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An Anti-Grav Personnel Launcher, a ring of metal lit green on a platform, Reckoning, Call of Duty Black Ops 6 Zombies

Reckoning:
Power and Pack-a-Punch

How to get around Janus Towers and turn on the power of Reckoning: the three towers floor by floor, the Aetheric Elevators, the Anti-Grav launchers and red portals, the Particle Accelerator of Sublevel 10, the Pack-a-Punch and the C.A.S.T.E.R. Turret.

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Getting around Janus Towers

Reckoning is built in height. Its three towers are stacked floor on floor, and the map is crossed far more often up and down than along a corridor. In Tower 1, the floors are holed by the destruction: a player can jump into a gap and land lower down with the parachute every crew member carries.

TowerFloorAreas
Tower 1Ground floorProject Janus Reception, the start
First floorQuantum Computing Core, Quantum Computing Lab
Second floorMutant Research Lab, Mutant Research Test Area, Bioweapons Lab
Top floorExecutive Suite, Director’s Office
Tower 2UndergroundSublevel 10
First floorAndroid Assembly
Second floorDark Entity Containment
Top floorTeleportation Lab
Tower 3CentreThe Lift, the Artifact Amplification Chamber, the two Dark Aether Elements Vaults and the Rooftop, reached only through the main quest
An Anti-Grav Personnel Launcher, a ring of metal lit green on a platform, Reckoning, Call of Duty Black Ops 6 Zombies

Anti-Grav Personnel Launchers

Free launchers that throw a player through the air to a set landing point on the next tower, mostly between Tower 1 and Tower 2. They are also a way out of a horde.

Aetheric Elevator Shafts

Old elevators with no cab left, which Project Janus filled with Aetherium. A player steps in and is carried to another floor of the same tower in a moment.

Red portals

Teleporters. One in the Executive Suite leads to Sublevel 10; another opens in the control room of Sublevel 10 once the power is on, and links it both ways with the Reception.

Two members of the crew flying out of the ring of an Anti-Grav Personnel Launcher, promotional image, Reckoning, Call of Duty Black Ops 6 Zombies

In flight

Two members of the crew just thrown by a launcher, its ring still smoking behind them.

Power and Pack-a-Punch

The power switch of Reckoning is the Particle Accelerator of Sublevel 10, under Tower 2, and turning it on is also what brings the Pack-a-Punch Machine into the world. Black Ops 6 has a Pack-a-Punch in three tiers, each one dearer than the last.

  1. Climb to the top of Tower 1. The door on the upper landing of the Executive Suite opens the Director’s Office, and with it a door of the lower rec room.
  2. Interact with the snow globe in the office at the top of Tower 1, and take the red portal of the Executive Suite down to Sublevel 10.
  3. In the upper control room, opposite the portal you came through, pull the lever at the front of the room: the power comes on and the accelerator restarts.
  4. The Pack-a-Punch Machine flickers in and out of existence along the beam. Shoot the Aetherium crystals that cover the coolant pipes, and the machine takes hold.

The power also opens the red portal of the control room, which leads back to the Reception where the game began, and works in both directions.

C.A.S.T.E.R. Turret

The C.A.S.T.E.R. Turret, an arm cannon fixed to a wall, Reckoning, Call of Duty Black Ops 6 Zombies

C.A.S.T.E.R. Turret

The trap of the map, a turret that kills the zombies in front of it once bought. There is one in the Quantum Computing Core and two in the Dark Entity Containment. It climbs four tiers: after enough trap kills a hard drive drops, and the turret is upgraded once the drive is put into its computer and defended from a wave of enemies. One activation costs 550, 850, 1250 or 1550 Essence depending on the tier.

In the First Room

None of this is reached doors closed: the elevators of the Reception are the way out of it, and the Pack-a-Punch, the turrets and the launchers are all above or across.