Die Maschine — Black Ops Cold War Zombies Easter Egg Guide

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

Open the interactive guide →
Black Ops Cold War · 2020

Die Maschine

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

Released 13 Nov 2020 Wonder Weapon: D.I.E. ShockwaveElite: MegatonDark Aether
EasyEst. time25–45 minPlayers1–4 (solo-capable)Updated8 Sep 2026
Documented here11 walkthrough steps · 7 side Easter eggs (incl. 1 song) · 1 interactive solver · 3 weapon builds · 6 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

How do you complete the Die Maschine Easter egg?

It is rated Easy and takes about 25–45 min. The run breaks down like this:
  1. Buy a path from the Yard down into the facility and tunnels.
  2. Turn on main power in the Particle Accelerator.
  3. Activate both terminals to open the Dark Aether portal.
  4. Recover the Machine Part from the Aether Tunnel and forge Pack-a-Punch.
  5. Kill a Megaton for its keycard; claim the D.I.E. Remote in the Weapons Lab.
  6. Charge the Nacht trap and blast open the room to grab the D.I.E. Shockwave.
  7. Unlock all four elements: Nova-5, Cryo-Emitter, Electrobolt, Thermophasic.
  8. Build the Aetherscope and recover Vogel's Diary from the Medical Bay.
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.

What is the Wonder Weapon on Die Maschine?

D.I.E. Shockwave. How you get hold of it — the parts, the crafting steps and the upgrade if it has one — is covered step by step in the walkthrough, along with whether it is required for the main quest or simply worth the detour.

How long does the Die Maschine Easter egg take?

About 25–45 min for a run that already knows the steps, and we rate it Easy. 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 Die Maschine 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.

Is there a song Easter egg on Die Maschine?

Yes — “Alone” (Kevin Sherwood). Collect three cassette tapes: Living Room by the toppled fridge, Medical Bay shelf by the pill cabinets, and Particle Accelerator machinery beneath Pack-a-Punch. Full trigger steps for it are in the side Easter eggs section.

What are the main areas on Die Maschine?

6 are documented: Yard / Spawn, Nacht der Untoten, Crash Site, Pond, Medical Bay and Particle Accelerator. 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 Die Maschine?

7 are documented here — song, reward, mechanic and buildable. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

Are there solvers for the Die Maschine puzzles?

Yes. Die Maschine 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 Die Maschine released?

13 Nov 2020.

Map & Key areas

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

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

Yard / Spawn

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

Nacht der Untoten

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

Crash Site

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

Pond

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

Medical Bay

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

Particle Accelerator

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

Steps at a glance

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

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.

Loadout & perks
  • Preserve your base weapon until all four D.I.E. ports are charged — primary fire launches a shockwave, alternate fire vacuums zombies and ammo. — step 2
Items to bring / craft first
  • Open this whole loop before the first Megaton so every upgrade area is reachable. — step 1
Round and timing gates
  • Electrobolt needs the Aetherscope/diary stage done first, and you can only carry one crystal charge at a time. — step 5
  • If the Medical Bay anomaly has not spawned, flip rounds until it does — you can hit all three Vogel ghosts back-to-back without waiting for each one's dialogue to finish. — step 7
Point of no return / one-attempt steps
  • Interacting with Orlov's family photo is the point of no return — buy armour, perks, ammo, self-revive, tacticals and support before touching it. — step 10
  • You cannot sprint, mantle or fast-travel while carrying the Decontamination Agent, so clear your path first. — step 9
Solo vs co-op
  • In co-op, every player must be at Dr. Vogel's computer to start the capture procedure. — step 10

Set aside 25–45 min · 1–4 (solo-capable)

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.

  • “Once both are captured, go up to Dr.…” 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
Particle Accelerator

Power and Pack-a-Punch

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

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

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

2
Weapons Lab / Nacht Living Room

Acquire the D.I.E. Shockwave

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

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

3
Nacht Mezzanine / Weapons Lab / Crash Site

Unlock Nova-5 (Gas)

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

4
Penthouse / Pond / Speed Cola

Unlock Cryo-Emitter (Ice)

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

5
Particle Accelerator anomaly

Unlock Electrobolt (Electric)

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

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

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

Unlock Thermophasic (Fire)

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

7
Dark Aether / Particle Accelerator / Medical Bay

Build the Aetherscope, then deliver Vogel's Diary

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

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

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

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

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

Charge the four ports

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

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

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

D.I.E. element → port colour

Medical Bay test chamber (charge the four ports)

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

What this is based onBuilt from the sources listed on this page · 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.
9
Medical Bay / Yard / Crash Site

Wrench, tank and Decontamination Agent

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

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

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

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

Capture the Megaton and start the finale

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

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

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

11
Particle Accelerator to Pond

Defend Orlov and escape

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

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

Side Easter Eggs & extras

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

Song

“Alone” (Kevin Sherwood)

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

Reward

Coffin Dance chest

+

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

Reward

Free 1,500 Essence

+

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

Reward

Free legendary upgrade

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

Mechanic

Trials

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

Mechanic

Exfil

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

Buildable

D.I.E. Shockwave

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

Interactive solvers

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

D.I.E. element → port colour

Medical Bay test chamber (charge the four ports)

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

What this is based onBuilt from the sources listed on this page · 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.

Calling cards on this map

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

Checkmate calling card

Checkmate

Map challenge

Complete every Trial in Die Maschine in a single game.

Main-quest completion card calling card

Main-quest completion card

Main EE

Complete the Die Maschine main quest.

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

Field Upgrade reference (Cold War)

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

Energy Mine

A proximity energy explosion.

Frost Blast

A frost AoE that slows enemies.

Healing Aura

Instant heal beams (also revives teammates in BO6/BO7).

Ring of Fire

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

Aether Shroud

Phase out of enemy detection.

Tesla Storm

Lightning links players, stunning and damaging enemies.

Frenzied Guard

Repair armour and taunt enemies; kills repair your armour.

Toxic Growth

Thorn vines that slow and damage.

Dark Ops & mastery cards (Cold War)

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

Another Round? calling card

Another Round?

Dark Ops

Reach Round 100.

Reaper of the Undead calling card

Reaper of the Undead

Dark Ops

Kill 1,000,000 zombies.

Invincible calling card

Invincible

Dark Ops

Reach Round 30 without going down.

Social Distancing calling card

Social Distancing

Dark Ops

Reach Round 20 without taking a hit.

Good Enough calling card

Good Enough

Dark Ops

Reach Round 20 with your starting loadout.

Armed to the Teeth calling card

Armed to the Teeth

Dark Ops

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

Box Addict calling card

Box Addict

Dark Ops

Buy every Mystery Box weapon in one game.

Harbinger of Doom calling card

Harbinger of Doom

Dark Ops

Kill 50 enemies with a single Support.

The Anvil calling card

The Anvil

Dark Ops

Exfil a game using only melee attacks.

Evil Unleashed calling card

Evil Unleashed

Dark Ops

Complete any main Easter-egg quest.

King of Silverbacks calling card

King of Silverbacks

Dead Ops Arcade

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

Pristine Pelt calling card

Pristine Pelt

Dead Ops Arcade

Beat Mamaback (the DOA final round) without dying.

Dark Ops Master calling card

Dark Ops Master

Mastery

Complete the Dark Ops set.

Animated

Intel

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

Audio Logs

Audio Logs 20

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The Incident (Requiem)

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Right next to the Power switch.

Description: Projekt Endstation scientists Doctor Vogel and Doctor Kurtz initiate Cyclotron Test Run Number 12.

Parallel World (Requiem)

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

Description: Doctor Vogel records a report on the Incident. He suspects the Cyclotron has opened a rift across spacetime, and notes that radiation of some sort is spilling through — many of his men have been infected by an unexplainable sudden illness he describes as living death.

Exo-Element 1 (Requiem, Season 1)

+

Medical Bay — on the cabinet near Speed Cola.

Description: Doctor Vogel discovers an element from the Dark Aether as the source of his men's transformation. It is classified as Exo-Element 1.

New Orders (Requiem, Season 1)

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Deadshot Daiquiri alcove — on the table by the perk.

Description: Doctor Vogel and Doctor Kurtz discuss their new orders from the Reichstag.

8th Guard's First Contact (Omega)

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

Description: The Russian 8th Guards Army arrives at the Projekt Endstation facility, one week after it was abandoned. Privates Alexei Dmitriyev and Vadim Kalashnik record their unit's exploration of the facility.

The Volunteer (Omega)

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Medical Bay — by the fast-travel portal spawn.

Description: Kazimir Zykov, a mechanic from the 1st Guards Tank Army, is volunteered by Colonel Pavel Lazarev to deactivate the Cyclotron.

For Mother Russia (Omega)

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

Description: Sealed inside the Projekt Endstation facility, Zykov records a final message for his family.

Turning Point (Omega, Season 1)

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

Description: Doctor Aleksandra Valentina, Lead Scientist of Omega Group's Psychotronics Research, reports that she has given the order to reactivate the Projekt Endstation cyclotron.

Next Phase (Omega, Season 1)

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

Description: Doctor William Peck, Lead Scientist of Omega Group's Exoscientific Phenomena Research, reports that Operation Undertaker was a success, paving the way for the next phase of Omega Group's plan.

Cold War Paranoia (Maxis)

+

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

Description: BND Agent Samantha Maxis leaves a message for Officer Weaver.

Game Changer (Maxis)

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

Description: Agent Maxis leaves a second message for Officer Weaver. She has learned that a KGB Special Operations Group has a special interest in Projekt Endstation.

The VHS Tape (Maxis)

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

Description: Agent Maxis leaves another message for Officer Weaver. She has received a VHS tape from her KGB contact, which she is sending to him for review.

Dark Aether — 8 Lost Souls logs 8

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

Lost Souls: Johannes

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Is... is anyone out there? Can anyone hear me?

Lost Souls: Mariska

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Dead men wander this land, feasting on the living. If you can call it living.

Lost Souls: David

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I've met quite a few others who got trapped here. Every time the question comes up: are we in Hell or not?

Approach

+

It is coming.

Lost Souls: Alice

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This place is a hodgepodge of creatures and artifacts, a collision of cultures and eras... I've seen ancient storybook creatures and mechanical monsters...

Lost Souls: Barbara

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Confession time... and this one's gonna sound a little nutzoid, but stay with me.

Lost Souls: Fritz (Season 1)

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We thought this mission would be quick. How hopeful we were...

Lost Souls: Pyotr (Season 1)

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Atmospheric readings match crystal radiation signatures... personal contamination remains in safety range...

Radio Transmissions

Radio Transmissions 18

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Requiem radio — 7 transmissions 7

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

Officer Weaver

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Officer Weaver, the head of Requiem's Field Operations Division, briefs his strike team about the state of the world, and their role in the CIA's newest department.

Doctor Grey

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Doctor Elizabeth Grey, the head of Requiem's Unnatural Sciences Division, introduces herself to the strike team.

Dimension of Death

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Doctor Grey discusses the Dark Aether and what it may offer humanity.

Doctor Strauss

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Doctor Oskar Strauss, the head of Requiem's Energy Research Division, introduces himself to the strike team.

Aetherium

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Doctor Strauss muses on the scientific potential of the newly discovered element.

Major Carver

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Major Mackenzie Carver, the head of Requiem's Containment and Security Division, introduces himself to the strike team.

New Arms Race

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Major Carver considers the possibility of weaponizing the Dark Aether's technologies.

Maxis radio — 6 transmissions 6

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

Agent Maxis

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Agent Maxis contacts the strike team and introduces herself.

Scorpions from Frogs

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Believing the BND has been compromised by Omega Group, Agent Maxis has gone to ground as she continues her investigation.

Why You're Here

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Agent Maxis reveals she gave Officer Weaver the intel on the Projekt Endstation site.

The New Threat (Season 1)

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Agent Maxis suspects Omega Group's research is far ahead of Requiem's.

Divided Loyalties (Season 1)

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Agent Maxis muses on the shifting geopolitical landscape and the loyalties of Requiem's strike team.

Shared History / Old Friends (Season 1)

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Agent Maxis provides some insight into her history with Officer Weaver.

Dark Aether — 5 transmissions 5

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

Alive (Season 1)

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I am still alive. I am trapped here.

Gathering (Season 1)

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The congregations in the valleys grow larger.

Behemoth (Season 1)

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There is a presence here the scale of which I cannot explain.

Dominion (Season 1)

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A presence here has corrupted the minds of others.

Horde (Season 1)

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There is a roar in the deep dark.

Documents

Documents 32

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Megaton documents — 17 17

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

Requiem · Endstation Approval Letter

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A letter from Uranverein Director Doctor Kurt Diebner, announcing that Projekt Endstation has been approved for funding as part of the Reich Atomic Program. Construction is to begin immediately.

Requiem · Spacetime Breach Sketch

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A hurried sketch of Projekt Endstation's dimensional breach, drawn by a research assistant.

Requiem · D.I.E. Blueprints

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The blueprint of the Decompressive Isotopic Estrangement device. The device collects hazardous materials, including Exo-Element 1, and, when at capacity, releases a devastating concussive blast.

Requiem · Der Wechsler Blueprint

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The blueprint of Der Wechsler. One of Doctor Vogel's pet projects, Der Wechsler was a decontamination chamber designed to restore the brain functionality of those infected by Exo-Element 1.

Requiem · V Cipher #1

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Recovered Projekt Endstation cipher. Decryption is required.

Requiem · V Cipher #2

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Recovered Projekt Endstation cipher. Decryption is required.

Requiem · Doctor Vogel Entry 203 (Season 1)

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An entry torn from Doctor Vogel's personal diary, chronicling the Incident and its aftermath. Uranverein has taken great interest in Projekt Endstation's discovery.

Omega Group · An Explanation

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A letter from Zykov, written to his wife as he attempts to deactivate the cyclotron. He explains that his sacrifice is not in vain, and it will help shape the world for the better.

Omega Group · Before the Devil Arrives

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A second letter from Zykov, written to his wife. He fears his sanity is slowly slipping.

Omega Group · K Cipher

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Recovered Omega Group cipher. Decryption is required.

Omega Group · G Cipher

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Recovered Omega Group cipher. Decryption is required.

Omega Group · Omega Group Foundation (Season 1)

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A government document from the State Security Chairing Committee, approving the formation of KGB Omega Group.

Omega Group · Operation Undertaker (Season 1)

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KGB Spetsnaz report on the status of Omega Group Operation Undertaker. Doctor Valentina confirms they are ready to proceed with cyclotron reactivation.

Omega Group · Khe Sanh Site (Season 1)

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KGB Spetsnaz report detailing the next phase of Omega Group's operation. Construction has begun on a new facility in Vietnam.

Maxis · KGB Videotape Note

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The note attached to the videotape Agent Maxis received from her recently deceased KGB contact.

Maxis · Dieter's Note

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A note from Agent Maxis' BND colleague, Dieter.

Maxis · Message for Weaver

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A letter from Agent Maxis to Officer Weaver. She has made contact with someone inside Omega Group and believes they can be turned.

Dark Aether documents — 15 15

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

$!%()$3@!

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Content unknown. No available translation. Possibly a system error from the computer.

I @N#B%D! O% T@#&

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Content unknown. No available translation. The symbol arrangement seems almost intentional — it might not be a system error, but a scrambled message.

Day 95

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A diary that appears to be written by a stranger lost in a strange land, possibly a human trapped in the Dark Aether.

Day 175

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The Stranger has had encounters with other humans — as well as other creatures. They are building a transmitter.

Day 213

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The Stranger recounts a deadly attack.

Day 937

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The Stranger's attempts to build a transmitter continue to prove unsuccessful.

Day 1,108

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The Stranger has discovered they can briefly return to our world, albeit only for several seconds before being yanked back. They say they were like a ghost, and that no one could see them.

Day 1,646

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The Stranger reports seeing giants. They say they have met others who call them Elder Gods.

Day 2,873

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The Stranger returns to their transmitter project.

Day 3,289

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The Stranger's reputation in the other dimension seems to have grown. No news on the transmitter project.

Day 4,100 (Season 1)

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The Stranger has learned of a powerful overlord.

Day 6,121

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The Stranger finds new machines that can dispense beverages.

Day 13,773

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Verified: the computer is displaying messages; they appear to be diary entries of some sort. Unclear if these messages are stored locally on this machine, or if they are being transmitted from another location.

Day 13,784 (Season 1)

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Confirmed: these messages are being broadcast to this computer from the Dark Aether. The Stranger is attempting to establish communication.

Hello? (Season 1)

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Contact.

Artifacts

Artifacts 10

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10 artifacts — main quest & D.I.E. 10

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

Requiem · D.I.E. Remote Control

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The D.I.E. Remote can locate and remotely activate the D.I.E. device. Be advised: do not activate with the D.I.E. device aimed in your direction.

Requiem · D.I.E. Machine

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The Decompressive Isotopic Estrangement Machine was initially designed to be an Exo-Element 1 collector, but an incident led to a design change. During an outdoor test, an assistant accidentally ejected a full capacitor all at once, triggering a shockwave blast that destroyed a military transport and Doctor Vogel's personal automobile. Projekt Endstation saw the device's full potential as a wonder weapon — and the assistant saw the full potential of a firing squad.

Requiem · Aetherscope

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The Aetherscope is a portable scanner designed for studying the Dark Aether. The device is capable of uncovering strange phenomena, including Spectral Reflections of past events reoccurring outside spacetime parameters.

Requiem · Doctor Vogel's Diary

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Doctor Vogel's diary, containing many untold secrets of Projekt Endstation — including the password to the Der Wechsler command console.

Requiem · Decontamination Agent

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The Decontamination Agent, a component for Der Wechsler made of gold, was thought to have been lost when it was stolen in 1945. It was recovered nearly forty years later when it was found in a tree near the facility — apparently, the thieves forgot where they had hidden it.

Omega Group · Orlov Family Photo

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A photograph of Omega Group Lieutenant Orlov's family.

Dark Aether · Mutated Fungus

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Altered by the Megaton's blast, the chemical nature of the fungus has been transformed, releasing a substance that most closely resembles liquid nitrogen.

Dark Aether · Plaguehound Gas

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The odour of Plaguehound Gas is as lethal as it is foul, causing light-headedness before melting a person's skin and evaporating their blood. A horrible way to die.

Dark Aether · Dark Aether Crystal

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An elemental mineral from the Dark Aether — Projekt Endstation scientists used this particular sample as part of a locking mechanism. Further study required.

Dark Aether · Dark Aether Wrench

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Crafted from the energy of the Dark Aether, there is far more to this wrench than meets the eye. Particularly good for waking the dead.

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.

The Medical Bay port won't flip for Fire

Fire is the RED corner nearest Speed Cola, not orange — a common guide error — fire Thermophasic into red (step 8).

Electrobolt won't unlock

It needs the Aetherscope/diary stage finished first and only one crystal charge can be carried at a time — clear that stage, then ferry charges one at a time (step 5).

The Medical Bay anomaly for Vogel's diary never spawns

It is round-dependent — keep flipping rounds until it appears (step 7).

Fighting the red Megaton in the Dark Aether wrecks the run

That is the Mayak Megaton — don't fight it, it is not part of the quest (step 7).

Can't move while holding the Decontamination Agent

Sprint, mantle and fast-travel are all disabled while carrying it — clear the path to the Medical Bay box before picking it up (step 9).

Common Die Maschine questions

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

What should I do before picking up Orlov's photo?

Everything. The photo starts an irreversible finale with no shopping breaks, so lock in armour, Pack-a-Punch, all your core perks, ammo, a self-revive, tacticals and a support streak before you touch it.

How do I get the D.I.E. Shockwave?

It is free. Use the Weapons Lab remote, then use the charged trap in the Nacht der Untoten Living Room to open the sealed room. From there it upgrades into Nova-5, Cryo-Emitter, Electrobolt or Thermophasic.

Is there a shortcut to a free D.I.E.?

Yes. Stack the Trial Computer rewards up to Legendary before you collect and a D.I.E. Shockwave is one of the possible payouts — often quicker than the build route.

Where is the power on Die Maschine?

In the Particle Accelerator, which is also the hub for both terminals, Pack-a-Punch, the Aetherscope bench, the Electrobolt crystals and the three-terminal Orlov finale.

Where are the three cassette tapes?

The Living Room by the toppled fridge, the Medical Bay shelf by the pill cabinets, and the Particle Accelerator machinery beneath Pack-a-Punch.

What is the Coffin Dance chest?

A reward chest. After forging Pack-a-Punch, shoot the five blue orbs around the Particle Accelerator and open it — salvage, a random weapon, a free Jugger-Nog can, and sometimes a D.I.E.

How do I get free Essence?

Apply the Dead Wire ammo mod, rotate the three dishes around the Crash Site and Pond to face the Penthouse antenna, then collect 1,500 Essence at the Penthouse.

How do I get a free legendary upgrade?

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

Is exfil worth calling?

For the crystals, yes. Call it from the Pond and survive the surge — a Chopper Gunner, War Machine or Ring of Fire clears it quickly, and it can drop Raw Aetherium Crystals.

Visual guides & sources

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

Map discussion

A shared community board for Die Maschine — 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 Die Maschine in the interactive codex for the solvers and map discussion.