'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)
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
- Shoot the rope hanging from the tree left of the battery behind the Windmill.
- You'll need to find a torso, head, two arms, and two legs of a Zombie lying around the map. Locations:
- Head
- Torso
- Arm
- In a wooden pallet under the stairs in the Cellar
- In the plant box in front of the broken House
- On a crate of canned goods behind the Windmill
- Holding a basket in the living room of the intact House
- Left of the radio table in front of the Windmill
- Right of Laufenblitz (Stamin-Up) Machine in the Windmill
- Debris to the right of the fireplace in the broken House
- In the fireplace in the broken House
- On top of the logs behind the broken House
- In the fireplace of the house with the SMG wallbuy
- Leg
- Under the wooden "sheet" left of the Pack-a-Punch machine in the Windmill
- Hanging from the ceiling in front of the front doorway in the broken House
- On top of the fence right of the battery behind the Windmill
- On the Wine Rack in the Wine Cellar
- In the hanging potted plant in front of the broken House
- On the driver-side fender of blue truck
- On the ground beside the fence left of Double Tap
- In the hanging potted plant right of the broken House back door
- In the hole in the wall left of Schildblitz (Electric Cherry) Machine
- On the floor in front of the painting, right of Schildblitz (Electric Cherry) Machine
Wave 2
- 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.
Wave 3
- 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.
- Progress the waves until two Wustlings spawn. If you don't get them by Wave 5, restart.
Wave 5
- 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.
- 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.
- 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.
Wave 6
- During the transition from Wave 5 to 6, lightning will strike the Zombie, and it will fall to the ground.
- 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.
Wave 7
- 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.
Wave 8
- 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.
- Pick up the battery the Zombie dropped, and place it into the generator in the Wine Cellar.
- 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.
- You're now free to complete the map.
Across the Depths (Map 2)
Wave 1
- 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.
Wave 2
- Around the map, nine fish will spawn that you need to shoot. They can only be seen in the vision mode. Locations:
- On a bed in the Medical Bay (Zombie spawn in PAP room)
- In the Pack-a-Punch room on some lockers across from the PAP machine
- On a trash can, left of folded-up beds in the Barracks
- In the Barracks right of the stairs to the Cafeteria
- On the left side of the Buffet table in the Cafeteria
- On a cabinet, in the room between the Cafeteria and the Barracks
- In a corner in the room with the red floor outside the Projector Room
- On an air duct right of the projection screen in the Projector Room
- In a crate right of the Shotgun wallbuy in the Projector Room
- 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.
Wave 3-4
- 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.
- 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:
- After about 8-10 kills, the fish will spawn above the charging station, and start moving again to the Barracks.
Wave 4-5
- Buy a new battery and repeat at the new location.
- Once the battery is filled, the fish will move to the bottom of the stairs in the Cafeteria.
Wave 5-6
- 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.
Wave 8
- 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.
- 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.
- The new island resembles The Darkest Shore, and after Straub is done talking, a Meuchler and some Zombies will spawn.
- Next is the Shadowed Throne island, with a Sizzler and some Zombies.
- 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.
- 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.
- 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.
Beneath The Ice (Map 3)
Wave 1
- 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.
Wave 2
- 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.
- Interact with the battery in the Forge Room to enter the vision mode.
- If you run out of battery time before you find the rune, interact with the battery again to re-enter the battery vision.
- Using this video (YouTube) by Mystery HQ or the images below, check these locations for the runes:
- Forge Room - On the underside of the face statue, left of the battery
- Forge Room - Above the LMG wallbuy on the left side of the room
- Left Side (of the map) - Above the doorway to the Forge Room
- Left Side - At the top right of the stairs from Laufenblitz (Stamin-Up), behind some scaffolding
- Left Side - At the top left of the stairs from Laufenblitz (Stamin-Up), on a large rock behind the light
- Left Side - Above the first PAP battery, in the Schnellblitz (Speed Cola) room
- Left Side - Just up the stairs from the Schnellblitz (Speed Cola) room on the ceiling
- Rune Room - At the top of the stairs from the Schnellblitz (Speed Cola) room, right of the Assault Rifle wallbuy, beside a head
- Rune Room - On the left wall at the top of the stairs from Schildblitz (Electric Cherry)
- Right Side (of the map) - Halfway up the stairs from Schildblitz (Electric Cherry), on the right wall
- Right Side - On the wall behind Schildblitz (Electric Cherry)
- Right Side - On the ceiling of the doorway to the Forge Room
- Right Side - On the wall above the SMG wallbuy
- Spawn - On the wall left of the stairs to the Forge Room
- Interact with the battery in the Forge Room to enter the vision mode.
- 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.
Wave 3
- 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.
Wave 4
- 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.
- 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.
- 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.
- 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.
Wave 5
- 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.
- 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.
- 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).
- Place the Rune on the wall and find/enter the new code.
Wave 6
- On the transition between rounds, another supply crate will drop with the Blade inside. Place it in the glowing bowl in the Forge Room.
- Interact with the Forge to assemble the Sword. After a couple of seconds, you'll be able to pick up the sword.
- 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.
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