Pack-a-Punch (Ubersprengen)
You will not be able to access Pack-a-Punch if you have the S-Mines or Throwing Knife as your equipment. You need a throwable explosive (Frag, Sticky, Satchel). You can use the Fliegerfaust launcher, but it is VERY rare from the Mystery Box.
- In the spawn building, there are two panels that need to be exploded open with grenades:
- Build the Wunderbuss.
- Shoot each of the panels with 10 ammo from the Wunderbuss. Once both panels are charged, the elevator in the 'Destroyed Building' will fall, revealing the Pack-a-Punch.
Wunderbuss
The Wunderbuss has is a Wonder Weapon that fires a "beam" of electricity. Ammo can be slowly refilled by firing the energy siphon (ADS button) at a Zombie and letting it suck up their energy.
- Go to 'Main Street,' and look at the code on the top of the Radio. The code will be two letters, a dash, then a number.
- In the 'Church,' there are two pieces of paper on the wall right of the Mystery Box. These are a list of radio frequencies and a map. Look at the map and find the location the pin is on. Then, using this location and the code from the Radio, find the band and frequency in the list of frequencies.
- The list of frequencies doesn't change, so you can use this image for quick reference or to guess.
- Example: Your Radio code is "TX-3". The map says "Barnim," so you find Barnim in the list. Then, in the Barnim section, look for the number associated with "TX"; which would be "26.5." Then look for the number associated with "3"; which would be "50.1."
- Once you have the two numbers, go back to the Radio on 'Main Street' and interact with it. You will be able to enter the numbers into the Radio by spinning the thumbsticks on controller or Strafe (A, D) and Fire/ADS (Mouse 1, 2) on PC to move the needle pointing to a number. Enter the first number into the left dial, and the second into the right.
- The Radio is pretty forgiving on how accurate you have to be. The dials can be slightly off (~1-2 numbers of margin) and still count.
- If done correctly, a light on the Radio will turn green, a man will speak to you, and "Contacted the Russians" will appear on your screen.
- Head to the 'Plaza,' and shoot the lock on the wooden box left of the door to the 'Museum.' The box will open; shoot it again to launch a flare. This will get the attention of Straub's Zeppelin.
- Once the Zeppelin tethers itself, it will fire a "Geistbolt" at any undamaged Zombie. This will turn the Zombie into a Gekocht (commonly called Sizzlers).
- Sizzlers are extremely fast Zombies that do normal damage; they will catch you while sprinting, but they don't gain more health, so they’re pretty easy to kill.
- The Zeppelin will create a Sizzler every couple of minutes. You can avoid Sizzlers spawns (if you want to leave last, for example) by damaging the Zombie; damaged Zombies can't become Sizzlers.
- Melee kill a Sizzler to get a Geistbolt.
- You will now need to find a battery in one of the following locations:
- Once you have the battery and the Geistbolt, head to the basement of the 'Apartments,' and place the battery in the generator in the fence to open the gates. Enter the previously fenced off room, and grab the battery from inside the room; this will close the gate, locking you in.
- Interact with the Wunderbuss on the table in the room to place the parts. Interact with it again to pick it up. Shoot the generator where you placed the battery with Wunderbuss until it opens.
Smuggler's Bat
The Smuggler's Bat (officially called the Nachtmahr) is a stronger version of the Baseball Bat. The Bat has an alternate attack that fires a bolt of Geistkraft in front of you a short distance.
- Obtain the Wunderbuss.
- In the basement of the 'Apartments' (same room as the Wunderbuss), shoot the Cash Register on a cabinet with the Wunderbuss. It should fly open, revealing a picture with numbers on the underside of the cash drawer.
- In the same room, look at the ammo type on the table (all types); this will be needed later.
- Enter these numbers into the Radio on 'Main Street.' You should hear back from the Smuggler.
- In the 'Plaza,' shoot open the sewer panel near the backdoor of the 'Cabaret.' You must now give the Smuggler one of the following weapons, depending on the ammo on the table.
- If you give him a Pack-a-Punched version of the weapon he wants, it will slightly change the ending of this quest (in a story way, not gameplay).
- Weapons (others may work, but these are the easiest to obtain):
- If done correctly, you will see "Armed the Smuggler" on screen.
- Wait two full rounds. Head to 'Main Street,' and shoot open the sewer panel in front of the 'Cabaret' (if you can't open it, wait another round).
- You will need to drop him 1500 Jolts. "Paid the Smuggler" should appear on-screen, and he won't take any more money.
- Wait about 45 seconds, then go to the Wunderbuss room, and melee the wooden door three times. A Wustling will break down the door, and the Smuggler will be dead inside (if you gave him a Paped weapon, the Wustling will be dead).
- The Smuggler's Bat will be on the floor in the room for you to pick up.
Dancer's Dagger
The Dancer's Dagger (officially called the Perchta) is a stronger version of the Trench Knife. Doing a heavy attack will return a portion of health (if not at full), or a full armour piece if at full health.
- In the 'Apartments,' interact with the large painting of a woman to pick it up.
- Place the painting in front of the projector at the back of the 'Cabaret.'
- Above the Projector, there is a film reel; shoot it to make it fall. It will land in front of the projector on the floor. Pick it up and place it in the Projector.
- Obtain the Wunderbuss.
- Shoot the Projector with the Wunderbuss to activate it. It will project a map of the city on the screen on the stage, with one area lit up green. The location of the green light indicates that the Clown Doll in the area is activated. Clown locations based on map location:
- You need to count the number of kills it takes to "fill" the clown (min 1, max 9).
- Once you get the kills, the clown will stop accepting kills, and a new area on the screen will light up. Repeat for three other Clown Dolls around the map until you have four numbers.
- If you aren't sure of a number, the Clowns will reset back to the first one once you complete the fourth, allowing you to get the kills again to check the number.
- With the four numbers, go to the 'Apartments,' and enter the code into the safe. To enter the code into the safe, follow the instructions below or see this video byStanley557:
- NOTE: Spinning the dial on the safe on PC is COMICALLY slow. I recommend you plug in a controller, and use the thumbstick to spin it.
- Reset the safe by making three full rotations clockwise. Count a full rotation when you pass your first number.
- Once reset, stop on your first number (going clockwise). You don't have to be exact with "landing" on a number, as long you don't go to the next number, you should be fine.
- Rotate counterclockwise to your second number.
- Rotate clockwise to your third number.
- Rotate counterclockwise to your fourth number.
- Exit the safe by holding interact. If done correctly, it will open.
- Once you open the Safe, the Dancer's Dagger can be picked up.
Nazi Axe
The Nazi Axe (officially called the Holda) is a stronger version of the Ice Pick. While sprinting, doing a melee attack will start a charge (similar to the Ripsaw) that will cause a small explosion on impact, stunning any Zombies in the area.
- You'll need to find two numbers. This section can/should be easily skipped by going straight to step 2, and then using the image in step 4. How to find the numbers, the intended way:
- In one of the following locations, there will be radio frequencies etched in to a wall/ceiling. Locations:
- Enter the numbers found into the 'Main Street' Radio. The Radio will start playing Morse Code consisting of two numbers. Use this image to decipher the code.
- Morse Code is a series of "." (dots, short beeps) and "-" (dashs, long beeps). The end of a symbol (number/letter) is indicated by a pause in the code.
- Go to the 'Cabaret,' and pick up the small magnifying glass beside the hat on the couch left of the M1927 wallbuy.
- Go to the 'Church,' and interact with the map on the wall. The magnifying glass will appear on the map, and you will be able to move the glass around.
- Using the number you got from the Radio or guessing from this image, move the glass to an indicated location and exit the map. If the number was correct, the cabinet right of the map will open, revealing the Bowl. Otherwise, keep trying every location till the cabinet open.
- Once you have the Bowl, place it on the scale left of the Combat Shotgun wallbuy on the top floor of the 'Museum.'
- Progress through the Wunderbuss quest (unless you've completed it already) to the point where Sizzlers start spawning.
- Melee kill a Sizzler beside an Armour stand. If done correctly, its head will get stuck on the stand. Purchase Armour at the stand to pick it up.
- Place the head in the Bowl. Get ~10-15 kills close to the rabbit model right of the Bowl.
- Once you get enough kills, a drawer in the table will open with the Nazi Axe inside.
'Stadtjäger Down' Main Quest
Stats (Solo): Difficulty - 8/10, Est. Completion Time - 1 Hr to 1:15 Hr
- Obtain the Wunderbuss.
- There are two parts to this Quest that can be done somewhat simultaneously, Obtaining the Blade, and Lowering the Drop Pod.
Obtaining the Blade
- Obtain the Smuggler's Bat, Dancer's Dagger, and Nazi Axe. These can be obtained in any order and simultaneously.
- Place each of the melee weapons in the stone slots, right of the large, red door beside the 'Church.'
- You must now kill 20 Zombies, 10 Sizzlers, and 10 Pests (in that order) near the weapons to charge them. Once completed, the red door will open, revealing 'Barbarossa's Refuge.'
Warning: Once you shoot the Anchor, anyone inside 'Barbarossa's Refuge' will be locked in. You will be able to leave eventually, but only after doing a slightly time-consuming puzzle.
- Using the Wunderbuss, shoot the anchor in the ceiling until it's charged (takes 150 ammo; it'll turn yellow) to lock you into 'Barbarossa's Refuge.'
- Around the room, there will be four walls with statues. You will need to make all the statues face forward. To solve the puzzle, shoot a statue on one wall at a time until all face forward; shooting a statue also rotates its neighbours. Completing a wall spawns a raven statue in front of the second/third statue, which must be collected. The walls are ordered counterclockwise, starting with the one with three statues left of the stairs. Use the solver below to help you solve the puzzle.
- Once you have all four raven statues, you will need to place them on the Barbarossa statue in the middle of the room. Watch this video (Backup Youtube link) for how to place them properly.
- If placed correctly, the blade on the statue will break, revealing the real Blade. Pick up the Blade and place it in the stone slot at the top of the stairs to open the door, releasing you from the room.
Lowering the Drop Pod
- You need to charge three Zeppelin anchors with the Wunderbuss. To charge the anchor, you need to shoot 150 Wunderbuss ammo (it'll turn yellow when charged).
- The anchor in the 'Plaza' can be charged by killing Zombies near it or shooting it with the Wunderbuss, but not both. The first way you charge it will be the way you have to do it.
- Anchor locations:
- Once you charge the three anchors, the Drop Pod should be dangling above 'Main Street.'
Entering the Zeppelin
Point of No Return: Once you enter the Zeppelin, you will be stuck in there until the Boss Fight is over.
- Once you're ready for the Boss Fight (see below for tips for before you start), all players must have a Wunderbuss with full ammo. Enter the Drop Pod on 'Main Street'; all players must shoot the cable at the top of the Drop Pod at the same time. This will start raising the Drop Pod up to the Zeppelin.
- I recommend you use the Dancer's Dagger instead of the Blade for the Boss Fight because you can get armour back with the heavy attack with the Dagger if you're at full health.
- Also, I recommend you get either the MP40 (Main Street) or FG42 (Church) and Pack-a-Punch it. The Boss Fight is long, and ammo is scarce, but there is a wallbuy for the MP40 and FG42 in the arena, so you can buy ammo when necessary, instead of waiting for a max ammo power-up.
- Once you're in the Zeppelin, the Boss Fight won't start right away. You have to move a "power ball" in the floor around to open all the gates, then into Straub's room at the end of the Zeppelin.
- To move the ball, there will be interactive terminals scattered throughout the Zeppelin. When you interact with a terminal, you will see multiple nodes connected wires. Note that each terminal has limited movement capabilities, indicated by the green or red wires connecting the nodes. On any given terminal, you can only move the ball between nodes connected by green wires.
- Throughout the Zeppelin, there are gates; you should open all of them, because it'll help when training in the Boss Fight. Once you move the ball up the stairs, there are two paths to move it. Take it up first, open all the gates in that direction, then take the down path. This is because moving down is the intended path, so moving up first will save you a "trip."
- Once all the gates are open, guide the power source into the room where Dr. Straub is located. Once the power source reaches Straub’s room, the wave will end, and he will be killed by Zombies.
- Exit the room, and the Stadtjäger will drop, signalling the start of the boss fight.
Stadtjäger Bossfight
Phase 1
- Shoot the Stadtjäger to aggravate him. When aggravated, the engine on his chest will glow orange, and he will charge at you. While the engine is orange, you will be able to shoot and deal damage to him.
- There are no indicators you're doing damage (no hitmarkers, bullets phase through him, etc.) so keep shooting at the engine will the phase end.
- Once you have dealt enough damage, this phase will end, indicated by the Stadtjäger "injecting" himself with a Geistbolt.
Phase 2
- Now, the Stadtjäger will occasionally make Sizzlers by throwing Geistbolts. You can only damage him when he's doing this instead of when he's charging. The Stadtjäger will still charge, but you won't be able to do damage.
- Once you have dealt enough damage, this phase will end, indicated by the Stadtjäger "injecting" himself with another Geistbolt.
Phase 3
- Now, the Stadtjäger will occasionally produce a cloud of gas. You need to shoot the gas (with any weapon, but Wunderbuss is recommended) while the Stadtjäger is standing in it.
- Once you have dealt enough damage, this phase will end, indicated by the Stadtjäger "injecting" himself with another Geistbolt. This time, however, he'll die.
- Enter the Drop Pod you entered on. It will close, and you'll be brought back to the street. After a couple of seconds, the cutscene will start.
'The Classic' PPSh-41
The Classic is a special PPSh-41 variant with a bigger 70-round mag, more reserve ammo, and a faster fire rate.
- In the back right corner of the backstage area in the 'Cabaret,' there are three mirrors.
- Drop Jolts in front of the left mirror. Lights around the mirror will start flashing, then a single light will start moving around the mirror. Interact with the mirror when the light gets to where it started (bottom middle).
- If you mistime the light, you can retry immediately by giving the mirror more jolts.
- If you interacted at the right time, the lights around the mirror will flash again, and you can move on to the next one to the right.
- Repeat for the other two mirrors, each mirror is a little faster than the last.
- When you’ve completed all the mirrors, they will start spewing bills, and The Classic will enter the Mystery Box's weapon pool (you aren’t guaranteed to get it).
Unlockable Characters
New playable characters can be unlocked through the completion of various challenges. Your progress can be checked on the Lobby Menu → Soldier → Dossier → Challenges. The challenges will not explicitly say what to do (due to data mining issues at launch), so the challenges are the Community's "best guess" of what to do.
Necromedic (Fieldwork) --- Character Model
Challenge Hint Text / Riddle |
Challenge |
Strategy / Notes |
Where did I leave that damned thing? |
Obtain Zombie Hunter Part A from a Treasure Zombie |
Treasure Zombies are non-hostile Bomber Zombies that carry red bombs and drop Jolts. They can only start spawning once you open all the areas of the map, then every 1 hr and 15 mins after one spawns. You can know when a Treasure Zombie spawns when you see random Jolts drops across the map. There is no (known) way to get the parts to drop, they seem entirely random. |
We cannot continue without my tools. |
Obtain Zombie Hunter Part B from a Treasure Zombie |
With this, my designs will know no limit. |
Obtain Zombie Hunter Part C from a Treasure Zombie |
Hands on experience |
Survive 25 waves melee only in the museum |
Use the Sword obtained through the Main Quest or the Axe if you don't want to get the Sword. |
Play the field |
Starting on Wave 21, get 100 kills with each of the three traps. Only do damage with traps. |
Don't do damage through any means except a trap (no shooting or melee even if it doesn't kill). |
Stalker (Vigilant) --- Character Model
Challenge Hint Text / Riddle |
Challenge |
Strategy / Notes |
Heavy Machinery |
Complete Stadtjäger boss fight without any players going down |
See the Main Quest for how to beat the boss fight. |
I'll be Fine |
Get to Wave 31 without taking any damage from a zombie hit |
N/A |
In the shadows |
Get to Wave 21 in the spawn room without opening any doors |
N/A |
No shiny tools |
Get to Wave 31 without any player using the Special Abilities, Mods, Consumables or Blitz Machines |
N/A |
Snuff the flame |
Get 10 Sizzler headshots in a row with a sniper |
Use the Kar98k from the wallbuy in spawn. The kills don't have to be uninterrupted (I got kills in between Sizzler kills). |
Skullbreaker (The Answer) --- Character Model
Challenge Hint Text / Riddle |
Challenge |
Strategy / Notes |
"Go Go Go!" |
Get to Wave 21 in under 25 minutes |
N/A |
Hard shutdown. |
Complete the Main Quest in under 33 minutes |
See the Main Quest for how to beat the boss fight. |
Some ground rules first. |
Complete the Main Quest without any player using Blitz |
You CAN use/buy Armour. |
Show time |
Stay on the Cabaret stage for 15 consecutive waves |
Get the Sword from the Main Quest. Swap between using the Sword, and Trap. |
Target Practice |
Only kill Zombies with headshots for three consecutive waves |
Solo only. |
Wicht Warden (Cold Blooded) --- Character Model
Challenge Hint Text / Riddle |
Challenge |
Strategy / Notes |
Search and rescue |
Complete the Hardcore Main Quest on The Final Reich |
See the Hardcore Main Quest section of The Final Reich Guide for how to complete it. |
They can swim now? |
Complete the Main Quest on The Darkest Shore |
See the Main Quest section of The Darkest Shore Guide for how to complete it. |
Mechanized abomination |
Complete the Main Quest on The Shadowed Throne |
See the Main Quest section for how to complete it. |
The road ahead |
Complete the Main Quest on The Tortured Path |
See the Main Quest section of The Tortured Path Guide for how to complete it. |
Descend... |
Complete the Main Quest on The Frozen Dawn |
See the Main Quest section of The Frozen Dawn Guide for how to complete it. |
Rookbane (Level 1000 Reward) --- Character Model
Challenge |
Strategy / Notes |
Reach Level 1000 in the Zombie Mode |
See this post (reddit) for some XP farming strategies. |