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

In this guide: full main-quest walkthrough, recommended loadout, elixirs & talismans, side Easter eggs & songs, boss strategy · Very Hard, ~60–100 min.

Open the interactive guide →
Black Ops 4 · 2018

Dead of the Night

The Black Ops 4 Aether story detours to Alistair's Folly — a Victorian mansion on a storm-lashed English estate where Scarlett Rhodes and the Chaos crew hunt for a Sentinel Artifact among vampires, Nosferatu and Werewolves. Open Pack-a-Punch with three Tuning Forks, build Silver Bullets, the Ballistic Shield and the Alistair's Annihilator wonder weapon, then complete all three Trial by Ordeal quest lines — Telescope, Effigy and Knight — before the Forest Werewolf boss. Fully solo-capable; co-op only eases the timed lockdowns and the simultaneous shooting steps.

Released 7 Dec 2018 Wonder Weapon: Alistair's Annihilator (Folly → Chaos Theory)Specials: Vampires, Nosferatu & WerewolvesBoss: Forest Werewolf (statue-beam trap)
Very HardEst. time60–100 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Key areas

Entrance Hall / Main Hall & North Atrium

Spawn and the mansion hub — the Sentinel Artifact, the Atlas statue and bridge wheel-boxes, a clock, and the perk-statue routes fan out from here.

Library / Study & Smoking Room

The Silver Bullets build table, the Folly lockbox at the back of the Library, the Library Fire Trap, and the Smoking Room shield bench.

West Wing — Billiards, Music, Master Bedroom

A clock, fireplaces for the Knight line, the Music Room, and a ghost-lady spawn; Mystery-song coin nearby.

East Wing — Dining, Galleries, Trophy, Wine Cellar

Dining clock, East/West Gallery fireplaces, the shield gun-assembly, a Folly red-symbol pool, and two Mystery coins.

Gardens / Greenhouse Laboratory

Perk statues, the Materia conversion benches and the two Annihilator craft tables (Chaos Theory and Annihilator).

Cemetery / Mausoleum

Lightning rod, the Nosferatu coffin, the four Mausoleum bat-lamps, an effigy grave, and a perk machine.

Forest Terrace & Boss Arena

The Tuning-Fork gate, Pack-a-Punch at the back of the Forest, the mushroom mounds, the Knight electric triangle, and the Werewolf boss square.

Steps at a glance

  1. Activate the Sentinel Artifact; reveal the three coloured stones
  2. Open Pack-a-Punch with three Tuning Forks (clock, perk statue, ghost object) → Forest
  3. Build Silver Bullets at the Library table
  4. Build the Ballistic Shield in the Smoking Room
  5. Get Alistair's Folly (four colour symbols → Library lockbox)
  6. Upgrade to Chaos Theory (silver Werewolf kill → Greenhouse craft)
  7. Upgrade to Alistair's Annihilator (bat lamps + Nosferatu bile + mushroom part)
  8. Telescope line: lightning rod, Atlas rings, zodiac totals, lockdown
  9. Effigy line: five branches, 1912 grave, Green Vision, ghost escort, lockdown
  10. Knight line: blue fire trap, three fireplace sets, gems, spectral knights, lockdown
  11. Kill the Forest Werewolf boss at the statue-beam square
There is no normal quest text and no objective log — progress is tracked by twelve zodiac symbols ringing the Sentinel Artifact HUD icon. Record every clue and wait for each symbol to illuminate (plus a white flash / Max Ammo on lockdowns) before assuming a step is done. Only actively time one quest line at once; finish its lockdown before starting the next. A typical learned solo run is 70–100 minutes.

Full walkthrough

0% complete
1
Main Hall Sentinel Artifact → three particle vases

Activate the Artifact and reveal the three stones

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Buy into the mansion and interact with the Sentinel Artifact in the Main Hall to start the match's quest state. Then find the three vases giving off coloured particles — one purple, one green, one blue — shoot or melee each, kill roughly four zombies beside it, and interact to raise its stone indicator. These three stones become the Telescope, Effigy and Knight quest lines later.

Solo vs co-op: identical solo; in co-op split the vases to save a lap. The vase positions are drawn from mansion-wide pools each match — sweep every coloured glow while you open doors.

2
Clock → Perk statue → Ghost object → Forest Terrace gate

Open Pack-a-Punch — three Tuning Forks

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Three objectives each drop a Tuning Fork. All three are match-randomised, so follow the glow/quote rather than a fixed spot:

Cost/route: Pack-a-Punch itself is at the back of the Forest once the gate is cleared; standard 2,500-per-weapon cost. Bring the forks in any order.

  • Clock objective — at the active clock (Billiards, Dining, or Main Hall) interact to spawn a floor circle; stand in it and kill the infinite spawns until the first Tuning Fork appears
  • Perk-statue objective — go to the shown random perk statue; the area locks and vampires spawn — kill them until one drops the second Tuning Fork
  • Ghost-object objective — interact with the indicated will, doll, noose or portrait, then follow the drifting ghost through the mansion until it reveals the third Tuning Fork
  • Open the Forest — place all three forks on the debris at the Forest Terrace gate, kill the Werewolf that spawns, and continue to Pack-a-Punch at the rear of the Forest
3
Library build table

Build Silver Bullets

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Silver Bullets are special ammunition needed to damage Werewolves and to sink the lightning rod. Collect the three components — silver, gunpowder and charcoal — from their mansion pools and assemble at the Library table. You can re-buy Silver Bullet ammo at that table for the rest of the match, so top up before every boss/lockdown step.

Tip: supported bullet weapons gain a silver ammo type once built; keep a strong primary loaded with it for the boss.

4
Smoking Room bench

Build the Ballistic Shield

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The Ballistic Shield is required for the Knight line (it carries the flame) and for the Telescope electric run. Gather three parts (three possible spawns each) and build in the Smoking Room — grab them on your way to the first Sentinel Artifact activation, since they sit along the same route and cost you no extra laps.

  • Base / Body — Grand Staircase / Balconies
  • Window pane / Frame — Library / Study
  • Gun assembly / Cage — East Hall / Dining Room
5
Four symbol pools → Library lockbox

Get Alistair's Folly — the four colour symbols

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Find four glowing symbols, one each in red, yellow, green and blue. Every symbol is a stylised X / A / D / Z and every position is match-randomised from the pools below — note the shape under each colour, then enter that colour-order at the lockbox at the back of the Library. A correct code sounds an alarm and opens the window; take Alistair's Folly (a pistol firing self-safe exploding rounds with a charged blast).

Per-match cipher: the four shapes change every game — read your own symbols; never copy an example from a video.

  • Blue — Cemetery perk-machine stairs, atop the Mausoleum barn/house, the Mausoleum lion statue past Fast Travel, or a rear-Cemetery gravestone
  • Green — Gardens left/right of the perk machine or inside the Gazebo, or the Greenhouse Terrace left of the fountain
  • Red — Master Bedroom fireplace wall, Dining Room bar painting, Wine Cellar barrel bases, or above the East Gallery table
  • Yellow — Forest Terrace: right of the GKS wall-buy, left of the Bowie Knife wall-buy, or on a small ledge outside the right gate
6
Werewolf silver kill → Greenhouse Laboratory

Upgrade to Chaos Theory

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First upgrade adds charged elemental effects. Kill a Werewolf with Silver Bullets to drop Chaos Materia, convert it in the Greenhouse Laboratory, reveal the Library gun part with a shield melee, then craft at the left Greenhouse bench to make Chaos Theory. This adds the yellow acid pool (stuns/confuses a group) and the blue whirlwind/tornado charge on top of the base blast.

Tip: Werewolves only spawn from certain quest/gate triggers early on — kill the Forest-gate Werewolf from Step 2 with Silver Bullets if you can, to grab the Materia in one loop.

7
Mausoleum + Cemetery + Forest → right Greenhouse bench

Upgrade to Alistair's Annihilator — and its four charged elements

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Collect three parts with Chaos Theory, then craft at the last (right) Greenhouse Laboratory bench for Alistair's Annihilator. The finished gun cycles four charged-shot elements, each of which a quest line needs:

  • Fireball (fire) — vaporises crowds; lights the Effigy and turns the Library Fire-Trap flames blue for the Knight line.
  • Whirlwind / Tornado (blue) — lifts and spins zombies; the tornado kill farms vampire Bile.
  • Acid Pool (yellow) — stuns and confuses a group in place.
  • Green mind-control / shrink — turns zombies green to dig the Forest mounds and to drop Effigy branches; on the Annihilator the green portal also shrinks enemies out of existence.

Cycling the charge (unverified input): the charge element rotates as you hold the charge — watch the charge glow colour to confirm which effect is loaded before firing. Sources disagree slightly on whether the green effect reads as “mind-control” or “shrink”; treat them as the same green charge for quest purposes.

  • Bat Chaos Materia — in the Mausoleum, shoot the glowing orange lamp with Chaos Theory to move the glow; shoot all four lamps in quick sequence before the timer resets, then shoot down the bat/vampire that spawns to drop the Materia
  • Nosferatu Chaos Materia — kill vampires with the tornado charge to drop three Bile piles (no more drop after three), smear them on the red glowing coffin in the Cemetery, then kill the Crimson Nosferatu that rises
  • Gun part — in the Forest, hit zombies near the glowing-mushroom mounds with the green charge so they turn green and dig; one random mound yields the Annihilator gun part
8
Mausoleum lightning rod → North Atrium bridge → roof → telescope

Telescope line — lightning, Atlas, zodiac, lockdown

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Select the Telescope at the quest stones. Then all players simultaneously shoot the lightning rod above the Mausoleum with Silver Bullets to lower it and project a beam at the Atlas statue. Open the three wheel-boxes on the North Atrium bridge and turn them middle-left until green is covered, left-left until blue is covered, right-left until red is covered, repeating until all three beams stay blocked and Atlas's head melts. Read three zodiac totals, dial them least-to-most on the telescope, open and lock the roof, run the electric trap with raised shields, then all players melee the eyepiece together, take the stone and hold-interact as a team to start the lockdown. Survive the endless spawns and final Werewolves until the white flash / Max Ammo, then collect the stone.

Zodiac totals (per-match): three of seven rooms are active — in each, identify the zodiac and add its three scratch groups; an invisible third group counts as zero. Enter the three symbols ordered by total from smallest to largest; a wrong order just resets the dial.

Solo vs co-op: solo, the “simultaneous” lightning-rod and eyepiece steps are single-press; in co-op every player must fire/melee together or the step will not register.

  • Middle wheel — turn left until the green beam is covered
  • Left wheel — turn left until the blue beam is covered
  • Right wheel — turn left until the red beam is covered
  • Repeat the sequence until all three beams remain blocked and Atlas's head melts
9
Cemetery / Forest trees → Green Vision → escort → Cemetery box

Effigy line — branches, 1912 grave, ghost escort

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Select the Effigy stone. Fire charged green Annihilator shots at the five marked trees around the Cemetery/Forest route to drop five branches (if a branch will not drop, another timed line is blocking — finish it first). Find the grave whose death year is 1912 to fix the effigy identity, enter Green Vision and follow the green cue to the effigy, hit it with a fully charged fireball and interact. You are attached to the effigy and return as a blue-screen ghost — find and escort the ghost lady to the Cemetery Mystery Box spot, staying close. She burns and drops the stone; interact to exit Ghost Mode, hold-interact as a team, survive the Werewolves and take the stone after the flash.

Randomised: the five branch-trees, the 1912 grave, and the ghost-lady spawn (Entrance Hall, Wine Cellar, Master Bedroom or Dining Room) all vary per match. If downed mid-escort, repeat Green Vision → fireball → interact to re-enter Ghost Mode.

  • Collect five branches from the five marked trees with green charged shots
  • Identify the grave dated 1912 to set the effigy
  • Enter Green Vision, fireball the effigy, interact to become a ghost
  • Escort the ghost lady (Entrance Hall / Wine Cellar / Master Bedroom / Dining Room) to the Cemetery box
10
Library Fire Trap → fireplace sets → armour suits → Forest triangle

Knight line — blue fire trap, fireplaces, gems, spectral knights

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Select the Knight stone. Activate the Library Fire Trap and shoot its flames with a charged Annihilator shot to turn them blue, then run through the blue flames with the Ballistic Shield raised to ignite it. Melee the three fireplace sets in order with the flaming shield (re-ignite between sets if it goes out), taking a gem from each set. Place the three gems in the three armour suits, escort each following gem to its matching coloured Forest circle, then kill zombies by each spectral knight to advance it (twice each) until all three reach Pack-a-Punch and form an electric triangle. Lure a Werewolf fully inside and kill it, take the stone, start the team lockdown and survive to the flash.

Gem escort: each gem follows you only while you stay close — walk it in short stages. The armour suits are at the Cemetery, Main Hall and Gardens.

  • Set one — Smoking Room, Library right of trap, Library left of trap, Billiards Room (take gem 1)
  • Set two — Main Hall right of Mozu, East Gallery, Main Hall left of Mozu, West Gallery (take gem 2)
  • Set three — Trophy Room, Master Bedroom, Music Room, Dining Room (take gem 3)
  • Place gems in the Cemetery, Main Hall and Gardens suits, then deliver each to its matching Forest circle
  • Move each spectral knight twice toward Pack-a-Punch until the electric triangle forms
11
Right-side Forest door → statue-beam square

Forest Werewolf boss fight

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With all three stones complete, the right-side Forest door is the point of no return — hold-interact only when kitted: Silver Bullet weapon with full ammo, Ballistic Shield, Annihilator, and Homunculus or Wraith Fire equipment. Inside, rotate the edge statues so their white beams converge on the glowing green floor square (aligned beams turn green). Bait the Werewolf into the square to trap it and open its glowing chest, then focus fire the chest until the phase ends. Later phases add heavier vampires and may hide the square — realign beams to relocate it, clear adds, and repeat. Continue until the final health segment is gone.

Ending cue: the completion cutscene is the only confirmation — there is no objective text. Do not quit during the final animation.

Solo vs co-op: solo you rotate all statues yourself between baits; in co-op assign one player per statue and a runner to bait, which is much faster.

Side Easter Eggs & extras

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

Song

“Mystery”

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Elena Siegmann / Scott Eckert. Shoot four hidden coins (any order, once per match) to play it: (1) under the table by the fireplace at the North-Atrium end of the Main Hall; (2) East Hallway, on the wall by the door into the Dining Room; (3) inside a broken barrel by a tall candlestick in the Wine Cellar; (4) in the Library, atop the Egyptian statue — only shootable from the Study.

Buildable

Stake Knife

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A silver melee that one-hits vampires — a strong non-quest vampire-control option built from parts around the mansion; outside the required route.

Trap

Savage Impaler

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A wall-mounted spike trap that skewers vampires and zombies; excellent crowd/vampire control but not needed for the quest.

Extras

Hidden rooms & free items

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Several hidden rooms and one-use power-up/free-item spots dot the mansion for economy; not quest-critical, best saved for lockdowns.

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 Dead of the Night in the interactive codex for the solvers and map discussion.