Stranded Codes FAQ: The Quick Answers
Straight answers about the MW4 Stranded codes — how many there are, whether they change, whether you need them, and how returning to the mission works.
The questions players search about the Stranded keypads, answered directly. The complete list lives on the code guide; the clue system on its own page; this is the compressed version.
How many codes are in Stranded?
Seven. Five shipping containers (8609, 0078, 0600, 1234, 6789) and two hidden bunkers (0330 and 0008). Each code opens exactly one lock, and each lock pairs with a note in its vicinity — the containers' notes state their codes directly, while the two bunkers derive theirs from outpost math.
Do the Stranded codes change between playthroughs?
Community documentation to date reports fixed combinations — the same seven codes on every run — which is why a written list works. The note-clue system exists as the in-game recovery mechanism, so even if a future patch randomized locks, the codes would remain derivable from their notes. This wiki updates if any lock changes.
Where do the codes come from?
Notes in the game world. Every keypad pairs with a nearby note that states or derives its code. The five containers use direct note statements; the farmland bunker's 0330 is the sum of four numbers (10, 20, 100, 200) found across the Logistics outposts, and the island bunker's 0008 is the count of outposts along the river region.
Do I need to open the containers and bunkers?
No — every lock in Stranded guards optional loot. But the practical case is strong: the 0078 container holds the X-Void SMG with subsonic rounds, the bunker route pays a silenced shotgun, and on higher difficulties the armor plates from 0600 and 1234 are survival margin. Opening all twenty-six yellow crates across the mission also earns the Time to Crate gold.
What's the best single detour?
The 0078 container by the southeastern village bridge — the X-Void SMG is the best weapon pull among the locks. The cliff container (0600) is the most convenient, barely a minute from Base Camp.
Which mission is Stranded, and can I play it in co-op?
Stranded is mission ten of the Modern Warfare 4 campaign, following Survivors and preceding Defection — and it is single-player only, no co-op. It runs across six difficulty tiers from Recruit to YOLO, with the sandbox structure (three optional objectives, eleven outposts) identical on every tier.
Can I return to Stranded after finishing it?
Yes. Kal warns before the mission's point of no return, a "Time to go?" prompt checkpoints your progress at the exit, and Mission Select re-enters the mission afterward with collectible and loot progress preserved. Codes, crates and notes can all be completed on return visits.
Does difficulty change the codes?
No — the documented combinations are the same across difficulty tiers. What changes with difficulty is how much the loot matters: on Recruit the locks are a curiosity, on Veteran and above the armor plates and suppressed weapons are the margin, and on YOLO every fast-travel point and supply crate is part of staying alive.
Are the codes the same on PC, PlayStation and Xbox?
Yes — the campaign content, including the keypad combinations and their note clues, is identical across platforms. A list built on one platform works on all three.
Where do I start if I want everything?
The mission walkthrough on this wiki lays out the full sweep — outposts for fast travel, the five containers in loop order, both bunkers, the three objectives sequenced for the silenced shotgun and thermal rifle, and the two moving crates timed against their circuits. Bring the code list, read at least one note pair for the satisfaction of it, and leave mission ten with the gold, the silver and a gun wall that remembers everything you touched.