Voyage of Despair — Black Ops 4 Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, recommended loadout, elixirs & talismans, calling cards, side Easter eggs & songs, boss strategy · Hard, ~50–80 min.

Open the interactive guide →
Black Ops 4 · 2018

Voyage of Despair

The Chaos crew’s second stop — the sinking RMS Titanic, 1912, its decks split between icy corridors and flooded holds. Claim the Sentinel Artifact, earn the Kraken from a soul-fed chest, then work the clock dials, four elemental outlets, the poison-flooded Turbine Room, a random planet order and the Sun ice-sprint before facing the five-phase Odin’s Eye in the Abandon Ship main quest. Note: BO4 is CLASSIC-era — traditional perks, Elixirs and Specialist weapons; no armour, rarity, salvage or attachments.

Released 12 Oct 2018 Wonder Weapon: KrakenQuest: Abandon ShipBoss: Odin’s Eye
HardEst. time50–80 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Key areas

Forecastle / Spawn

The bow. Starting room, first wall-buys, a Medusa coin below the stairs, and the bow end of the Sun ice-chase route.

Grand Staircase

The central vertical artery. Upper Staircase clock room, Lower Grand Staircase Pack-a-Punch pedestal (and a hidden song coin overhead).

Bridge / Boat Deck

Navigation. The four minute-dials on the Bridge steering console; the Boat Deck is one possible Kraken drop point.

Poop Deck

The stern. Sentinel Artifact plinth, two hour-dials, a Kraken drop point, and the opening and final phases of the Odin’s Eye fight.

Cargo Hold / State Rooms

Flooded bow interior with a Pack-a-Punch pedestal and the Solar-System model; the State Rooms / Promenade host outlets and boss phases.

Turbine & Engine Rooms

Lowest stern machinery. A Pack-a-Punch pedestal, the Kraken bench, two hour-dials, and the nine leaking pipes that flood for the Artifact upgrade.

Steps at a glance

  1. Activate the Sentinel Artifact → the four Pack-a-Punch pedestals
  2. Earn the free Kraken (Stoker key → soul chest ×3 → drop object)
  3. Pack-a-Punch the Kraken to the Poison variant (Jormungandr’s Fang)
  4. Clock & alchemical-symbol dials — 4 minute + 4 hour values
  5. Four elemental outlets: Poison → Water → Electric → Fire rituals
  6. Poison Kraken → shoot 9 Turbine pipes → flood the room
  7. Insert the Artifact into the flooded Pack-a-Punch
  8. Activate 9 planet symbols → read the Cargo Hold model order
  9. Shoot each planet in the sky, Sun last → collect the orbs
  10. Sun orb → destroy every ice block bow-to-stern before the freeze
  11. Final ritual → recover the underwater Artifact
  12. Beat Odin’s Eye across its five ship phases
The whole quest is anchored to named decks, not left/right calls. The main quest needs Normal difficulty or higher, and it's worth building the Distillation Kit shield before the elemental rituals. Only four of six clock rooms are active each match, outlet elements are match-generated, and the planet order is fully random — so there is no code to memorise, only your own match to read. Push straight to the Poop Deck for the Artifact and light the four pedestals as the route opens, recording active clocks on the same lap.

Full walkthrough

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Poop Deck → four pedestal anchors

Activate the Sentinel Artifact & the four pedestals

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Buy your way from the Forecastle toward the stern and interact with the Sentinel Artifact on the Poop Deck — a burst of energy scatters four glowing spheres and wakes the four Pack-a-Punch pedestals. Activate all four; the Pack-a-Punch machine assembles at the last pedestal you interacted with (so you can choose where it starts by saving your preferred pedestal for last) and then rotates location every few rounds.

Solo vs co-op: identical objective; co-op just opens the ship faster. Do this first — every later stage assumes the Artifact is live.

  • Poop Deck — beside the Sentinel Artifact plinth
  • Turbine Room — lowest stern machinery level
  • Lower Grand Staircase — foot of the central staircase
  • Cargo Hold — flooded bow interior
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Stoker → soul chest (5 possible rooms) → drop point

Earn the free Kraken

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From about round 12, a Stoker (coal-armoured mini-boss) appears — shoot away its coal plating, then kill it by hitting the exposed glowing weak point. It drops a key. Open the key chest at its random spawn, then kill zombies beside it to feed it souls until it vanishes and relocates — repeat for three fills total. After the third fill a floating object appears telling you where a tentacle will hurl the Kraken; collect the weapon from the box that drops at that deck.

Solo vs co-op: fully solo-capable — the chest simply fills slower with one player’s kills. The Mystery Box can also give the Kraken, but this route is free and reliable.

  • Chest room (each fill, randomised) — Mail Rooms
  • Chest room — State Rooms
  • Chest room — Galley
  • Chest room — Provisions
  • Chest room — Turbine Room
  • Drop object → telescope = Poop Deck
  • Drop object → compass = Boat Deck
  • Drop object → globe = Mid-Deck (source-listed; web guides most often document telescope/compass)
  • Drop object → binoculars = Forecastle (source-listed)
  • Drop object → pliers = Aft Decks (source-listed)
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Any active Pack-a-Punch machine

Pack-a-Punch the Kraken to Poison

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Feed the Kraken into Pack-a-Punch. The base upgrade is the Cirein-Croin Crasher; each subsequent insert (6,000 points, pick up the dropped plasma to refill ammo) lets you pick one of four elemental variants. You need the Poison variant, Jormungandr’s Fang, for the pipe stage — an Ice variant is the pick for the boss.

Variant map: Jormungandr’s Fang → Poison; Grip of Akkorokamui → Ice; Inkanyamba’s Roar → Electric; Breath of Leviathan → Fire.

Alt route: the Poison Kraken can instead be built via the Distillation Kit — one part each in the Galley, Cargo Hold and 1st Class Lounge, assembled at the Engine Room bench, then a Poison Catalyst killed with the Kraken to fit the poison component. Most runners just Pack-a-Punch it.

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6 clock rooms → Bridge / Poop Deck / Engine Room dials

Clock & alchemical-symbol dials

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Inspect all six clock rooms; only four have a nearby alchemical symbol. For each active clock, record its symbol + time together. Then set the four minute dials on the Bridge console (each labelled with one symbol; top = 00, five-minute steps) and the four hour dials — two on the Poop Deck (the lined triangles) and two in the Engine Room (plain up/down triangles), assignments fixed by position. When all eight are right a completion sound plays and the dials lock; if any still turns, one symbol/value pairing is wrong.

Per match: which four clocks are active, and their times, change every game — read your own clocks; never copy a video’s values.

  • Clock room — Mail Rooms
  • Clock room — Bridge
  • Clock room — Upper Grand Staircase
  • Clock room — 1st Class Lounge
  • Clock room — Galley
  • Clock room — 3rd Class Berths
5
6 possible outlet rooms → ritual circles

Four elemental outlets & rituals

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After the clock lock, sweep the outlet rooms — four now show an elemental marking (one each Poison, Water, Electric, Fire). Kill a matching-element Catalyst zombie right beside its outlet to charge it (normally one charge per round; a portal/symbol cue confirms). Then complete the ritual trials in strict order: Poison → Water → Electric → Fire, collecting the Artifact fragment after each completion flash.

Per match: which rooms hold which element is randomised — record room + element as you find them. Possible outlet rooms include the State Rooms, Upper Grand Staircase, 3rd Class stairway, Aft Decks, Dining Hall and 1st Class Lounge.

Solo vs co-op: soloable; co-op only helps clear pressure during each trial. Confirm the charge cue before leaving an outlet.

  • Poison outlet — kill a Poison Catalyst at it → complete first
  • Water outlet — kill a Water Catalyst at it → complete second
  • Electric outlet — kill an Electric Catalyst at it → complete third
  • Fire outlet — kill a Fire Catalyst at it → complete fourth (last)
6
Turbine Room → flooded Pack-a-Punch

Flood the Turbine Room & upgrade the Artifact

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With the Poison Kraken (Jormungandr’s Fang), sweep the Turbine Room’s upper and lower machinery for nine small leaking pipes — a valid poison hit seals each leak. The room only begins flooding after the ninth registers. Wait for Pack-a-Punch to rotate into the now-flooded room, insert the Sentinel Artifact, and retrieve it after the processing cue.

Recovery: if it will not flood, one pipe is unsealed — re-sweep both rows slowly; only the Poison variant counts.

  • Sweep upper machinery row — leaking pipes
  • Sweep lower machinery row — leaking pipes
  • Both port and starboard sides — nine leaks total
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9 planet symbols → Cargo Hold Solar-System model → deck sightlines

Planet symbols & the Cargo Hold model

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Interact with the nine planet symbols dotted around the ship to activate them, then read the Solar-System model in the Cargo Hold — the planets flash in a random order. Write the full sequence. From open-deck sightlines, shoot each planet in the sky in that order; each drops a glowing orb at its own symbol on the map. Collect each orb before shooting the next planet, and leave the Sun until last.

Per match: the flash order is fully random every game — read the model yourself. If an orb is missing you fired the next planet too early; return to the previous symbol and search the floor.

  • Sun — Forecastle
  • Mercury — Mail Rooms
  • Venus — Millionaire / State Rooms
  • Moon — Lower Grand Staircase
  • Mars — Boiler / Turbine Room
  • Saturn — Bridge
  • Jupiter — Engine Room
  • (remaining symbol) — Aft Decks
  • Uranus — State Rooms floor
8
Forecastle → Poop Deck → underwater

Sun orb ice-chase & final ritual

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Prep first: open every direct door, clear the round, reload, and put the slowest player at the front. Interact with the Sun orb — ice begins racing bow-to-stern and destructible ice blocks appear along the route. Destroy each block completely before advancing (explosives / high-damage fire), one player watching the rear freeze, until the final block on the Poop Deck breaks. Then enter the final ritual circle: the team transitions underwater to recover the Artifact, then is transported into the boss fight.

Failure is recoverable: if the freeze catches you the attempt resets for a later round — you do not rebuild the whole quest. Do not detour for drops mid-sprint.

Solo vs co-op: soloable but tight — a movement perk (Stamin-Up) and pre-cleared route are what make the sprint safe; in co-op split the clearing and block-breaking roles.

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Poop Deck · Engine Room · State Rooms · Promenade · Poop Deck

Defeat Odin’s Eye

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The Odin’s Eye boss moves through five ship locations, teleporting on a cue (not a fixed timer). It only takes damage during its laser / charge windows — firing outside them wastes ammo.

Phase 1 — Poop Deck: clear the enemy quota, stay out of the beam, wait for the teleport.

Phase 2 — Engine Room: hold the narrow lanes, remove Stokers/catalysts fast, keep the centre clear.

Phase 3 — State Rooms: first damage window — hit the exposed eye during the laser (an Ice Kraken and Hellion splash shine here).

Phase 4 — Promenade Starboard: repeat the laser-window damage in the long deck lane; use the shield to cross pressure but don’t block teammates’ firing lanes.

Phase 5 — Poop Deck: the Eye attempts a lethal charge — pour every high-damage weapon into the exposed window to interrupt the charge, then finish its health to trigger the ending. If the charge completes, the team is downed, so save Specialist and max ammo for this phase.

Side Easter Eggs & extras

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

Song

“Drowning” — Kevin Sherwood ft. Malukah

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Shoot four hidden Medusa coins, any order, once per match, to play the track: (1) Forecastle — on the rear of a wooden crate beneath the stairs, upper-left near the burning cargo; (2) Poop Deck — between a large rope spool and a crate on the ship’s side, facing the bow; (3) Sun Deck — under an overturned desk inside a luggage-filled lifeboat, peek between two chests; (4) Lower Grand Staircase — on a rafter above the Pack-a-Punch pedestal; stand in front of the pedestal and look up.

Side build

Ballistic Shield / Svalinn Guard

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Build the Ballistic Shield for the ship’s tight corridors — near-essential for surviving the boss lanes. Upgrading it to the Svalinn Guard adds durability and a Cryofreeze shield-gun; useful but optional. Carry a full shield into the final ritual.

Loadout note

Boss-ready setup (classic-era)

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Perks/Elixirs: Victorious Tortoise, Stamin-Up (ice sprint), PhD Slider (explosive splash), plus Quick Revive or Dying Wish. Specialists such as the Scepter of Ra (revives) or Viper and Dragon (damage) are strong finale insurance. Keep the Poison Kraken for pipes, then an Ice variant for Odin’s Eye.

Calling cards on this map

Cosmetic calling cards you can earn on this map. Global Dark Ops challenge cards are in the reference section below.

Sea Legs calling card

Sea Legs

Map challenge

Complete the Voyage of Despair main Easter egg without going down.

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 Voyage of Despair in the interactive codex for the solvers and map discussion.