Call of Duty: Black Ops 6 has plenty of missions and exciting moments in its campaign. After taking a trip to the palace in The Cradle mission, you will be ready to begin Emergence.
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This mission is held within a research facility in Kentucky. You will be trying to uncover the source of the Cradle bioweapon in the facility’s Biotechnology department. As you go along in the mission, you should watch for telephones to answer if you want to complete a side objective for a free calling card.
Emergence Walkthrough — Introduction
The beginning of the mission is simple to get through. At the start, you will put your mask on and proceed across a freight elevator shaft.
As you make your way into the shaft, the elevator below you will come tumbling down, making your character jump for the ladder. The ladder breaks, and you will plummet into the water below. Swim up to the surface and climb up the ledge. Your mask is now broken and after responding to Case, you can make your way through the room filled with uneasy-looking mannequins.
Find A Tool To Open The Door
When at the door, you will be given an objective to find a tool to open the door. Head back to the entrance and in the left corner, you will find a hatchet stuck on a mannequin. Grab it then head back to open the door.
Open the door up, then as you emerge outside, you can make your way to the central area of the facility.
Locate The Entrance To Biotechnology
When in the central area, head straight ahead towards the back of the room. There will be a button for you to press next to the far back door.
After pressing this, turn around and head down to the desk. You will hear a ringing telephone. Interact with it to pick it up for telephone number one of the side objective and to continue the main mission.
You will find out that four Director Keycards are needed to get into the Biotechnology Wing. Once you get your map, open it and locate Advanced Combat Research. That is where you will head next.
Advanced Combat Research Director Keycard
Once you head up the stairs to this research wing, proceed inside and make your way through the hall to the large cylindrical room. Interact with the computer on the desk to start decoding a cipher. Each number in the hidden code word links to a letter of the cipher.
The code word’s number changes for the cipher, so don’t expect the same number as your friend.
How To Decode The Cipher
At the bottom of the screen, look above a code word’s character and input the corresponding number. In our example, 9053 is the full number linked to the first code word, so we enter LIFT. Since nine equals L, 0 equals I, and so forth.
Do this process again for the second code number you receive. After completing it, you will get ‘ACCESS’ as the code word. This makes the code word ‘LIFT ACCESS’. You will have cracked the code by now and the lift will start heading down into the research wing.
Where To Find The ACR Keycard
There will be zombies for you to attack on this floor. Pick up the weapons/C4 in the area and some Spring Mines from the table too. You can also move nearby turrets to set up suitable defences for later on.
The keycard can be found at the back of the area, held by a mannequin on one of the lifted platforms. Head to the table next to the chalkboard and pick up the Grappling Hook — exciting times indeed.
When you do, there will be a large zombie Cerberus-like creature which appears to be the ACR Director. When it is charging at you while you’re on the floor, move your camera up to one of the platforms and then press the prompt that appears on the screen.
For example, L1 is the default binding prompt on the PlayStation. It will be whatever your tactical use key is linked to.
You need to defeat the creature to get the keycard. There will also be spawning waves of Zombies when the creature vanishes for brief periods after dealing damage successfully.
Attack the main creature with weapons and use your previously set-up turrets and traps — lure it into them. Stay as far away as possible from the creature while damaging it and aim for the glowing mouths.
We found throwing picked-up C4 at the ACR Director to be highly powerful. Make sure to detonate it when it hits.
After the fight and the monstrosity is taken care of, you can take the ACR Director keycard. Look up above and use the grapple to climb back out.
As you come back out of Advanced Combat Research, there will be a ringing phone at the far end of the hallway on the left side for you to answer if you choose to do so.
Where To Find The Administration Director Keycard
Up next is the Administration Wing since it is the closest for getting to on the map. You will notice a grapple point to use and get up. A third ringing phone will also be in front of you in the first Administration hall.
Head through the hall and jump down to the search area. At the back of the room, there will be a tape/cassette player to interact with on a table next to the large window if you want some extra lore.
Afterwards, go to the right side and find the director’s mannequin with the keycard looking through a room’s window. You will need to collect all the missing reports in the area to get to the keycard.
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Where To Find The Missing Reports
Go through the room and pick up the missing reports scattered around. They will be under obvious lights shining on them. The trickier one to find is in the central area of the room, which is next to the chalkboard.
As you pick up each report, mannequins will spawn, and you need to keep your front facing them so they can’t move. When your back is turned, they will run to you and try to hit you. Make sure to keep this in mind while collecting the reports.
Once you have picked up all four reports, head back to the Director’s window and place each in the open folders.
Loop around the room after a report has been placed so you don’t get swarmed by the Mannequins.
After all the reports are back, the director will flee — chase after him. You will need to eliminate the Director mannequin to take the keycard. Bullets don’t work, so grapple him towards you for damage. Do this two more times to unveil his true form.
Defeat the large zombie boss by looping the room, using weapons and any leftover grenades or C4 when you can. Safely dispatch some other regular zombies when you can so they can’t trap you in a corner.
Avoid being close to the boss, and you will be able to deal with him fairly quickly. Be sure to watch out for his ranged pulse attack though, so use cover. Grab the keycard from him after he is down.
Where To Find The Joint Projects Director Keycard
Head back through the central area, and then you will need to grapple up to the Joint Projects area to enter it, similarly to how you accessed the Administration Wing. There is the fourth phone ringing on the right-hand side of the entrance for you to pick up.
Continue through the area and the keycard will be hanging on a camera facing onto a model Moscow replica. Interact with it to try and pick the keycard up. When you do, another Director will spawn in zombie creature form.
How To Defeat The Joint Projects Director
Defeat the Director by using any weapons and gear at your disposal. We recommend staying up high on the model replica glass container when you can and this acts as a way to also grapple to safety until he jumps up.
At points in the fight, the creature will vanish and hide as objects such as a trashcan or a chair. These objects will shake in the room for you to fire at, and their screaming noise is a great indicator to follow.
Continue looping the area, killing any spawned zombies, and damaging the Director. When they fall, you can take the third keycard.
Where To Find The Cognitive Research Director Keycard
Head out of the Joint Projects Wing and jump across to Cognitive Research. There will be stairs leading up to the entrance. As you proceed through the hall, you can go to the right side and find a locker room. Here there will be additional equipment like C4 and Armour Plates and a GPMG-7 LMG weapon which we recommend grabbing for boss fights.
In the central area of the locker room, a radio can be found for you to tune in. Do this and reveal the code of 3057. The safe itself can be found in the back left entrance corner for you to input the code. Pick up the money inside for $1,000 in cash.
How To Unlock The Keypad And Drain The Water
Head back out of the locker room, through the corridor, and proceed straight across the hall to the closed-off doors on the left. Go through them.
Interact with the computer terminal found on the desk inside the room and select the dialogue option to open the Bathysphere. When you do, there will be an error indicating that you need to drain the water first.
Back away into the middle of the room and look up to see railings you can grapple to, use these, and then dive into the water below.
Proceed through the open piping in the sphere and then once you are through, rise to the water’s surface. Use the ladders on the left side to climb out.
Head into the nearby main room and notice a terminal on the desk. Before you interact with it, head back outside and find a locked door in front of you. There will be a keypad next to it.
Unlock the keypad by toggling on your blacklight to look for finger marks. Hit the unlock button when you believe you have the correct code.
The heaviest stained keys are those that come first in the sequence.
In our case, 5470 was the unlock code. Once the door is unlocked, go back to the terminal. When you access it, choose to initiate the drain switch override to unlock the three levers that you can use to drain the water.
A timer of 25 seconds is set, and the switch locations are as follows.
- The first drain switch can be found in the room you are currently standing in.
- The second is found in the previously unlocked keypad room.
- The third can be found by heading into the main water area again and grappling across to the other side’s railing.
When the water has been drained, head through to the keycard location again and defeat the Director boss inside. Snatch the keycard then head back to the central area terminal to insert all the keycards in the slots.
Accessing The Biotechnology Wing
When you have placed all the keycards, head up to the elevator and enter inside when it has opened.
Interact with the elevator button quickly so you can avoid getting damaged by approaching zombies.
The final side objective phone can also be found once the elevator has stopped, you need to pick this phone up to proceed.
How To Defeat The Executive Director
The final boss of Emergence is the Executive Director. This boss fight won’t last too long by using your grapple to escape the range of the Director and then firing down at him. Use cover around the elevator, and we recommend sticking to the top floors so it takes longer for the Director and zombies to reach you.
There are also plenty of ammo and weapons scattered around this boss area for you to grab whenever you are running low on resources for the fight.
Once the Executive Director has been killed, a cutscene will play about you being saved by the team from your hallucinogenic experience. After the cutscene, the Emergence mission will end. Now you can happily move on to the next mission after surviving the jump scares and puzzles of Emergence.
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