Gaming Guide

Black Ops 7 Zombies: Astra Malorum Super Easter Egg Guide (Caltheris Toy)

Every requirement, location and puzzle solution needed to pull the floating toy box down and exfil with the mini Caltheris.

Every requirement, location and puzzle solution needed to pull the floating toy box down and exfil with the mini Caltheris.

Astra Malorum has the longest of the six Super Easter Egg objectives, and it bolts a second quest chain onto a map that already asks a lot of you. You need the LGM-1, a floating toy box that starts out of bounds, a turret welded to Ol’ Tessie, a lantern Wisp sequence, and a UFO that speaks Morse code. The payoff is the Toy Caltheris, one of six toys that eventually unlock the boss rush in Rex Infernus.

Quick answer: Open the floating toy box with Ol’ Tessie’s DG-2 turret, feed the UFO all four Mars objects using Wisps, then swap the green alien toy at the box and Exfil with the Toy Caltheris.


Requirements before you start the Astra Malorum Super Easter Egg

Two conditions gate the whole thing, and missing either one means the objectives simply will not fire.

  • Every map’s main quest must already be finished on Standard, Cursed, or Directed.
  • The entire run has to happen in one continuous session — no saving and quitting partway through.
  • Restore the map’s power and unlock Pack-a-Punch before starting the extra steps.
  • Solo or co-op both work.

You will also collect several tools along the way. Knowing what each one is for makes the round order much easier to plan.

ToolWhere it comes fromWhat it does
LGM-1Third trap kill on O.S.C.A.R.Activates the Mars pillars
DG-2 Turret BarrelAbyssal Rim asteroid jumpOpens the toy box
LT53 KazimirCrafting table (salvage)Pulls the box to the ground
Shock ChargesCrafting table (tactical)Summons the UFO on Mars
WispsLantern side questPulls the four Mars objects

Move the floating toy box to the Crash Site

The box sits outside the playable space and has to be knocked across the map with explosives before anything else matters. Start this early, while you are gathering salvage for a Kazimir.

From the right side outside The Luminarium, look west-southwest beyond the zombie barrier. Hit the floating crate with an explosive, and it will move elsewhere.
The crate next appears outside The Luminarium on the left, toward spawn. Face the brick wall due west, then use another explosive to send it above the Crash Site.
Head to the Crash Site and look southeast toward the rock wall near Ol’ Tessie. Throw an LT53 Kazimir directly beneath the box to drag it down to ground level. It stays sealed for now.
Third Toy Box Location00:29Third Toy Box Location
The box's third and final position, hovering on a rock above the Crash Site. Shown at 00:29 in ZoneX’s video. Image: Activision

Build the DG-2 turret and open the box

Nothing else opens the box. It has to be O.S.C.A.R., killed by the turret mounted on the back of Ol’ Tessie, right next to the crate.

At the Abyssal Rim, go behind the Wisp Tea machine and face north. Blast the floating rock with an explosive so it moves within reach.
Sprint and wall jump off the rock. You float out into low gravity, and mid-flight you can grab the DG-2 Turret Barrel before landing back on the map.
Return to the Crash Site and interact with the rear of Ol’ Tessie to fit the barrel. The turret has unlimited ammo, but very little punch.
Wunderwaffe DG-2 Turret Side Quest Overview01:28Wunderwaffe DG-2 Turret Side Quest Overview
The DG-2 turret mounted on Ol' Tessie's truck bed at the Crash Site. Shown at 01:28 in TheGamingRevolution’s video. Image: Activision
Lure O.S.C.A.R. over to the Crash Site, destroy his drone, and chip his health down with your own weapons first. Then climb onto the turret and land the killing blow with it beside the box. The electrical barrier drops and the lid unlocks.

Killing O.S.C.A.R. before the turret is ready means you must wait until the next round for his respawn.


Get the LGM-1 Wonder Weapon

The LGM-1 is the only thing that activates the Mars pillars later, so it is not optional. It comes from killing O.S.C.A.R. three times with three different traps.

Collect the four contraptions. Destroy one of O.S.C.A.R.’s floating drones for the Damaged Drone, shatter purple crystals with Cryo Freeze for the Absolute Zero Fragments, shoot Ol’ Tessie’s hood with a Pack-a-Punched weapon for the Car Battery, and shoot the flickering lamppost for the Aberrant Wiring.
Oscar Third Destruction & Wonder Weapon06:31Oscar Third Destruction & Wonder Weapon
Gathering the Aberrant Wiring, Car Battery and Damaged Drone that power the traps. Shown at 06:31 in Schrawgs’s video. Image: Activision
Kill him with the Rocket Ignition Trap in Museum Infinitum, the Electro-Volt Projector in The Luminarium, and the Sun Trap laser in the Observatory Dome. Let a round pass between each kill so he respawns.
The third trap kill drops the LGM-1. Pick it up before you do anything else.

Light the lanterns and collect the Wisps

The Wisps are the ammunition for the final Mars puzzle, and they take a full round to mature, so start them well before you travel. Unlit lanterns are spread across the Crash Site, The Luminarium, the Abyssal Rim and Scholar’s Way, two per area, and one lantern on the map already contains a glowing Wisp.

Find the lit lantern and aim down sights at the Wisp for about three seconds. It breaks free and begins orbiting you.
Aim down sights at every lantern that is not lit, then melee it to drive the Wisp inside. Repeat this across all of the map’s lanterns.
End the round. All the lanterns light with their own Wisps, which you can now claim and throw. You can carry five at once.
Upgrading Wisps01:51Upgrading Wisps
After a round passes, every filled lantern produces its own claimable Wisp. Shown at 01:51 in ZoneX’s video. Image: Activision

Swap your tactical equipment to Shock Charges at the crafting table while you are here. You need two of them on Mars.


Slow time with the grandfather clocks and scan the UFO

Look through the Observatory telescope with the box open and you will catch something streaking past in the bottom left. It looks like a comet at normal speed. To get a proper look you have to slow time down first, which means meleeing five grandfather clocks in quick succession.

  • Museum Infinitum’s north pillar, beside Speed Cola
  • Southeast corner of The Luminarium
  • The north wall beside the door in Archive of Orbis, across from Stamin-Up
  • West wall on the ground floor of Machina Astralis
  • Northeast corner of the Machina Astralis first floor

Once the last clock is struck, the slowdown lasts 60 seconds. Sprint to the Observatory, jump on the telescope, and set your coordinates to roughly DEC 50, 58 to bring the object into frame. Hold your crosshair on it and it freezes in place — the comet is a UFO, it scans you, and then it leaves.


Reach Mars and activate the five pillars

This section takes time. Follow the main quest normally through the hacksaw, brain, perfusion machine, planet alignment, and portal defense steps, then travel to Mars and obtain the Ascendant Eye.

Early Setup & Museum01:11Early Setup & Museum
The hacksaw in the Museum Infinitum display case, part of the main quest run toward Mars. Shown at 01:11 in Schrawgs’s video. Image: Activision

Place the Ascendant Eye in its pillar. Two glowing blue dials sit behind it — leave those alone for the moment. Instead, fire the LGM-1 at the five antennas on the Mars pillars to bring them online. If you want the intended sequence rather than brute-forcing it, the order shows up on the oscilloscope back in the Observatory once you have fired.


Summon the UFO and solve the Morse code puzzle

Put a Shock Charge on each glowing blue dial behind the Ascendant Eye. The UFO will appear overhead and blink a code: brief flashes represent dots, while extended flashes represent dashes.
Translate the four letters. They always map to the same four objects floating in the northeast corner of Mars.
LetterObject
LLava Lamp
FFlamingo
SSpacesuit
TToilet
Mars Morse Code Translation05:06Mars Morse Code Translation
The UFO's flashes decode to four letters matching the Flamingo, Lava Lamp, Spacesuit and Toilet. Shown at 05:06 in TheGamingRevolution’s video. Image: Activision
Melee to send a Wisp at an object. A wrong pick will not move at all; the correct one drops off its pedestal and the UFO hauls it up. Repeat until all four are gone.

Following the decoded order gives better rewards, but you can brute-force the pedestals and still get the toy. If you run out of Wisps, skip a round and restock from the lanterns.


Swap the alien toy for the Toy Caltheris and Exfil

After the fourth object is taken, a small green alien toy drops onto Mars. That is the item you trade.

Pick up the alien, travel back to the Crash Site, and interact with the open toy box to place it inside.
The box reopens with the miniature Toy Caltheris inside, alongside a pile of loot — a Flawless Aetherium Crystal, a Ray Gun and a Mystery Perk — before the box vanishes.
Wait for an Exfil round, kill the HVT, and leave. Done correctly, the toy floats inside the phone booth as you extract, and that visual is your confirmation the step counted. Afterwards it appears on the shelf in the Rex Infernus safehouse.

Caltheris is one of six toys in the chain, with the others coming from Ashes of the Damned, Paradox Junction, Totenreich, Kowakujō and Rex Infernus. Once all six are on that shelf, the five-stage boss rush opens up.