Key Features
Power, Pack-a-Punch & the facility route
- Turn on the Docks power switch, then open the ship route and activate the Bridge switch. On the Lighthouse Approach cave route between Beach and Lighthouse, shoot or melee the glowing blue rock off its wall and pick it up. At Lighthouse Level 4, put it on the Hermit’s lowered platform. The lighthouse beam now points to the active Pack-a-Punch.
Ordinary Pack-a-Punch locations: Beach, Lagoon, Boathouse and Sunken Path. To clear the fire on the Sunken Path approach from Artifact Storage, shoot the blue pipe above it.
Docks power switch near the starting area Ship power switch on the Bridge Knock down and collect a glowing rock in Lighthouse Approach - Find the Stern crank beside the yellow barrel, sandbags or snow pile, then install and turn it at the Sun Deck zipline. Find the Forecastle crank by the red crate, Auger wall-buy or generator, then install and turn it at the Main Deck zipline. After both are aligned, collect the Zipline Handle from the Hermit. Ride to the facility and turn on Human Infusion power.
When the lighthouse beam illuminates the Golden Pack-a-Punch on the Iceberg, gather the entire team on the Sun Deck flinger. It sends you to the Golden machine; return before its visit ends. A Golden upgrade maximizes damage and adds an ammo effect for 5,000 points.
Stern crank search area Forecastle crank search area Human Infusion: the third power switch - Build a Riot Shield from one part in each group below. Use the Lighthouse Station or Specimen Storage workbench. Keep snowball pickup points in mind: they are needed for dynamite, challenges and every orb ritual.
- Docks: beside the pump, boat or pallet.
- Frozen Crevasse / Lagoon: against a rock, on a box in Frozen Crevasse, or by the Lagoon iceberg / Pack-a-Punch area.
- Lighthouse: Level 1 barrier by the Cove doorway, Level 2 between the painted number 2 and the zombie window, or Level 3 railing below the stairs up to Level 4.
- Visit the Hermit to activate the challenge totems, then finish all three challenges at any two totems and claim their rewards. For a first run, Beach and Lighthouse Station fit the setup route and give useful rewards. Frozen Crevasse is a good alternative if you prefer a bell sequence to carrying jars. Return to the Hermit for the four dials.
Two individual challenges are not enough: complete two entire totems. All five totems are only needed for the optional free Thundergun. Work on the Wunderwaffe and Music Box while completing the challenges.
All five totems and exact challenge actions ↗ · Guaranteed Wunderwaffe, Music Box and dynamite ↗
Main Quest
Four dials, three offerings & the Seal safe
- Install the four dials on Artifact Storage’s wall panels. Turn one dial until its confirmation ding, then move to the next. After all four are set, listen to the Apothicon Blood. It gives a location riddle for each of three offerings. Use the photo finder below, collect each requested item and let the dialogue advance.
Enable subtitles. Clues refer to landmarks, so the helper shows the actual target area as well as its name. “Bread breaks” is also transcribed as “bread bakes”; both searches find the kitchen counter.
Install the four colored dials in Artifact Storage - After all three offerings, listen for the separate Seal riddle. Find its wall covering, melee it to reveal a safe and place a built Dynamite Bomb on the safe. Collect the Seal of Duality after the explosion. Its four possible rooms are Specimen Storage, Ice Grotto, Geological Processing and Boathouse.
One Dynamite Bomb is consumed per use. If your offering needs the Outer Walkway, make an additional bomb for that barrier rather than spending your safe bomb and arriving empty-handed.
- Take the Seal directly to Artifact Storage and place it beneath the red Apothicon Blood orb. Have Samantha’s Music Box available before finishing the following ritual: it is used at the campfire each time.
Offering & Seal photo finder Open helper
Match the spoken clue to its photographed landmark
Collect three offerings first. The later Seal clue reveals a hidden safe that needs dynamite. Search narrows the cards; select the matching clue to keep its instructions open.
24 matching clues.
Screenshots: COD Zombies Guides. Landmark descriptions checked against Glitchalodon’s offering reference.
Saved on this device. Inline and full-page helpers share the same observations.
First orb ritual & campfire
- Shoot the moving red orb to release an orange orb; repeat until three have scattered across the map. Watch their outgoing directions. Find each orange orb and hit it with a snowball from a distance, then shoot the frozen blue orb to send it back. Approaching too closely makes it flee.
Shoot the red orb to release its smaller orange orbs After a snowball freezes an orange orb blue, shoot it - Back in Artifact Storage, freeze and shoot the three returned orbs again to merge them into the Seal. Pick it up and place it at the Sunken Path campfire. Throw Samantha’s Music Box onto the fire, wait for the complete dialogue and take the Seal back.
Snowballs temporarily occupy the equipment slot; use up the snowballs to access your Music Box again. More enemies continue spawning during orb work, so keep moving and clear a firing angle.
The Sunken Path campfire receives the Seal and a Music Box
Hot/cold soapstones, fuse & Elemental Shard
- Collect two soapstones from the Hermit’s platform. Put both on the Boathouse floor scorch marks and run the lighthouse trap there to heat them. Retrieve the heated stones and travel to the facility without entering water. Put one heated stone in the Human Infusion control panel. Place the other on the marked Decontamination floor, run its freezing trap, then put the cooled stone in the other panel slot.
Use land paths and ziplines to preserve the hot stone. Water is not the required cooling method. If a hot stone cools on the journey, reheat it at the Boathouse before retrying.
Heat the stones on the Boathouse scorch marks Human Infusion control panel: insert one hot and one cold stone - Collect the fuse released by the Human Infusion panel and put it in the Lighthouse Station fuse box beside the locked door. With the Wunderwaffe DG-Scharfschütze, shoot the red battery on each of the two electrical towers: one near Facility Entrance and one near Loading Platform.
Guaranteed Wunderwaffe quest ↗
Place the fuse in the Lighthouse Station panel beside the locked door Use the Wunderwaffe on the red battery outside the facility - Kill an electrified zombie beside each of the three small generators: Lighthouse Station upper railing, Lighthouse Approach near the MX9 wall-buy, and Boathouse near the trap switch. Confirm each generator is powered, then interact with the Lighthouse Station fuse box to open the door and collect the Elemental Shard.
Keep the Wunderwaffe until both tower batteries are destroyed. After that requirement, you may replace it with a Thundergun for the longer defenses if one is available.
Charge each small generator with an electrified zombie kill nearby The Elemental Shard is behind the Lighthouse Station door
Second orb ritual & Lighthouse lockdown
- Return to Artifact Storage with the Shard and Seal and interact beneath the red orb. Repeat the entire first ritual: release three orange orbs, locate them around the map, snowball and shoot them home, then freeze/shoot them again inside Artifact Storage. Take the Seal to the Sunken Path campfire, throw another Music Box onto it, wait for the dialogue and retrieve it.
- Finish all weapon upgrades and refill supplies before handing the Seal to the Hermit at Lighthouse Level 4. Giving it to him begins the Lighthouse lockdown. Stay together, cover the approaches and survive until the white completion flash; take the returned Seal from his platform.
Prepare before this handoff: Pack-a-Punch is used by the quest afterward. Bring a fresh shield, crowd control and ammunition for consecutive defenses.
Handing the Seal to the Hermit commits the team to the Lighthouse defense
Four ordinary Pack-a-Punch charges & final ritual
- Follow the lighthouse beam to the active ordinary Pack-a-Punch and insert the Seal. Kill enemies close enough to feed it until it is returned, then collect it and follow the beam to the next machine. Complete a charge at Beach, Lagoon, Sunken Path and Boathouse.
Track the four actual locations, not four visits to the same machine. The Golden Iceberg charge is a later step.
Place the Seal in the illuminated Pack-a-Punch and feed nearby kills - Return the Seal to Artifact Storage for the third orb ritual. This time the small orange orbs stay inside the room: freeze and shoot them there until they merge. Take the Seal to the Sunken Path fire one last time, throw a Music Box onto it, wait through the dialogue and retrieve it.
Golden charge, lava escort & ending
- Check ammunition, shield, perks and Specialist charge before entering the finale. Gather the team on the Sun Deck flinger when the Golden Pack-a-Punch route is ready. At the Iceberg, insert the Seal into the Golden machine and feed it nearby zombie kills until the map changes and the Seal forms a protective bubble.
A powerful upgraded crowd-control weapon is valuable here. If using a Hellion Salvo, equip PhD Slider before the match to manage explosive self-damage. Save Specialist and Music Boxes for when the bubble narrows.
The final Seal charge takes place at the Golden machine on the Iceberg - Stay inside the moving bubble, killing enemies near the Seal whenever it stops to recharge. Follow it through the ship, Lighthouse Cove and Lighthouse Station toward the facility. The water is now lava: use the rocks to cross. Follow the route to Human Infusion and remain inside the shrinking bubble until the defense completes.
Watch the bubble’s actual position rather than running to a later stop. In co-op, call out movement and help the rear player keep up. Take the facility zipline as the escort route requires and regroup with the bubble promptly.
Follow the safe bubble and use exposed rocks across the lava Save crowd control for the final shrinking safe area - After the final defense, collect the completed device and return it to the Hermit’s platform at Lighthouse Level 4. Go to Sun Deck and watch the Lighthouse event. Finally, collect the Agarthan Device on Forecastle to trigger the ending.
Side Quests
Required equipment — guaranteed routes
- Freeze and kill fire zombies with snowballs and collect their dropped dynamite parts. Collect all three different parts, then craft a Dynamite Bomb at the Gangway workbench. Each craft supplies one use; repeat the collection for another bomb.
A Tundra Gun or freezing fire zombies in the water can also produce the parts. Snowballs are the recommended route because they are freely available and do not require a box weapon.
- Find one keycard in Decontamination (dryer, eye-wash station or sink) and another in Specimen Storage (post boxes, toilet or canister rack). With Human Infusion power on, insert both into the Security Lobby reader, wait for processing and take them back. Put one on each side of the Human Infusion vault and interact to begin the defense. Survive, enter the opened vault and take Samantha’s Music Box.
Process both keycards at this Security Lobby reader Collect Samantha’s Music Box after the vault defense - Shoot down and collect the special icicle. Search above the Beach cave entrance, the Lighthouse Station broken railing and the Lighthouse Cove stairs. Melt it in the Forecastle pot over the fire, then take the key. Use it on the Specimen Storage safe, charge the device inside with nearby zombie kills, and collect it. Give it to the Hermit, take the returned key and open his Lighthouse Level 4 reward crate for the Wunderwaffe DG-Scharfschütze.
Pack-a-Punch upgrades it to the DG-Funkenschütze. The quest needs it for the two red tower batteries. The Mystery Box is an alternative acquisition method, but the icicle route guarantees a weapon.
Beach: search above the cave entrance Check the Lighthouse exterior for the hanging icicle Check the Lighthouse Station stair railing
Five challenge totems — choose two for the quest
- Activate a totem, finish its current task and claim the reward before moving to its next challenge. Your HUD tracks the current requirement. For the main quest finish any two complete totems; for the free Thundergun finish all five and collect the Hermit’s key to open the other Lighthouse Level 4 reward crate.
- Beach: earn 13 snowball kills, then 15 lighthouse-trap kills. For its last task, throw snowballs at missing parts of the three SOS signs: the Stern hull viewed from Beach; the Lighthouse wall above its Level 1 entrance at Lighthouse Cove; and the Cargo Hold hull viewed from Sunken Path.
Recommended first totem: the snowballs and trap are already on your setup route. Aim at the gaps in the letters, not just anywhere on the hull.
- Lighthouse Station: get 25 headshot kills and collect the dropped brains, then 20 shield-bash kills. Finally, carry three jars from Lighthouse Level 4 to the Beach water and empty them there, one at a time. Walk the entire outward trip: sprinting, jumping, dropping or using ziplines breaks the jar.
Recommended second totem if you have the shield. Save a slow enemy for the jar trips and use the stairs; sprint back only after emptying a jar.
- Frozen Crevasse: get 20 kills while standing in freezing water, then shatter six frozen zombies. For the final task, listen to the Hermit’s five-note melody and repeat it with snowballs on the Docks bells. Use subtitles to record the note letters. G is the large bell by the starting ledge; A the small bell by power; E the bell on the boat pole in the Strife wall-buy direction; C the bell on the Boathouse exterior facing Docks.
This alternative gives increased snowball capacity. The melody comes from your match; the G/A/E/C list identifies bell positions, not a fixed solution.
- Forecastle: kill 25 enemies while stationary, then get 10 melee kills. For the soup, collect meat in Boathouse, a vegetable in Beach and broth/juice in the Gangway kitchen. Put all three in the Forecastle soup pot and throw in a snowball.
- Boathouse: crab trap beside the MOG 12, radiator by the Lighthouse doorway, or stove near the zombie window.
- Beach: barrel beside the totem, bush beside the water, or wheelbarrow left of the M1927.
- Gangway: red booth seat, island counter, or bar counter.
- Specimen Storage: kill 15 enemies with a flinger, then kill 10 enemies while you are riding a zipline. For the last challenge, use the targets at Loading Platform near the Specimen Storage entrance. Throw a snowball at the starting target, then hit the puppets as they rise from the tubes; complete three games.
Optional survival equipment & weapon upgrades
- The Thundergun can come from the Mystery Box or the five-totem reward described above. Upgrade it at Pack-a-Punch to the Zeus Cannon. It is powerful for the final bubble defense, but do not replace your Wunderwaffe until the tower-battery step is done.
- For the free Tundra Gun, open the zipline routes and repair the ship’s Navigation flinger: take its gearbox to the Hermit and reinstall it when returned. Hit five targets with snowballs in this order, moving promptly and listening for a ding at each hit: Loading Platform above the facility doorway → Lagoon at the bottom of the ice slide → Sun Deck outside the Bridge room → Lighthouse Level 3 on the spiral stair’s center pole → Cargo Hold support beam. The crate beside the final target opens with the gun.
Use the facility-to-Docks zipline, the ship-to-Lighthouse flinger and the Lighthouse-to-Cargo Hold zipline to shorten the run. A failed attempt restarts at the facility target. The Mystery Box is an alternative. Pack-a-Punch upgrades the gun; its freezing effect does not replace the Wunderwaffe’s tower-battery task.
- For the Heat Pack, dynamite the Facility Entrance barrier to Outer Walkway. Take the broken gearbox from its flinger to the Hermit, collect the repaired gearbox and reinstall it. Ride the flinger from the left, middle and right positions to reveal a part at Frozen Crevasse, Lagoon and Lighthouse Cove respectively. Collect all three and build the Heat Pack at Lighthouse Station or Specimen Storage.
The Heat Pack prevents freezing-water movement penalties. It is optional; it does not make the final lava safe or remove the hot-soapstone requirement.
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.
- r/CODZombies community guide ↗
- Supplementary walkthrough (2) ↗
- r/CODZombies community guide (3) ↗
- r/CODZombies community guide (4) ↗
- Supplementary walkthrough (5) ↗
- Supplementary walkthrough (6) ↗
- Supplementary walkthrough (7) ↗
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.
