Call of the Dead – Complete Guide


Black Ops Zombies – Call of the Dead

Call of Duty: Black Ops – DLC Pack 2: Escalation Map Pack

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

V2.0 June.12,2011 Updated FAQ. Added New Strategy. Added Descriptions to

each gun. Updated some information. Spellchecking.

Improved Easter Egg instruction for easier readability.



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


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/Stand

X … Reload

Y … Switch Weapons

Right Trigger Shoot

Left Trigger Aim Down Sights

Right Bumper Throw Grenade(hold to cook Frags)

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



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 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


1.M72 Law



Head M:

















1.Raygun [5]Mobility [4]Damage [4]Ammo/Cache

Be sure not to hit yourself with its small AoE radius. Get

PhD flopper if necessary.

2.Galil [3]Mobility [4]Damage [4]Ammo/Cache

Great gun, fully automatic. Headshots do x5 damage. Speed

Cola would go great because it reloads fairly slow.

3.Commando [3]Mobility [4]Damage [4]Ammo/Cache

Great gun, fully automatic. Headshots do x5 damage. Double

Tap goes well if you can aim good while shooting.

4.HK21 [1]Mobility [4]Damage [5]Ammo/Cache

Great gun. Very large and has a ton of ammunition. Shoots

fairly slow and quite inaccurate. Speed cola is a must.

5.RPK [1]Mobility [4]Damage [5]Ammo/Cache

Great gun. Very large and has a ton of ammunition. Double

Tap goes good because its a fairly accurate weapon.


S.BallisticKnife[5/5]Move Speed [2/5]Damage [Melee]Ammunition

Great weapon. Use caution when using. Juggernog is a must.

Mix with the Sickle to maximize damage. PaP will give you

a instant revive shot as well.


Note: Now that I think about it, Matryoshka Dolls are considered a wonder



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)

Descr: Round x to x. I’ll tell you when and how you should use this.

Round x to x. I’ll tell you about the PaPed version.



Head M:







Melee Weapons:


Combat Knife

Damage: 105

Head M: —

Ammo: —

Reload: —(—)

RPM: 60.00(—)

Round: 1

Descr: Rounds 1 to 5. Knife after M1911 shots.


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

Descr: Rounds 1 to 5. Knife is one hit kill.



Damage: 750

Head M: —

Ammo: —

Reload: —(—)

RPM: 45.00(—)

Round: 5

Descr: Rounds 5 to 13. Only combine with Ballistic Knife(or PaP version).

If you get an insta-kill, the Combat Knife is much better.





M1911 - Mustang & Sally

Damage: 15 - 575×2

Head M: 45 - —

Ammo: 8/80 - 6-6/60

Reload: 1.63(1.8)

RPM: 625

Round: — - 7

Descr: Rounds 1 to x. Use this until you run out of ammo. Keep until you get

a better gun. It is good for points.

Descr: Round 1 to 40+. A great explosive. Inaccurate, but fast. Has the most

ammo for any explosive. Best used with PhD Flopper.


CZ75 - Calamity

Damage: 102 - 200

Head M: 306 - 600

Ammo: 15/135 - 20/240

Reload: 1.63(2.0)

RPM: 625

Round: 3 - 7

Descr: Round 1 to 14. After 14 it’s pretty weak. It also has low ammo. It is

best used as a secondary as you can run fast with this gun.

Round 14 to 28. After round 28 it’s pretty weak. Has a decent amount of

ammo, but not enough to last. Best as a secondary as you can move fast.


Dual CZ75 - Calamity & Jane

Damage: 102×2 - 200×2

Head M: 306×2 - 600×2

Ammo: 12-12/228 - 20/20/320

Reload: 1.63(2.0)

RPM: 625×2

Round: 3 - 7

Descr: Round 1 to 21. After 21 it’s pretty weak. The speed makes it better than

the single CZ75. It is inaccurate and should be used at close ranges.

Treat this like a HS10.

Round 21 to 28. Fully automatic dual wield pistols. Very inaccurate, but

fast. Not a lot of ammo. Best used with Deadshot Daquiri. Has a decent

amount of ammo, but not enough to last. Also wastes twice as much as

the sinlge CZ75(Calamity).


Python - Cobra

Damage: 660 - 660

Head M: 1980 - 1980

Ammo: 6/84 - 12/96

Reload: 1.6(0.65)

RPM: 625

Round: 19 - 19

Descr: Round 1 to 19. After its one shot kill marker this weapon is useless.

Upgrading only gets more ammo and reload speed.

Round 19 to 38. Powerful weapon. Has a speed reloader(mp Python attach).

The most powerful single fire lead weapon. Has increased clip-size and





Olympia - Hades

Damage: 450 - 1600

Head M: — - —

Ammo: 2/38 - 2/60

Reload: 3.3(4.0)

RPM: 220

Round: 5 - 17

Descr: Round 1 to 4. Even at 5 it needs to be point-blank range. If even one

pellet misses it won’t kill. Low ammo, slow reload, but very cheap.

Round 17 to 22. Not the best shotgun, but strong and reloads quicker

than it’s predeccesor. Incendiary only affects when a zombie is killed.

Still point-blank range makes this a secondary weapon.


Stakeout - Raid

Damage: 645 - 1600

Head M: — - —

Ammo: 6/54 - 10/70

Reload: 1.1(0.7)

RPM: 94

Round: 8 - 17

Descr: Round 1 to 12. Great shotgun. Reloads slow, but has good damage and

a tad more range than the Olympia.

Round 17 to 25. Great shotgun, reloads twice per animation. Deeper

penetration and more clip-size. Still low range makes it a secondary.


HS10 - Typhoid & Mary

Damage: 855 - 1590×2

Head M: — - —

Ammo: 6/36 - 8-8/80

Reload: 1.4(0.7)

RPM: 350

Round: 11 - 17(24)

Descr: Round 1 to 11. Strongest shotgun and semi-automatic? Pick this over

other shotguns. Secondary weapon as it takes a while to reload.

Round 17 to 34. Dual Wield powerhouse. Reloads very fast, shoots very

fast, has ammunition equal to the SPAZ-24. Benefits from Deadshot more

than other shotguns.


SPAS-12 - SPAZ-24

Damage: 850 - 1590

Head M: — - —

Ammo: 8/32 - 24/72

Reload: 1.5(0.6)

RPM: 315

Round: 11 17

Descr: Round 1 to 11. Strong shotgun, semi-automatic and largest clipsize.

On par with the HS10, but reloads slower because of more ammo. Iron

sight is very hard to use.

Round 17 to 34. Fully automatic, 24 shells, full clip reloads in one

animation? A great shotgun to have. Goes well with Double Tap as the

best breakthrough weapon available(besides Raygun).



Sub-machine Guns:


PM63 - Tokyo & Rose

Damage: 65 - 95×2

Head M: 195 - 285×2

Ammo: 20/100 - 25-25/225

Reload: 2.1(2.8)

RPM: 952

Round: 2 - 3(7)

Descr: Round 4 to 10. Weak. Low clip size, inaccurate. Fast and cheap though.

Round 10 to 21. Increased clip size(barely), dual wield and even more

inaccurate. Best used with Deadshot Daquiri. Not that much ammo, but

you can always buy more.



Damage: 65 - 95

Head M: 195 - 285

Ammo: 24/120 - 40/200

Reload: 2.2(3.0)

RPM: 952

Round: 2 - 3

Descr: Round 4 to 10. Weak. Low clip size. Fast and cheap.

Round 10 to 21. Increased clip size. Not that much ammo, but you can

always buy more.


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

Descr: Round 4 to 12. Weak. Good clip size. Slow, high recoil, but fairly


Round 12 to 28. Double clip size, same cache size. Much stronger. Same

recoil and firing speed. You can always buy more ammo.


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

Descr: Round 4 to 12. Weak. Good clip size. Decent speed and recoil and fairly


Round 12 to 21. Increased clip size, cache size. Nearly identical to the

MPL(MPL-LF) in offense.


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

Descr: Round 4 to 16. Strongest SMG. Low clip size, but fast and fairly cheap.

round 16 to 28. A lot more ammo than other SMG’s. Great secondary. Run

fast and you can always buy ammo.


Spectre - Phantom

Damage: 62 - 86

Head M: 186 - 258

Ammo: 30/120 - 45/225

Reload: 2.3(3.0)

RPM: 952

Round: 2 - 3

Descr: Round 4 to 10. Don’t get this weapon. Same as the MP5k.

Round 10 to 21. Fastest SMG(RPM and mobility). Great clip size and a

decent cache. Secondary use only as you can run fast. Weak though.



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

Descr: Round 1 to 8. Not that weak, good headshot multiplier. Low clip size

and slow reload.

Round 8 to 24. Pretty good weapon. Very strong, x5 on headshots. Decent

clip size(for a semi-auto). You can always buy more ammo.


M16 - Skullcrusher

Damage: 65×3 - 100

Head M: 325×3 - 500

Ammo: 30/120 - 30/270

Reload: 2.0(2.3)

RPM: 500 - 750

Round: 3(12) - 6

Descr: Round 4 to 12. Stong(with 3 hits), low recoil, good clip size. Slow

firing though.

Round 12 to 28. Decent power, comes with a Grenade Launcher equal to

a China Lake(bigger radius). Good cache size, good speed, fully auto-




Damage: 105 - 160×3

Head M: 525 - 800×3

Ammo: 20/180 - 30/360

Reload: 2.5(3.0)

RPM: 625

Round: 6 - 10(21)

Descr: Round 4 to 12. Very strong, good total ammo. Semi automatic, x5 headshot


Round 12 to 28. Very strong, great cache size, triple burst.


G11 - G115 Generator

Damage: 52×3 - 100

Head M: 260×3 - 500

Ammo: 48/192 - 48/288

Reload: 2.7(3.7)

RPM: 500 - 750

Round: 3(10) - 6

Descr: Round 4 to 10. Strong(with 3 hits), low recoil, great clip size. Slow

reload and firing speed. Scope is annoying?

Round 10 to 28. Decent power, good cache, good speed, fully automatic.


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

Descr: Round 4 to 12. Weak, but fast. Like an SMG with x5 headshot.

Round 12 to 28. Very strong, great clip size, decent cache. Still very



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

Descr: Round 4 to 12. Strong, fast and fairly accurate. Good total ammo.

Round 12 to 28. Strong fast and fairly accurate. Comes with a great

cache size and a mounted shotgun(equal to the Stakeout).


Commando - Predator

Damage: 100 - 140

Head M: 500 - 700

Ammo: 30/270 - 40/360

Reload: 2.1(2.6)

RPM: 750

Round: 6 - 8

Descr: Round 4 to 16. Great overall.

Round 16 to 35. Great overall. More clip size and cache and comes with

a dual mag attachment.


Galil - Lamentation

Damage: 100 - 146

Head M: 500 - 730

Ammo: 35/315 - 35/490

Reload: 2.8(3.7)

RPM: 750

Round: 6 - 9

Descr: Round 4 to 16. Great overall. Slow reload.

Round 16 to 42. Great overall. Slow reload speed. Great cache size(same

clip size).


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

Descr: Round 4 to 18. Fairly weak, but great clip size, cache size. Reloads

slow, low mobility.

Round 18 to 45. Strong, massive clip size, cache size. fast firing, slow

reloads. Best used with Stamina Up.


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

Descr: Round 4 to 18. Strong, great clip size, cache size. Slow reloads, slow

firing speed, and low mobility.

Round 18 to 54. Very strong, massive clip size, cache size. Slow reload,

slow firing, low accuracy, low mobility. Best used with Stamina Up.



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

Descr: Round 4 to 19. Powerful semi-automatic. Low ammo, slow reload, slow


Round 19 to 32. Very powerful sniper. Headshot is a must.


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

Descr: Round 4 to 26. Powerful semi-automatic. Low ammo, slow reload, slow

firing speed, low mobility.

Round 26 to 32. Very powerful sniper. Headshot is a must.





Frag Grenade

Damage: 500

Head M: —

Ammo: 4

Reload: —

RPM: —

Round: 6

Descr: Bad grenade. Cookable(5 seconds). Only use to make crawlers.



Damage: 750

Head M: —

Ammo: 4

Reload: —

RPM: —

Round: 8

Descr: decent grenade. Non-cookable. Only use to make crawlers.


Crossbow - Aweful Lawton

Damage: 200 - 750

Head M: — - —

Ammo: 1/12 - 1/12

Reload: 2.8

RPM: —

Round: 2 - 8

Descr: Round 4 to 8. Weak explosive, single shot(per clip). Slow reload and

timed explosion.

Round 8 to 54. Weak explosive. Slow reload and timed explosion. Timed

explosion draws zombies towards the bolt(like having 6 monkey bombs).


M72 Law - M72 Anarchy

Damage: 1300 - 2000

Head M: — - —

Ammo: 1/20 - 10/40

Reload: 3.0

RPM: — - 60

Round: 13 - 19

Descr: Round 4 to 13. Powerful explosive. Slow reload, ADS required.

Round 13 to 19. Very powerful explosive. Semi-automatic, 10 shots per

clip, ADS requirement removed.


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

Descr: Round 4 to 4. weak explosive. Slow firing speed, slow reload. Low

mobility, ADS required.

Round 4 to 8. Weak explosive. Slow firing speed. Increased clip size,

ADS requirement removed. Very high mobility.


Matryoshka Dolls

Damage: 2000×3

Head M: —

Ammo: 3

Reload: —

RPM: —

Round: 32

Descr: Very Powerful grenade. Cluster effect(random).


Wonder Weapons:


Raygun - Porters X2 Raygun

Damage: 660 - 1120

Head M: — - —

Ammo: 20/160 - 40/200

Reload: 3.4

RPM: —

Round: 8 - 13

Descr: Round 4 to 28. Very strong, fast firing speed, high mobility, small

explosion damage. Slow reload.

Round 28 to 54. Very strong, fast firing speed, high mobility, small

explosion damage. Slow reload. Increased cache and double clip size.


Scavenger - Hyena Infra-Dead

Damage: 9000+ - 9000+

Head M: — - —

Ammo: 3/15 - 6/30

Reload: —

RPM: —

Round: 999999??????

Descr: Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped

ADS only.

Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped

ADS only(comes with thermal scope).Double clip size and cache. Upgrade

when out of ammo only.



Section 6: Mystery Box / Perks / Pick-Ups / Pack-A-Punch:


Perk: The name of the perk.

Descr: What the perk does.

Tip: how you use the perk/best time to get it






Perk: Juggernog

Descr: Improves a players maximum health

Tip: Always get this first. It will help protect you from losing other perks

later on.


Perk: Quick Revive

Descr: Improves a players reviving speed

Tip: Get this if you have a mediocre team. If your team never goes down, use

the perk slot for something else.


Perk: Double Tap

Descr: Increases RPM(Firing Speed) for all weapons

Tip: Get this if you have a slow firing weapon(ie shotguns, launchers), or if

you just like the speed increase(can waste ammo).


Perk: Speed Cola

Descr: Improves a players reloading speed

Tip: Get this if you have a gun. This is an all around good perk.


Perk: Stamina Up

Descr: Improves a players run speed and stamina

Tip: Use this if you have a large weapon(ie LMG, launchers).


Perk: PhD Flopper

Descr: Grants Exploding Dives, Impervious Flak Jacket and No Fall Damage

Tip: Use this if you have any explosive(including Raygun). Use the dive very



Perk: Deadshot Daquiri

Descr: Reduces Free Fire recoil, ADS targets the head

Tip: Use this if you have dual wield weapons or if you need help aiming.



PickUp: Pick Up Name

Descr: What the pick up does

Tip: How and when you should get the pick up.






PickUp: Max Ammo

Descr: Replenishes all weapons ammo cache(does not refill clip)

Tip: Try to use as much ammo as you can, unless you really need to be

someplace else or NEED ammo.


PickUp: Insta-Kill

Descr: Any damage dealt to a Zombie will instantly kill that Zombie

Tip: Use the Combat Knife when you get this. Ballistic Knife also works

extremely well.


PickUp: Carpenter

Descr: All barricades will be repaired

Tip: Just pick it up. There is really no set back to getting this at any



PickUp: Mini-Nuke

Descr: All spawned Zombies will be unable to attack and die after a while

Tip: Use this when you’re in a pinch or if the round is nearly over.


PickUp: Fire-Sale

Descr: All Mystery Box locations will have a box and only cost 10 points

Tip: Pick it up when you see it. You may wait a FEW seconds until every

player heads towards a box. Be careful if you are in the middle of

a round.


PickUp: Double Points

Descr: All points gained are doubled

Tip: Pick this up when you see it, unless it’s the end of a round.


PickUp: Death Machine

Descr: Player gains a Gatling Gun with unlimited ammo for a limited time

Tip: Pick this up when you see it(preferably goes to the player with the

least ammo), unless it’s the end of a round.



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)



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


It is best to get a gun after round 4. The M16, MPL are best because you should

probably be heading to the power first.


Best Wall Weapons:

Pistol: —



AR: M16

LMG: —

Launch: —

Wonder: —


George Ramero:

Explosives are the best way to kill George. This includes the Raygun, M72Law,

China Lake, Scavenger, Frag Granade, Semtex and the Matryoshka Doll.

Of course lead weapons can damage george, they take a massive amount of ammo

and time(same with explosives).

It will take roughly 2.5 Hyena Infra-Dead caches in a multiplayer game to take

George Down(not sure if he gets more health per round).

If you manage to kill him, he drops a Random Perk Bottle and a Death Machine.

You must kill him on land to obtain his drops. Killing him in the water only

scares him away for 2 rounds.


If you shoot George whilst in water, he will still get angry and slow players.

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


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.


This can be done with 3 players easily so that the other player can do a

Zombie Round-Up.



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.


It is best that 1 player does this strategy while the other 3 do a different

one. Keeping George away is best.



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.


DO NOT be in this area with 3 or 4 players. It will get very crowded. 2 is still

risky, but managable.



Strategy 4: Hard-core Survivor

Recommended Players: 4

Recommended Round: ANY


This is for hardcore zombie players only.


So you think you are good because you can round up zombies? Well you’re not.

This is somewhat of a challenge I am giving players. Rapetrains are not hard.

Circling the Lighthouse is not hard. Using zipline escapes is not hard. Camping

is not hard. These techniques do not make you a good player, but they can help

make the game easier to work on other skills such as headshotting, running

routes and learning areas.


Round up a party of 4 RANDOM players. Start a match. Knife George as soon as he

can get angry. Now follow these steps completely.


Buy the Olympia at round 1. Use the Olympia.

Open the power as soon as possible. Activate it.

Open Juggernog as soon as possible. Buy it.

Obtain Quick Revive as soon as possible.

Open Speed Cola as soon as possible. Buy it.

Open Deadshot Daquiri as soon as possible. Buy it.

Obtain 5000 points. Upgrade your Olympia.

Buy the PM63 at round(whatever round you are on).

Obtain 5000 more points. Upgrade your PM63.


If you are the only one alive, it’s normal. Continue to use only these three




DO NOT ZOMBIE ROUND-UP(a.k.a. Rapetrain).


DO NOT OPEN ANY OTHER DOORS(randoms will do that).

DO NOT USE ZIPLINES(flinger is ok).




get downed).



one alive, but then you haven’t done your job).


If you can pass round 30 like this? Well, you are good. Great. Master of Zombie

Mode. The Zombie God.




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


#3 Under the clock(opposite of PhD Flopper)


Ensemble Cast is the achievement for completing the “Old Character” easter egg.

This is only the multiplayer version, solo is a bit different.

After completing this, you will get Ensemble Cast and a gamer picture.


Follow these instruction to complete the easter egg.


First you must turn the power on. Open the path to the power room and activate

it. You CANNOT start the easter egg without the power. Next, head to the PhD

Flopper perk machine. Head downstairs from thier and turn right. Walk strait

until you reach the broken and barbed door that heads to the lighthouse(you

cannot open this door). Look left and you’ll see the [VAULT]


#1 Knife the [VAULT]. After you knife the vault, a dialogue will start

where the “Original Characters” talk.

They ask you to find a power switch. Unfortunately it is broken. To fix

the power box, add a new fuse.

There are three places the [FUSE] can be. they are all in the same room

as PhD Flopper.

1: Left of the 115 Meteor. On a dresser without drawers.

2: Left of PhD Flopper. On an office desk.

3: Left of the Cabinet. On the floor.

After you obtain the [FUSE], place it in the power box. The power box

is located right of the [VAULT].

#2 Knife the [VAULT]. After that, another dialogue will begin. This time

the Original Characters have activated a defense system. They ask you

to deactivate it by destroying the [4 GENERATORS]. To destroy them, just

hurl a grenade above it(make sure it explodes over the red light).

1: In the same room as the [VAULT].

2: Pathway from the Lighthouse to the Tip of the Boat. When mid-

way, turn right. Hiding in the water.

3: Right side of the Back of the Boat(where double tap is). Look

from the side of the boat out towards the water.

4: Behind Stamina Up. Through the window left of Stamina Up.

After destroying the [4 GENERATORS], head back to the [VAULT].

#3 Knife the [VAULT]. After that, another dialogue will begin. Nikolai is

sober and need more [VODKA]. You’ll have to find him some. This step

is best done with two players.

1: Head upstairs from PhD Flopper. Stop halfway up the stairs

and look right on the steps.

2: Above PhD Flopper. Right from the box position on the rail.

3: Drop-off from the two boats where you can go to Quick Revive.

On the top platform.

4: Right from the MPL, head up the stairs and go right into the

dead-end. On the yellow rail right of the box in the corner.

After obtaining the [VODKA], head to the [VAULT]. Place the bottle into

the tube on the left of the [VAULT].

#4 Knife the [VAULT]. After that, another dialogue begins. They ask you to

find them a [GOLDEN ROD]. This step is daunting as it requires a lot

of time.

The first part of this step is the [DIALS] in the Lighthouse. There is

one on each floor. Open up every floor and follow these steps exactly

to get it as fast as possible.

1: Set the Bottom [DIAL] to [6]

2: Set the Second floor [DIAL] to [4]

3: Set the Top floor [DIAL] to [2]

4: Check the Third floor [DIAL]

5: Count how many clicks it is from [7]

6: Turn the Bottom floor [DIAL] that many clicks(from step 5)

7: Set the Second floor [DIAL] to [4]

This should get it on the dot. Recheck each floor to make sure you did

not make a mistake.

From Top to Bottom the numbers should read

[2] fourth floor

[7] third floor

[4] second floor

[6] first floor

After the [DIALS] are set, do the next step.


The second step is the [RADIOS]. They must be activated in a certain

order or it will not work. Just go up to each one and hold [X] until it

makes a beeping noise.

1: Go to the Power Room. Head downstairs, turn left and head to

the doorway(do not go out). turn left again and look up on

top of a computer thingy.

2: Head to Stamina Up. When you reach it, turn right and it

will be on top of the barrel in the corner.

3: take the Zipline from the top of the lighthouse. Head to the

MP40. Once you pass the whole in the side of the boat, look

left and it will be inside the container.

4: Head downstairs from PhD Flopper. The last one is under the

stairs you just took on top of a cabinet.

After the [RADIOS] are activated, you will hear a signal beep.


The third step is the [CAPTAINS ROOM]. Its just the Power Room. Head to

the Power Room and do these steps.

1: Hold [x] on the [WHEEL] to turn it. Turn it so that the brown

handle is facing the Bottom Right.

2: Hold [x] on the [LEVER] to pull it. The levers are right of

the captains wheel.

3: Pull the first [LEVER] one time.

4: Pull the third [LEVER] three times.

5: you CANNOT pull the middle [LEVER].

After those are complete, a green light will appear from the lighthouse

and beam to a submarine.


The last step is to get the [VR-11].

Hold the round by getting a crawler. Lead the crawler to the bottom

floor of the lighthouse. Shoot the zombie with the [VR-11]. When he

turns human he will go into the gren light.

While he is being abducted, you have to kill him before he reaches the


Use Matryoshka Dolls, Scavenger, Raygun or M72 Anarchy to kill him the


When he dies he will lie down. This is to let you know he is dead.

After he is abducted to the submarine, he will send you the [GOLDEN ROD]

through the green light.

The [GOLDEN ROD] will be waiting at the bottom of the lighthouse when

you are ready.


Go to the [VAULT] and place the [GOLDEN ROD] in the tube. The same tube

you put the [VODKa] in.


#5 Knife the [VAULT]. Another dialogue will begin. They thank you for your

help and teleport away. Unfortunately the power breaks again. They ask

you to fix it again. This time it is easier.

Knife the Power Box that you put the [FUSE] in.


#6 Knife the [VAULT]. Another dialogue will begin. They thank you for your

help and teleport away. This time they actually teleport. They leave you

with a Death Machine pick-Up. BUT WAIT!!! It is not a Death Machine, it

is a WONDERWAFFE DG-2!!! It has 3/15 ammo. You only lose it if you die

or run out of ammo. You have unlimited time with it.



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 11.0: 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.