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Every Black Ops 6 Zombies Easter Egg Guide
By Masadaeus
Hey everyone, welcome to what we all hope is the revival of Round-based and story-rich zombies developed by our favourite zombies creator: Treyarch. In this guide, I'll be doing my best to help walk you through the Easter Eggs given in each of the maps that releases, just bear in mind that this is a constant Work In Progress, considering the DLC releases in the future as well as me trying to fit in as much useful information as I can into this text guide, so don't be discouraged if I haven't added something yet. I will in given time.

This guide will only include NECESSARY steps to each Easter Egg, so building consumables, items that aren't required in the EE or general map information will not be included, as this guide will assume you have good basic knowledge of the map before attempting an Easter Egg. However, tips and tricks or recommendations will be included when appropriate.

I would advise that you read the WHOLE map guide before you attempt an EE. This way you don't get confused at a specific step mid-game and have to hold the zombie or pause for an extended period of time. Also feel free to tell me about any grammar, spellings or facts that are wrong or that you don't agree with, regardless of how small they may be, I'm more than happy to fix it, thanks :)

I will be doing my best to keep everything to as low a round/as efficient as possible. I will be trying to keep it clear whilst also making it easily understandable in a text format, as let's be honest, if you wanted a video guide then you wouldn't be here.

Finally, if you find this guide useful in any way, or you feel like it deserves to be shared, please share this with anyone that needs it. My goal here, as with my other guides, is to help as many people as possible. These guides are meant for those who prefer to read the steps and fully understand them without needing to restart videos over and over, especially during a match. Doing this would mean a lot to me and further encourage me to continue doing this sort of stuff during my free time. So thank you for reading and I wish you the best of luck on your journey to completing Black Ops 6 Zombies.
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Tips, Tricks and General Advice
Is this all I can do?
You should always keep telling yourself 'Is this everything I can do this round?' at the end of every single round. This often times helps you remember if you do need to do anything which is a good habit to get into if you insist on keeping your round as low as possible and making the Easter Eggs rather trivial.

For example, let's say you have enough points to open a few doors and start a new Easter Egg step, but you only open the doors. Reminding yourself of 'is this everything I can do' and genuinely taking the time to remember or look at a guide can tell you that you need to start the step and potentially stop you from finishing the Easter Egg too high for comfort. (Of course you don't need to do this but if you have difficulty surviving in Zombies, it's a decent precaution to take). Or as another example, if you need to get to a certain area before a certain round because of an elite or special zombie, use this ideal to make sure you do.

Solo or Team?
It would be preferable if you had multiple people to do the Easter Eggs with, even just one other person can be highly beneficial, however, you can do every single one of these Easter Eggs in Solo play. You do not need another person.

Operators and Weapons
Operators do matter for the story if you're into it, otherwise use whoever you want.

Terminus - Weaver, Carver, Grey, Maya
Liberty Falls - Operators do not matter.

As for weapons, use what you prefer. If you can add attachments onto it I would highly suggest adding ones that you enjoy using, or provide the best stats.

You don't necessarily have to use weapons you're not comfortable with that are shown in this, or other, guides or are labelled as 'highly recommended'. Just use what you feel comfortable using, whether it be a melee weapon, pistol, even special weapon if you're happy enough. Just use something that can get you a decent amount of points and that won't completely hinder you.

My Recommended Settings
Some settings in the game can actually help you. For example;
  • Turning off the Arachnophobia setting.
    This setting makes the Vermin less noticeable and thus harder to detect in a crowd, this may impact your choices on where you think you can go and may get you killed, so turn it off to see their little legs.

  • Under Movement Advanced Settings, change Walk Speed to 'Fast'.
    This makes it so your default walk speed is the fastest it can be so you can avoid zombies or get to places quicker. This is especially useful in a Liberty Falls step.
Terminus (1)
Before I begin this, I strongly recommend using a Shotgun, Dual Wield GS45 or a fast firing LMG with Extended Mags, especially if you're playing before Season 1 (I'll update this if Shotguns are changed, but for now they reign supreme for damage).

Step One - Build the DRI-11 Beamsmasher
This step can be entirely skipped if you use the gobblegum 'Wonderbar' or get really lucky with the box, although hitting the box isn't recommended due to the low drop rate the wonder weapon has.

First thing you have to do is to turn on power, obviously. This will allow you to interact with 3 different military laptops around the map. All that you need to do is interact with the 3 laptops (locations below) to turn them on and activate the step.

Locations are;
  • Just outside Stamin-up to the right of exiting the door, opposite the Communications room.
  • Just outside the Quick Revive room, to the right of exiting the door.
  • At the Docks, before the cave, just before you go down the stairs to the speedboat.




























Now you'll need to get Dead Wire to shock some power boxes near the Juggernog area. After you have applied the mod, take the PaP lift up to the area above and shoot an electrical panel in a window opposite the PaP machine with the Dead Wire weapon mod and follow round where it goes. Keep shooting the panels it stops at and eventually you'll hit a closed door, shock it for the last time then enter the door.




















Kill the trapped zombie and take the EMF Fob that she drops. Take the key card to the Elemental Pop room/Sea Tower and use said key card on the briefcase on the other side of the door that the perk is located on.
Now beware that before you do this, note that several Vermin will ambush you, be prepared.











Take the Multiphasic Resonator Device and place it in to the computer in the new room that you unlocked. Now comes the tricky part, or rather would be tricky as it isn't actually as bad as people make it out to be (it's basic algebra and I'm going to teach you how to do it, so you don't have to use a calculator but one will be provided anyway since not a lot of people like to learn unfortunately) I apologise, I digress.


The Puzzle
Below is the calulator, you use this by inputting the diagram into the letter assigned to it and it will give you the resulting answer to input into the computer. If you skip this puzzle, head down until you see the next header called 'Finding the Orbs on the Islands'.

Here is the calculator for those who want to skip the learning, Complete credit goes to Simo22 for creating it.[codepen.io]

There will be 2 whiteboards in the room with numerous diagrams and formulas on them. Your job is to solve them and put them into the computer to unlock it.




















The left axis on the left whiteboard indicates that the black part of the diagram is either 1 or 2, as there is no black in the single circle, it would be 0 by default.

The bottom axis shows that the white part of the diagram is either 0, 1 or 2. You take the black part first, then add it in series to the white part. Here I'll illustrate which diagram corresponds to which number and you can see how it's shown in game.


















Now you substitute the corresponding number into the letter in the formula, for example, if X = 21, the first formula solution would be 53 as '2 x 21 = 42 then 42 + 11 = 53'.

For those that don't know what the bar brackets mean: they are absolute values, meaning the distance of said value away from zero. For example, the absolute value of -2 would be 2 as it needs 2 to be added to make 0.

To make an example of the third formula: '|(Y+Z) - X|' with N taking form of Y+Z;
  • X being 22, Y being 11, Z being 10
  • Y + Z = N, or 11 + 10 = 21
  • N - X = Answer, or 21 - 22 = -1
  • |-1| = 1
    Therefore the answer to this is 1.
(This took me far too long to put into words, I'm not the best teacher, I apologise).


Finding the Orbs on the Islands
Now once you have got your answers to each formula, input them into the computer and now you must wait a couple rounds. Just to be sure, check in every round to see if it's done as it is up for debate how long this takes. You'll get a dialogue when it's done though.

Once the RADAR on the computer is no longer pinging around and is set on one island, head to that island via your speedboat and you will notice a floating, glowing, electrical orb. You must interact with it to start a mini-trial. Once this starts, the spawned enemies will drop little balls of lightning that represent the same colour as the main orb, you need to pick these up using interact and carry them over to the main orb. After you have done this a few times, the orb will explode and the zombies should stop spawning. A Multiphasic Resonator should drop, pick it up.






































Repeat this for each island, totalling 3 orbs (Blue, Green and Purple) picking up the Multiphasic Resonator each time then finally taking the Amp Munition at the end.

Now head back to the room you opened, with the computer whiteboard puzzle, and start building the wonder weapon. Congratulations, that's possibly the hardest part of this Easter Egg done (besides the boss of course).
Terminus (2)
Step Two - Unlocking Nathan's Cell and Fighting Nathan
Upon acquisition of the DRI-11 Beamsmasher, you are tasked with finding a hard drive. This hard drive is located in a tentacle trap somewhere on the map, the four locations for the tentacle trap are;
  • Bio Lab - West Entrance to Speed Cola.
  • Bio Lab - East Entrance to PHD Flopper.
  • Living Quarters - Opposite Juggernog.
  • Holding Cells - In Spawn.
Before aimlessly buying traps and shooting them, look for a bloodstained card below the trap on the floor and see if the grate is destroyed. Find this and you will find the hard drive. Buy the trap and shoot it for a second or two and find the hard drive on the ground.











Head back to the Spawn room and meet with Dr Peck. Hand him the hard drive via the drop box on his left. Now Dr Peck has control of Nathan's cell and you must find the code to free him. This code is scattered into 3 parts, the clock, the playing card and last injury signage. These are located;
  • The clock is in a torture cell in the Quick Revive room. Run over to the fence and keep your eyes close on the hour hand of the clock, this indicates which number is first. If in doubt, use the minute hand to gauge which hour it is closest to, so anything above '6' is the number above the hour hand.
  • The playing card is in the Mess Hall, with the Arsenal and Gobblegum machine. It is on the left hand side on a bulletin board opposite the Gobblegum machine.
  • The Last Injury Signage number is in the Engineering room with the crafting bench. It is to the right of the crafting bench, next to a barrier.











Now with these numbers, you need to input them into Nathan's cell in the Bio Lab. Interacting with the keypad once will alert him of your presence, the second interact will prompt you with a key pad on screen that you can input the numbers into. Input the code in the order stated above and you're ready for the Nathan fight. Read ahead before attempting this fight.





















The Nathan Boss Fight
This is a fairly difficult fight if you are under prepared as Nathan is a H.V.T Amalgam and can withstand a lot of damage so prepare yourself before interacting with the valves around his cell.

I recommend at least a PaP tier 1, Blue Rarity weapon, a Shotgun is even better, handheld scorestreaks and Decoys/Monkey Bombs/Kazimirs. This is because he is an absolute UNIT. I wouldn't recommend using the Wonder Weapon against him either, as its secondary fire doesn't affect him and primary does very little against him.

Once you feel like you are prepared, turn the four valves around his cell and get ready for him to come bursting out. An endless wave of zombies will spawn until you exterminate Nathan, but beware as Nathan can heal from these zombies, indicated by him glowing red.

You only need to turn one valve in solo, and one per person in co-op simultaneously.

After defeating Nathan, drop down to the right side of PaP into the water and pick the key card under Nathan's body. Now run up to the Communications Room (Stamin-Up side of Spawn) and find a computer that has green text on it, interact with it to get 'Network Connection Error'.












Step Three - Restoring the Island's Connection
Before starting this step, make sure you have a somewhat decent loadout as you will be trapped in a room forced to survive 3 waves of zombies before you can continue.

Grab a speed boat and head out to the Shipwreck area of the map and enter the aft side of the bow to find a ladder. Climb this ladder and enter the small room with the work bench and 2 power nodes. Pick up a power node and that will start the lockdown dequence. All you have to do is survive until the hatch you entered is open again.











After the hatch opens again, grab a power node (or both if in co-op) and use the speed boat to find the power node locations. They are as follows;
  • On the Southern most island, on the West side just opposite of the Crafting Bench.
  • In the Speed Cola Cave on the Main Island, on the opposite wall to Speed Cola.
  • Under Elemental Pop/Sea Tower, to the right of the stairs where you can get back onto the island with the speed boat.



















Now that they are secure again, head back to Dr Peck and take his Hacking Device from the drop box. The next step may require some patience and determination as it throws a lot at you at once.

Step Four - Hacking Buoys and Bomb Defusal
You're probably sick of me saying this but make sure you've been upgrading your loadout all this time as you'll be locked back into the PaP room again for the bomb defusal part of this step. You cannot leave the area (you are timed with 2 minutes hacking the buoys and 5 minutes defusing the bombs).

Once you are ready to start this step, jump into a speed boat and locate one of three buoys on the map. For ease of use, I'll have a map showing you where they are below and simultaneously describe what you'll be doing.


































For here, you will need to stop the boat next to the buoy and hack it. This triggers a 2 minute timer as well as a chase sequence between you and the giant lovecraftian monster in the water. Locate and hack all 3 buoys and then IMMEDIATELY boat back to the PaP room. This gives you the absolute most time to get this done, so you are not wasting some of that 5 minutes making it back to PaP. You know you have done the buoy part right as the timer will disappear and Modi will start talking to you about bombs.











Back inside the PaP room are now 3 bombs you must defuse otherwise the game will end. The bombs themselves take about 15 seconds to fully disarm. This is where I recommend a Monkey Bomb or some sort of distraction for solo. Progress does save between each time you interact with the bomb, so don't worry about doing the whole disarming process all at once.

The locations of the bombs are on either side of Melee Macchiato, as well as on the balcony above the perk, under the major room with the long desk.

A small tip is to use the wonder weapons alt fire stun to give you a few seconds of progress on the bombs.

Terminus (3)
Step Five - Defeating 'Patient 13'
Now that the bombs have been defused, you are ready for the final boss fight. Gear up and really prepare for this as it is a rather tricky fight if you don't know what you're doing.

I cannot recommend enough that you have at least a PaP 3, purple rarity bullet weapon with either Napalm Burst or Dead Wire on it. The health of this boss is insane.

The first thing to note as well is that he has weak spots that are open to Critical Damage. These are indicated by big red spots on his torso, an orange glow in his mouth, two spore-like growths on his tentacles and glowing blue eyes.

So the boss fight is split into 3 stages. To progress to the next phase, kill off the zombies/elite enemies and he will come back.
  • The first phase is where he will mindlessly slam the arena that he is in front of at that time.

  • The second phase is where he slams and glides his tentacles across the forefront, as well as hitting his back with another tentacle. He also switches up locations.

  • The third phase includes an arena wide attack that as far as I know, instantly downs you. He does not move from this position as neither can you, he blocks off the backside of the arena.
The fight itself isn't too hard if you understand his attacks and know when and where to take cover. There are boxes on the forefront of the arena that you can hide behind when he does any of his slam attacks. Just keep shooting the weak spots and you will eventually get this boss down. Doing this on round 50 also gives you a cool dark ops calling card :)




















Doing it in Co-op is fun, we had a blast doing it and dying over and over xD
Plus the death cutscene is absolutely sick.

Liberty Falls (1)
Step One - Build the Jet Gun
Upon first spawning into the match, head upstairs into the Motel and look for the room that tons of zombies burst out of to find the Jet Gun room. Now we need to complete the build by finding 3 parts around the map.
  • Water Pressure Gauge
    This is found by taking the valve from a water pipe next to a flower shop and placing it into the fire suppression system in the Bowling Alley. Head to the Bowling Alley and on the right of the lanes, shoot the box on the wall and place the valve. Beware now as waves of zombies will attack while you turn the valve. The valve takes roughly 30 seconds and does not deteriorate progress when you let go, so you can kill the zombies and turn it when you get the chance. However, DO NOT leave the Bowling Alley as this WILL reset the progression. Once you've turned it all the way, the fire suppression system should come on and kill all the zombies, look to the ground below the box and pick up the part.




























  • Handbrake
    This is found by killing a Groundskeeper in the Graveyard and taking his key to unlock the Shed. Kill enemies in the Graveyard and eventually he will spawn, just keep running around the yard. Kill him and take his key. Then head round to the Shed nearby (next to the crafting bench) and open it for the part.










  • Electrical Wires
    This is found in the Electrical Store after the first door on the far right side of Spawn. Firstly, craft a Mangler Cannon using 1250 salvage and, or have a Mangler, shoot at the shutter gate of the Electrical Store. Head inside and dig up the pile spots until you pick up the part.










Now head to the Motel that you entered earlier in the game, go into the open room and build the Jet Gun. Make sure there aren't any zombies nearby as you can easily get trapped in here.





















Step Two - Activating the Machine
After you build the Jet Gun, you can now suck up items around the map. However, first activate the Dark Aether machine in the Church, to the right of PaP, by using the terminal on the left. This will make the screen flash white. Now there will be 3 parts to an item that we need to pick up;




















  • First Part
    To the right of the machine that we just interacted with, there will now be a floating object above the Balcony (Where Panos is). Suck up the little circular device part.



















  • Second Part
    After leaving the Church go to the Speed Cola Roof and jump on to the van. Look towards the Buzz Cuts barbershop and in the window to the right will be the next part. A tip would be to go as close as possible to the edge of the corner of the van, the range is a bit naff.



















  • Third Part
    This is in the Comic Book Store just opposite of the stairs going up to Speed Cola. Head inside and look up to the destroyed ceiling panels to find the third and final part.



















Now all that's left to do is build the L.T.G device on the roof of the Bank. So head up and go to the north-western corner to find a special crafting bench. Build the device and pick it up.





















Step Three - The First Defence
Head back to the Dark Aether Machine and pick up the Aether Canister from it. Take the canister to the trap in Spawn and place it right next to where the trap kills zombies. Go to the Dark Aether storm just outside the Electrical Store I mentioned earlier, and place the L.T.G device. Now make sure to not let any zombies reach the L.T.G as this will damage it, and once it's destroyed you will have to do it all again.





























Defend until the timer expires and a H.V.T will come out of the storm. Lower the health of the H.V.T to almost dead (about a tenth, 1/10th) of it's health then activate the trap and kill the H.V.T inside the trap. Make sure it is slowed down by the trap and has a purple aura under it, that's how you tell if it's actually inside. Once it has been killed in the trap (You do not have to have the trap kill it, as long as it dies inside the trap) take the canister and walk as fast as you can to the machine in the Church.

Liberty Falls (2)
Step Four - Retrieve the Aether Canister
After placing the Aether Canister into the machine, pick up the Strauss Counter that appears under the terminal. You need to use this on 3 different projectors around the map;
  • One of the projectors is on the grassy hill between the Church and Bowling Alley.
  • Another is in the housing area beside the Graveyard.
  • The final projector is on the Yummy Freeze Roof below the Bank Roof.



















To use the Strauss Counter and activate the projectors, you must take note of the colour of the Strauss Counter and change it to the opposite on the projector so;

Green Counter = Red Projector
Yellow Counter = Yellow Projector
Red Counter = Green Projector


You need to interact with the projector to change the colour of the light. Once all of these are done, head back to Spawn, or follow the lights, and pick up the Aether Canister from the device.





















Step Five - The Second Defence
All you have to do here is repeat the third step in a different location. Go pick up the L.T.G from the first location by the Electrical Store and with the Aether Canister on your back, head to Speed Cola. Place the canister on the trap once again. Then head up to the Graveyard and repeat Step Three.





























Once you have placed the canister into the machine, you will be ready for the boss fight. Take the time now to prepare yourself before going in as it is very hectic.

Step Six - The Boss Fight
There are two phases to this fight, and during both of them are constant waves of zombies.

Phase one is Mangler H.V.T similar to the one encountered during the Defence Steps.
Phase two is an Abomination H.V.T again similar to the Defence Steps.

Your goal here is to survive and kill each H.V.T. Just keep in mind that the more players you have in your game, the harder this fight becomes. More enemies will spawn as well as more H.V.Ts as I have found out during my 3 and 4 player runs. Although, this difficulty scales rather poorly as my 4 player run had several Mangler H.V.Ts during the Abomination phase, yet my 3 player run had none. So it could also be random but I haven't tested it enough to see. If it is random, I wish you luck.

Once you have killed each H.V.T you will die. Literally just die. Then a cutscene will start showing the end of the Easter Egg, congratulations you are now done.

(We're not bad I swear it was the Easter Egg ending)
Citadelle Des Morts (1)
Step One - Opening PaP and Speaking to Krafft
Opening Pack-A-Punch is still rather easy considering it is still laid out for you so keep following the objectives. I'll not bore you to death since all you need to do is what the game says. Once you reach the crate, shoot the three locks and kill the new enemy to receive an Aetherium Crystal, head to the crate again and insert it there.




















Now head to the Quick Revive room and speak the Krafft. He is behind the perk machine behind a wooden door. Interact with said door and the access hatch will open, finish the dialogue to continue.

Step Two - Paving the Path of The Swords
Note that between Step 1 and 2, you can also collect the 4 pages that are required later in the Easter Egg however I want to keep this guide less confusing step-wise, so I'll keep them in their own respective step rather than separating the step here and later. Just know that if you wanted to, you could collect them now while you wait for Round 10.

Upon reaching Round 10, new zombies will appear wearing knights helms, they will drop stamps upon death. You can choose whichever sword to do first.

Caliburn - Dragon, Fire Sword
Find a stamp, place it in the Dragon Knight Statue. Retrieve the Dragon Sword and place it in a Dragon Statue in the Jugger-nog room, it will be above the first set of grand stairs.











Next you will have to find three steel pyres, interact with them and run their flames back to the same statue that you placed the sword into. Once this is done, you can pick up the Caliburn Sword from the Dragon Statue and move on to the Incantation. A tip for the fire running is to bring Jugger-nog and Stamin-Up, for obvious reasons. Augments that provide extra HP or faster/longer tactical sprint may also prove useful. The locations for the steel pyres are as follows;
  • On the Eastern Ramparts, just beside the Oil Trap.

  • Just after the first door on the left, in the left of Spawn, leading up to Deadshot Daiquiri.

  • In Spawn, directly opposite and to the right of the Tavern, next to the Rampage Inducer.










The next step I would recommend using Molotovs as they are more easily replenishable, so spawning in with them is a decent idea. You can however use the Fire Sword charged attack to do this step too. Next you'll want to light up some bonfires around the Courtyard and Ramparts, and doing this will start a mini survival. There are three bonfires to set alight and are as follows;

  • To the left of the Oil Trap is a log pyre on the roof of a building, it is directly in the way of a barrier that you can open. It is on the East side of the Battlements facing Southeast.

  • Above the Entrance Hall double doors where you shot the cannon in the first step, you'll see this in between the castle parapet walls.

  • On the West side of the Battlements facing North, it will be above the door, again on the parapet wall/roof, leading into the castle.



















After successfully killing every zombie as well as the Doppelghast, the new special will drop an Ankh charm. Jump down from the Ramparts and place the Charm into the newly appeared yellow circle on the floor. All you need to do now is fill it up like you would a soul box, I love soul boxes. Once you have enough kills, a box will appear. Melee the box with the Fire Sword and you have your incantation.

Solais - Lion, Light Sword
Find a stamp, place it in the Lion Knight Statue. Retrieve the Lion Sword. Upon obtaining the Lion Sword from the statue, yellow glowing parasites will spawn. You will need to head to the Upper Village/Village Ascent area and locate a wooden door with a few symbols and lion door knocker on it. What you need to do is melee kill a glowing parasite then melee the door to transfer the light into the door. You need to do this four times.











Once all four are lit up, interact with the door and you will be transported inside. If you are playing with another player(s), have them train a zombie while you do this as you are timed and zombies still spawn in here, who can distract you and take time away. Place your Lion Sword in the pedestal and around the room will be symbols flying about.




















You need to shoot the one that is currently highlighted on the pedestal when it appears around the room. It also may take more than one bullet when you shoot the symbols, so shoot until it disappears. Once you've done all four symbols, take the Solais Sword and head back to the Dining Hall.




















If you look up in the Dining Hall area and you will see a glowing ball of light, shoot this to cement a beam of light towards the entrance doorway then head under the light on the opposite side of where the ball is and shoot it. You will notice to your left that there is a mirror-like object above the doorway that is now reflecting the light in another direction. You need to continuously repeat standing under the opposite side of the source and shoot the light until the next beam appears. Credit to Milo, MrRoflWaffles, for the standing underneath tip.











Once you have aligned all the beams until you reached the Alchemical Lab, interact with the statuette on the desk for the Paladin's Brooch. From here head back to the Dining Hall and place the Brooch into a yellow marking on the floor (under a Lion graffiti mark) and fill up the soul box.
Citadelle Des Morts (2)
Durendal - Stag, Lightning Sword
Find a stamp, place it in the Stag Knight Statue. Retrieve the Stag Sword. At any time after speaking with Krafft, there will be a zombie that drops a Lightning Rod, pick that up. Then around the map are two more rods that you need to find. The first is on the left beside Deadshot Daiquiri beside boxes, a barrel and a red seat thing. The last rod requires Dead Wire to be on your gun, same thing as the Terminus electrical panels, find the panel to the far left of Speed Cola, just before you go down some stairs and shoot it. It's the same stairs as the Lion door.





























Head up to the Ramparts and interact with an urn looking object to place the Lightning Rods inside. A sequence will start where you need to charge up your sword and transfer the electricity to the urn. Charging the sword takes about 10-15 seconds and when it is ready, aim for a rod that hasn't been lit up yet or you may have to do this more times than necessary. After completing, the urn will stop moving and you can now place your sword into the urn and convert it to the Durendal Sword.











Run past Deadshot Daiquiri and into the little building behind it to find a Horseshoe perched above a doorway. Shoot it down, pick it up and make your way to the cannon. Fire yourself out of the cannon with the Horseshoe and notice how a storm appears above you just after you land. Follow this storm to find the Pegasus Horseshoe. As far as we are to believe, there are only two spots for this to spawn, on the left and right sides of Spawn.




















Now head to Spawn and place the Horseshoe on the yellow marking and fill the soul box. Melee the box with the Lightning Sword and take the incantation.

Balmung - Raven, Void Sword
Find a stamp, place it in the Raven Knight Statue. Retrieve the Raven Sword. Once retrieved, head to the Alchemical Lab nearby and look for a small statue in the room. The following statues are;

  • Horn - On the wall next to the Brooch found in the previous step, roughly head height.
  • Jaw/Mandible - Direct opposite of the room to the Armour, left of the Armoury on a shelf.
  • Fish Fossil - To the right of the Armour wall buy, on the far end of the desk/shelf.
  • Scorpion Fossil - On the lone table on the Northern side of the room.
  • Bird Heads - Same shelf as the Mandible, just a little lower on the left.










Once you have picked this up, run down underneath the pub area in Spawn to find a strange circular device on the wall. Interacting with it will place the statue into the wall and start a puzzle. As I do not know how to solve this, don't worry I won't add a section on how to and just show you the answers, courtesy, once again, of MrRoflWaffles.




















Once successful, purple orbs will start appearing from the device. These orbs will follow you so make sure you stand over the new purple holes that appear on the ground to allow them to enter. Each hole requires 3 orbs until it closes. Once this is done, head back to the device and take your newly acquired Balmung Sword.




















Head to the Cave Slide travel system near PaP and use it with a bullet weapon. Keep looking on the right side of the cave and you'll see a raven that you have to shoot. After exiting the Cave Slide, the raven will be flying in the sky, shoot it again for it to drop a Raven's Talon. Now on to the Undercroft area, place this Raven's Talon on the yellow marking on the floor and for the final time, fill up the soul box and take the last incantation.

Step Three - The Symbols Weaver, WHAT DO THEY MEAN?
Once all 4 incantations are found, buy Melee Macchiato and run back down to the Undercroft. Find a loose wall on the Southern side of the room and melee it, the wall should break and reveal a pad of symbols. These symbols correlate to six different large elixir vials in the Pub area besides Spawn. Each of these has a symbol on it and interacting with the vial will show a roman numeral.




















Interact with each elixir vial and note down where it comes in the sequence (my example will be shown below, when I attempt the EE). For those who may not know, the roman numerals go in the following order; I for 1, II for 2, III for 3, IV for 4, V for 5 and VI for 6.

The locations for the vials in the Tavern are as follows;
  • On the Bartenders counter.
  • In the corner underneath the stairs, right of the Bartenders counter.
  • Upstairs, directly above the Bartender, slightly further away than the pool table.
  • To the right of the stairs, left of the Arsenal on a clothed table
  • In a booth in the middle of the room
  • Behind an entrance door in the very corner on a small table.



















After noting these symbols down, head back to the Undercroft and start shooting the symbols on the wall in the order that you found in the Tavern. The visuals will change on the wall so don't be alarmed, just keep finding the next symbol in the sequence and after the sixth and final symbol, a lectern with an open book will appear. Here is where the split step I mentioned earlier comes in.

Citadelle Des Morts (3)
If you picked up the pages at the start of the game rather than now, go ahead and place the pages and skip to the next step. If you didn't pick up the pages prior, head to the Stamin-Up room and you will need to find four pages scattered around the area. There are quite a few locations of which follows;
  • On the far right wall when entering the entrance that faces Stamin-Up
  • A little to the left of the previous page
  • Directly opposite the previous page, to the left of a torch and broken wall.

  • To the right of Stamin-Up on a pile of old TVs.
  • On the flowered settee in the middle of the room.
  • Sitting beside the TV, opposite the settee.

  • Near the fireplace.
  • On the bunk beds.
  • In the corner of the room where the bunk beds are, right up in the corner on a small bench.

  • Opposite corner near a zombie barrier.
  • On some boxes by the left of the entrance.
  • Below the same boxes as the previous on the floor, on the side of the zombie barrier



















Once you have the pages, back to the Undercroft we go and interact with the lectern to place the pages, now onto the next step.

Step Four - The Eyes Deserve Their Fulfilment
Fairly short step here, all you need to do is note down which pages you have in the order of;
Top Left, Bottom Left, Top Right, Bottom Right.
as this will determine how you complete this step. I recommend you take a screenshot of this or quickly note them down so you don't have to keep checking the book to see where you're at.

You now have to find the trap in the map that corresponds to your page symbol. For example, if your first symbol is just a plain eye, you need to look around the map for a trap that only has a plain eye in it. Once you find the trap, activate it and get a certain amount of kills to disable to the trap and continue the step. You need to do this for all four of the symbols you have. For example, in my games, my traps went as follows;




















After all four are complete, run down to the Undercroft and look at the lectern again to find the symbols have been snuffed out. You will come to find that beyond the Sitting Room, where Stamin-Up is located, you will see four animal sigils on the wall at the bottom of the stairs behind the perk. They will be listed in an order, and this is the order to keep a note of.





















Step Five - The Knights That Guard an Empty Throne
Once you understand the order written on the walls (roman numerals will again provide the order) go to the Dining Hall with the Knight Statues and take the Sword and Incantation of the first animal sigil. What you'll be doing here is using the incantation on the statue and then inspecting your respective sword in front of that same statue. I'll provide an example order;
  • Lion Knight Statue - Light Incantation - Solais Sword Inspect - Knight glows yellow
  • Dragon Knight Statue - Fire Incantation - Caliburn Sword Inspect - Knight glows yellow
  • Stag Knight Statue - Electric Incantation - Durendal Sword Inspect - Knight glows yellow
  • Raven Knight Statue - Void Incantation - Balmung Sword Inspect - Knight glows yellow
Keep in mind that you need to wait until the glowing yellow effect needs to rest before you start the next statue, this only takes a couple seconds but it prevents you from burning through your incantations too quickly. Once this is done, a Mystic Orb will descend from the sky in a rather difficult to miss way. Pick it up and run upstairs and behind you.

(Screenshot)









There are four various places that you can place this Mystic Orb around the map, which you can do in any order, the first being right behind you when you pick up the Orb. On the first floor, you will see a strange circle sprouting from the wall. Place the Mystic Orb in it and interact again to start a light challenge.

(Screenshots)









From here, you will need to stand in the big blue orbs of light that will appear around the room. You don't need to kill zombies in this light however it is fine if you do. All you need to do is keep running and standing in these pockets of light until the challenge is satiated and stops. Nothing more to it than that. Once the challenge is over, run back to the Orb, pick it up and go to the Courtyard.




















In the Courtyard, place the Mystic Orb in the position shown above, once again interacting to start the challenge. You now need to kill roughly 25-30 zombies with fire damage either by Molotov, fire incantation or the Caliburn charged attack. I would personally recommend the incantation and sword as in my experience, Molotovs just aren't strong enough. Also with this, the fire needs to kill the zombies, they can't just be killed while on fire.

Once again, after the challenge is completed, take the Mystic Orb and move the next area, the Mystic Orb holder is located to the left of the incantation box. This area is the Undercroft, of which you will need the Balmung Sword and Void incantation. This part is exactly the same as the fire challenge, just killing with Void damage instead. I am unsure if the Ammo Mod works or not, give it a test, and let me know so I can update it here.




















Finally, the last challenge you need to complete will take place in Spawn. Take your Durendal Sword and Electric incantation and place the Orb on the wall just to the right of the incantation box. This challenge involves getting kills with lightning, again, through the charged sword attack or electric incantation. Once the final challenge is complete, pick up the Orb and head back down to the animal sigils near Stamin-Up. Place the Orb on the wall and read ahead before progressing.

Citadelle Des Morts (4)
Step Six - (Boss Fight) The Last Knight Demands Your Penance
After placing this Orb, you will be prompted with taking a guardian seal. Take this but do not use it on the statue in Spawn unless you are absolutely confident you are ready for the boss fight.

I recommend buying all your Perks, getting Tier 3 PaP, appropriate Ammo Mods, three plate armour, and friends do the same if you have them in game. Gobblegums aren't necessary but some all round good ones to use are ones that boost your armour, max ammo and escape gums such as Idle Eyes.

Be prepared that you will have to shoot a hell of a lot of bullets at this boss so bring plenty of points too. I've heard this fight is not one to be taken lightly, especially in solo, which is why I'll be doing it in solo. Once you feel like you are ready for the Boss Fight, place the Guardian Key at the feet of the Guardian Statue in Spawn.






































    As for some tips;
  • When he looks at you, stop shooting and move away as he is most likely going to either swing, jump or kick you. PHD is fantastic for getting out of this quickly if you manage to sprint fast enough.
  • Aim for one piece of his armour at a time as the critical point will only last so long (I believe, I could be wrong here), so coordinate with your team which piece you should shoot at. During his immune stages, just survive, restock armour and incantations, ammo etc...
  • It's obvious but you'd be surprised that the lava and fire from The Guardians attacks cause a lot of damage very quickly when you stand in them, so do your best to avoid those areas.
  • Use a good damage bullet weapon with plenty of ammo, alongside it being PaP 3 with Deadshot Daiquiri. This enables you to get some good damage in.
  • Always aim for a critical spot when it is open, never shoot his body when it isn't glowing. This just prolongs the fight and makes the whole process harder.

As a final remark for this Easter Egg, ♥♥♥♥ Steam for making me put this on a 4th section. Why is the limit so low :(
The Tomb (1)
Step One - Obtain the Ice Staff
Firstly, you must reach round 8 to start this side quest. The Monocle is required to be able to see the symbols on the walls during the next two steps. To obtain the Monocle, kill the Shock Mimic that spawns during the round and pick it up from him.




















Head over to the Tombs area of the map, near Death Perception, and search that side of the map for a purple glowing lantern on the walls/roofs of the cave tunnels. Shoot it and slowly guide it towards the bull mural in the same room as the perk. The mural will then light up with symbols that you will have to shoot in order from 1 to 8. I apologise in advance for the crude drawing, it was the best I could do.

Once you have done this, a lock-down survival will start. It consists of around 5 waves and you must kill everything to obtain the staff piece. After it has been completed, go back to the mural and pick up the staff piece.






























You will have to repeat this step once again in the Neolithic Catacombs, near Deadshot Daiquiri, to obtain the last piece of the Staff of Ice. Remember to search both tunnels thoroughly when looking for the lantern, and wait around 30 seconds to a minute for the lantern to spawn back in as it does take a little bit of time to come back. This puzzle will actually go from 1 to 10 now, but the premise is the same. The piece will be under the mural once again upon completion.











Now head to the Dark Aether and find the stone altar in the middle of the area. Place the Ice Staff parts into the centre (shown below) and survive the final lock-down. A tip for this would be to train as best you can and focus kill the zombies, parasites and vermin that glow with a purple mist. These zombies won't be going for you so keep an eye on the process.




















I have reason to believe that this lock-down step is kill dependant and not time dependant as I have done this twice now and both timings were very different. One game was just over a minute and the second roughly 30-40 seconds. Although this could be a placebo and I'm just schizophrenic.

Step Two - Upgrading the Staff of Frozen Water
After you have built the Ice Staff, it is imperative that you corral the lanterns together so that they are all relatively close to one another. The next step involves shooting them with the Ice Staff in quick succession, that being 10 seconds. I personally recommend that you get one that's close to the Red Portal, then bring the other two from the other side of the map as close as you can to this point. This way you can freeze the lantern then quickly get the remaining two, or vice versa.











Upon completion you will hear Archibald say "Extinguished the flames, froze the crystals", after this head down to the Dark Aether and look to the sky. The closest floating rocks will bear three symbols on them, look around to find the three rocks that have these symbols and then attack them calmly with the Staff of Ice to bring them down. This causes one of the portals in the main part of the map to be closed. Take a look at which symbols you have on the rocks and take a note of them as you will need to, once again, gently caress the portal with your Frozen Water Staff to 'rebuild' it.




















Enter the newly built portal and you will be transported to a special area above the Dark Aether with a purple Orb besides you. Interact with it to start an escort. Here you will need to kill zombies while you yourself remain quite close to the Orb to charge it with souls. Upon completion, the Orb will enter the same place as where you created the staff and this will allow you to upgrade the glorious wonder weapon to the Ull's Arrow. Praise be.





















Step Three - The Trials of the Vermin
Acquiring the Ull's Arrow will allow you to use Sekhmet's Vigour on the Vermin statue, found in the Dark Aether highlighted by a large pillar with the crest of a Vermin, lighting up the blue crystal. It will glow a fiery purple to which you will pick up and run back to Spawn through the blue portal. A noticeable pillar of light will emanate from a second vermin statue, run over and interact with it. The Ice Staff makes this trial trivial, just charge shot the ground and all vermin will die.











Survive the onslaught of Vermin and take the newly formed crystal, being wary of not getting hit as much as possible as this degrades the crystal. You will run back through a different portal than the blue and then place the crystal back on the Vermin statue. That is the first statue done.

The second statue is that of the parasite, an incredibly annoying creature that you must unfortunately endure. The parasite statue is visible through another large pillar bearing the crest of a parasite. Restore the health of the crystal via Sekhmet's Vigour and then take it through the yellow portal, running towards the Shrine of the Hierophants (Stamin-Ups room) and placing the crystal on the statue in the middle of the room.











Now you must kill the parasites and pick up their balls of energy, then place them into the statue. After enough have been placed, pick it back up and find a portal, besides the yellow, to enter the Dark Aether. Place the crystal back into the Parasite statue and find the Doppelghast statue.
The Tomb (2)
Step Four - The Trials of the Headhunters
The previous step with the Vermin and Parasite statues is exactly the same as this step, so I will keep this one short.

Find the Doppelghast statue highlighted by a third large pillar with a crest, and shoot your third shot of Sekhmet's Vigour onto the crystal then pick it up. This time heading through the green portal and placing it in the large room's statue there. Take great care with this statue as environmental effects are present to hinder you, stay clear from the lasers on the ground as well as the spikes, all while killing the Doppelghasts that spawn in. After the final special has been eliminated, return the crystal to the Dark Aether and find the fourth and final statue of the Amalgam.











Finally, gently place Sekhmet's Vigour onto the crystal and repeat the last three trials. Head through the red portal and just opposite Quick Revive is the statue of the Amalgam. This trials gimmick is just to kill the zombie that the Amalgam has tethered to, as this tether shields the Amalgam from damage. So all you need to do is kill the Elite Amalgam and return the crystal to the Dark Aether.












Step Five - (Boss Fight) The Fentanyl Artefact
Read ahead and get a good understanding of this fight before starting it.

A couple tips before you begin;
  • Use an ammo mod that helps you survive against hordes/special enemies, such as Dead Wire or Light Mend, with the Big Game augment for Dead Wire for extra survivability.
  • The staff itself isn't strictly necessary as the boss cannot be damaged by it but it does prove useful against the hordes themselves.
  • Bring in as much gear as possible, PaP 3, Legendary tier bullet weapons. I highlight bullet as the boss cannot be damaged by explosives. I recommend a large capacity, high damage, fast firing weapon, such as an LMG or Assault Rifle. Kazimir's, Monkey Bombs and Decoys are fantastic too. A Mutant Injection will also be incredibly useful, especially during the later stages of the fight.
  • Use gobblegums that help you survive, if you have any. Shields Up in particular as your armour will degrade pretty quickly during this fight, and Idle Eyes which allows you to get the Stage Three done much more comfortably.
  • Use Aether Shroud, doing consistent damage is much better compared to staggered damage. Have several people run this if in Co-op, as well as the group shroud augment for better effectiveness.
As for the stages of the fight, it is quite simple really, I'll break it down as best I can here.

Stage One
Firstly, avoid the beams of electricity as they can and will deal a significant amount of damage, just keep that in mind. They move up and down the arena, so when you see them start to move, change your position in the area to where they are not. Ie, - Stay below when they're above, go high when they're below.

The aim here is to survive until the Sentinel Artefact has an ethereal aesthetic to it, then shoot it until the health bar updates to a chunk missing. Upon doing this, it will duplicate itself into two, then three and then four artefacts and you must do the exact same thing again: Survive until they go ethereal, then violently discharge all your ammo into it. If you are playing on solo, you may be able to get multiple artefacts in the same instance. However, if playing on Co-op, I recommend coordinating with your team to focus down one singular artefact at a time.




















After each artefact is destroyed, you will receive a max ammo, so don't worry too much about ammo during this stage. However there are ammo boxes around the arena if you get stuck.

Stage Two
A new orange glowing, heavy zombie will now have spawned carrying the artefact. Your goal here is to kill him and take down the artefact he was carrying. You must do this for each of the special enemies before proceeding onto the final part of the fight. The enemies include, in this order; Heavy Zombie, Elite Doppelghast, Elite Mimic, Elite Amalgam.











After this is done, you must be quick with the final stage as this is quite possibly the most important part of the fight.

Stage Three
You will notice that all the artefacts are now converging their energy into a singular artefact. This artefact will move into a wall on North-eastern side of the map and you must unleash hell onto it.

Failure to destroy the artefact here results in the game ending.




















Once you've successfully destroyed the artefact here, the boss health will be at 0 and you will have now completed the Easter Egg for The Tomb, congratulations. Walk over to the Sentinel Artefact into the middle of the arena and interact with it for the ending cutscene.
Shattered Veil (1)
This Easter Egg requires the use of Aether Shroud. You can have either the 2 charges or extended use augments. I suggest 2 charges personally.

Step One - Obtain the Raygun Mark 2 (Yay it's back)
First thing to do is obviously opening Pack-a-Punch, but once that is done, if you aren't already, go to Round 10. You will notice a new type of regular zombie called the 'Lab Technician' who will drop a Floppy Disk that you will need to pick up.











After picking it up, head upstairs to the East Foyer, where the stairs are, and you will find a small old square computer in the corner in between a wall buy and a trap (on the map). Interact with it to insert the floppy disk then fend off the incoming horde and return to the fax machine, just left of the computer. Upon interacting you'll receive a pop up on screen with a preview of what the fax says. Read into it until you see a word in all uppercase, such as in my case: 'MOTH'.











Run upstairs to the Nursery and to the right of PHD Slider, you'll notice a chalkboard with the alphabet on it. Here you want to decipher the uppercase word you got into a number. The number you get correlates to how many letters are in the cluster of your given letter. For example, M in 'MOTH' would be 1 as there is 1 letter in the M cluster. Then O would be 6 as so on. Once you have your number, run down to the trapped Doppelghast in the Service Tunnel and enter this code.




















After killing him and receiving the arm he drops, head to the Armoury and use the arm on the keypad next to the Raygun Mark 2. Then it's yours for the taking.

Step Two - Canisters
There are now 3 canisters that you have to find. They are all relatively easy to obtain, providing you can aim a tomahawk.

First Canister
The first requires a Kazimir grenade, which you can actually find right outside the Armoury on the right, on a corpse shined by daylight. Once obtained, run over to Double Tap/Rear Patio and there will be an open window opposite the wall buy and ammo crate with a canister inside. Throw the Kazimir on the ground IN FRONT of the window and the canister will be there once it has finished.












Second Canister
The Second you can find through 4 different blue blobs on the ceilings of multiple rooms, although you must shoot them down with the Raygun Mark 2. One can be located on the West side of the map right beside PHD Slider, it is outside above the doorway facing North.

The second blue blob can be found on the opposite side as the last in the East Foyer, directly above Stamin-Up in the stairwell.











The third is found in the greenhouse area, left side of spawn, inside the Conservatory near Quick Revive. Finally, the fourth can be found underground in the Service Tunnel just before you enter the Armoury and Portal on the left hand side (Run to the left when entering through the portal)












Third Canister
This one is a bit trickier than the last two as it requires precise aiming. Head to SAMs room and you'll find a tank beside a crafting bench. To the left of this tank will be either an 'A' or 'B'. Now either find or craft tomahawks and run to the Service Tunnel where the Doppelghast is located. Here you will see some pipes outside of the map that you will need to interact with by throwing the tomahawk to 'turn them on'. You need to make sure the tomahawk hits the handle of the pipes otherwise nothing will happen.

If you had 'A' as your tank letter, the only one you do not want to open is 'B' and vice versa. So if 'A' is your number, make sure all pipes but 'B' are spewing gas. Then once this is done, SAM will announce some stuff and you can pick up the canister, after blowing it up with an explosive, back at the tank in her room.












Step Three - The Rayguns Get an Upgrade
There are, as you could probably presume, three upgrades to the Raygun Mark 2. In descending order from easiest to hardest are as follows;

The Purple One
Although you fight, I feel it's a lot easier than having to kite around an abomination. Firstly, you must find an essence bomb found in one of the white crates scattered around the map. Destroy these crates until you have found the bomb. Unfortunately, I do not have a map for these as they really can appear almost anywhere. Have a look around the map (Topside, mansion and gardens area) and you'll eventually find a crate that has it. Or better yet, break as many as you see as you follow the next part.

Secondly, there are 2 reflectors around the map, both in fountains. The first is on the greenhouse side of spawn, and the second is on the Western side of the mansion, same area as the blue blob.











Once these have been obtained, you can now head down to the Service Tunnel and find a debris field in the wall. Place the essence bomb here and enter the new room. To the right hand corner of the area you'll find the canister device, place the canister inside and a light should appear in the centre of the room. Head over to where the light is going, place the reflector and then follow where it goes to place the second one. Once done, melee the crystal emanating the light to spawn a Doppelghast.











Now kill the Doppelghast to power the canister. You must do this 2 more times. Melee the first reflector you placed, right beside the crystal once, to re-target it to another, shown on the left of the image below. Then take the reflector from the one second statue (Directly opposite the crystals side) you placed and head up to the new statue. Place and punch this one also. Once again punch the crystal to spawn a second Doppelghast











The third and final Doppelghast will be an elite but only one reflector needs to be melee'd and that is the very first one. Melee the crystal again and defeat the Elite Doppelghast. Now you will notice some electricity in the cables on the ground leading up to the Canister. Take the newly powered canister and that is the purple one done.

Shattered Veil (2)
The Blue One
Relatively simple yet annoying to do. Head over to the Spawn area and in Shem's Henge. You will see a bundle of cables going up towards Speed Cola, this is where you place the canister. An abomination will spawn below which you will then have to kite around the area to electrify and then charge 3 medium sized rocks. The rocks are pretty apparent so don't worry about not noticing them.




















After the Abomination has elevated all the rocks, he will despawn and start a location defence. A new portal spawns in the centre of the Henge which you will have to protect from Vermin. Killing enough Vermin or lasting long enough will end the defence and allow you to take the canister.

The Yellow One
Easily the most difficult one here. There will be four plants around the topside of the map that you will have to explode using either the base Raygun Mark 2 or an explosive. The plant locations are;
  • In Spawn, either side of the bridge.

  • In Shem's Henge, on a ledge hidden by shrubbery on the right of the wooden path up to the mystery box.

  • Besides Quick Revive, to the left of the tree.

  • Leading up to the Mansion, to the left of the main doorway, just before the stairs, close to a window fire.

  • Along the Eastern wall before heading into the Mansion.

  • Inside the Mansion nearby PHD Slider on the South West Balcony and another further along on a plant table thing to the left of a mystery box.

  • On the West Balcony, in one of the tree plots.

  • Another can be found on the Rear Patio below Double Tap, East of the ammo crate.

After exploding and picking up all 4 plant seeds, run over to the Conservatory where you will need to do 4 mini defences to protect the seeds while they grow. On the upper level of the Conservatory will be the canister machine, which you will place a canister into to start this step.

Take a gander around the area and you'll find 4 incubator like machines. When you are ready, place one seed into the machine and protect it until it grows as large as the ones we destroyed earlier for the seed. Then repeat until you have all four done and can pick up the canister.











The first incubator is directly opposite the canister machine. The second being behind the machine. Third is where you encountered the blue blob. Finally the fourth incubator is just outside the entrance, coming in from Quick Revive.





















Step Four - Empty but not Quite Abandoned
Now with the upgraded Raygun Mark 2's there will be three paintings around the map that store their own liminal space. Following the same order as the upgrading step, we'll complete each liminal space.

The Purple Liminal Space
We now require the purple upgraded Raygun Mark 2. You can build this in Richtofen's Quarters. Now head down to the Banquet Hall to find the lift and purple liminal space painting. Interact with the machine beside the painting which will spawn a wave of enemies, kill these zombies with the Purple Raygun and the painting will change once complete.




















First things first, jump into the purple portal and find a bottle of alcohol by the end of the dining table. There are now three different cups you need to fill around the map. Each will show a symbol once complete. Just beware that each cup will spawn an Elder Disciple, kill it to progress. The locations are;
  • In the Bottlery, in the upper level on the table.
  • In the Garden Pond, opposite the bridge where you spawn, on a small white bench.
  • On a bench in the Overlook, overlooking the Grand Foyer.



















Now on your left facing the lift, you'll notice three numbers sprawled across the walls. Going from left to right, memorise or note down the numbers. Now go to the West Hallways and beside Death Perception will be a safe. Input these numbers that you found into this safe to receive an Antler Carving. Go through the purple portal and then place this carving onto the pedestal to start a lockdown event. Kill the Disciple that spawns, using the Purple Raygun to break the shield, and then pick the Artefact back up.












The Blue Liminal Space
This one takes a little longer than the previous. You will need the Blue Raygun Mark 2 this time, which you can build in the Service Tunnel, just outside of the portal leading back to Spawn.

Firstly, you'll need a Sconce. This is found in a box on the right side of the Banquet Hall, just before the large archway leading to the lift. Then you will place it on the hole, right side of Juggernog, in line with the first sconce.











Then you will play a small game of Simon Says. The lights will light up in a specific order, in three turns, and you will have to interact with the same light that glows. Once you've played the game, the wall will slide open revealing a downward staircase. From here, interact with the machine and kill the necessary zombies. Enter the blue liminal space and jump back into reality again (once again, to spawn the necessary items).

Next you will find a bell, located in the Study room, East of Elemental Pop (it has a wall buy inside). Break open the glass cabinets and search around for a bell to pick up. It is remarkably small and may take a keen eye to spot but once you have it, view your inventory and you'll see it for sure. Head to the upstairs in the Main Foyer, and you'll find a mini bar in the Overlook. Place the bell here then buy Brain Rot on one of your weapons.

Brain Rot will turn a zombie and you will then have to spam interact the bell to make the turned climb over the bar and give you a drink. Pick up the drink and you have your next ritual item.




















You can now run back to the blue liminal space portal and interact with the pedestal in the corner of the room to spawn another lockdown. This time it will be a Mangler with a blue shield. Do as you did with the purple Elder Disciple and kill it efficiently. Pick up the Artefact once again and you are done with the blue liminal space.

Shattered Veil (3)
Yellow Liminal Space
This will require Aether Shroud. If you don't have it equipped, equip it now and charge it up. You must also build and equip the Yellow Raygun. The workbench can be found directly behind where you initially spawn into the map.

This part is a bit tricky and requires quite a bit of haste. Upon activating Aether Shroud, there will be 3 items that start to glow in the ethereal blue. These are located in eight different parts of the Mansion;
  • The first fireplace - East Foyer, in between Stamin-Up and the Grand Foyer.
  • The second fireplace - In the Study, first door on your right when entering through the Banquet Hall.
  • The third fireplace - In the Banquet Hall, just behind the lift on the same side as the purple portal.
  • The first Audio Log - Directly opposite the yellow portal, on a settee full of radio equipment.
  • The second Audio Log - In the Overlook, on the desk right beside the Mini-bar.
  • The first Document - In the Study, directly beside the second fireplace.
  • The second Document - Second floor of the East Foyer above Stamin-Up, on a desk upstairs.




























Now so you are aware. Using Aether Shroud temporarily reveals ALL pieces upon exiting. So you do NOT need to collect them all inside of the Aether Shroud use. On top of that, you do not need to collect them all in one shroud either. You can take your time if need be.

You will also now see, upon completion of the collection, three new glowing books in the Library. The books/symbols you need to interact in order are;

Sideways 6 >> Circle with a line going through >> Three Dots.

After this is done, a bookshelf will slide open and reveal the last ritual item we need.




















Take the ritual item and head through the yellow portal, place it on the pedestal and do the same thing you did with the other two liminal spaces. Simple as that. Now all you have to do is prepare for the boss fight. After picking up the Artefact from the last portal, Richtofen and SAM will speak to you to tell you that it's done.

Step Five - The Boss Fight
Your best bet here is to prepare as much as you can. PaP tier 3 and at least Epic rarity weapons is advised. The Blue Raygun Mark 2 'Wraith fire' is good to bring. Bring a Chopper Gunner for security or kill potential and stock up on Gobblegums if need be. Make sure you are fully equipped for this Boss fight as it is quite literally the only one I haven't done first try on Solo. I got to the last quarter of the bosses health before I got stomped :(

When you are ready for the boss fight, head down to SAM in the Mainframe Chamber and interact with one of the two main terminals to start the fight. My best advice to give is to shoot the torso of the boss when it glows green, you do an obscene amount of damage every time. Also to avoid/manage aggro whenever possible if playing in Co-op. The boss does a lot of damage very quickly in the last stage of the fight.

Warning for those playing in Solo. Bring a Chopper Gunner and use it on the last quarter of the Boss. This way you'll avoid the hardest part of the fight as he can and will nearly instakill you. He slams you into the air and you take a hefty amount of fall damage from the fall as well as the impact of the attack. DO NOT worry about killing zombies, focus on hitting the Boss when his chest glows green, just don't forget to attack him when it doesn't too. It may be a lot of damage but it's not worth waiting and saving ammo for, only when it appears.

Another attack to be wary of is when he charges you, you will take a lot of damage and he will stay on you (he is faster than you) until he slams the ground with his tail. Other than that, if you're playing Co-op, try and switch aggro from time to time and use the choppers on each stage of the fight starting from the last quarter > third > second > first. You'll be grateful.

It's come to my attention that when the boss slams the ground, you can actually land on top of him and 'mount' him. You can use this in conjunction with a strong melee weapon to do some serious damage.

And with that, congratulations on completing the EE :)
My Favourite Weapon Builds
More will be added at a later date when I unlock the weapons and level them up a bit to test their attachments. By no means is this an exhaustive list.

Unrepentant Shotgun
Don't be fooled by the name, you don't need the vault edition, just to have levelled it up a bit.



















The reason why it is my favourite is simply because of it having a beautifully respectable damage output. The improved precision it has due to the Pellet Spread modifiers are incredible. It also allows for more pellets to hit at longer ranges, I find making it very useful for the Patient 13 boss fight in Terminus. The optic of course is up to you as those don't really matter.

The main positives of this build are the high round capacity, reload speed and precision. However, you can swap out the Full Choke for the Modified Choke (for extra ADS Pellet Spread) and Steady Aim Laser for the Strelok Laser if you prefer aiming down sights over hipfiring.

Mustang and Sally
This is literally just a powerhouse, Mustang and Sally is back and does excellent damage for 'Patient 13' as well as clearing the horde in the Liberty Falls boss fight. Overall solid weapon to use. Although, you can change out some stuff within this build, only the Akimbo and Extended Mag 2 are really necessary,




















I like the 'increased' accuracy (or rather the mitigation of the Akimbo) and range that comes from the Reinforced Barrel and Steady Aim Laser, the CQB Grip is for faster shooting after tactical movement of course, which can help a lot in a hectic environment.
Check Out My Other Guides
I have made guides for other Call of Duty games, should you require them :)

Black Ops 6
https://cs2bus.com/sharedfiles/filedetails/?id=3353611213
https://cs2bus.com/sharedfiles/filedetails/?id=3330969555
Cold War
https://cs2bus.com/sharedfiles/filedetails/?id=2944568356
Black Ops 3
https://cs2bus.com/sharedfiles/filedetails/?id=1716003126
https://cs2bus.com/sharedfiles/filedetails/?id=1823149481

If this guide appears on any website that isn't Steam, know that it has been stolen. I wish people didn't do this especially because the ones I've found aren't even complete somehow.
21 Comments
Masadaeus  [author] 4 Apr @ 8:48am 
Not quite the full guide since I slept after the boss step haha but I appreciate it nonetheless :)
marquito 3 Apr @ 10:07pm 
goat has the full guide up already :luv:
Masadaeus  [author] 3 Apr @ 8:55am 
I've noticed a few screenshots that failed to load and have since replaced them. If you see any more at any time, please don't hesitate to let me know in the comments here.
Masadaeus  [author] 8 Dec, 2024 @ 2:05am 
Alright, I've updated Citadelle Des Morts now and just need to add screenshots which I'll be doing after I've completed the Easter Egg. Hopefully what is written provides enough information for the time being while I sort out the screenshots :)
Masadaeus  [author] 7 Dec, 2024 @ 12:49am 
Thanks man I appreciate it <3
TheMan8116 6 Dec, 2024 @ 5:36pm 
alright, thank you for telling us. Hope you get well soon!
Masadaeus  [author] 6 Dec, 2024 @ 8:14am 
I know, I'm recovering from being sick recently so haven't had much time on my pc although once I'm properly back, I'll update the guide.
TheMan8116 5 Dec, 2024 @ 11:36am 
they updated the game
Masadaeus  [author] 10 Nov, 2024 @ 11:39am 
No worries haha
Roxxapo 10 Nov, 2024 @ 9:54am 
whoops, I was expecting it to be in step four
:lunar2020ratinablanket::oxinablanket::tigerinablanket::bunnyinablanket::catinablanket::lunar2024dragoninablanket::lunar2019piginablanket: