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All zombie maps mega-thread info and story behind every map
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All zombie maps mega-thread info and story behind every mapPosted:

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ALL Zombie maps info

FIVE
"The Pentagon is under attack! Washington is going to DEFCON 1 in this installment of "Zombies"." "Five" description."Five" is the second of four zombie maps in Call of Duty: Black Ops. The map is unlocked after finishing the campaign on any difficulty, or typing "3ARC UNLOCK" on the computer via the main menu. This map is set in the Pentagon. On February 18, 2011 Treyarch's community manager Josh Olin announced on Twitter that "Five", along with Dead Ops Arcade no longer need to be unlocked by finishing the campaign.


Characters
"Five" features four significant real-life figures from the Cold War era:

John F. Kennedy - 35th President of the United States (19611963)
Robert McNamara - U.S. Secretary of Defense. (19611968)
Fidel Castro - Prime Minister of Cuba (19591976), President of Cuba (19762008)
Richard Nixon - U.S. Presidential Candidate (1960), 37th President of the United States


Boardroom (Starting room)
This room contains 4 windows and two sections of wall that can be broken down. It contains the Quick Revivemachine and a telephone required for the musical easter egg. It also contains a teleporter (active only after the1st Floorpower has been turned on), the Olympia, and M14 available for purchase off the wall, both for 500 points. In solo the Quick Revive will disappear after three uses, effectively giving the player four "lives" as long as the player keeps returning to the machine. When the power is turned on, this room gets very dark, and the lights are either dimmed or flickering. Of the 6 spawns, in the very first room, only 4 spawns are used; however, these spawn points change when the power is turned on.
Hallway
This room is the only one that connects to the starting room. There are two doors that lead to this room; both will open when one is bought. It contains two windows and two sections of wall that can be broken down. It also contains the first elevator which takes the player down to the war room. This room also has Speed Cola, and an MPL available for purchase from the wall for 1000 points.


First Elevator
To access it, one must remove a barricade blocking it (costing 1000 points). Trips cost 250 points (both up and down). Zombies can get into the elevator to attack you and your teammates. There is little room to navigate in the elevator, so even a few zombies getting in can be devastating. With it being small when a zombie attacks it can trap you into a corner, glitch inside the Player, and kill the Player. The flames that appear are getting rid of the already killed zombies inside the elevator.


War Room
This room is the biggest actual room in the level, split into different sections. The first elevator takes the player to the top floor of the War Room which contains four windows, an MP5K and PM63 (1000 points each), and theDouble Tap Root Beer machine. The player must then buy War Room - Topaccess to the bottom floor of the war room for 1000 points. The bottom floor is divided by two barriers that must be bought for 1250 points each. It also contains theJuggernog machine, a Stakeout (1500 points), and the second elevator that takes the player down to the lab area. This room is connected to the bunker and contains the four switches that must be flipped to decrease the DEFCON level to DEFCON 5, which makes all teleporters go to the Pack-A-Punch room/Panic Room. It also contains a teleporter. It also War Room - Downcontains the trap box that can be placed in your inventory and later used in the top floor metal detectors. The top level of the War Room is the room where players are usually killed because occasionally someone will not guard a window, which will result in a break in. Smart players should have everyone take a window to stop this problem or (not recommended) elevator camp, just make sure everyone is in the elevator. Those in front can crouch and take care of the big mess while the two behind them and clean up and revive if necessary. The bottom level of the war room can be taken care of easily if you stay together. Buy/Clear the two barriers and walk out of the zombies reach in a circle, all the zombies will bunch up in a horde making it easier and faster to kill them. It is recommended not to run while doing this as it ruins the cycle and the horde will divide. Cargo Elevator This elevator is much larger than the first and has a window on each level to make camping in the elevator more difficult. It also faces different ways depending on which level it's on. This elevator, like the first, cost 250 points to use between trips. Zombies can swarm players in this elevator easily as well. If several zombies become trapped in the elevator between floors it is possible to run around them in circles until the doors open again, assuming you have Juggernog.
Lab Area
This area is made up of hallways and rooms and is accessed by the elevator from the War Room. It contains the power switch and a telephone required for the musical easter egg. Once the Lab Area is accessed, gas zombies will spawn (only while a player is in the Lab Area), teleporters and Perk-a-Cola machines will be activated, the DEFCON level can be changed, and the path to the Bunker is available. The area itself contains several teleporters. The M16 and the AK-74u (1200 points each) can also be purchased in the Lab Area.


Testing Room
This room seems to have been a testing room as there is a live pig hanging from a crane which can be killed and some human corpses, very similar to the Nova 6 test subjects in "Rebirth" (Implying America got hold of Nova 6 and Reznov was correct that whoever got hold of Nova 6 would still use it). Claymores and a Mystery Box spawn are located here. It also contains two windows, and several doors. Also, one of the bodies in the room is confirmed as Sgt. Roebuck from Call of Duty: World at War, possibly saying he ended his life as a test subject, or he was just in this room when the zombies attacked and killed him.


Weapons Testing Room
This room seems to be used for Testing, as there is an unusable Winter's Howl, Thundergun and a Death Machine. There is one Mystery Box spawn and the Bowie Knife is located in there. This room is closer to the Teleporters that return them to the same floor level of the Labs, albeit on the other side of the Labs. One of the trap pieces can be found in a locker in this room. There is a glitch were you can break down the window (nearest to the teleporter) with the Bowie Knife and then stand, where the window used to be, and then just keep on shooting. (You can still get Power-Ups)


Conference Room/Panic Room/Pack-A-Punch Room/Room 115
The 115 Clearance Room is attached to the War Room and can be accessed once the power is turned on and DEFCON switches are decreased to 5. It contains one of the telephones required for the musical easter egg and the Pack-a-Punch Machine. It also contains two windows and a teleporter. It is seen in the Level "U.S.D.D." when Mason talks to John F. Kennedy.


Weapons
M1911
M14
Olympia
MPL
MP5K
PM63
Stakeout
M16
AK-74u
Bowie Knife
Frag Grenades
Claymores
Winter's Howl
AK-47 (Only obtainable by the give all command on the PC)[1]

Thief Round
In "Five", a thief round will occur some time after round six, as long as the power has been turned on. After the first appearance, the thief round will occur from then on every four-eight rounds. Like the Hellhounds, this is a special round with no regular zombies. Unlike the Hellhounds, the Thief cannot down the player. The thief will appear in a red cloud after the screen fuzzes into blue. A low, digital-like growling noise can be heard as the thief gets closer. The thief first appears only to the player he's targeting, but if he takes a weapon, he becomes visible to all players. If the thief does catch up to a player, he will take the gun the player has equipped. This can be excruciating in later rounds, especially if the player has a high-powered and/or Pack-A-Punched gun equipped. The thief will run around through the teleporters, until reaching the teleporter which brings the player to the starting room, upon which the thief vanishes. The player can kill the thief, or fail and see their gun disappear. The Thief is not attracted to monkey bombs. Aim for the head if you trust your marksmanship. Killing the thief after he steals a weapon will result in all weapons returned, Max Ammo, and a Fire Sale. Killing him before he steals anyones weapons will result in a Max Ammo, and a Bonfire Sale, which is like a Fire Sale but it also links all teleporters to the Pack-a-Punch room and drops the price to 1000 points. Not killing the thief will only result in a Max Ammo. He will only appear after the power is turned on. It is best to find which player the thief is chasing so that player can run around on the middle floor. Other players that are not targeted can shoot him down without being at risk of any weapons being taken. Once a player has been targeted, he will be visible to that player until he either escapes or dies. (see pentagon thief)


DEFCON

Another major gameplay element of this map is the DEFCON (Defense Readiness Condition) feature. In the main room of the Pentagon, there are a series of switches that will increase the Pentagon's DEFCON level. After hitting four switches, and putting the Pentagon at DEFCON 5, a secret "panic room" will open up. This room contains the Pack-a-Punch machine. The Pack-a-Punch room will close once everyone has left the "panic room". To open it again, the DEFCON must be lowered to five again. The room will remain open as long as one player is in the room but when the doors are open the Pack-a-Punch Machine disappears. The DEFCON system is one of the only ways to access the Pack-a-Punch on this map. When DEFCON is lowered, ALL teleporters will go directly to the Pack-a-Punch room. Don't all go in through the teleporter at once or the player(s) will be downed. The only other way to get in the panic room is the Bonfire Sale Power-up, negating the use of the DEFCON switches to get in.





Kino der Toten

"(static) Entry 741021! Perhaps the station will hold the key to the real goals of group 935. I still do not trust my unconventional allies, but they are of great use to me. But, I digress. Who would have thought the MDT was capable of time travel? How many stations does this group have? Where did that little girl disappear to? Only time will tell what new questions awaits us in this...THEATER OF THE DAMNED! (static)" Dr. Edward RichtofenKino der TotenPrevious levelDer RieseNext level"Five"GameCall of Duty: Black OpsCharacterTank Dempsey, Nikolai Belinski, Takeo Masaki and Doctor Edward RichtofenTeamMarine Raiders (Tank Dempsey), Red Army (Nikolai Belinski), Imperial Army(Takeo Masaki), Wehrmacht (Doctor Richtofen)WeaponsM1911, M67 grenadesEnemy weaponsBRAAAINS...PlaceAbandoned Nazi theatreDate1960sObjectiveSurvive for as long as possible against limitless waves of zombiesEnemiesNazi Zombies, Gas Zombies andHellhoundsConsole codenamezombie_theaterMultiplayer mapBerlin WallKino der Toten (German for "Cinema of the Dead") is aNazi Zombies map featured in Call of Duty Black Ops. The map is automatically unlocked for play at the start of the game, and takes place in an abandoned cinema/theater. The map introduces some new components to the Nazi Zombies mode, including Crawler Zombies and the Fire Pittrap. The Thundergun is also a new wonder weapon. Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen, the cast of Shi No Numa and Der Riese, also return to fight the zombies.


Rooms

Lobby (starting room)
This is where players spawn in at the start of the game. It is quite large and has plenty of room to run around. It also contains the teleporter "mainframe link." Quick Revive for 1500 points (500 points on solo), an M14 for 500 points, anOlympia for 500 points, and a Mystery Box for 950 points spawn is located here. There are a total of four windows. There are 3 doors available for moving to new rooms and areas: at the top right of the staircase, one to the left under the staircase, and one directly ahead under the staircase which can not be opened until the power has been activated. It is not advised to stay here past round 5. There is also a meteor players can find in the corner of the room in a jar by the bottom window, if they hold the use button/key (F on PC, Square on PS3, X on 360 and A on the Wii) on all three of them.you can listen to the new song "115", by Elena Siegman. Players can also see the mystery box from the far window near the Quick Revive.

Map of Kino Der TotenIf players go to the window on the top floor and look towards the right, they can see a couple of portraits of an unknown person, like the one next to the portraits of the four main characters.

On the Wii, the mystery box spawn is moved. It is no longer on the balcony. It is now straight up the stairs and to the left a bit.


Lower Hall
This room is accessed by opening up the downstairs door of the Lobby. It is a fairly confined space, but with only two windows, it is very easy to hold out in here. An MPL for 1000 points and a Mystery Box spawn point are also in here. This room also has the only Fire Pit trap on the map, and the only one in Zombies prior to the release of Ascension.


Alley
The alley is very tight and can be difficult to maneuver around, as zombies can jump down from the roof, but it can be easy to defend. It is recommended to go by the side closest to the Back Room during a Hellhoundround. Double Tap is located on the end closest to the starting area-and it's right by a Zombie spawn point. AnAK-74u, which costs 1200, is also located in the Alley. Note that Zombies will jump down from the roof of the building very often. Watch everywhere, or you may find yourself overwhelmed. f you look far away from the first window (next to Double Tap Root Beer) you can see a tower that's very similar to Auto-Turret tower in the Berlin Wall map and the real life Berlin Wall. t shows that Berlin Wall map has some elements from Kino der Toten. There is also a secret radio in this room.Even though this is one of the only ways to get to the power switch (the other being through the door to the right of the mainframe in the starting room), it is advised that people who are new to Nazi Zombies should not go this way, for the reasons above.


Back room
This room connects the Alley to the Stairwell down to Stage Right. It's suggested to get out of this room as fast as possible. There are three Zombie spawns located here, one Electro-Shock Defenses and a Mystery Box spawn point. This room consists of one the three meteors you can hold down the "use" button to listen to the easter egg song. You will find the meteor next to one of the windows on a shelf next to a bunch of random black letters.


Upper hall
This room is small and hard to maneuver around. However, there is a narrow hallway with an Electro-Shock Defense in it, making holding out in this room easy as long as there is a person covering the window that's behind the hallway and watching for the zombies that fall from the ceiling. There is a Mystery Box spawn and a PM63here. In the room with the barrier, and the bathroom sign, if you hold the use button, you can hear the four characters say unique quotes, and if you hold use on any of the portraits, they will say a quote, too.


Foyer
The foyer is one of the larger rooms, and it has plenty of room to run around in. However, there are three windows in here. The second, and only other Sentry Gun on this map is located here. Speed Cola is also located here, along with an MP40 and the Stakeout.


Dressing room
This room is a little larger than the Back Room. There are two windows, two Electroshock Defenses, and a Mystery Box spawn. The MP5K is also available for purchase off the wall in this room. This is the last room with a meteor in it to activate the easter egg song. The meteor is on a black table near one of the windows, behind two mannequines. Watch out, because there is also a hole in the ceiling here, perhaps added to balance this side out with the left side (as the left side has the alley, where zombies can jump down from the roof). Do not dwell in this room too much as zombies can get in fast and it is a small, cramped area.


Theater
This area is the largest room, but it can be very disorienting. Two Mystery Box spawns are located here. The Power Switch is located here too. The power switch is located near the teleporter. Claymores, an M16, the Bowie Knife, Juggernog and the AUG (Wii only) can all be bought here. The only Teleporter is located on the stage and must be linked to the mainframe in the main lobby every time before being used. With this teleporter, you teleport to the projector room, above the theater. Zombies spawn from the four windows in this large room and from numerous places on the ceiling and balconies. The podium on center stage has a Sentry Gun which can be activated for 1500 points and runs for approximately 30 seconds. NOTE: The Bowie Knife and Juggernog are almost right next to each other, so make sure you are buying the right perk/weapon. A glitch can occur in this room where, if the player turns on the power when the round designator is white, you will skip rounds (confirmed on Xbox 360 & PS3).There is also a glitch where, in you stand on the corners of the stairs closest to the Sentry, dogs will not attack you (Confirmed on Xbox 360 and PS3) This is probably due to the fact that, no matter what angle they try to attack you from, the dogs will not be able to hit you, causing them to stand on the ground in front of you until you move or they die.


Pack-a-Punch/Projector room
This room is only accessible via the Teleporter on the Stage. The room is directly above the main floor entryway and is the projection room for the Theater. It contains Frag Grenades, the Pack-a-Punch Machine and the projector. This room is the only source of purchasable Grenades. The projector can be loaded with various film reels found in the random rooms. The film reels will project images on the theater screen, some will contain audio difficult to hear over the screams of the undead. Try to upgrade weapons as soon as you teleport in, or else you might leave with your gun still in the PaP machine. If all players (excluding downed ones) take the Teleporter to this room at the same time the Zombies gather directly in front of the stage which is visible from the only window. After 30 seconds, the player will teleport out of it, although there is a clock on the back wall which may help, as it shows how long before you teleport back,possibly into a random room for a few seconds and then always back to the Main Lobby Telepad. Note that all the zombies that previously gathered in front of the theater, now run to the mainframe to attack the player(s), so it is not wise to run to the theater immediately. Also on a table to the right of the Pack-a-Punch machine, there is a name tag that say Ludvig Maxis M.D, a book titled Edward Richtofen andfragments of the meteor. It is recommended to get 5000 points before the player teleports, as it is advised to teleport in this room only to upgrade a weapon.


Random Rooms
The Random Rooms are, as they say, random. Upon taking the teleporter back from the Pack-A-Punch room, the player may enter one of these rooms for a few seconds. They sometimes contain a power up. Also sometimes a film roll will appear in the rooms.


Dentist's Office
There is also a room that looks like a dentists with a chair and large lights surrounding it. A tooth drill can be heard nearby. This seems to be one of the rooms in Verruckt. It is also possible that it is the room from the main menu. If you noclip (PC version only), you can see exactly the same chair that Mason sits in along with the same blood splatter. The film reel is sometimes on the table by the chair or counters.


Conference Room
Another room resembles one of the rooms in the map "Five", possibly the film room that is seen through the windows, or a completely different area, there's also a vending machine in the room as well. The film reel in this room is on the table in the middle of the room or on the projector cart on the trey below. Occasionally a power up will spawn in the room with the player. There is also a miniature rocket on the table, just like the one in Executive Order and Ascension, which can be launched by pressing the action button near it. There's also a small television showing images of the multiplayer map Villa. There also is a picture of Richard Nixon on the desk.


Samantha's Room
This room contains a bed with a Monkey Bomb on it, an open toy chest in the corner that resembles the Mystery Box, a chess table with a teddy bear sitting in front of it, a smaller table with a teddy sat on a chair in front of it, along with the four Perk a Cola bottles on top set up like a tea party and a wood carving of Der Riese withDempsey, Nikolai, Takeo and Richtofen on top of it as little dolls and a Teddy Bear standing over them nearby. This room is moderately disturbing as it takes place in a very subtle environment, yet it still brings unpleasant eeriness to the room. Samantha can be heard laughing and giggling along with other eerie voices whispering and a voice calling for her. A destroyed version of this room is also available to view in the level. The film reel is on the chess table, bed or window sill.


Samantha's Room (destroyed/zombified)
The room's structure is the same except there is blood splattered everywhere giving the room a deep dark red tint. It appears as everything is knocked over and/or destroyed. The room brings a more disturbing and frightening touch to the once lonely and slightly disturbing room. There is a pile of Teddy Bears covering the scale model of Der Riese with one big Teddy Bear over all. One of its eyes is glowing red, like a Hellhound's, possibly suggesting that it is possessed, although on the Wii it is holding a massive Bowie Knife, like the Teddy bear from the Fly Trapin Der Riese standing on a windowsill on a building on the left side from if just spawning at the mainframe. The film reel sometimes is on the bed or standing up on the over turned table as if glued there then knocked over. Also occasionally a player will hear a power up noise in this room, to get it go on the pile of teddy bears (unconfirmed).


Story

Kino der Toten was originally where Dr. Ludvig Maxis would teleport to and unveil the Teleporter itself to military officials. But Maxis was killed by Richtofen along with his daughter Samantha Maxis, so the theater remained closed.





Dead Ops Arcade (D.O.A)

Dead Ops Arcade is a hidden game-mode in Call of Duty: Black Ops.[1] It is the third of five Zombie maps in Call of Duty: Black Ops. It is unlocked by typing 3ARC UNLOCK into the CIA computer (this will unlock "Five" and all Campaign levels too) or by entering DOA (this just unlocks Dead Ops and nothing else) Upon first entering the game the "Insert Coin" achievement/trophy is unlocked.






Bonus Rooms

The Room of Fate
Between rounds 13 and 15, the player will enter The Room of Fate which will grant one of four different permanent Fates - or power ups - to the player for the rest of the game. Regardless of how many players are in the game, each player will receive one Fate each. The Fates are as follows:

The Fate of Firepower - Grants a permanent Death Machine as the player's default weapon. Picking up another Death Machine will not affect the player's gun, however picking up other weapons will swap the player's gun to the weapon picked up; the gun will then revert back to the Death Machine. It is always the second arrow that appears in the room of fate.
The Fate of Furious Feet - Grants permanent Boots to the player, permanently increasing their speed, and three lightning bolts every round (though these will not stack). Picking up further Boots will not affect the player's running speed. It is always the fourth arrow that appears in the room of fate.
The Fate of Fortitude - Grants the player the ability to use power ups, vehicles, and weapons for twice the duration. On top of this, the player's multiplier will reset to x2 upon death rather than x1. It is always the first arrow that appears in the room of fate.
The Fate of Friendship - Gives the player a chicken to be used permanently. This Fate also extends the duration of any further chickens picked up similar to The Fate of Fortitude. It is always the third arrow that appears in the room of fate.
The order for choosing the player's fate are as follows: The first arrow that appears = Fortitude, the second arrow that appears = Firepower, the third arrow that appears = Friendship, and the fourth arrow that appears = Furious Feet.
NOTE: Some people when in the room of fate can see all four arrows show up while others with different screen settings may only see two or three. It is advisable to play with someone who can see all four in order to correctly choose the player's fate for the rest of the game. In order to see all 4 arrows you must do the following:Flip the HD switch in the back of the xbox to Standard Definition. Then go to system settings on your xbox and make sure that you are playing on 480p and Normal screen setting.

The Bonus Room
The Bonus Room is, as the name implies, a bonus room which grants the player(s) four piles of treasure. This room is found by choosing the correct path, however, these rooms are located differently each game so there is no specific path the player can take. The treasure largely consists of the general treasure found throughout the game but also may consist of gems to very largely increase the player's multiplier. Two to three weapons and/or power ups may also be found in this room. This room does not count towards a round in terms of the leaderboards.


The Armory
The Armory is another kind of bonus room which, upon entry, grants all players random guns and power ups to pick up rather than treasure. These rooms are found by choosing the correct path, however, there is no specific path to take as these rooms are located differently each game. The bonuses include, but are not limited to, bombs, dashes, chickens and vehicles. The Armory, like the Bonus Room, does not count as a round in terms of the leaderboard.


Access
It is found by breaking free of the chair in the main menu, by hitting the triggers alternately very quickly (Space bar on the PC. LT and RT on Xbox 360. L2 and R2 on PS3. But on the Wii the player must shake the nunchuck and Wii remote repeatedly(Not available on Wii). The player must then locate a computer which holds the Central Intelligence Agency Data system. The game is accessed by using the keyboard on the computer (against the wall behind the torture chair) and typing "DOA".


After accessing DOA for the first time, it can be found on the list of Zombies maps and can be played anytime online. The player can also type in the cheat 3ARC UNLOCK, which also unlocks all single player missions.


Ascension

"The risen dead have overtaken a Soviet Cosmodrome and all Hell has broken loose. The countdown to the zombie apocalypse has begun." Ascension level descriptionAscension is the eighth Zombie map that appears in theCall of Duty series, part of the First Strike Map Pack, which was released on February 1, 2011 for Call of Duty Black Ops on the Xbox 360, March 3 on the PS3, and PC on March 25, 2011 for $14.99 but a release date has not been announced for the Wii. It takes place in an abandoned Soviet Cosmodrome. The map features Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen as playable characters and includes new Special Grenades, the Gersch Device and Matryoshka Dolls(replacing the Monkey Bombs), as well as new perks such as PhD Flopper and Stamin-Up (replacing Double Tap Root Beer). A new enemy, called Space monkeys, also appear in this map, replacing the Hellhounds or Pentagon Thief (in the case of "Five"). A new power-up, Random Perk Bottleis also available.



Weapons

Off-Wall Weapons
M14 - Centrifuge Floor 1
Olympia - Centrifuge Floor 2
MPL- Stairway under the Jugger-Nog machine
PM63 - Stair way next to Jugger-Nog
MP5K - Lunar Lander D, left of the door to the courtyard
AK-74u - Outside Lunar Lander F in between a fire trap and Stamin-Up machine
Stakeout - downstairs from the Power Room
M16 - Lunar Lander B, by the Speed Cola machine
Claymore - in between Lunar Lander C and the Stamin-Up
Sickle (Replaces regular Knife and can be used with the ballistic knife) - Lunar Lander B
Grenades - Lunar lander D

Mystery Box Weapons
Dragunov
CZ75 (single or Dual Wield)
Python
Commando
SPAS-12
AUG (Swarovski Scope)
FAMAS
Galil
L96A1
China Lake
Ballistic Knife
Crossbow
Spectre
G11 (Low Power Scope)
FN FAL
HK21
HS10
RPK
M72 LAW
Ray Gun
Thundergun
Matryoshka Doll
Gersch Device

Power-Up Weapons
Death Machine
Grim Reaper (PC codes only)

Doors
Centrifuge Floor 1 - Door (750)
Centrifuge Floor 2 - Door (750)
Stairwell Floor 3 / Base Level - Door (1250)
Lunar Lander B [ ] Access Door (1250)
Lunar Lander D [ ] Access Gate (1250)
Lunar Lander F [ ] Access Door (1250)
Pack-A-Punch Access Gate (1250)
Power Room Door (1000)
Power Room Gate (1250)
Pack-a-Punch Machine room
To gain entry to the Pack-a-Punch Machine, all lunar landers' landing pads must be used. Once a player has ridden all three back to the Centrifuge Room, the player can activate the rocket by pressing the button to the right of the power switch. After the rocket has taken off, the large door concealing the launch area will open and the Pack-a-Punch Machine will be to the right. It costs 5000 points as usual. Unlike Kino der Toten, players can stay in the Pack-a-Punch room for as long as they like. There are two barricades in here to make camping harder. Also, if you shoot at the rocket with the Thundergun and the Ray Gun you can blow it up and a double points power up will temporarily appear under its launch pad.

New Perks
Ascension features two new perks, both costing 2000 points. However, Double Tap Root Beer does not make an appearance. Each player can only have four perks at a time, with the exception of already having four and obtaining the bottle power up to obtain five perks at once. Therefore it is possible to obtain all five perks as viewedhere.

PhD Flopper; located outside near the Lunar Lander launch pad that has the Fragmentation Grenades. This perk makes the player drop a small 'nuke' when diving to prone (almost anything above flat ground). The 'nuke' will only take effect if the dive-to-prone would normally hurt the player. In addition, landing directly on top of a zombie seems to neutralize the effect of the 'nuke'.The 'nuke' kills all nearby zombies. In addition, the player absorbs any explosive damage done to the player, including Ray Gun's splash damage, damage when a launcher is shot too close (such as the M72 LAW, or the China Lake), fragmentation grenades, and Matryoshka Dolls. The player can still take explosive damage after a space monkey tosses back a grenade.
Stamin-Up; located near the AK-74u, towards another Lunar Lander launch pad. This perk gives the player increased movement speed and sprint duration, similar to both Marathon and Lightweight. Since Ascension is a rather large map, it is more useful than one might think, especially during Space Monkey rounds where a player may have to get to a Perk-a-Cola machine that is being attacked.




Kassimir Mechanism
Main article: Kassimir MechanismThe man speaking at the beginning is actually giving the players a mission to complete the node puzzle to repair the Kassimir Mechanism. Once the mechanism is repaired, the players will each get a Death Machine that lasts for 90 seconds.


Strategies Edit
Main article: Ascension/Strategies
Easter Eggs
Three teddy bears holding sickles are located around the map, "using" them all causes a song called "Abracadavre " by Elena Siegman to play. The locations of the teddy bears are:
The Centrifuge Room. When the player goes up the stairs, turn right, and on the end of that walkway is the first bear.
Near the Lunar Lander closest to the Stamin-Up is a gate. Under the red star is a teddy bear.
Nearby the Lunar Lander past the Speed Cola, there is a teddy bear sitting on top of a wall.
There are Matryoshka Dolls of the characters scattered around the level. They will say something to the player when the "action" button is pressed, depending on who the player is. Each of the Matryoshka Dolls can be found in the locations below:
Tank's doll is on top of the flaming barrels directly left to the Claymores.
Nikolai's doll is on the top of the shelf directly to the left of the Speed Cola.
Takeo's doll is on the shelf directly to the left of the PhD Flopper.
Richtofen's doll is two floors below the power switch and one above the Jugger-Nog machine. It is on the table to the left of the door leading outside.
There are three red telephones similar to the ones in "Five" scattered around the map. When these telephones are answered, a line said by a character from "Five" can be heard. These telephones will not ring until a specific event occurs. Once they are answered they won't ring again. To answer, the player must "use" the ringing telephone. Treyarch has confirmed that "Five" and Ascension take place at the same time, meaning the characters in "Five" were somehow able to call the characters in Ascension while fighting off the zombies. The phones' locations are:
To the left of the lunar lander in the centrifuge room, between multiple fuse boxes. To make this telephone ring, either the musical easter egg needs to be activated or the player must get ten kills (only in single-player). When answered, President Kennedy can heard saying "Need some beans for the chowder here". He said this in "Five" when he ran out of ammo.
To the left of the power switch, through the chain link fence, down the stairs, turn right, to the left of the Mystery Box spawn point. It is confirmed that this telephone rings during a "Fire sale". When answered, the player can hear Nixon fire a weapon (FN FAL), and howl like a wolf. He did this in "Five" when he killed multiple zombies.
Located just to the right of the PhD Flopper machine. This Phone rings when the player receives the Ray Gun from the Mystery Box. When answered, the player can hear Fidel Castro say "Come to me, the revolution dies without Fidel Castro". He says this in "Five" when he is downed.
A pair of car batteries found underneath a stairwell in the centrifuge/spawn room have a Cyrillic inscription "" written across the front. This is probably a reference to the 90 second Death Machines players get for completing the Kassimir Mechanism. (They have 'sparky' engraved into them)
It is strange how the "" Cyrillic letter is used, when that letter is only in use in the Macedonian language. The batteries should say "," since the "" is equivalent to the "S". This translates to "charge" which makes sense since it is a battery.
The "" in sparky is similar to the "" that signifies lunar lander D.
When the rocket is launched, it is possible to destroy it by using a gun with high damage, such as the Ray Gun or the China Lake. It has been confirmed that the rocket can also be destroyed with two Crossbow bolts or two LAW rounds. If it is destroyed, a Double Points power-up will spawn below it.




Call of the Dead

"A shipwrecked crew of fearless explorers is hopelessly stranded in an abandoned Siberian outpost. Their dream of discovering the true origins of the Element 115 unravels into a hellish nightmare." Call of the Dead level descriptionCall of the Dead is the latest Zombies map in the Escalationmap pack for Call of Duty: Black Ops. Call of the Dead is the ninth map featured in the Zombie mode. Treyarch says it will offer "a unique Zombies experience" and is "a very special creation for all Zombie fans." The level is the first to feature actual celebrities fighting the zombies and features a celebrity as one of the zombies. The map takes place on a ship and the land next to it.




Overview
"It's anchors away for mayhem! In this epic tale of survival inspired by legendary writer and director George A. Romero, a group of four fearless explorers fight for their lives amidst an army of bloodthirsty Russian zombies. The story begins with our heroes stranded in the frozen wastelands of a forgotten Siberian outpost. On the hunt for the origins of the enigmatic Element 115, they head for the site of an ancient meteorite impact crater but their ship mysteriously runs aground. In the midst of a horrific snowstorm, our intrepid adventurers inadvertently unleash an unearthly horde of ravenous Zombies. From the island's deserted lighthouse to a shipwrecked ocean liner and a precarious zip-line in between, it's kill or be killed. And with shiploads of zombie Russian soldiers, scuba divers and sailors that rise out of the frozen ground and icy waters it's not going to be easy, especially considering the deadly surprise that one particular (and somewhat notable) Zombie has in mind." Call of the Dead Plot SummaryCall of the Dead is the largest zombie map yet, with multiple areas. Players spawn on the shore with up to three other teammates, as soon as the players spawn George Romero spawns out of a lightning bolt in a nearby pool. There are two chalk weapon outlines there, as with the last three Black Ops zombie maps, the Olympia and theM14. Players can open either one of two different boats. One leads to the lighthouse, and the other leads to the ship. The Power switch is located at the top of the ship, which has the Flinger on its side.

The new perk, Deadshot Daiquiri, is located at the very top of the lighthouse, with a price of 1500 points. It causes the aim-assist when entering ADS to auto-focus on the head as opposed to center-of-mass, as well as having the effects of Steady Aim and its pro version. Also, when using a sniper rifle, there is no sway. The new Wonder Weapon, the V-R11 makes its debut in this map, with the ability to transform Zombies back into humans, them running away in fear and getting killed afterward by other zombies. Another new weapon is a Scavenger that shoots explosive bolts, shares its bolt-action trait and its reload with the Intervention. There are five radios which feature Richtofen discussing various experiments. There are also 4 radios that if used in the correct order, once the controls next to the power switch are set correctly as well, will cause a submarine to rise out of the water between speed cola and the boat across from it.

When George A. Romero appears at the first round he appears in a "Calm State", him slowly walking towards you while shouting threats. He also appears to be invincible (in reality, he has around 400,000 health per player), damage triggering his "Berserk Mode", causing him to run at the nearest person and wildly attacking and spontaneously roaring and growling. Note the fact that you only get points for shooting him in his "Calm State", and only outside of the water. Contrary to popular belief, the V-R11 does not turn George A. Romero back into a human, only managing to turn him back into his "Calm State". Luring him into the icy waters also "calms" him down. Killing George A. Romero in his calm state with something other than the V-R11 will give the player a random perk bottle and a Death Machine. However, if the Stand-in/Ensemble Cast achievements have been completed, he will instead drop the Lightning Bolt perk rather than a death machine. The most effective weapons to kill him are the Death Machine, upgraded Sniper Rifles such as the L96A1 when shooting him in the head, theScavenger. It is not recommended that you use any other gun because of how much health George has, but is possible to kill him without high damage weapons. You can tell how much health he has by his spot-light (blue for high health, orange for low health, no light for almost dead.)

The map also features the original characters trapped in a small dark room, after 115 overdosed the Kassimer Mechanism and caused the four of them to teleport to the future. Freeing them serves as the maps major Easter egg and gives the Lightning Bolt Power-up, granting the player a Wunderwaffe DG-2. Although it is a Power-up, it will not disappear until you use up all the ammo. You are not allowed to Pack-a-Punch it. Max Ammo's replenish the Wunderwaffe DG-2's ammo. In addition, each additional time the player defeats George A. Romero, they will be granted a Wunderwaffe DG-2 instead of the normal Death Machine.


Transcripts

Opening Scene Transcript
The screen is black and you can hear George A. Romero speaking.

Romero: I've always liked the "monster within" idea. I like the zombies being us. It's like zombies are the blue-collar monsters.

The lighthouse appears on the screen with a flash of lightning behind it. Zombies start to attack Danny Trejo and Robert Englund and both of them try to fight them off.

Trejo: We're completely surrounded!

Englund: We're completely f***ed!

Englund is stabbing a zombie with his pitchfork and Michael Rooker is then seen killing zombies with two Sawed-Off Shotguns.

Rooker: Are you girls kidding me? I've been praying for this s***! Come on!

A door to the lighthouse opens behind Rooker, and Sarah Michelle Gellar kicks a zombie corpse down the stairs that lead to the door.

Gellar: Boys... let's get to work.

Action music starts playing and all four characters continue killing zombies. A zombie comes to attack Rooker from behind. Rooker turns around and attempts to hit the zombie on the shoulder. The zombie stops attacking, looks at the camera, and starts talking.

Fake Zombie: For god sakes he missed me again!

Romero: Cut! Are you blind, man?

Romero takes one of Rooker's shotguns and goes to Englund to demonstrate how Rooker was supposed to knock out the zombie for the movie.

Romero: Like this.

Romero hits Englund in the face with the butt of the shotgun.

Englund: OOOWWWW!

Romero: See?

Trejo: No jefe (boss), I do it like this.

Trejo bunts the bottom of his machete on top of Englund's head.

Englund: Danny!

Gellar: I do it like this.

Gellar roundhouse kicks Englund in the chest, knocking him on his back. A zombie then comes out of a window prop.

Romero: Get back to hair and make-up. You don't look dead enough!

The fake zombie then takes the real zombie by the shoulder to escort it to hair and make-up.

Fake Zombie: Come on, let's go.

The real zombie throws the fake one to the ground, picks up Romero and runs away with him.

Rooker: That ain't in the script.

Trejo: We're writing a new one! It's called "Maggot! Sack! Massacre!"

Englund: This is a real nightmare!

Gellar: Let's slay some stiffs!

All four characters then engage in combat with real zombies.


Ending Scene Transcript
Romero: Years ago I did research for a World War II movie. I came across some old Nazi documents. I couldn't believe what I was reading. Element 115, necromancers, raising from the dead, real creepy stuff. The coolest thing? Some of that crazy s*** happened right here.


Weapons

Starting Weapons
M1911
M67 Grenade
Knife

Off-Wall Weapons
AK74u - Near the lighthouse entrance on the bottom floor, across from the door that leads to the slide.
Claymore - In the room near Double Tap, on the wall.
M14 - On the bridge near the spawn area.
M16 - On the wall right where the Flinger is.
MP5K - On a wooden board on the way to the lighthouse from the spawn, right before the first staircase.
MP40 - Near stairs down to Juggernog on side of a cargo container, just after you jump off the boat with the power switch.
MPL - On the first level on the boat, right next to the first barrier leading to the power room.
Olympia - On the bridge in the spawn area.
PM63 - On the wall leading toward the bottom entrance to Juggernog.
Stakeout - Behind the lighthouse near Stamin-Up.
Sickle - On the wall down the ice slide, across from Speed Cola
Semtex - Near the bow of the ship on a cargo crate.

Mystery Box Weapons
AUG w/ Swarovski Scope
Ballistic Knife
China Lake
Commando
Crossbow
CZ75 (with or without Dual Wield)
Dragunov
FN FAL
Famas
G11 w/ Low Power Scope
Galil
HK21
HS-10
L96A1
M72 LAW
Matryoshka Doll
Python
Ray Gun
RPK
Scavenger
SPAS-12
Spectre
V-R11

Power-Up Weapons
Death Machine
Wunderwaffe DG-2

Easter Eggs

Secret Song
Main article: "Not Ready to Die"
Original Characters Trapped
Main article: Original Characters Trapped
Features
The first Zombies map to only have one window in the spawn room.
Two Ziplines: One goes from the ship to the coast and the other goes from the lighthouse to the ship.
George A. Romero guest stars as a boss but instead of having his own round, he will appear at Round 1 and will follow the player until he is dealt with.
Call of the Dead features the first female playable character in Nazi Zombies and the second playable female character in the Call of Duty Series.
All of the Perk-a-Cola machines and a new one called Deadshot Daiquiri are available on this map
The Flinger flings players off the ship and onto the coast
A new Wonder Weapon called the V-R11 which reverts a zombie back to it's human state.
Water on the map will cause frost to accumulate on the player's screen, blinding and eventually freezing the player. It also over time will act on Zombies much in the same way as the Winter's Howl freezing them in blocks of ice allowing them to be easily shattered.
The Lighthouse's beam will showcase where the Pack-A-Punch Machine is on the map once the power is turned on. This is because it moves around the map.
On each floor of the lighthouse a color coded dial can be found on the wall. There are four dials in all. Each dial has a different color on it. The first floor is purple, the second floor is blue, the third floor is orange and the fourth floor is yellow. (Next to the original survivors is a color coded map that follows these same layouts). The dials can be rotated to display numbers 0-9 by pressing the action button. When turned, the floor above and/or below the turned dial will also spin one to the right as well. The correct combination is 2746 from top to bottom and is part of the Original Characters Trapped easter egg.
Once the power is on, directly opposite the power switch is the Navigation wheel of the ship, pressing the action button can move this clockwise and counterclockwise. To the right of the navigation wheel are three pull levers, the two on the outside can be changed by pressing the action button, however the middle lever cannot be changed.
The weather occasionally changes from snowing hard with a fog, to a light flurry with easy visibility. Whenever the weather changes, the player will make a comment on it.
A large lightning cluster will happen when the Pack-A-Punch Machine is leaving or entering a location.
This is the first map where the Wunderwaffe DG-2 is available through an easter egg and as a power-up named the Lightning Bolt.
This is the first map (besides Nacht der Untoten and Verruckt) that you dont get Max Ammo for killing a boss.
An Ice Slide that will take you down to Speed Cola and the Sickle.

Strategies
Main article: Call of the Dead/Strategies


New Perk
Main article: Deadshot Daiquiri
Deadshot Daiquiri is a perk featured in Call of the Dead exclusively, so far. The perk's icon consists of a dark gray background color with the foreground being a head in front of a set of cross-hairs. The perk works in three different ways: it makes the cross-hairs smaller identically as Steady Aim, making sniper rifles have no idle sway and it works as improved aim assist; when the player would aim down the sights while looking near the zombie, it would lock to the head of the zombie, instead of chest.


I will try to update daily
I will add all glitches when I update.

Give me feedback on my post


Last edited by M14 ; edited 1 time in total
#2. Posted:
sebcss
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nice post
============
#3. Posted:
M14
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sebcss wrote nice post
============

Thanks dude
#4. Posted:
M14
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Does anyone else like it
#5. Posted:
CaseyID
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very nice post, but u forgot acension, and 2 much reading :l try 2 find some vids, but still awesome post.
#6. Posted:
M14
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Thanks for the feedback
Yes ascention is there its right before call of the dead 8)
#7. Posted:
DeadMouse
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Sticky this now!
#8. Posted:
M14
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Tech-Savvy wrote Sticky this now!

Thanks dude that means alot
#9. Posted:
TTGXxCoOKii3xX
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This is the first map (besides Nacht der Untoten and Verruckt) that you dont get Max Ammo for killing a boss.

u can gt a max on five and kino. but very nice post
#10. Posted:
M14
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WayZzCoOki3zZz wrote This is the first map (besides Nacht der Untoten and Verruckt) that you dont get Max Ammo for killing a boss.

u can gt a max on five and kino. but very nice post

Yeah I know you spend all your ammo on him and no max ammo
Thanks for the feedback
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