- Estimated achievement difficulty: 4/10 for Campaign, 8/10 for Zombies [Achievement Difficulty Rating]
- Offline: 39 
- Online: 11 
- Approximate time to 1000: 10-15 hours for Campaign, 50+ hours for Zombies [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1 for Campaign, multiple for Zombies
- Missable achievements: None [Mission Select]
- Does difficulty affect achievements: Yes [need to play on Veteran for The Longest Day (100G)]
- Glitchy achievements: Yes [Dominion (5G)]
- DLC: Sabotage
- Difficulty: 6/10 (skill dependent)
- Time to 150: 5-8 hours (dependent on Easter egg carry)
- Unobtainable: None
- DLC: Continuum
- Difficulty: 7/10 (skill dependent)
- Time to 200: 6-10 hours (dependent on Easter egg carry)
- Unobtainable: None
- DLC: Absolution
- Difficulty: 9/10 (skill dependent)
- Time to 200: 6-10 hours (dependent on Easter egg carry)
- Unobtainable: None
- DLC: Retribution
- Difficulty: 7/10 (skill dependent)
- Time to 200: 4-6 hours (dependent on Easter egg carry)
- Unobtainable: None
Call of Duty: Infinite Warfare is an independent entry in the Call of Duty series. The story is set in the distant future where Earth has depleted most of its resources. Multiple nations have formed the international political organization, United Nations Space Alliance (UNSA), to monitor colonies which are set up to obtain resources from solar system planets. UNSA is in war with Settlement Defense Front (SDF), whose members believe that they are superior to people on Earth and aim to control the solar system. You play as Nick Reyes, a captain of UNSA, who takes command of the battleship Retribution to fight against SDF.
All single-player achievements can be obtained in one campaign. You must play the campaign on the highest difficulty, Veteran, as required by The Longest Day (100G). Unlike earlier entries like the Modern Warfare series, Ghosts and Advanced Warfare, missions in Infinite Warfare are seemlessly linked together; there are no distinctive sessions telling you which mission you are in, such that it is easier for you to miss collectibles or mission-specific achievements. There is a mission-select function allowing you to go back to previous missions to mob up anything missed.
This game also introduces side missions, where you can engage in space combat in your fighter, Jackal, or participate in special assignments in hostile areas. You need to complete them all as each of them is tied to at least one achievement. These side missions are slowly unlocked as you progress the main campaign, but be warned that once you use mission-select, their progression in your main campaign will be reset.
A full list of missions in the chronicle order is below (blue are campaign missions; red are side missions):
1. Rising Threat
2. Black Sky: Parade
3. Black Sky: Under Attack
4. Black Sky: Take to the Sky
5. Retribution: Aftermath
6. Operation Port Armor: Civilian Terminal
7. Operation Port Armor: Shipping Storage
8. Operation Port Armor: Boarding Party
9. Retribution: Back in the Fight
10. Operation Taken Dagger (ship-boarding)
11. Operation Phoenix (ship-boarding)
12. Operation D-Con (ship-boarding)
13. Operation Deep Execute (ship-boarding)
14. Operation Safe Harbor (Jackal)
15. Operation Pure Threat (Jackal)
16. Operation Grave Robber (Jackal)
17. Retribution: Doing What Needs to be Done
18. Operation Burn Water: Refinery
19. Operation Burn Water: Fight or Flight
20. Retribution: Rescued
21. Operation Sudden Death (Jackal)
22. Operation Dark Quarry
23. Retribution: Cost of Victory
24. Operation Trace Kill (Jackal)
----------point of no return----------
25. Operation Black Flag: Prisoner Escort
26. Operation Black Flag: Trap is Sprung
27. Operation Blood Storm: Trojan Horse
28. Operation Blood Storm: Crash Landing
29. Operation Blood Storm: Regroup
30. Operation Blood Storm: All or Nothing
31. Operation Blood Storm: Assault the Shipyard
Zombies in Spaceland:
Infinite Warfare introduces a new zombie mode called Zombies in Spaceland. In a 1980s space-themed amusement park, you need to survive wave and wave of zombies while completing the multiple easter eggs inside the park. This is where you will spend most of your time in the game, as the achievements can be rather skill-demanding. To access this mode, you must connect to LIVE, but you can choose to complete all Spaceland achievements solo or co-op.
Zombies in Spaceland is a survival mode where you are thrown into an amusement park filled with zombies. Hitting and killing zombies will earn you money, which you can spent buying / upgrading weapons, or opening up different areas of the park. After killing all zombies in a wave (called "Scene" in this game), the next wave would start, with the zombies becoming stronger and higher in number. This mode continues infinitely until you die.
Normally you only have one life, meaning once you die it will be a game over. However, if you buy a perk called "Up N' Atoms" from the vending machine located near your starting point, a death would send you to a place called "Afterlife", allowing you to be reborn and continue playing. This perk can only be bought three times, giving you three chances to die. Also, another perk called "Juggernaut" will grant you more health, allowing you to sustain more enemy hits before you go down.
This mode is designed in the way that you are expected to keep playing and be familiar with the map and locations of all items. All achievements can be done solo, but a few can be made easier by cooperating with other players.
There are three kinds of zombies in Spaceland:
- Standard zombies (most commonly encountered; weak to headshots)
- Clown zombies (they run towards you and self-detonate)
- Brute zombies (tall, large, wearing protective masks which can shoot laser beams)
Spaceland is divided into four main areas:
- Journey Into Space (to the left / West)
- Astrocade (within Journey Into Space)
- Polar Peak (to the front / North)
- Kepler System (to the right / East)
Each area has:
- A power switch, which must be flipped on in order to power up their corresponding areas so that you can use the facilities
- A portal, which can teleport you to the centre of the park and is related to quest items
- A coin machine, into which coins of specific colour(s) can be inserted to obtain quest items
- Amusement trap(s), which can be utilised to kill zombies as part of the steps to obtain quest items
There is only one multiplayer achievement, requiring you to win five matches. This achievement is glitchy that it may or may not unlock even after tens or more than a hundred wins. There is currently no confirmed fix nor news about patches.
The absolute easiest way to unlock all achievements in the zombies maps in the DLCs is to first complete all of the Easter Eggs for the five zombie maps (base game plus four DLCs). Each Easter Egg you complete rewards you with a piece of the Soul Key. Once you have all five pieces, return to the Pack-A-Punch room in Zombies in Spaceland and hold on the purple container across from where you enter. Doing so will unlock the soul container and unlock Director's Cut. Once you've done that, return to the main Zombies menu and you'll have the ability to press to toggle the Director's Cut on/off. Toggle it on, and now every Zombies match you play, you'll start with $25,000 and will permanently have all 10 perks in the map, and weapons you get from the Magic Wheel will already be pack-a-punched. This makes every other achievement in each DLC so much easier, since you can essentially do them all on Wave 1, since you start with enough money to unlock the entire map, have every perk from the get-go, and can use the wheel a few times to get three pack-a-punched weapons immediately.
Obviously completing the Easter Eggs is easier said than done though, since they're the hardest achievements in the game. However, even as of the time of writing this guide in 2023, there is still a hugely active COD Zombies community that have experts in every Easter Egg in every Call of Duty game. If you create a 'Looking For Group' post in the associated section on your Xbox console, utilizing the game tile for Infinite Warfare, you can quite easily find someone to "carry" you through the Easter Egg in each map. They will literally do the entire thing for you, then invite you to their game right at the end so you get the key and achievement. This saves you a ton of time, learning, work, frustration, etc., so if you don't mind taking the easy way out, I absolutely recommend utilizing the Looking For Group section to find people that are more than willing to help out for fun.
With that out of the way, the following roadmaps for each DLC will just cover the core things such as how to turn the power on, how to activate Pack-A-Punch, and any guidance on miscellaneous achievements.
This DLC adds a single new Zombies map, Rave in the Redwoods, and all achievements are related to this map. There is the usual Easter egg, as well as miscellaneous achievements. Since most Zombies maps don't have achievements related to turning on power and activating Pack-A-Punch, but this is still essential information to know for each map, to stay consistent I will explain how to do each in these roadmaps. For progressing through the achievements, make note of the section above the DLC roadmaps where I explain how much easier you can make the miscellaneous achievements by getting all of the Easter eggs done first.
- Power: There is only a single power switch in this map, and it is directly below where you spawn, in the basement of the Bear Lodge. To get there, you need to get to the Mines in the "back" of the map, which you can get to from either exit from spawn. Once you get to the mines, take the low path between the Cabins and Recreation exits, and you'll come to the basement with the power switch right at the base of the stairs that lead up
- Pack-A-Punch: This requires a bit of work. You first need to repair the boat at the dock at the lake. To do this, you need to find the three boat parts: one is on the top floor of the Bear Lodge spawn, accessible only after turning on the power. Head up to the room where Tuff Nuff is, and when you enter, it's against the wall to the right. The second is in the Mess Hall, leaning up against one of the two central pillars. The third is in the Recreation area where the rave is happening. When you come down the ramp into this area, there is a square white tented area off to the right side. The piece is leaning up against the side of this tent. Once you have all three pieces, the dock will automatically open and the boat will be accessible, at the left side of the lakefront area. Before riding it though, you need two projector reels to repair the projector and activate Pack-A-Punch. The first is on the dock just to the left of the now-open door leading to the boat. Then, take the boat over, and the second is on the ground right outside the door of the PaP cabin, across from the little fire burning. Pick up both reels and interact with the projector inside the cabin to open up the Pack-A-Punch portal.
This DLC adds a single new Zombies map, Shaolin Shuffle, and all achievements are related to this map. There is the usual Easter egg, as well as miscellaneous achievements. However, this is the first of two DLCs that requires you to complete the Easter egg twice for achievements. This is a really odd design choice, so be aware that this map requires you to do it twice, and there's no way around that. Since most Zombies maps don't have achievements related to turning on power and activating Pack-A-Punch, but this is still essential information to know for each map, to stay consistent I will explain how to do each in these roadmaps. For progressing through the achievements, make note of the section above the DLC roadmaps where I explain how much easier you can make the miscellaneous achievements by getting all of the Easter eggs done first.
- Power: There are back up to four power switches in this map, like with Zombies in Spaceland, and you essentially need to progress through the map in a nearly linear fashion to get them all and loop back to the start. The first one is in the subway where you spawn, on one of the pillars. From there, head up and out of the subway to get outside, then up the ramp across from the dojo. Follow the rooftops back down into the garden area, and as soon as you go down the steps to the garden and see the Deadeye Dewdrops perk machine, the second power switch is on the wall by the stairs. Follow the garden through to enter the Disco Inferno club. Once inside, head up to the roof, and the power switch is on the little "building" in the middle of the roof, on the side wall. Back down on the ground level of Inferno, exit the other way (not toward the garden) to be back outside in front of the Pink Cat stripclub. There is a subway entrance off to the left. Take this down, go down the left stairs, and the power switch is on the back wall directly across from where you enter. Turning on all four switches opens the sewers doors in both subways to connect both sides of the map.
- Pack-A-Punch: You'll first need to turn on the power and open up the map as noted above. The Pack-A-Punch projector is inside the Pink Cat stripclub. To get inside and turn on the projector, you need three items. The first is a Pink Cat flyer, and it can spawn in one of four locations: on the ground in front of the Pink Cat itself, in a trash can on the left side of the dojo, on a chair near Racing Stripes on the rooftops, or on the Inferno roof on a bar stool with the KBS Longbow wall buy. The second item is a token, and it's always found under the Tuff Nuff perk machine, which is in the sewer only accessible after turning on all power switches. It's literally under the machine, so you need to go prone to see it and pick it up. The last item is the projector reel itself, which can spawn in one of five locations: on a chair inside Pink Cat itself off to the right side, on a crate as you enter the big sewer tunnel near Pink Cat, head into the subway near Pink Cat and look on a crate near the lockers, in one of the three yellow-outlined sewer holes on the walls of the Rat King lair (the big open circular area in the sewers), or on the second floor of Inferno on a brown couch. You need to use the flyer to open the front door of Pink Cat, the token to open the room on the left, and then use the reel on the projector there to activate the portal.
This DLC adds a single new Zombies map, Attack of the Radioactive Thing, and all achievements are related to this map. There is the usual Easter egg, as well as miscellaneous achievements. Like with the previous DLC, there is an achievement for completing this Easter egg a second time, with the character you unlock for beating it the first time, so you have to do this Easter egg twice too. On top of that, there's a really annoying achievement that is missable and right at the end of the Easter egg, for putting in a code first try, Belly of the Beast (40G). This is really easy to screw up and is right at the end of a lot of work, but you have to do the Easter egg twice anyway, so you get two attempts at a minimum. Even worse than that is this map's version of the Skull arcade game. It is absolutely brutal in this map, so plan for at least a team of three or you'll stand virtually no chance. Lastly, be aware that Dear Diary (15G) can only be unlocked after beating the Easter egg, in the game you finish it. Therefore, you'll want to make sure you don't leave the session immediately after beating the Easter egg. Make sure you get that achievement too. Since most Zombies maps don't have achievements related to turning on power and activating Pack-A-Punch, but this is still essential information to know for each map, to stay consistent I will explain how to do each in these roadmaps. For progressing through the achievements, make note of the section above the DLC roadmaps where I explain how much easier you can make the miscellaneous achievements by getting all of the Easter eggs done first.
- Power: At spawn, while looking at the Up N Atoms perk machine, head out the exit to the left. You'll reach an ice cream shop, and right after that is a power station. The power switch is on the wall of the little building on the right, but it's missing the lever. The lever is located on the beach. Continue up the hill, through the store and out the other side onto the main street, then go directly across the street between the two buildings in front of you to find a path leading down to the beach. There is a little hill in center of the beach, and at the base of the hill on its right side is a hand sticking out of the sand holding the power switch. Grab it, then return to the power station and place the lever to turn on the power.
- Pack-A-Punch: This one is pretty easy to do, thankfully. Once you turn the power on (see above), return to the ice cream shop by spawn, and inside, right next to the Skullhop arcade game, is a now-open junction box. Inside is Elvira's spellbook that you can pick up. Do so, and now you need to head to Elvira's studio. Before doing so, I recommend heading to the store you went through to turn on power to get the Cleaver melee weapon, as it'll help quite a bit. Head up into the store from the power station, and after you go through the S-shaped passage to get into the main grocery store, immediately turn left to find a fish on a chopping block. Hold on it to take the Cleaver, which replaces your melee permanently and makes melee attacks one-hit kills for many scenes. Now it's time to head to Elvira's studio. From spawn, it's out the other exit, past the parked cars, and up the grassy path to the building there. Talk to Elvira to give her the spellbook, and after a bit of talking she'll give you a vial that you need to fill with zombie souls. To fill it, you need to get 20 melee kills, and Cleaver kills count for this (note that Crowbar kills DO NOT count for this). You can check its status by pressing to see how full it is. Once it's full, interact with Elvira again in her studio. After some dialogue, she'll eventually join you in combat with a gun. What you need to do now is bring her to one of four Pack-A-Punch portal locations. Thankfully, there is one right outside her studio. Head out the door that leads back to spawn, and on the left right behind the car is a faint distortion in the air. Just be near it with Elvira, and she'll interact with it to change it to a Pack-A-Punch portal. Now PaP exists, but be aware that it moves each time you use it. There's a cooldown like all maps, but it'll respawn in one of four locations. To find where it is, look to the sky. Much like how the Magic Wheel has a purple column of light showing where it is, the PaP portal has a blue electric field in the sky with a blue light shooting down to the portal. Use that to guide you to it.
This DLC adds a single new Zombies map, Beast From Beyond, and all achievements are related to this map. There is the usual Easter egg, as well as miscellaneous achievements. This map has the hardest Easter egg boss fight of the bunch, but the easiest Easter egg steps. Thankfully, after the previous map(s), this map has the easiest miscellaneous achievements and easiest Skull arcade game, so if you made it through Attack of the Radioactive Thing, you're in the clear here. Since most Zombies maps don't have achievements related to turning on power and activating Pack-A-Punch, but this is still essential information to know for each map, to stay consistent I will explain how to do each in these roadmaps. For progressing through the achievements, make note of the section above the DLC roadmaps where I explain how much easier you can make the miscellaneous achievements by getting all of the Easter eggs done first.
- Power: This map works different from the others. Instead of zombies spawning, cryptids spawn, and they will spawn until you turn the power on, making early rounds very stressful. Turning the power on here is quite simple but requires opening multiple doors. From where you spawn, open the door to the left near the Oni wall buy and head downstairs into the water area. Go up the stairs in the opposite corner, up the steps past the Blue Bolts perk machine, into the Med Bay with a laser-blocked door. Open the door to the right of it to enter the big open central area of the map. Right when you enter, you'll notice the floor is destroyed and there's a hole in it. You need to look down this hole and drop down to the green-lit ledge down there. Missing means you'll land on spikes and die. Land on that ledge (this is where Tuff Nuff is) and head to the end of this linear path to find NE1L's head at the end on the ground by the window. Pick it up, then drop down into the water area and head back up the steps to spawn (not toward Blue Bolts, the other way). Loop through spawn to the other exit door (one you probably haven't purchased yet) and there's a computer terminal there. Interact with it to place NE1L's head there. This turns on the power, and waves will go back to being zombies rather than cryptids.
- Pack-A-Punch: This one requires you to pick up three pieces of metal so you can build a bridge to the PaP portal. The first piece is leaning up against crates right next to Blue Bolts, which is between the water area and the Med Bay. The second is in the giant cargo area. Drop all the way down to the lowest part in the middle, and this piece is against the crates right at the base of the stairs to go up from the center. For the third, you need to access the theater. To do this, you may notice a partially visible portal on the upper level of the huge cargo bay room, but it isn't accessible. To open it, head up to where you entered the cargo bay from, and on the left from where you enter is an interactable button on the wall. This engages a machine that blasts open the wall and opens up the portal. Walk into it to be transported to the theater (this actually unlocks Double Feature (15G)). Once in the theater, head to the back behind the chairs and open the doors to get to the front entrance to the theater where there's a portal on the wall opposite that takes you back to the main map. While looking at the portal, the car on the right side of it has the third piece on its hood for you to pick up. With all three pieces, head back through the portal and now you need to get to the outside area of the main map. From the cargo bay, exit and keep to the right to find an expensive door that lets you go outside. Head to the back area outside and you'll see the PaP portal across a bridge. Look down and repair the bridge with your three metal sheets to get access to the portal.
The single player campaign can be finished very quickly even on the highest difficulty, and most achievements in the campaign are straight-forward. Be ready to invest a lot of time and effort into familiarizing yourself with Zombies in Spaceland as its achievements are not for the faint-hearted, but can offer you immense satisfaction if you manage to do them. Finally, when going for five wins online, enjoy all the different competition modes the game offers and have fun while waiting for the achievement to finally unlock.