Here’s how you can clear the No Sleep Mission in Battlefield 6, clear Pax headquarters, stop the train, and more.

No Sleep is the fifth mission, and probably one of the most chaotic of the Battlefield 6 campaign. The context of this mission is that a NATO summit is underway, and Dagger 1-3 is tasked with neutralizing a Pax cell in Brooklyn just before they can launch a devastating attack on the city. You are assigned to play as Haz Carter (MSgt.), who is currently leading your squad through a high-stakes operation that is highly challenging to execute and involves numerous details.
Below is a walkthrough that provides a detailed overview of what’s to come. Spoiler alert: The mission reveals a lot of information about your former mentor and current nemesis, Alex Kincaid.
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No Sleep – Assault the Pax Brooklyn HQ

The mission opens with Dagger 1-3, fresh from Cairo, joining a multi-squad operation in Brooklyn. Gathering intel from Salim’s RFID chip has led you to a Pax cell operating out of a residential neighborhood.
The mission begins with attending Sergeant Acre’s meeting, where he explains the primary goal of cleaning townhouses along the street so a SIGINT decryption platform can get close enough to the Pax HQ and intercept their communications, thereby discovering the nature of Kincaid’s planned attack.
Your job now is to clear the Townhouses and Assist Quebec. The combat in this mission is challenging, and you will have to fight your way through multiple floors. Don’t just ram into doors; enemies will shred you if you drop your guard.
After you have cleared the townhouses, you need to clear the Pax HQ. After getting into the enemy’s room, you will see a picture of Kincaid (Alex), who taunts you about your past failures and about your allegiance to a “dying” system. He reveals that his plan is far bigger than a simple ground attack, and then the transmission cuts off.
No Sleep – Investigate Underground

Immediately after Kincaid’s call, Acre’s SIGINT team decrypts the horrifying truth: Kincaid has a mole aboard the USS Artemis and plans to use the warship’s own missiles to strike New York City.
Murphy, on the other hand, finds something crucial and an underground passage. He opens the passage for you, and once you head down, watch for booby traps; stepping on tripwires will have its consequences. Once you clear the underground passage, you will find a mobile underground base, essentially a large facility equipped with numerous pieces of equipment.
No Sleep – Stop The Attack

It’s not just an average facility; there is literally a train that sets off, and no matter how much you fire at it, it won’t stop. That said, you will board an armored vehicle and chase the train. Depending on your driving skills, the likelihood of crashes may vary. In the end, you will crash into an enemy vehicle and have to change routes.
The change of route involves securing a construction site and eliminating every enemy you encounter there. Once you are done, your squad calls in for air support. A Little Bird helicopter arrives to continue the pursuit from the air.
From the chopper, you spot the train approaching a bridge. On Murphy’s command, you call in an airstrike, not on the train, but on the tracks ahead, derailing it in a massive explosion. You and your team rappel down to the wreckage, across broken cars. The goal is to locate the transmitters within the train, identify the console, disconnect the power sources, and disable it by shooting it.
Unfortunately, missiles are still being fired, but they are scattered all over the place; some hit the nearby city. At the same time, your escape helicopter arrives, but as it gets close to pick you up, and you have probably guessed it, a stray missile welcomes your chopper. You fall from the bridge, sustaining an injury, alongside the destroyed helicopter. You hear Kincaid’s voice in your head: “Those men trust me with their lives, Haz!”
Conclusion
The mission ends and shifts perspectives. You are now Murphy, standing next to Carter on an emergency bed. You inform him that while the helicopter was lost, they stopped most of the missiles and saved countless lives. But Carter realizes that Kincaid’s target wasn’t the city, but President Fernandez. The mission ends on a cliffhanger, with Dagger 1-3 stealing a vehicle to race to the President’s safe house.
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