Black OpsCall of the Dead

Stand-in

the same locked door and the same golden rod, alone. five steps instead of nine, because there is nobody to hold the other end.

players
1
solo
possible alone
difficulty
time
about 35 minutes
reward
the Wunderwaffe DG-2, and George drops lightning bolts from then on

difficulty and time are an estimate made while writing, not a measurement.

before you start

the steps

  1. knife the door, then find the fuse

    under the PhD Flopper roomyou

    with the power on, go the long way round: through the cave past the MP5K, past the lighthouse, down the stairs under PhD Flopper. there is a locked door at the bottom and the original four are behind it.

    knife the door until Nikolai starts talking, and let Richtofen finish.

    then go up and find the fuse, which is in one of three places:

    • on the table next to PhD Flopper
    • on the table against the opposite wall
    • in the corner between the cabinet and the wall

    put it in the fuse box to the right of the door.

    you only get this wrong once

    the two guides on this map describe the same three fuse spots in different words, so if none of the three above has it, the Ensemble Cast page lists them as the ground by a locker, behind the batteries by the meteorite, and the table by PhD Flopper. it is one room and three spots either way.

  2. blow up four generators

    spread across the ship and the shoreyou

    Nikolai turns on the security system by accident. four generators come up, each marked by a glowing red orb, and each has to be destroyed with something explosive:

    • across from the locked door itself
    • outside the left window of the Stamin-Up building, also visible from the top of the lighthouse where the mystery box spawns
    • 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

    when all four are out, knife the door again.

    tip

    the Ray Gun, the M72 LAW and Semtex have to land right on top of a generator. the China Lake, the crossbow, the Scavenger, M67 grenades and the under-barrel launcher are much more forgiving, and the Scavenger gets likelier in the box during this step.

  3. surface the submarine

    the control room, the one with the power switchyou

    at the console: set the steering wheel so the brown handle faces 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, a submarine surfaces, and it shines a green light that reflects into the lighthouse.

    tip

    the second source on the co-op guide says the wheel gets there in two turns to the right, and does the levers before the wheel. same console, same ending position.

  4. make a human and kill it in the light

    the foot of the lighthouseyou

    shoot a zombie with the V-R11. instead of running for a pool of water like it usually does, the human walks into the bottom of the lighthouse and starts rising through the green light.

    kill it before it reaches the top. take the golden rod that appears and put it in the ear tube next to the door, the same way the vodka goes in on the co-op version.

    tip

    the V-R11 gets likelier in the mystery box once you are on this step, the same way the Scavenger did on the generators.

  5. knife the fuse box

    beside the locked dooryou

    knife the fuse box to fix it, and let the four of them finish talking.

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

    you only get this wrong once

    wait for the dialogue. the quest is not finished until they have stopped talking, and walking off mid-sentence is how people end up thinking it did not work.

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

one source. most guides here have two; this is one nobody else has written up.

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