Firebase Z — Black Ops Cold War Zombies Easter Egg Guide

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

Open the interactive guide →
Black Ops Cold War · 2020

Firebase Z

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

Released 4 Feb 2021 Main Quest: Maxis PotentialWonder Weapon: RAI K-84Boss: Orda
MediumEst. time35–55 minPlayers1–4 (solo-capable)Updated8 Sep 2026
Documented here7 walkthrough steps · 8 side Easter eggs (incl. 1 song, 1 free perk) · 3 interactive solvers · 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 Firebase Z Easter egg?

It is rated Medium and takes about 35–55 min. The run breaks down like this:
  1. Open the Village, climb to the rooftop and teleport to the Firebase.
  2. Activate all three Aether Reactors (Mission Control, Data Center, Military Command) to restore power.
  3. Pack-a-Punch sits in the Village Atrium beside Ravenov, back through the teleporter.
  4. Power is a defense event per reactor: keep kills inside the marked collection circles.
  5. Build the RAI K-84 wonder weapon; you need its Alt-Fire for the moving container.
  6. Mimics disguise as fake-loot piles; Manglers drop the uncharged power cell.
  7. Speak to Ravenov, meet Peck, then gas him with a home-mixed truth serum.
  8. Extract Mimic memories with an Essence Trap and process three correct names.
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 Firebase Z?

RAI K-84. 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.

Who is the boss on Firebase Z?

Orda. The walkthrough covers the whole encounter: how the fight is structured, where the damage goes, what the arena throws at you between phases, and the loadout worth bringing before you commit to it.

How long does the Firebase Z Easter egg take?

About 35–55 min for a run that already knows the steps, and we rate it Medium. 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 Firebase Z 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 Firebase Z?

Yes — “Lost” (Kevin Sherwood / Julie Nathanson). Collect three golden cassette tapes: Equipment Storage shelf, Motor Pool Office (green cabinet), and Scientist Quarters bookcase (needs all reactors on). Full trigger steps for it are in the side Easter eggs section.

What are the main areas on Firebase Z?

6 are documented: Village, Mission Control, Data Center, Military Command, Weapon Lab and Defense lanes. 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 Firebase Z?

8 are documented here — song, free perk, reward room, trap upgrade, convenience and weapon upgrade. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

Are there solvers for the Firebase Z puzzles?

Yes. Firebase Z has randomised puzzles whose answer changes every match, so there is nothing to look up — this guide ships 3 interactive solvers that take what your own game is showing you and return the answer for that run. They are embedded at the step that needs them and listed together in the solvers section.

When was Firebase Z released?

4 Feb 2021.

Map & Key areas

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

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

Village

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

Mission Control

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

Data Center

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

Military Command

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

Weapon Lab

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

Defense lanes

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

Steps at a glance

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

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
  • Bring a single-shot, non-explosive gun for the dartboard sequence — splash damage can clip a neighbouring wedge and misfire the code. — step 2
Items to bring / craft first
  • Take an Essence Trap from the Data Center's Memory Transference Station before you can capture a Mimic memory — it fills your tactical slot. — step 4
Round and timing gates
  • Reactor charging needs kills defended on top of the Collection Units, not just farmed nearby — kiting the horde away starves the charge and can get a unit destroyed, resetting progress. — step 1
  • Mimic memory capture is one extraction per round — a killed Mimic or a failed capture means ending the round to retry. — step 5
Point of no return / one-attempt steps
  • Entering the OPC at Mission Control transitions directly into the boss — finish all prep (armour, ammo, self-revive, perks, support) first. — step 7
Solo vs co-op
  • At Jungle Defense, stay inside the yellow dome — standing outside it deals steady damage, so in co-op everyone must be in. — step 6

Set aside 35–55 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.

  • “At Jungle Defense, dig the middle lane and stay inside the yellow dome — standing outside it deals steady damage…” step 6

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
Village to three reactors

Restore power and unlock Pack-a-Punch

+

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

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

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

Build the RAI K-84

+

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

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

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

Firebase Z Dartboard — shot planner

Weapon Lab computer → Village dartboard

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

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? This puzzle is randomised per match — read the values your own game is showing you, then see the walkthrough step.
3
Village Atrium, Mission Control

Meet Peck and collect the compounds

+

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

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

Mix the serum and gas Peck

+

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

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

Capture three Mimic memories

+

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

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

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

Open the OPC and gather the containers

+

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

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

Aetherium canister — smoke check

Open Lot dig (RAI K-84 build)

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

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.
7
Planning Office to OPC boss arena

Align the satellite, then kill Orda

+

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

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

Satellite target — pick the “?”

Planning Office computer (before Orda)

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

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.

Side Easter Eggs & extras

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

Song

“Lost” (Kevin Sherwood / Julie Nathanson)

+

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

Free perk

Sergei's head

+

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

Reward room

Bunny room

+

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

Trap upgrade

Upgraded Cymbal Monkeys

+

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

Convenience

Free jump-pad travel

+

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

Weapon upgrade

Discordian Disruptor

+

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

Mechanic

Exfil

+

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

Mechanic

Assault Rounds

+

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

Interactive solvers

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

Firebase Z Dartboard — shot planner

Weapon Lab computer → Village dartboard

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

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? This puzzle is randomised per match — read the values your own game is showing you, then see the walkthrough step.

Aetherium canister — smoke check

Open Lot dig (RAI K-84 build)

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

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.

Satellite target — pick the “?”

Planning Office computer (before Orda)

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

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.

Field Upgrade reference (Cold War)

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

Energy Mine

A proximity energy explosion.

Frost Blast

A frost AoE that slows enemies.

Healing Aura

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

Ring of Fire

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

Aether Shroud

Phase out of enemy detection.

Tesla Storm

Lightning links players, stunning and damaging enemies.

Frenzied Guard

Repair armour and taunt enemies; kills repair your armour.

Toxic Growth

Thorn vines that slow and damage.

Dark Ops & mastery cards (Cold War)

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

Another Round? calling card

Another Round?

Dark Ops

Reach Round 100.

Reaper of the Undead calling card

Reaper of the Undead

Dark Ops

Kill 1,000,000 zombies.

Invincible calling card

Invincible

Dark Ops

Reach Round 30 without going down.

Social Distancing calling card

Social Distancing

Dark Ops

Reach Round 20 without taking a hit.

Good Enough calling card

Good Enough

Dark Ops

Reach Round 20 with your starting loadout.

Armed to the Teeth calling card

Armed to the Teeth

Dark Ops

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

Box Addict calling card

Box Addict

Dark Ops

Buy every Mystery Box weapon in one game.

Harbinger of Doom calling card

Harbinger of Doom

Dark Ops

Kill 50 enemies with a single Support.

The Anvil calling card

The Anvil

Dark Ops

Exfil a game using only melee attacks.

Evil Unleashed calling card

Evil Unleashed

Dark Ops

Complete any main Easter-egg quest.

King of Silverbacks calling card

King of Silverbacks

Dead Ops Arcade

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

Pristine Pelt calling card

Pristine Pelt

Dead Ops Arcade

Beat Mamaback (the DOA final round) without dying.

Dark Ops Master calling card

Dark Ops Master

Mastery

Complete the Dark Ops set.

Animated

Intel

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

Audio Logs

Audio Logs 22

+

Ravenov (Requiem)

+

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

Description: Maxis phones Weaver to let him know she has a contact inside Omega Group willing to provide valuable intel.

Requiem — Data Center

+

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

Requiem — Military Command

+

Under a table in the south-east corner.

Omega — Planning Offices

+

Upper floor, underneath the middle table.

Omega — Engineering

+

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

Omega — Mission Control

+

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

Omega — Scorched Defense

+

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

Omega — Field Hospital

+

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

Omega — Weapon Lab

+

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

Omega — Colonel's Office

+

Under the desk, right side.

Omega — OPC (Omega Portal Chamber)

+

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

Maxis — Equipment Storage

+

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

Maxis — Scientist Quarters

+

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

Maxis — Barracks locker

+

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

Dark Aether — 5 Lost Souls logs 5

+

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

Lost Souls: Fedorov

+

I was a different man when I enlisted.

Lost Souls: Koslov

+

I know something is out there watching me.

Lost Souls: Tobias

+

Truth be told, I do not hate this work.

Lost Souls: Olga

+

Am I... falling apart?

Lost Souls: Federov #2 (Season 2)

+

This place, it plays tricks on you.

Season Two audio logs — 4

+

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

Requiem, Omega and Maxis audio logs — the names 17

+

The located entries above are listed by room; these are the seventeen names the collection screen uses, with what each one says, so you can tick off which you still need.

Requiem · Ravenov

+

Maxis phones Weaver to let him know she has a contact inside Omega Group willing to provide valuable intel.

Requiem · They Took Her

+

Captain Ravenov — Maxis' contact in Omega — reveals to Weaver that Maxis has been captured.

Requiem · Meeting Of Minds

+

The Requiem senior staff discuss sending a rescue team to Outpost 25.

Requiem · Focal Point (Season 2)

+

Requiem Berlin Station Chief Meyer warns Weaver about a developing situation in the divided German capital.

Omega Group · Dimensional Fertility

+

Having received approval for the construction of Outpost 25, Peck discusses the opportunities the new site will offer Omega Group.

Omega Group · Let It Ride

+

Omega Group scientists Peck and Kuhlklay initiate Dimensional Portal Test number 32.

Omega Group · Aethernauts

+

While noting his first successful teleporter test, Peck discusses the role played by his Dark Aether miners and the steps taken to deal with the effects of their labours.

Omega Group · The Anatomy Lesson

+

Peck and Kuhlklay perform an autopsy on a Dark Aether creature that is more than meets the eye.

Omega Group · Kuhlklay's Payback

+

Kuhlklay vents his true feelings about Peck... and makes a fateful decision about his weapon project.

Omega Group · Gorev

+

Gorev pays a visit with new orders from the Kremlin.

Omega Group · To Dust You Will Return

+

Peck has Maxis brought to his Omega Portal Chamber.

Omega Group · Outpost 25 Has Fallen

+

Peck sends an emergency message to Omega Group headquarters informing them Outpost 25 is now an Outbreak Zone.

Omega Group · Half Of The Reason (Season 2)

+

Kuhlklay meets with Valentina for a secret transaction.

Maxis · Not Who We Are

+

Maxis questions the motivations of her Omega Group contact, Ravenov.

Maxis · Workers Of The Worlds

+

Maxis records a personal log, airing her deep concerns about Omega Group's plans.

Maxis · Worse Than Baton Rogue

+

Peck interrogates Maxis.

Maxis · More Bad News (Season 2)

+

Ravenov warns of expanded Omega Group activities in Russia's Ural Mountains.

Radio Transmissions

Radio Transmissions 29

+

Requiem radio — 13 transmissions 13

+

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

Omega's Advantage

+

Weaver tells the team that Omega is pulling ahead in the Aetherium arms race.

This Is Personal

+

Weaver stresses to the team that they need to rescue Maxis.

Peck

+

Weaver has a few choice words about the despicable Doctor Peck.

Between Us

+

Carver reminds the team to secure Omega's weapon research.

W.A.N.D.

+

Carver discusses one of his contributions to the war effort.

The Stick

+

The team's mission to Vietnam stirs up old memories in Carver.

Blacksmiths and Architects

+

Strauss sees the potential of Omega's work... and he is certain he can improve upon it.

Not Unlike Oxygen

+

Strauss muses on Aetherium's properties and its importance to the Dark Aether's denizens.

A Storied Career

+

Strauss recounts his harrowing path from WWII German atomic scientist to head of Requiem's Energy Research Division.

The Thick Of It

+

Grey ponders the unthinkable: what if Omega has learned to control dimensional portals?

Transformative Properties

+

Grey wonders why Aetherium affects people differently, and why the infected take on different forms.

Genetic Secrets

+

Grey discusses the possible benefits to be gleaned from the Dark Aether.

Nose to Nose (Season 2)

+

Berlin Station Chief Meyer is increasingly nervous about a certain visitor to his city.

Omega radio — 5 transmissions 5

+

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

Good Little Lemmings

+

Peck sends a message to Omega Group HQ informing them Requiem have arrived — but that may not be a bad thing.

Not Built To Last

+

Valentina responds to Peck's distress messages, with more than a little schadenfreude.

Do Try To Stay Alive

+

A second message from Valentina gives Peck a glimmer of hope.

Gorev's Disappointment

+

Gorev does not mince words when explaining to Peck his current predicament.

The Colonel (Season 2)

+

Omega Group's leader gives Peck one final chance to redeem himself.

Maxis radio — 9 transmissions 9

+

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

Code In

+

The wiki prints no description for this one.

Relentless

+

I am here, and I have been waiting...

Monsters are Real

+

I hide in shadows.

The Perpetual Night

+

I want to get it out.

The Light Within

+

It's always dark here.

Blood On My Hands

+

I have a knife. I do not remember where it came from.

A Bad Dream

+

I am lost. Please find me.

A Tangled Web (Season 2)

+

I have written these names, over and over...

I Made A Promise (Season 2)

+

I wish I could have kept you safe.

Dark Aether — 2 transmissions 2

+

From the Trials computer, not a physical radio.

Without Orders

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I fear I am losing.

Crooked House (Season 2)

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There was a woman that I met...

Documents

Documents 30

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Elite-drop documents 17

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

Requiem · Outbreak Zones Timeline

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CIA document detailing the appearances of dimensional breaches since Omega Group restarted the cyclotron at Projekt Endstation.

Requiem · Requiem Formation Memo

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Director of Central Intelligence Casey informs President Reagan about the newly created CIA Office of Requiem.

Requiem · Requiem Staffing Announcement

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CIA document announcing the appointments of Weaver, Carver, Grey and Strauss to the Office of Requiem senior staff.

Requiem · C Cipher

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A recovered cipher — the wiki prints no description for this one.

Requiem · RE: Funding Allocation 1 (Season 2)

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Carver sends Weaver a memo regarding increased funding to Energy Research and Unnatural Sciences.

Requiem · RE: Funding Allocation 2 (Season 2)

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Strauss sends a memo to Grey regarding their increased funding.

Requiem · Berlin COMINT (Season 2)

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A memo from Berlin Station Chief Meyer containing intercepted communications from Omega Group's Doctor Valentina.

Omega Group · Authorization to Conscript

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The Committee for State Security grants Outpost 25 permission to conscript Aetherium miners, including political prisoners and enemies of the state.

Omega Group · Omega Teleporter Blueprint

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Blueprint of the Aetherium-powered teleportation device developed at Outpost 25. Includes notes on early malfunctions.

Omega Group · Specimen K7-1924

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Omega Group medical document detailing the autopsy of a shape-shifting creature.

Omega Group · Aetherium Production Report

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Peck expounds on the limitless potential for Aetherium-based energy production and the ability to refine Aetherium to increase its potency.

Omega Group · G Cipher

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Recovered Omega Group cipher. Decryption is required.

Omega Group · P Cipher

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Recovered Omega Group cipher. Decryption is required.

Maxis · Omega Portal Blueprint

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A schematic of Peck's masterpiece: the portal to the Dark Aether dimension. Annotated by Ravenov.

Maxis · Omega Propaganda Poster

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A poster calling for volunteers to brave the new frontier of the Dark Aether dimension and secure the power of Aetherium for Mother Russia.

Maxis · Aetherium Effects Report

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Report from Kuhlklay on the side effects suffered by some miners from exposure to Aetherium.

Maxis · Aetherium Reactor Blueprint

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A schematic of Outpost 25's Aether Reactor. Annotated by Ravenov.

Colonel's Office safe (Requiem)

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

Dark Aether documents — 13 13

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

My Friend!

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The Stranger re-establishes contact.

Day 291

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Another entry from the Stranger's journal recounts their completion of a stronghold in the Dark Aether.

Day 2,944

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The Stranger describes a brief, ghostly visit to a city in Earth's home dimension.

Day 3,789

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The Stranger has tamed a hellhound. They are no longer alone.

Day 4,010

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The Stranger's bond with their hound Cinder grows deeper.

Day 6,157

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The Stranger attempts to repair a beverage machine.

Day 6,289

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The Stranger finds a new device to repair.

Day 6,142

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The Stranger met another lost soul who gathers items for trade.

Day 6,416

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The Stranger has a confrontation with the Trader.

Day 6,418

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The Stranger faces off with the Trader and his gang.

Day 6,421 (Season 2)

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The Stranger relates how they survived their encounter with the Trader and his gang.

Day 6,457 (Season 2)

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The Stranger returns to their transmitter project, hoping to warn the world about the Dark Aether.

Much More To Tell You (Season 2)

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The Stranger signs off, promising to return.

Artifacts

Artifacts 10

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10 artifacts — main quest & RAI K-84 10

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

Requiem · RAI K-84 Blueprint

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The weapon blueprint for Kuhlklay's prized invention. Its design was partially inspired by recovered schematics for the Generator Khaosa Zavoyski-45, a proposed weapon from WWII that never made it beyond concept. It is unclear why Peck was so uninterested in Kuhlklay's prototype, but it will be invaluable to Requiem's weapons research.

Requiem · Weapon Trial Folder

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Kuhlklay's weapon trial folder, detailing testing and development of his experimental prototype. Helpful for Requiem's own weapons research.

Requiem · Kuhlklay's Diary

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Recovered from a storage locker, the journal offers deeper insights into Omega's research — and Kuhlklay's disdain for his immediate supervisor.

Requiem · RAI K-84 Prototype

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The Reactorniy Avtomat-Izluchatel Kuhlklay-84 (RAI K-84) was developed by Dr. Dimitri Kuhlklay and first manufactured in 1984. The experimental prototype fires fully automatic energy bolts, but also comes equipped with a ballistic Vortex grenade launcher. When detonated, the grenade creates a temporal distortion field, slowing time for anyone caught inside. Acquired by Requiem agents for analysis.

Omega Group · Kuhlklay's Eye

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Biological remains of Dimitri Kuhlklay, Omega Group scientist.

Omega Group · Ravenov ID Badge

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Ravenov's Omega ID badge. Grants access to restricted areas (as well as lockers and containers).

Omega Group · Agent Delivery System

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The Agent Delivery System was designed for mass dispersal of Peck's truth serum. As conscripts returned from the Dark Aether, their reports were often inconsistent or filled with impossibilities. In an effort to get accurate statements, Peck developed a special truth serum. While reports have noted that its hallucinogenic properties put users in an altered state, it has proven highly effective.

Omega Group · Essence Trap

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The Essence Trap and the Memory Transference Station were developed to recover the memories from individuals who had succumbed to their Aetherium infections. When deployed near an infected creature, the trap siphons any remaining memories from its former human self.

Omega Group · Aethermeter

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Developed by Omega Group, the Aethermeter is a scanner used by soldiers and conscripts sent into the Dark Aether to mine Aetherium. The Aethermeter was critical in locating fresh Aetherium crystals ready for harvesting.

Dark Aether · Omega Canister

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Considering the radioactive nature of Aetherium — and the undesirable effects on those exposed to it — Omega Group developed special canisters to ensure the crystals could be handled safely.

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.

Reactor charge stalls or resets

The Collection Units soak the souls and glow red under attack; kiting the horde away starves the charge and can get a unit destroyed, resetting progress — stay in the room and thin zombies on top of the units (step 1).

Killed the Mimic and got nothing

Overshooting kills it outright — bring it to roughly 15–20% health before throwing the Essence Trap (step 5).

Captured a memory but it didn't count

Only Brahms, Sokolov or Zhabin (watch the subtitles) are correct; any other voice is a wrong Mimic — and the trap is on a timer regardless, so deposit fast (step 5).

Can't tell which Open Lot canister is real

The correct one's smoke runs clear or white, every decoy runs black — interacting with a black-smoke decoy fails the pickup (step 6).

Satellite step won't fire the beam

The US and USSR flagged satellites are decoys — only the one marked with a yellow ? (the Requiem satellite) works (step 7).

Died instantly to Orda

Standing under its hand or hammer slam is a one-hit down — focus its glowing mouth from range instead and dodge the slam lane (step 7).

Common Firebase Z questions

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

What is the dartboard code?

There isn't a fixed one — it is random every match. Read the Weapon Lab computer, then shoot the three wedge numbers in order followed by the bullseye, using single non-explosive shots so stray damage never clips the wrong wedge.

How do I get to the Firebase?

The rooftop teleporter in the Village links the two halves of the map.

How do I build the RAI K-84?

The blueprint, retina scanner, power-cell charger and build bench are all in the Weapon Lab. Pack-a-Punching it gives the Discordian Disruptor — a 50-round magazine, 300 reserve, red rounds, and the alt-fire becomes the Discordian Harmonizer.

How do I get a free perk on Firebase Z?

Carry Sergei's head from one of the defence zones — Scorched, Rocky or Jungle — to the Field Hospital plate, trap a low-health zombie beside it, then open the Colonel's Office safe. You get a random perk and a cipher.

What is the bunny room?

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

How do I upgrade the Cymbal Monkeys?

Get roughly 50 Cymbal Monkey kills near the reactor areas. Upgraded monkeys glow red and make zombies dance rather than just distracting them.

Can I stop paying for the jump pads?

Yes — activate all six and their later use cost is removed for the rest of the match.

What are Assault Rounds?

Periodic attacks on the Firebase where you defend a marked lane. The later ones can throw an Orda at you, so keep long-range damage and an artillery streak in reserve rather than spending everything on the wave in front of you.

Where are the three cassette tapes?

The Equipment Storage shelf, the green cabinet in the Motor Pool Office, and the Scientist Quarters bookcase — that last one needs all the reactors on.

Visual guides & sources

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

Map discussion

A shared community board for Firebase Z — 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 Firebase Z in the interactive codex for the solvers and map discussion.