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Call of Duty: Infinite Warfare eGuide
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Contents

  • Single-Player
    • Campaign Boot Camp
      • For First-Time Players
      • For Call of Duty Veterans
      • The Retribution
      • Difficulty Levels
      • Collectibles
    • The Armory
      • Assault Rifles
      • LMGs
      • Sniper Rifles
      • SMGs
      • Shotguns
      • Handguns
      • Heavies
      • Tactical Equipment
      • Lethal Equipment
      • Scopes
      • Generic Attachments
    • Campaign Walkthrough
      • Rising Threat
      • Black Sky
      • Operation Port Armor
      • Target of Opportunity: Operation Taken Dagger
      • Target of Opportunity: Operation Phoenix
      • Target of Opportunity: Operation D-Con
      • Target of Opportunity: Operation Deep Execute
      • Operation Burn Water
      • Jackal Assault: Operation Safe Harbor
      • Jackal Assault: Operation Pure Threat
      • Jackal Assault: Operation Grave Robber
      • Jackal Assault: Operation Sudden DEath
      • Operation Dark Quarry
      • Jackal Assault: Operation Trace Kill
      • Operation Black Flag
      • Operation Blood Storm
    • Achievements
      • Achievement Tables
  • Multiplayer
    • What’s New?
    • Basic Training
      • Movement
      • HUD
      • Combat
      • Class Customization
    • Rigs
      • Customized Battle Armor
      • Warfighter
      • Merc
      • Synaptic
      • FTL
      • Stryker
      • Phantom
    • Arsenal
      • Weapons of War
      • Special Weapons
      • Assault Rifles
      • SMGs
      • LMGs
      • Sniper Rifles
      • Shotguns
      • Classic
      • Handguns
      • Launchers
      • Melee
    • Attachments
      • Overview
      • Sights
      • Sniper Sights
      • Shotgun Sights
      • Shared Upgrades
      • Ballistic Weapon Upgrades
      • Energy Weapons Upgrades
      • Sniper Rifle Attachments
      • Shotgun Attachments
      • Pistol Attachments
    • Equipment
      • Overview
      • Lethal
      • Tactical
    • Perks
      • Overview
      • Perk 1
      • Perk 2
      • Perk 3
    • Scorestreaks
      • Overview
      • Streaks
    • Multiplayer Maps
      • Overview
      • Breakout
      • Crusher
      • Scorch
      • Retaliation
      • Frontier
      • Grounded
      • Precinct
      • Frost
      • Throwback
      • Skydock
      • Mayday
      • Terminal
      • Dome
    • Game Modes
      • New Modes
      • Deathmatch Modes
      • Control Modes
      • Bomb Modes
      • Objective Modes
      • Bonus Modes
      • Multiplayer Goals
  • Spaceland Tours
    • Overview
    • Getting Started
    • The Zombie Hordes
    • Cash Only
    • Park Features
    • Park Quests
    • Surviving Spaceland
  • Call of Duty 4: Modern Warfare Multiplayer
    • Introduction
    • Basic Training
      • Multiplayer Overview
      • Weapons And Attachments
      • Weapon And Character Skins
      • Challenges
      • Custom Class Suggestions
      • Modes
      • Tactical Basics
    • Map Tactics
      • Ambush
      • Backlot
      • Bloc
      • Bog
      • Countdown
      • Crash
      • Crossfire
      • District
      • Downpour
      • Overgrown
      • Pipeline
      • Shipment
      • Showdown
      • Strike
      • Vacant
      • Wet Work
    • Clans
    • Fun
    • Master Unlockables List

Call of Duty: Infinite Warfare Guide › Spaceland Tours

Cash Only

No credit is accepted here, only bucks earned by slaying zombies. You can spend your hard-earned money on a variety of items around the park.

Window Repairs

Repairing windows is a temporary measure, but it can help to protect you from a zombie route into the area near you—and earn you a few bucks in the process.

Doors

Opening up the different areas of the park requires you to spend cash on the barricades that block access. When you’re playing co-op, you can share the cost, spreading it around to whoever can most easily afford to pay.

Wall Buys

This is the usual method of acquiring weapons, especially early in a new game. Wall-purchased weapons have all the upgrades you customized them with in the pre-game lobby.

After buying a weapon, you can return to the same wall buy site and purchase it again to refill the ammo for the weapon—at a discount.

This is one major reason that wall weapons remain important even after you’ve learned your way around the park. The ability to refill your ammo easily and economically is important.

Magic Wheel

The Magic Wheel is the second primary source of weapons, after wall buys, but it is a bit more difficult (and unreliable) to use.

First, you have to find an active wheel and make sure it has power. Then you must have enough to spin the wheel once. The weapon that you get is random.

There are multiple wheel locations around the park, but only one active at a time. And after you use the wheel several times, it deactivates and another wheel elsewhere in the park becomes active.

The wheel is the only way to get certain weapons and equipment, so once you have some excess cash, it’s worth investing in. The payoff can be significant.

Pack a Punch

It takes some doing to find and unlock the Pack a Punch machine, but once you do, you can take a weapon to the machine and upgrade it by paying a one-time fee.

Once “packed,” a weapon gains considerably increased power. Every weapon that can be packed gains unique upgrades, and getting your arsenal packed is the key to surviving into later waves more consistently.

Candy Machines

Candy machines act as “perks” for Zombies mode. You can purchase up to five such perks active at any one time, and you can remove a perk by revisiting the machine and deactivating it.

The perks give you increased power, more durability, an extra weapon slot, or other benefits, all of which are useful.

There are no trade-offs with candy perks, so you want to unlock and access the machines as quickly as possible. Because the machines are scattered around the park, you do need to decide which you are going to prioritize so you can reach them efficiently.

Eventually you can gain access to all of the machines in the park when every area is opened up, so you can change your loadout as your arsenal improves based on your current needs.

Traps

Traps are scattered around the park. All of them tend to be part of some attraction in the park, and all are triggered by spending some cash at one of the activation stations for the trap, as long as the trap has power.

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