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The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appeared in Zombies mode


My Brother's Keeper is the main Easter Egg in the Zombies map Der Eisendrache that appears in Call of Duty: Black Ops III. It requires the Primis crew to "erase" Ultimis "Tank" Dempsey. This also requires to continue on with Richtofen's plan, purging Group 935 and Groph, as well as blowing up Griffin Station and the Moon. It is possible to complete this Easter Egg with any number of players, including solo.

Prerequisites[]

Over the course of the Easter Egg, the following will be required:

  • For every player in the game, one Bow must be upgraded. Step 2 and Step 6 require upgraded Bows to be used.
    • In solo, one upgraded Bow is sufficient, while with four players, all Bows must be upgraded.
    • If playing in a non-ranked private game, all Bows must be upgraded, regardless of the player amount.
  • Crafting the Ragnarok DG-4. This is required for the very end of Step 6.
  • Activate the Death Ray at least once. This is can be done at any point, but is required for Step 3 and crafting the Ragnarok DG-4.

Step 1: Shooting the Beacons[]

Return to the Undercroft area, and briefly return your upgraded Bow to its box, then retrieve the original Wrath of the Ancients from the Family Crypt. Now, go to the teleporter room within the Undercroft and shoot each of the beacons/rods at the top of the teleporter glowing with electricity.

The player needs to shoot each one so that its end turns slightly orange. Once the player lights them all up, the orange glow will disappear, the sound of a Margwa growling is heard, and the player will be able to move on to the next step, which is timed.

Players must now switch back to their upgraded Bow for the next step.

Step 2: Shooting the Sparks (Wisps)[]

Around the map, there will be a set of eight specific objects that could possibly be sparking, which is commonly referred to in the community as wisps. Four of these eight objects will need to be shot in total, but only one of them will be sparking at a time, and this is randomized with every game.

  • Players have a limited time to begin shooting objects after the step is started or one object sparking is shot.

Shoot a sparking object with any upgraded Bow and it will stop sparking. The player will hear another Margwa growl if successful after a few seconds, and have to repeat this process a total of four times. After four sparking objects have been shot, the player will hear a different audio cue indicating they have completed this step.

  • The same object will never be sparking of the 8 objects within the same sequence. It will always be a different object not yet chosen that round.
  • If the player takes too long, fires on any location with an upgraded Bow while it is not sparking, or use a non-upgraded Bow, this will result in an instant failure and play a failure audio cue, which resets this step and players need to wait until the next round to try again.
  • After the first attempt at this step, if it was failed, the process will automatically start at the beginning of each proceeding round until completed, signified by the Margwa growl being heard again.

It is best to get familiar with all object locations below to have a route planned in advance as to quickly check around the map to consistently complete this step. The locations are as follows:

  • Phone in the small office with Quick Revive.
  • Truck tire near Double Tap II.
  • Box near work bench above Double Tap on the way to the Wundersphere.
  • Globe in the small room beside Samantha's room.
  • Phone on pillar near power switch, same pillar as the Bowie Knife, but opposite side.
  • Clock in the hallway connecting the Clock Tower (Radio Room) and Church (Mission Control), referred to as the Barracks.
  • Radio in the adjacent corner from Speed Cola inside the Church (the one close to the entrance)
  • Clock above fireplace in the Church (Mission Control)

Step 3: Time Travel[]

This entire step's set of tasks must be completed within the same round. If the step is failed at any point, players must change the round, redo Step 2 of the Easter Egg, and then re-attempt this step.

Return to the teleporter and the bottom light will have turned purple. All players in the game must enter in order to teleport to the past.

Once the group teleports, they will now be in the same lab in the past. Here, the player cannot use their weapons or equipment. Dr. Groph will be here talking to Edward Richtofen over radio and accessing his safe. Here the player must do three things before they are teleported back:

  • Hold the use button to pick up the large glowing blue vertical canister in the left-hand corner of the room near Dr. Groph.
  • Hold the use button to pick up the small fuses left on a wooden box in corner of the lab, to the right of the teleporter.
  • Remember the three symbols that appear on the safe (from top to bottom) after Dr. Groph locks it. There are four possible symbols: a lightning bolt, a rectangle with a half-circle in it, a circle with dots in it, and a diamond-like shape with an up arrow on it. These symbols change each round; memorize them each time you travel to the past, should you fail this step.

Players can now wait until being automatically returned to the present.

  • When teleported back to the present at the Rocket Platform, a Panzersoldat will appear regardless of the round (except on the PS3 and Xbox 360 versions).
  • The Panzer will appear after each time travel throughout the Easter Egg, which will be done at least twice. It might not appear if a Rocket Test takes place or has just finished as the players arrive back in the present.

Now, players need to interact with the Death Ray on the side facing the clock tower to add a fuse to the side,, causing an electrical current to begin running, then go to the other side and pull the lever to switch the Death Ray from "Destroy" to "Protect".

  • The Death Ray must have been activated at least once during the game in either mode (not necessarily both) the game in order to proceed any further.

Head to the terminal near the Clock Tower (Radio Room), and enter the three symbols from the safe the player memorized in order from top-to-bottom. This will open the safe in the lab across from the teleporter. Head to the safe and interact with it to pick up two large fuses and a key card from the top shelf of the safe (no pickup text prompt is shown).

  • If the code is input incorrectly, Step 2 and Step 3 must be redone in their entirety. Be careful when entering the code.

Step 4: Memory Game[]

Return to the Death Ray, and insert each large fuse obtained from Groph's safe into the Tesla coils on either side of the Death Ray where only two electric currents run up vertically its side, then set the Death Ray back to "Destroy" mode (no additional activation is required).

Head to one of two terminals with 5 monitors either outside of the Clock Tower (Radio Room), or on the Rocket Platform, and interact with it. This activates the Memory Game.

  • Hellhounds will begin spawning endlessly alongside any remaining zombies for the round while a Memory Game is being played. These Hellhounds do not award players with any Points.
  • Four symbols on the bottom screens will show for a few seconds before disappearing.
  • Memorize the symbols' locations, or screenshot them for reference.
  • The top screen will then show one of the symbols and the player must interact with the screen correlated to that symbol.
  • Do this a number of times until the machine shuts down and the player hears a small audio success cue.

Proceed to the other terminal, and repeat the game with a different arrangement but the same symbols from the first terminal.

  • If the player fails the game, they can instantly restart the game by interacting with it again.
  • Note that failing the game on the second terminal will require replaying the game on both terminals.
  • This can be retried as many times as needed within the same round.

Step 5: Sabotage[]

The orbs atop the Tesla Coils near the Death Ray will now both be glowing after completing each of the two Memory Games. Interact with the now green button on the back of the Death Ray.

  • A rocket will now appear and fall across the sky until striking the bell at the top of the Clock Tower (Radio Room), destroying the bell, and landing in the Upper Courtyard. Dr. Groph will express his anger and lock down the cryogenically frozen "Tank" Dempsey with a lightning barrier, prohibiting the player from interacting with it. If they touch the chamber, they will be hurt by electric damage.

Next to the crashed rocket in the middle of the Upper Courtyard, there is a Vril Generator sitting in the snow. Be sure to pick it up.

  • There is no text prompt for pickup and it is not shown in the player's inventory. Players will know if they have it or not when it comes time for the ghostly Keeper in the following step, as it is required.
  • This Vril Generator is not next to the electrified cryopod, but the debris of the rocket itself.

Step 6: Retrieving the MPD from Moon[]

The player will need to teleport back in time again to find an item they could not access before, by repeating Step 2 of the Easter Egg verbatim to turn the teleporter in the Undercroft purple again.

  • This part of the step can actually be done any time after opening Groph's safe by completing Step 3, as every round after the initial teleport to the past will play a Margwa growl at the beginning signaling a spark/wisp has spawned. It simply at this point that it becomes a requirement to travel to the past again.

Once in the past again, hold the use button on the computer to the left of the Kronorium, on the right side of the room once teleported inside to insert a card picked from Groph's safe into the machine. A case near the doorway to the blocked off Undercroft will open, revealing a stone tablet with the Keeper symbol etched into it. Pick it up with the Interact button and wait to teleport back.

In the Family Crypt where you obtain the Wrath of the Ancients, place the Vril Generator in the slot on the slab below the resting knight, causing a ghostly Keeper to spawn. Hellhounds will start spawning endlessly again until the rest of this step is complete. Like before, these Hellhounds do not award players any Points.

The ghostly Keeper will start traveling the map and stop at four separate locations in a random order:

  • At the church courtyard beside the Mystery Box spawn.
  • Next to Mule Kick.
  • By the knight armors down the hall from the power switch.
  • Next to Double Tap II. Requires the player to interact with the part of the wall beside the Keeper, under the lamp post, and place the stone tablet.

For this part, each player should have an upgraded Bow. A white circle will appear at the location the Keeper stops at. When you stand inside the circle, there will be a colored tint around the edges of the screen correlating to the color of a specific bow:

The player needs to get kills specifically with the indicated Bow whilst standing in the white circle. The more players that stand within the circle, the wider the circle's radius will become. Getting sufficient kills with the correct bow will transfer souls into the tablet, and once full, the ghostly Keeper will move to the next location and repeat the process.

  • In a Ranked solo game, all four circles only require kills with the single upgraded Bow the player has chosen to upgrade.
  • Zombies do not have to be within the circle, only the player.
  • Hellhound kills do not count.
  • Melee kills with a Bow's arrow do not count.
  • If in danger, players can step outside/go elsewhere and resume kills later.

NOTE: Once at the Keeper location outside of Double Tap II, the Keeper will be slightly slouched. It will not take souls unless you have held action button on the empty square slot just to the left of it, placing the stone slab you retrieved from the box when you went back in time for the second time.

  • After this is done at all four locations, the ghostly Keeper will become corporeal, looking as they appeared in Shadows of Evil. It will travel to the Undercroft and teleport to the Moon after being struck by lasers where the Pyramid was. All zombies will despawn temporarily, and a brief audio cut-scene during which all zombies despawn, the Keeper will teleport the MPD from the Moon. The MPD has blue canisters in three corners, and Richtofen will mention that Groph has damaged the MPD.

Place the soul canister the player picked up from the lab in Step 3 into the corner of the MPD that is empty. This opens the MPD, revealing the same Keeper who has now been corrupted. All players should now prepare for the upcoming boss fight.

  • It is highly recommended to use the Classic GobbleGum Danger Closest. It will negate the stunning effects of the demonic skulls and the many Panzersoldat Shock Mines during the fight, and splash damage from the player's weapons if such weapons are held.
  • Pack-a-Punch any appropriate weapons. LMGs, the Drakon, Assault Rifles, and the Ray Gun/MR6 as the Death and Taxes are recommended, especially the latter two if using Danger Closest, as their downsides will pose no threat to the player during the fight and prove excellent for sufficiently damaging the Keeper quickly.
  • A Pack-a-Punched Shotgun such as the Haymaker 12, 205 Brecci, or KRM-262 is an effective way of taking down the many Panzersoldats during the boss quickly.
  • Re-packed abilities are up to preference, but Turned is recommended for the sustained ability to keep as many enemies off players for the longest period of time when focusing fire on the Keeper.
  • Having Monkey Bombs will greatly help assist in focusing fire when weakpoints are exposed or Panzersoldats are deployed in groups.
  • Max Ammos will spawn at key points throughout the battle to ensure players are replenished, but having at least a moderate amount of ammo at the start is advised.
  • It is important to consider the role of Bows for the fight. The Wolf Howl and Demon Gate Bows are not as effective against the Panzersoldat hordes, while the Storm and Rune Prison Bows are quite effective against them, as they possess more consistent field effects.
  • None of the Bows do very high damage against the Keeper, as they fire slowly for fully charged shots. They mainly serve as consistent ways to charge the Ragnarok and get out of being surrounded by Skeletons/Panzersoldats, while more suitable weapons can be used against the Keeper. As such, purchasing Mule Kick can be seen as a valuable option to have a loadout such as a Bow for Skeletons/stunning Panzersoldats, a Shotgun for quickly killing Panzersoldats, and a third weapon dedicated for damaging the Keeper. In co-op, this spread of weaponry can be allocated amongst several players.

Once everyone is ready to begin the boss fight, each player must place their Ragnarok DG-4 using its trap function on one of the blue tiles used to activate no gravity. Players will then be teleported into the boss room.

Step 7: Keeper Boss Battle[]

The arena is a dark, circular room, with pillars circling the middle. Here the player will face the gigantic corrupted Keeper, Skeletons, and many Panzersoldats.

The player's Ragnarok DG-4 will continue to drain until fully depleted, but then instantly regenerate to full at the very start of the fight. It is key for defeating the Keeper, and subsequent uses will require the standard method of recharging with killing enemies.

Phase 1[]

The Keeper will currently have four attacks that mirror all four Ancient Bow abilities. The attacks are as follows:

  • A rain of skulls that come down from the sky and target players. If a player is hit by a skull, they will become stunned, slowing them a short while. The player can shoot the skulls before they hit a player to destroy them.
  • Summons in Skeletons, acting like zombies. These can be much harder to see in the arena if brightness settings are low, as their eyes glow less than normal zombies, they can be harder to spot surrounding the player.
  • Summons glowing mounds that deal massive damage to the player, enough to down a player without Juggernog. These dispel after several seconds.
  • A massive electric shock-wave covering the arena that instantly downs anyone who touches it. Standing behind any of the glowing blue pillars in the area avoids damage.

The shock-wave attack is very important. It gives the player an opportunity to damage the Keeper. Before the shock-wave is unleashed, the player will see a ball of electricity appear beneath the Keeper in the center of the room. As soon as the player sees this electric ball, they will need to run inside of the electric ball and place down their Ragnarok DG-4 as a trap and proceed to cover. Doing this correctly will plant the Keeper in the center of the room, and expose his weak spot, the glowing rend on its chest. The player now needs to shoot the rend to damage the Keeper. Once the rend ceases to glow, the boss can no longer be damaged.

The player needs to keep repeating this and, once done enough times, a Max Ammo will spawn in the center of the room, initiating the start of the next phase.

Phase 2[]

The Keeper boss will disappear and after a short while, multiple Panzersoldats will spawn around the room along with Skeletons. For this phase, the player simply needs to keep killing the Panzersoldats. The first Panzersoldat that is killed here will drop a Max Ammo upon death. Eventually, another Max Ammo will appear in the center of the room and the Keeper will begin speaking. He will reappear after a few seconds. This indicates the start of the next phase.

Phase 3[]

Phase 3 is a repeat of Phase 1, with the addition of Hellhounds spawning. Repeat the same process as Phase 1. Kill the Skeletons and Hellhounds that spawn if you need to recharge your Ragnarok DG-4.

Phase 4[]

Phase 4 is a repeat of Phase 2. It will consist of Panzersoldats and Skeletons.

Phase 5[]

Phase 5 is a repeat of Phase 3. In co-op, a Panzersoldat will also spawn in each time the Keeper is about to unleash its electric shock-wave. Repeat the process as in Phase 3 until the Keeper lets out one final scream, then spins around, signaling its defeat.

Step 8: Sky Destruction[]

After defeating the Keeper, the player will be teleported back to the MPD. On one side of the MPD, the player will see a glowing blue circle with the shape of the Vril Generator from earlier. Press the use button on the circle and the Summoning Key will appear. Pick it up after a few seconds.

  • Dr. Groph will express his extreme anger at the group and vows to destroy them and even going as far to state he will destroy the entire castle if he has to. The characters recognize the Summoning key saying it is dangerous and harmful when it's fully powered, to which Richtofen will respond that the player needs to charge the key in order to free the test subject.

Take the Summoning Key to the terminal outside the Clock Tower (Radio Room) and interact with the terminal used for the Memory Game during Step 4. The Key will float above the terminal and begin spewing out electricity violently. All zombies will despawn for the following cut-scene where Der Eisendraches rockets will be launched toward the Moon, in-turn causing its destruction, killing Groph and any other Group 935 members at Griffin Station.

Ending Cutscene[]

The cut-scene features the four characters, Primis Richtofen, Dempsey, Takeo and Nikolai, walking up to the cryogenically-frozen Ultimis Dempsey, noting that he is still alive. At this point, Richtofen pulls out the Summoning Key and it begins to glow. This causes Primis Dempsey, Takeo and Nikolai to float above the ground, out of their control. Richtofen says to them that the cryogenically-frozen Ultimis Dempsey "will one day wreak havoc across the entire universe", and that he cannot be allowed to live. This makes Primis Dempsey angry, and he begins to shout at Richtofen, stating they were supposed to "secure the package and be in and out clean", and that he shouldn't have trusted him. Richtofen then says that the Summoning Key will store Ultimis Dempsey's soul, but that it can only be done after he dies. Richtofen then turns to kill Ultimis Dempsey inside the container, but Primis Dempsey quickly shouts, saying that he should be the one to do it. Richtofen then releases Primis Dempsey, and he walks up to the container, looking at his body inside. He mutters "good to see you, Tank" before switching off the container, killing Ultimis Dempsey inside. Richtofen then absorbs Ultimis Dempsey's soul into the Summoning Key, and looks to the sky.

Rewards[]

All players are given all of the perks on the map (Quick Revive, Juggernog, Double Tap II, Speed Cola, Mule Kick, Electric Cherry, Widow's Wine, Stamin-Up, and Deadshot Daiquiri) and are given a brief period of damage immunity.

  • Perk Slots are not increased, and all perks will be lost upon being downed.

The My Brother's Keeper achievement will also be unlocked. It will also give 2500 XP (for which the reward title is "Frozen Freedom") and a Gateworm icon on the map selection screen.

Videos[]

Trivia[]

  • The title of the Easter egg is a reference to the story of Cain and Abel from the Bible. In the Bible, after Cain kills Abel, God asks Cain, "Where is Abel thy brother?", to which Cain replies, "I know not: am I my brother's keeper?". This aligns with Primis Dempsey killing his Ultimis self.
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