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Black Ops 2 Zombie Guide - Everything you need to know!
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Black Ops 2 Zombie Guide - Everything you need to know!Posted:

Wake
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Status: Offline
Joined: Apr 01, 201113Year Member
Posts: 5,428
Reputation Power: 310
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Welcome to a complete guide on Call of Duty Black Ops 2 Zombies, below you will find everything from guns to easter eggs. I will try to keep this as up to date as possible, if you have any ideas on ways I can improve this thread feel free to send me a PM.

MAJOR credit to Mortar for the images and help. Credit also goes to Deceit and Racist for helping me.


Weapons and Craftables


Assault Rifles

AN-94
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: High
Range: Moderate
Recoil: Moderate

Colt M16
3 round burst assault rifle.
Fire Mode: 3 Round Burst
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

FN-FAL
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: High
Range: High
Recoil: Moderate

Galil
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 35 Rounds
Damage: High
Range: Moderate
Recoil: Low

M14
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 8 Rounds
Damage: High
Range: High
Recoil: Moderate

M8A1
4 round burst assault rifle.
Fire Mode: 4 Round Burst
Magazine Size: 32 Rounds
Damage: Moderate
Range: Moderate
Recoil: Low

MTAR
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

SMR
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: Low
Range: High
Recoil: High

Type 25
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

M1927
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 50 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

Submachine Guns

AK-74u
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 30
Damage: Moderate
Range: Moderate
Recoil: Moderate-High

Chicom CQB
3 round burst submachine gun.
Fire Mode: 3 Round Burst
Magazine Size: 40 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

MP5
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

PDW-57
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 50 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

Uzi
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 25 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

Light Machine Guns

HAMR
Fully automatic light machine gun.
Fire Mode: Fully Automatic
Magazine Size: 125 Rounds
Damage: High
Range: Moderate
Recoil: Low-Moderate

RPD
Fully automatic light machine gun.
Fire Mode: Fully Automatic
Magazine Size: 100 Rounds
Damage: High
Range: Moderate
Recoil: Low

LSAT
Damage: High
Range: Moderate
Recoil: Moderate

Sniper Rifles

Barret M82A1
Semi-automatic sniper rifle.
Fire Mode: Semi-automatic
Magazine Size: 10
Damage: High
Range: High
Recoil: Moderate

DSR 50
Bolt action sniper rifle.
Fire Mode: Bolt action
Magazine Size: 8
Damage: High
Range: High
Recoil: Moderate

SVU-AS
Semi-automatic sniper rifle.
Fire Mode: Semi-automatic
Magazine Size: 12
Damage: High
Range: High
Recoil: Moderate

Shotguns

M1216
4 Round Burst shotgun.
Fire Mode: 4 Round Burst
Magazine Size: 16 Rounds
Damage: Moderate-High
Range: Low
Recoil: Moderate

Olympia
Double Barrel shotgun.
Fire Mode: Over-Under Break Action
Magazine Size: 2 Rounds
Damage: High
Range: Low
Recoil: Low

Remington 870 MCS
Pump-action shotgun.
Fire Mode: Pump-Action
Magazine Size: 8
Damage: High
Range: Low-Moderate
Recoil:Low-Moderate

S12
Semi-automatic shotgun.
Fire Mode: Semi-Automatic
Magazine Size: 10 Rounds
Damage: Moderate-High
Range: Low
Recoil: Moderate

Pistols

B23R
3 Round Burst pistol.
Fire Mode: 3 Round Burst
Magazine Size: 15 Rounds
Damage: Moderate-High
Range: Moderate
Recoil: Moderate

Executioner
Semi-automatic double-action revolver.
Fire Mode: Semi-Automatic
Magazine Size: 5 Rounds
Damage: High
Range: Low
Recoil: Low-Moderate

Five Seven
Semi-automatic pistol.
Fire Mode: Semi-Automatic
Magazine Size: 20 (15 with Duel Weild)
Damage: Moderate-High
Range: Moderate
Recoil: Low-Moderate

KAP-40
Fully automatic pistol.
Fire Mode: Fully Automatic
Magazine Size: 12 Rounds
Damage: Low-Moderate
Range: Moderate
Recoil: Moderate-High

M1911
Semi-automatic hand gun.
Fire Mode: Semi-Automatic
Magazine Size: 8 Rounds
Damage: Moderate
Range: Moderate
Recoil: Low-Moderate

Python
Semi-automatic revolver.
Fire Mode: Semi-Automatic
Magazine Size: 6 Rounds
Damage: High
Range: Moderate
Recoil: Moderate

Explosives And Wonder Weapons

Ray Gun
Semi-automatic futuristic ray gun.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: High
Range: High
Recoil: Low

RPG
Rocket propelled grenade launcher.
Fire Mode: Semi-Automatic
Magazine Size: 1 Round
Damage: High
Range: High
Recoil: Moderate

War Machine
Crowd control altered grenade launcher.
Fire Mode: Semi-Automatic
Magazine Size: 6 Rounds
Damage: High
Range: High
Recoil: Moderate

Blundergat
Civil War time shotgun
Fire Mode: Semi-Automatic
Magazine Size: 1
Damage: High
Range: High
Recoil: Moderate

Ray Gun Mark 2
The second Ray Gun
Magazine Size: 21
Damage: High
Range: High
Recoil: Low

Paralyzer
Wonder Weapon featured in "Buried"
Magazine Size: Does not have a magazine, it heats up and when it turns red it stops until cooled down.
Damage: High
Range: High
Recoil: Moderate

Grenades And Devices

EMP Grenade
Electric magnet pulse grenade that stuns zombies. Extremely useful if cornered or come face to face with "Him".
Lethal/Tactical: Tactical
Replenish Method: Max Ammo Power-ups

Frag Grenade
Explosive grenade.
Lethal/Tactical: Lethal
Replenish Method: +1 Each Round And Max Ammo Power-ups

Monkey Bombs
Symbol monkeys that attracts zombies. Extremely useful if cornered or close to risking death.
Lethal/Tactical: Tactical
Replenish Method: Max Ammo Power-ups

Hells Retriever
Tomohawk that passes from zombie to zombie then returns to you after being thrown.
Lethal/Tactical: Tactical
Replenish Method: Takes 3-5 seconds to charge after thrown to be thrown again.

Time Bomb[/b[
C4 like bomb that reverses time back to the moment when the device was set
Lethal/Tactical: Takes up a D-Pad slot
Replenish Method: Mystery Box

[b]Melee Weapons



Ballistic Knife
Double-handed knives with one that launches spring proprelled knives.
Ammo: 4

Bowie Knife
Large bowie knife extremely powerful towards zombies and replaces the combat knife.

Combat Knife
Basic combat knife.

Galvaknuckles
Extremely powerful melee weapon and is the most expensive weapon in zombies. It also has a special purposes.


Craftables:

The Turbine: this is used as a power generator to activate objects that need power like doors or perk machines.

Parts 1 - 3 can be found inside the Bus Station (Fan, Manna quine, Wire)

Inside rooms that require a turbine to open you can find 3 pieces for the bus (one of which you can use to get on top of the Diner) These rooms are found at the Bus Station, Diner, Farm and Town. (Ladder, Plow, Roof Ladder)

Riot Shield:

Parts 1 - 2 can be found at the Diner (Car door and Dolly)

(Alcatraz) Parts 1-3 can be found on the Docks, Generator room located by the docks and the spiral stair case outside the generator room.

Turret

Parts 1 - 3 can be found at the farm (Lawn mower, Gun, T.V. stand)

Electric Trap:

Parts 1 - 3 can be found in the "Hole" room in the harp research station (Board, Battery and Wires)

Steam Flinger (Die Rise)

Parts 1-4 - Located in spawn or room next to spawn

Sliquifier (Die Rise)

Parts 1-4 - Located either near the crafting table under the power room, in the power room or table outside of the power room.

Acid Gat Kit (Alcatraz)

Parts 1-3 - Located in the infirmary, Wardens office and hallways outside Wardens office.



Ranks:

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Above shows the 5 different ranks in zombies on Call of Duty: Black Ops 2 going from left to right. Advancing from one rank to the next requires dedication as well as a high kill-to-down ratio. Every 24 hours you are able to earn a tally mark, each rank requires 5 tally marks before the ability to progress to the next rank, and once you reach five tally marks on either of the skull ranks, the eye sockets will become blue. If you do not play a game or two of zombies within a 24 hour period, then you will drop down a tally mark. Below is a rough kill-to-down ratio required to be able to get to a specific rank (To calculate your own you must divide your kills by your downs):
    One Bone - N/A
    Two Bones - 35-54
    Skull - 55-99
    Skull and Knife - 100-184
    Skull and Shotguns - 185+

When playing zombies, it is best to get a lot of kills, revives, doors opened, headshots and a high accuracy, whilst keeping downs and deaths at a minimum. It is also important to aim for high rounds as doing so aides in ranking

up.



Perks:

Speed Cola:

JINGLE: "Your hands are slow, your movements sluggish, your lack of speed, just brings you anguish. Just take a sip, you will move faster. Just try it now! And speed is mastered! Press those lips against the only one that really moves you. Speed Cola speeds up your life!"

USE: Increases reload speed, Repairing windows and Knifing
Costs: 3000 Points

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Juggernog:

JINGLE: "When you need some help to get by, something to make you feel strong. Reach for Juggernog tonight, Sugar seduction delight! When you need to feel big and strong, reach for Juggernog tonight!"

USE: Enhances the players health by 250%. Therefore, in order for a player to be downed, it will take four/five normal zombie hits.
Costs: 2500 Points

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Quick Revive:

JINGLE: "Whenever things, been draggin' you down, grabs you by the hair and pulls you to the ground, if you wanna get up, you need a little revive. If you wanna get up... YOU NEED A LITTLE REVIVE!"

USE: Quick Revive allows the player to revive other players about 3 times faster than usual and revive yourself in Solo play only a minimum of 3 times.
Costs: 1500 Points Co-Op, 500 Points Solo

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Double Tap II Rootbeer:

JINGLE: "Cowboys can't shoot slow or they'll end up below. When they need some help, they reach for the root beer shelf (Yee-haw!). Cowboys can't shoot slow, or they'll end up below, when they need some help, they reach for the root beer shelf. YA THIRSTY PARTNER!?"

USE: New perk in Black Ops 2 zombies. It is the new version of double tap, called "Double Tap II" which doubles the damage of all your bullets and increase rate of fire.
Costs: 2000 Points

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Stamin-Up:

JINGLE: "Stamina-min-Up! (x3) When you need some extra runnin', when you need some extra time, when you want to keep on gunnin', when you like a twist of lime. When you need to keep on moving, when you need a get-away, when you need to keep on groovin', when you need that vitamin K, babe, you know you want me! Let's run the extra mile! I'll open your eyes and I'll make you see! I'll make it worth your while! Stamina-min-Up! Sounds like it's Staaaaamin-Up time! Oh yeah, bring it baby. Bring it!"

USE: Stamin-Up doubles the player's sprint time, allowing players to get to places more quickly.
Costs: 2000 Points

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Tombstone Perk:

USE: New in Black Ops 2 "CO-OP" Zombies which when you die, a tombstone power up appears over you and the tombstone stays there when you die. When you come back the next level, if you pick it up you get all your items back, so all your weapons and grenades that you had before you died.
Costs: 2000 Points

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Who's Who

USE:New Black Ops 2 zombie perk allows you to spawn after you go down, giving you a chance to revive yourself (which gives you all of your perks back besides Who's who) or others. You still have to be wary of zombies.
Costs: 2000 Points

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Electric Cherry

USE:Reloading your gun creates a burst of electricity around you stunning/killing the zombies.
Cost: 2000 Points

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Power Ups:

Max Ammo:
Gives all players the maximum ammunition possible to obtain for whatever weapon the players are carrying, although the player's current magazine will not be replenished.

Insta-Kill:
Enables players to instantly kill zombies with any weapon.

Double Points:
This doubles the point values for damaging/killing all kinds of enemies and boarding windows/barriers

Nuke:
Kills all zombies on the map at the time of detonation and gives 400 points to every player in the game. If double points is active each player receives 800 points

Meat:
Exclusive to Grief mode, this is much like the boomer fluid from Left for Dead. It acts like a monkey but it's main purpose is to be thrown onto an enemy player making them attract all the zombies.

Carpenter:
Boards up all windows and gives all players 200 points if any windows were boarded up

Fire Sale:
A mystery box spawns at every possible location a mystery box usually spawns and you can use it for 10 Points. It runs out in 30 seconds. (NUKETOWN ZOMBIES)

Perk Bottle:
Gives everyone in the game a free perk (Die Rise)



Maps and Modes:


MAPS

Nuketown Zombies:

Zombies map, featured in Call of Duty: Black Ops II. It is remade from the favored multiplayer map, Nuketown, from Call of Duty: Black Ops. Description: Battle hordes of Zombies in this beloved 1960s nuclear neighborhood. It is currently available to season pass holders/players who bought the special edition of the game.

Survival Maps from Tranzit:
- FARM
- TOWN
- BUS STOP

Die Rise

Game Modes

Tranzit:
Players are now able to roam around a huge map and visit different towns either by foot or via the bus. Each method of travel has pros and cons. The bus is fast, but it can become hard to defend as zombies begin to pile on. Traveling by foot also has perks, but will be very vulnerable. Players can gather "collection" pieces which can be crafted together to build unique items (weapons, tools...etc).

Great Leap Forward:
Die Rise occurs in post-apocalyptic Shanghai, China; the fight against the zombies takes place on two skyscrapers. The top half of the spawn building broke off and has the illusion of being a third building. It is also the first map in Zombies to introduce a true element of verticality, including broken elevator shafts, upside down skyscrapers, deadly falls, and elevators which transport randomized Perk-a-Cola machines and the Pack-a-Punch up and down the floors.

Mob of the Dead:
Mob of the Dead occurs within the infamous Alcatraz Island and includes the Golden Gate Bridge; the juncture of the map is set during the Prohibition-era of America. The four playable characters are Finn O'Leary, Albert Arlington, Salvatore DeLuca, and Billy Handsome. These mobsters are inmates of Alcatraz and attempt to execute an escape plan during the night of the zombie outbreak.

Buried
Set in an underground Western town. The four Tranzit characters return, along with a brand new character known as "Leroy" who may or may not aid them in the fight against the Zombies. The map also marks the debut of the Zombies weapons the Paralyzer and the Ray Gun Mark II the latter of which is made available on all Zombies map of Black Ops II. The map has two sections: Processing and Borough. Buried is the main story mode played on Processing

Survival:
This is the traditional Zombie experience everyone is use to. You are held up in a smaller portion of the Tranzit map and you need to defeat waves of zombies while continually fortifying the area. Magic items and Pack-a-Punch are returning! In keeping with tradition, you can plow through waves of zombies in a group of four or as a solo survivor.

Grief:
A new competitive gamemode for BO2 which allows up to eight player to join! You are put into two teams and the goal is to out survive each other. You have to move throughout the Tranzit world and while you can't kill each other, you can control certain environment aspects which will put the other team at risk.

Turned:
Part of the Revolution DLC, one human player is put up against a horde of zombies which for the first time in Call of Duty zombies, is controlled by other players. The zombies must kill the player in order to spawn as the player, and must defend themselves from them. Whoever has the most points from killing the human or zombies at the end of the game wins.



Playable Characters:



Tranzit:

The Nerd: Marlton

The Farmer Girl: Misty

The Mustached Man: Samuel

The Old Man: Russmanl

Pictures in Order from Above Listing!
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Nuketown Zombies and All Survival/Grief Mode Characters:

The CIA (Men in suits & ties) or CDC (Hazmats)

Turned

Men in Hazmat suits and Zombies


Enemies:

Zombies:
Are deceased humans reanimated by Element 115 and are the primary antagonists of the game mode of the same name.

Image:
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"Him":
Currently known as "him", this enemy posses electrical abilities.

Image:
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Denizens of the Forest:
In Tranzit, attack while traveling through the fog without use of the Bus. They impair your vision while they scratch at your face and make you more vulnerable to death.

Image:
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Hell Hounds
To activate Hell Hounds you will need to turn them on in the custom games. They are currently not in public matches. Hell Hounds returned from the previous COD zombies, kill them all and they will drop a max ammo.

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Minions
In Die Rise these zombies will come every 4-7 rounds, if you manage to survive the round the last one will drop a max ammo much like Hell Hounds. Killing them all by knife will result in a Perk bottle power up drop.

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Warden
In Mob of the Dead every few rounds a Warden will spawn and chase you down. To kill him you have to shoot off his helmet and then proceed to shoot him in the face to kill him. It is very common that he will drop a power up upon death. He will also break any perk machines, mystery boxes or building tables that are near him.

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Lucy
In Buried there is a "Haunted" mansion that separates the hedge maze and pack-a-punch machine from the rest of the map. To get to that area you will need to go through the mansion and Lucy will spawn after you drop into the mansion. Every time she hits you you will lose 2000 points. Shooting her in the head is the best way to stop her in her tracks. The first time you go through the mansion the last Lucy will drop a power up. Every 5 rounds she will drop a power up when you kill her.

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Included Zombie Features:

CALL OF DUTY ELITE INTEGRATION
-Stat tracking
-Leaderboards
-Matchmaking (which attempts to match based off of skill)
-Custom Games
-Allows you to pick a starting round (provides token for appropriate gun purchases).
-Enable challenges (such as headshots only). Toggle items on/off (mystery box, pack-a-punch, perks)...etc


Achievements:

I Don't Think They Exist - In TranZit, Kill one of the denizens of the forest while it is latched onto you

You Have No Power Over Me - In TranZit, defeat "him" without being attacked by "him"

Standard Equipment May Vary - In TranZit, acquire 4 different "equipable" items in 1 game

Dance On My Gave - In Green Run, acquire your Tombstone

Undead Man's Party Bus - In TranZit, complete all additions to the bus in 1 game

The Lights Of Their Eyes- In TranZit, Pacify at least 10 zombies with 1 EMP

Don't Fire Until You See - In Green Run, have all doors opened without being set on fire

Tower of Babble - In TranZit, obey the voices

Fuel Efficient - In TranZit, use an alternative mode of transportation

Happy Hour - In TranZit, Buy 2 different perks before turning on the power

High Maintenance - In Die Rise, be the architect of their instruction.

I'm My Own Best Friend - In Die Rise, revive yourself.

Vertigoner - In Die Rise, fling 10 zombies in one game.

Mad Without Power - In Die Rise, reach round 10 without turning the power on.

Shafted - In Die Rise, use Pack-a-Punch and all perk machines in one game.

Slippery when undead - In Die Rise, kill 5 zombies with a single shot from the sliquifier.

Facing the Dragon - In Die Rise, face the dragon head-on before reaching round 2.

I See Live People - In Diner Turned, kill the human while it's decoy is in play in a public match.

Monkey See, Monkey Doom - In Diner Turned, Retrieve a chained Cymbal Monkey in a public match.

Polyarmory In Diner Turned, get a kill with each primary weapon in a public match.

Acid Drop - In Mob of the Dead, convert a weapon using a kit.

Paranormal Progress - In Mob of the Dead, open a door without spending points.

No One Escapes Alive - In Mob of the Dead, execute the escape plan.

Feed the Beast - In Mob of the Dead, obtain Hell's Retriever.

Making the Rounds - In Mob of the Dead, complete the cycle 3 times.

GG Bridge - In Mob of the Dead, survive an entire round on the bridge on round 15 or higher.

Trapped in Time - In Mob of the Dead, use and upgrade all traps before round 10.

Full Lockdown - In Mob of the Dead, Brutus completes his patrol completes his patrol.

Pop Goes the Weasel - In Mob of the Dead, break the cycle.

A Burst of Flavor - In Mob of the Dead, kill 10 zombies at once with a new beverage.

Mazed and Confused - In Buried, survive and entire round within the maze on round 20 or higher.

Awaken the Gazebo - In Buried, Pack-a-Punch a weapon during round 1 with no one using the bank or Weapon Locker.

Mined Games - I Buried, be their pawn.

Death From Below - In Buried, drop the beat on 10 zombies in one game.

FSIRT Against the Wall - In Buried, purchase the LSAT off the wall and Pack-a-Punch it.

I'm Your Huckleberry - In Buried, access all areas with the help of your new friend in one game.

When the Revolution Comes - In Buried, return to processing.

Revisionist Historian - In Buried, rewrite history.

Ectoplasmic Residue - In Buried, acquire a perk for free.

Candygram - In Buried, make a candy delivery.



Tranzit map overview:

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Nacht Der Untoten in Tranzit:

In between the farm and power station is a corn field, on one side is a path to a radio tower and the other side has a path Nacht Der Untoten in at the end of it. A part to the wonder weapon is located inside the building.

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Tranzit Gameplay & Tutorials:


Green Run/Tranzit Basic Breakdown including Main Menu:

Weapon Storage Fridge (Located at the farm, you can store only one weapon at a time. This weapon will stay in the fridge every game you play until you take it out)

Here is a image of the Robot Bus Driver

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Lastly, the Denizens. They appear to be like a Nova-Gas crawler, but more fast and now claw your face out, and doing that disorients you like a jockey from Left 4 Dead 2.

How to Turn On the Power in Tranzit:

How to turn on the Power


Step 1: Make it the the 3rd Bus stop

(Would suggest making a crawler)

Step 2: Open the Door to the Shead (Cost 750 Points)

Step 3: Go Down Stairs

Step 4: Run around and find 2 items,

Item 1: Switch
Item 2: Zombie Hand
Item 3: Back Board

Step 5: Go to the Work Bench and Place the 3 items in it

Step 6: flip the switch

How To Teleport in Tranzit:

In Tranzit, while walking through the fog there appears to be certain places where there are green street lights. When a Denizen attacks you while under the green street light, jump and it will dig a hole under the street light and essentially it is a teleporter which teleports you anywhere in Tranzit.

"HIM" Electric Zombies Gameplay:



Bowie Knife Location:

While you are walking through the woods near Farm or Town, an old cabin is there and inside on the wall is the Bowie Knife for 3000 Points

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How to Open Bank Vault Door:

The vault door is opened by explosives, throw a grenade at it and it will bust open.

- All that is inside is a Withdraw/Deposit thing that you can store your money/points. Essentially it's a bank in Zombies.
- The next Vault door inside the first one; just throw a grenade to open that one too.

How to Build the Pack-A-Punch:

Steps to get to the Pack-a-Punch:

1. Turn on the power
2. Throw grenade near keys next to Bank Vault OR shoot it with a raygun
3. Throw grenade at second door/Shoot with raygun
4. Place the Turbine at the green lightning door in the power room.
5. Then, a hatch will open in the bank vault where the other green lightning bolt was.
6. Look for the stool, battery, and a Pack-a-Punch shell in the new area.
7. Then Build them at the workbench!

How to Pack-A-Punch More Than Once:

Once you build the Pack-A-Punch, you can Pack-A-Punch any gun more than once. It does not affect the amount of damage the more you PaP to more or less, it stays the same as the original Pack-A-Punch damage. The only thing that changes is the weapons attachments.

How To Build the Jet Gun ( Wonder Weapon ):

It requires 4 parts to make:

1. the jet engine which is in the tunnel
2. the gauge which is through the cornfield at naht der untoten
3. the wires and they are in the room right next to where you turn the power on
4. the last part is the handles and they're in the woods in the cabin where the bowie knife is
5. when you do get those parts build it at a work bench.

What it does?:
It makes you hold the trigger and it pulls you forward while sucking all the Zombies into it and it kills them. After you use it for a few kills it breaks and the pieces fall on the ground, you need to rebuild it to use it again.

VIDEO TUTORIAL:


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Galvaknuckles Location:

Located on top of the Diner in Tranzit after crafting the same hatch to use to get on top of the bus. You have to put it on one or the other: Bus or Diner! On Survival Farm, it is located in a stable in the far right of Quick Revive . They substitute your melee and give you electric brass knuckles.
Costs: 6000 Points



Zombie Accolades:



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Above are a selection of the accolades which players are ranked on for zombies. The ones that are not displayed are Bullets Fired, Deaths, Downs and Gibs.



Nuketown Zombies Storyline (VIDEO)




Tranzit Storyline (VIDEOS)

Part 1


Part 2


Part 3


Part 4


Part 5



Helpful Tranzit guide sheet

This sheet answer questions, such as:
What is the bus route?
Where are the hidden locations (NDU etc)?
Where are the Perks?
Where are the buildables?
Where are the wallguns?
What are the boxguns?
Where is power?
How to handle the boss zombie and the fog zombies?
Where are the storages?
Where are the music-teddies?
How do I complete the easter eggs?
In addition, you'll find a ton of nice-to-knows in there. (Credit - Cinemax)

WEB LINK: [ Register or Signin to view external links. ]



Song Easter Eggs

Tranzit
To play this, the team must locate the three teddy bears around the map and press the "X" or "O" button when next to them. These are located at the following:
    At the Bus Depot on the benches in the middle of the outside section.
    At the Farm, on the second floor of the house on a mattress.
    At the Town, in the bar on a stool in the corner of the room.

After finding and interacting with the three teddy bears, the song will play, this song is [ Register or Signin to view external links. ] .


Die Rise
To play this, the team must locate the three teddy bears around the map and press the "X" or "O" button when next to them. These are located at the following:
    The first teddy bear in Die Rise can be found near the spawn. You will need to walk down the escalator and around the corners. You will see the first teddy bear on a book shelf glowing.
    In the room where everything is upside down. There is a pole, and at the top of the pole you will see the second teddy bear sitting on the edge.
    The last teddy bear is in the power room on a table.

After finding and interacting with the three teddy bears, the song will play, this song is [ Register or Signin to view external links. ] .



Last edited by Wake ; edited 17 times in total

The following 11 users thanked Wake for this useful post:

Travitor (12-29-2013), Sephoric (07-28-2013), Blooddrunk (07-13-2013), Dineen42 (06-26-2013), ShadyGamer (04-08-2013), Emazed (03-22-2013), Dallaas (03-16-2013), Mortar (03-12-2013), SovietRussia (03-11-2013), Deceit (03-11-2013), Racist (03-11-2013)
#2. Posted:
inv
  • TTG Senior
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Wow, very nice guide. Brushed over a few spoilers and it looks really nice.

Good job.
#3. Posted:
Deceit
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Great topic. Very informative and good job updating it with the newest info. Glad to have helped you with some.
#4. Posted:
Resurection
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[font=arialblack:1e20d59540]
Sick topic, also try adding strategies for High Rounds with or without the Wonder Weapons.
#5. Posted:
Mortar
  • Reporter
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Motto: DaleUK is just boneless Sean - Nagisa
Motto: DaleUK is just boneless Sean - Nagisa
Status: Offline
Joined: Nov 10, 201112Year Member
Posts: 7,618
Reputation Power: 30596
Motto: DaleUK is just boneless Sean - Nagisa
Might be of use (Noticed the OP was banned so recreated it two days ago)


[align=center]
[img]http://img189.imageshack.us/img189/5711/blackops2zombies.png[/img]

[size=14][b]Hello and welcome to the Call of Duty: Black Ops 2 Zombies mega-topic, here you will find all information regarding the zombies side of the game. Call of Duty: Black ops 2 is the third game in the series to include the much loved zombies game mode. The zombie theme for this game is set after Call of Duty: Black Ops' Moon easter egg where the players would launch a missile towards the Earth. Opposed to Call of Duty: World at War and Call of Duty: Black Ops, Black Ops 2 zombies utilizes the multiplayer engine to allow up to 8 people in a game (Game mode dependant).
[/b][/size]
[/align]
[hr]
[color=orange][size=22][b]Game Modes[/b][/size][/color]

There are five game modes for Black Ops 2 zombies, these are:
[list][b]Tranzit - A game mode that is a combination of multiple maps in one game and the way to travel around it is to ride on a bus.[/b]
Survival - This is the original mode from Call of Duty: World at War and Call of Duty: Black Ops where you survive as long as possible.
[b]Grief - This mode pits 4 players Vs 4 players against the zombies. Last team standing wins.[/b]
Turned - This game mode pits 4 players against each other, 3 zombies and one survivor, by killing the survivor you become one and they are turned into a zombie. The person with the most points wins.
[b]Die Rise - This map comes with its own titled game mode "Die Rise" and is survival, but on the zombie map from the Revolution DLC.[/b][/list]
There is also Custom Games where the player is able to disable or enable aspects of the game such as the magic box and even introduce Hellhounds to the mix. You can also set the start round to that of your choosing up to round 20, enable headshots only, and even change the difficulty.
[hr]
[color=orange][size=22][b]Maps[/b][/size][/color]

Currently there are four free maps and two DLC maps which are:

[b][size=10]Regular Maps[/size][/b]
[list][b]Bus Depot - An old run-down bus depot, a small location which will test even the best of players.[/b]
Town - A destroyed town which contains all perks and even the Pack-A-Punch machine for you to use. A more open map which allows easy training.
[b]Farm - Situated at an old farm, this map offers a small location with little choice of perk machines.[/b]
Tranzit - This large map combines the above three as well as adding some extra parts between. All perk machines and the Pack-A-Punch machine are available, as well as some extra things which may be of great use.[/list]
[b][size=10]DLC Maps[/size][/b]
[list][b]Nuketown - A remake of the beloved map from Call of Duty: Black Ops with a zombie theme.[/b]
Die-Rise - Fight for survival across skyscrapers battling hordes of zombies, and don't forget to watch of the the Electric Bouncers.
[b]Diner - A small enclosed area specifically for the game mode Turned.[/b][/list]
[hr]
[color=orange][size=22][b]Ranks[/b][/size][/color]

[align=center][img]http://img16.imageshack.us/img16/9882/zombieranks2.png[/img][/align]

Above shows the 5 different ranks in zombies on Call of Duty: Black Ops 2 going from left to right. Advancing from one rank to the next requires dedication as well as a high kill-to-down ratio. Every 24 hours you are able to earn a tally mark, each rank requires 5 tally marks before the ability to progress to the next rank, and once you reach five tally marks on either of the skull ranks, the eye sockets will become blue. If you do not play a game or two of zombies within a 24 hour period, then you will drop down a tally mark. Below is a rough kill-to-down ratio required to be able to get to a specific rank (To calculate your own you must divide your kills by your downs):
[list][b]One Bone - N/A[/b]
Two Bones - 35-54
[b]Skull - 55-99[/b]
Skull and Knife - 100-184
[b]Skull and Shotguns - 185+[/b][/list]
When playing zombies, it is best to get a lot of kills, revives, doors opened, headshots and a high accuracy, whilst keeping downs and deaths at a minimum. It is also important to aim for high rounds as doing so aides in ranking

up.

[color=orange][size=22][b]Accolades[/b][/size][/color]

[align=center][img]http://img59.imageshack.us/img59/2766/zombieemblems2.png[/img][/align]

Above are a selection of the accolades which players are ranked on for zombies. The ones that are not displayed are Bullets Fired, Deaths, Downs and Gibs.
[hr]
[color=orange][size=22][b]Achievements[/b][/size][/color]

[list]
[b]I Don't Think They Exist - In Tranzit, Kill one of the denizens of the forest while it is latched on to you.[/b]
You Have No Power Over Me - In Tranzit, defeat "Him" without being attacked by "Him"
[b]Standard Equipment May Vary - In Tranzit, acquire 4 different "equipable" items in 1 game.[/b]
Dance On My Gave - In Green Run, acquire your Tombstone.
[b]Undead Man's Party Bus - In Tranzit, complete all additions to the bus in 1 game.[/b]
The Lights Of Their Eyes - In Tranzit, Pacify at least 10 zombies with 1 EMP.
[b]Don't Fire Until You See - In Green Run, have all doors opened without being set on fire.[/b]
Tower of Babble - In Tranzit, obey the voices.
[b]Fuel Efficient - In Tranzit, use an alternative mode of transportation[/b]
Happy Hour - In Tranzit, Buy 2 different perks before turning on the power.
[b]High Maintenance - In Die Rise, be the architect of their instruction.[/b]
I'm My Own Best Friend - In Die Rise, revive yourself.
[b]Vertigoner - In Die Rise, fling 10 zombies in one game.[/b]
Mad Without Power - In Die Rise, reach round 10 without turning the power on.
[b]Shafted - In Die Rise, use Pack-a-Punch and all perk machines in one game.[/b]
Slippery when undead - In Die Rise, kill 5 zombies with a single shot from the sliquifier.
[b]Facing the Dragon - In Die Rise, face the dragon head-on before reaching round 2.[/b]
I See Live People - In Diner Turned, kill the human while it's decoy is in play in a public match.
[b]Monkey See, Monkey Doom - In Diner Turned, Retrieve a chained Cymbal Monkey in a public match.[/b]
Polyarmory In Diner Turned, get a kill with each primary weapon in a public match.
[/list]
[hr]
[color=orange][size=22][b]Weapons[/b][/size][/color]

[size=14][b]Assault Rifles[/b][/size]

[spoil]
[b]AN-94[/b]
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: High
Range: Moderate
Recoil: Moderate

[b]Colt M16[/b]
3 round burst assault rifle.
Fire Mode: 3 Round Burst
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

[b]FN-FAL[/b]
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: High
Range: High
Recoil: Moderate

[b]Galil[/b]
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 35 Rounds
Damage: High
Range: Moderate
Recoil: Low

[b]M14[/b]
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 8 Rounds
Damage: High
Range: High
Recoil: Moderate

[spoil][b]M8A1[/b]
4 round burst assault rifle.
Fire Mode: 4 Round Burst
Magazine Size: 32 Rounds
Damage: Moderate
Range: Moderate
Recoil: Low

[b]MTAR[/b]
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

[b]SMR[/b]
Semi-automatic assault rifle.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: Low
Range: High
Recoil: High

[b]Type 25[/b]
Fully automatic assault rifle.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate
[/spoil]

[size=14][b]Submachine Guns[/b][/size]

[spoil]
[b]AK-74u[/b]
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 30
Damage: Moderate
Range: Moderate
Recoil: Moderate-High

[b]Chicom CQB[/b]
3 round burst submachine gun.
Fire Mode: 3 Round Burst
Magazine Size: 40 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

[b]MP5[/b]
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 30 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate

[b]PDW-57[/b]
Fully automatic submachine gun.
Fire Mode: Fully Automatic
Magazine Size: 50 Rounds
Damage: Moderate
Range: Moderate
Recoil: Moderate
[/spoil]

[size=14][b]Light Machine Guns[/b][/size]

[spoil]
[b]HAMR[/b]
Fully automatic light machine gun.
Fire Mode: Fully Automatic
Magazine Size: 125 Rounds
Damage: High
Range: Moderate
Recoil: Low-Moderate

[b]RPD[/b]
Fully automatic light machine gun.
Fire Mode: Fully Automatic
Magazine Size: 100 Rounds
Damage: High
Range: Moderate
Recoil: Low
[/spoil]

[size=14][b]Sniper Rifles[/b][/size]

[spoil]
[b]Barret M82A1[/b]
Semi-automatic sniper rifle.
Fire Mode: Semi-automatic
Magazine Size: 10
Damage: High
Range: High
Recoil: Moderate

[b]DSR 50[/b]
Bolt action sniper rifle.
Fire Mode: Bolt action
Magazine Size: 8
Damage: High
Range: High
Recoil: Moderate

[b]SVU-AS[/b]
Semi-automatic sniper rifle.
Fire Mode: Semi-automatic
Magazine Size: 12
Damage: High
Range: High
Recoil: Moderate
[/spoil]

[size=14][b]Shotguns[/b][/size]

[spoil]
[b]M1216[/b]
4 Round Burst shotgun.
Fire Mode: 4 Round Burst
Magazine Size: 16 Rounds
Damage: Moderate-High
Range: Low
Recoil: Moderate

[b]Olympia[/b]
Double Barrel shotgun.
Fire Mode: Over-Under Break Action
Magazine Size: 2 Rounds
Damage: High
Range: Low
Recoil: Low

[b]Remington 870 MCS[/b]
Pump-action shotgun.
Fire Mode: Pump-Action
Magazine Size: 8
Damage: High
Range: Low-Moderate
Recoil:Low-Moderate

[b]S12[/b]
Semi-automatic shotgun.
Fire Mode: Semi-Automatic
Magazine Size: 10 Rounds
Damage: Moderate-High
Range: Low
Recoil: Moderate
[/spoil]

[size=14][b]Pistols[/b][/size]

[spoil]
[b]B23R[/b]
3 Round Burst pistol.
Fire Mode: 3 Round Burst
Magazine Size: 15 Rounds
Damage: Moderate-High
Range: Moderate
Recoil: Moderate

[b]Executioner[/b]
Semi-automatic double-action revolver.
Fire Mode: Semi-Automatic
Magazine Size: 5 Rounds
Damage: High
Range: Low
Recoil: Low-Moderate

[b]Five Seven[/b]
Semi-automatic pistol.
Fire Mode: Semi-Automatic
Magazine Size: 20 (15 with Duel Weild)
Damage: Moderate-High
Range: Moderate
Recoil: Low-Moderate

[b]KAP-40[/b]
Fully automatic pistol.
Fire Mode: Fully Automatic
Magazine Size: 12 Rounds
Damage: Low-Moderate
Range: Moderate
Recoil: Moderate-High

[b]M1911[/b]
Semi-automatic hand gun.
Fire Mode: Semi-Automatic
Magazine Size: 8 Rounds
Damage: Moderate
Range: Moderate
Recoil: Low-Moderate

[b]Python[/b]
Semi-automatic revolver.
Fire Mode: Semi-Automatic
Magazine Size: 6 Rounds
Damage: High
Range: Moderate
Recoil: Moderate
[/spoil]

[size=14][b]Explosives And Wonder Weapons[/b][/size]

[spoil]
[b]Ray Gun[/b]
Semi-automatic futuristic ray gun.
Fire Mode: Semi-Automatic
Magazine Size: 20 Rounds
Damage: High
Range: High
Recoil: Low

[b]RPG[/b]
Rocket propelled grenade launcher.
Fire Mode: Semi-Automatic
Magazine Size: 1 Round
Damage: High
Range: High
Recoil: Moderate

[b]War Machine[/b]
Crowd control altered grenade launcher.
Fire Mode: Semi-Automatic
Magazine Size: 6 Rounds
Damage: High
Range: High
Recoil: Moderate
[/spoil]

[size=14][b]Grenades And Devices[/b][/size]

[spoil]
[b]EMP Grenade[/b]
Electric magnet pulse grenade that stuns zombies. Extremely useful if cornered or come face to face with "Him".
Lethal/Tactical: Tactical
Replenish Method: Max Ammo Power-ups

[b]Frag Grenade[/b]
Explosive grenade.
Lethal/Tactical: Lethal
Replenish Method: +1 Each Round And Max Ammo Power-ups

[b]Monkey Bombs[/b]
Symbol monkeys that attracts zombies. Extremely useful if cornered or close to risking death.
Lethal/Tactical: Tactical
Replenish Method: Max Ammo Power-ups
[/spoil]

[size=14][b]Melee Weapons[/b][/size]

[spoil]
[b]Ballistic Knife[/b]
Double-handed knives with one that launches spring proprelled knives.
Ammo: 4

[b]Bowie Knife[/b]
Large bowie knife extremely powerful towards zombies and replaces the combat knife.

[b]Combat Knife[/b]
Basic combat knife.

[b]Galvaknuckles[/b]
Extremely powerful melee weapon and is the most expensive weapon in zombies. It also has a special purposes.
[/spoil]
[hr]
[color=orange][size=22][b]Craftable Items[/b][/size][/color]

[size=10][b]Tranzit[/b][/size]

[b]Turbine (Bus Depot)[/b]
The turbine consists of three parts, the manequin, the fan and the rotor. These are all located in the starting room of the Bus Depot on Tranzit. The turbine is also used as a power generator to activate lamp posts and perk machines when the power is not on. It is also used to open doors to obtain the parts to add to the bus. If "Him" disables the bus, the turbine can be used to re-start it. This device degrades over time depending on the damage it takes.

[b]Zombie Shield (Diner)[/b]
The zombie consists of two parts, the dolly and the car door. The dolly is located inside the diner itself, whilst the car door is located in the garage. The zombie shield can be placed on the ground, or kept on the player to protect their back. This device degrades over time depending on the damage it takes.

[b]Turret (Farm)[/b]
The turret consists of three parts, the lawnmower, the gun, and the electrical box. The lawnmower is located out beside the house, the electrical box inside the house, and the gun usually within the house. The turret acts as a sentry gun, but fires at a lower rate and requires a turbine beside it to power it.

[b]Power Switch (Power Plant)[/b]
The power switch consists of three parts, the power box, the switch, and the zombie hand. These are all located within the power plant and when complete, is used to turn the power on, and if the player chooses, back off.

[b]Electric Trap (Power Plant)[/b]
The electric trap consists of three parts, the TV, the battery and the base. These are all located in the destroyed room that you are led to from the power plant (The room that has the Tombstone perk machine). The electric trap acts as, well, an electric trap but requires a turbine beside it to power it.

[b]Pack-A-Punch Machine (Town)[/b]
The pack-a-punch machine consists of three parts, the base, battery and the case. You must go to the bank and blow open the vault door using either a grenade or ray gun blast, there is then another door, do the same. You will then need to have a turbine placed by the drop to the power plant and a turbine placed inside the deposit box room in the bank. The turbines should be placed next to the green electricity signs on the walls. This will then open the floor door that leads to a secret underground laboratory, here you will find the parts required to build the pack-a-punch machine.

[b]Jet Gun (Located Around The Entire Map)[/b]
The jet gun is a wonder weapon that consists of four parts, the jet engine, wires, hand brake and the pressure gauge. The jet engine is found within the tunnel between the Bus Depot and the Diner, the wires are located in the same area as the parts for the electric trap, the hand brake is found in Nacht Der Untoten, and the pressure gauge is located in the shack along with the bowie knife. This shack is between the Power Plant and the Town. The jet gun is used to blow zombies away.

[b]Bus Upgrades (Located Around The Entire Map)[/b]
There are three upgrade parts are the plow, ladder, and roofing mount which are located in rooms that all require a turbine to open. The first room is located at the Diner, the second at the Farm, and the last in the Town. The roofing mount can be used within the diner instead to allow access to the Galvaknuckles.


[size=10][b]Die Rise[/b][/size]

[b]Tramplesteam[/b]
The tramplesteam consists of four parts which are the generator, bag, flag pole and fram. These are located in the starting area, and through the door at the back. The tramplesteam can launch either a player, or a zombie, this is extremely useful on the boss rounds and navigating from one skyscraper to the next.

[b]Sliquifier[/b]
The sliquifier is a wonder weapon that consists of four parts, the foot, the fire extinguisher, the frame, and the canister. These are all located around the building with the power room. The sliquifier is a weapon that fires sludge which slows down zombies and causes them to explode.
[hr]
[color=orange][size=22][b]Specials (Tranzit Only)[/b][/size][/color]

[b]Weapon Storage Fridge[/b]
Located in the back of the house at the Farm, this fridge allows the player to store one weapon which they can regain either at a later time within the game, or in a new game entirely.

[b]Bank Deposit Box[/b]
The deposit box is located in the bank and allows the player to store up to 250,000 points which they can regain either at a later time within the game, or in a new game entirely. For every 1,000 points deposited,a charge of 100 points is required.

[b]Money Trader[/b]
In the main room of the bank, there is a box, that when hit with the Galvaknuckles releases a money power-up that can be taken by another player. This act costs the person giving the money 1,000 points, and yeilds the reciever 1,000 points.

[b]Teleportation[/b]
In Tranzit, while walking through the fog there appears to be certain places where there are green street lights. When a Denizen attacks you while under the green street light, jump and it will dig a hole under the street light and essentially it is a teleporter which teleports you to a random lamp post in Tranzit.
[hr]
[color=orange][size=22][b]Perk Machines[/b][/size][/color]

[spoil]
[b]Speed Cola[/b]

[b]"Your hands are slow, your movements sluggish, your lack of speed, just brings you anguish. Just take a sip, you will move faster. Just try it now! And speed is mastered! Press those lips against the only one that really moves you. Speed Cola speeds up your life!"[/b]

Use: Increases reload speed, Repairing windows and Knifing.
Cost: 3000 Points


[b]Juggernog[/b]

[b]"When you need some help to get by, something to make you feel strong. Reach for Juggernog tonight, Sugar seduction delight! When you need to feel big and strong, reach for Juggernog tonight!"[/b]

Use: Enhances the players health by 250%. Therefore, in order for a player to be downed, it will take four/five normal zombie hits.
Cost: 2500 Points


[b]Quick Revive[/b]

[b]"Whenever things, been draggin' you down, grabs you by the hair and pulls you to the ground, if you wanna get up, you need a little revive. If you wanna get up... YOU NEED A LITTLE REVIVE!"[/b]

Use: Quick Revive allows the player to revive other players about 3 times faster than usual and revive yourself in Solo play only a minimum of 3 times.
Cost: 1500 Points Co-Op, 500 Points Solo


[b]Double Tap II Rootbeer[/b]

[b]"Cowboys can't shoot slow or they'll end up below. When they need some help, they reach for the root beer shelf (Yee-haw!). Cowboys can't shoot slow, or they'll end up below, when they need some help, they reach for the root beer shelf. YA THIRSTY PARTNER!?"[/b]

Use: New perk in Black Ops 2 zombies. It is the new version of double tap, called "Double Tap II" which doubles the damage of all your bullets and increase rate of fire.
Cost: 2000 Points


[b]Stamin-Up[/b]

[b]"Stamina-min-Up! (x3) When you need some extra runnin', when you need some extra time, when you want to keep on gunnin', when you like a twist of lime. When you need to keep on moving, when you need a get-away, when you need to keep on groovin', when you need that vitamin K, babe, you know you want me! Let's run the extra mile! I'll open your eyes and I'll make you see! I'll make it worth your while! Stamina-min-Up! Sounds like it's Staaaaamin-Up time! Oh yeah, bring it baby. Bring it!"[/b]

Use: Stamin-Up doubles the player's sprint time, allowing players to get to places more quickly.
Cost: 2000 Points


[b]Tombstone[/b]

Use: When you die, you can choose not to feed the zombies by holding the specified button causing a tombstone power-up to appear where you die. When you come back the next level, if you pick it up you get all your items back (Equipment, Perks and Weapons (Loosing Tombstone)).
Cost: 2000 Points


[b]Who's Who[/b]

Use: Allows you to spawn after you go down, giving you a chance to revive yourself, and if you do, get everything back besides Who's Who. You still have to be wary of zombies.
Cost: 2000 Points
[/spoil]
[hr]
[color=orange][size=22][b]Power-Ups[/b][/size][/color]

[b]Max Ammo[/b]
Gives all players the maximum ammunition possible to obtain for whatever weapon the players are carrying, although the player's current magazine will not be replenished.

[b]Insta-Kill[/b]
Enables players to instantly kill zombies with any weapon.

[b]Double Points[/b]
This doubles the point values for damaging/killing all kinds of enemies and boarding windows/barriers

[b]Nuke:[/b]
Kills all zombies on the map at the time of detonation and gives 400 points to every player in the game. If double points is active each player receives 800 points

[b]Meat[/b]
Exclusive to Grief mode, this is much like the boomer fluid from Left for Dead. It acts like a monkey but it's main purpose is to be thrown onto an enemy player making them attract all the zombies.

[b]Carpenter[/b]
Boards up all windows and gives all players 200 points if any windows were boarded up

[b]Fire Sale[/b]
A mystery box spawns at every possible location a mystery box usually spawns and you can use it for 10 Points. It runs out in 30 seconds. (NUKETOWN ZOMBIES)

[b]Perk Bottle[/b]
Gives everyone in the game a free perk (Die Rise)
[hr]
[color=orange][size=22][b]Friends And Enemies[/b][/size][/color]

[size=10][b]Friends[/b][/size]
[list]The Nerd: Marlton
[b]The Farmer Girl: Misty[/b]
The Mustached Man: Samuel
[b]The Old Man: Russmanl[/b]
The CIA (Men in suits & ties)
[b]CDC (Hazmats)[/b][/list]
[size=10][b]Enemies[/b][/size]

[b]Zombies[/b]
Are deceased humans reanimated by Element 115 and are the primary antagonists of the game mode of the same name.

[b]"Him"[/b]
Currently known as "him", this enemy posses electrical abilities. Released when turning the power on in Tranzit.

[b]Denizens of the Forest[/b]
In Tranzit, attack while traveling through the fog without use of the Bus. They impair your vision while they scratch at your face and make you more vulnerable to death.

[b]Electrical Bouncing Zombies[/b]
In Die Rise these zombies will come every 4-7 rounds, if you manage to survive the round the last one will drop a max ammo much like Hell Hounds. Killing them all by without firing a single bullet or using grenades will result in a Perk Bottle power-up drop.

[b]Hell Hounds[/b]
To activate Hell Hounds you will need to turn them on in the custom games. They are currently not in public matches. Hell Hounds returned from the previous COD zombies, kill them all and they will drop a max ammo.
[hr]
[color=orange][size=22][b]Song Easter Eggs[/b][/size][/color]

[size=10][b]Tranzit[/b][/size]
To play this, the team must locate the three teddy bears around the map and press the "X" or "O" button when next to them. These are located at the following:
[list][b]At the Bus Depot on the benches in the middle of the outside section.[/b]
At the Farm, on the second floor of the house on a mattress.
[b]At the Town, in the bar on a stool in the corner of the room.[/b][/list]
After finding and interacting with the three teddy bears, the song will play, this song is [url=http://www.youtube.com/watch?v=dhPHMdYOSwQ][b]Carrion by Clark S. Nova[/b][/url].


[size=10][b]Die Rise[/b][/size]
To play this, the team must locate the three teddy bears around the map and press the "X" or "O" button when next to them. These are located at the following:
[list][b]The first teddy bear in Die Rise can be found near the spawn. You will need to walk down the escalator and around the corners. You will see the first teddy bear on a book shelf glowing.[/b]
In the room where everything is upside down. There is a pole, and at the top of the pole you will see the second teddy bear sitting on the edge.
[b]The last teddy bear is in the power room on a table.[/b][/list]
After finding and interacting with the three teddy bears, the song will play, this song is [url=http://www.youtube.com/watch?v=hEaGpgVy71s][b]We All Fall Down by Kevin Sherwood[/b][/url].
[hr]
#6. Posted:
Mitzz
  • TTG Senior
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Nice guide man ! I thought pictures you can see were disabled
#7. Posted:
NBK
  • Powerhouse
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This is a very helpful post. I didn't know somethings until now.
#8. Posted:
TTG_hobo1337
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Thanks for this!

This is really helpful.
#9. Posted:
AcrobaticHD
  • Ladder Climber
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This Is Amazing Thanks I Hope To use some of this soomtime thanks man +rep
#10. Posted:
xtopsidemomx
  • Junior Member
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Joined: Aug 13, 201211Year Member
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Thanks This Helps Alot
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