Alpha Omega Guide

Power

Pack-a-Punch

  1. Activate the Power.
  2. In the 'Generators' room, activate the console to Enable Ventilation Systems. This will cause a timed lockdown in the 'Generators' room.
  3. Once the lockdown is complete, four of the six houses, above ground, will have vents clogged with nova gas. You must interact with each of them will the gage on top of the vent indicates it is cleaned.
  4. Once all four vents are cleaned, Pack-a-Punch will become available in the 'Beds' area.
  5. Randomly throughout the rounds, a vent may become clogged again, which will be indicated by an alarm sound, an announcement and that house being filled with green gas. When this happens, Pack-a-Punch will become locked again until the vent is cleared. If this is not dealt with quickly, other vents will also start clogging, leading to at most four vents re-clogging themselves.

Ray Gun Mark II

The Ray Gun Mark II is an energy pistol(?) that fires in three-round bursts with very little splash damage to the Zombies and none to the player. The Ray Gun Mark II can be Pack-a-Punched and doesn't require an Easter Egg to do so.

Also, the Ray Gun Mark II has four elemental variants, the Ray Gun Mark II-V, Ray Gun Mark II-X, Ray Gun Mark II-Y and Ray Gun Mark II-Z. These are not "upgrades" to the standard Ray Gun Mark II as having the standard Ray Gun Mark II is not required.

The Ray Gun Mark II is available through the mystery box and by completing up to Step 5 in the Main Quest.

    Assembly Kit

    The Assembly Kit is buildable and required to craft the Ray Gun Mark II variants.

    1. The Assembly Kit requires three parts to be built:
    2. The Assembly Kit can be crafted upstairs in Operations.

    Ray Gun Mark II Frame

    The Ray Gun Mark II Frame is an item required to craft a Ray Gun Mark II variant.

    1. Activate the Pack-a-Punch.
    2. Wait one round. Interact with the computer in 'Operations' to activate Rushmore.
    3. Around the map, there are four TVs, one of which is displaying static. Interact with the TV to activate it, which will change the static to a diagram of the Ray Gun Mark II. Kill Zombies near the TV to charge it. Once enough Zombies have been killed (~5), a number will appear on the screen, which you should remember. Repeat for the other three TVs. The order in which the TVs are activated will be different for every game, and only one TV can be active at a time. TV Locations:
    4. Once you have all four numbers, return to 'Operations' and enter the four numbers into Rushmore's number pad in the order they were obtained. When entered correctly, a panel containing four Ray Gun Mark II Frames will be revealed on the wall opposite Rushmore.

    Ray Gun Mark II-V (Electric Beam/Yellow)

    The Ray Gun Mark II-V shoots an electric beam that regenerates ammunition over time when not in use.

    1. Craft the Assembly Kit and obtain a Ray Gun Mark II Frame.
    2. Obtain a weapon with the Kill-a-Watt alternate ammo type via the Pack-a-Punch.
    3. In the 'Generators' area, a metal panel will be emitting a yellow mist. Shoot it with the Kill-a-Watt weapon to reveal a yellow ammo canister.
    4. The top of one of five electrical poles, around the houses above ground, will start pulsing yellow sparks. Shoot it with a Kill-a-Watt weapon until a ball of electricity surrounds it. Once one pole is electrified, one of the other poles will begin sparking. Locations:
    5. Once all five poles are electrified, electricity will link them and a Green Generator in the 'Cul-de-sac' near the Yellow House. Interact with the Generator to place the ammo canister which will activate a yellow circle.
    6. While standing in the circle, kill zombies to charge the canister. Once the canister is charged, the circle will disappear and the canister can be picked up. If you leave the circle for too long, it will disappear, and you will have to get all the kills again.
    7. Pick up the canister and bring it to the Assembly Kit Workbench upstairs in 'Operations' to craft the Ray Gun Mark II-V.

    Ray Gun Mark II-X (Full-Auto/Blue)

    The Ray Gun Mark II-X shoots full-auto energy shots.

    1. Craft the Assembly Kit and pick up a Ray Gun Mark II Frame.
    2. Obtain a weapon with the Cryofreeze alternate ammo type via the Pack-a-Punch.
    3. In one of the following locations, a cabinet will be emitting a blue mist. Shoot it with the Cryofreeze weapon to reveal a blue ammo canister.
    4. While anywhere in the bunker, a Zombie will spawn with blue mist. Shoot the zombie with the Cryofreeze weapon to freeze it then melee it while it is frozen. Doing so will drop blue goo on the ground for you to pick up. Repeat two more times.
    5. In 'APD Control,' place the ammo canister in the broken container to spawn a blue circle.
    6. While standing in the circle, kill zombies to charge the canister. Once the canister is charged, the circle will disappear and the canister can be picked up. If you leave the circle for too long, it will disappear, and you will have to get all the kills again.
    7. Pick up the canister and bring it to the Assembly Kit Workbench upstairs in 'Operations' to craft the Ray Gun Mark II-X.

    Ray Gun Mark II-Y (Explosive/Orange)

    The Ray Gun Mark II-Y fires explosive rounds (which don't damage the player) and a charge shot that causes a wider area of effect, with no increase in damage, over the uncharged shot.

    1. Craft the Assembly Kit and obtain a Ray Gun Mark II Frame.
    2. Obtain a weapon with the Brain Rot alternate ammo type via the Pack-a-Punch.
    3. In one of the following locations, a dirt pile will be emitting green smoke. Shoot a zombie with the Brain Rot weapon to turn friendly and make it dig in the dirt pile, revealing the orange ammo canister.
    4. Craft the Telepads
    5. Somewhere around the map, a Yellow Orb will be floating above a teleporter pad. Place a telepad on the teleporter pad and shoot the yellow orb to make it move to another telepad.
    6. Once you find the Yellow Orb again, place the telepad below it and shoot the orb to make it teleport again. This time you must teleport with the orb, if done correctly, the orb can be seen while teleporting.
    7. The orb will now make its way to the 'Storage' area where the ammo canister can be placed, revealing an orange circle.
    8. While standing in the circle, kill zombies to charge the canister. Once the canister is charged, the circle will disappear and the canister can be picked up. If you leave the circle for too long, it will disappear, and you will have to get all the kills again.
    9. Pick up the canister and bring it to the Assembly Kit Workbench upstairs in 'Operations' to craft the Ray Gun Mark II-Y.

    Ray Gun Mark II-Z (Shotgun/Purple)

    The Ray Gun Mark II-Z shoots full-auto, shotgun, and energy shots with high penetration at short range.

    1. Craft the Assembly Kit and obtain a Ray Gun Mark II Frame.
    2. Obtain a weapon with the Fire Bomb alternate ammo type via the Pack-a-Punch.
    3. In one of the following locations, a cabinet will be emitting an orange mist. Shoot it with the Fire Bomb weapon to reveal a purple ammo canister for you to pick up.
    4. One of the six houses above ground will be emitting a Purple Smoke from the Chimney. There are two ways to complete this step:
      1. Shoot at the Smoke/Chimney with a Fire Bomb equipped weapon until the Smoke goes away.
      2. You must throw your grenade (Wraith Fire, Acid Bomb, Frag grenades or the Pack-a-Punched M1897 Trebuchet), so it lands on the top of the Chimney, and the smoke goes away.
    5. Once the smoke is gone, the fireplace in the house will light up purple. Place the ammo canister in Fireplace to spawn a purple circle.
    6. While standing in the circle, kill zombies to charge the canister. Once the canister is charged, the circle will disappear and the canister can be picked up. If you leave the circle for too long, it will disappear, and you will have to get all the kills again.
    7. Once the canister is charged, pick it up and bring it to the Assembly Kit Workbench upstairs in 'Operations' to craft the Ray Gun Mark II-Z.

Riot Shield

  1. The Riot Shield requires three parts to be built:
  2. The Riot Shield can be crafted at either the Green House Upstairs or APD Control.

Telepads

  1. The Telepads require three parts to be built:
  2. The Telepads can be crafted at either the Green House Upstairs or APD Control.

Sergeant A.D.A.M.

  1. Activate the Pack-a-Punch.
  2. Wait one round. Interact with the computer in 'Operations' to activate Rushmore.
  3. You must find three activation codes:
  4. Once you have found all three codes, you must enter them into Rushmore's Number Pad, in the following order, all within a minute of each other:
    • Operation Toy Soldier Code: This code is always 7626
    • Sawyer's Code
    • McCain's Code
    • Pernell's Code
  5. Sergeant A.D.A.M. can now be found in the 'Storage' Room, ready to be activated. The first activation is free, but every activation after that costs 3000 Points. A.D.A.M. will follow you for three rounds, killing enemies and reviving players.

'Electromagnetic Awakening Party' Main Quest

Stats (Solo): Difficulty - 5/10, Est. Completion Time - 1 Hr to 1:30 Hr

    Contain the Gas Leak

  1. Unlock Pack-a-Punch.
  2. Wait one round. Interact with the computer in 'Operations' to activate Rushmore.
  3. Test the Emergency Broadcast System

  4. Buy the Galvaknuckles from the wallbuy in the back of the truck in the 'Cul-de-sac.'
  5. TIP: Turn on subtitles to make the next step easier. One of the following TVs in the Bunker will have Static on the Screen. Kill a Zombie near the TV with the Galvaknuckles to activate it. TV Locations:
  6. Once the TV is activated, it will start announcing five combinations of one letter and four numbers (Example: D0745, C0615, etc.) Each letter corresponds to a house above ground, and the numbers are times to be input on a clock in that house (Example: House D - 7:45 and House C - 6:15).
  7. Once you have your set of five letters and numbers, you must go to each house (in the order given) and set the clock inside to the given time. To set a clock, hold interact on the clock to increment it by 15 Minutes or melee the clock to increment it by 1 Hour.
  8. After all clocks have been set, interact with the clock in the house that you didn't set a clock in. The hands should spin wildly for a few seconds, before stopping. Note down the time the hands stopped and input that time into Rushmore (Example: The time the clock gives you is 6:15, input 0615 into Rushmore). After that, interact with Rushmore to complete the step; he should say "Nope! Still don't trust you...", this means you did it correctly.
  9. Pursue all Avenues of Science and Invention

  10. Interact with Rushmore, he will now tell you to find a Red Nova Six Crawler somewhere in the underground area. Once you find the Nova Six Crawler, bring him to this barrier, right of RK7 Garrison wallbuy, in the 'Transfusion Facility.'
    • While escorting the Crawler, Zombies will start spawning infinitely.
    • If you get too far from the Crawler, it will start walking away from you and eventually die.
    • You can (easily) kill the Crawler, so make sure to be careful while escorting.
    • If you kill or lose the crawler, you'll have to wait till the next round for it to respawn.
  11. Once the Crawler has been successfully escorted, go back to 'Operations' and interact with Rushmore.
  12. Preserve the Integrity of Our Mission

  13. Melee this door on the stairs between the 'Green House Backyard' and 'Diner' to cause Marlton to speak to you.
  14. Activate Sergeant A.D.A.M..
  15. Bring Sgt. A.D.A.M. to the door; Marlton will react to his presence and throw a 115 Canister out onto the floor.
  16. Pick up the canister and place it on the shelf, left of the doorway to the 'Green House Backyard,' in the 'Transfusion Facility.'
  17. Once it's placed, head back to 'Operations' and interact with Rushmore.
  18. Prevail over the Impossible to Open New Worlds

  19. In the 'Power House,' bait a Jolting Jack into firing an electric blast at the server core, left of the Telepad location. If done correctly, the window on the Server will open and allow you to interact with the core.
  20. You must deliver the core to the server in 'Operations' within a tight time limit. The only way to make it in time is to use the Telepads. Place one telepad in the 'Power House' and the other in the backyard of the 'Prisoner Holding' house. Grab the power core and use the telepads. Once you are teleported, run to the 'Operations' server and interact with it to insert the core.
    • If you have the Path of Sorrows Specialist Weapon, it's recommended to use it after teleporting, as it makes you run faster.
    • If you fail to deliver it in time, you'll be able to immediately grab another core back at the 'Power House' and try again.
  21. Once the core has been placed, Rushmore will speak to you.
  22. Obtain a weapon with the Brain Rot Ammo Type.
  23. Around the Bunker, there will be three Pictures with Green Mist coming from them. You need to Brain-Rot a Zombie near each picture to knock it down, revealing a 4-digit code on the wall. Write down all three codes. The pictures are located in the following places:
  24. Once you have all three codes, input them into Rushmore within a minute of each other. After you have done so, interact with Rushmore.
  25. Protect the Values of the American Dream

  26. The power will now go out around the map. There are six power switches around the Bunker, which you must set to their correct orientations. The correct orientation of each switch's handle is always the same. The handle, on the right side of the box, can either be set to "Up" or "Down". Quick Reference Graphic, or locations and correct switch orientations:
  27. Once the switches are set correctly, the lights on the switches will all be green, and you'll be able to reactivate the main power switch inside the 'Power House.' Once power is restored, go to 'Operations' and interact with Rushmore.
  28. Prepare for Tomorrow and Humanity's Future

  29. Around the map, there will be three newly spawned Mannequins, one of which will be glowing blue. Every player must interact with the glowing mannequin to start a lockdown. After defending for about a minute (kills are not required), the mannequin will break, dropping a body part for you to pick up. The possible locations for the Mannequins are:
  30. You must then repeat this process two more times. Once three parts are obtained, bring them to the Broken Mannequin in the Chair in the 'APD Interrogation.'
  31. Once the mannequin has been revived, Rushmore will then tell you to go find an Elemental Orb around the map which you must escort until it reaches the mannequin in 'APD Interrogation.'
    • If you get too far from the Orb while escorting it, it will despawn, and you will have to end the current round to respawn it.
    • Tip: Enter 3279/6662 into Rushmore. This makes all Zombies walk at their slowest speed for 5 minutes, making this step trivial.
    • The Orb will spawn in a Zombie spawn in one of the following three locations:
  32. Once the Orb has been escorted successfully and the voice lines are finished, interact with Rushmore.
  33. Overwhelm our Enemies with Shock and Awe

    Warning: Point of No Return. Once the computer is interacted with, the Boss Fight will start.

  34. All players must interact with this Computer in 'APD Control' at the same time to start the boss fight.
  35. Avogadro Boss Fight

    Recommended Weapons: Any Ray Gun Mark II Version and a Med-High fire rate Bullet-Based Weapon

  36. Kill mannequins around the Pyramid in 'APD Control' to fill up the empty soul canister. Once full, the door of the APD will open, revealing the Avogadro and the start of a dialogue exchange followed by a nuke going off.
  37. Once the Nuke has gone off and more dialogue has played, leave 'APD Control' and find one of four backup soul canisters around the bunker. When you find a canister, all players must be in that area and one player must interact with the canister to allow it to be filled with souls. While you are attempting to fill the canisters, the Avogadro will slowly float around the room, attacking you. Always watch the Avogadro, because if you lose track of him or get distracted with the other enemies, he can easily sneak up on you.
  38. Once you have filled the canister with enough souls, you will hear a quote. Leave that room as quickly as possible, as electricity will quickly fill the room, killing anyone inside and blocking access to it. Canister locations and recommended order:
  39. Once all four canisters have been filled, head back to 'APD Control.' Shoot at the Avogadro to push him in the direction you are shooting. You must push him so that he gets in front of the APD door.
  40. Once he is in front of the stairs up to the door, he will be sucked into the APD. When prompted, interact with the Computer in 'APD Control.'
  41. To Preserve the Future, Empower the Past

  42. After all the audio quotes are finished, the APD door will open, revealing the Elemental Shard for you to pick up. After you pick up the Shard, the ending cutscene will play and the game will end.

'I Am The Well' Song

  1. Input the number "7664" into Rushmore.

OR

  1. Interact with three mannequin heads around the map. Mannequin Heads Locations:
  2. Once all three mannequin heads are interacted with, the song will start.

Pernell/Avogadro Jump Scare

  1. Acquire a Sniper Rifle with a Scope; the Koshka wallbuy can be found in the 'APD Control.'
  2. Go to the balcony in the Green House Backyard. Aim toward This Area with the sniper scope, there should be a zombie out in the distance.

Mannequin Jump Scare

  1. Buy the Galvaknuckles from the wallbuy in the back of the truck in the 'Cul-de-sac.'
  2. Melee the heads off of Every Mannequin's head with the Galvaknuckles. If done correctly, you should hear an audio cue.
  3. In the 'Beds' area, right of the Pack-a-Punch machine, there should be a newly spawned female mannequin with its head on backwards. If you look directly at the mannequin, its head will quickly spin around followed by a jump scare.

Interact with TEDD

  1. Enter "8333" into Rushmore's Number Pad.
  2. Go down to the 'Lounge' and interact with TEDD.

Insanity Mode / Teleport to Round 200

When you enter Insanity Mode, the round will be set to 200 and any areas not present in the original Nuketown Zombies will be blocked off.

  1. In the 'Generators' room, activate the console to Enable Ventilation Systems. This will cause a timed lockdown in the 'Generators' room.
  2. When the Clock above the 'Cul-de-sac' is set to 1 and the Nuketown Sign Population Number in the 'Cul-de-sac' is at 15, a purple orb will spawn in the Shed in the 'Yellow House Backyard.'
    • The clock ticks down every 33 kills. The clock and the population should always line up, meaning the clock will always say 1 when the population sign is at 15.
  3. Escort the Orb to this TV upstairs in 'APD Interrogation,' while staying close to it the whole time. If you get too far from the Orb, it will despawn, and you will have to get the Clock to 1 and the Population Board to 15 again.
  4. Buy the Bowie Knife from the wallbuy in the 'Generators' area.
  5. Melee the TV in 'APD Interrogation' to break it. The Printer next to the TV will print out a paper with a 4-digit number on it.
  6. Point of No Return: Once you enter the code into Rushmore, all players have one minute to interact with Rushmore to enter Insanity Mode. Once you enter Insanity Mode, there is no way back from Round 200.
  7. When you enter Insanity Mode, all players will be teleported to the 'Cul-de-sac' and have their weapons upgraded to max Pack-a-Punch level. Completing Round 200 on solo takes about 1 hour and 3500-3600 kills.

Love Story / Free Self-Revive

  1. If you have the Galvaknuckles, replace them with the Bowie Knife to avoid being locked out of this easter egg since using the Galvaknuckles on all heads will trigger the Mannequin Jumpscare easter egg. If you melee any heads with the Galvaknuckles and then switch to the Bowie Knife, an error sound will occur on the first head. If you keep going and melee all the heads off, a live grenade will spawn at the final mannequin locking you out of completing this easter egg.
  2. Melee the head off of Every Mannequin around the map. If done correctly, you should hear an audio cue.
  3. Behind the Nuketown sign in the 'Cul-de-sac,' there will be a male mannequin. When you look at this mannequin, it won't move, but if you look away from it, it will chase you and attack you if it gets too close while not looking at it.
  4. Run down to the 'Generators' area with the male mannequin following you. Once there, find the newly spawned headless female mannequin near the tunnel to 'Solitary'; bring the male mannequin to her.
  5. Once the two mannequins are together, look away from them to allow them to move. Follow them, without looking at them, to the Shed in the 'Green House Backyard.'
  6. Once they go inside, a Free Self-Revive will appear at the door to the shed. If you look at the side of the shed, you'll see the female mannequin now has a head and the mannequins look as if they are about to kiss.

Extra Perk

  1. Shoot the head off of Every Mannequin around the map. If done correctly, you should hear an audio cue.
  2. At the start of the next round, the announcer will say "Rip Flesh from Bone", and the Zombies will be replaced by mannequins with a lot of health.
  3. Once you kill all the mannequins, a Perk Power-Up will fall from the sky in front of the Nuketown sign in the 'Cul-de-sac.'

All Mannequin Locations

Rushmore Secret Codes

Word Numbers Description
Easy/Noob 3279/6662 Makes all Zombies walk at their slowest speed for 5 minutes (Both do the same thing and only one can be activated per game).
Brew 2739 Brew perk is now 50% cheaper.
Soda 7632 Soda perk is now 50% cheaper.
Cola 2652 Cola perk is now 50% cheaper.
Pack 7225 Spawns a Bonfire Sale power-up.
Time 8463 Freezes zombies for 30 seconds.
Boom 2666 Spawns a live Grenade.
Nuke 6853 Spawns a Nuke power-up.
Door 3667 Makes one random door that isn't open cost 0 Points.
Love 5683 Professes your love to Rushmore.
Quiz 1841 Rushmore gives a Quiz that you can't interact with.
Joke 5653 Rushmore tells a Russian joke.
Song 7664 Plays the song.
Tedd 8333 Activates T.E.D.D. in the Diner.
Duck 3825 When you melee Zombies, they make a duck sound.
Guns 4867 Every player in the game is given a new gun every 10 seconds for 5 minutes.
Bank 2265 Free 1000 points to all players.
Rave 7283 Rave party starts in the 'Beds' area.
Vent 8368 Rushmore starts venting his frustration.
Shed 7433 Opens the shed door in the 'Yellow House Backyard' for free.
Life 5433 A quote plays about only having one life.
Puke 7853 When you melee a Zombie, they will puke.
Fall 3255 When you look at Zombies, they will fall.
Ugly 8459 Rushmore tells you that you're beautiful.
Hero 4376 Fills up your specialist Weapon meter.
Yawn 9296 Rushmore talks about how you're bored.
Warp 9277 Teleports the player to a random location.
Club 2582 The 'Beds' area will have a disco theme and play music.
Grav 4728 Newtonian Negation (Zombies killed fall straight up, lasts for 25 minutes).

'Duck and Cover' Gauntlet Challenges

Round # Round Name Description
Round 1 Delayed Entry Defend the Security Checkpoint.
Round 2 Death from Above Zombies can only be damaged while you're much higher than them.
Round 3 End of the Road Be in the 'Cul De Sac' by the end of the round.
Round 4 Piss Around Use Unpacked Pistols Only.
Round 5 Duck... Weapons are only usable while crouched.
Round 6 ...and Cover Weapons are only usable while prone.
Round 7 Deep Breath Complete the gas venting event in the 'Generators' by the end of the round.
Round 8 Population Control Round ends when the population counter is hit with Galvaknuckles at zero.
Round 9 Civil Engineering Build the Telepads and Shield by the end of the round.
Round 10 Block Party Survive a round in the Neighbourhood Streets and get 15 Riot Shield kills.
Round 11 Pack your Bags Each Player must possess a Packed weapon by the end of the round.
Round 12 Shocking Development Survive a round of Jolting Jacks.
Round 13 This. Is. Nuketown! Survive a round using only Nuke power-ups.
Round 14 Sawed Off Use Unpacked Shotguns Only.
Round 15 Slumber Party Survive a round in the 'Beds' area of the Bunker.
Round 16 Galva-anting Use Galvaknuckles only.
Round 17 Out of this World Craft a Modded Ray Gun Mark II by the end of the round.
Round 18 Electric Slide Pass through an electric trap 10 times without touching its beams.
Round 19 All Gassed Up Kill 20 empowered Zombies.
Round 20 Blood Drive Survive a round in the 'Transfusion Facility.'
Round 21 Head Hunter Remove all 30 Mannequin Heads by the end of the round.
Round 22 Minute to Midnight Get 15 kills with the weapon from 'Prisoner Holding' within 1 minute of picking it up.
Round 23 Fist Full of Bullets Melee kills fill your weapon's clip. No ammo reserves.
Round 24 Shocking Spree Make 6 unique wallbuys.
Round 25 Backyard Barbecue Survive the round in the backyard of the Yellow House.
Round 26 Keep it Light Use unpacked LMGs only.
Round 27 Eyes Open Survive the round without being hit by Mannequins.
Round 28 Mobile Plan Use the Telepads in 10 different positions by the end of the round.
Round 29 Mannequin America Can only attack while standing next to Sgt. A.D.A.M.
Round 30 Illuminati Defend APD Control from Avogadro and an A.D.A.M. onslaught