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
- playing alonethis is the solo quest. with two or more the map runs Ensemble Cast instead, which is four steps longer and cannot be done alone
- the power on
- anything explosivethe generators want it. the
China Lake, the crossbow, theScavenger, grenades and an under-barrel launcher are all easier than theRay Gun - a
V-R11from the mystery box, and only the last step needs it
the steps
with the power on, go the long way round: through the cave past the
MP5K, past the lighthouse, down the stairs underPhD 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 oncethe 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.- on the table next to
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-Upbuilding, 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.
tipthe
Ray Gun, theM72 LAWandSemtexhave to land right on top of a generator. theChina Lake, the crossbow, theScavenger,M67grenades and the under-barrel launcher are much more forgiving, and theScavengergets likelier in the box during this step.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.
tipthe 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.
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.
tipthe
V-R11gets likelier in the mystery box once you are on this step, the same way theScavengerdid on the generators.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 oncewait 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
next on this mapNot Ready to Dieor pick something else
where this came from
- Stand-inCall of Duty Wiki, read 2026-09-07
one source. most guides here have two; this is one nobody else has written up.
more on Call of the Dead
- Ensemble Castmain questthe 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.
- Not Ready to Diesongthree lumps of element 115 around the ship and the shore. Avenged Sevenfold wrote this one for the map.
- the radiosto findfive of Richtofen's recordings around the ship and the shore. no quest needs them and they are the only part of this map he narrates.