Nuketown Zombies
The Nuketown test site as a small survival map. No boss quest — but a couple of neat side Easter Eggs.
What to do
- No power switch — the 4 perks and Pack-a-Punch crash-land from the sky in a random order
- Open the central red truck (3,000) for the AK-74u, Claymores, Bowie Knife and Galvaknuckles
- Song: Samantha's Lullaby — the 3 teddy bears
- Song: 8-bit Re-Damned — hold the population sign at 15 and grab the shed power-up
- Song: 8-bit Coming Home — shoot the heads off all 28 mannequins
- Hear all 5 Richtofen TV transmissions → round-25 blue eyes
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
“Samantha's Lullaby”
Hold interact on the 3 teddy bears: behind the fence in the Green House rear garden, in a window / seat of the Yellow bus in the cul-de-sac, and on the top bunk of the Yellow House upstairs bedroom. Once per match.
- Hold Use on 3 teddy bears, in any order
- Spawn — in the back of the yellow bus, by the right-hand window
- Yellow house — upstairs bedroom, on the top bunk bed
- Green house backyard — outside the map behind the white fence, in a hole in the garden
- 'Samantha's Lullaby' by Kevin Sherwood plays
“8-bit Re-Damned”
Open the Yellow-backyard power-up shed (3,000), then hold the Nuketown population sign at exactly 15 (each kill drops it by one; it wraps 0→99) and walk into the shed power-up while 15 is showing.
“8-bit Coming Home”
Shoot or melee the head off every one of the 28 active mannequins (chosen from 54 spawn points each match) — sweep both houses, both backyards and the cul-de-sac, including the out-of-bounds sightlines. Three commonly-missed spots: inside the Yellow-House power-up shed, lying on a couch behind the Galvaknuckles truck, and in the window of the inaccessible house left of the Green House.
Crash-landing machines
There is no power switch — the four perks (Quick Revive, Juggernog, Speed Cola, Double Tap II) and Pack-a-Punch fall from the sky one per round-interval in a random order. A siren and fireball mark each; PaP costs 5,000 once it lands. In solo, Quick Revive lands immediately; the rest drop on random rounds 3–5, 6–9, 10–14, 15–19 and 20–25 (each 30–120s into the round), so you can roughly plan your Jugger-Nog timing.
The red truck
The central truck door costs 3,000 — inside are the AK-74u (1,200), Claymores (1,000), the Bowie Knife (3,000) and Galvaknuckles (6,000).
Richtofen TV transmissions
Five recordings play from the Green House living-room TV (round 3, then random rounds through 9 / 17 / 22, then round 25). These are Richtofen narrating the Moon Easter Egg happening at the same time in the story — a neat lore hook. After the fifth the zombies' eyes turn blue and Richtofen becomes the power-up announcer.
Marlton bunker & bus horn
Melee the fallout-bunker door behind the Green House for one of 14 Marlton quotes (one per round) — the audio is very quiet even at max volume, so players often think it didn't trigger; listen closely rather than re-meleeing. A distant TranZit bus horn also plays on a random round between 5 and 10.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. These are pre-augment-era games, so the setup is the gun plus Pack-a-Punch and perk synergy.
Ray Gun
All-roundBox. Splash for the yard trains.
Mustang & Sally (PaP M1911)
Crowd clearPack-a-Punch the starting pistol into dual grenade-launcher pistols — a Nuketown high-round staple that also revives economy.
Galvaknuckles + wall AR
Melee + economyGalvaknuckles one-hit early rounds for points; back them with a PaP wall rifle.
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.