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


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
- Buy a path from the Yard down into the facility and tunnels.
- Turn on main power in the Particle Accelerator.
- Activate both terminals to open the Dark Aether portal.
- Recover the Machine Part from the Aether Tunnel and forge Pack-a-Punch.
- Kill a Megaton for its keycard; claim the D.I.E. Remote in the Weapons Lab.
- Charge the Nacht trap and blast open the room to grab the D.I.E. Shockwave.
- Unlock all four elements: Nova-5, Cryo-Emitter, Electrobolt, Thermophasic.
- Build the Aetherscope and recover Vogel's Diary from the Medical Bay.
- Deliver the diary to three Spectral Reflections and enter the password.
- Fire each element into its matching Medical Bay port.
- Repair and fire the tank, then carry the Decontamination Agent to the chamber.
- Capture both Megaton halves, then grab Orlov's photo to start the finale.
- Defend Orlov at three terminals, then race the 90-second escape to the Pond chopper.
Full walkthrough
Power and Pack-a-Punch
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.
Acquire the D.I.E. Shockwave
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.
Unlock Nova-5 (Gas)
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.
Unlock Cryo-Emitter (Ice)
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.
Unlock Electrobolt (Electric)
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
Unlock Thermophasic (Fire)
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.
Build the Aetherscope, then deliver Vogel's Diary
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
Charge the four ports
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.
Wrench, tank and Decontamination Agent
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.
Capture the Megaton and start the finale
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.
Defend Orlov and escape
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.
“Alone” (Kevin Sherwood)
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.
Coffin Dance chest
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.).
Free 1,500 Essence
Apply the Dead Wire ammo mod, rotate three dishes around the Crash Site / Pond toward the Penthouse antenna, then collect at the Penthouse.
Free legendary upgrade
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.
Trials
Stack the Trial Computer rewards to Legendary before collecting — a strong alternate route to a free D.I.E. Shockwave.
Exfil
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.
D.I.E. Shockwave
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.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. These are pre-augment-era games, so the setup is the gun plus Pack-a-Punch and perk synergy.
Gallo SA12 (PaP III / Legendary)
The workhorse crowd-clearerFast-firing auto shotgun that shreds the close ring on Orlov and deletes Megaton halves. Rarity it up, add Brain Rot or Dead Wire, and keep salvage topped for ammo.
Krig 6 (PaP III / Legendary)
Accurate elite and range damageLow-recoil AR that lands consistent Megaton crits from a safe distance — ideal for clearing distant enemies during the Orlov defence without leaving his ring exposed.
D.I.E. Thermophasic (upgraded)
Utility wonder weaponThe strongest of the four elements for sustained burn, plus the alt-fire vacuum for repositioning crowds. Great insurance, but pair it with a real gun for boss DPS.
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
Map challengeComplete every Trial in Die Maschine in a single game.
Main-quest completion card
Main EEComplete 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?
Dark OpsReach Round 100.

Reaper of the Undead
Dark OpsKill 1,000,000 zombies.

Invincible
Dark OpsReach Round 30 without going down.

Social Distancing
Dark OpsReach Round 20 without taking a hit.

Good Enough
Dark OpsReach Round 20 with your starting loadout.

Armed to the Teeth
Dark OpsHold 2 fully-upgraded weapons with ammo mods and 6 active perks.

Box Addict
Dark OpsBuy every Mystery Box weapon in one game.

Harbinger of Doom
Dark OpsKill 50 enemies with a single Support.

The Anvil
Dark OpsExfil a game using only melee attacks.

Evil Unleashed
Dark OpsComplete any main Easter-egg quest.

King of Silverbacks
Dead Ops ArcadeReach a cumulative Dead Ops Arcade score of 999,999,999.

Pristine Pelt
Dead Ops ArcadeBeat Mamaback (the DOA final round) without dying.

Dark Ops Master
MasteryComplete the Dark Ops set.
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 20
The Incident (Requiem)
Right next to the Power switch.
Parallel World (Requiem)
By the Pack-a-Punch machine at the Crash Site.
Exo-Element 1 (Requiem, Season 1)
Medical Bay — on the cabinet near Speed Cola.
New Orders (Requiem, Season 1)
Deadshot Daiquiri alcove — on the table by the perk.
8th Guard's First Contact (Omega)
On the ground by the first Bunker doors (facility entrance gate, left side).
The Volunteer (Omega)
Medical Bay — by the fast-travel portal spawn.
For Mother Russia (Omega)
Deadshot Daiquiri / Weapons Lab — by the wall past the shutter door.
Turning Point (Omega, Season 1)
Nacht der Untoten top-floor bedroom (the Stamin-Up room) — on the table by the chalkboard.
Next Phase (Omega, Season 1)
Crash Site — against a rock in the far corner, right of Jugger-Nog.
Cold War Paranoia (Maxis)
On the couch in Nacht der Untoten's first room, just through the 500-point door.
Game Changer (Maxis)
Nacht rooftop — shoot the destructible crate with the Cryo (ice) D.I.E. upgrade to drop it.
The VHS Tape (Maxis)
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
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 18
Requiem radio — 7 transmissions
2nd floor of Nacht der Untoten, on the table by the exit toward the Pond. One transmission per game.
Maxis radio — 6 transmissions
Pond area, left of the tunnel entrance near Quick Revive (Samantha Maxis's messages). One per game.
Dark Aether — 5 transmissions
Filed under Radio Transmissions but earned from Dark Aether Trials, not from a physical radio.
Documents 32
Megaton documents — 17
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
The Stranger's day-numbered journal entries (Day 95, Day 175 onward) plus two corrupted logs, all earned from Dark Aether Trials.
Artifacts 10
10 artifacts — main quest & D.I.E.
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.