Call of Duty: Black Ops II
90 Achievements
2,000
Mined Games
In Buried, be their pawn.
75
How to unlock the Mined Games achievement in Call of Duty: Black Ops II - Definitive Guide
NOTE: I've added a couple compilation videos from NGTzombies for those that would rather a visual of either side. I take ZERO credit for the videos.
Step 0, PERSISTENT UPGRADES (OPTIONAL):
Before you begin it might prove useful to have persistent super revive and 200% health. These upgrades can be earned whilst playing on tranzit, die rise and buried (NOT grief, survival and turned modes). They are not displayed like normal perks but somewhat do the same job and can also be combined with the normal perk for a substantially better effect for specific perks (quick revive and juggernog).
PERSISTENT UPGRADE NAME (NAME WITH PERK PURCHASED AS WELL)
WHAT IT DOES
HOW TO EARN AND LOSE IT
QUICKER REVIVE (INSTANT REVIVE)
The player can earn faster revives (revives are twice as fast). The effect can be stacked with Quick Revive for an almost instant revivification.
The revives are fairly easy to do with a second controller or a friend willing to help. Leave the last two walkers of wave 1, place the second controller (or that eager friend) in the lava and just revive away! You know when you have done enough as you will see a puff of green dust appear (you will see this with every persistent perk/power up-grade).
To lose it, a player must try and fail to revive a downed person, even if said person is later revived. Even an accidental fail (such as being knocked out of the way) will cause the upgrade to be lost.
200% HEALTH (300% HEALTH)
The player can earn more health (4 hits like Juggernog). The effect stacks with Juggernog, allowing the player to have a maximum of 300% health (6 hits).
The exact way to how to obtain this upgrade is still unknown, but the most commonly used way to obtain it is to consistently buy Quick Revive in solo play and letting yourself to be downed both times by the SAME zombie.
This perk is disabled but not lost on round 15. The player will not lose the perk by dying from fall damage/falling off the map, explosive damage, or bleeding out and dying prior to the start of round 15; after round 15 however each of these factors will cause the perk to be lost, unless the player is the last in the party to go down.
If you're wanting to know the less helpful but still somewhat useful persistent upgrades check out the call of duty wiki here:
http://callofduty.wikia.com/wiki/Persistent_Upgrades
STEP 1, COMMENCEMENT:
Start a custom game of buried on original difficulty. (NOT EASY) If at any point you get the PARALYSER (RICHTOFEN’S PATHs) or TIME BOMB (MAXIS and RICHTOFEN'S PATHs) remember to keep the one(s) related to your EE side as you’ll need it for a step later on.
Like Tranzit & Die Rise, if one of you already has the achievement you won't be able to do the first significant step, in this instance finding all of the parts you need for the guillotine or gallows. The workaround for this is to start the game without the player(s) with the achievement and then invite them into round 1. They will then be able to spawn in once the next round begins.
If at any point you want to give teammates points and also swap the drop for something else (max ammo, insta-kill etc.) here is what you do. Have whoever is giving the points get the galvaknuckles and have the points they're willing to give sitting there ready. Then go into the bank and around the counter near the tunnel. You'll then be able to notice two keys just like in the Tranzit bank. Hitting them with the galvaknuckles will put 1,000 of your points each time into a "$" drop that'll spawn on the other side on the counter in front of the teller windows. Whoever needs the points can then pick up the drop to receive them. Here is the the most helpful part of this... If you give Leeroy candy next to this "$" he will actually swap it out for another drop.
MAXIS’ PATH
STEP 2, GALLOWS:
You will first have to build the gallows which is next to the entrance of the court house on the right. The gallows consists of four separate parts; the red spool of wire, the antenna, the battery and the glass bulb. I recommend keeping it on round 1 or 2 for these first few steps.
Since I have made the get go, of this guide, so long and detailed for newcomers I will add a shortened description of where the parts are and I'll assume you know what you're doing.
Simple Walkthrough:
The four parts are located:
Red Spool of Wire - From the chalk room of the gunsmiths go into the room on the left and look in the left corner.
The Antenna - On the lower floor of the barn leaning on a post.
The Battery - In the church behind the alter, on the floor.
The Glass Bulb - On the second floor of the jail cell, in the room where the mystery box spawns. On a crate just left of the box.
Once all pieces have been added onto the gallows you can now proceed to Step 3.
Detailed Walkthrough:
The Antenna
Once you have jumped down from the spawn room and fell down into the room with the shotgun chalk and quick revive, hold ‘X’ on the shotgun chalk to pick it up and then place it onto the ‘?’ on the wall for an easy 1,000 points. Then fall through the hole next to the shotgun and you’ll now be in the barn. For the first part to the gallows make your way down the stairs to the lower floor and face the entrance of the tunnel (the stairs will be to your direct left). The antenna is leaning on the side of the second stable from the end on your right.
The Glass Bulb
From the upper floor of the barn, go across the bridge to the building on the left of the mystery box. Once off the bridge and inside, the glass bulb will be in the first room on your immediate right sitting on a crate. Then go into the next room and fall through the floor. You should now be in a room with the giant dude known as Leeroy. Get the green key hanging besides his cell and let him out. Then give him booze so that he breaks down the wall.
NOTE: Whenever you give Leeroy booze he will run in the exact direction that YOU are facing.
For the next part you will have to progress a little further into the map. Now proceed to buy the saloon entrance and the sofa barricade on the stairs. You will now need to find the booze again which will have either spawned inside the saloon on one of the tables or in Leeroys cell again. Once you have it get Leeroy to break down the entrance of the gunsmith so that you can get a couple thousand points from placing the chalk (1,000 per placement with the final being 2,000) allowing you to easily keep it on round 1 or 2 for the first few steps.
Red Spool of Wire
Have you and a teammates take any three chalk drawings EXCEPT the pdw. Place one on the front of the jail cell (probably galveknuckles so you can find them easily later) where you got Leeroy, another up the stairs next to the mystery box and the third on the second floor of the saloon on the balcony. Once you’ve gotten yourselves some more points have someone, that doesn’t have a part yet, go back into the gunsmith and into the room to the left of where the chalk is to find the red spool of wire in the corner to the left.
From the entrance to the saloon you will notice a barricade on the distant right next to the candy shop. You will now have to go to the cash register in the saloon to purchase any more booze in the current round. Then what you will want to do is get Leeroy as far back as you can but still ensuring he makes contact once charging. If you get enough distance you’ll get up to 1,500 points on this barricade (the further away he is before he starts to charge the more points you will get). Now you can start to place all but one part of the gallows in position. You’ll find the gallows sitting to the right of the court house’s entrance (the building straight ahead from the previous barricade).
The Battery
Go ahead and buy even more booze so that Leeroy can break down the church entrance. The battery is behind the alter on the floor. Go back and add the last part. Before the next step you can make a little more points by placing another chalk on the second floor of the church and the last chalk (PDW) in the court house on the second floor.
STEP 3, BREAK RED ORBS:
In order to break each orb your team is going to have to build the subsurface resonator and the turbine to provide power to it.
Every part for both build-able is found in the general store and they can both be built at any bench. From the front entrance the tail is on a shelf to the left, the manikin is in the back room and the fan head is on a dresser upstairs. As for the subsurface resonator, you will need to get the roulette wheel, roulette table and board on the lower floor as well as the tube on the upper floor. Now you must go to each of the red orbs and break them by placing down the turbine and the resonator, ensuring the resonator is facing the orb.
There are four orbs that you’ll need to break. They are as follows: one is in the alleyway to the left of the saloon entrance, one is in the tunnel system (from the second floor of the saloon balcony go up the rails) to the first right from the saloon, one is to the left of the church entrance behind a rock and the last is in the small garden to the left once you exit the other side of the mansion (left of some stairs leading up to a closed door). This is the ONLY time more than one person has to go to the other side of the mansion.
NOTE: Whilst going through the mansion make sure only one person is inside it at once. That way only one witch will be re spawning inside the mansion at any time. If this is your first time, spend all your cash or store it in the bank before anybody goes through or a witch will take it all (2,000 points per hit!).
STEP 4, OBTAIN PURPLE LANTERN:
The purple lantern will hover over the graveyard and through the town and teleport every so often. What you’ll want to do is get a well-placed and cooked grenade to explode onto it. If done correctly, the lantern should now be lying on the ground with the prompt “hold X to pick up lantern”. Do so. It can disappear from not being picked up after so long.
STEP 5, POWER PURPLE LANTERN:
Now you will have to power the previously obtained lantern. You do this by getting Leeroy to kill upwards of 10 zombies. Leeroy will fight for you for a short amount of time (20 seconds or so) after being given candy. The reason why I say upwards of ten of 10 is because you will have to hear the bell chime for the kill to count and sometimes you won’t hear it.
One really helpful tip that may help is that the ten kills or more doesn’t have to be on unique zombies and more importantly once a zombie is killed by him they will spawn straight back in. So you could do this whole step with just ONE zombie. A way to find out if you’re done is to try and place the lantern for the next step.
STEP 6, PLACE LANTERN AND DECRYPT THE CODE:
From the balcony of the saloon on the left building (gunsmith) you may notice the glowing symbol of a lantern. Jump across and put the lantern onto the symbol. Now you will see three lines of code. You will need to use the TicTacToe cipher to decrypt the message. Here is an image I've uploaded to show this:
TICTACTOE CIPHER
Basically the letters are split into nine groups of three (Y and Z might look like they are on their own but they have a third symbol; space). In this image they represent which of the three letters of a group with a dot but there is no difference. All the dot or line is doing is telling you the left/middle/right letter of that particular group of three. There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. So really you only have to worry about the first letter to work out the whole name.
STEP 7, GUIDE THE WISP:
For this step you will need the time bomb and the bowie knife. *Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*
Once you have gotten the three place names worked out you will then have to save 3,000 points to purchase the bowie knife (top of the stairs in the saloon) as well as getting the time bomb from the box. PLACE DOWN THE TIME BOMB ‘LT’ NOW. Then you can start to open up the tunnel, above the saloon, to get to the signs (two 750 point sofa barricades). There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. Once you have found the whereabouts of your three signs you will have to make your way to the upper floor of the gunsmith to buy the (1,250 point) barricade in the back room.
You can now start the wisp sequence. Now the best way I’ve found to do this is have a teammate ready to kill the last zombie with the guy slashing the signs standing at the last sign ready (signs can be hit in any order). As soon as the the last zombie is killed and the next wave starts, begin the sequence. The benefit of starting the wave at the same time as spawning the wisp is that the zombies will spawn near the wisp and it’ll absorb their energy to sustain its own. This is important otherwise the wisp will fade out so just try your best to stick with it.
On a low round you shouldn’t have any issues but on a higher round you may need a pack-a-punched weapon. If you fail though you will only have to hit the signs again to spawn in a new wisp. Once the wisp arrives at the guillotine have the player with the time bomb take everyone back ‘RT’.
STEP 8, GUIDE THE WISP… AGAIN:
Same code, same sequence… Enjoy.
On a side note, whenever you use a time bomb everything will be reverted back to what it was at that time EXCEPT the areas you opened up will be open still and the easter egg won’t be affected either.
STEP 9, NINE BELLS:
MANSION DEVICE
*Before you begin this step it might be a good idea to give Leeroy candy so that he picks up the crawler and holds it until you decide to kill it.*
Your team will have to split up with one person looking at the device in the mansion, one person in the court room, one person on the second floor of the barn and the last on the second floor of the candy shop. There are going to be a lot of witches so it is best to get the bowie knife or galvaknuckles to take them out easily, letting you also save your ammo for the last step.
Above is a table I created which refers to the device found after going through the bookcase, down the hallway and then on a sofa straight ahead, in the mansion. I’ve shortened the description of each of the locations of each bell down to two words each. A building and the furniture it’s placed on. This will be very convenient as the guy/girl looking at the device will only have 10 seconds to identify and tell their team which bell needs ringing. Not to mention, they actually have to ring the bell with the time left.
Once a bell is rung its corresponding light will then be green and if you do not ring a bell at any point the device will reset. There are 3 bells in each of the 3 areas, all reasonably close together. The "candy big" and "candy small" are the two bells which are on the big table and the small table with candy being shortened from Candy Shop. You will know once the step is complete as you will no longer get the prompt “Hold X to…”.
STEP 10, MAKE A WISH:
I can guarantee that this last step will be one of the hardest (and most repeated) 40 second sequences you have attempted. The reason why this will take so many attempts is because everyone will have to hit EVERY target in their “shooting range”. If one person misses ONE target you’ll have to… try again!
First off you start the sequence by “Making a wish” in the fountain. At that point you’ll start to see a bunch of targets spawn across the map. There are four areas, each with their own shooting range. The hardest is going to be the mansion as there are some targets that are spawning BEHIND the curtains of a couple windows (THE BOTTOM LEFT WINDOWS) but I’ll go through each range in the video guides.
The gun I’d recommend buying is the PDW as you can replenish ammo without an issue and more importantly it has a 50 bullet magazine which equates to roughly 2.5 bullets per target. However the paralyzer is an amazing alternative for the guy at the mansion. Why? Unlimited ammo with no need to aim down sight (you can't). If you can try to pack-a-punch it as well so you don't have to worry about the thing overheating as much.
It is very important that if the player with the time bomb has gotten another to put it down before everyone uses all their ammo practicing! As you practice these shooting ranges to memorize target spawns you will come to realize soon enough that ammo will be the main concern or lack thereof. If you have money in the bank, perfect! However, if you’re like my group and running low have the guy with the most points down himself so that the players needing points can get a couple hundred reviving him. If he runs out of grenades… throw him one.
As long as you have a crawler (once given candy Leeroy will pick up the crawler and hold it until you shoot it), ammunition and several points to buy ammo with you should be more than fine. Not to mention the time bomb will come in handy if you have one. Make sure that the person giving the candy to Leeroy is doing the Candy Shop shooting range as this is the only one where he'll actually stay behind you. If he happens to get shot he will drop the crawler so this'll help you out immensely.
Here are some videos of each shooting range by my team and I. Enjoy!
>Mansion Shooting Range (There are 23 targets) Shown by King Chizzy. Recommend paralyzer for this. Even better if pack-a-punched.
>Saloon Shooting Range (There are 19 targets) Shown by me.
>Candy Shop Shooting Range (There are 20 targets) Shown by Superflee2. Recommend having this player feed the candy to Leeroy for him to hold the crawler.
>Juggernog Shooting Range (There are 22 targets) Shown by TricKyRicKy xD.
Once everyone is sure they didn’t miss you will be given ALL SEVEN PERKS for the remainder of the game (even if you go down) and will have achieved one incredible feat. *ACHIEVEMENT UNLOCKED*
If however you would rather obey the likes of Richtofen then here you go;
RICHTOFEN’S PATH
STEP 2, GUILLOTINE:
You will first have to build the guillotine which is to the right of the entrance to the saloon. The guillotine consists of four separate parts (technically five… you’ll see); the red spool of wire, the antenna, the dish and the crystals. I recommend keeping it on round 1 or 2 for these first few steps.
Since I have made the get go, of this guide, so long and detailed for newcomers I will add a shortened description of where the parts are and I'll assume you know what you're doing.
Simple Walkthrough:
The four parts are located:
Red Spool of Wire - From the chalk room of the gunsmiths go into the room on the left and look in the left corner.
The Antenna - On the lower floor of the barn leaning on a post.
The Dish - On the second floor of the saloon, on the balcony (the side facing the gunsmith and looking over the guillotine).
The Crystals - Up the rails from the saloon balcony and straight ahead on a rock after the jump.
Once all pieces have been added onto the guillotine you can now proceed to Step 3.
Detailed Walkthrough:
The Antenna
Once you have jumped down from the spawn room and fell down into the room with the shotgun chalk and quick revive, hold ‘X’ on the shotgun chalk to pick it up and then place it onto the ‘?’ on the wall for an easy 1,000 points. Then fall through the hole next to the shotgun and you’ll now be in the barn. For the first part to the guillotine make your way down the stairs to the lower floor and face the entrance of the tunnel (the stairs will be to your direct left). The antenna is leaning on the side of the second stable from the end on your right.
From the upper floor of the barn, go across the bridge to the building on the left of the mystery box. Then go into the next room and fall through the floor. You should now be in a room with the giant dude known as Leeroy. Get the green key hanging besides his cell and let him out. Then give him booze so that he breaks down the wall.
NOTE: Whenever you give Leeroy booze he will run in the exact direction that YOU are facing.
For the next part you will have to progress a little further into the map. Now proceed to buy the saloon entrance and the sofa barricade on the stairs. You will now need to find the booze again which will have either spawned inside the saloon on one of the tables or in Leeroys cell again. Once you have it get Leeroy to break down the entrance of the gunsmith so that you can get a couple thousand points from placing the chalk (1,000 per placement with the final being 2,000) allowing you to easily keep it on round 1 or 2 for the first few steps.
The Dish
Have you and a teammate take any three chalk drawings EXCEPT the pdw. Place one on the front of the jail cell (probably galveknuckles so you can find them easily later) where you got Leeroy, another up the stairs next to the mystery box and the third on the second floor of the saloon on the balcony. From this last chalk follow the balcony around to find the dish.
The Red Spool of Wire and The Crystals
Then have someone, that doesn’t have a part yet, go back into the gunsmith and into the room to the left of where the chalk is to find the red spool of wire in the corner to the left. The last part is up the rails leaning on the second floor of the balcony. In this tunnel system you’ll find the pink crystals just after a bit of the floor gives way. Now simply assemble the parts at the guillotine in between the barn and the saloon.
STEP 3, TURN RED ORBS WHITE:
For this step you will need the paralyser.*Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*
In order to turn each orb white your team is going to have to shoot it for a couple seconds with the paralyser. There are four orbs that you’ll need to turn white. They are as follows: one is in the alleyway to the left of the saloon entrance, one is in the tunnel system (from the second floor of the saloon balcony go up the rails) to the first right from the saloon, one is to the left of the church entrance behind a rock and the last is in the small garden to the left once you exit the other side of the mansion (left of some stairs leading up to a closed door).
NOTE: Whilst going through the mansion make sure only one person is inside it at once.
That way only one witch will be re-spawning inside the mansion at any time. If this is your first time, spend all your cash or store it in the bank before anybody goes through or a witch will take it all (2,000 points per hit!). This shouldn’t be an issue just yet as only one person will need to go for this step.
STEP 4, OBTAIN THE LANTERN:
The purple lantern will hover over the graveyard and through the town and teleport every so often. What you’ll want to do is get a well-placed and cooked grenade to explode onto it. If done correctly, the lantern should now be lying on the ground with the prompt “hold X to pick up lantern”. Do so. It can disappear from not being picked up after so long.
STEP 5, POWER THE PURPLE LANTERN:
Now you will have to power the previously obtained lantern. You do this by getting a “kill” on several witches in the haunted mansion. The easiest way to kill the witches is by using the galvaknuckles, one hit a kill. Unlike Maxis’ easter egg you will hear a bell chime for EVERY kill. So it shouldn’t take more than ten kills. Once you’re done Samuel will be able to hear Richtofen and you’ll be able to place the lantern in the next step.
STEP 6, PLACE THE LANTERN AND DECRYPT THE CODE:
From the balcony of the saloon on the left building (gunsmith) you may notice the glowing symbol of a lantern. Jump across and put the lantern onto the symbol. Now you will see three lines of code. You will need to use the TicTacToe cipher to decrypt the message. Here is an image I've uploaded to show this:
TICTACTOE CIPHER
Basically the letters are split into nine groups of three (Y and Z might look like they are on their own but they have a third symbol; space). In this image they represent which of the three letters of a group with a dot but there is no difference. All the dot or line is doing is telling you the left/middle/right letter of that particular group of three. There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. So really you only have to worry about the first letter to work out the whole name.
STEP 7, GUIDE THE WISP:
For this step you will need the bowie knife and vulture aid elixir. Once you have gotten the three place names you will then have to save 3,000 points to purchase the bowie knife (top of the stairs in the saloon) and 3,000 points for vulture aid (church).
The reason why you need vulture aid is only players with it can see the wisp. Once you slash the signs to spawn the wisp and walk over it, it will disappear and reappear elsewhere, with you able to see it through the walls. The wisp will disappear if not gotten after so long but if you slash the signs again you can restart the sequence again.
STEP 8, POWER THE GUILLOTINE:
For this step you will need the time bomb. *Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*
You will notice that any zombie that now approaches the guillotine will have its hands start to glow with the power from the wisp. To get the zombies energy you’ll have to kill them besides the guillotine. You should notice an orb rotating the crystal for every kill (You'll need to have vulture aid to see this).
STEP 9, INFINITY MODE:
Once Richtofen is done talking you can go ahead and place the time bomb *ON* the guillotine. Then when all four players are surrounding it, detonate the time bomb. Doing so will send you into the future to Round Infinity, where the game is now black and white and the zombies are invincible. You’ll have 90 seconds in "Infinity Mode" before it sends you back, in that time you have to find the switch.
You must search the map for the 4 dead bodies of Misty, Marlton, Samuel, and Russman. One of the spawns for these bodies is behind a barricade in between the gunsmiths and the barn so knock it down before this. The switch will be with Russman, you have to “Search” his body to get the switch and then will have to stay alive until the infinity round finishes. The easiest way to do this is have each of you cover 2/3 possible spawn locations. Here is how my team had done it:
Player 1 (2 Spawns Locations)
>In front of the saloon entrance laying at the bottom of the stairs.
>Next to the candy store entrance by where the barricade use to be in between the candy store and general store.
Player 2 (3 Spawn Locations)
>Just left of the gunsmith entrance.
>In the crevice behind the barn and the gunsmith house, where the Navcard Table parts are.
>The alleyway between the bank and barn, the body will be laying on the wall of the bank.
Player 3 (2 Spawn Locations)
>In front of the jail house entrance.
>In between the general store and the box location on the road.
Player 4 (3 Spawn Locations)
>In between the giant rock near the gallows and the the candy store, near the arrow sign on the floor.
>Behind the rock to the left of the church, where the red orb is.
>Just past the entrance to the church, near the workbench.
Once you have the switch and infinity mode ends, be sure to add the switch to the guillotine.
STEP 10, MAZES AND LEVERS:
You now need to enter the maze, where there will be a switch on four different colours (Red, Green, Blue, Yellow) on four different gates. Sometimes you will find that the yellow switch hasn't spawned onto a gate, if this is the case then it will have spawned by the fountain, on the wall closest to pack-a-punch. You have to activate these switches in the correct order. To work out the order pull the levers in any order and any lever that has a small orange spark once the 4th is down is correct. Once you have a switch (or two), keep switching up the order of the other switches until you get them all in the correct order.
For example, if the green switch was pulled 2nd, the red 4th and they both sparked once red was pulled then you will have the second and fourth in the colour combination. So from here you just have to work out whether blue is 1st or 3rd and in turn whether yellow is 1st or 3rd.
To reset the switches you will have to use the portal under the fountain in the maze like in this achievement:
To get the portal you'll first have to get Leeroy to ram the fountain in the graveyard and then have to get the ray gun mk 2 and shoot the fountain in the maze. Whilst resetting the switches you will have to make sure everyone is on the other side of the mansion before anyone enters the maze again for it to work. If you want to stay on the same round when using the portal don't make the last zombie a crawler or get Leeroy to hold the last zombie - he will need to be able to re-spawn at the other end.
STEP 11, MAKE A WISH:
I can guarantee that this last step will be one of the hardest (and most repeated) 40 second sequences you have attempted. The reason why this will take so many attempts is because everyone will have to hit EVERY target in their “shooting range”. If one person misses ONE target you’ll have to… try again!
First off you start the sequence by “Making a wish” in the fountain. At that point you’ll start to see a bunch of targets spawn across the map. There are four areas, each with their own shooting range. The hardest is going to be the mansion as there are some targets that are spawning BEHIND the curtains of a couple windows (THE BOTTOM LEFT WINDOWS) but I’ll go through each range in the video guides.
The gun I’d recommend buying is the PDW as you can replenish ammo without an issue and more importantly it has a 50 bullet magazine which equates to roughly 2.5 bullets per target. However the paralyzer is an amazing alternative for the guy at the mansion. Why? Unlimited ammo with no need to aim down sight (you can't). If you can try to pack-a-punch it as well so you don't have to worry about the thing overheating as much.
It is very important that if the player with the time bomb has gotten another to put it down before everyone uses all their ammo practicing! As you practice these shooting ranges to memorize target spawns you will come to realize soon enough that ammo will be the main concern or lack thereof. If you have money in the bank, perfect! However, if you’re like my group and running low have the guy with the most points down himself so that the players needing points can get a couple hundred reviving him. If he runs out of grenades… throw him one.
As long as you have a crawler (once given candy Leeroy will pick up the crawler and hold it until you shoot it), ammunition and several points to buy ammo with you should be more than fine. Not to mention the time bomb will come in handy if you have one. Make sure that the person giving the candy to Leeroy is doing the Candy Shop shooting range as this is the only one where he'll actually stay behind you. If he happens to get shot he will drop the crawler so this'll help you out immensely.
Here are some videos of each shooting range by my team and I. Enjoy!
>Mansion Shooting Range (There are 23 targets) Shown by King Chizzy. Recommend paralyzer for this. Even better if pack-a-punched.
>Saloon Shooting Range (There are 19 targets) Shown by me.
>Candy Shop Shooting Range (There are 20 targets) Shown by Superflee2. Recommend having this player feed the candy to Leeroy for him to hold the crawler.
>Juggernog Shooting Range (There are 22 targets) Shown by TricKyRicKy xD.
Once everyone is sure they didn’t miss you will be given ALL SEVEN PERKS for the remainder of the game (even if you go down) and will have achieved one incredible feat. *ACHIEVEMENT UNLOCKED*
Big thanks to my zombies team TricKyRicKy xD, Superflee2 and https://www.trueachievements.com/King+Chizzy.htm ! Credit to Kamata50 for Leeroy the giant information and The Planet Pete, L1ttlemike, Rey27, Raiderhorn and Xx80sRockerxX for assisstance with edits. I would also like to give credit to Boarder1993, https://www.trueachievements.com/TRE5PA55ER.htm, https://www.trueachievements.com/Ahkamon.htm and their other teammate for being the first to complete the Richtofen side of the EE. Nicely done guys! Also, credit to NGTzombies for the amazing video guides as per usual, be sure to check them out for anything zombies related.
If there is anything you are unsure about or just simply wanting to know about zombies feel free to PM me and I'll be sure to get back to you ASAP.
Hope this helps!
it helped clear up a few unanswered questions I had and the videos were an invaluable help in knowing exactly where the targets were.
thanks for taking the time to write this guide
and thumbs up!
It's truly awesome people like you that help to keep people like me motivated. Really appreciate it!
You have to start the game on Original. The best way is to be on Custom Games for the fact that if someone has to leave or lags out, you can easily invite someone back in. You need to have 4 people for the achievement. You cannot enter Infinity Mode with less then 4 people. If you want to do Maxis's side because you've done Maxis on Tranzit and Die Rise, Paul Zap has the Maxis guide here. If someone quits during the Easter Egg and you have someone take there spot, there has been reports of duplicate parts spawning such as a second lantern, second parts of the parts used to build the Gullotine and other parts.
Step 1: Build the Guillotine
- Dish (Upstairs of Saloon nearest side by the Guillotine build-able. Should be near the fence)
- Spool of Wire (Mule Kick Room Downstairs near the catacombs entrance in the corner)
- Crystal (When you fall down go right it should be on the first right)
- Antennae (Barn downstairs head towards the catacombs should be in one of the stables on the right)
Step 2: Power Up The Red Orbs:
- Acquire the PARALYZER from Box.
- Use the Paralyzer to turn the Orbs white.
Step 3: Blue Lantern
- Cook a grenade to knock the Blue Lantern from the sky. Then have someone pick it up.
Step 4: Kill Ghosts In The Mansion
- Have the holder of the lantern go into the mansion and kill ghosts until Richtofen says your done.
Step 5. Place Lantern
- Place the latern on the latern symbol on top of the Gunsmith building. Once you place it symbols will appear on the wall. Please use the image below in decrypting the code. The final spot on the final box is a space.
http://go-scout.com/classeur/tic_tac_toc/tictactoe.gif
Step 6: Mines
- Once you figure out the 3 signs for the mines from the codes on the wall you want to buy Vulture Aid Elixir and Galvaknuckles. You want to go into the mines and punch the 3 signs in order with the knuckles. You will know you punched each correct sign because a pink-ish type smoke will come from it. Once you get the 3rd sign punched a purple wisp will appear. You want to keep walking through them until it appears on the Guillotine. I believe there are 8.
Step 7. Kill Zombies At The Guillotine
- Kill Zombies by the guillotine, wait until the wisp attaches to the zombies from the big orb on the Guillotine. Once you kill a zombie it will attach a small orb to the crystal. You want to attach 5 then Richtofen will continue to speak.
Step 8: Infinite Mode
- Place a Time Bomb in between the crystal and the big orb. Then have all 4 people surround the Guillotine and detonate the Time Bomb. You should now be in Infinity Mode.
Step 9: Find The Switch
- Once you are in Infinity Mode you have about 2 minutes to find the 4 dead bodies of Misty, Marilin, Samuel, and Russman. When you find their body you will see "Press X to search body". The switch is completely random. So far I've seen it found on the third body and the fourth body. If you do not find it the body will say "Nothing was found". If you do find it, the body will say "Switch was found". If you fail at finding the switch and Infinity Mode ends, you can easily go back into it after you receive a Max Ammo. You cannot enter Infinity Mode before you get the 5 crystals added to the orb and you cannot enter Infinity Mode after you add the switch.
Step 10: Add The Switch
- Once Infinity Mode ends take the switch and attach it to the Guillotine. Richtofen will then tell you to go to the maze.
Step 11: Colored Switches
- Once you enter the maze he will tell you to activate the switch in a certain order. You will see 4 switches on the gates in the maze. (Red, Blue, Green and Yellow). We tried many, many orders and then just did trial and error. When you hit all 4 if one sparks it is in the right order. You want all 4 to spark and then Richtofen will talk. When you need to reset it, have all 4 players take the teleporter in the well you destroyed. Then come back through the mansion and the switches will be reset
Step 12: Sharpshooter (Make-A-Wish)
- Richtofen will tell you to go to the fountain. Once your there you will need to hold x to make a wish. Then in 4 areas in the map will have targets appear and you need to shoot all the targets in all 4 areas. The areas are the Saloon, around the Candy Shop, around Juggernog, and the left side of the mansion. There are 19 targets in the Saloon, there are 22 at Juggernog, there are 23 at the mansion, and the Candy Shop has 20. After you hit the last target and the music ends you will receive all perks and the achievement. Congrats on your achievement.
The video was rendered but it won't play. I am re-rendering it in a different format. Hopefully it will be up tomorrow.
If all four players in your game completed Richtofen's side on Tranzit, Die Rise and Buried, once you finish the Easter Egg a box in the courtroom will open. It will contain a button that says "Push". Once you push it a secret Easter Egg will happen which I will not spoil. If you wish to see it, I have attached a YouTube video below with what happens in it. Once you push the button you will not be able to push it again. It will reset your Easter Egg progress on Tranzit, Die Rise and Buried. To re-activate the button and obtain the perks it gives, you have to complete Tranzit, Die Rise and Buried doing Richtofen's side.
If you have any questions regarding the Easter Egg or anything you would like to add to the guide regarding Richtofen's side, feel free to leave a comment or message me on TA.
Final Step: Shooting Range Tips
1. Area Left of Ghost Mansion: 23 Targets
2. Church/Water fountain Area: 20 Targets
3. Prison/Jugg Area: 21 targets (says my teammate, maybe 22?)
4. Inside Saloon Area: 19 targets Stand here: go up by bowie knife to the right; jump over gap; tip toe right up to edge of gap and stand looking over entire saloon.
#1. Floor/center/right below shooter
#2. Floor/center/at far end of saloon
#3. Look up to far balcony to the right; it moves right to left
#4. Floor/left/near saloon entrance; tough angle to see him.
#5. Behind bar; moving at you
#6. Behind bar; still
#7. Same as #2
#8 and 9. In chandeliers; one to the right; one directly in front of you
RELOAD and have Speed Cola if able (I used AN-94)
#10. Left balcony; high; kinda close to shooter; tough angle.
#11. Same as #1
#12. Same as #5 moving away from you fast
#13. #3 but moves right to left
#14. Right balcony; high; tough angle; look slightly right after shooting #13
#15. Right chandelier
#16. Left/close chandelier
#17 and #18. Moving targets on center balcony; after shooting #16, move sights strait up and hit #17….drift slightly right and shoot #18
#19. Same as #2 and #7. NOTE: 17/18/19 spawn at same time; be fast.
however I have still explained the steps in detail below.
Start a Buried game by going to Zombies > Resolution 1295 > Processing > Buried
NOTE:
-This achievement does NOT work on easy.
-This achievement requires a good connection, FOUR players and about THREE hours.
-Richtofen's side is much easier and quicker especially IF you get lucky with the maze switches (my first completion we got it first try).
TIPS:
-Have Leroy babysit your crawler by feeding him candy while he is right beside it.
-Save as many points as possible in the bank in a game before attempting this easter egg. Withdraw all your points when you start this easter egg and you will be able to complete it before even hitting double digits in the rounds (my first completion was Richtofen's side round 5).
RICHTOFEN'S SIDE
[!] SEE VIDEO at the end of this guide [!]
/!\ Unlike Maxis, ONLY Samuel can hear Richtofen however a sound effect will play that everyone can hear when you complete a step successfully.
-Keep one walking zombie at the end of round 1.
STEP 1 : Build Guillotine (near the saloon)
-Antenna (Barn, ground floor)
-Wire (Gunsmith, ground floor)
-Crystal (Caves, entry to caves from second floor of saloon)
-Satellite dish (Saloon balcony, near the guillotine)
[!]GET THE PARALYZER from the mystery box
STEP 2 : Orbs
-Shoot the orbs with the paralyzer.
Orb locations: outside saloon, tunnels above saloon, graveyard left of church, garden behind mansion (maze side)
STEP 3 : Lantern
A lantern will now be floating above the map. Cook off and throw a grenade at it to make it fall to the ground. Pick it up (hold x).
-Go into the mansion and kill the ghosts until you stop hearing a sound (increasing pitch)
-Go to the roof of the gunsmith and place the lantern down - there will be an obvious purple outline showing you where to place it if you've done enough kills in the previous part of this step. Decipher the code using the pigpen cipher. http://www.borderschess.org/Rosicrucian.gif
(Credit to ROFLWAFFLES for this image)
The code will correspond to three of the following signs:
(As each is unique, only worry about the initial letter)
Dry gulcher shaft
Lunger undermines
Consumption cross
Ground biter pits
Bone orchard vein
STEP 4 : Glowing blue orbs
[!]BUY GALVAKNUCKLES [6000pts] (one person)
[!]BUY VULTURE perk [3000pts] (everyone)
-Have people spread out across the town.
-Hit the correct three signs you decoded earlier (any order).
Blue orbs will now spawn around the map.
-Pick up these orbs before they disappear by running into them. You can only see these orbs through walls if you have the vulture perk! Once the orb reaches the guillotine walk into it and then proceed to the next step.
STEP 5 : Powering guillotine
When a zombie comes close to the guillotine its hands will be electrified.
-Kill zombies near guillotine until you hear Richtofen speak again or until this effect stops (youll need to kill about 6 electrified zombies).
STEP 6 : Infinity round
[!]Hit the box until you receive the TIME BOMB [950pts per try].
NOTE: If you can't find the box simply feed Leroy candy near a box spawn and he will retrieve it for you!
-Put a time bomb on the guillotine board in-between the crystal and glowing orb.
-Have all four players huddle up and crouch around guillotine -
(one each long end, two on side).
-Travel back in time. Infinity round will activate and your screen will go black and white.
NOTE: You cannot kill zombies in infinity mode, you can go down and you only have one minute to find the part.
-Find your bodies and search them for a part. One of the bodies will have the part (random body, random spawn).
Body spawn locations are as follows;
+ Outside jail cell
+ Near first box spawn
+ In the alley between jug and gunsmith
+ In the nook between the gunsmith and barn
+ Left of gunsmith main doorway
+ Left of the gunsmith sign close to the guillotine
+ Outside the saloon
+ Between the candy shop and general store
+ Outside the candy shop beside the arrow sign on the floor
+ Left of the church near the orb
+ In the church by the workbench
/!\ NOT IN ANY BUILDINGS (except the church) only on the main streets of the town.
You will be returned to normal mode within a minute.
The person who found the switch should now have the switch in their inventory. If not find the part in normal (non infinity mode) where the body you found it on was and pick it up (hold x).
-Add the switch to the guillotine (hold x). Richtofen will speak to Samuel.
STEP 7 : Maze levers
-Go to the maze and find all the coloured levers on one side of each of the green doors.
-Trigger the switches in order (process of elimination)
There are 24 possible combinations;
GBYR GBRY GYBR GYRB GRBY GRYB
BGYR BGRY BYGR BYRG BRGY BRYG
YGBR YGRB YBGR YBRG YRGB YRBG
RGBY RGYB RBGY RBYG RYGB RYBG
To reset levers activate all four then have all players exit the maze either through the portal or back through the mansion. This will also restructure the maze.
If you cant find the yellow lever it sometimes spawns in the hedge beside the fountain/well in the centre of the maze.
/!\ - When the fourth switch is activated, the switches which are correct will spark.
For example - combination GBYR, when you flip the red lever only red sparks = red is fourth and you therefore have only 5 more combinations to try.
When you get the correct combination, all four levers will start sparking and the sound effect will play.
Keep the faith! You'll get lucky eventually!
STEP 8 : Sharpshooter mini-game
-Break the graveyard fountain with Leroy by giving him booze beside it.
[!]BUY the PDW wall gun [1000pts] (everyone)
[!]BUY SPEED COLA perk [3000pts] (everyone)
-Position one player at each of these areas:
+ (20targets) Outside candy shop (person who activates fountain does this area)
+ (22targets) Juggernog area (shoot from second floor of barn)
+ (19targets) Saloon (shoot from upper floor inside saloon at the broken balcony)
+ (23targets) Mansion (shoot from church graveyard)
- Make a wish in well when everyone's ready (hold x)
-Shoot EVERY target before it disappears (100% accuracy not necessary but every target must receive at least one bullet before they disappear otherwise you must retry)
-Count out your targets and in time you'll learn your area.
Pop goes the cheevo.
Hope this helps
Happy gaming
coreymawf
---
See my video below for how to complete this at round 4!
Before we start there are some things I'd recommend you do to make your life easier
Perma- perks
These are not required to complete the easter egg, but they can be quite helpful. The only one I reccomend is perma- jug. Getting it is really weird and I dont know if its the most efficient way to do so, but it consistently works for me. It transfers between maps, so I reccomedn you do this on tranzit.
Start a solo match on tranzit, let a zombie kill you right away.
Start another match. Grab quick revive for 500, let a zombie down you in qucik revive. Get back up and let a zombie down you again. I know its weird but it works.
Perma- jug allows you to take 4 hits before downing instead of 2, you lose it automatically on round 15, and will have to get it again, though this easter egg shouldn't take that many rounds
Money in the bank
The bank on this map is quite easy to get to, and usually won't require you to go past round 1. From spawn you need 1 person to get 1250 points, which is quite easy by shooting zombies in the legs 7 times and knifing them. Save 1 zombie. Jump down the hole into the map and jump down the next holoe by quick revive. Walk along this catwalk and enter the building, falling down the first hole. You will see a large man in a cage here, Huckleberry. He is not hostile. So walk into the cage and grab the booze and hold to give it to him. This makes him turn around and bust open the door out of there. He is vital to opening up most of the map and the easter egg. By giving him booze he does a 180 and charges forward opening the first obstruction he runs into. At the other end of the long corridor you can see another obsturction he needs to clear, this opens the bank. Get to the saloon by following this path and opening the door up some stairs, you should see some booze in here, grab it andf give it to huckleberry when his back is facing the bank opening. Enter this room and turn left, dropping down a hole, follow it to the bank.
You will be needing to hit the box a number of times for this easter egg, so try to get as much money as possible in there.
Build the navcard table
Thankfully this is a decently easy to build navcard table. Exiting the bank through the blockage Hucklbrry destroyed the blockage right to your left is where all the pieces are. The table is assembled in spawn. In order to get back here you must have hucklberry destroy a fountain outside the witches house, enter the witches house, avoiding them so they dont steal your money, and entering the maze. The maze can be a bit tricky to navigate, as it changes every time you enter. You're looking for a clearing with a fountain in it. This must be destoryed with explosives. a ray gun or RPG will destroy this quickly but as well four well placed grenades do the trick.
A portal will appear at the bottom of the hole, jump in it and you return to spawn. Building the navcard table. Once it is built once it stays built the whole game.
With that, lets start the easter egg! I wrote this guide assuming you know the map well. This is richtofen's side, maxis' side is harder, however, only samuel stulinger can hear richtofen.
You need 4 players for this, start a custom game on buried.
To start, save a zombie and get the bank open, have everyone grab their money. Start opening doors. This easter egg does not require many zombies to be killed, so perks aren't really necessary, as with money in the bank, it can almost all be done on the third or fourth round, depending on how lucky you are with max ammo drops. You can start hitting the box at this point too. The two weapons you need are the time bomb and the paralyzer, if someone gets these make sure they hold onto it.
Step 1: power
Turn on the power, in the building to the left of the saloon top floor.
Step 2: build the guillotine
This contraption must be built in the right corner while looking at the saloon, a bit of it is already built when you get there. There are 4 parts that must be got:
Satellite Dish: Located on the 2nd floor balcony of the Saloon, directly above the Guillotine.
Crystal: Located in the mine shaft, on some collapsed rubble. Easiest to get to by using the saloon's ladder. This one is tricky as the mines can be a bit hard to navigate.
Spool of Wire: Inside the Gunsmith Shop, located in the left room near the bank's underground tunnel.
Attenae: Located in the 1st floor of the barn, in the stables next to the tunnel entrance
So grab these parts and assemble the guilotine.
Step 2: Shooting orbs
For this step 1 person needs to have gotten the paralyzer out of the mystery box. There are 4 orb locations around the map. You shoot the orbs for about 5 seconds until you hear a loud ding and they glow white The locations are:
To the left of the saloon
In the mine tunnels over a jumpable gap
To the left of the court house
Exiting the witches house dont enter the maze but head left and you will see it to the left of the entrnace back into the house.
After all these are shot its the next step
Step 3: Grenading lantern
A lantern will now be floating around the map. It is mostly around the entrance to the witches house. To obtain it, you must air burst a grenade in its proximity. So cook a grenade and time it so it explodes near the lantern.
Step 4: filling lantern
One player can grab the lantern. They now must enter the witches house and begin killing the witches close to them. You will hear a high pitched ding with every kill, getting higher in frequency until it stops making a sound meaning you are done. Try to avoid getting hit by the witches during this step, as they will take your money.
Step 5: Reading the lantern code
This step is kind of confusing. Take the powered up lantern to the saloon and reach the top floor, exiting the building so you can see a roof to your left. You must jump onto this roof and place the lantern on its outline. This will make a very cryptic code to appear. To read this code, it iks probably best to have a phone nearby so you can see the poastion of the the letters on the keys. You know 2 is: ABC, 3 is DEF etc.
If you imagine that you were to draw 4 lines on the phone in a grid, so two vertical lines to the left and right of 258 and two horizontal lines abover and below 456 you will see that each number has its own square. Say the number 2 for example a U shape and the number three would have an L shape.
If you look at this code you will notice that it shows you these same symbols, with red lines in them. So if you had a U shape with the line being in the center, this means it is a B. If this is confusing, this picture can help you understand(Credit to The Sheriff on youtube):
So you can decode this to read out three different sentences. It will randomly be 3 of any of these:
Dry gulcher shaft
Lunger undermines
Consumption cross
Ground biter pits
Bone orchard vein
If you notice each statement starts with a different letter, so you only need to decode the first letter of each word to figure out all three. So if you got an L for the first letter, you know that statement must be Lunger Undermines.
So what do you do with this knowledge?
Step 6: The wisp
For this next step 1 person on your team will need to buy galvunuckles, and everyone on your team should buy vulture aid, it is not required but very difficult without.
The person with galvunuckles needs to go into the mine shafts and search for the signs that correspond to the things you just decoded. All 5 are up there but you are only looking for the three the lantern told you about, and in the order you read them from the lantern. You need to melee all three of these signs in the right order with galvunuckles.
As soon as you melee the last one a blue ball of light will appear this is only visible to you if you have bought vulture aid, and can be seen through walls. When you walk into the orb it dissapears teleporting somewhere else Your goal is to keep running into it until it reaches the guillotine. However, if you are not quick enough in reaching the orb, it will dissapear, and you need to melee the signs again. So have all four players spread out around the map, and the nearest one to it run to it (stamin up helps). When you finally get it to the guillotine it is on to the next step.
Step 7: powering up the wisp
This step is thankfully easy. The blue orb will be floating around the guillotine, if a zombie gets near the wisp attaches to it and the zombie begins running. Kill the glowing blue zombie and you start pwoering up the wisp. You can only have one blue zombie at a time, so only kill them once they ge the wisp on them, you only need about 5 kills, pretty easy step.
Step 8: infinite rounds
This next step is largely based on luck. It could go very fast or take multiple rounds.
For this step, you need 1 person to have gotten the time bombs. It is very finicky to activate this, here's what worked for me.
Have all 4 players crouched (yesyou must be crouched) as close as they can to the guilotine. Have the player carry the time bomb pull it out and place it directly onto the bench. Now kill whatever zombies you have remaining and end the roudn. The round counter will start flashing, and as soon as it starts showing the new round, detonate the time bomb.
If done correctly, the map will become black and white and you'll notice the round counter is it at infinity. You must act fast. Zombies begin spawning in and they are invincible, monkey bombs are very helpful becase they distract the zombies. You will notice that scattered around the map are the dead bodies of the characters you're currently playing as. If you go up to a body you will be prompted to hold
to search. Most of the time you will get nothing, but there is alays one body with a switch on it, this is what you're looking for. When you fnd the switch at the top of the screen it will say you found a switch.
You only have about 30 seconds to search before it kicks you back to the normal game. If a player downs, dont worry about reviving them, just make sure at least one person stays alive when the timer runs out. When you are brought back all dead players will be revived and get all their perks back.
If you did not maange to find the switch, you wil need to play until you get a max ammo. And try again. If you find the switch, its on to the next step.
Step 9: maze levers
Save a zombie for this round. it may take a while.
If you enter the maze at this point, you will notice that certain green doors have levers on them. There are 4 total levers being: blue, yellow, green and red.
You need to hit them in a specific order, while trial error works, there is a way to shorten it, as otherwise you would have to try 24 different combinations.
Have everyone enter the maze and go to a lever, make sure they are watching the lever when the final lever is pulled. Try a random combination at first and see if any levers spark when the final lever is pulled. If a lever does spark when the final lever is pulled, that means that specific lever is in the correct position. So say you try red, green, blue, yellow and when the yellow lever is pulled the green lever sparks. This means the green lever is always second. To reset the levers, have everyone leave the aze and come back i. The levers will all be in different positions, but the order will be the same. So keep this up paying attention to what sparks, when they are all pulled correctly you are on to the final (and most brutal) step!
Step 10: make a wish
This step is quite infamous as it is very difficult. It took my team 4+ hours to get it right. It is effectively required that you have huckleberry hold the last zombie. To do this, make the zombie a crawler by throwing a grenade at it and then feed huckleberry candy near the zobie so he grabs him. As long as you dont shoot huckleberry, he will hold onto the zombie indefinitely so you dont need to worry about it dying.
There are 4 areas of that each player needs to take. These 4 areas are shooitng galleries. Metal targets will pop up and if hit with a bullet will go down. If they are not shot quick enough they will go back down. The locations where these targets pop up are:
-The left half of the witches house. Stand to the right of the church and look at the house for the best angle.
-The candy shop. stand on top of the nig rock right beside the fountain for the best angle.
-The saloon: Enter the saloon and Head up the stairs bearing right. Stop before the opening in the walkway and look right for the best angle.
-The jail: From the top floor of the barn, look towards the jail for the best angle.
To complete this step, and the easter egg. All four players must be 100% accurate hitting their targets. If 1 person fails to hit 1 target it fails. The wepon of choice, without a doubt is the PDW, as it has a 50 round mag and reloading is basically suicide. Each area has anywhere from 20 to 24 total targets and they are a set pattern. Memorization is key. Each person will need to memorize their targets so they are qucik enough.
The hardest target practise is considered to be the witch's house, and the easiest is the saloon. Not that it is simple, they are all very difficult and it will take you multiple tries. To begin the sequence, a player must hold on the fountain outside the witches house to "make a wish" The person doing the candy shop is best, as they are right there anyway. It is free to keep retrying and you can start again as soon as the sequence ends. Expect it to take you many many attempts. It can be frustrating because even if you are perfect someone else may not have been. It seems there's always that one guy who keeps missing the same target. If this happens consider switching spots.
You will need to keep replenishing ammo for the PDW so this is why it is a good idea to have plenty of money in the bank, as it costs 500 points to buy ammo.
If after many attempts you finally do it you're done the easter egg. 75 GS achievement and you get all the perks on the map.
If you head to spawn you can kind of see a large tower glowing blue above you. This remains in subsequent rounds.
Depending on how good your team of four (can't be done with less) is at their sharpshooting skills this achievement could take you between 1-3+ hours. The last step is a complete and utter pain. A pain that can last from 30 minutes to two hours alone! To help you get a visual though I have uploaded my whole teams' views in several videos at that step. GOOD LUCK.
STEP 1: COMMENCEMENT:
Start a custom game of buried on original difficulty. (NOT EASY) Warning- If at any point you get the PARALYSER (RICHTOFEN’S PATHs) or TIME BOMB (MAXIS and RICHTOFEN'S PATHs) remember to keep the one(s) related to your EE side as you’ll need it for a step later on.
Like Tranzit & Die Rise, if one of you already has the achievement you won't be able to do the first significant step, in this instance finding all of the parts you need for the guillotine or gallows. The workaround for this is to start the game without the player(s) with the achievement and then invite them into round one. They will then be able to spawn in once the next round begins.
If at any point you want to give teammates points and also swap the drop for something else (max ammo, insta-kill etc.) here is what you do. Have whoever is giving the points get the galvaknuckles and have the points they're willing to give sitting there ready. Then go into the bank and around the counter near the tunnel. You'll then be able to notice two keys just like in the Tranzit bank. Hitting them with the galvaknuckles will put 1,000 of your points each time into a "$" drop that'll spawn on the other side on the counter in front of the teller windows. Whoever needs the points can then pick up the drop to receive them. Here is the the most helpful part of this... If you give Leeroy candy next to this "$" he will actually swap it out for another drop.
STEP 2: GALLOWS:
You will first have to build the gallows which is next to the entrance of the court house on the right. The gallows consists of four separate parts; the red spool of wire, the antenna, the battery and the glass bulb. I recommend keeping it on round one or two for these first few steps.
Since I have made the get go, of this guide, so long and detailed for newcomers I will add a shortened description of where the parts are and I'll assume you know what you're doing.
Simple Walkthrough:
The four parts are located:
- Red Spool of Wire - From the chalk room of the gunsmiths go into the room on the left and look in the left corner.
- The Antenna - On the lower floor of the barn leaning on a post.
- The Battery - In the church behind the alter, on the floor.
- The Glass Bulb - On the second floor of the jail cell, in the room where the mystery box spawns. On a crate just left of the box.
Once all pieces have been added onto the gallows you can now proceed to step three.
Detailed Walkthrough:
The Antenna
Once you have jumped down from the spawn room and fell down into the room with the shotgun chalk and quick revive, hold on the shotgun chalk to pick it up and then place it onto the ‘?’ on the wall for an easy 1,000 points. Then fall through the hole next to the shotgun and you’ll now be in the barn. For the first part to the gallows make your way down the stairs to the lower floor and face the entrance of the tunnel (the stairs will be to your direct left). The antenna is leaning on the side of the second stable from the end on your right.
The Glass Bulb
From the upper floor of the barn, go across the bridge to the building on the left of the mystery box. Once off the bridge and inside, the glass bulb will be in the first room on your immediate right sitting on a crate. Then go into the next room and fall through the floor. You should now be in a room with the giant dude known as Leeroy. Get the green key hanging besides his cell and let him out. Then give him booze so that he breaks down the wall.
NOTE: Whenever you give Leeroy booze he will run in the exact direction that YOU are facing.
For the next part you will have to progress a little further into the map. Now proceed to buy the saloon entrance and the sofa barricade on the stairs. You will now need to find the booze again which will have either spawned inside the saloon on one of the tables or in Leeroys cell again. Once you have it get Leeroy to break down the entrance of the gunsmith so that you can get a couple thousand points from placing the chalk (1,000 per placement with the final being 2,000) allowing you to easily keep it on round one or two for the first few steps.
Red Spool of Wire
Have you and a teammates take any three chalk drawings EXCEPT the pdw. Place one on the front of the jail cell (probably galveknuckles so you can find them easily later) where you got Leeroy, another up the stairs next to the mystery box and the third on the second floor of the saloon on the balcony. Once you’ve gotten yourselves some more points have someone, that doesn’t have a part yet, go back into the gunsmith and into the room to the left of where the chalk is to find the red spool of wire in the corner to the left.
From the entrance to the saloon you will notice a barricade on the distant right next to the candy shop. You will now have to go to the cash register in the saloon to purchase any more booze in the current round. Then what you will want to do is get Leeroy as far back as you can but still ensuring he makes contact once charging. If you get enough distance you’ll get up to 1,500 points on this barricade (the further away he is before he starts to charge the more points you will get). Now you can start to place all but one part of the gallows in position. You’ll find the gallows sitting to the right of the court house’s entrance (the building straight ahead from the previous barricade).
The Battery
Go ahead and buy even more booze so that Leeroy can break down the church entrance. The battery is behind the alter on the floor. Go back and add the last part. Before the next step you can make a little more points by placing another chalk on the second floor of the church and the last chalk (PDW) in the court house on the second floor.
STEP 3: BREAK RED ORBS:
In order to break each orb your team is going to have to build the subsurface resonator and the turbine to provide power to it.
Every part for both build-able is found in the general store and they can both be built at any bench. From the front entrance the tail is on a shelf to the left, the manikin is in the back room and the fan head is on a dresser upstairs. As for the subsurface resonator, you will need to get the roulette wheel, roulette table and board on the lower floor as well as the tube on the upper floor. Now you must go to each of the red orbs and break them by placing down the turbine and the resonator, ensuring the resonator is facing the orb.
There are four orbs that you’ll need to break. They are as follows: one is in the alleyway to the left of the saloon entrance, one is in the tunnel system (from the second floor of the saloon balcony go up the rails) to the first right from the saloon, one is to the left of the church entrance behind a rock and the last is in the small garden to the left once you exit the other side of the mansion (left of some stairs leading up to a closed door). This is the ONLY time more than one person has to go to the other side of the mansion.
NOTE:
Whilst going through the mansion make sure only one person is inside it at once. That way only one witch will be re spawning inside the mansion at any time. If this is your first time, spend all your cash or store it in the bank before anybody goes through or a witch will take it all (2,000 points per hit!).
STEP 4: OBTAIN PURPLE LANTERN:
The purple lantern will hover over the graveyard and through the town and teleport every so often. What you’ll want to do is get a well-placed and cooked grenade to explode onto it. If done correctly, the lantern should now be lying on the ground with the prompt “hold to pick up lantern”. Do so as it can disappear from not being picked up after so long.
STEP 5: POWER PURPLE LANTERN:
Now you will have to power the previously obtained lantern. You do this by getting Leeroy to kill upwards of 10 zombies. Leeroy will fight for you for a short amount of time (20 seconds or so) after being given candy. The reason why I say upwards of ten of 10 is because you will have to hear the bell chime for the kill to count and sometimes you won’t hear it.
One really helpful tip that may help is that the ten kills or more doesn’t have to be on unique zombies and more importantly once a zombie is killed by him they will spawn straight back in. So you could do this whole step with just ONE zombie. A way to find out if you’re done is to try and place the lantern for the next step.
STEP 6: PLACE LANTERN AND DECRYPT THE CODE:
From the balcony of the saloon on the left building (gunsmith) you may notice the glowing symbol of a lantern. Jump across and put the lantern onto the symbol. Now you will see three lines of code. You will need to use the TicTacToe cipher to decrypt the message. Here is an image I've uploaded to show this:
Basically the letters are split into nine groups of three (Y and Z might look like they are on their own but they have a third symbol; space). In this image they represent which of the three letters of a group with a dot but there is no difference. All the dot or line is doing is telling you the left/middle/right letter of that particular group of three. There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. So really you only have to worry about the first letter to work out the whole name.
STEP 7: GUIDE THE WISP:
For this step you will need the time bomb and the bowie knife. *Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*
Once you have gotten the three place names worked out you will then have to save 3,000 points to purchase the bowie knife (top of the stairs in the saloon) as well as getting the time bomb from the box. PLACE DOWN THE TIME BOMB ‘LT’ NOW. Then you can start to open up the tunnel, above the saloon, to get to the signs (two 750 point sofa barricades). There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. Once you have found the whereabouts of your three signs you will have to make your way to the upper floor of the gunsmith to buy the (1,250 point) barricade in the back room.
You can now start the wisp sequence. Now the best way I’ve found to do this is have a teammate ready to kill the last zombie with the guy slashing the signs standing at the last sign ready (signs can be hit in any order). As soon as the the last zombie is killed and the next wave starts, begin the sequence. The benefit of starting the wave at the same time as spawning the wisp is that the zombies will spawn near the wisp and it’ll absorb their energy to sustain its own. This is important otherwise the wisp will fade out so just try your best to stick with it.
On a low round you shouldn’t have any issues but on a higher round you may need a pack-a-punched weapon. If you fail though you will only have to hit the signs again to spawn in a new wisp. Once the wisp arrives at the guillotine have the player with the time bomb take everyone back ‘RT’.
STEP 8, GUIDE THE WISP… AGAIN:
Same code, same sequence… Enjoy.
On a side note, whenever you use a time bomb everything will be reverted back to what it was at that time EXCEPT the areas you opened up will be open still and the easter egg won’t be affected either.
STEP 9: NINE BELLS:
*Before you begin this step it might be a good idea to give Leeroy candy so that he picks up the crawler and holds it until you decide to kill it.*
Your team will have to split up with one person looking at the device in the mansion, one person in the court room, one person on the second floor of the barn and the last on the second floor of the candy shop. There are going to be a lot of witches so it is best to get the bowie knife or galvaknuckles to take them out easily, letting you also save your ammo for the last step.
Above is a table I created which refers to the device found after going through the bookcase, down the hallway and then on a sofa straight ahead, in the mansion. I’ve shortened the description of each of the locations of each bell down to two words each. A building and the furniture it’s placed on. This will be very convenient as the guy/girl looking at the device will only have 10 seconds to identify and tell their team which bell needs ringing. Not to mention, they actually have to ring the bell with the time left.
Once a bell is rung its corresponding light will then be green and if you do not ring a bell at any point the device will reset. There are 3 bells in each of the 3 areas, all reasonably close together. The "candy big" and "candy small" are the two bells which are on the big table and the small table with candy being shortened from Candy Shop. You will know once the step is complete as you will no longer get the prompt “Hold X to…”.
STEP 10: MAKE A WISH:
I can guarantee that this last step will be one of the hardest (and most repeated) 40 second sequences you have attempted. The reason why this will take so many attempts is because everyone will have to hit EVERY target in their “shooting range”. If one person misses ONE target you’ll have to… try again!
First off you start the sequence by “Making a wish” in the fountain. At that point you’ll start to see a bunch of targets spawn across the map. There are four areas, each with their own shooting range. The hardest is going to be the mansion as there are some targets that are spawning BEHIND the curtains of a couple windows (THE BOTTOM LEFT WINDOWS) but I’ll go through each range in the video guides.
The gun I’d recommend buying is the PDW as you can replenish ammo without an issue and more importantly it has a 50 bullet magazine which equates to roughly 2.5 bullets per target. However the paralyzer is an amazing alternative for the guy at the mansion. Why? Unlimited ammo with no need to aim down sight (you can't). If you can try to pack-a-punch it as well so you don't have to worry about the thing overheating as much.
It is very important that if the player with the time bomb has gotten another to put it down before everyone uses all their ammo practicing! As you practice these shooting ranges to memorize target spawns you will come to realize soon enough that ammo will be the main concern or lack thereof. If you have money in the bank, perfect! However, if you’re like my group and running low have the guy with the most points down himself so that the players needing points can get a couple hundred reviving him. If he runs out of grenades… throw him one.
As long as you have a crawler (once given candy Leeroy will pick up the crawler and hold it until you shoot it), ammunition and several points to buy ammo with you should be more than fine. Not to mention the time bomb will come in handy if you have one. Make sure that the person giving the candy to Leeroy is doing the Candy Shop shooting range as this is the only one where he'll actually stay behind you. If he happens to get shot he will drop the crawler so this'll help you out immensely.
Here are some videos of each shooting range by my team and I. Enjoy!
>Mansion Shooting Range (There are 23 targets) Shown by King Chizzy. Recommend paralyzer for this. Even better if pack-a-punched.
>Saloon Shooting Range (There are 19 targets) Shown by me.
>Candy Shop Shooting Range (There are 20 targets) Shown by Superflee2. Recommend having this player feed the candy to Leeroy for him to hold the crawler.
>Juggernog Shooting Range (There are 22 targets) Shown by TricKyRicKy xD.
Once everyone is sure they didn’t miss you will be given ALL SEVEN PERKS for the remainder of the game (even if you go down) and will have achieved one incredible feat. ACHIEVEMENT UNLOCKED
Special thanks once again to Tgamesmaster.
Doing this will require four players and a lot of communication. It is highly recommended you utilise the Bank to get lots of points on early rounds. This way you won't have to play to high rounds. You can do either Maxis' or Richtofen's side, though Richtofen's is easier. Both methods are listed step-by-step below, with videos. For later steps - particularly Service Bells (Maxis), Coloured Levers (Richtofen) and Sharpshooter - you'll want to have Leeroy pick up a crawler. Give him candy while next to a crawler and he'll pick it up, stopping it from ever attacking you.
For co-op partners, please use this thread: Zombies Boosting Thread (Read First Post!)
Maxis
Step 1 - Build the Gallows
There are four pieces for building the Gallows:
- Spool - Gunsmith, in the room to the left of the weapon chalk room
- Lightbulb - Sheriff's Office, second floor above Leeroy's cage
- Battery - Church, next to the pedestal
- Antenna - Barn, next to a post
With them, build the Gallows just outside the Courthouse to the right of the door.
Step 2 - Destroy Orbs
There are four orbs that require destroying. For this, you will need to create the Subsurface Resonator. Please see Death From Below for how to create this. Orbs can be found:
- Behind Mansion, in a garden to the right side
- Alleyway next to Saloon
- To the left of the Church entrance
- In the caves, against a wall
To destroy them, use the Subsurface Resonator on them.
Step 3 - Knock Down Lantern
Once the orbs are charged, you'll see a floating, purple lantern above the mansion that floats around the graveyard. Throw a grenade at it to make it drop, then pick it up. If you leave it on the ground too long, it will disappear and will need to be knocked down again.
Step 4 - Charge Lantern
Once you have the lantern, you will need to charge it. To do so, you need to kill 10 zombies with any of the following: Leeroy, Trample Steam, Head Chopper, Subsurface Resonator or Nuke power-up. You must be near the dying zombie(s) for the souls to charge the lantern. Each kill you will hear a chime, and when it's fully charged Maxis will speak to everyone.
Step 5 - Place Lantern, Solve Cipher
With the lantern charged, head to the roof of the Gunsmith and place it on the lantern symbol. Once you place the lantern, a Freemason cipher will appear on the wall. There will be three lines of code that translate into phrases:
Image by MrRoflWaffles.
Step 6 - Melee Signs, Lead Wisp
Once you know what three phrases you have, locate the signs with those phrases and melee them in order with either the Galvaknuckles or Bowie Knife. Before you melee the third sign however, place a Time Bomb (can be obtained from Mystery Box). Melee the third sign and a Wisp will appear (Vulture Aid perk required to see Wisp). You must lead it to the Gallows at the Courthouse, however it cannot survive on its own, so you must lead it through a few trains of zombies on the way. The best places to have players train a small group of zombies are outside the Sheriff's Office, outside the Gunsmith and outside the Saloon, as this way the Wisp should survive all the way to the Gallows. Once it reaches the Gallows and a light illuminates, rewind time and repeat it, as you need to lead two Wisps to the Gallows.
Step 7 - Service Bells
Now the players must split up into separate areas - one in Mansion, one in Courthouse, one in Sweets Shop and one in Barn. The first player must head to the second floor of the Mansion to find a board with nine lightbulbs on it. While not essential, it is recommended the player in the Mansion has Galvaknuckles, as the Mistresses will come constantly during this step.
Each player in the other buildings will have three service bells each to ring, each one corresponding to a lightbulb in the Mansion. When a lightbulb turns yellow, the player in the Mansion must tell the other players which light it is and they must ring the respective service bell. If done correctly, the light will turn green. If the bells aren't rung fast enough, the lights will reset. Repeat this for all nine bells/lightbulbs.
Step 8 - Sharpshooter
Now, you must make a wish at the fountain near the Mansion. Simply walk up to it and hold when prompted. Once any player makes a wish, Sharpshooter will commence. For this, targets will appear in four separate areas. 22 will appear near the Sheriff's Office, 23 by the Mansion, 19 in the Saloon and 20 outside the Sweets Shop/Courthouse. All 84 targets must be hit. 100% accuracy isn't required, just as long as all targets are hit. The PDW-57 and AN-94 are the best wall weapons for doing this, and Speed Cola is recommended. Each player will have to learn the spawns of every target. The best locations to stand for each of these four locations are:
- Sheriff's Office - on the roof of the General Store
- Mansion - outside the left section of the fence, near Church entrance
- Saloon - inside the hole in the wall on the second floor
- Sweets Shop/Courthouse - on the rocks between the fountain and Mansion gate
While not necessary, it may be wise to ensure the lights are on in the Mansion, as this will make the Mansion targets significantly easier to see. In order to have the lights on, you must advance 5 rounds after the previous time you received a perk power-up from the Mistresses. Therefore if you went through the Mansion in Round 1 to charge the Orbs, you'll have to be on Round 6 for the lights to be on (thanks chavarlison for this tip).
If you miss any targets, simply make a wish and try again. This can be repeated indefinitely. Once you hit all 84 targets, all players will receive all perks permanently as well as the trophy.
Richtofen
Step 1 - Build the Guillotine
There are four pieces for building the Guillotine:
- Spool - Gunsmith, in the room to the left of the weapon chalk room
- Satellite - Saloon, on the rail of the balcony
- Stone - Caves, across a hole in the ground stuck on a wall
- Antenna - Barn, next to a post
With them, build the Guillotine on the bench outside the Saloon.
Step 2 - Charge Orbs
There are four orbs that require charging. For this, you will need to acquire the Paralyzer from the Mystery Box. Orbs can be found:
- Behind Mansion, in a garden to the right side
- Alleyway next to Saloon
- To the left of the Church entrance
- In the caves, against a wall
To charge the orbs, simply shoot them with the Paralyzer until you hear an audible ding.
Step 3 - Acquire/Charge Lantern
Once the orbs are charged, you'll see a floating, purple lantern above the mansion that floats around the graveyard. Throw a grenade at it to make it drop, then pick it up. If you leave it on the ground too long, it will disappear and will need to be knocked down again.
Once you have the lantern, head into the Mansion and kill 10 Mistresses. Each kill you will hear a chime, and when it's fully charged Richtofen will speak to Stuhlinger.
Step 4 - Place Lantern, Solve Cipher
With the lantern charged, head to the roof of the Gunsmith and place it on the lantern symbol. Once you place the lantern, a Freemason cipher will appear on the wall. There will be three lines of code that translate into phrases:
Image by MrRoflWaffles.
Once you know what three phrases you have, locate the signs with those phrases and melee them order with either the Galvaknuckles or Bowie Knife. Once you melee all signs, a purple wisp will appear (Vulture Aid perk required to see Wisp).
Step 5 - Charge Guillotine with Wisp
Once the Wisp appears, follow it to the Guillotine. The Wisp will teleport everytime you touch it through fixed locations, simply follow it to each location until it reaches the Guillotine. If you don't make it to the Guillotine before the Wisp disappears, simply hit the signs again. Once the Wisp reaches the Guillotine, it will remain there.
Once the Wisp is at the Guillotine, you must charge it. When a zombie gets near to the wisp, it will be shocked and become charged. Kill it near the wisp and a small wisp will appear and circle the crystal. Do this for five charged zombies.
Step 6 - Place Time Bomb, Find Bodies in Infinity Mode
For this, you'll require the Time Bomb which can be obtained through the Mystery Box. With it, place it on the Guillotine. Have everyone gather around the Guillotine, then activate it. Everyone will enter Infinity Mode. Now you must all run around and locate your bodies scattered throughout the map and search them until you find a power switch. There are 10 potential spawns for the bodies, but only 4 bodies will spawn at a time. The video below will list 9 of the 10 locations - the 10th is between the Barn and Bank, in the bushes. Credit to NGTZombies for the video.
This may take several attempts in Infinity Mode to achieve. With the switch, use it on the Guillotine when you return to normal.
Step 7 - Pull Levers in Maze
Head to the Hedge Maze and you'll find four coloured levers on the green doors. You must pull these in a specific order. There are 24 possible combinations for this, and it is randomised each game. Once you pull all four levers, the levers that are in the correct position will let off a few yellow sparks. Have all four players enter the maze and have each player stand next to a different lever. This way you can see which levers are in which position. To reset the levers and give them another attempt, reset the maze with all four levels pulled down. Richtofen will speak to Stuhlinger if done properly.
Alternatively, you can simply head to the Sweets Shop and head behind the counter to see 4 jars. Each have a certain coloured sweet in it which, when read left-to-right, will give you the order of the levers.
Step 8 - Sharpshooter
Now, you must make a wish at the fountain near the Mansion. Simply walk up it and hold when prompted. Once any player makes a wish, Sharpshooter will commence. For this, targets will appear in four separate areas. 22 will appear near the Sheriff's Office, 23 by the Mansion, 19 in the Saloon and 20 outside the Sweets Shop/Courthouse. All 84 targets must be hit. 100% accuracy isn't required, just as long as all targets are hit. The PDW-57 and AN-94 are the best wall weapons for doing this, and Speed Cola is recommended. Each player will have to learn the spawns of every target. The best locations to stand for each of these four locations are:
- Sheriff's Office - on the roof of the General Store
- Mansion - outside the left section of the fence, near Church entrance
- Saloon - inside the hole in the wall on the second floor
- Sweets Shop/Courthouse - on the rocks between the fountain and Mansion gate
While not necessary, it may be wise to ensure the lights are on in the Mansion, as this will make the Mansion targets significantly easier to see. In order to have the lights on, you must advance 5 rounds after the previous time you received a perk power-up from the Mistresses. Therefore if you went through the Mansion in Round 1 to charge the Orbs, you'll have to be on Round 6 for the lights to be on (thanks chavarlison for this tip).
If you miss any targets, simply make a wish and try again. This can be repeated indefinitely. Once you hit all 84 targets, all players will receive all perks permanently as well as the trophy.
Received this trophy tonight - can only be done with 4 players and all 4 players must be excellent marksmen for the last step!
At the moment I’m just writing a hint, so be patient and gather your team, but in the meantime you can watch the VIDEO in English that we played in. The trophy dropped after 4 hours of torment, trial and error!
Well, the next addition has come out, which means it’s time for you and me to go crush zombies again! This quest can only be done with four people and at the Experienced difficulty level. I want to immediately upset all those who like to quickly complete the quest - you will not succeed! There are 12 steps in total in the quest and the last one is so difficult that it took us about two hours to complete it!
Before completing this trophy, I recommend that everyone acquire the Jagger perk. With the latest patch, getting it has been slightly edited and here’s what you need to do now: start Transit in single-player mode, kill all the zombies except one (there are 10 of them in the first round, so kill 9). Now you don’t need to buy a Reanimator, but simply approach the zombie and wait until he kills you with a combo blow, that is, with his right and left hand at the same time. If a zombie wounds you once, move away and restore your health. When the desired effect is achieved and you die, start a new game - repeat 3 times and a green flash will appear on your third death. Now the zombie will need 4 hits to put you down! This perk is lost if you fall on wave 15 or later.
Before starting the game, I strongly recommend that you earn a lot of money on other cards and put it in the bank. This is done very simply on Transit or Big Jump (aka Die Rise). You fill up the glasses and put them in a bank (Transit) or a shower stall (Jump). Money in Buried will need to be obtained in the first round in the bank and you will need a significant amount of it!
When all 4 players are ready and have received the perk, it's time to start! To avoid wasted time, start your game - this way, if someone is kicked out, that player will be able to enter the game back (everything except the main one, of course). I highly recommend reading the entire tip - there will be some tricks at the end that will help you a lot!
First round - kill all the zombies except two or three and leave them with one of the players near the Magic Box and the prison - letting them walk there.
Step 1. Build a guillotine. It’s not so simple here, preferably one player should collect it - once after assembly, the conversation and the next step did not start. And so, only 4 parts, watch the video and assemble: 1) the fuel tank is located above the prison cell, 2) the wires are in the weapons store, where the crayons are on the walls, 3) the battery is on the floor in the church, 4) and the antenna, which stands in the stable.
Step 2. Now you need to destroy the spheres. To do this, you need to assemble a subcutaneous resonator and a turbine. All parts are available at the General Store. One player takes the turbine, and the second the resonator and place them next to each other and opposite the sphere. There are 4 of them in total - 1) next to the candy store, 2) in the tunnels if you go from the Saloon - the first turn to the right, 3) to the left of the entrance to the church, 4) behind the haunted house, not far from the labyrinth.
Step 3. After all the spheres are destroyed, a flying lantern will appear in the main location (where one player continues to kill zombies). You need to knock him down with a grenade, after holding it in your hands for a while so that it explodes next to the lantern. Be careful! The lantern tends to disappear at the most inopportune moment!
Step 4. Now the flashlight needs to be charged. To do this, take candy from a candy store and wait until the drunkard approaches you. When everything is ready, ask your partner to finish off the zombies and gather closer to each other. Now we don’t kill the zombies and wait until at least 5 of them come running to us. Now feed the drunkard with candy - he will scatter the zombies, and you will hear increasing sounds - this is the lantern filling up. Stay close to the drinker - otherwise the lantern won't fill up! Don't forget to leave a couple of zombies alive, and after a while the drunk will stop rampaging
Step 5. It's simple - you need to activate the flashlight. To do this, we approach the place with his drawing on the roof of the Gunsmith (you can jump there from the second floor of the Saloon) and place a lantern.
Step 6. Everything here is also not as difficult as it might seem. First of all, place a Time Bomb anywhere on the map. This is very important, don’t miss it, otherwise you’ll have to start all over again! For this step you will also need an electric brass knuckles - draw it with chalk and buy it. In order for the first sphere to appear, you need to hit three of the five tablets with inscriptions in English (thanks to our translators for not translating them and not making life more difficult!), but we only need the first letters of these tablets and they are B , C , D , G , L - I will not give the full names, since we do not need them. How do you figure out which of the three you need to hit? Symbols will light up above the place where you placed the lantern, they will help us. The letter B corresponds to the symbol _|_|, C - ___||, D - ||__|, G - ||___, L is the last one remaining, I can’t draw it with icons, but it looks like the letter U turned 90 degrees to the left and a red stripe on the right
Identify all three signs by the first letters of their names and hit 2 of them (the third should be as close as possible to the Quick Splash machine, so hit the ones furthest from it). Now the players need to split up - one should be near the initial (and final, but more on that at the end of the tip) location of the box. He is the one who leads the last zombies. The second player should be in the barn on the first floor closer to the tunnel, where the hay was and the antenna for the gallows was. The third player is right in front of the saloon entrance. In the most ideal scenario, you should now be in the second or third round and there are not so many zombies and they are not so fast. Now let the first player kill the remaining zombies and start a new round. You wait until everyone collects 3-5 zombies next to them.
Step 7. Accompany the sphere. When all but the fourth player (hitting the signs) have enough zombies, hit the last sign and at that moment an orb will appear. Under no circumstances go far from her, otherwise she will disappear! Now you need to accompany her. The sphere will pass by the Quick Chopper and go down, turn left and pass next to the entrance to the General Store. At this point, the first player's zombies should charge up and start charging forward. Don't kill them yet. The sphere will make a small circle and return to the box and go up the stairs - at this moment the first player (or the fourth, the one who leads) can kill the electrified zombies so that the sphere does not go out. Remember - the main thing is not to stay, so let others shoot. The sphere will pass over the prison, turn left and enter the barn and go down. At this point, the second player must finish off his electrified zombies. The sphere will enter the tunnel. After a while, she will turn left, where the sofa was blocking the way (don't forget to remove it in advance!) and will go out onto the roof of the building where you activated the lantern and turn right. The main thing is not to fall forward from the roof (we suffered for a long time until we realized that the sphere turns to the right and does not go down). Turning right we reach the end of the roof and jump off, at this moment player 3 must kill his electrified zombies. Now we reach the guillotine with the sphere and it will go into one of the empty flasks. If it didn’t work out the first time and you fell behind the sphere or it faded, return to the signs and activate them again. We fiddled with this step for a long time and if it suddenly became really difficult, we used a time bomb to go back, then looked for it in the box again, set it and repeated from round number 3.
Step 8. Accompany the sphere again. Now that one sphere is in place, we turn on the time bomb and return to the round when we placed it. You can put another one just in case, so you can come back if it doesn’t work out for a long time, but we did the second one the first time. We repeat the process exactly as before and now we have 2 flasks with spheres in the guillotine!
Step 9. Activating bells. There are 9 calls in total in the game and they are located in three locations of 3 each: in the barn, on the second floor of the candy store and in the courthouse. Assign each player's bell a number from 1 to 3 in any order and make a small 3 by 3 square sign. Now enter the haunted building and don't forget to put all the money in the bank. An electric knuckle will help you a lot. Now you need to fill out the form. Let the first player (let's call him Oleg ) will press the first, second and third bells in turn - after each press of the bell, one of the lights on the display with light bulbs will light up. Fill out the tablet on paper with notes like O1, O2, O3, where the letter is your friend’s name, and the number is the number he assigned to his call. Now it’s the turn of the second player (let’s say Vlad 8) - he also presses his three bells in turn and you write down in the same way where his lights are located relative to the table. Well, now it’s the turn of the third player (for example, Sergei ) - fill the remaining 3 cells. When the table is ready, you need to pull the handle and now you will have to tell which player should press which of their calls. The number of attempts is not limited, and the step is quite easy, everything should work out quickly.
Step 10. Break the fountain using a drinker. Just give him a drink and point him towards the fountain.
Step 11. Make a wish. Go to the fountain and click In fact, everything is so simple, but the next step will make you very happy!
Step 12: Shoot down all targets. Before this step, make a zombie crawler and bring candies to it (you can buy them at the candy store or find them there for free every round). When the drunkard comes close to you and the zombie is close - give him some candy and you no longer need to think about zombies, you will understand what I mean . There are a lot of goals... you'll have to split up. Further, nothing personal, guys (I’m addressing my team), since we didn’t know this initially, the easiest place for shooting is the Stable on the second floor. You need to look towards the prison. Here's a VIDEO of all 22 targets there. Place your weakest player here. Second place Saloon - the fewest targets, but they are not so easy to notice. There are 19 of them in total, and here is the VIDEO . Third place is a candy store and a large cobblestone. Not so difficult, as Oleg said, but here is a VIDEO of all 20 targets . The last place is a haunted house. The most goals and the most difficult moment are the last 4 goals. Here is a VIDEO (from 14.35) with all 23 targets there. The one who shoots at the candy store must make a wish at the fountain and feed the drunk with candy at the beginning of the step, since he will not interfere with this player. It's best for all players to buy the PDW-57 as it has 50 rounds per clip and just see where your targets spawn to begin with. The hard part about this step is that all players must hit ALL of their targets!!!
To be continued...
To begin, select the difficulty experienced or origin in the English version. In the best case, have time to complete all waves before the 10th. And another tip: save up more money in advance!
STEP 1: Withdraw money from the bank and go to the box. In it you must pull out a new barrel, namely the Paralyzer. Next, pull out the Time Bomb.
STEP 2: After you have pulled it out you must burst all the glass balls. There are only 4 of them. The first one is at the church, immediately before the entrance turn left. The second one is next to the bar in front of the entrance. The third one is in the mines from above (entrance through the bar). And finally the last one behind the witches' house near the labyrinth. After you exit it, go left.
Step 3: Shoot those balls with this gun. It doesn't matter in what order. Next you need to assemble the turbine and a new device which I call the “drum”. ALL the parts you need are in the General Store (next to the first box). Then place a “drum” near the ball and a turbine next to it so that an impulse shot occurs. And so 4 times.
Step 4: You must assemble the gallows. ALL parts are in the stable. She gathers near the courtroom (at the entrance on the right). After this you will hear a voice. If nothing happened, then it's okay.
Step 5: If everything goes well, then a flashlight should fly from above and you must get it, namely, take a fragmentation grenade, hold it for 3-4 seconds. and throw it into the lantern. It should fall down. Just pick it up.
Step 6: You must take candy from the store and feed our "friend". He must kill zombies until the silhouette of this lantern appears on the roof (to the left of the bar). You can get there through the second floor of the bar. And insert it there while holding it
Step 7: Next, a code of white and red sticks will appear on the wall. You only need to decipher 4-5 characters of each line. Only 3 lines. ATTENTION the translator of these symbols will be in the video below. I advise you to write these letters down on a piece of paper.
Step 8: And then it's bomb time. Throw it before doing the next steps. There are signs in the mines with inscriptions. There are 6-7 of them in total, but you only need 3. You can find them by the first letters you wrote down. Next, you need exactly the brass knuckles, which you draw on the wall. After that, you hit these three signs with brass knuckles (red steam will come from them). There is really no order, hit until an electric ball appears. He will appear in front of you immediately after you hit the last sign. And you must follow him.
Step 9: Next, the rest lead 3-4 zombies. One leads them at the first box, the second at the entrance to the bar, and the third at the stable inside. The one who walks with the ball will pass through all of them. After the zombies become electric, kill them immediately. As a result, it (the ball) will fly up to the gallows. And one of the lights on the gallows will light up. And then you immediately detonate the bomb. And you do the same thing once. If it doesn’t work, try again (you can do this step as much as you like).
Step 10: After both lights are lit one goes to the witches house there will be some kind of remote control with a lever and lights. Then the rest go to their places (to the stables, to the bar and to the courtroom). Then, in turn, everyone presses the bell. There are 3 of them each. We press them one by one. Whoever sits in the house sees who has which bell number. And he tells everyone who has the bell number. Next, he presses the lever and tells everyone who should press which bell. If anything is not clear, everything will be in the video.
Step 11 last: After all this you should hear a voice. Next, at the fountain (which is in front of the entrance to the church), click to make a wish. Next, targets will appear at 4 points. Namely, in the witches' house, at the sweet shop, in front of the stables and at the bar. Everyone must stand in their places and shoot down ALL targets. If everything is good, then the achievement is yours, if not, try it.
I did this achievement for 4 hours. Gather a group, be patient and hit the road! The video shows everything in detail. https://www.youtube.com/watch?v=zVlWMVY12qU