CARRIER
By Caleb Irvin / September 28, 2026 / No Comments
⚠️ IMPORTANT
Don’t rush rounds unnecessarily.
Get yourself established first.
⚡ STEP 1 — RESTORE POWER
First priority:
⚡ POWER.
Open the carrier until you reach the required power controls and activate them.
Once power is restored, the important systems around the ship become available.
Fantastic.
We’re standing on a zombie-infested military vessel and have just restored power to everything.
🚢 BOAT RULE VIOLATION COUNTER: 1
🦾 STEP 2 — GET YOUR EXO SUIT
Find the Exo Suit station.
Equip one.
We’re once again voluntarily attaching experimental technology to ourselves.
🦾 EXO RULE:
Don’t wear suspicious experimental equipment.
Us: equips Exo
Rulebook:
WHY DO I BOTHER?
You’ll need your Exo movement for survival and several interactions around Carrier.
❤️ STEP 3 — GET EQUIPPED
Before seriously attempting the Easter Egg, build yourself up.
Prioritize:
❤️ Exo Health
🦾 Exo Suit
🔫 Good weapons
🔧 Weapon upgrades
💰 Plenty of credits
Carrier can get hectic quickly because you’re not dealing exclusively with zombies.
You’ll also encounter:
🔫 ATLAS/SENTINEL SOLDIERS.
Yep.
Zombies weren’t enough.
Now people are shooting at us too.
🗺️ STEP 4 — LEARN THE CARRIER
Spend a little time learning the major areas.
You’re going to be moving between locations including:
🚁 Flight Deck
⚓ Gun Deck
🔧 Armory
🛗 Lift areas
🖥️ Control/communications sections
🚢 Interior corridors
And most importantly:
🦈 THE SHARK AREA.
…
Excuse me?
🦈 THERE ARE SHARKS?!
We’re on a boat.
Surrounded by zombies.
With sharks.
VOYAGE OF DESPAIR WAS A WARNING, NOT A CHALLENGE.
🧟 STEP 5 — UNDERSTAND THE SPECIAL ENEMIES
Carrier keeps the Exo Zombies special-enemy nonsense going.
Watch for:
⚡ EMP ZOMBIES
They can disable your Exo temporarily.
☣️ INFECTED ZOMBIES
If infected, prioritize cleansing yourself.
🔫 HUMAN ENEMIES
Sentinel/Atlas troops can appear and attack.
Don’t tunnel-vision on zombies and forget that somebody across the deck has an actual firearm.
And Carrier introduces additional chaos during special sequences.
Basically:
EVERYTHING WANTS YOU OFF THIS BOAT.
Honestly?
THEY MAY HAVE A POINT.
🦈 STEP 6 — BEGIN THE SHARK PUZZLE
Now we’re getting into the actual Easter Egg.
One of Carrier’s signature quest sequences involves:
🦈 A SHARK.
You’ll need to work with the map’s environmental systems to obtain the item associated with this challenge.
This requires entering the appropriate area and triggering the shark interaction correctly.
And before anyone asks:
No.
We’re not adopting it.
We already had Bubbles.
WE ARE NOT STARTING A ZOMBIE AQUARIUM.
🎣 STEP 7 — GET THE SHARK-RELATED QUEST ITEM
Use the carrier’s shark area and complete the required interaction to retrieve the quest item.
Pay attention to your positioning and timing.
Once successful:
✅ SHARK CHALLENGE COMPLETE.
Collect what the shark sequence provides.
Me: Did we just retrieve something from a shark?
Game: Yes.
Me: Yesterday it was an alligator.
Game: Correct.
Me: What is next?
Game: Don’t ask questions you don’t want answered.
🦾 STEP 8 — EXO MOVEMENT CHALLENGE
Carrier also makes use of your Exo Suit for Easter Egg progression.
You’ll need to navigate environmental obstacles using:
⬆️ Boost jumps
↔️ Air movement
🦾 Exo mobility
Take your time.
Don’t panic-jump.
And remember:
EMP zombies can disable your Exo.
So if you’re about to perform some heroic platforming maneuver and suddenly hear:
⚡ BZZZZZT
…
GOOD LUCK. 😭
🧩 STEP 9 — COMPLETE THE ENVIRONMENTAL CHALLENGES
The Main Easter Egg is built around completing several different challenge-style interactions aboard the carrier.
These aren’t all straightforward combat objectives.
Expect combinations of:
🧠 Puzzle solving
🦾 Exo movement
🎯 Precision interactions
🧟 Enemy manipulation
and
🚢 Using the carrier itself
Each completed challenge advances the Easter Egg toward its central objective.
And yes:
THE BOAT ITSELF IS NOW PART OF THE PUZZLE.
Voyage of Despair:
“Told you.”
💣 STEP 10 — WATCH FOR GRENADES
Carrier includes a particularly unusual piece of equipment:
🧲 TELEPORT GRENADES.
These can teleport targets rather than behaving like ordinary explosives.
They’re important for Easter Egg interactions.
So if you obtain them:
DON’T WASTE THEM RANDOMLY.
You’re going to need their special teleportation ability.
…
Wait.
TELEPORTATION?!
⏰ TIME RULE: Don’t mess with time.
Us: Technically teleportation isn’t time travel.
Rulebook: STOP LOOKING FOR LOOPHOLES.
🧲 STEP 11 — USE TELEPORT GRENADES FOR QUEST INTERACTIONS
Several inaccessible objects/areas can be manipulated using the teleport grenades.
The trick is understanding that you’re not simply trying to:
💥 BLOW SOMETHING UP.
You’re trying to:
🌀 MOVE SOMETHING.
Aim carefully.
Use the teleport effect on the required quest targets.
Successful interactions progress the Easter Egg.
CALL OF DUTY: PHYSICS HOMEWORK EDITION.
Apparently we’re back in school.
🖥️ STEP 12 — WORK THROUGH THE CARRIER SYSTEMS
As the quest continues, you’ll interact with equipment throughout the ship.
Keep track of what you’ve completed.
If something doesn’t respond, don’t immediately assume the game is broken.
You may be missing an earlier challenge.
This Easter Egg is much easier when you think of it as:
CHALLENGE A
⬇️
CHALLENGE B
⬇️
CHALLENGE C
⬇️
FINAL SEQUENCE
rather than running around interacting with every glowing object aboard the ship.
🚁 STEP 13 — THE FLIGHT DECK
Eventually the Easter Egg brings you back toward the exterior portions of the carrier.
Keep your Exo ready.
The Flight Deck is open enough for movement, but enemies can attack from several directions.
And we’re standing on an aircraft carrier surrounded by ocean.
So:
DO NOT EXO-DODGE YOURSELF INTO THE PACIFIC.
That would be embarrassing.
Cause of death:
Not zombie.
Not Atlas.
Not shark.
BAD DOUBLE JUMP.
🔫 STEP 14 — DEAL WITH SENTINEL/ATLAS FORCES
During the later quest, human enemies become increasingly important.
Prioritize ranged attackers when they appear.
Use cover.
Keep moving.
Don’t stand still simply because you’re used to training zombies in circles.
Humans don’t politely follow the Zombies Training Agreement™.
They have guns.
🧩 STEP 15 — COMPLETE THE FINAL CHALLENGES
Continue completing the required Easter Egg interactions until you’ve cleared all of Carrier’s challenge sequences.
Before moving into the finale, make sure you’ve finished every quest requirement.
You’ll eventually receive confirmation that the final portion is ready.
And this is where we stop.
🚨━━━━━━━━━━━━━━━━━━━━━━━━━━━━🚨
⚠️ FINAL-SEQUENCE CHECKPOINT
🚨━━━━━━━━━━━━━━━━━━━━━━━━━━━━🚨
Get ready.
🎒 STEP 16 — FINAL PREPARATION
Before triggering the finale, make sure you have:
❤️ Exo Health
🦾 Exo Suit
🔫 Strong upgraded weapons
💥 Ammunition
🧲 Any quest equipment still required
And preferably enough credits to recover if things get messy.
Because we’re about to do something extremely intelligent aboard a military vessel.
WE’RE MESSING WITH ITS WEAPONS.
🚢 Rulebook:
GET OFF THE BOAT.
No.
We’ve come too far.
💣 STEP 17 — ACTIVATE THE FINAL SEQUENCE
Complete the final carrier interaction.
This triggers the ending portion of:
🏆 FLIPPITY FLOP.
Be prepared for combat.
Keep moving.
Use your Exo abilities.
Deal with enemies quickly.
Don’t get cornered inside the ship’s narrow corridors.
The Easter Egg will eventually move toward its final payoff.
🚀 STEP 18 — THE MISSILE
And here’s where Carrier says:
“You thought zombies on a boat were bad?”
🚀 MISSILE.
Because apparently we needed that too.
Complete the final interactions associated with the carrier’s weapon systems.
And once you’ve successfully finished the sequence:
💥 OBJECTIVE COMPLETE.
🏆 STEP 19 — FLIPPITY FLOP COMPLETE
Finish the final Easter Egg interaction.
You’ll receive:
