7 Days to Die: Mastering Infested Clear Missions
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In the zombie-infested world of 7 Days To Die, mission variety keeps the gameplay exciting. While some tasks, like buried treasure hunts, are relatively straightforward, others—like infested missions—present a significant challenge. These missions become available as you progress through the trader tiers, unlocking increasingly difficult objectives. Infested missions offer a thrilling test of survival skills, rewarding players with valuable XP, loot, and rare items. This guide details everything you need to know about tackling these perilous quests.
How To Start An Infested Clear Mission
To begin any mission, you must visit one of the five traders in a standard map: Rekt, Jen, Bob, Hugh, and Joe. The choice of trader doesn't significantly affect the mission itself; the mission location and tier are the key factors. Higher tiers mean greater difficulty. The biome also influences enemy types and toughness. For instance, a forest mission will likely have fewer ferals than a wasteland mission.
Infested missions unlock after completing 10 Tier 1 missions, granting access to Tier 2 missions. These missions are considerably harder than standard clear missions, featuring increased zombie numbers and tougher variants, including radiated zombies, cops, and ferals. Tier 6 infested missions represent the game's ultimate challenge, but by that point, you should be well-equipped to handle them. Regardless of tier, the objective remains consistent: eliminate all enemies within a designated area.
Completing An Infested Clear Mission
Upon reaching the Point of Interest (POI), activate the mission marker to begin. Leaving the POI's vicinity will result in mission failure, as will death. Respawning will occur outside the mission area.
Each POI is designed to guide players along a specific path, incorporating trigger points that activate events such as collapsing floors or ambushes. To avoid these traps, explore alternative routes, often bypassing areas with prominent lighting (torches, lanterns, etc.).
Carrying building blocks is highly recommended. They provide a quick escape from traps or allow you to circumvent dangerous areas by scaling building sides, taking enemies by surprise.
Activated zombies are indicated by red dots on the screen; the dot size corresponds to proximity. This visual cue helps track enemy locations and avoid being overwhelmed.
As in most zombie games, headshots are the most effective tactic. However, certain zombie types possess unique abilities:
| Zombie Type | Abilities | How To Handle Them |
|---|---|---|
| Cops | Spit toxic vomit and explode when injured | Watch for the head-throw before spitting; maintain distance to avoid the blast radius. |
| Spiders | Jump across large distances | Listen for their screech before they jump; prioritize quick headshots. |
| Screamers | Scream to summon other zombies | Eliminate these first to prevent overwhelming hordes. |
| Demolition Zombies | Carry an explosive package | Avoid hitting their chest; run if the explosive begins beeping. |
The final room typically contains high-tier loot, but also the largest concentration of zombies. Ensure you're fully healed and prepared before entering. Knowing the escape route is crucial for survival.
After clearing all zombies, the objective changes to reporting back to the trader. Collect all loot, including the valuable infested cache (usually containing ammo, magazines, and other quality items), before leaving.
Infested Clear Mission Rewards
Upon returning to the trader, you can choose a random reward. Reward quality depends on several factors:
- Game Stage: Increases naturally with playtime.
- Loot Stage: Increases naturally, but can be boosted with skills like Lucky Looter and mods like Treasure Hunter.
- Tier Selection: Higher tiers yield better rewards.
- Skillpoint Selection: The "A Daring Adventurer" perk increases Duke rewards and allows selecting two rewards at rank 4.
Investing in "A Daring Adventurer" is highly recommended for maximizing rewards, especially valuable items like solar cells, crucibles, or legendary parts. Selling unwanted items after the mission provides additional XP (1 XP per Duke earned from the sale).
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