Call of Duty®: Black Ops - Complete Trophy Guide (Base Game + DLCs)
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Call of Duty®: Black Ops - Complete Trophy Guide (Base Game + DLCs)
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In 1968, Alex Mason awakes to find himself strapped to an interrogation chair, where he is questioned about his past as a soldier, prisoner of war, and comrade. It's up to you to recall memories of the past and reveal the truth behind the numbers! Alongside the intense Campaign is some old-school COD Multiplayer, with some of the most iconic Treyarch maps and weapons making their debut here! Outside of these modes is the most ambitious expansion to a mode yet: Zombies, and the journey of the Ultimis Crew as they try to follow through with Richtofen's "Grand Scheme".
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Call of Duty®: Black Ops
PS5 • PS4
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Trophy Roadmap
Use this roadmap to understand the main path through Call of Duty®: Black Ops. Review the difficulty, estimated time, platform coverage, walkthrough notes, and trophy-specific tips before starting your next clean-up run.
Tap a section to jump or scroll through the detailed breakdowns below.
Section 1: The Story Behind the Numbers
Welcome to where the Black Ops Franchise was born, with its exceptional Campaign! While you are more than welcome to tackle the different game modes in whatever order you want, the Campaign will be covered first for organizational purposes.The first step in your trophy-hunting journey is to complete all 15 missions in the Campaign on 'Recruit' or 'Regular' Difficulty. Although this section can be completed on 'Veteran' Difficulty, it will be extremely difficult to manage the mission-specific trophies while trying to complete each mission like normal. While playing through each mission, make sure to be on the lookout for Intel in certain sections, as they will directly tie to
Closer Analysis. This intel will look like an old-school Reel-to-Reel Tape Recorder, covered in a gold exterior design. Most missions will have around 1 - 3 Intel scattered around near buildings and resting on top of random shelves or sitting on a desk. For a step-by-step explanation of each Intel location, please refer to
Closer Analysis for more information.With the breakdown concluded, it's time to look back at the past and discover just how Alex Mason ended up in this position, and figure out what the numbers are saying!!
Death to Dictators
Sacrifice
Give me liberty, or give me death
VIP
A safer place
Looks don't count
SOG Rules
Broken English
Never get off the boat
Some wounds never heal
Clarity
Stand Down
Closer Analysis
Section 2: Executive Order - Operation Clean (Clean-Up Campaign Trophies)
After playing through the Campaign, it's time to initiate Operation Clean, where the player will go back to revisit prior missions to obtain mission-specific trophies that may have been missed on their initial playthrough of the Campaign. While some of these easily missable trophies can be earned by mistake, there are a handful that may require multiple attempts for the trophy to pop. However, with all of the missions unlocked, you can go play the missions in any order to get the trophies not earned yet. The specific missions tied to these additional trophies will be listed below. To view more information about each of the trophies listed, please refer to their dedicated trophy description.
[ MISSION ]
[ TROPHY NAMES ]
#1: Operation 40
Death to Dictators +
Frag Master
#2: Vorkuta
Slingshot Kid +
Vehicular Slaughter
#4: Executive Order
Unconventional Warfare
#5: S.O.G.
Tough Economy
#6: The Defector
The Dragon Within +
Raining Pain
#7: Numbers
Double Trouble
#8: Project Nova
Light Foot
#9: Victor Charlie
Up close and personal +
Heavy Hand
#10: Crash Site
Lord Nelson
#11: WMD
Pathfinder +
Mr. Black OP
#12: Payback
With extreme prejudice +
Russian bar-b-q
#13: Rebirth
I hate monkeys +
No Leaks
#15: Redemption
Double Whammy
Most of these trophies can be attempted either while playing on 'Recruit' or while attempting to complete the 'Veteran' Difficulty playthrough. Although it's not impossible to earn them on Veteran, it will certainly be far more challenging to earn them naturally on that difficulty. Even if you can not get them on your playthrough, you can always go back via 'Mission Select' and choose the mission that's tied to the trophy.
Now with all mission-specific trophies completed, it's time for the big challenge of the Campaign, 'Veteran' Difficulty. Unlike the prior difficulties, the enemy A.I. is set to maximum output, where they will always aim for headshots, causing you to die in a mere 1-3 Shots. On this difficulty, you can no longer rush into gunfights and must carefully plan out how to tackle each encounter. Additionally, the flinch when you get shot will also make aiming down sights at enemies from a distance a challenge. On this playthrough, t is entirely expected to die numerous times in a single mission, so you will have to persevere through the punishing difficulty. For additional information about Veteran Difficulty, as well as strategies to help with your playthrough, please refer to
BLACK OP MASTER.Take your time while playing, and take breaks if needed, as the difficulty can easily enrage players when stuck on specific sections.
BLACK OP MASTER
Cold Warrior
Down and Dirty
It's your funeral
Not Today
Burn Notice
Section 4: Traversing the Multiplayer Rooftops
The most significant change made to the Black Ops 1 Port (PS4/PS5) is the alteration of the Multiplayer trophies. The original release had two trophies, which were removed from this port:
Date Night (Watch a film or clip with a friend) and
In The Money (Finish 5 Wager Matches "in the money"), due to hackers using the Theater mode to mod their account. With the release of the PS4/PS5 Port, there is only one trophy tied to Multiplayer:
Ready for Deployment, obtainable in the 'Combat Training' Mode.Combat Training will provide players with custom match modifiers, where players can fight enemy A.I. to level up and increase their Cod Points to purchase even more weapons. For information about the mode, please refer to
Ready for Deployment.
Ready for Deployment
Section 5: Freedom from the Chair
Out of all the entries in the Call of Duty® Franchise, Call of Duty®: Black Ops has the MOST expansive Main Menu screen. Besides the unique aesthetic of the Main Menu surroundings, with the monitors stacked high and the Menu selection on a CRT TV, is the ability to break out of the chair and explore the room. Inside the room, you will see a computer terminal tucked away in the corner, where you will interact with it for a handful of trophies, as well as unlock a hidden mode known as "Dead Ops Arcade". Explore this room to uncover some of the secrets, as well as hidden documents unknown to the cast of characters.
Insert Coin
Easy Rhino
Just ask me nicely
Eaten by a Grue
Section 6: The Story of Ultimis Crew and their Zombie Mayham
Welcome to the introduction of the Zombies Mode, where you will be continuing the story of the Ultimis Crew from Call of Duty®: World at War. In 1945, they had tried to use the teleporter found in Der Riese to teleport to the Moon, but the effects from shooting the Wunderwaffe DG-2 had caused the teleporter to malfunction, sending them several years in the future in an old theater also known as Kino der Toten. In an attempt to stop Samantha Maxis from controlling the zombies, the crew must travel through time, visiting different locations and years in the process to reach their main destination, Griffin Station. To play through the full story of the Utlimis Crew, you must own the Season Pass to gain access to the other DLC maps that will be explained in the zombie-specific trophies. All that remains is to hop into a match, solve the main easter egg quests, and try to find some of the hidden easter egg songs to relive the 2010s nostalgia.
Upon completing these final trophies, you will have earned yourself the
Platinum for Call of Duty®: Black Ops
[ BASE GAME ]
The Collector
See Me, Stab Me, Heal Me
Hands Off the Merchandise
Sacrifical Lamb
Platinum
[ DLC - SEASON PASS REQUIRED ]
The eagle has landers
They are going THROUGH!
Space Race
Chimp on the barbie
Stand-in
Ensemble Cast
Stuntman
Shooting on Location
Quiet on the Set
Time Travel Will Tell
Blinded By the Fright
Zomb Disposal
Monkey See, Monkey Don't
Small Consolation
Cyrogenic Slumber Party
One Small Hack for a Man...
One Giant Leap
Perks in Spaaaaace!
Fully Armed and Operational
Ground Control
Big Bang Theory
General Information
Credit for Image: Eros
Move
(
)
Look
(
)
ADS (Aim Down Sight)
(
)
Fire Weapon
(
)
Throw Tacticals
(
)
Throw Lethals
(
)
Jump
(
)
Use/Reload
(
)
Switch Weapons
(
)
Crouch/Prone
Press/Hold (
)
Melee Attack
Press (
)
Sprint/Hold Breath
Press/Hold (
)
Inventory
(
)
Objective/Menu
(
)
Scoreboard (Multiplayer/Zombies)
(
)
Within Call of Duty®: Black Ops 1, there are numerous characters introduced through many of its modes as well as many factions. This section will cover the basic information of all of the characters introduced throughout each mode, as well as some extra information for the Campaign notes based on the in-game intel.
[ ULTIMIS CREW ]
Credit for Images: Call of Duty Zombies Wiki
[ PENTAGON CREW ]
[ CELEBRITY CAST ]
Credit for Background Footage: TheFirstJoeL
Credit: JustSomeDude049
In the Campaign, you will be playing as Captain Alex Mason, who awakes to find themselves restrained in a chair and with two unknown figures observing their every action, only known as "INTERROGATOR". Despite Mason being unaware of who they are, the Interrogators know almost every aspect of Mason's history throughout the Military. Meanwhile, all that Mason can hear are these "numbers" in his head but can't quite make out what they are; What do they mean? Play through one of the most iconic Call of Duty Campaigns, and recall memories of the past about Alex Mason's military career and everything that led up to this very moment. Learn about the true nature of Dragovich, Kravchenko, and Steiner, and why they must die.
There are a total of 15 missions, with each mission slowly unlocking upon clearing the prior mission. The big trophies you will want to keep in mind while playing are the following:
Closer Analysis: You will need to collect every piece of intel found throughout the Campaign, with three separate pieces of Intel found in each mission (except for Mission #3: U.S.D.D.). To locate every hidden collectible, please refer to this very trophy description, which will provide an image of each piece of intel and how to go about finding it in the mission.
BLACK OP MASTER: You will need to complete all 15 missions on Veteran difficulty, aka the hardest difficulty in the game. Playing on this specific difficulty will force you to play much slower and be extra cautious about making sudden movements. Overall tips for how to tackle Veteran difficulty can be found under this trophy description, as well as other trophies that tie into this trophy.
As you progress throughout the Campaign, there will be more enemies, as well as some sections that have infinitely spawning enemies unless you reach a certain checkpoint to prevent them from respawning. This will become far more annoying on harder difficulties, but if playing on Recruit difficulty, it should not cause any trouble while progressing. Now with these in mind, it's time to get moving! Remember the past, find the Broadcast Station, and what do the numbers MEAN?!?!
One of the yearly additions to every Call of Duty entry is its Multiplayer mode, with this particular Multiplayer being one of the most popular iterations of the mode for its time. Many of the iconic Black Ops franchise maps would debut from this title, such as: Nuketown, Firing Range, Summit, Jungle, and WMD.However, the PS4/PS5 version of Call of Duty®: Black Ops has one big difference that sets it apart from its original PS3 release in 2010. They have removed two trophies that were tied to the Multiplayer for these new ports: "
In the Money" and "
Date Night". While the game has some features removed, it makes playing these ports much safer.
Since this title was released over 16 YEARS AGO, it has been left with a majority of hackers/cheaters playing the game, either giving themselves cheats or manipulating the lobby in their favor. As a countermeasure to prevent any exploits that occurred in the original release, they were removed to ensure a non-cheating lobby and for you to be able to relive those memories like you're back in 2010.For the trophies that are tied to Multiplayer, there is only one trophy now since the other two trophies were removed, which is
Ready For Deployment. Unlike before, when you had to play against other players to complete the Wager Match for a trophy, the only Multiplayer trophy can be completed fighting against bots in a mode called "Combat Training". In this mode, you can make your own custom match and control aspects like the number of players, AI difficulty, game rules, and numerous other elements. The progression works similarly to playing the normal "Player Match" (Player vs Player), except there is a separate dedicated progression tied to this mode. Outside of these aspects, relive those moments of the 2010 era of gaming and test your gaming knowledge by seeing if you can remember all the hidden RC-XD routes.
What would start as a simple prototype, unapproved horde mode for Call of Duty®: World at War, would eventually become a permanent addition in a handful of Call of Duty titles moving forward. The success of this secret project made by a handful of passionate developers would lead to the second iteration of the Zombies Mode in Call of Duty®: Black Ops.This specific game would also release one of the most iconic zombie maps of all time: Kino der Toten. The majority of players during the release of Black Ops will recall memories of running around that theatre, attempting to pull the Thunder Gun from the box, or getting downed with the Ray Gun.
For the Base Game trophy list, there are only two maps that you will be playing on to earn the Zombie-side of trophies: Kino der Toten and Five. Kino der Toten is a standard Zombies map, with the only slightly obnoxious aspect of the map being the "Nova Crawlers". If a Nova Crawler dies from a bullet weapon, it will release Nova 6 Gas, which will reduce the player's movement speed and blur their vision. On the other hand, Five takes place within the Pentagon, with the only annoying enemy being tied to a special round, the Pentagon Thief. This enemy is a mini-boss that replaces the Dog Rounds, and if they are not killed quickly enough, they can steal the weapon you are holding (this aspect relates to
Hands Off the Merchandise).Out of the numerous zombie trophies, there are only two trophies that will be a bit difficult to obtain solo, as they will require another player to assist:
See Me, Stab Me, Heal Me: You will need to pull the Ballistic Knife from the Mystery Box, Pack-a-Punch the weapon, and then shoot a downed teammate for them to be instantly revived. This can be done in random lobbies; just make sure to reach them fast enough before they are revived by another teammate.
Sacrificial Lamb: You will need to pull the Crossbow from the Mystery Box, Pack-a-Punch the weapon, and then shoot an arrow at a teammate, where they must run near a horde of zombies and get a minimum of six kills from the explosion. Trying to attempt this in a public lobby will be fairly difficult, as it requires precise timing and saving zombies to horde up.
Besides these handful of trophies, enjoy this mode to its fullest and see if you can activate the hidden Easter Egg songs on each map to elevate the experience.
The final mode added to Call of Duty®: Black Ops also makes its debut appearance in this game called "Dead Ops Arcade". Unlike the normal zombies experience seen in the prior section, D.O.A. plays from a top-down perspective to take down the at Round 40.Instead of having to rely on buying Perk-a-Colas or upgrading your guns with the Pack-a-Punch Machine, you must rely on using your starting gun and picking up random power-ups that can help you out in each section. Compared to normal zombies, this is a much harder version, with the main takeaway being that the player has infinite ammo in their starting weapon.
Similar to the Multiplayer section, there is only ONE trophy tied to this mode called
Easy Rhino, which is even easier than the Multiplayer trophy. Once you start the match, you will spawn with two Speed Boosts, and you will need to gather up 20 zombies to then kill with the Speed Boost ability. After completing every round, they will spawn more zombies, providing even more opportunities to earn this trophy. Outside of the trophy, give D.O.A. a couple of rounds if you obtain the trophy early and see if you can survive to Round 40!
TIP #1: There is NO AUTOPOP for PS4/PS5 versions. If you want to earn the trophies for another version, you will need to do the entire trophy list from scratch.TIP #2: Turn your brightness up! A majority of the game (especially the Campaign) will have numerous missions where it's extremely dark and hard to see. The same logic can also apply to Zombies and trying to do certain Easter Eggs in the maps.TIP #3: For the Campaign, attempt to go for some of the miscellaneous mission-specific trophies, as it will save you time to get them on your initial playthrough and prevent having to play through the same mission multiple times.Tip #4: PS4 players are able to join players who are on the PS5 port of the game. Do not be afraid to invite players on different console generations to your game to help with aspects like Zombie Easter Eggs.
Trophy Tips
Detailed notes for each trophy covered in this guide.
Death to Dictators
Take down Castro with a headshot.
In Mission #1: Operation 40, specifically halfway through the mission, Mason and Woods push through a mansion with only one more room left to search. As they bust open the door, you will see immediately take someone as a human shield and threaten to kill them. Time will enter slow-motion and allow you to get a clean headshot on with little effort being needed. Upon his death, the hostage will quickly pick up a gun near the bed to shoot the player.
Sacrifice
Ensure your squad escapes safely from Cuba.
Story
MAP LOCATION
OPERATOR
Santa Maria, Cuba | April 17, 1961
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Operation 40: Undertake a daring assassination attempt during the Bay of Pigs invasion."
OBJECTIVE:
Alex Mason, Frank Woods, and Joseph Bowman, aka "Operation 40," have been inserted alongside the Bay of Pigs forces in Cuba. The goal of their operation was to locate and . Before they could initiate their plan, the men met up with a contact at a bar in Santa Maria, who provided blueprints showing Castro's whereabouts. Not long after, the Militia would enter the bar and directly confront Mason, leading to Woods going on the attack. It's up to their team to carry out their mission before goes into hiding from the pressure.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #1 - Operation 40 on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Cold Warrior.
Vehicular Slaughter
Destroy all enemies on vehicles during the prison break.
In Mission #2: Vorkuta, Alex Mason and Viktor Reznov had planned to escape the prison by catching the train, using motorcycles that Reznov had prepared, aka the key to Step 8 - Freedom. Once you ride your motorcycles through the building, enemy forces will attempt to stop you, but you will have the power of the Model 1887 Shotgun at your disposal and be able to shoot them off their vehicles. Make sure to shoot every enemy on a vehicle before you reach the mission objective "Jump on Truck".
Eventually, you will reach a section where Mason will jump on the back of a truck that has a turret attached to it. Once on the turret, you will need to target motorcycles, trucks, and helicopters that you pass by. Some of these vehicles may be parked on the side of the road and not actively pursuing the player, making it easy to miss on an initial playthrough.If you miss any vehicle during the turret section and make it to the train, simply quit out of the mission, select "Continue", and it will spawn you right where you first got on the motorcycle.The vehicles that players will often miss are the two motorcycles that are on the FAR, FAR left of the screen, and killing those two should meet the trophy requirement if you have been struggling to obtain the trophy after several failed attempts.
Vehicular Slaughter - Video Guide
Slingshot Kid
Destroy all slingshot targets in 3 attempts.
On Mission #2: Vorkuta, Reznov and the prisoners of Vorkuta are in the midst of executing their 8 Step plan to break free. For this trophy, they will be on Step 4: Unleash the Horde, with Reznov rallying the men through the intercoms, while Mason will be manning a slingshot to target the towers to support the uprising occurring in the South. There are three targets that need to be hit, each with a varying distance needed to land the shot in one go.
The first target will be at the far left; place the very bottom of the reticle at the center of the circle, as shown in the image. Once you pull back (
), make sure not to move the cursor too much, or the aim could be thrown off.
The second target will be in the center, and you will need to aim it similarly to the prior target. It's recommended to aim just slightly higher than the first target, as the distance is a tiny bit farther. Once you pull back (
) again, make sure to keep it steady before launching.
The third and final target is located on the right side, which is the massive tower. This particular target will require you to aim much higher than the prior targets. Match the far bottom of your reticle to the top guard rail on top of the tower. For the last time, pull back (
) carefully, and you will be three-for-three on perfect accuracy.
If you accidentally aim too high or too short, do not destroy the last tower! Instead, exit the mission and select "Continue" to try again. The game will spawn you back downstairs with Reznov, where you can once again head up the stairs to interact with the slingshot.
Give me liberty, or give me death
Escape Vorkuta.
Story
MAP LOCATION
OPERATOR
Labor Camp in Vorkuta Prison | October 6, 1963
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING
"Escape from Vorkuta; a brutal Soviet Labor Camp in Northern Russia."
OBJECTIVE
After being captured by from their failed assassination attempt on during the Bay of Pigs Invasion, Alex Mason was sent to one of the many labor camps in Vorkuta Prison, in the northern part of Soviet Russia. Roughly two years after being held prisoner, he made allies with a man by the name of Victor Reznov. During their imprisonment, they would concoct a plan to escape their brutal environment and break free from the prison guards, with their eight-step plan.
Step 1 - Secure the Keys
Step 2 - Ascend from Darkness
Step 3 - Rain Fire
Step 4 - Unleash the Horde
Step 5 - Skewer the Winged Beast
Step 6 - Wield a Fist or Iron
Step 7 - Raise Hell
Step 8 - Freedom
TROPHY BREAKDOWN
This trophy will be awarded upon completing Mission #2 - Vorkuta on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Cold Warrior.
VIP
Receive orders from Lancer.
Story
MAP LOCATION
OPERATOR
The Pentagon, Arlington, Virginia, U.S.A. | November 10, 1963
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING
"Back on US soil, meet with senior officials to discuss the threat posed by General Dragovich."
OBJECTIVE
One month after escaping from the horrible conditions of the Vorkuta Prison, Alex Mason is summoned to make an appearance at the Pentagon. Alongside Mason are CIA Operative Jason Hudson and US Secretary of Defense Robert McNamara, as they are escorted by law enforcement to the Pentagon. After passing through several security checkpoints and seeing the inner nerve center, Mason will have a direct meeting with current President John F. Kennedy and explain the danger America faces with men like General Dragovich walking around freely.
TROPHY BREAKDOWN
This trophy will be awarded upon completing Mission #3 - U.S.D.D. on any difficulty.
A safer place
Sabotage the Soviet space program.
Story
MAP LOCATION
OPERATOR
Baikonur, U.S.S.R. | November 17, 1963
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING
"Infiltrate the Baikonur Cosmodrome and eliminate Dragovich and the Ascension scientists."
OBJECTIVE
After the brief meeting with President John F. Kennedy, Presidential Order #8-5, also known as "Operation Flashpoint", was brought into action. The mission was to destroy the Ascension Group, consisting of Nazi Scientists. During this time, Operation 40 was still in motion and had sent in a double agent to join ranks amongst the Ascension Group to sabotage the rocket, which was "Yankee One Three", aka . After confirming through intel that Dragovich was with the Ascension Group, they began to push towards the rockets to prevent their launch, until they heard no response from . Unfortunately, his silence would be explained shortly, as it's revealed that he was captured by a man named . Now the team must rescue their ally, prevent the rockets from launching, and FINDDRAGOVICH.
TROPHY BREAKDOWN
This trophy will be awarded upon completing Mission #4 - Executive Order on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Cold Warrior.
Tough Economy
Use no more than 6 TOW guided missiles to destroy the tanks in the defense of Khe Sanh.
In Mission #5: S.O.G., Mason will follow Woods through a nearby bunker engulfed in flames and caved-in roofs from the explosives. Once they exit the bunker, Mason will enter a Jeep parked outside the bunker and ride along the truck bed, which will drive around the different areas of the level. Eventually, you will be forced into the TOW Missile Launcher attached to the Jeep and must hit each T55 Tank without missing a single missile. You can control the direction of the missile with (
), but must be sensitive, as it’s easy for the missile to go off course with the slightest input. This segment occurs three times, with more Tanks appearing after each instance.
MISSILE SECTION #1
LOCATION + TIPS
Once the jeep comes to a complete stop, you will be forced into the TOW Missile Launcher and be confronted with the first of many T55 Tanks you'll need to destroy.Since this is the first tank you'll encounter, the tank will be out in the open with very few obstacles blocking your point of view. Once you line up the shot, carefully steer it until it hits the tank.
MISSILE SECTION #2
LOCATION + TIPS
Once the Jeep stops for a second time, there will be two tanks that will be required for this section. The second tank will be on the left side, but be wary of the wall of sandbags, as it's very easy to accidentally hit them by mistake. The rocket can waver as it travels, so be cautious of when you fire.
(Left Side - T55 Tank)
LOCATION + TIPS
The third tank will require a bit of patience before you attempt to shoot it. There is a wooden power line alongside a barricade that can easily cause your rocket to be obstructed and miss the target.Wait until the tank completely passes the wooden pole and then proceed to shoot the tank with your rocket.
(Right Side - T55 Tank)
MISSILE SECTION #3
(Middle - T55 Tank)
LOCATION + TIPS
Once the Jeep stops for a third time, you will be on the final missile section. The fourth tank will be trickier to aim for, as there is a broken sign that you will need to navigate under in order to connect to the tank.If you prefer not to risk the chance of missing, you can also wait until it is between the two wooden poles on the left and shoot through there instead.
(Right Side - T55 Tank)
LOCATION + TIPS
After destroying the prior tank, the fifth tank will be making its way towards the middle from the right side. Unlike the tricky angles from the past section, this tank will be right out in the open, making it far easier to line up your shot for the tank. Be mindful of the wooden pole that's to the left, as it is possible to collide into that by mistake.
(Left Side - T55 Tank)
LOCATION + TIPS
The sixth and final tank will require the most patience. This tank will be the most obstructed, traveling throughout the inside of the base. You must wait until the tank has almost completely circled the base and begins to reappear.While there technically is an earlier time you could shoot the tank, waiting until it's out in the open is the better, safer strategy to avoid mistakes.
In the event you accidentally hit a piece of terrain or the missile slightly misses the tank, make sure to quit out of the mission before you destroy any more T55 tanks, or you may need to repeat the whole mission. If you miss any of the tanks in Section #2 or Section #3, you will need to restart the entire mission; the game will not save the total rockets shot and their accuracy.
Looks don't count
Break the siege in the battle of Khe Sanh.
Story
MAP LOCATION
OPERATOR
Khe Sanh, Vietnam | January 21, 1968
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Head to Vietnam and work with old allies to investigate Soviet presence in the region."
OBJECTIVE:
Despite Woods confidently believing that was killed. Mason had a gut feeling that he was still alive, and would spend the next five years attempting to track him down. Eventually, he would be assigned to a S.O.G. (Studies and Observation Group) unit led by Frank Woods, acting as recon on surveying covert Russian activity in Laos (He may also look like hammered...). This unit is also joined by Mason's CIA Handler, Jason Hudson, aka "Mr. Shades". Woods provides context of how the MACV-SOG was created and how Khe Sanh is acting as a launching point for cross-border activities. Not long after, the NVA (North Vietnamese Army) began to launch a surprise attack on the base, leading to chaos erupting. Now, they must fight against the enemy forces and defend the base from being overtaken by the army.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #5 - S.O.G. on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Down and Dirty.
Raining Pain
Rack up a body count of 20 NVA using air support in Hue City.
In Mission #6: The Defector, after Mason acquires the dossier from , he will regroup with Woods and Bowman and take cover behind some buildings. The team will have to defend the tank "Bottom Feeder", but can not progress further due to the overwhelming number of enemies. Once you climb up to nearby debris from a destroyed building, you will see a soldier attempting to call for Air Support, but will be unsuccessful in calling them to assist. However, you will take the radio from him and authorize them to provide air support, as you're theAlex Mason.
With Air Support, code name "Texas" at the ready, you can now mark specific buildings or areas around the battlefield to have Texas attack. You can call them in by pressing (
), selecting where you want them to target with the green indicator, and pressing (
) to confirm the location.Additionally, you can use this scorestreak as many times as needed, as it only has a 19-second cooldown between each use. The best areas are open buildings with enemies shooting from balconies, as well as the foot soldiers who are nearby vehicles/tanks that can be blown up from the helicopter's missiles.Don't push up too fast, but take time destroying as many buildings as you can and targeting anything that could act as an explosive chain reaction to enemies surrounding them. If you are unable to earn this on your first attempt, quit out of the mission, select "Continue", and you will be able to try again.
The Dragon Within
Kill 10 NVA with Dragon's Breath rounds.
On Mission #6: The Defector, Mason and Woods will crash into a nearby building while attempting to repel from the helicopter. While Mason is stunned on the ground, attempting to recover, a NVA (North Vietnamese Army) soldier spots him immediately and is about to kill him. Before the NVA soldier could act, Woods got the jump on him and managed to steal the SPAS-12 they were using. Once the soldiers are killed by Woods, he will give you the SPAS-12 Shotgun with the Dragon's Breath attachment, which will set enemies on fire.
In this starting area, the building is fairly compact, with a majority of the rooms being very small. Inside each room, there will be numerous soldiers that are within close distance of the player, and it will take a second for the enemy to recognize you as an enemy.Despite starting with a close-range shotgun, this trophy can be attempted on Veteran difficulty. The main difference would be playing slightly less aggressively and waiting for health to regenerate before charging in.
SOG Rules
Retrieve the dossier and the defector from Hue City.
Story
MAP LOCATION
OPERATOR
Hue City, Vietnam | February 2, 1968
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"At the height of the TET offensive, enter the MACV building to secure vital intelligence on Soviet plans for the region."
OBJECTIVE:
Mason, Woods, and Bowman would head to a MACV compound located in Hue City to contact the . However, had swarmed the entire city, and MACV left with only a fraction of its manpower to fight them off. Despite the risk, the team would move into the infested city to find the Defector, fearing that the protection team going dark could mean the Defector was already dead. As they enter the city, , and left with minimal forces as they are forced to traverse through an active warzone, hoping that the Defector was still alive and could acquire the dossier containing crucial information about Soviet whereabouts.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #6 - The Defector on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Down and Dirty.
Heavy Hand
Use the Grim Reaper to destroy the MG emplacement.
In Mission #9: Victor Charlie, Mason is joined by Woods and Bowman as they wait on his command to trigger the charges placed around the Viet Cong's village. Once Mason detonates the charges, the VC soldiers will immediately begin to attack while hiding behind doors or arising from one of their rat tunnels. The team's attention turns towards the river, as the enemy is in control of a ZPU (A Soviet Union anti-aircraft gun). Bowman will instruct you to grab the Grim Reaper, also known as the "M202 Flash", to destroy the ZPU.
Although the ZPU is now destroyed, DO NOT DROP THE GRIM REAPER. You must keep it on your player as you move to the next zone, as the enemy you need is only found in the next area.As you walk through one of the houses, an MG emplacement will be sitting directly on top of a mountain of sandbags. With the Grim Reaper, shoot the MG emplacement, and as long as that trophy pops, you will now be able to exchange that weapon for a different one if desired.If you accidentally drop the Grim Reaper for a different weapon, you can quit out of the mission, select "Continue", and you will be brought back to the last checkpoint the game recognizes. If you had already destroyed the MG emplacement without the Grim Reaper, then you will be required to start the mission over again.
Up close and personal
Silently take out 3 VC.
Story
In Mission #9: Victor Charlie, Mason and Woods will begin to make their way to the rally point after escaping the sinking helicopter. In this section, Woods will tell you to make no noise, only using your knife. There will be three separate instances where you will be able to slightly kill the VC soldiers, each of which will be listed below. The most important factor for each of these kills is to take your time and to remain crouched.
LIST OF VC LOCATIONS
There will be two people on the boat; you will take one enemy, and Woods will get the other. You must swim underwater before getting too close; otherwise, you will get caught by them. Be cautious of staying underwater for too long, or you will drown before you can make it to the boat. Once you get close enough, you'll be able to press (
) to drag them underwater to avoid attention.
After you have planted the C4 underneath the water, follow Woods to the next building where the next VC will be found. They can be located resting on top of a swing, near the open window, with another VC also sleeping in the room towards the back. Woods will take care of the one further in the room, while you will take the one closest to the window.
The last VC can be found just outside of the building where you last killed the prior VC. They can be seen sitting on top of a crate. Approach them slowly while crouching, and stand behind them so you are out of their peripheral. As soon as you kill this enemy, you can say you got "up close and personal" to these VCs.
If any mistakes are made after the first kill of the VC soldiers on the boat, you can easily restart by exiting the mission and selecting "Continue" to bring you back. Once you meet up with Bowman, the objective will change to plant C4 and will save as the most recent checkpoint, locking you out of that first VC soldier and leaving the other two soldiers remaining.
Up Close and Personal - Video Guide
Double Trouble
Use only dual wield weapons to escape Kowloon.
In Mission #7: Numbers, Hudson and Weaver will start interrogating Dr. Daniel Clarke when they are suddenly attacked by Spetsnaz soldiers. From the start of combat, Hudson will be holding dual CZ-75 pistols and will need to use ONLY weapons with the term "Dual Wield" attached to them. If you accidentally pick up a non-dual-wield weapon, you will need to start the mission from the beginning again.
The other weapon that will work for this level is the "Kiparis Dual Wield", which does burn through ammo quite fast, but is good for getting out of situations with lots of enemies in close quarters. You can locate these weapons in numerous weapon bunkers that Dr. Daniel Clarke had hidden around.While you could attempt this on Veteran, it is not recommended; enemies on Veteran difficulty will automatically aim for headshots, with the player having little opportunity to shoot back.Towards the very end of the level, you will slide down some scaffolding and pull out a single CZ-75 Pistol, but this will not affect the trophy. Once you slide down, the game considers that you did "escape Kowloon", and will pop the trophy as long as you stuck with those dual wields up to that point.
Broken English
Escape Kowloon.
Story
MAP LOCATION
OPERATOR
Kowloon City, Hong Kong | February 9, 1968
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Investigate the extent of Project Nova by interrogating one of Dragovich's former associates."
OBJECTIVE:
After retrieving the dossier from the Defector, the ID's of all of Dragovich's men are revealed: Lev Kravchenko, Dr. Friedrich Steiner, and Dr. Daniel Clarke. These men are all associated with Project Nova, also referred to as the biochemical weapon, "". Jason Hudson, as well as Grigori Weaver, would locate Daniel Clarke and begin to interrogate him for information. However, Clarke believed he was already dead, as Dragovich and would send soldiers to kill Clarke personally to . Right as he reveals the nature of the volatile compound, the Spetsnaz discover their location and begin to attack them. Now they must traverse through Kowloon City, with Spetsnaz soldiers hot on their tail, and escape with Clarke before they are overrun.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #7 - Numbers on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
It's your funeral.
Lord Nelson
Destroy all targets and structures while making your way up the river.
In Mission #10: Crash Site, about half of the mission is spent driving a boat to reach the crashed Soviet commercial cargo plane. However, instead of rushing to the site as fast as possible, you will want to take your time. While you are in control of the boat, you are in control of a Machine Gun (
) and a Missile launcher (
), which will be used to destroy as much as humanly possible. You will need to destroy every hut, tower, house, and any miscellaneous structure you encounter.
Since this level takes place at night, it can be very easy to miss one or two structures, so be patient and thoroughly look through every piece of terrain. There is also a cooldown for both weapons if they overheat, but they can be used infinitely. If you are unable to get the trophy on the first attempt, you will need to restart.Depending on your accuracy, it may take multiple attempts to destroy each building, as some are extremely easy to miss. Go slow, and take your time to look through each area thoroughly before progressing to the next checkpoint.
Lord Nelson - Video Guide
Never get off the boat
Find the Soviet connection in Laos.
Story
MAP LOCATION
OPERATOR
Laos | February 11, 1968
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Journey by river into Laotian territory, in search of Dragovich's compound."
OBJECTIVE:
Jason Hudson had informed the SOG team that the CIA had downed a Soviet cargo plane that was carrying the Nova 6 gas, which landed in Laos. As soon as this information was relayed, the team began traveling by boat with a helicopter escort to guide them through enemy forces, with "Sympathy for the Devil" by The Rolling Stones playing in the background. Once they made their way to the site, it was revealed that , and they even found . However, not long after the discovery, Spetsnaz soldiers started pushing towards the crash site, leaving the team stuck in place inside the helicopter.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #10 - Crash Site on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
Not Today.
Pathfinder
Guide the squad through the Soviet outpost without them getting killed.
At the start of Mission #11: WMD, you will be playing as Captain Mosley, who will be piloting an SR-71 Blackbird to guide the ground team through the snowy terrain of Yamantau. From the Blackbird's point of view, you must guide Hudson's Team (Kilo One) throughout the mission. There are three instances where Mosley must give directions to the team, each of which is separated by a section where you control Hudson's unit on the ground to clear out the room they were guided towards. To complete each of these sections successfully, listen to the audio cues over the radio and follow them carefully.
MOSLEY GUIDANCE #1
You must first locate Kilo One on the screen, then you must guide them to "Move East" by pressing (
). Make sure to listen to any audio cues over the radio, as they will give you instructions to follow while guiding the team. Mosley will mention that several enemy vehicles are inbound to their location and to go inside the structure in front of them.Press (
) directly over the white bullet point, and they will enter the structure. The enemy vehicles will drive near the house and begin entering the building, where it will switch to Hudson's point of view, ending the first guidance section.
MOSLEY GUIDANCE #2
After Kilo One has eliminated the threats from the house, you must guide them to "Regroup at the Ridge". There will be two soldiers in the way, which you MUST specifically press (
) on to indicate to the team the threats above the hill. Once they have been dealt with, press (
) towards the bullet point. The next area to the right of Kilo One is the Barracks; DO NOT MOVE THEM UNTIL ALL VEHICLES PASS. If you move them too fast, they will be spotted.Mosley will see a large patrol walking towards the group, so quickly press (
) to command them to dig in and keep still. Once they pass, press (
) above the Barracks point, and that's two out of the three sections complete.
MOSLEY GUIDANCE #3
Once Kilo One has cleared the room, Hudson will plant explosives inside the Barracks, and the perspective will switch back to Captain Mosley for the last time. Mosley will need to guide the team up north towards the Insertion Point, but this section will have no enemies, and you can press (
) to move them without any risk of encountering an enemy.Once you reach near the second objective marker, the screen will fade to white, and this trophy is as good as yours.
If you accidentally mess up the coordination of Kilo One, you will need to restart the mission from the beginning. Thankfully, the Captain Mosley sections go by fairly quickly, and you can easily recover the progress in a matter of minutes.
Pathfinder - Video Guide
Mr. Black OP
Enter the Soviet relay station undetected.
In Mission #11: WMD, after completing the guidance section with Captain Mosley, you will now be in control of Jason Hudson for the rest of the mission. After you have rappelled down the mountain to reach the substation, the next objective will be where the trophy progression begins. While Hudson will have a silenced AUG, the weapon you will be using to quietly eliminate everyone is the Crossbow. Make sure the Crossbow is NOT using the "Exploding Tip" attachment, as this will immediately fail the trophy requirement. If it is equipped by mistake, press (
) to unequip it and return the Crossbow to its normal fire mode.To clean this area without getting spotted, you have to eliminate the enemies in a certain order, as eliminating someone directly next to another enemy can immediately alert your presence to them. The best method is to work from left to right and watch the enemies' pattern to predict their movement.
Mr. Black OP - Video Guide
With extreme prejudice
Get to the POW compound in the Hind using only rockets.
In Mission 12: Payback, Mason and Woods have recently escaped from being imprisoned by Spetsnaz and VC soldiers. After exiting the cave, they will stumble upon a Hind (large gunship helicopter), which Woods has every intention of taking. Once they enter the helicopter and have it in the air, they begin to make their way to Kravchenko's compound based on coordinates they obtained. Despite it being a gunship, you will only be allowed to use the UV-32 rockets (
) to damage enemy vehicles and structures.
The main downside to these rockets is that only a maximum of eight can be used at a time, and they take longer to refill. Additionally, the helicopters in this section will be fairly tricky to hit in a single attempt, requiring multiple attempts before a rocket successfully connects.Make sure to move constantly with (
) to avoid taking damage from rockets or other enemy helicopters. If you accidentally use the 12mm nose cannon (
), then you will need to exit the mission, select "Continue", and try again by using only rockets.
Russian bar-b-q
Incinerate 10 enemies with the flamethrower attachment in the POW compound.
In Mission #12: Payback, after completing the Hind section (more info on this section can be found under
With extreme prejudice), Mason and Woods will find a massive cave full of Viet Cong and Spetsnaz Soldiers defending the cave. Near the entrance of the cave, directly in the middle, will be an enemy holding an AK-47 with a Flamethrower Attachment. Upon killing them, Woods will say, "Mason - Grab that flamethrower", which can now be picked up by the player. To switch to the Flamethrower Attachment on the AK-47, press (
), and to switch back to the normal AK-47, press (
) once again.
Although the entry of the cave will not have many enemies after picking up the AK-47, the following area will have more enemies to work with. If you accidentally die during this area without reaching 10 kills with the Flamethrower, you will need to reload the checkpoint and try again.It's highly recommended to attempt this trophy on Recruit difficulty, as attempting this trophy on Hardened or Veteran difficulty will be extremely difficult. The enemies will be spawning in waves and constantly hiding behind cover, making aiming for them with the flamethrower much more challenging.
Light Foot
Escape the ship with 2:15 left on the timer in Veteran.
Difficulty Related
Time-Sensitive
In Mission #8: Project Nova, Viktor Reznov and his men will be trapped inside a gas chamber, but are freed by the invasion of British Commandos assaulting the ship. They will climb their way out of the chamber and arm themselves with weapons to fight back against the impending forces. Due to the severity of the damage caused by Nova 6, Reznov believed that neither side should possess such power and decided to destroy this terrible weapon before it could cause more harm.
Once he arms the bomb on the V2 Explosive, it will start a 3-minute countdown to leave the ship. However, the difficulty must be set to Veteran difficulty, and you must leave the ship within 45 seconds. There are a couple of aspects that make this trophy slightly easier, such as the fact that each objective marker will act as a new save point.It can also be a double-edged sword, as you can also get stuck on a tricky spawn point and be unable to progress due to the enemy's location in conjunction with your spawn.
In the worst-case scenario, if the spawn point is practically unable to progress or you run out of time to meet the trophy requirement, you will need to restart the level for another shot at this trophy.
Light Foot - Video Guide
Some wounds never heal
Escape the Past.
Story
MAP LOCATION
OPERATOR
Arctic Circle | October 29, 1945
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Learn of the origins of Project Nova."
OBJECTIVE:
After looking into the history of Project Nova, it turns out this biochemical weapon has been in development for much longer than originally anticipated, going back as far as 1945 in the Arctic Circle. Viktor Reznov would sit down with Alex Mason and talk to him about his experience working with men who had little value for their own soldiers, willing to do anything if it meant that they could advance their own interests and agendas. Reznov will also talk about one of the bravest men he has ever met, , and how he survived through every major battle the Russians had faced to take Berlin. Unfortunately, and Reznov would not receive a hero's welcome, as would have other plans for these men instead.
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #8 - Project Nova on any difficulty. If you decide to complete this particular mission on Veteran difficulty, then this will provide progress towards
It's your funeral.
I hate monkeys
Kill 7 monkeys in under 10 seconds in the Rebirth labs.
Time-Sensitive
In Mission #13: Rebirth, Mason and Reznov have infiltrated the facility on Rebirth Island and are making their way to confront . Once they enter the laboratory through an open elevator, there will be enemies immediately alerted to their location. After clearing out the area, head to the very end of the labs just before you enter the next room with the electronic panels. Directly on the walls will be numerous caged monkeys, as well as more cages behind the player; these will be the areas where the trophy will be attempted.Once ready, throw a grenade towards the right and left corners of the wall lined with caged monkeys, then shoot the remaining monkeys missed from the grenade explosion and the monkeys from behind. If you do not get this first try, exit the mission, select "Continue", and it will spawn you right when you first jumped down into the elevator. Make sure not to push too far into the mission, as it could push the checkpoint past the section you need.
Picture of wall before electronics room
Picture of wall behind the player's location
I hate monkeys - Video Guide
No Leaks
Make it through the NOVA 6 gas without dying on Rebirth Island.
In Mission #13: Rebirth, about halfway through the mission, you will switch the perspective to Agent Jason "Mr. Shades" Hudson alongside Agent Grigori Weaver riding tanks into Rebirth Island. Eventually, a helicopter destroys the tanks they arrived on and drops canisters of Nova 6 onto the team, with Spetsnaz soldiers charging them head-on. Thankfully, Hudson and his team were already wearing hazmat suits in the event the enemy released the Nova 6 gas.
Once Hudson puts on the gas mask, the start of the trophy progression begins. While playing as Hudson, you must traverse through the gas without the gas mask being completely broken.The gas mask has a set durability, meaning if you take too much damage, the mask will break and cause Hudson to die from the Nova 6 gas. It's highly recommended to complete this trophy on Recruit difficulty, as Veteran difficulty will make this trophy practically improbable to achieve.
Use cover, move slowly, and shoot from afar with the thermal sight on the Enfield Multiple Attachments that you start with when playing as Hudson. If you end up dying during the mission, you will need to restart the mission from the beginning.
Light Foot - Video Guide
Clarity
Crack the code.
Story
MAP LOCATION
OPERATOR
ROOM 9 | February 25, 1968
MISSION BRIEFING / OBJECTIVE / TROPHY BREAKDOWN
MISSION BRIEFING:
"Uncover the truth."
OBJECTIVE:
With limited time left, the Interrigators are almost out of options, with one last card to play. They reveal their true identities, which were and , the two people who knew that . Wishing to believe that Mason was not a traitor, unshackles his restraints, with Mason immediately on the offense by punching the interrogator into the monitors. Now, Mason is stuck in disbelief as he struggles to maintain his balance while traversing through the facility that has kept him kidnapped and restrained. He still can't get these NUMBERSOUTOFHISHEAD!
TROPHY BREAKDOWN:
This trophy will be awarded upon completing Mission #14 - Project Nova on any difficulty. Similar to Mission #3: U.S.D.D., there is no fighting that happens, but rather just story exposition through miniature cutscenes and dialogue; now an explanation behind the numbers and what they mean!
Double Whammy
Destroy both helicopters with one Valkyrie rocket from the deck of the ship.
In Mission #15: Redemption, Mason finally decoded the meaning behind the numbers, bringing the team to a ship on the Gulf of Mexico called the "Rusalka". They pursued the ship through their attack choppers and started to destroy the exterior of the ship to clear a landing for the team. Once you jump out of the attack chopper and begin to push your way through the ship, two enemy helicopters will begin attacking the team. However, there will be Valkyrie Rockets marked as a mission objective the player can pick up to attack the helicopters, but DON'T SHOOT IMMEDIATELY.
You must wait until both helicopters are directly next to each other and then shoot the rocket at them. Be patient, and watch their movement, as they may look like they are closing the distance, but then suddenly jolt in the opposite direction.If one of the helicopters does not get blown up by the rocket, hold a grenade and let yourself die to respawn back to just before you pick up the Valkyrie Rockets and try again. Once you see them nearly stacked on top of each other, take the shot and manually explode the rocket once it's between them.
Double Whammy - Video Guide
Stand Down
Complete the campaign on any difficulty.
Story
Stack
For this trophy, you must complete all 15 Campaign missions. If you are not immediately playing on Veteran difficulty, it is recommended to explore around each mission to find intel to work towards
Closer Analysis and complete mission-specific trophies that require some kills with select weapons or a specific approach in certain areas of the level. These are the following missions you'll encounter throughout the Campaign:
All Missions in the Campaign
Mission #1: Operation 40
Mission #2: Vorkuta
Mission #3: U.S.D.D.
Mission #4: Executive Order
Mission #5: S.O.G.
Mission #6: The Defector
Mission #7: The Numbers
Mission #8: Project Nova
Mission #9: Victor Charlie
Mission #10: Crash Site
Mission #11: WMD
Mission #12: Payback
Mission #13: Rebirth
Mission #14: Revelations
Mission #15: Redemption
BLACK OP MASTER
Complete the campaign on Hardened or Veteran difficulty.
Difficulty Related
Stack
Story
Unlike
Stand Down, this trophy will require the player to play through all 15 missions on the highest difficulty. While you could technically play the Campaign on Hardened difficulty, it is not recommended, as there are no trophies that correlate with that difficulty. The majority of difficulty-related trophies are tied to playing on specifically Veteran difficulty. There are five trophies tied to playing Campaign missions on Veteran difficulty:
Cold Warrior,
Down and Dirty,
It's your funeral,
Not Today, and
Burn Notice.For more information about specific missions on Veteran difficulty with tricky sections, please refer to one of the trophies previously mentioned above for tips to assist in those missions.
Veteran Breakdown
In the early Call of Duty® titles as well as this title, 'Veteran' difficulty is one of the most challenging difficulty options for the franchise. The jump in difficulty was very sudden compared to prior difficulties, and as you play, the challenge will become as clear as day. You will have less health, and enemies will deal more damage to the player, meaning it's very common to die completely in just 2-3 Bullets! When combined with the heavy flinch in the early games, it can make charging gun fights even worse. Additionally, some missions will have infinitely spawning soldiers unless you reach a certain checkpoint, but combined with the difficulty modifier, it can make it an absolute nightmare.
Important Tips
Tip #1: Use your lethals (
) and tacticals (
) during the mission. Since the enemy A.I. will be targeting your player model the most, using these will help disorient them and provide an opportunity to eliminate them.
Tip #2: No matter the mission, always find a safe place to take cover. Due to how easy it is to die at this difficulty, you must find decent cover to heal in case you take a lot of damage while shooting at enemies.
Tip #3: Take your time! You will be dying numerous times in a single mission and must slowly think through how to proceed in each area you encounter.
Keep these tips in mind and use the Veteran-specific trophy descriptions to provide assistance in your attempt on Veteran Difficulty, soldier!
Frag Master
Kill 5 enemies with a single frag grenade in the campaign.
This trophy can be earned as early as the very first mission: Mission #1: Operation 40. Immediately after eliminating , you will need to escape his burning mansion. Once you're outside the building, you'll be met with an army of men shooting at your team from the fountain and from the watch towers.Once outside, head to the farthest sandbag fort closest to the enemy, with the weapons leaned against the sandbags. Stay behind the sandbags and wait until you hear the voice line "Carlos... What's happening?!!", then immediately begin holding the grenade ( Hold
) and throw the grenade after it pulses for the fourth time inside the fountain. If the trophy does not pop, exit the mission and resume the mission to try again.
Picture of Grenade throwing location
Frag Master - Video Guide
Sally Likes Blood
Demonstrate killer economic sensibilities by taking down 3 enemies with a single bullet.
Unlike the prior trophies, which are tied to specific game modes, this trophy can be attempted in any mode. The best method for obtaining the requirement is by playing Zombies and selecting the map "Kino Der Toten". The kind of weapons you should be aiming for from the Mystery Box are sniper rifles, since those have the highest damage output, besides the Thunder Gun.Additionally, you could also purchase a Wall-Buy early in the rounds and have it output enough damage to kill them within a single bullet. This trophy will likely be earned unintentionally while playing a normal game of Zombies, especially if you manage to Pack-a-Punch the gun in the very early rounds.
Picture of trophy popping on Round 4
Unconventional Warfare
Use the explosive bolts to kill 30 enemies in the campaign.
The Crossbow can be found in two different missions: Mission #4: Executive Order and Mission #11: WMD. The best mission to choose overall would be "Executive Order", as you get access to the Crossbow much earlier than "WMD", and it's also the earliest that you can obtain the Crossbow.
If the Crossbow is not using the Explosive Bolt, press (
) to equip it. In this mission specifically, you will be using the Crossbow to snipe enemies from afar as the ground team pushes forward to . There will be plenty of enemies around this area, and you should secure a comfortable 10-15 kills.If you still require more kills, continue with the mission until you see a 5-minute countdown appear at the top of your screen. You must head to the control center to prevent the rocket launch, where waves of enemies will block your path. Use this opportunity to get more eliminations with the Crossbow while making your way to the objective marker.
Cold Warrior
Complete "Operation 40," "Vorkuta," and "Executive Order" on Veteran difficulty.
Difficulty Related
This trophy will require specifically Mission #1, Mission #2, and Mission #4 to be completed on the highest difficulty. Below is a breakdown of each mission's most troublesome areas and aspects to keep in mind when attempting them.
NOTE: There is a third mission known as "U.S.D.D.", but it does not apply to this trophy, as this specific mission is a cutscene to provide context for the following mission.
Mission #1 - Operation 40
Towards the end of this mission, two objectives can be quite difficult: "Protect the plane from damage" and "Use the ZPU to clear the runway". Since your character will be stationary when trying to shoot, it is very easy for enemies to kill you with little effort. While on the plane, make sure to target foot soldiers, gas canisters, and vehicles to minimize the damage.Once you hop on the ZPU, quickly aim your reticles up towards the runway and shoot every vehicle that's in your line of sight on the runway.
Mission #2 - Vorkuta
Two objectives can be challenging: "Step 3 - Rain Fire" and "Step 8 - Freedom". Step 3 will require Mason to provide cover for Reznov and Sergei pushing a massive cart, while soldiers try to push towards them. Stick behind cover and check both sides as you progress forward.The final objective will have Mason and Reznov ride motorcycles towards the train. This may take some trial and error due to the amount of enemy vehicles targeting the player. Keep an eye out for any vehicles and deal with them quickly before you get overpowered.
Mission #4 - Executive Order
The only objective that should be taken cautiously is: "Abort the launch at the auxiliary control bunker". Upon reaching this objective, it will start a 5-minute countdown before the rocket is launched from the station.As you work your way to the bunker, several enemies will start attacking far in front of the player, and you must carefully peek around cover to incrementally kill them. If you rush through this section, you will die almost instantaneously. Once you make it to a certain checkpoint, the timer will completely disappear.
Down and Dirty
Complete "SOG" and "The Defector" on Veteran difficulty.
Difficulty Related
This trophy will require specifically Mission #5 and Mission #6 to be completed on the highest difficulty. Below is a breakdown of each mission's most troublesome areas and aspects to keep in mind when attempting them.
Mission #5 - SOG
The most challenging objective in this mission is: "Push back the NVA". This mission is by far one of the most annoying sections you'll encounter in the entire game. These enemies are infinitely spawning and will easily overwhelm the player if you casually run out in the open. Slowly work your way to the right side until you are close enough to interact with one of the yellow barrels, which will ignite and act as an explosive. Sneakily head to another barrel on the left, and do the same. If done correctly, Woods will rush down the hill with NVA forces running away.
Mission #6 - The Defector
The objective that can be a bit difficult is right at the very end of the mission: "Defend the LZ for extraction". During this section, you'll have access to an MG-42 turret and a lot of claymores you can place around the area. Enemy forces will come from several directions, but you will have plenty of ammo and resources at your disposal to put up some fighting chance. After enough time passes, they'll become more aggressive, but you'll eventually have access to Fuel Air Bomb support. Once the boat arrives, immediately rush to finally complete the mission.
It's your funeral
Complete "Numbers," "Project Nova," and "Victor Charlie" on Veteran difficulty.
Difficulty Related
This trophy will require specifically Mission #7, Mission #8, and Mission #9 to be completed on the highest difficulty. Below is a breakdown of each mission's most troublesome areas and aspects to keep in mind when attempting them.
Mission #7 - Numbers
The most annoying objective in this mission is the very last one: "Escape with Weaver". Once you reach the point in the mission where you slide down some scaffolding, you will lose the current weapon you were holding before and be forced to use a CZ-75 Pistol.Once picked up, enemies will swarm towards the player, and you must begin shooting while in slow-motion. It will take two bullets to kill each enemy, but you have to be quick and efficient, or you will die very quickly.
Mission #8 - Project Nova
While this particular objective isn't challenging in the same sense as the other missions, it's more so a visual problem, which is seen in: "Escape the Ship". British Commandos will begin invading the ship, with an explosive missile freeing the door where Reznov was trapped.Since the inside of the ship is fairly dark, it will be a bit difficult to get a clear visual of the enemies. Stick behind cover and put those tactical grenades to use to clear out hordes of enemies.
Mission #9 - Victor Charlie
This mission does not have a lot of difficult elements to it compared to the prior levels. The only minor difficult area objective is after Mason triggers the explosives, where you must clear the village of enemy forces. These enemies will hide behind windows and barricades, while peeking out for only an instant. Be sure to thoroughly check the buildings to prevent enemies from getting a sneak attack behind the player. There is also the MG emplacement in the next area, but it can easily be destroyed with the Grim Reaper, also earning
Heavy Hand in the process.
Not Today
Complete "Crash Site," "WMD," and "Payback" on Veteran difficulty.
Difficulty Related
This trophy will require specifically Mission #10, Mission #11, and Mission #12 to be completed on the highest difficulty. Below is a breakdown of each mission's most troublesome areas and aspects to keep in mind when attempting them.
Mission #10 - Crash Site
The main objective that can lead to some frustration is the first half of the mission while piloting the boat: "Head up river to crash site". Despite it sounding fairly straightforward, it can be quite difficult with numerous people simultaneously shooting at your team.As you work your way to reach the crash site, make sure to destroy not only enemies, but also any boats, vehicles, or buildings you encounter. This will remove a lot of the enemy firepower, and potentially earn
Lord Nelson as well.
Mission #11 - WMD
The trickiest objective found in this mission is "Escape Yamantau facility", as it will start a 3-minute countdown to escape while enemies are swarming towards your location. Once you exit the giant bunker showcasing the plans for Nova 6, Hudson will run to a truck with a turret on the truck bed.You will need to use the turret to destroy vehicles or enemies that approach near the truck, while Weaver tries to hotwire the truck. Thankfully, this gun can not overheat, so hold down (
) as your life depends on it.
Mission #12 - Payback
The two objectives that are difficult from a visual perspective are the following: "Get the Soviet" and "Fly to Kravchenko's base". The first objective will take place in a cramped, dark cave, making it very easy to miss an enemy or end up exposed from cover.Once you escape the cave, you'll have to maneuver a helicopter while needing to destroy bases, vehicles, buildings, and helicopters that get in your way. Keep your distance and take them out from afar to avoid taking severe damage to the helicopter.
Burn Notice
Complete "Rebirth" and "Redemption" on Veteran difficulty.
Difficulty Related
This trophy will require specifically Mission #13 and Mission #15 to be completed on the highest difficulty. Below is a breakdown of each mission's most troublesome areas and aspects to keep in mind when attempting them.
Mission #13 - Rebirth
The difficult objective in this mission happens twice, once from Mason's POV and the other from Hudson's POV: "Infiltrate the Soviet lab and confront Dr. Steiner". While playing as Mason, you'll enter a lab area which has multiple windows that can easily be shattered. Hide behind walls and only peek every so often to kill enemies.Meanwhile, Hudson will have to put on a mask due to Nova 6 being dispensed, and you must keep the mask intact. On Veteran difficulty, this mask can easily break from enemy fire. Hide behind walls and only peek every so often to kill enemies.
Mission #15 - Redemption
The final mission in this game has two troublesome objectives: "Neutralize all Threats" and "Find and Kill Dragovich". Both of these missions are visually very similar, as both will require the player to navigate through the interior of the ship, which will have enemies around every corner.This is especially true for "Find and Kill Dragovich", as the walls are even narrower and enemies are waiting in hallways for you to turn the corner. Proceed through this area with caution and remember the enemy spawn points with each attempt.
Closer Analysis
Find all the hidden intel.
Collectible
Throughout the Black Ops Campaign, there will be 42 Hidden Intels that can be discovered in nearly every mission. In-game, this hidden intel will look like a Golden Reel-to-Reel Tape Recorder, usually lying on the ground or resting on top of a cabinet/desk.It is highly recommended to find these Intels either while playing the Campaign on Recruit/Regular or after completing the Campaign on Veteran difficulty, if you want to reduce the number of playthroughs.To make finding all the Intels as easy as possible, please refer to the list below, which shows the locations of all 42 Intels and how to reach them.
Image of Hidden Intel
INTEL PHOTO
INFORMATION
Later in the second half of the mission, Woods and Bowman will breach through a door, and instead of following them towards the right, head towards the left on the back wall. Sitting on top of a crate, with an RPG resting on the side of the box, you will find the first piece of intel.
Once the team has successfully assassinated , they will need to flee from the burning mansion before backup begins to swarm through the building. Bowman will charge out from one of the rooms on the top floor, which the player will need to enter, where they will find the intel sitting on top of a nearby table.
After escaping the mansion, the team will rappel down to the Airfield and make a sprint to their escape plane. However, instead of charging to the plane, head inside the first bunker and walk up the stairs to the left, where you will find the intel sitting on the floor of the platform.
INTEL PHOTO
INFORMATION
After pushing the cart across the prison, Reznov will inform you of the next step in their plan: "Step 3 - Rain Fire", where the player will man a slingshot. However, instead of immediately heading to the roof, look on the table directly next to Reznov to find the intel.
Halfway into the mission, Sergei will hold open a door for the player to slide under in order to prevent the Russians from locking them out of the Armory. Once in the room, head to the dark room on the first floor, and you will find the intel lying on a desk with radios behind it.
After waking up from the tear gas, Reznov will reveal the plan for "Step 8 - Freedom" with two motorcycles for them to use. Before hopping on the motorcycle, turn around and look on the bottom shelf in the back of the room, where the intel will be resting next to a lantern.NOTE: If you accidentally interact with the motorcycle without grabbing the intel, you will need to restart the entire mission for another opportunity to grab the intel.
INTEL PHOTO
INFORMATION
Once Mason and Woods enter the Com Building, they will fight their way through the building to reach the rooftop. On the third floor, look towards the right corner of the room, and you will see the intel resting on top of a desk beside another desk.
After rescuing Weaver, you will be tasked with stopping the rocket launch, with a 5-minute timer being shown on top of the screen. Once you reach the control room, the timer will disappear, and you will be prompted to place a C4 Explosive on the wall to breach the building. Upon destroying the wall, head to the far back of the room, and you will see the intel standing on top of the consoles.
After blowing up the Rocket, the team will head underground to try and find Dragovich. Eventually, you will stumble upon a fairly long hallway with a room to the left, similarly matching the room of the prior intel location. Once inside the room, head near the windows and the intel will be found on the very corner of the console.
INTEL PHOTO
INFORMATION
With the surprise attack from the NVA (North Vietnamese Army), the team will attempt to destroy the T55 Tanks approaching their position with the M72 LAW launcher. Before or after destroying the tanks, make your way up the hill towards the back right, and you will see the intel lying on top of a crate of ammunition.
After the tank section, the following area will require the player to navigate down the hill and destroy barrels to push back the NVA. Also in this section is a piece of Intel on the far left side, inside one of the bunkers, laying ontop of the wooden viewpoint.
Once the NVA forces have been pushed back past the forest, you will enter a nearby marine outpost in shambles after the attack, where Woods will discuss the plan to destroy the remaining tanks. However, don't leave the tunnel immediately; instead, look towards the right of the base and you will find the intel resting on a shelf.
INTEL PHOTO
INFORMATION
About halfway into the level, Mason will reach the Safe Room and meet up with Reznov. After discussing the new uncovered evidence, they will proceed to work their way outside the building. Before leaving the building, look inside the hallway and enter the office on the right, where the intel will be resting flat on the desk.
Once Mason groups back up with Woods and Bowman, they will need to guide their friendly vehicle "Bottom Feeder" through the city. While the vehicle is travelling, stick to the left side of the tank and look inside one of the buildings on the ground floor. You will see the intel on a desk nested in the corner of the room.
Towards the end of the level, Mason will blow up the ceiling and make their way towards the evac point. After the ceiling is destroyed, head towards the far right building, and you will find the intel sitting on a thin wooden table.
INTEL PHOTO
INFORMATION
At the very start of the level, turn around immediately and walk into the room directly behind you. Inside this room, you will see the intel lying on the desk next to some computer equipment.
Once you are outside, the team will slide down a roof, causing a slow-motion action scene to shoot the enemies as they slowly walk out. After the slow-mo has ended, walk straight towards the building in front and look down to the left to find the intel lying on the floor.
Towards the end of the mission, you will need to jump down from rooftop to rooftop. Before you go down the scaffolding slide after jumping off the small rooftop, turn around and look down near the rummage where the intel can be found.
INTEL PHOTO
INFORMATION
After the game introduces you to Dimitri Petrenko, you catch a ride in a nearby truck to locate and capture Dr. Friedrich Steiner. Inside the first building that the team has to clear, you will head upstairs and look towards the corner of the room with a map, where the intel will be sitting on the desk.
As you make your way throughout the German base, the team will enter a hangar with a missile sitting in the middle of the room. Walk straight to the back of the hangar and look to the left in the room, where you will see a desk next to a cabinet with the intel.
After escaping from the containment, Reznov will try to destroy the ship containing the dangerous chemical, Nova 6. Once Reznov plants the explosive, you will need to escape from the ship before it blows up. As you make your way outside the ship, you will see the intel on top of a wooden pallet directly next to the final staircase.
INTEL PHOTO
INFORMATION
After escaping from the helicopter, Mason and Woods will have to sneak around, quietly eliminating the VC as they traverse through the village. Once the player has eliminated the third enemy sitting on top of a barrel, turn around, and you will see the intel lying against the corner of the wall.For context on how to complete this section in complete stealth, please refer to
Up close and personal.
Once Mason activates the hidden explosives placed around the village, a gunfight will break out. Head back towards the building directly next to the rat hole, and you will find the intel in the corner of the room.
Later in the mission, you will enter a rat hole and traverse through a narrow hole. Eventually, you will find Reznov in the hole as well. Once you spot him, take the left pathway and look towards the innermost wall, as you will find the intel slightly hidden on the floor of the tunnel.
INTEL PHOTO
INFORMATION
At the very start of the mission, you will spawn near a base with the objective marker directed at the boat. Before you hop on the boat, look to the left, and you will see the intel lying on top of a large wooden cargo crate.
Immediately after the boat section ends, your character will hop off the boat to reach the crashed plane. Right as you get off the boat, look down on the ground and you will see the intel lying next to a submerged rock.
Once you reach the crashed plane, you will need to climb on top of the wing and jump down. Right before you enter the plane, look down towards the ground, and you will see the intel lying next to the rock.
INTEL PHOTO
INFORMATION
During the first section of the mission, you will be switching perspectives between Captain Mosley (Blackbird POV) and Jason Hudson (Ground POV). Once you switch to Jason Hudson for the second time, head down the stairs and make an immediate left turn, and you will see the intel lying on a green filing cabinet between two desks.
Later on in the mission, Hudson and Weaver will sneak through the area with a crossbow and eventually enter a control room on the second story. Once the room has been cleared of all enemies, walk and head to the room on the left upstairs, where the intel will be resting on a bench, next to some lockers.
After the ground team flies down to the Nova 6 facility, ignore the objective marker inside the room and instead walk to the left and look at the second table in the middle, where you will see the intel next to some blue canisters.
INTEL PHOTO
INFORMATION
At the very start of the mission, Mason and Woods will need to escape through the tunnels and fight their way through. Once they reach the first large open area inside the tunnel, make a sharp right turn near the edge of the wall, and you will find the intel on the bottom row of a metal shelf.
Once they have escaped from the tunnels, they will spot a nearby Hind, which they will use to fly towards Kravchenko's base. Before you hop on the helicopter, head towards the green tent and look at the table with the radio, where you will find the intel directly next to it.
In the final section of the level, where you can see Kravchenko pacing around through the glass, ignore the objective marker and walk towards the left. Keep walking towards the back until you are next to a massive brown generator, where the intel can be found sitting on top of a wooden crate.
INTEL PHOTO
INFORMATION
Once the mission begins, kill the enemy directly in front of your point of view. After they are killed, turn towards the left and look in front of the massive wooden cargo crate, where you will find the intel sitting on the ground.
Once Mason and Reznov enter the laboratory, there will be a separate room with a massive chamber in the center of the room. You must immediately rush into the room, as this room is time-gated. If you are not fast enough, the room will be closed off, and the intel can not be collected. Inside the room, you will see the intel sitting on top of one of the metal cages inside and grab it quickly, as the room will begin to slowly fill with Nova 6.The only means to get another opportunity of collecting this intel is by dying to reload the save, or restarting the entire mission if progressed too far in the save.
In the halfway point of the mission, you will switch to the perspective of Jason Hudson. While you are riding through Rebirth Island, the Spetsnaz soldiers deploy Nova 6 gas covering the entire area. As you make your way through the gas-covered terrain, look for the building that is covered in fire and instead walk into the house directly on the right. Once inside, head towards the corner in the back of the room, where you will find the intel lying next to some pots and pans.
INTEL PHOTO
INFORMATION
After Mason gets up from the chair, walk down the hallway until you push through the double doors. Shortly afterwards, turn left and continue walking down until you see a lit cigarette vending machine, which will have the intel sitting on top of the machine.
About halfway into the mission, Mason will begin to remember, and a short cutscene will play recalling his memories. Shortly afterwards, as you walk out of the room, there will be red numbers flying towards the player. At this moment, turn right and keep walking down the hallway until you reach a trash can on the floor next to two chairs, where you find the intel inside the bin.
Mason will hallucinate a rocket blasting off with the smoke filling the hallway, which will immediately disappear after some time passes. Once the hallucination ends, keep walking towards the objective into the next room until the marker begins to increase. Once in the room, walk to the desk on the left side of the room, and you will find the intel sitting on top of a paper tray next to a typewriter.
INTEL PHOTO
INFORMATION
At the start of the mission, Mason jumps off the helicopter and is on board the ship, heading towards the Valkyrie Rockets on the ground. Head towards the open cargo container and look towards the bottom left side of the door frame, and you will see the intel just barely poking out. This is easily missable if you are not directly looking for it.
Once you are inside the ship, make your way down inside the lower levels until you reach the locker room. The following room will be where the intel is located. Inside the next room, kill the enemies first and then proceed to the table closest to the entry, where the intel will be on the opposite side of the table.
Towards the very end of the level, there will be a heavy enemy located outside of the room, with a desk sitting near the window. Eliminate the heavy enemy first, as they should take top priority before locating the intel. Once they are dealt with, look underneath the desk, and you will find the last intel needed for the trophy to pop.
Closer Analysis (All 42 Intel) - Video Guide
Credit: HarryNinetyFour
Ready For Deployment
Reach rank 10 in Combat Training.
Multiplayer
Unlike the original Black Ops from 2010, this is the only multiplayer-related trophy in the entire game. Additionally, the entire trophy can be accomplished in a bot lobby with full customization of the match. From the Main Menu, select "Multiplayer", followed by "PlayStation™ Network", and choose "Combat Training" at the bottom of the match types.
NOTE: Your rank earned in "Combat Training" does not carry over to "Player Match". Combat Training has its own level system and currency separate from the Online Mode.
Combat Training is a custom versus mode with AI Bots, with a built-in progression system, meant to prepare players for "Player Match" (Online Mode | Player vs. Player). This specific mode provides players the option to customize the entire match to their hearts' content, such as: Game Modes, Time Limit, Score Limit, Difficulty, Map Selection, and Custom Classes.For this trophy, you will need to play through multiple matches of this game type until you reach Level 10. The best means to reach that level with minimal effort is by adjusting the difficulty of the AI Bots to the lowest and leveling up different weapons/scorestreaks to increase your level over time.Select game type modes like "Team Deathmatch" and set the difficulty of the AI to "Recruit". This will make enemy encounters easier, and be able to level up weapons for additional XP mid-match.
Another element to use during the match is the "Killstreaks", which are abilities rewarded to the player for getting a set number of kills without dying, with the more powerful killstreaks requiring far more kills. There are three Killstreaks automatically unlocked from the beginning: "Spy Plane", "Care Package", and the "Attack Helicopter". Make sure to use these abilities during the match, as they will provide substantial benefits and make earning XP faster. Using these aspects, it will take roughly 3-5 games for players to reach level 10. Once you reach Level 10, you are essentially done with the multiplayer side of the game.
The Collector
Buy every weapon off the walls in a single Zombies game.
In the "Zombies" mode, players can buy numerous different weapons on the wall designed with chalk known as "Wall Buys". The challenge with this trophy is buying every weapon wall buy on a map within one zombie game. Depending on the map you play, it could require more points to be spent opening doors than saving those points to buy those weapons. There is also the aspect of waiting too long to buy the weapons and being on a high round in the game, which can make accessing Wall Buys mid-round extremely difficult. Knowing the right time to buy the weapons in a match will be crucial to survive long enough without resulting in a game over from being cornered. To achieve this trophy, two maps work best for minimal doors to be purchased and easy to find: "Kino der Toten" and "Nacht der Untoten".
Kino der Toten (Base Game)
Kino der Toten is the first and one of the most iconic zombie maps throughout all of Call of Duty. This map takes place within a German theater that's been overrun with zombies, as well as new variants called the "Nova Crawlers", which will explode on death if shot with a bullet weapon. The layout of the map has two branching pathways, each of which evenutally leading the player to the front of the theater. There are a total of 12 Weapon Wall Buys located around the map, and will require the player to open up nearly the entire map to gain access to every wall buy. The cost of each weapon, where to find them, and the order you encounter them in will be listed below:
[ KINO DER TOTEN - WALL BUY LOCATIONS ]
Olympia = 500 Points
Found on the bottom left side of the Spawn Room.
M14 = 500 Points
Found upstairs to the right of the Spawn Room.
PM63 = 1,000 Points
Found upstairs immediately after purchasing the first door to the right side.
Stakeout = 1,500 Points
Found after opening the door near Mulekick, on the back wall to the left of the entryway.
MP40 = 1,000 Points
Found on the bottom of the bar room, across from Speed Cola near the window.
MP5K = 1,000 Points
Found inside the Dressing Room to the back left of the room.
M16 = 1,200 Points
Found on the right side of the stage next to the Power Switch.
Claymore = 1,000 Points
Found on the wall across from the Power Switch, near the barricaded window.
Bowie Knife= 3,000 Points
Found directly inbetwen the electric trap and Juggernog.
MPL = 1,000 Points
Found in the room to the left of spawn, placed next to a barricaded window.
AK-74u = 1,200 Points
Found upstairs immediately after purchasing the first door to the right side.
Frag Grenades = 250 Points
Found inside the Pack-a-Punch Room, near the edge of the window.
The total cost to purchase all of the weapons (not including door purchases) will be 13,150 Points. If you are careful with your points and only spend them on necessities like a point weapon and crutch perks (referring to important perks like Quick Revive and Juggernog), you should have enough points to buy everything around Round 10-15. Make sure to buy a solid point weapon, like the MP40, and aim for headshots for additional points.
Nacht der Untoten (Season Pass Required)
If you own the Season Pass for Black Ops 1, then you will have access to all of the maps from World at War, especially the map called 'Nacht der Untoten'. Unlike Kino der Toten requiring 12 Wall Buys to complete the trophy, this map only has 9 Wall Buys and fewer doors. Despite there being fewer doors and fewer Wall Buys, the catch is that there is NOJUGGERNOG, meaning it will only take TWO HITS for the player to be downed. The cost of each weapon, where to find them, and the order you encounter them in will be listed below:
[ NACHT DER TOTEN - WALL BUY LOCATIONS ]
M1 Carbine = 600 Points
Found on the left side of the Spawn Room, to the right of Mulekick.
Kar98k = 200 Points
Found immediately after spawning on the map, on the left side of the wall.
Double-Barreled Shotgun = 1,200 Points
Found in the Mystery Box Room, on the back-right wall, to the right of the window.
Thompson = 1,200 Points
Found in the Mystery Box Room, on the back-right wall, to the left of the window.
BAR = 1,800 Points
Found immediately at the top of the stairs, after purchasing the Debris in the Mystery Box Room
M1897 Trench Gun= 1,500 Points
Found upstairs, in the back left corner, directly above an open lit flame on the ground.
Cabinet (Kar98k) = 1,500 Points
Found upstairs, directly across frogm the "M1897 Trench Gun" Wall Buy.
Sawed-Off Shotgun = 1,200 Points
Found upstairs, near the spiral staircase, on the left side of the wall (if coming from Mystey Box side).
Frag Grenades = 250 Points
Found upstairs, near the spiral staircase, on the back right corner (if coming from Mystey Box side) next to some sandbags.
The total cost to purchase all of the weapons (not including door purchases) will be 9,450 Points. While it costs fewer points to buy everything, it is much harder because of the compact room size and lack of perks. Once you go down even once, it is immediate Game Over, and you must restart from Round 1. After you purchase the "Cabinet", it will give the player the Kar98k, and you do not need to buy the weapon again. The best point weapons to use early on are the starting weapon, the M1911, and the Thompson, which can be bought past the door with the words 'HELP' written on it. If done efficiently, all the weapons can be purchased as early as Round 5!!Whichever map the player has the option to play, the strategy for buying them remains the same: Secure a Point Weapon and Find a Training Spot. If players can manage these two tasks, then earning this trophy will seem far less daunting.
See Me, Stab Me, Heal Me
Fire a Pack-a-Punched Ballistic Knife at a downed ally to revive them from a distance.
RNG
Co-op
Multiplayer
This trophy can be completed on any 'Black Ops' Zombies map (excluding the Remastered 'World at War' Maps), and requires the player to acquire the Ballistic Knife from the Mystery Box, Pack-a-Punch the Knife, and shoot the projectile knife at a downed teammate. There are two big obstacles players will encounter: Finding a Second Player and Pulling the Ballistic Knife from the Mystery Box.
How to find another Player
Players can either attempt this in a public lobby with randoms, or they can play with friends in a private lobby. The main concern with public lobbies is that you will be dealing with random players, whose skill at the game can drastically vary and even make going for this trophy even harder. The easiest way is to find another player to help assist with this trophy is by heading to "Sessions" on The Hunter's Cabin to create a session for players to join and schedule a time that best works to help boost the trophy. Link to The Hunter's Cabin Session Tab.
Acquiring the Ballistic Knife
With any weapon not found on a 'Wall Buy' must be pulled from the Mystery Box, which is the definition of "RNG" (Random Number Generator). The Mystery Box will cost 950 Points per spin and will give the player a random weapon ranging from extremely good to extremely poor.
The Good
The Bad
and...The Ugly
Attempting to get the Ballistic Knife specifically can be instantaneous or may take until Round 20 and above, depending on your luck. The bet map to attempt this on is Kino der Toten, as it is the starting map accessible for all players and the easiest to navigate.At the start of the game, the priority should be set on buying a good point weapon, such as the MP40 (refer to
The Collector for weapon locations), and purchasing Juggernog once the power is turned on. Afterwards, begin hitting the Mystery Box to try and pull the knife.In the event you spin LMGs like the RPK or pull a "Wonder Weapon" such as the Thunder Gun, then be sure to grab them from the box. These weapons will easily help in the later rounds, with higher damage output.
Picture of Ballistic Knife from Mystery Box
If you are above Round 20 and have still not pulled the Ballistic Knife, it is highly recommended to restart the game and try again. While you can still attempt to spin the box on Round 20 and above, it will be fairly difficult to attempt this trophy with the increased zombie count on Co-Op.Once you are able to pull the weapon from the box, exchange it with the weapon you do not care about losing. Once equipped, immediately switch back to your normal gun, as the Ballistic Knife is a TERRIBLE WEAPON and will get you killed if you try to use it as a normal weapon. The value of this weapon comes purely from its 'PaP' Form. Spend the next couple of rounds gathering points in the theater (the best training spot) and earn 5,000 Points. Once you have acquired the points necessary, activate the teleporter pads in the Theater and the Spawn Room. Head back to the teleport in the Theater and hold (
) to teleport to the Projection Room. Place the Ballistic Knife into the Pack-a-Punch Machine and it will pop out as "The Krauss Refribrillator"
With your upgraded knife, you will need to have your teammate go down, preferably in an open area for easy maneuverability. Head to the downed teammate and shoot the knife directly at them, which will revive them instantly and reward you with the trophy.
See Me, Stab Me, Heal Me - Video Guide
Hands Off the Merchandise
Kill the Pentagon thief before it can steal your load-out.
Time-Sensitive
NOTE: This trophy is exclusive to "Five" and can be unlocked after completing the Campaign. To unlock this map early, walk over to the computer terminal (see
Just ask me nicely for reference) and input the code "3ARC UNLOCK".
Dr. Yuri Zakoyski, aka the "Pentagon Thief", is the special enemy type who was influenced by Samantha Maxis and teleported to the Pentagon to attack the last remaining survivors. Instead of the special round consisting of Hellhounds, the special round is entirely centered around Dr. Zakoyski. He will spawn near the closest teleporter to the player and slowly walk toward the player. However, the second he takes any damage, he will instantly start sprinting towards the player. If you are playing in Co-Op, the Pentagon thief will be invisible to every player, except the player he is targeting. They will run faster than the player, so it is impossible to outrun the thief after he is damaged.If he manages to touch the player they are targeting, they will lose the weapon they were currently holding!! The only way players can get their weapon back is by killing the Pentagon Thief before he teleports completely out of the map. The trick aspect about this trophy is that you must eliminate them before the Thief touches the player.
By far the best method to accomplish this trophy is by playing a solo game and relying on the benefits of Quick Revive. When you are downed with Quick Revive, it will give the player the dual-wield PaP version of the M1911 called "Mustang and Sally", which will be used to kill the Pentagon Thief.
The Solo Strategy
Step 1: From the Spawn Room, purchase Quick Revive and remain at the top level until Round 3-4 (You can purchase the M14 off the wall for later rounds in the Spawn Room).
Step 2: Buy the door to the Elevator and take it downstairs to enter the 'War Room'.
Step 3: With the reserve of points earned from upstairs, purchase the MP5K off the wall to the right of the Elevator and earn enough points to purchase the doors down the staircase, towards the next Elevator and take it to travel towards the bottom floor, the 'Laboratory'.
Step 4: Once you have arrived at the Laboratory, walk straight and open the door to the middle left (The Power Room) and flip the Power Switch to turn on power for the whole map.
Step 5: With the Power turned on, head back to the 'War Room' by taking the Elevator back upstairs and remain in that room til the end of the Round. At the end of the Round, stand inside the Elevator and wait until you encounter the special round (indicated by the screen turning a light blue). If it does not launch a special round, leave the Elevator, continue pushing to the next round, and repeat until you get the special round.
Photo Credit for Cutscene Background: starkyplays
Step 6: Once the screen turns blue, hold a grenade (
) until you are downed. The Pentagon Thief will spawn from the teleporter in front of the Elevator and instantly begin shooting him with the Mustang and Sally. If done correctly, he will die in a matter of seconds and reward the player with the trophy, as well as a Bonfire sale, making Pack-a-Punch cost 1,000 Points as opposed to 5,000 Points.
Hands Off the Merchandise - Video Guide
Sacrificial Lamb
Shoot at or be shot by an ally with a Pack-a-Punch crossbow and kill six zombies with the explosion.
RNG
Co-op
Multiplayer
This trophy is similar to
See Me, Stab Me, Heal Me, as it will require both Mystery Box RNG and another player to assist with the trophy. It is a necessity to have a second player present, as trying to attempt it with two controllers for self-boosting is nearly impossible to accomplish. The best map to attempt this on is Kino der Toten, since the map layout is the easiest to understand out of the map roster and provides multiple training locations for the higher rounds. You will need to get the Crossbow from the Mystery Box, Pack-a-Punch it, and shoot a teammate with the explosive bolt while six or more zombies are surrounding the player, where it will blow up shortly afterwards.
How to find another Player
Trying to accomplish this challenge in a public lobby will be extremely challenging. The requirements will require direct communication with the other player involved, timing when they will be shot with the Crossbow and saving enough zombies to meet the trophy description. Most random players will mainly play how they decide to play, caring little for the rest of the lobby, but it can vary if they have a microphone and decide to talk in game chat. The easiest way is to find another player to help assist with this trophy is by heading to "Sessions" on The Hunter's Cabin to create a session for players to join and schedule a time that best works to help boost the trophy. Link to The Hunter's Cabin Session Tab.
Acquiring a Pack-a-Punch Crossbow
The first step is to actually obtain the Crossbow from the Mystery Box, which is entirely luck based and each spin at the box costing 950 Points. Make sure to secure a good point weapon early on from one of the available 'Wall buys'; specifically, the MP40 found near Speed Cola is an excellent choice. While there are other weapons from the chalk that could be purchased, you want to aim for weapons that have a lot of reserve ammo and are decently powerful with headshots.
Picture of Pack-a-Punch Crossbow, now called the "Awful Lawton"
There is a chance you may randomly have a "Fire Sale" Power Up from killing a zombie. Once picked up, it will make all Mystery Box Locations Active and can be hit for only 10 POINTS!!!
Credit for Image of Power Up Drop: JoshuaPare
Before picking it up, make sure all players in the lobby are next to a Mystery Box Location to maximize the amount of spins at the box. If you were unable to pull it while the Power-Up was active, then keep hitting the box periodically throughout the game until you pull it. If it's above Round 15, it's best to restart and try to pull the Crossbow early in the game because the damage in the later rounds will massively decrease and make getting this trophy far worse.
Once you have obtained the Crossbow from the box and gathered 5,000 Points to Pack-a-Punch the Crossbow, link the teleporter pads in the Theater, then the pad in the Spawn Room to activate the PaP teleporter. Whenever all players in-game are ready, walk inside the teleporter and hold (
) to teleport to the Projector Room, where you can turn the plain Crossbow into the "Awful Lawton". Unlike its base version, the PaP variant will now have every bolt act as a miniature Monkey Bomb, as it now distracts zombies and blows up anything in its perimeter shortly afterwards.
Timing your Shots with Teammate
Now that you have obtained the necessary equipment, the next step is to work with your teammate. The best strategy is to have the person with the Crossbow start training zombies on the stage and keep a horde of zombies with them; roughly 8-10Zombies/Nova Crawlers would be best. Once the zombies have stopped spawning, have the teammate stand near the Mounted Turret Station on the center stage, where they will stand and wait. Once the player with the Crossbow circles around the stage near the second player, they will shoot them, with that player starting to instantly run into the horde of zombies. The player will not take any damage from them once shot, and the surrounding zombies will only be distracted by the bolt as opposed to being aggravated by it.The trophy will ONLY pop if the Player shot with the Crossbow is alive. If they go down before the explosion happens, the trophy will not register. If done correctly, the player who shot the Crossbow and the player who was shot with the bolt will both be rewarded with the trophy.
Picture of zombies being distracted by PaP Crossbow Bolt on teammate
Sacrificial Lamb - Video Guide
Insert Coin
Access the terminal and battle the forces of the Cosmic Silverback in Dead Ops Arcade.
From the Main Menu, break out of the chair restraints (see
Just ask me nicely for reference) and walk to the left of the main menu monitor towards the back of the room, where you will see a terminal sitting on top of a metal cart. Interact with the terminal by holding (
) and you enter the terminal screen, with access to the Central Intelligence Agency's Data System.
Picture of Computer inside the Interrogation Room
Picture of Computer Interface with the code "DOA' typed.
Once you are inside the computer terminal, you will be given a custom keyboard at the top right of the screen, navigating each control with (
/ D-Pad ), and will need to manually type out "DOA". Once inputted, select "ENTER" from the keyboard and it will launch you into the secret fourth mode of Black Ops 1, "Dead Ops Arcade". Dead Ops Arcade is a top down shooter, where unlike normal zombies which can go on nearly forever, the end goal in this mode is to defeat the . You will earn the trophy once the mode launches and are not required to play through the rest of the game.
Easy Rhino
In Dead Ops Arcade, use a Speed Boost to blast through 20 or more enemies at one time.
This is the only trophy directly tied to Dead Ops Arcade and will require the player to know how to train the zombies together and use their Speed Boost at the right time. It's best to attempt this trophy in a single-player match, as having numerous players walking around can easily throw off gathering zombies in a set direction. The commands are a bit different than the normal zombies mode, since the gameplay mechanics are fairly different.
Move
(
)
Fire
(
)
Tactical Bomb
(
)
Speed Boost
(
)
Picture of training zombies around the map in D.O.A.
Once you have launched into a game, progress through the "Island" (Starting Arena) and keep playing until you reach the "Courtyard" (Second Arena) or the "Prison" (Third Arena), either option works since it will still be early on in the game.Make sure you have 20 or more zombies in the area and avoid killing zombies while carefully training them around the arena until they are all filed up in a straight line. If you think you do not have enough zombies spawned in, complete the round and move on to the next round to increase the amount that spawn in. Once you see the zombies lined up as shown in the picture, walk towards them while pressing (
) to speed boost into the horde of zombies, instantly killing them in your path. If you did not earn the trophy, you may have missed the zombies you were training, or you did not have enough zombies to meet the kill quota.
Easy Rhino - Video Guide
Just ask me nicely
Break free from the torture chair.
One of the unique features in Black Ops 1 (that has yet to return) is the ability to manually explore around the Main Menu. The first time players found out about this feature in 2010, they were in absolute shock and awe.
If you look down using (
), you will see Mason's restraints to the interrogation chair. However, if you spam both (
) and (
) he will struggle against his restraints and eventually break free from his restraints.After escaping from the chair, you are free to explore around the interrogation room and view the Main Menu from a whole new perspective. There is also a terminal you can interact with in the room, which can be used to earn
Insert Coin and
Eaten by a Grue. There are far more secret codes that can be put into the terminal for even more in-game lore regarding the characters and redacted documents.
Picture of Mason attempting to break out of his restraints
Eaten by a Grue
Play Zork on the terminal.
Inside the Main Menu, you can walk around by breaking out of the chair (see
Just ask me nicely for reference) and interact with a terminal in the back of the room. Upon interacting with the terminal, you will be able to access the CIA's Data system through commands by using the keyboard on the top right of the screen using (
) to navigate each key.
Picture of Computer inside the Interrogation Room
Picture of Computer Interface with the code "ZORK' typed.
Once the code has been typed out, select "ENTER" from the keyboard, and you will be able to play "Zork: The Great Underground Empire" along with popping the trophy. This game is a text-based adventure game created in 1977, where players would input different commands to progress the story, and can now be played from within this terminal.
Platinum
Awarded when all other trophies have been unlocked
Congratulations on completing Call of Duty®: Black Ops!
If you plan on tackling the DLC Trophies next, then use the trophy descriptions provided through this trophy guide to assist further. In the event you have completed all the Base Game and DLC trophies, then thank you for using this as your go-to guide for Call of Duty®: Black Ops!
Credit: PlatinumKU
The eagle has landers
In Ascension, escape on all 3 lunar landers.
For more information about the lunar landers and where to find them, please refer to
Space Race.
They are going THROUGH!
In Ascension, kill at least 5 zombies with 1 Gersh Device.
RNG
Picture of Gersh Device from the Mystery Box
The Gersh Device is a singularity generator created by Dr. Anton Gersh and can only be obtained through the Mystery Box. Due to it being exclusive to the box, it is entirely based on RNG; it can either be pulled in a single hit or it can take numerous attempts to get the device.The starting location for the Mystery Box will always be in the Power Room, so it will be easy to locate with each attempt. Once you pull the device from the box, head towards "Д" Lunar Station (refer to
Space Race for Lunar Location) and begin training zombies around the landing. When you have a decent horde of zombies gathered, throw the device using (
) and watch as it pulls them into the singularity.
IMPORTANT: It may take a couple of seconds until the zombies are affected by the Gersh Device and will still chase the player. Keep training around even after throwing it down as a precautionary measure.
Space Race
In Ascension, Pack-a-Punch a weapon before round 8.
Time-Sensitive
NOTE: This trophy is difficult to accomplish solo, due to how heavily RNG plays a factor for Power-Ups to meet the requirement by Round 8. Therefore, it is highly recommended to play with multiple players, as it will provide more zombies and points to be earned to Pack-a-Punch once unlocked.
To unlock Pack-a-Punch, players must first synchronize all three lunar lander stations around the map (tied directly to
The eagle has landers). The Lunar Landers are launch pads that can be used to travel to different areas of the map and are directly tied to unlocking the Pack-a-Punch Machine. There are three Lunar Landers (except the Spawn Room Lander), each at a seperate locations and labeled by different letters of the Russian Alphabet.
"Д" Lunar Station
"Б" Lunar Station
"Ф" Lunar Station
Found by purchasing the upstairs path from the Spawn Room and walking right, where it can be seen from the left of the MP5K Wall Buy, directly next to PHD Flopper.
Found by taking the path up towards the Power Switch, passing by both Mulekick and Speed Cola to find the Station.
Found by purchasing the upstairs path from the Spawn Room and walking left. Purchase the door next to Stamin-Up, where some debris will be next to the station.
Once you next to either one of the landers and the Power Switch has been turned on, you can hold (
) to call the lander from the Spawn Room (the lander you loaded into the map on) to that location. DON'T STAND UNDERNEATH THE LANDER STATION AS IT BEING CALLED, OR YOU WILL INSTANTLY DIE. After the lander arrives, you can "escape" on the lander for 250 Points, and it will transport you back to the Spawn Room. You will need to repeat this process for all three landers shown in the picture above, which can be fairly expensive if you open the entire map early on.
Maximizing your Points
Whether you are playing solo or with other players, you will need to earn a lot of points to open up the map and conserve enough points to Pack-a-Punch the weapon of your choice. By far, the best weapon to keep is the "M1911" (Starting Pistol), as its low damage is perfect for earning multiple points without doing too much damage to kill the zombies, specifically if you shoot them in their legs. Once it runs out of ammo, the next best weapon is the MP5K (1,000 Points), which is found across from the "Д" Lunar Station. If you manage to get a Max Ammo Drop from one of the zombies, switch back to the M1911 and shoot into the horde of zombies once they are lined up next to each other, to conserve ammo and to earn more points with bullet travel between each zombie.
Once you have travelled on the third lunar lander to spawn, this will give players
The eagle has landers and will activate one of the requirements to open the Pack-a-Punch machine for all players. Head up to the Power Switch, and you will see a green rocket on a screen, along with a large green button on a console. Throughout the match, the rocket image will slowly turn green, 1/3 at a time with each lander being used. Hold (
) on the console and turn to the left, where you will see the same rocket from Mission #4 - Executive Order in the Campaign, launch into the air. Pack-a-Punch will now be accessible and can be found past the Fire Trap, down near the rails on the ground.There is a fun little easter egg tied to the Rocket Launch, but it will require the Ray Gun. As the rocket is launching in the air, quickly shoot the Ray Gun at it and with enough damage, the rocket will explode and reward the player with a free "Double Points" Power Up inside the PaP Room.
Picture of "Launch Sequence" next to Power Switch
Chimp on the barbie
In Ascension, kill a space monkey with a fire trap.
Picture of Fire Trap killing the Space Monkeys
One of the unique elements of this map is its special rounds, which consist of Space Monkeys that will crash into the map. However, they have a very annoying mechanic where they will target any perks the player has purchased up to this point in the match. If you have not bought any perks, then the Space Monkeys will directly target the players. They can spawn any time past Round 6, once the Power is turned on, indicated by the screen turning a yellow tint.
Picture of Space Monkey
Head through the door near the MP5K Wall Buy, and purchase the door next to the red power box on the wall. Wait for them to target you, then activate the trap on the opposite side, and they will slowly burn to death after passing through the trap.
Stand-in
In Call of the Dead, send the crew to Paradise in solo or co-op.
RNG
This trophy refers to the Main Easter Egg Quest in Call of the Dead. For more context on how to complete the Easter Egg and the appropriate steps for solo/co-op, please refer to
Ensemble Cast.
Ensemble Cast
In Call of the Dead, send the crew to Paradise in co-op.
Co-op
RNG
Multiplayer
This is the major easter egg found in Call of the Dead; it's also the first Easter Egg in the Zombies legacy that is directly tied to a trophy(s). What's odd about this particular Easter Egg is that there are two different versions:
Stand-in (Single Player or Co-Op Completion) and
Ensemble Cast (Only Co-Op Completion). Depending on whether you choose to play solo or with other players, the steps required will be different. Therefore, it is highly recommended to complete the Easter Egg for the first time with other players, as both
Stand-in and
Ensemble Cast will both pop once the entire quest has been completed. While the Ascension Easter Egg required 4 players to complete the quest, Call of the Dead's minimum requirement of players for the co-op version is only 2 players.All of the steps provided below will clarify whether certain steps are required for both Solo and Co-Op. If you do not see 'Solo' next to one of the steps, skip to the next step that does include that term to continue the Solo Version of the Easter Egg.
Step 1: Meet the Ultimis Crew (Solo/Co-Op)
At the start of the map, you will need to make your way towards the Power Switch by opening up the doors on the boat, which will be near the very top of the ship. Once the power is turned on, DO NOT INTERACT WITH THE WHEEL OR LEVERS IN THE ROOM! If you accidentally interact with the steering wheel or levers, this will soft-lock your game, and you will be unable to complete the Easter Egg in the current game, aka a hard reset back to the main lobby.Head back towards Spawn and begin opening up the other pathway towards the Lighthouse. Once you reach a nearby Mystery Box spawn location, walk down towards the stairs behind the box until you reach a room with a massive metal door. Melee (
) the door and you will hear a voiceline from the Ultimis Crew, who are trapped behind the metal door. Once they stop talking, melee (
) the door again and you will receive another voiceline with Nikolai saying, "Aghh, I'm blind. I'm blind! In my Eyes!", which will spawn a fuse around the area with three possible spawn locations:
Fuse Location #1
Fuse Location #2
Fuse Location #3
Found in the bottom corner of a metal cabinet
Found on top of desk near PHD Flopper
Found near table of batteries
After finding the fuse from one of the three spawn locations, head back to the metal door and interact (
) with the panel to the right of the door to insert the fuse. Afterwards, melee (
) the door once more to recieve the another voiceline for the next step.
Step 2: Destroy the Security Systems (Solo/Co-Op)
With the newly inserted fuse, you will hear more dialogue from the cast inside the door, which will simultaneously cause multiple security systems around the map to activate. For this step, you must locate each of these security systems indicated by a bright red light on top of the console and destroy them with explosives. The main challenge is destroying them, as three of the four generators will be outside of the map and must be destroyed from a distance.The best explosive weapons for this step are the following: Frag Grenades (highly recommended), the Crossbow, and the Scavenger. While you could try to spin the Mystery Box in hopes of getting an explosive weapon, it's easier to use Frag Grenades since they refresh at the start of every round. Additionally, you want to complete this step as early as you can to avoid being swarmed by zombies in the later rounds. You will know the Security System has been destroyed if the red light above the machine turns off.
Generator Image
Information
Security System #1
Location:
This generator can be found directly outside of the metal door, where the Ultimis Crew is trapped behind.
Method:
Since this is the first generator, it is directly behind the metal door and can be destroyed by throwing a grenade between them both.
Security System #2
Location:
This generator is located outside of the barrier near the Stamin-Up perk machine.
Method:
Crouch near the window and hold a grenade (
) for four pulses. After it hits the fourth pulse, throw the grenade upwards to hit the generator directly.
The grenade will not explode if it hits the water.
Security System #3
Location:
This generator is found on the wooden bridge between the path of the ship and the lighthouse.
Method:
Aim and cook a grenade (
) for four pulses above the system. On the fourth pulse, throw the grenade, and it will hit the system spot on!
The grenade will not explode if it hits the water.
Security System #4
Location:
This generator is located in the far right corner of the first buyable area on the ship.
Method:
Aim and cook a grenade (
) for three pulses above the system. On the third pulse, throw the grenade, and it will hit the system spot on!
The grenade will not explode if it hits the water.
After all of the systems have been destroyed with your explosives, head back to the metal door and melee (
) the door to hear more dialogue from the Ultimis Crew and to progress the Easter Egg.
Step 3: "Reach for Vodka tooooniiiiggghhht!" (Co-Op Only)
After interacting with the Ultimis Crew, Nikolai will start to get a headache and require the player to cure it by collecting some Vodka. Now, there will be a frozen vodka bottle that has spawned and can be found attached to one of four guardrail locations.
Vodka Spawn #1
Vodka Spawn #2
Vodka Spawn #3
Vodka Spawn #4
Found to the right of the Mystery Box location outside of the Lighthouse
Found on the edge of the staircase directly behind the prior location.
Found on the second-floor railing, to the right of the staircase.
Found on the lower railing, directly on the ledge before jumping to the second ship.
Once the Vodka bottle has been located, one player will need to stay directly next to the Vodka bottle while the second player will head to the area that's directly beneath where the Vodka bottle had spawned. Once both players are in position, Player #1 will melee (
) the vodka bottle, causing the bottle to fall, and Player #2 must catch the bottle mid-air. You will know if you have successfully obtained the bottle if Player #2 can see the bottle icon to the left of their ammo count, along with a voice line from their character.
Player 1's Point of View
Player 2's Point of View
Missed the Bottle Drop?
If Player #2 misses the bottle drop, you will hear it shatter on the floor and will have to wait for the next round to try again. The bottle will be in one of the other three spawn locations, as it can not be located in the same spot back-to-back. If the connection appears to be an issue during the match, it's recommended that the match host fill Player #2's position to improve the odds of catching the bottle mid-drop.Once you have the bottle in your inventory, head back to the metal door and place the vodka bottle into the pneumatic tube system directly to the left of the door. When the bottle heads up the tube, melee (
) the door, and you will hear a voice line from Nikolai and progress to the next step.
Step 4: Lining up the Lighthouse Dials (Co-Op Only)
This next step can either be the simplest, or it can be the trickiest step, depending on how you choose to tackle it. You will need to enter the lighthouse, where you will find four different colored number dials, with one dial on each floor. One player in the match will be interacting with each of the dials and will need to get the following code from top to bottom: 2, 7, 4, 6. Each dial will need to be a specific number; it's highly recommended to start from the bottom floor and work your way up.
Dial Photo/Location
Correct Dial Number
Picture of Yellow Dial on 4th Floor
Picture of Orange Dial on 3rd Floor
Picture of Blue Dial on 2nd Floor
Picture of Purple Dial on 1st Floor
The Legitimate Method:
This method will be fairly difficult, as it's not a straightforward solution when inputting the codes. If you turn any of the dials once, it will also rotate the other dials once as well. The best means is to work from bottom to top and proceed in the following order:
1.
Head to the bottom floor of the Lighthouse to interact with the Purple Dial and keep rotating the dial until it reads the number "6".
2.
Go upstairs to the Blue Dial and look at the current number's position. Do not interact with the dial but instead count to yourself how many turns it would take to reach the number "4".
3.
Once you have that number, head to the Orange Dial and input the number of turns needed, gathered from the previous dial, into the Orange Dial.
4.
After spinning the Orange Dial the set amount of times, do not interact with the dial anymore. Now count to yourself how many turns it would take for the Orange Dial to reach the number "7".
5.
Upon gathering the number, head to the Yellow Dial on the top floor and spin the dial that number of turns.
6.
Now you will need to spin the Yellow Dial until you reach the number "2" and keep count of how many times you turned the dial.
7.
Head to the Purple Dial and spin the dial based on the number you counted from the prior dial.
8.
Finally, head upstairs to the Blue Dial and continue to spin the dial until it is on the number "4".
If done properly, all of the dials should align with the Dials presented in the "Correct Dial Number" section within the table, and you can move on to the next step.
The Instant Solver:
If you prefer to avoid solving this step the old-fashioned way, thankfully, there is another and faster method to speed through this step. A well-known zombie content creator by the name of 'MrRoflWaffles' has made a website designed to help automatically solve complex puzzle-related steps for Easter Eggs across numerous Call of Duty titles. For the context of Call of the Dead, there is a page that helps specifically with the Lighthouse Dials step. Once you reach this step in the Easter Egg, take note of the numbers shown on each of the dials and input them into the dropdown menu associated with the color dials. Upon placing the final number, it will provide a complete layout of how many times to turn each dial and in what order. Follow the list from top to bottom, and this step will be solved within 1-2 minutes.
Picture of the starting screen on the Lighthouse Dial Solver tab
Example of Dial Solution being displayed after placing numbers.
Credit: Kronorium
Step 5: Syncing the Radios with the Ship (Co-Op Only)
Immediately after inputting the correct codes into the Lighthouse dials, you will need to find several radios around the map and interact with them in a specific order. Once you find one of the radios you need, hold (
) and you will hear a sound effect coming from the radio, confirming that you've reached this step.
NOTE: If you do not hear any sound effect coming from the radio upon interacting with it, then make sure you're interacting with the right radio and check the Lighthouse dials to confirm they are on the correct numbers.
Radio #1
Radio #2
Radio #3
Radio #4
Underneath the Power Room, resting on top of a console
Vodka bottle found on the edge of the staircase directly behind the prior location.
Near the Zipline Exit by the second ship, inside a red cargo crate
Inside the Metal Door room, on top of a cabinet, under the staircase.
After interacting with each of the radios in the correct order, you will see a white orb begin to flash in the sky far outside of the map. There will also be a unique sound effect playing alongside the flashing light.If the flashing light is not seen and no sound effect can be heard, go back to the lighthouse and verify that all the dials are in the correct positions. You can also progress one round and try interacting with the radios again if you accidentally interacted with them in the incorrect order. Make sure to melee (
) the metal door once this step has been completed.
Step 6: Flip the Levers (Warning) (Solo/Co-Op)
If you are playing Co-Op, performing this step early in the game will soft-lock the Easter Egg and force you to restart the entire map. For Solo players, they can do this step from the very beginning of the game, but it is recommended to wait until you reach this part in the Easter Egg before doing any steps early.Head to the Power Room, and directly across from the power switch will be a wheel and three levers. Stand to the right of the wheel, and to turn the wheel, hold (
) to interact and Spin it Twice. Head over to the levers, and face the rightmost lever first. Hold (
) and interact with the lever once. Now, face the leftmost lever and interact with the lever three times. If done correctly, the flashing white orb will no longer be flashing; it will remain illuminated in the sky, and you will hear the sound of a foghorn. For solo players, they will immediately hear a foghorn and see a bright green light shining towards the lighthouse. For Co-Op players, there will be an extra step before they can see the same results as the Solo Players.
Picture of Wheel
Picture of three levers
Step 7: Activate the Foghorns (Co-Op Only)
After the prior step with the levers and hearing the sound of a foghorn coming from the direction of the white orb, you must walk around the map and interact by holding (
) with four different Foghorns in a specific order. If you fail to hit all the foghorns in the correct order, you will be forced to progress to the next round for the submarine to appear.
Foghorn #1
Foghorn #2
Foghorn #3
Foghorn #4
Outside the front of the lighthouse, next to the water.
Take the ice slide down inside the lighthouse. Walk past the Speed Cola Perk Machine and make a hard right.
Outside the front of the lighthouse, in the corner of the building.
Take the ice slide down inside the lighthouse. Walk past the Speed Cola Perk Machine, walk straight, and look behind the first big rock.
After you interact with all four foghorns in the correct order, a bright green light from outside the map will shine directly on the lighthouse. Now, if you walk inside the lighthouse, you will see a bright green pillar illuminated in the center of the spiral staircase. As in the previous steps, melee (
) the metal door once you complete this step.
Step 8: Acquire the Golden Rod (Solo/Co-Op)
Picture of V-R11 from Mystery Box
This final step will require some luck with the box, as you will need to pull the dedicated wonder weapon for this map, called the V-R11. This weapon has the unique ability to turn zombies into humans, which will then attract zombies to the turned human, but it comes at the cost of doing ZERO DAMAGE (For more information about this weapon, please refer to
Stuntman)Once the V-R11 is Pack-a-Punched, however, the weapon can kill zombies if you shoot a turned zombie three times. This can also be used on George Romero, as shooting him with this variant will completely calm him down and avoid needing to run him into the water to reset his speed.
For this step, head to the bottom floor inside the lighthouse, and you will need to turn a zombie near the spiral staircase. Once the zombie is turned into a human, they will run towards the middle of the staircase and begin to float up to the top of the lighthouse. During this time, you need to shoot them with the PaP weapons and keep firing as they make their way to the top until they are in a downed state, looking similar to as if a player in your game had gone down. The main issue that players can have is being unable to output the damage to get the turned human into the downed state. Below is a list of some of the best weapons that can help with accomplishing this:
Best Weapons for Golden Rod Step
Ray Gun
Scavenger
Matryoshka Dolls
1911 PaP'd aka "Mustang and Sally"
After they reach the top of the lighthouse in the downed state, a golden rod will be present at the bottom of the lighthouse, which can be picked up by holding (
). Head back to the Metal Door, with the Ultimis Cast stuck inside, and insert the golden rod into the pneumatic tube system located to the left of the door by holding (
).Afterward, melee (
) the door to hear more dialogue from the crew. The fuse box to the right of the door will begin to spark, and can be fixed by meleeing (
) the fuse box. Upon doing so, you will hear the final dialogue from the Ultimis Crew as they are teleported out of the metal door.
Image of Golden Rod appearing at the bottom floor of the Lighthouse
Within a couple of seconds, you will be rewarded with a free Wunderwaffe DG-2 Power Up and earn
Stand-in and also
Ensemble Cast (if playing Co-Op). Congratulations on completing the Call of the Dead Easter Egg! 🎊🥳
Stuntman
In Call of the Dead, make a zombie explode using the V-R11.
RNG
Picture of V-R11 from the Mystery Box
The V-R11 is one of the two featured wonder weapons on Call of the Dead, which can transform a zombie into a human and act as a distraction for groups of zombies. The transformed human can either run directly into the nearest frozen water, or the zombies can kill the human if too many zombies are surrounding them once transformed. Similar to other weapon-specific trophies such as
Sacrificial Lamb, this trophy will be entirely dependent on the Mystery Box and gambling your odds at pulling the weapon.This map can be a bit tricky, since you will have George A. Romero as a constant threat during the game (see
Quiet on the Set for how to kill George A. Romero). You can also use this weapon to calm George in case you shoot him by mistake with one of your normal weapons, or shoot one of the players in your game to make them invisible to zombies. The main priority in each game early on should be to Turn on the Power and Aquire Juggernog before trying to pull for the weapon.Once you have pulled the V-R11 from the box, start earning points until you reach 5,000 Points to throw the weapon in the Pack-a-Punch Machine.
After you have Pack-a-Punch'd the weapon, you will now have an upgraded version of the V-R11 called the V-R11 Lazarus, which has some special effects unique to its upgraded form. If the player shoots a zombie once, it transforms into a human, but shooting that same transformed zombie two more times, it will cause the zombie to instantaneously explode, popping the trophy. Additionally, if you shoot a player with it, it will make the player invisible to all zombies and provide them with a limited-time 'Insta Kill' Power Up.
Picture of V-R11 Lazarus turning a zombie into a human
Picture of V-R11 Lazarus exploding a zombie in a horde
Shooting on Location
In Call of the Dead, kill 10 zombies with one Scavenger shot from over 100 feet away.
RNG
This trophy is directly tied to the Scavenger, which is one of the two featured wonder weapons on Call of the Dead. This weapon is a bolt-action sniper rifle that has explosive ammunition, where a couple of seconds after firing, will cause a delayed explosion similar to weapons like the Monkey Bombs. However, this weapon can only be obtained via the Mystery Box, meaning it will be entirely RNG.
Although the Scavenger is a very strong weapon, it should not be used in close proximity without PHD Flopper, as this gun's explosive damage will injure the player and slow their speed to a crawl, making their entire screen blurry. The requirement for the weapon is to kill ten zombies with a single shot from the Scavenger from 100 Feet or more away, which can be tricky if playing solo.
Solo Method
For Solo Players, they will need to train a large horde of zombies and make their way to the jump pad on the ship. Step on the Jump Pad and you will launch to the other side of the map. Once landed, immediately zoom in with the Scavenger and you will need to shoot the zombie horde on the bottom level of the ship, which will meet the trophy requirement.
Co-Op Method
It's recommended to have another player in your lobby start training a horde of zombies outside of the Lighthouse, while the player with the Scavenger goes to the end of the zipline on the ship. The Player training will start by crowding the zombies in front of the lighthouse; meanwhile, the other player will wait until the zombies are surrounding each other and have a clear shot from their location.
Picture of Scavenger from the Mystery Box
Shooting on Location - (Solo) Video Guide
Credit: Dr. Colin
Shooting on Location - (Co-Op) Video Guide
Credit: S1ipperyJim
Quiet on the Set
In Call of the Dead, cut the lights on the Director.
George A. Romeroaka "The Director" is a special zombie type, who will remain as a constant threat throughout your zombie match. Unlike normal zombies, Romero is much taller and has a MASSIVE amount of health, so trying to kill him in a couple of seconds isn't an option. To obtain this trophy, you will need to kill Romero in your match, which can be very challenging, since it will depend on both the 'Death Machine' Power Up and a power Wonder Weapon from the Mystery Box. He has a very small moveset but can be concerning, especially in a condensed area with little movement.If Romero is shot by any of the players in your game, he will cause the screen to shake and will slam his stagelight on the ground, electrocuting any players nearby. However, the electricity can be avoided with a well-timed jump before he slams it on the ground. Afterwards, he will begin full sprinting towards the closest player. The only way to calm him down is either shooting him with the V-R11 or by having the targeted player run into water, which will cause him to slow down and return to being calm.
IMPORTANT: The amount of health George Romero has can be determined by his Stagelight. At full health, the light it will be a constant bright blue; however, the lower his health gets, the more often it will flicker, eventually flashing orange when his health is really low.
Picture of George Romero retreating into the water after depleting his health
Defeating George Romero will take multiple rounds, and you must be cautious of when you choose to damage him. He has a total of 250,000 Health in Solo, with each additional player in the lobby increasing it by another 250,000 HP. Therefore, it is HIGHLY recommended to attempt this trophy in a solo game for an easier attempt.Ideally, you will need to use weapons such as the Ray Gun to output large chunks of damage, or use the 'Death Machine' Power Up which can cause more damage than the wonder weapon. You can also use a standard weapon, but you need to Pack-a-Punch the weapon first; otherwise, it will do very little damage to Romero. If you encounter the 'Death Machine' Power Up, shoot Romero and try to make your way to the Quick Revive Perk Machine in the Spawn Room. Once you see him make his way towards you in the water, hold (
) and keep firing at him until the power-up runs out. Outside of Power-Ups, you can also just use your PaP weapon to shoot while he is in the water, and keep repeating this every other round. You do not want to use all your ammo in a single round, or it will make surviving the following rounds far more difficult. After enough damage, his head will glow red, and he will walk into the nearest water source, dropping a 'Free Perk' and 'Wunderwaffe DG-2' Power Up.
Time Travel Will Tell
In Shangri-La, acquire the focusing stone.
RNG
Co-op
Multiplayer
This is the major easter egg quest found in Shangri-La; continuing the story of the Ultimis Crew, directly after they have escaped the trapped room in Call of the Dead. This map takes place in a hidden temple found within a jungle, with plenty of puzzles and booby traps meant to keep outsiders from uncovering any lost treasure. Please use the steps provided below to guide you through the Easter Egg and all the mandatory information to make this trophy as easy as possible.
IMPORTANT: This Easter Egg can ONLY be attempted with 4 Players. This is due to the four dials found in the middle of the Spawn Room, where all four players must interact with each dial simultaneously to enter "Eclipse Mode" and travel into the past.
Step 1: Spinning for the Exclusive Wonder Weapon / Activating the Power
At the very start of the map, you will need to have one player earn the majority of points, as they will be using their points to spin the Mystery Box later on. The other players in the lobby will be using their points earned to open the debris to the Power Room, through the right path (next to M14 'Wall-Buy') or the left path (next to Olympia 'Wall Buy'). As for the specific path to open, you will need to open the pathway where the Mystery Box spawns, which is indicated by a bright blue pillar of light in the sky (You will need to purchase two debris minimum to access the box on either path). It's best to open the doors to reach the box by Round 3, as the steps moving forward can be quite challenging if the game pushes past Round 15, due to the map's condensed size. Once you head down through the underground passage on the selected pathway, you will see the Mystery Box sitting next to a waterfall on the right pathway or sitting directly to the right of a geyser on the left pathway.
Picture of Mystery Box on the Right Pathway
Picture of Mystery Box on the Left Pathway
Now it is up to the Player who had saved their points to hit the Mystery Box and try to pull the wonder weapon of the map, called the "31-79 JGb215" also referred to as "The Baby Gun" by the zombie community. This kind of weapon should not be used carelessly, as it can cause you to easily down yourself if you don't know how this Wonder Weapon works.
Similar to the V-R11 from Call of the Dead, this Wonder Weapon is very unique, as it won't immediatly kill zombies in the traditional sense. Once you shoot the 31-79 JGb215 at a zombie, it will shrink them down below knee height, and you can sprint into the miniature zombies to kill them, which launches them up into the air.This weapon will be required for one of the last steps of the Easter Egg and should be obtained in the early rounds, as you will also need to Pack-a-Punch the weapon for 5,000 Points. You do not need to PaP the weapon immediately, but rather spend the rest of the game earning the points to eventually upgrade the weapon in preparation for the endgame steps. If you are unable to pull the weapon from the Mystery Box by Round 6, it is recommended to restart the game and attempt to get the weapon in a separate game. After pulling the weapon, the rest of the players can start opening the path to the Power Room and activate the two Power Switches in between the massive water wheels.
Picture of 31-79 JGb215 from the Mystery Box
Step 2: Meeting Brock and Gary + Match the Tiles
With the power now activated, have all players head back to Spawn Room, specifically in the center next to the Quick Revive Perk Machine. In each corner of the room, there will be a dial with a skull icon, which all players will have to hold (
) at the same time to enter "Eclipse Mode". If done correctly, the screen will be momentarily blurry and transition into a night sky, where all players will be transported to the past. Head down to the right pathway, directly to the left of the MPL 'Wall Buy' and you will see another skull dial underneath a statue. Hold (
) on the dial and you will be introduced to Brock and Gary, who have been trapped inside the temple and will need your help for them to escape.
Picture of of Symbol Tiles
One of the first steps to free them is the "Matching Tiles Step", which will require a minimum of two players. After interacting with the trapped explorers "Eclipse Mode", 12 tiles will spawn on the ground of each pathway. To complete this step, both players will need to step on the same symbol tile on each side and incrementally cause all 12 tiles on each side to sink into the ground. However, if both players are stepping on two different symbol tiles, the progress WILL BE RESET, and they will have to start from the beginning of this step. Player #1 will find a tile with a symbol, inform Player #2 which tile to look for, and step off the tile so the other player can find that specific tile on their side. Once Player #2 has located the symbol on the tile, have them remain standing on the tile while Player #1 steps back on the same tile. If done correctly, the tile for both players will sink into the ground, and this process must be repeated for the 11 remaining tiles. After all tiles have sunk into the ground, the "Eclipse Mode" ends and returns to the present.
List of Symbols on Tiles
Credit: KATANAGOD on Call of Duty Wiki
Step 3: The Water Slide + Shrinking the Diamond Rock
Head back to the Four Dials found in the Spawn Room and have all four players hold (
) at the same time to enter "Eclipse Mode" again (You can activate this mode numerous times in a single round. If it reverts to the present, then activate the dials again to return right back). Take the right pathway with the Mud Room and avoid the cement platform; instead, walk in the mud and turn left to reach a water slide that players can take down to reach the underground area of the map. The first three players will need to take the slide down and remain still, standing at the bottom of the grate beneath them. The fourth player will remain at the top of the water slide until all three players are standing on the grate.
Picture of Red Lever on the side of Water Slide
Credit: SBZ vSylent
Once all three players have reached the bottom, the fourth player will slide down and specifically stay against the right side of the slide, as they will need to interact with a lever by holding (
) that will be seen on the wall. If you correctly hit the lever, you will hear a voice line from Brock and Gary, eventually transitioning back to the present day. If you end up missing the switch and don't hear the voiceline, have the three players remain on the tile, while the fourth player can try again. Make sure to hold (
) just before you think you will reach the lever to ensure that you flip it.
After completing the Water Slide section, have all four players go to the Spawn Room and enter "Eclipse Mode". Head back to the entrance of the Water Slide and look directly above the entrance, as there will now be a massive diamond rock. The player with the 31-79 JGb215 will need to shoot the diamond rock, causing the rock to shrink and fall to the ground. Once it falls, melee (
) the rock to send it down the Water Slide, where it will roll into the geyser next to one of the Mystery Box locations. Step onto the geyser with the diamond rock, and as you launch back up to the Spawn Room, it will set the diamond rock onto one of the metal towers, required for a later step.
Picture of Diamond Rock above the Water Slide
Picture of Diamond Rock placed into the tower
Step 4: The Gas Pipes + Plugging the Holes
This particular step can be quite RNG-dependent, as you will need to have a Napalm Zombie spawn into the map, which is one of the two special zombie variants exclusive to the map. The Napalm Zombie is a slow-walking zombie type, whose entire body will be covered in fire and cause the screen of any player within its vicinity to be engulfed in flames. If a player accidentally gets too close to this zombie variant, they will explode, causing the player to take massive damage.
Picture ofNapalm Zombie
Once you see the Napalm Zombie spawn in, make sure to steer clear of them during the round and save a normal zombie to prevent pushing the round forward. When the zombies stop spawning, head back to the Four Dials found in the Spawn Room and have all four players hold (
) at the same time to enter "Eclipse Mode". Walk down the right pathway (the path with the Minecart) and inside the tunnel wall, there will be a wheel that has to be spun by interacting (
) with it four times.
Picture of Wheel found inside Right Pathway Tunnel
After interacting with the wheel, four gas pipes will burst open and start leaking, followed with some dialogue by Brock and Gary. During this section, you must guide the Napalm Zombie underground and have it walk past each of the leaks. Once they are close enough, the leaks will be set on fire. There are four total locations where they must guide them towards, all of which will be inside this one pathway, and are the following:
Gas Pipe #1
Gas Pipe #2
Gas Pipe #3
Gas Pipe #4
Found directly to the left of the Wheel.
Found directly above the Mystery Box, next to the Geyser.
Found directly above the M16 'Wall Buy' past the Perk Machine.
Found directly in front of the 3rd Pipe, slightly up the stairs.
Picture of Gas Pipe lit on fire by the Napalm Zombie
When all pipes have been set on fire, have one player head back to the wheel at the entrance of the underground pathway and hold (
) to pull the lever down. If the lever was not in an upward position, you may have missed one of the pipe ignitions with the Napalm Zombie and will need to check the locations once more. If done correctly, the lever will be pulled downwards, and you will hear more voicelines from the trapped adventurers, with "Eclipse Mode" ending shortly afterwards.
Picture of Spikemore 'Wall Buy'
Either on the same round as the prior step, or near the end of a round, Head to the Four Dials in the Spawn Room and have all four players hold (
) at the same time to enter "Eclipse Mode" once more. For this section, you will need to purchase the Spikemore (Cost: 1,000 Points) from the 'Wall Buy', located in the Power Room, on the same side as the Gas Pipes used earlier.Go to the Left Pathway (the path with the Mud Room), head into the underground tunnel, and look on the left side of the wall. Along the wall will be four small holes that will need to be plugged using the Spikemore. Place the Spikemore facing towards each of the holes, and let zombies walk near them to launch the spikes into the holes. Below is a the location of each hole found on the wall:
Hole #1
Hole #2
Hole #3
Hole #4
Found inbetween two stone pillars
Found to the left of the MP5K 'Wall Buy'
Found above a broken pillar
Found near the exit of the tunnel
Once you've plugged all four holes, walk down toward the waterfall and step directly behind the massive brick wall in the middle of the area. You will see a prompt that says "Don't Hold
"; however, you will need to hold (
), which will send water rapidly flooding the ground. If "Eclipse Mode" ends after you interact with the brick, you've completed this step.
Step 5: Find the Wall Tiles
Activate "Eclipse Mode" from the Spawn Room and the same tiles that were found on the ground during Step 2 can now be found on the walls, scattered across the entire map. You will need to locate all 12 Wall Tiles and melee (
) until they turn a bright blue. It's recommended to aim slightly upward when knifing each tile, as knifing too low may cause the tile not to light up. Some of the tiles can easily blend in with the background due to the dark tint applied to the screen during "Eclipse Mode"; please use the table below as a reference for finding each tile to locate them.
[ ALL 12 WALL TILE LOCATIONS ]
Wall Tile #1
Found in the Spawn Room, to the left of the staircase, next to a barricaded window.
Wall Tile #2
Found in the Spawn Room, on the outer wall of the four stone dials, facing the Left Pathway.
Wall Tile #3
Found in the Spawn Room, directly in front of the Spike Trap, near the Mud Room.
Wall Tile #4
Found in the Spawn Room, on the outer wall of the four stone dials, facing the Right Pathway.
Wall Tile #5
Found in the Spawn Room, directly in front of the Spike Trap, near the Minecart-side.
Wall Tile #6
Found inside the Mud Room, directly next to the Stone Dial on the back left wall.
Wall Tile #7
Found on the right side of the stage next to the Power Switch.
Wall Tile #8
Found on Underground, past the Waterfall, sitting next to the Stakeout 'Wall Buy'.
Wall Tile #9
Found in the Underground Area, past the Waterfall, next to the Staircase leading to the Power Room.
Wall Tile #10
Found in the Power Room, sitting directly next to the left Power Switch.
Wall Tile #11
Found on the Right Pathway, immediately after passing through the Spike Trap, behind some shrubs.
Wall Tile #12
Found on the Right Pathway, sitting to the left of the Gong by the Minecart.
After every single tile has been activated, walk to the right pathway and stand directly next to the minecart on top of the hill. Outside of the map, there will be a structure made out of sticks that looks like a tent. Hold a grenade (
) for three pulses and throw the grenade directly at the structure. The grenade will destroy the structure and force the "Eclipse Mode" to end.
Picture of Wooden Structure outside of the Map by the Minecart.
If "Eclipse Mode" ended before you could knife all the tiles or destroy the structure, you will need to activate "Eclipse Mode" again and knife the tiles faster. You must make sure to destroy the structure after knifing the tiles; otherwise, you will be unable to progress further in the Easter Egg.
Step 6: Mud Room Puzzle
Immediatly after destroying the structure in the prior step, turn to the right, and you will find a radio sitting on top of a wooden crate. Hold (
) on the radio and it will play some audio with a code built into the message. The code is the same each time (16, 1, 3, 4), but you must interact with the radio first; otherwise, the puzzle in the Mud Room will not activate when solved. Once the radio has completed its message, go back to the Spawn Room and activate "Eclipse Mode".
Picture of Radio on the wooden crate next to Minecart
Head to the Mud Room, and near the corners of the room will be these massive stone dials that must be turned to the correct symbol on each one. Since the code does not change, the symbols for each dial will always be the same. The pictures provided below are the correct symbols for each dial and their location.
Stone Dial #1
Stone Dial #2
Stone Dial #3
Stone Dial #4
Found to the left of entering the Mud Room from Spawn
Found directly behind the previous dial
Found to the right of Dial #2, across from the Perk Machine
Found directly behind Dial #3, on the wall closest to Spawn
Once you have input the correct code for all four dials, "Eclipse Mode" will end, confirming that the step was done correctly. In the event you do not return to the present, you may have placed one of the symbols incorrectly, or forgot to interact with the radio before spinning the stone dials.
Step 7: The Grand Escape of Brock and Gary
IMPORTANT: Before this step can be attempted, the 31-79 JGb215 must be upgraded with the Pack-a-Punch machine to become "The Fractalizer", as the sections for this step will not work with the base version of the wonder weapon.
Activate "Eclipse Mode" from the Spawn Room, and you will need to locate 4 specific gongs above ground. For this section, there will be four correct gongs and four incorrect gongs; you must hit all four correct gongs without hitting an incorrect gong. If you hit an incorrect gong, the character you're playing as will comment on how terrible the gong sounds. On the other hand, the character you're playing as will comment on something unique when hitting the correct gong. The locations of all eight gongs around the map are as follows:
[ ALL 8 GONG LOCATIONS ]
Gong #1
Found to the left of the M14 'Wall Buy' in the Spawn Room.
Gong #2
Found down the Right Pathway, across from the minecart.
Gong #3
Found immediately after entering the Right Pathway, on the right wall.
Gong #4
Found on the Right Pathway, near the back right side by a barricaded window.
Gong #5
Found on the Left Pathway, immediately after passing through the Spike Trap.
Gong #6
Found down the Left Pathway, past the Mud Room on the right side.
Gong #7
Found directly next to Gong #6, sitting aside a barricaded window
Gong #8
Found down the Right Pathway, after crossing the bridge to the right of a barricaded window.
Upon hitting four correct gongs in a row, the diamond rocks in the towers will begin to shine the Treyarch Logo. Next, two players will need to head towards the right pathway with the minecart, specifically near the diamond rock. Player #1 will be standing beneath the diamond rock, while Player #2 (the person with The Fractalizer) will directly shoot the rock, causing a bundle of dynamite to fall from the rock. Player #1 must catch the dynamite as it's falling; otherwise, "Eclipse Mode" will immediatly end and will need to hit the gongs in the same order as before was you are in "Eclipse Mode" again. Once Player #1 has caught the dynamite, it will remain in "Eclipse Mode" and can move to the next section.
Activate the four correct gongs once more, to activate the towers with the Treyarch logo, and Player #2 (the person with The Fractalizer) will need to shoot the diamond rock tower that's directly above the Mud Room, and watch as the giant meteor next to Pack-a-Punch begins to shrink. Immediately after the meteor shrinks, players will need to activate the Pack-a-Punch Machine by standing on four different pressure plates located around the map.Once PaP is open, walk up the stairs and interact with the wall by holding (
) to talk to Brock and Gary. Brock will mention that if he had some dynamite, both of them would be able to escape. After that voiceline, Player #1 (holding the dynamite) must hold (
) on the wall, and you will hear another voiceline from the adventurers asking you to step back from the staircase. Once backed away, an explosion will blow open the wall, and you will need to wait until "Eclipse Mode" ends.
Picture of the Player with the Dynamite standing next the wall
For the location of each pressure plate to unlock the Pack-a-Punch and where players will need to stand, please use the table below for reference. Outside of the Easter Egg, if playing a 'Solo' Match, you will only need to stand on one pressure plate for Pack-a-Punch to be open. The number of pressure plates that need to be stood on will depend on how many players are in your match.
[ ALL PRESSURE PLATE LOCATIONS FOR PACK-A-PUNCH ]
Pressure Plate #1
Found in the middle of the Spawn Room, with the four skull dials.
Pressure Plate #2
Found on the Left Pathway, next to the barricaded window after crossing the bridge.
Pressure Plate #3
Found on the Right Pathway, underground on the right side of the tunnel.
Pressure Plate #4
Found in the Power Room, directly in front of the two power switches.
Activate Pack-a-Punch with the four pressure plates once more, and walk upstairs to discover what was hidden behind the wall: the "Focusing Stone". After the stone has been picked up, you will have successfully completed the Shangri-La Easter Egg!!! Additionally, whichever Player picks up the "Focusing Stone", will receive all eight perks in the game and will keep them even after going down.
Picture of the Focusing Stone inside the broken wall
Blinded By the Fright
In Shangri-La, kill a Shrieker zombie while blinded by it.
Picture of Shrieker Zombie chasing the player
The Shrieker Zombie is one of the special zombie variants exclusive to Shangri-La. This zombie variant will sprint toward the closest player and will blast air in the player's face, obscuring their vision and temporarily blinding them. In order to earn this trophy, you will need to eliminate the Shrieker Zombie before it can reach any player in your game to prevent it from attacking. The best recommendation is to play 'Solo' or with one other player, as playing with other playing with a full lobby can be very tricky to navigate the Shrieker Zombie to the player who needs the trophy.These special variants do not spawn in hordes, but rather as individual enemies unaffected by the Round; if they are left alive, with all normal zombies killed, the Round will progress like normal. Additionally, the specific variant you need may not spawn and instead spawn the Napalm Zombie. The spawn rate for special variants can be anywhere from 1 - 4 Rounds, which can be quite annoying when trying to complete the Easter Egg (See
Time Travel Will Tell for reference). Once you hear the sound effect of them spawning into the map, quickly kill them before they approach you. If they end up blinding you, you will have to wait a couple of rounds for the next Shrieker Zombie to potentially spawn.
Zomb Disposal
In Shangri-La, dispose of a Napalm zombie without it harming any players.
The Napalm Zombie is the second special zombie variant exclusive to Shangri-La. This zombie variant will slowly walk towards the closest player and will cause their screen to become engulfed in flame. If the player gets too close to the Napalm Zombie, they will explode, causing damage to anyone in its vicinity. Additionally, it will leave behind a pool of fire, which can damage the player and cause any zombies that run through it to be caught on fire. The best recommendation is to play 'Solo' or with one other player, as playing with other playing with a full lobby can be very tricky, since this applies to all players in a match.These special variants do not spawn in hordes, but rather as individual enemies unaffected by the Round; if they are left alive, with all normal zombies killed, the Round will progress like normal. Additionally, the specific variant you need may not spawn and instead spawn the Napalm Zombie. The spawn rate for special variants can be anywhere from 1 - 4 Rounds, so it can occur quite fast or take numerous rounds. You will know when he spawns, as there will be a massive fire that will emerge from the ground. If they ignite your screen, you may have to wait a couple of rounds for the next Napalm Zombie to spawn.
Picture of Napalm Zombie chasing the player
Monkey See, Monkey Don't
In Shangri-La, get something from the monkeys.
Picture of Monkey carrying Power-Up near Pack-a-Punch Stairs
Outside of the normal zombies and different special variants, there is one enemy type that targets Power-Ups instead of the players, which is the Monkeys. The Monkeys will not spawn alongside the zombies during the round, but rather will only appear once a Power-Up has spawned somewhere on the map, such as a 'Double Points' or 'Max Ammo'. Within a couple of seconds, a Monkey will spawn on the map and will pick up the Power Up, if the player has yet to pick it up. While the Monkey holds the Power-Up, it will cycle through all possible Power-Up drops. You will need to kill them and have them drop the Power-Up. You must be quick, as once they reach the staircase that leads to the Pack-a-Punch, you will be unable to pick up the Power-Up. Once you do, you will have met the trophy requirements.If you feel like testing your skill, you can try to aim for the 'Random Perk' Power-Up, which will give all players in the game a random perk for free. However, this specific Power-Up will only appear for less than a second and must react fast. Besides the free perk, you can also try to manipulate the cycle to drop a 'Max Ammo' or 'Double Points', which can help for
Time Travel Will Tell.
Small Consolation
In Shangri-La, use the 31-79 JGb215 on each type of zombie.
RNG
The "31-79 JGb215" is the map-exclusive Wonder Weapon, which has the ability to shrink zombies when shot, but it will not kill them. You will need to run into the zombies to kill them while in their shrunken state, and you will send them flying in the air. Thankfully, for this trophy, you only need to shrink them and aren't required to kill them with the weapon. Make sure to keep in mind of which types you have shot at with the 31-79 JGb215 to ensure you don't lose track. There are mainly four different types of zombies: Base Zombie, Napalm Zombie, Shrieker Zombie, and the Monkey.
[ ALL ZOMBIE TYPES ]
Base Zombie
Most common variant and will make up the majority of every zombie match.
Napalm Zombie
Special Zombie Variant that emits flames. (refer to
Zomb Disposal for more info)
Shrieker Zombie
Special Zombie Variant that blinds player's POV. (refer to
Blinded By the Fright for more info)
Monkey
Minor Variant, that will steal Power-Ups.(refer to
Monkey See, Monkey Don't for more info)
If you are unable to pull the 31-79 JGb215 from the Mystery Box and it's already on a high round, it is best to restart the match and try to pull the weapon on a lower round. This map is very condensed and can make surviving higher rounds much harder than expected, especially considering that some zombie variants can take multiple rounds to appear.
Cryogenic Slumber Party
In Moon, complete Richtofen's grand scheme.
RNG
Co-op
Multiplayer
This is the major easter egg quest found in Moon. For information about the required steps and how to complete this quest, please refer to
Big Bang Theory.
One Small Hack for a Man...
In Moon, hack something.
The 'Hacker' is a unique device exclusive to Moon, which can allow players to hack numerous elements within the map to provide several advantages. Upon locating the Hacker, hold (
) to pick it up; however, it will remove the P.E.S. (Pressurized External Suit) from your inventory. With the P.E.S. removed, you will be unable to stand out in the zero-gravity sections of the map for long, including: 'Outer Teleporter Pad', 'MPD Room', 'Outer Spawn Area', and (Tunnel 6/Tunnel 11/Bio-Dome), which can potentially decompressed by one of the three excavators. If you enter a zero-gravity zone without the P.E.S., you will have 15 Seconds to return a 'Life Support' zone with oxygen, or you will go down and need to be revived by another player (also Self-Revive with Quick Revive, if playing Solo). For context on where to find the Hacker, please use the table below to reveal the possible spawn locations.
[ ALL HACKER SPAWN LOCATIONS ]
Hacker Location #1
Found on the first floor of the Laboratory, sitting on a table directly across from the Double Tap Perk Machine.
Hacker Location #2
Found on the first floor of the Laboratory, sitting on a table to the left of the staircase leading to the second floor.
Hacker Location #3
Found on the second floor of the Laboratory, sitting on a table to the right of the wall, immediately after climbing up the stairs to the second floor.
Hacker Location #4
Found on the second floor of the Laboratory, sitting on a table to the right of the staircase leading to the third floor.
Hacker Location #5
Found on the third floor of the Laboratory, sitting on a table to the right of the Deadshot Daiquiri Perk Machine.
Hacker Location #6
Found on the third floor of the Laboratory, sitting on a table to the right of the MP5K 'Wall Buy'.
The Hacker can be used in several different areas on Griffin Station and Area 51, which can be used to earn numerous other trophies, as well as assist other players in your match. As long as the Hacker has been used once, you will meet the trophy requirement. For information about what can be used with the Hacker, it will include the following:
Door Hack: Instead of paying full price to purchase a door, it can be hacked open for only 200 Points, but it will take over 30 seconds to complete.
Window Hack: In front of a window, hacking it will instantly rebuild all the boards and give 100 Points to the player.
Excavator Hack: If one of the excavators is moving (indicated through intercoms), the excavator that's moving can be hacked from the Spawn Room, resetting its position and giving the player 1,000 Points.
Player Hack: When standing next to another player, you can hack them to give them 500 Points from your own Points. You can keep holding (
) to constantly keep giving them more of your points.
Perk-a-Cola Hack: In front of any Perk Machine that you have already purchased, hacking the Perk Machine will remove the perk from the player and refund the points used to buy the perk. (directly relates to
Perks in Spaaaaace! )
Mystery Box Hack: There are two different kinds of hacks that can be used:
Version 1: Upon hitting the Mystery Box, wait until the weapon you get is revealed and you can hack the box for 500 Points to spin the box again.
Version 2: After the Mystery Box has been rerolled to reveal another weapon, hack it again to allow any player to pick up the weapon and be given 1,200 Points.
Picture of hacking option on the Mystery Box (Version 1)
Picture of weapon from the Mystery Box avialable for all players (Version 2)
Weapon 'Wall Buy' Hack: Walk up to any 'Wall Buy', and you can hack it for 3,000 Points, which can give you a Pack-a-Punch version of that weapon.
Power-Up Hack: Any Power-Up that drops (except for Max Ammo) can be hacked for 5,000 Points, which will transform it into a 'Max Ammo' Power-Up.
Pack-a-Punch Hack: Head to Area 51 and by directly hacking the Pack-a-Punch machine, it will close the gates around the machine 30 Seconds and prevent zombies from attacking players while inside.
One Giant Leap
In Moon, become trapped in the Receiving Area and free yourself through resurrection in co-op.
Co-op
Multiplayer
Similar to
Ground Control, this trophy requires specific excavators to activate, with the main difference being that the following excavators must cause decompression in life-support zones: 'Excavator Pi' (targeting Tunnel 6) and 'Excavator Omicron' (targeting Tunnel 11). While waiting for both excavators to be activated, it's best to survive either at the 'Outer Teleporter Pad' or inside the Bio-Dome. Once the excavators have been activated and are blocking both tunnels, keep one or two zombies left alive to prevent the round from pushing forward. The player who needs the trophy will purposefully down themselves by holding a grenade (
) and letting it explode in their hands (If the player has PHD Flopper, they will have to go down by the remaining zombies). The downed player will need to bleed out until they are watching from another player's perspective.
Picture of 'Excavator Pi' and 'Excavator Omicron' actively running
Picture of the player spawning inside the 'Recieving Area'.
The remaining alive player(s) will then kill the remaining zombies, which will end the Round and cause the player to spawn inside the 'Receiving Area'. This will not only pop the trophy, but it will also activate a second hidden easter egg song called "Nightmare" by Avenged Sevenfold. As you try to survive, all players will get to hear this iconic song as a reward. The full song, without the inclusion of zombie audio, can be listened to directly below:
Credit: Avenged Sevenfold
Perks in Spaaaaace!
In Moon, purchase every perk in one game.
In Moon, there are a total of eight perks to purchase ( 2 Perk Machines in Area 51 and 6 Perk Machines in Griffin Station). However, players can only purchase a maximum of four perks from the machines. The method to obtain every perk at least once in a match without going down is to use the Hacker on perks that were already purchased (For spawn locations of the Hacker, please refer to
One Small Hack for a Man...). Before you start hacking any Perk Machines, make sure to acquire Juggernog from Area 51, as it will drastically help with surviving later rounds to earn points for purchasing the necessary perks. If playing Solo, you must purchase Quick Revive, since that will serve as an automatic self-revive in case you accidentally go down. These perks should never be hacked and should remain in your perk slots throughout the rest of the match.Once you have purchased the essential perks, grab the Hacker from the Laboratory and start purchasing some of the perks around the map. When you purchase that perk, pull out the Hacker with (
) and begin hacking the Perk Machine to remove the perk from your inventory. Outside of the essential perks, Speed Cola should not be hacked, since it will speed up the hacking process for any hacks being made. As for where to find each Perk Machine on the map, please use the table below to reveal all locations.
[ ALL PERK-A-COLA LOCATIONS ]
Juggernog
Found in Area 51, directly in the corner of the teleporter pad to Griffin Station.(Cycles between this Perk and Speed Cola)
Speed Cola
Found in Area 51, directly in the corner of the teleporter pad to Griffin Station.(Cycles between this Perk and Juggernog)
Quick Revive
Found in the Spawn Room for Griffin Station, directly behind the P.E.S. Closet, sitting in front of some white canisters.
Stamin-Up
Found in the middle of Tunnel 11, directly to the left of the Semtex Grenade 'Wall Buy'.
Double Tap
Found on the first floor of the Laboratory, immediately seen from the doorway after exiting the Power Room.
Deadshot Daiquiri
Found on the third floor of the Laboratory, directly to the left of a potential Hacker spawn location.
PHD Flopper
Found in the Bio-Dome, hidden behind some large rocks, directly across from a Mystery Box location.
Mulekick
Found in the 'Outer Teleporter Pad' section, located in the far-left corner of the area, sitting partially close to a Mystery Box location.
It is highly recommended that the last perk that you buy is Mulekick, as it is located in a zero-gravity area and will make it difficult to hack. Additionally, this will also tie into
Fully Armed and Operational and make earning it far easier in the same match.
Fully Armed and Operational
In Moon, acquire 3 pack-a-punched weapons at the same time.
The only way to obtain 3 weapons at the same time is to purchase the Mulekick perk for 4,000 Points, allowing the player to hold 3 weapons. However, if you go down and lose the perk, you will lose the weapon that was in the third slot; this element is especially concerning if you accidentally run into the Cosmonaut and have the perk forcefully removed from your inventory. The total points required to Pack-a-Punch three different weapons is 15,000 Points, which can take some time to accumulate the necessary points.
Picture of Outer Teleporter Pad
Throughout Moon, there are two major areas that are perfect for earning points: 'Outer Teleporter Pad' and Area 51. In the 'Outer Teleporter Pad', there is a fairly sizable area for players to train zombies around, and you will find an AK-74U 'Wall Buy', to the left of the staircase leading to the teleporter pad. The 'Wall Buy' in this area is one of the best to prioritize, as ammo can consistently be purchased from it, ensuring that your ammo will never techincally run out. While the Bio-Dome has a much larger area, the only 'Wall Buy' available is the Claymore 'Wall Buy', and there are no weapons to help shoot any zombies.
Picture of Area 51
The Area 51 is considered to be THE best spot to earn points, but it is entirely skill-dependent on how well players can train around an infinite wave of zombies spawning on the map. As discussed under
Big Bang Theory, Area 51 has no round cap, and zombies will spawn nonstop, with their health increasing with every alarm blare. The biggest benefit of this spot is that there is no round cap, so Rounds on Area 51 do not carry over to Griffin Station. Although it means thousands of points could be earned, it is also very easy to get trapped by awkward zombies spawn locations. If you're an experienced zombies player, then this strategy is right up your alley.
Once you have enough points, head up to the Laboratory and grab the Hacker (For spawn locations of the Hacker, please refer to
One Small Hack for a Man...). Afterwards, run to the 'Outer Teleporter Pad' and teleport to Area 51; be as fast as you can only survive for 15 seconds without a P.E.S. equipped. When you reach Area 51, immediately run to the Pack-a-Punch machine and start using the Hacker on the machine. This will cause the fences around the Pack-a-Punch machine to forcefully close for 30 seconds, but it will give the player enough time to upgrade all three weapons in their inventory.
Picture of all three weapons being PaP'd.
Ground Control
In Moon, prevent each excavator from breaching the base in one game.
Time-Sensitive
RNG
Welcome to the most RNG trophy throughout the 'Rezurrection DLC' (accessible via purchasing the Season Pass), which is entirely revolved around the excavators: 'Excavator Pi', 'Excavator Omicron', and 'Excavator Epsilon'; requiring each one of them to be activated during the match and hacked with the Hacker (For spawn locations of the Hacker, please refer to
One Small Hack for a Man...). The problem with this specific trophy is that for an Excavator to be called, it can take anywhere from 2-8 Rounds, and if that excavator was previously hacked, that same excavator can reappear in later rounds.
[ ALL EXCAVATOR CONSOLE LOCATIONS ]
Excavator Pi Console
Found in the Spawn Room, sitting alongside a yellow railing, directly to the right of some red-orange crates.
Excavator Epsilon Console
Found in the Spawn Room, directly to the right of Excavator Pi on the other end of the sliding door.
(The "O" Symbol is mislabeled in-game; this IS Epsilon)
Excavator Omicron
Found in the Spawn Room, on the opposite side of the wall from the other two excavators.
(The "E" Symbol is mislabeled in-game; this IS Omicron)
Once an excavator begins to move, you will hear one of the following phrases over the announcement system in Griffin Station:
"Warning: Excavator Pi will cause decompression of Tunnel 6."
"Warning: Excavator Epsilon will cause decompression of Bio-Dome."
"Warning: Excavator Omicron will cause decompression of Tunnel 11."
Upon hearing one of the voicelines, you will have 5 Minutes until the excavator impacts one of the tunnels or the Bio-Dome. As the excavator starts to move, the announcement system will give constant reminders to the player about how much time remains until it causes decompression in the zone. Once you hack one of these excavators, it will reset its position and prevent decompression in the targeted area.
Picture of Active Excavator Console
The Guaranteed Excavator Method
The original trophy description is slightly deceptive, as all that's required for the trophy is to prevent each excavator A SINGLE TIME from targeting the tunnels and/or Bio-Dome. After you've prevented an excavator (such as Excavator Pi) from causing decompression, if that same excavator activates again, you can now let that excavator decompress. When it has decompressed the zone, do not hack it with the Hacker and leave it alone. In this example, the only excavators that could now be called are 'Excavator Epsilon' and 'Excavator Omicron', removing the potential for that same excavator to be called once more. By allowing previously hacked excavators to breach, it will slowly guarantee that each excavator is activated during the match.While using this method, the only two excavators you will need to be cautious of are 'Excavator Omicron' and 'Excavator Pi'. If both of those excavators are active and not hacked, this will partially block Tunnel 6 and Tunnel 11, meaning there is no pathway to enter or leave the Spawn Room (these two excavators will play a role in
One Giant Leap). The only way to head back to the Spawn Room with the Hacker is to teleport to Area 51 and then take the teleporter pad to return to the Griffin Station Spawn Room. You will be trapped inside the Spawn Room unless you hack one of the excavators currently drilling the tunnels. As long as you are patient and allow already hacked excavators to decompress certain areas, this trophy will be essentially guaranteed, with the only concern being the current round you reach.
Big Bang Theory
In Moon, gain sweet, sweet, revenge.
RNG
Co-op
Multiplayer
IMPORTANT: You MUST have completed the Easter Eggs for Call of the Dead and Shangri-La to unlock this trophy. If you have yet to complete either map, please refer to
Ensemble Cast and
Time Travel Will Tell for a Step-by-Step Walkthrough.
This is the Super Easter Egg Quest found in Moon. The Ultimis Crew travels to Area 51 immediately after the events of Shangri-La in 1956, where they stumble across a massive teleporter to Griffin Station, an abandoned Group 935 facility on the Moon in the year 2025! This is the final journey of the Ultimis Crew, as they try to put an end to Samantha's control of the Undead and follow through on Richtofen's scheme from as far back as Der Riese in Call of Duty®: World at War. This facility is filled with a mixture of new equipment and hidden mysteries behind the elements they were researching.This map has two different Easter Eggs:
Cryogenic Slumber Party (Normal Easter Egg) and
Big Bang Theory (Super Easter Egg). It is highly recommended to go for both of these trophies in one match, as it is far easier to earn them back-to-back, rather than playing a separate game and having the session last far longer. To determine if you have the qualifications to complete the "Super Easter Egg", the player who spawns in as Richtofen should have the the Golden Rod fused with the Focusing Stone at the bottom of their screen. If the player does not see that item at the bottom of their screen, it means either they have not completed the prior Easter Eggs, or the player who picked up the Focusing Stone from the past map is not in your current game.The steps below clarify which steps are required for both the Normal and Super Easter Egg. If you are only attempting to complete
Cryogenic Slumber Party, then only refer to Steps directly state 'Normal', referencing the required for the quest. If you are attempting to achieve
Big Bang Theory, then you will need to follow each step listed and indicated by 'Super' to successfully achieve the full ending to this map.
Step 1: Surviving Area 51 + Activating the Power (Normal/Super)
Unlike the prior maps, where you are placed into the map and immediately start with a Round Counter, Moon operates far different. You will spawn in 'Area 51', with No Round Counter, and zombiesInfinitely Spawning with no pause in between. You will have to wait until the cage that is blocking the teleporter is lifted to teleport to the actualMoon map. Before committing to the match, look towards the teleporter and look at the perk machine that spawned in, as the Perk Machine you need to have spawn is Speed Cola. If Juggernog spawns instead, you will need to restart the match until you manage to have Speed Cola spawn near the teleporter.
While you are waiting for the teleporter to be unlocked, you will use this time to gather as many points as possible by knifing (
) the zombies as they spawn from the ground or jump from outside of the map. After 28 Seconds passes, an alarm will be sounded causing zombies to sprinting at the player AND having increased health. Additionally, Hellhounds now spawning onto the map. Once you reach this stage of 'Area 51', the zombies and Hellhounds will slowly have their health increase after each alarm blare. However, it's also in this stage where you can earn the most amount of points without progressing through Rounds, due to the area's infinite round cap. The player(s) can train the zombies around the map and shoot them when they are lined up next to each other to maximize both points and ammo. This method will massively help in purchasing the crucial doors by Round 1 on the actual "Moon" map!After you have amassed a large sum of points, run to the teleporter and make sure all players stand inside the teleporter's perimeter; otherwise, you will not teleport to the Moon and will be easily taken down within mere seconds.
Picture of player spawning in with the Golden Rod fused with the Focusing Stone(Exclusive to the "Super Easter Egg" Steps)
Picture of the Power Switch
Welcome to the main "Moon" part of the map! Immediately after spawning in the 'Griffin Station', hold (
) to pick up the P.E.S. (Pressurized External Suit) in front of you and press (
) to equip the suit. Once equipped, the audio becomes muffled, making it much harder to hear zombies or sound cues. When you finally see the Round Counter on the bottom right of the screen, make sure to stay on Round 1 and leave one zombie alive, as you will be aiming to open the Power Room by Round 1. The total points it will cost to open the path to the Power Room is 3,750 Points.Proceed to open the doors outside of the Spawn Room and head down the Tunnel 6 Path, indicated by the massive number "6" on the wall. Head down the tunnel until you reach an open area with a massive pyramid called the M.P.D. (Moon Pyramid Device), where you will see the Power Switch in the middle of some canisters. Once the Power is turned on, the prior areas will now have oxygen and do not require the P.E.S. to be equipped when going through select areas.
IMPORTANT: Once Power is turned on, the Excavators outside of the map can randomly activate. If you hear over the intercom, "Warning: Excavator Pi will cause decompression of Tunnel 6", do NOT hack the Excavator in the Spawn Room. You must let Excavator Pi hit Tunnel 6 to acquire the Vril Sphere (For more info, refer to Step 5 of the trophy description).
Step 2: Playing Simon Says (Normal/Super)
Now with the Power activated across the entire station, head back towards the outside of the Spawn Room, directly next to the Tunnel 6 Entrance. You will see four computer consoles lined up, with each computer flashing a different color. The order from left to right is as follows: Red, Green, Blue, and Yellow. The screens will start flashing from left to right, then right to left, to indicate the color of each individual console. Shortly afterwards, all the screens will flash with a color pattern that you have to match by holding (
) on each monitor in the order shown. You will need to match a Six Color Pattern. If you get one of the colors incorrect, all the screens will flash RED with a loud buzzer. If done correctly, all the screens will flash GREEN, and this step will have been successfully completed.
Edited Picture of All Four Color-Coded Computer Consoles
Step 3: Hacking the Lab Terminals (Normal/Super)
Head to the Power Room and purchase the door directly up the stairs to the right of the Pyramid, as this will unlock the three-floor Laboratory. Inside this Lab, there is a device you will need to pick up called the Hacker. The Hacker can be used to "hack" numerous elements in the map, from Perk Machines to Doors (For full context of Hacker and its spawn locations, please refer to
One Small Hack for a Man...). Once you have picked up the Hacker, head to the second floor of the laboratory and look towards the wall with the four panels. Equip the Hacker by pressing (
) and approach the far-right panel, where you must hack it for 500 Points. Immediately after hacking the panel, there will be four terminals with a green light scattered throughout all floors of the laboratory. You will need to Locate all Four lit Terminals within 60 Seconds. If you fail to hack the terminals in time, you will have to hack the panel again and pay 500 Points to try again.
Picture of the Inactive Terminal
Picture of the Active Terminal
[ ALL TERMINAL LOCATIONS ]
Terminal #1
Found on the first floor of the Laboratory, directly across from the Double Tap Perk Machine.
Terminal #2
Found on the first floor of the Laboratory, attached to the middle control panel near the staircase leading to the second floor.
Terminal #3
Found on the first floor of the Laboratory, directly to the left of the staircase leading to the second floor.
Terminal #4
Found on the second floor of the Laboratory, immediately after climbing up the stairs to the second floor on the right wall.
Terminal #5
Found on the second floor of the Laboratory, next to a nearby window with some canisters sitting next to it.
Terminal #6
Found on the second floor of the Laboratory, directly in front of the sliding door to enter the third floor.
Terminal #7
Found on the third floor of the Laboratory, attached to the pillar closest to the Bio-Dome entrance.
Terminal #8
Found on the third floor of the Laboratory, directly across from Deadshot Daiquiri Perk Machine, alongside some chairs.
After you manage to hack all lit terminals in time, head back to the second floor with the four-panel on the wall. From right to left, hold (
) on each panel to activate each panel and be quick; otherwise, the light emitted from the panels will quickly diminish if you're too slow. If done correctly, all four panels will remain illuminated, with the buttons covered by the small glass case.
Picture of all four panels being activated
Step 4: Building the Computer (Super)
IMPORTANT: You MUST have acquired the Gersh Device and the Q.E.D. (Quantum Entanglement Device) from the Mystery Box to complete this step.
With the four panels now activated, the next objective is to acquire the parts needed to build a computer inside the Spawn Room. However, there are a lot of prerequisites before this step can be attempted. As the note says above, the Gersh Device and the Q.E.D. are mandatory, and the entire team must have both pieces of equipment, which can only be obtained via Mystery Box. While attempting to pull the equipment from the box, you will need to locate a small white pipe throughout the Laboratory as well as outside near the teleporter. This pipe has several different spawn locations, with some of these spots nearly blending into the background. The table provided below will showcase all eight potential spawn locations for this pipe.
[ ALL PIPE SPAWN LOCATIONS ]
Pipe Location #1
Found on the first floor of the Laboratory, lying next to some red crates, directly across from the Double Tap Perk Machine.
Pipe Location #2
Found on the second floor of the Laboratory, sitting next to some white canisters by a nearby window.
Pipe Location #3
Found on the second floor of the Laboratory, in the far left corner, between a barricade and the leftmost panel from the prior step.
Pipe Location #4
Found on the third floor of the Laboratory, specifically, at the top of the staircase before walking inside the third floor.
Pipe Location #5
Found on the third floor of the Laboratory, underneath the machines to the right of the entrance door.
Pipe Location #6
Found on the third floor of the Laboratory, on the bottom shelf of a potential Hacker location, to the right of the Deadshot Daiquiri Perk Machine .
Pipe Location #7
Found on the third floor of the Laboratory, on the bottom shelf of a potential Hacker location, to the right of the MP5K 'Wall Buy'.
Pipe Location #8
Found on the outside of the Laboratory, very hidden in the ground between a tower of canisters, immediately after entering zero gravity.
After you have found the pipe and pulled the equipment from the box, keep one zombie alive to prevent the round from pushing forward. Head over to the teleporter outside of the Laboratory and jump down to step on the massive pad to teleport to Area 51. Once you arrive at Area 51, turn to the right, and outside of the map will be two gray plates sitting on the top shelf of a metal rack. Hold a grenade (
) for four pulses and aim directly at the plates, where the explosion should knock them down from the rack (Explosive weapons like the M72 LAW or Ray Gun will also work). Once it's on the floor, the player with the Gersh Device will throw the equipment to the left of the massive containers (Use the picture for reference for the exact place to aim). If your hear Samantha laugh, that means the Gersh Device was thrown too far and went out of bounds.If thrown correctly, the plates will be sucked into the black hole created by the Gersh Device and will teleport onto the pad. Before you teleport back to Griffin Station, make sure to buy Juggernog from the Perk Machine, as the next time you teleport to Area 51 again, it will be Speed Cola instead. In the event players do not have enough points to buy Juggernog, they can easily earn points through the infinite zombies in Area 51 to secure the perk before leaving. Once all players are ready to leave, stand on the pad, where both the players and the plates will be teleported to the Spawn Room.
Picture of Plates on metal rack and throw location of theGersh Device
Picture of the Plates resting on the teleporter pad
Picture of the Plates lying next to the Quick Revive Perk Machine
When you arrive back at Griffin Station, you will find the plates on the floor, directly next to the Quick Revive Perk Machine in the Spawn Room. Before you progress to the next section, the player who does not have the Q.E.D. will distract the zombie and lead it towards the Power Room. Once they leave, the player with the Q.E.D. will need to prone ( Hold
) in front of the plates and throw it next to it. Once activated, the plates will disappear and teleport to a nearby computer console, sitting next to a vehicle in the Spawn Room.
WARNING: The Q.E.D. is known to have random effects happen when thrown. One of these effects will launch explosives or Ray Gun bullets in all directions, which can cause any room with windows to decompress and remove all the oxygen from the room, PERMANENTLY FOR THE REST OF THE MATCH!
Head over to the Computer Console in the corner of the room, and the player who picked up the pipe will have to hold (
) on the computer to attach it between the computer and the device holding the plates. Afterwards, the player who is Richtofen will need to hold (
) between the two plates to place the Golden Rod in the middle. Once placed, Richtofen will need to stand in front of the computer (now with a RED Screen) and must continuously press (
) for 1 Minute and 41 Seconds without stopping! You do not have to press (
) as fast as possible, but instead aim for two to three button presses per second. During this time, you will hear Richtofen talking to himself while typing on the computer, along with some voice lines from Dr. Ludwig Maxis, who's been turned into an A.I. in the computer and is actively trying to prevent Richtofen from accessing the database.
Picture of the player as Richtofen interacting with the Computer Console
Towards the end of the computer section, you will hear Richtofen say, "Goodbye, Dr. Maxis" and the computer screen will become GREEN. The player controlling Richtofen can now stop pressing (
), and look in between the plates. The Golden Rod will now be glowing with light and can be picked back up, where it will look completely covered in white light in the player's inventory.
Step 5: Waiting for Excavator Pi + Guiding the Vril Sphere (Normal/Super)
This step is another heavily RNG-dependent element, where you will have to wait for 'Excavator Pi' to decompress Tunnel 6. However, three different excavators could be randomly called: 'Pi', 'Omicron', and 'Epsilon'. The problem is getting that specific Excavator to activate; it could happen early on in your game, or take until Round 20+ for it to turn on. If another excavator activates, you can let it decompress the tunnel and leave it alone, as it will remove that excavator from the possible excavator activations. Keep in mind that once an excavator hits one of the tunnels or the Bio-Dome, all of the oxygen will be removed, and these areas can only be accessed freely by using P.E.S. (Pressurized External Suit).Once 'Excavator Pi' hits Tunnel 6, you will need to grab the Hacker from the Laboratory and head to the Spawn Room through Tunnel 11. From the Spawn Room, hack the excavator terminal with the Pi Symbol label on the front, which will reset the position of 'Excavator Pi' and reward the player who hacked it with 1,000 Points.
Picture of Excavator Pi available to hack
IMPORTANT: You MUST have acquired the Zap Guns, also known as the Wave Gun (Fused Form) from the Mystery Box to complete this section. The Vril Sphere will be stuck on an antenna and can only be shot down with this weapon; specifically, when the two guns are placed together, which form the Wave Gun.
Head down into Tunnel 6 and walk towards the end of the tunnel with the enclosed sliding door. On the ground, you will see the Vril Sphere sitting directly in front of the sliding door. In this section, you will have to guide the Vril Sphere as it bounces around the map until it reaches the M.P.D. in the Power Room. Prone in front of the Vril Sphere, then melee (
) the sphere, and make sure to watch where it travels, as it is very easy to lose track of its location. While it travels around the tunnels, it will stop in one spot, where you must melee (
) it again to start moving. For the exact locations of each stopping point of the Vril Sphere, see the table below, which shows all travel points of the sphere.
Picture of the Vril Sphere in its first location
[ ALL VRIL SPHERE CHECKPOINTS ]
Starting Point
Found inside Tunnel 6, directly in front of the sliding door, to the left of the M16 'Wall Buy'.
Checkpoint #1
Found inside Tunnel 6, near the left corner of the middle pathway, closest to the MPL 'Wall Buy'.
Checkpoint #2
Found inside the entrance of Tunnel 6, floating above the pillar to the right of the MPL 'Wall Buy'.
Checkpoint #3
Found outside of the Spawn Room, on the tip of the antenna of the left Satellite Dish.(Can only be shot with theWave Gun)
Checkpoint #4
Found stuck at the Tunnel 11 sliding door by the Spawn Room, to the right of the M14 'Wall Buy'.
Checkpoint #5
Found inside Tunnel 11, specifically near the entrance on the right pathway, floating next to two large white pipes and a red crate on the floor.
Checkpoint #6
Found inside Tunnel 11, hidden in the ceiling behind some metal bars, directly across from the Stamin-Up Perk Machine .
Checkpoint #7
Found inside Tunnel 11, sitting on top of some white canisters, to the right of Tunnel 11 exit door.
Final Checkpoint #8
The Vril Sphere will fly into the Power Room, landing inside the massive dial attached to the M.P.D. and will activate the next step to come.
Step 6: Powering the M.P.D. (Normal and/or Super)
Powering the M.P.D. - Part 1 (Normal/Super)
With the Vril Sphere now inserted inside the M.P.D., a large canister will rise from the ground on the front-right side of the pyramid. During the round, all the players need to head to the M.P.D. and will need to kill 25zombies in front of the canister to slowly fill it with zombie souls, indicated by a blue light flying towards the canister upon the zombies' death. Once it has been filled, there will be a sound cue to indicate the canister is complete.
Picture of the Canister rising from the M.P.D.
Picture of the Power Switch to the right of the M.P.D.
Look towards the wall next to the canister, and there will be a Power Switch that is not activated. Hold (
) on the switch to flip it upwards and watch as the M.P.D. opens up, revealing Samantha Maxis inside the device. Despite it being 70+ Years in the future, time within the Dark Aether moves differently and has kept Samantha as a child. Upon this discovery, all players in the game will receive a 90-Second 'Death Machine' Power-Up and will be rewarded with
Cryogenic Slumber Party. For players wanting to complete the normal easter egg to earn
Cryogenic Slumber Party, this will be the conclusion of the easter egg for Moon.
Picture of 'Death Machine' Power Up with
Cryogenic Slumber Party popping up
Powering the M.P.D. - Part 2 (Super)
Picture of the Back Canister being filled with souls
From this step onwards, this will cover the details for the "Super Easter Egg", also known as
Big Bang Theory. After M.P.D. has opened up, head to the massive dial and hold (
), which will cause four canisters to rise from the ground. You will need to fill each of these canisters with 25zombies, totaling up to 100zombies minimum. At this point in the game, there will be hordes of zombies pushing towards the players, and you will need to coordinate which canisters to focus on. Start with the two canisters in the back of the M.P.D., as those are the trickiest to complete. The players in the match will stand near the back right and back left canisters to fill both simultaneously. Similar to Part 1, you will hear an in-game sound cue once one of the canisters is filled.After the back two canisters are filled, move up to the front two canisters and begin filling them with more zombie souls. If you encounter the Cosmonaut while trying to fill the canisters, you can kill them to prevent players from losing their perks late in the match, especially Juggernog. The whole process will take anywhere from 2- 3 rounds, so do not rush while working on each canister, as it's extremely easy to get swarmed by zombies.
Once all four canisters are filled, the player who is Richtofen will head to the front of the dial and hold (
) to place the Golden Rod in the dial. Richtofen will have his soul switched with Samantha Maxis, giving Richtofen full control over the army of zombies. The player who was Richtofen will be rewarded with 'Perkaholic' (Gives the Player All Perks) for the rest of the game permanently. Even if you go down, you will keep the perks upon being revived. Additionally, your player will now hear Samantha Maxis as a playable character throughout the remainder of the match.
Picture of Richtofen swapping souls withSamantha Maxis
Step 7: Execute Dr. Maxis's Countermeasures (Super)
IMPORTANT: You MUST have acquired the Gersh Device and the Q.E.D. (Quantum Entanglement Device) from the Mystery Box to complete this step.
After Richtofen has switched souls with Samantha Maxis, an automatic message from the Dr. Maxis A.I. will begin talking to the player upon Richtofen entering the device, and will offer assistance in minimizing the damage that Richtofen could cause. Head to the Four Color-Coded Computer Consoles outside of the Spawn Room (seen in Step 2), and you must complete three rounds of 'Simon Says'. The computer console colors (seen in Step 2) from left to right will always be the following: Red, Green, Blue, and Yellow. Unlike last time, there are now three rounds that you must complete, with each round increasing the number of colors to match by one. Round 1 = 6 Color Pattern, Round 2 is a 7 Color Pattern, and Round 3 is an 8 Color Pattern. Upon completing each round, it will synchronize one of the massive rockets located on Griffin Station. To make this section easier, it is recommended to write down the color pattern as it appears, which is especially useful on the last round. Each round that is completed correctly will have all the computer screens flash GREEN. If the wrong color has been input, all screens will flash RED and will need to restart that round.
Edited Picture of All Four Color-Coded Computer Consoles
After all three rounds have been completed, three rockets will now be visible, and Dr. Maxis will now be given complete control over Griffin Station, along with additional voicelines. To put a stop to Richtofen plans and sever his link with Earth, Dr. Maxis will need to calculate the precise position to target. Dr. Maxis will need you to acquire the Vril Sphere from the dial and bring it towards the launch platform.The Vril Sphere will now be pushed slightly to the left of the dial, looking very misplaced. You will need to throw a Q.E.D. at the sphere; however, you will need to throw it carefully, as the zero gravity can cause the Q.E.D. to go completely off course and his the sphere. If done correctly, the Vril Sphere will disappear and have teleported directly next to the four color-coded computer consoles in Step 2. Head to the four computer consoles outside the Spawn Room, and throw the Gersh Device at the sphere. Account for zero gravity and aim carefully so you don't waste ammo, especially on higher rounds. Once thrown, the Vril Sphere will begin to float inside the black hole from the Gersh Device and disappear.
Picture of the Vril Sphere being dislodged from the M.P.D.
Picture of the Vril Sphere sitting next to the four computers outside the Spawn Room
Now with the Vril Sphere transported via the Gersh Device, Dr. Maxis will have finished the calculations and will initiate the launch protocol for the three giant missiles. Dr. Maxis will begin the countdown and the rockets will launch from Griffin Station and head straight for Earth. However, the impact it had on Earth would result in being catestrophic and result in the Earth being destroyed. As Dr. Maxis laughs manically, every player in the game will receive All Eight Perks permanently for the rest of the match and rewarded with
Big Bang Theory. With Richtofen now in control of his own personal army of the undead, the stakes have been set for the events to follow in Call of Duty®: Black OpsII.
Congratulations on achieving the Super Easter Egg! 🌕🚀
Picture of the Destroyed Earth after Dr. Maxis' Countermeasures