Location #3: On the Moonlight Cafe counter in the Kepler System.The room is on the path to the Kepler System. Location #2: Found in the underground tunnel’s break room, on the kitchen counter next to the coffee machine.Location #1: Lower bridge outside spawn, behind the yellow “Proto-Popcorn” cart.Location #3: Inside a blue trashcan on the right-side of the upper floor, inside the Astrocade area. Location #2: On a yellow lunch table in the eating area opposite from the Chromosphere trap in the Kepler System.Location #1: On the yellow bench on the right side of the center of Cosmic Way, right before reaching the Pack-a-Punch portal.Now you can step through.Ĭall of Duty®: Infinite Warfare_20161108103614 To activate a portal and teleport back to Cosmic Way, use the control box next to the portal itself and wait a few seconds until an image appears in the portal. Once the power is on, each portal will start glowing with swirling energy. Near each of the four Power Switches, you’ll find an inactive Portal. The last power switch is connected to the left exterior wall of the cafe, right next to the steps. Kepler System: From the entrance, unlock the left path and go up the stairs to the Moonlight Cafe.The curved ramp staircase leads to another buy-wall ($1250) - unlock the path and look to the left wall right past the perk machine to find your switch. Polar Peak: In the Triton-themed section of the park, enter the roller coaster lobby and take the stairs up.Continue forward and turn right just past the gateway to find an alcove near a Zombie spawn window. Astrocade: From the Cosmic Way entrance, find the deactivated portal gateway on the right wall.The switch is on the left wall, before entering the bumper car area. Galaxy Journey: Go through the left door of the ‘Star Mission’ attraction with the giant rocket ship trap at the back of the Galaxy Journey area.There is a fifth power switch in the Spawn Room - flip it to leave the spawn and reach Cosmic Way, the Hub that connects to the other four areas. To turn on the power, you’ll need to find four power generator switches in all four sections of the map. At that point, players have a short amount of time to shoot the brute in its exposed head before it puts the alien helmet back on.Turning on the power is the first step of every Zombies map, and turning on the power will also help you gain access to the Pack-a-Punch Room - along with turning on all the arcade games and perk vending machines you’ll need. Basically, players should focus all of their bullets at its alien helmet so that it eventually removes it. Similar to past bosses in other Zombies maps, these brutes require a specific strategy to take down. The clowns don't pose a significant threat as long as players get their backs to the wall, and killing all of them rewards players with a very useful max ammo powerup.īesides killer clowns, players should also be weary of the alien "brute" zombie that appears every few rounds as well. Every once in awhile, players will encounter a "clown round," where they are pursued by relentless, exploding clowns.įor those that are familiar with Zombies, these clown rounds should be reminiscent of the dog rounds from past games. However, there are a couple of surprise rounds that players should be aware of. The pack-a-punch is located in this room, as well as some other interesting secrets for players to discover.Īt this point, players should be equipped efficiently enough to reach high rounds, as long as they communicate with their teammates. By going through all the portals, four lights will light up above the large portal in the Cosmic Way main hub, which will allow players to travel to a secret projection room. This is useful for getting out of sticky situations, and it's also necessary for unlocking the Pack-A-Punch room. While exploring the park, players will undoubtedly see portal machines in each area, not far from the power generator switches, with a control panel right next to them. By interacting with these control panels, the portals are activated, and players have a short window where they can use the machine to return to the hub world. Reaching the Pack-A-Punch room in Zombies in Spaceland is a little tricky, but with the power restored to all areas of the 80s sci-fi theme park, most of the legwork is already done. For the uninitiated, when players pack-a-punch a weapon in Zombies, it makes it a much more powerful version of itself at the cost of $5,000.
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