Well, now that he is trapped like the guy in Ascension, he ends up giving you a DG2. Apparently he invented it.
Easter Egg
Coop instructions:
*Solo is a shorter version of this set, just no Vodka bottle and no foghorns I think...
After the Power Switch is on, the four guys from KDT and Ascension teleport into a room behind a door (hereafter the Door) underneath the PHD Flopper room.
Slash at the door where the guys are calling out; Nikolai calls out that he is blind, Richtofen pulls on 'un lever. Perhaps this will turn on the light', Dempsey points out that it is not *ar* lever
When Richtofen mentions a fuse, and "it's dark in here", wait a moment until he stops talking then head upstairs
Collect the fuse on one or the other table; if it is not on either table upstairs (near the PHD Flopper or near the batteries) then some glitch is preventing you from completing this secret. I heard that it might be on the green cabinet in the same space, but never seen it there myself.
Go downstairs to the Door
Install fuse in the fusebox next to the Door
Slash at the Door again
Listen until Richtofen asks 'the handsome one' to destroy the four generators that look 'kinda like a ... forget it'...
Destroy the four generators: you need to make an explosion near to each generator, but not actually on the generator; I cook frags, but it is possible to destroy these with crossbow bolts, semtex and bolts from that Scavenger gun, the China Lake works rather well, but I haven't had success with the rocket launcher. Look at these spots:
- 1st and closest generator is in front of the Door
- 2nd/ Next is at the 'boathouse'; (a) get to the bottom of the lighthouse, near the slide, instead, head outside, down the stairs, over the water, past the Staminup to the left, cook a grenade (3seconds) and toss out the window; check that the red light is out on the generator. alternatively (b) try a crossbow bolt from the same window, or from the top of the lighthouse
- 3rd Next closest is between the two halves of the ship; cook a grenade and bounce it off the wall behind the generator, or use a crossbow bolt or semtex
- 4th and final (usually) is at the back back of the ship, look low and towards the water on the starboard side of the ship.
With all four generators destroyed, return to the Door,
Slash the Door
Nikolai wants a vodka, go find him one!
- The vodka will be on a ledge in a block of ice at one of four locations, two near the PHD Flopper machine or two on the back half of the ship;
- One player must wait underneath the vodka,
- Another player must slash the vodka,
- The player underneath the vodka must 'catch' it - usually they will say something like 'I got it'; otherwise go look elsewhere for another go
Return to the Door
Player with the vodka must install it into the vacuum tube pipe on the left of the Door
Slash the Door
Listen to Richtofen's rant about his special errand to find for him 'a long, stiff, hard golden rod...oh... with fingers on the end...oh the fingers...'
Then do the following:
Correctly set the Lighthouse dials: You can actually do this at any time
On each floor of the Lighthouse is a dial; when you hold the square button it turns the dial counter-clockwise, and up from 0 to 9 then resets to 0.
Each dial has a colour on it to help you identify which is which.
Also, when you turn one dial, it also turns some of the other dials on other floors, so you need to follow this sequence to get the right result as follows.
Setting the dials requires some calculation and/or teamwork and the final result is
Top level = Yellow = 2
Orange = 7
Blue = 4
Bottom level = Purple = 6
Here's how:
- Check or adjust Yellow to 2.
- Check the Orange number, calculate how many steps it will take to move to 7 - or have someone watching and talking to you as you go
- Turn the Blue as many steps until Orange is 7
- Set the Purple to 6
- Check the Blue number, calculate how many steps it will take to move to 4
- Turn the Orange as many steps until Blue is 4
- Adjust the Yellow to 2
- Recheck from the top 2 - 7 - 4 - 6
Activate the radios in order:
These radios look like the original radio in the Mystery Box room of the World at War game, as well as the radios in Ascension and distantly shootable in KDT
Activate a radio by looking at it and holding the square button until you hear a transmission sound
*if you mess up the order, or double activate the same radio, some funny sound resets the sequence*
- First radio: one floor below the Power Switch, look above the cabinet on the wall
- Second radio: in the Boathouse room where Staminup is - the radio on the barrel, not the radio on the floor past the slightly ajar gate...
- Third radio: take the Lighthouse to Front-of-Ship zipline, head to the right past the zombie window and look for a radio on its side, in the middle of the tramcar
- Fourth radio: near the Door, on the cabinet below the stairs
Apparently the Morse code message describes the next part, which - like setting the dials in the Lighthouse tower - can actually be done at any time, e.g. when flicking the Power Switch:
- Go to the Power Switch room and adjust the following:
- Set the Steering wheel so that the brown handle is in the 5-o'clock position (basically, flick it to the right, twice)
- To the right of the Steering wheel, near the door, are three levers,
- Adjust the Left one once
- Adjust the Right-most one three times
- Do not adjust the middle one.
The Submarine emits a foghorn sound that you can sometimes hear from the end of the Lighthouse zipline.
If you copy the Submarine's foghorn code using the foghorns near the lighthouse, the Submarine emits a green light towards the Lighthouse spotlight, which comes down through the middle of the Lighthouse's internal stairwell. I suspect that this is why you need the Lighthouse switch dials in the right order.
The correct order for sounding the four foghorns is:
1. Near the pool of water by the Killing Fields
2. From the bottom of the Slide, past the Speed Cola, on the mini-beach to the right
3. On the opposite side of the Killing Fields as #1
4. On the opposite side of the rock from #2
*Note: I did this in multiplayer on my own - so it does not matter the timing of the foghorns, just get them all in the right order.
It is possible with just two dedicated players who have no significant zombie distractions (i.e. have a crawler somewhere on the map). One player can do #2 and #4 relatively easily, another guy on #1 and #3.
If you fail, the submarine disappears until the next round, yeah - it actually sinks below the water and then resurfaces next round - so only then you can try again!
*not sure if it is possible to to resurface the submarine from the Power Switch room / control tower, but I might check next time by flicking the Steering Wheel full circle.
Penultimate steps (i.e. second last)
Preparations: you need a player with the VR11 special weapon from the Mystery Box, and another player with a good, tough gun like an HK21, RPK or Ray Gun - even Scavenger.
When you have these things, you need a bit of time so, if at all possible, make several slow crawlers and get one of them, or a walking zombie, to follow the player with the VR11 into the room at the bottom of the Lighthouse stairs.
- Shoot the zombie with the VR11; this turns the zombie into a guy with sunglasses and, instead of running to water, he is sucked into the green beam of light
- Kill the guy with the sunglasses as fast as you can; when he stops moving or making noises, and looks like a guy in Second Chance / Last Stand pose, but floating upwards, then all you have to do is wait.
- Eventually, the dead guy reaches the top and the long, stiff, hard golden rod with fingers on the end *oh the fingers* floats to the bottom of the stairs *oh the bottom*
- Some player needs to collect the long, stiff, hard, golden rod with fingers on the end
- *oh the fingers*
- Yeah - Richtofen has the funniest lines
Last steps once you have the rod with fingers on the end oh the fingers...
Be sure you have a fair bit of time on your hands, because this will take a while; for instance, lead George and any slow slow crawlers all the way to the front of the ship first, and hopefully you never opened either door between the lighthouse and the ship (the one near the Door or near the AK74u gun).
Also, try to have purchased as many perks as you can/want - at least Juggernog, because when you get the secret gun, you can slash but you cannot buy anything or revive anyone, that is - until you run out of ammo and lose the secret gun, or fall down - either way you won't have the secret gun until you 'kill George'.
Now, if a big bunch of zombies doesn't break in and crowd you while doing this, it should go completely like this:
1. player installs the golden rod in the vacuum tube, just like the vodka
2. listen to the guys ramble and TRY to teleport away
3. slash the fuse in the fusebox, this will help them make a getaway
4. some player will comment like 'are you guys going to help us now?'
5. a little while will pass
6. if not already, you'll score the Stand In achievement
7. A 'Death Machine' powerup will be available to take from in front of the Door; except this isn't the Death Machine...
Now confirmed, this is the DG2 Wunderwaffe gun that Richtofen developed and it fires a strange bolt of energy that causes multiple zombies' heads to cinder.
It does run out and requires Max Ammo to refill it, and if the player using it falls, uses all its ammo or switches to another weapon, then that is it - gone, finished, finito! that's all you get...
so ideally, you get Max Ammo while the DG2 is still in your hands, and on and on.
*It cannot be Pack-a-Punched.
But it is a wonderful weapon to use; the zombies shake hysterically then their head "goes poop"[like Richtofen says in KDT]
But also, if you manage to kill George after this whole thing, he'll drop another DG2 instead of a Death Machine...
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