Modern Warfare 4 DMZ X01: Tunnels, Closing Exfils, and the First Loadout
X01 is the Season 1 Exclusion Zone under Hajin, a GRANIT Arms facility that opened on November 6, 2026 at midnight ET. The moment you load in, the Toxic Gas Spreading In timer starts at 20 minutes. That clock, not the Deep Vault, is what decides a first Modern Warfare 4 DMZ run here. Regular lifts start going dark when the gas timer ends, and the two tunnel routes are easy to mix up if you drop into the wrong flood.
How to get into X01
Since November 7, the Forward Operating Base deploy menu lists X01 as its own location next to Hajin. The threat assessment reads Extreme, the only mode is Free Roam, and you load straight into the facility. There is no Hajin walk and no freight elevator on this path. Spawns are not fixed; a direct deploy can put you in the Supply Depot.
You can still reach X01 during a Hajin deployment. The entrance sits at the far north-west edge of the Hajin map, grid B0, north of the Political Prison and Jayon Warehouses, at a walled site at the end of the road that runs north along the river. No key, keycard, or cash is required:
- Press the red ENGAGE button on the wall panel beside the barred gate. The prompt reads Open Door.
- Follow the corridor to the freight elevator, an open mesh cage at the end of the warehouse.
- Step inside and hold interact on Hold to Enter X01. The game shows X01 Travel Started and warns that players too far away when the elevator departs are left behind.
- Hold to Confirm Travel to X01, or let the roughly 30-second confirm timer run out. Keep the whole squad in the cage before you confirm.
The loading sequence can take between 80 seconds and two minutes. When you arrive, the Hajin radiation countdown is gone and the 20-minute gas timer is already running. Learning the B0 cage sequence in a cheap Bot Lobby MW4 session still drops you onto that same clock; Extreme Free Roam does not give you a longer gas window. The first X01 Order, Fresh Start, ticks off as soon as you infil. Sight Seeing then asks you to search five unopened containers in the Main Warehouse and five in the Control Room, and First Win asks for one clean extract from X01.
The match clock and closing exfils
X01 is its own map, and Hajin tools do not carry over. Fulton Drop Markers will not work here. Regular exits are lifts, not helicopters. Find an active lift on the Tac-Map, use the call control beside the doors, and wait. Calling a lift alerts nearby guards. When the doors open, get in and stay there. A departure countdown of about 25 seconds starts after you board; a full squad inside does not shorten it, and leaving mid-timer to chase a kill cancels the extract. EXFIL ACTIVATED and the announcement that the lift is standing by only mean the call succeeded. Extraction finishes when the departure result confirms you are out.
- Toxic Gas Spreading In: 20 minutes from infil. Regular lifts stay available in this window.
- Facility Shutting Down: five minutes, starting when the gas timer hits zero. The minimap turns red, gas is released one sector at a time, the GRANIT alarm tells everyone to evacuate, and regular lifts shut down. A Final Exfil marker then appears with its distance.
- After shutdown: if you are still inside when that five-minute timer ends, you do not extract.
In different runs the Final Exfil lift has come up at the Admin Offices, the Tech Lab, the Medical Wing, the Motor Pool, or the Logistics Tunnel, so read the live marker instead of running to the lift you used last time. Reach it before the shutdown timer ends, call it, and stay through the Final Exfil countdown on your HUD. That countdown is not the same as the regular 25-second board timer, and the lift leaves when its timer ends, whether the whole squad is inside or not.
| Exit | What you need | When it is available | What actually finishes the extract |
| Regular lift | An active lift marker | Until the gas timer ends and those sites shut down | Call the lift, board it, and stay through the departure countdown |
| Final Exfil lift | The live Final Exfil marker | During the five-minute Facility Shutting Down window | Reach the marked lift and stay through its HUD countdown |
| Emergency Egress Shaft | A Staff Emergency Exfil Keycard | While a shaft at Cargo Bay or the Medical Wing is reachable | Unlock the door, enter the shaft, and stay through EXFIL DEPARTING |
| Power Generators gate | Wheelson’s Remote Module, then a full power shutdown | After the upper power-supply step is complete | Hold the wheel, get everyone into the chamber, and wait for closure and departure |
A rope out of the Deep Vault is not an extract. If the lift back up has stopped, force open the side-shaft doors, climb the rope, and use the wall switch beside the upper gate to get back into the facility. You still have to reach an active lift, a Staff shaft, or the power gate from there.
Staff shafts when the lifts go dark
Emergency Egress Shafts are marked on the Tac-Map. One sits at the top-left of the Cargo Bay, grid E2. The other is inside the Medical Wing, grid C4, on the same floor as the Deep Vault, two squares south of the vault. That Medical Wing shaft is the nearest way out after a vault run.
A Staff Emergency Exfil Keycard opens either door. You can loot one inside X01, or print one at the X01 3D Printer in an upstairs office on the west side of the Production Assembly, grid E5, reached by a ladder and then stairs. The printer recipe is 2 CPUs, 4 Printed Circuit Boards, and 8 Control Units, taken from what you are carrying. Visiting the printer also ticks the Crafting Material Order on page 2; you do not have to print anything for that task.
At the shaft door, open the backpack, select the card, and use Emergency Exfil – Unlock. The door opens, the GRANIT alarm says Egress ready, and the card is used at that unlock. Unlocking the door is not the extract. Go down the shaft and stay through the EXFIL DEPARTING countdown until Extraction Successful appears. The shaft can be opened while the gas timer is still running, so you do not have to wait for shutdown or share a Final Exfil hallway with every other squad still alive.
One more exit sits in the Power Generators, and it does not use the Staff card. Destroy the Wheelson in the Logistics Tunnel for its Remote Module, shut down the local console, then turn off the power supply at the upper-floor panel. The lower gate unlocks. One player keeps turning the wheel beside it; the door shuts just over a second after the wheel is released, so the rest of the squad has to be moving through while it is held. Stay in the chamber until the gate closes and departure finishes. Crossing the threshold is not enough.
The Bio Lab swim is not Water Wading
X01’s tunnels are two different jobs. The Bio Lab swim is a fan-and-valve route under a flooded pool. Water Wading is a later Order in the flooded barracks under the Supply Depot, and it only opens after you cut power in the Power Generators. Mixing them up costs you the gas clock.
The Bio Lab underwater tunnels
Start in the Bio Lab on the Deep Vault floor, grid F4: a flooded pool behind yellow railings, with large fans turning under the water.
- Drop into the pool. You cannot pass a running fan.
- Swim down to the wheel fixed between the two fans and use Turn Power Off. When the blades stop, the fan on the right is the way into the round tunnel.
- Use the air pockets along the route to surface, including one under a metal grate.
- At the second fan the switch has no wheel. In the room next to it, on a table by a large pipe and a mesh fence, take the spare yellow wheel (Take Valve), fit it on the switch, and stop that fan too.
- Keep swimming through the pipe rooms until you surface in a laboratory below the Bio Lab. Climb the metal staircase to the control room.
- Use Turn Power On on the console with the green light. The hatch in the centre of the floor opens over a deep flooded shaft.
Air pockets cover the swim to that hatch, so you can reach it without a Rebreather. Below the hatch you need one, or you drown. The gas timer keeps running the whole time you are underwater, and the way out of X01 is still a lift or a Staff shaft, so leave enough time to swim back the same way.
Water Wading under the Supply Depot
This route belongs to the Door Opener and Water Wading Orders on page 5, and it is a wade, not the Bio Lab fan swim. Hunt the Wheelson in the Logistics Tunnel, then cut power at the Power Generators panel and finish the second power-supply interaction so the lights go out. Head to the corner of the Supply Depot with a green light and a staircase down into the basement. Laser tripwires cross the flooded passage; stepping into one knocks you back and deals damage, and two at once can down you, so move around them. At the far end, use the panel to switch the lasers off, which also opens nearby rooms. Backtrack a short way and enter the barracks on the left, the room with the bunk beds. The Super User Data Access Keycard is in there. Pick it up and extract in the same match, or the Order does not complete.
A first loadout that still works when a lift is called
A first X01 kit is the gear that still works when a lift is being called and guards are already on the doors. Walk in with a 3-Plate Armor Vest, a Self-Revive, and a backpack that still has a free slot. Deep Vault valuables each take a slot, and a full pack cannot pick up what you came for. Squads that already keep plates and a Self-Revive together, including a first kit funded with cheap MW4 DMZ Cash before deploy, start the 20-minute clock with that kit on, instead of hunting it while the gas is already moving.
If the Bio Lab shaft is on the route, add a Rebreather. If you want a way out that does not depend on a public lift, bring a Staff Emergency Exfil Keycard or the 2 CPUs, 4 Printed Circuit Boards, and 8 Control Units to print one at the Production Assembly office. Night vision only matters if you push the Data Center dark room on a later Order; it is not required to tick First Win. Leave the Fulton Drop Marker in the stash. It does nothing in this facility.
Call the lift or unlock the shaft while the gas timer still has time on it. If you start the Bio Lab swim, turn back early enough to reach an exit before Facility Shutting Down finishes, because First Win only counts once you are actually out.
