Carrier — Advanced Warfare Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, side Easter eggs & songs, boss strategy · Medium, ~35–55 min.

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Advanced Warfare · 2014

Carrier

Carrier is the third Exo Zombies map (Supremacy DLC) — a stricken Atlas aircraft carrier where the crew begins in a split spawn and must reconnect through Cargo. Its long, RNG-heavy main quest Flotsam & Jetsam powers a hidden Chompy generator, builds a fishing pole, then collects four tablets — a grenade-disposal sequence, a drunk laser maze, a teleporter-island dig and Captain DJ's shark-eye locker — before feeding C4 into the completed vault to sink the ship.

Released 5 Aug 2015 Main quest: Flotsam & JetsamFour tablets + shark cageSink the ship (C4)
MediumEst. time35–55 minPlayers1–4 (solo-capable)Updated8 Sep 2026
Documented here6 walkthrough steps · 5 side Easter eggs (incl. 1 song) · 2 weapon builds · 6 named areas · 4 sources cross-checkedCounted from this page, not estimated. We publish what is documented rather than a percentage of what might exist — nobody can honestly claim to know the full list.

Quick answers

Carrier is the third Exo Zombies map — a stricken Atlas aircraft carrier where the team starts split in two and has to reconnect through Cargo. Its long, luck-heavy main quest, Flotsam & Jetsam, powers a hidden Chompy generator, builds a fishing pole, collects four tablets, then feeds C4 into the completed vault to sink the ship. Rated Medium, 35–55 minutes, solo-capable.

How do you complete the Carrier Easter egg?

It is rated Medium and takes about 35–55 min. The run breaks down like this:
  1. Round-based survival for 1-4 players, fully solo-capable; a high-difficulty, RNG-heavy quest (60–90 min) that ends by sinking the ship rather than a boss fight.
  2. Same Exo systems as the other maps (Exo Suit, local power, 3D Printer, Mark upgrade station, EMZ, infection/decon) plus Carrier-specific ones below.
  3. Two disposal machines run the quest: the Weapon Disposal Machine consumes your held weapon and returns random items (fishing parts, the bottle, C4), and the Grenade Disposal takes grenade types in a set sequence for tablet 1 — always swap to a cheap Printer weapon before feeding disposal, never a Mk-upgraded primary.
  4. Setup gate: buy Teleport Grenades in the Armory, open the Chompy room and power its hidden generator (this activates both disposal machines), then build the fishing pole from three Weapon-Disposal parts on the Gun Deck rail (each cast then costs 100 points).
  5. Four tablets install in a central vault; once all four are in, feed disposal until C4 appears, plant it on the vault and the ship sinks.
  6. Map-specific hazards: split spawn (reconnect through Cargo early), teleporting enemies, Atlas strike teams and toxic gas bombs that interrupt rounds — plus the Chompy lane and the shark, which kill carelessly.
  7. Several items are random (fishing parts, shovel, red fish, C4), so preserve points and expect repeated attempts; the laser maze is voided by touching a beam, so isolate the route rooms in co-op.
Each stage is written out in full — with the exact locations, the order things must be done in and what to do when a step refuses to trigger — in the walkthrough below.

How long does the Carrier Easter egg take?

About 35–55 min for a run that already knows the steps, and we rate it Medium. A first attempt takes considerably longer — almost all of the time goes on setup rather than the finale, so knowing the order in advance is what shortens a run.

Can you do the Carrier Easter egg solo?

Players: 1–4 (solo-capable). It is solo-capable. Co-op mainly helps with the timed steps, where a second player can hold a zombie or cover a second position, and it makes the ending far more forgiving.

Is there a song Easter egg on Carrier?

Yes — “Mars”. Interact with three mini shark toys — atop the elevator outside Cargo (above the shark containers), in the Hangar above Captain DJ's locker, and the Hangar upper corridor reached by Exo-jumping above the power switch toward Gun Deck. The th Full trigger steps for it are in the side Easter eggs section.

What are the main areas on Carrier?

6 are documented: Gun Deck, Armory, Cargo / Chompy, Bio Lab, Lift / Moon Pool and Hangar. Knowing the names matters more than it sounds — most guides, including this one, describe locations by area name rather than by direction.

How many side Easter eggs are on Carrier?

5 are documented here — quest tool, song, mechanic and loadout. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

When was Carrier released?

5 Aug 2015.

Map & Key areas

The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.

Carrier — Layout
Layout

Gun Deck

A split-spawn side; the fishing-pole build on the rail and mini-shark song tools.

Armory

Teleport Grenades (required for the Chompy room).

Cargo / Chompy

The Chompy machine, its hidden generator room and the Grenade & Weapon Disposal machines.

Bio Lab

The lower teleporter (charged with fragments for the island route).

Lift / Moon Pool

The laser-maze route; the shark cage, chum grates and drone-lever box.

Hangar

Captain DJ's retina cabinet/locker, the island-teleporter exit and mini-shark song tools.

Steps at a glance

  1. Round-based survival for 1-4 players, fully solo-capable; a high-difficulty, RNG-heavy quest (60–90 min) that ends by sinking the ship rather than a boss fight.
  2. Same Exo systems as the other maps (Exo Suit, local power, 3D Printer, Mark upgrade station, EMZ, infection/decon) plus Carrier-specific ones below.
  3. Two disposal machines run the quest: the Weapon Disposal Machine consumes your held weapon and returns random items (fishing parts, the bottle, C4), and the Grenade Disposal takes grenade types in a set sequence for tablet 1 — always swap to a cheap Printer weapon before feeding disposal, never a Mk-upgraded primary.
  4. Setup gate: buy Teleport Grenades in the Armory, open the Chompy room and power its hidden generator (this activates both disposal machines), then build the fishing pole from three Weapon-Disposal parts on the Gun Deck rail (each cast then costs 100 points).
  5. Four tablets install in a central vault; once all four are in, feed disposal until C4 appears, plant it on the vault and the ship sinks.
  6. Map-specific hazards: split spawn (reconnect through Cargo early), teleporting enemies, Atlas strike teams and toxic gas bombs that interrupt rounds — plus the Chompy lane and the shark, which kill carelessly.
  7. Several items are random (fishing parts, shovel, red fish, C4), so preserve points and expect repeated attempts; the laser maze is voided by touching a beam, so isolate the route rooms in co-op.
Guard your loadout from the disposal machine. Weapon Disposal eats whatever gun you're holding — swap to an expendable Printer weapon before every interaction, or you'll lose a Mk-upgraded primary to RNG. And the laser-maze tablet voids if any beam is touched or another player enters the route rooms, so park teammates outside Cargo/Lift/Moon Pool/Hangar until the runner has the tablet.

Before you start

What to have in hand before step 1 — from the loadout notes, from the walkthrough itself, and from the map's own quest documentation where the gate is never stated in a step.

Loadout & perks
  • Always swap to a cheap Printer weapon before feeding disposal, never a Mk-upgraded primary — the Weapon Disposal Machine consumes whatever you are holding. — step 1
  • Carrier debuts the Exo Stockpile upgrade alongside the quest-critical Weapon and Grenade Disposal machines, and is the first Exo map to split team spawns Verrückt-style. — from the map's own quest documentation
Items to bring / craft first
  • Buy Teleport Grenades in the Armory before anything else — you need one to reach and power the Chompy generator that activates both disposal machines. — step 1
Round and timing gates
  • Fishing parts, the shovel, the red fish and the C4 are all random drops, so preserve points and expect repeated attempts. — step 1
Point of no return / one-attempt steps
  • The Grenade Disposal rows must be thrown in the exact order, waiting for each to register, before three green lights confirm the tablet. — step 2
  • The laser maze is voided by touching a beam during the drunk Tablet 2 run. — step 3
Solo vs co-op
  • Isolate the laser-maze route rooms in co-op so only one player risks a beam at a time. — step 3

Set aside 35–55 min · 1–4 (solo-capable)

Full walkthrough

0% complete

The quest in the order this guide runs it — tap any step to jump to it, and it fills in as you tick steps off.

1
Armory → Cargo/Chompy → Gun Deck

Power Chompy and build the fishing pole

+

Buy Teleport Grenades in the Armory. Activate Chompy in Cargo and throw a Teleport Grenade through the opening into its room to reach and power the hidden generator (this activates both disposal machines). Then feed expendable Printer weapons into Weapon Disposal until it returns the reel, line and hook, and build the fishing pole on the Gun Deck rail.

  • Teleport Grenades bought
  • Chompy hidden generator powered
  • Fishing pole built (3 parts) on Gun Deck
2
Chompy room

Tablet 1 — Grenade Disposal sequence

+

Put a Teleport Grenade in the top slot, then throw the indicated grenade as each icon lights, completing three rows in order (waiting for each registration): Row 1 Distraction Drone → Frag/Contact; Row 2 Explosive Drone → Distraction Drone → Explosive Drone → Frag/Contact; Row 3 Explosive Drone → Nano Swarm → Explosive Drone → Distraction Drone → Explosive Drone → Frag/Contact. Three green lights confirm — take the tablet to the vault.

  • Three grenade rows completed
  • Tablet 1 installed in the vault
3
Cargo → Lift → Moon Pool → Hangar

Tablet 2 — drunk laser maze

+

Feed Weapon Disposal until it returns a bottle; pick it up to enter the drunk movement state. While drunk you can only Exo Jump and Slide (normal running/aiming is disabled) — that restriction is what makes the route hard. Press the green keypad (Bio Lab/Cargo route) and cross Cargo → Lift → Moon Pool → Hangar without touching any laser beam. The tablet is on the floor by the Hangar teleporter — take it to the vault.

  • Bottle drunk (movement state)
  • Laser route crossed clean
  • Tablet 2 installed
4
Bio Lab → island

Tablet 3 — teleporter island dig

+

Collect teleporter fragments from teleporting zombies/dogs and feed roughly twenty into the inactive lower Bio Lab teleporter until it glows steady blue. Fish from the Gun Deck pole until you catch a shovel, then use the teleporter to reach the small island and dig the sand search points for the briefcase tablet.

  • Bio Lab teleporter charged (~20 fragments)
  • Shovel caught
  • Island briefcase dug — Tablet 3 installed
5
Hangar → Moon Pool → cage

Tablet 4 — shark eye & Captain DJ

+

Interact with Captain DJ's locked cabinet (Hangar) to trigger the retina route. Destroy the empty drone of the linked pair and install its dropped lever in the Moon Pool wall box. Fish for the red fish, then chum the water by killing zombies over the Moon Pool grates until the shark appears. Enter the cage holding the red fish, interact with the shark's mouth during its bite to trade the fish for the eyeball, then use the eye on the Hangar retina scanner to open the locker and take tablet 4.

  • Retina route triggered + drone lever installed
  • Red fish caught, water chummed, shark spawned
  • Shark eye taken → Tablet 4 installed
6
Weapon Disposal → vault

Finale — sink the ship with C4

+

With all four tablets in the vault, keep feeding expendable Printer weapons to Weapon Disposal until C4 appears. Plant it on the completed vault — the destruction sequence begins, the ship sinks, and Flotsam & Jetsam completes when the state registers.

  • C4 obtained from Weapon Disposal
  • C4 planted — ship sinks (quest complete)

Side Easter Eggs & extras

Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.

Quest tool

Fishing pole

+

Built from three Weapon-Disposal parts on the Gun Deck rail; each 100-point cast can return the shovel and the red fish needed for tablets 3 and 4. A quest tool, not a weapon.

Quest tool

Teleport Grenades

+

Bought in the Armory — mandatory to reach the Chompy generator room and start the grenade-disposal sequence, and handy to rescue a blocked player mid-round.

Song

“Mars”

+

Interact with three mini shark toys — atop the elevator outside Cargo (above the shark containers), in the Hangar above Captain DJ's locker, and the Hangar upper corridor reached by Exo-jumping above the power switch toward Gun Deck. The third starts the full track.

Mechanic

Weapon & Grenade Disposal

+

Two machines fed from the powered Chompy generator: Weapon Disposal consumes your held gun for random returns (fishing parts, bottle, C4); Grenade Disposal takes the tablet-1 grenade sequence. Only ever feed cheap, expendable weapons.

Loadout

LZ-52 Limbo

+

A strong line-damage weapon for the carrier's crowded corridors — a good survival primary to keep upgrading while cheap Printer guns are sacrificed to the disposal machines.

When it isn't working

The stalls that actually cost people runs on this map, and what to do about each.

TroubleshootingEach of these is quoted from the step it belongs to, derived from a gate the guide already states, or researched from the map's own quest documentation — nothing here is guesswork about what might be going wrong.

The bottle-drunk laser run keeps resetting

Touching any beam voids the attempt — get another bottle from Weapon Disposal and re-cross the green-keypad route clean (step 3).

Grenade Disposal won't light the third row

Rows only confirm when thrown in the exact listed order and given time to register — replay Row 1, 2, 3 without rushing (step 2).

Weapon Disposal keeps swallowing my good gun for nothing useful

It consumes whatever is in your hands, Mk-upgrades included — always feed it a cheap Printer weapon instead (step 1).

The shark won't trade the eye

The mouth only accepts the swap during an actual bite, after the water is chummed and the red fish is caught — chum via Moon Pool grate kills, then interact mid-bite (step 5).

The Bio Lab teleporter won't activate for the island

It needs roughly twenty teleporter fragments before it glows steady blue — keep farming fragments off teleporting zombies and dogs (step 4).

Common Carrier questions

Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.

Is there Pack-a-Punch in Exo Zombies?

No. The Weapon Upgrade Station raises whatever you are holding by one Mark per purchase, 2,500 credits a time, up to Mk20. The experimental station unlocked after the map's Easter egg takes a weapon as far as Mk25.

How do I stop myself turning into a zombie?

Only Host zombies infect you. Once hit, you have sixty seconds to reach a decontamination unit, and every further Host hit shortens that timer. Run out and you go down solo, or turn into a zombie that hunts your own team in co-op.

Why does the team spawn in two places?

Carrier is the first Exo Zombies map to split the spawn, the way Verrückt did. Whichever side you land on, the first job is fighting through Cargo to reconnect.

What do the disposal machines do?

The Weapon Disposal Machine consumes whichever gun you are holding and returns a random item — fishing pole parts, the bottle, eventually the C4. The Grenade Disposal takes grenade types in a set order for the first tablet. Always swap to a cheap printed weapon before feeding either one.

How do I build the fishing pole?

Three parts, all from the Weapon Disposal Machine, assembled on the Gun Deck rail. Each cast then costs 100 points, and casting is how you get the shovel and the red fish for tablets three and four.

What are the Teleport Grenades for?

They are bought in the Armory and they are mandatory — they are the only way into the Chompy generator room, which is what powers both disposal machines. They will also pull a pinned teammate out of trouble.

What new enemies are on Carrier?

Teleporting zombies, Atlas strike-team humans who shoot back, and toxic gas bombs that flood an area unless they are dealt with.

Why does the laser maze keep failing?

Touching any beam voids the attempt. In co-op, isolate the rooms along the route so that a teammate's training loop cannot drag zombies through and clip a beam.

Which order do the Exo Zombies maps go in?

Outbreak, then Infection, then Carrier, then Descent. The story runs from a prison outbreak as a prologue, into the Atlas facility on Outbreak, out to Burger Town on Infection, onto the Atlas supercarrier on Carrier, and down to the underwater Trident Retreat on Descent, where Oz is the boss.

Do zombies come through windows?

There are no window barriers anywhere in Exo Zombies. Every spawn is open, so hold lanes and sightlines rather than boarding anything up.

Visual guides & sources

Screenshots and exact part locations live in these — open one on a second screen.

Map discussion

A shared community board for Carrier — posts are public, saved on the server and visible to everyone across devices. Handy for strategies, spawn variations you've noticed, or steps to double-check. Please keep it civil and on-topic.

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Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open Carrier in the interactive codex for the solvers and map discussion.