A Guide to Season Three Trials in Modern Warfare® PT 1

Season Three remixed some classic Trials from previous seasons to create the most interesting, and potentially most difficult, collection of challenges yet for those who want to trade in their Trial tickets for a shot at a boatload of XP. One Trial ticket will allow you three tries at the best time in each Trial, with a three-star ranking giving you 10,000 XP. 

Don’t forget that a three-star ranking could reward a whopping 22,000 XP with both the 10% Battle Pass XP and Double XP activated. If you know your way around these Trials, you can earn that XP in only a few minutes of your time.

Gun Course

Make your way through the course as fast as possible while clearing all enemy targets and avoiding civilian casualties.

*** = :40

** = 1:00

* = 1:30

Season Three’s Gun Course takes place on Vacant, which we broke down in-depth here. There are two versions of this Trial: one with smoke throughout the complex, and one without. 

We highly recommend playing the smokeless version first, as there are no differences between the two outside of the smoke, which makes it more difficult to identify targets.

You have the following weapons at your disposal:

·      Handgun (Starting) – A great secondary, recommended weapon.

·      Shotgun – Double-barrel bullpup. Not recommended.

·      SMG – 10mm rounds and high mobility. Recommended weapon.

·      Assault Rifles – Three in total. Pick your poison, all are solid. Recommended weapon.

·      LMG – A high damage, but slower fire rate comparative to assault rifle; not recommended.

If you choose an assault rifle or SMG, consider changing the firing method to semi-auto to conserve ammo and place accurate shots on those one-hit targets.

Above is Vacant’s layout, with five numbers corresponding to the five areas you’ll travel through. 

1: Six targets, two civilians. Hit multiple moving targets at once to increase your accuracy past 100%. The last of the six targets pops up before the double doors.

2: 11 targets, two civilians. Thoroughly check this room for hostiles.

3. Three targets, one moving civilian. Avoid the civilian. 

4: Seven targets, two civilians. Check Offices and Atrium for hostiles and look up through the skylight to find one of the targets.

5: Seven targets, two civilians. Clean up and sprint for the finish!

In total, there are 34 targets. Getting 100% accuracy shaves five seconds off your time, so speed and precision is key to a three-star ranking.

Marksman Challenge

Engage waves of long-distance targets and beat the clock. Missed shots burn time.

*** = 4,250 Points

** = 4,000 Points

* = 3,500 Points

This Trial has two versions: One with Sniper Rifle Alpha (the semi-auto sniper rifle) and one with Handgun Echo (the hand cannon). Both take place on Euphrates Bridge against 37 total targets, some of which have flashlights to mimic sniper glints.

Remember, hitting targets only account for 3,700 points, the rest is up to seconds remaining at the end of each wave and each wave gets progressively harder.

Also, only in the sniper rifle version, civilian targets will appear, and shooting one will subtract 100 points from your score. Hitting just one of these means you must save an additional 10 seconds across the four waves in order to make up the point differential, which hinders your ability to get three stars.

In order to get that three-star ranking, you not only have to avoid the distraction of sniper glints, but also track down moving targets. Save time and hit targets when they line up for multiple collateral hits.

Ultimately, practice makes perfect; learning where the targets are across all the waves will be key to getting a three-star ranking. Once you gain this knowledge, that 10,000 XP reward is all but yours.

These are our tips for the two of the latest Trials available in Season Three. Stay tuned for Part 2 and good luck getting that three-star ranking reward. 

See you online!


For more information and the latest intel on Call of Duty®: Modern Warfare®, check out: www.callofduty.comwww.youtube.com/callofduty and follow @InfinityWard and @CallofDuty on Twitter and Instagram and Facebook.

For more information on Activision games

A Guide to Season Three Trials in Modern Warfare® PT 2

In our first deep dive into Season Three’s Trials, we covered the Gun Course and Marksman Challenge.

Looking for even more XP rewards? Get our tips and tricks on Shooting Range and Risky Parkour to help max out this Season’s Officer Ranks. 

Shooting Range

Locate and shoot all targets in the area as quickly as possible while conserving ammunition.

*** = 0:30

** = 0:45

* = 1:00

Season Three’s two locales for the Shooting Range Trial are Docks and Stack.

These two Shooting Ranges have different target locations and weapon choice, so  the way an Operator should tackle these is wildly different; let’s begin with Docks:

Above show the number of targets in each area – 40 total –  that are found across Docks. Note that there are three targets on top of the bridge, and six under it.

Despite the three targets atop the bridge, consider staying on the ground level. There are no targets deep inside the buildings, and an Operator can easily walk from the starting location to the east and hit every target on the way.

Here’s your arsenal, as well as our recommended picks:

·      Sidearms – Two in total. One has a 13-round mag, which is our recommended secondary weapon.

·      Assault Rifles – Five solid choices. Recommend switching weapon to single fire mode to prevent overshooting.

·      LMG – A slower fire rate compared to assault rifles; not recommended.

On Stack, consider “stacking” (hitting multiple at once) targets with the help of wide-barreled shotguns. Whenever possible, aim down sights and position yourself in front of multiple targets. If you do it right, you can blow away two, three, or even four targets at once.

Your accuracy bonus here can be remarkable – potentially at 200% – which will let you shave serious seconds off your final time.  In other words, with enough practice, you can easily crush the 30 second clear time for a 10,000 XP bonus and then some.

Risky Parkour

Move through each checkpoint and finish the course as quickly as possible. (Destroy mines blocking your path and) Beware of the heavy toxic gas on the low ground.

Risky Parkour is back and riskier than ever thanks to Proximity Mines.

Mines are only present in two of the Risky Parkour variants: Gun Runner and Piccadilly. The other variant of this Trial, Hackney Yard, has you using a Riot Shield against active enemy Operators. 

Hackney Yard

*** = 1:00

** = 1:15

* = 1:30

In theory, this is a super-quick route through the Warehouse of Hackney Yard. However, those four numbered points have active hostiles. 

You can either move when they reload and bash them with the Riot Shield, or use your two Throwing Knives on hand to deal with them from a distance. Be warned: you only get two of them, and if they miss the mark, you may have a hard time getting them back.

The beginning section could trip some players up, as you’ll be walking along the walls for a bit. Tread carefully with your Riot Shield, then, if you can, chuck a Throwing Knife at the first enemy.

The rest of the course is straightforward and forgiving. Just take down those tangos and sprint to the finish.

Gun Runner

*** = 0:54

** = 1:02

* = 1:11

Gun Runner is the first of the two mine-filled Risky Parkour courses and could be described as the easier of the two. 

Note that the red X’s indicate where mines are. You must shoot them before your approach, otherwise, they will pop up and explode, killing you if you are standing up, and badly damaging you if you are crouching.

At start, shoot the first mine before leaving the truck at spawn. This will save you a little bit of time. After hopping into the building, you’ll crawl across the catwalk, shoot another mine, and pop out onto the roof.

When hopping across the trains, try landing on the corners of the red coal cars, as their checkpoints are generous enough to allow you to hit them and jump to the next one. Remember to destroy the mines before jumping, throughout, and avoid touching the ground at all costs. 


*** = 0:45

** = 0:50

* = 1:00

Arguably the hardest of the three parkour courses, Piccadilly will take you across very narrow platforms.

From the start, you should shoot the first two mines: one is directly in front of you, the other is on a police vehicle to the right. 

The homestretch could be described as a gauntlet, with two mines and a few precise jumps across vehicles and crates. Try sweeping the mines first before jumping, and if possible, run as far ahead of the clear time as possible through the first through sections before going through this trickier finish.

Above all else, be careful when making jumps around the map, especially on the central buses. It’s easy to miss platforms or slip down onto the street, where the gas will deal damage and give you a time penalty. 

With these tips, we hope you earn three-star rankings and reap the rewards. 

Feel free to share your best times with the community and stay tuned for more Trials guides in the future.

We’ll see you online. Stay frosty.


For more information and the latest intel on Call of Duty®: Modern Warfare®, check out: www.callofduty.comwww.youtube.com/callofduty and follow @InfinityWard and @CallofDuty on Twitter and Instagram and Facebook.

For more information on Activision games, follow @Activision on Twitter, Facebook, and Instagram.

A Guide to Season Four Trials in Modern Warfare®

Behind Enemy Lines

Live fire exercise: Find and eliminate all hostiles in the A.O. as quickly as possible.

Loadout: Demolition Weapons

Map: Azhir Cave

*** = 1:30

** = 2:00

* = 2:30

Get blasting in this Trial and use demolitions to knock out 45 hostiles. You’ll start with a Combat Knife and two lethals: C4 and Thermite. From that, choose from various weapons including the MGL-32 Grenade Launcher and the M4A1 M203 –  to kit out your loadout.

If this is your first run, consider the M4 and the Grenade Launcher. The M4A1 packs 30 round magazines and explosive underbarrel rounds, and the Grenade Launcher offers the most blasts per reload. Speedrunners who know the layout can opt for a single weapon to maintain top running speed with the Combat Knife.

Look for the red barrels! These are liberally scattered amongst the enemies here, and a single shot blows them up and can take down multiple enemies. Consider switching the M4A1 to single shot mode so you don’t waste ammo detonating them: wasted ammo equals more reloads equals a slower completion time.

Frequent UAV sweeps show where the enemies are located, but after your first or second run you should know where they are and plan a loop that hits everyone without stopping to check your intel. Try sticking to the right side of the map, blasting enemies along the way until you hit Road East, and then weaving into Cave East, out to the Main Road, and back for the finale in Cave West.

If you’re running low on ammo, don’t miss the two Ammo Crates: One by the guard post on Cliff Path and the other at the top of Main Road. Stopping to resupply cost precious time; make every shot count, so you only stop once. Extend your ammo reserves by using your C4 on clustered enemies and your Thermite on stragglers.

Price’s Alley

Sharpen your decision-making skills while engaging waves of mixed enemies and civilian targets.

*** = 12000

** = 10500

* = 9000

You’re given a semi-auto assault rifle equipped with a Hybrid Scope and tasked with shooting down as many hostile targets as possible over a course of four waves. Earn 100 points for each regular kill and 150 for a headshot. Shoot a civilian and lose 200 points.

Mount your weapon for the first wave and go for headshots: the targets will be lined up in a row, for easier extra headshot points. After that the targets will appear dispersed throughout the area, including moving targets in the last two waves. At this point, switch to your reflex sight every time new targets pop up so that you don’t miss enemies in the near corners.

Reload between waves and make every shot count — the higher your accuracy, the more bonus score you’ll earn at the end of the Trial. 

Note: it’s possible to hit multiple targets with a collateral hit. That’s great when it’s a pair of hostiles, but watch out for enemy targets moving in front of civilians.