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MW4 DMZ first deployment: solo survival, infil costs and how XP works

A practical start for solo players: what to carry, how much each insertion costs, which areas to avoid, and why a failed exfil still levels you up.

In this article
  1. Before you deploy
  2. Choose an insertion
  3. Read the threat level
  4. A safe first route
  5. Extract earlier than you want to
  6. XP: failure still counts
  7. If you go MIA
  8. The first-session checklist

DMZ is unforgiving to a solo player who deploys without a plan. The mode is built for squads, the AI reacts to noise, and other players can hear a fight from several blocks away. None of that makes solo play impossible. It makes preparation the whole game.

This is the practical sequence for a first deployment: what to equip, how to insert, where to go, and how to leave with something worth keeping.

Before you deploy

The Ready Up menu is the last chance to fix a loadout. Activision recommends a plate carrier, a backpack, a weapon and a Medkit. That is the minimum. If your stash is empty, use the Free Loadout; it exists so that a player with no funds can still deploy, and anything you extract with is kept.

Two details catch new players. Your DMZ Cash display is always empty before deployment, because it shows funds found during the run; cash is added to your bank after a successful exfil. Your armour slot is also empty before you deploy, but it is automatically filled with plates when you infil. The only way to bring extra plates is a field upgrade.

Choose an insertion

MethodCostWhat it gives you
GroundFreeStart on foot in a random part of Hajin.
Polaris Dagor A15,000 DMZ CashLightly armoured vehicle air-dropped at your position.
LTV25,000 DMZ CashHeavily armoured vehicle air-dropped at your position.
Helicopter50,000 DMZ CashInsert over Hajin with a squad member piloting.
Cargo Plane100,000 DMZ CashChoose an exact drop location.

For a first run, Ground is correct. The vehicle insertions are for squads with a specific objective, and the Cargo Plane is a precision tool for experienced players who know exactly which building they want. Paying 25,000 for an LTV before you know the map is how a bank balance disappears.

Free Roam is the best mode for solo looting. Dynamic Operations add objectives and therefore attention; Story Missions are worth doing once you have gear to lose. Free Roam lets you choose a quiet corner, fill a backpack and leave.

Read the threat level

Every point of interest has a threat rating shown under the compass. Low is manageable; Extreme is a warning. The rating reflects the enemy response to disruption, not the number of human players, so a Low area can still contain a squad hunting for loot.

Stealth is a real mechanic. Melee eliminations, throwing knives and suppressed shots are explicitly recommended for taking out enemies quietly. A solo player who starts a loud fight in a High-threat area is inviting both the AI and every nearby player to the same location.

A safe first route

Start at the edge of the map and work inward. Songdo Wharf, Imjin Farmland, Deadtown's exterior and Cheongun Village are Low threat. They are not empty, but they give you room to learn the looting rhythm without immediately fighting a fortified position.

Avoid Chang-san Air Base and The Grid until you have armour, a reliable weapon and an extraction plan. The prison is High to Critical, and its Citadel is one of the hardest locations in Hajin. Those are objectives for a squad, or for a solo player who has done the route before.

Extract earlier than you want to

The most common solo mistake is greed. A backpack with three good items and a clean exfil is worth more than a backpack with eight items and a death. Extraction points can be contested, and in X01 they can close during a run, so check the route before you commit to one more building.

Secure slots matter here. Medium and larger backpacks add slots that protect an item even if you fail to exfil. If you find a Weapon Manual, a rare ingredient or a recipe, put it in a secure slot and treat the rest of the run as optional.

XP: failure still counts

DMZ has its own 1–70 Player Level track, separate from the standard 1–55 progression. XP comes from Story Missions, Dynamic Operations, Side Ops and other activities during a deployment. Crucially, DMZ XP earned during a failed deployment still counts. You lose your gear, not your progress.

XP earned in multiplayer or Warzone does not count toward your DMZ level. If you want FOB stations, recipes and Survival Kits, you have to play DMZ.

If you go MIA

An eliminated Operator becomes Missing in Action and cannot deploy until recovered. You can pay DMZ Cash from your bank to bring them back with their Traits intact, or dismiss them and start again. A recovered Operator returns without gear.

The cost scales with the number of Traits the Operator has, so a heavily developed Operator is expensive to lose twice. Keep a second Operator ready, and do not put every Trait into one character until you can afford the rescue.

The first-session checklist

  1. Equip a plate carrier, backpack, weapon and Medkit.
  2. Deploy Ground into a Low-threat area.
  3. Loot resources and ingredients, not just cash.
  4. Use secure slots for anything rare.
  5. Extract before the backpack is full.
  6. Offload into the stash and check the 3D Printer.

Solo DMZ is not about winning fights. It is about leaving with more than you brought, often enough that the FOB starts working for you.

Further reading

Sources & further reading

References reviewed 30 Oct 2026 AEST.

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