Black OpsCall of the Dead

Ensemble Cast

the original four are locked in a room under the deck and you are the ones outside it. nine steps, four of them in any order, and a Wunderwaffe at the end.

players
2
solo
not possible alone
difficulty
time
an hour to 2 hours
reward
the Wunderwaffe DG-2, and George drops lightning bolts from then on

the time, and a rating of "easy", come from Call of the Dead Main Quest at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.

the shape of this one

1find the fuse and give them light2blow up four generators3knock the vodka down and catch itthese can be done in any order45678make a human, and kill it in the light9hand the rod over
stages run top to bottom. steps side by side can be done in any order.

before you start

not required, but it helps

the steps

  1. find the fuse and give them light

    the room under PhD Flopperone player

    knife the locked door down there and Richtofen starts talking: the teleporter overshot, they are in the dark, and they want help.

    the fuse is in the room above, in one of three places, and which one is random:

    • on the ground next to a locker
    • behind the batteries by the 115 meteorite
    • on the table beside PhD Flopper

    pick it up, put it in the box beside the door, and knife the door again.

  2. blow up four generators

    spread across the ship and the shoreanyone

    Nikolai turns on the security system by accident. four generators are now running, each one marked by a glowing red light on top, and every one of them has to be destroyed with something explosive:

    • across from the locked door itself
    • outside the left window of the Stamin-Up building
    • over the left railing of the ship, near Double Tap Root Beer
    • between the second ship and the spawn area, on the right, between two ice shelves

    the light goes out when a generator is done. when all four are dark, knife the door again.

    tip

    Semtex sticks to them, so a thrown one that lands is a kill. everything else has to land close enough for the splash.

  3. knock the vodka down and catch it

    a railing or a ledge, and which one is randomtwo players

    Nikolai wants a drink. a bottle is frozen into the ice in one of these places:

    • the railing above the stairs up to PhD Flopper
    • the railing above the stairs towards the AK-74u
    • a railing near the M16 on the ship
    • the ledge joining the two ships, by the MP40

    one player stands underneath with nothing in the way, the other knifes it free. carry it to the transfer tube on the far side of the door from the fuse box, put it in, and knife the door.

    you only get this wrong once

    drop it and it is gone. another bottle spawns somewhere else, so it is not a run ender, but it is a lap of the map you did not need to run.

  4. these can be done in any order

  5. four morse radios, in order

    under the power room, Stamin-Up, the second ship, under the stairsone player

    four radios, and they only count in this order:

    • under the power room, on the cabinet on the right
    • beside Stamin-Up, on top of the barrel
    • in the train cart near the back of the second ship, where Semtex is bought, by the window on the right
    • under the steps up to the locked door, on a cabinet

    no time limit at all. this can take as many rounds as you like.

    you only get this wrong once

    the counter never resets, it only slides. if somebody pressed radio one earlier out of curiosity, going 1-2-3-4 now reads as 1-1-2-3 and fails. the fix is to press the first radio twice at the start of each attempt and keep going: the sequence walks itself into 1-2-3-4 within a few tries.

    tip

    morse code plays and a yellow glow appears near Mule Kick when it lands.

  6. surface the submarine

    the power room consoleone player

    at the console: turn the steering wheel so the brown handle points at five o'clock, pull the first lever once, and pull the third lever three times, counting left to right. the middle lever is not part of it.

    a foghorn sounds and a submarine surfaces. you can see it off the left side of the stretch of ship that has Juggernog on it.

    tip

    the two sources word this differently and end up in the same place. the wiki gives the wheel's position; codzombiesguides says two turns to the right gets it there, and pulls the levers before touching the wheel. the solo quest's page gives the same five o'clock and the same two levers, so three pages now agree on the console.

  7. answer the submarine

    around the lighthouse and past the slideone player

    this is the one step in this block with something in front of it: the submarine has to be up, so the levers come first.

    hold use on four foghorns, in this order:

    • at the base of the lighthouse, next to the pool of water
    • after the slide to Speed Cola, round the right side of the corner, in the water
    • at the base of the lighthouse again, on the left, next to the building
    • after the slide to Speed Cola, behind the big rock in the middle

    the order never changes, so you do not need to hear the submarine at all. when it is right, the submarine shines a green light at the top of the lighthouse.

    you only get this wrong once

    there has to be fog on the map for this to work. get the order wrong and it resets at the start of the next round, and the submarine waits for you as long as it takes.

  8. set the lighthouse to 2746

    one dial on each floor of the lighthouseone player

    four dials, one per floor, coloured yellow, orange, blue and purple from the top down. the code is 2746, top to bottom. turning any dial also moves the ones above and below it by one, which is the whole difficulty.

    do it in this order and it falls out:

    • turn purple until it reads 6
    • turn orange until blue reads 4
    • turn yellow until orange reads 7
    • turn yellow until it reads 2, counting your turns
    • turn purple that same number of turns
    • turn blue until it is back on 4

    yellow 2, orange 7, blue 4, purple 6. the green light now reaches into the lighthouse.

    tip

    the code is written on the map. four slips of paper on the ground each carry one number and the colour it belongs to.

  9. make a human, and kill it in the light

    the foot of the lighthouseone player shooting, everyone else clearing

    shoot a zombie near the lighthouse with the V-R11. instead of running for the water like it normally would, the human it becomes walks into the green light and starts floating up the lighthouse.

    kill it before it reaches the top. it takes a lot of damage up there, so this is not a pistol job. when it stops moving, the golden rod appears at the bottom of the lighthouse.

  10. hand the rod over

    the transfer tube by the locked doorone player

    put the golden rod in the transfer tube, let Richtofen finish talking, and knife the fuse box when it starts sparking.

    the door stays shut. a lightning bolt drops outside it, everyone gets the Wunderwaffe DG-2, and George drops lightning bolts instead of death machines for the rest of the game.

arrow keys or j and k to move, d to tick this one off.

all of it, done.

what that got youthe Wunderwaffe DG-2, and George drops lightning bolts from then on

where this came from

more on Call of the Dead

keyboard

anywhere

on a guide

the keys under "on a guide" do nothing elsewhere, because what they press is not there.

arrows to move, enter to open, esc to close