The Emergence mission in Black Ops 6 takes you to ground zero of The Cradle in Kentuck. Here is the full guide to help you.

After securing a sample of the Cradle, our Black Ops 6 protagonists trace it back to its ‘Emergence’. Surprisingly, it was born in the hands of a Soviet scientist who was working for a branch of the CIA (we later learn which branch it was).

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Troy Marshall, Sevati Dumas, and William “Case” Calderon make their way to the isolated facility in Kentucky. Marshall and Calderon squeeze through a small opening onto an abandoned elevator.

After Marshall’s success, Case follows in his footsteps. Unfortunately, the cable snaps. He attempts to make his way forward by jumping on to a rusted ladder, but that also breaks right away.

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Case breaks his mask and is exposed to the leaked gas on the lower levels. We don’t know what this gas is yet. This is where the mission picks off as you make your way to the upper floors.

Tracing the Emergence of the Bioweapon in Black Ops 6

The door ahead of you is locked, so you find a hatchet. Inhaling the gas has side-effects. The game then turns into a psychological horror experience. Make your way out and you will see the facility’s main lobby. Calling the elevator won’t work because it requires you to enterfour directorial key cards.

Key Cards in the West Wing

After you fail to call in the elevator, there is aphone callat the reception you need to accept. You will then have access to themapthat will allow you to plan your next moves. Unfortunately, you can only head to theWest Wingfor now.

You can explore theAdvanced Combat Research (ACR). Head inside and locate the keycard. It will be in the most spacious location in the bunker. Brace yourself for a boss fight against an elite zombie.

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Run to the opposite side of the area where it all started, and you will find some weapons and lethal equipment lying around. Once you kill the enemy, the zombies will automatically despawn. Pick up the keycard. Use your newfound grappling hook to grapple up back to where you came from.

Exit the ACR lobby and grapple up to the ledge outside the door to enter theAdministration. Head to the rightmost office covered with windows. The voice in your head will then task you to gather four reports. One is in the central seating area. The other three can be found around the seating areas located to the north, east, and west of this spot.

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ensure to kill the moving mannequins as they spawn, otherwise they will be too much trouble at once. Once you deliver all the reports and put them in the folder holder in front of the director, a boss fight will trigger. He is skittish, and bullets don’t work on him initially. Grapple him three to four times to break his outer shell. He is now an elite enemy that you need to put down using lethal equipment and guns. After doing so, the zombies will despawn. Take the keycard and return to the main lobby to install them back in their respective colored holder.

Key Cards in the East Wing

This wing of the facility houses theCognitive Researchand theJoint Projectssectors. You can choose to visit either of them first but we left the second one for the end.

Enter theCognitive Researchsector, and you may either head left or right. Heading right will get you to a locker room that contains the secret safe, but we will cover that later. Head left for now.Interactwith thecomputerand it will change nothing.Back away,grappleonto the grill above you.Lootevery weapon/equipment/armor on this platform that you can and take a safe diveinto the bathysphere.

Black Ops 6 Emergence Gathering Director Keycards (Source: Activision)

Head into thesmall tunnel underwaterlocated exactly opposite to the console you first interacted with. Follow it till you’re out of the water. When you climb up,locate three panels.Oneis right behind you as soon as you climb up. You grapple to it to kill the zombie. Clear the rest of the area until you and the voices in your head are alone.

Thesecond panelwill be in the left room after the door and thethirdwill be on your right. The third panel room also contains acomputerthat you need to interact with to enable panel unlocking to drain the water. You only have half-a-minute to turn off all these. Once the water is drained, head to the bathysphere again, interact with the keycard, defeat the elite zombie. Don’t bother killing the regular ones because that will only slow you down as they keep coming. Killing the elite one automatically despawns the rest. Pickup the keycard at last and head out of the lobby to enter the Joint Projects sector ahead of you.

TheJoint Projectsboss is aMimichiding right in the end of the conference room.Interactwith thekey cardthere, and a fight will trigger. It will go into hiding once in a while.Follow hissing soundsto track it down, making it return to its original form. There will also be one zombie wave that you need to get rid of to peacefully search for the Mimic again and let it come out in the open.

Pick up the keycard after defeating it. Head out to the lobby. Enter the last two in the color-specific slots andcall the big elevator. There will be a horde that spawns downstairs.Kill them all or kite them awayto safely enter the elevator and interact with the buttons to go up.

The lift will go black, and there will be a phone call waiting to be picked up. It will escort you immediately to an eerie location. Kill the boss there and the Emergence mission will wrap up with a cutscene.

Secrets, Challenges, and Rewards in Emergence

The secret safe in this mission is in theCognitive Researchsector. When you enter the door to the area, head right and follow the hallway to a locker room. Move to the extreme right as you enter and you will get the signal. Tune into the radio. Beware though, a horde of zombies will surround you. Kill them all and proceed to enter the radio code into the safe nearby to grab $1000.

The only listed challenge in this mission is to pick up all five telephone calls before the final elevator boss fight. Completing the mission will grant you a Sticker to use in multiplayer.

That is it for this mission. A pretty lengthy addition in the campaign if you ask us! But we hope you enjoy the psychological horror aspect of it.

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