Astra Malorum Guide CoD
Astra Malorum Guide bo7 bot lobbies
Astra Malorum is an BO7 Zombies with a strong atmosphere of space horror and a quest spine that rewards careful planning. This CoD Astra Malorum Guide combines all the maps into a simple path which supports story progression as well as survival. From the first doors all the way to boss setup, it is important that you feel in control of your run.
CoD BO7 Astra Malorum | Overview
Astra Malorum was built around an intense Zombies Loop with strong story tools, and fun side-content. The map has a clear gameplay system and a setting that is both space-horror and horror. Your runs can therefore focus on both puzzles as well.
bo7 accounts Astra Malorum | main quest
Astra Malorum’s main quest involves a chain of steps that begin with Pack a Punch. Next, you will use Oscar, planets and books to unlock the CoDe, which in turn triggers the boss. This can be a time-consuming part, so it's best to take your time and complete the early Oscar stages. Also, collect all the items that you need as soon as possible on your route.
Step 1. Unlock Pack-a Punch
As you move along the map, interact with this organ. Search for two harmonic component spawns, one near Juggernog and the Luminarium. And the other near Stamin-Up in the planet zone. Once you have both parts in hand, you can repair the instrument and perform a one-minute defence to unlock Pack-a-Punch.
Step 2. Step 2.
You will need four separate parts to connect map interactions with Oscar.
Battery part. Once you have a Gun-a Punch, fire the gear stick from inside Tessy.
Wires part. Shoot the lamp that flashes in the outer areas.
Crystal Part Use Cryofreeze to freeze three purple crystals, and then shoot them for three zero-fragments.
Drone part Bait Oscar, then break the drone which grants his immune bubble.
Step 3. Step 3: Complete all three Oscar methods
This is a looping part with many round-flips. It's easier to control the Oscar spawns if you keep your round low.
Rocket method The rocket method.
Trap Method Trap method.
Sun burn method. Use the telescope and speed-shoot the five steaming vales in a short time window. Once Oscar is on the platform, you can burn him with the sun.
After the third way, the Wonder Weapon appears near Oscar.
Step 4. Step 4.
Then, flip the round to bring Oscar home. After that, follow him quietly while he’s in patrol mode. This will allow you to hear all of his dialogue. It is important to hear the line "Dr. Thirstston cites three planets according to a set order. Then, you convert those numbers into numbers based off of the distance from the sun. Enter that CoDe in the Pack-aPunch Machine. This lowers the elevator and lets you grab your key.
Order Quickly with Planet:
Mercury. 1, Venus. 2
Earth. 3, Mars. 4
Jupiter. 5, Saturn. 6
Uranus. 7, Neptune. 8
Step 5. Step 5.
Take the brain out of the body and use the key on the pod that is located in the area between Speed Cola (the planet) and the Speed Cola room. You can then swap the brain for the one in the jar by Juggernog to start a small defense segment. After the flash is over, you can grab the jar.
Step 6. Step 6.
Carry the jar over to the Planet Room machine and activate it. The screen displays randomized book titles. The list will loop until you have written all the titles. These titles serve as your CODE for the statues-bookshelf.
Step 7. Step 8.
In the Stamina Up books area, three statues heads control three shelf groups. You need to identify the exact number of books that are on each shelf of a statue, and then rotate it exactly this many times. You only have a few minutes to finish all the input after you start turning the statues. Success opens the attic, where you collect Neptune.
Step 8. Step 8: Record the Mars DEC CoDe
Then, return to the Pack a Punch telescope and locate Mars. You write down four DEC numbers that appear on your HUD. These four digits contain the necessary data for the Planet Room Machine.
Step 9. Step 9.
Three notes are generated at specific locations that show the three directions of the planets. After the align step, you copy the pairs of directions and planets.
Step 10. Step 10.
The machine in the middle of the room is the one where you will enter the Mars DEC. Start the planet alignment by placing Neptune in the top floor rod. As closely as you possibly can, align Mars, Saturn, Neptune and the paper directions. Next, interact with the Brain Machine to start lockdown.
A successful defense pulls you into Mars.
Step 11. Step 11.
You will hear the activation prompt when you place the brain into the Mars centre. Shoot four external coils according to the source's exact instructions. This will transfer a small blue orb. The fifth coil is visible above the head, and a flying iris appears. You need to keep the 5th coil active in order for the eye to remain present. Grab the eye and drop it into the Mars Machine when it drifts onto a path that is reachable.
Step 12. Step 12.
After returning to the organ, interact with its right side in order to receive a 5-symbol CODE with a single static slot. You can identify the missing symbols using the reference to the in-run symbols, then return Mars.
Step 13. Step 13.
Your wonder weapon must be used to shoot at the top five pillars of Mars. Afterwards, the symbols of the pillars will glow. You can then interact with the pillars in the order they appear on the organ CoDe by using the missing symbol located at the static point. If you make a mistake, it can be corrected in the time allowed to fail for that round. Success unlocks the boss and triggers the final blink.
Step 14. Step 14.
Before you start the fight with the brain, focus on your full perks. Strong armor tiers are important, as well as packed weapons, stims shots, self revival, and a panic streak, such ARCXD or Disciple Injection. This setup forms part of the Astra Malorum Walkthrough because it helps reduce wipe risks once the Arena phase begins.
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