ZOMBIES IN SPACELAND
By Caleb Irvin / September 17, 2026 / No Comments
๐ Nothing good happens in space.
We’ve established this.
We have evidence. ๐
๐ฌ 1. ENTER SPACELAND
When the match begins, you’re trapped inside Wyler’s movie.
Your first objective is simply:
โก 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:
๐ข Cosmic Way โ Spawn
๐ Journey Into Space
โ๏ธ Polar Peak
๐น๏ธ Astrocade
๐ Kepler System
Cosmic Way contains the giant inactive portal that will eventually take us to Pack-a-Punch.
โก 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:
๐ 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:
๐ข COSMIC WAY.
Use all four teleporters andโ
๐ BLACK HOLE PORTAL ONLINE.
๐ง 3. OPEN PACK-A-PUNCH
Enter the giant Cosmic Way portal.
You’re transported to the:
๐ฅ PROJECTOR ROOM.
And there’s our:
๐ง PACK-A-PUNCH MACHINE.
But before leaving, there’s something important for the Main Quest.
Inside this room is a container holding:
๐ธ FOUR MINI-UFOs.
Interact with it.
The UFOs escape into the park.
โ ๏ธ DO NOT SKIP THIS.
Releasing them is a prerequisite for the Easter Egg progression.
And yes.
We have now intentionally released UFOs.
๐ NOTHING GOOD HAPPENS IN SPACE.
We’re approximately three steps in and already proving the hypothesis. ๐
๐ก 4. BUILD THE SETI-COM
Now we need three random-spawn objects:
๐ป BOOMBOX
โ๏ธ UMBRELLA
๐งฎ 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. ๐
๐ป 5. BOOMBOX โ 3 POSSIBLE SPAWNS
Check:
๐ข Cosmic Way
Behind the concession stand/cart along the lower bridge outside spawn.
๐ Kepler System
Around the counter by the area’s power-switch section.
๐ Underground
Inside the break-room area near Racin’ Stripes.
Only one will contain it in your game.
Pick up:
๐ป BOOMBOX.
๐งฎ 6. CALCULATOR โ 3 POSSIBLE SPAWNS
Check:
๐ข Cosmic Way
On the bench directly in front of the main Pack-a-Punch portal.
๐น๏ธ Astrocade
Upstairs, sitting on a trash can near the disco-floor area.
๐ Kepler System
On the picnic table near the Chromosphere area.
Grab:
๐งฎ CALCULATOR.
โ๏ธ 7. UMBRELLA โ 3 POSSIBLE SPAWNS
Check:
๐ข Cosmic Way
On the red bench near the slides toward Polar Peak.
๐ 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.
๐
๐ง 8. FIND DAVID HASSELHOFF
Now locate:
๐บ 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:
๐ก 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.
๐ณ 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:
๐ณ YOUR SCREEN STARTS SHAKING.
Possible locations include areas around:
๐ Kepler/Crocodile fountain
๐ Journey Into Space
โฒ Fountain area
๐ Rover Rampage
๐ณ Underground break room/kitchen
โ๏ธ Polar Peak entrance
๐ Polar Peak gift shop.
When you enter the currently active location:
๐ณ SHAKE SHAKE SHAKE.
That’s the spot.
Place:
๐ก SETI-COM.
๐ก๏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:
โฑ๏ธ 60 SECONDS.
When it finishes, the sequence ends and you can retrieve the SETI-COM.
๐ก๏ธ 11. SETI-COM DEFENSE #2
Advance the round.
Search the seven locations again until:
๐ณ SCREEN SHAKE.
Place SETI-COM.
The second defense increases to roughly:
โฑ๏ธ 90 SECONDS.
Complete it.
Pick the SETI-COM back up.
๐ก๏ธ 12. SETI-COM DEFENSE #3
Advance again.
Find the third shaking location.
Place SETI-COM.
This one lasts approximately:
โฑ๏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.
๐
๐ง 13. RETURN TO THE HOFF
Take the completed SETI-COM back to:
๐บ DAVID HASSELHOFF.
Give it to him.
Now advance:
TWO FULL ROUNDS.
Return afterward and Hoff gives you:
๐ FOUR SPEAKERS.
This is where you should finish anything you want before beginning the next sequence.
โ ๏ธ 14. BOSS-SEQUENCE WARNING
We’re approaching the sequence that locks us into the Cosmic Way encounter.
One important preparation item is a:
๐ธ 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:
๐ธ HAVE ACCESS TO A WEAPON OF ROCK.
๐ 15. PLACE THE FOUR SPEAKERS
Go to:
๐ข COSMIC WAY.
Around the giant Pack-a-Punch portal are:
๐ก FOUR GOLDEN CIRCLES.
Three correspond to the park approaches and one is on the steps near the portal.
Place:
๐ ONE SPEAKER ON EACH CIRCLE.
And nowโ
โ ๏ธ GET READY.
Activating the speakers begins the locked encounter.
๐ฅ 16. SOLO VS CO-OP ACTIVATION
๐ค SOLO
Interact with a speaker to begin.
๐ฅ 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:
๐ธ THE GIANT UFO BREAKS FREE.
…
Remember what I said?
๐ NOTHING GOOD HAPPENS IN SPACE.
๐
๐ด๐ต๐ก๐ข 17. IDENTIFY YOUR SPEAKER COLORS
Each of the four speakers lights up as one of:
๐ด RED
๐ต BLUE
๐ก YELLOW
๐ข GREEN.
โ ๏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.
๐ธ WATCH THE UFO.
๐ง 18. SIMON SAYS โ ROUND ONE
The UFO flashes:
FOUR COLORS.
For example:
๐ด โ ๐ข โ ๐ก โ ๐ต
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?
โ UFO CONFIRMS IT.
Incorrect?
๐ WILLARD LAUGHS.
And:
๐ BRUTE SPAWNS.
Because apparently getting Simon Says wrong now carries consequences.
๐
๐ง 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.
๐คก 20. CLOWN WAVE
A massive wave of:
๐คก ZOMBIE CLOWNS
rushes Cosmic Way.
Survive the wave.
And once it’s overโ
๐ฝ THE ALIEN ARRIVES.
๐ฝ 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.
๐ฝ 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:
๐ข โ ๐ก โ ๐ด.
Continue damaging the Alien while keeping moving around Cosmic Way.
Eventually:
๐ฝ ALIEN DROPS.
Butโ
โ IT ISN’T DEAD.
Of course it isn’t.
๐ 23. REMOVE THE ALIEN FUSE
When the Alien drops to its knees:
GET BEHIND IT.
Interact/melee the device on its back.
That removes:
โก AN ALIEN FUSE.
The Alien gets back up.
Now you repeat the fight.
After bringing it down again, remove the:
โก SECOND FUSE.
Only after completing the required takedowns can you permanently finish the Alien. The two fuses are necessary for what comes next.
๐ฝ๐ฅ 24. ALIEN DEFEATED
Finish the Alien.
๐ฅ 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.
๐ธ
โก 25. INSTALL THE ALIEN FUSES
Take the:
โก 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:
๐ธ WEAPON OF ROCK.
This upgraded Wonder Weapon is needed for the UFO-finishing sequence.
๐ธ 26. DESTROY THE UFO
Return to Cosmic Way.
Look at the huge:
๐ข 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.
โก 27. THE IMPORTANT FIFTH-NODE TIMING
This is the detail that gets skipped in abbreviated guides:
โ ๏ธ DON’T TRIGGER THE FINAL NODE RANDOMLY.
Wait until:
๐ธ 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.
โกโกโกโกโก
Straight into the UFO.
๐ธ๐ฅ 28. UFO DESTROYED
The Spaceland sign unleashes its energy.
The UFO gets hit.
Andโ
๐ฅ๐ฅ๐ฅ
๐ธ UFO DESTROYED.
There.
We warned it.
๐ NOTHING GOOD HAPPENS IN SPACE.
Apparently that applies to the aliens too. ๐
๐ 29. CLAIM THE SOUL KEY
Return toward the:
๐ PACK-A-PUNCH PORTAL.
The:
๐ SOUL KEY
appears.
Interact with it.
๐ฌ CUTSCENE.
And that’s it:
๐ 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?!
๐