Here are the currently reported Modern Warfare 4 lock codes for the Following Orders, Assassins, Stranded, and Escape missions. Enter every digit in order, including leading zeroes on four-digit locks. The Small Island container is the only widely reported conflict: current roundups list 6789, while some early-access guides printed 6788.
The values below reflect the October 2026 early-access set. A patch can move a lock, add a container, or change a clue, so use the nearby note or environmental clue if a listed value is rejected.
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All current Modern Warfare 4 codes
| Mission | Lock and location | Code | Format | What is inside |
|---|---|---|---|---|
| Following Orders | Red toolbox or red safe in the first house/bedroom area | 214 | Three digits; no leading zero | Medicine or heart medicine, plus a note or contraband item |
| Assassins | Library service door | 5523 | Four digits | Access through the library route |
| Assassins | Kitchen or pantry exit | 7632 | Four digits | Exit to the garden |
| Assassins | Bunker hatch behind the statue | 9103 | Four digits | Access to the bunker area |
| Stranded | Base Camp container near the radio tower | 0024 | Four digits; keep both zeroes | Supplies, notes, equipment, and a map pointing to other supply locations |
| Stranded | Container south of Jamming Station | 8609 | Four digits | Supplies and equipment |
| Stranded | Southeast Village container | 0078 | Four digits; keep both leading zeroes | Supplies and equipment |
| Stranded | Cliffside container near Base Camp | 0600 | Four digits; keep the first zero | Supplies and equipment |
| Stranded | Green container beside the large sign | 1234 | Four digits | Supplies and equipment |
| Stranded | Small Island container | 6789 | Four digits | Supplies and equipment |
| Stranded | Farm Field hidden bunker | 0330 | Four digits; keep the first zero | Supplies, notes, equipment, or a Yellow Supply Crate |
| Stranded | Island hidden bunker | 0008 | Four digits; keep all three leading zeroes | Supplies, notes, equipment, or a Yellow Supply Crate |
| Escape | Safe holding Gaz’s dog tags | 8410 | Four digits | Gaz’s dog tags for the Never Forgotten achievement or trophy |
How to enter a code correctly
- Reach the lock, keypad, toolbox, safe, container, or bunker hatch named in the table.
- Interact with it until the numeric input interface appears. If the prompt does not appear, move around the object and look for the interaction point rather than shooting immediately.
- Press the digits in sequence. A four-digit lock requires four positions even when the first positions are zeroes: enter
0024, not24; enter0008, not8. - Confirm the entry using the on-screen interaction button. Wait for the latch, door, or hatch animation before moving away.
- If the lock rejects the entry, close the keypad and reopen it, then check that you are using the code for the correct mission and object. Do not remove leading zeroes.
The red lock in Following Orders is the exception in length: its answer is three digits. Its kitchen recipe clue produces the three-number sequence after the salt quantity is omitted.
Following Orders: red toolbox or red safe
Where to go
In the first house and bedroom-area section of Following Orders, look for the red toolbox or red safe. The same lock is described under both names in current guides, so the object’s color and early-house location are more useful than the label.
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Code and clue
Use 214. The clue is a recipe note in the kitchen. Read the listed quantities and leave out the salt value; the remaining three digits form the lock sequence. This is why copying every number from the note produces the wrong answer.
What happens after opening
The container provides medicine or heart medicine and a note or contraband item. If you are searching for a way around the keypad, the lock has also been reported as shootable, although that bypass may be less reliable than entering the sequence and may not behave identically after a patch.
Assassins: three separate locks
Assassins has three keypad interactions in different parts of the mission. They are not interchangeable: each code belongs to one route landmark.
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Move through the library and take the stairs. The service door at the end of that route uses the library entry in the table. Enter the four digits, wait for the door to unlock, and continue through the service passage.
Kitchen or pantry exit
After the kitchen stealth section, locate the kitchen or pantry exit. This keypad leads toward the garden. Enter the code assigned to that exit, not the library code; using the earlier sequence at this door will fail even if the input itself is accepted as four digits.
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Bunker entrance behind the statue
From the garden, cross the pond and circle behind the statue. The hatch there is the bunker entrance. Use its separate code from the table, then interact with the opened hatch to enter. Approaching from the front of the statue can make the keypad difficult to see, so walk around the rear side until the interaction prompt appears.
Stranded: shipping containers and hidden bunkers
Stranded contains the largest group of coded objects. Containers can look similar, and several answers begin with zero, so identify the landmark first and preserve the complete four-character sequence.
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Base Camp container near the radio tower
At Base Camp, find the container near the radio tower. Its code is the four-digit value listed for that landmark. Opening this first container is especially useful because it reveals a map marking other supply locations, reducing the amount of island-wide searching required later.
Container south of Jamming Station
Travel south from Jamming Station to the documented container. The clue pattern changes the first digit by plus one, the second by minus one, and the fourth by plus two. Use the resulting four-digit entry shown in the table rather than trying to apply that pattern to a different container.
Southeast Village container
In Southeast Village, locate the coded container and enter its four positions exactly. The associated pattern adds 22 to the relevant number, but the finished answer still includes two leading zeroes. Deleting those zeroes turns a valid four-position code into an invalid shorter entry.
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Cliffside container near Base Camp
The cliffside container is close to Base Camp but is not the radio-tower container. Follow the cliffside clue pattern and enter the four-position value listed for that location, including its leading zero. Check the terrain edge and elevated path if the container is not visible from the camp itself.
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Green container beside the large sign
Use the large roadside sign as the landmark, then look for the green container nearby. This lock uses the straightforward four-digit entry in the table. Because the area has several visual landmarks, confirm that the container is the green one beside the sign before entering a code from another Stranded location.
Small Island container
The current GamersBeacon and iTechGuides roundups report the Small Island answer as 6789. Some early-access guides printed 6788, making this the only clearly conflicting value in the current set. Try the current value first; if it fails in your build, read the nearby clue and use the sequence it specifies rather than repeatedly forcing the alternative.
Farm Field hidden bunker
The Farm Field lock is a hidden bunker rather than a surface shipping container. Search the field for the bunker entrance and enter its four-digit value, retaining the initial zero. The bunker can contain supplies, notes, equipment, or a Yellow Supply Crate.
Island hidden bunker
The Island bunker uses a code with three leading zeroes. Enter all four positions exactly as listed, then wait for the hatch to release. Typing only the final digit, or entering a shortened one-digit value, will not open the lock.
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Escape: safe with Gaz’s dog tags
Location and code
In Escape, find the safe that holds Gaz’s dog tags and enter the four-digit value assigned to that safe in the table. This is a collectible interaction rather than one of the Stranded supply-container locks.
Achievement connection
Taking the dog tags is tied to the Never Forgotten achievement or trophy. If the safe opens but the achievement does not trigger, collect the item from inside and finish any required interaction instead of leaving as soon as the door animation starts.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What the locked objects are useful for
The rewards fall into three practical categories:
- Immediate survival items: Following Orders supplies medicine or heart medicine.
- Exploration resources: Stranded containers and bunkers can provide supplies, notes, equipment, and Yellow Supply Crates.
- Navigation help: The Base Camp container’s map identifies additional supply locations.
- Collection progress: The Escape safe provides Gaz’s dog tags for Never Forgotten.
The codes are therefore worth entering even when a lock is not on your critical path: the contents can improve a run, reveal more of the island’s caches, or complete a collectible objective.
Troubleshooting a code that does not work
Check the object before checking the digits
Most failed attempts come from using a correct code at the wrong lock. Assassins has three separate keypads, while Stranded has several containers close to recognizable landmarks. Reconfirm the mission, landmark, and object type before changing the sequence.
Preserve every position
Four-digit interfaces treat zeroes as actual positions. The Base Camp, Southeast Village, cliffside, Farm Field, and Island entries all demonstrate why a shortened number is not equivalent to the displayed code. Enter the complete sequence from left to right.
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Reopen the interaction
Back out of the keypad, move until the interaction prompt is centered, and open it again. A partial input or an interrupted animation can leave the interface in a state where the next attempt is not registered correctly.
Use the local clue after a patch
The published values are an October 2026 early-access set. Destructoid describes its list as a work in progress, and iTechGuides cautions that a later patch could move a lock or add another container. If the nearby note, sign, or environmental clue contradicts a guide, follow the in-game clue and verify that you have not loaded a different build.
Handle the Small Island disagreement
For Small Island, current roundups use 6789, while some earlier guides use 6788. Try 6789 once, then inspect the nearby clue if it fails. Do not assume that every four-digit Stranded code can be inferred from another container’s pattern.
Do not rely on the shooting bypass
The Following Orders red lock has been reported as shootable, but this is a bypass rather than the normal input method. It may be affected by difficulty, mission state, or a later update. Entering the documented sequence is the more predictable approach when the keypad is available.
Quick Recap
Fast code-hunting checklist
- Match the mission name before selecting a code.
- Match the exact landmark: library stairs, kitchen or pantry, statue rear, radio tower, Jamming Station, Southeast Village, cliffside, large sign, Small Island, Farm Field, Island bunker, or Gaz’s safe.
- Count the keypad positions. Following Orders uses three digits; the other listed locks use four.
- Type leading zeroes exactly where shown.
- Wait for the unlock animation and collect the contents before leaving.
- If a value fails, reset the interaction, recheck the object, and read the local clue before assuming the code has changed.
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