Sunday, 5 July 2026

Kowakujo Easter Egg Guide Part 4 - Black Ops 7 Zombies


Secrets: Pack A Punch --

Easter Egg Guide: Part 1 -- Part 2 -- Part 3 -- Part 4 -- Part 5 --

Map Layout: All Areas

CLICK HERE TO GO TO PART 3

Now we need to the TEA GARDEN area of the map, near where we lit one of the LANTERNS with the CAT WONDER WEAPON and it is currently glowing PURPLE. 




In the little destroyed shack, there is another WOODEN TABLE on the floor in front of the SHELVES in this shack. Simply put down the SAKE CUP again on the wooden tray, defend it and we are all good.

The only difference at the end of this defence sequence, is that there will now be a DOG RUNNING AROUND the map, in a CIRCULAR path, well a HELLHOUND to be more precise and he will have an item in its mouth.





All you have to do to catch him, is run in the opposite direction of the circular path he is running in and eventually, you will butt heads together at some point.

Simply destroy the HELLHOUND and take the item it was carrying, which is the TEA WHISK.

Now we head over to the MEDITATION ROOM again, where we will be depositing the evidence onto the shelves again.




Once we do this, it will reveal the 4TH PAINTING on the wall in this room.

The final piece of the evidence puzzle

This last evidence track we will go on, can only be completed after the KINTSUGI part of the evidence track has been completed.

We technically have already started this when we started the game and already have two parts in our possession that goes towards this evidence track....we just need that final missing piece.

To kick it off, we need to go down to the bottom floor of the STORAGE ROOMS area of the map and here you will see an INTERNAL WALL that has collapsed partly, to the left of the STAIRS that go up to the next level, which are looking in dire condition as well.



It is at the bottom of these stairs that lead up to the PHD FLOPPER PERK MACHINE.

If you look in the rubble of the wall, you will notice that on the right hand side of it, there is a old LANTERN CLOCK poking its face out.

Interact with this clock and you will notice that the HANDS of the clock, will start to spin. Bursts of BLUE ENERGY will also pulse from it. As the hands spin, they start to point to 4 random numbers which change every playthrough. 




Memorise these 4 numbers and take note of them as we will need to refer back to this shortly.

If at anytime you forget them, interact with it again and it will replay the number sequence on the clock face and start pointing to the 4 numbers again.



In this play through the CLOCK spun its hands around and pointed to the 4 numbers 6, 4, 6 and 4 which is easy to remember, however these may be different in your game.

Now we have these numbers safe and sound in our brain, progress to the next round.

When this next round starts, it will spawn in on the map a DEFENCE AREA somewhere, which you will have to go and defend against zombies that are attacking you carrying FLAGS.

You will know the DEFENCE part has started, as in the top left hand side of your screen, you will see a message displaying "Prepare for incoming wave assault".


There will be a small countdown for you to prepare and get any ammo reloads and equipment before it starts, don't waste it.

When the wave starts to attack, your objective will be updated to be "Defend the Komainu Statues", which are the ones by some of the door buy entrances in certain areas. You only have to do this for a certain amount of time.




They will have a YELLOW GLOWING MARKER above their head when this defence stage is ongoing.

While this is happening, shoot the ZOMBIES WHICH HAVE FLAGS attached to them. Each time you destroy one, a ORANGEY WISP of energy will fly away and head towards the MAIN SPAWN area which is the STAGING AREA.

After all the FLAG CARRYING ZOMBIES are destroyed, you want to progress to the next normal zombie round and destroy all the zombies, except for one.

This will help you complete this next step much more easily.

Now head over to the STAGING AREA, where you will find the FLAGS that were being sent as WISPS during the defence stage you just completed, after each flag carrying zombie kill.

The flags in the STAGING AREA, you will notice, have a certain NUMBER OF SYMBOLS on each flag. The number of symbols correspond to the value of the flag. Simply count however many symbols are on the FLAG itself to get its value.

We will be using these values to add up number in a moment at 4 different locations around the map.

Here are the 4 locations where we will be using these number value flags and what they relate to. The order of these 4 locations can change through different playthroughs of the game, but I will mention below which ones are first, second etc in relation to denote their SYMBOL that will be appearing on the wall to denote their order. 

Central Courtyard - My game had it as location 1

This is on the wall before you enter the TEA HOUSE area entrance.




If you see the BLUE ICON with a single wavy line, this is the Japanese for the number 1, which means the number one location in this play through.

Flower Garden - My game had it as location 2

To the left of the WISP TEA PERK MACHINE, there is a small piece of wall, where there will be another BLUE SYMBOL appearing on the wall.




In this playthrough, the symbol with 2 BLUE WAVY LINES, is the number 2 location in any game, in terms of location order.


Outer Ward - My game had it as location 3

At the main spawn area, on the building the RAMPAGE INDUCER is sitting on, up near the front of this building near the roof, there is another symbol which has 3 BLUE SCRATCHES, almost forming a pyramid shape.



This is the 3rd spawn location order, no matter where it is in your game. Two short lines on top and the 3rd line at the bottom is longer one both sides.


Stables - My game had it as location 4

The blue symbol to represent the 4TH ORDER LOCATION, is on top of the half sunken building in the middle of the STABLES area. It is up near the front of the roof on it, in the middle.




This is the 4th location symbol and looks like a rectangular box with 2 vertical brush strokes in the middle.

Now that we know these locations and the symbols correspond to an particular order of something, your probably asking yourself, the order of what exactly?

Wel lthis actually relates to the LANTERN CLOCK FACE and the numbers it gave you when its hands spun around to tell you 4 numbers.

In this play through the 4 numbers we got were 6, 4, 6, 4. Each number corresponds to a particular location.

This means that at:

  • Location 1, the number needs to be 6
  • Location 2, the number needs to be 4
  • Location 3, the number needs to be 6
  • Location 4, the number needs to be 4
These numbers at each location, relate to the FLAGS THAT ARE NOW AVAILABLE in the OUTER WARD area.

What we need to do is get a single FLAG, or 2 FLAGS, and put them into bamboo  placeholders at each location, to add up to the numbers given by the clock face at each location.

So for example at the 1st location if we have a FLAG with 6 SYMBOLS, we can place it there and that is fine. For location 2 we need flags to add up to 4 symbols, location 3 6 symbols again and location 4, 4 symbols in total.

EACH FLAG CAN ONLY BE USED ONCE IN TOTAL. SOMETIMES YOU MAY GET MORE THAN ONE FLAG WITH THE SAME VALUE SUCH AS X2 OF VALUE 4 OR X2 OF VALUE 5 FLAG FOR EXAMPLE.

Here is a quick reference guide to try and help this task:



Not all flags may be available in your playthrough and some may not be duplicated, depending on the numbers you get from the clock, however this should give you an incline as to how to complete it.



We can check if our addition is correct each time, if we go back and check the LANTERN CLOCK FACE in the STORAGE ROOMS area, it will show you the NUMBER CURRENTLY LIT UP IN BLUE.

If the numbers you have lit up in blue currently, do not match the ones given out by the clock originally, you have added some of these up incorrectly.



For example we got from the clock the numbers 6 4 6 4, but on the clock you can see that that is not what is being lit up in blue. 

Don't worry if you have got it mixed up, you can reshuffle this flags by picking them up again and moving them to another flag location to drop them in, effectively recalculating that ordered positions total.





Once all 4 locations have flags at their locations and the clock face only has the numbers you were given lit up, then hold the interact button on the clock and the front face of it will open up, revealing the CREST MEDALLION item for you to pick up.



All we need to do now is head back to the MEDITATION ROOM, put this evidence on the shelf and it will reveal the final, 5th painting on the wall.

Deductions.....oh like buy one get one free? Not reductions....dee...ductions!
We just need one more piece of information from within this map in order to go towards completing this behemoth of an Easter egg!

This will come in the form of gathering information from the GHOSTLY SOLDIERS that are part of the GHOSTLY RIFLEMEN TRAPS around the map.

There are 4 of these traps in total, but only 3 of them will have a GHOSTLY SOLDIER, willing to talk to us and give us some information that is badly needed.



These 3 traps are in the following locations and the location of where the GHOSTLY SOLDIER who is going to give us the inside info we need at each location, will also be listed, these can be done in any order:

Trap Location 1 - OUTER WARD / GATEHOUSE area
Activate the trap in the OUTER WARD area, let the RIFLEMEN get about 20 to 25 ZOMBIE KILLS, then when sufficient zombies have been destroyed, run around the back of where the RIFLEMEN are shooting out of the windows and come to the back of the building they are in.







At the back, there will be a window where there is a GUARD, FACING THE WRONG DIRECTION, looking into the GATEHOUSE area.

When you see him, hold the interact button and he will start talking.

If when he starts talking, he says he has NOTHING TO REPORT or THEY DID NOT SEE ANYTHING. This means that we are at the wrong trap location and we need to move onto one of the other 2 locations.

However, if he mentions anything along the lines of a CHARACTER, this is in relation to one of the ACCOMPLICES we have been interacting with earlier on in the game.

The GHOSTLY SOLDIER at each location can mention one of these characters listed:
  • Merchant
  • Gardener
  • Nobleman/Courtier
It is suggested to have sub titles on at this point when talking to him so you can understand clearly what he is saying to you.

All this must be done within a single use of each trap being activated, getting 20 kills or so, then checking the areas where the soldier who is giving out information may spawn for each, to see what he has to say.

Trap Location 2 - Flower Garden area
Just over at the side of the broken bridge on this area is another DOOR BUY which leads in to the KITCHENS. Activate the RIFLEMEN TRAP from the status on either side, then get the 20 -25 zombie kills from the trap and run into the KITCHEN areas just behind the trap.





When you enter the first building in this area, stick to the left hand side of the wall and take a left and follow the wall to the end where there is a largish opening in the wall.

If done correctly with the trap, as in getting the right amount of zombie kills with it, another BLUE GHOSTLY SOLDIER will appear here. He will again, be facing the wrong way, ready to give you some information on whether he saw anything or not in his report.




If he is not at this one, we will move onto the next location. Remember to take note if he mentions somebody that he saw.

Trap Location 3
The last trap location where one of these ghostly soldiers will appear to give you information, is in the TENSHU ENTRANCE area of the map.




Activate the trap on the door that allows access to the castle, then get 20-25 zombie kills with the trap, then come behind the wall where the RIFLEMEN are shooting from and on the very far left of this wall, in the corner, there should be a soldier standing and looking the wrong way.





Get this soldier report to see if he saw anything or not. By now we should have at one of the previous location found out if any of the soldiers seen anything and we will have made a note of this.

By now, we will know which of the ACCOMPLICES has been mentioned in our game, we can now go back to the wall in the MEDITATION ROOM where we can do our deductions.

If you've reached this point, you're almost at the end of the Kowakujo Easter Egg. This is the part where you use the clues you've gathered to identify the Accomplice, the Weapon, and the Location.

Making our deductions based on the evidence at hand

By now we should already have the following completed:
  • Completed all 5 Painting objectives.
  • Captured the Blue Ghosts and revealed the Accomplice.
  • Access to the Meditation Room.

Now it's time to make our deductions, so now we need to head to the MEDITATION ROOM area. When we arrive, interact with the deduction board and you will see 3 CATEGORIES.

These 3 categories are:
  • Suspect (Accomplice)
  • Weapon
  • Location

ACCOMPLICE
The Accomplice at this point, should already be known thanks, to the Blue Ghost Trap step. So that is 1 of 3 deductions figured out quite easily.

WEAPON
Now we need to work out the weapon that was used, using the evidence you collected from the five paintings.

Each painting gives clues that either:
  • Confirms one weapon, or
  • Eliminates weapons that cannot be correct

LOCATION

Repeat the same process for the location. The paintings actually contain clues that narrow down where the crime took place.

Cross-reference all five clues until you're left with a single location.


Let's do a worked example to begin with which should make this easier...

Worked Deduction Example
In a playthrough, we got the BLUE GHOST SOLDIER mentioning to us in his report, the character the COURTIER / NOBLEMAN.

The ASSOCIATED item with the NOBLEMAN, is the HAT.

If in your game you had the GARDENER mentioned, his associated item would be the SHEARS. If you had the MERCHANT mentioned, his associated item would be the ABACUS.

However in this example, ours is the NOBLEMAN and HAT so remember this.




1st thing we need to do here, is pick up the NOBLE'S HAT from the MEDITATION ROOM on the EVIDENCE SHELF.





Then we need to place it down in front of the 2ND PAINTING on the wall, the painting going from left to right, numbered 1 to 5 in this instance.




We then go back to the EVIDENCE SHELVES and pick up MITSUHIME's COMB and place it front of the 1ST PAINTING.




Now go back to the shelves and pick up the CREST MEDALLION which you got from the LANTERN CLOCK, then place it in front of the 5TH PAINTING.

This now means we are missing evidence for paintings 3 and 4 we need to work out.



PAINTING 3 corresponds to the MURDER WEAPON and PAINTING 4 is the LOCATION where it happened.

PAINTING 4 is the easiest of these two to work out, so we will start here first.

If you look at PAINTING 4, you will notice in the background, there is a POSTER up the wall in a slightly grey colour and it can either contain one of the following images in your play through:
  • A Mountain
  • A Bird
  • A Fish
If you have a MOUNTAIN in your game, we need to go to the evidence shelf and pick up the HORSE STATUETTE and place it down in front of PAINTING 4.





If you have the BIRD in the background, then you will need to pick up the CALLIGRAPHY BRUSH and set it in front of PAINTING 4.

If you have the FISH in the background, you will need to place the TEA WHISK in front of PAINTING 4.

Now we have got to this point, our only options are to put an item in front of the 3RD PAINTING and to SPIN the METAL WHEEL on the left hand side of the room.

BEFORE YOU DO ANYTHING ELSE, DOUBLE CHECK ALL OF THE PREVIOUS 4 items....then then TRIPLE CHECK! If you have done anything wrong with these first 4 items then, its gonna mess everything up....just a warning....sorry for shouting.

Here is how we work out what goes in front of the 3rd painting.

1. We need to remember what the BLUE GHOST told us and who the accomplice was, who was the COURTIER / NOBLEMAN



2. Then we need in the MEDITATION ROOM to look on the wall, just above the evidence shelves, where you will see all of the NOTES you have been collecting along the way and RECORDS.

You are then going to look at the DEATH RECORDS / DOCTORS NOTE and you will read through it to see what the CAUSE OF DEATH actually was:




If the CAUSE OF DEATH MENTIONS the term "EMESIS", we add this into what we know so far.



So if we have a NOBELMAN and the cause of death is EMESIS, then it means we need to pick up the PUFFER FISH from the evidence shelf and place it down in front of the 3RD PAINTING as the WEAPON was used.

A quick reference guide to these ACCOMPLICES mentioned in your game and what needs placed in front of painting 3, depending on what the DEATH RECORDS say, can be:
  • Nobleman and Emesis = Pufferfish

  • Nobleman and Noxious Plant = Monkshood Flower

  • Gardener and Noxious Food Emesis = Plum Pitt

  • Gardener and Paralysis = Monkshood Flower

  • Merchant and Noxious Plant = Plum Pitt
  • Merchant and any other text = Usually the Puffer Fish
Now we have placed all our items down and hopefully everything mentioned before hand has come up in your game, we can now move to the left hand side of the painting towards the large metal wheel we now need to solve.

This is a wheelie bad idea
Now we have our evidence in place, we need to solve another puzzle on the LARGE METAL WHEEL on the left hand side of these painting. 



Solving this, all depends on what items are placed in front of the various paintings.

In our game, in front of PAINTING 3, the PUFFER FISH was the murder weapon. However this can also be the PLUM PUTT or the MONKSHOOD FLOWER, so there are 3 possibilities. Let's use the PUFFER FISH in this example, as this is what we got in this playthrough.

Now we need to go to the NOTES on the wall and find the KNOWN TOXINS report.



You will notice for each it has the SYMPTOMS etc, but each one also has a number associated with it in the form of the TIME IT TAKES SYMPTOMS to take effect.

For our PUFFER FISH, it seems they take effect very quickly, within 1 HOUR.

Sometimes these numbers randomise in different playthroughs, so do not take the above screenshot as 100% concrete.

Now we have this number 1, go over to the DEATH RECORD / DOCTORS NOTE and look at the TIME OF DEATH on the notes.


On this one you can see it says HOUR OF THE BOAR.

For every time mentioned here on the TIME OF DEATH, it will mention a specific type of ANIMAL. Take a note of this, in this case, the BOAR.

Now go over to the metal disc and interact with it. Each time you do the HANDS of the METAL DISC will move around and be jumping from one ANIMAL ICON to the next. 



Find the BOAR on there which is highlighted in the screenshot and move the hands of this dial to this location.

Now we are at the BOAR symbol, we need to think back to the KNOWN TOXINS note and the number it had mentioned in there, about how long the SYMPTOMS take to come into effect. This was the value 1 if you remember in this play through.

What this means is if we hypothetically moved the HANDS OF THE DIAL to the BOAR symbol, we need to SUBTRACT ONE from the current hands position, which is on the BOAR symbol, and we would be at the SYMBOL just 1 location BEFORE the BOAR SYMBOL.



So we need to find out the animal, then go ANTI-CLOCKWISE in this instance back 1 location, meaning it will end up eventually at the DOG icon, directly to the left of the BOAR we need to move the hand to.

So basically whatever animal is mentioned in the notes, then go anti clock wise by however many hours was quoted in the KNOWN TOXINS note.

Once we have this completed, there will be two INCENSE BURNERS, 1 to the left of painting 1 and 1 to the right of painting 5 you need to interact with here. Interacting with them will set them alight.




Many people mention to do this incense part very carefully as they say sometimes lighting the burner to the left of painting 1, sometimes turns the wheel by accident so be cautious here.

Assuming everything has gone awesomely, there will be some SMOKE WISPS coming out of the incense burners and into the centre of the room, eventually forming a YELLOW / ORANGE BALL OF ENERGY.







This ball of energy will then shoot up and go up into the WORLD SEED upstairs.

Go up to the WORLD SEED in the SHOGUN's SANCTUM and interact with it to start a MINI BOSS fight. This will not be the final boss fight but will almost be the final attempt at stopping you from progressing any further in this map, the zombies are pulling out all the stops this time around.






This will spawn in a mini boss who is an ONI called ONRYO in the CENTRAL COURTYARD area where you will be teleported to.

He is not a difficult boss but he does have some powerful attacks and he brings some friends along with his in the form of FLOATING HEADS that he throws up into the air an spiral around before shooting out in all directions, then homing in on your location specifically.

He is not too difficult to destroy if all weapons and armour etc have been upgraded at this point.

Simply destroy him and then we can head into the final boss fight for this map.


Thanks for reading as always.

Henry


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