Attack of the Radioactive Thing Guide

Power

  1. To turn on the power, you need to pick up the Power Switch Handle being held up the Zombie hand on the Beach near the OSA wallbuy.
  2. Bring the switch to the Power Box in the Power Station near the Drive-in theatre.

Pack-a-Punch

  1. Turn on the Power.
  2. Collect Elvira's Book in the safe in the back of the Ice Cream Parlour near the Drive-in Theatre.
  3. Once you have the Book, bring it to Elvira in the TV Broadcaster Studio. After some dialogue, she will give you an empty Vial.
  4. Pick up the Cleaver behind the counter near Deadeye Dewdrops in the Market.
  5. Using the Cleaver, kill about 20 Zombies (solo) to fill the Vial. You can check how full the Vial is in the scoreboard menu. Progress on filling the vial is shared in co-op games.
  6. Once the Vial is full, give it to Elvira. She will say some dialogue, then spawn in as a roaming ally (like David Hasselhoff in Spaceland). Stand near the closed portal outside the TV Studio to get her to walk over to it. Once she gets to it, she will activate it.
  7. Interact with the portal to teleport to the Pack-a-Punch room.
    • While in the projector room, you'll have 30 seconds to use the Pack-a-Punch before you're forcefully teleported back to the main map.
  8. After being forcefully teleported back, the portal will disappear. After 45 seconds, a new portal will spawn in one of the locations below. The new location is indicated by a lightning storm in the air above the portal. Portal locations:
  9. The after using PAP for the first time, the portal will never return to where Elvira activated it, beside the TV Station.

Double Pack-a-Punch

  1. Unlock Pack-a-Punch and pick up the Crowbar from the maintenance room of the Motel.
  2. Enter the Projector room and interact with the button on the wall.
  3. Now, instead of teleporting back to the map when you leave the Projector room, you will be teleported to a locked RV in the RV park. While in the RV, melee the cabinet above the window, across from the Fridge, with the Crowbar to break it open. You can pick up the uncharged Alien Fuses from the cabinet.
    • You have about 6 seconds being teleported out of the RV.
    • If you take too long, you can retry as soon as the PAP portal becomes available again.
  4. Get the Cleaver back and fill the Vial again. Once the Vial is full, place the Fuses on the ground in the Power Station (the screen will shake when you're in the right spot).
  5. Repair the Power Station Trap.
  6. Activate the trap to electrify the fuses. Once the trap is finished, the fuses will be charged and can be inserted into the Pack-a-Punch Projector. Once inserted, you will be able to Pack-a-Punch any Pack-a-Punched weapon again for 10,000 Points.
  7. The Alien Fuses will only be activated for the remainder of the CURRENT game.

Teleporters

  1. Turn on the Power.
  2. Four teleporter pads around the map need to be activated. Once all four are activated, you will be able to teleport between them. Each teleporter always brings you to the same spot. Teleporter locations:
  3. After a teleporter is used, it, and only it will go on cooldown for one minute.

Repairable Traps

Ingredients

These are the ingredients used in the Main Quest. There are other ingredients around the map, but those aren't used for anything, so they aren't included here.

Item Pick Up Location Number Diamond Board Location
Racing Fuel Gas Station - In front of the Gas Station Spawn
Motor Oil Gas Station - On the floor in the Garage Beach
Quarters Gas Station - Melee either payphone with the Crowbar on the right side of the Gas Station Market/Power Station
Vodka Market - On the Liquor shelf Spawn
Baking Soda Market - On the right side of the middle shelf Spawn
Detergent Market - On the left side of the left shelf Spawn
Ice Market - Melee the ice machine with the Crowbar RV Park
Vinegar Market - On the table in the backroom of the Market RV Park
Glass Cleaner Market - On the front of the right shelf Market/Power Station
Wheel Cleaner Market - On the left side of the middle shelf Beach
Fat Market - Melee the top of the leftmost hanging meat in the Freezer Beach
Pennies Market - Melee the cash register with the Crowbar Market/Power Station
Insect Repellent Spawn - In the hallway to the right of Up & Atoms, on a table Spawn
Plant Food Snack Shack - On the left side of the building RV Park
Paint Path to TV Station - Behind the shack near Racin' Stripes RV Park
Nail Polish Remover Motel - On the desk in the office Market/Power Station
Drain Opener RV Park - On a toilet in the bathroom Market/Power Station

M.A.D. Wonder Weapon Upgrade

The M.A.D. can't be Pack-a-Punched and is only available through the Magic Wheel.

  1. Obtain the M.A.D. (Modular Atomic Disintegrator) from the Mystery Wheel and pick up the Crowbar from the maintenance room of the Motel.
  2. There are three power boxes around the map that can be meleed open with the Crowbar. Inside each one is an upgrade part from the MAD. When picked up, each part will be automatically equipped on the MAD. Each part adds some new ability/upgrade to the weapon. Power Box locations:
  3. If you trade the MAD for another weapon, and then get it back from the Magic Wheel, you can go back to the boxes at anytime and get the parts back.

Craftable Scorestreaks

Elvira Melee Upgrade

  1. Complete the Main Quest up until step 11, where you open the Gas Station Garage.
  2. Pick up the pages on the shelf in the Garage.
  3. Interact with Elvira in the TV Station.
  4. Now, whenever you summon Elvira, she can summon six rising torrents of molten lava that deal damage to zombies.

'Soul-Less' Main Quest

Stats (Solo): Difficulty - 5/10 (4/10 Dir. Cut), Est. Completion Time - 50 mins to 1:20 Hr (30 Mins to 1 Hr Dir. Cut)

    Unlocking the Garage

  1. Unlock Pack-a-Punch.
  2. Note: Steps 3 and 4 can be done at the same time.
  3. You need to collect six body parts (Two arms, two legs, a torso, and a head) of a Zombie, which are scattered around the map. Each part can be collected at any time, in any order.
    • Head
      1. After unlocking Pack-a-Punch, enter the Projector room and press the button on the wall. Now, instead of teleporting back to the map when you leave the Projector room, you will be teleported to a locked RV in the RV park.
      2. While in the RV, the Head can be picked up from the ledge in front of the big window.
    • Torso
      1. Repair the freezer trap and pick up the Crowbar from the maintenance room of the Motel.
      2. Activate the Freezer Trap and melee the hanging pig to the right of the hanging torso, either during or shortly after the trap ends, to remove the pig. Interact with the Torso to pick it up.
    • Left Arm
    • Right Arm
      1. Build the Seismic Wave Generator. Place the Seismic Wave Generator close to, but not on top of, the arm in the ground (the one that held the power switch) on the Beach.
      2. As the Generator slams the ground, the arm will slowly rise from the ground. Once the arm stops moving up, you can pick it up.
    • Left Leg
      • Obtain the Cleaver, melee and kill a Radioactive Soldier Zombie (start spawning on round 5). The Leg will drop and can be picked up.
        • The first Radioactive Zombie you kill will always drop the leg.
        • The leg doesn't seem to despawn (that I could determine that is; maybe it does), so if you can't get it to drop, it means it already on the ground somewhere, and you need to find it.
    • Right Leg
      1. On the path from the Snack Shack to the TV Station, the Leg can be found hanging in the last tree on the left side of the path, close to the TV station perimeter fence.
      2. Cook and throw a grenade at the leg to make it fall to the ground for you to pick up.
        • Only standard-style grenades (Frag, Cluster) work consistently. Bio-spikes and C4 could, theoretically work, with the Bio-spike requiring a kill right below the leg to trigger the explosion close enough.
  4. You need to collect three different pieces of glass (Elvira's Mirror, a broken mirror piece, and a car side mirror). Each part can be collected at any time, in any order.
  5. Once you have all six body parts and the three pieces of glass, go to the spawn room (room with Up & Atoms) and place the body parts on the upright bed right of the tunnel out of the room. Then place the broken mirror on the table with the pill bottles left of the body. Place Elvira's Mirror on the crates, right of the Zombie spawn, right of the body. Place the Car Mirror on the large crate, across from/to the right of Up & Atoms.
  6. Pick up the punch card on the desk in the backroom of the Ice Cream Parlour.
  7. Interact with the machine in spawn (right of the car mirror) to give it the punch card.
  8. Interact with the machine again to begin inputting numbers. To input a number, you must press the interact button (or left click on PC) when that number's light is lit up (the numbers are 0-9, so the first light on the left is 0). Your goal is to find your combination of the numbers 3, 4, 5, 6, and 8. The numbers can be in any order, but they don't repeat.
    • You have to just simply do trial and error to find the combination, as there's no way to know what the correct answer is.
    • If you input three wrong numbers, you will be kicked off the machine, but you can try again immediately. The number combination doesn't reset when you fail, so if you get 864, and then fail, you can get back on the machine and enter 864 again to get back where you were.
    • Taking damage from a Zombie will kick you off the machine.
  9. Once you get your correct number order, make sure to remember the number, it will be used later. Interact with the machine again; this will cause a laser beam to bounce around the room, eventually hitting the body parts to form a full Zombie.
  10. You must now interact with the machine again and input your number backwards. Once input, interact with the machine and the Zombie will become a key for you to pick up.
  11. Interact with the Garage Door of the Gas Station on the main street to open it.
  12. Preparing for the Chemistry Step

  13. You must now collect three parts, a Tube, a Gauge, and a Screen, to build a Chemistry Set in the garage.
  14. Once you have all three parts, interact with the empty table in the Garage to place the parts.
  15. Building the Nuke

  16. You must now collect three parts to add to the nuke in the garage.
  17. Once you have all three parts, interact with the nuke in the Garage to place the parts.
  18. Opening the Safe

  19. Obtain the Crowbar from the maintenance room of the Motel. Go to the room with the safe and desk in the back of the Market. Prone on the left side of the desk, and note down the four numbers there.
  20. You must now set four pressure gauges around the map, to one of the numbers (any number can go with any gauge). To set a gauge, you must melee it with the crowbar while the hand is pointing at the number you want. If you stop the hand on the wrong number, you can melee the gauge again to reset it. Gauge locations:
  21. Once all the gauges are set, go back to the Market and interact with the piece of paper in the safe. A number sequence will appear in your scoreboard menu, make sure to record it somewhere out of the game because when you need it, you won't be able to check it.
  22. The Chemistry Step

  23. There are two ways to do the "Chemistry Step" (the bulk of the remainder of this quest), the IW intended way or using the Solver below. Using the solver will skip a lot of the more tedious parts of this quest, and is overall simpler for you, but both will described below for you to choose.
  24. The Intended Way (Not Recommended)

    1. Go to the Motel Office and note down the "M Number" found on the wall right of the window.
    2. Go to the TV Station and interact with the control panel to change the map's colour. There are four options for you to change it to, Full Colour (default), Red, Green, and Blue. Change it to Red.
    3. In each of the three special colour modes, you must look around the map at each of the four "O Number" locations. In Full Colour, all of these will show "O = #" with # being a number, but in each of the colour modes, one of them will be showing "O ≠ #." That means the number is not your O Number. O Number locations:
    4. Keep changing the colour and look at the O number locations until you find one that is "O = #" in Red, Green, and Blue. That is your O Number for the game. You can change the colour back to Full Colour for now.
    5. Once you have both your O and N numbers, multiply them together, then go to the TV Station. On the TV beside Elvira, there will be numbers and colours. Compare your new number to the numbers on the TV to get your colour. Take note of this colour as it will be needed later.
      • Example: Your number is 106 and the TV says, "< 107 Green, 107 - 109 Blue, > 109 Red", your colour would be Green because it's less than 107.
    6. Wait till round 10; Zombies will start to drop a battery. Pick up a battery and bring it to one of the two radios below. Radio locations:
    7. Interact with the radio to repair it. Interact with it again to play one of its recordings. You can keep interacting with the radio to play more recordings. Once you play all the recordings, the radio will need to rewind (which takes till next round, so end the round to listen again). The radio will talk about one of two things:
      • A man will talk about how to produce chemicals (this radio can be ignored).
      • A man will talk about whether he thinks a chemical will kill the Radioactive Thing or not. One recording will say something like "I've devised the perfect solution to our mutated crab problem. CHEMICAL NAME!" This is the chemical you need to take note of. The other four recordings will say things like "I don't think CHEMICAL NAME will be useful in the current circumstance," or some other negative comment.
      • One of the negative comments could be understood as positive and that is, "CHEMICAL NAME may be a rather crude solution for what faces us." This is not an indication that the chemical should be used, despite the man saying it would work.
      • Chemical Names:
        • 3,4-di-nitroxy-methyl-propane
        • 1,3,5 tera-nitro-phenol
        • Octa-hydro-2,5-nitro-3,4,7-para-zokine
        • 3-methyl-2,4-di-nitrobenzene
        • 2,4-propane-3,5-tetra-nitrite
    8. Once you have the chemical name, change the map colour to the colour from Elvira's TV you got earlier.
    9. There are six boards around the map with ingredient names and "chemical diamonds" on them. While in the colour from Elvira's TV, go to each of these boards and write down the left and top numbers on the diamond for each ingredient.
    10. Once you have all the numbers, you can return to Full Colour. Using this graphic, start at the top with the chemical the radio gave you and work your way backward till you get to a chemical you can make (items in orange are around the map, items in red need to be made).
      • So for example, the radio told you to make 1,3,5 tera-nitro-phenol. To make that you need Phenolsulfonic Acid, which you need to make (because it's in red). So to make Phenolsulfonic Acid, you need Phenol. So you'd need to make Phenol, then make Phenolsulfonic Acid, to then make 1,3,5 tera-nitro-phenol. I've highlighted these chemicals because they're in red, meaning they need to be made not found.
    11. To make a chemical, you need to bring its ingredients (ingredient locations here) to the chemistry set in the garage, and place them on the squares in front of the tubes on the table. Then calculate the number to input. The number is calculated by taking the numbers from the board (only the left and top ones on the diamond) for each ingredient and adding them together, then subtracting your O Number.
      • Example: Your O Number is 8. To make Phenol, you need Wheel Cleaner, Motor Oil, and Insect Repellent. Wheel Cleaner's numbers are 4 and 7, Motor Oil numbers are 2 and 4, and Insect is 2 and 3. Your final number would be 4 + 7 + 2 + 4 + 2 + 3 - 8 = 14.
    12. Once all your ingredients are placed in the garage, enter your number on the keypad of the chemistry set by looking at a number's button, and then interacting with it. Once the number is in, press the big button to start the reaction.
    13. If everything is done correctly, you will get some gas effects on the edges of your screen and the chemical you crafted will spawn on the right side of the garage.
      • If the reaction fails after a couple of seconds, and you take damage, it means your numbers or ingredients were wrong.
    14. Once you have your final chemical (the radio one), pick it up and interact with the Nuke. Once you're ready for the boss fight, all players must interact with the Nuke to start charging it. Once charged, interact with the Nuke to start the Boss Fight.
      • If you can't give the Nuke your chemical, it means you made the wrong one, and need to listen to the radio again to find the right one to make.

    The Solver Way (Recommended)

    1. Go to the Motel Office and note down the "M Number" found on the wall right of the window.
    2. On the TV beside Elvira in the TV Station, there will be numbers and colours; note down which number is on the top of the TV (should be the "< ##" one).
    3. Now enter your M number and the TV number into the solver below. It should return your O Number and a colour option on the TV.
      • If you get an option for the O Number (like "9 or 11"), see Steps 21-23 in The Intended Way Section for how to determine the right O Number.
    4. Go to the TV Station and interact with the control panel to change the map's colour. There are four options for you to change it to, Full Colour (default), Red, Green, and Blue. Change it to the colour on the TV that the solver tells to.
    5. Go to Spawn and look at the board in the tent hallway; note down the left and top numbers on the diamonds for Insect Repellent and Racing Fuel, while in the colour vision the TV/Solver told you to. Add the numbers from each ingredient's diamond together to be left with one number for each ingredient. Don't add all four numbers together, just add the two from Insect to get the insect number, and the two for Racing Fuel to the Racing Fuel number.
    6. Wait till round 10; Zombies will start to drop a battery. Pick up a battery and bring it to one of the two radios below. Radio locations:
    7. Interact with the radio to repair it. Interact with it again to play one of its recordings. You can keep interacting with the radio to play more recordings. Once you play all the recordings, the radio will need to rewind (ending the round makes it rewind). The radio will talk about one of two things:
      • A man will talk about how to produce chemicals (this radio can be ignored).
      • A man will talk about whether he thinks a chemical will kill the Radioactive Thing or not. One recording will say something like "I've devised the perfect solution to our mutated crab problem. CHEMICAL NAME!" This is the chemical you need to take note of. The other four recordings will say things like "I don't think CHEMICAL NAME will be useful in the current circumstance," or some other negative comment.
      • One of the negative comments could be understood as positive and that is, "CHEMICAL NAME may be a rather crude solution for what faces us." This is not an indication that the chemical should be used, despite the man saying it would work.
      • Chemical Names:
        • 3,4-di-nitroxy-methyl-propane
        • 1,3,5 tera-nitro-phenol
        • Octa-hydro-2,5-nitro-3,4,7-para-zokine
        • 3-methyl-2,4-di-nitrobenzene
        • 2,4-propane-3,5-tetra-nitrite
    8. Once you have the M Number, TV number, Insect Repellent and Racing Fuel numbers, and the final chemical from the radio. Input those into the Solver.
    9. Attack Chemical Step Solver

      Step 1

    10. The Solver will return the chemicals and numbers to create your required chemical.
    11. To make a chemical, you need to bring its ingredients (ingredient locations here) to the chemistry set in the garage, and place them on the squares in front of the tubes on the table. Then input the number on the keypad of the chemistry set by looking at a number's button, and then interacting with it.
    12. Once the number and ingredients are in, press the big button to start the reaction.
      • If the reaction fails after a couple of seconds, and you take damage, it means your numbers or ingredients were wrong. If you determine that the numbers are wrong, please report it to me (Mark) on the Discord, and see the IW Intended Way section for how to determine the numbers manually.
    13. Once you have your final chemical (the radio one), pick it up and interact with the Nuke. Once you're ready for the boss fight, all players must interact with the Nuke to start charging it. Once charged, interact with the Nuke to start the Boss Fight.
      • If you can't give the Nuke your chemical, it means you made the wrong one, and need to listen to the radio again to find the right one to make.

    The Crog-Zilla Boss Fight

  1. You will be teleported to the Beach, where you have to push the Nuke Cart (by standing near it) to the water. While you're pushing the Nuke, Crog-Zilla will launch Crog eggs and Fireballs at you. It'll do this whenever the nuke stops then starts moving again. Zombies will also start spawning.
    • The eggs and fireballs can be shot out of the sky. Doing this will allow you to keep the nuke moving (because you won't have to move away from it, which will stop it moving). This means that Crog-Zilla won't fire more eggs/fireballs (because it only fires whenever the nuke stops moving).
  2. As a side note: A Max Ammo will spawn near the OSA wallbuy when the boss fight starts. After being picked up, it will respawn after a couple minutes, so don't save it.
  3. Once the Nuke reaches the water, it will stop moving, and launch into Crog-Zilla's mouth.
  4. Crog-Zilla will now get new attacks such as its insta-kill ground slam (indicated by raising either one or both claws), and laser beam (the antenna thing on its head will glow).
    • To avoid the ground slam, run from the area you're currently in (example, if you're on the elevated area near the OSA wallbuy, run across the bridge toward the RV Park. Tip: Keep moving until it slams its claw(s).
    • The laser beam attack, frankly, sucks, and you will not need to move far to avoid it.
  5. While attacking, a part of Crog-Zilla's chest will glow. Using the death rays around the Beach, you will need to shoot the chest. After one successful hit (indicated by a skull icon), the chest will stay glowing, and you can attack it whenever. Once the chest is hit once, you can also shoot the chest with the Spartan SA3 (there is a wallbuy near where the Nuke spawned) to do damage without using a Death Ray. Death Ray locations:
  6. After hitting the chest 3-4 times, the glowing part will disappear, and Crog-Zilla will stop attacking. All players must interact with the Nuke Cart to start charging it.
  7. Crog-Zilla will now "spit" radiation onto the front part of the beach. Standing in this radiation will do damage to you. Crog-Zilla will then shoot two sets of eggs/fireballs. After the two sets, Crog-Zilla will spit more radiation.
  8. You must defend yourself against Zombies and Crogs until the radiation makes it under the bridge, pushing you up against a wall. After the set of two eggs, the radiation will clear and lasers will spawn. All players must jump and slide to avoid the lasers to make it to the Nuke cart. There is a timer, so go through the obstacle course quickly, but don't rush yourself and make mistakes; the timer is loose enough to allow you to take your time with the more challenging jumps/slides. Try to always be moving.
    • If a player doesn't make it to the Nuke in time, the lasers will disappear, then you'll have to interact with the Nuke cart again. Crog-Zilla will spit radiation again, but this time only one set of eggs will be launched per spit, making this go by a lot quicker.
    • Video of all of the routes to get through the lasers (YouTube)
  9. When all players have interacted with the Nuke after making it through the lasers, you will be brought into Crog-Zilla's belly. You must input the code you got from the safe the same way you used the machine in spawn to make the Zombie. Each player gets three strikes per attempt, and three full attempts to input the code.
    • If you successfully input your code but a partner in co-op doesn't, you can't go over and do it for them; every player has to input the code.
    • If you fail by getting three strikes or taking too long, you'll have to redo the radiation spit defence, and the obstacle course again.
  10. When you have input the code correctly, you will be teleported out of Crog-Zilla and the cutscene will start. Unlike the other maps, there is no Soul Key for you to pick up after the fight as you're automatically given it, but if you're in Director's Cut mode, the Talisman will spawn on the Beach, and you will be given the Director's Cut IV animated calling card.

'Brachyura Boogie' Song

  1. Find and interact with five vinyl records around the map. Locations:
  2. Once you collect all five records, the song will start playing from all of the jukeboxes around the map.

Additional Lobby Music

  1. Unlock Director's Cut mode (See the Director's Cut section of The Beast From Beyond guide for more information).
  2. While in Director's Cut mode, and on Scene 1, make your way to the TV Studio and shoot the White Talisman mask in the viewfinder of the Camera, right of the MacTav-45 wallbuy.

Skull Hop

Skull Hop is an arcade game where players must clear skulls by firing cubes at them. To unlock the machine, you need to complete a specific set of side tasks to get six skulls. Completing the game unlocks all perks permanently (except Up & Atoms in Solo), and unlimited F&F card refills for the remainder of the game.

  1. There is a progression-stopping bug where if you die/lose during the Skull Hop mini-game, you will not be allowed to retry. To avoid this, you will need to use the Skull Hacker F&F Card after you complete Skull 5. After using the card, enter the mini-game, and lose on purpose (by falling off three times). Once you're kicked out, you should be able to retry and lose as many times as you want, like normal.
  2. Before you start, make sure your TF-141 sniper rifle is either using the default or variable zoom scope, since you need to shoot some things far away and the TF-141 has a wallbuy in the Motel area.
  3. You can check your current progress by looking at the Skull Hop Arcade Cabinet in the backroom of the Ice Cream Parlour.
  4. Skull 1/6 - Shoot 5 Skulls

  5. Around the map, there are five Skulls that you need to shoot. Once shot, the skull will disappear.
  6. Once all five have been shot, the completion sound will play.
  7. Skull 2/6 - Radiation Container

  8. Pick up the container on the ground in front of the Gas Station, and place it down in the radiation puddle near the Ice Cream Parlour. Make sure you have Tuff' Nuff, otherwise you will probably go down trying to place the container. You must now wait near the puddle for five minutes until it's done. Leaving the container will stop it progressing.
    • As you're waiting, the container will occasionally make a short sound, indicating it's progressing.
  9. After 5 minutes, the container will repeatedly make a longer, louder sound, and you can now go and pick it back up. Once picked up, the completion sound will play, and the container will replace your scorestreak if you have one.
    • If you don't pick it up soon after it's ready, it will reset, and you will need to wait five minutes again.
    • If you pick up the container, then replace it with a buildable scorestreak before doing the next skull step, there doesn't seem to be anyway (that I could find) to get the container back, so you have to restart your game.

    Skull 3/6 - Pool Trap Kills

  10. Repair the Pool Trap.
  11. Place the container in the Motel Pool.
  12. Using the pool trap, you must get exactly 16 kills in one use.
    • You can use this website (Zombacus) to calculate the number of Zombies in each round. This makes it easier to know how many Zombies you need to kill to be left with the number you need to kill with the trap. For example, Round 10 has 33 Zombies, so you need to kill 17 Zombies to be left with 16. When using the website, Infinite Warfare is considered to have a "Normal" spawn system. The website doesn't factor in special rounds (like the Crog rounds), so the numbers on those rounds will not be correct.
  13. If only 16 Zombies die in the pool, the completion sound will play once the trap ends.
  14. Skull 4/6 - Word Puzzle

  15. On the wall of the Ice Cream Parlour, you will see a word/words written on the wall above the bench near the UDM wallbuy; note it down. In front of the swingset near the Parlour, there will be four symbols (Swingset 1 and Swingset 2). You must spell out the word from the wall by creating combinations of the swingset letters (see How to Solve for detailed solving steps or the Automatic Solver below). As you interact with the letters, they will be added to the bottom of the projection screen. When you have the correct combination, shoot the rightmost symbol on the top of the projection screen to "lock in" that letter. Only four symbols can be on the bottom row, so to reset the bottom row, add four symbols to the bottom, then interact with a fifth symbol. This will remove the previous four symbols, and make the fifth symbol the first.
  16. Once you shoot the last letter, and the word is correct, all the symbols will disappear, the completion sound will play.
  17. Skull 5/6 - Wyler Portraits

  18. On a Picnic Table near the large propane tank in the RV Park, there will be a piece of paper that says, "Don't Blink" on it which you need to melee.
  19. Recommeded: Buy the S-Ravage shotgun from the wallbuy in the back of the Market.
  20. Pick up the container from the pool (from Skull 3).
  21. There are four Willard Wyler portraits around the map. Place the container on the floor in front of one of the portraits, then interact with the portrait. This will spawn a bubble around you that will slow any Zombies that enter. Melee the container on the ground to spawn the "Ghosts." You must shoot at least seven of these Ghosts before the bubble disappears. The Ghosts like to hang out behind you, so if you do see any for a while try turning around.
  22. When the bubble disappears, and you've shot enough ghosts, you will hear a "success"/pick-up sound, and you will not be able to activate that Wyler portrait again. You will have to pick up another container from the pool and do the same at one of the other portraits.
  23. After completing the last portrait, you may or may not hear a completion sound (bug maybe). You can check if you did it or not, by checking for Skull 5 on the Skull Hop machine. Also, after completing one or all of the portraits, the ghosts may still be floating around you, ignore them, there's nothing for you to do with them, and it's probably a bug that they don't despawn.
  24. Skull 6/6 - Shoot the machine with the M.A.D.

  25. Shoot the Skull Hop machine with a charged upgraded M.A.D. shot. The M.A.D. can only be obtained from the Magic Wheel. See here how to upgrade it (you only need the crank upgrade).
    • There is a progression-stopping bug where if you die/lose during the Skull Hop mini-game, you will not be allowed to retry. To avoid this, you will need to use the Skull Hacker F&F Card after you complete Skull 5. After using the card, enter the mini-game, and lose on purpose (by falling off three times). Once you're kicked out, you should be able to retry and lose as many times as you want, like normal.

    The Skull Hop Mini-Game

  26. The game consists of three rounds, with each round requiring you to destroy all the skulls before they make it to the end. In this one, on either side of the Skulls, there will be two coloured lines. These indicate the colour cube you need to shoot at the skulls to destroy them. There are eight different colour moving platforms; when standing on one, the cube you grab will change to that colour.
  27. Using the Entangler (your gun), grab a cube floating around and shoot it at a skull while the colour bars are the same as the platform you're standing on to destroy it.
  28. When the colour bars start flashing, it means the colour is about to change, so stop shooting cubes and wait to see what colour it changes to, then go to that platform.
  29. If you hit a skull with the wrong colour cube or fall off a platform, a skull will turn red and start flying to the vortex behind you. You can shoot a red cube at this skull before it makes it to the end to stop it from escaping. If it makes it to the vortex, you will get a strike. If you get three strikes, the game will end, and you will have to shoot the machine with the MAD again.
  30. Once all three rounds are completed, you will be teleported back to the Ice Cream Parlour, with all perks permanently (except Up & Atoms in Solo), and unlimited F&F card refills for the remainder of the game.

Message Rerouted (Secret Animated Calling Card)

Make 'Em Squeal (Secret Calling Card)

  1. Note: A lot of old guides don't really know how to consistantly unlock the calling card. This video (credit to RCGBlade on YouTube) (tutorial starts at about 1:23 in the video) actually has the accurate information, which will be outlined below.
  2. Pick up the Cleaver behind the counter near Deadeye Dewdrops in the Market.
  3. Melee the leftmost hanging meat in the Market freezer to obtain Fat.
  4. In the RV Park, go to the bathroom. Stand in front of the closed stall in the middle with you back to the wall behind you. With your back to the wall, go prone and crawl up to the toilet.
  5. A Zombie head will slowly rise from the toilet. As the head is rising, move around rapidly in all directions (spin the left stick, or mash WASD on PC) and spam the interact button.
  6. If done correctly, you will unlock the calling card.

Willard Wyler's Recordings (Dear Diary Achievement)

Play as Elvira

  1. Complete the Main Quest at least once in any game.
  2. In the pre-game lobby, select Attack of the Radioactive Thing and enter the following code using the D-Pad or Arrow Keys:
    • Down (⬇️)
    • Right (➡️)
    • Down (⬇️)
    • Left (⬅️)
    • Up (⬆️)
    • Right (➡️)
  3. When done correctly, an Elvira icon will appear, and when you start the match, you will spawn as Elvira.
    • Note: If you enter any other menus (like Barracks or Loadout) after activating the code, the icon will disappear, and you will need to enter the code again.