| Written by Paul |
Modern Warfare 2 WalkthroughFirst of all, welcome to Call of Duty: Modern Warfare 2! Whether this is your first Call of Duty experience or you're a seasoned player, this walkthrough is intended to ensure you make it through all of the missions in the game - and have fun at the same time! If this is your first experience with the Call of Duty franchise, don't be concerned: you'll be set in absolutely no time at all. If you're a returning veteran of the Call of Duty franchise, and wish to brush up on your weapons, maps, and much, much more, then check out the rest of Modern Warfare 24/7 and our sister sites in the Digital Warfare 24/7 franchise. Like all games, Modern Warfare 2 becomes easier through playing it more, but improvement can be accelerated through ensuring you follow some basic techniques and rules. Doing well is the result of practice, and it doesn't happen overnight. These basics are all relatively straightforward, and they become second nature before you even realize it. You might be starting off with no idea between a Javelin and Desert Eagle, or an ACR and a Glock 18. By the time you're done with the campaign you will be a hardened war veteran. Ready? 100% ChecklistIn order to attain that prestigious 100% completion mark on the main menu, and all the achievements associated with it, you will need to do the following:
Act OneMission One: S.S.D.DCharacter: Private Joseph AllenS.S.D.D is intended to be a basic overview and guide to playing Modern Warfare 2. It's not in-depth, but it'll give you the basics. The mission opens with Sgt. Foley telling you to pick up an M4A1 rifle from the table. Follow his instruction and spray at the targets as instructed. After doing this, the game will prompt you with an option to invert the aiming controls (ie. mirror them, so left is right and right is left). After deciding how you want to aim (you can change this setting at any time in the future through the Options menu), you will be instructed to aim down the sights of the M4A1 rifle you're holding. You'll also be instructed to perform this action in different stances. The game also lets you experience bullet penetration for yourself, through shooting through a wooden fence to strike a target. After this you will be ordered to throw a Fragmentation Grenade into a cluster of targets. Once you have done this, Foley will send you on your way and you are free to continue to your next objective: running The Pit. When you are sent on your way, you will be alerted to the existence of a compass in the lower left hand side of your screen. This compass is helpful for finding your next objective. Should you choose to, you can also wander around the base and do some exploring, though there is little benefit from doing so, as there is nothing to be found. When you are ready, travel to the objective marked on your compass, where you will meet Corporal Dunn. Select the weapons you want from the table, and be prepared to run the course. Shoot all of the hostiles, but avoid civilian casualties at all costs. When the mission is completed you will be recommended a difficulty setting based on your performance. It's up to you whether you select this difficulty setting or another setting. Note that you can take as many runs of the course as you wish before continuing, so if you find aiming to be a problem for you, then continue to run the course till you're reasonably confident in your abilities. Now, exit the training zone and the mission will come to a close. Mission Two: Team PlayerCharacter: Private Joseph AllenAfter selecting your chosen difficulty for the game (if it's a first run, then Recruit or Regular are recommended). The game immediately places yuo right into the thick of combat, with an M9 handgun and an M4A1, like the rifle you used in the last mission. You are aiming to wipe out the terrorists in the distance, who are attempting to do the same to you. Eventually you'll be instructed to use your M203 grenade launcher and arc explosive death onto the enemies. The aim of you and your team shooting at the enemies is to ensure that the bridgelayer to your upper right completes its own goal. After the bridgelayer completes its task, the USAF will light the city up, allowing you to progress. After heading up the bridge to your waiting Humvee you will automatically take control over the minigun mounted to the roof of the vehicle. As the Humvee convoy travels through the city, you will be instructed to keep an eye out for hostiles, though you are not authorized to fire unless they fire on you first. The drive is uneventful at first, with civilians fleeing, but nothing else. Your team will draw attention to three enemies who are simply scouting you, meaning you have no right to fire upon them. Soon after seeing those men your convoy comes under fire from enemies, one of whom eventually strikes home with an RPG-7 rocket launcher. Immediately bail from the Humvee and get into the house. Inside the house you will be tasked with heading upstairs in the house and clearing out some of the enemies. When you reach the top of the stairs I recommend you bounce a Flashbang from a wall so that it will blind the enemies, but not you. Regardless of the method you select to ensure you mop up the targets, the objective is completed. Seeing as the M9 pistol is not extremely good, feel free to toss it for some enemy weapons. The enemies in this mission are generally using weapons such as the AK-47, FAL, RPD and Mini Uzi. See if anything in particular jumps out at you, though I don't recommend dropping the M4A1 seeing as it is still highly effective. Once you are ready, you are instructed to leave the house and assault the school, which the enemy forces have turned into a fortified stronghold. Inside the school check the open doors to different classrooms, particularly when entering the building. The first classroom on the right almost always has two, or even three enemies sitting inside it, just waiting to get a shot at an unsuspecting soldier. Again, if you want to you can check the weapons they drop in case you find something you want. Once you're clear here, move up the stairs and continue to take care with classrooms. If you encounter one that is not occupied you may be able to use it as cover or a flanking route. If it is occupied you might still be able to use it, if you can remove the current occupant(s). When you reach the exit to the school the enemies will begin to flee, knowing it's a battle they are not going to win. Feel free to shoot them in the back if you really want to. Some of the enemies will be lying in wait though, so it pays to be prepared for such an occasion. As it is though, you are moving towards mission complete, back with General Shepherd and the rest of his men. Mission Three: CliffhangerCharacter: Sergeant Gary 'Roach' SandersonOh look, a new character! Rather than a member of the Rangers with the United States Army, you are now playing as Roach Sanderson, a member of Task Force 141. Much of the story in the game involves Task Force 141, so it is important to become familiar with the members of the team who will be with you during many of the shootouts you'll be facing. The climate in this mission takes a drastic turn from the baking sun of Afghanistan with a leap across the continent to the Tian Shan mountain range of Kazakhstan. Soap MacTavish will be your commander in this strictly two-man mission, and for the most part he will lead the way. You have an ACR with a Red Dot Sight, Silencer, and Heartbeat Sensor, as well as a Silenced USP .45. This mission is purely stealth. Follow MacTavish's lead across the narrow ledge, and then use your climbing gear to make it to the top of the ice hill. You must not stop moving, or the ice will weaken and crack. Not good when you're more than a thousand feet up. Once at the top, MacTavish will leap across a blind area. Follow his lead, and you will just about make it on, before losing grip and slipping. Before falling to a gory end, MacTavish returns and saves your life. Once you move forward a little, Soap tells you to check the Heartbeat Sensor mounted on your ACR. Do exactly as told, and keep it open - it acts as a way of finding enemies in the distance, or where you may not be able to see them. When moving forward you will spot two different two-man patrols. Take out one and Soap will then shoot the other. After succeeding thus far, Soap will tell you to go it alone from here, though he will provide sniper cover from the ridge with the Thermal Scope on his rifle. You must move through the blizzard like a ghost and make your way to the airfield, where you will plant C4. When moving towards the airfield there is one major threat: the jeep which cruises down the road Should you be spotted by the jeep it will stop and the occupants will get out. If this happens, pull the trigger and don't stop firing until none of them are moving. After making it to the airfield and planting the C4 Soap will tell you to meet him at another location so you can continue with the operation at hand. When inside the hangar where you must retrieve the ACS module that has fallen into enemy hands, head into the back room and pick it up. However, don't go running back out to Soap just yet: there's been another problem. He has been compromised by the enemy, and they are threatening to execute him if you do not show yourself within five seconds. Whip out the C4 detonator, and light up the airfield. When the soldiers turn to see the cause of the disturbance, inject some hot lead into them. With the massive explosion that's just occurred, any idea of stealth has gone out the window. You don't have much time, and you need to move quickly. However, if you get the opportunity you can drop either weapon and steal some enemy gear. If you are going to drop a weapon, I personally recommend it is the USP .45 pistol, as the ACR has the Heartbeat Sensor, which is very helpful. Regardless, follow Soap and make a push across the airfield, before sliding down the large slope. After doing this, the enemies will send multiple snowmobiles down after you. Kill all of the enemy forces alongside Soap, and make off on one of their snowmobiles - isn't it great when they practically give you an escape route? When you are aboard the snowmobile it essentially becomes a race along a very linear course with enemies trying to kill you. You can fire a weapon while on your snowmobile, so be sure to shoot at the enemies who pull ahead of you. Avoid trees and other obstacles which will really end the escape plans, and eventually you will encounter a huge slope which goes on for around ten seconds. At the bottom is a massive drop with a lip that will act as a ramp. If you guessed 'massive jump', you're correct! The mission closes with a huge leap across a gorge in the mountains. Mission Four: No RussianCharacter: Alexei Borodin (Joseph Allen under a Russian alias for the CIA)Consider this mission a scene-setter. If you choose to at the start of the game, you may skip this mission as it contains extremely graphic content of a massacre. The mission opens with you wielding an M240 light machine gun and an M4A1 assault rifle. For this mission, the M240 is going to be much more use. Follow along with Makarov and his men. You do not have to shoot at all during the first scene should you not want to, but if you accepted to do this mission anyway, then you might as well kill hundreds of people with no reprimand. Once you're through the airport you have one more scene to rush through and the mission is over. The scene is on the runway, against a wall of Riot Shields wielded by members of the FSB. Push forward into the shields and they'll keep retreating. Their defense will falter as rounds are pumped into the shields as well, meaning the M240's rate of fire becomes even more useful. This mission is a prime opportunity to beat an enemy down with a shield, seeing as they are in abundance here. Once you have made it off the runway, the mission will end with a twist. If you accepted to complete this mission, but decided against it after seeing what was to happen during it, you can back out of it through pausing and selecting to 'Skip Mission'. Mission Five: TakedownCharacter: Gary 'Roach' SandersonAfter the anarchy that was unleashed by Makarov and his team of psychopaths, it's time to start picking up the pieces and bringing the men responsible to justice. To do this, it is necessary to pay the man who fueled the attack with ammunition and weapons a visit. Takedown is the first mission to take place in Rio de Janeiro, and you'll be pursuing Alejandro Rojas, a notorious arms dealer. In order to get to Rojas, you will need to go through Rojas' right hand man, as Rojas himself is something of a recluse. The mission opens inside a taxi, behind a large white van. The van pulls to a halt before the two men aboard it leave to get in contact with Rojas' right hand man. Things turn sour when they pull guns on him, though they go in the favor of the assistant when he blows them both away with a Desert Eagle. He then turns on the taxi, and kills the driver. Stop looking around and get down, or you'll become a fine paste over the interior as well. Once you're down and he can't take some shots at you, he will turn and flee. If you don't get down he will always kill you. After he begins to run, you'll be able to get out of the car and give chase. You will notice your primary weapon is an ACR with an ACOG Scope. In other words, a very competent weapon which is improved upon at range due to the scope providing additional zoom. Follow the objective (or MacTavish, seeing as he will follow the same course as you will regardless) until you eventually enter an alleyway, where Soap will shout "Take the shot!" at you. Rojas' assistant must be stopped from fleeing, and this means shooting him in the leg – non-fatal, but crippling. The mission will time lapse, and it will show Ghost and Soap closing a garage door, where Ghost is working with a battery and some crocodile clips, while the assistant is tied into a chair. Come to your own conclusions as to what happens… and start moving into the favela (shanty town) with Meat and Royce. When in the favela, Meat and Royce will be injured or killed, so accept that you're going in on a solo mission at the start and things are much easier. The Brazilian militia inside the favela carry weapons similar to the Middle Eastern terrorists encountered during 'Team Player', so you may notice something you liked previously, in which case you should drop the secondary and hold onto the ACR. From the entrance to the favela, you are pushing down through the favela, to the right. When you reach the end of the favela you will find a stairway, which you then move up. There are enemies on the rooftops of the favela and also further through all of the missions in Brazil, so ensure you keep an eye on the rooftops during these missions. Eventually you will encounter an enemy dog, which will attack you. You can stab it, shoot it, or if it grabs you, break its neck. The safest method by far is to shoot it from distance – the ACR with ACOG would be useful if you see it coming. Be prepared though, as the dog closes distance quickly, so if it is closing in too quickly, hip-firing is the best option. Further on, there are more enemies who are tightly clustered in an urban area. That means one thing: grenades. Make use of both frag grenades and Flashbangs. If you throw both though, use the Flash first to ensure they don't manage to escape the blast of the Frag. If you notice a glint in the distance, immediately move and ask questions later! This is the game's way of informing you that there is a sniper. If you still have the ACR with the ACOG Scope, or another enemy weapon with an ACOG, you can do some counter-sniping of your own, which Is generally a good idea. If you miss, move to avoid being hit by the sniper though. In order to make things easier on yourself, clear the area out before attempting to counter-snipe. When the sniper lies dead, move onwards through the cramped shanty town until you find more enemies positioned on the rooftops and in the alleyway. Don't attempt to rush them all, as they will more than likely melee you, inflicting massive damage and proving fatal on higher difficulties. There will be another building with a stairway outside it which you should enter, and be aware of further enemies, as some of them possess RPG-7s. Inaccurate, but if it hits somewhere near you, it'll cause serious damage from the blast or kill you outright (though this is less likely to happen on Recruit, seeing as you have vastly increased health – on Veteran it's a massive problem because you have a very small amount of health. After advancing further, you will have to cross the rooftops yourself – not a problem seeing as they are not difficult to traverse. When you get off the rooftops, you will need to move forward a little more. When you reach the objective, keep an eye on the car. Act TwoMission Six: Wolverines!Character: Private James RamirezAmerica is being invaded! During this mission, you're going to be fighting in the suburbs of Virginia against a large number of well armed enemy forces, Some of the enemies will be wielding weapons you may not yet have encountered, such as the TAR-21. Initially, you will be carrying a SCAR-H and an M9 pistol. The SCAR-H is highly powerful, so if you really want to dispose of it, it's a good idea to use it until it is low on ammo, so you get the most benefit from it. If you watch the cut scene before the mission you'll notice that it is highly reminiscent of the film 'Red Dawn', assuming you have watched it. You start off inside a Humvee, similar to the convoy that was ambushed in 'Team Player'. As you are traveling forwards though, you will encounter a BTR-80, which fires on you. Your squad narrowly avoid death, but the Humvee itself is destroyed. Foley instructs the team to move as quickly as possible into the back garden of one of the suburban residences so that the BTR cannot get them in its line of fire. As it advances, you must advance as well, without passing it or it will turn on you. Shoot the enemies who are advancing down the street, but keep a watchful eye on that BTR-80 as you're doing so. The BTR-80 will reach a barricade, and stop. Unfortunately, it is an enemy barricade, and the BTR is going to be turning on you momentarily. Do exactly as Foley commands you: throw a Smoke Grenade in the general direction of the hostile vehicle, and wait until the smokescreen has formed properly. When this happens, move into the alleyway to the right of the BTR, and prepare for another war with enemies. As you move through this alley, you'll probably encounter a small number of enemies – at the very most, there are probably around three or four. As you exit this alleyway, be prepared for additional enemies to surge in, seeking your death. Some of the enemies arrive in a truck, so if you want to, you can cook a Frag and see if you can blow the truck up and deal with a large amount of reinforcements without even squeezing the trigger. Your objective is to the east, inside Nate's Restaurant (the large brown colored building). When you arrive at Nate's, it's always a good idea to mow down some enemies. As luck would have it, Nate's offers rooftop access around the back and also inside the kitchen. When you are situated on the rooftop, keep an eye out for Foley and some other members of your squad carrying the main target, codenamed 'Raptor' to safety. Give them some cover with the SCAR-H or whatever weapons you are holding. After Raptor is relocated successfully, it is time to mop up the enemy reinforcements, who are converging on the area at an extreme pace. There is an unmanned turret in the area, which is designed to kill the hostiles without you having to expose yourself. Protect the turret and move the turret when the advancing hordes of soldiers begin to come from a different direction – Foley will tell you to move the turret when this happens. Conveniently, the United States have authorized the use of a Predator drone, to fire extremely high powered missiles on the area. You have the power, now you simply need to manoeuver some of the missiles into areas where they will cause massive devastation. This is not difficult at all because of the fact the missiles have a massive blast radius, and the enemies are extremely tightly bunched together. After some time, the missiles will be brought offline, though before this happens you have an unlimited amount of them to use – so make use of them! Doing so will make your job much easier when they do eventually go offline, seeing as there will be less enemy presence in the area. When this happens you are tasked with manually taking down any enemies who did not succumb to the explosives fired from the Predator drone, so the more you kill, the better. You're not done yet. In another effort to take the area, the enemy forces have sent in not one, but two helicopters. You're going to be ensuring they lose helicopters as well, by shooting them down. The only weapon that can shoot the problem down is the Stinger missile launcher, which is found in the sports bar across the road. You can climb onto the roof of Nate's again, but it proves just as effective to acquire the target with the Stinger from the ground. When the first chopper is downed, you will need to find the second Stinger missile, which is on the roof of the bar. Once the choppers are gone, the mission is almost over. Not quite yet though, as you still need to rendezvous with the convoy and leave the war-torn area of Virginia. Mission Seven: The Hornet's NestCharacter: Gary 'Roach' SandersonRemember Rojas from the previous mission? Now you've got the information you were looking for from him, there is no reason to remain in Rio de Janeiro – even less so considering the fact that the Brazilian Militia are actively attempting to hunt you down and kill you. The Hornet's Nest is the final mission in Brazil, and is the last time the militia is encountered. During 'The Hornet's Nest' your aim is to support the rest of your team as you all push forwards to the Landing Zone, where an associate of the team is willing to meet and evacuate them from the area by helicopter. To start with, follow your team along the trail from the cabin you were previously located in, and strike down the enemies as best you can. Keep an eye out for enemy snipers, as they are a common sight in Brazil. Should you find an enemy with a sniper rifle, it normally worthwhile to take the rifle. The Brazilian Militia sniper rifle of choice is the Dragunov SVD. Much of this mission takes place in close quarters streets and housing around the slums of Rio de Janeiro. The enemy militia use the location to their advantage, so ensure you keep an eye out for any ambushes they may have laid (such as waiting inside a house with high powered weaponry). As you move down the alleyways, make sure to use the low walls and debris around the area as cover. When you make it into an open area, don't assume all is well. The Militia have sent a 'technical' after you – a modified civilian truck with a machine gun mounted onto it. Aim for the gunner before anyone else, as he is the main threat. When everything dies down, perform a quick sweep of the street and move on. The reason for this sweep is to reduce the odds of being shot in the back by the militia as you advance through the slums. After you're sure that the area is secure and devoid of hostile activity, move on into the market. Your next objective is on the other side of the market, and it is full of bloodthirsty militia members, so use all the tactics you've learned from previous encounters (keep an eye out for the glint of a sniper's scope, look at rooftops, etc.). When you reach the east side of the market, your associate will tell you that he is not landing there, as the area is much too unsafe to risk a failed landing. As such, he will meet you at a secondary landing zone instead. To make it to the landing zone you will need to follow a path across the rooftops, leaping between them. Do not expect to make the final jump – it is scripted that you miss it. When this happens, a cut scene will play, with Roach seeing the militia readying themselves to kill him. Soap advises that you get to the helicopter again before they have a chance to attack you. In order to do this, you must follow a very linear course of building interiors until you make it back onto the rooftops of the buildings that you were previously running across. This is the one scene in the game where you have an unlimited amount of sprinting ability. Follow the track across the rooftops and eventually you will come to the end of the mission. In order to make it you will need to slide down a building's roofing before leaping to the helicopter mid-flight. Mission Eight: ExodusCharacter: Private James RamirezDuring this mission, you have been tasked with helping to retrieve another high value target from Virginia before the Russians are able to find him. The codename for the target is 'Icepick', and he lives in the suburbs. In order to aid you in finding your target and surviving the search, the US Army have donated a Stryker tank to the cause, codenamed 'Honey Badger'. Initially you will be tasked with destroying enemy anti-aircraft guns, which are being used to shoot at United States aircraft. Honey Badger has been instructed to only fire on targets you have authorized it to. For this reason, you must manually 'laze' a target with a laser pointer for the Stryker to start tearing it apart. Note that when Honey Badger is moving along the road it will continue to do so regardless of what is in its way – even if you're in front of it! When you're shooting your way through the houses that you will initially see anyway, make sure to mark them. Granted, marking the location you are in to be pelted with massive firepower sounds like a bad idea, but you would be surprised. The Stryker only aims for the enemy forces who are present in the location, and it destroys them with high powered machine guns. Cleanse all of the houses of enemy presence, and then move along. When you travel far enough along the road you will be rewarded with a checkpoint. Keep marking targets and shooting your own targets – don't leave Honey Badger to do all of the work! If there's one target that you want rid of, nothing does the job better than your own equipment. The Stryker relies more on the amount of ammo and the power of the rounds it is firing than accuracy, so ensure you shoot the longer ranged targets that Honey Badger cannot hit. Seeing as the Badger is a massive vehicle, it makes sense to use it as cover. If you're being shot at, get behind it, or to the side which isn't receiving hostile fire. As you keep progressing up the road you will eventually come upon a bridge. When you come off the bridge, immediately turn to the right. Go to the green crate and you may restock and resupply a full load of ammunition for your weaponry. Enemies will have the street ahead fortified, as well as the houses. For this reason, it is generally advisable to 'laze' a target for Honey Badger to deal with, as you shoot at the others that it is not targeting. Continue to use a system that proves effective for you, and move back to the ammo crate if you find yourself being trigger-happy and burning through your ammo too quickly. If you cannot get back to the crate due to enemies firing at you or other reasons, then steal some of their equipment. Generally, weapons such as the TAR-21 prove highly effective. When you reach a road that is blocked off, you will notice the large mansion as well. Enter the grounds of the mansion and sweep it for enemy activity, neutralizing it as you find it. Use the laser sight that you have (hopefully) been using with Honey Badger in the past to mark the anti-air guns, before letting the USAF take care of the rest. Exit the grounds of the mansion again, and move over to the final target, which is another house just across from the 'AA Mansion'. Enter the house and travel to the 'Panic Room', and the mission will draw to its close. Mission Nine: The Only Easy Day…. Was YesterdayCharacter: Gary 'Roach' SandersonThe Russian forces have commandeered some oil rigs, which they have converted to SAM sites, from which they are firing surface to air missiles. These sites are around an area of extremely high value to Task Force 141, as they are planning to execute an attack on the location defended by these oil rigs. The mission opens with an underwater cut scene, showing all your team swimming towards one of the oil rigs. When you begin to climb up onto the oil rig, press the button prompt and silently end the life of the guard. When this is done, climb up onto the oil rig and move forward through the area. Keep an eye out for one of the guards who is innocently looking over the railing. Put him down as well, and move onwards. Now, head to the door and prepare to breach. This will be your first experience with the breaching move, as Modern Warfare 2 is the only Call of Duty game to feature it. Place the breaching charge on the door, and when it explodes the game will switch into slow motion, allowing you to shoot the hostiles in the room without injuring any of the civilian hostages. Fire only on the enemies, and aim for the ones who are near the hostages first to reduce the risk of a civilian being caught in the crossfire. After breaching and clearing, head upstairs to another room to breach. This room is more difficult than the first, but it plays out using the same tactic. When the enemies are dead and the hostages are freed, rig one of the soldier's bodies with C4. Follow Soap MacTavish after doing so, and backtrack slightly. Wait for the other soldiers to enter the room, and when they see their slaughtered comrades, hit the detonator. Now they can join them. Should anyone survive, employ the tactic you have been using through the full game, and pull the trigger. As always, move forward, and eventually you will come under attack from an enemy helicopter. There is a room on the right where there are some anti-aircraft weapons sitting, ripe for the taking. You have the choice between a Stinger missile or an RPG-7. I recommend the Stinger, as the RPG-7's rocket curves in the area, and considering the fact the chopper is shooting at you, accuracy is critical. When the helo is downed, feel free to check that room and see if you notice any weapons that you might want to take. When you're done scavenging through enemy supplies, exit the room and continue along the path you were taking before the chopper interrupted you. You'll know you're on the right path if you walk into the midst of many more enemies. When the area has been cleared of any enemy threat, proceed up the stairway and prepare for another firefight. The enemies have prepared massive smokescreens, and are intending to use these against you. There are some rifles sitting with Thermal Scopes mounted on them, such as the FN F2000. Grab one, and make use of it. On harder difficulties, many players have described this scene as being one of the hardest in the game. Once you have dealt with the enemies lurking in the smoke, move on to the final breaching sequence of the mission. If you used a rifle such as the FN F2000 for the scene with the smoke (ie. a weapon with a thermal optic mounted), it is highly advised to swap for something with a Red Dot Sight, Holographic Sight, or no optic at all. This is due to the fact that a reflex sight is easier to use in close range than a scope. Pump rounds into the enemies, and the enemies only. When they are all downed, the mission ends. Mission Ten: The GulagCharacter: Gary 'Roach' SandersonTo start with, you will be aboard a US Navy helicopter, preparing for an all-out assault on a Russian gulag. The gulag you will be assaulting was previously a monastery, and as such it is full of many towers. You have an assault rifle and an M14 EBR rifle, which is scoped and acts as a sniping rifle. There are enemies on the towers of the monastery, and while most of them prove ineffective you are still forced to deal with them in order to progress. There are other troops who wield RPG-7s, which could potentially down the chopper if they strike home. For this fact the soldiers from which the RPG trail can be traced to take highest priority. You have more than sufficient ammunition for your M14 EBR, and it does pay to tap a few rounds on targets from the helicopter in case you miss. When the helicopter lands, MacTavish, Ghost, some other TF141 operatives and yourself will disembark from the helicopter. Some enemies will be present in the distance, so the M14 EBR will be useful again thanks to its scope. As you're moving along, keep an eye out for enemies and dispose of them as quickly as possible. Eventually you will move into some more confined tunnels. Use whatever tactics you have used in the past for close range combat (hip-firing, stunning enemies with grenades, Flash + Frag combination, etc.) and continue to move through the area. Ghost will head to the control room of the gulag, and he does not play a direct part in the combat. Follow Soap until you discover a flight of stairs. Head on down these stairs and shoot your way through the enemies in this cell block. Ghost will take some time to unlock the doors so you can progress onwards through the gulag, so keep safe and keep gunning down the hostiles in the meantime. When you head through the doors you will encounter more stairs. Head down through them, into the armory and grab some equipment if you want it. For now, the Riot Shield will be your best friend. Ghost does something incorrectly, and the door locks up. Enemies come pouring into the area and begin opening fire on MacTavish and you, so it you have a shield, it is quite useful. Admittedly, if you plan to take your time browsing the armory you're better off holding onto an assault rifle and mowing down the enemies to prevent them firing at you as peruse the contents. This location is the only one in the story where you can find the M93 Raffica, which is a machine pistol. It is located in the row full of M9 pistols. Move slowly through the row until the name prompt changes to 'M93 Raffica'. Personally, I swapped the M14 EBR for the Raffica, as the M14 EBR ceases to be useful at this stage. After deciding on what you want from the armory, if anything, move onwards. You will walk into an extremely dark tunnel, where you will be prompted to enable your night vision goggles. Do so, and walk on through. While in this dark tunnel, you will find more enemies who are going to attack you, so get the first rounds off and get yourself an immediate advantage. Carry on through the tunnel until you are instructed to remove the night vision goggles. Be prepared, as there are more enemies around the corner literally a few seconds after leaving the tunnel. Once the enemies lying in wait around the corner have been dispatched, walk down the corridor. However, rather than going through the door, you're going through the wall, in another slow motion breach sequence. Inside these showers are some immensely well defended troops. The main reason for their strong defense is that they have a whole row of Riot Shield-wielders blocking you. Push into them and the wall will fall apart soon enough, leaving you able to move onwards through the shower block. At the end of the shower rooms there is a hole leading into what appears to be a sewer. If you are playing on harder difficulties though, shooting the enemies on the floor above you is a necessity seeing due to reduced health. If you are not playing on Hardened or Veteran though, it's possible to avoid having to shoot the enemies on the upper level. Regardless of whether you attack the enemies located on the upper level or not, you need to jump into that sewer to rendezvous with the objective: a prisoner, codenamed #627. Once you have made it through the sewers you will be extremely close to the objective, and to find Prisoner #627, you'll need to breach again – by this stage, it is likely not a problem. When the wall has been breached, pump rounds into the soldier that #627 has grabbed and give him a hand: he's on your side. Enjoy the cut scene, and then it's time to get the hell out of the gulag! The Navy have decided to start their naval bombardment early, and you need to move quickly to escape. Follow Soap, and eventually you will make it into a large circular room, which has most of its roof blown up. One of the choppers drops a rope for all of the men to clip onto, and Sanderson is last to clip on. The chopper pulls the rope, and everyone aboard it to safety, just as the US Navy bombardment blows the gulag apart, causing it to collapse. The mission then comes to an end, and it's time to leap around the globe again. Act ThreeMission Eleven: Of Their Own AccordCharacter: Private James RamirezThe Army Rangers, including your team have made their way from Virginia straight to the capital of the United States: Washington D.C. The Russians have been swift in their attack, and have made good progress at an astonishing rate. Washington D.C is the United States' last stand against the apparently unstoppable Russian Federation. The mission opens up with Foley and the rest of the team lying prone in some trenches. Move through them along the safest route you can find, as they are under constant fire. After some time you'll need to leave the trenches to sprint towards one of the enemy controlled buildings. Push straight to the building and leave the long range fighting to your fellow soldiers. After all, Rangers lead the way. If you've been chewing through your ammo on the way to the building to suppress the enemies, then you may wish to refill your ammo at the green crate, located near the right-hand entrance. There will be a cluster of enemy forces at the bottom of the corridor, and the M203 underbarrel grenade launcher should really help you deal with them smoothly. Keep moving through the halls and clear them methodically. When you have reached the end of the hall, turn right. There are more enemies waiting for their opportunity to mow you and the rest of your squad down. However, considering their poor positioning you shouldn't have too much of a problem with wiping them out. Make sure and thoroughly sweep the hostiles, as there is one that can cause problems located near a door in the corner of the room. Continue the push forward, and head upstairs to the next floor, using the debris as a makeshift stairway. There will be some more Russian soldiers defending in the office ahead. Cut through the office and the soldiers with a hot stream of lead. To the northeast is a balcony, where you are tasked with planting explosives to detonate when you are outside their blast radius. Before leaving the balcony it's a good idea to use the green ammo crate on it to replenish your stocks again. Again, you're going to be pushing into the upper echelons of the building and moving through the enemies. The number of enemies here is reduced compared to the previous quantity of enemy soldiers, so this floor should be a less intense firefight. Take it slow and don't rush into anything stupid, and you'll be fine. You are attempting to advance on a good vantage point from this building, to aid your fellow soldiers. This point has been nicknamed the "Crow's Nest". Continue to make your way up to it, before taking control of the high powered sniping rifle. Look in the extreme distance for Russian troops firing Javelin missiles at the evacuation chopper. Now, cease to look, and begin to fire. Drop all the Javelin wielding troops and you will soon be informed that the Russians have decided to converge on the Crow's Nest. Defend yourself and prepare to stand your ground: it's time for all out warfare. When enemies approach, massacre them with the rifle. You will be alerted that the Russians have ceased to attack the Crow's Nest. To bring this mission to a close, you will need to grab one of the Javelin missile launchers placed in the Crow's Nest, and use it to attack the enemy tanks and other vehicles. Mission Twelve: ContingencyCharacter: Gary 'Roach' SandersonContingency opens in the snowy mountains of Russia, in a push to a Russian submarine in order to execute a plan for aiding the soldiers in the United States. The mission opens with you landing alongside another soldier, split from the rest of your team. Both of you are armed with M14 EBR rifles, and must move towards the rest of your team in order to execute the rest of the mission. Initially you will see a large cluster of soldiers nearby. Wait until they split up, as two of them fall behind to have a smoke. When this happens, drop the soldier that you're told to aim for – the other soldier will deal with the second hostile. Again, a dog and his handler will stop. Shoot the dog first, and then the handler. This is because the dog can attack you after you shoot its handler, unless you neutralize it first. Take care of the remaining enemy presence and advance across the bridge. Feel free to look in the sky, as the Russians hurriedly airlift vehicles, presumably for use on the assault of the United States. An enemy APC will spot you, and you will be forced to run into the forest to escape it. While running into the forest works against large vehicles, it does not work against humans. The Russians are sending search parties to sweep the forests and eradicate you, should they get the chance. Follow the instructions you are given until you encounter a three-man patrol, who you can either leave, or shoot. Personally I pulled the trigger, because that's what I normally do. Advance onwards and keep picking suitable opportunities to attack when told to. If you encounter a patrol with a dog, shoot it first. Keep working your way through the forest until you reach a large hill. When at the ridge to the hill, take a look around the picturesque village across it. Then prepare for a picturesque bloodbath. Slide down the hill and meet with the rest of your team. Soap has managed to acquire a Predator Drone for you to use. From this drone, drop a missile onto the village. It will ruin the aspect of stealth, but it will grab vital minutes from the enemy as they remain disoriented. Seeing as you have only an M14 EBR and a suppressed USP .45, it is advisable to drop them both for enemy weapons. Stealth is no longer an issue. I personally recommend you pick up an AUG HBAR from one of the enemy corpses, as it is a well-rounded weapon with controllable recoil. When moving through the village, stick with your team. The village is small and provides lots of flanking routes for both yourself and your enemies. Flanking isn't much of an advantage in this area, because the direct route works just as well. Clean out the village and follow the trail down to the docks. When outside the docks Soap will alert you that he has procured another Predator drone missile for you to make use of. There are two main ways to assault the docks, and both of them rely on the Predator to work. The first method is to look down for a few seconds on the area. Keep an eye on the jeep. When it is passing the group at the entrance to the base, speed the missile to its destination between both. The blast radius will destroy the jeep and kill most of the enemies. For the most part it does not kill all of the enemies, so this works if you want to ease the initial threat of the hostiles. The alternative to this is to drop the Predator on the helipad, where it will destroy an Mi-24 Hind. This may be a better option for higher difficulties, as the Hind will pelt you with machine gun fire when it gets airborne. Due to reduced health, the Hind becomes incredibly deadly, unless a technique such as this is employed. Unfortunately, the Hind method does not destroy the jeep, nor will it kill the guards at the entrance. Regardless of the method you choose for approaching the docks, it will start a timer. You have two minutes to make it to the submarine through a massive firefight before it dives and becomes impossible to reach. Some players have described this scene as the hardest in the game on Veteran difficulty, though trying one of the above methods will almost always yield positive results. Follow the objective to the submarine, and as you do so, another Predator Missile will become available. I recommend using it on the transport truck which will likely be driving towards you, as the enemies scatter too much to kill multiple targets with the missile, making it a waste. In my view, you might as well ensure you wipe out multiple enemies with the missile rather than taking a risk which may not pay off. Keep moving towards the submarine, and your objective will change to defending it, as a member of your team boards it. The Russians will send many more transport trucks to go for you, but more Predator Missiles will become available. Keep dropping them and shooting at the Russians until the mission closes. Enjoy the closing scene, and keep an eye on the sub. Mission Thirteen: Second SunCharacter: Private James RamirezSecond Sun is effectively a mission where you need to find cover, and fast! Foley and Dunn will always take a safe route, so just keep following them and everything will be fine. You will start off in a downed Black Hawk, with no ammunition for your M4A1, which has a Holographic Sight mounted to it. An non-essential soldier will then hand you some magazines before being dropped by the Russians. Use the ammo, and then a scripted scene will play where everything goes wild. Get out from the helicopter and follow the rest of your team. Helicopters will fall from the sky, so ensure you remain with your team for the most simple method of surviving. Run into the building alongside your team. Along the way, Dunn will mention that his 'Red Dot is out'. Take a look down your sight if you want: the reticule will be gone. Foley leads the team out of the building when all the explosions and chaos seems to have ended. Follow on for a bit, and you will see a Ranger running towards you. Dunn roars 'Star! Star dammit, or we will fire on you!' at the soldier in an attempt to confirm that he is an American soldier, and that it is not a trap. The soldier admits to not knowing the safety term, but informs them that General Shepherd is assembling the last remains of the shattered US Army at Whiskey Hotel – the White House. The Russians have pretty much conquered Washington D.C, and the soldiers need to alert the USAF at Whiskey Hotel that the city remains in American hands before they start bombing the city on a massive scale. Enter the building that the lone Ranger came from, and load up on ammunition. With no reticule on the sight, you're going to need to be spray-happy, at least initially. Prepare to blow through the offices upstairs, where the Russians have holed up. As soon as the opportunity presents itself, steal one of their rifles – preferably without an optic mounted on it. Use Frag Grenades, take cover, and progress through the office in a manner that is effective for you. Once the area seems to be devoid of enemy activity, feel free to take a sweep over for weaponry you could scavenge. There is also a second office, which the same methods apply to. After exiting the offices, Foley will lead the remains of the Ranger squad out onto the streets. Keep an eye in the distance, as there are some Russian soldiers present in the area. They are unaware of your presence initially, but do not shoot just yet. Wait until the rest of your team have confirmed they are not friendly soldiers. After this, advance onwards into another building, which your team will lead you to. Head down the stairs of the building, and you'll find a bunker with the presidential seal on it. Enter this bunker, and Second Sun will end. Mission Fourteen: Whiskey HotelCharacter: Private James RamirezWander through the bunker until you reach the front lines. From the bunker, it is clear that you are fighting against extreme odds. When you exit the bunker, run to the left and prepare to flank the enemies. Apply all the skills you've learned from other missions in the game and take it slowly until you make it to the truck. Hurl a Frag at the enemies, and go automatic on them if you need to. Find an area where you can see them, and you have good cover, and make use of this fact. When the enemies on the outside of the White House are no longer a problem, enter the White House's inner sanctum. Corporal Dunn will open a door, which will allow you to advance to your objective. The rooms behind the door have a large enough amount of enemy forces to be a threat, so sweep them and take all the hostiles out. Use Frags, Flashes, and lots of ammo, if necessary. There will be a room with many computer monitors present in it. The enemy AI here seems to enjoy tossing Frags for some reason, so get out of the blast radius and get to work. One of your team mates will inform you that you have only two minutes before the United States Air Force bombers come over Washington D.C and drop their payloads on the crown of the US. It's a race against time, and time is not on your side, so move quickly, fight aggressively, and make use of all the ammo you have. Move through the eating area in the White House and move upstairs again. Wipe out the enemies quickly, as time is of the essence. There will be a large hole in the wall, caused by the Russians likely blowing it up. Enjoy the spoils of victory as a Ranger, as this is the final scene of the Rangers campaign. Mission Fifteen: Loose EndsCharacter: Gary 'Roach' SandersonIt is time to bring Vladimir Makarov to justice for his crimes against humanity in the airport assault. Two safe houses have been identified by General Shepherd: an estate on the border with Georgia and Russia, and an airplane graveyard in Afghanistan. Roach and Ghost have agreed to travel to the estate and take their chances at killing Makarov. You will start off on a forest trail, leading down to the estate of Vladimir Makarov. Move down with your team, and one of them will be blown to pieces by landmines, which have been placed as an ambush. Around half a second later, a mine will leap out of the ground at you – go prone immediately to survive. After this, hidden enemies will burst out and attack. There are some ghillied snipers in the grass –like the missions in Brazil, keep an eye out for the glint of their scope and fire away. The ghillies wield WA2000 rifles, which appear only in this mission of the campaign. Your team will deploy a smokescreen, which it is wise to run into. Keep behind trees, as they are the only cover in the area. When the shooting stops, check the weapons dropped by the enemies. Stick with your team, and two snipers will inform you they are giving you cover – their codenames are Archer, and Toad. When you reach the road running towards the estate, two bulletproofed trucks will speed down this road, but are quickly stopped when Toad and Archer fire Stinger missiles at the trucks. Move onwards to the house and clear the exterior, before moving to the front door. Set a breaching charge on the door, and prepare for a slow motion breach moment. Drop all the enemies you can, and then reload the rifle you are holding. Inside the house are two more locations that need to be breached. Head straight up the stairs directly inside the estate, and then turn left. The door is immediately to the left, but there is another enemy in the room beside, who normally carries an M1014. Feel free to grab it, and use it for the breaching, as the breach area is extremely close quarters. When you blow the door there are three enemies. Two will be crouched behind cover, while the third one will come closer. If the M1014 is loaded fully, it's great for pulling the trigger repeatedly and wiping out all three men is a real possibility. The second breaching location the house is definitely a must to search. It is in the basement of the house, which can be accessed through the kitchen. Head down the stairs and clear out the enemies who are lying in wait outside the room. Breach it, and clear out the few enemies who are inside it. Then, take a look around. Look at the sheer amount of weapons! Now that there are no enemies who could ambush you inside the house, it's time to work with the reason that you're even here: to transfer sensitive files from Makarov's computer to a DSM, for turning over to Task Force 141. The reasoning for this is to make an "Operations Playbook", containing everything about Makarov and his residence, files, etc. While the DSM is connected, enemies will attempt to destroy the computer that the DSM is connected to. Ghost will be relatively effective at killing enemies, but you can always do better yourself. If you look in the back room of the house, there are some L86 LSW LMGs, with scopes mounted. I highly suggest that you take one of these due to the massive magazines. Spray all you need – there's enough ammo for it easily. Keep an eye on the information, such as how many files have been transferred. Grab the DSM as soon as it's complete and run as quickly as possible to the landing zone. The LZ is to the northeast, back in the woodland that you started the mission in. While the enemies are attacking you, you can run straight past them to the mission completion and succeed, but on higher difficulties, you are better off shooting at them. Sprint down the planes which have landed and speak to Shepherd. Mission completed! Mission Sixteen: The Enemy of My EnemyCharacter: Soap MacTavishWhile Roach and Ghost were attacking Makarov's safe house on the border between Georgia and Russia, Soap was sent to an aircraft graveyard in Afghanistan alongside another TF141 operative to search for Makarov. While Vladimir Makarov himself is not present, some of his associates are. At the start of this mission, clean out as many hostiles as possible. There are a lot of enemies in this missions, so thinning out their ranks before setting off is a good idea. Push forward, and listen to the discussion Makarov has over the radio with another TF141 operator. The Intervention sniper rifle you have is extremely useful, but the suppressed MP5k is not bad by any means. Use the MP5k at closer range and then switch to the Intervention when the scope's zoom will really provide a benefit. Don't be reckless during this mission. There are many places where you could be shot from nowhere in this mission, and it pays to ensure you've cleaned out as many of those locations as you possibly can before setting off again. If there's gunfire, nearby, chances are Makarov's associates are shooting it out with the other faction present. In the more open areas, you need to move back and use the remains of some aircraft if you intend on having cover. Further through the mission, you will find a long part of an aircraft which acts as a tunnel. When you find this tunnel of sorts, use it as a sniping position. It is positioned perfectly for you to snipe at the enemies down below as they kill each other, and make your job much easier. Don't waste shots: keep firing and hitting for the best results, as one shot almost always is fatal. The rest of your team are aiming to find transport for you, so when the enemy ranks have been sufficiently thinned, leave the plane and head straight down. Kill anyone who opposes you, and continue across the road. When you're across, continue through this final area and hose down any enemies who get in your way. When you reach the destination you'll be able to leap into a jeep with Rook, a minor operative, driving. Protect the jeep as best you can through shooting at the other jeeps, but ultimately it's impossible to save Rook, as the SUV that pulls alongside will have a passenger fire a shotgun at him. When this happens, you will have to take control of the steering and weave the jeep into the back of the plane as it takes off, while avoiding the black SUV and white pick-up trying to run you off the road. Jump the jeep into the plane, and 'The Enemy of My Enemy' will come to a close. Mission Seventeen: Just Like Old TimesCharacter: Soap MacTavishWhen this mission starts off, check your loadout: a suppressed Intervention, and a Vector with ACOG Scope and Silencer. In other words, a stealth-based loadout to the core. Start of down the trail, and take a good look at the guards. They will split up, and you will be instructed to shoot one of the ones on the right, while another soldier will take out the other. When this is accomplished, slide down to the road where the corpses are lying, and take out the remains of the patrol – be careful, they have a dog as well, so ensure it is downed. Walk over to the Humvee parked on the road, and clip up to the railing. It's time to rappel down and move on. When rappelling, make sure to brake, using the prompt that the game gives you, or you will hit the rocks. Hitting the rocks will kill you, meaning that braking is definitely the way to go. From where you are, you will be able to see two more guards, with no idea of your presence. Push the melee button to dispose of one, while the other is disposed of by an ally. Enter the caves that the two guards were standing in front of, and be prepared for a shootout. Inside the cave network, wait until the patrolling soldiers have passed. Their suspicions of being infiltrated are growing with the loss of the two different units. However, as soon as the patrol pass, put a bullet in the man who is still standing around. When you reach a fork in the caves, stick behind your teammate. The enemies are intending to burst into the caves and catch you unaware with Taclights, so find a position where you can take cover and shoot the enemy on the left side. Move through the doorway that the two men with Taclights came through, and head up the stairs. Your teammate will request that he deals with the guard at the top of the stairs. Allow him this, and move along. The enemies are now aware of your presence, and are preparing to take you down. Switch to the Vector and keep an eye out for a good spot of cover. They can be spotted easily by the red lights emitted from their equipment. Once you're in a decent position, rake them with Vector fire. Soon enough you will encounter a cave wall, which you can breach through. Once you have done so, follow on. There are Riot Shields and an H&K MG4 sitting, ripe for the taking. If you want to, take the MG4. It may be wiser to take the Riot Shield temporarily though, so that you can go directly to the enemies who are shooting at you. They will pump rounds into the Riot Shield, and as long as you're crouched with it, you should have no problem. The MG4 is a good LMG, let down by a very long reload time. It may be better to recollect your Vector or Intervention, or take an enemy weapon if you do not like the MG4. Continue on past the corpses of the enemies, and move along through the cave network again. It does not take long before you are out of the caves in the baking sunlight of Afghanistan though, where you will engaging in another fight. Some of the enemies have Riot Shields, so pump bullets into them until they falter and allow you shots at their arms. The MG4 is good for this scene seeing as it fires quickly and has a much larger magazine than the Vector. As you'd expect, there is more resistance further onwards, so get armed and get ready. When you get the chance, hose down the next group of enemies. Like last time, some of them have Riot Shields, so a good rate of fire is nearly essential for success. There will be another door, which you must breach. This is the most difficult breach in the Single Player campaign, as there are a small number of enemies, a large field of view where they can come from, and some explosive barrels which must not be shot at. Firing in bursts, and learning their positions is absolutely essential for harder difficulties, as going trigger happy will result in a massive explosion. Be alert when you open the door, as to the immediate left will be an enemy who is close enough to melee you, potentially one hit killing you on higher difficulties. Ensure he is gunned down as quickly as possible. Look to your right as well, and press the prompt to override the door controls. When this is done, exit the cave network and prepare for yet another firefight against Shadow Company. Take down the enemies, and remain in cover while doing so for your own safety. Follow the objective indicator and head through the fields, down the stairs, and to the Zodiac boat. Mission complete. The following mission is the final mission of the game. Mission Eighteen: EndgameCharacter: Soap MacTavishEndgame is almost entirely vehicle based. The Zodiac boat you are traveling on handles similarly to the snowmobile from Cliffhanger. The first part of the mission is essentially a chase of another Zodiac boat, with enemies firing from all sides at you. Guide the boat through the linear track and if needed, use the button to aim down the sights when on foot to spray a Mini Uzi. It's not accurate, but it works and that is what is needed. You also need to zip through a small cave, which is not too taxing. Just be sure you don't grind the boat against the wall too much, or you'll lose speed, and you'll also lose the other Zodiac. Once you come out the other side of the cave, you will be in a much more open expanse of water. Unfortunately, this also means Shadow Company have been able to send choppers to deal with you. Do your best to avoid them through weaving wildly, but try to avoid losing speed while doing so. Eventually you will encounter 'rapids' – fast moving places in the water. Do your best through these to keep up with the other Zodiac. The other Zodiac will jump into the back of a waiting Pave Low helicopter, which will turn around. Hold the Zodiac steady while your team mate shoots at it. Somehow, he manages to nail the pilot, which causes the chopper to lurch wildly before crashing. Unfortunately, in the attempt to down that Pave Low, the Zodiac is too close to a waterfall to back up, and due to the current it is pushed over. When this happens, the screen goes black. A few seconds later, the screen fades back into view. You are in the desert during a massive sandstorm. You will struggle to regain and keep your balance, and will encounter two members of Shadow Company. Blade them both, and move on. Beside the remains of the Pave Low is Shepherd. Take a stab, and you'll miss him. He will run towards the ruined remains of a green sedan. Take another attempt at stabbing him, and he'll show his prowess in administering beatings. When you hit the ground, an interactive cutscene of sorts will play, showing Shepherd loading his .44 Magnum, before he is floored to the ground. Press the prompts to crawl towards Shepherd's .44. Unfortunately, you do not make it to the gun, and Shepherd kicks it just out of your grasp. You are then stabbed with a knife, before Shepherd fights against your team mate, who valiantly attempted to ensure you got the .44 Magnum. Soap drifts in and out of consciousness, and each time it seems Shepherd is taking the upper hand and holding it a little bit further from your team mate's grasp. Eventually you will be given button prompts to pull the knife out of your own chest, and then given a small reticule to aim the knife with. No matter where you throw it, the knife will always embed itself in Shepherd's left eye. The game then ends and the final cut scenes will roll. Congratulations! |


















