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MW4 Campaign Guide: All Missions, Achievements, Keypad Codes and Stranded Collectibles

Everything we have confirmed about the Modern Warfare 4 campaign, on one page: all 18 achievements with their exact unlock text and a run plan, every keypad and safe code, the 16 missions, and a full guide to Stranded with all 26 supply caches. We played Stranded end to end in early access and mark what we saw ourselves. Anything that rests on a single source carries an unconfirmed chip.

Verify these notes against your current build before you rely on them.
Editorial review

Not yet independently verified against a current game build.

MW4 Campaign Guide: All Missions, Achievements, Keypad Codes and Stranded Collectibles
All 26 Stranded Yellow Crate Locations - Modern Warfare 4 Time To Crate Trophy / Achievement Guide (Incredilags, YouTube, 16 October 2026, 5 minutes). It is the creator video that sits closest to our Time to Crate section below. YouTube
CASE FILE // MW4 DMZ // MW4 CAMPAIGN GUIDE: ACHIEVEMENTS AND CODES
MW4 Campaign Guide: All Missions, Achievements, Keypad Codes and Stranded Collectibles

Quick card

Release
Early access since 16 October 2026, general release 23 October 2026
Missions
16, single-player only, no co-op
Achievements
18 (1,000G on Xbox; 8 Gold and 10 Silver on PS5, no Platinum)
Run plan
One Hardened pass, Assassins for Pacifist, Out in the Cold on Veteran, Realism last
Stranded
26 yellow supply caches, 58 notes, 11 outposts, 8 keypad codes
Codes outside Stranded
Following Orders 214, Escape 8410, Assassins 5523, 7632 and 9103
Last checked
18 October 2026, our own playthrough plus 11 sites and 7 creators

Quick facts and how to read the chips

Modern Warfare 4 is a single-player campaign from Infinity Ward, and its early access opened on 16 October 2026, a week ahead of the 23 October release. Every page we found is one to four days old, so we sorted what we know into four chips and we use them throughout. Seen in our playthrough means it was on screen in our own Stranded recording. Confirmed means two or more independent sources agree, or a primary source states it. Unconfirmed means one source only, or sources that disagree. Being mapped means nothing has been published yet and we will update after launch.

MW4 campaign facts.
FactValueStatus
DeveloperInfinity WardConfirmed
ModeSingle-player only, no co-op (CODMunity and timesaver.gg agree)Confirmed
Missions16Confirmed
LeadsPrivate Park Hyun Jun on the Korea front, and Captain John Price on a covert thread that follows Modern Warfare IIIConfirmed
SettingsHajin City and South Korea, North Korea, New York, Paris, Mumbai (the per-mission mapping is still partial)Confirmed
DifficultiesRecruit, Regular, Hardened, Veteran, RealismConfirmed
Length6 to 9 hours for a first run, 10 to 13 for a completionist run, 16 to 18 for all 18 achievementsUnconfirmed
RewardsOne per mission, usable in multiplayer and DMZ; tied to finishing the mission, not to difficulty (the difficulty part comes from one source)Confirmed
Mission selectExists, and Stranded's open map stays open after the story so you can mop upUnconfirmed
EntrenchedIt was the mission in the August 2026 betaConfirmed
Xbox listingThe achievements sit under the Call of Duty HQ title with an MW4 prefix, for example MW4 - Time to CrateConfirmed
PS5 trophies18 trophies: 8 Gold, 10 Silver, no Platinum (the reason given for the missing Platinum comes from one source)Confirmed

All 18 MW4 campaign achievements and trophies

This is the full list with the unlock text exactly as PowerPyx and the PlayStation listing give it. On Xbox, Hold the Line and Was it worth it? are worth 100G each and the other 16 are worth 50G, which adds up to 1,000G (one source, but the sum checks out). Dayngls Game Guides reports no missable achievements because mission select lets you replay any mission, and you need at least two playthroughs to finish the list. Names vary a little between sites: Trench Broom is misspelled Trench Boom in one place, and Destructoid shortens Was it worth it? to Worth It. We use the PlayStation text. Several methods below come from a single guide, and we mark each of those until a second source or our own run backs it up.

MW4 campaign achievements: grade, mission, exact unlock text and how to get it.
AchievementGradeMissionUnlock textHowStatus
Hold the LineGoldAllComplete the game on any DifficultyFinish the campaign on any difficulty. Recruit works.Confirmed
Was it worth it?GoldAllComplete the game on Realism DifficultyA dedicated Realism run. Whether you must clear the game first, and what happens if you lower the difficulty mid-run, is unknown. The safe route is to start on Realism and never lower it.Unconfirmed
Skeet ShootingSilver1 MayhemKill 10 paratroopers in 'Mayhem' before they hit the groundOn the baseball field after you leave the building. One shot kills; lead the distant drifters and take the group drifting left. Use the pistol if the rifle runs dry, and reload the checkpoint if it fails.Unconfirmed
Safety's OnGold2 Out in the ColdDefeat all enemies in the kitchen of 'Out in the Cold' without firing your gun on Hardened or harderFive enemies. Throw bottles (two at the entrance, two by the ovens) to disarm them, lure them into the hallway and punch. Take the last one down in melee.Unconfirmed
Can't touch thisGold2 Out in the Cold (end)Defeat Makarov on Veteran difficulty or higher without getting hit in the alleyA fist fight. Block just before his swing (L2 on PlayStation), then counter (R2).Unconfirmed
No Stone UnturnedSilver3 Following OrdersConfiscate all contraband and read all notes in 'Following Orders'Four contraband items and four notes. The locations are on the mission card below.Confirmed
No Harm DoneSilver3 Following OrdersObtain the defector's location in 'Following Orders' without hurting any civiliansIn the first house, avoid the violent dialogue options, ask the man about contraband and ask the woman to join her husband.Unconfirmed
Bullet TrainSilver4 Hired GunKill 50 enemies while standing on train cars in 'Hired Gun'The count builds over the whole mission and only counts while you stand on a car. Hold fire until you are on one.Confirmed
Raining ThunderSilver5 Losing GroundKill 15 enemies with 3 mortar rounds in a row in 'Losing Ground'Fifteen kills across three shots in a row. Wait for the left group to bunch up, skip the small early wave on the right, and put two rounds into the big second wave on the right.Unconfirmed
RevengeSilver8 AssassinsKill everyone after Shin dies in 'Assassins' on Hardened or harderA separate run from Pacifist. No tips are published yet.Unconfirmed
PacifistGold8 AssassinsComplete 'Assassins' by only killing one enemyA separate stealth run. No tips are published yet.Unconfirmed
Time to CrateGold10 StrandedOpen every Yellow Supply Crate in 'Stranded'There are 26 yellow supply caches. The counter on screen reads n/26, and the full list is in the Stranded section.Seen in our playthrough
ScavengerGold10 StrandedRepair everything in Base CampUse the Base Camp workbench on the Grenade Launcher, Tactical Gloves, Tactical Boots, Snow Ghillie Suit and Silenced Thermal Sniper. The repairs also give notes 54 to 58. A commenter wondered whether this means the DMZ FOB; treat it as Stranded until someone tests it.Unconfirmed
Incoming!Silver10 StrandedDestroy every vehicle reinforcement at the SAM Site before they unload in 'Stranded'Hold the terrace after the charges are set against technicals and two BMPs. Use Bomb Drones on the BMPs and position them before the wave arrives.Unconfirmed
Long ShotSilver12 Counter AttackSnipe all 4 enemies firing the mortars in 'Counter Attack'No tips are published yet.Unconfirmed
Never ForgottenSilver13 EscapeRecover the Dog Tags in 'Escape'Gaz's dog tags are in the wall safe in the barracks office. The code is 8410, from the Updated Code note in the security office past the guard checkpoint.Confirmed
Trench BroomSilver14 EntrenchedIn 'Entrenched', kill 15 enemies with a shotgun before securing the Target BuildingGrab a shotgun early; the kills must happen before the objective. The count is confirmed, but no tips are published.Confirmed
NoteworthyGoldAllRead 50 different NotesThere are 64 notes in total (4 in Following Orders, 58 in Stranded, 2 in Escape), so you have 14 spare. The total of 64 is one source's figure; the 58 in Stranded is on our screen.Seen in our playthrough

The achievement run plan

Most of the list falls out of one Hardened pass, which also covers the difficulty gates on Safety's On and Revenge. Pacifist and Can't touch this come off mission select afterwards, and Realism goes last because nothing else needs it. Two things could change this plan. We do not know whether Realism asks for a full clear first. And Can't touch this needs Veteran or higher, so it should also count on the Realism run, because Realism sits above Veteran, but that is unconfirmed.

Draft run plan for all 18 achievements.
PassWhat to doWhat unlocks
Run 1, HardenedPlay the story. Do Skeet Shooting, Safety's On, No Stone Unturned, No Harm Done, Bullet Train, Raining Thunder, Revenge, Long Shot, Never Forgotten and Trench Broom as you reach them, and clear all of Stranded.Hold the Line, plus Time to Crate, Scavenger, Incoming! and Noteworthy from Stranded
Mission select, AssassinsA stealth run that kills only one enemy.Pacifist
Mission select, Out in the Cold, VeteranFight Makarov in the alley without taking a hit.Can't touch this
Run 2, RealismStart on Realism and never lower it. Nothing else needs this run.Was it worth it?

Every keypad and safe code in the campaign

This is the master table. Codes outside Stranded are few: a toolbox, a wall safe and three doors. The eight Stranded codes are all here as well, with a longer note on each in the Stranded section. One claim is still open. A single source says the Stranded codes rotate weekly through notes you find on enemies, while every other site lists fixed codes. We have not seen a change, so we treat that as unconfirmed. If it turns out to be true, the useful thing to learn is where the code notes are, not only the codes.

MW4 campaign keypad and safe codes.
MissionWhereCodeWhat it opensStatus
Following OrdersRed toolbox in the bedroom closet; the clue is the recipe in the kitchen cupboard (sites disagree on which cupboard)214Heart medicine, one of the four contraband itemsConfirmed
AssassinsFirst door, after the library stairs5523The doorConfirmed
AssassinsSecond door, after the kitchen scene7632The doorConfirmed
AssassinsBunker, panel at the rear of the statue base9103The bunkerConfirmed
EscapeWall safe in the barracks office8410Gaz's dog tags (Never Forgotten)Confirmed
StrandedBase Camp container by the tower0024SuppliesConfirmed
StrandedCliff behind Base Camp, up the broken wooden stairs0600Scout DroneConfirmed
StrandedBig sign or highway sign container1234SANG 9mm silencer and a noteConfirmed
StrandedSmall island container6789Tracking Device (Destructoid prints 6788, a typo)Confirmed
StrandedSouth of the Jamming Station, by the fuel truck8609Backpack upgradeConfirmed
StrandedSoutheast Village container0078Heartbeat SensorConfirmed
StrandedIsland Hidden Bunker0008A contraband house and a Kastov 762 cache; the code is the sum of the infantry outpost numbers along the riverConfirmed
StrandedFarm Field Hidden Bunker0330Not stated by the sourcesCode confirmed, contents unknown

The 16 MW4 campaign missions

One card per mission, in story order. Rewards come from the mission lists we read and each mission gives one. Where a mission has no walkthrough yet, the card says Being mapped, updates after launch, and we will fill it in rather than guess.

1. Mayhem

Hajin City, South Korea. Reward: Cho operator.

A paratrooper assault on a stadium field with a joint ROK and US Marine squad that includes Cho. Achievement: Skeet Shooting.

Unconfirmed

2. Out in the Cold

New York. Reward: No More Rules calling card.

Price with Kate Laswell. A kitchen stealth beat leads into the alley fight with Makarov. Achievements: Safety's On and Can't touch this. Tip: take the Vel-46 off enemies.

Unconfirmed

3. Following Orders

North Korea. Reward: Double XP token.

Special forces hunt a defector through three houses. Contraband (4): an MP3 player in the bathroom medicine cabinet of house 1, a Western novel on the upper shelf in a bedroom, extra rations in the upper white cabinet in the kitchen, and heart medicine in the red toolbox in a bedroom closet (code 214). Notes (4): beside the rations, in the red toolbox, in the right-hand bedroom wardrobe in house 3, and on a cellar shelf in house 3 (a hidden kitchen floor door, with the key in a side-room cabinet). Achievements: No Stone Unturned and No Harm Done.

Confirmed

4. Hired Gun

Paris. Reward: Dallas operator.

Price with Valeria, smuggling a package in exchange for the Archer, on moving trains. Tips: flashbang then shoot, keep your distance, and Valeria resupplies you. Achievement: Bullet Train.

Unconfirmed

5. Losing Ground

Hajin City. Reward: a loading screen (one source spells it Ready Line, another Ready Live).

Park's squad on a collapsing line, with a mortar set piece. One report describes a mission-failed friendly-fire loop; the advice is not to fire until the tank destroys the cafe. Achievement: Raining Thunder.

Unconfirmed

6. Traffic

Paris. Reward: Luca operator.

A vehicle chase after a cartel meetup goes loud. Sources disagree on whether you play Luca or Price. Tips: black armoured trucks carry armour pouches on the back, and blue vans hold ammo and plates.

Unconfirmed

7. Gone Dark

Mumbai, India. Reward: Gone Dark emblem.

An SAS night operation. No walkthrough is published yet. Being mapped, updates after launch.

Being mapped

8. Assassins

North Korea. Reward: Oh-Ji operator.

Three door codes: 5523 for the first door after the library stairs, 7632 for the second door after the kitchen scene, and 9103 for the bunker panel at the back of the statue base. Achievements: Revenge and Pacifist, which need separate runs.

Confirmed

9. Survivors

Reward: Double XP token.

Nothing is published yet. Being mapped, updates after launch.

Being mapped

10. Stranded

North Korea, open zone. Reward: Kal operator.

The open-zone mission and our own playthrough. Three sabotage targets, a workbench, a Gun Wall, 11 outposts, 8 codes, 26 supply caches and 58 notes. Achievements: Time to Crate, Scavenger, Incoming! and Noteworthy. The full guide is in the next sections.

Seen in our playthrough

11. Defection

Reward: Double Weapon XP token.

Some sites print the name as Deflection, so we will read mission select to confirm it. Nothing else is published yet. Being mapped, updates after launch.

Being mapped

12. Counter Attack

Reward: Dunn operator.

Achievement: Long Shot, which asks you to snipe the four enemies firing the mortars. No tips are published yet. Being mapped, updates after launch.

Being mapped

13. Escape

Reward: Double Weapon XP token.

Two notes (Confiscation Protocol Reminder on a desk opposite Cell 40, and Updated Code in the security office) and the wall safe with code 8410, which holds Gaz's dog tags. Achievement: Never Forgotten.

Confirmed

14. Entrenched

Hajin area. Reward: West operator.

Forest trenches lead to an enemy base while you try to stop a nuclear power station falling. This was the beta mission. Achievement: Trench Broom, so pick up a shotgun early.

Unconfirmed

15. Decapitation

Reward: Double XP token.

Nothing is published yet. Being mapped, updates after launch.

Being mapped

16. Greater Good

Reward: Park operator.

The finale. Being mapped, updates after launch.

Being mapped

Stranded at a glance: three targets in any order

Stranded is mission 10, and it is an open zone: a snowy North Korean island map at night, in a blizzard. You choose the order of three sabotage targets. The target descriptions come from one site, allthings.how, and we have not yet walked all three ourselves, so they carry the unconfirmed chip. The open map stays open after the story, so you can come back for the collectibles. That is one source's claim too. The achievements tied to Stranded are Time to Crate, Scavenger, Incoming! and Noteworthy.

The three Stranded sabotage targets.
TargetWhereWhat you doStatus
Jamming StationNorth-east, a foggy plateauClear the depot, then bring down the transmitter tower by luring an attack helicopter with Bomb Drones and parachuting as it falls. Use the Heartbeat Sensor in the blizzard.Unconfirmed
SAM SiteNorth-west islandSwim over, clear the dock, plant charges, hold the terrace against infantry, technicals and two BMPs (Incoming!), detonate and exfil.Unconfirmed
BunkerSouthFlooded tunnels on night vision: fix a wire, start the backup generator for the blast door, secure three explosives crates and beat the rising water.Unconfirmed

Base Camp, the workbench, Jae and Supplies

You play with Jae, an AI squadmate who runs the Base Camp workbench. His line when you first reach it is: With enough supplies, I could fix our gear and equipment. Supplies are a single currency with a wrench icon, picked up from the world and from bodies. The bench charges a fixed number of Supplies per job. If you cannot pay, the screen says NOT ENOUGH SUPPLIES TO REPAIR THIS. Refilling ammo costs nothing. Everything in the table below is from our own recording.

Workbench prices we saw in Stranded.
Workbench actionCost in SuppliesStatus
Repair Pistol Underbarrel Shotgun5Seen in our playthrough
Make Molotovs5Seen in our playthrough
Make Semtex5Seen in our playthrough
Repair Silenced AR25Seen in our playthrough
Refill AmmoFreeSeen in our playthrough

The Gun Wall and the 11 outposts

The Gun Wall is a permanent unlock board. The first time you pick up a weapon or an item, it is unlocked on the wall for good, with a toast such as New Weapon Unlocked on Gun Wall: Mosin-Nagant, or New Equipment Unlocked on Gun Wall: Molotov Cocktail. We saw both. There are 11 outposts, and clearing one gives you fast travel. We saw the toast 1/11 Outposts Cleared, Fast Travel Unlocked, which settles both questions that the written guides left open. The outpost names below come from allthings.how, and only the count is ours.

The 11 Stranded outposts.
Outpost typeNumbersStatus
Logistics Stations#3, #10, #20, #100, #200Unconfirmed
Infantry Checkpoints#1, #2, #3, #5Unconfirmed
Artillery Batteries#6, #7Unconfirmed
Total, and fast travel on clearing11Seen in our playthrough
The Stranded workbench prompt reading Not enough supplies to repair this, with Make Semtex for 5 supplies underneath and a bottle and a block of explosive on the bench.
Our playthrough: the Base Camp workbench. Jae says Gear we salvaged and Keep an eye out for supplies when you're out there.
A body on snowy steps with the toast New Weapon Unlocked on Gun Wall: Mosin-Nagant and a Supplies pickup prompt.
Our playthrough: the Gun Wall unlocking a Mosin-Nagant the first time we picked one up.
A guard tower seen over a concrete wall, with the toast 1/11 Outposts Cleared and Fast Travel Unlocked.
Our playthrough: the first of 11 outposts cleared, with fast travel unlocked.

The Stranded backpack

The Backpack panel shows a Small Backpack with 2 by 4 slots, which is 8 in all, and a Loadout panel under it with weapon slots plus a vest slot and a plate slot, both empty early on. We saw all of that on screen. Upgrades come later: allthings.how lists a Medium and a Large pack and a two-plate vest, and the Backpack upgrade is the prize behind keypad code 8609, south of the Jamming Station. We have not seen those upgrades yet, so they stay unconfirmed. Plan your carry around the 8 slots until you do.

Stranded keypad codes: all eight

Eight containers and bunkers in Stranded want a code. Most sites agree on them. Showgamer adds map coordinates, which we have not tested. A keypad crate shows on the tac map once you find a note or map that points to it, and the map text reads Keypad Puzzle Supply Crate.

The eight Stranded keypad codes.
LocationCodeWhat is insideStatus
Base Camp container by the tower0024SuppliesConfirmed
Cliff behind Base Camp, up the broken wooden stairs0600Scout DroneConfirmed
Big sign or highway sign container1234SANG 9mm silencer and a noteConfirmed
Small island container6789Tracking DeviceConfirmed
South of the Jamming Station, by the fuel truck8609Backpack upgradeConfirmed
Southeast Village container0078Heartbeat SensorConfirmed
Island Hidden Bunker0008A contraband house and a Kastov 762 cache; the code is the sum of the infantry outpost numbers along the riverConfirmed
Farm Field Hidden Bunker0330Not statedCode confirmed, contents unknown
The Backpack panel with a small pack and the Loadout panel under it, holding a Striga SMG, a Mosin-Nagant and two throwables, with empty vest and plate slots.
Our playthrough: the Backpack and Loadout panels, with the vest and plate slots still empty.

All 26 Stranded yellow supply caches (Time to Crate)

The counter on screen reads n/26 Yellow Supply Caches Opened, and opening all 26 unlocks Time to Crate. The list follows the route order from allthings.how, so the numbers are a route, not the order you will open them in. Our own run opened the sewer crate first, which the list calls number 2, and the cliff Scout Drone crate second, which the list calls number 18. The list is a single source apart from those two, so the other 24 rows carry the unconfirmed chip. If you open a crate that is not on it, tell us and we will fix the list.

The 26 yellow supply caches in route order.
#WhereStatus
1Summit of the blue radio tower (note 3)Unconfirmed
2Water treatment sewer puzzle (note 8). The crate held a WZ.55 Striga SMGSeen in our playthrough
3Infantry Checkpoint #1, south-west of the water treatmentUnconfirmed
4Concrete island bunker, west across the riverUnconfirmed
5Logistics Station #200, green garageUnconfirmed
6Artillery Battery #7, after note 14 under the bridgeUnconfirmed
7Southeast Village container (code 0078)Unconfirmed
8Water tower gantry across the roadUnconfirmed
9A moving boxcarUnconfirmed
10Main bunker, tunnel entranceUnconfirmed
11Logistics Station #10Unconfirmed
12Infantry Checkpoint #2Unconfirmed
13Logistics Station #3Unconfirmed
14Base of the Jamming Station towerUnconfirmed
15Logistics Station #20, to the westUnconfirmed
16Container south of the Jamming Station (code 8609)Unconfirmed
17Bombed orange house, enter through the roof (note 35)Unconfirmed
18Cliff container north of Base Camp (code 0600). It held the Scout DroneSeen in our playthrough
19Highway sign container (code 1234)Unconfirmed
20Artillery Battery #6, barrier crates (use a Bomb Drone)Unconfirmed
21River island container (code 6789)Unconfirmed
22Logistics Station #100, elevator scaffoldingUnconfirmed
23A patrolling truck near Infantry Checkpoint #3; stop it firstUnconfirmed
24Infantry Checkpoint #5; breach itUnconfirmed
25Booby-trapped roadside store; Bomb Drone the tripwires (note 50)Unconfirmed
26Summit of the SAM Site (note 53 is behind it)Unconfirmed

Stranded notes by zone and the Noteworthy achievement

Our screen reads NOTES FOUND n/58 in Stranded, and note 8 was the sewer note beside our first crate. Noteworthy asks for 50 different notes in the whole campaign, and there are 64 if the one-source total holds: 4 in Following Orders, 58 in Stranded and 2 in Escape. So you can skip 14. The zone ranges below are from allthings.how and still need a second pass. A note you read also adds the places it mentions to the tac map, and the notice reads Location or locations mentioned by note added to tacmap.

Stranded notes grouped by zone.
NotesZoneStatus
1 to 8Base Camp, the radio tower and the water treatmentUnconfirmed
9 to 14Checkpoints, the island bunker and the south monumentUnconfirmed
15 to 23Southeast village and the rail line; 18 to 21 are in the bunker and 22 to 23 on the red boxcarsUnconfirmed
24 to 33Northern stations and the Jamming Station; 25 to 29 are at the stationUnconfirmed
34 to 53Back towards Base Camp and the SAM SiteUnconfirmed
54 to 58Workbench repairs (the Scavenger repairs)Unconfirmed
58Total notes in Stranded, from the on-screen counterSeen in our playthrough
An open yellow supply crate in a brick sewer tunnel holding a WZ.55 Striga SMG, with the notice 1/26 Yellow Supply Caches Opened and the notes counter at 8 of 58.
Our playthrough: the first yellow supply cache we opened, in the water treatment sewer. The counters read 1/26 caches and 8/58 notes.

Stranded is a DMZ tutorial

This is our reading, not a statement from the developers. Stranded teaches a loop that DMZ players will know: a backpack with limited slots, a single Supplies currency, a workbench that turns Supplies into repairs and gear, a Gun Wall that remembers what you have found, notes that point to keypad crates, and outposts that unlock fast travel. If you want to practise before DMZ opens, a full Stranded clear is good rehearsal. When you are ready for the multiplayer side of that loop, these guides pick up where Stranded stops. The launch guide has the dates and editions, the FOB and progression guide covers stations and traits, the 3D printer guide is the crafting side, and the Hajin map, the infil planning guide and the HUD explainer cover the ground you will be playing on.

MW4 campaign FAQ

Short answers to the questions we see most. Each one points back to a table above.

Is there co-op in the MW4 campaign?

No. The campaign is single-player only, as CODMunity and timesaver.gg both say.

When can I play the MW4 campaign?

Early access opened on 16 October 2026 and the general release is on 23 October 2026.

How long is the MW4 campaign?

Estimates are 6 to 9 hours for a first run, 10 to 13 for a completionist run and 16 to 18 hours for all 18 achievements. They are estimates, because there is no HowLongToBeat entry yet.

How many MW4 campaign achievements are there, and is there a Platinum?

There are 18. On PS5 that is 8 Gold and 10 Silver trophies and no Platinum. On Xbox they sit under the Call of Duty HQ title with an MW4 prefix and add up to 1,000G.

Which difficulty do I need for which MW4 achievement?

Hold the Line works on any difficulty. Safety's On and Revenge need Hardened or higher, Can't touch this needs Veteran or higher, and Was it worth it? needs Realism. The run plan above fits them into four passes.

Can I miss an achievement?

One guide says none are missable because mission select lets you replay any mission. You need at least two playthroughs, one of them on Realism.

What are the MW4 Stranded keypad codes?

0024, 0600, 1234, 6789, 8609, 0078, 0008 and 0330. The table above says where each one goes.

How many supply caches and notes are in Stranded?

There are 26 yellow supply caches, which Time to Crate needs, and 58 notes. Noteworthy needs 50 notes from the whole campaign.

Do the Stranded codes change every week?

One source says they rotate through notes on enemies. Every other site lists fixed codes and we have not seen them change, so we treat it as unconfirmed and will re-test.

Does clearing an outpost unlock fast travel?

Yes. We saw 1/11 Outposts Cleared, Fast Travel Unlocked on screen in our own playthrough.

Credits: the sites and creators we read

This page exists because other people did the early work and shared it. We read and cross-checked allthings.how, PowerPyx, Dayngls Game Guides, Destructoid, Dexerto, thebasedotaku, showgamer, codmunity, boostingfactory, TrueAchievements and XboxAchievements, and we thank their writers. Each link is in the Sources list at the end of this page. On video we thank Incredilags for the Time to Crate video above, IGN for the all-collectibles video, Hritweakkkk for the keypad codes video, Maka91Productions for the single-achievement guides, TheGamingRevolution for the achievement list video, rHOOKr for Skeet Shooting and 360GameTV for the Following Orders notes. The stills are ours, from our own Stranded recording.

Sources and what we are unsure of

Our own Stranded recording is the primary source for everything marked Seen in our playthrough, and it beats the web where they differ. Everything else comes from the sites and videos in the Sources list, all one to four days old. We will re-check this page on or after 23 October 2026, when the full PowerPyx guide, the Dayngls collectibles page and TrueAchievements are due. Open conflicts today: mission 11 is called Defection in some places and Deflection in others; the mission 5 loading screen is Ready Line or Ready Live; Traffic is played as Luca or as Price; Scavenger may mean the Stranded Base Camp or the DMZ FOB; we do not know whether Realism needs a full clear first or how mid-run difficulty changes are treated; the weekly code rotation is a single claim; and Can't touch this is placed at the end of Out in the Cold by one source only. Gone Dark, Survivors, Defection, Decapitation and Greater Good have no published walkthrough yet. If your game shows something different, tell us on Discord and we will correct it. We would rather be right than first.

SOURCE BRIEFING

Source video from Incredilags

All 26 Stranded Yellow Crate Locations - Modern Warfare 4 Time To Crate Trophy / Achievement Guide

Sources

Numbers and mechanics on this page are paraphrased from:

Wing Mait is an independent project, not affiliated with or endorsed by Activision. Wing Mait for MW4 DMZ is in development and has not been released.