Before you start
Mission order is fixed, but three missions — Following Orders, Stranded and Escape — contain 64 collectible notes, and Stranded adds 26 supply crates. If you want a single clean run, bring a guide for those three and ignore the rest.
| # | Mission | Location | Reward |
|---|---|---|---|
| 1 | Mayhem | Hajin City, Korea | Cho operator |
| 2 | Out in the Cold | New York | No More Rules calling card |
| 3 | Following Orders | Korean border | Double XP token |
| 4 | Hired Gun | Las Almas / Mexico | Dallas operator |
| 5 | Losing Ground | Hajin City, Korea | Ready Live loading screen |
| 6 | Traffic | Paris | Luca operator |
| 7 | Gone Dark | Mumbai | Gone Dark emblem |
| 8 | Assassins | North Korea | Oh-ji operator |
| 9 | Survivors | North Korea | Double XP token |
| 10 | Stranded | North Korea | Kal operator |
| 11 | Defection | North Korean airbase | Double Weapon XP token |
| 12 | Counter Attack | Hajin City, Korea | Dunn operator |
| 13 | Escape | Archer's prison | Double Weapon XP token |
| 14 | Entrenched | Nuclear power station | West operator |
| 15 | Decapitation | North Korea | Double XP token |
| 16 | Greater Good | Russian border | Park operator |
Mission-by-mission notes
1. Mayhem
A joint US Marine and South Korean patrol in Hajin City as tensions spike. This is the tutorial in disguise: it teaches the new mantle and slide chain, the Shockwave knockdown system and the difference between cover that stops bullets and cover that dissolves. Do not rush. Learn the movement here, because the next missions assume it.
2. Out in the Cold
Laswell activates a former asset in New York. The mission is a close-quarters hunt through civilian spaces and is the campaign's first major story turn. If you are avoiding spoilers, stop reading wikis here; the mission resolves a thread the trilogy has carried since 2019.
3. Following Orders
The regime's power shifts and Special Forces hunt a defector before he crosses the border. Collectible notes begin here. Search offices, guard posts and safehouses; the notes are small and easy to miss in the dark.
4. Hired Gun
Price works with Valeria to smuggle a package. Expect an escort mission with a betrayal beat and a close-range boss encounter. Keep a shotgun or high-damage SMG on you; the final section is cramped and fast.
5. Losing Ground
The invasion sweeps through Hajin City. This is the big war mission shown in the July reveal: collapsing frontlines, friendly armor, and a retreat that turns into a defense. Stay with the squad, use the armor as moving cover, and do not try to hold every position.
6. Traffic
A Paris meetup turns into a cartel warzone. Vehicle chases and street fighting alternate. The chase sections are forgiving on Regular but punish over-steering on Veteran; brake before corners, not during them.
7. Gone Dark
Price and Valeria reach Mumbai to deliver the package to The Archer. This is the mission that reframes the campaign. It is also where the "Going Dark" stealth language from the trailer pays off: suppressors, flashlights and patrol routes matter.
8. Assassins
A palace coup inside the North Korean regime. The mission is quieter and more political than the rest, with tight corridors and a lot of NPCs to identify before you shoot. Check uniforms and let the scene play out before pulling the trigger; a wrong kill can fail the objective.
9. Survivors
Sierra-1 joins Special Forces for a covert raid. This is a set-piece stealth mission with a loud escape. Use the pipe-climb routes the game has been teaching you, and leave a launcher for the extraction.
10. Stranded
The open-area mission. Surviving members of Sierra-1 and the Special Forces fight behind enemy lines. Explore for 26 supply crates, 64 notes and optional objectives; the area is large but not procedurally generated, so routes are learnable. Bring a suppressed weapon and avoid the roads.
11. Defection
With Lieutenant Ko Jin-hyuk, Sierra-1 assaults a North Korean airbase. vehicles, alarms and waves of reinforcements. Destroy the alarm systems first; once the base is alerted, every approach becomes a fight.
12. Counter Attack
The allies retake Hajin City. This is the mirror of Losing Ground: you are the attacking force, with armor and air support. Push building by building and do not outrun your squad; the game spawns flankers if you do.
13. Escape
Price escapes The Archer's prison. The mission is a stealth break-out with improvised weapons and a brutal story beat. Conserve ammo, use takedowns, and do not stop for collectibles until the alarm is silent.
14. Entrenched
The all-out assault on the nuclear power station. This mission was playable in the beta, so its layout is already known: wide approaches, armor support and a multi-stage interior. Stick to the left flank on the first push and clear the catwalks before entering the reactor hall.
15. Decapitation
An off-the-books mission that could end the war. It is short, dense and politically loaded. Expect a precise infiltration followed by a running fight. Bring smoke; the final extraction is exposed.
16. Greater Good
The Archer heads for the Russian border with Price and the weapon. The finale is a pursuit, a close-quarters confrontation and an ending that changes the series. Do not spoil it for yourself with a YouTube thumbnail.
After the credits
The campaign's post-credits scene sets up DMZ directly. Read the ending explained page after you finish, then start the DMZ guide if you want to continue the story in the exclusion zone.
FAQ
How many missions does MW4 have?
16, each with one completion reward.
Which mission is open world?
Stranded, mission 10. It is a large open-area survival mission with optional exploration and 26 supply crates.
Which missions have collectibles?
Following Orders, Stranded and Escape contain the 64 notes. Stranded also has the 26 supply crates.
Can I replay missions?
Yes, mission select unlocks after the campaign. Replays keep rewards already earned and are the fastest way to clean up collectibles.