Call of Duty: World at War


Call of Duty: World at War

Call of Duty: World at War


Call of Duty: World at War



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Cheat Codes/Hints

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.
Tokrev 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.

Castle: Bayonet jump

Go to the top sniping post at the very right of the map. Have someone stand on the stone stick going upwards toward the wall. Then, get out on the ledge. Run (do not sprint) toward him, jump, and bayonet him. If done correctly, you should be launched up on top of the roof. From there you can travel over the entire roof. Be careful; you can get stuck.

Clan Tag Antics

Enter the names listed below for your Clan Tag to get the following special text effect:

.... - Moving o in your tag
cylc - Multicolored tag
cyln - Makes a red bar through the letters
move - Bouncing tag
rain - Multicolored effect
**** - Moving + in your tag
gold - Gold tag
BLUE - Blue
RED - Red
YELW - Yellow
GRN - Green
CYAN - Cyan

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.

Easy "Gunslinger" trophy

After you get to the sniper spot to kill General Amsel, shoot all your pistol ammunition. Then, switch to your sniper rifle, then switch back to your pistol. You should now have 80 rounds of ammunition instead of only 13.

Easy "Rough Economy" trophy

Play through the "Vendetta" mission until you get to the part where you first assault the Nazis (directly after you are blown out of the building, then climb up a ladder with Sgt. Reznov to fight). This is the part where he talks about blowing up the flamethrower's fuel-packs to take out multiple enemies. Start killing enemies, making sure to take out the machine gunner in the far building, as he can throw off your aim. During the fight, four enemies will come out on a balcony to the left, at about the same height you are at. The closest enemy will be too far away from the others to get a group kill, and will actively target you; kill him. Wait until the remaining three enemies all stand and line up, then shoot through all three of them. They usually do not target you, as they are concentrated on the fight.

Play through the "Vendetta" mission. After you shoot General Amsel's guards and move up to the car with the sergeant, a group of Nazis will appear down the street. Do not follow the sergeant. Instead, stay near the car, and wait for three of the Nazis to get in a line, then shoot.

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).

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

Hidden radio music in Nacht Der Untoten

Start any type of Nazi Zombie game, and unlock the door to the Mystery Box room. Go to the Mystery Box. Go over to the right, and look at a table to find a radio. Shoot a bullet at the radio. After a few seconds, you will hear random types of music such as rock, disco, opera, and some in-game music such as the Russian victory song, the final mission music, or the Japanese combat music. The music will stop in between rounds but will then start again. Every player in game should hear it.

Hidden Spots

Here are some hiding spots in multiplayer and singleplayer:

Upheaval (The house next to the burning house) - Stand on a windowsill and face the side. You should fall on a ledge below.

Upheaval (The burning house) - Go up the steps and out the window in the same way to hit a ledge below.

Hanger (The porch outside the hanger entrance) - Close to the hanger there is a large white carved stone. Jump on it and try and hop over the fence. You’ll fail, but you will land on the fence.

Courtyard (At the end of the courtyard) - Go into the shack and turn right. Use the jutting out portion of wall to hop into the tree.

PAGE: 1 OF 3  (27 CHEATS/HINTS)



 




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