Call of Duty: Infinite Warfare
88 Achievements
1,750
70-88h
Sooooul Key
In Spaceland, recover the piece of the Soul Key.
30
0.78%
How to unlock the Sooooul Key achievement in Call of Duty: Infinite Warfare - Definitive Guide
NOTE: As of 01/28/2017, the Join Game glitch has been patched.
Credit for the videos goes to MrRoflWaffles.
Welcome to this easy, no-nonsense and comprehensive guide to getting your achievement for doing the main Easter Egg of Zombies in Spaceland.
TIPS AND TRICKS:
- This can be done on both solo or co-op.
- You'll want to have at least one of the Wonder Weapon pistols built. If you don't know which one to use, go for either the Shredder, a pistol that incinerates groups of zombies or the Dischord, a pistol that makes zombies spin rapidly and kill other zombies in its radius. Guides for both are below:
- Recommended perks are Tuff 'Nuff (Juggernog), Quickies (Speed Cola), Up N' Atoms (QUick Revive), and Bang Bangs (Double Tap). Bomb Stoppers are mandatory for the SETI-COM defense, but after that, you can remove them and replace them with any perk you'd like. Mule Munchies (Mule Kick) are also good for having a third backup gun.
- Recommended F&F cards are Scoped Dollars (this works with the M1), Static Shock, Head Reloaded, Eagle Eyes, Perk Insured, Black Friday, and Best for Last.
- Recommended primary guns for your boss fight are the Mauler, Titan, NV4, Type-2, Volk, HVR or Widowmaker. Also, a packed M1 with the wind core is so OP that it ain't even funny. Your secondary should always be one of the wonder weapons.
- If you're running solo, DO NOT use your wonder pistol as your third weapon, unless you feel like running all the way back to wherever the cardboard cutout is and re-buying your perks.
STEP 1: BUILD THE SETI-COM
Once you've activated all of the teleporters and activated the UFOs in the PaP room, you have to build the Seti-Com satellite. There are three parts that can spawn randomly, so check this spawn list for locations:
>Boombox
- On the lower bridge leading from spawn to the main teleporter, next to a Proto-Popcorn vending machine.
- In the break room in the underground section of the map, on the countertop to the left of Racin' Stripes (Stamin-Up).
- In the Moonlight Cafe, to the right of the switch that turns of the power to the Kepler System area.
>Umbrella
- On a bench to the right of the bottom of the slides, next to the bridge leading to Polar Peak.
- On a counter to the right of the stairs leading up from the Gift Shop towards the power switch in Polar Peak.
- To the right of the Star Mission trap switch closest to Tuff 'Nuff in the Journey into Space area.
>Calculator
- On a bench in front of the main teleporter leading to Pack-a-Punch.
- On a yellow picnic table on the balcony area by the Chromosphere trap switch.
- In the Astrocade, atop a trash bin on the second floor, between two arcade machines.
Once all three pieces are collected, bring them over to David Hasselhoff, who will give the you the complete Seti-Com.
STEP 2: DEFEND THE SETI-COM
Once the Seti-Com is finished, you must bring the device to three different locations around the map. There are a total of seven different locations, and each spot you must defend at is randomized per game. The locations are:
- Directly in front of the Racin' Stripes machine in the underground break room.
- In front of the main entrance to Polar Peak.
- In the center of the gift shop in Polar Peak.
- In between the purple and orange colored fountains in the Fountain Area.
- To the right of the fountain if heading from the Chromosphere towards the Croc mouth.
- On the path leading to the left area of Journey into Space, next to a massive blood stain.
- Right behind the Magic Wheel near the Astrocade. If you're having trouble, simply go behind the wheel, take the steps up, and you should get the prompt.
When you put the Seti-Com in place, a countdown timer and a health bar will appear above it, representing how much time you have left and how much damage it's taken.
The first defense will take 60 seconds, the second defense will take 90 seconds, and the last defense will take 120 seconds. To make it easier, make sure that you Pack-A-Punch your starting pistol, the Kendall 44.
When upgraded, it turns into an explosive pistol, similar to the Mustang & Sally from Black Ops. Equip Bomb Stoppers and you'll be immune to explosive damage. If all four players are running it with Bomb Stoppers, then the defenses will be piss easy.
If the zombies damage the device too much, it will be destroyed and you'll have to go to David Hasselhoff, get another Seti-Com, and repeat the process again. A Brute will also spawn for each time a defense is failed, so watch out for that.
Only one defend can be done per round, meaning you can only do one on the current round and the next on the next round. Every time you completes one of the defenses, you get a Max Ammo.
Once all three defenses have been completed, bring the device back to David Hasselhoff. After two or three rounds, go back to him and hold , and he'll give you a speaker. Make sure that you're ready to go and have all your guns/perks set up, because THIS is where it can get a little tricky.
STEP 3: SIMON SAYS
Place the speakers on the four golden circles around the main teleporter. If you're on solo, hold on one of the speakers, which will cause the UFO stuck in the side of Polar Peak to break free and hover above the PaP portal.
If you're in co-op, all players MUST hold the button at the same time. After the UFO activates, all lanes of the map will be closed off, and you'll be stuck inside the spawn area. Also, the Pack-A-Punch is no longer open.
The UFO will flash a set of colors. There are four colors: Red, Blue, Yellow, and Green. Shortly afterwards, there will be four lights projecting from the speakers that will be one of those colors. You need to remember these colors, because the lights will turn white. They will go in the order of 1, 2, 3, and 4.
You will need two people to memorize these and click the speakers in the correct orders of what the UFO said. One person will do (1,2) and the second person will do (3,4).
If done correctly, the next zombie killed will drop a Max Ammo. If you fail this or do it too late, a Brute will spawn. If you're not sure what order it was or if you forgot, it's okay, just take your time. The Brute will not spawn if you don't finish the color code. On the bright side, failing the Simon Says a bunch of times might earn you:
Repeat the process twice. When you get two more Max Ammos for getting them right, you'll spawn a wave of clowns. Once the clowns are dealt with, the final part begins.
STEP 4: ALIEN BOSS FIGHT
After killing the clowns, up to four aliens will spawn in front of the PaP portal (one for each player). You must shoot the alien(s) until they crouch on the ground to recover.
Each alien's health is indicated by their neck collar, which goes from green (full health) to yellow (half health) to red (critical health). When an alien crouches, you must melee the alien in the back, causing an Alien Fuse to drop.
The alien(s) will rise, and you have to repeat the process. The next zombie killed afterward shall also drop a Max Ammo. If you don't melee the alien in time, he will fully heal and you'll will have to redo the process without Max Ammo.
After knocking two fuses off an alien, the last phase of the battle shall trigger, which consists of simply shooting the aliens until they die. When they're defeated, they'll activate a Nuke, killing all zombies on the map and rewarding you with 1000XP.
The two Alien Fuses can be picked up and placed in the Pack-a-Punch Machine, allowing you to double Pack-a-Punch all regular weapons (costs $10,000), and Pack-a-Punch your Wonder Pistol (costs $5,000). Picture of the upgraded PaP machine below:
Once the fuses are placed, Pack-a-Punch your Wonder Pistol. After the fuses are placed and you return to the junction, the UFO will shoot lightning bolts at you and hover around.
The player with the packed Wonder Pistol must shoot the five blue glowing lights around the main Spaceland sign.
You must shoot the last one when the UFO is directly above the teleporter. Once shot, it will send out a beam of energy, destroying the UFO and dropping a piece of the Soul Key right in front of the PaP portal.
With that completed, you should pop the big one:
Along the way, you also might've earned:
If all four players built their Wonder Pistols and deposited their cores in the machine in the PaP room, you'll earn:
Now that you've completed the Soul Key easter egg, you have David Hasselhoff unlocked as a playable character. To activate him, quit the game, go to the lobby, and quickly press the following combo on your D-pad : (, , , , ).
Enter a game, and you'll immediately earn:
Thanks for reading, and I'll be back for Rave in the Redwoods!
Unlike easter eggs you may have done in the past, it is highly recommended you do this solo, I am not just saying this, trust me, you will have a much tougher time doing this with more than just yourself when it comes to the boss fight (and the map just seems to hate you the more people you have, doors cost alot more etc.)
Now, for this easter egg, there are no required fate and fortune cards, but there are a few I highly recommend you bring in with you, because they are a lifesaver.
1. Scoped dollars :You should really use this on every single zombies game you play, it gives you 300 bonus points for every zombie killed with a sniper rifle for 10 kills. For whatever reason, the M1 counts as a sniper, and it can be bought from spawn for 500 points, so for an investment of 500 points, you can get 3000 bonus points, which is very helpful.
2. Some kind of ammo increase: For the third defend portion, you need to last for 2 minutes, which is a very long time, and you will run out of ammo fast. I would recommend either Raining bullets (spawn an infinite ammo) or spawn a max ammo (I can't remember the name and can't be miffed to look it up, it's the very last one in the list of fortune cards). These are not absolutely necessary but if you get a bad spawn for the third seti- comm defense, it is near impossible.
3.Perk insured: This is just insurance for the boss fight, in the boss fight you are completely isolated in the spawn, so if you down, even with quick revive (sorry "Up-n- atoms"), you have no means of buying back all your perks, and being perk less in the boss battle is a death sentence.
All of these except scoped dollars are only obtainable through opening zombie crates, so you may nee to grind out keys in order to get what you need.
One other thing of note: I highly recommend you level up your starting pistol to a level where you can put both extended mag and rapid fire on it, this will transfer over to the upgraded version, and since extended mag also increases your reserve ammo it is very beneficial.
When you're ready, start up a solo game on zombies in spaceland.
Step 1: Getting set up
You are not going to really be starting the easter egg for a number of rounds, but it is important you get a ton of stuff done as early as possible. You need to have built 2 space guns (I'll explain how in a second) the Seti- comm, upgraded your starting pistol and bought 5 perks before around round 12-14.
Early rounds Make sure you build Neil and do a few challenges (not super necessary), as well buy quick revive and the M1 and use scoped dollars to get a ton of points.
Pay attention for arcade tokens.
-If you find a red one put it in the kepler system arcade machine
-If you find a blue one put it in the journey into space machine
-If you find a green token place it in spawn, but do not put more than 2 in here, because you want a blue token as a third in order to get a boombox.
As soon as you can enter the arcade, you need to amass a minimum of about 620 tickets. I won't go over specifics of each game, but just try your best to get as many as you can (it's easier than you think). For right now you want to spend 300 tickets on the golden teeth in the arcade (by where you buy the freeze grenades and freeze gun). More on these later.
You will also want to go through every teleporter and open up pac- a- punch. Head into the pac- a- a punch room and you will see a table in the left corner, head up to it and hold to release a series of small UFOs around the map.
You will also want to buy jug during these early rounds.
Building the space pistols
There are 4 total wonder pistols in this map, you do not need to build any of them, but the boss fight at the end will take you a very long time otherwise. I personally build 2, but you could probably get away with 1 in the boss fight, as long as you are smart with ammo. The two I build are the Shredder and the face melter, because they are the easiest to build. You shoudl be building these at the same time, because you want them built on as early a round as possible.
Shredder build
This pistol, as with the other, has 3 parts you need to obtain.
1. Alien toy: Place 3 red tokens into the machine in keppler, easy peasy, don't grab the medussa device just yet.
2. Battery: For this, you need to obtain glasses randomly dropped by zombies, they are fairly common so you should get them on an early round. Now with these glasses head over to the fountain area where double tap is. A River encircles this area, and ever so often, a small boat will float around it. Wait for this boat, and put on the glasses, now simply shoot at the back of the boat, there is a very difficult to see battery attached to the back, but if you just spray like crazy around the middle portion you will get it.
Now head up to the fountain area and wait near any fountain for it to spurt up with the battery and grab it, pretty easy.
3: Crystal: This is the hardest piece to obtain and is kind of annoying. To start, you will need to have got the UFOs from pac- a- punch. Now head over to the back of kepplerto find the chromosphere trap. Activating this for 750 points will cause it to suck up any nearby zombies. You need to kill about 30 zombies with this thing, you want to conserve points so try and use as few uses as possible (it is totally doable in a single use). You will know you have enough when the small UFO flying around the trap leaves and starts to fly around the whole keppler area.
At this point, you will need an arcane core for 300 tickets, available at any of the prize carts around the map. You can put it on any gun, but I recommend you upgrade your starting pistol and put it on that, as it becomes a very powerful grenade launcher (like the mustang and sally from Black ops zombies). With the arcane core on the gun, you need to kill zombies with this gun underneath the moving UFO. The easiest way to do that is by training up the zombies by the entrance and waiting for the UFO, then unload on them. Again you need about 30 kills, and proper kills will cause a very obvious light to fly from the zombies into the UFO.
When you have filled the UFO it will turn into a glowing orange ball which you can equip onto your arcane core, giving it more damage.
Now you are going to need a big boy zombie to spawn, which happens around rounds 8-12. If you need one right away, you can place the seti- comm and let the zombies destroy it to spawn one in. You want to lead the big boy under neath the giant alligator head in keppler, and run through it, hopefully getting the alligator to chomp down on the big boy, and breaking its teeth. This is pretty frustrating and sometimes the big boy will just run right through before it can chomp down, but be persistent and you'll be good.
Now go ahead and kill the big boy (shoot him in the head until he takes his helmet off and then headshot him). And head over to the alligator, hold while near the edge to place those golden teeth you grabbed earlier in the place of the broken teeth. Doing so will open up his throat to reveal machine thingy. With the now orange ball infused arcane core, shoot this machine thingy until one of the 4 slots opens, run in and grab the crystal sitting there, be careful not to get crushed.
With these 3 pieces. Jump down towards the river from Keppler, and open the door to your left. Head down the stairs and at the bottom there is a cardboard cut out of an alien, which you add the three pieces to in order to get the gun, which you can pick up (don't get rid of your upgraded pistol).
Face melter build
1. Rocket ship toy: Simple, in the Journey into space area, the first toy machine you see needs to receive 3 blue coins to give you a rocket ship toy, easy peasy.
2.Battery: This one is simple but kind of strange, when you enter journey into space continue forward until you get to the teleporter. While here, you need to activate the teleporter (the power must be turned on) then you need to throw a frag grenade at the teleporter and it will pop out glowing red. Your objective is to keep picking up this grenade and throwing it at your feet moving slowly to the spawn teleporter, which leads to pac- a- punch. This takes a little bit of practice, you may find stamin- up to be beneficial to you, but I personally don't need it. The key is to not throw the grenade too far in front of you, basically throw it right at your feet, if you go too long without throwing it, it will explode. Everytime you throw it, the fuse resets. You will have 4 grenades so many chances, and fresh grenades every round. It is very important you do not pick up any different types of grenades before you complete this, otherwise you will need to rate for a zombie to drop you more frags.
Once you throw the grenade into the teleporter, the battery spawns where you are standing for you to grab.
3. Blue orb: Very similar to the last gun. The difference is you now want kills using the rocket ship trap (remember to get the UFOs from the pac- a- punch room) Again you need about 25- 30 kills with this trap, this one is different because if you run into it you get downed instantly, and there is a bit of a delay between you activating it and it turning on. So I suggest you train up a group of zombies underneath the rocket, run them back towards jugg, then run back through the area to hit the trap on the other side.
If you kill enough, the UFO will start flying around the area. Again, you need kills underneath it with an arcane core. You can get a fresh arcane core on a new gun for another 300 tickets, but if you use the current one you have that has the orange orb on it, it will not work. This is fine, because if you head into pac-a-punch and look to your left, you will see a machine identical to the one in the crocodile's mouth. Hold on this with your arcane core gun out and you will put the orb into the machine, you will not be able to get it back, this will allow you to get kills with this gun and pick up the blue orb, again same thing shoot the crocodile until a gem is revealed and grab it. You build this gun at the alien cardboard cutout in the journey into space area. You will see it to your left soon after entering the area from spawn.
Now, with these 2 guns, I would recommend you build the face melter but do not grab it, you will be using the upgraded starting pistol and the shredder for the seti- com defence.
Okay, so now finally we can actually start this easter egg. The firs thing you need to do is build the seti- com:
Step 2:Building the seti- com
The seti com is a fairly easy build an consists of three parts in different parts of the map:
1.Boombox:
-In spawn head under the bridge and in the middle there will be a food cart, back side of the food cart
-In keppler system, to the right of the power switch, on the counter of the food place.
-In the underground area, the breakroom, on the counter.
2.Calculator:
-In the central area, a bench in front of the pac- a punch portal facing keppler
-In the arcade, top floor on top of a trash can, right by where you can drop down to the dance floor
-In keppler, back of the area, by the buy for the chromosphere there is a series of benches, it is on the seat of one.
3. Umbrella:
-In spawn, right by the bottom of the slides, on a bench.
-In polar peak, in the gift shop on the back left bench of the cashier counter.
-In journey into space, near jugg, Right beside where you buy the rocket trap from the jugg side, in the dark corner.
Gather all three pieces and end whatever round you're on. You will hear a loud noise meaning the seti com has been built by daivd Hasselhoff, find him and he'll give it to you.
Step 3: Seti- com defense 1
You need to place this seti com in 3 spots and defend it from infinitely spawning zombies for increasing amounts of time.
For the first defence, you need to defend for 60 seconds, this one is not too difficult. You will need:
-The upgraded starting pistol with an arcane core
-The shredder
-The perks: Jug, speed cola, double tap, quick revive, and bombstoppers (sorry I don't know there new fangled names, I'm sure you're familiar).
That's really all you should need, you probably won't need any Fate and fortune cards or buildables, as your upgraded pistol should have enough ammo.
With these items, you need to find where you place the seti- com. Possible locations are:
-Right by the entrance to polar peak in front of the ice monster.
- In polar peak, in the gift shop, dead center
-Center of the fountain area (note with this one, DO NOT place it directly on a fountain as it will glitch it out and you won't be able to pick it up, as well this is in my opinion the hardest to defend point).
-In keppler, run under the crocodile and in the area to your left. (Area with bombstoppers)
-In the break room downstairs
-Heading in to journey into space go left and right in front of the ride.
-Go through the bumper car areas and out the door to your right, Immediately on your left when you get here.
(I may have missed a location, let me know if you find something else).
You will know the location is correct because you will be prompted to place the seti- com and your screen shakes.
If you're ready for the defence, place it and get ready. Zombies spawn like crazy and will attack both you and the seti com. The seti- com has very little health and only a few hits will destroy. Be pretty liberal with your upgraded pistol, but don't go too crazy because you need to conserve ammo. If you have time, switch to your shredder for far away zombies so you don't run out of pistol ammo. Do not underestimate this, it is very tough and will take a fair amount of practice. If the zombies destroy the seti- com, a big boy will spawn which you kill before trying again. To try again, simply head to David Hasselhoff and grab a new one. If you are low on ammo you can by fresh ammo from the arcade with tickets, but be warned this can only be done once every few rounds, otherwise you will need to wait for a max ammo drop (which are rare) or a clown round (guaranteed max ammo drop at the end).
If you are successful a nuke goes off killing any nearby zombies (doesn't end the round) and you get a free max ammo, pick up the seti- com.
Step 4: Seti- com defense 2
This is identical to the last defense, the only difference is now you will need to defend for a full 90 seconds, which makes a significant difference.
Upon finishing the first defense, you will need to finish your current round before you can start the next one, I recommend you start the new round and only kill using the shredder, you want every bit of your pistol's ammo. Save 1 or 2 zombies and look around for the next defend point, same potential spawns as above, but it won't repeat where you just were.
For this defense, I personally use a sentry gun, the reason being you get one in the journey into space token machine for doing the face melter part. You should at this time also have a boombox and medusa device (got from the keppler system for doing the shredder part) but do not use these, as they will be very helpful for the third defence.
When you find the point, place the seti- com and your sentry gun, the strategy is the same, and it isn't necessarily more difficult, you just need to last longer. The sentry gun will help a little bit, but ultimately most kills you will be getting with your pistol, so being conservative of your ammo is key. You may want to use an infinite ammo fate and fortune card on this part if you find you can't get through it without any ammo, I personally don't have a problem, so you should be good.
Again, failing to do this will spawn a big boy, and you can try again (after getting the seti- com from David) and succeeding will spawn a max ammo, pick up the seti- com when you're done.
Step 5: Set- com defense 3
This is the hardest defense, you need to defend the seti- com for 120 seconds, or 2 minutes, which feels like a lifetime.
Same as before, go a round and save a few zombies, looking for the defend position. For this one, your pistol will definitely not have enough ammo on its own to last the full 2 minutes. Because of this you want to make sure you are loaded up:
-Grab a blackhole grenade, which will spawn in a random toy cart (same place you would buy an arcane core) it costs around 150 tickets. This forms a small black hole which sucks any nearby zombies into it, by throwing it on the seti- com, you basically get around 15 seconds off the time, because the zombies won't be able to attack the seti- com.
-Grab the medusa device from the keppler system machine, place it right by the defense area. Killing about 6 zombies by this thing will charge it, and activating it will cause a nuke explosion, killing all zombies on the map. This is very helpful in a panic situation, and doing so will eat a fair number of seconds off the total time.
-Grab a boombox from wherever you built it. The boombox functions exactly as monkey bombs did in past zombies, however it lasts far longer, about 20 seconds. If you place it nearby to the seti com, the zombies will stop attacking it to have a dance party. However, occasionally a zombie will ignore the boombox and go for the seti- com, be watchful of this and ready to shoot one if it does (Use your shredder, conserve all pistol ammo).
-Be ready to use your fate and fortune cards, either raining bullets, or max ammo. This is all in the name of conserving your pistol ammo. I have managed to get through this without using any FaF cards, but it is largely dependent on where it is you need to defend.
Stagger the use of these items, if you detonate a medusa device, there will be a sizable delay before more zombies come in, so don't throw anything right away.
I've done this defense many times, and it gets easier the more times you do it, after a bit of practice you will be able to get it almost every time.
Once this is complete, grab the seti com and give it to David, you now need to wait about 2 rounds, kill zombies with your pistol during this, because now you want to conserve shredder ammo.
Step 6: UFO Simon says
After about 2 rounds, go back to David and he will give you a series of speakers (visible above your picture in the bottom left). At this point we need to prepare for the boss fight, during it, you are completely isolated in the spawn area, so anything you need you will need to bring with you and can't get back if you down.
For this you will need to do a few things once you have the speakers and are ready to start.
-Replace your pistol with the face melter
-Go to the bombstoppers machine and get rid of bombstoppers (it has no use without the pistol) grab stamin- up (in the office downstairs) in its place, called racin' stripes I think.
A second boombox is helpful, but not required, as well you will want to activate your perk insured FaF card at this point, because if you down with quick revive you will keep your perks when you come back, because there's no other way to get lost perks during the boss fight (except for quick revive).
When you are ready, save 1 or 2 zombies on whatever round you're on and head to spawn. You will notice around the teleporter there are 2 large metal symbols pointing towards polar peak, keppler, and journey into space. Holding on this symbol will place a speaker. Do this for all 3 symbols, as well right in front of the teleporter, there is another place you can place the fourth and final speaker, there's no symbol here however.
Now, everybody in your game needs to hold x on one of these speakers, the part coming up is why I suggest you do this solo, as being able to pause the game makes this much easier, as such, I recommend you grab a paper and pen before doing so.
Upon hitting the speakers, a UFO will appear above you, keep in mind as soon as you do this, you are trapped in spawn until you complete the easter egg. As well, zombies will begin infinitelly spawning, and you want to avoid killing them, so train them up. As soon as you hit the speaker, every speaker will shoot a different colour huge beam of light into the sky, being either: red, blue, green, or yellow. YOU NEED TO REMEMBER THESE COLOURS, this is why I suggest you have a pen and paper, so you can write down where each coloured speaker is (being either spawn, keppler, polar peak, or space).
Now after a few seconds, these lights will dissapear, if you didn't manage to remember them all, don't worry, they will shine back soon. A massive UFO will be floating right above your head, as you train zombies around the teleporter, listen for a loud sound and look at the bottom of the UFO, it will be shining a colour. After a few seconds it will show another colour, then another, then another. 4 colours in total, each either: red, green, yellow, or blue. You need to remember these colours, so I suggest you pause the game after each colour, and write it down in order.
As soon as the UFO gives the 4th colour, the speakers will now begin emitting a white light, and you need to hit the speakers in the order prescribed by the UFO, based on the colour of the light they had just emitted.
You need to be very quick doing this, and you need to weave in and out of zombies as you do. With more than 1 person, you can't pause, so it is quite difficult to do this step. What's worse, upon hitting all 4 colours, you then need to "confirm it" by having all players hit a speaker at the same time, which is difficult under the time restraints.
The important thing about this step is to not rush it. If you hit the colours in the wrong order, a big boy will spawn, which you should deal with before anything else, but if you run out of time before hitting all the speakers, one won't. So it is much better to just let the time run out over rushing and hitting them in the wrong order. If you do mess up, the UFO will fly around for a few seconds and come back and repeat the same code.
If you are successful, it does the same thing, but will come back with a different code. You need to do this 3 total times to complete this step.
This step is pretty easy once you fully understand it, and are able to keep the zombies under control, but it is made alot easier if you can pause the game, which is why I highly recommend you do this solo.
Step 7: Clowns
This step is pretty simple, but you need to be careful. Basically just a sh*t load of clowns spawn. Keep moving and spam your wonder pistols at them (you get a max ammo when the section is done). Be careful though, I've died on this step before, and it is easy to if you're not careful. When this step finishes, the boss battle begins, strap in, you're about to see some serious sh*t.
Step 8: Alien fight
Let me preface this by saying: this boss fight is quite difficult, expect to fail a number of times before you get it.
Fight in front of the teleporter a pretty generic looking alien will spawn. He is just a bit bigger than a zombie. Also note, you will get as many aliens spawning as there are people in the game, so with 4 people, you will be fighting 4 of these guys, and just 1 is a huge task in itself (again, you want to do this solo).
The alien can do a number of things, and bear in mind you will still have infinite zombies spawning. He will shoot a slow moving electric projectile at you, dealing quite a bit of damage and stunning you briefly, allowing zombies to attack you. If you get near him he can shoot you off, potentially throwing you into a corner and getting killed by zombies. He will also teleport all over the area, sometimes right in front of your face.
So how do you kill this jerk?
Basically, you want to spam the crap out of him with your wonder pistols, he has a fair amount of health, so it takes quite a bit. To best ensure your survival, I suggest you run a specific path around the area:
-From where you spawn into the map, go underneath the bridge, go to the right side of the teleporter and circle it, heading back to spawn, go on the top bridge, and repeat.
If you keep this path going, you reduce the chances alien buddy teleports in front of you. He will frequently teleport onto roofs nearby, which is where you shoot him, make sure you have some distance between you and the zombies as you do. Don't take any huge risks, if you're surrounded by zombies get out of there before you try and shoot him. This take some practice and eventually you will learn the spots he likes to teleport to, so you can predict it.
If you look on the alien's chest, you will see a small light, indicating his health, going from green to yellow, to red. Pay attention to this, because when it reaches red you need to be careful. Once his health is red, you want to only be shooting him while he is on the ground. This is because, once you drain all his health, he kneels down and a bubble shield will form around him. Waiting a few seconds will deactivate the bubble shield, and you now must quickly run up to him and melee him in the back, doing so will take one of the 2 fuses off his backpack.
Successfully hitting this guy in the back is quite difficult, due to the horde of zombies behind you (what's worse is he spawns in 5 or so zombies around him when he kneels). This is why you want to make sure he kneels when you want him to kneel, hence why you shoot him on the ground. Pay attention when his health is low to see if he kneels. If he does, run the zombies far away and then sprint back to where he is, it takes some practise to get this timing down, because he is only able to be hit for a few seconds, otherwise he will stand back up and all his health will regenerate.
That being said, do not risk your life to hit him, if it looks decently safe, go for it, but it is important you assess the situation first. If you do fail to hit him, don't fret, because the very next zombie you kill will drop a max ammo. Making sure you grab this is very important.
If you do grab the fuse, you're a third of the way through the fight, again, a max ammo spawns from the next killed zombie, which you should grab.
Now, just do the same thing, follow the same path, and shoot the alien whenever you get a chance. When his health is low, again, try and hit him in the back, not taking any huge risks. If you fail here, his health regenerates, but you will not need to take the first fuse again.
If you take the fuse, he has no more left, and you're onto the third stage. This one is much easier, because you do not need to melee him, just keep shooting him until he dies, and YAY you beat the alien, there's a few more steps left, but they're very easy.
This boss fight is quite challenging, and it will take some practice, the best advice I could give you is take your time. You get frequent max ammo throughout, so never try and melee his back if it is not safe. I took 30 minutes just to do this boss fight because I was very patient and didn't want to die trying for a risky hit on the alien.
Step 9: Fuses
Right in front of the teleporter to pac- a- punch are the two fuses, grab them and head into pac-a- punch, at the bottom of the pac-a- punch machine are two slots you can place these fuses into. Doing so will allow you to double pac- a- punch weapons, and to pap the wonder pistols.
Step 10: Another boss fight?
While this is kind of a boss fight, it takes about 10 seconds and is nearly impossible to die on. The UFO flying above the map will now start shooting you, it barely does any damage, but stuns you briefly. Around the 2 bridges leading from the spawn buildings is a huge archway with blue glowing lights around it. Shoot all of these but 1 with a wonder pistol (I'm not certain but I believe you need to have upgraded the pistol in the pac-a-punch machine, if anyone can confirm that I'd appreciate it, I had used an upgraded pistol so I don't know if it works otherwise). Now wait for the giant UFO to be right above the pap teleporter, and shoot the final blue light. This will cause a laser to destroy the UFO.
Now head in front of the teleporter, and the first piece of the soul key is lying there, grab this and the achievement unlocks, congratulations!
Sorry for such a long guide, I just wanted to give us much detail as I could, because there's alot of things you can do to make this easier.
Below is a video if you find that easier, I take no credit for it, all credit goes to Mr.DalekJD on youtube. If you have any questions don't hesitate to ask me in the comments or just message me, good luck!
I think you mean the fortune card 'Raining Bullets' NOT 'Restored Losses' - I tried defending the SETI-COM two games using 'Restored Losses' and PaP'd Pistols but the explosions count as hits which means your ammo doesn't regenerate.
Raining Bullets spawns an infinite ammo power-up nearby which probably lasts for around 30 seconds so use that instead.
Also, I struggle on the 3rd SETI-COM defense - I find creating 2 turrets and placing them both on the location and then going and getting a boombox before you start the last location to helps ALOT. Just be careful that you don't take too long starting the final location as your turrets will despawn after a couple minutes. It also helps if your final location is either at the base of Polar Peak, Underground, or at the Bumper Cars......everywhere else is a lot harder.
I usually use:
1x Black Hole Grenade
2x Gas Grenades (If I'm lucky enough to get them to drop) + F&F card 'Grenade Party' activated from the previous round.
1x Boombox (craft by using GGB or RRG)
2x Turrets (craft by using BBB or GGR)
1x PaP starting pistol (babys breath)
1x F&F card 'Raining Bullets' ready to activate.
3rd SETI-COM by Round 14 MAX.
This trophy is awarded for completing the main map Easter Egg/Quest for the Zombies in Spaceland map, which ends in your acquiring a piece of the Soul Key. This is probably one of the current hardest Zombies Easter Eggs to finish mostly due to the boss at the end of it, as you are confined to a central and spawn area of the map and constantly chased by zombies while an alien (or aliens) shoots at you. The Easter Egg is seemingly easier to complete the less people you have in the game, as at the end there is one Alien spawned per player in the game, so say if you have four players there will be 4 aliens spawned plus all the zombies that area regularly there. Once all aliens are killed the Soul Key piece spawns in front of the teleporter to be picked up, awarding the trophy to everyone in the lobby.
For a full written walkthrough of how to do all Easter Egg steps, please see this thread: Call of Duty: Infinite Warfare ~ Sooooul Key Easter Egg Walkthrough
Below is a general overview of the steps required to finish the Easter Egg:
- Open the map, go through all teleporters to access Pack a Punch room.
- Go in Pack a Punch room and hold on soul container to activate UFOs, find all Seti-Com pieces and give them to Hoff (won’t accept Seti-Com until UFOs are activated).
- Find Seti-Com placement point around map, place and defend on map in 3 different rounds for 60, 90, and 120 seconds.
- Give Seti-Com back to Hoff, wait two non-Clown rounds, take speakers from Hoff.
- Place Speakers on ground around main teleporter on the gold Coin spots and one directly in front of Teleporter.
- Acquire Wonder Weapons for use in the boss fight, at minimum Facemelter is recommended, with Shredder being second to include.
- Hold on a speaker to activate the start of the ending You are locked into this until you either kill the alien(s) or lose the game.
- Play Simon Says with the Speakers and the large UFO above.
- Once three rounds of Simon Says are complete large numbers of Clowns start to spawn. Kill clowns until Alien spawns.
- Once Alien spawns train Zombies around the bridges into and out of the spawn area, try to get alien near zombie train then shoot train with Facemelter to damage alein.
- Once the Alien takes enough damage he’ll go onto the ground and bring up a shield, after a few seconds in the shield the shield will drop and you have to melee the pack on his back.
- Repeat twice more to kill the alien. Once Alien is killed an "alien fuse" drops directly in front of the teleporter.
- Pick up fuse, go into PaP room and place in PaP machine, PaP your held Wonder Weapon for 10,000 points.
- Shoot 4 of the 5 blue lights around the arch over the bridge at spawn. Wait for UFO to fly directly over PaP teleporter then shoot fifth light.
- Pick up Soul Key fragment from in front of teleporter, trophy get.
The above steps are not by any means exhaustive, just a general guide line or memory tool to remember the steps for the egg. For a complete step by step walkthrough and info on more map mechanics please check the above linked thread.
You can also view video walkthroughs for the full Easter Egg linked below:
NoahJ456 (Boss recommends Shredder and Discord)
MrRoflWaffles (Boss recommends 1 WW and 1 regular gun)
MrDalekJD (Boss recommends Shredder and Face Melter)
Here is a video to help https://www.youtube.com/watch?v=yOvdkLUxXLQ
You can do everything alone and only when you have to take the key, invite your friends to the game.
everyone will get