________________________________________________________________________________ Nazi Zombies - Call of the Dead Call of Duty: Black Ops - DLC Pack 2: Escalation Map Pack ________________________________________________________________________________ 80 Characters All lines cannot exeed 80 lines and will not. All characters take 1 space(maximum of 80 characters per line) Font: Courier New Style: Regular Size: 12 Tab: 8 ________________________________________________________________________________ AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz <,>.?/:;"'|\{[}]_-+=!1@2#3$4%5^6&7*8(9)0|\ These are all of the characters that will be used in this FAQ. If you do not have word wrap on and a line exeeds your screen, you can turn down the font size. I do not use word wrap, enters were used to proceed lines. ________________________________________________________________________________ Created by: Jonathan Davis (aka Sijibijiji) ________________________________________________________________________________ ________________________________________ Section 0: Table of Contents: ________________________________________ Every FAQ needs a table of contents. Here is a list of sections you can find in this FAQ ordered by section number. Section 1.0 Version Info Section 2.0 Introduction/Gameplay & Controls Section 3.0 Reference Guide/New to Call of the Dead Section 4.0 Best Weapons Section 5.0 Weapons List 2.0 Section 6.0 Mystery Box/Perks/Pick-Ups/Pack-A-Punch Section 7.0 Rounds 1-10/George Ramero Section 8.0 Top Strategies Section 9.0 Easter Eggs/The Vault Section 10.0 Challenges Section 11.0 Frequently Asked Questions/The Ending ________________________________________ Section 1: Version Information: ________________________________________ V0.1 May.5,2011 Created FAQ V1.0 May.12,2011 Complete FAQ ________________________________________ Section 2: Introduction / Gameplay and Controls: ________________________________________ So you've played zombies before? You think you know everything there is to know about it? Well, you might. I'm just here to give you all the information, you may have missed something. This is the ninth installment of Nazi Zombies and if you've taken a ride on all of the maps(even the arcade), you are a true zombies fan. This FAQ is here to tell you all of the little details that you may have over- looked, or may have missed completely. The map is very large and confusing at first, but you'll get used to it in no time. The controls are the same for any map, but i'll post them anyways. Basic Controls: A ... Jump/Unprone B ... Crouch X ... Reload Y ... Switch Weapons Right Trigger Shoot Left Trigger Aim Down Sights Right Bumper Throw Grenade(hold to cook) Left Bumper Throw Special Grenade(hold to ready) Right Analog Face Character Left Analog Move Character Start Pause Game/Menu Back Scoreboard *Right Analog Knife *Left Analog Sprint(while moving) * = Press analog in D-Pad Special Weapons Advanced Controls: Hold B while standing Prone(Crawl mode) Hold B while sprinting Dive Hold X Activate/Interact Round Zombie Number Health 1 100 2 175 3 250 4 325 5 400 6 475 7 550 8 625 9 700 10 770 11 847 12 932 13 1025 14 1127 15 1240 16 1364 17 1501 18 1651 19 1816 20 1997 21 2197 22 2417 23 2658 24 2924 25 3217 26 3538 27 3892 28 4281 29 4709 30 5180 ________________________________________ Section 3: Reference Guide / New to CotD: ________________________________________ This section will include a points table and a few things you should remember. Point | Action 10 |Deal damage to a zombie(without killing it) 10 |Re-Board a barricade(if limit has not been reached) 50-70 |Kill a zombie by limbshot(excluding head) 100 |Kill a zombie by headshot 130 |Kill a zombie by knife 200 |Obtain a CARPENTER power up 400 |Obtain a MINI NUKE power up x2 |Obtain a DOUBLE POINTS power up TIP: Hitting George will make him angry. If he is hit outside of the water, he will remain angry until brought into water. New to Call of the Dead: NEW Perk: Deadshot Daquiri(AIM ASSIST) OLD Perk: Double Tap(FASTER RPM) NEW Zombie: George Ramero(ELECTRIC MELEE/MASSIVE HEALTH) NEW MoT: Ziplines(JUMP TOWARDS TO SLIDE) NEW MoT: Water-slide(WALK INTO TO SLIDE) NEW PaP: Pack-A-Punch now moves(acts the same when upgrading) NEW Dis: Staying in water freezes player NEW Adv: Zombies killed in water burst and damage nearby zombies ________________________________________ Section 4: Best Weapons: ________________________________________ This is a small section which shows the best weapon in each area. This does not include wonder weapons. Best Best Stat Weapon Damage: 1.Matryoshka Dolls 2.M72 LAW 3.Python Head M: 1.L96A1 2.Dragunov 3.FN FAL Clip: 1.HK21 2.RPK 3.Galil Cache: 1.HK21 2.RPK 3.Galil Round: 1.L96A1 2.Dragunov 3.Python Overall: 1.Galil [4/5]Move Speed [4/5]Damage [4/5]Ammunition 2.Commando [4/5]Move Speed [4/5]Damage [3/5]Ammunition 3.Dual CZ75 [5/5]Move Speed [3/5]Damage [3/5]Ammunition 4.FN FAL [4/5]Move Speed [4/5]Damage [3/5]Ammunition 5.Dragunov [3/5]Move Speed [4/5]Damage [2/5]Ammunition S.BallisticKnife[5/5]Move Speed [2/5]Damage [Melee]Ammunition ________________________________________ Section 5: Weapons List 2.0: ________________________________________ This is an updated version of the weapons list in previous FAQs I have made. New weapons have been added and old weapons have been removed. Weapon Name Damage: Damage dealt with body shots Head M: Damage dealt with head shots Ammo: clipsize / maximum cache size Reload: reload speed (in seconds) RPM: rounds per minute Round: 1 hit kill round limit(headshot if available) Damage: Head M: Ammo: Reload: RPM: Round: __________ Melee Weapons: __________ Combat Knife Damage: 105 Head M: --- Ammo: --- Reload: ---(---) RPM: 60.00(---) Round: 1 Ballistic Knife - The Krauss Refibrulator Damage: 500/500 - 1800/1800(revive) Head M: --- - --- Ammo: 1/4 - 1/9 Reload: 1.5 RPM: 100.00 Round: 5 - 8 Sickle Damage: 750 Head M: --- Ammo: --- Reload: ---(---) RPM: 45.00(---) Round: 5 __________ Pistols: __________ M1911 - Mustang & Sally Damage: 15 - 575x2 Head M: 45 - --- Ammo: 8/80 - 6-6/60 Reload: 1.63(1.8) RPM: 625 Round: --- - 7 CZ75 - Calamity Damage: 102 - 200 Head M: 306 - 600 Ammo: 15/135 - 20/240 Reload: 1.63(2.0) RPM: 625 Round: 3 - 7 Dual CZ75 - Calamity & Jane Damage: 102x2 - 200x2 Head M: 306x2 - 600x2 Ammo: 12-12/228 - 20/20/320 Reload: 1.63(2.0) RPM: 625x2 Round: 3 - 7 Python - Cobra Damage: 660 - 660 Head M: 1980 - 1980 Ammo: 6/84 - 12/96 Reload: 1.6(0.65) RPM: 625 Round: 19 - 19 __________ Shotguns: __________ Olympia - Hades Damage: 450 - 1600 Head M: --- - --- Ammo: 2/38 - 2/60 Reload: 3.3(4.0) RPM: 220 Round: 5 - 17 Stakeout - Raid Damage: 645 - 1600 Head M: --- - --- Ammo: 6/54 - 10/70 Reload: 1.1(0.7) RPM: 94 Round: 8 - 17 HS10 - Typhoid & Mary Damage: 855 - 1590x2 Head M: --- - --- Ammo: 6/36 - 8-8/80 Reload: 1.4(0.7) RPM: 350 Round: 11 - 17(24) SPAS-12 - SPAZ-24 Damage: 850 - 1590 Head M: --- - --- Ammo: 8/32 - 24/72 Reload: 1.5(0.6) RPM: 315 Round: 11 17 __________ Sub-machine Guns: __________ PM63 - Tokyo & Rose Damage: 65 - 95x2 Head M: 195 - 285x2 Ammo: 20/100 - 25-25/225 Reload: 2.1(2.8) RPM: 952 Round: 2 - 3(7) MPL - MPL-LF Damage: 65 - 95 Head M: 195 - 285 Ammo: 24/120 - 40/200 Reload: 2.2(3.0) RPM: 952 Round: 2 - 3 MP40 - The Afterburner Damage: 68 - 132 Head M: 204 - 396 Ammo: 32/192 - 64/192 Reload: 2.2(3.0) RPM: 545 Round: 2 - 4 MPk5 - M115 Kollider Damage: 65 - 95 Head M: 195 - 285 Ammo: 30/120 - 40/200 Reload: 2.8(3.2) RPM: 750 Round: 2 - 3 AK-74u - AK74fu2 Damage: 82 - 128 Head M: 240 - 381 Ammo: 20/160 - 40/280 Reload: 2.2(2.8) RPM: 750 Round: 2 - 4 Spectre - Phantom Damage: 62 - 86 Head M: 186 - 258 Ammo: 30/120 - 45/225 Reload: 2.3(3.0) RPM: 952 Round: 2 - 3 __________ Assault Rifles: __________ M14 - Mnesia Damage: 70 - 135 Head M: 350 - 675 Ammo: 8/96 - 16/192 Reload: 2.4(3.45) RPM: 625 Round: 4 - 8 M16 - Skullcrusher Damage: 65x3 - 100 Head M: 325x3 - 500 Ammo: 30/120 - 30/270 Reload: 2.0(2.3) RPM: 500 - 750 Round: 3(12) - 6 FN FAL - EPC WN Damage: 105 - 160x3 Head M: 525 - 800x3 Ammo: 20/180 - 30/360 Reload: 2.5(3.0) RPM: 625 Round: 6 - 10(21) G11 - G115 Generator Damage: 52x3 - 100 Head M: 260x3 - 500 Ammo: 48/192 - 48/288 Reload: 2.7(3.7) RPM: 500 - 750 Round: 3(10) - 6 Famas - G16 GL35 Damage: 65 - 135 Head M: 325 - 675 Ammo: 30/150 - 45/225 Reload: 2.5(3.3) RPM: 952 Round: 3 - 8 AUG - AUG-50M3 Damage: 93 - 133 Head M: 465 - 665 Ammo: 30/270 - 30/390 Reload: 2.6(3.0) RPM: 952 Round: 5 - 8 Commando - Predator Damage: 100 - 140 Head M: 500 - 700 Ammo: 30/270 - 40/360 Reload: 2.1(2.6) RPM: 750 Round: 6 - 8 Galil - Lamentation Damage: 100 - 146 Head M: 500 - 730 Ammo: 35/315 - 35/490 Reload: 2.8(3.7) RPM: 750 Round: 6 - 9 __________ Light Machine Guns: __________ RPK - R115 Resonator Damage: 86 - 120 Head M: 258 - 360 Ammo: 100/400 - 125/500 Reload: 4.0(5.4) RPM: 750 Round: 3 - 4 HK21 - H115 Oscillator Damage: 100 - 140 Head M: 300 - 420 Ammo: 125/500 - 150/750 Reload: 3.8(4.8) RPM: 750 Round: 3 - 5 __________ Sniper Rifles: __________ Dragunov - D115 Disassembler Damage: 200 - 660 Head M: 2000 - 6600 Ammo: 10/40 - 10/80 Reload: 3.0(3.7) RPM: 250 Round: 19 - 32 L96A1 - L115 Isolator Damage: 415 - 660 Head M: 4150 - 6600 Ammo: 5/35 - 8/72 Reload: 3.2(3.5) RPM: 60 Round: 26 32 __________ Explosives: __________ Frag Grenade Damage: 500 Head M: --- Ammo: 4 Reload: --- RPM: --- Round: 6 Semtex Damage: 750 Head M: --- Ammo: 4 Reload: --- RPM: --- Round: 8 Crossbow - Aweful Lawton Damage: 200 - 750 Head M: --- - --- Ammo: 1/12 - 1/12 Reload: 2.8 RPM: --- Round: 2 - 8 M72 Law - M72 Anarchy Damage: 1300 - 2000 Head M: --- - --- Ammo: 1/20 - 10/40 Reload: 3.0 RPM: --- - 60 Round: 13 - 19 China Lake - China Beach Damage: 400 - 660 Head M: --- - --- Ammo: 2/20 - 5/40 Reload: 2.0(1.0) RPM: 30 - 60 Round: 4 - 8 Matryoshka Dolls Damage: 2000x3 Head M: --- Ammo: 3 Reload: --- RPM: --- Round: 32 __________ Wonder Weapons: __________ Raygun - Porters X2 Raygun Damage: 660 - 1120 Head M: --- - --- Ammo: 20/160 - 40/200 Reload: 2.2 RPM: --- Round: 8 - 13 Scavenger - Hyena Infra-Dead Damage: 9000+ - 9000+ Head M: --- - --- Ammo: 3/15 - 6/30 Reload: --- RPM: --- Round: 999999?????? ________________________________________ Section 6: Mystery Box / Perks / Pick-Ups / Pack-A-Punch: ________________________________________ Mystery Box: The Mystery Box spawns in a random location at the start and moves after a few uses. There are 6 locations it can be at across the map. The Mystery Box works the same way as any other map. It still costs [950] to open. #1 Spawn Area(cannot start here) #2 Lighthouse Balcony(above PhD Flopper) #3 Below Captains Room(behind flinger platform) #4 Very Front of the Boat(above juggernog) #5 Top Floor Catwalk of Lighthouse(opposite of deadshot daquiri) #6 Behind Lighthouse(left of water slide, bottom of the hill) Perks: There is a new perk and an old perk brought back that wasn't in ascension. #1 Juggernog - Improves maximum player health #2 Quick Revive - Improves reviving speed #3 Speed Cola - Improves gun reload speed #4 Double Tap - Improves gun firing speed #5 Stamina Up - Improves run time, max movement speed with anything #6 PhD Flopper - Exploding Dive, Improved Flak Jacket, No Fall Damage #7 Deadshot Daquiri - Head Aim Assist Pick-Ups: There are the same pick-ups from all previous maps. #1 Max Ammo - Replenish all weapons cache (does not re-fill clip) #2 Insta-Kill - Any damage will instantly kill target(s) #3 Carpenter - All barricades will be repaired #4 Mini-Nuke - Spawned Zombies are unable to attack and die #5 Fire-Sale - All Mystery Box locations have a box and cost [10] #6 Double Points - All points gained are doubled #7 Death Machine - Infinite ammunition, limited time gatling gun Pack-A-Punch: The PaP Machine works the same way as any other map except one thing. The PaP moves locations when thunder sounds. In always spawns in water and goes away after another thunder sounds. The Lighthouse will point to its position. #1 Near Spawn(right of quick revive) #2 Near Juggernog(down the hall, in flooded room) #3 Behind Lighthouse(down the hill) ________________________________________ Section 7.0: Rounds 1-10/George Ramero: ________________________________________ I have made new calculations and they are more accurate this time. Point Efficiency Table: M1911 Round Zombie Body Head Number Health Shots Shots 1 100 7 3 2 175 12 4 3 250 17 6 4 325 22 8 5 400 27 9 6 475 32 11 7 550 37 13 8 625 42 14 9 700 47 16 10 775 52 18 Best Wall Weapons: Pistol: --- Shotgun:Stakeout SMG: AK74u AR: M16 LMG: --- Launch: --- Wonder: --- George Ramero: This towering foe cannot be slain by mere lead. Explosives are the best way to kill George. This includes the Raygun, M72Law, China Lake, Scavenger, V-r11, Frag Granade, Semtex and the Matryoshka Doll. Of course lead weapons can damage george, they take a massive amount of ammo and time. It will take roughly 2.5 Hyena Infra-Dead caches in a multiplayer game to take George Down. If you manage to kill him, he drops a Random Perk Bottle and a Death Machine. If you shoot George whilst in water, he will still get angry. If you shoot George whilst out of water, he will get angry and chase the closest player(just like a zombie would). George deals the same damage as a normal zombie, but slows you down and deals electricity. Georges attacks also electrify zombies nearby. A shocked zombie that hits you will also shock you and slow you down. If you hit a shocked zombie, this will also happen. When you hit George and he gets angry, he will smash the ground. All players will be slowed for about 1.5 seconds(only nearby players will be shocked). this attack can be dodged by jumping at the right time. ________________________________________ Section 8.0: Top Strategies: ________________________________________ There are really only a few concrete strategies I use. They are fit to me, but you may have success with them. Strategy 1: Zipline Area Recommended Players: 3-4 Recommended Round: ANY There are 2 ziplines on this map. Camping at the Lighthouse Zipline is a bad idea. Little space, only one way out. The other zipline(atop the boat)is a very good spot to hold off. If George is getting too close, anger him and take him across the zip and into the water. There are 3 entrances to this spot. The power room. beside the stairs, and the stairs themselves. 1 at the power room window 3 at the stairs Switch when needed and communicate. always glance at the window by the stairs. ////////// Strategy 2: AK74u Area Recommended Players: 1-2 Recommended Round: ANY This strategy is a bit hader. You will just round up zombies and blast away with the AK74u. The only problem is that when you run out of ammo, you'll have to make a gamble on whether or not you'll get stuck in the AK74u spot. There is also the concern for space. The area is fairly small, but with the right pace, you can manage atleast 40 zombies at once. Make sure George is far away. ////////// Strategy 3: Tip of the Boat Recommended Players: 1-2 Recommended Round: ANY This can really only be done with high level players as the spaces are tight and the routes are complicated. At the box location on the very front of the boat until the juggernog top door is where you'll be running. Semtex is available at a high risk. After coming up from juggernog, and just passing the semtex is a little area you can round zombies up. Around 20-25 zombies is a good fit, but still risky. ////////// Combinations: Since new perks and guns have become available, there are a few godlike weapon and perk combos. #1 PhD Flopper + Raygun Godlike. You can escape any corner trapping. #2 PhD Flopper + Scavenger Godlike. You can clear an area without risk. #3 Speed Cola + Double Tap Extreme. DPS is insane and it keeps goin'. #4 Juggernog + Quick Revive As long as you have a few seconds. #5 PhD Flopper + Stamina Up You can escape anything by falling. ________________________________________ Section 9.0: Easter Eggs / "The Vault": ________________________________________ There are only 2 secrets known to me so far. The hidden song, and the vault. The hidden song is activated by holding 'X' on three element 115 meteors. #1 At spawn on a barrel(near lighthouse path cavern) #2 On a seat in the feeding hall(two stairs below power, closest to boat path) #3 Under the clock(opposite of PhD Flopper) The Vault is completed by doing these 9 steps in order(this is the multiplayer version, not the solo version). This will also get you an achievemtnt called Ensemble Cast and a gamer picture. First you have to find the door(it is below PhD flopper). #1 Knife the door and the Original Characters will start a dialogue. After they finish, find the [FUSE]. It is in the room above the 'Door' #1 On the desk near PhD Flopper #2 On the dresser left of the clock. #3 Turn around from PhD Flopper. Beside the cabinet. Put the fuse into the panel right of the vault and knife the door again. #2 The Original Characters will start another dialogue. After they finish, there will be a red light coming from the door. Destroy all 4 generators by using and explosive just above the glowing light(frag,semtex,scavenger,chinalake,m72law NO RAYGUN) #1 Near the vault door #2 Path to the boat from the bottom of the lighthouse(between some rocks in the water) #3 Behind the right of the back of the boat(beside Double Tap) #4 Behing Stamina Up(left window) After you blow them up, knife the door again and they will start a new dialogue. #3 When they finish, find the Vodka. A player must stand underneath while a second player knives it from above. (no need to hold 'X', just stand below it) #1 On the rail above PhD Flopper(bottom of stairs to the balcony) #2 On the rail above PhD Flopper(corner where box is) #3 End of path to first boat and second boat pieces.(heading to juggernog) #4 On the rail above the first stairs(to the right)heading to power Place the Vodka Bottle in the tube(left of the vault door). Knife the door again to start the next dialogue. #4 After they finish talking, head to the lighthouse. Each floor has a dial on it. each a different color. Top floor is YELLOW and has to be set to [2] moves below Next down is ORANGE and has to be set to [7] moves above and below Next down is BLUE and has to be set to [4] moves above and below Bottom floor is PURPLE and has to be set to [6] moves above Each dial moves another dial(as stated after the numbers above) Try to figure out a way to get them set-up to these numbers. #5 After that, activate 4 radios in this order #1 Below the power room(left heading down, in the corner) #2 Right of Stamina Up(on top of the barrel) #3 In the container right after door(path to back of the boat behind MP40) #4 On a cabinet in the Vault Door room(under the stairs) #6 After that, go to the captains room(power room) and set the switches to these settings. #1wheel Brown handle at 5'o'clock(bottom right) #2left lever pull once #3right lever pull three times After this step is complete, a green light will appear from atop the lighthouse. #7 You'll need the V-R11 for this step. Humanfy a zombie near the bottom of the lighthouse. While he is being sucked up the green light, shoot him with a powerful weapon until he lies down(near 2000 health i think)Scavenger, raygun, m72 anarchy, china beach, matyroshka dolls work best. #8 After the human is sucked into the submarine via green light, he will send you the golden rod via green light(it awaits at the bottom floor of the lighthouse). Place the golden rod in the same tube you did the vodka(left of the vault door)and knife the door once more #9 After they complete the dialogue, knife the fuse box panel and wait for the last bit of dialogue. when this is complete, a death machine pick-up appears. But wait!!! It's not a DEATH MACHINE!!! It's a Wunderwaffe DG-2. It has 3/15 ammo and acts like a death machine pick-up. It will only go away once you use its ammunition(it is not timed). ________________________________________ Section 10.0: Challenges: ________________________________________ There are a growing number of people who play zombies. Complete these challenges to keep your skills top notch, or to work on them. Do each of these in one game and you'll be great at zombies. [ ]Gain 100,000 points with less than 750 kills [ ]Reach round 20 without buying perks [ ]Finish a game with 1 down [ ]Finish a game without 'holding' any rounds [ ]Reach round 20 without mystery weapons [ ]Finish a game with 0.75 headshot to kill ratio [ ]Finish a game without a Pack-A-Punched weapon ________________________________________ Section 12.0: Frequently Asked Questions / The Ending: ________________________________________ Thanks for reading the FAQ that took about another week to make. I've done quite a bit of research and you can trust that all of the information here has been tested out in actual zombie matches with four players. If, however, there is any information that is missing or incorrect, please notify me so I can fix or add it. You may not distibute this FAQ onto your site unless you obtain permission. You may use this for personal study. You may ask me questions by e-mailing me or sending me a message via Xbox Live. E-Mail Address: [email protected] XBLive Gamertag: Sijibijiji If you would like to play a game, you may contact me and I will most likey want to play. Good luck and have fun on every zombie match you play. The End!!!