~/hub / custom-maps / shoot-haus

The stone basin with a 115 gem in the Village Square, under a carved face, Shoot Haus, Call of Duty Black Ops III Zombies

Shoot Haus:
Secrets

Shoot Haus side quests: the perk slots of the Zeppelin and the fountain, the magic turrets, the time trials, Hells Bells and the hidden modes, the green camo and the songs.

  • 5 min read
  • 6 chapters
  • updated

Perk slots and power-ups

Zeppelin endurance

Stay inside the Zeppelin for five full rounds in a row: a perk slot and a Max Ammo wait at the exit. The change notes of June 2024 raised it from three to five rounds; Clavey counts the rounds on tally marks behind a zombie barrier of the Payload Bay.

The chemical bottle

A bottle of green liquid spawns in one of three spots in the Zeppelin. Pour it on a dig site without digging it, fill the fountain of the Village Square with three or four grenades until it bubbles, wait three rounds and dig the site: a red zombie climbs out and drops a Zombie Blood, according to Flapix and hcufo.

The fountain

With Zombie Blood, interact with the full fountain: it gives a power-up for a random number of points, up to 10,000, sometimes a perk slot.

The RAPS sign

With the shield, bash the yellow sign off a wall on the lower floor of the Engine Room and place it on the black mark on top of the generator of the Generator Yard: the RAPS power-up can then be bought, with a cooldown, according to Clavey.

Dig site rewards

The dig sites give points, grenades, weapons and power-ups. With the golden shovel, the odds of a power-up go up, say the change notes.

Magic turrets

  1. Find a dog tag, the Hundemarke, on a zombie corpse. Two of eight corpses carry one, and it glints every couple of seconds: four corpses are in the Zeppelin and four on the map, in the Bunker Laboratory, on the Bombed Street and near the Pack-a-Punch.
  2. Place it in the basin with a 115 gem of the Village Square, near the spawn, and wait about five minutes, or a round.
  3. Take back the cleansed dog tag when it shines, and place it on one of the stones marked on the walls, about one per area. Holding the button on the stone turns on its Auto Turret for 250 points, as the prompt reads in the guide of Flapix. The tag can be taken back to move it to another stone.
The stone basin with a 115 gem in the Village Square, under a carved face, Shoot Haus, Call of Duty Black Ops III Zombies

The basin

The basin with a 115 gem of the Village Square, where the dog tag is cleansed.

A marked stone with the cleansed dog tag, and the prompt to turn on the Auto Turret for 250 points, Shoot Haus, Call of Duty Black Ops III Zombies

A turret stone

A marked stone with the dog tag in place, ready to turn on its Auto Turret.

Time trials

The game checks the time played every five rounds. A fast enough game leaves a melee weapon on the crate of the spawn. The times differ between the sources:

After roundWeaponTime limit
5Butterfly knife6 minutes for Clavey; the first five rounds in under 5 minutes for Flapix
10Slash N Burn for Clavey; a fire axe for hcufo15 minutes for Clavey
15Wrench25 minutes for Clavey
20Bushwhacker32 minutes for Clavey

Hidden modes

Hells Bells

Shoot the three bells seen from the spawn: on the church behind it, on the house left of the tank, and past the debris on the left. Flapix calls it a hardcore mode that stays for the whole game; Clavey says it must be done before round 3, raises the difficulty, and raises it again if the bells are destroyed with an explosive.

Ride The Lightning

During a thunderstorm, shoot the top of the lightning rod of the Generator Yard until it glows, then kill a zombie with an explosive in five craters: next to the M14 and next to the Bombed House on the Main Road, by the Box of the Village Square, by the 115 rock of the Element 115 Defense and by the Box of the Supply Depot. The storm then lasts forever, the dig sites come back every round and an extra perk event is added, according to Clavey.

From Record To Film

Take the record of the Bunker Laboratory without being hit, enter and leave the Zeppelin, play it on the gramophone of the Bombed House, then bring the film reel of the element whose song plays to the projector under the table. The game turns black and white and runs 35% faster, for good, according to Clavey; hcufo and Flapix confirm the gramophone and the greyscale.

The green camo

From a window of the Bunker Laboratory, jump onto a shed, then onto the small building across, and kill a zombie with a trip mine placed on the green rock in its roof. The Pack-a-Punch camo becomes the green “Weaponized 115”; doing it again brings back the blue, according to Clavey.

Songs

Archangel

Three teddy bears sit in a corner of the Bombed House, on a structure of the Generator Yard behind the Box spot, and at the end of the alley. They play Archangel, the song of Origins, sung by Elena Siegman.

Dig-Site 115

Dig 114 times, then go prone for the 115th dig: 115 plays, according to Clavey.

Shepherd Of Fire

Use the radio near the frag grenades of the Payload Bay once per round, three times, then leave the Zeppelin each time: the song plays on the third. Using it again on rounds 10, 16, 21, 24 and 35 gives a power-up, according to Clavey.

The tally marks

Survive three rounds on the Bombed Street without opening a door for Liberty Road, or three rounds in the Generator Yard for Generation. Piccadilly Circus is earned in the bunker. Doing one of the first two prevents the other, according to Clavey.

See No Evil

Three monkey plushies, only visible with Zombie Blood, change the music of the rounds. Clavey found one, on a chair behind the zombie barrier next to the Olympia.

Other secrets

Panzer jumpscare

Through a small oval hole in the spiked fence of the Bombed Street, a sniper scope shows a Panzer standing on a hill. Aim at its head, according to Clavey.

Type 25

Clavey describes a quest for the Type 25 with the QBZ-83 of the Box and the projector, but says a bug of a later update makes it impossible to finish.

Ciphers

A long cipher sits in a locker of the Zeppelin, and the change notes of March 2024 add two more ciphers to the map. No source read for this book has solved them.