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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

Getting Started

If you’re a veteran of past Zombies experiences, you should settle in to Spaceland just fine, but if you’re new, take a moment to brush up. It may just save your life—temporarily, at least.

Loadouts

You can configure your weapons in Zombies, but unlike multiplayer, this isn’t setting your starting loadout. Rather, this allows you to customize the weapons you find and buy in the park.

You can adjust your weapon loadouts in the pre-game lobby, so make sure you’re set and ready before you go hunting for matches online.

Once the loadout is configured, you can pick up a new weapon with a scope and customized attachments.

It’s not a bad idea to focus on customizing a few early, easily accessible weapons, just so you always have a solid weapon that can be easily refilled with ammo.

More powerful weapons are nice, but if they’re locked deeper in the park or only available via the Magic Wheel, you may not be able to get to them quite as easily.

Fate and Fortune Cards

Fate and Fortune cards can be configured in the lobby, like your weapon loadouts.

You can customize your deck with up to five unique cards. Each one can only be used once, but it is possible to refill your deck while in the park. Doing so is expensive, and you can only refill it twice per game, max, so consider your deck loadout carefully.

You can use a card from your deck after charging your Fate and Fortune meter, shown in the bottom-right of the HUD. Damaging and killing zombies causes it to charge, and when fully charged, an on-screen prompt flashes to alert you that your deck is ready. Press up or down to cycle through available cards, then hit your Super button combo to activate a card.

Scenes

Every round of zombies is known as a Scene. You begin at Scene 1, and increase the Scene number every time you manage to kill every zombie currently in the park.

Note that you don’t always want to rush to finish a Scene. In fact, delaying Scene progression can help you in the long run, allowing you to move around the park, unlock more areas, acquire more gear, and advance your goals in the park.

As the Scene count increases, the zombies you face get tougher. You encounter exploding clown zombie rounds, giant zombies begin to appear, and every zombie gets tougher.

The only way to keep pace with the escalating numbers and toughness of your foes is to improve your own arsenal and fight hard. Eventually, you will succumb to the horde, but how long can you last? And can you discover all the secrets of the park before you fall?

Ranking Up

Killing zombies and exploring the park earns experience, and as you rank up, you earn the ability to customize more of your loadout.

Play with friends and go for long-lasting holdouts against the hordes to maximize your experience gained per game.

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