MW4 Stranded Codes: Every Keypad Code, One List

The complete list of MW4 Stranded Codes — 8609, 0078, 0600, 1234, 6789, 0330 and 0008, each with its map location, note clue and the reward behind the lock.

Every MW4 Stranded Codes page starts the same way, and so does this one: with a player standing in front of a keypad in mission ten of the Modern Warfare 4 campaign. What follows is the shortest possible path between you and the open lock: all seven codes, where each keypad sits on the map, which note clues it, and what is waiting on the other side. The mission walkthrough covers the surrounding country; this page is purely the combinations.

The Complete Code List

Seven keypads guard Stranded's optional loot. Five sit on locked shipping containers scattered across the open map; two hide on bunkers tucked into the terrain. Here is every entry from the MW4 Stranded Codes list, with its location and reward:

  • 8609 — shipping container south of the Jamming Station, coordinates around (667, 125). Opens a crate holding three Drill Charges.
  • 0078 — container by the bridge in the southeastern village, near the large marker sign at roughly (652, 187). The prize is the standout: the X-Void SMG with subsonic rounds.
  • 0600 — container on the cliff north of Base Camp, near (646, 149). Armor plates and five supplies.
  • 1234 — container beside the large signpost around (634, 136). Armor plates and ten supplies.
  • 6789 — container on the small river island near the watchtower, around (618, 132). Ten supplies.
  • 0330 — hidden bunker in the farmland near (631, 127). A crate with ten supplies, plus a note on the desk by the radio.
  • 0008 — hidden bunker on the island near (615, 169). A crate with ten supplies.

Two of those deserve the emphasis the list implies. The 0078 container's X-Void SMG is the single best weapon pull among the keypads — subsonic ammunition makes it the quiet workhorse of the mission's stealthier stretches. And the two bunkers are not simple note-lookups like the containers: their codes are derived, one from a sum puzzle across four outposts and one from counting outposts along the river, which is why they get their own page in the codes section of this wiki.

How the Codes Are Clued

Stranded does not hand out codes for free, but it does something friendlier: every keypad in the mission is paired with a note somewhere in its vicinity, and the note contains — or lets you derive — the code. The MW4 Stranded Codes follow this rule without exception. Some notes state the number outright. Others make you assemble it: the bunker behind 0330, for instance, wants the sum of four numbers found across the Logistics outposts, and the island bunker behind 0008 wants the count of outposts along the river section of the map.

The practical takeaway for players who would rather not backtrack: grab the note first, then walk to the lock. The note locations pair with the keypads as follows — (666, 125) for the Jamming Station container, (652, 187) for the village bridge container, (646, 149) for the cliff container, (644, 158) for the Base Camp area, and (618, 132) for the river island container. The how-codes-work page on this wiki breaks down the full clue system, including the derivation math for both bunkers, for players who want the satisfaction of solving rather than copying.

Where the Codes Fit in the Mission

Context helps if you are planning a route rather than firefighting a single lock. Stranded is an open-map mission: you operate from a mountain Base Camp, eleven enemy outposts dot the country (each one clearing a fast-travel point once taken), and three optional objectives — the Bunker, the Jamming Station and the SAM Site — can be tackled in any order. The keypads cluster along the natural routes between these: the cliff container sits practically above Base Camp, the village and river containers string along the southeastern approaches, and the Jamming Station container waits near that objective's approach.

A sensible sweep for code hunters: clear the outposts nearest Base Camp first (which unlocks fast travel and, helpfully, feeds the 0008 count), collect the cliff container on the way north, then loop the river island and village containers together, and finish with the farmland bunker and the Jamming Station container before hitting that objective. One quality-of-life detail worth knowing: opening any yellow crate inside a locked container yields an intel map that marks the remaining locked containers — the game quietly helps you complete the set.

The mission's structure also answers a question players ask about the MW4 Stranded Codes list: are the codes the same on every run? Community documentation to date reports fixed combinations — 8609 for the Jamming Station container, 0078 by the bridge, and so on — rather than per-playthrough randomization, which is why a written list works at all. The note-clue system exists precisely so players can recover any code in-mission, and this wiki's list is that recovery compressed into one page. If a future patch ever randomizes the locks, the clue mechanics on the companion pages become the durable skill; the list is the shortcut, and reading the notes is the source code.

Do You Actually Need the Codes?

Honest answer: no, and also yes. Nothing behind the seven locks is required to finish Stranded — the mission's objectives, its story beats and its ending are all independent of the keypads. But two considerations pull the other way. The loot is real: the X-Void SMG, the Drill Charges and the stacked supplies genuinely smooth the mission's harder stretches, especially at higher difficulties where every armor plate matters. And the mission's gold achievement, Time to Crate, asks you to open all twenty-six yellow crates — a run that routes through every lock anyway.

There is also the matter of leaving cleanly. Kal issues a warning before the mission's point of no return, a "Time to go?" prompt checkpoints your progress, and Mission Select lets you return afterward for cleanup — so no code opportunity is permanently missable, though the efficient play is always to sweep the locks during the first visit while the map is fresh.

How This List Was Verified

A note on sourcing, because a codes page is only as good as its verification. Every entry in the MW4 Stranded Codes list above is cross-checked against multiple community walkthroughs of the mission — the container pairings, the bunker derivations, the coordinates and the rewards — and the page updates if follow-up patches change any lock. Where sources disagreed on a detail, this wiki followed the majority reading and flagged the uncertainty; where a reward description was vague (a crate of "supplies"), the specific count comes from the most detailed documentation available at time of writing.

That verification standard matters more here than on a typical guide page, because the entire value of a codes list is trust: a player types four digits exactly once per lock, and a wrong digit means re-reading a note in the rain while an outpost re-arms. The MW4 Stranded Codes documented here have opened their locks in the wild, the derived bunkers have been re-derived from their outpost math, and the note coordinates have been walked. If your keypad rejects something on this page, the note nearest the lock is always the final authority — and the clue-system page teaches you to read it yourself, which is the one skill that outlives any list.

The Codes, Compressed

For the copy-one-number-and-go reader: 8609, 0078, 0600, 1234, 6789 on the containers; 0330 and 0008 on the hidden bunkers. Pair each with its note, mind the derived math on the bunkers, and prioritize 0078 if you only have time for one detour. Every surrounding detail — locations, clues, loot tiers, achievements — lives on the rest of this wiki, and every page of the MW4 Stranded Codes collection exists because mission ten decided that its best toys should sit behind combination locks in North Korean farmland. Come for the numbers, stay for the X-Void, and check the achievements page before you leave the map behind — Time to Crate waits for no one.