Call of Duty: World at War

October 2011 Previous month Next month

Listen up inmates,

We're doing our damnedest at finding a way to break you out of that madhouse, but it's slow going. Some of our guys have tried to fight through, but as expected we lost radio contact with them shortly after departure. Until we can get a hold of some heavy artillery, I'm sorry to say that you'll have to hold out on your own.

First things first, let's review some of the basics. Before you can hope to pull off anything fancy, you've got to have the tools to survive.

Call of Duty: World at War: Zombies - Verrückt Essentials

First, let's review the main differences between Verrückt on consoles and mobile Verrückt.

  1. You can not sprint.
  2. You can not crouch or go prone.
  3. Few teammates will have the ability to talk to one another.
  4. Your weapon has a very nice auto aim.

The first two differences really don't pose much of a problem. As long as you're aware of your surroundings at all times, you can move quickly enough to make an escape if you get trapped.An even smaller issue, the inability to crouch just means that you're going to have to be polite to one another and try not to get in each other's way. You can play nice, right?Because the game is played on the iPhone, you won't be talking with your teammates when playing online. This doesn't mean you can't communicate, however. When opening up new doorways, you can walk to your teammate to show them the new path. Designate specific doorways and windows for yourself and your teammate(s) will often take the hint and cover the remaining. Be more attentive and you'll soon find other ways to communicate.Lastly, and most importantly, you'll find your weapon's improved auto aim ability, outside of iron sights, a great boon to your survival. While aiming down the sights is still recommended for long distance and head shots, it's important to fire from the hip when you start to get surrounded. This increased hip firing ability alone makes the Trench Gun an absolute must until you near the tenth wave when zombies can take two blasts before going down.Verrückt Achievement GuideOpen Wide - Activate the dentist's chairDread going to the dentist every month? The doctor in this mad house most surely drilled more than just teeth. For a terrifying glimpse into Verrückt's dental practices, slice the side of the dentist's chair with your knife. The sound of a drill followed by a scream accompany your Achievement.The chair can be found in the spawn room with the Kar98K and Gewehr-43.Electro Shock Therapy - Kill 50 zombies with Electro-Shock BarriersAfter turning on the electricity upstairs, you can set traps by activating the electro-shock barriers in the doorways of the balcony. Hit the switch located by a rigged doorway and for the price of 1000 points an electric barrier will fry anything that tried to get through, including you and your teammates.You Got the Powah! - Activate the generatorYou're not going to get too far without turning on the electricity. Make your way upstairs and follow the signs to the power room. Be the first to flip the switch and this Achievement is yours.I'm Buzzing Baby! - Have all Perk-A-Colas at onceThis is best completed when you've got at least three players. Toward the fifth wave, you're going to want to start gathering Perks, but first the power has to be turned on and you've got to have the money to purchase them after equipping yourself with some decent weapons. A great time to run for Perks is toward the end of a round. Either cripple a zombie with a grenade or just leave a slow one lumbering around as you and your teammates search the asylum and purchase the Perks.

  • Double Tap Root Beer - 2000 points
  • Revive Soda - 1500 points
  • Speed Cola - 3000 points
  • Jugger-Nog - 2500 points

Das Ist Mein Haus - Opened up all the asylum areas

While you're busy running around drinking soda, open up any doors that have been left unlocked. This is best done with a group that needs the Achievement, as opening up every single door isn't often the best strategy.

Pass Me a Straight Jacket - Reach wave 5

Easy as pie.

Lock Me Up… - Reach wave 12

Join up with at least one other player for this Achievement. By the fifth or sixth round you should have a designated camp you can fall back to when the hordes start to thicken.

Throw Away the Key - Reach wave 20

This is going to take some practice and some luck. The practice part comes in finding a good team. Share points, help each other out, and designate several defense points for those times you start to get trapped. The luck part comes down to the Mystery Box. The Ray Gun and a Browning can make those teen waves go by a lot more smoothly. Look for choke points and have the majority of your team concentrate fire on them with one member designated to locking down any rear entry points.

And Stay Down! - Kill a zombie as it emerges from the ground

Neutralize the zombie before it can become a threat. When a cloud of black smoke erupts from the courtyard, look for the zombie pulling himself up from the ground and quickly shoot him down.

My Kind of Psychiatry - Survive 5 waves using only the flamethrower

Requiring the most luck out of any of the Achievements, this requires getting the flamethrower out of the Mystery Box and using it exclusively for five whole rounds. Obviously, the first requirement is that you get it, and this may take several matches. When you do get it, however, take note of how your team is doing. If your teammates are well equipped and you have a good, defendable position, then position yourself at an angle where your flames won't obscure the vision of your allies and soften the zombies up with flame as your teammates finish them off.

Good luck, soldiers. We wish you the best.

To download Verrückt for the iPhone and iPod Touch, you must get the latest update and then select New Maps within the CoDWaW: ZOMBIES app itself.




The battle against the zombie blight has just gone portable. That's why we're here to educate you recruits on how to tackle the living dead on a whole new platform. Revisiting Nacht der Untoten on the iPhone should feel familiar, but we want make sure you recruits can be the best you can be with a couple of tips and pointers.

Controls are the first aspect of the battle that every soldier will have to readjust to. Luckily, there are three distinct control styles to fight every type of recruit. Touch Screen allows the player to use the right side of the screen to aim and offers the greatest degree of precision. Next is the Dual Stick layout that places two virtual analog sticks at the bottom of the screen and creates a nice balance between precision and speed. Lastly, the Tilt control scheme offers incredible speed and maneuverability for slaying zombies. Make sure to try out all the controls to see which style fits you best. You may find that Touch Screen works well in the earlier stages, where as Tilt control is better in the more hectic, later rounds.

After finding the control scheme that suits you, it's time to starting gibbing some zombies and collecting Achievements. You'll find the classic Call of Duty gameplay to be largely unchanged from its console brethren. You can shoot from the hip, but we of course recommend looking down the sight for maximum accuracy. A slight auto-aim has been added to the game to assist you, but over relying on it can have deadly consequences. The auto-aim is best used as a primer, which then allows you to quickly look down the sight and land a headshot.

Speaking of headshots, we have a couple pointers for those looking to get their first Achievements. Right at the start of a match, pick up the Kar98k next to the metal bars. The Kar98K offers accuracy and high firepower at the cost of a slow fire rate, but for these early rounds, that shouldn't be a problem as we attempt to pick up the Severanceand Eagle Eye Achievements. After picking up the Kar98K, head to the far west side of the house and look out the window in the southwestern corner. Aim down the sight and start firing at the zombies as soon as they appear; with a little luck, you should be able to nab the Eagle Eye Achievement. After sniping through the southwestern window, other zombies should be approaching the house near where you picked up the Kar98K. If you spot a zombie near the window, keep on repairing it to keep him at bay and wait for another zombie to queue up behind him. Once two zombies are camped outside a window, let them in and back up to a safe distance. Orientate yourself so that the zombies are walking straight towards you in a single file line. Look down the sights and aim for their heads. If you've timed it right, one bullet should take the weight off of both of their shoulders.

Land both of these Achievements and you'll be well on your way towards mastering Nacht Der Untoten on the go. Keep an eye on the Intel section for more blog post, as we'll be sure to be coming back at you troops with more tips and tricks for Achievements and Co-Op within the new Call of Duty: World at War: Zombies app. Good luck soldiers!

Happy Halloween

Posted by Bl@@dSt@n3 Oct 19, 2011

Steel your nerves, soldiers. The undead are out, and tonight is their night.

derriese3_screenshot_600 (3).jpg

The dead have risen and they're hungry for flesh. In between last minute costume stitching in the trenches and repeat runs to the candy stores in the mess hall, we fully encourage you to load up your rifles and go knock out some zombies, lest they begin tossing us into the fire for a filling BBQ.

To celebrate this haunted holiday, and ensure that as many of you are out there as possible helping to keep the zombie population from getting out of control, Map Pack 1, 2 and 3 are being offered at half price until November 1st in both the XBL Marketplace and the Playstation Store (only in North America for PS3 owners).

So get out there and start clearing out the hordes. And most importantly, have a happy and safe Halloween.

Headquarters out.

The Karabiner 98 "Kurz" (affectionately called the "Kars" among German soldiers) was a bolt-action rifle adopted as the standard infantry rifle in 1935 by the German Wehrmacht. It was a controlled-feed bolt-action rifle based on the Mauser M 98 system, and could be loaded with five rounds of 7.92x57mm IS ammunition from a stripper clip into an internal magazine. Since it was shorter than the earlier Karabiner 98b from which it was derived, it was given the designation Karabiner 98 Kurz, meaning "Carbine 98 Short". Just like its predecessor, the rifle was noted for its reliability, good accuracy and an effective range of up to 500 meters with iron sights.

There were many variations created for combat during the War. Snipers used Karabiner 98k rifles, selected for being exceptionally accurate during factory tests. These weapons were fitted with a telescopic sight and had an effective range of up to 800 meters when used by a skilled sniper. For the Fallschirmjäger (German paratroopers), special versions of the Karabiner 98k that could be transported in shortened modes were produced. Two experimental specimens, one with folding stocks called "Klappschaft" and the other with unscrewable barrels known as "Abnehmbarer Lauf," are both known to have been produced.

The Kar 98K was widely used during World War II. It saw action in every theater of war involving German forces, including occupied Europe, North Africa, the Soviet Union, Finland, and Norway. Although comparable to the weapons fielded by Germany's enemies at the beginning of the War, its disadvantages in rate of fire became more apparent as the American and Soviet armies began to field more semi-automatic weapons among their troops. Captured in large numbers by the Soviets after the War, it was later sold to their allies. During the Vietnam War, many Vietcong captured by the U.S. Army had used the Kar 98K as their primary weapon.


Tips for the Kar98K

  • This rifle has excellent stopping power. Take your time with each shot, and you'll be guaranteed a kill per round. However, its recoil is intense. Make sure you've got adequate cover before you start shooting.
  • Accuracy doesn't decrease greatly over distance with this weapon. Feel free to line up distant shots. However, this gun only has a few rounds before reloading, so be sure to reload between battles.
  • Zombies despise this gun. In early rounds, one well-placed shot will usually take down the ghoul. Watch out though! The undead know that superiority lies in numbers. If you've got a swarm, then the reload time between each round won't help you. Aim this bolt-action beauty from a safe position with plenty of options to retreat if necessary.


Do you think you have what it takes to master this bolt-action rifle? Whether you are just picking it up for the first time or sharpening your already honed skills, head over to theMissions tab and enlist for the Kar98K challenge.

Sometimes it's not always the clip size, the rate of fire, or the range that makes the gun. Sometimes, you just want to get that kill in style and with a bit of class: enter the .357 Magnum Revolver. The weapon is loaded with sheer firepower and bravado that is unmatched in terms of handguns. Certain soldiers during World War II were allowed to purchase and take their own sidearms into battle and it was not uncommon to see soldiers with their Magnum strapped to their side. General Patton was known to carry a Smith and Wesson Model 27 into the battle; he dubbed the firearm arm as his special "killing gun."

The .357 Magnum Revolver, that you troops use on the field, is named after the special .357 Magnum cartridges that are loaded inside. The .357 Magnum cartridge was created by Elmer Keith, Phillip B. Sharpe, and Colonel D.B. Wesson to compete with the Colt's .38 Super Automatic. The bullet used the .38 Special cartridges as a starting point and then improved the design to withstand greater pressures within the barrel. The .357 Magnum became known for its incredible stopping power, which produces enough energy to create a hydrostatic shock capable of creating remote wounding within its targets. To this day, the .357 Magnum is still held in extremely high regard for its stopping power among handgun ammunition.


Tips for the .357 Magnum Revolver

  • The .357 Magnum has both considerable stopping power and recoil, therefore it is best to aim for the chest. With a couple shots to the chest, you are guaranteed to bring down your target, where as a couple shoots to the head are most likely going to miss their destination.
  • Reload times with the .357 Magnum are fairly long when compared to other handguns, so it is smart to have the Sleight of Hand perk equipped as well as another weapon that could benefit from a faster reload.
  • With only six rounds in the chamber, it's going to be tough to take down an entire army. Stick close to your teammates and use the .357 Magnum to finish off enemies engaged in a firefight. Think of it as the final nail in their coffin.


Do you think you have what it takes to master this legendary sidearm? Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions tab and enlist for the .357 Magnum Challenge.

Back at HQ, we were lucky enough to sit down and chat with another one of the many talented members of the Treyarch team. Jimmy Zielinski was generous enough to chat with us about Call of Duty: World at War as well as other topics circling the video game industry. Jimmy is a Lead Animator at Treyarch whose responsibilities include maintaining the animation quality, overseeing the concept of behaviors for the AI, and working with scripters, designers, artists, and level builders to make sure that all the animations hold up. Basically, it's his job to make sure that the animation quality is high and that it is able to impact the gameplay in a big way. Jimmy has been in the industry for a while now and has plenty of stories and insight to share with the community.

Are there one or two big challenges in the World at War development that you can remember?

Yeah sure, one in particular would be the flamethrower. So we have this new concept of AI running around with flamethrowers or even the player running around with flamethrowers and what's the implication there? Well, right off the bat what it means is a lot of new animations added to a set that's already pushing the limits of how much animation we can get in the game. So we had to come up with efficient ways to supplement the AI with ways that show him holding the flamethrower and running around with the flamethrower. We had to limit what he could do to make sure that he wouldn't go into cover where a flamethrower might be stuck in a wall or things like that. At the same time, while we consider the quality aspect, we have to maintain the gameplay aspect of the flamethrower and not make it too slow or too heavy or something that would make it not fun to use. There is also the aspect of what the player does with the flamethrower. So now he's burning everything and the AI have to burn, and they have to have animations that aren't "shot with a bullet" death animations, but "burned with a flamethrower" animations. So it's just a matter of really connecting all the dots to that behavior so we can make the animations that make it look appropriate and make it stand out.

What do you love about working at Treyarch and working on the Call of Duty franchise?

One of the things is the fanbase; they are just really passionate. It's really a challenge to live up to their expectations and that is what we really strive to do. At the end of the day, we just want to make a great game. We know there is a fanbase that loves this game and we want to try to push it and come out with new things. That is a huge challenge for me as a developer, to have a built in audience that is just ready to receive it and give me a lot of good feedback.

How long have you been working at Treyarch?

I've been here a little over five years, but I've been on the Call of Duty franchise longer than I've been here. I worked at a company previously that did Call of Duty: Finest Hour. So, my history in games goes back further with Call of Duty than it does with Treyarch. I was always a big World War II buff and I loved the history of it and the lesson to be learned as humans, that kind of emotional side of it. Now that we're pushing that emotional side, I'm really happy that the franchise is going in that direction.

That brings up an interesting question. In terms of the emotional aspect, how do you think games have progressed into the realm of storytelling?

I think the way we finished World War II with our last game, really was the first time that any game, personally, showed war the way that it is supposed to be. You know, it's gruesome and it's horrific. We didn't want to push it so far that we were on a soapbox saying how tragic war is, because at the end of the day we are making a game. So we really wanted to find a balance of making this fun while at the same time showing the player and letting them experience that side of war. It gives us that contrast of sweet and sour. We have the sweet gameplay and the fun experience and we have that sour contrast of this really horrible stuff that is still going on in wars today as well as back then.

On a lighter note, can you remember any funny moment or experience that happened during World at War's development?

Oh, definitely, on a daily basis. I mean we all take our jobs seriously and we want to respect the art and the craft of all things. But really, when you break it down, we're a bunch of kids making games. We still have toys and Nerf guns and all that kind of stuff going on around me that just makes it a really great environment to work in. Funny thing, going back to my first experience with Call of Duty, me and one of the lead engineers at the time, we scripted in some temp dancing Nazis that he then put in a secret room. We put even more Easter eggs like that into the game. When we saw that go out on the community, it was like the funniest thing in the world.

Do you have a favorite mission from World at War?

Not really a mission, but the ending with the Berlin stuff, with the visuals was just really…, we had never seen Berlin done that way in a game before. I think the scale was captured, the end of the war was captured, the way everything was destroyed, and that was just a really good-looking level. Gameplay wise I think it offered some unique challenges with the follow-sniper kind of stuff. The whole level was just orchestrated from moment to moment of just really intense, really severe, diving under flamethrowers, being chased by dogs, running up ladders, running across scaffolding, it all just really had an epic feel. I think that the whole ending of the Berlin level really did it for me.

So what was your story for getting into the game industry?

So it was kind of an accident, to some degree. I started out as a fine artist, sketching and oil painting and stuff. I started getting older, had a kid and decided that I needed to make some money, because you don't make much money painting pictures, or at least I couldn't figure out how. So then I got into something a little more digital. I got into web design and HTML and even writing various low level scripts. From that I realized that I still wanted to do art, so I got into 3D modeling. I realized I wanted to make my previously 2D static art come to life and move. I really kind of evolved over this path where I wanted to be the next guy that animates the next Jurassic Park. That was all I wanted to do, was make my dinosaur. I spent a lot of years refining my dinosaur, all the way from building it, rigging it, skinning it, lighting it, animating it, and I just made it all the way. Now that it was done, I was going to ship my stuff off to Dreamworks or ILM or somebody whose going to do some big production with dinosaurs. So I got a call from this guy who said he saw my resume and reel online and he thinks I would really fit with this company whose doing this title as a kind of technical/artist or animator where I would do scripting of scenes within video games. So, I thought that might be cool and I took them up on it and the rest is really history. I jumped on Finest Hour. I helped script and animate some scenes of the game and realized, this is it. I can do art and bring it to life and people can actually play it. Right then, I realized that there was another dimension to art and that now people can actually experience and make things happen themselves. So, I left the film side behind me and went in that direction.

For people looking to get into the game industry, do you have some general advice for them to follow?

Well, there is always that question of where to start. There's school, but I'm also very self-taught. I went on the Internet and found tutorials and whatever I needed for that moment to learn how to get me to that next step, get me to whatever I was doing personally. So, I always recommend that people just learn constantly and get a really good expertise in what they are doing and you know its never too early to start shopping around and putting your resume and reels online. You never know when you are going to get a break or not and the earlier you start putting yourself out there, even if you feel like your animation or art might not live up to whatever the standard is for the industry, you are still going to get that feedback from people online. So, by putting your stuff out there, you are going to find ways to get better. Get yourself out there and just start knocking on doors.

On a different note, what are your top three games of all time?

Well directly, and as of recent history, I think Nazi Zombies is easily in that top three. I can't say enough about it. I was there from the beginning and I really have a place in my heart for that game and I think it is just so much fun. To be franticly chased by zombies and have your friends try to help you and keep you alive, while you keep them alive, we just did a solid job with that and I am really happy with it. I don't think you could go into the studio today and not find 10 or 15 people who are waiting to jump into that game. I would also probably have to go back to the archives and say, even though it's cliché, Pong. As far as a game goes, you can't get more fun than a little glowing square going back and forth. So, that's probably on my list. Lastly, maybe I'll go with a game I played a long time ago, a game called Parasite Eve. I think that game still resonates for me today. I still draw up that game for ideas. When people are coming up with new features, I say, "well there was this thing in Parasite Eve…," and I just always find myself doing that. It just tells me that I really had a connection with that game, whether it was the music, the cinematics, and the animation, all of it. I really just think they did a great job with that game. You find little treasures, there's the whole sci-fi element, the monsters, and I just had a good time with that game.

Speaking of top games, do you have any genres, outside of shooters, that you are a big fan of?

Totally, I am huge fan of chess. Whether online or video chess, I also have a real chess board that is 4-way chess. It's really fun and I actually pull it out at work when we are having a social day or barbeque or something. The animators will all play a game of 4-way chess. I also love music games, I mean in my heart, aren't we all rock stars? Playing Guitar Hero and stuff I get to live out those dreams and still be a father of two.

Going back to the Map Packs and Zombie mode, are there any great Easter eggs that you know about?

I know that in the new one, Der Reise, there are an overwhelming amount of Easter eggs and I am pretty sure that not everything has been discovered yet.

So for the last question, are there any big trends you see coming up in the industry?

In terms of bringing our industry in line with cinema and film and what qualities we can reach, we are always pushing the boundaries. Especially this year, we've been making significant upgrades in our engine, animation tools, and art quality that are going to get us a lot closer to that cinematic feel. So there are definitely some cinematic-esque features that will make it into our future projects.


Any last things you would like to say to the Call of Duty community?

Yeah, just keep playing the game and the more you play it and the more we hear from you, the more we know what direction to take the game in. We definitely listen, we definitely hear the comments, and in fact a lot of the things that went into the Map Packs were based on feedback from the community. So, that's all I can say, just keep voicing your opinions.

battery1_screenshot_600 (1).jpg

It's hard to believe that we are approaching the two-month anniversary of Map Pack 3. Seems like only yesterday that our troops bravely ventured out onto the shores of Battery, the streets of Breach, and the inner walls of Revolution. We've collected a lot of intel from our soldiers fighting on the frontlines and we've been able to discover some interesting loadouts to help you troops achieve high kill streaks while taking on the enemy. After looking over our intel, make sure to sound off in the comments section with some tips of your own.

The Revolution Runner

Primary Weapon:Silenced Thompson

Perk 1: Primary Grenades x2

Perk 2: Sleight of Hand

Perk 3: Dead Silence


Revolution may be a sniper's playground, but that doesn't mean they get to have all the fun. While the many snipers wait in the shadows along the perimeter, a skilled SMG gunner can weave in and out of Revolution's buildings and collect the easy kills. Equip the Thompson SMG with its silencer attached and then head onto the battlefield packing Primary Grenades x2, Sleight of Hand, and Dead Silence. Use the central building as your base and then quickly dart out into the outer buildings. Head to the second story and quickly run through the corridors. Dead Silence and your silencer should keep you undetected and the speed of your Thompson should mean that you're capable of taking on any enemy. If any soldier happens to anticipate your arrival, cook then toss a grenade in their direction. If the grenade doesn't net you a kill, then at least the enemy will be shaken up and you can run in to finish him off. With this loadout, you should be able to dominate the tight quarters within Revolution. Just make sure not wander in the open streets or else the snipers may try to get revenge.

The Breach Sharpshooter

Primary Weapon: Arisaka with Scope

Perk 1: Bouncing Betties x2

Perk 2: Overkill

Perk 3: Iron Lungs


While playing on Breach, you should always let the lesser recruits head out into the streets to fight it out. Find a building on the sidelines and head to the second story to find a perfect sniper perch. Set up some Bouncing Betties at the top of any stairs or ladders that lead to your location and then start sniping. The long road that leads towards Brandenburg Gate should give you a line of sight that covers at least half of the map. Soldiers walking through the streets should be easy targets, but don't forget to scan the buildings on the sides as well. The buildings are so broken down, that it shouldn't be too difficult to snipe through the holes in the structures exterior.

Be careful though, because while sniping, it is possible to get lost in the scope and forget about what is going on around you. If you hear one of your Bouncing Betties go off, quickly switch to your second weapon. With the Overkill perk, you should also be packing a SMG of your choice. With the SMG out, it's time play defense. Either seek out the enemy in your vicinity or escape from your position and try to find a new sniper perch.


The Battery Defender

Primary Weapon: MG42

Perk 1: M2 Flamethrower

Perk 2: Stopping Power

Perk 3: Deep Impact


On Battery you might discover that running is vastly overrated. Equip a MG42 with Stopping Power and Deep Impact, and then find a comfortable place to lie down and supply suppressive fire. Whether you are on the north or south side, there are plenty of spots to occupy. Soldiers are almost always trying to travel to either side of the map and only spend a small amount of time in the center. When enemies make it to your side of the map, use your MG42 to mow them down. If you have a teammate watching the other side of your sector, then you may be able to stay stationary for the long run. However, if you are going commando, then you will probably want to switch up your position regularly to keep the enemy guessing. When you run out of ammo for your MG42, switch to the M2 Flamethrower and head toward the center of the map. Stick to the corners of tight alleyways and fry the enemy as he runs right into you. Your time with the M2 Flamethrower may be short lived, but the memories last a lifetime.

Weapon Focus: PTRS-41

Posted by Bl@@dSt@n3 Oct 19, 2011

Designed in 1938 by Sergei Gavrilovich Simonov, the PTRS-41 is a semi-automatic anti-tank rifle that was used along the Eastern Front in World War II and then used again in the Korean War and Chinese Civil War by various factions. Along with his partner Vaily Degtyaryov, Simonov helped the Soviet Union develop new weapons between World Wars. During this time, Vaily Degtyaryov would go on to create the PTRD-41 while Sergei Simonov would create and design its cousin rifle, the PTRS-41. As one of Sergei Simonov's greatest creations, the PTRS-41 would sometimes be known as simply the “Simonov” on the battlefield.


The PTRS-41 performed exceptionally well against early German tanks and was mass-produced for the Red Army in 1941. However, due to the rifle's expensive nature and the scarcity of its ammo, it was rare to see many PTRS-41s on the battlefield. To make matters worse, once the Germans began to upgrade their tanks and armor plate their vehicles, the PTRS-41 became inefficient on the battlefield and was seldom used in the later stages of the war. However, the gun did prove to be useful outside of anti-tank warfare and was sometimes used to destroy mortars and machine gun emplacements.

The PTRS-41 utilizes a five round magazine that is loaded into the receiver and held by a swing magazine. Inside the magazine, there are five 14.5x144mm armor-piercing rounds, capable of inflicting massive damage. The PTRS-41 is a gas-operated rifle that has been known to jam, but its muzzle velocity of 1012 m/s and maximum range of 800m maintain the weapon's standing as a strong asset on the battlefield. In the right hands, the PTRS-41 is able to rip through an armor plate of up to 40 mm thick at a distance of 100 meters.

Tips for the PTRS-41

  • Before you head onto the battlefield, make sure you've equipped the Stopping Power perk. With Stopping Power, the PTRS-41 generally produces one-shot kills if you can connect with the torso or head.
  • The PTRS-41's gun shots can be heard from across even the biggest battlefields, so it is important to keep moving unless you want your location to be known to the world.
  • Just because the PTRS-41 is a semi-automatic rifle, don't start thinking that you are going to win many close quarter battles. Be aware of your location and try to make sure that the enemy isn't able to sneak up on you, because if they do, the odds are usually going to be in their favor.


Now that you know the history of the PTRS-41 and have some tips to try out, it's time to find a dark corner and start sniping. Whether you are picking it up for the first time or are just looking practice your shot, head on over to the Missions tab and enlist for the PTRS-41 challenge.

large (5).jpg

Time for a little history, troops.

Imagine for a second, September 17th, 1944. You and your comrades wait at the side door of your C-47. The light overhead turns green and it's go time. Out of the plane and parachuting behind enemy lines, you look to your side and see paratroopers fill the Dutch sky; it's the largest airborne operation of all time. Operation Market Garden is in full effect.

The plan was to land in Holland, capture key strategic bridges, and then make way straight into the German lowlands. If everything worked as planned, our troops would have bypassed the damned Siegfried line and made it to the heart of Germany. Once in Germany, our boys would end the war and be home in time for Christmas. Operation Market Garden was our road to victory, but somewhere along Hell's Highway things took a turn for the worse.

It was a joint operation with troops from the US, United Kingdom, Poland, Canada, and fighters in the Dutch Resistance. The plan was to fly in from Britain and then parachute behind enemy lines and seize the bridges that lined the Maas River and two arms of the Rhine. By doing this, our troops would then be able outflank the Germans and capture the Ruhr. With the Ruhr under our control, we would have thrown a massive sized wrench into Germany's industrial productions.

In the two months prior to Operation Market Garden, the Wehrmacht had more than 20,000 K.I.As, a little under 200,000 missing, and more than 60,000 injured. Operation Market Garden could have been a nail in their coffin, but the Wehrmacht wasn't ready to lie down. Their ability to restructure their troops and refill their lines was beyond anything we imagined. After restructuring, German troops began moving north to the Netherlands and dug in deep, awaiting our arrival.

Once Operation Market Garden was in full swing, a lot of things went right, but even more went wrong. There were mishaps in intelligence, bad luck with the weather, and severe delays in our advances, but perhaps the biggest setback was a highway through our planned route that we later dubbed Hell's Highway. It was a two-lane path composed of soft polder and elevated above the surrounding terrain. Not only did Hell's Highway make transporting large vehicles difficult, but it also left our soldiers standing on the high ground like sitting ducks. The Germans saw this and used it to their advantage.

Outside of Hell's Highway, Arnhem Bridge was another key strategic point that we were unable to control. The Germans got word of an impending strike and made sure that they would be ready to defend their territories. The British fought valiantly at Arnhem Bridge, but the German Wehrmacht simply overpowered them. A small group of British troops were able to hold one end of the Arnhem Bridge for a while, but when reinforcements did not arrive, they too were overpowered.

Continuous setbacks and unforeseen tragedies meant that Operation Market Garden never got the momentum it needed to succeed. What could have ended the war, instead turned into one of the biggest Allied operational failures. A lot of controversy still exists around the planning and execution of the operation and whether the right strategic points were attacked, but all we can truly do now is to learn from our mistakes. Operation Market Garden took place in 1944 and lasted from September 17th to the 26th.

Elevate Your Achievements

Posted by Bl@@dSt@n3 Oct 19, 2011

Listen up!

Mysterious reports keep pouring into our HQ and these new reports are bringing more then just new intel concerning our latest threats. Just when we started to wrap our heads around the idea of a zombie outbreak, we're now receiving reports of paranormal activity affecting our troops! While some of you soldiers may have witnessed something strange, we happen to know that there are still some secrets that have yet to be discovered within Der Riese. That Germen research facility from Hell holds a fair amount of riddles behind its walls, and we're thinking that they're just waiting to be solved.

derriese3_screenshot_600 (2).jpg

While it may be no secret that there is a hidden achievement to be gained within Der Riese, the exact procedures are still rather hazy for us generals on the sidelines. We've heard scattered reports and rumors of a machine known as the Fly Trap. Supposedly activating this Fly Trap device is connected to the coveted achievement. We're not sure how to activate it, but we did see one of our skilled snipers carrying the achievement, so maybe we should ask him.

If you troops happen to be heading back to Der Riese for another go, please remember to keep your wits about you and rely on the strength of your teammates. We've lost too many good soldiers and I'm not talking about the ones who've become zombie chow. Our psych ward back at base is filled with G.I.s whose heads are filled with voices of little demons. They say that these tiny voices won't leave them alone. The voices are begging them for another game of Hide and Go Seek, whatever that means.

Well there you go. We've told you troops what we know about Der Riese, so now it's your turn to share some stories. How has Der Riese been treating you since it opened its cursed doors? Have any wartime horror stories worth sharing? Sound off below.

Confidential Information / Security Level 5

Consider yourself lucky troops, because we're about to let you in on a little secret. Soldiers from the darkest reaches of our offensive are finding themselves facing the army of the damned, but that's not all they're discovering. Underneath this evil, we're guessing there is a Nazi spider web that connects all of these outbreaks and that out there, there are clues that can expose its gossamer threads. We are gathering reports of strange sightings and happenings, besides the undead rising from their graves that is, which seem to be creating trends within the field. What we're presenting to you today is one of these trends. Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night. Back at HQ, we are hoping these rumors can help you soldiers come closer to unraveling the truth.

Some of our men who've braved through the woods of Nacht der Untoten have dug up intel, which we found earlier to be irrelevant, but under recent circumstances, we now deem it vital to our growing case file. Our contacts say that there is a hidden radio, that for all rational reasons should not operate, but does. Those who've managed to activate the radio say that it plays an endless cycle of haunting songs and some of our Soviet allies have reported hearing their homeland's victory song through its cursed speakers.

shinonuma3_screenshot_600 (1).jpg

Of course, these phantom transmissions do not end in Nacht der Untoten. Shi No Numa holds it own fair share of mysteries. Within the walls of Shi No Numa, some have reported hearing not music, but radio calls from a rogue signal. We haven’t been able to get an accurate report on what is said within this radio call, but we are sure it is connected to this conspiracy.


We can't be sure, but we are thinking that hidden transmissions can be found in the recently discovered Der Riese as well. That’s why we’re sharing this information with you troops. We need you to head out into the field and discover what we can't. You'll need to be smart and you'll need teamwork to survive, but if you can get past the hordes of the flesh-eating undead, you may find the truth behind the horror. Within the supplies section of the Call of Duty HQ, you'll find the only known transmissions we have. Visit theMap Pack 1 page for the "Lullaby of a Dead Man" MP3 as well as the Map Pack 2 andMap Pack 3 pages for more MP3s and iPhone ringtones. Good luck soldiers.

End of transmission.

The flamethrower is a devastating, demoralizing weapon with origins that date back to the early 1st century AD, with perhaps even earlier implementations being used as far back as 424 BC at the Battle of Delium. Sometime in the 7th century AD, it was the Byzantines who were first to truly harness the power of a flamethrower. With their invention of Greek Fire, the Byzantines were able to attach flamethrowers near the stern of their naval ships and douse their enemies with liquid fire. The evolution of the flamethrower continued through several nations and militaries. However, it was not until Richard Fiedler, a German scientist, invented the Flammenwerfer in 1901, that the flamethrower was ready for modern combat.large (4).jpg

Richard Fiedler created a portable device, made of a single vertical cylinder that was horizontally divided in two, with flammable oil on top and pressurized gas below. Upon firing, the pressurized gas pushed the flammable oil through a rubber tube and over a lit wick. The weapon projected a stream of fire about 20 yards. Richard Fiedler submitted his model to the German Army and thus began the modern flamethrower.

Built upon the design of the Flammenwerfer, the M2 Flamethrower was also a portable backpack flamethrower. The US Army Chemical Warfare Services designed the M2 with around 14,000 being built for active duty. The M2 had a burn time of around 7 seconds and was able to shoot a stream of fire as far as 33 meters. The M2 was used by American troops during World War II on both fronts and for specific situations, was an invaluable asset on the battlefield. However, as newer tanks, specifically flamethrower tanks, arrived on the battlefield, the need for infantrymen to risk their lives with the M2 became unnecessary.


Tips for the M2 Flamethrower

  • Don't expect to go commando with your M2 Flamethrower and sweep the level on your own. Teamwork is vital when you are packing the M2. Stick close to a SMG gunner or have the cover of an MG as you move through the map. The M2 is a very opportunistic weapon, so if the opportunity isn't there, you are going to need cover fire.
  • Tight corridors and sharp corners are going to be your playground. Avoid staying out in the open for too long, because if you give your enemy too much room to run around in, they suddenly become exponentially tougher to kill.
  • Smoke doesn't always have to follow fire. Toss a Smoke Grenade or Tabun Gas into a group of enemies and then run into the epicenter with your M2 ablaze. You may start choking on the fumes yourself, but your stream of fire should find the enemies with ease if you gently sweep in their general direction.


Now that you know the history of the flamethrower, it's time to see how you'll perform while strapped to this highly flammable backpack. Whether you are picking it up for the first time or are just looking to indulge your inner pyro, head on over to the Missions tab and enlist for the M2 Flamethrower challenge.

Starting the weekend of September 12th at 12pm PST, users* will once again be pitted against each other to win some exclusive CODWaW prizes!


Click here to sign up!

To compete in the Weekend Warrior competition, all recruits must follow these simple orders.

How to Enlist

  1. Sign up for an account:
    If you haven’t already done so, the first necessary step is to register at the Call of Duty: HQ. New to the site? Then you should check out the Tour of the Site post in the Intel section for a guided tour of all the site’s features.
  2. Link your stats account:
    After enlisting, all soldiers must link their accounts to their online gamer profiles. For detailed instructions on how to do this, visit our detailed Dossier post to learn everything you need to know about this amazing feature. Without linking your account prior to engagement, our troops back home managing logistics won’t be able to accurately track your stats.
  3. Accept the Weekend Warrior Competition mission:
    Lastly, once your account is ready, head over to the Missions tab at www.codwaw.com to register for the Weekend Warrior Competition. The deadline for registrations isThursday, 09/10 at 3pm PST. Keep in mind that accepting the mission only registers you for that specific Weekend Warrior competition. To enlist in future competitions, you will have to register once more at the Missions page.

Contest Periods:
Saturday, September 12th at 12:00pm – 06:00pm PST and Sunday, September 13th at 12:00pm – 06:00pm PST

Winning Criteria:
After the competition is over, kill counts are combined from both time frames back at HQ to determine which players reigned supreme. All matches MUST be completed before the deadline in order for them to count. Scores are counted separately for games taking place on Xbox Live and the PlayStation Network, and top players from each console are awarded prizes. Participants who won the last contest are ineligible to win Weekend Warrior Round 3.

Capture the Flag Kills: Players who get the most kills in Capture the Flag (CTF) mode will win the following prizes.**


1st Place:
•     1 iPod Touch
•     1 Joker hoodie
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War duffle bag
•     1 Call of Duty: World at War cap
•     1 Pack of Call of Duty: World at War Death Cards


2nd Place:
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War duffle bag
•     1 Call of Duty: World at War cap
•     1 Pack of Call of Duty: World at War Death Cards


3rd Place:
•     2 Limited Edition Perks-a-Cola T-shirts
•     1 Call of Duty: World at War cap


Random Prizes:
•     1 Random Grand Prize winner will receive an iPod Touch
•     4 Random winners will receive a Limited Edition Perks-a-Cola T-shirt

Sign Up Today!


*Open to US residents only.

**There will be a 1st, 2nd and 3rd place winner from both Xbox360 and PS3.

CODWW_MP3_Revolution_Map (1).jpg

This is it soldiers!

This is the final front of our latest offensive and it happens to be the biggest logistical challenge yet. Revolution is deep within Soviet territory and is a multi-tiered death trap for both sides. Revolution used to be a vodka distillery back in the day, but the only thing it's brewing now a days is large doses of chaos and confusion. I've heard too many horror stories of soldiers running blindly through the outdoor paths only to become receptacles for sniper fire or tales of troops unknowingly playing hop scotch on Bouncing Betties. This is unacceptable, we must fight smarter. Revolution does not favor the bold; it favors the patient strategist. Back at HQ we've gone over all the collected intel and we think we've found the right tactics to keep your troops safe and your kills high. Whether you are a silent sniper or a sneaking SMG gunner, we've got you covered.


Let us start things off by talking to the wild, running and gunning, SMG wielding soldier. Your kill count is at a decent high and you live your short life happily sprinting in and out of every building till you find your target. We want to tell you that there is a better way and Revolution is the perfect place for you to reconsider your combat choices. Revolution is too massive of a map to run around carelessly, so don't do it. Break up the map in to many small sections, about 10 in total, and it suddenly becomes more manageable to tackle the enemy. If you find a section of the map that is home to heavy traffic, find a corner and wait for the enemy to enter the building or hallway. If you can get at least a one second jump on the enemy, then your SMG should be able to take care of the rest. Your kills will still be high and your chances of survival will greatly increase. If you are into booby trapping your surroundings than setting up Bouncing Betties at the entrances is a great way to get an extra kill or at least provide a signal to when the enemy is coming.

For those soldiers that like to wield an MG and take down multiple enemies at a distance, then Revolution has a special place for you to settle your heavy load. Head to the second story of any building that lines the perimeter and find some crates to hide behind that give you the perfect vantage point of a long hallway or rooftop. If you focus on the hallways you should be able to find side cover from sniper fire, where as if you were to look towards the center of the map, snipers would surely spot your muzzle flash and take you out. If you can manage to get settled and keep the long hallways clear then not only will you get the kills, but you will also be a huge asset to your team by controlling enemy traffic.

revolution1_screenshot_600 (1).jpg

Lastly, we have some tips for the patient sniper. Revolution is your playground to set up shop and get revenge on all those SMG gunners that have given you hell. Nothing should stop you from picking off enemies in the distance. Head to the second story of any of the perimeter buildings and find a comfortable spot with decent cover to start sniping. Look for muzzle flashes across the map to spot your victims and then take a deep breath and pull the trigger. One of the best sniper perches in the map is located on the second story of a building in the northeast section. This building is filled with forgotten mannequins that create the ideal cover for snipers. Set up some Bouncing Betties behind you, to keep your backside safe, and let the killing commence. If things ever get hectic upstairs, make a quick getaway downstairs and start sniping on the ground level. As a sniper, you should always have an escape plan ready at all times.


There you have it. The final battlefield of our latest offensive push. Choose your loadout wisely and defeat the enemy by fighting smarting than them. If you stick to the plan and stay close to your allies, then there is no way we can lose this battle. Sound off in the comments with any tips of your own or attack strategies that have worked particularly well. Good luck soldiers.

Weapon Focus: MP40

Posted by Bl@@dSt@n3 Oct 19, 2011

A descendent of the MP36 and MP38, the MP40 was a well tested, streamlined submachine-gun that arrived just in time for World War II. Developed in Nazi Germany, the MP (MP stands for Maschinenpistole, literally meaning Machine Pistol) line of weapons was a staple in the Wehrmacht’s arsenal. In combat, the MP40 was compact and light, well known both for its slow rate of fire and low recoil.

In the Nazi invasion of Poland, the MP38 was used by several thousand troops in battle. After the battle, these soldiers returned with their experience and feedback surrounding the gun, allowing further improvements to be made. The MP38 was given further simplifications and its production started using more pressed parts as opposed to machined parts. This updated MP38 became known as the MP40.

The MP40 utilizes an open-bolt, blowback-operated system to achieve fully automatic fire. Though it only supports fire in a single automatic setting, soldiers were able to shoot single shots with precise trigger pulls. The MP40 also featured a foldout resting bar and a hand guard between the magazine and the pistol grip. These features improved the weapon’s recoil, but if a soldier were to ever get too close to the barrel, they would have suffered burns due to the weapon’s non-existent insulation. While the weapon was generally reliable, its 32-round magazine left much to be desired. The MP40 used a double-column, single-feed designed which sometimes resulted in the weapon jamming under intense conditions.

Contrary to popular beliefs, MP40s were generally issued to paratroopers and platoon and squad leaders only. However, as the war progressed and Nazi forces began to face Soviets in increasing numbers, their tactics had to change. The Soviets had entire forces of submachine gunners that were able to decimate Nazi troops. To combat this threat, the Nazis began to deal out MP40s to entire platoons on a limited basis.


Tips for the MP40

  • The MP40 is arguably the most powerful SMG in the game. Equip this weapon with Stopping Power and Steady Aim to create a close quarters killing machine.
  • Attach the Aperture Sight to the MP40 to boost your accuracy. You may not have the accuracy of a rifle, but soldiers with a good eye can at least soften the enemy up for the assist or the grenade that’s coming their way.
  • The best offence is always a good defense, and the best defender is always packing a fully loaded MP40. Equip the MP40 with Dual Magazines, pack some Bouncing Betties, and be sure to utilize the Sleight of Hand and Steady Aim perks. With this load out, you will be able to defend your location with lethal speed and power.

Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions tab and enlist for the MP40 challenge.

CODWW_MP3_Battery_Map (1).jpg

Listen up soldiers.

This new offensive attack has spread our troops thin across all fronts. We need to make the best of our intel in order to strike fast and strike hard. Without the proper assault plan, the enemy is going to come down on us like a steel monsoon. Luckily, our PBY Catalinas have being collecting overhead intel about the battlefields ahead and our generals back at base have come up with some excellent strategies that will lead us to victory. Battery is the first fortification we must conquer, and it won't be easy. Battery is a well-armored island surrounded by anti-ship mines and shore to ship cannons. Our boys will get you to the island no problem, but from there you must fight your way to the top. Battery is split into three sections consisting of a north side, south side, and a center stronghold. Before going into battle you'll need to study these strategies to make sure you're ready to face the enemy on their own turf.


North Side

If you find yourself stationed on the north side of the map, then you my friend have an uphill battle before you. There are, however, enough nooks and crannies here to give you the upper hand if you are patient enough to let the enemy come to you. Plant Satchel Charges and Bouncing Betties near the entrances bordering the central stronghold and then sit back in one of the many near-by fortifications. Enemy soldiers will eventually come to your location and when they do, you should be ready to pick them off. The limited pathways leading to the north side make it a tough place to escape, but an easy place to defend. Use this to your advantage and only leave the area if you are outnumbered or have to reach an objective.

If you are stuck in the north side and need a quick escape route, there are a couple options you could take depending on what your goals are. If you're looking to get to the action as quickly as possible, head up the center of the map and climb to the blasted windows of the mess hall. Look through the windows and check for any hostiles, then jump over the wall and be ready for action. On the other hand, if you are looking for a more stealthy approach, head up the right side (right side, if you are looking south) of the map and take either the lower, underground pathway or cross over the catwalks of the offshore towers. Both of these alternative pathways carry light traffic, but are home to quick skirmishes between two or three soldiers, so be prepared.

Center Stronghold

The center stronghold is where a lot of the action takes place on Battery. Players are usually only passing through to get to their destination, but since practically everyone is heading through these quarters, this area of the map features some intense firefights. If you aren't looking for an old fashioned wild-west shootout to partake in, then I would suggest avoiding the mess hall. However, if you are more of a run and gun type of player, then by all means, enter this area with your pistols drawn. Keep your back to the walls and move slowly so you can spot others before they spot you. Fire on the enemy and then keep on moving; you never want to stay in one spot for too long.

If you happened to be a seasoned war vet and are capable of packing the Flamethrower, now would be the time for show and tell. Use the tight corners and narrow hallways to your advantage and set ablaze any enemy troops that blindly come around the corners. For soldiers looking to simply bypass the action--if that's even possible--and get to the south or north side, there are pathways to the left and right of the mess hall. These narrow paths do have their own share of traffic, but the encounters here are usually played out quickly and the winner is able to make it to their destination in no time. Be prepared for short-range, rapid-fire battles and you should be able to pass through the center stronghold without too much trouble.


South Side

The south side of the map holds most of the fort's supplies and as such it is well defended and elevated above the rest of the map. Luckily, the destruction that has already torn apart the fort makes reaching the south side much easier than when the fort was intact. If you are looking to attack the south side, go in groups and assault the south side together. Soldiers who attack the south side alone will likely be nothing more than fodder for camping enemies' rifles. Throw Smoke Grenades, Tabun Gas, and Signal Flares to disorient the enemy and then storm the area with guns blazing. It’s not the most tactful, but teamwork is often rare and the enemy might not know what to do. If, on the other hand, you find yourself defending the south side, you should try to use elevation to your advantage. The towers may be in disrepair, but you can still climb onto their walkways to fire down upon the enemy. Jump from platform to platform to keep the enemy guessing, and don't forget to use your secondaries to keep them on their toes. With a couple soldiers perched up above and maybe one down below, your squad can easily defend the south side for the long haul.


We hope you soldiers in the field can use some of these tips, but we know there are still more strategies to be discovered. Sound off in the comments and supply some strategies of your own or share some of your favorite loadouts to use in Battery.

Inside the War Room: Breach

Posted by Bl@@dSt@n3 Oct 19, 2011

CODWW_MP3_Breach_Map (1).jpg

Time to listen well.

Germany is crumbling, but our enemies still have some fight left in them. If we are going to come out of this war victorious we need to crush the enemy in their homeland and destroy their will. By defeating the enemy at Brandenburg Gate we can move closer to our goals by planting one more nail into their coffin. However, we must prepare for this battle, because we all know that nothing is more dangerous than a cornered rat.

breach1_screenshot_600 (1).jpg

The terrain around Brandenburg Gate looks simple on the surface, but is in fact a dynamic, multi-tiered battlefield where those who know what they are doing can easily prey on the lesser minded recruits—we're here to make sure you stay in the former and not the latter group. Unlike other maps, where learning certain hotspots and exploiting them is key, we've discovered that learning how to utilize the proper weapons is vital for keeping your kill streak climbing. Whether you are a short-range gunner, mid-range killer, or long-range sniper, there is a strategy to keep you at the top of the game's leaderboard.


Up Close and Personal

If you aren't afraid of things getting a little messy, then pick up one of the SMGs to wield on this map. The Thompson, MP-40, and Type 100 are all good choices for clearing out soldiers that are in your immediate vicinity. In fact, players who favor the SMG will probably rack up the most kills on the map. Breach has its open areas and sniper points that hinder the close-range gunner, but if you can learn to duck and weave between rubble, then you can get the jump on any player. Breach's perimeter is filled with derelict houses and storefronts that are perfect for cutting through the map unseen. Have your back to the walls and keep an eye towards the center of the map to sneak up on enemy troops trying to make a break for it or spot any snipers hiding in the windows. You're guaranteed to run into other gunners in the abandoned houses, but with an SMG, you should have the upper hand on them. If you can stay moving and stay behind cover, you can run through the gauntlet and collect kills like its Supermarket Sweep. Now, for those of you looking to mix things up, try packing the Trench Gun in Breach. With the Trench Gun, you'll want to stay more stationary and stick to one quadrant of the map. Wait for the enemy to come to you and then try to hit them with a one shot kill, there's nothing more satisfying.


Ultimate Support

If can't stand to part with your precious MG, than you are going to have to sit back and play more of a supportive role in Breach. Your primary zone is going to be the open roads that line the center of the map, but this area is often a death trap due to the predators in the wings. Sit back and let others rush into the battle, once you see where the hotspots are, wait outside the skirmishes' borders and shoot inwards to supply the suppressive fire. It may be grim, but using your teammates to lure out the enemy is a great strategy for anyone wielding an MG. Otherwise, SMG gunners will likely get the better of you in small quarters or snipers will pick you off in the open roads. Be careful, it's a jungle out there.


Death From Above

Are you the strong, silent type? Do you see the world only through a magnified scope? Do you calculate your shots to perfect the ideal of one bullet, one kill? If so, Breach has a sniper's nest waiting for you. Pick up your favorite scoped rifle, and head into one of Breach's bombed out buildings that line the sides of the map. Many of the structures have second stories that are perfect for sniping enemy troops advancing on your location. Try to track players, both ally and axis, as they can lead you to the small skirmishes taking place. Once you've spotted your kill, take a deep breath and pull the trigger. With everything before you, you might think that you are in sniper heaven, however, everything is not so peachy. Any enemy wielding an SMG can quickly get behind you and unless they are completely incompetent, you won’t stand a chance against them. To combat sneaking intruders, plant Bouncing Betties all around you and make sure to listen for the signs of lurking enemies.


Little Bag of Tricks

If you aren't using your secondary items like you should be, then Breach is the perfect map for experiencing the joys of life's little pleasures. Simple grenades are pretty self-explanatory, but Signal Flares and Tabun Gas are especially potent on this map. Use either the Signal Flare or Tabun Gas within the small rooms to disorient anyone within or throw them into the middle of the street to divert enemies. If you coordinate with other players, you can even use Signal Flares or Tabun Gas to create chokepoints and lead the enemy to where you want them to be. Bouncing Betties can be used throughout the map to surprise the enemy, but Satchel Charges can be placed in certain locations to take out large groups of enemies at once. Place Satchel Charges on the cars in the street and then detonate the cars to gain extra damage. If you are playing any objective based games, place a Satchel Charge on the ceiling above objectives to take out large groups of enemies. Utilize all the tools at your disposal and you'll rule Brandenburg Gate in no time.


What are you waiting for soldier? It's time to ship out and engage the enemy at Breach. Test out our tips and then come back to sound off and supply some tips of your own. Good luck troops!

Compete in the Call of Duty: World at War Map Pack 3 Tournament, for both the Xbox 360 and PS3. Form a team and win a share of $9,000 in custom COD prizing.

After the huge success of the first two World at War downloadable Map Packs, GGL is celebrating the third set of new maps with the Call of Duty: World at War Map Pack 3 Tournament. To get in the action, go to www.worldatwar.ggl.com, join either the Xbox 360 ladder or PS3 ladder, and start battling the competition. The top 64 teams from each ladder in the competition will advance to a single-elimination bracket to determine the ultimate champions. Check out the latest downloadable multiplayer maps, show your superior team skills, and you could win a share of over $9,000 in custom COD prizing!

Registration opens on August 20, so be sure to register as soon as possible. This ladder is open worldwide, to participants 13 years of age and older.

First Place (1 squad from the Xbox 360 ladder and 1 squad from the PS3 ladder):
— 4 custom Call of Duty Team Plaques per squad (ARV $500 per plaque)

Second Place:
— 4 custom Call of Duty Team Plaques per squad (ARV $500 per plaque)

Third and Fourth Place:
— 4 Call of Duty schwag packs per squad (Call of Duty merchandise worth $100)

Total ARV of all prizes: $9,600.

General Info

Tournament Title:Call of Duty: World at War Map Pack 3 Tournament
Software:Call of Duty: World at War
Platform:Xbox 360 and PS3
Tournament Format:Ladder + Playoff Bracket



Players per Team:Team tournament
Age Restrictions:Must be 13 yrs or older



Announcement / Reg:8/20/09
Practice Ladders:8/20/09 – 9/1/09
Tournament Ladder:9/2/09 – 10/4/09
Bracket Period:10/7/09 – 10/25/09
Live Tournament:N/A

Weapon Focus: PPSh-41

Posted by Bl@@dSt@n3 Oct 19, 2011

The PPSh-41 was one of the most mass produced weapons of its type in World War II. It operated with simple blowback action, used a box or drum magazine, and fired a 7.62x25mm pistol round. Made with metal stampings to ease production, its chrome-lined chamber and bore helped make the gun very low-maintenance in combat settings. The development of the PPSh-41 came partly from the Winter War against Finland, where it was discovered that submachine guns were a highly effective tool for close-quarters fighting in forests or built-up urban areas. The weapon was developed in mid-1941 and was produced in a network of factories in Moscow.

A few hundred weapons were produced in November 1941 and by spring 1942, the PPSh factories were producing roughly 3,000 units a day. The PPSh-41 was a classic example of a design adapted for mass production. Its parts, (excluding the barrel) could be produced by a relatively unskilled workforce with simple equipment available in an auto-repair garage or tin shop thus freeing up more skilled workers for other tasks.

In the field, the PPSh-41 was a durable, low-maintenance weapon that could fire 900 rounds per minute. The weapon had a crude compensator to lessen muzzle climb, and a hinged receiver that facilitated field-stripping and cleaning the bore in battle conditions. By the end of the war, over 6 million of these weapons had been produced. The Soviets would often equip whole regiments and entire divisions with the weapon, giving them unmatched short-range firepower.


Tips for the PPSh-41

  • This is a great weapon for close quarters combat. Utilize its low recoil and shoot from the hip to neutralize enemies within a short range. Excellent for urban warfare and tight spaces, the PPSh-41 is an ideal weapon for Corrosion and Sub Pens.
  • Utilizing a Round Drum, soldiers can hold tightly onto the trigger without the worry of running empty. For increased accuracy and ammo conservation, use the iron sight and fire short, controlled bursts.
  • During Zombie matches, the PPSh-41 has a great advantage over the handgun or rifle. With high stopping power and a high rate of fire, the PPSh-41 is deadly toward any undead. Just remember to shoot 'em in the head.


Now that you know how the Soviets handled this gun, it's time to see how you'll fair with it. Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions tab and enlist for the PPSh-41 challenge.

NOTE: Zombie kills do not count towards 150 kills needed for the PPSh-41 Mission

Listen up!

By this time, the zombies in Der Riese have claimed countless lives, with more and more victims added to the list every day. But if you're here reading this, then we can at least feel assured that the next wave of soldiers might stand a better chance.

Since relaying the basic information to you from our preliminary reports, we've started to receive documents detailing more advanced tactics, containing notes about powerful technology never before witnessed on the battlefield.

derriese3_screenshot_600 (1).jpg

First, as always, communication and team cohesion reign as the top priorities within Der Riese. All subsequent advice relies on the strength and consistency of these two factors.

Now, as I hope and assume, your teams are comfortable to the point of at least turning on the power, as mentioned in our Initial Reports of the situation. At this point, you have yet other immediate needs to address.

CODWW_MP3_DerRiese_Map (1).jpg

Located throughout the stage are three teleporters, each capable of linking back to the starting mainframe and spread throughout the area as seen on your map. It is absolutely essential that these teleporters be linked up before the hordes begin to overwhelm your team.

Additionally, the four familiar Perks-a-Cola machines are also spread throughout the level, granting absolutely vital passive boosts to team members as the rounds move further. With the high attack power and high speed of some of the zombies out there, the necessity of Juggernog and Speed Cola in particular becomes top priority in order to keep you on your feet and dishing out damage with as little downtime as possible.

This is where our next tip will save countless lives. As Der Riese is such a large map, it's impossible for a teammate to think they can 'really quickly' go grab a perk or activate a teleporter. As a team, you must work together to unlock the doors that lead to the three teleporters and then link them back to the mainframe. This is your main objective; without doing so, you won't be able to survive the later rounds. To succeed, you must first activate a teleporter (1500 points) and then get back to and activate the mainframe within thirty seconds. Any member of the team, not strictly the same person that initiated the link up, can activate the mainframe. Perks-a-Cola machines, well, you should know how they work by now.

Ideally, you should have all three teleporters linked up by at least round X, hopefully with Juggernog and a decent weapon from the walls or Mystery Box, as well. Yet how this should be accomplished is the single greatest dilemma that destroys most teams.


You may wonder how this can be practical advice when the duration between rounds is so short. The most efficient way of getting perks, along with the opening of doors and linking of teleporters with ease, is to wait for the wave of zombies in a round to slow down toward the end. When only a few remain, you can either toss a grenade to make a slow crawler or keep one trapped behind a window, keeping an eye out to avoid getting hit while repairing the boards and forcing him from intruding. While one soldier baby-sits the lone undead, others can race out and grab what they need without fear of attack.

This is not a cheating tactic. In fact, it's nearly essential to perfect if you expect to consistently reach the later rounds. As mentioned before, many, many soldiers have died in their race to quickly pick up a perk or activate a teleporter, to the disadvantage of the downed team member and the entire squad. Gambling from the Mystery Box, getting perks, linking teleporters and opening the doorways between them all is an expensive endeavor, so accomplishing all will need to be spread throughout several rounds, and the tactic of leaving a lone straggler is far and away the safest way to ensure that team members can get what they need without the fear of getting killed.

Once teleporters A and B are linked, it's time to finally open the door leading to C and activate the final link up. And that's when things start to get fun. Once all three teleporters are linked, the door of the mainframe drops and the Pack A Punch machine is available for use.

Pack A Punch

CODWW_PackAPunch (2).jpg

Upgrade any weapon for 5,000 points. Insert a weapon, wait a brief moment, then retrieve the upgraded version. Every weapon is affected differently, from gaining a higher maximum amount of rounds, faster reload speeds, more damage, explosive ammunition…basically turning into an incredibly powerful version of its former self. Experiment and have fun.

Some soldiers who have made it to the later stages with Pack A Punch weapons have shared some valuable tips on how to stand your ground with them. We've heard that backing up into the teleporter rooms is a good way to fend off the oncoming waves. Specifically, the warehouse holding Teleporter C can be used as a barricade against the zombies. Have some MGs cover the ground floor from the stairs while others man the upper window and take care of the stragglers. Learn to work together and you might be able to form an impenetrable barrier.

Just remember, whenever someone on your teams needs to get an upgrade, whether that's running to the Mystery Box (look for the blue light in the sky!), getting a perk, or upgrading their weapon, wait for the end of the round to do so!

Stick together, don't get too anxious, adhere to these instructions, and you will thrive!

Happy hunting, soldiers.

For more information about Map Pack 3, click here.

Time to gather round, soldiers!


A new battle zone has opened up near Breslau, Germany, and this one is like nothing we've ever seen before. You may think of yourself as the ultimate zombie slayer, but once you enter Der Riese, you're nothing more than an entrée in flight. Take what you know about Shi No Numa and Verrückt and prepare to learn a few more lessons as you emerge yourself into this hellish death trap. The zombies in Der Riese are faster, fiercer, and just waiting for some fresh meat to chew on.

Now that we've scared you half to death, it's time to listen up. We've got some tips for you recruits that we've managed to collect from the soldiers who've somehow managed to make it back home.

Before discussing the specifics of Der Riese, we at HQ feel that we should first review the basics:

  • Some of you out there seem to suffer from severe short-term memory or have simply chosen to ignore the sage wisdom of our Shi No Numa report; regardless, we'll repeat: COMMUNICATE! Without communication you can be sure that the ravenous zombies will be dining on your marrow in no time. When you think it's time to move, if you're getting overrun, even when you're reloading during a particularly heavy onslaught; communicate everything to avoid confusing your teammates and losing cohesion.
  • Stick together at all times! You have a much better chance of keeping a zombie off your back if you have a comrade watching it. Don't try and be a hero. When moving to a new area, regardless of which direction you choose to take, find an easily defendable area and have the entire team hole up there until it's safe to move again. Take note that when defending an area, the tighter the formation of the group, the better. More often than not, greedy soldiers that try to attack too far ahead in hopes of gaining more points end up getting swarmed and dying.
  • If you can at least remember these two basic principles, then maybe your squad can survive long enough to see Der Riese truly come to life.
  • derriese3_screenshot_600.jpg

Your first objective when starting Der Riese should be to rack up points to venture to the outer wings of the facility. In the beginning rounds, let the zombies come toward your assigned window and allow them to knock out some boards. Pelt them with a few bullets, finish them with the knife, and then repair your window before the next arrives. Repeat. This allows for maximum point allocation before the tide of zombies becomes too frantic.

After going through a few rounds in the starter area comes your first decision. You can either go right (when facing the mainframe) to open a gate leading toward the Animal Testing Lab, or left to open a gate leading toward the Hanger. Keep in mind that either choice requires a second door to be opened to actually get into the Lab or Hanger.

What this decision boils down to for most teams is where they feel comfortable, and whether they'd like to first grab the Thompson or the Trench Gun, the Thompson being in the Hanger and the Trench Gun waiting in the lab.

From either of these locations, your next goal is to reach the street leading toward Teleporter C. Here your team will find several important items. But before discussing them, heed these words. Do not open the door leading toward Teleporter C! Until about round nine or ten, this is a great place to defend and rack up much needed points for the vital upgrading processes that will follow.

On the back of the generator here, you will find the power, which when activated will lower the bridge above you and activate the level's Perks-a-Cola machines. The switch to the right of the archway midway through the street activates an electric barrier, a very handy tool for those times when the horde's numbers become too overwhelming. And lastly, but definitely not least, the Mystery Box. You know what to do.

Back up to the end of the street and start shooting away at the onslaught of zombies, utilizing the same tactic when dogs appear and gambling the Mystery Box when points allow.

By this point you may start to notice some new items not seen in your previous zombie adventures. The new tools to be found in Der Riese are the Carpenter power-up, Bowie Knife, and Monkey Bomb.


The Carpenter power-up appears as a hammer, and is a great tool in the early rounds that can easily buy your squad some breathing room to recoup and regroup. As soon as a soldier touches the Carpenter power-up, all windows within Der Riese are instantly patched up and the zombie onslaught is temporarily slowed down.

Bowie Knife

The Bowie Knife is an all-new weapon found after opening the door leading to Teleporter C. Running a total of 3,000 points, the Bowie Knife is capable of delivering one-hit kills to zombies up through the early teen rounds and still manages to put a hurt on the higher-level ones. A soldier would do well to pick up one of these bad boys for those times when ammo is running low.

Monkey Bomb

Lastly is the Monkey Bomb. I'm not sure what sick psycho thought of this device, but I'd love to buy him a drink. Found in the Mystery Box, the Monkey Bomb attracts all the zombies in the vicinity with its incessant clapping and hypnotic song. Once the zombies have gotten close, the timer winds down and the Monkey Bomb detonates, bringing all those around him to hell in tiny, manageable bits. This weapon is mapped to your secondary grenades with a total of three held at a time, refilling with Max Ammo power-ups. Keep in mind that it takes several seconds to pull out the bomb and then throw it.

Before signing off, we'd like to leave you with this special note of advice. Der Riese is a large map. For the uninitiated, it can seem downright enormous. However, after several matches you will begin to understand its layout, and in no time it will become much more manageable. Recruits, be patient and ask for help if you're unsure of where to go or what to do. Veterans, if you're grouped up with a new player, remember this and help guide them through the steps. Getting upset at the greens only frustrates them, and they'll be less likely to watch your back when you slip up and get mauled.

We're still gathering intel, and reports of strange occurrences in the area are swarming in more and more every day. Keep posted for more details in the future.

For more information about Map Pack 3, click here .

Over and out.

Breach Overhead Schematics

Posted by Bl@@dSt@n3 Oct 19, 2011

Fall in troops!

Our recon planes surveying the new fronts have just sent back overheads of a new battlefield known as Breach. The planes found this hotspot while flying through the treacherous German skies over Berlin. We haven't been able to get much intel on the location, but what we know isn't sounding good.



You musn't let the simplicity of Breach's schematic fool you, this map has some deadly tricks up its sleeve. Breach dominates the streets around the Brandenburg Gate and is lined with bombed out buildings and storefronts. Stay in the street for too long and you may find yourself fodder for those waiting in the wings. Use this hollowed buildings to your advantage, however, and you may be able to flush out the enemy.


Back at HQ, we are thinking that soldiers favoring close quarters combat may be able to rack up kills while weaving in and out of the buildings, but some Bouncing Betties may put an end to that notion. We need your input. What are your thoughts on Breach and the proper course of action for an attack?

For more information about Map Pack 3, click here.

There were just too many of them. A Hell Hound took out a huge chunk of my thigh and I’m losing blood fast. There’s not too much time left, so I’ll pass on what I know. The Pack A Punch machine. Apparently you can put in practically any weapon into this thing and out comes a super powerful version of your weapon. This is great news for us – I just hope you last long enough to use it.

CODWW_PackAPunch (1).jpg

Pass this info on to HQ. It’s the full list of weapon upgrades. And good luck against the undead – I got a bad feeling you’ll need it…

30 Cal => B115 accelerator
BAR => The Widow Maker
Colt 45 => C-3000 b1at-ch35
Shotgun Double Barreled => 24 Bore long range
Shotgun Double Barreled Sawed Grip => The Snuff Box
FG42 => 420 Impeller
Gewehr43 = > G115 Compressor
M1A1 Carbine => Widdershins RC-1
M1Garand => M1000
MG42 => Barracuda FU-A11
MP40 => The Afterburner
.357 Magnum => .357 Plus 1 K1L-u
PPSh-41 => The Reaper
Shotgun => Gut Shot
STG-44 => Spatz-447 +
Thompson => Gibs-o-matic
Type 100 => 1001 Samurais
Type 99 => The Eviscerator
Panzerschrek => Longinus
PTRS-41 => The Penetrator
M7 Launcher => The Imploder
Kar98k => Armageddon
Ray Gun => Porter’s X2 Ray Gun
Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ
M2 Flamethrower => FIW Nitrogen cooled

For more information about Map Pack 3, click here.

There were just too many of them. A Hell Hound took out a huge chunk of my thigh and I’m losing blood fast. There’s not too much time left, so I’ll pass on what I know. The Pack A Punch machine. Apparently you can put in practically any weapon into this thing and out comes a super powerful version of your weapon. This is great news for us – I just hope you last long enough to use it.


Pass this info on to HQ. It’s the full list of weapon upgrades. And good luck against the undead – I got a bad feeling you’ll need it…

30 Cal => B115 accelerator
BAR => The Widow Maker
Colt 45 => C-3000 b1at-ch35
Shotgun Double Barreled => 24 Bore long range
FG42 => 420 Impeller
Gewehr43 = > G115 Compressor
M1A1 Carbine => Widdershins RC-1
M1Garand => M1000
MG42 => Barracuda FU-A11
MP40 => The Afterburner
.357 Magnum => .357 Plus 1 K1L-u
PPSh-41 => The Reaper
Shotgun => Gut Shot
STG-44 => Spatz-447 +
Thompson => Gibs-o-matic
Type 100 => 1001 Samurais
Panzerschrek => Longinus
PTRS-41 => The Penetrator
M7 Launcher => The Imploder
Kar98k => Armageddon
Ray Gun => Porter’s X2 Ray Gun
Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ
M2 Flamethrower => FIW Nitrogen cooled

For more information about Map Pack 3, click here.

Der Riese Map Overhead

Posted by Bl@@dSt@n3 Oct 19, 2011


We are digging deeper into the mystery of this zombie plague and we have uncovered shrouded intel detailing a hidden facility in the German country side. Trailing this conspiracy is one rabbit hole we fear to enter, but if we ever hope to eradicate this threat, we must pursue all leads.

Intel is limited, but we have managed to recover blue prints of the structure. The facility is known as Der Riese, which translates to "The Giant" in English. What we can gather so far, leads us to believe the facility was used for the most gruesome and ghastly experiments. I tremble at the thoughts of what horrors await those who enter its bloodied doorways.

Meanwhile, our engineers have been able to discover massive amounts of electricity being consumed within the facility's walls. Rumors suggest that the scientist within were able to create working prototypes of human teleporters. Initially, I would have shrugged this intel off as nonsense, but after transcribing the reports of Shi No Numa, I don't know what to believe.

For anyone who finds themselves within the walls of this facility, I pray for your safe return. If this is the epicenter of the zombie infestation, may you find the courage to face this evil in its most unholy grounds and find the strength to send its inhabitants back to Hell.


March to 2 Million

Posted by Bl@@dSt@n3 Oct 19, 2011

Listen up soldiers,

With the release of the Call of Duty: World at War Companion, our boys at the front will be tracking every battle and every casualty. Communications will improve dramatically and in time we'll learn our enemies favored weapons and tactics, and in turn utilize the best of our intelligence in countering their every move.

More now than ever lies our chance to win this war, but we're going to need more than just technology to do so. Soldiers don't replace themselves and we need as many bodies on the front as we can get.

That's why we're introducing the March to 2 Million community event. Currently, the codwaw.com community rests at 1.75 million members, but we're hoping to expand that number to 2 million. As an incentive, we're offering you a free ringtone as of this post, along with more for every milestone along the way, with ringtones at 1.8 million, 1.9 million, and finally 2 million members.

With such a strong and helpful community, we'd like to spread the word to our fellow friends and family to help bolster our ranks, and we need you to help us reach our goal. Every additional recruitment brings us that much closer to victory!

With a boost in our forces and the aid of the Companion app, the enemy will have no choice but to concede to our overwhelming might! Remember, with the iPhone™ and iPod Touch® Companion app, you'll be able to stay up to date with the latest Call of Duty: World at War news at all times.

  • View your stat tracking profile from any location. View breakdowns of your weapon usage and accuracy, and study the Killshot and Body Heat Maps at any time.
  • Stay connected with friends by tracking their progress and compare stats with them to see who's the stronger soldier.
  • View leaderboards to see where you stack up against the rest, visit Intel to view new screenshots and movies, and read up on all the latest news!

As our community grows with your help toward our goal of 2 million members, be sure to check the Call of Duty: World at War Companion page on codwaw.com to download new iPhone™ ringtones and transform your phone into the ultimate Call of Duty: World at War accessory!

Over and out! Let's get marching!

Listen up soldiers!

Our recon planes that were out in the field have finally returned to HQ, and with them arrives the final schematic for the new battlefields. In our hands is the overhead blueprint of Revolution, which suggests a large multi-tiered battlefield, broken into quadrants. Its combination of indoor and outdoor sections leaves a lot of room for strategy, and we're hoping all soldiers will plan accordingly.



Revolution is the largest battlefield to be discovered in these new territories. If you don't take the time to study its ins and outs than you may find yourself turning a corner right into the thick of the enemy's base. The upper catwalks of Revolution are all interconnected and provide excellent access to the map's four quadrants, but be careful, the enemy is most likely going to be rushing through these upper paths as well. The best soldiers will learn to use both the higher and lower grounds to sneak up on the enemy for the quick kill.


We're thinking that soldiers favoring long-range tactics may have a field day picking off the new recruits. What are your thoughts on Revolution and the proper course of action for an attack?

For more information about Map Pack 3, click here .

Battery Overhead Schematics

Posted by Bl@@dSt@n3 Oct 18, 2011

Listen up soldiers!

August is quickly approaching, which means the launch of Map Pack 3 is almost upon us. With Map Pack 3, we will see our offensive front expand into deeper, more treacherous territories, but don't worry soldier, we are going to make sure you don't go in blind. Our recon planes are now scouting the hotspots for these new fronts and coming back with schematics of the land. Just in, is the first overhead for a heated battlefield known as Battery.


From the overhead schematic we can tell that Battery is going to have both indoor and outdoor battles, which means that soldiers are going to have to be extremely versatile. Intel can also confirm that the fort is multi-tiered, meaning enemy riflemen may set up along the catwalks. However, the size of the map allows SMG wielding Marines to quickly get from point A to point B and eliminate any camping soldiers. The only thing that we can say for certain is that all soldiers should expect the unexpected when deployed onto this battlefield.


It looks like the soldier who is a jack-of-all-trades might excel in this battlefield, but only time will tell. What are your thoughts on Battery and the proper course of action for an attack?

For more information about Map Pack 3, click here .

Weapon Focus: M1 Garand

Posted by Bl@@dSt@n3 Oct 17, 2011

As the first semi-automatic rifle to be widely issued to any nation's infantry, the M1 Garand was a landmark weapon of the 20th century. John C. Garand, who at the time was working at the US Army's Springfield Armory, designed the prototype of the gun in the summer of 1924. John C. Garand designed the M1 to be the ultimate self-loading rifle for the field. The weapon's prototypes were tested against the Thompson rifle, Berthier, and Hatcher-Band. These early tests lead the M1 Garand to further refinements and trials that helped define its final specifications.

The M1 Garand is a gas-operated, semi-automatic, clip-fed rifle. It originally used .276 Pedersen cartridges for its ammunition, but later changed to the then-standard .30-06 Springfield. With this loadout, the M1 had a maximum range of 500 yards and the potential of wounding an enemy beyond 880 yards when using armor-piercing rounds.

One of the weapon's main features is its ability to quickly fire devastating .30-06 rifle rounds. During World War II, Chinese troops were often overwhelmed by the Japanese banzai attacks due to their slow bolt-action rifles. Armed with the M1 Garand, US troops did not suffer the same fate and were able to quickly fire back at the Japanese, thus stopping their forward momentum. The M1's powerful ammo was also helpful in the claustrophobic jungles as its bullets could tear through multiple enemies at once or rip through the heavy vegetation.


Tips for the M1 Garand

  • The M1 Garand is a great gun as long as you know its weaknesses and strengths. In gametypes such as Domination and Headquarters, let other players with SMGs and MGs man the front lines while you hang back and use your M1 to pick off enemies as they rush toward your comrades. The M1 is extremely deadly from mid-range and is excellent at providing cover for your allies.
  • The M1 Garand gets better with age. Once you've unlocked the Scope for this gun, attach it and watch your kill count soar. A scoped M1 Garand can be become an angel of death when utilized in the right landscapes. Use this weapon on maps such as Roundhouse and Airfield to wreck havoc on the enemy.
  • The M1 Garand is not for beginners who love to solely run and gun. The weapon is best suited for slow, methodically killing which makes it perfect for Hardcore multiplayer games. Stay low and creep through the map taking down the enemy. The M1 Garand's heavy firepower will kill most enemies instantly.


Now that you have become fully acquainted with the M1 Garand's strengths and weaknesses, it's time for you to test it out for yourself. Whether you are just picking it up for the first time or sharpening your already honed skills, head over to the Missions taband enlist for the M1 Garand challenge.

Our recon team out in the field has finally started to get new information about the latest Zombie infestation. We’ve pinpointed the location to be an old factory called Der Riese. Most of the recon team was slaughtered, and we were only able to receive this one image of the carnage going on at Der Riese.

Troops, study this desktop background carefully, as we’ll need as much preparation as possible to fend off the legions of zombies. The good news is that it seems like there are new technologies at the factory that we should be able to take advantage of. Hopefully they will help us with the bad news: that the zombie population seems to be increasing, and the hell hounds are back. It’s been confirmed, the hell hounds are back.

If you can hold the zombies off long enough, you’ll allow our troops to take advantage of new data we’ve collected in our never-ending fight against the undead. We’re announcing the new Zombie Leaderboards on the homepage of codwaw.com. These boards show who’s top gun in Zombie kills, gibs, rounds, points, revives, and perks. Then HQ will know who are the greatest supporters of the cause.

Remember, you have to be registered on codwaw.com and have a linked account to take full advantage of the stats information in your Dossier.

So download the desktop background, kill some zombies, and climb the leaderboards!

From Brian Tuey, Audio Director at Treyarch:


As many of you may or may not know, Treyarch Studios has been producing some awesome soundtrack work for each DLC release. The music is written, performed and produced in house at Treyarch Studios. Each track was written by Kevin Sherwood (sound designer) and performed by Elena Siegman (producer) and recorded/engineered in house.

The music has been following a specific formula: the song that plays when you ‘die’ on each Zombie map has changed into a preview of the next map’s full (and hidden) song. This keeps the music fresh and interesting for each map, in addition to cluing you all in on what the next song is all about.

Lyrically, the songs are most obviously about seeing the world from the Zombie’s point of view…but there may be other layers that come to light as the storyline develops.

So without further ado, we present The One, free to the Call of Duty: World at War community. Right click and “save link as” to download the file.

For more information about Map Pack 2, the DLC that accompanied The One, click here.

To check out Brian Tuey’s in-depth interview, click here.

Inside the War Room: Banzai

Posted by Bl@@dSt@n3 Oct 17, 2011

CoDWaW_MP2_Banzai_Map (1).jpg

Fall in troops!

The battle in the Pacific is really starting to heat up, which means it's time to revaluate our current strategies. The thick vegetation and winding layout of Banzai is leading many of our comrades to rush head first into the enemies' front lines. Our War Room back at HQ has come up with some helpful tips to make sure that you act like a member of the US Army and not the Salvation Army. Remember, you are there to eliminate the enemy, not offer charity to their desires of a high kill count! Below we have outlined some of the maps most treacherous hotspots and detailed how to navigate through or around them.

Hotspot 1 – The Bridge


The bridge may be the quickest way from point A to point B, but it's usually also the quickest way to get yourself killed. Running haphazardly through the crates and obstacles on the bridge is a great way to get picked off by snipers or get torn apart by enemies lying prone with MGs. On the other hand, lying prone with an MG at either end of the bridge or occupying one of the shacks behind the bridge with a sniper rifle, is a great way to take out the hopeless recruits who run across the bridge as if it were an assembly line. It's up to you to decide whether you want to be the hunter or its prey.

Hotspot 2 – The Falls


The falls dominate the northern part of Banzai and might be the maps greatest hotspot in terms of the traffic that passes through. Players smart enough to avoid the guarded bridge often make a b-line for the falls' caverns in hopes of sneaking behind the enemy. The problem with this strategy is that everyone and their mother is thinking the same thing. You are almost guaranteed to run into the enemy while traveling through here, which means that you better damn well be prepared for confrontation. If you can, set up Bouncing Betties in the caverns for some easy kills, but keep an eye out for soldiers waiting at each side entrance trying to pick off those inside the caves. If you spot multiple enemies within the caves, throw down a special grenade to make your get-a-away. Tabun Gas and Signal Flares work particularly well in these tight quarters. Smart soldiers will try to avoid crossing through the entire cavern and instead enter the cavern then make their way outside the Falls and head back in on the opposite side. Taking this path avoids the center of the cavern, where most soldiers fall, and can help you sneak up behind soldiers running through the center.


Hotspot 3 – The Ravine

Not much in terms of Objectives happens in the ravine, which makes its deep and wide paths a good way to cross the map without having to deal with the sniper fire of the opposing bases or the dangers of the cavern. Use the ravine to get to the places you need to go, but never stay in its valley for too long. The ravine has little cover, so if any soldiers sticks around, they will certainly become fodder to enemies passing through the falls.


Hotspot 4 – The Eastern Compound

On the eastern side of the map is a Japanese compound filled with vacant barracks and offices. A wide road goes through the center and becomes a deadly gauntlet when enemy troops occupy the buildings. Therefore, it's best to stick to the walls and try to navigate through the buildings. Enemies often hide out in the buildings, so it is a good idea to toss in a grenade to either kill them or at least throw them off their game. For soldiers who favor sniping, the empty houses near the bridge provide a decent viewpoint and solid cover for the southern portion of the map.


Hotspot 5 – The Ruins

If you travel through the caverns a lot, than you will certainly learn to hate these elevated ruins. Devious foes often camp on the higher levels to ambush players that are exiting the caves. The ruins give players camping behind their cover a distinct advantage over players below. If you are coming out of the caverns and have a grenade to spare, you can toss it up onto the ruins' platform to scatter any of its snipers. Otherwise, it may be best to avoid passing by this death trap.


Hotspot 6 – The Western Base

The western base is far more compact than the eastern compound and is closely connected to two heavily used pathways: the bridge and the falls. The great thing about this base is that it can be defended easily. Set up barricades at the far right and the far left to guard both the bridge and the entrance to the caverns. The building near the bridge is especially excellent for snipers and the elevated ledge near the caverns is great for ambushing the enemy with an SMG. Alternatively, if you are looking to attack the western base, the best bet is to head into the ravine and progress up the incline at the southern most point of map. Soldiers typically ignore this entry point, and it can offer quick access to the center of the base – just be sure to watch out for Bouncing Betties!


For more information about Map Pack 2 click here .


A message to our soldiers on the eastern lines…

Our push into the enemies’ homeland endures! Every field we cross and every town we conquer brings us closer to victory. The Soviets tremble in the shadow of our encroaching army as they flee further into their barren Motherland.

Intel from HQ has informed us of the Soviet’s feeble attempts to move their war machine deeper into their lands. Their soldiers and engineers have picked up their equipment and supplies and rebuilt their factories in western cities such as Magnitogorsk and Chelyabinsk in an attempt to safeguard their war industry. They believe that moving their supplies further east will keep them out of our reach, but they underestimate our will.

Already, our soldiers have infiltrated the outer lying train yards of the Soviet forces. After a successful bombing run, our infantry have entered the train yard to discover what we believe to be a large shipment of Sulfur heading for Soviet factories. Sulfur is used in gunpowder and in the process of vulcanizing rubber, so we believe that this derailed shipment will deal a devastating blow to the Soviet's supply line.

While occupying the destroyed train yard, our soldiers found that they were not alone. Several Soviet troops have remained to defend their burning pile of rubble. The battle is heated in the close quarters of the wreckage and no one is ever sure in which corner lays the enemy. In the rafters and in the blown out pipes, the enemy lurks in the shadows to gain the upper hand.

Our soldiers have been successful thus far in holding back the Soviets, but the battle wears thin and our lesser recruits are beginning to complain about the approaching winter. This is why we need you! Soldiers brave enough to bear the cold and face the enemy on his own lands. Drive them back and make them fear our might!

Weapon Focus: BAR

Posted by Bl@@dSt@n3 Oct 17, 2011

The machine gun warfare that dominated World War I left American forces with the cold realization that their weapons stockpile was quickly reaching obsolescence. The military only carried a handful of antiqued machine guns at their disposal and quickly needed to start mass-producing more modern and efficient machine guns, designed specifically for this new age of war.

In 1917, John Moses Browning completed his preliminary designs for an all-new automatic rifle, which would later become known as the M1918 Browning Automatic Rifle, or simply the BAR. John Browning brought his modern rifle to Washington D.C. where he wowed Congressmen, Senators, and military officials in a live demonstration. The U.S. government quickly adopted the rifle and began its mass production for use in World War I. Though it only saw combat in the final months of the war, the BAR would go on to play a pivotal role in World War II.

In combat, the BAR was designed for advancing infantry on the front lines. The gun was to be slung over the soldier and fired from the hip, which was supposedly ideal for clearing out trenches. In reality however, soldiers often attached a bipod to the end of the BAR and used the rifle as a light machine gun. The original BAR remains to be the lightest machine gun to fire .30-06 Springfield cartridges, but its standard capacity of a 20-round magazine limits the gun's use as a MG on the battlefield.


Tips for the BAR

  • Take a hint from its name and practice using the BAR as a rifle more than a machine gun. The BAR's recoil makes sustained fire unwieldy, but in short controlled bursts, the rifle is like Death's personal courier.
  • Combined with the Bipod attachment, the BAR has the range and accuracy you are looking for. The BAR can be excellent at shooting down mid to long range targets and its larger magazine size gives it an added bonus over most rifles.
  • In Zombie matches, the BAR really comes to life with its heavy stopping abilities. The weapon's long range and power can keep the zombies at bay with only a limited amount of ammunition spent, and its decent magazine size means that it can take the zombies down at close range much more quickly than other rifles.

Now that you’ve been debriefed, check out our latest Bar Badge mission!

It’s time for all troops to rally around and meet the talented men and women that helped bring this game to life. We are going to kick off our ongoing series of developer interviews with Call of Duty: WaW’s audio director, Brian Tuey.

Keep an eye out for more upcoming posts in the Community Blog, including exclusive Map Pack 2 intel, detailed weapon breakdowns, and more developer interviews.



Brian Tuey, Audio Director


Favorite Aspect

Nazi Zombies…mainly because there is so much creative energy around this…everything is stylized, so there is a lot of freedom to create (even if the deadlines are really tight). It’s also pretty challenging since everything has to be built from the ground up, especially on the sound side.


What do you love about working with Treyarch and Call of Duty: WaW specifically?

Treyarch rocks! There are lots of really talented, passionate people in every department. Communication is great, our team has great drive, and we care about our games and our fans. I’m excited not only about this map pack, but what the future holds for us.

COD rocks because it has become such an epic franchise. The intensity level while playing is through the roof --- it’s great to contribute to that.

This is what you get into games to work on. The best of the best.


How did you get into the gaming industry?

I joined the industry in 1999 as a Jr. Game Designer working on kid’s titles. I got the job by replying to a seven month old ad on some random website. Luckily, they were still hiring. Unluckily, it was to work on a Barbie game. Oh well, gotta start somewhere.

Fun/interesting experiences in development of CoD: WaW?

We were recording my dog in our internal VO booth during development for our dog sounds. He’s a giant pit-bull named Brutus (he clocks in at about 90 pounds). He’s really smart and can do all kinds of tricks if I coax him enough. So, we were trying to get little whiny sounds recorded for “pain” sounds. Obviously, I’m not about to hurt my dog, but I discovered not long ago that if I hold up a treat and ask him to “meow”, he’ll whine a lot. Usually.

So, I’m in the voice booth on my hands and knees, begging my 90-pound monster of a Pit Bull to “meow”. I turned around and staring at me through the glass were about 20 cameras and lots of peering faces.

Yeah, it was time to do the audio interviews with the worldwide press.

So much for first impressions.


Are there any Easter eggs in Map Pack 2 you wouldn’t mind sharing with us?

Let’s see…yeah

Music. You had to flush the toilet 3 times in Verruckt to get the full version of the Nacht der Oten death song (Lullaby of a Dead Man). If I had to guess, there’s probably another track in Shi No Numa if you look around hard enough. And if I really had to guess, I might even say that it may be based on the Death song from Verruckt. If I were one for conspiracy theories, I might see a pattern there.

Alright Soldiers,

I'm going to be straight with you. The Axis are hammering us out there; we have widely underestimated their fighting abilities. If we don't start getting into shape, they may very well consume us. However, we are not yet losing ground. Evidence abounds of Allied soldiers on all fronts standing up to the forces against them and leading their men to victory. We must hold tight to these heroes, for they are our saviors.


The Banzai Bachelors

Excerpt from an officer's diary about his soldiers in the field:

Things sure have changed since the Great War. A lot of these kids think their time out here in the jungle is just a big game, another one of their parties from back home that they've brought out here in the battlefield. Maybe it's just a means to escape this grim reality, but there's one thing I can't deny them, and that's their heart and their guts, standing up so bravely against an enemy in foreign terrain. They've learned to steal the home advantage away from the Japanese by cutting them from their senses, blinding them in their caves with flares and then shooting down the dazzled enemies one shot at a time with pinpoint accuracy. Drinking day and night, on and off the battlefield, they utilize the previous night's bottles as weapons, laying fire to the jungle floor after blinding their victims.

Weapons Loadout
Primary Weapon: M1 Garand
Primary Grenade: Molotov Cocktail
Special Grenade: Signal Flares
Perk 1: Special Grenades x3
Perk 2: Shades
Perk 3: Toss Back

  • The caves of Banzai form a crucial junction between the outer sections of the map, meaning that in all game types you can expect a lot of traffic within them. Use Signal Flares to blind and distract enemy soldiers and then pepper them with bullets as the Shades perk keeps the light from your eyes.
  • Enemies tend to panic when a bright flash of light explodes nearby. Toss Back ensures that grenades thrown in your direction don't blow up in your hand.
  • Banzai is designed with both short and long range environments, and it's unrealistic to remain in the caves when the situation calls for you to be out in the field. Equip the M1 Garand for high accuracy in the outdoors; it's rate of fire will still allow sharp players to tag multiple enemies after blinding them with a signal flare.


The Sub Pens SaintRadio transmission from our forces in the Pacific:The tight corners and high action in the Japanese submarine pens have wrecked the nerves of many soldiers. The enemy fiercely defends their territory, blasting back our men's advance with an onslaught of explosives and machine gun fire, but we're determined to beat them at their game of cat and mouse. A sole hero has risen up to the occasion to help us beat back the Imperial Army. Our hero is both silent and quick, cautious to avoid unnecessary fire while equipped to engage in ferocious attacks. Trained to be accurate in a pinch, our angel is rarely caught off guard when turning a corner. In locations with dense enemy movement, the Saint's smoke bombs obscures vision, allowing for an offense under the massive smoke screen, or in the case of an enemy plane, a quick getaway.Weapons Loadout
Primary Weapon: Thompson w/ Silencer
Primary Grenade: Fragmentation Grenade
Special Grenade: Smoke Grenade
Perk 1: Bomb Squad
Perk 2: Sleight of Hand
Perk 3: Steady Aim

  • Experienced players will often wait for you to run low on ammo, launching an attack at the moment you're forced to reload, leaving you defenseless and defeated. Sleight of Hand significantly cuts your downtime and in longer firefights ensures that you can keep up a steady rate of fire.
  • The sharp corners of Sub Pens present the enemy plenty of ripe locations for their Bouncing Betties. With Steady Aim and Sleight of Hand, mobile tactics are preferred to stationary ones, and Bomb Squad helps keep you from losing your legs while running from one location to another.
  • With Sleight of Hand, you'll find that your ammo reserves deplete rather quickly. Keep an eye out for enemy weapons to prevent getting caught in a corner with nothing but your pistol. Just make sure the area is clear before running ahead and picking something up.

The Corrosion CondemnerInterception of a German radio transmission on the eastern lines:The Russians have gone mad with anger as we push further eastward into their homeland. They fight with the ferocity of demons and the liquor in their veins keeps the freezing air from numbing their trigger finger. With an iron will, they fight until their very last breath, resisting our offensive with every ounce of strength. The men are beginning to talk rumors of a juggernaut in their midst, a soldier so bloodthirsty and battle hardened that our ammunition seems to have no effect, only fueling his rage until he either kills every last one of us or dies trying. This is going to be a very long winter.Weapons Loadout
Primary Weapon: PPSh-41 w/ Drum Magazine
Primary Grenade: Molotov Cocktail
Special Grenade: Tabun Gas Grenade Perk 1: Primary Grenades x2
Perk 2: Juggernaut
Perk 3: Second Chance

  • With Juggernaut and Second Chance equipped, your enemies will become furious in their attempts to take you down. This character is perfectly suited toward a defensive role in games like Domination and Capture the Flag.
  • The PPSh-41, with its extreme rate of fire, is great for tagging enemies around corners before they have the chance to return fire.
  • An additional Molotov Cocktail, in addition to your Tabun Gas Grenade, provides wonderful defensive aid in that they can cut off potential entryways for invading soldiers.

large (2).jpg

Listen up, Marines!

Our victory in Midway has opened the door to an offensive in the Pacific. However, we cannot simply strike at the heart of the Empire. The Imperial forces have heavily fortified and garrisoned the islands in the Southern Pacific; an attempt to assault Japan directly would result in utter defeat.

Instead, we must first assault the island defenses. Our boys in the Sub Pens are helping to alleviate pressure from the Imperial Navy, while our objective will take us directly onto the beaches and into the jungles of the Pacific. This is our chance to turn the tide of battle against the Japanese, forcing them out of their expansive ambitions and into a defensive position.

We have been assigned under Task One, an initiative to capture the Southern Solomon Islands of Guadalcanal, Tulagi and Florida, alongside MacArthur's offensive against New Guinea to the west. As our naval forces combat the Japanese at sea, transports will carry the Marines in an amphibious assault on the island. Aerial and naval support will be available to help soften up your landing, but it is ultimately up to you and your fellow Marines to topple and occupy their defenses. Securing Guadalcanal will not only prevent the Japanese from further interrupting our supply lines from Australia and New Zealand, but also help to establish a strong foothold toward our main goal of Japan.

Keep in mind that the Japanese troops you are fighting against will not capitulate under any circumstance. We're not sure just how much resistance we'll encounter after landing on the islands, but upon witnessing our first major offensive into the Pacific, the Japanese will surely respond in force.

Every single Marine matters to the success of this operation, and to ensure your survival in foreign terrain, we have outlined several strategies to apply once the fighting begins. These may not help you avoid Malaria, but when facing enemy soldiers, these tactics prove invaluable.

large (3).jpg

Banzai Jungle Tactics

  • The jungle terrain of Banzai provides plenty of cover for enemy soldiers to fire away at troops running recklessly from one point to the next. When relocating to a new area, observe patience and use the obstacles and housing around to cover your movement. Sprint when you need to run through open spaces, and if you hear gunshots, find the nearest available cover; attempting to stop and sight the shooter while in the open will most always result in your demise.
  • When defending an objective in the caverns, enemy soldiers have a slight advantage under the cover of darkness, usually giving them a second's lead to attack incoming soldiers. When assaulting the caves, cook a grenade in your hand for a solid three-count and toss it inside before entering. Present enemy soldiers will either get caught in the explosion or relocate to avoid taking damage, giving up their position and making them an easier target. You can couple this with Signal Flares to further distract the enemy.
  • Due to Banzai's large size, it's difficult to enter battle with an ideal weapon for every location within the map. You can settle this immediately using Overkill, equipping an SMG for close quarters fighting and a rifle or machinegun for long range battles, or choose to cover a specific area, creating a loadout most suited to combat there.
  • As much as we all love scoring hits with Bouncing Betties, consider equipping Bomb Squad to avoid getting killed when assaulting an enemy objective. Due to the suspenseful nature of the map, the distraction of looking for them manually can often give your enemy the lead in a fight.

For more information about Map Pack 2 click here .

As the latest addition to the Zombie fighting arsenal, the Wunderwaffe DG-2 packs the biggest punch seen thus far. The weapon can help your team survive through the later rounds of Shi No Numa, but only when placed in the right hands. This gun is absolutely not for the light of heart or the lone wolf beginners. To make sure that you don't become the whipping boy of your team, here are some tips to make sure that you are prepared for it when the hefty responsibility of the Wunderwaffe lands in your hands.

large (1).jpg

Tips for the Wunderwaffe DG-2

  • Let your teammates know that you are packing the Wunderwaffe. Strategies should be reworked around the gun to keep the team safe and to make sure that the one wielding the Wunderwaffe is kept alive.
  • The Wunderwaffe is a great weapon to use while on the move. Play cat and mouse with the zombies and once they are all chasing you, run backwards and shoot the zombies that trail you. Their formation will turn into a conga line of death as the electricity jumps from one zombie to another.
  • The Wunderwaffe's main weakness is its slow rate of fire. In battle, only one player, two max, should be using the weapon while fighting the undead. The gun is powerful, but tough to use when things get hectic, so it is always preferable to have two or more supporting players wielding HMGs or assault rifles.
  • Keep a constant eye on your ammo supplies. The Wunderwaffe doesn't carry that much ammo when compared to other guns. Be prepared to swap to another heavy firearm once the gun's charge runs out.
  • As soon as you get the Wunderwaffe, let your teammates know that you have it. Everyone needs to work together in order to utilize this weapon to the fullest. If your soldiers don't have your back, then you will quickly die while wielding this behemoth. And yes, this tip is important enough to state twice!

Shi No Numa Field Guide

Posted by Bl@@dSt@n3 Oct 17, 2011

The situation is grim, my fellow soldiers.

Every creaking floorboard, every splash of water, every rustled bush tears at our nerves. They never stop coming. These swamplands will be the death of us.


Starting Equipment

  • Colt M1911
  • Frag Grenades x2

Spawn Room

  • Arisaka – 200 / 100
  • Gewehr 43 – 600 / 300

Warning Room

  • Stielhandgranate x4 – 250
  • M1 Carbine – 600 / 300


  • Bouncing Betties x2 – 1000


  • Thompson – 1200 / 600
  • M1897 Trenchgun – 1500 / 750
  • M1 Garand – 600 / 300

Storage Hut

  • Type 100 – 1000 / 500

Comm Room

  • StG-44 – 1200 / 600

Fishing Hut

  • MP40 – 1000 / 500

Doctor's Quarters

  • M1918 Browning Automatic Rifle – 1800 / 900


  • Juggernog – More health – 2500
  • Speed Cola – Quick reloads – 3000
  • Double Tap – Higher rate of fire (MG's only) – 2000
  • Quick Revive – Revive teammates more quickly – 1500


  • Ka-Boom – Instantly kill nearby zombies
  • Max Ammo – Refills ammunition for all weapons
  • Insta-Kill – One hit kills for a brief duration
  • Double Points – Actions reward twice the points for a brief duration


Essential Survival Tactics

Due to its large size and multiple points of interest, Shi No Numa presents players with many options. There is no one single tactic that trumps all others. However, before outlining a few of our favored strategies, there are several key concepts that must be adhered to if you've got any hope for survival.



Communication is absolutely essential. While this is key for all Nazi Zombies maps, Shi No Numa elevates the necessity to new heights. Different players prefer different strategies and if communication is lacking, your team will fall apart in the later rounds when people start running in separate directions.

Plan your route early on so that your team doesn't disconnect when the zombies start pouring in. However, adaptability is key! Keep in mind that at times it may be necessary to adjust your plan on the fly. Vocalize these changes to your teammates! Disorganization and wasted time have been the downfall of many teams.

If you're covering an area and the situation seems to be escalating out of your control, announce your troubles immediately, preferably before it's too late for your teammates to do something. You need to consider that everyone is busy keeping the zombies away at their post and may take a moment or two before help arrives. Holding out like a hero more often than not ends in a failed round. Talk to your teammates!



Shi No Numa requires rapid team mobility. Teams usually wait to move from one location to the next in between rounds, but this is not always ideal. When points allow these excursions, speed is key. Take advantage of the Insta-kill and Ka-Boom drops by utilizing the window of safety they provide to move to your new location during a round. This will allow you to pick up or reclaim a much-needed Perk, and at the end of the round provides another chance to either rush for another Perk or return to your favored camp point.



Without points, your time in Shi No Numa will be very, very brief. Yet at the same time this doesn't mean you should spend your points at every chance. While there are actions you can take to win more points in the crucial first rounds, some players become blind to anything but their own point score. This hinders your team! Your chances of survival are much lower if your teammates cannot afford to upgrade their arsenal appropriately throughout the rounds.

When a door needs to be opened, generally the player with the most points should open it. However, if there's a player that's better equipped with a lower point pool, they should offer to open new pathways so the other players can equip themselves. In short, being courteous to your fellow soldiers will benefit you more in later rounds when survival is so dependent on strong communication and camaraderie.


Weapon Choice

The process of upgrading weapons varies distinctly between two separate schools of thought. In one, the location of the Mystery Box determines the group's path throughout the match. Players will take turns opening the box throughout the rounds as points allow until the Teddy Bear appears and it moves to a new location. The team then follows the light to determine where the box has moved and when appropriate, high tails over to the new location, repeating the same process until the Teddy Bear again appears. With this tactic, the team is hoping to score a heavy hitting weapon in the early game.

On the other side, some teams favor freedom of mobility and high point accumulation to the Mystery Box and its luck of the draw point drain. As Perks become more and more necessary throughout the rounds, some prefer to acquire those Perks more quickly than spending their early points on a game of chance. This can also free up money for the purchase of Bouncing Betties. Betties can prove invaluable if placed in locations outside of the zombies' normal path of attack. If you get caught in a tight spot with a group of zombies, simply run behind the Betties and watch as the zombies get torn to pieces.

These are both strong options. Just know that if you decide to skip the Mystery Box in the beginning, you will still need to start searching it for more powerful guns (HMG, Ray Gun, WunderWaffe) later in the match, as your team will struggle immensely in the late game if nobody is equipped with them. This decision again comes down to preference, and the team together should decide on which tactic to adhere to.



Shi No Numa's loving addition to Nazi Zombies mode, these hellhounds will most often first appear between rounds 5 – 7, with some occasional leeway on either end. After that, there is a three round grace period between dog attacks, with further rounds having the chance of throwing either zombies or dogs your way.

You can tell when a dog round is about to begin when the fog thickens, the music changes, and one of the four soldiers comments about it. When this happens, the first thing you should do is find a tight corner that the entire team can hunch into. Staying out in the open and separated will almost always end in defeat. Find a tight corner, with two soldiers standing in the back and two kneeling up front.

When a ball of lightning and smoke appears, that means a dog is about to materialize and come after you. Tightly packed together, preferably using automatic weapons, there's usually enough combined firepower to defend against the vicious attacks. Don't hesitate to use grenades or lure them into Bouncing Betties if things get hectic. Just remember that grenades can hurt you, but Betties can't.



Traps can be extremely helpful in tight situations. Unfortunately, they are often activated after chaos erupts. This is often due to each teammate's understandable unwillingness to spend their hard earned points on trap activation. Again, strong team communication can prevent this from happening. If the players guarding the front entrance to a hut find themselves overwhelmed, or similarly in the Courtyard, vocalize the situation before things get too hectic and quickly determine who can spare the points.


Round Analysis

Rounds I-IV

While slow-paced, the first four rounds are fundamental for two reasons. First, your accumulation of points in the early game helps determine how quickly you'll be able to upgrade once unlocking the Downstairs area, either by stairs or the Warning Room. While shooting down the approaching zombies from a distance will gain you some points, there are better tactics.

Taking down zombies with your knife and repairing window boards will earn you more points than simply shooting them down as they lumber toward your window. With some practice, you'll soon begin to get a feel for how many bullets each zombie can take from your pistol before hitting the ground (headshots excluded).

Instead, weaken them with a few rounds, let them approach your window and yank off some boards, and then finish them off with your knife before they can enter the Spawn Room. You have now gained 10 points for each shot on their body, 130 for finishing them with a melee attack, and 10 for each board you repair.

It's very important that you announce to your teammates your intent to use this tactic, otherwise they may think you're in trouble and try to help you out, losing you valuable points in the process. Additionally, if you begin to get overwhelmed, let the nearest teammate know so they can help get you back to a safe standing.

Secondly, the early game presents the best opportunity to get to know your teammates. Find out what strategies they like to use and formulate a general plan right from the start to avoid confusion later in the match.


Rounds V-IX

Some players will tell you that opening the stairs is the best route toward the Downstairs area, while others will tell you that opening the Warning Room is right choice. This is really a matter of preference, and the best choice is the one that the team is most comfortable with. Opening the stairs gives you a bit more room to run around and spread out if the zombies become too concentrated, but a lack of awareness and/or communication can lead to attacks from the rear.

On the other hand, opening the Warning Room allows you to back up by the stairs, lending a small corner that protects from attacks to the rear. While this allows the team to bunch up together for more focused firepower, it also means that the amount of zombies rushing in from the Courtyard will dramatically increase.

These rounds will also provide your first real set of upgrades. I suggest when moving Downstairs to avoid throwing your money into the Mystery Box right away and instead picking up the Thompson or Trenchgun. The Thompson costs less and will net you points more quickly than the Trenchgun, but on the other hand the Trenchgun in the hands of a skilled player will outlast the Thompson's usefulness.

Whichever choice you make, know that toward the end of the VII or VIII round you should consider moving toward one of the outer huts. The Teddy Bear should have popped up by now if your team has consciously been gambling in an attempt to move it. Additionally, before moving on, you should ideally have replaced your pistol and rifle (if you purchased one in the early rounds) with better options, either a combination of the Trenchgun and Thompson or one of the two with a Mystery Box upgrade.



Rounds X-XVI

These rounds should focus on collecting Perks from the Perks-a-Cola machines in the outer huts of Shi No Numa. As a team, select one of the four huts to visit and make your way through the swamps as quickly as possible. Have two soldiers looking forward as you progress while two others watch the rear for ambushing zombies. If you look in the sky, you can see a pillar of light that indicates which hut contains the Mystery Box; it's always a good idea to head towards the Mystery Box.

Once inside a hut, have everyone buy a Perk and load up on new weapons if needed. Two soldiers should guard the back windows while the other two guard the front door. Plant some Bouncing Betties around the hut and wait for the next wave. If given a chance, use the Mystery Box to try and grab the Wunderwaffe or a Machine Gun. In the later rounds, these weapon advancements are vital for survival.

If things get dicey in the hut, have one soldier switch on the electricity grid to block off the front doors from zombies. Retreat to the back of the hut and have all soldiers huddle together while the team recovers. If an Insta-Kill power-up appears, try to grab it and use its added effect to fight your way back to the main house. Once at the main house, try to find a secure location in the first floor and defend it with your upgraded weapons and Bouncing Betties.

Keep on racking up the points while killing zombies and then when everyone thinks it's safe, venture to the other huts to collect more Perks. Also use this time to try and get everyone equipped with either Ray Guns or HMGs via the Mystery Box. In the upcoming rounds, everyone will need to be well equipped to survive the encroaching onslaught.

Rounds XVI-Beyond

If you have made it this far, we can assume that you have some pretty decent teamwork and communication between soldiers. That's good, because these later rounds will really test how well you perform as a team.

Keep the communication lines going and remember that you are only as strong as your weakest link. Around this time, it is good to start designating classes to certain players. At least two soldiers should be heavy weapons specialist to mow down the hordes while another should be wielding either the Ray Gun or the Wunderwaffe. The last soldier's weapons can be up to you, but this soldier should definitely have the Quick Revive perk and be designated as team medic. Spend your time in these later rounds securing a corner in the Downstairs area with Bouncing Betties and then venturing out to the Huts only when needed. Lastly, don't forget to have fun. Congratulations, not many soldiers make it this far.

For an in-depth look at Shi No Numa's weapons, suggested squad formations and video strategies, click here!

Axis Classes for Map Pack 2

Posted by Bl@@dSt@n3 Oct 17, 2011

Reconnaissance has picked up intel that enemy soldiers are terrorizing our troops in the latest June battles. These ruthless villains are outfitting themselves to match the new terrains and we highly recommend that all new recruits study their tactics and suit up accordingly.


The Banzai Butcher

A transmission intercepted from a Japanese radio to HQ:

Deep in the jungles of our most contested territory, we have deployed a predator that thrives in the land’s lush killing fields. Specialized for speed and delivering death from a distance, he has been dubbed by the American forces as the Banzai Butcher. He prefers the power of the American BAR to kill with sharp efficiency, racing from one area to the next and never staying in one spot for too long a time, leaving an explosive surprise for anyone foolish enough to try and track him down. Those who claim to have seen him and lived to talk about it have begun spreading rumors of a lingering Oni spirit haunting the jungle battleground.

Weapons Loadout
Primary Weapon: BAR
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Tabun Gas Grenade
Perk 1: Bouncing Betty x2
Perk 2: Stopping Power
Perk 3: Extreme Conditioning


  • The BAR is the perfect weapon for Banzai’s wide canyon, long roads, and deep caverns. Its range can neutralize soldiers at a distance and Stopping Power ensures they don't live long enough to return fire.
  • There is a lot of ground to cover in Banzai, so if you want to get to where the action is, and get there quickly, you have to have Extreme Conditioning.
  • Banzai has many paths to take, but most soldiers aren’t that imaginative. The caves along the side are almost always filled with troops; plant some Bouncing Betties here to obtain a few easy kills.


The Sub Pens SinnerExcerpt from an American soldier's journal:The monsoon rains have trapped us in these Sub Pens, side-by-side with the enemy. In the dizzying chaos of these subterranean bunkers, we have witnessed the unbridled brutality that fuels the enemies’ hearts. Hell itself has risen up and possessed the Japanese soldiers with a rage that has purged their fear of death. Their most lethal gunners are equipped with the Russians’ deadly DP-28 and they have armed themselves to the teeth with grenades. They use their explosives to quickly dismantle our squads and then in the chaos of the blast, their DP-28s tear through our boys as the smoke clears. Even in their deaths, they slaughter our comrades. With their last breath, these devils blow themselves up, killing anyone around them.Weapons Loadout
Primary Weapon: DP-28 w/ Bipod
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Tabun Gas Grenade
Perk 1: Primary Grenades x2
Perk 2: Double Tap
Perk 3: Martyrdom

  • The DP-28 is a diamond in the rough that, for some reason, most players choose to pass over. For Sub-Pens, a lot of soldiers will either choose a Thompson or MP-40 to use. However, the elongated nature of the map and its open areas mean that any weapon with a bit of range can quickly trump a SMG. The DP-28 has light recoil for an MG, incredible power, and a large clip to empty out a room of crouching enemies. One downside is that it only carries two clips; however in the Sub Pens you can always find dropped weapons to pick up.
  • Enemies are quick and ferocious in Sub Pens, which is why you want to take them out as quickly as possible when they are in your sights. Use Double Tap to eliminate your target with speed.
  • Not every kill has to be honorable. Use Martyrdom to willingly share your death with others. Sub-Pens can get quite chaotic, distracting soldiers from paying attention to things like dropped grenades.

The Corrosion MephistoExcerpt from German Propaganda:Hope is not lost! Reports from the Eastern front have relayed intel of a Werhmacht hero deft enough to stop the Soviet forces. Armed with a silenced MP40, this elite soldier is able to weave in and out of the Soviet train yards and neutralize enemy forces without ever giving up his location. In rare circumstances, when the enemy discovers our heroic soldier, he is equipped with all the right tools to secure his getaway. The Soviet’s have learned to fear his presence, but still find themselves easy fodder under the iron sights of his weapon.Weapons Loadout
Primary Weapon: MP40 w/ Silencer
Primary Grenade: Fragmentation Grenade
Secondary Grenade: Signal Flare
Perk 1: Special Grenades x3
Perk 2: Camouflage
Perk 3: Dead Silence

  • With the MP40 and Silencer combination, your enemy will hit the ground before they ever knew you were there. Get in close and take out the enemy quickly and efficiently.
  • Dead Silence and Camouflage will make sure that the enemy never sees or hears you coming. Use both of these perks to remain under the radar.
  • If you ever do get caught and find yourself in a losing situation, use your Signal Flares to blind your enemy and create an escape.

Fellow soldiers,

The tide of battle lies in the balance with the release of Map Pack 2. As our boys in the ocean continue to escort valuable Allied merchant vessels, the threat of the Axis U-boat looms heavily across their path. It’s going to be our job to help alleviate some of that pressure by striking right at the source: the submarine pen itself.


Don’t get too excited about seeing Germany, soldiers, our prize lies in Japanese waters. Intelligence reports suggest the presence of the Imperial Navy’s Sen Toku type I-400 class submarine. The risk to our planes is too great for a bombing run, so we’re being sent in to ensure a complete lockdown of the sub pen, and in particular the I-400.

The I-400 displaces 5,223 tons while surfaced and measures just over 400 feet, enough to make our own USS Argonaut seem miniature in comparison, making it the largest submarine in existence. But that’s not the real kicker about it. While only three Sen Toku type submarines have been confirmed, the I-400, I-401 and I-402, their dual-capability as an aircraft carrier is what makes them truly frightening.

Up to three Aichi M6A1 Seiran floatplane bombers, with parts for a fourth, can be stored on the I-400, with a total prep time of 45 minutes until ready for launch. Each plane is capable of carrying one aerial torpedo or bomb weighing up to 800kg to a range of 642 nautical miles. The threat this capability poses to both our seafaring and coastal Pacific operations is too great to ignore.

We need you to get in there, neutralize the enemy, and prevent this monster from seeing any action. This operation isn’t going to be an easy one, soldiers. By the looks of our reconnaissance as seen in the base’s map layout, the Japanese are holing up their precious I-400 in tight quarters. Keep light on your toes to avoid the betties and watch each other’s backs when the bullets start flying.

CoDWaW_MP2_SubPens_Map (1).jpg

Good luck, soldiers. May your actions create safer waters.

Call of Duty: WaW Dossier

Posted by Bl@@dSt@n3 Oct 17, 2011

Attention soldiers,

This is a call out bulletin for anyone looking to take their game to the next level.

You may not know this, but every move, every shot, every death, and every kill you make while playing Call of Duty: WaW is being tracked and stored on our site. Now, before you go and cry “Big Brother,” you should know that we’re doing this to help you. All of these stats and records are organized and displayed on our website in the form of Dossier files and we encourage you to take the time to check out this amazing feature.

The first step to compiling a Dossier is to link your Call of Duty: WaW HQ account to your gamer ID; this can all be done in the Linking tab when editing your profile. Once activated, Dossiers may be viewed by clicking on the COD: WaW Dossier tab inside of User Profiles on the Call of Duty: WaW HQ site. Once open, a wealth of information awaits you. There are far too many stats and data provided to cover everything, so instead we’re going to focus on Weapon Usage, the Killshot Heatmap, Killshot Bodymap, and Compare Stats.


Weapon Usage

Stats on Weapon Usage can be vital to improving your game. You might think that you are wildly inaccurate with the Thompson or MP40, but when you see a high kill count next to the gun, you might not care anymore. Studying Weapon Usage can expose both your skills and weaknesses with certain guns. Take the time to identify what guns you are struggling with and work to improve those skills. The most lethal type of soldier is always the one that can utilize a varied arsenal.


Killshot Heatmap

The Killshot Heatmap can be viewed in Match Details and provides intel on the most frequent locations of where you and others have been killed on the map. Why is this important? This map gives you the locations of so called “hot-spots” on the battlefield, letting you know where others will be and most likely where you shouldn’t. When approaching “hot-spots,” it’s a good idea to stay on the outside perimeters; therefore you can be the one picking off enemy soldiers traveling through the more treacherous pathways.


Killshot Bodymap

Like the Killshot Heatmap, the Killshot Bodymap shows “hot-spots,” but these “hot-spots” are of a completely different nature. The Killshot Bodymap shows you where your bullets are landing on the enemy and can help you fine-tune your accuracy. If your Killshot Bodymap’s legs are lit up like the Vegas strip, than it may be time to practice your aiming. A great Killshot Bodymap should have a red emblazoned chest with a slightly rosy head. However, the ideal Bodymap may change depending on the weapon. With a sniper rifle you’ll want to see more concentration on the head where as with an MG, leg and arm shots are not great, but more acceptable.


Compare Stats

Lastly, all soldiers should check out the Compare Stats section and visit the profiles of other players as well. Stats mean nothing if you can’t brag about them and with Compare Stats you can see your statistics side-by-side your friend’s to prove which soldier is the top gunner.

We’ve now come to the end of our tour regarding the Dossier feature, but you should know that we have only skimmed the surface of what it has to offer. We can’t recommend enough that all soldiers link up their profiles and dive head first into this feature. We strongly believe that everyone will discover something to appreciate.

Let us know what you find in the comments below!

Shi No Numa Character Bios

Posted by Bl@@dSt@n3 Oct 17, 2011

You're not going to believe this.

Recon has picked up some very strange information. Until recently, I would have marked this zombie infestation as the most twisted turn of events our boys have yet encountered. However, it turns out that the men themselves are about as unlikely a group as the zombies attacking them.

Intelligence reports reveal that it is not just our boys trapped in the Japanese swamplands. The fact that these four haven't killed each other alone speaks measures of the immense danger they must be facing.

Below you'll find their profiles. Oh, how adversity affects us.


Tank Dempsey (USA)

Tank Dempsey: American hero. Give him a loaded weapon, a good woman, and something to shoot at and he’s happy. Cross him and he’ll rip your guts out and use them as a bandolier. Dempsey was selected for this mission after he showed his true grit at the battle for Peleliu. His unit was captured during the early raids before the main invasion, and he spent 2 weeks in a rat infested bamboo cage submerged in malarial water. Eventually, he gnawed his way through the cage, and then gnawed his way through his captors armed only with a Bobby pin and his Medal of Honor which he keeps secreted in various body cavities. There is no before the war for Dempsey, there is no after. There is only the legend of Tank Dempsey, and how he won the war for the rest of us.

Leaving behind a wake of destruction and meat sacks wherever he goes, Dempsey is the man to have on your side when faced with an undead apocalypse.


Nikolai Belinski (RUS)

Stalin himself cannot stare Nikolai in the eye, no one can. For in his eyes you see the soul of a man burning with a hatred of all things living. His closet is full of skeletons, many of them with the flesh still attached. Before the war, Nikolai quickly made his way up through the party ranks by killing the next man in line, and by marrying politically. His aspirations all came crashing down after his fifth wife mysteriously died while cleaning Nikolai’s axe with her neck. Little did he know that she had been sleeping with a high ranking party official on the side. After her tragic demise, Nikolai’s reputation spread quickly through the party, and it wasn’t long before Stalin himself had heard about the psychopathic politician who killed anything that came within 5 feet of him. As soon as the war started, Nikolai was dropped at the front line and forgotten about, where he wallowed in self pity and Vodka for several years.

With many weapons in his arsenal, not least of which is his breath, Nikolai Belinski can look death in the eye and say “I know you”.


Takeo Masaki (JPN)

Tattooed on the inside of Takeo’s eyelids is the Japanese proverb “Life is light when compared to honor”. For Takeo, life has no meaning if not to perfect one’s discipline and to reveal a warrior’s true character and honor. He ponders this and other philosophical questions as his Katana slices through the flesh and sinew of his enemy.

Takeo was born into wealth. His family dynasty dates back several centuries, and throughout that time they have been highly decorated Samurai and Bushi. Takeo is no exception to this celebrated bloodline. When the family first saw the young, life-filled 5 year old Takeo playing in the street with his Katana and slicing the tails off terrified kittens, they knew he was destined to bring honor to the Masaki name.

The war was a perfect opportunity for Takeo to explore his bloodlust and study the nature of those less honorable than himself. If you fall victim to his swift action and might, know that you have helped a man better than you reach enlightenment.


Doctor Richtofen (GER)

Beware The Doc. This message was scrawled across walls of every town under Axis control. Starvation may cripple you, dysentery may wreck you, and gunfire may rip the flesh from your bones, but Beware The Doc.

Meet Dr. Richtofen, known affectionately as The Butcher to his victims as they scream in agony moments before he snuffs out their light. Throughout his career, Richtofen has always been at the forefront of torture and information extraction research. Before the war he was a back alley plastic surgeon, who created an army of monstrous affluent Weimar socialites that would follow him around and laugh at every joke the genius doctor made. This all fell apart when the republic fell and the Nazi party took control. To Richtofen, their values were too moral, too liberal for his liking. He joined the army so he could satisfy his need to watch people die, slowly.

An incurable sociopath, he sees no moral distinction between natural death and murder. The victim is the victim, regardless of how their demise manifests itself.

He has a collection of stuffed animals, most of them posed in positions of terror at the instant of their death.

Inspired by the unique trench warfare that dominated World War I, General John T. Thompson set out to invent a one-man, hand-held machine gun designed to stand up in a new era of war. His dream was finally realized in 1919 with the release of the Thompson submachine gun.

Arguably the first submachine gun to ever be massed-produced, the Thompson became wildly popular during America’s prohibition age and was a favorite among Depression-era gangsters. Its use became iconic in both Hollywood and the real world, including the bloody Saint Valentine’s Day Massacre in Chicago. However, it would not be until World War II that the Thompson would be used as John T. Thompson originally envisioned.

Designed as a means to quickly eliminate enemy soldiers hiding in the trenches, the gun proved so effective as to be dubbed the “Trench Broom” and “Trench Sweeper.” Its compact size as well as its large .45 ACP cartridges and high automatic rate of fire made it a favorite among soldiers on the frontline. The US adopted the Thompson into its arsenal for WWII and continued its use into the early stages of the Vietnam War.


Tips for the Thompson

  • The Thompson is a great gun for clearing buildings and tight corridors. Utilize its low recoil and shoot from the hip to neutralize enemies within a short range.
  • Combined with the Drum Magazine attachment, soldiers can hold tightly onto the trigger without the worry of running empty. For those unconcerned with lasting power, equip the Double Tap perk for an incredibly rapid and lethal delivery.
  • The Thompson can be a huge upgrade from the pistol or any of the available rifles during Zombie matches due to its rapid fire. Acquire it as quickly as possible to aid in racking up points until you can purchase more powerful weaponry available in the later rounds of the match.

Shi No Numa Map Overhead

Posted by Bl@@dSt@n3 Oct 17, 2011


We’ve got some bad news. The zombie infestation previously plaguing isolated areas within Germany has spread to the Pacific. Communication is shoddy at best, but we’ve pinned what sounds like an SOS signal to a remote jungle location in Japan.

Heavy fog and impassible swamp terrain have left reconnaissance efforts near fruitless. However, we have secured intelligence supporting the survival of an Allied force in the area. The map below was found on the ground near the signal location, but evacuation became necessary as night began to fall.

Our recon squad is made up of some of the toughest and meanest soldiers you’ll ever meet, but they’re smart enough to get out before the dogs start preying at night; those hounds of Hell make their living counterparts seem about as threatening as a bunch of kittens after dinner.

With the war demanding every ounce of strength we can muster, there’s no telling when a full search and rescue operation will be conducted. For now we can only hope that our soldiers in the swamp can hold the zombies off.


Tour of the Site

Posted by Bl@@dSt@n3 Oct 17, 2011

Since the launch of the Call of Duty: WaW HQ, soldiers on leave from the front have worked hard here to establish a strong and lasting community. With the multiple features available on the site, we want to be sure that fresh recruits and veterans alike understand each of these features offered.

If you haven’t already, those not yet enlisted should register here to create a portfolio in the community, or register later by visiting the upper right corner of the site and clicking Sign Up Today! After filling out some basic profile information and creating a unique avatar, you’ll have complete access to the site.

You’ll notice that there are five tabs to look through within the Call of Duty: WaW HQ -



While creating your avatar, you probably noticed that many of the customizable options were locked from use. As you obtain higher ranks, more customization options become available. Ranking up requires points, and points are acquired through the completion of missions.

Missions offer various amounts of points and objectives range from quizzes testing your World War 2 knowledge, answering polls, and completing your Call of Duty: WaW HQ profile on the site. As you earn more points, you rise in rank, from the initiate’s Private ranking up to the 21st rank of General.

Other missions reward you with badges instead of points, like the Joint Service Commendation Medal awarded for linking your game account to your codwaw.com account. Your avatar can proudly display up to six earned badges.



A favorite amongst the community, the Stats tab on first visit provides easy to follow instructions on how to link up your Xbox 360 or Playstation 3 game account to your profile at Headquarters.

Once linked, you’ll not only gain claim to the Joint Service Commendation Medal, but your own personal Call of Duty: WaW HQ Dossier will open up in your profile. The Dossier presents you with an incredibly in-depth look at your game character’s stats, detailing accuracy and kill count for every available weapon, data such as wins/losses/deaths count, and a list of your completed Challenges.

You can also expand your stats window for even more personalized information about your gaming experience.

  • My Battle Career – Compare statistics lets you view and compare 15 of your personal stats to the community as a whole. You can also look at your weapon usage and basic information about recent online matches.
  • Compare Stats – Get your friends involved with the Call of Duty: WaW HQ and order them to link up their accounts. Directly compare your stats with them to see who’s the stronger soldier.
  • Matches – View every statistic imaginable about previous matches, including the Killshot Bodymap that visually highlights your kill shots during the selected match, as well as an overhead view of each map detailing the exact location of your deaths in that match, or the deaths of all players.
  • Leaderboards – Sort listings of the most prominent soldiers categorized by XP, Time Played, Score, Kills, Deaths, Kills/Death Ratio, Kills Per Minute, Wins, and Headshots.
  • Weapons – View your top weapon usage categorized by Kills, Shots, Hits, Headshots, Accuracy, and Shot/Kill Ratio.



Eager soldiers should frequent the Intel tab for the latest official Call of Duty: World at War news, Developer Blogs, and PC Updates. And, of course, your favorite Community Blog.



Where the heart of the community lies. Several forums ranging from Call of Duty: World at War talk to Technical Support, Site Feedback/Suggestions, and Off Topic forums. Your avatar will be displayed with your posts and a wealth of information exists along with helpful community members willing to answer any questions you may have.



For everything Call of Duty: World at War related, visit the Reconnaissance tab to download videos, podcasts, screenshots, 3D screenshots, concept art, and wallpapers. As you rise in the ranks here at the Call of Duty: WaW HQ, more exclusive media content will become available to you.

We welcome and encourage all of you to explore the site and the features included. It’s important to us that you feel comfortable here and begin to familiarize yourself with the wonderful community everyone has helped to create.

We’d also like to point you to the ***Newbies Guide to the Forums*** post in the Barracks for an even deeper look at some of the more specific questions you may have regarding the site.

Thanks for stopping by and happy hunting!


The report of battle nears with the upcoming June release of Map Pack 2. Our more astute soldiers have no doubt already studied the gameplay videos of Sub Pens, Banzai, and Corrosion floating out there on your favorite gaming sites.

Because mastery over the battlefield is essential to survival, we implore you to study the overhead map schematics below in order to reap the most tactical benefit over your opponents when the battle commences.

Sub Pens


At first glance of this battlefield, we can see that there’s going to be a lot of heavy close quarters combat. As cautious soldiers tend to avoid open spaces, you can be sure that the corner interiors will see lots of traffic. Automatic weapons will rule in these locations, but fast and accurate rifleman will undoubtedly cover the entryways in anticipation of enemies running in and out.



From the gameplay video and layout of this map, Banzai doesn’t seem to provide too many safe areas, instead opting for spaces tailored toward larger skirmishes. We expect snipers will attempt to perch on the bridge for shots below, but heavy traffic will surely keep them in check. Fights inside the caverns should prove quite hectic with waterfalls obscuring vision, a situation that crafty soldiers will surely take advantage of against distracted opponents.



Soldiers will have to pay particular attention above their eye level as enemies rain bullets from the multiple high-level platforms in this vertical map. The dotted outlines in the corners of the map represent metal pipelines attached to the ceiling that soldiers can travel through, aiming at their prey below. Fierce bombing of the Russian train yard has left plenty of openings in all surroundings, so battlefield awareness will be critical to your survival.

What are some ideas going through your heads after taking a nice look at these schematics? Let’s get some strategy discussion going and see what works when June rolls in.

Welcome to the new Call of Duty: World at War Community Blog!

The soldiers here at the Call of Duty: WaW HQ have been fundamental in forming such a strong community and we’d like to encourage even more discussion and provide you with further interaction and information.

Within this Community Blog, we will be releasing exclusive looks at major upcoming content for both Call of Duty: WaW and the community here on the site. A valuable soldier is a knowledgeable one, so you can expect there to be more info posted here on a regular basis.

For those of you not yet acquainted with codwaw.com, or still familiarizing yourself, check out the Tour of the Site post to help point you in the right direction toward understanding the many features available in the Call of Duty: WaW HQ.

The more studious amongst you may be interested in checking out the Map Pack 2 Overhead Schematics post; your knowledge of the battles ahead will prove invaluable to yourself and your teammates.

We look forward to talking to you in the coming months.

I'm pleased to announce that Treyarch and the Ultrastats.org team have teamed up to bring you all a Day-1 PC Stats solution which will ship in the box!

Ultrastats is a powerful in-depth stats processing web application which will parse your server log files and generate comprehensive statistical data reports freely visible on your web page. From detailed weapon kill statistics, to map statistics, player statistics, and more – Ultrastats provides all the important info to track your clan’s statistics!

The package will be available out-of-the-box, and will be found in an "Extras" menu when you first pop your disc in prior to installing the game. Instructions for how to install and use Ultrastats will be included. Ultrastats will also be freely available for download online.

There is a preview site online right now, collecting data from the PC BETA – you can check it out here.

We are pleased to announce that in anticipation of the high demand for game servers day-1 of the PC Multiplayer BETA, we’ve joined forces withGameServers to provide a fleet of dedicated servers to be standing and at the ready the day-of the PC BETA release!

GameServers will have servers all around the globe for players to enjoy. Everyone should be able to find servers with great pings with the coverage we’ll have!

For anyone else interested in hosting servers, when the BETA is made available to the world to download, you can upload the files to your datacenters and run as many dedicated servers as you’d like. Hosting a CoD:WW server will not be too dissimilar to running a Call of Duty 4: Modern Warfare server. Note that for the BETA, the servers will be Windows only. Linux servers will be available for the retail game.

We want to have as smooth of a day-1 kickoff as possible, and we hope that our combined forces will provide just that!

PC Multiplayer BETA Update

Posted by Bl@@dSt@n3 Oct 17, 2011

We're rapidly approaching the PC BETA, and as such I wanted to lay out a few key features to the PC version of CoD:WW, and what ramifications it will have on the PC BETA.

First, the entire key authentication / master server paradigm is changing for the first time in a Call of Duty PC title. In CoD:WW, you will be authenticating in-game against a more global master server. This server will keep track of and maintain unique Profile names (like a screenname) which will be tied to your CD Key. So while username / passwords will not be required to play our game, you will have globally unique profile names.

Why are we doing this? Because also for the first time ever in a Call of Duty PC title, we're bringing Friends and Invites (which are typically console staples) to the PC. So we have built-in Friends functionality. You can add friends, filter your servers by Friends (see which servers your friends are playing in), join their servers, etc. You can also invite any online friends to come join you in your current game. We didn't want the new Squad mechanics we've developed to get watered down on the PC, which is ultimately why we decided to bring you Friends & Invites, and thus globally unique profile names.

Now we understand that clan tags can change frequently, and it would be obnoxious and not very user friendly to keep changing your profile name. So we've added in clan tag prefixes, which will show up in-game. This should allow you to take full advantage of our Friends & Invites features, and still be able to make yourself more uniquely identifiable in-game.

So what does this have to do with the BETA?

You will be required to enter a CD Key for the BETA, much like you will when you get the full game this November. These PC keys will be available to [b]all registered users[/b] of CallOfDuty.com, including any new users who sign up after the PC BETA releases. These keys aren't intended to limit the BETA to a certain number of players; they are here to allow you to create these unique profile names for our Friends and Invites features.

How will BETA servers work?

The PC BETA will pretty much be a limited MP distribution of our game. So you will be able to host your own servers, and GSP's will be able to sell BETA servers and put up as many dedicated servers as they'd like. All of this will function as if it were a regular Multiplayer game. It's important to note, that for the BETA, the dedicated server will be [b]Windows only[/b].

Will our XP / accounts / friends transfer over from the BETA?

No, all accounts will be deleted after the BETA, just like on the Xbox 360.

More specifics on when the BETA will be released, how it will be released, and where you'll be receiving your keys will be made available in my next update. Rest assured, we want to get you this BETA just as badly as you want to get it, so your patience is appreciated.


Welcome back everyone! As promised, our latest blog is dedicated to Co-Op, which is arguably one of the largest undertakings this team has ever tackled in a game. I sat down with our Producer, Dan Bunting, who sheds light on the size and scope of engineering co-op, along with the risks and benefits associated with introducing the feature into the Call of Duty franchise for the first time. First, a little background on co-op and what it means to Call of Duty gameplay...

Finding a Co-Op game will work as you'd expect. On the 360 and PS3, you'll be able to create private Co-Op games, or find public Co-Op games with anyone else around the world. For PC players, we created Co-Op game lobbies, so when you join a Co-Op server in-game – instead of immediately connecting to a server – you join that server's lobby. The host will then choose the settings, and start the game.

Now, what exactly will Call of Duty: World at War bring the players in the way of Co-Op? Let's see... Unfortunately I can't talk about everything just yet; however, I can tell you that we do have a third Co-Op experience in store, which I promise is like nothing you've ever seen before in a Call of Duty game, but for now...

Campaign Co-Op
Play Co-Op through campaign levels you can experience in Single Player, but with up to three others (four-player online, or two-player local split-screen). As soon as we got Campaign mode up-and-running, we starting building it out further and one way to do that was with Competitive Co-Op...

Competitive Co-Op
It's Campaign Co-Op, but with a very important twist: you play cooperatively through single-player campaign levels, while competing with your partners for points. Each kill will award you with points; headshots and other more difficult feats are worth more than a basic kill, you go on streaks to create point multipliers, and squad mechanics also award points (such as reviving a downed teammate). There is a score board now, and at the end of the match there are Match Bonuses as you'd expect. What's more, is that you are earning XP (experience points) – any XP earned in Co-Op will add to your global rank, which translates to XP and unlocks in Competitive Multiplayer. So before playing Competitive Multiplayer, if you gained 10 levels in Co-Op, you would have all your level 10 unlocks when you logged into Multiplayer (level 10 weapons, perks, attachments, etc).


Dan Bunting: Engaging the Opportunity
When we began the project, we immediately identified co-op as a huge opportunity to deliver something the community has wanted for years. The challenge was incredibly exciting and intimidating at the same time. After all, there is a certain trend-setting standard that you have to live up to with each new Call of Duty title – this would be the first time in the title’s history that players would be able to play online together through the kinds of levels that were previously only playable in Single Player. Because of this opportunity and the challenge that came with it, we were motivated to pour all of our energy into it and make it the best co-op experience possible. We dug deep into the challenge and ate it up from Day One.

On the engineering side during the planning stages of the project, we contemplated various methods of implementing co-op, including merging the single-player and multiplayer executables, making co-op a part of the multiplayer game, or building networking into the single-player game. The first option of merging the executables would have been far too risky for this project; however, one that we plan to keep on the table for possible future use.

The second option of making co-op a part of the multiplayer game and essentially just delivering co-op game modes was interesting from a design perspective, but ultimately we felt that would not have lived up to the Call of Duty community’s expectations. People want to play the campaign with their friends – “No one fights alone” has been the COD tagline since the game was first released in 2003.

We chose the third option, which meant building online functionality in every facet of the game. This still gave us the flexibility to create co-op game modes, but didn’t eliminate our ability to build online co-op gameplay into the story campaign. Our lead online engineer, Alex Conserva, spent about three months on the initial work. This got us to a place where we could play the game cooperatively, but there were plenty of bugs to shake out with this complete system overhaul.

Once we conquered the early technical hurdles, we had a fully-playable co-op game within the first year of development, which was an incredible feat – my hat goes off to our engineering team for achieving the seemingly insurmountable. I’ve got big time respect for them.

With the co-op game in place, we were able to begin design iteration. Some of the early prototypes included wide open “free-roaming” level designs where co-op players could fight through a variety of engagements in different areas of the level, but they would all move towards the same end objective.

For a first pass, these prototype levels taught us a lot of early lessons about what the co-op experience should be, and the free-roaming open world wasn’t the right direction. We found that players in this setting would end up playing by themselves through the levels with only a minor awareness that they were actually playing the game with another player. This didn’t feel like a Call of Duty co-op experience, so we quickly moved away from this design.

The next iterations had players fighting within close proximity to one another but offering many different choices and angles of attack on the same combat event and a variety of weapons by which they could accomplish their goal. This felt good – it was very much a Call of Duty experience and the right way to go.

The final touches came with iteration on the variety of ways in which you can play co-op. Call of Duty gameplay is rooted in arcade games – the arcade style of play is just embedded within a lot of intense cinematic moments and story. Additionally, competitive multiplayer is a staple of the franchise, so we thought it would be cool to bring a bit of the MP vibe into co-op.

As such, we wanted to provide players with an alternative to the straightforward cooperative campaign experience – thus, competitive co-op was born. When players start competing with one another for anything, the gameplay becomes exponentially more addictive. And this addictive nature of gameplay is what resulted in this new mode – I knew it was a hit when everyone in the office started playing it in their down time.

Dan wrapped up our meeting with some additional co-op features that we haven't been talking about publicly just yet, but included features like gameplay modifiers, Co-Op specific challenges, an additional co-op game mode, and more. Treyarch is really excited about the breadth of our Co-Op experience. Come this November, I think you'll get an idea for what I'm talking about.

Remember, October offers up two BETA's (an Xbox 360 BETA and a PC BETA), so if you want to secure your BETA key, be sure to pre-order the game at GameStop if you're in the U.S. For everyone else, sign up at CallOfDuty.com to save your place in line!

Hope to see you on the battlefield,


Beta FAQ

Posted by Bl@@dSt@n3 Oct 17, 2011

We know you have a ton of questions about the upcoming CoD: WW Beta, so we put together a quick FAQ on the Xbox 360 Beta. Stay tuned, we’re in the process of developing a much more in-depth FAQ on the PC and Xbox 360 Betas.

QUESTION: What is the CoD: WW Xbox 360 Beta?
ANSWER: Treyarch is recruiting dedicated Call of Duty fans of to help test Call of Duty: World at War’s performance from a gameplay and backend standpoint. Feedback and performance data from this Beta will be instrumental in ensuring CoD: WW’s success from Day One! This Beta will have a limited space so make sure you get your name in the hat to get a token!

QUESTION: Who gets to be in the CoD: WW Xbox 360 Beta?
ANSWER: For U.S. consumers, read on to find out more. For our international comrades, many more countries will have access to the Beta program, so stay tuned! People interested in joining the beta in the U.S. can join one of two ways:

  1. Guarantee a spot by pre-ordering the game through GameStop or
  2. Getting first-crack at a token by heading to CallOfDuty.com and signing on as a new community member. Remember, space is limited so the earlier you register, the more likely you’ll get a token.

QUESTION: If I already have an account on Callofduty.com, should I create a new one?
ANSWER: No! See below for how the handout of tokens will work, but if you already have an account with us there is no need to sign up anywhere, you’re already in line!
QUESTION: How does token distribution work for members of CallofDuty.com?
ANSWER: To reward the most dedicated CoD fans, the order of distribution on CallofDuty.com is as follows:

  1. Charlie Oscar Delta members who migrated their accounts over to CallOfDuty.com
  2. CallofDuty.com members
    (CallofDuty.com members will be prioritized by they date in which they joined CallofDuty.com. The longer they’ve been a member, the better chance they have of getting a Beta Token.)

QUESTION: How will we get the keys?
ANSWER: Beta keys will be emailed to the address you have associated with your membership on CallofDuty.com. We will be announcing the start of the Beta on CallofDuty.com as well as emailing everyone selected to participate.

QUESTION: When will the beta start and how long will it last?
ANSWER: The beta is tentatively slated for October and will conclude prior to the game’s November 11th launch. As soon as we approach the launch of the Beta, we will notify everyone who is eligible to participate.

QUESTION: Will I have the opportunity to provide feedback?
ANSWER: Absolutely. When the beta launches, we’ll provide information about how you can communicate back to Treyarch.

QUESTION: Will there be a PS3 beta? If not, why?
ANSWER: No, there won’t be a PS3 beta. The Xbox 360 and PC environments will provide the feedback that we need to make any back-end technical modifications to the co-op and multiplayer features, which means an optimized experience for everyone, independent of the console they own.

QUESTION: When will more information be released on the PC beta?
ANSWER: More information on the PC beta will be posted soon, please stay tuned. The PC beta is also planned for October.

Hey everyone,
I’ve seen a lot of discussions on the web today and wanted to send out a quick note to help clear up some questions.

To begin, please note that Treyarch is putting every ounce of our effort into making the best game we have ever made with Call of Duty World at War, and we are putting absolutely all of the content we can onto the disc, while maintaining the highest quality possible. I can confirm there will not be any game DLC available on day 1, contrary to popular rumor.

We do of course intend to support the community with robust and high-quality DLC after release, which we will start working on as soon as we wrap up the game (and some of the guys take a hard-earned break!), and I am looking forward to giving you details on that as soon as I can.

Mentions about Day 1 content are actually a reference to what the marketing guys have been calling a "Day One Advantage" or a "Tactical Edge," a program we have going with Gamestop. Users who pre-order Call of Duty World at War with Gamestop, or who buy the collector's edition from them, will get immediate access to a high-level rifle (for pre-orders) or LMG (for collector's edition) that other players will have to unlock via ranking up in multiplayer.

These early unlocks will be in addition to some other very cool added content available in the collector's edition, and are our way of saying "thanks" to the fans who pre-order or buy the collector's edition. Hey, everybody wants something extra if they pre-order or spend more on a collector’s edition, right? That’s all we’re talking about here.

I'm sure you'll see more about this from Activision's marketing team in the coming weeks.

Any references to Day 1 DLC are simple misunderstandings and hopefully this sets the record straight =). There will be absolutely no in-game content or weapons that you have to buy separately in order to unlock, so let’s get that out of everybody’s head right now =P.

Treyarch | Community Manager

Boot camp will soon take on a new meaning, with multiplayer BETA’s coming in October for both the Xbox 360 and PC! These MP BETA’s will serve as an early chance for players to practice the tactics needed for survival in the intense chaos of Call of Duty: World at War.


Through the MP BETA players will experience the game’s new squad system, as well as fan favorite PERKS and kill streaks – all preparation for the full battle, which will commence on November 11, 2008 when Call of Duty: World at War is released to retailers nationwide.


The PC BETA will be available for download in October, but what about the Xbox 360 BETA tokens? Start by registering a user account here at CallOfDuty.com, or pre-order the game at any GameStop retail location or online in North America at:http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=71812.


Detailed information on precisely how the Xbox 360 tokens will be distributed, as well as information on getting the PC version of this multiplayer BETA will be available right here at the official CallOfDuty.com blog. Check back frequently for new info!


Registered members will be the first to hear about next steps, and the Xbox 360 BETA tokens are limited in supply, so register or pre-order today!

We're finally back from Leipzig, Germany, and all caught up on sleep. It was a long and busy week, but boy was it a blast! I wanted to take the time to wrap up the events that went down, and fill you in on what's to come.


This year, the Games Convention broke records. With over 203,000 attendees in total, and upwards of 85,000 in a single day at its peak, we were proud to have been a part of it. Also something to be proud of was our line; we had one of the longest lines in the entire convention, except maybe for our sister company, Blizzard. At one point, our line stretched all the way around our booth and back to the exit door!


At the Call of Duty: World at War booth we were showing off 4-player hands-on co-op from one of our single player campaign levels, "Hard Landing." It takes place on the island of Peleliu; a Japanese island the Marines thought would take a few days to conquer, that wound up taking over two months. While the US Marines sustained 2,000 casualties, the Imperial Japanese lost almost all of their 10,000 solider garrison.


Our mission is led by Sgt. Roebuck, voiced by Kiefer Sutherland (best known for his role as "Jack Bauer" in the TV series, "24"). Additionally at GC '08 we revealed Gary Oldman would be voicing one of our main Russian characters, Sgt. Reznov. You may recognize Oldman from his roles in blockbuster hits such as "The Dark Knight", "Air Force One", "The Professional", and "The Fifth Element." Both actors have been awesome to work with, and really bring that extra level of depth to their respective characters, which is crucial to driving our story arch.


What was the overall fan reaction? They loved it! Not many of the attendees knew what they'd be seeing when they got to the front of the line, and when they realized they'd be playing 4-player co-op on either the PC or the Xbox 360, the anticipation grew. The testimonials that followed after they played reflected that excitement =).


I was on the show floor with a camera crew interviewing some of the fans before and after they played the game, and hope to have the video up on CallOfDuty.com shortly. It was really great to hear the reactions from the gamers. It was also a great sign to hear some skeptics who were waiting in line change their tune after playing; some fans were wondering why we were returning to WWII, whether the co-op gameplay would be strong, etc. Afterwards, however, just smiling faces and fun experiences!


I think it goes without saying it was an awesome Games Convention this year. Be sure to search the other popular gaming sites for their interpretations of CoD:WW as well as all the other fantastic games at the convention. Rest assured, we'll have more details hitting in the coming weeks and months leading up to the release of CoD:WW, so check back here frequently for more updates!


Regards, -JD







We’re pleased to announce that Call of Duty: World at War will be sportingPunkBuster out-of-the-box for PC fans!

Anti-cheat is an important addition to competitive multiplayer games on the PC platform, and we’re partnering with Even Balance to get it right. We’ve had Even Balance technicians out at Treyarch on multiple occasions aiding in the implementation of PB into CoD:WW.

Through this collaboration, we’ll be providing the best anti-cheat solution on the market to keep those hackers at bay.

Also, we think we have our minimum PC system requirements nailed down. Please reference below =).

- AMD 64 3200+/Intel Pentium 4 3.0GHz or better
- 8 GB free hard drive space
- Shader 3.0 or better
- 256MB Nvidia Geforce 6600GT/ATI Radeon 1600XT or better

I am pleased to present the Call of Duty community the brand new face ofTreyarch!

The new site will be your looking-glass into the world of game development here at Treyarch.

Currently, there is an awesome gallery that shows the character creation pipeline. Additional content will be added throughout the remainder of the game’s development, so be sure to check back frequently!

Aside from the behind-the-scenes content, you can also learn a great deal about Treyarch, our history, and our community. Be sure to check out the About page for a studio gallery, as well as the Lifestyle page (from the About page) which has a couple more cool galleries from various studio-ran events.

Please drop by our forums; we value your feedback and participation, and would love to have you as a part of our new and growing community =).


Multiplayer Matters

Posted by Bl@@dSt@n3 Oct 17, 2011

First and foremost, if you haven't already, please invite a friend!

We've rolled out this new feature that allows you to invite friends. It records all of the e-mails you've invited and when your friends sign-up, you'll get credit as the referrer. Now I don't want to start a rumor, but one could imagine the possible ways for us to reward active referrers in the future... =)

Speaking of developments, we’ve got CoD:WW swag coming down the pipeline very soon. To all the community VIPs out there, we'll have specific swag that'll only be available to you!

Last but certainly not least, we're looking to you to help make CoD:WW the best experience possible. Judging by an earlier poll, 86% of you all play CoD multiplayer (73% play more multiplayer than single player!), so we're putting out the below poll to help us understand what features from previous CoD games matter to you most. Visit the homepage to cast your vote now! The list doesn't include all of the elements in previous CoD MP releases; this is just a starting point. We’ll be looking to you, our community, for more in-depth feedback soon.

Be sure to hit up the forums with anything else you love (or hate) about Call of Duty!

Which previous CoD multiplayer feature would you like to see improved for CoD: WW?

  • Option 1: Kill Streak Bonuses
  • Option 2: PERKS
  • Option 3: Attachments
  • Option 4: Challenges
  • Option 5: Ranking System

Developer Blog: The Third

Posted by Bl@@dSt@n3 Oct 17, 2011

Hello folks, hope your week went well! This week I wanted to touch base on just a couple of quick topics.

First, I want to thank the 66,000+ members for their patience and support as we’ve ironed out the wrinkles on the site. This site has some significant and complex features, so naturally it’s significantly more complex to develop and maintain. Now that the dust has settled, I am happy to say the majority of the problems are resolved, and throughout this process we haven’t had any downtime, which is great!

Over the next couple of weeks, you’ll see more improvements being made daily. More specifically, you can expect to see some changes to the forum structure / categorization, as well as improvements to the private messaging / friends feature.

Second, as most of you probably know, it’s E3 in Los Angeles this week. This means while publishers, developers, and other industry insiders gather to play and showcase the latest-and-greatest games, you all get to reap the benefits through video broadcasts, blogs, and news articles from the comfort of your own homes!

Now I’d hate to be caught in some crazy “insider info” scandal, but if I were you, I’d be keeping a close eye on the Activision press conference Tuesday night ;-) … There just may be a few good nuggets of CoD:WW info, among other things!

That is all…Happy E3 week!

Let me start by extending a [belated] happy 4th to those residing in the United States! I hope everyone had an enjoyable holiday weekend, and would love to hear how your celebrations went!

Well let's dive right into the good stuff then… The past couple of weeks have been pretty busy to say the least. I'm sure you've all noticed some considerable improvements and enhancements to the Call of Duty Headquarters hub, and will continue to over the course of the next few weeks.

In this week's blog, I wanted to take the time to introduce you all to some of the team behind Call of Duty: World at War. We have over a hundred developers in-house working on CoD:WW and to introduce them all would require a short novel. So instead, I've approached various team leads to represent their respective disciplines of development.

Brian Anderson (a.k.a "BA") is our Lead Artist on CoD:WW. His job is to ensure that everything you see on-screen lives up to our high standards. BA and his team use cutting-edge tools and technologies to bring you the most immersive, realistic, eye-popping experience possible; and it really shows in our trailer (which, by the way, is comprised entirely of in-game footage)!

Brian Tuey is our Audio Director. It's Brian's job to see that his team is engineering the best-sounding game of 2008. The technologies being deployed into CoD:WW by his team are unmatched in the industry; from real-time sound occlusion to traveling sounds to our channel management system – Brian's team is constantly pushing the limits of our engine and these next-gen platforms to make your 5.1 surround sound system worth the investment!

Dan Bunting is a Producer who you may remember back from his work on Call of Duty 3, operating under the "Axis0f3vil" handle. Aside from his tenure within the Call of Duty franchise, Dan has an impressive portfolio including production work on major network television series such as "Nip/Tuck" and "The Shield." The experience he brings to the team results in exceptionally organized work flow, prioritization, and ultimately leads to the well-polished product befitting a Call of Duty logo.

Dave King, Technical Director here at Treyarch, is the man behind all of the features present in our game. From fire propagation to physics; if you see it in the game, it passed through Dave's "Living Battlefield" virtual playground first. Before any bit of engine tech makes it into the game, Dave and his team work out all the technical requirements and ramifications first. Once a feature is working properly, he then hands it off to the design teams for implementation into the game where it works.

When it comes to competitive multiplayer, the name you need to know is David Vonderhaar. Vahn is our Multiplayer Design Director who, aside from having one too many A's in his last name, oversees a dedicated MP design team focused purely on getting the online experience right in CoD:WW. Those of us who work with the guy know that no rock is left un-turned when it comes to the iterative design cycle to which he executes. Every aspect of multiplayer - from weapon balancing to gametype design - is iterated on endlessly throughout the entire course of the project.

All of these guys pour their blood sweat and tears into this game, and the passion they, and all of the developers here at Treyarch bring to their jobs each and every day really speaks volumes to the quality work that is produced.

Later this week you should be seeing all of these developers posting on the forums and helping to answer your questions to the best of their ability. Bear in mind that we may not be ready to reveal every aspect of our game just yet, so there may be questions they cannot answer. Nevertheless, they want your feedback and are here to help where they can. Feel free to approach them as well as myself with anything you need as it pertains to CoD:WW.

With that, I bid you adieu, and thanks for reading!

Listen up soldiers!

My name is JD, and I’m the new Community Manager at Treyarch Studios, the developers of Call of Duty: World at War.  Welcome to the new CallOfDuty.com and this blog!

CallofDuty.com has great resources and tools to help the community flourish.  I hope you find all of the features useful – we’ll be rolling out even more in the near future, but for now, take a look around and let us know what you think!  We want to make this site enjoyable and enhance your CoD experience!

But what about this blog?  What can you expect to see from me over the following weeks and months?

This should be your one-stop center for all Call of Duty: World at War needs!  I will be using this blog to get news out there: exclusive developer updates, behind-the-scenes interviews, and much more.  More importantly, however, I will be reading your comments and answering as many questions as possible.  Please write me with suggestions on what topics you’d like to see me cover and what you’re interested in learning more about.  This is a community site, so I want to hear from you!

Next week I will start introducing you to some of the team behind Call of Duty: World at War. I’ll also have an update on some of the latest developments here at the studio.  And be sure to check out the brand-new www.treyarch.com to find some exclusive behind-the-scenes photos and videos from around the studio!

If you have any questions comments or feedback, or otherwise need to get in touch, please e-mail info@treyarch.com or send me a message on the forums.

See you on the battlefield!

Filter Blog

By date: