User blog:A Lonely Nomad/The biggest easter egg in call of duty history.

This is a copy-paste from a thread by member v idestroyi v on Digital Warfare 24/7. While it still being investigated, it appears that this is a huge easter egg.

The information below is from what me and a few friends found last night AS WELL as informtion taken from other forums.

Initially we started a game of ascension and a friend mentioned an easter egg, which then lead us to another thing. Curious I googled it, found someone else who last night also was on this track (a few steps ahead of us at the time) his name is TTG_G0LD.

I'll detail below the steps you need to follow, we do NOT know what this does currently and anybody who says they know but don't have the info are lying arseholes. I SUSPECT it leads you to one of the following:

{a} a new wonder weapon {b} a new room (10%) {c} a boss fight

So step by step this is what you need to do. For almost EVERY step if you are near an item of importance you will hear a loud constantly whistling / whirring noise.

STEP 1) Get the gersche device from the mystery box, go towards the phD flopper machine. As your facing the lander / phD flopper at the bottom of the stairs look to your RIGHT. Just outside the map is a white glowing box, chuck the gersche device next to it and it will get sucked in. A voice will mention Nodes activated and needing more power.

STEP 2) Go to the room near the staminup (with the lander) press X on the TV screen as you enter under the stairs to the LEFT. The triangle will appear on the screen and once again a voice will say something about a Kerremesche device?

STEP 3) Activate all 3 of the landers, have someone with either a law / china lake / ray gun aim at the large rocket that shoots off. Blow the rocket up. It should leave a x2 powerup if done correctly.

STEP 4) On a Monkey Round leave 1 monkey alive at the end. If you are playing with 4 people, 4 switches (little gray back plate with red button on it) will appear on the wall no more than 1-2 feet away from the Jugger-nog machine, phD flopper machine, Speed Cola machine and the Stamin Up Machine. Some can be hard to see but the Juggernog switch is opposite the machine. The Speed cola is on the opposite wall also, the phD flopper is to the left of the machine and the Staminup is also to the left of it. When you all locate your buttons press and hold X on them, it will make a beeping sound. Then a voice will once again appear.

STEP 5) Next, head to the PaP area where the rocket took off. NOW there is a clock on the wall to the left that makes the whirring noise. This only appears after doing the monkey switches. Under neath the launch pad is a pressure plate, get all members of your team to sit on it and you will hear the clock rewinding itself, you need to stay here for 60 seconds until the second hand goes all the way back to 12.

STEP 6) After doing this, go to a lunar pad and call it. Have 1 person sit on the lander in the beginning room. Someone call it to say the phD area. A RED letter will appear in the air (think this one's a T) you will collect if someones on the lander. Going from DIFFERENT points, i.e Starting point to PhD, or Phd to staminup, or Staminup to home or Home to speed cola gives you a different letter. The letters we collected last night were ULRAN YM SIETH.

STEP 7: You Need to spell the word Luna. To do this you need to activate the launchers like this: L = Have someone sit on the launcher in the spawn room, have another person call it to the staminup pad. U = Call it back to the home pad from the staminup pad N = Call it at the speed cola machine from the spawn A = Call it at the staminup lander from the speed cola.

STEP 8: AFTER you spell "luna" go to the area where you turned the TV on near the stamin-up lander. Now there will be a glowing ORB of light on the floor,

What you have to do is chuck down a gersche device and do one of the following:

SCENARIO A) Some people say shoot it with a Pap'd raygun, pap'd crossbow, zues cannon and throw in the matryoska dolls. YET TO BE CONFIRMED THOUGH

SCNEARIO B) Wait for a monkey round, lure them to the staminup machine, pull them to the orb of light, chuck down a gersche device and the monkeys will jump through it. As they are jumping through it shoot them to kill them. They will explode and provide the right amount of power needed.

The posts i've read so far are 50/50 for both scenarios but as I said a friend disconnected so it was only three of us. We tried to hold out for a monkeys round but it didn't work out

Personally throughout our 4 hour game last night we found a few possible next steps. The red phones ring occasionally, these CAN be answered. Not sure at what stage or if at all relevant but they could be involved. Also the little dolls scattered around that look like each character - suspect they could be involved too.

Finally there are a few other rumours with regards to going to the room with the lunar pad next to the staminup machine. Right next to the puddle on the left is a large object, at the bottom of it are a few lights. Supposedly if you have 4 lights lit up it will create a ball / orb of light. At which point you throw a gersche device on it and either:

A) jump through it b) shoot it with a ragun (pap'd) AND a zeus cannon

The guy then talks again.

The dude says “Too much power..system shutting down” or “not enough power”

So!

Back to square one tonight, I’ll let you know if anything else pops up!

UPDATE: A member of another forum (HaVocBlaCkOuT) has posted the code for the DLC, it confirms all of the steps we know, hints at new steps not done and ends with an unhappy samantha

Spoiler #include animscripts\zombie_utility; init { PreCacheModel( "p_glo_electrical_transformer" ); PreCacheModel( "p_zom_monitor_csm_screen_on" ); PreCacheModel( "p_zom_monitor_csm_screen_logo" ); PreCacheModel( "p_rus_electric_switch_stop" ); PreCacheModel( "p_rus_clock_lrg" ); flag_init( "target_teleported" ); flag_init( "rerouted_power" ); flag_init( "switches_synced" ); flag_init( "pressure_sustained" ); flag_init( "passkey_confirmed" ); flag_init( "weapons_combined" ); level.casimir_lights = []; level.lander_letters[ "a" ] = GetEnt( "letter_a", "targetname" ); level.lander_letters[ "e" ] = GetEnt( "letter_e", "targetname" ); level.lander_letters[ "h" ] = GetEnt( "letter_h", "targetname" ); level.lander_letters[ "i" ] = GetEnt( "letter_i", "targetname" ); level.lander_letters[ "l" ] = GetEnt( "letter_l", "targetname" ); level.lander_letters[ "m" ] = GetEnt( "letter_m", "targetname" ); level.lander_letters[ "n" ] = GetEnt( "letter_n", "targetname" ); level.lander_letters[ "r" ] = GetEnt( "letter_r", "targetname" ); level.lander_letters[ "s" ] = GetEnt( "letter_s", "targetname" ); level.lander_letters[ "t" ] = GetEnt( "letter_t", "targetname" ); level.lander_letters[ "u" ] = GetEnt( "letter_u", "targetname" ); level.lander_letters[ "y" ] = GetEnt( "letter_y", "targetname" ); keys = GetArrayKeys( level.lander_letters ); for ( i=0; i<keys.size; i++ ) { level.lander_letters[ keys[i] ] Hide; } teleport_target_event; reroute_power_event; sync_switch_event; pressure_plate_event; lander_passkey_event; weapon_combo_event; level notify( "help_found" ); monitor = GetEnt( "casimir_monitor", "targetname" ); monitor SetModel( "p_zom_monitor_csm_screen_off" ); } play_easter_egg_audio( alias, sound_ent, text ) { if( alias == undefined ) { return; } sound_ent PlaySound( alias, "sounddone" ); sound_ent waittill( "sounddone" ); } activate_casimir_light( num ) { spot = GetStruct( "casimir_light_"+num, "targetname" ); if ( IsDefined( spot ) ) { light = Spawn( "script_model", spot.origin ); light SetModel( "tag_origin" ); light.angles = spot.angles; fx = PlayFXOnTag( level._effect["fx_zmb_light_floodlight_bright"], light, "tag_origin" ); level.casimir_lights[ level.casimir_lights.size ] = light; } } teleport_target_event { teleport_target_start = getstruct( "teleport_target_start", "targetname" ); teleport_target_spark = getstruct( "teleport_target_spark", "targetname" ); level.teleport_target = Spawn( "script_model", teleport_target_start.origin ); level.teleport_target SetModel( "p_glo_electrical_transformer" ); level.teleport_target.angles = teleport_target_start.angles; level.teleport_target PlayLoopSound( "zmb_egg_notifier", 1 ); teleport_target_spark = Spawn( "script_model", teleport_target_spark.origin ); teleport_target_spark SetModel( "tag_origin" ); PlayFXOnTag( level._effect["switch_sparks"], teleport_target_spark, "tag_origin" ); level.teleport_target_trigger = Spawn( "trigger_radius", teleport_target_start.origin + (0,0,-70), 0, 125, 100 ); level.black_hole_bomb_loc_check_func = ::bhb_teleport_loc_check; flag_wait( "target_teleported" ); teleport_target_spark Delete; level.black_hole_bomb_loc_check_func = undefined; level thread play_egg_vox( "vox_ann_egg1_success", "vox_gersh_egg1", 1 ); } bhb_teleport_loc_check( grenade, model, info ) { if( IsDefined( level.teleport_target_trigger ) && grenade IsTouching( level.teleport_target_trigger ) ) { model SetClientFlag( level._SCRIPTMOVER_CLIENT_FLAG_BLACKHOLE ); grenade thread maps\_zombiemode_weap_black_hole_bomb::do_black_hole_bomb_sound( model, info ); level thread teleport_target( grenade, model ); return true; } return false; } teleport_target( grenade, model ) { level.teleport_target_trigger Delete; level.teleport_target_trigger = undefined; wait( 1.0 ); time = 3.0; level.teleport_target MoveTo( grenade.origin + (0,0,50), time, time - 0.05 ); wait( time ); teleport_target_end = getstruct( "teleport_target_end", "targetname" ); level.teleport_target Hide; playsoundatposition( "zmb_gersh_teleporter_out", grenade.origin + (0,0,50) ); wait( 0.5 ); level.teleport_target.angles = teleport_target_end.angles; level.teleport_target MoveTo( teleport_target_end.origin, 0.05 ); level.teleport_target StopLoopSound( 1 ); wait( 0.5 ); level.teleport_target Show; PlayFXOnTag( level._effect[ "black_hole_bomb_event_horizon" ], level.teleport_target, "tag_origin" ); level.teleport_target PlaySound( "zmb_gersh_teleporter_go" ); wait( 2.0 ); model Delete; flag_set( "target_teleported" ); } reroute_power_event { monitor = GetEnt( "casimir_monitor", "targetname" ); location = GetStruct( "casimir_monitor_struct", "targetname" ); monitor PlayLoopSound( "zmb_egg_notifier", 1 ); monitor SetModel( "p_zom_monitor_csm_screen_on" ); trig = Spawn( "trigger_radius", location.origin, 0, 32, 60 ); trig wait_for_use( monitor ); trig delete; flag_set( "rerouted_power" ); monitor SetModel( "p_zom_monitor_csm_screen_logo" ); monitor StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg2_success", "vox_gersh_egg2", 2 ); level thread activate_casimir_light( 1 ); } wait_for_use( monitor ) { while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed ) { flag_set( "rerouted_power" ); monitor PlaySound( "zmb_comp_activate" ); return; } wait(.05); } } } sync_switch_event { switches = GetStructArray( "sync_switch_start", "targetname" ); success = false; while ( !flag( "switches_synced" ) ) { flag_wait( "monkey_round" ); array_thread( switches, ::reveal_switch ); self thread switch_watcher; level waittill_either( "between_round_over", "switches_synced" ); } level thread play_egg_vox( "vox_ann_egg3_success", "vox_gersh_egg3", 3 ); level thread activate_casimir_light( 2 ); } reveal_switch { button = Spawn( "script_model", self.origin ); button SetModel( "p_rus_electric_switch_stop" ); button.angles = self.angles + (0,90,0); button PlayLoopSound( "zmb_egg_notifier", 1 ); offset = AnglesToForward(self.angles) * 8; time = 1; button MoveTo( button.origin + offset, 1 ); wait( 1 ); if ( flag( "monkey_round" ) ) { trig = Spawn( "trigger_radius", button.origin, 0, 32, 72 ); trig thread wait_for_sync_use( self ); level waittill_either( "between_round_over", "switches_synced" ); trig delete; } button StopLoopSound( 1 ); button MoveTo( self.origin, time ); wait( time ); button delete; } wait_for_sync_use( ss ) { level endon( "between_round_over" ); level endon( "switches_synced" ); ss.pressed = 0; while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed ) { level notify( "sync_button_pressed" ); playsoundatposition( "zmb_push_button", ss.origin ); ss.pressed = 1; } wait(.05); } } } switch_watcher { level endon( "between_round_over" ); pressed = 0; switches = GetStructArray( "sync_switch_start", "targetname" ); while (1) { level waittill( "sync_button_pressed" ); timeout = GetTime + 500; while ( GetTime < timeout ) { pressed = 0; for ( i=0; i<switches.size; i++ ) { if ( IsDefined( switches[i].pressed ) && switches[i].pressed ) { pressed++; } } if ( pressed == 4 ) { flag_set( "switches_synced" ); for ( i=0; i<switches.size; i++ ) { playsoundatposition( "zmb_misc_activate", switches[i].origin ); } return; } wait( 0.05 ); } switch( pressed ) { case 1: case 2: case 3: for ( i=0; i<switches.size; i++ ) { playsoundatposition( "zmb_deny", switches[i].origin ); } break; } for ( i=0; i<switches.size; i++ ) { switches[i].pressed = 0; } } } pressure_plate_event { area = GetStruct( "pressure_pad", "targetname" ); trig = Spawn( "trigger_radius", area.origin, 0, 300, 100 ); trig area_timer( 120 ); trig Delete; level thread play_egg_vox( "vox_ann_egg4_success", "vox_gersh_egg4", 4 ); level thread activate_casimir_light( 3 ); } area_timer( time ) { clock_loc = GetStruct( "pressure_timer", "targetname" ); clock = Spawn( "script_model", clock_loc.origin ); clock SetModel( "p_rus_clock_lrg" ); clock.angles = clock_loc.angles; clock PlayLoopSound( "zmb_egg_notifier", 1 ); timer_hand_angles_init = ( 270, 90, 0 ); timer_hand = Spawn( "script_model", clock_loc.origin + ( -1, 0, 12 ) ); timer_hand SetModel( "t5_weapon_ballistic_knife_blade" ); timer_hand.angles = timer_hand_angles_init; step = 1.0; while ( !flag( "pressure_sustained" ) ) { self waittill( "trigger" ); stop_timer = false; players = get_players; for ( i=0; i<players.size; i++ ) { if ( !players[i] IsTouching( self ) ) { wait( step ); stop_timer = true; } } if ( stop_timer ) { continue; } self PlaySound( "zmb_pressure_plate_trigger" ); time_remaining = time; timer_hand RotatePitch( 360, time ); while ( time_remaining ) { players = get_players; for ( i=0; i<players.size; i++ ) { if ( !players[i] IsTouching( self ) ) { wait( step ); time_remaining = time; stop_timer = true; timer_hand RotateTo( timer_hand_angles_init, 0.5 ); timer_hand PlaySound( "zmb_deny" ); wait( 0.5 ); break; } } if ( stop_timer ) { break; } wait( step ); time_remaining -= step; timer_hand PlaySound( "zmb_egg_timer_oneshot" ); } if ( time_remaining <= 0 ) { flag_set( "pressure_sustained" ); players = get_players; temp_fx = undefined; if ( IsDefined( players[0].fx ) ) { temp_fx = players[0].fx; } timer_hand playsound( "zmb_perks_packa_ready" ); players[0].fx = level.zombie_powerups[ "nuke" ].fx; level thread maps\_zombiemode_powerups::nuke_powerup( players[0] ); clock StopLoopSound( 1 ); wait( 1.0 ); if ( IsDefined( temp_fx ) ) { players[0].fx = temp_fx; } else { players[0].fx = undefined; } clock Delete; timer_hand Delete; return; } } } lander_passkey_event { flag_init( "letter_acquired" ); level.lander_key = []; level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s"; level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r"; level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e"; level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y"; level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a"; level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i"; level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m"; level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h"; level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u"; level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t"; level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n"; level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l"; level.passkey = array( "l", "u", "n", "a" ); level.passkey_progress = 0; level.secret1 = array( "h", "i", "t", "s", "a", "m" ); level.secret1_progress = 0; level.secret2 = array( "h", "y", "e", "n", "a" ); level.secret2_progress = 0; thread lander_monitor; flag_wait( "passkey_confirmed" ); level.lander_audio_ent StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg5_success", "vox_gersh_egg5", 5 ); level thread activate_casimir_light( 4 ); wait(1); level.lander_audio_ent Delete; } lander_monitor { lander = getent( "lander", "targetname" ); level.lander_audio_ent = Spawn( "script_origin", lander.origin ); level.lander_audio_ent LinkTo( lander ); level.lander_audio_ent PlayLoopSound( "zmb_egg_notifier", 1 ); while ( !flag( "passkey_confirmed" ) ) { level waittill("lander_launched"); if ( lander.called ) { start = lander.depart_station; dest = lander.station; letter = level.lander_key[ start ][ dest ]; model = level.lander_letters[ letter ]; model Show; model PlaySound( "zmb_spawn_powerup" ); model thread spin_letter; model PlayLoopSound( "zmb_spawn_powerup_loop", .5 ); trig = Spawn( "trigger_radius", model.origin, 0, 200, 150 ); trig thread letter_grab( letter, model ); flag_wait("lander_grounded"); if ( !flag( "letter_acquired" ) ) { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } else { flag_clear( "letter_acquired" ); } trig delete; model Hide; model StopLoopSound( .5 ); } else { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } } } spin_letter { level endon( "lander_grounded" ); level endon( "letter_acquired" ); while (1) { self RotateYaw( 90, 5 ); wait( 5 ); } } letter_grab( letter, model ) { level endon("lander_grounded"); self waittill( "trigger" ); flag_set( "letter_acquired" ); playsoundatposition("zmb_powerup_grabbed", model.origin); model Hide; if ( letter == level.passkey[ level.passkey_progress ] ) { level.passkey_progress++; if ( level.passkey_progress == level.passkey.size ) { flag_set( "passkey_confirmed" ); } } else { level.passkey_progress = 0; } if ( letter == level.secret1[ level.secret1_progress ] ) { level.secret1_progress++; if ( level.secret1_progress == level.secret1.size ) { } } else { level.secret1_progress = 0; } if ( letter == level.secret2[ level.secret2_progress ] ) { level.secret2_progress++; if ( level.secret2_progress == level.secret2.size ) { } } else { level.secret2_progress = 0; } } weapon_combo_event { flag_init( "thundergun_hit" ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); focal_point = Spawn( "script_model", weapon_combo_spot.origin ); focal_point SetModel( "tag_origin" ); focal_point PlayLoopSound( "zmb_egg_notifier", 1 ); fx = PlayFXOnTag( level._effect["gersh_spark"], focal_point, "tag_origin" ); level.black_hold_bomb_target_trig = Spawn( "trigger_radius", weapon_combo_spot.origin, 0, 50, 72 ); level.black_hole_bomb_loc_check_func = ::bhb_combo_loc_check; flag_wait( "weapons_combined" ); level.black_hold_bomb_target_trig Delete; level.black_hole_bomb_loc_check_func = undefined; focal_point Delete; for ( i=0; i<level.casimir_lights.size; i++ ) { level.casimir_lights[i] Delete; } } bhb_combo_loc_check( grenade, model, info ) { if ( IsDefined( level.black_hold_bomb_target_trig ) && grenade IsTouching( level.black_hold_bomb_target_trig ) ) { trig = Spawn( "trigger_damage", grenade.origin, 0, 15, 72 ); grenade thread wait_for_combo( trig ); } return false; } wait_for_combo( trig ) { self endon( "death" ); self thread kill_trig_on_death( trig ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); ray_gun_hit = false; doll_hit = false; crossbow_hit = false; players = get_players; array_thread( players, ::thundergun_check, self, trig, weapon_combo_spot ); while ( 1 ) { trig waittill( "damage", amount, attacker, dir, org, mod ); if ( isDefined( attacker ) ) { if ( mod == "MOD_PROJECTILE_SPLASH" && (attacker GetCurrentWeapon == "ray_gun_upgraded_zm" ) ) { ray_gun_hit = true; } else if ( mod == "MOD_GRENADE_SPLASH" ) { if ( amount >= 90000 ) { doll_hit = true; } else if ( attacker GetCurrentWeapon == "crossbow_explosive_upgraded_zm" ) { crossbow_hit = true; } } if ( ray_gun_hit && doll_hit && flag( "thundergun_hit" ) ) { flag_set( "weapons_combined" ); level thread soul_release( self, trig.origin ); return; } } } } thundergun_check( model, trig, weapon_combo_spot ) { model endon( "death" ); while (1) { self waittill( "weapon_fired" ); if ( self GetCurrentWeapon == "thundergun_upgraded_zm" ) { if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) < 90000 ) { vector_to_spot = VectorNormalize( weapon_combo_spot.origin - self GetWeaponMuzzlePoint ); vector_player_facing = self GetWeaponForwardDir; angle_diff = acos( VectorDot( vector_to_spot, vector_player_facing ) ); if ( angle_diff <= 10 ) { flag_set( "thundergun_hit" ); RadiusDamage( trig.origin, 5, 1, 1, self ); } } } } } kill_trig_on_death( trig ) { self waittill( "death" ); trig delete; if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) ) { level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 ); } else if( !flag( "weapons_combined" ) ) { level thread play_egg_vox( undefined, "vox_gersh_egg6_fail1", 6 ); } flag_clear( "thundergun_hit" ); } soul_release( model, origin ) { soul = Spawn( "script_model", origin ); soul SetModel( "tag_origin" ); soul PlayLoopSound( "zmb_egg_soul" ); fx = PlayFXOnTag( level._effect["gersh_spark"], soul, "tag_origin" ); time = 20; model waittill( "death" ); level thread play_egg_vox( "vox_ann_egg6_success", "vox_gersh_egg6_success", 9 ); level thread wait_for_gersh_vox; soul MoveZ( 2500, time, time - 1 ); wait( time ); soul Delete; wait(2); level thread samantha_is_angry; } wait_for_gersh_vox { wait(12.5); players = GetPlayers; for ( i=0; i<players.size; i++ ) { players[i] thread reward_wait; } } reward_wait { while ( !is_player_valid( self ) || ( self UseButtonPressed && self in_revive_trigger ) ) { wait( 1.0 ); } level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 ); } play_egg_vox( ann_alias, gersh_alias, plr_num ) { if( IsDefined( ann_alias ) ) { level maps\zombie_cosmodrome_amb::play_cosmo_announcer_vox( ann_alias ); } if( IsDefined( gersh_alias ) ) { level maps\zombie_cosmodrome_amb::play_gersh_vox( gersh_alias ); } if( IsDefined( plr_num ) ) { players = get_players; rand = RandomIntRange( 0, players.size ); players[rand] maps\_zombiemode_audio::create_and_play_dialog( "eggs", "gersh_response", undefined, plr_num ); } } samantha_is_angry { playsoundatposition( "zmb_samantha_earthquake", (0,0,0) ); playsoundatposition( "zmb_samantha_whispers", (0,0,0) ); wait(6); level clientnotify( "sia" ); playsoundatposition( "zmb_samantha_scream", (0,0,0) );
 * 1) include common_scripts\utility;
 * 2) include maps\_utility;
 * 3) include maps\_zombiemode_utility;
 * 4) include maps\_ambientpackage;
 * 5) include maps\_music;
 * 6) include maps\_busing;
 * 7) include maps\_zombiemode_audio;

UPDATE*** Another step has been revealed.

Not quite sure WHEN you do it but I suspect it's at the point when you have spelt out the words LUNA, HIT SAM and HYENA. Once you've done this you need to go the area with the "4 lights that glow to create an orb near the lander with the staminup machine"

Basically people are saying on a MONKEYS round you need to throw down a blackhole bomb near this orb, the monkeys will jump in single file at which point you need to SHOOT THEM as they enter. They release a red blast of energy, Doing 1-2 should provide the right amount of "power" the bloke keeps on going on about.

The next step is unknown....for now!

Mini update. Just had a look through the code, the bit where it details what landers give you what letters (1 being the spawn lander) it doesn't actually have a lander "number 2) they are 1,3,4 and 5.
 * UPDATE**

level.lander_key = []; level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s"; level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r"; level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e"; level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y"; level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a"; level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i"; level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m"; level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h"; level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u"; level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t"; level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n"; level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l";

See? Why no Lander 2?

UPDATE***

Alot of people are stuck on the part with the Death Machines. The whole team gets a death machine for 90 seconds and then all of a sudden not alot is happening, i'm certain this isn't the end just people are a bit stuck!

Also, here is a link showing some of this easter egg. Just watch the video.

http://callofdutyzombies.com/forum/viewtopic.php?f=60&t=6111