Stranded Achievements: Time to Crate and Incoming!

The MW4 Stranded achievements — the Time to Crate gold for all 26 yellow crates, the Incoming! silver for destroying every reinforcement vehicle, and the exit system that makes cleanup runs possible.

Two pieces of hardware hang on mission ten, and both convert the optional layers of Stranded into goals. This page documents the achievements, the practical routes to them, and the exit system that determines whether you earn them on the first visit or a return trip.

Time to Crate — Gold

Open every yellow supply crate in Stranded — all twenty-six — and the gold is yours. The count spans the whole optional-loot layer this wiki documents: the crates inside the seven keypad locks, the fixed weapons-cases in the field, and the two moving crates riding the circuit train and the mountain truck. The achievement is why a codes list is secretly an achievements guide: several of the twenty-six sit behind the keypads, and a crate-hunting run that skips the locks finds itself short at the tally.

The practical route: run the standard sweep from the mission walkthrough — outposts for fast travel, the five containers in loop order, both bunkers, the fixed pulls (the trapped Hyeon Burst case included — grenade first), and the two moving crates timed against their circuits. Two quality-of-life facts make the count forgiving: opening any crate inside a locked container yields an intel map marking the remaining locked containers, so the game tracks your gaps for you; and crate progress persists across the mission's checkpoint and re-entry systems, so the gold can be finished on a cleanup visit through Mission Select if the first run leaves stragglers. The one genuine trap is leaving before Kal's warning: the "Time to go?" prompt is the game asking whether you are done, and answering yes with crates unopened means returning later by choice rather than necessity.

Incoming! — Silver

Destroy every reinforcement vehicle during the SAM Site defense — before they unload — and the silver lands. The defense phase spawns waves of reinforcement transport across the site's open approaches, and the achievement demands the vehicles themselves die with their cargo still aboard. It is a target-priority test in an already busy fight: the thermal sniper earned at the site minutes earlier is the natural tool, reading the approaches through optics the reinforcing drivers cannot imagine you having.

The failure mode is familiar to anyone who has chased vehicle-kill achievements: infantry pressure pulls your attention, one transport parks and deploys, and the wave is spoiled. The working approach is discipline about lanes — assign your attention to the vehicle spawn directions first, trust the defensive position's cover against the infantry, and treat each arriving transport as the primary until it burns. Drones remain usable at the site and can mark or harass while you hold the firing rhythm; bomb drones from the Jamming Station objective carry over for players who sequenced that objective earlier. Fail the wave and the achievement waits for another run — Mission Select re-enters the mission, and the defense replays.

The Exit System

Both achievements interact with Stranded's generous leaving mechanics, which deserve their own explanation because they answer the achievement-hunter's core anxiety. Kal warns before the point of no return. The "Time to go?" prompt checkpoints your progress before the commitment. Mission Select re-enters Stranded after completion, with the mission's collectible and loot progress preserved for cleanup. In combination: nothing in mission ten is permanently missable, and both the gold and the silver can be pursued across multiple visits without repeating the whole campaign.

The design intent reads clearly. Stranded is the campaign's sandbox — the mission built to be returned to, combed, and completed at leisure, with hardware (the gun-wall trick) and progress systems that reward the second visit more than the first. The achievements are the completionist's frame for that loop: Time to Crate for the explorers, Incoming! for the fighters, and an exit that never punishes either for leaving something behind.

Sourcing Note

Both achievements' names, tiers and conditions reached public documentation through the October 2026 platform database datamine — the standard route by which campaign achievements surface before official lists — and this page reflects the community's in-mission verification since. Conditions are stated as documented: all twenty-six crates for the gold, all reinforcement vehicles destroyed before unload for the silver. If a title update adjusts either condition, this page follows; the routes and exit-system guidance above are condition-independent and hold either way. The gold, the silver, and a country of opened crates between them — mission ten keeps its trophies honest.