The next Round-Based experience has arrived in Call of Duty: Black Ops 7 Zombies through Season 2 Reloaded. Paradox Junction brings players to a place where time eats its own tail, & should be familiar to OG Black Ops fans. That’s right, zombies players are dropping back into Nuketown while The Warden moves on with his bigger plans. Faced with this unknown terrain, how will Requiem & the old crew escape this time in BO7s latest Zombies experience? We’re going to go over how to complete the Paradox Junction Easter Egg, including steps, tips, & the rewards for completion here in Black Ops 7 Zombies: Season 2 Reloaded. Here’s what you need to know:
Main Quest Steps
Step 1 – Unlock Pack-A-Punch
To unlock Pack-a-Punch, you need to recover the set of truck keys off a body at the very back of the yellow house. The keys will be able to be collected & used on a truck in the pre-destruction version of Nuketown. On Round 7, you’ll be transported to the clean version of Nuketown, & the truck will be there to use the keys on & move.
After this, head over to Temporal Storm. You’ll need to destroy the 4 Knots in the storm to free the PAP Machine. With each Time-Knot you shoot, there will be 4 zombies spawned from it with purple eyes. Kill them to begin the process again with another Time-Knot. Repeat this 4 times to release the PAP Machine.
Step 2 – Acquire the Blundergat
You’ll need to acquire 4 separate parts for the Blundergat Wonder Weapon. The first can obtained through the cysts on the wall. They act as Soul boxes. Once you’ve killed enough zombies near them, they will spit out random loot like equipment, Essence, & weapons. After the correct cyst is filled, the Blundergat Barrel will be spat out of the spore. There are multiple spawn points for these cysts across the map.
The Stock for the Blundergat can be located behind a wall in the Yellow Garage, Green House stairs, & on Trinity Avenue on the right side, near a perk spawn point. Within the Nuked Version of the map, there will be black tendril-like growths on the wall. Listen for a humming sound behind one of those locations & head into the rift to the past. Make your way over to the spot you heard the humming & use an explosive to destroy the wall. Then, head back to the past, back to the spot you just blew up & the part should be within the hole.
The vial needed will be located in the Future Version of Nuketown, in the upstairs of the Yellow House, on the desk right before you’d leave onto the back porch. Pick it up & head to the Green House kitchen, where you’ll need to interact with the sink. Doing this will cause the water to bubble & the vial will be filled. Once you’ve done this, you’ll need to locate a charred Mannequin that’s emanating that same humming sound as the Stock part earlier. Once you’ve located this Mannequin, head to the past & use the vial on the Mannequin. After doing this, head to the future & the Hammer Part will be revealed in the remnants of the Mannequin.
The final part is a canister located in the past Yellow House, upstairs on the bookshelf. Pick this up & head back to the future. Once there, make your way over to the truck in the center of the map, & open the doors. There will be a workbench table, that you’ll need to melee. Once you melee it, you’ll be able to place the pieces & craft the Blundergat.
Sundergat Upgrade
The Sundergat Upgrade can be obtained after crafting the classic Blundergat. Once it’s crafted, you’ll notice at the beginning of the round while in the Nuked version of the map, that there will be a fire tornado that spawns in one of three places:
- The back of the Green House
- The back of the Yellow House
- On Trinity Avenue near the Wonderfizz Spawn
Once you’ve located this fire tornado, there will be a zombie trapped within it. Getting near the tornado will release the zombie, so it is recommended you leave a handful of zombies alive near the end of the round. You will need to lead it back to where you crafted the Blundergat, & kill it using the Blundergat itself. This will trap the essence of the zombie within the crafting kit. You’ll need to repeat this step 2 more times in order to fully upgrade it. The third time the zombie will transform into a Shock Mimic, so bring it to the crafting kit and kill it there. The special zombie will lose essence to other nearby zombies, so keep them away at all costs. Once you’ve completed this, head into the past, melee & place the Blundergat in the case. Then, return to the future, melee the case, & claim the Sundergat!
Step 3 – Starting the Main Quest
Now that you have acquired the Blundergat and upgraded it to the Sundergat it’s time to start the Main Quest.
Make sure you are in the past, the pre-destruction/pristine version of Nuketown, and head to the backyard of the Yellow House. Shoot the swing seat and it will drop, make sure to collect it.
Now teleport phase back into the future, the destroyed version of Nuketown, and look for the controller to a RC-XD. It spawns in the following locations:
- To the right of the crates next to Pack-A-Punch
- Behind the fences at the Green House, hidden in the small dirt/flower patch
- On the broken shelves in the Yellow House garage
Once interacted you will spawn in with the RC-XD and have to follow the pre-defined path, which then makes you get on a small ramped platform. From there jump to the barricaded door, which has a hole at the bottom of it. Once entered with the RC-XD drive it forward toward the inside garage door, and detonate it at the explosive barrel in the corner.
That will open up the garage door, go and enter it and interact with the charred remains. Wait and a piece of chalk spawns in where the remains were.
While still in the future, head over to where the swings are and press interact twice to place the Swing Seat and the Chalk, forcing a small in-game scene to play out.
Step 4 – Seed & Plant
After the scene played out head over to the Yellow House garage.
Go to the shelves to the right of the trap activation and interact with the red box, which then opens up and lets you interact once more to collect the Seeds.
With the Seeds in your inventory you need to teleport/phase back into the past, and head over to the Pack-A-Punch machine area. To the left of it is a house with a dug up hole in the ground, interact with it to plant the Seeds.
That planted spot is now a Soulbox, forcing you to make Zombies kills with the Sundergat.
Once completed you need to teleport/phase back into the future, where the planted seeds now transformed into a fully grown tree.
Craft a Combat Axe and throw it at the tree a total of 3 times, each time dropping Strange Firewood that you need to collect.
With the Firewood in your inventory you need to teleport back into the past, the pre-destruction version, and head into the Yellow House.
Place the Firewood inside of the fireplace and craft a Molotov, to then throw into the fireplace.
Step 5 – Hopscotch
With the firewood burning due to the Molotov its time to teleport/phase back into the future and head to the Trinity Ave driveway, where Wunderfizz usually spawns, and a chalked ‘X’ spawns on the floor. Stand on top of it and it will have a blue glow.
If in co-op ensure a player remains on the ‘X’ and teleport back into the past. In solo just run over it to activate the glow and activate the teleport, running back whilst its phasing.
When done correctly the Twins spawn in along with a hopscotch chalk drawing, a blue orb floating once the small scene plays out at the start of it.
Interact with the Orb and play the game of hopscotch, it will force a Third Person perspective and the goal is to jump starting from 1 to 12 step by step (1, 2, 3 etc.), avoiding the black alternating spots as you go.
When you hit 12, turn around and repeat the same progress but in reverse (12, 11, 10 etc.) whilst still avoiding jumping on top of the black spots.
Keep in mind that double jumping on the same spot, jumping on the lines or even out of bounds of the chalk drawing fails the step, forcing you to wait a minute or two before you can try again by interacting with the Orb.
If done right the phased out Music Box will spawn in above the chalk drawing, it now acting as a Soulbox you need to fill by killing Zombies with the Sundergat. It is recommend to just kill a singular Zombie at a time to fill it, as you need to escort the Music Box. It will loop around the Yellow House and eventually stop at the fireplace, playing a brief tune indicating that you completed that step.
Step 6 – Piano Puzzle
Get the Brainrot Ammo Mod on your weapon or a Psych grenade and head to the Green House backyard.
Make sure it’s near the end of the round and only a handful of Zombies are still alive to make it easier for yourself, and stand on the backside of where the RC-XD controller can spawn. Simply move about and wait until the Piano Teacher spawns in and jumps over the fence, where you then turn her using the Brainrot Ammo Mod or the Psych grenade, the latter being the easiest.
She will then run over to the Piano inside of the Green House living room, and when she’s there you need to quickly teleport to the future.
When done correctly she will have interacted with the Piano keys, leaving yellow fingerprints on them. Do not interact with the Piano yet, as we need to follow a sequence first.
A total of 8 signs are now spawned in the map, each blinking in a different pattern indicating the order you need to activate the signs in.
It will visually morse code blink its numbered order, so number one will blink once and pause before repeating, the eighth one blinking eight times before pausing and repeating etc.
The goal is to find them and activate them in the correct order, simply check the following spawns:
- The Bus in the middle of the Cul-De-Sac
- The fence in the middle of the Cul-De-Sac
- The backside of the Green House Bunker Shelter
- The backside fence of the Yellow House, where the Minigolf is located at
- The wall near the Truck you had to move with the keys
- The broken fence to the right of the Toy Box
- The garage door near Pack-A-Punch
- The giant rock next to Pack-A-Punch
When done correctly head back to the Past, where then right above the Piano shows the blue glowing signs you interacted with.
Interact with the Piano and now it lets you press a total of 8 keys, which you need to do in the following order: 86756535
Step 7 – Bouncing Zombies
When you’re done with the Piano step is time for the next minigame. Whilst in the present, the nuked version of Nuketown, head over to the Toy Box where you now can find a new ‘X’ to the left of it.
You now need to check the backs of both Houses to find floating Zombies, which you need to shoot. Shoot a total of 3 of them and their essence floats over to that ‘X’ we found, heading back should now show the 3 Orbs of essence floating there.
Now teleport back into the past, ensuring a player stays on the ‘X’ in co-op or in solo just run to it, and another in-game scene plays on out of the Twins.
After said scene a ball will spawn mid-air in the middle of the circle, interact with it to start the minigame.
The goal here is to let the ball bounce on the floor, it will then spawn in Zombies within the circle and bounce once more that then forces those Zombies to get bounced into the air. You need to shoot those Zombies before the ball bounces on the floor again, that can be done by any weapon but it is recommended to use a regular weapon with Single Fire toggled on.
Shooting the ball, stepping out of bounds or a Zombie hitting the floor forces the step to fail, and just like Hopscotch you then need to wait until you can retry.
When done with the minigame it is yet another Soulbox you need to fill by using the Sundergat, and escort it again.
Step 8 – Goggles & Headphones
If not done already go into the Past and interact with the Toy Box to open it.
Then teleport back into the future and head to the Pack-A-Punch machine, where on the left pole with the speakers is an item you need.
On the very top of said pole are the Goggles, shoot them with any weapon and they will fall down out of bounds.
To collect the Goggles you will need Wisp Tea, so stay in the area with the perk equipped and once the Wisp spawns in should collect the Goggles and drop them in the playable area of the fence, letting you pick them up.
Next we need the Headphones, which you can only collect if you have the Death Perception perk equipped.
The Headphones can spawn in the following locations:
- The trashcans in front of the bus, next to the fence
- In the corner next to the doorway in the Green House
- Both houses where the coats hang
- The zombie remains that held the keys in the backyard of the Yellow House
- Next to the Perk machine in the same backyard of the Yellow House
With both the Goggles and Headphones now found and in your inventory head back to the Toy Box and interact with it to place them within.
Step 9 – The Ball Minigame
Be in the future, the destructed version, and look for a red rubber ball on the rooftop of the M8A1 wallbuy, the backside wooden roof of the Yellow House or on top of the green’ish crates near Pack-A-Punch. Shoot the ball with any weapon and it will have a blue glow around it now.
Continue shooting at it and lead it to the back of the Green House, where another ‘X’ is, and ensure the ball is on top of said ‘X’ to then make it glow blue.
Just like the other two minigames, it’s time to teleport back into the past whilst the ball is on the ‘X’.
In co-op keep another player on the ‘X’ while teleporting, in solo run over to it whilst phasing.
This will trigger another in-game scene with the Twins, this time spawning in a chalked drawing with 6 squares and the rubber ball we brought over now floating mid-air.
Interact with the ball and start the minigame. The goal is to keep the ball afloat between bounces until the timer runs down, so let the ball bounce down once and then melee it to another square where you then repeat the process. Bounce, melee, bounce, melee. It doesn’t matter what square you bounce it to, however the easiest is just to do it diagonally.
If done correctly, it will spawn another yellow phased out item that acts as a Soulbox that needs to be filled with Sundergat kills.
Fill and escort the item.
Step 10 – The Clock
This is the step that all Hunters were stuck on, until solved by pure luck and trying stuff out.
The real way to do this step however is rather simple.
Start off in the future, the destroyed version, and shoot both the Red and White hands of the Clock located on the top of the Green House.
Get both hands to stay on 0, suggested to do White first as its the smallest, and then initiate another teleport. Whilst the phasing animation plays out of the teleport you need to shoot the clock hands again, forcing it from 0 to 1. If done correctly the blue Orb spawns in the air in the middle of the Cul-De-Sac.
Now just follow the Orb around and it will end up playing a total of 3 small in-game scenes at the locations you previously escorted the yellow phased out items to.
At the final location, the swings, the Twins spawn in and give you the option to start the boss fight.
Make sure you have a Pack-A-Punch level 3 Sundergat and Perks ready. It is also recommended to bring Monkey Bombs/Girsch devices and Point Turrets, along with any Gobblegums you want to bring. Ammo and Armor are key to surviving in this Boss Fight.
Boss Fight – The Dark Heart
Start the Boss Fight by interacting with the Twins at the swing, and you will be teleported into a destructed version of Nuketown with some doors closed off.
In the middle the boss, The Dark Heart, spawns in and will shoot out 3 black blobs with a connected Soulbox to them. Simply kill Zombies next to the Soulbox to destroy the black blob and repeat, each of them revealing a relic.
When all 3 blobs are destroyed the blue Orb returns, floating to one of the relics. The Twins spawn in and will start a ritual inside of the relic, causing a barrier to appear around it that you now need to defend.
In solo it is easier to just run and kill in the middle of the arena, where the Dark Heart spawned and probably still is, and keep an eye on the barrier health and area with Death Perception to see if any Zombie is attacking it. Doing this will cause the majority of enemies to spawn in the middle section, preferring its chase focus on you instead of the objective.
Once down the Orb flows over to the next relic and repeat, doing this a total of 3 times.
With all 3 relics now done, the Orbs now float into the boss itself and letting you damage it.
Shoot the red glowing critical spots to deal damage to the boss, the Sundergat dealing a good amount when just spamming shots without charging it up.
The second phase is similar, this time the relics have the yellow cysts like the Pack-A-Punch unlock had floating above them and just like those you need to damage it and kill the tethered purple-eyed Zombies spawning from it.
Repeat the process 3 times, once for each Relic, to again start the defend step of the Twins at a relic barrier.
That lets you deal damage to the boss again, just be aware of the fire tornado’s now spawning in and dealing a bunch of health damage.
In the third phase the Tortured Zombie spawns in again, the zombie that in the Blundergat upgrade process was inside of the fire tornado, and you have to do the exact same thing you did there.
Go near the tornado to force the Tortured Zombie to drop and chase you, kill any enemies tethering/being near it and lead it to the relic spots which now are black blobs again. Kill the Tortured Zombie with the Sundergat next to the blob and it will open it back up, revealing the relic.
Repeat the process until all relics are opened up again, now starting up the last time you need to do the barrier defend step.
Once done, get back to the middle and rain down fire on the boss its critical points, dealing damage to finally take The Dark Heart down.
Congratulations, you now completed the Easter Egg and can enjoy the cutscene!
Completion Rewards
For completing the Paradox Junction Main Quest, you’ll earn a brand/new Weapon Skin for the Blundergat Wonder Weapon. You’ll also earn a Completion Calling Card, as well as 10,000 XP. For those who complete it before Directed Mode is available for the map, you’ll earn an Early Completion Variant of the Completion Calling Card.
THE END
That’s how you compete the Paradox Junction Main Quest here in BO7 Zombies! For a video covering the Main Quest be sure to check it out below:

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