Secrets: Turning on Power / Pack A Punch -- Secret Song -- Jotunn Star Wonder weapon -- Secret Rooms -- Singing T.E.D.D. Fish / Brain Rot army -- Random Powerups Each Round -- Kneehigh Helmet -- Golden Tide Helmet -- Cointoss Helmet -- Icebane Helmet -- Richtofen Easter Egg -- Richtofen Jumpscare -- Free Wonderweapons -- All Free Powerup Locations --
Easter Egg Guide: Part 1 -- Part 2 - Part 3 --
Here is where to find in Black Ops 7 Zombies, all of the free powerup locations in Totenreich.
Punching the Power Back On!
The only prerequisites we need before we start the Easter egg, is to turn on the power and activate the Pack A Punch machine.
Luckily, if you are not sure how to do this, I have a step by step Turning on Power / Pack A Punch guide.
So we will start out Easter egg guide at the point the Pack A Punch machine has been activated.
Jotuun Star Wonder Weapon
After activating Pack A Punch, we also need to have obtained the JOTUUN STAR WONDERWEAPON on this map.
This can be obtained in 2 different ways, of which you are so lucky, as I have a "Here is one I made earlier" guide again.....well okay that's a lie.....I have 2 of them.
Both these guides open in a new window so you can return to here and pick up where you left off Jotunn Star Wonder weapon and Free Wonderweapons guides will show you how to obtain this wonder weapon.
Now the fun really begins, as for the next part, I do not already have a guide prepared.
As the Crowbar Flies
Now, we want to head over to the LIGHTHOUSE area of the map and head up to the 2nd FLOOR of the LIGHTHOUSE, where you will find a set of shelves near the WINDOW, underneath the stairs that take us up to the 3rd floor.
This CROWBAR is part of one of the Easter egg items we will need to build on this map, called the "WUNDERSIGNAL".
There will be another 2 parts to collect in order to complete building this item.
Simply interact with the CROWBAR and you will pick it up.
Now we need to head over to the WAR FACTORY area of the map and to the location shown in the images below.
If you enter the control room area of the WAR FACTORY, you will notice that on the far left hand side of the computer consoles, there is a set of SHELVES which has a NOTE on it which you can read.
When you read this note, you will notice it is called the CARGO MANIFEST.
What we need to do here is take note of the ID which is noted next to the symbol with the 3 BULLETS on this manifest.
For example in this playthrough, and it does change each time the values and ID's for the items listed on this, the 3 BULLETS ICON has an ID of V-7.
We now need to search around the map like crazy, to find a CRATE which has this ID number on it of V-7.
There are 4 possible crate locations it can spawn at in this map:
- War Factory, inside, just outside the control room of where the MANIFEST is located in one of the corners
- Core Foundry, inside the small building, to the left of the sniper rifle wall buy, in the corner
- Dry Dock, at the very back of the BOAT that is up on the stilts on the dry dock, along the right hand side
- Fjord Road, located where there is a CHECKPOINT in the middle of the road and a red and white road barrier blocking the way
Once you find the crate you are looking for, simply melee the crate or interact with it and the crate will open.
If this is the correct crate and matching ID number in your playthrough, then the crate will spit out the FLAK GUN ROUND.
Pick this up and we can move onto the next part.
These crate ID's will change location on each playthrough and also the order in which they appear on the manifest.
If you accidentally open one of the wrong crates that does not have the 3 bullets on it, then there will be an EMP EFFECT burst that hits you to cause you some minor irritation, as well as some gas that can come out to make your character cough etc....so basically if you get it wrong....it will make you pay for opening the wrong one.
Cheese and Beacon sandwich please.....I mean bacon!
Now we have the FLAK GUN ROUND, we need to head over to the BEACON ISLAND area of the map.
When you get there, look for the FLAK CANNON that is pointing towards the main spawn area.
If you have come across the ZIPLINE from EIDSKALLEN LANDING to the BEACON ISLAND, the FLAK CANNON should by directly in front of you as you come off the zipline.
Head to the back of the FLAK CANNON and hold the INTERACT button to insert the FLAK GUN ROUND into the cannon.
Once loaded into the breach, melee the FLAK CANNON with the JOTUUN STAR WONDER WEAPON.
Once you do this, it will make the flak cannon shoot the bullet round away into the distance, ending up hitting the giant ROBOT HEAD in this area.
You will see a large explosion happening in the distance.
Head across the zipline again to the EIDSKALLEN LANDING area and go up to the robot, which is now part wreck.
Hold the interact button on this wreckage and a progress bar will appear, saying SEARCHING.
While your searching the wreckage, you will be rewarded with salvage and once it is fully completed the search, interact with it one more time and a part will come flying out called the TRANSMITTER.
This means we have now successfully completed collecting all 3 parts needed for the WUNDERSIGNAL.
Now we need to head over to Tyr's Head and enter it. Once inside, climb the ladder on the left hand side to the upper platform and place the Transmitter into the empty panel slot on the left hand side.
Once the transmitter has been installed, there will be TWO WHITE LIGHTS (left and right) above the central console in the middle of this robots head.
These will start to flash together at exactly the same time, then the left hand one will blink on its own.....then they will both flash again....then the right hand side will start to blink in a particular sequence
There are two separate sequences:
- First sequence → pause
- Second sequence → longer pause → repeats
Count the blinks on each side. Here is what each side means, which corresponds to a console we will use later on, on top of a tower near the DOUBLE TAP PERK MACHINE:
- Left light = Amplitude
- Right light = Frequency
The sequence changes on every playthrough, for example in one playthrough, I got the following pattern:
- First sequence: Left = 2, Right = 5 → code 2 / 5
- Second sequence: Left = 7, Right = 3 → code 7 / 3
Now, head over to the Double Tap Perk Machine location in the CORE FOUNDRY area.
Just in front of this perk machine, there is a FROZEN ROPE, dangling in the middle of a TOWER in this area.
We need to melt the ice that is on this frozen rope, so we can ascend the tower. In order to melt the ice, we will need to hit the rope with a:
- Jotunn Star melee
- Molotov
- Thermite
- Fire Bomb ammo mod
Once the ice has been melted, interact with the rope to ascend the tower.
When you get to the first floor of the tower, you will notice that there is a CONTROL PANEL CONSOLE, which looks towards the giant robot stuck in the snow.
Use the dials on the console and set the left dial to the left-light number and the right dial to the right-light number from the first blink sequence that you observed happening in TYR'S HEAD.
In my play through it was the following:
- First sequence: Left = 2, Right = 5 → code 2 / 5
Confirm the input.
Tyr will launch missiles if successful and they will explode to the far right hand side of the map.
If we wait up here after the initial missile launch for about 30-40 seconds the console will become active again and we can input our second code from TYR'S HEAD.
Input the numbers from the second blink sequence, which for example in my game were:
- Second sequence: Left = 7, Right = 3 → code 7 / 3
Then confirm this is the correct code. Once confirmed. Tyr should fire missiles again and if you do a 180 degree turn to look behind the tower you are standing on, you will notice that the missiles are landing just behind you.
After both calibrations are complete, the WUNDERBARRAGE CONTROLLER becomes available in the nearby building beneath the tower/Core Foundry area.
Common mistake when counting the blinks of lights in TYR'S HEAD includes counting only the simultaneous flashes. Count the total blinks of the left light and the total blinks of the right light separately for each sequence. The sequence repeats, so you can double-check before leaving Tyr's Head.
If you get it wrong when inputting the values into the console on the tower, do some guesstimates and either go one more than you think you counted or one below.
Now we can move onto building the ATOMKRAFT CORE!
Krafting at their Core
We needed the WUNDERBARRAGE CONTROLLER for this next step of building the ATOMKRAFT CORE.
Head over to the DRY DOCK area, then just outside the MACHINE WORKSHOP building, we will user the WUNDERBARRAGE CONTROLLER just on the ground, to the left of the CRAFTING TABLE in this area.
Once the barrage hits the ground, you will notice that the steps at the side of the Machine Workshop building were originally blocked by some debris.
One of the WUNDERBARRAGE CONTROLLERS fireballs will fly into this debris and blow it up, clearing a path for you to enter the MACHINE WORKSHOP via the stairs at the left hand side of it.
Once you go up these stairs, follow along the gangway and then come down the stairs into the ground floor.
Once you do, you will notice that the FRONT DOOR will begin to slide open. If you look at the back of the room on the ground floor, on the right hand side, you will notice there is a CABINET style MACHINE with a hose coming out of it, connecting to a smaller device.
This is a machine we will need to interact with, by collecting 3 PIECES OF URANIUM that will be needed to build the ATOMKRAFT CORE.
The 3 pieces of URANIUM we will need to find on this map can be obtained in any order you prefer. We will however, get the most difficult one out of the road first.
The ABC's of Uranium 1, 2 and 3
The first piece of URANIUM we will collect is in a secret area of the map called GROUP 935 GENETIC LAB.
In order to access this area however, we will need an RC-XD in order to blow open a door that allows us access to it.
There is a free RC-XD car sitting on top of a box in EIDSKALLEN SQUARE, just beside the FLAMMENFALLE TRAP in this area.
If you want to, you can of course craft one from one of the crafting tables, but it is up to you.
However you obtain your RC-XD car, once you have it, head over to the CORE FOUNDRY area of the map and into the GREENISH TINT building and located the VENT that can be seen in the images below.
When you find this vent, shoot it and it will fall off. Then deploy the RC-XD car and send it on through to the other side.
Simply go down the stairs outside with the remote control car, then go full speed ahead and jump over the small gap to land on a fishing boat on the other side of the water underneath.
Then when landed on the boat, simply drive under the shutter of the building and you will enter the GROUP 935 GENETIC LAB. Detonate the RC-XD near the shutter you drove under to get in here and it will blow it to smithereens.
This will then open up a new area under the FISHERY ISLAND area of the map and allow you access into this lab.
Now once you get here, there is going to be a small puzzle we will need to solve here involving 5 JARS WITH HEADS INSIDE THEM.
Each of these JARS, has a letter of the ALPHABET inside them, going from A to E.
These will relate to NUMBERED DOORS in this GROUP 935 GENETIC LAB, which can be seen by looking down the ZOMBIE SPAWN WINDOW / CORRIDOR that has a GREEN GLOWING light coming from it in this lab.
You will notice the DOORS in this corridor will be numbered 1 - 5 and that 2 of them will have 2 RADIOACTIVE YELLOW SYMBOLS on them for HAZARDOUS MATERIALS.
These numbers and symbols will change around each playthrough, however this is an example of what it looked like during a playthrough.
The numbers on the doors, represent the letters of the alphabet. This means:
- 1 is A
- 2 is B
- 3 is C
- 4 is D
- 5 is E
All we have to do here is make a note of the numbers and corresponding letter that relates to the doors with these yellow nuclear hazard symbols on them.
For example in this play through, 1 and 3 have the symbol on them, which are the letters C and A.
It's not rocket science.....even though what might be in the jars themselves could be!
So now we pick them up in alphabetical order, starting of course with.....number 1....A. Pick up the JAR WITH THE HEAD IN IT in this area from 1 of the 5 jar locations, then go over to the machine that is to the right hand side of what looks like a SILVER JAIL CELL in this lab.
Hold the interact button to place the JAR A on this machine, then go to where the next JAR is located, which is in this case, JAR C.
Place this second jar on the machine in this order and if you have the correct jars and order perfect, there will be a THIRD JAR on the left hand side of the machine that has appeared, and is filling up with PURPLE LIQUID.
If you do not see the purple liquid, then it means you have not used the correct 2 heads and you will need to try doing this step again.
If it is correct, pick up the PURPLE LIQUID, then head over to the table that has a CRAB CLAW on the table, which is facing, adjacent to this purple liquid machine.
Interact with the large crab claw and it will pour the PURPLE LIQUID onto it. You will know if this works correctly, as there will be a puff of PURPLE SMOKE rising up from it.
Once you see this, go over and interact with it one more time and you will pick up a NECRO SPIKE item. Once you have obtained this, go back over to where the machine was the heads were placed onto and notice to the left of it, is a SILVER CAGE.
Interact with this CAGE'S DOOR and it will open up a LOCK PICKING type interface, were you have to pick 3 levels of the cages LOCK.
This is easily done and just required rotating the lock left and right until it GLOWS WHITE, then holding it there until it unlocks that lock lever. Rinse and repeat for the last 2 levers.
Once successfully lock picked, the CAGE will open and there will be a GREEN GLOWING CONTAINER sitting on the table inside it. Pick this up and this will be you first piece of URANIUM.
Thanks for reading as always guys.
Henry




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