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Flotsam & Jetsam achievement art, Carrier, Call of Duty Advanced Warfare Zombies

Carrier:
Flotsam & Jetsam

Flotsam & Jetsam, the main quest of Carrier, step by step: the hidden power switch behind Chompy, the fishing pole, the four data tablets, the shark of the Moon Pool and the C4 on the vault door, then the rewards.

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Flotsam & Jetsam

The vault door of the Gun Deck, where the data tablets are placed, Carrier, Call of Duty Advanced Warfare Zombies

Flotsam & Jetsam is the main quest of Carrier and the achievement that rewards it: “Sink the boat in Carrier”. The players gather four data tablets, each one with a journal of the ship’s captain, and place them one by one in the vault door of the Gun Deck. The steps must be done in order.

The steps

  1. The hidden power switch. Buy Teleport Grenades and go to the Cargo deck. When the wall opens to let Chompy in or out, throw a Teleport Grenade into the small room behind it and turn on the power generator there. It powers the Weapon Disposal Machine and upgrades the Grenade Disposal Machine.
  2. The fishing pole. Feed different weapons to the Weapon Disposal Machine. Every second weapon, it hands out an item, in this order: an empty bottle, left on the ground, a reel, a line and a hook. Take the three parts to the pole on the Gun Deck.
  3. Tablet 1. Throw a Teleport Grenade into the Grenade Disposal Machine. The chute moves slowly and shows grenade icons; throw grenades in as the right icons show, in a set order for each of the three rows of lights, until all three turn green. The machine then pushes out the tablet.
  4. Tablet 2. Drink from the bottle to get drunk, then press the keypad by the door outside the Cargo deck. A timer starts and laser barriers, seen only by drunk players, fill the way from the Cargo deck through the Moon Pool to a teleporter in the Hangar. Crossing them with only exo jumps and slides leads to the tablet, on the floor by that teleporter, which then becomes usable.
  5. Tablet 3. Kill Blinkers and teleporting Security Dogs: each drops a piece, to be added to the broken teleporter of the Bio Lab. After 20 pieces it works. Fish a shovel with the fishing pole, then teleport to a desert island and dig before time runs out until a box with the tablet comes up. Every player gets 2,000 points.
  6. Tablet 4. Use Captain DJ’s locker in the Hangar: it has an eye scanner. Two to five rounds later, two treasure drones appear; one of them drops a lever. Fit the lever into the electrical box by the 3D Printer in the Moon Pool, buy the cage for 1,000 points, and kill zombies on the three squares until their blood draws the shark. Ride the cage down to the shark to get the captain’s eye, then open the locker with it.
  7. The vault. Keep feeding weapons to the Weapon Disposal Machine until it hands out C4, then use it on the vault door. The game ends with the ending cinematic and the achievement.
The upgraded Grenade Disposal Machine, with more slots on its board, Carrier, Call of Duty Advanced Warfare Zombies

The pachinko of the Armory

The Grenade Disposal Machine, where the first tablet is won.

The shark swimming under the Moon Pool, Carrier, Call of Duty Advanced Warfare Zombies

The cage of the Moon Pool

The cage goes down through the middle circle of the room once the shark swims under it.

The rewards

  • The Flotsam & Jetsam achievement or trophy, 50 Gamerscore or silver.
  • The ending cinematic: Lilith rigs the ship to blow, the survivors run to an escape pod, and Oz, now a zombie, steps out from behind the crates.
  • Crossing the laser maze in less than a minute with a fish in hand gives a gold reward, a golden shark in the trophy room of Descent.
  • The second Upgrade Station on the Gun Deck, which opens after the third tablet.
Oz as a zombie, with glowing yellow eyes, in the ending cinematic, Carrier, Call of Duty Advanced Warfare Zombies

Oz in the ending

Oz calls out to Lilith from behind the crates, before the floor beneath him explodes.

The escape

The escape pod leaves the ship as it sinks.

In the First Room

Flotsam & Jetsam cannot be played in a First Room game: its first step is in the Cargo deck, and its tablets come from the Armory, the Bio Lab and the Moon Pool. The vault door, the fishing pole and Captain DJ’s locker are in the starting rooms, but nothing can be placed in them with the doors closed.