Post: (PS3) Helping people with Easter Egg (Including DLC)
09-02-2013, 05:57 PM #1
Nknights23
Original Gamer
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I'm here to help people do the easter eggs in Black Ops 2 Zombies.

Please, before you join my party, make sure you know how to do the easter egg you want help with.
other than that, work together and Reaper the benefits

Send me a pm, reply to the thread or send me a friend request.
PSN: Nknights23-



I realize the easter eggs require a shit load of money. Well, as of now, the buried timebomb bank glitch still works. So if you wanna boost your bank and wanna start fast, add me

Here are some tutorials for the easter eggs. In case you dont know, or want to refresh your memory
(I will add origins tutorial when i link some video tutorials sometime this week.)
(not my work)
TOWER OF BABBLE


Dr. Maxis Path

Step 1
The Power Lab must be accessed by getting off the bus at the Power Station or by using a turbine near a lamp post and teleporting. Once at the Power Station the Power Lab is accessed by opening the door to the outhouse where a secret entrance can be found.

Step 2
There are three parts to build the switch to turn on the power. One is a circuit, another is a severed arm, and the last is the lever. They are all scattered in this area; collect these parts and assemble a power switch at the blueprint. Then, turn on the power. The lever can be found in the mystery box area on the computer desktops, or it can be by the boxes in in the circle at the entrance. the arm can be found by the boxes or when going up the steps into mystery box. The fuse box can be found by the barrier when you enter, when you're walking down the first set of stairs, or leaning against a desktop in the mystery box room.
At this point, Dr. Maxis and Richtofen will speak and the player may choose which voice to follow.

Step 3
At least two players (all players can) must acquire a Turbine which pieces can be found in Bus Depot, starting game location.

Step 4
After turning the power on, Dr. Maxis will request the power to be turned off. This must be done after he finishes his entire speech.

Step 5
At least one player should obtain EMP Grenades from the Mystery Box.

Step 6
From the Farm, players must travel towards the Power Station area to see the large Electric Tower. In the cornfield on the left hand side of the road, there will be a Transmission Tower/Electricity Pylon. The cornfield is set up as a maze. After killing the last zombie while the lightning is directly above the player, Avogadro will approach the players. Once Avogadro spawns, players should place down two Turbines underneath the Transmission Tower/Electricity Pylon. Dr. Maxis will start talking as the Transmission Tower/Electricity Pylon charges up. When Avagadro is directly underneath the tower, Dr. Maxis will say: "Finish him now" Players should then use the EMP grenade to kill him while under the pylon.

Step 7
Two players must now pick up their Turbines and go to two different street lamp locations on the map. The first location without denizens attacking the player is at Bus Depot and the second is at Diner. The two players should now place their Turbines at the same time under the street lamp and the achievement/trophy will be unlocked. (Note: This step can be completed before or after the steps involving the electricity pylon, but only after the power has been turned off.)



Richtofen's Path

Step 1
The Power Lab must be accessed by getting off the bus at the Power Station or by using a turbine near a lamp post and teleporting. Once at the Power Station the Power Lab is accessed by opening the door to the outhouse where a secret entrance can be found.

Step 2
There are three parts to build the switch to turn on the power. One is a circuit, another is a severed arm, and the last is the lever. They are all scattered in this area; collect these parts and assemble a power switch at the blueprint. Then, turn on the power. The lever can be found in the mystery box area on the computer desktops, or it can be by the boxes in in the circle at the entrance. the arm can be found by the boxes or when going up the steps into mystery box. The fuse box can be found by the barrier when you enter, when you're walking down the first set of stairs, or leaning against a desktop in the mystery box room.
At this point, Dr. Maxis and Richtofen will speak and the player may choose which voice to follow.

Step 3
After turning on the power, the players need to assemble the Thrustodyne Aeronautics Model 23. There are four parts:
In the Hunter's Cabin, a shack found in between Town and Power Plant, on the right side of the road when coming from the Power Plant. When inside it can be found in the fire, on the bed spring, or on the shelf.
In a building resembling Nacht der Untoten, found inbetween Farm and Power Plant, on the right side of the road when coming from the Farm. The player needs to follow a small path in the cornfields. It can be found on the shelves that are broken, in the debris, or up the stairs as far as you can go (not very far).
In the Tunnel between Bus Depot and Diner. It is commonly found by the barrier. It can be found in between wrecked cars. It also can be found in a corner where a large barrier is. Be reminded they are found near the same area in the tunnel.
A batch of wires found in the same room as Tombstone Soda and the Electric Trap. It can be found when you jump down to the ledges. Go across the wooden planks and see if it is at the end. If it is not down that way stay down there. Go across the catwalk down there to the electricifying thing. If you look at it it should be there.
The Thrustodyne Aeronautics Model 23 must be built in the first floor of the bar in Town. It is good to note that the bus does not stop at the first three locations (and the fourth part may take a bit of time to obtain so the bus may go away before the players get onto it). Only one player may take the Thrustodyne Aeronautics Model 23.

Step 4
The players, preferably all of them, must go underneath the Transmission Tower, located on the opposite side of the road of Nacht der Untoten after a small maze in the cornfield. The player with the Thrustodyne Aeronautics Model 23 should shoot it under the tower until it breaks, which is when Richtofen speaks to Samuel. The players now need to kill zombies under the tower, so that the zombies die when under the tower, until Richtofen speaks to Samuel about the power being too high.

Step 5
A minimum of two players must obtain the EMP Grenade, but it is highly recommended for all four players to obtain them.

Step 6
At this point, four EMP Grenades should be thrown at four different green lamp posts. These lamp posts can be identified by the green light now flickering and are found all over the map. With four players, this is easily done by everyone throwing their EMP Grenades simultaneously at the lamps. However, with two or three players, it becomes slightly more complicated. For one player to throw two EMP Grenades at two lamps, they need to get a Denizen to make a teleporter under the lamp (done by walking up to the lamp with a Denizen on them), then throwing one EMP on the current position, quickly jumping through the teleporter, and then throwing the second EMP. This method requires teamwork, luck, and both of the two EMP Grenades available. When the EMP Grenades are succesfully thrown, Richtofen happily greets Samuel and the achievement/trophy should pop up.



High Maintenance
(Die Rise)
Dr. Maxis Path


Step 1
Simply turn on the power to begin. Note that building the NAV table *IS* required for the Easter Egg.

Step 2
The player must step on the four golden rings on top of four elevators. These locations do not change. One ring is on the elevator that leads to Bowie Knife and is accessible from the power room, one ring is on the elevator near Remington 870 MCS and the other two are on the elevators adjacent to where the player builds the Trample Steam. All players must step on them simultaneously. Care should be taken that the elevators do not kill the player if standing on them while they are near the top floor. Once done, Richtofen and Maxis will speak to the player.

Step 3
Match the gold symbols on the floor. There is one by the M14, one above the AK-74u, one on the roof to the left of the Semtex Grenades, and the last is past the SVU-AS by the cafeteria. They are the same symbols as the elevator symbols. They must be lit up by stepping on them in sequential order. This order changes per game, so it is mostly guessing and trying different combinations. Once all four are lit up, Richtofen and Maxis will speak to the player.

Step 4
Acquire any sniper rifle and look into the dragons' mouths. There should be a small ball in each mouth. If the player shoots both balls out of both dragons' mouths, they should teleport under the lions' paws in the starting room.
Richtofen's PathEdit

Step 5
Remove both of the balls from under the lion's paws.

Step 6
Kill zombies in the DIRECT CENTER of the tilted room (the Buddha room with red color), Maxis will say to the players, "Reincarnation will reveal its way forward" when the player has killed a satisfactory amount of zombies.

Step 7
A player must aquire the Ballistic Knife from the Mystery Box and pack a punch them into the Krauss Refribulator. Then the players must go back into the Buddha room and shoot the Krauss Refribrulator at a wall or the floor. Afterwards, it is possible to hear Maxis talk to the player, provided the player killed enough zombies.

Step 8
The players must now build the Trample Steam and place one on each of the four Lion symbols on the ground. The players must then drop the balls acquired earlier on top of the Trample Steam; the balls will bounce to each of the Trample Steams, get flung onto the Radio Tower, and an orange surge will go through the radio tower. A player must now obtain the Galvaknuckles and go around the map looking for the Mahjong tiles, similarly to Richtofen's side. See Richtofen's side for help.

Step 9
Once a player has obtained the Galvaknuckles, they must then go to the radio tower, and after a short time, the four posts of the tower will be lit up. The player must then punch the tower in the order stated by the Mahjong tiles.
Once the stands of the tower has been hit in the correct order, the radio tower will have a surge of electricity hit it lighting up orange, with all of the dragon's flares sparking, and the achievement will be unlocked.

This is then the completion of Maxis' partition of the High Maintenance Easter Egg.


Richtofen's Path

Step 1
Simply turn on the power to begin. Note that building the NAV table *IS* required for the Easter Egg.

Step 2
The player must step on the four golden rings on top of four elevators. These locations do not change. One ring is on the elevator that leads to Bowie Knife and is accessible from the power room, one ring is on the elevator near Remington 870 MCS and the other two are on the elevators adjacent to where the player builds the Trample Steam. All players must step on them simultaneously. Care should be taken that the elevators do not kill the player if standing on them while they are near the top floor. Once done, Richtofen and Maxis will speak to the player.

Step 3
Match the gold symbols on the floor. There is one by the M14, one above the AK-74u, one on the roof to the left of the Semtex Grenades, and the last is past the SVU-AS by the cafeteria. They are the same symbols as the elevator symbols. They must be lit up by stepping on them in sequential order. This order changes per game, so it is mostly guessing and trying different combinations. Once all four are lit up, Richtofen and Maxis will speak to the player.

Step 4
Acquire any sniper rifle and look into the dragons' mouths. There should be a small ball in each mouth. If the player shoots both balls out of both dragons' mouths, they should teleport under the lions' paws in the starting room.
Richtofen's PathEdit

Step 5
The player who has acquired the Sliquifier needs to continuously shoot the balls until they begin to spin. This will take 20 direct shots on each ball, so it would be wise to save the Sliquifier's ammo prior to this occasion. Once both balls are spinning, Richtofen should tell the player to make a "blood sacrifice". Maxis is now locked in the systems, allowing Richtofen to proceed.

Step 6
Scattered throughout the map are golden zombie symbols with circles outlining them around the map, one near the spawn by the M14, two near the Claymores on the roof with the NAV table, and one near the Semtex on the same roof. Each player will need to place a Trample Steam on the symbols so that they face the radio tower on the roof. Once all four have been placed down, allow zombies to be killed by the Trample Steams. It is advised that you don't clear the couch debris blocking the escalator near the M14 so that zombies can only come from 1 way and the other way blocked by the Trample Steam. Richtofen will indicate that the step is completed by asking Samuel to use the Galvaknuckles. However, any player can use them. Each zombie symbol will give a Richtofen quote if trample steams are placed correctly, you need to make sure that you have heard all 4 or you won't be able to move on.

Step 7
There are Mahjong tiles of different colors and sizes located throughout the map. These tiles indicate the order in which you should melee the radio tower with the Galvaknuckles (see step Cool Man (aka Tustin). There are eight tiles, but there are multiple locations for the tiles to spawn.
Four of the tiles have Chinese Mahjong symbols, which indicate a compass ordinal. The other four tiles are color coded with the directional tiles have indicate the order in which that particular post should be hit. Each compass point and dot tile is colored, and same colored are correlated. For example, if the player finds a green 'north' and green three dots, the north side of the tower is hit third. This order changes every match. If you make a mistake the radio tower will stop glowing and won't light back up until the start of the next round. The compass points of the tower do not change.

The potential location of these tiles is as follows.

One corner of the tower will have the direction the corresponds with that corner.
In the Spawn room on the same desk the compressor for the tramplesteam sometimes spawns on.
At the bottom of the escalator near the M14.
On the broken stairs that lead to the SVU-AS from the spawn.
On the couch with 4 circular cushions near the initial Mystery Box Spawn.
On the last level of the elevator shaft that you can stand on above the AN-94.
The Buddah room on the top level at the back of the room to the right.
On a shelf, near the sliquifier next to a soda can and a basket.
On a table with a sewing machine in the power room.
On a lawn chair near the Mystery Box spawn on the roof.
In the kitchen near the MP5.
High Maintanence Mahjong tiles example
Mahjong tiles (South, North, West, East).

Step 8
Once the order is determined, the player must melee the bars with the Galvaknuckles in the order. North Faces the Tramplesteam room and West faces the sun. figuring out South and East are just opposites. The radio tower will have a surge of electricity hit it and lighting up blue, with all of the dragon's flares sparking, and the achievement/trophy will be unlocked.
This is then the completion of Richtofen's partition of the High Maintenance Easter Egg.



Pop Goes The Weasel (mob)



Prerequisites
• The players must have completed the cycle three times.
• A minimum of two players are required; however, one must be Albert Arlington. Playing solo allows the player to do up to the headphones section of the Easter Egg, but the player will not be able to board the plane in the afterlife.

• The players must obtain the Hell's Retriever by feeding all three of the heads of Cerberus.

Steps 1 to 8 may be completed before the three cycles, and in any order. Steps 9 to 12 must be completed after the three cycles have been finished.

Step 1

Find a jail cell with a visible skull in it, and throw a Hell's Retriever inside. This cell is located outside of the caged doors just outside the library. If done correctly, the player will pick up a hidden blue skull and will hear a noise similar to purchasing a gun/door.

Step 2
Enter the Warden's office and find the window nearest Speed Cola. Look outside, and there will be a telephone pole with a house behind it. Throw the Hell's Retriever at the top of the telephone pole to pick up another hidden skull. If done correctly, the player will hear the purchasing noise.

Step 3
Go down to the docks near the Mystery Box spawn location. There will be a dock that is unreachable with Mule Kick and PhD Flopper on it. Throw a Hell's Retriever at the third pole to the right to pick up another hidden skull. If done correctly, the player will hear the purchasing noise.

Step 4
Go to where the Juggernog machine can be found and go the wall with a window where zombies can spawn. If the player looks up, they will see a yellow light post. Throw a Hell's Retriever at it to pick up another hidden blue skull. If done correctly, the player will hear the purchasing noise.
The player can also throw the Hell's Retriever at the light post while riding the Gondola, although each time costs 750 points. However, it is much easier.

Another way to get the skull is to go near the Juggernog Perk-a-Cola machine and jump and then throw the Hell's Retriever to obtain the skull.

Step 5
Go to the roof and walk to the far left corner where the "jump-scare" Easter egg can be completed. There will be a gap in the wall, and the player will see two corners of the prison roof. Have a player throw a Hell's Retriever at the nearest corner to pick up another hidden blue skull. If done correctly, the player will hear the Demonic Announcer laugh.

Step 6
(You must have flown to bridge at least once in order to complete this step.) Find the jail cell with the blue and green poster inside. This cell can be found near the Warden's office. Once found, have a player throw a Hell's Retriever at it to reveal a hole in the wall. Once complete, the player will need to enter Afterlife Mode and find a hidden portal adjacent to the Warden's office. Once inside the portal, there will be a spoon on the ground near a skull. The player will need to walk over to it or zap it to teleport it to the cafeteria.

Step 7
Enter the Cafeteria and find the window to the right of where Claymores can be purchased. There will be a spoon on top of a metal table up against a wall. Throw a Hell's Retriever at it to pick it up. If done correctly, the player will hear Brutus say something. At this point, the spoon can be put in a tub in the infirmary, in the same room as a Mystery Box location.

Step 8
Enter the Warden's office. The player should see a Blundergat surrounded by flames on the Warden's desk. Have a player pick it up.

Step 9
Head back to the spiral staircase and go to the bottom where the number terminal is located. If all prior steps and three cycles have been completed, they will be randomly changing. The player must now enter Afterlife mode and enter the mobster's prison numbers. The numbers are 101, 386, 872, and 481. If entered correctly, the number will flicker and start to randomly change again. Once all numbers have been input correctly, Brutus will speak and subsequently, the screen will turn black and white and Stanley Ferguson will begin to narrate the mobsters' escape plan.
It is advised that the player in Afterlife has another player near their original body to repeatedly partially revive them thus granting more time available for the player in Afterlife to enter the numbers, as the time in Afterlife is likely to run out before the player can enter the numbers and revive their character.

Step 10
The players must now make their way to the infirmary where Cerberus' head is located. The players must start by heading up the spiral staircase where they will see a Headphone drop. These drops further explain the characters stories during their plan to escape. The rest will be found along the general route to the infirmary. The player must wait for one partition of the story to finish before they are able to pick up another Headphone drop.

Step 11
After picking up the last headphone drop on the roof, a player must enter the Afterlife (it is advised checking the plane is on the roof first then entering Afterlife whilst in the infirmary). The player in the Afterlife will then need to board the plane (which doesn't need to be refuelled), and all other players will be put into Afterlife mode and join their co-conspirators on the wings of the plane.

Step 12 (Final Step)
When the players land on the Golden Gate Bridge, they will need to revive themselves on the electric chairs. Eventually, the player playing as Albert Arlington will see a kill marker over the others heads, and the players not playing as Albert Arlington will see a kill marker over his head. The Easter egg will be completed when players either kill Arlington or Arlington kills the rest of the players.

Endings
There are two endings to this Easter egg, both ending the game immediately with the screen stating "LIFE OVER". The first ending, or "the cycle continues" ending, is achieved when Weasel is successfully killed. The second ending, or "the cycle is broken" ending, is achieved when Weasel successfully kills the other players.



MINED GAMES

(Buried)

Dr. Maxis Path


Step 1: Build the Gallows
The players must build the gallows that is next to the entrance of the courthouse. Be careful because some parts can be used for both the gallows and the guillotine.
Battery (Behind the altar in the church.)
Spool of Wire (Mule Kick room downstairs near the catacombs entrance in the corner.)
Antennae (Barn downstairs towards the catacombs in one of the stables on the right.)
Bulbs (In the room above The Giant's cell on boxes near where the box can spawn.)

Step 2: Orb Breaker
The players now need to destroy the four red orbs using the Subsurface Resonator (which requires the Turbine) . They are located as follows:
In the alleyway between the saloon and the candy shop.
To the left side of the entrance to the church, behind a rock.
In the tunnel system above the town building.
To the left side in the foliage before the entrance to the mansion from the maze.

Step 3: The Lantern
Using a grenade, the players need to time it so that it knocks a purple lantern out of the air, which will float from the courtroom to the church, or from the courtroom to the jail cell. It will disappear obsessionally if the players fail to hit it, and it will also disappear if the players leave the lantern on the ground too long. After this, a player must pick it up.

Step 4: Sugar Rush
To power up the lantern, the players must kill zombies using The Giant (after he has been given candy), the Trample Steam, Subsurface Resonator, Head Chopper, or Nuke Power-Up. The player with the lantern must stand close to the zombies being killed. After the players have powered the lantern with enough "souls", the players have to place the lantern on a symbol on the roof of the gunsmith shop.

Step 5: Decryption
Deciphering the code that appears above the symbol on the wall using the "tic-tac-toe" cipher will reveal the name of three signs, which the players need to hit in order with the Galvaknuckles or the Bowie Knife to make the "wisp" appear. These signs are randomly selected out of the five signs available.
The Five Tunnel Signs

You will find the following signs in the tunnels. Each is 17 characters long if you count the spaces as a character.

Step 6: Energy and Western Time Travel
Note: The players will have to place a Time Bomb before you activate the wisp.
The step requires the players to open the 1250 point couch separating the tunnels and the upper level of the gunsmith building, and you need to have Leroy destroy the barrier between the General Store and the candy Shop. The player that hit the signs will need to follow the wisp while there are zombies near it throughout its path, thereby sustaining the wisp, otherwise the wisp will fade out.
After doing so, the player must follow the wisp on its path to the gallows. It will travel through the tunnels into the courtroom. It then goes past Speed Cola towards the jail cell. Going on the porch, it will make a loop and go to the upper level of the jail cell, towards the barn. Upon entering the barn, it will drop down the ledge and float through the tunnels. It then will exit through the gunsmith building's upper level, then will float towards the Saloon and take a left towards the candy shop. Passing through where the barrier was, it will continue towards the courthouse until it reaches the gallows, in which it will power up one container. While the player is following the wisp, the player must have zombies near the wisp throughout its path, thereby sustaining the wisp, otherwise the wisp will fade out. It is easier to do this step by having zombie "checkpoints", recommended spots are in front of the jail cell, in front of the gunsmith building, and in front of the saloon. You can also start a round as the wisp is going towards the gallows, as the zombies will constantly spawn in front of the player and sustain the wisp. If doing this, it is recommended to either have a Pack-a Punched weapon or be done on a lower round for easier control of the zombies.

At this point, you have to use the Time Bomb to travel back in time, and repeat the above process.

Step 7: For Whom the Bells TollEdit
The players are now able to ring the bells placed around the map by using the action button. There are three locations where the bells are, with each location having three bells each. These places are:
The bottom floor of the courtroom.
Left side of the judge's podium.
Table on the right side of the courthouse closest to the podium.
Corner of the courthouse, take a left as soon as you enter.
The second floor of the candy shop, not the room with the Power Switch.
On the corner of the square table along the wall.
On the table with two pots, near the couch blockade.
On the chair to the right side of the door to the stairway.
The top level of the barn.
On the bale of hay just before you drop down to the jail cell.
To the right of the hole in the wall near the gunsmith building, on a bale of hay.
On a bale of hay to the right of the gap in the railing.
In the room just past the secret bookcase in the haunted mansion, there is a switchboard on a sofa with a lever. The switchboard has a 3x3 pattern of lights, which when activated, will light up yellow or green. The columns from left to right correspond to the bells in the candy store, the barn, and the courtroom bells respectively. After figuring out which bell corresponds with which light, you have to activate the switchboard, and the first light will appear. One player has to callout which light has lit up, while the other three players must be in each location ready to ring the bell that is called out. If the player successfully rings a bell, the light will turn green and another light will turn yellow, signifying which location/bell to ring.
Note: For the person in the mansion, it is recommended to have the Galvaknuckles so the witch will die in one hit, as the player will most likely be in there awhile. The players also have to ring the bell within a certain timeframe, or else the switchboard will reset.

Step 8: Make-A-Wish
The players need to have The Giant break the fountain in front of the church/mansion, which will cause water to start spewing out. Next, the players need to interact with the fountain in order to "make a wish". After doing so, metal targets will spawn via lightning in several locations with each player needing to shoot them all before it disappears. These locations where the targets spawn are:
Beside the candy store and in front of the court room.
The left side of the ghost mansion, in the windows.
On the railing inside the saloon.
By the jail cell.

Maxis's side of Mined Games is complete and you will receive all perks for the rest of the game, but there is one more step to complete the story.



Richtofen's Path


Step 1: Building the Guillotine
You must build the guillotine that is parallel from the side of the saloon. Be careful because some parts can be used for both the gallows and the guillotine.

Satellite Dish (Upstairs of Saloon, nearest side by the Guillotine buildable. Should be near the fence.)

Spool of Wire (Gunsmith room downstairs near the catacombs entrance in the corner.)

Crystal (Go up the railing from the Saloon into the catacombs, turn left, take the next left, jump over the hole and it will be in the debris directly ahead.)

Antennae (The barn downstairs, head towards the catacombs should be in one of the stables on the right.)

Step 2: Powering the Red Orbs
You now need to power up four red orbs using the Paralyzer. They are located as follows:
In the alleyway between the saloon and the candy shop.
To the left side of the entrance to the church, behind a rock.
In the tunnel system above the town.
To the right side in the foliage before the entrance to the mansion from the maze.
Step 3: The LanternEdit
Using a grenade, you need to time it so that it knocks a purple lantern out of the air, which will float from the courtroom to the church, or from the courtroom to the jail cell. After this, you must pick it up.
To power up the lantern, you must "kill" at least 10 mistresses in the haunted mansion. After you have powered the lantern with enough "souls", you have to place the lantern on a symbol on the roof of the gunsmith shop.

Step 4: Deciphering the code
Decipher code Mined Games Buried BOII
Decipher codeDeciphering the code that appears above the symbol on the wall using the "tic-tac-toe" cipher will reveal the name of three signs, which the players need to hit in order with the Galvaknuckles or the Bowie Knife to make the "wisp" appear. These signs are randomly selected out of the five signs available.
The Five Tunnel Signs
You will find the following signs in the tunnels. Each is 17 characters long if you count the spaces as a character.

Step 5: Powering the Guillotine via Wisp
Note: You must have Vulture Aid in order to see the wisp.
To move the wisp, a player has to walk into them, or else they will fade away and you will need to hit the signs again. Only players with the Vulture Aid perk can see it. Once you walk into them, they will disappear and reappear somewhere else, with you able to see it through the wall via Vulture Aid. It appears in front of the final sign, then on the second level of the barn, then to the second floor of the jail cell building, just past the wall weapon location, then to the second floor of the general store, then to the candy store and then it goes to the guillotine, where it will stay in front of the guillotine. You must lure zombies nearby the guillotine, which doing so will cause the orb to flow into the zombie, which you must kill for its energy. After killing each zombie, an orb will revolve around the crystal component of the guillotine. After powering up the guillotine, Richtofen tells you that you need a time bomb.

Step 6: The Switch in the Future
Once you have placed a Time Bomb ON the guillotine bench, have all four players surrounding the guillotine. You now have to activate the time bomb. Doing so will send you into the future to Round ∞, where the game is now in black and white and the zombies are near-invulnerable. During the 90 seconds that you spend in "Infinity Mode" before it sends you back, you have to find the switch. Search the 4 dead bodies of Misty, Marlton, Samuel, and Russman. The switch will be randomly placed on one of the bodies, with bodies being spawned randomly at these places:
Directly in front of the guillotine.
In front of the saloon entrance stairs.
To the left of the gunsmith entrance.
In the crevice behind the barn and the gunsmith house, where the Navcard Table parts are located.
In front of the jail house entrance.
In between the general store and the box location.
To the right of the candy store entrance coming from the courthouse, near when you drop down from the general store balcony.
In between the giant rock near the gallows and the awning of the candy store, near the arrow sign.
Behind the rock to the left of the church, where the red orb is.
Just past the entrance to the church, nearby the workbench.
The alleyway between the bank and barn walls, the body will be laying on the wall of the bank.
After gaining the switch you must now place it on the guillotine.

Step 7: Switches in the Maze
You now need to enter the maze, where there will be switches with four different colors (Red, Green, Blue, Yellow) on four different gates. You have to activate these switches in the correct order, via trial and error. If a switch has been activated in the correct order, it will spark after all four have been pulled.
Note that no switches will spark until all of the switches have been activated. They will only spark if they were activated in the correct position. If the switches are activated in the incorrect order (if they aren't all sparking) they can be reset by activating all of them and then having all four players return to the main area before having all players run through the Mistress's house together.

Note: Sometimes a gate switch will not spawn (Yellow, is the most reported switch to not spawn). Currently the only way to fix this is to reset the switches in the method detailed above.
Another note: In occasion yellow is not spawning on the gates, it can be found somewhere hidden in the bushes in the area where the fountain/teleport is.
Yet another note: If you go into the candy shop, behind the counter, there will be 4 jars. They each have a color in them which represents the color of the switches. Reading them from left to right, is the order that the switches need to be in.

Step 8: Make-A-Wish
You need to have The Giant break the fountain in front of the church/mansion, which will cause water to start spewing out. Next you need to interact with the fountain in order to "make a wish". After doing so, metal targets will spawn via lightning in several locations with each player needing to shoot them ALL before they disappear. These locations where the targets spawn are:
Beside the candy store and in front of the court room. (20 targets)
The left side of the mansion, in the windows. (23 targets)
On the railing by the saloon. (19 targets)
By the jail cell. (22 targets)
Richtofen's side of Mined Games is complete and you will receive all perks for the remaining of the game, but there is one more step to fully complete the story



Credit for tutorials / Source:
    
[url=https://callofduty.wikia.com/wiki/Tower_of_Babble]Tower of Babble[/url]
[url=https://callofduty.wikia.com/wiki/High_Maintenance]High Maintenance[/url]
[url=https://callofduty.wikia.com/wiki/Pop_Goes_the_Weasel]Pop Goes The Weasel[/url]
[url=https://callofduty.wikia.com/wiki/Mined_Games]Mined Games[/url]
Last edited by Nknights23 ; 09-11-2013 at 02:38 AM. Reason: Added text tutorials
09-03-2013, 04:02 AM #2
add my accounts
boom_headshot009 & cardiffkiller23
09-04-2013, 09:44 PM #3
Nknights23
Original Gamer
Alright will do man
09-08-2013, 01:35 PM #4
Add me pan: monopoly_ninja
09-08-2013, 07:11 PM #5
sadffdfg
Save Point
add me PSN:nicha129
skype:Kratos2393
Last edited by sadffdfg ; 09-10-2013 at 02:21 PM.
09-09-2013, 03:09 AM #6
rashaddb
Do a barrel roll!
Add me.... Psn: rashaddb
09-10-2013, 01:06 PM #7
=======
Last edited by GTAMichael ; 10-04-2013 at 10:00 PM.
09-11-2013, 02:40 AM #8
Nknights23
Original Gamer
Originally posted by GTAMichael View Post
I'm down

add me: GTAMichael_

I have a mic/skype


Alright awesome, ill add you when i get out of work tomorrow
09-11-2013, 04:53 AM #9
ZeroSasurai
Auxillary Priest
Originally posted by Nknights23 View Post
Alright awesome, ill add you when i get out of work tomorrow


I need the Die Rise and MOTD Easter Eggs. Feel Free to add me. JJxkrn

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