Power - Open up APD Interrogation side. Head to the back of the map into the Power House and flip the switch
Lockdown - Open up the yellow house and go into the bunker. Go to beds and open up the Generators. In the Generators, there will be a red panel to interact with. This will cause the lockdown. (This will last one minute)
Clean Valves - (Wraith Grenades will be useful for this step) There are 6 generators and 4 of them are filled with green. There's one around each of the 6 houses. Operations - In the garage. Yellow House Downstairs - In the garage. APD Interrogation - Behind the house. Transfusion Facility - Behind the house. Prisoner Holding - At the back door. Green House Downstairs - At the back of the house.
Clocks - (Have subtitles on for the rest of the steps.) Advance a round after the previous step. Head to Operations and go to the green screens and interact with Rushmore. After activation go to the Cul-de-sac and buy the barricades in the bus and buy Galvaknuckles. Go to the lounge and use the Galvaknuckles on a zombie near the static tv. (write the codes down) The tv will start emitting 4-digit codes with a letter in front of it. Once the codes have been retrieved go back up to the Cul-de-sac. All 6 houses have a mailbox with a letter in front of it. Yellow House - A, Green House - B, Prisoner Holding - C, Transfusion Facility - D, APD Interrogation - E, and finally Operations - F. You will then need to go to the house that had the same letter as in the code (Make sure this is done in the order the tv said it. There will be a small black clock on the walls which you will have to interact with until it has the same time as the numbers in the code. There will be one clock that you don’t do. Go to the clock in that house and hold the interact button until it stops and write down the time for later. Once all is complete you can go to the Prisoner Holding and grab a pack-a-punched gun in a locker and you can grab a ray gun on the wall in the upstairs of the Operations house.
Codes - In the Operations house in the Rushmore room on a table in the west there is a paper with a code. (Write all of these down) Go to the APD Interrogation room and on a table in the east there could be the paper with the code or in the west of the main entrance next to the stairs there will be a code or if they aren’t in those spots then go upstairs and it will be on a table. Go to the APD Control room and there should be a table with paper that you will have to shoot to reveal the code. After getting that last code go to the stairs right next to the code and next to the door there will be a key box, hold the interact button to then take a key and bring it to a desk in the Yellow House Upstairs to get the final code. Go back to Rushmore and right next to it should be a code panel. Type in the codes of the order of the locations of the codes then type in the time of the 6th clock from the previous step.
Nova 6 Crawler - Activate Rushmore. Go to Beds and look around for a red nova 6 crawler. Do not kill this crawler. Take it to the Transfusion Facility and have it walk up the stairs.
A.D.A.M - Go and activate Rushmore again. Go to the Storage and in a door there should be an A.D.A.M robot and interact with it. Take the robot to the Diner and up the stairs to the room where Marlton is in. Marlton will throw a canister through the door. Take it to the transfusion facility and place it where the rest of the canisters are.
Teleporter - (This step has 3 spawns for each part) Transfusion Facility, in a locker right of the front door, below the operation chair next to the clock, and one next to the cardboard boxes in the backyard. Green House, right of the front door, under the stairs next to the kitchen cabinet, and go upstairs to the window balcony on the left side. Generators, behind the blue barrels next to one of the entrances, right of the door to solitary behind yellow buckets, and in the yellow railing of the generator across from the perk machine. You can build this in the Green House Upstairs or in the APD Control. Place a teleporter in the Power House and in the backyard of the Prisoner Holding.
Nova 6 Power - (Have something where you can move fast like the katana or stamin-up.) Go to the Power House and go to the little power box on the wall left of the teleporter. Have a blue nova 6 crawler shoot that then pick it up. Immediately go through the teleporter and go as fast as you can to operations and on the right wall of the house, there should be a case that looks the same as where you just got the power from. Quickly hold the interact button until it goes in. If it does not work that means that you were too slow and will have to go back to the Power House and try again.
Brain Rot - Using a pack-a-punched gun go and re-pack it until you have brain rot. You will now need to go to three paintings. The first one is next to a zombie window in Beds that is mainly blue with a red stripe. Stand there and get a turned zombie near and it will attack it. The next painting is at the Green House Upstairs on the right side of the stairs there will be the painting. The final one is in the Lounge room and it is George Washington. When you knock down a painting a code will appear, write it down for all three paintings. Go and type those codes into the Rushmore panel
Power Switch - Go to the bunker. There will be switches in Generators, Beds, Solitary, Storage, Lounge, and Diner which have green and red lights. The lever in Generators needs to be up, and the lever in Beds needs to be up. The lever in Solitary needs to be down. The lever in Storage needs to be down. The lever in Lounge needs to be down. The lever in Diner needs to be up.
A.D.A.M Units - Go turn on the original power switch again. Go activate Rushmore. Go around the map and look for a mannequin with a sparking head. Interact with it and it will start a one-minute lockdown there. You will have to do this 3 times. Once a lockdown is complete go back to where the mannequin was and pick up the part that it dropped. Do this for each mannequin. Go to the APD Interrogation room and place the parts on the body on a chair.
Orb - (Before starting this step it is recommended to type in the code 3279 to get a 5-minute Undead Man Walking.) Go around the map and look into every window for a large blue orb. Once found, interact with it and follow it. Once the orb has made it to its destination go activate the Rushmore computer. Go to the APD Control room and activate the computer with lots of green screens. (before doing this next part make sure you have all of your perks and good weapons since you will need them.) The APD is now a soul box that you will have to fill up.
Boss Fight - The boss will come out of the APD. You now have to go around the map and fill four canisters. These canisters can be found back on the green screens. Do the locations in order from what the screen says. These canisters are soul canisters and you will need souls until the meter on the side of it is filled up. Once the canister is complete, get out of there immediately because you will start getting zapped. Once all the canisters are complete go to the APD Control room. Melee the boss until it is hunched then melee or shoot it until you get it back to the stairs that it originally came out of. The end cutscene will now start playing.