Call of Duty®: WWII – Nazi Zombies „Shadowed Throne“ Easter Egg Guide

The Wonder Gun from The Shadowed Throne is absolutely necessary if you want to turn on the power and find Pack-a-Punch. However, the Wonder Gun also proves to be extremely useful in the fight against the fleshless undead.

If you want to unlock the wonder weapon, you’ll have to solve an Easter Egg, which can be different for each player. The process is the same, but the execution may vary a bit. Don’t let that deter you, though, and read through the following step-by-step guide to help you build the Wonder Gun early on:

First, seek out the radio in the main street, which you also happen to need to operate if you want to unlock the secret camouflage.
On the top left of the device you will see a code number. For example: TX-0, LS-2 or ZX-3, which will be different for each player. You have to remember the code on the radio.
Then go to the church and look for the map on the wall that shows Berlin and the surrounding counties. Note the place where the marker was set. Again, this is always set differently.
With the code number and the county in mind, now look for the appropriate frequencies for the radio directly to the left of the large map. Look for the city, take the frequency for the left radio from the letters in the code number and the frequency for the right radio from the number in the code number.
Return to the radio and set the two frequencies. As mentioned above, these are always random. However, if you know how to proceed and look at the maps, you’ll have the wonder weapon unlocked in no time.
Right next to the city map hang these two posters. Derive the frequencies and enter them on the radio so that you are one step closer to the wonder weapon.

If you have done everything correctly, a longer audio track will be played. An unknown man named Mikhail asks you to attract the biggest zeppelin in the sky so that it can be taken down from the sky. To do this, proceed as follows:

Go to the square via the museum. To avoid confusion here: The area is called “Square” and will be displayed in the upper right half of the screen as soon as you reach it.
There is a crate on the immediate right next to a corpse with a flare burning on it. Use your melee weapon to hit the chest until it opens and red flares shoot out of it.
Randomly, lightning will strike the map in the future, transforming zombies. You will recognize them by the red glow. Kill one such mutated undead in melee to get a spirit flash.
Now run to the museum, go up both stairs and look for the Miracle Box battery to the right of the purple fist lightning machine.
With the Spirit Lightning and the Wonder Box Battery in your luggage, run to the Underground, the starting area of The Shadowed Throne.
For 750 shocks, open the door here to the apartments and place the battery in the controller in front of you. A door will open behind which you will find a table for the wonder weapon. Place all the parts here and wait for a short moment.
Fend off the zombies, put another battery in the control unit and grab the wonder weapon.
At this table, you’ll assemble the Wonder Weapon once you’ve gathered the Spirit Lightning and the Wonder Gun battery.

Now use the Wonder Gun to shoot the battery one more time to escape from this area. You’ll have the Wonder Gun in your hands and you’ll be able to sizzle zombies.

Before you leave this room you have to take the next code for the radio with you! Next to the machine for the wonder gun you will see a cash register standing on top of a cabinet, shoot it with the wonder gun. Then the cash register opens and you see a picture with two codes! You need this code to contact the smuggler!

VIDEO GUIDE BY MRDALEKJD

Before you can use the Pack-a-Punch, you need to have the Sticky Grenades equipped. Because these make it much easier for you!

In order to bring out the Pack-a-Punch you have to power up the elevator in the area of the destroyed building. For this you need the wonder weapon “Wonder Gun” and Sticky Grenades.

After you have obtained the Wonder Gun, return to the spawn area.

Now find two switchboards and blow away the metal covers with the sticky grenades. When the wires are exposed, shoot the switchboards with the wonder rifle.

The two switchboards are near the beginning of the map.

Basement:

The first switchboard is behind the metal bars, to the right of the door of the destroyed building.

Destroyed building:

In the destroyed building, look at the wall above the rubble to the right of the door to the main street.

Throw sticky grenades at the two metal covers to expose the inside. Then you just have to shoot them with the wonder rifle to charge them up.

When both panels are charged, the Pack-a-Punch will appear in the elevator shaft in the area of the destroyed building.

VIDEO TUTORIAL BY MR DALEK JD

Now that you have the Wunderbuss, you can charge the anchors on the map to continue the walkthrough. There will be 3 you need to charge now in the following locations: the Plazathe Museum, and the Destroyed Building.
First, shoot the the Plaza anchor with the Wunderbuss until it turns green. Once it has, go to the other areas and shoot those anchors until they turn green as well.
In order to get to the final anchor, we need to get three weapons and charge them: the Smuggler’s Bat, the Dancer’s Dagger, and the Nazi Axe. We will get the bat first, the dagger next, and the axe last.

Using the Wunderbuss, go down to the Apartment crafting table where you made the weapon and shoot the cash register found inside. Inside of it will be some coordinates you need to memorize on the bottom of the tray. Input them into the radio on Main Street and you will call the Smuggler.

Inputting the cash register coordinates will summon the Smuggler, who you can find in the Plaza near the Cabaret entrance, beside the guitar. You’ll find a GAS tile there, which you will have to throw a grenade on top of in order to open.
Once it’s opened, you’ll find the Smuggler, and in order to successfully trade with him you’ll have to give him a random bullet based weapon until he accepts your trade. Any of the mounted guns in the map will be possible, but he’ll only accept one. You can give him the guns by interacting with him. Once you’ve given him the gun, you’ll be finished with the first trade.
Go to the Apartment, collect the painting near the bed with the dead woman, and then go to the Cabaret. Shoot the pillar above the projector and you’ll find a film reel that drops near the rubble right in front of the projector.
Take it, then place both the painting and the reel into the projector. Shoot it with the Wunderbuss to charge it. You’ll find that a map will appear on the backdrop, which will be important for later on.
After giving the Smuggler the weapon he wanted, complete 2 rounds and go to the Cabaret entrance on Main Street. You’ll find another GAS tile on the ground before the stairs leading to the Cabaret, which can only be opened by killing a Bomber zombie and blowing him up on top of it.
You’ll find the Smuggler there, who you will have to give jolts to until he is happy. You’ll have to drop them by pressing Left on your D-Pad. Once you’ve paid him, he’ll mention knocking on his door 3 times. Go down to the Apartment crafting room, melee attack the wooden door three times, and then pick up the Smuggler’s Bat.

Now that you have the Smuggler’s Bat, head back to the Church and you’ll find three stone areas for all the weapons we need. Place the bat in it, then, kill the zombies near the sword to charge it until you can no longer fill it with jolts. You’ll need to do this for the rest of the weapons too, so let’s get the Dancing Dagger.

Go to the Cabaret and take note of a green marker on the map that we projected earlier. Go to the location and you’ll find a clown doll that you’ll have to charge up in order to figure out a combination to the safe containing the Dancing Dagger.
Kill and count the number of zombies needed to charge the first clown doll. Once you have that number, you’ll have the first number to a 4-number safe. Go back to the Cabaret map and find the rest of the clown dolls, noting each number of zombies needed to kill in that order.
For example, if you kill 3 zombies to charge the first doll, 5 for the second, 3 for the third, and 8 for the last, the combination will be 3538. However if you mess up, just finish all the locations and the green markers will reset so you can get the numbers again.
Once you have the combination, go to the Apartment and interact with the safe. Input the code in this order:right, left, right, left. Once you input the correct combination, interact with it again to open the safe and get the Dancer’s Dagger!
Now that you have the Dancer’s Dagger, do the same thing we just did with the Smuggler’s Club in the Church, by placing it in the stone area for the dagger and killing the zombies nearby until it’s fully charged.
Now have one final weapon to get:the Nazi Axe. We first need to begin by finding a new code that can be in one of the three locations:
  • Cabaret: On the side of a dresser back-right of the stage or right of the screen, behind a blue dress.
  • Museum: Under the M1 Garand or up the stairs to the left from the Main Street entrance on the first pillar to the left.
  • Apartment: In the elevator shaft outside of the apartment or above and to the right of the Main Street door on the ceiling.
Once you’ve found the code, put it into the Main Street radio and you’ll get back morse code. You need between 2 and four numbers total, and here’s how to translate them:
A short beep is a (.), a long beep is a (-), and a pause is ( ).
  1. . – – – –
  2. . . – – –
  3. . . . – –
  4. . . . . –
  5. . . . . .
  6. – . . . .
  7. – – . . .
  8. – – – . .
  9. – – – – .
  10. – – – – –
Once you have the coordinates, we need to get the Magnifying Glass. You can get it by going to the second floor of the Cabaret and finding it to the left of the Tommy Gun. Once you have it, go to the large map in the Church and interact with it. Place the magnifying glass on the set of coordinates you got, with the first number being the horizontal number and the second being the vertical number. Once you put the glass over the coordinates, you’ll find a cabinet to the right of the map which will open containing the Scale Bowl, which you need to take.

Now to actually getting the Nazi Axe. First, in order to usethe Scale Bowl, we need to get the Sizzler Head, which we can do by killing a Sizzler (which is a glowing zombie) near an armor machine. You’ll find the head on the armor machine itself.

Once you have both, head to the Museum and place both on the scale in order to balance it. Now, kill zombies near the rabbit to the right of it with melee attacks. Once you’ve done this, a drawer will open up with the Nazi Axe inside.
Once again, go back to the Church, place the Nazi Axe inside the stone, and then kill Sizzler (glowing) zombies near it in order to charge it.

Now that you’ve placed all three weapons, go through the doors into the Hidden Courtyard area. There will be the final airship anchor, which you need to charge with your Wunderbuss. Once it’s charged, you’ll need to do two more puzzles before the final boss, which are detailed below:

  • First, there are Raven Statues that you’ll need to rotate in order to make sure that they face the Barbossa statue in the middle. They’ll become gold and collectible once you complete this correctly, so be sure to get them once they turn gold.
  • Second, you’ll need to place them all onto the base of the Barbossa statue. You just need to place them in the right order, it will take a few tries to get it right. Once it’s solved, collect Barbossa’s Blade and insert it into the frame to exit the Hidden Courtyard. 
This is the last chance to ugprade weapons, refill ammo, buy perks, etc., before fighting the final boss. Once you’re ready, stand inside the final anchor and shoot the ceiling with your Wunderbuss using 100% energy. Everyone in your team has to do this, not just one person, unless you’re alone.
Inside the airship, there will be doors you’ll have to unlock by pulling plugs from power fuses on the walls. Once you’ve opened all the rooms and surrounded Straub, zombies will swarm up on him and kill him. Going back to the anchors, you’ll find the final boss of the map: the Stadtjager.
There are several phases to the Stadtjager, and they shouldn’t be too difficult to deal with. Just keep shooting except when mentioned below:
  • Phase 1: Shoot him when he is charging up, as his head begins to glow.
  • Phase 2: Shoot him only when he shoots Wunderbults, he’ll be immune during his charge-up now.
  • Phase 3: Only shoot him when he’s releasing a red gas, and be sure to shoot him specifically with the Wunderbuss.
Once you’ve defeated all the phases, leave through the anchor and you’ll get the final cutscene for the map!

Text was taken from IGN!
https://www.ign.com/wikis/call-of-duty-ww2/The_Shadowed_Throne_Walkthrough