How to Get the LGM-1 in Black Ops 7 Zombies
The LGM-1 is the Wonder Weapon that graces the interstellar map of Astra Malorum in Black Ops 7 Zombies. Like all map-centric Wonder Weapons, there’s a free quest to complete that allows you to grab this alien device. If you’re looking to get your hands on the LGM-1, or simply want to check if it’s any good, we’ve got you covered!
Below, you’ll find a step-by-step guide to easily get the LGM-1 in Astra Malorum, ensuring that you can have an army of little green men and their flying saucers by your side to deal with O.S.C.A.R. and help you get to even higher rounds!
All Perk-a-Cola Locations in Astra Malorum (Black Ops 7 Zombies)
Find out what Perks feature in Astra Malorum right here, and where you can find every Perk Machine, including Der Wunderfizz!
How to Get the LGM-1 Wonder Weapon in Astra Malorum (Black Ops 7 Zombies)
To begin, you’ll first need to have turned on the power and activated Pack-a-Punch. You’ll now be tasked with picking up 4 Contraption Parts. These parts can be acquired in any order:
Contraption Part #1 – Damaged Drone
Turning on the power will see O.S.C.A.R. spawn onto the map, which is the Elite Enemy that you need for the LGM-1. With O.S.C.A.R. on the map, locate him via the Tac Map and then destroy one of his Drones. His Drones are weak to Brain Rot, but any weapon should effectively kill them in a low round. Doing so will drop the Damaged Drone part. With this part acquired, run away from O.S.C.A.R. as we locate more parts.
Contraption Part #2 – Absolute Zero Fragments
After acquiring 500 Salvage, head to The Arsenal and purchase the Cryo Freeze Ammo Mod. With this Ammo Mod equipped, shoot at the Dark Aether crystals that can be found around the map. Every time you shoot one of these crystals with a gun that has Cryo Freeze, it will drop the Absolute Zero Fragment. You’ll need to collect 3 of these to proceed.
Contraption Part #3 – Car Battery
Once you have 5,000 Essence, Pack-a-Punch your weapon and then return to the Crash Site, which is the spawn area of Astra Malorum. Locate Ol’ Tessie, and look inside where you can find the gear shift with a Mister Peeks head. Shoot the gear shift, and the Car Battery will be spat out of the hood of the car for you to collect.
Contraption Part #4 – Aberrant Wiring
The final part needed is the Aberrant Wiring. To begin, head to the Stargazer’s Courtyard, where you will find a bunch of lampposts. One of these lampposts will have its light flickering, and you will need to shoot it in order to have the Aberrant Wiring drop for you to pick up. If there are no flickering lamposts in this area, then continue searching the map for one.
Now that you’ve acquired all 4 Contraption parts, you will need to find O.S.C.A.R. and kill him with three distinct traps located on the map, which can be activated with the parts you just collected. Below, we’ll list each trap and how to kill O.S.C.A.R. with it.
Trap #1 – Electro-Volt Projector
The first trap you’ll want to activate is found within The Luminarium, which is where you can grab Jugger-Nog. Inside this area, you’ll find a large trap, and you’ll want to interact with the switch that reads ‘ready’ to place the Damaged Drone inside. Now, bring O.S.C.A.R. into the room and interact with the switch again. This will begin a timed objective where you must stay within the room and wait for O.S.C.A.R.’s battery to overcharge. Make sure to shoot O.S.C.A.R.’s drones to keep him vulnerable.
Trap #2 – Thurston’s Rocket Ignition
Once O.S.C.A.R. respawns, head into the Museum Infinitum room, which is where Speed Cola is located. In the western area of this room, you’ll find a rocket. With O.S.C.A.R. in the room, interact with the rocket when facing the south side, which will begin a 5-second countdown for the rocket to launch. You will want to position O.S.C.A.R. directly behind the rocket blaster so that the ignition blast kills him. If you fail this step, you’ll need to re-use your weapon with Cryo Blast to acquire 3 more Absolute Zero Fragments. You won’t have to worry about O.S.C.A.R.’s drones for this step.
Trap #3 – Observatory Laser
The third and final trap is located in the Observatory Dome, where you can activate Pack-a-Punch. From within this room, there will be a hissing pipe valve that’s throwing out steam. This can be anywhere in the room, whether that’s by looking up, below, or on the walls. Only one of these valves will have steam burst from the pipes, and the objective here is to shoot that specific one, then locate the next one. Repeat this 5 times, and the observatory dial will aim down.
Bring O.S.C.A.R. into the Observatory Dome, and once he’s inside, interact with the church organ opposite Pack-a-Punch. This will allow you to access a telescope, and you’ll need to align the lens with the Sun. For most games, this is achieved by going up and slightly to the left. Once you align it with the sun, a laser will shoot at the ground, and you’ll want to have O.S.C.A.R. run through the laser.
Once O.S.C.A.R. has been killed by the third trap, he will drop the LGM-1 Wonder Weapon, allowing you to pick it up and use it. You can now use it as normal, and upgrade it via the Pack-a-Punch.
How Does the LGM-1 Work in Black Ops 7 Zombies?
Is the LGM-1 Any Good?
The LGM-1 fires UFO projectiles that will home in on a single enemy and fire at them, and then return as your ammunition once that enemy has been killed. The LGM-1 has 3 charges, and these charges will always replenish, meaning you don’t need to worry about running out of ammo. It’s fast to fire, has infinite ammo, but is also slow to kill.
The LGM-1 can also be upgraded into the Martian Man O’War, which makes the spread of UFOs fired seem more like that of a shotgun. The damage is better, and there are now 8 charges, but it’s not great at killing mass hordes of zombies all at once. The LGM-1 is most effective when fired as a secondary weapon. You can shoot all charges while on the move to let the gun do the work for you while you stay agile.
Another handy gimmick of the LGM-1 is how it handles O.S.C.A.R. While this Elite Enemy is still extremely hard to kill, the LGM-1 is great for distracting him and dealing half-decent damage. It seems as if the Wonder Weapon was designed for O.S.C.A.R., but truthfully, the weapon’s damage output is rather underwhelming when compared to the Necrofluid Gauntlet, or even the Ray Gun and the Ray Gun Mark 2.
- Released
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November 14, 2025
- ESRB
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Mature 17+ / Blood and Gore, Intense Violence, Strong Language, Suggestive Themes, Use of Drugs