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This page is for cut content for EndWar that did not make it into the release version of the game that is not covered on any other individual pages, such as that recovered from the game files and from concept art.

Naval Warfare[]

Judging by concept art, EndWar was originally going to feature naval units. This has never been implemented and what naval elements that do appear in the game exist as environmental assets. It is unknown how naval warfare was intended to work in the game. Some naval designs made their way into the PSP version.

Some the naval art is based off of real-life ships - the US destroyer, for example, is based off of the Zumwalt-class.

Fast Attack Vehicles[]

It would appear that at some point, EndWar intended to include a unit class known as "fast-attack vehicles" (FAV), which, as their name suggests, would have been highly mobile, lightly armoured vehicles. Concept art exists of this, though it would appear that the Russian FAV did make it into the game as an environmental asset. The Forgotten Army FAV may have had a bonus against aircraft.[1] Interestingly, the American FAV can apparently be seen during EndWar trailer.[2]

Cut Aircraft[]

Some aircraft concepts were cut from the final game. Some of these may simply have been different ideas for existing units, while others were entirely new units. The Black Hawk did make it into the final product as an environmental asset, while the Hypersoar is featured in the PSP version, known as the "Bomber".

Terrorists[]

Cut content recovered from the game files[3] indicates that originally, terrorist groups such as the Forgotten Army and the Green Brigade, as well as possibly others, would appear in the Theater of War multiplayer mode as AI-controlled opponents players could fight against (as opposed to the player-controlled superpower factions), offering players smaller reward bonuses but still contributing to the war effort for their faction. They would have their own terrorist "sub-commanders" who could be fought like the superpower colonels. This concept was ultimately cut from the final game but dialogue from the game files still survives that references this. Here are a few lines, specifically from Amadou de Bankole, from the cut content that discuss the terrorists:

  • "The criminal leading the attack is Jose Ontiveros. His father lead the paramilitary forces that carried out the Mexican coup of 2013, until he was shot off the roof of the US Embassy, by Scott Mitchell no less. This Ontiveros is no less vicious and erratic."
  • "The terrorist leading the attack is Gareth Tyler, an American born eco-extremist. To characterise him as sociopathic would be an understatement."
  • "The sub-commander leading the attack is Gerhardt Becker, a university drop out. Just the sort of underachieving psychotic who should never be given access to munitions."
  • "The criminal behind this attack is Jacque Dumoulin. He started life as a petty criminal in Paris, then graduated to the leadership echelons of a terrorist group. They have such high standards, don't they?"
  • "We do not know which Green Brigade sub-commander will lead the attack, so you will have to be prepared for any contingency."

Judging from the audio files, a cut unit for the terrorists would have been some kind of suicide truck bomb.[4]

Additional information from subtitle dialogue for the JSF and SGB that was not recorded reveals that Tyler came from a wealthy family (the "Savannah Tylers", thus presumably from the city of Savannah) before he joined the Green Brigades; he is regarded as extremely aggressive and psychopathic by all factions. Becker studied at the University of Bonn before dropping out in 2018, though he is regarded as one of the Green Brigade's more competent sub-commanders. Dumoulin became a terrorist after he befriended Carlos the Jackal while interned at Clairvaux Prison. Scott Mitchell has nicknames for some of the sub-commanders, with Ontiveros known as "Mr Chip-Off-the-Old-Block", Becker as the "German Mechanic" and Dumoulin is called "Mr Parole Violation".[5][6]

Weapons[]

Several weapons were also cut from the game. Some of these may be mentioned in the game guide but do not appear in the final product, such as the MP7. Curiously, the FAMAS FÉLIN does appear in the EndWar trailer being used by Russian soldiers.[7]

Structures[]

Some concept art suggests that base structures were also originally going to be included at some point.

Original Missions[]

Dialogue subtitled but not recorded for the game indicates that two of the game's Prelude to War missions, specifically Act 2 (Freedom's Guardians) and Act 7 (Finishing Moves) were different to the final product.

JFK Space Center[]

While the original JFK mission was similar to the final product there were some differences:[8]

  • The attackers would use "Bomb Trucks" to attempt to destroy the Freedom IV launch pad. The player would need to destroy them before they could reach the pad; it would only take a few trucks to destroy it and failing to stop them resulted in a mission failure.
  • The attackers would also use "fast attack vehicles".
  • JSF Pioneers would also spawn at the launch pad partway through the mission, as they had been loaded onto the Freedom IV with their weapons to be sent to the Freedom Star.
  • Unlike the final game, where the attackers are identified as the Forgotten Army after the attack at Rozenburg in Act 3, here they would be identified at the end of the JFK mission as the Green Brigade, who would claim responsibility for the attack at the conclusion of the mission.

Rovaniemi[]

The original Rovaniemi mission was significantly different to the final product, with more mission objectives required to be completed and additional failure states:[9]

  • The mission rested significantly on infiltration tactics for the first phase. This was reinforced by the mission's alert system. If the player was spotted, a Yellow alert was issued, which would prompt Enforcer Corps reinforcements to arrive. A Red alert was issued if the player was both spotted and attacked, which would cause reinforcements to arrive faster and be expecting resistance. A countdown would be shown to tell the player when reinforcements would arrive.
  • Even if one captured the Uplinks without setting off an alert, reinforcements of Enforcers would still come from another base at Kolari as soon as the jammers were active in order to investigate why communications had been cut off. However, the player would have been able to buy themselves more time by ensuring that they captured the Uplinks without setting off an alert, keeping the base in the lowest alert level. As it would take the Enforcers several minutes to arrive at the lowest alert level, it would be theoretically possible for the player to complete all other mission objectives before they arrived.
  • If the Enforcers did arrive, they would still be subject to the jamming effect but the player would need to kill them all as part of the "no witnesses" objective.
  • The first phase of the mission would involve the player using SGB Wolves and Bears, disguised as Green Brigade terrorists to capture two Uplinks adjacent to the base so they could be upgraded to Electronic Warfare so that GRU hackers could electronically isolate Rovaniemi. This section would teach the player how to use camouflage and sniper units, as these would make it easier to capture the Uplink without setting off an alert.
  • The infantry would install "regressive relay jammers" on the Uplinks once captured to allow for upgrades. It would be necessary to hold at least one jammer for the duration of mission, otherwise Rovaniemi would be able to reveal the truth about the attack, resulting in a mission failure.
  • Once the jammers were in place, the main assault force would arrive consisting of SGB regulars from the 27th Assault Battalion. This force would not be disguised (although their vehicles are specified to use "European tires and treads"), meaning that a new mission objective would be to eliminate all witnesses to ensure no-one could tell the truth about the attack.
  • Archer drones would patrol the base walls in large numbers, making a frontal assault unadvisable. However, they were running off of the base's power rather than their own, so destroying Rovaniemi's power plant would disable the drones and allow SGB forces to pass them.
  • The main mission objective, as in the final version, was to upload the "Stiletto" virus. This was done by capturing Rovaniemi's command centre. It was possible for the command centre to be destroyed in the fighting and doing so before uploading the virus would result in a mission failure.
  • There were several barracks at Rovaniemi that would deploy European Federation Army regulars. A secondary objective would be to destroy these as part of the "no witnesses" objective but doing so would also prevent them from regularly reinforcing the battlefield, making it easier for the player if they chose to destroy them earlier in the mission rather than later.
  • After uploading the Stiletto virus, the player would then need to destroy the base's security building, as its databanks would contain surveillance footage of the assault force.
  • During the mission, the player would be able to eavesdrop on communications between Rovaniemi and Kolari, which they could use to help them determine if they had been spotted. Once the jammers were active, Rovaniemi would continue to broadcast to Kolari with increasingly desperate calls for help but Kolari would be unable to receive them. Noskov would mock Rovaniemi during this process.
  • During the mission briefing, Izotov references the mission at Fort Campbell by noting that this time, the surviving Spetsnaz forces would be actually extracted alive.

Cut Missions[]

Dialogue subtitled but not recorded for the game also indicates that the Prelude to War was originally significantly longer, featuring four additional missions. These missions would have taken place in between Act 4 (Ruse de Guerre) and Act 5 (Going for Broke), which would have instead been Act 9.

The original, expanded Prelude to War is largely similar to that which is described in the EndWar novelisation.[10]

Fort Levski (Original Act 5)[]

This mission was played as Jordan Taylor and was set at Fort Levski.[11]

  • The mission briefing states that the "European Intelligence Agency" had located the Green Vox, the leader of the Green Brigades, at an abandoned army base called Fort Levski in Bulgaria. While the European Army's "8th Mountain Division" had surrounded the base, they were waiting for Enforcer Corps troops to arrive to make the capture, so the United States believed she could send the JSF in to capture him before the Enforcers arrived. Mitchell also did not trust the Europeans to capture Green Vox as he believed their long-standing condemnation of the Freedom Star made them prime suspects for bank-rolling the Green Brigades.
  • The assigned mission name from Alice Dennison was "Operation Swift Justice".
  • The player's forces began the mission flying in via aircraft, passing over the European perimeter. The JSF would be hailed by a "Major Collignon" of the 8th but would pursue the mission despite warnings to remain away from the base.
  • Green Vox was believed to be located in the target building BRAVO. This building could not be destroyed during the mission.
  • In order to capture the Green Vox alive, the player would be given a special "CQB" (close-quarters battle) unit that would need to survive the mission in order to storm BRAVO to capture the Green Vox.
  • The initial objective would be to capture the Uplink at ALPHA in order to jam Levski's communications before storming the target building.
  • Once the CQB unit had been deployed to the target building, the player would need to defend it from Green Brigade reinforcements until it could be cleared.
  • The Green Vox could not be located at BRAVO, however the CQB unit did find some damaged hard drives and began hacking them for intelligence. At this point the JSF would start taking fire from European forces.
  • The CQB hack suggested that it contained evidence that the European Defence Minister François Pulain had sent an email to warn the Green Vox that the JSF was coming for him. They also found evidence of a bunker to the south-east, codenamed SIERRA, with the player ordered to capture it. At this point the CQB unit would be extracted from the map.
  • During this process, Mitchell would be contacted by Amadou de Bankole. The two men get into an argument over who is responsible, with Mitchell arguing that de Bankole fired on his troops and de Bankole accusing Mitchell of causing the debacle. When Mitchell brings up the supposed emails from Pulain, de Bankole dismisses them as preposterous.
  • Once the player cleared the hostiles from outside SIERRA, Mitchell would be informed that Third Echelon had analysed the data and determined that its encryption matched European military protocols. However, before the JSF could storm the bunker, the Enforcer Corps arrives and begins firing on the JSF and Green Brigades. Viewing the situation as unsalvageable, Mitchell orders a withdrawal, ending the mission after calling in airstrikes against the bunker.
  • Bomb trucks would be used extensively by the Green Brigades during the mission. A chemical facility where the trucks were being armed is designated a secondary objective (FOXTROT) after capturing BRAVO and the player is required to destroy it to stop the reinforcements of bomb trucks. Three barracks (X-RAY, WHISKEY and ZULU) would also need to be destroyed by the player.
  • The initial evidence of apparent European involvement, combined with the “friendly fire” incident, worsens relations between the two superpowers and leads to international condemnation of Europe in the post-mission debriefing.[12]

Mahilyow (Original Act 6)[]

This mission was played as Antonio Maldini and was set at Mahilyow.[13]

  • The mission occurs two days after the incident at Fort Levski. The EF has identified the location of the Green Vox in the swamps of Belarus. Following condemnation of the EF due to the incident at Ft Levski, de Bankole seeks to restore Europe's reputation by capturing the Green Vox. He would then be turned over to the US, proving Europe's innocence as well as showing the superiority of the EFEC over the JSF.
  • In the first phase of the mission, two Kommandos are inserted to capture an Uplink at FOXTROT to establish an encrypted data feed to Information Warfare Command Europa (IWCE), which allows the player to conduct "biometric scans" once upgraded. These scans are used on objectives (BRAVO, DELTA, KILO and ZULU) to investigate if the Green Vox is present.
  • The player can use the Kommando's camouflage and sniper rifles to eliminate Green Brigade units stealthily.
  • Once FOXTROT has been secured, the second phase of the mission begins; biometric scans can be conducted and additional reinforcements and vehicles are authorised.
  • The Green Brigades would apparently use fast-attack vehicles.
  • Due to the need to capture the Green Vox alive, destroying the objective buildings would fail the mission.
  • Partway through the mission, Russian Spetsnaz Guard Brigades would enter the battlespace and begin to move towards the objectives. Shortly after this, the player would be hailed by "Anatoily Grachev" of the "12th Spetsnaz Guard Brigades". Grachev would demand de Bankole withdraw his forces and hand over the Green Vox, as the Russians were here to capture him themselves. de Bankole refuses, telling Grachev not to interfere. The player would not be permitted to fire on the Russians unless attacked first.
  • Once the Green Vox was detected, the Russians would attempt to kill him. This would also mean they would engage the player.
  • Once the player had successfully captured the objective containing the Green Vox, he would be extracted to Ramstein Air Base. It would be necessary to protect the extraction helicopter while he was picked up.
  • A large motor pool of Green Brigade vehicles would be detected at WHISKEY, with the secondary objective to destroy it using Electronic Warfare Level 2 or 3.
  • Following the capture of the Green Vox, surviving Green Brigades forces would try to flee the area. A secondary objective would be to destroy all surviving Green Brigade forces.
  • At the end of the mission, the Green Vox would have been successfully extracted but the player would be informed the that Russian government had issued a statement claiming that Russian forces attempting to apprehend Green Vox were attacked by the EF and wiped out without warning, with allegations that the EF was protecting the Green Vox.
  • In the post-mission debriefing, it was revealed that Russia released digitally altered footage that showed European forces attacking Russian forces. While Europe would produce genuine footage in response, world opinion had already turned against Europe.[14]

Vlore (Original Act 7)[]

This mission was played as Antonio Maldini and was set at Vlore.[15]

  • The mission occurs after the events at Mahilyow. It seems that the between mission news reports would announce that Russia had issued an ultimatum to the European Federation; Russia had suspended oil and gas shipments for 30 days unless Europe handed over the Green Vox so she could allegedly transfer him to the United States.
  • During the mission briefing, the player character would be informed of the situation and Europe’s planned response. de Bankole would inform the player that Russia’s ultimatum was simply blackmail and that while Europe would not submit, her economic survival and national honour was at stake.
  • Europe's plan was to send EFEC units to seize control of Russian controlled oil and natural gas refineries at seven different locations, on the grounds that this was fuel that Europe had already paid for and thus Russia’s suspension of shipments amounted to theft of European property. The player character was tasked with seizing the Russian state-owned “PetroChem” refinery at Vlore, Albania. Two hours earlier, Russia had sent a large force by air to occupy the facility, ignoring protests from the Albanian government, consisting of both regular army and SGB troops. The oil storage tanks at the refinery contained some 200 million litres of oil.
  • The mission would involve teaching the player how to use a command vehicle and its abilities, particularly the SITREP function. It would also teach the player how engineers could deploy and defuse minefields.
  • The primary objective would be to ensure that least 20 of the 28 oil storage tanks at ALPHA survived the mission.
  • The first phase of the mission would involve deploying near DELTA, with the objective of securing it. The player would then need to move to ALPHA, where the storage tanks were located, to capture it as well. These would then need to be defended for the rest of the mission.
  • The SGB could deploy units at LIMA, south of ALPHA, potentially flanking the player. A secondary objective would be to capture the Uplink at LIMA and eliminate all hostile forces there.
  • An additional secondary objective would be to destroy several barracks at WHISKY, FOXTROT and ZULU that were providing Russian Army reinforcements.
  • At the end of the mission, the player would be informed that the other six raids were also successful, with the EFEC securing over a billion litres of oil in total. de Bankole comments that the Green Vox would soon depart for the US to be interrogated and that Europe had shown she could not be blackmailed.
  • President Pérreau would describe the “Energy Raids” as a “national necessity” and predicted that the interrogation of the Green Vox would show that it was Russia who was responsible for the attack on the JFK Space Centre.[16]

Fort Campbell (Original Act 8)[]

This mission was played as “Anatoily Grachev” and was set at Fort Campbell.[17]

  • The mission begins with Izotov addressing the player, informing them that the Green Vox had arrived at Dover Air Base from Europe and he was now being flown to Fort Campbell. Russia needed to kill him before he could reveal the truth. Green Vox was to be delivered by a V-120 Valkyrie, callsign “Voicebox”.
  • The SGB would send Wolves and Bears to infiltrate and attack Fort Campbell, disguised as Green Brigade terrorists, as Izotov had arranged for the Green Brigades to attack the base under the belief they would be liberating their leader.
  • The player would not have a MAZ-660 King Spider command vehicle but rather a “jamming cart”, which would possess most of the same capabilities, allowing the player to access SITREP, although drones and weapons would not be available.
  • When activated, the jamming cart would be able to completely block communications from the base, preventing it from calling for help or warning the Green Vox’s transport aircraft.
  • In the first phase of the mission, the Green Brigades would breach a hole in the wall of the base, through which the player’s disguised troops could enter (although one could choose to fight through the main gate if they wished).
  • Numerous Green Brigade fighters were being held at Campbell at the holding pens BRAVO, LIMA and DELTA. The player could release them to increase the chaos at the base.
  • Another secondary objective was to capture Campbell Headquarters at FOXTROT, as doing so would allow the SGB to splice into the base’s identify-friend-or-foe (IFF) system to see where their forces were located. This would then highlight US forces on the SITREP.
  • Another secondary objective would be to capture Campbell’s communications centre at KILO, which oversaw all the base’s drones. Doing so would allow the SGB to reprogram them to attack the American forces.
  • Voicebox would notice ground fire at the base and contact Campbell to ask what was happening. Noskov would fake an American accent and respond to Voicebox, informing them it was just a training exercise and that they should proceed to helipad 3-5.
  • Upon landing, the Green Vox would be unloaded from the V-120 and placed into a Fastback IFV for transportation to the base’s detention centre. The player would need to intercept him along this route and kill him before he reached it, with failure to do so resulting in a mission failure. The transfer route would be highlighted on the player’s map.
  • The player could use the Wolves’ anti-material rifle to shoot the transport Fastback, with three possible sniper locations highlighted on the map, although the player would need to hit it several times to be successful and the Fastback would attempt to evade the player’s fire. Alternatively, the player could have Bears plant explosive charges on several large gas tanks and wait for the transport Fastback to pass them, manually detonating them when it did so to destroy it in one go. However, JSF Pioneers would attempt to disarm the explosives and the gas tanks were close to the detention centre, making this a potent but risky option.
  • Once the Green Vox was killed, the player would order their troops to objective ALPHA where the jamming cart was located for extraction. However, when the homing beacon on the cart was activated to call for transport, this instead is implied to kill all the troopers by blowing up the cart. Izotov states that they had to die in order to ensure there were no loose ends that could reveal the truth about who was behind the Green Vox’s assassination.
  • The mission ends with Izotov congratulating the player, stating that there will be allegations that Europe was behind the attack on Campbell and that Colonel Grachev will be needed again soon.

Database[]

Content recovered from the game's config files indicates that originally EndWar had an in-game database that would explain more about the game's setting and world.[18]

References[]

  1. EndWar Config files: E_Swamp_Battle_Gen_ST
  2. https://www.youtube.com/watch?v=CyYNBYedzqw 0:35-0:37, 0:54-0:56
  3. https://www.youtube.com/watch?v=rw9XEignTfI&t at 31:30
  4. https://www.youtube.com/watch?v=TXV24uzXMJU 4:25-5:07
  5. EndWar Config files: Briefing_JSF_ST
  6. EndWar Config files: Briefing_SGB_ST
  7. https://www.youtube.com/watch?v=CyYNBYedzqw at 1:08
  8. EndWar Config files: 10_JFKSpace_Space_US_map_ST
  9. EndWar Config files: 32_Rovaniemi_AB_RU_ST
  10. Tom Clancy's EndWar by David Michaels (Novel)
  11. EndWar Config files: 40_VLevskiPost_Army_RU_ST
  12. EndWar Config files: RoadToWar_RTW_ST
  13. EndWar Config files: E_Swamp_Battle_Gen_ST
  14. EndWar Config files: RoadToWar_RTW_ST
  15. EndWar Config files: 39_Vlore_Refinery_EU_ST
  16. EndWar Config files: RoadToWar_RTW_ST
  17. EndWar Config files: 14_FortCampbell_Army_US_ST
  18. EndWar Config files: RoadToWar_RTW_ST
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