Die Maschine — Black Ops Cold War Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, calling cards, interactive solvers, side Easter eggs & songs, boss strategy · Easy, ~25–45 min.

Open the interactive guide →
Black Ops Cold War · 2020

Die Maschine

The launch map of the Dark Aether saga and the cleanest place to learn the Cold War economy. Beneath an abandoned Nazi facility built over the original Nacht der Untoten, a particle accelerator has torn a rift into the Dark Aether. The main quest, Seal the Deal, has you forge Pack-a-Punch, build the D.I.E. Shockwave into all four elements, decontaminate the machine, and escape the collapsing site.

Released 13 Nov 2020 Wonder Weapon: D.I.E. ShockwaveElite: MegatonDark Aether
EasyEst. time25–45 minPlayers1–4 (solo-capable)Updated15 Jul 2026

Map & Key areas

The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.

Die Maschine — Layout 1
Layout 1
Die Maschine — Layout 2
Layout 2

Yard / Spawn

Starting area with the Crafting Table, an Aetherscope part under the concrete stairs, and the tank you repair with the Dark Aether Wrench.

Nacht der Untoten

The half-buried WWII bunker; its Living Room houses the charged trap that opens the sealed D.I.E. Shockwave room, plus a song tape.

Crash Site

Downed plane wreck holding the Decontamination Agent, Jugger-Nog, a Cryo/Nova crate, and D.I.E. upgrade actions.

Pond

Exfil helicopter zone; the tree fungus and Thermophasic crate sit here, near the Mystery Box.

Medical Bay

Vogel's diary, the four-armed decontamination machine and its coloured ports, Speed Cola, and the Megaton capture chamber.

Particle Accelerator

The hub: main power, both terminals, Pack-a-Punch, the Aetherscope bench, Electrobolt crystals, and the three-terminal Orlov finale.

Steps at a glance

  1. Buy a path from the Yard down into the facility and tunnels.
  2. Turn on main power in the Particle Accelerator.
  3. Activate both terminals to open the Dark Aether portal.
  4. Recover the Machine Part from the Aether Tunnel and forge Pack-a-Punch.
  5. Kill a Megaton for its keycard; claim the D.I.E. Remote in the Weapons Lab.
  6. Charge the Nacht trap and blast open the room to grab the D.I.E. Shockwave.
  7. Unlock all four elements: Nova-5, Cryo-Emitter, Electrobolt, Thermophasic.
  8. Build the Aetherscope and recover Vogel's Diary from the Medical Bay.
  9. Deliver the diary to three Spectral Reflections and enter the password.
  10. Fire each element into its matching Medical Bay port.
  11. Repair and fire the tank, then carry the Decontamination Agent to the chamber.
  12. Capture both Megaton halves, then grab Orlov's photo to start the finale.
  13. Defend Orlov at three terminals, then race the 90-second escape to the Pond chopper.
Finish everything before the photo. Picking up Orlov's photo starts an irreversible finale with no shopping breaks. Lock in armour, Pack-a-Punch, all core perks, ammo, self-revive, tacticals and a support streak first.

Full walkthrough

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1
Particle Accelerator

Power and Pack-a-Punch

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Buy a route from the Yard down through the facility, then flip the main power switch. Use both terminals to stabilise the accelerator and open the Dark Aether portal. Step through, follow the Aether Tunnel, collect the Machine Part, return, and install it on the central frame to forge Pack-a-Punch.

Tip: Open this whole loop before the first Megaton so every upgrade area is reachable.

Order isn't strict. These steps aren't hard-locked — you can collect parts and unlock elements in whatever order suits your run. A few actions do have prerequisites (e.g. Electrobolt needs the Aetherscope/diary step done first), and those are flagged where they matter.

2
Weapons Lab / Nacht Living Room

Acquire the D.I.E. Shockwave

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The golden keycard is a guaranteed drop from the first Megaton you kill (the first spawns around round 8, and all its split forms must die). Grab it and use it on the weapon locker in the Weapons Lab to take the D.I.E. Remote. Insert the remote at the broken wall in Nacht's Living Room, activate suction, and feed it zombies until charged, then interact to blast the door and collect the D.I.E. Shockwave.

Tip: Primary fire launches a shockwave; alternate fire vacuums zombies and ammo. Preserve the base weapon until all four ports are charged.

3
Nacht Mezzanine / Weapons Lab / Crash Site

Unlock Nova-5 (Gas)

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Vacuum the empty canister off the mezzanine ledge above Nacht. Place it in the Cleaning Unit in the Weapons Lab and kill a Plaguehound beside it to fill it with gas. Install the charged canister at the Crash Site crate, melee it, and collect D.I.E. Nova-5.

4
Penthouse / Pond / Speed Cola

Unlock Cryo-Emitter (Ice)

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Shoot the ledge crate on the Penthouse roof edge to drop the flask. At the Pond, bait a Megaton ranged blast into the tree fungus to mutate it, place the flask beneath it, wait about a minute, then carry the filled flask to the D.I.E. weapon crate right next to Speed Cola (Medical Bay) and interact with it to claim D.I.E. Cryo-Emitter.

5
Particle Accelerator anomaly

Unlock Electrobolt (Electric)

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Enter the lowest Particle Accelerator anomaly, then collect one orange crystal charge at a time with alternate fire, returning to fire each into the yellow accelerator crate.

Tip: Requires the Aetherscope/diary stage done first, and you can only carry one charge at a time.

  • Crash Site crystal near Jugger-Nog
  • Penthouse crystal near Der Wunderfizz
  • Pond crystal near the Mystery Box
6
Pond / Crash Site / Weapons Lab

Unlock Thermophasic (Fire)

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Take the Pond Dark Aether portal, open the fuse box beside the Crash Site Aether Tunnel, and insert the fuse into the Plasma Cutter in the Weapons Lab while still in the Dark Aether. Return to normal space and open the fire crate at the Pond to collect D.I.E. Thermophasic.

7
Dark Aether / Particle Accelerator / Medical Bay

Build the Aetherscope, then deliver Vogel's Diary

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Part A — the Aetherscope. Collect the three Aetherscope parts in the Dark Aether, then build the device at the bench behind Pack-a-Punch. Only one part is active at a time and the order is random, so recheck all three spots after each pickup.

Part B — the diary. Trigger the Medical Bay anomaly and take Vogel's Diary from the upper desk. Enter the Dark Aether and visit three Spectral Reflections in order: activate each anomaly, then activate the ghost to hand over the diary and let it finish speaking. Then return to the Medical Bay computer (next to where the diary was) and hold interact — the password enters automatically; there is nothing to type or decode.

If the Medical Bay anomaly hasn't spawned, flip rounds until it does. You can hit all three Vogel anomalies/ghosts one after another without waiting for the dialogue to finish — this saves several minutes. And in the Dark Aether, avoid the red 'Mayak' Megaton — don't fight it.

Tip: the two halves are separate — you build the Aetherscope from the parts, and the diary delivery is its own chain (the three ghost spots below are only visible while you're in the Dark Aether).

  • Aetherscope part — Particle Accelerator, centre stairs by the portal
  • Aetherscope part — Crash Site, by the plane wreck
  • Aetherscope part — Yard, under the stairs by the workbench
  • Diary ghost 1 — Medical Bay, under Vogel's office (by Speed Cola)
  • Diary ghost 2 — Control Room, behind equipment on the right (facing the trial machine)
  • Diary ghost 3 — Particle Accelerator, in front of the Aetherscope bench
8
Medical Bay

Charge the four ports

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Fire each D.I.E. element into its matching coloured corner of the hanging test chamber above Speed Cola; the fuse flips upward when you hit the right one.

Fire is the RED corner (nearest Speed Cola) — not orange, a common guide error. Element → port colour map. The four D.I.E. elements are variants, not one-way upgrades — swap freely at their crates at any time, so one player can cycle all four solo.

  • Nova-5 into green
  • Cryo-Emitter into blue
  • Electrobolt into yellow
  • Thermophasic into red (corner nearest Speed Cola)

D.I.E. element → port colour

Medical Bay test chamber (charge the four ports)

Fire each upgraded D.I.E. variant into the matching coloured corner of the hanging chamber above Speed Cola; the fuse flips up when you hit the right one. Fire is RED — the corner nearest the Speed Cola machine — a common guide error calls it orange.

Nova-5(Gas)→ green port
Cryo-Emitter(Ice)→ blue port
Electrobolt(Electric)→ yellow port
Thermophasic(Fire)→ red port
The fuse flips upward when the correct element hits it. Keep the base D.I.E. Shockwave until all four ports are charged.
9
Medical Bay / Yard / Crash Site

Wrench, tank and Decontamination Agent

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First get the Dark Aether Wrench: interact with the portal that has appeared in the Medical Bay to spawn an anomaly, step into the Dark Aether, and let the two Soviet spectral reflections on the ledge finish talking about the Decontamination Agent. When the sequence ends and you are back in normal space, the wrench is waiting on the ground right where the ghosts spoke (by Speed Cola).

In the Yard, strike the tank three times with the wrench, kill the zombie that crawls out, then attach a lethal (Semtex) to the open hatch to fire it — the shot knocks a branch off a tree near the plane, dropping the Decontamination Agent by the front of the plane wreck at the Crash Site. Carry it to the Medical Bay electrical box (where the ghosts were talking) and insert it.

Tip: You cannot sprint, mantle or fast-travel while carrying the agent — clear your path first.

10
Medical Bay / Vogel's office / Nacht Living Room

Capture the Megaton and start the finale

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Split a Megaton and lure both halves under the Medical Bay chamber one at a time (keep both alive) so they're sucked in. Once both are captured, go up to Dr. Vogel's office and interact with his computer to start the procedure — in co-op every player must be at the computer — and let the cutscene play out.

Finish all preparation now. Then activate the final anomaly at the Nacht der Untoten Living Room and interact with Orlov's spectral reflection; after his monologue his family photo appears on the table in that corner. Interacting with the photo launches the finale.

Tip: The photo is the point of no return — buy armour, perks, ammo, self-revive, tacticals and support before touching it.

11
Particle Accelerator to Pond

Defend Orlov and escape

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Orlov works three terminals — Magnetic Containment, Primary Coolant, and Fail-Safe. He is invincible but stalls whenever zombies touch him, so clear the close ring first and burn down Megatons fast. When the machine seals, run the 90-second escape: Weapons Lab, Control Room, Tunnel, Crash Site, then the Pond exfil helicopter before the timer expires.

Tip: Ring of Fire and Aether Shroud shorten the Orlov stalls and bypass bad escape chokepoints.

Side Easter Eggs & extras

Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.

Song

“Alone” (Kevin Sherwood)

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Collect three cassette tapes: Living Room by the toppled fridge, Medical Bay shelf by the pill cabinets, and Particle Accelerator machinery beneath Pack-a-Punch.

Reward

Coffin Dance chest

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After forging Pack-a-Punch, shoot five blue orbs around the Particle Accelerator, then open the chest for salvage, a random weapon, a free Jugger-Nog can (and a possible D.I.E.).

Reward

Free 1,500 Essence

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Apply the Dead Wire ammo mod, rotate three dishes around the Crash Site / Pond toward the Penthouse antenna, then collect at the Penthouse.

Reward

Free legendary upgrade

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In the Dark Aether, shoot four red Medical Bay buttons with a Pack-a-Punched weapon, open the side room, and let the giant hand kill 15 zombies.

Mechanic

Trials

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Stack the Trial Computer rewards to Legendary before collecting — a strong alternate route to a free D.I.E. Shockwave.

Mechanic

Exfil

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Call exfil from the Pond and survive the surge; a Chopper Gunner, War Machine or Ring of Fire clears it fast and can drop Raw Aetherium Crystals.

Buildable

D.I.E. Shockwave

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Free wonder weapon built via the Weapons Lab remote and Nacht Living Room trap; upgradable into Nova-5, Cryo-Emitter, Electrobolt and Thermophasic.

Interactive solvers

Every solver for Die Maschine, in the order you meet them. Each also appears inside its step in the walkthrough above — use whichever is handier. Browse every Zombies solver →

D.I.E. element → port colour

Medical Bay test chamber (charge the four ports)

Fire each upgraded D.I.E. variant into the matching coloured corner of the hanging chamber above Speed Cola; the fuse flips up when you hit the right one. Fire is RED — the corner nearest the Speed Cola machine — a common guide error calls it orange.

Calling cards on this map

Cosmetic calling cards you can earn on this map. Global Dark Ops challenge cards are in the reference section below.

Checkmate calling card

Checkmate

Map challenge

Complete every Trial in Die Maschine in a single game.

Main-quest completion card calling card

Main-quest completion card

Main EE

Complete the Die Maschine main quest.

Exact card name not confirmed. Cold War's global ‘Evil Unleashed’ Dark Ops card also unlocks for completing any main Easter egg.

Field Upgrade reference (Cold War)

Black Ops Cold War introduced Field Upgrades — the tactical ability you charge with kills. Cold War upgraded them through Aetherium Crystal skill tiers (I–V), not the Major/Minor augment system that arrived in Black Ops 6.

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).

Ring of Fire

A damage-boost ring that also burns enemies (15s).

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 Ops & mastery cards (Cold War)

Black Ops Cold War introduced the Zombies ‘Dark Ops’ card system — hidden challenges earnable on any map (plus Dead Ops Arcade). Filter by category.

Another Round? calling card

Another Round?

Dark Ops

Reach Round 100.

Reaper of the Undead calling card

Reaper of the Undead

Dark Ops

Kill 1,000,000 zombies.

Invincible calling card

Invincible

Dark Ops

Reach Round 30 without going down.

Social Distancing calling card

Social Distancing

Dark Ops

Reach Round 20 without taking a hit.

Good Enough calling card

Good Enough

Dark Ops

Reach Round 20 with your starting loadout.

Armed to the Teeth calling card

Armed to the Teeth

Dark Ops

Hold 2 fully-upgraded weapons with ammo mods and 6 active perks.

Box Addict calling card

Box Addict

Dark Ops

Buy every Mystery Box weapon in one game.

Harbinger of Doom calling card

Harbinger of Doom

Dark Ops

Kill 50 enemies with a single Support.

The Anvil calling card

The Anvil

Dark Ops

Exfil a game using only melee attacks.

Evil Unleashed calling card

Evil Unleashed

Dark Ops

Complete any main Easter-egg quest.

King of Silverbacks calling card

King of Silverbacks

Dead Ops Arcade

Reach a cumulative Dead Ops Arcade score of 999,999,999.

Pristine Pelt calling card

Pristine Pelt

Dead Ops Arcade

Beat Mamaback (the DOA final round) without dying.

Dark Ops Master calling card

Dark Ops Master

Mastery

Complete the Dark Ops set.

Animated

Intel

80 pieces across the four factions — Requiem 23, Omega 13, Maxis 12, Dark Aether 32 — split into 20 Audio Logs, 18 Radio Transmissions, 32 Documents and 10 Artifacts (59 at launch, 21 added in Season One). Only the audio logs and the two radios are physically in the map; the rest come from Megatons, Dark Aether Trials and the main quest, so it's a long haul over many matches. Intel here is story/lore — there's no gameplay reward for collecting it.

Audio Logs

Audio Logs 20

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The Incident (Requiem)

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Right next to the Power switch.

Parallel World (Requiem)

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By the Pack-a-Punch machine at the Crash Site.

Exo-Element 1 (Requiem, Season 1)

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Medical Bay — on the cabinet near Speed Cola.

New Orders (Requiem, Season 1)

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Deadshot Daiquiri alcove — on the table by the perk.

8th Guard's First Contact (Omega)

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On the ground by the first Bunker doors (facility entrance gate, left side).

The Volunteer (Omega)

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Medical Bay — by the fast-travel portal spawn.

For Mother Russia (Omega)

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Deadshot Daiquiri / Weapons Lab — by the wall past the shutter door.

Turning Point (Omega, Season 1)

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Nacht der Untoten top-floor bedroom (the Stamin-Up room) — on the table by the chalkboard.

Next Phase (Omega, Season 1)

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Crash Site — against a rock in the far corner, right of Jugger-Nog.

Cold War Paranoia (Maxis)

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On the couch in Nacht der Untoten's first room, just through the 500-point door.

Game Changer (Maxis)

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Nacht rooftop — shoot the destructible crate with the Cryo (ice) D.I.E. upgrade to drop it.

The VHS Tape (Maxis)

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Nacht — lands by the Nova-5 (toxic) D.I.E. canister after you suck it up with the D.I.E.

Dark Aether — 8 Lost Souls logs

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Earned from Dark Aether Trials at the trial computer, not found in the map (max 3 Trial-reward intel per match, so it takes several games).

Radio Transmissions

Radio Transmissions 18

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Requiem radio — 7 transmissions

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2nd floor of Nacht der Untoten, on the table by the exit toward the Pond. One transmission per game.

Maxis radio — 6 transmissions

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Pond area, left of the tunnel entrance near Quick Revive (Samantha Maxis's messages). One per game.

Dark Aether — 5 transmissions

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Filed under Radio Transmissions but earned from Dark Aether Trials, not from a physical radio.

Documents

Documents 32

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Megaton documents — 17

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Random drops when you kill a Megaton mini-boss (Requiem, Omega and Maxis entries). Roughly one a game, so it takes many matches.

Dark Aether documents — 15

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The Stranger's day-numbered journal entries (Day 95, Day 175 onward) plus two corrupted logs, all earned from Dark Aether Trials.

Artifacts

Artifacts 10

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10 artifacts — main quest & D.I.E.

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All from progressing the main Easter egg and building/upgrading the D.I.E. Wonder Weapon — e.g. the D.I.E. Machine and Remote, the Aetherscope, and the Dark Aether Crystal and Wrench from the upgrade steps.

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 Die Maschine in the interactive codex for the solvers and map discussion.