cheap bo7 bot lobbies: PhD Launcher Strat guide for easy Astra Malorum farming


 


 Five hours of running trains is tiring. You need to use a smarter strategy if you want to reach Round 100 in Astra Malorum, without having your controller melt.


 


 We will skip the complicated Wonder Weapon quests, and the boring Easter Eggs. We will instead focus on a specific interaction that occurs between the Arrow 109 Rocket Launcher perk and the PhD Flopper perks. This guide explains how to transform a small table at the Observatory into a fortress of explosives.


 


 This is a detailed breakdown on how to build this and make bo7 codes last.


 


 He Loadout - Winning before you Spawn


 This strategy relies on specific Augment synergies that you need to equip in the menu first. This strategy is based on the Augment synergies you must equip first in the menu.


 

 


 


 1. The Weapon


 


 Arrow 109 Rocket Launcher is a great place to start.


 


 You cannot rely on Mystery Boxes to provide you with this information. Drop rates are not reliable, so you should be increasing rarity right from the first round.


 

 


 


 2. Critical Augments (The Secret Sauce).


 Here is where magic happens. The strategy will fall apart if you do not have these specific augments.


 


 PhD Flopper (The Damage Dealer).


 


 Double Whammy - Major: This is a major explosion that occurs after a failure.


 


 Stuntman - minor: this is the game changer. When you wall jump, it creates a blast. We will be jumping onto a table which causes constant free damage.


 

 


 


 Vulture Aid:


 


 This is a major upgrade to the Season 1 armor plate. It applies plates more efficiently. This is essential for tanking.


 


 Condor's reach: You can pick up ammunition and power-ups at a distance. This means you don't have to leave the camping site very often.


 

 


 


 Defensive Perks:


 


 - Death Perception : Use Sixth Sense in order to reduce the damage you take from behind.


 


 - Turtle Shell: Equip for back protection.


 


  3. Field Upgrade Mods & Ammo Mods


 Run Aether Shroud Extra Charge and Extension. Ammo Runs: This is the card that lets you out of jail.


 


 Ammo Mod : Fireworks is great for camping. Cryofreeze slows the rounds down but is safer.


 


 Early Game: The Door Strategy


 As soon as you have loaded in, you may instinctively open all the doors you see. Stop.


 


 Close the two doors that lead to the Abyssal Ridge area.


 

 


 


 Why is this important?


 


 1. Spawn manipulation: This forces the zombies to appear much more quickly in the Observatory, where we'll be camping.


 


 2. The Oscar Trap - There's a good chance that the boss, Oscar will spawn in the locked area, and become stuck. This will remove him from the game.


 


 Continue to open the rest the map by using the Astralis Machiner (right side) in order to reach Pack-a-Punch. Use a wall weapon such as the Novaline or Akita during these early rounds to gain points. It's painful to try and use the rocket launcher that isn't upgraded early in the game.


 


 The Observatory Table


 After you've collected your rewards (in order of priority, PhD, Vulture Aid and Speed Cola), grab a Pack-a-Punched Arrow and head to the Observatory Dome.


 

 


 


 The Mechanics


 Find the table that is next to the Pack-aPunch machine. On top, there is a metal box.


 


 1. Jump on the table


 


 2. Jump onto the metal box again. This counts as an explosive wall jump or mantle.


 


 3. As you land, fire your rocket launcher to the right side of the table.


 

 


 


 The Flow


 You're creating a loop with PhD Explosion, Rocket Impact and Electric Cherry Burst.


 


 This AoE damage is so severe that nothing can survive.


 

 


 


 Important Movement Tip


 


 The metal box must always be in front of you. Standing still or facing the wrong direction will cause the zombies to push you from the table. You can start to do it with your eyes shut once you get the hang of it. But you must maintain forward pressure in order to remain locked into position.


 


 How to deal with Oscar (the Boss).


 After Round 51, Oscar will become a Ravager who will attack you aggressively.


 

 


 


 The Trap (Best case)


 


 He might get stuck if you keep the Abyssal Rim Doors closed. Enjoy your free rounds.


 

 


 


 The Glitch


 


 If you are being chased, guide him to the spawn point, and then use the Fast Travel Portal back to the Observatory. He will often get stuck trying to follow through the portal for more than 20 minutes.


 

 


 


 The Fight


 


 If you have to kill him, first use Hunter Killer Drones on his UFO shields. Then melt him using the Wonder Weapon, or a Pack-a-Punch Ray Gun.


 


 FAQ


 Question: When will I run out ammo?


 


 A: Rarely. Condor's Reach on Vulture Aid can be used to scavenge ammo from zombie corpses. If you run out of ammo, use your Aether shroud to run from the ammo crate in the back room and buy some ammo. Then run back. There is plenty of time.


 

 


 


 Q: Can I speed up the game by using Rampage Inducer?


 


 A:Absolutely not. Heavy Zombies are too big in Rampage mode. They will push you away before you are able to kill them. Don't run to save a few minutes. The rounds are already fast.


 

 


 


 Q: What is the best secondary weapon?


 


 A Ray Gun Mark 1 or 2. The Ray Gun will allow you to quickly get a kill in order to activate Quick Revive’s Equivalent Exchange. This will revive you with your entire set of perks intact. The standard pistol will not be able to deal enough damage in Round 80+.


 


 Summary


 This strategy turns Astra Malorum into a rhythm-based game, transforming it from a chaotic survival game. You can become a walking bomb by leveraging the interaction between the Arrow 109's Stuntman and the PhD's Stuntman add-on.


 


 Keep those Abyssal Rim Doors closed, hug the metal box on your table, and keep an eye on your six.