使命召唤®

使命召唤®

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Story Quest «Shattered Veil»
由 FIRUIN 制作
A guide with a detailed description of the Shattered Veil map story quest, as well as all its secrets
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Introduction
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Creation wonder weapon Ray Gun Mark II
Wait for round 10 and go down to the Mainframe chamber.

There should be a special zombie, the Lab technician, running around.
Kill him to get the floppy disk.
Go to the room next to the Stamin Up perk and interact with the computer to print a fax.
After the fax is printed, interact with it to see the text. You should be interested in a specific word in caps, which will always consist of 4 letters.

In this example, it is the word “MOTH”.
Head to the children's room and look at the small blackboard.

On it, the letters are randomly scattered in different groups.
Your task is to match each letter of the keyword with the number of letters in the group to which it belongs. The example below:
M = 8
O = 5
T = 8
H = 7
Thus, the code 8587 is obtained
Head to the Service tunnel where the prisoner Doppelghast is located.

Interact with the code panel and enter the code you just solved.
Kill Doppelghast so that a severed arm drops from him - pick it up.
Head to the Armory next to the portal and interact with the stand that contains our wonder weapon.
The scanner scans the hand and opens the stand - now you can pick up Ray Gun Mark II
Collecting canisters
Please note:
You can take the first 2 canisters and complete their tasks BEFORE you get the wonder weapon.

But to get the third one you will need the Ray Gun Mark II.



Canister №1

To get the canister, you need to have LT53 Kazimir.

This item is expensive to craft, but one is guaranteed to be in the tunnel.
Throw a grenade in front of the barrier under the Double Tap perk.
After Kazimir's action is completed, the blast wave will pull the desired canister from the inaccessible zone.


Canister №2

As soon as you get down the elevator cable, look at the wall on your left - there should be one of two letters: “A” or ‘B’.
Head to the Service tunnel and look for the pipe that is leaking gas.
Your task is to use the throwing axes to open 2 valves, namely the central one and the one indicated by the letter (and close the unwanted one, if this happens).
Once you've done this, return to the Mainframe chamber, where you'll see a capsule filled with the gas next to the crafting table.
Detonate this capsule using the explosives attached to the surfaces, then pick up the canister that fell out of it.


Canister №3

To get this particular canister, you need to have a Ray Gun Mark II.

You need to shoot at the blue jelly-like thing with a wonder weapon, one of which will contain the desired canister:

Jelly №1
On the ceiling of the barn, next to the Quick Revive perk.
Jelly №2
Outside the mansion, next to the PhD Flopper perk.
Jelly №3
Inside the mansion, at the top of the stairs next to the Stamin Up perk.
Jelly №4
In the service tunnel, at the other end of it.
🔵 Ray Gun Mark II-W
The Ray Gun Mark II-W (or Blue Ray Gun) is a fully automatic wonder weapon of the submachine gun type with incendiary ammunition.

Once you have any canister, head to Shem's henge next to the Speed Cola and insert the canister into the mechanism.
Abomination will appear in the henge itself and your task is to make it charge 3 small stones around with its electric breath.
And then, to further activate these stones, it is necessary that she also try to ram them.
After all 3 stones are charged to levitate, the Abomination will die and the test will begin - you need to quickly destroy the Vermins so that they do not interfere with the process of absorbing power from the stones.
Once this process is complete, pick up the charged Explosive canister.
Head to the Armory, as there will be a workbench opposite it where you can insert this particular canister.
If you have a Ray Gun Mark II (or any variation of it), you can replace it with a Ray Gun Mark II-W (or a blue Ray Gun for simplicity) by holding down the interaction button.
🟡 Ray Gun Mark II-R
The Ray Gun Mark II-R (or Yellow Ray Gun) is a semi-automatic wonder weapon that fires an accurate single shot, similar to a Marksman rifle, and also has toxic ammunition.

To begin with, you need to interact in a special way with 4 mushrooms growing throughout the map, namely by throwing explosives (or molotov) at them.

They will drop seeds (Plant seed).
These mushrooms are always found in an open space or on a balcony (but definitely not in the mansion or in the underground part), their spawn place changes every match.
Once you've collected all 4 mushrooms, head to the Conservatory and insert the canister into the appropriate appliance.
Your next task is to interact with the other mushroom growing device. As soon as you place it, additional zombies will appear from time to time, trying to break this mushroom; do not let this happen.

If the zombies do stop the process, the seed will be lying next to the machine, but if it despawns, look for a new mushroom on the map.
As soon as the mushroom grows to the desired size, the progress bar on the left will fill up a bit.
Once you have completed this process with all 4 seeds, you can pick up the Toxic canister.
Bring the canister to the place where you started the match - there you will find the right machine that will allow you to change the Ray Gun Mark II to the Mark II-R version (or the yellow Ray Gun, it's easier).
🟣 Ray Gun Mark II-P
The Ray Gun Mark II-P (or Purple Ray Gun) is a semi-automatic shotgun-style wonder weapon with secret ammunition that has a chance to ignite a sigil that makes the player invulnerable for a short time.

First, look for specific white boxes with the Project Janus symbol and destroy them.
They may drop some scrap, spawn a Vemin, or give an Essence bomb.
You also need to pick up 2 reflectors: one is in the fountain, next to the Quick Revive perk.
The second reflector is also located in the fountain, but next to the PhD Flopper perk.
Go down to the Service tunnel and use the bomb you recently received to blow up the pile of rocks next to the Body Armor.
Inside, there will be a tunnel leading to a secret part of the map, where you have to insert the available canister into the appropriate mechanism.
After that, a blue laser will start to shine from the crystal and your task is to use the reflectors to direct the light at the Doppelghast statue.

Then hit the crystal to transfer energy to the statue and revive it. Kill Doppelghast so that the canister absorbs his soul
Repeat the procedure again, but this time hit the reflectors to move them, and you can also move the reflector to another location.
The third Doppelghast will be elite, and therefore much more durable than the previous 2.
Once you kill the three Doppelghasts that wake up from the statues, take the charged canister.
The right workbench is located in the Director's quarters.

Insert the canister into it and interact with it while holding the Ray Gun Mark II to get its shotgun variation (or purple Ray Gun, as it's easier to understand).
🟦 Blue liminal space
Now that you have access to all three variations of the Ray Gun Mark II, you can complete the rest of the available story quest.

Actually, you can do some parts of it separately once you've obtained a particular variation of the wonder weapon you need later in the quest.



Blue Liminal Space

Grab the Blue Ray Gun Mark II first.

In the room in front of the elevator, in a cardboard box, you need to pick up a sconce.
This sconce must be inserted into the missing space in the room with the tyrannosaur skeleton.

Now you'll start a mini-game to memorize the sequence of flashes of both sconces. Just repeat the combination that will light up when you interact with the sconces.
After successfully repeating this easy puzzle, a secret passage to the cellar (Distillery) will open.
Interact with the mechanism next to the portrait and use the blue Ray Gun to kill some zombies next to the mechanism until a blue portal appears in place of the portrait.
Be sure to enter this blue liminal space and wait until the person in it says that they are very thirsty.
Now you need to find the bell - it is located in the Study, next to the Elemental Pop perk. This item is guaranteed to be in this room, but it can be in very different places, and it is not illuminated.

If it is behind glass, first break the glass to get the bell.
Place this bell in the minibar located in the room with the dinosaur skeleton. Next, you need a regular weapon with the Brain Rot ammo modification.

Gather some zombies and circle them next to the bar. As soon as one of those zombies becomes allied, ring the bell to “request service”.
Please note:
If you use a power-up where the brainroted zombie becomes bait, it immediately stops being bait after the beginning of “stand at the bar” script.
The zombie will stand behind the bar and give you the drink you need in the story.
Return to the blue liminal space and interact with the pedestal to start the first battle.
An elite enemy will have a blue shield that can only be destroyed by a matching blue Ray Gun, and without a shield, you can damage it with any weapon.
After defeating this boss, you can pick up the artifact and move on to the next similar challenge.
🟨 Yellow liminal space
First, take the Yellow Ray Gun Mark II.

Go to the Library and interact with the mechanism next to the portrait.

Kill some zombies with the yellow Ray Gun next to the mechanism to open a yellow portal.

Jump into this space.

If you had any other field modification other than Aether Shroud, change it to the one listed above.

Next, while in this state, you need to find 3 objects that have multiple points of appearance and are visible only during the Aether Shroud:


Nuclerar Plant ID Badge

In the East foyer, next to the Stamin Up perk
In the Study room, next to the Elemental Pop perk
In the Banquet hall, next to the elevator


Audio Log

In the library, just at the exit from the yellow space
In the main hall, next to the bar


Ledger

On the table in Study, next to the Elemental Pop perk
On the table in the East foyer on the second floor, next to the Stamin Up perk


Once you've collected all 3 items, 3 books will shine in the library, and you'll need to activate them in a specific order:

1) the turned 6
2) two half circles
3) three circles
From the secret room next to you, you have to pick up the appropriate story item (Nuclear plant inspection report) and are now ready for the second battle.
Return to the yellow liminal space and interact with the pedestal for the next battle.
Destroy the boss's shield with the yellow Ray Gun, and then deal damage with everything you can.
After defeating this enemy, interact with the artifact to pick it up and move on to the next phase of the quest.
🟪 Purple liminal space
First, take the Purple Ray Gun Mark II.

Interact with the device next to the elevator and kill zombies with the purple Ray Gun.
Enter the purple liminal space and pick up the bottle on the edge of the table.
Next, you need to interact with three chalices across the map to summon the Elder Disciples and kill them.
Go to the Bottlery and interact with the chalice and kill it.
The second chalice is located in the main hall, on the second floor, opposite the T-Rex statue.

Repeat the procedure again.
The third chalice is in the starting location, on the stone bench.

Repeat the procedure to kill the elite zombie again.
Now that the red symbol is glowing above all three chalices, return to the room with the elevator.
There will be 3 combinations of numbers on the wall - memorize them from left to right.

For example, in this match, the combination is 49 - 36 - 08.
This code must be entered into the safe located in the West hallways, next to the Death Perception perk.
There will be an Antler Carving in the safe, so take it.
Go to the purple liminal space and repeat the usual procedure: place the artifact on the pedestal, shoot down the boss's shield with your Ray Gun, and finish him off.

Afterwards, take the artifact.







Activating the boss fight

To activate the story cutscene and the corresponding final battle, bring the Sentinel Artifact to the S.A.M. panel.
Bosfight
Recommended:
  • Gummies to make boss battles easier (including a random perk to bring back Quick Revive if it's triggered)
  • Blue variation of Ray Gun
  • Chopper Gunner scorestreak for the last stage



The boss of this map is a zombie T-Rex and the battle will take place in several stages.

Eddie can partially help you by killing individual zombies with a sniper rifle, and from time to time he can drop an armor plate if there are few of them.



Stage 1

The Tyrannosaurus will be constantly walking and hitting around the arena. Your task is to shoot it in the eyes (permanent vulnerability), as well as in the green blisters on its sides and on its belly (temporary vulnerability).

After the boss loses about 1/4 of his health, he will jump on a rock and start spraying a toxin across the arena, from which new zombies will start crawling out.



Stage 2

The T-Rex will continue to walk around the arena to catch up with you. It's no different from the first stage.

After the boss loses another 1/4 of his health (half in total), he will jump on a rock and start spraying a toxin across the arena, from which new zombies will start crawling out.

Stage 3

The dinosaur does not receive any additional attacks, but it becomes much faster, which makes it much harder to escape from it.

And given that there are many toxic puddles in the arena that instantly slow down the player, you have to act quickly to avoid being hit by another boss attack while running.

If you do get hit by such an attack, run to the side of the boss, not in front or behind, otherwise you'll be hit with an additional attack.



Stage 4

In general, everything is the same as in the previous stage, but most likely you are running out of plates, possibly ammunition, and may have lost Quick Revive before.

Therefore, activate the Chopper Gunner to deal as much damage as possible on the T-Rex and if that wasn't enough, make the final shot yourself.

———————————————
Fog rolling in
    First, pick up the mini vermin in the dungeon, next to the workbench
    Return to the S.A.M. room and place him on the medical tray
    Shoot the bottles next to each other in a specific order
    If successful, you will see that this pest now emits yellow gas
    Insert it into any microwave in the estate
    Wait 10 seconds for the red gas to escape from the microwave. Take it back out
    Go to the bloody spot next to the Pack-a-Punch and place this vermin on it
    Shoot into the ventilation with the Wunderwaffe DG-2
    Go out to the courtyard of the estate and you will see that red smoke is now coming from the chimneys
    Activate Chopper Gunner and shoot all the chimneys
    After a while, a thick blue fog will appear outside
    And then a lot of crystals that you can shoot at and get some scrap


Depending on the number of crystals broken (on the map in general), the following rewards will drop from them:

  • 8 crystals — Rare Tool and Pack-a-Punch 1 Crystal
  • 16 crystals — Epic Tool and Pack-a-Punch 2 Crystal
  • 24 crystals — Legendary Tool and Pack-a-Punch 3 Crystal

Free Power-Ups
Bonus Points

In a hole in the wall next to the stairs.




Double Points

In an inaccessible area, not far from Double Tap, next to a fallen log.




Full Power

In the inaccessible room next to Elemental Pop.




Insta-Kill

In the elevator shaft, about 12 meters up.




Max Ammo

On a stone railing, next to a statue of a winged lion.




Max Armor

On the fence, behind the workbench.




Nuke

On the roof of the temporary structure at the end of the service tunnel.




Fire Sale

It appears only after all the previous power-ups have been activated.
On a huge chandelier in the hall.

Free Random Perk
We'll be talking about the “Random Perk” power-up.

First, you must complete the Blue Liminal Space part of the story quest:
  • Get the Blue Ray Gun
  • Open the blue liminal space
  • Take the bell
  • Use Brain Rot ammunition to lure the zombie to your side next to the bar and use the bell to call him to the bar to get the drink you need in the story

Then everything is very simple:

  • you only need to ring the bell 115 times to get the “Random Perk” power-up

Fortunately, there are no other additional conditions like the need to have an allied zombie nearby when spamming with the bell.

Free Wunderwaffe DG-2
To be able to start this quest, complete the story quest portion with at least one laminal space - until you receive a message from Richtofen.
For further execution, weapons with explosive ammunition will be very useful.

The GS45 at the beginning of the location (with the Pack-a-Punch effect) is perfect for this.
Shoot the pile of clothes under the baby's bed in the Nursery.

A mysterious purple gas should come out of it.
Find the book on the chair that is covered in this purple gas - it is next to the Elementap Pop perk.

Shoot it.
The book will fly into the air and many other objects will fly around it.

Shoot them, and the GS45 with Pack-a-Punch with explosive ammunition will help you do it.
After it disappears, go to the starting location and shoot the object at the edge of the fence, which is shrouded in purple gas.
Repeat the procedure for destroying flying objects.
Go back to the main hall, where you'll see a photo with purple smoke next to the Jugger-Nog perk.

Shoot it again.
Destroy the flying objects again.
Go back to the elevator and go down to the bottom of its shaft.

There you will see this purple gas flying around.
Shoot him and the coveted Wunderwaffe DG-2 will drop from him
Hardcore bossfight
In order to activate the “harder version” of the battle with the boss of this map, you just need to perform a fairly simple action — start the final battle after round 100 (101 and more).

At the beginning, it will be no different from the usual one, but after the 1st phase of the battle (the Z-Rex has lost a quarter of its health), you will hear “Tear them to pieces” from the Forsaken, a green fog will appear, and the boss will immediately accelerate to the level of the final phase.

Thus, you will have to fight the boss for 3 stages as it would be in its final phase.
Marine SP upgrade
This secret can significantly upgrade the Marine SP shotgun, but you will need to have a powerful backup weapon with you, as it is assumed that this shotgun will be taken away from you.

To activate the secret, you need:
  • At least a blue (rare) Marine SP
  • Death Perception perk

    Go to the stand with three deer heads and interact with it to give up the shotgun.
    The eyes of the central head will light up. You can shoot the neighboring one to see the field upgrade icon that you need to switch to.
    Your task is to kill nearby zombies while the field upgrade is active, and then defeat the parasites and the Mangler.
    After successful completion, you can pick up the shotgun, which will be 1 rarity level higher.

    After the next round begins, you can interact with the stand again to return your shotgun.
    Repeat the previous procedure, but this time there will be two Manglers at the end.
    Pick up your legendary rarity shotgun.

    At the start of the next round, you can give your Marine SP again to activate the secret.
    Repeat the same steps as before, but this time Amalgam will appear as well.
    After defeating all enemies, this shotgun will now also have the Pack-a-Punch upgrade.

That concludes the shotgun upgrades...
BUT


If you are playing solo, you can use the save match feature to continue upgrading your weapon up to the third Pack-a-Punch at certain points after loading the save.

This way, you will significantly save not only resources but also essence for upgrading additional powerful weapons just in case.
Secret Round 12
To activate this secret, you must be exclusively in round 11.

Leave 1-2 zombies for last.

Interact with the clock in the corner of the Study room, next to the Elemental Pop perk - it should show 12 o'clock
Continue to the Director's quarters, lie down on the bed and kill the remaining zombies to activate Round 12
After a short time, the character will “fall asleep” and wake up in the same place, but there will be traces nearby - follow them and do not touch the zombies, except for the armored one, from which golden (not white) Z-z-z-z are heard - take the key from him unnoticed
Use this key to open the chest at the end of the path, from which you can get various rewards, including a random perk.
S.A.M. as a trap
First, interact with the computer next to the Pack-a-Punch


Next, you need to interact with one of the other three computers located in the estate (one for each round):

In the Study
In the West hallways
In the main hall (Overlook)


Wait for the next round to start and interact with the same computer in the estate to see the result.

If this is not the right computer, it will say “CLEANING” - go back to activate the main computer and interact with another one
If it is the right computer, it will generate an image of the skull.


Interact with the desired computer again to remove the floppy disk from it.
Insert the floppy disk into the computer next to Pack-a-Punch and wait for the next round.
Interact with the computer again until you see a message that the system is infected.


Activate the S.A.M. as a trap.




You can repeat this activation after 2000 essences (and the binary message means PEW).
Useful screamer
First of all, you need to wait until round 13, because the corresponding secret element will not appear before then.

You also need to have a weapon with a thermal scope.

First of all, using a weapon with a thermal scope, start looking out all the exterior windows of the mansion until you see a suspicious heat trail that disappears in a second.
After you have found all 4 heat ghosts, head to the Nursery room.
Interact with the mirror in the room to make sure that all players in the match get a screamer.
Unlike all the previous screamers, this one offers few rewards - a tool or a scorestreak, a random perk, and so on.
Zombie named Donut
First, you need to assemble 6 parts of the Mr. Peaks toy:

Under the tree next to the Rampage Induser
On a stone at Shem's henge
On the ground, next to the Quick Revive perk
On the stand for wine bottles
In the bucket next to the Double Tap perk
Behind the painting in the Library


Interact with the toy parts near the dog house to summon a Vermin named Donut to help you.


This temporary ally will live for the next 3 rounds and is able to evolve - first into a Parasite, then into a Doppelghast, but will explode when it tries to become an Amalgam.

🎵 Special song
To activate, you need to interact with 3 pairs of Mr. Peeks headphones:


    Under the stairs in the Conservatory.
    At the equipment stand behind the elevator.
    On the boxes, next to the traffic barrel.


The award will be given to the song “Falling To Pieces” performed by Malukah.


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2 条留言
braebunz 4 月 12 日 上午 10:25 
how the to you do the light part for the blue
FIRUIN  [作者] 4 月 10 日 下午 12:48 
I want to finish all the extra secrets of this map, but real life stuff keeps giving me the runaround.

Crap.