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Rushmore Terminal
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ALPHA OMEGA

ALPHA OMEGA

Black Ops 4
Pack-A-Punch
Turn on the Power in the Cul-de-sac.
Turn on the Ventilation Systems in the Generators and survive the lockdown.
4 houses will now have Nova 6 Gas coming from them. Turn the Ventilation Unit for each house to clear the gas.
Pack-A-Punch is now open in the Beds.
Note
The Ventilation Units will randomly turn off throughout the match. you'll need to turn them back on to use Pack-A-Punch.
Rushmore & Galvaknuckles
Go to Operations and interact with the big computer to activate Rushmore. Progress to the next round.
Buy the Galvaknuckles from the wallbuy in the truck in the Cul-de-sac.
Melee a zombie with the Galvaknuckles next to a TV showing a static white screen in the Bunker. The TV can be in one of three locations:
  • Diner
  • Beds
  • Lounge
Tip
Turn on subtitles to make the next step easier.
Clock Codes
The TV will announce 5 codes in the format of a letter followed by 4 numbers (e.g. B, Zero, Three, Three, Zero = Green House at 3:30). Note them all down. each letter corresponds to a house, and the numbers are a time to set on that house's clock.
Go to each of the 5 houses and set the clock to the correct time. Interacting advances the clock by 15 minutes; meleeing advances it by 1 hour.
  • A. Yellow House
  • B. Green House
  • C. Prisoner Holding
  • D. Transfusion Facility
  • E. Operations
  • F. APD Interrogation
Warning
Always finish setting each clock with a 15-minute interact rather than a melee. ending on a melee/hour increment can bug the step.
6th House Code & Red Nova Crawler
Go to the one house you didn't get a code for and interact with its clock. the time will change. Input that time into Rushmore as a 4-digit code (e.g. 5:45 = 0545).
A Red Nova Crawler will spawn somewhere on the map. Find it and bring it to the Transfusion Facility window so it can enter.
A.D.A.M. Unit & the 115 Canister
Activate the A.D.A.M. Unit in the Storage Room and lead him to the stairs between the Green House Backyard and the Diner. Marlton will toss out a 115 Canister. pick it up.
Place the Canister on a shelf in the Transfusion Facility, then talk to Rushmore.
Recommended. Build Telepads Now
Build the Telepads before the next step. they make delivering the Power Core much easier. Collect 3 parts (one from Transfusion Facility, one from Green House, one from Generators) and build them at any Build Table.
Power Core
Get a Jolting Jack to fire electricity at the server in the Power House. this opens the panel so you can pick up the Power Core.
Quickly carry the Core back to Operations and place it in the slot in the wall. Use the Telepads between Prisoner Holding and Power House to teleport near Operations fast.
Bug Note
This step can sometimes complete without giving any indication. If you can still pick up the Core but it always fails, just continue to the next step anyway.
Paintings & Power Switches
Three paintings around the map will have green smoke coming from them. Use Brain Rot on a zombie and lead it to each painting. it will knock the painting down, revealing a 4-digit code behind it. Painting locations:
  • Green House Upstairs
  • Beds
  • Lounge
Enter all 3 codes into Rushmore. You have about a minute between each code before the step fails. Then interact with Rushmore again.
The power will go out. Flip 6 Power Switches to the correct position (green light above them):
  • Beds. Up
  • Diner. Up
  • Generators. Up
  • Solitary. Down
  • Lounge. Down
  • Storage. Down
Once all 6 are correct, turn the power back on at the original Power Switch in the Power House. Then interact with Rushmore again.
Mannequin Parts & the Elemental Orb
Many Mannequins will spawn. one will be glowing blue. All players interact with it to start a lockdown. After the lockdown, the Mannequin breaks. pick up its part. Repeat 2 more times (3 total) to collect both arms and the head.
Place all 3 parts on the broken Mannequin in APD Interrogation.
Find an Elemental Orb somewhere on the map and escort it back to the Mannequin in APD Interrogation.
Boss Fight. The Avogadro
All players interact with the computers in APD Control to start the boss fight.
Phase 1: Kill Mannequins near the Soul Canister in APD Control to fill it. Once full, the Avogadro emerges from the APD and a nuke drops.
Phase 2: The Avogadro can't be killed yet. Charge 4 Soul Canisters by getting kills near them. one in each room. All players must be in the room before activating each canister. Leave immediately after filling one. the room fills with electricity and will kill you.
  • Storage
  • Diner
  • Lounge
  • Beds
Phase 3: Return to APD Control. Shoot the Avogadro to push him toward the APD entrance until he gets sucked in. Interact with the computer to transfer him away.
After the dialogue, the APD door opens. pick up the Elemental Shard to complete the Main Quest.
Pernell / Avogadro Jumpscare
Obtain a scoped Sniper Rifle and head to the balcony in the Green House Backyard.
Aim down the scope at the lone zombie standing in the desert. it mimics your own appearance. Looking at it through the scope triggers a jumpscare of Cornelius Pernell's face.
The A.D.A.M. Heads
There are 30 A.D.A.M. units scattered around the map. Destroying all of their heads using the same method triggers one of three separate outcomes below.
Extra Perk (Shoot)
Shoot the head off every A.D.A.M. unit on the map.
The next round starts with the announcer saying "Rip Flesh from Bone". every zombie that round is replaced with a tougher A.D.A.M. unit.
Killing all of them drops an Extra Perk power-up in front of the Nuketown sign in the Cul-de-sac.
Free Self-Revive (Knife)
Knife the head off every A.D.A.M. unit on the map. A distinct audio cue plays once you've gotten them all.
A male A.D.A.M. spawns behind the Nuketown sign in the Cul-de-sac. It freezes in place while you're looking at it, but runs toward you the moment you look away.
Lead it down to the Generators area, where a newly spawned headless female A.D.A.M. is waiting.
Once the two are united, look away again. they'll run off toward the Green House Backyard shed. Follow without looking directly at them.
A free Self-Revive spawns at the shed's front door.
A.D.A.M. Jumpscare (Galvaknuckles)
Melee the head off every A.D.A.M. unit using Galvaknuckles specifically. no other melee weapon will trigger this.
Head to the Beds area, directly right of Pack-a-Punch. A female A.D.A.M. with its head on backward will have spawned there.
Look directly at it. its head spins around and an A.D.A.M. face jumpscare fills your screen, accompanied by a scream.
Rushmore's Secret Codes
Once Rushmore is activated, interact with the keypad next to him to enter four-digit codes for various rewards, quotes, and effects. Only one code per round can be activated from this list (codes required for the Main Quest aren't limited by round).
EASY
3279
Slows zombies to their lowest speed for 5 minutes
BREW
2739
Brew perks are 50% cheaper
SODA
7632
Soda perks are 50% cheaper
COLA
2652
Cola perks are 50% cheaper
PACK
7225
Spawns a Bonfire Sale power-up
TIME
8463
Freezes zombies for 30 seconds
BOOM
2666
Spawns a live grenade
NUKE
6853
Spawns a Nuke power-up
DOOR
3667
Makes one random unopened door cost 0 points
LOVE
5683
Professes your love to Rushmore
QUIZ
1841
Rushmore gives a quiz you can't interact with
JOKE
5653
Rushmore tells a Russian joke
SONG
7664
Plays the "I Am the Well" secret song
TEDD
8333
Activates T.E.D.D. in the Diner
DUCK
3825
Melee kills make a duck sound
GUNS
4867
Disorderly Combat. every player gets a new gun every 10 seconds for 5 minutes
BANK
2265
Gives all players a free 1,000 points
RAVE
7283
Starts a rave party in the Beds area
VENT
8368
Rushmore vents his frustration
SHED
7433
Opens the shed door in the Yellow House Backyard for free
NOOB
6662
Slows zombies to their lowest speed for 5 minutes
LIFE
5433
Plays a quote about only having one life
PUKE
7853
Melee kills make zombies puke
FALL
3255
Zombies fall down when you look at them
UGLY
8459
Rushmore tells you that you're beautiful
HERO
4376
Fills your Specialist charge meter
YAWN
9296
Rushmore comments on how bored you are
WARP
9277
Teleports you to a random location
CLUB
2582
Gives the Beds area a disco theme with club music
GRAV
4728
Newtonian Negation. killed zombies fall straight up for 25 minutes
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0001
Backstory
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0002
Backstory
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0003
Backstory
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0004
???
.
1001
Backstory
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1002
Backstory
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1003
Backstory
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1004
Backstory
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1005
Backstory
Rave Party
Both CLUB (2582) and RAVE (7283) turn the Beds area into a disco, similar to the rave room in Der Eisendrache. the song "Frequency" plays while it's active.
Insanity Mode
Wait until the clock in the Cul-de-sac reads 1 at the same time the Nuketown sign's population number reads 15.
A purple orb spawns in the shed in the Yellow House Backyard.
Stand next to the orb while the sign still reads 15 to set it moving. Stay close as it travels the map. if you fall too far behind, it disappears and you'll need to realign the clock and sign again.
The orb eventually travels to APD Interrogation and enters a TV upstairs.
Break that TV using the melee of the Bowie Knife. a code prints out of the printer to its left.
Enter the printed code into Rushmore's keypad.
Timing
Once the code is entered, you have 1 minute for every player to reach Rushmore and interact with him to start Insanity Mode.
You're teleported to Round 200 in the Cul-de-sac, confined to the layout of the original Nuketown Zombies map. Instrumental versions of past Easter Egg songs play, and every zombie moves at super-sprinter speed.
Sergeant A.D.A.M.
Find the four authorization codes hidden around the map and enter them into Rushmore's keypad.
Doing so activates Sergeant A.D.A.M., a companion who fights alongside you for the rest of the game. similar to the Civil Protector in Shadows of Evil.
Free Pack-A-Punched Weapons
During the second step of the Main Quest, two free Pack-a-Punched weapons are available to grab:
  • Prisoner Holding. a Pack-a-Punched ICR-7, SwordFish, Titan, or MOG 12
  • Operations (upper floor). a Pack-a-Punched Ray Gun Mark II
Free Ray Gun Mark II
Requirement
Access to Rushmore.
Find the TVs: turn on Rushmore and look around Camp Edward for the 4 televisions. Each TV displays a different image.
Shoot the TVs: shoot them in the order Rushmore displays.
Once the sequence is completed, return to Rushmore. A free Ray Gun Mark II becomes available.
Ray Gun Mark II Variant
Requirement
Ray Gun Mark II.
Find the blueprints: go to Operations and find the hidden Ray Gun Mark II blueprint.
Collect the parts: search the specified locations around Camp Edward for the components required for the variant.
Build the variant: take the parts to the Rushmore weapon station and interact with it to receive a special Ray Gun Mark II variant.
Nuketown Mannequin Easter Egg
Location
Nuketown area.
Search the houses and streets around the Nuketown section for hidden mannequins, then shoot them in the required sequence to trigger a hidden Nuketown reference.
Secret Morse Code
Location
APD.
Find the communication equipment and listen for the Morse-code transmission.
Decode the message and enter the corresponding response using the nearby equipment for additional Camp Edward story and lore.
"I Am the Well"
Activate all three A.D.A.M. heads found around the map, or enter the code SONG (7664) into Rushmore's keypad instead.
  • Green House Upstairs. below the side of the bed closest to the wall
  • Solitary. corner of the small office before APD Control, in front of the open barrier
  • Lounge. on the red chair to the left of the pool table
Once complete, "I Am the Well" by Kevin Sherwood and Clark S. Nova will begin to play.
Always Running
Interact with 3 hidden radios around Camp Edward:
  • Operations: around the desks and computer equipment.
  • APD Interrogation: around the desks and equipment.
  • Solitary: around the cells.
After interacting with all 3 radios, "Always Running" by Kevin Sherwood begins playing.
Duck and Cover
Round 1
Delayed Entry
Defend the Security Checkpoint.
Round 2
Death From Above
Zombies can only be damaged while much higher than them.
Round 3
End of the Road
All players must be in the Cul-de-Sac at the end of the round.
Round 4
Piss Around
Use unpacked pistols only.
Round 5
Duck…
Weapons are only usable while crouched.
Round 6
…and Cover
Weapons are only usable while prone.
Round 7
Deep Breath
Complete the gas venting event in Generators by end of round.
Round 8
Population Control
Round ends when the population counter is hit with Galvaknuckles at zero.
Round 9
Civil Engineering
Build the teleporters and shield by the end of the round.
Round 10
Block Party
Defend the neighborhood streets and get Riot Shield kills.
Round 11
Pack Your Bags
Each player must possess a packed weapon by the end of the round.
Round 12
Shocking Development
Survive a Jolting Jack onslaught.
Round 13
This…Is…Nuketown!
Survive the round using only Nuke power-ups.
Round 14
Sawed Off
Use unpacked shotguns only.
Round 15
Slumber Party
Defend the Bunker Bedrooms.
Round 16
Galva-anting
Use Galvaknuckles only.
Round 17
Out of This World
Craft a modded Ray Gun Mark II by the end of the round.
Round 18
Electric Slide
All players need to pass through electric traps without touching the beam enough times.
Round 19
All Gassed Up
Kill enough empowered zombies.
Round 20
Blood Drive
Defend the Transfusion Facility.
Round 21
Head Hunter
All mannequin heads need to be removed by the end of the round.
Round 22
Minute to Midnight
Get the required number of kills with a weapon from Prisoner Holding within 1 minute of picking it up.
Round 23
Fist Full of Bullets
Melee kills fill your weapon's clip. No ammo reserves.
Round 24
Shocking Spree
Make 6 unique wall buys.
Round 25
Backyard Barbecue
Defend the Yellow House backyard.
Round 26
Keep It Light
Use unpacked LMGs only.
Round 27
Eyes Open
Survive the round without being hit by special A.D.A.M.s.
Round 28
Mobile Man
Use the Telepads in 10 different positions by the end of the round.
Round 29
Mannequin American
Can only attack while standing next to Sgt. A.D.A.M.
Round 30
Illuminati
Defend APD Control from Avogadro and an A.D.A.M. onslaught.