🧪 STRAUB, FOR THE LOVE OF GOD, STOP EXPERIMENTING.

I cross-checked the quest order because this map has several randomized puzzles that are easy to explain incorrectly. There isn’t a separate Casual/Hardcore quest here like The Final Reich; this is the complete main quest, playable solo or co-op.


📻 STEP 1 — CONTACT THE RUSSIANS

Open the route to the Church.

On Main Street, find the working radio. On it will be a randomized code similar to:

RS-0
LS-1

Write yours down.

Now go into the Church and examine the large map and frequency chart.

The map has a red pin marking one of the Brandenburg/Berlin regions. Find that region on the frequency chart and match it with the letter-number code from your radio.

That gives you two frequencies.

For example, one documented combination of RS-0 + Elbe-Elster produces 50.2 / 70.2, but your numbers can be different. Don’t copy somebody else’s solution.

Return to the Main Street radio and tune both dials to your two numbers.

Wait for confirmation.

📻 CONTACT ESTABLISHED.

Finally.

A Zombies puzzle involving a radio that—

WAIT. WHY ARE WE CONTACTING THE RUSSIANS FROM A ZOMBIE-INFESTED BERLIN?

Never mind. Keep going.


🚨 STEP 2 — SUMMON STRAUB’S AIRSHIP

Go to the Plaza, near the Museum entrance.

Find the red flare box.

Open it and activate the flare.

A giant airship arrives and fires several tether anchors into Berlin. It also begins creating the special Sizzler enemies you’ll need for the quest.

🚨 STRAUB’S AIRSHIP HAS ARRIVED.

Okay.

New rule.

🎈 ZOMBIES SURVIVAL RULE #6:

IF STRAUB OWNS THE AIRCRAFT, DON’T GET ON IT.

Remember that.

Seriously. Remember it.


⚡ STEP 3 — BUILD THE WUNDERBUSS

The Wunderbuss is the central quest item on this map.

You need two components:

Wunderbolt: obtained from a Sizzler.

Wunderbattery: has randomized spawn locations around the Museum/Cabaret areas.

Take both components to the crafting station in the Apartment basement and assemble the Wunderbuss.

⚡ Important Wunderbuss mechanic

The Wunderbuss runs on energy.

When you need to refill it, use its energy-siphon function on zombies. You’ll be using this thing constantly—for anchors, puzzles, Pack-a-Punch and eventually the boss.

So our entire quest now depends upon an experimental electrical contraption.

STRAUB.

THIS IS WHY WE HAVE RULES.


⚓ STEP 4 — CHARGE THE AIRSHIP ANCHORS

The airship dropped anchors around:

Plaza

Museum

Destroyed Building

Use the Wunderbuss to charge them.

One important detail: keep the Wunderbuss well charged before beginning these interactions. The quest can also involve charging through nearby enemy eliminations, and guides caution against mixing charging methods once you’ve started an anchor.

When the anchors are finished, continue with the quest.


🔧 OPTIONAL BUT HIGHLY RECOMMENDED — PACK-A-PUNCH

The Übersprengen/Pack-a-Punch machine is accessed through the Destroyed Building/sewer area.

There are two covered electrical fuse panels—one by the sewer bars and another around the Destroyed Building route. Open their covers, then use the Wunderbuss on the exposed electrical connections.

Completing both brings the Pack-a-Punch lift into position and opens access to it.

🔧 PACK-A-PUNCH AVAILABLE.

We’ve reached the point in WWII Zombies where even upgrading your equipment requires solving an electrical engineering assignment.

CALL OF DUTY: HOMEWORK EDITION RETURNS.


🕵️ STEP 5 — CONTACT THE SMUGGLER

Go back to the Apartment basement, where you constructed the Wunderbuss.

There’s a cash register nearby.

Use the Wunderbuss on it.

The register opens and reveals another randomized frequency.

Write those numbers down.

Return to the Main Street radio and enter that frequency.

You’ve now contacted:

🕵️ THE SMUGGLER.


💰 STEP 6 — FIND AND TRADE WITH THE SMUGGLER

Go toward the BAR wall-buy in the Plaza.

Look at the floor near the guitar for a tile marked:

GAS

Open the hidden compartment.

The Smuggler wants a particular ordinary bullet-based gun. Which one he accepts is randomized, so try available conventional weapons until his dialogue confirms you’ve given him the correct one.

Once he accepts it:

WAIT ABOUT TWO FULL ROUNDS.

Then return to the Smuggler’s location and complete his payment/trade interaction.

Apparently even during the apocalypse:

💰 THE ECONOMY SURVIVES.


🎥 STEP 7 — ACTIVATE THE PROJECTOR

We need a projected map for another puzzle.

Collect the required painting/image piece from the Apartment.

Then go to the Cabaret/Theatre and collect the film reel, which drops around the projector area.

Install both on the projector.

Now power the projector using the Wunderbuss.

A map appears on the screen.

Keep this map in mind.

We’re about to do—

🤡 THE CLOWN-DOLL MATHEMATICS EXAM.

Because apparently chemistry wasn’t enough.


🏏 STEP 8 — GET THE SMUGGLER’S BAT

After completing the Smuggler’s trade/payment sequence, return to the Apartment basement.

Find his side-room door.

Knock/melee the door:

1️⃣ once

2️⃣ twice

3️⃣ three times

An enemy appears carrying the golden Bat.

Take the:

🏏 SMUGGLER’S BAT.

Bring it to its stone slot by the Church.

Don’t forget where you put it.

We’re collecting three relic weapons.


🤡 STEP 9 — THE FOUR CLOWN DOLLS

Return to your projected map in the Cabaret.

A green marker indicates the location of a clown doll somewhere on the actual map.

Go to that location.

Near the doll, eliminate zombies until the doll finishes charging.

COUNT HOW MANY IT TAKES.

That number is important.

Return to the projector and locate the next marked doll.

Repeat until you’ve done:

🤡 Doll #1 → number

🤡 Doll #2 → number

🤡 Doll #3 → number

🤡 Doll #4 → number

Those four numbers become your safe combination.

🚨 DON’T JUST COPY A CODE ONLINE

The combination is generated from your match.

If your dolls required, for example:

3 – 5 – 2 – 4

then 3524 is your combination.

Someone else’s numbers won’t necessarily work.


🔐 STEP 10 — OPEN THE APARTMENT SAFE

Go to the Apartment containing the dead woman.

There’s a safe beside the vanity.

Before entering your combination, reset the dial with two complete rotations.

Then enter your four clown numbers by alternating:

➡️ RIGHT

⬅️ LEFT

➡️ RIGHT

⬅️ LEFT

Open the safe.

Inside is:

🗡️ THE DANCER’S DAGGER.

Take it to its Church slot.

Two relics down.

🏏 BAT

🗡️ DAGGER

⬜ ???

Naturally the last one requires—

📻 MORSE CODE.

OH COME ON.


📻 STEP 11 — FIND THE SECOND RADIO FREQUENCY

Search for a scratched frequency/code.

It can appear in several places around the:

Cabaret/Theatre

Museum

or

Apartment elevator area.

There are multiple possible exact spawn points within those areas.

Once you’ve found the numbers:

WRITE THEM DOWN.

Take them to the Main Street radio.

Tune the radio accordingly.

Instead of somebody speaking normally like a civilized human being…

📡 BEEP BEEP BEEEEEEP BEEP.

Morse code.


🧠 STEP 12 — ACTUALLY SOLVE THE MORSE CODE

We’re not skipping this with:

“Decode the Morse.”

No.

We’re learning how.

A short beep = dot (•).

A long beep = dash (—).

Pauses separate digits/coordinates, and the broadcast repeats, so listen through several cycles if necessary.

For digits, use:

NumberMorse
1• — — — —
2• • — — —
3• • • — —
4• • • • —
5• • • • •
6— • • • •
7— — • • •
8— — — • •
9— — — — •
0— — — — —

You’re decoding an X/Y coordinate for the Church map. The coordinate can contain one or two digits on each axis.

Example only:

12 / 8

Again:

YOUR COORDINATES ARE RANDOMIZED.


🔎 STEP 13 — MAGNIFYING GLASS + CHURCH MAP

Go upstairs in the Cabaret/Theatre.

Collect the small:

🔎 MAGNIFYING GLASS.

Take it to the large map in the Church.

Interact with the map.

Move the magnifying glass to the X/Y coordinate you decoded from Morse.

When you have the correct position, exit the map.

A nearby cabinet opens.

Inside:

🥣 GOLDEN SCALE BOWL.

CALL OF DUTY: HOMEWORK EDITION

We’ve now done:

Geography ✅
Radio communications ✅
Morse code ✅
Coordinate plotting ✅

I’M STARTING TO MISS THE CHEMISTRY.


⚖️ STEP 14 — THE MUSEUM SCALE

Take the golden bowl to the upper floor of the Museum.

Place it onto the scales near the Combat Shotgun wall-buy area.

Now complete the Sizzler-head portion of the puzzle and place the required head into the golden bowl.

Then eliminate roughly 10–15 enemies near the rabbit model beside the scale.

Eventually a drawer in the table opens.

Inside:

🪓 THE NAZI AXE.

Take it to the Church.

Now we’ve got:

🏏 BAT

🗡️ DAGGER

🪓 AXE


⚡ STEP 15 — CHARGE ALL THREE RELICS

This part has a specific order and specific enemy requirements.

At the Church relic wall, charge them in this sequence:

1️⃣ Dagger — normal zombies

You need 20 normal zombies.

2️⃣ Axe — Sizzlers

You need 10 Sizzlers.

3️⃣ Bat — Pests

You need 10 Pests.

Kills from the wrong category do not count toward the category you’re currently charging.

When all three are complete:

🚪 THE RED DOOR OPENS.

Welcome to:

🏛️ BARBAROSSA’S REFUGE / HIDDEN COURTYARD.


🦅 STEP 16 — THE RAVEN STATUE PUZZLE

Inside is a central golden statue of:

👑 BARBAROSSA.

Around him are raven statues.

Your first goal:

🦅 MAKE EVERY RAVEN FACE BARBAROSSA.

But there’s a catch.

Turning one statue can also rotate its neighbors.

So don’t treat each raven as independent—you need to manipulate the group until every raven is facing inward toward Barbarossa.

When solved, the ravens turn gold and become collectible.

Collect them.


🦅 STEP 17 — PLACE THE GOLDEN RAVENS

Now place the four golden raven statues around the base of Barbarossa’s central statue.

You’ll need them arranged correctly.

When the configuration is accepted:

⚔️ BARBAROSSA’S BLADE IS REVEALED.

Take it.

Then place the Blade into the appropriate frame/slot to reopen your exit from the courtyard.

🎉 WE GOT THE BLADE!

Okay.

Quest complete.

Let’s go home.

…

Game:

“Board Straub’s airship.”

…

🎈 EXCUSE ME?!


🚨 STEP 18 — POINT OF NO RETURN

🚨🚨🚨 STOP. 🚨🚨🚨

Get ready before boarding the airship.

Once you’re prepared, return to the tether pod.

In co-op:

EVERY PLAYER NEEDS TO ENTER.

Then use a fully charged Wunderbuss on the overhead connection/cable to activate the pod and travel to Straub’s airship.

And now I’d like everyone to open the Zombies Survival Rulebook.

🎈 Rule #6:

IF STRAUB OWNS THE AIRCRAFT, DON’T GET ON IT.

Game: “Get on.”

Us:

…

WE LEARNED NOTHING FROM VOYAGE OF DESPAIR.

Apparently the Boat Rule applies to transportation in general.


🎈 STEP 19 — INSIDE STRAUB’S AIRSHIP

You’re now aboard the airship.

There are several control terminals and a glowing energy indicator.

You need to route the glowing power through the ship’s consoles.

Move it through the green/valid connections to progressively unlock the gates.

There are five gates to open.

The documented route takes the upper branch first, then follows the lower route toward Straub’s room.

Eventually you reach:

🧪 DOKTOR STRAUB.

After the story sequence—

👹 STADTJÄGER ARRIVES.

Boss time.


👹 STEP 20 — STADTJÄGER BOSS: UNDERSTAND THE RULE

This boss has:

THREE PHASES.

The important thing is that Stadtjäger isn’t simply vulnerable all the time.

Each phase has a specific vulnerability window.

So don’t waste your opportunity attacking randomly.


🔥 PHASE 1 — CHEST ENGINE

Watch Stadtjäger’s chest.

During his charging sequence, an:

🟠 ORANGE ENGINE/CORE

becomes vulnerable.

That’s your damage window.

Attack the glowing orange chest component while it’s exposed.

Keep surviving the surrounding enemies between opportunities.

Once you’ve dealt enough damage, Stadtjäger transitions by injecting himself.

PHASE 1 COMPLETE.


⚡ PHASE 2 — GEISTBOLT ATTACK

Now the vulnerability changes.

Stadtjäger begins using his:

⚡ GEISTBOLT.

He also produces Sizzlers during this portion.

Clear the Sizzlers and watch Stadtjäger carefully.

Your opportunity to damage him comes during his Geistbolt-throwing animation/attack window.

Do enough damage.

Another injection.

PHASE 2 COMPLETE.


☁️ PHASE 3 — ELECTRIFY THE CLOUD

Final phase.

This one has an actual trick.

Stadtjäger releases a:

☁️ GAS CLOUD.

Use the Wunderbuss on the cloud to electrify it.

Then get Stadtjäger positioned inside the electrified cloud.

⚡☁️👹

While he’s affected by it:

DAMAGE HIM.

That’s your final vulnerability window.

Repeat as necessary until—

💥 STADTJÄGER DEFEATED.


🏃 STEP 21 — GET BACK TO THE POD

Don’t stand there admiring your work.

After Phase 3 is finished:

RETURN TO THE POD.

Complete the escape/end sequence.

And that completes:

🏆 STADTJÄGER DOWN.

The crew obtains the next sword component/shard and the story moves forward.