Step 1
Pack-A-Punch (Übersprengen)
Blow open the following 2 metal panels with either grenades or satchel charges:
- Next to the Waffe 28 wallbuy
- In a zombie spawn in the Underbelly
Shoot both exposed panels with the Wunderbuss. The Übersprengen should then be in the elevator shaft next to the Armor station in the Destroyed Building.
Step 2
Contact the Russians
Head to Main Street and go up to the radio sitting on a table. On top of the radio should be a few letters followed by a number.
Head over to the Church — inside you'll see a map with a small icon on it, and to the left of the map are some charts. The icon on the map should be in a certain region. Look over to the charts left of the map and find the region your marker is on.
Once you've found the chart for your region, look at the letters and numbers in the chart that match up with your numbers and letters on the radio. Next to your letters and numbers should be radio frequencies you need to input on the radio on Main Street.
Go input those frequencies on the radio. If done correctly, you will have contacted the Russians.
Step 3
Flare & the Wunderbuss
Once "Contacted the Russians" has appeared on your screen, head over to the Plaza area. You should see a small box on a table — shoot the box to open it. Inside are flares. Shoot or melee the unlocked lock on the box to send a flare up into the sky.
Straub's zeppelin should now be flying overhead. It will start shooting zombies with Geistbolts, turning them into Gekocht zombies (also known as Sizzlers). Melee a Sizzler zombie to obtain the Geistbolt piece for the Wunderbuss wonder weapon.
Find the Wunderbuss Battery. It can be found in the following locations:
- In the Cabaret next to the M1928 wallbuy
- In the Museum next to the Armor station
- In the Museum next to the Faustblitz Machine
Head down to the basement of the Apartments and place the Wunderbuss battery in the door across from the Type 100 wallbuy. Once placed, go behind the generator and pick the battery back up. You are now trapped in the room.
Place the battery and the Geistbolt on the weapon crafting station in there to create the Wunderbuss. Pick up the Wunderbuss and shoot the generator you placed the battery in — after it's filled with enough energy, it will re-open permanently.
Step 4
Charge the Anchors
Around the map there are Anchors that are shot down from the zeppelin. You must shoot these Anchors with about 100–150 Wunderbuss ammo. When an Anchor is fully charged, it will turn yellow.
Anchor Locations
- In the Apartments
- In the Museum
- In the Plaza
Note
There is also an Anchor way outside the current play area near the Church — you'll charge that one later in the Easter egg.
Special Melee Weapons
The next few steps revolve around acquiring the different special melee weapons. You can acquire them in any order and work on all of them at the same time.
Special Melee Weapon
Smuggler's Bat
Head down to the Wunderbuss room in the Apartments and shoot a cash register sitting on a cabinet with the Wunderbuss. Underneath it should be 2 numbers that correlate to a radio frequency. Input these into the radio to contact the Smuggler.
Go to the Plaza and shoot the small sewer hole near the BAR wallbuy. The hole will open up — interact with it to give the Smuggler a weapon. What weapon you need to give him is determined by what kind of ammo is on the table next to the Wunderbuss.
Finish 2 more waves, then head to Main Street. Again you'll see a sewer hole — shoot or melee it to open. Once open, drop a lot of jolts onto the hole to pay the Smuggler. Once you've given him enough, you'll receive an on-screen and Notebook indicator confirming completion.
Wait a minute or so, then head down to the Wunderbuss room in the Apartments. Go up to the brown wooden door and melee it 3 times (you should hear a knocking noise each time). If done correctly, the door will bust down and a Wustling zombie will walk out.
If you gave the Smuggler an Upgraded Weapon, the Wustling will be dead on the floor instead of the Smuggler. In the room, in either the Wustling or Smuggler's corpse, will be the Smuggler's Bat.
Once you pick up the Smuggler's Bat, head over to the Church and place it in the small bat-sized hole near the large red door.
Special Melee Weapon
Nazi Axe
Around the map there is a set of coordinates etched on a wall or piece of wood. Once you know which coordinates you have, you must put them into the radio on Main Street.
Possible Coordinate Locations
- In an elevator in the Apartments
- On the roof in a room in the Apartments
- In the Cabaret on the right side of the stage on a cabinet
- In the Cabaret on the left side of the stage behind a purple dress
- In the Museum on granite near the M1 Garand wallbuy
- In the Museum on the 2nd level at the base of a pillar
Once you have a set of coordinates, put them into the radio. Done correctly, the radio should start playing morse code — short and long beeps (a . = short beep, a - = long beep). Use an online morse code decoder to find out what numbers your radio is beeping. Once decoded, you should have 2 numbers (e.g. 10,5 or 12,15).
In the Cabaret there's a magnifying glass on a bench next to the M1928 wallbuy — pick it up. Head over to the map at the Church and interact with it. Place the magnifying glass on the coordinates you received from the morse code message — the first number is the X-axis, the second is the Y-axis (e.g. 10,5 means move 10 spaces right and 5 down).
Once placed correctly, stop interacting with the map — the cabinet next to it should open, revealing a golden bowl.
Bring the golden bowl over to the Museum and place it on a scale on a table on the top floor. Then melee kill a Sizzler next to an Armor station — done correctly, the Sizzler's head will be in the Armor machine. Purchase Armor at that station to acquire the head, then place it on the scale. You'll get an on-screen indicator confirming the scale is balanced.
Once balanced, kill zombies next to the table to gain energy. Once you've killed enough, the drawer of the table will open, revealing the Nazi Axe.
Pick up the Nazi Axe and head to the Church to place it in the small axe-sized hole near the large red door.
Special Melee Weapon
Dancer's Dagger
Head over to the Apartments — next to the dead lady on the bed there's a painting on the wall. Pick it up.
Go to the Cabaret — above the projector there's a film reel laying on the railing. Shoot it and it will fly off and land in front of the projector. Pick up the reel and place it and the painting on the projector. Shoot the Wunderbuss at the projector to power it.
A grid of the map will now play on the movie screen in the Cabaret. A green light will show up in the grid, correlating to one of the many clown dolls around the map. Head to that area and kill zombies at that clown doll — it will only absorb a certain number of zombie kills, so count how many you're able to kill at each one.
There are 4 clown dolls to fill, one after another, determined by where the green dot appears on the screen. If you miscount, you can fill them up again in order as many times as needed.
With all 4 numbers from the clowns, you can now open the safe in the Apartments. Input the numbers correctly and stop interacting — the safe will open, revealing the Dancer's Dagger.
Pick up the Dancer's Dagger and head to the Church to place it in the small dagger-sized hole near the large red door.
Step 5
Barbarossa's Refuge
Once all of the special melee weapons have been obtained, head over to the large red door next to the Church. Kill 20 regular zombies right in front of the red door, then 10 Sizzler zombies, then 10 Pests — all in front of the door.
Once completed, the door will swing open, revealing Barbarossa's Refuge.
Inside the Refuge, charge the Anchor sitting in the roof with the Wunderbuss. Once done, the red door will close and you are trapped within the Refuge.
You must now turn the statues on the walls of the Refuge so that they all face forward. You can only interact with 1 wall at a time, and to turn the statues you must shoot or melee them enough times. When turning a statue, you will turn the statues next to it a certain amount of times as well.
Once you've completed a wall, a golden raven will appear in front of the middle statue of that wall. Pick up each gold raven at each wall.
Once you've collected all 4 ravens, place them in specific positions on the Barbarossa statue in the middle. Done correctly, the sword of the statue will bust open, revealing Barbarossa's Blade.
Pick up the blade and place it in the blade hole next to the big red door in order to leave Barbarossa's Refuge.
Step 6
The Zeppelin
Have every player in the match head over to Main Street and enter the big bell that is open on the ground next to the radio. Make sure every player has 100 ammo in their Wunderbuss, then have every player shoot the cable above them inside the bell at the same time. Keep shooting until you run out of ammo.
If done correctly, you should now be inside the zeppelin.
Inside the zeppelin are terminals you can interact with, which move an electrical power source throughout the zeppelin. Certain terminals can move the power source in certain directions, others cannot. Open all the doors and move the power source all the way to the room Doktor Straub is inside.
The wave will end and Straub will be killed by his own zombies. Once you leave that room, the Stadtjäger will drop down and the boss fight will begin.
Final Step
Stadtjäger Boss Fight
You can shoot the Stadtjäger to aggravate him. When aggravated, the engine on his chest will glow orange and he will charge at you. While charging, you'll be able to shoot and deal damage to him. Once you've dealt enough damage, this phase will end.
In the next phase, the Stadtjäger will shoot Geistbolts to turn normal zombies into Sizzlers. When he's charging up to shoot, his cannon will turn orange — shoot and deal damage to it. Once you've dealt enough damage, this phase will end.
In the last phase, the Stadtjäger will summon storm clouds. When he's inside his own storm clouds, shoot the storm clouds with your Wunderbuss to deal damage to him. Once you've dealt enough damage, the boss fight will end.
Exit the zeppelin from the same bell you rode up in by having every player stand in it. The ending cutscene will then play after a short period of time, and you will have completed the Easter egg.