MW4 All Codes – Every Campaign Keypad, Safe and Container
The Modern Warfare 4 campaign has 13 locks that take a code: one toolbox, three doors, eight shipping containers and bunkers, and one safe. Every code below, with its map coordinate where one exists and the puzzle that produces it.
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Every Code at a Glance
Copy this table and you can finish the campaign without reading anything else. Detailed steps for each mission are on its own page.
| Mission | Lock | Code | Coordinates |
|---|---|---|---|
| Following Orders (3) | Toolbox | 214 | — |
| Assassins (8) | Door 1 (after the library stairs) | 5523 | — |
| Assassins (8) | Door 2 (after the kitchen) | 7632 | — |
| Assassins (8) | Door 3 (bunker, base of the statue) | 9103 | — |
| Stranded (10) | Base Camp container | 0024 | 644, 158 |
| Stranded (10) | South of Jamming Station container | 8609 | 667, 125 |
| Stranded (10) | South East Village container | 0078 | 652, 187 |
| Stranded (10) | Cliff Near Base Camp container | 0600 | 646, 149 |
| Stranded (10) | Big Sign container | 1234 | 634, 136 |
| Stranded (10) | Small Island container | 6789 | 618, 132 |
| Stranded (10) | Farm Field Hidden Bunker | 0330 | 631, 127 |
| Stranded (10) | Hidden Island Bunker | 0008 | 615, 169 |
| Escape (13) | Safe (hallway right door, after the barracks) | 8410 | — |
Four missions carry codes: Following Orders (3), Assassins (8), Stranded (10) and Escape (13). No other campaign mission has a code-locked door, container or safe.
Stranded: All 8 Codes with Coordinates
Stranded is a sandbox area, so you can start anywhere — but one of the eight sits right outside Base Camp and is hard to miss, which makes it the natural first stop. Coordinates below are read off the tacmap.
Open any one shipping container and the game marks the remaining locked containers on your map. That one giveaway cuts most of the search time, and it is the single most useful thing to know before you start.
| Location | Coordinates | Code | What’s inside |
|---|---|---|---|
| Base Camp container | 644, 158 | 0024 | Supplies + intel map |
| South of Jamming Station | 667, 125 | 8609 | Yellow supply crate |
| South East Village | 652, 187 | 0078 | Yellow crate — X-Void SMG with subsonic rounds |
| Cliff Near Base Camp | 646, 149 | 0600 | Yellow supply crate |
| Big Sign | 634, 136 | 1234 | Yellow crate — armor plates + supplies |
| Small Island | 618, 132 | 6789 | Yellow supply crate |
| Farm Field Hidden Bunker | 631, 127 | 0330 | Note 2 on the desk by the radio |
| Hidden Island Bunker | 615, 169 | 0008 | NW Bunker Note + crate at 616, 168 — Tracking Device, Thermite |
Coordinates follow the tacmap readout. The Hidden Island Bunker opens a trapdoor — drop through it to reach the crate at 616, 168, which is a different coordinate from the bunker door itself.
How Each Stranded Code Is Solved
Every Stranded keypad is preceded by a note listing the previously used codes. Reading the sequence is the whole puzzle — none of them need you to find anything else. Here is the pattern behind each one.
| Container | Note shows | Rule | Result |
|---|---|---|---|
| Base Camp | Previous codes on the door | Add 6 | 0024 |
| South of Jamming Station | 5903 / 6805 / 7707 | +1 to digit 1, −1 to digit 2, keep the zero, +2 to digit 4 | 8609 |
| South East Village | 0012 / 0034 / 0056 | Add 22 to the last two digits | 0078 |
| Cliff Near Base Camp | 9300 / 6400 / 3500 | Subtract 2900 | 0600 |
| Big Sign | 1000 / 1200 / 1230 | Add 4 to the last digit | 1234 |
| Small Island | 3456 / 4567 / 5678 | The number scrolls left, dropping its first digit | 6789 |
| Farm Field Hidden Bunker | Logistics Station numbers 10 / 20 / 100 / 200 | Sum of all four stations | 0330 |
| Hidden Island Bunker | Outposts cleared along the river | Total count of river outposts | 0008 |
The two bunkers differ from the six containers: their notes do not list old codes, they refer to something on the tacmap — the Logistics Station numbers and the river outpost count only appear once you have cleared them. If a bunker note looks like nonsense, that is why: go clear the stations and outposts first, then come back.
Which Codes Are Missable
This matters more than the codes themselves, because a missed pickup means replaying a whole mission.
- Following Orders: yes, missable. The toolbox holds contraband Medicine — the campaign’s final contraband item — and note 2 of 4. Both are inside the toolbox, so you only get them if you open it.
- Assassins: the codes are called out, not written down. Lt. Ko reads each one over comms as you reach the door, so subtitles are the reliable way to catch them. The one that punishes you is 9103: it is entered in real time, so clear the area before touching the keypad or the enemies will converge on you mid-entry.
- Stranded: all eight are optional, and the mission is the campaign’s biggest 100% time sink. Nothing forces you to open them. They are also the only codes with map coordinates, so this is the one set you can come back for later.
- Escape: the safe is missable, and it carries a trophy. Code 8410 comes from the Updated Code note, and the safe sits behind an unlocked door immediately after the barracks. Walk past that door and the Dogtags — and the Never Forgotten achievement — go with it.
Three trophies hang off code-locked pickups: No Stone Unturned and No Harm Done (Following Orders) and Never Forgotten (Escape). If you are chasing achievements, those codes are the ones not to walk past.
Sources & Discrepancies
Where published guides disagree, we list both readings rather than pick one silently.
- Stranded container count. The introduction to the IGN code page says “five shipping containers,” while its own section list shows six containers plus two bunkers. The eight codes are consistent either way; we organise this page by code count (8), not by container count.
- Mission name spelling. Some guides write the 11th mission as Deflection rather than Defection. The campaign sequence is unchanged.
- Contraband naming. The Following Orders toolbox item is called Medicine in some guides and heart medicine in others. It is the same pickup.
All 13 codes on this page are cross-checked between at least two published sources before being listed. Where published guides disagreed — on container count, mission spelling or item naming — both readings are listed above rather than smoothed over.
FAQ
How many codes are there in the MW4 campaign?
There are 13 locks that take a code across four missions: 1 in Following Orders, 3 in Assassins, 8 in Stranded, and 1 in Escape.
Which MW4 missions have codes?
Four: Following Orders (mission 3), Assassins (mission 8), Stranded (mission 10), and Escape (mission 13). No other campaign mission has a code-locked door, container or safe.
Which MW4 code is the hardest to enter?
The Assassins bunker keypad, code 9103. It is the only keypad entered in real time while enemies can still be alerted, so clear the area before you enter it.
Do I need to open the Stranded containers for anything?
No. All eight are optional, but they hold yellow supply crates, an X-Void SMG with subsonic rounds at 652, 187, and the Tracking Device plus Thermite at 616, 168. Opening any one container marks the rest on your map.
Is the Escape safe code the same for everyone?
Published guides list one solution per lock as of October 23, 2026 — the Updated Code note sets it to 8410, and the note only appears after the office section plays out, so the sequence matters more than the code. If you see a different code, tell us and we will mark it.