Astra Malorum
An observatory on a floating skull in orbit, with a teleporter to a Martian temple. Outwit the unkillable sentinel O.S.C.A.R., free the second Shadowsmith, and beat the four-phase Caltheris.
Quick answers
Astra Malorum is a Black Ops 7 Zombies map set on an observatory orbiting a floating skull, with a teleporter to a Martian temple. Its 10-step main quest has you outwit the unkillable sentinel O.S.C.A.R., build the LGM-1 Wonder Weapon, and defeat the four-phase boss Caltheris. Expect 50–85 minutes; rated Hard and solo-capable.
Where is Pack-a-Punch on Astra Malorum?
Pack-a-Punch is in the Observatory Dome. Turn the power on at the Harmonic Oculus organ, collect its two missing components — a scroll piece in Machina Astralis and a part in the Luminarium — install both at the Dome, then hold a short defence while the machine arrives.
What is the Wonder Weapon on Astra Malorum?
The Wonder Weapon is the LGM-1. You build it by killing the sentinel O.S.C.A.R. three different ways — the Observatory sunbeam, the Luminarium laser trap and the Museum rocket trap — and whichever trap kill is your third pops out the LGM-1.
Who is the boss of Astra Malorum?
The boss is Caltheris, fought across four phases. Charge the pylon soul-boxes to fire the brain laser in phase one, strip his armour with an Ion sniper or Shatterblast to hit the crit spot in later phases, and in phase four never path through the purple electricity pools.
How do you kill O.S.C.A.R. on Astra Malorum?
O.S.C.A.R. cannot be killed permanently — he keeps returning stronger. For the quest you kill him three ways: lure him through the telescope sunbeam, into the Luminarium laser trap, and into the Museum rocket's exhaust with three Absolute Zero shards loaded. He cannot see or hear you from behind.
How many steps is the Astra Malorum main quest?
The Astra Malorum main quest is 10 steps and takes roughly 50–85 minutes, rated Hard and solo-capable for 1–4 players. Note there are no Max Ammo drops in the boss fight, so carry 15,000–20,000 points in for rebuys.
Map & Key areas
The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.
Crash SiteTap a category to show or hide it. Pinch or double-tap to zoom in — marker positions come from the official Call of Duty map data.
Observatory Dome
The Harmonic Oculus (organ) & telescope; Pack-a-Punch.
Luminarium / Machina Astralis
Harmonic Components; the cryopod & code machine.
Museum Infinitium
Speed Cola; the bonesaw and the rocket trap.
Archive of Orbis
Three statues & the book puzzle.
Mars
Teleporter arena — pillars, the Ascendant Eye, and the boss.
Steps at a glance
- Install both Harmonic Oculus parts → defence → Pack-a-Punch
- Collect the 3 LGM-1 parts and 3 Absolute Zero shards
- Kill Oscar three different ways: sunbeam, laser trap, rocket
- Follow a patrolling Oscar for the Elimination 20 monologue → planet code
- Cryo key → bone saw → extract the brain → 60-second lockdown
- Read Mars' DEC coordinates → note Thurston's reading list
- Rotate each library bust by its book count → take Neptune
- Find the 3 planet notes → aim the chandelier planets → teleport to Mars
- Shoot the 5 pylons in order and catch the bird → Ascendant Eye
- Note the organ's 5 symbols including the static → activate the pillars
- Boss: charge the pylons to fire the brain laser, then strip armour
- Phase 4 — never path through the purple electricity pools
Full walkthrough
Power the map and raise Pack-a-Punch
Open toward the Observatory Dome and interact with the Harmonic Oculus to turn the power on. You are then prompted to find two missing components: a scroll piece beside a dead zombie in Machina Astralis, and a second part beside a dead zombie in the Luminarium.
Install both at the Dome and hold a short defence while the Pack-a-Punch machine arrives.
Note on Cursed mode: Standard shows the steps on screen; Cursed gives you no guidance at all, so know the route before you attempt it there.
Loadout: the DS20 Mirage, Novaline or a kitted AR all work, with an Ion sniper as a secondary specifically to strip boss armour. Take Shatterblast for the boss and Deadshot’s armour-damage minor augment. There are no Max Ammo drops in the boss fight — only an ammo crate and one scripted power-up — so carry 15,000 to 20,000 points in for rebuys.
Gather the LGM-1 parts
Three build parts plus three shards. The UFO part requires Oscar — the robot mini-boss who spawns after power around round 7 or 8, emerging from the steam vents with a siren at the round start. He patrols like a sentry until aggroed.
Do not kill Oscar yet — you need him alive for the three trap kills, and you want the UFO shot off him first.
- Damaged UFO disc — shoot the small UFO flying around Oscar while he patrols
- Aberrant wires — find the one blinking lamppost among the dozen-plus around the map (it may look knocked over, or sit next to Wisp Tea) and shoot it a couple of times
- Old Tessie car battery — with a Pack-a-Punched weapon, shoot the front bonnet of Tessie in spawn. It pops open with the battery, and a zombie ambush spawns as you take it
- Three Absolute Zero shards — put Cryofreeze on a weapon at an arsenal machine, shoot the three purple aether crystals around the map, and collect each shard (tracked in the HUD)
Kill Oscar three different ways
One Oscar per trap, in any order — a fresh one spawns every couple of rounds. Whichever trap kill is your third pops out the LGM-1.
Sunbeam trap (PaP room): interact with the organ to play its tones, then shoot the six or seven steaming vents in sequence as the steam jumps between them — corners, pillars, and up on the balcony above Pack-a-Punch. It is on a timer; fail and you replay the organ to restart. Success gives a quote and the telescope moves. Interact with the viewfinder and drag the cursor onto the sun — Mars is the decoy. With Oscar in the room, exiting the viewfinder fires a laser through the telescope; walk him through it. Shooting his orbiting UFOs staggers him in the beam.
Laser trap (Luminarium): install the UFO disc, wires and battery into the trap to the right of the switch, lure Oscar in and activate it — the first use is free. A charging bar runs while the trap damages him; stay in the room and destroy the mini-UFOs that spawn around him until it completes.
Rocket trap (Museum Infinitum): with the three Absolute Zero shards, destroy Oscar’s UFOs, then interact with the back of the rocket to load the shards. A five-or-six-second countdown runs — keep Oscar standing in the exhaust at zero and he freezes.
The other guide: MrDalekJD counts only five steaming boxes in the sunbeam sequence.
Elimination 20 and the planet code
Wait for a fresh Oscar that is patrolling — yellow searchlight, not aggroed — and follow behind him with subtitles on while he plays back elimination recordings.
Listen for this exactly: at the playback of Elimination 20 he quotes Dr Fen and then names three planets. Note them in order — that is your code.
Convert them to each planet’s order from the sun, Mercury being 1 through Neptune at 8. Neptune, Mars, Jupiter would give 845. Enter it on the machine in the Observatory Dome.
Confirmation cue: the screen shakes with a character quote and a platform facing Pack-a-Punch lowers. Mantle up and take the cryo key beside the body.
Planet Code Calculator
Observatory Dome keypadThurston's recording names three planets. Pick them in the order spoken — each converts to its order from the Sun (Mercury 1 … Neptune 8) and the code updates live (each number is 2 digits, dash-separated).
O.S.C.A.R. Audio-Log Stopwatch
Elimination Twenty challengeThe trailing audio log plays for roughly 90–120 seconds. Start this when it begins so you know when to expect it to finish.
Extract the brain
Smash the glass cabinet in the Museum and take the bone saw. Then go to the cryopod room on the south side of Machina Astralis, open the chamber with the key, and hold interact to use the saw and remove the brain.
Oscar teleports in and attacks during the extraction — do not start it with him already breathing down your neck.
Place the brain in the jar in the Luminarium, then interact again to start a 60-second lockdown defending it from every side, Oscar included, with purple-eyed zombies streaming in. In co-op one player can pull the horde away entirely.
Confirmation cue: white flash — pick the jar up and carry it to the perfusion machine in Machina Astralis, the solar-system room, and hold interact to connect it.
Coordinates, reading list and busts
Mars coordinates. At the Observatory viewfinder, centre the cursor on Mars — its position randomises. The bottom-left box shows a four-digit DEC value. If it reads as three digits, such as 57° 5', the number is 5705 — the zero is added. Enter it at the opened box one floor up in Machina Astralis for “coordinates accepted”.
Reading list. The screen left of the brain machine flashes book titles, three to six of them, randomised per game. Note the full list.
The busts. In the Archive of Orbit, three statue busts are each tied to a set of bookshelves, colour-coded by wall. Interacting with a shelf names its book. For each bust, count how many of your list’s books sit on its shelves, then rotate that bust exactly that many times.
Do the whole sequence fast. MrDalekJD reports needing it within about 15 seconds of a round starting, one attempt per round; MrRoflWaffles allows three mis-inputs before the busts lock until next round. Either way, work out your counts before you touch anything.
Confirmation cue: the hatch above the ladder opens. Climb up, take the Neptune planet and install it on the empty prong on the top floor of Machina Astralis.
Statue / Book Puzzle Solver
Archive of OrbisDr. Thurston's reading list flashes some book titles. Tick the ones that appeared — each book belongs to a fixed statue, so the solver counts them and tells you how many times to turn each statue. You have ~15 seconds to do all three, so use quick taps.
Tick each book that appeared on the reading list:
- The Musica Universalis
- The Black Veil
- The Moon Directive
- Ash and Bones
- Echoes of Andromeda
- The Unknownable Void
- Pyramids of Cynodia
- Silence at Singularity
- Witchlight Codex
Statue 2: turn 0 times
Statue 3: turn 0 times
A statue with 0 matches isn't turned.
Mars Declination Code
Telescope → Machina AstralisPoint the telescope at Mars and read the DEC value bottom-left (degrees and arcminutes). Enter them to get the 4-digit code for the machine on the Machina Astralis west railing.
Align the planets and reach Mars
Find three notes, each pairing a planet with a compass direction. They sit on the table in Machina Astralis (Saturn), the table in the Archive of Orbit (Mars), and the table against the wall in the Luminarium laser-trap room (Neptune). The directions randomise per game.
In the solar-system room, the chandelier doubles as a compass with the directions marked. Shoot each hanging planet — Saturn is the big ringed one, Mars the medium red, Neptune the blue — until it points at its noted direction.
If a planet will not move, you are shooting the wrong one. Nudge with extra shots until it sits clean on the bearing.
Interact with the brain machine — the teleporter ring floats up and a lockdown begins. Expect roughly 90 seconds against an immune Oscar with infinite zombies, and UFO volleys fired at the central structure that you need to shoot down, each announced by a sound cue.
Confirmation cue: “the red planet is yours” — everyone teleports to Mars.
Planet Directions Summary
Mars — compass stepSet the compass direction shown for each planet in-game — they collect here so you can read all three at a glance instead of flicking between them.
♆ Neptune: —
♄ Saturn: —
Mars — catch the Ascendant Eye
Pick up the brain jar that falls as a canister on the lower level, carry it upstairs, place it on the machine and hold interact again to craft it in — a quote about a missing component plays first.
React immediately to the odd sound. After Thurston says “that’s odd”, run straight to the back window of Mars with a long-range weapon.
Shoot the metal pylons outside in order: back-right, back-left, front-right, front-left. Then turn 180° and shoot the pylon above the machine. A tiny flying bird zips between the pylons as each lights up, drawing it into the map.
Catching it: wait for low gravity, keep re-shooting the rear pylon so it does not fly off, and when it swoops low jump and hold interact mid-air — from Thurston’s top platform if you need the height. That gives you the Ascendant Eye.
Place the eye in the pyramid slot on the right side of Mars.
Organ symbols and the five pillars
Back on Earth, interact with the organ in the Observatory. The display flashes five symbols — four visible plus one interference tone. Rewatch it as many times as you need, and record both the sequence and which position the static occupied.
On Mars, the LGM-1 holder shoots the antenna tops of all five pillars — one in a corner, two upstairs by the teleporter, two bottom-left. UFOs orbit the antenna, it spins, a tone plays, and all pillar bases then glow dull blue.
The trick: the pillar-base glyphs are stylised variants of the screen glyphs, and the static position is the pillar whose symbol never flashed — you identify it by elimination.
Timed from the first activation. A wrong pillar flashes red; three mis-taps and you wait for the next round.
Confirmation cue: a rising tone per pillar, then a white flash — the boss is available.
Mars Symbols Order Tracker
Observatory Oculus → Mars pillarsThe five symbols appear one way on the Observatory Oculus (the gold discs you tap here) and a different way on the Mars pillars (the line versions shown in the result). Read the order on the Oculus, tap the gold discs in that order, and the Mars-pillar sequence to activate builds live. One Oculus slot sits static/blank — the symbol you never tap is that missing one, done last by elimination.
Boss fight — Caltheris
Hold interact on the brain jar to vote in.
Phase 1 — energy form. Kill zombies anywhere in the arena to charge the pylon soul-boxes at the edges: right pylon first, then left, then both at once. When a pylon is lit blue, go upstairs and hold interact on the brain to fire a laser taking roughly a quarter of the boss’s health. His attack is tracking lasers on every player — keep moving, and in co-op everyone must run the same direction so you do not cross each other’s trails. The third sequence adds acid gas flooding the ground floor — stand upstairs or in the centre circle until it clears — plus lava patches.
Phase 2 — physical form. A bullet sponge. Strip the armour with the Ion sniper or Shatterblast to expose a glowing blue crit spot; hit markers turn yellow when you are on it. He throws rocks at a single player — break line of sight and the boulder shatters mid-air — and closes in to box you, so keep distance and keep circling.
Phase 3 — Ascendant. Same loop plus a ground slam: he stops moving and leans back as the tell, and you jump as it lands or it strips every armour plate. There is an armour wall at the top of the stairs selling a full set for 10,000.
Phase 4 — the Needle. The brain jar drops a 60-second power-up giving max ammo, a full field upgrade and effectively infinite equipment — save it and spam equipment while it runs. The rocks are now electrified and their impact points leave dark purple electricity pools that are near-guaranteed downs. Never path through them. In co-op, group in the middle and chain Group Shroud, refreshing with Power Keg or Raindrops, and unload on the crit spot.
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
“Magic”
Avenged Sevenfold. 3 Mister Peeks headphones: display case in Machina Astralis, bottom shelf left of the Luminarium exit, and on Mars (left of the main structure).
- Interact with 3 Mister Peeks headphones, in any order
- Machina Astralis — inside a glass display case, between the ammo cache and the Arsenal
- The Luminarium — on the bottom shelf of the bookshelf by the door to the Observatory Dome (crouch to reach)
- Mars — along the southern wall; needs the main quest ~half done, then take the left-side stairs down
- 'Magic' by Avenged Sevenfold plays
“Pareidolia” (Shangri-La)
Wall-jump off the floating rock beside Wisp Tea to drift through space with the remixed Pareidolia playing (repeatable — and the first ride lets you grab Ol' Tessie's DG-2 turret). Stare at the giant Mars statue head for the original version.
- A nod to the theory that Shangri-La sits on Mars
- Original 'Pareidolia' — on Mars, aim at the giant head statue on the hill for a few seconds
- Remixed 'Pareidolia' — by Wisp Tea, throw an explosive at the big floating asteroid, then wall-jump onto the broken chunk to drift into space; the remix plays during the ride (and nets the DG-2 Turret the first time)
Skull memory game
Shoot 5 skulls around the map with a Pack-a-Punched weapon and collect them, place them on the Machina Astralis desk, then shoot them back in the order they float. Rewards a Random Perk power-up for the whole team.
- Pack-a-Punch any weapon first — skulls only activate to PaP'd shots
- Skull 1: Museum Infinitum — display case behind Speed Cola
- Skull 2: The Luminarium — floor by the crumbled red brick wall
- Skull 3: Stargazer's Courtyard — hole in the floor left of the Ammo Crate
- Skull 4: Machina Astralis — open cabinet on the north wall, opposite the Arsenal
- Skull 5: The Veilwalk — by the red brick wall near the Archive of Orbis door
- Shoot each until purple, pick up, place all on the Machina Astralis desk (red circles)
- Interact — they float one at a time; shoot them back in that order for a team-wide Random Perk
Gramophone music discs
Three music discs (e.g. the Museum Infinitum wall-jump pillar) each start a kill challenge at a gramophone; succeed for a free Mystery Perk each — fail and you get salvage instead.
- Each gramophone needs its vinyl disc first; playing it starts a song during which you get kills to drop a Mystery Perk
- Museum Infinitum: wall-jump to the disc on the west pillar, then play the gramophone by the Carbon 57 wall-buy and get melee kills
- The Luminarium: take the disc from the east-wall shelf, play the gramophone by the Energy Rock case and get kills
- Archive of Orbis: find the disc in the NE box by the clock, play the gramophone opposite Stamin-Up and get equipment kills (Semtex works)
Nikolai's Easter Egg
Throw Molotovs at 3 dirt piles in the Abyssal Rim, follow the fiery footprints to a toy goat and complete the quest for legendary-tier loot.
- Play as Nikolai and get three Molotovs (buyable ~350 salvage at a crafting table)
- By the Abyssal Rim ammo box, throw a Molotov on the dirt pile under the lamp post
- Follow the flaming footprints to the base of the stairs and throw the second Molotov
- Follow them up the stairs and throw the third — a cutscene plays with the toy goat
- Reward: an armour plate, a Molotov and an Akita shotgun
Ghost twins
On a Ravager round, interact with the twin display case in the Museum Infinitum to trigger the ghost twins encounter.
- On a Ravager round, interact with the twin display case right of the big window in the Museum Infinitum
- Then listen at the other display cases for one playing eerie sounds and interact with it
- Repeat the listen-and-interact step on the next two rounds (three total)
- The twins appear on the map — approach for a free Cryo Freeze ammo mod, then more loot each round after
Interactive solvers
Every solver for Astra Malorum, in the order you meet them. Each also appears inside its step in the walkthrough above — use whichever is handier. Browse every Zombies solver →
Planet Code Calculator
Observatory Dome keypadThurston's recording names three planets. Pick them in the order spoken — each converts to its order from the Sun (Mercury 1 … Neptune 8) and the code updates live (each number is 2 digits, dash-separated).
O.S.C.A.R. Audio-Log Stopwatch
Elimination Twenty challengeThe trailing audio log plays for roughly 90–120 seconds. Start this when it begins so you know when to expect it to finish.
Statue / Book Puzzle Solver
Archive of OrbisDr. Thurston's reading list flashes some book titles. Tick the ones that appeared — each book belongs to a fixed statue, so the solver counts them and tells you how many times to turn each statue. You have ~15 seconds to do all three, so use quick taps.
Mars Declination Code
Telescope → Machina AstralisPoint the telescope at Mars and read the DEC value bottom-left (degrees and arcminutes). Enter them to get the 4-digit code for the machine on the Machina Astralis west railing.
Planet Directions Summary
Mars — compass stepSet the compass direction shown for each planet in-game — they collect here so you can read all three at a glance instead of flicking between them.
Mars Symbols Order Tracker
Observatory Oculus → Mars pillarsThe five symbols appear one way on the Observatory Oculus (the gold discs you tap here) and a different way on the Mars pillars (the line versions shown in the result). Read the order on the Oculus, tap the gold discs in that order, and the Mars-pillar sequence to activate builds live. One Oculus slot sits static/blank — the symbol you never tap is that missing one, done last by elimination.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. Each weapon lists a full recommended attachment build and the perks to pair with it, every perk shown with its Major and Minor augment. Push weapons to Legendary rarity and Pack-a-Punch; augment/attachment metas shift with balance patches, so treat these as a strong current baseline.
Kogot-7 (Akimbo SMG)
Boss & O.S.C.A.R.+The Season-1 meta gun. Its DPS chews through O.S.C.A.R.'s huge health pool and melts Caltheris. PaP + Legendary with Deadshot, Double Tap and Death Perception.
Attachments
- OpticEAM Dyad xL
- MuzzleHawker Ported Comp
- Barrel10.2" TZ-Incisor Barrel
- MagazineVex Expanse Mag
- Fire ModsBuffer Spring
- Rear GripRhinebeck Grip
- StockMFS Kogot-7 Akimbo
- LaserConvergence Box Laser
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Deadshot DaiquiriMajorDead Head — bigger critical-damage bonusMinorDead Break — more damage to armour
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Death PerceptionMajorSixth Sense — see enemies behind, less rear damageMinorHidden Gems — see nearby loot through surfaces
XR3 Ion (Legendary · PaP III)
Burst damage+Elite-level burst that outperforms most rifles in the boss fight — the Vulcan Minigun conversion focuses O.S.C.A.R. and the phase weak-points. Recoil grip + fast handling. Both creators actually reach for the Novaline marksman rifle here — the budget bullet alternative to the Kogot-7 and XR3, and a better fit for Astra’s long sightlines.
Attachments
- MuzzleMFS 3x3 Compensator
- Barrel15" Fringe Barrel
- UnderbarrelXR-3 Ion Vulcan Minigun (conversion)
- Fire ModsAccelerated Recoil System
- Rear GripXR-Initialize Grip
- StockExposed-73 Stock
- LaserConvergence Box Laser
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Deadshot DaiquiriMajorDead Head — bigger critical-damage bonusMinorDead Break — more damage to armour
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Death PerceptionMajorSixth Sense — see enemies behind, less rear damageMinorHidden Gems — see nearby loot through surfaces
LGM-1 (Wonder Weapon)
Situational / adds+The quest weapon: fires UFO drones that zap zombies. Handy for crowd tagging, but its damage is modest — lean on the Kogot/XR3 for O.S.C.A.R. and the boss.
Attachments
- —Wonder Weapon — no Gunsmith attachments
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Elemental PopMajorRainbow Pop — triggers the enemy's weakness elementMinorVulnera Bean — more elemental-weakness damage
- Quick ReviveMajorEquivalent Exchange — kill enemies to self-revive (x3)MinorSlow Death — longer last-stand timer
Recommended kit & gum picks
The recommended kit for this quest. There are no Max Ammo drops in the Caltheris fight — only an ammo crate and one scripted power-up — so farm points first and carry 15,000 to 20,000 in for wall-armour rebuys. Armour destruction is the fight's core mechanic. Weapons are in Recommended loadouts above.

Aether Shroud
Afterimage decoy for the Oculus repair, the Mars portal and the Caltheris fight.

Frenzied Guard
Pull aggro and repair armour on kills for the lockdown and pillar steps.

Dead Wire
Chain lightning to stun and strip O.S.C.A.R. and the Mangler crowds.

Napalm Burst
Burning area damage for the packed observatory lanes.

Brain Rot
Turns a zombie into an ally to hold a lane during the book puzzle.

Shatter Blast
Armour destruction is the core mechanic of the Caltheris fight — MrRoflWaffles rates this over everything else for phases 2 to 4.

Molotov
A fire pool for chokepoints and the pillar holds.

Monkey Bomb
Distraction bait during the coordinate and Ascendant-Eye steps.

Perkaholic
UltraEvery perk at once.

Aftertaste
RareKeep your perks after a revive.

Armor Gettin'
LegendaryFull 3-plate armour vest with plates.

Free Fire
EpicNo ammo for 60s on Caltheris.

Dead Drop
EpicMore salvage and equipment for ~5 min.

Shields Up
RareRefills armour at 2× strength for 3 min — the gum both creators bring on every map, and blue rarity so you will actually have it.

Phoenix Up
LegendaryRevive with perks intact — MrDalekJD wants anything that keeps your perks through the Caltheris phases.

Perkaholic
UltraFull perks for whoever pops it.

Nowhere But There
EpicTeleport to a downed team-mate and revive nearby.

Aftertaste
RareKeep perks through a down during the boss.

Power Vacuum
EpicPower-ups spawn more often for ~5 min.

Free Fire
EpicNo ammo for 60s on the boss.
Per-map augments
The Major + Minor augment to run on each core perk for this quest. BO7 gives 4 Major and 4 Minor options per perk — a different set from BO6, so don't cross them. Picks are tuned to this map's boss and steps; augments unlock at Level 11 and metas shift with patches, so treat as a strong baseline. Per-map augment recs are ground no competitor covers.
Reactive ArmorMinor
Durable Plates
Phantom ReloadMinor
Quick Swap
Dead AgainMinor
Dead Break
Guns UpMinor
Hot Foot
PhD SliderMinor
Tribologist
Dying WishMinor
Slow DeathCalling cards on this map
Cosmetic calling cards you can earn on this map. ⏳ marks time-limited main-Easter-Egg cards — miss the window and they're gone for good. Global Dark Ops challenge cards are in the reference section below.
Main-quest completion card
Main EEComplete the Astra Malorum main quest.
Exact card name not yet confirmed.
⏳ Time-limited — only awarded if you finish before Directed Mode is added for this map; permanently missable afterwards.
GobbleGum reference — Black Ops 7
Black Ops 7's 52 GobbleGums: the 11 BO7-only gums (shown first) plus all 41 that carry over from Black Ops 6. Spare gums crush for Essence. Filter by rarity.

Aftertaste
RareKeep your perks after being revived.

Turncoat
RareNearby zombies are charmed. (Season 2 Reloaded)

Requipment
EpicEquipment slots refill over time for 5 min.

Power Vacuum
EpicPower-ups spawn more often for 5 min.

Elemental Exposure
EpicWeapons always hit the elemental weakness for 3 min. (Season 1)

Round Off
LegendaryThe round can't advance for 2 rounds.

Armor Gettin'
LegendaryA 3-plate armour vest plus full plates.

Hellping Hound
LegendarySummons a friendly Hellhound that follows and fights alongside you for 5 min; in Dead Ops Arcade it spawns three Hellhounds to fight for you for one round. (Season 4 Reloaded)

Gift Card
Ultra+30,000 Essence.

Fully Packed
UltraInstantly upgrades your current weapon to Pack-a-Punch Level III. In Dead Ops Arcade it grants a tactical armour vest with full plates instead. (Season 5 Reloaded)

Slaylist
WhimsicalPlays a random Zombies song. (Season 1)

Kill Joy
RareDrops an Insta-Kill.

Cache Back
RareDrops a Max Ammo.

Temporal Gift
RareYour next timed power-up lasts longer.

Stock Option
RareAmmo drawn from your stockpile for 60s.

Anywhere But Here
RareRandom teleport plus a concussive blast.

Arsenal Accelerator
RareFaster Field-Upgrade charge for 5 min.

Shields Up
RareRefill armour at 2× strength for 3 min.

Power Keg
RareDrops a Full Power power-up. (Season 1)

Tactical Diffusion
RareNext Nuke is disabled and pays +2,000 Essence. (Season 3)

Respin Cycle
EpicRespin the Mystery Box to an equal or higher rarity.

Who's Keeping Score?
EpicDrops Double Points.

Free Fire
EpicNo ammo consumed for 60s.

Exit Strategy
EpicInstant exfil vote with fewer spawns.

Profit Sharing
EpicShare Essence with nearby players for 2 min.

Soda Fountain
EpicYour next perk buy grants +1 random perk.

Nowhere But There
EpicTeleport to a downed player and revive nearby.

Dead Drop
EpicIncreased salvage and equipment drops for 5 min. (Season 2)

Explosive Flourish
EpicEach reload triggers an explosion for 2 min. (Season 4)

Idle Eyes
LegendaryZombies idle for 30s.

Wall Power
LegendaryYour next wall-buy comes Pack-a-Punched.

Immolation Liquidation
LegendaryDrops a Fire Sale.

Phoenix Up
LegendaryRevive all downed players, perks kept.

On the House
LegendaryDrops a Random Perk power-up.

Wall To Wall Clearance
LegendaryWall-buys cost 10 Essence for 30s.

Crate Power
LegendaryYour next box gun comes Pack-a-Punched.

Modified Chaos
LegendaryReduced Ammo-Mod cooldowns for 2 min. (Season 2)

Support Group
LegendaryGrants an ARC-XD, Mangler Cannon, Sentry and Mutant Injection. (Season 3)

Flavor Hex
LegendaryGrants a random Ultra gum. (Season 4)

Perkaholic
UltraEvery perk on the map at once.

Wonderbar!
UltraYour next box spin is a Wonder Weapon.

Near Death Experience
UltraProximity revive with perks for 3 min.

Reign Drops
UltraDrops all core power-ups at once.

Hidden Power
UltraYour held weapon becomes Legendary rarity.

Time Out
UltraClear all enemies and end the round for 3 min. (Season 1)
Newtonian Negation · Indiegestion · Holiday Cheer · Quacknarok · Die Pitched · Rainburps · Jacked Lanterns
Whimsical7 cosmetic seasonal gums — flair only, no gameplay effect.
Field Upgrade reference (Black Ops 7)
Black Ops 7's 9 Field Upgrades — charged by kills, each augmentable at Level 11 (one Major + one Minor, plus an extra Minor slot). Six shipped at launch; Tesla Storm, Frost Blast and Mister Peeks returned in Season 1. The carried-over field upgrades reuse and extend Black Ops 6's augment options (see the BO6 reference above); BO7's full, distinct per-augment names aren't yet reliably published, so they're not itemised here rather than shown incomplete (honesty over guesswork — §11).

Energy Mine
A proximity energy explosion.

Frost Blast
A frost AoE that slows enemies.

Healing Aura
Instant heal beams (also revives teammates in BO6/BO7).

Aether Shroud
Phase out of enemy detection.

Tesla Storm
Lightning links players, stunning and damaging enemies.

Frenzied Guard
Repair armour and taunt enemies; kills repair your armour.

Toxic Growth
Thorn vines that slow and damage.

Dark Flare
A penetrating shadow beam.

Mister Peeks
Summons a decoy that attracts and attacks enemies. (BO7 new)
Dark Ops & mastery cards (Black Ops 7)
Global ‘Dark Ops’ challenge cards plus mastery/prestige — earnable on any map. Filter by category.

Another Round
Dark OpsReach Round 100.

The One
Dark OpsReach Round 999.

Anathema
Dark OpsEliminate 1,000,000 zombies.

Social Distancing
Dark OpsReach Round 20 without taking damage.

Invincible
Dark OpsSurvive to Round 50 without going down.

Armed to the Teeth
Dark OpsHold 3 Pack-a-Punch-III Legendary weapons with ammo mods and 8 perks.

Box Addict
Dark OpsBuy 30 Mystery Box weapons in a single match.

Harbinger of Doom
Dark OpsKill 100 zombies with a single Scorestreak.

The Usual, Please
Dark OpsDrink Jugger-Nog 20 times in a single match.

New Main
Dark OpsKill 1,000 zombies with each of the 8 dedicated Crew Operators.

Action Hero
Dark OpsKill 100 zombies without reloading.

Martial Artist
Dark OpsReach Round 50 using only melee and Combat Axes.

Ready for Publishing
Dark OpsFully research all Augments.

Countdown
Dark OpsKill an Elite by launching it with a jump pad.

Ingenuity
Dark OpsReach Round 50 with the Dragon Wings + Lawyer's Pen relics active.

Zombies Dark Ops Master
MasteryComplete 15 Zombies Dark Ops challenges.

Force Multiplier / Dead Set
PrestigeReach Prestige (harder at higher prestiges).
Intel
11 pieces — 4 Audio Logs, 3 Documents, 4 Artifacts. Each piece is 1,000 XP; all 11 award 10,000 XP and the Astra Malorum Intel calling card.
Audio Logs 4
Fools
The Luminarium (Jugger-Nog / trap room) — on a shelf on the south wall.
Planets
Observatory Dome — NW corner, on a shelf.
Robotics
Machina Astralis (Mystery Box floor) — cabinets on the NE wall of the circular room.
Dual Functions
The Veilwalk (Mule Kick) — inside the gazebo, facing the west wall.
Documents 3
Immense Power
The Luminarium — shoot the ceiling planets in order out from the Sun (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune); Pluto then drops and smashes to give it.
Eventful
Archive of Orbis (Stamin-Up) — shoot the stack of papers on the central table.
Their Town
Abyssal Rim (Wisp Tea) — between Wisp Tea and the ammo crate, look down off the west cliff toward Saturn and crouch-interact so you don't fall.
Artifacts 4
Damaged Drone
Shoot one of O.S.C.A.R.'s shield drones, then pick it up when it drops.
LGM-1
Complete the LGM-1 wonder-weapon quest.
Perfusion Machine
After getting Dr. Thurston's Brain and clearing the Luminarium lockdown, pick up the Perfusion Machine holding the brain.
Ascendant Eye
On Mars — summon it via the off-map pylons, freeze it by shooting the orb above the temple, then use anti-gravity to jump and grab it.
Cursed Mode relics
Cursed Mode is BO7's hardest mode; relics are pure curses (no buff) that bank points toward the Cursed Tiers — Grim → Golden Armor, Sinister → Ultra rarity, Wicked → Pack-a-Punch Tier IV. Unlock Cursed Mode by beating the Ashes of the Damned quest and opening its Mysterious Object; equip Astra's relics by completing the Astra Malorum Easter egg (two also need Mars access, granted by that quest). Each relic: satisfy its condition, Mr. Peeks laughs, a portal spawns (green/orange/red by tier), clear its Trial to claim it — Grim from round 20, Sinister 40 (Tier 1+), Wicked 60 (Tier 2+). Astra has 6, two per tier. Steps below are community-sourced (mainly GameRant); higher-tier ones are still being verified.
Seed Relic
Curse: The Mystery Box is disabled — you're limited to wall-buys.
- Reach round 20+. Pick up a grey-rarity pistol (Jager 45, Velox 5.7 or Coda 9) off the ground in the Observatory Dome, the Luminarium, the Archive of Orbis or Machina Astralis.
- Get kills equal to the current round with it, without Pack-a-Punching or upgrading its rarity, then switch weapons.
- Take the green portal on the Observatory Dome north wall.
- Trial: you get only a Pack-a-Punched pistol — 2 zombie waves + 2 Shock Mimic HVT waves.
Gong Relic
Curse: Your Field Upgrade starts full but only ever recharges from a Full Power power-up.
- Reach round 20+. Equip Tesla Storm + Dead Wire (avoid lethal augments).
- Each round, find the lightning-rod special zombie and hit it with the Dead Wire + Tesla Storm combo at three doorways to light their bulbs: Observatory Dome (east door to Veilwalk), Archive of Orbis (south door to Machina Astralis), Luminarium (east door to Stargazer's Courtyard).
- Take the green portal at the Observatory Dome entrance (NE, by a broken pillar).
- Trial: only electric damage kills (M34 Novaline) — Uber Klaus + an HVT Uber Klaus.
Spider Fang Relic
Curse: Perk-machine prices never drop — they stay at full price.
- Reach round 40+ on Tier 1+. Equip Wisp Tea, a Melee Macchiato melee weapon (Tier 3 PaP, Legendary) and Aether Shroud (Afterimage).
- Melee-kill the O.S.C.A.R. mini-boss while Wisp Tea is targeting him.
- Take the orange portal on the Archive of Orbis west wall.
- Trial: all perks disabled — 5 waves (HVT Uber Klaus wave 2, HVT O.S.C.A.R. wave 5).
Matryoshka Doll Relic
Curse: Salvage drop rates are halved.
- Reach round 40+, carry C4, and have Mars access (from the main EE).
- On Mars, at the central circular altar, rack up ~50+ C4 kills inside the circle.
- Take the yellow portal on the Machina Astralis south wall (cryopod area).
- Trial: enemies only die while your Field Upgrade is active (Frenzied Guard + Frenzy Fire) — Shock Mimic HVTs, O.S.C.A.R. HVT on wave 5.
Golden Spork Relic
Curse: Enemies deal double damage.
- Reach round 60+ with the main EE done and Mars access. Get the Mangler Cannon scorestreak.
- Fire the Mangler Cannon into the Mars teleporter, then teleport back — the shot lands in the red ritual circle (Machina Astralis, north of the portal) within ~10s. Kill 10+ zombies there.
- Take the green portal at the Crash Site, left of Quick Revive.
- Trial: hip-fire kills only — 6 waves, HVT Uber Klaus + HVT O.S.C.A.R.
Civil Protector Head Relic
Curse: Perk decay — you lose a perk every 100 kills.
- Reach round 60+ on Tier 2+. In Museum Infinitum, read the four corner chandeliers' lit-candle counts.
- Use the Energy Mine Field Upgrade by Ol' Tessie at the Crash Site — Tessie's lights flash a sequence (front lights = A/B, back = C/D).
- Extinguish the candles with PhD Flopper dives in that decoded order.
- Take the green portal at the Crash Site, by the Rampage Inducer.
- Trial: every zombie is a super-sprinter — HVT Uber Klaus + O.S.C.A.R. (The candle-sequence method is community-reported — verify.)
Common Astra Malorum questions
Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.
Where are the LGM-1 parts on Astra Malorum?
Three parts plus three shards. Shoot the small UFO orbiting Oscar for the damaged disc; shoot the one blinking lamppost among the dozen for the aberrant wires; shoot Old Tessie's front bonnet in spawn with a Pack-a-Punched weapon for the car battery; and put Cryofreeze on a weapon to shoot the three purple aether crystals for the Absolute Zero shards.
What is the planet code on Astra Malorum?
Follow a patrolling Oscar with subtitles on until he plays back Elimination 20 — he quotes Dr Fen and names three planets. Convert each to its order from the sun (Mercury 1 through Neptune 8) — Neptune, Mars, Jupiter gives 845 — and enter it on the machine in the Observatory Dome. The planet-code calculator does the conversion.
How do you solve the statue and book puzzle on Astra Malorum?
Note the reading list flashing on the screen left of the brain machine. In the Archive of Orbis, each of the three busts is tied to a set of shelves; count how many of your list's books sit on its shelves and rotate that bust exactly that many times. Work out the counts before you touch anything — it is one attempt per round.
How do you catch the Ascendant Eye on Astra Malorum?
On Mars, shoot the metal pylons outside in order — back-right, back-left, front-right, front-left — then turn 180° and shoot the pylon above the machine. A tiny bird zips between them; wait for low gravity, keep re-shooting the rear pylon, and jump and hold interact mid-air when it swoops low.
How do the five pillars work on Astra Malorum?
The Observatory organ flashes five symbols — four visible plus one interference tone. Shoot the antenna tops of all five Mars pillars so their bases glow; the static position is the pillar whose symbol never flashed, identified by elimination. It is timed from the first activation, and three mis-taps lock it until next round.
What is the Astra Malorum song?
The song is 'Magic' by Avenged Sevenfold — interact with three Mister Peeks headphones (a display case in Machina Astralis, the bottom shelf left of the Luminarium exit, and one on Mars). There is also a 'Pareidolia' remix: wall-jump off the floating rock beside Wisp Tea to drift through space.
What is the Mars declination code on Astra Malorum?
At the Observatory viewfinder, centre the cursor on Mars — its position randomises — and read the four-digit DEC value in the bottom-left box. If it shows three digits, such as 57° 5', the number is 5705 with the zero added. Enter it at the opened box one floor up in Machina Astralis.
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.