Call of Duty 4: Modern Warfare achievements

Call of Duty 4: Modern Warfare

4.4 from 20039 votes

There are a maximum of 37 Call of Duty 4: Modern Warfare achievements worth 1,395 (1,000)

234,935 tracked gamers have this game, 46,550 have completed it (19.81%)

Achievement Details

The Ultimatum in Call of Duty 4: Modern Warfare

The Ultimatum72 (40)

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

  • Unlocked by 72,169 tracked gamers (31% - TA Ratio = 1.80) 234,964  

Achievement Guide for The Ultimatum

Kung Fu Riki
189,049 (120,165)
Kung Fu Riki
Achievement won on 19 Feb 09
TA Score for this game: 1,395
Posted on 02 March 09 at 16:51, Edited on 02 November 09 at 15:21
This solution has 120 positive votes and 6 negative votes. Please log in to vote.
These videos are brought to you by Next Gen Walkthrough:

Ultimatum (2 videos)

In this level you have to first save Griggs from the enemy and then progress through the base to gain access to the missile silo.

This level incorporates a little bit of stealth when trying to rescue Griggs. Find a route through the enemies so that you only have to use your knife.

The video also has some good advice on how to defeat the 2 trucks at the end of the level. Throw all of your C4 at the trucks and get some to stick on the engines then get to a safe distance and blow them sky high. You can take out all the enemy in one detonation.

All In (2 videos)

In this level you have to storm the missile silo to gain access to the base underneath.

You can defeat the first tank by following the fence left outside and around the base. There is a pickup truck next to a gate. Plant C4 on the gate and blow a hole in it. Pop a smoke grenade and wait for the tank to stop near the hole toss or plant some C4 to destroy the tank.

The next area has two tanks but there is an easy way to acquire a Javelin Missile launcher. Check out the video for it's location or you can repeat the smoke and C4 method.

No Fighting in the War Room (4 videos)

In this level you have to make your way through the underground base to get to the missile control room and input the abort codes.

Keep moving and killing. You start out with 9 minutes and if you can get to the next check point fast enough you will be able to grab the checkpoint. If you move slower than one minute per checkpoint the game will not save your progress. This is to ensure that you have enough time left to finish the objective/level.

Stick with the M4A1 and the G36C for extra ammo and remember to use your grenade launcher if you have one equipped.**

** Special Thanks in Comments!

*** PM me before voting negatively. I'm always willing to improve my solutions. ***
There are 28 comments relating to this Solution | Please log in to comment on this solution.
the games masta
340,887 (192,417)
the games masta
Achievement won on 19 Sep 17
TA Score for this game: 1,354
Posted on 20 September 17 at 06:56
New solutionThis solution has 0 positive votes and 0 negative votes. Please log in to vote.
As a very recent winner of this achievement, one thing that would've been very useful to me and doesn't seem to be on any of the guides or videos, are the times needed to trigger the checkpoints in no fighting in the war room. Particularly the first three where the combat is most challenging.

The times for each are given below along with the time I took to show the amount of leeway you have to get there. Also I had the SAW from the previous level which I found really helpful along with the grenade launcher attachment on other weapon

Checkpoint 1 (top of the stairs) 7:30. (My time 8.10) Though this one is tough it's not as tough as later ones. Use this checkpoint to get a good starting time 8.30 would definitely be possible.

Checkpoint 2 (before the dreaded 3-way corridor of death) 6:30 (my time 7.12) There's no two ways about it, this is an absolute bitch. Giving yourself enough time from the previous checkpoints will help so you can take this section slower. You need to activate the next checkpoint by 4:30 so take your time in this part and use flash/ nades and launcher alot. Use each death as a learning experience as enemy placements are fairly consistent

Checkpoint 3 (entering the blast doors as it shuts behind you) 4:30. (my time 4:35) Once you've got here and hit the checkpoint you've basically completed the level

Checkpoint 4 (blast door about the open) 4:00. Final couple of rooms to clear but compared to what you've just been through, the rest is a breeze! There are a few more flash in the room before you enter to help.

Checkpoint 5 (ready place place c4) 2:50. The last group of enemies are easy pickings with the support you (finally) have

Checkpoint 6 (enter the codes) 1:00. Well done! Time to get outta there and go mile high
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