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I've also notice around the same time, that loot crates around the map started giving the same kind of rarity type loot. I also think it is from unlocking a certain locked off area of the map.
Bus Depot: Unlock door and kill tempest/avagadro. Gives Electric Cherry
Nuke Town: Unlock bunker and kill mangler. Gives PHD Flopper/Slider
Wearhouse Near Town? (underneath northern cliff): Unlock wearhouse and kill panzer. Gives Stamin-up
each perks theme will play after you kill them confirming the EE is done.
Gives perk to every player good for saving money early.
does not work on round 1 even if you get a key
works on round 2 and beyond.
ALPHABET ADRIFT: As you travel your way through the vast map, head to the church located in one of the far end corners of the map. Go behind the church building and you'll find a stick of pink chalk resting on the left side of the crate. Pick up the chalk and go around to the sign on the left side in front of the church and it will reveal a poem with 4 missing letters. Head over to the Call of the Dead lighthouse. You'll notice several huge letters that can only be picked up by using the ziplines or parachuting through the air off the surrounding areas. Collect the letters EDDY in that order. A new letter will replace whichever one you pick up. If you pick up the wrong letter, you must try again. Once you've collected all of the right letters, you'll be prompted to return to the church. Interact with the sign, and it'll drop a whopping SEVEN keys you can use throughout the map.
MYTHIC MURAL: Head to the Town, around one of the exits, and look for the white Whitaker's building near the edge of town. You'll find a glowing purple orb. Examine it to get some dialogue about a forgotten memory and wait for the prompt to pick up a Prismatic Flask. Head to the main intersection and make your way towards the Diner, past the Rare Books store. On your way there to your left will be a light blue-lit body of water. Enter the water to get a prompt to fill the flask. You must then bring it back to the orb behind the Whitaker's building. However, if you sprint, you will spill the water and must go back to try it again. You'll see a mural pieced together each time you feed the orb. Do this two more times and a large Fling Grenade will appear, allowing you to refill on these as much as you like!
SCAVENGER HUNT: REQUIRES KEY. Around the Call of the Dead lighthouse area look for three colored numbers that are red, blue and green and input them into the dials on each floor of the lighthouse.
The blue number is in the cave to the left of the outcropping with the stairs, past the large rocky arches, by some purple aetherial crystals.
The green number is behind a rock, found by heading through the path off the staircase at the third floor of the lighthouse and climbing through the window over to the end of the grated path. There should be a telephone pole to your left and a lantern at the end of the grating. Go around the rock in front of you to the right and you'll find the green number.
The red number is by the lone tree surrounding the lighthouse, found by approaching the zipline leading all the way out to Nuketown and instead dropping down and making your way towards the tree just off to the right.
Sample: Green 3, Blue 2, Red 5. Input those numbers matching the color of the numbers you saw, and a Scavenger will appear on the telepad behind the locked room requiring a key.
JETGUN JOYRIDE: REQUIRES KEY, FRAG GRENADES. Go to the Town section of the map and open the bowling alley using a key. Then throw grenades down each of the four bowling lanes at the pins until you hear a sound and they disappear. Once all four lanes are cleared of bowling pins, an orb will appear and fly around the center of town at the intersection. Shoot this orb repeatedly and it will eventually change course. Follow it to any of the mystery box locations available and spin the box for a guaranteed Jetgun wonder weapon.
SLIQUIFIER SYNTHESIS: REQUIRES KEY. Make your way to the Groom Lake base and approach the giant Hangar 18 teleport from the Moon map. Go around to the back of the teleporter to the two-storey building behind it. Make your way up to the second floor where you will find a locked seal. Use the key to open this room and you'll find an Incomplete Sliquifier gun on the table. Pick it up.
Next, make your way over to the Dragon light fixture from Die Rise. It's located near the Town area by the Lighthouse. You'll find an empty bottle floating in the air as you scale along the area. Jump off and interact to grab it. Then go to any of the steamy/watery launch pads (there's one closer to town by an electrical station) and interact with that to fill the container. This will cause the Sliquifier to form and spawn at the cul-de-sac in Nuketown a fair distance away. There'll be a yellow pillar of light to guide you to it.
CYMBOLS OF CELERIUM: REQUIRES MONKEY BOMBS. When in Town, look for three green lampposts similar to the ones you would use to escape from Denizens in TranZit. Throw monkey bombs at them and they will jump in the newly created mounds. One is on the street to the right of the mystery box location beside the locked door to the Bowling Alley. One is to the left of the front entrance to the Bowling Alley, and one is on the edge of town to the right of the side entrance to the Bank at the end of that street. Only one will be lit green at a time, and you will get a refill of monkey bombs when successful. With all three monkey bombs thrown correctly a gold lit monkey bomb will vanish and spawn in the Gas Station by Nuketown. Search inside the small diner nearby and you'll find it sitting on a cigarette vending machine. Kill zombies near it until you get the prompt and you'll have upgraded Monkey Bombs! All Monkey Bomb pickups zombies drop will also be upgraded!
That makes 6, so where's #7?
while exploring the map i discovered that the vault door in the bank in the town area has a purple highlight of one of those aetherium bombs that are seen in the harvest objective, implying that one could be placed on the door to open it somehow
i'm just wondering how to actually obtain said bomb, i've already tried picking one up and running over to the bank during the actual objective and it didn't seem to let me put it on the door, is there a way to get one outside of the objective or is it something different entirely? zombies do seem to be spawning inside of the vault room itself so im atleast somewhat sure there's *some* way to get inside
again, sorry if this was figured out ages ago, i've just been drawing blanks for a while and im curious if anyone else has dug further into this
This is one of the ones i'm very happy to see solved. Great job you guys!
Just 2 left now...
Here are some of the possible Sarah locations so far, sorry if they're a bit vague:
- Behind a small rocky outcropping to your right exiting from the Town on the street past the bowling alley, between there and the Diner area. Approach it and go past the trees and the rock will be across from a draped tarp around it.
- At a small camp area by the Bus Depot. Go behind the large garage next to the bus yard, and go left to find the corpse. You'll face the church.
- In the valley just below the Diner area by the bridge to the church and the large body of water near the lighthouse. Exit from the diner, go down into the valley and turn left, it'll be on your way to the bridge above and the river.
- Nuketown area, behind the second house to your left past the wooden fence, same as a rift location.
I'll try to map out all the possible locations for her, the rifts and the Gersch orb. But that'll take a lot of runs, and my game likes to crash after playing for too long. :/