Attack of the Radioactive Thing — Infinite Warfare Zombies Easter Egg Guide

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

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MOTEL
Infinite Warfare · 2016

Attack of the Radioactive Thing

A 1950s creature-feature homage in a nuclear-blighted California beach town. Its main quest hangs on one of Zombies' most elaborate randomised puzzles — a chemical formula you decode fresh every match to build the cure and defeat the Radioactive Thing. The main quest is called Soul-Less.

Released 6 Jul 2017 Wonder Weapon: M.A.D.Boss: CrogzillaRandomised chemistry cipher
Very HardEst. time60–100 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Key areas

Spawn / Beach laboratory

Starting sands by the OSA wall-buy — the zombie hand holding the power handle, the buried arm, the reconstruction bed & number machine, and the Crog-Zilla cart start.

Ice Cream Parlour / Drive-In

The UDM wall gun, the Skull Hop cabinet, the rear office (Spell Book safe, punch card), the Seismic Wave Generator bench and the drive-in playground parts.

Power Station

Uphill past the drive-in — the power box, a repairable radio by the porta-potty, the electric fence trap (Double Pack-a-Punch) and a pressure gauge.

Beachside Market / Main Street

Deadeye Dewdrops, the Cleaver counter, the liquor & chemical shelves, the Freezer Trap, the safe / desk back office, and Main Street's mirror car.

Gas Station / garage

The garage — unlocked by the reconstruction key — holding the Chemical Station and the nuke; a pressure gauge sits on the rear wall.

TV Studio

Elvira's set — the map-colour control console, the five film reels and the television that shows the M×O colour band.

Motel / RV Park

Bombstoppers and the Crowbar maintenance room, Dr. Bright's Motel radio and the M value, the RV firepit arm, the bathroom mirror and the Snack Shack chemistry parts.

Steps at a glance

  1. Take the Beach power handle → Power Station box
  2. Book → Elvira → fill the vial with Cleaver kills → Pack-a-Punch
  3. Grab the Crowbar & Cleaver; repair the Freezer Trap; build the Seismic Wave Generator
  4. Collect the six body parts
  5. Collect the three mirrors → place all nine in Spawn
  6. Punch card → read the five film reels → forward code → laser → reverse code → garage key
  7. Open the garage; build the Chemical Station & the nuke
  8. Read the four desk numbers → set the gauges → take the safe / belly code
  9. Find M & the true O; M×O → set Elvira's colour filter
  10. Battery into a radio → identify the 'perfect solution' compound
  11. Read TOP+LEFT diamonds in the colour → craft the reaction chain → attach to the nuke
  12. All players charge the nuke → enter the boss
  13. Escort the cart; death-ray Crog-Zilla's chest; survive radiation & lasers
  14. Every player enters the belly code → detonate
Everything numeric here is randomised per game — the film code, the safe / belly code, the colour, the M and O values and the target compound. Keep three separate written notes labelled FILM FORWARD, FILM REVERSE and SAFE / BELLY: only the safe-paper code is entered at the very end, and mixing the two code families is the most common run-ender. Do the colour step before reading any chemical diamond, or the filter shows the wrong numbers — and after your first Pack-a-Punch the portal moves, never returning to the TV Studio.

Full walkthrough

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1
Beach · Power Station

Restore power

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Grab the removable switch handle from the zombie hand jutting out of the sand on the Beach, right by the OSA wall-buy. Carry it uphill to the Power Station near the drive-in, interact with the empty power box inside and throw the completed switch. Power is global — this one switch lights the whole map.

2
Ice Cream office · TV Studio · Market

Open Pack-a-Punch through Elvira

+

Four interactions, in order:

  • Spell Book — with power on, open the now-unlocked safe in the Ice Cream Parlour back office and take the book.
  • Empty vial — give the book to Elvira on the TV Studio set and let her line finish; she hands the team an empty vial (tracked on the scoreboard).
  • Fill it — take the Meat Cleaver from behind the Beachside Market counter (by Deadeye Dewdrops) and kill roughly 20 zombies with it (co-op shares the count); watch the vial icon, not a memorised tally.
  • Return & escort — give Elvira the full vial, wait out her dialogue, then stand at the closed projector portal just outside the TV Studio and keep her walking route clear until she activates it.

Step through for about 30 seconds of Pack-a-Punch. The portal then moves for the rest of the match: after ~45 seconds it reappears either behind the Ice Cream Parlour or in the centre of the RV Park, marked by a lightning storm overhead — it never returns to the TV Studio.

If Elvira won't open it, re-check the vial is full, let any dialogue end, and stand right on the closed portal with her path clear.

3
Motel · Market · Gas Station

Core tools — Crowbar, Cleaver, Freezer Trap

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Three tools gate most of what follows — collect them while Elvira's vial fills:

  • Crowbar — inside the Motel maintenance room near Bombstoppers; it opens the mirrors, the safe desk, the gauges and many ingredient containers.
  • Cleaver — behind the Market counter (it also fills Elvira's vial and drops the radioactive-soldier leg).
  • Freezer Trap — take the freezer part from the boxes on the left side of the Gas Station and install it on the wall inside the Market freezer; it is required for the torso.

Also build the Seismic Wave Generator now (see the side quest below) — it raises the buried arm and is a required boss-phase tool.

4
RV · Market · Beach · RV Park · Snack Shack

Collect the six body parts

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The reconstruction needs six body parts (the three mirrors come next). Each has a fixed method:

  • Head — press the projector-room wall button; the exit drops you into a locked RV for about six seconds — take the head from the ledge in front of the large window.
  • Torso — activate the repaired Market Freezer Trap with the Crowbar and, during or just after the freeze, melee the hanging pig immediately right of the torso, then take the exposed torso.
  • Left arm — in the firepit right of the Volk wall-buy in the RV Park.
  • Right arm — back at the Beach hand that held the power handle: set the Seismic Wave Generator near the buried arm (not on top), let the slams raise it fully, then interact.
  • Left leg — from round 5, kill a Radioactive Soldier zombie with the Cleaver; the first qualifying Cleaver kill is the guaranteed drop (search the ground if it seems not to drop).
  • Right leg — on the Snack Shack-to-TV-Studio path, look in the last tree on the left by the TV perimeter fence and cook a Frag or Cluster Grenade at the hanging leg; pick it up when it falls.

Use standard Frags or Clusters on the leg — C4 and Bio-Spikes often miss the branch. Every part shows on the scoreboard, so check there if a prompt is missing.

5
TV Studio · RV bathroom · Main Street · Spawn

Collect the three mirrors & place all nine in Spawn

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Three reflective pieces feed the reconstruction laser:

  • Elvira's mirror — after you return the full vial and Elvira eventually despawns, take the mirror on the TV Studio couch (only when the prompt says she is not there).
  • Bathroom shard — Crowbar the intact mirror in the RV Park bathroom; a shard falls into the sink — take it from the basin.
  • Car side mirror — on Main Street, Crowbar the right-side mirror off the white car that still has its roof and grab it from the ground.

Carry all nine items to Spawn: the six body parts on the upright examination bed right of the tunnel exit; the bathroom shard on the pill-bottle table left of the body; Elvira's mirror on the crates right of the zombie spawn; the car mirror on the large crate across from Up 'N Atoms.

Order doesn't matter, but the laser stage isn't reliable until all nine placements are visibly done — verify on the scoreboard.

6
Ice Cream office · TV Studio · Spawn · Gas Station

Film reels → forward & reverse codes → garage key

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Take the punch card from the desk in the Ice Cream Parlour back office and insert it into the small number machine just right of the car-mirror crate in Spawn. Then read the code off the five film reels in the TV Studio: four sit on the shelf by the map-colour console and one lies on the floor — read them left to right, treating the floor reel as position three. The digits are a random permutation of 3, 4, 5, 6 and 8 (no repeats). Each reel is a film whose title maps to a fixed digit — Mayday = 3, Awakening = 4, Point of Contact = 5, Nightfall = 6, Exodus = 8 — so if a reel is hard to read, its title tells you the number, and a code that isn't a clean permutation of 3/4/5/6/8 means you misread one.

  • Forward code — at the machine, ten lights show digits 0-9; interact as the light for each required digit is lit. Three misses (or taking a hit) eject you, but the accepted prefix is kept — reconnect and continue.
  • Fire the laser — interact again; the beam bounces between the mirrors and rebuilds the body. Keep the area clear until the animation finishes.
  • Reverse code — use the machine once more and enter the same five digits in exact reverse, then interact again. The rebuilt zombie turns into a key — collect it from the bed.

Carry the key to the closed Gas Station garage on Main Street and open it to reach the chemistry table and the nuke.

Note this pair as FILM FORWARD and FILM REVERSE — it is a different code family from the safe / belly code and must never be confused with it.

7
Gas Station garage

Build the Chemical Station & the nuke

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Two builds inside the opened garage. The Chemical Station takes three parts:

  • Tube — on the couch in the Market back room.
  • Gauge — on the picnic table nearest Mule Munchies in the RV Park.
  • Screen — on a picnic table down the slope from the RV Park to the Beach.

The nuke takes three more:

  • Road part — under the front of the red car on the road between the Motel and TV Studio.
  • Stream part — at the end of the stream below the wooden bridge, under the large concrete Beach bridge.
  • Fence part — on the right-side fence behind a gate approaching the TV Studio from the Snack Shack.

Assemble the three station parts on the empty garage table and install the three nuke parts into the nuke.

Older notes call the red-car part a spot 'under the red cat' — it is the red car between the Motel and TV Studio.

8
Market office · four gauges

Open the safe → record the belly code

+

With the Crowbar, go to the Market back office with the safe and desk. Go prone on the desk's left side and read the four hidden numbers — write all four down. Then set each on one of the four pressure gauges, striking the rotating needle with the Crowbar as it reaches a chosen number:

  • Gas Station — rear wall of the building.
  • Snack Shack — right side of the building.
  • Power Station — rear of the power-switch building.
  • Motel — inside the maintenance room.

Any desk number can go on any gauge, but all four values must be represented; a second Crowbar hit resets a wrongly-stopped gauge. When all four are correct, return to the safe and take the paper — its number sequence is your SAFE / BELLY code, used at the very end.

Copy the code to a note outside the game immediately — during the final belly sequence the scoreboard view is obstructed and can't be trusted.

9
Motel · O boards · TV Studio

The colour step — M × O

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This decides which colour filter shows the correct chemical numbers, so do it before reading any diamond board.

  • M — in the Motel office, on the wall immediately right of the window. Record it exactly.
  • True O — four O candidates exist: the Gas Station front door, the Market back room above the couch, the underside of the concrete Beach bridge, and the locked-RV refrigerator (view through the front window by jumping, or during a projector-button RV visit). At the TV Studio console, cycle Red / Green / Blue and inspect all four each time: the false ones flip to 'O is not equal to' in one of the colours — the true O is the single candidate that stays 'O equals' the same number in all three.

Multiply M × O, then read the television beside Elvira: it lists numeric ranges tied to Red, Green and Blue. The band your product falls into is your chemistry colour for the whole game — set the map to it on the console and leave it there.

Some guides mislabel the Motel value as 'N' — it is the Motel wall value (M) multiplied by the surviving O. Keep the M×O product separate from every reaction code; it only picks the colour.

10
Power Station · Motel radios

Identify the 'perfect solution' compound

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From about round 10, ordinary zombies drop a battery. Carry it to either repairable radio — the Power Station radio by the porta-potty or the Motel office radio on the couch — install it and interact repeatedly. One radio is Dr. Bright's chemistry exposition; the other evaluates the five possible anti-Crog compounds. Listen for the one named the 'perfect solution' to the mutated-crab problem and record only that one:

  • 3,4-di-nitroxy-methyl-propane
  • 1,3,5 tera-nitro-phenol
  • Octa-hydro-2,5-nitro-3,4,7-para-zokine
  • 3-methyl-2,4-di-nitrobenzene
  • 2,4-propane-3,5-tetra-nitrite

Ignore every rejection — a chemical called a 'rather crude solution' is still a no. If all lines have played, end the round to rewind the tape. Community spellings vary (tera/tetra, para-zokine/-zocine); the spoken line is authoritative, and the ingredient chain is unaffected by spelling. Some launch guides list only four compounds — the fifth (2,4-propane-3,5-tetra-nitrite) is real.

11
Six diamond boards · Gas Station garage

Read the diamonds & craft the compound

+

Each ingredient has a fire diamond on one of six boards — Spawn (tent hallway by the lab), TV Studio (wall right of Bang Bangs), RV Park (beside an RV near Mule Munchies), Beach (near the water below the RV-to-Beach path), the garage (in or beside the nuke area) and the Power Station route (dirt path behind the Market). Read them in your chosen colour and use only the TOP (red) and LEFT (blue) number of each — ignore right and bottom.

Reaction code = (sum of every placed item's TOP + LEFT) − O. For example, with O = 8 and three items whose diamonds read 4+7, 2+4 and 2+3, you enter 4 + 7 + 2 + 4 + 2 + 3 − 8 = 14. Your target is a chain of two to four sub-reactions: place each reaction's ingredients on the floor squares by the tubes, enter its code on the keypad and hit the reaction button, then collect the produced intermediate from the garage's right side before the next row. Crucially, when an intermediate is used in a later reaction, read that intermediate's own diamond values — not the values of the ingredients that made it.

The five recipes are fixed — only the numbers and which target you're given change. Craft your target's chain top to bottom, collecting each intermediate from the garage's right side before the next row:

  • 3,4-di-nitroxy-methyl-propane: Vodka + Pennies → Acetaldehyde · Racing Fuel + Quarters → Formaldehyde · Acetaldehyde + Formaldehyde + Detergent → Aldehyde Sludge · Aldehyde Sludge + Nail Polish Remover → the compound.
  • 1,3,5 tera-nitro-phenol: Motor Oil + Wheel Cleaner + Insect Repellent → Phenol · Phenol + Drain Opener → Phenolsulfonic Acid · Phenolsulfonic Acid + Detergent → the compound.
  • Octa-hydro-2,5-nitro-3,4,7-para-zokine: Racing Fuel + Quarters → Formaldehyde · Formaldehyde + Glass Cleaner → Hexamine · Hexamine + Vinegar + Plant Food + Detergent → the compound.
  • 3-methyl-2,4-di-nitrobenzene: Paint + Detergent + Drain Opener → Methylbenzene · Methylbenzene + Baking Soda + Vinegar + Detergent → Dinitro · Dinitro + Racing Fuel → the compound.
  • 2,4-propane-3,5-tetra-nitrite: Fat + Vodka → Glycerol · Detergent + Drain Opener + Ice → Mixed Acid · Glycerol + Mixed Acid → Nitrated Glycerol Solution · Nitrated Glycerol Solution + Baking Soda → the compound.

Where to find each ingredient: Racing Fuel (in front of the Gas Station) · Motor Oil (garage floor once it opens) · Quarters (Crowbar either Gas Station payphone) · Vodka (Market liquor shelf) · Baking Soda (right of the Market middle shelf) · Detergent (left of the Market left shelf) · Ice (Crowbar the Market ice machine) · Vinegar (Market back-room table) · Glass Cleaner (front of the Market right shelf) · Wheel Cleaner (left of the Market middle shelf) · Fat (Cleaver the top of the leftmost hanging freezer meat) · Pennies (Crowbar the Market register) · Insect Repellent (Spawn hallway right of Up 'N Atoms) · Plant Food (left side of the Snack Shack) · Paint (behind the small shack near Racin' Stripes on the TV-Studio path) · Nail Polish Remover (Motel office desk) · Drain Opener (a toilet in the RV Park bathroom).

Helper for the arithmetic: Chemical Formula Calculator — it sums TOP+LEFT and subtracts O. The M×O colour band is deliberately kept in this walkthrough, not in the tool, because it is a per-match threshold rather than fixed arithmetic. A failed mix does damage and yields no product: re-check the colour, the O subtraction, the ingredient set and whether you used an intermediate's own values.

Chemical Formula Calculator

Radioactive Thing — Gas Station

Do Elvira's colour step first so you're reading the right boards. Enter the O value (the symbol showing “=”), then each required ingredient's fire-diamond TOP number (red, flammability) and LEFT number (blue, health). The code = the sum of every (top + left), minus O.

Ingredient 1
Ingredient 2
Ingredient 3
Ingredient 4
Enter the O value and at least one ingredient's diamond numbers.

Fill only the ingredients Dr. Bright named; leave the rest blank. Read only the top (red) and left (blue) diamond quadrants — ignore the right and bottom.

12
Gas Station garage · nuke

Attach the compound & charge the nuke

+

Take the finished target compound from the garage's right side and interact with the nuke (its three parts already installed). If no prompt appears, the radio target or the final compound is wrong. Once it attaches, every player interacts to charge the nuke, then interacts again to launch the boss sequence.

Fully prepare first — perks (Tuff 'Nuff, Quickies, Bang Bangs), a Pack-a-Punched high-reserve bullet weapon, full ammo and a charged Fate & Fortune hand — and make sure every player has the SAFE / BELLY code written down.

13
Beach shoreline

Boss — escort the cart & break Crog-Zilla's chest

+

The team teleports to the Beach. Push the nuke cart to the water by standing close to it; each time it stops and restarts, Crog-Zilla launches eggs and fireballs — shoot them out of the air and keep someone in movement range. At the shoreline the cart fires the nuke into its mouth, and the boss adds an antenna laser (a small sidestep) and a lethal ground slam (one or both claws raise first — run a long lateral route until impact).

Grab a death ray pickup — four spots: beside the OSA wall-buy, on the path from the Beach toward the RV Park, on the path uphill toward Main Street, and on top of the concrete bridge. When the chest weak point glows during an attack, hit it with a death ray: the first confirmed hit shows a skull icon and leaves the chest vulnerable, after which more death rays or a Spartan SA3 keep damaging it. Land about three to four chest hits until the glow dies and the boss pauses, then have every living player interact with the cart to start the next phase.

A Max Ammo spawns by the OSA wall-buy when the fight begins and respawns a couple of minutes after each pickup — use it. Stop hitting the chest when the glow disappears, not at a fixed ray count.

14
Beach · inside the beast

Radiation, lasers & the belly code

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Charging the cart coats the front Beach in advancing radiation that forces the team back toward the wall under the bridge; Crog-Zilla fires two egg-and-fireball sets per spit — shoot projectiles, kill adds and never stand in the green zone. When the radiation clears, a laser obstacle course appears between the team and the cart: jump the high beams and slide under the low ones, and every player must reach and interact with the cart before the timer ends.

The team is then pulled inside the belly, where each player gets a cycling-light keypad and must personally enter the SAFE / BELLY code from the Market safe (it works like the Spawn number machine — stop the light on each digit). Each player has three strikes per attempt and three attempts.

A missed laser run or a failed code just repeats a shortened radiation-and-laser cycle — it is recoverable. Use the SAFE / BELLY code here, never the film codes.

Reward: a successful team entry detonates the nuke, plays the ending and awards the Soul Key fragment automatically — there is no ground pickup in standard mode. (In Director's Cut, collect the Talisman that spawns on the Beach instead.) Completing all five IW Soul Keys unlocks Director's Cut.

Side Easter Eggs & extras

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

Song

“Brachyura Boogie”

+

Chris Egert (with Elvira). Interact with 5 hidden vinyl records: the Power Station (by the shed), the Market (by the register), the RV Park (under the RV table), the Snack Shack (under a tarped pallet), and the Motel (in a lidless bin left of Bombstoppers).

  1. Interact with 5 hidden vinyl records (each turns its label a colour)
  2. Power Station — behind a wooden pallet by the shed near the Power Switch
  3. Beachside Market — under/near the register by the vodka shelf
  4. RV Trailer Park — under the dinner table inside the open RV (by Mule Munchies)
  5. Snack Shack — under a tarped stack of pallets across from the shack; Motel — in a lidless bin left of Bombstoppers
  6. 'Brachyura Boogie' (Chris Egert, with Elvira) plays
Free weapon

M.A.D. (Modular Atomic Disintegrator)

+

The Wonder Weapon — pulled from the Fate & Fortune box, then refilled at the green Crog-egg pods. A deathray for Crogzilla's core.

  1. Pull it from the Fate & Fortune box (Magic Wheel) — it's a random box weapon, not buildable
  2. A charged shot one-hits a Crog Brute and wipes a horde
  3. Add the Plunger attachment (a part found around the map) to enable refills
  4. Refill by using the plunger M.A.D. on the radioactive Crog eggs/pods around the map — it absorbs them for ammo
  5. Drained eggs respawn about 5 rounds later, so you can keep refuelling
Free weapon

Seismic Wave Generator

+

A buildable shockwave tool (blueprint at the Ice Cream Parlour back door; three parts around the Parlour and the drive-in playground) — required to raise the buried Beach arm and useful in the Crog-Zilla fight.

  1. Blueprint: at the Ice Cream Parlour back door, near the drive-in
  2. Coil: on the ground near the rear corner of the Parlour, just left of the blueprint
  3. Metal leg / rod: on the bench outside the Ice Cream Parlour
  4. Capacitor-like part: beside the porta-potties in the drive-in playground
  5. Assemble the blueprint and three parts on the build table in the Ice Cream Parlour back room, then take the finished device
  6. It raises the buried Beach arm (a required body part) and serves as a death-ray tool in the Crog-Zilla fight; if wasted it can be rebuilt after its scorestreak respawn delay
Side quest

Double Pack-a-Punch (RV fuses)

+

Optional second upgrade tier — smash the locked-RV cabinet for uncharged Alien Fuses, charge them on the Power Station electric trap, then insert them at the projector so a once-upgraded weapon can be Packed again for 10,000.

  1. Have Pack-a-Punch open and the Crowbar (Motel maintenance room) in hand
  2. In the projector room, press the wall button — the normal exit now drops you into the locked RV instead of back onto the map, and you have only about six seconds
  3. Face the cabinet above the window across from the refrigerator, smash it with the Crowbar and take the uncharged Alien Fuses (if ejected first, retry after the portal cooldown)
  4. Re-equip the Cleaver and fill Elvira's vial a second time; in the Power Station, shuffle the uncharged fuses around the ground until the screen shakes, then drop them on that spot
  5. Install the electric-trap part (from the trash can by the bus near the Power Station) on the fence if it isn't already repaired, activate the trap and stand clear while it charges the fuses
  6. Collect the charged fuses and insert them into the Pack-a-Punch projector — a once-upgraded weapon can now be double-Packed for 10,000 points for the rest of the match
  7. The same locked-RV visit also holds the quest head, so on a prepared run grab the head first, smash the cabinet, then take the fuses before ejection
Mechanic

Fast-travel pads

+

Four one-way pads (activate each once; ~1-minute cooldown): Power Station roof → TV Studio; outside the TV Studio (by Bang Bangs) → RV Park; the RV Park by the Beach path → Gas Station / Main Street; right of the Market → Power Station. A big time-saver on chemistry laps.

Reward

Skull Hop — permanent perks

+

Complete the 6-skull Ghosts N Skulls quest to unlock the Skull Hop arcade minigame, granting all perks permanently (except Up n' Atoms solo) and unlimited Fate & Fortune refills.

  1. The Ghosts N Skulls quest powers the Ice Cream Shop cabinet — do the six skulls in order (each ends with a success tone). Turn on power first (no cleaning step on this one)
  2. Skull 1: with a scoped weapon, shoot any 5 of the ~10 small skull drawings hidden around the map (Power Plant, the store shelf by Deadeye Dewdrops, an ocean rock, the motel patio, the bridge bus tire, and more)
  3. Skull 2: pick up the yellow Pump at the Gas Station and place it in the Toxic Waste puddle by the Ice Cream Shop; wait ~4-5 minutes and collect it
  4. Skull 3: place the Pump in the Motel pool, fuel the generator with gas from the truck to arm the pool trap, and get exactly 16 trap kills
  5. Skull 4: read the randomised word on the Ice Cream Shop wall, then at the Drive-In swing set shoot the swing symbols to build each letter on the screen (via the symbol cipher) and shoot the correct letter to lock it — spell the whole word (most players use a community cipher solver)
  6. Skull 5: melee the Don't Blink paper at the RV Park, then at each of the four Wyler portraits place the Pump, melee it to release demons, and shoot them until the shield drops
  7. Skull 6: get the M.A.D. with the Plunger upgrade and fire a charged shot at the Skull Hop machine
  8. Win the minigame: match your platform's colour to the bar, Entangle the matching cube and shoot the skulls (wrong colour = a strike; 3 strikes fails) — clear three frames
  9. Reward: all perks permanently (except Up 'N Atoms solo), a Pack-a-Punched Magic Wheel and the Quarter Muncher achievement. (The optional Skull Hacker Fate card can unlock the cabinet without the six skulls.)
Mechanic

Elvira's colour filter

+

The TV Studio machine recolours the whole map (Red/Green/Blue) — central to reading the correct chemical boards.

Collectible

Fate & Fortune cards

+

Restock at the Fate & Fortune Teller in the Market; the Skull Hop unlock gives unlimited refills.

  1. Fate cards are reusable and unlock as you level up (about 5 at Level 1); Fortune cards are single-use and come from Zombie Crates
  2. Buy Zombie Crates from the Store with Keys or CoD Points for more cards
  3. Build a deck of up to 5 cards in the Fate & Fortune menu before the match
  4. In-match, killing zombies and spending points fills the card meter
  5. Cycle equipped cards with the D-pad and activate with L1+R1 (LB+RB); refill a spent deck at a Fortune Teller machine in the map

Interactive solvers

Every solver for Attack of the Radioactive Thing, in the order you meet them. Each also appears inside its step in the walkthrough above — use whichever is handier. Browse every Zombies solver →

Chemical Formula Calculator

Radioactive Thing — Gas Station

Do Elvira's colour step first so you're reading the right boards. Enter the O value (the symbol showing “=”), then each required ingredient's fire-diamond TOP number (red, flammability) and LEFT number (blue, health). The code = the sum of every (top + left), minus O.

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.

Director's Cut completion card calling card

Director's Cut completion card

Main EE

Complete the Attack of the Radioactive Thing Director's Cut Easter egg and its Soul Key piece.

Exact card name not yet confirmed.

Fate cards reference (Infinite Warfare)

Infinite Warfare's 16 Fate cards — unlimited-use, unlocked as you level. Held in a deck of 5; the Fortune Teller refills twice a match. We uniquely cover IW — no competitor documents these. Per-card rarity isn't officially documented, so none is shown.

Nade Party

Grenades regenerate for 3 waves.

Shop Class

Spawns a Carpenter.

Scorching Skin

Your next 10 attackers burn.

Mana Up

Faster health regen for 15s.

Eagle Eyed

Sniper hits are always critical (50 shots).

Timely Torrent

Melee summons 6 lava torrents (5 charges).

Irish Luck

Spawns a random Fate/Fortune card.

Blood Clot

Longer bleedout.

Scoped Dollars

$300 per sniper kill (×10).

Static Shock

Melee arcs electricity (5 hits).

Med Kit

You're revived faster.

Getting Railed

Ballista EM3 gets infinite ammo for 30s.

Best for Last

Last 4 bullets deal bonus damage for 3 waves.

5 Second Muscle

+damage for 5s after a reload (1 wave).

Socialist

Cash is split evenly.

Stimulus

Shots release an ally-healing AoE for 60s.

Fortune cards reference (Infinite Warfare)

Infinite Warfare's Fortune cards — single-use, drawn from Zombie Crates (a selection of the 46; some grouped as compiled). Rarity (Common/Rare/Legendary/Epic) exists in-game but isn't documented per card, so none is asserted here (§ honesty).

Perk Insured

Keep perks on revive.

Reanimated

Auto self-revive (3× solo / 1× co-op).

Get Head

Headshots instakill (15).

Pimp Slap

Melee instakill (1 wave).

Twice the Pain

2× bullet damage for 30s.

Kabooom!

Drops a Nuke.

Death's Party

Drops an Instakill.

All the Ammos

Drops a Max Ammo.

Black Friday

Drops a Fire Sale.

Pay Day · Money Shot · On the Money

Cash-boost cards.

Get Packed

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

Packin' Heat

A random 2×-upgraded weapon.

Packed Magic

Your next Magic Wheel weapon is upgraded.

Coupon Clipper · Refund Policy

Free / refunded purchases.

Rising Phoenix

Revive all downed players.

Second Wind

Kill nearby zombies when near death (3×).

Raining Bullets

Drops an Infinite Ammo power-up.

Power Play

Higher power-up drop chance for 2 waves.

Turn Coat

The next zombie that hits you turns (3×).

Hide n' Seek

Team invisible for 20s.

Zombie Magnet

All zombies aggro you for 10s.

Escape Route

Teleport to a safe spot.

Evade

A dodge ability for 2 waves.

Explosive Touch

Contact zombies explode for 60s.

Twist of Fate

A roaming killer twister for 60s.

Scratch Post · Atomic Massacre · Dragon Breath · Black Hole Fun

Infinite special-weapon cards (30s each).

Super Minute Man

+1 weapon level for 60s.

Fire Chains

Kill-link to your closest ally for 30s.

Shared Fate

ADS marks zombies for shared damage (60s).

Ammo Crate

A crate refills ammo and the card meter (60s).

Head Reloaded

Headshot kills instant-reload (1 wave).

Restored Losses

Missed bullets refund stock ammo (60s).

Home Remodel

Instant barrier rebuild with a bonus (5).

Slug Butt

Zombies move at their slowest for 30s.

Punching Bag$

$100 per hit taken for 60s.

The 2-Team

Invulnerable while your nearest team-mate has health (30s).

Ego Trip

+headshot damage for 60s.

Temporal Increase

Longer power-ups for 3 waves.

Purify

Heal all players and damage nearby zombies.

Skull Hacker

Activates the Ghosts 'N Skulls machine.

Super-EE cards (Infinite Warfare)

Infinite Warfare's headline animated cards for its cross-map ‘super’ Easter eggs. Per-map Director's Cut cards are listed on each map; Fate & Fortune is a separate system.

Demon Slayer calling card

Demon Slayer

Super EE

Complete every Director's Cut Easter egg (also unlocks the Director's Cut Camo).

Animated
Willard's Test calling card

Willard's Test

Super EE

Complete ‘Sooooul Key’ as Willard Wyler.

Animated

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 Attack of the Radioactive Thing in the interactive codex for the solvers and map discussion.