black ops 7 bot lobbies Astra Malorum Guide 


 Astra Malorum has a strong, space-horror theme and rewards good planning. This CoD Bo7 astra Malorum guide simplifies the map flow to one path that helps with story progression and allows for survival. It's important that a run feels controlled, starting with the doors and ending with the bosses.


 


 CoD BO7 Astra Malorum | Overview


 Astra malorum features a Zombies loop that is tightly integrated with a storyline and side content. The map is a mix of a space-horror theme and clear gameplay systems. This allows you to focus both on your survival as well as on solving puzzles.


 


bo7 codes Astra Malorum | main quest


 Astra Malorum has a very long quest chain. It starts with Pack-a Punch and moves on to the wonder weapon building. Then, Oscar, books, planets and a Mars-portal sequence are used to trigger the boss and open the CoDe. It can be a bit of a challenge to keep up with the timing. To make it easier, you may want to reduce the number of rounds you use while completing the early Oscar steps. You should also collect any key items you see along your route in order for you run to go smoothly.


 


 Step 1. Step 1: Unlock the Pack-a Punch


 Then, move through the map to the Observatory. Interact with the Organ in this room. You will then need to search for the two harmonic components. One set spawns near Juggernog, in the Luminarium. The other set spawns nearby Stamin-Up. After bringing back both parts, you must repair the Organ and complete a 1-minute defense which unlocks Pack-a-Punch.


 


 Step 2. Step 3.


 There are four components to the map interaction and Oscar.


 


 Battery part. After you've got a Pack-aPunch, shoot the gearstick inside Tessy.


 Wires part. Shoot the one flashing lamp in outer areas.


 Crystal part. Shoot three purple crystals after applying Cryofreeze.


 Drone part Grab the drone and bait Oscar.


 Step 3. Step 3.


 This part has a large loop and round flips. To get the best control, stay on low rounds while cycling Oscar spawns.


 


 Rocket method Launch the rocket, lure Oscar to Speed Cola and then keep him there until the white flash confirms the success.


 Trap method. Go to the Jug Trap, place the UFO Piece, lure Oscar into trap room, activate and survive for around 40 minutes.


 Sun burn method. Speed-shoot 5 steaming valves within a small window. Then lure Oscar to the platform, using the telescope, locate the sun.


 After the third technique, the weapon of wonder appears near Oscar's locati0n.


 


 Step 4. Step 4.


 You can flip around to bring Oscar back and then silently follow him while he is on patrol mode in order to hear his key dialogue. The crucial line occurs when "Dr. Thirstston's list of three planets is in a particular order. You then convert these numbers based upon their distance from the Sun and enter them at the Pack a Punch machine. This lowers your lift and allows you to grab a key.


 


 The quick Planet order helper


 


 Mercury. 1, Venus. 2


 Earth. 3, Mars. 4


 Jupiter. 5, Saturn. 6


 Uranus. 7, Neptune. 8


 Step 5. Step 5.


 You can then remove the brain and body by using the key to open the pod located between Speed Cola & the planet area. You bring it back to the jar in front of Juggernog. Swap it and you can start a short segment. After the flash you can pick the jar up.


 


 Step 6. Step 6.


 Bring the jar and activate the monitor to the planet-room machine. The screen will show a list of random book titles. Write down the book titles until you reach the loop. These titles will be your code for the statue bookshelf step.


 


 Step 7. Step 7.


 Three statue heads in the Stamina Up book area control three groups of bookshelves. You must determine how many titles are in each statue set and then rotate them exactly that number of times. After you start rotating statues, there is a small window of time for you to finish your input. Success unlocks the attic where you can collect Neptune.


 


 Step 8: Record the Mars DEC CoDe. Step 8.


 Find Mars using the Pack-apunch telescope. Write down the four DEC number shown on your head-up display. These four digits will be needed by the planet room machine.


 


 Step 9. Step 9.


 Three notes will appear in three fixed places, each containing the names of three planets as well as their directions. The next step is to align the planets. You can copy the planet direction pairs.


 


 Step 10. Step 10.


 Put the Mars DEC numbers in the machine at the middle floor. Next, place Neptune at the top of the rod on the floor to begin the next step in the alignment. Then, adjust Mars, Saturn, Neptune, and the paper directions to match as closely as possible. Interact with the brain to start the lockdown.


 


 A successful defense pulls you into Mars.


 


 Step 11. Step 11: Clear the Mars coils and fly eye step


 Take the brain from the Mars center and place it in the machine. Then, listen for the activation. After that, you fire four external coils exactly in the same order as described by your guide. A blue orb is then transferred. The fifth coil appears in the area above the brain and a flying-eye spawns. You must keep the fifth cog active to ensure the flying eye remains. Once the eye drifts in a direction that you can reach, you grab it and place it inside the Mars machine.


 


 Step 12. Step 12.


 Interact with the right side at the organ and you will receive a five symbol CoDe with a static slot. You use the symbol reference in the run to find the missing symbol, and then return to Mars.


 


 Step 13. Step 13: Activate all five pillars


 You must shoot five pillars at the top of Mars with your Wonder Weapon. After this, you can interact using their symbols in exact order, from the organ CoDe. The wrong input is correctable within the failures that are allowed for this round. The final flash is triggered and the boss starts are unlocked if you succeed.


 


 Step 14. Step 14.


 Before you interact the brain which starts the fight you should be focusing on the full perks. These include strong armor tiers and packed weapons. Also, consider stim shots, self revive, and a score streak such as the Disciple Injection. This setup is a part of the astra malorum BO7 walkthrough flow, because it lowers the risk of a wipe once the arena phase has begun.