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Surviving the Soviet Cosmodrome and Space Monkeys in Call of Duty Zombies Ascension
The year is 1963, and the Cold War is at its peak. Within the desolate expanse of a Soviet cosmodrome, the "Ultimis" crew—Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen—finds themselves in a monochrome nightmare. This is Ascension, the eighth installment in the Call of Duty Zombies saga and the map that introduced the "Main Quest" Easter Egg format that would define the franchise for years to come. Whether you are revisiting this classic in its original Black Ops form or experiencing the vibrant remaster in Black Ops III’s Zombies Chronicles, mastering the intricacies of this abandoned space facility is essential for survival.
The Monochrome Awakening and Power Restoration
Upon spawning in Ascension, the first thing players notice is the lack of color. The world is rendered in stark black and white, symbolizing the dormant state of the facility. This aesthetic choice is not just for atmosphere; it serves as a functional indicator of your progression. The environment remains colorless until you reach the power room and flip the master switch.
The journey to the power switch typically follows one of two main paths. The most common route involves heading up the stairs from the centrifuge spawn room, navigating through the narrow corridors of the tower, and moving toward the rooftop where the power switch is housed. Flipping this switch is the single most important action in the early game. Not only does it restore full color to the screen, but it also activates the Perk-a-Cola machines, the electric traps, and the automated turrets.
Understanding the Lunar Lander System
The layout of Ascension is sprawling and vertical, making manual travel time-consuming. To solve this, the map utilizes a unique transportation network known as Lunar Landers. There are three landing pads scattered across the map: one near the Stamin-Up machine, one near the Speed Cola area, and one near the PhD Flopper (or Widow’s Wine in the remaster) area.
These landers are not merely for quick travel; they are the key to accessing the Pack-a-Punch machine. Each lander costs 250 points per trip and will transport you back to the main centrifuge area. In our experience, the most efficient way to manage landers in the early rounds is to prioritize opening the doors to the Stamin-Up pad first, as it offers the most open space for early-game training.
The Space Monkey Threat
Ascension replaced the traditional Hellhounds with a much more strategic and frustrating enemy: the Space Monkeys. These small, agile primates descend from the sky in specialized pods every four to seven rounds after the power has been turned on and at least one player has purchased a perk.
Unlike Hellhounds, which focus purely on attacking the player, Space Monkeys have a specific objective: to steal your perks. They will rush toward active Perk-a-Cola machines and begin attacking them. If they deal enough damage, you will lose that specific perk permanently until you rebuy it.
Defending Your Perks
To successfully survive a monkey round, players must coordinate. If you are playing solo, you should focus on guarding Juggernog and Quick Revive, as these are your lifelines. In co-op, each player should ideally stand guard at a different perk machine.
If your team manages to eliminate all Space Monkeys without any of them touching a perk machine, you are rewarded with two significant bonuses:
- Max Ammo: Standard reward for clearing a special round.
- Free Perk Bottle: A random perk that does not count toward your four-perk limit.
A critical tip for dealing with these primates: do not throw standard grenades at them. Space Monkeys are capable of picking up and throwing your grenades back at you with lethal precision. Stick to bullets, the Sickle melee weapon, or the Thundergun.
The Arsenal of the Cosmodrome
Ascension introduced some of the most iconic wonder weapons and tactical equipment in Zombies history. Understanding when to use these tools is the difference between a round 20 exit and a round 100 masterpiece.
The Gersh Device (Black Hole Bomb)
Replacing the Monkey Bomb from previous maps, the Gersh Device is a tactical grenade that creates a localized singularity. Once thrown, it sucks in all nearby zombies, instantly killing them. It lasts for several seconds, providing a perfect window for reviving a fallen teammate or reloading your primary weapons. In our testing, the Gersh Device is also essential for the Main Quest and acts as a teleportation tool if the player jumps into the center of the black hole.
Matryoshka Dolls
These are cluster-style grenades based on traditional Russian nesting dolls. When thrown, the first doll explodes, releasing a second, which then releases a third, and so on. While they lack the utility of the Gersh Device, their raw explosive power is unmatched for clearing tight hallways. However, be warned: the Matryoshka Dolls can easily down the player if they are too close to the chain reaction.
The Sickle
Available for 3000 points, the Sickle is the Soviet equivalent of the Bowie Knife. It provides a one-hit kill until round 10 and is highly effective against Space Monkeys. In the BO3 remaster, the Sickle's animation is faster, making it an even more viable investment for early-round point farming.
The New Perks: Stamin-Up and PhD Flopper
Ascension was the debut map for two legendary perks that would become staples of the series.
Stamin-Up
Located in the far corridor near one of the landing pads, Stamin-Up increases your movement speed and sprint duration. Because Ascension is a massive map with several long-distance travel requirements, Stamin-Up is almost mandatory for players who prefer "training" (running in circles to group zombies) rather than "camping" (holding a single position).
PhD Flopper (Black Ops I Exclusive)
This perk completely negates fall damage and explosive damage (including your own Ray Gun splash damage). Furthermore, if you "dolphin dive" from a height, you create a mini-nuke explosion upon impact. It is widely considered one of the most "fun" perks in the game's history.
Note: In the Black Ops III remaster, PhD Flopper was replaced by Widow’s Wine because the dolphin-dive mechanic was replaced by sliding. Widow’s Wine provides web-based grenades that freeze zombies in place, offering a different but equally powerful defensive layer.
How to Access the Pack-a-Punch Machine
The Pack-a-Punch machine in Ascension is hidden behind a massive rocket. To reveal it, you must complete the "Rocket Launch" sequence:
- Ride All Three Landers: You must call and ride the Lunar Landers from all three locations (Stamin-Up, Speed Cola, and PhD Flopper/Widow’s Wine) back to the spawn room. You will notice the icons on the control board in the power room light up as each lander is "docked."
- Go to the Power Room: Once all three landers have been used, head to the console next to the power switch.
- Launch the Rocket: Interact with the launch button. You will hear a countdown and see the massive rocket ascend into the sky.
- Enter the Launch Pad: Head to the area directly underneath where the rocket was sitting. The blast doors will now be open, revealing the Pack-a-Punch machine.
Pro Tip: If you have a sniper rifle or a weapon with high precision, you can shoot the rocket as it ascends. If you deal enough damage to destroy it in mid-air, a "Double Points" power-up will spawn near the Pack-a-Punch machine.
The Casimir Mechanism: Step-by-Step Main Quest Guide
Ascension's Main Quest, known as the Casimir Mechanism, requires four players (in the original version) and a series of coordinated tasks to free Dr. Anton Gersh from a dimensional rift.
Step 1: The Generator
Locate the flickering generator sitting outside the map boundaries, usually visible through the fence near the PhD Flopper/Widow’s Wine area. A player must throw a Gersh Device perfectly so that the black hole "sucks in" the generator. If successful, Gersh will speak to the players, and a computer screen in the Stamin-Up room will display a new symbol.
Step 2: The Synchronized Buttons
During a Space Monkey round, four buttons will appear on the walls near the Juggernog, Speed Cola, Stamin-Up, and Quick Revive machines. All four players must stand in front of their respective buttons and press them simultaneously. A loud buzzer will sound if timed correctly.
Step 3: The Pressure Plate and the Clock
All four players must head to the pressure plate located in front of the large clock near the Pack-a-Punch area. You must stand on this plate for exactly two minutes without stepping off. During this time, the clock’s hand will rotate. If any player leaves the plate, the timer resets. Once finished, a massive explosion (a nuke) will clear the round.
Step 4: The Letters (L-U-N-A)
This step requires precise use of the Lunar Landers. Players must call the landers in a specific order to pick up floating letters in the sky.
- L: Ride from Spawn to Stamin-Up.
- U: Ride from Stamin-Up back to Spawn.
- N: Ride from Spawn to Speed Cola.
- A: Ride from Speed Cola back to Stamin-Up. Once "LUNA" is spelled out, the final stage is set.
Step 5: Freeing Gersh
Head to the glowing orb near the Stamin-Up area. Players must throw a Gersh Device at the orb and then unload their most powerful Pack-a-Punched weapons (Thundergun, Ray Gun, etc.) into the black hole. After sustaining enough damage, the orb will rise into the sky, and Gersh will be freed. Every player will receive a 90-second Death Machine and (in BO3) all perks on the map.
High Round Survival: Training Strategies
Ascension is widely considered one of the "easiest" maps to reach round 100 on because of its massive open spaces. The two most effective training spots are:
- The Centrifuge (Spawn Room): If you keep the door to the Second Floor closed, the spawn room is a large, circular arena perfect for training zombies. However, the centrifuge itself can be a hazard if you aren't careful.
- The Lunar Lander Pad (Near Stamin-Up): This is arguably the best training spot in Zombies history. The area is incredibly wide, allowing you to run "figure-eight" patterns to group zombies before blasting them with the Thundergun.
Comparison: Black Ops I vs. Black Ops III Zombies Chronicles
While the layout remains identical, the gameplay feel differs significantly between versions:
- Graphics: The BO3 version features stunning lighting and textures, making the Soviet facility feel more "lived-in" and eerie.
- Perks: BO3 replaces PhD Flopper with Widow's Wine and adds the "Der Wunderfizz" machine, allowing players to obtain perks not physically present on the map (like Deadshot Daiquiri).
- Gobblegums: In the remaster, players can use Gobblegums to bypass early-round point grinds or gain all perks instantly, making the map significantly easier than the 2011 original.
- Weapons: The original features Cold War-era weapons like the Galil and Famas, whereas the remaster uses the futuristic arsenal from Black Ops III, which generally features higher fire rates and more ammo capacity.
Frequently Asked Questions (FAQ)
Can I do the Ascension Easter Egg solo?
In the original Black Ops I version, no. It requires four players for the button and pressure plate steps. In some PC mods or specific community patches, solo play is enabled, but the official version remains a four-player affair. In the BO3 remaster, the requirements are the same.
Why is my screen black and white?
The screen is black and white because the power is off. Navigate to the top of the facility and flip the master switch to restore color and functionality to the map.
How do I stop monkeys from stealing my perks?
The best way is to guard the perk machines directly. If a monkey starts attacking a machine, it will glow red. Kill the monkey quickly to save the perk. Using the Fire Traps or the automated turrets can also help defend multiple machines at once.
What is the best weapon for Ascension?
The Thundergun (Zeus Cannon when Pack-a-Punched) is the undisputed king of this map. It can clear an entire horde of 24 zombies with a single shot, which is essential for surviving the higher rounds when standard bullets become ineffective.
Conclusion
Ascension remains a masterpiece of map design, balancing high-octane survival with complex puzzles. It transformed the Zombies experience from a simple "survive as long as you can" mode into a narrative-driven quest system. From the unique terror of the Space Monkeys to the pure joy of dolphin-diving with PhD Flopper, Ascension offers a variety of gameplay experiences that few other maps have matched. Whether you are aiming for a new personal best round or attempting to solve the Casimir Mechanism with friends, the Soviet Cosmodrome continues to be one of the most rewarding environments in the Call of Duty Zombies universe.
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