Gone Dark places Captain John Price and Task Force 141 in rival camps during the Modern Warfare 4 campaign. Price works alongside cartel chief Valeria Garza to get an experimental weapon to a customer known as the Archer, as the SAS seeks to prevent the transfer. The mission moves back and forth between the two factions through a single, lengthy night in Mumbai; when morning comes, the conflict remains undecided.
Quick answer: In Modern Warfare 4, Gone Dark is the seventh mission, following Traffic and preceding Assassins. You control Price and Gaz in Mumbai; Archer captures Price, Valeria, Gaz, and Ghost at the end.
Gone Dark in the Modern Warfare 4 campaign
The mission takes about 20 minutes on a straight run. It opens with a “2 Days Ago” subtitle under the mission name, so it is a flashback. It closes on a “1 DAY BEFORE INVASION” title card, which places it shortly before the invasion that drives the rest of the story.
| Detail | Gone Dark |
|---|---|
| Mission number | 7 |
| Previous mission | Traffic |
| Next mission | Assassins |
| Setting | Mumbai, India |
| Playable characters | John Price, Kyle “Gaz” Garrick |
| Co-op | None, single-player only |
| Approximate length | 20 minutes |
Players who pre-ordered any edition gained access to the campaign on October 16, 2026. The complete game arrives at midnight local time on October 23, 2026, for PlayStation 5, Xbox Series X|S, and PC via Battle.net and Steam.
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Add to Google Preferences →Price and Valeria’s escape through Mumbai
Gone Dark starts at an airfield. Price arrives with Valeria and gets a call from Kate Laswell, who tells him plainly not to deal with the cartel and not to move weapons of war for them. He goes anyway. In Mumbai, Price and Valeria talk through the plan in an SUV. They are meeting Archer at a high-rise and handing over the device. Then the lead vehicle explodes in an alley and the convoy is boxed in.
From there you control Price on foot. You follow Valeria and her cartel fighter Eduardo through narrow alleys and shanties while SAS forces and a helicopter close in. This stretch is mostly traversal. You climb drain pipes, mantle walls, and cross tin rooftops in the rain, with short firefights in apartment walkways along the way. Price starts with a Kratz P04 sidearm. A missed rooftop jump drops him and sends you back to the last checkpoint.

The chase ends inside a workshop building. Valeria arms a portable EMP canister and triggers it. The blast cuts power across the district and brings down the pursuing SAS helicopter, callsign Blackjack 2-1. The citywide blackout gives the mission its name.

Gaz and the SAS assault on the high-rise
The perspective then moves to Gaz, who watches the blackout from another helicopter alongside Ghost. Their orders are to capture or kill Price and Valeria at the high-rise. Because the building is dark, Gaz’s segment is built around hybrid thermal NVGs. You first clear hostiles on the rooftop helipad from the air, with enemies glowing red through the thermal overlay.

After the rope insertion, the squad works top-down through the building. The defenders are a mix of Russian guards and Latin American cartel mercenaries. The first big room is a penthouse dining area, followed by a kitchen and service corridors.

On the stairwell, Gaz reaches Price over intercepted radios and tells him to stand down. Price refuses, and the two keep arguing as the team pushes toward floor 25. Below that point the squad splits into wings and clears luxury suites room by room. Some doors are locked and have to be bashed open.

| Squad and gear | Details |
|---|---|
| SAS team | Gaz, Ghost, Sgt. Wallcroft, Griffin |
| Starting rifle | Patriot XMK |
| Rifles on the ground | Kastov 545, Kastov 762 |
| Equipment | Flashbangs, hybrid thermal NVGs |
| Enemies | Russian guards, cartel fighters |
Price vs. Ghost knife duel
Control returns to Price on an unfinished construction floor draped in plastic sheeting. Ghost taunts him over the building’s loudspeakers, then lunges out of the dark. The two crash through a window onto an exterior glass ledge as dawn breaks over Mumbai, and the fight becomes a first-person knife duel.
The duel uses a small set of inputs instead of normal gunplay:
- Knife slashes to deal damage to Ghost
- Blocking, which becomes a parry if timed “just before being hit”
- A takedown prompt once Ghost is open
- A “pull pin” prompt later in the scene
Partway through the fight, the glass platform breaks, sending both men down to a roof terrace below. Price overpowers Ghost there. Gaz enters with his rifle raised, but Price catches him off guard, takes his weapon, and pins him in a chokehold as a hostage while Ghost remains stunned.
How Gone Dark ends: Archer’s handoff and the double-cross
Price’s win on the roof does not last. Valeria and her cartel fighters flank the room and restrain both Gaz and Ghost, planning to use the two SAS operators as leverage. A cartel sniper watches the helipad as Archer’s helicopter lands at dawn with heavily armed private military security on board.
Valeria hands over the weapon container and receives a digital payment drive in return. She then shouts “Fuego!” and orders her men to open fire on Archer. It goes badly. Archer’s PMC team wipes out the cartel, subdues Price, and loads Price, Valeria, Gaz, and Ghost onto the helicopter as prisoners. Archer refers to the SAS operators as Task Force 141 before leaving.
That outcome is fixed. There is no branching choice at the handoff, and the mission always ends with all four characters in Archer’s custody and the “1 DAY BEFORE INVASION” card on screen. Assassins picks up from there as mission 8.






