Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Call of the Dead Guide

by Pink_Sijibijiji

________________________________________________________________________________
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!!!