Stranded Mission Walkthrough: Mission Ten, Complete
The full MW4 Stranded walkthrough — Base Camp, the eleven outposts and fast travel, the three optional objectives, the keypad detours and the exit that ends mission ten.
Mission ten of the Modern Warfare 4 campaign is Stranded — and Stranded is not a corridor, it is a country. After the linear intensity of Survivors, the game hands you an open stretch of North Korean territory, a mountain Base Camp shared with the remnants of Sierra-1, and a simple brief: survive, scavenge, and soften the land for what comes next. You play as Pvt Park Hyun-Jun. The mission runs solo — no co-op — across six difficulty tiers from Recruit to YOLO, and it ends with Cho's death weighing on the squad as it departs for the air base that Defection will turn into a warzone. This walkthrough covers the whole arc, including the keypad detours whose combinations live on the MW4 Stranded Codes pages and interleave naturally with the main routes below.
Base Camp and the Shape of the Map
Base Camp is the mission's heart and the answer to most logistics questions. It is safe ground: a gun wall for loadout changes, supplies, and the hub of the fast-travel network that unlocks as you clear outposts. Eleven enemy outposts stand across the map, and each one you clear becomes a fast-travel point linking back to camp — the game's quiet encouragement to fight the country systematically rather than sprint through it. Between the outposts sit the optional loot that brings most players to this wiki in the first place: the locked containers and hidden bunkers whose codes are documented in the MW4 Stranded Codes list, strung along the routes this walkthrough describes.
Two systems deserve mention before any route. First, the gun wall at camp holds everything you have unlocked — and the community quickly discovered the trick that defines loadout planning: pick up any weapon in the field, return, swap it back, and the gun wall now offers that weapon and its new attachments permanently. Second, preparation matters more than heroics: suppressors, upgrades and armor-piercing rounds stocked at camp before departure are the difference between a quiet sweep and a running fight. Kal, the voice of operational caution, warns before the mission's point of no return — and the game checkpoints via a "Time to go?" prompt so that nothing is lost to enthusiasm.
The Three Optional Objectives
Stranded structures its sandbox around three targets, each optional, each order-valid, each paying a signature reward.
The Bunker — the silenced shotgun route. Clear the guard post, switch to night vision for the descent, connect the wiring and pull the generator to life, collect three explosive crates from the storage stack (marked with yellow warning triangles), climb the long ladder out, and return to camp. The reward defines the run: a silenced shotgun that turns the mission's closer engagements into quiet work.
The Jamming Station — the bomb drone route. Climb the cliff, cross the plateau through fog — and understand that the fog is cover with a death clause, because the patrolling helicopter's spotlight is an instant fail — then reach the tower top and use the bomb drones to drop the helicopter itself. Exit is cinematic: jump from the collapsing tower. The container holding the 8609 keypad sits south of this station, making the code detour a natural part of the approach.
The SAM Site — the thermal sniper route. Swim the lake, move through the village, hold the defensive position, clear the remaining forces, and let Kal's countdown detonate the launchers. The thermal sniper rifle is the prize, and the site's open sightlines are where it immediately proves itself. Reinforcement vehicles arrive during the defense — destroy them before they unload for the Incoming! silver, documented on the achievements page.
The Outpost Loop and the Code Sweep
Between and around the objectives lies the mission's connective tissue: eleven outposts, the river network, the farmland, and the optional locks. The efficient loop clears the outposts nearest Base Camp first — unlocking fast travel and incidentally counting toward the 0008 bunker's derivation — then sweeps north for the cliff container (0600), loops the river island (6789 on the container, the island bunker's 0008 nearby), crosses to the southeastern village for the bridge container (0078, the X-Void SMG), and finishes through the farmland bunker (0330, behind the Logistics sum puzzle) on the way to the Jamming Station and its southern container (8609). The final container (1234, by the large signpost) sits on the return leg to camp.
The full sweep is documented lock-by-lock on the MW4 Stranded Codes pages — this walkthrough's point is the rhythm: outposts first for fast travel, containers along objective approaches, bunkers on the transitions. The MW4 Stranded Codes never send you far off a route you were already walking; the mission's geography respects the player's time even as it hides its best toys.
Collectibles, Notes and the Yellow Crates
Two collections run beneath everything. Fifty-eight of the campaign's sixty-four notes sit in Stranded — and the notes matter beyond lore, because the keypad clues live among them; every entry in the MW4 Stranded Codes list traces to a note in the field. And twenty-six yellow supply crates dot the mission, from fixed positions to two that move: one riding the circuit train (a Mosin-Nagant inside) and one on the truck circling the mountain (a Scout Drone). Opening every crate earns the Time to Crate gold — the achievement that turns a loot pass into a completion goal — and opening any crate inside a locked container yields an intel map marking the remaining locks. Drones remain usable at the SAM site for scouting; the notes near the radio in the farmland bunker reward a detour even for players who skip the MW4 Stranded Codes entirely.
Difficulty, Solo Play and What Changes
The MW4 Stranded Codes community runs the mission across six difficulty tiers, and the honest difficulty briefing matters for planning. On Recruit and Regular, Stranded plays as a generous sandbox — outposts fall to steady rifle work, the fog crossing is tense rather than lethal, and every optional detour is affordable. Veteran and above shift the economics: armor plates from the 0600 and 1234 containers stop being surplus and become the margin of survival, the X-Void SMG's subsonic rounds earn their reputation, and the three-objective structure rewards doing the quiet Bunker route early for the silenced shotgun. YOLO, the top tier, is a different mission entirely — one death ends the run, which retroactively justifies every fast-travel point and every unlocked supply line this walkthrough emphasizes.
The solo-only structure shapes the tactics accordingly. There is no teammate to trade aggro in the outpost fights, so the rhythm that works is suppress-and-flank by yourself: engage from the range your loadout chose, relocate while the outpost orients on your last position, and close through the angles their cover doesn't cover. The thermal sniper from the SAM Site trivializes several outpost approaches once acquired; the community consensus route for high difficulties takes the SAM objective first despite its longer approach, purely for that rifle. Below Veteran, any order works — the mission's design genuinely supports all six permutations of the three objectives, and the map's density means no route feels empty.
Reading the MW4 Stranded Codes Map
A final orientation note for players using this walkthrough alongside the codes pages: the coordinates quoted for the keypads and notes follow the community map grid convention (east-west first, north-south second), and the pairings hold regardless of your approach direction. What the walkthrough adds to the raw MW4 Stranded Codes list is sequencing — knowing that the cliff container costs ninety seconds from Base Camp, that the village bridge container sits inside an outpost arc you were clearing anyway, and that both bunkers are within a fast-travel hop of objectives on the standard loop. The list tells you the numbers; the mission geography tells you when to collect them; and between this page, the codes section and the loot rankings, mission ten stops being a country of locked doors and becomes a checklist with a war attached.
The Exit
When the three objectives stand complete, Kal sets the countdown and the mission pivots to its ending: the point of no return is clearly flagged, the "Time to go?" checkpoint holds your progress, and the squad departs for the air base — Cho's death the emotional freight of the departure. Anything unfinished — a container, a crate, a note — survives into a post-mission return through Mission Select, so the exit is never a trap. But the clean play remains the first-visit sweep: codes collected, crates opened, outposts cleared, and mission ten left with nothing behind but the country you dismantled.