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Maps

Ker-Ys

Ker-Ys is ANKOU’s first map: a storm-lashed island off Finistère, in November 1946. Fishing harbor, Saint-Gwénolé chapel, sailors’ graveyard, Atlantic Wall trenches and bunker, a dark lighthouse… and, beneath the cliffs, the sunken ruins of the city of Ys. Its main Easter egg, “The Awakening of Ys,” is covered step by step on the The Awakening of Ys page.

Story and atmosphere

According to Breton legend, the city of Ys was swallowed by the sea when Princess Dahut, daughter of King Gradlon, opened the city’s floodgates. On Ker-Ys, the legend has come back to life: beneath the German bunker, Project Morgane, led by Dr. Élise Kervran and Dr. Mathis Keller, studied a strange sample from the sea, and now the Ankou’s Drowned rise from the waves every night.

You discover the island from the harbor up: you land on the quay, climb Church Street to the chapel and the graveyard, cross the trenches and the bunker, then go down into the engine room, the Morgane Laboratory and the sea cave that leads to Sunken Ys. The lighthouse, to the northwest, overlooks the whole island. The five radio transmissions hidden on the map tell the rest of the story (see the secrets).

Ker-Ys Lighthouse
Ker-Ys Lighthouse

Starting point

You start on The Quay, the only zone open at the start of the match. The Mystery Box appears at random at one of its three starting spots: the foot of the breakwater (Quay), the Le Goff Bakery (Church Street) or the chapel nave. The quay itself already has two wall weapons, the Second Wind Perk, a gumball dispenser and a workbench.

✦Follow the objective

The Easter egg objective is shown at the top left from the start of the match, with purple markers on what to find, and the Objective panel leads you to the power (lever and next door). The first radio set, upstairs in the Harbor Office on the quay, tells the island’s story.

The zones

Ker-Ys has thirteen zones. Each zone’s name appears on screen when you enter it.

ZoneAccess (door, price)What you’ll find
The Quaystarting zonetwo-story Harbor Office, sardine cannery, pier on stilts, harbor basin; Perk, 2 wall weapons, Mystery Box, dispenser, workbench
Church StreetHarbor Stairs (750) from the Quaysloping cobbled street, Dahut Square and its fountain, Café de la Marée, Le Goff Bakery; Perk, 2 wall weapons, Mystery Box, dispenser
Shipwreck BeachBeach Slipway (750) from the Quay, Customs Path (1,000) from the chapelsandy cove, wreck of the trawler “Le Morgane,” lifeboat shelter, casemate, fisherman’s hut; Perk, 1 wall weapon
Saint-Gwénolé ChapelSaint-Gwénolé Alley (1,000) from the street, Customs Path (1,000) from the beachGothic nave and great stained-glass window, bell tower, sacristy, churchyard with calvary and well; Perk, 2 wall weapons, Mystery Box
Sailors’ GraveyardGraveyard Gate (1,000) from the street, Wall Breach (1,250) from the trenchesrows of graves, arcaded ossuary, great Celtic cross, sealed funeral chapel; Perk, 1 wall weapon, Mystery Box
King Gradlon’s Cryptsealed: opens during the Easter eggvaulted hall under the graveyard, the king’s sarcophagus
The TrenchesGarrison Roadblock (750) from the street, Wall Breach (1,250) from the graveyard, Observation Post (1,000) from the lighthousecrenellated main trench, footbridges, Flak pit, searchlight, mound shelter; Perk, 2 wall weapons, Mystery Box, dispenser, fire trap
The BunkerBunker Armored Door (1,000) from the trenchesblast door, main corridor, dormitory, ammo store, command room, gun casemate, ventilation room; Perk, 1 wall weapon, Mystery Box, electric trap
The Engine RoomService Stairs (500) from the bunkergenerators, diesel engine, Power switch; 1 wall weapon
Morgane LaboratoryLaboratory Blast Door (1,500) from the engine roomdecontamination room, main laboratory, archives, operating room, crystal chamber, workshop; Perk, 1 wall weapon, Mystery Box, dispenser, workbench
Dahut’s CaveEvacuation Tunnel (1,250) from the lab, Rock-Cut Stairs (1,250) from the lighthousesea cave, pools, flooded channel, monumental Gate of Ys and its four glyph menhirs; hidden Perk
Ker-Ys LighthouseLighthouse Moor (1,250) from the chapel, Observation Post (1,000) from the trenches, Rock-Cut Stairs (1,250) from the cavetower, spiral staircase, lantern room (Forge of Ys), outer gallery, keeper’s house, moor; Perk, 1 wall weapon, Mystery Box
Sunken YsGate of Ys: opens at the end of the Easter eggantechamber and grand staircase, flooded square, colonnade, two ruined temples, statue of King Gradlon

There is no transport on Ker-Ys: you go everywhere on foot. Zones closed off by barriers let zombies in through their windows; Divers climb out of the water on the Quay, on Shipwreck Beach and in Dahut’s Cave.

Morgane Laboratory
Morgane Laboratory

Doors and prices

DoorConnectsPrice
Harbor StairsQuay – Church Street750
Beach SlipwayQuay – Shipwreck Beach750
Customs PathShipwreck Beach – Chapel1,000
Saint-Gwénolé AlleyChurch Street – Chapel1,000
Graveyard GateChurch Street – Sailors’ Graveyard1,000
Garrison RoadblockChurch Street – Trenches750
Wall BreachSailors’ Graveyard – Trenches1,250
Lighthouse MoorChapel – Lighthouse1,250
Observation PostLighthouse – Trenches1,000
Bunker Armored DoorTrenches – Bunker1,000
Service StairsBunker – Engine Room500
Laboratory Blast DoorEngine Room – Morgane Laboratory1,500
Evacuation TunnelMorgane Laboratory – Dahut’s Cave1,250
Rock-Cut StairsDahut’s Cave – Lighthouse1,250
King Gradlon’s CryptSailors’ Graveyard – CryptEaster egg
Gate of YsDahut’s Cave – Sunken YsEaster egg

Opening every paid door costs 15,750 points. General door rules are explained in Doors, barriers and Power.

Power

The Power switch is at the back of The Engine Room, under the bunker. The cheapest path from the quay: Harbor Stairs (750) → Garrison Roadblock (750) → Bunker Armored Door (1,000) → Service Stairs (500), for 3,000 points (free on Easy difficulty, where doors cost nothing while the power is off). Through the graveyard (Graveyard Gate, then Wall Breach), it costs 1,500 more.

Power runs the Perk machines (except Second Wind in solo), the Forge of Ys and the bunker’s electric trap; it also lights the trench searchlight and starts the Easter egg. The fuel trap in the trenches works without Power.

Wall weapons

ZoneWeaponPriceLocation
The QuayM14500on the street’s retaining wall, near the Harbor Stairs
The QuayDouble-barrel shotgun500on the front of the sardine cannery
Church StreetMP401,000inside the Le Goff Bakery
Church StreetRemington 8701,200on the front of the Café de la Marée, street side
Shipwreck BeachThompson M1928A11,200inside the lifeboat shelter
Saint-Gwénolé ChapelKar98k500in the nave, east wall
Saint-Gwénolé ChapelStG 441,400in the nave, west wall
Sailors’ GraveyardMP5A31,100west wall, near the Graveyard Gate
The TrenchesM1 Garand800on the anti-tank wall, to the east
The TrenchesPPSh-411,200in the main trench
The BunkerM16A41,200in the main corridor
The Engine RoomSPAS-121,500near the bottom of the Service Stairs
Morgane LaboratoryAKS-74U1,200in the main laboratory
Ker-Ys LighthouseMosin-Nagant M91/30700inside the keeper’s house

Each weapon’s stats are on its page (Weapons).

Perk machines

ZonePerkLocation
The QuaySecond Windinside the Harbor Office
Church StreetQuicksilverinside the Café de la Marée
Shipwreck BeachMarathoninside the fisherman’s hut
Saint-Gwénolé ChapelMulein the sacristy
Sailors’ GraveyardLead Hailunder the ossuary arcades
The TrenchesCarapacein the mound shelter
The BunkerMenhirin the command room
Morgane LaboratorySt. Elmo’s Firein the main laboratory
Ker-Ys LighthouseLynx Eyeinside the keeper’s house
Dahut’s CaveAnkou’s Webhidden: the machine only appears after the Easter egg’s bell step

You can hold 4 Perks (5 with the Stone Gulls secret, see below). Prices and effects: Perks.

Mystery Box

The Mystery Box starts at one of the first three spots, then moves when the teddy bear shows up.

ZoneLocationPossible start
The Quayfoot of the breakwateryes
Church StreetLe Goff Bakeryyes
Saint-Gwénolé Chapelnaveyes
Sailors’ Graveyardsouth wallno
The Trenchesroad wallno
The Bunkerammo storeno
Morgane Laboratorymain laboratoryno
Ker-Ys Lighthousekeeper’s houseno

The teddy bear that makes the box fly away is Morgane’s Teddy, belonging to Dr. Kervran’s daughter: its first appearance is recorded in the Archives.

Forge of Ys

The Forge of Ys (weapon upgrades) is in the lantern room, at the top of the lighthouse: climb the tower’s spiral staircase. It needs Power. The lighthouse lens, next to it, is used in the Easter egg. During the Easter egg’s Lighthouse vigil, the Forge is busy with the Silver Key.

Sunken Ys
Sunken Ys

Gumball dispensers

Four Korrigan’s Gumballs dispensers:

  • The Quay: on the quay, next to the Harbor Office;
  • Church Street: on Dahut Square;
  • The Trenches: along the road wall;
  • Morgane Laboratory: inside the laboratory.

Traps

Each trap costs 1,000 points, stays active for 25 s and then recharges for 60 s. Zombies and hounds that enter the area die (without giving points); a player caught inside loses 20 health per second in the fire (you can get through it), 60 in the electric trap.

TrapZonePowerActivation
Fuel trapThe Trenchesnotwo levers, at both bends of the trench section with the drums and jerrycans, clear of the flames
Electric trapThe Bunkeryestwo switches, at both ends of the electrified corridor leading to the casemate

Buildables

Two items are built from three parts each. At the start of the match, each part spawns at only one of its possible spots, chosen at random: check them all. You can only carry one part at a time; place it on the workbench by holding F. Shared rules: Buildables.

Sailor’s Shield — workbenches: the Quay (at the foot of the street wall, near the Harbor Stairs) or the Morgane Laboratory workshop. The build stays at the first workbench where you place a part. Each player can then take one.

PartPossible spots
Armored doorQuay (near the abandoned Traction car) · Church Street (against the wrecked Traction at the top of the street) · Chapel (against the rector’s old car)
Brass portholeQuay (on the Harbor Office counter) · Beach (torn from the wreck’s hull, on the sand) · Church Street (on the café counter)
Leather strapsQuay (in the nets) · Beach (in the fisherman’s hut) · Chapel (on the sacristy table)

Dahut’s Trident — workbench: Morgane Laboratory workshop only. It gives the wonder weapon Dahut’s Trident; there is only one (if it is lost, it returns to the workbench). See Wonder weapons and special weapons.

PartPossible spots
Harpoon shaftBeach (harpoon fallen from the wreck’s deck) · Graveyard (against an open grave) · Trenches (near the machine-gun nest)
Coral headDahut’s Cave (on the edge of the pool) · Laboratory (among the crystals of the crystal chamber)
Black pearlEngine Room (on the workbench) · Bunker (among the shells in the casemate) · Laboratory (on the operating room bench)

Secrets of the island

Besides “The Awakening of Ys” (The Awakening of Ys), Ker-Ys hides several secrets. Each can only be done once per match (except the well); the first five give 2,500 XP to every player present and are recorded in the Archives.

The Melody of Ys

☠The three conches

Three conches lie around the island: at the end of the pier (Quay), in the Le Goff Bakery attic (Church Street) and in the trenches’ mound shelter, near Carapace. Hold each one to your ear (F), in any order: a few seconds after the third, the secret song “Ys” starts playing.

The Stone Gulls

☠Five statuettes on the rooftops

Shoot the five stone gulls perched up high: on the Harbor Office roof ridge (Quay), on a rock on the beach, on the chapel roof ridge, on top of the great graveyard cross and on the bunker roof. Once all five are broken, every player gains one Perk slot (5 instead of 4), including players who join later. It is the map’s most useful secret: do it early.

The Will-o’-the-Wisps

☠The graveyard’s Tan-Noz

A will-o’-the-wisp glows above a grave in the Sailors’ Graveyard, on the east side. Shoot it: it flies off to another grave. Follow it and shoot it each time, four times in all. If it sits for more than 45 s without being hit, it grows weary and returns to its first grave: you have to start over. The fourth shot sends it to go out in the ossuary, in front of Lead Hail, where a Mystery Elixir drops (a free Perk for each player).

The Wishing Well

☠An explosive offering

In the chapel churchyard, near the Lighthouse Moor door, stands an old well. Blow up a grenade inside it (Frag grenade, Semtex, Molotov cocktail, a web grenade from Ankou’s Web) or a 40 mm shell: a little over a second after the splash, a Power-up springs out in front of the well’s rim. One wish per round: the well stays silent until the next round. The first wish reveals the secret.

The Mass for the Dead

☠Serve the drowned rector’s Mass
  1. In the chapel nave, knock on the confessional (F): the dead rector asks for someone to serve his Mass, and the altar candles burn with a blue flame.
  2. Serve the Mass at the altar: the service lasts 50 s and only progresses while at least one standing player is in the nave. Drowned parishioners pour in through the windows and the churchyard, on top of the round, and a pack of the Ankou’s hounds drops onto the churchyard halfway through (2 hounds + 1 per player).
  3. If the nave stays empty for more than 6 s, the Mass is interrupted; the confessional answers again next round.
  4. At the “Ite, missa est,” every player inside the chapel (revived if they were down) receives the blessing: the next time they go down, they get up on their own. A Max Ammo drops in front of the altar.

The altar stays silent during the Lighthouse vigil, the siege of the Gate of Ys and the fight against Dahut.

Radio transmissions

Five radio sets tell the story of Project Morgane; each can only be heard once, and only one transmission plays at a time. Listening to the first one unlocks the Easter egg objectives on screen; all five give the “Shortwave” achievement.

No.TitleLocation
1“Sample Y-1”The Quay, upstairs in the Harbor Office
2“The song”Church Street, Café de la Marée
3“Gradlon Protocol”The Bunker, command room
4“Morgane”Morgane Laboratory, archives
5“The lighthouse”Ker-Ys Lighthouse, keeper’s house

Strategies by zone

  • The Quay: the starting zone, wide enough for the first rounds. Avoid the pier, a dead end over the water; Divers can climb out of the harbor basin. Buy the M14 early, it is cheap.
  • Church Street: the fountain on Dahut Square lets you circle around it with a horde. The Café de la Marée houses Quicksilver; the Remington 870 is on its front wall.
  • Shipwreck Beach: the big sandy cove is ideal for training a horde in a circle, but watch the sea where Divers come out.
  • Saint-Gwénolé Chapel: the nave has two wall weapons and a possible Mystery Box spot; the churchyard around the chapel gives an open-air loop. Keep an eye on the nave and sacristy windows.
  • Sailors’ Graveyard: large and open, with the cross and rows of graves to circle the horde around. It is also a good place to fill the Easter egg reliquary.
  • The Trenches: lead the horde through the fuel trap section, then pull the lever: it works even without Power. Beware of narrow trenches where you can get cornered.
  • The Bunker: narrow corridors, poor for training; lure zombies into the electrified corridor toward the casemate and trigger the trap. Menhir is in the command room.
  • The Engine Room and the Laboratory: closed underground areas, each with its barricaded windows; you go there for Power, the Trident and St. Elmo’s Fire, but they are hard to hold in later rounds.
  • Dahut’s Cave: a big hall with pools and a channel (Divers). This is where the siege of the Gate of Ys takes place: learn the four menhirs’ positions ahead of time.
  • The Lighthouse: the moor around the tower makes a wide loop; the lantern room, at the top of the spiral staircase, is a dead end. Go up for the Forge of Ys, not to camp.
✦Suggested order

Quay → Street (fountain, Café) → Trenches → Bunker → Power, then the Observation Post (1,000) to the lighthouse and the Forge of Ys. The Stone Gulls (+1 Perk) can be done on the way.

Ker-Ys achievements

NameReward
The Awakening of Ys
Complete the main Easter egg on Ker-Ys.
Emblem “The Awakening of Ys”
Secret achievement
Find it by playing.
—
Rising Tide
Complete the main Easter egg in under 75 minutes.
Emblem “Rising Tide”
Secret achievement
Find it by playing.
—
Secret achievement
Find it by playing.
—
Secret achievement
Find it by playing.
—
Secret achievement
Find it by playing.
—
Secret achievement
Find it by playing.
—
Shortwave
Listen to the five Project Morgane transmissions.
Title “Project Morgane Archivist”

Ker-Ys also hosts an extraction site for the Hideout.

Checked against the game on November 5, 2026