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Call Of Duty - World At War Cheats

Call Of Duty - World At War

Cheat Codes:
------------
Submitted by: David K.

-= Enable Native Cheat Mode =-
Open Options, choose Game Options, and set Enable Console to Yes. Press the tilde key
above Tab to open the console. Load a mission with devmap rather than map when you
want cheat-protected commands enabled; for a harmless first test, use devmap mak to
restart Semper Fi with cheat mode active. devmap starts the selected level from its
beginning, so do not use it when you need to keep the current checkpoint.

-= Core Single-Player Cheats =-
* god - toggles God mode.
* demigod - gives double health and lets you survive more damage than normal.
* give all - gives the level's available weapons and refills player state.
* give ammo - refills ammunition for the weapons you are currently carrying.
* sf_use_ignoreammo 1 - stops normal weapon ammunition from decreasing.
* sf_use_ignoreammo 0 - restores normal ammunition consumption.
* noclip - toggles collision-free movement through geometry.
* ufo - toggles free-flight movement.
* notarget - makes most enemy AI ignore the player.
* kill - kills the player immediately.

-= Visual Cheat Toggles =-
* sf_use_bw 1 - black-and-white movie filter; use 0 to disable it.
* sf_use_invert 1 - negative-image filter; use 0 to disable it.
* sf_use_chaplin 1 - silent-film style; use 0 to disable it.
* cg_laserforceon 1 - forces a laser sight on weapons; use 0 to disable it.
* cg_drawhud 0 - hides the HUD; use 1 to restore it.

-= Camera and Time Cheats =-
* cg_thirdperson 1 - switches to third-person where the mode accepts it; use 0 to
  return to first person.
* timescale  - changes game speed; timescale 1 restores normal speed.

-= Campaign Level Codes =-
* devmap mak - Semper Fi.
* devmap pel1 - Little Resistance.
* devmap pel2 - Hard Landing.
* devmap sniper - Vendetta.
* devmap see1 - Their Land, Their Blood.
* devmap pel1a - Burn 'Em Out.
* devmap pel1b - Relentless.
* devmap see2 - Blood and Iron.
* devmap ber1 - Ring of Steel.
* devmap ber2 - Eviction.
* devmap pby_fly - Black Cats.
* devmap oki2 - Blowtorch & Corkscrew.
* devmap oki3 - Breaking Point.
* devmap ber3 - Heart of the Reich.
* devmap ber3b - Downfall.

-= Zombie Map Codes =-
* devmap nazi_zombie_prototype - Nacht der Untoten.
* devmap nazi_zombie_asylum - Verruckt.
* devmap nazi_zombie_sumpf - Shi No Numa.
* devmap nazi_zombie_factory - Der Riese.

-= Use Cheat-Enabled Zombie Runs for Practice =-
Start a stock Zombie map with its devmap code before entering cheat-protected
commands. god, noclip, ufo and sf_use_ignoreammo 1 are useful for learning routes or
testing a map without a normal run. Keep cheat-enabled sessions for practice; their
scores and progression are not comparable to a normal run.

Hints and Tips:
---------------
-= Advance to Break Infinite-Spawning Defenses =-
World at War often keeps replacing defenders until the squad crosses an unseen
progress line. If a firefight has lasted several minutes with no reduction in enemy
pressure, clear the nearest positions, throw smoke, and move to the next solid cover
instead of trying to exhaust the spawn from the rear.

-= Grenades Are a Movement Problem on Veteran =-
Enemy grenade pressure becomes extreme on higher difficulties. Use cover with more
than one exit, throw back grenades only when the prompt is safe, and move before
several grenades trap you in the same pocket. A position that is perfect for shooting
can still be terrible if it has no escape lane.

-= Smoke Creates the Window to Cross Open Ground =-
Save smoke grenades for machine-gun lanes, bunker approaches and scripted advance
points. Throw smoke between the enemy and the route you actually plan to cross, wait
for the screen to fill, then move with the squad before the concealment clears.

-= Use the Right Weapon for the Next Thirty Seconds =-
Bolt-action and semi-automatic rifles are strongest when the level gives you distance
and cover, while SMGs and shotguns are better inside bunkers and buildings. Do not
carry two weapons that solve the same range when the next objective clearly changes
the fighting distance.

-= Banzai Attacks Punish Tunnel Vision =-
Pacific missions frequently hide melee rushers in grass, holes and corners. After
clearing a visible machine gun, check the approach before reloading or sprinting
forward; a close attacker can end a run faster than the distant target that
originally held your attention.

-= Patched International PC Builds Include the Map-Pack Content =-
A fully updated unrestricted Windows installation includes the later multiplayer maps
and all four World at War Zombie maps, so there is no separate Steam map-pack
purchase. Patched digital copies normally expose Zombies without requiring a fresh
campaign clear; look under Solo or Co-Op mission selection before replaying the
story. The German cut build is the important exception because it can omit Nazi
Zombies entirely.

-= Separate Vanilla and Plutonium Instructions =-
Vanilla multiplayer still exists, but many recent Steam owners cannot create a native
online profile because of the old key-provisioning system. Plutonium T4 is the
maintained community alternative for current public play. Keep vanilla and Plutonium
instructions separate because their profiles, mod folders and joining procedures
differ.

Campaign:
---------
-= Mission Order =-
* Semper Fi
* Little Resistance
* Hard Landing
* Vendetta
* Their Land, Their Blood
* Burn 'Em Out
* Relentless
* Blood and Iron
* Ring of Steel
* Eviction
* Black Cats
* Blowtorch & Corkscrew
* Breaking Point
* Heart of the Reich
* Downfall

-= Semper Fi =-
Stay close to the squad through the village and expect enemies to appear from huts
and vegetation at short range. Keep moving with the Marines once the nearest
positions are clear; several combat spaces close only after the squad crosses the
next forward trigger.

-= Little Resistance =-
The naval bombardment is a reusable mission tool rather than a one-time cutscene
event. Aim the strike marker at the bunker or fortified target the objective
indicates, wait for the salvo, then use the destroyed position as the opening for the
next advance.

-= Hard Landing =-
At the airfield, clear the immediate defenders but keep moving with the assault
instead of fighting from the first safe trench forever. Mounted guns and airfield
cover create long sight lines, so smoke and a rifle are often more useful than
charging with an SMG.

-= Vendetta =-
The sniper duel rewards patience more than rapid peeking. Watch the enemy sniper's
firing position, expose yourself only long enough to identify the window, then
relocate between shots so the next return round is not aimed at the same edge of
cover.

-= Their Land, Their Blood =-
The Soviet advance mixes open ground with armored targets. Let friendly armor absorb
attention while you clear infantry and move between hard cover; standing behind one
piece of scenery and trying to eliminate every respawn is usually slower and more
dangerous.

-= Burn 'Em Out =-
The flamethrower is strongest for bunkers, tunnels and foliage where Japanese
soldiers are hiding at close range. Fire in short bursts and immediately check side
entrances, because using the flame stream can obscure the attacker who is about to
rush you.

-= Relentless =-
The caves split into alternate paths that reconnect. Choose the side that gives you
cleaner cover rather than trying to clear both branches, then watch the
cross-connections because enemies can still reach the route from the other side.

-= Blood and Iron =-
Keep the tank moving between shots and use terrain to break enemy lines of fire.
Destroy anti-tank threats before lingering over infantry, and avoid stopping in open
ground just to finish one distant target.

-= Ring of Steel and Eviction =-
Berlin's streets turn windows, stairways and broken floors into overlapping angles.
Clear the nearest room before exposing yourself to the next street and follow the
squad through the intended breach; wandering into parallel rooms can put enemies
behind you.

-= Black Cats =-
Prioritize aircraft and boats that are actively attacking the Catalina instead of
firing continuously at every visible target. During rescue sequences, follow the
on-screen interaction prompts quickly; the mission shifts between gunnery and rescue
work rather than remaining a pure turret section.

-= Blowtorch & Corkscrew =-
Wana Ridge is one of the campaign's harshest spawn-pressure sections. Stay on the
right side for the early climb, conserve smoke for the machine-gun approach, and push
into the midpoint cover so the game can advance the spawn state instead of feeding an
endless fight from the rear.

-= Breaking Point =-
The Shuri Castle assault has several defensive layers. Clear the immediate
machine-gun position, move as soon as the path opens, and keep explosives for
fortified emplacements instead of spending them on scattered infantry.

-= Heart of the Reich =-
The Flak 88 sequence is progress-gated. Clear enough defenders to create a lane,
sprint to the gun position, plant the charge and retreat to cover before the blast.
Remaining in the rear and waiting for every German soldier to disappear will not
reliably end the pressure.

-= Downfall =-
Use the Reichstag interior as a sequence of short room clears rather than one long
firefight. Rifles are effective across the hallways, but switch to a faster weapon
when the route turns into stairwells and close interior spaces.

Veteran Difficulty:
-------------------
-= Veteran Rewards Controlled Aggression =-
The safest-looking strategy of staying far behind the squad can fail because several
encounters keep spawning enemies until you cross a trigger. Clear the next piece of
cover, use smoke when the lane is exposed, and advance in short bursts rather than
making one long sprint.

-= Do Not Let Grenades Pin You Against a Wall =-
Choose cover that lets you move sideways or backward when multiple grenade indicators
appear. Tight corners and dead-end rooms are dangerous even when they block rifle
fire, because a single grenade can force you into a second one.

-= Preserve Smoke for Scripted Choke Points =-
Veteran is much easier when smoke is treated as a limited traversal resource. Do not
spend every grenade on ordinary infantry; keep at least one for the next bunker,
ridge or fixed machine-gun lane.

-= Blowtorch & Corkscrew Requires Forward Triggers =-
At Assault Wana Ridge, staying behind the midpoint can sustain apparently endless
defenders. Reach the forward cover on the right, kill the waves that remain after
that trigger, then continue toward the bunker entrance under smoke.

-= Heart of the Reich Needs Dash-and-Plant Rhythm =-
After opening a lane to a Flak 88, move to the gun, plant the explosive and fall back
immediately. Trying to hold the gun position while every nearby soldier respawns is
harder than treating each emplacement as a short objective run.

Co-op Campaign:
---------------
-= Campaign Co-op Supports Up to Four Players =-
The PC campaign supports up to four players online when the vanilla online profile
system is working. Vendetta and Black Cats are solo-only and are skipped in co-op.
Co-op progress does not unlock new campaign levels by itself, so use the solo
campaign to open later missions before expecting them in the co-op list.

-= Competitive Co-op Also Feeds Multiplayer Progression =-
Competitive Co-op keeps the shared mission objective but scores players against one
another for kills, streaks, revives and other actions. XP earned through online co-op
contributes to the same persistent rank used for multiplayer unlocks, so campaign
sessions can open weapons and perks before the player spends much time in competitive
matches.

Death Cards:
------------
-= All 13 Co-op Death Cards =-
Death Cards are collected in the campaign and then used as optional co-op modifiers.
There is one in every infantry mission; the vehicle missions Blood and Iron and Black
Cats have none. The full set is:

-= Death Card Locations and Effects =-
* Thunder - Semper Fi: first open shack on the right after you get a weapon.
  Headshots make enemies explode.
* Hard Headed - Little Resistance: in the brush at the far-right side of the large
  final bunker. Enemies take less bullet damage.
* Suicide King - Hard Landing: inside the dark building before you exit back outside,
  near the small lantern. Downed players fire explosive pistol rounds.
* Cold Dead Hands - Vendetta: behind the bar in the first building Reznov opens.
  Enemies no longer drop their weapons.
* Sticks & Stones - Their Land, Their Blood: in the first stable on the right after
  the barn sequence. Firearms are removed in favor of knife/throwables.
* Vampire - Burn 'Em Out: dark bunker on the left before the second mortar position.
  Health returns through kills rather than normal regeneration.
* Flak Jacket - Relentless: in the small connecting passage between the two cave
  branches. Enemies take reduced grenade damage.
* Body Armor - Ring of Steel: inside the asylum enclave on the left. Enemies can only
  be killed by headshots.
* Undead Soldier - Eviction: drop through the floor near the balcony firefight and
  check the damaged bathroom below. Enemies return as undead.
* Painkiller - Blowtorch & Corkscrew: left of the route after destroying the first
  200 mm bunker, by a crude stone structure. Shoot downed allies to revive.
* Berserker - Breaking Point: small shack beyond the third mortar position. Three
  kills in five seconds can trigger temporary invulnerable knife Rage.
* Paintball - Heart of the Reich: subway tunnel on the left at the opening. Bullet
  impacts become paint splashes.
* Victory - Downfall: dark side room off the theater-hall route. HUD is limited,
  friendly fire is enabled and bleed-out time is reduced.

-= Activate Death Cards from the Co-op Host Setup =-
Collecting a Death Card does not turn its modifier on during the campaign. The co-op
host must open the match Game Setup or Game Rules, enable Death Cards and select from
the cards that have been collected. The cards affect the co-op ruleset only, so
finding one during a Veteran run does not make that mission harder by itself.

-= Collect Cards Before Building a Co-op Ruleset =-
A Death Card changes the whole co-op session, so combine modifiers deliberately.
Damage-reduction cards such as Hard Headed or Flak Jacket stack difficulty onto an
already aggressive campaign, while Painkiller or Thunder changes how the team handles
revives and crowd control.

Zombies:
--------
-= The Four World at War Zombie Maps =-
* Nacht der Untoten - small survival bunker; no original WaW perks or power.
* Verruckt - split co-op spawn, power, Perk-a-Colas and electric traps.
* Shi No Numa - random perk huts, swamp, Hellhounds and Wunderwaffe DG-2.
* Der Riese - power, three teleporters, Pack-a-Punch and Monkey Bombs.

-= Point Economy Comes Before Weapon Quality =-
Early rounds are for building enough points to open the route that keeps the team
alive. Use inexpensive wall weapons and controlled shots before spending repeatedly
on the Mystery Box; a powerful weapon is much less useful if the team cannot afford
doors, Juggernog or the route to power.

-= Mystery Box Costs 950 Points =-
The Mystery Box trades 950 points for a random weapon. Decide how much money you are
willing to gamble before opening the box, especially on maps where it can move after
the teddy-bear result. Keep enough points to reach the next mandatory door or perk
instead of spending the entire round's income on rerolls.

-= Know What the Four World at War Perks Actually Do =-
* Juggernog - 2500 points. Raises survivability and is normally the first major perk
  purchase.
* Speed Cola - 3000 points. Greatly shortens reload time, which matters most on slow
  LMGs and the Wunderwaffe.
* Double Tap Root Beer - 2000 points. The World at War version increases rate of fire
  only; it is not the later Double Tap 2.0 damage upgrade.
* Quick Revive - 1500 points. Speeds teammate revives in co-op. It does not give a
  solo self-revive in World at War, so do not buy it alone expecting the Black Ops
  behavior.

-= Going Down Can Reset an Entire Zombie Loadout =-
In co-op, a downed player loses active perks immediately and must be revived before
bleeding out. If the player bleeds out while at least one teammate survives, they
spectate until the next round and return without the weapons and equipment that built
the old loadout. In solo World at War there is no Quick-Revive self-rescue, so going
down ends the run.

-= Reload Before Max Ammo and Time Power-Ups =-
Max Ammo fills reserve ammunition but does not replace rounds already missing from
the current magazine, so reload first when the team has enough space. Insta-Kill and
Double Points are temporary windows, while a Nuke clears active zombies but can
sacrifice the points those kills would have produced. Der Riese also adds Carpenter,
which repairs barriers across the map.

-= Nacht der Untoten Is Pure Positioning =-
Nacht has no original World at War power switch or Perk-a-Cola machines. The Help
room costs 1000 points and contains the fixed Mystery Box for 950 points, plus the
Thompson and Double-Barreled Shotgun. Opening too many routes early can make window
coverage harder than simply holding one controlled approach.

-= Verruckt Reunites the Team Through Power =-
With three or four players the squad can start on opposite sides of the central
electric divider. Each side must buy toward the rear power room. Throw the power
switch to open the divider, enable the four Perk-a-Cola machines and activate the
electric defenses.

-= Verruckt Electric Traps Are Choke-Point Weapons =-
The Electro-Shock Defenses cost 1000 points and kill zombies crossing the arc.
Activate one only after the team has committed to the safe side of the choke; the
trap is dangerous to players as well, so do not cross just because the horde is
already dying.

-= Shi No Numa Randomizes the Four Perk Huts =-
Fishing Hut, Doctor's Quarters, Storage and Comm Room each reveal one of the four
original perks when opened, and their assignments change between games. There is no
power switch or Pack-a-Punch. Open huts deliberately, note each perk and stop the
search once the team has the machines it actually needs.

-= The Swamp Slows Players, Not Zombies =-
Deep water is a route penalty in Shi No Numa because zombies retain their speed while
players slow down. Cross the swamp before a full train reaches you, and use the dry
hut paths or traps rather than trying to kite indefinitely in water.

-= Use Shi No Numa's Traps and Zipline as Escape Tools =-
The Flogger costs 750 points and kills a committed train on the path toward the
Fishing Hut. Each outer hut also has a 1000-point Electro-Shock Defense. At Doctor's
Quarters, activate the outside control first; the zipline can then carry a player
back toward the main building for 1500 points. These tools matter because the map has
no Pack-a-Punch and the swamp makes foot escapes unreliable.

-= Hellhound Rounds End with Max Ammo =-
Shi No Numa introduces special Hellhound rounds every few rounds. The dogs are fast
and can appear around the team, so regroup before the last normal zombie is killed.
Clearing the special round awards Max Ammo; reload before taking it when the team has
enough room to do so safely.

-= Wunderwaffe DG-2 Is a Crowd-Clear Weapon =-
The Wunderwaffe appears from the Mystery Box in Shi No Numa and Der Riese. Its
lightning chains through a group rather than rewarding single-target spam, so save
shots for dense lines or emergency escapes instead of using it on isolated zombies.

-= Do Not Splash Yourself with the Wunderwaffe on Der Riese =-
The World at War version of Der Riese has a notorious DG-2 self-damage bug: a close
lightning chain can permanently reduce the player's maximum health even while the
Juggernog icon remains visible. Keep distance between the shot and your own position.
If the bug has already taken effect, being downed and revived can clear the bad
health state, but losing your perks is the cost.

-= Der Riese Power Comes Before Pack-a-Punch =-
Turn on the power, then link all three teleporters to the Mainframe. Start a link at
a teleporter and reach the Mainframe before the 30-second timer expires. After all
three links are complete, the Pack-a-Punch gate opens.

-= Linked Der Riese Teleporters Remain Useful After Pack-a-Punch Opens =-
After a teleporter has been linked, it can be used again for 1500 points to return
quickly to the Mainframe. The charge can kill zombies caught close to the platform,
so a linked teleporter is also an emergency escape and crowd-clear tool rather than
only a Pack-a-Punch prerequisite.

-= Pack-a-Punch Costs 5000 Points =-
Der Riese is the only original World at War map with Pack-a-Punch. A 5000-point
upgrade increases a weapon's late-round usefulness, but the machine is a poor first
purchase if the team still lacks Juggernog, safe routes or enough points to replace
lost perks after a down.

-= Monkey Bombs Create Rescue Time =-
Der Riese adds Monkey Bombs to the Mystery Box. Throw one when a teammate is down, a
narrow path is blocked or a Max Ammo must be collected under pressure; the attraction
window is more valuable as emergency space than as ordinary round damage.

-= Dogs Change Der Riese's Round Rhythm =-
Hellhound rounds also occur on Der Riese and finish with Max Ammo. Use the final dog
as a cue to reload every normal weapon before taking the power-up so the team starts
the next round with full magazines and reserve ammunition.

Multiplayer:
------------
-= War Mode Rewards Momentum, Not Static Defense =-
War is a sequential capture mode: both teams fight for the active flag, and capturing
it pushes the next objective deeper into enemy territory. Kills and captures build
team Momentum, which can increase capture speed to double and then triple speed. Keep
pressure on the active flag while Momentum is high; losing a flag also breaks the
push instead of letting the team defend every captured point independently.

-= Killstreaks Are Fixed at 3, 5 and 7 =-
* 3 kills - Recon Plane reveals eligible enemies on the minimap.
* 5 kills - Artillery bombards the selected area.
* 7 kills - Attack Dogs hunt the enemy team for about one minute.

-= Camouflage Counters Recon Plane =-
The Tier 2 Camouflage perk keeps the user off enemy Recon Plane sweeps. It competes
with other strong Tier 2 choices, so equip it when staying hidden from the minimap
matters more than raw gunfight power.

-= Tanks Change the Loadout Problem =-
Some multiplayer maps include drivable tanks. If armor is dominating the match, carry
an anti-vehicle option or use terrain and buildings the tank cannot enter instead of
repeatedly challenging it across open ground.

-= Create-a-Class and Weapon Challenges Unlock Different Things =-
Create-a-Class becomes available at level 4. Weapon Marksman challenges use kill
milestones to award the attachments supported by that weapon, while Expert challenges
use headshots and award XP rather than weapon camouflage. World at War does not have
the selectable multiplayer weapon-camo grind found in several later Call of Duty
games, so check Marksman when the goal is a sight, magazine, suppressor or bayonet.

-= Prestige Starts After Level 65 =-
At the level cap you can enter Prestige and restart the normal unlock grind. Prestige
resets rank-based weapons, perks and challenges, so do not enter it immediately if
you still need the current high-level loadout for organized matches.

-= Extra Create-a-Class Slots Come from Five Prestiges =-
Prestige adds one extra Create-a-Class slot at Prestige 1, 2, 4, 7 and 10, for five
additional slots in total. These are permanent Prestige milestones, so a player
chasing more saved loadouts does not need every Prestige level to provide a slot.

-= Move Existing Steam Multiplayer Progress to Plutonium =-
If an older Steam/retail profile still has multiplayer rank and classes worth
keeping, Plutonium documents a migration path instead of forcing a fresh UnlockAll
profile. Its current procedure uses Easy Account Manager to export the working World
at War multiplayer stats, renames playerstats.txt to unlockstats and places that file
under %LOCALAPPDATA%\Plutonium\storage\t4\players. Launch T4 and follow the
migration's final UnlockAll step only once; repeatedly running it after the migrated
classes are established can overwrite that work.

-= Native Online Profiles Can Fail on Recent Steam Purchases =-
The old PC online system still depends on legacy key/profile provisioning. Players
buying the Steam version in recent years continue to report that a new online profile
cannot be created. If the game refuses profile creation before you have ever played
online, treat it as an account/key-era limitation rather than repeatedly deleting
your campaign saves.

-= Plutonium Patches Legacy Engine Security Problems =-
Plutonium patches engine vulnerabilities that remain in the original Steam-era games,
including remote-code-execution classes of bugs. That does not make every community
server trustworthy, but the maintained T4 client avoids relying on the unpatched
legacy network stack for public online play.

-= Plutonium T4 Is an Unofficial Current Multiplayer Route =-
Plutonium T4 is a community client, not an Activision-supported replacement. Point
its launcher at an installed World at War game folder. It supplies a current server
browser and its own profile/network layer, which avoids depending on successful
creation of a new vanilla online profile.

-= Plutonium T4 Can Interoperate with Working Vanilla Profiles =-
Current T4 builds can log into a legacy DW profile and join vanilla Steam/retail
servers through the vanilla browser. A Plutonium host can set com_oldProtocol 1 when
vanilla players need to join the lobby. This does not create a missing legacy
profile, so it helps players who already have working vanilla identity rather than
fixing the new-Steam-profile problem.

-= Private Plutonium T4 Games Need an Actual Host Connection =-
T4 has no normal party lobby. Friends must follow each other on the Plutonium
service, the host starts the match, and guests join while the host is already in game
or loading. Check UPnP in the F10/Home server-list network tab; if direct hosting
still fails, the documented T4 fallback is UDP ports 28960-28961.

Custom Maps and Mods:
---------------------
-= Vanilla Mods Live Under Local AppData =-
The normal Windows mod folder is %LOCALAPPDATA%\Activision\CoDWaW\mods. Create the
mods folder if it does not exist, place the mod's root folder inside it, restart the
game if necessary, then load it from the in-game Mods menu.

-= Custom Zombie Maps May Need Their Internal Map Name =-
Loading a mod does not always start its map automatically. If a custom map is
installed but nothing happens, load the mod, use mapname after launching or checking
its files to identify the internal map name, then start that map through the console
as required by the mod.

-= Use Plutonium's Own Mod Folder for T4 =-
Plutonium T4 can see the normal %LOCALAPPDATA%\Activision\CoDWaW\mods location for
backward compatibility, but loading mods from that vanilla path can produce broken or
missing menus. For T4, install or move the mod to
%LOCALAPPDATA%\Plutonium\storage\t4\mods and load it there; keep the Activision path
for the stock client.

-= Vanilla May Need T4M; Plutonium Already Integrates Much of It =-
Some large vanilla custom Zombie maps were built around T4M because they exceed the
original engine's normal limits. Plutonium T4 already integrates many T4M features
and can run many maps that once required the separate extension. Check the map's
instructions against the client you are using before adding T4M; do not stack the
standalone extension onto Plutonium just because an old vanilla installation guide
requires it.

-= Vanilla Needs Matching Mods; Plutonium Servers Can Download Them =-
Vanilla co-op still requires every player to have the compatible custom map or mod
installed. Plutonium T4 supports Zombie and co-op map/mod downloading from servers,
so joining a configured T4 server can fetch the required files automatically. If a
private vanilla session rejects a player, compare the loaded mod and version on every
PC before treating the map itself as broken.

Console Commands:
-----------------
-= Useful Non-Cheat Console Commands =-
* mapname - prints the current/internal map name.
* cg_fov  - changes field of view where the current mode permits it.
* timescale 1 - restores normal game speed after changing timescale.
* bind   - binds a console action to a key.
* com_oldProtocol 1 - on current Plutonium T4, hosts a lobby that vanilla clients
  can join.
* com_oldProtocol 0 - restores normal Plutonium-only protocol behavior.

-= Plutonium UnlockAll =-
On Plutonium clients, enter UnlockAll to unlock the supported progression set and
reach max rank/prestige without grinding. Join a server afterward and stay until the
next map has loaded before leaving; otherwise the changed custom classes may not
save.

-= Wait for Friends Before a T4 Zombie Match Starts =-
In Plutonium T4, use sp_minplayers 2 to hold the loading screen until two players
have connected; replace 2 with the player count you need. This is especially useful
when the host would otherwise enter round 1 before friends finish joining.

-= Force a Plutonium Private Match to Start =-
If a T4 private match waits for players even though the host wants to enter the map,
xpartygo can force the session to start. Guests still join the host after the host is
in-game because T4 does not use a normal party lobby.

Secrets:
--------
-= Get the Campaign Ray Gun in Little Resistance =-
1. After the opening boat crash, complete the first required naval artillery strike
   and move onto the beach.
2. Starting at the far-right side of the beach, step into the sequence of small
   craters/puddles from right to left.
3. Remain in the final left-side puddle near the barbed wire and face inland.
4. Wait for the screen to shake and the strange audio cue; four statues rise from the
   sand with Ray Guns that can be taken.

-= Equip the Hidden Zombie Hands on PC =-
After starting a PC mission or Zombie map through devmap, enter give zombie_melee to
equip the hidden BRAAAINS... zombie-hand weapon. The broader give all cheat can
expose it as well. It is a debug-only melee weapon, not a normal unlock; use it in a
cheat sandbox instead of treating it as progression.

-= Nacht der Untoten Keeps Its Mystery Box in the Help Room =-
Unlike the later World at War Zombie maps, Nacht does not relocate the Mystery Box.
Once the 1000-point Help-room door is open, the 950-point box remains there for the
rest of the run. This makes route planning simpler than on Verruckt, Shi No Numa or
Der Riese.

-= Linking Der Riese Teleporters Pays an Immediate Bonus =-
Each successful teleporter link to the Mainframe drops a free power-up at the
Mainframe. Collect it only when the team can reach the spawn area safely; the
Pack-a-Punch unlock is the long-term goal, but the three link rewards can help fund
or stabilize the setup.

Solutions:
----------
-= Little Resistance Will Not Advance Past the Beach =-
1. Use the mission's naval artillery marker on the bunker or fortified position
   identified by the objective.
2. Wait for the barrage to land instead of trying to clear the emplacement only with
   small arms.
3. Move with the Marines through the newly opened route so the next objective trigger
   registers.

-= You Are Stuck on Assault Wana Ridge =-
1. Use the right side of the ridge and clear the nearest machine-gun defenders.
2. Throw smoke across the exposed approach instead of saving it for ordinary
   infantry.
3. Push into the midpoint cover; remaining too far back can sustain the enemy spawn
   pressure.
4. Kill the remaining waves from that forward position, then continue to the bunker
   entrance with the squad.

-= A Flak 88 in Heart of the Reich Cannot Be Cleared =-
1. Kill enough defenders around the next Flak 88 to open a short movement lane.
2. Sprint to the gun position rather than waiting for every German soldier to stop
   spawning.
3. Plant the explosive charge on the objective.
4. Retreat to the nearest solid cover before the charge detonates, then repeat the
   same advance pattern for the next gun.

-= The Vendetta Sniper Keeps Killing You =-
1. Stay low behind the upstairs cover and watch the windows on the floor Reznov calls
   out.
2. Ignore the helmet or other small object bobbing below a window; it is a decoy that
   is meant to make you waste the shot.
3. After the sniper fires, expose yourself during his reload window, steady the rifle
   and hit the visible body or limb.
4. Duck immediately after each shot and repeat from cover; on Veteran, body hits can
   require several successful shots before Reznov confirms the kill.

-= Relentless Reaches the Final Cave but Will Not End =-
1. Check whether Sergeant Roebuck or Polonsky has been left far behind the squad
   route.
2. Backtrack until you find the stuck friendly NPC rather than waiting at the final
   trigger.
3. Move into the NPC and use light melee/body pressure to push him free of the
   scenery without killing him.
4. Escort or follow him back toward the cave and final squad position; the ending
   trigger can register once the required squad member reaches it.

-= Verruckt Co-op Players Cannot Reunite =-
1. Have each spawn group buy doors toward the rear Power Room instead of trying to
   open the central electric divider directly.
2. Reach the Power Room and throw the main power switch.
3. Return toward the spawn; power opens the central divider and also enables
   Perk-a-Colas and the electric traps.

-= Der Riese Pack-a-Punch Is Still Locked =-
1. Turn on the map's power.
2. Go to one of the three teleporters and start its link sequence.
3. Reach the Mainframe and confirm the link before the 30-second timer expires.
4. Repeat the same link for the other two teleporters.
5. Return to the Mainframe after all three are linked; the Pack-a-Punch gate is open
   and an upgrade costs 5000 points.

-= You Cannot Find Juggernog in Shi No Numa =-
1. Open one of the four outer huts: Fishing Hut, Doctor's Quarters, Storage or Comm
   Room.
2. Check the perk machine revealed in that hut; the four original perks are
   randomized among the huts each game.
3. Continue opening huts until Juggernog appears, then remember that hut for the rest
   of the current match.

Technical Issues:
-----------------
-= Confirm the Final Official PC Patch =-
A normal Steam installation should show version 1.7.1263 on the main menu. Patch 1.7
is the final official PC patch. Retail-disc installs must already be at 1.6 before
the 1.7 patch can be applied.

-= Back Up the Whole Profile Before Repair Work =-
Single-player saves and profile data live under
%LOCALAPPDATA%\Activision\CoDWaW\players\profiles. Copy the entire profiles folder
before deleting a profile, replacing configuration files or testing an old
troubleshooting method.

-= Config Files Are Split Between Single-Player and Multiplayer =-
World at War keeps config.cfg for single-player and config_mp.cfg for multiplayer
inside the profile data. Change the file for the mode that actually has the problem;
editing one does not guarantee the other mode inherits the setting.

-= New Steam Purchase Cannot Create an Online Profile =-
In 2026, some fresh Steam installations can reach the profile-creation screen but
still fail to register a new online profile. Native multiplayer and online campaign
co-op can both be unavailable in that state. Reinstalling the campaign or erasing
local saves is unlikely to fix exhausted or unprovisioned legacy online-key state, so
preserve the local profile first.

-= Native Online Profile Is Broken but You Want Co-op =-
1. Use the current community LAN-fix route only as an unofficial workaround. Keep the
   original executable and place the separate LAN-fixed executable in the World at
   War game folder on every PC.
2. Put all players on the same virtual LAN and make sure everyone is using the same
   World at War version and the same LAN-fixed executable.
3. Launch the LAN-fixed executable directly rather than starting the normal Steam
   executable.
4. The host opens Co-Op, chooses Campaign or Zombies, switches to LAN and creates the
   lobby. Guests switch the browser filter to LAN and join that lobby.
5. If the lobby is still invisible, allow the LAN-fixed executable and virtual-LAN
   software through the firewall before changing profiles or campaign saves.

-= Use Plutonium Only as an Unofficial Alternative =-
For players blocked by the vanilla online-profile system, Plutonium T4 provides a
community route for multiplayer and Zombies. It is not an Activision service. Use the
current launcher, point it at the installed World at War folder, and keep its profile
and mod data separate from the vanilla game's folders.

-= Plutonium Friend Cannot Join Your T4 Match =-
1. Make sure both players follow each other on the Plutonium service and restart the
   game if the friend does not appear.
2. Open the server list with F10 or Home and check the Network tab for UPnP.
3. Start the private match; T4 friends join after the host is in-game or loading.
4. If UPnP cannot establish the route, forward UDP ports 28960-28961 to the host PC
   and allow them through the local firewall.

-= Plutonium Mouse Aim Stutters at High Polling Rates =-
Current Plutonium T4 exposes Raw Input and Fix Mouse Lag options in its menus. If
mouse aim hitches or feels uneven with a modern high-polling-rate mouse, enable Raw
Input and test Fix Mouse Lag before lowering the mouse's hardware polling rate or
changing Windows-wide pointer settings.

-= Plutonium T4 Controller Buttons Are Missing or Wrong =-
Disable Steam Input for Plutonium first; Xbox controllers should then be
plug-and-play once Gamepad is enabled. If World at War still has missing T4 bindings,
open the console and run exec default_controller.cfg. PlayStation controllers need an
XInput-style wrapper such as DS4Windows, and Plutonium's controller guide documents
extra bind commands when reload/use or trigger layouts need to be swapped.

-= German Cut Build Has No Nazi Zombies =-
If a German-region Steam installation is marked as the reduced-violence version and
Nazi Zombies is absent, check the edition before repairing files or buying anything.
An unrestricted regional copy may regain uncut assets by switching its Steam language
to English, but a German-region license can remain restricted. Community uncut
patches exist, but they are unofficial; back up the game and profile data before
using one.

-= Custom Map Appears Installed but Will Not Start =-
First confirm the client and map requirements. Vanilla uses Activision\CoDWaW\mods
and may need the map's required T4M build. Plutonium can detect that legacy path, but
storage\t4\mods is the safer T4 location because loading from the vanilla folder can
corrupt the mod menu. Load the mod, verify its internal map name, and use that name
when the map expects a console launch.

-= T4 Crashes When You Change Resolution =-
If Plutonium T4 crashes immediately after changing resolution or another display
option, close the client and edit the affected configuration under
%LOCALAPPDATA%\Plutonium\storage\t4\players instead of reopening the same crashing
menu. Back up the player folder first, correct the display value, then relaunch T4
and test that setting before changing several graphics options.

-= Ultra-Wide Support Depends on the Client =-
The vanilla renderer and HUD were not designed for modern ultra-wide displays, so
stock World at War may still need a community workaround. Plutonium T4 includes its
own ultra-wide aspect-ratio handling and exposes FOV/FOV-scale options in its current
menus. Do not add a separate widescreen injector to Plutonium until its built-in
handling has been tested.

Reference:
----------
-= Zombie Costs and Rules =-
* Mystery Box: 950 points.
* Juggernog: 2500 points.
* Double Tap Root Beer: 2000 points.
* Speed Cola: 3000 points.
* Quick Revive: 1500 points; teammate revive speed only, no WaW solo self-revive.
* Shi No Numa Flogger: 750 points; hut Electro-Shock Defenses: 1000.
* Shi No Numa Doctor's Quarters zipline ride: 1500 after activation.
* Der Riese Pack-a-Punch: 5000 points after power + three teleporter links.
* Der Riese linked teleporter ride: 1500 points.
* Nacht der Untoten: no original WaW perks or Pack-a-Punch.
* Shi No Numa: no power switch or Pack-a-Punch; perk huts randomize each match.

-= Multiplayer Unlocks and Streaks =-
* 3 kills: Recon Plane.
* 5 kills: Artillery.
* 7 kills: Attack Dogs.
* Multiplayer level cap: 65 before Prestige.
* Create-a-Class opens at level 4; Marksman kills unlock weapon attachments.
* Competitive Co-op XP contributes to multiplayer rank and unlocks.
* Extra Create-a-Class slots: Prestige 1, 2, 4, 7 and 10.
* Plutonium T4 private-host fallback ports: UDP 28960-28961.

-= Cheat Activation =-
* Enable Console: Options -> Game Options -> Enable Console: Yes.
* Open console: tilde key above Tab.
* Cheat-enabled map load: devmap .
* Normal map load without guaranteed cheat state: map .
* Infinite ammo reset: sf_use_ignoreammo 0.
 
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