MW4 DMZ guide: Extraction, loot and maps
Call of Duty®: Modern Warfare® 4 DMZ guide: extraction loop, loot and gear, DMZ Deployment Bonus, the Hajin and X01 maps, and how DMZ differs from campaign.
FAQ
What is DMZ in Modern Warfare 4?
What is the DMZ Deployment Bonus?
When does DMZ early access start?
DMZ is the mode Modern Warfare 4 is built around — a full extraction sandbox where the store listing calls it “the definitive Call of Duty® extraction experience” and “a living combat sandbox where every deployment is a new story.” DMZ early access opened October 20, 2026.
The loop
You deploy into a conflict zone behind enemy lines as an off-the-books asset. Your job is to recover advanced military technology left in the wake of war. You can loot, fight, negotiate, betray and extract with whatever you can carry.
That last clause is the whole mode. DMZ is not a deathmatch with a scoring layer — the win condition is leaving with your gear.
| Stage | What happens | What you risk |
|---|---|---|
| Deploy | Insert into a contested zone with your loadout | Your gear is already on the line |
| Loot | Find equipment and technology | Time exposed, noise, weight |
| Engage | Fight other operators or AI | Losing everything |
| Extract | Reach and use an exfil point | Being camped at the exfil |
| Bank it | Keep what you extracted | Nothing — this is the safe part |
Why DMZ is a different game
DMZ inherits assets from other modes but changes what they mean.
Extraction replaces the round. In multiplayer, a bad round costs you a score. In DMZ, a bad run costs you the gear, and gear carries into the next run. A bad deployment compounds, which is the opposite of how a round-based mode resets.
Loot has value and cost simultaneously. The more valuable the haul, the slower you move and the more visible you are. This is the central tension of the mode, and it is what makes “should I push one more container” a real decision rather than a busy-work question.
Negotiation is a mechanic, not flavour. Other squads are a variable, not only a threat. Parley, avoid, ambush and betray are all valid plays, and the mode’s best players are often the ones who read a fight they chose not to take.
The map is the puzzle. Because there is no match timer forcing engagement, the valuable knowledge in DMZ is spatial and temporal: where the loot spawns, which routes are watched, when the exfil windows open, which containers are worth the detour.
DMZ maps
| Map | Available | Detail |
|---|---|---|
| Hajin | Launch, Oct 20 | Primary DMZ map, also a Warzone 2.0 Battle Royale map |
| X01 | Season 1, Nov 6 | A GRANIT Arms black site — a sealed weapons facility on the edge of Hajin |
Hajin (하진) is described as the primary map for DMZ, and pre-release imagery places part of it in Imjin Farmland. It appeared in the Modern Warfare 4 open beta.
X01 is the Season 1 DMZ map. Activision describes it as a previously undiscovered weapons facility, codenamed X01, seized by enemy forces inside a former Russian facility on the edge of Hajin’s borders — apparently a GRANIT Arms black site. The published description is specific about the shape of it: a dimly lit, labyrinthian network of passageways, tunnels and linking chambers around a clandestine weapons assembly line, fully enclosed from the outside world, with ground-penetrating radar revealing multi-floored vertical traversals.
That last detail is the useful one for planning a deployment. A fully enclosed, multi-floored site means vertical movement and interior routes rather than open lanes. Activision explicitly leaves the rest classified, so the number of named locations, the loot tables, the new enemies and the extraction points inside X01 are not published. Ghost is the Watcher for operations there, and the Season 1 Threat Briefing adds a Commander named The Captain, a Juggernaut fought inside X01.
The official designation is X01, with a zero. Some community and news coverage renders it as “XO1”. This wiki follows Activision’s own spelling.
Mexico and the Las Almas Cartel appear in DMZ as contested territory — the cartel operates zones operators move through in extraction runs.
Operator kits and gear
DMZ has its own economy, and it interacts with the shared MW4 progression in a specific way:
- Operator kits are built for solo and squad play and change survival odds rather than competitive advantage — a DMZ kit is about what you bring into a run, not how you win a gunfight.
- Gear carries over between runs. A successful extraction banks your gear; a failed one loses it.
- Which rewards carry over to the full game is a live question for DMZ players specifically, since the mode’s own progression is not the same as the multiplayer weapon level system.
Cash is DMZ’s own currency. Infinity Ward raised the rewards twice during launch week: the October 29, 2026 update raised Dynamic Ops, Side Ops and Story Mission replays without publishing the numbers, and the October 30, 2026 update printed the before and after values for three of those categories:
| Source of cash | Before | After |
|---|---|---|
| Dynamic Ops | 5,000–10,000 | 10,000–20,000 |
| Side Ops | 500 | 2,000 |
| Mission Steps | 300 per completed step | 500 per completed step |
Those are publisher figures for the reward paid on completion, not measured values or a per-minute earning rate. No Cash figure is published for Story Mission replays, and neither are the prices DMZ Cash buys at the FOB Gunsmith or the FOB Vendor.
Vehicles in Hajin
Hajin has thirteen vehicles across four categories, and every one has finite armor and fuel. In DMZ, vehicles must be repaired and refueled at a Gas Station; in Warzone they need neither. The full roster is on the DMZ vehicles page.
The DMZ Deployment Bonus
The Vault Edition includes a DMZ Deployment Bonus — “additional bonus content in DMZ.” The store listing does not itemise it beyond that phrase, and this page will not guess at what it contains.
DMZ is not campaign
Both modes share a setting, and some maps carry the same location name, but the objective, pacing and stakes differ enough that knowledge of one does not transfer:
| Campaign | DMZ | |
|---|---|---|
| Objective | Complete the mission | Recover technology, extract |
| Failure | Restart the mission | Lose the gear |
| Other players | None | Squads to negotiate with or fight |
| Time pressure | Scripted | Your own routing decisions |
| Reward | Mission rewards | Whatever you carried out |
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