcastle. |
| KILLHOUSE_GAZ_GOSEE10251 | ^2Gaz: ^7Go see Mac at the obstacle course. |
| KILLHOUSE_MCM_MISSSOAP111 | ^2Mac: ^7Well...it seems Miss Soap here was kind enough to join us! |
| KILLHOUSE_MCM_LINEUP112 | ^2Mac: ^7Line up ladies! |
| KILLHOUSE_MCM_GO113 | ^2Mac: ^7Go! |
| KILLHOUSE_MCM_JUMPOBSTACLES114 | ^2Mac: ^7Jump over those obstacles! |
| KILLHOUSE_MCM_ISNTCHARITYWALK115 | ^2Mac: ^7This isn't a bloody charity walk - get your arses in gear! MOVE! |
| KILLHOUSE_MCM_COMMANDOS116 | ^2Mac: ^7I've seen "Sandhurst Commandos" run faster than you lot! |
| KILLHOUSE_MCM_BERTUD119 | ^2Mac: ^7Move move move! What's the matter with you? You all want to be R.T.U'd? |
| KILLHOUSE_MCM_YOUCRAWLLIKE1110 | ^2Mac: ^7You crawl like old people screw! |
| KILLHOUSE_MCM_PASSEDTEST1111 | ^2Mac: ^7Oi! Soap! Captain Price wants to see you in Hangar One! You passed my little test, now get out of my sight. |
| KILLHOUSE_MCM_RUNITAGAIN1112 | ^2Mac: ^7The rest of you bloody ponces are going to run it again until I'm no longer embarassed to look at you! |
| KILLHOUSE_NWC_FOLLOWME81 | ^2Sgt. Newcastle: ^7Ok, follow me. |
| KILLHOUSE_NWC_TIMEFORFUN82 | ^2Sgt. Newcastle: ^7It's time for some fun with demolitions, mate. |
| KILLHOUSE_NWC_PICKUPFRAG83 | ^2Sgt. Newcastle: ^7Pick up those frag grenades and get in the safety pit. |
| KILLHOUSE_NWC_GETINSAFETY84 | ^2Sgt. Newcastle: ^7Get in the safety pit Soap. |
| KILLHOUSE_NWC_GETBACKIN85 | ^2Sgt. Newcastle: ^7No, get back in the safety pit. |
| KILLHOUSE_NWC_STAYINPIT86 | ^2Sgt. Newcastle: ^7Soap, stay in the pit. |
| KILLHOUSE_NWC_THROWGRENADE87 | ^2Sgt. Newcastle: ^7Now throw a grenade into windows two, three and four. |
| KILLHOUSE_NWC_23AND488 | ^2Sgt. Newcastle: ^7Windows two, three and four, Soap. |
MP
| REFERENCE | LANG_ENGLISH | REFERENCE | LANG_ENGLISH | |
|---|---|---|---|---|
| PIPEBOMB_HOLDING_PIPEBOMB | ^5(Holding Pipe Bomb) | PIPEBOMB_HOLDING_DETONATOR | ^1(Holding Detonator) | |
| PIPEBOMB_PRESS_TO_SWITCH_TO_PIPEBOMB | (Press Use to switch to Pipe Bomb) | PIPEBOMB_PRESS_TO_SWITCH_TO_DETONATOR | (Press Use to switch to Detonator) | |
| IED_HOLDING_IED | ^5(Holding IED) | PLANTING_IED | Planting IED... | |
| CANNOT_PLANT_IED | Can't plant IED here | IED_PRESS_LEFT_TRIGGER_TO_DETONATE | Press left trigger to detonate |
Removed Levels
Several single-player and multiplayer levels were made but eventually scrapped for various reasons. There are no unfinished playable levels, but there are leftovers and traces in the game files and SDK.
Campaign
Art Gallery
Only the skybox remains - it was ripped from "Crossing the Rhine" in Call of Duty 2. Presumably, the idea evolved into "Museum" in Modern Warfare 2.
Cobra Pilot
A USMC mission where you pilot a helicopter in a Middle Eastern city. The level was cut very late in production, as reference to it can be found in promotional material released shortly before the release of the game. A nighttime version of this level also existed, but is only referenced by name and does not have its own unique assets. Models of all the buildings in the level still exist in the SDK. Additionally, the following text strings can be found in the SDK:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| 20MM | M197 20mm Cannon | |
| FFAR | LAU-61C/A Unguided Rockets | |
| HELLFIRE | AGM-114 Hellfire Anti-Tank | |
| SIDEWINDER | AIM-9 Sidewinder Air-to-Air | |
| EDGE_OF_WORLD_WARNING | Warning you are leaving the mission area! Turn back! | |
| EDGE_OF_WORLD_FAIL | You left the mission area! Mission failed! | |
| NO_AMMO | No Ammo | |
| OBJECTIVE_AMMO_RELOAD_POINT | Objective indicator marks the ammo reload helipad | |
| OBJECTIVE_DESTROY_TARGETS | Destroy all targets. [&&1 Remaining] | The string "&&1" is a common formatting string seen in many localized strings found in the SDK. |
Descent
Another USMC mission. This one involves infiltrating an underground bunker to photograph and identify the remains of Al-Asad and other dead officers. The only remnants of this mission are a corridor in the mission Crew Expendable, the Camera "weapon", as well as the following text strings found in the SDK:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| OBJ_DOCKS1 | Eliminate the Axis naval artillery crews at the docks. [&&1 remaining] | Leftover from the Call of Duty 2 mission "The End of the Beginning". |
| OBJ_ALASSAD | Photograph and identify the remains of Al-Assad. | At this point, the spelling of Khaled Al-Asad's last name had not been decided. |
| OBJ_PHOTO_BACKHALL | Photograph the officer's face on the desk. | |
| OBJ_PHOTO_BATHROOM | Photograph the officer's face in the bathroom. | |
| OBJ_PHOTO_DROPDOWN | Photograph the officer's face under the rubble. | |
| OBJ_PHOTO_FINAL | Photograph the officer's face by the rubble. | |
| OBJ_PHOTO_PRISON | Photograph the officer's face by the jail cell. | |
| OBJ_PHOTO_STAIRS | Photograph the officer's face by the broken wall. | |
| OBJ_DETPACK | Plant a detpack on the compromised wall. | |
| OBJ_SECURE | Secure the Landing Zone. | |
| HINTSTR_CAMERA_CLICK | Pull [{+usereload}] to zoom in.\nPull [{+attack}] to take a picture. | [{+usereload}] and [{+attack}] are formatting strings that would be replaced with the buttons bound to reload and attack, respectively. |
| HINTSTR_CAMERA_OUT | Press [{+usereload}] to pull out your camera. | |
| HINTSTR_DETPACK | Hold &&1 to plant the detpack. | |
| HINTSTR_FASTROPE | Jump towards the cable to fast rope down. | |
| TITLE | Descent | The name of the mission. |
| PLACE | Riyadh, capital of Saudi Arabia | At this point in the game's development, many of the USMC levels were explicitly stated to take place in Saudi Arabia. |
| DATE | Day 6 - 1310 hr | Assuming the game timeline was one week long as in the final version, this mission would have been a relatively late one. |
| INFO | U.S. Marines entering underground command bunker |
Designated Marksman
Another late USMC mission, taking place in Saudi Arabia. This one would have involved defending a base and blowing up stuff like Overpasses and Satellite Arrays. Fun! Only the minimap image and the following text strings remain:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| TITLE | Designated Marksman | |
| TIME | Day 6 - 1500 HRS - 30 miles south of Riyadh - R.O.A. | This mission was likely to take place directly after Descent. |
| NAME | PFC Michael Carver, 1st BN, 7th Marines | At this point in development, the final name of the USMC protagonist had not been decided. |
| ACTION | ACTION HERE | Likely insignificant placeholder text. |
| OBJ_DESTROY_OVERPASS | Destroy the overpass and eliminate all hostile targets. | |
| OBJ_SECURE_DROP_POINT | Secure a drop point for reinforcements. | |
| OBJ_CHECK_CAFE | Check the ground floor of the Cafe for hostiles. | |
| OBJ_SECURE_CONSTRUCTION_BUILDING | Secure the top of the building in the construction yard. | |
| OBJ_DESTROY_ANTI_AIR | Destroy the enemy Anti-Air units. [&&1 Remaining] | |
| OBJ_MARK_OVERPASS | Mark the overpass pillars for destruction. [&&1 Remaining] | |
| OBJ_MINIMUM_SAFE_DISTANCE | Retreat to a minimum safe distance from the overpass area. | |
| HINTSTR_DETPACK | Hold &&1 to plant the detpack. | This string is also in Descent's localized strings file. |
Designated Training
Yet another late USMC mission, also taking place in Saudi Arabia. This mission would involve storming and defending a construction site. Interestingly, the mission name implies that it would have been the standard introductory training mission, although its in-game assets refer to it under the development name "rallypoint". Despite the name, there is no clear connection between Designated Marksman and Designated Training.
The following text strings can be found in the SDK:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| TITLE | Designated Training | |
| PLACE | Riyadh, capital of Saudi Arabia | |
| DATE | Day 5 - 1746 hrs | |
| INFO | Base | |
| OBJ_ANTI_AIR_UNITS | Destroy all anti-air units in the area. [&&1 Remaining] | |
| OBJ_CLEAR_TO_CONSTRUCTION_SITE | Clear the way to the construction site. | |
| OBJ_SNIPING_POSITION_CONSTRUCTION | Take up a sniping position in the construction building. | |
| OBJ_PROTECT_BRAVO_ONE | Protect Bravo Squad as they destroy the anti-air unit. | |
| OBJ_CLEAR_ROOFTOP_AREA | Clear the rooftops and enter a sniping position in the top floor of the garage. | |
| OBJ_PROTECT_BRAVO_TWO | Protect Bravo Squad as they destroy the second anti-air unit. | |
| OBJ_CLEAR_GARAGE_AREA | Clear the garage area. | |
| OBJ_PLANT_EXPLOSIVE_CHARGE | Plant an explosive charge on the final anti-air unit. | |
| OBJ_SECURE_BRIDGE_AREA | Secure the overpass area. | |
| OBJ_DEFEND_BRIDGE_AREA | Defend the overpass area until reinforcements arrive. | |
| ALLY_GETOVERHERE | Over here, Private! | |
| ALLY_FOLLOWME | Follow me. | |
| ENEMY_GUARDALERT | Foreign Gibberish (Alert) | This is the only in-game instance of enemy dialogue being "translated". |
Helicopter Ride
A mission where you would presumably ride in a helicopter. The only remains are an impressively old, largely unedited minimap image with references to "COD3" in the visible dev console text on it. It can be seen from the screenshot that the image was dated December 20, 2006, indicating that this level was worked on quite early in development.
Immediate Action
A cut mission set in the American Embassy in London. This mission is likely loosely based on the Iranian Embassy Siege of 1980. This mission would have included a Breaching mechanic. Only a minimap image and the following text strings remain:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| DEBUGTXT_GAMEPLAY_SOLOBREACH | CQB test: Solo Breach | |
| DEBUGTXT_GAMEPLAY_SHOTGUNBREACH | CQB test: Shotgun Breach | |
| DEBUGTXT_ROOMCLEAR | Room clear | |
| DEBUGTXT_OFFICE_SECURED | All hostages secure in office XX | |
| DEBUGTXT_HOSTAGES_TIMER_START | Rescue timer: started | |
| DEBUGTXT_HOSTAGES_TIMER_EXT | Rescue timer: extended | |
| DEBUGTXT_HOSTAGES_TIMER_END | Rescue timer: expired | |
| TITLE | Immediate Action | |
| PLACE | London, United Kingdom | |
| DATE | 1942 Hours | |
| INFO | American Embassy | |
| HINTSTR_SECURE_HOSTAGE | Press USE to secure hostage | |
| HINTSTR_DETONATE | Press USE to detonate frame charge | |
| HINTSTR_LADDER_DISMOUNT | Press USE to dismount from ladder | |
| HINTSTR_FASTROPE | Press USE to attach to fastrope | |
| HINTSTR_ROPE_GRAB | Press USE to grab the rope | |
| HINTSTR_ROPE_RAPPEL | Press USE to start rappelling | |
| HINTSTR_FLASHBANG | Press USE to throw a FLASHBANG here | |
| HINTSTR_BREACH | Press USE to give breach command | |
| HINTSTR_LEVELEND | LEVEL END (end sniper sequence disabled for now) | Developers' notes like these were left in several missions. |
| HINTSTR_TAKERIFLE | Press USE to take sniper rifle | |
| EXPLOSIVES_PLANTED | Explosives planted! Stand Back! | |
| TIMER_LABEL | Time left: | |
| MISSION_FAILED_GENERIC | Mission failed. The hostages were executed. | |
| MISSION_FAILED_SNIPE_WRONG | You shot the wrong terrorist! | |
| MISSION_FAILED_SNIPE_TOO_EARLY | You shot the terrorist too early! | |
| MISSION_FAILED_SNIPE_WAIT | You waited too long! | |
| MISSION_FAILED_HOSTAGE_KILLED | You killed a hostage. Mission failed. | |
| MISSION_FAILED_HOSTAGE_KILLED_TER | Terrorists killed a hostage. Mission failed. | |
| OBJ_RESCUE_AREA1 | Secure all areas in south offices. [&&1 remaining] | |
| OBJ_INSERT | Proceed to the insertion point | |
| OBJ_WINDOW_BREACH | Breach the window with a frame charge | |
| OBJ_HOSTAGE_SECURE_OFFICE_1 | Secure hostages in south offices [&&1 remaining] | |
| OBJ_NAV_OFFICE_NORTH | Proceed to the north offices | |
| OBJ_HOSTAGE_SECURE_OFFICE_2 | Secure hostages in north offices [&&1 remaining] | |
| OBJ_BALCONY_FLANK | Flank the enemy position from the balcony | |
| OBJ_NAV_BANQUET_HALL | Proceed to the banquet hall | |
| OBJ_HOSTAGE_SECURE_BANQUET | Secure hostages in banquet hall [&&1 remaining] | |
| OBJ_BANQUET_HALL_REGROUP | Regroup with team near the main dining table | |
| OBJ_BRAVO_RV | Rendezvous with team Bravo One | |
| OBJ_RECEPTION_CLEAR | Eliminate hostiles in main reception | |
| OBJ_SKYLIGHT_BREACH | Get into position to breach the skylight | |
| OBJ_COURTYARD_COVER | Cover Bravo's exfil from the barricades | |
| OBJ_SNIPER_ASSAULT | Assault the sniper position | |
| OBJ_LIBRARY_BREACH | Breach the library wall | |
| OBJ_FINAL_BOSS | Intercept X Ray One |
Parabolic
An early mission involving use of a parabolic microphone to collect intel and save a prisoner. This is possibly an earlier version of Blackout, as they both involve BM21 rockets and both share many geometry assets viewable in the SDK's level editor. Only text strings and assets for the parabolic microphone remain.
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| HINTSTR_BLANK | ||
| OBJ_CONVERSATIONS | Gather intel with the parabolic microphone | |
| OBJ_CONVERSATION_01 | Gather intel from the sentries on the bridge | |
| OBJ_CONVERSATION_02 | Gather intel from the sentry on his cell phone | |
| OBJ_CONVERSATION_03 | Gather intel from the officer on the river bank | |
| OBJ_SAFEHOUSE_ASSAULT | Assault the safehouse | |
| OBJ_LOCATE_PRISONER | Locate the prisoner | |
| OBJ_EXTRACT_TO_LZ_ALPHA | Proceed to the LZ | |
| OBJ_DESTROY_ARTILLERY | Disable all mobile artillery [&&1 remaining] | |
| OBJ_EXTRACT_TO_LZ_CHARLIE | Extract to the graveyard LZ | |
| TIMER_LABEL | Time left: | |
| DEBUG_LEVEL_END | End of currently scripted level. Proceed outside to see BM21 rocket test. | Mention of a BM21 rocket further reinforces the theory that Parabolic was an earlier version of Blackout. |
| HINTSTR_MIC_TRIGGER | Hold down [[{+speed}]] to target\nand amplify conversations | |
| HINTSTR_GATHERING_INTEL | Gathering intel... | |
| HINTSTR_FLASHBANG | Use flashbangs [[{+smoke}]] to stun sentries. | |
| HINTSTR_BREACH | Press and hold [USE] to initiate assault. | |
| HINTSTR_CONVERSATION_SUCCESS | Conversation captured. | |
| HINTSTR_CONVERSATION_FAILURE | Conversation lost. | |
| HINTSTR_ALERT_GUNFIRE | Enemies have been alerted by gunfire. | |
| HINTSTR_ALERT_SPOTTED | Enemies have spotted you. | |
| HINTSTR_HUMANSHIELD_AIM | Your weapon is slung. Line up your shot and wait for the signal. | |
| HINTSTR_HUMANSHIELD_SHOOT | Pull [[{+speed}]] or [[{+attack}]] to draw pistol. | |
| MISSION_FAILED_HOSTAGE_KILLED | Mission Failed: You killed the hostage. | |
| MISSION_FAILED_HOSTAGE_TIMER | Mission Failed: The hostage was executed. |
Rivertown
Only a .vision file and a very short localized string file remain. The only two strings left for this mission were copied and pasted from Parabolic's localized string file.
School
Only a minimap and localized strings file remains. However, the localized strings file is an identical copy of Designated Training's localized strings file.
Seaknight Assault
Only a small number of geometry assets viewable in the SDK's level editor remain. Appears to have been a Middle Eastern USMC mission.
Seaknight Defend
Likely an analogue mission to Seaknight Assault. A small number of geometry assets viewable in the SDK's level editor remain, as well as string files in the mod tools.
| REFERENCE | LANG_ENGLISH |
|---|---|
| OBJ_LOCATE_CRASH_SITE | Locate crash site. |
| OBJ_DEFEND_CRASH_SITE | Defend crash site. |
| OBJ_DEFEND_BUILDING | Defend wounded marines until extraction force arrives. |
| MISSION_FAILED_SITE_OVERRUN | Crash site was overrun by enemy forces. |
| OBJ_SECURE_BUILDING | Secure building to the south. |
| OBJ_OVERWATCH | Cover retreating marines. |
| OBJ_ESCORT_TO_HUMVEES | Escort wounded marines to the Humvees. |
| TIMER | Extraction: |
| OBJ_CLEAR_DEBRIS | Clear debris from trapped marine. |
| FOLLOW_ALLEYS | Follow alleys to extraction point. |
Strike
Possibly a campaign version of Strike. Only a .vision file remains.
That's No Sandstorm
An early USMC mission involving border security patrol on the Omani-Saudi Arabian border. Only an untextured and flat shaded minimap image and the following text strings viewable in the SDK remain:
| REFERENCE | LANG_ENGLISH |
|---|---|
| TITLE | That's No Sandstorm |
| PLACE | Omani-Saudi Arabian border |
| DATE | Day 1 – 1012 hrs |
| INFO | U.S. Marines on Border Security Operations |
| HINTSTR_C4PLANT | Press USE to plant C4 |
| HINTSTR_USE_VEHICLE_GUN | Press USE to mount the 50cal machine gun |
| HINTSTR_TAKELAW | Press USE to take LAW rocket |
| TEMP_PLAYER_HAS_LAW | You have obtained a LAW rocket |
| OBJ_PATROL | Patrol the Omani-Saudi Arabian border |
| OBJ_PATROL_DEFEND | Defend the patrol with the 50 cal |
| OBJ_PERIMETER_DEFEND_A | Defend the west perimeter |
| OBJ_PERIMETER_DEFEND_B | Defend the east perimeter |
| OBJ_LAW_OBTAIN | Find a LAW |
| OBJ_DESTROY_BMP_A | Destroy the BMP Transport |
| OBJ_DESTROY_BMP_B | Destroy the BMP Transport |
| OBJ_C4_WEAPONSCACHE | Plant C4 on the base weapons cache [&&1 remaining] |
| OBJ_DEFEND_BASE | Protect base interior from being overrun |
| OBJ_FIND_VEHICLE | Locate transportation out of the base |
| OBJ_ENTERGARAGE | Access the vehicle depot |
Training
Training is another early USMC mission where you... get trained, surprisingly enough. Not to be confused with Designated Training, which was not a training mission at all. This mission was replaced with "F.N.G.". Only a minimap image and the following text strings remain:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| OBJ_REGROUP_WITH_SQUAD | Regroup with 2nd squad at the obstacle course. | |
| OBJ_BASH_DUMMY | Bash the dummy at the end of the obstacle course. | At this point, your melee attack was bashing with the butt of your rifle instead of stabbing. |
| OBJ_GOTO_RIFLE | Proceed to the rifle range. | |
| OBJ_GET_RIFLE_AMMO | Get ammunition for your M4 Carbine and load a magazine. | |
| OBJ_ENTER_STALL | Enter the fourth firing station and aim down range. | |
| OBJ_HIT_RIFLE_TARGETS | Hit the four targets. | |
| OBJ_HIT_RIFLE_TARGETS_TIMED | Hit four targets in six seconds. | |
| OBJ_GOTO_SIDEARM | Proceed to the side arm range. | |
| OBJ_GET_SIDEARM_AMMO | Get ammunition at the sidearm range. | |
| OBJ_EQUIP_SIDEARM | Switch to your sidearm and load it. | |
| OBJ_HIT_SIDEARM_TARGETS | Hit the target five times with your sidarm. | |
| OBJ_GOTO_FRAG | Proceed to the frag grenade training area. | |
| OBJ_GET_FRAG_AMMO | Pick up some frag grenades and go to the instructor. | |
| OBJ_THROW_FRAGS | Throw one frag grenade through each window and one into the dumpster. [&&1 Remaining] | |
| OBJ_THROW_FRAGS_DONE | Throw one frag grenade through each window and one into the dumpster. | |
| OBJ_GOTO_LAUNCHER | Proceed to the m203 training area. | |
| OBJ_GET_LAUNCHER_AMMO | Swap your current weapon for a M16A4 with a M203 grenade launcher attachment. | |
| OBJ_HIT_WALL | Hit the wall marked number 1 with the M203 grenade launcher. | |
| OBJ_HIT_LAUNCHER_TARGETS | Hit the three remaining targets with the M203 grenade launcher. [&&1 Remaining] | |
| OBJ_HIT_LAUNCHER_TARGETS_DONE | Hit the three remaining targets with the M203 grenade launcher. | |
| OBJ_GET_EXPLOSIVES_AMMO | Pickup an explosive charge. | |
| OBJ_DESTROY_VEHICLE | Destroy the civilian vehicle with an explosive charge. | |
| HINT_CHECK_OBJECTIVES_PAUSED | Press [{pause}] to check your objectives. | |
| HINT_CHECK_OBJECTIVES_SCORES | Press [{+scores}] to check your objectives. | |
| HINT_OBJECTIVE_MARKER | The yellow circle in the compass tape at the bottom middle\n of your screen indicates the direction of your objective. | |
| HINT_OBJECTIVE_REMINDER | Your current objective is to regroup with your squad.\n Press [{toggle cl_paused}] to check your objectives. | |
| HINT_OBJECTIVE_REMINDER2 | Turn until the yellow circle in your compass tape\n lines up with the white ticks and head in that direction\n to locate your current objective. | |
| HINT_ATTACK | Pull [{+attack}] to fire your weapon. | |
| HINT_ADS | Hold down [{+speed}] to aim down the sights of your weapon. | |
| HINT_ADS_TOGGLE | Press [{toggleads}] to aim down the sight. | |
| HINT_BREATH_MELEE | Press and hold [{+melee_breath}] to steady your breathing. | |
| HINT_BREATH_SPRINT | Press and hold [{+breath_sprint}] to steady your breathing. | |
| HINT_BREATH_BINOCULARS | Press and hold [{+breath_binoculars}] to steady your breathing. | |
| HINT_MELEE_BREATH | Press [{+breath_binoculars}] near your target to strike it with your weapon. | |
| HINT_MELEE | Press [{+melee}] near your target to strike it with your weapon. | |
| HINT_PRONE | Press [{goprone}] to go prone. | |
| HINT_PRONE_HOLD | Press and hold [{+prone}] to go prone. | |
| HINT_PRONE_TOGGLE | Press [{toggleprone}] to go prone. | |
| HINT_PRONE_STANCE | Hold down [{+stance}] to go prone. | |
| HINT_PRONE_DOUBLE | Double tap [{lowerstacnce}] to go prone. | |
| HINT_CROUCH_STANCE | Press [{+stance}] to crouch. | |
| HINT_CROUCH | Press [{gocrouch}] to crouch. | |
| HINT_CROUCH_TOGGLE | Press [{togglecrouch}] to crouch. | |
| HINT_STAND | Press [{+gostand}] to stand up. | |
| HINT_STAND_STANCE | Press [{+stance}] to stand up. | |
| HINT_JUMP_STAND | While standing, press [{+gostand}] to jump. | |
| HINT_JUMP | While standing, press [{+moveup}] to jump. | |
| HINT_SPRINT | Press [{+sprint}] while moving forward to sprint. | |
| HINT_SPRINT_BREATH | Press [{+breath_sprint}] while moving forward to sprint. | |
| HINT_HOLDING_SPRINT | You don't have to hold [{+sprint}] down to continue sprinting. | |
| HINT_HOLDING_SPRINT_BREATH | You don't have to hold [{+breath_sprint}] down to continue sprinting. | |
| HINT_RELOAD_USE | Press [{+usereload}] to reload your weapon. | |
| HINT_RELOAD | Press [{+reload}] to reload your weapon. | |
| HINT_MANTLE | Touch the obstacle and press [{+gostand}] to\n mantle over it. | |
| HINT_ADS_SWITCH | Release and pull [{+speed}] to automatically\n switch to a nearby target. | |
| HINT_SIDEARM_SWAP | Press [{weapnext}] to switch to your sidearm. | |
| HINT_PRIMARY_SWAP | Press [{weapnext}] to switch to your primary weapon. | |
| HINT_SIDEARM | Press [{weaponslot primaryb}] to switch to your sidearm. | |
| HINT_SIDEARM_RELOAD | Press [{+reload}] to load your sidearm. | |
| HINT_SIDEARM_RELOAD_USE | Press [{+usereload}] to load your sidearm. | |
| HINT_LADDER | Look up the ladder and press forward to climb it. | |
| HINT_FRAG | Pull and release [{+frag}] to throw a frag grenade. | |
| HINT_SWAP | Approach the M16A4 and hold [{+activate}]\n to swap your weapon for the M16A4. | |
| HINT_SWAP_RELOAD | Approach the M16A4 and hold [{+usereload}]\n to swap your weapon for the M16A4. | |
| HINT_FIREMODE | Press [{+actionslot 2}] to switch to the M203\n grenade launcher attachment. | |
| HINT_LAUNCHER_ATTACK | Pull and release [{+attack}] to fire a\n 40mm grenade. | |
| HINT_EXPLOSIVES | Approach the explosive charges and press\n [{+activate}] to pick one up. | |
| HINT_EXPLOSIVES_RELOAD | Approach the explosive charges and press\n [{+usereload}] to pick one up. | |
| HINT_EXPLOSIVES_PLANT | Locate the glowing explosive marker and\n press [{+activate}] to plant the explosives. | |
| HINT_EXPLOSIVES_PLANT_RELOAD | Locate the glowing explosive marker and\n press [{+usereload}] to plant the explosives. | |
| MARINE3_USE_SIDEARM | Carver! Use your sidearm! |
Wet Work
A cut mission with no relation to the "Wet Work" multiplayer map. Only a .vision file remains.
Zipline
A mission which is likely a precursor to Blackout, as prefabs in the level editor are mostly identical to those of Blackout and Parabolic. Only the skybox texture still exists, and was reused for Blackout. Additionally, a single string remains with no useful information:
| REFERENCE | LANG_ENGLISH | Notes |
|---|---|---|
| OBJ_WHATEVER | Temp text | This mission was likely cut very early in production judging from the lack of localized strings. |
Multiplayer
Argun
A skybox and a script file remain.
Canal
Only a skybox remains.
Convoy_night
Originally meant to be a night version of mp_convoy (Ambush). A skybox remains.
Cellblock
A small map centered around a jail cellblock in the Middle East. Only text strings and the minimap image remain.
Dusk
A remake of the Call of Duty map Dawnville. Only a loadscreen image and an untextured and flat shaded minimap image remain.
Facility
An industrial facility of some sort. Only text strings and the minimap image remain.
Favela
Originally intended to be included in the Variety Map Pack, where its minimap was found. Recycled for Modern Warfare 2.
Forest
A forest with varied terrain and a river with pink water due to a missing texture. Only the minimap image remains.
Hill
A multiplayer port of Heat. Only the loadscreen image and a script file remain.
Invasion
Planned for the Variety Map Pack but was recycled for Modern Warfare 2. Only a loadscreen image and minimap image remain.
Mansion
A small map centered around a single building. Likely cut because it sucked. Only text strings and the minimap image remain.
Palace
Possibly based on Al-Asad's palace from the campaign level "Shock and Awe". Only text strings and the minimap image remain.
Rooftops
A road dividing two streets with lots of buildings for a snipefest. Very small! Only text strings and the minimap image remain.
Suburbs
A town with oddly-shaped buildings. Only the minimap image remains.
Broadcast Changes
| Early Load Screen | Final Load Screen |
|---|---|
Some differences can be seen between the early and final load screens for the map Broadcast. Such changes included the black ceiling in the early one and the load screen showing a lobby in contrast to the final which has a white ceiling and shows the newsroom. On a related note, Broadcast has an early minimap as well.
Unused Cutscene
An unused soundless video called dog_vs_player_load, showing a USMC player being killed by a dog at an unknown (possibly unused) location. In the final game, the USMC never encounter dogs in the campaign.
The video also shows an unused USMC first-person model that is completely gone from the game. The blood and gore effects are also very low-quality, likely putting this at an early point in development.
Regional Differences
| To do: Hi-res screenshots. |
For some reason, the German version not only removed the dramatic gore effect upon shooting Zakhaev's hand off in the "One Shot, One Kill" mission, but Arcade Mode is disabled and cannot be unlocked.
Call of Duty: Modern Warfare Reflex Edition
Released for the Wii on November 10, 2009 alongside Modern Warfare 2 and Call of Duty: Modern Warfare: Mobilized.
Cheat Differences
- The ragtime warfare cheat was replaced with a paintball cheat.
- When using the "A Bad Year" cheat, you must get headshots for enemy corpses to turn into tires.
Misc. Differences
- There is no voice chat, and hence no Eavesdrop perk.
- Exclusive Squadmate mode for Campaign.
- Some weapons have different reload sounds.
- Variety Map Pack isn't available.
- The game was adapted to the Wii's motion controls, giving the player more control layout options. It also includes the addition of gestures.
Layout Differences
Title Screen
| Wii | Windows |
|---|---|
- The font scale is much higher in the Wii version.
- The Wii version displays which profile is signed in at the top-left corner.
| The Call of Duty series | |
|---|---|
| Windows | Call of Duty 2 • Call of Duty 4 (Prototypes) • World at War • Modern Warfare 2 • Black Ops • Modern Warfare 3 • Black Ops II • Ghosts • Infinite Warfare • Modern Warfare (2019) |
| Xbox 360 | Call of Duty 2 • Black Ops • Modern Warfare 3 • Black Ops II • Ghosts • Black Ops III |
| Mac OS X | Call of Duty 2 |
| Nintendo DS | Modern Warfare • Modern Warfare: Mobilized |
| PlayStation 2 | World at War – Final Fronts |
| PlayStation 3 | Modern Warfare 3 • Black Ops II • Ghosts • Black Ops III |
| PlayStation Portable | Roads to Victory |
| Wii | Modern Warfare 3 |
| Wii U | Black Ops II • Ghosts |
| Xbox One | Ghosts • Infinite Warfare |
| PlayStation 4 | Ghosts • Infinite Warfare |
- Games developed by Infinity Ward
- Games published by Activision
- Windows games
- Games released in 2007
- Games with unused areas
- Games with unused graphics
- Games with unused cinematics
- Games with unused items
- Games with unused sounds
- Games with hidden level selects
- Games with regional differences
- To do
- Call of Duty series
Cleanup > To do
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Activision Blizzard > Games developed by Activision > Games developed by Infinity Ward
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Activision Blizzard > Games published by Activision
Games > Games by release date > Games released in 2007
Games > Games by series > Call of Duty series











