Call of Duty: Black Ops II - Zombies

Call of Duty: Black Ops II - Zombies

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Black ops 2 zombies weapons guide
De către MadStarkAven
This guide will explain every gun in black ops 2 zombies and also tell there capability, strengths/weaknesses, and also where and when they should be used.
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Introduction into black ops 2 zombies
Disclaimer ~ I wrote this when i was a wee 15 years old, and have no desire to edit out the countless errors that are present both content, grammatically and spelling due to a lack of time. I apologise to all that may upset, but i assure you this guide remains accurate and useful if you still play bo2 zombies in 2020. If you have any comments, please make them be heard in the comments section. Kind Regards, MadStarkAven

My main point that I want to say is I don't care if you have spent 6 hours or 1800 hours playing zombies, I just care if you give it your 100% best. I hate the try hard who say "oh I got to round 50, or, oh I got 1800 of experience". THAT DOESN"T MATTER. At the end of the day, it's about how much fun you have, and if you spend 1800 hours playing cod, you need to get out more, trust me. Get a girlfriend or a life.
That's my opening rant. No hate intended to anyone. This game is meant to be entertaining, and we should keep it that way.

DISCLAIMER: Please note that this is not 100% accurate and many things I say in this guide are personal opinions, and may vary widely depending on your play style, experience, etc. This is meant to help average players considering giving various weapons a chance instead of passing up everything that's not their favourite weapon, and not meant to clearly state "weapon X is better than weapon Y". Those are my personal opinion and even I sometimes don't agree with myself. So yeah, nothing in this guide except for the statistics (numbers) is to be taken literally.

One Thing that I must say before entering this guide is that all the weapons that I mention in this guide will involve double tap 2. This perk in black ops 2 is one of the most important perks (the same can’t be said for black ops) and can even be more important than jugg. To avoid any confusion, its ability is the following: 20-25% increase in fire rate, and 2 times the bullets fired (turns one bullet into 2 giving affectively double the power).

I will also update this guide to feature new weapons from the zombie map buried when it comes out on pc.

Constructive criticism is appreciated, as long as it's legit, and can be backed up. No spam, and no stupid comments.

*Update* as of 16/12/2014
This guide now includes all Origins weapons and any changes that have been made to weapons within zombies.
Thanks for the wait. I promise it has been worth it.

Your starting load out
On every map you will spawn with a M1911 pistol, 40 bullets, 2 grenades and a combat knife.
On every map in black ops 2, you can either buy weapons from the starting room (weapon in some cases) or open rooms, or obtain weapons. What this load out can do depends on how you use it, but that isn't what we are here for. So we shall continue onto the "actual" weapon guide.

On Mob of the dead you will also start with 3 afterlife’s (solo) and 1 afterlife (co-op).
On Origins you will Mauser C96 pistol instead of the M1911 pistol. It is identical to the M1911 in its performance, so nothing changes in this regard.
Pistols
Pistols in black ops 2 are nothing compared to what they were in black ops. They do all the usual stuff: reload fast, have small clips, average fire rates and (not really important) have fast raise/ drop speeds. Some can even come in dual wield. However, the damage they bring can even beat some of the assault rifles. This is an important fact to remember as high damage/mobility weapons are key when trying to get into the higher rounds.


1. M1911

This pistol has changed very little from what it was in Bo and WaW. It still has low ammo, and has pathetic power, although this is increased slightly when used with double tap 2. Its purpose is to rack up a tonne of points in combination with the knife early on, and in conjunction with the bowie knife, and the galvenknucles. Eventually this weapon becomes useless unless you want to pap it (best maps to do this is town or nuke town) turns it into mustang and sally.

When upgraded, they turn into dual wielded grenade launchers like back in Bo. They are great for ploughing through waves of zombies up to the high to low 40's. However, ammo runs unless you use fire control. Exercise caution when using these up close as they can lead to your own demise due to splash damage. The weapon of choice if you're trying to get to a high round.
Master these, and you will be on the way to becoming a pro.

MI1911 rating: 1.5/10
Mustang and Sally rating: 9.2/10

2. Mauser C96

Identical to the M1911 (and only found on the map Origins) even though it looks sick as. It is practically pathetic. Read the 1st part of the M1911 guide for how to use it early on.

When upgraded, it turns into a weaker Ray gun Mark II (called the Boomhilda). It is a very good weapon on the map Origins if you can upgrade it. Can also come with Acog scope and suppressor. I would highly recommend this weapon, if you can't obtain a ray gun I or II. Comes with 50 mag size and 100 reserve.

Mauser C96 rating: 1.5/10
Boomhilda rating: 9/10

3. Five Seven

The Five Seven is similar to the CZ75 in black ops, however it is much more powerful then the CZ75 was back in black ops. It does a considerable amount of damage, being able to kill up effectively up to round 19 (round 20+ with double tap 2.) Reloads are pretty fast, and you move quite fast with this weapon. Ammo will remain an issue in higher rounds however.
The dual version has more ammo, more power, and more speed (with less accuracy). You retain the clip size of the solo version which is a bonus, but accuracy will be off unless you up close to the zombies. On the map origins, if you are looking for a high damage wall weapon, buy the five seven for a good time.

When upgraded you get the Ultra (solo version) and the Ultra and Violet (dual version). The solo version can be pap multiple times; however, you will only receive fast mags and no extra ammo. Both have more power, and large ammo reserves, and kill quite well up to the high 30's low 40's. However, Ammo will be an issue (especially when 100+ zombies come after round 29) so conserve and line up the zombies before shooting. The dual version still retains accuracy issues, but overall it still awesome to use and packs a punch.

Five seven rating: 6/10
Five seven origins rating: 6.5/10
Dual wield Five seven: 6.5/10
Ultra rating: 7.5/10
Ultra origins rating: 8/10
Ultra and Violet rating: 7.8/10

4. Python

Your typical .357 magnum revolver. Very few changes have been made since black ops, it still has very powerful, extremely high body damage, tight hip fire spread and low recoil (though it kicks hard, the actual recoil is low). However, with double tap 2 it has become even more powerful, and even with the slow reload, it still is a good weapon in black ops 2. Its power goes way up to the higher rounds like round 30's. Ammo then will become a problem, but overall it is a good weapon.

When upgraded, it turns into the Cobra like in black ops, except this time you have double tap 2 to pump up the upgraded version. It can kill up to the early round 40's but can be underrated due to the executioner, but it still is very powerful.

Python: 6/10
Cobra: 8/10

5. B23R

A new addition to black ops 2, it's a three burst weapon, and has decent reload speeds, fast handling traits, and good mobility. However, out of the pistols, it has some of the lowest power, and a poor ammo capacity compared to other pistols like the Five Seven. However, it's a wall weapon pistol, so it compensates in it its ability to rack up points, and can be quite useful when there is nothing else to buy/use (tranzit and origins).

When packed up and punched up, it becomes the B34R. There is an increased ammo capacity and an increase in power which kills up to the early 20's, but for a wall weapon its rather weak sauce. Overall, it's not a bad buy, but pap is a bit of a waste unless you want to use it in a strategy, or just having a laugh.

B23R rating: 4/10
B34R rating: 6.5/10 (depends on the use)

6. Executioner

The Executioner plays much like the python, except, it's a shotgun pistol (SAY WHAT). Treyarch really outdid them by making this weapon as it is arguably one of the best weapons in the game. The power that the base version packs can get a one hit kill up to about round 15-17 (with double tap 2) which is stronger then all comparable weapons. However, speed cola is recommended as the reloads are really slow on this weapon.

When PAP, it becomes the Voice of Justice (pun intended there). Its one hit kill goes up to the mid round 30's and can clear the road and even save you from a sticky situation. Ammo later on becomes an issue and reloading still sucks, but this weapon is a great buy under any circumstance. Its Voice will be heard, and the zombies will be brought to justice.

Executioner rating: 7.5/10
Voice of Justice: 8.5/10

7. Kap-40

Treyarch has a tendency to make overpowered multiplayer weapons into ♥♥♥♥ zombie weapons and the Kap-40 is no exception. It has the lowest ammo capacity and ammo reserve of any pistol in its class, and has low power which double tap brings back to about an average damage weapon. I like almost all weapons, but even I can find something that makes this a decent weapon.

Pap version becomes the Karmic Atom Perforator-4000 or (KAP-4000). It has about the same amount of ammo as the B34R (with a smaller magazine however) and can kill about par with other non-pap assault rifles. In other words, it's bad, very bad. I say use it if you want to have some fun, or specifically need it for a challenge (a tough challenge).

Kap-40 rating: 3/10
Karmic Atom Preforator-4000 (KAP-4000) rating: 5/10
Submachine guns
Smg’s are the guns everyone loves or hate in zombies. The power they offer is nothing when compared to assault rifle and lmg's, but they do provide useful benefits such as 100% mobility and faster handing. Most of the SMG's in black ops 2 can be found on the wall (all of them are actually except one). In this regard, I will compare them allot, and tell you in what situation they should be used, and to what purpose. With SMG's, you should always run double tap and speed cola as they benefit greatly from faster reloading speeds and double the power when being used.

1. MP5

The MP5 plays and feels exactly like the Mp5K from black ops. It still has the decent handling speed, decent wall weapon power, and decent ammo capacity (even if it is the lowest for a SMG off the wall in black ops 2). 30/120 won't get you far, but it will get you points. With double tap 2, this gun will get you into the low 20's, but not much further before it starts taking whole mags to kill just one zombie (even with double 2).

When Pap you get the MP115 Kollider which is just great isn't it. Ammo goes up to 40/200 and power increases into the high 20's low 30's (that's if you go for headshots). It will rack you up a lot of points, especially if you train like a boss, but it's recommended you get something more powerful if you going for a higher round. (If you don't want to rely on the box on town, this is the weapon to have).

MP5 rating: 5/10
MP5 rating: 6.5/10

2. AK74u

The AK74u still has the small 20-round mag, and by far still is one of the most powerful SMG in black ops 2. It has a decent 20/160 capacity, and when combined with double tap 2 you have a weapon which performs better than some of the assault rifles in zombies. Its power is useful into the low 20's, however, I have to say the way location isn't the most reliable one on tranzit, but in nuke town it's readily available.

When upgraded, it turns into the AK74-FU2 (pun intended). Becomes the most powerful SMG off the wall, and the second best PAP wall weapon in the game able to kill (with double tap 2) way into the high 30's. This is a very powerful weapon; except it seems to be overlooked for LMG's which have less power and slower handling traits then the AK74-FU2.

AK74u rating: 7/10
AK74u-FU2 rating: 9/10

3. PDW-57

The PDW is available on die rise and has by far the best magazine size for any wall weapon in the game with 50 rounds. The power that it provides as well as decent handling traits like 100% movement speed makes it useful into the low 20's, and its location is very convenient as its right next to a training area.

When PAP, you get the Predictive Death Wish 57000 (PDW-57000). This upgrade is well worth it as you get more ammo reserve, and much needed power which when combined with double tap 2 can last way into the early round 30's. You can rack up more then a tonne of points and kill more then a tonne of zombies with this weapon. A very good investment to make.

PDW-57 rating: 6.5/10
Predictive Death Wish 57000 (PDW-57000) rating: 8.5/10

4. M1927

this is an exclusive weapon to mob of the dead. All you steam users, make sure you get your hands on this when it comes out on pc, because it will be your gun of choice. The iconic Tommy gun has a high round capacity, powerful until the early 20's and is found in convenient wall location on a map which has lots of tight corners. (Just a word, whoever thinks they can challenge this, I got to round 41 on mob of the dead on Xbox, so I know what I'm talking about).

When PAP, it turns into Speakeasy, and frankly, it's just a complete beast. A contender for best wall weapon on mob of the dead. Power goes into the high 30's and has plenty of ammo reserve's which will both give you more points and more kills. Make sure you use this bad boy when uprising comes out on pc in May.

M1927 rating: 7/10
M1927 rating: 8.8/10

5. Uzi

The Uzi is also available only on mob of dead. It doesn't come in the same league as the M1927, but it has a decent ammo capacity and mag size, and power which goes into the high teen's which will rack you up plenty of points for whatever you are trying to achieve. Its wall location isn't as good as the M1927, but it is still easy to get ammo for this high firing gun. Speed cola is recommended as well as electric cherry as you will reload a lot with this weapon due to the high rate of fire.

When PAP, you will get Uncle Sal. Uncle Sal knows what's best, and it will get you into the mid to low 30's with plenty of ammo and plain awesomeness. However, mag size remains low still, so you will need speed cola to deal with the constant reloading. Have fun with Uncle Sal as he will be your friend.

Uzi rating: 7/10
Uncle Sal rating: 8.3/10

6. Chicom CQB

I save the best for last of course. The Chicom CQB is the only SMG to be found in the mystery box, and as far as I'm concerned, it's a massive disappointment. It has a 3-round burst, and very weak power. Even with double tap, it doesn't even compete with any of the other SMG's in black ops 2. Its fun to use though and you get 110% movement speed with this weapon so it's good to use when running very tight trains.

When packed and punched it turns into the Chicom Cataclysmic Quadruple Burst and becomes a 4 round burst weapon. It still sucks, but who gives a ****. It's a fun weapon which gives a fun vibe when being used. Some people like this weapon even if it's weak. I don't recommend it to the average player, but I say that you will have some good times with this weapon.

Chicom CQB rating: 3.5/10
Chicom Cataclysmic QB rating: 5.5/10

7.MP40

The iconic German weapon is back from BO and is still the same workhorse it was back in the day. It still has the same fire rate and magazine capacity as it did in BO, except it costs a bit more (1300) to buy off the wall. I would definitely buy this gun as it will rack up the $$$ that you need for later rounds on the map origins.

The MP40 Pack-A-Punched is still called the Afterburner, but this time it actually comes with more ammo then the normal MP40 (unlike BO). This makes it an actually worthy gun the PAP, if you don't like the STG-44. It will be a reliable workhorse and is sure to make the zombies burn with rage.

MP40 rating: 6.9/10
Afterburner rating: 8/10

8. Skorpion EVO

The fast firing ♥♥♥♥♥ is back, and better than ever. This is one of the few good multiplayer weapons to get nerfed in zombies. The skorp is a high damage sub-machine gun with a monster fire-rate (even more so with double tap).This high fire rate makes it a good gun to shoot in bursts, as it has a high headshot multiplier, killing zombies in 3 bullets to the head and 5-10 bullets to the body until round 30 with Double Tap Root Beer II. Definitely take from the box if obtained.

When PAP it becomes the Evolved Death Stalker (ha-ha get it?). It is one of the highest damaging non-pap weapons in zombies with a powerful headshot multiplier. Caution is recommended when it comes to spraying and praying however as it will chew through ammo like no tomorrow. Please PAP this machine of a weapon and the zombies will be stalking death.

Skorpion EVO rating: 7/10
Evolved Death Stalker rating: 8.8/10
Assault rifles
Assault rifles in black ops 2 all have decent handling traits, slightly lower running speed, and mostly (some cases they don't) have the most power of any weapons in the game. They are generally the weapon of choice for killing zombies. This is by far the largest section to cover, so i have split the assault rifle's category into two parts.

1. M14

the M14 has changed very little as it still is the second lowest power assault rifle in black ops 2. It's still good for the first 5 rounds, and with double tap 2, its can be used up to about round 10-12 (that's with headshots). Reloads are slow though, and using this weapon with Bowie/Knuckles it can be good for getting plenty of points.

When upgraded it turns into the Mnesia which has double the power, a grip, and twice the ammo capacity which makes it a very powerful gun. With double tap 2, it becomes one of the most powerful assault rifles in the game. However, most people overlook it for automatic weapons. It's still good if you have speed cola and a fast trigger finger. Its power goes into the 30's so it can be a good buy if you like semi automatic weapons.

M14 rating: 3/10
Mnesia rating: 7.5/10

2. Colt M1612 (M16 from black ops)

Almost the same as the M16 from black ops, and it still remains a three-round burst weapon. It has low damage, low ammo for an assault rifle, but however with double tap it can be a very reliable weapon up to the mid to low teen rounds. It can rack up quite a lot of points.

When upgraded, it becomes the Skullcrusher, and turns fully automatic. It becomes a great weapon which can be used in combination with double tap 2 on tranzit to get you into the high round 30's, low 40's due to its great wall location. The grenade launcher that comes with the Skullcrusher is still weak, even with double tap 2. It's a very good upgrade which is well worth it.

M16 rating: 4.5/10
Skullcrusher: 8/10

3. AN-94

this is the best wall weapon by far in black ops 2. The ammo capacity is by far the highest for any wall weapon and the power that it provides is by far the best way of getting points and killing zombies up to the early round 20's. I would recommend this gun for use any time on die rise.

When PAP it turns into the Actuated Neutralizer 94000, or in other words it goes from being the best wall weapon, to being one of the best assault rifle's in the game. With a 50/600 round capacity, quick reloads, and power which kills into the early round 40's, you will want to get this weapon, and I mean it. If you pap it more then once, you can get a target finder, millimetre scanner, fore grip and other attachment. Make sure you get your hands on this weapon.

AN-94 rating: 8/10
Actuated Neutralizer 94000 rating: 9/10

4. FAL

Back in black ops, it had power, in black ops 2; it has more power due to double tap 2. This allows it to become a very powerful weapon into the mid round 20's, especially if you have a fast trigger finger. I can't compete with some of the more popular automatic weapons though, due to the semi automatic fire.

When PAP it turns into the WN, which essentially a three round burst weapon, which makes it seem weaker, but it still is very powerful and can kill into the early round 40's. The fire rate feel's very slow however, and that makes more people turn to over weapons. I like this weapon, but that's personal opinion, so your own opinion will really factor in here. You will get a sexy red dot sight when you pap this as well.

FAL rating: 6/10
WN rating: 7.5/10

5. Gali

this by far is one of the most powerful assaults in the game, especially with the inclusion of double tap 2. The reload is decent, and the power will kill way up into the 20's. I would recommend taking this weapon from the box anytime you see it because it's really a great weapon which can achieve any roll, whether that is points whoring, or killing zombies.

When Pap, the Gali turns into Lamentation. It is one of the most powerful guns in the game, trumping even some of the Lmg's for power. It can kill into the mid to high 40's which is nothing but superb. Its ammo capacity is as large so, ammo won't be a problem until you get into the really high rounds. You will get a sexy looking red dot sight when you upgrade, and speed cola is recommended as the mag size doesn't increase.
Update: I was told that this was about even with the mtar in terms of power. I played around again with both weapons, and I believe that the gali is still more powerful

Gali rating: 7.1/10
Lamentation: 9.1/10

6. MTAR

this is a very average weapon in black ops 2 zombies. It isn't weak, but it isn't powerful. It has plenty of ammo and a decent capacity, and it will rack you up a lot of points. It's affective up to the teen rounds when it will start to become weaker. Speed Cola is recommended to deal with the very average reloading speeds.

When PAP, it becomes the Malevolent Taxonomic Anodized Redeemer (MTAR). The PAP version when pap multiple times can obtain a grenade launcher, reflex sights, Acog sight, MMS, and target finder. These don't actually increase the performance of the gun and are purely cosmetic. It kills zombies into the high 20's which aren't great, but it isn't terrible. I wouldn't say pack a punching it is bad, but I say you can spend points else where.

MTAR rating: 5.5/10
Malevolent Taxonomic Anodized Redeemer rating: 7/10

7. Type 25

Like the MTAR, the Type 25 isn't great, but it doesn't exactly stand out either. Its ammo is on the low end of assault rifles, and fast fire rate will mow down the zombies especially if you have double tap 2. Speed cola is recommended because the reloads are very slow, and you will burn through ammo like a pro due to its fast fire rate.

When it is PAP, it turns into the Strain 25, which gives a reflex sight and fast mags, pack a punching it more times can give it target finder, grenade launcher and other attachments. The power of this gun is rather low, but with the fast fire rate will allow it to mow down zombies with ease up to the high round 20's. It is still worth pack a punching if you want to have a decent pap weapon, but I don't recommend it as there are better weapons.

Type 25 rating: 5/10
Strain 25 rating: 6.9/10
Assault rifles continued
8. M8A1

the M8A1 is a 4 round burst weapon which is actually a very surprisingly strong weapon. Combined with double tap 2, it is very strong weapon that can compare similar to the Mtar, with slightly more power. The capacity is decent but not great. This gun will rack you up a few points, and it will rack you up a significant amount of kills up to about the mid 20's.

When PAP, it turns into the Micro Aerator which is a weapon which is a very strong weapon. Attachments that you can get with this weapon are grenade launchers, EO tech sight reflex sight target finder, MMS, and a larger ammo capacity. All this being said, this is a particularly strong weapon. I would pap this weapon, as it will get you past the 20's with ease, until you run out of ammo that is of course.

M8A1 rating: 5/10
Micro Aerator rating: 6.9/10

9. M27

M27 is the laser of black ops 2 zombies. It has no recoil (even if it has double tap 2), and a good amount of power which can kill even into the early 20's. The mag size is decent at 30 rounds, and the reload speed it pretty decent, but not terrific. I would take this gun from the box. It's only available in nuke town zombies.

When PAP it becomes the Mystifier. It can get the red dot sight, target finder, MMS and fast mags. Its power can kill into the high 20's, which makes it a very good pap weapon. I recommend that you pap this weapon. It can be very fun to use as well, so try it out some time and you might mystified by its awesomeness.

M27 rating: 6.2/10
Mystifier rating: 7.7/10

10. SMR

I don't want to spend too much time on this weapon as it is nothing more then a complete piece of garbage which should go and die in a hole. Its power is so frustratingly weak, the ammo capacity is so pathetic that even some SMG's trump this weapon. I would never, ever recommend taking this weapon from the mystery box, and I would say that it's much better to by the m14 off the wall then take this weapon from the box.

When PAP, it turns into the SM1L3R which can have hybrid sights, target finder, reflex sight, or MMS. The pap version brings the power about par with a normal assault (which hasn't been pap) which frankly is just bad. Never even pap this weapon, let alone take it from the box, unless you want to have some fun (I do this occasionally).

SMR rating: 2/10
SM1L3R rating: 4/10

11. AK47

how long have we waited to see this weapon in zombies, and it is finally coming in uprising in mob of the dead! It has medium power which can kill with double tap into the early 20's, very good reload times, and good handling traits for an assault rifle. I would take it from the box as it is a good weapon also to collect points as well as killing the unread.

When PAP, you get the Reznov's Revenge. That's right, he might be dead, but his spirit lives on. Its ammo capacity is something that is a bit of an issue, but I still believe that its power more then compensates for this. It can kill well into the high 20's. Reznov's spirit will live on through mob of the dead.

AK47 rating: 6.5/10
Reznov's revenge rating: 7.1/10

12. STG-44

The STG-44 is available for purchase off the wall in the Zombies map Origins in the church above where the Mark IV Tank is located, the Excavation Site underneath the Pack-a-Punch Machine, and the Crazy Place. It is slightly different from the previous versions seen in Call of Duty: World at War and Call of Duty: Black Ops, with the most notable differences being a new reload animation and a higher cost. Unlike in previous games, where it dealt high damage with great accuracy and a choppy rate of fire, the rate of fire has been increased and damage reduced to emulate that of the Galil or AN-94. Despite these changes, the STG-44 retains its low recoil and high range.

PAP version of the STG-44 is still the same as its BO counterpart, however, it has a slightly higher fire-rate and does less damage. If you don't like the MP40 PAP, I would recommend that you get the Spatz-447 + as it is a good workhorse that will do work for you in the later rounds on Origins.

STG-44 rating: 6.9/10
Spatz-447 + rating: 8/10

13. SCAR-H

The SCAR-H can be obtained from the Mystery Box in the Zombies map Origins, and its upgraded variant is one of the possible rewards for one of the Rituals of the Ancients. It sports extremely high damage, retaining a one bullet headshot kill until Round 9, and a two bullet headshot kill afterwards until Round 13. Double Tap Root Beer makes the SCAR-H extremely effective until around round 23, as the doubled damage synergizes well with its high damage per bullet and speeds up its rather slow fire rate for a faster time to kill, although this can also result in an increased recoil so burst fire is recommended to reduce the possibility of recoil.

When Pack-a-Punched, it becomes the Agarthan Reaper and can obtain a Reflex Sight, ACOG Scope, Fast Mag, Fore Grip or Target Finder through further upgrading. It gains a generous increase in damage, magazine and ammo capacity, making it a worthwhile weapon to use into the higher rounds. The zombies will have the grim-reaper on the back while you are using this weapon.

SCAR-H rating: 7.2/10
Agarthan Reaper rating: 8.8/10
Light machine gun's (LMG for short)
Light machine guns, or LMGs for short, are the most overrated weapons ever (jokes, they are more powerful in black ops 2). They all practically -need- Stamin-Up, Double Tap and Speed Cola to be usable. This is different from black ops when the two LMG's where rather weak compared to the bad boys in black ops 2.

1. HAMR

The HAMR is one of three LMG's in black ops 2 which all bring new meaning to the killing of the UN dead. The HAMR has a decent fire rate, which also has very good power which kills well into the 20's. The high capacity will net you a tonne of kills as well as many kills. Pair this with double tap 2, and you will have weapon which is nothing more then spectacular.

PAP, it turns into the SLDG-HAMR which has double the ammo capacity, and can have the reflex sight, grip, ACOG. The power increases as well, and you can go well into the 30's and still kill heaps of zombies. The recoil lessens as well with the pap version which is useful. Stamin up is recommended if you plan to run and gun with the HAMR. Also, double tap 2 is needed to increase the fire rate, and double the power of this LMG.

HAMR rating: 7/10
SLDG-HAMR rating: 8/10

2. RPD

The RPD is statistically and in game the best non wonder weapon in black ops 2 zombies. It can tear apart wave after wave of zombies up to round low round 30's (with double tap 2.) Stamina up is need however to cure the slow running speed, and speed cola can help with the slow reloads. TAKE THIS WEAPON ALWAYS FROM THE BOX (unless you have a ray or another better weapon).

When PAP, you get the Relativistic Punishment Device (RPD). This gun is power. The ammo capacity is the highest in the game by far and combined with double tap 2, this gun can still rip through waves of zombies into the 40's (it will require a whole mag though). It's a great pap to do, however, only do if you have no choice, or if you have run out of ammo in the base version.

RPD rating: 7.5/10
Relativistic Punishment Device rating: 8.9/10

3. LSAT

The LSAT is somewhere in-between the HAMR and RPD for power, and shares the same high ammo capacity that the RPD contains. Its pretty much self explanatory, maw's down zombies, requires stamina up for consistent running and gunning, and power goes up to the high 20's low 30's.

When PAP, you will get the FSIRT which cycles through attachments when pap (this includes target finder, red dot sight, grip). Its ammo capacity is lower then all the other pap LMG's, but the power is somewhere in between the two. I recommend pack a punching this weapon only if you have no choice, or run out of ammo, like with the RPD.

LSAT rating: 7.25/10
FSIRT rating: 8.5/10

4. MG08/15

The MG08/15 is a German light machine gun that appears exclusively in the Origins zombies map. The design appears to be heavily embellished with diesel punk elements, as such with the Mauser C96. It is a good choice for a weapon from the Mystery Box. It dispatchs hordes of zombies effectively, has low recoil and can sustain fire for a while due to its high magazine and damage, as well as a one hit kill headshot until round 7.

When Pack-a-Punched, it becomes the Magna Collider. It has higher damage (one hit headshot until round 13), an increased ammunition capacity, the bullets ricochet and hip fire crosshairs are smaller, making hip fire more accurate.

MG08/15 rating: 7/10
Magna Collider rating: 8.7/10
Shotguns (the iconic zombie slaying weapons)
Shotguns are usually your close range zombie slaying beasts, and in black ops 2, the shotguns are much better than they were back in black ops. They do what they are meant to do, and that's kill zombies, in very close range. These weapons in black ops 2 are definitely worth your time (especially when used with double tap 2.)

1. Olympia

It’s not as bad as the SMR, but its close. It's a cheap wall weapon, and it's very weak. It one shot kills up to round 5, which is nothing to boast about, but then again, it's a wall weapon which costs 500 points. The reload cancel for this weapon is much better than it was back in black ops. As weak as it is, who doesn't like wielding a double barrelled shotgun? Its fun to use I can tell you that. With double tap 2, the one hit kill goes up to round 8-10.

When PAP, it becomes Hades, and can pull off a one hit kill up to round 20 with double tap 2. It's not as good as some other weapons, but it's still decent enough. I recommend this weapon for anyone who's looking for a good time, as long as they use speed cola, double tap 2, and stamina up to run even faster.

Olympia rating: 3/10
Hades rating: 6/10

2. Remington 870 MCS

As much as it strives to be like the stakeout from black ops, its power somewhat pales in comparison. Its one hit kill goes up to round 8 (round 10-12 with double tap), and it has much less ammo then the stakeout. It’s still fun to use however, as it reminds me of the Bruce wills shotgun from die hard 5 or in other words the "you’re an old school right".

When pack a punched it almost doubles in capacity, and becomes the Refitted-870 Mechanical Cranium Sequencer. Apart from a very long name, it fires extremely quick, reloads faster, and has the chance to get a reflex sight. Also, its power increase to a one hit kill up to round 23-25. This is good for a shotgun, especially one off the wall. I would definitely pap this bad boy of I were you.

Remington 870 MCS rating: 5/10
Refitted-870 Mechanical Cranium Sequencer rating: 7.510

3. S12

The S12 is the worst shotgun in black ops 2 that comes out of the box. It has a low ammo capacity, and to make is powerful, you need to use both double tap 2, and speed cola. Its one hit kill for a semi-automatic weapon is pretty bad, and could use a boost as it only goes up to round 13-15. And with a low ammo capacity, this doesn't help.

When PAP, you get a Synthetic Dozen and you can get a dual mags attachment, reflex sight, more ammo, and more ammo. It still is pretty poor when being compared to other pap weapons of the same nature. All if can say is, you will get kills, and you will pay the weapon back (if you train), but otherwise, get other weapons which are much better than the S12.

S12 rating: 5/10
Synthetic Dozen rating: 6.7/10

4. M1216

The automatic (4 round re chamber) shotgun the M1216 is by far the best shotgun that you can obtain from the mystery box in black ops 2. It has the best ammo reserve, and the most killing power. You will need double tap 2 and speed cola to make this happen, and it can obtain a one hit kill up to round 15, which isn't bad considering it's an automatic shotgun.

When packed and punched, you get the Mesmerizer which by far the best shotgun to go through the pack a punching process. It gets a larger magazine, 6 rounds before re chamber, and more ammo. It can net you a lot of kills before being cycled out for another weapon, so I recommend that you do pap the weapon if you the chance.

M1216 rating: 5.9/10
Mesmerizer rating: 7/10

5. KSG

In Origins, the KSG is available for purchase through the Mystery Box for 950 points when the 115 Generator it is located near is active. Just like the Multiplayer counterpart of the weapon, it shoots slugs instead of buckshot rounds, reducing the pellet count to 1, but trading it off for increased damage. Because of the slugs included in the weapon, it sports very high damage that can be effective in the later rounds if aiming for the head. In addition, it has a very high amount of ammunition, at a total of 70 slugs, counting all of the slugs that are first inserted in the weapon.

When Pack-A-Punched, it becomes the Mist Maker, resulting in a doubled magazine size and slug capacity of 28 and 112, respectively, the ability to load two shells at a time when reloading, the addition of a Reflex Sight, and higher damage, making it a one hit kill until around Rounds 30-32 (including headshots) with Double Tap II, otherwise, it is effective until Round 30, making it one of the most powerful weapons that is not a Wonder Weapon. Use this weapon and the zombies will become fine mist before you.'

KSG rating: 7/10
Mist Maker rating: 9/10

Sniper Rifles
Sniper rifles back in black ops where horrible high recoil, low damage weapons. However, in black ops 2, they are now high powered beast weapons due to double tap 2 which can be used to absolutely obliterate waves of zombies. Sniper rifles have the best damage to shot ratio of all the weapons in the game (excluding wonder weapons).

1. DSR-50

Bolt action in nature, the DSR-50 a great weapon in black ops 2. The slow fire rate can be an issue, but paired with double tap, it becomes an absolute beast. It can one hit kill zombies up to round 20, which is no slouch. I recommend using speed cola to cure the slower reloads of the DRS, otherwise, use this weapon to kill the UN dead. The ammo capacity is good for a sniper, so enjoy killing with ease.

When pap, it becomes the Dead Specimen Reactor 5000 (DRS-5000). It doubles its ammo capacity, and can have iron sights, variable zoom, and suppressor (get rid of suppressor if it comes up, it lowers your killing power.) It can score one hit kill up to round 27-30. I would recommend pack a punching the weapon when the one hit kill stops on the base version. Speed cola is still useful, and tries not to get to close to the zombies when scoping.

DRS-50 rating: 7/10
DRS-5000 rating: 8.5/10

2. Barrett M82A1

One of two semi-automatic sniper rifles available in zombies, I don't kill as affectively as the DRS-50 and the recoil on this weapon is high. I don't recommend taking this sniper out of the box mainly cause of this reason, and it also has a low ammo capacity compared with other snipers. Speed cola will be needed when using this weapon.

When pap. You get the Macro Annihilator. Nothing more I can say apart from the killing potential is limited due to the low ammo capacity and slow reloads. Does come with a larger magazine and variable zoom, but none of these really matter when the power isn't there. I don't recommend this, unless you're trying to just go through the box to get snipers.

Barrett M82A1 rating: 5/10
Macro Annihilator rating: 6/10

3. SVU-AS

The much better semi-automatic sniper of black ops 2, SVU-AS is available on die rise and buried, and it is a great wall weapon buy. It has a one hit kill up to about round 12-16, which is very good considering it has a high magazine size, and lower recoil compared to the Barrette. Ammo can also be bought off the wall, which is a nice added bonus. You won't make an epic amount of money, but you will kill the zombies.

When PAP, you will make the Shadowy Veil Utilizer, which has triple the ammo preserver which is amazing. Combined this with one hit kill up to the low to mid 20's and you have a potent mix of badass un dead kill equipment. When pap, you will get a variable zoom scope. I recommend that you get speed cola to help with the constant reloading. Otherwise, this is nothing more than an epic weapon, and the best sniper in the game.

SVU-AS rating: 7.7/10
Shadowy Veil Utilizer rating: 9/10

4. Ballista (with iron sights)

Best gun in the game. Kills with one shot up to round 5 (headshot), and is also bolt action, making it the slowest firing gun in zombies. Use it if you want to run around like a potato, or to get up to round 5(0).

When Pack-a-Punched it becomes the Infused Arbalest. It comes equipped with a 10-round magazine, more reserve ammo, and an ACOG scope attachment, although it can be Pack-a-Punched again to remove the ACOG scope and replace it with Iron Sights. In this upgraded form the Ballista is much more effective, remaining a one-shot headshot kill until approximately round 30, even without Double Tap II. Yeah good jokes aside, Don't use it. Period.

Ballista rating: 2/10
Infused Arbalest rating: 5/10
Launchers and Explosives
Launchers are your average portable rocket /grenade launcher. There are only 2 in the game so far, and they both are different in their uses and purposes.

1. RPG

Ah, the RPG, can't get any more classic then this. However, it hasn't translated well in game. The killing power is limited, and if you use it up close, you're more likely to kill yourself then the zombies. I recommend gathering up zombies and then shooting them. Also, you need speed cola and stamina up to deal with the poor running speeds and slow reload speeds.

When PAP, it is called Rocket Propelled Grievance, it becomes more badass, and compares to the PAP law from back in black ops. IT becomes full automatic, reloads the whole magazine with one rocket, and has high mobility. You will still need speed and stamina, but you can make do with this weapon and kill plenty of zombies. Just try not to corner yourself with this weapon, as you will kill yourself.

RPG rating: 4/10
Rocket Propelled Grievance rating: 8/10

2. War Machine

The War Machine is the worst weapon in black ops by far as it serves no purpose what so ever. It fires grenades which don't detonate on impact, but bounce around and could explode anywhere and lead to you killing yourself. However, even then, the explosions are very weak. DON"T TAKES THIS WEAPON OUT OF THE BOX UNDER ANY CIRCUMSTANCE UNLESS YOU WANT TO PAP IT.

When PAP, it turns into the Dystopic Demolisher, which isn't as much off a waste as its base version. I use this weapon a lot, even though the power is weak compared with mustang and sally, and the capacity is still very low. I would recommend pack a punching this immediately as soon as you get it as the grenades explode on impact. Make sure you get speed cola, and double tap 2 as well.

War machine rating: 0.5/10
Dystopic Demolisher rating: 6/10
Specials
This section will include weapons such as claymores, and unusual weapons which don't exactly fall under any of the categories that I have mention thus far in my guide.

1. Ballistic Knife


The Ballistic is a strange novelty weapon. It fires a high velocity blade which supposedly deals high damage but in practice it's awfully weak. With a headshot it's powerful but getting a headshot with that on a running zombie. No one uses the ballistic knife in this fashion however, and most people use this weapon in combination with the bowie knife, and the knuckles to gather plenty of points.

Upgrading this turns it into The Krauss Refibrillator, which has the unique ability of reviving a team-mate instantly if you shoot them. Cross-map revives are possible with a lot of practice but I won't go in-depth into this. Damage jumps to 1,000 with a regular knife slash and 1,500 with Bowie and 1700 with the knuckles, and damage increases as well for fired blades. The Ballistic is unique is that while all other weapons in the game deal lower damage at longer ranges, the blades it fires actually deal higher damage at long range? But good luck to land a hit, which could have been a headshot at close range, more damaging overall.
Both versions of this "weapon" give you 110% run speed as well as pistol-like raise and drop times for your other weapon.

Ballistic Knife rating: 5/10
The Krauss Refibrillator rating: 8/10

2. Combat knife

This is your default melee weapon, and is very weak. It deals 150 damage per hit which is a one-hit kill on round 1, two-hit kill on round 2, three on 3 and 4, four on 5 and if you're still using this only to kill at round 6 you have issues. Its main perk is that dealing the coup de grace with this weapon grants 130 points instead of the usual 50-100 with conventional firearms. A good technique is to learn how many shots from different weapons will bring a zombie into the one-hit kill range of your knife, which maximizes the points you gain early on. A good rule of thumb is that most SMGs deal 100 damage per body shot, so as an example, on round 7 (750 health) shoot a zombie's body either 6 or 7 times and finish off with a knife slash.

Combat Knife rating: 3.5/10

3. Claymore

Stockpile those into a corner and use them as improvised grenades when out of ammo. Watch out though, if you stockpile too many of them the game will eventually crash. Useful in both co-op and solo, able to wipe out entire hordes up until the mid-20s, mid 30s if using two of them, buy them once, get two every round and every time you get a max ammo. Using them to cover your blind sides is widely ineffective, though littering a corner with them and camping in front of them, backing up when overrun is a great co-op strategy.

Claymore rating: 6/10

4. Death machine

This weapon is featured in black ops 2 in mob of the dead and is fully automatic, this weapon will mow down the zombies and this weapon is the staple of any camping strategy that is to occur on mob of the dead. Make sure to get this beast from the mystery box. You won't run very fast with this weapon, so I recommend you stick to camping with this weapon.

When PAP it turns into Meat Grinder, which makes gives it faster running speed and reload speeds, as well as more ammo and larger ammo clip size. Make sure to pap this and use this in combination with double tap 2 to be able to mow down the zombies.

Death machine rating: 8/10
Meat Grinder rating: 9/10

5.Leroy the Giant

The Giant is a friendly non-playable character in the Zombies map Buried. He will help the player(s) if he is provided with the right items. The Giant is found in a jail cell near the initial Mystery Box spawn. He can only be accessed from the stairs by the box and through the roof. The key to free him is found on the wall by the cell. After freeing him he will turn away, until he is given Booze, where he will then destroy the debris blocking his cell and start to pace between where he was found and the Saloon, ignoring players and Zombies until he is prompted with items.

Hitting The Giant with melee weapons will cause him to sprint for a short period of time. This can be used to make him follow a player with either of his items more closely. Shooting at him however, can wound him, which causes him to retreat to his cell and lock himself in, and must be freed with the key.

Items Associated with the GiantEdit
There are a number of items that relate to The Giant and how he reacts to players. These items occupy the same slot as the chalk outlines for wall weapons, so the player cannot hold both at one time.

The Key - The Key to his cell will open it to initially free him, and any subsequent times he locks himself back in when he is wounded. Whenever this happens, the key can be found on a hanger in the following areas:
*To the left of his cell. It will always be here when first releasing him.
*Hanging off the judge's bench in the Courthouse.
*In one of the rooms on the second level of the Saloon.
*In the Bank, behind the Deposit Box.
At the end of the maze next to the Pack-a-Punch Machine

*Booze - Booze can be given to The Giant, which causes him to drink it and run off in the opposite direction of where he was given it. This can be used to clear the various debris blocking certain passageways around the map. The player that gave The Giant the booze will receive a bonus of points depending on the distance he traveled to the debris, ranging from a fairly small sum if he ran a short distance, or a much higher one if he ran a longer distance. The Giant is capable of downing both zombies and players in this state.

Booze can be found in both The Giant's cell and the Saloon, and will spawn there once every round. If a player has already used Booze for one round, another can be bought for 1000 points at the counter in the Saloon.

Candy - Candy can be found in the Candy Store, and can also be bought from the counter for 1000 points if one has already been used for the round. Candy has a number of uses when given to The Giant, depending on where he is when it is given:
*If given on its own, The Giant will aggressively follow the player who gave it to him around, attacking any zombies and will be unresponsive to any other items until it wears off.
*If given next to a crawler, The Giant will pick it up in his hands and follow the player around with it. Shooting him will cause him to kill the crawler.
*If given near a workbench, The Giant will examine the bench and go off to gather parts and construct a buildable on it, provided he is not shot at whilst gathering the parts. If a buildable is already in construction, he will simply fetch the remaining parts; otherwise he will collect all the parts for a random one. The Giant is able to construct a buildable in one go, but if a player is already in possession of a part, they must manually place it on the buildable.
*If given near the current spawn of the Mystery Box, The Giant will punch the box prevent it from rolling a Teddy Bear.
*If given near the Mystery Box that has just been rolled but the player has not accepted the weapon offered, The Giant will force the box to roll again.
*If given near an empty box spawn, The Giant will go and fetch the Mystery Box from its current spawn, and place it on the requested one.
*If given near a Subsurface Resonator without a Turbine, The Giant will find the workbench where the Turbine is built and carry it to the Resonator.
*If given near a Power-Up, The Giant will change it into a different one.
*If given near the chalk in the gunsmith shop, The Giant will take one of them and draw it at a random location.

Leroy is an important character in the map Buried, and without using him, you won't get far (especially since he is used to open important perk locations and do a variety of other task as listed above.

Leroy rating: 10/10 (without him your screwed)
Wonder Weapons (Part 1)
Wonder weapons are probably what most players prefer in zombies. Extremely powerful, futuristic weapons that often have infinite damage,
As a rule of thumb:
DO NOT UPGRADE A WONDER WEAPON UNTIL THE AMMO COUNT READS 0/0.
Period. There are exceptions but there are far too situational to be stated here.
Some of the weapons that I will mention aren't wonder weapons as such but are more of a build them. Either way, I consider them to be wonder weapons.

1. Ray gun

The ray gun is the staple for any strategy in black ops 2 zombies, mainly because treyach thought it would be good to get rid of high powered weapons such as the thunder gun and replace them with ♥♥♥♥♥♥ build up weapons. The ray gun remains exactly the same as it has from previous cod titles, except the splash damage is lessened from black ops and world at war. Remains useful into the 40's, and is still used then because there are no other wonder weapons.

Upgrading this turns it into the Porter's X2 Ray Gun which gets slightly higher damage and more ammo. Rays travel a little faster too. I'd advice against upgrading this weapon until it's out of ammo, and I won't say that again on this article because it applies to all wonder weapons.

Ray Gun rating: 8/10
Porter's X2 Ray Gun rating: 8.5/10

2. Jet gun

The jet gun is a build able weapon on tranzit which requires parts to found and then brought back to the construction table in town, which takes time. Once built, only one person can have it. If you overload the jet gun (by getting the needle into the red), the jet gun will explode and all the parts will scatter around you. You will then have to bring them back to the table and rebuild the jet gun. If you want me to explain how to build the jet gun, I will write another guide later. The jet gun does infinite damage, but the blades must be going at least at 400rpm. It will kill zombies up to and past round 50, but it isn't consistent. If you want to go for a very high round on tranzit, you need to make the jet gun.

Jet gun rating: 9.5/10

3. Sliquifier

The Sliquifier is a build able Wonder Weapon that makes an appearance in the zombie map, Die Rise. This build able weapon is made of four parts and fires an unknown purple liquid substance which creates a bubbly puddle on the floor that both players and zombies can slip on. Zombies can explode if they come in direct contact with the liquid when the weapon is fired. One shot can kill every Zombie in a group, as the blast chains (similarly to the Wunderwaffe DG-2, but at a much slower pace). Unlike the Jet Gun, it is not used in the equipment slot, but rather as a weapon. If a player holding the Sliquifier goes down and dies, or trades it in for something else, it will automatically be obtainable in the mystery box. If you want to get to round 100+ on die rise, you can use this gun and manipulate the spawns which will use its chain reaction to kill zombies constantly.

UPDATE: Treyach saw that this weapon was overpowered (which it is) and have accordingly lowered the damage, so now the weapon does only does 5.5 million damage, and is therefore only a one hit kill up to round 100. This brings it more in line with the other wonder weapons. My original rating has now dropped. I still recommend making this weapon as it's the weapon of choice on die rise.

Sliquifier rating: 9.9/10
Update rating: 9.5/10

4. Blundergat

The Blundergat is a new Wonder Weapon featured in the Call of Duty: Black Ops II zombies map Mob of the Dead. It is based on civil war-era weaponry, consisting of ideas from the both the Blunderbuss and Gating gun. Normally, it acts like a single-shot break action shotgun, but when upgraded, it becomes The Sweeper, with a 2 round magazine and 120 ammo in reserve. Surprisingly, the Blundergat has low recoil, despite its multiple cannon-like barrels.

When combined with the Acid Gat Kit, it becomes the Acid Gat. It has an automatic 3-round magazine. When a zombie is shot while in its upgraded form, they will be stuck with an acid infused round which explodes soon after. When Pack-A-Punched, it becomes the Vitriolic Withering which makes the acid shots attract zombies similarly to the upgraded Crossbow and Gersh Device.

There are two ways of obtaining the gun, one being from the Mystery Box, and the other from finding five hidden skulls throughout the map. These can be obtained by throwing the Hell's Retriever at the skulls, and from that point proceeding to the Warden's Office where a Blundergat will spawn on his desk. This method allows two players to obtain the Blundergat at the same time.

The Vitriolic Withering starts to make crawlers at around rounds 30-33

Blundergat rating: 9/10
Vitriolic Withering rating: 9.6/10

5. Golden Spork

The Golden Spork is a hidden melee weapon and Wonder Weapon. Easter egg in Mob of the Dead. It is the most powerful melee weapon in Zombies history. It one hit kills up to round 33. The following steps need to be taken to obtain it:

1. Visit the Golden Gate Bridge at least once.

2. Obtain the Hell's Retriever.

3. Build the Acid Gat. (It does not have to be Pack-A-Punched)

4. Find the jail cell with a colourful movie poster hanging on the wall, near the Warden's Office. Throw the Hell's Retriever at the poster and it will come off revealing a hole in the wall.

5. Enter Afterlife Mode. There is a portal entrance at the end of the row of cells near the Warden's Office. Enter the portal and zap a spoon lying on the floor to the right of a large crack with a skull in it. If done correctly, the player will hear the Demonic Announcer laugh.

6. Enter the cafeteria and proceed to the barrier at the back of the room. There is a table against the left wall inside the barrier. The spoon will have teleported on top of the table. Throw the Hell's Retriever at it. If done correctly, the player will hear Brutus. (Note: This step must be completed for each player who wishes to obtain the Golden Spork.)

7. Enter the infirmary and locate the lone bathtub filled with blood opposite a Mystery Box spawn. Hold the action button when next to the bathtub. A silver spoon will appear and stir the blood. (Note: This step must be completed for each player who wishes to obtain the Golden Spork.)

8. Enter the underground showers and kill zombies using the Acid Gat or Vitriolic Withering. When the correct amount of zombies has been killed, the Demonic Announcer's laugh will be heard once again.

9. Re-enter the infirmary and return to the lone bathtub filled with blood. Hold the Use button and a zombie hand will rise out of the blood grasping the Golden Spork. Press the Use button to take the Spork, and it will be removed from the hand. (Note: This step must be completed for each player who wishes to obtain the Golden Spork.)

Golden Spork rating: 9.7/10

Wonder Weapons (Part II)
6. Hell's Retriever

The Hell's Retriever is a Wonder Weapon and tactical item introduced in Mob of the Dead. The Hell's Retriever can be obtained by feeding six zombies to all three of the heads of the Hellhound.

When thrown, it can pierce through multiple Zombies at once eventually returning to the player. It can also be charged, which adds more damage and distance. This can be done by holding down the tactical button for a maximum of two pulses. If the player throws it towards a Power-Up, it will retrieve the power up and bring it back to the player.

Players will never lose the Hell's Retriever unless they bleed out. Throwing it does not get rid of it, as it takes a while for it to return to the player. Additionally, the player has to wait for the four-second cool down before it can be thrown again. The Hell's Retriever has the ability to one shot zombies when double charged until round 20. It is also very effective when fighting Brutus in the early rounds.

The Hell's Retriever can be upgraded into the Hell's Redeemer.

Steps to obtain the Hell's Redeemer
1. Fly to the Golden Gate Bridge.

2. Finish 1-2 rounds on the bridge using only the Hell's Retriever. The player must not fire any bullets, lob any grenades, reload with Electric Cherry, or knife any zombies during this time. Once this step has been successfully completed, the player will hear the noise of entering Afterlife mode at the end of the round. If the player does fire any bullets, they must return to Step 1 after returning to Alcatraz.

3. Return to the prison and throw the Hell's Retriever into the lava pit underneath the hellhound near the start room. If done correctly, the Hell's Retriever will not be returned to the player.

4. After the player has waited an entire round after the Hell's Retriever has been thrown into the lava pit, they must enter Afterlife mode and travel to where the Hell's Retriever can be found. At this point, the aura of the Hell's Retriever will be glowing blue and the player can now pick up the Hell's Redeemer.

In Co-op Zombies mode, all four players are able to get the Redeemer, but they must complete the process individually.

The Hell's Redeemer is a one hit kill at any round when it is fully charged. This makes it a must weapon if you plan to get to a very high round on mob of the dead, especially since there are no other weapons which can instantly kill zombies at round 50+.

Hell's Retriever rating: 9.9/10

7. Ray Gun Mark II

The Ray Gun Mark II is a wonder weapon that was released alongside the zombies map, Buried , and is featured in all Zombies maps in Call of Duty: Black Ops II. It is the successor and the evolution of the Ray Gun, although, unlike its predecessor, the Ray Gun Mark II fires in three-round bursts. Its hard to get a feel for its killing potential, but it should (don’t quote me on this) kill in one burst just past round 30.

When Pack-a-Punched via the Pack-a-Punch machine, it becomes the Porter's Mark II Ray Gun. When Pack-a-Punched, the magazine size doubles, the ammunition total increases and it fires red rays instead of green. A player cannot carry the Ray Gun Mark II and the original Ray Gun at the same time; if the player has the original Ray Gun, it is impossible for them to receive the Ray Gun Mark II from the box.

Ray Gun Mark II rating: 8.5/10
Porter's Mark II Ray gun rating: 9.2/10

8. Paralyzer

The Paralyzer is a Wonder Weapon featured in the Zombies map, Buried, in Call of Duty: Black Ops II, available off the Mystery Box. Upon firing, it slows down and incapacitates zombies before eventually killing them. It has unlimited ammunition, but has a cooldown that reaches a max capacity of 115. Once it reaches capacity, it must be given time to cool down before resuming use, similarly to the M2 Flamethrower from Call of Duty: World at War, and the Thrustodyne Aeronautics Model 23 from Green Run.

The Paralyzer has another exclusive feature. If it is fired and pointed downwards, the player will be propelled into the air for as long as they hold down the trigger. This allows them to reach various rooftops and bypass pathways blocked by wreckage. The player should be cautious utilizing this technique however, as they can still suffer fall damage upon landing, and propelling too high can down them from the impact. Though, this can be averted if the player fires the weapon at the ground moments before landing -- being saved by the cusion of air created.

When Pap, it becomes the Petrifier. This allows it to be fired for 10 seconds straight, rather than 6 seconds. Either way, this is the weapon of choice for round 50+ on buried.

Update: Treyach was a ♥♥♥♥♥ and patched this gun so it only kills up to round 75. At round 75, it won't deal enough damage to kill the zombies, regardless how long you fire.

Paralyzer rating: 9.4/10 (Post patch: 9.1/10)
Petrifier rating: 9.6/10 (Post patch: still 9.5/10)

9. Time bomb

The Time Bomb is a Wonder Weapon that is featured in the zombies map, Buried. The player throws the bomb similarly to a C4, and when the player detonates it, it will slowly distort time and eventually it will send the player back in time to when they first threw it. If the player throws a Time Bomb during a round and the round changes, an icon will appear above the current round the player is on, showing what round it was placed. Detonating it will send all players back to that round with all weapons, perks and points they had during that round, in the locations they were at when the bomb was set. The Time Bomb has infinite uses and can be used as often as the player likes until they die and lose the equipment.

If the player receives a down before using the time bomb, the down will still be existent even after the player goes back in time. (This counts towards a solo player's Quick Revive limit) and
doors opened after the time bomb was placed will remain open after using the time bomb.

Time Bomb rating: 9/10 (close the loop)
Wonder Weapons (Part III)
10. Staff of lightning
How to obtain:

In order to reach these pieces, the player has to use the tank, located in the basement of the church, and jump off at certain places in order to reach certain areas inaccessable by normal means.

1.After passing by Generator 4, the player has to jump off the right side of the tank, to reach a wooden platform leading to a Giant Mech's footprint, where the first staff part is located.
2.After the only tank stop, passing by Generator 2, the player returns back to the excavation zone area. The player has to jump off the left side of the tank to a platform, which will lead inside the Excavation Zone and to the second staff part.
3.Just before returning to the church basement, the player must jump off the right side of the tank onto a small hill. After jumping, the player has to follow the pathway into the back of the church, where the third staff part will be.

In order to reach the elemental gem in The Crazy Place, one must first find the purple record and the Gramophone. The purple record can be found in three places:
At the end of the Wind tunnel near Generator 4, on a small generator
In a wagon on the left side of the tank path across from Generator 4, to the left of the giant mech's footprint if you're coming from the dig site
On the table next to Der Wunderfizz at Generator 4.

How to upgrade:
Once the player has picked up the Staff of Lightning, they must return to The Crazy Place, and solve the riddle located on the Lightning part of the map, where the gateway back is located. There are three staffs of music located to the left of the gateway, and to the right is a "keyboard". In the treble clef, the player must play those three chords on the "keyboard" in order to complete the riddle by shooting the corresponding "key" with the lightning staff. The three chords & a keyboard diagram are displayed below. *(Numbering the bottom row 1-7 from left to right 613 357 462 is the easiest combo to remember)* Once all three chords have been played, an audio cue by Samantha will signify that the riddle has been solved.

Once the riddle in The Crazy Place has been completed, the player must return to the original realm and solve the riddle there. There are a total of seven panels located across the map, and the player has to find the one that is sparking, set it via the action button so that it is not sparking, find the next one that is sparking, and repeat over until all seven are done. There is a panel at the following places (in this particular order):
Across from the Stamin-Up machine (Flip 3 times)
On the wall behind the stairs of the basement of the church (Flip 2 times)
To the left of the Mystery Box location on the church floor (Flip 1 time)
Near Generator 4, to the right of the Wind tunnel entrance (Flip 2 times)
On the wall leading from the bottom floor of the spawn to the upper level (Flip 2 times)
To the left of the back exit of the bunker next to Generator 2 (Flip 3 times)
On the rock wall on the outside of the Excavation Zone, right across from the pathway from the trenches to the church (Flip 3 times)
(This step can be done ahead of time all you have to do is memorize the number of times each switch has to be flipped. And it is always the same every time.) All players will hear a loud ding when this step is completed, and quote from Samantha.
The player now has to return to the bottom of the Excavation Zone, where there is now a Lightning orb. After aligning the rings above the orb via the four switches in the lower section so that all the gems are purple, the player with the Staff of Lightning must shoot the orb, which will cause the orb to fly into the air and return to The Crazy Place. Once done, the player must now go back to The Crazy Place, where the staff can be placed onto the Lightning pedestal. The player must kill zombies in The Crazy Place, so that the zombie "souls" get attracted to the staff and power it up. After killing a fair amount of zombies, the staff is powered up and upgraded to Kimat's Bite. The staff can now be picked up by any player.

Staff of lightning rating: 7/10
Kimat's Bite: 10/10

11. Staff of fire
How to obtain:
There are three parts of the staff that the player must get, along with an elemental gem needed in order to craft the staff. The player must complete a series of steps to receive the parts, which are:
Kill a Panzer Soldat, which will drop a staff part the first time it is killed.
Shooting down a glowing yellow plane from the air; doing so will cause a staff part to drop down.
After powering Generator 6, as a reward from the Rituals of the Ancients box nearby.

In order to reach the elemental gem in The Crazy Place, one must first find the red record and the Gramophone. The red record can be found in three places;
On the burning benches/pews in the church.
Near Generator 6 on a crate close to the robot's footprint.
On stacked boxes wedged between the Mark IV Tank and the stairs (much easier to see when tank is moved.)
Once both are obtained, the player must go into the Fire tunnel, located just to the right of the door to the first (spawn) room when going there from the path from Generator 3, and hold the action button on the table at the end of the tunnel to open the gateway to The Crazy Place. Once there, the player must go to the Fire pedestal and hold the action button to receive the fire elemental gem.
Once all the items are gathered, the player must go down the ramp into the excavation zone and place the gramophone on the table when having the black record, which can be found around the outside of the excavation zone, with one location being right next to the excavation zone sign. After a few seconds, the floor around the center pillar will collapse into a staircase, which will lead you to the bottom. At the very bottom, the player must go to the statue that corresponds with the element and craft the staff there, after which any player can pick up the staff via the action button.

Wonder Weapons (Part IV)
Upgrading Staff of fire (continued):

The player now has to return to the bottom of the Excavation Zone, where there is now a fire orb. Now in the lower section of the Excavation Zone align the rings above the fire orb via the four switches scattered around in this same area so that all the gems are red. The player with the Staff of Fire must shoot the fire orb, which will cause the orb to fly into the air and return to The Crazy Place. Once done, the player must now go back to The Crazy Place, where the staff can be placed onto the Fire pedestal. The player must kill zombies in The Crazy Place, so that the zombie "souls" get attracted to the staff and power it up. After killing a fair amount of zombies, an audio cue by Samantha will indicate to the player that the staff is powered up and upgraded to Kagutsuchi's Blood. The staff can now be picked up by any player.

Staff of fire rating: 7.5/10
Kagutsuchi's Blood rating: 10/10

12. Staff of Ice

How to obtain:
There are four parts of the staff that the player must get, along with an elemental gem needed in order to craft the staff.
Unlike the other staffs where the player needs to reach certain areas and do certain things in order to obtain these parts, the player must instead dig up the parts using the Shovel in the dig locations around the map, but the parts will only appear when the weather is snowy. It is also random when the dig locations will unearth a staff part. Each of the three staff parts belongs to an area on the map: the bottom part is located in one of the dig sites at the spawn area (Generators 1, 2, and 3); the middle part is in No Man's Land; and the top part is at the church area.

In order to reach the elemental gem in The Crazy Place, one must first find the blue record and the Gramophone. The blue record is always located in the tank station, right next to Generator 2, on one of the shelves or on the table in front of the entrance. The Gramophone is always located inside the Excavation Zone, on the floor. Once both are obtained, the player must go into the Ice tunnel, located between the church and Generator 6, and hold the action button on the table at the end of the tunnel to open the gateway to The Crazy Place. Once there, the player must go to the Ice "pedestal" and hold the action button to receive the ice elemental gem.

Once all the items are gathered, the player must go down the ramp into the excavation zone and place the gramophone on the table when having the black record, which can be found around the outside of the excavation zone, with one location being right next to the excavation zone sign. After a few seconds, the floor around the center pillar will collapse into a staircase, which will lead you to the bottom. At the very bottom, the player must go to the statue that corresponds with the element and craft the staff there, after which any player can pick up the staff via the action button.

How to upgrade:
Once the player has picked up the Staff of Ice, they must return to The Crazy Place, and solve the riddle located on the Ice part of the map, where the gateway back is located. There is a panel of ice nearby, which will have dots in various patterns which are base-3 representations of numbers, along with panels made of stone and ice floating in the air above the Ice gateway zone which have symbols which are base-4 representations of numbers. The player must use the pattern shown on the ice panel, in order to determine which stone panel to shoot with the Staff of Ice, which when done correctly will cause the stone to flip around. To complete the riddle, all 6 stone panels must be flipped. There are 12 different patterns which can appear on the ice panel, but only 6 will appear, one for each stone tablet.

The player must now return to the original realm and locate three gravestones with water flowing out of them, shoot them with the Staff of Ice, causing it to freeze, then shoot it with another weapon, causing it to explode but, that weapon can't be the Ray Gun, Ray Gun Mark II, or the Boomhilda. The three locations of the gravestones are:
To the right of the MP-40 near Generator 4.
In the giant mech's right footprint leading into the trenches, facing the excavation zone next to a mounted body.
On top of the small hill when going right from the back exit of the bunker next to Generator 2, next to the downed mech's hand.

The player now has to return to the bottom of the Excavation Zone, where there is now an Ice orb. After aligning the rings above the orb via the four switches in the lower section so that all the gems are blue, the player with the Staff of Ice must shoot the orb, which will cause the orb to fly into the air and return to The Crazy Place. Once done, the player must now go back to The Crazy Place, where the staff can be placed onto the Ice pedestal. The player must kill zombies in The Crazy Place, so that the zombie "souls" get attracted to the staff and power it up. After killing a fair amount of zombies, an audio cue by Samantha will indicate to the player that the staff is powered up and upgraded to Ull's Arrow. The staff can now be picked up by any player.

Staff of Ice rating: 8/10
Ull's Arrow rating: 10/10
Wonder Weapons (V)
13. Staff of Wind

How to obtain:
There are four parts of the staff that the player must get, Including an elemental gem needed in order to craft the staff.
In order to obtain the parts necessary to craft the staff, the player must go into each of the three Giant Robot's and retrieve the part inside. In order to access the inside, the player must shoot the glowing foot of a robot, then be stepped on by the foot that has now been opened.

In order to reach the elemental gem in The Crazy Place, one must first find the yellow record and the Gramophone. The yellow record can be found near Generator 5, appearing next to the Stamin-Up machine, leaning on stacked boxes in the Giant Robot's footprint or just inside the lightning path to The Crazy Place The Gramophone is always located inside the Excavation Zone, on the floor. Once both are obtained, the player must go into the wind tunnel, located to the right of Generator 4, facing the Excavation Zone, and hold the action button on the table at the end of the tunnel to open the gateway to The Crazy Place. Once there, the player must go to the Wind "pedestal" and hold the action button to receive the wind elemental gem.

Once all the items are gathered, the player must go down the ramp into the excavation zone and place the gramophone on the table when having the black record, which can be found around the outside of the excavation zone, with one location being right next to the excavation zone sign. After a few seconds, the floor around the center pillar will collapse into a staircase, which will lead you to the bottom. At the very bottom, the player must go to the statue that corresponds with the element and craft the staff there, after which any player can pick up the staff via the action button.

How to upgrade:
Once the player has picked up the Staff of Wind, they must return to The Crazy Place, and solve the riddle located on the Wind part of the map, where the gateway back is located. Above the floor of the Wind part are four concentric rings with four symbols spread evenly on them. The player has to match up the symbols on the rings above with the symbol on the pillar that the symbols are pointing to by shooting each ring with the Staff of Wind in order to rotate it. The symbols are base four representations of numbers, with the number of lines in each shape being the value for each power of four (i.e. if there is only one shape in the symbol, the value is simply the number of lines present in the shape. If there are two shapes, the value is the number of lines in the first shape times four, plus the number of lines in the last shape. If there are three shapes, the number is the number of lines in the first shape times 16, plus the number of lines in the second shape times four, plus the number of lines in the last shape). The symbols on the pillars represent the total to which each row of symbols in the rings must add up. An image with the correct placement is below.

Once the riddle in The Crazy Place has been completed, the player must return to the original realm and solve the riddle there. There are three stone balls located across the map, that release smoke from the top of it in a single direction. The player must now use the Staff of Wind on the stone balls to direct the smoke towards the Excavation Zone.

The player now has to return to the bottom of the Excavation Zone, where there is now a Wind orb. After aligning the rings above the orb via the four switches in the lower section so that all the gems are yellow, the player with the Staff of Wind must shoot the orb, which will cause the orb to fly into the air and return to The Crazy Place. Once done, the player must now go back to The Crazy Place, where the staff can be placed onto the Wind pedestal. The player must kill zombies in The Crazy Place, so that the zombie "souls" get attracted to the staff and power it up. After killing a fair amount of zombies, an audio cue by Samantha will indicate to the player that the staff is powered up and upgraded to Boreas' Fury. The staff can now be picked up by any player.

Staff of Wind rating: 8/10
Boreas' Fury rating: 10/10
Perks (Part 1)
Introduction
Perk-a-Colas are a feature that can be found in all Zombies maps in zombies in black ops 2 except in the bus depot level in the section from tranzit. Each drink gives the player a perk to help them survive and fend off the zombie horde. Some are based off perks found in multiplayer (such as Juggernog and Speed Cola mirroring Juggernaut and Sleight of Hand respectively). The same machines spawn on fixed locations on each map, Nuke town Zombies and Die Rise, where the Perk-a-Cola machines will randomly spawn at a spawn point, with a couple exceptions. If a player is knocked down, they will lose all the perks they have purchased and will have to buy them again, unless you successfully use Tombstone Soda or Who's Who.


Juggernog
Juggernog enhances the player's health by 250%. Therefore, in order for a player to be downed, it will take four quick hits instead of only two from normal zombies, or five instead of three from Hellhounds, and Minions. The perk costs 2500 points, and is by far the most important perk to have. Whatever map you are on, make sure you get the perk.
It is located in:


*Spawns as one of the meteors in random order and location every 100 kills in Nuke town Zombies

*In the small upstairs building in Town (in both Survival and TranZit)

*Top floor in the small house in Farm

*In one of the elevators in the skyscraper with access to the roof in Die Rise (changes place with Double Tap Root Beer, Pack-a-Punch Machine and Mule Kick)

*Near the Gondola at docks in Mob of the Dead (note that you will need to go into afterlife to turn on the power for the jugg machine)

Importance level: First perk that should be bought. Most important as it will let you live for longer

Speed cola
Speed Cola decreases reload time by 50% and allows barriers to be built 60% faster. It costs 3000 points. This perk is best to be used in conjunction with double tap 2 and stamina up for a speedy class set up for slaying zombies. Speed cola can also save precious time when reloading which can save you in certain situations.

It is located in:
*Spawns as one of the meteors in random order and location every 100 kills in Nuke town Zombies
*Inside the Diner in TranZit
*In the bank in Town
*Bottom floor in the small house in Farm
*In one of the elevators in the starting skyscraper in Die Rise (changes place with Who's Who)
*Go through the Warden's Office to the left and it's in the back right corner in Mob of the Dead and Cell Block.

Speed cola rating: Best used with double tap 2 and stamina up (jugg is a given).

Quick Revive

Quick Revive decreases the player's revive time with 50% in co-op, and allow the player to revive themselves in solo by giving the player Mustang and Sally while automatically becoming revived within ten seconds when downed. It also does not require power. To balance this, it is only available three times. It costs 1500 points in co-op in all games, and 500 in solo Call of Duty: Black Ops II. This "Second Chance" versions of quick revive is not featured in Mob of the Dead due to the addition of Afterlife Mode. I rate this perk as an important one in co-op games as it speeds up your revives and can allow you to pull of some very clutch revives. With a horde of zombies chasing you, quick revive can be the difference between night and day.

It is located in:

*In the starting room in TranZit
*Spawns as a meteor at the start of the game somewhere in the starting area in Nuke town Zombies (Solo only) or in a random location at some point
*Top floor in the bar in Town
*In an elevator near M14 or the PDW-57 in Die Rise
*It is not found in mob of the dead as afterlife replaces it.

Double Tap Root Beer (version 2)
Double Tap Root Beer increases the player's fire rate by 25%, and in Call of Duty: Black Ops II also makes bullet weapons shoot two bullets (twice the pellets on shotguns) in addition, effectively doubling damage. Despite this, it is very useful on weapons with low rates of fire, such as pump-action shotguns, bolt-action rifles, heavy machine guns etc but further increasing the weapons' lethality. This perk costs 2000 points. This perk in my opinion is the second most important perk in zombies as it double's your killing potential. Make sure you get this after jugg.

It is located in:

*Spawns as one of the meteors in random order and location every 100 kills in Nuke town Zombies
*Top floor of the barn in Farm (in both Survival and TranZit)
*Next to the Mystery Box spawn in the alley in Town
*In one of the elevators in the skyscraper with access to the roof in Die Rise (changes place with Juggernog, Pack-a-Punch Machine and Mule Kick)
*In the Citadel Tunnels in Mob of the Dead
*On the top floor near the Gondola, also where Electric Cherry is when playing Mob of the Dead, in Cell Block

Stamin-Up

Stamin-Up increases the player's movement usefulness, as it increases movement speed by 7% and sprint duration by 100%. It costs 2000 points. On small maps like town, it seems like a waste, but it is an essential perk to use when wielding a LMG or RPG/War machine. It is essential also in tranzit for the running the long distances between locations. Good perk to use with speed cola and double tap 2.

It is located in:
*Ground floor of the bar in Town (in TranZit)
*Outside the bar in a small corner near M14 in Town (in Survival)
Perks (Part 2)
PhD Flopper
PhD Flopper gives the player immunity against explosive and falling damage, as well as triggering a strong explosion when diving to prone on a fall that would normally give fall damage. This perk is very useful if the player uses explosive weapons. Its explosive dive ability can also be used as a stand-alone up to approximately round 20. It costs 2000 points. Since it is only available on cell block on mob of the dead, I say that it would be better to make do with other more important perks.

It is located in:

*The Library area (Mob of the Dead spawn area) in Cell Block
*It is unavailable but can be seen in both Die Rise and Mob of the Dead ◾Visible with Mule Kick in the docks near the Tower Trap in Mob of the Dead
*Visible on one of the floors when falling down the starting room elevator in Die Rise.

Dead shot Daiquiri
Dead shot Daiquiri increases hip fire accuracy by 35%, reduces recoil on all weapons (most notably on sniper rifles), removes idle sway on sniper rifles and changes the auto-aim to target head instead of torso (except on sniper rifles). It costs 1500 points on both consoles and PC (as PC does not support auto-aim, giving less benefit of the perk). This perk is the most useless perk in black ops 2 zombies, and I don't recommend that you use this perk (unless you want some fun).

It is located in:
*Roof access room in the Infirmary next to the room with the Uzi and Hellhound wall in Mob of the Dead
*In the Cafeteria in Cell Block

Mule Kick
Mule Kick gives the player the ability to carry a third weapon but upon going down you will lose the third weapon. It costs 4000 points. This perk I say is valuable when camping (another weapon is invaluable when camping) or if you have 2 power weapons, and need a points weapon or other combinations.

It is located in:

◾In one of the elevators in the skyscraper with access to the roof in Die Rise (changes place with Juggernog, Pack-a-Punch Machine and Double Tap Root Beer)
◾Unavailable but visible with PhD Flopper on the dock in Mob Of The Dead
◾In the area near the M14 in Cell Block (Grief only)

Tombstone Soda
Tombstone Soda allows the player to collect back their equipment after death via a power-up (as well as die prematurely in the process), including all of the perks (with the exception of the Tombstone Soda), weapons and ammo. As the player goes down, the player can hold the 'use' button to die prematurely. When the round ends, the player will re spawn and be able to collect the power-up (shaped like a tombstone) left on the spot that gives the player's equipment back. Only the particular player can collect the power-up, and the power-up will disappear in a period of time. Being revived will make the perk not take effect. Tombstone Soda only appears in Green Run. It costs 2000 points. My opinion on this perk is that whoever uses it is a selfish ♥♥♥♥♥, and should leave the game. In truth it is a decent perk, and is useful (even though people abuse the glitch with getting more perks), I say that you shouldn't use this perk as it puts your fate ahead of the teams fate.

It is located in:

• In the room available after turning on the power in the Power Plant (in TranZit)
• On the alley leading to Double Tap Root Beer in Town (Survival only)

Who's Who?
Who's Who allows the player to spawn a doppelganger of their character when downed, who can then revive the original player as well as others. The doppelganger spawns near the original character, has blurry vision and is equipped with only an M1911. If the player succeeds in reviving oneself, all weapons and perks are kept except Who's Who. In addition, dying in a way that the player cannot be revived (such as falling down the gap), and who's who will re spawn the player without having to wait for the round's end. It currently only appears in Die Rise. It costs 2000 points. This perk is a valuable perk on die rise, especially as it allows you to revive yourself. Make sure to include this perk into your class build when buying perks.

It is located in:
◾In one of the elevators in the starting skyscraper in Die Rise (changes place with Speed Cola)

Electric Cherry
Electric Cherry is a perk-a-cola introduced in the Zombie Map Mob of the Dead for Call of Duty: Black Ops II. It creates an electro-static shockwave around the player whenever they reload their weapon. The perk costs 2000 points to purchase, the colour for this perk is light blue (although the colour of the drink is cherry red), and the icon is a red cherry. This perk is a valuable perk, and is one that I recommend you buy on mob of the dead (before double tap 2 even) as it will buy you valuable time when reloading and being surrounded with zombies. You can get out of some stick situations while using this perk.

*Electric Cherry is located near the above entrance to the Gondola, and is also next to a crafting station.

This beverage is necessary to complete an achievement/trophy which is needed to kill ten zombies within the given radius of one entire shockwave. The achievement/trophy is entitled A Burst of Flavour.
How to get to round 50 in any zombie map in black ops 2
Many people constantly ask: How do you get to high rounds in zombies?
There is a very simple answer. You need to do the following things in preparation.
1. Acquire a good team (if playing co-op). Good meaning, someone who doesn't go down every 2 seconds.
2. Good connection (disconnecting at round 49 can make you want to kill someone)
3. Communication amongst your team-mates (mics usually do the trick)
4. Being a team player, and not a selfish player. Care for the team and not for yourself. (This doesn't mean commit suicide. Be sensible about this.)
5. Time. You need lots of time. Getting to round 50 solo can take at least 2-3 hours solo, and with 2 players it will take 4-7 hours minimum.

Once you have done all of these steps, you are ready for a round 50 attempt.

ROUNDS 1-5

The first 5 rounds of the match should be spent doing the following:
1. Saving points. (This means not going straight for the M14, unless you're out of ammo)
2. Knifing and shooting with the M1911. Round 1, shoot 6 times then knife, round 2, one whole mag, then knife, round 3, 1 and a half mags then knife, round 4, 2 whole maps then knife.
3. Acquire jug. I can't stress this enough, jug is more important than the mystery box. The chances of you actually acquiring anything good from the box early on is low, and it is much better to buy jug, as increase survivability is crucial for getting higher rounds.
4. Buy a wall weapon (MP5 or something decent) by round 5. This is a much better option, then pumping money into the box.

ROUNDS 6-20

These rounds have been put in the same group as everything done in these rounds are similar, and are the crucial rounds in preparing for 20+ rounds. The following should be done in these rounds:
1. Both killing zombies, but saving points as well. This means using the box, acquiring a weapon, and using all the ammo in that weapon till it reaches 0.
2. NEVER PACK A PUNCH IN THE FIRST 20 ROUNDS. It's a waste of points, a complete and utter waste of points.
3. Buy the rest of your perks. Double tap 2 should be first on that list, and then whatever floats your boat afterwards.
4. Keep calm, and train when need be. In the first 20 rounds of any game, you won't have to train the zombies much, but when your screen goes red, keep calm and train. Training will keep you alive.
5. Obtaining the bowie knife, or the Knuckles (they can help you rack up a lot of points up to round 14 or 10 respectively.

ROUNDS 20-30

Rounds 20-30 is where the zombies will still die easy, but your ammo reserves will be strained considerably. At these rounds you should start doing the following:
1. Training. This will ease pressure, and put your nerves to rest.
2. Start to be patient. There is no rush to kill the zombies. Shoot when it is safe to.
3. Staying calm when out of ammo. Just buy a wall weapon, or train and then bump by the mystery box.
4. Pack a punching power weapons (such as LMG's or Assault rifles)
5. Box whoring (with the points you should have saved in the previous 20 rounds) and looking for the ray gun, or another power weapon (like the Executioner).
6. If you haven't already, build one of the wonder weapons (jet gun, Sliquifier, or obtaining and upgrading the Blundergat into the Vitriolic Withering).


ROUND 30+

These rounds are the easiest. All you have to do is train, kill, train, kill, train, kill, and so on. Here are some general tips for these rounds up to round 50:

1. Stay calm. Even if it seems like I keep on saying this, keeping calm is very important, especially when it seems like the zombies will never stop spawning.
2. Never stop training (and killing for that matter)
3. Don't be afraid to use all of you ammo up. (By this stage ammo isn't an issue; it's the killing that matters).
4. If you go down, make sure to train the zombies up, and then get your perks. Just run around in a circle or loop.
5. GET TO ROUND 50!!!!!


I hope this section of the guide will help you get to the prestigious round 50. I hope to see you all get to round 50.

NOTE: this section is based off my personal experience and opinion. I'm am neither right of wrong, and I don't want anyone picking on this particular part of the guide (as it's mostly my opinion)
Experience: round 50 on every zombie map. How is that? Is that enough proof that I'm right?
Conclusion and thanks
I hope this guide was helpful to you in some way possible. I felt the need to make this to remind everyone of what weapons we have available to use when battling the undead. I hope to see you later on all maps, and more round 50+ gameplays. Thankyou to the following for helping me write this sexy guide:
~Imperator Furiousa
~Nux
~Splendid
~Myself

Mad Max
Comment and thumbs up :)
Or constructive criticism.
137 comentarii
VINCE_THE_BOSS 10 iul. 2024 la 19:44 
Terrible weapon guide. I just want to see weapon stats not a load of nonsense.
SebTheSamMarten 10 ian. 2024 la 2:46 
@privatewhomst It's a somewhat older term still used in the Zombies community. It means 'leading zombies in a controlled line, then turning to shoot at them as they all come from that single direction'. Like a train on tracks, and you're the conductor. Getting good at running a clean train is an easy way to get to 50+ in any map, and was absolutely necessary to get much past 20 in World at War's maps (outside of camping with Betties in the catwalk corner of Der Reise with multiple players with packed LMGs)
privatewhomst 5 ian. 2024 la 7:16 
what even is training?
leocrabe225 30 dec. 2023 la 6:28 
People are entitled jerks, your guide is very good and gives a good baseline, thank you, it still helps me to this day.
And of course people don't agree on everything you said, but instead of telling you that you are wrong they could just say they do not agree, and be more respectful about it x)
Greenhawk4 18 mart. 2023 la 21:06 
doesn't show the buried revolver
Banana Duck ඞ 16 dec. 2022 la 1:42 
a weapon 'guide' which doesnt even show the weapons stats lmao...
Deez Fox 16 oct. 2022 la 4:25 
I can see some benefits to training, but I don't really train as much as I am a point saver and would keep one alive at the end of the round, I'd rather spin ONCE on the mystery box and again on round 10 then to 20 since I'd rather get a sniper rifle instead of a weapon that does low damage. This guide is helpful on some manners. I'd tell others "Don't wait, don't be AFK at higher rounds (Even when there are good teammates), Don't split up And to Look for a way out through the zombie hoard. This is just my Review to your guide, don't think i'm BS ing you because I don't agree with you.
MadStarkAven  [autor] 8 iul. 2022 la 2:27 
@yeetmaster Epic roast, you got me good !! Done nothing but game for 10 years straight and I love it what a life :)
yeetmaster 8 iul. 2022 la 0:58 
i like how you say get out more and get a life and all that yet you have 10 years of service in your profile
The Sexy Canadian Goose 24 iun. 2022 la 11:25 
The SVU is a one shot until the 40's, it's 100% the best wall gun, maybe just standard gun in black ops 2