BO7 Zombies Astra Malorum Quest Complete Oscar Trap
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Astra Malorum can be a very frustrating game.
This is not a checklist rephrased. You'll learn what to do and why, as well as how the game checks your progress. We'll go from turning power on to defeating one of the toughest Zombies bosses, without using exploits.
\ I. Setup: Pack-apunch, Power and Early Game Mindset bo7 codes
You can already find instructions on how to turn on power, unlock Pack-a-Punch and use objective markers. The Easter Egg depends on how you reach mid-game.
- Have power + PaP available by rounds 8-10.
Priority for Early Perks:
- Juggernog first (survive random hits),
Then Stamina-Up (mobility)
Then PHD + Double Tapping as soon as your build is online.
If you are new, don't try to open everything at once. Slow down the map expansion if you are constantly getting red screens.
By the time you begin Oscar trap killings, you will have:
At least one solid PaP-d weapon
A basic perk core
Map knowledge is sufficient to allow Oscar to navigate through the rooms without panic.
\ II. The Wonder Weapon: Oscar is killed by three different traps
You must kill Oscar in three different traps to get the Wonder Weapon. After the third trap, you will get the Wonder Weapon.
The three traps can be done in any order. I will present them in an orderly manner.
2.1 Pack-aPunch telescope and sun laser
Objective: Use the telescope trap to kill Oscar in the PaP Room.
The core idea is to fire five pipes/valves fast enough to activate a telescope. You then drag Oscar into the trap and target the sun.
Step 1: Find the hissing valves and shoot them
Only one valve/pipe will be installed at a given time in the PaP room:
Emitting Gas
Making a loud hissing noise
Visual venting is a way to express yourself.
Valves are:
The scaffolding is shown in 2 above the PaP.
The sunken area is 2 below.
The teleporter is visible from the front.
There are several in the corners and on the walls.
A few on the columns.
What you need to do:
Five hissing valves should be fired in rapid succession.
The timer is set: press one, find the next one active before the window of the timer closes and so on.
If you fail:
- You can reset the game in the same round by interfacing with the piano in the room.
Then try again.
Step 2: Activate the telescope and begin the trap
1. The telescope will activate once you have successfully chained 5 valves.
2. Bring Oscar to the PaP Room
3. Enter telescope view by pressing the keyboard-like device.
4. The trap begins when you move the cursor over the sun, the brightest object. After 0.5 second on the sun, the screen will be pulled away and the trap starts.
Step 3: Kill Oscar using the solar beam
Oscar must be led through the trap so that he receives enough damage.
It counts if he glows and explodes or drops a shiny trinket.
Important nuance:
You may have heard that he should not be shielded/cloaked. In practice:
The trap must be able to kill him.
His shield is generally not important on low rounds (10 - 10).
His health/armor will scale up as rounds increase. The shield can stop him from taking enough damage to kill.
If you are on a high-round and he is not dying:
- First, strip his shield and then chip some health.
Then, run him through the trap.
2.2 trap 2 - CryoFreeze plus museum rocket launch
Goal: Use CryoFreeze along with the museum rocket trap in order to kill Oscar.
Step 1: Apply CryoFreeze to a weapon
- Apply CryoFreeze mod to a gun.
The crystal step can also be used with a melee weapon that has CryoFreeze.
Step 2: Shoot Aether Crystals and collect three fragments
Aether crystals are scattered around the map. CryoFreeze is a great way to:
Shooting a crystal always results in a fragment.
Collect 3 fragments.
CryoFreeze has a 100% drop rate for each crystal.
Step 3: Start the rocket and Oscar
1. Bring Oscar to the museum.
2. Use the rocket to begin a countdown.
3. Keep Oscar in the small Rocket area until the timer reaches 0.
4. If you have enough trap damage (again easier with lower rounds), the rat will explode and die. He'll also drop a trinket.
If he survives
- Use the same logic as before. On higher rounds, first check your chip shield, then HP, and finally try again.
Trap 3: Custom Battery Overload Trap
Goal: Collect 3 parts, upgrade laser trap on map to battery overload and use it to kill Oscar.
Once you get close to it, the flickering lamppost will be very apparent.
This can be near the spawn point, to the left of it, in the central hub or near Mule Kick.
If you can't find it, try to move around the outer lanes.
Install and Kill
1. The laser trap is located in the room that matches the map.
2. You'll need to install the three components on your first interaction.
3. Bring Oscar in the room.
4. The battery overload sequence will begin when you interact with the trap again.
5. It will kill Oscar at the end if he is inside the room, and if the damage is enough.
If you are worried that the round is too large:
Pre-damage Oscar or break his shield as the trap runs.
After the third trap kill he drops his Wonder Weapon.
\ III. Planet code and Dr. Thirsten’s brain: Oscar's escort (elevator), brain swap, and elevator
You now have your Wonder Weapon and can begin the main quest, which revolves around Dr. Thirsten's audiologs and Oscar.
3.1 Oscar's escort : log #20, and the planet.
Requirements:
Round 10 or above (below this round, it is often difficult to get the results you want).
The Oscar is alive and well on the map.
Subtitles are turned on (highly recommend).
What is the escort?
Follow Oscar, but slightly to one side.
Oscar is a zombie that you can shoot, but don't step in his path or shoot him.
He walks while playing different recordings. Each recording has a unique number.
You are waiting for the recording number 20.
The recording #20 contains a conversation between Dr. Thirsten. Thirsten will mention three planets during this recording.
Your job:
1. Notate the three planets.
2. The distance between each planet and the sun is converted to the order of the planets in the solar system.
3. Use these three digits in the PaP Room.
Description of the example:
Thirsten: Mars, Uranus and Mercury - 4, 7 and 1.
Entering the code
The device is located in the Pack-apunch room.
Enter the three numbers in the correct sequence.
You can then pick up the cryochamber keys if you are correct.
If you are unsuccessful in both attempts, then flip the round over and try again.
3.2 Museum Saw & Cryochamber: Removing Dr. Thirsten’s brain
Then, you'll need to grab a saw along with that newly acquired cryochamber-key.
1. Visit the museum.
2. As you enter the building, there is a glass display case with a saw.
3. Grab the saw and break the glass.
Next, enter the bar-like area containing the cryochamber.
Use the saw + key to interact with the cryochamber.
- You will operate on Dr. Thirsten to obtain his brain.
Now you can carry Dr. Thirsten’s brain.
3.3 Slow escort and brain defense in the Juggernog Room
Juggernog room lockdown
1. Take the monkey brain to the Juggernog Room.
2. Interact to swap Dr. Thirsten’s brain for the monkey's brain.
3. The lockdown defense is activated: the container will be protected until the health bar does not drop too low.
It is not a violent step, just keep your distance from zombies.
After the lockdown is over, you can start using your brain again.
Slow escort into teleporter rooms
- Your movement will become very slow when you lift up your brain.
Useful trick
Grab your brain as soon as the white flash appears at the end.
You can leave before the new wave is fully unleashed.
You are aiming for the teleporter chamber:
- Place the brain in the holder.
- Use the interaction to integrate and attach it to the Teleporter System.
The brain device is now your primary hub for coordinates and book lists, as well as starting large events.
\ IV. Mars coordinates and library statues: Decoding Neptune
You need to do at least two things.
1. Use the telescope for Mars coordinates (Declination). Then program the Teleporter.
2. To get the Neptune orb, solve the statue-book puzzle.
4.1 Telescope : Locate Mars and record Declination
Return to the telescope located in the PaP Room:
1. Use the left side to freely aim the telescope.
2. Mars (the red planet) is the first point to click.
3. Check the lower-left corner of your display for a 4-digit value called Declination (e.g. 5741).
4. This four-digit number should be written down.
The teleporter is back in the room.
There's an entry device on the main floor where you can input these four numbers.
You can see a pair of numbers like 05. Input it as 05 to count.
You can now move to the library after you have successfully entered the coordinates.