5. Call of Duty: Modern Warfare Remastered Act 2

Act 2 delves into the SAS's attempts to find those responsible for the events of Act 1. Some of these missions have very difficult spots that have hopefully been explained to be easier with this walkthrough.

Call of Duty: Modern Warfare Remastered | Veteran Campaign

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Safehouse

PISTOLS
M9Held by barely any enemies.
SUBMACHINE GUNS
Mini-UziHeld by several enemies.
MP5Held by a few enemies.
ASSAULT RIFLES
AK-47Held by some enemies.
AK-47 GrenadierHeld by barely any enemies.
G3Held by some enemies.
G36CHeld by a few enemies.
M4A1 SOPMODStarting weapon.
SHOTGUNS
M1014Starting weapon.
LIGHT MACHINE GUNS
RPDHeld by barely any enemies.
SNIPER RIFLES
DragunovHeld by snipers, which there are few of.
LAUNCHERS
RPG-7Held by a few enemies.
EXPLOSIVES
C4Starting equipment.
GP-25 Grenade LauncherConnected to the AK-47 Grenadier.
GrenadeStarting equipment.
M203 Grenade LauncherStarting equipment. Connected to the M4A1 SOPMOD.

Nikolai fails to believe that Al-Asad would kill himself like that and thinks that he might be in a safehouse somewhere. He'll give Price the coordinates of one he knows the location of, and the team is sent to Azerbaijan. Ultranationalists in the village ahead are killing all the villagers; fend off enemy soldiers and stay put until you can call in air support. Do so, then head into the building and look for some (1/2) Intel on the second floor.

You're given at most two target buildings to call airstrikes on at a time. Whenever you're able to call in another strike, find the building and call it in until all the buildings have been cleared out, as well as a tank. The tank will be patrolling a road with one of the target buildings near the top of it, which also has a flooded basement. The other piece of (2/2) Intel is in there. Feel free to call multiple strikes on the same building. You'll know a building is cleared out when you get a checkpoint and the target on that building disappears.

After clearing the entire village, you'll finally be checking a barn up the hill. Call an airstrike in and deal with everyone attacking you from the outside so Price can open the front door. He'll toss a flashbang in and take down Al-Asad's two henchmen before tackling the dictator and interrogating him. As he fails to tell you where he got the nuke, his cell phone will ring and Price will get his answer. When he hears who's on the other end, he'll take care of business and identify the voice as Imran Zakhaev, a one-armed Russian.

All Ghillied Up

PISTOLS
USP .45Starting weapon.
SUBMACHINE GUNS
P90-SDHeld by the enemy MacMillan takes out after saying "Oi, Suzy!", and by others nearby.
ASSAULT RIFLES
AK-47Held by some enemies.
G3Held by some enemies.
G36CHeld by some enemies, and at the third Intel position.
LIGHT MACHINE GUNS
RPDHeld by some enemies.
SNIPER RIFLES
DragunovHeld by the sniper at the end of the level.
M21 SuppressedStarting weapon.
LAUNCHERS
FIM-92 StingerIn the church early into the level and at the third Intel position for some reason.

This mission is a throwback to Captain Price's past to explain who Imran Zakhaev is. Apparently, once the Chernobyl Incident occurred, there was lots of material for the taking, and he wanted as much of it as he could. Lt. Price and Captain MacMillan were sent in to assassinate him before he gets his way. For your first time through, you'll want to get to the end without ever being detected for an achievement. This is easier than it sounds thanks to generous checkpoints, so just play on Veteran since not being detected means no combat anyway. Whenever you're spotted, just reset the most recent checkpoint.

Shoot one of the two soldiers walking away from each other when they get far enough away, then follow MacMillan and shoot another by a car. There's a soldier in the church looking out above a single patrolman next to a car. Shoot him out and then go for the guy by the car, then continue following your captain. A helicopter will eventually pass by; go prone on the ground and wait for it to pass.

On an easier playthrough, you'll want to head up to where that soldier was looking out in the church by using the ladder inside. There, you'll find not only one of the (1/3) Intel laptops for this level, but you'll also find a FIM-92 Stinger. This is important because you'll want to actually shoot down the helicopter that appears early into the level for an achievement. You may as well just grab the three intel laptops on this same run instead of going for them on your no-detection/Veteran run.

Grab the Stinger up there or one of the few on the ground floor, then run to the short wall you usually hide behind and point your Stinger above the church. Have it lock on to the chopper once it appears and rush back inside for a second Stinger; the chopper's flares have prevented it from damage this one time. With your second Stinger, peek out the front door (the one you used to enter the church the first time) and hit the chopper again for the achievement.

Just past this is a wide field which will soon be populated by tanks and soldiers. Go prone once more and stay behind MacMillan's feet to easily remain undetected. Up ahead are two pairs of soldiers, one in the distance and one by a truck. Shoot the one in the far back when he's in front of the red storage container, then go for his buddy. You and MacMillan will work together to take out the two by the truck before moving on. Past this are a few more metal containers that MacMillan will help you get through by himself; the first enemy, who he tricks by saying "Oi, Suzy!" will drop a notable new weapon, the P90-SD. You'll want to kill someone with it on a later playthrough. The second (2/3) Intel laptop also calls for another playthrough, because to get to it you'll have to shoot out about four guys surrounding some barrels with the Intel on top of them, inciting detection. When replaying the level, you may as well use the P90-SD to kill the guys around the Intel.

After this is a heavily populated enemy area with lots of trucks and soldiers. Just follow MacMillan's every move to get through without a hitch. After this, make a break for it when you're directed to and you'll eventually shoot a sniper. Climb up to his position instead of following MacMillan to get to the last (3/3) Intel location and find some more weapons. Then just walk past a dog and get through an entire empty building to reach an abandoned hotel. From here, you'll be able to get a good shot at Zakhaev.

One Shot, One Kill

PISTOLS
M9Held by barely any enemies.
USP .45Starting weapon.
SUBMACHINE GUNS
MP5Held by some enemies.
ASSAULT RIFLES
AK-47Held by some enemies.
G3Held by some enemies.
SHOTGUNS
W1200Held by barely any enemies.
LIGHT MACHINE GUNS
RPDHeld by barely any enemies.
SNIPER RIFLES
Barrett .50calThe weapon used to shoot Zakhaev, despite the game calling it an M21.
DragunovHeld by some enemies.
M21Starting weapon.
EXPLOSIVES
C4Starting equipment.
ClaymoreStarting equipment.
GrenadeStarting equipment.

Several days later, the meeting between Zakhaev and his buddies will take place. Look down the scope of the Barrett .50cal (the game will call it an M21, but it isn't) and identify Zakhaev standing out in the open. He'll be the only bald one in the group of Russians that show up in cars. Take note of the driver sitting in the car on the far left when everyone gets out; this is Vladimir Makarov from later into the series, and killing him here would prevent so many problems in Modern Warfare 2 & Modern Warfare 3. Wait for Price to tell you that "It's now or never. Take the shot!" to shoot Zakhaev, then quickly pan over to Makarov to shoot him as well.

Zakhaev will not die from Price's shot, but will instead only be disarmed. A helicopter will appear in front of you very shortly afterwards, and you'll want to snipe the pilot before making a mad dash out of the hotel with Captain MacMillan. Rappel down to the ground and wait for MacMillan to call in your compromised status to get a 20-minute timer to get to the extraction point. Try to kill just enough people to allow you and MacMillan to head north into the building up there. Remember, you're working on a timer now.

Follow MacMillan into the building and place a claymore by the doorway ahead to take an enemy or two down, then kill everyone out in the field outside. After they're all dead, another helicopter will appear in the distance. Shoot it in a proper spot to take it down, then run southwest to the end of the grass. The helicopter will come crashing down, and unfortunately MacMillan's leg will become incapacitated at the last second. Pick him up and carry him further down the grass a little ahead of a pole covered in vines. He'll be able to shoot at enemies with you from here, and this is the best place to put him. When the coast is clear yet again, pick up MacMillan and walk south with him, placing him on the ground just past the corner of the building.

Kill everyone here as well (MacMillan will probably take care of them all by himself) and move west immediately to avoid more soldiers coming in. If you're lucky, you can make it to the objective marker without being attacked. Head upstairs with him and put him down when you see a dog. You'll have to clear this floor out by yourself. There's a mix of soldiers and dogs here (two each) so you'll want to bring out your secondary weapon to get the job done.

Once you carry MacMillan out of the building, put him down and look west for a ladder leading upwards. Climb it all the way to the top to get one of the two (1/2) Intel cases, but be quick about it. Carry MacMillan closer to the extraction point through an indoor pool building with some dogs eating something in the pool. Once you drop down, the timer will disappear, and you'll want to put MacMillan down so the two of you can shoot the pair of soldiers between you and the Ferris wheel. Continue towards the wheel and place MacMillan down, then put the rest of your claymores in positions that you think enemies will come at you from the south. Do NOT use your C4 just yet. After this, bring MacMillan at the glowing yellow spot behind it to the north so he can provide sniper support as the extraction helicopter arrives. That way, the claymores will be saved into the checkpoint and you won't have to run around again every time you die.

This is going to be a long and tedious test of survival when on Veteran difficulty. Not only do dogs easily kill you if you fail the quicktime event, but there will be loads of enemies coming from the south and southwest. A good spot for you to be in may be on the wooden base of the Ferris wheel. The second (2/2) Intel pickup is behind some closed doors that only open when soldiers spawn from them, and you should really only go for it on Recruit to minimize frustration. To get soldiers to open the door that it's behind, you'll generally want to sit just to the left of where you left the pool so you're far enough away for them to appear. Then push your way through to the Intel.

You can check how far away your ride out is by looking at the compass at the bottom of your screen. At about 6000m some enemy helicopters will come in to drop soldiers in. There are two optimal ways to go about surviving to the end of the level and the second one is definitely less complicated.

You should at this point run into the wooden ticket booth shack between the Ferris wheel and the bumper cars, lying prone and facing the doorway at an angle so you cover the floor as widely as possible. MacMillan can't die, so he'll be fine on his own and not only will you be shielded from grenades, you don't have to do nearly as much work. Grenades will occasionally enter the booth (which you can just throw out the door since you'll be angled to cover the entire floor) and barely any soldiers will be facing you long enough in this position for you to bother shooting them with your USP/secondary weapon. If you were to lie down against one of the booth's walls as opposed to diagonally, you'd have to move around in the booth to be able to throw a grenade back, but you wouldn't know you could throw that grenade back since the symbol is no different from a grenade outside of the booth. There are rare instances when flashbangs (which you cannot throw back) will enter the booth, so you'll just have to pray that no enemies shoot you in the time you're stunned. That probably won't happen though.

When your chopper shows up, wait for about five seconds so there are just a tad fewer enemies to deal with before running to MacMillan. Go prone next to him so you can heal up if necessary, then pick him up and go straight for the chopper.

Put all your C4 around the bumper cars in the grass (NOT on the stage) and the western sides of the fences, replace your sniper rifle if you can, and then run east past them and into the first little corner on the left that you get to. Stay standing and watch for enemy soldiers that might appear so you can shoot them. You'll be protected from grenades around the corner here, and you can blow the C4 when the chopper is about to land to pick up MacMillan and bring him to the chopper.

The story will return to the present day after this mission ends.

  • The Shot

    Complete 'All Ghillied Up' and 'One Shot, One Kill' on Veteran difficulty.

    The Shot
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game mode.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.

Heat

SUBMACHINE GUNS
P90In the barn.
ASSAULT RIFLES
AK-47 GrenadierHeld by barely any enemies.
G36CIn the barn.
LIGHT MACHINE GUNS
M249 SAWStarting weapon.
RPDIn the barn.
SNIPER RIFLES
DragunovIn the barn.
M21Starting weapon.
LAUNCHERS
FMG-148 JavelinRequired to be used in the mission.
RPG-7In the church and at the fence on the way to the barn. Dropped by some enemies.
EXPLOSIVES
ClaymoreStarting equipment.
GP-25 Grenade LauncherConnected to the AK-47 Grenadier.
GrenadeStarting equipment.

With Al-Asad dead, the SAS squad needs to get evacuated as soon as they can. Mines have been set around the hills and the team will set up on the hill to shoot the ultranationalists that come up to attack you. Don't join them, but instead use the stairs inside the church to get to a hidden RPG-7 cache and use all of the ammo for an achievement. Afterwards, continue your attack with your M21 and pick your M249 SAW back up again.

The ultranationalists will pop smoke grenades in the area. When that happens, get a head start of going to the crashed chopper up the hill and climbing to the minigun inside. You'll want to cover both the downhill slope and the graveyard on your left and right, but you also want to look up at the sky for five incoming helicopters. When going for the Flyswatter achievement, you will want to shoot ALL FIVE of them to cause them to crash.

When the choppers get too close, Price will order you to fall back into the building behind you to use four detonators. Use the ones on the western front first before going for the two on the northern front. The team will fall back to the barn once the mines have been detonated.

Right in front of one of the gates in the field leading to the barn are three RPG-7's. Pick one up and make sure you pick up the others as ammo, because you'll need them to shoot three more choppers, which will immediately appear from left to right behind you. Shoot them in that order (because going the other way may not be enough time before the one on the left takes off again) to get an achievement. You'll also get Bird on the Ground if you didn't get it earlier.

  • Bird on the Ground

    Shoot down an enemy helicopter with an RPG in the single player campaign.

    Bird on the Ground
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

When that's out of the way, run into the barn and grab the FMG-148 Javelin, then use it on the four tanks in the distance. Now things are going to get difficult. Replace your Javelin with whichever other weapon in the barn you prefer to use and call in an airstrike when you can. It appears that the field in front of the barn is too hot to land at after all, and the evac chopper will ask you to go all the way back down the hill instead, at the gas station that Safehouse started out by.

Toss smoke grenades as soon as you can when the timer starts and try to make a mad dash for the little shack in the corner of the field on your left, which should give you a checkpoint. Get to the deep interior of it and call an airstrike on yourself first, then one outside through a little crack to the south. Now it'll be a bit safer to launch another airstrike on the pile of logs (or a busted car) on the road outside. Rush into the closest house as soon as you have enough room to do so, then make your way downhill. You should get a checkpoint on your way down to make things easier. SSgt. Griggs will greet you at the landing zone; it seems he wasn't deployed to the Middle East when the nuke went off.

The Sins of the Father

PISTOLS
M1911 .45Starting weapon.
SUBMACHINE GUNS
MP5Held by some enemies.
SkorpionHeld by one enemy in the diner.
ASSAULT RIFLES
AK-47Held by some enemies.
G36CIn the guard tower. Dropped by a few enemies.
SHOTGUNS
W1200Dropped by enemies in the five-story building.
LIGHT MACHINE GUNS
RPDHeld by a few enemies.
SNIPER RIFLES
R700Starting weapon, and in the guard tower.
EXPLOSIVES
GrenadeStarting equipment.

The Marines and the SAS will now be working together to find and defeat Zakhaev. Price's plan is to capture Zakhaev's son, then use him to find the father. You'll be working with a loyalist named Kamarov for this mission. Work with everyone to take over the guard checkpoint and quickly grab the (1/2) Intel on the table in the diner; you'll lose your chance shortly afterwards when Price stops talking.

When you're dressed in enemy clothes, Price will give the word to attack the convoy that appears. Gaz will confirm that Zakhaev's son is in one of the cars and the firefight will begin. Zakhaev's son will quickly get away, and you and SSgt. Griggs will chase after him into a junkyard. A horde of enemy soldiers pollute a small village Zakhaev runs into. Take out all opposing forces to make him run away once more, then take a left into an alleyway after Griggs tells you to. You'll reach a red metal container shortly into this alleyway. Walk to the right of it and attack enemies from this position, then go up the metal stairs here to find the other (2/2) Intel laptop. Watch out for soldiers up there as well.

Listen to the chopper pilot for locations on enemies as you approach a five-story building. Push your way through the second floor with Gaz and Griggs, then head up to the third, where the chopper will take care of all remaining hostiles. Zakhaev will be on the roof. Try to restrain him when Price tells you to end the mission.

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