Battlefield 1/An Escalation

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An Escalation

AnEscalationskin.png

The An Escalation skin for the M1917 MG weapon
Creator DICE
Type Main ARG
Status Completed
Discovered 12-11-2017
Completed 31-01-2018

Main Page > Battlefield 1 > An Escalation

This is the Third Phase of the multi-phase Easter egg in Battlefield 1, named after the skin unlocked upon completion of this Phase. It takes place on the map Albion, part of the In the Name of the Tsar expansion pack. It involves interacting with some metal crates and a hidden switch to trigger a round-specific morse code, destroying some hanging lanterns that make the switches inside the Lighthouse interactable and then entering a code using these switches to activate a button at the top of the Lighthouse, which simply needs to be pressed to complete this puzzle.

IMPORTANT NOTE: Multiple people can unlock the skin in a single round. When the final button is pressed, it will remain interactable for another 5 seconds and anyone who interacts with it in time will receive the skin!

If you are having trouble at any stage of this Easter egg feel free to join the DiscordIcon.png BFEE Discord and ask for help in the relevant channel.

NOTES

  • The A Beginning and A Conflict dog tags are not a prerequisite for unlocking the An Escalation skin.
  • The multi-phase Easter egg is disabled in password-protected servers.

Symbols and Mechanics

Tsaritsyn

Jjju-symbol-case.png

Inside a shop that has a sign with the writing Julian Manolov (In Cyrillic), the creator of this Easter egg, a skull along with the word 'CASE can be found.

Volga River

Jjju-symbol-bd.png

On the base of the flagpole at Objective A (Conquest), a skull along with the writing B [ ] D can be found. The scribbled out part is hiding the letter A, hinted by the actual placement of it (objective A).

Lupkow Pass

Jjju-symbol-lone.png

A lone skull can be found on a wall near Objective C (Conquest). Standing at one of the corners inside the nearby ruins will trigger a flashing glowing orb that contains the following message, in morse code:

TEST FAILED ANGELS LOOSE PROCTORS ... DEAD ... TRI ODIN(--.--) NOLX (---.)ETYRE ODIN(--.--) DWA

The words and unusual morse characters at the end are Russian morse for these numbers: 310412

Galicia

Jjju-symbol-fear.png

The third boxcar from the east contains a very small skull with the word FEAR under it. It's almost impossible to see without a light source and will disappear if the object it is on gets destroyed.

Brusilov Keep

Jjju-symbol-web.png

The western edge of the map, in the river, contains a downed tree with a skull and the word WEB under it.

Albion

Jjju-symbol-switch.png

Radio Tower Cases

A series of 9 metal cases, found around the radio antenna near Objective D (Conquest), are interactable when approached from a specific angle and height. A click sound is produced and can be pressed endlessly.

House Switch

Inside a house near Objective F (Conquest), hidden on the lower wall behind a chest of drawers, a skull along with an interactable switch can be found.

Lighthouse Switches

Mounted on the interior walls of the Lighthouse are 6 switches attached to light fixtures. They will disappear if any part of the Lighthouse is damaged.

Lanterns

The 6 houses in the area of the Lighthouse each contain a hanging lantern that can be broken to make each of the 6 Lighthouse switches interactable.

If you destroy any of the light bulbs inside the house marked in green in the image below, any hanging lanterns destroyed afterwards will not enable their corresponding Lighthouse switch.

LighthouseMapping.jpg

Combining the Clues

When the clue words from all skull locations are put together in an order defined by the 310412 numeric key the word Sworbe is produced, which is the name of the Objective (Conquest mode) that the Lighthouse is part of.

3 caSe

1 Web

0 0

4 feaR

1 B[]d (The scribbled out part in this clue is hiding the letter A, hinted by the actual placement of it being on the flagpole of Objective A)

2 dEad

When removing the letters making up the word Sworbe from each word clue, the sequence remaining becomes CAE EB FEA AD DAD. When inserting the 5-letter string from the morse code into the gap where the 0 lands, the 18-letter sequence created is the code needed to be inputted in the Lighthouse using the switches.

CAEEB#####FEAADDAD

Step by Step Guide

If you are having trouble at any stage of this Easter egg feel free to join the DiscordIcon.png BFEE Discord and ask for help in the relevant channel.

NOTE: Audacity has new owners who have apparently implemented an intrusive Privacy Policy on the latest version of the app, as such we suggest you download an older version of Audacity from "fosshub". Anything before Audacity version 3.0 should be fine, such as "version 2.3.3".

Check out this guide if you would like to know how to translate your morse code to text.

Radio Tower

  1. Press each of the 9 metal cases once, in any order.
  2. Press the hidden House Switch once.
  3. Press each of the 9 metal cases once, in any order.
  4. Press the House Switch 4 times.
  5. Go prone next to the radio tower's base and record your round-specific morse code.

NOTES

  • The goal of this step is simply to trigger morse. There isn't just one correct order/sequence of crates and switch interactions to trigger morse, the above is just a simple example of a foolproof method.
  • If you're looking at your morse code using a Spectrogram, the longer gap indicates the beginning of your 5-letter string.

AnEscalationMorseSample.png

Lighthouse

LighthouseMapping.jpg
  1. Break the 6 hanging lanterns mentioned earlier.
  2. Insert your 5-letter string obtained from the morse code inside this sequence: CAEEB#####FEAADDAD (Replace ##### with the 5-letter string)
  3. Input the resulting sequence into the lighthouse using the switches, with each letter in the A-F range mapped to each switch in order, from top to bottom. (Top switch is A, bottom switch is F)
  4. Once you press the final switch (D), all Lighthouse switches will no longer be interactable.
  5. When the Lighthouse switches are no longer interactable, a glowing cylinder attached to the big pulsating light at the top of the Lighthouse will become interactable, only for 1 minute after the Lighthouse switches have been deactivated. If you do not press this final button within the 1-minute time frame and the interaction prompt disappears, you will have to repeat the whole process in a new round.
  6. Once pressed, a smoke grenade will appear and you will hear the familiar ominous, confirming the successful completion of this puzzle.

IMPORTANT NOTE: Multiple people can unlock the skin in a single round. When the final button is pressed, it will remain interactable for another 5 seconds and anyone who interacts with it in time will receive the skin!


Reward

An Escalation

AnEscalationSkin.jpg

The reward for this Phase is the An Escalation skin for both variants of the M1917 MG weapon, with the familiar skull engraved on it.

The skin will not show up in your Inventory since only the skins unlocked through Battlepacks can be found there. You can equip it in-game or through the Customise Soldier tab in the main menu (or through the Companion app).

The numbers 0627 can be seen engraved on the ammo box of the weapon along with a series of morse code beneath them which translates to Unknowable.

AnEscalationSkinMorse.png

Additional Clues

When the Turning Tides - North Sea update was released at the end of January 2018, some additional clues were found on the map Heligoland Bight, part of this update, to help us solve the puzzle of this Phase. When a player has the Infiltrator elite kit equipped and stands still next to the bell on the Lighthouse, a variation of the familiar sound heard upon completion of the A Conflict Phase can be heard once again. Shortly after, a special morse code can be heard which translates to one of the messages written below. Seven different messages have been found so far.

(Only one of these messages can be heard in each round)


  • CODE COMBINED WITH THE LOCATION NAME THEN TEXT SPLIT IN SIX. A PIECE HIDDEN IN EACH ZONE. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue suggests that the location name, Sworbe, has been combined with the code and the resulting text has been split in six, with each piece (word clue) hidden in each zone (map).

  • USE THE NUMERIC KEY TO PUT THE PIECES IN ORDER AND SEPARATE THE LOCATION FROM THE CODE. GO TO LOCATION AND USE THE CODE. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue suggests that each piece (word clue) needs to be put in an order defined by the 310412 numeric key. The location part of the code is Sworbe, which then needs to be removed from it and the remaining sequence needs to be used at the Lighthouse which is part of the location Sworbe.

  • TO MAINTAIN SECURITY CHANGE THE THIRD ONE OFTEN. LOOK IT UP EVERY TIME YOU GET THERE. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue refers to the 3rd number of the 310412 numeric key, which is the number zero. We already know that the morse code from the radio tower is round-specific (meaning that it changes often), so this clue suggests that the 5-letter string from the morse code needs to be placed at the number 0 position.

  • THE LOCATION OF THE FIFTH ONE WAS CAREFULLY CONSIDERED. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue refers to the clue B[]D, suggesting that the scribbled out part is the letter A because of its placement on the flagpole of Objective A.

  • 18 TOTAL. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue refers to the code needed to be entered in the Lighthouse which contains 18 letters in total.

  • TOP TO BOTTOM. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue refers to the order of the letter-to-switch mapping in the Lighthouse.

  • AFTER YOU SEE YOU ARE DONE ENTERING THE CODE… HURRY. RELAY THIS MESSAGE TO OUR SIX OPERATIVES IN THE SNOWY REGIONS.

This clue refers to the 1-minute timeframe that the final button is active for.