Blood of the Dead — Black Ops 4 Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, elixirs & talismans, side Easter eggs & songs, boss strategy · Very Hard, ~60–95 min.

Open the interactive guide →
Black Ops 4 · 2018

Blood of the Dead

The Aether reimagining of Mob of the Dead — Alcatraz reborn. Primis Richtofen is now the prisoner, and the mob's old death-loop has become a spectral prison run by the Warden. Build the Spectral Shield, feed the hellhounds for Hell's Retriever, chase the Kronorium-stealing seagull, clear five red-stone challenges, then break the Dark Mechanism to free Richtofen in the Most Escape Alive main quest. Fully solo-capable; only the very last handoff differs in co-op.

Released 12 Oct 2018 Wonder Weapon: Blundergat / MagmagatBuildable: Spectral ShieldBoss: The Warden (Brutus)
Very HardEst. time60–95 minPlayers1–4 (solo-capable)Updated8 Sep 2026
Documented here10 walkthrough steps · 7 side Easter eggs (incl. 1 song) · 3 weapon builds · 6 named areas · 3 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.

Open questions we're tracking

We publish what is confirmed. These are the things this guide is not certain of — listed here rather than quietly left out, so you can weigh them yourself.

  • “Unverified specifics: the commonly cited method is to rack up a large number of Retriever-only kills (reported around 40 in a single round) and then retrieve the Redeemer from the lava-tunnel alcove; exact counts vary by source and patch, so confirm live.” Hell's Redeemer

Quick answers

How do you complete the Blood of the Dead Easter egg?

It is rated Very Hard and takes about 60–95 min. The run breaks down like this:
  1. Turn on West + East power (East spawns the first Warden → Warden's Key)
  2. Build the Spectral Shield (3 parts) and charge it; open mobile Pack-a-Punch
  3. Feed 3 hellhounds → Hell's Retriever; grab it during fast travel
  4. Get the Spoon (read 3 numbers → keypad → crane net → Retriever the arm)
  5. Scratch the Warden's House wall; bait a Warden slam → ritual room → red stone #1
  6. Bird hunt: spirit-blast the seagull 3 rounds, then code 872 + Retriever the Kronorium
  7. Read the Kronorium page code → lighthouse points to each red orb
  8. Clear Docks, Showers, Michigan Avenue, Power House, New Industries → 5 red stones
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.

What is the Wonder Weapon on Blood of the Dead?

Blundergat / Magmagat. How you get hold of it — the parts, the crafting steps and the upgrade if it has one — is covered step by step in the walkthrough, along with whether it is required for the main quest or simply worth the detour.

Who is the boss on Blood of the Dead?

The Warden (Brutus). The walkthrough covers the whole encounter: how the fight is structured, where the damage goes, what the arena throws at you between phases, and the loadout worth bringing before you commit to it.

How long does the Blood of the Dead Easter egg take?

About 60–95 min for a run that already knows the steps, and we rate it Very Hard. 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 Blood of the Dead 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.

What are the main areas on Blood of the Dead?

6 are documented: West Grounds / Spawn / Recreation Yard, Power House / Cell Blocks / Library, Roof / Infirmary / Cafeteria, Citadel Tunnels / Showers, Docks / Building 64 and Warden's House / Richtofen's Laboratory. 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 Blood of the Dead?

7 are documented here — song, buildable, wonder weapon, free weapon, mechanic and side quest. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

When was Blood of the Dead released?

12 Oct 2018.

Map & Key areas

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

Blood of the Dead — Layout
Layout

West Grounds / Spawn / Recreation Yard

Starting cells and the Catwalk crossing. Early wall-buys, the route toward West power, and the Michigan Avenue / Cell Block escort lanes.

Power House / Cell Blocks / Library

West power switch (by Brew), Cell Block 3rd Floor shield bench, the Library, and one of the Michigan Avenue escort exits.

Roof / Infirmary / Cafeteria

The rooftop voltmeter (mobile Pack-a-Punch anchor), the Spoon tub in the Infirmary, the third hellhound head, and the Showers/banjo challenge.

Citadel Tunnels / Showers

The all-important Citadel keypad (all codes go here), a fast-travel gondola point, the spirit-essence pool, and the Showers challenge orb.

Docks / Building 64

East power (Building 64 levers), the crane and net for the Spoon, the Morse-code Docks challenge, and the first Warden spawn.

Warden's House / Richtofen's Laboratory

The scratched ritual wall + Titan wall-buy, the electric-chair ritual room, and the laboratory map that holds the five red stones and the descent to the Dark Mechanism.

Steps at a glance

  1. Turn on West + East power (East spawns the first Warden → Warden's Key)
  2. Build the Spectral Shield (3 parts) and charge it; open mobile Pack-a-Punch
  3. Feed 3 hellhounds → Hell's Retriever; grab it during fast travel
  4. Get the Spoon (read 3 numbers → keypad → crane net → Retriever the arm)
  5. Scratch the Warden's House wall; bait a Warden slam → ritual room → red stone #1
  6. Bird hunt: spirit-blast the seagull 3 rounds, then code 872 + Retriever the Kronorium
  7. Read the Kronorium page code → lighthouse points to each red orb
  8. Clear Docks, Showers, Michigan Avenue, Power House, New Industries → 5 red stones
  9. Place all 5 stones, gear up, descend past the metal door (point of no return)
  10. Three Dark Mechanism cycles → Richtofen enters the machine
  11. Survive the invulnerable Warden, then finish it as Richtofen → ending cutscene
Every clue is match-generated — read it live. The seagull's perch, the Kronorium page code, the challenge order, the Docks Morse total and the Power House symbol sequence all change per match. Never copy a number from a video. The one constant is the Spectral Shield: keep at least one spirit blast charged before every keypad, voltmeter, bird and boss interaction — a great many resets come from firing on an empty shield.

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.

Items to bring / craft first
  • Cross the Catwalk early while enemy health is still low — whichever comes first, East power or that crossing, drops the first Warden's Key you need for the shield build. — step 1
  • Roll the box until the Lock appears, shock it with the Warden's Key, then throw Hell's Retriever at it for the Attuned Spectral Shield — in co-op, every Retriever-holder throwing at the same moment all receive the upgrade. — step 2
Round and timing gates
  • Enter 666 on the Citadel keypad for a once-per-match Warden (or wait for a natural round-18+ one) — ordinary melee and gunfire will not open the scratched wall, only a Warden's slam will. — step 5
Point of no return / one-attempt steps
  • Fully gear up before the Laboratory's metal door — Pack-a-Punch, repair the shield, refill both spirit blasts, buy every perk — it is the point of no return into the Warden boss. — step 9
Solo vs co-op
  • Solo, you play the Richtofen finish yourself; in co-op the Richtofen player carries that final sequence while teammates hold the arena. — step 10

Set aside 60–95 min · 1–4 (solo-capable) · the full loadout is further down this page

Where your run will differ

Gathered here so you meet them before they cost you a run rather than after — quoted word for word from the guide below, or researched from the map's own quest documentation.

Solo or co-op

What changes with your player count. The rest of the guide is the same either way.

  • “In co-op, every Retriever-holder who throws at the same moment all receive the upgrade.” step 2
  • “Solo vs co-op: identical solo; in co-op one player reads the numbers while another covers the keypad.” step 4
  • “Co-op only eases crowd control on the escorts (Michigan Avenue and New Industries especially)…” step 8
  • “Solo, you play the Richtofen finish yourself; in co-op the Richtofen player carries that final sequence while teammates hold the arena.” step 10

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
Power House · Building 64

Turn on West and East power

+

Flip the West switch in the Power House (near the Brew/Bratwurst area), then cross to Building 64 on the Docks for East power. Two of Building 64's three levers are already thrown — flip the remaining one. The East switch spawns the first Warden (Brutus); kill him and take the Warden's Key he drops (needed for the shield build and several unlocks).

Route tip: cross the Catwalk early while enemy health is still low — the first catwalk crossing into the prison can itself spawn the first Warden, so whichever comes first (East power or the crossing) drops the Warden's Key. Then double back to collect shield parts and feed hellhounds so you are not backtracking later.

2
Cell Block 3rd / Transverse Tunnel / Docks bench

Build and charge the Spectral Shield, open Pack-a-Punch

+

Gather three parts, then build at any shield bench — Transverse Tunnel, Cell Block 3rd Floor, or the Docks. Charge it by killing zombies with the shield key melee: 3 souls = 1 spirit blast, and the base shield stores 2. Hitting a sparking power box gives one free refill per round. Then aim a spirit blast at the voltmeter on the Roof to open the mobile Pack-a-Punch — after that it rotates between Roof, Power House and Building 64.

Attuned Spectral Shield (core finale prep): roll the Mystery Box until the Lock appears in it, shock the Lock with the Warden's Key until it glows blue-white, then throw Hell's Retriever at it. In co-op, every Retriever-holder who throws at the same moment all receive the upgrade.

  • Spirit essence — randomised between the Library, Times Square, or the Michigan Avenue pool. Search all three; it glows in shield vision.
  • Door / frame — randomised between the Citadel Tunnels or China Alley.
  • Warden's Key — dropped by the first Warden after East power (Step 1); one is enough to build.
3
3 hellhound heads → fast-travel lava tunnel

Feed the hellhounds for Hell's Retriever

+

Find the three mounted hellhound heads and get close kills in front of each until it disappears (roughly six per head). With all three fed, use fast travel from the Showers or Warden's House and grab the floating Hell's Retriever as you pass through the lava tunnel. It is a returning one-hit tomahawk with no ammo cost — and the tool you will throw at the Kronorium later.

Tip: the third head is in the Cafeteria/Infirmary wing; feed heads on the same loop you use to collect shield parts.

4
Warden's Office → Citadel keypad → Docks crane

Obtain the Spoon

+

In the Warden's Office, use shield vision to read the three shield-visible numbers (near-to-far order — this is a per-match code). Spirit-blast the Citadel keypad and enter them. Then spirit-blast the Docks voltmeter, wait for the crane net to stop swinging, throw Hell's Retriever at the net, and take the Spoon from the arm that drops.

Solo vs co-op: identical solo; in co-op one player reads the numbers while another covers the keypad. The Spoon can be upgraded to the Golden Spork (see side EEs) but the plain Spoon is all the quest requires.

5
Warden's House → Richtofen's Laboratory

Open the Warden's Ritual Room

+

In the Warden's House, melee the wall left of the Titan wall-buy at the top of the stairs with the Spoon — a visible scratch confirms the right panel. Now spawn a Warden: enter 666 on the Citadel keypad for the once-per-match Warden, or wait for a natural round-18+ electric Warden. Throw a Monkey Bomb directly beneath the scratched wall and move away so the Warden targets the decoy and ground-slams the wall — ordinary melee and gunfire will not open it. Inside, flip the switch beside the electric chair, take the red stone from the table, and place it on the wall map in Richtofen's Laboratory.

Tip: if the Warden dies before slamming the wall, spawn another on a later round (natural Wardens keep coming). Monkey Bombs make the slam position far more reliable than baiting by body-blocking.

6
Laboratory → shield-visible perches

Chase the Kronorium bird (four rounds)

+

Interact with the Kronorium on the laboratory floor; a seagull steals it and lands on a shield-visible perch. Aim through the Spectral Shield, listen for squawking, and spirit-blast the bird once per round. It only moves after a valid blast cue — do not end a round until it vanishes. Repeat on the next two rounds. On the fourth round a crying man is added to the audio and the perch shows as a pulsing white light: spirit-blast the keypad, enter 872 for Zombie Blood, then at the white light peek through the shield only until the book renders, lower the shield, and throw Hell's Retriever at it to drop the Kronorium at your feet.

  • Sweep these grouped areas for each perch: Docks / Building 64; Warden's House / Citadel; Cell Blocks / Library; Roof / Infirmary; Cafeteria / Showers; Recreation Yard / Catwalk; and West Grounds.
  • The bird draws from a very large fixed spawn pool and only re-rolls after a successful blast + round change — there is no single fixed route.
  • Fourth-round white light appears at one of the restricted “orange-list” locations; the Temporal Gift elixir widens the short reveal window.
7
Laboratory → Citadel keypad

Read the Kronorium code and follow the lighthouse

+

Return the Kronorium to the laboratory and place it on the dead body / reading stand, then interact to stop the pages. Use shield vision to read the four-symbol page code (per-match) and enter it at the Citadel keypad. A valid code lights the lighthouse beam, which points to one of five red orbs. Go to the lit orb and interact to begin that challenge; after each recovered stone, re-read the book for the next code and the beam points to the next challenge. The challenge order is book-determined and changes per match.

Tip: do the easiest challenges first and save New Industries for last, once you have a strong loadout, an upgraded shield and Undead Man Walking.

8
Docks · Showers · Michigan Ave · Power House · New Industries

Clear the five red-stone challenges

+

Each lit orb starts one challenge; complete it, recover its red stone, and return to the lighthouse for the next. All five must be done. Every challenge is escort- or shield-dependent, so keep spirit blasts charged and clear the route before you commit.

Solo vs co-op: all five are solo-completable. Co-op only eases crowd control on the escorts (Michigan Avenue and New Industries especially); the objectives are identical. Undead Man Walking + Monkey Bombs make the escorts dramatically safer.

  • Docks — listen to the lighthouse Morse flashes, convert the groups to a number total (per-match) and enter it on the telegraph, then escort the ghost from the Infirmary toward the Docks. Fails on a wrong Morse sum or a lost ghost.
  • Showers — carry the spectral banjo into the blue spirit circle and earn kills until it completes, returning the banjo before its damage/timeout turns lethal; repeat the circles for the stone.
  • Michigan Avenue — escort a ghost from the Cafeteria through D-Block / Library / Cell Block; kill attackers before they touch it. Fails if the ghost takes too much damage.
  • Power House — a five-round Simon Says: record the three lit Building 64 panels, translate the sticky-note symbols via the punch-card / monitor reference (per-match mapping), then spirit-blast the ghost exactly as it reaches each matching lever. Fails on a wrong symbol or blast timing.
  • New Industries — start with full shield charges; use the shield key and spirit blasts to force the ghost through its route and turn it red WITHOUT letting it kill the other spirit, then finish it at the Spin Trap. Hardest of the five; save for last.
9
Richtofen's Laboratory (point of no return)

Place all five stones and descend

+

With all five red stones on the laboratory wall map, the hidden staircase / metal door opens. Fully gear up first — Pack-a-Punch your weapons, repair the shield, refill both spirit blasts, buy every perk, and set your equipment. The metal laboratory door is the point of no return. All players descend and interact as prompted, then stand clear of the central machinery until the first Warden cycle begins.

Do not descend with a nearly broken shield — the boss demands repeated spirit blasts and gives few chances to rebuild. An Attuned (upgraded) shield with four blasts is a large advantage here.

10
The Dark Mechanism

Dark Mechanism and the Warden boss

+

Three identical cycles: kill adds to gain shield-key souls, step into the active red cylinder around the large Warden and use the shield to survive the pressure, shoot the three red orbs on the mechanism, then spirit-blast the white orb that rises above it to advance one cycle. Avoid the lethal red floor circles. After the third cycle, Richtofen interacts with the machine and a cutscene pulls him away.

Survive the handoff: the remaining players now face an invulnerable Warden and endless adds — do NOT waste ammo on him. Kite, revive and use specialist/equipment until Richtofen re-enters. Then, as Richtofen, use the returned power/weapon sequence to make the Warden vulnerable and finish him.

Ending: the final Warden kill triggers the completion cutscene — Richtofen is freed and the run is done. Solo, you play the Richtofen finish yourself; in co-op the Richtofen player carries that final sequence while teammates hold the arena.

Side Easter Eggs & extras

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

Song

“Where Are We Going”

+

Malukah, with new parts by Jack Wall and lyrics by Cindy Shapiro — a remix of the Mob of the Dead track. Spirit-blast the Citadel keypad and enter 935 (a nod to Group 935), separate from the quest codes, once per match. Cannot be triggered on Casual difficulty.

Buildable

Spectral Shield & the Attuned upgrade

+

The shield is mandatory (Step 2) — it is your spirit-blast tool for every keypad, voltmeter, bird and boss orb. The optional Attuned Spectral Shield upgrade adds extra health and two more spirit blasts (four total); highly recommended before the laboratory descent and the Warden fight.

Wonder weapon

Blundergat → Magmagat / Acidgat

+

Pull the Blundergat from the Mystery Box, then either build the Acid Gat kit for the Acidgat or feed it into Pack-a-Punch for the Magmagat — molten area denial that trivialises the escort challenges and the Dark Mechanism adds. Not required for the quest, but the strongest crowd tool on the map.

Free weapon

Hell's Redeemer

+

The upgraded, infinite version of Hell's Retriever — a one-hit returning tomahawk with no ammo cost.

Unverified specifics: the commonly cited method is to rack up a large number of Retriever-only kills (reported around 40 in a single round) and then retrieve the Redeemer from the lava-tunnel alcove; exact counts vary by source and patch, so confirm live.

  1. Earn the Hell's Retriever first (feed all three Cerberus heads)
  2. Get a round's worth of kills using only the Retriever
  3. Fly to the Golden Gate Bridge and throw the Retriever into the fiery pit — leave it there
  4. Return to Alcatraz; next round, collect the Hell's Redeemer at the Cerberus head — faster, stronger, longer range
Free weapon

Golden Spork (Spoon upgrade)

+

An optional one-hit melee upgrade of the Spoon, echoing Mob of the Dead: acquire the Spoon (Step 4), get a run of Acid Gat / Magmagat kills in the Showers, and return the Spoon to the Infirmary blood tub to claim the Golden Spork. Not needed for the main quest.

Mechanic

Purgatory (Afterlife) & self-revive

+

The BO4 reimagining of Mob of the Dead's Afterlife: there is no Quick Revive machine on standard — when you go down you enter Purgatory with a spectral pistol and must earn souls to self-revive. It is also how downed players stay useful. Keep your shield charged so you are rarely relying on it.

Side quest

The Warden (Brutus)

+

The recurring mini-boss. East power spawns the first one (dropping the Warden's Key), code 666 spawns the once-per-match Warden for the ritual-room slam, and natural electric Wardens return from round 18+. He locks equipment/benches until paid off or killed — focus his helmet to speed the kill.

Elixir reference (Black Ops 4)

All 51 Black Ops 4 Elixirs — you equip 4 per class. Classic and Whimsical are unlimited; Common → Epic are consumable, brewed with Nebulium Plasma. These are Elixirs, not GobbleGums. Filter by tier.

Always Done Swiftly

Classic

Faster ADS walk/aim for 5 min.

Anywhere But Here

Classic

Random teleport with a blast.

Burned Out

Classic

Attackers ignite nearby zombies (3 hits).

Equip Mint

Classic

Refresh your equipment cooldowns.

Head Scan

Classic

Headshot instakill chance for 2 min.

Temporal Gift

Classic

Longer power-ups for 5 min.

Aftertaste

Classic

Keep perks on revive (5 min / 1 down).

Point Drops

Classic

Drop 500 of your points as a power-up.

Anti-Entrapment

Classic

Trap-damage immunity for 30s.

Nowhere But There

Classic

Teleport to a downed player.

Now You See Me

Classic

All zombies chase you for 15s.

Arsenal Accelerator

Classic

Faster special-weapon charge for 2 min.

Pop Shocks

Classic

Melee electrostatic discharge (5).

Stock Option

Classic

Ammo drawn from your stockpile for 2 min.

Bullet Boost

Common

Apply or re-roll an Alternate Ammo Type.

Ctrl-Z

Common

Turn up to 2 nearby zombies into allies (30s).

Dead of Nuclear Winter

Common

Drops a Nuke.

In Plain Sight

Common

Zombies ignore you for 10s.

Licensed Contractor

Common

Drops a Carpenter.

Phantom Reload

Common

30% chance of a free-magazine reload for 4 min.

Sword Flay

Common

Melee instakills basics / 5× for 1 min.

Who's Keeping Score?

Common

Drops Double Points.

Alchemical Antithesis

Rare

Every 10 points becomes 1 reserve ammo (1 min).

Blood Debt

Rare

Lose points instead of health for 1 min.

Extra Credit

Rare

A personal 1,250-point drop.

Immolation Liquidation

Rare

Drops a Fire Sale.

Kill Joy

Rare

Drops an Insta-Kill.

Shields Up

Rare

Grants a new shield.

Talkin' Bout Regeneration

Rare

Constant health regen while moving for 4 min.

Shopping Free

Epic

Free purchases for 1 min.

Head Drama

Epic

Body shots register as head shots for 5 min.

Secret Shopper

Epic

Any wall-buy discounts ammo for any gun (10 min).

Reign Drops

Epic

One of each of the 9 core power-ups.

Power Vacuum

Epic

More drops with the cap ignored for 5 min.

Near Death Experience

Epic

Proximity revive (10 min / 5).

Phoenix Up

Epic

Revive all downed players, loadout perks kept.

Conflagration Liquidation

Epic

Drops a Bonfire Sale.

Join the Party

Epic

Spectators spawn in and downed players are revived.

Perkaholic

Epic

All loadout perks plus 6 random ones.

Refresh Mint

Epic

Refresh equipment, special and perk cooldowns for all.

Suit Up

Epic

Full armor for you and nearby players.

Wall Power

Epic

Your next wall-buy comes Pack-a-Punched.

Cache Back

Legendary

Drops a Max Ammo.

Dividend Yield

Legendary

Bonus shared points for 5 min.

Free Fire

Legendary

No ammo consumed for 30s.

Perk Up

Legendary

+4 random non-loadout perks.

Power Keg

Legendary

Drops a Full Power power-up.

Wall to Wall Clearance

Legendary

A wall-buy Fire Sale for 30s.

Undead Man Walking

Legendary

Zombies move at shambling speed for 1 min.

Newtonian Negation · Quacknarok

Whimsical

2 cosmetic-only elixirs.

Dark Ops & mastery cards (Black Ops 4)

Black Ops 4's Zombies ‘Dark Ops’ challenge cards (the full set is a known community gap). Filter by category.

Put to the Quest

Dark Ops

Complete the main Easter eggs on all three launch maps (IX, Voyage of Despair, Blood of the Dead).

Dodgy Devil calling card

Dodgy Devil

Dark Ops

Reach Round 20 on classic Zombies without taking a hit.

Perk Maestro calling card

Perk Maestro

Dark Ops

Activate every perk modifier.

Zombie Dark Ops Master

Mastery

Complete all Zombies Dark Ops challenges.

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.

No Warden's Key after East power

The first Warden can instead spawn from the first Catwalk crossing into the prison — cross early rather than waiting on power alone (step 1).

Shield parts won't show up

Spirit essence and the door/frame spawn from three random pools each (Library, Times Square, Michigan Ave; Citadel Tunnels, China Alley) — sweep all of them; they glow in shield vision (step 2).

The Warden won't slam the scratched wall

Ordinary melee and gunfire do nothing — throw a Monkey Bomb directly beneath the wall so a spawned Warden targets the decoy and slams it (step 5).

The Kronorium bird won't move

It only relocates after a valid spirit-blast cue, and ending the round early stops it — keep blasting through the shield and don't end the round until it vanishes (step 6).

A red-stone challenge keeps failing

Each of the five has its own hard fail state (wrong Morse sum, a lost or over-damaged ghost, a mistimed lever) — keep spirit blasts charged and clear the route before committing (step 8).

Common Blood of the Dead questions

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

Why do the codes never match the guides?

Because every clue on this map is generated per match — the seagull's perch, the Kronorium page code, the challenge order, the Docks Morse total and the Power House symbol sequence all change. Never copy a number out of a video; read your own.

What is the one thing that never changes?

The Spectral Shield. Keep at least one spirit blast charged before every keypad, voltmeter, bird and boss interaction — arriving empty is what forces most of the resets people complain about.

Is the shield upgrade worth doing?

Yes, before the laboratory descent and the Warden fight. The Attuned Spectral Shield adds health and two more spirit blasts, giving you four in total.

Where is the power on Blood of the Dead?

Two switches. West power is in the Power House by Brew; East power is the Building 64 levers at the Docks. The first Warden spawns off the East one and drops the Warden's Key.

Why is there no Quick Revive?

Because Purgatory replaces it. Go down and you enter it with a spectral pistol and have to earn souls to bring yourself back — the Black Ops 4 take on Mob of the Dead's Afterlife. Keeping your shield charged is how you avoid needing it.

How do I get the Magmagat?

Pull the Blundergat from the Mystery Box, then either build the Acid Gat kit for the Acidgat or feed it into Pack-a-Punch for the Magmagat. Neither is required for the quest, but the molten area denial makes the escort challenges and the Dark Mechanism adds far more manageable.

How do I get the Golden Spork here?

Acquire the Spoon in step 4, get a run of Acid Gat or Magmagat kills in the Showers, then return the Spoon to the Infirmary blood tub. A one-hit melee, and completely optional.

How do I get Hell's Redeemer?

The commonly cited method is a large number of Retriever-only kills — reported as around 40 in a single round — and then retrieving the Redeemer from the lava-tunnel alcove. The exact counts vary between sources and patches, so treat this one as unconfirmed and check it live rather than planning a run around it.

How do I play the song?

Spirit-blast the Citadel keypad and enter 935 — a nod to Group 935, and separate from the quest codes. Once per match, and it cannot be triggered on Casual difficulty.

How do I handle the Warden?

He locks equipment and benches until he is paid off or killed, and focusing his helmet speeds the kill considerably. East power spawns the first one, code 666 spawns the once-per-match Warden for the ritual-room slam, and natural electric Wardens return from round 18.

Visual guides & sources

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

Map discussion

A shared community board for Blood of the Dead — 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 Blood of the Dead in the interactive codex for the solvers and map discussion.