Astra Malorum — Black Ops 7 Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, best GobbleGums, per-map augments, calling cards, interactive solvers, side Easter eggs & songs, boss strategy · Hard, ~50–85 min.

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Black Ops 7 · 2025

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.

Released Season 1 · 2026 Wonder Weapon: LGM-1Enemy: O.S.C.A.R.Boss: Caltheris
HardEst. time50–85 minPlayers1–4 (solo-capable)
How this guide was verified · method
BasisCross-checked against multiple published guides and the community wikiSources cross-checked3Solonot separately documentedCo-opdocumentedLast reviewed15 Jul 2026

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.

Astra Malorum map layoutCrash SiteAmmo CacheWall Buy (Jäger 45)Quick ReviveGobbleGum MachineMystery BoxThe LuminariumJugger-NogAmmo CacheArsenalWall Buy (M34 Novaline)Stellar Dissector TrapMystery BoxMuseum InfinitumWall Buy (Carbon 57)Speed ColaAmmo CacheCrafting TableExfilMystery BoxStargazer's CourtyardAmmo CacheExfilApogee Annihilator TrapArmor VestWall Buy (XM325)Mystery BoxGobbleGum MachineMachina AstralisAmmo CacheArsenalAmmo CacheArmor VestWall Buy (Akita)Stamin-UpMystery BoxAmmo CacheWall Buy (Shadow SK)Mystery BoxWisp TeaArmor VestCrafting TableAmmo CacheMule KickExfilObservatory DomePack-A-PunchWall Buy (X9 Maverick)Fast TravelAmmo Cache

Tap 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

  1. Install both Harmonic Oculus parts → defence → Pack-a-Punch
  2. Collect the 3 LGM-1 parts and 3 Absolute Zero shards
  3. Kill Oscar three different ways: sunbeam, laser trap, rocket
  4. Follow a patrolling Oscar for the Elimination 20 monologue → planet code
  5. Cryo key → bone saw → extract the brain → 60-second lockdown
  6. Read Mars' DEC coordinates → note Thurston's reading list
  7. Rotate each library bust by its book count → take Neptune
  8. Find the 3 planet notes → aim the chandelier planets → teleport to Mars
  9. Shoot the 5 pylons in order and catch the bird → Ascendant Eye
  10. Note the organ's 5 symbols including the static → activate the pillars
  11. Boss: charge the pylons to fire the brain laser, then strip armour
  12. Phase 4 — never path through the purple electricity pools
O.S.C.A.R. can't be killed for good — he keeps returning stronger. He can't see or hear you from behind, so you can trail him safely for the recording step.

Full walkthrough

0% complete
1
Observatory Dome

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.

2
Around the map, after power

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)
3
Sunbeam · laser trap · rocket

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 sunMars 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.

4
Follow a patrolling Oscar

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 keypad

Thurston'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).

Planets in spoken order:
Enter 01-01-01 on the Observatory Dome keypad to open the lift.
☿ Mercury = 1♀ Venus = 2♁ Earth = 3♂ Mars = 4♃ Jupiter = 5♄ Saturn = 6♅ Uranus = 7♆ Neptune = 8

O.S.C.A.R. Audio-Log Stopwatch

Elimination Twenty challenge

The trailing audio log plays for roughly 90–120 seconds. Start this when it begins so you know when to expect it to finish.

0:00
Expect it to finish after 1:30.
5
Museum → cryopod room → Luminarium

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.

6
Observatory → Archive of Orbit

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 Orbis

Dr. 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:

Statue 1
  • The Musica Universalis
  • The Black Veil
  • The Moon Directive
Statue 2
  • Ash and Bones
  • Echoes of Andromeda
  • The Unknownable Void
Statue 3
  • Pyramids of Cynodia
  • Silence at Singularity
  • Witchlight Codex
Statue 1: turn 0 times
Statue 2: turn 0 times
Statue 3: turn 0 times
A statue with 0 matches isn't turned.

Mars Declination Code

Telescope → Machina Astralis

Point 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.

Enter 00 00 (4-digit code 0000) into the Machina Astralis machine.
7
Machina Astralis chandelier

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 step

Set 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:
♆ Neptune:
♄ Saturn:
♂ Mars:
♆ Neptune:
♄ Saturn:
8
Mars back window

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.

9
Observatory organ → Mars pillars

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 pillars

The 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.

Tap the gold Oculus symbols in the order shown. The line version below each is how it looks on the Mars pillars.
Order: none
Tap the gold Oculus symbols in the order shown to build the Mars-pillar sequence.
10
Four phases

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.

Song

“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).

  1. Interact with 3 Mister Peeks headphones, in any order
  2. Machina Astralis — inside a glass display case, between the ammo cache and the Arsenal
  3. The Luminarium — on the bottom shelf of the bookshelf by the door to the Observatory Dome (crouch to reach)
  4. Mars — along the southern wall; needs the main quest ~half done, then take the left-side stairs down
  5. 'Magic' by Avenged Sevenfold plays
Song

“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.

  1. A nod to the theory that Shangri-La sits on Mars
  2. Original 'Pareidolia' — on Mars, aim at the giant head statue on the hill for a few seconds
  3. 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)
Free perk

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.

  1. Pack-a-Punch any weapon first — skulls only activate to PaP'd shots
  2. Skull 1: Museum Infinitum — display case behind Speed Cola
  3. Skull 2: The Luminarium — floor by the crumbled red brick wall
  4. Skull 3: Stargazer's Courtyard — hole in the floor left of the Ammo Crate
  5. Skull 4: Machina Astralis — open cabinet on the north wall, opposite the Arsenal
  6. Skull 5: The Veilwalk — by the red brick wall near the Archive of Orbis door
  7. Shoot each until purple, pick up, place all on the Machina Astralis desk (red circles)
  8. Interact — they float one at a time; shoot them back in that order for a team-wide Random Perk
Free 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.

  1. Each gramophone needs its vinyl disc first; playing it starts a song during which you get kills to drop a Mystery Perk
  2. 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
  3. The Luminarium: take the disc from the east-wall shelf, play the gramophone by the Energy Rock case and get kills
  4. 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)
Character quest

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.

  1. Play as Nikolai and get three Molotovs (buyable ~350 salvage at a crafting table)
  2. By the Abyssal Rim ammo box, throw a Molotov on the dirt pile under the lamp post
  3. Follow the flaming footprints to the base of the stairs and throw the second Molotov
  4. Follow them up the stairs and throw the third — a cutscene plays with the toy goat
  5. Reward: an armour plate, a Molotov and an Akita shotgun
Side quest

Ghost twins

+

On a Ravager round, interact with the twin display case in the Museum Infinitum to trigger the ghost twins encounter.

  1. On a Ravager round, interact with the twin display case right of the big window in the Museum Infinitum
  2. Then listen at the other display cases for one playing eerie sounds and interact with it
  3. Repeat the listen-and-interact step on the next two rounds (three total)
  4. 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 keypad

Thurston'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 challenge

The 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 Orbis

Dr. 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 Astralis

Point 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 step

Set 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 pillars

The 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.

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.

Jugger-Nog
MajorReactive ArmorMinorDurable Plates
Plate-break stuns during the lockdown; tougher armour for Caltheris.
Speed Cola
MajorPhantom ReloadMinorQuick Swap
Keeps the LGM-1 and a bullet gun topped up.
Deadshot Daiquiri
MajorDead AgainMinorDead Break
Crit-ammo refund and armour damage on O.S.C.A.R. and Caltheris.
Stamin-Up
MajorGuns UpMinorHot Foot
Fire while sprinting between the observatory zones and Mars.
PhD Flopper
MajorPhD SliderMinorTribologist
Slide-detonate the crowds; explosive immunity on the pillar holds.
Quick Revive
MajorDying WishMinorSlow Death
An invulnerability window in the boss fight.

Calling 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 calling card

Main-quest completion card

Main EE

Complete 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

Rare

Keep your perks after being revived.

Turncoat

Rare

Nearby zombies are charmed. (Season 2 Reloaded)

Requipment

Epic

Equipment slots refill over time for 5 min.

Power Vacuum

Epic

Power-ups spawn more often for 5 min.

Elemental Exposure

Epic

Weapons always hit the elemental weakness for 3 min. (Season 1)

Round Off

Legendary

The round can't advance for 2 rounds.

Armor Gettin'

Legendary

A 3-plate armour vest plus full plates.

Hellping Hound

Legendary

Summons 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

Ultra

Instantly 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

Whimsical

Plays a random Zombies song. (Season 1)

Kill Joy

Rare

Drops an Insta-Kill.

Cache Back

Rare

Drops a Max Ammo.

Temporal Gift

Rare

Your next timed power-up lasts longer.

Stock Option

Rare

Ammo drawn from your stockpile for 60s.

Anywhere But Here

Rare

Random teleport plus a concussive blast.

Arsenal Accelerator

Rare

Faster Field-Upgrade charge for 5 min.

Shields Up

Rare

Refill armour at 2× strength for 3 min.

Power Keg

Rare

Drops a Full Power power-up. (Season 1)

Tactical Diffusion

Rare

Next Nuke is disabled and pays +2,000 Essence. (Season 3)

Respin Cycle

Epic

Respin the Mystery Box to an equal or higher rarity.

Who's Keeping Score?

Epic

Drops Double Points.

Free Fire

Epic

No ammo consumed for 60s.

Exit Strategy

Epic

Instant exfil vote with fewer spawns.

Profit Sharing

Epic

Share Essence with nearby players for 2 min.

Soda Fountain

Epic

Your next perk buy grants +1 random perk.

Nowhere But There

Epic

Teleport to a downed player and revive nearby.

Dead Drop

Epic

Increased salvage and equipment drops for 5 min. (Season 2)

Explosive Flourish

Epic

Each reload triggers an explosion for 2 min. (Season 4)

Idle Eyes

Legendary

Zombies idle for 30s.

Wall Power

Legendary

Your next wall-buy comes Pack-a-Punched.

Immolation Liquidation

Legendary

Drops a Fire Sale.

Phoenix Up

Legendary

Revive all downed players, perks kept.

On the House

Legendary

Drops a Random Perk power-up.

Wall To Wall Clearance

Legendary

Wall-buys cost 10 Essence for 30s.

Crate Power

Legendary

Your next box gun comes Pack-a-Punched.

Modified Chaos

Legendary

Reduced Ammo-Mod cooldowns for 2 min. (Season 2)

Support Group

Legendary

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

Flavor Hex

Legendary

Grants a random Ultra gum. (Season 4)

Perkaholic

Ultra

Every perk on the map at once.

Wonderbar!

Ultra

Your next box spin is a Wonder Weapon.

Near Death Experience

Ultra

Proximity revive with perks for 3 min.

Reign Drops

Ultra

Drops all core power-ups at once.

Hidden Power

Ultra

Your held weapon becomes Legendary rarity.

Time Out

Ultra

Clear all enemies and end the round for 3 min. (Season 1)

Newtonian Negation · Indiegestion · Holiday Cheer · Quacknarok · Die Pitched · Rainburps · Jacked Lanterns

Whimsical

7 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 calling card

Another Round

Dark Ops

Reach Round 100.

The One calling card

The One

Dark Ops

Reach Round 999.

Anathema calling card

Anathema

Dark Ops

Eliminate 1,000,000 zombies.

Social Distancing calling card

Social Distancing

Dark Ops

Reach Round 20 without taking damage.

Invincible calling card

Invincible

Dark Ops

Survive to Round 50 without going down.

Armed to the Teeth calling card

Armed to the Teeth

Dark Ops

Hold 3 Pack-a-Punch-III Legendary weapons with ammo mods and 8 perks.

Box Addict calling card

Box Addict

Dark Ops

Buy 30 Mystery Box weapons in a single match.

Harbinger of Doom calling card

Harbinger of Doom

Dark Ops

Kill 100 zombies with a single Scorestreak.

The Usual, Please calling card

The Usual, Please

Dark Ops

Drink Jugger-Nog 20 times in a single match.

New Main calling card

New Main

Dark Ops

Kill 1,000 zombies with each of the 8 dedicated Crew Operators.

Action Hero calling card

Action Hero

Dark Ops

Kill 100 zombies without reloading.

Martial Artist calling card

Martial Artist

Dark Ops

Reach Round 50 using only melee and Combat Axes.

Ready for Publishing calling card

Ready for Publishing

Dark Ops

Fully research all Augments.

Countdown calling card

Countdown

Dark Ops

Kill an Elite by launching it with a jump pad.

Ingenuity calling card

Ingenuity

Dark Ops

Reach Round 50 with the Dragon Wings + Lawyer's Pen relics active.

Zombies Dark Ops Master calling card

Zombies Dark Ops Master

Mastery

Complete 15 Zombies Dark Ops challenges.

Force Multiplier / Dead Set calling card

Force Multiplier / Dead Set

Prestige

Reach Prestige (harder at higher prestiges).

Hidden power-ups

Nine hidden power-ups sit around the map — shoot each to drop it at your feet. Collect the first seven and both Fire Sale and a free Random Perk appear.

Bonus Points

Crash Site — stand by the spawn teleporter and look up at the south wall.

Max Ammo

The Luminarium — coming in from the Crash Site, on a ledge behind the arch on the left.

Full Power

Observatory Dome — on top of the telescope, south side.

Insta-Kill

Scholar's Way — on the broken roof to the right of the Machina Astralis.

Double Points

Machina Astralis — upstairs, tucked under a wooden cabinet on the south side.

Nuke

The Veilwalk — by the Archive of Orbis entrance, on the broken balcony to the right.

Max Armor

Stargazer's Courtyard — on the rock directly opposite the area's trap.

Fire Sale

Museum Infinitum — in the zombie barricade in the NE corner. Only appears once the other seven are collected.

Random Perk

Abysmal Rim — just right of the staircase leading down from the Luminarium; appears alongside Fire Sale once the rest are collected.

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

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

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

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.

Grim

Seed Relic

+

Curse: The Mystery Box is disabled — you're limited to wall-buys.

  1. 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.
  2. Get kills equal to the current round with it, without Pack-a-Punching or upgrading its rarity, then switch weapons.
  3. Take the green portal on the Observatory Dome north wall.
  4. Trial: you get only a Pack-a-Punched pistol — 2 zombie waves + 2 Shock Mimic HVT waves.
Grim

Gong Relic

+

Curse: Your Field Upgrade starts full but only ever recharges from a Full Power power-up.

  1. Reach round 20+. Equip Tesla Storm + Dead Wire (avoid lethal augments).
  2. 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).
  3. Take the green portal at the Observatory Dome entrance (NE, by a broken pillar).
  4. Trial: only electric damage kills (M34 Novaline) — Uber Klaus + an HVT Uber Klaus.
Sinister

Spider Fang Relic

+

Curse: Perk-machine prices never drop — they stay at full price.

  1. Reach round 40+ on Tier 1+. Equip Wisp Tea, a Melee Macchiato melee weapon (Tier 3 PaP, Legendary) and Aether Shroud (Afterimage).
  2. Melee-kill the O.S.C.A.R. mini-boss while Wisp Tea is targeting him.
  3. Take the orange portal on the Archive of Orbis west wall.
  4. Trial: all perks disabled — 5 waves (HVT Uber Klaus wave 2, HVT O.S.C.A.R. wave 5).
Sinister

Matryoshka Doll Relic

+

Curse: Salvage drop rates are halved.

  1. Reach round 40+, carry C4, and have Mars access (from the main EE).
  2. On Mars, at the central circular altar, rack up ~50+ C4 kills inside the circle.
  3. Take the yellow portal on the Machina Astralis south wall (cryopod area).
  4. 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.
Wicked

Golden Spork Relic

+

Curse: Enemies deal double damage.

  1. Reach round 60+ with the main EE done and Mars access. Get the Mangler Cannon scorestreak.
  2. 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.
  3. Take the green portal at the Crash Site, left of Quick Revive.
  4. Trial: hip-fire kills only — 6 waves, HVT Uber Klaus + HVT O.S.C.A.R.
Wicked

Civil Protector Head Relic

+

Curse: Perk decay — you lose a perk every 100 kills.

  1. Reach round 60+ on Tier 2+. In Museum Infinitum, read the four corner chandeliers' lit-candle counts.
  2. 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).
  3. Extinguish the candles with PhD Flopper dives in that decoded order.
  4. Take the green portal at the Crash Site, by the Rampage Inducer.
  5. 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.

Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open Astra Malorum in the interactive codex for the solvers and map discussion.