Nacht der Untoten
Where it all began. A downed bomber crew holds a ruined German bunker across three rooms — no power, no perks, no Pack-a-Punch, no traps, no quest. Just the barricades, the fixed Mystery Box and the box gun that keeps you alive. Everything the series later became grew out of this one room.
Quick answers
How do you complete the Nacht der Untoten Easter egg?
- Hold the Starting Room early — pistol-and-knife for points, patch barriers only when it's safe
- Open the Help Room for the fixed Mystery Box (the only high-tier weapon source)
- Open an upstairs route only when you want the extra lane — it adds zombie angles too
- Grab the Scoped Kar98k from the upstairs Sniper Cabinet if you want a long-range gun (1,500)
- There is no power, no perk and no Pack-a-Punch — survive on the Box, the walls and grenades
Is there a song Easter egg on Nacht der Untoten?
What are the main areas on Nacht der Untoten?
How many side Easter eggs are on Nacht der Untoten?
When was Nacht der Untoten released?
Key areas
Starting Room
Ground-floor spawn — wall weapons (the M1 Carbine and others), grenades, and the window sightlines to the exterior red barrels. In 2008 this is simply where you hold out.
Help Room
Across the ground floor — the FIXED Mystery Box sits in the centre and never moves. The only source of the Ray Gun and the rest of the high-tier pool.
Upper Floor
Reached by a debris/stair route from either room; more wall weapons, a grenade wall-buy, long firing lanes and the Sniper Cabinet. Opening both stair routes turns the map into a small loop.
What to do
- Hold the Starting Room early — pistol-and-knife for points, patch barriers only when it's safe
- Open the Help Room for the fixed Mystery Box (the only high-tier weapon source)
- Open an upstairs route only when you want the extra lane — it adds zombie angles too
- Grab the Scoped Kar98k from the upstairs Sniper Cabinet if you want a long-range gun (1,500)
- There is no power, no perk and no Pack-a-Punch — survive on the Box, the walls and grenades
Where your run will differ
Taken word for word from the guide below, gathered here so you meet them before they cost you a run rather than after.
This map exists in more than one release, and these are the points where they differ. Everything else in this guide applies to both.
- “The BO3 / Zombies Chronicles rule differs — full steps below.” “Undone” (Black Ops version only)
- “Version difference: in Black Ops (BO1) any THREE damaged barrels trigger it…” “Undone” (Black Ops version only)
- “The four grey buttons and the Samantha-doll hide-and-seek that some guides describe are the Black Ops 3 / Zombies Chronicles remaster.” Not in the original
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
Fixed Mystery Box
Unlike every later map, the Box never relocates — it sits in the centre of the Help Room all game. It holds the Ray Gun and the rest of the high-tier pool, and with no Pack-a-Punch whatever you pull is as strong as it gets.
Sniper Cabinet — Scoped Kar98k
A tall cabinet upstairs, behind the central pillar toward the Trench Gun side (easy to mistake for scenery). Interact and pay 1,500 for a Scoped Kar98k — always that gun, never random. It sells reserve ammo too, but it can't be Pack-a-Punched here. Full steps below.
- Open a route upstairs (from the stairs nearest the Mystery Box, reach the top and turn toward the back of the room).
- Find the tall cabinet behind the central pillar near the Trench Gun side — it has no weapon outline and looks like scenery.
- Switch to a weapon you're willing to lose first — opening the cabinet immediately buys and equips the gun, with no confirmation.
- Interact and pay 1,500. You always get a Scoped Kar98k. Buy reserve ammo from it as needed — but it can't be Pack-a-Punched here.
“Undone” (Black Ops version only)
Added in the Black Ops re-release — not in the 2008 original. Kevin Sherwood's ~4-minute instrumental. Shoot three red explosive barrels visible through the Starting-Room barriers — they only need to be damaged, not exploded. One activation per match. The BO3 / Zombies Chronicles rule differs — full steps below.
- Added in the Black Ops re-release — the 2008 World at War Nacht has no song. The track is Kevin Sherwood's ~4-minute instrumental “Undone”. Complete it early from the Starting Room before the sightlines get crowded.
- The barrels only need to be DAMAGED, not exploded — a single hit that marks the barrel registers. Don't wait for it to blow up, and a barrel that has already exploded still counts; this is the mistake most players make.
- Barrel 1 — stair-side exterior: look through the Starting-Room window beside the main stairs; the red barrel stands outside near the approach. One clean bullet is enough.
- Barrel 2 — far back corner: from the barrier diagonally across from the M1 Carbine side, scan the back corner of the yard and shoot the red cylinder itself (not the wreckage).
- Barrel 3 — truck-side exterior: use the window closest to the M1 Carbine side and shoot the red barrel beside the truck. The third registered hit starts the track.
- Version difference: in Black Ops (BO1) any THREE damaged barrels trigger it; in the Black Ops 3 / Zombies Chronicles remaster you must damage EVERY red barrel around the map — which is exactly why sweeping all of them always works. One activation per match.
Help Room music radio
An original World at War secret: a small radio on the table to the right of the fixed Mystery Box — shoot or stab it to start a hidden track, and each further hit cycles to the next song. The World at War playlist runs the Black Cats theme, the Red Army theme, Königgrätzer Marsch and the Zombies track “WTF”. It counts as triggered the moment it plays. (The Black Ops re-release later expanded the playlist with Dead Ops tracks.)
Not in the original
The four grey buttons and the Samantha-doll hide-and-seek that some guides describe are the Black Ops 3 / Zombies Chronicles remaster. The 2008 map has only the Box, the Sniper Cabinet and the survival hold.
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.
Ray Gun
Box crowd-clearThe only real power weapon on the map — pull it from the fixed Help Room box. No Pack-a-Punch, so mind the splash up close and make every shot count; there's no PhD Flopper here.
Thompson
Reliable wall gunA strong, cheap wall SMG for sustained fire and easy ammo refills — your dependable backbone when the Box is dry.
Scoped Kar98k
Long-range pickBought from the upstairs Sniper Cabinet (1,500) — a precise novelty for the long lanes. It can't be upgraded, so keep a Box gun for panic.
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.