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The Security Checkpoint seen from above, with the Welcome to Camp Edward gate, the watchtower and burning debris, Alpha Omega, Call of Duty Black Ops 4 Zombies

Alpha Omega

Alpha Omega, the Nuketown of Black Ops 4 Zombies: the Security Checkpoint and Site Entrance First Room, Camp Edward and its bunker, Rushmore, the elemental Ray Guns, the Avogadro and the main quest.

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The First Room

The Security Checkpoint seen from above, with the Welcome to Camp Edward gate, the watchtower and burning debris, Alpha Omega, Call of Duty Black Ops 4 Zombies

On ZFRR, the First Room of Alpha Omega is the way into Camp Edward: the Security Checkpoint, where every game starts, and the Site Entrance just below it, the first street of the base. No door separates them, so both can be played doors closed, and the rules of the board allow either one. The players start with 500 points, the knife and the starting weapon of their loadout.

The white guard hut of the Security Checkpoint behind its fence and a Restricted Area sign, Alpha Omega, Call of Duty Black Ops 4 Zombies

The Security Checkpoint

The spawn, a fenced road outside the camp, between a guard hut, a watchtower, burnt-out trucks and the desert. It has no wall weapon. Its boundary goes up to the top of the ramp that leads into the base; past it, the players drop down into the Site Entrance.

The Welcome to Camp Edward gate seen from the Security Checkpoint during a game, Alpha Omega, Call of Duty Black Ops 4 Zombies

The gate

The arch reading «Welcome to Camp Edward», seen from the checkpoint, with the blue house of the APD Interrogation on the left and the watchtower on the right.

The Site Entrance, a street with an army truck in front of the blue house of the APD Interrogation, Alpha Omega, Call of Duty Black Ops 4 Zombies

The Site Entrance

The street inside the gate, with an army truck and green tarpaulins. A player who bleeds out comes back the next round at the Security Checkpoint.

Strife, menu icon, Alpha Omega, Call of Duty Black Ops 4 Zombies

Strife

500 points, a pistol, on a wall of the Site Entrance. It is also one of the starting weapons a player can choose.

Essex Model 07, menu icon, Alpha Omega, Call of Duty Black Ops 4 Zombies

Essex Model 07

500 points, a rifle, on a wall of the Site Entrance, and also a possible starting weapon.

These are the only two wall weapons of the First Room. The doors of the Site Entrance lead to Operations, on the right, and to the APD Interrogation, on the left; in a First Room game they stay closed. The power, the Pack-a-Punch and Rushmore are all behind them.

Hound rounds

The rounds of Lightning Hounds reach the First Room like the rest of the map: the first one comes on round 5, 6 or 7, and each of these rounds ends with a Max Ammo.

Checkpoint Zulu

The achievement of the first 20 rounds without leaving the Security Checkpoint. Without the Site Entrance, it is played with no wall weapon at all.

The Alpha Omega leaderboard keeps separate boards for solo and for two, three and four players. Its reference category is Purist, played on Hardcore; seven other categories sit beside it, from Normal to Realistic difficulty and from no elixirs to all elixirs. The rules of the Purist board:

Doors closed

Reach the highest round you can without opening any door or barrier.

Hardcore

The game is played on Hardcore difficulty, and Custom Mutations are not allowed.

No elixirs, no talismans

Neither may be used. The rules still set a required elixir loadout: Aftertaste, Point Drops, Anti Entrapment, Newtonian Negation, Quacknarok and Arsenal Accelerator for the Classics, Conflagration Liquidation, Who’s Keeping Score, Extra Credit and Dividend Yield for the Megas.

Weapons

The starting weapon is the Welling or one of the wall weapons, the Strife or the Essex Model 07. Only Frag Grenades and Acid Bombs, and no special weapon.

Full rounds

Every round is played in full, and glitches and exploits are not allowed.

No abuse

No duplicated weapons, no going down on purpose to be revived for ammo or to charge a special weapon, and no bots. Split-screen is allowed.

Video

The whole game is recorded, with the pregame lobby and every player’s loadout, shown before the map starts in co-op. The health, the points and the round counter are never covered. A Twitch video must be saved as a highlight, a YouTube video must be public or unlisted.

Overview

Alpha Omega is the seventh Zombies map of Call of Duty: Black Ops 4 and the last but one of the Aether story. It is Nuketown rebuilt and greatly expanded, about four times the size of Nuketown Zombies of Black Ops II: the houses before the cul-de-sac are now open, and under them lies the bunker of Broken Arrow. It is also the first map where the Primis and Ultimis crews play together. The mission briefing: «Here at Broken Arrow, it is our Mission to Prepare for Humanity’s Future and Open New Worlds…»

GameBlack Ops 4
Map packOperation Apocalypse Z
ReleaseJuly 9, 2019 on PlayStation 4July 16, 2019 on Xbox One and PC
LocationCamp Edward, a Broken Arrow test site in Nevada, United StatesOctober 13, 2025
CharactersDempsey, Nikolai, Takeo and Richtofen, from the Primis and Ultimis crews
EnemiesZombies, Nova 6 Bombers, Jolting Jacks, Lightning Hounds, A.D.A.M. units, the Avogadro
Players1 to 4

Primis and Ultimis come to Camp Edward for the Elemental Shard, part of the grand scheme that Primis Nikolai drew from his reading of the Kronorium. In 1968, the director of the base, Cornelius Pernell, became the Avogadro during an experiment inside the American Pyramid Device; the Nova 6 gas that escaped killed the staff, and the base was shut down. Its computer, Rushmore, has been dormant ever since.

The plan of Camp Edward, town on the left and bunker on the right, Alpha Omega, Call of Duty Black Ops 4 Zombies

Camp Edward

The plan of the base as the game shows it: the town on the left, with its houses around Center Street and the Cul-de-sac, and the bunker on the right.

Characters

Each player picks a character among the four of Primis, the younger crew, and the four of Ultimis, their older selves: Dempsey, Nikolai, Takeo and Richtofen. The two crews can be mixed in one game, as long as the same character does not appear twice, so a Primis Dempsey and an Ultimis Dempsey can never play together.

Primis Nikolai in his aviator cap, ending cutscene, Alpha Omega, Call of Duty Black Ops 4 Zombies

Primis Nikolai

The Nikolai of the Primis crew, who leads the others to Camp Edward. He holds the Elemental Shard at the end of the quest.

Ultimis Nikolai with a bottle of vodka, ending cutscene, Alpha Omega, Call of Duty Black Ops 4 Zombies

Ultimis Nikolai

The older Nikolai, who greets the shard with a toast of vodka: «Hooray for us…»

Ultimis Richtofen in his officer cap, ending cutscene, Alpha Omega, Call of Duty Black Ops 4 Zombies

Ultimis Richtofen

The older Richtofen, in his officer cap, who welcomes Samantha at the end: «Hello, Samantha.»

Samantha Maxis glowing with blue electricity, ending cutscene, Alpha Omega, Call of Duty Black Ops 4 Zombies

Samantha Maxis

Sent to Camp Edward through the MTD by her father, she destroys the base in her rage.

Rushmore

The artificial intelligence of the base, who speaks to the crew all game long once he is awake.

Cornelius Pernell

The former director of the base, now the Avogadro: the voice that announces the rounds and the boss of the main quest.

Peter McCain

The deputy director of Camp Edward, whose soul is trapped in an A.D.A.M. unit.

Marlton Johnson

Of Nuketown Zombies, heard hiding in the bunker with a stolen canister of Element 115.

Enemies

Besides the zombies of the base, Alpha Omega brings three new kinds of enemies, all tied to the Avogadro.

A glowing yellow Nova 6 Bomber, Alpha Omega, Call of Duty Black Ops 4 Zombies

Nova 6 Bombers

A mutated Nova 6 Crawler that strengthens the zombies around it, making them faster and tougher.

A pale Jolting Jack crawling on all fours, crackling with electricity, Alpha Omega, Call of Duty Black Ops 4 Zombies

Jolting Jacks

Grey crawlers surrounded by electricity that shoot balls of lightning, most often from the roofs. They have no round of their own and join the zombies once the Pack-a-Punch is open.

A Lightning Hound walking, its fur crackling with blue electricity, Alpha Omega, Call of Duty Black Ops 4 Zombies

Lightning Hounds

Hellhounds sparking with electricity instead of fire. They come on their own rounds, like the Hellhounds of the other maps.

The face of an A.D.A.M. unit seen in game in the Beds, Alpha Omega, Call of Duty Black Ops 4 Zombies

A.D.A.M. units

The androids of Broken Arrow, which stand as mannequins around the map and come to life during the main quest and some secrets.

The Avogadro, a figure of blue electricity, Alpha Omega, Call of Duty Black Ops 4 Zombies

The Avogadro

The final boss of the main quest, freed from the American Pyramid Device.

Perks

As on every map of Black Ops 4, the four perks come from the loadout that each player chooses before the game, and four machines sell them, one per slot: Brew, Cola, Soda and Tonic. The Tonic machine also gives its perk a modifier once a player owns all four. On Alpha Omega the machines need the power. The Brew stands on Center Street, the Soda in the Diner and the Tonic in the Generators room of the bunker.

Rushmore can halve the price of three of them: 2739 for the Brew, 2652 for the Cola and 7632 for the Soda. The achievement Chug! Chug! Chug! Chug! asks for all four perks within 35 seconds.

Weapons

Every player starts with the knife and the starting weapon of his loadout. The walls sell twenty weapons and the Bowie Knife, from 500 points at the Site Entrance to 4500 for the Koshka sniper rifle in APD Control, and the Galvaknuckles of Black Ops II are back for 5000 points in the red truck of the Cul-de-sac.

Galvaknuckles, render, Alpha Omega, Call of Duty Black Ops 4 Zombies

Galvaknuckles

Electric knuckles for melee attacks, needed for the main quest and for the achievement Galvanizer.

Ray Gun Mark II, render, Alpha Omega, Call of Duty Black Ops 4 Zombies

Ray Gun Mark II

From the Mystery Box, with four elemental variants to build: V, X, Y and Z.

Every weapon, its price and its place

Camp Edward

The map has two halves. The town, above ground, follows the plan of Nuketown and opens it to the houses before the cul-de-sac; the bunker, below it, is reached once the power is on. The Power House, with the power switch, closes the end of the Cul-de-sac.

The ground floor of Operations, with its glowing green screens, Alpha Omega, Call of Duty Black Ops 4 Zombies

Operations

The first building on the right, home of Rushmore.

The inside of the APD Interrogation building, Alpha Omega, Call of Duty Black Ops 4 Zombies

APD Interrogation

The first building on the left.

The cells of Prisoner Holding, Alpha Omega, Call of Duty Black Ops 4 Zombies

Prisoner Holding

The light blue building on the right, past the Site Entrance.

The Transfusion Facility, with its yellow light, Alpha Omega, Call of Duty Black Ops 4 Zombies

Transfusion Facility

The house on the left, also called the Red House.

Center Street, with the houses on each side, Alpha Omega, Call of Duty Black Ops 4 Zombies

Center Street

The long street of Nuketown, between the houses.

The Cul-de-sac with its yellow bus, Alpha Omega, Call of Duty Black Ops 4 Zombies

Cul-de-sac

The round end of the street, with the yellow bus and the Nuketown sign.

The Green House Backyard, a garden behind the house under a pylon, Alpha Omega, Call of Duty Black Ops 4 Zombies

Green House Backyard

Behind the green house, with a shed and a way down to the bunker.

The Yellow House Backyard behind its white fence, Alpha Omega, Call of Duty Black Ops 4 Zombies

Yellow House Backyard

Behind the yellow house, with the other way down to the bunker.

The Lounge of the bunker, Alpha Omega, Call of Duty Black Ops 4 Zombies

Lounge

A lounge with a billiards table.

The Diner of the bunker, Alpha Omega, Call of Duty Black Ops 4 Zombies

Diner

The canteen of the bunker.

The Beds, the dormitory of the bunker, Alpha Omega, Call of Duty Black Ops 4 Zombies

Beds

The dormitory, where the Pack-a-Punch Machine stands.

The Generators room of the bunker under Camp Edward, Alpha Omega, Call of Duty Black Ops 4 Zombies

Generators

The generator room, with the ventilation terminal.

The Storage room of the bunker, Alpha Omega, Call of Duty Black Ops 4 Zombies

Storage

Where Sergeant A.D.A.M. waits behind a door.

A room of Solitary with a window open on the town, Alpha Omega, Call of Duty Black Ops 4 Zombies

Solitary

A block with a floor in the town, between the Transfusion Facility and the APD Interrogation, and a floor in the bunker that leads to APD Control.

The central control panel of APD Control, Alpha Omega, Call of Duty Black Ops 4 Zombies

APD Control

The room of the American Pyramid Device.

Power and the Pack-a-Punch

The power switch is in the Power House, at the end of the Cul-de-sac. It opens the way down to the bunker, but the Pack-a-Punch Machine, in the Beds, stays locked by a Nova 6 gas leak: a lockdown at the ventilation terminal of the Generators room, then four ventilation units to repair in the houses of the town.

The power and the gas leak, step by step

Buildables

A Telepad set on its spot, Alpha Omega, Call of Duty Black Ops 4 Zombies

Telepads

Three parts, in the Transfusion Facility, the Green House and the Generators room, built upstairs in the Green House or in APD Control. The two pads can be set on any pair of teleporter spots around the map, and moved at any time.

The Ray Gun Assembly Kit on its workbench, Alpha Omega, Call of Duty Black Ops 4 Zombies

Ray Gun Assembly Kit

Three parts, in the Yellow House, APD Control or Solitary, and the Storage, built upstairs in Operations. It builds the elemental Ray Guns.

Riot Shield

Three parts, in Operations, the Cul-de-sac and the Beds, built on the same tables as the Telepads.

Rushmore

Rushmore, the computer of Broken Arrow, wakes up one round after the Pack-a-Punch opens, on his terminal in Operations. His keypad takes four-digit codes: those of the quests, and dozens of others that give points, power-ups, cheaper perks or simply a joke. Typed in with three codes found around the map, 7626 also frees Sergeant A.D.A.M., an android Marine who fights beside the crew for up to three rounds.

Rushmore, his codes and Sergeant A.D.A.M.

Traps

The map has an electric trap, a fire pit, a fan trap, a 115 sprinkler and the automatic defense system of the APD. The traps of four houses are unlocked by the punch clocks of the main quest. The achievement Entrapment Entrepreneur reads: «kill 11 zombies with 5 different traps».

Easter egg

The main quest, Electromagnetic Awakening Party, makes the crew win the trust of Rushmore to reach the Elemental Shard, locked in the American Pyramid Device with the Avogadro.

Emergency Broadcast System

A test card read on a bunker television after a Galvaknuckles kill, and five punch clocks to set in the houses.

The core values

A red Nova 6 Crawler to escort, a stolen canister to recover from Marlton, a server to carry by Telepad, the power to restore, and the soul of Peter McCain to move into the Elemental Orb.

The boss fight

The Avogadro, freed from the APD as a nuclear bomb goes off above, fought through four soul canisters of the bunker, and sent away to Hanford.

The reward

The Elemental Shard, the ending cutscene, and the achievement Electromagnetic Awakening Party.

Electromagnetic Awakening Party, step by step

Secrets

I Am The Well

The song of the map, sung by Clark S. Nova: three A.D.A.M. heads, or the code 7664.

Thirty heads

Taking off the heads of all the A.D.A.M. units gives a round of androids and an Extra Perk, a free Self-Revive, or a jumpscare, depending on how it is done.

Insanity Mode

A hidden quest that sends the game to round 200.

The song, the heads and the hidden details

Achievements

Alpha Omega has ten achievements. One of them is about the starting area: Checkpoint Zulu, «survive the first 20 rounds without leaving Security Checkpoint».

The ten achievements of Alpha Omega

Trivia

  • The game files call the map zm_white.
  • The map takes elements from both Nuketown Zombies and the Nuketown of Blackout, the battle royale of Black Ops 4.
  • The ending reveals that the nuclear bomb did not destroy Camp Edward: Samantha did, as she came out of the MTD after seeing her father die a second time.
  • In Theater Mode, a player who stays above ground when the bomb goes off sees nothing change.
  • The bus driver of TranZit, T.E.D.D., can be seen behind a window of the Lounge.
  • The Avogadro is sent at the end to the Hanford site, in Washington, which sets up his appearance in TranZit.
  • Marlton Johnson, heard behind a door of the bunker, recalls his part in Nuketown Zombies.