The Tortured Path Guide | WW2 Zombies

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Pack-a-Punch (Ubersprengen)

Into the Storm (Map 1)

  1. Behind the Windmill, there's a battery with a green light on top. Kill 10 Zombies next to it to power it. Once powered, the green light will go out.
  2. On Wave 4, there will be another battery in the Wine Cellar of the intact house. Once it's filled, it'll stop taking in energy.
  3. On Wave 7, there will be another battery across from the Sniper wallbuy outside the broken house.
  4. Once all three batteries are filled, Pack-A-Punch will activate in the Windmill.

Across the Depths (Map 2)

  1. On the lower deck outside, there will be a battery with a green light on top. Kill Zombies next to it to power it. Once filled, the green light will go out.
  2. On Wave 4, there's another battery in the Projector Room. Once it's filled, it'll stop taking in energy from Zombies.
  3. On Wave 7, there's another battery next to the Pack-a-Punch machine, in the Barracks.
  4. Once all three batteries are filled, Pack-A-Punch will activate.

Beneath The Ice (Map 3)

  1. Near Speed Cola (Schnellblitz), on the left side of the map, there's a battery with a green light on top. Kill 10 Zombies next to it to power it. Once it's filled, the green light will go out.
  2. On Wave 4, there's another battery near Stamin-Up (Laufenblitz). Once it's filled, it'll stop taking in energy from Zombies.
  3. On Wave 7, there's another battery next to the Pack-a-Punch machine (right side of the map).
  4. Once all three batteries are filled, Pack-A-Punch will activate.

'I Have the Power' Main Quest

Stats (Solo): Difficulty - 7/10 (Annoying Rating - 10/10), Est. Completion Time - 1:20 to 1:35 Hr, RNG Rating - 1/5 (Runes on Map 3 are random and can be guessed)

  1. Due to the nature of this "map," the Quest is split across three maps. You need to complete one map's quest, then immediately go to the next. Once you complete a map, you'll be sent back to the lobby to manually select the next map. You can edit loadouts, change characters, etc. before starting. If you leave the lobby, you'll need to restart with "Into The Storm (Map 1)".

    The Quest has strict wave requirements. Steps must be completed on specific waves or progression may fail because there are not enough waves left.

    Complete each map at least once before attempting. You might not be able to progress Map 1's Quest otherwise.

    Into The Storm (Map 1)

    Wave 1

  2. Shoot the rope hanging from the tree left of the battery behind the Windmill.
  3. You'll need to find a torso, head, two arms, and two legs of a Zombie lying around the map. Locations:
  4. Wave 2

  5. Hold interact on the branch in the river, left of Kugelblitz (Double Tap) Machine. It'll slowly rise out of the water; once it stops, pick up the rope on it.
  6. Wave 3

  7. A Drop Pod will fall near the dead cow, left of the Lebenblitz (Quick Revive) Machine. Two rods will drop near the pod, one behind the cow, and one in front of the truck. Pick up the rods.
  8. Progress the waves until two Wustlings spawn. If you don't get them by Wave 5, restart.
  9. Wave 5

  10. Once you have two Wustlings, line them up. Shoot the back one so it charges into the front one. If done right, the front one will die and drop its arm club. Pick it up.
    • If you can't get two Wustlings to spawn on Wave 5, try beating each map normally (no quest) at least once. This fixed it for me, though I can't say for certain why.
  11. Place the club in the gears inside the windmill when the longest blade is pointing straight down. If placed correctly, you'll be able to interact to place the Zombie parts. If not, pick up the club and try again.
    • The blade position needs to be very precise, which is especially annoying Solo. You can see it pass in front of the doorway right before you need to stop it. Watch this video (YouTube) by CienkaRentaFX for a good example of the timing on this.
  12. Once the Zombie is on the blade, pick up the club from the gears. Stop the windmill when the Zombie Blade is at the highest point. Counting 20 seconds from when you pick up the club and stopping there should land it in the right spot.
  13. Wave 6

  14. During the transition from Wave 5 to 6, lightning will strike the Zombie, and it will fall to the ground.
  15. During Wave 6, get kills near the body to charge it. The charge makes the Zombie stronger for the defence step later. Wave 6 will be a challenge round. If it's kill-based, it may auto-complete while you charge; if it requires specific actions (like repairs), hold off until you've charged the Zombie as much as possible.
  16. Wave 7

  17. At the start of the wave, the Zombie will get up and walk to the broken House through the Windmill. Defend it from other Zombies until it crawls into the debris beside the fireplace.
    • It seems Wustlings will still go after the Zombie even if you have Frontline active, so make sure you take care of them.
  18. Wave 8

  19. The Zombie will emerge from the debris with a battery in one hand. Get kills near the Zombie until the battery is charged and glowing green, then let Zombies kill it.
    • If the Zombie dies before the battery is charged, you need to restart the map to try again.
  20. Pick up the battery the Zombie dropped, and place it into the generator in the Wine Cellar.
  21. This will open the door, revealing the Hilt for you to pick up (and the Sword if you've already completed the Main Quest). Picking up the Hilt will give you all Blitz perks for the remainder of the game.
  22. You're now free to complete the map.
  23. Across the Depths (Map 2)

  24. Wave 1

  25. In the back left corner of the Barracks, there's a battery sitting on a box. Melee it to enter "easter egg vision" mode: electricity surrounds your screen, your FOV increases, and Zombies occasionally go invisible. All players must interact with the battery to enter it.
  26. Wave 2

  27. Around the map, nine fish will spawn that you need to shoot. They can only be seen in the vision mode. Locations:
  28. Once you've shot all nine fish, go to the lower deck outside and wait near the Jeep. Once you're there, end the round.
  29. Wave 3-4

  30. Right when you end the round, a Red Herring will spawn in the air. Follow it to the red floor room. It'll stop and create a battery charging station.
  31. Around the map, a battery wallbuy will spawn. You need to buy a battery for 3000 jolts, and place it in the charging station. Wallbuy Locations:
  32. After about 8-10 kills, the fish will spawn above the charging station, and start moving again to the Barracks.
  33. Wave 4-5

  34. Buy a new battery and repeat at the new location.
  35. Once the battery is filled, the fish will move to the bottom of the stairs in the Cafeteria.
  36. Wave 5-6

  37. Don't place the battery yet. Once you fill it, you'll be teleported to an "easter egg arena" (not a boss fight). Progress the waves to unlock Pack-a-Punch first. Just make sure the battery is charged before the end of Wave 8.
  38. Wave 8

  39. Once you fill the battery, you'll be teleported to an island resembling The Final Reich. After Straub is done talking, a Wustling and some Zombies will spawn.
  40. Once you kill the Zombies, small islands will spawn that will allow you to jump to the next island.
    • If you fall off an island, you'll be teleported to the previous island, and downed.
  41. The new island resembles The Darkest Shore, and after Straub is done talking, a Meuchler and some Zombies will spawn.
  42. Next is the Shadowed Throne island, with a Sizzler and some Zombies.
  43. On the final island, a fish will appear above the circle on the floor, and multiple cups will be on the floor. The fish will enter one of the cups, and they'll start moving around.
  44. You must shoot the fish cup, and shoot it once it stops. Shooting the right cup will start the next round of the game with more cups.
    • If you shoot the wrong one, a Meuchler and/or Wustling will spawn.
  45. Once you complete three rounds, you'll be teleported back to the ship. The Pommel will be in a crate on the table in front of you (along with the Sword if you've completed the Quest already). Picking up the Pommel will give you all the perks, and give you the Pommel as your tactical grenade. You're now free to finish the map.
  46. Beneath The Ice (Map 3)

  47. Wave 1

  48. Melee the battery in the Forge Room three times to break it. After breaking it, you can interact with the battery every two waves. For example: if you broke it on Wave 1, you can interact on even waves.
  49. Wave 2

  50. At the top of the map, there's a wall of runes. You'll need to enter the correct sequence. You can either guess using the combinations on this list, or find the code the intended way. If you plan on guessing, go to the next step, otherwise, read below for how to find the code.
  51. Once you have your code (or you plan on guessing), go to the Rune Room at the top of the map. Interact with the runes on the wall in order. If done correctly, the wall will glow with electricity, and a sound will play.
    • If you enter the code wrong (or the wrong one if you're guessing), repeatedly interact with any rune until they all depress into the wall for a few seconds, then come back out. This will reset the input.
  52. Wave 3

  53. On the transition between rounds, a supply crate will drop through the hole in the ceiling in the Rune room. Inside is the Hilt for you to pick up. Place the Hilt in the glowing bowl in the Forge Room.
  54. Wave 4

  55. A box of flares will spawn on the stairs between the Forge Room and Spawn. Pick up the flares; they'll replace your tactical grenade.
  56. Throw a flare into each of the four stone bowls on the walls below each of the face statues in the Forge Room. You'll need to grab more flares, since you only have two at a time.
  57. Once all bowls are lit, there will be a fire bowl on the ground, left of where the Supply Crates drop near Laufenblitz (Stamin-Up). Throw a flare into it; a wall left of Laufenblitz will open, revealing a rune for you to pick up.
  58. Place the new Rune on the Rune wall. You must now find (or guess) a new rune code in the same way as before. The old runes will still be visible, so don't reuse them.
  59. Wave 5

  60. On the transition between rounds, another supply crate will drop through the hole in the ceiling in the Rune room with the Pommel inside. Place it in the glowing bowl in the Forge Room.
  61. Around the map, there are four Sacrificial Stones on the floor. All players must stand on any stone at the same time and get kills. Once you get enough kills, a sound will play.
    • There's no indication you're "filling" or have filled the stone (other than the completion sound), so make sure you listen for it.
  62. In the Forge Room, a rune will be in the blood pool for you to pick up (it will fall from one of the face statues that's dropping blood into the pool).
  63. Place the Rune on the wall and find/enter the new code.
  64. Wave 6

  65. On the transition between rounds, another supply crate will drop with the Blade inside. Place it in the glowing bowl in the Forge Room.
  66. Interact with the Forge to assemble the Sword. After a couple of seconds, you'll be able to pick up the sword.
  67. You're now free to complete the map. Upon completion, the cutscene will play, the Sword will be available on any other Tortured Path map's Main Quest, and each map will be playable in round-based format.

The Classic (Special PPSh-41)

The Classic is a special PPSh-41 variant with a bigger 70-round mag, more reserve ammo, and a faster fire rate.

  1. On any of the maps, place 1750 Jolts on the flare on the ground where the resupply drop falls at the end of waves 3, 6, or 9.
  2. The Classic will now be added to the random SMG wallbuy pool.

The Darkened Path / Sanguine Skull Weapon Charm

The Darkened Path is a harder version of the maps, with faster Zombies, increased health, and tougher objective rounds.

  1. Reach Shattered Rank 50 (the special Tortured Path levelling system).
  2. Upon loading into any of the maps, a red skull will appear in front of you. Activating it will activate "The Darkened Path," a harder version of the maps.
  3. Complete Main Quest on Darkened Path. Doing so will unlock the Sanguine Skull Weapon Charm.

Unlockable Characters

New playable characters can be unlocked through the completion of various challenges. Your progress can be checked on the Lobby Menu → Soldier → Dossier → Challenges. The challenges won't say explicitly what to do (due to data mining issues at launch), so what's listed here is the community's best guess.

Cavalier (Storm Chaser) --- Character Model

Challenge Hint Text / RiddleChallengeStrategy / Notes
Escaped without utilizing questionable energies.In chapter 1, escape without using any Blitz.N/A
Escaped without antiquate defense.In chapter 1, escape without picking up any of the three B.A.T. Ordinance drops.N/A
Keep hazardous supplies safe and your location unknown.In chapter 1, complete a "Defend" objective wave without shooting, meleeing, or using lethal equipment.Use Jack-in-the-Box tactical equipment and the Frontline special ability to keep the Zombies from going after the objective.
Recovered a relic with no helping hand.In chapter 1, recover the Hilt without picking up any of the B.A.T. Ordinance drops.See the Main Quest section for how to get the Hilt.
Handled the Raketenbrenner with minimal backup.In chapter 1, kill the Raketenbrenner within 45 seconds or less.Use the Frontline special ability, with the Vicious mod and the 9mm Sap pistol.

Lady Death (Crew Captain) --- Character Model

Challenge Hint Text / RiddleChallengeStrategy / Notes
Captained the ship without a crutchIn chapter 2, escape without using any Blitz.N/A
Captained the ship without proper precautionIn chapter 2, escape without picking up any of the three B.A.T. Ordinance drops.N/A
Delivered fragile goods.In chapter 2, complete a "Defend" objective wave in "The Darkened Path" mode.See the Darkened Path section for how to activate the Darkened Path mode.
Recovered a relic with the tools at hand.In chapter 2, recover the Pommel without picking up any of the B.A.T. Ordinance drops.See the Main Quest section for how to get the Pommel.
Swiftly denied the Stadtjäger from your voyage.In chapter 2, kill the Stadtjäger within 15 minutes of starting the game.N/A

Iron Tiger (Archaeological Dig) --- Character Model

Challenge Hint Text / RiddleChallengeStrategy / Notes
Escaped without resupplyIn chapter 3, escape without picking up any of the three B.A.T. Ordinance drops.N/A
Return from an archaeological dig without scrapeIn chapter 3, escape without going down.N/A
Protected critical equipment with clever thinkingIn chapter 3, complete a "Defend" objective wave without shooting.Use Jack-in-the-Box tactical equipment and the Frontline special ability to keep the Zombies from going after the objective.
Repaired the sword with attention undivided.In chapter 3, repair the Sword without picking up supply drops.See the Main Quest section for how to build the Sword.
Repaired the sword on the clock.In chapter 3, repair the Sword in under 20 minutes (maybe less time in Co-op).

Wicht Warden (Cold Blooded) --- Character Model

Challenge Hint Text / RiddleChallengeStrategy / Notes
Search and rescueComplete the Hardcore Main Quest on The Final ReichSee the Hardcore Main Quest section of The Final Reich Guide for how to complete it.
They can swim now?Complete the Main Quest on The Darkest ShoreSee the Main Quest section of The Darkest Shore Guide for how to complete it.
Mechanized abominationComplete the Main Quest on The Shadowed ThroneSee the Main Quest section of The Shadowed Throne Guide for how to complete it.
The road aheadComplete the Main Quest on The Tortured PathSee the Main Quest section for how to complete it.
Descend...Complete the Main Quest on The Frozen DawnSee the Main Quest section of The Frozen Dawn Guide for how to complete it.

Rookbane (Level 1000 Reward) --- Character Model

ChallengeStrategy / Notes
Reach Level 1000 in the Zombies ModeSee this post (reddit) for some XP farming strategies.
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