Blood of the Dead — Black Ops 4 Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, elixirs & talismans, side Easter eggs & songs, boss strategy · Very Hard, ~60–95 min.

Open the interactive guide →
Black Ops 4 · 2018

Blood of the Dead

The Aether reimagining of Mob of the Dead — Alcatraz reborn. Primis Richtofen is now the prisoner, and the mob's old death-loop has become a spectral prison run by the Warden. Build the Spectral Shield, feed the hellhounds for Hell's Retriever, chase the Kronorium-stealing seagull, clear five red-stone challenges, then break the Dark Mechanism to free Richtofen in the Most Escape Alive main quest. Fully solo-capable; only the very last handoff differs in co-op.

Released 12 Oct 2018 Wonder Weapon: Blundergat / MagmagatBuildable: Spectral ShieldBoss: The Warden (Brutus)
Very HardEst. time60–95 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Map & Key areas

The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.

Blood of the Dead — Layout
Layout

West Grounds / Spawn / Recreation Yard

Starting cells and the Catwalk crossing. Early wall-buys, the route toward West power, and the Michigan Avenue / Cell Block escort lanes.

Power House / Cell Blocks / Library

West power switch (by Brew), Cell Block 3rd Floor shield bench, the Library, and one of the Michigan Avenue escort exits.

Roof / Infirmary / Cafeteria

The rooftop voltmeter (mobile Pack-a-Punch anchor), the Spoon tub in the Infirmary, the third hellhound head, and the Showers/banjo challenge.

Citadel Tunnels / Showers

The all-important Citadel keypad (all codes go here), a fast-travel gondola point, the spirit-essence pool, and the Showers challenge orb.

Docks / Building 64

East power (Building 64 levers), the crane and net for the Spoon, the Morse-code Docks challenge, and the first Warden spawn.

Warden's House / Richtofen's Laboratory

The scratched ritual wall + Titan wall-buy, the electric-chair ritual room, and the laboratory map that holds the five red stones and the descent to the Dark Mechanism.

Steps at a glance

  1. Turn on West + East power (East spawns the first Warden → Warden's Key)
  2. Build the Spectral Shield (3 parts) and charge it; open mobile Pack-a-Punch
  3. Feed 3 hellhounds → Hell's Retriever; grab it during fast travel
  4. Get the Spoon (read 3 numbers → keypad → crane net → Retriever the arm)
  5. Scratch the Warden's House wall; bait a Warden slam → ritual room → red stone #1
  6. Bird hunt: spirit-blast the seagull 3 rounds, then code 872 + Retriever the Kronorium
  7. Read the Kronorium page code → lighthouse points to each red orb
  8. Clear Docks, Showers, Michigan Avenue, Power House, New Industries → 5 red stones
  9. Place all 5 stones, gear up, descend past the metal door (point of no return)
  10. Three Dark Mechanism cycles → Richtofen enters the machine
  11. Survive the invulnerable Warden, then finish it as Richtofen → ending cutscene
Every clue is match-generated — read it live. The seagull's perch, the Kronorium page code, the challenge order, the Docks Morse total and the Power House symbol sequence all change per match. Never copy a number from a video. The one constant is the Spectral Shield: keep at least one spirit blast charged before every keypad, voltmeter, bird and boss interaction — a great many resets come from firing on an empty shield.

Full walkthrough

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1
Power House · Building 64

Turn on West and East power

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Flip the West switch in the Power House (near the Brew/Bratwurst area), then cross to Building 64 on the Docks for East power. Two of Building 64's three levers are already thrown — flip the remaining one. The East switch spawns the first Warden (Brutus); kill him and take the Warden's Key he drops (needed for the shield build and several unlocks).

Route tip: cross the Catwalk early while enemy health is still low — the first catwalk crossing into the prison can itself spawn the first Warden, so whichever comes first (East power or the crossing) drops the Warden's Key. Then double back to collect shield parts and feed hellhounds so you are not backtracking later.

2
Cell Block 3rd / Transverse Tunnel / Docks bench

Build and charge the Spectral Shield, open Pack-a-Punch

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Gather three parts, then build at any shield bench — Transverse Tunnel, Cell Block 3rd Floor, or the Docks. Charge it by killing zombies with the shield key melee: 3 souls = 1 spirit blast, and the base shield stores 2. Hitting a sparking power box gives one free refill per round. Then aim a spirit blast at the voltmeter on the Roof to open the mobile Pack-a-Punch — after that it rotates between Roof, Power House and Building 64.

Attuned Spectral Shield (core finale prep): roll the Mystery Box until the Lock appears in it, shock the Lock with the Warden's Key until it glows blue-white, then throw Hell's Retriever at it. In co-op, every Retriever-holder who throws at the same moment all receive the upgrade.

  • Spirit essence — randomised between the Library, Times Square, or the Michigan Avenue pool. Search all three; it glows in shield vision.
  • Door / frame — randomised between the Citadel Tunnels or China Alley.
  • Warden's Key — dropped by the first Warden after East power (Step 1); one is enough to build.
3
3 hellhound heads → fast-travel lava tunnel

Feed the hellhounds for Hell's Retriever

+

Find the three mounted hellhound heads and get close kills in front of each until it disappears (roughly six per head). With all three fed, use fast travel from the Showers or Warden's House and grab the floating Hell's Retriever as you pass through the lava tunnel. It is a returning one-hit tomahawk with no ammo cost — and the tool you will throw at the Kronorium later.

Tip: the third head is in the Cafeteria/Infirmary wing; feed heads on the same loop you use to collect shield parts.

4
Warden's Office → Citadel keypad → Docks crane

Obtain the Spoon

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In the Warden's Office, use shield vision to read the three shield-visible numbers (near-to-far order — this is a per-match code). Spirit-blast the Citadel keypad and enter them. Then spirit-blast the Docks voltmeter, wait for the crane net to stop swinging, throw Hell's Retriever at the net, and take the Spoon from the arm that drops.

Solo vs co-op: identical solo; in co-op one player reads the numbers while another covers the keypad. The Spoon can be upgraded to the Golden Spork (see side EEs) but the plain Spoon is all the quest requires.

5
Warden's House → Richtofen's Laboratory

Open the Warden's Ritual Room

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In the Warden's House, melee the wall left of the Titan wall-buy at the top of the stairs with the Spoon — a visible scratch confirms the right panel. Now spawn a Warden: enter 666 on the Citadel keypad for the once-per-match Warden, or wait for a natural round-18+ electric Warden. Throw a Monkey Bomb directly beneath the scratched wall and move away so the Warden targets the decoy and ground-slams the wall — ordinary melee and gunfire will not open it. Inside, flip the switch beside the electric chair, take the red stone from the table, and place it on the wall map in Richtofen's Laboratory.

Tip: if the Warden dies before slamming the wall, spawn another on a later round (natural Wardens keep coming). Monkey Bombs make the slam position far more reliable than baiting by body-blocking.

6
Laboratory → shield-visible perches

Chase the Kronorium bird (four rounds)

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Interact with the Kronorium on the laboratory floor; a seagull steals it and lands on a shield-visible perch. Aim through the Spectral Shield, listen for squawking, and spirit-blast the bird once per round. It only moves after a valid blast cue — do not end a round until it vanishes. Repeat on the next two rounds. On the fourth round a crying man is added to the audio and the perch shows as a pulsing white light: spirit-blast the keypad, enter 872 for Zombie Blood, then at the white light peek through the shield only until the book renders, lower the shield, and throw Hell's Retriever at it to drop the Kronorium at your feet.

  • Sweep these grouped areas for each perch: Docks / Building 64; Warden's House / Citadel; Cell Blocks / Library; Roof / Infirmary; Cafeteria / Showers; Recreation Yard / Catwalk; and West Grounds.
  • The bird draws from a very large fixed spawn pool and only re-rolls after a successful blast + round change — there is no single fixed route.
  • Fourth-round white light appears at one of the restricted “orange-list” locations; the Temporal Gift elixir widens the short reveal window.
7
Laboratory → Citadel keypad

Read the Kronorium code and follow the lighthouse

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Return the Kronorium to the laboratory and place it on the dead body / reading stand, then interact to stop the pages. Use shield vision to read the four-symbol page code (per-match) and enter it at the Citadel keypad. A valid code lights the lighthouse beam, which points to one of five red orbs. Go to the lit orb and interact to begin that challenge; after each recovered stone, re-read the book for the next code and the beam points to the next challenge. The challenge order is book-determined and changes per match.

Tip: do the easiest challenges first and save New Industries for last, once you have a strong loadout, an upgraded shield and Undead Man Walking.

8
Docks · Showers · Michigan Ave · Power House · New Industries

Clear the five red-stone challenges

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Each lit orb starts one challenge; complete it, recover its red stone, and return to the lighthouse for the next. All five must be done. Every challenge is escort- or shield-dependent, so keep spirit blasts charged and clear the route before you commit.

Solo vs co-op: all five are solo-completable. Co-op only eases crowd control on the escorts (Michigan Avenue and New Industries especially); the objectives are identical. Undead Man Walking + Monkey Bombs make the escorts dramatically safer.

  • Docks — listen to the lighthouse Morse flashes, convert the groups to a number total (per-match) and enter it on the telegraph, then escort the ghost from the Infirmary toward the Docks. Fails on a wrong Morse sum or a lost ghost.
  • Showers — carry the spectral banjo into the blue spirit circle and earn kills until it completes, returning the banjo before its damage/timeout turns lethal; repeat the circles for the stone.
  • Michigan Avenue — escort a ghost from the Cafeteria through D-Block / Library / Cell Block; kill attackers before they touch it. Fails if the ghost takes too much damage.
  • Power House — a five-round Simon Says: record the three lit Building 64 panels, translate the sticky-note symbols via the punch-card / monitor reference (per-match mapping), then spirit-blast the ghost exactly as it reaches each matching lever. Fails on a wrong symbol or blast timing.
  • New Industries — start with full shield charges; use the shield key and spirit blasts to force the ghost through its route and turn it red WITHOUT letting it kill the other spirit, then finish it at the Spin Trap. Hardest of the five; save for last.
9
Richtofen's Laboratory (point of no return)

Place all five stones and descend

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With all five red stones on the laboratory wall map, the hidden staircase / metal door opens. Fully gear up first — Pack-a-Punch your weapons, repair the shield, refill both spirit blasts, buy every perk, and set your equipment. The metal laboratory door is the point of no return. All players descend and interact as prompted, then stand clear of the central machinery until the first Warden cycle begins.

Do not descend with a nearly broken shield — the boss demands repeated spirit blasts and gives few chances to rebuild. An Attuned (upgraded) shield with four blasts is a large advantage here.

10
The Dark Mechanism

Dark Mechanism and the Warden boss

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Three identical cycles: kill adds to gain shield-key souls, step into the active red cylinder around the large Warden and use the shield to survive the pressure, shoot the three red orbs on the mechanism, then spirit-blast the white orb that rises above it to advance one cycle. Avoid the lethal red floor circles. After the third cycle, Richtofen interacts with the machine and a cutscene pulls him away.

Survive the handoff: the remaining players now face an invulnerable Warden and endless adds — do NOT waste ammo on him. Kite, revive and use specialist/equipment until Richtofen re-enters. Then, as Richtofen, use the returned power/weapon sequence to make the Warden vulnerable and finish him.

Ending: the final Warden kill triggers the completion cutscene — Richtofen is freed and the run is done. Solo, you play the Richtofen finish yourself; in co-op the Richtofen player carries that final sequence while teammates hold the arena.

Side Easter Eggs & extras

Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.

Song

“Where Are We Going”

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Malukah, with new parts by Jack Wall and lyrics by Cindy Shapiro — a remix of the Mob of the Dead track. Spirit-blast the Citadel keypad and enter 935 (a nod to Group 935), separate from the quest codes, once per match. Cannot be triggered on Casual difficulty.

Buildable

Spectral Shield & the Attuned upgrade

+

The shield is mandatory (Step 2) — it is your spirit-blast tool for every keypad, voltmeter, bird and boss orb. The optional Attuned Spectral Shield upgrade adds extra health and two more spirit blasts (four total); highly recommended before the laboratory descent and the Warden fight.

Wonder weapon

Blundergat → Magmagat / Acidgat

+

Pull the Blundergat from the Mystery Box, then either build the Acid Gat kit for the Acidgat or feed it into Pack-a-Punch for the Magmagat — molten area denial that trivialises the escort challenges and the Dark Mechanism adds. Not required for the quest, but the strongest crowd tool on the map.

Free weapon

Hell's Redeemer

+

The upgraded, infinite version of Hell's Retriever — a one-hit returning tomahawk with no ammo cost.

Unverified specifics: the commonly cited method is to rack up a large number of Retriever-only kills (reported around 40 in a single round) and then retrieve the Redeemer from the lava-tunnel alcove; exact counts vary by source and patch, so confirm live.

  1. Earn the Hell's Retriever first (feed all three Cerberus heads)
  2. Get a round's worth of kills using only the Retriever
  3. Fly to the Golden Gate Bridge and throw the Retriever into the fiery pit — leave it there
  4. Return to Alcatraz; next round, collect the Hell's Redeemer at the Cerberus head — faster, stronger, longer range
Free weapon

Golden Spork (Spoon upgrade)

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An optional one-hit melee upgrade of the Spoon, echoing Mob of the Dead: acquire the Spoon (Step 4), get a run of Acid Gat / Magmagat kills in the Showers, and return the Spoon to the Infirmary blood tub to claim the Golden Spork. Not needed for the main quest.

Mechanic

Purgatory (Afterlife) & self-revive

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The BO4 reimagining of Mob of the Dead's Afterlife: there is no Quick Revive machine on standard — when you go down you enter Purgatory with a spectral pistol and must earn souls to self-revive. It is also how downed players stay useful. Keep your shield charged so you are rarely relying on it.

Side quest

The Warden (Brutus)

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The recurring mini-boss. East power spawns the first one (dropping the Warden's Key), code 666 spawns the once-per-match Warden for the ritual-room slam, and natural electric Wardens return from round 18+. He locks equipment/benches until paid off or killed — focus his helmet to speed the kill.

Elixir reference (Black Ops 4)

All 51 Black Ops 4 Elixirs — you equip 4 per class. Classic and Whimsical are unlimited; Common → Epic are consumable, brewed with Nebulium Plasma. These are Elixirs, not GobbleGums. Filter by tier.

Always Done Swiftly

Classic

Faster ADS walk/aim for 5 min.

Anywhere But Here

Classic

Random teleport with a blast.

Burned Out

Classic

Attackers ignite nearby zombies (3 hits).

Equip Mint

Classic

Refresh your equipment cooldowns.

Head Scan

Classic

Headshot instakill chance for 2 min.

Temporal Gift

Classic

Longer power-ups for 5 min.

Aftertaste

Classic

Keep perks on revive (5 min / 1 down).

Point Drops

Classic

Drop 500 of your points as a power-up.

Anti-Entrapment

Classic

Trap-damage immunity for 30s.

Nowhere But There

Classic

Teleport to a downed player.

Now You See Me

Classic

All zombies chase you for 15s.

Arsenal Accelerator

Classic

Faster special-weapon charge for 2 min.

Pop Shocks

Classic

Melee electrostatic discharge (5).

Stock Option

Classic

Ammo drawn from your stockpile for 2 min.

Bullet Boost

Common

Apply or re-roll an Alternate Ammo Type.

Ctrl-Z

Common

Turn up to 2 nearby zombies into allies (30s).

Dead of Nuclear Winter

Common

Drops a Nuke.

In Plain Sight

Common

Zombies ignore you for 10s.

Licensed Contractor

Common

Drops a Carpenter.

Phantom Reload

Common

30% chance of a free-magazine reload for 4 min.

Sword Flay

Common

Melee instakills basics / 5× for 1 min.

Who's Keeping Score?

Common

Drops Double Points.

Alchemical Antithesis

Rare

Every 10 points becomes 1 reserve ammo (1 min).

Blood Debt

Rare

Lose points instead of health for 1 min.

Extra Credit

Rare

A personal 1,250-point drop.

Immolation Liquidation

Rare

Drops a Fire Sale.

Kill Joy

Rare

Drops an Insta-Kill.

Shields Up

Rare

Grants a new shield.

Talkin' Bout Regeneration

Rare

Constant health regen while moving for 4 min.

Cache Back

Legendary

Drops a Max Ammo.

Dividend Yield

Legendary

Bonus shared points for 5 min.

Free Fire

Legendary

No ammo consumed for 30s.

Perk Up

Legendary

+4 random non-loadout perks.

Power Keg

Legendary

Drops a Full Power power-up.

Wall to Wall Clearance

Legendary

A wall-buy Fire Sale for 30s.

Undead Man Walking

Legendary

Zombies move at shambling speed for 1 min.

Shopping Free

Epic

Free purchases for 1 min.

Head Drama

Epic

Body shots register as head shots for 5 min.

Secret Shopper

Epic

Any wall-buy discounts ammo for any gun (10 min).

Reign Drops

Epic

One of each of the 9 core power-ups.

Power Vacuum

Epic

More drops with the cap ignored for 5 min.

Near Death Experience

Epic

Proximity revive (10 min / 5).

Phoenix Up

Epic

Revive all downed players, loadout perks kept.

Conflagration Liquidation

Epic

Drops a Bonfire Sale.

Join the Party

Epic

Spectators spawn in and downed players are revived.

Perkaholic

Epic

All loadout perks plus 6 random ones.

Refresh Mint

Epic

Refresh equipment, special and perk cooldowns for all.

Suit Up

Epic

Full armor for you and nearby players.

Wall Power

Epic

Your next wall-buy comes Pack-a-Punched.

Newtonian Negation · Quacknarok

Whimsical

2 cosmetic-only elixirs.

Dark Ops & mastery cards (Black Ops 4)

Black Ops 4's Zombies ‘Dark Ops’ challenge cards (the full set is a known community gap). Filter by category.

Put to the Quest calling card

Put to the Quest

Dark Ops

Complete the main Easter eggs on all three launch maps (IX, Voyage of Despair, Blood of the Dead).

Dodgy Devil calling card

Dodgy Devil

Dark Ops

Reach Round 20 on classic Zombies without taking a hit.

Perk Maestro calling card

Perk Maestro

Dark Ops

Activate every perk modifier.

Zombie Dark Ops Master calling card

Zombie Dark Ops Master

Mastery

Complete all Zombies Dark Ops challenges.

Visual guides & sources

Screenshots and exact part locations live in these — open one on a second screen.

Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open Blood of the Dead in the interactive codex for the solvers and map discussion.