Black Ops 2 Zombies In-Depth Zombies Breakdown

Discussion in 'Call of Duty: Black Ops 2' started by Kill Denied, Sep 15, 2012.

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    Kill Denied

    Kill Denied Member

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    Zombies Guide.

    Zombies Guide
    Welcome to the official guide to everything in Zombies, everything in this thread is confirmed, will update as soon as new information comes out.
    [Note]
    All the returning weapons will have the same stats and PaP variant until the games release, 2025 weapons will share the same stats for multiplayer until the games release.
    Will post updates comments section

    Thank you James for the weapon stats and Call of Duty Wikia for the returning weapon stats. Normal weapon stats in orange and PaP stats in purple.


    Assault Rifles

    M8A1
    4 round burst assault rifle. Bursts can be fired in quick succession
    Fire Mode: 4 Round Burst
    Magazine Size: 32 Rounds
    Damage: Moderate
    Range: Moderate
    Recoil: Low

    SMR

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

    Type 25

    Fully automatic assault rifle. High rate of fire with moderate recoil
    Fire Mode: Fully Automatic
    Magazine Size: 30 Rounds
    Damage: Moderate
    Range: Moderate
    Recoil: Moderate

    M14
    Single-fire with high power. Effective at medium to long range
    Fire Mode: Semi-Automatic
    Magazine Size: 8 Rounds
    Damage: Low-Medium
    Range: High
    Recoil: High
    Cost: 500 Points

    Mnesia
    Fire Mode: Semi-Automatic
    Magazine Size: 16 Rounds
    Damage: Very High
    Range: High
    Recoil: Moderate

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

    Lamenation
    Fire Mode: Fully Automatic
    Magazine Size: 35 Rounds
    Damage: High
    Range: Moderate
    Recoil: Low

    M16
    Fire Mode: 3 Round Burst
    Magazine Size: 30 Rounds
    Damage: Moderate
    Range: Moderate
    Recoil: Low

    Skullcrusher
    Fire Mode: Fully Automatic
    Magazine Size: 30 Rounds
    Damage: Moderate
    Range: High
    Recoil: Moderate

    MTAR

    Fire Mode: Fully Automatic
    Magazine Size:30 Rounds
    Damage: Moderate-High
    Range: High
    Recoil: Moderate

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

    EPC WIN
    Fire Mode: 3 Round Burst
    Magazine Size:30 Rounds
    Damage: High
    Range: High
    Recoil: Moderate

    Submachine Guns


    Chicom CQB
    3 round burst submachine gun. High cyclic fire rate allows for fast consecutive bursts
    Fire Mode: 3 Round Burst
    Magazine Size: 40 Rounds
    Damage: Low
    Range: Low
    Recoil: Low


    MP5
    Fully automatic with good accuracy. Effective at close to medium range
    Fire Mode: Fully Automatic
    Magazine Size: 30 Rounds
    Damage: Moderate
    Range: Low
    Recoil: Moderate

    AK74u
    Fully automatic with high power. Effective at close to medium range
    Fire Mode: Fully Automatic
    Magazine Size: 30 Rounds
    Damage: Moderate
    Range: Low
    Recoil: Moderate

    AK74fu2
    Fire Mode: Fully Automatic
    Magazine Size: 30 Rounds
    Damage: High
    Range: Moderate
    Recoil: Moderate

    Light Machine Guns

    HAMR
    Fully automatic LMG. Reduces fire rate over time, becoming more accurate
    Fire Mode: Fully Automatic
    Magazine Size: 100 Rounds
    Damage: High
    Range: Moderate
    Recoil: Moderate - Low

    RPD
    Fire Mode: Fully Automatic
    Magazine Size: 100 Rounds
    Damage: High
    Range: Moderate
    Recoil: Moderate


    Sniper Rifles

    DSR-50
    Fire Mode: Bolt Action
    Magazine Size: 5 Rounds
    Damage: Very High
    Range: Infinite
    Recoil: Low


    Shotguns

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

    Hades
    Sets Zombies on fire
    Fire Mode: Over-Under Break Action
    Magazine Size: 2 Rounds
    Damage: Very High
    Range: Moderate
    Recoil: Low

    M1216
    Fully automatic shotgun with a re chamber every four rounds.
    Fire Mode: Fully Automatic
    Magazine Size: 16 Rounds
    Damage: High
    Range: Low
    Recoil: Moderate

    Saiga 12

    Semi-automatic shotgun. Deadly at close range

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

    R-870 MCS
    Pump action shotgun. Strong damage and range
    Fire Mode: Pump Action
    Magazine Size: 8 Rounds
    Damage: Very High
    Range: Low
    Recoil: Moderate

    Handguns


    M1911
    Semi-automatic with medium capacity and power. Effective at close range.
    Fire Mode: Semi-Automatic
    Magazine Size: 8 Rounds
    Damage: Low
    Range: Low
    Recoil: Low

    Mustang and Sally
    Fire Mode: Semi-Automatic
    Magazine Size: 6/6 Rounds
    Damage: Very High
    Range: High
    Recoil: Low

    Executioner
    Double-action revolver pistol. Fires 28 gauge shotgun shells
    Fire Mode: Semi-Automatic
    Magazine Size: 6 Rounds
    Damage: High
    Range: Low
    Recoil: High

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

    Python
    Fire Mode: Semi-Automatic
    Magazine Size: 6 Rounds
    Damage: Very High
    Range: Low
    Recoil: High

    Cobra
    Fire Mode: Semi-Automatic
    Magazine Size: 12 Rounds
    Damage: Very High
    Range: Moderate
    Recoil: High

    B23R
    3 round burst pistol. High rate of fire with moderate recoil
    Fire Mode: 3 Round Burst
    Magazine Size: 15 Rounds
    Damage: Moderate
    Range: Moderate
    Recoil: Moderate

    Five-SeveN
    Semi-automatic pistol. Versatile and strong overall with a large magazine
    Fire Mode: Semi-Automatic
    Magazine Size: 20 Rounds
    Damage: Moderate
    Range: Moderate
    Recoil: Low

    Launchers
    /Explosives

    RPG
    Free-fire shoulder mounted rocket launcher.
    Fire Mode: Single Shot
    Magazine Size: 1 Rocket
    Damage: High
    Range: Moderate
    Recoil: Low

    War Machine
    6 round semi-automatic grenade launcher
    Fire Mode: Semi-Automatic
    Magazine Size: 6 Grenades
    Damage: High
    Range: Moderate
    Recoil: Low

    Dystopian Destroyer
    Fire Mode: Semi-Automatic
    Magazine Size: 6 Grenades
    Damage: Extremely High
    Range: Moderate
    Recoil: Low

    Grenade
    Fire Mode: N/A
    Magazine Size: 4 Grenades
    Damage: High
    Range: Moderate
    Recoil: N/A


    Specials

    Ballistic Knife
    Fire Mode: Spring Launch/Meele
    Magazine Size: 1 Blade
    Damage: High
    Range: High
    Recoil: Low

    The Krauss Refibrillator
    Fire Mode: Spring Launch/Meele
    Magazine Size: 1 Blade
    Damage: High
    Range: High
    Recoil: Low

    Wonder Weapons

    Ray Gun
    Do you like my glowing green balls?
    Fire Mode: Fully Automatic
    Magazine Size: 20 Rounds
    Damage: Extremely high
    Range: Infinite
    Recoil: Low


    Porter's X2 Ray Gun
    Fire Mode: Fully Automatic
    Magazine Size: 40 Rounds
    Damage: Extremely High
    Range: Infinite
    Recoil: Low

    Craft-able and Equipment


    Turbine
    Fire Mode: Air
    Special Ability: Multi-use; opening doors, Pack-A-Punch, easter egg, powering other craftables, powering perk machines and PAP.
    Requirements:
    Workbench Location: Bus Deport
    Fan: On seat
    Mannequin: By info board.
    Other Part: 2nd Phone

    Zombie Shield
    Fire Mode: Melee
    Special Ability: Riot Shield, also protects back, when not primary.
    Requirements:
    Workbench Location: Diner Area - Box Spawn room.
    Item Required & Location:
    Car Door: Diner Area
    Hand Truck: Diner Area

    Turret
    Fire Mode: Fully Automatic, powered by Turbine.
    Magazine Size: 100
    Special Ability:
    Requirements:
    Workbench Location: Farmhouse
    Item Required & Location:
    RPD: Farm Area
    Lawn Mower: Farm Area
    Ammo Pouch: Farm Area

    Power Switch:
    Allows power to be switched on and off
    All Parts are in the white room of the powerhouse area
    Requirements:
    Workbench Location: In bright-room of powerhouse, first area, all parts in this area too.
    Zombie Arm
    Lever
    Fuse Box

    Electrical Trap
    Fire Mode: Electricity, powered by Turbine
    Special Ability: Can kill 'him'
    Requirements:
    Workbench Location: Powerhouse
    Item Required & Location:
    CRT: powerhouse
    Battery: powerhouse
    Conductors: powerhouse
    other part: powerhouse

    Pack-A-Punch
    Allows upgrading of guns
    All parts are in the Pack-a-punch area, inside the vault of the Bank
    Requirements:
    Workbench Location: Under Vault of Bank
    Table
    Gun Exchanger
    Battery

    Jet Gun
    Fire Mode: Jet powered vacuum cleaner
    Damage: High
    Range: Moderate
    Recoil: Sucking of user towards area of aim
    Drawback: Able to explode after sustained use, killing operator.
    Workbench Location: Bar in Town
    Item Required & Location:
    Jet Turbine: Tunnel between Bus Depot and Diner
    Cabling: Power House
    Handle: Nacht - on shelf
    Guage: Woodsman Hut (with bowie knife).

    Pylon Workbench
    Special Ability - Allows Easter Egg (Tower of Babble)
    Requirements:
    Workbench Location - Base of Pylon in Cornfields.
    Plank of Wood: Tunnel or Powerhouse
    Purple Rock: Bus Depot - in fire by box (crouch to pick up part)
    Fusebox: Farmhouse, by fridge
    Radio/ticket machine: Diner - Box Room (jump to pick up item)

    Bus Buildables:
    Train Plow: Fitted to the front of the Bus, this stops zombies jumping in the front window from the ground.
    Ladder: Fitted to the back left of the bus, allows access to roof of bus
    Roof Hatch: Should be fitted to diner, not to the bus, allows direct access to roof from inside either diner or bus.
    Possible Locations:
    -Bus Station-Use the Turbine on the electric door in the spawning room. A part will be inside the newly opened room leaning on a wall.
    -Diner-In the Diner area, there is a small shed that needs a Turbine to have its door open. Use the Turbine to open the door and find the item in one of the corners.
    -Farm-In the Farm area, near the back is another small shed. Use the Turbine to open the door and retrieve the item inside.
    -Town-Think of the small area fenced that's a possible mystery box location. Across the street from it is an electric door. Turbine it open to find the part within.

    Other Items to Pick up.
    NavCard: Bus Depot - Outside, by the lava at the back of the depot[/QUOTE]


    Perk-a-Colas

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

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

    Quick Revive - Bus Station
    Whenever things, been draggin' you down, grabs you by the hair and pulls you to the ground, if you wanna get up, you need a little revive. If you wanna get up... YOU NEED A LITTLE REVIIIIIIVE!...YEAH!

    Revive players 3x faster, Revive yourself when downed
    Costs: 1500 Points, 500 Points

    Double Tap Root Beer - Farm, Barn [Second Story]
    Cowboys can't shoot slow or they'll end up below. When they need some help, they reach for the Root beer shelf (Ye-haa) Cowboys can't shoot slow, or they'll end up below, when they need some help, they reach for the Root beer shelf. YA THIRSTY PARTNER!?"

    Increased Rate of Fire
    Costs: 2000 Points

    Juggernog - Town- Southwest building
    When you need some help to get by, something to make you feel strong. Reach for Juggernog tonight, sugar seduction delight! When you need to feel big and strong, reach for Juggernog tonight!

    More than doubles the players health
    Costs: 2500 Points

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

    Doubles the players sprint time
    Costs: 2000 Points

    Pack-a-Punch
    The Pack a Punch machine is located in the Bank of the Town. You must blow two vault doors with grenades and have the Turbine located at the Power House. (Once you drop down into the Power House, immediately behind you is a green door with a lightning bolt. This is where the Turbine should be placed.) Once inside the lower levels on the bank, you will need to assemble the part for the Pack a Punch Machine. You can Pack A Punch the new weapons repeatedly. This will add then remove a reticule in the case of the HAMR and MTAR. There seems to be no power upgrade, and your ammo DOES NOT replenish.


    Power Ups

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

    Double Points:
    Double Points grants every player double the amount of points they earn when they kill/hit a zombie or board up windows. Its icon is an "x2". Like Insta-Kill, it lasts for only thirty seconds and vanishes with a loud, easily recognizable growling sound.

    Maps


    Nuketown Zombies:

    An upcoming Zombies map that will be featured in Call of Duty: Black Ops II. It is remade from the favored multiplayer map, Nuketown, from Call of Duty: Black Ops. It is currently only available in the special editions of the game.

    Modes

    Tranzit:
    A brand new gamemode in Black Ops 2! Players are now able to roam around a huge map and visit different towns either by foot or via the bus. Each method of travel has pros and cons. The bus is fast, but it can become hard to defend as zombies begin to pile on. Traveling by foot also has perks, but will be very vulnerable. Players can gather "collection" pieces which can be crafted together to build unique items (weapons, tools...etc). The game mode allows for solo play or up to four players.

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

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

    Playable Characters
    The Nerd:

    The Farmer Girl:

    The Old Guy:

    The Black Guy:

    Enemies

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

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

    Musical Easter Egg

    Imma Try it Out - Skrillex

    Bus Stop
    One of the last benches on the left as the bus leaves down.

    Farm
    Second story of the house at the farm on the floor.

    Town
    Building on the left as you enter the town. First floor in a booth.
    Achievements
    I Don't Think They Exist - In TranZit, Kill one of the denizens of the forest while it is latched onto you

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

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

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

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

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

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

    Tower of Babble
    - In TranZit, obey the voices

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

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

    Screen Captures:

    Unknown Perk Machine [Any Ideas?]

    Nice Placement

    "Him"

    How can you DRIVE with out arms?

    Map overview

    Speed Cola Nuff Said

    Nice Tits
     
  2.  
    Kill Denied

    Kill Denied Member

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    Added Perk a Colas, The Zap Gun, Nuketown and TranZit, tidied up
     
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    Dylan767

    Dylan767 New Member

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    How do you know all the perks and the zap gun is coming back?
     
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    MadCaptainCrunch

    MadCaptainCrunch Forum God

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    I'd like to know the source please.
     
  5.  
    Kill Denied

    Kill Denied Member

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    Source - coding from black ops 2
     
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    Lt Busta

    Lt Busta New Member

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    Edit: removed negative comments.
     
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    Kill Denied

    Kill Denied Member

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    Lt Busta

    Lt Busta New Member

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    Edit: Removed negative comments.
     
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    Kill Denied

    Kill Denied Member

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    You're pissed because i disagreed with your idea "open the wrong door and close it". Pro Tip: Sometimes life doesn't go your way so don't get your knickers in a not.
     
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    Lt Busta

    Lt Busta New Member

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    Edit: removed negative comments.
     
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    Kill Denied

    Kill Denied Member

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    OK i apologize for bashing your ideas without reason.
     
  12.  
    Lt Busta

    Lt Busta New Member

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    Thank you, I appreaciate that.
     
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    MJAB Brad

    MJAB Brad New Member

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    Um. I think that Lt Busta was being a little too hotheaded.
    This is were the arguement started. Lt.Busta was the one bashing others.

    Lt. Busta, I do not believe that you can "waste" forum space. There are things alot more useless then this on here. Also you're the one just drawing attention to yourself by hating on this person. Just because you disagree with an idea or thread topic, doesn't mean you have to degrade the original poster. You should follow your own preaching man.

    Again, your the one bashing. You are slamming his ideas so don't act like your not. What you are saying the purpose of a forum is, is exactally what this man is doing with this thread. Once again you were the one bashing him so....SHAME ON YOU.
     
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    TheUser

    TheUser Member
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    • 0:34 You can very briefly see a flashlight attached on the Type 25/QCB (might just be part of the weapon model though)
    • Zombies have a very distinct blue glow in their eyes
    • Wonder Weapon (Super-Thunder Gun)
    • Brolympia
    • Makeshift shield (that somehow causes bloodsplatter)
    • 1:29 A guy wielding the Galil with a scope attached (suggesting weapon customization)
    • Notice how you only got a good look on the glasses/dark haired dude, and none of the other characters
    • 1:31 The Saritch 200
     
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    Kill Denied

    Kill Denied Member

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    Thanks for the info
     
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    Lt Busta

    Lt Busta New Member

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    Dylan767

    Dylan767 New Member

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    Actually all you did was bash on him until he apologized.
     
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    MadCaptainCrunch

    MadCaptainCrunch Forum God

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    Get back on topic please.
     
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    Dylan767

    Dylan767 New Member

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    I am so sorry mister MCC.
     
  20.  
    MadCaptainCrunch

    MadCaptainCrunch Forum God

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    It's all cool.

    I hope that the riot shield isn't garbage in zombies lol.
     

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