Electromagnetic Awakening Party

Electromagnetic Awakening Party is the main quest achievement/trophy for Alpha Omega in Call of Duty: Black Ops 4, which Ultimis and Victis combine forces to start the Grand Scheme that Nikolai Belinski has created after reading the Kronorium.

Step 1: Contain the Gas Leak
When the power is restored the computer system will give an alert stating that the facility is currently has a Nova 6 gas leak and requires ventilation. Travel into the bunker behind the Green or Yellow houses and continue to travel until the Generator Room where a terminal by the generators is glowing red. Interacting with the terminal will start an area defence with the Generator being locked down for a minute while Nova 6 Bombers start to spawn in along with the general zombies. Upon the restart of the generators, the computer system will note that ventilation was unsuccessful due to multiple ventilation units failing. Returning to the surface, four houses will be visibly leaking Nova 6 gas, within or just outside the houses are ventilation units that require repairs along with multiple Jumping Jacks spawned in. Holding the interact button on them will restore their functionality as seen by the gauge, this will also spawn multiple zombies. After the four ventilation units are repaired, the computer system will note that the leak is contained and the Pack-a-Punch Machine will be opened in the Beds area of the bunker. Completion of the round will have Rushmore reactivate.

Step 2: Test the Emergency Broadcast System
Rushmore will instruct the crew to come to his terminal in Operations, becoming more agitated the longer it is delayed. Interacting with the terminal will start dialogue with Rushmore with him eventually telling the crew to find access codes for him. Purchase Galvaknuckles and head into the bunker, there are three tube televisions with one being in Beds, Lounge and Diner respectively. One will be turned on just on a blank screen. Melee a zombie nearby the television and the television screen will change to a test card designed after Broken Arrow before transmitting five codes comprised of a letter and four digits. The letters are identifiers to which house the numbers are for, as the letters correspond to the letters on the mailboxes outside the houses.


 * A is Yellow House
 * B is Green House
 * C is Prisoner Holding
 * D is Transfusion Facility
 * E is Operations
 * F is APD Interrogation

The digits are used to input into punch-clocks within the buildings, for example, A One, One, Zero, Zero is 11:00 in to the punch-clock within the Yellow Building. Interacting with the clock will advance it forward 15 minutes and meleeing it will advance it forward an hour. The order in which the codes are transmitted is in which order the codes must be input. Failure to correctly input the codes simply means that the sequence must be started from the first one again. If the codes are missed, the television can be interacted with once more whenever the test card reappears.

Inputting the codes will unlock traps within all the houses along with a free upgraded weapon in Prisoner Holding with the amount changing with how many players are within the game and a free Porter's Mark II Ray Gun in the upstairs of Operations. However, As there are only five codes given. Interacting with the punch-clock within the location that a code wasn't given for will cause the clock to rapidly spin around until it rests on a time, this time is the access code. Return to Rushmore and input the code into the keypad beside his terminal. He'll exclaim that he still doesn't trust the crew and will deny access to the American Pyramid Device but will give the task of proving to him that you are committed to the core values of Broken Arrow.