Ever stared at those classified, redacted boxes in the Calling Card menu and felt a genuine sense of annoyance? Yeah, me too. Treyarch loves playing this game. They give you a massive list of challenges to grind, but then they hide the most prestigious ones behind a wall of "???" and expect you to just stumble upon them.
Honestly, the bo6 dark ops calling cards are the ultimate flex in the lobby. When you see someone with that animated "Dark Indeed" card or the round 100 mastery, you know they didn't just spend $20 in the store. They suffered.
Getting these isn't just about being good at the game; it's about knowing the specific, often weird, triggers that the game refuses to tell you. I’ve spent way too much time testing these out, and some of the requirements are honestly kind of ridiculous.
The Multiplayer Grind: More Than Just Kills
Most players think Dark Ops in Multiplayer is just about getting Nukes. While that's a big part of it, some of the most frustrating cards have nothing to do with high streaks.
Take "Blunt Trauma," for example. You have to kill an enemy by hitting them directly with a Smoke Grenade. Not the explosion—the actual impact of the canister. If you’re trying to do this in Core, you’re going to lose your mind. Basically, go into Hardcore, find someone camping, and chuck that smoke right at their face. It’s the only way to stay sane.
Then there’s "Return to Sender." You've gotta kill an enemy by throwing back their own Frag Grenade. It sounds simple until you realize everyone uses Semtex or C4 these days.
The Killstreak Titans
If you are a high-skill player, the "Killer" tier is where you’ll live. These are the ones that actually show up as you play naturally, provided you're cracked:
- Frenzy Killer: 5 rapid kills.
- Mega Killer: 6 rapid kills.
- Ultra Killer: 7 rapid kills.
- Chain Killer: More than 7 rapid kills in a very short window.
- Nuclear Killer: The big one. 30 kills without dying.
But the real "get a life" card? That’s Very Nuclear. You need to earn a Nuke with 25 different weapons. And no, you can't swap mid-streak. Every single kill for that specific Nuke has to come from the same gun. It’s a marathon, not a sprint.
Zombies: Where the Real Secrets Live
Zombies Dark Ops are traditionally the hardest to find because they often involve specific map Easter eggs or "handicap" runs.
The one everyone talks about is "Social Distancing." You have to reach Round 20 without taking a single hit of damage. Not even a scratch. If a zombie even breathes on your shoulder, the run is dead. Most people do this on Liberty Falls because of the open spaces, using the ASG-89 or the Ray Gun to keep everything at a distance. If you use Energy Mine or Aether Shroud, you have a fighting chance.
The "Good Enough" Struggle
There's a card called "Good Enough" that is a total trap. The requirement is to reach Round 20 using only your starting loadout.
Here’s what people get wrong: you can upgrade your weapon rarity and you can Pack-a-Punch. What you cannot do is buy perks, ammo mods, or use Field Upgrades. It basically turns BO6 back into a bare-bones survival game. It’s fun, but man, it makes you realize how much we rely on Juggernog.
- Another Round?: Reach Round 100. This is just a test of patience and not having your internet cut out.
- Invincible: Reach Round 30 without going down once.
- Well That Was a Waste: This one is hilarious. You have to get downed within 10 seconds of consuming a Perkaholic GobbleGum. It’s a painful way to lose a rare item, but the card is worth it for the meme.
Warzone and the Hidden Challenges
Warzone’s Dark Ops were a bit of a mystery at launch, but we've figured most of them out now. They usually involve doing things that would normally get you killed in a serious match.
"Scrappy Warrior" is a weird one. You have to win a Battle Royale or Resurgence match without ever picking up your Loadout. You’re stuck with ground loot the whole time. In a meta where everyone is running tuned-up ARs, winning with a basic floor-loot SMG is a massive achievement.
Then there's "Prison Trickster." You have to perform a Finishing Move on someone while you're in the Gulag. It’s incredibly risky because if you miss, you're dead and out of the game. But the calling card is one of the coolest looking ones in the set.
Tips for the "Dark Indeed" Mastery
If you're going for the 100% completion (Multiplayer Dark Ops Mastery), you only need 15 of the challenges. You don't actually need to do the "Very Nuclear" or the "100K kills" ones to get the mastery card, which is a huge relief.
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Focus on the "luck" based ones first—like "Double Trouble" (killing two people in Gunfight with one shot) or "Circus Act" (Combat Axe bankshot). These can happen randomly if you play enough, but if you specifically hunt them, they feel much more rewarding.
Stop Making These Mistakes
- Don't ignore Hardcore. Challenges like "Buzzsaw" (10 Triple Kills in Hardcore) are nearly impossible in Core because of the health regeneration.
- Check your Augments in Zombies. For "Kunoichi," you specifically need the Void Sheath Augment for Aether Shroud. If you don't have it equipped, the kills won't count toward the secret tracker.
- Don't do it alone. Some of these, like the "Terminal" challenge (completing the Terminus quest after Round 50), are significantly easier with a squad that knows how to hold a window.
The bo6 dark ops calling cards aren't going anywhere. There's no rush. But if you want to stand out in the pre-game lobby, pick one of the weirder ones—like "Blunt Trauma"—and start grinding. Nothing says "I'm better than you" like killing someone with a stray smoke canister.
If you're looking to start the grind right now, I'd suggest jumping into a game of Hardcore Face Off. The small maps make those rapid-kill medals and "Circus Act" bankshots happen way more frequently than on the larger 6v6 maps.