Key Features
1 · Open the ship and prepare your equipment
- Work from the Forecastle through the upper decks to the Poop Deck at the opposite end of the ship. Interact with the floating Sentinel Artifact above the wheel. Activate all four Pack-a-Punch pedestals; the machine appears at the last one activated.
- Poop Deck — near the Sentinel wheel.
- Lower Grand Staircase — bottom of the stairs.
- Cargo Hold — flooded forward compartment below Mail Rooms.
- Turbine Room — rear machinery area beside Engine Room.
Poop Deck — activate this floating Sentinel Artifact Touch each red pedestal; the last becomes Pack-a-Punch. - Build the Ballistic Shield at the Poop Deck workbench. Each part has one active spawn among its three positions. Carry the shield during travel and replace it before lockdowns.
- Bridge part: maintenance room; railing in the passage behind the RK7; or the outside railing toward the Forecastle.
- State Rooms part: towel cupboard opposite the Saug room; a chair in the left-side room from spawn; or the rolling chair beside the MOG room.
- Provisions / 3rd Class Berths part: apple crates near ICR; boxes behind the stairs to the berths; or railing beside the stairs to Poop Deck.
- Drain the Cargo Hold and Boiler Room by interacting with their underwater wall valves. This makes the part hunt and later travel easier. Remember the valves: the pipe quest will flood the rear rooms again.
- Get a Kraken and build the Distillation Kit at the Engine Room bench. The free chest route is the reliable first-clear option; a Mystery Box Kraken skips that acquisition quest. You will need the poison upgrade for the pipes, while a water upgrade is useful for later crowd control.
Recommended loadout: upgraded Kraken, a strong boss-damage weapon such as the Hellion Salvo, shield, and Homunculus if available. PHD Slider supports explosive weapons; Winter’s Wail in the modifier slot helps with stationary interactions. Hellion and Homunculus are helpful box rewards, not mandatory quest keys.
Free Kraken: chests and final item ↗ · All six Distillation Kit part positions ↗
Main Quest
2 · Match four clock symbols to eight controls
- After Pack-a-Punch opens, search the six clock rooms. Four have a nearby alchemy symbol and a changed clock; ignore rooms without a symbol. Read the hour and the minute hand, then choose the matching triangle in the helper. Clock glyphs are Fire, Water, Air and Earth.
- Mail Rooms: clock beside the Cargo Hold doorway; symbol beneath the stairs.
- Bridge: clock above the captain’s wheel; symbol underneath the desk behind and to the right when facing that wheel.
- Upper Grand Staircase: clock in the wooden wall carving; symbol above a doorway to the right of the clock.
- 1st Class Lounge: clock on the fireplace; symbol on the wall left of the Mystery Box.
- Galley: clock and symbol cabinet beside the room with the hanging body.
- 3rd Class Berths: clock opposite the wooden stairs; symbol behind luggage at their base.
- At the Bridge, set each symbol-marked lever to the minute hand of its matching clock. Then set Fire and Water hours at the Engine Room controls and Air and Earth hours at the Poop Deck controls. Treat straight up as 12; one movement is one hour mark or five minutes.
The helper gives movements from an untouched 12 position only. If a lever has already been moved, compare its current pointer with the displayed target. Correct completion produces an audio cue and locks the controls.
Bridge: match the engraved symbol and set its MINUTES Engine Room: bottom-left Fire, top-right Water; set HOURS Face the Poop Deck wheel: left Air, right Earth; set HOURS - Once the controls lock, inspect the six electrical outlets in the next section. Their Fire, Water, Electric and Poison effects start a separate task. A clock room does not tell you where that element’s active outlet will be.
Clock symbols → lever settings Open helper
Clocks · match the shape → set the controls
Find a clock with a symbol beside it. Select that exact triangle, then record its two hands. The four symbols belong to this clock puzzle; the Catalyst outlets have their own helper.
Up triangle · record the clock
Where are the six clocks and their symbols?
Clock by Cargo Hold doorway; symbol beneath the stairs.
3 · Create circles, then clear four trials in order
- Inspect the outlets at Upper Grand Staircase, State Rooms, Dining Hall, Aft Decks, 3rd Class Berths and 1st Class Lounge. Four emit a Catalyst effect. Record the element against its actual location in the outlet helper.
The helper shows all six outlet photographs. An outlet being present is not enough: wait to see its active effect.
- Lure the matching Catalyst beside its outlet and kill it there. Confirm that a ritual circle appears on the floor. Only one circle can be created per round; the remaining outlets go inactive until the next round. Create the circles in whichever order Catalysts become available.
- Enter the circles in this fixed order: Poison → Water → Electric → Fire. Every player must stand on the chosen circle and hold interact. Clear each lockdown, wait for its completion flash and collect the Sentinel Artifact before moving on.
- Poison sends you to Poop Deck. Kill a poison Catalyst with the Kraken here if you still need Concentrated Decay.
- Water sends you to the flooded Cargo Hold. Stay aware of your air and use the raised safe space when possible.
- Electric sends you to Boat Deck. Keep the open lane clear and prioritise special enemies.
- Fire sends you to Boiler Room. The upper catwalk gives a manageable defense position.
Recommended: make all four circles, then tackle the trials with upgraded weapons. Co-op: agree on the next element before anyone interacts. Entering them out of order can require repeating the trials.
Element → outlet route Open helper
Match each elemental effect to the outlet where you saw it. The numbered photos become your trial route: Poison → Water → Electric → Fire. Each match randomizes these locations.
1 Poison
2 Water
3 Electric
4 Fire
1. Poison: location not recorded
2. Water: location not recorded
3. Electric: location not recorded
4. Fire: location not recorded
All six outlet locations · photo reference
4 · Flood the Turbine Room and restore the artifact
- Use the Decayed Kraken (Concentrated Decay / poison) to shoot the nine leaking blue pipes in the Turbine Room. Check corners and ceiling. A hit changes the escaping steam into a water leak. When every pipe is done, the room floods and the Boiler Room fires go out.
Build the kit and buy the poison upgrade ↗
Turbine Room — target the leaking blue pipes, including overhead sections. - Find Pack-a-Punch at the Turbine Room pedestal and interact to process the Sentinel Artifact. If the machine is elsewhere, check again after advancing the round. Wait for the artifact interaction to finish before leaving.
Some older walkthroughs call this Engine Room. Use the pedestal in the adjacent Turbine Room. The machine’s actual location, rather than an assumed round, determines when you can interact.
5 · Activate nine symbols and follow the orb route
- Activate all nine celestial symbols around the ship. Each interaction speaks the body’s name. Use the photo cards in the sky helper to mark each symbol as activated. Then drain Cargo Hold again and interact with the solar system model beside its crate.
The model starts a hostile sequence. Solo: pause to record each flash if needed. Co-op: one player calls the order while another protects and records it. The Sun is always last.
Cargo Hold — interact with this model and record the flashing bodies in order. - Shoot the first body shown by the model, then hold interact on its blue orb at that body’s symbol location before it disappears. Repeat one body at a time in the recorded order. Neptune floats in the water beside the ship; the other targets are overhead. Leave the Sun until you are ready for the ice sprint.
Missing an orb or shooting the wrong target fails the sequence. Advance a round if the model will not restart, watch it again, and replace the saved order. Do not continue using an old partial order.
Planet order & orb route Open helper
Tap the eight bodies as the Cargo Hold model flashes. Sun is fixed last. The body descriptions below help distinguish similar colors; Neptune is in the water.
Open the planet puzzle instructions →
6 · Ice sprint and the Eye of Odin
- Before shooting the Sun, refill ammunition, repair the shield and charge your Specialist. Every player must hold interact on its orb at Forecastle to begin the timed ice route. Break the ice blocking your path through the ship toward Poop Deck, then destroy the final block at the stern.
Recommended first clear: clear a route from Forecastle through Promenade Port Deck → Aft Decks → Poop Deck. Stay together and use the Kraken or Specialist to hit ice and enemies together. Breaking the Promenade Port Deck block releases a Max Ammo; collect it before continuing. Alternative for a Hellion player: from the Aft Decks Mystery Box area, shoot the distant final Poop Deck ice block directly. If the screen freezes before completion, return to the Sun orb and retry.
Optional sightline from Aft Decks to the final ice block — use a clear shot. - The orange circle at Poop Deck is the boss entrance. Finish shopping before everyone stands on it and holds interact. Underwater, swim to the artifact socket and interact as a team. The first two arenas are survival waves: Poop Deck, then Engine Room. Kill the enemies; the Eye is not damageable in these stages.
Take the boss’s ammo drops when you need them or before a transition. Avoid lingering in blue ice patches. If frozen, repeatedly melee to break free.
- In State Rooms, watch both corridors leading toward Forecastle. When the Eye fires its beam, peek from cover and damage its pupil without standing in the beam. Repeat its damage windows until the white flash and transition. On Promenade Starboard Deck, use the same beam-window rule while keeping the surrounding enemies controlled.
State Rooms: peek into the active corridor to hit the pupil. Promenade Starboard Deck: keep a firing lane to the Eye. - Back at Poop Deck, damage the pupil during its beam attacks until the Eye moves to the stern and starts shaking and charging. Immediately focus all damage on the pupil to interrupt this wipe attack. Keep repeating the beam and charge cycles; successfully interrupt the charge three times to finish the quest.
Reload between teleports and save a crowd-control charge for the shaking phase so zombies do not block your shots. Hiding behind cover is not the solution to the final charge: you must interrupt it with damage.
Final Poop Deck arena — keep ammunition ready for the charging Eye.
Side Quests
Free Kraken · three chests and a final object
- Kill a Stoker by shooting its glowing weak points and take the key it drops. Search the five chest sites below, unlock the active chest and kill zombies near it until it shuts and moves. Repeat for three filled chests; a chest can return to an earlier site.
Kraken chest — mail rooms Kraken chest — provisions Kraken chest — state rooms Kraken chest — turbine room Kraken chest — galley - Look inside the final chest. Find the same object on a crate at the indicated ship edge, approach it and take the Kraken delivered by the tentacle. Match the picture, rather than guessing a destination from where the chest ended.
Alternative: a Kraken from the Mystery Box is valid for the quest. Use whichever route gives you the weapon first; the free route avoids depending on repeated box rolls.
Compass → Boat Deck Telescope → Poop Deck Globe → Mid Deck Binoculars → Forecastle Pliers → Aft Decks
Distillation Kit · parts and elemental upgrades
- Collect one part from each room, checking both photographed spawns. Build the kit on the Engine Room workbench.
Lounge — table near Bowie Knife, first spawn Lounge — corner table, alternative spawn Galley — counter by the fires Galley — shelves beside the clock Cargo Hold — crates beside the wall Cargo Hold — central crates - Kill Catalysts with the Kraken and collect their dropped concentrates. Use the kit with the concentrate you want to buy the matching Kraken ammunition: 3,000 points for the base weapon or 6,000 for its Pack-a-Punched form.
- Poison → Concentrated Decay: required for the nine leaking pipes.
- Water → Concentrated Purity: slowing/freezing crowd control.
- Electric → Concentrated Radiance; Fire → Concentrated Plasma: alternative elemental ammunition.
Catalysts do not guarantee a concentrate on every kill. Keep killing the correct type with the Kraken until the pickup appears. Having a poison Catalyst circle recorded does not mean you own the poison Kraken.
Optional Svalinn Guard · stronger shield
- Shield-bash the code breaker off the Mail Rooms safe and collect it. Record the four codes beside the skull, long bone, hand and foot in Mail Rooms; shoot away bottles if they obscure the skull’s paper.
- Place the breaker on a small safe in 3rd Class Berths, 1st Class Lounge, Bridge or Millionaire Suites. Read its code, retrieve the matching bone from Mail Rooms and deposit it in that safe. Shield-bash the breaker free and repeat for the other three safes.
A wrong bone leaves the breaker stuck until the next round. The codes are observations from this match; there is no universal combination.
- After all four bones, interact with the Cargo Hold car to launch it. If the flying car disappears during preparation, return to the Cargo Hold car and interact again. Shoot green vials upward through pipes around Bridge, Promenade Starboard, 3rd Class Berths and 1st Class Lounge. Search exit pipes in Engine Room, Mail Rooms and Millionaire Suites for the dropped vial; collect it before looking for the next.
- Place a vial in a white firework slot at Forecastle or Poop Deck. Shoot the slot when the flying car passes overhead so the rocket attaches underneath. Missed fireworks return after a wait. After the car crashes into the ice, wait for the glowing piece to reach your shield bench and collect the Svalinn Guard.
This is a lengthy optional upgrade. The ordinary Ballistic Shield is enough for the main quest; learn the main route first.
Sources and review
Research checked 2 October 2026 against the community wiki and two independent walkthroughs. Clock glyphs and Catalyst elements are different puzzles. Local reference screenshots are credited to COD Zombies Guides and its credited creators. Automated tool checks do not replace an in-game verification 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.
