Verrückt — World at War Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, recommended loadout, side Easter eggs & songs, boss strategy.

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World at War · 2008

Verrückt

A German asylum, mirrored around two starting wings — and the map that invented the modern loadout. Perk-a-Colas, the power switch and the Electro-Shock Defences all debut here. In co-op the team spawns split and can only reunite once power opens the central electric door.

Released WaW · 19 Mar 2009 Perks debut herePower + electric trapsSplit-spawn co-op
Last reviewed 8 Sep 2026
Documented here8 walkthrough steps · 12 side Easter eggs (incl. 1 song) · 3 weapon builds · 4 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.

Quick answers

How do you complete the Verrückt Easter egg?

The run breaks down like this:
  1. In co-op, work your assigned wing toward the far power room — don't waste ammo on the central electric door (only power opens it)
  2. Throw the power switch: perks light, traps arm, the divider opens and the team reunites
  3. Buy Jugger-Nog first — Verrückt's zombies sprint unusually early
  4. Use the Electro-Shock Defences (1,000) as your infinite-damage tool in the narrow corridors
  5. Sing “Lullaby for a Dead Man”: flush the left-most bathroom toilet three times
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 are the main areas on Verrückt?

4 are documented: Spawn wings (American & German), Power room, Bathroom and Perk corridors. 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 Verrückt?

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

When was Verrückt released?

19 Mar 2009, in the WaW content drop.

Key areas

Spawn wings (American & German)

Two mirrored starting rooms at opposite ends. In co-op, players can begin on opposite sides of the central electric door and can't reach each other until power is on.

Power room

At the far centre where both wings meet — throw the switch here to light the perks, arm the electric traps and open the central divider.

Bathroom

Beside the power room — a bathtub, a shower and a row of three toilets. Home of the “Lullaby for a Dead Man” song.

Perk corridors

Jugger-Nog on one wing, Speed Cola along the opposite kitchen/hall route, Double Tap and Quick Revive in the upper rooms — the first map where you plan a perk route.

What to do

  1. In co-op, work your assigned wing toward the far power room — don't waste ammo on the central electric door (only power opens it)
  2. Throw the power switch: perks light, traps arm, the divider opens and the team reunites
  3. Buy Jugger-Nog first — Verrückt's zombies sprint unusually early
  4. Use the Electro-Shock Defences (1,000) as your infinite-damage tool in the narrow corridors
  5. Sing “Lullaby for a Dead Man”: flush the left-most bathroom toilet three times
The birthplace of perks. Quick Revive, Jugger-Nog, Speed Cola and Double Tap all appear for the first time here, alongside the power switch and the electric traps. Fast runners spawn earlier than almost any map — never stop in a doorway to reload or buy. No Pack-a-Punch: the traps are your high-round answer.

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.

Know before you load in
  • Perks debut here: Quick Revive, Jugger-Nog, Speed Cola, Double Tap — no Pack-a-Punch at all. Double Tap is fire-rate only here, not the later 2.0 damage version.
  • Zombies sprint unusually early on this map — buy Jugger-Nog first.
  • Co-op spawns split across two wings behind a central electric door that only the power switch opens. Don't waste points trying to force it.
  • Electro-Shock Defences (1,000) are the map's real high-round tool since there is no Pack-a-Punch.
  • BO3/Zombies Chronicles adds a second hidden song, Der Wunderfizz and a doll hunt gated behind a 9-3-5 toilet code — none of it works in WaW or BO1.
  • WaW-original zombies can spawn in front of you rather than behind, so pure camping is weaker here than on later maps; expect to keep a slow train moving.

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.

Which version you're playing

This map exists in more than one release, and these are the points where they differ. Everything else in this guide applies to both.

  • “The 9-3-5 toilet-code doll quest, the blood fountain and Wunderfizz are Black Ops 3 / Zombies Chronicles…” Not in the original
  • “Black Ops 3 / Zombies Chronicles only — does nothing in the 2008 original.” “Samantha's Sorrow” (Verrückt · BO3)
  • “Black Ops 3 / Zombies Chronicles only — none of this works in the 2008 original.” “Samantha's Sorrow” (Verrückt · BO3)
  • “BO3/Zombies Chronicles adds a Doctor Monty voice line reflecting on the asylum.” Doctor Monty radio (BO3 only)

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
American or German spawn wing, through the Kitchen

Work your wing toward the power room

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Buy en route as needed: Springfield (200, WaW only) or Kar98k (200, replaces the Springfield in BO1), Gewehr 43 or M1 Garand (600), STG-44 or Thompson (1,200), MP40 (1,000), Trench Gun (1,500), Double-Barrelled Shotgun (1,200), BAR with Bipod (2,500), Bouncing Betties (1,000), Stielhandgranates x4 (250). The Kitchen itself has no weapons — it is a link room to the Power Room.

Quick win: Free atmosphere on the way, no reward but no cost either — a dentist chair drill and scream (interact with the wheel), crying from the American-side cremation oven, sobbing near the power-room door, whispers by the locked Speed Cola door.

Version: BO1 replaces the Springfield wall-buy with a Kar98k.

2
Power Room, far centre — a single barrier down a dead-end staircase

Throw the power switch

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Power lights every perk machine, arms the Electro-Shock Defences and opens the central divider, reuniting a split co-op team. The Mystery Box's first spawn point (950) is in this room too.

Confirmation cue: Perk machines light up and the divider door opens.

3
Perk corridors, one per wing

Buy Jugger-Nog first, then map the rest

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Jugger-Nog 2,500 (one wing — buy this first, zombies sprint early here), Quick Revive 1,500 (starting side), Speed Cola 3,000 (opposite wing, kitchen/hall route), Double Tap Root Beer 2,000 (upper rooms, fire-rate only). BO1 adds Mule Kick (4,000, Thompson/right-hall side).

Quick win: Speed Cola on the far wing means fewer reload deaths once you are running the kitchen/hall loop in step 8.

Confirmation cue: The perk icon appears on your HUD after purchase.

Version: Mule Kick is a BO1/BO3 addition; BO3 also adds Der Wunderfizz (a multi-perk machine) outside the Power Room.

4
Wall switch beside an electrified choke point

Electro-Shock Defences

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Get every player onto the same side before paying — the arc downs players as easily as zombies. Pay 1,000 and lead a committed train into the field. Wait for the hum to stop before crossing; it can look clear from a distance while still live. Keep roughly 1,000 in reserve for the next activation.

Tip: Trap kills give no weapon points, so use this for survival, not economy.

Quick win: Free crowd control that costs no ammo once you are set up.

Confirmation cue: The electrical hum and arc visibly stop.

5
Bathroom beside the power room — a bathtub, a shower and three toilets, German side, near the STG-44 and Trench Gun wall-buys

Lullaby for a Dead Man

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Face the physically left-most toilet (not the one that is left after you turn around) and interact three separate times, letting each flush register before the next. A cha-ching confirms the third flush, audible even over gunfire.

Tip: The track is coded as a sound effect rather than music, so it plays quietly — that is normal, not a bug; drop other audio if you cannot hear it.

Confirmation cue: The cha-ching after flush three, then Kevin Sherwood and Elena Siegman's track begins.

Version: Activatable once per game in every version.

6
In or near the Power Room; American-side balcony desk (BO1+)

Number station and radios

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With power on, a voice near the Power Room recites 4, 8, 15, 16, 23, 42 — the numbers from Lost. Passive audio, no reward. BO1 adds an interactive radio on a desk visible through the American/Mule Kick balcony barrier — shoot it to cycle campaign, Zombies and Dead Ops tracks. BO3 adds a Doctor Monty voice line reflecting on the asylum.

Confirmation cue: The numbers sequence completing once is enough to count it as heard.

Version: The balcony radio is BO1+; the Doctor Monty line is BO3 only.

7
The same three toilets, then Der Wunderfizz and doll spots across the map

BO3 only: Samantha's Sorrow (the 9-3-5 code)

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Flush the right-most toilet 9 times, the centre 3 times, the left-most 5 times (any order between toilets) — a scream confirms the code registered. A doll spawns left of Der Wunderfizz; interact to start the hunt. Nine spots are documented: the balcony behind Speed Cola, a toilet before the power generator, a morgue tray near spawn, a mannequin by the box spot atop the stairs, a kitchen pot, the patient chair near spawn, a gap in the Mule Kick room ceiling barrier, the flaming hole above Mule Kick, and the fountain statue at map centre. Our own count runs to ten and includes the dentist chair — sweep all of the above; a giggle means you missed the window and must restart from the doll by Der Wunderfizz.

Quick win: Shooting all five spawned dolls spawns a free Max Ammo on completion.

Version: Does nothing at all in WaW or BO1 — entering the 9-3-5 sequence there only risks throwing off your Lullaby three-flush count if the two get mixed up.

8
A loop through both wings via the kitchen/hall and perk corridors, dumping the horde through the Electro-Shock choke on cooldown

Hold-and-train plan for high rounds

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A Steam Community strategy guide for this map found that WaW zombies spawn in front of players rather than behind, which breaks pure camping — its author was still working on a dedicated WaW hold spot. Their working answer: keep a small train going through the Thompson room or spawn room rather than parking, run wall guns with deep ammo reserves (BAR or Thompson) instead of relying on the Box, save the Ray Gun for emergencies, keep Quick Revive active, and skip the Carpenter power-up since it disrupts spawning. Fire the Electro-Shock Defences every time they are off cooldown to thin the train for free.

Tip: Never let a downed teammate be on the trap's live side — it blocks the fastest revive route.

Version: This running approach targets WaW; BO1/BO3 players can lean more on a fixed corridor hold, since spawning behaves more conventionally there.

Side Easter Eggs & extras

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

Mechanic

Perks debut — the first four

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Verrückt is where Perk-a-Cola begins. After power: Quick Revive (starting side; solo self-revive), Jugger-Nog (one wing, the priority buy), Speed Cola (opposite wing along the kitchen/hall) and Double Tap (upper rooms). The original Double Tap is fire-rate only — not the later 2.0 damage version.

Mechanic

Power & the split-spawn reunion

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The switch sits in the far central power room. Until it's thrown the central electric divider stays shut, so a split co-op team must each buy toward the rear to meet. Power also lights the perks and arms the traps.

Mechanic

Electro-Shock Defences

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The map's signature buy (1,000) — an electric arc across a choke that shreds a committed train. It downs players too, so commit from one side and wait for the hum to stop before crossing. Full steps below.

  1. Find the wall switch beside an electrified choke point (the traps sit in narrow passages you can funnel a horde through).
  2. Get every player onto the same side before paying — the arc downs players too and blocks the fastest revive route.
  3. Pay 1,000 and lead a committed train into the field; trap kills give no weapon points, so use it for survival, not economy.
  4. Wait for the electrical hum to stop before crossing — the visual can look clear from a distance while the current is still live. Keep ~1,000 in reserve for the next activation.
Song

“Lullaby for a Dead Man”

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Kevin Sherwood ft. Elena Siegman. Flush the left-most of the three bathroom toilets three times — the bathroom is on the German side, in the room by the STG-44 and M1897 Trench Gun wall-buys (beside the power room), so you can find it without knowing where 'the power room' is. A ‘cha-ching’ sound plays after the third flush to confirm it registered even over gunfire. Activatable once per game. Full steps below.

  1. Reach the bathroom immediately beside the power room (a bathtub, a shower and a row of three toilets).
  2. Face the physically left-most toilet in the row (not the left one after you turn around).
  3. Press interact three separate times — let each flush sound register before the next.
  4. After the third flush “Lullaby for a Dead Man” begins. It can be mixed quietly, so drop other audio or move away from a firing trap if you can't hear it.
Collectible

Environmental horror

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Optional atmosphere, no reward: the dentist chair (crouch by the wheel and interact for a drill and scream), crying from the American-side cremation oven, sobbing near the power-room door, and whispers by the inaccessible Speed Cola door.

Collectible

Number station (4·8·15·16·23·42)

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With power on, stay in or near the power room and listen for a voice reciting the sequence 4, 8, 15, 16, 23, 42 — the numbers from the TV series Lost. Passive audio with no reward; treat it as heard once the sequence completes.

Collectible

Campaign radio jukebox (Black Ops version)

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Added in the Black Ops re-release. A radio on a desk visible through the American/Mule Kick balcony barrier — shoot it to cycle campaign, Zombies and Dead Ops tracks.

Version

Not in the original

+

Mule Kick (Thompson/right-hall) and the balcony radio are Black Ops additions. The 9-3-5 toilet-code doll quest, the blood fountain and Wunderfizz are Black Ops 3 / Zombies Chronicles — the 9-3-5 sequence does nothing in the original and only confuses the three-flush song.

Version · BO3

“Samantha's Sorrow” (Verrückt · BO3)

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Black Ops 3 / Zombies Chronicles only — does nothing in the 2008 original. A second hidden song plus a free Max Ammo, gated behind the 9-3-5 toilet code. Full steps below.

  1. Black Ops 3 / Zombies Chronicles only — none of this works in the 2008 original.
  2. Enter the toilet code by flushing: the right-most toilet 9 times, the centre 3 times, the left-most 5 times (any order between toilets) — a Samantha scream confirms the 9-3-5 code registered
  3. A Samantha doll spawns to the left of the Wunderfizz machine — interact with it to start the hunt
  4. Find and shoot 5 dolls that spawn one at a time around the map (10 possible spots incl. the bloody fountain, a kitchen pot, the Speed Cola railing, a mortuary cabinet and the dentist chair) — each doll makes a sound nearby to locate it and despawns if you're too slow
  5. A giggle means you missed the window — restart the hunt from the RK5 doll
  6. Shoot all five to complete “Samantha's Sorrow” and spawn a free Max Ammo
Version

Open Wide... (iOS app only)

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On the old iOS Call of Duty: Zombies app, the dentist chair pays the Open Wide... achievement.

Version

Doctor Monty radio (BO3 only)

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BO3/Zombies Chronicles adds a Doctor Monty voice line reflecting on the asylum.

Mechanic

Zombie behaviour on Verrückt

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Two swipes down you without Jugger-Nog, crawlers are fast, and zombies can reach through windows to hit you — buy Jugger-Nog before anything else.

Common Verrückt questions

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

Why can't I reach my teammates on Verrückt?

In co-op the team spawns split between the two mirrored wings, and the central electric door will not open for bullets or points — only the power switch opens it. Work your own wing towards the far power room; you meet when the power comes on.

Where is the power switch on Verrückt?

In the power room at the far centre, where the two wings meet. Throwing it lights the perk machines, arms the Electro-Shock Defences and opens the central divider.

Which perks are on Verrückt, and where?

This is the map that invented them. Quick Revive on the starting side, Jugger-Nog on one wing, Speed Cola on the opposite wing along the kitchen and hall route, and Double Tap in the upper rooms. Buy Jugger-Nog first — Verrückt's zombies sprint unusually early. Note that the original Double Tap is fire-rate only, not the later 2.0 damage version.

Is there Pack-a-Punch on Verrückt?

No. The Electro-Shock Defences are the high-round answer instead — 1,000 for an electric arc across a choke point that will shred a committed train.

Why did the electric trap kill me?

Because it downs players just as happily as zombies. Get everyone onto one side before you pay, commit the train through, and wait until the electrical hum stops before crossing — the arc can look clear from a distance while the current is still live. Trap kills also give no weapon points, so use them to survive rather than to earn.

Where is the bathroom for the song?

On the German side, in the room by the STG-44 and M1897 Trench Gun wall buys, beside the power room. Flush the physically left-most of the three toilets three separate times — a “cha-ching” confirms the third flush registered, which you can hear over gunfire.

What is the 4, 8, 15, 16, 23, 42 voice?

A number station. With the power on, stand in or near the power room and a voice recites the sequence — the numbers from Lost. Passive audio with no reward; treat it as heard once the sequence completes.

Does the 9-3-5 toilet code do anything in the original?

No. The 9-3-5 code, the Samantha doll hunt, the blood fountain and Der Wunderfizz are all Black Ops 3 Zombies Chronicles. In the 2008 map it does nothing except confuse the three-flush song.

What else is hidden around the asylum?

Atmosphere, with no reward attached: crouch by the wheel of the dentist chair and interact for a drill and a scream, listen for crying from the American-side cremation oven, sobbing near the power-room door, and whispers by the inaccessible Speed Cola door.

Visual guides & sources

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

Map discussion

A shared community board for Verrückt — 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 Verrückt in the interactive codex for the solvers and map discussion.