News - Cod Warzone 2 Zombies, Your First Visit To Dark Aether, Solo Guide
So you've completed Act 4, collected the legendary items, and defeated the Mega Abomination. You have a seu in your inventory, and it's time to visit the dark ether. If you have no idea about the things I just mentioned, you may want to catch up on the prerequisites for visiting the dark ether. Now, prior to diving into the unknowns of another dimension, let's talk preparations.
Shall we get the obvious out of the way? The duck ether is some of the hardest content to date in the zombies, and it's particularly hard your first time when you have neither experience nor gear to deal with it. It isn't a horrible idea to team up for it, and even if you don't have a bunch of friends ready to do a raid with you, you can use in-game text chat to ask the server if anyone plans to go to the dark ether.
Chances are, not only will you find yourself a company, but your new teammates might know the place inside out and might be geared up to make your first experience a breeze. But if you are dead set on doing your first dark ether ride solo, let's try to make sure it's a successful run rather than frustration.
First and foremost, let's set out a goal for your travels into the dark ether: classified loot. The only real purpose of going there is to get the stuff that allows you to progress further into the elder ether, which means getting an elder seil. Golden Plates ether blades and dog bones, keep that purpose in mind next to your weapons you really want to bring with you a high mobility, high damage output weapon.
My favorite one is a Lockwood 680 shotgun with slugs, ammo, and a 10-round barrel. Close next is a Kimo tyr, Pistols with snake-shot rounds. The choices are not limited to that; just remember, you want to be fast, and your gun has to be able to kill three-tier zombies. Needless to say, your weapon has to be of high rarity at least and punch up to level three, and you want a brain rod ammo mode on it as well; it really helps.
As you INF into the round, start making some cash for a long list of things you need, grind the contracts, and try to make it fast. G deliveries are obviously ideal for this boun, and they are great too. As you punch your gun up a bit while you're doing the contracts, make sure to pick up any chunks of flesh you find or go to the farm.
Some chunks of flesh have a chance to drop anytime a zombie explodes, rather than just die. This can be triggered by immense damage, like a purple punch-two gun in a low-threat zone, explosives, or critical hits. While Instakill Power Up is active, you need three chunks. As soon as you have three chunks, grab a vehicle and drive into the red to pick up a Tier 3 dock.
If you don't see a dog house in the usual E4 spot on the west side of the red zone, check out up the hill in the top right corner of the F4 quadrant or on a small island at the very edge of the red zone in G3. Having a dog helps a whole lot. If you can't get a dog in the red at all, find one in the medium thread.
Zone 2 dogs have a much lower life expectancy but are much better than no dog at all. Once you get the dog, keep pumping contracts. Not only does it help with cash, but it also gets you burks, self-revivals, and possibly Kazmir as a reward load. All of that is needed. Don't worry about the time too much; you can enter the dark ether all the way up until the last second of the match, even deep in the ether storm, as you accumulate money and get a punch-three upgrade on your gun.
Maximize your perks too; probably the only perk you don't really need is death perception. Everything else comes very handy; definitely get yourself a tombstone perk to guarantee that if things don't go as planned, you can still recover your valuable loot. If you wipe in the dark ether, your tomb cach will spawn up in the monastery graveyard in the I3 quadrant.
Spend any remaining cash on spare self-revived rifles and sentry guns. If you happen to find a scorcher in your round, take it with you; it helps a great deal with navigation. If you find a vr11, keep the case in your inventory; it's better to use it later in the Elder Eternity than waste it on a looting run. If you don't have a security with you, you'll have to complete contracts in the Red Zone until you get one as a reward.
Into the dark aether
Feel ready; let's go. Get to the portal island at the top of the F6 quadrant and face towards the Red Zone. Put a sigro in its slot on the left pillar of the portal, confirm your desire to travel by voting on the map, and off we go.
Aether extrator contract
Go as you spawn in the dark ether, you'll find yourself in a familiar place, as it looks exactly like Albra in Act 4, Mission 3. Mr pig's toys will fly in different directions from the spawn, each indicating a contract you need to complete to get the loot you came for. They will be covered one by one, from easy to hard, right off the bat.
Go to your left and up onto the Ammo Depot building, where the toxic seal used to be. Speed is of the essence here; the zombies respawn nonstop, and you absolutely don't want to get engaged in a messy fight as you'll quickly get overrun. Make your way to the building and up the roof, avoiding contact with the local population.
Mr, Can be found on the front part of the building roof. Pick him up to activate the ether extractor. Contra, immediately jump down and rush towards the fortress. You want to get to the zip line on the nearest wall. I prefer the one to the left, but there's also another one on the right side, which works just as well.
Go up the zip to find a bunch of enemies, and on the first rocket, drop a Kazmir or energy mine and Overlord the rocket. If you go down, crawl to the rocket, wait for your dog to revive, or use yourself and overload right away, there's just enough time until the zombies Agro again complete the overload.
When done, don't wait for the rocket to go off and immediately rush west to the nearest tower. Go in and up the ladder on your left upstairs, run the wall to the next tower, and jump down to the next. Wall, the second rocket is on your left. Repeat the routine to overload; you can actually do the rockets in any order, but I find this B, and I'll show why, in a minute, upon overload, proceed forward and jump off towards the cage stairs.
There's another jump that's a bit shorter, but I prefer this as it's harder to miss in the rush. Get to the tower and up the ladder on your right, exit the door, and the rocket will be right behind the dome on your left. Now the reason this rocket is best done last is because the Xill portal is located just above this place, so if your loot is good and you feel like you got what you came for and don't want to risk any further, you can safely leave right away or proceed to the next contract if you want.