Call of Duty: Black Ops III

Call of Duty: Black Ops III

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A Beginners Guide to Zombies(WIP)
Av {ST}jkcrmptn og 1 medarbeidere
A work in progress guide to help new players play zombies if you would like to help in making this guide leave a comment of my profile
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Introduction

A Guide by jkcrmptn with heavy help from bonestennyson

This is a guide to help new players learn more about the intricate details of the zombies game mode. This guide goes into details on pretty much every mechanic featured in Black Ops 3 zombies. Please note that this will only discuss official mechanics and not anything workshop-related. This guide is currently a work in progress, and I would appreciate it if you noticed any errors and left them in the comments.

If you don't know where to get Black Ops 3 (somehow), it can be bought here and goes on sale every now and then.
https://store.steampowered.com/app/311210/
The Basics
In the Zombies mode, up to four players must survive endless waves of zombies, earning points by killing or damaging zombies and repairing barriers. These points can be used to purchase weapons and Perk-a-Colas in the process, or unlock new areas and activate other special objects. Zombies enter the player-accessible area of the map via windows, holes in walls, or climbing out of a "dirt" surface, which are initially barricaded but will be rapidly demolished by zombies. A match will end when all players have been incapacitated or killed by the zombies. A game can also end if the player completes a main quest on maps that have them. Zombies become stronger, faster, and in higher numbers upon the completion of each round, forcing players to make tactical decisions about point spending and progressing through the map. On occasion, zombies will drop power-ups, such as Max Ammo, Nuke, or Insta-Kill, upon their death, making the round easier. Zombies is also known for carrying on the tradition of odd Easter Eggs. Some of the maps have "major" Easter Eggs known as Main Quests. which, upon completion, grant the players an achievement or trophy in addition to an in-game reward, usually in the form of weapons, perks, or calling cards.
Zombie Types 1
Zombie
These ones are on every map (duh) and are your basic bih zombies with no special traits. Zombies will attack a player with melee attacks. Zombies can be dismembered, but will continue to attack the player even after having lost half of their limbs. Zombies will not continue to attack players who have been downed, instead continuing to the next player. Zombies typically chase after the closest player and can be distracted by either approaching or attacking them. Alternatively, a Monkey Bomb or Lil'Arnie will serve to divert their attention for a short time. The health of zombies increases with every round. Zombies start with 150 health on Round 1, and gain 100 health every round until round 9. Upon reaching round 10, their health is given a 1.1 multiplier every round. For example, a zombie has 550 health on round 5, 1045 on round 10, 2710 on round 20, 47295 on round 50, and 5552108 on round 100. With any weapon, damage is applied to zombies. A head or neck attack will multiply weapon damage by 2.0, a chest or torso attack will multiply weapon damage by 1.5, and a limb or groin attack will multiply weapon damage by 1.0. It is recommended that you use a LMG or another good high-damage/amount of ammo clip weapon when training zombies. 


Hellhounds
Hellhounds are zombie dogs. Hellhounds resemble badly deformed German Shepherds. On the maps Shi No Numa, The Giant, Kino der Toten, and Der Eisendrache, there are special rounds of just dogs every 5-7 rounds. They occasionally spawn with regular zombies after round 16 on The Giant. And on Moon they spawn in Area 51. A ball of lightning will indicate when they spawn. They spawn in packs of two to four (depending on the number of players). The ground shakes whenever they spawn, and there will be a heavy fog covering the map. When the last Hellhound in their special round is killed, it will always drop a Max Ammo power-up. They are pretty easy to kill if you get headshots.

Nova Crawlers
Nova Crawlers are skinny zombies who run around on all four limbs. They emit a very distinct trail of green gas that makes them quite noticeable among the horde. Crawler zombies can be quite subversive and hard to see as they stay close to the floor. When killed they explode, dealing damage to players in the radius as well as emitting a cloud of green toxic gas that disorients the player and blurs their vision. They will not, however, release the cloud of gas if the final blow dealt to them is from a knife attack, Wonder Weapons, traps, explosives, or standing too close to a teleporter. Shooting them with certain Pack-a-Punched shotguns will also nullify the gas explosion. They can be found on the maps Kino der Toten and Moon. The moon version has some differences. This variant has less health than a regular crawler zombie and gains the ability to teleport over short distances. They will spawn only in the lab area of the map if a player is standing in this area when a round begins. When a Crawler Zombie explodes, all zombies in its radius (excluding other Crawler Zombies and the Astronaut Zombie) will die instantly, which can be helpful in clearing large groups in the later rounds.

Space Monkeys
Space monkeys are an enemy that appears only on Ascension. They occur every four to five rounds after a perk has been bought. They steal the players' perks in the form of attacks on the various perk machines, and can also damage and kill the player. They replace Hellhounds. They wear space suits similar to the ones worn by regular zombies, and are likely zombified primates from the Soviet Space Program. The Space Monkeys will attack a perk machine until the player loses their perk. Perk Machines have 100 HP, and monkeys inflict one damage on the machine if players are far from it and eight if the players are close up. Once the machine has been disabled, the player must re-buy the perk. The last space monkey will drop a Max Ammo and a Random Perk Bottle if the players successfully kill all monkeys without causing any machine damage. It should be noted that if the player has obtained a perk from the Random Perk Bottle and has not opened the area in which the Perk-a-Cola is located, the Space Monkeys will not attack that perk machine. Monkeys have two different types of attacks: close range, which is strong, and long range, which will cause the player to become dazed and weakened, though if the player is in the air when the monkey uses this attack, they will be unaffected. They can also throw back grenades. Once a monkey has taken out a perk machine, any monkeys involved in breaking it do not appear to be able to break any other perk machines and will exclusively target players. If the player(s) then use any means to make themselves undetectable, whether through GobbleGum or other means, the monkeys will act like any other zombies and run to a random location. If a player walks near them in this state, they may still perform the slam attack, and damage the player. When the monkey round occurs, the player will hear a buzzer at the beginning of the round, and the map will turn red. Also, the announcer will warn the player by saying "Warning. Re-entry detected. All security personnel are on high alert." The monkeys arrive in lunar landers that crash onto the ground. When the round finishes, the announcer will say, "Security level normalized. System defenses offline."

Electrified Zombie
Electrified Zombies are an enemy in Der Eisendrache and Gorod Krovi. One of the Trials in Gorod Krovi requires the player to kill ten of these zombies with headshots. In Der Eisendrache, they appear in the Rocket Test Fire tunnel after the player activates the switch out in the Rocket Pad when trying to obtain the piece for the Ragnarok DG-4. They can also be created if a zombie is zapped by a Panzersoldat's electric cannon. In Gorod Krovi, they can be created when zapped by a Valkyrie Drone and a special version of the Electrified Zombie appears in later Valkyrie Drone rounds. The electrification of these zombies cause their eyes to become blue and electricity is visibly flowing through them. While moving at standard jogging pace, these types of zombies do appear to have the same ability as Valkyries, to blind the player's screen, and slow them down when hit.
Zombie Types 2
Zombie Monkey
The monkeys stay perched on top of the sides of the stairs leading up to the Pack-a-Punch Machine on Shangri-La. If one is killed, another will replace it. They have very low health, and can always be killed by a single hit from any weapon, even in higher rounds. When a power-up is dropped, they will run towards it. If a player gets a power-up before a monkey gets it, the monkey will attack the player once, and then run away. If the monkey reaches the Power-up first, they will run to the top of the temple with the Power-Up on its back, cycling through the various Power-Ups while glowing red. If the Monkey is killed before it can escape, the Power-Up shown when it was killed is dropped and can be picked up, even if the power-up is dropped on stairs of the temple. If the Monkey escapes, the Power-Up is lost. If the Monkey is killed after the player takes a Power-Up but before it attacks the player, the player who took the Power-Up and killed it will earn 500 points, or 1000 points when Double Points is active. If the Monkey however, hits the player, the player will lose 50 points. After the Monkey steals the Power-Up or hits the player after the player has picked up the Power-Up killing it will only give the player 10 points. Monkeys can be extremely useful if the player is skilled, as useless Power-Ups which are not needed can be used to get Max Ammo or Fire Sale, or possibly even a Random Perk Bottle (which can only be obtained if the monkey steals a Max Ammo). Furthermore, early on the 500 points can be beneficial to opening up areas without proceeding too many rounds.

Napalm Zombie
In Shangri-La they appear throughout the normal rounds as they do not have a dedicated round. They do not count as part of a round, so the round may change even if they are still alive.When the Napalm Zombie spawns, it emerges from a patch of flames that spawns on the ground. Napalm Zombies have a higher damage threshold and take significantly more bullets to dispose of than normal zombies. Napalm Zombies explode violently upon death, leaving behind a small patch of napalm that will harm players and zombies if touched. This can be used to the player's advantage. A player can run up to the Napalm Zombie and back up quickly while in a narrow chokepoint that many zombies go through. The Napalm Zombie will explode with minimal damage to the player(s) while killing all zombies that go through the fire. When a player is near a Napalm Zombie, the outer edges of their screen will turn orange, the same way it does when walking through a fire trap in Kino der Toten or Ascension. The character that player controls will warn him/her if the Napalm Zombie is about to damage the player. If a player is too close to a Napalm Zombie, it will explode and can kill the player even if they have Juggernog if they are close enough. In Origins, they are created once a normal Zombie is burnt by a Panzersoldat's flamethrower. Zombies can also get burned by the Mark IV Tank. In Der Eisendrache, several Napalm Zombies appear when the player is holding out in the rocket tunnel when trying to obtain a piece of the Ragnarok DG-4. They can also be created if a Panzersoldat burns a zombie with its flamethrower, just like in Origins. Killing a Napalm Zombie is required for the achievement None Left Standing. In Gorod Krovi, Napalm Zombies are created when a Dragon breaths fire on them. A possible trial for the player is to headshot ten Napalm Zombies. It is also required to kill several Napalm Zombies in order to obtain the Gauntlet of Siegfried after bathing the Dragon Egg in fire.

Shrieker Zombie
Shrieker Zombies are a variant of zombie appearing in the Zombies map Shangri-La. They have a whitish-blue glow to their appearance along with pale white skin, and blind the players temporarily by shrieking at them. They appear throughout the normal rounds as they do not have a dedicated round. They do not count as part of a round, so the round may change even if they are still alive. They spawn by blasting their way out of the ground with a sonic screech, so chances are the player will hear a Shrieker before seeing them. They also sprint constantly at a high rate of speed.

Astronaut Zombie
Astronaut Zombies violently explode upon death, sending the player flying many meters back, even in normal gravity. If there are any zombies in its close proximity when it is killed, they will die. Zombies killed by an explosion from an Astronaut Zombie will count as kills and award 50 points per zombie killed to whoever killed the Astronaut, unlike with Crawler Zombies. The explosion caused by an Astronaut Zombie's death has a 10-meter radius, powerful enough to send players flying in low gravity areas. Astronaut Zombies always have a red player name above them. It will immediately spawn after the first teleportation to the starting room on the Moon, or round two. After every death it suffers, it will spawn again with a different name above its head. An Astronaut Zombie grabs and head-butts any player that gets too close, causing them to teleport to a random point on the map. In addition to this, it will take a random perk (though typically the first one received), re-arrange the order of the perks the player still has, and critically damage the player's health. If a player is unfortunate or unaware enough to be grabbed by this Astronaut Zombie, they can escape by pulling back on the analog stick quickly (within the first few moments of being grabbed), and jumping just before the Astronaut would normally head-butt them. For about a second or two after being freed from its clutches, the Astronaut Zombie will behave like a typical zombie and will swipe at the player, causing normal damage typical of average zombies. Astronaut Zombies do not react when shot, and they move very slowly, similar to a Napalm Zombie. Their health is the same as that of a Napalm Zombie, which is four times the regular health of a zombie on a given round, times the number of players making it extremely hard to kill through conventional guns, although if an Astronaut Zombie is not killed, its health will be the same as the round he spawned in. Similar to the Hellhounds, Astronaut Zombies are not affected by multipliers. As such, the best weapons to kill them are shotguns, and most explosives. The upgrade module Dead Wire is also very effective at disposing of the Astronaut Zombie. If a Q.E.D. is thrown at it and explodes in the same fashion the Astronaut would upon death, it will result in an instant kill if the Astronaut Zombie is caught in the center of the blast radius. Shooting or damaging the Astronaut will not give the player points; however, the player will earn 50 points for killing it.
Zombie Types 3
Templar Zombie
Templars only spawn on Origins. The first type of Templar Zombies only spawn in the Elemental Staff Tunnels and in the main chamber under the "Pack-a-Punch" in the Excavation Site. When they spawn they can join in with a horde of standard zombies. The second type of Templar Zombies can spawn in different occasions. They spawn in normally in the Crazy Place and count in with the rest of the zombies, granting the players points as usual. In another occasion, the second type of Templar Zombies will spawn when the player activates a 115 Generator, coming out of blue portal holes in the ground. The Zombies keep spawning as long as the generator's activation bar has not loaded. In this occasion, players get 10 points for each killed Templar, over the first 10 kills per group that spawn (totaling to 100 additional points per generator), after which they give 0 points, but will still count as a kill. They will not yield 10 points if shot non-lethally unlike standard zombies, and they do not count towards the 115 headshots required for the challenge in Rituals of the Ancients. In a different occasion, every few rounds a bunch of the second type of Templar Zombies spawn through the blue portal holes to attack one the 115 Generators in attempt to shut it down. To prevent this, the player has to kill all of the Zombies that attack the generator before the generator's bar goes down. Successfully preventing the attack will reward the players with a Max Ammo that drops from the last killed zombie. Failing to prevent the attack will lead the zombies to attack other generators.

Panzersoldat
The Panzersoldat is an enemy that appears on the maps Origins, Der Eisendrache and Revelations. It takes the appearance of a zombie in an armored suit, and will jump in from outside the map boundaries using a rocket pack to attack players. First seen in the map Origins, it is armed with a Flamethrower and a giant claw to grapple players. It cannot be distracted with a Monkey Bomb or a G-Strike Beacon. The first Panzersoldat in a game always appears in Round 8 and drops a piece for the Staff of Fire when killed, which is the only way to obtain the piece. Every third round (fourth-fifth in solo) after Round 8 also includes one or more Panzersoldats (only ever one in solo). However, they do not appear in the Crazy Place. The first Panzersoldat of each group in subsequent rounds will drop a random Power-Up. In Der Eisendrache, instead of the gripping arm, the Panzer has a canon that shoots electric projectiles. The first Panzersoldat will spawn in round 12. It will next spawn every five to six rounds. During the Easter Egg My brother's Keeper, a Panzer will immediately spawn after returning to present time, and also during the Corrupted Keeper boss fight. Furthermore, players can obtain a Panzersoldat Claw Helmet. In Revelations, the Panzer Soldat has the same model as in Der Eisendrache. It will spawn for the first time between Round 18 and Round 21. Just like the Margwa it can also spawn at the end of the round inside the giant apothicon, if the player dont finish the round with few zombies left

Skeleton
Skeletons are a type of enemy. They are present in Der Eisendrache. In Der Eisendrache, there's an easter egg that makes it possible to turn all zombies into skeletons by shooting three skulls that are hidden throughout the map. They are also present while doing the main easter egg, during the fight against the Keeper.

Thrasher
Thrashers are enemies that appear in Zetsubou No Shima. They are the results of experiments by Division 9, in an attempt to create a breed of soldiers to deploy to the front lines. Thrashers are heavily mutated zombies that are able to shoot spores that paralyze the player. Other attacks include an up-close attack, and a "berserk mode" attack. They will devour any downed players, including when playing solo and using quick revive, although the scoreboard would still show the player being revived. They have a very powerful melee attack, which can down the player in one hit without Juggernog, and two with (brings the player to red instantly from full health in one hit, often downing if the player was already scratched). The Thrasher is a formidable foe in any situation, and can only be killed by shooting and popping the spores on its body. The KT-4 is extremely useful against the Thrasher, as a charged shot to its chest makes it a one hit kill from any weapon. Note that Thrashers may devour zombies to recover and regain spores on their bodies. Thrashers could spawn when a fully grown fungal spore comes into contact with a nearby zombie, causing it to mutate into a Thrasher. It is highly advised that the player(s) keep the fungi at bay by shooting them every now and then to decrease the chances of Thrashers appearing. Thrashers may also spawn while "cleansing" the third skull in order to obtain the Skull of Nan Sapwe. A Thrasher will always spawn when opening the bunker unless the zombies at the bunker entrance are killed before they are pulled underground. It is possible to spawn a friendly Thrasher that will attack zombies instead of players, by infecting a zombie using a specific hidden spore in the map. It is located on a wall to the left of the entrance of the test subjects room in the bunker. In order to reveal it, the player must use the Skull of Nan Sapwe's mesmerize attack on the wall. After doing so, the player will be able to see the spore behind some branches, but will still be unable to shoot the spore. To remove the branches, the player must shoot them with the upgraded KT-4.

Russian Mangler
The Russian Mangler Soldier is an enemy encountered on the map Gorod Krovi.
The Mangler spawns in window barriers as if it was a normal zombie. Up to four can spawn at a time. It will follow the closest player in a robotic-shuffle fashion, occasionally muttering something like "Fascists must die" or "Threat detected". When close enough, the Mangler will swipe his sickle and when out of reach it will fire its shockwave cannon. After taking a certain amount of damage, an orange light will flash around its body and the Mangler will start to sprint for the player and use the attacks more often and erratically. The Mangler is a formidable foe in any situation, but can be easily avoided. Players within its range should take caution, as a swipe can down them in two-three hits without Juggernog and the Lance will red screen the player under the same conditions.

Insanity Element
Insanity Elementals are an enemy in Shadows of Evil. They hunt down players, and when contact is made they explode, injuring the player, similar to R.A.P.S. in multiplayer mode. They are made of twisted flesh with multiple glowing mouths, screaming as they roll. Insanity Elementals spawn into the map by falling from the sky as glowing orbs. In Shadows of Evil, they appear as a special round after the second Parasites round, similar to the Hellhound rounds, including the Max Ammo power-up being dropped once the last one is killed. They can also appear occasionally in a normal zombies round. Insanity Elementals also appear prominently in the Easter Egg during the "capture the flag" objective, where they will continue to spawn until the flag has been charged and taken to the ritual site, forcing the player to protect the flag from being destroyed by them and the Shadow Man.
Zombie Types 4
Parasite
Parasites are enemies in Shadows of Evil and Revelations. Parasites are flying creatures that attack the player in various numbers. They attack by shooting a liquid at the player which covers the screen, impairing vision slightly, and dealing damage. In Shadows of Evil, Parasites are yellow-colored, shooting yellow liquid as their attack. Much like Hellhounds, Parasites appear during their own special round and the last one killed drops a Max Ammo. They also appear after a Margwa's head has been taken down. They can also appear occasionally in later rounds, in the "Capture The Flag" objective in the Easter Egg, and even spawn from a harvest pod. The Parasites also show up in the Pack-a-Punch wall-run on the side of the Apothicons during the Great War. They also appear in Revelations, behaving the same as their counterparts from Shadows of Evil, however they are are red and they shoot red liquid instead of yellow.

Margwa
Margwas are an enemy in Shadows of Evil and Revelations. The Margwa is a three-headed monster bearing tentacles. It will swipe at the player if close to them, similarly to a a normal zombie would and it deals the same amount of damage as a regular zombie's attack. It also has a slam attack, which is powerful enough to down a player in one hit without Juggernog, and powerful enough to destroy a player's Rocket Shield. The Margwa also will destroy Li'l Arnies deployed by the player. When playing with other players, if one makes themself disappear with a GobbleGum such as "In Plain Sight" or "Anywhere But Here", the Margwa will turn its attention to the next visible player, or teleport to an area where the other players are using its purple shadow. In order to kill a Margwa, the player must shoot and destroy all of its three heads. The heads can only be damaged when they're open and glowy. Once a single head is destoryed, the Margwa will move faster, and with each destroyed head it will release a Parasite and will reward the player 500 points, for a total of 1,500 points (The bonus points are affected by Double Points). The Margwa can also be killed by knifing it with the Pop Shocks GobbleGum, which the effect will kill the Margwa with one knife, after a slight delay. Killing a Margwa (usually) grants the player 1000 XP points, and the first killed Margwa always drops the Margwa Heart part, which is required to craft the Apothicon Servant. If the heart is not picked up, it will disappear after a while, but will appear again when the next Margwa is killed. Margwas appear prominently in the map's Easter Egg, spawning upon completing the second and fourth rituals, and seven per player while upgrading the swords (over the course of four rounds) as well as spawning each time the Shadow Man re-activates his shield during the "Kill the Shadow Man" step. Once the Shadow Man is killed, the player is put into an infinite Margwa round, with the head of the Margwa glowing in Purple instead of Yellow. After killing a Margwa, the player can turn into the Beast indefinitely. The only way the bar goes down during Beast mode is by taking damage, or from either Margwas or the pink circles on the ground. In the map Revelations, the Margwa makes a return as a round-based boss. Margwas first spawn around round 11/12 and tend to spawn after a certain number of rounds just like in Shadows of Evil. They also spawn inside the Giant Apothicon after some time that the player keep a few zombies alive at the end of the round, and a margwa spawn for each lil arnie threw inside the holes for the main easter egg quest. There are three types of Margwas, each one is different from each other. The Elemental Margwas are distinguishable for their darker skin-tone, and different colored haze. Regular Margwas do also appear, with no additional attacks or effects. Red Margwas, referred to as 'Fire Margwas' glow an orange-ish red, and differ from the others for their unique slam attack, which causes blasts of fire to pursue the player in a straight column. While this does apply ranged attacks for the Margwa, this attack is relatively slow, and can be outran due to it only moving in a straight line. The attack is still devastating, so keep an eye out when the Margwa slams its tentacles on the ground. These Margwas can also ignite zombies, making them combust upon death. Purple Margwas, or 'Void Margwas' emit a purple glow. Their slam attack is modified to produce a portal/void, like their name implies, which makes skulls come out and attack the player. This attack is very similar to the charged shot of the Void Bow from Der Eisendrache. It's best advised to have a shield when dealing with this Margwa Type, since you might not be able to outrun the blast, albeit the skulls can be shot with any gun to prevent them from harming the player. Both of these new Elemental Margwas do spawn parasites when a head is destroyed, and do run faster when a head is destroyed, just like a regular Margwa. It is unknown whether or not their health is better or worse than regular Margwas.

Keeper
Keepers are very weak enemies that appear on the map Shadows of Evil when you pick up ritual items and begin rituals. They are rather weak.

Fury
Furies are an enemy in Revelations. Furies replace Insanity Elementals from Shadows of Evil and, much like Insanity Elementals, spawn into the map by falling from the sky. They spawn along with the Parasites on their second unique round. Furies will also attack the player while overriding the first, the second and the fourth Corruption Engines, in a similar fashion to the Crusader Zombies from Origins. In addition, Furies have the ability to teleport to the player and attack them.

Spider
Spiders are an enemy type that appear in Zetsubou No Shima and Revelations. They have the ability to shoot webs at the players, as well as be able to use their webs to cover up Perk-a-Cola, GobbleGum machines, and pathways, though the player can easily slash through them by holding the use button. They are also needed for the KT-4 weapon in the cage step, where the player needs to extract their venom. They will usually spawn on round 6. When the last spider is killed, it will drop a Max Ammo. Upon killing a spider, the player will receive 50 points, while non-lethal hits will not reward the player any points.
Points
Points are the primary currency earned in the Zombies mode. Points are earned by damaging zombies, with more points awarded for kills and more awarded for melee or headshot kills, repairing barriers, reviving downed allies, and a variety of other methods. Points are crucial to advancing the map and are required to open new areas, upgrade weaponry, purchase Perk-a-Cola perks, and interact with most utilities.

The number of points the players have is shown at the bottom right of the screen. The player's points are enlarged to distinguish them from their teammates.

Point Distribution
There are numerous ways to obtain points; here are all of the options and the amount you would receive.
  • Non-lethal hit: 10 points
  • Lethal torso hit: 60 points
  • Lethal limb hit: 50 points
  • Lethal explosive hit: 50 points
  • Lethal neck hit: 70 points
  • Lethal headshot: 100 points
  • Lethal melee: 130 points
  • Getting a kill with Electric Cherry: 40 points
  • Destroy a Margwa head: 500 points
  • Kill a spider: 50 points
  • Kill a Templar Zombie attacking a 115 Generators: 10 points, only for the first ten killed per player, per 115 Generator powered or attacked
  • Kill a Zombie Monkey: 500 points if it hasn't attacked the player, 10 points if it has attacked
  • Kill a Napalm Zombie: 300 points & however the player killed it (neck, head, torso, limb, etc.)

  • Repair a barrier: 10 points per board or segment of wall, (most) windows maximum 60 points (6 boards) each
  • Hacking a window gives 100 points, but only for the first two times.
  • Revive a teammate: 5% of downed player's total points
  • Collect a Carpenter power-up: 200 points to all non-downed players
  • Collect a Nuke power-up: 400 points to all non-downed players
  • Go prone in front of a Perk-a-Cola machine: 100 (only works once)
  • Kill a Zombie Monkey: 500 points if it hasn't attacked the player, 10 points if it has attacked
  • Kill a Napalm Zombie: 300 points & however the player killed it (neck, head, torso, limb, etc.)
  • Hack an Excavator: 1000 points
  • Hack the Pack-a-Punch Machine: 1000 points once per game
  • Get a Bonus Points power-up: Between 100 and 50,000 points (random on Moon)
  • Activate a 115 Generator: 100 points
Point Loss
  • Buy a weapon off the wall: 500-5000 points (depending on the weapon)
  • Buying ammo for each weapon is half of that weapon's original price. Buying ammo for the Pack-a-Punched version of the weapon: 4500 points
  • Get downed: 5% of current points (if revived, the player who revived gets the 5%)
  • Another player dying out: 10% of current points (if alive)
  • Open a door or clear debris: 750-2500 points(depending on the door)
  • Hack a door: 200 points

  • Use the Mystery Box: 950 points (10 if a Fire Sale is active, 1900 if red Fire Sale in moon is acquired)
  • Use the Pack-a-Punch Machine: 5000 points
  • 2500 points when Pack-a-Punching a Pack-a-Punched weapon again
  • Use an Electro-Shock Trap: 1000 points
  • Use the Flogger: 750 points
  • Use an Automatic turret: 1500 points
  • Use the MDT: 500-1500 points(depending on what map)
  • Buy Juggernog: 2500 points
  • Buy Speed Cola: 3000 points
  • Buy Double Tap Root Beer: 2000 points
  • Buy Quick Revive: 1500 points, 500 in solo
  • Buy Stamin-Up: 2000 points
  • Buy Deadshot Daiquiri 1500 points
  • Buy Mule Kick: 4000 points
  • Buy Widow's Wine: 4000 points
  • Use the Der Wunderfizz machine: 1500 points

  • Hack another player: 500 points, but transfers them to the hacked player
  • Hack the mystery box location: 1200; allows the player to buy the box at any location (once per location)
  • Hack the weapon in a Mystery Box: 600; re-rolls the Mystery Box. If used a second consecutive time, the hacker re-gains 950 points and the weapon can be picked up by any player (including the hacker).
  • Hack weapon on wall: 3000 points; switches the prices of ammo and Pack-a-Punched ammo (e.g. M16 will still cost 1200 points, however ammo now costs 4500 points and upgraded ammo costs 600 points).
  • Hack a power-up: 5000 points; turns it into Max Ammo. If a Max Ammo was hacked, it becomes a Fire Sale.
Point Modifiers
  • Double Points: Doubles the amount of points gains
  • Fire Sale: Reduces Mystery Box cost to 10. Also spawns the Mystery Box in all locations
Wall Buys
The Wall Buy system is a feature that lets you purchasing a selection of weaponry and their respective ammunition using the currency that the game uses. The Wall Buy system has made an appearance every map.
Debris/Doors
Debris and doors or other alternatives are a thing on every map. You simply spend a certain amount of points and the pathway clears
Power Switch
The Power Switch is a utility found in most Zombies maps. It is not seen in Nacht der Untoten, Shi No Numa, Origins, Shadows of Evil, and Revelations. It turns on the power, which in turn is used to use the Pack-a-Punch Machine, Perk-a-Cola machines and other utilities, such as Electro-Shock Defenses.
Traps
Within each map theres an offensive or defensive utility that can be brought or activated to instantly kill hordes of standard enemies or deal heavy damage to unique ones. These utiliies are known as Traps. These Traps include:
Electricity Trap

Fire Trap

Turret Trap
Power-Ups 1
Power-Ups appear in each Zombies map and help the player in a variety of ways. Power-Ups drop from Zombies, Hellhounds, Zombie Monkeys, Space Monkeys, the teleporters in The Giant, the random teleporter rooms in Kino der Toten, from the QED, digging with the Shovel, Panzersoldats in Origins and Der Eisendrache, harvesting the Harvest Pods with the Fumigator, and behind the first room in Shadows of Evil, Margwas, by calling the Tram or by shooting a web with the KT-4 in Zetsubou No Shima. Each Power-Up's icon is gold with a green glow (with the exception of the Death Machine and Zombie Blood, which are silver and glow blue) and hovers above the ground. The icon will blink when it is about to disappear. All power-ups give off a whistling or humming noise when a zombie drops them. Also, the announcer will announce that they have been picked up by saying a phrase that varies depending on the power-up, with the exception of the Random Perk Bottle, Blood Money. Power-Ups drop randomly from enemies in the Zombies mode, but only if the enemy is inside the map and not outside the barriers. Zombies have a chance to drop any Power-Up randomly except the Random Perk Bottle. In some cases, Power-Ups will be given by specific enemies; for example, Max Ammo is guaranteed to drop from the last Hellhound, the last Space Monkey, and the last Templar Zombie attacking a 115 Generator.

Insta-Kill


Insta-Kill is a power-up that causes all damage to instantly kill a zombie at any round for 30 seconds. Picking up an Insta-Kill powerup while one is active will reset the timer to 30 seconds. Using the knife during an Insta-Kill is valuable due to not using ammunition, and melee kills earn 130 points. In Origins, the Panzer Soldat is affected by the insta-kill, but not as a whole. It will still take the same amount of time to kill the zombie unless the player pierces the glass in front of the zombie's face. Since it is still a regular zombie, it will take damage from a hit from any weapon as long as it hits the zombie's head in the suit. Insta-Kill can be spawned forcefully with GobbleGum by using the Kill Joy twice, as part of the nine power-ups with Reign Drops, or randomly from the I'm Feeling Lucky Gobblegums.


Double Points


Double Points is a power-up that doubles a player's earned points for 30 seconds. Nukes, Carpenters, and Bonus Points power-ups will also be affected by Double Points; however, they are only applicable when Double Points is active when the points are awarded. Picking up a Double Points powerup while one is active will reset the timer to 30 seconds. Once finished, the Double Points will disappear with a growling sound. Double Points can be spawned forcefully using GobbleGum the Who's Keeping Score? ability twice: as part of the nine power-ups with Reign Drops or randomly from the I'm Feeling Lucky Gobblegums. The only exceptions to Double Points not affecting a point value are the Bonus Points power-up in certain maps, the Mystery Box teddy bear refund, and hacking something on Moon. However, using a Hacker on a player while Double Points is active will award the hacked player 1,000 points while costing the hacker only 500 points. Upon picking up the Double Points power-up, the announcer will say the name of the power-up.


Max Ammo
Max Ammo gives all players the maximum ammunition possible to obtain for whatever weapon the players are carrying, although the player's current magazine will not be replenished. When a Max Ammo is given, the Elemental Staffs on Origins will have their magazines replenished. The power ups will not affect players who are down. For maximum economical efficiency, it's best to unload as much as possible, reload, and pick up the Max Ammo just before it disappears. All lethal and tactical grenades will also be replenished, no matter how many the player has. An alternative way to get Max Ammo is to complete a Hellhound, Space Monkey, Spider, Parasite, or Valkyrie Drone round, as the last enemy during the round will always drop a Max Ammo. In Origins, Der Eisendrache, and Revelations, Panzer Soldats may drop a Max Ammo upon death, and killing the templar zombies as they attempt to deactivate a generator will award the player with a Max Ammo; however, a Max Ammo will not be dropped if they are killed en-route to a generator. In Shadows of Evil and Revelations, killing a Margwa can yield a Max Ammo on Moon; if the player hacks any power-up other than a Max Ammo with Hacker, then the power-up will turn into a Max Ammo. If the player hacks the Max Ammo, it will become a fire sale. Either action will cost the player 5,000 points. In Call of Duty: Black Ops III, a player with the Cache Back GobbleGum equipped can spawn a Max Ammo.


Nuke
The Nuke is a power-up when picked up, all zombies spawned on the map are killed. All players currently alive are awarded 400 points after all zombies are dead. This point value is affected by Double Points which award 800 points when both are active. Zombies do not start spawning again until all zombies have been killed by the Nuke. The player will not get any points for shooting or killing a zombie affected by the Nuke. The Nuke can be spawned forcefully by using the Dead of Nuclear Winter twice, as part of the nine power-ups with Reign Drops, or randomly from the I'm Feeling Lucky Gobblegums.


Carpenter
Carpenter will completely board up all of the windows on the map. It works similarly to the Nuke in that windows closer to the power-up will be affected first, with the effect traveling outward. When Carpenter finishes boarding the windows, it awards a 200-point bonus to all players (who are not downed). The drop stalls any zombies on the outside for a fair amount of time, giving the players time that can be utilized. Carpenters only spawn when 5 or more windows are destroyed. A Carpenter power-up can be spawned forcefully with the use of the Licensed Contractor GobbleGum.


Continued on next section...
Power-Ups 2
Fire Sale


The Fire Sale is a power-up that causes all the possible Mystery Box locations to spawn temporarily and reduces the price of all three to 10 points for 30 seconds. This power-up is very helpful if any player just died, is looking for better weapons, and/or is running low on points. However, it can distract some players who only focus on using the Box and leave them oblivious to a mass of zombies running towards them. It is also more likely to drop in the middle of a round when it's too dangerous to focus on gambling for a random weapon. Out of all the power-ups, this one is the rarest to find under normal circumstances. Fire sales only drop once the mystery box has moved once. After that, it's as common as the other drops.

Death Machine


The Death Machine power-up lasts for 30 seconds with unlimited ammunition when acquiring the power-up, but without the ability to interact with most objects on the map or other players (such as repairing barricades or reviving downed players). It appears to have a percentage-based damage number, as it is able to kill a zombie with two headshots or just a few bodyshots even on very high (70+) rounds. Players can sprint while wielding the Death Machine, although at a very slow pace. When pressing the weapon switch button, the Death Machine will be stowed away, allowing players to use their normal weapons again. However, this will also cancel the power-up's remaining usage time. Death Machines only drop when the power is turned on OR someone buys Quick Revive.


Random Perk Bottles
Random Perk is a Power-Up featured in the Zombies maps Ascension, Shangri-La, Moon, Origins, and every map in Call of Duty: Black Ops III. The Random Perk power-up gives all living players a random perk that appears on the map for free and can be used to exceed the four-perk limit. In The Giant, a Random Perk Bottle can drop after linking the teleporter or using it. In addition to the perks already on the map, it can also give Deadshot Daiquiri and Stamin-Up (whose machine can become available through an easter egg). The Random Perk Bottle can be spawned on every map using "I'm Feelin' Lucky." "On the House," or "Reign Drops" GobbleGum.


Empty Perk Bottle
The Empty Perk Bottle is a Power-Up featured in the maps Origins and Zetsubou No Shima. In Origins, if the player has acquired the Golden Shovel and is in Zombie Blood, a dig spot will be glowing red somewhere on the map. These red dig spots will not change spots until they are dug up, and they are randomized each game. If these are dug up, an Empty Perk Bottle will appear, which the player can pick up. When it is picked up, a new red dig spot will appear again randomly on the map at the start of the next round. Note that these dig spots are separate from the regular ones, and aren't located at the exact same locations, though they are typically found near each other. For every Empty Perk Bottle dug up by the player, an extra perk slot will be given, up to 8. They may then buy an extra perk from the Der Wunderfizz machine or a Perk-a-Cola Machine. Going down and losing the perks does not remove the empty slots, as the player can simply rebuy all of their perks. Using the Staff of Ice to spawn a Zombie Blood is a viable tactic for getting the Empty Perk Bottles quickly without having to depend on random power-up drops as much. It can be used to scout if the dig spot is near the excavation site or in No Man's Land. In Zetsubou No Shima, the Empty Perk Bottle can be obtained by completing the topmost trial on the pillars in the Ruins of the Ancients or by opening up a purple plant with yellow spots on it, though this is very rare.


Bonus Points/Blood Money
The Bonus Points power-up appears in Shadows of Evil, Der Eisendrache, Zetsubou No Shima, and the Zombies Chronicles remaster of Moon. In Shadows of Evil and Zetsubou No Shima, it can be acquired from Harvest Pods. In Der Eisendrache, it is possible to get it by calling the Gondola. In Moon, it can once again be acquired via QED. In all instances, it rewards a random amount of points upon pickup and is affected by Double Points. Blood Money is a power-up that is featured in Origins and Shadows of Evil. It is similar to Bonus Points, in that it gives the player a random amount of points ranging from 25 to 500 when obtained. If the player kills zombies near a Blood Money power-up it will result in the player getting more points from it. This power-up can be obtained by digging in dig spots in Origins. 


Zombie Blood
Zombie Blood is a power-up that appears in Origins. It causes the player to be masked in a red fog and disguised as a zombie; thus, zombies ignore the player. The Power-Up itself appears as a bag of blood, lasts for 30 seconds, and can only be used by the player who picks it up. It also slightly increases the player's field of view. A free Zombie Blood is always given as a reward in the Rituals of the Ancients box near Generator 1 after it is first turned on, except on solo, where it is replaced with a Double Points. Players can obtain a free Zombie Blood, once per round, unless it is raining, by shooting three flaming carts around the excavation site with the Staff of Ice (upgraded or not). The Zombie Blood will appear next to some scaffolding by the Pack-a-Punch Machine. When the player has the Golden Shovel and is in Zombie Blood, they can see orange glowing dig spots, which will reveal an Empty Perk Bottle, allowing them to buy more than four perks. Samantha may speak to the player while in Zombie Blood mode, giving hints on how to obtain the staff parts, whispering the easter egg step as players progress it, and even talking personally to each character, attempting to convince him to free her by making threats, promises, and discussions about their history and the dark future that is about to come.


Tram Fuse
The Tram Fuse is a power-up found in the Call of Duty: Black Ops III Zombies map Der Eisendrache. It is required that the player have one fuse in order to activate the Gondola in the starting room. When the player spawns, there will always be a Tram Fuse waiting for them. More Tram Fuses may be dropped by zombies and Panzer Soldats. Each player can hold a single Tram Fuse at a time. If there is a Tram Fuse power-up and the player already has a Fuse, the player won't be able to pick it up. A fuse is indicated by a small fuse picture on the character's avatar next to the points.
Perk-a-Colas 1
Perk-a-Colas are a feature that can be found in all Zombies maps. Each drink gives the player a perk to help them survive and fend off the zombie hordes. Throughout most of their appearances, each Perk-a-Cola had a unique cost. The Perks spawn on fixed locations on each map, except for Shi No Numa, Shangri-La, Moon, Shadows of Evil, The Giant, and Zetsubou No Shima, where the Perks will randomly spawn at a spawn point, with some exceptions. All Perk-a-Cola machines require that the power be turned on before they can be used, unless there is no power switch on the map. Exceptions to this are on Solo, which contains Quick Revive; Origins, where each Perk-a-Cola machine must first be powered by its corresponding 115 Generator before it can be bought; and Shadows of Evil, where the system is only activating perks individually through the Beast. If a player is downed, they will lose all the perks they have purchased and will have to buy them again, unless they have obtained the Focusing Stone, completed Richtofen's Grand Scheme, used Aftertaste, or Near Death Experience GobbleGums, or if a teammate has acquired Near Death Experience or Phoenix Up GobbleGums.

Juggernog


Price: 2500

Effect: Increases the player's health from 100 to 250. This increases the amount of damage the player can take from opponents as follows:

Zombies: Four hits, going down on the fifth.
Hellhounds: five hits, going down on the sixth.
Panzersoldat/Margwa/Thrashers: Two hits, going down on the third.

As it increases player health, it's generally one of the most used perks, and players often prioritize getting this perk first, particularly as players get to higher rounds and zombies start to increase in both strength and numbers.


Quick Revive


Price(Solo): 500

Price(Co-Op): 1500

Effect: Quick Revive makes the player revive teammates twice as fast or allows the player to revive themselves (only applies when playing solo).

It can be purchased with the power turned off on solo. The perk is also found in the starting location on every map, with the exception of Nacht der Untoten, Moon, The Giant, and Zetsubou No Shima. When the player is downed, they will be equipped with a Pack-A-Punched version of their starting weapon, unless they have an alternative weapon that is capable of being used when downed. While downed, the player is able to shoot the zombies while being revived shortly after going down. The player will lose all their perks. After each use, the perk must be bought again and can only be purchased three times until it disappears for the rest of the game, making the Random Perk Bottle and Der Wunderfizz the only ways to obtain it afterwards. It is useful to note that while being revived while down, the player cannot earn points. On Moon, if the player hacks the perk and buys it again, it will count as buying it a second or third time.


Speed Cola


Price: 3000

Effect: Decreases the time it takes to reload by 50%. Additionally, it will greatly increase the rate at which barriers are rebuilt. On the map Moon, it also speeds up the hacking speed for the Hacker.

Its effect is most useful and noticeable on weapons with slow reload times, such as light machine guns, shotguns, and some wonder weapons, but due to its high cost, it is ill-advised to purchase without Juggernog unless in dire need.


Double Tap


Price: 2000

Effect 1: Increases the rate of fire (and effectively increases recoil by the same amount, due to the weapons having less time to settle between shots) of all weapons by 33% and doubles bullet damage. It also allows the player to operate bolt-action rifles, pump-action shotguns (as well as re-chambering them), and Wonder Weapons, as well as raising the firecap on semi-automatic weapons.

Effect 2: In addition to increasing the rate of fire, it fires two for every round when a weapon is fired at the cost of one round, potentially doubling the damage assuming both bullets hit.
potentially doubling the damage assuming both bullets hit. This only applies to weapons using bullets; most Wonder Weapons and explosives are only given a rate of fire increase. If a player aimed down sights and fired a round, only one shot would be fired, but it would deal twice as much damage. This makes it better in nearly all circumstances to aim, as the shots will be twice as powerful.

This perk is especially effective with players who equip weapons with high rates of fire, low damage, and little recoil, such as light machine guns and submachine guns.


Stamin-Up


Price: 2000

Effect 1: Boosts your speed by 7%.

Effect 2: Allows the player to sprint for twice as long without getting tired.

It is most useful when the player will be running around the map as part of their strategy, if they are in danger and being chased by a massive horde of zombies, or if they have to rush to revive a teammate in time. In Ascension, it is useful to have when attempting to defend more than one Perk-a-Cola machine during a Space Monkey round.


Deadshot Daiquiri


Price: 1500

Effect 1: The perk makes the player's crosshairs narrower by 35%.

Effect 2: Moves the aim-assist lock-on location from the torso to the head (for controller only).

Effect 3: Removes the idle sway from sniper rifles.

Attempting to stab will cause the blade to lunge at the enemy's face, possibly resulting in a miss in low-gravity areas of the moon.


Continued on next section...
Perk-a-Colas 2
Mule Kick


Price: 4000

Effect: Allows the player to carry three weapons at once.

It is tied with Widow's Wine for the most expensive Perk-a-Cola. When purchased, the player will not see any effect except for the symbol appearing on their HUD. When the player goes to buy their next weapon, the prompt will still state that taking it will replace the currently selected weapon, but in reality it will take its place in the third slot. If a player is downed while this perk is active, or if a Space Monkey successfully removes it in Ascension, the player loses the perk and thus the third weapon slot. 


Electric Cherry


Price: 1500(Wundefizz Only)

Effect 1: Creates an electric shockwave around the player whenever they reload that may stun an adjacent zombie.

Effect 2: When you go down you emit a shockwave blast around the character, stunning all zombies around them for a short time.
On official maps, Electric Cherry is only obtainable from Der Wunderfizz. The radius of the shockwave is determined by how many rounds the player has in their magazine. For example, expelling the whole magazine will give the maximum shockwave radius, and expelling only one round from a large magazine will have very minor effects.

Widow's Wine


Price: 4000

Effect 1: Zombies that hit the player will unleash a wave of webbing from the player, trapping nearby zombies for 20 seconds. The distance zombies are from the player dictates how trapped they become; zombies directly next to the player will be completely frozen, while those farther away will simply have their movement slowed.

Effect 2: Grenades become sticky. Widow's Wine Grenades, similar to Semtex, have the same effect upon detonation as if a zombie hit the player. Any zombies not killed by the explosion will be caught in a web for 20 seconds. If a zombie is stuck with one, it will be instantly frozen.

Effect 3: Each of the previous two effects consumes one grenade up to the number of grenades currently held by the player, up to four times. At the start of each round, grenades replenish by two and can be fully replenished with Max Ammo.If a zombie is killed while affected by Widow's Wine, it has a chance to drop a blue spider power-up, which replenishes one grenade.

Effect 4:The player's knife has a chance to freeze zombies, similar to the webbing effect. The knife will also do more damage, killing with one hit until round 4. This effect stacks with the Sword Flay GobbleGum effect.

Certain bosses, such as the Panzersoldat and Margwa, will detonate a Widow's Wine grenade upon hitting the player with melee, though they cannot be frozen. This is also the case for Nova Crawlers on Kino Der Toten and Moon, as they will hit the player, detonating grenades, but will not become trapped. Because Nova Crawlers can hit very quickly on higher rounds, this may cause a player to lose their stock of Widow's Wine grenades rapidly while still being damaged.


Der Wunderfizz
Price: 1500

Effect: Gives a random perk that isn't available from machine on the map.

Works much like the Mystery Box, only allowing so many uses before a teddy bear bottle appears and relocates the orb to a different area (Origins only). Der Wunderfizz gets struck by a bolt of lightning at short, regular intervals to allow players to see its location. Der Wunderfizz has different probabilities for each perk. For example, Mule kick, Deadshot and Electric cherry all have very high (around 20%) chance to appear, whereas quick revive and widows wine only have like a 1% chance to appear. The machine can be used to obtain more than four perks, but only through the use of the extra perk slot power up or Soda Fountain GobbleGum. You can tell what perk you get by looking at the icon on the bottle inside of the machine.

Mystery Box
The Mystery Box contains wondrous weapons, but you must pay a fee for each use. The location is random, and after buying a few weapons from the box, it has a tendency to vanish and appear elsewhere. You can find weapons in the Mystery Box that can’t be acquired anywhere else, some of which are quite powerful. In order to open the Box, the player must have 950 points. When activated, the available weapons will randomize, ascending, until a weapon is chosen. This process takes about four to five seconds. If the weapon is not picked up within ten seconds (the time is shown by the weapon descending back into the Box), the Box will reset and it will be able to be opened again in two seconds. If the player receives a teddy bear, the player will receive a refund and the Box will relocate somewhere else on the map. If a player receives the Fire Sale Power-Up, all Box spawns will be occupied and the price for a weapon will be 10 points, but only for a limited time, unless someone in Moon recently hacked the box location. The weapons available in the Mystery Box are largely the same throughout each map, although the weapons available do occasionally change, normally due to the addition of a new Wonder Weapon, or the unconventionality of a weapon in the map.


Weapons:
Annihilator
L-CAR 9
VMP
Kuda
Pharo
Weevil
Bootlegger
MP40
AK-74u
ICR-1
KN-44
M8A7
Sheiva
HVK-20
Man-O-War
StG-44
MX Garand
KRM-262
Argus
205 Brecci
Haymaker 12
BRM
Dingo
48 Dredge
Gorgon
RPK
Locus
Drakon
SVG-100
XM-53
Ray Gun
Ray GUn Mark II
Tgundergun
Monkey Bomb
Vesper
M16
FFAR
Galil
Apothican Servant
Li'l Arnie
KRM-262
Gersh Device
Matryoshka Doll
Trip Mine
HG 40
PPSh-41
L4 Siege
NX ShadowClaw
GKZ-45 Mk3
QED
Wave Gun
M1927
MG-08/15
Rift E9
Ragnarok DG-4
Banshii
Peacekeeper MK2
31-79 JGb215
Wunderwaffe DG-2
KT-4
Razorback
Marshal 16
Pack-a-Punch
The Pack-a-Punch Machine allows weapons to be upgraded to better versions of themselves. The machine typically changes the weapon's name, increases the damage output, increases the magazine capacity and makes the firing sound higher pitched accompanied by a red/purple muzzle flash. The weapon also notably gains camo to accent the changes done to it. The camouflage changes by map. Weapons can change fire mode and some may even fire different projectiles after Pack-a-Punching. Heavier weapons, such as light machine guns and launchers usually gain increased mobility resulting in the player being capable of higher speeds. Off-wall weapons can replenish ammo by buying ammo for it in the place they were bought for 4500 points. All weapons except wonder weapons and launchers can be Pack-a-Punched again for 2500 points, to add a module to their weapon.
The five modules are:
Blast Furnace (makes a zombie burst into flames which can spread to multiple zombies eventually killing them)
Fireworks (zombies hit with the fireworks bullet will explode into fireworks with a model of the weapon that shot it; the fireworks last for three seconds and kill any zombies in its area of effect)
Turned (turns the zombie against the other zombies and will melee the closest ones to death with one swipe to kill each, until the turned one dies)
Dead Wire (creates a mini Wunderwaffe effect and chains to up to ten zombies, gaining its chaining ability as rounds progress)
Thunder Wall (a Thunder Gun effect will propel zombies in close range of the zombie struck with the thunder wall bullet in the air)
GobbleGums 1

GobbleGums are special unlockable consumable items that give players specific bonuses, abilities, or effects. Unlike Perk-a-Colas, GobbleGums are not automatically lost when downed, and their effects are largely temporary.

Before starting each match, players can choose and customize a pack of GobbleGum in the Zombies menu, which include a total of five different GobbleGum balls. When in-game, a player can find and activate a GobbleGum machine, which will randomly dispense one of the five GobbleGum balls that player has chosen, granting the player the bonus or ability of that GobbleGum. As players rank up with the progression system, more GobbleGums are unlocked, allowing for a variety of bonuses to be used in-game. Only one GobbleGum can be equipped at a time, and equipping another gum will replace the current GobbleGum and end its effective in case it was active. There is usually one GobbleGum machine in every area of every map.

There are four types of GobbleGums indicated by their patterns:
Classic, with a solid colour.
Mega, with rainbow spots like Jawbreakers.
Rare Mega, with white stripes.
Ultra-rare Mega, with light coloured swirls.
Each GobbleGum is color-coded depending on how they are activated:
Blue is round-based.
Orange is activated immediately, or automatically in certain circumstances.
Green is time-based.
Purple is player activated, by pressing up on the D-pad of the controller or the 1 key on Keyboard.
The player character will blow a bubble and activate the GobbleGum's effect.

When the GobbleGum machine selects a mega GobbleGum that the player has run out of, it will say "Out of [flavor]" and retract the gum and give back the points the player used. If the machine selects a mega GobbleGum and the player does not take it, it won't be counted as used, and will be kept in the player's collection. If mods are enabled, GobbleGums will never be consumed, but players are still limited to the amount they have available per game. If the player takes a mega GobbleGum from the machine, it will subtract it from their collection even if its effects are never used before the game ends or it is replaced with another.

The first GobbleGum is free. After that, the price will continue to grow but will reset after the round ends. The increase in price will vary depending on what round the player is currently on. Fire Sale reduces the cost by 490 points. For the first nine rounds, the second and third use cost 1,500 and 3,000 points respectively. Afterwards, the prices increase every ten rounds, and the second use is two times the second use from the previous ten rounds minus 500, and the third use is simply double the second use. This chart displays the cost for the first, second and third uses for every round. The price stops increasing after round 100. With these prices, players can purchase from the GobbleGum machine up to three times per round.

Rounds 1-9: 0 / 1,500 / 3,000
Rounds 10-19: 0 / 2,500 / 5,000
Rounds 20-29: 0 / 4,500 / 9,000
Rounds 30-39: 0 / 8,500 / 17,000
Rounds 40-49: 0 / 16,500 / 33,000
Rounds 50-59: 0 / 32,500 / 65,000
Rounds 60-69: 0 / 64,500 / 129,000
Rounds 70-79: 0 / 128,500 / 257,000
Rounds 80-89: 0 / 256,500 / 513,000
Rounds 90-99: 0 / 512,500 / 1,025,000
Rounds 100-255: 0 / 1,024,500 / 2,049,000

GobbleGum balls have their effect's color and have a picture illustrating their effect.

Classic Gobblegum:
Always Done Swiftly - (Activates Immediately, Lasts 3 Rounds) Walk faster when aiming. Raise and lower your weapon to aim more quickly.

Arms Grace - (Activates Immediately, Lasts until next respawn) Respawn with the guns the player had when they bled out.

Coagulant - (Activates Immediately, Lasts 20 minutes) Longer bleedout time.

In Plain Sight - (Activated, 2x Activations, 10 seconds each) All zombies ignore the player.

Stock Option - (Activates Immediately, Last 2.5 minutes) Ammo is taken from the player's stockpile instead of their weapon's magazine. This allows the player to "spam" single-round weapons such as the XM-53 or Apothicon Servant.

Impatient - Unlocked at level 3 (Activates Immediately, Lasts until bleedout) Respawn near the end of the current round instead of at the start of the next round.

Sword Flay - Unlocked at level 6 (Activates Immediately, Lasts 2.5 minutes) Melee attacks and any melee weapon will inflict 5x more damage on zombies.

Anywhere But Here! - Unlocked at level 10 (Activated, 2x Activations) Instantly teleport to a random location. A concussive blast knocks away any nearby zombies, keeping the player safe.

Danger Closest - Unlocked at level 15 (Activates Immediately, Lasts 3 full rounds) Zero explosive damage, similar to PhD Flopper. Damage can still be taken by Insanity Elementals, however reduces the affect of the Panzersoldat shocking grenades.

Armamental Accomplishment - Unlocked at level 21 (Activates Immediately, Lasts 3 full rounds) Switch weapons and recover from performing melee attacks faster. Reload and use items more quickly. Similar to Fast Hands from Multiplayer but does not increase reload speed.

Firing On All Cylinders - Unlocked at level 26 (Activates Immediately, Lasts 3 full rounds) Can fire while sprinting. Similar to the Gung-Ho perk from Multiplayer.

Arsenal Accelerator - Unlocked at level 30 (Activates Immediately, Lasts 10 minutes) Charge the player's special weapon faster. Affects the Apothicon Swords, the Annihilator, the Ragnarok DG-4, the Skull of Nan-Sapwe, and the Gauntlet of Siegfried.

Lucky Crit - Unlocked at level 33 (Activates Immediately, Lasts 1 full round) Improves your chances of activating an Alternate Ammo Type: Turned, Dead Wire, Fireworks , Blast Furance and Thunder Wall.

Now You See Me - Unlocked at level 34 (Activated, 2x Activations, 10 seconds each) All zombies will chase the player.

Alchemical Antithesis - Unlocked at level 35 (Activated, 2x Activations, 60 seconds each) Every 10 points earned is instead awarded 1 ammo in the stock of the current weapon. Affects all weapons. Any points gained including points from power ups will give the player one round in their reserve ammunition for every 10 points earned (for example, Double Points will double the ammo attainment). if the ammo is full for the current weapon, the points will be awarded normally.
Additionally, the Death Machine has unlimited ammo and is a power-up, so any ammo obtained with it goes to the weapon that was in use when the power-up was taken; if that weapon is full, points will again accumulate normally.


Continued on next section...
GobbleGums 2
Projectile Vomiting - (Activates Immediately, Lasts 5 full rounds) Zombies you kill with grenades or other large projectiles vomit uncontrollably.

Newtonian Negation - (Activates Immediately, Lasts 25 minutes) Zombies killed fall straight up.

Eye Candy - (Activated, 4x Activations) Overrides the colors you see. Creates color overlay that highlights zombies (and some non-zombie enemies) in a color that can be changed by reactivating. Colors include blue, green, yellow, and red. Activating a 5th time will deactivate the Gum.

Tone Death - (Activates Immediately, activates each tenth zombie kill) A set of random silly zombie sounds and death sounds are played instead of the normal ones.


Mega Gobblegum.
Aftertaste - (Activates Immediately, Lasts 3 Rounds) Keep all Perks after being revived. This will not keep the player's Quick Revive in solo.

Burned Out - (Activates Immediately, Lasts 2 Hits) The next time the player takes damage, nearby zombies burst into fire.

Dead of Nuclear Winter - (2x Activations) Spawns a Nuke Power-Up.

Ephemeral Enhancement - (2x Activations, 60 Seconds Each) Turns the weapon in the player's hands into the Pack-A-Punched version. Players should be careful to remember that it only lasts for 60 seconds. This Gobblegum also works in Shadows of Evil with the Apothicon Servant, despite not being upgradable in the map.

I'm Feeling Lucky - (2x Activations) Spawns a random Power-Up in the map.

Immolation Liquidation - (3x Activations) Spawns a Fire Sale Power-Up.

Licensed Contractor - (3x Activations) Spawns a Carpenter Power-Up.

Phoenix Up - (1x Activation) Revives all teammates. Teammates keep all of their Perks.

Pop Shocks - (Auto-Activates when attacking Zombies, 5x Activations) Melee attacks trigger an electrostatic discharge, electrocuting nearby Zombies. This has the ability to instantly kill a Margwa or Panzersoldat.

Respin Cycle - (2x Activations) Re-spins the weapons in the Mystery Box after it has been activated.

Unquenchable - (Auto-Activates when the player has 4 Maximum Perks) Can buy an extra Perk-a-Cola. This is similar to a Empty Perk Bottle, however the perk slot will be lost should the player go down.

Who's Keeping Score? - (2x Activations) Spawns a Double Points Power-Up.

Crawl Space - (5x Activations) All nearby zombies become crawlers.

Fatal Contraption - (2x Activations) Spawns a Death Machine Power-Up.

Unbearable - Auto-activates when a teddy bear appears in the Mystery box. The Mystery box re-spins automatically. The Mystery box will not move for several more uses.

Disorderly Combat - (Activates Immediately, Last for 5 minutes) Gives a random gun every 10 seconds. Should the player have all their weapons Pack-a-Punched, all the weapons given from this GobbleGum will also be Pack-a-Punched. Additionally, if at least one weapon in the player's loadout has an Alternate Ammo Type, every weapon will be given a random Ammo Type, excluding the L8 Circus.

Slaughter Slide - (Auto-activates when sliding, 6x Activations) Create 2 lethal explosions by sliding.

Mind Blown - (3x Activations) Gib the heads of all the zombies you can see, killing them.

Board Games - (Activates Immediately, Lasts 5 rounds) Fixing one board at a barrier fixes all the boards at that barrier. You only get the points from the first board repaired.

Board To Death - (Activates Immediately, Lasts 5 minutes) Zombies within 15 feet of a repaired board are killed. Does not work for bosses.

Flavor Hexed - (Activates Immediately) Selects a random Mega Gobblegum of any rarity that is not in the player's loadout and awards it to the player. If the player doesn't bleed out or purchase another GobbleGum, then this will repeat a second time once the first gum has been used.

Idle Eyes - (Activated, 3 activations, 30 seconds each) All zombies ignore all players and stand idle.


Rare Mega:
Cache Back - (1x Activation) Spawns a Max Ammo Power-Up.

Kill Joy - (2x Activations) Spawns an Insta-Kill Power-Up.

On the House - (1x Activation) Spawns a Random Perk Bottle Power Up.

Wall Power - (Activates Immediately, Lasts until the player's next wall-buy gun purchase) The next wall weapon purchased becomes Pack-a-Punched.

Undead Man Walking - (Activates Immediately, Last 4 minutes) Slow down all zombies to shambling speed.

Fear in Headlights - (1x Activation, 2 minutes) Zombies seen by the player will not move. Players should remember this will not affect zombies that are behind them.

Temporal Gift - (Activates Immediately, Lasts 1 round) Power ups last longer (extra 30 seconds).

Crate Power - (Auto-activates next time you take a gun from the magic box) The next gun taken from the magic box comes Pack-a-Punched. This includes Monkey Bombs and Li'l Arnies.

Bullet Boost - (2x Activation) Re-Pack your current Pack-a-Punched gun (if supported).

Extra Credit - (Activated, 4 Activations) Spawns a Personal Points Power-Up worth 1,250 points (2500 points if Double Points is active).

Soda Fountain - (Auto-activates when buying a perk, 5 Activations) Perk purchase limit is ignored. Every perk you buy, a random perk is awarded along with the perk you bought.
GobbleGums 3
Ultra-Rare Mega Gobblegums:
Killing Time - (1x Activation) All zombies freeze in place for 20 seconds. If they are shot they will be annihilated when the time is up. This gobblegum not only freezes zombies, but freezes other props in the map, as if the map is frozen in time.

Perkaholic - (Activates Immediately) Gives the player all Perk-a-Colas in the map.

Head Drama - (Activates Immediately, Lasts for the Remainder of the Round) Any bullet which hits a zombie will damage its head.

Secret Shopper - (Activated Immediately, Lasts 10 minutes) Any gun wall-buy can be used to buy ammo for any gun. (Note that you cannot buy ammo for Wonder Weapons.)

Shopping Free - (Activates Immediately, Lasts 1 minute) All purchases are free.

Near Death Experience - (Activates Immediately, Lasts 3 full rounds) Revive, or be revived simply by being near other players. Revived players keep all their perks, including Quick Revive

Profit Sharing - (Activates Immediately, Lasts 10 minutes) Points you earn are also recieved by nearby players and vice versa.

Round Robbin' - (1x Activation) Ends the current round. All players gain 1600 points. This GobbleGum cannot be used in Area 51 (Spawn area on Moon), it will simply fail to be used - this will not consume the GobbleGum.

Self Medication - (Auto-activates by getting a kill in last stand, 3x Activations) Auto revive yourself. Keep all your perks. This includes Quick Revive.

Power Vacuum - (Activates Immediately, Lasts 4 rounds) Power-Ups spawn more often. The drop chance is greatly increased, the normal cap of only 4 drops per round is ignored.

Reign Drops - (Activated, 2 activations) Spawns all 11 core power-ups at once

Dr. Monty's Factory
In order to use Dr. Monty's Factory, the player must acquire at least one vial of Liquid Divinium. This can be done by either spending points during a match of Zombies, completing a daily challenge, or purchasing vials of Liquid Divinium using CODPoints.

Once the player has collected a vial of Liquid Divinium, they can go into the Factory, and power up one of three vats. They range from taking one vial of Divinium to three. Despite popular belief, powering up only the first vat yields a higher amount of GobbleGums (and therefore more rare/ultra rare GobbleGums.) This is because of the Power Boost power up. However, the higher Liquid Divinium setting has a much higher chance to yield better tier Gobblegum and therefore receive more powerful Gobblegum than if the Factory is used with a lower setting.

It should be noted that if the player uses one, two, or three vials they can get anywhere from one to four GobbleGums at a time, as it is completely random. Normally, using a single vial will yield one GobbleGum, using two vials will yield two GobbleGums, and using three vials will yield three GobbleGums. Other than getting GobbleGums, the player may also receive power ups that affect the amount of GobbleGums received:

Power Boost - Appears when using one or two vials of Liquid Divinium and will power up the other one/two vats, enabling the player to receive whatever is in the next vat(s).

Liquid Divinium - Gives back the player one vial of Liquid Divinium.

Reward Doubler - Doubles whatever you get, including Liquid Divinium. Getting two Reward Doublers will give four of whatever the player got, whether they are GobbleGums or Liquid Divinium.


Newton's Cookbook
Newton's cookbook is a weird but cool mechanic that allows for the alchemical conversion of Dr Monty's Factory crafted GobbleGums into other Mega GobbleGums via the use of Distills. Three recipes are available every 24 hours. Before using the cookbook, the player must have some Mega GobbleGums already created along with having Distills after the first interaction.

Distills are used along side specific GobbleGums to allow conversions into a different one. Every 24 hours, players can acquire 30 Distills for free as long as they have activated three or more recipes from the Cookbook. Along with this, Distills can be purchased by spending COD Points or Liquid Divinium.

30 Distills cost 200 Points or 3 Liquid Divinium.
60 Distills cost 400 Points or 6 Liquid Divinium.
90 Distills cost 600 Points or 9 Liquid Divinium.

To utilise a recipe, up to three different Mega GobbleGums are required alongside 10 Distills. Some recipes require a singular type of GobbleGum, but in larger amounts to an upwards of seven. Activating the recipe will distill the inputted Gobblegums into the shown Gobblegum, which can yield up to seven new GobbleGums in total.
Leveling and Weapon Leveling
Normal XP and Leveling:
While playing zombies you will gain XP by killing zombies, killing boss zombies, opening doors and surviving rounds. When you get a certain amount of XP you will level up. Leveling up lets you unlock weapons in Weapon Kits, Classic Gobblegums, and can give you Liquid Divinium. When you reach level 35 you can Prestige in the menu. When you Prestige you go to level one and lose all your unlocked weapons and GobbleGum but keep attachments for when you unlock them again. Every time you Prestige you get some permanent unlock tokens to keep a GobbleGum or weapon unlocked even after prestige. There are a total of 10 Prestiges and after reaching level 35 on prestige 10 you go into Prestige master where you can get up to level 1000. In Prestige master you can change your level symbol with every 100 levels unlocking more icons.

Weapon XP and Leveling:
While using a weapon you gain XP by killing zombies with it that goes to the weapons level. When you get a certain amount of XP you level up and unlock an attachment.
Weapon Kits
Weapon Kits are a feature that allows the player to customize most weapons with attachments, camos, and paintjobs. Weapon Kits mean that if a specific weapon is received from any method, the Weapon Kit customization will be used for that, allowing for specifically tweaked weaponry. Attachment slots are unlocked via the Weapon Level system, with attachments being unlocked in the same method. Not all weapons that were added through updates were added to the Weapon Kit system.

Within zombies there are also so some exclusive camos you can get per gun by getting kills.

Contagious:
Get 25 kills (XM-53)
Get 50 kills (Sniper Rifles, Pistols)
Get 80 kills (Submachine Guns, Shotguns)
Get 100 kills (Assault Rifles, Light Machine Guns)

Fear:
Get 50 kills (XM-53)
Get 100 kills (Sniper Rifles, Pistols)
Get 250 kills (Submachine Guns, Shotguns)
Get 300 kills (Assault Rifles, Light Machine Guns)

WMD:
Get 100 kills (XM-53)
Get 200 kills (Sniper Rifles, Pistols)
Get 500 kills (Submachine Guns, Shotguns)
Get 600 kills (Assault Rifles, Light Machine Guns)

Red Hex:
Get 200 kills (XM-53)
Get 400 kills (Sniper Rifles, Pistols)
Get 900 kills (Submachine Guns, Shotguns)
Get 1000 kills (Assault Rifles, Light Machine Guns)

There is also a few you can get from buying DLC

Lucid:
Salvation Map Pack

Amethyst, Emerald, Garnet, Sapphire, and Topaz:
Zombies Chronicles(Show up in Extras page in camo menu)

Weapons available to customize:
Bowie Knife
RK5
L-CAR 9
XM-53
KN-44
HVK-30
ICR-1
Man-O-War
Sheiva
M8A7
Kuda
VMP
Weevil
Vesper
Pharo
KRM-262
205 Brecci
Haymaker 12
Argus
BRM
Dingo
Gorgon
48 Dredge
Drakon
Locus
SVG-100
Wonder Weapons 1
Wonder Weapons are a series of powerful weapons. The majority of the Wonder Weapons are different forms of energy weapons and have each got a unique function that separates it from the rest of the available weapons. The unique abilities vary from weapon to weapon but are generally devastating to the zombies in the later rounds, helping the player's chance of survival.

Ray Gun
The Ray Gun can be found in every map. The Ray Gun shoots green rays that cause spash damage on impact. The Ray Gun cannot be Pack-a-Punched twice to receive an upgrade module. The gun becomes the Porter's X2 Ray Gun Pack-a-Punched.

Damage:
1000 (direct hit)
1500-300 (splash)
2000-300 (splash, Pack-a-Punched)

Fire Mode:
Semi-Auto
Automatic(Controller)

Rate of Fire:
181 RPM

Magazine Size:
20
(40 when Pack-a-Punched)

Maximum Ammunition:
20+160
(40+200 when Pack-a-Punched)

Reload Time:
3 seconds

Range:
Infinite

Recoil:
Low

Penetration:
Small

Cost:
950: Mystery Box
Free: (Shadows of Evil Harvest Pods, Der Eisendrache Tram Fuse, Origins Golden Shovel)


Wunderwaffe DG-2
The Wunderwaffe DG-2 is in The Giant, Verrückt, and Shi No Numa. The Wunderwaffe shoots bursts of electricity that start to electrocute and kill zombies. It has a decent range and can kill up to 10 zombies in one shot. Shots will deal extra splash damage to nearby zombies. For example, if a player has a whole horde trained and shoots into the center, the entire horde will now be stunned (however, only 10 zombies will be killed, and the others will resume chasing the player after about 2 seconds). When Pack-a-Punched it is renamed the Wunderwaffe DG-3 JZ

Damage:
∞ with a maximum of 10 kills per shot

Fire Mode:
Automatic

Rate of Fire:
60 RPM

Magazine Size:
3 charges
(6 when Pack-a-Punched)

Maximum Ammunition:
3+15
(6+30 when Pack-a-Punched)

Reload Time:
6.2 seconds
(4.8 seconds when Pack-a-Punched)

Range:
300-600m

Recoil:
Low

Penetration:
Very low

Cost:
950 points (Mystery Box)


Monkey Bomb
The Monkey Bomb is available on The Giant, Kino der Toten, Shangri-La, Nacht der Untoten, Verruckt, Shi No Numa, Der Eisencrache, Zetsubou No Shima,Origins, and Gorod Krovi. The Monkey Bomb is a secondary tactical grenade that lures zombies to it while playing a jingle, then explodes. While active, zombies do not pursue the players. A glitch may occur in which zombies will not be attracted to the Monkey Bomb, rendering its primary function obsolete.

In Gorod Krovi, the Monkey Bomb can be upgraded via an easter egg.

The Mega GobbleGum Crate Power can be used to upgrade the Monkey Bomb for individual players.

The upgraded Monkey Bomb will kill any zombies touching it while it is still attracting them, also dealing more damage than its predecessor.

Damage:
5000 (Explosion)

Fire Mode:
Thrown

Rate of Fire:
Single

Ammunition:
3

Range:
450m

Cost:
950 (Mystery Box)


Thundergun
It appears on Kino der Toten, Nacht der Untoten, Ascension, and Revelations. The Thundergun fires blasts of incredibly strong compressed air. It has no iron sights, meaning it must be fired from the hip. It is able to kill large numbers of zombies with a single shot, sending them flying backwards. Those who are not killed by the blast are thrown backwards and will remain on the ground for a few seconds before getting back up. The Thundergun can only be reloaded when all shots have been fired. The Thundergun is important during the later rounds as it is useful for clearing large groups of zombies in order to reach a downed teammate or make an escape. It is extremely useful when swarmed. When Pack-a-Punched, it becomes the Zeus Cannon.

Damage
∞/Zero (a close range direct hit will always be a kill, from mid-long range zombies will only be thrown backwards with zero damage)

Fire Mode:
Semi-automatic

Magazine Size:
2 (4 when Pack-a-Punched)

Starting Ammunition:
2+12
(4+24 when Pack-a-Punched)

Reload Time:
2 seconds

Recoil:
Very Low

Cost:
950 (Mystery Box)
Wonder Weapons 2
Gersh Device
The Gersh Device is available on Moon and Ascension. It is a secondary tacticle grenade that when thrown, it creates a small black hole that will slowly pull all the zombies that are present on the map towards it, killing them upon impact with the singularity, awarding the player 50 points per zombie. A player can jump into the black hole, which will then teleport the player to a random location. The Gersh Device is an extremely effective weapon to be drawn from the Mystery Box as it can kill a line of Zombies without hassle and gives the players a short break from the zombies. This weapon is also effective if one wants to revive a downed teammate without being attacked (similar to Monkey Bombs).

Damage:
Infinite/0

Fire Mode:
Thrown

Ammunition:
3

Range:
51.4 meters

Cost:
950 (Mystery Box)

Matryoshka Doll
The Matryoshka Doll is a tactical grenade available in the map Ascension. When thrown, they act as a cluster bomb, exploding four times. Most often, one doll will explode into three dolls that fly out in random directions. Matryoshka Dolls do extremely high damage to zombies, and are usually lethal, but on higher rounds they tend to create crawlers.

Damage:
100,000

Fire Mode:
Thrown

Ammunition:
3

Cost:
950 (Mystery Box)

31-79 JGb215(Baby Gun)
The baby Gun is available on Shangri-La. The baby Gun fires beams that causes zombies to shrink. Once they are shrunk, the player can run into them to kick them, sending them flying, and killing them. Otherwise, small zombies can be killed with one hit from any weapon. Shrunk zombies don't do damage but slow the player. The shot can go through other zombies while still affecting them. If the affected zombies are left unattended for long enough, they will revert to their usual size, after five seconds. The Baby Gun can also affect special zombies such as the Shrieker Zombie and the Napalm Zombie, but its duration is shorter on these two. The Napalm Zombie, if it explodes while shrunk, will cause only a small explosion with little damage. The Baby Gun is a very effective wonder weapon, allowing the player to clear groups of zombies simply by shrinking them and running straight through them. Players must however be quick to eliminate small zombies as the duration is rather short, and the Baby Gun can simply not kill zombies by itself as its shots deal no damage whatsoever. Pack-a-Punched it becomes The Fractalizer.

Damage:
Zero (shrinks zombies to one-hit-kill)

Fire Mode:
Semi-Automatic

Magazine Size:
5
8 (Pack-a-Punched)

Maximum Ammunition:
5+25
8+40 (Pack-a-Punched)

Cost:
950 (Mystery Box)

Wave Gun/Zap Guns
The Wave Gun is avaiable on Moon. Despite being considered as a single weapon, the weapon can be found in two distinct forms: the Zap Gun Dual Wield and the Wave Gun. It is possible to switch between both variants by hitting right on the D-Pad on controller or 5 on keyboard. It can be obtained in the Mystery Box or from a potential weapon power-up that appears as one of the QED effects. By default the gun is found in Dual Wield configuration, a variant named the Zap Gun Dual Wield. The Zap Guns fire red balls of electricity that kills zombies instantly upon contact. The Dual Wield Zap Gun will always be a one-shot kill to any zombies at any range. After hitting right on the D-Pad or 5, both guns combine to become one weapon, named the Wave Gun. This variant can be aimed and fires a purple beam that causes zombies caught in the blast radius to slowly expand and explode, resulting in an instant death at any round. This weapon is very useful at higher rounds due to its large magazines, the ability to change to fire mode instantly as well as its infinite damage. When pack-a-punched it becomes the Porter's X2 Zap Gun/Max Wave Gun.

Damage:


Fire Mode:
Semi-automatic

Magazine Size:
8x2 Dual-wield (64 reserve)
12x2 Pack-a-Punched Dual Wield(100 reserve)
2 combined (12 reserve)
4 Pack-a-Punched combined (24 reserve)

Maximum Ammunition:
80 Dual-wield
124 Pack-a-Punched Dual Wield
14 combined
28 Pack-a-Punched combined

Cost:
950 (Mystery Box)
Wonder Weapons 3
Quantum Entanglement Device
The QED is available on Moon. The QED is a tactical grenade. When thrown, the QED is capable of creating many different outcomes. Upon toss, the player will spin the handle on the bottom once, and push it in. It can either "curse" or "bless" the player, with outcomes such as extra weapons, extra perks, more enemies, or a reset of points.

Effects:
An explosion identical to that of the Astronaut Zombie. This is the default effect of the grenade. Will instantly kill Astronaut Zombie and Zombies within the blast radius.
Produces a Ray Gun that fires in a circle. This is capable of destroying glass windows and downing the player.
Produces a Ray Gun Mark II that fires in a circle.
Produces a Wave Gun that fires in a circle.
Produces a BRM that fires in a circle. Can damage or down players if they stand close to it.
Produces a Pack-a-Punched version of the MR6 (Death and Taxes) that fires in a circle. This is capable of destroying glass windows and downing the player.
Produces a Weevil that fires in a circle. Can damage or down players if they stand close to it.
Produces a M16 that fires in a circle. Can damage or down players if they stand close to it.
Produces a Man-O-War that fires in a circle. Can damage or down players if they stand close to it.
Produces an ICR-1 that fires in a circle. Can damage or down players if they stand close to it.
Produces a Haymaker 12 that fires in a circle. Can damage or down players if they stand close to it.
Produces a KN-44 that fires in a circle. Can damage or down players if they stand close to it.
Produces a Drakon that fires in a circle. Can damage or down players if they stand close to it.
Produces a (normal or Pack-a-Punched) KRM-262 that fires in a circle. Can damage or down players if they stand close to it.
Produces a 48 Dredge that fires in a circle. Can damage or down players if they stand close to it.
Produces a VMP that fires in a circle. Can damage or down players if they stand close to it.
Produces a FFAR that fires in a circle. Can damage or down players if they stand close to it.
Revives a teammate.
Downs players within a certain radius.
Teleports players within the vicinity to a random location on the map.
Teleports players outside the vicinity to a random location on the map.
Teleports all players, regardless of location, to a random spot on the map.
Spawns an ordinary Frag Grenade.
Spawns a Widow's Wine Grenade.
Spawns a Carpenter.
Spawns a Nuke.
Spawns an Insta-Kill.
Spawns a Double Points.
Spawns a Perk Bottle. All players gain a random perk.
Spawns an Anti-Perk Bottle. A red perk bottle that Zombies go after. If they pick it up, all players lose a random perk. Does not effect players once the The Big Bang Theory Easter Egg is complete. Players will still lose Quick Revive in Solo if the The Big Bang Theory Easter Egg is complete.
Spawns a Bonus Points Power-Up. Can either give an individual player points or all players points.
Spawns an Anti-Bonus Points Power-Up. A red Bonus Points that Zombies go after. If they pick it up, all players lose a random amount of points.
Spawns a Fire Sale.
Spawns an Anti-Fire Sale. Teleports Mystery Box to different location and makes it cost 1900 points.
Spawns a Max Ammo.
Spawns an Anti-Max Ammo. A red Max Ammo that Zombies go after. If they pick it up, all players will either lose all the ammo in their current weapon, or lose all ammo in the weapon's ammo stockpile.
Spawns a Death Machine.
Spawns a Power-Up of a random gun on the map, regular or Pack-a-Punched. Picking up the Power-Up trades the currently held weapon for the Power-Up weapon as if purchasing a weapon from the box or wall.
Throwing the grenade at an active Gersh Device has a chance of spawning a Gerch Device Power-Up for any player to take.
Spawns a Gersh Device Power-Up for anyone to take. Can also refill Gersh Devices if the player already has them.
Spawns a QED Power-Up for anyone to take. Can also refill QEDs if the player already has them.
Opens a door for free.
Closes an already opened door. Door much be repurchased to open.
Has a chance to convert the weapons the players are currently holding into Pack-a-Punched weapons.
Has a chance to revert a Pack-a-Punched to its original version.
Has a chance to turn Zombies within radius of explosion into Turned Zombies that seek and kill any and all hostile Zombies.
Gives all players a free perk.
Gives all players a free perk when thrown at a Perk Machine.
Spawns more Zombies by producing a whitish flare. On lower rounds, remaining Zombies start moving slightly faster. Later rounds, remaining Zombies sprint at players.
Dud. The grenade produces no effect.
During The Big Bang Theory Easter Egg, moves the Vril Sphere near the "Samantha Says" computer, if the egg is in the blast radius.
Recalls a current Excavator that is digging/destroying a current area of a map without needing to hack it with the Hacker.

Fire Mode:
Thrown

Ammunition:
3

Cost:
950 (Mystery Box)

Ray Gun Mark II
The Ray Gun Mark II is available in Nacht Der Untoten, Verruckt, Shi No Numa, Kino Der Toten, Ascension, Shangri-La, Moon, and Origins. It is the successor and the evolution of the Ray Gun, unlike its predecessor, the Ray Gun Mark II fires in three-round bursts with no significant splash damage. It also has a very high penetration ability. It should be noted that the Ray Gun Mark II has remarkable headshot damage. A player cannot carry the Ray Gun Mark II and the original Ray Gun at the same time. When Pack-a-Punched it becomes the Porter's Mark II Ray Gun.

Damage:
2,300 (per shot)
50,000 (headshot)

Fire Mode:
3-Round Burst

Rate of Fire:
500 RPM (per burst and overall)

Magazine Size:
21 blasts (42 blasts when Pack-a-Punched)

Starting Ammunition:
21+162 (42+201 when Pack-a-Punched)

Reload Time:
2.98 seconds

Range:
Infinite

Recoil:
Moderate

Penetration:
High

Cost:
950 (Mystery Box)
Wonder Weapons 4
Ice Staff
The Ice Staff is on Origins. The Staff of Ice shoots blasts of ice when fired that will slow down zombies, eventually freezing them and cracking them apart. Once upgraded to the Ull's Arrow, it functions the same as its previous version, however its blast of ice has more range and a wider area of effect. The player can also hold down the firing button in order to charge it up, at the cost of more ammo per charged shot. When charged and released, it fires an initial blast of ice, then expands in a circle, creating a blizzard attracting nearby zombies towards it and instantly freezing and killing them. Furthermore, the Ull's Arrow has a melee attack thats a one hit kill until round 16. If the One Inch Punch is equipped, its melee attack overrides the staff melee attack. After upgrading, it gains a secondary "attachment" called Sekhmet's Vigor which when activated by pressing left on the D-Pad, will cause the player to flip the staff and use the bottom end. This can be used to revive a downed player by "shooting" them directly. To obtain the Staff of Ice, the player must do a series of steps these steps are in the origins guide featured in the maps section.

Damage:
1,000 + (150)
At least 15,840,814 (upgraded and charged, ceases to kill in one shot on round 112)

Fire Mode:
Fully automatic (Chargeable when upgraded)

Starting Ammunition:
6+60

Maximum Ammunition:
6+60 (9+90 upgraded)

Range:
100m

Cost:
Buildable

Fire Staff
The Fire Staff is on Origins. The Staff of Fire shoots three balls of molten rock horizontally, which will cause zombies near the impact zone to burn, stunning them in pain before either burning up or recovering depending on if shot again. Once upgraded to the Kagutsuchi's Blood, it functions the same as its previous version, except with a bigger blast radius and any zombies hit point blank range will be vaporized. The player can also hold down the firing button in order to charge it up, at the cost of more ammo per charged shot. When charged and released, it fires three fireballs, horizontally like the previous version. However, any zombie nearby will be incinerated and it will last on the floor/wall for a few seconds, before it explodes in a bigger fireball. Furthermore, the Kagutsuchi's Blood has a melee attack that's one hit kill until round 16. After upgrading, it gains a secondary "attachment" called Sekhmet's Vigor which when activated by pressing left on the D-Pad, will cause the player to flip the staff and use the bottom end. This can be used to revive a downed player by "shooting" them directly. To obtain the Staff you must do a series of steps showcased in the origins walkthrough in the maps section

Damage:
1000 + (150) 300000 (upgraded)

Fire Mode:
Fully automatic (Chargeable when upgraded)

Starting Ammunition:
9+90

Maximum Ammunition:
9+90 (12+120 upgraded)

Range:
140000m

Cost:
Buildable
Wonder Weapons 5
Wind Staff
The Wind Staff is on Origins. The Staff of Wind shoots blasts of wind when fired, and will instantly kill zombies at point blank range until round 23 and knock back any zombies further away. Once upgraded to the Boreas' Fury, it functions the same as its previous version, however its blast of wind has more range and a wider area of effect. The player can also hold down the firing button in order to charge it up, at the cost of more ammo per charged shot. When charged and released, it fires an initial blast of wind, then expands rapidly to form a tornado, attracting any zombies fairly close to it and dragging them to the center, instantly killing them. Furthermore, the Boreas' Fury has a melee attack that's a one hit kill until round 16. If the One Inch Punch is equipped, its melee attack overrides the staff melee attack. After upgrading, it gains a secondary "attachment" called Sekhmet's Vigor which when activated by pressing left on the D-Pad, will cause the player to flip the staff and use the bottom end. This can be used to revive a downed player by "shooting" them directly. The staff can be aquired by doing a series of steps featured on the Origins walkthrough.

Damage:
1000/15 (a close range direct hit will always be a kill until round 23, from mid-long range zombies will only be stunned momentarily with 15 damage)
Infinite (upgraded and charged at least halfway)

Fire Mode:
Semi-automatic (Chargeable when upgraded)

Maximum Ammunition:
3+40 (6+60 upgraded)

Range:
100m

Cost:
Buildable

Lighting Staff
The Lightning Staff is on Origins. The Staff of Lightning shoots bolts of lightning when fired and will chain and kill multiple zombies, although it is limited in the fact that the lightning will chain up to two or three zombies per bolt. If shot at the feet of zombies, it is possible to kill more than two-three zombies. Once upgraded to the Kimat's Bite, it will chain more zombies than its previous version.The effectiveness for this weapon runs out at about round 25 as normal attacks will only make crawlers, however the charged attack can effectively kill until round 30-40. The player can also hold down the firing button in order to charge it up, at the cost six ammo per charged shot, giving the player three before they have to reload. When charged and released, it fires a slow moving ball of electricity, which will travel in a straight line until it reaches a wall or floor. While passing by zombies or on the wall or floor, it will release bolts of lightning, stunning and killing nearby zombies. However this will not kill a large amount of zombies, so it is recommended to keep moving as zombies can still hit the player. Furthermore, the Kimat's Bite has a melee attack that's a one hit kill until round 16. If the One Inch Punch is equipped, its melee attack overrides the staff melee attack. After upgrading, it gains a secondary "attachment" called Sekhmet's Vigor which when activated by pressing the "use attachment" button, which will cause the player to flip the staff and use the bottom end. This can be used to revive a downed player by "shooting" them directly. The staff can be aquired by doing a series of steps featured in the origins walkthrough.

Damage:
1000 + (150) 30000 (upgraded)

Fire Mode:
Fully automatic (Chargeable when upgraded)

Starting Ammunition:
9+90

Maximum Ammunition:
12+120 (18+180 Upgraded)

Range:
100m

Cost:
Buildable

G-Strike
The G-Strike is on Origins. The G-Strike is a tactical grenade and wonder weapon obtainable in Origins. It is a better version of the Monkey Bomb, obtained by cleansing the stone tablet. When activated, it attracts zombies to it, and attracts a fire missile from the Giant Robot, killing the zombies. If the G-Strike Beacon is thrown in a roofed or enclosed area, such as the Hall of the Ancients or the Crazy Place, the fire from the Robot will not be able to hit the zombies. If the player happens to die, or trade them in for monkey bombs, it is possible to get the G-strike grenades back from the Mystery Box.

Fire Mode:
Thrown

Rate of Fire:
Single

Starting Ammunition:
3

Maximum Ammunition:
3
Wonder Weapons 6
One Inch Punch
The One Inch Punch is in Origins. The One Inch Punch is a melee upgrade that replaces the player's standard knife in the Zombies map Origins. It allows the player to punch zombies from a distance with a powerful force, causing zombies to fly away. It can kill a zombie with a single melee attack until round 19. In order to obtain it, the player must charge up four soul chests that are located throughout the map. Should a player bleed out and lose their One Inch Punch, or otherwise not be present in-game when the chests are completed, the player simply has to go to a Ritual of the Ancients station and take the One Inch Punch.
The One Inch Punch can be upgraded. The player has to get to the main tomb and hit roughly 20 Crusader Zombies marked by white smoke with the One Inch Punch. The upgraded version gains a one-hit-kill attack until round 36 and has an extra elemental attack depending on which staff the player was holding at the time of the picking the stone.

Damage:
≈2,500
≈11,918 (Upgraded)

Apothicon Servant
The Apothicon Servent is on Shadows of Evil and Revelations. When shot, it produces a purple-colored black-hole that sucks in zombies that get too close, killing them instantly regardless of what round the player is on. The black hole will then explode after a set time, killing any zombies nearby. Within Shadows of Evil, the Apothicon Servant can be built. Doing so will allow a single instance of the Apothicon Servant to be picked up and copies added to the Mystery Box weapon pool. The Apothicon Servant cannot be Pack-a-Punched in Shadows. The Apothicon Servant returns in Revelations where can be obtained from the Mystery Box. The weapon is able to be Pack-a-Punched by doing a series of steps.

Damage:


Fire Mode:
Single-shot

Magazine Size:
1 round

Starting Ammunition:
1 + 9

Maximum Ammunition:
1 + 10

Cost:
Free (Buildable, Shadows of Evil)
950 (Mystery Box)

Li'l Arnie
The Li'l Arnie appears in Shadows of Evil and Revelations. The Li'l Arnie is a tactical Wonder Weapon that when thrown, the squid-like creature in the jar will grow and will attract any nearby enemy, killing individual enemies instantly except Panzersoldats and Margwas, which it will lock in place for its duration and repeatedly damaging groups of zombies for a large flow of points. When it expires, it explodes, killing any enemies except Panzersoldats and Margwas in close proximity. You can upgrade the Li'l Arnies by doing easter eggs. Its upgraded self behaves the same as the original one, but it kills enemies faster and its duration is also increased and takes more hits from the Margwas before being dispatched. On both maps, the Crate Power GobbleGum can be used to bypass the upgrade process for Li'l Arnies.

Fire Mode:
Thrown

Rate of Fire:
Single

Starting Ammunition:
3

Maximum Ammunition:
3

Cost:
950 points (Mystery Box)
Wonder Weapons 7
Apothican Sword
The Apothicon Sword is in Shadows of Evil. It takes up the specialist slot. The sword can be upgraded into the Keeper Sword. To get and upgrade look at the shadows of evil guide.

Magazine Size:
Infinite

Cost:
Free

Wrath of the Ancients
The Wrath of the Ancients is on Der Eisendrache. It takes the form of a bow paired with explosive flame-tipped arrows. It is possible to upgrade the bow into four differing Elemental bows by initiating their quest lines.
It takes little time to draw an arrow, which results in a high rate of fire. It is also very effective against the Panzer Soldat. you can hold the trigger down to make the arrow stronger, but at the cost of more ammo. When fully charged, the weapon's shots are still affected by gravity, its arrows explode on impact. Its explosions are very powerful and can take out multiple zombies with only one shot. Additionally, when using the bow, the player's melee will be replaced with an arrow, rather than the normal knife. The uncharged shot does the same damage as a direct impact with a charged shot; but the area damage is decreased. This means that even though they do the same damage, it could seem like the charged shot does more damage due the increased area damage. The explosions do not damage the user, which makes the bow an essential survival tool in Der Eisendrache. If a player bleeds out, they can reacquire the Wrath of the Ancients from the same location they got it from initially. Double Tap 2.0 increases the fire rate of the bow (firing quickly in succession), but the damage remains unaffected. The bow can be upgraded in four different ways, which both look and fire differently. The four upgrade paths result in either Storm, Rune Prison, Demon Gate, or Wolf Howl.

Damage:
Explosive

Fire Mode:
Single-fire

Magazine Size:
60 arrows (75 when upgraded)

Maximum Ammunition:
60+0 (75+0 upgraded)

Storm Bow
The Storm bow is one of the four upgraded bows. It functions very similarly to its original counterpart, with a charged shot and a single shot. The arrow trajectory is also the same, though unlike the Wrath of the Ancients, it has 75 arrows instead of the default 60. When uncharged, it shoots a ball of electricity that lingers where landed, shocking zombies and chaining to others in the area. The charged attack, which uses 2 arrows, releases a thunder storm at the point of impact that sucks in nearby zombies, and electrocutes them, which lasts for around 10 seconds. This attack also can temporarily trap the Panzersoldat, causing damage.

Fire Mode:
Single-fire

Magazine Size:
75 arrows

Maximum Ammunition:
75+0

Demon Gate Bow
The Demon Gate Bow is one of the four upgraded bows. Upon shooting a charged arrow a portal will appear, and several skulls with emerge that stall and eat nearby zombies for a brief period of time. Up to three portals with their accompanying skulls can be present at once, after this the first portal fired will close when a new one is opened. The zombies cannot be walked through while stalled, only when dead. The Panzer is also stalled by the skulls, and immobile while doing so, making this bow effective for dealing with the Panzer.

Fire Mode:
Single-fire

Magazine Size:
75 arrows

Maximum Ammunition:
75+0

Rune Prison Bow
The Rune Prison Bow is one of the four upgraded bows. It functions very similarly to its original counterpart, having a single shot and a charged shot. The single shot will spawn a small burst of lava, which will deal damage and burn zombies over time. The charged shot will trap any zombies within the blast radius in volcanic mounds. After a couple seconds, the mounds will erupt fire and kill the trapped zombies. Zombies that are not trapped can also be killed if coming close enough to the mounds when erupting. The charged shot can also trap the Panzersoldat in a mound, making him immobile for a brief moment. Unlike the other upgraded bows, every zombie killed by the charged shot from this bow will reward 60 points instead of 50.

Fire Mode:
Single-fire

Magazine Size:
75 arrows

Maximum Ammunition:
75+0
Wonder Weapons 8
Wolf Howl Bow
The Wolf Howl Bow is one of the four upgraded bows. It fires very similarly to the Wrath of the Ancients, having both a charged and single shot. The single shot will deal damage to and slow down all zombies caught in its blast radius, while its charged shot (which uses two arrows) will cause wolves to leap out of the point of the arrow's impact, dealing damage to and slowing down any zombies in it's path.

Fire Mode:
Single-fire

Magazine Size:
75 arrows

Maximum Ammunition:
75+0

Ragnarok DG-4
The Ragnarok DG-4 is a buildable wonder weapon in Der Eisendrache and Revelations. The Ragnarok DG-4 is essentially the Zombies equivalent to the Gravity Spikes from multiplayer. It can be planted onto the ground, creating a forcefield capable of trapping zombies, as well as Panzersoldats. It is a Specialist Weapon, and acts in the same way as the Annihilator, Apothicon Swords, Skull of Nan Sapwe and the Gauntlet of Siegfried in which players can use it repeatedly for a limited time to slam down, creating an electric shock wave which instantly kills nearby zombies, before needing to be charged up again by killing Zombies. The spikes can also be tossed to the ground to create a lightning trap, zapping nearby zombies which come close to the energy ball. The Ragnarok DG-4 is required for completing the Easter Egg on Der Eisendrache. In Revelations, the Ragnarok DG-4 can be acquired from the Mystery Box. If the player bleeds out with the Ragnarok, they will have it again once they respawn. In Der Eisendrache, to find the three pieces required to construct the Ragnarok DG-4, a player must kill the a Panzersoldat, must then survive in the tunnel until all three lights on the console are green, and turn on the Death Ray.

Costz:
Free (Buildable) (Der Eisendrache)
950 (Mystery Box) (Revelations)

Skull of Nan Sapwe
The Skull of Nan Sapwe is a Wonder Weapon in Zetsubou No Shima. This weapon has two attacks. The first attack called Vaporize: it raises zombies in the air before obliterating them. While the secondary attack is called Mesmerize, it makes any aggressive zombie, Spider or Thrasher docile within the field of view of the Skull. This can also be used to reveal hidden objects and effects around the map and is required for the Seeds of Doubt. The Skull itself is housed in a hidden altar accessed by "cleansing" the four bloody skulls found on the Trials of the Ancients altar.

Damage:


KT-4
The KT-4 is a buildable Wonder Weapon in Zetsubou No Shima. It fires a green liquid that causes spore bags to grow on standard zombies before exploding, it causes Thrasher spore bags to pop and will instantly explode Spiders. This liquid also can effect the various fauna of the map, with the projectile acting as fertiliser for the Seeds and causing the spore bags to produce blue spores which temporarily increase speed along with increased sprint duration, at the cost of a much extended rest time. These shots can be charged up to three times, which causes the liquid to remain on the floor, bubbling and affecting any zombie that goes over it. This charge can be cancelled by meleeing. The KT-4 can be found in the Bunker but requires unique ammo that needs three ingredients to be crafted. With the ingredients in tow, they can be mixed in the KT-4 bench, allowing the KT-4 to be picked up and to start spawning in the Mystery Box. The KT-4 cannot be upgraded via the Pack-a-Punch Machine but requires a more potent ammo to be crafted in the secondary bench. These can be processed in the other bench to create the ammo utilised in the Masamune.

Fire Mode:
Charge (3 tier)

Rate of Fire:
Semi-automatic, 2-3 round charges

Magazine Size:
6 rounds

Starting Ammunition:
6+36

Cost:
Free (Buildable)
950 (Mystery Box, after initial build)

Spider Bait
Spider Bait is an obtainable Wonder Weapon that appears in Zetsubou No Shima. When used, it puts the player's character into a cocoon while giving the player control of a Spider for a limited amount of time. When controlling the spider, the player can shoot spider webs at zombies. It is unknown as of now if it can be upgraded or not. The player gets one use per round (unless they obtain a Max Ammo power-up). The weapon takes the secondary equipment slot, replacing Trip Mines.

GKZ-45 Mk3
The GKZ-45 Mk3 is a dual-wielded Wonder Weapon that appears in Gorod Krovi. The weapon consists of the GKZ-45 on the left, which shoots yellow clouds of energy that slow down zombies, and the Ray Gun Mark lll on the right, which shoots thinner versions of the Ray Gun projectile which do not cause splash damage. Running through the yellow cloud will cause the player to run quickly and running through the purple cloud will cause the player to go even quicker much like the Overdrive specialist ability or the spores shot by the KT-4 on Zetsubou No Shima. Similar to igniting gas with a spark, shooting the yellow energy with the Ray Gun Mark III will cause it to become a black hole similar to the ones created by the Gersh Device and the Apothicon Servant, but with much lower damage (one-shot kill until round 25-30), smaller range, and shorter duration. Rather than being sucked into the black hole, zombies affected will float up and dissolve into a purple mist, similar to the effect of the Wave Gun, Storm Bow and Skull of Nan Sapwe. When upgraded in the Pack-A-Punch, it becomes the Maelstrom of Eris.

Fire Mode:
Automatic (Ray Gun Mark III)
Semi-Automatic (GKZ-45)

Magazine Size:
15 (Ray Gun Mark III)
3 (GKZ-45)

Starting Ammunition:
3/15 + 158

Maximum Ammunition:
3/15 + 161

Cost:
950 (Mystery Box)

Gauntlet of Siegfried
The Gauntlet of Siegfried is a weapon in Gorod Krovi. It is a Dragon Whelp that sits on a Element 115 infused iron gauntlet. The Gauntlet itself is hidden within the Trials grave and requires a new Dragon Whelp to sit on it. To get a fresh Whelp, a Dragon Egg must be obtained and taught the ways of hunting. The Gauntlet of Siegfried allows the player to wield Dragon Whelp in a similar fashion to how a Falcon is used in Falconry. While the Whelp is perched on the Gauntlet, it can be commanded to breath fire in a similar fashion to a Flamethrower just with the fire being tinged green. The Whelp can also bite as a melee option with the bite being stronger than the Bowie Knife. Alternate fire calls the Whelp to take to the air, acting in fashion to a sentry whilst launching fireballs at any nearby enemies. However the Gauntlet also gains the ability known as 115 Punch, which is a high damaging trusting punch that can send basic zombies flying if hit by it.
Wonder Weapons 9
Dragon Strike
The Dragon Strike is a Wonder Weapon that appears in Gorod Krovi. The weapon works similarly to the G-Strike as it can be used to mark a certain location for the Dragons to fire at, whilst luring the Zombies into the location of attack. In order to obtain the Dragon Strike, the player must go to the Hatchery. Once there, the player must activate a lockdown event. To upgrade the Dragon Strike into the Draconite Controller, the player needs to kill around 40 zombies with the weapon; a loud dragon roar will be heard when this is done. After this, the player must mark a number of Iron Cross flags that will appear around the map. The Draconite Controller does more damage and has a larger radius than its normal counterpart and the fire that the dragons shoot will be red instead of green. It can also be called twice (but can't be used simultaneously, one has to end for the other to be used).

Fire Mode:
Mark

Starting Ammunition:
1

Maximum Ammunition:
1

Annihilator
The Annihilator is available on The Giant. Upon completing the Fly Trap easter egg within The Giant, players will be able to obtain the Annihilator in their special weapon slot. It is also available in Nacht der Untoten, Verrückt, Shi No Numa, Kino der Toten, Ascension, Shangri-La, Moon, and Origins through the Mystery Box as a part of the Zombies Chronicles map pack, where it is automatically added to the special weapon slot once it is picked up from the Mystery Box. Unlike other guns in the game, meleeing with the Annihilator equipped will result in the player pistol-whipping, rather than using the knife. This also applies even if the player bought the Bowie Knife. This melee attack will inflict 100 damage, as opposed to the regular knife's 150 and Bowie Knife's 1000 damage. Coupled with the slower attack speed, it is thus ill-advised to melee with the Annihilator in Zombies. A glitch may occur when the player obtains the Annihilator where if they were downed with the Annihilator in their inventory, whether wielded or stored, the player will lose a gun and all their points will be taken at a thousand or two thousand at a time while Samantha laughs (similar to using the give all command in certain games). This is due to the game's anti-cheat falsely detecting the player having too many weapons.
Maps 1

"Take to the streets of Morg City to combat the undead. Embrace the curse to uncover its mysteries." -Map Briefing

The setting takes place in the 1940's fictional Morg City where it introduces four new characters, Nero Blackstone, Jessica Rose, Jack Vincent and Floyd Campbell as they are transported to a nightmarish realm by the Shadowman.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=550319350


Base Game Map


"Re-awaken The Giant. Return to the secret facility where it all began, and strike at the heart of the zombie scourge." -Map Briefing

The map features the Primis characters in a remake of Der Riese.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=760767390


The Giant Map Pack


"Bound together by a fragile alliance, our heroes pursue the scattered remnants of group 935 to their mountain top fortress in the Austrian Alps..." -Map Briefing

It is set in Austria within the Griffin Castle, also known as Eagle's nest.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=639386288

Awakening Map Pack


"On a remote island in the Pacific, a mysterious facility hides the secrets behind Divison 9's sinister experiments..." -Map Briefing

It takes place on an abandoned island in the pacific, where the ruins of Division 9's research lies. Mutated plants and animals serve as the enemies. Primis returns, setting out to kill the original Takeo to change the events of the original timeline much like the original Richtofen and Dempsey in the previous maps.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=693187248


Eclipse Map Pack


"As their journey nears its end, our heroes must battle ancient beasts in the war torn ruins of Stalingrad..." -Map Briefing

It features the return of Primis as they set out to Stalingrad.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=724585259


Descent Map Pack


"The time has come to join Doctor Monty in The House, where an ancient evil threatens the survival of our heroes' immortal souls" -Map Briefing

The map takes place within Agartha after the release of the Shadowman from the Summoning Key. In contrast to other maps, the cosmic appearance of Revelations is distinct from other previous maps

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=776602072


Salvation Map Pack

Nacht Der Untoten
"You drove them deep into the heart of the Reich. You thought they were dead. You were wrong." -Map Briefing

The map takes place in an airfield over run by the undead.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=941029268


Zombies Chronicles Map Pack from now on

Verrückt
"Electroshock therapy. Chemically engineered beverages. Hordes of Undead Nazis. Find the power to unite and send them back to their graves!" -Map Briefing

It takes place at Group 935's Asylum Facility in the Wittenau Sanatorium, located in Berlin, Germany.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=941065776



Shi No Numa
"Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives!" -Map Briefing

Shi No Numa takes place in a swamp surrounded by a dense jungle, with four huts connected to a central building.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=941103877



Kino Der Toten
"Battle the undead in this theatrical installment of 'Zombies'. New twists and clues could uncover the final plan. It's show time!" -Map Briefing

The map takes place in at Group 935's Kino Facility, at an abandoned theater in Germany.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=945390433



Ascension
"The risen dead have overtaken a Soviet cosmodrome and all hell has broken loose. The countdown to the zombie apocalypse has begun." -Map Briefing

the map takes place in an abandoned Soviet Cosmodrome in the Soviet Union.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=2446771284



Shangri-La
"A legendary shrine lost in an exotic jungle, where the undead lurk within a treacherous labyrinth of underground caverns, deadly traps and dark secrets." -Map Briefing

The map takes place in an unknown mountain range in the Himalayas.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=930685175



Moon
"I believe this nation should commit itself to achieving the goal, before this decade is out, of landing a man on the moon and returning him safely to Earth. (JFK, 1961)" -Map Briefing

he Ultimis crew finally travel to the Griffin Station in 2025, a secret Group 935 facility on the Moon.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=935312551

Maps 2
Origins
"Witness the origins of Group 935, as an ancient evil is unleashed upon the battlefields of World War I." -Map Briefing

The map takes place in a group 935 dig site.

I might write my own stuff here later but for now heres a guide to the map by someone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=946030431

Sources
Call of Duty Wiki[callofduty.fandom.com]:Information
bonestennyson:Images, Grammer Correction, and Other help
17 kommentarer
Charmex22 8. okt. 2023 kl. 8.26 
Very Cool!
{ST}jkcrmptn  [skaper] 2. okt. 2023 kl. 13.47 
fair
hajimon_54 2. okt. 2023 kl. 5.57 
i aint reading allat ma nigi
BonesTennyson  [skaper] 21. apr. 2023 kl. 20.56 
Simply compiling All the basics in one spot. If you don't need it, then why are you here? HolyWaterPog, No one asked or wants your a**hole comment. Just because you have spent nearly 1000 hours in the game, doesn't mean others have. So, why don't you pull up your big girl panties and chill the fuck out.
BonesTennyson  [skaper] 20. feb. 2023 kl. 16.44 
Hmmmm. Perhaps try again from step one? Maybe you just messed up or skipped a step. Sounds like you aren't that far off Boink.
{ST}jkcrmptn  [skaper] 20. feb. 2023 kl. 12.54 
sounds like a you problem
boink 19. feb. 2023 kl. 8.22 
instructions unclear, accidentally flew into brazil and started a stock trading company then sold it for 2.5 million. now i am a millionaire who cant play cod zombies :c
EBCDIC Me 17. feb. 2023 kl. 9.38 
Thanks Sai for the search tip!:steamthumbsup:
EBCDIC Me 14. feb. 2023 kl. 14.12 
Well written. Excellent. 5* info. Wish there was a Search bar though.
E.g., so I could highlight 1 specific map references.
T̶͕̏M̶̆̑K̴̈̓.... 6. feb. 2023 kl. 4.47 
There is some typos and in the list of box weapons it says krm-262 twice.