Tag der Toten — 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, ~70–110 min.

Open the interactive guide →
Black Ops 4 · 2018

Tag der Toten

The final map of the Aether saga — a frozen Siberian Group 935 facility, a wrecked ship and a lighthouse, reimagining Black Ops’ Call of the Dead. The Hermit (Nikolai) guides Primis and Ultimis through Salvation Lies Above: raise power, earn a rotating Pack-a-Punch, build the Wunderwaffe DG-Scharfschütze and Samantha’s Music Box, charge the Seal of Duality across repeated orb-and-campfire cycles, then escort it through a lava-flood finale to close the story forever. Solo-capable; co-op only eases the timed holds.

Released 9 Jul 2019 Wonder Weapon: Wunderwaffe DG-Scharfschütze / TundragunQuest: Salvation Lies Above — the Aether finaleNo boss — George A. Romero returns only as a tribute
Very HardEst. time70–110 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Key areas

Beach / Docks

Spawn, the first power switch, the icicle caves and Hidden Patch, the Beach Pack-a-Punch spot on the far spit of land, and the snowy path up to the ship and lighthouse.

The Wrecked Ship (Sun Deck · Main Deck · Forecastle · Stern · Cargo Hold · Gangway)

Two zipline crank boxes, the Sun Deck Flinger to the iceberg, the Forecastle melt-pot, the Gangway Dynamite bench, the Frozen Path Pack-a-Punch, and several music-EE items.

Lighthouse (Levels 1–4 · Station · Approach cave)

The Hermit’s pulley/dumbwaiter at Level 4, the three blue rocks in the Approach cave, the Pack-a-Punch beam, the lockdown arena, the wall-buys, the George A. Romero glasses tribute, and the Reflections knock-door.

Group 935 Facility (Human Infusion · Decontamination · Specimen Storage · Security Lobby · Geological Processing · Loading Platform)

Second power, the Specimen safe / Vril rod, the Music Box vault, the soapstone fuse receptacle, the Wunderwaffe battery generators, and the Boathouse Pack-a-Punch on the approach path.

Artifact Storage

The four dial panels, the Apothicon that speaks the three riddles, the safe/Seal of Duality, and the large orb whose three fragments scatter across the map each cycle.

Sunken Path · Boathouse Cove · Iceberg

The campfire where the Music Box charges the Seal, the Boathouse scorch marks used to heat a soapstone, and the offshore iceberg holding the Golden Pack-a-Punch and the moving lava-bubble route.

Steps at a glance

  1. Power the Docks + Bridge; give a blue rock to the Hermit → rotating Pack-a-Punch
  2. Move both ziplines with cranks, take the Zipline Handle, power Human Infusion
  3. Craft Dynamite; clear two Challenge Totems → receive four dials
  4. Build the free Wunderwaffe DG-Scharfschütze and Samantha’s Music Box (both required)
  5. Set the four Artifact Storage dials by ear until each dings
  6. Hear three random Apothicon riddles → deliver the three matching offerings
  7. Blow the safe for the Seal of Duality; return three orbs; charge at the Sunken Path campfire
  8. Heat one soapstone + freeze one → fuse; Wunderwaffe two batteries + three generators → Elemental Shard
  9. Repeat the orb + campfire cycle; give the Seal to the Hermit → survive the lighthouse lockdown
  10. Charge the Seal at all four Pack-a-Punch machines; run the orb + campfire cycle once more
  11. Flinger to the Golden Pack-a-Punch (point of no return); escort the moving lava bubble
  12. Deliver the Seal; walk Samantha and Eddie into the light → the Aether saga ends
Three things fail most runs. (1) A carried hot soapstone dies the instant it touches water — scout a fully dry zipline/walkway route before you pick it up. (2) Normal Pack-a-Punch is gone after you give the Seal to the Hermit for the lockdown — finish every weapon upgrade first. (3) The Apothicon riddles, dial positions and orb spawns are randomised every match — trust the live Hermit/Apothicon quote and the lighthouse beam, never an example value from a video. Note: despite being the Call of the Dead remake, George A. Romero is NOT a boss here — he appears only as a glasses tribute (see side quests).

Full walkthrough

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1
Docks + Bridge switches → Lighthouse Approach cave → Hermit (Level 4)

Raise power and earn the rotating Pack-a-Punch

+

Flip the power switches at the Docks and the Bridge to energise the first sections and the lighthouse route. In the Lighthouse Approach cave there are three glowing blue rocks — shoot or melee one loose, pick it up, and carry it to the Hermit’s pulley at Lighthouse Level 4. Placing it makes the lighthouse beam sweep to a timed Pack-a-Punch location. The four normal machines sit at Lagoon (by the perk), Frozen Path (by the hole in the boat), the Boathouse path and the Beach spit; whichever the beam lights is the one you may use (5,000 points).

Tip: if PaP never appears, the blue rock was not delivered or the beam has already rotated — re-check the Hermit pulley and follow the current beam.

2
Ship crank boxes → Hermit → Human Infusion power

Move both ziplines and take the Zipline Handle

+

Find a crank and install it to re-tension each zipline, turning until it stops:

  • Beach line — crank spawns on the Stern; install it in the Sun Deck box and wind it fully.
  • Cargo Hold line — crank spawns on the Forecastle; install it in the Main Deck box and wind it fully.

With both lines moved, return to the Hermit and take the Zipline Handle. It opens the zipline route into the Group 935 Facility — go inside and switch on Human Infusion power.

Tip: if the Handle is not offered, one crank has not bottomed out — re-check the Sun Deck and Main Deck boxes until both fully stop.

3
Gangway bench → two scarecrow totems → Hermit dials

Craft Dynamite and clear two Challenge Totems

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Kill three flaming (fire) zombies and grab the part each drops — snowball headshots or the Tundragun make these fast. Craft only at the Gangway bench to build the Dynamite Bomb (needed to blow the Seal safe later).

Then complete any two of the scarecrow-style Challenge Totems — the two active ones are drawn from five sites (Frozen Crevasse, Forecastle, Beach, Lighthouse and Specimen Storage) and each is a three-tier set of objectives (kill counts, trap kills, headshots). Their challenges are randomised, so pick the two easiest for your loadout — and since the totems are this quest's biggest time sink, run the Dynamite, Music Box and Wunderwaffe builds concurrently while you clear them. Return to the Hermit to receive the four dials for Artifact Storage. (Clearing every totem also earns a free Thundergun — see side quests.)

4
Forecastle melt-pot → Specimen Storage safe → Hermit crate

Build the free Wunderwaffe DG-Scharfschütze (required)

+

Complete Forecastle totem challenges until you are given the “Find Cooking Ingredients” task, then:

  • Shoot down an icicle in the Beach caves and carry it to the metal pot on the Forecastle; it melts into a key.
  • Zipline to the Facility and use the key to open the Specimen Storage safe → take the Vril / Golden Rod.
  • Score kills to fill the rod with souls until it is charged, then place it in the Hermit’s dumbwaiter at Level 4 — it returns a final crate key.
  • Open the marked crate at Lighthouse Level 4 to claim the Wunderwaffe DG-Scharfschütze for free.

This electric “sniper” bolt is mandatory: it is the only thing that charges the battery generators in Step 8. It can also drop from the Mystery Box, but the free copy is reliable.

5
Keycards → Security Lobby → Human Infusion vault

Build Samantha’s Music Box (required)

+

Collect the two keycards — one in Decontamination, one in Specimen Storage — and insert both into the Security Lobby processing machine; wait, then retrieve them. Slot a card on each side of the Human Infusion vault to trigger a lockdown; survive it, then take Samantha’s Music Box from the opened vault.

Solo vs co-op: the vault lockdown is fully solo-doable — train the room and keep both card slots covered; co-op simply splits the two sides. The Music Box is a fixed quest item (it occupies your equipment slot when deployed) and is required for every campfire charge.

6
Artifact Storage control room

Set the four Artifact Storage dials by ear

+

Install the Hermit’s four dials on the Artifact Storage panels. Turn each one click at a time — when a dial reaches its correct position it gives a clear ding. Leave that dial immediately and move to the next. When all four are correct the Apothicon activates and will speak its riddles.

Tip: the correct positions are randomised per match — do not copy a video. If a dial will not ding, keep advancing one click at a time and never re-touch a dial that has already dinged.

7
Apothicon → three offering objects → receptacle

Deliver the three Apothicon offerings

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Interact with the Apothicon and write down the exact riddle. Each riddle points to one object elsewhere on the map; fetch it and place it in the receptacle, waiting for the confirmation sound before the next. The set of three is drawn randomly from a large fixed table — trust the live quote, not an example. Common riddle → location pairings:

  • “Where thirst is quenched” → a water vessel / drinking object at the Boathouse or Docks
  • “Where power is first born” → the Docks / Bridge power machinery
  • “Where the earth is torn” → the Facility excavation / Geological Processing drill area
  • “Where the ship sleeps” → the Cargo Hold / ship interior
  • “Where the dead are stored” → the Specimen Storage morgue shelves
  • “Where the lighthouse sees” → the Lighthouse lens / upper levels
8
Safe → Artifact Storage orb → Sunken Path campfire

Take the Seal of Duality, return the orbs, and charge it at the campfire

+

After the three offerings a clue points to a poster/board hiding a safe (known spots include Geological Processing and the Boathouse); melee it to expose the safe, detonate your Dynamite, and take the Seal of Duality. Install the Seal in Artifact Storage and shoot the large Apothicon blood orb above it — three smaller orbs scatter across the map. For each one: hit it with a snowball to freeze it blue, then shoot it from the correct side so it travels back toward Artifact Storage. When all three return, carry the Seal to the Sunken Path campfire, deploy Samantha’s Music Box into the fire, defend until the charge cue, and retrieve the Seal.

  • Orb 1 — freeze with a snowball first, then shoot toward Artifact Storage
  • Orb 2 — if it stalls short, re-freeze and shoot again from the side that pushes it home
  • Orb 3 — repeat until all three seat back on the Seal (listen for the completion cue)
9
Boathouse + Decontamination traps → Human Infusion → Wunderwaffe generators

Forge the elemental fuse and charge the generators

+

Collect the pair of soapstones from the Hermit. Heat one on the Boathouse scorch marks using the Lighthouse fire trap; freeze the other under the Decontamination ice trap. Carry the hot stone on a completely dry route (any water contact fails it) to Human Infusion, bring the frozen stone too, and combine them into the elemental fuse. Install the fuse in the Lighthouse Station to open the electrical stage. Now use the Wunderwaffe DG-Scharfschütze to electrify the two red batteries, then at each of the three generators kill the Electricity Zombies inside the marked zone until it completes. Open the newly powered door for the Elemental Shard.

Tip (kill-credit): a generator only advances on electric zombies killed inside its ring — normal kills or kills outside the zone do nothing. If a stone fails, reheat/refreeze and re-run the dry route.

10
Artifact Storage → Sunken Path → Hermit → Lighthouse levels

Second cycle, then the lighthouse lockdown

+

Run the whole Seal charge again: place the Seal (now with the Shard) in Artifact Storage, shoot the large orb, freeze and return all three small orbs, then charge at the Sunken Path campfire with the Music Box. When the Seal is charged, give it to the Hermit — this starts the lighthouse lockdown.

Point of no return for shopping: once you hand over the Seal, normal Pack-a-Punch access is lost — fully upgrade every weapon BEFORE this hand-off.

Solo vs co-op: hold the lighthouse levels and stay inside the objective area; the Seal returns on the end cue. Solo, train the stairwell and keep a wonder weapon in reserve; co-op, post players on each landing and guard revives.

11
Beach · Frozen Path · Boathouse · Lagoon → orb + campfire once more

Charge the Seal at all four Pack-a-Punch machines

+

Carry the returned Seal to each of the four normal Pack-a-Punch machines the lighthouse indicates — Beach, Frozen Path, Boathouse and Lagoon — and charge it at each until the machine accepts it (kills feed souls into the charge). Then run the Artifact Storage orb return and the Sunken Path campfire ONE more time. The Seal is now ready for the finale.

Tip: the four machines can be visited in any order; if a charge stalls, clear the immediate area so souls register, then re-interact.

12
Sun Deck Flinger → Iceberg → four bubble stops → Forecastle → the light

Golden Pack-a-Punch finale and the lava-bubble escort

+

Wait for the special iceberg lighthouse cue, then have the whole team stand on the Sun Deck Flinger to launch to the Golden Pack-a-Punch iceberg — this is the point of no return. The iceberg's Golden Pack-a-Punch only works while the lighthouse beam is shining on it — fling over on the lit cue, not mid-rotation, or you'll find a dead machine. Charge the Seal there while infinite zombies attack (any last weapon can be maxed here in one use); after roughly two minutes the group is flung back and the map’s water becomes lava. A moving protection bubble surrounds the Seal route — leaving it is rapidly lethal. Move with the bubble and kill inside each stop until it advances:

  • Hold Main Deck, then Lighthouse Cove.
  • Hold Lighthouse Station, then Human Infusion.

Give the finished Seal to the Hermit, take the zipline to Sun Deck, and pick the Seal up at the Forecastle to trigger the ending. After the cutscene, stay close and walk Samantha and Eddie into the light — the final cinematic closes the Aether saga.

Solo vs co-op: solo you both carry and defend, so pre-clear each stop’s route; co-op should assign a bubble caller, a rear guard and a revive specialist, and never chase drops outside the boundary. The objective boundary — not enemy count — decides survival.

Side Easter Eggs & extras

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

Song

“A Light from the Shore”

+

Kevin Sherwood’s hidden track. Interact with three horror-movie weapons that reference Call of the Dead’s opening: a sickle in the Ice Grotto (Sarah Michelle Gellar), a machete at the end of the Hidden Patch near the Beach (Danny Trejo), and a pitchfork on the Loading Platform at the Group 935 facility (Robert Englund). Any order, once per match.

Song / hidden tune

“Reflections”

+

Interact three times with the Lighthouse Station metal door (the wall-buy door where the Ultimis crew were trapped in Call of the Dead). Each interaction returns a knocking audio cue; the third starts the track.

Tribute (NOT a boss)

George A. Romero’s glasses

+

Romero was the pursuing boss zombie in the original Call of the Dead — here he does not appear as an enemy. His glasses rest on a table near the buildable bench in the lighthouse; interacting prompts a character quote about him and awards 500 points. A memorial, not a fight.

Free wonder weapon

Thundergun

+

Complete every challenge on the Challenge Totems (not just the two the main quest needs). The Hermit then hands a key to open the Ascension Group chest for a free Thundergun.

Free wonder weapon

Tundragun

+

Snowball five hidden targets within a time limit: above the Group 935 facility door on the Loading Platform, on a wall in the Ice Grotto, near the Sun Deck Flinger, on the Level-3 lighthouse newel, and on a Cargo Hold pillar. Hitting all five opens a chest by the Cargo Hold target holding the Tundragun (a cryo-firing Thundergun).

Other wonder weapons

Box / crafted arsenal

+

The Mystery Box and quests can also yield the Ray Gun, Ray Gun Mark II, and the returning Matryoshka Dolls and Monkey Bombs. A buildable shield and Heat Pack ease the punishing cold-water traversal.

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 Tag der Toten in the interactive codex for the solvers and map discussion.