6. Call of Duty: Modern Warfare Remastered Act 3Update notes

The story wraps up here with four relatively shorter missions. You shouldn't find too much to be difficult on this page as opposed to Act 2.

Call of Duty: Modern Warfare Remastered | Veteran Campaign

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Ultimatum

PISTOLS
M9Held by barely any enemies.
SUBMACHINE GUNS
AK-74uHeld by a few enemies.
Mini-UziHeld by allies.
MP5SDHeld by barely any enemies.
ASSAULT RIFLES
AK-47Held by many enemies at the start of the level.
G36CHeld by some enemies, mainly in the houses.
M4A1 SOPMODStarting weapon.
SHOTGUNS
M1014On a crate as soon as you enter the base. Held by barely any enemies.
LIGHT MACHINE GUNS
M249 SAWOn a crate as soon as you enter the base.
RPDHeld by barely any enemies.
SNIPER RIFLES
DragunovOn a crate as soon as you enter the base. Held by barely any enemies.
LAUNCHERS
RPG-7Held by a few enemies.
EXPLOSIVES
C4Starting equipment.
ClaymoreStarting equipment.
GrenadeStarting equipment.
M203 Grenade LauncherStarting equipment. Connected to the M4A1 SOPMOD.

Zakhaev's retaliation move for the actions against his son is to threaten the entire world with nuclear destruction. To stop this, the three central SAS operatives and SSgt. Griggs have been sent in to take over the launch facility. Griggs, however, has landed a bit off course, so you need to go after him. A vehicle will stop a little ways up the road; hide on the sidelines and wait for a good shot to kill the two soldiers that get out. When you reach a bunch of soldiers with flashlights, try to either sneak past them or kill individuals when they're isolated.

Griggs must be held inside one of the nearby houses. Search both floors of the first house you come across, then wait when Price tells you to look outside. For the most optimal results, hide behind the wooden plank on the railing just outside and look north for a lone soldier. Kill him and wait for another to notice, then kill him as well to remain completely silent. Griggs will be in the next house you search; join Price and the gang upstairs and just stand outside the door as your allies clear the room (or join in if you really want to help). Price will ask you to untie Griggs so the team can get on their way towards their objectives, the first of which is the electrical tower.

When enemy choppers pass by, immediately go prone on the ground and wait for them to pass, then run up to the tower and plant two C4 charges. Blow it up and watch the magic as the 2nd Squad manages to bypass a security check thanks to your help. Lie flat when more choppers fly overhead after you pass through a fence, then head into the base through a cracked wall and pass next to another fence towards a garage.

Time to engage the enemy. Feel free to shoot at them from the doorway leading to the garage if you don't want to risk dying. Your allies will respawn, so you don't have to do all too much here. You'll know when everyone's been killed when helicopters bring more soldiers in. They're not the only newcomers though, so get back to that doorway and keep shooting at the new guys. A third wave will arrive with no warning when the second is dying out. When things have died out once again, head into the green building at a right angle to the west (use the northernmost building as an entrance) and look for the one (1/1) Intel pickup for this level in the northwest corner, then watch for enemies on the rooftops to the north and take them out.

When you follow your allies into the next building run upstairs and get near a window, because enemies will come at you from a new set of garages. Do what you've been doing thus far at the base and head down to those garages to continue towards the 2nd Squad. As you could have guessed, there are more soldiers to greet you in this new area, and after they leave more will come in on trucks.

That'll finally be the last of the Ultranationalists for this level. Make your way to the 2nd Squad and watch Zakhaev's retaliation take off, making the launch facility an even bigger priority than it already was.

All In

PISTOLS
USP .45Starting weapon.
ASSAULT RIFLES
AK-47Held by many enemies.
AK-47 GrenadierHeld by a few enemies.
G3Held by some enemies.
G36CIn a crate in a warehouse just outside the initial area.
M4A1 SOPMODStarting weapon.
SHOTGUNS
M1014In a shipping container at the start of the mission.
LIGHT MACHINE GUNS
RPDIn a garage to the southwest in the launch facility. At piles of green weapon containers.
SNIPER RIFLES
DragunovIn a garage to the southwest in the launch facility. Held by a few enemies.
LAUNCHERS
RPG-7In a garage to the southwest in the launch facility. Held by a few enemies.
EXPLOSIVES
C4Starting equipment.
ClaymoreStarting equipment.
GP-25 Grenade LauncherConnected to the AK-47 Grenadier.
GrenadeStarting equipment.
M203 Grenade LauncherStarting equipment. Connected to the M4A1 SOPMOD.

Run up to the yard full of containers at the end of the field and wipe out all opposing forces. Don't pass through the fence until you're sure enemy density is at a minimum, because you'll be ordered to blow up an enemy vehicle when you do. Throw a smoke grenade so you can approach it, then plant some C4 and blow it up from a safe distance.

With the tank down, kill everyone else around the launch facility and try to find an RPG-7 if you can. If an enemy hasn't dropped one in a reach-able location, you can find one in the garage to the southwest. Continue wiping the area clean so Price blows the gate at the end of the area to continue onwards. Your new objective will be to destroy two more tanks (made a little easier with your new RPG-7), but you'll first want to look for a building to the south in this first area with two satellite dishes on it. Next to this building is an alley that curves north towards one of the (1/2) Intel pickups for the level.

In this new open space, run up to the brick building for cover and shoot at enemies from the east until they stop coming so you can easily launch two RPG-7 shots at the first vehicle. Now continue east towards an open warehouse building to get the other (2/2) Intel laptop, then take out the soldiers near the other tank so you can get closer to it and plant the C4 on its back.

A third team will drop in from the northwest by helicopter as Griggs and others cut through some air vents to enter the launch facility. Hook up to one of the grapples at the center vent to end the mission.

No Fighting in the War Room

PISTOLS
M9Held by barely any enemies.
USP .45Starting weapon.
ASSAULT RIFLES
AK-47Held by many enemies.
G36CHeld by some enemies.
M4A1 SOPMODStarting weapon.
SHOTGUNS
M1014Held by some enemies.
EXPLOSIVES
GrenadeStarting equipment.
M203 Grenade LauncherStarting equipment. Connected to the M4A1 SOPMOD.

You, Price, and Griggs will head for the launch control room as Gaz and the Marines make their way to the security booth. Crawl through the air ducts and drop into the showers to get a call from central command. Depending on your difficulty, you'll have between 9-15 minutes to get to the terminal before the nukes land on the US east coast, so you don't have a lot of time to stick around. When you leave the locker room, go left, because one of the final Intel pickups are in that direction.

Shoot at the handful of enemies in this left hall and be careful around the bend to the next one. Get used to hiding behind walls here. In the first room on your left, you'll be able to find the first (1/2) Intel laptops on a table. After this hall is a wider room, and past that is a staircase and the first meaningful checkpoint. Having seven-ish minutes left at this point would be ideal.

Two enemies will greet you at the start of this new hallway. When they die, move up a little to make a whole bunch more run towards you at the other end. Try to kill them all when this happens to save time and avoid an unnecessary firefight. Curve right as soon as you can and make your way around the hall, fighting any enemies on the right side as you approach the end. Be careful and watch your left side often. At the end of the hall is another empty hall, leading to a doorway. You may or may not get a checkpoint, so try to wipe out everyone behind you to try to get it to trigger.

The next hall is wide and has a set of wooden boxes blocking the way. Take care of the shotgun-wielding enemies by the next doorway and then run up to the boxes to try to get your allies to move up. Heal up and look past these boxes to get rid of everyone behind them easily, then carefully clean one of the halls on the left or right to get ahead.

Outside of this set of halls is launch control. Gaz and his team will have taken over the security booth, so they'll open the doors for you. Quickly clear the room and head down the hall, then plant explosives and breach the launch control room with the other team doing so on the other side. Clear the room as soon as possible, then enter the abort codes. Head southeast and enter the room to the southwest with a blue screen to find the final (2/2) Intel pickup.

Now that the nukes have been disarmed, you'll need to make your way out of the facility. Thankfully, there's no more time limit. Make quick work of the stragglers inside the facility and clear out the vehicle depot, then get ready to chase after Zakhaev.

  • The Ultimatum

    Complete 'Ultimatum', 'All In', and 'No Fighting in the War Room' on Veteran difficulty.

    The Ultimatum

Game Over

PISTOLS
M1911 .45Starting weapon.
ASSAULT RIFLES
AK-47Held by some enemies.
M4A1Starting weapon.
LIGHT MACHINE GUNS
M60E4Held by one guy as soon as you make it to the stable part of the bridge. Might not spawn; reload checkpoint if necessary.
LAUNCHERS
RPG-7Held by some enemies.

Not only is Zakhaev getting away, but swarms of his men know exactly where you are. Ride along the truck you're on and shoot at others filled with enemies. Don't forget that you can crouch for cover if necessary. Some enemies will have RPGs, and those should always be a high priority. When a helicopter comes after you, replace your pistol with an RPG-7 and try to shoot it away. It'll eventually fire at the bridge in front of you, causing everyone to crash.

Quickly get onto stable ground and fight the enemy, then run up to their corpses and look for the M60E4, a weapon that only drops by one soldier in this mission. Be sure to get a kill with it at some point. After a few minutes, the loyalists will tell you that they're coming in to support you, but the tanker will soon explode.

Zakhaev himself will stroll along the bridge with his men, killing all stragglers they approach. Grab Price's pistol when he slides it over to you and fire on them when their backs are turned to end this struggle.

If you've been collecting the Intel as you play, you'll have unlocked the two following trophies for doing so and will have unlocked all of the little bonus treats to add some replayability to the game. If not, then you can consult the walkthrough again or use the below video to help you find what you're looking for as you play on a lower difficulty to wrap things up.

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