Medal of Honor: Warfighter Walkthrough
Welcome to the Medal of Honor: Warfighter walkthrough, where we’ll show you how to become an elite operative and survive the single-player campaign with distinction.
Developed by Danger Close and published by EA, you’ll return to the boots of a former protagonist in this direct sequel to 2010′s Medal of Honor. Instead of focusing on just the middle-east, you’ll be going global and putting boots down over countries like the Philippines and Somalia. Earn your stripes with our tips and strategies for each mission right here.
Get the complete list of extras like achievement guides, collectible lists, easter eggs and more with our Warfighter cheats. For X-box 360 and Playstation 3 gamers, get a look at the achievements and trophies.
First Look with Mitch from the Game Front Youtube Channel
Unintended Consequences
The first bit of action begins as you see Preacher emerge from dark waters onto a sandy beach in the rain. You’ll be with Mother during this mission. You’ll immediately be placed right behind an enemy with your gun pointed right at his head. Press the “Left Mouse Button” to fire.
Look ahead and you’ll see Mother at the base of a cement staircase. Follow him up, then take cover right behind him as he takes cover by a van.
Peek out a bit to the right. You’ll see an enemy marked with a red arrow, plus the distance of the target. Aim your pistol, then fire a suppressed shot in the dark.
Move forward as you pass by the white cars on the left and barbed wire fence on the right. Soon you’ll see the truck you need to plant a charge on. Mother will get your six. Move up behind the truck then press “E” to plant the charge.
There’s a guard by the gate. When the truck passes through, take out the guard, then take cover opposite Mother. You’ll be able to detonate the charge from here. Press the “Left Mouse Button” to detonate. For some reason, however, the explosion is a lot bigger than intended as cargo crates start flying all over the place along with cranes collapsing.
Run forward to the waypoint as you run by the cargo containers. Take out any enemies that stand in your way.
Soon, you’ll reach a cargo container that you can enter. Head there. Mother will be behind you. He’ll kick the door open. Follow Mother as you climb over the containers.
When you’re near the water, eliminate the hostiles on foot. When they’re gone, a helicopter appears. Pick up the SMAW that’s leaning on the railing by holding “E”, then aim for the cockpit of the helicopter. Take cover inside the container if you miss.
When the helicopter goes down, Preacher and Voodoo get a ride on a raft, thus starting the game proper.
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Through the Eyes of Evil
During the first cinematic, you’ll see Preacher talking to his wife. They seem separated or are just on rocky ground. The second cinematic showcases Dusty as he talks to Preacher and Mother about what happened to the op with the explosives.
Dusty then talks about an undercover agent, codenamed “Argyrus”, which they haven’t heard from in months. You’ll fill in the shoes of this OGA asset for this mission.
This is actually a tutorial mission as Warfighter teaches you about shooting and cover. Since you’re undercover you need to prove to the man in charge that you’re worthy, so you go through a shooting range and an obstacle course.
When you’re in control, walk through the door. Move forward by holding “W”, then press “Left Shift” to sprint. When you reach the beam, press “Left Control” to duck, then hold “Z” to go prone.
Press “Space” to hop over the fence into the next area, the shooting range. Fire at the closest target. You can also press “V” to change your firing mode. In this case, single shot or automatic.
To zoom in, press the “Right Mouse Button”. To use the scope while zoomed in, press the “Middle Mouse Button”.
To the left will be a cluster of targets. Press “G” to throw a grenade to take them all out at once. When the targets are down, look to your left at your “brother”. He’ll be at the doorway.
Get close to him, then press and hold “E” to resupply your ammo. He’ll then step away. Move through to head into the next room.
Take cover by the barrier. A machine will be firing on you. From here you can peek left or right to take out the targets on both sides of the machine gun.
To do this, hold “Left Alt”, then press either “A” or “D” to peek left or right respectively. Keep peeking as more targets appear.
Move ahead through the next door past the machine gun. This will be the obstacle course. The course looks like the inside of a plane. Keep moving through, shooting the targets that appear behind the seats. At one point, you’ll need to melee attack. Do this by pressing “F”.
Soon, you’ll reach a door you need to breach. Press “E” to breach and you and your “brother” will stack up on the door. A radial menu appears giving you the option to open the door as you see fit. Unfortunately for now, you can only kick the door open. Select the foot, then watch the action.
During the slow motion sequence, shoot the targets in the cockpit. You’ll then get your time. From here you can choose to get a better time or continue with the story. Choose which door you prefer.
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Shore Leave
The action begins as you, being Stump, are wading in chest high water after getting off a raft. Helicopters are soaring high above shooting missiles.
When the raft stops, you’ll be with Voodoo, along with Sgt. Wright and Sgt. Xaysana. You’ll all be taking cover by the rocks with the target building, marked by a waypoint, in sight. Move from cover to cover as you head toward the building.
The rocks will soon turn into crates. From here some tangos will be shooting directly for you. Peek around the boxes and start clearing the beach just outside of the target building as the team tries to reach Alpha.
As you reach the base of the stairs, clean up the mess, especially the sniper in the second floor window. The arched one.
After the beach has been cleared, head up the stairs with Voodoo, then turn around and face the door. Press “E” to breach it. There will be enemies in here, so during the slow motion sequence, aim for the head as you sweep the room.
Follow Voodoo through the building. He’ll take cover near a blown up wall behind some crates. There’s a building with a ton of enemies inside. Time to laze it. Press “7″ to use the LTLM, then press and hold “Left Mouse Button” to lock onto the target building. It will be blown into smithereens.
Head down through the rubble as you continue following Voodoo. The rest of the team will meet up. There’s a ramp up ahead that was caused by the bombardment. Enter the building, then drop down where the team does.
For safety, the team sends in the bot. It has a machine gun and a grenade launcher. Move through the rubble and take out the enemies. Their flashlights are blinding, but as long as you aim in that direction, you should be able to take them out.
Now the bot is bad at moving through uneven rubble, so there’s actually a path laid out for you. Look for holes in the wall where the bot can pass through. Eventually the bot will reach another team. Take out the enemy who is trying to flank.
It’s a firestorm as the bot emerges, but show the tangos the firepower of the little robot. Eventually, however, the bot will be taken down and you’ll be in the shoes of Stump once again.
Stump and the squad will traverse through the passages that the bot moved through except for the door that needs to breached. Breach the door, then take out more enemies in slow motion.
You’ll have to hole up in this building for now since you’re going to be peppered with gunfire and RPG rockets. Use the holes in the walls of the building to take out the tangos from the building across the street. Use the pillars for cover.
When it’s clear, follow Voodoo downstairs. Head onto the street. As soon as you do, you’ll be fired on. Move across the street to the building on the left. Move through the building and clear the way until you can get a clear shot at the machine gunner on the technical.
Dig in here and take the stairs up to get a height advantage on the enemies. They’ll be in the building far in the distance. Also, some might be taking cover where you just took out the machine gunner on the technical.
When it’s clear, the team will take cover by the bus, then continue on. One of the team members will mention the stairs. Take it up, then head through the sunlit building to the next set of stairs.
As you reach the top, a truck appears in the distance driving recklessly. The machine gunner will be shielded. Move to the right, across the street where the pillars are so you can flank the gunner.
When the gunner is down, breach the door on the building near where you took cover on the pillars. Take out the four enemies before the dust settles, then follow Voodoo up the stairs.
You’ll enter a tower. When you reach the top floor, you’ll be providing covering fire with a sniper rifle. Take out the three RPG targets. They’ll have distance markers on them. Use the notches to account for the bullet drop.
Take out the gunners, then when the helicopters arrive, set your sights on the cylindrical building on the right hand side. There will be RPGers there trying to take out helicopters. Take them out, then watch the explosive fireworks show.
The cinematic then shows Preacher as he’s about to pick up Lena and his daughter on a train. There’s something wrong. The train explodes and Preacher is blasted back.
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Hot Pursuit
The game goes back to Preacher during events from eight weeks ago. The team is on overwatch as they wait for someone to appear. The plan is follow him, then see what he knows at a safe location. Those are plans go out the door however, when the person gets sniped.
Dusty then looks for overwatch on the target who shot the round and now it’s up to Preacher to chase the guy down in a vehicle.
“W” is to accelerate and “A” and “D” is to turn left and right respectively. “S” is to brake and reverse. The target will be marked in red.
Follow the target through the streets. It’s your job to take him out by spinning him out. The sequence can actually take about 5 to 7 minutes. Just keep on the target as you manuever your way through alleys and traffic. Also don’t forget to take a look at the mini-map on the bottom right to see where you need to go.
Eventually, you and the target will split up and you’ll have to take a bridge. Up ahead, you’ll cross paths. It’s a good time to take out the target. However, if you miss it’s okay. You can still keep driving and you’ll eventually catch up to the target.
Preacher then grabs the phone from the floor of the target’s vehicle, then tries to escape.
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Changing Tides
Preacher and Mother begin the mission in the middle of a typhoon in the flooded area of Isabella City, Philippines. Once you’re in control of Preacher, you’ll immediately be behind an enemy ready to accept your melee attack from behind. Press “F” to initiate the melee.
Once you’ve taken him out, move from shack to shack by following the waypoint markers. Move slowly through the rain soaked buildings to keep an eye on enemies with their backs turned.
After the stealth section, follow Mother through an open area that’s flooded. When you get close to the target house, the tin roofs from an adjacent house will collapse. Prone underneath the house and Mother will take care of the rest. Eliminate the enemy after you’re done getting up from crawling underneath the shack.
Now move to the next house, highlighted by a barrel with a raging fire inside. Take out the lone enemy inside, then continue following Mother over the flooded expanse. He’ll tell you to wait for the enemies to line up ahead, so you can take them both out with one shot.
Head inside the shack, again highlighted by a barrel with a fire in it. Look out the window and three enemies will be outside. Take them out in quick succession. When they’re down, head to the door with the lantern hanging above it. Time to breach. Choose your breaching option, then take out the enemies inside in slow motion.
Leave the shack, then drop down onto the dirt. You’ll see a wrecked building up ahead full of beams and tin sheets that looks to have split open down the middle. There are also towers in the distance. When you move closer an enemy will be tagged with a red arrow. Take him out on top of the boat.
Four snipers will them emerge from the towers in the distance. It’s dangerous to head out, so Mother calls in for indirect fire. Press “7″ to use the LTLM, then laze the building with the towers. Preferably the middle tower.
After the building in the distance has been demolished, run through the water as you pass by the chunks of wreckage. You’ll soon come upon some enemies hiding behind cars and canopies. Stay in cover by the wreckage, then slowly move up to the space they used to occupy. Some enemies will use flashlights.
Follow the path the canopies lead to, using the planters on the side for cover. It will lead to another simiarly styled building with a tower behind it. It’s the Isabella Hotel. When the resistance is clear, head inside the building.
A fancy set of double doors will need to be breached. Choose your option, then let the bullets fly as each one hopefully hit the enemy’s cranium. Move through the building to head back outside. Mother suggests to move through the alley past the jeepney.
It’s a pretty tight, open corridor in here after you pass the gate. Using the right side will provide some cover. When you get about halfway through the alley, an RPGer will appear on a balcony above. Take him out, along with the rest of the enemy troops.
When you make it past they alley, Mother will open a gate on the right side. Watch the water swirl its way from left to right on the street ahead, carrying a bus with it. Enter the bus, then exit from the other side. Use it for cover to neutralize more enemies. Keep moving forward past the turned over cars, inbetween the buildings.
When you reach the top of the hill, you’ll come under some fire coming near the orange/yellow sign that’s labeled as the “Nature Leaf Restaurant”. Keep pushing forward on this street as you pass by the restaurant.
You’ll see letters standing tall above, ahead you, that can be made out as “Island Market”. A crate will then crash through. Head toward the market warehouse. There’s a smoking fire inside. Take cover by the pillars. You’ll see a boat pass by as more enemies appear. Eliminate all the enemies in the warehouse.
Head through the warehouse toward the right side from where you entered. Keep using those pillars. An RPG will strike giving you a hint of where the enemies are going to appear from. Keep pushing forward past the boat and blue car, toward the unfinished building ahead. Move past the barbed wire wall on the right with the blue tarps.
Take note of the scaffolding ahead. A wave of enemies will appear there. It’s best to switch to your second weapon that uses a scope to get the tangos in the distance. Careful of the RPG men.
Keep pushing through the ruined buildings. There will be some metal stairs who have seen better days, ahead. Take out the enemies that come down using it, then head up the stairs. Breach the door.
Instead of enemies behind the door, inside, the building will collapse. Head down the rubble, then follow Mother through the hole in the wall that leads to a stairwell. Climb up the stairwell. Mother will open it and it’s time to set up a sniper position under the sign.
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Rip Current
The next mission continues the exploits of Mother and Preacher in a typhoon-struck Philippines. Only this time, the duo are with other friendly soldiers. As soon as the friendlies drop, follow them inside the warehouse ahead.
Move through the warehouse. You’ll see construction supplies scattered about along with a forklift. The warehouse ahead will house some enemy troops. Take cover and eliminate them one by one. Head through the second warehouse onto the foot high, rain-soaked streets.
The surrounding area is in rubble will pillars standing tall amongst the ruined buildings. In the far distance to the right, where the broken down ramp is, will be a sniper. Take him out. A helicopter also arrives. It will be shot down.
Move through the open battlefield using the rubble as cover. You can also camp a bit in the structure — a gazebo — in the middle to take out the enemy troops. Move past the jeepney and the car on fire, then aim down the road. Cars will be littered along in the middle of the road.
Hang a left down the road and use the pillars for cover. Once the enemies are all dead, follow the soldiers as they head for a door. Follow the troops inside, then head upstairs to survey the area ahead using the windows. It’s a courtyard with palm trees.
Enemy fire will start to erupt. Use the LTLM to initiate the attack on the marked building. Once it’s marked, a helicopter will fly in using its machine gun. In the next moment, you will be the gunner in the helicopter. Light up all the targets to clear the courtyard.
The team will proceed through the courtyard. However, one of the other soldiers decides to open the door, causing a huge explosion. When the squad comes to, a cut-scene will begin giving Mother the lead on the situation.
Follow Mother and two of the other troopers to the gate. Move through the alley and Mother will break a window to get inside the capitol building. Move slowly through the hallway with your scope up. Take out the enemies that emerge, then clear the next room.
Move through the flooded room to get to the next hallway. It’s a dead-end, but Mother decides to simply blow through the wall. Plant a charge on the wall, then eliminate two hostiles inside.
Upon entering, a machine gunner will be in full view. Immediately head left to flank the machine gun, while watching out for enemy troops. Move from cover to cover as you pass by the chandeliers above. Take out the gunner when you see him, then move up. You’ll see stairs ahead. Head up the stairs, but take out the enemies first.
As you approach the second floor, take cover behind the sandbags and shoot at the tangos across the room. Afterward, make a left and an explosion will knock you down. Get cover past the fire and eliminate the enemies ahead. The path will take you in a “U” shape.
As you move past the lit chandelier above, an MG will make its presence known in the hallway. Open the door marked “Flank” to get behind the MG. As you head for the door, take out the enemy that barges out. Move from room to room and neutralize the enemies by taking them by surprise.
When the firefight ends, you’ll be right in front of the mayor’s office. It’s time breach the double doors. Shoot the four hostiles to save the hostages. Mother and Preacher will take the hostages on boats. You’ll be tasked to defend the boat with the Mark-19. It’s on rails, so shoot at all the targets marked in red.
Eventually, the lead boat gets hit by an RPG as the friendly helicopter swirls above. It’s time for Preacher to drive. It’s just like driving the car. Press “W” to go full throttle. Follow the markers and boat ahead. You’ll need to keep a steady speed or else the hostage health bar on the top right hand side will drop before you reach the end.
It’s mostly open area. When you head left of the container ship, it’s over.
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Hat Trick
This is the shortest mission in the game. The task is to shoot the rebels who have a taken a ship captain hostage. You, as Stump, along with two other soldiers will snipe the enemies from another ship.
Aim at the target in the middle who is holding the captain hostage. Use “Left Shift” to hold your breath, then fire on the target. You’ll get a nice slow motion camera track of the bullet on its way to its intended target. And that’s it.
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Finding Faraz
You’ll be right behind Faraz, tailing him on-foot as the mission begins. You’ve found him. Mission over right? Well, he suspects the tail and starts to run. Chase him through the market, then up the stairs. Keep your eyes on him as he jumps from rooftop to rooftop, then across a junkyard.
Eventually, he’ll enlist some help. Stop running and start taking cover. Take out the enemies, then continue down the dirt path. It turns slight right, where more enemies will appear. Eliminate them, then keep moving over the dirt path through a gate. You’ll see Faraz run again.
Head left and move from cover to cover using the cars and shacks as shields against the enemy fire. There’s a path to the left, behind a fence. You can use this to flank the enemy position. When the enemies are gone, Faraz emerges once more. Follow him down the dirt road while taking out two enemies.
Hop over the brick wall and use the cover of the houses to keep yourself alive. Move from cover to cover over this open expanse. Use the metal towers as your guide as you keep moving forward, through this firefight.
Faraz will cross a bridge. Keep following him. He’ll turn right and into his compound. Use the building in the middle as your place to defend, as you take out the tangos ahead who are taking cover by parked trucks.
Enter the compound through the gate. Ajab will kick it open. Immediately take cover inside, or use the gate for cover as well. Watch out for the tangos on the rooftops in the distance. When the dust settles a bit, you’ll see Faraz run again. Chase him, but be careful of ambushers.
Move through the food-stands. A technical will drive in. You should be able to get an angle on the technical before you even get close to it. Move to the next area where the technical was and use the crates for cover.
Move under the canopy to take out more enemies. Faraz will run again, this time out of the compound. Make a left as you exit the compound. You’ll be running through a small valley. Follow the walls on the right side, then hop over a small brick wall.
You’ll see Faraz once again. Take out the enemies ahead behind rocks and on top of a wooden bridge. Ajab will find an RPG and use it, ending the skirmish. You’ll soon see Faraz heading up a staircase. Follow him up, through the buildings, then down another wall. Keep following the path through the village.
Eventually, you’ll see Faraz hop a wall. Jump over and this time Faraz can’t escape. Preacher will run him down in an open field.
Faraz will mention a Hassan before he gets shot in the head. Dusty will direct you to follow the ditch to the circle-shaped building shown from above. Just keep running until you reach the building.
When you reach the building, take out the tangos inside and around the building, then head through the open doorway to get to the front entrance. Ajab will arrive just in time.
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Connect the Dots
You’re back in the boots of Stump for this mission as you ride along side Dusty as a part of a squadron of helicopters. The goal of the mission? To get info on the P.E.T.N. Oh, and all targets are hostile. Soon, you’ll see the village, located on top of a hill.
As the helicopters swirl above, you’ll need to provide covering fire for the troops that have gone to the ground already. Aim at any tangos in sight as the helicopter moves around the village. Priority on the RPGs and the eventual technicals that appear. Later, you’ll still be on the helicopter, but flying along the road chasing a convoy.
The helicopter then takes you to the primary objective where you’ll now be on foot inside another village. Take cover by the stone walls and pull that trigger on the enemies in your view. You’ll be following Voodoo here. Some of the enemies will be holed up inside a house. You can shoot them through the windows.
During the initial encounter, take note of the heavy gunners, soldiers in heavy armor. When the initial fight is clear, follow Voodoo through a path in-between the buildings. You’ll come across an armored techincal. Hold out until the heli blows it up, then head up the stairs, continuing your path through the village.
The team will reach an open area. Voodoo will direct you to the right side toward a path that will give you a height advantage. Grab some ammo before you go. This is basically the flanking route, so take out the enemies firing upon the squad down below. There’s another heavy gunner along this road.
When all is finally clear, it’s time to breach the turquoise door. Eliminate the two enemies inside, then move through the building to reach a second courtyard. You’ll immediately be fired on by a technical. Use the wall for cover as you pop out of cover to take your shots.
The door on the right will lead out to the courtyard. Stay in cover to take out the gunner, then get on the technical’s machine gun and assault the building. Shoot at anything that moves. The helicopter above will provide support, demolishing the building.
Head toward the demolished building. Voodoo will open the door. Head up the stairs and stay by the windows to neutralize the targets down by the lumber yard. Move down the lumber yard to take out more targets. Go prone if you have to, to avoid gunfire.
The lumber yard will lead to a cave, that the squad uncovers. Head inside and follow the corridors illuminated by light bulbs. The team will enter a training facility like the one used in the mission, “Through the Eyes of Evil”.
Take cover by the crates and pillars as a wave of tangos arrive. Keep pushing through the training facility and you’ll eventually reach the exit after two breached doors.
Upon exit, follow the rocky, dirt path down. It will lead into another cave. Follow the team through. Three tangos will be in the way. Take them out, then shoot the generator to cut the power, thus giving you the use of night vision. Move through the cave and shoot the enemies that are unaware of your presence.
The cave inside houses a training facility that emulates the inside of a plane. Move through the plane and just for fun, get as many headshots as you can on the blind enemies. Once the end of the training facility is reached, Voodoo will kick open the door, but as soon as the door opens, the tangos are ready with floodlights that immediately turn on.
Follow the lights down to the next section of the cave as you take out more targets. You’ll reach a part of the training facility that looks like a train station. Keep pushing through as you eliminate enemies one by one. Use the makeshift train cars for cover and flanking.
When the train station is clear, follow Voodoo to the door that’s lit up by a floodlight. The room houses a lot of boom boom (P.E.T.N.), as Voodoo says. There’s enough the blow up the mountain. It’s time to leave, especially with the airstrike on the mountain inbound.
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Hello and Dubai
Preacher will begin behind the wheel of a vehicle inside a parking structure. Mother’s job is to grab Hassan, with Preacher as the wheel-man. You’ll see Mother put Hassan in the trunk of the vehicle. The vehicle will start to move. Follow the arrows to head to the parkade exit.
Make a left as you soon as you exit the parkade, then keep following the road west. After a few seconds, you’ll meet up with some black cars, security agents, trying to run you off the road. You can see them in your rear view so use that to your advantage to keep them from hitting you.
Keep following the road, while avoiding cars. Two more cars will try to block the road. Drive through the middle of them. Keep your foot on the gas as three more black cars will chase you. Make a right when the road forks. Keep driving down this road as you see banners pass you by.
Take the freeway exit on the right. The road will curve right initially. You’ll lose the black cars, but you’ll need to stay hidden. Mother says to pull over. Preacher will park in-between the buildings.
From here, use the mini-map to find hiding spots. They are colored in blue. The black cars will be patrolling the roads, marked in red. Your goal is to get to the white flag, the “Residential Exit”. Move when the cars pass by and use the hiding spots to get closer to the white flag.
When you reach the construction site area, you’ll be getting close to the exit. Crash through the gate, then after the final hiding spot, take the road toward the exit. Now keep following the road down through the tunnel. After the tunnel, the black cars will try to create a roadblock. Weave past them to reach the next tunnel. The traffic gets thicker here.
Stay on the right side of the tunnel, then by the skin of your teeth, make it past the trucks that are carrying concrete cylinders. When you make it through the second tunnel, it’s time to swap cars. Head to the next parkade to do so.
However, once you’re about to swap cars, you won’t be able to, as you’re ambushed. Head to the top of the parkade by following the arrows as you avoid the cars trying to block you. You’ll reach a ramp that will have you head back down. Keep moving through until you exit the parkade. Make a left once you exit.
Hassan’s security chief will enter the fray. Avoid him by swerving left into the tunnel. You’ll now be driving against traffic. A sandstorm will soon be coming up. Look at the vehicle headlights to avoid the civilian vehicles as the sandstorm gets worse.
Quickly head left toward the Hatta Exit past the burning vehicles. Things looks clear until the vehicle gets smashed at the last second. Preacher and Mother are then taken.
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Old Friends
With Mother and Preacher missing, the situation focuses on Stump and Voodoo as they try to capture a one, Stovan Bosic, the P.E.T.N. supplier. Once you get your feet on the ground, Voodoo, Stump, and the team meet up with Greko.
Run with the teams through the war torn streets as you pass by the marked IEDs. Move through the building, then head up stairs. Use this vantage point to take out the tangos down in the plaza below. You’ll be given a sniper rifle. When you’ve taken down enough enemies on the ground, focus on the snipers in the building in the distance. When they’re down for the count, head back down the stairs. You’ll lose the rifle though.
The team will move through the plaza. You can head back up the stairs to spot where you used the sniper rifle if you want, but you’ll need to push through the plaza to make it to the building past the fountain and across the street.
Breach the door to get inside the building once the plaza is cleared. Eliminate the four hostiles inside, then follow Voodoo up the stairs. Take out the enemies that drop through the ceiling when you get to the second floor. Move from room to room, clearing out the enemies that occupy them.
You’ll reach another stairwell. Move up, then aim down the corridor where more enemies are lying in wait. Take them out. Watch out for the ones that peek out of the holes in the walls along with more that drop from the ceiling. Head right as you move through a corridor with foggy rays of shining light.
The double doors will lead outside, to what looks like an atrium, with a triangular rooftop of broken glass. Follow the team through the next building, which will lead back outside. You’ll have eyes on Dingo down below. A sniper will try to take the team out. Quickly drop down and breach the door, neutralizing two enemies.
Push through the building, then take out the sniper, along with the tangos halting Dingo’s movement. You’ll be given a sniper rifle to use in this situation. When the last man is killed, follow Voodoo through the door, into an open office area. Take the stairs to the left to get upstairs. Take out the enemies upstairs then eliminate the ones downstairs to help the rest of the team.
When the room is cleared, continue following Voodoo down corridors filled with graffiti. It will lead outside to a forest as the team follows a dirt path. Voodoo will have a chat with Greko, then Dusty.
After the cut-scene the team will be inside the building housing the ice rink. When you make it to the ice rink, stay on the ramp that leads down to it to pick off some enemies. Use this time to thin out the crowd. The tangos will throw smoke, blurring your vision. When this happens, move to the left side of the ice rink, then flank the tangos. You should be able to clear the ice rink easily. Just move from cover to cover.
As you head toward the exit of the ice rink, Bosic and his men will fire upon the team. He won’t hit anyone, then he’ll start running. Run through the corridors of the ice rink facility and you’ll see Bosic running away. Give chase.
You’ll be running through a forest, following a crumbled concrete walkway. Follow this walkway as you take out the tangos. Use the trees and pillars for cover.
When you reach the fork in the road a huge explosion will occur devastating a building ahead. Take the left path and keep your sights ready to go when more enemies arrive. Head through the gate after you’ve followed the road.
Move through the buildings, using the fence on the right as your guide. You’ll see Bosic trying to escape in a van, but the van will break down. Bosic will then be captured.
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Bump in the Night
During the cut-scene, Preacher will watch Mother get murdered right in front of him. The scene then changes back to Stump and Voodoo as they try to secure the vessel, the MV Mistress Dubai.
Once you rope down, move toward the bridge. Use cover using the crates, as you keep pushing forward. During the first sequence if you push up fast enough, you can reach a set of stairs. Use this position to flank the enemies on the upper deck.
Continue moving up the staircases to reach the bridge. When you make it, Voodoo recognizes someone and the scene ends.
You’re now in the boots of Preacher, re-living the events one hour ago. He escapes captivity and takes out guard with the sunglasses. He’s pretty pissed. Move down the corridor, then melee kill the first tango that gets in your way.
Take out the second tango by the red car, then the duo of enemies ahead. Wait for them to turn away from you, then take out the one by the crate. Preacher will automatically kill them both. It will also give him a suppressed pistol.
Keep moving forward. You’ll reach a ramp with yellow paint. Take out the two enemies as you head up the ramp. From here you can go either left, by the windows, or right, through the narrow crate passages, as more enemies come out from nowhere.
Make your way to the engine room. You’ll reach a ramp that leads down to a bunch of parked cars, some covered in tarps. Use them for cover as you clear the tangos shooting at you.
Keep moving through the corridor full of cars. Soon you’ll see a red light marking the end of Section 1. Head through the door, then take the stairs down. Enter the door to the control panel and take out two enemies. Enter the engine room.
Move through the engine room to the shutdown lever. Use the machinery for cover. Be careful of the enemies with shotguns since you’re in close quarters. When you get to the shutdown lever, press “E” to shut it down, then head back out the way you came, but this time, head toward the ship deck, marked by the waypoint.
Head up the stairs toward the exit. Shoot the enemies you see on deck as you head to the bridge. There will be a machine gunner ahead. The best way to go through is toward the left side of the ship. There’s cover, plus you can flank.
When you get close to the bridge, head to the right of the ship using the cargo containers for cover, then take the doorway underneath to the bridge. You’ll hit upon a room full of shelves containing rations. Take out the enemies inside, then head for the red light.
Take out the enemies in the galley. Take cover by the stoves. When it’s clear head to the door marked ‘Exit”.
Preacher will see the squad approaching with the helicopters. Head up the stairs and take cover by the doorway. Neutralize the tangos taking cover behind furniture. The wooden door will then get kicked open. Shoot the enemy as he barges out, then follow the narrow corridor as you keep shooting more enemies. Clear the next room, then exit. You’ll see the troops rappelling down from the helicopters.
You’ll see Sad al Din as you look right. Chase after him as he heads to the bridge. Breach the door to the room he holed up in. Watch Preacher as he exacts his revenge.
Voodoo’s squad then breaches the door and Preacher tells him what happened to Mother.
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Shut it Down
During the initial cut-scene, Dusty decides to back out on the field for this final mission. Just like old times.
When you get your feet on the ground, after Dusty’s malfunction, it’s time to infiltrate the compound. Stay on the road. You’ll see a convoy pass by. After they’ve passed, take down the two enemies who have decided to urinate.
Drop down, then head right and follow the road. Up ahead will be three enemies by a campfire. It’s up to you to take them all out. Once they’re down, keep following the road right. You’ll run over some water. When you head up, use the rocks on the right for cover to the right side of the red gate, then take out the lone guard in front of the gate.
Head inside the compound. Move to the right side of the compound along the wall. Shoot the generator to cut the power (thus equipping night vision), then take out the guard that investigates. Head inside the house. When you reach the door, breach it, then eliminate the four surprised tangos.
Head upstairs to clear the second floor. Eventually the backup generators will turn on, disabling your night vision. Take cover by the windows, then take out as many enemies as you can down in the courtyard. After a while, Voodoo will open a door downstairs, so just hold out.
Move through the courtyard, eliminating enemies as you push forward through the compound. Keep sticking with Voodoo. He’ll run toward the left side where a flare is illuminating everything in red.
Follow Voodoo inside the building, then use the windows for cover. Take out the technical and the tangos on the balcony in front of you. Voodoo will kick open the door and head to the building across the way. Clear the area of any enemies inside, then move upstairs and clear that floor as well. Take out the heavy gunner.
Breach the door ahead, inside the hallway. Eliminate each of the six hostiles inside, then exit the building through the balcony. Follow the alley that runs along side the left wall.
When you reach the rest of the team, you’ll be in control of the bot. Move it across the bridge, then into the hut as you mow down enemies left and right, clearing the way. You’ll reach another bridge into a courtyard. Take out as many enemies as you can as you hear the clanging of metal.
You’ll be Preacher once again right before the courtyard. Head for the team by the wooden gate. Follow them until another vehicle drives by. Take out the passengers. As you push forward, more tangos will be forced back to the Cleric’s palace.
You’ll reach a bridge where a technical is parked. Enemies will be headed toward you across the bridge. Eliminate them as they cross your sights. Once the gunner is dead, man the MG and aim down the gate to destroy the gate and to shred any tangos in your way.
When it’s clear, you’ll automatically be taken off the MG. Head up the road to the Cleric’s Palace. As you move up, the palace is on fire. Shoot any enemies as you push forward. The double doors ahead will explode. Shoot the lone tango, then head inside. You’ll see tangos dazed and others on fire.
Move through the corridors. When the smoke gets thick, you’ll go prone. Kill any tangos that you see as you crawl.
You’ll reach the final door with Voodoo. As you initiate the breach, Voodoo will say “For Mother, and for Rabbit”. The door will be breached and the Cleric will be inside. He’s strapped to a bomb.
He has the triggering device in his right hand. Before he presses it, shoot his hand. It’s over. Congratulations! You’ve just beaten Medal of Honor: Warfighter! Watch the emotional ending sequence as you see the squad remember their downed hero.
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