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.
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
- Power the Docks + Bridge; give a blue rock to the Hermit → rotating Pack-a-Punch
- Move both ziplines with cranks, take the Zipline Handle, power Human Infusion
- Craft Dynamite; clear two Challenge Totems → receive four dials
- Build the free Wunderwaffe DG-Scharfschütze and Samantha’s Music Box (both required)
- Set the four Artifact Storage dials by ear until each dings
- Hear three random Apothicon riddles → deliver the three matching offerings
- Blow the safe for the Seal of Duality; return three orbs; charge at the Sunken Path campfire
- Heat one soapstone + freeze one → fuse; Wunderwaffe two batteries + three generators → Elemental Shard
- Repeat the orb + campfire cycle; give the Seal to the Hermit → survive the lighthouse lockdown
- Charge the Seal at all four Pack-a-Punch machines; run the orb + campfire cycle once more
- Flinger to the Golden Pack-a-Punch (point of no return); escort the moving lava bubble
- Deliver the Seal; walk Samantha and Eddie into the light → the Aether saga ends
Full walkthrough
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.
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.
Craft Dynamite and clear two Challenge Totems
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.)
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.
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.
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.
Deliver the three Apothicon offerings
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
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)
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.
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.
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.
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.
“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.
“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.
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.
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.
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).
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.
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.
Wunderwaffe DG-Scharfschütze (free build)
Required wonder weapon · chain-lightningThe mandatory quest weapon — a single fast electric bolt that stuns and chains through packs and is the ONLY tool that charges the Step-9 battery generators. Headshots amplify the chain. Pack-a-Punch it for ammo and damage, and pair with Stamin-Up to reposition between generator rings.
Tundragun (free snowball quest)
Crowd control · freeze + shatterA cryo Thundergun that freezes and shatters a whole cone of zombies — ideal for clearing space on the lighthouse lockdown and each lava-bubble stop, and for farming Dynamite fire-zombie parts. Pack-a-Punched it gains blast radius; run with Bandolier Bandit for ammo and Winter’s Wail for panic room.
VKM 750 (Pack-a-Punched) + PhD Slider
Bullet workhorse · sustained DPSA high-capacity LMG as the go-to headshot gun once upgraded, freeing the wonder weapons for quest-only jobs. Feed it Bandolier Bandit and ammo Elixirs and keep Quick Revive/Timeslip, Dying Wish and Victorious Tortoise up for the long endurance route to the finale.
Recommended elixirs & talismans
Black Ops 4 has no GobbleGums — equip 4 Elixirs per class and one passive Talisman from match start. Weapons and the elemental staffs are in Recommended loadouts above.

Perkaholic
EpicAll loadout perks plus 6 random ones — worth it for the series-ending quest.

Perk Up
Legendary+4 random non-loadout perks.

Cache Back
LegendaryDrops a Max Ammo.

Kill Joy
RareDrops an Insta-Kill.

Free Fire
LegendaryNo ammo consumed for 30s.

Phoenix Up
EpicRevive all downed team-mates, loadout perks kept.

Near Death Experience
EpicProximity revive (10 min / 5 revives).

Suit Up
EpicFull armor for you and nearby players.

Dividend Yield
LegendaryBonus shared points for the team (5 min).

Glowing Phylactery
EpicAn extra self-revive for the long finale quest.

Charm of the Miser
CommonCheaper Pack-a-Punch.

Grand Amulet (perk of choice)
LegendaryThat perk is never lost, even when downed.
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
ClassicFaster ADS walk/aim for 5 min.

Anywhere But Here
ClassicRandom teleport with a blast.

Burned Out
ClassicAttackers ignite nearby zombies (3 hits).

Equip Mint
ClassicRefresh your equipment cooldowns.

Head Scan
ClassicHeadshot instakill chance for 2 min.

Temporal Gift
ClassicLonger power-ups for 5 min.

Aftertaste
ClassicKeep perks on revive (5 min / 1 down).

Point Drops
ClassicDrop 500 of your points as a power-up.

Anti-Entrapment
ClassicTrap-damage immunity for 30s.

Nowhere But There
ClassicTeleport to a downed player.

Now You See Me
ClassicAll zombies chase you for 15s.

Arsenal Accelerator
ClassicFaster special-weapon charge for 2 min.

Pop Shocks
ClassicMelee electrostatic discharge (5).

Stock Option
ClassicAmmo drawn from your stockpile for 2 min.

Bullet Boost
CommonApply or re-roll an Alternate Ammo Type.

Ctrl-Z
CommonTurn up to 2 nearby zombies into allies (30s).

Dead of Nuclear Winter
CommonDrops a Nuke.

In Plain Sight
CommonZombies ignore you for 10s.

Licensed Contractor
CommonDrops a Carpenter.

Phantom Reload
Common30% chance of a free-magazine reload for 4 min.

Sword Flay
CommonMelee instakills basics / 5× for 1 min.

Who's Keeping Score?
CommonDrops Double Points.

Alchemical Antithesis
RareEvery 10 points becomes 1 reserve ammo (1 min).

Blood Debt
RareLose points instead of health for 1 min.

Extra Credit
RareA personal 1,250-point drop.

Immolation Liquidation
RareDrops a Fire Sale.

Kill Joy
RareDrops an Insta-Kill.

Shields Up
RareGrants a new shield.

Talkin' Bout Regeneration
RareConstant health regen while moving for 4 min.

Cache Back
LegendaryDrops a Max Ammo.

Dividend Yield
LegendaryBonus shared points for 5 min.

Free Fire
LegendaryNo ammo consumed for 30s.

Perk Up
Legendary+4 random non-loadout perks.

Power Keg
LegendaryDrops a Full Power power-up.

Wall to Wall Clearance
LegendaryA wall-buy Fire Sale for 30s.

Undead Man Walking
LegendaryZombies move at shambling speed for 1 min.

Shopping Free
EpicFree purchases for 1 min.

Head Drama
EpicBody shots register as head shots for 5 min.

Secret Shopper
EpicAny wall-buy discounts ammo for any gun (10 min).

Reign Drops
EpicOne of each of the 9 core power-ups.

Power Vacuum
EpicMore drops with the cap ignored for 5 min.

Near Death Experience
EpicProximity revive (10 min / 5).

Phoenix Up
EpicRevive all downed players, loadout perks kept.

Conflagration Liquidation
EpicDrops a Bonfire Sale.

Join the Party
EpicSpectators spawn in and downed players are revived.

Perkaholic
EpicAll loadout perks plus 6 random ones.

Refresh Mint
EpicRefresh equipment, special and perk cooldowns for all.

Suit Up
EpicFull armor for you and nearby players.

Wall Power
EpicYour next wall-buy comes Pack-a-Punched.
Newtonian Negation · Quacknarok
Whimsical2 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
Dark OpsComplete the main Easter eggs on all three launch maps (IX, Voyage of Despair, Blood of the Dead).

Dodgy Devil
Dark OpsReach Round 20 on classic Zombies without taking a hit.

Perk Maestro
Dark OpsActivate every perk modifier.

Zombie Dark Ops Master
MasteryComplete all Zombies Dark Ops challenges.
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.