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X01 arrives with Season 1 on November 6, and the pitch is enough to make any DMZ squad check its escape plan. This weapons facility is built around tunnels, changing hazards, and extraction points that start closing as a run progresses. Nobody wants to discover that last part while sorting a backpack. If you’ve been using CoD MW4 Bot Lobbies to get comfortable with your weapons, remember that a cramped objective run asks for a different kind of practice. You’ll need a route, enough supplies to survive a drawn-out fight, and teammates who’ll stop looting when it’s time to leave.
Read the tunnels before chasing loot
The facility is described as a previously undiscovered weapons site now held by enemy forces. Expect tighter sightlines than you’d get at an open DMZ location, with corners and connecting passages doing plenty to hide threats. Limited visibility overhead could also make some aerial support less useful indoors. Bring something you can handle at close range, but don’t assume every fight happens two steps from a doorway. There may still be an exposed approach before your squad gets inside. The exact layout isn’t confirmed here, so treat any map sketch circulating before launch as a starting point, not a route you can blindly follow.
The extraction mechanic deserves attention. We know points begin closing as the facility progresses, but the exact triggers and any replacement routes aren’t detailed. Don’t assume a closed exit can be reopened, either. Have one player read objective updates while the others watch approaches, and call out changes as soon as they appear. Pick a recognisable room or numbered junction as a fallback point before pushing deeper. If a route crosses a shaft or stairwell, agree who’s watching each direction. It sounds basic, sure, but that quick conversation beats three people staring at the same doorway.
Before you enter
1. Check objective text and agree on a fallback room.
2. Pack plates, a revive, and a close-range weapon.
3. Keep space free for any required mission pickup.
Reality check: I’ve chased one more crate before, and the empty extraction screen wasn’t worth whatever was inside.
Give everyone a job
A good squad doesn’t need a complicated plan, just clear responsibilities. Here’s a setup to try on your first few runs. Adjust it once you know what the facility actually asks you to carry.
Role
Priority
Useful equipment
Objective lead
Track updates and pickups
Mission tools if required
Support
Keep the squad alive
Revives and spare plates
Point player
Clear dangerous rooms
Close-range primary
Those roles can overlap. If the support player goes down, someone else needs to know where the spare plates are. Swap jobs between practice runs so nobody becomes the only person who understands the objective. A plate box, gas mask, and stims may be useful, depending on what the facility throws at you. Tactical equipment that helps reveal a room is worth considering too, provided it won’t leave your own team unable to see.Is a solo run worth it
Someone in my squad asked whether a solo trip is a good way to learn X01 without risking everyone else’s gear.
You can try, but the closing exits and coordination demands make a squad the safer learning option. Bring replaceable gear either way.
Make each trip count
Use your early deployments to learn junctions, watch objective updates, and leave with useful information rather than forcing a full clear. Note which exits closed and what your team was doing at the time. Check mission pickups before moving on, especially when an item comes from a container or vehicle. If you’re looking at MW4 DMZ Items for sale, think about the kit you actually use rather than filling every slot with gear you’re afraid to lose. Keep a second weapon ready while an insured gun is unavailable, and spend cash on plates before committing to a deep route. Once your squad can get out reliably, there’s plenty of room to chase Orders, tougher enemies, and better loot.
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