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The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article appears in Call of Duty: WWII The subject of this article appears in Call of Duty: Black Ops 4 The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Mobile The subject of this article appears in Call of Duty: Black Ops Cold War The subject of this article appears in Call of Duty: Modern Warfare II The subject of this article appears in Call of Duty: Modern Warfare III
For similarly named maps, see Infection and Infection (map).
For the Free Run course in Call of Duty: Black Ops III, see Infected (course).
Infected Gamemode Icon MP MWII

Modern Warfare II playlist icon.

Infected, also known as Sickness as an April Fool's day joke[1], is a custom game mode introduced in Call of Duty: Modern Warfare 3, which started as a private match game mode before being released to the online community public playlist on February 5, 2012 for PlayStation 3 and Xbox 360, and on May 9, 2012 for PC[2]. It is also available in Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Infinite Warfare, and Call of Duty: Black Ops III from March 6, 2018 to April 3, 2018. It was also added to Call of Duty: WWII on May 29th, 2018 with the Attack of the Undead community event. The mode is also featured in Call of Duty: Black Ops 4, Call of Duty: Modern Warfare, Call of Duty: Mobile, as well as being added in Call of Duty: Black Ops Cold War in Season Six with The Haunting, in Call of Duty: Modern Warfare II within Season Two and in Call of Duty: Modern Warfare III during Season One.

Call of Duty: Modern Warfare 3[]

The game starts with all players being survivors. In the upper left hand corner of the screen, there is a timer that starts with nine seconds counting down until the game begins. When the timer runs out, one player is randomly chosen to be the first infected. The remaining personnel are the non-infected players, hence the name "Survivors". These surviving players must hide from and/or kill the Infected to try and survive until time runs out, each game lasting five minutes. The Survivors spawn with a random weapon (depending on what the custom settings are) and must survive by killing the Infected and/or hiding. 50 points are given to Survivors every time a Survivor is infected. The name given with the points is "Survivor". The round ends when either the last Survivor is killed/infected, or time runs out, and the new round will start pending on a new player to be infected.

However, there is a twist in public Infected. Any place where the players will be notoriously difficult to knife by normal circumstances is a 'death zone', wherein a player (including the Infected themselves) will automatically die and join the Infected (if not already). This originally also applied to Private Matches, but community outrage led to this being reversed in Private Matches. Notable are listed below in "Death Zones."

Another Infected variant exclusive to the map Dome has all the players begin as Juggernauts only armed with .44 Magnums with Akimbo, the Scavenger Perk, and nothing else. As before, when the timer is up one player becomes the infected, and gains the Infect loadout: Striker, XM25, Semtex, Tactical Insertion, Sleight of Hand, Quickdraw, Steady Aim, and Dead Man's Hand, while keeping the Juggernaut suit. After one kill he loses his Juggernaut suit, but retains the loadout. As usual, the Juggernauts must kill the Infected; any slain Juggernaut is transferred to the Infected team. The Juggernauts win if at least one person can hold out until the time is up; otherwise victory is forfeited and the infected win. It is also impossible to hide in this loadout, since the map is always very small, and the Infected radar always shows the Juggernaut icon.

"First Infected"[]

The game starts with a 9-second countdown wherein a randomly selected player becomes the "First Infected". Once this kicks in, he doesn't start out with the knife loadout, but rather at first uses the current Survivor loadout (example: the first Infected will still be holding his Striker), however, it comes with the Throwing Knife, Tactical Insertion, and the Infected Perks with their Death Streak being Hollow Points. The First Infected may use any weapon (gun or knife) to infect a second person. Once this is achieved, his weapons will then transit to the knife loadout for the remainder of the match.

In the case of the Barrett loadout, the First Infected will use an ACR 6.8 w/ Silencer and Red Dot Sight to give an edge in continuing the cycle, since it is more effective than attempting to spray and prey, or even attempting to quickscope a victim. In "Striker vs. Jugg", the first infected will receive a Juggernaut Suit. In "Jugg vs. MK46", they will receive an MK46 with Extended Mags, but this mode has since been scrapped.

When there are only two Infected, if one of them leaves, then the other becomes "First Infected" again, and must kill a new survivor to continue the cycle and the game.

Death Zones[]

These are a list of "death zones" that are present in public Infected. These zones automatically kill the player regardless of being a survivor or infected. This is to eliminate certain areas that would otherwise give a survivor an unfair advantage, usually due to them being out of reach of the infected, and also because the survivors have ranged weapons as opposed to the infected who only have melee attacks.

The death zones include but are not limited to:

  • The van in the loading dock.
  • The potted bush, opposite of the top of the escalators.

  • The top of some roofing, just near the Black Hawk, as well as the top of the downed chopper itself.

  • There are kill zones beyond a "barrier" below the broken steel window of the southwest ship - sometimes, some players still somehow manage to get over and into the seemingly impossible-to-access ledge in the corner down there. Because the last Survivor who knows this glitch tends to camp there, the rest of the Infected would always crowd in there, making it extremely difficult to reach in there and even more difficult to attempt a Throwing Knife.

  • The lamppost near the top left, just near the destroyed fire engine.
  • The crane basket near the top right.
  • The ledge in the bottom left, just next to the Marley and Griffin trucks.

  • The top of a partially open garage door near the Alpha flag normally accessible by jumping from the railing on the walkway of the adjacent building.

  • The propane tanks sitting on a truck bed near the yellow bulldozer.
  • The barrels behind the fenced forklift vehicle in the middle.

  • The signpost leading to the magazine stall.

  • The edge of a building roof near the restaurant in the far southeast corner of the map.

  • The signpost just after a window where the destroyed trains are.

  • Class Loadouts[]

    Initial loadouts[]

  • Primary Weapon: PP90M1 (with Kick
  • Secondary Weapon: .44 Magnum (Akimbo)
  • Lethal Item: Claymore
  • Tactical Item: None
  • Perks: Scavenger, Quickdraw, Stalker
  • Rewards: Sleight of Hand, Dead Silence, Steady Aim
  • Bonus Perks: None
  • Death Streak: None

  • Primary Weapon: None
  • Secondary Weapon: FMG-9 (Akimbo)
  • Lethal Item: C4
  • Tactical Item: None
  • Perks: Scavenger, Hardline, Steady Aim
  • Rewards: Sleight of Hand, Quickdraw, Dead Silence
  • Bonus Perks: None
  • Death Streak: None

  • Primary Weapon: Type 95 (with Red Dot Sight)
  • Secondary Weapon: .44 Magnum (Akimbo)
  • Lethal Item: Claymore
  • Tactical Item: None
  • Perks: Scavenger, Quickdraw, Stalker
  • Rewards: Sleight of Hand, Dead Silence, Steady Aim
  • Bonus Perks: None
  • Death Streak: None

  • Primary weapon: Barrett .50cal (Attachments proficiency providing Extended mags and Heartbeat sensor)
  • Secondary Weapon: Five Seven (Akimbo)
  • Lethal Item: Bouncing Betty
  • Tactical Item: None
  • Perks: Sleight of Hand, Hardline, Steady Aim
  • Rewards: Quickdraw, Assassin, Marksman
  • Bonus Perks: Scavenger (Survivors do not start with extra ammo the Pro variant provides and must acquire a blue pack after every kill to keep themselves supplied.)
  • Death Streak: None

  • Primary Weapon: None
  • Secondary Weapon: .44 Magnum (Akimbo)
  • Lethal Item: None
  • Tactical Item: None
  • Perks: Scavenger
  • Rewards: None
  • Bonus Perks: None
  • Death Streak: None
  • Juggernaut Suit Enabled
  • This mode is only available on Dome.

  • Primary Weapon: MK46 with Kick
  • Secondary Weapon: RPG-7
  • Lethal Item: Claymore
  • Tactical Item: Smoke Grenade
  • Perks: Scavenger, Quickdraw, Steady Aim
  • Rewards: None
  • Bonus Perks: None
  • Death Streak: None

  • Primary Weapon: None
  • Secondary Weapon: .44 Magnum with Akimbo
  • Lethal Item: C4
  • Tactical Item: Concussion Grenades
  • Perks: Scavenger, Quickdraw, Steady Aim
  • Rewards: None
  • Bonus Perks: None
  • Death Streak: None

  • Infected Loadouts[]

  • Primary: Striker with Extended Mags and Range proficiency
  • Secondary: XM25
  • Lethal Item: Semtex
  • Tactical Item: Tactical Insertion
  • Perks: Sleight of Hand, Quickdraw and Steady Aim
  • Rewards: None
  • Bonus Perk: None
  • Death Streak: Dead Man's Hand

  • Primary: None
  • Secondary: Empty USP .45 with Tactical Knife
  • Lethal Item: Throwing Knife
  • Tactical Item: Tactical Insertion
  • Perks: Extreme Conditioning, Quickdraw, Dead Silence
  • Rewards: None
  • Bonus Perk: None
  • Death Streak: Juiced
  • Juggernaut Suit Enabled

  • Call of Duty: Ghosts[]

    Infected again returns in Call of Duty: Ghosts. It plays similarly to the Modern Warfare 3 variant, with the same objective and the Infected receiving Tactical Insertions and Throwing Knifes. At the start of the game, players have 15 seconds until one of the 12 Survivors (18 on Xbox One, PC, PlayStation 4, and Wii U) turns into an infected. Instead of a Combat Knife, the first Infected will sport a selected weapon (primarily the M9A1 pistol) until he claims his first victim. Once the First Infected is selected, he has two minutes to infect the first Survivor. All survivors spawn with the Scavenger perk and a Specialist strike package. With each Survivor turned into an Infected, the timer will reset back to two minutes. This means an Infected match could last up to 22 minutes if the Survivors are not killed fast enough. When there is one Survivor left, a radar sweep will occur every 30 seconds. Since Survivors do not have Off the Grid (except in Infected Lynx by getting five kills), their death is almost inevitable, regardless of how well they hide, unless they have superior skills and can hold off the infected until time runs out.

    Survivors use their current customized renders while the Infected are rendered with a tan hooded jacket.

    Class Loadouts[]

  • Primary Weapon: MTS-255 w/ Red Dot Sight and Muzzle Brake
  • Secondary Weapon: P226 w/ Akimbo
  • Equipment: I.E.D.
  • Perks: Sleight of Hand, Steady Aim, Scavenger, Hardline
  • Specialist Package: Quickdraw, Reflex, Dead Silence, Ping (Specialist Bonus)
  • First Infected is given the M9A1

  • Primary Weapon: Combat Knife
  • Secondary Weapon: PDW w/ Extended Mags
  • Equipment: C4 (X2)
  • Perks: Strong Arm, Steady Aim, Scavenger, Extra Lethal, Hardline
  • Specialist Package: Sleight of Hand, Quickdraw, Dead Silence
  • First Infected is given the M9A1

  • Primary Weapon: MSBS w/ Red Dot Sight
  • Secondary Weapon: .44 Magnum
  • Equipment: I.E.D.
  • Perks: Ready Up, Stalker, Quickdraw, Scavenger
  • Specialist Package: Sleight of Hand, Reflex, Dead Silence
  • First infected is given the M9A1

  • Primary Weapon: Lynx w/ Extended Mags
  • Secondary Weapon: M9A1 w/ Akimbo
  • Equipment: I.E.D.
  • Perks: Sleight of Hand, Scavenger, Focus, Hardline
  • Specialist Package: Quickdraw, Reflex, Off the Grid
  • First Infected is given the M9A1

  • Primary Weapon: Riot Shield w/ Titanium Frame
  • Secondary Weapon: .44 Magnum w/ Akimbo
  • Equipment: I.E.D.
  • Perks: Ready Up, Sleight of Hand, Scavenger, Resilience, Hardline
  • Specialist Package: Steady Aim, Reflex, Dead Silence
  • First Infected is given the Bulldog; Remaining Infected are given a Semtex instead of Throwing Knife.

  • Primary Weapon: Combat Knife
  • Secondary Weapon: None
  • Lethal: Throwing Knife (Semtex on the Riot loadout)
  • Tactical: Tactical Insertion
  • Perks: Resilience, Dead Silence (Sometimes), Marathon

  • Call of Duty: Advanced Warfare[]

    Infected again returns in Call of Duty: Advanced Warfare. It is mostly the same as in Call of Duty: Ghosts except the loadout is a random primary weapon and the abilities of the Exoskeleton. Infected players are given a unique HAZMAT suit, while survivors are given their currently selected custom operator.

    Class Loadouts[]

  • Primary Weapon: Combat Knife
  • Secondary Weapon: None
  • Exo Launcher: Spike Drone
  • Exo Ability: Tactical Insertion

  • Call of Duty: Black Ops III[]

    On March 6, 2018, a patch was made to include this mode in the "Featured" playlist, with 12-player lobbies. Infected are given the Nightbreaker melee weapon, a Combat Axe, slightly increased movement speed, Afterburner, Overclock, Blast Suppressor, and Dead Silence. The timer starts at two minutes, where an eight second countdown will choose a random initial Infected. When a Survivor is infected, the timer resets to two minutes. If a player joins the game late, they will start as an Infected. Survivors can use any combination of weapons, perks, equipment and wildcards they have unlocked.

    If survivors do not select a class loadout during the Infected countdown, they will be force spawned into the match with the default Class 3 loadout: Sentinel (ICR-1 w/ Reflex, Suppressor and Fast Mags, Blackcell, C4, Flashbang, Ghost, Cold-Blooded and Dead Silence). As such picking a class is important. Also, should a survivor die, they will drop their currently equipped weapon, allowing survivors without secondary weapons or did not select a class to benefit. Survivors can currently use any Specialists and their respective weapons and abilities (although some are not practical, such as Combat Focus), while Infected are given Kinetic Armor, Psychosis, or Active Camo randomly for each player. Blackjack's Rogue and Gambler are banned from this mode, but he is still playable. When using Scavenger, Trip Mines, Shock Charges, and all other equipment cannot be resupplied, due to balance reasons. Launchers can still be replenished, however.

    Scorestreaks rewards are disabled. A major flaw in this title's rendition of the gamemode is when there's a Final Survivor, there is no radar to help the Infected find them and end the game before time runs out. It also lacks a Nuclear-based killstreak reward after 25 kills, although with the right loadout it becomes the best mode to earn Nuclear Killer and Unstoppable medals. On April 3, 2018, Infected was removed.

    Another notorious issue is that, due to some loading issues based on connection some players may not have a chance to choose a class, leaving them with a somewhat underpowered class. On May 25, 2018, Infected was added back in the Featured Playlist, so far there have been no changes in terms of restricting Survivors to certain loadouts. It was removed again on June 1, 2018. It was added back in Featured Playlist again on October 26, 2018, and removed again on November 2, 2018.

    Class Loadouts[]

    • Player's Choice
    • Perk: Scavenger does not resupply equipment

  • Primary Weapon: None
  • Secondary Weapon: Nightbreaker
  • Lethal: Combat Axe
  • Tactical: None
  • Perk: Afterburner, Overclock, Blast Suppressor, Dead Silence
  • Specialist Ability: Kinetic Armor, Psychosis, or Active Camo

  • Call of Duty: Infinite Warfare[]

    "Eliminated Survivors become Infected. Infect everyone, or survive the game to win."
    — Description

    Infected again returns in Call of Duty: Infinite Warfare. The game mode in this game has a few changes to it. At the start of the game, players have fifteen seconds until one of the eighteen Survivors turns into an Infected. The first Infected will have two minutes and thirty seconds to infect the first survivor. When each Survivor turns into an Infected, thirty seconds will be added in the timer. The timer used to not reset if a player kills themselves; this has since been patched and thirty seconds will be added regardless of how a Survivor dies. When there is one Survivor left, a radar sweep will occur every thirty seconds, which will lead to their inevitable death as they do not have the Ghost perk on to hide themselves.

    Previously, only the S-Ravage was available as a primary weapon. After an update, primary weapons differ from each match, with some primaries being the FHR-40 and the R3K.

    Class Loadouts[]

    In all loadouts, the Combat Rigs' payloads and traits are disabled; they also come equipped with a Combat Knife instead of Fists.

    In a playlist update on 1/13/2017, players can no longer "cheat" and always become a Survivor by waiting for the Infected countdown before spawning. Players who do so now automatically become Infected when they first spawn (except for players joining session in progress).

  • Primary Weapon: Rack-9 (w/ Nuclear + Refresh)
  • Secondary Weapon: Kendall 44
  • Lethal: Trip Mine
  • Tactical: Jammer Grenade
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary Weapon: R3K w/ Faraday Slug (w/ Nuclear + Refresh)
  • Secondary Weapon: None
  • Lethal: Plasma Grenade
  • Tactical: Jammer Grenade
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary Weapon: FHR-40 w/ Hollow Point (w/ Nuclear + Refresh)
  • Secondary Weapon: None
  • Lethal: T.A.R.
  • Tactical: Smoke Grenade
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary Weapon: TF-141 (w/ Nuclear + Refresh)
  • Secondary Weapon: EMC
  • Lethal: Trip Mine
  • Tactical: Personal Radar
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary Weapon: Proteus (w/ Nuclear + Refresh)
  • Secondary Weapon: EMC
  • Lethal: Trip Mine
  • Tactical: Personal Radar
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary Weapon: M1 (w/ Nuclear + Refresh)
  • Secondary Weapon: Hailstorm w/ Hollow Point
  • Lethal: Black Hole Projector
  • Tactical: Cryo Mine
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained
  • Payload: Phase Shift

  • Primary Weapon: OSA w/ Grenade Launcher + Hollow Point (w/ Nuclear + Refresh)
  • Secondary Weapon: None
  • Lethal: Black Hole Projector
  • Tactical: Cyro Mine
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained
  • Payload: Phase Shift

  • Primary Weapon: None
  • Secondary Weapon: Hornet w/ Akimbo + Hollow Point (w/ Nuclear + Refresh)
  • Lethal: Flechette Grenade
  • Tactical: Jammer Grenade
  • Perk: Dexterity (not shown in-game), Scavenger, Dead Silence
  • Specialist Bonus: 3 kills + Quickdraw, 5 kills + Steady Aim, 7 kills + Bonus Perks Gained

  • Primary weapon: Combat Knife
  • Secondary weapon: Fists
  • Lethal: Throwing Knife
  • Tactical: Tactical Insertion

  • Primary weapon: Combat Knife
  • Secondary weapon: Fists
  • Lethal: Throwing Knife
  • Tactical: Tactical Insertion (available only in this mode)
  • Perk: Tracker
  • Trait: Ping
  • Payload: Reaper

  • Primary weapon: Survivor's Primary
  • Secondary weapon: Survivor's Secondary/No Secondary
  • Lethal: Throwing Knife
  • Tactical: Tactical Insertion

  • Call of Duty: WWII[]

    "Survive against player-controlled zombies that are dead set on infecting and converting all remaining humans."
    — Decription

    Infected returns in Call of Duty: WWII, being added with the Attack of the Undead community event. With the demise of Straub, the undead horde has surged out of control. The Nazi Schäfers claim to be driving this madness, but German military losses match the Allies corpse for corpse.[3] Because of this, the events of Infected take place.

    The game is much more fair for the suvivors, as staying alive is realistically possible, unlike other iterations which makes staying alive a matter of luck as the timer resets to two minutes. When a survivor dies, ten seconds are added to the timer, which makes the game more hectic for the Infected, discourages griefers who suicide to extend the game back to two minutes and overall puts the pressure on both teams since a Infected victory is not always attained. For every thirty seconds a survivor lives, they earn 200 score. The final survivor gains 1000 points to their score.

    Survivors will be given two weapons: the Type 100 and the Combat Shotgun, each with limited ammo, as well as two S-Mine 44s and a Mk. V Gas Grenade. Unlike most iterations of Infected, there is no way to restore ammunition. This incentivises survivors to stay together to have a higher chance of staying alive. Care Packages also drop from time to time for the survivors to pick up, with some contents including the Tripwires from Operation Husky, Flamethrowers and even the V2 Rocket. The latter however does not contribute to any challenges regarding the V2 Rocket whatsoever. Following the completion of the third tier on the Zombie Killer community event, the Tesla Gun will occasionally be dropped by the Infected once killed. Ammo for the Tesla Gun can also be replenished by collecting other dropped Tesla Guns, making it an effective weapon for the player to have. However, the player must trade out either one of their two starting weapons for the Tesla Gun.

    The Infected have the appearances of zombies, armed with the Fire Axe - Patient Zero variant, as well as a Tactical Insertion, which takes on the appearance of an undead head. The Infected also lack traditional Throwing Knives, but are given a much faster running speed.

    Class Loadouts[]

  • Primary weapon: Combat Shotgun
  • Secondary weapon: P-08
  • Basic Training: Forage
  • Lethal: Throwing Knife
  • Tactical: British N° 69

  • Primary weapon: STG-44
  • Secondary weapon: Reichsrevolver
  • Basic Training: Espionage
  • Lethal: N° 74 ST
  • Tactical: Mk. V Gas Grenade

  • Primary weapon: M1928
  • Secondary weapon: Machine Pistol
  • Basic Training: Escalation
  • Lethal: Mk 2 Grenade
  • Tactical: Smoke Grenade

  • Primary weapon: Type 100
  • Secondary weapon: Combat Shotgun
  • Basic Training: Rifleman
  • Lethal: S-Mine 44 (x2)
  • Tactical: Mk. V Gas Grenade (x2)

  • Primary weapon: Fire Axe - Patient Zero
  • Tactical: Tactical Insertion

  • Call of Duty: Modern Warfare[]

    "Eliminated Survivors become Infected. Infect everyone, or survive the game to win."
    — Description

    Infected returns once again in the Modern Warfare game series, in Call of Duty: Modern Warfare. This game mode behaves similarly to Call of Duty: Infinite Warfare's Infected, as the game mode supports up to eighteen players per game server. It also has a mixture of Call of Duty: Black Ops III in it, as players will automatically turn into an Infected if the player decides to spawn in the map after the infected countdown has ended, or if they are inactive throughout the entire gameplay.

    Players will spawn in random locations around the map with a random gun (with random attachments on them) before the match begins. Afterwards, the 15-second infected countdown will display and start until one of the eighteen randomly chosen Survivors become First Infected. The First Infected will then have two minutes and fifteen seconds to infect a Survivor, with the same gun and attachments they have. After the First Infected kills a Survivor, they will automatically be given a Combat Knife, a Throwing Knife, and Tactical Infection flare, trying to infect other Survivors as they can. Like Call of Duty: Infinite Warfare, thirty seconds will be added to the timer if every Survivor who gets killed by any means (whether by an Infected, or by suicide). If one Survivor, otherwise known as a Final Survivor, remains, a radar sweep will give off that survivor's position, whether if they are in hiding or making a stand somewhere, thus making their survival terminal.

    The Survivor model will always be the player's selected Coalition Operator, and the Infected model will always be Krueger with the Shrouded skin, during The Haunting of Verdansk event the infected model was replaced by a zombie, the same model from Call of Duty: Warzone.

    Final Survivor[]

    When there is one Survivor left, that player will be notified as "Final Survivor". The Infected have the rest of the game to search the entire map for the last Survivor, therefore, the faster the Infected can kill the surviving players, the more time they have to search for the last man standing. This is at least somewhat dependent on their skills with both the normal knife and the Throwing Knife. The map's size and number of players are also factors.

    The Survivor may sometimes be hiding in a patch of grass in a place that is mostly overlooked, so the Infected have to make sure they very carefully look at every piece of scenery and environment around every corner of the map. There is also the possibility that the survivor is 'playing dead' which may make it very difficult to find him if he also ha a ghillie suit and Assassin Pro. On some occasions, the Survivor will be making his last stand on the popular camping spots of the maps, and if the map is small, such as the catwalks on Dome or the street side of Underground, the Infected merely have to swarm the survivor.

    When the Survivor has not been located for a while, a radar pings every 10-15 seconds, showing the red dot where he is hiding, similar to a UAV. If the Survivor has earned Assassin, the radar effect is negated which renders the scan useless. Even if the Survivor does not possess said perk, should the MOAB/KEM/De-Atomizer be activated, the radar is useless for the 60 seconds it is active.

    If there are fewer than 17 Infected (12 in Call of Duty: Ghosts on PS3, Xbox 360, and Wii U, and Call of Duty: Advanced Warfare on all consoles) and a Final Survivor, should a new player connect into the lobby, the connecting player becomes a new Survivor and the radar scan is negated until only the Final Survivor remains. This could potentially pose a problem for the Infected who are already searching hard for the Final Survivor, only to find out an anonymous new player has entered the game and delayed their victory, or when the "final" Survivor has finally been killed, the game still hasn't ended because a new Survivor has just connected. This could be frustrating especially when the game is coming down to the final seconds, especially on a large map, where the new Survivor connects and just hides long enough for the game to end, thus the Survivor wins.

    In Infinite Warfare, the Ghost perk is not available even with bonus Specialist perks earned. Even when the Final Survivor is well-hidden with the Ghillie Epic body gear equipped to their Phantom Combat Rig, the radar scan will expose their positions to all the Infected and make their death inevitable. The best way to survive as a Final Survivor in this case is to hide with one other player to prevent the minimap from scanning its radar. Then again there is not much foliage in most maps, and the red colors of their team uniform will often give them away when hiding in any sort of tall grass or shadowy low traffic areas.

    It is also sometimes possible to win a match by having a console with two controllers connected to the game, with one controller being the last man standing and the second controller being an infected person. The infected in this case simply has to stand in the path of the survivor, thus stopping all the other players from entering the survivor's hiding spot. However, this is only possible on maps which feature a room with one entrance. In Modern Warfare 3, this can be done on Lockdown, Bakaara, Resistance and perhaps some other maps.

    In Call of Duty: Mobile, the final survivor will gain access to a Death Machine, as well as increased health, along with all other Attack of the Undead-unique items, such as the Sentry Gun and Transform Shield Operator Skills. If said survivor makes it into a hard-to-approach camping spot, such as the sniper's corner in Crossfire, they will almost be guaranteed to win the match via a Tactical Nuke unless Infected can somehow swarm enough to get at least one Infected inside said spot, or even land throwing axes on the target.

    Gallery[]

    Videos[]

    Trivia[]

    Call of Duty: Modern Warfare 3[]

    • In "Striker vs. Jugg", the First Infected will have black armor.
    • The PP90M1 originally had extended mags, but this was later removed.
    • This game mode is not present for the Wii though it is still available by means of hacking and can be played only in private match.
    • When you are playing the Barrett 50 loadout, you can make the heartbeat sensor scan faster by constantly swapping weapons. This is proven in this video (https://www.youtube.com/watch?v=1qxx6paEoso)
    • Glitch:For some reason whatsoever, the Scavenger Pro perk does not work on survivors in the Barrett 50 loadout, meaning that they do not begin with the extra ammunition that this perk usually grants players and must physically replenish supplies from a dead body.

    Call of Duty: Ghosts[]

    • The player cannot change the time limit in private match.
    • In Call of Duty: Ghosts, the Tactical Insertion, the Infected used looks different and has a low quality model.
    • The Wii U version only uses the Bulldog loadout.
    • The Wii U version was originally to have 8-12 players but later it changed to 12-18 players, similar to Xbox One, PlayStation 4, and PC.

    Call of Duty: Advanced Warfare[]

    • The Bulldog was originally the starting weapon at all times, but then it was changed to being a random primary weapon.
    • In Private Match, if the player adds scorestreaks to the preset class the Survivors team uses, they will not show up in the player's loadout during gameplay and cannot be earned.
    • Unlike Public Match, if the player equips the Scavenger perk in Private Match, it is completely useless with every gun.

    Call of Duty: Infinite Warfare[]

    • Most primary weapons including SMGs have Hollow Point as an attachment, which is not normally available.

    Call of Duty: Modern Warfare[]

    • There was an update that removed Perks that were activated by killstreaks, and allowed Killstreaks, such as Precision Airstrike, Sentry Gun, and Juggernaut, to be called in by their respectable killstreak limits. This update was removed sometime after the release, and the game mode retains back the option for Perks.

    References[]

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