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MW2 Raid guide: How to complete the Atomgrad Raid

The first Call of Duty: Modern Warfare II Raid known as Atomgrad is available now as part of the Season 1 Reloaded update. This Raid sends groups of three players into an underground tunnel to solve a series of puzzles while surviving waves of enemies. It’s a mostly linear experience with a few tricky parts along the way. In this guide, we’ll show you how to complete the Atomgrad Raid in Modern Warfare II.

First code puzzle

As soon as you start, make your way through the linear path ahead, while taking out enemies silently. If you’re spotted, you’ll have to deal with an all-out assault, so try your best not to be seen. Head straight and to the right and you’ll come to a room with a terminal that has Russian letters on it, a set of TVs, a keypad, and a red button that opens a door.

Room with TVs in the Atomgrad Raid In Modern Warfare 2.
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This is one of the trickiest parts of the Raid, but it’s straightforward once you know what to do. Open the door, have one player go inside the little room, and then make sure two of your three players are interacting with the TV feed. Scroll through the feed until you reach a screen that looks like the one below, featuring a projector and a set of Russian letters and numbers.

A screen with Russian letters in Modern Warfare II.
Image used with permission by copyright holder

Then, have the person at the terminal in the main room read off or describe the Russian letters in order. If they call out a letter that matches the one on the projector shown above, then the player in the TV feed needs to read the letter below. For instance — in reference to the image above — if the player in the main room reads off “Y,” then the player in the TV feed would say “4.” Keep in mind, sometimes a letter might not appear on either projector and if so, you should just skip it. The player reading the letters off needs to take note of the numbers called back by the other two teammates.

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After you’ve successfully taken note of three numbers — which correspond to the three-digit code — input that code into the keypad on the right. You then have to repeat this process two more times, but each player’s position will need to be swapped.

Swim through tunnels

Swimming through Raid in Modern Warfare II.
Image used with permission by copyright holder

After you’ve opened the submarine door, you and your squad will need to swim through an underground tunnel while sharing an oxygen tank. Just make sure to rotate the tank in order so each player can breathe. Eventually, you’ll come to a gate that can be opened with a red button. One player needs to press the button while the other two pass through. Then on the other side, have another player open the gate to allow the final player to pass through.

Then, head down towards the red light. Keep swimming, making sure to follow the arrows on the walls and you’ll go through a hole in the ground. Be careful of the trip wires and keep maneuvering forward until you reach a section with a generator.

Generator puzzle

Generator puzzle in Modern Warfare II.
Image used with permission by copyright holder

Next, you’ll need to have one player turn on the generator on the surface and one player open the door below. The third takes the oxygen and swims through the door that just opened. After they’re through, have one remaining player turn on the generator again (it resets) and have the person who went through the door press a red button on the wall to re-open the door, allowing everyone to get through.

Survive armory ambush

Large hole in ground in Atomgrad Raid.
Image used with permission by copyright holder

Next, you’ll need to maneuver through a narrow corridor while battling powerful enemies, including two Juggernauts. Press a red button in one of the far rooms to trigger the next sequence, hold off the enemies, and a door will open, leading to a room with a large hole.

Final code puzzle

Player in front of projector in Modern Warfare II.
Image used with permission by copyright holder

Home stretch! The last puzzle requires you to essentially perform the same actions during the first step of the Raid — except you physically need to have players in each room with the projectors. Have one player stay in the main area while reading off the Russian letters, and then one player in each of the rooms with the projectors. This sequence is much harder because you’re timed and an endless wave of enemies comes at you while trying to figure out the codes.

Remember, you’ll need to swap out each player’s roles to gather all three codes. Once you do, the final sequence will begin.

Survive final wave

Aiming down sights in Modern Warfare II Raid.
Image used with permission by copyright holder

For this, you’ll need to guard a door for four minutes. It’s pretty tough, but if you have one player watch the front, one at the back, and one to the side, you’ll have all your bases covered. Make sure to have one player call out when the Juggernaut is near so everyone can unload on them. Then, go back to your positions to hold off the hoard. After four minutes, the door will open and the Raid will end.

Joseph Yaden
Joseph Yaden is a freelance journalist who covers Nintendo, shooters, and horror games. He mostly covers game guides for…
The best Wildcards in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
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A screenshot from Call of Duty: Black Ops 6's zombies mode.

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Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
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Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
Every zombie has a weak spot, which is most often the head. Deadshot Daiquiri makes a critical hit hurt even more than normal, plus increases your auto-aim on those weak points when you aim down sights (ADS). That second part shouldn't factor much if you've got good aim, which is why this is only a decent Perk-A-Cola.
PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
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Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

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Soldier holding weapon in Modern Warfare II.

Few video game series are as influential and popular as Call of Duty. The annualized franchise throws players into fast-paced battles across various historical time periods -- along with fictional eras as well. Call of Duty has taken us to World War II, the Cold War, a modern setting, and even to the future.

Although it's one of the most successful video game franchises out there, Call of Duty's quality varies significantly from game to game, with some fantastic entries in the series, but many mediocre ones as well. But which Call of Duty games are worth your time and which ones should you skip? To answer that question, we've ranked all the mainline entries in the series, with details about why you should or shouldn't play a particular game.

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