Home News 7 Days To Die: How To Complete Infested Clear Missions (And Why They Are Worth Doing)

7 Days To Die: How To Complete Infested Clear Missions (And Why They Are Worth Doing)

Mar 17,2025 Author: Leo

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In the zombie-infested world of 7 Days To Die, mission variety keeps the gameplay exciting. While some missions, like buried treasure hunts, are relatively straightforward, others—like infested clear missions—present a significant challenge. These missions become available as you progress through the trader tiers, offering a thrilling test of survival skills and rewarding players handsomely. This guide details everything you need to know about conquering these perilous infested missions.

How To Start An Infested Clear Mission

To begin any mission, you'll need to visit one of the five traders in a standard map: Rekt, Jen, Bob, Hugh, or Joe. The choice of trader doesn't significantly impact the mission itself; the key factors are the mission location and tier. Higher tiers mean tougher missions, and the biome influences enemy types and difficulty. For example, a forest mission will likely have fewer ferals than a wasteland mission.

Infested missions unlock at Tier 2, requiring completion of 10 Tier 1 missions. These missions are considerably harder than standard clear missions, featuring a larger number of tougher zombies, including radiated zombies, cops, and ferals. Tier 6 infested missions are the game's most challenging, but by that point, you should be well-equipped to handle them. Regardless of tier, the objective remains the same: eliminate all enemies within a designated area.

Completing An Infested Clear Mission

Upon arriving at the Point of Interest (POI), activate the mission marker to begin. Leaving the POI area will result in mission failure, as will death. Respawning after death will occur outside the mission area.

Each POI is designed with a specific path in mind. Multiple trigger points within the POI activate events like collapsing floors or zombie ambushes. To avoid these, take an alternative route; the intended path is often illuminated by torches or lanterns. Avoiding the designated path helps you sidestep dangerous traps.

Carry building blocks to escape traps quickly or to scale buildings, allowing you to surprise zombies from unexpected angles. Activated zombies appear as red dots on the screen, their size indicating proximity. This helps track their location and avoid being overwhelmed.

As in most zombie games, aim for the head. While headshots are generally effective, certain zombies have special abilities:

Zombie TypeAbilitiesHow To Handle Them
CopsSpit toxic vomit and explode when injuredWatch for their head-throw before spitting; use cover and maintain distance.
SpidersJump long distancesListen for their screech before they jump; prepare for quick headshots.
ScreamersSummon other zombiesPrioritize eliminating them to prevent overwhelming hordes.
Demolition ZombiesCarry explosive packagesAvoid hitting their chests; if the explosive beeps, run.

The final room often contains high-tier loot, but be cautious; it's typically heavily guarded. Ensure you're fully healed, weapons are loaded and durable, and you know the escape route before entering. Always prioritize your survival; if overwhelmed, retreat immediately.

Once all zombies are eliminated, the objective changes, and you report back to the trader for your reward. Collect all loot before leaving, including the infested cache, which usually contains valuable ammo, magazines, and other high-quality items.

Infested Clear Mission Rewards

The trader offers a random reward, the quality of which depends on several factors:

  • Game Stage
  • Loot Stage (boosted by skills like Lucky Looter and mods like Treasure Hunter)
  • Tier Selection (higher tiers offer better rewards)
  • Skillpoint Selection (A Daring Adventurer perk increases Dukes and allows for two rewards at rank 4)

Investing in "A Daring Adventurer" is highly recommended; the extra Dukes and ability to choose two rewards significantly increase the value of completed missions. After claiming rewards, sell unwanted items to the trader for additional XP (1 XP per Duke).

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