BO7 Zombies Astra Malorum Quest Complete Oscar Traps, Planet Codes, Mars Eye-Bird Guides
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- CoD: Black Ops 7
- 12/14/25
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- I. Setup: Power, Pack-a-Punch, and early-game mindset
- II. Getting the Wonder Weapon: Three different trap kills on Oscar
- 2.1 Trap 1 – Pack-a-Punch telescope sun laser
- 2.2 Trap 2 – CryoFreeze + museum rocket launch
- 2.3 Trap 3 – Custom battery overload trap
- III. Planet code & Dr. Thirsten's brain: Oscar escort, elevator, and brain swap
- 3.1 Oscar escort: log #20 and the planet → number code
- 3.2 Museum saw & cryochamber: removing Dr. Thirsten's brain
- 3.3 Brain defense at Juggernog room and slow escort to teleporter
- IV. Mars coordinates & library statues: decoding and obtaining Neptune
- 4.1 Telescope: locate Mars and record Declination
- 4.2 Library statue–book puzzle: how many turns per statue?
- V. Planet cards: rotating Mars, Saturn, and Neptune
- 5.1 Planet card locations and visual identification
- 5.2 Rotating planets in the teleporter room
- VI. Teleporter defense: protect it from UFO kamikazes
- 6.1 What happens in this defense
- 6.2 Positioning and strategy
- VII. Mars: brain, flying eye-bird, and Tesla coil sequence
- 7.1 Placing and activating the Mars brain device
- 7.2 Tesla coil sequence: four windows + bridge coil
- 7.3 Grabbing the eye (and what usually goes wrong)
- VIII. Five statues, Wonder Weapon shots, and symbol sequence
- 8.1 Charging five statues with the Wonder Weapon
- 8.2 Piano device: reading the 5-symbol sequence
- 8.3 Mars pillars: entering the symbol order
- IX. Boss fight: loadout, perks, and full 4-phase breakdown
- 9.1 Perks and augment recommendations
- 9.2 Weapon choices
- 9.3 Phase 1: Living asteroid head and charge-up laser
- 9.4 Phase 2: First rock giant form
- 9.5 Phase 3: Bigger, meaner, and ground pound
- 9.6 Phase 4: Final form, AoE spam, and Vetherion's Blessing
- FAQ
- Q1: Do the three Oscar trap kills have to be done in a specific order?
- Q2: I can't memorize all those book names for the library statue step. Any shortcut?
- Q3: I rotate the planets but nothing triggers. Am I doing something wrong?
- Q4: On Mars, why can't I grab the eye-bird even though I see it flying around?
- Q5: In the boss fight, should I focus more on adds or on the boss?
- Conclusion
If Astra Malorum has already chewed you up a few times, you've probably seen it all: Oscar dying wrong so the step doesn't count, planet codes failing twice in a row, the library statues feeling like guesswork, the Mars eye-bird trolling you, and then Caltherus herself deleting your armor — plus your confidence.

This walkthrough isn't just a rephrased checklist. I'll walk you through what to do, why it works, and how the game actually checks each step, so you stop failing for invisible reasons: round gating, damage thresholds, timing windows, and statue logic. Let's go from turning on power to beating one of the hardest Zombies bosses without relying on exploits.
↖ I. Setup: Power, Pack-a-Punch, and early-game mindset
The game already walks you through turning on power and unlocking Pack-a-Punch with objective markers. What matters for the Easter Egg is how you arrive at mid-game:
- Try to have power + PaP online by round 8–10.
- Early perk priorities:
- Juggernog first (survive random hits),
- then Stamin-Up (mobility),
- then PHD + Double Tap as your build comes online.
- Don't open everything too fast if you're new. If you're constantly red-screening, slow down your map expansion and get perks first.
This means that by the time you start Oscar trap kills, you should already have:
- at least one solid PaP'd weapon,
- a basic perk core,
- and enough map knowledge to move Oscar through rooms without panicking.
↖ II. Getting the Wonder Weapon: Three different trap kills on Oscar
To get the Wonder Weapon, you must kill Oscar three times in three distinct trap setups. Each trap kill drops a shiny trinket; after the third you get the Wonder Weapon itself.
You can do the three traps in any order, but I'll present them in a logical flow.
↖ 2.1 Trap 1 – Pack-a-Punch telescope sun laser
Goal: Kill Oscar in the PaP room with the activated telescope trap.
Core idea: You shoot five hissing valves/pipes fast enough to activate the telescope. Then you target the sun and drag Oscar through the trap.
Step 1 – Find and shoot the hissing valves
In the PaP room, only one valve/pipe at a time will be:
- emitting gas,
- making a clear hissing sound,
- and visually venting.
Valves can be:
- 2 above PaP on the scaffolding,
- 2 underneath in the sunken area,
- 1 facing into the teleporter room,
- several on the walls and in the corners,
- a few on the pillars.
What you must do:
- Shoot five hissing valves in quick succession.
- It's timed: hit one, then find the next active one before the timer window closes, and so on.
If you fail:
- You can reset in the same round, usually by interacting with the piano device in the room.
- Then just try again.
Step 2 – Activate telescope and start the trap
1. Once you've successfully chained five valves, the telescope activates.
2. Bring Oscar into the PaP room.
3. Interact with the piano-like device to enter telescope view.
4. Move the cursor to the brightest object (the sun); after ~0.5 seconds on it, you'll be pulled out of the view and the trap will begin.
Step 3 – Kill Oscar with the solar beam
- Lead Oscar through the trap path so he takes enough damage.
- If he glows, explodes, and drops a shiny trinket, it counted.
Important nuance:
You might have heard he must not be cloaked/shielded. In practice:
- The real condition is that the trap must deal enough damage to finish him.
- On low rounds (< ~10), his shield generally doesn't matter.
- On higher rounds, his health/armor scales. The shield can prevent him from taking enough trap damage → kill fails.
If you're on a high round and he's not dying:
- Strip his shield first and chip some health,
- then run him through the trap.
↖ 2.2 Trap 2 – CryoFreeze + museum rocket launch
Goal: Use CryoFreeze and the museum rocket trap to kill Oscar.
Step 1 – Get CryoFreeze on a weapon
- Pack-a-Punch a gun and apply CryoFreeze ammo mod.
- A melee weapon with CryoFreeze on it also works for the crystal step.
Step 2 – Shoot Aether crystals and collect 3 fragments
Around the map you'll see Aether crystals. With CryoFreeze:
- Shoot a crystal → it always drops a fragment.
- Collect three fragments.
No RNG here; it's 100% drop rate per crystal with CryoFreeze.
Step 3 – Start the rocket and trap Oscar
1. Bring Oscar into the museum.
2. Interact with the rocket to start a countdown (5 → 0).
3. Keep Oscar in the small rocket area until the timer hits 0.
4. If the trap damage is sufficient (again, easier on lower rounds), he will explode, die, and drop another trinket.
If he survives:
- Same logic as before: on higher rounds, chip shield and HP first, then try again.
↖ 2.3 Trap 3 – Custom battery overload trap
Goal: Collect three parts, upgrade the map's laser trap into a battery overload, and kill Oscar with it.
Required parts
| Part | How to get it | Details / Warnings |
|---|---|---|
| Drone | Shoot one drone off Oscar | The first drone you shoot drops to the floor. |
| Battery | Shoot the hood of Old Tessy at spawn | Must use a PaP'd weapon; spawns purple zombies + Oscar |
| Wiring | Shoot a flickering lamppost with a PaP'd gun | Lamppost can spawn in several out-of-bounds locations |
The flickering lamppost is very obvious once you're near it:
- It can appear near spawn, left of spawn, the central hub, near Mule Kick, etc.
- It blinks hard, so if you don't see it, roam the outer lanes more.
Installation and kill
1. Go to the room with the map-specific laser trap.
2. The first time you interact with it, you'll install all three parts.
3. Bring Oscar into the room.
4. Interact with the trap again to start the battery overload sequence.
5. At the end, it detonates and kills Oscar if he's inside the room and takes enough damage.
Again, if you're worried the round is too high:
- Pre-damage Oscar and/or break his shield while the trap is running.
After this third trap kill, he drops the Wonder Weapon.
↖ III. Planet code & Dr. Thirsten's brain: Oscar escort, elevator, and brain swap
With your Wonder Weapon in hand, you now step into the main quest path that revolves around Oscar's audio logs and Dr. Thirsten.
↖ 3.1 Oscar escort: log #20 and the planet → number code
Requirements:
- Round 10 or higher (below round 10, this step often doesn't work).
- An Oscar alive on the map.
- Subtitles turned on (highly recommended).
How the escort works
- Follow behind Oscar and slightly off to the side.
- You can kill zombies around you; just don't shoot Oscar or step right into his line of sight.
- As he walks, he plays back different recordings (each has a number).
- You're waiting specifically for recording #20.
Recording #20 is a conversation with Dr. Thirsten. During this, Thirsten will say three planet names.
Your job:
1. Note down those three planets.
2. Convert each to its distance from the sun (its order in the solar system).
3. Use those three digits as a code in the PaP room.
Planet → number cheat sheet
| Planet | Order from Sun | Number |
|---|---|---|
| Mercury | 1 | 1 |
| Venus | 2 | 2 |
| Earth | 3 | 3 |
| Mars | 4 | 4 |
| Jupiter | 5 | 5 |
| Saturn | 6 | 6 |
| Uranus | 7 | 7 |
| Neptune | 8 | 8 |
Example from the description:
- Thirsten says: Mars, Uranus, Mercury → 4, 7, 1.
Inputting the code
- Go to the device in the Pack-a-Punch room.
- Enter the three digits in the correct order.
- If correct, a platform lowers, revealing a cryochamber key you can pick up.
- You have two attempts per round; if you fail both, flip the round and try again.
↖ 3.2 Museum saw & cryochamber: removing Dr. Thirsten's brain
Next, you need a saw and that freshly acquired cryochamber key.
1. Head to the museum.
2. On the left as you enter, there's a glass case holding a saw.
3. Break the glass, grab the saw.
Then, go to the bar-like room containing the cryochamber:
- Interact with the cryochamber using the key + saw.
- You'll operate on Dr. Thirsten and obtain his brain.
You now have Dr. Thirsten's brain as a carry-able item.
↖ 3.3 Brain defense at Juggernog room and slow escort to teleporter
Juggernog room lockdown
1. Take the brain to the Juggernog room, where there's a container currently holding a monkey brain.
2. Interact to swap the monkey brain with Dr. Thirsten's brain.
3. This starts a lockdown defense: protect the container until the health bar doesn't drop too low.
- It's not a brutal step; just stay near and clear zombies.
Once the lockdown finishes, you can pick up the brain again.
Slow escort to teleporter room
- When you pick up the brain, your movement becomes very slow.
- A useful trick:
- Grab the brain right as the white flash hits at the end of the lockdown,
- so you step out before the full new wave spawns in.
Your target is the teleporter room:
- Take the brain there and place it into the holder.
- Interact to attach and integrate it into the teleporter system.
From now on, the brain device in the teleporter room becomes your main hub for coordinates, the book list, and starting huge events.
↖ IV. Mars coordinates & library statues: decoding and obtaining Neptune
From here, you need to do two intertwined things:
1. Use the telescope to find a Mars coordinate (Declination) and program the teleporter.
2. Solve the library statue–book puzzle to get the Neptune planet orb.
↖ 4.1 Telescope: locate Mars and record Declination
Return to the telescope in the PaP room:
1. Interact with the left side of the telescope to aim freely.
2. Move the cursor to Mars (the red planet in the starfield).
3. Once locked, check the bottom-left corner of your screen for a 4-digit Declination value (e.g. 5741).
4. Write this four-digit number down.
Back in the teleporter room:
- On the main floor, there's a device where you can enter these four digits.
- Sometimes you might see a pair like 05 — you still input it as 05 and it counts.
After you successfully input the coordinates, the teleporter gets set to Mars and you can move on to the library.
↖ 4.2 Library statue–book puzzle: how many turns per statue?
This is the step that looks insanely complicated but becomes very manageable once you know the logic.
Step 1 – Read the book list on the brain device
On the brain device in the teleporter room, you'll see a scrolling list of book titles. Key details:
- Number of books varies (4, 6, or more).
- You need to record every single book that appears in the list.
You don't need to write full titles. You can:
- jot down first initials,
- or last words,
- anything you can easily match to the library.
Step 2 – Understand the library structure: 3 statues = 3 bookshelf sectors
In the library, you have:
- 3 statues
- 3 corresponding bookshelf sectors
Rough mapping:
| Statue | Relative position | Controls which shelves? |
|---|---|---|
| Left | To the left facing the teleporter room | All shelves on the left side |
| Right | To the right facing teleporter room | All shelves on the right side |
| Back | Behind you (turn around) | All shelves in the back area |
You can interact with certain shelves to see a list of books they contain. These lists are:
- fixed every game – the positions and titles do not change.
This means:
Every statue is effectively linked to a fixed set of book titles, and that mapping never changes.
Step 3 – Count how many of your books appear in each statue's area
The core logic:
1. Using your recorded list from the brain device, go through the library and match each book to the shelves.
2. For each statue's corresponding bookshelf sector, count how many of your brain list books appear there.
So you end up with something like:
- Left statue sector has 2 of your books → turn left statue 2 times
- Right statue sector has 1 of your books → turn right statue 1 time
- Back statue sector has 3 of your books → turn back statue 3 times
Example given:
- If your list contains Pyramids of Sidonia and The Witch-Light Codex, and both are in the left area → left statue turns twice.
- If your list only contains The Black Veil in the right area → right statue turns once.
Step 4 – Turning statues correctly (timing, retries, and inputs)
- You do not need to start at the beginning of a round.
- You can do this at the end of a round, leaving one zombie alive.
However:
- Once you interact with any statue, a short timer starts.
- You must adjust all three statues within that window.
- You get one attempt per round. If you fail, they reset at the start of the next round.
Input tips:
- The statues rotate very smoothly.
- It is easy to accidentally double input and turn more times than intended.
- I strongly recommend quick taps instead of long holds on your interact button.
If all three statues are turned the correct number of times, a secret compartment at the top of the ladder opens up. Climb up and grab the Neptune orb.
Then return to the teleporter room's second floor and place Neptune in the appropriate slot.
↖ V. Planet cards: rotating Mars, Saturn, and Neptune
With Neptune installed, the next puzzle is to align three planets—Mars, Saturn, Neptune—to certain directions based on note cards.
↖ 5.1 Planet card locations and visual identification
You need to find three cards, each describing: A planet name + which direction (e.g., North, East, etc.) it should point to.
Approximate card locations:
| Card | Area | Description |
|---|---|---|
| 1 | Nearby room with a table | Close to teleporter hub |
| 2 | Library table | Inside library |
| 3 | Planetarium laser room | On the table there |
Each card has:
- a picture of the planet,
- the planet's name in cursive (can be hard to read).
Visual cheat sheet:
| Planet | Visual cue |
|---|---|
| Mars | Red planet |
| Neptune | Blue, outermost visible orbit |
| Saturn | Planet with obvious rings |
↖ 5.2 Rotating planets in the teleporter room
Back in the teleporter room upstairs:
- You'll see a model of the sun with planets orbiting in rings.
- Only Mars, Saturn, and Neptune are movable.
- The sun in the center has cardinal direction markers (N/E/S/W).
To set them:
1. Shoot each planet to rotate it around its orbit.
2. Put each planet roughly in the indicated direction.
3. Precision is not strict; being in the correct quadrant is usually enough.
If nothing happens:
- Double-check you matched the right planets to the right directions.
- Make small adjustments a few more shots at a time.
Once all three are correctly aligned and your Mars coordinates are set, you're ready to use the teleporter for the Mars step — but first, there's a tough defense.
↖ VI. Teleporter defense: protect it from UFO kamikazes
With coordinates and planets configured, you can interact with the brain computer in the teleporter room to start a high-intensity lockdown.
↖ 6.1 What happens in this defense
- Oscar is automatically teleported into the room.
- He has a persistent shield, and there's not much point in trying to strip it here.
- The real threat is a special type of UFO drone that tries to destroy the teleporter:
- Bigger than regular drones,
- Slower but flies straight at the teleporter,
- Focused on suicidal runs.
Your objective is:
> Keep the teleporter alive until the startup completes.
↖ 6.2 Positioning and strategy
Many players try to fight from the second floor to gain vertical control, which is valid but can make hitting flat UFO targets harder.
From actual experience:
- I find it easier to stand on the ground floor near the teleporter:
- You have a clean angle at approaching UFOs.
- You're closer to your objective and see threats earlier.
So the plan:
- Focus fire on the bigger, slower UFOs.
- Don't get baited into DPSing Oscar; he's meant to be fully shielded here.
- Use a mobile gun (AR/SMG) with good ADS speed to track them.
If you succeed, the teleporter finishes charging and sends you to Mars.
↖ VII. Mars: brain, flying eye-bird, and Tesla coil sequence
On Mars, you'll handle a brain interface, attract a creepy flying eyeball, and tether it into your playable area using Tesla coils.
↖ 7.1 Placing and activating the Mars brain device
- At the center of the Mars arena, a new brain pedestal appears.
- Pick up the brain that spawns, place it on the pedestal, and interact to fully build it.
From now on, interacting with this device:
- triggers a sound that attracts the flying eye.
- can be done once per round.
↖ 7.2 Tesla coil sequence: four windows + bridge coil
The goal is to:
- trigger a chain of Tesla coils in a specific order,
- lure the eye-bird from outside,
- and then keep it in the playable area long enough to grab it.
Sequence:
1. Interact with the brain device to play the lure sound.
2. Go to the window barriers where you see Tesla coil-like antennas.
3. Shoot the top of the coils in this order until each glows blue:
1. The far back right coil (furthest, right side)
2. The far back left coil
3. The near right coil (closer to you)
4. The near left coil
4. After these four, turn around to the center of the arena and look at the bridge leading to the teleporter.
5. Shoot the coil on that bridge – this is the fifth and final coil.
After the fifth coil:
- The eye-bird enters the playable area and starts flying around.
↖ 7.3 Grabbing the eye (and what usually goes wrong)
The eye-bird:
- Has a timed window during which it's in range.
- Flies a relatively fixed pattern but can be too high to interact.
Key tips:
- You must get very close and hold interact when it flies low.
- Good spots:
- The stairs area,
- The central pillar area, where it tends to pass nearer to player height.
If you're struggling:
- Keep re-shooting the bridge coil; this refreshes/extends the period the eye stays in the playable area.
- If you miss it, don't panic; keep the coil active and wait for a better angle on the next pass.
Weapon range caveat:
- Some shotguns (like the M10 Breacher) can't effectively hit the furthest coils.
- If your pellets seem to vanish and the far coils never glow, grab a wall-buy AR/SMG to hit them properly.
Once you successfully grab the eye:
- Place it into the nearby machine, which unlocks the next step: Wonder Weapon interactions with the five statues.
↖ VIII. Five statues, Wonder Weapon shots, and symbol sequence
Here you:
1. Use the Wonder Weapon to charge up five statues.
2. Read a symbol sequence back in the PaP room (one symbol is glitched out).
3. Return to Mars and enter the symbol order on pillars using elimination.
↖ 8.1 Charging five statues with the Wonder Weapon
- On Mars, look for five statues, each with a circular antenna-like disc on top.
- Use the Wonder Weapon to shoot those discs:
- When successful, the statue lights up and UFOs orbit around it.
- Keep going until all five statues are clearly active.
There is no required order; you just need all five lit.
↖ 8.2 Piano device: reading the 5-symbol sequence
Back on Earth, in the PaP room:
- Interact with the piano.
- A display shows five symbols in sequence, but one of them is obscured with static.
Your tasks:
- Write down the symbol order from 1 to 5.
- Mark which position is the static/broken one (e.g., 3rd symbol).
↖ 8.3 Mars pillars: entering the symbol order
On Mars, the five symbols are represented on the pillars:
- Two pillars at the top of the stairs,
- Two pillars in the left corner,
- One pillar on the right side.
Each pillar has a consistent symbol; their positions never change.
Your job is to:
1. Start from symbol #1 in your sequence and interact with the pillar that has that symbol.
2. Then symbol #2, and so on.
3. When you reach the static slot, use process of elimination:
- See which symbol hasn't been used yet.
- Identify the pillar that matches that symbol using its position.
Error tolerance:
- You can mess up up to 3 times:
- Each mistake counts as one strike.
- After three mistakes in the same round, you must go to the next round.
- The good news is you can retry immediately after a mistake until you hit that three-strike limit.
Once you input all five correctly:
- The Mars sequence locks in,
- and you're now one interaction away from the final boss fight.
↖ IX. Boss fight: loadout, perks, and full 4-phase breakdown
This boss fight is legitimately one of the hardest in Zombies. It tests movement, resource management, and your ability to read boss patterns. So let's split it into:
- Loadout & perks,
- Phases 1–4 tactics,
- Armor & points management.
↖ 9.1 Perks and augment recommendations
Here's a summarized perk/augment layout that's worked well in practice:
| Perk | Recommended Major | Recommended Minor(s) | Why it matters |
|---|---|---|---|
| Juggernog | Turtle Shell | Harness Plates + Durable Plates | Turtle Shell is a huge lifesaver, more armor = win |
| Stamin-Up | Gung-Ho | Flexible | Move fast while shooting and reloading |
| PHD | Gravity MD | Environmentalist + Tribologist | Slide through meteors/purple rocks safely |
| Double Tap | Double Standard or Impact | Double Time | Boosts DPS and fire rate |
| Mule Kick | Ammo capacity Major | Extra armor Minor | More bullets + more armor |
| Deadshot | Crit damage Major | Hipfire spread– + armor damage + | Boss is all about crits and armor break |
| Death Perception | Six Sense | Avoid last minor augment | Final minor hides outlines of drops, very bad here |
One critical tip: Don't use Vulture as a Major on the Armormatic in this boss fight.
- Vulture auto-pulls plates from your reserve to refill armor bar.
- In the boss arena, armor plates are extremely scarce.
- You want manual control: buy from the armor wallbuy when you decide, not auto-drain your reserves.
↖ 9.2 Weapon choices
Based on performance and community experience, these weapons stand out:
| Slot | Weapon | Notes |
|---|---|---|
| Main DPS | Jagger 45 (Akimbo) | With Prestige attachment; strong close DPS |
| Shotgun | M10 Breacher | Great burst damage, especially close range |
| SMGs | New dual SMGs | High DPS, good for sustained crit output |
| LMG | XM 325 | Strong sustained fire, good for armor break |
| Others | Dual-wield Codon 9 | High damage but needs control |
Wonder Weapon:
- At least 1–2 PaP tiers is recommended.
- Use it primarily to break Caltherus's blue armor plates and control zombies.
- For raw weakpoint damage, your meta gun (Jagger, SMG, etc.) often outperforms it.
Field upgrade:
- Aether Shroud with two charges is extremely strong here:
- Emergency escape when cornered,
- Temporary free DPS window in Phase 4.
GobbleGums worth mentioning:
| GobbleGum | Effect |
|---|---|
| Shields Up | Instantly refills your armor |
| Power Keg | Extra Field Upgrade charge |
| Armageddon | Fully refills armor + all reserve armor plates |
| Temporal Gift | Extends duration of Vetherion's Blessing and other powerups |
↖ 9.3 Phase 1: Living asteroid head and charge-up laser
You're on the same asteroid you were just on, but now it's alive and angry.
Core mechanics:
- Kill zombies to charge a central brain laser.
- Dodge the boss's tracking laser and environmental hazards.
- Once charge is full, interact with the brain to fire a huge beam at Caltherus's health bar.
There are three mini-phases inside Phase 1:
| Mini-Phase | Boss attacks | Additional hazards | What to do |
|---|---|---|---|
| 1 | Tracking laser | None | Keep moving, circle the arena |
| 2 | Laser + meteor strikes | Meteors leave danger zones | Use PHD + Environmentalist to slide through if needed |
| 3 | Laser + meteors + gas | Gas lowers HP but not lethal | Stay on central platform and jump between stairs if needed |
Practical rhythm:
1. Train zombies in a safe lane and kill them until the laser is fully charged.
2. When it's ready, drag zombies away from the brain.
3. Wait for the boss's laser to finish a cycle.
4. Run to the brain and interact to fire the big beam.
Repeat three times and you move to the next phase.
↖ 9.4 Phase 2: First rock giant form
Now Caltherus manifests as a rock monster in the center of the arena.
Attacks:
- Melee smash if you stay too close.
- Multiple small rocks thrown at you from range.
This phase is deceptively dangerous because:
- Those rock projectiles hit surprisingly hard,
- and the patterns can be a bit erratic.
Strategy:
- Focus on shooting the blue glowing armor chunks on her body.
- Once a chunk breaks, she reveals a weakpoint underneath → massive crit damage.
- Keep your movement primarily sliding, not just jumping:
- Sliding helps you stay lower and makes certain rock angles easier to dodge.
Routing:
- Run in a triangle or trapezoid:
- left stairs → central platform → right stairs → repeat.
- Avoid hard corners where her model can block your path.
When her health bar empties, she regrows into Phase 3.
↖ 9.5 Phase 3: Bigger, meaner, and ground pound
Phase 3 adds the scariest attack of the fight: a huge ground pound.
- She raises her arms, then slams the ground.
- The shockwave covers a massive radius and can rip off an entire armor plate or more.
Reliable counter:
If she starts a ground slam, you jump.
As long as you're airborne during the shockwave, you avoid the damage — even at mid-range.
Other than that, the fundamentals remain:
- Use Wonder Weapon to break armor plates when you get clean shots.
- Swap to your main gun to shred the exposed weakpoints.
- If the Wonder Weapon keeps hitting zombies instead of her, kill some adds to create space, then refocus.
If you manage your positioning and jump timing well, Phase 3 ends similarly to Phase 2.
↖ 9.6 Phase 4: Final form, AoE spam, and Vetherion's Blessing
Phase 4 is where most runs die. Caltherus:
- Becomes even larger, further eating up the arena space.
- Gains persistent AoE zones where her rocks land.
- Keeps the ground slam and existing patterns.
Vetherion's Blessing
At the start of Phase 4, Vetherion spawns a special powerup on the central console:
- Fully refills armor.
- Fully refills ammo.
- Grants infinite ammo for a limited time (you still reload but no stock is consumed).
This is your big burn window.
How to use it:
1. Grab the blessing when you have a clear line to the boss.
2. Immediately dump as much damage as possible into her armor plates and weakpoints.
3. If you have Aether Shroud, consider syncing it with this window to stand and beam her safely.
Movement and armor management
Movement:
- Try to stick to a modified triangle/trapezoid route:
- left staircase → middle → right staircase.
- Avoid corners — her hitbox is huge, and she easily boxes you in.
- If she traps you:
- Turn your back to her to trigger Turtle Shell,
- or pop Aether Shroud and reposition.
Armor & points:
- Zombies in this fight rarely drop armor.
- Your main sources are:
- Armor wallbuy in the arena,
- Vetherion's Blessing,
- GobbleGums like Armageddon or Shields Up.
This is why:
- Having ~30,000 points before entering the boss fight feels very safe.
- I personally try to enter Phase 4 with at least 20,000 still remaining, so I can:
- Buy armor twice if necessary,
- Use Blessing as a third full refuel.
If you can:
- Keep AoEs behind you by sliding with PHD's Environmentalist,
- Jump reliably for ground pounds,
- Use Blessing + Aether Shroud wisely,
then eventually Caltherus's health bar will melt, and you'll be rewarded with one of the most satisfying boss kills in Zombies.
↖ FAQ
↖ Q1: Do the three Oscar trap kills have to be done in a specific order?
No. The game only checks:
- did you kill him via Pack-a-Punch telescope trap,
- did you kill him with the museum rocket,
- and did you kill him with the custom battery overload trap.
Once all three are registered, the third successful kill drops the Wonder Weapon. Order is completely flexible.
↖ Q2: I can't memorize all those book names for the library statue step. Any shortcut?
Yes, don't try to learn the lore library in one go.
Use this simpler approach:
1. From the brain device, write down only what you need to recognize each title (first letters or last word).
2. In the library, focus on which shelf sector those books appear in:
- left, right, or back.
3. All you really need is:
- how many of your book titles appear in each statue's sector.
That count directly tells you how many times to turn each statue. The actual title flavor text doesn't matter.
↖ Q3: I rotate the planets but nothing triggers. Am I doing something wrong?
As long as:
- You aligned Mars, Saturn, and Neptune to the directions on the three cards,
- And they're roughly in the correct quadrant (N/E/S/W),
then it should work. You don't need pixel-perfect alignment. If it doesn't progress:
- Check the cards again for misread cursive planet names.
- Slightly nudge each planet a bit left/right and try again.
↖ Q4: On Mars, why can't I grab the eye-bird even though I see it flying around?
Most likely issues:
1. You didn't trigger the brain sound that round (you get one attract attempt per round).
2. You didn't hit the coils in the correct order, so the eye isn't fully tethered in.
3. The eye is simply too high, and you're not close enough / not holding interact.
Fixes:
- Re-trigger the brain sound next round, redo the four window coils + bridge coil.
- While the eye is in the arena, hold interact constantly near the stairs or center pillar and wait for a low pass.
- Keep shooting the bridge coil to prolong the window.
↖ Q5: In the boss fight, should I focus more on adds or on the boss?
Think in this priority order: Your survival > breaking blue armor chunks > hitting weakpoints > cleaning adds that interfere with your positioning
In early phases, cleaning a few zombies is fine. In Phase 4 especially, if you have armor and ammo:
- It's more important to maximize damage on Caltherus than to perfectly clear adds,
- Because the longer you stay in Phase 4, the more chances you'll give yourself to make a mistake.
↖ Conclusion
Astra Malorum looks like an overengineered cosmic puzzle the first time you see it, but once you break it down into functional chunks, it becomes a sequence of very specific, very checkable conditions:
1. Three trap kills on Oscar, respecting damage thresholds, to secure the Wonder Weapon.
2. Log #20 and the planet code to lower the elevator and get the cryochamber key.
3. Saw + cryochamber + Juggernog defense + brain escort to wire Dr. Thirsten into the teleporter.
4. Telescope Mars coordinate + library statue–book counting to obtain Neptune.
5. Three planet cards and rotations to finalize targeting, then a brutal teleporter defense.
6. Mars brain, Tesla coils, and eye-bird handling, followed by Wonder Weapon statue charging and symbol pillars.
7. A 4-phase boss fight that punishes sloppy movement but heavily rewards good perk/augment planning and calm, methodical positioning.
If you walk through the map with this logic in mind—what condition is this step checking?—you'll stop feeling like the Easter Egg is random or buggy.
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