Call Of Duty 5: World At War

Strategy Guide/Walkthrough/FAQ

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  • Veteran mode

    Reach Level 32 to unlock Veteran mode, which is a Co-op mode with much tougher enemies.

  • Ray Gun in "Little Resistance" mission

    After the boat crashes, call in an air strike on the specified location. Run up to the beach, and move to the right. You will find a small puddle at the right side of the beach. Stand in it briefly, then move towards the middle of the beach to find a smaller puddle. Stand in that puddle briefly. Move towards the far left side of the beach. Stand briefly in the puddle in the barb wire. After several seconds, the screen will shake, and you will hear strange voices. Four lion statues will rise out of the ground with alien Ray Guns in their mouths. -From: Chris Hauserman

  • Bonus weapons

    Successfully complete the indicated task to unlock the corresponding weapon or weapon attachment:

    Bolt Action Rifles

      Springfield: Reach Level 4.
        Bayonet: Successfully complete Marksman Challenge 1 (increases melee attack range).
        Rifle Grenade: Successfully complete Marksman Challenge 2 (grenade launcher attachment, replaces Perk 1 slot).
      Arisaka: Reach Level 4.
        Sniper Scope: Successfully complete Marksman Challenge 1 (increases accuracy and range).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
        Rifle Grenade: Successfully complete Marksman Challenge 3 (grenade launcher attachment, replaces Perk 1 slot).
      Mosin-Nagant: Reach Level 21.
        Sniper Scope: Successfully complete Marksman Challenge 1 (increases accuracy and range).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
        Rifle Grenade: Successfully complete Marksman Challenge 3 (grenade launcher attachment, replaces Perk 1 slot).
      Kar98k: Reach Level 41.
        Sniper Scope: Successfully complete Marksman Challenge 1 (increases accuracy and range).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
        Rifle Grenade: Successfully complete Marksman Challenge 3 (grenade launcher attachment, replaces Perk 1 slot).
      PTRS-41: Reach Level 57.
        Sniper Scope: Successfully complete Marksman Challenge 1 (increases accuracy and range).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
        Rifle Grenade: Successfully complete Marksman Challenge 3 (grenade launcher attachment, replaces Perk 1 slot).

    Rifles

      SVT-40: Reach Level 4.
        Flash Hider: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Telescopic Sight: Successfully complete Marksman Challenge 3 (enhanced telescopic sight).
      Gewehr 43: Reach Level 7.
        Suppressor: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Telescopic Sight: Successfully complete Marksman Challenge 3 (enhanced telescopic sight).
        Rifle Grenade: Successfully complete Marksman Challenge 4 (grenade launcher attachment, replaces Perk 1 slot).
      M1 Garand: Reach Level 17.
        Flash Hider: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
        Sniper Scope: Successfully complete Marksman Challenge 3 (increases accuracy and range).
        Rifle Grenade: Successfully complete Marksman Challenge 4 (grenade launcher attachment, replaces Perk 1 slot).
      STG-44: Reach Level 37.
        Flash Hider: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Telescopic Sight: Successfully complete Marksman Challenge 3 (enhanced telescopic sight).
      M1A1 Carbine Reach Level 65.
        Flash Hider: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Bayonet: Successfully complete Marksman Challenge 3 (increases melee attack range).

    Sub Machine Guns

      Thompson: Reach Level 4.
        Suppressor: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Round Drum: Successfully complete Marksman Challenge 3 (increased ammunition capacity).
      MP40: Reach Level 10
        Suppressor: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Dual Magazine: Successfully complete Marksman Challenge 3 (increased ammunition capacity).
      Type 100: Reach Level 25.
        Suppressor: Successfully complete Marksman Challenge 1 (invisible on radar when firing, reduced muzzle flash, but shorter range).
        Aperture Sight: Successfully complete Marksman Challenge 2 (precision sight).
        Box Magazine: Successfully complete Marksman Challenge 3 (increases ammunition capacity).
      Ppsh-41: Reach Level 53.
        Aperture Sight: Successfully complete Marksman Challenge 1 (precision sight).
        Round Drum: Successfully complete Marksman Challenge 2 (increased ammunition capacity).

    Shotguns

      M1897 Trench Gun: Reach Level 4.
        Grip: Successfully complete Marksman Challenge 1 (vertical foregrip to reduce recoil, replaces Perk slot 1).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
      Double Barreled Shotgun: Reach Level 29.
        Grip: Successfully complete Marksman Challenge 1 (vertical foregrip to reduce recoil, replaces Perk slot 1).
        Sawed-Off Shotgun: Successfully complete Marksman Challenge 2 (increases weapon spread, but reduces accuracy).

    Machine Guns

      Type 99: Reach Level 4.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).
        Bayonet: Successfully complete Marksman Challenge 2 (increases melee attack range).
      BAR: Reach Level 4.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).
      DP-28: Reach Level 13.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).
      MG 42: Reach Level 33.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).
      FG 42: Reach Level 45.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).
        Telescopic Sight: Successfully complete Marksman Challenge 2 (enhanced telescopic sight).
      Browning M1919: Reach Level 61.
        Bipod: Successfully complete Marksman Challenge 1 (reduces motion for more accuracy).

    Pistols

      Colt M1911: Reach Level 4.
      Nambu: Reach Level 4.
      Walther P38: Reach Level 4.
      Tokarev TT-33: Reach Level 21.
      .357 Magnum: Reach Level 49.

    Primary Grenades

      Frag: Reach Level 4.
      N 74 ST: Reach Level 4.
      Molotov Cocktail: Reach Level 10.

    Special Grenades

      Smoke: Reach Level 4.
      Tabun Gas: Reach Level 4.
      Signal Flare: Reach Level 4.

  • Extra custom weapon slots

    Reach the indicated Prestige rank to unlock the corresponding extra custom weapon slot:

      6: First Prestige
      7: Second Prestige
      8: Fourth Prestige
      9: Seventh Prestige
      10: Tenth Prestige

  • Perks

    Successfully complete the indicated task to unlock the corresponding perk:

    Perk Slot 1

      Special Grenade x3: Reach Level 4 (three special grenades, no smoke).
      Satchel Charge x2: Reach Level 4 (two remote detonation explosives).
      M9A1 Bazooka x2: Reach Level 4 (bazooka with two rockets).
      Bomb Squad: Reach Level 16 (seek out enemy explosives).
      Bouncing Betty x2: Reach Level 24 (two pressure activated mines).
      Bandolier: Reach Level 40 (extra ammunition magazines).
      Primary Grenade x2: Reach Level 44 (two primary grenades).
      M2 Flamethrower: Reach Level 65 (projects a controlled stream of fire).

    Perk Slot 2

      Stopping Power: Reach Level 4 (increased bullet damage).
      Fireworks: Reach Level 4 (higher explosive weapon damage).
      Flak Jacket: Reach Level 4 (reduce explosive damage).
      Gas Mask: Reach Level 4 (protect against Tabun Gas).
      Juggernaut: Reach Level 4 (increased health).
      Camouflage: Reach Level 12 (undetectable to enemy recon planes).
      Sleight Of Hand: Reach Level 28 (faster reload).
      Shades: Reach Level 32 (reduce intensity of signal flares).
      Double Tap: Reach Level 36 (increased rate of fire).
      Overkill: Reach Level 56 (carry two primary guns, no pistol).

    Perk Slot 3

      Deep Impact: Reach Level 4 (deeper bullet penetration).
      Extreme Conditioning: Reach Level 4 (sprint for longer distances).
      Steady Aim: Reach Level 4 (increased hip fire accuracy).
      Toss back: Reach Level 6 (reset fuse of picked up grenades).
      Second Chance: Reach Level 9 (revive downed allies).
      Martyrdom: Reach Level 20 (drop a live grenade when killed).
      Fireproof: Reach Level 48 (reduce fire based weapon damage).
      Dead Silence: Reach Level 52 (less sound when you move).
      Iron Lungs: Reach Level 60 (longer breath hold while sniping).
      Reconnaissance: Reach Level 64 (show enemy dogs, artillery, and tanks).

    Vehicle Perks

      Water Cooler: Reach Level 4 (decreased turret overheat).
      Greased Bearings: Reach Level 4 (increased turret rotation speed).
      Ordnance Training: Reach Level 12 (decrease reload time of turrets).
      Lead Foot: Reach Level 28 (increases tank top speed).
      Coaxial Machine Gun: Reach Level 40 (driver controlled machine gun).

  • Death Card locations

    The Death Cards can be found at the following locations. Collect a Death Card to unlock its effect in Co-op mode.

    Thunder

      Mission: Semper Fi (Eight of Hearts)
      Effect: Headshots cause enemies to explode
      Location: At the very beginning after leaving the shack, you will see another shack to the right. The card is inside.

    Hard Headed

      Mission: Little Resistance (Four of Clubs)
      Effect: Enemies take less bullet damage
      Location: At the end of the mission before going into the last building, look to the right. The card is in a corner of bushes.

    Suicide King

      Mission: Hard Landing (King of Hearts)
      Effect: Fire explosive pistol rounds while downed
      Location: About halfway through the mission you will see a big building with a mini-trench outside. Enter the building, and go into the lower level. The card is to the right when you go into the room with the stairs.

    Cold Dead Hands

      Mission: Vendetta (Five of Diamonds)
      Effect: Enemies take their weapons with them to the grave
      Location: After the sniper section at the first part of the mission, Reznov will lead you through a building. Follow the bar around to the end to find the card.

    Sticks & Stones

      Mission: Their Land, Their Blood (Joker)
      Effect: Your weapon arsenal consists of a knife and rocks
      Location: Destroy the tanks, and go through the barn. Search the stalls to your right to find the card.

    Vampire

      Mission: Burn 'em Out (Queen of Hearts)
      Effect: Can only recharge your health by getting kills
      Location: Just before the second mortar position is a bunker to the left. The card is inside.

    Flak Jacket

      Mission: Relentless (Nine of Diamonds)
      Effect: Enemies take less explosive damage
      Location: At the end of the mission, take either the left or right path. Eventually the paths will reconnect. The card is about halfway down the path.

    Body Armor

      Mission: Ring of Steel (Jack of Spades)
      Effect: Enemies die by headshot only
      Location: Enter the asylum, the immediately go to the left. The card is in the far bottom left corner.

    Undead Soldier

      Mission: Eviction (Ace of Spades)
      Effect: Enemies come back from the dead
      Location: During the first half of the mission, just after the kitchen area, you will eventually see a room to your right that has a large hole in it. Drop down to find the card.

    Painkiller

      Mission: Blowtorch & Corkscrew (Ten of Clubs)
      Effect: Shoot downed Co-op teammates to revive them
      Location: Go to the left as you move toward the second bunker. A Japanese soldier hanging upside down is near the card.

    Berserker

      Mission: Breaking Point (Three of Diamonds)
      Effect: Get three kills in five seconds to become Berserk
      Location: Clear all four mortar pits, then go to the small shack in the south of this area. The card is inside.

    Paintball

      Mission: Heart of the Reich (Six of Clubs)
      Effect: Paintball guns
      Location: The card is in the closed-off subway entrance across the street from the start of the mission.

    Victory

      Mission: Downfall (Two of Spades)
      Effect: Limits your HUD, turns on friendly fire, and bleed out in half the time
      Location: Before you get to the theater, some of your allies will break through a door to your right. The card is past that door.

  • Extra ammunition

    Use the following trick if run out or are running low on ammunition on any mission in Solo mode on any difficulty. Find a non-essential teammate (someone not involved in the story line). Walk up to him, and aim the reticule next to his head or torso. Knife the air, and as you do so move slightly towards them so that the reticule is over them. If done correctly, he should die and drop his weapon. Non-essential teammates will get replaced when you walk into a battle. If the teammate does not die but keeps getting back up, they are essential to the story (for example, Sgt. Roebuck and Sgt. Rezenov).


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