Paradox Junction — 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, ~45–75 min.

Open the interactive guide →
Black Ops 7 · 2025

Paradox Junction

Nuketown split across two timelines — a sunny 1950s 'past' and a nuked 'future'. Warp between them to build the Sundergat, help the Twins, and destroy the Dark Heart.

Released Season 2 Reloaded · 2026 Wonder Weapon: Blundergat → SundergatBoss: The Dark HeartTime-travel Nuketown
HardEst. time45–75 minPlayers1–4 (solo-capable)
How this guide was verified · method
BasisCross-checked against multiple published guides and the community wikiSources cross-checked3SolodocumentedCo-opdocumentedLast reviewed8 Sep 2026
Documented here12 walkthrough steps · 8 side Easter eggs (incl. 1 song, 1 free perk) · 1 interactive solver · 3 weapon builds · 6 per-map augment picks · 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

Paradox Junction is a Black Ops 7 Zombies map — Nuketown split across two timelines, a sunny 1950s past and a nuked future you warp between. The 12-step main quest has you build the Blundergat, upgrade it to the Sundergat, help the ghostly Twins through three children's games, and destroy the Dark Heart boss. Rated Hard; solo-capable.

Where is Pack-a-Punch on Paradox Junction?

Pack-a-Punch lands in the Past timeline. Take the truck keys from the golf-club zombie in the Destroyed timeline, use them on the truck to open Trinity Avenue in the Past, then shoot the space-time knots around the Pack-a-Punch site — three or four cycles and the machine drops in.

What is the Wonder Weapon on Paradox Junction?

The Wonder Weapon is the Blundergat, upgraded to the Sundergat. Build the Blundergat from four parts at the Destroyed-timeline van, then kill three tortured zombies with it at the bench and insert it in the Past to collect the Sundergat.

Who is the boss of Paradox Junction?

The boss is the Dark Heart. Each cycle you break three black-goo blobs, hold three 60-second concentration-field defences, then get a damage window on the spinning heart — shoot the glowing cracks top and bottom. Max armour and Max Ammo drop after each third of its health.

How do the two timelines work on Paradox Junction?

Paradox Junction has a Destroyed (future) timeline and a Past timeline. It flips automatically at every dog round, or you can use the portal for points. Every quest step needs a specific timeline — some refuse to run on dog rounds — so match the timeline each step names.

How many steps is the Paradox Junction Easter egg?

The Paradox Junction main quest is 12 steps and runs roughly 45–75 minutes, rated Hard and solo-capable for 1–4 players. Three steps are children's games — hopscotch, four square and jacks — each with a forgiving 60-second retry timer.

How do you complete the Paradox Junction Easter egg?

It is rated Hard and takes about 45–75 min. The run breaks down like this:
  1. Two timelines: Destroyed and Past — every step names which one it needs
  2. Truck keys from the golf-club zombie → open Trinity Avenue in the Past
  3. Destroy the space-time knots around PaP → Pack-a-Punch lands
  4. Build the Blundergat from 4 parts at the van workbench
  5. Kill 3 tortured zombies at the bench → Sundergat upgrade
  6. RC car the garage door → chalk + swing seat → the twins appear
  7. Brain Rot the piano teacher → follow her to the Past
  8. Seeds → grow the tree → 3 tomahawks → burn the firewood
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 Paradox Junction Easter egg take?

About 45–75 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 Paradox Junction 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.

How many side Easter eggs are on Paradox Junction?

8 are documented here — song, free perk 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 Paradox Junction puzzles?

Yes. Paradox Junction has randomised puzzles whose answer changes every match, so there is nothing to look up — this guide ships 1 interactive solver 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 Paradox Junction released?

2026, in the Season 2 Reloaded content drop.

Map & Key areas

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

Paradox Junction map layoutArsenalElectric TrapElectric TrapGobbleGum MachineExfilPack-A-PunchMystery BoxMystery BoxMystery BoxQuick RevivePerk-A-ColaPerk-A-ColaPerk-A-ColaPerk-A-ColaDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyAmmo CacheAmmo CacheAmmo CacheAmmo CacheArmor VestArmor VestWall Buy (Velox 5.7)M10 BreacherRazor 9mmVS ReconM8A1MXR-17ArsenalElectric TrapElectric TrapPack-A-PunchExfilGobbleGum MachineCrafting TableCrafting TableJugger-NogPerk-A-ColaPerk-A-ColaPerk-A-ColaPerk-A-ColaDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyDoor BuyAmmo CacheAmmo CacheAmmo CacheAmmo CacheArmor VestArmor VestWall Buy (Echo 12)CODA 9Dravec 45MK. 78XR-3 IONCarbon 57Mystery BoxMystery BoxMystery Box

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.

Steps at a glance

  1. Two timelines: Destroyed and Past — every step names which one it needs
  2. Truck keys from the golf-club zombie → open Trinity Avenue in the Past
  3. Destroy the space-time knots around PaP → Pack-a-Punch lands
  4. Build the Blundergat from 4 parts at the van workbench
  5. Kill 3 tortured zombies at the bench → Sundergat upgrade
  6. RC car the garage door → chalk + swing seat → the twins appear
  7. Brain Rot the piano teacher → follow her to the Past
  8. Seeds → grow the tree → 3 tomahawks → burn the firewood
  9. Goggles and headset into the toy box
  10. Three children's games: hopscotch, four square and jacks
  11. Clock step: white hand to 12, red hand to 12, then nudge mid-teleport
  12. Boss: break 3 goo blobs, hold 3 defences, burst the heart's cracks
Everything hinges on the two timelines. The 'past' (clean Nuketown) and 'future' (destroyed Nuketown) each hold different parts — you'll be hopping between them constantly via the Temporal Storm. The swap is triggered after each completed dog (Hellhound) round, so plan which timeline you'll be in for each 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.

Stated in the walkthrough
  • “Perks you will need later: Wisp Tea and Death Perception.” step 1
Recommended
  • Aether Shroud Field Upgrade — Setup & safety

Set aside 45–75 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.

  • “Solo, you run to the opposite square yourself, about fifteen seconds…” step 9
  • “Line them up for collaterals; in co-op split the lanes.” step 10
  • “Dump everything: Idle Eyes in co-op, Aether Shroud otherwise, Kazimirs during the defences.” step 12
  • “Clear space — Decoys or Ether Shroud solo, a teammate holding zombies in co-op” Mini golf

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
Destroyed ↔ Past

Open the map and land Pack-a-Punch

+

Read this first — it governs the whole quest. The map has two Nuketown timelines: Destroyed (where you start) and Past (pre-nuke). It flips automatically at every dog round, the first around round 5 or 6; otherwise use the portal, which costs points and needs a round flip to recharge if it says regenerating. Some steps refuse to run on dog rounds, and every step below names the timeline it needs — match it or nothing happens.

(Destroyed) Open toward the back of the yellow house and take the truck keys from the zombie stabbed with a golf club. While you are there, grab the SO3 vial from the desk upstairs and fill it with acid at the greenhouse kitchen sink — interact with the sink, then the acid pool.

(Past) Use the keys on the truck to roll it aside and open Trinity Avenue. Then destroy the space-time knots around Pack-a-Punch: shoot a knot, kill the tethered zombies that drop from the sky, and the knot reappears elsewhere. Three or four cycles and Pack-a-Punch lands.

Grab while you are in the Past: the sealant from the upstairs shelves in the yellow house, and the swing seat from the swing set behind it.

Perks you will need later: Wisp Tea and Death Perception. Machine locations are randomised between the two timelines, so buy them wherever you find them, with WunderFizz as the fallback.

Quick win: The Nuketown clock pays loot at any round: shoot its hands (the clock is knocked down near spawn) until it reads 1:15, then when you next change timeline collect the drop at the clock — a Mystery Perk can, salvage, an Aether Tool and a Pack-a-Punch crystal are all reported, and it scales with the round. While you are in the Yellow House backyard for the keys, the mini-golf course is right there in the Clean timeline: shoot or melee a ball into the white-flag hole in one and it drops Bonus Points, Insta-Kill and Max Armor (a second sink a round or two later pays another Bonus Points). No explosives — they launch the ball out of the court.

Quick win: Intel on the doorstep: Helpful Information on the Yellow House kitchen table (Clean), Live Air on the brick-oven slab in the Yellow House backyard (Clean), The Search Begins on the broken bunk bed upstairs in the Destroyed Yellow House, Run Aground in the upstairs cabinet of the Destroyed Green House, Dead Air on its deck railing, Paper Hearts on the living-room table by its stairs.

Cursed only — The Rocket relic's dog-petting and the Summoning Key's collar and ball can all be done before round 20/40 — only the final pet and the gravestone step are gated.

2
Four parts → the van workbench

Build the Blundergat

+

Four parts in any order, then build in Destroyed at the van in the middle of the map. Melee the workbench first — there is no prompt at all until you do — then interact to craft, and remember to take the weapon off the bench.

Worth doing anyway: fill every soul-cyst you find, not just the ringing one. They drop loot, and at high rounds tier-3 Pack-a-Punch crystals.

Quick win: While you are pouring acid: melt all twelve mannequins (three per vial, refill at the sink) — the last one you melt leaves a free Random Perk power-up where it stood when you return to the future, and the other spots pay about 1,200 essence between them. Mannequins: Green House kitchen, behind the backyard fence, the back deck and the garage; Cul-de-Sac north-east corner left of the Yellow House and before the truck to Trinity Avenue; Yellow House by the stairs, backyard by the swings and behind the house left of the garage; Trinity Avenue by the right-hand garage door, near the M8A1 wall-buy and far right of Pack-a-Punch.

  • Barrel — in Destroyed, one yellow soul-cyst emits a ringing tone. Kill zombies beside it until it bursts
  • Mannequin part — in Destroyed, find the one ringing mannequin (they stand in the greenhouse, yellow house, spawn and Trinity Avenue) and memorise which. In the Past, interact with that same mannequin to pour the acid on its head — a twins quote confirms a correct guess, and you get three tries. Return to Destroyed and the part lies where it stood
  • Wall part — in Destroyed, find the ringing black-goo wall mark (top of the greenhouse stairs on the right, the yellow-house garage, or the corridor entering Trinity Avenue). In the Past, throw an explosive at that exact spot; back in Destroyed the opened wall holds the part
  • Sealant — the upstairs shelf in the yellow house in the Past, bottom shelf by the window
3
Destroyed only — three rounds

Upgrade to the Sundergat

+

Spend a full round in Destroyed, and at the next round start a tortured zombie spawns held inside a small fire tornado — behind the yellow house, behind the greenhouse, or on Trinity Avenue near Pack-a-Punch. It stays put until you approach.

Do it at the end of a round. When you approach it follows you, and purple-eyed zombies spawn that chain fire into it and drain its life — kill those off it as you go.

Lead it to the Blundergat van and kill it with the Blundergat right in front of the bench so its soul is drawn in. Repeat on two later rounds; missing a round is fine, a fresh tornado appears each time.

The third one is different: it transforms into a shock mimic as you approach, with far more health. Pack-a-Punch the Blundergat before you attempt it.

Finish: in the Past, melee the bench flap open and insert the Blundergat. Return to Destroyed, melee the bench, and collect the Sundergat.

Quick win: Collecting the Sundergat from the truck also banks the Sundergat artifact; Head Cannon sits on the truck bonnet right of Pack-a-Punch in the Clean timeline and Makin' It Right on the car bonnet opposite Pack-a-Punch in the Destroyed one.

4
RC car → garage → swing set

Summon the twins

+

(Destroyed) From around round 8, with all doors open in both timelines, find the ARC-XD remote — right of Pack-a-Punch behind the crates, on the broken shelf in the yellow-house garage, or in the greenhouse back-garden soil bed. Interact to become the RC car.

The route: up the box ramp, along, left, then up the second ramp facing the boxes. Build momentum and jump early to clear them, through the crack, then drive to the garage door and detonate. Fail it and you find another remote next round.

Inside the opened garage a stone zombie fades away — pick up the head and then the chalk piece on the floor.

(Destroyed) Interact with the swing to fit the seat, then again to place the chalk.

Confirmation cue: a white flash and a vision of the twins on the swings. Every later interaction with the girls requires this step first.

Quick win: The stone corpse in the opened garage also hands you the Sidewalk Chalk artifact. Now start the chalk chain: interact twice with the drawing on the yellow shed in the Destroyed Yellow House backyard (Before Times), the drawing on the white fence in the Clean Green House garden (Storm Coming), then the Trinity Avenue street drawing in Destroyed (Trickery) and finally the one behind the Welcome to Nuketown sign in Clean (Aftermath) — each only appears after the one before.

5
Greenhouse backyard — do this promptly

The piano teacher

+

Do this as soon as the twins appear — it gates the jacks game later and it is pure waiting, so start the clock on it early.

(Destroyed) Wait around the greenhouse backyard watching the back-left arch with the flower bed. Toward the end of a round the piano teacher shuffles in through the fences. Do not kill her. If she does not appear, spend the whole next round there.

Turn her with Brain Rot or a psych grenade and she runs to the piano inside the greenhouse and stands at it.

Now move fast: while she stands there you have limited time to reach the portal and teleport to the Past. In the Past she has opened the piano, plays briefly and leaves.

Confirmation cue: blue note symbols spawn around Destroyed.

Piano Melody Trainer

Green House piano — Clean Nuketown

The notes are the same every match, so the difficulty is not knowing them — it is playing them cleanly while a horde closes in, because a fumble resets the whole thing. Hear it, then play it back here until it is muscle memory.

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.
6
Garage → PaP dirt → yellow house

Seeds, the tree and the fireplace

+

(Destroyed) In the yellow-house garage, crouch and interact with the red box on the shelf — it only opens after the twins step — for the irradiated seeds.

(Past) Plant them in the dirt pile left of Pack-a-Punch. A glowing plant appears and acts as a soul box: kill zombies with the Blundergat beside it — the base version is fine here, and it takes plenty of kills. White flash and a Max Ammo confirm it.

(Destroyed) The tree is now huge. Hit it with three tomahawks for three strange firewood logs — the quote is “that’s plenty of wood”. Craft more tomahawks at the bench as needed.

(Past) Place the firewood in the yellow-house fireplace and Molotov it. A completion quote plays, and back in Destroyed the wood has burned away.

7
Destroyed → Past

Goggles, headset and the toy box

+

Goggles (Destroyed): shoot the goggles on top of the telephone pole left of Pack-a-Punch — aim the very top — and they fall out of bounds. Activate Wisp Tea and the wisp carries them back through the fence for you to collect.

Headset (Destroyed): you need Death Perception to even see it. It spawns on the greenhouse upstairs shelf, in the trash bins by the wall-buy fence, or behind the yellow house in the mannequin’s hand near the golf-bag body.

(Past) Open the toy box at the Trinity Avenue entrance — interact once to open, again to load — and place both items. That unlocks the third children’s game.

Quick win: Both pick-ups are intel artifacts (Goggles, Headset) — nothing extra to do.

8
Trinity Avenue chalk X

Children's game — hopscotch

+

(Destroyed) Stand on the chalk X in Trinity Avenue near Pack-a-Punch until it glows blue and stays lit, then get to the Past.

At the X the twins draw a hopscotch grid. Interact with the white orb over square 1 to start a third-person mini-game: jump square by square 1 to 12 and back to 1, dodging the moving black smoke square.

The rhythm that works: hop the black square as it passes, then follow it home — it wraps from your start straight back to 11.

Fail cooldown is 60 seconds, regardless of the round, so a botched attempt does not cost you a full round.

Finish: a gold music box appears. Escort it with Sundergat kills only — no other weapon fills it — all the way to the fireplace in the yellow house, the long way round through the garden and back kitchen. Max Ammo on arrival.

Quick win: The gold music box you escort is the Music Box artifact once it reaches the fireplace.

9
Behind the greenhouse

Children's game — four square

+

(Destroyed) Find the red ball phasing in and out of reality — in the Trinity Avenue rafters, on the yellow-house roof, or on the stacked ammo crates in the backyard. If it is not there, flip the round. A PhD Flopper slide-explosion knocks it down nicely.

Shoot the ball along the ground all the way to the X behind the greenhouse until the X glows, then leave it and teleport to the Past.

The twins draw a four-square grid with a floating blue ball. Melee it so it bounces into a different square each timenever twice into the same square. Solo, you run to the opposite square yourself, about fifteen seconds; in co-op a partner returns it and it runs about thirty. Shrouds and decoys make it trivial.

Finish: a gold symbols item — Sundergat-escort it to the toy box in Trinity Avenue. Max Ammo and a white flash.

10
Blue notes → greenhouse piano

Children's game — jacks

+

Needs the piano teacher done first — if the notes are not interactable at all, your tree soul-box is unfinished.

(Destroyed) Eight blue notes sit at fixed spawns: behind the bunker at the greenhouse, behind the yellow-house fence, the spawn-area fence, the side of the yellow bus, and several around Trinity Avenue including the wooden panel by the phone box and behind the rock near the tree. Each blinks between one and eight times.

Count all eight first, then interact in blink order 1 to 8. Get it wrong and you wait for the next round.

(Past) At the greenhouse piano, eight glowing notes are marked on the wall. The tune is the same every gameA (high), F, G, E, F, E, C, E. Wrong notes reset after roughly thirty to sixty seconds.

(Destroyed) Find the floating sideways zombies around the map edges and kill three; their souls fly to Trinity Avenue. Go to the Past, the souls sink, and the twins draw jacks.

The game: the ball bounces and each bounce flings a wave of one-hit-kill zombies into the air — kill every airborne zombie before the ball lands. Line them up for collaterals; in co-op split the lanes. Several waves, 60-second retry on failure.

Finish: Sundergat-escort the gold item through the greenhouse garage, round the back, through the kitchen and onto the piano.

11
Top of the bus by the van

The clock step

+

(Destroyed) From the top of the bus by the Blundergat van, shoot the big clock above the greenhouse: white hand to 12 first, then the red hand to 12.

The bit everyone misses: start the teleport to the Past and, during the teleport animation, shoot the red hand once more — nudging it to 12:05. It has to happen mid-teleport.

Confirmation cue: you arrive in the Past to music, with the twins at the greenhouse piano. Follow their orb through piano, toy box, fireplace, swing set, listening at each stop. At the swings it becomes a yellow orb — the boss vote.

12
Three mechanic-and-damage cycles

Boss fight — the Dark Heart

+

Prep: triple Pack-a-Punch, max rarity, purple or better armour and 15,000+ points spare. Bring Kazimirs and monkeys for the defences.

Each cycle runs the same shape: break three black-goo blobs, hold three 60-second concentration-field defences, then get a damage window on the spinning heart — shoot the glowing cracks top and bottom. Max armour and Max Ammo drop after each third of its health.

Navigating the defences: the blue orb flying onward shows which site is next. Failing a defence only restarts that defence, not the cycle.

Cycle 1: the blobs carry soul cysts needing eight to ten kills each beside them. The boss throws missiles and fire tornadoes — keep moving, and you can damage it from anywhere in the arena.

Cycle 2: blobs are fed by a yellow sky-vortex dropping tethered zombies, just like the Pack-a-Punch knots — kill the tethered zombies to break each blob. Meteors mark the floor with orange circles, and hellhounds join the defences.

Cycle 3: a tortured zombie spawns centre-arena. Escort it to each blob — killing its purple-eyed drainers on the way — and once it tethers itself, shoot the tortured zombie to break the blob. Three times, then the defences again, then the final damage phase with the heart spinning fastest. Dump everything: Idle Eyes in co-op, Aether Shroud otherwise, Kazimirs during the defences.

Needs confirming: the blob-to-location mapping. MrDalekJD names fireplace at Trinity Avenue, toy box at the greenhouse and piano at the yellow house — but the main quest escorts deliver to the opposite pairings, so cross-check in game.

Side Easter Eggs & extras

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

Song

“Come Back Down”

+

Kevin Sherwood ft. Megan Rice. 3 headphones: behind the blue house fence gap in past Trinity Ave, the past Yellow House upstairs bedroom, and the back of the wrecked truck in future Trinity Ave.

  1. Interact with 3 Mister Peeks headphones (needs Pack-a-Punch and past/future access first)
  2. Past — Yellow House upstairs bedroom, on the round table in the corner (very dark)
  3. Past — Trinity Ave alley, back-left corner, outside the boundary (reach through the fence gap)
  4. Future (nuked) — Trinity Ave, at the back corner of the wrecked truck's bed
  5. 'Come Back Down' by Kevin Sherwood & Megan Rice plays
Free perk

Mannequin acid melt

+

During the Blundergat Hammer step, keep melting mannequins with the acid vial (Yellow House vial + Green House sink). Melt them all and a free Random Perk power-up spawns where the last one stood, back in the future.

  1. In the future/destroyed Nuketown, grab the empty vial upstairs in the Yellow House
  2. Fill it with acid at the Green House sink
  3. Teleport to the past and melt mannequins (the Blundergat ones) — the vial melts three before running dry
  4. Refill at the Green House sink and repeat until all 12 are melted
  5. Return to the future — a free Random Perk spawns where the last mannequin stood
Side quest

Open the bunker

+

Lure the mannequin to the Green House bunker across the timelines, then use Brain Rot or Psych Grenades so turned zombies knock on the door (9 knocks). The opened bunker in the future holds a present: random weapon, random perk and 2,000 Essence.

  1. Build the Blundergat first (gatekeeper for this quest)
  2. Future: note the cooker in the Yellow House kitchen → hop past → return: a mannequin appears → hop again: frying pan
  3. Guide the mannequin to the Green House backyard bunker across timeline hops
  4. Use Brain Rot ammo or Psych Grenades: turned zombies knock on the door (3 zombies × 3 knocks)
  5. Teleport to the future — the present at the open bunker holds a random weapon, a perk and 2,000 Essence
Side quest

Mini golf

+

On the past Yellow House putting green, sink the ball first try (one attempt per match) for a triple power-up reward; miss and you get consolation Bonus Points.

  1. Teleport to Clean (past) Nuketown from Round 7
  2. Find the putting green in the Yellow House backyard
  3. Clear space — Decoys or Ether Shroud solo, a teammate holding zombies in co-op
  4. One ball, one attempt per match: sink it first try into the white-flag hole
  5. First-try success = triple power-up drop; a miss pays consolation Bonus Points
Side quest

1:15 clock

+

From the Cul-de-Sac bus, shoot the burned house's roof clock hands to 1:15. Loot drops when you first teleport to the past — reportedly scaling with the round.

  1. In Normal/past Nuketown, find the blast-toppled clock near spawn
  2. Shoot the clock hand to rotate it one step per shot until it reads 1:15
  3. After the first dog round (~round 7), teleport to collect the drop
  4. Rewards: free ether tools, Pack-a-Punch crystals and free perks
Side quest

The stalking mannequin

+

Stare at the backwards-headed mannequin in future Trinity Avenue until it snaps position — it then teleports after you all game. Shoot it in the head in the past to end the haunting and collect loot.

  1. Build the Blundergat first
  2. In the destroyed version, go to the far-right end of the Trinity Ave alley and stare at the backwards-headed mannequin until it snaps around
  3. It now follows you when your back is turned (and shocks you if too close)
  4. Teleport to the past, where it hides in one of a few spots (Green House chimney, behind the PaP fence, Blue House chimney, or the Cul-de-Sac truck)
  5. Find and approach it for a Random Perk, a PaP crystal, a Rare Aether Tool, a Legendary weapon and a scorestreak
Side quest

Floating Head & Loot Cyst

+

With the Blundergat built: follow the masked mannequin head to a soul box for big loot (PaP crystals, legendary tools). Separately, feed the Green House Loot Cyst its Head/Bone/Guts/Ham fetch items to summon the HVT Zynvara, who drops loot including a Deadshot Daiquiri can.

  1. In past Nuketown, interact with the masked mannequin head on the Green House second floor
  2. It levitates out to the backyard and stops, spawning zombies
  3. Kill the ones with purple glowing eyes to charge the head
  4. Reward (the map's richest): PaP-3 crystals, Legendary Ether Tools and perks
  5. (Guides don't cleanly separate this from a purple 'loot cyst' that gives a free PaP crystal — treat as the same chain until confirmed)
Side quest

Frying pan steak

+

Cooker → mannequin → frying pan across timeline hops; fill the pan with a soul, Molotov the steak, and hop timelines for a Bonus Points drop at the table.

  1. This is a step in the bunker-opening chain, not a standalone reward
  2. In the past, turn on the Yellow House stove and kill a zombie by it (the Blundergat helps) so its soul makes a raw steak in the pan
  3. Molotov the pan to cook the steak
  4. Hop to the future (the mannequin moves to the dining table), then hop again — it relocates to the Green House bunker
  5. Open the bunker (turned zombies knock) for a random weapon, a random perk and 2,000 essence

Interactive solvers

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

Piano Melody Trainer

Green House piano — Clean Nuketown

The notes are the same every match, so the difficulty is not knowing them — it is playing them cleanly while a horde closes in, because a fumble resets the whole thing. Hear it, then play it back here until it is muscle memory.

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 in the tight Nuketown lanes; tougher armour for the Dark Heart.
Speed Cola
MajorPhantom ReloadMinorQuick Swap
Keeps the Sundergat and a bullet gun topped up across both timelines.
Deadshot Daiquiri
MajorDead AgainMinorDead Break
Crit-ammo refund and armour damage on the Rad-Hounds and the boss.
Stamin-Up
MajorGuns UpMinorHot Foot
Fire while sprinting between the two Nuketowns.
PhD Flopper
MajorPhD SliderMinorTribologist
Slide-detonate the packed yards; no self-damage.
Quick Revive
MajorDying WishMinorSlow Death
An invulnerability window during the timed steps.

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.

The Bomba calling card

The Bomba

Map challenge

Complete the Paradox Junction main quest with all Mantis Relics active.

Main-quest completion card calling card

Main-quest completion card

Main EE

Complete the Paradox Junction 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 are split across the Past and Future Nuketown halves — shoot each to spawn it (a couple need an explosive). Collect the first seven and Fire Sale plus a free Random Perk appear.

Double Points

Future — the burning building on the NE side of the Cul-de-Sac; look through the window by the piano, through a crack in the wall.

Max Armor

Future — inside the yellow bus at the centre of the Cul-de-Sac, on the truck by the Workbench.

Max Ammo

Past — on the green transformer to the right of the Yellow House (visible from the Cul-de-Sac bus).

Nuke

Past — on top of the clock tower NW of the Cul-de-Sac, seen from the Green House backyard.

Full Power

Past — Green House upstairs bedroom, behind the furniture pile opposite the TV (crouch to reach it).

Insta-Kill

Past — on the BBQ grill by the white picket fence, SW side of the Green House backyard.

Bonus Points

Future — the burning, ruined house on Trinity Avenue beside Pack-a-Punch (left of the machine as you face it). It sits above a pillar inside, out of reach — lob a Semtex or grenade through the gap to spawn it.

Fire Sale

Future — the top room of the Yellow House by the shattered windows (seen from the back of the Cul-de-Sac). Only appears once the other seven are collected.

Random Perk

Past — on the cabinet/bookshelf behind the bunk bed in the Yellow House upstairs bedroom; appears once the rest are collected.

Intel

18 pieces — 10 Audio Logs, 3 Documents, 5 Artifacts. Each piece is 1,000 XP; all 18 award 10,000 XP and the Paradox Junction Intel calling card.

Audio Logs

Audio Logs 10

+

The Search Begins (hint: “Top bunk taken.”)

+

Destroyed Nuketown — Yellow House top-floor bedroom, at the broken bunk bed.

Run Aground (hint: “Campers delight.”)

+

Destroyed Nuketown — Green House top-floor bedroom, cabinet by the window.

Live Air (hint: “Pizza Party!”)

+

Clean Nuketown — Yellow House Backyard, on the stone tablet at the brick oven.

Dead Air (hint: “Viewing deck.”)

+

Destroyed Nuketown — Green House Deck, on the wooden railing.

Head Cannon (hint: “Supply drop.”)

+

Clean Nuketown — Trinity Avenue, on the truck hood right of Pack-a-Punch.

Makin' It Right (hint: “Gold star driving.”)

+

Destroyed Nuketown — Trinity Avenue, on a car hood opposite Pack-a-Punch.

Before Times (hint: “Check the shed.”)

+

Destroyed Nuketown — Yellow House Backyard; interact with the chalk drawing on the yellow shed, then again for the log.

Storm Coming (hint: “Plant life.”)

+

Clean Nuketown — Green House Backyard garden; chalk drawing on the white fence.

Trickery (hint: “Attempted Delivery.”)

+

Destroyed Nuketown — Trinity Avenue chalk drawing (only appears after Before Times and Storm Coming).

Aftermath (hint: “Pop. 4.”)

+

Clean Nuketown — Cul-De-Sac; chalk drawing behind the "Welcome to Nuketown" sign (only after the previous three chalk logs).

Documents

Documents 3

+

Paper Hearts (hint: “Stop Stairing.”)

+

Destroyed Nuketown — Green House, on the living-room table by the stairs.

Helpful Information (hint: “Can we get a booth?”)

+

Clean Nuketown — on the Yellow House kitchen table.

Wanted Man (hint: “Picketer.”)

+

Clean Nuketown — Trinity Avenue (via the PaP unlock); wanted poster on the fence immediately left.

Artifacts

Artifacts 5

+

Sidewalk Chalk

+

Open the secret Trinity Avenue garage in Destroyed Nuketown with an ARC-XD, then interact with the corpse inside to spawn the chalk.

Sundergat

+

Claim the Sundergat from the Truck Interior — upgrade the Blundergat via the fire-tornado zombie across 3 rounds, then use the Clean Nuketown workbench.

Music Box

+

Main quest — grow the tree, light the Yellow House fireplace, then complete the hopscotch to follow the floating music box to the fireplace.

Headset

+

Main quest (needs Death Perception) — aim at one of three Destroyed-Nuketown spots (Cul-De-Sac bins, Green House upstairs NW wall, or Yellow House Backyard SE corner) to reveal it. Three possible spots — the Cul-de-Sac bins near the Green House, inside the Green House upstairs north-west wall, or the fenced south-east corner of the Yellow House backyard.

Goggles

+

Main quest — on Trinity Avenue (Destroyed), left of PaP, shoot the speakers on the wooden pole, then use Wisp Tea to fetch them.

Cursed Mode relics

Three relics on Paradox Junction — one Grim, one Sinister, one Wicked, spread across both Nuketowns. All three were found within a week of release; the Rocket was first triggered by accident.

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 map open, but lock you to whichever timeline the trial started in.

Grim

Rocket

+

What it costs you: No scorestreaks for the run.

Gate Round 20+ · any tier
  1. 1
    Normal / pre-nuke Nuketown
    Pet a Rad-Hound on the clean Nuketown

    Turn one friendly with Brain Rot or a Psych Grenade, then interact with it to pet it.

    It only works at the end of a round — save the last dog of a Max Ammo round.

  2. 2
    Destroyed Nuketown
    Pet a D.A.W.G. on the nuked Nuketown

    Call in a D.A.W.G. scorestreak, set it to sentry mode, then pet that too.

    Order does not matter, and one of the two may be petted before round 20 — but the other has to come after it.

    The D.A.W.G. costs 2,250 Salvage.

PortalThe Green House on the clean Nuketown — upstairs bedroom, south wall.

Relic TrialWaves of enemies that only die to their own elemental weakness — Toxic Zombies and Rad-Hounds to Shadow Rift, Doppelghasts to Light Mend, Shock Mimics to Brain Rot. Mule Kick lets you carry more than one ammo mod. Rainbow Pop and the Elemental Exposure GobbleGum are both disabled in here. Mule Kick and three guns, one mod each. Do not run the Mangler Helmet relic while attempting this — it removes the Arsenal you need for the mods.

First clear pays1,000 XP and a Soda Fountain GobbleGum.

Sinister

Summoning Key

+

What it costs you: Zombies explode when they die, damaging anyone standing near them.

Gate Start any time · finish on round 40+ · Tier I

Before you start: Use Aftertaste so you keep your perks when you go down, carry a Self-Revive solo, and do not buy Quick Revive with the Dying Wish augment — the deliberate down burns it.

  1. 1
    Nuked Nuketown — Green House
    Blow the dog collar out of the chimney

    Throw a grenade into the broken chimney of the Green House. A dog collar shoots out; pick it up.

    From the Cul-de-Sac, face the right side of the Green House — the broken chimney by the clock tower.

  2. 2
    Normal Nuketown — Yellow House
    Have a Rad-Hound dig up the ball

    Brain Rot a Rad-Hound near the Yellow House. It runs into the back garden and digs up a ball — interact with the hound to take it.

  3. 3
    Nuked Nuketown — Green House back garden · round 40+
    Go down on the gravestone spot

    You have to down yourself there deliberately. Your perks and loadout are not protected, so arrange the pickup first — a teammate, or a GobbleGum that hands your perks back. A gravestone rises out of the garden; interact with it.

    Go down against the back fence, facing west.

PortalThe right-hand side of the Yellow House, seen from the Cul-de-Sac. (The backyard wall.)

Relic TrialFive waves, and you have 1 minute 30 seconds to clear each one. HVTs on two and five — War Machine, the Sundergat and Kazimirs.

First clear pays1,000 XP and a Round Off GobbleGum.

Wicked

Mangler Helmet

+

What it costs you: The Arsenal is removed from the map entirely.

Gate The knife spawns on round 60 · Tier II or higherBring The Mister Peeks Field Upgrade.

Before you start: Two things break this before you even load in. The Mister Peeks augment that grants free box spins stops him picking up the box one — turn it off. And the Seed relic cannot be equipped, because it removes the Mystery Box and a Fire Sale box will not roll Mister Peeks.

  1. 1
    Either Nuketown — Mystery Box
    Have Mister Peeks fetch the box Mister Peeks

    Spin the box until the Mister Peeks weapon comes up. Activate your Mister Peeks Field Upgrade in front of the box and he grabs it. When the field upgrade runs out you can pick it up.

  2. 2
    The other timeline
    Do the same on the other Nuketown

    One from each version of the map.

  3. 3
    Both Nuketowns — outside the Yellow House
    Put one on each Yellow House mailbox

    One Mister Peeks per mailbox, one per timeline.

  4. 4
    Round 60
    Kill the red-mouthed Shock Mimic with the knife

    On round 60 an Ultra rarity knife spawns, not Pack-a-Punched — you can Pack-a-Punch it freely with no penalty. Equip it, find the Shock Mimic with a red mouth, and kill that specific one with the knife.

    If round 60 is a dog round and you take the knife on 61, the Mimic comes on 62.

PortalThe balcony of the Green House on the nuked Nuketown, above the front door. It is red.

Relic TrialSix waves of enemies and HVTs (on three and six) with no armour plates and 50 max health removed — guides disagree whether that is 50 points or 50%; either way you are a two-hit down without Iron Core on Juggernog. Aether Shroud plus a War Machine.

First clear pays1,000 XP and a Perkaholic 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.

Stuck on step 1 — Open the map and land Pack-a-Punch?

Some steps refuse to run on dog rounds, and every step below names the timeline it needs — match it or nothing happens.

Stuck on step 5 — The piano teacher?

If she does not appear, spend the whole next round there.

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 solver on this page: Piano Melody Trainer.

Common Paradox Junction questions

Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.

Where are the Blundergat parts on Paradox Junction?

Four parts, built at the Destroyed-timeline van. The barrel comes from the one ringing soul-cyst in Destroyed; the mannequin part needs you to pour acid on the ringing mannequin in the Past; the wall part needs an explosive thrown at the ringing black-goo wall mark in the Past; and the sealant is on the yellow-house upstairs shelf in the Past.

What is the piano melody on Paradox Junction?

The jacks-game tune, played on the greenhouse piano in the Past, is the same every match: A (high), F, G, E, F, E, C, E. Wrong notes reset after roughly thirty to sixty seconds — use the piano-melody solver if you need the notes mapped out.

How do you summon the twins on Paradox Junction?

From around round 8, find the ARC-XD remote in Destroyed and drive the RC car up the ramps and through the crack to the garage door, then detonate. Pick up the stone head and the chalk inside, then fit the seat and place the chalk on the swing set. A vision of the twins on the swings confirms it — every later twins step needs this first.

What are the three children's games on Paradox Junction?

Hopscotch (jump squares 1–12 and back, dodging the black smoke square), four square (melee the ball into a different square each time, never twice the same), and jacks (kill every airborne zombie before the ball lands). Each has a forgiving 60-second retry, and each rewards a gold item you escort with Sundergat kills only.

How does the clock step work on Paradox Junction?

From the top of the bus by the Blundergat van, shoot the big clock above the greenhouse: white hand to 12 first, then the red hand to 12. Then start the teleport to the Past and, during the teleport animation, shoot the red hand once more to nudge it to 12:05 — it has to happen mid-teleport.

What is the Paradox Junction song?

The song is 'Come Back Down' by Kevin Sherwood featuring Megan Rice. Interact with three headphones — behind the blue-house fence gap in past Trinity Avenue, the past yellow-house upstairs bedroom, and the back of the wrecked truck in future Trinity Avenue.

How do you upgrade to the Sundergat on Paradox Junction?

Spend a full round in Destroyed, then kill the tortured zombie held in a fire tornado with the Blundergat right in front of the van bench so its soul is drawn in. Repeat on two later rounds — the third becomes a shock mimic, so Pack-a-Punch the Blundergat first. Then insert it at the bench in the Past and collect the Sundergat back in Destroyed.

Visual guides & sources

Screenshots and exact part locations live in these — open one on a second screen.

Map discussion

A shared community board for Paradox Junction — 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.

No discussion points yet — start one.
Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open Paradox Junction in the interactive codex for the solvers and map discussion.