๐ŸŒŒ Nothing good happens in space.

We’ve established this.

We have evidence. ๐Ÿ˜‚


๐ŸŽฌ 1. ENTER SPACELAND

When the match begins, you’re trapped inside Wyler’s movie.

Your first objective is simply:

โšก RESTORE THE PARK’S POWER.

Unlike some Zombies maps, there isn’t one master power switch. Spaceland has separate switches throughout the park, so we’ll activate each area while opening the map.

The important districts are:

๐ŸŽข Cosmic Way โ€” Spawn
๐Ÿš€ Journey Into Space
โ„๏ธ Polar Peak
๐Ÿ•น๏ธ Astrocade
๐ŸŒ™ Kepler System

Cosmic Way contains the giant inactive portal that will eventually take us to Pack-a-Punch.


โšก 2. TURN ON THE PARK

Open the map and activate the local power switches throughout the major districts.

Your bigger goal is to activate the:

๐ŸŒ€ FOUR TELEPORTERS.

There’s one associated with each main attraction area.

After powering an area’s teleporter, walk through it.

Every successful teleport lights another symbol on the huge portal in:

๐ŸŽข COSMIC WAY.

Use all four teleporters andโ€”

๐ŸŒŒ BLACK HOLE PORTAL ONLINE.


๐Ÿ”ง 3. OPEN PACK-A-PUNCH

Enter the giant Cosmic Way portal.

You’re transported to the:

๐ŸŽฅ PROJECTOR ROOM.

And there’s our:

๐Ÿ”ง PACK-A-PUNCH MACHINE.

But before leaving, there’s something important for the Main Quest.

Inside this room is a container holding:

๐Ÿ›ธ FOUR MINI-UFOs.

Interact with it.

The UFOs escape into the park.

โš ๏ธ DO NOT SKIP THIS.

Releasing them is a prerequisite for the Easter Egg progression.

And yes.

We have now intentionally released UFOs.

๐ŸŒŒ NOTHING GOOD HAPPENS IN SPACE.

We’re approximately three steps in and already proving the hypothesis. ๐Ÿ˜‚


๐Ÿ“ก 4. BUILD THE SETI-COM

Now we need three random-spawn objects:

๐Ÿ“ป BOOMBOX

โ˜‚๏ธ UMBRELLA

๐Ÿงฎ CALCULATOR.

Each object has three possible spawn locations, meaning there are nine places to check altogether.

Let’s actually list them instead of saying:

“Find the SETI-COM parts.”

We’re not doing that kind of walkthrough anymore. ๐Ÿ˜‚


๐Ÿ“ป 5. BOOMBOX โ€” 3 POSSIBLE SPAWNS

Check:

๐ŸŽข Cosmic Way

Behind the concession stand/cart along the lower bridge outside spawn.

๐ŸŒ™ Kepler System

Around the counter by the area’s power-switch section.

๐Ÿƒ Underground

Inside the break-room area near Racin’ Stripes.

Only one will contain it in your game.

Pick up:

๐Ÿ“ป BOOMBOX.


๐Ÿงฎ 6. CALCULATOR โ€” 3 POSSIBLE SPAWNS

Check:

๐ŸŽข Cosmic Way

On the bench directly in front of the main Pack-a-Punch portal.

๐Ÿ•น๏ธ Astrocade

Upstairs, sitting on a trash can near the disco-floor area.

๐ŸŒ™ Kepler System

On the picnic table near the Chromosphere area.

Grab:

๐Ÿงฎ CALCULATOR.


โ˜‚๏ธ 7. UMBRELLA โ€” 3 POSSIBLE SPAWNS

Check:

๐ŸŽข Cosmic Way

On the red bench near the slides toward Polar Peak.

๐Ÿš€ Journey Into Space

Near the rocket-trap control area.

โ„๏ธ Polar Peak

Inside the gift shop, on the counter.

Grab:

โ˜‚๏ธ UMBRELLA.

We have now assembled the components for alien communications from:

an umbrella, a calculator and a boombox.

1980s engineering was apparently incredible.

๐Ÿ˜‚


๐ŸŽง 8. FIND DAVID HASSELHOFF

Now locate:

๐Ÿ•บ DJ DAVID HASSELHOFF.

Yes.

That David Hasselhoff.

Give him all three SETI-COM components.

Provided you’ve opened Pack-a-Punch and released the UFOs, Hoff eventually finishes assembling the:

๐Ÿ“ก SETI-COM.

If progression doesn’t happen immediately, advance the required round and check him again.

Pick it up.

Now your job is to find where the aliens want it.


๐Ÿ“ณ 9. FIND THE FIRST SETI-COM LOCATION

There are seven possible defense locations around Spaceland.

Only three are used during a match, and they activate one at a time.

The giveaway is:

๐Ÿ“ณ YOUR SCREEN STARTS SHAKING.

Possible locations include areas around:

๐ŸŠ Kepler/Crocodile fountain
๐Ÿš€ Journey Into Space
โ›ฒ Fountain area
๐Ÿš— Rover Rampage
๐Ÿณ Underground break room/kitchen
โ„๏ธ Polar Peak entrance
๐ŸŽ Polar Peak gift shop.

When you enter the currently active location:

๐Ÿ“ณ SHAKE SHAKE SHAKE.

That’s the spot.

Place:

๐Ÿ“ก SETI-COM.


๐Ÿ›ก๏ธ 10. SETI-COM DEFENSE #1

The SETI-COM starts broadcasting.

Enemies rush toward it.

Your job is simply:

KEEP THE SETI-COM FUNCTIONING.

The first defense lasts approximately:

โฑ๏ธ 60 SECONDS.

When it finishes, the sequence ends and you can retrieve the SETI-COM.


๐Ÿ›ก๏ธ 11. SETI-COM DEFENSE #2

Advance the round.

Search the seven locations again until:

๐Ÿ“ณ SCREEN SHAKE.

Place SETI-COM.

The second defense increases to roughly:

โฑ๏ธ 90 SECONDS.

Complete it.

Pick the SETI-COM back up.


๐Ÿ›ก๏ธ 12. SETI-COM DEFENSE #3

Advance again.

Find the third shaking location.

Place SETI-COM.

This one lasts approximately:

โฑ๏ธ 120 SECONDS.

Complete the final defense and retrieve the device.

So we went:

60 โ†’ 90 โ†’ 120.

The aliens aren’t testing our intelligence.

They’re testing our patience.

๐Ÿ˜‚


๐ŸŽง 13. RETURN TO THE HOFF

Take the completed SETI-COM back to:

๐Ÿ•บ DAVID HASSELHOFF.

Give it to him.

Now advance:

TWO FULL ROUNDS.

Return afterward and Hoff gives you:

๐Ÿ”Š FOUR SPEAKERS.

This is where you should finish anything you want before beginning the next sequence.


โš ๏ธ 14. BOSS-SEQUENCE WARNING

We’re approaching the sequence that locks us into the Cosmic Way encounter.

One important preparation item is a:

๐ŸŽธ WEAPON OF ROCK.

Spaceland has four of these special Wonder Weapons:

Face Melter
Dischord
Head Cutter
Shredder.

At least one eventually matters for finishing the post-Alien UFO sequence.

We’ll do the full separate Wonder Weapon guide for all four as part of our Spaceland coverage rather than burying four construction quests inside the Main Quest.

For the Main Quest, just remember:

๐ŸŽธ HAVE ACCESS TO A WEAPON OF ROCK.


๐Ÿ”Š 15. PLACE THE FOUR SPEAKERS

Go to:

๐ŸŽข COSMIC WAY.

Around the giant Pack-a-Punch portal are:

๐ŸŸก FOUR GOLDEN CIRCLES.

Three correspond to the park approaches and one is on the steps near the portal.

Place:

๐Ÿ”Š ONE SPEAKER ON EACH CIRCLE.

And nowโ€”

โš ๏ธ GET READY.

Activating the speakers begins the locked encounter.


๐Ÿ‘ฅ 16. SOLO VS CO-OP ACTIVATION

๐Ÿ‘ค SOLO

Interact with a speaker to begin.

๐Ÿ‘ฅ CO-OP

Players must activate the required speakers together within the activation window; guides consistently note simultaneous interaction as the important multiplayer requirement.

Once activated:

๐Ÿ›ธ THE GIANT UFO BREAKS FREE.

Remember what I said?

๐ŸŒŒ NOTHING GOOD HAPPENS IN SPACE.

๐Ÿ˜‚


๐Ÿ”ด๐Ÿ”ต๐ŸŸก๐ŸŸข 17. IDENTIFY YOUR SPEAKER COLORS

Each of the four speakers lights up as one of:

๐Ÿ”ด RED

๐Ÿ”ต BLUE

๐ŸŸก YELLOW

๐ŸŸข GREEN.

โš ๏ธ IMPORTANT

The speaker positions/colors can be randomized for the sequence, so don’t blindly memorize somebody else’s location-color combination.

Instead, immediately record:

Journey speaker = ?
Kepler speaker = ?
Polar speaker = ?
Portal/stairs speaker = ?

Now look upward.

๐Ÿ›ธ WATCH THE UFO.


๐Ÿง  18. SIMON SAYS โ€” ROUND ONE

The UFO flashes:

FOUR COLORS.

For example:

๐Ÿ”ด โ†’ ๐ŸŸข โ†’ ๐ŸŸก โ†’ ๐Ÿ”ต

That’s just an example.

YOUR SEQUENCE IS RANDOM.

Wait until the UFO and speakers finish presenting the sequence.

Then interact with the corresponding colored speakers in exactly the same order.

Correct?

โœ… UFO CONFIRMS IT.

Incorrect?

๐Ÿ˜ˆ WILLARD LAUGHS.

And:

๐Ÿ’€ BRUTE SPAWNS.

Because apparently getting Simon Says wrong now carries consequences.

๐Ÿ˜‚


๐Ÿง  19. SIMON SAYS โ€” ROUNDS TWO & THREE

Repeat the same process.

Round 2

Watch four colors โ†’ repeat four colors.

Round 3

Watch four colors โ†’ repeat four colors.

You need:

THREE SUCCESSFUL SEQUENCES.

A correct sequence also leads to a Max Ammo drop from the next enemy according to the detailed guide.

After the third successful sequenceโ€”

things get silly.


๐Ÿคก 20. CLOWN WAVE

A massive wave of:

๐Ÿคก ZOMBIE CLOWNS

rushes Cosmic Way.

Survive the wave.

And once it’s overโ€”

๐Ÿ‘ฝ THE ALIEN ARRIVES.


๐Ÿ‘ฝ 21. ALIEN BOSS โ€” IMPORTANT CO-OP DIFFERENCE

Here’s a particularly nasty detail:

ONE ALIEN SPAWNS PER PLAYER.

So:

Solo = 1 Alien
2 players = 2 Aliens
3 players = 3 Aliens
4 players = 4 Aliens.

That’s one reason the fight can become dramatically more chaotic in co-op.


๐Ÿ‘ฝ 22. ALIEN โ€” FIRST PART OF THE FIGHT

The Alien teleports around Cosmic Way while enemies continue spawning.

You’ll notice its health indicator changing as you progress:

๐ŸŸข โ†’ ๐ŸŸก โ†’ ๐Ÿ”ด.

Continue damaging the Alien while keeping moving around Cosmic Way.

Eventually:

๐Ÿ‘ฝ ALIEN DROPS.

Butโ€”

โŒ IT ISN’T DEAD.

Of course it isn’t.


๐Ÿ‘Š 23. REMOVE THE ALIEN FUSE

When the Alien drops to its knees:

GET BEHIND IT.

Interact/melee the device on its back.

That removes:

โšก AN ALIEN FUSE.

The Alien gets back up.

Now you repeat the fight.

After bringing it down again, remove the:

โšก SECOND FUSE.

Only after completing the required takedowns can you permanently finish the Alien. The two fuses are necessary for what comes next.


๐Ÿ‘ฝ๐Ÿ’ฅ 24. ALIEN DEFEATED

Finish the Alien.

๐Ÿ’ฅ BOOM.

Alien down.

If you’re in co-op, every Alien involved in the encounter must be dealt with before the arena fully resolves.

You might reasonably assume:

“Great! Easter Egg complete!”

HAHAHAHA.

NO.

LOOK UP.

๐Ÿ›ธ


โšก 25. INSTALL THE ALIEN FUSES

Take the:

โšก TWO ALIEN FUSES

into the Projector Room.

Install them into the Pack-a-Punch system.

This upgrades its capabilities and allows you to perform the required upgrade on your Weapon of Rock.

Now upgrade your:

๐ŸŽธ WEAPON OF ROCK.

This upgraded Wonder Weapon is needed for the UFO-finishing sequence.


๐Ÿ›ธ 26. DESTROY THE UFO

Return to Cosmic Way.

Look at the huge:

๐ŸŽข SPACELAND SIGN.

There are:

FIVE BLUE NODES/PANELS.

The finale revolves around charging/activating these nodes until they’re ready to redirect energy toward the UFO.

You need the first four prepared before using the crucial fifth one.


โšก 27. THE IMPORTANT FIFTH-NODE TIMING

This is the detail that gets skipped in abbreviated guides:

โš ๏ธ DON’T TRIGGER THE FINAL NODE RANDOMLY.

Wait until:

๐Ÿ›ธ THE UFO IS DIRECTLY OVER THE PACK-A-PUNCH PORTAL.

Then trigger the fifth/final part of the sequence.

If timed correctlyโ€”

the energy redirects upward.

โšกโšกโšกโšกโšก

Straight into the UFO.


๐Ÿ›ธ๐Ÿ’ฅ 28. UFO DESTROYED

The Spaceland sign unleashes its energy.

The UFO gets hit.

Andโ€”

๐Ÿ’ฅ๐Ÿ’ฅ๐Ÿ’ฅ

๐Ÿ›ธ UFO DESTROYED.

There.

We warned it.

๐ŸŒŒ NOTHING GOOD HAPPENS IN SPACE.

Apparently that applies to the aliens too. ๐Ÿ˜‚


๐Ÿ”‘ 29. CLAIM THE SOUL KEY

Return toward the:

๐ŸŒ€ PACK-A-PUNCH PORTAL.

The:

๐Ÿ”‘ SOUL KEY

appears.

Interact with it.

๐ŸŽฌ CUTSCENE.

And that’s it:

๐Ÿ† ZOMBIES IN SPACELAND MAIN EASTER EGG COMPLETE.

We’ve collected our first piece of the larger Infinite Warfare Zombies story.

And Willard Wyler is definitely going to let everybody go home now.

Right?

RIGHT?!

๐Ÿ˜‚