Call of Duty: Advanced Warfare
90 Achievements
2,000
59-75h
Xbox One
Xbox Series
Flotsam & Jetsam
Sink the boat in Carrier. Details for this achievement will be revealed once unlocked
50
0.19%
How to unlock the Flotsam & Jetsam achievement in Call of Duty: Advanced Warfare - Definitive Guide
Completing this easter egg will END THE GAME you are playing
You must have the Supremacy DLC pack. Load up Exo Zombies > Carrier.
The youtube video at the bottom of this guide is all you should really need,
however I have still included the steps in detail below.
This IS possible solo or in co-op.
There are no variations between the solo and co-op method.
---SOLO & CO-OP METHOD---
In my opinion, this easter egg is easier in co-op.
Remember to keep 2 or 3 zombies alive at the end of the rounds to allow you to more efficiently complete the steps without having to worry about killing.
1. GENERATOR
Open your way to the Armory then Lift then Cargo as soon as possible. Equip your exo suit. Head back to the Armory and buy Teleport Grenades off the wall. Head back to Cargo and activate chompy (the cleansweep robot) by interacting with the panel on the wall then immediately launch a teleport grenade into the room where chompy comes from and immediately activate the generator on the left of the room by interacting with it (if you miss you can try again before chompy goes back in or wait for the cooldown and activate him again).
2. GRENADE DISPOSAL - pad #1
NB: You can now also start working on weapon disposal for step 3 while doing step 2.
Head to the armory. There should now be red lights to the right of the grenade disposal plinko board. Buy contact grenades off the wall as they will make this step easier and can be bought again to refill them. To use the grenade disposal plinko machine you must simply launch a grenade into the hole above the plinko board. Launch one teleport grenade into the hole and the grenade dropper will move to the left and a display cycling through different types of explosive equipment will appear on it. Launching a standard frag grenade or contact grenade into the hole will now drop out a piece of equipment onto the plinko matching what is displayed on the dropper. Launch grenades into the hole at the correct time so that the dropper drops grenades in the following order;
ROW 1
- Distraction Drone
- Frag Grenade
ROW 2
Use a teleport grenade to move the grenade dropper to the left again
- Explosive Drone
- Distraction Drone
- Explosisve Drone
- Frag Grenade
ROW 3
Use a teleport grenade to move the grenade dropper to the left again
- Explosive Drone
- Nano Swarm
- Explosive Drone
- Distraction Drone
- Explosive Drone
- Frag Grenade
KEY
Distraction Drone = Orange X with a red light
Frag Grenade = ball covered in orange lights
Explosive Drone = grey stick with a blue light
Nano Swarm = ball covered with a glowing blue aura
CYCLE
...> distraction > frag > nano > explosive >...
As this step can be difficult to memorise I recommend you either write this order down or keep this guide open. The machine resets every new round and gets increasingly more difficult every time you launch a grenade into it. When you do a grenade incorrectly simply input a frag grenade to reset it. When you complete a row correctly the frag will bounce over to the holder on the right and the red light will turn green. When all three rows are done correctly all three lights will be green and a data pad will now be ejected from a holder at the bottom right of the grenade disposal plinko board. Interact with it to take the data pad. The data pad should now appear in your inventory shown on the bottom left of your hud near your player security id card. Make your way to the Gun Deck and walk up to the vault door to the right of the teleporter and interact with it. A short audio log will play. Walk up to the vault door and hold x again when the audio log is finished and you will insert your data pad. You will know you have done this correctly when 2 of the 5 lights to the right of the door are green and a short audio log plays.
3. DRUNKEN LAZ0RRZZZ - pad #2
After activating the generator for step 1 you will have powered on the weapon disposal in the Armory (to the left of the contact grenades). This machine can be used by simpling walking up to it and interacting with it with a weapon in hand. The zombie arm will take your weapon and give you either 200 points or a piece for this easter egg. ANY gun can be traded in empty or full of ammo, from the wall or from the 3dprinter however I have had better luck attaining parts from 3dprinted guns. Trade guns into the weapon disposal until you receive a bottle which will then be permanently dropped on the floor to the right of the machine for your current game. If the weapon disposal zombie gives you parts of the fishing rod for the next step take them from the hand by walking up to it and interacting with it then add them to the fishing rod opposite the vault door on the gun deck by walking up to it and interacting with it. The fishing rod parts will be given in this order fishing reel > spool of red fishing line > hook. Once you have received the bottle and see it on the floor to the right of the machine open the door to the left of the machine to the Bio Lab then open the huge doors between the Bio Lab and Cargo then head down to the Moon Pool and open the door from the Moon Pool to the Hangar. You should now have a clear path from the weapon disposal machine through bio lab > cargo > lift > moon pool > hangar. Wait until the end of a round and keep a few zombies (if you're playing this coop have your friends train the remaining zombies for you to keep them away from you). If you're playing cooperatively ensure your teammates are not in any of the following areas while you attempt this step Cargo, Lift, Moon Pool, Hangar as this will cause you to fail the challenge. Walk up to the bottle near the weapon disposal and interact with it - this will make you 'drunk' and your players view will start pivoting making it hard to move - you will also not be able to properly sprint or exo dash and your movement speed is slowed dramatically. Head to the Bio Lab and press the keypad to the right of the cargo doors between the Bio Lab and Cargo - this will activate the laser grid challenge. You must then proceed through the following areas without touching any of the laser grid Cargo > Lift > Moon Pool > Hangar - there will be openings in the grid for you to make it there - the hardest part of this is the Cargo area where you have to double jump from one small opening in the grid to another (I use the path on the left the whole way and can do it first try now) and after that it's simply a matter of crouch walking, walking, mantling and hugging walls to avoid the lasers. The path through the laser field is fairly obvious but I recommend you watch the video below this written guide for reference anyway. Once you make it to the hangar and over or around the crate on the left you will come to the teleporter and on the ground directly in front of it will be the second data pad. walk up to it and interact with it to pick it up. The data pad should now appear in your inventory. The drunken effect will now wear off - proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the second data pad - 3 of 5 lights will now be green and a short audio log will play.
4. LOST ISLAND - pad #3
NB: You CAN start building the fishing rod while still working on step 3.
Using the weapon disposal machine from step 2 proceed to swap out weapons until you receive all parts for the fishing rod - take them from the hand by walking up to it and interacting with it then add them to the fishing rod opposite the vault door on the gun deck by walking up to it and interacting with it. The fishing rod parts will be given in this order fishing reel > spool of red fishing line > hook. When all parts are added the rod will be built and for 100pts you will be able to fish by walking up to it and interacting with it.
After completing step 3 when you kill a teleporting zombie OR teleporting dog it will ALWAYS drop a teleport fragment where they die (looks like a pyramid / half of a teleport grenade) which you can pick up by simply walking over it and it will then appear in your inventory. More than one player can pick up a teleport fragment at a time. Once you have a teleport fragment in your inventory head to the NOT lit up teleporter in the Bio Lab on the bottom floor to the left of the large zombie dog box. Walk up to this teleporter and interact with it to place your fragment in it - it will light up for a second and make a sound. You must repeat this with 20 total teleport fragments (as such this will take quite a few rounds so remember to keep upgrading weapons and buying all perks - see tips to survive at the bottom of this guide). You should be able to complete this step before round 20. Once you have filled the teleporter the blue light will stay constantly on indicating that it is ready for use. Head back to the fishing rod at the Gun Deck and 'Fish' until you receive a shovel. More than one player can have a shovel however only one is needed (but the more shovels the better for the next part). As many people as you'd like can go through the teleporter however you will NEED the person with the shovel to come through. When you use the teleporter you will be teleported to a small island and the person / people with the shovel(s) must then immediately dig up the sand all around the entire island as quickly as possible by spamming interact while looking at the ground until you hear a clink sound and a briefcase is uncovered which you then interact with to open and interact with again to collect the data pad from inside. If you fail to find the case you can simply wait for the teleporter to cooldown (takes about 30 seconds) however it will get increasingly more expensive for consecutive uses that round. The island is THE SAME ISLAND EVERY TIME you teleport to it that game so if you've definitely checked one area proceed to the next etc. or if you uncover the box but don't have time to open it when you go back it will still be there for you to open. Try to cover the ENTIRE island while digging (even the very edges of it) don't just dig in one area. The box has a pretty big hitbox so don't worry about digging every few centimetres - SPACE OUT WHERE YOU DIG AS MUCH AS POSSIBLE! The data pad should now appear in your inventory. Proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the third data pad - 4 of 5 lights will now be green and a short audio log will play.
Completing this step will also unlock a level 25 weapon upgrade machine on the gun deck to the right of the fishing rod which could be useful for having a high DPS gun to take down the drones in the next step.
5. CAPTAIN DJ - pad #4
Make your way to the Hangar area. Head to the lockers within the hangar, walk up to Captain DJ's locker and interact with it (have your volume up for this bit) - you'll know this has registered when your character says something about it being locked with a retina / eye scanner.
NB: If you are doing this cooperatively have AT LEAST TWO players now use the fishing rod until they BOTH have a fish in their inventory - if you are doing this solo ignore this.
THIS IS THE HARDEST PART OF THE EASTER EGG
After trying to open the locker you activate a random spawn for a drone carrying a lever. These drones are white and red and look like small UFOs - you may have seen them spawn in before carrying a power up which you could pick up if you destroy the drone before it flys away. Now though, this step will spawn in TWO drones onto the map eventually beside each other one with a standard power up which you need to ignore and one with the blue lever which you want. You can see the power up glowing green inside the drone with the power up the other one will appear empty so chase and destroy the one which looks empty. Waiting for the drones to spawn in can take MANY MANY ROUNDS (in my experience after activating the locker they will appear somewhere in the next 5 rounds and if you miss them they will appear again about once every 5 rounds after that (and seeing as you'll be in the high 20s for rounds by now do NOT miss them or things will get VERY hard).
The drones in my experience spawn either in the;
- Med Bay (near the generator)
- Bio Lab (near the bottom of the stairs on the ground level)
- Armory (in the middle near the 3dprinter)
- Moon Pool (right in the centre of the room)
I have never had the drones spawn anywhere other than this (let me know if you have) however I still believe it's worth checking the ENTIRE map (all areas) every round just in case. You can check the map at the end of the rounds by keeping a few zombies which will be easier however I believe checking at the start of the rounds is better due to the bombs (if you have to defuse a bomb and while doing so find the drones you're gonna have a bad time).
When you see a drone it wont activate and start flying away until you are in that area so if you can see the drones but they haven't taken off from the ground yet if you're playing coop you can call your teammates over to help take it down. The drone takes a LOT of damage to take down so make sure you have a high damage upgraded gun with a lot of ammo to take it down. When you destroy the drone walk over the ground below where it exploded and look for a blue lever then walk up to it and press x to pick it up (if you can't see it just spam x to try pick it up anyway) - the blue lever should now appear in your inventory. Head to the Moon Pool. On the wall to the right of the 3dprinter will be a power box walk up to it and interact with it to add the lever to it. The switch is now active however do not use it yet.
If you are doing this coop and had got the two fish as recommended at least one person should now still have a fish in their inventory. If not or if you're doing this solo fish until at least one person has a fish in their inventory. Head back to the Moon pool and kill zombies on the glass panels with long holes in them so that their blood flows down into the water and attracts the shark. The glass in question are the three square panels. You can apparently kill zombies only on one of these grates to attract the shark however in my experience killing as many zombies as possible on all three grates worked much quicker and more reliably in attracting the shark (of course throwing a distraction drone on top of the grating works very well for this step but is not necessary). Once you see the shark under the glass (it's fairly obvious) quickly go back to the switch near the 3d printer, interact with it to pull down the lever and lower the shark cage and open the moon pool doors. Quickly have the person with the fish jump into the shark cage from the side with the opening on the top of it (NOT the Lift room exit side but the OPPOSITE side to that) then press a to mantle the cage and get on top of it then drop into the hole in the top and you will be then lowered into the water. Quickly spin around while underwater to find the shark which should now be knawing at the cage and press interact on it and the fish will be exchanged for Captain DJ's eye. The severed eye should now appear in your inventory and you will be able to exit the shark cage. Head back to Captain DJ's locker in the hangar and use the eye to unlock it then look inside it and on the bottom shelf will be the data pad pick it up by walking up to it and interacting with it. The data pad should now appear in your inventory. Proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the fourth data pad - 5 of 5 lights will now be green and a short audio log will play.
You now need to use the weapon exchange repeatedly until the zombie arm from the weapon exchange gives you some C4. Pick it up from him by walking up to it and interacting with it. The C4 should now appear in your inventory. Head back to the vault door at the Gun Deck and interact with the door to end the game, complete the easter egg, get your achievement and play the ending cutscene.
Well done!
You completed the hardest easter egg in Exo Zombies to date!
1 like = 1 cry for Oz
ADDITIONAL INFO
Tips to survive are:
-Start the low rounds shooting in the legs and knifing for more points
-Get your Exo Suit ASAP
-Attain Exo Health / Juggernog ASAP (2500pts)
-Attain two good weapons from the 3dPrinter/MysteryBox or the wall ASAP
-Train zombies behind you (gather them up behind you and run in circles around the room or map) once you reach approximately round 7 and upwards
-Upgrade your weapons using the upgrade machine whenever you can (2500pts)
-Pick up all care packages! Why not they're free and they help you out!
-Gain free points from green security consoles by walking up to them and pressing x (randomly change around the map).
-Purchase all other perks in order of personal preference
-Prioritise killing zombies: try pick off the EMP zombies from your trains
Good areas for training are Cargo & Moon Pool.
Some additional useful info is contained in my map below!
Pop goes the cheevo!
Hope this helps
Happy Gaming!
-coreymawf
Check out my video guide below!
CARRIER ZOMBIES COMPLETE EASTER EGG (FLOTSAM & JETSAM) + HIGH ROUND + Mk25 + SONG
You must have the Supremacy DLC pack. Load up Exo Zombies > Carrier.
The youtube video at the bottom of this guide is all you should really need,
however I have still included the steps in detail below.
This IS possible solo or in co-op.
There are no variations between the solo and co-op method.
---SOLO & CO-OP METHOD---
In my opinion, this easter egg is easier in co-op.
Remember to keep 2 or 3 zombies alive at the end of the rounds to allow you to more efficiently complete the steps without having to worry about killing.
1. GENERATOR
Open your way to the Armory then Lift then Cargo as soon as possible. Equip your exo suit. Head back to the Armory and buy Teleport Grenades off the wall. Head back to Cargo and activate chompy (the cleansweep robot) by interacting with the panel on the wall then immediately launch a teleport grenade into the room where chompy comes from and immediately activate the generator on the left of the room by interacting with it (if you miss you can try again before chompy goes back in or wait for the cooldown and activate him again).
2. GRENADE DISPOSAL - pad #1
NB: You can now also start working on weapon disposal for step 3 while doing step 2.
Head to the armory. There should now be red lights to the right of the grenade disposal plinko board. Buy contact grenades off the wall as they will make this step easier and can be bought again to refill them. To use the grenade disposal plinko machine you must simply launch a grenade into the hole above the plinko board. Launch one teleport grenade into the hole and the grenade dropper will move to the left and a display cycling through different types of explosive equipment will appear on it. Launching a standard frag grenade or contact grenade into the hole will now drop out a piece of equipment onto the plinko matching what is displayed on the dropper. Launch grenades into the hole at the correct time so that the dropper drops grenades in the following order;
ROW 1
- Distraction Drone
- Frag Grenade
ROW 2
Use a teleport grenade to move the grenade dropper to the left again
- Explosive Drone
- Distraction Drone
- Explosisve Drone
- Frag Grenade
ROW 3
Use a teleport grenade to move the grenade dropper to the left again
- Explosive Drone
- Nano Swarm
- Explosive Drone
- Distraction Drone
- Explosive Drone
- Frag Grenade
KEY
Distraction Drone = Orange X with a red light
Frag Grenade = ball covered in orange lights
Explosive Drone = grey stick with a blue light
Nano Swarm = ball covered with a glowing blue aura
CYCLE
...> distraction > frag > nano > explosive >...
As this step can be difficult to memorise I recommend you either write this order down or keep this guide open. The machine resets every new round and gets increasingly more difficult every time you launch a grenade into it. When you do a grenade incorrectly simply input a frag grenade to reset it. When you complete a row correctly the frag will bounce over to the holder on the right and the red light will turn green. When all three rows are done correctly all three lights will be green and a data pad will now be ejected from a holder at the bottom right of the grenade disposal plinko board. Interact with it to take the data pad. The data pad should now appear in your inventory shown on the bottom left of your hud near your player security id card. Make your way to the Gun Deck and walk up to the vault door to the right of the teleporter and interact with it. A short audio log will play. Walk up to the vault door and hold x again when the audio log is finished and you will insert your data pad. You will know you have done this correctly when 2 of the 5 lights to the right of the door are green and a short audio log plays.
3. DRUNKEN LAZ0RRZZZ - pad #2
After activating the generator for step 1 you will have powered on the weapon disposal in the Armory (to the left of the contact grenades). This machine can be used by simpling walking up to it and interacting with it with a weapon in hand. The zombie arm will take your weapon and give you either 200 points or a piece for this easter egg. ANY gun can be traded in empty or full of ammo, from the wall or from the 3dprinter however I have had better luck attaining parts from 3dprinted guns. Trade guns into the weapon disposal until you receive a bottle which will then be permanently dropped on the floor to the right of the machine for your current game. If the weapon disposal zombie gives you parts of the fishing rod for the next step take them from the hand by walking up to it and interacting with it then add them to the fishing rod opposite the vault door on the gun deck by walking up to it and interacting with it. The fishing rod parts will be given in this order fishing reel > spool of red fishing line > hook. Once you have received the bottle and see it on the floor to the right of the machine open the door to the left of the machine to the Bio Lab then open the huge doors between the Bio Lab and Cargo then head down to the Moon Pool and open the door from the Moon Pool to the Hangar. You should now have a clear path from the weapon disposal machine through bio lab > cargo > lift > moon pool > hangar. Wait until the end of a round and keep a few zombies (if you're playing this coop have your friends train the remaining zombies for you to keep them away from you). If you're playing cooperatively ensure your teammates are not in any of the following areas while you attempt this step Cargo, Lift, Moon Pool, Hangar as this will cause you to fail the challenge. Walk up to the bottle near the weapon disposal and interact with it - this will make you 'drunk' and your players view will start pivoting making it hard to move - you will also not be able to properly sprint or exo dash and your movement speed is slowed dramatically. Head to the Bio Lab and press the keypad to the right of the cargo doors between the Bio Lab and Cargo - this will activate the laser grid challenge. You must then proceed through the following areas without touching any of the laser grid Cargo > Lift > Moon Pool > Hangar - there will be openings in the grid for you to make it there - the hardest part of this is the Cargo area where you have to double jump from one small opening in the grid to another (I use the path on the left the whole way and can do it first try now) and after that it's simply a matter of crouch walking, walking, mantling and hugging walls to avoid the lasers. The path through the laser field is fairly obvious but I recommend you watch the video below this written guide for reference anyway. Once you make it to the hangar and over or around the crate on the left you will come to the teleporter and on the ground directly in front of it will be the second data pad. walk up to it and interact with it to pick it up. The data pad should now appear in your inventory. The drunken effect will now wear off - proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the second data pad - 3 of 5 lights will now be green and a short audio log will play.
4. LOST ISLAND - pad #3
NB: You CAN start building the fishing rod while still working on step 3.
Using the weapon disposal machine from step 2 proceed to swap out weapons until you receive all parts for the fishing rod - take them from the hand by walking up to it and interacting with it then add them to the fishing rod opposite the vault door on the gun deck by walking up to it and interacting with it. The fishing rod parts will be given in this order fishing reel > spool of red fishing line > hook. When all parts are added the rod will be built and for 100pts you will be able to fish by walking up to it and interacting with it.
After completing step 3 when you kill a teleporting zombie OR teleporting dog it will ALWAYS drop a teleport fragment where they die (looks like a pyramid / half of a teleport grenade) which you can pick up by simply walking over it and it will then appear in your inventory. More than one player can pick up a teleport fragment at a time. Once you have a teleport fragment in your inventory head to the NOT lit up teleporter in the Bio Lab on the bottom floor to the left of the large zombie dog box. Walk up to this teleporter and interact with it to place your fragment in it - it will light up for a second and make a sound. You must repeat this with 20 total teleport fragments (as such this will take quite a few rounds so remember to keep upgrading weapons and buying all perks - see tips to survive at the bottom of this guide). You should be able to complete this step before round 20. Once you have filled the teleporter the blue light will stay constantly on indicating that it is ready for use. Head back to the fishing rod at the Gun Deck and 'Fish' until you receive a shovel. More than one player can have a shovel however only one is needed (but the more shovels the better for the next part). As many people as you'd like can go through the teleporter however you will NEED the person with the shovel to come through. When you use the teleporter you will be teleported to a small island and the person / people with the shovel(s) must then immediately dig up the sand all around the entire island as quickly as possible by spamming interact while looking at the ground until you hear a clink sound and a briefcase is uncovered which you then interact with to open and interact with again to collect the data pad from inside. If you fail to find the case you can simply wait for the teleporter to cooldown (takes about 30 seconds) however it will get increasingly more expensive for consecutive uses that round. The island is THE SAME ISLAND EVERY TIME you teleport to it that game so if you've definitely checked one area proceed to the next etc. or if you uncover the box but don't have time to open it when you go back it will still be there for you to open. Try to cover the ENTIRE island while digging (even the very edges of it) don't just dig in one area. The box has a pretty big hitbox so don't worry about digging every few centimetres - SPACE OUT WHERE YOU DIG AS MUCH AS POSSIBLE! The data pad should now appear in your inventory. Proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the third data pad - 4 of 5 lights will now be green and a short audio log will play.
Completing this step will also unlock a level 25 weapon upgrade machine on the gun deck to the right of the fishing rod which could be useful for having a high DPS gun to take down the drones in the next step.
5. CAPTAIN DJ - pad #4
Make your way to the Hangar area. Head to the lockers within the hangar, walk up to Captain DJ's locker and interact with it (have your volume up for this bit) - you'll know this has registered when your character says something about it being locked with a retina / eye scanner.
NB: If you are doing this cooperatively have AT LEAST TWO players now use the fishing rod until they BOTH have a fish in their inventory - if you are doing this solo ignore this.
THIS IS THE HARDEST PART OF THE EASTER EGG
After trying to open the locker you activate a random spawn for a drone carrying a lever. These drones are white and red and look like small UFOs - you may have seen them spawn in before carrying a power up which you could pick up if you destroy the drone before it flys away. Now though, this step will spawn in TWO drones onto the map eventually beside each other one with a standard power up which you need to ignore and one with the blue lever which you want. You can see the power up glowing green inside the drone with the power up the other one will appear empty so chase and destroy the one which looks empty. Waiting for the drones to spawn in can take MANY MANY ROUNDS (in my experience after activating the locker they will appear somewhere in the next 5 rounds and if you miss them they will appear again about once every 5 rounds after that (and seeing as you'll be in the high 20s for rounds by now do NOT miss them or things will get VERY hard).
The drones in my experience spawn either in the;
- Med Bay (near the generator)
- Bio Lab (near the bottom of the stairs on the ground level)
- Armory (in the middle near the 3dprinter)
- Moon Pool (right in the centre of the room)
I have never had the drones spawn anywhere other than this (let me know if you have) however I still believe it's worth checking the ENTIRE map (all areas) every round just in case. You can check the map at the end of the rounds by keeping a few zombies which will be easier however I believe checking at the start of the rounds is better due to the bombs (if you have to defuse a bomb and while doing so find the drones you're gonna have a bad time).
When you see a drone it wont activate and start flying away until you are in that area so if you can see the drones but they haven't taken off from the ground yet if you're playing coop you can call your teammates over to help take it down. The drone takes a LOT of damage to take down so make sure you have a high damage upgraded gun with a lot of ammo to take it down. When you destroy the drone walk over the ground below where it exploded and look for a blue lever then walk up to it and press x to pick it up (if you can't see it just spam x to try pick it up anyway) - the blue lever should now appear in your inventory. Head to the Moon Pool. On the wall to the right of the 3dprinter will be a power box walk up to it and interact with it to add the lever to it. The switch is now active however do not use it yet.
If you are doing this coop and had got the two fish as recommended at least one person should now still have a fish in their inventory. If not or if you're doing this solo fish until at least one person has a fish in their inventory. Head back to the Moon pool and kill zombies on the glass panels with long holes in them so that their blood flows down into the water and attracts the shark. The glass in question are the three square panels. You can apparently kill zombies only on one of these grates to attract the shark however in my experience killing as many zombies as possible on all three grates worked much quicker and more reliably in attracting the shark (of course throwing a distraction drone on top of the grating works very well for this step but is not necessary). Once you see the shark under the glass (it's fairly obvious) quickly go back to the switch near the 3d printer, interact with it to pull down the lever and lower the shark cage and open the moon pool doors. Quickly have the person with the fish jump into the shark cage from the side with the opening on the top of it (NOT the Lift room exit side but the OPPOSITE side to that) then press a to mantle the cage and get on top of it then drop into the hole in the top and you will be then lowered into the water. Quickly spin around while underwater to find the shark which should now be knawing at the cage and press interact on it and the fish will be exchanged for Captain DJ's eye. The severed eye should now appear in your inventory and you will be able to exit the shark cage. Head back to Captain DJ's locker in the hangar and use the eye to unlock it then look inside it and on the bottom shelf will be the data pad pick it up by walking up to it and interacting with it. The data pad should now appear in your inventory. Proceed back to the vault at the Gun Deck and walk up to it and interact with it to insert the fourth data pad - 5 of 5 lights will now be green and a short audio log will play.
You now need to use the weapon exchange repeatedly until the zombie arm from the weapon exchange gives you some C4. Pick it up from him by walking up to it and interacting with it. The C4 should now appear in your inventory. Head back to the vault door at the Gun Deck and interact with the door to end the game, complete the easter egg, get your achievement and play the ending cutscene.
Well done!
You completed the hardest easter egg in Exo Zombies to date!
1 like = 1 cry for Oz
ADDITIONAL INFO
Tips to survive are:
-Start the low rounds shooting in the legs and knifing for more points
-Get your Exo Suit ASAP
-Attain Exo Health / Juggernog ASAP (2500pts)
-Attain two good weapons from the 3dPrinter/MysteryBox or the wall ASAP
-Train zombies behind you (gather them up behind you and run in circles around the room or map) once you reach approximately round 7 and upwards
-Upgrade your weapons using the upgrade machine whenever you can (2500pts)
-Pick up all care packages! Why not they're free and they help you out!
-Gain free points from green security consoles by walking up to them and pressing x (randomly change around the map).
-Purchase all other perks in order of personal preference
-Prioritise killing zombies: try pick off the EMP zombies from your trains
Good areas for training are Cargo & Moon Pool.
Some additional useful info is contained in my map below!
Pop goes the cheevo!
Hope this helps
Happy Gaming!
-coreymawf
Check out my video guide below!
CARRIER ZOMBIES COMPLETE EASTER EGG (FLOTSAM & JETSAM) + HIGH ROUND + Mk25 + SONG
60 Comments
@Twobby there are multiple ways to do the grenade disposal step this is just the order I (and most people) use :)
By coreywolfg on 04 Jun 2015 14:26
Congratulations guys and thanks for the vid now to go try and do this
By beefcake128 on 03 Jun 2015 11:29
Thought I would post my step by Step Guide, Feel free to ask any questions and I will get back to you as soon as possible. Happy Hunting!
Step 1:
Step 2:
Just for additional info:
The game works as follows - All you need are Telefrags and Contact Grenades.
Throw 1 Telefrag into the Disposal to move the dropper to the left.
The dropper will cycle through each grenade in the game and you must throw a contact grenade into the hole when the dropper shows a picture of a certain type of grenade based on the order. The "contact grenade" at the end of each step is simply to finish off each sequence, i.e., once the distraction drone is locked in for step one, shooting a contact grenade in at any time will light up the first light .
Game 1 - Distraction Drone, Contact Grenade.
Game 2 - Explosive Drone, Distraction Drone another Explosive drone and then a Contact Grenade.
Game 3 - Explosive drone, Nano Grenade Another Explosive drone, Distraction Grenade another Explosive drone and then a Contact Grenade.
The objective is to fill all 3 slots on the left with a different type of grenade. Once all 3 are filled, the Contact Grenade should bounce to the right and activate the green light.
Once complete, grab the keycard from the slit in the wall to the right, bring it to the Vault door, hold X to hear Oz talk, hold X again when he finishes and you will give him the keycard to complete step 2.
Step 3:
Step 4:
Step 5:
Step 6:
Step 7/Final Step:
Have a good'un.
Step 1:
Step 2:
Just for additional info:
The game works as follows - All you need are Telefrags and Contact Grenades.
Throw 1 Telefrag into the Disposal to move the dropper to the left.
The dropper will cycle through each grenade in the game and you must throw a contact grenade into the hole when the dropper shows a picture of a certain type of grenade based on the order. The "contact grenade" at the end of each step is simply to finish off each sequence, i.e., once the distraction drone is locked in for step one, shooting a contact grenade in at any time will light up the first light .
Game 1 - Distraction Drone, Contact Grenade.
Game 2 - Explosive Drone, Distraction Drone another Explosive drone and then a Contact Grenade.
Game 3 - Explosive drone, Nano Grenade Another Explosive drone, Distraction Grenade another Explosive drone and then a Contact Grenade.
The objective is to fill all 3 slots on the left with a different type of grenade. Once all 3 are filled, the Contact Grenade should bounce to the right and activate the green light.
Once complete, grab the keycard from the slit in the wall to the right, bring it to the Vault door, hold X to hear Oz talk, hold X again when he finishes and you will give him the keycard to complete step 2.
Step 3:
Step 4:
Step 5:
Step 6:
Step 7/Final Step:
Have a good'un.
SOLO GUIDE!
This achievement is for completing the Easter Egg on the new Supremacy DLC.
I have done this achievement several times and finally perfected the steps. Below is the video and written guide depending on your learning preference! Enjoy!
STARTING OUT:
Recommended Equipment: OHM gun, Distraction drones.
If it helps you to remember, you want the disc by 6!
Then you'll get drunk and think you're in Heaven by 7!
This makes then game a lot easier and at this point, it's easier to restart the game if you don't get drunk by 7!
If you see the bombs activate in the other rooms, do not worry too much until you get to the higher rounds. If you DO NOT prevent all three bombs from going off, the next round will start with the huge zombie introduced in Burger Town!
BEWARE!!! Each bomb is protect by two red guards that have GUNS!!!! They will kill you as you deactivate the bomb, so make sure you take them out. When you do, they will drop an invisibility every time, so pick it up and then deactivate the bomb! In the higher rounds, it will be one red guard, and one machine guard (pretty easy, just shoot two or so grenades at it!)
NOTE: You want to have an invisibility in your inventory!!! Do not use it until STEP 7!!!!!!!!!
Round 1: shoot zombies 4 times then knife!
Round 2: shoot zombies 7 times then knife!
Round 3: shoot zombies 9 times then knife
During rounds 3-6, you should be doing the grenade disposal step.
During rounds 3-6, go buy exo-health (moon pool) and exo-revive (hangar/gun deck)
During rounds 3-7, keep shooting zombies with your pistol and then punch them for the final kill.
You should be able to get contact grenades AND the new telefrag grenades off the walls by the end of round 1 if you get lucky with the plinko grenade disposal, otherwise it'll be by round 2!
At the start of the game, you will leave the first starting room when you have a score of 1,450. Once you open the door, you'll have 200, activate the power to your right/left once you enter the ARMORY and you'll have 300.
Toss all of your grenades into the grenade disposal (Plinko Board). Depending on what numbers you get, you should have enough to buy contact grenades (next to the hand) or telefrags (left of bio door).
During round 2, you should have enough to open door to LIFT and stand next to the CARGO door until you get 2,000 (usually start of round 3).
STEP 1:
Once inside CARGO, turn on power to the right, grab your EXO-SUIT, and start punching zombies until you have over 1,000. Once at 1,000, go to the CHOMPY door (door #34) and activate it. THE MINUTE YOU ACTIVATE IT, CHOMPY WILL COME OUT AND YOU NEED TO SHOOT A TELEFRAG IN THAT ROOM BEFORE IT CLOSES!!!!
Once in the room, activate the POWER and it will change the grenade disposal board. Head back to the Armory and begin the grenade disposal step!
To make it move, you have to toss a telefrag into the slot. Once done, the slot will begin to move, and in the upper-left corner of the screen will be a random order of the 4 different types of grenades. Each red light requires a certain order of the grenades. Toss your frag/contact grenades when the upper-left corner of the screen reads the grenades in the following order...
NOTE: When it says frag, you can either use the frags you start with or contact grenades that can be bought off the wall in the armory (next to the hand).
Don't forget to buy telefrags off the wall in the armory!
REMEMBER: if you mess up during this step, toss a frag into the grenade disposal. Also, if a new round starts, you DO NOT need to toss a telefrag to get it moving again, just continue where you left off!!!
You'll know you did the order correctly when the red light changes to green!
STEP 2
First Red Light
Telefrag
Distraction Drone (orange X)
Frag (orange ball)
Second Red Light
Telefrag
Explosive (looks like an i with a blue dot)
Distraction Drone (orange X)
Explosive (blue i)
Frag (orange ball)
Third Red Light
Telefrag
Explosive (blue i)
Nano Swarm (blue ball)
Explosive (blue i)
Distraction Drone (orange X)
Explosive (blue i)
Frag (orange ball)
Once done, to the right of the grenade disposal will be a slot where a disc will come out. Go over and pick it up! You then want to go back to the GUN DECK! As you descend the stairs, there will be a teleporter to your left and then immediately an engine room door. Constantly hit the action button and OZ will begin speaking. Once he's done, keep hitting the action button until the disc is no longer in your inventory.
STEP 3:
Give guns to the hand! Right now you're still in the GUN DECK, so go buy the bulldog gun off the wall (if you're facing the engine room door, enter the door on your right and it'll be on the left wall)!
Once you have the gun, go back to the ARMORY and give it to the hand. Repeat this step. The second bulldog you give him, will make him drop a bottle.
The following doors should be open or you should have enough to open them during this step.
Armory TO Bio-Lab (NOW)
Bio-Lab TO Cargo (NOW)
Cargo TO Lift (during rounds 3-6)
Lift TO Moon Pool (during rounds 3-6)
Moon Pool to Hangar (NOW)
This should be round 7! Make sure you have at least ONE zombie left alive. Look down at the bottle, keep hitting the action button until you notice your character start looking a bit drunk (screen has a orange-yellow tint).
Enter the BIO-LAB and go to the CARGO door, but DON'T ENTER YET! To the right of the door will be a keypad. Hit the action button and you'll see a timer start on your screen and lasers in the cargo room. There is plenty of time to do this.
I recommend going left. I find it easier. Just keep double-jumping over the lasers landing on the empty space. The hardest part of this room is the double-jumping over the crate onto the other side. Once you are out of this room, you can breathe!
You will hit crouch and start crouching from the lift to the moon pool. Once you enter the moon pool, hit crouch to stand up and you can run to the right of the moon pool until you see a ledge that you can climb up (in front of exo-health). Enter the room with the power generator and you can either crouch or hug the wall to pass the next TWO laser puzzles. Once you see the HANGAR door, you are home free!
Double jump or hug the crate to pass by it, and there will be a teleport machine in front of you. Directly on the floor in front of it, is the next DISC. Keep hitting the action button, and you'll pick it up. Then activate the teleport machine and head on back to the GUN DECK, to drop off the DISC.
STEPS 4 & 5!
These two steps can be completed together.
You need to give guns to the hand, so that it gives you THREE items for the fishing pole that is directly across the engine room door on the GUN DECK!
1: Spool
2: Reel
3: Hook
I recommend getting guns from the 3D-printer as this has greatly increased the chances of him giving the parts needed. I usually do a couple of bulldogs and then a 3d-printed gun to conserve money!
While doing this step, you will be TRAINING in the moon pool area! The teleport zombies will start appearing and each one you kill, will drop a teleport fragment. You can collect ONE at a time, so it is VERY IMPORTANT to drop them off immediately when you obtain one.
Where do you drop it off?
There is a broken teleport machine in the Bio-Lab room on the ground floor. Make sure you have ALL zombies behind you when you leave this room so that they don't block you on the stairs! This is the path you should take when doing these two steps.
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Medical Room
Medical Room to Gun Deck
Gun Deck to Armory
Armory to Lift
Lift to Moon Pool
Once you are done with the fishing pole parts objective, then the path will be...
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Armory
Armory to Lift
Lift to Moon Pool
Expect the teleport fragment step to take a VERY LONG TIME!!! When you see multiple teleport zombies, do not kill them at the same time. This will lose the fragment since you can only pick up one at a time and the other fragment will disappear by the time you get back. Be very careful to kill one at a time!!!
Once you have collected 20 fragments (ouch), the teleport machine will activate. Now, go back to the GUN DECK and fish with the fishing pole (100 points each time). You want to fish for a SHOVEL!!! Keep fishing until it pulls it up and then keep hitting the action button. Once you get it, enter the newly activated teleport machine in Bio-Lab
Step 6!
PIRATE TIME!!!
Welcome to the island. You need to look down and start hitting the action button constantly as you are digging for buried treasure. The island will remain the same, so if you don't find it the first time, you'll have to wait until the machine cools down (30 seconds), and then you can reactivate and try again! The holes that you made previously will still be there meaning that the treasure location HAS NOT CHANGED!!!
I recommend you try by the trees and rocks as this has been where the treasure usually spawns for me!
Once you get it, constantly hit the action button until you open the chest and continue hitting the action button until you get the DISC! If you don't get it, then wait, reactivate, and it'll be waiting for you the next time you get to the island.
Make sure you have a decent, high fire rate gun for the next step and that you have purchased Exo-Reload (LIFT ROOM). The upgrade machine is by the grenade disposal in the Armory. I upgrade my high powered gun to rank 10 and nothing higher, but the higher it is the better! I recommend the OHM gun (it's new!!!). It's firing rate is incredible and hasn't let me down!
Step 7!
I recommend that you do this next step towards the end of the round you are playing. The reason being is that once you activate the locker, the next round will spawn those green ships and one of them will contain what we need!
Drop the DISC off at the Engine room, go to the HANGAR and you'll see a locker that is closed that belongs to Captain DJ (lockers are by the 3d-printer). Hit the action button to try to open it, and your character will mention something about a retinal scan. We need an EYEBALL!!!
With your high powered gun, head back to the moon pool and finish off the round. You should have an invisibility in your inventory as said at the start! Start your train of zombies and this is the round where the green ships should spawn. One looks empty (that's the one you want). If you aren't on a super high round and have a decent gun, you should be fine! Make sure you have exo-reload just in case! With your train of zombies, you are going to go on a quest to find these two green ships. They can spawn in every room, so take the path as mentioned in step 4 & 5.
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Medical Room
Medical Room to Gun Deck
Gun Deck to Armory
Armory to Lift
Lift to Moon Pool
If you find the ship, activate your invisibility and OPEN FIRE!!!! Keep firing on the EMPTY green ship until it explodes. It contains a blue lever and will be where ever it blew up (meaning it might be dangling in the air). Find it and hit the action button until it appears in your inventory.
NOTE: If you destroy the ship and it is out of reach, the lever WILL FALL to the ground!!! So Don't worry!!! This happened to me in the gun deck!!
Pick it up and run to the moon pool before the invisibility runs out!!!
In the moon pool area, across from exo-health (next to 3d-printer), will be an electrical box missing a lever. Hit the action button to place the lever on it, but DO NOT activate it yet! Continue to train in the moon pool area.
There are THREE slots on the ground covered with bars to prevent you from falling into the water below. You need to toss a distraction drone on top of it and start killing zombies on the bars. Their blood will drain into the water, making a tasty snack for a shark. When you killed enough zombies (usually takes 1 or 2 distraction drones), your character will say something about SHARKS!!! This is your time to run to the electrical box, hit the action button to pull the lever, and a diving cage will lower from the ceiling. Jump on in (I recommend tossing a distraction drone, so you safely jump on top of it.
You will now be under water!!! Look around you until you see a shark biting the cage! Keep hitting the action button on the shark until you come up out of the water. Your inventory should now include an eyeball!!!!
Drop that eyeball off at DJ's locker (ARMORY ROOM) and pick up the DISC on the floor.
Drop off the DISC at the engine room's door (GUN DECK).
Step 8 (FINAL STEP!!!!)
You need C-4 to blow up that engine room! We need to give guns to the hand again until he gives us that c-4! I recommend you get rid of your least powerful gun and continue to train, train, train running back and forth until you get that package of C-4!
Once you get it, run to the engine room door and hit the action button!
THE GAME WILL END and your achievement will pop!!!
This achievement is for completing the Easter Egg on the new Supremacy DLC.
I have done this achievement several times and finally perfected the steps. Below is the video and written guide depending on your learning preference! Enjoy!
STARTING OUT:
Recommended Equipment: OHM gun, Distraction drones.
If it helps you to remember, you want the disc by 6!
Then you'll get drunk and think you're in Heaven by 7!
This makes then game a lot easier and at this point, it's easier to restart the game if you don't get drunk by 7!
If you see the bombs activate in the other rooms, do not worry too much until you get to the higher rounds. If you DO NOT prevent all three bombs from going off, the next round will start with the huge zombie introduced in Burger Town!
BEWARE!!! Each bomb is protect by two red guards that have GUNS!!!! They will kill you as you deactivate the bomb, so make sure you take them out. When you do, they will drop an invisibility every time, so pick it up and then deactivate the bomb! In the higher rounds, it will be one red guard, and one machine guard (pretty easy, just shoot two or so grenades at it!)
NOTE: You want to have an invisibility in your inventory!!! Do not use it until STEP 7!!!!!!!!!
Round 1: shoot zombies 4 times then knife!
Round 2: shoot zombies 7 times then knife!
Round 3: shoot zombies 9 times then knife
During rounds 3-6, you should be doing the grenade disposal step.
During rounds 3-6, go buy exo-health (moon pool) and exo-revive (hangar/gun deck)
During rounds 3-7, keep shooting zombies with your pistol and then punch them for the final kill.
You should be able to get contact grenades AND the new telefrag grenades off the walls by the end of round 1 if you get lucky with the plinko grenade disposal, otherwise it'll be by round 2!
At the start of the game, you will leave the first starting room when you have a score of 1,450. Once you open the door, you'll have 200, activate the power to your right/left once you enter the ARMORY and you'll have 300.
Toss all of your grenades into the grenade disposal (Plinko Board). Depending on what numbers you get, you should have enough to buy contact grenades (next to the hand) or telefrags (left of bio door).
During round 2, you should have enough to open door to LIFT and stand next to the CARGO door until you get 2,000 (usually start of round 3).
STEP 1:
Once inside CARGO, turn on power to the right, grab your EXO-SUIT, and start punching zombies until you have over 1,000. Once at 1,000, go to the CHOMPY door (door #34) and activate it. THE MINUTE YOU ACTIVATE IT, CHOMPY WILL COME OUT AND YOU NEED TO SHOOT A TELEFRAG IN THAT ROOM BEFORE IT CLOSES!!!!
Once in the room, activate the POWER and it will change the grenade disposal board. Head back to the Armory and begin the grenade disposal step!
To make it move, you have to toss a telefrag into the slot. Once done, the slot will begin to move, and in the upper-left corner of the screen will be a random order of the 4 different types of grenades. Each red light requires a certain order of the grenades. Toss your frag/contact grenades when the upper-left corner of the screen reads the grenades in the following order...
NOTE: When it says frag, you can either use the frags you start with or contact grenades that can be bought off the wall in the armory (next to the hand).
Don't forget to buy telefrags off the wall in the armory!
REMEMBER: if you mess up during this step, toss a frag into the grenade disposal. Also, if a new round starts, you DO NOT need to toss a telefrag to get it moving again, just continue where you left off!!!
You'll know you did the order correctly when the red light changes to green!
STEP 2
First Red Light
Telefrag
Distraction Drone (orange X)
Frag (orange ball)
Second Red Light
Telefrag
Explosive (looks like an i with a blue dot)
Distraction Drone (orange X)
Explosive (blue i)
Frag (orange ball)
Third Red Light
Telefrag
Explosive (blue i)
Nano Swarm (blue ball)
Explosive (blue i)
Distraction Drone (orange X)
Explosive (blue i)
Frag (orange ball)
Once done, to the right of the grenade disposal will be a slot where a disc will come out. Go over and pick it up! You then want to go back to the GUN DECK! As you descend the stairs, there will be a teleporter to your left and then immediately an engine room door. Constantly hit the action button and OZ will begin speaking. Once he's done, keep hitting the action button until the disc is no longer in your inventory.
STEP 3:
Give guns to the hand! Right now you're still in the GUN DECK, so go buy the bulldog gun off the wall (if you're facing the engine room door, enter the door on your right and it'll be on the left wall)!
Once you have the gun, go back to the ARMORY and give it to the hand. Repeat this step. The second bulldog you give him, will make him drop a bottle.
The following doors should be open or you should have enough to open them during this step.
Armory TO Bio-Lab (NOW)
Bio-Lab TO Cargo (NOW)
Cargo TO Lift (during rounds 3-6)
Lift TO Moon Pool (during rounds 3-6)
Moon Pool to Hangar (NOW)
This should be round 7! Make sure you have at least ONE zombie left alive. Look down at the bottle, keep hitting the action button until you notice your character start looking a bit drunk (screen has a orange-yellow tint).
Enter the BIO-LAB and go to the CARGO door, but DON'T ENTER YET! To the right of the door will be a keypad. Hit the action button and you'll see a timer start on your screen and lasers in the cargo room. There is plenty of time to do this.
I recommend going left. I find it easier. Just keep double-jumping over the lasers landing on the empty space. The hardest part of this room is the double-jumping over the crate onto the other side. Once you are out of this room, you can breathe!
You will hit crouch and start crouching from the lift to the moon pool. Once you enter the moon pool, hit crouch to stand up and you can run to the right of the moon pool until you see a ledge that you can climb up (in front of exo-health). Enter the room with the power generator and you can either crouch or hug the wall to pass the next TWO laser puzzles. Once you see the HANGAR door, you are home free!
Double jump or hug the crate to pass by it, and there will be a teleport machine in front of you. Directly on the floor in front of it, is the next DISC. Keep hitting the action button, and you'll pick it up. Then activate the teleport machine and head on back to the GUN DECK, to drop off the DISC.
STEPS 4 & 5!
These two steps can be completed together.
You need to give guns to the hand, so that it gives you THREE items for the fishing pole that is directly across the engine room door on the GUN DECK!
1: Spool
2: Reel
3: Hook
I recommend getting guns from the 3D-printer as this has greatly increased the chances of him giving the parts needed. I usually do a couple of bulldogs and then a 3d-printed gun to conserve money!
While doing this step, you will be TRAINING in the moon pool area! The teleport zombies will start appearing and each one you kill, will drop a teleport fragment. You can collect ONE at a time, so it is VERY IMPORTANT to drop them off immediately when you obtain one.
Where do you drop it off?
There is a broken teleport machine in the Bio-Lab room on the ground floor. Make sure you have ALL zombies behind you when you leave this room so that they don't block you on the stairs! This is the path you should take when doing these two steps.
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Medical Room
Medical Room to Gun Deck
Gun Deck to Armory
Armory to Lift
Lift to Moon Pool
Once you are done with the fishing pole parts objective, then the path will be...
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Armory
Armory to Lift
Lift to Moon Pool
Expect the teleport fragment step to take a VERY LONG TIME!!! When you see multiple teleport zombies, do not kill them at the same time. This will lose the fragment since you can only pick up one at a time and the other fragment will disappear by the time you get back. Be very careful to kill one at a time!!!
Once you have collected 20 fragments (ouch), the teleport machine will activate. Now, go back to the GUN DECK and fish with the fishing pole (100 points each time). You want to fish for a SHOVEL!!! Keep fishing until it pulls it up and then keep hitting the action button. Once you get it, enter the newly activated teleport machine in Bio-Lab
Step 6!
PIRATE TIME!!!
Welcome to the island. You need to look down and start hitting the action button constantly as you are digging for buried treasure. The island will remain the same, so if you don't find it the first time, you'll have to wait until the machine cools down (30 seconds), and then you can reactivate and try again! The holes that you made previously will still be there meaning that the treasure location HAS NOT CHANGED!!!
I recommend you try by the trees and rocks as this has been where the treasure usually spawns for me!
Once you get it, constantly hit the action button until you open the chest and continue hitting the action button until you get the DISC! If you don't get it, then wait, reactivate, and it'll be waiting for you the next time you get to the island.
Make sure you have a decent, high fire rate gun for the next step and that you have purchased Exo-Reload (LIFT ROOM). The upgrade machine is by the grenade disposal in the Armory. I upgrade my high powered gun to rank 10 and nothing higher, but the higher it is the better! I recommend the OHM gun (it's new!!!). It's firing rate is incredible and hasn't let me down!
Step 7!
I recommend that you do this next step towards the end of the round you are playing. The reason being is that once you activate the locker, the next round will spawn those green ships and one of them will contain what we need!
Drop the DISC off at the Engine room, go to the HANGAR and you'll see a locker that is closed that belongs to Captain DJ (lockers are by the 3d-printer). Hit the action button to try to open it, and your character will mention something about a retinal scan. We need an EYEBALL!!!
With your high powered gun, head back to the moon pool and finish off the round. You should have an invisibility in your inventory as said at the start! Start your train of zombies and this is the round where the green ships should spawn. One looks empty (that's the one you want). If you aren't on a super high round and have a decent gun, you should be fine! Make sure you have exo-reload just in case! With your train of zombies, you are going to go on a quest to find these two green ships. They can spawn in every room, so take the path as mentioned in step 4 & 5.
Moon Pool to LIFT
LIFT to CARGO
Cargo to Bio-Lab
Bio-Lab to Medical Room
Medical Room to Gun Deck
Gun Deck to Armory
Armory to Lift
Lift to Moon Pool
If you find the ship, activate your invisibility and OPEN FIRE!!!! Keep firing on the EMPTY green ship until it explodes. It contains a blue lever and will be where ever it blew up (meaning it might be dangling in the air). Find it and hit the action button until it appears in your inventory.
NOTE: If you destroy the ship and it is out of reach, the lever WILL FALL to the ground!!! So Don't worry!!! This happened to me in the gun deck!!
Pick it up and run to the moon pool before the invisibility runs out!!!
In the moon pool area, across from exo-health (next to 3d-printer), will be an electrical box missing a lever. Hit the action button to place the lever on it, but DO NOT activate it yet! Continue to train in the moon pool area.
There are THREE slots on the ground covered with bars to prevent you from falling into the water below. You need to toss a distraction drone on top of it and start killing zombies on the bars. Their blood will drain into the water, making a tasty snack for a shark. When you killed enough zombies (usually takes 1 or 2 distraction drones), your character will say something about SHARKS!!! This is your time to run to the electrical box, hit the action button to pull the lever, and a diving cage will lower from the ceiling. Jump on in (I recommend tossing a distraction drone, so you safely jump on top of it.
You will now be under water!!! Look around you until you see a shark biting the cage! Keep hitting the action button on the shark until you come up out of the water. Your inventory should now include an eyeball!!!!
Drop that eyeball off at DJ's locker (ARMORY ROOM) and pick up the DISC on the floor.
Drop off the DISC at the engine room's door (GUN DECK).
Step 8 (FINAL STEP!!!!)
You need C-4 to blow up that engine room! We need to give guns to the hand again until he gives us that c-4! I recommend you get rid of your least powerful gun and continue to train, train, train running back and forth until you get that package of C-4!
Once you get it, run to the engine room door and hit the action button!
THE GAME WILL END and your achievement will pop!!!
Hey guys! Just letting you know that, a lot of people think you need the fish during the last step of this achievement. But you don't, just get the switch then get the shark ready and put yourself into the cage and hold X at his month. It will give you the eye ball without any problems.
1 Comment
I can confirm, did this twice for both versions, didn't need the fish either time.
By EarthboundX on 26 Mar 2018 12:44
I haven't seen a video that has all that clear and concise of a guide for the grenade disposal step, So here is a link to my achievement guide, hopefully any confusion on this easter egg is cleared up here, hope it helps, happy hunting!!
Step 1: Turn on the Hidden Power Generator:
- Buy teleport grenades from the Armory
- Activate Chompy in the Exo-suit room / Cargo area.
- Throw a teleport grenade into the hatch Chompy comes out of while it’s open.
- After teleporting into Chompy’s storage area turn on the power generator in the corner.
Step 2: Grenade Disposal Plinko Game Puzzle:
- Tip: This is easier in co-op as one player can run a zombie around while one concentrates on completing the puzzle. Then you could trade places and have 2-4 times the amount of grenades depending how many co-op players are in the game and each player has 4 grenades.
- Head back to the Armory and fire a grenades into the Grenade Disposal slot. You will need to use teleport grenades to start the game. You can also purchase contact grenades after your frags run out from the wall for 750, and then 500 credits per grenade thereafter. You will need to fire/throw frag or contact grenades into the Grenade Disposal Machine when the right icon is displayed. The icons will cycle through the following type of grenades:
- Distraction Drone: This looks like a spinning fan
- Frag Grenade: This looks like a reddish orange grenade
- Explosive Drone: This will appear black with a blue tip at the top
- Nano Swarm: This looks like a bright blue grenade
- How to solve the First Row:
- Throw/shoot the initial teleport grenade into the machine to start the process.
- 1. Distraction Drone
- 2. Frag Grenade
- How to solve the Second Row:
- After the first row is complete, throw another teleport grenade in.
- 1. Explosive Drone
- 2. Distraction Drone
- 3. Explosive Drone
- 4. Frag Grenade
- How to solve the Third Row:
- After the second row is complete, throw another teleport grenade in.
- 1. Explosive Drone
- 2. Nano Swarm
- 3. Explosive Drone
- 4. Distraction Drone
- 5. Explosive Drone
- 6. Nano Swarm
- 7. Explosive Drone
- 8. Frag Grenade
- After Completing the Grenade Plinko Puzzle a data pad will eject out from the right of the Grenade Disposal Machine. Take the data pad and head to the Gun Deck.
- Take it to the vault located at the Gun Deck and hold the button, listen to the audio that will play.
- After listening, press at the vault door again to complete this step.
Step 3: Drunk Maze Runner:
- Make sure all necessary doors are open before attempting this step, as it is timed.
- In the Armory, there is also a machine called Weapon Disposal with a zombie arm coming out of it.
- Give it weapons from the 3D printer, and it will either give back points or something you need for the Easter Egg.
- You will need to give it weapons until it drops a bottle of alcohol, which will then sit on the floor to the right of the machine.
- Crouch and hold to drink it and become drunk.
- Go into the Bio Lab and interact with the pad to start the laser maze challenge. Your goal is to go from the Cargo area to the Hangar without touching any of the laser grids, while being drunk. You have 2 minutes to make it to the finish line where the second data pad can be found on the ground in front of the teleporter. Once you are there pick it up.
- Now take it back to the vault from the end of step 2. Repeat the process of applying the data pad to the vault.
Step 4: Get the Data Pad off the Secret Island:
- The next step is to collect teleport fragments dropped by either teleporting zombie dogs or teleporting zombies.
- Once you get a piece take it to the teleporter on the bottom floor of the Bio Lab, and place it inside.
- Do this 20 times and the teleporter in the Bio Lab will now be active (signified by lighting up in a blue color), and can be used to teleport to a secret island.
- However, before using the teleporter you first need to get the shovel.
- Return to the Weapon Disposal Machine and hand over more weapons to the zombie arm. Keep doing this until the machine gives you a fishing reel.
- Take the reel to a rod attached to the railing of the gun deck, and place it on the rod.
- Return to the machine and repeat the process until it gives you fishing line. Then place it on the rod.
- Return to the machine and repeat the process until it gives you a fishing hook. Then place it on the rod.
- Fishing is now possible for 100 credits.
- Continue using the fishing pole until a shovel pops up. If playing in co-op, have the other players go for shovels, too. It will make the next step easier. Once everyone has a shovel, it’s time to proceed to back to the teleporter.
- Use the teleporter to reach a secret island.
- Start digging everywhere with the shovels by looking down and pressing . Look for a buried box that contains a data pad. Cover as much ground as possible. If you fail to find the buried box, you can return to the island using the teleporter again.
- Once you find the data pad in the box, take the third data pad to the vault, and again repeat the process of placing it into the vault.
Step 5: Find Captain DJ’s Locker:
- Head to the Hangar and approach the lockers.
- Press the button on DJ’s locker until an audio clip plays. This means that Captain DJ’s locker has been found.
Step 6: Use Captain DJ’s Eye to get the last data pad:
- Every few rounds you might have noticed, a UFO-shaped drone will spawn somewhere in the map. Once you find it, it will start flying through the rooms and eventually fly away. They spawn all the time on Carrier and they carry a power-up. Once the previous steps have been completed, two of these drones will spawn at the same time. One will have a power-up, but the other will contain a blue lever.
- Shoot down the one without a power-up and collect the blue lever off the floor.
- Take it to the Moon Pool.
- On the wall next to the 3D printer in the Moon Pool is a power box. Place the blue lever on the box, and leave it there for now.
- Go back to the fishing rod and continue to use it until you get a fish.
- Then go to the Moon Pool, and be prepared to survive a couple of rounds here. Kill zombies while they are above the small square pools so that their blood leaks into the water and this will eventually attract a shark.
- As soon as the shark shows up, pull the blue lever that was placed on the power box in the previous step, and a shark cage will be lowered.
- The player with the fish then needs to climb into the cage. It will go into the water, and a shark will start biting the bars. Press with the shark to give it the fish, and then the shark will give up Captain DJ’s eye.
- Take Captain DJ’s eye to the Hangar.
- Go to his locker and use the eye to open it up and get the fourth and final data pad.
- Take the data pad to the vault and use it.
Step 7: Get the C4 to destroy the Carrier:
- Return to the Armory, and use the Weapon Disposal machine again.
- Feed weapons into it until it gives you C4.
- Take the C4 to the vault, and enjoy the ending cut-scene!
Here is a video by NGTZombies showing the steps:
This guide was translated automatically.
The general meaning of the quest: open the locked door on the deck and blow up the ship. To do this you need to find four DataPads and get one C4 explosive.
Step 1. Activation of the hidden generator
We go to the Armory and buy a Telefrag (teleportation grenade). As soon as you get to the cargo department (Cargo), go to the trap activator. You need to throw a telefrag into the room from which the chewer is leaving. As soon as you move there, turn on the generator.
Now we need to get 4 DataPads
Step 2. Grenade receiver
Approach the device for receiving grenades. You need to knock out three grenade combinations in it. You will need only two types - Regular (or Contact) and Telefrag. Telefrag is necessary to move the grenade dropper to the left zone of the board, so use it before each combination. On the dropper itself, miniature grenade signs will appear and begin to change, there are four types in total: Normal (yellow circle), Contact (a stick with a blue glow on top), Distractive drone (red cross) and Nano-swarm (blue circle). You need to throw a grenade at the moment when the desired symbol appears on the drop.
Combinations:
1. Distraction drone, Regular grenade.
2. Contact grenade, Distraction drone, Contact grenade, Regular grenade.
3. Contact grenade, Nano-swarm, Contact grenade, Distraction drone, Contact grenade, Regular grenade.
We take the first data pad (slightly to the right of the playing board) and carry it to the deck, insert it into the locked door.
Step 3. Drunk games.
Still in the same room (armory) there is a receiver for the weapon, it is received by the zombie hand . You need to give him different types of weapons, he will give you a bottle (or parts for a fishing rod, needed for the third and fourth steps). If you are playing as a team, then it should run into the biological laboratory and drive zombies, and under no circumstances should it enter other locations. If you play alone, try to leave one crawling zombie.
Approach the bottle, press the interact button. Now drunk . In this state, go to the cargo compartment from the biological laboratory and press the keypad (a kind of intercom) at the entrance. You should have a time countdown, and in other locations there should be lasers. You can't step on them, you can only jump over them. Go through this entire labyrinth and you will find yourself in the hangar, there, at the end, the second data pad will be waiting for you. We also carry it on deck.
Step 4. Island in the middle of the ocean.
Now we need to restore the non-working teleport (located in the biological laboratory). To do this, we kill teleporting zombies. They will drop drops similar to telefrags. Each player can carry one such piece, the previous item you had will be replaced. You need to insert them into the teleporter, 20 in total. After this we will need a shovel. You can only fish it out. To do this, we need to knock out 3 spare parts for a fishing rod at the weapons collection point. After we fished out the shovel, we go to the teleport and move... to the island! Now the player who has the shovel begins to dig up the entire island (interaction button). You must find the box. Take the third data pad and bring it to the deck.
Step 5. Exchange of sakula.
Go to the hangar, go up the stairs and find a box with Captain DJ's things. Click on the interaction button. We need to access this box. From this moment, two drones with bonuses will appear at intervals of several rounds, but one will not have a bonus (previously, only one drone appeared). You need to shoot down an empty drone and an unidentified object will fall out of it. We go to the diving compartment (Moon Pool). There will be an electrical panel hanging near the 3D printer. We open it with the help of a recently received item.
The next step is again connected with the fishing rod. Only now we need to catch a real fish. As soon as we received it, we return to the diving compartment. We need to call the shark. To do this, you need to kill a lot of zombies in the center of the room, where there is a grate. As soon as the shark appears, we turn on this very shield and jump into the cage that enters. The fish in your hands will lure the shark to the cage, press the interaction button, and ( !!! ) the shark will give you a special key in exchange for the fish.
With this key we go to Captain DJ's box, open it and take the last date. We also take it to the deck and insert it into the door.
Step 6. Sink the ship.
We return again to the weapon receiver. Now we need to pull C4 out of it. All! All you have to do is bring the explosives to the door near the deck and press the interact button. The game will end and a cut scene will be shown.
Step 1. Activation of the hidden generator
We go to the Armory and buy a Telefrag (teleportation grenade). As soon as you get to the cargo department (Cargo), go to the trap activator. You need to throw a telefrag into the room from which the chewer is leaving. As soon as you move there, turn on the generator.
Now we need to get 4 DataPads
Step 2. Grenade receiver
Approach the device for receiving grenades. You need to knock out three grenade combinations in it. You will need only two types - Regular (or Contact) and Telefrag. Telefrag is necessary to move the grenade dropper to the left zone of the board, so use it before each combination. On the dropper itself, miniature grenade signs will appear and begin to change, there are four types in total: Normal (yellow circle), Contact (a stick with a blue glow on top), Distractive drone (red cross) and Nano-swarm (blue circle). You need to throw a grenade at the moment when the desired symbol appears on the drop.
Combinations:
1. Distraction drone, Regular grenade.
2. Contact grenade, Distraction drone, Contact grenade, Regular grenade.
3. Contact grenade, Nano-swarm, Contact grenade, Distraction drone, Contact grenade, Regular grenade.
We take the first data pad (slightly to the right of the playing board) and carry it to the deck, insert it into the locked door.
Step 3. Drunk games.
Still in the same room (armory) there is a receiver for the weapon, it is received by the zombie hand . You need to give him different types of weapons, he will give you a bottle (or parts for a fishing rod, needed for the third and fourth steps). If you are playing as a team, then it should run into the biological laboratory and drive zombies, and under no circumstances should it enter other locations. If you play alone, try to leave one crawling zombie.
Approach the bottle, press the interact button. Now drunk . In this state, go to the cargo compartment from the biological laboratory and press the keypad (a kind of intercom) at the entrance. You should have a time countdown, and in other locations there should be lasers. You can't step on them, you can only jump over them. Go through this entire labyrinth and you will find yourself in the hangar, there, at the end, the second data pad will be waiting for you. We also carry it on deck.
Step 4. Island in the middle of the ocean.
Now we need to restore the non-working teleport (located in the biological laboratory). To do this, we kill teleporting zombies. They will drop drops similar to telefrags. Each player can carry one such piece, the previous item you had will be replaced. You need to insert them into the teleporter, 20 in total. After this we will need a shovel. You can only fish it out. To do this, we need to knock out 3 spare parts for a fishing rod at the weapons collection point. After we fished out the shovel, we go to the teleport and move... to the island! Now the player who has the shovel begins to dig up the entire island (interaction button). You must find the box. Take the third data pad and bring it to the deck.
Step 5. Exchange of sakula.
Go to the hangar, go up the stairs and find a box with Captain DJ's things. Click on the interaction button. We need to access this box. From this moment, two drones with bonuses will appear at intervals of several rounds, but one will not have a bonus (previously, only one drone appeared). You need to shoot down an empty drone and an unidentified object will fall out of it. We go to the diving compartment (Moon Pool). There will be an electrical panel hanging near the 3D printer. We open it with the help of a recently received item.
The next step is again connected with the fishing rod. Only now we need to catch a real fish. As soon as we received it, we return to the diving compartment. We need to call the shark. To do this, you need to kill a lot of zombies in the center of the room, where there is a grate. As soon as the shark appears, we turn on this very shield and jump into the cage that enters. The fish in your hands will lure the shark to the cage, press the interaction button, and ( !!! ) the shark will give you a special key in exchange for the fish.
With this key we go to Captain DJ's box, open it and take the last date. We also take it to the deck and insert it into the door.
Step 6. Sink the ship.
We return again to the weapon receiver. Now we need to pull C4 out of it. All! All you have to do is bring the explosives to the door near the deck and press the interact button. The game will end and a cut scene will be shown.
3 Comments
It is not necessary to pull out the fish, the shark will swim even without it
By StarRF on 13 Nov 2015 22:38
Video
PS Contact Grenade is a Contact Drone
It's quite possible to beat it solo, but it's very hardcore. Everything is not so difficult until the moment with the shark, because already approaching this stage you will have a 25+ wave. At the time of the shark I had: The S-12 shotgun helps to quickly deal with the Goliath of Atlas and its suction, as well as with the zombies that blocked your passage, it is very useful in the later stages and not the CEL-3 since its firing rate is very fast. I upgraded it on the Mk 20. In the extra slot. grenades should be lying around. Distraction Drone - will help us from the moments at the shark, where we need to kill zombies in the square. M11 weighs on the wall in the Cargo compartment (Cargo) Mk 20 - initially, until the moment with the shark, leave the weapon upgraded to Mk 4 maximum, this is necessary for grinding credits, run in a circle and collect credits, closer to the moment with the shark, upgrade the weapon to shoot zombies faster. Well, the most important thing, parcels. I had in stock: a Squad of Guardians , Camouflage and a Slowing Turret (I don’t remember the blue one).
I will describe in more detail the moment with the UFO (Drone) from which you need to take the handle for the cage with the shark, how you will have few zombies left, leave a couple of zombies and pick up the S-12 , run through all the places to find our UFO, if you are unlucky then just repeat at the end of the next waves, you don’t have to run to look at the beginning of the wave or in the middle.
Shark moment. This turned out to be the most difficult moment for me, because I failed it 4 times. Before the start of the wave, I placed a Slowing Truel on the square and ran to take another package, an Assault Drone, it seems, but it doesn’t matter. As soon as the wave began, I immediately activated the Guardian Squad (I was afraid I would fail again and as a result helped me), they quickly stabbed the zombies in the square and a shark appeared, note that when the shark appears, the character says a phrase about it when it appears from below. As soon as it appears, we run to the switch of the cage, activate it and jump (in order not to fail at this moment, set the viewing sensitivity higher so that you can easily spin around the cage), the shark quickly clings and you need to have time to hold down . We grab our eyes as soon as we get out and immediately activate Camouflage . We run to the Hangar, there is a teleport (where we took the second DataPad when we were drunk) and jump into it to continue dancing with zombies in the Cargo compartment. If you are fast enough or you still have more than half of the Camouflage, then you can run to Captain DJ’s locker, open it and take the last DataPad. That's all there is left to do, you need to leave the little zombies and run to activate the last key to the door. After this, we change the weapon in his hand to C4, he does not change it right away, so you can give him your M11 (if his son-in-law from the wall will be pumped up in the same way), if he didn’t give it, then we take the barrel next to the wall and shove it until he gives it C4. If you did, then run to the door of the captain's cabin and watch the video and get a trophy!
PS Contact Grenade is a Contact Drone
It's quite possible to beat it solo, but it's very hardcore. Everything is not so difficult until the moment with the shark, because already approaching this stage you will have a 25+ wave. At the time of the shark I had: The S-12 shotgun helps to quickly deal with the Goliath of Atlas and its suction, as well as with the zombies that blocked your passage, it is very useful in the later stages and not the CEL-3 since its firing rate is very fast. I upgraded it on the Mk 20. In the extra slot. grenades should be lying around. Distraction Drone - will help us from the moments at the shark, where we need to kill zombies in the square. M11 weighs on the wall in the Cargo compartment (Cargo) Mk 20 - initially, until the moment with the shark, leave the weapon upgraded to Mk 4 maximum, this is necessary for grinding credits, run in a circle and collect credits, closer to the moment with the shark, upgrade the weapon to shoot zombies faster. Well, the most important thing, parcels. I had in stock: a Squad of Guardians , Camouflage and a Slowing Turret (I don’t remember the blue one).
I will describe in more detail the moment with the UFO (Drone) from which you need to take the handle for the cage with the shark, how you will have few zombies left, leave a couple of zombies and pick up the S-12 , run through all the places to find our UFO, if you are unlucky then just repeat at the end of the next waves, you don’t have to run to look at the beginning of the wave or in the middle.
Shark moment. This turned out to be the most difficult moment for me, because I failed it 4 times. Before the start of the wave, I placed a Slowing Truel on the square and ran to take another package, an Assault Drone, it seems, but it doesn’t matter. As soon as the wave began, I immediately activated the Guardian Squad (I was afraid I would fail again and as a result helped me), they quickly stabbed the zombies in the square and a shark appeared, note that when the shark appears, the character says a phrase about it when it appears from below. As soon as it appears, we run to the switch of the cage, activate it and jump (in order not to fail at this moment, set the viewing sensitivity higher so that you can easily spin around the cage), the shark quickly clings and you need to have time to hold down . We grab our eyes as soon as we get out and immediately activate Camouflage . We run to the Hangar, there is a teleport (where we took the second DataPad when we were drunk) and jump into it to continue dancing with zombies in the Cargo compartment. If you are fast enough or you still have more than half of the Camouflage, then you can run to Captain DJ’s locker, open it and take the last DataPad. That's all there is left to do, you need to leave the little zombies and run to activate the last key to the door. After this, we change the weapon in his hand to C4, he does not change it right away, so you can give him your M11 (if his son-in-law from the wall will be pumped up in the same way), if he didn’t give it, then we take the barrel next to the wall and shove it until he gives it C4. If you did, then run to the door of the captain's cabin and watch the video and get a trophy!
By Chronicle on 21 Jul 2015 10:06
This guide was translated automatically.
Step 1. Secret generator.
First you need to buy telefrags (teleporting grenades) from the armory, then go to the cargo compartment and activate the "Zhevastik". Throw a telefrag at the place where it leaves from to teleport there. In this place you need to activate the generator as quickly as possible, after which you will be teleported from this room.
Step 2. Creating a fishing rod.
When you return to the armory, you will see that the grenade disarming machine has changed a little, and there is now a weapon exchange machine near HBRa3, with a zombie hand sticking out of it. You need to get 3 parts from this machine to create a fishing rod. To do this, you need to buy weapons from a 3D Printer and take them to the machine until you receive the parts. Sometimes the machine may give out 200 credits, C4 or a bottle of alcohol instead of the necessary parts. Each part must be taken to the battery deck.
Step 3. Tablets.
1st tablet: After you have created a fishing rod, return to the armory to the grenade disarming machine. You will see 3 lights on the right that glow red. We need them all to light up green. First, throw a telefrag into the machine. You will see that the icon on the left (the top of the three) begins to change constantly, showing different types of grenades. This means that when you throw a grenade there, it will change to the one shown on the left of the icon.
For example, we need a distracting drone. We wait until it appears on the icon. As soon as it appears, we throw a fragmentation/contact grenade. You need to throw fragmentation grenades into the machine (it’s better to buy contact grenades near HBRa3) in a certain order.
1st row: (for the first light bulb): distracting drone, fragmentation grenade. The light will turn green. Then you throw a telefrag to start row 2.
Row 2: explosive drone, distraction drone, explosive drone, fragmentation grenade. Then telefrag again.
3rd row: explosive drone, nano-swarm (blue grenade), explosive drone, distraction drone, explosive drone, fragmentation grenade.
When all 3 lights are green, a tablet will appear in the cell to the right of the machine. Now we go to the deck, where the fishing rod is. We need a door to the vault. We approach it and click “use”. On the right, one of the red lights will turn green.
2nd tablet: Now we go to the weapon exchange machine. We do the same thing when we built the fishing rod, only now we need a bottle. If it has already fallen out before (it will be lying around near the machine), click “use”. Now you will be thrown from side to side, and it is also impossible to use an exo-dash to the side while you are “drunk”. Only sliding jumps are available. In this state, you must go to the cargo bay on the side of the biological laboratory and use the console near the entrance. After this, the countdown will begin (2 minutes), and you need to get to the teleport in the hangar through the cargo bay, lift and release gate without touching the lasers. If it fails, use the console again. There will be a tablet right in front of the teleport. Take it and go back to the door to the storage room.
3rd tablet: It is necessary to turn on the teleport in the biological laboratory by collecting 20 items that fall out of Teleporting Zombies (blue). Kill zombies and the item (blue pyramid) will automatically be picked up. After each kill, go to the teleporter and press “use”, it will start blinking. And so the teleport should light up blue, and a message will pop up that we can use it.
Then you need to use the fishing rod that you collected earlier to catch the shovel. Having received the shovel, we go to this very teleport, which should send us to a small island. Here we need to constantly press "use" to dig up a container with a tablet (like in the incinerator compartment on the Outbreak map). Time is limited, so you need to dig as quickly as possible. In case of failure, we wait until the teleport is restored to go to the island again.
Having received the tablet, we go again to the door to the storage room.
4th tablet: In the hangar, where the perkexo medic is, there are lockers. We need the one with the inscription CaptainDJ. We approach it and press the “use” button. They will tell you that you need a retinal scanner. Drones with bonuses will appear on the map in a random place, one of which is empty. We destroy it and get a lever. We place the lever in the electrical panel next to the door near the Printer in the release gate, after which an inscription will appear that we can activate the cage for 1000 credits. We kill the zombies in the center of the release gate so that the blood leaks into the ocean and attracts the shark. As soon as you see a shark, activate the cage and jump onto it. When you go underwater, hold down the "use" button in front of the shark to get the eye. Next, we return to the locker, use the eye, take the tablet and go to the door on the deck.
Step 4. C4.
You need to get C4 from the weapon exchange machine. The player with C4 must return to the vault door and press the "use" button. The game will end and the final scene will unlock.
First you need to buy telefrags (teleporting grenades) from the armory, then go to the cargo compartment and activate the "Zhevastik". Throw a telefrag at the place where it leaves from to teleport there. In this place you need to activate the generator as quickly as possible, after which you will be teleported from this room.
Step 2. Creating a fishing rod.
When you return to the armory, you will see that the grenade disarming machine has changed a little, and there is now a weapon exchange machine near HBRa3, with a zombie hand sticking out of it. You need to get 3 parts from this machine to create a fishing rod. To do this, you need to buy weapons from a 3D Printer and take them to the machine until you receive the parts. Sometimes the machine may give out 200 credits, C4 or a bottle of alcohol instead of the necessary parts. Each part must be taken to the battery deck.
Step 3. Tablets.
1st tablet: After you have created a fishing rod, return to the armory to the grenade disarming machine. You will see 3 lights on the right that glow red. We need them all to light up green. First, throw a telefrag into the machine. You will see that the icon on the left (the top of the three) begins to change constantly, showing different types of grenades. This means that when you throw a grenade there, it will change to the one shown on the left of the icon.
For example, we need a distracting drone. We wait until it appears on the icon. As soon as it appears, we throw a fragmentation/contact grenade. You need to throw fragmentation grenades into the machine (it’s better to buy contact grenades near HBRa3) in a certain order.
1st row: (for the first light bulb): distracting drone, fragmentation grenade. The light will turn green. Then you throw a telefrag to start row 2.
Row 2: explosive drone, distraction drone, explosive drone, fragmentation grenade. Then telefrag again.
3rd row: explosive drone, nano-swarm (blue grenade), explosive drone, distraction drone, explosive drone, fragmentation grenade.
When all 3 lights are green, a tablet will appear in the cell to the right of the machine. Now we go to the deck, where the fishing rod is. We need a door to the vault. We approach it and click “use”. On the right, one of the red lights will turn green.
2nd tablet: Now we go to the weapon exchange machine. We do the same thing when we built the fishing rod, only now we need a bottle. If it has already fallen out before (it will be lying around near the machine), click “use”. Now you will be thrown from side to side, and it is also impossible to use an exo-dash to the side while you are “drunk”. Only sliding jumps are available. In this state, you must go to the cargo bay on the side of the biological laboratory and use the console near the entrance. After this, the countdown will begin (2 minutes), and you need to get to the teleport in the hangar through the cargo bay, lift and release gate without touching the lasers. If it fails, use the console again. There will be a tablet right in front of the teleport. Take it and go back to the door to the storage room.
3rd tablet: It is necessary to turn on the teleport in the biological laboratory by collecting 20 items that fall out of Teleporting Zombies (blue). Kill zombies and the item (blue pyramid) will automatically be picked up. After each kill, go to the teleporter and press “use”, it will start blinking. And so the teleport should light up blue, and a message will pop up that we can use it.
Then you need to use the fishing rod that you collected earlier to catch the shovel. Having received the shovel, we go to this very teleport, which should send us to a small island. Here we need to constantly press "use" to dig up a container with a tablet (like in the incinerator compartment on the Outbreak map). Time is limited, so you need to dig as quickly as possible. In case of failure, we wait until the teleport is restored to go to the island again.
Having received the tablet, we go again to the door to the storage room.
4th tablet: In the hangar, where the perkexo medic is, there are lockers. We need the one with the inscription CaptainDJ. We approach it and press the “use” button. They will tell you that you need a retinal scanner. Drones with bonuses will appear on the map in a random place, one of which is empty. We destroy it and get a lever. We place the lever in the electrical panel next to the door near the Printer in the release gate, after which an inscription will appear that we can activate the cage for 1000 credits. We kill the zombies in the center of the release gate so that the blood leaks into the ocean and attracts the shark. As soon as you see a shark, activate the cage and jump onto it. When you go underwater, hold down the "use" button in front of the shark to get the eye. Next, we return to the locker, use the eye, take the tablet and go to the door on the deck.
Step 4. C4.
You need to get C4 from the weapon exchange machine. The player with C4 must return to the vault door and press the "use" button. The game will end and the final scene will unlock.