Black OpsAscension

Casimir Mechanism

a soviet scientist has been asking you for help since round one. five nodes, four players, and the last one costs you every wonder weapon on the map.

players
4
solo
not possible alone
difficulty
time
45 minutes to an hour and a half
reward
a death machine for every player, ninety seconds each

the time, and a rating of "easy", come from Ascension Main Quest at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.

before you start

not required, but it helps

the steps

  1. feed the generator to a Gersh Device

    the balcony by the MP5K, under PhD Flopperone player

    look off the edge of the map from the balcony where the MP5K is bought, to the left of the wall buy. out past the rubble there is a power generator with a white light on it. throw the Gersh Device at it.

    you are in the right place if you can hear a high thin whistle. it is the same sound every node makes and it is the only thing on this map that makes it, so when a later node will not start, go looking for the whistle.

    you only get this wrong once

    bouncing off the generator is fine. landing short is not: Samantha giggles, the device is gone, and you are waiting on the box again.

  2. read the terminal

    the lunar lander room by Stamin-Upone player

    in the corner of that room there is a large terminal with a lit screen, whistling like the generator did. hold use on it. the screen draws the eye of providence and the pod nearby lights its first lamp.

    tip

    the pod is the thing to check when you are not sure whether a node counted. one lamp per node, and it is beside the claymores in this room.

  3. press four buttons at once, during a monkey round

    one at each perk machineall fourspecial round only

    this one only works during a space monkey round, and monkey rounds only happen once the power is on and at least one player has bought a perk. when the round starts, a small red switch pops out of the wall next to four of the perk machines:

    • Juggernog, on the wall opposite the machine
    • PhD Flopper, to the left of the machine
    • Speed Cola, on the other side of the door frame
    • Stamin-Up, to the left of the machine

    one player each, and press them together, give or take a second. count down from three over voice, or just hold use at the button and let it beep until everyone is ready.

    you only get this wrong once

    a monkey round is short and the switches are hard to see in that lighting. walk to your button before the round starts, not after.

    tip

    a chime means it counted and the pod takes its second lamp. a buzz means somebody was late, and you wait for the next monkey round to try again.

  4. stand under the clock for two minutes

    the room before pack-a-punch, on the launch padall fouron a clock

    the rocket has to have launched, because this happens in the room it opens. on the wall to the left there is a clock reading 12:00, and a pressure plate on the floor in front of it. all four of you stand on the plate and a two minute countdown starts.

    two minutes of standing still. no shooting, no grenades, nobody stepping off. when it ends the round ends with it, in an explosion that behaves like a nuke, and the pod takes its third lamp.

    you only get this wrong once

    do this at the end of a round with a crawler left alive, and leave the crawler as far away as you can. anything that reaches you interrupts the transmission and you start the two minutes again.

  5. fly the landers through L, U, N, A

    the three lunar lander padstwo players, the other two keeping the round quietend of a round

    four letters are floating over the map and a lander flying past collects them, but only in the order that spells LUNA. one player rides, the other calls the lander from the pad it should fly to. four rides:

    • L: ride from spawn, called to the pad by Stamin-Up
    • U: ride back, called to spawn
    • N: ride to the pad by Speed Cola and the Sickle
    • A: ride back to the pad by Stamin-Up

    the fourth letter lights the fourth lamp on the pod.

    tip

    end of a round again, with a crawler. mid round this is four rides across an open map with a horde following the lander.

  6. empty everything into the orb

    the pod, by the claymores in the Stamin-Up lander roomall four

    with all four lamps lit, go back to the pod and look at the ground. there is a small glowing orb there, whistling.

    throw a Gersh Device onto it, and while the black hole is open, put everything into it: Porter's X2 Ray Gun, the Zeus Cannon, and a Matryoshka Dolls. in Black Ops one of each is enough.

    tip

    Gersh thanks you, the screen goes black and white, and Samantha screams. that scream is the end of it. everyone gets a death machine for ninety seconds.

arrow keys or j and k to move, d to tick this one off.

all of it, done.

what that got youa death machine for every player, ninety seconds each

where this came from

more on Ascension

keyboard

anywhere

on a guide

the keys under "on a guide" do nothing elsewhere, because what they press is not there.

arrows to move, enter to open, esc to close