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Delta Force Black Hawk Down: 7 Missions Guide

Plan your campaign run with the mission order, official length estimates, difficulty curve, and the four-player squad recommendation.

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Black Hawk Down is Delta Force’s single-player and co-op campaign: seven missions delivered as a free download of roughly 28GB, with progression that stays completely separate from the multiplayer modes. Nothing you unlock in Operations or Warfare carries over, and multiplayer operators, loadouts, and vehicles cannot be brought in. The campaign hands you its own framing and expects you to work inside it.

This page is the map. Each mission gets its own deep dive in this series, but start here to understand the shape of the whole run.

The seven missions in order

#MissionWhat it asks of youPressure
1IreneDaytime insertion; learn movement and spacingLow
2The FuseMove wounded teammates to safety under time pressureModerate
3Black Hawk DownRespond to a crash and hold the siteModerate
4Lost ConvoyEscort a convoy through hostile groundHigh
5ValorProtect a sniper element from overwatchModerate
6N.S.D.Q.Night extraction built on light and noise disciplineHigh
7Mogadishu MileA long street advance ending at the stadiumHighest

The curve is deliberate. The first three missions teach the systems — movement, squad handling, defense. Mission 4 is the first wall most squads hit and is widely regarded as the second hardest chapter. Missions 5 and 6 then change the rules rather than simply raising them: protection work, then stealth. Mission 7 tests everything at once and is the community’s consensus hardest mission in the campaign.

How long the campaign takes

Official estimates put a full Normal run at 4-6 hours and a Hard run at 6-8 hours. Those numbers cover the whole campaign, not a single mission. Per-mission timings vary with squad composition and difficulty, so treat any split as a benchmark for your own runs rather than a target to hit — the useful comparison is your second attempt against your first.

Hard is not a small step up from Normal. It tightens margins on every engagement, so the sane order is: clear Normal first, then treat Hard as a second run with tighter play rather than the starting difficulty.

Solo or co-op

The developers recommend a four-player squad. Solo is supported and completable, but expect it to be very hard by design — the campaign is tuned around a team, and revives, overlapping fields of fire, and split responsibilities all get easier with four players. A full co-op squad is the intended experience; solo is the challenge run, and the later missions punish isolation hard.

What does not carry in

  • Multiplayer progression: separate
  • Operator loadouts and unlocks: separate
  • Vehicles from Warfare or Operations: not usable in the campaign

The isolation is a design choice — the campaign is balanced around its own equipment — but it means a maxed multiplayer account starts here at zero like everyone else. Playing on a phone changes the control problem rather than the content; the mobile campaign page covers that angle.

Before you install

The campaign is a free download of roughly 28GB on top of the base client. Confirm your machine clears the official hardware floor before committing disk space, especially on mobile where sustained load matters more than peak frames. For the two hardest missions — the convoy mission and the final street advance — plan extra time and bring the full squad.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.