Modern Warfare III Multiplayer Map Guide — Farm 18
The Mission: Detailing the map, tactics, and tips for a 6v6 map set in a training facility deep within a remote region of Kastovia.
Prebrief
This mission takes place in a remote, coastal region of Kastovia is an abandoned quarry turned cement factory built on cursed ground. During the 20th century, workers and researchers disappeared or faced “mysterious accidents” that left multiple projects at a dead end. Those who controlled the region eventually gave up toward the turn of the 21st century, purchasing the entire ghost town to perform an “environmental cleanup.”
Or, in other words, a convincing cover-up.
Today, the overgrown cement factory is a hidden training facility in plain sight — an oversecured walled garden of death for private military contractors stationed in Eurasia. This “shoot house” — a live-fire range meant to prepare soldiers for urban combat — is known as Farm 18.
And that name would gain enough notoriety to be synonymous with the most grueling training conditions an Operator could face repurposed cement silos for sensory-deprivation practice, the murky waterlogged quarry for amphibious combat exercises, and the rumored ever-present ghostly cries underneath the hum of air-purification systems.
Naturally, Farm 18 is the perfect site for SpecGru and KorTac forces to perform final exercises before deploying elsewhere. Those who survive are considered battle-ready for the Tier One missions ahead of them. Those who don’t have plenty of company at the bottom of the quarry...allegedly.
SpecGru Operators arrive via helicopter on the south side of the map at the Mess Hall, while KorTac Operators stationed nearby are driven in an unmarked van at the north entrance right onto the Shooting Range (which is separate from the Shoot House, at center).
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// INTEL CARD
- MWIII
- WZ
- WZM
Farm 18
// MULTIPLAYER: MAPS // CORE
Prepare for the Shoot House: You don’t have to go into the Shoot House, but if you do, prepare for war. It can house Operators prepared to defend the location with everything they’ve got. Equipment, holding corners, and weapons with high-penetration are extremely effective which is also why it’s a good idea to equip the Engineer Vest if you plan on operating inside or around the Shoot House.
Long lanes: The long lanes that stretch down each of the streets that line the center of the map are fantastic sightlines that can be utilized by snipers and Assault Rifle equipped Operators.
Utilize the flank: Along the lanes that Farm 18 offers, are lots of cover spots on the outer perimeter. These stretches of covered areas are great for setting up a flank against your opponent. It may take some time to travel, but getting behind enemy lines can prove to be quite beneficial to your team.
Tactical Overview
We’ve divided Farm 18 into six sections based on key areas around the map:
- MAIN SPAWN POINT: Mechanic Shop
- MAIN SPAWN POINT: Shooting Range
- ADDITIONAL AREA: Dormitory
- ADDITIONAL AREA: Bus
- ADDITIONAL AREA: Shoot House
- ADDITIONAL AREA: Training Course
MAIN SPAWN POINT: Mechanic Shop
The main “SpecGru advantage” routes off their spawn: going atop the Mess Hall, posting up near or at the Mechanics Shop or on the west corner of South Street, or full sending into the Shoot House.
SpecGru forces get a few options off spawn that could be in their favor: the first is going straight into the Mess Hall and up to the rooftop.
Here, they get a fantastic sightline over to the Operations Building roof. They can also dunk equipment pieces into the Shoot House or Training Area, or look out a window atop the staircase to assist squadmates holding down the Western Bus and Dormitory route.
Another option is heading west and catching KorTac members in this lane. A hanging helicopter marks a concrete wall section with solid cover and sightlines into the Dormitories and down the Bus Lane. Alternatively, the Mechanic’s Shop has a few solid starting points from which to use mid- to long-range weapons: a small window nearest to the spawn, a double arch with a set of boxes outside, or its rooftop, which has a ladder or a port-a-potty to parkour off.
The third choice is for CQB players: rush straight into the Shoot House ahead and be prepared to draw first blood.
After the initial break, both the Mess Hall and the Mechanic’s Shop tend to be a hotbed for snipers who will either take up position on the roof or peer down the long alleyway behind those two zones.
MAIN SPAWN POINT: Shooting Range
The main “KorTac advantage” routes off their spawn: going atop the Operations Building, ducking into the Dormitories, or meeting SpecGru forces head-on in the Shoot House.
KorTac forces have their own advantages off spawn, albeit slightly skewed toward more mid- to short-ranged play.
The best option for long-ranged Loadout users is climbing atop the Operations Building, which has an incredible view over a massive chunk of the Training Course and parts of the Shoot House. If there are snipers on the opposite spawn, there are a few open skylights conveniently placed for a quick escape to the ground floor.
Those who are quick enough could run straight out of the spawn toward the Bus to take a position behind cover, but most likely, SpecGru enemies will have comfortable sightlines down this lane. Instead, consider breaking right — either through the Cement Mixer or on North Street — into the Dormitories, where there are better sightlines and potential for more CQB combat.
Speaking of, heading straight to the Shoot House is never a bad idea — just be prepared for enemies to flood in from the opposite side.
Later in the match, it may be a smart idea to use other areas in this back spawn area, such as weaving in and out of the Shooting Range (different from the Shoot House) as a possible flank route. The Cement Mixer also has plenty of columns to take cover behind and has deeper corners than one might expect. Be sure to check them for Operators attempting to reload…or who may get too comfortable in the dark.
ADDITIONAL AREA: Dormitory
The second floor is a prime elevated location for locking down North and South Streets, as well as the Bus Lane below.
This long row of a destroyed building has three floors: a bombed-out basement with a laundry area, a hydra-like first floor, and a second floor with several balconies overlooking the Bus area.
Action contained in this area will, without question, be a CQB. There are tons of tight corners for traps, and Operators may have to look through destroyed walls between floors to avoid getting leveled.
With a high number of entry/exit points, it’s best to cover them by floor, starting with the basement. Here, Operators face an uphill battle on either long end and may want to use tactical equipment to level any height advantage. There is also only one interior staircase down into this area.
The “ground” floor might have better entry and exit points for those coming from the spawn areas, as well as multiple doors and windows overlooking the Bus Lane. A ramp on the north end and a central staircase lead to the second floor, with the latter having a massive hole at the top to peer or drop down through.
Taking control of the Dormitories’ second floor grants you phenomenal views over the Bus Lane and down both North and South Streets through two partially destroyed rooms. Parkour enthusiasts will find ways onto this level from the outside or can use the makeshift balcony to hop around the Bus Lane without touching the street.
ADDITIONAL AREA: Bus
The Bus is a risky place to take hold in and blocks the otherwise unobstructed street. It can, however, be used to find a neat sightline over to the Mess Hall.
The eponymous Bus is diagonally parked, rusted over, and overgrown to block some longshots, so those looking for them will want to seek higher ground on either end of this lane.
Taking up position within the Bus can be tricky; it is small and can be shot through the front of the vehicle, but the sides are bulletproof and all the windows can be peered out of against enemies at the Mechanic’s Shop or Dormitories.
Going on top of the Bus instead of inside it could be a better play for cross-lane support. Here, you can more easily chuck grenades through the Shoot House windows or use them to attack enemies on the Mess Hall or Operations Building.
Another sneaky spot for attacking the Mess Hall is the stack of concrete blocks pushed up onto the Shoot House. Using the concrete panel next to it, an Operator can shimmy back and forth to get a strong sightline over to this roof.
ADDITIONAL AREA: Shoot House
The Shoot House has two hallways that are long enough for mid- to long-range weapons to level out the advantage of CQB weapons.
Welcome to the natural hot zone on Farm 18.
There are two entrances on each side of the Shoot House — the south ones lead to a long east-west hallway, while the north has a more broken section of paths to the three-lane center. Here, there is one larger room to the east, with one door marked with a “3” and another marked with “4;” a square room west, one of its doors is marked with a “1” and another with a “2”; and the dead center lane.
This area is so small that shotguns and SMGs will often be in their effective range. KorTac Operators off-spawn will find a juicy collateral opportunity by sprinting straight through the west room, while SpecGru forces can counter by hitting the east room.
If you are stuck with a long-ranged weapon in here, look to either the south hallway, which is about 28 meters in length, or fire into or out of the east room facing one of the whiteboards. Otherwise, there is no other sightline that is longer than 20 meters, including the short center lane.
Also, whoever designed this Shoot House never thought to put a ceiling in. Keep that in mind when aiming Killstreaks and projectiles.
ADDITIONAL AREA: Training Course
Mind the small area that would lead to the rest of the Training Course — it is a great tactical position against enemies coming in from either side.
This open-air field filled with stacks of bastions and tires is a small, in-play slice of Farm 18’s training course.
Like the Shoot House, this area is meant for more CQB play while inside of it. Any long-range users may want to use the nearby Mess Hall and Operations Building to get sightlines into here.
The entry area into the rest of the Training Course, which is blocked off by a blue iron grate, could be an underused route since it’s not the fastest way through the area. Try mounting up on the bastions or using them as cover as you see enemies funnel in from either side of the in-play course.
Otherwise, note the set of Shoot House windows, where a well-placed equipment piece can be lofted through, and know that since this entire area is outdoors, it is a prime spot for Killstreak drops.
Top 10 Tips
1. SpecGru Spawn. Both the Mechanic’s Shop and Mess Hall roofs are solid sniping grounds. Also, if an enemy Killstreak is in the air, the alleyway between the two is a convenient place to take them down.
2. KorTac Spawn. The Operations Building’s roof is a massive sniping perch with great sightlines around the map. Remember to drop through the skylights if the action gets hot!
3. Shoot House Havok. Outside of some objective modes, prepare for CQB combat in the middle Shoot House section. Also, know that equipment and Killstreaks can be put through the open roof and its windows.
4. Three-Story Dormitory. The Dormitories have three levels: a deep basement where some objectives spawn in, an incredibly accessible first floor, and a second level with great sightlines that can be jumped onto. Learn the ins and outs or get expelled.
5. Take Cover! The bottom floor of the Dormitories, along with the Mess Hall and Mechanic’s Shop first floors, are the safest locations to hide from aerial Killstreaks. Otherwise, get ready to see those bombs fall through cracks and windows all around Farm 18.
6. Crazy Bus. The Bus can be a solid place to counter enemies on the second-floor Dormitories — just know that the front of it can be shot through.
7. Of (Training) Course. The small holding area of the Training Course can be a good place to hold, as it has good sightlines to its entrances on the map and is relatively hidden from the Operation Building and Mess Hall sightlines.
8. Field Tactics. Try using Deployable Cover to create temporary power positions with great sightlines, or use Tactical Cameras to watch over multiple lanes at once.
9. Longshot Paradise. Like getting longshots in the O.G. Shoot House? Farm 18 has tons of opportunities for them. Stay alert and prepare to peek through the map’s Shoot House for sneaky lines of sight.
10. Around the Back. Holed up in the Firing Range, especially in Domination? Try rotating around through the Dormitories to prevent a potential spawn trap.
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