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.

Open the interactive guide →
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 reviewed8 Sep 2026
Documented here10 walkthrough steps · 6 side Easter eggs (incl. 2 songs, 2 free perks) · 6 interactive solvers · 3 weapon builds · 6 per-map augment picks · 5 named areas · 3 sources cross-checkedCounted from this page, not estimated. We publish what is documented rather than a percentage of what might exist — nobody can honestly claim to know the full list.

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.

How do you complete the Astra Malorum Easter egg?

It is rated Hard and takes about 50–85 min. The run breaks down like this:
  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
Each stage is written out in full — with the exact locations, the order things must be done in and what to do when a step refuses to trigger — in the walkthrough below.

How long does the Astra Malorum Easter egg take?

About 50–85 min for a run that already knows the steps, and we rate it Hard. A first attempt takes considerably longer — almost all of the time goes on setup rather than the finale, so knowing the order in advance is what shortens a run.

Can you do the Astra Malorum Easter egg solo?

Players: 1–4 (solo-capable). It is solo-capable. Co-op mainly helps with the timed steps, where a second player can hold a zombie or cover a second position, and it makes the ending far more forgiving.

What are the main areas on Astra Malorum?

5 are documented: Observatory Dome, Luminarium / Machina Astralis, Museum Infinitium, Archive of Orbis and Mars. Knowing the names matters more than it sounds — most guides, including this one, describe locations by area name rather than by direction.

How many side Easter eggs are on Astra Malorum?

6 are documented here — song, free perk, character quest and side quest. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

Are there solvers for the Astra Malorum puzzles?

Yes. Astra Malorum has randomised puzzles whose answer changes every match, so there is nothing to look up — this guide ships 6 interactive solvers that take what your own game is showing you and return the answer for that run. They are embedded at the step that needs them and listed together in the solvers section.

When was Astra Malorum released?

2026, in the Season 1 content drop.

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.

Before you start

What to have in hand before step 1 — from the loadout notes, from the walkthrough itself, and from the map's own quest documentation where the gate is never stated in a step.

Recommended
  • Aether Shroud Field Upgrade — Setup & safety

Set aside 50–85 min · 1–4 (solo-capable) · the full loadout is further down this page

Where your run will differ

Gathered here so you meet them before they cost you a run rather than after — quoted word for word from the guide below, or researched from the map's own quest documentation.

Solo or co-op

What changes with your player count. The rest of the guide is the same either way.

  • “In co-op one player can pull the horde away entirely.” step 5
  • “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.” step 10
  • “In co-op, group in the middle and chain Group Shroud, refreshing with Power Keg or Raindrops…” step 10

Full walkthrough

0% complete

The quest in the order this guide runs it — tap any step to jump to it, and it fills in as you tick steps off.

1
Observatory Dome

Power the map and raise Pack-a-Punch

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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.

Quick win: Three free Mystery Perks are waiting as soon as Pack-a-Punch is on. Museum Infinitum: wall-jump the west-wall pillar for the vinyl disc, play it on the gramophone by the Carbon 57 wall-buy and feed it melee kills. The Luminarium: disc on the dark shelves opposite Juggernog (east wall), gramophone between the two couches (north-west) — it wants Field Upgrade kills, so a damaging one like Dark Flare, not Frenzied Guard. Machina Astralis: disc in the wooden box in the north-east corner by the tarp-covered cabinet, gramophone on the table opposite Stamin-Up in the Archive of Orbis — equipment kills, and it hands you lethals to use.

Quick win: Two statues on the way: Bonus Points high on the south wall by the spawn teleporter, Max Ammo on the ledge behind the left arch as you enter the Luminarium from the Crash Site — C4 the Max Ammo for later.

2
Around the map, after power

Gather the LGM-1 parts

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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.

Quick win: Intel on the route: Fools sits on the south-wall shelf of the Luminarium trap room, Planets on the north-west shelf of the Observatory, and in the Luminarium shoot the ceiling planets Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune — Pluto falls and smashes into the Immense Power document. The drone you shoot off O.S.C.A.R. is the Damaged Drone artifact — pick it up.

Cursed only — Do not kill the first O.S.C.A.R. that spawns if you want the Spider Fang relic — his health is fixed at the round he appeared, which is what makes the round-40 melee kill possible.

  • 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

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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.

Quick win: A fourth free perk — the five skulls. Shoot each with a Pack-a-Punched gun and collect it when the eyes turn purple: Museum display case (facing west), Luminarium floor by the crumbled red-brick wall (south-west), Stargazer's Courtyard in the floor hole left of the ammo crate, Machina Astralis north-wall open cabinet opposite the Arsenal, the Veilwalk red-brick wall (facing north). Place them on the north-east desk in Machina Astralis in slot order 4, 3, 2, 1, 5; they spin one at a time — shoot them back in that order and they merge into a Random Perk power-up. The spin order is random per match.

4
Follow a patrolling Oscar

Elimination 20 and the planet code

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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.

Quick win: While you trail him: Robotics is in the north-east cabinets of the Machina Astralis box floor, Dual Functions in the Veilwalk gazebo (west wall), Eventful pops out when you shoot the paper stack on the Archive of Orbis table, and Their Town hangs off the Abyssal Rim cliff between Wisp Tea and the ammo crate — crouch to grab it.

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).

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
5
Museum → cryopod room → Luminarium

Extract the brain

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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.

Quick win: The Perfusion Machine you pick up after the lockdown is itself an intel artifact — the pick-up counts, no extra step.

6
Observatory → Archive of Orbit

Coordinates, reading list and busts

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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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
7
Machina Astralis chandelier

Align the planets and reach Mars

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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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
8
Mars back window

Mars — catch the Ascendant Eye

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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.

Quick win: Catching the Eye also banks the Ascendant Eye intel artifact.

9
Observatory organ → Mars pillars

Organ symbols and the five pillars

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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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
10
Four phases

Boss fight — Caltheris

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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”

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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)

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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

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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

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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

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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

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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).

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

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 (tagged New in BO7) 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.

New in BO7

Turncoat

Rare

Nearby zombies are charmed. (Season 2 Reloaded)

New in BO7

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)

Requipment

Epic

Equipment slots refill over time for 5 min.

New in BO7

Power Vacuum

Epic

Power-ups spawn more often for 5 min.

New in BO7

Elemental Exposure

Epic

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

New in BO7

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)

Round Off

Legendary

The round can't advance for 2 rounds.

New in BO7

Armor Gettin'

Legendary

A 3-plate armour vest plus full plates.

New in BO7

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)

New in BO7

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)

Gift Card

Ultra

+30,000 Essence.

New in BO7

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)

New in BO7

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)

Slaylist

Whimsical

Plays a random Zombies song. (Season 1)

New in BO7

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

Abyssal Rim — on the pillar of the staircase that runs between Abyssal Rim and the Luminarium (guides place it at the top and at the bottom of those stairs — check the corner pillars). Appears with Fire Sale once the other seven 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 (hint: “Please take your seat.”)

+

The Luminarium (Jugger-Nog / trap room) — on a shelf on the south wall.

Planets (hint: “Organ donor.”)

+

Observatory Dome — NW corner, on a shelf.

Robotics (hint: “Extraorbital.”)

+

Machina Astralis (Mystery Box floor) — cabinets on the NE wall of the circular room.

Dual Functions (hint: “Unsafe arbor.”)

+

The Veilwalk (Mule Kick) — inside the gazebo, facing the west wall.

Documents

Documents 3

+

Immense Power (hint: “Look out below!”)

+

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 (hint: “Archive stacks.”)

+

Archive of Orbis (Stamin-Up) — shoot the stack of papers on the central table.

Their Town (hint: “Poser planet.”)

+

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 (hint: “Progress through the main quest.”)

+

Shoot one of O.S.C.A.R.'s shield drones, then pick it up when it drops.

LGM-1 (hint: “Progress through the main quest.”)

+

Complete the LGM-1 wonder-weapon quest.

Perfusion Machine (hint: “Progress through the main quest.”)

+

After getting Dr. Thurston's Brain and clearing the Luminarium lockdown, pick up the Perfusion Machine holding the brain.

Ascendant Eye (hint: “Progress through the main quest.”)

+

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

Six relics on Astra Malorum — two Grim, two Sinister, two Wicked. Gong, Matryoshka Doll and Golden Spork went unfound for months and were all solved in the same week.

How Cursed Mode works

Cursed is Black Ops 7's hardest mode, and it needs no unlock — anyone can load it. It strips the run back: you start with a 1911 and no loadout weapon, there is no minimap, no objective markers and no quest progress bars, and every Pack-a-Punch tier costs double — 10,000, 25,000 and 50,000 Essence. Points work the Black Ops III way: melee kills pay more than shots, and any non-lethal hit pays 10.

Relics are not buffs. Every one is a pure downside. What you get back is the Cursed Tier they add up to. A Grim relic fills a third of a tier bar, a Sinister two thirds, a Wicked a whole one — so Tier I is three Grims, or one Sinister plus one Grim, or a single Wicked. Tier I puts Golden Armor on sale after Tier III armor, for 45,000 Essence. Tier II unlocks Ultra rarity — 8,000 Salvage on top of Legendary, or 17,500 from Common. Tier III unlocks Pack-a-Punch IV, for 100,000 Essence. You can equip as many relics as you like, but nothing improves past Tier III.

To earn a relic you finish a hidden side quest, which spawns a Relic Portal, then clear the Relic Trial behind it. Two things catch people out. Relic progress is not saved — the side quest and its trial have to be done in one sitting. And you can only equip a map's relics once you have finished that map's main quest. Inside a trial your own relics are switched off, so the trial's rule is the only thing working against you. Every first-time clear pays 1,000 XP and a GobbleGum.

On this map: Relic Trials here leave the whole map open to you.

Grim

Gong

+

What it costs you: Your Field Upgrade starts fully charged, and after that only a Full Power power-up will recharge it.

Gate Round 20+ · any tierBring Tesla Storm as your Field Upgrade, and Dead Wire on a weapon.

Before you start: Take any lethality augments off Tesla Storm and Dead Wire before the match — the Rod Zombie has to survive the proc. Lightning Strike is the safest Dead Wire augment. Use a Common or Uncommon weapon too, since ammo-mod damage scales with the rarity of the gun carrying it.

  1. 1
    Anywhere · round 20+
    Wait for the Rod Zombie

    From round 20 a zombie with a lightning rod stuck in it spawns every round. It does not despawn like ordinary zombies, so you can group the horde at one end of the map, run to the other, and let it walk to you on its own.

  2. 2
    Observatory Dome · Archive of Orbis · The Luminarium
    Light the bulb over three doorways

    The three doorways are by the Pack-a-Punch machine in the Observatory Dome, by Stamin-Up in the Archive of Orbis, and by Jugger-Nog in The Luminarium. Bring the Rod Zombie close to one, shoot it until Dead Wire procs — without killing it — then immediately trigger Tesla Storm and walk into it. The current jumps to the bulb above the door.

    With the Bus relic equipped the Rod Zombie's health regenerates, so one zombie can serve all three doors in a single round.

PortalJust outside the Observatory Dome's door to the Stargazer's Courtyard, by the broken pillar on the north-east side.

Relic TrialOnly electric damage kills — keep Dead Wire on; the M34 Novaline is the obvious answer. The waves run zombies, Core Uber Klauses, zombies, then an HVT Uber Klaus (one report counts it as two waves).

Grim

Seed

+

What it costs you: The Mystery Box is disabled, leaving you on wall buys. Fire Sale power-ups and the Immolation Liquidation GobbleGum still bring a box.

Gate Round 20+ · any tier
  1. 1
    One of six floor spots
    Find the Common-rarity pistol

    Two in the Observatory Dome — along a wall, or under the Pack-a-Punch machine. Just outside the front or back entrance to Machina Astralis. In the hallway behind the Stellar Dissector. In the small room with the Mr. Peeks headphones in The Luminarium.

    Watch out: a Ravager will eat the pistol if it finds it, and it does not respawn unless you save, quit and reload.

    A Ravager can eat the pistol — save and quit to respawn it.

  2. 2
    Anywhere
    Get exactly the round number in kills with it

    Twenty kills on round 20, fifty on round 50 — exactly, then put it away. Easiest on the first Ravager round after you pick it up. You may Pack-a-Punch it and raise its rarity, and Insta-Kill counts. Ammo mods and Wisp Tea, PhD Flopper or Elemental Pop will not fail it, but they will scramble your count. Over- or undershoot and you can try again next round.

    Track the kills on the scoreboard; a Kill Joy gum or the floating Scholar's Way skull makes it painless. Over- or under-count and you simply try again next round. Mister Peeks laughs, and the portal appears the round after.

PortalThe back of the Pack-a-Punch room, to the left of the Ammo Cache.

Relic TrialWaves one and three are zombies and Mimics, two and four are HVT Mimics — and all you have is a Tier 1 Pack-a-Punched pistol. Its Pack-a-Punch level is locked, but you can raise its rarity at an Arsenal. Traps and a Disciple Injection do the heavy lifting.

First clear pays1,000 XP and an Exit Strategy GobbleGum.

Sinister

Spider Fang

+

What it costs you: Perk prices at machines never come back down, so replacing perks after a down gets steadily more expensive.

Gate Round 40+ · Tier I or higherBring Wisp Tea and Aether Shroud, plus a high-tier melee — Melee Macchiato and a Pack-a-Punch-3 Legendary knife.

Before you start: The Mask of Benevolence augment stops the Wisp attacking O.S.C.A.R., which breaks this outright. Leave it off.

  1. 1
    Map-wide
    Save the first O.S.C.A.R.

    Leave the first O.S.C.A.R. of the game alive until round 40 — the ones that spawn later have far more health.

  2. 2
    Wherever he is
    Melee-kill him while the Wisp is on him

    Drink Wisp Tea and let the Wisp lock onto O.S.C.A.R. Bring his health down however you like, but the last hit has to be your knife, and the Wisp has to be attacking him as he dies.

    Confirmation cue: Mister Peeks laughs.

    Run default Wisp Tea with no major augment so the Wisp targets him but barely hurts him (the Extension and Haste minors help); pull the horde away with a Monkey Bomb or Kazimir, pop Aether Shroud and beat him down. If the Wisp lands the final blow, the step fails.

PortalThe west wall of the Archive of Orbis — the room the wiki calls the Library — directly across from Stamin-Up.

Relic TrialFive waves with no perks at all; everything else is available. Mimics come in with the zombies, O.S.C.A.R. keeps roaming, and Uber Klaus cores appear in the later waves. Wave two is an HVT Uber Klaus, wave five an HVT O.S.C.A.R. The Apogee Annihilator handles both. Stay mobile and lean on the Apogee Annihilator trap in Stargazer's Courtyard and a Pack-a-Punched Ray Gun.

First clear pays1,000 XP and a Wall To Wall Clearance GobbleGum.

Sinister

Matryoshka Doll

+

What it costs you: Salvage drops are halved.

Gate Round 40+ · Tier IBring C4, and Mars unlocked through the main quest.
  1. 1
    Main quest
    Open the way to Mars

    Push the main quest as far as the portal to Mars, then pick up C4.

  2. 2
    Mars — the central platform
    C4 the three chunks of meat

    Three pieces of meat sit around the outer edge of the big circular platform. Stick C4 on each of them, then detonate into a crowd. The exact number of kills needed is not yet known publicly — wiping a large horde is normally enough.

    Guides estimate 50 or more explosive kills — herd a big horde onto the platform before you detonate.

PortalMachina Astralis, by Thurston's cryopod. It is yellow.

Relic TrialFive waves of zombies and HVTs where enemies only die while your Field Upgrade is running — Frenzied Guard (fast recharge, more armour) or Aether Shroud with Frenzy Fire; pair either with the LGM-1. Shock Mimic HVTs, and an O.S.C.A.R. HVT on wave five.

First clear pays1,000 XP and a Phoenix Up GobbleGum.

Wicked

Golden Spork

+

What it costs you: Enemies deal double damage.

Gate Round 60+ · Tier II or higherBring A Mangler Cannon scorestreak, Monkey Bombs or Decoy Grenades, and Mars unlocked.
  1. 1
    Mars
    Fire the Mangler Cannon into the portal, then follow it

    Put a Mangler Cannon shot through the portal back to Earth, then go straight through after it. Start this at the top of a round, or when you know plenty of zombies are left — the next step needs a crowd, fast.

  2. 2
    Machina Astralis — the red circle
    Group a horde inside the ritual circle

    You have 10–15 seconds. The red circle is painted on the ground between the teleporter and the Archive of Orbis. Stand in the middle of it and drop a Monkey Bomb or Decoy at your feet to pull the biggest crowd around you. Five to ten seconds later the Mangler shot comes back out of the teleporter and flies at wherever you are standing — it has to kill a large number of zombies inside the circle itself.

    Decoys hold them there. Gamerant puts the bar at ten or more kills inside the circle.

PortalCrash Site, between Quick Revive and the GobbleGum machine. It is red.

Relic TrialSix waves of zombies and HVTs (one report says four) where enemies only take damage from hip fire; an HVT Uber Klaus and an HVT O.S.C.A.R. close it out. The Little Green Menace-1 is ideal — accuracy is irrelevant to it and it never runs dry.

First clear pays1,000 XP.

Wicked

Civil Protector Head

+

What it costs you: Perk decay — you lose a perk every 100 kills.

Gate Round 60+ · Tier II or higherBring The Energy Mine Field Upgrade, and PhD Flopper.
  1. 1
    Crash Site
    Read Ol' Tessie's lights

    Detonate an Energy Mine in front of Ol' Tessie. Her headlights flash three times as a get-ready, then the individual head- and brake-lights flash in a sequence. Note the order. Miss it or forget it and she runs the whole thing again — the loop repeats indefinitely until you have the relic.

  2. 2
    Museum Infinitum
    Translate the lights into chandeliers

    The headlights are the two north chandeliers — one above the Crafting Table, one above the Ammo Cache. The brake lights are the two south chandeliers, to the right and left of the door you come in from the Crash Site.

    Guides disagree on the mapping: the wiki says the headlights are the pair above the Crafting Table and Ammo Cache and the brake lights the pair either side of the Crash Site door; Gamerant says the headlights are the two nearest Stargazer's Courtyard and the brake lights the two nearest the Crash Site. Left light = left chandelier of its pair in both readings — check which pair the Crafting Table and Ammo Cache sit under in your game before you dive.

  3. 3
    Museum Infinitum
    Blow out the candles in that order

    Each chandelier has one lit candle. Dive to prone under each one with PhD Flopper, in the order the lights flashed; each dive blows a candle out. Get it wrong and they relight next round for another attempt.

    Gamerant says the order re-rolls each round, so read the lights and dive in the same round.

PortalBehind the Mystery Box spawn at the Crash Site.

Relic TrialSix waves of zombies and HVTs — Uber Klaus and O.S.C.A.R. — and every zombie sprints at maximum speed.

First clear pays1,000 XP and a Reign Drops GobbleGum.

When it isn't working

The stalls that actually cost people runs on this map, and what to do about each.

TroubleshootingEach of these is quoted from the step it belongs to, derived from a gate the guide already states, or researched from the map's own quest documentation — nothing here is guesswork about what might be going wrong.

Copied an answer from another guide and it did not work?

Some of this map is randomised per match — the answer you were given was correct for somebody else's game and cannot be correct for yours. Read the value your own game is showing you, then use the solvers on this page: Planet Code Calculator · Mars Symbols Order Tracker · Planet Directions Summary · O.S.C.A.R. Audio-Log Stopwatch · Statue / Book Puzzle Solver · Mars Declination Code.

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.

Map discussion

A shared community board for Astra Malorum — posts are public, saved on the server and visible to everyone across devices. Handy for strategies, spawn variations you've noticed, or steps to double-check. Please keep it civil and on-topic.

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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.