Secrets: Pack A Punch -- Building the Blundergat -- Building the Sundergat --
Easter Egg Guide: Part 1 -- Part 2 -- Part 3 --
Map Layout: All Areas
Click here to go to Part 1 of the Easter Egg Guide
Now we are done with the Hopscotch mini game challenge from Part 1 of this guide, we can now move onto the next mini game, which is the BOUNCING BALL challenge.
We are having a ball playing this game, but it's rotting my brain!
For the next challenge, we first need to get the BRAIN ROT AMMO MOD. We can of course get this quite easily from the ARSENAL MACHINE at a cost of 500 credits.
Once you equip it, you then want to go to the DESTROYED NUKETOWN area and into the GREEN HOUSE'S BACKYARD area.
Progress on a few rounds while in this spot, but when each round starts, try to look out for when a special zombie spawns into the map, which is usually at the start of a round, called the PIANO TEACHER.
She will be wearing a dress and be wearing some....piano teacher glasses I guess.....do they have specific glasses for pianos? Will get back to you on that one.
When she spawns in. shoot her with the BRAIN ROT AMMO MOD and she will become your friend.
She will then feel compelled to run to the PIANO located in the bottom floor of the GREEN HOUSE in the LIVING ROOM area.
When she reaches the PIANO, run to the TEMPORAL CONDUIT and teleport back to the PAST NUKE TOWN.
Now run to the GREEN HOUSE and the LIVING ROOM area for the exact same area she was in, in the DESTROYED NUKE TOWN.
You will see the PIANO TEACHER playing the PIANO here and MUSICAL SYMBOLS will be emanating from the keys. Then she will decide after a few seconds, she has had enough, and spontaneously combust.
The PIANO Will not start to GLOW YELLOW meaning the next step is now open.
The next step, we need to head back to DESTROYED NUKE TOWN, where we will begin our search for 8 MUSIC NOTES dotted around the map, which each one, blinking a set number of times.
We then need to take note of their locations and how many times each one blinks a certain number of times. Each note can blink from 1 up to 8 times.
We will then get all 8 notes and number of blinks together to convert into a code to be played on the PIANO, in order to activate the BOUNDING BALL challenge.
These notes need to be grabbed in a specific order, but don't worry if you mess it up at any point. Your character will let you know if you have messed it up by saying something bad has happened, and you will simply need to go onto the next round to try again.
Also make sure you take a note of what symbol the numbered note relates to, as the PIANO will show us a sequence of SYMBOLS via a CODE which we need to play, that correspond to the number of blinks each note had at the time.
The order is depicted by how many times each note blinks. We simply want to collect each note going 1 up to 8 blinks. So the first note when we look at it blinks once, the second note blinks twice, third three times.....see where we are going with this? It will go all the way up to 8.
The notes will spawn back again if you fail, in the same order, with the same number of blinking lights, meaning any that were correct when you picked them up before are still correct and always will be.
Let's find out all 8 locations of the MUSICAL NOTES we will need to play the PIANO like a pro!
BLUE NOTE LOCATION 1
On the side of the BUS in the main spawn area, just in front of the RAMPAGE INDUCER
BLUE NOTE LOCATION 2
In the GREEN HOUSE BACKYWARD area, on the side of the BUNKER with some drawing on it.
BLUE NOTE LOCATION 3
On the FENCE jutting out next to the left hand side of the YELLOW HOUSE.
BLUE NOTE LOCATION 4
In the small fenced off section in the GREEN HOUSE BACKYARD area.
BLUE NOTE LOCATION 5
As soon as you enter TRINITY AVENUE, the very first burnt out house on the right hand side of the street you come across has a note on its wall.
BLUE NOTE LOCATION 6
As soon as you enter TRINITY AVENUE, the very first burnt out house on the left hand side of the street you come across has a note on its wall.
BLUE NOTE LOCATION 7
On the GARAGE DOOR in TRINITY AVENUE, to the right of the PACK A PUNCH MACHINE at the end of the street.
BLUE NOTE LOCATION 8
In TRINITY AVENUE, on a rock to the left of the PACK A PUNCH MACHINE. The symbol is FACING THE PACK A PUNCH MACHINE.
Now we know the locations of all the NOTES, have collected them in the CORRECT ORDER, we know what the SYMBOLS are and how many blinks happened at each one, we can now head back to the PAST NUKE TOWN.
Then go into the GREEN HOUSE and up to the PIANO and the PIANO will have all 8 NOTES floating above it in a specific order.
Then input this exact CODE using the KEYS on the PIANO.
This code is the same every play through and it is:
All you need to do here is shoot the FLOATING ZOMBIES and when you do, you will see a BLUE ORB fly towards the TRINITY AVENUE area of the map.
Find 3 of these FLOATING ZOMBIES and shoot each one, when 3 BLUE ORBS have made their way over to you, head back to the PAST NUKE TOWN and over to the TRINITY AVENUE area.
In the middle of the street, there will be 3 BLUE ORBS. You will then see the TWINS appearing again. Go up to them and interact with them and they will disappear eventually, leaving a WHITE X.
Stand on the WHITE X again and it will then make a BALL appear in the street, surrounded by a WHITE CIRCLE. Interact with the BALL And it will start the mini game.
When the mini game starts, a BLUE CIRCLE will appear, just slightly further outside the WHITE CIRCLE.
The ball will bounce onto the ground, up and down, and when it does:
- The first bounce will spawn in 2 zombies, then another bounce throws zombies into the air
- The second bounce will spawn in 3 zombies, then another bounce throws zombies up into the air
- The Third bounce will spawn in 4 zombies, then another bounce throws zombies up into the air
- The fourth bounce will spawn in 5 zombies, then another bounce throws zombies up into the air
- If you shoot the BALL, you will fail this task.
- If you step outside the BLUE RING, you will fail this task.
- On top of the YELLOW HOUSE roof, above the BACK STEPS to the BEDROOM
- On top of a CRATE near the PACK A PUNCH MACHINE in the middle of the street called TRINITY AVENUE
- On top of a HOUSE ROOF in TRINITY AVENUE area, just on the corner of the roof. This house is the first on the left hand side, after you move the TRUCK with the KEYS out of the way, to open up this area.
When the mini-game begins, your primary interaction is with the ball itself. You’ll need to melee the ball, not shoot it, to keep it moving. Each successful hit sends the ball into a different square, and this is where the core mechanic comes into play.
The ball will bounce once inside a square, and before it has the chance to land again in that same square, you must strike it and redirect it elsewhere. Timing is everything here, hesitate for even a moment, and the run can fail.
To succeed, there are a few strict rules you need to follow. First, the ball must never bounce twice in the same square. If it does, the mini-game ends.
Similarly, missing your melee hit or reacting too late will also fail the attempt. The key is to keep the ball constantly rotating between different squares without repeating its last position.
A helpful way to think about this is as a flowing pattern. Imagine the squares labelled A, B, C, and D. A successful sequence might look like: A → B → C → D → A → C → B → D. The exact order doesn’t matter, as long as the ball never returns to the same square twice in a row and you maintain control of its movement.
The challenge typically lasts around 10 to 15 successful hits, gradually increasing in speed as it progresses. This escalation is what makes the final moments the most intense, requiring quick reactions and steady focus.
Most failures come down to a few common mistakes: letting the ball land twice in the same square, mistiming your melee hit, accidentally sending it back into the square it just came from, or simply losing positioning and leaving the play area.
Stay calm, stay centred, and remember as long as the ball keeps moving somewhere new, you’re on the right track.
If you fail, again, wait 30 seconds or so and the ball will respawn ready to go again.
Once you have successfully completed this step, there will be a BLUE BOLT OF LIGHTNING in the middle of the 4 squares. Then it will reveal the GOLDEN MUSIC NOTE.
As before, get SUNDERGAT kills near it and it will fill up with the zombies souls, causing it to move along a set path. This path will lead us back to the TOY BOX in the TRINITY AVENUE area of the map.
Once it enters the TOY BOX, there will be a white flash, followed by a reward of another MAX AMMO.
Click here to go to Part 3 of the Easter Egg Guide
Thanks for reading as always.
Henry


