Firebase Z — Black Ops Cold War Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, interactive solvers, side Easter eggs & songs, boss strategy · Medium, ~35–55 min.

Open the interactive guide →
Black Ops Cold War · 2020

Firebase Z

Firebase Z opens in a snowbound Village and expands into a Requiem military installation reached by a rooftop teleporter. Three Aether Reactors replace the usual power switch, Assault Rounds hammer the base, and the Maxis Potential quest revolves around the treacherous Dr. Peck, Mimic memory extraction and three Aetherium containers. It all ends in a rooftop showdown with the Orda to pull Samantha Maxis back from the Dark Aether.

Released 4 Feb 2021 Main Quest: Maxis PotentialWonder Weapon: RAI K-84Boss: Orda
MediumEst. time35–55 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.

Firebase Z — Layout 1
Layout 1
Firebase Z — Layout 2
Layout 2

Village

Spawn hub with Pack-a-Punch, Ravenov, the dartboard and the bunny room; the rooftop teleporter links to the Firebase.

Mission Control

Dr. Peck's window, the OPC (boss trigger), Planning Office satellite terminal and the first Aether Reactor.

Data Center

Memory Transference Station and second reactor; where Essence Traps and Mimic memories are processed.

Military Command

Third reactor and the Control Room Mimic zone that restores full power.

Weapon Lab

RAI K-84 blueprint, retina scanner, power-cell charger, dartboard computer and the build bench.

Defense lanes

Scorched, Rocky and Jungle Defense zones for the eye corpse, the shovel, Sergei's head and Assault Round holdouts.

Steps at a glance

  1. Open the Village, climb to the rooftop and teleport to the Firebase.
  2. Activate all three Aether Reactors (Mission Control, Data Center, Military Command) to restore power.
  3. Pack-a-Punch sits in the Village Atrium beside Ravenov, back through the teleporter.
  4. Power is a defense event per reactor: keep kills inside the marked collection circles.
  5. Build the RAI K-84 wonder weapon; you need its Alt-Fire for the moving container.
  6. Mimics disguise as fake-loot piles; Manglers drop the uncharged power cell.
  7. Speak to Ravenov, meet Peck, then gas him with a home-mixed truth serum.
  8. Extract Mimic memories with an Essence Trap and process three correct names.
  9. Recover three Aetherium containers and slot one into each reactor.
  10. Align the satellite dish to the Requiem (yellow question-mark) target, never a flag.
  11. Entering the OPC transitions straight into the Orda boss — finish all prep first.
  12. Orda's glowing mouth is the critical target; clear specials, then resume damage.
The dartboard code is random. There is no fixed answer — read the Weapon Lab computer, then shoot the three wedge numbers in order followed by the bullseye using single, non-explosive shots so stray damage never touches the wrong wedge.

Full walkthrough

0% complete
1
Village to three reactors

Restore power and unlock Pack-a-Punch

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Open the Village, climb to the rooftop teleporter and reach the Firebase. Activate the Aether Reactors at Mission Control, Data Center and Military Command by paying 500 to start each event, then charging it with kills.

Defend the Collection Units, don't just farm kills. Each reactor is flanked by units that soak souls; they glow red when zombies attack them. Kiting the horde away from the room starves the charge and lets the units get destroyed, resetting your progress — stay in the room and thin the horde on top of the units. When it fills, the reactor ignites purple and clears nearby zombies. Then return through the teleporter to Pack-a-Punch in the Village Atrium beside Ravenov.

  • All three reactors online
  • Pack-a-Punch available in the Atrium
2
Weapon Lab, Scorched Defense, Barracks

Build the RAI K-84

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Take the blueprint from the Weapon Lab wall. Recover the eye from the corpse in Scorched Defense and place it in the retina scanner to open a drawer holding a locker key. Open marked Barracks lockers until a Mimic drops the Barrel Assembly, kill a Mangler for the Uncharged Power Cell and charge it in the Weapon Lab (wait one full round). Read the dartboard code off the computer, shoot the three numbers then the bullseye in the Village to release the Aetherium Converter, then craft the RAI K-84 at the bench.

Struggling to read the wedges? The Weapon Lab computer flashes a wheel with a segment that stops in three positions; those positions map onto the standard dartboard in the Village. Note where each flash lands, find that number below, and shoot it — then the bullseye. Dartboard reference & shot planner.

  • Blueprint taken
  • Locker key from retina scan
  • Barrel Assembly (Mimic drop)
  • Charged Power Cell
  • Aetherium Converter (dartboard)
  • RAI K-84 crafted

Firebase Z Dartboard — shot planner

Weapon Lab computer → Village dartboard

The Weapon Lab computer flashes a wheel whose lit segment stops in three positions; those positions map onto the standard dartboard in the Village. Note where each flash lands, then click those wedges here in the same order — it marks your firing sequence (three wedges, then the bullseye last). Fire with a single-shot, non-explosive gun so splash never clips a neighbouring wedge. The positions are randomised every match, so read your own screen — this is a layout reference, not a fixed answer.

Click each wedge in the order the computer flashed it — then hit the bullseye last.
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Pick the three wedges you saw flash and they’ll be numbered 1–3; the centre is shot 4.
3
Village Atrium, Mission Control

Meet Peck and collect the compounds

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Exhaust Ravenov's dialogue, then speak to Dr. Peck through the Mission Control window and return to Ravenov for the ID Badge. Use the badge on three lockers to take the compounds at Equipment Storage, Engineering and the Colonel's Office.

  • Ravenov dialogue exhausted
  • ID Badge collected
  • Compound — Equipment Storage
  • Compound — Engineering
  • Compound — Colonel's Office
4
Field Hospital, OPC exterior

Mix the serum and gas Peck

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Place the three compounds in the mixer at the Field Hospital, kill the Hellhounds and collect the Agent Delivery System. Install it on the air-conditioning unit outside the OPC, return to Peck and wait through the full dialogue to earn the truth-serum interrogation. Then take an Essence Trap from the Data Center's Memory Transference Station (it fills your tactical slot).

  • Serum mixed, Hellhounds cleared
  • Agent Delivery System installed on A/C
  • Peck gassed — dialogue complete
  • Essence Trap collected
5
Data Center + fake-loot zones

Capture three Mimic memories

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Each round one quest Mimic hides in a fake-loot cluster (Motor Pool, the Military Command Control Room, or Peck's Quarters). Damage it to near death, throw the Essence Trap at its feet, activate it and pick it up, then deposit at the Memory station before the timer expires. Process the three correct names — Brahms, Sokolov and Zhabin — to unlock the floppy disk. Wrong memories are recoverable. A purple glow on the Mimic confirms the capture; extraction is limited to one per round, so end the round after each success — and a killed Mimic or a failed capture also means ending the round to retry (with subtitles on, a correct memory speaks as Sokolov, Brahms or Zhabin; any other name is a wrong Mimic).

Don't kill the Mimic — trap it. The number-one failure is overshooting: bring it to roughly 15–20% health, then throw the trap. You can't tell which Mimic holds a correct memory until you deposit it — the station only names it after. If Weaver reads Brahms/Sokolov/Zhabin (watch the subtitles) it counts; any other voice is a wrong memory and you retry next round. Deposit quickly — the captured trap is on a timer.

  • Brahms processed
  • Sokolov processed
  • Zhabin processed
  • Floppy disk available
6
Planning Office, Peck locker, defense lanes

Open the OPC and gather the containers

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Insert the floppy disk in the Planning Office computer and inspect the unstable OPC. Collect the Aethermeter from the locker left of Peck (Ravenov supplies the code) and the shovel from Scorched Defense. Dig the Open Lot container (by the Engineering window): identical decoys spawn around it, so pick the one whose smoke runs clear/white inside — every decoy swirls black (smoke comparison). At Jungle Defense, dig the middle lane and stay inside the yellow dome — standing outside it deals steady damage, so in co-op everyone must be in. For the moving container (Barracks / Field Hospital), pin it from range with the RAI K-84 Alt-Fire (the lobbed black-hole shot, Up on the d-pad) before it relocates, then run over and grab it. Slot one Aetherium container into each reactor.

  • Floppy disk inserted, OPC opened
  • Aethermeter collected
  • Shovel collected
  • Open Lot canister (no black smoke)
  • Jungle Defense canister
  • Moving container frozen with RAI Alt-Fire
  • One container in each reactor

Aetherium canister — smoke check

Open Lot dig (RAI K-84 build)

When you dig the Open Lot canister, identical-looking decoys spawn all around it. Only one is real — judge by the smoke swirling inside: the correct canister runs clear / WHITE, every decoy runs BLACK. Grab the white one; interacting with a black-smoke decoy fails the pickup.

✓ TAKE — white smoke
Clear / white dots swirling inside
✗ LEAVE — black smoke
Dark dots = decoy; interacting fails it
Dig by the Engineering window. The decoys look identical from the outside — judge only by the smoke colour inside.
7
Planning Office to OPC boss arena

Align the satellite, then kill Orda

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At the satellite terminal move the cursor onto the target marked by a yellow question mark (the Requiem satellite) — never the US or USSR flag (which satellite to pick). Finish all prep — armour, ammo, self-revive, perks, support — because entering the OPC at Mission Control transitions directly into the boss. Focus Orda's open, glowing mouth from range (it opens when it attacks), and never stand under its hand/hammer slam — that lane is a one-hit down. Dodge the plague cloud, clear special waves, then finish it to rescue Samantha Maxis from the Dark Aether.

  • Yellow question-mark satellite selected
  • Full prep complete before the OPC
  • Orda defeated
  • Ending sequence complete

Satellite target — pick the “?”

Planning Office computer (before Orda)

On the satellite screen the decoy satellites carry a US or USSR flag — never select those. The Requiem satellite you want is marked with a yellow “?”. Move the cursor onto that one and confirm to fire the beam and start the Orda fight.

US flag
Decoy — never select
?
Requiem — align this one
USSR flag
Decoy — never select
Never pick a flagged satellite — only the “?” advances the step.

Side Easter Eggs & extras

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

Song

“Lost” (Kevin Sherwood / Julie Nathanson)

+

Collect three golden cassette tapes: Equipment Storage shelf, Motor Pool Office (green cabinet), and Scientist Quarters bookcase (needs all reactors on).

Free perk

Sergei's head

+

Carry Sergei's head from a defense zone (Scorched / Rocky / Jungle) to the Field Hospital plate, trap a low-health zombie beside it, then open the Colonel's Office safe for a random perk and a cipher.

Reward room

Bunny room

+

After Pack-a-Punch, stare at the stuffed bunny above Der Wunderfizz to teleport, shoot it three times in the dark sequence, then choose a chest.

Trap upgrade

Upgraded Cymbal Monkeys

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Get roughly 50 Cymbal Monkey kills near reactor areas; upgraded monkeys glow red and force zombies to dance.

Convenience

Free jump-pad travel

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Activate all six jump pads to remove their later use cost.

Weapon upgrade

Discordian Disruptor

+

Pack-a-Punch the RAI K-84: 50-round mag / 300 reserve, red rounds, and the Alt-Fire becomes the Discordian Harmonizer.

Mechanic

Exfil

+

Call and survive the exfil sequence, like Die Maschine, for bonus Aetherium Crystals.

Mechanic

Assault Rounds

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Periodic Assault Rounds attack the Firebase — defend the marked lane; later ones can throw an Orda at you, so keep long-range damage and an artillery streak ready.

Interactive solvers

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

Firebase Z Dartboard — shot planner

Weapon Lab computer → Village dartboard

The Weapon Lab computer flashes a wheel whose lit segment stops in three positions; those positions map onto the standard dartboard in the Village. Note where each flash lands, then click those wedges here in the same order — it marks your firing sequence (three wedges, then the bullseye last). Fire with a single-shot, non-explosive gun so splash never clips a neighbouring wedge. The positions are randomised every match, so read your own screen — this is a layout reference, not a fixed answer.

Aetherium canister — smoke check

Open Lot dig (RAI K-84 build)

When you dig the Open Lot canister, identical-looking decoys spawn all around it. Only one is real — judge by the smoke swirling inside: the correct canister runs clear / WHITE, every decoy runs BLACK. Grab the white one; interacting with a black-smoke decoy fails the pickup.

Satellite target — pick the “?”

Planning Office computer (before Orda)

On the satellite screen the decoy satellites carry a US or USSR flag — never select those. The Requiem satellite you want is marked with a yellow “?”. Move the cursor onto that one and confirm to fire the beam and start the Orda fight.

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

91 pieces — Requiem 28, Omega 25, Maxis 17, Dark Aether 21 — as 22 Audio Logs, 30 Documents, 29 Radio Transmissions and 10 Artifacts (76 at launch, 15 in Season Two). Only the audio logs and three radios are in the map; documents drop from Manglers and Mimics, artifacts come from the main quest and the RAI K-84 build, and all Dark Aether intel is from the Trials computer. Story/lore only, no gameplay reward.

Audio Logs

Audio Logs 22

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Ravenov (Requiem)

+

Atrium village area — on the bench just above the Pack-a-Punch.

Requiem — Data Center

+

Lower level, on a table left of the large hole in the wall.

Requiem — Military Command

+

Under a table in the south-east corner.

Omega — Planning Offices

+

Upper floor, underneath the middle table.

Omega — Engineering

+

Up in the ceiling pipes — shoot it down; it lands by the green-screen computer.

Omega — Mission Control

+

Upper floor, on a table just left of the reactor defence point.

Omega — Scorched Defense

+

On the roof of the left bunker, on top of a box.

Omega — Field Hospital

+

On the drawers in the corner by the lab/protective suits.

Omega — Weapon Lab

+

On the shelves across from the RAI K-84 build bench.

Omega — Colonel's Office

+

Under the desk, right side.

Omega — OPC (Omega Portal Chamber)

+

On the ground on the left; the OPC only opens through the main quest.

Maxis — Equipment Storage

+

Across from the Pack-a-Punch building, bottom floor, on a shelf.

Maxis — Scientist Quarters

+

On the beam above the Arsenal — shoot it and it drops into the Briefing Room.

Maxis — Barracks locker

+

In one of the Barracks lockers, opened with the key you get while building the RAI K-84.

Dark Aether — 5 Lost Souls logs

+

Earned from the Trials computer, not found in the map (max 3 Trial-reward intel per game).

Season Two audio logs — 4

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Focal Point (Requiem), Half of the Reason (Omega), More Bad News (Maxis) and Lost Souls: Federov #2 (Dark Aether). Exact map spots for the S2 ones aren't well documented.

Radio Transmissions

Radio Transmissions 29

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Requiem radio — 13 transmissions

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Data Center upper floor, on the table across from an Aether reactor (near Speed Cola). One per game.

Omega radio — 5 transmissions

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Peck's Quarters, upper level of the spawn Village (windowsill in the 2nd-floor room by Pack-a-Punch). One per game.

Maxis radio — 9 transmissions

+

Rocky Defense — on a table in the middle of the area. One per game.

Dark Aether — 2 transmissions

+

From the Trials computer, not a physical radio.

Documents

Documents 30

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Elite-drop documents

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Most of the 30 drop randomly from Manglers and Mimics (Omega 6, Maxis 4, plus the Requiem set and the Season Two additions). Roughly one or two a game.

Colonel's Office safe (Requiem)

+

One Requiem document sits in the Colonel's Office safe — get the code by taking a captured zombie to the Field Hospital table, then returning Sergei's head (found in Scorched, Jungle or Rocky Defense) to it.

Dark Aether documents — 13

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The Stranger's day-numbered journal entries, all from the Trials computer.

Artifacts

Artifacts 10

+

10 artifacts — main quest & RAI K-84

+

None lie in the map — all come from the main Easter egg and building the RAI K-84: e.g. Kuhlklay's Eye and the Weapon Trial Folder in Scorched Defense, the RAI K-84 Blueprint in the Weapon Lab, Ravenov's ID Badge, the Essence Trap, and the Omega Canister from the three Aether crystals.

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 Firebase Z in the interactive codex for the solvers and map discussion.