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COTD Co-Op Easter Egg Achievement Guide [TUTORIAL] by Brian
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COTD Co-Op Easter Egg Achievement Guide [TUTORIAL] by BrianPosted:
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Joined: May 10, 201113Year Member
Posts: 29
Reputation Power: 1
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This is the most in-depth guide on the co-op easter egg, enjoy!
Guide by Brian F.(Abysmal)(LunarKnight) Gamertag: Untamed GOD
This is a re-post because the original topic was wrongfully locked because of a silly poll.
Important Advice: HAVE 2+ CRAWLERS when doing things!
Why? so the round doesn't end when you make a zombie into a human for the final step!
You need 2+ Players.
Step 1: Turning the Power on
Step 2: Knifing the door
Step 3: Obtaining the Fuse
Step 4: Putting the Fuse in the Box
Step 5: Blowing up the Generators
Step 6: Knifing the door again
Step 7: Finding the Vodka
Step 8: Giving the Vodka
Step 9: Spinning Dials
Step 10: Activating Radios
Step 11: Spinning the Wheel & Pulling the Levers
Step 12: Playing the Fog Horns
Step 13: Green Beam / Golden Rod / V-R11
Step 14: Giving the Golden Rod
Congratulations!!!
You should have gotten these Achievements:
Stand-in (35 Points, Everyone): In Call of the Dead, send the crew to Paradise in solo or co-op.
Ensemble Cast (45 Points, Everyone): In Call of the Dead, send the crew to Paradise in co-op.
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This is the most in-depth guide on the co-op easter egg, enjoy!
Guide by Brian F.(Abysmal)(LunarKnight) Gamertag: Untamed GOD
This is a re-post because the original topic was wrongfully locked because of a silly poll.
Important Advice: HAVE 2+ CRAWLERS when doing things!
Why? so the round doesn't end when you make a zombie into a human for the final step!
You need 2+ Players.
Step 1: Turning the Power on
Turn the power on.
The power switch is on the top room of the ship.
The power switch is on the top room of the ship.
Step 2: Knifing the door
Knife the door under PhD Flopper to find the W@W characters trapped inside.
They will begin to talk, you'll eventually have to knife the door again to get them to continue.
They will begin to talk, you'll eventually have to knife the door again to get them to continue.
Step 3: Obtaining the Fuse
Walk upstairs into the room where PhD flopper is, the fuse will be in one of the 3 following locations:
Fuse Location 1: On the table next to the stairs.
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Fuse Location 2: On the table next to PhD Flopper.
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Fuse Location 3: Near the stairs, there's a tall gray cabinet, go in front of it
Looking at the cabinet doors, hold X and you get it.
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You know you have it when you see a white fuse next to your grenade ammo bar at the bottom.
Fuse Location 1: On the table next to the stairs.
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Fuse Location 2: On the table next to PhD Flopper.
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Fuse Location 3: Near the stairs, there's a tall gray cabinet, go in front of it
Looking at the cabinet doors, hold X and you get it.
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You know you have it when you see a white fuse next to your grenade ammo bar at the bottom.
Step 4: Putting the Fuse in the Box
Return to the door in step 1, put the fuse in the control box on the wall to the right of the door.
Step 5: Blowing up the Generators
Blow up the generators with the red blinking light above it located throughout the map.
There are 4 Generators, locations will be described and shown below.
Good weapons to use:
- Frag Grenade
- Semtex
- China Lake
- Crossbow
- Scavenger
- Dolls
Generator Location 1: Right next to the W@W Character's Door.
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Generator Location 2: Between some rocks near the boarded walkways.
An easy way to find it is to go to the Ground level entrance of the Lighthouse,
then go down the boarded walkway going towards the back of the ship.
While on the first boarded walkway, look to the right between some large rocks.
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Generator Location 3: Below the front end of the ship.
Go to the front end of the ship, face the Double-Tap Root Beer location, and look left
off the edge of the boat, and look down as well, the Generator will be there.
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Generator Location 4: Go to the Stammin'Up Machine behind the Lighthouse.
Go to the back window barrier in that building and you will see it outside.
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There are 4 Generators, locations will be described and shown below.
Good weapons to use:
- Frag Grenade
- Semtex
- China Lake
- Crossbow
- Scavenger
- Dolls
Generator Location 1: Right next to the W@W Character's Door.
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Generator Location 2: Between some rocks near the boarded walkways.
An easy way to find it is to go to the Ground level entrance of the Lighthouse,
then go down the boarded walkway going towards the back of the ship.
While on the first boarded walkway, look to the right between some large rocks.
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Generator Location 3: Below the front end of the ship.
Go to the front end of the ship, face the Double-Tap Root Beer location, and look left
off the edge of the boat, and look down as well, the Generator will be there.
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Generator Location 4: Go to the Stammin'Up Machine behind the Lighthouse.
Go to the back window barrier in that building and you will see it outside.
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Step 6: Knifing the door again
Return to the door in step 1, knife the door.
Step 7: Finding the Vodka
Collect the vodka. There are 4 locations for it.
Have one person stand below the bottle while another person knives it.
The person catching the bottle needs to HOLD X when the bottle drops to them!
The best way to know where to stand to catch the bottle is imagine the bottle would have to drop on your head in order for you to get it, exaggerate it, don't be too far back, and look up.
Look in these locations below:
Vodka Location 1: Outside above the PhD Flopper room, on the very edge of the top railing.
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Vodka Location 2: Right next to location 1, but it's on the stairs going down, look off to the left side of the stairs, about half way down them.
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Vodka Location 3: On the ship railing, From ground level, go up the first set of stairs, run past the MPL on the wall, go left up
those stairs, then go right and look to the railing to your right and the vodka bottle should be there.
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Vodka Location 4: On the ship, where the boat debris is on the broken walkway where you drop down, where the boat normally is, look to the left and down. The boat I'm explaining is the one on the right side of the ship and after you clear it you drop down onto the back of the ship.
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If you break a bottle, check one of the other locations, it will spawn in a different one.
Have one person stand below the bottle while another person knives it.
The person catching the bottle needs to HOLD X when the bottle drops to them!
The best way to know where to stand to catch the bottle is imagine the bottle would have to drop on your head in order for you to get it, exaggerate it, don't be too far back, and look up.
Look in these locations below:
Vodka Location 1: Outside above the PhD Flopper room, on the very edge of the top railing.
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Vodka Location 2: Right next to location 1, but it's on the stairs going down, look off to the left side of the stairs, about half way down them.
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Vodka Location 3: On the ship railing, From ground level, go up the first set of stairs, run past the MPL on the wall, go left up
those stairs, then go right and look to the railing to your right and the vodka bottle should be there.
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Vodka Location 4: On the ship, where the boat debris is on the broken walkway where you drop down, where the boat normally is, look to the left and down. The boat I'm explaining is the one on the right side of the ship and after you clear it you drop down onto the back of the ship.
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If you break a bottle, check one of the other locations, it will spawn in a different one.
Step 8: Giving the Vodka
Take the Vodka Bottle to the door in step 1. Put it in the tube located just to the left of the door.
Knife the door and listen to the next step.
Knife the door and listen to the next step.
Step 9: Spinning Dials
Go to the lighthouse.
There is a colored dial on each of the floors, 4 in total, yellow, orange, blue, and purple.
They need to be turned so the code is like this:
Yellow - 2
Orange - 7
Blue - 4
Purple - 6
But be careful, turning a dial also turns the dial on the above floor and below floor.
NOTE: Dials ALWAYS spin RIGHT.
So follow this guide on how to turn them properly:
Here is the order in which you need to spin the dials:
1 - Press PURPLE until PURPLE is at 6.
2 - Press ORANGE until BLUE is at the 4. (ORANGE does not effect PURPLE)
3 - Press YELLOW until ORANGE is at 7. (YELLOW does not effect BLUE or PURPLE)
4 - Press YELLOW until YELLOW is at 2, COUNT THE NUMBER OF TIMES YOU PRESS YELLOW.
5 - Press PURPLE the same number of times as you pressed YELLOW in step 4.
6 - Press BLUE until it is back at 4, PURPLE and ORANGE should now also be at the correct numbers.
I've personally tested this method and it works perfectly every time.
That meaning if you mess it up, just start from step 1 on the dials again.
There is a colored dial on each of the floors, 4 in total, yellow, orange, blue, and purple.
They need to be turned so the code is like this:
Yellow - 2
Orange - 7
Blue - 4
Purple - 6
But be careful, turning a dial also turns the dial on the above floor and below floor.
NOTE: Dials ALWAYS spin RIGHT.
So follow this guide on how to turn them properly:
Here is the order in which you need to spin the dials:
1 - Press PURPLE until PURPLE is at 6.
2 - Press ORANGE until BLUE is at the 4. (ORANGE does not effect PURPLE)
3 - Press YELLOW until ORANGE is at 7. (YELLOW does not effect BLUE or PURPLE)
4 - Press YELLOW until YELLOW is at 2, COUNT THE NUMBER OF TIMES YOU PRESS YELLOW.
5 - Press PURPLE the same number of times as you pressed YELLOW in step 4.
6 - Press BLUE until it is back at 4, PURPLE and ORANGE should now also be at the correct numbers.
I've personally tested this method and it works perfectly every time.
That meaning if you mess it up, just start from step 1 on the dials again.
Step 10: Activating Radios
Once completing that, activate all of the broken radios. The order you must activate them is as follows:
NOTE: When activating a radio, listen for a sound similar to the sound of clearing debris or the teddy bear floating away, if you hear that sound the order is wrong and you need to start at the first radio right after hearing that sound.
I will explain each position the best I can as well as show pictures of their location.
Radio #1 - Below the Power Room.
Explained location: Go to the blue room below the power room, look at the zombie barrier, then go to the right and look at the
wall to the left, the radio is on top of a tall metal cabinet.
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Radio #2 - To the right of Stammin' Up.
Explained location: Go to the Stammin' Up machine behind the Lighthouse, look at it, then look to your right in the corner.
The radio will be sitting on a white metal barrel in the corner.
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Radio #3 - Inside a Cargo Crate on the back of the ship.
Explained location: The best way to describe the the location is to imagine this:
Look at the lighthouse zipline, at the very bottom of it is very close to the location.
Starting from the bottom of the zipline, walk to the right a little bit, then look into a large metal crate which should be right in front of you.
Before the metal doorway ahead of you, the metal cargo crate holds the radio near the bottom.
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Radio #4 - Below PhD Flopper.
Explained location: Go to the room below PhD Flopper, then look below the stairs where the Red Light is.
The radio lays on top of a large metal cabinet below the stairs.
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Once these are all activated, a yellow flashing light making the sound of Morse code should be in the sky.
If you activated these radios and the yellow light never showed up, it is because of either of the following things:
1. You did them in the wrong order.
2. You may have pressed one of the radios more than once at a time.
Remember it doesn't matter how fast you go from one radio to the other.
I don't know how to reset the order of the radios, simply re-doing them doesn't seem to work, and new rounds don't seem to reset them either, that is a mystery, so don't mess it up.
NOTE: When activating a radio, listen for a sound similar to the sound of clearing debris or the teddy bear floating away, if you hear that sound the order is wrong and you need to start at the first radio right after hearing that sound.
I will explain each position the best I can as well as show pictures of their location.
Radio #1 - Below the Power Room.
Explained location: Go to the blue room below the power room, look at the zombie barrier, then go to the right and look at the
wall to the left, the radio is on top of a tall metal cabinet.
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Radio #2 - To the right of Stammin' Up.
Explained location: Go to the Stammin' Up machine behind the Lighthouse, look at it, then look to your right in the corner.
The radio will be sitting on a white metal barrel in the corner.
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Radio #3 - Inside a Cargo Crate on the back of the ship.
Explained location: The best way to describe the the location is to imagine this:
Look at the lighthouse zipline, at the very bottom of it is very close to the location.
Starting from the bottom of the zipline, walk to the right a little bit, then look into a large metal crate which should be right in front of you.
Before the metal doorway ahead of you, the metal cargo crate holds the radio near the bottom.
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Radio #4 - Below PhD Flopper.
Explained location: Go to the room below PhD Flopper, then look below the stairs where the Red Light is.
The radio lays on top of a large metal cabinet below the stairs.
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Once these are all activated, a yellow flashing light making the sound of Morse code should be in the sky.
If you activated these radios and the yellow light never showed up, it is because of either of the following things:
1. You did them in the wrong order.
2. You may have pressed one of the radios more than once at a time.
Remember it doesn't matter how fast you go from one radio to the other.
I don't know how to reset the order of the radios, simply re-doing them doesn't seem to work, and new rounds don't seem to reset them either, that is a mystery, so don't mess it up.
Step 11: Spinning the Wheel & Pulling the Levers
Go to the power room, turn the captains wheel and levers to the same position needed in solo.
Captains Wheel(brown handle) turned to 4 o'clock.(twice to the right) Left lever pressed once, right lever pressed 3 times.
Don't press the middle lever at all.
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Once this is complete, the flashing light will disappear and a submarine will appear towards the back of the ship.
Captains Wheel(brown handle) turned to 4 o'clock.(twice to the right) Left lever pressed once, right lever pressed 3 times.
Don't press the middle lever at all.
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Once this is complete, the flashing light will disappear and a submarine will appear towards the back of the ship.
Step 12: Playing the Fog Horns
Locate the Fog Horns. They must be played in this order: 2413
1 Being the Highest Pitch, 4 Being the Lowest.
Foghorn 1: Go to the ground level entrance of the Lighthouse, go to the water down the hill.
To the left of the water on land is the first Fog Horn, hold X until it makes the Fog Horn sound.
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Foghorn 2: Run into the lighthouse now, then go straight to the next door behind the lighthouse.
Go down the slide to your right then once you get into the water, go through the small path past Speed Cola and
When you're past that small path, go immediately right in the water, and in a far corner is the 2nd Fog Horn, Hold X on it.
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Foghorn 3: Go up the hill from foghorn 2 location, and jump off the cliff, run towards the Lighthouse entrance
but don't go inside, look to the left of the entrance for the 3rd Fog Horn.
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Foghorn 4: Once again, go in the lighthouse and through the back door, go down the slide again.
Once you get down the slide, run straight onto a little round bend of land, around the corner behind a large rock wall should be the 4th and last Fog Horn.
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That's all of them.
This video may help you show the order as well:
1 Being the Highest Pitch, 4 Being the Lowest.
Foghorn 1: Go to the ground level entrance of the Lighthouse, go to the water down the hill.
To the left of the water on land is the first Fog Horn, hold X until it makes the Fog Horn sound.
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Foghorn 2: Run into the lighthouse now, then go straight to the next door behind the lighthouse.
Go down the slide to your right then once you get into the water, go through the small path past Speed Cola and
When you're past that small path, go immediately right in the water, and in a far corner is the 2nd Fog Horn, Hold X on it.
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Foghorn 3: Go up the hill from foghorn 2 location, and jump off the cliff, run towards the Lighthouse entrance
but don't go inside, look to the left of the entrance for the 3rd Fog Horn.
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Foghorn 4: Once again, go in the lighthouse and through the back door, go down the slide again.
Once you get down the slide, run straight onto a little round bend of land, around the corner behind a large rock wall should be the 4th and last Fog Horn.
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That's all of them.
This video may help you show the order as well:
Step 13: Green Beam / Golden Rod / V-R11
The Submarine will now shine the green light into the lighthouse.
Go to the lighthouse to see the green beam.
Bring a zombie next to the beam and shoot him with the V-R11 turning him into a human.
The green beam will suck him upwards.
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While he is floating upwards, make sure to shoot him until his body is goes limp.
Wait till he disappears at the top of the lighthouse.
The golden rod will be in place of where the green beam just was in the middle of the spiral staircase floating at the bottom.
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Go to the lighthouse to see the green beam.
Bring a zombie next to the beam and shoot him with the V-R11 turning him into a human.
The green beam will suck him upwards.
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While he is floating upwards, make sure to shoot him until his body is goes limp.
Wait till he disappears at the top of the lighthouse.
The golden rod will be in place of where the green beam just was in the middle of the spiral staircase floating at the bottom.
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Step 14: Giving the Golden Rod
Bring the golden rod to the door at step 1, put it in the same tube as the vodka.
Knife the door or wait for them to finish their conversation.
The fuse box on the right will start to short out.
Knife the Fuse Box.
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Obtain the WunderWaffe and get the achievement(s).
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Knife the door or wait for them to finish their conversation.
The fuse box on the right will start to short out.
Knife the Fuse Box.
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Obtain the WunderWaffe and get the achievement(s).
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Congratulations!!!
You should have gotten these Achievements:
Stand-in (35 Points, Everyone): In Call of the Dead, send the crew to Paradise in solo or co-op.
Ensemble Cast (45 Points, Everyone): In Call of the Dead, send the crew to Paradise in co-op.
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#2. Posted:
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my gt is ztf bad
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#3. Posted:
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Joined: Jul 31, 201014Year Member
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Joined: Jul 31, 201014Year Member
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Best tutorial out , thanks (ive thanked topic)
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#4. Posted:
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the tutorial helped me a lot, thanx dude
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