ASTRA MALORUM
By Caleb Irvin / September 16, 2026 / No Comments
Oh, absolutely. And we’re establishing the number-one law of Zombies before we even start:
π¨ NOTHING GOOD HAPPENS IN SPACE. π¨
Think about our history.
Moon? We blew up Earth.
Dark Aether cosmic dimensions? Horrible idea.
Now Astra Malorum? We’re stranded on an observatory in space, being stalked by an angry robot, and eventually we’re going to Mars.
Guys.
WE HAVE LEARNED NOTHING. π
Astra Malorum is BO7’s second round-based map. The quest is solo-capable, revolves around the LGM-1, O.S.C.A.R., Dr. Thurston, planetary puzzles, and ends with a four-phase battle against Caltheris.
1. π REPAIR THE HARMONIC OCULUS
Open the map toward the:
π OBSERVATORY DOME.
Interact with the Harmonic Oculus.
It’s missing two components.
You’ll find one beside a body in:
βοΈ Machina Astralis
and the other beside another body in:
β¨ The Luminarium.
Bring both pieces back to the Observatory Dome and install them.
Complete the short defense sequence.
Then:
π« PACK-A-PUNCH ARRIVES.
Okay.
Power?
β
Pack-a-Punch?
β
Horrifying robot stalking us around the observatory?
…
ALSO YES.
2. π€ MEET O.S.C.A.R.
O.S.C.A.R. is Astra Malorum’s recurring elite enemy.
And here’s the important correction:
YOU DON’T JUST BEAT HIM ONCE.
For the Main Quest, O.S.C.A.R. needs to be defeated using three specific environmental contraptions.
Whichever contraption you complete third gives you the:
π LGM-1 WONDER WEAPON.
The three methods can be completed in any order.
But first, we need some components.
3. π GET THE CAR BATTERY
Go to the:
π CRASH SITE.
Remember our beloved Ol’ Tessie?
She’s seen better days.
Use an upgraded in-game weapon on Tessie’s hood until it opens.
Inside:
π CAR BATTERY.
Pick it up.
Ashes of the Damned:
βProtect Tessie at all costs!β
Astra Malorum:
βYeah, about that…β
π
4. β‘ GET THE ABERRANT WIRING
Search the map for a:
π‘ FLICKERING LIGHT POST.
Its exact light-post location can vary.
Break the flickering light.
It drops:
β‘ ABERRANT WIRING.
Grab it.
5. πΈ GET THE DAMAGED DRONE
Wait for O.S.C.A.R. to appear.
Alert him.
He activates his:
πΈ DRONE SHIELD.
Destroy one of the little shield drones.
Pick up the:
πΈ DAMAGED DRONE.
Now we need one more type of component.
6. βοΈ GET THREE ABSOLUTE ZERO FRAGMENTS
Equip:
βοΈ CRYO FREEZE.
Search the map for the bright purple:
π AETHER CRYSTALS.
Use Cryo Freeze on them.
You need:
βοΈ Fragment #1
βοΈ Fragment #2
βοΈ Fragment #3.
These are required for the Museum contraption.
7. β¨ O.S.C.A.R. KILL #1 β LUMINARIUM
Head into:
β¨ THE LUMINARIUM.
Lure O.S.C.A.R. into the room containing the special trap.
Activate it.
Now keep O.S.C.A.R. inside the room while the trap overloads his battery.
You don’t need to directly damage him during the process.
Keep him inside until:
π₯ O.S.C.A.R. DESTROYED.
He’ll eventually return.
Because O.S.C.A.R. apparently took:
βI’LL BE BACKβ
as a personal challenge. π
8. π O.S.C.A.R. KILL #2 β MUSEUM
Go to:
ποΈ MUSEUM INFINITUM.
Find the rocket exhibit.
Load your:
βοΈ THREE ABSOLUTE ZERO FRAGMENTS
into the rocket’s exhaust mechanism.
Now lure O.S.C.A.R. behind the rocket.
Activate it.
You get approximately:
β±οΈ FIVE SECONDS
before the rocket exhaust fires.
Get O.S.C.A.R. into the blast.
π₯ O.S.C.A.R. DESTROYED AGAIN.
9. βοΈ O.S.C.A.R. KILL #3 β OBSERVATORY
Return to the:
π OBSERVATORY DOME.
First, find:
FIVE LEAKING VALVES.
Shoot all five in quick succession.
Listen for the hissing steam to locate them.
When all five have been hit correctly, the Observatory contraption readjusts.
Now wait for another O.S.C.A.R.
Lure him toward the Pack-a-Punch platform.
Interact with the left side of the Harmonic Oculus.
Aim the telescope:
βοΈ AT THE SUN.
The machine begins firing an enormous beam through the center of the Pack-a-Punch platform.
Lure O.S.C.A.R. into it.
βοΈπ₯ O.S.C.A.R. DESTROYED.
Whichever of these three contraptions you finish last drops:
π LGM-1.
10. π LGM-1 ACQUIRED
Pick it up.
WONDER WEAPON CHECKPOINT.
And now…
We’re doing astronomy.
Because apparently algebra on Terminus and chemistry on Reckoning weren’t enough.
π CALL OF DUTY: HOMEWORK EDITION.
π
11. π SECRETLY FOLLOW O.S.C.A.R.
Wait for O.S.C.A.R. to return again.
This time:
β DON’T ALERT HIM.
Follow him without being detected.
O.S.C.A.R. periodically plays old audio recordings.
You’re listening specifically for a recording involving:
DR. THURSTON.
During that recording, he names:
THREE PLANETS.
Write them down in the exact order they’re spoken.
12. πͺ TURN THE PLANETS INTO NUMBERS
Each planet corresponds to its position from the Sun:
Mercury = 1
Venus = 2
Earth = 3
Mars = 4
Jupiter = 5
Saturn = 6
Uranus = 7
Neptune = 8
So if Thurston says:
Jupiter β Uranus β Earth
your code is:
573.
Your three planets are randomized.
This is one of those steps where subtitles are extremely useful.
13. π GET THE CRYO CHAMBER KEY
Return to the:
π OBSERVATORY DOME.
Find the keypad near the Pack-a-Punch platform.
Enter your three-digit planet code.
If correct, a nearby platform lowers.
There’s a body on it.
Interact with the body and collect:
π CRYO CHAMBER KEY.
14. πͺ GET THE ROCK SAW
Go into:
ποΈ MUSEUM INFINITUM.
Find the display case near the rocket exhibit.
Break it open.
Take the:
πͺ ROCK SAW.
Now head to:
βοΈ MACHINA ASTRALIS.
Use the Cryo Chamber Key to open the:
βοΈ CRYO CHAMBER.
And inside is…
a body.
Oh boy.
15. π§ EXTRACT THE BRAIN
Interact with the body using the Rock Saw.
The game handles the actual procedure without needing you to do anything complicated.
You receive:
π§ BRAIN.
Zombies Easter Egg checklist:
Turn on power.
Pack-a-Punch.
Kill robot with telescope.
Perform brain transplant.
Yep.
Everything checks out. π
16. π§ SWAP THE BRAINS
Take the brain to:
β¨ THE LUMINARIUM.
There’s another brain stored inside a container near one of the entrances.
Interact with it.
Your brain gets swapped into the:
PERFUSION MACHINE.
Interact again.
π¨ ONE-MINUTE LOCKDOWN.
Protect the Perfusion Machine until the timer finishes.
17. π CARRY THE PERFUSION MACHINE
Once the defense finishes:
Pick up the:
π§ PERFUSION MACHINE.
β οΈ YOU MOVE AT WALKING SPEED.
Carry it all the way to the main section of:
βοΈ MACHINA ASTRALIS.
Place it onto the device on the table.
Connect it.
β BRAIN TRANSFER COMPLETE.
18. π FIND THE MARS COORDINATES
Return to the Harmonic Oculus.
Enter the telescope again.
This time:
π΄ FIND MARS.
Center the crosshair perfectly on Mars.
Look at the:
DEC
reading in the bottom-left corner.
Write the number down exactly.
If the display gives only three digits, the quest guide notes that you add a leading 0 to make the four-digit code.
19. π’ ENTER THE DEC CODE
Return to:
βοΈ MACHINA ASTRALIS.
Go upstairs.
Find the code machine above the Armor Wall Buy.
Enter your:
FOUR-DIGIT MARS DEC CODE.
Now go downstairs near the Perfusion Machine.
A screen displays:
π DR. THURSTON’S READING LIST.
Your list contains between:
THREE AND SIX BOOKS.
Write down every title.
And now…
LIBRARY PUZZLE.
Of course.
π
20. π GO TO THE ARCHIVE OF ORBIS
Inside:
π ARCHIVE OF ORBIS
you’ll find:
πΏ Bust #1
πΏ Bust #2
πΏ Bust #3
Each bust has a nearby bookshelf containing three readable books.
Compare those books against:
THURSTON’S READING LIST.
Count how many matching titles belong to each bust’s bookshelf.
21. πΏ ROTATE THE THREE BUSTS
Suppose:
Bust #1’s shelf has 2 books from Thurston’s list.
Rotate:
BUST #1 TWICE.
If Bust #2 has 0 matches:
DON’T ROTATE IT.
If Bust #3 has 1:
ROTATE IT ONCE.
So the solution is based entirely on how many books associated with each bust appear on your randomized reading list.
Get all three correct.
Andβ
πͺ ATTIC UNLOCKED.
22. π΅ GET NEPTUNE
Climb the ladder into the attic.
Find the model:
π΅ NEPTUNE.
Pick it up.
Yes.
We stole Neptune.
Don’t think about it too hard.
π
23. π FIND THREE PLANET NOTES
Now locate three pieces of paper:
π Archive of Orbis
On the large table opposite Stamin-Up.
π Machina Astralis
Upstairs, on a table behind the code machine.
π The Luminarium
On a small table along the room’s side.
Each note contains:
πͺ A PLANET + π§ A DIRECTION.
For example:
Mars β NE
Saturn β SW
Neptune β SE
Your combination varies.
Write all three down.
24. πͺ REPAIR THE PLANET MODEL
Return to:
βοΈ MACHINA ASTRALIS.
Attach your Neptune model to the planetary mechanism upstairs.
Now find the three planets listed on your notes.
Rotate each one until it points toward its corresponding direction.
For example:
Mars β NE
Saturn β SW
Neptune β SE
Once all three are correctly aligned:
π PORTAL READY.
25. π¨ DEFEND THE PORTAL
Interact with the:
π§ PERFUSION MACHINE.
You now have a:
β±οΈ TWO-MINUTE DEFENSE.
O.S.C.A.R. begins sending special drones toward the portal.
β οΈ IMPORTANT:
These aren’t necessarily the ordinary drones orbiting his shield.
Listen for the distinctive beeping drones that fly directly toward the portal.
Stop those from reaching it.
Survive two minutes.
And thenβ
π FWOOOOOSH.
You’re pulled through.
π΄ 26. WELCOME TO MARS
…
π NOTHING GOOD HAPPENS IN SPACE.
We have officially left the observatory and landed on:
π΄ MARS.
And apparently we’re just accepting this now.
Fine.
27. π§ INSTALL THE PERFUSION MACHINE
Pick up the Perfusion Machine from the central platform.
Place it on the pedestal where you arrived.
Wait until you hear the audio cue indicating something has changed.
Now head toward the far north side of the Martian arena.
Look outward.
You’ll see enormous:
β‘ PYLONS.
28. β‘ SHOOT THE FOUR PYLONS IN ORDER
The correct sequence is:
1οΈβ£ BACK RIGHT
2οΈβ£ BACK LEFT
3οΈβ£ FRONT RIGHT
4οΈβ£ FRONT LEFT
Then turn around toward the teleporter.
There’s one more pylon above it.
5οΈβ£ SHOOT THE FINAL PYLON.
Something enters the arena:
ποΈ ASCENDANT EYE.
29. ποΈ GRAB THE ASCENDANT EYE
The Eye floats high above you.
Periodically:
πͺ ANTI-GRAVITY ACTIVATES.
Use the low gravity to jump upward and interact with:
ποΈ THE ASCENDANT EYE.
Grab it.
If the Eye disappears before you can get it, the sequence can be restarted rather than ending your run.
30. ποΈ PLACE THE ASCENDANT EYE
Go to the pedestal in the far-right portion of the Mars arena.
Place:
ποΈ ASCENDANT EYE.
Five rods become visible on top of the surrounding pillars.
Equip:
π LGM-1.
Use it to activate:
β‘ Rod #1
β‘ Rod #2
β‘ Rod #3
β‘ Rod #4
β‘ Rod #5.
When activated, the symbols at the bottom of the corresponding pillars gain a faint blue appearance.
31. πΉ GET THE FIVE-SYMBOL CODE
Return through the teleporter to the observatory.
Go back to:
π HARMONIC OCULUS.
Interact with it.
The machine plays a tune.
A screen beside the piano keys displays:
FIVE SYMBOLS.
Write them down in order.
But here’s the trick.
Four are actual symbols corresponding to Mars pillars.
One appears as:
πΊ STATIC.
Static doesn’t mean:
“ignore this one.”
It means:
THE ONE PILLAR SYMBOL NOT OTHERWISE SHOWN.
Oh, that’s evil.
I respect it.
π
32. π’ ENTER THE MARS PILLAR CODE
Return to:
π΄ MARS.
Look at the symbols on the five pillars.
Interact with them in the exact order shown by the Harmonic Oculus.
When you reach the static entry:
Choose the:
ONE SYMBOL THAT WASN’T DISPLAYED.
Enter all five correctly.
β¨ BRIGHT FLASH.
Puzzle complete.
β οΈ 33. POINT OF NO RETURN
STOP HERE.
The next interaction begins:
π CALTHERIS.
Before starting, make sure your in-game loadout is upgraded and your resources are stocked.
One especially important detail: current detailed guides note that the boss encounter does not hand out normal Max Ammo drops, so resource management matters more than usual.
When ready:
Interact with the:
π§ PERFUSION MACHINE.
π 34. CALTHERIS β PHASE ONE
Caltheris initially appears as an enormous:
π FLOATING SKULL.
And this phase isn’t about directly damaging her.
Instead:
π§ DEFEAT ENEMIES NEAR THE ACTIVE PYLON.
Their energy charges it.
When it’s fully charged:
Interact with the Perfusion Machine.
β‘ GIANT BEAM FIRES INTO CALTHERIS.
Each successful blast removes roughly:
β OF PHASE-ONE HEALTH.
Repeat the cycle three times.
βοΈ 35. AVOID CALTHERIS’S ATTACKS
While charging pylons, Caltheris can use attacks including:
π΄ Tracking beam
βοΈ Aerial bombardment
β£οΈ Toxic gas.
Keep moving while gathering enemies around the required pylon.
Complete all three beams.
And Caltheris changes form.
πͺ¨ 36. PHASE TWO β ROCK FORM
Caltheris becomes a giant:
πͺ¨ ROCK CREATURE.
Now the fight works differently.
Use the LGM-1’s in-game effect to break away her rocky protection.
Underneath is a:
π΅ GLOWING WEAK POINT.
Once exposed:
π― DAMAGE THE BLUE WEAK POINT.
Her attacks now include:
πͺ¨ Thrown rocks
π₯ Ground slams.
Use the arena’s movement and anti-gravity to create distance.
πͺ¨π 37. PHASE THREE β CALTHERIS ASCENDANT
And now:
SHE GETS BIGGER.
Caltheris transforms into:
π CALTHERIS ASCENDANT.
The basic mechanic remains:
Break rocky protection β expose blue weak point β damage weak point.
But her attacks become larger and more dangerous.
Use the arena’s cover and anti-gravity movement to keep her from getting clean attacks on you.
Eventuallyβ
PHASE FOUR.
π 38. CALTHERIS THE NEEDLE
Final form:
π CALTHERIS THE NEEDLE.
Bigger.
Faster.
Stronger.
And now she leaves:
π£ AETHERIC ENERGY POOLS
around the arena.
These are extremely dangerous and should be treated as areas you simply do not stand in.
So now the battlefield is:
π Giant monster
π£ Dangerous floor
π§ Enemies
πͺ Martian anti-gravity
This is exactly why:
NOTHING GOOD HAPPENS IN SPACE.
π
β¨ 39. VEYTHARION’S BLESSING
During the final phase, Veytharion helps you by providing:
β¨ VEYTHARION’S BLESSING.
This temporarily supplies effectively unlimited reserve ammunition and lethals.
That’s your opportunity to pour damage into Caltheris after you’ve exposed her weak point.
Break protection.
Expose:
π΅ WEAK POINT.
Damage.
Move.
Avoid purple pools.
Repeat.
π₯ 40. FINISH CALTHERIS
Keep cycling:
π Stay mobile
β πͺ¨ Remove armor
β π΅ Expose critical point
β π― Damage
β π£ Avoid Aether pools
β β¨ Use Veytharion’s Blessing window
β REPEAT
untilβ
π₯π₯π₯
π CALTHERIS DEFEATED.
And the ending cinematic plays.