Map Progression
Weapons and Buildables
Easter Eggs
Power
- Pick up the Power Switch Handle being held by the Zombie hand on the Beach near the OSA wallbuy.
- Bring the switch to the Power Box in the Power Station near the Drive-in theatre.
Pack-a-Punch
- Turn on the Power.
- Collect Elvira's Book in the safe in the back of the Ice Cream Parlour near the Drive-in Theatre.
- Once you have the Book, bring it to Elvira in the TV Broadcaster Studio. After some dialogue, she will give you an empty Vial.
- Pick up the Cleaver behind the counter near Deadeye Dewdrops in the Market.
- Using the Cleaver, kill about 20 Zombies (solo) to fill the Vial. You can check the Vial's progress in the scoreboard menu. Progress is shared in co-op.
- Once the Vial is full, give it to Elvira. She'll say some dialogue, then spawn as a roaming ally (like David Hasselhoff in Spaceland). Stand near the closed portal outside the TV Studio to get her to walk over and activate it.
- Interact with the portal to teleport to the Pack-a-Punch room.
- While in the projector room, you'll have 30 seconds to use the Pack-a-Punch before you're forcefully teleported back to the main map.
- After being forcefully teleported back, the portal will disappear. After 45 seconds, a new portal will spawn in one of the locations below. The new location is indicated by a lightning storm in the air above the portal. Portal locations:
- After using PAP for the first time, the portal will never return to where Elvira activated it, beside the TV Station.
Double Pack-a-Punch
- Unlock Pack-a-Punch and pick up the Crowbar from the maintenance room of the Motel.
- Enter the Projector room and interact with the button on the wall.
- Now, instead of teleporting back to the map when you leave the Projector room, you will be teleported to a locked RV in the RV park. While in the RV, melee the cabinet above the window, across from the Fridge, with the Crowbar to break it open. You can pick up the uncharged Alien Fuses from the cabinet.
- You have about 6 seconds before being teleported out of the RV.
- If you take too long, you can retry as soon as the PAP portal becomes available again.
- Get the Cleaver back and fill the Vial again. Once the Vial is full, place the Fuses on the ground in the Power Station (the screen will shake when you're in the right spot).
- Repair the Power Station Trap.
- Activate the trap to electrify the fuses. Once the trap is finished, the fuses will be charged and can be inserted into the Pack-a-Punch Projector. Once inserted, you will be able to Pack-a-Punch any Pack-a-Punched weapon again for 10,000 Points.
- The Alien Fuses will only be activated for the remainder of the CURRENT game.
Teleporters
- Turn on the Power.
- Four teleporter pads around the map need to be activated. Once all four are active, you can teleport between them. Each always brings you to the same destination. Teleporter locations:
- Power Station - On top of the building next to the Power Station - Teleports to: TV Studio
- TV Studio - In front of the building, near Bang Bangs - Teleports to: RV Park
- RV Park - Near the path down to the Beach - Teleports to: Gas Station/Main Street
- Main Street - Right of the Market - Teleports to: Power Station
- After a teleporter is used, it, and only it will go on cooldown for one minute.
Repairable Traps
- Four traps around the map need to be repaired before they can be used, with each trap requiring one part.
Ingredients
These are the ingredients used in the Main Quest. There are other ingredients around the map, but those aren't used for anything, so they aren't included here.
M.A.D. Wonder Weapon Upgrade
The M.A.D. can't be Pack-a-Punched and is only available through the Magic Wheel.
- Obtain the M.A.D. (Modular Atomic Disintegrator) from the Mystery Wheel and pick up the Crowbar from the maintenance room of the Motel.
- There are three power boxes around the map that can be meleed open with the Crowbar. Inside each one is an upgrade part from the MAD. When picked up, each part will be automatically equipped on the MAD. Each part adds some new ability/upgrade to the weapon. Power Box locations:
- Grip: RV Park - On the wall outside the Men's Bathroom
- The Grip reduces recoil and adds range.
- Crank: TV Station - On the wall outside the station, near the PAP portal
- The Crank allows the weapon to be charged (by holding the aim button) for a more powerful shot, which uses more ammo. When charged, you won't be able to crank it anymore, and the screen on the back of the MAD will show a "molecule" diagram. Swapping weapons after charging will "de-charge" the weapon.
- Plunger: Gas Station - On the brick wall behind the Gas Station
- The MAD's ammo can be refilled by interacting with any of the radioactive eggs around the map. The eggs respawn five rounds after being used.
- Grip: RV Park - On the wall outside the Men's Bathroom
- If you trade the MAD away and get it back from the Magic Wheel, you can return to the boxes at any time to get the parts back.
Craftable Scorestreaks
- There are four buildable scorestreaks, each requiring four items to build, one blueprint and three parts. All the parts are always in the same spots. The scorestreak respawns two rounds after being picked up. You can only carry one item and one blueprint at a time.
| Item | What It Does | Parts Locations |
|---|---|---|
| Seismic Wave Generator | When placed, it slams the ground every couple of seconds, killing any nearby Zombies, and slightly stunning any nearby players. |
|
| Violet Ray Device | When placed, it projects a cone of radiation that vaporizes any Zombies that walk in front of it. Crogs and players aren't affected. | |
| Hypnosis Device | When placed, it lures nearby Zombies away from players to its location before exploding the Zombie's minds and exploding (it's a Monkey Bomb). |
|
| Mind Control Device | When placed, it will turn up to four nearby Zombies friendly. The turned Zombies will start going after the regular Zombies. |
Elvira Melee Upgrade
- Complete the Main Quest up until step 10, where you open the Gas Station Garage.
- Pick up the pages on the shelf in the Garage.
- Interact with Elvira in the TV Station.
- Now, whenever you summon Elvira, she can summon six rising torrents of molten lava that deal damage to Zombies.
"Soul-Less" Main Quest
Stats (Solo): Difficulty - 5/10 (4/10 Dir. Cut), Est. Completion Time - 50 mins to 1:20 Hr (30 Mins to 1 Hr Dir. Cut)
Unlocking the Garage
- Unlock Pack-a-Punch.
The items Steps 2 (body parts) and 3 (glass pieces) can be collected at the same time.
- You need to collect six body parts (Two arms, two legs, a torso, and a head) of a Zombie, which are scattered around the map. Each part can be collected at any time, in any order.
Part How to Obtain Head - After unlocking Pack-a-Punch, enter the Projector room and press the button on the wall. Now, instead of teleporting back to the map when you leave the Projector room, you will be teleported to a locked RV in the RV park.
- While in the RV, the Head can be picked up from the ledge in front of the big window.
Torso - Repair the freezer trap and pick up the Crowbar from the maintenance room of the Motel.
- Activate the Freezer Trap and melee the hanging pig to the right of the hanging torso, either during or shortly after the trap ends, to remove the pig. Interact with the Torso to pick it up.
Left Arm Pick up the arm inside the Firepit right of the Volk wallbuy in the RV Park. Right Arm - Build the Seismic Wave Generator. Place the Seismic Wave Generator close to, but not on top of, the arm in the ground (the one that held the power switch) on the Beach.
- As the Generator slams the ground, the arm will slowly rise from the ground. Once the arm stops moving up, you can pick it up.
Left Leg Obtain the Cleaver, melee and kill a Radioactive Soldier Zombie (start spawning on round 5). The Leg will drop and can be picked up. - The first Radioactive Zombie you kill will always drop the leg.
- The leg doesn't seem to despawn (though it's hard to say for sure), so if you can't get it to drop, it's probably already on the ground somewhere.
Right Leg - On the path from the Snack Shack to the TV Station, the Leg can be found hanging in the last tree on the left side of the path, close to the TV station perimeter fence.
- Cook and throw a grenade at the leg to make it fall to the ground for you to pick up.
- Only standard grenades (Frag, Cluster) work consistently. Bio-spikes and C4 could theoretically work, but the Bio-spike needs a kill right below the leg to trigger the explosion close enough.
- You need to collect three different pieces of glass (Elvira's Mirror, a broken mirror piece, and a car side mirror). This can be done at the same time as the body parts above. Each piece can be collected at any time, in any order.
Piece How to Obtain Elvira's Mirror You need to summon Elvira (by giving her a filled Vial) and then wait for her to "despawn". Once she's despawned, go to the TV Station and interact with the mirror on the couch; you can pick it up when it says, "Elvira is not here right now". Broken Mirror Piece Obtain the Crowbar from the maintenance room of the Motel. Go to the RV Park bathroom, and melee the unbroken mirror. A piece of the mirror will fall into the sink below for you to pick up. Car Side Mirror Obtain the Crowbar from the maintenance room of the Motel. On the main street, melee the right side mirror of the white car with a roof. The mirror will fall to the ground for you to pick up. - Once you have all six body parts and the three pieces of glass, go to the spawn room (room with Up & Atoms) and place the body parts on the upright bed right of the tunnel out of the room. Then place the broken mirror on the table with the pill bottles left of the body. Place Elvira's Mirror on the crates, right of the Zombie spawn, right of the body. Place the Car Mirror on the large crate, across from/to the right of Up & Atoms.
- Pick up the punch card on the desk in the backroom of the Ice Cream Parlour.
- Interact with the machine in spawn (right of the car mirror) to give it the punch card.
- Interact with the machine again to start inputting numbers. Press the interact button (or left-click on PC) when that number's light is lit up (numbers are 0-9, so the leftmost light is 0). Your goal is to input your combination of the numbers 3, 4, 5, 6, and 8, in any order, with no repeats.
- To find the order of the numbers, go to the TV Station. Near the console to change the game's colour, there is a shelf with four film reels and one on the floor (ordered left to right, floor reel is third) in front of it. Each of the film reels will have a number on it. This is the order for the numbers to enter.
- If you input three wrong numbers, you will be kicked off the machine, but you can try again immediately. The number combination doesn't reset when you fail, so if you get 864, and then fail, you can get back on the machine and enter 864 again to get back where you were.
- Taking damage from a Zombie will kick you off the machine.
- Once you get your correct number order, make sure to remember the number, it will be used later. Interact with the machine again; this will cause a laser beam to bounce around the room, eventually hitting the body parts to form a full Zombie.
- You must now interact with the machine again and input your number backwards. Once input, interact with the machine and the Zombie will become a key for you to pick up.
- Interact with the Garage Door of the Gas Station on the main street to open it.
Preparing for the Chemistry Step
- You must now collect three parts, a Tube, a Gauge, and a Screen, to build a Chemistry Set in the garage.
- Once you have all three parts, interact with the empty table in the Garage to place the parts.
Building the Nuke
- You must now collect three parts to add to the nuke in the garage.
- Once you have all three parts, interact with the nuke in the Garage to place the parts.
Opening the Safe
- Obtain the Crowbar from the maintenance room of the Motel. Go to the room with the safe and desk in the back of the Market. Prone on the left side of the desk, and note down the four numbers there.
- You must now set four pressure gauges around the map, to one of the numbers (any number can go with any gauge). To set a gauge, you must melee it with the crowbar while the hand is pointing at the number you want. If you stop the hand on the wrong number, you can melee the gauge again to reset it. Gauge locations:
- Once all the gauges are set, go back to the Market and interact with the piece of paper in the safe. A number sequence will appear in your scoreboard menu, make sure to record it somewhere out of the game because when you need it, you won't be able to check it.
The Chemistry Step
- There are two ways to do the "Chemistry Step": the intended way, or using the Solver. The Solver skips a lot of the more tedious parts. Pick a method below and the steps for it will appear underneath.
- Go to the Motel Office and note down the "M Number" found on the wall right of the window.
- On the TV beside Elvira in the TV Station, there will be numbers and colours; note down which number is on the top of the TV (should be the "< ##" one).
- Now enter your M number and the TV number into the solver below. It should return your O Number and a colour option on the TV.
- If you get an option for the O Number (like "9 or 11"), see Steps 21-23 in The Intended Way for how to determine the right O Number.
- Go to the TV Station and interact with the control panel to change the map's colour. There are four options for you to change it to, Full Colour (default), Red, Green, and Blue. Change it to the colour on the TV that the solver tells to.
- Go to Spawn and look at the board in the tent hallway; note down the left and top numbers on the diamonds for Insect Repellent and Racing Fuel, while in the colour vision the TV/Solver told you to. Add the numbers from each ingredient's diamond together to be left with one number for each ingredient. Don't add all four numbers together, just add the two from Insect to get the insect number, and the two for Racing Fuel to the Racing Fuel number.
- Wait till round 10; Zombies will start to drop a battery. Pick up a battery and bring it to one of the two radios below. Radio locations:
- Interact with the radio to repair it, then interact again to play one of its recordings. You can keep interacting to play more. Once you play all of them, the radio needs to rewind (end the round to make it rewind). It will talk about one of two things:
- A man will talk about how to produce chemicals (this radio can be ignored).
- A man will talk about whether he thinks a chemical will kill the Radioactive Thing or not. One recording will say something like "I've devised the perfect solution to our mutated crab problem. CHEMICAL NAME!" This is the chemical you need to take note of. The other four recordings will say things like "I don't think CHEMICAL NAME will be useful in the current circumstance," or some other negative comment.
- One of the negative comments could be understood as positive and that is, "CHEMICAL NAME may be a rather crude solution for what faces us." This is not an indication that the chemical should be used, despite the man saying it would work.
- Chemical Names:
- 3,4-di-nitroxy-methyl-propane
- 1,3,5 tera-nitro-phenol
- Octa-hydro-2,5-nitro-3,4,7-para-zokine
- 3-methyl-2,4-di-nitrobenzene
- 2,4-propane-3,5-tetra-nitrite
- Once you have the M Number, TV number, Insect Repellent and Racing Fuel numbers, and the final chemical from the radio, input those into the Solver.
Fill in each step as you're asked for it. If it was valid, the next step will appear. If it was wrong, you'll be show what is wrong and why.
Step 1 - Motel Office and Elvira's TV
Enter the M Number from the Motel Office and the top number on Elvira's TV.
- The Solver will return the chemicals and numbers to create your required chemical.
- To make a chemical, you need to bring its ingredients (ingredient locations here) to the chemistry set in the garage, and place them on the squares in front of the tubes on the table. Then input the number on the keypad of the chemistry set by looking at a number's button, and then interacting with it.
- Once the number and ingredients are in, press the big button to start the reaction.
- If the reaction fails after a couple of seconds, and you take damage, it means your numbers or ingredients were wrong. If you think the solver is wrong, please report it to me (Mark) on the Discord, and see the IW Intended Way for how to determine the numbers manually.
- Once you have your final chemical (the radio one), pick it up and interact with the Nuke. Once you're ready for the boss fight, all players must interact with the Nuke to start charging it. Once charged, interact with the Nuke to start the Boss Fight.
- If you can't give the Nuke your chemical, it means you made the wrong one, and need to listen to the radio again to find the right one to make.
- Go to the Motel Office and note down the "M Number" found on the wall right of the window.
- Go to the TV Station and interact with the control panel to change the map's colour. There are four options for you to change it to, Full Colour (default), Red, Green, and Blue. Change it to Red.
- In each of the three special colour modes, you must look around the map at each of the four "O Number" locations. In Full Colour, all of these will show "O = #" with # being a number, but in each of the colour modes, one of them will be showing "O ≠ #." That means the number is not your O Number. O Number locations:
- Gas Station - On the front door
- Market - In the backroom, above the couch
- Beach - On the underside of the large concrete bridge
- RV Park - On the fridge, in the closed RV (normally you need to go through PAP, but you can see it if you jump and look through the big front window)
- Keep changing the colour and look at the O number locations until you find one that is "O = #" in Red, Green, and Blue. That is your O Number for the game. You can change the colour back to Full Colour for now.
- Once you have both your O and N numbers, multiply them together, then go to the TV Station. On the TV beside Elvira, there will be numbers and colours. Compare your new number to the numbers on the TV to get your colour. Take note of this colour as it will be needed later.
- Example: Your number is 106 and the TV says, "< 107 Green, 107 - 109 Blue, > 109 Red", your colour would be Green because it's less than 107.
- Wait till round 10; Zombies will start to drop a battery. Pick up a battery and bring it to one of the two radios below. Radio locations:
- Interact with the radio to repair it, then interact again to play one of its recordings. You can keep interacting to play more. Once you play all of them, the radio needs to rewind (end the round to make it rewind). It will talk about one of two things:
- A man will talk about how to produce chemicals (this radio can be ignored).
- A man will talk about whether he thinks a chemical will kill the Radioactive Thing or not. One recording will say something like "I've devised the perfect solution to our mutated crab problem. CHEMICAL NAME!" This is the chemical you need to take note of. The other four recordings will say things like "I don't think CHEMICAL NAME will be useful in the current circumstance," or some other negative comment.
- One of the negative comments could be understood as positive and that is, "CHEMICAL NAME may be a rather crude solution for what faces us." This is not an indication that the chemical should be used, despite the man saying it would work.
- Chemical Names:
- 3,4-di-nitroxy-methyl-propane
- 1,3,5 tera-nitro-phenol
- Octa-hydro-2,5-nitro-3,4,7-para-zokine
- 3-methyl-2,4-di-nitrobenzene
- 2,4-propane-3,5-tetra-nitrite
- Once you have the chemical name, change the map colour to the colour from Elvira's TV you got earlier.
- There are six boards around the map with ingredient names and "chemical diamonds" on them. While in the colour from Elvira's TV, go to each of these boards and write down the left and top numbers on the diamond for each ingredient.
- If you can, take a picture or screenshot of these numbers and ingredients. It makes this step a lot easier.
- Board locations:
- Spawn - In the hallway in the spawn tent
- TV Studio - Right of the Bang Bangs perk machine
- RV Park - Beside the RV near the Mule Munchies perk machine
- Beach - Below the path to the RV Park, near the water
- Gas Station - In the Garage, near the nuke
- Power Station - Up the hill toward the Market, on the dirt path behind the Market building
- Once you have all the numbers, you can return to Full Colour. Using this cheat sheet, start at the top with the chemical the radio gave you and work your way backward till you get to a chemical you can make (items in orange are around the map, items in red need to be made).
- So for example, the radio told you to make 1,3,5 tera-nitro-phenol. To make that you need Phenolsulfonic Acid, which you need to make (because it's in red). So to make Phenolsulfonic Acid, you need Phenol. So you'd need to make Phenol, then make Phenolsulfonic Acid, to then make 1,3,5 tera-nitro-phenol. I've highlighted these chemicals because they're in red, meaning they need to be made not found.
- To make a chemical, you need to bring its ingredients (ingredient locations here) to the chemistry set in the garage, and place them on the squares in front of the tubes on the table. Then calculate the number to input. The number is calculated by taking the numbers from the board (only the left and top ones on the diamond) for each ingredient and adding them together, then subtracting your O Number.
- Example: Your O Number is 8. To make Phenol, you need Wheel Cleaner, Motor Oil, and Insect Repellent. Wheel Cleaner's numbers are 4 and 7, Motor Oil numbers are 2 and 4, and Insect is 2 and 3.
- Your final number would be 4 + 7 + 2 + 4 + 2 + 3 - 8 = 14.
- Once all your ingredients are placed in the garage, enter your number on the keypad of the chemistry set by looking at a number's button, and then interacting with it. Once the number is in, press the big button to start the reaction.
- If everything is done correctly, you will get some gas effects on the edges of your screen and the chemical you crafted will spawn on the right side of the garage.
- If the reaction fails after a couple of seconds, and you take damage, it means your numbers or ingredients were wrong.
- Once you have your final chemical (the radio one), pick it up and interact with the Nuke. Once you're ready for the boss fight, all players must interact with the Nuke to start charging it. Once charged, interact with the Nuke to start the Boss Fight.
- If you can't give the Nuke your chemical, it means you made the wrong one, and need to listen to the radio again to find the right one to make.
The Crog-Zilla Boss Fight
- You will be teleported to the Beach, where you have to push the Nuke Cart (by standing near it) to the water. While you're pushing the Nuke, Crog-Zilla will launch Crog eggs and Fireballs at you. It'll do this whenever the nuke stops then starts moving again. Zombies will also start spawning.
- The eggs and fireballs can be shot out of the sky. Doing this will allow you to keep the nuke moving (because you won't have to move away from it, which will stop it moving). This means that Crog-Zilla won't fire more eggs/fireballs (because it only fires whenever the nuke stops moving).
- As a side note: A Max Ammo will spawn near the OSA wallbuy when the boss fight starts. After being picked up, it will respawn after a couple minutes, so don't save it.
- Once the Nuke reaches the water, it will stop moving, and launch into Crog-Zilla's mouth.
- Crog-Zilla will now get new attacks such as its insta-kill ground slam (indicated by raising either one or both claws), and laser beam (the antenna thing on its head will glow).
- To avoid the ground slam, run from where you are (for example, if you're on the elevated area near the OSA wallbuy, run across the bridge toward the RV Park). Keep moving until it slams its claw(s).
- The laser beam attack, frankly, sucks, and you will not need to move far to avoid it.
- While attacking, a part of Crog-Zilla's chest will glow. Using the death rays around the Beach, you will need to shoot the chest. After one successful hit (indicated by a skull icon), the chest will stay glowing, and you can attack it whenever. Once the chest is hit once, you can also shoot the chest with the Spartan SA3 (there is a wallbuy near where the Nuke spawned) to do damage without using a Death Ray. Death Ray locations:
- After hitting the chest 3-4 times, the glowing part will disappear, and Crog-Zilla will stop attacking. All players must interact with the Nuke Cart to start charging it.
- Crog-Zilla will now "spit" radiation onto the front part of the beach. Standing in this radiation will do damage to you. Crog-Zilla will then shoot two sets of eggs/fireballs. After the two sets, Crog-Zilla will spit more radiation.
- Defend yourself against Zombies and Crogs until the radiation pushes you up against the wall under the bridge. After the set of two eggs, the radiation clears and lasers spawn. All players must jump and slide through the lasers to reach the Nuke cart. There's a timer, so move quickly, but don't rush into mistakes; it's loose enough to take your time on the harder jumps. Keep moving.
- If a player doesn't make it to the Nuke in time, the lasers will disappear, then you'll have to interact with the Nuke cart again. Crog-Zilla will spit radiation again, but this time only one set of eggs will be launched per spit, making this go by a lot quicker.
- Video of all of the routes to get through the lasers (YouTube)
- When all players have interacted with the Nuke after making it through the lasers, you will be brought into Crog-Zilla's belly. You must input the code you got from the safe the same way you used the machine in spawn to make the Zombie. Each player gets three strikes per attempt, and three full attempts to input the code.
- If you successfully input your code but a partner in co-op doesn't, you can't go over and do it for them; every player has to input the code.
- If you fail by getting three strikes or taking too long, you'll have to redo the radiation spit defence, and the obstacle course again.
- When you have input the code correctly, you will be teleported out of Crog-Zilla and the cutscene will start. Unlike the other maps, there is no Soul Key for you to pick up after the fight as you're automatically given it, but if you're in Director's Cut mode, the Talisman will spawn on the Beach, and you will be given the Director's Cut IV animated calling card.
"Brachyura Boogie" Song
Link to song on YouTube.
- Find and interact with five vinyl records around the map. Locations:
- Power Station - On the right side of the power switch building, behind a sheet of metal
- Market - Under the cash register right of the Fortune Teller machine
- Snack Shack - Under a blue tarp under the scaffolding, left of the ERAD wallbuy
- Motel - In a trash can, left of Bombstoppers
- RV Park - Under the table in the open RV, near the large propane tank
- Once you collect all five records, the song will start playing from all of the jukeboxes around the map.
Additional Lobby Music
- Unlock Director's Cut mode (See the Director's Cut section of The Beast From Beyond guide for more information).
- While in Director's Cut mode, and on Scene 1, make your way to the TV Studio and shoot the White Talisman mask in the viewfinder of the Camera, right of the MacTav-45 wallbuy.
Skull Hop
Skull Hop is an arcade game where players must clear skulls by firing cubes at them. To unlock the machine, you need to complete a specific set of side tasks to get six skulls. Completing the game unlocks all perks permanently (except Up & Atoms in Solo), and unlimited F&F card refills for the remainder of the game.
There is a progression-stopping bug where if you die/lose during the Skull Hop mini-game, you will not be allowed to retry. To avoid this, you will need to use the Skull Hacker F&F Card after you complete Skull 5. After using the card, enter the mini-game, and lose on purpose (by falling off three times). Once you're kicked out, you should be able to complete Skull 6 the intended way, allowing you to retry and lose as many times as you want, like normal.
- Before you start, make sure your TF-141 sniper rifle is either using the default or variable zoom scope, since you need to shoot some things far away and the TF-141 has a wallbuy in the Motel area.
- You can check your current progress by looking at the Skull Hop Arcade Cabinet in the backroom of the Ice Cream Parlour.
Skull 1/6 - Shoot 5 Skulls
- Around the map, there are five Skulls that you need to shoot. Once shot, the skull will disappear. Some of the Skulls can only be easily seen with a Sniper Rifle. The TF-141 Sniper Rifle can be bought from the wallbuy in the Motel's pool area.
Sniper not needed
- Inside the Power Switch Building, right of the leftmost chair
- Behind a dumpster behind the projection screen (stand on stairs to see)
- Under the middle shelf at the back of the Market
- Behind the front left tire of the bus on the Bridge
- In a Zombie spawn window in the TV Studio
- Behind the Snack Shack in the bathroom
Sniper recommended
- On the "Mason's" Sign outside the map on the Main Street --- Zoomed Out View
- Behind the Change Chews machine near a dumpster --- Zoomed Out View
- On the huge rock in the water, left of the Radioactive Thing --- Zoomed Out View
- On the top right balcony of the Motel (stand on bridge to see) --- Zoomed Out View
- Once all five have been shot, the completion sound will play.
Skull 2/6 - Radiation Container
- Pick up the container on the ground in front of the Gas Station, and place it down in the radiation puddle near the Ice Cream Parlour. Make sure you have Tuff' Nuff, otherwise you will probably go down trying to place the container. You must now wait near the puddle for five minutes until it's done. Leaving the container will stop it progressing.
- As you're waiting, the container will occasionally make a short sound, indicating it's progressing.
- After 5 minutes, the container will repeatedly make a longer, louder sound, and you can now go and pick it back up. Once picked up, the completion sound will play, and the container will replace your scorestreak if you have one.
- If you don't pick it up soon after it's ready, it will reset, and you will need to wait five minutes again.
- If you pick up the container and then replace it with a buildable scorestreak before the next skull step, there doesn't seem to be any way to get it back, so you'll have to restart your game.
Skull 3/6 - Pool Trap Kills
- Repair the Pool Trap.
- Place the container (from the previous Skull) in the Motel Pool. Using the pool trap, you must get exactly 16 kills in one use.
- You can use this website (Zombacus) to calculate the number of Zombies in each round. This makes it easier to figure out how many Zombies you need to kill, so you're left with what you need for the trap. For example, Round 10 has 33 Zombies, so you need to kill 17 Zombies to be left with 16. When using the website, Infinite Warfare is considered to have a "Normal" spawn system.
- If only 16 Zombies die in the pool, the completion sound will play once the trap ends.
Skull 4/6 - Word Puzzle
- On the wall of the Ice Cream Parlour, you will see a word written on the wall above the bench near the UDM wallbuy; note it down. In front of the swingset near the Parlour, there will be four symbols (Swingset 1 and Swingset 2).
- You must spell out the word from the wall by creating combinations of the swingset letters (see How to Solve for detailed solving steps or the Automatic Solver below). As you interact with the letters, they will be added to the bottom of the projection screen. When you have the correct combination, shoot the rightmost symbol on the top of the projection screen to "lock in" that letter. Only four symbols can be on the bottom row, so to reset the bottom row, add four symbols to the bottom, then interact with a fifth symbol. This will remove the previous four symbols, and make the fifth symbol the first.
Choose the target word, then click the 4 symbols matching the swingset symbols in your game. The solution will be shown automatically. Click a filled slot to clear it.
1234Choose a word and 4 symbols to see the code.
- Once you shoot the last letter, and the word is correct, all the symbols will disappear, the completion sound will play.
Skull 5/6 - Wyler Portraits
- On a Picnic Table near the large propane tank in the RV Park, there will be a piece of paper that says, "Don't Blink" on it which you need to melee.
Buy the S-Ravage shotgun from the wallbuy in the back of the Market. It's very good at killing the "Ghosts" later in this Skull.
- Pick up the container from the pool (from Skull 3).
- There are four Willard Wyler portraits around the map. Place the container on the floor in front of one, then interact with the portrait. A bubble will spawn around you that slows any Zombies that enter. Melee the container to spawn the "Ghosts". Shoot at least seven before the bubble disappears. The Ghosts tend to hang out behind you, so turn around if you haven't seen any in a while.
- If you don't shoot enough ghosts, you can go back to the pool, get another canister, and try again immediately.
- If you exit the bubble, the Ghosts will start moving a lot faster. Shooting a Ghost outside the bubble causes them all to despawn. You can retry with a new canister as soon as the bubble is gone.
- If you bought the S-Ravage, use it to shoot the ghosts since it one-shots them.
- Portrait locations:
- When the bubble disappears and you've shot enough Ghosts, you'll hear a success/pick-up sound and won't be able to activate that portrait again. Pick up another container from the pool and repeat at one of the other portraits.
- After completing the last portrait, you may or may not hear a completion sound (possible bug). Check the Skull Hop machine to confirm Skull 5. After completing one or all of the portraits, Ghosts may still float around you; just ignore them, as it's probably just a bug that they don't despawn.
Skull 6/6 - Shoot the machine with the M.A.D.
- Shoot the Skull Hop machine with a charged upgraded M.A.D. shot. The M.A.D. can only be obtained from the Magic Wheel. See here how to upgrade it (you only need the crank upgrade).
- There is a progression-stopping bug where if you die/lose during the Skull Hop mini-game, you will not be allowed to retry. To avoid this, you will need to use the Skull Hacker F&F Card after you complete Skull 5. After using the card, enter the mini-game, and lose on purpose (by falling off three times). Once you're kicked out, you should be able to complete Skull 6 the intended way, allowing you to retry and lose as many times as you want, like normal.
The Skull Hop Mini-Game
- The game consists of three rounds, with each round requiring you to destroy all the skulls before they make it to the end. In this one, on either side of the Skulls, there will be two coloured lines. These indicate the colour cube you need to shoot at the skulls to destroy them. There are eight different colour moving platforms; when standing on one, the cube you grab will change to that colour.
- Using the Entangler (your gun), grab a cube floating around and shoot it at a skull while the colour bars are the same as the platform you're standing on to destroy it.
- When the colour bars start flashing, it means the colour is about to change, so stop shooting cubes and wait to see what colour it changes to, then go to that platform.
- If you hit a skull with the wrong colour cube or fall off a platform, a skull will turn red and start flying to the vortex behind you. You can shoot a red cube at this skull before it makes it to the end to stop it from escaping. If it makes it to the vortex, you will get a strike. If you get three strikes, the game will end, and you will have to shoot the machine with the MAD again.
- Once all three rounds are completed, you will be teleported back to the Ice Cream Parlour and rewarded with everything listed at the top of this section.
Message Rerouted (Secret Animated Calling Card)
- Go to the path from the Gas Station to the Beach and, using a Sniper Rifle, shoot the turnstile sticking out of a rock on the hill (zoomed out view). When shot, the turnstile will disappear into a "vortex," and you will unlock the animated calling card.
- Lore fact: This is the same turnstile from the Shaolin Shuffle main quest and The Beast From Beyond turnstile side easter egg. The lore is that you grab it in Beast and try to send it to Shaolin, but it gets "rerouted" to Attack. So you go to Attack and send it to Shaolin so it can be used in the Shaolin EE.
Make 'Em Squeal (Secret Calling Card)
You only get one attempt per game. The head triggers the first time anyone gets close to the toilet, even if they aren't prone.
- Pick up the Cleaver behind the counter near Deadeye Dewdrops in the Market.
- Melee the leftmost hanging meat in the Market freezer to obtain Fat. Don't pick up any other chemical afterwards, as it will replace the Fat.
- In the RV Park, go to the bathroom. Stand in front of the closed stall in the middle with your back to the wall, then go prone and crawl up to the toilet. You must already be prone before you get close to the stall.
- A Zombie head will slowly rise from the toilet. If you hear it make a sound and the Fat is taken from you, it worked. You don't need to press interact. The game only checks if you're prone and have the Fat.
- After about 5 seconds, you will unlock the calling card.
Willard Wyler's Recordings (Dear Diary Achievement)
- Interact with the book on a table beside the Motel Pool. This will play one of the personal diary entries. These can't be listened to if you're playing as Elvira. You can only listen to one per game unless you complete the main quest.
- To listen to all the entries in one game (and get the achievement), you have to complete the Main Quest. Then, while in the same game you completed the quest in, you can interact with the book as much as you want.
Play as Elvira
- Complete the Main Quest at least once in any game.
- In the pre-game lobby, select Attack of the Radioactive Thing and enter the following code using the D-Pad or Arrow Keys:
- Down (⬇️)
- Right (➡️)
- Down (⬇️)
- Left (⬅️)
- Up (⬆️)
- Right (➡️)
- When done correctly, an Elvira icon will appear, and when you start the match, you will spawn as Elvira.
- Note: If you enter any other menus (like Barracks or Loadout) after activating the code, the icon will disappear, and you will need to enter the code again.
About This Map
Attack of the Radioactive Thing, commonly abbreviated as AOTRT (or just "Attack"), is the fourth Zombies map in Call of Duty Infinite Warfare. This guide covers the AOTRT main Easter Egg (the 'Soul-Less' main quest), the M.A.D. wonder weapon upgrades, the Skull Hop challenge, and all other side quests on the map. Also known as AOTRT, Radioactive Thing, Attack.