ALPHA OMEGA
(Some pictures in this section provided by YouTube channels: Glitch, MrRoflWaffles, Joemet123, Invalid, XGodz, and EpicNNG).
Now we're on to the third DLC map of Black Ops 4 zombies, Alpha Omega. This map is a remake of the extremely popular multiplayer map, Nuketown, and infests the map with zombies, crawlers, and hellhounds. Let's get into the features of this map.
MAP FEATURES:
POWER
To turn on the power on the map, there is simply a power switch located in the Cul-De-Sac area, in the Power House location. This will be in the main area with the yellow and green houses, and the Power House is the house with the open garage door behind the Nuketown sign.
PACK-A-PUNCH
To activate Pack-A-Punch on this map, you will first need to activate the power in the Power House. When that's done, head behind the yellow or green houses and go through underground bunkers. To the left or right of the Pack-A-Punch machine will be doors that lead you to the Generators area of the map. When in this area, walk up to this console and hold to start a lockdown sequence.
Now, survive for a little while in the Generators room until the lockdown ends. Be careful though, as gas crawlers and fast zombies will spawn to keep you on your toes. After enough time has passed, the lockdown will end and an announcement will be made saying that the Ventilation Systems could not be cleared. We will need to locate these four vents and clear them ourselves. NOTE: BE CAREFUL WHILE CLEARING THESE, AS SEVERAL FAST GAS ZOMBIES WILL SPAWN ON YOU WHEN YOU TRY TO ACTIVATE THEM. YOU MAY HAVE TO STEP AWAY FROM THE VALVE TO ENSURE YOU DON'T DIE.
To start clearing them, head upstairs out of the bunkers and look around at all the houses on the street you're on. Four of the six houses will be emitting a green gas, and these are the houses that have a ventilation unit to be cleared by holding on it. All of the units are either found in the house's backyard or the garage. The only one that does not follow this rule is the Prisoner Holding unit, which is just near the back door exit.
You will also know the ventilation unit needs to be cleared if it looks to have neon green gas on it, like so:
When you've found and cleared all four vents, head back downstairs to the Beds area of the Bunker and you will see Pack-A-Punch is now available to use.
If you are also able to complete this process by round 5, you will get:
If you're having trouble getting this achievement, try to see if you have any Shopping Free or Extra credit elixirs to use in your game to give you extra points.
PERKS
Brew is in the Central Street area.
Cola is in the Yellow House Downstairs, in the garage.
Soda is located in the bunker, in the Diner area.
Tonic is located in the Generators area of the bunker.
SHIELD
Piece 1 - Shield Body:
Location 1 - Cul-De-Sac, leaning against the back left tire of the bus nearest the Green House.
Location 2 - Cul-De-Sac, leaning against the green car in the driveway of the Green House.
Location 3 - Cul-De-Sac, in the debris pile to the left of the red truck with Galvaknuckles on the wall.
Piece 2 - Handle:
Location 1 - Operations, leaning on a file cabinet in the garage.
Location 2 - Operations, On a desk in front of some green monitors, to the right of the KRM wall buy.
Location 3 - Operations, leaning on a cabinet upstairs, near a large hole in the wall.
Piece 3 - Shield Window:
Location 1 - Beds, on a shelf with some cardboard boxes, to the right of Pack-A-Punch.
Location 2 - Beds, leaning on a dresser near a window with lots of mannequins inside.
Location 3 - Beds, on a chair behind a knocked-over shelf, to the right of the KN-57 wall buy.
(Thanks to Glitch on YouTube for a good amount of the pictures in this section).
When you've grabbed all three pieces, I recommend crafting the shield at the crafting table in the upstairs of the Green House.
TELEPADS
The telepads are a craftable item that can be placed in certain spots around the map that will link the two spots to allow teleporting. There are three pieces, each with three possible spawns. Here is how you build it:
Piece 1 - Transfusion Facility
Location 1 - In a locker to the right when you enter through the front door.
Location 2 - On a stack of pallets with some boxes in the backyard.
Location 3 - Below an operation chair.
Part 2 - Green House
Location 1 - On a ledge outside the house. You'll have to enter the house and go out through the hole in the wall to get this one.
Location 2 - In the kitchen, leaning on some cabinets.
Location 3 - When entering through the front door, it is on the right side in the corner.
Part 3 - Generators
Location 1 - Across from the perk, leaning on a large generator.
Location 2 - When entering the Generators area from the right side hallway, it is on the left side, behind some debris.
Location 3 - To the right of the previous location, on a wall with some buckets.
When you've grabbed all three pieces, I recommend building the telepads in the downstairs bunker in the APD Control room.
TRAPS
RAY GUN MKII VARIANTS
In this map, there are four Ray Gun MKII variants that you can craft and upgrade to give you some powerful weaponry. To acquire them, we will first need to build the Assembly Kit by finding three pieces around the map, here are those possible spawns:
Part 1 - Tubing, Yellow House
Location 1 - Downstairs on the kitchen table.
Location 2 - Upstairs on a table with a lamp.
Location 3 - Upstairs on a bookshelf.
Part 2 - Container, Storage
Location 1 - On a shelf with some cans.
Location 2 - On a barrel near the tunnel to Generators.
Location 3 - On a barrel near the exit of the bunker.
Part 3 - Canister - APD Control/Solitary
Location 1 - On a chair at one of the consoles.
Location 2 - On the front desk in Solitary.
Location 3 - On a cart in the main control room.
(Thanks again Glitch on YouTube for a bunch of pictures in this section as well).
When you've grabbed all three pieces, go upstairs in the Operations building and there will be a crafting table for you to build the Assembly Kit.
Now, we need to work on acquiring the Ray Gun MKII frames. To start this process, you will first need to have activated Pack-A-Punch. Then go to the next round and you should hear someone talking to you who calls themselves Rushmore. Go to Operations and interact with the large green monitors with a face on them to speak to Rushmore.
Once you're done talking to him, you will need to locate one of four TVs that is emitting static and hold on it. An image of the Ray Gun MKII should pop up, and now you will need to start charging it with zombie souls. When it is filled, it will show you a number that you will need to write down in the order you acquired them. You will have to fill all four TV's, the order is randomized as to which one will have static. Here are the four TV locations:
1. Backyard of the Yellow House on a table.
2. APD Control, on a cart near the pyramid.
3. Diner in the bunker, on a divider.
4. Site Entrance, near yellow gate that leads to Brew perk.
When all four TV's have been filled and your four-digit code has been written down, head over to Operations and to the left of Rushmore to find a small keypad. To enter the digits, look at the key you want to enter, then hold on it to type in your code. When finished, hit on the enter key and Rushmore should comment saying that the MKII Frames are now available. Right behind you, there will be a cabinet that lifts up to reveal the frames.
Now we can work on crafting the four upgrades for the MKII. You will need to grab a frame from the cabinet before proceeding. Completing any of the four upgrade processes below will net you:
RAY GUN MKII-V
To start this process, you will need to acquire a bullet weapon with Kill-O-Watt as the Alternate Ammo Type from re-packing at Pack-A-Punch. When you have a gun with Kill-O-Watt, you will need to locate a panel in the Generators area of the map that is emitting a yellow glow. Here are the three possible locations for this panel:
Following the path to the right of Pack-A-Punch to the Generators, the panel is on the right side wall.
This panel to the left of the large generator that started the lockdown:
This panel to the left of the Tonic Perk.:
When you've found the panel that's emitting the yellow glow, shoot the panel with the Kill-O-Watt weapon and grab the container inside. Now, head back outside and there will be one of five light poles that are going to be sparking with a yellow glow. When you've located the pole that's sparking, shoot the metal piece at the top and it should stay glowing with a yellow orb. Eventually, a large beam will emit from the telephone poles, connecting them. Here are the five poles:
In front of the Transfusion Facility and in front of the Prisoner Holding buildings.
In front of the APD house.
Two in the Backyard of the Transfusion Facility.
When all five poles have been shot and connected, head over to the front of the yellow house and there will be a generator that is connected to the light poles you shot.
Hold on the Generator and you should place the canister that you grabbed earlier. You will now have to stay in a yellow circle at your feet and get kills in the circle to charge the canister. When it's done, you should see the canister stop charging souls. When this happens, you can grab the canister and leave the circle. Now, head back to the Operations building and go upstairs to where you built the Assembly Kit. You should be able to hold on the table with the Assembly Kit to craft the Ray Gun Mark II-V. This Ray Gun can then be further upgraded at Pack-A-Punch to the Porter's Ray Gun MKII-Z2.
RAY GUN SIDE ACHIEVEMENT
For the Ray Gun MKII-V, there is a side achievement that is very easy to acquire once you have it. When you've got the Ray Gun, train a large horde of zombies wherever you feel most comfortable. When you have a lot of zombies in the horde, bring them close together and fire short bursts of the MKII-V into your horde at two or three zombies. The shocking effect should chain to other zombies that are close, and if you are able to hit ten zombies with the effect, you will unlock:
Ray-gnarok
In Alpha Omega, stun 10 zombies at once with the Ray Gun Mk. II-V
RAY GUN MKII-X
To start this process, you will need to acquire a bullet weapon with Cryofreeze as the Alternate Ammo Type from re-packing at Pack-A-Punch. When you have a gun with Cryofreeze, you will need to locate a cabinet that is emitting a blue mist around the map. Shoot it with the Cryofreeze weapon, then grab the canister inside. Here are the cabinet locations:
Garage of the Operations Building.
Cabinet in the Prisoner Holding building, near the door to the driveway of the house.
APD Interrogation to the right of the mannequin in the chair.
When you've shot the cabinet and grabbed the canister, you will then need to head down to the Bunkers. In the Bunkers, zombies will start to spawn with a blue glow around them. Shoot them with your Cryofreeze weapon, then when they are frozen, melee them to make them drop a blue goo on the ground. You will need to hold on it and collect blue goo from the zombies three times. When you've completed that, head over to the APD Control room and place the canister on the table in the main control room, near some other large canisters.
When you've placed it, a blue circle will appear on the ground. You will now have to stay in the blue circle at your feet and get kills in the circle to charge the canister. When it's done, you should see the canister stop charging souls. When this happens, you can grab the canister and leave the circle. Now, head back to the Operations building and head upstairs to the Assembly Kit table. You can now craft the Ray Gun MKII-X, which can then be upgraded at Pack-A-Punch to the Porter's Ray Gun MKII-X2.
RAY GUN MKII-Y
To start this process, you will need to acquire a bullet weapon with Brain Rot as the Alternate Ammo Type from re-packing at Pack-A-Punch. When you have a gun with Brain Rot, you will have to locate a dirt pile with a green mist emitting from it. Shoot a zombie with the Brain Rot weapon near the pile and it should start digging to reveal the canister. Here are the pile locations:
Backyard of the Green House by the bunker entrance.
Backyard of the Yellow House, near the tunnel leading towards Prisoner Holding.
Center Street, near a light post to the right of the Brew perk.
When you've dug up and grabbed the canister, you will now need to locate a golden orb floating over one of the pads where you can place a telepad. When you've located the orb, place a telepad down and shoot the orb. It should teleport away. Now, relocate the orb and when you've found it, repeat the same process as before, but this time, you will want to hop in to teleport after it has teleported. This will cause the orb to fly to Storage, and this is where you can place the canister to charge it.
You will now have to stay in the orange circle at your feet and get kills in the circle to charge the canister. When it's done, you should see the canister stop charging souls. When this happens, you can grab the canister and leave the circle. Now, head back to the Operations building and head upstairs to the Assembly Kit table. You can now craft the Ray Gun MKII-Y, which can then be upgraded at Pack-A-Punch to the Porter's Ray Gun MKII-Y2.
RAY GUN MKII-Z
To start this process, you will need to acquire a bullet weapon with Fire Bomb as the Alternate Ammo Type from re-packing at Pack-A-Punch. When you have a gun with Fire Bomb, you will need to locate a kitchen cabinet that is emitting an orange mist. Find the cabinet and shoot it with your Fire Bomb weapon. The cabinet should burn up, revealing a canister for you to grab. Here are the three cabinet locations:
Green House Kitchen, on the left side.
Yellow House Kitchen, on the right side.
Lounge area, on the right-hand side by some plants.
When you've shot the cabinet and grabbed the canister, one of the houses outside will be emitting purple smoke from their chimney. You will need to line up a grenade throw that perfectly lands on top of the chimney so it snuffs out the smoke and lights the fire inside the house.
Here's a clip demonstrating a successful throw:
When that's done, you will now have to stay in the purple circle on the ground inside the house and get kills in the circle to charge the canister. When it's done, you should see the canister stop charging souls. When this happens, you can grab the canister and leave the circle. Now, head back to the Operations building and head upstairs to the Assembly Kit table. You can now craft the Ray Gun MKII-Z, which can then be upgraded at Pack-A-Punch to the Porter's Ray Gun MKII-Z2.
If you are able to build all four Ray Guns above in one game successfully, you will unlock:
TRAPS/FREE MKII/GALVAKNUCKLES
To reactivate the traps in the map, you need to be playing on normal difficulty with no modifiers, as it requires doing a few Easter Egg-related steps. To start, you will need to reactivate Pack-A-Punch on the map. When that's done, progress the round, and Rushmore will talk to you. Head to Operations and speak to Rushmore; be sure to talk to him or else the TV with static will not spawn. You will then need to locate a TV in the Bunker somewhere with a white screen. Be careful not to confuse this with the TVs used for the MKII upgrades. There are four TV spawns, but only one is necessary for this process. Here are the four TV spawns for this process:
Diner.
Beds, hallway to the right of Pack-A-Punch.
Beds, to the left of Pack-A-Punch.
Lounge.
When you've located the TV that has static on it, go to the truck outside the yellow house and purchase the door to open it up. Inside, you will need to purchase Galvaknuckles for 5,000 points.
When you have purchased the Galvaknuckles, head to where the static TV is with a zombie. Kill the zombie in front of the TV with the Galvaknuckles melee attack and it should turn on and start reading off letters and numbers to you. We are going to need to take note of these numbers and letters. I'd recommend taking a game clip after the five sets of letters and numbers are read out, then pausing to go over the clip real quick. I would also recommend turning on subtitles for this step. I'll post my own clip below to explain how this step works.
In my video, you can hear the TV tells me:
D, 0745
C, 0615
F, 0115
A, 0230
Unfortunately, my video cuts off before the last set of codes is read off, but be sure to capture five code sets. Now, we are going to want to turn the number portion of this code into a time, so for example D, 7:45, or C, 6:15. Now, the letters correspond to one of the houses on the streets. You will need to go to the houses in the order you heard the code read out respective to the letter in the code, then enter the number portion on a clock inside the respective buildings by holding on it to rotate the hands until it matches the time you wrote down. Here are what letters each house corresponds to, and where to find the clock in the building:
- A - Yellow House
- B - Green House
- C - Prisoner Holding
- D - Transfusion Facility
- E - Operations
- F - APD Interrogation
After entering each code set on each clock, if you're doing them in the correct order they were read, Rushmore will say that security clearance has been granted. After all five codes you wrote down have been entered, note the house that was not given to you in your code sets. Head over to that house and interact with the clock in that house and it should start to spin wildly and eventually stop at a random time. Note this time down, then head back to Operations. The time it gave you must now be converted back to a four-digit code. So, for me, my code was 12:00, so I converted it to 1200. Take this four-digit code and enter it into Rushmore's keypad by holding on each digit to enter it. Then hit enter to submit, and you will have unlocked the traps in all houses and opened up free gun lockers in Operations and Prisoner Holding that you can take. Rushmore will also say that he still doesn't trust you and that access is denied to the APD, but don't worry, you did it correctly.
The traps are:
- Electric Trap: Green House, 1,000 points
- Fire Trap: Yellow House Downstairs, 1,000 Points
- Ceiling Fan Trap: Green House Downstairs, 1,000 Points
- Acid Trap - Transfusion Facility, 1,000 Points
- APD Trap - APD Interrogation, 1,000 Points
Kill 11 zombies at each of the five traps listed above and you will unlock:
MISCELLANEOUS ACHIEVEMENTS
For the first miscellaneous achievement, we have a type of achievement that's returning from previous maps, which requires surviving 20 waves in the starting room of the map. This time we spawn in Checkpoint Zulu, a very narrow and tricky corridor to work with. You can walk up a ramp to the top of a bus, but you cannot fall off the bus into the main map or else you fail the achievement. I would highly recommend wraith fires, the MOG12 as your starting weapon, a shield elixir if you have one, elixirs to charge your special weapon, and also changing the difficulty to Casual for this one achievement run if you'd like. If you're able to survive in this area until round 21 without leaving, you will unlock:
Checkpoint Zulu
In Alpha Omega, survive the first 20 rounds without leaving Security Checkpoint
The next achievement involves buying the door in the truck outside the yellow house and acquiring the Galvaknuckles for 5,000 points off the wall. You will need to then use the Galvaknuckles to melee 115 zombies in one game. Pretty easy, just make sure to only melee solitary zombies, don't go trying to melee into a horde, or else you'll get swatted at and die. After getting 115 Galvaknuckle kills, you will unlock:
Galvanizer
In Alpha Omega, kill 115 zombies with Galvaknuckles in a single match
For this achievement, you will need the power on, Pack-A-Punch available, and the telepad pieces assembled and grabbed. It's also recommended that in the game you do this, you have the Path of Sorrows as your specialist weapon, Stamin-Up as your Cola, all other perks as Secret Sauce, and have 12,000 points with no perks purchased. You'll need to place a telepad in the Diner near the Soda perk, and then place the other telepad near the Brew perk. Now, start at the Cola perk machine and purchase it. Then, quickly run over to the Brew perk machine and buy it. Run over to the telepad you placed nearby to teleport next to the Soda perk. Buy it too, then quickly activate your Specialist weapon to give yourself increased speed. Use the speed boost to sprint over to the Tonic perk and buy it. If you were quick enough, you will have unlocked:
THIS LAST ACHIEVEMENT REQUIRES EITHER FRAGS, ACID BOMBS, OR THE TREBUCHET UPGRADED. WRAITH FIRES DO NOT WORK FOR THIS. This achievement requires you to kill 15 jolting jacks on rooftops with grenades in a single match. This achievement can be tricky with frags and acid bombs, so the recommended method to get it is to use the M1897 Trebuchet off the wall and Pack-A-Punch it. This makes the shotgun into a mini grenade launcher, which works for our achievement description. Horde zombies in the streets outside the yellow and green house, just occasionally check the roofs if you hear a jolting jack. When you do hear one, have your Trebuchet ready and blast them with it. Do this for long enough and you will eventually kill 15 on the roofs in one match, unlocking:
It's a Toss-Up
In Alpha Omega, kill 15 Jolting Jacks on rooftops with grenades in a single match
Now, onto the next page for the Easter egg for this map!
Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.