Blood of the Dead Guide

Power

Pack-a-Punch

  1. Activate the Power.
  2. Obtain the Spectral Shield.
  3. Spirit blast the Voltmeter on the roof to spawn the Pack-a-Punch.
  4. The Pack-a-Punch will teleport between the following three locations. There is no way (that we know of) to figure out where the Pack-a-Punch is without checking each location. Locations:

Blundergat

The Blundergat is a shotgun with four barrels that all fire all at once, using only one bullet per shot. The Blundergat can be Pack-a-Punched and does not require an Easter Egg to do so. Also, the Blundergat can be converted into the Acidgat or Magmagat.

The Blundergat is available through the mystery box and via the following quest:

  1. Obtain the Hell's Retriever.
  2. Around the map, five Skulls need to be collected with the Hell's Retriever. The Skulls can only be seen through the shield (The shield is not required to pick up the skulls, only to see them).
  3. Navigate to the 'Warden's Office' and pick up the Blundergat from the table.

    Acidgat

    The Acidgat is an upgraded version of the Blundergat that fires three acid bullets in a burst. These bullets stick to surfaces and enemies, exploding after a few seconds to damage both Zombies and the player. Additionally, they attract Zombies, luring them in until detonation.

    The Acidgat can do heavy damage to the player (~25-50 health for the whole burst) if they do not have PhD Slider, so standing near an acid bullet should be avoided whenever possible.

  1. Obtain the Blundergat.
  2. Obtain the Warden's Key from killing the Warden for the first time.
  3. The Acidgat Kit requires three parts to be built:
  4. Craft the Acidgat Kit at the Transverse Tunnel, Cell Block 3rd Floor or Docks.
  5. Place the Blundergat in the Kit and wait for it to finish to be able to pick up the Acidgat.

    Magmagat

    The Magmagat is an upgraded Blundergat that launches a lava ball. When this ball sticks to a Zombie, it explodes, killing it. If shot at the ground, the ball remains for a few seconds, attracting Zombies and continuously damaging those nearby. The ball does minimal damage to the player when standing on it (~1-2 health/sec).

  1. Obtain the Blundergat.
  2. Place the Blundergat in the Fireplace in the 'Warden's House.'
  3. You must stay in the 'Warden's House' until the essence has been deposited or the Blundergat will disappear. While in the 'Warden's House,' kill Zombies and pick up the Blue Essence they drop. Once enough essence has been collected, Zombies will no longer drop any.
  4. Deposit the essence into the Fireplace to convert the Blundergat into the Tempered Blundergat. You must pick it up within 30 seconds, or it will disappear. The Tempered Blundergat cools over time, reverting to the Blundergat. Touching Blue Flaming Barrels resets the cooling timer. Travel from 'Warden's House' to 'New Industries' without it going out; fast travelling will extinguish it. If it goes out, reignite it at the fireplace. There are five barrels on the path from 'Warden's House' to 'New Industries':
  5. In the 'New Industries,' place the Tempered Blundergat in the press. After being pressed, the Magmagat will become available for pickup.
  6. After the Magmagat has been crafted, anyone in the game can place a Blundergat in the press to get the Magmagat without having to do the previous steps.

Hell's Retriever

  1. Activate the Power.
  2. Feed three Hellhounds with Zombies by killing Zombies near them. Only one Zombie can be fed to a Hellhound at a time, so wait for the Hound to finish chewing before killing another Zombie. Three Hellhound locations:
  3. Once all three Hellhounds have been fed, use the Fast Travel at either the Showers or Warden's House. During the Fast Travel, the Hell's Retriever will be floating above a rock for you to pick up as you fly by.

    Hell's Redeemer

  1. Stand in one of these locations in the 'Recreation Yard' to make the Hell's Retriever glow blue when thrown. Once enough Zombies have been killed with the Blue Hell's Retriever, a howl can be heard and the Hell's Retriever will no longer glow blue. Locations where the Retriever glows blue:
  2. Obtain the Spectral Shield.
  3. In one of the following locations, a blue hellhound drawing can be seen using the Spectral Shield. Once found, throw the Hell's Retriever at the drawing. If done correctly, the drawing will disappear and the Hell's Retriever will be taken from you.
  4. Wait for a Dog Round. During the Dog Round, a Ghost Dog can be found walking around, which can only be seen using the Spectral Shield. Once found, Spirit Blast the Ghost Dog with the shield to make it disappear.
    • The Ghost Dog can literally be/go anywhere, so make sure to check everything from Spawn to the Docks.
    • The Ghost Dog can get stuck on the stairs leading up to 'Cell Block 3rd Floor' so check there if you really cannot find it.
    • If you throw your Retriever at the blue symbol on a Dog Round, you will have to wait for the next Dog Round for the Ghost Dog to spawn.
  5. Use the Fast Travel at either the Showers or Warden's House to pick up the Hell's Redeemer from the same location as the Hell's Retriever.

Spoon

    Recommended: If you plan on getting the Golden Scalpel Upgrade, equip the Ethereal Razor (Modifier slot or not) and Timeslip (not as important) perks. If you plan to get the Golden Sporknife, equip the Sword Flay Elixir as it makes killing the Warden with melee a lot easier.

  1. Obtain the Spectral Shield and Hell's Retriever.
  2. Navigate to the Warden's Office. On the pillars in the Office, three numbers can be seen using the shield's Vision. The numbers are ordered from close, middle then far.
  3. In the 'Citadel Tunnels,' spirit blast the Number Pad with the shield to activate it. Once activated, interact with each of the three panels to change them to the numbers seen in the Office. Once the correct numbers have been entered, the elevator in the middle of the spiral staircase will break and fall into the water.
  4. Spirit blast the Voltmeter at the Docks to activate the crane. The Crane will raise a net from the water and move toward the docks. Once the net has stopped above the docks, throw the Hell's Retriever at the net to cut off the arm of the skeleton, making it drop onto a box.
  5. You can pick up the Spoon from the Skeleton's arm.

    Golden Spork

    The Golden Spork can one-hit kill Zombies until round 34.

  1. Obtain the Acidgat or Magmagat.
  2. Place the Spoon in the Bathtub in the 'Infirmary.'
  3. Kill Zombies on the 'Roof' with the Magmagat or Acidgat until the Bathtub is full of blood.
  4. Once the Bathtub is full of blood, interact with it to drain the tub. The Spoon will now be gone from the tub.
  5. Shoot the four Yellow Supports of the Water Tower near the Catwalk.
  6. Once all four supports have been shot off, the Water Tower will buckle and fall over.
  7. Go to the open part of the Catwalk and throw the Hell's Retriever at this branch below the fallen Water Tower to collect the Golden Spork.

    Golden Scalpel

    Recommended: Equip the Ethereal Razor (Modifier slot or not) and Timeslip (Not as important) Perks

  1. Obtain the Hell's Redeemer.
  2. Once you have the Hell's Redeemer, kill 100 Zombies with the Golden Spork anywhere on the map. Once you get 100 kills, a sound will play and the Tub will turn Dark Red.
    • The kills don't have to be in a row.
    • You do not need to get the kills while standing near the Orange Tub in the 'New Industries' building (as many old guides say).
  3. Interact with the Tub to place the Golden Spork in it. A Skeleton Hand will come out of the Tub, grab the Golden Spork, spin around, and go back down.
  4. Collect three Coloured Rocks using the Hell's Redeemer. Locations:
  5. Once all three rocks have been collected, place them at their corresponding traps and get 100 kills at each of the locations. It's important to note that you don't need to place all the rocks to start getting kills at any one location. Locations:
  6. Once you have gotten enough kills with a trap, the rock will shrink and become shiny. It can now be picked up.
  7. Once all three rocks have been turned into gems, you must take the fast travel from the 'Cafeteria' to the 'Transverse Tunnel.' Once you exit the fast travel at the 'Transverse Tunnel,' quickly throw the Hell's Redeemer at a golden nugget before the fast travel gate closes. If done correctly, the golden nugget should fly out onto the ground to be picked up.
  8. Place the gems in the Magmagat Press. After being pressed, the Golden Scalpel will become available for pickup.

    Golden Sporknife

    The Golden Sporknife can one-hit kill any enemy (including the Warden) on any round.

  1. Place the Golden Scalpel in the Tub in the 'New Industries' building. A Skeleton's Hand will take the Golden Scalpel.
  2. Wait for the Warden to spawn. Tip: You can spawn the Warden by entering "666" into the Number Pad in the 'Citadel Tunnels' (this can only be done once per game).
  3. Kill the Warden by near this sign with the Knife and piece of cloth on the 'Catwalk.' You can shoot the Warden to weaken him, but the final blow has to come from a Melee Attack (The Path of Sorrows doesn't work).
    • Strategy: Bring the Warden to the correct location then shoot him in the head (with a bullet gun) until his helmet pops off. You can keep shooting him if you'd like, but it can be risky if you do too much damage and kill him. If you have it equipped, use the Sword Flay Elixir now and then try to keep strafing around the pole to keep it between you and the Warden. The extra range with Ethereal Razor lets you hit the Warden through the pole while not letting him hit you.
  4. If the Warden was killed correctly, the piece of cloth on the sign should disappear.
  5. Return to the Tub and interact with it to get the Golden Sporknife.

Spectral Shield

  1. The Spectral Shield requires three parts to be built:
  2. Craft the Spectral Shield at the Transverse Tunnel, Cell Block 3rd Floor or Docks.
  3. To charge the shield, kill Zombies with the shield Key to collect their souls. Three souls are required per charge/spirit blast, and the Spectral Shield can hold two charges.
  4. Once per round, you can get a free refill on the shield charges by interacting with a sparking power box around the map.

    Attuned Spectral Shield

  1. Obtain the Hell's Retriever.
  2. Use the Mystery Box until the Lock appears (Lock appears when the box is moving).
  3. Use the Key from the Spectral Shield on the Lock until it turns blue.
  4. Throw the Hell's Retriever at the Blue Lock to collect it. Note: Any player, anywhere around the map, can throw the Hell's Retriever at the same time as the player at the box to get the upgrade as well. Otherwise, the other players need to do this if they want the upgrade.
  5. The shield can now withstand an extra 200 damage and holds an extra two spirit blasts.

'Most Escape Alive' Main Quest

Stats (Solo): Difficulty - 8/10, Est. Completion Time - 1:45 Hr to 2:15 Hrs, RNG Rating - 1/5 (The Bird locations are random, but you don't have to burn rounds)

Recommended Loadout (Anything not listed is Player's Choice)
Perks Special Weapons Elixirs Equipment
  • Dying Wish
  • Stamin-up
  • Ethereal Razor (Only if upgrading Spoon)
  • Winter's Wail (Modifier Slot)
  • Path of Sorrows
  • Ragnarok DG-5
  • 'Temporal Gift'
  • 'Undead Man Walking'
  • 'Equip Mint' (if using Monkey Bombs)
  • Wraith Fire

    Before you Start

  1. For the fullest/best experience, play as Richtofen. When you spawn in, if you interact with Samuel's Cryo Pod after the opening voice lines are finished you will hear Richtofen say, "Ahh, you have all remained safe for so long, my little popsicles...". For the remainder of the Easter Egg, Samuel and Richtofen will talk to each other about what is happening during the Easter Egg.
  2. Unleash the Spirits

  3. Activate Pack-a-Punch. Note: Technically this is not required but... good luck if you try it.
  4. Shock and Denial

  5. Obtain the Spectral Shield, Hell's Retriever and Spoon.
  6. Melee the wall at the top of the stairs, left of the Titan wallbuy, in the 'Warden's House' with the Spoon. If done correctly, the wall will become scratched.
  7. You need to have the Warden slam the ground in front of the scratched wall. You can spawn the Warden by entering "666" into the Number Pad in the 'Citadel Tunnels' (this can only be done once per game). The Warden's slam attack can be triggered in two ways:
    • Obtain Monkey Bombs. Wait for/Spawn the Warden. Throw a Monkey Bomb below the scratched wall and run down the stairs (No players should be near the wall with the Warden). If done correctly, the Warden should run to the Monkey Bomb and perform a slam.
    • Starting on Round 18, the Warden will gain an electric slam attack when near a player (not recommended due to needing to wait for Round 18)
  8. Once the Warden slams near the wall, the wall should fall, revealing the 'Warden's Ritual Room.' Activate the switch next to the electric chair and pick up the Red Stone from the table near the electric chair.
  9. Go to the 'Richtofen's Laboratory' and place the red stone on the map on the wall.
  10. Pain and Guilt

  11. Interact with the Kronorium on the floor of the Lab. A Seagull will spawn and take the book.
  12. You must spirit blast the Seagull three times, once per round. The Seagull can only be seen while aiming with the shield, but it can be heard with or without the shield.
    • The first seagull might only spawn in five locations, which are marked in green in the list below. If you can't find it in the locations in green, then try the spawns near those.
    • Note: There is a way to know roughly where the Seagull is going to be for the second and third spawns. On the round before the second spawn (i.e. the round you found the first location) end the round at the top of the Gondola (the Gondola doesn't have to be there). Once you kill the last zombie, look about here, out to the water and wait for a subtle Blue Light Streak coming from the water to shoot toward somewhere on the map. The light indicates what area of the map the Seagull has spawned: The right of your screen means it spawned in the 'Warden's Office'/'Citadel' area, Down means 'Docks,' and the left side of the screen means Spawn Area/'Catwalk.'
    • There are 42 Locations the Seagull can be in. Video Guide by MysteryHQ or Pictures Below:
    Click to expand/collapse the list of Seagull Locations

      Docks:

    1. Docks Bridge - Above the Cola Perk
    2. Docks - Above Mystery Box on Pole
    3. Building 64 Area:

    4. Building 64 - On a machine near the ICR-7 wallbuy
    5. Building 64 - Above the Pack-a-Punch location
    6. China Alley - On the stairs outside the map
    7. Citadel Tunnels:

    8. Citadel Tunnels - In the middle of the Spitfire wallbuy room on a beam near the ceiling
    9. Citadel Tunnels - On the Number Pad
    10. Citadel Tunnels - Above a barrier near the middle of the room, one level up from the number pad
    11. Citadel:

    12. Citadel - On the radiator at the top of the stairs coming from the 'Citadel Tunnels'
    13. Citadel - On the sandbags near the entrance to the 'Showers'
    14. Citadel - In the room just before the stairs leading to 'Michigan Avenue'/'Warden's Office'
    15. Warden's Office Area:

    16. Sally Port - Above the doorway with the Fan Trap
    17. Administration - On the top of the door coming from 'Sally Port'
    18. Warden's Office - Above the Fireplace
    19. Eagle Plaza:

    20. Eagle Plaza - On a wooden pallet, left of the lava river
    21. Michigan Avenue:

    22. Michigan Avenue - Above the power box just outside the 'Warden's Office'/'Sally Port'
    23. Michigan Avenue - Near the cell with the power-up locked inside
    24. Cellblock Area:

    25. Cell Block 3rd Floor - Beside the workbench
    26. Cell Block 3rd Floor - Above the Hellhound
    27. Library Area:

    28. C-D Street - Near/Below the Hellhound
    29. Library - On a bookshelf
    30. D-Block - On a railing above some cells
    31. Cell Block Entrance - On the railing above the Zombie Barrier
    32. Infirmary/Roof Area:

    33. Infirmary - On a cart behind the bars in the middle of the blocked-off hallway
    34. Infirmary - On a shelf, opposite the power box
    35. Roof - Above the "No Way Out" Sign, left of the stairs to the 'Infirmary'
    36. Roof - Left of the Zombie spawn hut
    37. Cafeteria Area:

    38. Times Square - On a broken walkway above the entrance to the 'Cafeteria'
    39. Cafeteria - On the pile of debris in the middle of the room (stand near the fast travel)
    40. Cafeteria - On the table with the wrapped body, outside a barrier
    41. Showers:

    42. Showers - On the dryer, near the fast travel
    43. Recreation Yard/Catwalk:

    44. Recreation Yard - On one of the beams to the left after leaving the Prison
    45. Recreation Yard - On a wooden post, left of the Mystery Box
    46. Catwalk - On the roof of the open part
    47. Catwalk - On the other side of the roof
    48. Catwalk - On a post, close to the exit of the 'Catwalk'
    49. West Grounds Area:

    50. West Grounds - On the overturned truck near the 'Catwalk' Entrance
    51. West Grounds - On the truck left of the spawn door
    52. Model Industries - On a machine, right of the RK 7 Garrison wallbuy
    53. Power House Area:

    54. Power House - On the pipe overhead outside
    55. Power House - On the pipe overhead, left of the giant cylinder near the Mystery Box
    56. New Industries:

    57. New Industries - In the room between the Spin Trap and the 'Transverse Tunnel,' on a pipe
  13. Once the bird has been spirit blasted three times, on the following round, in addition to a Seagull squawking, a man can also be heard crying. When looking through the shield, the Bird will have been replaced with a white light that flashes every couple of seconds. The light can only be in the locations in orange in the list above.
  14. Obtain the Hell's Retriever if you replaced it with Monkey Bombs for step 4.
  15. The Bird can now only be seen while in 'Zombie Blood.' To obtain 'Zombie Blood,' spirit blast the Number Pad in 'Citadel Tunnels' and enter "872". A 'Zombie Blood' Power-up will spawn (The Temporal Gift Elixir will increase the duration of the Zombie Blood Effect).
  16. With 'Zombie Blood' active, return to the White Light and look through the shield to see if the Bird is standing on the Kronorium. DON'T look at the bird through the shield for too long, just look until the Kronorium spawns below the bird. Once you see the Kronorium spawn, quickly put away the shield and make sure no other players are in the room. Throw the Hell's Retriever at the Kronorium to make it appear at your feet. Pickup the Kronorium.
  17. Recommended but NOT required: The remainder of the Main Quest utilizes the shield a lot, so you should obtain the Attuned Spectral Shield for the increased "ammo" capacity and health. Also, The Hell's Retriever is no longer required for the Main Quest (but is required for many side Easter Eggs, like the shield upgrade), so if you'd prefer to get Monkey Bombs it's safe to do so now.
  18. Return to the 'Warden's Ritual Room' and place the Kronorium on the corpse in the chair. The pages should begin flipping; interact with them to make them stop.

    Anger and Bargaining

  19. Look through the shield to see what numbers the book shows, and enter those numbers into the Number Pad in the 'Citadel Tunnels.'
  20. The Lighthouse near the 'Warden's House' will now be shining its light on a Red Orb which can only be seen with the shield. The red orb is in one of five locations and corresponds to a challenge the players must complete. Spirit Blast the orb to make it visible without the shield and to start the challenge.
  21. Once a Challenge is complete, return to the Kronorium in the 'Warden's Ritual Room' for another set of numbers. Red Orb Locations:
  22. Docks Challenge - 2/5 Difficulty

    1. In the water around the map, three buoys will begin flashing a single-digit number in Morse code (Cheat Sheet or Decoder website). The flashing can only be seen with the shield. Note down the number each buoy is flashing. Buoy Locations:
    2. Once you get the number from each buoy, add them together and convert that number to Morse code. Example: Buoy 1 = 4, Buoy 2 = 7, Buoy 3 = 2, Total = 13 or ".---- ...--" (There are no equivalents for double digits, so 13 would just be 1 in Morse code then 3 in Morse code).
    3. In the 'Sally Port,' there is a telegraph key on a table which you can use to input your number. For a short beep, hold for 1 second and a long beep, hold for 3 seconds. If the Warden laughs, then you input the incorrect beep and can try again immediately.
    4. If the correct number was input, the Warden won't laugh, your character will say you did it correctly and a ghost boat will spawn near the 'Docks' and float around.
    5. Kill a Zombie in this room in the Infirmary to spawn a Ghost who will begin to wander around the Infirmary. Spirit blast and interact with the Ghost to make him follow you.
    6. Kill Zombies near the Ghost to make him move. If he stops moving, kill more Zombies near him. Escort the Ghost to the 'Docks' via the Gondola. Zombies don't attack the Ghost.
    7. Once at the 'Docks,' the Ghost will make its way to the Red Orb and enter it.
    8. Once the Ghost enters the Orb, a Red Stone will drop to the floor for you to pick up.

    Showers Challenge - 1/5 Difficulty

    1. A Ghost will spawn left of the Orb with a Banjo.
    2. Interact with the Ghost to make him hold out the Banjo. Once he is holding out the Banjo, interact with the Ghost again to take the Banjo. The Banjo will now be on the player's back.
    3. In the 'Showers,' find and stand in a blue circle. While in the blue circle, kill Zombies to fill the Banjo.
    4. If you are outside a circle for too long, you will start taking damage. If you start slowly taking damage while in a circle, return the Banjo to the Ghost, wait a few seconds, then pick it back up and try again.
    5. Once you get enough kills quickly enough in a circle, a Banjo sound will play and the corners of the screen will turn red.
    6. If the circle disappears with no sound, find another circle and get more kills. If there are no circles, return the Banjo to the Ghost. If when you give him the banjo, he does not start walking backward and disappear, take the Banjo back and get more kills.
    7. When the Ghost disappears, a Red Stone will drop where the Ghost was for you to pick up.

    Michigan Avenue Challenge - 4/5 Difficulty

    1. Kill a Zombie in the 'Cafeteria' to spawn a Ghost. Spirit blast the Ghost to start the escort. This will lock down some doorways creating a linear path to the Michigan Avenue Orb.
    2. All players must defend the Ghost from infinitely spawning Zombies as he makes his way to the 'Michigan Avenue' Orb. Starting in the 'Cafeteria,' the Ghost needs to be escorted to 'D-Block,' followed by the 'Library,' then to the 'Cell Block 2nd Floor,' and finally to the 'Michigan Avenue' Orb. As the Ghost takes damage, he will become red. If the Ghost receives too much damage, it will disappear, and you can try the escort again in the next round.
    3. Once the Ghost reaches 'Cell Block 2nd Floor,' the Warden will spawn.
    4. Once the Ghost enters the Orb, a Red Stone will drop from the Ghost.

    Power House Challenge - 3/5 Difficulty

    1. Look at the Ghost near the power switch in the 'Power House' till your character says something about it to avoid a glitch.
    2. In 'Building 64,' you must play five rounds of "Simon Says" using six panels in the room that light up. Each round the number of lights in the sequence increases, so round 1 has only one light, round 2 has two lights, etc. There's a new random sequence every round. Also, the same light can light up multiple times in the same round. Once the sequence has played out, interact with the panels in the same order they flashed.
    3. To start the Simon Says mini-game, interact with this sparking and smoking machine, this will make the main lights in the room go out. Stand here (where the blood is on the floor in the image) to get a good view of all the panels. Panel Locations:
    4. Upon completing the fifth round, three of the panels will remain illuminated, while one panel will be blinking. Ignore the blinking one and quickly note the panels that are lit.
    5. On each of the panels, there's a symbol on a sticky note. Using this cheatsheet, note which symbols were on the lit panels (only the numbered symbols are used for now).
    6. Grab the Punch Card from the shelf in between the doorways to the 'China Alley.'
    7. In the 'Model Industries' building (spawn), place the Punch Card into this machine.
    8. Six monitors in the room will turn on each showing one of the symbols from the panels.
    9. For each of your symbols, interact with the monitor displaying that symbol. The symbol will change to one of the lettered symbols, note down which ones.
    10. Once you have your new symbols, go back to the Ghost in the 'Power House' where he will be trying and failing to pull levers. Each lever has a note beside it that has one of the lettered symbols on it.
    11. You must get the Ghost to pull the levers corresponding to your symbols. To make the Ghost able to pull a lever, spirit blast him with the shield as he is grabbing at the correct lever, not before (like old guides say). If done correctly, he will stop grabbing at it, then after a few seconds, he will grab it and turn it down. Repeat for the other two symbols. After the third lever is pulled, a Red Stone will drop from the Ghost.

    New Industries Challenge - 5/5 Difficulty (4/5 with the Undead Man Walking elixir)

    1. Obtain the Attuned Spectral Shield with 3-4 Charges. Technically, the upgraded shield is not required but without it, it's a lot harder. You can get a free full refill for the shield once per round.
    2. Kill a Zombie in 'D-Block' to spawn a Ghost which can only be seen with the shield.
      • If you do not have the Undead Man Walking elixir, pull out your Specialist Weapon near a Zombie to spawn the Ghost without ending the round.
      • If do have Undead Man Walking, only activate it once the zombies start getting close to you on the next round, as the escort through the prison is the hardest part, and using Undead Man Walking makes it easier.
    3. The Ghost will make his way from 'D-Block' to the 'Cell Block 2nd Floor' or 'Michigan Avenue' or 'Cafeteria' to pick up a spoon then to the 'New Industries' Building via the 'Catwalk' to kill another Ghost. Your goal is to damage the Ghost enough to make him red, so he can be killed with the Spin Trap in the 'New Industries' building before he can kill the other Ghost.
      • To inflict damage on the Ghost, first, use a spirit blast to make it visible without the shield. Once visible, damage it using the Key from the shield. Keep in mind that the Ghost can only be harmed when it is visible. If it turns invisible, use another spirit blast to reveal it again. Note that the Ghost remains visible for approximately 15 seconds after being hit with a spirit blast before becoming invisible again.
      • In some spots, you can stand in front of the Ghost to stop him from moving even if he's invisible to buy you some time to get another shield charge.
    4. As you do damage with the Key, he will slowly turn red. Once you do enough damage, his arms will kind of go out (almost like a t-pose), you will no longer be able to damage him, and he will no longer turn invisible.
    5. Once you do enough damage, run to the MOG 12 wallbuy and wait till the Ghost is close to it. Once he's beside the wallbuy, run to the Spin Trap and activate it. If the Ghost is damaged enough, he will walk into the trap, die, and drop a Red Stone for you to pick up.
  23. Once all five challenges have been completed and all stones have been picked up, place them on the map on the wall in 'Richtofen's Laboratory.'
  24. Reflection and Loneliness

  25. Return to the 'Warden's Ritual Room' and interact with the electric chair to place the Summoning Key in the corpse's chest cavity.
  26. After some cutscenes, you will be freed from the cells and be able to grab your equipment from the Bag at the top of the stairs.
  27. Follow the Seagull to the 'West Grounds' where a larger version of the Warden will spawn blocking the entrance to the 'Model Industries' building.
  28. After a short cutscene, the Warden will be taken away by Ghosts and a Red Stone will drop.
  29. Place the Red Stone on the map on the wall in 'Richtofen's Laboratory' to reveal a Cryo-pod and secret staircase to the right of the pod.
  30. The Upward Turn

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

  31. At the top of the stairs, there will be a Metal Door. All players must interact with the door to start the Boss Fight.
  32. Reconstruction/Boss Fight

  33. The door will open and all players will be put into the boss fight arena. The Warden will shake off the Ghosts and teleport away.
  34. Zombies, Hellhounds and Wardens will begin to spawn. You must get at least one shield charge from these enemies. Kill all the enemies that spawn.
  35. Once all the enemies are dead, the larger Warden will spawn somewhere in the arena with a red cylinder around him and three red orbs above him.
  36. You must quickly run into the cylinder, and shoot and destroy the orbs. Standing outside the cylinder will cause you to take damage.
  37. Once the Orbs are destroyed, wait a few seconds then spirit blast the white orb above the Dark Mechanism.
  38. If done correctly, the Larger Warden will disappear, and after a few seconds, Zombies will start to spawn again.
  39. Repeat one more time. During the second phase, Red Circles on the floor will spawn. If you are standing in them when they activate, then you will be downed instantly.
  40. After spirit blasting the white orb above the Dark Mechanism the second time, the Dark Mechanism will activate, and the player playing as Richtofen must interact with the Dark Mechanism. If no one is playing as Richtofen, a bot will spawn.
  41. Acceptance

  42. A cutscene will play and the player playing as Richtofen will respawn in the lab. They must interact with the Metal Door to enter the arena. The players, not playing as Richtofen, will face off against infinite enemies and the invincible, larger Warden until Richtofen returns to the arena. As Richtofen re-enters the arena, a small cutscene will play and the larger Warden will no longer be invincible.
  43. Kill the larger Warden. Once he is dead, the final cutscene will start.

'Where Are We Going (2018 Edition)' Song

  1. Obtain the Spectral Shield.
  2. In the 'Citadel Tunnels,' spirit blast the Number Pad to activate it.
  3. Enter "115" to start the song.

Mob of the Dead Showers Lockdown Theme

  1. Shoot this part of the Dryer in the 'Showers' to turn it on. After a few seconds, it will turn off. Turn it on two more times.
  2. If done correctly, the Dryer will make an alarm sound and the song will begin.

Free Monkey Bombs

    This can only be completed once per game

  1. Obtain a Level 2 Special Weapon.
  2. Navigate to 'C-D Street' (Near/Below the Hellhound in the Prison) and kill Zombies next to the Statue Monkey Bomb using your Specialist Weapon to fill it with souls.
  3. Once enough souls have been collected, the monkey's hat will glow red. Shoot the monkey to cause it to disappear.
  4. Navigate to 'Richtofen's Laboratory' and obtain the Monkey Bombs via the teleporter pad located on a table.

Shadowman Jumpscare

  1. Obtain a Sniper Rifle with a scope. There are no sniper wallbuys, the only way to get a sniper is from the Mystery Box.
  2. Navigate to the 'Recreation Yard' and aim at this window.

Free Max Shield Charge

'Hellcatraz' Gauntlet Challenges

Round # Round Name Description
Round 1 Sacred Ground Do not allow any Zombies to enter Richtofen's lab.
Round 2 Jump Shot Player can only attack while jumping.
Round 3 WTF Movement controls are reversed.
Round 4 Load of Nonsense Weapons must be reloaded after every shot if ammo is available.
Round 5 Fish In A Barrel Use the Swordfish only.
Round 6 Dead Eye All weapons replaced - SDM ADS only.
Round 7 Shut Your Trap Kill Zombies with Traps only.
Round 8 A.iming D.oes S.ting ADS causes damage.
Round 9 Helluva Appetite At least one player must possess Hell's Retriever at the end of the round.
Round 10 Rooftop Party Defend the roof.
Round 11 Zombies Noir It's black and white.
Round 12 Brain Soup Get at least 20 Spoon kills by round end. Unrelated weapons are locked out.
Round 13 Snooze You Lose Sprint to avoid point drain. Slower movement drains points faster.
Round 14 Total RePack Possess a fully packed weapon at the end of the round.
Round 15 Power Through Defend the Power House.
Round 16 Shoot Mo'Zombies Use the Mozu only.
Round 17 Oh My Gat! Forge the Magmagat during the round.
Round 18 Sacrificial Packed Sacrifice 2 weapons to the Pack-A-Punch Machine.
Round 19 Japanese Horror Survive the Terror.
Round 20 Shower Showdown Defend the Showers.
Round 21 Prone To Regeneration Health regeneration only works while prone.
Round 22 Pointless Points are reset to zero.
Round 23 Unattached Only kills via weapons without attachments are allowed.
Round 24 Lockdown All doors are sealed for the round.
Round 25 Stand Firm Defend the Infirmary.
Round 26 Mobster Use the M1927 only.
Round 27 I'm Out! All ammo is reset to zero.
Round 28 Keep It Hot Travel through Hellholes before the timer expires.
Round 29 Who Let The Hounds Out? Survive a Hellhound onslaught.
Round 30 The Warden's Last Stand Defend the Warden's House.