Minimum level requirements for completion
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Minimum level requirements for completion
Updated 2 years ago by reddagger

A step-by-step of what I've found to be the necessary logic chain for completing a level. While most of this is mundane "hit this trigger to make foley say something", it's useful for two things:

  1. understanding what you're actually doing in a level when running
  2. glitch hunting, especially looking for potential skips/oobs; there's limited areas where those would be useful in the first place, so why not look where it's useful?

items marked by a double dash (--) are not necessary, just explanations

Anyway, everything should be self-explanatory, but if not, just ask me about something on the cod discord

S.S.D.D. -you advance the firing range tutorial as expected -pick up weapon -shoot two targets with hip fire -choose whether to invert controls or not -shoot two targets while crouching and aiming down sights -shoot a target through the wood panel; this opens the frag grenade box -pick up frag grenades -hit at least one target with a frag explosion -this section only ends when the translator finishes speaking; he will say all his lines one after the other, pausing only if you take too long (i.e. foley isn't saying anything for him to translate) --the moment foley says "Alright, show me what you've learned so far" a trigger volume just past the checkpoint gate is enabled -hit trigger volume just past the checkpoint gate -hit trigger volume at the top of the pit stairs -hit trigger volume near dunn to start the pit sequence -pick up the pistol -have your rifle equipped after picking up; if not, you need to equip is when instructed to -switch to pistol when instructed -hit trigger volume at start of the course -hit trigger volume in doorway or window -hit trigger volume at the top of the stairs -hit trigger volume just before the drop down -hit trigger volume in the sprint corridor at the end -hit trigger volume just past the ending gate --if you've hit less than 18 targets, you need to repeat the course -hit trigger volume near to Dunn at the pit exit + be looking to the left that makes you select difficulty -hit trigger volume just past Dunn ("All hunter units, get to your victors, we're headed out") -hit trigger volume at the bottom of the stairs ("They blew the damn bridge, we gotta move!) -hit trigger volume a little bit up the stairs ("BTC one is trapped across the river") -level ends ~14 seconds after hitting this trigger

Team Player --truck on bridge spawns 67 second after level start, enemies one second after that -you need to kill one enemy for them to retreat; them dying by other means apart from yourself do not count -the enemies will stay a minimum of 10 seconds after spawning and ~7 seconds after you kill one of them, meaning you have a ~3 second buffer after they spawn to kill them without losing time -hit trigger volume covering bottom half of the stairs; humvees move -hit trigger volume outside the humvee, starts the ride sequence -nothing is necessary in the humvee sequence apart from killing at least one enemy in the truck that blocks your path near the end+looking at the truck until foley says "Push through" -hit trigger volume in doorway right after you get RPG'd -hit trigger volume just after the pillar ("Throw a flashbang in there!") -hit trigger volume for bottom half of the right-angled stairs -hit trigger volume for top half of the right-angled stairs -hit trigger volume just after the kitchen -hit trigger volume on the wooden stairs leading outside -hit trigger volume next to the metal fence -hit trigger volume in doorway to school ("Watch it! Classroom to the right!") -hit trigger volume past the first classroom doorway -hit trigger volume on first set of stairs -hit trigger volume on second set of stairs -hit trigger volume halfway through classroom or in the doorway next to the classroom ("Thanks for the assist") -hit trigger volume exiting the room with missile heads+computers or the room outside ("Hunter 2-1 actual to overlord") --Note: all the subsequent ones, including the ending trigger, can be enabled at any time - they're a separate chain --to have their effects activated you still have to do the above chain though -hit trigger volume entering garage with red car or passing the dumpster next to it; this spawns the helicopter at the end -hit trigger volume at the start of the corrugated-covered alleyway; this spawns the animation of the enemy getting shot in front of you -hit trigger volume at the end of the corrugated-covered alleyway; this spawns shepherd ("Get the wounded to the shock trauma unit") -hit trigger volume at the start of the small tunnel -level ends ~14 seconds after hitting this trigger

Cliffhanger -do first climb -hit trigger volume to do second climb -do second climb -hit trigger volume at top of both ledges ("Roach, check your hearbeat sensor") -hit trigger volume just before the turn; spawns the first two guards -hit trigger volume before the second set of flags/one way drop ("Let's split up"); gives objective to enter base -hit trigger volume just before the red vehicle ("Alright, I've tapped into their comms") -hit trigger volume at base entrance; gives objective to plany C4 -hit trigger volume around 50m from the c4 ("I'm seeing some activity on the runway"); this let's soap spawn at the hangar -plant the C4 -hit trigger volume after the drop down + next to the drop down before soap ("Took the scenec route, eh?"); this spawns soap -hit trigger volume ~8 metres from soap ("Let's go"); activates the entering hangar sequence -hit trigger volume in doorway; makes soap run towards the lockers -hit trigger volume in second doorway next to lockers ("Go upstairs and look for the ACS module"); this let's you interact with the ACS module -hit trigger volume in doorway entering ACS area -interact with the ACS module; this starts the compromised sequence --there are trigger volumes surrounding the stairs that cause you to fail, as well as shooting or throwing grenades; meleeing does not --there's something a little screwy in terms of whether Major Petrov thinks you've surrendered, but this is only a noclip problem -activate the C4 -hit trigger volume partway down the slide; this is the point soap teleports, not sure what makes him not teleport tbh -kill three enemies at the top of the slope -use the snowmobile -can't really say much about this section due to how restrictive it is, but ya just gotta do it y'know -after the jump that triggers the ending dialogue --there's a trigger volume to the left the rock that locks you into a path -hit trigger volume near the helicopter to end the level

Takedown -be crouching when Rojas's right hand man shoots you a few times -shoot Rojas's right hand man in the leg -hit trigger volume at bottom of ending stairs ("He's gonna get away!") -hit trigger volume at the top of ending stairs ("No he's not") -level ends ~20 seconds after hitting this trigger, slightly later if you do the slowdown

Wolverines! -hit trigger volume in the house's garden ("Overlord! This is Hunter 2-1, requesting air support, over!") -hit trigger volume by going past the wall ("Hold your fire! Don't engage that BTR - they haven't aqcuired us!") -hit trigger volume further up the main road as far as the police car ("I got a visual on the smoke coming from the crash site") --unnecessary trigger in alley, spawns enemies -hit trigger volume next to the green bench at the end of the alley ("Truck at 12 O'clock!") spawns a truck(!) -hit trigger volume for either exiting the gas station or the diner -hit large trigger volume, seems to cross entire map through nate's parking lot; basically go towards crash site -hit trigger volume at the crash site; if foley is there, makes foley interact with Pvt Wells and do that mini cutscene -hit trigger volume on roof, reached when you top either ladder --spawns two trucks to the south; if there's no room for enemies on a truck (trucks hold 10 enemies each with max 32 AI alive on the level at any one time) then the truck is empty -have 5 or less of the south truck enemies alive; spawns the trucks to the north -have 4 or less of the north truck enemies alive ("Looks like Ivan's had enough") --says "Ivan's had enough" a minimum of ~20 seconds after the second trucks spawn --for the skip, since you kill no one there's little room for enemies in either set of trucks and ideally both conditions are met instantly --the total minimum is ~37 seconds from hitting the roof to ivan having enough -Dialogue happens, BTR spawns and predator control rig spawns after the "two BTRs coming in from the north" dialogue --picking up the predator drone control rig spawns the enemies inside burger town -destroy both BTRs -being outside of the diner triggers the "enemy fast movers" line -kill all enemies within burger town --foley only moves when he says "one, two, three!" so you have all the buffered dialogue time free; as long as someone's talking, you're not losing any time -foley moves to meat locker in burger town --a few small waves of enemies spawn while this happens -once there are 6 or less enemies on the map, the first wave of 20 enemies spawns at one of three points -once there are 6 or less enemies on the map, the second wave spawns at one of three points other than the first one -ditto for the third wave --the position of these waves is decided the moment the previous wave was cleared; you don't need to be blocking a position after that --the enemies spawn at the two points furthest away from you, so the areas to block are very generous -6 or less enemies, then the first helicopter spawns the moment overlord mentions the 2 helicopters --when this helicopter is shot down, a fourth wave of enemies spawns; this wave can be ignored -20 seconds after foley congratulates you on shooting down the helicopter, the second helicopter spawns -10 seconds after foley congratulates you on shooting down the helicopter, the convoy spawns -the moment foley says his "the convoy's just south of burger town" line, it enables the trigger for ending the level, which is an area on the road around the convoy --you don't need to do anything after hitting this trigger or stay in it, just wait for the dialogue to end for the mission to end -level ends ~23 seconds after entering the trigger

Hornet's Nest -hit trigger volume next to green car ("Nikolai! We're at the top of the favela surrounded by militia") -hit trigger volume in fence opening ("Tangos at ground level dead ahead") -hit trigger volume at gate -hit trigger volume at covered corridor just before the stairs exiting the market; this spawns your allies -hit trigger volume at penultimate doorway in interior area; this activates the failed landing sequence -8 enemies spawn in total; 6 need to be killed (the remaining two get automatically killed when you kill 6) --4 spawn on the roof, 2 spawn from the middle door and 1 from each door to the side of that -hit trigger volume around the area you're supposed to go up to the rooftops; if you're doing the skip, you can miss this one if you don't go fully left on the first bit of rooftop -hit trigger volume on first turn of the rooftops; this spawns Nikolai's helicopter -fall at the falling point; this activates the running sequence -hit trigger volume on the ramp side of the window at the end; spawns the helicopter for you to jump to -catching the ladder requires jumping and being in a specific area; i.e. don't jump too close to the edge -level ends ~17 seconds after starting the jump sequence

Exodus -hit trigger volume just past the rocks at the end of the level -hit trigger volume at the bottom of the stairs -hit trigger volume on the landing -hit trigger volume inside panic room; foley says "icepick" and other lines -when foley reaches an animation point, he tells you to pick up briefcase -pick up briefcase -level ends ~16 seconds after picking up the briefcase

The Only Easy Day Was Yesterday -intro sequence -move forward and knife the guard -kill the guard outside the first breach -hit trigger volume at the top of the stairs ("Civilian hostages at your position") -do the first breach --you are only required to kill the person directly in front of you -hit trigger volume just round the corner from the double doors -do the second breach --you are required to kill the two people in front of you --gate opens faster when enemies are alerted -plant the C4 -hit trigger volume on small set of middle stairs up to the next level -hit trigger volume at top of first set of stairs up to the top level -do the third breach -get in helicopter -soap has to walk to the helicopter as well -level ends ~42 seconds after soap starts his animation

The Gulag -intro sequence -shoot the three people on the first tower, moves to second tower -shoot the two people that come out of the doorway on the second tower, a bit more sequence then you land --the next few are for making your allies move to the objective -hit trigger volume through the gate -hit trigger volume just before the concrete arch -hit trigger volume next to the dumpster -hit trigger volume flush with the corner -hit trigger volume for metal doorway -hit trigger volume for metal doorway at the bottom of the stone stairs ("There's the control room up ahead") -hit trigger volume for entrance to the control room ("I'll tap into their control room"); this make ghost sit at the computer -hit trigger volume just after the bottom of the stairs from the control room; this starts the dialogue -hit trigger volume next to the boxes; this moves soap to the door -hit trigger volume just before the security door ("Ghost! We've hit a security door, get it open!") -hit trigger volume just past second security door/the one ghost opened first -hit trigger volume a bit after that, next to the ammo box -hit trigger volume halfway down the fixed portion of the next stairs -hit trigger volume at the doorway to the armory ("See anything ya like?") --the first wave of enemies spawns in ~23 seconds after you hit this trigger -once there are 2 or less enemies on the map, the game will autosave --a few seconds after this autosave, the second wave of enemies spawns --the door opens 28 seconds after this autosave -hit trigger volume in the middle of the little square room after exiting the armory catwalk ("I'll draw their fire with a riot shield") -hit trigger volume in the middle of the next little square room -hit trigger volume halfway between the ammo and the final doorway ("Ghost here. Recommend you bypass the lower floors...") -interact with the rappel --note: the rappel only spawns when you or an ally has hit a trigger directly outside the exit of the armory, success is indicated with the "Go Go Go!" dialogue; this trigger can be activated in advance, but easily jumped over from the top of the armoury -hit trigger volume in the doorway leading away from the central area -hit trigger volume in the doorway just after that -hit trigger volume near the end of the dark corridor with enemies; this trigger the navy explosion -hit trigger volume in the doorway at the end of the dark corridor -hit trigger volume halfway through the beige corridor after the large corridor -hit trigger volume on the right turn after crouching under the pipe -hit trigger volume halfway through the small catwalk -hit trigger on the floor of the pre-breach room (i.e. clamber over the railing or walk off the stairs) ("The old shower room's 30 feet ahead of you to the left") -breach the wall --the game will softlock if you breach before Ghost's "The old shower room's" dialogue starts; too many enemies being alive or simply going too fast for the buffered dialogue to clear can cause the dialogue to be played later than preferred -hit trigger volume in the first arched doorway; this spawns the riot troops -hit trigger volume in the second arched doorway -hit trigger volume at the bottom of the hole ("Ghost, we're in the old tunnel system heading south-southwest") -hit trigger volume right at the breach ("I'm detecting two heat signatures") -breach the wall; the moment you activate the breach, the game teleports you to the ending half the map; if you softlock, you don't teleport -be in the safe zone when the tunnels collapse -interact with the SPIE rig -level ends ~14 seconds after you SPIE rig (though the animation is fixed, and the mission technically ends a fixed length from the moment you breach)

Of Their Own Accord -hit trigger volume just past crashed helicopter -hit trigger volume in the doorway just after the final set of stairs past the AA ("Overlord, we're on the fifth floor") -hit trigger volume just right to the second doorway -hit trigger volume just past the american flag if cutting through the middle room, or just after the doorway if cutting diagonally; this spawns the crow's nest enemies -hit trigger volume just past the american flag in the long room with enemies; this spawns the snipable enemies ("All hunter units, I have a visual on the enemy's crow's nest") -kill all the enemies in the crow's nest ("Overlord, we have secured the enemy's crow's nest") -kill 4 of the javelins enemies -kill 4 of the enemies that spawn near you; these only spawn after all the buffered dialogue has been finished -destroy 3 vehicles with javelins -hit the trigger volume just before the door that gets shot down; this starts the animation for it getting shot down --the following are all shown by waypoints unless stated otherwise -hit trigger volume just inside the door -hit trigger volume at the top of the first set of stairs -hit trigger volume at the top of the second set of stairs -hit trigger volume in the doorway just after the second set of stairs (not shown by a waypoint) -hit trigger volume in the broken wall just after the doorway (not show by a waypoint) -hit trigger volume for getting through the second broken wall -hit trigger volume for the doorway going inside again -hit trigger volume for the area opening up the rubble -hit trigger volume on the ledge just after the second climb -hit trigger volume for getting onto the roof -hit trigger volume for getting into the helicopter -ending sequence takes ~175 seconds, can't be sped up or slowed down

Contingency --this is pretty lazy but for this section, while I don't think there's technically trigger volumes you have to escort price which requires moving forward bit-by-bit --it results in something like trigger volumes except there's a lot of them very close together; basically you just have to go through the level yo --a lot of the listed triggers are for getting price moving, but they're...more resonably numbered -hit trigger volume in line with the ending of the red fence to the left before the rock; this spawns the BTRs -hit trigger volume a bit after the "249" pole ("Slow down. Their vehicles can't follow us this far") -hit trigger volume near the end of the forest sequence just after the fence path opens up ("A UAV loaded with AGMs is en route to your position") -hit trigger volume just before the slide; this lets price slide down -hit trigger volume at the bottom of the slide; this starts the sequence for the next area -hit trigger volume just past the crates -hit trigger volume in front of the near SAM -hit trigger volume halway between blue hut and second set of crates-ish -hit trigger volume partway beyond the crates -hit trigger volume at top of guard tower (right at the top of the stairs) -price needs to enter the sub ("Alright, I've made it inside the sub") --various vehicles and enemies spawn during this section --the helicopter and BMP at the start get destroyed automatically further in if you don't destroy them at the start --there are two trucks that spawn with area triggers; if you divide the area around the oil tankers into two lanes, one that goes under the covered area and one that goes by the warehouses where the truck spawns, the warehouse lane is further divided in two lengthways; the section furthest from the guardhouse spawns a truck from the east, the section nearest the guardhouse spawns one next to the guardhouse --there is one jeep that spawns with an area trigger; an area around the guardhouse will spawn the jeep on the docks --there are two timed vehicles; the first set, spawning two trucks to the east, spawns ~30 seconds after the dock jeep; the second set, a truck and a jeep spawning to the east, spawns ~19 seconds after this -the level only continues if all the enemies spawns by the two sets of timed vehicles are dead --this is indicated by the UAV getting shot down -level ends ~30 seconds after UAV is shot down

Second Sun -look to the right with the astronaut sequence; this slowly gets done for you but it's still necessary -don't die after the EMP goes off; while it's fully intended you do this inside the building, it's possible to squeek out at the last second and be outside instead. --this is because the final helicopter to land is a homing helicopter that follows your movements, being the intended thing to force you where to go -hit trigger volume halfway round the rounded corner ("we gotta regroup with whoever's out there") -hit trigger volume at the bottom of the exterior stairs ("Dunn, you're up") -hit trigger volume directly left of the interior stairs; this enables the sequence of opening the door -hit trigger volume in the doorway; this spawns the RPD soldier -hit trigger volume in entrance doorway for the small connecting corridor -hit trigger volume in exit doorway for the small connecting corridor -hit trigger volume for the parking area floor just outside the drop off from the building -hit trigger volume just after the yellow raised strip; this activates the shooting 3 guys sequence --interestingly, when Foley says "move up" during this sequence, the ending door closes - its default position is open! buuuut the ending trigger is enabled later. -hit trigger volume by the tree ("Hold your fire") -kill all 7 enemies -hit trigger volume in doorway to building ("Watch for movement"); the trigger volume that ends the level is enabled now when Dunn says "feet dry" -hit trigger volume on last turn of stairs with the very small railing; this activates the door opening sequence -hit trigger volume just inside the bunker to end the level

Whiskey Hotel -hit trigger volume a few metres in front of where you start -hit trigger volume right at the first corner -hit trigger volume just past the boxes round the corner -hit trigger volume just round the last corner before you go to ground level ("Keep hittin' 'em with the two-forty bravos!") -hit trigger volume a bit after the crest of the big earthy ramp -hit trigger volume just before the tree before the crashed plane -hit trigger volume by the crashed plane -hit trigger volume at the west wing entrance --this spawns Dunn there, and if not engaged with Col. Marshall, Foley as well; this starts the "Sarge are you reading this?" dialogue sequence where Dunn opens the door at the end -lazy me again, there's a load of triggers that you're supposed to do sequentially and there really isn't much point listing them out --just go thru the level and get foley to kick the door down -last trigger volume it halfway up the ramp to the roof -you need to light your flare to end the level -level ends ~29 seconds after lighting your flare

Loose Ends -hit trigger volume for entering the smoke; this also prevents a triggered death by "mortar fire" -hit trigger volume at the foot of the hill ("Clear the perimeter"); also kills all the enemies -breach house; if you managed to skip the ambush (i.e. noclip), the ambush happens 60 seconds after you breach the safehouse -do the 3 breaches -kill all enemies --your allies will call out when sections of the house are clear of enemies --Ghost goes into the living room and says "alright, group up on me"??; dialogue starts -place DSM; DSM takes 5 minutes, autosaving once every minute; you fail if enemies shoot at it a lot -pick up DSM -hit trigger volume ~160m from the waypoint --trigger volume ~120m from the waypoint spawns the mortars and enemies at the end, but isn't a necessary trigger -hit trigger volume ~35m from the waypoint to start the ending sequence -level ends ~138 seconds after you trigger ending sequence

The Enemy Of My Enemy -hit trigger volume past the stepladder right at the end; this activates the jeep spawn sequence -hit trigger volume to get in the jeep --make sure the jeep goes in the plane; this happens automatically though -level ends ~69 seconds after hitting this trigger, though this is if you drive the jeep; it takes roughly an extra second if you don't input anything

Just Like Old Times -hit trigger volume a bit before the ledge to spawn the enemies -kill all the enemies; note that price will only slide down when you do this -hit trigger volume at the bottom of the slide; this lets price move to the abseil -interact with the railing to hook up -melee the guard --while the next section before the enemies breach works differently if you do it the stealthy way, that doesn't really matter here, so we'll just do the insta-loud way -kill all the enemies before the room you get breached in; looking down at the bottom of the stairs does this -hit trigger volume a bit after the top of the stairs ("Door charge planted") -hit trigger volume under the big pipe to the right that extends to the left side ("Breaching, Breaching!") -hit trigger volume of the breached door -hit trigger volume of the first stairs on the catwalk -hit trigger volume just after the last stairs of the catwalk where the MG4 is -hit trigger volume past the last large stone pillar in the cave before the breaching cave -hit trigger volume by the last small stone pillar in the breaching cave -hit trigger volume ~19m from the door; this activates the animation of the dude closing the door -hit trigger volume ~10m from the door; this enables the objective of breaching the door -breach the door -kill all enemies in the breached room ("All units be advised this is gold eagle. The site has been compromised") -interact with the door controls -hit trigger volume just after the doors; this starts the collapse stuff -hit trigger volume at the cave exit to start the next sequence with you falling -hit trigger volume where the path splits in the two at the bottom of where you start ("Sir, sandstorm activity is picking up here") -hit trigger volume by the AT4 -hit trigger volume by the jeep -hit trigger volume right before the drop ("Head for the tunnel! He's getting away!") -hit trigger volume at the cave entrance flush with the start of the boxes to end the level; this also makes the enemies passive

Endgame -hit trigger volume to enter the boat -don't really have much to say here; do boat section, don't let shepherd get too far away --hit trigger volume next to crashed helicopter to spawn shepherd; not necessary -hit trigger volume next to shepherd to get a sore head -go for the gun -throw knife