Key Features
Power, ventilation & equipment
- Open the route through Nuketown to the Power House in the Cul-de-sac and turn on its switch. Enter the bunker, reach Generators and interact with the ventilation console. Gather the team there and survive the lockdown. On the surface, find the four houses releasing green gas and hold interact on each affected ventilation unit until its gauge reaches green. Pack-a-Punch opens in Beds.
Jolting Jacks and zombies attack during repairs. Clear or cover the player at the valve. If Pack-a-Punch closes later, find and repair the clogged vent again.
Hold interact at each affected ventilation unit until its gauge is green - Collect one Riot Shield part from each of the three search areas below, then craft it at Green House Upstairs or APD Control. Keep a fresh shield for the mannequin defenses and the Avogadro’s ranged attacks.
- Cul-de-sac: rear driver-side bus wheel, front driver-side wheel of the green car, or beneath the couch in the debris near the truck.
- Operations: filing cabinet in the garage, ground-floor desk with green monitors, or upstairs filing cabinet.
- Beds: cardboard boxes on a shelf, dresser beside the barrier, or chair near the toppled shelf.
- After opening Pack-a-Punch, advance one round and interact with Rushmore in Operations. Buy Galvaknuckles from the red truck in the Cul-de-sac. Build Telepads before the timed server task; their full part route is below. Prepare a Pack-a-Punched weapon with Brain Rot for the painting step.
For a first clear, prioritize doors, Galvaknuckles and a shield before optional guns. The clock rewards provide useful upgraded weapons. Return to Rushmore after each confirmed experiment to request the next one.
All Telepad part locations ↗ · Free Mark II and elemental variants ↗
Main Quest
TV broadcast → five clocks → Rushmore code
- Search the bunker TVs in Beds, Diner and Lounge for the one showing white static. Kill a zombie directly beside that TV with Galvaknuckles, then listen to its five room/time clues. Record them in broadcast order; a clue such as A0115 means Yellow House at 1:15. Enable subtitles if the spoken digits are difficult to catch.
The active TV shows white static before the Galvaknuckles interaction - Visit the five indicated wall clocks in the announced order. A is Yellow House, B Green House, C Prisoner Holding, D Transfusion Facility, E Operations and F APD Interrogation. Interact advances the minute hand in quarter-hour increments; melee advances the hour. Match the target face shown in the helper, then move to the next room.
Do not substitute the time you found on a clock for its broadcast target. After a failed sequence, advance a round, reactivate the TV and record its clues again. The helper never fabricates a sixth time.
Recognize the circular wall clock: this example is upstairs in Yellow House - Go to the one house missing from the five TV clues and interact with its clock. Wait for its hands to stop spinning, read the displayed time, and enter it into Rushmore as four digits with the leading zero: 6:15 becomes 0615. Interact with Rushmore again after his confirmation.
Check the newly opened lockers in Operations and Prisoner Holding for the upgraded weapon rewards. Operations contains the upgraded standard Ray Gun Mark II.
Rushmore visual clock route Open helper
TV broadcast → clock route → keypad
Record all five clues in the order spoken. Each starts with a house letter and ends with four time digits. For example, A0115 means Yellow House at 1:15.
Record all five TV clues (0/5).
Clock recognition and room key
- A
- Yellow House
- B
- Green House
- C
- Prisoner Holding
- D
- Transfusion Facility
- E
- Operations
- F
- APD Interrogation
The drawn faces are target-time diagrams. They are not screenshots of your current match. If the sequence fails, advance a round and read the broadcast again.
Saved on this device. Inline and full-page helpers share the same observations.
Red crawler, A.D.A.M. & Marlton’s canister
- Speak to Rushmore, then find the red Nova crawler in the bunker. Let it follow you to the Transfusion Facility barrier and crawl through it. Keep gunfire, explosives and damage effects away from it. Wait for Rushmore’s delivery confirmation and return to his terminal.
If it dies, advance a round and request another attempt. Avoid trapping it behind the team or killing it while clearing ordinary enemies.
The red Nova crawler must survive its escort - Collect the three personnel codes before starting the keypad sequence. Enter 7626 for Operation Toy Soldier, followed promptly by Sawyer, McCain and Pernell in that order. Keep every four-digit code exactly as found, including leading zeros.
- Sawyer: APD Interrogation; check the downstairs desk behind the TV, below the stairs, and the upstairs computer desk.
- McCain: APD Control; shoot or melee the stack of papers on the desk to reveal the code beneath.
- Pernell: take the key from the Solitary wall key box, then unlock the desk drawer in Yellow House Upstairs.
Shoot or melee these APD Control papers to reveal McCain’s digits Take the key from the Solitary key box Use the key on the Yellow House Upstairs desk drawer - Activate Sergeant A.D.A.M. in Storage. Lead him to Marlton’s closed door on the bunker stairs between Diner and Green House Backyard; approach and melee the door if needed to trigger the exchange. Collect the 115 canister, place it on the Transfusion Facility rack, and speak to Rushmore again.
The first A.D.A.M. activation is free. Later activations cost 3,000 points and he follows for three rounds, so head directly to Marlton.
Marlton’s door between Diner and the Green House Backyard stairs Return Marlton’s canister to this Transfusion Facility rack
Rushmore code reference & observations Open helper
reference
Record all personnel codes before entering 7626 → Sawyer → McCain → Pernell. Painting codes are a later, separate batch. Optional bonus codes have their own limits.
Timed server delivery & three painting codes
- Before lifting the server, place one Telepad in Power House and its partner in Prisoner Holding. Lure a Jolting Jack into firing electricity at the Power House server to unlock the core. Take it, use the prepared teleporter immediately, sprint to Operations and install it in the server slot before its countdown expires.
Rehearse the short run with empty hands first. Path of Sorrows movement and Stamin-Up can help. A late delivery fails; return to the Power House, recharge/retrieve the core and retry with your teleporter ready.
Bait a Jolting Jack bolt into this Power House server Install the carried core in this Operations server slot - Use a Brain Rot weapon to turn a zombie near each green-misting painting. Let the friendly zombie knock it down, then record the revealed four digits. The paintings are in Green House Upstairs, Lounge and Beds. Enter all three codes into Rushmore in quick succession, then interact again.
The three painting codes can be entered in any order. Keep them separate from the earlier personnel codes.
Green House Upstairs: painting at the top of the stairs Lounge: painting beside the exit stairs Beds: painting across from Pack-a-Punch
Rushmore code reference & observations Open helper
reference
Record all personnel codes before entering 7626 → Sawyer → McCain → Pernell. Painting codes are a later, separate batch. Optional bonus codes have their own limits.
Restore the six bunker switches
- When Rushmore shuts down the power, check every bunker box and put its switch in the fixed position shown below. Diner, Beds and Generators point UP; Solitary, Storage and Lounge point DOWN. Leave a correctly positioned switch alone. When all six lamps are green, restore the main Power House switch and return to Rushmore.
Diner — switch UP Beds — switch UP Generators — switch UP Solitary — switch DOWN Storage — switch DOWN Lounge — switch DOWN
Three mannequin defenses & elemental orb
- Find the newly spawned mannequin with blue sparks coming from its detached head. Bring every player into its area, interact and survive the defense. Collect the dropped robot part, then locate the next sparking mannequin. Finish all three defenses to obtain two arms and a head.
- Search Yellow House Backyard; Green House Backyard; Prisoner Holding beside the Escargot; Transfusion Facility Backyard near the box; Diner near the counter; Lounge near T.E.D.D.
- Prepare ammunition before starting each defense. If one fails, retry that mannequin rather than repeating completed defenses.
The blue-sparking mannequin marks the next defense location - Install the three parts on the seated broken A.D.A.M. in APD Interrogation, then follow Rushmore’s instruction to find the elemental orb. Search Yellow House Upstairs, Green House Downstairs and Beds. Stay close and escort it to the repaired mannequin; leaving it behind can end the attempt.
Clear enemies ahead without sprinting away from the orb. In co-op, one player follows it while the others clear its route. If it disappears, advance a round for another escort attempt.
Install the parts on the seated A.D.A.M. in APD Interrogation Look for the glowing orb; Beds is one of its three starting areas
Avogadro — charge, survive & contain
- Before committing, refill ammunition, replace your shield, finish upgrades and gather the team. Speak to Rushmore, then have all players activate the APD Control terminal. Kill the attacking mannequins inside APD Control to fill its soul canister. The APD opens, the Avogadro emerges and the surface is destroyed.
The APD Control terminal starts the final encounter - Move through Storage, Diner, Lounge and Beds to fill the four backup canisters. Gather every player in a canister’s room and interact to activate it. Kill the attacking mannequins near it continuously while avoiding the Avogadro. As soon as a charge finishes, collect nearby supplies and leave: electricity makes that room unsafe.
Raise your shield against charged electrical attacks, keep space from the Avogadro and use crowd control to maintain kills. If a canister loses its charge and shuts down, work on another room before returning.
Keep kills flowing into the active canister while the Avogadro attacks - Once all four backup canisters are charged, return to APD Control. Shoot the Avogadro from the side opposite the APD to push it toward the open chamber; keep adjusting your angle so your shots drive it into the doorway. When it is captured, use the APD terminal, wait for the chamber to reopen, and collect the Elemental Shard to complete the quest.
This is a containment finish. Shooting from the wrong side pushes it away from the doorway; reposition instead of standing still and emptying ammunition.
Position your shots to drive the Avogadro into the APD chamber
Side Quests
Telepads — all three part searches
- Find one part from each area, then build the two reusable Telepads at APD Control or Green House Upstairs. Place pads on marked teleporter positions and interact to travel between them; relocate the pads when a different route is needed.
- Transfusion Facility: locker by the front entrance, below the medical chair, or the stacked boxes/materials in the backyard.
- Green House: downstairs corner by the front entrance, kitchen beneath the damaged barrier, or upstairs balcony.
- Generators: yellow railing opposite the perk machine, yellow buckets against the wall, or blue barrels near the Beds tunnel.
Transfusion Facility: check the entrance locker Green House: check the upstairs balcony Generators: check the railing opposite the perk machine - For the quest core delivery, connect Power House to Prisoner Holding before picking up the core. For the II-Y upgrade, move the pads to whichever two teleporter sites hold the yellow orb.
Ray Gun Mark II — kit, frames & route choice
- The clock sequence opens the Operations locker containing an upgraded standard Mark II. For an elemental variant, first collect the assembly kit parts below and build its workbench in Operations Upstairs.
- Tubing, Yellow House: downstairs kitchen table, upstairs lamp table, or upstairs bookshelf.
- Canister, Storage: shelf, barrel by the Generators tunnel, or barrel by the exit.
- Container, APD Control / Solitary: cart near the Mystery Box, chair by the APD Control terminal, or Solitary desk beside the seated mannequin.
- After Pack-a-Punch is open and Rushmore is awake, find the active static-screen TV among Yellow House Backyard (table), APD Control (cart), Diner (divider) and Site Entrance (yellow gate). Activate it and kill zombies nearby until a digit appears. Find the next active screen and repeat until all four digits are revealed. Enter them at Rushmore in activation order and take a frame from the opened cabinet opposite him.
These four soul-charge TVs are separate from the five clock clues. A frame is required for each elemental build. Complete the chosen branch below, then craft the gun at Operations Upstairs.
- Recommended first variant: II-V, whose ammunition regenerates, is helpful during long defenses. II-X offers automatic fire, II-Y a charged explosive shot, and II-Z close-range spread. Choose a branch to match the alternate-ammo effect on your ordinary Pack-a-Punched weapon; all four builds are optional for the main quest.
II-V / Kill-a-Watt ↗ · II-X / Cryofreeze ↗ · II-Y / Brain Rot ↗ · II-Z / Fire Bomb ↗
II-V — Kill-a-Watt variant
- Use a Kill-a-Watt weapon on the yellow-misting metal panel in Generators. Check near the Beds entrance, ventilation console and Tonic perk. Collect the exposed yellow canister.
- On the surface, shoot the yellow sparks on electrical poles with the Kill-a-Watt weapon, starting at the pole holding the yellow orb and continuing through the four other sparking poles. Check the Transfusion backyard and street, Cul-de-sac outside Prisoner Holding, and Site Entrance outside APD Interrogation. When the network is connected, put the canister in the green generator by Yellow House in the Cul-de-sac. Kill zombies inside its circle using the Kill-a-Watt weapon, retrieve the charged canister and craft II-V upstairs in Operations. Pack-a-Punch it for II-V2.
II-X — Cryofreeze variant
- Shoot the blue-misting cabinet or drawer with a Cryofreeze weapon. Check APD Interrogation, Prisoner Holding and Operations, then collect the blue canister.
- In the bunker, find three blue-misting zombies. Freeze each with Cryofreeze, melee it while frozen and collect its blue goo. Put the canister in the broken APD Control container beside the wall map, kill zombies in its circle, then retrieve it. Craft II-X at Operations Upstairs and Pack-a-Punch it to obtain the dual-wield II-X2.
II-Y — Brain Rot variant
- Look for green mist rising from a dirt pile in Green House Backyard by the shed, Central Street near a light pole, or Yellow House Backyard near the rear door. Turn a zombie with Brain Rot beside it and let it dig up the orange canister.
- Find the yellow orb over a teleporter. Put a Telepad there and shoot the orb; find its new teleporter, install the second pad and shoot it again. Travel through the link to push it out. Follow it to Storage, insert the canister, fill the soul circle with kills and retrieve the charged part. Craft II-Y at Operations Upstairs and Pack-a-Punch it for II-Y2.
II-Z — Fire Bomb variant
- Shoot the orange-misting cabinet with a Fire Bomb weapon. Search Green House kitchen, Yellow House kitchen and Lounge by the pool table, then take the purple canister.
- Find the house chimney releasing purple smoke. Land a Wraith Fire, Frag or Acid Bomb on top of that chimney; the smoke disappears and its fireplace burns purple. Put the canister in that fireplace, kill zombies in its circle using the Fire Bomb weapon, then retrieve the charged canister. Craft II-Z upstairs in Operations and Pack-a-Punch it for II-Z2.
Sources and review
Walkthrough adapted from the linked community guides, with AI-assisted source checks on 2026-10-02. Gameplay screenshots are credited to COD Zombies Guides and its listed community contributors; select an image to enlarge it. This revision has not yet been verified in a complete in-game run.
Select any reference image to enlarge it. Screenshot and symbol sources are credited in the linked walkthroughs; this guide uses local copies for reliable access.
