Zetsubou No Shima
Intel Brief
A Japanese island overrun with plant-hybrid zombies born from Division 9's biological experiments. Takeo confronts the truth of his past life.
Setup Guide
Power
- Turn on temporary power in both Lab A and Lab B first to unlock bunker progression.
- In bunker power room, clear webs on underwater vent, survive lockdown, and claim permanent power activation.
- Use bucket water loops (blue/green/purple/rainbow) to support plant growth and quest gating.
Pack-a-Punch Location
Bunker route after power and map-system progression.
Accessing Pack-a-Punch
- Collect three underwater/cocoon parts in bunker sections 1, 2, and 3.
- Interact with all three white drain points around the PaP pool in bunker center.
- Pool drains permanently, gate opens, and Pack-a-Punch remains available for the match.
Gas Mask
Essential utility against spore gas and long underwater segments; strongly recommended before late setup and EE cogs.
Zombie Shield (and Electrified Shield)
Base shield provides back protection; electrified upgrade is needed for multiple Easter Egg steps and price-zap utility.
KT-4 / Masamune
Map wonder weapon chain and upgrade path. KT-4 is required for web clearing; Masamune is required for full main quest completion.
The Frozen Dawn
PARTIAL SOLOZetsubou quest chain combines Skull ritual, KT-4 to Masamune upgrade, cog retrieval, elevator gas section, and final boss sequence.
Activate permanent power, open bunker, build KT-4 and Gas Mask, then mesmerize cocoon-room plans and hidden elevator door.
Get zipline cog, Anywhere But Here cog, and plane-shot cog from blue-water fertilized plant shell sequence.
Complete spider boss and shield-based upgrade tasks, craft Masamune, then ride gas elevator with mask and survive lower challenge room.
Finish scripted final interaction chain and complete boss phase to resolve quest ending sequence.
Field Strategies
- KT-4 progression should be an early objective, not a late rescue plan.
- Use artillery and spider rounds for controlled resource swings.
- Plant utility can replace raw firepower if managed each round.
Special Enemies
Giant arachnid creatures that patrol the map alongside regular zombies. Their acid spit can webbing-trap players in place, and their melee attack applies a poison slow. They are faster than standard zombies.
TIP Prioritise spiders over regular zombies - being webbed in a zombie horde is almost always fatal. High-fire-rate weapons cut through their health quickly.
Plant-infused zombies that swell and explode near death, releasing a toxic gas cloud. They glow visibly when close to exploding.
TIP When you see one glowing, back away and finish it from range. The KT-4 acid pool synergises well - apply acid, back off, let it die safely.
Water and Plant System Anchors
Detailed community map showing power, buildables, and bunker sectors.
Blue (Lab A cave), Green (Lab B lower), Purple (bunker lower), Rainbow (sewer passage). Correct water sequencing controls plant outcomes.
Required for multiple EE steps and can discount shocked machines/perks while adding defensive kill value.
Wiki Intel
https://www.reddit.com/r/CODZombies/wiki/zetsubou-no-shima/
Plant growth, KT-4 progression, and utility-lab loops are central mechanics.