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
- an upgraded bow for every playerone each. alone, one upgraded bow is enough; with four, all four have to be upgraded. there are guides to the storm, fire, wolf and void bows
- an online game, if you want the short versionboth sources say the same thing: in a local or unranked game all four bows have to be upgraded whatever the player count. solo online needs one
- anti-gravity switched onstand on each of the four squares around the pyramid in the Undercroft for about five seconds. it then cycles on its own for the rest of the game
- the
Ragnarok DG-4sone set each, and the boss room does not open without them - the death ray used at least oncethe quest checks this before it lets you go on, and it is the sort of thing you do not notice you skipped
the steps
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 Ancientsout of the Tomb room again.shoot the six blue glowing orbs above the teleporter until all six are gold.
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 onceending 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.
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 oncemiss any of the three and there is no second try this round: you end the round, do the four wisps again, and come back.
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 oncethe 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.
the safe in the teleporter room is open now. take the keycard and the two fuses off the top shelf.
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 oncefail one and you can restart it straight away. fail the second one after finishing the first and you do both again.
tipdo the rocket site one first. a rocket test while you are mid-game there forces you off the terminal and fails it.
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.
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.
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 oncehellhounds 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.
tipa 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.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.
everybody puts a charged
Ragnarok DG-4down 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-53orRay Gunis what this fight is for.you only get this wrong oncepick 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.
tipif 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.
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
next on this mapthe Storm Bowor pick something else
where this came from
- Der Eisendrache Main QuestCOD Zombies Guides, read 2026-09-07
- My Brother's KeeperCall of Duty Wiki, read 2026-09-07
more on Der Eisendrache
- the Storm Bowside questa weathervane, three bonfires outside the map, and a wall run nobody manages first time. lightning, and the easiest of the four.
- the Fire Bowside questa ten second window after a rocket test, three shots taken in mid air, and a rock that has to be walked to a fireplace four arrows at a time.
- the Wolf Bowside questfour paintings that tell a story, a dog that digs, and the wolf king put back in his coffin.
- the Void Bowside questa demon in an urn that wants its name spelled out. six skulls, six crawlers, six symbols, and three words you have to remember.
- Dead Againsongthree teddy bears in a castle. a cell, a truck and a chair in a girl's bedroom.
- the Panzer claw helmetside questthree claws shot off the ceiling, then fired at the thing they came from. get it wrong once and the game is over for this one.
- the plungerside questa clock stopped at nine thirty five, a wall run into the past, and the most ridiculous weapon in the game hidden behind all of it.
- the BRM wall buyside questsix blue tiles wall run at your leisure, and a machine gun for sale on a wall that had nothing on it.
- skeletons everywhereto findthree skulls you cannot see without the right gobblegum, and every zombie on the map loses its skin.
- the second gondolato finda grenade thrown in the first ten seconds of the game, and five tram rides later something good turns up instead of the tram.
- the free Mega GobbleGumside questa plant taken from a shelf, put back on the same shelf seventy years earlier, and grown by the time you return.