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Call of Duty: Black Ops II

Call of Duty: Black Ops II Trophy Guide
Guide By: Harry94 & PowerPyx; TheManUtdFan, DR_666, yazter
There are 91 Trophies that can be earned in this title.


Show / Hide Guide Road Map  

Overview

  • Estimated trophy difficulty: 7/10
  • Offline Trophies: 45 (1, 1, 6, 37)
  • Online Trophies: 6 (1, 1, 4)
  • Approximate amount of time to platinum: 30 - 50hrs
  • Minimum number of playthroughs needed: 2
  • Number of missable trophies: Showdown, Dirty Business, Ship Shape, Good Karma
  • Glitched trophies: You Have No Power Over Me
  • Does difficulty affect trophies?: Yes
  • Do cheat codes disable trophies?: No cheats
  • Online Pass required?: No
Introduction

Call of Duty is back, with its new instalment of Black Ops II. The game is set in 2025, most of the campaign missions are set during this period. Some however are set in the past. The campaign has 11 missions, but each are relatively short. The future missions are a lot harder on Veteran that the past missions, as the enemies have better guns and equipment to use. All in all though, it’s just your average COD Veteran.

The platinum is fairly straightforward, more than half the trophies are self explanatory and are story related/difficulty related. There are however a few online trophies that people might not be happy with, such as prestige once and win party games etc. Prestiging will take you anywhere between 10 - 24 hours, depending on your playstyle and skill; it took me 14hrs. The other new thing in this game is that you have challenges in the campaign. The challenges vary, from kill x amount of enemies with a certain gun to picking up all the intel. Most are very straightforward, but if you're having trouble then refer to the trophy guide for more info. On with the walkthrough.
 
Walkthrough

Step 1: Complete the campaign on Recruit and make the correct choices, complete Strike Force Missions.

The first thing you want to do is complete the campaign on Recruit and make the correct choices to get the missable trophies. The below includes no spoilers, so don't worry. The reason you want to dedicate a playthrough to this is because the Strike Force Missions are very hard on Veteran.
 
  • Mission 3 - Old Wounds - During an interrogation at the end, you have to resist three times by tapping . Do not kill the man!
  • Mission 5 - Fallen Angel - Do not drive through the fire at the end (unlocks Hey Good Looking).
  • Mission 6 - Karma - Kill the kidnapper at the end of the mission. If he should get away, then do the "Second Chance" Strike Force Mission instead.
  • Mission 7 - Suffer with Me - Do not kill the target at the end with a headshot! Shoot him in the knee twice (unlocks Family Reunion).
  • Mission 8 - Achilles' Veil - During the interactive cutscene you can press or to decide which person to kill. You need to press and kill the soldier.
  • Before Mission 9 - Odysseus - Finish the last Strike Force Mission "Dispatch". This mission unlocks after completing the other Strike Force Missions. Make sure you completed and won the other Strike Force Missions first.
  • Mission 9 - Odysseus - During the interactive cutscene, decide to shoot the admiral in the leg and do not kill him.

After this, you will still be missing Ultimate Sacrifice and Showdown, completing Strike Force Missions is not a requirement for either trophy however. Rewind the story back to Mission 6, but this time the kidnapper has to flee. Do not play the "Second Chance" Strike Force Mission. You don't want to rescue the girl. Keep playing until the cutscene with the admiral during "Odysseus". Here you will unlock Showdown. Now go to mission select and replay Mission 8. Choose to shoot the other man with to get Ultimate Sacrifice.

Step 2: Complete the campaign on Veteran via mission select (Strike Force Missions not needed).

WARNING: Don't press new story, just use mission select. The reason being is you'll lose all your gun progress and challenge progress if you press new story. You can mix and match the missions too, they don't have to be completed in order.

For the next step, you will want you to complete the campaign on Veteran, which isn't too hard in this game and it’s just the same as the previous call of duty games. As you have done a playthrough before hand, you will have some weapons and perks to choose to make your life easier, I personally used the AN-94 and Storm PSR as both are very effective for Veteran. The future missions are harder than the past because of the arsenal the enemies have available to them, but all in all Veteran shouldn't prove that difficult.

Step 3: Complete all the challenges via mission select.

There are 160 challenges to complete in total, 110 in the 11 Story Missions and 50 across the 5 Strike Force Missions. Most of them are self explanatory, get x amount of kills with a weapon etc. Some though are rather difficult, such as finishing a level without dying and completing the Strike Force Missions in tactical view. All can be done though with practice, it just gets very boring repeating missions again and again. If you need any more help, then see this external guide by kristoph212:. For a list of all the challenges, see Giant Accomplishment in the guide.

Call of Duty: Black Ops II Challenges Guide

Step 4: Zombie Mode

The next step is zombie mode, there is no set order to play this mode. Just go for whatever trophies you want. It will take quite a few games of zombies to get all of the trophies, but it all depends on skill. Most of the trophies you have to go out of your way for, a few may unlock during general play but for the most of it you will have to go for specific trophies in each game. I would leave Tower of Babble until last as that's the hardest zombie trophy as its based on pure luck and you need to have good communication with your team to be able to get the trophy.

Step 5: Multiplayer

BOOSTING WARNING: Treyarch is not going to allow any sort of boosting in public matches, if your caught you'll most likely get your stats reset. We highly advise not boosting multiplayer. You can boost zombies though.

All the trophies just come from general play, boosting isn't really an option as the only trophies are for winning games etc. If you plan on boosting to maximum rank to prestige then be warned, boosters will get reported using the in game report system and more than likely reset back to rank 1. Playing the game naturally will allow you to prestige anyway.

The first thing you want to do is play the Combat Training playlist. This is against both online players and bots, so you can prepare for the multiplayer. You just have to win 10 games (be on the winning team) in either the mode that get's locked out when you reach rank 11, or the objective one that doesn't get locked out. The next step is to play 5 League Play games to get put in a division; once you're in a division you can get the Big Leagues trophy. Just be on the winning team 5 times after being placed in a division. The next thing you want to do is go to Party Games and win 10 of those. By win, it means come 1st, 2nd or 3rd. The final step is just playing the game until you reach rank 55, at which point you can then prestige. There isn't really a mode that will give you more points than others, just play what you're good at.

Step 6: Clean up

Missed out on completing a challenge? Didn't get a zombie trophy? Well, now is the time to go back and get it. You should now have your platinum, congratulations!

[PS3T Would Like to Thank Harry94 and PowerPyx For This Roadmap]

 

Revolution DLC:

Overview

  • Estimated Trophy difficulty: 3/10
  • Total Trophies: 10 (9 1 )
  • Offline Trophies: 6 (6 )
  • Online Trophies: 4 (3 1 )
  • Approximate amount of time to 100%: 10hrs (Highly dependent on skill).
  • Minimum number of playthroughs needed: It's a round based game.
  • Number of missable Trophies: None
  • Glitched Trophies: None
  • Do cheat codes disable Trophies: No cheats
  • Extra equipment needed: No
  • Does difficulty affect Trophies: Rounds get harder the higher it is.
Introduction


Welcome to the first DLC installment for Black Ops 2, The Revolution DLC. It brings 10 new trophies. As for content you get 4 multiplayer maps, a new zombie map called Die Rise and a new zombie game mode, Turned. The trophies will most likely not come naturally so you have to go for them individually in the games you play. The hardest trophy will be 'High Maintenance', because as with all zombie Easter eggs, it's usually luck dependent. Overall though it's not that tough of a DLC and can be completed in a few days if you can work your way around a game of zombies.

Walkthrough


Note: These steps are interchangeable. Also be aware that trophies take a long time to pop in this DLC for some reason, around 30 seconds for a few of them such as 'Shafted'. So if you think you've fulfilled a trophy requirement be ready to wait for it to unlock.

Step 1: Die Rise

First, start with Die Rise, the new zombie map for the first 7 trophies on the list. You shouldn't focus on the trophies at first and instead explore the map so you know what it is going on. It is another big map and can be quite daunting at first. After, there is no set order to get the trophies in this map, just go for them in whatever order you want. Say you managed to build the device that throws zombies, go for the 'Vertigoner' trophy, and so on. I advise leaving the easter egg until last, mainly because it is the most time consuming one and you really need to know the map before attempting it. You will also need partners for 'High Maintenance', so visit the Trophy Boosting Thread.

Step 2: Turned

Lastly, get the three Turned trophies. This mode is accessed in the map where you access TranZit, at the bottom. Two can be gotten through natural play or boosting, but either way 'Polyarmory' may need to be boosted, so get some more partners from the Trophy Boosting Thread.

[PS3T would like to thank Harry94 and TheManUtdFan for this DLC Road Map]

Uprising DLC:

Roadmap

Overview

  • Estimated Trophy difficulty: 2/10
  • Total Trophies: 10 (9 1 )
  • Offline Trophies: 10 (9 , 1 )
  • Online Trophies: 0
  • Approximate amount of time to 100%: 5hrs
  • Minimum number of playthroughs needed: It's a round based game.
  • Number of missable Trophies: None
  • Glitched Trophies: None
  • Do cheat codes disable Trophies: No cheats
  • Extra equipment needed: No
  • Does difficulty affect Trophies: All trophies except "Pop Goes The Weasel" can be complete on easy
Introduction

Welcome to the second DLC installment for Black Ops 2, Uprising. It brings 10 new trophies. As for content, you get 4 multiplayer maps and a new zombie map called Mob of the Dead, set in Alcatraz, and where as normal all of your trophies will come from. This is very easy compared to the previous DLC, but it's still luck dependent, just not as much. Overall though, it's not that tough of a DLC, and can be completed in a few hours if you can work your way around a game of zombies and have a decent team.

Walkthrough

Note: All trophies can be obtained solo except Pop Goes the Weasel

Step 1: Mob of the Dead

Like the previous DLC, you can tackle these trophies in any order you like. It would be a good idea to make yourself familiar with the map though before tackling the more extensive ones, like the Easter egg and Full Lockdown. Unless you have a local partner, you will need at least one other partner (though the more the better!), so use the zombie boosting thread to find them. If you have gotten all the trophies, congrats!

[PS3T would like to thank Harry94 and TheManUtdFan for this DLC Road Map]


Revengeance DLC

Overview:

  • Estimated Difficulty: 5/10
  • Approximate time: 5-10+ hours (mostly dependent on Mined Games)
  • Trophy Breakdown: 10 (9, 1)
    • Offline: 9 (9)
    • Online: 1 (1)
  • Minimum number of playthroughs required: N/A
  • Does difficulty affect trophies: Mined Games can only be earned on Original difficulty, all others can be earned on Easy difficulty.
  • Missable Trophies: N/A
  • Glitched Trophies: N/A
  • Cheats: N/A

Introduction:
Welcome to Vengeance, Call of Duty: Black Ops II's third DLC. This time we're sent to Africa in the new map Buried. All but one trophy can be earned by yourself without too much hassle, however the Easter Egg - Mined Games - will require four players and a lot of communication. This map introduces a lot of new concepts which can be a little difficult to comprehend at first, but will make sense quickly. These new concepts are all explained within the guide.

Walkthrough:

Step 1: Learn the map and earn all miscellaneous trophies
First of all, simply acquaint yourself with the map and work on achieving the miscellaneous trophies, which are all trophies other than Mined Games. These trophies are all relatively easy, with the exception of Mazed and Confused. Refer to each trophy for how to earn them.

Upon completing Step 1, you will earn:

Ectoplasmic Residue
I'm Your Huckleberry
Death From Below
Candygram
Awaken the Gazebo
Revisionist Historian
Mazed and Confused
FSIRT Against the Wall
When the Revolution Comes

Step 2: Complete the Easter Egg
This is where the real difficulty lies. Mined Games will require four players and a great deal of communication to complete. It is also highly recommended that everyone has a full 4-bar connection, as the final step of the Easter Egg is very difficult without a perfect connection. This can be done on either Maxis' or Richtofen's side, however Richtofen's is easier. Please refer to Mined Games for details.

Upon completing Step 2, you will earn:

Mined Games

[PS3T Would Like to Thank Dark_Raven666 For This DLC Roadmap]

 

Apocalypse DLC:

Overview:

  • Estimated trophy difficulty: 7/10
  • Offline trophies: 10 (9 1 0 ) (but online coop is HIGHLY recommended.)
  • Online trophies: 0 (0 0 0 )
  • Approximate amount of time to 100%: 5-10 hours
  • Minimum number of playthroughs: 1+
  • Number of missable trophies: N/A
  • Glitched trophies: Little Lost Girl (read description below)
  • Does difficulty affect trophies?: Yes, the Easter Egg needs to be done on Regular difficulty
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A


Apocalypse is the final add-on batch to Call of Duty: Black Ops II. It features four multiplayer maps and one zombie map, Origins. As with previous downloadable content in Black Ops II, all of the add-on Trophies are zombie-based only.

Origins, the final chapter of the Call of Duty Zombie saga, paradoxically, takes us to where it all started, where the original four (Dempsey, Nikolai, Takeo and Richtofen) met in the trenches of Northern France towards the end of World War I, in 1918. At a much younger age and with less experience, fate unites these four men with the unknown (to them) purpose of ending the Zombie cycle. The events here predate all other zombie events - and for a purpose, too.

Samantha, the puppeteer and orchestrator of the zombie world, is back at the helm of the Aether, but now she needs your help to release her from this space-time paradox that set her back to a time that predates her. While this is the first time, chronologically, that our four original heroes battle against zombie hordes, it is also the last. They join forces, under the auspices of Samantha, to break the cycle from its core. If unsolved, the paradox will snowball into a downward spiral that will beget the chaotic zombie saga; from Der Riese’s disruption of space-time continuum via teleportation experiment, to Samantha’s assumption of control over zombies from the Moon, to her arrogation and usurpation by Richtofen. This would precipitate in the launch of mass destruction missiles, by Maxis, that scorch the Earth and usher in the undead to swarm the lands. Even with the “new” four characters who survived the spoliation of their world, Earth would still meet its end as Maxis destroys the entire world at the end all to get back with Samantha. Samantha brought the original four together tackle the Origins of this paradox.

Indeed, this is both the beginning, and the end.

Origins, by design and mechanics, exhibits the hallmarks of previous World at War and Black Ops zombie maps, and as such differs greatly from the previous maps of Black Ops II, insofar as there are no persistent perks (“perma-perks”), no banks to store your progress and no storages to keep your weaponry. Those used to the “luxuries” of the recent maps will be find Origins a difficult adjustment, where the gameplay is reliant on skill only and constantly requiring starting from scratch every time. The map’s layout is also reminiscent of previous games. It starts in a room with Quick-Revive and diverges into two pathways that converge at a crosspoint and then sprawls into an intricate landscape. The design does take some getting used to, and the buildables are scattered across the map, requiring the player to know it by heart.

However, this map also includes new features. There will be Giant Robots roaming the lands, new enemies to tackle, buildable weapons in lieu of a Wonderwaffe, melee upgrades and few free stuff to be dug using the shovel. All of those also play a role in your journey to unlock all Trophies.

Speaking of Trophies, the Easter Egg and other miscellaneous Trophies vary greatly in difficulty. The Easter Egg here, the main Trophy in every Zombie DLC, will take up to 20+ rounds to complete (though it can be done as early as round 16). While, surprisingly, none of the Trophies require luck, many of them, especially the Easter Egg, require a lot of skill, kills and diligence to unlock. Origins, in that regard, is the ultimate test of your Zombie-slaying skills without any reliance of luck. But with the absence of the luck and randomness factors come the predictability and consistency factors that make things much simpler -- but not easier -- to carry out.

So sit back, arm yourself and dive into the trenches to fight the hordes of the undead for the “first” - and last - time.

[PS3T Would Like to Thank yazter for this Road Map]



Platinum
Awarded when all other trophies have been unlocked (55) 
No Man Left Behind
Rescue Woods. (9) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 1 ‘Pyrrhic Victory’ the trophy will unlock.

Gathering Storm
Investigate the jungle facility. (2) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 2 'Celerium' the trophy will unlock.

Shifting Sands
Gather intel on Raul Menendez from Mullah Rahmaan. (2) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 3 'Old Wounds' the trophy will unlock.

Driven by Rage
Take down Menendez and his operation. 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 4 'Time and Fate' the trophy will unlock.

Waterlogged
Gather information on Raul Menendez' suspected terrorist plot. 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 5 'Fallen Angel' the trophy will unlock.

What Happens in Colossus...
Find the Karma weapon. (3) 


This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 6 'Karma' the trophy will unlock.

False Profit
Capture Manuel Noriega and bring him to justice. (1) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 7 'Suffer With Me' the trophy will unlock.

Deep Cover
Capture Menendez. 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 8 'Achilles’ Veil' the trophy will unlock.

Sinking Star
Interrogate Menendez. 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 9 'Odysseus' the trophy will unlock.

Late for the Prom
Escort the president to the secure location in downtown LA. 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 10 'Cordis Die' the trophy will unlock.

Death from Above
Stop Menendez once and for all. (4) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you complete Story Mission 11 'Judgment Day' the trophy will unlock. This is the last Story Mission of the game.

Old Fashioned
Complete "Pyrrhic Victory", "Old Wounds", "Time And Fate", and "Suffer With Me" in Veteran. (6) 

This trophy will unlock automatically on your Veteran playthrough. You need to complete the 4 missions of the past on Veteran difficulty. There are a total of 11 story missions. 7 of them play in the future and 4 in the past. Completing all the future ones on Veteran will give you the Futurist trophy. Completing all 11 Story Missions on Veteran will also give you the Black Ops II Master trophy.

Futurist
Complete all future levels in veteran. (4) 

This trophy will unlock automatically on your Veteran playthrough. You need to complete the 7 missions of the future on Veteran difficulty. There are a total of 11 story missions and completing the missions of the past on Veteran will give you the Old Fashioned trophy. Completing all 11 Story Missions on Veteran will also give you the Black Ops II Master trophy.

Here are the 7 future story missions that are required:

  • Celerium (Mission 2)
  • Fallen Angel (Mission 5)
  • Karma (Mission 6)
  • Achilles' Veil (Mission 8)
  • Odysseus (Mission 9)
  • Cordis Die (Mission 10)
  • Judgment Day (Mission 11)

The trophy will unlock once all of them have been completed on Veteran.

Giant Accomplishment
Complete all challenges in Black Ops II. (55) 

Note: When the top left of the screen says "Career Record Updated", that means you have completed a challenge. You can also only check challenges on the campaign menu, you can't do it in mission.

Each mission has 10 challenges. You can check out all requirements by going to the Career Record. Press on the mission selection screen, then select a mission with . Press to switch to the challenge overview. There are a total of 16 missions and 160 challenges. The challenges of the Strike Force Missions are also required for this trophy. For the story missions, you'll want to make sure that you complete every mission without dying and gather all the intel. All of the Strike Force Missions have to be completed by using nothing but tactical view, so as soon as you start the mission press . The miscellaneous challenges are usually repetitive things, but some of them require items that can only be obtained if you have the "Access Perk" equipped (it’s automatically in your equipment preset). Here's an explanation for commonly used challenge terms:

  • ASD - This is a little robot that has a machine gun and rocket launcher.
  • CLAW - A bigger ASD, resembles a bear. It has 4 legs and a mini gun turret mounted on it's back.
  • VTOL - An aircraft, looks like a fighter jet

The hardest challenge is probably obtaining the retina scan in under 60 seconds with Ziggy during the 6th mission, Karma. Make sure you run with and also jump:

Check out the Call of Duty: Black Ops II Challenges Guide by kristoph212 for in-depth explanations on how to beat all of the challenges.

List of all the challenges:

Mission 1 - Pyrrhic Victory

Eliminate Enemy personnel (x15) with machete
Destroy the MPLA tanks
Eliminate enemy personnel (x5) with one mortar explosion
Sink enemy vessels (x5)
Dive to prone on an enemy grenade and survive
Eliminate enemy personnel (x10) with animal trap
Kill (x4) enemies with one mortar primed animal trap
Use elevated improvised positions for confirmed sniper kills (x20)
Collect intel (x3)
100% survivability rating

Mission 2 - Celerium

Eliminate enemy heli before lift off
Destroy sentry turret (x2) while disabled
Eliminate enemy personnel (x4) with one round from Titus weapon
Eliminate enemy personnel (x10) with heli turret
Eliminate enemy personnel (x30) while using optical camo
Destroy enemy ADs (x2) by exploding nitrogen tanks
Eliminate enemy personnel (x10) with the Assault Shield
Protect ASD resource from destruction
Collect intel (x3)
100% survivability rating

Mission 3 - Old Wounds

Eliminate enemy personnel (x15) with pulwar sword
Destroy enemy helo with a mortar
Destroy tank with anti-tank mine
Run down enemy personnel (x10) on horseback
Destroy enemy helo with truck mounted MG
Destroy enemy helos (x4) at North Pass
Utilize stinger (without aircraft lock-on to destroy enemy helo
Eliminate enemy personnel (x25) using alternate fire mode on stinger
Collect intel (x3)
100% survivability rating

Mission 4 - Time and Fate

Eliminate PDF enemies (x7) with shotguns in under 10 seconds
Eliminate PDF enemies (x8) with truck mounted MG
Rendezvous with Josefina in under 140 seconds
Eliminate Cartel enemy personnel with Molotovs (x12)
Crash an enemy truck
Eliminate Cartel enemy personnel with mortars (x10)
Eliminate Cartel enemy personnel with machete (x10)
Located evidence of CIA presence
Collecte intel (x3)
100% survivability rating

Mission 5 - Fallen Angel

Avoid damage from large debris in streets
Direct CLAWs to eliminate enemy personnel (x8) on the flooded street
Record 400 TB of data from Mendez surveillance
Incinerate enemy personnel (x10) with flamethrower attachment
Protect CLAWs (x2) from destruction
Deploy SOC-T boost to find alternate routes (x2)
Destroy enemy vehicles (x20) with drone missiles
Destroy enemy vehicles (x8) with the SOC-T
Collect intel (x3)
100% survivability rating

Mission 6 - Karma

Obtain retina scan in less than 60 seconds
Retrieve previous cargo (Ziggy)
Kill enemy personnel with headshots (x5) in Club Solar
Ensure zero non-combatant casualties
Eliminate rappelling enemies (x5)
Eliminate enemy personnel (x25) in the outdoor area
Incapacitate enemy personnel (x20) using Combatant Suppression Knuckles
Protect ASD resource from destruction
Collect intel (x3)
100% survivability rating

Mission 7 - Suffer With Me

Perform a knife throw at enemy guard post
Survive an enemy RPG blast which causes enemy collateral damage
Destroy Noriega’s private jet
Eliminate enemy personnel (x10) with truck mounted MG
Destroy enemy ZPU (x1)
Distract enemy personnel (x8) with Nightingala grenades at the same time
Eliminate enemy personnel (x15) with IR stroba
Eliminate enemy personnel (x8) in the clinic
Collect intel (x3)
100% survivability rating

Mission 8 - Achilles' Veil

Destroy enemy quad drones (x20)
Eliminate enemy personnel (x20) with sword
Melee enemy personnel (x20) while using optical camo
Destroy enemy quad drones (x8) with turret
Eliminate Enemy personnel (x5) by exploding vehicles
Destroy enemy ASD (x4) while disabled
Eliminate enemy personnel (x5) as VTOL gunner
Direct quad drones to eliminate enemy personnel (x25)
Collect intel (x3)
100% survivability rating

Mission 9 - Odysseus

Located gift in Mason's state room
Incapacitate enemy personnel (x20) using Combatant Suppression Knuckles
Provide sniper overwatch for SEAL team advance across flight deck
Eliminate enemy personnel (x10) with security turret
Destroy security turret (x3) while disabled
Eliminate airborne enemies (x8) before they land
Direct CLAW to eliminate enemy personnel (x5)
Get to extraction in under 90 seconds
Collect intel (x3)
100% survivability rating

Mission 10 - Cordis Die

100% impact ratio with SAM engagement on highway
Perform headshot (x10) sniper kills from the upper freeway
Direct quad drones to eliminate enemy personnel (x8)
Rescue trapped SSA in damaged vehicles
Destroy enemy drone (x30) using SAM on roof
Protect G20 cougar at the interaction Destroy drones (x3) with one shot
Destroy drones (x3) with one shot
Protect all G20 vehicles
Collect intel (x3)
100% survivability rating

Mission 11 - Judgment Day

Avoid ALL anti-air missiles
Destroy ALL laser turrets
Destroy enemy quad drones (x3) while disabled
Perform sniper kills (x10) from more than 40m distance
Melee camouflaged enemy personnel (x3)
Direct quad drones to eliminate enemy CLAW
Eliminate enemy personnel (x5) with one strike of the kinetic projectile weapon
Protect ASD resource to the objective location
Collect intel (x3)
100% survivability rating

Strike Force Mission 1 - Shipwreck

Destroy CLAWS (x2) using only soldiers
Use only 3 network intruders to complete the mission
Complete mission with more than 2:00 min remaining
Eliminate enemy personnel (x10) with headshots
Melee enemy personnel (x15)
Destroy enemy ASD (x3) as a CLAW
Eliminate enemy personnel (x15) with explosives
Eliminate enemy personnel (x15) while they are stunned
Run over enemy personnel (x20) with ASD
Complete the mission in “tactical view” only

Strike Force Mission 2 - I.E.D.

Eliminate enemy personnel (x3) while they are planting IED
Eliminate enemy personnel (x10) on horseback
Convoy never stopped by presence of the IED
Destroy tanks (x3) with kinetic projectile weapon
Destroy help with kinetic projectile weapon
Eliminate enemy personnel (x20) as a quad drone
Run over enemy personnel (x10) as ASD
Use only ASDs to destroy tanks
Keep all vehicles in convoy safe
Complete the mission in “tactical view” only

Strike Force Mission 3 - FOB Spectre

Melee enemy personnel (x10)
Eliminate enemy personnel (x20) using sentry turret
Eliminate enemy personnel as CLAW (x10)
Complete mission with enemy never lowering defense field
Eliminate enemy ASD (x3) using only sentry turrets
Eliminate enemy personnel (x20) with headshots
Destroy enemy quad drones (x12)
Prevent enemy from plating more than one hacking module
Allow no more than one sentry turret to be destroyed
Complete the mission in “tactical view” only

Strike Force Mission 4 - Second Chance

Eliminate enemy personnel (x10) as HVI
Eliminate enemy personnel (x10) as VTOL turret gunner
Melee enemy personnel (x10)
Eliminate enemy personnel (x15) with headshots
Destroy enemy quad drones (x4)
Eliminate enemy personnel (x15) with explosives
Eliminate enemy personnel (x5) by exploding vehicles
Extract HVI in less than 60 seconds
Find the HVI in less than 90 seconds
Complete the mission in “tactical view” only

Strike Force Mission 5 - Dispatch

Melee enemy personnel (x10)
Destroy enemy ASD (x6) while disabled
Complete mission with more than 3:00 remaining
Eliminate enemy personnel (x20) with headshots
Eliminate enemy personnel (15) with explosives
Destroy turrets (x3) while disabled
Destroy multiple ASD (x2) with one explosion
Use only hacking module to complete mission
Eliminate enemy personnel (x10) while they are stunned
Complete the mission in “tactical view” only

Mission Complete
Complete all challenges in a level. 

Each mission has 10 challenges. You can check out all requirements by going to the Career Record. Press in the mission selection, choose a mission with and tap to switch to the challenge overview. See Giant Accomplishment for more info.

Just Gettin' Started
Complete 1 challenge in any level. 

Each mission has 10 challenges. You can check out all requirements by going to the Career Record. Press in the mission selection, choose a mission with and tap to switch to the challenge overview. See Giant Accomplishment for more info.

Singapore Sling
Successfully neutralize the SDC freighter at Keppel Terminal. (4) 

This trophy will unlock automatically by playing through the Strike Force Missions. Once you complete the Strike Force Mission 'Shipwreck', the trophy will unlock. Strike Force Missions are unlocked by beating Story Missions. The game will tell you that certain Strike Force Missions become unavailable at some point during the story. Even if that happens they can still be replayed in mission select.

Desert Storm
Successfully escort the VIPs to safety. (3) 

This trophy will unlock automatically by playing through the Strike Force Missions. Once you complete the Strike Force Mission 'I.E.D.', the trophy will unlock. Strike Force Missions are unlocked by beating Story Missions. The game will tell you that certain Strike Force Missions become unavailable at some point during the story. Even if that happens they can still be replayed in mission select.

Defender
Successfully defend FOB Spectre from incursion. (2) 

This trophy will unlock automatically by playing through the Strike Force Missions. Once you complete the Strike Force Mission 'Fob Spectre', the trophy will unlock. Strike Force Missions are unlocked by beating Story Missions. The game will tell you that certain Strike Force Missions become unavailable at some point during the story. Even if that happens they can still be replayed in mission select.

Black Ops II Master
Complete the campaign on Hardened or Veteran difficulty. (29) 

For this you have to complete all 11 Story Missions on Hardened or Veteran difficulty. The Strike Force missions are not required! It’s highly recommended to play on Veteran because it will also give you two additional silver trophies Old Fashioned and Futurist.

There's no time limit, so take your time, don't rush. If you're ever out in the open you will die, so always make sure you're going to move to a location which has a good amount of cover. Completing 5 challenges in each mission will also unlock some really overpowered weapons that will come in handy on your Veteran playthrough.

Basic Veteran skills:

Use cover at all times - Cover is one of the biggest life savers inV eteran, without it you'd be... well, screwed. Wherever cover is available make sure you're near to it, you don't want to get caught in a firefight without any cover to quickly get to.

Use Prone - Another life saver, this is one of the things you need to master to complete veteran, prone behind an object and slowly poke yourself out of cover to pick off enemies, and when you start getting shot slide back to cover again.

• AI - The AI can be useful at times whereas most the time they are really not. Use them as decoys, enemies will get distracted by them and you can pick the enemies of easier. However this doesn't always work. If an enemy has seen you then he will only go for you. Make sure you never run ahead of your team/AI, you never know what's lurking around the corner.

Art of War
Successfully assassinate SDC Chairman Tian Zhao. (6) 

This trophy will unlock automatically by playing through the Strike Force Missions. Once you complete the Strike Force Mission 'Dispatch', the trophy will unlock. 'Dispatch' is unlocked by completing the other 3 (4 with 'Second Chance') Strike Force Missions. The game will tell you that certain Strike Force Missions become unavailable at some point during the story. Even if that happens they can still be replayed in mission select.

Blind Date
Successfully rescue HVI. (1) 

This trophy will unlock automatically by playing through the Strike Force Missions. Once you complete the Strike Force Mission 'Second Chance', the trophy will unlock. 'Second Chance' is unlocked by allowing DeFalco to escape in Story Mission 6 "Karma". The game will tell you that certain Strike Force Missions become unavailable at some point during the story. Even if that happens they can still be replayed in mission select.

Family Reunion
There are two futures. (2) 

Mission 7: Suffer With Me

At the very end of the 7th Mission "Suffer With Me", you will get a sniper rifle and are told to give someone a headshot. Instead of doing so, shoot the person in the legs or arms two times. The trophy will pop during the next cutscene.

 

Hey Good Looking
Plastic surgery avoided (3) 

Mission 5: Fallen Angel

At the end of the 5th Mission "Fallen Angel", you will be driving a vehicle. Shortly before you reach the final checkpoint a helicopter will get shot down, which causes a chain reaction of unfortunate events. A pipeline will explode and fire will then come out of it. Stay as far to the right as possible and do not drive through the flames. Slow down your car if necessary. The trophy will pop after leaving the vehicle.

 

Showdown
A duel between rivals (7) 

*Missable trophy*

At the very end of Mission 6 "Karma" you can either go after DeFalco and catch him, or wait until he is gone. For this trophy you have to let him flee. Do not go after him, just wait for some while before you move to the last checkpoint.

In Mission 8 "Achilles' Veil", during an interactive cutscene you can decide whether to kill Harper or Menendez. Kill Harper (but be quick, if time runs out Menendez will shoot you)! You are not allowed to complete the Strike Force Mission "Second Chance". Keep playing until you meet Briggs during Mission 9 "Odysseus". The trophy will pop during a cutscene. You may not skip any chapters in between these. If you've missed any of these steps, then you can still rewind the story back to Mission 6 in mission selection by pressing . However, if you make use of this option you will have to choose "continue story" and play all upcoming mission in correct order again.

 

Dirty Business
Listen and think before you shoot. (6) 

*Missable trophy*

While interrogating Kravchenko at the end of Mission 3 “Old Wounds”, you have to keep pressing rapidly to resist killing him. You have to resist three times in a row. After that he will get killed automatically. The actual trophy will pop much later during mission 7 “Suffer With Me”. It will unlock automatically when you meet Noriega. If you've missed any of these steps, then you can still rewind the story back to Mission 3 in mission selection by pressing . However, if you make use of this option you will have to choose "continue story" and play all upcoming mission again.

 

Ship Shape
Reinforcements on the way. 

*Missable trophy*

To make this trophy possible, you have to complete all 5 Strike Force Missions before starting Mission 9 "Odysseus". During Mission 9 you will have to decide whether to shoot Briggs in the leg or kill him. You have to shoot him in the leg! If you’ve successfully done the Strike Force Missions, then the Ship Shape trophy will unlock after “Odysseus” is over. If you've missed any of these steps then you can still rewind the story in mission selection by pressing . However, if you make use of this option you will have to choose "continue story" and play all upcoming mission again.

 

Dead or Alive
Jailor or executioner. (2) 

This trophy will unlock automatically by playing through the story. Check out Black Ops II Master for more details. Once you capture or kill Menendez in Mission 11 "Judgment Day", the trophy will unlock.

Ultimate Sacrifice
Only one can survive. (1) 

Mission 8: Achilles' Veil

Soon after the 8th Mission "Achilles' Veil" starts, you will come to an interactive cutscene with Menendez and Harper. You will then have to decide which one to kill. Press to choose Menendez or wait for a few seconds and don't press any buttons. Either way, Menendez will shoot you in the head and the trophy will pop shortly after the cutscene is over.

 

Good Karma
Crack the celerium worm. (18) 

*Missable trophy*

Several decisions have to be made throughout the story. These decisions change the outcome of the story. The important choices for Good Karma start in Story Mission 6 "Karma". It's all about rescuing Chloe (Karma) and see her surviving the 9th Mission "Odysseus". Make sure to beat all of the Strike Force Missions before Story Mission 9 "Odysseus" begins. You have to do these Strike Force Missions during the story. Doing them via mission select will not count. China needs to be an ally and this will automatically unlock Ship Shape too.

Step 1 - Mission 6 "Karma" - Kill DeFalco at the end of the mission. Do not let him get away in the aircraft! If he gets away, you can still rescue Chloe in the Strike Force Mission "Second Chance".
Step 2 - Mission 8 "Achilles' Veil" - Kill Harper during the interactive cutscene.
Step 3 - Mission 9 "Odysseus" - Shoot Admiral Briggs in the leg. Finish the mission.

If you fail to do any of these steps the trophy won't be possible anymore. You will then have to rewind the story in mission select back to the point where the first mistake happened. If you decide to make use of the rewind story feature then keep in mind that you have to replay all Missions via "Continue Story". If you have to rewind back to Mission 6, then you have to play all Missions in correct order until Mission 9.

 

High IQ
Collect all intel. (14) 

There are 33 intel in total. Each Story Mission has exactly 3 intel. Once collected, they are saved automatically and will not appear again. After collecting them you have to complete the entire mission! The game will not recognize your progress otherwise. Even after collecting the last intel, the High IQ trophy will not pop until the mission is over. Obtaining every intel of a mission is also a requirement for the challenges. Completing challenges unlocks new perks and awesome weapons! In your Career Record you can see if you've found all the intel of a mission. A full Intel Text Guide can be found here: Click

 

Back in Time
Use a future weapon in the past. (3) 

First of all, you need to play through some Story Missions to obtain future weapons. You unlock these weapons as you progress. The missions from the past are "Pyrrhic Victory", "Old Wounds", "Time And Fate", and "Suffer With Me". Play one of these and change your loadout before starting the mission. An example for a future weapon is the KAP-40 automatic pistol. Kill an enemy with it and successfully complete the entire mission. The trophy will pop after the mission is over. You are allowed to drop your weapon during the course of the mission.

 

Man of the People
Stop the brutality inflicted by the PDF. (4) 

This can be done in the beginning of Campaign Mission 4 “Time and Fate”. You will have to go through a village where soldiers attack civilians. Kill all the soldiers that are in conflict with civilians. There is a good chance that this comes naturally. It does not matter whether the civilians survive or not. You will still get the trophy if you kill them by accident.

Gun Nut
Complete a level with customized loadout. (2) 

Before starting a mission, you can press to customize your loadout. Do so and keep one customized weapon until the end of the mission. You can also pick up enemy weapons and finish the level with one of them to earn this trophy. You basically just need to finish the mission with anything in your inventory, other than the preset weapons.

Ten K
Minimum score 10k in every mission (5) 

You get points for the following actions:

  • Kills (10 points per kill)
  • Headshots (50 points per headshot)
  • Melee (100 points per melee kill)
  • Robot / Vehicle Kills (150 points per destruction)
  • Explosive (150 points per kill)
  • Stun (250 points per stunned enemy)
  • Difficulty (5000 points x difficulty level - 4 difficulties in total)
  • Challenges (2000 points per challenge)

You will automatically fulfill the requirements if you play on the second easist difficulty “Regular” or any higher difficulty. The 10,000 points have to be reached in every Story Mission & Strike Force Mission (16 missions in total). At the end of a Mission you will see your score. You can also go to mission select and press to see your career record with all your highscores of each Mission.

Welcome to the Club
Reach Sergeant (Level 10) in multiplayer Public Match. (1) 

You get XP for pretty much anything in Multiplayer. Kill enemies, complete mission objectives, finish a match, win a match, assist your teammates, use killstreaks etc.

Until you are level 10 you can play the Combat Training Playlist against Bots and human players and will still be awarded full XP. This mode is very easy for beginners and is a fast way to level up.

Welcome to the Penthouse
Prestige once in multiplayer Public Match. (50) 


To enter Prestige ModeM you need to reach the highest level in Multiplayer which is level 55. XP is rewarded for pretty much everything. Just keep playing the game modes that you are most comfortable with. Once level 55 has been reachedM you can activate Prestige Mode in the Barracks of the Multiplayer Menu.

Big Leagues
Win 5 multiplayer League Play games after being placed in a division. (15) 

To be placed in a division you need to play 5 League Play games. After that, you can join one out of seven divisions. Once you are in a division you simply need to be on the winning team 5 times. You do not have to be the best player of your team. All that matters is that your team wins the match.

Trained Up
Win 10 multiplayer games while playing in Combat Training playlists. (11) 

Simply be on the winning team in 10 Combat Training matches. You can find the Combat Training matches in the Multiplayer Menu when you go to “Public Match” > “Combat Training”.

Party Animal
Win 10 multiplayer games while playing in Party Games playlists. (15) 

You need to be one of the top 3 players of a match for 10 times in one single game type. You do not have to place first! As long as you end up in the top 3 it will count as a win. In the Multiplayer Menu you can find the Party Games by going to “Public Match” > “Party Games”. In these game modes you will have to play by yourself; there are no teams.

Tower of Babble
In TranZit, obey the voices. (353) 

Glitch warning: If one person in your party has done this easteregg already then the voices can no longer be heard and the easteregg will not work!

There are two different Tower of Babble eastereggs - Richthofen's and Maxis'. The following text describes Maxis easteregg because it is much easier and shorter than the other one:

To do this you have to play TranZit in Co-Op (online or split-screen) with at least 2 people on original difficulty! On easy the voices cannot be heard and without 2 people you cannot finish this type of easteregg because 2 turbines are needed at the same time. You will have to use a headset or another way to communicate quickly. If you die you will lose your turbine - if that happens you need to return to the starting area and pick up another one.

Step 1: Both players build a turbine in the starting room and maximise their points by shooting the zombies several times before stabbing them.

Step 2: Get to the diner and if you dont get an EMP grenade and get the teddy bear you restart the game immediately and try again. It's best if you get the EMP in one of the early rounds. There is no other way to get the EMP grenade and it's completely random if it spawns and when it spawns. Sometimes this can take several hours and sometimes you get it on your first try. Only one player needs the EMP! Once you have it, both players get into the bus and go to bus stop 4 - the Power Station.

Step 3: In the Power Station, build the parts to turn on the power (you need 750 points to open the Power Station door).

Step 4: As soon as Dr. Maxis tells you to turn the power off, shut it off after he stops talking. He will say this very shortly after the power has been turned on.

Step 5: Both players go outside and follow the road to the left (in the direction of the third bus stop) through the fog until you see a lantern. From the lantern, stick to the rocks on the left side of the road and keep running until you reach a cornfield. Run around the cornfield until you find an entrance between the plants. In the cornfield is a huge pylon.

Step 6: Look above until you see and hear the thunderstorm. It needs to be above the pylon! Don't get killed by a zombie while looking up.

Step 7: Once the thunderstorm is above you, kill the last zombie to start the next round.

Step 8: The electric zombie has a 50% spawn chance when the thunderstorm is above you. If he spawns, you need to set up 2 turbines at specific locations. There are 2 ways to get into the Pylon, so when you enter from either side it will always be the pillar on your right that needs the turbine facing towards it when the zombie electric guy enters the pylon. When Dr. Maxis tells you to kill the creature throw, the EMP grenade at it and make sure the turbines don't get destroyed. Keep a zombie alive at the end of this round.

Step 9: Both players pick up their turbines (take the ones away that are under the pylon) and each one moves to any teleport lantern they can find. There are several lanterns in the fog, one is at the diner (bus stop 2), one is in the town (bus stop 5) and one is at the bus depot (bus stop 1). Make sure to set your turbines down at the same time and you will get red mist come out of the teleporter lanterns to confirm you did it right.

If done properly then all players will get this trophy! You can also do this with 3 or 4 players, but 2 are the minimum to make it work.

Check out the Zombies Boosting Thread to find good partners.

Don't Fire Until You See
In TranZit, have all doors opened without being set on fire. (30) 

You have to open a total of 19 doors in TranZit. While doing this, you are not allowed to walk into the lava on the ground or get damaged by a burning zombie. Make sure to build the turbine in the starting room! The 3 required parts are scattered across the room and you can build the turbine at the workbench (which is also in the same room). The turbine is required to open several doors. Only use it if necessary because it will fall apart after some while. If that happens you need to return to the first bus stop and equip it again.

Stay in the starting area in the beginning until you have 7,000+ points and leave one zombie alive at the end of the round. After that, go from bus stop to bus stop and open every door that costs points as well as the doors that require a power source. Make sure to keep 2 grenades with you. They are needed to blow open the bank vault at the last bus stop!

Bus Stop #1 - 3 Doors (1 x 750 points, 2 x turbine)
Bus Stop #2 - 3 Doors (2 x 750 points, 1 x turbine)
Bus Stop #3 - 4 Doors (2 x 750 points, 2 x turbine)
Bus Stop #4 - 3 Doors (1 x 750 points, 2 x turbine - 1st turbine door opens the pack-a-punch door in the town)
Bus Stop #5 - 6 Doors (1 x 1000 points, 2 x 750 points, 2 x grenade, 1 x turbine)

This can also be boosted in co-op. You can stay at a safe area and let your friends open all the doors for you. As long as you personally do not step on the lava it will still give you the trophy.

 

The Lights Of Their Eyes
In Green Run, pacify at least 10 zombies with 1 EMP. (6) 

Start a solo match on TranZit and ride the bus until you reach the next bus stop. You will then be at the "Diner". Look to the sky and search for a blue beam of light. This blue beam shows the location of the mystery box. The mystery box always spawns at the Diner. EMP Grenades can only be obtained from the mystery box, so be prepared to spent some points on it. Each try costs 950 points! Just keep killing zombies for a few rounds and use the mystery box whenever you can. Once you have the EMP grenades, round up a group of zombies. Throw the grenade when 10 of them are standing right next to each other. In case the mystery box disappears, you can either search for its new spawn location (watch the blue beam) or restart the game.

 

Undead Man's Party Bus
In TranZit, complete all additions to the bus in 1 game. (5) 

There are 3 different additions to the bus, but they have 4 different spawn locations in total. They can spawn at bus stop 1 (starting area), bus stop 2 (diner), bus stop 3 (farm), bus stop 5 (town). These 4 spawn locations don't change, it's just random which part spawns at which location. The parts for the bus are always in the rooms that require a power source - that is to say you need to open them with the turbine. The turbine can be built at the workbench in the starting room of TranZit. It consists of 3 parts (ventilator, doll, wooden board) and all of these parts are always scattered across the small starting room. After finding a part you have to attach it to the bus. You can only carry one part at a time. The ladder has to be attached to the back of the bus, the bumper to the front and the opening in roof to the roof (climb up via ladder, or jump while standing below it).

If you are playing in Co-Op, then all players will get the trophy!

 

Dance On My Grave
In Green Run, acquire your Tombstone. (11) 

*This can only be done in Co-Op - See Zombies Boosting Thread*

Start a match of Green Run with a split-screen or online partner. Ride the bus two times in a row until you come to the farm with the Underground Bunker. After exiting the bus, you can see a little hut on the right. Open the door of the hut to go down into the bunker. You need to collect three parts and put them together at the workbench. Look for a zombie hand, a panel and a lever. Turn on the power and the shutter will open up. Go up the stairs behind the shutter until your reach the Perk Machine. Buy the Tombstone perk and get yourself killed. Your partners may not revive you! After the round is over, you will respawn and have to go the the exact same location where you died. You can then pick up your tombstone which will give you back all the weapons as well as the trophy.

 

Standard Equipment May Vary
In TranZit, acquire 4 different equippable items in 1 game. (13) 

Every part of the map has mutliple equipment parts. You need to put them together at a workbench to get the final equipment piece. Here is a list of all equippable items (5 in total):

Area 1 (starting point) Turbine: Mannequin, Toy Plane Wing & Fan
Area 2 (Diner) Zombie Shield: Dolly & Car Door
Area 3 (Farm) Turret: Machine Gun, Ammo Box & Lawn Mower
Area 4 (Farm with Underground Bunker) Electricity Trap: Car Battery, Headlight, Sculpture
Area 5 (Bank) Wonder Weapon: Jet Cannon; this requires the following items:

  • Jet Turbine - In the tunnel between Area 1 and Area 2
  • Lever - Between Area 3 and Area 4 in the cornfield
  • Cables - In the Underground Bunker of Area 4
  • Speedometer - Go by foot from Area 4 to Area 5. Stay to the right. It’s inside a house.

The lever for the electricity in Area 4 does not count for this trophy! You need to equip each tool after it has been built!

You Have No Power Over Me
In TranZit, defeat "him" without being attacked by "him". (34) 

Step 1: Get EMP Grenades from mystery box. The box always spawns at the second bus stop, the Diner.
Step 2: Go to the fourth bus stop, the Bunker.
Step 3: Activate the power. "He" can only spawn where the thunderstorm is happening.
Step 4: Go outside, leave one zombie alive and wait until the thunderstorm is right above you. Kill the zombie to end the round.
Step 5: "He" looks like an electric zombie and has a 50% spawn chance in the area with the thunderstorm. He can only spawn in between rounds, not during rounds. Throw an EMP grenade at him.

He may attack you with shock attacks / electricity attacks. You may not die, that's all. You can also try to knife him or use other weapons. He can take a lot of damage though. The EMP Grenade will kill him instantly. If he does not spawn then play the next round, leave one zombie alive and kill that zombie once the thunderstorm is above you.

 

I Don't Think They Exist
In TranZit, kill one of the denizens of the forest while it is latched onto you. (4) 

From the starting area of TranZit, go outside where the bus is waiting for you. Facing the doors of the bus, look right and you’ll see some fog. Walk into the fog and a goblin creature will latch onto you, all you’ll see is cat like hands scratching your face. Spam to kill it, you may have to do it several times. The creature has to die while it is sitting on your head.

 

Fuel Efficient
In TranZit, use an alternative mode of transportation. (36) 

Search all 3 turbine parts in the starting room of TranZit and put them together at the workbench. Now pick up the turbine and go outside. There is a lantern on the street to the left. Place the turbine under the lantern and it should start to emit a green light. Go into the fog and one of the goblin creatures ("denizen of the forest") should latch onto you. Move to the lantern quickly and the goblin will jump down and turn into a portal. Jump into the portal to be teleported to a random place.

 

Happy Hour
In TranZit, buy 2 different perks before turning on the power. (5) 

Warning: Perks obtained while the power is turned off will appear faded and have a lessened effect.

To do this, you need to build the turbine. 3 different parts are required and all of them can be found in the starting room of TranZit. The game tells you to hold when one of the objects is nearby. You need to put them together at the workbench which can also be found in the same room. Make sure to buy the “Quick Revive” perk for 500 points by putting the turbine in front of the Perk Machine before you leave. Once you have picked up the turbine, go into the bus and drive to the next bus stop - the "Diner". Open the door to the Diner (costs 750 points) and inside you will find a Speed Cola machine. Place the turbine in front of the machine to turn it on. Speed Cola costs 3000 points, so you might want to kill some more zombies before trying this.

 

 
 
DLC: Revolution Map Pack
Cost: 14.99 Trophies: 10
 
High Maintenance
In Die Rise, be the architect of their instruction. (95) 

Note: You need 4 players to do this and good communication, so use mics to make things easier. This is the Richtofen's way of doing it as it is the easiest one of the two. Also note that only Samuel (the one with glasses and a moustache) can hear Richtofen, so if only one person has a mic, make sure he controls him. Also, this must be done on original difficulty. Some things don't appear on easy difficulty.

Before going through the steps, here are some tips to make it easier for you.

  • Beforehand you should boost Persistent Quick Revive on TranZit by reviving other players a large number of times. The easiest way is to get others to commit suicide in the lava until you get it. This will make you revive faster.
  • Also, try and get persistent Juggernog to get more health. See the video under 'Mad Without Power' for how to get this.
  • Get decent guns/perks before starting the steps. A big mistake is players rushing to finish it as soon as possible without getting loaded out first.
  • Know the map. It'll will be very helpful and maybe the difference between success and failure.
  • Be extremely careful around edges or elevators. They can kill you, and you can not be revived.

Steps

  1. On top of some of the elevators, there are golden Chinese symbols. Each player must find one and step on it to advance. Two are in the starting building, the other two in the power room.
  2. Find the 4 Chinese symbols that aren't in the elevators. There's 2 in the starting building, (1 by the M14 and one in the cafe type room) and 2 in the dragon building (1 above the AK-74 and 1 by the radio tower). You have to step on them in a specific order using trial and error, Richtofen will count in German each time one is stepped on correctly. It will reset if you get it wrong.
  3. Buy the SVU off the wall near the cafeteria area or get a sniper from the mystery box, then snipe the two black orbs in the dragon's mouth. They will fall to the paws of the dragon.
  4. This is where the two methods split. As mentioned earlier, for simplicity we will detail Richtofen's method.
  5. Shoot each of the balls in the dragons paws with the Sliquifier (see 'Slippery When Wet' if you are unsure how to build this) until they start spinning.
  6. Each player must retrieve a Trample Steam (see 'Vertigoner' if you are unsure how to build this) and place it on each of the zombie emblems on the floor and have them facing the radio tower (there is one by the M14, one on the balcony part by the radio tower and two at the bottom of the ramp below the dragon). If you are playing as Samuel you will hear Richtofen speak each time one is placed correctly. Start the round and try and lead zombies into the trample steams so they get flung at the tower (it is ok to shoot the zombies). Once a certain amount have been flung at the tower it will start glowing.
  7. Buy the Galvaknuckles (6000 points) and hit each of the corners on the radio tower in a specific order, the order can be determined by finding the Mahjong Tiles (Alternatively you can just punch random ones until you know the sequence but bear in mind you can only attempt the sequence once per round). If you want the correct order, find the Mahjong Tiles. It is difficult to explain so please refer to the videos below about it by NGTZombies. Once you get the correct order the Easter Egg will be complete and the trophy will unlock.

 

 

Vertigoner
In Die Rise, fling 10 zombies in one game. 

You firstly have to build the Trample Steam, for which you need:

  • The flag pole
  • The brown air thing
  • Battery
  • Metal square

These can either be found in the starting area or in the room next to the starting area (you pay 750 points to open the door). They don't have a specific spawning area, so look everywhere in those rooms. Before you can build it though you need to turn on the power which can be accessed a variety of ways, but the best way is to go down the lift at the start, jump to the next building and open the door in front of you to get to the power switch. Once you've done that, use the elevators to get to the roof, then jump back to the building you started on. Now, all you need to do is pick each part up and then go down two floors on either of the two elevators here to reach the workbench (this is much easier with 4 people).

Once you've built it, just set it up with the up button on the directional pad and wait for it to pull back, zombies will be attracted to it so make sure they don't break it or you must pick it up again. For this reason it is a good idea to do it in the room you build it in. Once it has been pulled all the way back, simply watch the zombies in front of it get flung into the air. Kill 10 zombies in one game using this method.

 

Mad Without Power
In Die Rise, reach round 10 before turning on the power. 

Self explanatory, just avoid turning on the power until you reach round 10. The only challenge here is you won't be able to use the elevators or have access to perks, except Quick Revive if you are on solo, which can be very useful if you go down. I suggest just staying at the starting area and using the PDW-57 as it a good gun and a decent place to stay if you don't have power. Another great idea is to gain the persistent Juggernaut perk (see video below for a demonstration) which allows you to take more hits for free.

 

Shafted
In Die Rise, use Pack-a-Punch and all perk machines in one game. (7) 

The Pack-a-Punch and perk machines randomly spawn in elevators once you turn the power on. There's a total of 6 perks, but you can only carry 4 at once, so you'll need to go down first before you can buy them all. Don't buy Who's Who until after you go down, as this keeps your perks, not loses them unlike Quick Revive or normal co-op reviving. Here's a list of each one:

  • Speed Cola = 3000 points
  • Double Tap root beer = 2000 points
  • Mule Kick = 4000 points
  • Juggernog = 2500 points
  • Quick Revive = 1500 points (500 on solo)
  • Who's Who = 2000 points
  • Pack-a-Punch = 5000 points

There are 3 elevators in the starting building, 2 in the power building and 2 on the roof with the dragon.

The Pack-a-Punch will be the hardest because it costs the most at 5000. You're going to need 20000 points to buy them all (19000 on solo), so be prepared to survive quite a few rounds to get enough. For this reason it is advised to save what you think are the least important perks until last.

Slippery When Undead
In Die Rise, kill 5 zombies with a single shot from the Sliquifier. 

To build the Sliquifer you have to find the 4 parts in the upper and lower floors of the power room area, the spawns are very random. They are:

  • Mannequin Foot
  • Wires
  • Handbrake
  • Gas Canister

The pieces can be found on the floor and on desks, most of the pieces blend in well so be sure to cover everything to find the pieces. Once you have found one you want to go to the lower floor, down here by two elevator shafts you will find a desk in which you can build the Sliquifier. Find all the pieces then you'll be able to claim the gun.

Once you have built it simply take it and it will be added to your inventory and replace the gun you are holding at the time. Be careful though, if you run out of ammo you will only be able to get the gun again from the mystery box, but as long as you use it sensibly this shouldn't be an issue. As soon as you get it you want to make a train of zombies (have a group following you). When there are 5+ following you, simply shoot the gun once into the group. The gun will kill everybody it touched and also cause a chain reaction, so if a zombie explodes near an unaffected zombie it will kill them too. Beware where you are shooting though, as you will slip on the goo it causes, possibly straight into trouble.

 

Facing the Dragon
In Die Rise, face the dragon head-on before reaching round 2 (11) 

Another easy and quick trophy, this can be done within 2 minutes upon starting any game of zombies on Die Rise. All you have to do is kill all the zombies, but leave one of them. From the starting point get in the lift to your left, wait in it around 5 seconds until it falls to the floor below. Follow this corridor and jump to the next building (the power switch one). Once here, go through the floors to the power room and turn on the power. There will be two lifts to your right, one will have a perk machine and one you'll be able to climb on top. Climb on top of that one. Once in, the lift will go down (I advise you get out here as the lone zombie you left will be here and you don't want him killing you). Lure the zombie away from the lift and as soon as you hear the lift beep quickly jump back on it, this will take you to the top floor with the Dragon. All you have to do now is follow the path around and get the to highest point on the ramp by the dragon, and look at it for the trophy.

 

I'm My Own Best Friend
In Die Rise, revive yourself. 

Note: The perk can only be accessed while the power is on, the machine also spawns in a random lift.

You cannot get this trophy from using the Quick Revive perk in a solo game, even though that revives you. To get the achievement you have to use a new perk called 'Who's Who'. This perk works like so: say you get downed, you will respawn as a sort of ghost and only have an M9 pistol (Be aware zombies will still go for you). You will see the 'Revive' marker on the screen too, this is your body. All you have to do is go up to yourself and revive like you would normally. It is best to die on purpose on the last zombie of a round so you don't get swarmed. Also, make sure any co-op partners you are with don't revive you first. The trophy will unlock as soon as you revive yourself.

Polyarmory
In Diner Turned, get a kill with each primary weapon in a Public Match. (30) 

Turned works as follows, there are 3 zombies and one human, all player controlled. If a zombie kills the human, they become the human and so on. The aim is to be the human as long as possible. As you get kills, the guns change, sort of like Gun Game. There are 6 guns that you need to kill with in a row, if you die, you will need to start over when you become human again.

This is one of the hardest achievements in the DLC, unless you boost it. The only way to get it legit is if you get lucky and receive the insta kill perk, as the last pistol takes too long to kill zombies and because they run so fast, it's impossible to kill them. If you would like to boost it you do it as so:

  1. Find 3 other players in the Trophy Boosting Thread.
  2. Have one of you go into a a lobby and search for a game on Diner Turned.
  3. The others need to very quickly 'Join Session', which is done through the in-game friend list.
  4. If done right you'll all get into the same lobby and you can all boost it, it will take some time to get this to work but it will eventually work.

The list of weapons are:

  • Executioner
  • M1216
  • M27
  • Chicom
  • KAP-40
  • M1911

The others are pretty easy to get a kill, but getting a kill with the M1911 pistol is difficult because it takes so many bullets to kill the enemy players. If you get swarmed you're basically dead, even if only one of them runs up to you. There are no good camping spots either, but I advise you not to run around.

Monkey See, Monkey Doom
In Diner Turned, retrieve a chained Cymbal Monkey in a Public Match. (16) 

After killing a bunch of zombies consecutively, a cymbal monkey will sometimes randomly drop. You need to pick it up and throw it at a small group of zombies (around 3 zombies). It will chain them together and kill them. Be careful not to die, but stay where you are. Once they die, another cymbal monkey (white glowing) will spawn, pick it up and the trophy will pop.

I See Live People
In Diner Turned, kill the human while its decoy is in play in a Public Match. (12) 

When a player throws a Cymbal Monkey, this will create a decoy of the player where the monkey landed. All you have to do is kill the static image of the real player that threw it without them killing you. This will happen a lot in the Turned games you play, so you will get this evetually. This trophy can also be boosted, see the Trophy Boosting Thread if you would like to boost this.

 
 
DLC: Uprising Map Pack
Cost: 14.99 Trophies: 10
 
No One Escapes Alive
In Mob of the Dead, execute the escape plan. (12) 

For this trophy, you simply need to build the plane and take off on it. Everybody that was on the plane will get the trophy. Refer to Pop Goes The Weasel for how to build the plane. Unlike the whole Easter egg, you can do this in solo but it is easier in a team.

Feed the Beast
In Mob of the Dead, obtain Hell's Retriever. (1) 

For this trophy, you have to feed the 3 hell hounds 6 zombies each. The hell hound locations are as follows:

  • On the alleyway in the docks
  • Before the door to the roof
  • In the central cell block, 2nd floor.

All you have to do is kill a zombie by the red dog symbol to summon the hound, and then feed it 5 more zombies. To 'feed' the hound, you just need to kill a zombie within range of it. It will only eat one at a time, so if it is eating, try not to kill unless you need to as the hound won't eat it at all. Once you've fed a hound the required amount, it will go back into the wall. Once you have fed them all, a wall in the citadel tunnels will have opened and inside is the Hell's Retriever; it looks like a tomahawk and glows. Pick it up using to unlock the trophy. There are unlimited of these after activation so everyone can pick one up and receive the trophy.

 

Making the Rounds
In Mob of the Dead, complete the cycle 3 times. (3) 

Refer to the Pop Goes The Weasel trophy walkthrough for how to do this. It's basically just when you fly the plane to the bridge, and then return back to Alcatraz. You need to fly 3 times for the Pop Goes the Weasel trophy so you will get this regardless.

Acid Drip
In Mob of the Dead, convert a weapon using a kit. (3) 


For this trophy, you will need to build the Acid Gat Kit and obtain the blundergat from the box or step 11 of the Easter egg. The following parts are required for the acid kit:

  • Pump - In the Warden's office, in any of the rooms
  • Case - Can be found in multiple locations in the cell blocks.
  • Acid Bottle - In the Infirmary. Either on a table or the ground.

Once you have built the kit on a workbench, take your blundergat out and press for it to be upgraded, then take it back again using when it is done. You will get the trophy soon after.

Full Lockdown
In Mob of the Dead, Brutus completes his patrol. (11) 

For this trophy Brutus has to take down the following:

  • Juggernog
  • Speed Cola
  • Dead Shot Daiquiri
  • Electric Cherry
  • Double Tap
  • Mystery Box
  • Workbench with acid kit on
  • Workbench with zombie shield on
  • Plane with at least 1 part on

The easiest way to do this is to wait until Brutus spawns, then kill all of the other zombies and then just lead Brutus around the whole of the map. It is difficult to make him lock these things quickly as most of the time he tries to hit you, but if you linger around the immediate vicinity, he will eventually hit them and lock them. This does not have to be done with one Brutus, and it is fine to unlock things, as long as everything listed above has been locked at some point in the game you'll get the trophy (Thanks yatzer for this info!)

A Burst of Flavor
In Mob of the Dead, kill 10 zombies at once with a new beverage. (1) 

The new beverage in question is the 'Electric Cherry', which is situated en route to the roof and costs 2000 points after you activate it in afterlife. The perk causes you to have an electric pulse around you while you reload, damaging zombies around you. Also, if you exhaust your mag instead of manually reloading, you get a bigger and more damaging shock. You'll ideally need to get juggernog as you'll be up close to kill them, plus a weapon with a longer reload time and no speed cola will also help. Finally, the earlier round the better. Get a group of 10 or more zombies, empty your mag, then run into them. If you kill 10, you'll get the trophy.

Paranormal Progress
In Mob of the Dead, open a door without spending points. (2) 

In the new map, if you have one left, instead of dying you may come back as a ghost where you can revive yourself, similar to Who's Who from the previous DLC. You also get infamous style electrical powers which you can use to open doors, activate machines and teleport zombies. There are a few doors that you need to go into afterlife to open. If you open the door to the roof, you will get this trophy; same goes for the door to the wardens office. There are a few other doors you need to open this way for the Easter egg, so there is no need to worry about this.

GG Bridge
In Mob of the Dead, survive an entire round on the bridge on round 15 or higher. (2) 

You arrive on the bridge after flying on the plane. See Pop Goes the Weasel for more details on building the plane. For this you will ideally need great pack a punched weapons or wonder weapons with a good amount of ammo, and possibly the hells retriever to be able to survive, also depending on skill. On round 14 with a couple of zombies left, get any coop partners and head out on the plane. When you land on the bridge, kill the last couple of zombies and prepare for the next round. Survive this round to get the trophy. Do not go near the electric chairs, as they teleport you back to the prison! This can be done on any round after 15, but they obviously get harder as you advance the rounds.

Trapped in Time
In Mob of the Dead, use and upgrade all traps before round 10. (4) 

There are 3 variations of traps, while only 1 can be upgraded. These are:

  • Acid Trap (cafeteria)
  • Fan trap (wardens office)
  • Sniper Trap (can be upgraded, docks)


All of these cost 1000 points each to use. To upgrade the sniper tower, you'll need to turn it on first, then down yourself into afterlife. A little door will open at the base of the tower, revealing a switch you can shoot. Jump onto the base, then shoot it with electricity, successfully upgrading the tower. If you focus all your points into getting to these traps and using them, you'll easily get enough to use them all in time.

Pop Goes the Weasel
In Mob of the Dead, break the cycle. (39) 

Step 1: One player gathers 1000 points

As soon as 1 player has 1000 points don't kill anymore zombies. Now go through the door in the 'Library' and then go up the stairs to the first dog symbol. Let the dog eat the remaining zombies. As soon as he has eaten 6 proceed to step 2.

Step 2: Have the player with the most amount of points gather 2000 to open the door on the upper level and open the Roof door

Have the player with the most points kill the zombies then make your way to the Roof entrance, to allow the dog here to eat another 6 zombies. If the key is on this side of the prison, get it now. If it isn't, refer to the next step. The next thing you want to do is open the door to the Roof which is one by going into Purgatory mode, and then going through the entrance in the corridor to near the bathtubs. Then zap the switch.

Step 3: Obtain the Wardens key (If you didn't in step 2) and unlock the wardens office, return to the Roof and pick up the valves if you haven't already.

The wardens key will either be by the cafeteria entrance or by the wardens office (See the video for exact locations). To get it you simply have to overload the power box in purgatory mode (By levitating through the gap at the top). Pick it up when it falls down. You also want to open the wardens office, which is done by going to the right in the corridor in purgatory mode and powering the switch.

Step 4: Obtain the Uniform

The uniform is in the shower rooms; you have to unlock the door then power then switch in purgatory mode. You will now be able to turn the washing machine on and once it finishes it's cycle, pick the uniform up.

Step 5: Obtain the Rigging

This one is pretty easy. In the citadel tunnels, there is a large spiral staircase and you will see an elevator at the top. What you want to do is use the power switch at the top of the staircase to enter purgatory mode. As you go down the stairs, you will see 3 numbers (random each time); you need to enter these 3 numbers in the machine below (Make sure somebody opens it for you). Once you enter it correctly, go through the door to the right of the machine, then take a left. The rigging is at the end of the corridor.

Step 6: Disable the generator in the basement

There is 3 boxes you must overload to disable the generator (This powers the electric over the door in the wardens office). All you have to do is enter purgatory mode, and then shoot the 3 boxes (One is in the purgatory door in this room). Once all 3 are done the generator will start smoking.

Step 7: Obtain the Engine

Go back to the wardens office and the door with electric on you can now open. If the wardens office itself isn't open, refer to the video or see step 3.

Step 8: Obtain the O2 Tanks, get kills with the last dog and obtain the Hells Retriever (Found in the citadel tunnels, a door will have opened)

This is down in the docks. Al you have to door is first open the door, then have 2 people enter the small area. One person uses the junction box to down themselves and enter purgatory, then zap the power switch. This then opens the next door to the tanks. Have the human player pick up the tanks, then once he is back in the main part zap the switch again so you can both get out. Last thing you want to do is get kills with the last dog and obtain the Hells Retriever (Found in the citadel tunnels, a door will have opened). Refer to the video for an exact location. (Feed The Beast Trophy Unlocked!)

Step 9: Add all the parts to the plane

Simply Build the plane and then get on it. Only people who are on the plane will get the achievement. (No One Escapes Alive Trophy Unlocked!)

 

Step 10: Go back to Alcatraz, start a new round so the fuel cans appear.

You have to do this twice, so the total amount of times you will have visited the bridge will be 3 times. You have to advance a round when you get off the bridge in order for the fuel cans to spawn. When you have been to the bridge 2 times after first going, that is enough.

Step 11: Obtain the 5 skulls using Hells Retriever

There is a total of 5 skulls that you can only see in purgatory mode, but to make things easier on yourself just throw the retriever at the locations below (Refer to the video for more detailed locations):

  1. First one is in the jail cell next to the spawn and down the stairs form the dog symbol. It is next to a normal skull.
  2. The next one is in the Docks. Go to the jug machine and then look at the lamps above. The skull is on the lamp on the right.
  3. The next skull is down the bottom area of the docks. Where the trap is, look to the right and you will see and area across the water. It is on the middle stump.
  4. The 4th skull is on the roof. Go along to the left hand side of the ramp and it is on the corner of the building you see when looking over the edge of the building.
  5. The final skull is in the wardens office. Go to where his desk is then look out of the window. You will see telephone post that is sparking, Throw your Hells Retriever to reach it.

If you got all 5, a Blundergat will appear on the wardens desk. Simply pick it up and proceed to the next step.

Step 12: Destroy the poster, get the 2 spoons.

Come out of the wardens office and look at the cells to the left; one of them has a poster. All you have to do is throw the Hells Retriever at the poster to break it. Now, go to the power switch just behind you and enter purgatory. You will see that a new ghost door has opened to your right. Go through it and zap the spoon on the floor.

The second spoon is in the cafeteria. To the right of workbench, look into the kitchen. On the table to the right is a spoon. Throw the Hells Retriever at it to pick it up.

Step 13: Entering the Prisoner numbers in the number machine

See the video for a way to stay in purgatory longer. Where the number machine is in the citadel tunnels, the numbers should be flashing between 0 and 9 very quickly. You have to enter the following numbers into the machine and allow them to get accepted; 101, 872, 386, 481. Once you enter all of them, the machine should shut down completely and an audio log will play.

Step 14: Pick up the 5 headphone drops

All the headphone drops are on your way to the roof. Head up the stairs and you will see one. Listen to it through, and another one will appear by the exit to the stairs which lead to the wardens office door. Keep making your way up to the roof to fins the rest.

Step 15: Boarding the plane in purgatory mode

Firstly, make sure each player has an afterlife symbol. Secondly, make sure the plane is fueled! All you have to do now is go up to the plane, and it should automatically put you on the plane if you are all standing next to it. After this you'll fly to the bridge and then you need to revive yourself in the chair.

Here's the fun part, Weasel will switch to the zombie team. The zombies will not hurt him but they will hurt the other guys. Simply kill weasel or have weasel kill you. The achievement will unlock either way. (Pop Goes The Weasel Trophy Unlocked!)

 

 
 
DLC: Vengeance Map Pack
Cost: 14.99 Trophies: 10
 
Mined Games
In Buried, be their pawn. (53) 

Doing this will require four players and a lot of communication. It is highly recommended you utilise the Bank to get lots of points on early rounds. This way you won't have to play to high rounds. You can do either Maxis' or Richtofen's side, though Richtofen's is easier. Both methods are listed step-by-step below, with videos. For later steps - particularly Service Bells (Maxis), Coloured Levers (Richtofen) and Sharpshooter - you'll want to have Leeroy pick up a crawler. Give him candy while next to a crawler and he'll pick it up, stopping it from ever attacking you.

For co-op partners, please use this thread: Zombies Boosting Thread (Read First Post!)

Maxis

Step 1 - Build the Gallows
There are four pieces for building the Gallows:

  • Spool - Gunsmith, in the room to the left of the weapon chalk room
  • Lightbulb - Sheriff's Office, second floor above Leeroy's cage
  • Battery - Church, next to the pedestal
  • Antenna - Barn, next to a post

With them, build the Gallows just outside the Courthouse to the right of the door.

Step 2 - Destroy Orbs
There are four orbs that require destroying. For this, you will need to create the Subsurface Resonator. Please see Death From Below for how to create this. Orbs can be found:

  • Behind Mansion, in a garden to the right side
  • Alleyway next to Saloon
  • To the left of the Church entrance
  • In the caves, against a wall

To destroy them, use the Subsurface Resonator on them.

Step 3 - Knock Down Lantern
Once the orbs are charged, you'll see a floating, purple lantern above the mansion that floats around the graveyard. Throw a grenade at it to make it drop, then pick it up. If you leave it on the ground too long, it will disappear and will need to be knocked down again.

Step 4 - Charge Lantern
Once you have the lantern, you will need to charge it. To do so, you need to kill 10 zombies with any of the following: Leeroy, Trample Steam, Head Chopper, Subsurface Resonator or Nuke power-up. You must be near the dying zombie(s) for the souls to charge the lantern. Each kill you will hear a chime, and when it's fully charged Maxis will speak to everyone.

Step 5 - Place Lantern, Solve Cipher
With the lantern charged, head to the roof of the Gunsmith and place it on the lantern symbol. Once you place the lantern, a Freemason cipher will appear on the wall. There will be three lines of code that translate into phrases:

Image by MrRoflWaffles.

Step 6 - Melee Signs, Lead Wisp
Once you know what three phrases you have, locate the signs with those phrases and melee them in order with either the Galvaknuckles or Bowie Knife. Before you melee the third sign however, place a Time Bomb (can be obtained from Mystery Box). Melee the third sign and a Wisp will appear (Vulture Aid perk required to see Wisp). You must lead it to the Gallows at the Courthouse, however it cannot survive on its own, so you must lead it through a few trains of zombies on the way. The best places to have players train a small group of zombies are outside the Sheriff's Office, outside the Gunsmith and outside the Saloon, as this way the Wisp should survive all the way to the Gallows. Once it reaches the Gallows and a light illuminates, rewind time and repeat it, as you need to lead two Wisps to the Gallows.

Step 7 - Service Bells
Now the players must split up into separate areas - one in Mansion, one in Courthouse, one in Sweets Shop and one in Barn. The first player must head to the second floor of the Mansion to find a board with nine lightbulbs on it. While not essential, it is recommended the player in the Mansion has Galvaknuckles, as the Mistresses will come constantly during this step.

Each player in the other buildings will have three service bells each to ring, each one corresponding to a lightbulb in the Mansion. When a lightbulb turns yellow, the player in the Mansion must tell the other players which light it is and they must ring the respective service bell. If done correctly, the light will turn green. If the bells aren't rung fast enough, the lights will reset. Repeat this for all nine bells/lightbulbs.

Step 8 - Sharpshooter
Now, you must make a wish at the fountain near the Mansion. Simply walk up to it and hold when prompted. Once any player makes a wish, Sharpshooter will commence. For this, targets will appear in four separate areas. 22 will appear near the Sheriff's Office, 23 by the Mansion, 19 in the Saloon and 20 outside the Sweets Shop/Courthouse. All 84 targets must be hit. 100% accuracy isn't required, just as long as all targets are hit. The PDW-57 and AN-94 are the best wall weapons for doing this, and Speed Cola is recommended. Each player will have to learn the spawns of every target. The best locations to stand for each of these four locations are:

  • Sheriff's Office - on the roof of the General Store
  • Mansion - outside the left section of the fence, near Church entrance
  • Saloon - inside the hole in the wall on the second floor
  • Sweets Shop/Courthouse - on the rocks between the fountain and Mansion gate

While not necessary, it may be wise to ensure the lights are on in the Mansion, as this will make the Mansion targets significantly easier to see. In order to have the lights on, you must advance 5 rounds after the previous time you received a perk power-up from the Mistresses. Therefore if you went through the Mansion in Round 1 to charge the Orbs, you'll have to be on Round 6 for the lights to be on (thanks chavarlison for this tip).

If you miss any targets, simply make a wish and try again. This can be repeated indefinitely. Once you hit all 84 targets, all players will receive all perks permanently as well as the trophy.

 

Richtofen

Step 1 - Build the Guillotine
There are four pieces for building the Guillotine:

  • Spool - Gunsmith, in the room to the left of the weapon chalk room
  • Satellite - Saloon, on the rail of the balcony
  • Stone - Caves, across a hole in the ground stuck on a wall
  • Antenna - Barn, next to a post

With them, build the Guillotine on the bench outside the Saloon.

Step 2 - Charge Orbs
There are four orbs that require charging. For this, you will need to acquire the Paralyzer from the Mystery Box. Orbs can be found:

  • Behind Mansion, in a garden to the right side
  • Alleyway next to Saloon
  • To the left of the Church entrance
  • In the caves, against a wall

To charge the orbs, simply shoot them with the Paralyzer until you hear an audible ding.

Step 3 - Acquire/Charge Lantern
Once the orbs are charged, you'll see a floating, purple lantern above the mansion that floats around the graveyard. Throw a grenade at it to make it drop, then pick it up. If you leave it on the ground too long, it will disappear and will need to be knocked down again.

Once you have the lantern, head into the Mansion and kill 10 Mistresses. Each kill you will hear a chime, and when it's fully charged Richtofen will speak to Stuhlinger.

Step 4 - Place Lantern, Solve Cipher
With the lantern charged, head to the roof of the Gunsmith and place it on the lantern symbol. Once you place the lantern, a Freemason cipher will appear on the wall. There will be three lines of code that translate into phrases:

Image by MrRoflWaffles.

Once you know what three phrases you have, locate the signs with those phrases and melee them order with either the Galvaknuckles or Bowie Knife. Once you melee all signs, a purple wisp will appear (Vulture Aid perk required to see Wisp).

Step 5 - Charge Guillotine with Wisp
Once the Wisp appears, follow it to the Guillotine. The Wisp will teleport everytime you touch it through fixed locations, simply follow it to each location until it reaches the Guillotine. If you don't make it to the Guillotine before the Wisp disappears, simply hit the signs again. Once the Wisp reaches the Guillotine, it will remain there.

Once the Wisp is at the Guillotine, you must charge it. When a zombie gets near to the wisp, it will be shocked and become charged. Kill it near the wisp and a small wisp will appear and circle the crystal. Do this for five charged zombies.

Step 6 - Place Time Bomb, Find Bodies in Infinity Mode
For this, you'll require the Time Bomb which can be obtained through the Mystery Box. With it, place it on the Guillotine. Have everyone gather around the Guillotine, then activate it. Everyone will enter Infinity Mode. Now you must all run around and locate your bodies scattered throughout the map and search them until you find a power switch. There are 10 potential spawns for the bodies, but only 4 bodies will spawn at a time. The video below will list 9 of the 10 locations - the 10th is between the Barn and Bank, in the bushes. Credit to NGTZombies for the video.

 

This may take several attempts in Infinity Mode to achieve. With the switch, use it on the Guillotine when you return to normal.

Step 7 - Pull Levers in Maze
Head to the Hedge Maze and you'll find four coloured levers on the green doors. You must pull these in a specific order. There are 24 possible combinations for this, and it is randomised each game. Once you pull all four levers, the levers that are in the correct position will let off a few yellow sparks. Have all four players enter the maze and have each player stand next to a different lever. This way you can see which levers are in which position. To reset the levers and give them another attempt, reset the maze with all four levels pulled down. Richtofen will speak to Stuhlinger if done properly.

Alternatively, you can simply head to the Sweets Shop and head behind the counter to see 4 jars. Each have a certain coloured sweet in it which, when read left-to-right, will give you the order of the levers.

Step 8 - Sharpshooter
Now, you must make a wish at the fountain near the Mansion. Simply walk up it and hold when prompted. Once any player makes a wish, Sharpshooter will commence. For this, targets will appear in four separate areas. 22 will appear near the Sheriff's Office, 23 by the Mansion, 19 in the Saloon and 20 outside the Sweets Shop/Courthouse. All 84 targets must be hit. 100% accuracy isn't required, just as long as all targets are hit. The PDW-57 and AN-94 are the best wall weapons for doing this, and Speed Cola is recommended. Each player will have to learn the spawns of every target. The best locations to stand for each of these four locations are:

  • Sheriff's Office - on the roof of the General Store
  • Mansion - outside the left section of the fence, near Church entrance
  • Saloon - inside the hole in the wall on the second floor
  • Sweets Shop/Courthouse - on the rocks between the fountain and Mansion gate

While not necessary, it may be wise to ensure the lights are on in the Mansion, as this will make the Mansion targets significantly easier to see. In order to have the lights on, you must advance 5 rounds after the previous time you received a perk power-up from the Mistresses. Therefore if you went through the Mansion in Round 1 to charge the Orbs, you'll have to be on Round 6 for the lights to be on (thanks chavarlison for this tip).

If you miss any targets, simply make a wish and try again. This can be repeated indefinitely. Once you hit all 84 targets, all players will receive all perks permanently as well as the trophy.

 

Ectoplasmic Residue
In Buried, acquire a perk for free. (1) 

Inside the Mansion, you'll encounter a new enemy type - Mistresses. These women spawn infinitely while you are in the mansion and every time they hit you, you will lose 2,000 points. The very first time you enter and every 5 rounds thereafter, when you go through the Mansion and kill the last Mistress (they stop spawning once you enter the hedge maze), it will drop a perk power-up. A quick indicator as to whether they will drop a perk power-up upon killing the last Mistress is if the lights in the Mansion are on. Pick it up for a free perk and this trophy.

A quick note if you're playing with other players: when the lights are on in the Mansion indicating the Mistresses will drop a perk power-up, they will spawn all over the map and replace the zombies, not just in the Mansion. Players can easily lose all their points if you don't say that you're going through the Mansion while the lights are on.

I'm Your Huckleberry
In Buried, access all areas with the help of your new friend in one game. (1) 

Your "new friend" is Leeroy the Giant, who is found in the Sheriff's Office. Let him out with the skull key beside his cage, then grab the booze beside him and give it to him, with his back facing the door. When you give Leeroy a bottle of booze, he'll spin 180 degrees and charge in a straight line, destroying a barrier if there is one in his path. Doing this, he'll charge and destroy the barrier at the door. When Leeroy destroys a barrier, you'll net between 100-2,000 points, depending on how far away he is from the barrier when you give him booze, so if you want to max points destroy the barriers from a distance (thanks AlphaCookie for this tip). Now, you'll need to destroy the remaining 7 barriers using Leeroy, which can be found:

  • Alleyway next to the Sheriff's Office, blocking off Jugger-nog
  • Gunsmith entrance
  • Alleyway next to Gunsmith
  • Alleyway next to Sweets Shop
  • Fountain outside Mansion
  • Church
  • Mansion

In order to obtain enough booze to do this, you will have to either find it or buy it. At the beginning of every round booze will spawn either in the Saloon or Sheriff's Office (it spawns in both locations for Round 1), and it can also be bought from the cash register in the Saloon for 1,000 points.

If you shoot Leeroy, he will return to his cage and lock himself in there. The key will then spawn in one of five locations:

  • Next to his cell on a row of hooks
  • Bank, behind deposit box
  • Upstairs in the Saloon, in a room
  • Courthouse, on the Judge's desk
  • Near the Pack-a-Punch Machine

Below is a video demonstrating how to do this, courtesy of iNTiMiDaTeGaming.

 

Death From Below
In Buried, drop the beat on 10 zombies in one game. (1) 

In order to drop the beat on a zombie, you must kill it with one of the new buildable items, the Subsurface Resonator. All parts for the Subsurface Resonator can be found inside the General Store:

  • Roulette Wheel - on the counter next to the Weapon Locker
  • Wooden Board - on the ground by the back entrance, below some hooks
  • Turntable - on the ground in front of the Weapon Locker
  • Motor - on the ground at the top of the stairs

Once you create the Subsurface Resonator, place it in an alleyway - the alley leading towards Jugger-nog is perfect. Before you can use it though, you'll need a Turbine, for which you can also find parts in the General Store:

  • Tail Fin - On the bookshelf in the corner
  • Mannequin - In the back room in the corner
  • Fan - In the first room upstairs, on a shelf

Once you have a Turbine, place it behind your Subsurface Resonator to power it up, then simply let 10 zombies walk near it to kill them. You can find crafting tables in most major buildings.

Below is a video demonstrating how to do this, courtesy of S1ipperyJim.

 

Candygram
In Buried, make a candy delivery. (1) 

First of all, head to the Sheriff's Office and grab the skull key off the wall to let Leeroy out of his cage. Grab the booze inside the cage and give it to Leeroy with his back facing the door so that he destroys the barrier. With that destroyed, go to the Sweets Shop (located next to the Saloon), and enter it for 750 points. Go to the main room and grab Candy from one of the barrels, then give it to Leeroy for the trophy.

When you give Leeroy some Candy, one of several results will occur depending on location and scenario. All scenarios/results are listed below:

Results - Scenarios

  • Leeroy attacks zombies - give candy without fulfilling any other scenarios.
  • Lock Mystery Box into place (no Teddy Bears) - give candy when facing Mystery Box.
  • Reroll Mystery Box weapon - give candy when you've rolled a weapon in the Mystery Box.
  • Move Mystery Box - give candy next to an empty Mystery Box spawn will send Leeroy to fetch it.
  • Random Buildable - give candy next to a crafting table and he'll create a random buildable.
  • Power Subsurface Resonator - give candy next to a Subsurface Resonator and he'll build a turbine to power it.
  • Carry Crawler - give candy next to a crawler and he'll pick it up, stopping it from dying/respawning.
  • Reroll Power Up - give candy next to a Power Up to reroll it.
  • Place Weapon Chalk - give candy next to weapon chalk and Leeroy will randomly place it somewhere on the map.
Awaken the Gazebo
In Buried, Pack-a-Punch a weapon during round 1 with no one using the bank or Weapon Locker. (4) 

There are three ways to do this trophy, but I will only go into detail for one method. I will however provide videos for the alternate methods.

Leeroy Charge Method:
The best method for doing this is the Leeroy Charge method. First of all, jump down the shaft and grab the Remington 870 MCS chalk off the wall, then apply it to the ? for 1,000 points. Head into the Sheriff's Office and let Leeroy out of his cell, then break the first barrier with the booze. Head over to the Saloon and open the door for 1,250 points, then grab the second bottle of booze and use it to break any of the barriers from as far away as possible. This is key to the method: the farther away from a barrier Leeroy is when you give him booze, the more points you will get when he destroys it. You can get over 2,000 points for some of the barriers if done correctly. For the sake of this trophy, you simply want to earn anything over 1,000 points per barrier.

Knowing this strategy, simply buy booze from the register in the Saloon for 1,000 points a piece and break open every required barrier. Once you break open the Gunsmith, grab the weapon chalks and place them on the five ? around the map, which can be found:

  • Outside Sheriff's Office
  • At the top of the stairs of the Sheriff's Office
  • Upstairs in the Saloon, on the balcony (accessable through caves via the Barn)
  • Upstairs in the Courthouse (requires 1,250 door)
  • Upstairs in Church

Every time you apply a weapon chalk, you'll receive 1,000 points as well as a bonus 1,000 for applying them all, for a total of 6,000 extra points. When you place the chalk at the Saloon, make sure to jump over to the Sweets Shop and turn on the power! Without power, you can't use the Pack-a-Punch Machine. Combining the chalk points with all the points you will have accumulated from the barriers, you'll have more than enough for a wall weapon, the door to the Mansion and for Pack-a-Punching.

Buy a decent wall weapon, as you will need one to get through the Mansion (PDW-57 or B23R). With at least 6,250 points in your posession, open the door to the Mansion. Now for the hard part - if the Mistresses inside the Mansion hit you, you'll lose 2,000 points and ruin your chances of earning the trophy. Head through the Mansion and kill all Mistresses before entering the Hedge Maze. Go through the Hedge Maze until you reach the Gazebo, then head down the spiral staircase to find the Pack-a-Punch Machine. If you're still on Round 1 when you Pack-a-Punch your weapon, you'll earn yourself this trophy.

Below is a video demonstrating how to do this, courtesy of GxdlikeHD.

 

Other methods can be found below:

Paralyzer Method:
Another method is simply acquiring the Paralyzer from the mystery box and using it to fly over the barriers to get the weapon chalks and their respective points.

Below is a video demonstrating how to do this, courtesy of Rooster Teeth.

 

Trample Steam Method:
Alternatively, you can simply create a Trample Steam if you don't want to rely on luck with the Mystery Box. All parts for the Trample Steam can be located in the General Store.

Below is a video demonstrating how to do this, courtesy of S1ipperyJim.

 

Revisionist Historian
In Buried, rewrite history. (2) 

One of the new Wonder Weapons in Buried is the Time Bomb, a special grenade. This can randomly be acquired from the Mystery Box. Press to equip it, to place it and to use it. Once you use it, the trophy will unlock.

The Time Bomb can prove very useful when trying to survive to higher rounds, as it essentially acts as a checkpoint system. When you place it on the ground, it will remember your current perks, weapons and ammo. When you use the Time Bomb, you will return to the location of the Time Bomb with those exact perks, weapons and ammo. This means you can place one when you get a Max Ammo, then use it once you run out of ammo to revert back to when you had full ammo. You can also use it to get back all your perks if you get downed in Solo!

Please refer to FSIRT Against the Wall for a quick video demonstration of the Time Bomb.

Mazed and Confused
In Buried, survive an entire round within the maze on round 20 or higher. (5) 

This is probably the hardest of the miscellaneous trophies in the DLC. Set your game to Easy difficulty to avoid any unnecessary hassle. In order to get to round 20 without too much effort, try and get at least one decent weapon (LSAT, AN-94 or PDW-57 for wall weapons; Galil, HAMR or Wonder Weapon from the box) and Pack-a-Punch it, as well as Jugger-nog and Speed Cola. Extra perks will help, but aren't necessary. There aren't any good places to train zombies in Buried, however outside the Sheriff's Office is the best location. Standing in the alleyway where Jugger-nog is located is a fantastic place to camp.

Once you reach round 19, head to the Hedge Maze and go to the centre with the fountain. Ideally, you'll want the Hedge Maze to spawn so there is only one opening to the fountain area. If the maze doesn't spawn to your liking, simply head back through the Mansion and back into the Hedge Maze to respawn it until you get a suitable maze. End the round, then simply survive the whole of round 20 (or higher) in the maze. This can be done solo, but is slightly easier with 2 players.

Below is a video demonstrating how to survive in the Hedge Maze in solo, courtesy of Rooster Teeth.

 

FSIRT Against the Wall
In Buried, purchase LSAT off the wall and Pack-a-Punch it. (2) 

The LSAT is found in the beginning area, on top of the broken staircase. It costs 2,000 points to buy. Build up enough points, then jump up the stairs and quickly buy it, as the landing collapses. Do note however that if you run at the LSAT once you climb onto the landing, the won't appear, so make sure you walk towards it to buy it. Once you buy it, simply build up enough points to Pack-a-Punch it and head through the Mansion to get to the machine. If you like, you can get Quick Revive (in solo) and Jugger-nog to help you survive.

Below is a video demonstrating how to obtain the LSAT, and how to Pack-a-Punch it, courtesy of Rooster Teeth. It also contains a quick demonstration of the Time Bomb for Revisionist Historian.

 

When the Revolution Comes
In Buried, return to processing. (1) 

First of all, you need to obtain a Ray Gun, Ray Gun Mark II, Mustang and Sally (PaP'd M1911), RPG, Monkey Bomb or simply 5 grenades. Once you've obtained one of these items, use Leeroy to destroy the barrel on the fountain outside the Mansion. Once done, head through the Mansion to the Hedge Maze and head to the fountain in the middle. Shoot it with any of the aforementioned weapons and it will blow up. Jump into the hole where the fountain was (there should be a sort of whirling portal in there) and you'll be teleported to processing, the beginning area. This will earn you the trophy.

Be warned though, if you jump into the hole before you have Leeroy destroy the first fountain, you'll simply fall to your death.

Below is a video demonstrating how to do this, courtesy of Rooster Teeth.

 

 
 
DLC: Apocalypse Map Pack
Cost: 14.99 Trophies: 10
 
Little Lost Girl
In Origins, release Samantha (28) 

This'll unlock upon completing the Easter Egg.

The Easter Egg CAN be completed solo but it is difficult to pull off and extremely time consuming to the point that, once you secure strong weapons and melee, it will be during higher rounds when they will not be as effective. Furthermore, Step 3 can be very difficult to pull off solo (but still possible). As such, for all the steps I recommend four players to get more but weaker zombies at earlier rounds. The steps for both solo and co-op are the same, with certain tweaks at Step 3.

Before you start tackling the Easter Egg, you need to set it up. In addition to the usual rule of Jugger-nog + good setup, you need to do these early on (third setup can be done later but it’s advisable to do it early on):
 

• Build all four staffs, (See “Playing with Power Trophy for instructions).
• Upgrade each staff to its ultimate form. (See "Master Wizard" Trophy for instructions)
• Concomitantly with above two steps, acquire the airstrike bomb (only one person has to do this) (Further, if you are a group of four and working on filling the chests (see “Overachiever Trophy for more information) early on, then disregard that step as you will get the Thunderfist after filling up all four stone chests. Otherwise, use the Zombie Shield): ? First, pick up the slab from the table by the Generator 2 bunker’s rear exit (to pick up, hold ). It will appear on the HUD as a mudded slab.
? Take the slab to the Church and place it on the baptismal font between the Mystery Box and the boarded-up window.
? Once done, kill zombie with melee there. You can use the Zombie Shield which takes 9-15 hits before it disappears (other melee forms include Thunderfist or normal melee with Insta-kill activated). You need 20 or so kills near the font. Once a sound is made and the zombie souls no longer “transfer” there, that means it’s cleansed. The slab will look clean, in a clear off-white colour. Pick it up.
? Now, head back to the bunker where you found it without touching mud. If you do so, Samantha will yell: “Start over!” This step is not complicated though. From the font, go down the stairs avoiding the tank. Keep going until you reach the Giant’s footprint. Before you step in, you’ll see wooden surface (boards) on the floor. Walk on them (and the elevated area in the middle to reach the other boards) and go down the pathway to the Excavation Site. At the end of the pathway, you’ll see more wooden boards in the walkway that circle the Excavation Site. Make sure to jump from the small steps at the end of the pathway onto the wooden panel. Now, go right and go up the Excavation Site, going through one entrance and leaving through the other. Now, as you leave, at the bottom of the stairs, make jumps necessary to reach more wooden staffs. Keep going until you reach the building. Now, nothing to be worried about, keep going normally and, at the table where you first picked up the slab, hold to place it back on.
? Now, again, melee the zombies in that area by the slab (around 20) until a sound cue is made. The beacon will appear. Pick it up and save it for later. • You will also need to create a Maxis Drone (also for Step Three of the Easter Egg). To see how to build the Maxis Drone, refer to the “Saving the day…all day Trophy.

Now, onto the Easter Egg proper:
 

1. Step One - “Secure the Keys”: For this step you need to build AND upgrade all staffs. To do those, read “Playing with fire" and “Master wizard Trophies, respectively. Once complete, Samantha will blather on and ends her speech, discouragingly, with “this is step one.”

2. Step Two - “Ascend from Darkness”: This step can be glitched in a good way. In reality, though you don’t have to (read on to see the glitch), you are “required” to place three staffs inside each Giant (Lightning Staff in the Giant by Generators 2/3, Wind inside the Giant by Generators 4/5, and Ice inside the Generator 6/Church giant), and the fire staff in a newly-spawned pedestal in front of the four staffs pedestal at the bottom of the Excavation Site. However, if you’re using the glitch, you can skip the Giants altogether; go to the bottom of the Excavation site, place the upgraded Fire Staff in the newly-spawned pedestal (hold even when not prompted), then walk up to the Fire Staff’s crafting pedestal and pick it up. Do that again 3 more times (totaling four times) and a blue aura will emerge from the pedestals, and a speech by Samantha will cue the successful completion.

3. Step Three - “Rain Fire”: After Step Two, the Giants will start spawning together at a much higher frequency. You need to enter a Giant and press the red button there, while the other person throws the Airstrike bomb outside the Lightning Cave (in the corner beyond the fences, you will see a concrete white surface. This is where you will have to (but not just yet) throw the Airstrike bomb. By this point, you should know that three Giants will have a total of six feet. But during this step, out of all six feet, only ONE will be ‘accessible.’ Station anyone who is free (i.e. whoever is not guarding a zombie) nearby the Giant’s footprints in anticipation. Once an access point is determined, a player goes into the Giant via the foot. As the person with the Airstrike bomb waits in the corner by the Lightning Cave, the person inside the robot must press the red button. Once the countdown begins, the player must inform the Airstrike carrier, at which point the Airstrike carrier will throw the Airstrike bomb and make it land on the concrete surface (if missed, a demonic laughter will be heard). Fire will be shot from the skies that will break the concrete surface.

4. Step Four - “Unleash the Horde”: This step is not complicated but it CAN be difficult. After you make the hole with the Airstrike bomb, send in the Maxis Drone. At this point, a ‘horde’ of Panzer soldats will be ‘unleashed’ (specifically, there will be two Panzers per player, so brace yourself/yourselves!). Once you kill them, Samantha will speak to you, annoucing the step’s successful completion.

5. Step Five - “Skewer the Winged Beast”: This step is glitched, and if you mess up you will have to start over. The step involves killing an invisible zombie, but if killed while NOT seen, it’ll glitch out the whole EE and so far there is no workaround, so avoid putting up traps at all costs. With that in mind, you must do this step using Zombie Blood. While in Zombie Blood mode, you need to look in the sky and see a plane on fire (much like the one you got a fire staff part from). Shoot it down with a BULLET gun and an invisible zombie (“Red Baron”) will drop and run clockwise in the walkway around the Excavation Site. He can only be seen during Zombie Blood Mode, and he will look like a normal zombie. So, what you need to do is, as soon as you shoot down that plane, within that same Zombie Blood timeframe exit the Pack-a-Punch area through the rear exit (i.e. the one facing the Church) and turn left on the walkway (i.e. counter clockwise), you will run into him and soon as you see him, kill him with an upgraded staff. He will drop a Maxis Drone. Pick it up. (If you missed him, just pray to your deity that it didn’t glitch and do NOT place or try to kill him outside Zombie blood. Just wait until you spawn the next one to re-attempt it.

There is a tip to semi-guarantee the elimination of this monster. Keep in mind, again, that he needs to be killed by the person who is in zombie blood. Thanks to chavarlison for this great tip! We found a way to trap the invisible zombie (can be seen only in blood mode) on the corridor right after you open No Man's Land, right after the MP40 wallbuy. The tight corridor right before the robot's step. Just park a person or two to block the way and the zombie will get stuck right there for you to kill at your leisure. Step Six - “Wield the Fist of Iron": Having procured the Maxis Drone, head to the bottom of the Excavation Site (if you are four people, take turns of two so as not to be over). A new type of zombies will appear there; Templars with glowing, smoky white hands. Kill them using thunder fist near the circle and their souls will ascend. Each person must kill 20 of these zombies using Thunderfist. After the 20th zombie, a slab with a fist carving will be dropped. Pick it up. Once every player picks one up, it’s time for the final step.

7. Step Seven - “Raise Hell”: Take the Staffs back to the Crazy Place and place them on their respective pedestals. Gather in the centre and start punching Zombies there with your new melee. You will need to kill many and it may get overwhelming so brace yourself/yourselves. If done successfully, the screen will turn white and shortly after, the Trophy will pop!)

8. Step Eight - “Freedom”: Launch Maxis’ drone and enjoy! Here is a video explaining the steps:   

Not a gold digger
In Origins, share a dug up weapon (1) 

In this zombie map, two new elements are introduced, “shovel” and “dig sites.” You need to use the shovel to unearth a weapon that a co-op partner picks up.

In the spawn area there are two shovels; one in the starting room, against a pillar next to the M14, and one by the first door to Generator 3 (A sign will indicate which). Now, as you pick up a shovel, look for a dig site. They will distinguishable as small semi-circular piles of dirt and bones (including a skull). If you have the shovel, stand on a dig site and hold . This will spawn a reward from that pile. They can vary between bonus points (50-250, it’s random), a power up (2x, or kaboom), 1-2 active grenades that will explode shortly after being dug up, and, finally, a rudimentary weapon. The weapon can be either a Mauser C96 (Start-up gun), a Remington 870 shotgun, a KSG, an M1216, a Ballista (sniper with iron sight) or a DSR 50 (A sniper with a scope). Whatever weapon you dig up, you let someone else take it by standing on it and holding . Shortly after, the trophy will pop.

All your base
In Origins, activate all generators without allowing one to stop (1) 

This can be done on solo and is very likely to be one of the first unlocked Trophies. You need to activate all of the generators without letting one fail before activating the last generator. To put it simply, all generators on this map must be activated by Round 10 (both solo and co-op). At round 10 Templar zombies will spawn and run in a horde shutting down one generator after another (it will indicate that, and which generator, on the HUD). You need to have all Generators activated before that to unlock this Trophy.

The generators on this map, when activated, supply power to the immediate vicinity it’s located in. Each can be activated for a price (The cost depends on the number of player(s), and it’s 200 per 1 player so, 400 if it’s two players, 600 if three.. etc). Upon attempting activation, a few ‘electrified’ zombies will spawn (as you will see in the spawn room). You need to fend them off until the circle meter at the bottom of your meter fills up, indicating the generator’s complete fill up. Make sure you stay in the generator area until it fills up and you are awarded 100 points (and redeemed the points you spent). It should be noted that, when you step out of the circle as the meter fills up and a PA says “activation process interrupted,” this does NOT nullify the Trophy, so manoeuver and move as you need when overwhelmed by zombies

There are six generators on this map. The first one is in the starting area, and Generators 2 and 3 are at the end of the pathway outside each of the two doors in the starting area (Generator 2 is through the door by the Ballista chalk layout, and Generator 3 is in the very small hallway with the shovel, just opposite of a zombie break-in window). At the end of both Generators 2 and 3 locations there are doors that lead to the same building. This is where they converge.

Upstairs in that building is a door that will lead to the map proper, or “No man’s land.” As soon as you exit, you will be walking down a path up to the open area. You will see the centre, too, which is the Excavation Site and the heart of the Easter Egg. To your right will be the path to Generator 5, and to your left, Generator 4. In the distance you will see a church - Generator 6 is behind it. Generator 4 is located past the Giant’s footprint and across the “tank’s track” (like a road), and will be right in front of a Jugger-nog machine. The path to Generator 5 (from the place where the whole map ‘opens up’) consists of only a Giant’s footprint followed by a generator across from the Stamin-up machine.

Generator 6 is easy but can be tricky to find at first. There is a circular path that goes around the Excavation site. On the other side of the excavation site (between that place and the church) there is a pathway that needs to be bought. It can be difficult to see too, depending on which direction you approach it from. Once you remove the debris, you will go across a Giant’s footstep and turn left to its exit. From the exit from the footprint, turn right and next to the tank you will see a flight of stairs, with debris which needs to be cleared. At the top of the stairs is the church’s interiors in ruins with a destroyed wall. Through that wall and across from yet another Giant’s footprint is Generator 6.

Track your progress to make sure each one is activated before Round 10. To check your progress, press and on the left you will see a circle with six “slices.” Each slice indicates a generator. An activated generator is blue, and an inactive one is black. Make sure all are blue by Round 10.

The trophy should unlock as soon as you activate the final Generator (assuming none were destroyed by Templar zombies.)

Kung fu grip
In Origins, free yourself and another from the panzer soldat's claw in one game (3) 

The panzer is a new ‘boss’ enemy similar in structure to BioShock’s Big Daddy (for those familiar with that game). He is 1.5 times as tall as the main characters, wear white suites and have a helmet with a circular, flat face cover. They will hit via melee, or through their flamethrower, or through the hook. All depends on your location vis-a-vis his. It’s during his use of the grappling hook that you must go for the Trophy.

The panzer will ALWAYS spawn at round 8 onwards, and at 3-4 rounds intervals, sometimes more than one will appear, depending on the number of players. As he approaches, if you are close but not within his hands’ reach, he will use a flamethrower. If you sprint away in a direction with little manoeuvre, he will launch a grappling hook from his arm, which, if it attaches to you, pulls you in. When it does that, as he pulls you or your partner in, from the arm that launches the hook there will be a glowing red dot. This is his weakness point. Shoot at it and he will drop the player. You have to do this while he is grabbing you, and also another time while he is grabbing your partner.

Playing with power
In Origins, build all the elemental staffs in one game 

In this map, and also as part of the Easter Egg, four types of staffs can be built. These are Fire (red/orange), Ice (blue), Wind (yellow) and Lightning (purple) Staffs. Though complicated at first, it’s rather easy to build the staffs as the parts are in predictable locations (except for snow which involves SOME randomness). There is no order in which to construct, you can collect however you wish. However, you can only carry one “stone” for each stuff to build it (as explained below).

Here is what you need: A gramophone, the gramophone’s original record, a record for each type of staff, three parts per staff and the ‘magic’ stone for each staff.

What you need to do is get the gramophone along with its original record. Place it on a table in the area where you found the gramophone to see the floor spiral down into stairs (but no need to go down there yet). Now, collect each part of each staff (including the record), go through each of the four of the element you need, place the Gramophone on the table to create a portal. Go through the portal and pick up the stone from the pedestal, exit and go to the bottom of the excavation site to craft it. All items can be carried together at various times but you may only carry one stone until you craft the respective staff. So leave the stone to last.

The parts you need are in predictable places:

Gramophone's location is always inside the Excavation: ? It is located inside the Excavation site. It will be on the floor (or against the wall) in the room at the bottom end of the staircase by the Pack-a-Punch machine. • Gramophone’s “original” record is nearby an entry point to the Excavation Site: ? By the front entry point of the Excavation site, facing the starting area. It should be next to a motor-like device after the first set of wooden stairs.
? By the rear entry point, facing the church. It should be on the ground level, on top of stone bricks across from the pathway towards the church.
? In the Excavation site, in the circle area with the Pack-a-Punch machine. It will be nearby the front entry point (after clearing the debris). • The records for each staff are in always these areas: ? Ice Record (Blue): it’s always in the one-floor building by Generator 2. It will be either on the desk at the entrace to that building (from Generator 2), on a shelf next to the Mystery Box location, or across from that by the rear exit point, also on a shelf.
? Lightning Record (Purple): it’s always near the Jugger-nog. It’s either by the table between the Jugger-nog and the Wonder Whizz machine, on a chariot on the ‘road’ outside the Jugger-nog or at the bottom of the “Wind” cave, which is in the area next to the Jugger-nog (where the Jugger-nog is facing).
? Wind Record (Yellow): It’s always by Stamin-up/Generator 5. It’ll be either on a broken wall entry point (on either side of the generator), on the crates outside Generator 5, across from the Lightning cave, or inside that cave, at the bottom of that cave.
? Fire Record (Red/Orange): It’s always in the church area. It can be hidden on the crates right between the tank and the stairway to the church’s interior, on the wooden pews, on the collapsed wall’s bricks (right before the Giant’s footprint) or on the crates to your lefthand side as you enter the Generator 5 area, or, finally, at the bottom of the “Ice” cave in the footprint between the Church and Generator 6. • The three parts for each staff are also predictable: ? Each of the three parts for the Wind Staff are in each of the three Giants. One is at the beginning, one is in the middle of the map and one by the church. The giants walk on UNIDIRECTIONAL, parallel paths. They appear from one side and fade into another. They don’t come out from where they fade, nor do they ‘roam’ the area. The only ‘unpredictable’ thing about them is when they show up. You get inside them through their feet. Either one of the feet is accessible, or neither. The accessible foot will be indicated by the eight lights at the bottom of the foot. Whichever foot that is, stand in the footprint area where you expect it to stomp you. As it puts it foot down on you, shoot it (with a bulleted gun, as Ray-guns take a long time to hit and register) and its hatch will open. If successful, when stomped the screen goes white. You will find a glowing yellow part right in front of you. Pick it up, turn around and hold against the blue circles. You will be ejected back into the map. The three bots are in these areas: • One part is in the Giant by the beginning. His footprints are either on top of the building by Generator 2, or across from Generator 3 (where Speed-Cola is located).
• The second part is in the Giant in the middle. There are six footprints, three for each foot. Two are by Generator 5, two by the Excavation site one is by the front entry point or on the side in the direction to Jugger-nog), and finally, two more by Jugger-nog, one in the area behind the Jugger-nog (with a stone chest), and one in the area across from it (the same area with stairs towards the “Wind” cave).
• Last part is in the Giant by the Church. One in the footprint at the end of the path to the church from the Excavation site, and one upstairs outside the Church, between the Church and Generator 6. - The parts for the Lightning Staff are in areas whose entry points can only be accessible by the tank. The tank circles the map, with two stops: one at the church, and one outside the building by Generator 2. • One part, and the only one on that path, is on the tank’s trek from the Church to Generator 2. Midway between the two stops, with the church behind you, to your right should be a wooden scaffold-like structure with stairs. You need to jump onto that structure and go down the stairs. In that area, you’ll find a part. The tank, however, will continue to move leaving you behind. Don’t fret, though. It’ll be in the area outside the Generator 2 building.
• One part, and one of the two on that path, is in the pathway from Generator 2 back to the Church. As the tank approaches the Excavation Site, you’ll see an elevated wooden entry point to your left (as you’re facing the church). Jump onto it and get to the staff part. Like the last time, the tank will keep moving. However, though this requires skill (but is not necessary) to pull off, you can jump from the front left corner of the tank, sprint to the staff part and run back and keep jumping until you can jump back onto the tank.
• The last part, also on the second path, is right outside the church (right before the Tank’s parking), on your righthand side, facing the church, you will see a muddy but carved pathway. Jump onto it and run to grab the last part. ? The parts for the Fire Staff need to be ‘spawned’ through completing certain action: • One part is given by the reward chest in Generator 6’s station after activating that generator.
• Another part is dropped by the first Panzer, who appears during Round 8.
• The final part is by shooting down a burning plane in the sky. The plane usually appears when it’s raining, or clear, from Round 9 onwards (or, though rarely, as early as round 7). Once shot down (with a bulleted weapon), no matter where you shoot it from, the dropped part will always land outside the Excavation Site, in the short pathway between the site’s two footprints. - The three parts for the Ice Staff are random dig-ups: • They can be dug-up ONLY when it snows.
• And while the parts are random and can be dug up anywhere at any round (again, if it's snowing), the first part can be dug up from a dig site in the path Generator 1 and Generator 2/3. This is, given the usual progress, the only likely part that can be dug up before Round 8. • The final elements for the staff are the Stones. Each Staff requires own stone (which is NOT part of the three required parts). There are four caves in this map, one for each element. You need to go through each and enter the portal to the “Crazy Place,” which is open by placing the Gramophone on the table (you’ll see the prompt) and playing the required record, to retrieve the stone. Remember, unlike other staff parts, you may only carry one stone of each element. Moreover, even though retrieved parts are accessible to all players, only the stone carrier can craft the Staff. As such, retrieve one stone, and go to the bottom of the Excavation Site to craft it on its respective pedestal (which will be indicated by colour). Here are the caves and their locations ? The Fire Cave: just outside the starting area, right after the exit to the path towards Generator 3.
? The Lightning Cave: Just outside Generator 5/Stamin-Up. It’s the area where you find the record for the Wind staff.
? The Wind Cave: in the area next to Generator 4 (the area in which direction the Jugger-nog machine is facing).
? The Ice Cave: It’s in the footprint between the Church and Generator 6.

Once you get all the parts, build a Staff using the stone required. Once you build it, retrieve the other stones and build the remaining staffs (one at a time). Once done, the Trophy should pop.

I'm on a tank
In Origins, ride the tank around the map without getting off (1) 

If you have a certain ‘enthusiasm’ for World War I artillery, it’d be hard to ride the “Tank” without ‘getting off.’ Thankfully (or not), ‘getting off’ is used in its literal sense, as is ‘the Tank’ - it is not a reference to Dempsey.

What you need to do is to ride the tank to complete a full cycle. The tank has two stops: one below the church, and one outside the Generator 2 building. The ride will cost 500 points from each stop, culminating in 1000 points. It doesn’t matter from which starting point the Tank starts driving - what matters is that the tank ends where it started the round without your getting off it. At the first stop, the tanks stops to ‘cool down.’ Even as it cools down, don’t leave it. Wait until it cools down, the red lights on it turn green and a sound goes off alerting to its readiness. If you’re doing it with another player, it’s as simple as leaving one zombie and letting another player “babysit” it while you complete the round. If you’re doing it solo, from the first stop it’s easy to drive off with one zombie chasing you. However, it may prove difficult during the tank’s stop to stay on while the zombie catches on and you find it hard to out-manoveuvre the zombie without abandonding the tank. So, if that happens, just go ahead and kill the zombie and ‘camp’ there until the cool down is complete, then activate it to complete the round. Once it stops where it started, the Trophy will pop.

Saving the day...all day
In Origins, revive another player four different ways in one game (3) 

This will take a while and it is nearly impossible to pull off in splitscreen.

Here are the four ways to revive the player (doesn’t matter whom you revive with which method):

• “Normal” revive: when your partner goes down, hold on them to revive them.
• “Normal” revive with Quick Revive perk: Same as before, but with Quick Revive purchased. It is just by Generator 1 (Starting Area), and when NOT playing solo, will cost 1500 points to purchase.
• Reviving with an Ultimate Staff: With an Ultimate Staff, press left on the D-pad to switch the type of ammunition. Aim it at the downed partner and shoot it. To build an Ultimate Staff, see “Master wizard” Trophy for into.
• Reviving using Maxis Drone: The Maxis Drone is a buildable item. Once built, it will be equipped/launched by pressing down on the d-pad. If equipped near a fallen teammate, it will revive them. The Drone parts are located in these areas: ? The Brain: The brain, which is a glowing lime-green petri-dish, is always in the starting area, on the table right by where the player(s) spawn.
? The Frame: The frame can be in one of three areas; two of those spots are under a crossbone sign, one on the muddy road in front of the tank, and the second under another crossbone sign on the road behind the tank. The third possible place is in the Ice Cave outside the Church, halfway between the entrance and the end of the tunnel.
? The Rotor: Also can be found in one of the three possible areas. One area is on top of the Excavation Site, nearby the Pack-a-Punch machine. Another area is inside the excavation Site, at the bottom of the first staircase (the area where you find the Gramophone). It will be near the end of the right wooden path on the floor. Finally, it can be at the bottom of the Excavation Site, after activating the stairs via the Gramophone. It will be on top of a crate on a scaffolding by a switch (there are four switches there, and two of them are in these scaffolding).

After you revive your teammate(s) using one of these methods at least once, you should get the Trophy.

Master of disguise
In Origins, use zombie blood to revive three players and activate a generator in one game (5) 

“Zombie Blood” is a newly introduced power-up drop. It looks like an IV bag and can be obtained easily in co-op after turning on Generator 1. You do not need three different players; you need to revive one three times within the half-life of the Zombie Blood. As soon as you get it, tell your partner to cook a grenade and down himself. Revive him three times within that period. Now, keep playing until you get to either Generator 2 or 3. Luck will play a role here. Without activating the generator, keep killing zombies until you get zombie blood. Once you do, run to the generator and activate it (your partner should be in that area too to hasten the process).

If successful, you should unlock the Trophy after you activate the generator.

Overachiever
In Origins, complete all 4 challenges in one game 

There are four challenges in this game, which can be tracked above the “reward chests.” There are two of those. One in the beginning, where you get the Zombie Blood (or x2, if solo) after activating Generator 1. Another one is by Generator 6 (which rewards you part of the Fire Staff after activating that Generator). This can be obtained by round 15.

Three out of four challenges are based on individual performace. The fourth challenge is collective work (or individual, if solo). When done, a particular grey and golden slab will appear on the HUD. The shape will correspond to the challenge’s ‘stone’ above the Reward Chest. Here are the challenges.
 

1. 115 Normal Zombie headshots: In solo, this is really not as bad as it may seem. You need an average off-wall gun, preferably the MP40 (1300 points, in the building by generator 2), and kill zombies with headshot. It should be noted that the Ray Gun does not work for headshot (the Ray Gun Mark II, however, does). Pressing will show you how many headshot you get. Though it is obvious, you need to kill regular zombies (Templars don’t count) by shooting them in the head. The reason this is emphasized is because, during Insta-Kill, when a zombie is shot or stabbed, his head is destroyed. So one must pay particular attention during Insta-kill.
2. Capture 6 Generators: You need to have activated every generators at least once. Even if taken down later, it doesn’t matter. In co-op, if you’re not the one to turn on the generator, this is done by staying in the Generator’s area until the meter fills up and you get the 100 points bonus. If missed, you can either start over or wait for Templar zombies to take down the generator you missed. For further info on their locations, refer to the "All Your Base" Trophy.
3. Spend 30,000 points: It’s not about how many points you have, or how many you have accumulated overall. What you need is to spend money. Though this will likely unlock en route to completing the other two challenges, you can simply waste your money by pack-a-punching and buying various off-wall weapons until a hexagonal slab with a golden rectangular outline appears in the middle.
4. Fill 4 chests to capacity: There are dark grey stone chests that need to be filled with over 20 zombies within the ‘perimeters’. These chests are located in the footprint of the Giants; three in the footprints of the middle Giant (footprint behind Jugger-nog, another one in front of the Excavation site and one on the other side of Generator 5), and one in a footprint of the Church’s giant (in the area between the pathway connecting the Excavation site to the Tank). It’s best to fill them right after a Giant passes them. If you start to fill a chest with zombie souls and a Giant steps on it before it is filled, it will reset the progress and it will require more zombie souls to be filled.

Master wizard
In Origins, wield all the ultimate staffs in one game (1) 

Not only do you need to upgrade your staffs, you also need to use (“wield”) each one at least once for the Trophy to unlock.

(Note: Through Upgrades can be done simultaneously, for efficiency's sake it is recommended to leave the Fire Staff upgrade to last, as in the progression below. )

Just like guns via Pack-a-Punch, each staff can be be upgraded to its ‘ultimate’ form, albeit through varying and complicated steps - or ‘challenges:’ each Staff requires a challenge for its ultimate form. Each one will require a puzzle to be solved, certain actions (“challenges”) to be taken (except for the Fire Staff, where you need to do the Challenge BEFORE the Puzzle) finally filled with zombie souls in the crazy place after being placed on the pedestal. The solution to the Lightning and Wind staffs puzzles are always the same. The ones for Ice and Fire vary between games. The post-puzzle challenges for all staffs, are constant and never change. Once all that is done, the four rings above the Staff pedestals need to be moved to correspond to the staff’s colour and then shoot the orb at its bottom before taking the staff to the Crazy Place for “soul filling.” Here are the steps as follow (and with multiple players, this can be done simultaneously.

The puzzle use numeric forms (except for Lightning, whose solution is consistent). In solving each puzzle, you must use the corresponding Staff. Here is the reference table, or ‘translation’ of the puzzles used (credits go to talloby from the Activision forums).

With that table above, here's how to approach the individual puzzles:

Ice Staff Puzzle: Take the Ice staff to the Crazy Place and, in the Ice Staff’s area, as you face the puzzle with the centre of the Crazy Place behind your back, look up. You will see six suspended stone panels, each with a symbol (Cuneform Symbols). On your righthand side, you will see a square with a “dotted” symbol on the rocks (Ternary Symbols). You need to shoot the Cuneform symbol on the suspended stones that corresponds to the Ternary symbol to your right. Use the table above as reference. When you shoot the correct one, the Ternary form on your right will change. Shoot the next slab whose Cuneform symbol corresponds to the new Ternary number that appears.

Lightning Staff Puzzle: This is a musical puzzle but, thankfully, no mastery is needed as the solution is always the same. In the Crazy Place, by the Lightning Staff’s Gateway, you will see three music staffs on your left, and on your right, two rows of purple triangles that form a ‘keyboard.’ You have to hit three keys at three different intervals. The fired orb will ‘stick’ and shortly after the third orb is fired, the orbs will disappear indicating the end of the interval. Here is how the keyboard is labeled (credits go to CoD Wikia)

By going by the label format in the image below, hit “A C E” first, then “E G B,” and finally “F A D.” If done correctly, a sound effect and a Samantha speech will cue the successful completion. To ascertain that, you can shoot the keyboard. If the orb doesn’t stick, it means it’s done.

Wind Staff Puzzle: Like the Lightning Staff, the solution to this Puzzle is always the same. Above the Gateway are four rings or circles. You need to move each ring by hitting it with the Wind Staff. The solution is so: facing the Wind Staff’s gateway, the lefthand-size horizontal line must be (from innermost to outermost ring): I / IL / LF / L* (corresponding to 1, 6, 11, 8 if using the table above). Here's the solution (credits go CoD Wikia):

When done, a sound cue AND an announcement by Samantha will signal the completion of the step.

Now onto the challenges. With the exception of Fire Staff, there are actions that need to be taken using the corresponding Staff after that Staff’s puzzle is done. Here is the list of challenges:
 

Ice Staff Challenge: Once the puzzle is done, you need to find three tombstones across the map. You need to freeze each one using the Ice Staff then shoot it with a bullet gun (Ray Guns won’t work). The tombstones are: on the “hill” that holds the Excavation Site. It should be visible as it will be facing in the direction of the Jugger-nog. The other one should be outside the footprint behind Jugger-nog (with the soul chest). The final one is outside the building by Generator 2. If you exit through the rear exit of the building (i.e. where the Tank stops if launched from church), on your far-left by a collapsed Giant’s hand you’ll find the final tombstone (If you have the Ice Staff and the Ray Gun, and you don’t want to lose the Ray Gun, you can simply freeze all three tombstones and then pick up a cheap bullet gun to replace the Ice Staff and destroy each tombstone. You can get your Ice Staff back from its pedestal.)?

Lightning Staff Challenge: Once you complete the puzzle, you need to ‘deactivate’ certain panels located across the map Keep turning the switch on the panel until the “spark” disappears. This has to be done in this order at these locations:? ? By the Wonderfizz next to the Stamin-up machine.
? Behind the church’s stairway at the lower floor (right by a torch labeled “3”).
? On the upperfloor of the Church, nearby the Mystery Box location.
? On a broken wall outside the “Wind” cave (in the Jugger-nog area).
? By the small stairway in the starting area.
? Near the rear exit of the bunker by Generator 2.
? Finally, the panel outside the Excavation site, right across from entrance of the pathway to the Church. Once done, a sound cue should resonate, indicating a successful completion. • Wind Staff Challenge: After the puzzle, three chimneys will emit black smoke. You need to hit the chimneys wit the Wind Staff, redirecting the smoke to the direction of the Excavation site. The chimneys are in these three areas: the elevated wall separating the Generator 4 from the Wind Cave, in the inaccessible area behind the Stamin-up and finally, on the right-hand side on the tank’s rear tracks, assuming you’re exiting with the tank behind you. Once done, a sound cue and a speech by will indicate a successful completion.

After completing the puzzle of each Staff (or, as per my recommendation, the ones for Ice, Lightning and Wind), you need to go to the bottom of the Excavation Site. You will see four parallel stone rights atop of each other. Each one will have a color-coded light. At the bottom you’ll see a suspended orb coloured after your Staff’s element. You need to move each ring via switches so each ring’s light is lit in the colour corresponding to the Staff’s element. There will two sets of stairs that converge at the very bottom underneath wooden scaffolding. On each stairway (left and right), there will be a switch. There will be two more switches on the wooden scaffolding. Use these switches to rotate the rings. Once they’re lit in the colour of your staff, shoot the orb of at the bottom, which will send it into the skies.

Finally, you need to return the Staff to the Crazy Place and put it on its corresponding pedestal (entry point doesn’t matter). You need to kill enough zombies so that they are filled. I suggest you do so for all three Staffs (Wind, Ice and Lightning) simultaneously, along with the Fire Staff’s challenge below.

Now, the Fire Staff is different insofar as the Challenge needs to be done BEFORE the puzzle. (And since the challenge requires kills in Crazy Place, it is highly recommended that you do the challenge simultaneously as you complete the final step for creating the other ultimate three staffs):
 

Fire Staff Challenge: In the Crazy Place, by the Fire Staff gateway is a burning furnace on the floor. By the floor are four stone “baskets.” What you need to do is, with the fire staff, you need to kill zombies on top of the ‘furnace.’ Further, you need to burn their corpses so as they erupt in black smoke. Each basket will light up in fire after a set number of kills By the time they’re filled up, assuming you’re doing the final upgrade for the other three staffs, they will be upgraded long before you complete that step so timing should not be a concern. Plus, as the smoke fills up the basket, the souls will will transfer to the other staffs, which is why it is HIGHLY recommended that you do this simultaneously with other staff upgrades. Once all four baskets are lit, exit the Crazy Place.

Fire Staff Puzzle: After the Challenge, you need to do the Puzzle. The puzzle is the Church; the lower floor has unlit torches marked in numbers underneath (except “4” which has a bloodstain instead). You need to light them up in a certain order. To figure out that, go upstairs, and turn around facing the Mystery Box location. From left to right, lit Ternary numbers will appear. Using the reference above, you need to match the Ternary number to integer number, then light the torches in the lower floor whose numbers correspond with the Ternary numbers, in the order indicated too (again, left to right facing the Mystery Box location).

After that, you need to do the final two steps for the Ultimate Fire Staff. They are identical to the other staffs: go back to the Excavation Site, move the rings so the light is red-lit, shoot the orb and return to the Crazy Place to upgrade the Fire Staff by filling it with zombie souls.

Once all ultimate forms are created, use each once - ding!

Video below:


 
 
 
Game Info
Developer:
Treyarch
Publisher:
Activision
Genre:

Release:

US November 13, 2012
Europe November 13, 2012
Japan November 22, 2012

Resolution: 480p, 720p, 1080i, 1080p
Sound: Dolby Digital
Players: 1-4
Online Players : 2-16
ESRB: Mature
Collection:1110
Wishlist:95
 
 
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