Alpha Omega
Electromagnetic Awakening Party
The main quest for Alpha Omega is called Electromagnetic Awakening Party. This quest has our Ultimis and Primis crew join forces to fulfill Primis Nikolai's Grand Scheme to resolve the paradox and close the loop after reading the Kronorium.
Requirements
This quest can be done with any number of players. You'll need to obtain the following items to complete this quest fully:
Galvaknuckles (wall buy in the center of the map)
Recommended Class Setups
Special Weapon | Perks | Start Weapon | Equipment |
---|---|---|---|
Path of Sorrows | Strife | Wraith Fire | |
Path of Sorrows | Strife | Wraith Fire |
If you are a less confident zombies player, we recommend running the second class setup for Victorious Tortoise as an easy way to defend yourself by simply pulling out your shield.
Recommended Elixirs
Classic Elixirs | Mega Elixirs |
---|---|
Anywhere But Here | Undead Man Walking |
Temporal Gift | Shopping Free |
Equip Mint | Control-Z |
Arsenal Accelerator | Wall-to-Wall Clearance |
Step 1: Contain the Gas Leak
Turn on the power in the Power House and head to the Generators area to activate the generator and initiate a lockdown. After the lockdown, four of the six houses around the map will be emitting a green gas (Nova 6 Gas) and you must repair the Ventilation Units in those houses by holding the interact button until the gauge is back to green.
When interacting with a Ventilation Unit, mutiple zombies and Jolting Jacks will spawn try to farm as many points as possible off of these zombies as we will need to obtain 6750 points to purchase Galvaknuckles and the door leading to them. If you have Shopping Free or Wall-to-Wall Clearance this won't be an issue.
Once all four Ventilation Units are repaired, the gas leak will have been contained and Pack-a-Punch will now be available in the Beds area of the Bunker. You will then need to flip a round to proceed to the next step.
Step 2: Test the Emergency Broadcast System
Before doing this step, it is recommended to turn on Subtitles in your settings as you will need remember letters and numbers that will be read out loud to you.
Head to the Operations room, and interact with the terminal known as Rushmore. You must purchase the Galvaknuckles and head to the Bunker where there will be three televisions one in the Beds, Lounge, and Diner and you must find the one that has a static screen and melee a zombie using the Galvaknuckles in front of that TV to activate it.
If you don't have enough points to purchase the Galvaknuckles, you can enter the code 2265 into Rushmore for a free 1000 points for everyone in the game. You can also use your Shopping Free or Wall-to-Wall Clearance to purchase them.
After activating the TV it will read out five codes, each code containing a letter and four numbers, the letter corresponds to one of the houses and the four numbers are a timestamp that you need to set the clock in that letter's house to. Here is a list of the letters for each of the six houses:
A = Yellow House
B = Green House
C = Prisoner Holding
D = Transfusion Facility
E = Operations
F = APD Interrogation
Luckily, you only need to remember the first code as there are only six possible sets of times, shoutout to GregFPS for figuring this out. Take your first code and use the image below to find which set starts with your code and now you have all five codes without having to listen and remember them from the TV.
You must input the codes in the order they are listed in the set. Interact with a clock to turn the minute hand in 15 minute intervals, and melee the clock to turn the hour hand by one. These clocks are very easy to spot due to their design/shape.
Once all five codes have been entered, head to the Prisoner Holding and Operations houses to claim your free Pack-a-Punched weapons as a reward for entering the codes, the Operations one being a Porter's MKII Ray Gun.
In co-op, there will be a Pack-a-Punched weapon per player in the game in the Prisoner Holding room, but only one person will be able to claim the Porter's MKII Ray Gun from Operations.
Additionally, there is one house of out the six that you didn't get a code for. Head to that house and interact with the clock, the clock will spin around and rest on a time and you must enter that time into Rushmore. If entered correctly, Rushmore will say he still does not trust you indicating that you have completed this step.
Keep in mind that if you are given a timestamp like 7:45 the way you input that into Rushmore is 0745.
Step 3: Pursue All Avenues of Science and Invention
Interact with Rushmore again, you must find a red Nova 6 crawler located somewhere in the Bunker. Without damaging this crawler, you must lead it back to the Transfusion Facility where it will climb over a barrier and head up the stairs to be analyzed by Rushmore completing this step.
If you kill the crawler you will need to flip round and try again. There is a chance the crawler can bug out and not go upstairs after climbing over the barrier, if so you will need to kill the crawler and try again on the next round.
Step 4: Preserve the Integrity of our Mission
Interact with Rushmore again and he will tell you about another intruder who just so happens to be Marlton Johnson from the Victus crew. You need to scare him into giving up the canister of Element 115 by activating Sergeant A.D.A.M., to do this you will need to find four codes around the map, the first code will always be 7626 you can find the other three below:
Sawyer
McCain
Pernell
Interact with the key box in the Solitary room and use the key to open the desk in the Yellow House Upstairs.
Once you have all four codes enter them into Rushmore in this order: 7626, Sawyer Code, McCain Code, and Pernell Code. After doing that, head to the Storage area of the Bunker and activate the Sergeant A.D.A.M. unit, and lead it to a door in the Diner where Marlton is hiding.
Melee the door to coax him into giving us the Element 115 canister. Once you have the canister, head to the Transfusion Facility and place it on the rack with the other Element 115 canisters, completing this step.
Step 5: Prevail over the Impossible to Open New Worlds
Before doing this step, it is recommended to place a Telepad at the location near the brew perk machine and in the power house to make this step much easier.
Interact with Rushmore again and head to the Power House where there is a server that you must bait a Jolting Jack into shooting to open the server panel allowing you to grab it.
When you grab the server, you have 10 seconds to return it to Operations before it overheats and becomes useless, forcing you to get another Jolting Jack to try again. Completing this is simple if you have the Telepads setup, as once you pick up the server you can immediately enter the teleporter and run the short distance to the Operations server.
If you are still unable to get to the panel in time, you can pull out your Path of Sorrows to move much faster, and additionally dash if it is lvl 2 or higher. You can also wait to do this step until you have Stamin-Up.
Once you have the server installed, you must now get three authorization codes that are hidden behind three paintings around the map. These codes will always be behind the same paintings every game, but to reveal the code you need to have a zombie affected by the Brain Rot AAT or the Control-Z Elixir to know the painting down.
If you aren't running Control-Z, You can enter the code 7225 into Rushmore to spawn a Bonfire Sale and use your Temporal Gift to extend it's duration and can Pack-a-Punch your weapon until you get Brain Rot on it.
Once you have Brain Rot or have activated Control-Z you can have the affected zombie knock down the paintings. The painting's locations are:
Once you have all three codes, head back to Operations and input the three codes into Rushmore in any order to complete this step.
Building the Telepad
There are three parts required to build the Telepad, each with three spawn locations.
The first part can be found in the Transfusion Facility:
The second part can be found in the Green House:
The final part can be found in the Generators area:
Once you have all three parts you can build the Telepad in the APD Control or the Green House Upstairs, but it is recommended to build it in the APD Control room.
Step 6: Protect the Values of the American Dream
Interact with Rushmore and the power on the map will begin to shut down. You must restore the power by flipping six power boxes in the Bunker to their correct positions. The location of the six power boxes and the position they need to be in are:
If a power box is already in the correct position, you can just ignore it and move onto the next one.
If done correctly, all the lights on the power boxes should be green and you can head to the Power House to flip the main power switch once again, completing this step.
Step 7: Prepare for Tomorrow and Humanity's Future
Interact with Rushmore, there will now be three new A.D.A.M units that can spawn in six different locations around the map with slightly detached heads, one of which will have a blue spark coming out of its head. You must interact with that A.D.A.M. unit to initiate a lockdown which you must survive for around 45 seconds to 1 minute.
Before doing this lockdown, it is recommended to fully Pack-a-Punch your weapons and have at least one player obtain the Monkey Bombs out of the box as they will be much more useful than wraith fires for this particular step.
Once the lockdown is completed, it will drop a robot part that you must pick up. You must repeat this for the other two A.D.A.M. units and pick up the parts they drop after their lockdowns. The six locations of these A.D.A.M. units are:
Failing a lockdown only resets that specific lockdown, and you can interact with the A.D.A.M. unit again to retry the lockdown. If you are running low on ammo, there can be a Max Ammo in the Yellow House Backyard Shed, so you can check it and open the shed to grab the power up if you need it.
Once you have completed all three lockdowns and have obtained all three robot parts, head to the APD Interrogation room and interact with the broken A.D.A.M. unit to repair it. Afterward, if you don't have Undead Man Walking, head to the Operations room and input the code 6662 into Rushmore, but wait until zombies start spawning to enter the code, giving you a free Undead Man Walking for five minutes.
You must now find and escort an Elemental Orb back to the APD Interrogation room. This orb will spawn in one of three locations:
Make sure you stay relatively close to this orb when escorting it as getting too far from the orb will cause it to despawn forcing you to go another round to escort it again, without the Undead Man Walking bonus unless you are running that mega elixir.
Once you have escorted that Elemental Orb back to the APD Interrogation room, it will go inside the A.D.A.M. unit completing this step.
Step 8: Overwhelm our Enemies with Shock and Awe
Make sure you are fully prepared for this boss fight, fully packed weapons, monkey bombs, all perks etc.
When ready, interact with Rushmore and head to the APD Control room in the Bunker. Interact with the terminal to begin the boss fight.
Phase 1
You must kill A.D.A.M. units anywhere inside the room except the hallway to Storage to begin filling up a soul canister. Once that soul canister is filled, the Avogadro will appear out of the APD and a Nuclear Explosion will happen above ground, and you can enter the Storage room to begin Phase 2.
Phase 2
You must now fill four backup soul canisters located in the Storage, Diner, Lounge, and Beds area to contain the Avogadro. Every time you activate a soul canister the Avogadro will automatically teleport to you, and A.D.A.M. units will begin spawning for you to kill to charge the canister, do not worry about ammo as a Max Ammo and Carpenter will spawn after each canister is filled.
The Avogadro has three main attacks, an AOE attack that stuns you for around 5 seconds if you are near him, a normal ranged attack doing 100 damage, and a big charged attack that does 150 damage. Make sure if you hear a charging sound that you pull out your shield to block the attack as it is pretty hard to dodge it. You can always stun the Avogadro by shooting him if he is not in the middle of an attack.
This phase can be done easily if you take advantage of the Monkey Bombs, throw a monkey bomb, and kill all the A.D.A.M. units that are attracted to it and repeat that until you have filled the canister, if you need more than two Monkey Bombs, activate your Equip Mint elixir to get some more.
You want to be killing A.D.A.M. units at all times, as every moment spent not killing A.D.A.M. units will deplete the charge on the soul canister and if that canister depletes to empty, it will be disabled for around 20 seconds, forcing you to move to another soul canister.
Once you have filled up a canister, make sure to quickly move on to the next room as the Avogadro will begin shocking the room with the canister that you have just filled up. Once all four canisters have been filled up, you are now immediately onto Phase 3
Phase 3
Head back to the APD Control room and wait for the Avogadro to follow you into the room, you must damage the Avogadro by pushing him back until he is at the back of the APD for him to get sucked up into the APD and have the door closed on him.
If you have the Undead Man Walking elixir you can activate it at this point to make this phase much easier allowing you to focus on shooting the Avogadro back into the APD.
Once he is inside the APD you can interact with the terminal in the APD Control room to send him to Tranzit, then go back to the APD door and it will open revealing the Elemental Shard. Interact with it to pick it up, completing this main quest and triggering the ending cutscene.
Congratulations! You have beaten the Alpha Omega main quest Electromagnetic Awakening Party.
Video Guides
Solo Guide by MZC
Solo Guide by Joltz
Co-op Guide by MrRoflWaffles
Co-op Guide by MrDalekJD
Credits
Some images were sourced from the following community members: