Black Ops IIIDer Eisendrache

My Brother's Keeper

time travel, a safe code you have to memorise, a keeper on the moon and a boss under the castle. the one most people mean when they call this the best map.

players
any number
solo
possible alone
difficulty
time
45 minutes to an hour and a half
reward
the achievement, the rockets leave, and the moon does not survive it

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

before you start

the steps

  1. shoot six beacons over the teleporter

    the teleporter room in the Undercroftone player with the `Wrath of the Ancients`

    this one wants the plain bow, not an upgraded one. if yours is upgraded, put it back on its altar in the Undercroft and take the Wrath of the Ancients out of the Tomb room again.

    shoot the six blue glowing orbs above the teleporter until all six are gold.

  2. shoot four wisps, one at a time

    eight possible places around the castleone player with an upgraded bow

    a Margwa screeches: a wisp has appeared. find it and shoot it with an upgraded bow, and the next one screeches in. four in total, and only one is live at a time.

    it will be one of these eight, and never the same one twice in a cycle:

    • the church clock
    • the clock on the bridge between the Clock Tower and the church
    • the radio in the church
    • a box in the room above Double Tap, left of the window
    • the rear wheel of the car near Double Tap
    • the globe next to Samantha's room
    • the phone near Quick Revive
    • the phone near the power switch

    four shot and the teleporter pad turns purple.

    you only get this wrong once

    ending the round resets the cycle and starts four fresh wisps, which also means you cannot teleport. this whole run has to happen inside one round.

  3. go back and take three things

    the room on the other side of the teleportereveryone

    everybody stands on the purple pad, pay the 500 points, and you land in the past. you have one visit, and there are three things to come back with:

    • the soul canister, near left corner of the room
    • the fuses, on the box in the near right corner
    • the code Dr. Groph uses to lock the safe, which you have to watch and remember

    the code is different every game.

    you only get this wrong once

    miss any of the three and there is no second try this round: you end the round, do the four wisps again, and come back.

  4. fuses in, gauge to protect, code in

    the death ray, then the terminal by the Clock Toweranyone

    you come back at the rocket pad with a Panzersoldat waiting. kill it.

    then at the death ray at the top of the castle: put the fuses in the side facing the Clock Tower, go round the other side and flip the gauge from destroy to protect.

    that powers a terminal near the Clock Tower. put in the code you watched Groph use.

    you only get this wrong once

    the death ray has to have been fired at least once this game before any of this counts. and a wrong code means ending the round, doing the wisps again, going back, and watching a new one.

  5. open the safe

    the teleporter roomanyone

    the safe in the teleporter room is open now. take the keycard and the two fuses off the top shelf.

  6. two memory games

    the Clock Tower and the rocket test siteone player each, or one player twice

    put one fuse into each Tesla coil on either side of the death ray, and put the gauge back to destroy.

    then the two terminals, one at the Clock Tower and one at the rocket test site. each shows four symbols on four small screens for a few seconds. the symbols are always the same four; which screen each one is on changes every game. a symbol then appears on the big screen and you press the small screen that had it.

    hellhounds spawn without limit while a terminal is running.

    you only get this wrong once

    fail one and you can restart it straight away. fail the second one after finishing the first and you do both again.

    tip

    do the rocket site one first. a rocket test while you are mid-game there forces you off the terminal and fails it.

  7. bring the rocket down

    the death ray, then the courtyardanyone

    both coils are glowing now. a green button has appeared on the death ray: press it.

    a rocket with Ultimis Dempsey in it comes through the Clock Tower and lands in the courtyard. in the snow beside the wreck is the Vril Device. pick it up.

  8. go back again for the keeper slab

    the past, then the Tomb roomeveryone

    do the four wisps again and go back a second time. this time use the computer in the far right corner, left of the Kronorium, which opens a crate in the middle of the room. take the keeper slab out of it.

    back in the present, put the Vril Device in the slot below the tomb in the Tomb room. an ethereal keeper appears.

  9. walk the keeper round four stops

    the church courtyard, the bridge, the knights and past Mule Kickeveryone, by bow colour

    follow the keeper. it stops at four places in a random order:

    • the church courtyard, by the mystery box
    • the bridge near Double Tap, and this is where the keeper slab goes
    • the hallway of knights
    • the pathway near Mule Kick

    a white circle appears under it. stand in the circle and the screen takes a colour, and that colour says whose bow is needed:

    • blue is the storm bow
    • orange is the fire bow
    • teal is the wolf bow
    • purple is the void bow

    that player kills zombies in the circle until the tablet is full. about twenty is enough.

    you only get this wrong once

    hellhounds spawn endlessly through all of this, and the keeper will not move on until the round ends, however fast you fill the tablet. alone, you only ever see the colours of the bows you actually upgraded.

    tip

    a nuke, or the Round Robbin' gobblegum, ends the round early and moves the keeper on, which is most of the time saved on this step.

  10. put the canister in the pyramid

    the Undercroftanyone

    with all four tablets full the keeper becomes solid, walks to the Undercroft, gets hit by lasers and teleports to the moon. it comes back with the M.P.D.

    put the soul canister from your first trip into the corner of the M.P.D. that does not have one.

  11. the corrupted keeper

    the boss roomeveryone

    everybody puts a charged Ragnarok DG-4 down on one of the blue anti-gravity squares around the M.P.D., and that teleports the lot of you into the boss room.

    the fight is a loop:

    • skeletons and skulls. ignore them, run circles, keep the Ragnaroks charged
    • the boss teleports to the middle to wind up a one shot attack. a glowing electrical ball appears under it: put a Ragnarok on the ball to cancel it and stun him
    • his chest glows: that is the damage window
    • then waves of Panzersoldats, each wave dropping a Max Ammo, and round it goes again

    the bows do very little to him. a pack-a-punched XM-53 or Ray Gun is what this fight is for.

    you only get this wrong once

    pick your Ragnarok back up after every damage phase. it is the only thing that stops the one shot, and it has to be recharged on kills between rounds of the loop.

    tip

    if you miss the ball, get behind a pillar: it blocks the one shot. and use uncharged bow shots rather than charged ones, which do less for more.

  12. send the rockets at the moon

    the M.P.D., then the terminal by the Clock Toweranyone

    you come back to the Undercroft in front of the M.P.D. interact with the Vril interface, the blue plate on the front, then again to take the Summoning Key.

    carry it to the terminal near the Clock Tower and put it down. it takes the system over, every rocket around the castle launches at the moon, the zombies vanish and the cutscene runs.

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

all of it, done.

what that got youthe achievement, the rockets leave, and the moon does not survive it

where this came from

more on Der Eisendrache

keyboard

anywhere

on a guide

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

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