Call of Duty: WWII

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Hi! Welcome to the TrueAchievements Walkthrough for Call of Duty: WWII.

This is the 14th game in the Call of Duty franchise, and the second one to be developed by Sledgehammer games. If you're familiar with Call of Duty and its achievements, you'll notice that the WWII achievements are very similar to the previous Call of Duty achievements.

This walkthrough will be in three sections: Campaign, Multiplayer, and Nazi Zombies.

The campaign contains the majority of the achievements, and although there's only one playthrough required to gain them all, I strongly recommend you start out on recruit difficulty so you can easily obtain the miscellaneous and collectible achievements, and then do your veteran playthrough afterwards.

There are a few multiplayer achievements, none of which should cause you any problems at all, but will require a decent amount of hours to gain them all.

Lastly is Nazi Zombies, which is very similar to Black Ops Zombies. There are 10 achievements for zombies and some of them are the most difficult achievements in the game. I'll be providing you with helpful tips and videos to make it as quick, efficient, and stress-free as possible.

Although Call of Duty releases a game every year and it's more or less the same, this is still a very enjoyable game and is a nice completion to have. You should expect to put around 60-80 hours to complete it, although some of the zombies achievements could very easily turn that into 100+ hours.

Let's begin!

The most important feature in this game that hasn't been around anymore since Call of Duty 2 is that in the campaign, you don't regenerate health automatically. Instead, you will need to use First Aid kits. These can be found randomly throughout the missions, but are primarily received through one of your squad mates, Zussman. You're able to request First Aid Kits once you have earned enough kills to obtain one from him.

Along with first aid kits, the four other abilities your other squad mates have are: Ammunition, Grenades, Mortar strikes, and Spotting enemies. To know when an ability is ready, look on the right side of your screen next to all of your squad mates icons in that particular mission, and there will be a meter next to all of them. Once you've gained enough kills, the meter will fill up and become bright yellow, and you can go up to that squad member and press cn_up to use that squad mates ability, while aiming at that specific squad mate. Keep in mind that not all 5 squad mates are accompanying you in every mission!

The lack of health regeneration means that your Veteran difficulty playthrough will require you to play very conservatively and safely. Stay a good distance away from enemies, pick them off steadily, and use cover at all times when it's available.

The five squad abilities all have an achievement related to them, and it's important to stay focused on knowing when the squad abilities are ready to be used. Whenever an ability is available, use it right away. You should naturally obtain these through your playthrough(s):

Praise and Pass

Request Turner to toss you ammo 20 times.

Praise and Pass
5 guidesOffline Game ModeSingle PlayerCumulative +

Friend In Need

Request Zussman to toss you First Aid Kits 30 times.

Friend In Need
5 guidesOffline Game ModeSingle PlayerCumulative +

I See Movement!

Request Pierson to spot enemies 25 times.

I See Movement!
4 guidesOffline Game ModeSingle PlayerCumulative +

Who Needs a Pendant?

Request Aiello to toss you signal smoke and call in mortar strikes 10 times.

Who Needs a Pendant?
4 guidesOffline Game ModeSingle PlayerCumulative +

School of Hard Knocks

Request Stiles to toss you grenades 15 times.

School of Hard Knocks
5 guidesOffline Game ModeSingle PlayerCumulative +

If you're still short on any of these achievements after you finish your campaign playthrough(s), you can farm these by restarting checkpoint/dying after using the ability.

When you use Pierson's ability to spot enemies for you, you will also gain the ability to use "Focus", which slows down time to allow for easier kills. Focus is activated by pressing cn_LS while you are aiming down sight and will last a few seconds before regenerating. There are some missions where you will be providing sniper overwatch, which also allows you to use focus. Use focus as much as you can to make it easier to take down enemies and to unlock:

Slow and Steady

Spend 3 minutes using Focus in the campaign.

Slow and Steady
3 guidesOffline Game ModeSingle PlayerCumulative +

Stiles' squad ability is to equip you with more grenades, and cn_LB will be your smoke grenades. Use these often on groups of enemies and you will eventually unlock the chain smoker achievement. Keep in mind that you only need to stun the enemies, not kill them.

Chain Smoker

Disable 50 enemies using smoke grenades.

Chain Smoker
6 guidesOffline Game ModeSingle PlayerCumulative +

The collectibles and heroic actions should be completed on your recruit game as they are much more difficult to obtain on Veteran without dying. Also, as you go through the missions, look ahead to see what mission-specific achievement there will be so that you can prepare for it.

Let's begin with the single-player Campaign!

This campaign is very linear as with all Call of Duty campaigns. If at any time you are lost or forget what you're supposed to be doing, press cn_back and it will show you what your objective is and where it is located.

Start off the game on recruit. You can do veteran to save yourself an extra playthrough, but it will be stressful.

In the game, there are 33 mementos (collectibles), and a total of 23 heroic actions (10 struggles, 9 drags, 4 surrenders). For the 10 struggles, you have to make sure that your ally survives when you kill the enemy, or it will not count. The ally will be killed if you take too long to save him. For the drags, you will have to drag the soldier to safety before he's bled out. The surrenders will fail if you either kill all the guys in the specific sections, or when you don't aim your gun at one of the surrendering guys in time. The mementos and heroic actions are saved instantly, so if you miss any you can simply replay the mission, grab the memento/perform the heroic action and then quit immediately and it will be saved. Restarting the checkpoint also works if you fail to perform the heroic action in time. Here's a visual guide to all mementos and heroic actions, although I will also be telling you when you're coming up on one:

Mission 1: D-Day

In the beginning of the mission you will be running across a beach while taking fire from enemy MG's. You'll want to get to the seawall quickly (under 2 minutes) without taking ANY damage from the MG, otherwise restart the checkpoint and try again. Let Turner or Pierson run first to let the MG's draw the fire to them, then follow them quickly afterwards. Whenever you advance to your next cover, wait about 3 seconds to go to the next one, because the enemy MG's will "forget" about you and shoot at your allies. Technically, you don't really get 2 minutes, since a lot of it is "wasted" by watching the unskippable cutscene at the beginning where Turner pulls you out of the water, and at the end when you're actually breaching the seawall. Successfully breaching the wall in under 2 minutes without taking any damage will unlock:

One of the Lucky Few

Breach the seawall in under 2 minutes without taking MG fire.

One of the Lucky Few
14 guidesOffline Game ModeSingle PlayerTime/Date

When your objective is to ascend the bluffs, you will make your way through the trenches and get to a set of stairs. Before taking the stairs, continue to the right to go to a small bunker where you will see Memento 1/33

Right when you clear the first bunker, you'll make a right and then a left turn through the trenches. You'll see an icon appear above an enemy who is trying to kill one of your allies. Kill the enemy for Struggle 1/10

Clear out bunker number 3, but don't enter the fourth one just yet. Right before the entrance, take a left and run forward to find a small building which contains Memento 2/33

After that, enter the fourth bunker and on your first right you will immediately see your ally being pinned against the wall by an enemy. Kill the enemy to save your ally for Struggle 2/10

Later on, you'll be tasked to destroy an artillery. Destroy it, then enter the barn that's in front of it behind some hay stacks, and on the right side will be Memento 3/33

Completing the mission earns you:

Long Way from Texas

Complete D-Day.

Long Way from Texas
2 guidesOffline Game ModeSingle PlayerMain Storyline

Mission 2: Operation Cobra

At the very start of the mission, don't get on the tank, but take an immediate right towards a chair with some letters on it in front of a tree. Just above the chair on a barrel is Memento 4/33

You'll start out with an objective to reach an AA gun, and before you get there you will have to clear enemies out of a beaten-up barn. Once you've cleared the barn, go up to the second level but don't jump down just yet. Below you will be enemies and a lot of hay stacks. Wait near the edge while you're around your allies, and eventually an enemy grenade will land right by all of you. Simply go the grenade and an indicator will pop up for you to press cn_RB to throw it back. If at least 5 of your allies are around you in the barn when you throw it back, you'll earn:

Potato Masher

Save 5 allies by throwing away a live enemy grenade.

Potato Masher
5 guidesOffline Game ModeSingle PlayerCumulative +

Jump down and start taking out enemies around the hay stacks until they begin to retreat into the woods. Follow them as they retreat, and there will be an enemy on the right side behind a fallen tree. Keep aiming your gun at him but don't shoot him, and as your allies advance he will set his gun down and put up his hands. Keep aiming your gun at him to complete the heroic action for Surrender 1/4

Right after this, advance forward where you'll jump down, then run left to the small shack which contains Memento 5/33

Once you reach the AA gun, you'll now have to shoot down all the planes that are coming towards you. You will have to pay close attention here because if you miss a plane and gain a checkpoint, you will have to restart the mission. Otherwise, if you miss one simply restart the checkpoint to start again. There are a total of 20 planes, and they will always spawn in the same pattern: 3 Right - 3 Middle - 2 Left - 2 Left - 3 Middle - 2 Right - 2 Left - 2 Left - 1 Middle. You know you're done once you exit the AA gun. If the achievement doesn't unlock for you right away, it may unlock for you at the end of the mission (like it did for me) so don't panic if you're certain you shot down all the planes but didn't get the achievement right away:

Ack Ack

Protect your tanks by shooting down all planes in Operation Cobra.

Ack Ack
3 guidesOffline Game ModeSingle Player

A little bit after this, you will have the objective to push forward with your tanks where you will take out enemies from trenches and bunkers. All the way on the right is a small bunker that has some fire surrounding it. Enter it and in the right corner will be a dead soldier with Memento 6/33. Immediately turn to your left and kill the enemy that has your ally pinned against the wall for Struggle 3/10

Shortly after this, you will destroy 3 artillery guns and then continue to push forward with your tanks. Once you've reached the trenches, do not kill all of the enemies, as the ones in the right side of the first trench will eventually drop their weapons for Surrender 2/4

Completing the mission earns you:

The Paddle

Complete Operation Cobra.

The Paddle
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 3: Stronghold

At the very start of the mission, clear the house of enemies and head up the stairs. When you reach the top of the stairs, turn left, and when it looks like you can't go any further, look left and you'll see a sink and you can carefully walk on the ledge and on the mirror above the sink is Memento 7/33

Jump down to join your allies in taking out some enemies, and after a few seconds a half-track will burst through which will wound one of your allies in the road and you can drag him to safety for Drag 1/9

When clearing the church, go a few steps in front of the ammo cache and take a right, then look to your right and in the rubble will be a small hole with Memento 8/33

After this will come a section where you need to climb a ladder to the top of a tower and provide sniper support for your allies. Use Pierson's scout and focus ability to help you take out the enemies, and do not miss any shots. If you do, restart the checkpoint right away. If you're unsure if you missed, restart it anyway. You should get hitmarkers on recruit difficulty, which will assist you with deciding whether a shot is a miss or a hit. Be very aware with this section that it's possible for one of your allies to take take out an enemy right before your shot hits, which will count as a miss. When the sniping section ends, you will unlock:

Marksman

Cover Zussman from the church without missing a shot in Stronghold.

Marksman
9 guidesOffline Game ModeSingle Player

After this, you'll be defending the area with Pierson, Stiles, and a few allies. On the righthand side, go down a few stairs to see a fuel canister which is Memento 9/33

Completing the mission earns you:

No Sanctuary

Complete Stronghold.

No Sanctuary
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 4: S.O.E

In the beginning of the mission you will stealthily take out a few enemies and go through a house. When you exit the house you will see Vivian, and you'll want to go left where there are some more guards and inside the flower vase is Memento 10/33

After this you will take out some enemies and come to a house with a large fire in front of it. Enter the door to the left and go into the small room straight ahead, and immediately to your left is Memento 11/33. Exit the house to regroup with your squad and you will see an ally who needs help in the middle of the road during the firefight. Drag him to safety for Drag 2/9

Next will be a section where you will need to chase a train by driving a vehicle. You will need to complete the driving section without hitting any obstacles, such as trees, rocks, fences, etc. This can be a bit of a pain because you will earn checkpoints along the way, so if you hit an obstacle or are unsure, restart the checkpoint immediately. Here's a video to show you what path to take:

Once you switch positions to take control of the MG in the back, you will unlock:

Sunday Driver

Complete the driving portion of S.O.E. without hitting any obstacles.

Sunday Driver
7 guidesOffline Game ModeSingle Player

When you're going through the wreckage, you will crouch to get through some wreckage and take out some enemies. Before going up the hill to regroup with your squad, go to the right side and on top of a crate will be Memento 12/33

Completing the mission earns you:

Last Stop

Complete S.O.E.

Last Stop
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 5: Liberation

Once you're inside the building, go straight down the hall and take a right, and the first door on your right will be the bathroom (Sign says "Toilettes") and in the second stall on the ground is Memento 13/33

Make your way through the mission until you meet up with Crowley and are given a silenced pistol and tasked with planting explosives. You're going to have to be very stealthy and plant both explosives without being detected. Take the ledge to your right and take out the guard on the balcony, then continue taking out enemies through the house until you arrive at the first gate. After you plant the explosives, on your right will be a door that you can lockpick and enter. When you enter, on your right will be a staircase and you'll want to go up to the second floor and enter the room that has the open door in front of you. Upon entering the room, look to your right for Memento 14/33. Make your way to the Southern gate without being detected, and after planting the explosives you'll unlock:

Silent Night

Sneak through the courtyard undetected in Liberation.

Silent Night
7 guidesOffline Game ModeSingle Player

After this you'll be back in control of Daniels and you'll make your way through the streets taking out enemies. You'll eventually come to a bridge on your left that is filled with boxes and barbed wire roadblocks. Eventually, on your left side, an ally will go down and you'll have to save him for Drag 3/9. Clear the bridge and advance forward to come to a little area that has a box with a tarp over it with some bottles, letters, and Memento 15/33

After this you'll come to a section where you're given a shotgun and will breach a door to take out enemies in a smoke-filled room. Clear the room and go up the stairs, where Zussman will kick a door in. Take out the three enemies that are shooting at you and look on your right to see three other enemies put their weapons down and hands up for Surrender 3/4

Completing the mission earns you:

Champagne and Caviar

Complete Liberation.

Champagne and Caviar
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 6: Collateral Damage

A couple minutes into the mission, you'll be controlling a tank that shows the health in the bottom left corner. You will need to complete this section by keeping your tank health above 80%. Sadly, it does not show an actual percentage of what your health is at, so you'll have to avoid as much damage as possible and guess what 80% health would be. You can always reload checkpoints if you're taking too much damage. Just take it slow, stay back, and prioritize the enemies with rockets, along with the tanks. The tanks are the most difficult part, because you will need to have them lose sight of you so you can flank them and take them out quickly by shooting them in the back or the side. Shooting the front of the enemy tanks will not do much damage and will most likely result in them firing back, taking out a great deal of your tanks health. A little tip when the 2nd tank shows up: go to your left immediately, which allows you to outflank the 3rd tank right away. Keep pressing cn_back to highlight the tank's position(s). After this you come to the rescue. There are a lot of rocket launchers in the building in the back. Keep shooting and taking cover in the street you came from, to reload your main gun. Complete the tank section with your health above 80% to unlock:

Gasoline Cowboy

Rescue your allies with the Sherman while keeping your armor above 80% in Collateral Damage.

Gasoline Cowboy
4 guidesOffline Game ModeSingle Player

When you're back in control of Daniels, go towards your objective which will be in a narrow street surrounded by buildings. When you're in the street and take your first left, look on your left to see a piano and on top of it is Memento 16/33. Just after this, you and your squad will take heavy fire from an enemy MG which will hit one of your allies when he's in the middle of the street. Drag him to safety to complete Drag 4/9

Later on, you'll squeeze through a door that's blocked from the other side. When you get through it, immediately in front of you will be an enemy that has your ally pinned on the ground for Struggle 4/10. Take the right hole in the wall that's in front of you and you'll have to take our several enemies. Before advancing with your squad, go right where you can climb up some rubble to the second floor. Turn around and you'll see a couch and a fireplace which you'll have to get to by jumping to a ledge. Once you've made it across, on the fireplace will be Memento 17/33

After pushing the truck with Zussman, you'll blow open another wall. When you enter, immediately run all the way forward on the right side through the open door in the back and when you look left you will see Struggle 5/10. Backtrack to where you first entered, and right by the blown-in wall is a door. Go through it and to your left underneath the desk is Memento 18/33

Completing the mission earns you:

Human Cost

Complete Collateral Damage

Human Cost
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 7: Death Factory

Early on, you'll be defending the bridge from waves of enemies. After the first wave, they will be concealed with smoke and you and your squad will fall back. While falling back, at the end of the bridge (the end that you're falling back to) an ally will go down in the middle of the bridge and you'll drag him to safety for Drag 5/9

After defending the bridge, you'll be with Turner and a few others and will be tasked to eliminate the mortar team. Clear the area, which will have two trucks and a lot of crates. Go behind the truck on the right side, and on top of the crates will be a gun which is Memento 19/33

After this, some unfortunate events will occur and you will be alone with just a pistol. You will end up in a foggy forest and must advance forward without being detected by enemies. In the beginning, there will be a dog that is scripted to always come after you, and you can kill it. Just after killing it, look to your left and in the seat of the crashed plane is Memento 20/33. Advance forward by hugging the right side throughout the whole section. When you see the enemy with a flamethrower, jump down and keep to the right to sneak up on a couple enemies and take them out with melee. Stay crouched, do not shoot your pistol (melee when you need to) and keep an eye on the detection bars that are above enemy heads. Do not let it get fully red otherwise you will be spotted and will need to restart the checkpoint. Once you've met up with Turner and advance through the door, you will unlock:

Fog of War

Sneak through the Dragon's Teeth undetected in Death Factory.

Fog of War
4 guidesOffline Game ModeSingle Player

When you're with Turner, you'll end up being targeted by a sniper. Stay crouched and behind cover while advancing forward, and you'll come across an ally who is wounded on the ground. Make sure you have full health, because you'll still be shot by the sniper while dragging him. Bring him to safety to complete Drag 6/9. A few smoke grenades is useful here! Clear the building and go upstairs to eliminate the sniper. After he's down go to the stairs and you can jump up to the rusty support beam, and on your left is a chair with Memento 21/33

Continue on until you regroup with some allies in a firefight at a mill. Immediately enter the big building on your left, and on the left side down a few stairs you can save an ally for Struggle 6/10

Completing the mission earns you:

Death Factory

Complete Death Factory.

Death Factory
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 8: Hill 493

At the start of the mission you'll have to ascend the hill to take out 3 enemy MG's. When ascending the hill, keep on the left side the entire time, and eventually you'll see a downed ally that you'll bring to safety for Drag 7/9

After clearing the MG's, you will be tasked to send Pvt. Parker to the top of the hill to destroy an MG nest. You can advance him by going near him and pressing cn_X when the game prompts you to. He will take cover as you and your allies will take heavy fire from an MG. You need to shoot at the MG to provide enough suppressive fire to where you can send Pvt. Parker up the hill some more. After a couple of times, enemies will come in towards the top by the MG nest. When this happens you'll be about halfway up the hill, and in the middle laying next to a dead soldier on a tree stump is Memento 22/33. Only let Parker advance after you've shot a few rounds at the MG and one of your allies says something like " The MG is suppressed". Also, make good use of your frag and smoke grenades to ensure Parker makes it to the top of the hill. If he dies, simply restart the checkpoint. Once he makes it to the top and detonates the charges, you will unlock:

Suppressive Fire!

Successfully escort the pole charge engineer to the pillbox in Hill 493.

Suppressive Fire!
7 guidesOffline Game ModeSingle Player

In the next area you will have to destroy an enemy artillery, and to the right of the artillery is Memento 23/33

After this, you'll open a door and be in some trenches while tasked to clear the area. Immediately run all the way to the left and go up a little bit to see a destroyed bunker. You can't actually enter the bunker, but laying in the window is Memento 24/33

After grabbing the previous memento and clearing the area, a tank will spawn and you'll have to place thermite on it twice to destroy it while also taking out enemies. After placing thermite on it for the first time, immediately run all the way over to the right bunker where the enemies are spawning from and inside the bunker is Struggle 7/10

Completing the mission earns you:

Our Men

Complete Hill 493.

Our Men
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 9: Battle of the Bulge

At the start of the mission you will be given an ammo box, and immediately to your right are 3 soldiers. To the left of the soldiers on a rock is Memento 25/33. Once you've delivered the ammo, immediately to your right is Memento 26/33

Next, you'll be piloting a plane and will have to shoot down enemy planes. This can be rather difficult at first but you'll eventually get the hang of it. A tip for players who have played games with aerial combat before: aim at the plane itself when shooting at enemy planes, instead of a bit in front of it (which is often the case in aerial combat games). The first section will have 8 planes, and you should personally try to shoot down 5 yourself. There is a counter in the top right of the screen that shows you how many planes have been taken out, so pay close attention to how many your allies have taken out, and how many you've personally taken out. The second section will have 12 planes, and you need to take out at least 7 yourself, a total of you (not your allies) taking out 12 planes. If you feel like you're going too slow, or your allies are taking out planes too fast, be safe and restart checkpoint. When you take out your 12th plane, you will unlock:

Flyboy

Protect the bombers by personally shooting down 12 enemy planes in Battle of the Bulge.

Flyboy
5 guidesOffline Game ModeSingle Player

When you're back in control of Daniels, you will retreat back to the line and will defend your position. Your tanks will come in, and you'll have to take out 4 enemies with launchers. Once they're taken out, one of your allies will go down and you'll bring him to safety for Drag 8/9

While defending your position, make your way to the right side, where in front of you is the little building that you earlier called for air support. If you're looking at this building, turn around and go up a little bit to see a bunker with a green tarp and inside a cardboard box is Memento 27/33

Defend the line and you will be given some red smoke grenades to target three tanks for air support. After destroying the third tank, an enemy will make his way to your defense near the middle and will pin an ally down. Eliminate the enemy for Struggle 8/10

Completing the mission earns you:

Worst Christmas Ever

Complete Battle of the Bulge.

Worst Christmas Ever
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 10: Ambush

At the very start of the mission you will ambush German transport. When the ambush occurs, the German truck closest to you will be attacked by one of your allies with a flamethrower. After a few seconds, this ally will go down and you'll drag him to safety for Drag 9/9, unlocking:

I've Got You!

Drag 9 unique allies to safety.

I've Got You!
3 guidesOffline Game ModeSingle PlayerCollectable

Next, you will have a silenced pistol and be given the objective of infiltrating the air base, and you need to do this without being detected. Similar to the mission in the foggy forest, keep an eye on enemy detection meters and stay to the right side. This time you can headshot enemies with the silenced pistol as long as there aren't other enemies nearby. Make your way through, taking out enemies when you need to. Eventually you will be given the option to take out the base commander (no specific need to do so. Just let him leave and take the remaining guys out, which will be easier), and in this room are a couple other enemies and on top of the table with the lantern is Memento 28/33. When you reach the building, wait for the group of enemies to split up, then climb the stairs over to a ladder where you will climb to the roof. Once you're on the roof, you will unlock

Infiltrated

Reach the sniper perch without being detected in Ambush.

Infiltrated
5 guidesOffline Game ModeSingle Player

After providing sniper support on the roof, jump down with Zussman and push forward to the red building in front of you. Enter the building and eventually an ally will follow you in, but will be held at gunpoint by an enemy. Save your ally for Struggle 9/10. (You may need to reload the checkpoint a few times, rush into the building and move all the way to the back of it. Then wait for the allies to progress into this building as well) In the same red building, on the right side on top of a desk is a flask, which is Memento 29/33

Push forward to the tower will you will provide overwatch for Pierson. When you enter the tower, immediately to your right is Memento 30/33

Completing the mission earns you:

No Sacrifice Too Great

Complete Ambush.

No Sacrifice Too Great
1 guideOffline Game ModeSingle PlayerMain Storyline

Mission 11: The Rhine

In the beginning of the mission you'll clear the bridge and enter the tower. Go up the first flight of stairs where you'll take out a few enemies, and then ascend another flight of stairs where next to a dying soldier in a pool of blood is Memento 31/33. Go up the next flight of stairs where there are enemies on MG's. Kill two of them, and the other two will surrender for Surrender 4/4, unlocking:

Quarter Given

Get 4 unique groups of enemies to surrender.

Quarter Given
2 guidesOffline Game ModeSingle PlayerCollectable

A while later, when you get to the second tower, ascend the first set of stairs and next to a first aid kit on a table is Memento 32/33. Continue to ascend the tower and once you've cleared the top, on top of a crate in the middle of the room is the final collectible, Memento 33/33, unlocking:

Pieces of History

Collect all 33 mementos.

Pieces of History
6 guidesOffline Game ModeSingle PlayerCollectable

After this, you'll make your way towards an AA gun. You'll be doing exactly the same thing that you did in mission 2 for the "Ack Ack" achievement, and you'll need to destroy all of the planes. This time, there are more (25) planes, and they will always spawn in the same pattern: 3 Middle - 5 Left (3 low, 2 high) 4 Right (Immediately after these 4 planes there is a checkpoint) 4 Middle - 4 Middle - 3 Middle - 2 Left. Just like from the second mission, if you miss a plane, restart the checkpoint immediately as you will be gaining an inconvenient checkpoint in this section. The hardest part is the first bit, especially the 4 planes right before the checkpoint. Keep in mind to shoot a bit in front of the planes as the AA shells need to travel towards the planes which takes a split second. After you get past the checkpoint, you are basically set as the last 13 planes are relatively easy to shoot down, plus you can restart checkpoint if you miss any of these. You will get to a point where the AA gun won't shoot anymore, and allied fighters take down the last 3 planes. After the last plane is destroyed, you'll unlock:

Defender

Protect the convoy by shooting down all the planes in The Rhine.

Defender
3 guidesOffline Game ModeSingle PlayerBuggy -

Immediately after exiting the AA gun, quickly run through the trenches and you will come across an enemy holding your ally hostage. Shoot him in the side so you don't kill your ally for Struggle 10/10, unlocking:

Rescuer

Save 10 unique allies locked in struggle.

Rescuer
3 guidesOffline Game ModeSingle PlayerCollectable

Completing this mission and watching a couple cutscenes will end the single-player campaign, and you will earn:

To The End

Complete the Campaign.

To The End
1 guideOffline Game ModeSingle PlayerMain Storyline

Completing it on Veteran difficulty will earn you:

Distinguished Service

Complete the game on Veteran difficulty.

Distinguished Service
3 guidesOffline Game ModeSingle PlayerMain StorylineDifficulty Specific


Some tips regarding the veteran playthrough (although this is an easy veteran campaign in comparison to other COD's):

- Use cover, a lot.
- In sections where you need to go on an MG, it is often better to just lay prone in cover and wait for your teammates to kill the enemies.
- Keep an eye on your health. Whenever your health is less than 50%, use a med kit if you have it. Also scavenge the floors for med kits.
- Use the abilities from your teammates efficiently, and a lot. They replenish pretty quickly.
- Smoke grenades are a life saver when you need to run from cover to cover.
- Use the weapons suited for the area which you're in. If you don't like the guns you have, scavenge the dead enemies for better weapons.
- Stay back as much as possible, as you are less likely to get hit. Besides, your teammates clear out a lot of the enemies.

For the people that really have some issues with some mission(s), here is a bypass glitch, which allows you to play the missions on recruit, but you get credited for playing it on veteran.

And that's all for the campaign!

The Call of Duty multiplayer is bigger than it ever has been in WWII, and feels like the classic boots-on-the-ground online gameplay. Whether you consider yourself great or awful at Call of Duty multiplayer, the achievements are very easy but will take a decent amount of time to complete. You'll start off by quickly obtaining:

Buck Private

Get 10 kills in Multiplayer.

Buck Private
1 guideOnline Game ModeVersusCumulative +

The newest addition to the Call of Duty multiplayer is the introduction of Headquarters. Headquarters is where you do just about everything, from shooting at the firing range, to obtaining challenges and orders, to prestiging your player, and much more. You'll be given a full tutorial and walkthrough of Headquarters when you first enter multiplayer. Something to keep in mind is that there is an achievement to complete 21 daily challenges. Challenges are obtained through Major Howard who is in the center of the Headquarters. There are 6 daily challenges that will change every 24 hours, and you can only have 3 challenges active at a time. You activate a challenge by going to the one you want and holding cn_A to accept the challenge. Once it's complete (they're mostly relatively easy, some are much harder than others), press cn_start, navigate to "Orders" in the menu and go over to the completed challenge to accept your reward. You can accept the challenges in the 24 hour period, although you can take as long as you want to complete them. After doing this 21 times (this will take a few days, at the least) you will unlock:

Ricky Recruit

Complete 21 Daily Challenges.

Ricky Recruit
1 guideOnline Game ModeVersusCumulative +Time/Date

The multiplayer also introduces a new way to create your classes through "divisions". You choose a division, and as you progress through gaining kills and score with that division, you unlock more perks from that division.

The five divisions are:

Infantry: Good for assault rifles. Perks you'll gain are: A rifle bayonet, 1 additional primary attachment, Extra magazines, Move faster while ADS

Airborne: Good for submachine guns. Perks you'll gain are: SMG suppressor, Sprint longer, Climb obstacles faster, Increased sprint speed

Armored: Good for LMG's. Perks you'll gain are: LMG bipod, immune to shell shock/tactical equipment, Less fire damage, Less explosive damage

Mountain: Good for snipers. Perks you'll gain are: Sniper sharpshooter, Invisible to recon aircraft, Hidden to player-controlled streaks, Silent movement

Expeditionary: Good for shotguns. Perks you'll gain are: Shotgun incendiary shells, Tactical & Lethal equipment, Throw grenades faster and farther, Resupply equipment from enemies

Experiment around with these and figure out what works best for you, and keep an eye on the progression of your division level - it will show you your level progress when you're in the Division select screen. Once you've fully leveled up a division to level 5, behind the mail will be a soldier at a station that says "Division Prestige." Interact with him, go to your division that you're eligible to prestige, and you will unlock:

Divisional Commander

Prestige a Division.

Divisional Commander
2 guidesOnline Game ModeVersusLevel

The highest level you reach to be eligible to prestige is 55, and this will take some time - especially if you're not the greatest Call of Duty player. Expect to put in at least 15 hours to the multiplayer before you'll reach level 55. The new game type "War" gives quite a bit of xp compared to the other standard game modes, and it's pretty fun too. In War, you and the enemy team have multiple objectives - with one team being the attacker and the other being the defender of said objectives. The second round will have the teams switch who's defending and attacking, and you'll want to play the objectives and use teamwork to win matches and gain a lot of xp. One victory, whether you are defending or attacking, counts as a match win. Obtain 5 match wins to unlock:

Tour of Duty

Win 5 War matches.

Tour of Duty
1 guideOnline Game ModeVersusCumulative +

Once you're level 55 (you have to gain all of the xp for level 55, too) go behind the division prestige to find the General. This is where you can prestige, earning you the final multiplayer achievement:

General of the Army

Enter Prestige 1.

General of the Army
2 guidesOnline Game ModeVersusLevelTime Consuming

Extra notes: Double XP events are held every now and then. Make a good use of those when they are around. Besides, you can purchase contracts at the Quartermaster to earn additional rewards, which will also assist you in leveling up. Open supply drops whenever you have them, as they can give you a percentage of bonus XP for a set amount of time.

I won't sugarcoat it, some of these achievements are tough, even if you're a veteran zombies player.

You'll begin what's called "The Prologue," which is kind of like a tutorial to show you what you're in for. You'll be introduced to things like perks, armor, and your equipped special ability. Eventually your task will be to gain enough points to open up the door. Once you do that, go outside, to finish the prologue and you can start playing the main zombies map, "The Final Reich." However, you're eventually going to want to go back to the prologue to earn an achievement to reach wave 20. The difficult part about this is once you open the door and go outside, the game ends. So, you have to survive 19 waves in a small house with a lot of zombies, and it's tougher than you'd think.

To unlock the mystery box, you'll need to shoot ten lanteres: 2 outside, 4 downstairs, 4 upstairs, and shooting all 10 will unlock a room upstairs which has the mystery box. Here's some things you'll need to know when going for this achievement:

  • There are no power ups such as max ammo, instant kill, nuke, double points, etc. (There is a single feature which allows you to fire for 20 seconds without reloading. Once it's ready, press cn_LB + cn_RB)
  • You do not have the ability to pack-a-punch any weapons.
  • You can buy the self-revive only three times. After your third death, your next death will be game over.
  • Aim for the head. You kill zombies incredibly quicker and it conserves your ammo for when you have powerful weapons.
  • You'll notice the MP-40 becomes nothing but a bullet sponge after about wave 12, so stick to the mystery box for weapons after that. The MP40 is however useful midwave, as you can quickly purchase ammo.
  • Try to get the new monkeybombs (Jack in the Box) from the mystery box. You will have 3 "time outs" if you manage to get them. Useful for repurchasing quick revive midwave or saving yourself when you are red screened. Keep in mind that it takes a while to throw these.
  • Keep purchasing the Armor. It kinda replaces juggernog, but it is a must for this achievement.
  • The general strategy you'll want to use is to start off upstairs by the ledge to the stairs where you can jump down. Kill as many zombies as you can before jumping down, but fire your weapon while you're in the air in case there is a zombie below you when you land. If you're already shooting, you'll most likely earn a quick headshot. If not, you're most likely going to get trapped and go down. Once you jump down, run in a tight circle around the house, thereby training the zombies. Camping in a single spot is NOT going to work.

Pressure Cooker

In Prologue, survive until wave 20.

Pressure Cooker
4 guidesOnline/OfflineSingle Player

======================================================================

Now onto the Final Reich. We'll start off with the Easter egg, which will earn you (at least) one achievement during the process. All other miscellaneous achievements for this map will be at the bottom of the page. This map actually has an "easy" and "hard" Easter egg, both of which have achievements for completing them, but doing the "hard" Easter egg gets you both achievements, so that's what we'll be doing.

Before starting this Easter egg, make sure you're properly equipped. If you're playing solo (difficult to accomplish), I'd recommend the Frontline specialist with the following mods: Determination, Vicious, Specialist training. If you're playing co-op (recommended) you can choose whatever you're comfortable with, but I'd recommend the Shellshock specialist with the following mods: Sustain zone, Exploit weakness, Lucky crit . Also, everyone in your game should have the M1911 pistol as their weapon and hang on to it throughout the entire game, because pack-a-punching it turns it into the Bacon and Eggs and is a very good weapon for everyone to have in this easter egg.

I'll write this walkthrough so that the easter egg is quick and efficient to complete. The steps I've listed don't necessarily have to be done in this order but it is what I believe to be the most efficient way to complete this Easter egg. I will also assume you are somewhat familiar with the map (knowing the name and location of all the areas and perk locations) so read carefully and let's begin!

When doing this Easter egg, it is important to know you will be completing a ton of objectives and will want to try to do many of them early on before getting to a very high and difficult wave. Your main focus should be getting all of the Tesla gun upgrades (STEP 4) done as quick as possible.

NOTE: You can't complete the tesla gun upgrades until you finish the step to defend both of the lightning rods at the tower in the easter egg (Step 3). However, you can (and should) do all of the upgrade steps up until the point where you have to obtain the upgrade batteries and charge them up. You won't be able to put the charged batteries in their respective machines until you have completed Step 3 of the Easter egg, but you will have a huge head start on the upgrades!

STEP 1: BUILD THE TESLA GUN

In village square, follow the three wires on the ground that go from a generator to valves. Turn on all three valves, then activate the green light that is in the center of village square. Drop down to the tunnel, then follow the path upwards until you see a generator which allows you to turn on the power. Make your way to the command room, where you will see a pyramid-like structure that has a crank on it. Turn the crank until it opens up. You now have to activate the two power switches:

  • In the Morgue in a small room to the right
  • In the back of the Laboratory.

You'll have to activate the second switch quickly after activating the first, otherwise you will have to restart this step. Now, open the salt mine door in the command room and be careful taking out the bomber zombie(s) as you descend into the Emperor's Chamber. Activate the hilt that is in the back of the room and you will see a red circle on the floor. You'll need to kill zombies while they are inside the red circle which will power up the hilt. Once fully powered, go back to the command room and go up the stairs to find a red button that will start the escort process of the transfer device. The device is up on the ceiling connected to a railing and will slowly move as you charge it by killing zombies within the red circle below the device. It will start off moving towards either the morgue or the laboratory, and will end at a large machine where you can pick up a Tesla gun part. Once you've picked up the first part, the device will very slowly move back to the command room. Activate it again, and repeat the same process of killing zombies in the red circle until it reaches the other machine where you can pick up the second part of the Tesla gun.

While the device slowly returns, make your way back to the command room to the table in front of the button you pressed earlier. Once the device finally returns, the table will allow you to build the Tesla gun. Once it assembles, everyone in your game should pick it up, and you will earn:

Lightning Handler

In The Final Reich, build a Tesla Gun.

Lightning Handler
2 guidesOnline/OfflineSingle PlayerCooperativeCollectableShop

STEP 2: OBTAIN THE MUSIC DISC

Find the orange, green, and red spin tops that are found around the map and shoot them, then collect them off the ground by pressing cn_X. Here are the locations:

  • Window above the toy store
  • Directly behind the toy store on the snowy roof
  • Up on the right window next to a flag above the arch that connects Village Square to Riverside
  • On top of the roof in the Courtyard
  • By the first lightpost that you shoot for the bloodthirst upgrade, on the rooftop to your left
  • On the left window in front of the Pub behind a flag
  • The window to the left right next to the last one
  • In a window on top of the backside of the Pub
  • On a window to the right, right next to the last one
  • In a window just to the right of quick revive
  • Right above the last one

Once you've collected all three, bring them to the toy store which is found in village square right by the bunker door and press cn_X to hang them up on the wall. After placing the spin tops, look around the entire map inside all of the windows to eventually find 2 enigma machines. The enigma machines will have a colored ribbon (orange, green or red) and a number on the machine. Once youve found one, look at the numbers (1 through 12) on the machines that represent a time (analog clock) for that specific color. For example, if you find a red ribbon and the number "09", then you have to rotate the red spin top at the toy store display to the 9 o'clock position (pointing to the left) by pressing cn_X on the spin top, which will rotate it clockwise. You'll have to find both enigma machines to correctly rotate two of the spin tops, and then you can simply keep rotating the final spin top until the drawer at the bottom of the toy store display will open up and you can grab the disc inside.

STEP 3: ACTIVATE RIGHT HAND OF GOD

Go to the emperor's chamber and examine the right hand of god (left-most machine from where you enter). Then, go to the command room and behind the table where you assembled the Tesla gun is a power grid that has labels of 1-2-3-4 on it. When you activate it, each numbers will have a corresponding color to them: Red, Green, or Blue. What you need to do is is quickly find the 4 consoles on the map and change them to their correct color. Here are the locations:

  • Number 1 is directly to the right of the power grid.
  • Number 2 is in the sewers, right before reaching the room with pack-a-punch.
  • Number 3 is found on your right as you're leaving the pack-a-punch to the docks.
  • Number 4 is found by the pub, right before the bridge to the tower.

After that, go to the tall tower by the pub and activate the machine to start the lightning rod lift process. You'll just have to defend it from the incoming zombies. Once it's done, there are 2 more machines to the left and right of the tower, and you'll again activate and defend those. Once the defense is completed, go back to the right hand of god and activate it. This will spawn in a huge zepellin in the sky, but we'll deal with this in step 5 because you're now going to want to put all your focus in to completing the tesla gun upgrades.

STEP 4: COMPLETE ALL TESLA GUN UPGRADES

Now that you've finished the lightning rod lift process, you can complete all of the tesla gun upgrades. Here's all of the steps for each upgrade, which hopefully you've completed several of by this point:

Bloodthirst

  • At the riverside area, shoot the flickering street lamp with your Tesla gun. Then at the next lightpost you will notice a green spark, shoot it (not with the Tesla gun) and you will see that it travels to the next lightpost. Continue doing this, and it will bring you around to the spawn, to village square, down to the command room, and end in the morgue. Once you shoot the final light, the Bloodthirst battery will fall in the middle of the room. If you mess up at all, you can restart it as many times as you'd like with no penalties.
  • Pick up the battery and place it in its container in the morgue, a few steps away from where you picked it up. To power it, you'll need to use the morgue floor-spike trap kill 2 large groups of pest zombies that spawn every fifth wave. You'll know you have enough zombies near the trap if the container is flashing green. You can train zombies and then run into the trap as it will deal little damage to you and kill all the pest zombies right away.
  • Once you have enough kills to interact with the battery, pick it up and bring it to the machine in the morgue that you previously grabbed the Tesla gun part from. Activate the machine and you will have to defend the battery from zombies for a minute or so.
  • Once you've defended the battery, pick up the part from the machine and bring it to the Tesla gun table in the command room. You will be given an option to upgrade your Tesla gun, completing the first upgrade.

Hurricane

  • In the laboratory there is a locker that's on the stairs near the electric cherry blitz. You'll need to get a bomber zombie close to the locker then shoot its bomb to explode and open up the locker, where you can grab the Hurricane battery.
  • Pick up the battery and place it in its container in the laboratory which is found in the middle of the electric trap. You'll need to bring 2 Wüstling zombies through the trap, activate the trap, and make sure they die at the same time. Then, do this one more time. Once you've killed 2 Wüstlings simultaneously two times, the battery will be charged.
  • Once you have enough kills to interact with the battery, pick it up and bring it to the machine in the laboratory that you previously grabbed the Tesla gun part from. Activate the machine and you will have to defend the battery from zombies for a minute or so.
  • Once you've defended the battery, pick up the part from the machine and bring it to the Tesla gun table in the command room. You will be given an option to upgrade your Tesla gun, completing the second upgrade.

Midnight

  • After killing a brenner and picking up its head, go to the statue in the courtyard and hold cn_LT while aiming at it to destroy the statue to reveal the Midnight battery, but you won't be able to reach it. Shoot the battery with your Tesla gun, and it will drop down to the ground where you can pick it up.
  • Pick up the battery and place it in its container which is a few steps away from where you picked it up, by the gun that you can buy off the wall. To power it, you'll have to kill a group of normal zombies using the mine trap in the courtyard. You'll know you have enough zombies near the trap if the container is flashing green. Simply gather a group of zombies, activate the trap, and watch them die. You'll have to do this a couple times.
  • Once you have enough kills to interact with the battery, pick it up and bring it to the machine in the laboratory that you previously grabbed the Tesla gun part from. Activate the machine and you will have to defend the battery from zombies for a minute or so.
  • Once you've defended the battery, pick up the part from the machine and bring it to the Tesla gun table in the command room. You will be given an option to upgrade your Tesla gun, completing the third upgrade.

Reaper

  • In the pack-a-punch room is a locker, and you'll need to bring a Wüstling down here. Coordinate it so that you're standing right in front of the locker and the Wüstling is straight in front, walking towards you. Shoot him which will anger it and sprint towards you. As long as you have armor, just take the hit and it won't kill you but will put you at critical health, so be careful. If you were standing close enough to the locker when the Wüstling hit you, the locker will have opened up revealing the Reaper battery.
  • Pick up the battery and place it in its container which is directly by the locker. To power it, you'll be doing the same thing you did for the Hurricane, but with bombers instead. The difficult thing here is that getting too close to bombers will have them blow up and it can get frustrating. To make this much easier, shoot the second head that is on the bomber and it will cause them to drop their bomb, but they are still considered a bomber zombie. Bring two of them down to the pack a punch room and time it so that they are near the battery when you activate the saw trap. As long as they die somewhat simultaneously, it will charge the battery, but you'll need to do this twice.
  • Once you have enough kills to interact with the battery, pick it up and bring it to the machine in the morgue that you previously grabbed the Tesla gun part from. Activate the machine and you will have to defend the battery from zombies for a minute or so.
  • Once you've defended the battery, pick up the part from the machine and bring it to the Tesla gun table in the command room. You will be given an option to upgrade your Tesla gun, completing the final upgrade.

Once you've made all four Tesla Gun variants, you'll earn:

Dark Arts

In The Final Reich, build all variants of the Tesla Gun.

Dark Arts
1 guideOnline/OfflineSingle PlayerCooperativeCollectableShop

STEP 5: ACTIVATE LEFT HAND OF GOD

With all 4 upgrades completed (or you're hopefully very close to completing them), the focus is now on the big zeppelin in the sky. Every few seconds, the zeppelin will make a loud noise and one of its four yellow lights will turn red, and you'll need to pepper it with bullets. Eventually, it will drop an Überschnalle somewhere on the map, and you'll have to find it and kill zombies near it to power it up. Once it's powered, pick it up (you will run very slowly with it) and bring it all the way down to the left hand of god (the right machine when you enter the chamber). You will need to do this 2 more times. The third time the Überschnalle begins to fall it will ascend back up to the zeppelin, and you'll have to obtain another one by doing the same thing. After you delivered the 3 Überschnalle's, you can activate the left hand of god.

STEP 6: ACTIVATE VOICE OF GOD

For the middle hand of god, which is called the "Voice of God," you'll notice there are 4 sides on it where you can change the notes (numbers) and there is a specific type of raven on each side. What you need to do is kill a Brenner (the big armored zombie who has a flamethrower) and grab the head that it drops. If you know you've killed one earlier, holding down cn_back to bring up your notepad will also outline Brenner heads on the ground in white. Grab the Brenner head and you will now have to find the 4 portraits on the map and scan them with the Brenner head using cn_LT.

When you scan the portrait, you will see a number and a type of raven, and you'll want to write down the number and the type of raven that appears for each portrait. Here are the locations, and pressing cn_back will highlight the portraits for you:

  • Moonraven: When you first enter the morgue from the sewers, it will be on your left
  • Stormraven: Inside the pub, second floor
  • Deathraven: In the pack-a-punch room
  • Bloodraven: Just outside the church, just before descending the tunnel to the laboratory

Put the corresponding numbers into the correct raven at the Voice of God, then activate it. The hilt in the room will glow orange but DON'T SHOOT IT YET!

STEP 7: OBTAIN THE RED TALON SWORD

Activate the power switches in the morgue and the laboratory that you already turned on early in your game. Once you've done that, a third power switch will appear in the command room to the right of the salt mine door. Activate it, and you'll see a panel open up right next to it revealing two coils. Have a brenner head ready, and shoot the coils with a Tesla gun and the lights will turn off and your screen will get pretty dark.

Immediately to your left when entering the laboratory from the command room will be a safe. Hold cn_LT with the brenner head on the safe, and you will see a dial pad where you will be able to change the 5 numbers by pressing cn_X on each number. Change each number on the dial pad by holding cn_X until each number turns purple, which will open up the safe and you can hold cn_X to retrieve half of a coin from the safe. Finish your current wave and repeat this step for the second safe which is found immediately to your left when entering the morgue from the command room. Once you've grabbed both half-coins from the safes, go to the emperors chamber and behind the hilt you'll see a raven on a small circle that when you press cn_X will place both coin halves and will reveal the sword. Have everybody pick up the sword which replaces your shovel as a melee weapon.

STEP 8: OBTAIN THE GRAMOPHONE CODE

Over by the pub will be a weather vane on the wall outside, and holding cn_X will spin it and it will point in a direction. Look/walk to wherever it's pointing to find a very small yellow light. Shoot the small light and you'll notice the wheel by the river will start to rotate. Eventually it will stop, revealing two coils which you'll need to shoot with any upgraded Tesla gun to power up the pub. In the pub will be a gramophone and walking up to it will give you the option to place the disc in it. Using your sword, stay inside the pub near the gramophone and get melee kills to power it up. Once it's powered (you'll know it's powered when you stop seeing the red sparks and lightning from killing zombies), you will hear the gramophone making some sounds.

The gramphone will make 1-5 quick sounds, then a pause, and then repeat three more times. You need to memorize/write down how many sounds it makes the first, second, third and fourth time and then input these into the voice of god (middle one in the emperor's chamber). For example, if you hear 3 sounds, pause, 2 sounds, pause, 2 sounds, pause, 1 sound, then your code is: 3, 2, 2, 1. Besides the sounds the gramophone makes, there is also a light on the left hand side of the gramophone which turns green at the same time a sound is made. Go to the voice of god and input your code starting with the code on the left when you're facing it which has the Bloodthirst Raven on it, the 2nd number corresponds with the Midnight, after that is the Reaper, and then finally the Hurricane Raven. So, start with the Bloodthirst Raven and then put in the numbers correctly by moving clockwise. Once you've inputted the numbers, activate the machine and if it is incorrect you will get a "Machine Resetting" notification.

STEP 9: BOSS FIGHT

Once you've correctly inputted the code, your characters will say something and you will then want to shoot the chandelier on the ceiling with all four Tesla guns and the orange orb around the hilt will turn blue. Stock up on ammo, armor, and perks and be ready for the boss fight. When everyone's ready, shoot the hilt with your Tesla guns at the same time, and you'll get a cutscene.

You'll spawn outside and notice that several paths have been blocked off and you can not go down to the sewers and the vault door has been locked. For the boss fight, you'll see the zeppelin is back in the sky, and you'll need to do what you did in Step 5, retrieving the Überschnalle's by shooting the red lights of the zeppelin when they appear. While doing this, you'll be defending yourself from zombies and the boss, the Panzermörder, who you don't want to worry about just yet other than avoiding getting hit by him. Once an Überschnalle falls, get kills near it to charge it up until you're able to pick it up. Before you pick it up, get the Panzermörder close to the Überschnalle, then pepper him with bullets until it is stunned. Once it's stunned (you'll receive a notification when it is) you'll need to quickly pick up the Überschnalle and attach it to him by pressing cn_X (Note that this has to be done very quickly, as he doesn't stay stunned for very long). Repeat this three times, and after putting the Überschnalle in him for the third time you'll get a cutscene, completing the "hard" Easter egg unlocking:

Fireworks

In The Final Reich, retrieve the artifact.

Fireworks
1 guideOnline/OfflineSingle PlayerCooperativeCollectable

and:

Dark Reunion

In The Final Reich, save Klaus.

Dark Reunion
2 guidesOnline/OfflineSingle PlayerCooperativeCollectableShop

That's all for the Final Reich Easter egg and its related achievements, so now onto the miscellaneous ones.

======================================================================

You're now going to try and get as many of the following achievements as possible within one game, but they don't all have to be done in one. Choose the camoflauge specialist for your loadout, along with whatever mods/weapon/grenades you'd like. An insta-kill consumable would help but isn't required.

You're going to want to make sure during this game that you don't get hit by a single pest zombie during the pest waves that start at wave 5 and repeat every fifth wave. Using your camoflauge when necessary, survive three pest waves (doesn't have to be consecutive) in one game without getting hit to unlock:

White Knuckles

In The Final Reich, survive 3 Pest waves in a single match without getting hit.

White Knuckles
5 guidesOnline/OfflineSingle PlayerCooperative

Play the game as you normally would until you end up in the command room. Get the power ready but don't open the Salt mine doors yet. Kill zombies around here and wait for an insta-kill to appear (or spawn one in if you have a consumable). Once insta-kill is active, open the Salt mine doors and activate camoflauge, then melee one of the several bombers inside to unlock:

Undertaker

In The Final Reich, kill the Bomber with the shovel.

Undertaker
3 guidesOnline/OfflineSingle PlayerCooperative

While you're playing, be on the lookout for Dr. Straub, who will appear in a window where zombies usually emerge from. The waves he appears along with his locations are random, although he is commonly found in windows in the Morgue, along with the Laboratory and usually appears around waves 6-7. It might take a few games if you're specifically trying to find him, but he'll likely catch you by surprise when you're not expecting it. When you do see him, shoot him to unlock a secret achievement:

Lurking Around

In The Final Reich, find and shoot Dr. Straub.

Lurking Around
4 guidesOnline/OfflineSingle PlayerCooperative

As your waves progress and more bomber zombies spawn in, try not to shoot the bombs on their backs which will explode. Instead, kill the bomber with headshots which will cause its bomb to drop to the ground and stay intact. When a group of at least 10 zombies are in a close proximity to the bombs blast radius, shoot the bomb so it explodes, killing the group of (at least) 10 zombies, unlocking:

Red Mist

In The Final Reich, get 10 kills from a single Bomber’s explosion.

Red Mist
5 guidesOnline/OfflineSingle PlayerCooperative

Once you're at a high enough wave where Wustlings spawn in, get another group of at least 10 zombies, and try to coordinate it so they are all in a line with a Wustling in the back of the line. Now, get the line as straight as you can (training in Village square is the easiest), then shoot the Wustling that's all the way at the back of the line. The Wustling will run towards you, running over all of the zombies in its way. If it successfully knocked over 10 zombies, you'll earn:

Strike!

In The Final Reich, knock over 10 zombies with a Wüstling charge.

Strike!
4 guidesOnline/OfflineSingle PlayerCooperative

We'll start off with the Easter Egg, which will earn you several achievements during the process. All other miscellaneous achievements for this map will be at the bottom of the page.

Before starting this Easter Egg, make sure you're properly equipped. If you're playing solo (very difficult to accomplish), I'd recommend the Frontline specialist with the following mods: Determination, Vicious, Specialist training. If you're playing co-op (recommended) you can choose whatever you're comfortable with, but I'd recommend the Shellshock specialist with the Sustain Zone and Specialist training mods. Also, everyone should have the M1911 pistol as their weapon and hang on to it throughout the entire game, because pack-a-punching it turns it into the Bacon and Eggs and is a very good weapon for everyone to have in this easter egg. You'll also want the N 74 ST grenades (sticky grenades) to blow up the panels for the pest spine step.

I'll write this walkthrough so that the easter egg is quick and efficient to complete. The steps I've listed don't necessarily have to be done in this order but it is what I believe to be the most efficient way to complete this Easter egg. I will also assume you are somewhat familiar with the map (knowing the name and location of all the areas and perk locations) so read carefully and let's begin!

STEP 1: BUILDING AND UPGRADING THE SAW

When you start off you'll be at wave 0 and there will be a horde of straggling zombies coming out of the water. Do not use either of the 2 machine guns that are behind you and just use your pistol ammo to kill them all (you get a max ammo at the end) and you'll unlock:

I Got This

In The Darkest Shore, survive the initial beach rush without using any machine gun turrets.

I Got This
1 guideOnline/OfflineSingle PlayerCooperative

I recommend staying at the beach for a few waves because it is easy and you'll rack up a lot of points. Around wave 4 you'll be able to use up all of your points to open all the doors in the map, and turn on both power switches (U-Boat Pens first, then Artillery Bunker). In the artillery bunker there are 3 locations for one of the two saw parts:

Image 1

The other saw part is located by where the pack-a-punch location is on a dead soldiers corpse:

Image 1

Go to the bench located in the U-Boat pens area and build the saw. Purchase it for 2500 points and equip it. Harvest a zombie spine by having the saw equipped, aiming with cn_LT then pressing cn_RT within melee distance on a zombie and then spamming cn_X. When you harvest a spine it has to be charged (glowing and noticeably more electric than an uncharged one) then bring it back to the rip saw bench and place it. Now you have to kill zombies near that bench to charge it up and once it's complete you can purchase the upgraded version for 500 more points. To harvest spines with the upgraded saw, have the saw out then sprint and hold the melee button to charge at a zombie.

2: OPENING THE CORPSE GATE

With the upgraded saw, go out of the U-Boat Pens area through bunker 3, up the wrap-around going towards pack-a-punch and you'll see a body hanging by a few chains and holding a sign. Use the rip saw to shoot at the neck and pick up the fallen corpse head:

Image 1

Before going any further, make sure everyone in the game has armor, a decent weapon with ammo, and Kugelblitz (extra weapon damage perk). Place the head at the bottom of the U-Boat pens area where there is a body strapped in front of a gate without a head. Stand near the body and kill a few zombies to charge it up and bring the human back to life, then you'll be locked in this area.

After some dialogue, parts of the floor will start on fire which you will want to avoid at all costs as it deals a lot of damage, which can be difficult to do since there will be a lot of zombies spawning. There are 3 valves in this room and each valve will have a small fire emerging on the floor in front of it. After some time, at one of the valves the small fire in front of it will go out so you can hold cn_X to turn the valve for a few seconds to shut it off:

Image 1

Do this for all 3 valves and then interact with the guy chained to the gate where a gruesome scene will open the gate and a brenner will spawn that you'll need to kill.

STEP 3: SON OF NERTHUS 1/3 AND FLAK GUNS

Go to the flak gun that's out in the open at the "Overlook" which is right in front of the artillery bunker. Hop on it then aim down and to the left to shoot the big rock that's in front of you until it explodes, which will send the first son of Nerthus down to the beach:

Image 1

Stay on the flak gun and shoot down as many planes as you can for a little while until it says you completed "Shoot down the German fighter planes".

STEP 4: UNLOCK PACK-A-PUNCH AND GRAB THE MONK'S HEAD

If you haven't already unlocked pack-a-punch, now is a good time to do so. To unlock it, you need to take all 3 minecart paths and pick up a piece along each path. The minecart locations are: U-Boat pens, Bunkers, and the Beach. Take a minecart, and a few seconds into the ride on the ground will be a small, green glowing object (Elektroschnalle) and you'll have to press cn_X to pick it up:

elektroschnalle

If you've been allowing the bombers to explode on their own during the ride, a hole will open up in the wall and holding cn_X near it will drag you into a secret room that you'll be going into a lot for this easter egg. Inside of the room in the back right is a monk's head for you to pick up.

Go back and exit out of the room and take the other 2 minecart paths to pick up the other 2 elektroschnalle's. Once you have all 3, place them at the console near where you picked up the saw piece from the dead corpse earlier. You'll now have access to the pack-a-punch machine, unlocking:

Going Up...

In The Darkest Shore, unlock the Ubersprengen.

Going Up...
1 guideOnline/OfflineSingle PlayerCooperative

Now that you have pack-a-punch unlocked, everyone in the game should get the bacon and eggs (M1911 pistol upgraded) when possible. Go to the corpse gate and place the monk head on the left console and you'll hear some dialogue that you don't have to worry about yet.

STEP 5: SON OF NERTHUS 2/3 AND RADIO PARTS

To obtain the second son of Nerthus, you'll need to shoot some rocks using your rip-saw until one of the rocks drops the piece. There are 9 possible spawns for this:

Image 1

Image 1

(Note: This step may glitch out, not dropping the nerthus piece after shooting all 9 rocks. If this happens, you have to restart your game)

While you're doing this, if you haven't already, look above where electric cherry is and you will see a corpse in the rocks. Shoot it and you can collect the first radio part. The second radio part can be found on a corpse in the Bunkers:

Image 1

When you have both radio parts don't do anything with them yet, we'll do it later.

Once you have the second son of Nerthus, don't bring it to the secret room in the mine cart path yet, just place it down at the beach next to the first piece you got.

STEP 6: ARTILLERY LOADER ESCORT

Go down to the corpse gate and on the right side you can push a button and out will emerge a bomb zombie that you'll need to escort. This step is why I said earlier that it's a good idea to have the bacon and eggs weapon(s) in your game because zombies will attack the bomb zombie and the bacon and eggs are a great defense weapon to keep the bomb zombie's health up. Escort it all the way to the AA gun and you'll be notified when that step has been completed. Once that's done, charge the bomb up by killing zombies near it.

You can now place the radio parts (that you grabbed earlier) on the bench that's near the mystery box by the AA guns.

STEP 7: DESTROYING THE BOATS

Go to the AA gun where you charged the bomb at. There are controls in front of the AA gun and out at sea will be some boats. You need to adjust the controls and fire the gun to successfully destroy all of the ships. Note that you only have a limited amount of shots before you need to charge up the bomb with zombies again. Here's a cheat sheet image made by the user NinjaNationGaming on where to aim for the specific boat spawns:

Image 1

STEP 8: SON OF NERTHUS 3/3

Obtain a charged regular zombie spine and bring it down to the corpse gate, placing it in the bucket on the left side. A zombie will spawn out just like the artillery loader zombie, and this one will run down to the beach into the bloody water and bring back the third and final son of Nerthus.

Now that you have all three sons of Nerthus, if you're playing solo, only place only two of them in the secret room in the mine cart area, do not place the final one yet! I'll explain why in a moment. If you're playing co-op and are well armed and prepared, place all 3 of them and the door will move aside unlocking another secret area, and if you've been to all of the other areas of the map at this point you'll unlock:

This Damn Island

In The Darkest Shore, explore the entire island.

This Damn Island
1 guideOnline/OfflineSingle PlayerCooperative

Now, try to obtain a charged spine from one of the three Meuchlers (the fast, dangerous, winged zombie) that are sitting in the next room. Make sure to damage them with your weapons first because it takes a lot of rip-saw attacks to kill and harvest it. If you are successful in getting a charged spine from one of the Meuchlers, skip Step 9 for now and go straight to Step 11. If you were unsuccessful, continue with Step 9.

(NOTE: The spine challenges can be done in any order, get whatever spine works out best in your game. For example, if you know you're about to come up to a pest zombie wave, go to Step 10 first, then do the other two)

STEP 9: SPINE CHALLENGE 1/3: WÜSTLING

If you're playing solo, or were unsuccessful in co-op getting a charged Meuchler spine from the previous step, that's okay, just continue on. At this point in your game, you should have at least one Wüstling zombie per wave. Get a charged spine from it and place it in the bucket at the corpse gate. A friendly Wüstling will spawn and you need to guide it around the map so it can grab perks from their machines in this order:

  • Double damage
  • Melee damage
  • Stamin-up
  • Quick/ self-revive

The path for this is tricky because the Wüstling will get very close to some of the perks that aren't in the right order. When the Wüstling starts walking away from you, just shoot it to get its attention back on you and stay close to it so it won't stray off too far. This is an annoying step, especially solo, because there are still other zombies on the map. If you're in co-op, have somebody train the zombie(s) left on this wave away from whoever is guiding the Wüstling.

Once the Wüstling has gone to all 4 perk machines (in that specific order) he will go off the map and you'll continue this step by going into the secret mine cart room and behind the Nerthus door. Before you do that (if you're playing solo) the reason I said not to place the third one yet is that when you go to place the third one now and the door opens to reveal the three Meuchlers, they will die instantly. Now, for both solo and co-op players, there will be a few green Wüstlings that you will have to kill in this room. Kill them all and pick up the head that drops on the ground.

STEP 10: SPINE CHALLENGE 2/3: PEST

Get a charged spine from a pest zombie and place it in the bucket at the corpse gate. Now you'll need to use your sticky grenades to blow up some panels that will reveal some colored fuses. With these colored fuses, you'll shoot your rip-saw at them which will ricochet off other fuses and you'll want to time it so that the final ricochet hits and electrifies the pest zombie. The pest zombie will sit in a specific spot for a few seconds, then rotate to another spot, stay there for a few seconds, and will continue to do this. So, if you miss at one location, just wait a little bit and the pest zombie will return. You have to hit it using the fuses in the order I have listed:

(Note that some of the fuse boxes may already be opened through natural progression of your game i.e. your grenades, bomber zombies, etc.)

1) When the friendly pest zombie is standing near the M19 wall-buy, stand a few feet away from it and shoot your rip-saw at the blue fuse and it will ricochet off to hit the pest zombie:

1

2) When the pest zombie is standing in front of the stairs that leads to the hallway with the rip-saw, shoot your rip-saw at the yellow fuse which will ricochet off the purple fuse to hit the pest zombie:

2

3) When the pest zombie is standing under the archway, shoot the blue fuse that's high up on the cliff which will ricochet off the green fuse to hit the pest zombie:

3

4) Stand at the spikes directly in front of the AA gun as far right as you can, wedging yourself into that corner, and as the pest zombie is running out of the bunker shoot the yellow fuse which will ricochet off the blue one, then the purple one, and will hit the pest zombie:

4

5) You'll want the pest zombie to be running on the walkway going towards where it was standing in the location you first electrified it at. Stand up near the rip-saw table and shoot the orange fuse which will ricochet to the purple fuse, then to the blue one, then down the walkway to hit the pest zombie:

5

This will kill the pest zombie and you'll want to go back to the Nerthus room and this time there will be a lot of pest zombies spawning that you'll kill, then pick up the head that is on the ground.

STEP 11: SPINE CHALLENGE 3/3: Meuchler

The best way to try and get a charged Meuchler spine is to stay in the Nerthus room and every minute or so a Meuchler will spawn and drop down into the room. Damage it with your weapons a little bit then rip-saw it to try and get a spine from it, and hopefully, it's charged! Fair warning, this step is pretty difficult and also frustrating if the spine you harvest isn't charged.

If you've been the one to harvest all 4 charged spines (regular zombie, Wüstling, pest, Meuchler) then you'll unlock:

Always On Spine

In The Darkest Shore, rip out the spine of every Zombie type.

Always On Spine
3 guidesOnline/OfflineSingle PlayerCooperative

If the charged spine harvests have been split up with your co-op partners, I'd advise going for this achievement in a separate game so you aren't distracted from the easter egg.

Once you have the charged Meuchler spine, place it in the bucket at the corpse gate. Fog will appear on the map and a friendly Meuchler will run around the map and you'll hear some screaming. When the screaming gets louder, that means you are closer to the location of the Meuchler. You'll find it huddled into a ball and will need to shoot it to get it to run elsewhere. Repeat this a few more times until the fog clears, then head into the Nerthus room to kill it and pick up the head that's on the ground.

STEP 12: THE POMMEL OF BARBAROSSA

Now that you have all three of the heads, go back to the corpse room and pick up the monk's head. Go back to the Nerthus room and place all 4 heads on the hanging hooks. The door will close and the screen will shake, and zombies will start falling from the sky into the blood-filled pool on the ground. All you need to do is keep killing zombies (bacon and eggs are extremely useful here) and once it's done there will be a big, red shock across the room and in the statue's hand will be the pommel of Barbarossa. Pick it up and you'll unlock:

Black Winds to Darker Lands

In The Darkest Shore, retrieve Barbarossa's pommel.

Black Winds to Darker Lands
1 guideOnline/OfflineSingle PlayerCooperativeCollectable

STEP 13: BOSS FIGHT

Make sure everyone is stocked up on ammo, armor, a good pack-a-punched weapon, and the pommel. If you're in co-op, it's not a bad idea to have someone replace their pommel with jack-in-the-boxes from the mystery box. Go to the radio and have everyone in your game throw the pommel at it, then walk up to the radio and interact with it to begin the boss fight.

The map will be filled with fog and you'll be at the beach. What you need to do for this fight is deal as much damage as possible to the glowing Meuchler that will spawn in. This is not an easy thing to do since there are regular zombies and heavy fog, so things can get very hectic. Use your pommel as much as possible and just generally kill anything you see so that you can deal as much damage as you can on the glowing Meuchler. Once it is killed, the fog will go away and you will need to take the mine cart to the next area, and you'll get a max ammo along the way.

If you haven't already earned it, at this point you'll unlock:

Own the Fog, Be the Fog

In The Darkest Shore, kill a Meuchler in the fog.

Own the Fog, Be the Fog
1 guideOnline/OfflineSingle PlayerCooperative

Next is the U-Boat Pens area, which is probably the hardest step of this Easter egg. Although there is no fog, the floor will randomly be set on fire in certain places like it did earlier in step 2. Same strategy here as on the beach until you kill the Meuchler. Once you do, the fire will stop and you can go on the mine cart again to the next area, earning another max ammo along the way.

At the bunkers, do the same thing as the last two areas. Just keep using your pommel and special abilities to kill the Meuchler until the fog clears.

Enter the mine cart for the final time, earning another max ammo, back to the beach where you'll do the same thing but this part gets a little more chaotic with the heavy fog and large horde of zombies along with other Meuchlers. Keep focusing on damaging the glowing Meuchler and once it is killed you will get the notification on your screen ("Defeated the Meistermeuchlers") and after a couple of seconds a cutscene will play and you'll unlock:

Making History

In The Darkest Shore, escape from the island before the bombing starts.

Making History
1 guideOnline/OfflineSingle PlayerCooperative

Once the cutscene is over, don't quit out of the game yet!

There's an achievement for getting 250 kills with the pommel in a single match. Since I doubt you'll want to do all these steps up to the boss fight again, just stay in the match, spread out if you're in co-op, and get your pommel kills. You probably earned a lot of kills with it during the boss fight, so it should only take a couple of waves to get 250 total kills and unlock:

Severe Pommeling

In The Darkest Shore, kill 250 zombies with Barbarossa's pommel in one match.

Severe Pommeling
1 guideOnline/OfflineSingle PlayerCooperative

That's all for the Darkest Shore easter egg and its related achievements, so now onto the miscellaneous ones.

======================================================================

Before starting the game, choose whatever loadout you'd like and check to see if you have an insta-kill consumable available. If you do, equip it as it will make one of these achievements significantly easier.

Build and upgrade the rip-saw from step 1 of the easter egg above. At this point you'll have more than 13 zombies spawning in a wave, so train a horde of them in the U-Boat pens area (get more than 13 just to be safe) and spawn your insta-kill. Get all the zombies lined up in a straight line as best as you can and then fire the rip saw, angled well enough to kill at least 13 zombies with one shot and you will unlock:

The Bakers Dozen Massacre

In The Darkest Shore, line up and kill 13 zombies with one Ripsaw shot.

The Bakers Dozen Massacre
2 guidesOnline/OfflineSingle PlayerCooperative

The last achievement for this map is just like what you did on The Final Reich, which is finding Dr. Straub and shooting him. Just like in The Final Reich, it is completely random where he will be, although a lot of people find him at the gate that is to the left on top of the stairs from the beach:

straub

You are a lot more likely to find him by accident while you're just playing through the map, seeing him appear in a window or some other little area that's not accessible for you. When you do see him in his big white lab coat, shoot him once and you'll unlock:

Still Lurking

In The Darkest Shore, find and shoot Dr. Straub.

Still Lurking
1 guideOnline/OfflineSingle PlayerCooperativeCollectable

We’ll start with the Easter egg again, unlocking several achievements during the process. However, most of this Easter egg revolves around melee weapons, so many of the achievements do as well. Some of these achievements are quite difficult and will require some deviation from the Easter egg to unlock them. Because of this, don't try and tackle those miscellaneous achievements during the Easter egg. It will make the process much longer and way more difficult. Instead, we'll do the miscellaneous achievements after the Easter egg.

Before starting this Easter Egg, make sure you're properly equipped. If you're playing solo (very difficult to accomplish), I'd recommend the Frontline specialist with the following mods: Determination, Vicious, Pack mule. The reason I recommend pack mule for this is because the special weapon on this map counts as a weapon slot, and you'll burn through ammo on your other primary weapon during the boss fight. So, with pack mule, you'll get the special weapon and two other pack-a-punched weapons to bring into the boss fight.

If you're playing co-op (recommended) you can choose whatever you're comfortable with, but I'd recommend the Shellshock specialist with the Sustain Zone, Specialist training, and Pack mule or Lucky crit mods. Also, the M1911 pistols are not necessary on this map, as there isn't much use for the Bacon and Eggs in this Easter egg. Instead, I'd recommend bringing in the M1A1 Carbine or 9mm SAP. Both weapons are great at early waves and are powerful pack-a-punched guns to bring into the boss fight. You'll also want the N 74 ST grenades (sticky grenades) to blow up the panels so you can unlock pack-a-punch.

I'll write this walkthrough so that the easter egg is quick and efficient to complete. The steps I've listed don't necessarily have to be done in this order but it is what I believe to be the most efficient way to complete this Easter egg. I will also assume you are somewhat familiar with the map (knowing the name and location of all the areas and perk locations) so read carefully and let's begin!

STEP 1: CONTACT THE RUSSIANS

Go into the main street, up the stairs to the courtyard and in the corner is a radio. Look on top of the radio to find a letter-number combination. The two letters are called the Series number, and the single digit is called the Model number. Remember this combination then head to the church, where you'll see 2 charts and a map on the wall. The map on the right will have a red pin in a certain location. Now, find that same location on one of the charts to the left. In that location's section of the chart, write down the number in the "Band" column that's in the same row as your Series number, along with the number in the "Freq." column that's in the same row as your Model number. Go back to the courtyard and interact with the radio. Rotate cn_LS and cn_RS to input those values to the radio (Band with cn_LS, Freq with cn_RS) as precisely as you can. Once you've done it, the light on the radio will turn green and you will start talking with a Russian. Make sure you grab the pickaxe that's in the Museum, in a display case to the right of the staircase. It's a one-hit kill on zombies until around wave 15.

STEP 2: UNLOCK THE GOLDEN BOWL

Around the map will be 6 possible spawns for another frequency to input into the radio, scratched into one of these locations:

Image 1

Input the two values into the radio, and you'll hear it making some noises. The noises it's making is actually morse code. If you don't know how morse code works, there are "dots" and "dashes". Dots are the shorter sound, and dashes are the longer sound. What the morse code is giving you are actually X and Y coordinates which we'll later enter on the map at the church. The X coordinate may be 1 or 2 values (1 through 25), along with the Y coordinate (1 through 25).

A small pause means the the code is about to give you a second digit for a coordinate. The long pause means the code is about to switch from the X coordinate numbers to the Y coordinate numbers, and vice versa. The code goes quickly but it will keep cycling so you don't have to worry about messing up.

Image 1

Once you've figured out the code, then head to the Cabaret (theatre). Go up the stairs and to the left of the Tommy gun wall-buy is a bench with a small magnifying glass on it. Pick it up and head to the church. Interact with the map, and you'll see a small magnifying glass icon that you can move with cn_LS (click cn_RSc to back out for when a zombie is getting close). Move the magnifying glass to the correct X and Y coordinates you figured out from the morse code. Once you've done that, the cabinet to the right will open up and you can grab the small golden bowl that's inside. Go to the top floor of the museum, and you can place the bowl on one of the scales at the table to the left of the combat shotgun wall-buy.

STEP 3: OBTAIN THE NAZI AXE

Image 1

Collect the battery to the Wunderbuss, found at one the three locations shown above. Then, go to the flare that is right outside at one of the museum entrances. Right next to this flare is a box, and meleeing it will open it. Melee it again to shoot off a flare which will cause some dialogue and spawn a giant zeppelin in the sky. Now that the zeppelin is in the game, it will turn zombies into sizzlers every 30 seconds or so.

(NOTE: A pest zombie can not turn into a sizzler, which is helpful for keeping a zombie left at the end of the wave because sizzlers are fast, powerful, and annoying)

Wait for the zeppelin to transform one of your zombies into a sizzler, and we're now going to complete two objectives at once. Bring the sizzler in front of an armor station (Main street is easiest) and kill it with melee while it's directly in front of it. Doing this will get you the Wunderbuss part from meleeing the sizzler, and it also puts the sizzlers head in the armor station. Interact with the armor station to grab the sizzler head, then place it at the golden bowl you placed earlier in the museum to balance the scale.

The bunny to the right of the scale will now collect zombie souls, so kill around 10 here. You should be able to defend yourself pretty easily with the pickaxe you picked up earlier. Once completed, a drawer below the scale will open up and reveal the nazi axe. Pick it up then make your way to the church. On the right side of the church is a big red door, and on the wall in front of it are 3 placeholders for melee weapons. Interact with the one all the way on the right to insert the axe (you'll still get to hang on to the axe as a melee weapon).

STEP 4: BUILD THE WUNDERBUSS

Go back into the apartments towards spawn, down the stairs and to the right is a gated off area where you can build the Wunderbuss. To do so:

  • Insert the battery into the small console to open the gates
  • Go inside and grab the battery from the other side of the small console which will close the gates
  • Craft the Wunderbuss at the table
  • Shoot the small console with the Wunderbuss to raise the gates again

Before you leave this room, behind where you built the Wunderbuss up above on a filing cabinet is a cash register. Shoot it with the Wunderbuss and a slot will pop out with a picture on the bottom. Remember the set of numbers that appear on the bottom of the picture.

STEP 5: CHARGE THE TETHER PODS

Spawning in the zeppelin caused 3 tether pods to land on the map (there's actually 4, but we can't get the 4th one until later). Using your Wunderbuss, shoot the glowing red part of all 3 tether pods until they turn a yellow/green color. Here are their locations:

Image 1

This will take a lot of Wunderbuss ammo to complete (around 130 Wunderbuss ammo per tether), so a good strategy is to constantly fire your siphon shots into zombies (cn_LT) to keep recharging your Wunderbuss, and then melee the sizzlers when they charge at you.

STEP 6: OBTAIN THE DANCER'S DAGGER

Go the apartments, and on the wall next to the bed with the dead bodies is a painting of a woman with a red dress. Interact with it to pick it up, then head to the cabaret. Go to the back where you'll see a projector, and above it is a film reel to shoot down and collect:

Image 1

Interact with the projector to place the painting and the film reel, then shoot it once with the Wunderbuss to power it. It will light up the projector red, and you'll see a blinking green dot on it. The green dot represents one of the small dolls you may have seen already on the map. What you'll need to do is go to the location of the doll where the green dot is marking, and get kills near it. However, you need to count the exact amount of kills it takes to fully power up the doll (1 through 9 kills). Once you finished the first doll, remembering the exact amount of kills it took, go back to the theatre and there will be a new green dot location. Repeat this process until you have filled up all 4 dolls, remembering the exact amount of kills each one took to fill it up. If you lost count or forgot, the map at the theatre will continue to cycle all 4 green dots so you can keep trying. Here's a guide to the map:

Image 1

Once you have your 4 numbers, go to the apartments, and right by where you picked up the painting earlier is a small room with a safe hanging out. The 4 numbers you figured out is actually the combination to open the safe. Here's how you open it:

  • Reset the dial by spinning it clockwise a couple of times
  • Keep going clockwise and land on your first number
  • Now go counter clockwise to your second number
  • Now go clockwise to your third number
  • Then counter clockwise to your fourth number

This will open the safe and you can collect the dagger. Now go to the church wall and interact with the middle placeholder to insert the axe.

STEP 7: OBTAIN THE SMUGGLER'S BAT

Input into the radio the set of numbers you found on the picture at the Wunderbuss room. The light will turn green and you'll contact the smuggler. Go outside the back entrance of the cabaret and on the ground in front of the BAR wall-buy is a small gas panel:

Image 1

Shoot or melee it to open and you'll hear the smuggler talking. Go back to the Wunderbuss room and on the corner of the table where you crafted the Wunderbuss is a pile of ammo. The ammo type corresponds to the type of wall-buy weapon you need to buy and drop down to the smuggler:

  • Small bullets = Pistol/SMG
  • Medium bullets = Assault rifle/LMG/Sniper rifle
  • Shells = Shotugn

Buy a wall-buy gun with the correct ammo type then bring it to the gas panel and interact with it to lower your weapon. The smuggler will tell you if it is correct or not, and if it is incorrect then continue trying different weapons until you get the right one. Once you get the correct weapon, finish the wave. You'll now need to fully complete two more waves then interact with another gas panel, which is on the ground at Main street in front of the stairs to the theatre. Once he's done talking, you need to drop 1500 total points onto the panel (drop the points by pressing cn_left) until he starts talking again.

Go back to the Wunderbuss room and melee the closed door 3 times (you may have to wait a minute before you can actually hear a knocking sound on the door when you melee) until it opens, revealing a Wustling. Kill the wustling then go into the room it was in to collect the smugglers bat on the ground. Now go to the church and interact with the left placeholder to insert the bat.

STEP 8: UNLOCK PACK-A-PUNCH

If you haven't already, now is a good time to unlock pack-a-punch to upgrade your weapons. To do so, go to the "Destroyed buildings" part of the map, which is in-between Main street and spawn. The pack-a-punch is locked behind the gate that has the bright yellow light above it. To unlock it, throw your sticky grenades at the two panels located nearby:

Image 1

Once they open up, revealing fuses inside, shoot both of them with your Wunderbuss for a couple of seconds to charge them up and you will get the notification that you unlocked the pack-a-punch, unlocking:

Das ist gut

In The Shadowed Throne, find the Ubersprengen.

Das ist gut
1 guideOnline/OfflineSingle PlayerCooperative

STEP 9: OPEN THE COURTYARD DOOR

Now that you have all three weapons inserted into the placeholders, they will act as soul boxes. You'll need to get kills in front of the weapon placeholders to charge them all up, and it works in three stages:

  • Stage 1: Normal zombie kills
  • Stage 2: Sizzler kills
  • Stage 3: Pest kills

Your strategy for this will be running around the church area, starting off with the normal zombie kills, which will take about 10 to 20. For the sizzlers, just keep running around with your large horde of zombies, being patient enough to wait for the zeppelin to spawn in a sizzler, then kill it by the placeholders. This will take a while to complete, because you need 10 sizzlers. For the final part, pest zombies, the easiest way to get this is obviously on a pest wave. However, you'll still have a couple pests per wave anyways.

Also, you're probably now at waves that will spawn in each type of zombie:

  • Regular zombie
  • Pest
  • Sizzler
  • Bomber
  • Wustling

While you're running your horde around, use cn_LT with your Wunderbuss to try and siphon ammo from each type of zombie. This shouldn't be very difficult to accomplish, although the sizzlers might be a bit tricky just because of how fast it is. Once you've siphoned ammo for the Wunderbuss (called "geistkraft") from each of the five types of zombies, you'll unlock:

Equal Opportunity Destroyer

In The Shadowed Throne, collect geistkraft from each zombie type in a single match.

Equal Opportunity Destroyer
1 guideOnline/OfflineSingle PlayerCooperative

Once you've gotten the last pest kill, the red door will open up and you can go inside.

STEP 10: OBTAIN THE BLADE OF BARBAROSSA

This new area has a statue in the middle surrounded by four walls, each with some statues in them. When you enter, look up and use your Wunderbuss to charge the final tether which will close the big red door to this room, along with lowering a drop pod into Main street. When you're in this room, you need to shoot specific statues a certain amount of times on each wall to reveal a total of 4 birds. Here is a website with an easy-to-use calculator to complete this step:

Javano's Puzzle Solver

(When using this calculator, Wall 1 is the wall to the right when looking at the face of the statue, then the walls go in a counter-clockwise order)

Once you complete a wall, a raven will spawn in at one of the statues of that wall. Once you've completed all 4, pick up the ravens in the order and positions shown here:

Image 1

If you accidentally placed one in an incorrect location, the birds will turn red and will scatter in the grass for you to pick up and place again. Once completed, the birds will turn green and the statue will reveal the blade of barbarossa for you to pick up. Go back to the red door and on the left side is the placeholder for the sword, which will open up the door.

OPTIONAL STEP: HANGMAN EASTER EGG

I highly recommend doing this step so you can earn jack-in-the-boxes, max ammo, and a full power meter for free.

To do this Easter egg, go to Main street and look up above the entrance to the theatre. What you can do is play hangman, and successfully getting the word will reward with you with whatever is associated to that word. The words in the game are:

  • THEJACKBOX (Jack-in-the-Box)
  • FAMISHED (Max ammo)
  • GEISTKRAFT (Full power meter)
  • REAPER (Insta-Kill Power-Up Reward)
  • WONDER (Tesla Gun)
  • DAMNATION (Nuke)
  • GLUTTONY (Double Jolts)

Image 1

The order of all the words are random in each game. Also, you don't have to actually get every word right and get every reward. For example, if you figured out that the word is going to be "Damnation" (nuke), and you don't want it, you can accept letters that aren't in the word "Damnation" to fill the hangman noose. Once it's filled and you fail, the noose and board will reset for the next word. Continue doing this until you've completed: THEJACKBOX, FAMISHED, and GEISTKRAFT.

STEP 11: BOARD THE ZEPPELIN AND DEFEAT STRAUB

Once you're all set, everybody in the game must then enter the drop pod in the Main street and use a full Wunderbuss to shoot the red piece that's up above. You'll teleport to the zeppelin, which will contain a few consoles that look like this:

Image 1

Interact with a console and use cn_LS to move the blue light as far as you can until it kicks you off the console, then move on to the next one. Do this on every console to bring the blue light throughout the entire zeppelin. Once you get to the end, there will be a scene with Straub and one it's completed you'll get the notification "Defeated Straub" and the boss will spawn in shortly after.

STEP 12: BOSS FIGHT

The boss is called the Stadtjager, and it will have three different phases. While you're attacking the boss, there will still be zombies of all types, including Wustlings. So, work out the right timing to use jack-in-the-boxes along with special abilities.

  • Phase 1: When the boss is walking around, it will be invulnerable to your bullets. Once it begins charging at you, the area near its neck and shoulder will glow yellow, and that's where you need to damage it.
  • Phase 2: You'll know you completed phase 1 once the boss starts turning zombies into sizzlers. Again, while it's walking around, it will be invulnerable to your bullets. Continue doing what you did in phase 1, although this time you can also deal damage during the couple of seconds it takes for the boss to create a sizzler.
  • Phase 3: For the final phase, the only weapon that will work is the Wunderbuss. Along with that, the only time you can damage the boss is when it creates a cloudy electrical field. While it's doing this is when you need to unload into it with your Wunderbuss. You'll know for sure that you're dealing damage to the boss by receiving hitmarkers.

After all three phases are complete, the boss will be defeated. Head back on to the drop pod you entered in to return back to the Main street, and after a few seconds a cutscene will play and you'll unlock:

Stadtjäger Down

In The Shadowed Throne, defeat the Stadtjäger.

Stadtjäger Down
1 guideOnline/OfflineSingle PlayerCooperative

You should be around or above wave 20 at this point. Keep a zombie alive at the end of wave 20 and head to the church. Once you're inside the church, kill the last zombie. You and everybody else in your game now has to stay here until the completion of wave 22 without leaving the church. This really isn't too difficult to complete, assuming everyone in your game has jack-in-the-boxes, Pack-a-punched weapon(s), Wunderbuss, Special abilities, and perks (you'll have all the perks if you completed the Easter egg). As long as nobody left the church during the full two waves, you'll unlock:

Not a Prayer

In The Shadowed Throne, after round 20, survive at least 2 rounds without anyone leaving the church.

Not a Prayer
2 guidesOnline/OfflineSingle PlayerCooperative

======================================================================

Now, you're going to do steps 1 through 10 of the Easter egg again, but this time you're going to do it without anybody in the game shooting a bullet. This may sound daunting, but I assure you that once you've successfully completed the Easter egg, it's not as difficult to complete a second time. Also, this is much easier to complete with at least one other co-op partner. You can still use cn_RT with the Wunderbuss, since it's required to actually obtain the blade, but you can't use the cn_LT function with it.

You can complete all of the steps using melee, including rotating the statues at the end, although it takes about 10-15 hits before the statue will rotate once. Once you have obtained the blade without firing a bullet, you'll unlock:

Ammo Conservation

In The Shadowed Throne, obtain the Blade without firing a gunshot.

Ammo Conservation
1 guideOnline/OfflineSingle PlayerCooperative

Once you've obtained the blade, you're going to work on a couple of achievements at once. One is to be inside of the museum and get 250 total kills with the blade. The other is to kill Wustlings with all 4 weapons you've unlocked through the Easter egg. Make sure you have the extra melee damage perk which is located at the top of the museum.

Start out by equipping the blade and heading to the museum, getting melee kills while you're inside of here. Only cn_RT attacks count, not the cn_LT special attack. While you're doing this and see a Wustling, try to stay away from it and kill all the zombies which will end the wave even though the Wustling is still alive. You'll now have 20 seconds before the next wave starts to kill the Wustling with the blade. After that, continue getting blade kills in the museum until there's another Wustling. Again, stay away from it and continue your blade kills in the museum until there's one zombie and the Wustling left. Then, go and pick up either the Nazi axe, Smuggler's bat, or Dancer's dagger. Once you picked a weapon, kill the final zombie to end the wave and you'll have 20 seconds to kill the Wustling. Once it's dead, quickly go back and pick up the blade then continue getting melee kills in the museum. Continue this process until you have killed Wustlings with all 4 special weapons, unlocking:

Lumberjack

In The Shadowed Throne, kill a Wustling using each melee weapon in a single match.

Lumberjack
1 guideOnline/OfflineSingle PlayerCooperativeBuggy +Buggy -

Finish off your 250 blade kills in the museum, unlocking:

This Belongs in a Museum

In The Shadowed Throne, while inside the museum, kill 250 zombies with the Blade in a single match.

This Belongs in a Museum
1 guideOnline/OfflineSingle PlayerCooperative

======================================================================

In another game, have shellshock as your specialist ability. Complete Step 1 of the Easter egg and fire the flares so sizzlers can spawn, and also build the Wunderbuss. Once the final zombie of the wave has become a sizzler, bring it to the Cabaret. While you're here, you need to keep the sizzler alive on the stage for one minute straight. The best way to do this is run in a circle on the stage as long as you can, and if you're about to go down then use your shellshock which will keep the sizzler in place for a short while for you to to get your health and stamina back. Continue running it around the stage and after a minute, you'll unlock:

Putting on a Show

In The Shadowed Throne, keep a Gekocht alive on the stage for 1 minute.

Putting on a Show
1 guideOnline/OfflineSingle PlayerCooperative

Kill the sizzler with your Wunderbuss then be prepared for patience and self-restraint; This is because you're not going to be killing any zombies. Instead, keep running the horde around until one becomes a sizzler, then kill it with your Wunderbuss. You'll continue doing this until you've killed 50 sizzlers with your Wunderbuss. It's a bit of a grind, but once it's done you'll unlock:

Something Wunderful

In The Shadowed Throne, kill 50 Gekocht with the special weapon in one match.

Something Wunderful
2 guidesOnline/OfflineSingle PlayerCooperative

======================================================================

At this point, you should be comfortable enough with using melee in the map to go for the achievement to reach wave 15 using only melee weapons. You'll have to get this in another run since you can't build or use the Wunderbuss, and I recommend doing this solo. Some guidelines for this achievement:

  • Use Frontline as your specialist ability with Determination and Vicious mods so you can replenish armor, and take Wustlings out quicker
  • Right when you spawn in, press cn_right to take out your shovel and don't take out your pistol for the rest of the game
  • At around wave 4 you'll have enough points to open the museum and grab the ice pick in the display case
  • For perks: Quick revive, stamin-up, extra melee damage. The extra melee damage makes the ice pick a one-hit-kill through round 15
  • You can take Nuke power ups
  • Bombers exploding and killing zombies will not void the achievement, it actually helps you out

Ballistics Be Damned

In The Shadowed Throne, reach wave 15 using only melee weapons.

Ballistics Be Damned
2 guidesOnline/OfflineSingle PlayerCooperative

This DLC includes "The Tortured Path" which is a very fresh and unique addition to Call of Duty Zombies. Instead of getting one new zombies map with this DLC, you're getting 3 "maps", which are called chapters, and each chapter consists of 10 waves with a boss fight at the end. This DLC also has an Easter egg with an achievement for completing it. However, you only have to complete the third chapter's part of the Easter egg for the achievement! I'll elaborate on this later.

There are a few things to know before starting this DLC:

  • This is a completely separate addition to Nazi zombies, and therefore you have a separate leveling system for it. Getting xp/ranks for your tortured path level will also go towards your overall zombies level, but not vice versa.
  • The higher level you are, the more damage boost you deal against zombies in a public match (damage boost does not apply in custom matches). Once you reach level 50 in the tortured path, you will have a 200% damage boost for yourself, which is extremely useful to have. You can check your damage boost by navigating to the "soldier" tab (using cn_LB and cn_RB).
  • waves 3, 6, and 9 are objective waves. While zombies still spawn in, there will be an objective for you with a limited amount of time to complete. If you fail, the game will end. All of the challenges are relatively easy (kill all special zombies, repair 3 stations, defend the objective, etc.)
  • Wave 10 consists of the boss fight. Each boss has a unique ability for you to overcome so that you can defeat it. The bosses really aren't that hard to defeat, especially in co-op, and every time you defeat one you'll gain an engineered part for a weapon.
  • Engineered parts, when unlocked for a weapon, grant you an additional 10% damage boost for that particular weapon when you equip it in the weapon kits menu.
  • Pack-a-punch is unlocked on each chapter by charging a battery at 3 locations that will unlock individually on waves 1, 4, and 7. I will let you know of all of their locations.
  • There is no mystery box in any chapter.
  • Jack-in-the-boxes are obtained by repeatedly buying wall guns until the jacks are randomly awarded to you. The best way to do this is repeatedly buying the starter weapon wall-buy guns (the one with the pistol icon) which is only 500 points each. All players in your game can (and should) obtain them.
  • The 9mm SAP should ALWAYS be your starting weapon. When it's upgraded, the thing is deadlier than any other upgraded weapon in the game. This is why I also recommend the MK II mod with the freefire specialist, because this mod upgrades your weapons when you activate freefire.

The loadout you should have for this entire DLC should be the same thing, whether solo or co-op:

  • Specialist: Freefire
    • Mods: MK II, Marksmanship, Lucky Crit
  • Primary: 9mm SAP
    • Attachments: Akimbo (if unlocked), otherwise: Quickdraw, extended mags, steady aim
  • Lethal: N 74 ST (Sticky grenades)

A quick note regarding your specialist abilities for all of these maps. DO NOT USE YOUR SPECIALIST ONCE IT'S AVAILABLE. You'll want to only use your specialist abilities on the objective waves and boss fight. It is a waste to use it on any other wave and you're unlikely to recharge it in time for an objective wave when you might really need it.

Chapter 1: Into the Storm

Pack-a-punch battery locations:

Image 1

  • Wave 1: Normal zombies
  • Wave 2: Normal zombies; Pest zombies
  • Wave 3: OBJECTIVE wave
  • Wave 4: Normal zombies; Pest zombies; Bomber zombies
  • Wave 5: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 6: OBJECTIVE wave
  • Wave 7: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 8: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 9: OBJECTIVE wave
  • Wave 10 (BOSS FIGHT): The boss is a Brenner with a lot of health and a red shield around it. When it spawns, have everyone in your game stay in this area where it spawns and don't run around the map for the entirety of the fight. While the boss has its shield active, don't bother wasting your ammo on it, it won't do any damage. On the ground, you'll notice a large red circle. What you need to do is keep the Brenner inside the red circle and eventually some bombs will be sent down, taking out the bosses shield. Once this happens, activate your specialist and unload into it with your upgraded 9mm SAP and aim for the head. Repeat this a few more times and you will defeat it. Pick up the engineered part that it drops upon death.
  • Final Wave (ESCAPE): Normal zombies; Pest zombies; Bomber zombies
    • You'll need to just survive for one minute. When the timer is getting low, make sure at least one person in your game is in the extraction circle. If nobody is inside of it by the time the clock runs out, you will fail.

We've Only Just Begun

In The Tortured Path, successfully escape from Into the Storm.

We've Only Just Begun
1 guideOnline/OfflineSingle PlayerCooperative

Chapter 2: Across the Depths

Pack-a-punch battery locations:

Image 1

  • Wave 1: Normal zombies
  • Wave 2: Normal zombies; Pest zombies
  • Wave 3: OBJECTIVE wave
  • Wave 4: Normal zombies; Pest zombies; Bomber zombies
  • Wave 5: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 6: OBJECTIVE wave
  • Wave 7: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 8: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 9: OBJECTIVE wave
  • Wave 10 (BOSS FIGHT): The boss is a big Stadtjager and is completely vulnerable to weapon damage throughout the entire fight. It has two attacks, one where it launches a few grenades at once, and the other is where it simply charges the player(s). Just activate freefire right away and aim for the head with your upgraded 9mm SAP. You will deal more damage when you successfully land hits while it is shooting off grenades. It will eventually go down (this boss sometimes glitches at the end where even though it shows it has no health, it will stay alive for a few seconds) and you can pick up the engineered part it drops.
  • Final Wave (ESCAPE): Normal zombies; Pest zombies; Bomber zombies, Wustlings
    • You'll need to just survive for one minute. When the timer is getting low, make sure at least one person in your game is in the extraction circle. If nobody is inside of it by the time the clock runs out, you will fail.

Sea Sick

In The Tortured Path, successfully escape from Across the Depths.

Sea Sick
1 guideOnline/OfflineSingle PlayerCooperative

Chapter 3: Beneath the Ice

Pack-a-punch battery locations:

Image 1

  • Wave 1: Normal zombies
  • Wave 2: Normal zombies; Pest zombies
  • Wave 3: OBJECTIVE wave
  • Wave 4: Normal zombies; Pest zombies; Bomber zombies
  • Wave 5: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 6: OBJECTIVE wave
  • Wave 7: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 8: Normal zombies; Pest zombies; Bomber zombies, Wustlings
  • Wave 9: OBJECTIVE wave
  • Wave 10 (BOSS FIGHT): The boss is called the Guardian and is completely vulnerable to damage throughout the entire fight. Here's the strategy you should use for both solo and co-op:
    • Make sure everyone in the game has jack-in-the-boxes, the upgraded 9mm SAP, and Bacon and Eggs (1911 pistol upgraded). Before the guardian enters into the middle of the map, everyone in your game should be at spawn. This causes the Guardian to run outside and then you should begin shooting it with your 9mm SAP. Don't use freefire yet! Bring the Guardian around the map, damaging it as much as you can, until it will eventually run into the middle of the map. When it's in here, it heals itself through the pillars that are up above and glowing red. The first time it heals, it only uses one of the pillars. The more the Guardian enters this room to heal, the more healing pillars it will use at a time. Use your bacon and eggs to quickly destroy the healing pillar(s), which will knock the Guardian down and leave it completely vulnerable for about 10 seconds. Take advantage of this time by throwing a jack-in-the-box, activating freefire, and unloading into the Guardian with your upgraded 9mm SAP (aiming for the head!). Repeat this process until it is dead, then pick up your engineered part.
  • Final Wave (ESCAPE): Normal zombies; Pest zombies; Bomber zombies, Wustlings
    • You'll need to just survive for one minute. When the timer is getting low, make sure at least one person in your game is in the extraction circle. If nobody is inside of it by the time the clock runs out, you will fail.

I'll Be Home for Christmas

In The Tortured Path, successfully escape from Beneath the Ice.

I'll Be Home for Christmas
1 guideOnline/OfflineSingle PlayerCooperative

Follow the same strategy as above to complete Chapter 3 solo (you don't need to do Chapter 1 and 2 solo) and unlock:

David, Meet Goliath

In The Tortured Path, defeat the Guardian solo.

David, Meet Goliath
3 guidesOnline/OfflineSingle Player

======================================================================

For another achievement, you'll need to complete all of the chapters without anybody in your game buying a blitz. I strongly recommend doing this cooperatively in a public match so that you can have your damage boost, which you wouldn't have in a custom match. Now, a public match does not necessarily mean searching for random people and trying to convince them to not buy any perks. Instead, when you're in the zombies menu, you can invite 3 other people to your lobby and then search for a public match and that way you will all get your damage boosts together.

Follow the same strategies I have listed above for all of the chapters, and the most important part is to communicate and coordinate throwing jack-in-the-boxes and using your specialists. You can double check to see if anybody bought a blitz by pressing cn_start and looking under the "Blitz" column. Note that the chapter completions can be a combination of both public and custom matches. So, if you complete chapter 1 public with nobody buying blitzes, but you fail chapter 2, you can load up chapter 2 in custom and it will not void the achievement (although you won't have your damage boost!)

Extra Tortured Path

In The Tortured Path, successfully escape from every map without using Blitz.

Extra Tortured Path
2 guidesOnline/OfflineSingle PlayerCooperative

======================================================================

Now for the Easter egg. All of the steps for the Easter egg run consecutively through all three chapters. However, the achievement pops after doing just chapter 3's steps, which, compared to other zombies easter eggs, is very easy! This can be done either solo or co-op, although it is much easier cooperatively so that one person can run around with the last zombie of the wave while the other player(s) are doing the steps.

NOTE FOR CO-OP PLAYERS: This achievement is buggy. In my game, I collected and assembled all three parts, got the achievement, but my partner did not. So, try having each person in the game grabbing and assembling a different part of the sword.

STEP 1: FIRST RUNE CODES

Go through wave 1 until there is one zombie left alive (if playing solo, keep 2 so you don't have a fast zombie). From the spawn, go up the stairs to the middle of the map, and on the right side you'll see an uberschnalle (big black battery). Melee the bottom part of it three times until it stays glowing red. Go to the back of the map where the double damage perk is, and opposite of the perk will be a wall filled with rune codes. What you now need to do is "brute force" a code by correctly inputting one of the 27 possible code combinations found in this image:

External image

You'll know you found the correct code when you hear the completion music and the code wall is filled with an electric red glow. When you enter a code that's incorrect, you need to repeatedly press any of the runes until all of the runes on the wall reset and you hear a clicking noise, then try the next code.

STEP 2: OBTAIN THE HILT AND THROW THE FLARES

End the wave, and up above in the rune code room, a care package will drop down. Open it up to find the hilt of Barbarossa which you can place at the table in the middle area of the map:

Image 1

This will cause the map to shake a little bit, and at the stairs leading down to the spawn will drop a box of flares:

Image 1

Pick up the flares (you can only carry 2 per person and they will replace jack-in-the-boxes) which you'll throw into 5 bowls to ignite them. There's 4 in the middle room, and 1 over by stamin-up:

Image 1

Once all 5 bowls have been ignited, the walls over by stamin-up will open up revealing a small tablet to pick up:

Image 1

STEP 3: SECOND RUNE CODES

Bring the tablet to the rune wall and place it in its corresponding spot at the top of the wall. Now, enter another set of codes on the rune wall from the same list you used earlier until you get the right one. Do the same thing as step 1, keeping a zombie alive (you should only be on wave 2), and trying to find the correct code. Once you get the correct code, end the wave and this time the care package will spawn in with the pommel of Barbarossa. Pick it up and place it at the table and now you'll have an objective wave to complete.

STEP 4: GET KILLS ON THE PRESSURE PADS

Get the objective wave done which will replenish your ammo and armor. Now, you'll notice there are 4 large, circular pressure pads on the ground around the map. If you're playing solo, the pressure pad you need to stand on is the one at the spawn. If playing 4 player co-op, everybody needs to stand on a pressure pad. If playing 2-3 player co-op, check all of the pads and you'll notice that some won't sink down when you stand on them and some do sink down when standing on them. You'll need everybody in the game to stand on a pressure pad that will sink down.

What needs to happen now is everybody stands on a pressure pad and simply gets kills for about a minute without stepping off of the pressure pad. The zombies can be right next to you or far away for the kills to count. You'll know the step is completed when you hear the same musical cue you got when you entered a correct code on the rune wall. This step can get a little tricky because of the bomber zombies, so coordinate your jack-in-the-boxes, power-ups, and specialist abilities so nobody goes down. Since you're doing this on wave 4, there won't be any Wüstlings which would make this step incredibly difficult. There's a lot of confusion in the community for what exactly can and can not happen to complete this step. So, just make sure everybody in your game does not step off of the pressure pad or go down for at least a minute.

STEP 5: THIRD RUNE CODE AND THE FINAL PIECE

You'll know for sure you successfully completed the last step if you go to the table where you've been placing the sword parts, and in the bloody pool will be another small tablet on the ground:

Image 1

Pick it up and place it at its corresponding spot on top of the rune wall. Now go through the rune code list one last time to find the correct code, then end the wave and the final piece of the sword will drop into the map, the blade of Barbarossa. Take the final piece to the table and assemble the sword, and you will unlock:

I Have the Power

In The Tortured Path, assemble the Sword of Barbarossa.

I Have the Power
2 guidesOnline/OfflineSingle PlayerCooperativeCollectable

Note: This achievement didn't actually pop for me, but I checked my achievements after a minute or so and saw it had actually unlocked without popping.

======================================================================

Next, we'll be doing another familiar achievement to find and shoot Dr. Straub. I recommend doing this solo because it can be a little buggy. When you enter the game, melee the uberschnalle 3 times like you did for the Easter egg, then complete the wave to go to wave 2, then hold cn_X on the now glowing red uberschnalle (fully wait for the game to say wave 2 before you do this). You'll enter a different vision mode, and you now need to run around the map to look for Straub. You'll know you've found him when your screen shakes, your character barely moves, and there's a large white glow in front of you. When you find him, he's a little hard to see, so wait a second and you'll see a ghost-like version of Straub to shoot. His 4 locations are:

  • The middle of spawn
  • In front of the table in the middle room once you go up the stairs from spawn
  • Right in front of the entrance to speed reload
  • Right in front of the entrance to electric reload

Although you can enter this vision mode unlimited times in a wave, I've noticed that if you don't find him the first time, you won't find him at all. So, if you've checked all of these locations the first time you enter vision mode and didn't find him, start a new game.

Once you do find and shoot him, you'll unlock:

Uber Lurker

In The Tortured Path, find and shoot Klaus.

Uber Lurker
1 guideOnline/OfflineSingle PlayerCooperativeCollectable

======================================================================

The last few achievements you'll have for this DLC are all cumulative and can be obtained by simply grinding The Tortured Path. Some tips:

  • Play public (not custom match) to get your damage bonus, and get as far as you can to earn the most amount of xp.
  • Try and stay aware of when double xp events are happening, which will help out tremendously to grind level 50.
  • For the 25 engineered parts achievement, you'll most likely have to get more than that to unlock the achievement, because you can unlock engineered parts on DLC weapons which do not count for the achievement.
  • Going to the "Soldier" tab shows your statistics on the right side, and the last statistic is "Boss Defeats" which should give you an idea of how many engineered parts and objective waves you've completed.

Ride of the Century

In The Tortured Path, complete 100 objective waves.

Ride of the Century
2 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

Over Engineered

In The Tortured Path, collect 25 Engineered Parts.

Over Engineered
2 guidesOnline/OfflineSingle PlayerCooperativeCumulative +

B.A.T. Elite

In The Tortured Path, reach max Bureau Ranking

B.A.T. Elite
1 guideOnline/OfflineSingle PlayerCooperativeLevel

We'll start off with the Easter Egg, which will earn you several achievements during the process. All other miscellaneous achievements for this map will be at the bottom of the page.

Before starting this Easter Egg, make sure you're properly equipped. If you're playing solo (very difficult to accomplish), I'd recommend the Frontline specialist with the following mods: Determination, Vicious, Fully Loaded. If you're playing co-op (recommended) you can choose whatever you're comfortable with, but I'd recommend either Shellshock with the Sustain Zone, Specialist Training, and Fully Loaded mods, or Freefire with the Marksmanship, Specialist Training, and Fully Loaded mods.

For starting weapons, everyone should have either the 9mm SAP or the M1911 pistol. I'd personally recommend the 9mm SAP over the M1911, because I think the Pack-a-punched version of it is more useful than the upgraded 1911's, but if you're in co-op you can split it between your partners so some have the SAP upgrade (very powerful) while others have the bacon and eggs (good for clearing groups of zombies and defending teammates).

IMPORTANT: The Easter Egg for this map is essentially this: Get the 4 melee upgrades --> Enter Boss fight --> Defeat boss

Obviously, the process of completing it is more complex than that, but I mention this because although you can do the upgrades for the melee weapons in any order (like on previous maps) I do NOT recommend you focus on one upgrade at a time. The reason being is that you'll want to complete all of these steps while on the lowest round possible.

So, I believe the order I have this Easter egg structured is the most efficient and quickest way to complete it. However, make sure you read every step carefully since it is essentially a combination of all 4 upgrades at once.

I will also assume you are somewhat familiar with the map (knowing the name and location of all the areas and perk locations) so read carefully and let's begin!

STEP 1: ENTERING THULE

When you spawn in at the Crash Site, look across from the burning plane that's in front of quick revive and in the rubble will be a wire for you to pick up. Directly behind this, underneath the burning plane, is a battery:

Wire&battery

Pick the battery up (you'll walk/run very slowly with it) and bring it with you over to the circular stone that's on the ground. Drop the battery anywhere then stand on the stone. Get around 5 kills while on the stone which will open up the entrance to Thule behind you, unlocking:

The Final Descent

In The Frozen Dawn, enter the lost city of Thule.

The Final Descent
1 guideOnline/OfflineSingle PlayerCooperative

STEP 2: UNLOCK SHIELD

Pick up the battery and descend into the Ice Caves (Note: You can buy doors while holding the battery). When you open up the first door, there will be three zombies and a larger, white zombie called a Corpse Eater. Drop the battery here (remember where you place it!) and do your best to kill the Corpse eater while keeping the zombies alive.

Once that's done, you'll want to rack up points to unlock doors around the map while keeping the round as low as possible. As you're doing that, you'll want to be filling up 3 blood pools that look like this:

blood pools

To fill the blood pools, simply stand on them and get around 5 kills on each one until you get a notification that it's filled. Their locations are:

1) The left path in the Ice Caves, in front of the Type 100 wallbuy

2) In front of the wall in the Morgue opposite of the armor machine, next to M1928 wallbuy

Before you can use the third blood pool, you need to pick up the bloodraven stone that's at the bottom of the stairs in the Morgue, just before entering the Phylactery:

bloodraven stone

3) In the Overlook, up the stairs just before the doors to the Thulian Archives. Place the stone in the middle of the blood pool before getting kills.

Once all three blood pools are filled, open up the door to the Blood Altar (if you haven't already) located in the Phylactery. Once inside, go down to the blood pool at the bottom which spawns in a Wustling with a shield on it's back. Kill the Wustling and it will drop the shield. You don't necessarily have to pick it up yet, just remember the location of it for later.

STEP 3: UNLOCK SCYTHE

Before starting this step, make sure you have quick revive (if in solo), armor, and a weapon other than your starting pistol. I recommend the MP40, which can be purchased in the morgue for 1000 points.

At the entrance to the Phylactery is an altar with this symbol:

Altar symbol

Interact with it which will lock you in this small area surrounded by fire and incoming zombies. This is a time-based step, so don't bother killing any zombies which will just progress the rounds further. Instead, just do your best to train the zombies in a circle around this area and only killing a zombie when you need to.

Once it's over, the zombies will die and the fire will extinguish. In front of the altar, the scythe will appear.

STEP 4: UNLOCK HAMMER

Go back to where you placed the battery and pick it up. Bring it to the Overlook and place it in the cauldron:

cauldron

Once it's placed, get kills near the battery to power it up until it turns purple.

Next, you need to collect 4 stones, and they have the same spawns every time:

stone locations

Once you have all 4 stones, place them all in the slots in front of the cauldron:

cauldron 2

Doing so will reveal a sequence of 4 rune tablets in the hole underneath the center of the Overlook, as well as 4 rune tablets scattered on top of the rocks in this center area:

rune tablets

Memorize the rune sequence in your game from left to right (there can be repeats!) and then find their locations on top of the rocks.

What you need to do is kill a zombie (JUST ONE!) when it's right next to the rune that corresponds to the first rune in your sequence. Then, kill a zombie when it's right next to the second rune in your sequence. Do this a third and fourth time to your corresponding rune sequence.

If you get a kill on the wrong rune, all you have to do is start over from the first rune again.

Once you've done this successfully, lightning will begin to strike in front of the cauldron, and after a few seconds it will spawn in the hammer. You might notice you can't pick it up yet because when you get close to the hammer it flies away. You'll get it later.

STEP 5: COLLECT BOOKS AND GEARS

To open up the Cypher room, you'll need to collect 2 books. There are 4 total locations for the books:

book locations

Once you've grabbed the books, go to the Thulian Archives and up the stairs to the book stand. Place the books on both sides of the book stand and the Cyper room will open up right in front of it.

You now need to find 3 gears to activate the gearworks underneath the orrery. There are 7 possible locations for the gears:

gears 1

gears 2

Once you've found all three gears, go through the Passage to the Gearworks and interact with the mechanism to activate it.

Then, you need to kill zombies near the mechanism. You can do this from either where you placed the gears or up above at the orrery. It takes around 15 zombies kills to charge it; you'll get a notification once you've powered it up.

STEP 6: HAMMER UPGRADE PART 1/4

Go to the Overlook and you should notice 4 pillars. Two are already lit up blue, but the ones in front of them are not lit up yet.

Both pillars contain 4 blocks that spin independently from each other, with one side of each block containing a symbol. The goal is to get all of the symbols lined up and facing the front (towards the center of the Overlook) which will light it up blue.

If you'd like to solve it yourself, the algorithm to solve it is that shooting one block will turn it clockwise twice, and its adjacent blocks will turn clockwise once.

If you'd like to save yourself time and stress, then use Javano's solver which is just like the one he made for Shadowed Throne:

https://www.adamtcarruthers.com/statuesolver/stormraven.html

To use the solver, look at the pillar from the front side (the position you want the blocks to end at). Adjust the arrows in the solver to match up with the direction the symbol is located on the pillar in your game:

  • ^ = back side (opposite side from where you're looking at the front of the pillar)
  • < = left side
  • > = right side
  • v = front side (correct position)

Do this again for the other pillar. Once all 4 pillars lit up, go find the hammer which will either be at the Phylactery, Thulian Archives, or the Ice Caves. Once you've found it, you need to stay a few steps away from it, go prone, then crawl under it and interact with it. It will then float off and you must follow it all the way back to the Overlook where you can finally pick it up.

STEP 7: HAMMER UPGRADE PART 2/4

You'll want to have stamin-up for this step.

With the hammer, go to the Crash Site and hit the electric rune that's on the wall in front of the teleporter. Hitting the electric rune with the hammer will transfer the charge from the rune to your hammer, and that's what you'll be doing for the rest of this step. However, you only have a limited amount of time to transfer the charge from your hammer to the next rune before it will go out, then you'll have to get the charge again from the previous rune.

Starting from the spawn rune, charge your hammer and run to the to the entrance of the Ice Caves, and the next rune is a few steps inside on the left side. Transfer the charge from your hammer to the rune, then hit the rune again to regain the charge on your hammer. Run to the Morgue, and the third rune is right above the blood pool you filled in the beginning of the game.

The final rune is up on the wall above the entrance to the Phylactery, directly opposite the altar. To transfer the charge to this rune, you need to kill a zombie with your charged hammer when the zombie is directly under the rune, which can be difficult to do in solo.

If playing solo, the strategy I recommend is to keep the electric charge in the Morgue rune, then go to the Phylactery. While you're here, run around with the zombies and position them so they're towards the center of this area. Sprint back to the Morgue rune, transfer the charge to your hammer, then sprint back and hopefully there will be a zombie in the right position.

Once the charge has been transferred to the final rune, switch your weapon, then take the hammer back out and it will stay charged.

STEP 8: HAMMER UPGRADE PART 3/4

Go between the Phylactery and Blood Altar room, and on the wall are a bunch of tiles. Below the tiles is a rune, hit it with your electric hammer to activate the wall.

To solve this puzzle, you need to shoot the tiles in a specific order three separate times. The order for walls 2 and 3 are the same every game, but the first wall has two variations. If you mess up on Wall 1, just shoot some tiles to get your wall back to its original state, then try again. If you mess up on walls 2 and/or 3, one of the tiles has a skull that you can shoot to reset it.

Wall 1/Variation 1:

Image 1

Wall 1/Variation 2:

Image 1

Wall 2:

Image 1

Wall 3:

Image 1

After you complete the third wall, you'll receive a notification that you've completed this step.

STEP 9: HAMMER UPGRADE PART 4/4

Make your way to the Overlook and face the armor machine. Turn directly around from the machine and walk straight outwards (yes, like you're walking off the map). Just keep heading directly straight and don't veer off with the lightning. Eventually your screen will turn white and you'll be teleported to the hammer (Stormraven) trial.

All you have to do for this trial is use the hammer to kill zombies. Use cn_RB to throw your hammer which will take our several at a time, along with taking shields off of zombies. Once it's over, you'll be teleported out with the upgraded hammer, unlocking:

Stormraven's Chosen

In The Frozen Dawn, survive the trials of the Stormraven.

Stormraven's Chosen
1 guideOnline/OfflineSingle PlayerCooperative

Bring the upgraded hammer to the Ice Caves and place it at one of the pedestals.

STEP 10: UNLOCK FLAIL

Head to the Thulian Archives, inside the Cypher room you unlocked earlier. Look at the wall which will shows a purple, red, yellow, and green orb in a specific location. The goal of this puzzle is to replicate this wall to the spinning orrery downstairs.

However, you need to remember that while you're looking at the wall, East is actually West and vice versa, while North is still the same (the top of the wall) and so is South (bottom of the wall). So in this example of my game, while the green orb visually appears to be in the Southeast position, remember that the wall is flipped so that East is West, thus making the green orb appear in the Southwest position:

Image 1

Now that you (hopefully) understand how the wall works, go to the orrery. The directions on the orrery are normal, so North is North, East is East, etc. :

Image 1

Knowing the directions on the orrery (It's easiest to remember that North is represented via the long outer piece that sticks up), you need to stop the spinning orbs so they're in the correct position as they're shown on the Cypher wall (remembering that East is actually West and vice versa). To stop the orbs, interact with the colored orb on the bottom part of the orrery which will stop the corresponding spinning orb up above. If you stopped an orb at the correct position, you'll hear a couple of loud clunking noises. If it's incorrect, you'll hear a short, high-pitched clunk sound.

Once you've stopped an orb, you can't change its position until all of the orbs have been stopped. So if you mess up, just interact with all the orbs and then after a couple of seconds the orrery will reset.

You'll know you've successfully completed this step when you receive the notification for obtaining the broken flail, which will appear in front of the orrery.

STEP 11: SCYTHE UPGRADE 1/2

Grab the scythe and go to the Passage. In front of the teleporter, on the wall, is a brick. Push in the brick which will make it glow red, then enter and activate the teleporter. You'll be brought to a new place where a part of the pack-a-punch machine will be unveiled.

When you return, two Corpse eaters will have spawned in. When you see one, melee it with your scythe which will harvest its spine.

With the scythe, spine, and wire you picked up at the beginning of your game, head up the stairs in the middle section of the Phylactery and interact with the forge to place all of the parts:

Image 1

Once it's placed, get kills near it until you get the notification that you've powered the forge.

You can't pick the scythe up again until two full rounds have passed, so you'll do some other upgrades in the meantime.

STEP 12: FLAIL UPGRADE 1/2

Pick up the flail, and above the orrery are a couple of openings that you can only access by using cn_RB with the flail orb to teleport up there.

Once you're up in this area, you should notice 3 circular stones on the ground. Stand near a stone and get 3 melee kills with the flail. After you've killed 3, you should see a rune floating above the stone.

You now need to look around the map for a constellation. There are 6 spawns of the constellations, and you can only see one while you're holding cn_LT with the flail.

Image 1

Image 1

Once you've found a constellation, keep holding down cn_LT with the flail and move your crosshair to fill in all of the dots of the constellation.

Once that's done, go back above the orrery and do this two more times with the remaining two stones, filling in the 2 remaining constellations.

STEP 13: FLAIL UPGRADE 2/2

Once you've filled in all 3 constellations, go to the orrery which is now glowing. Throw the teleport orb of the flail into the orrery then teleport inside of it which will bring you to the trial.

For the trial, there will be a few zombies to kill, followed by a wall of fire. To overcome the fire wall, you need to have your teleport orb ready to throw at the edge of the ground on the side the fire wall is coming from. Once the fire is in between the edge and you, use the teleport to go "through" the fire and not take any damage.

Once you've completed the trial, you'll unlock:

Moonraven's Chosen

In The Frozen Dawn, survive the trials of the Moonraven.

Moonraven's Chosen
1 guideOnline/OfflineSingle PlayerCooperative

Place the upgraded flail at one of the pedestals in the Ice Cave.

STEP 14: SHIELD UPGRADE 1/3

Hopefully you remember where the shield is from the Wustling you killed in Step 2. Find it and pick it up.

Once you have the shield equipped, one of the three blood pools you filled in at Step 2 (Ice Caves, Morgue, Overlook) will have a red glowing mist emerging from it. What you need to do is bring a fully charged Corpse eater to it and kill it while it's on the pool. Corpse eaters become fully charged after they kill 4-5 zombies and are glowing red.

You can spawn in 2 Corpse eaters every time you use a teleporter. Assuming you haven't unlocked pack-a-punch yet, use the other two teleporters (2nd one at the bottom of Blood Altar, 3rd one at the Crash Site) to fully unlock pack-a-punch, which will spawn in Corpse eaters every time you return, along with unlocking:

Superior Thulian Technology

In The Frozen Dawn, unlock the Ancient Ubersprengen.

Superior Thulian Technology
1 guideOnline/OfflineSingle PlayerCooperativeCollectable

The easiest way to do this is to lure the fully charged Corpse eater on to the blood pool, then kill it with your weapon. As it goes down to its knees, take out your shield to protect yourself from its explosive blast as it dies.

If done correctly, you'll notice the blood pool has a pattern in it. Go to the next blood pool that has the mist emerging from it and do the same process, then again at the third and final blood pool. At this point, all 3 of the blood pools should have a pattern spinning around inside of it.

STEP 15: SHIELD UPGRADE 2/3

At this point in your game, bomber zombies should spawn fairly often. Once you have one, lure it to the Crash Site and have it explode the door on the ground:

Image 1

Once it's destroyed, pick up the now exposed radio and megaphone that were underneath it. Bring these parts down to the Blood altar and place them on top of the low rocks at the blood pool:

Image 1

Once you've placed both parts, the blood pool will start displaying a pattern. If you interact with the radio, it will change the pattern.

What you need to do is kill a zombie (JUST ONE!) when it's in the pool, but you have to do it while the pattern at this blood pool matches the pattern of the first blood pool you killed the Corpse eater at. After you get one zombie kill with this pattern, interact with the radio to change the pattern to match the one at the second blood pool. Kill one zombie, then do the same thing for the third and final blood pool.

If you've done it correctly, the pool will start flashing all of the patterns rapidly. If this isn't happening for you, that means you either didn't do it in the correct order or you had one of the patterns incorrect. Simply try it again, making sure the patterns are correct, along with completing it in the order you obtained the first, second, and third blood pool pattern.

STEP 16: SHIELD UPGRADE 3/3

Once the blood pool starts flashing patterns, stand in the middle of it and let the zombies down you and you'll be teleported to the shield trial. You'll regain full shield once you arrive.

To complete the trial, kill the zombies with your shield, and then some light beams will spawn in and begin to target you. You need to repel the beam by holding cn_LT with the shield.

Bloodraven's Chosen

In The Frozen Dawn, survive the trials of the Bloodraven

Bloodraven's Chosen
1 guideOnline/OfflineSingle PlayerCooperative

Place the upgraded shield at its corresponding placeholder in front of the pedestals at the Ice Caves.

STEP 17: SCYTHE UPGRADE 2/2

By now, hopefully at least two rounds have passed, and you can go back to where you placed the scythe and pick it up, although it won't appear in your inventory just yet. Enter any teleporter after you've interacted with the scythe which will bring you to the final trial.

This trial is by far the easiest. Simply kill the Corpse eaters with your scythe, then kill the Wustlings with your gun(s).

Deathraven's Chosen

In The Frozen Dawn, survive the trials of the Deathraven.

Deathraven's Chosen
1 guideOnline/OfflineSingle PlayerCooperative

Place the upgraded scythe at one of the pedestals at the Ice Caves.

STEP 18: BOSS FIGHT

Now that you have all 4 upgraded weapons, you can go to the boss fight.

Make sure everyone in your game has a full set of perks (Stamin-Up, Double damage, Quick revive, Speed reload) along with two upgraded weapons, one of which should be your starting pistol.

Pick up any melee weapon you'd like (don't worry, all of the melee weapons are available during the fight) and enter the teleporter in the Ice Caves that's in front of the entrance to the morgue.

This boss fight consists of a boss called the God-King, who's really just a massive bullet sponge with 4 phases to defeat it. The God-King is vulnerable to damage while he's floating in place. As he moves to different area, don't bother wasting your ammo because he won't take any damage.

PHASE 1

Pepper the God-King with your guns while trying to avoid his ranged attack. The ranged attack is when he starts to glow with red electricity then shoots off a bolt. He'll sometimes miss you, but he will for sure miss you if you hide behind one of the ice pillars scattered in the arena.

Continue to shoot him while defending yourself from the other zombies, and eventually he will move to the middle where he will pull everything towards him and then the three circular stones on the ground will light up red. Quickly destroy all 3 stones which will stun the God-King to the ground where you'll have a few seconds to put as much damage into him as you can.

He will leave behind a max ammo for you to pick up. If you're in solo, a full meter will drop as well.

PHASE 2

This phase is the same as the first one, but the God-King gains another attack where he will float high up in the middle and begins to glow white. When this happens, you need to take cover behind an ice pillar otherwise you will take a massive amount of damage from the attack.

Once he does this attack, the sky will turn a misty red and that gives you a few seconds to pepper him with bullets.

Continue to damage him until he goes to the middle and pulls everything towards him again. Shoot the 3 red stones, then shoot him while he's down, collecting the max ammo again.

PHASE 3

This phase is just like phase 1 of the fight, the only difference is that the zombies on the map will gain shields. It's up to you if you want to use the hammer cn_RB attack to destroy their shields, but I found it to be a waste of time.

Again, keep shooting the God-King until he's in the middle again, destroy the 3 red stones, shoot him while he's down, grab the max ammo.

PHASE 4

For the fourth phase, someone will need to have the flail equipped.

Keep shooting the God-King and defending yourself from zombies. Eventually the God-King will send a wall of fire and you'll need to teleport over the fire like you did during the flail trial. When you teleport through the fire and land by the God-King, make sure to either melee him with the flail or shoot him.

This will happen a couple more times, depending on how much damage you deal to the God-King during this phase.

After you deal enough damage, the God-King will grab you and you won't be able to move at all. He'll sit in his throne and damage you until your screen fades out and the final cutscene plays.

Once you return from the cutscene, you'll have to damage him a little bit more to fully defeat him and complete the Easter Egg, unlocking:

Kingfall

In The Frozen Dawn, defeat the ancient evil.

Kingfall
1 guideOnline/OfflineSingle PlayerCooperative

======================================================================

In a new game, get all 4 melee weapons again using the above steps. It's not necessary to upgrade them all again, although I'd highly recommend it, especially for the shield. You need to get 100 kills with all 4 melee weapons, so 400 kills total.

I recommend doing this one weapon at a time, keeping track of your kills by pressing cn_start and writing down/remembering how many kills you're at, then adding 100 to that so you know how many you have to get. If you're not going to upgrade the weapons, then you'll need the melee damage perk that's located in the morgue in front of the armor machine.

After getting 100 kills with the scythe, flail, hammer, and shield (doesn't have to be in that order) you'll unlock:

Weapon Lord

In The Frozen Dawn, kill 100 zombies with each Raven Weapon in a single match.

Weapon Lord
1 guideOnline/OfflineSingle PlayerCooperative

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With the flail, go to the pedestals at the Ice Caves and look down to the Overlook. Use cn_RB with your flail and throw it far enough so it lands down at the overlook, then teleport to it. Once you've landed at the Overlook, you'll unlock:

Go Long!

In The Frozen Dawn, instantly traverse to the Bridge from the Caves.

Go Long!
1 guideOnline/OfflineSingle PlayerCooperative

======================================================================

For the final achievement, I recommend you have the shellshock ability - the mods don't matter.

You simply need to use the teleporter with each kind of zombie inside of it with you. You don't need every type of zombie in there at once, you can do it 5 separate times with each zombie.

  • Regular zombie
  • Pest zombie
  • Bomber zombie
  • Corpse eater
  • Wustling

For the bomber zombie, you'll need to shoot the bomb off of it's back first otherwise it will blow up next to you in the teleporter and it won't count.

For the Corpse eater and Wustling, I'd recommend having your shellshock ability ready before using the teleporter because these two zombies will damage you a lot during the teleport ride. However, going down while you're inside the teleporter with the zombie will not void the achievement.

Blood Transfusion

In The Frozen Dawn, traverse through the Thulian Transport with each type of zombie.

Blood Transfusion
2 guidesOnline/OfflineSingle PlayerCooperative

======================================================================

That's all for Call of Duty: WW2 achievements! If you've used this guide to obtain some or all of the achievements, I hope it was useful!

If you managed to get all 3000 Gamerscore in this beast of a game, congratulations! toast

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