Ideas

This page is only for ideas to Zombies. Nothing on this page is facts or information. You may not delete anything on this page. You can only add new ideas. Make sure to put your idea in the right section, or you can create a new section if it doesn't fit into any of the already existing sections. Your ideas can be anything!

Existing Maps
These are map ideas to make all of the maps into smaller maps which could be Survival and Grief versions of the main map. Currently Tranzit is the only map that is like this, but even Tranzit isn't complete. Here is a list of all the Black Ops 2 maps split up into smaller grief and survival maps. This also includes ideas for maps from BO1 and WAW that could be split and turned into survival or greif maps.

Some of the maps on the list are also improvements to already existing maps.

No persistent perks on Tranzit, Die Rise, or Buried (persistent perks will only be in Story Mode)

Prototype
Army Rangers vs Marine Corps

No Thundergun

All doors are open

Asylum
Insane Asylum People vs Research Scientists

The door between the 2 first rooms and the BAR door are already open

Swamp
Swamp Men vs Japanese Empire

No dog rounds

The first room doors are already open

Factory
Group 935 vs Factory Workers

No dog rounds

The first room doors and the power gates are already open

Pack a Punch is already open

Bridge is already usable once the doors are open to get there

Dogs will spawn in on regular rounds after 15+

Theater
Group 935 vs Theater Staff

No Thundergun

No dog rounds

First room, theater, and stage are open from the start of the game

The teleporter is permamently linked to the mainframe but you still have to wait for the teleporter to cool down after each use

Pentagon
FBI vs CIA

No teleporters

No thief rounds

All 6 spawn zones in the first room are always active

First room door is already open

The door to Pack-a-Punch room is openable for 1250 points

Traps are already active

Cosmodrome
Ascension Group vs Cosmonauts

Power is already on and rocket has already been launched but the door to Pack-a-Punch is not already open

The door to Pack-a-Punch is openable for 1500 points

The MPL door from the first room is already open

No Thundergun

No Gersches

No monkey rounds

Lighthouse
Actors vs Producers

George drops random perk bottle cap and Death Machine

No VR11

Temple
Mayans vs British Explorers

Stairs to Pack a Punch are always open

The geyser in the first room is open from the start of the game, so you have access to the Stakeout room from the beginning

Shrieker has double the health of zombies

Napalm does the same amount of damage to players whether they have Jug or not

Zombies shrunk from the Baby Gun do the same amount of damage to players where they have Jug or not

Each hit from a punji stake does as much damage as a zombie hit

Moon
NASA vs Aliens

No mask or hacker

No Jug, Speed Cola, or Pack-a-Punch

Red power ups with QEDs happen more frequently and can be grabbed by zombies to affect both teams and by humans to affect the opposite team

No teleporting, teleporter gates are always up

Zap Guns only, no Wave Gun

No Gersches

Tranzit
Add the Thundergun to Tranzit and all of Tranzit's survival maps

When the Jet Gun overheats, you don't have to rebuild it; you just have to grab a new one

Each player can only hold one Jet Gun piece at a time, unless you're on solo then you can hold them all

Mob of the Dead buildable system

Make old Jet Gun method usable

Farm
Add claymores where they are on Tranzit

Bus Depot
Add Grief mode

Diner
No perks

Pack-a-Punch in the turbine door

Turbine door is openable for 1500 points

Zombie Shield; already built like the buildables in Borough

Box

Avogadro spawns every 5 rounds

Galvaknuckles; must buy the hatch for 1250 to access the roof

Mp5 in Diner

Power Plant
Ak74u only

No box

Original 4 perks Pack-a-Punch at the the end of the railing where the Jet Gun part can spawn at
 * Jug location: Tombstone
 * Speed Cola location: Outside near the lava
 * Double Tap location: Power switch room
 * Quick Revive location: After you drop down to power plant opposite side of the barrier

2 new doors in the power area where the doors close when you are turning on the power on Tranzit Avogadro spawns every 5 rounds
 * 1st door: 1000 points
 * 2nd door: 1250 points

When Avogadro is killed he wiil drop a max ammo (until round 50) / insta-kill (from round 50)

Nuketown
Add Grief mode

Die Rise
Mob of the Dead buildable system

Remove patch updates

Add EMPs in Grief

Skyscraper
Jug, Quick Revive, and Speed Cola only Box
 * Jug gets replaced by Who's Who elevator

No Pack-a-Punch

Sliquifier in box

Trample Steam

All wall weapons from Die Rise are still there

Rooftop
5 perks (Original 4 + Mule Kick) Pack-a-Punch
 * Speed Cola location: area between claymores and semtex
 * Quick Revive location: across from the normal camping area above mp5 evelator

Box

Semtex, Claymores, Bowie Knife, and Mp5

Sweatshop
Remmington and Ak74u

Unlimited sliquifiers at buildable spot

No perks

Pack-a-Punch at power switch area

Cell Block
Double Tap area is accessible (Survival)

Double Tap moves to its original location from Mob of the Dead (Survival)

Juggernog goes where Electric Cherry is on Mob of the Dead (Survival)

Remmington on the wall (Survival)

Remmington is removed from the box (Survival)

Adds 3rd box location (Survival)

3 new doors (Survival)

The Docks
Only Jug

Box

Thompson, Mp5, and Uzi

Brutus spawns

Pack-a-Punch in the corner where you pick up the plane part near the uzi

Add B23R, M14, and Olympia to the box

Remove Thompson from box

Sniper Trap

Buried
Mob of the Dead buildable system

No Turbine

Make it so that the Paralyzer doesn't delay spawns

Add EMPs in Grief

Maze
Gate positions change each game

Pack-a-Punch in original location

Both box spawns are still there

Borough
Remove An94

Remove Turbine and Resonator

Add Head Chopper

Trample Steam & Head Chopper can spawn randomly at any of the 4 buildable locations

Completely block off the cave area

Add Bowie Knife, M16, B23R, and Claymores to their locations on Buried

Move Speed Cola to its original spot on Buried

Move Mp5 to its original spot on Buried

AN94, AK74u, PDW, SVU, and Galvaknuckles in the box

Processing
Jug and Flopper only

Access to the bottom area of the first room

M14, Olympia, and LSAT

Pack-a-Punch at the bottom area

LSAT walkway doesn't break, but zombies can get up there and they spawn nearby

No Man's Land
Can only get perks from the Wunderfizz (Grief)

Jug and Stamin-Up + Wunderfizz (Survival)

Five seven, Mp40, and Ak74u off the wall Can't go in any of the caves or in the staffs area below Pack-a-Punch
 * Five seven replaces the Mp40 near Pack-a-Punch

Panzer spawns

Semtex at Stamin-Up area instead of Claymores

Air strike bombs, unupgraded staffs, and fists in the box
 * Air strike bombs can kill enemies if they are near it, unless if they have Flopper

M14, Ballista, Remmington, and STG in the box
 * Air strike bombs do not effect your team

Generators (Grief)
Map is within the first 3 generators

Can take the generators like Domination flags

Doesn't cost money to start taking the generators

Automatically start taking the generator like Domination

How many players are on the generator doesn't effect anything

Takes 1 minutes to capture a generator Crusader zombies only go after the team on the generator who has the most control over it
 * 30 seconds to make it neutral
 * 30 seconds to capture it

If an enemy is downed and is within a generator that youre on, they can't take the generator

When you are reviving someone within a generator, you won't be able to take over the generator

If your team has all 3 generators, you can go to the spawn room chest and take your reward of all perks except Jug If your team has all 3 generators, then the other team cannot hit the box or use Pack-a-Punch
 * If you lose a generator, the perks go away immediately and you have to take all 3 generators back and then go to the spawn room chest again to get your perks back
 * If you down, you have to go back to the spawn room chest to get your perks back

No Quick Revive or Speed Cola

Pack-a-Punch is at Quick Revive's location

Box

STG and Five Seven in the box

Air strike bombs, unupgraded staffs, and fists in the box
 * Air strike bombs can kill enemies if they are near it, unless if they have Flopper

No Panzers
 * Air strike bombs do not effect your team

Juggernog
Take a maximum of 2 hits of fall damage in Black Ops 2, like how it is in Black Ops 1

Speed Cola
Aim down sights faster

Double Tap
Remove double damage

Bullets will chain to a maximum of 6 nearby zombies like the Wunderwaffe but with much shorter range

Throw grenades faster

PHD Flopper
Change stances faster

Stamin-Up
Knife twice as fast

Deadshot
Double damage to the head

Move faster while aiming down sights

Shoot faster after sprinting

No recoil at all

Mule Kick
Switch weapons faster

If you have already bought Mule Kick in a game and lose it, the next time you buy it you will automatically gain that 3rd weapon back

Add a way to tell which gun you will lose when you down

Tombstone
Lets you revive yourself if you go down, but you will lose all your weapons and perks if you do this

Electric Cherry
No damage from traps

When you down, all zombies near you will die, not just get shocked and stand there

Mystery Box
Make it so that you get each weapon before you get the same weapon again, basically guaranteeing a 1 in 23 of getting any weapon you want and with each box hit the odds of you getting the weapon you want get even bigger

If you trade a box weapon for a wall weapon, leave it in Pack-a-Punch, or lose it when you down with Mule Kick, then it will be instantly added into the rotation for getting it in the box

Stoner 63
Add to the box

Normal version: 60 rounds per clip

Upgraded version: 90 rounds per clip

Upgraded name: Baker 96

AK-47
Add to the box

Upgraded version: flamethrower attatachment

Upgraded name: Red Mist

WA2000
Replaced by Dragunov

10 rounds per clip

Upgraded name: Wave Amplifier 2000

Famas
Double ammo

Spectre
Double ammo

Ballistic Knife
Make it so you automatically pick up knifes like in BO2

Scavenger
Infinite damage

Makarov
Replaced by M1911

Mustang & Sally when upgraded, but with 6,6/100 ammo instead of 6,6/50

Upgrade name: Soap & Price

SMR
Remove from the box

Replaced by M14

10 rounds per clip

Grip and 20 rounds per clip when upgraded

Fix the bugged accuracy

Ballista
Replaced by Olympia

ACOG or Iron Sights when upgraded

MSMC
Replaced by MP5

30 rounds per clip

40 rounds per clip when upgraded

Upgraded name: MiscellaneouS Machine Controller

Vector K10
Replaced by AK74u

36 rounds per clip

Laser sight and 48 rounds per clip when upgraded

Upgraded name: Krocodile V10

Scar-H
Replaced by M16

Grenade Launcher when upgraded

MP7
Add to the box

Upgraded name: Machine Pistol 77

SVU
Add to the box on MOTD and Origins

FAL-OSW
Replaced by BO1 FAL

Python
Remove

Ballistic Knife
Replace with BO2 Ballistic Knife

War Machine
Make the grenades explode on impact when unupgraded

Jet Gun
Doesn't explode when it overheats

Sliquifier
Infinite damage

Paralyzer
Whatever round it is, that is how many numbers you have to shoot the gun for to kill a zombies

Remove the spawn delay after killing zombies with this weapon

Staffs
Go to the mystery box after dropping them

Make all staffs have infinite damage

Ray Gun Mark 2
Infinite damage

Carpenter
Remove completely

Bonfire Sale
Lasts for 60 seconds

Death Machine
Infinite damage like insta-kill

Turbine
Make it so there is a way to tell when it is about to power off

Instead of flickering on and off near the end of its cycle, make it last a bit longer and then have it fully destroyed the first time it turns off

Grief
If the round restarts, you get 2 extra grenades and claymores as if it were a new round

No Monkey Bombs, Gersches, Thundergun, Crossbow, VR11, or Ray Gun Mark 2

4 Grenades, flops, or cherry reloads can down an enemy; 2 Claymores/betties can down an enemy; Flopper protects you from grenades, claymores, and flops; Electric Cherry protects you from Cherry reloads; Juggernog makes it take 10 grenades, flops, or cherry reloads, or 5 claymores/betties to down an enemy

Shooting near an enemy's claymore/betty or throwing a grenade near it will destroy it

Remove knife lunging

Upgraded weapons slow people down for slightly longer

Gain 10 points every time you shoot or knife an enemy that is damaged (maximum points per round same as rebuilding barriers)

Downing an enemy by griefing them gives you 5% of their points (If you grief someone while you are down, then you don't get any points)

If an enemy bleeds out, everyone alive on your team gains 10% of their current points

If an enemy leaves the game, everyone on your team gains 10% of their current points

When all enemies are down, there will be text telling you how many zombies are left until the round is over

Maximum amount of zombies you will ever have to kill after all enemies have downed is 240

If all enemies quit, then the game will automatically end and you get a win

No walking zombies; only runners and sprinters

If you shoot/knife an enemy that is damaged, they will bleed instead of having butterflies or get shocked

Weapons go away from the box twice as fast as normal

Throwing an EMP at a downed enemy will make them bleed out instantly

Can get special grenades from the box even if you already have them, as long as you have used them all

Have a way to tell on the scorebord whether a player is alive, downed, or bled out

Power Downs
Red Power Ups that hurt the other team

Remove all Power Ups (except for Fire Sale) & change to Power Downs

Last for 30 seconds

Power Downs that only effect one player are yellow

Clip Unload
Unloads all enemies' clips on the current weapon they are holding

Half Points
Enemies only earn half as many points as they usually would for 30 seconds

Infinite Kill
Enemies deal half damage for 30 seconds

Punishment Points
Takes 10% of all enemies' points

Death Walk
Makes players move at broken leg speed for 30 seconds

Meat
Throw the meat at a player for all zombies to go towards them

Make it easier for an enemy to catch the meat and break their legs

Fire Sale
Makes the box and traps cost 10 points

Gamemodes
You will be put into game lobbies based on a combination of skill and connection

If you are playing with a party, the game will try to match you up against other parties if available

If you are playing solo, the game will try to match you up against other solo players if available

You can search for matches when you have more than 4 players in your party, but it will randomize the teams

Disconnecting won't count as a loss

Locking perks/knives will only work in regular Grief mode

No Man's Land
Just like Black Ops 1 Moon No Man's Land

Cabin
Only walkers

Bowie Knife

Bridge
Pack-a-Punch

Crazy Place
STG, and AK74u only

Cannot buy ammo for the two weapons

The things are falling down like as if you have taken the staffs

Race
No rounds

No Mans Land style starting off with round 1 speed and spawn rate; gradually goes up like No Man's Land

takes 4x as long for the round to go up as in No Man's Land, and one team must have gotten at least 25 kills for the round to go up

2 teams of 4

Race to 1000 kills

When someone downs, they will be automatically revived as if they had Quick Revive on Solo, but it takes 45 seconds to get revived

You can kill zombies when you are down and they will count towards your kills

If you have Quick Revive and you down, you will be revived in 15 seconds

Don't keep your perks when downed

In custom games you can race against a different amount of kills, or race against points or headshots

If everyone is down at the same time, then you will all come back alive immediately like in Grief mode

Free for All Grief
8 player free for all Grief

When someone downs, they automatically go into spectating mode

Win when you are the last one standing and you survive the round

No Quick Revive

Turned
Basically a Zombies version of MW3 Infected mode

8 players

6 minute game

You can still get weapons and perks after the infection starts

Every human gets one monkey bomb

When you throw a monkey, to the infected it will show up as a human standing still

Humans will not light up like how they do in original Turned; only the final survivor will

Unlimited points

The person who is going to be first infected will know from the very start of the game

15 seconds before the first infected becomes infected

The first infected runs at the speed that zombies do in original Turned

Once there is more than one infected, zombies will run at normal speed

10 score for every second you survive, 100 score for each zombie you kill, and 500 score for each human you infect

Infected will always respawn inside of a barrier

Infected have round 15 health

Only takes 1 hit to become infected

When someone first infects you, you will not respawn; you will become infected and stay alive wherever it was you got infected at

Win the game by being the last man surviving or by surviving for the whole 6 minutes

Deadpool
Free for All Chicken in the Lava type game mode

Whoever stays in the "pool" the longest without dieing wins

Examples of pools: lava pit on Town, acid trap on Cell Block, Leroy when charging on Borough, robot's foot on No Mans Land

4 rounds

45 second rounds

Round will end if only one person is left alive, and they will get a last man standing bonus

10 score for every second you survive

If you are closer to the middle of the pit, you will gain 2x points; if you are really close to the middle of the pit, you will gain 3x points

100 score for assisting in eliminating an enemy

250 score for being the last man standing

Hellpoint
Hardpoint mixed with Grief

All doors are already open

Unlimited points

1 score per second, 200 score to win

Each hardpoint lasts for 60 seconds

2 teams of 4

When you down, you will respawn instantly

No Jug or Quick Revive

Round 15 spawns and health

5 hardpoints on each map

The hardpoints will be in the same order everytime on each map

Hellpoints:

Town - Double Tap, Bank, Bar, Stamin Up, and MP5

Farm - The Pit, Hallway, Tractor, Speed Cola, and Double Tap

Cell Block - Honey Hole, Speed Cola, MP5 Corner, Claymore Wall, and Hellhound Area

Borough - Front of Mansion, Courthouse, Bottom Floor Gunsmith, Bank, and Front of Saloon

Capture the Meat
Capture the Flag mixed with Grief

All doors are already open

No Jug or Quick Revive

When you down, you respawn instantly back at your base

No Meat power up

Unlimited points

4.5 minute rounds

At the beginning of the round, you will spawn near your base instead of the middle of the map like on most gamemodes

2 rounds (one round on each side)

3 meat captures to win a round

2 teams of 4

You must bring the other team's meat back to your base

When you grab their meat, all zombies will go for you and you will not be able to shoot because the meat is in your hands

If you throw the meat at a teammate, they will catch it and they can keep running with it

If you throw the meat at an enemy, it will be like as if you threw the meat at someone in Grief

Your team's meat must be at your base to be able to capture the enemy's meat

If the meat touches the ground, then it will reset back to the base

You cannot throw the enemy's meat into your base; you must run it into your base

Round 15 spawns and health

Meat Places:

Town - Quick Revive and Juggernog

Farm - Fridge and Back Spawn Point in Barn

Cell Block - Uzi and Claymore Wall

Borough - Juggernog Corner and Mansion Door

Gun Game
20 weapons to win

8 player free for all

Unlimited ammo

No perks, Pack-a-Punch, box, or wall weapons

First weapon is the starting pistol

Second to last weapon is the ray gun

Last weapon is the map's wonder weapon

Gun order: pistols, launchers, snipers, shotguns, smgs, assault rifles, lmgs, wonder weapons

Starts at round 1 health and spawns

When a player advances to the next weapon, the zombies health and spawns go up one round

When you die, you will be set back one gun

Zombies have a 8% chance of dropping a gun advancement power up

Only the person that killed the zombie that drops a gun advancement power up can see and pick up that gun advancement power up

Killing a zombie with a knife will make it so that zombie can't drop a gun advancement power up

New power up: Bonfire Sale - gives you the upgraded version of the weapon you are currently on for 30 seconds

If you get a Gun Advancement while Bonfire Sale is active, then you get the upgraded version of that gun as well for the rest of the time the Bonfire Sale is active

Search and Rezurrect
Basically a public match version of custom games

Round 15 spawns and health

No limit on how many power downs you can get in a single round

Start off the game with 10,000 points

Every round after that you start off 5,000 points

If you already have more than 5,000 points, then you don't get any extra points

No limit on how many points you can get from rebuilding barriers or griefing players

When everyone on one team dies, the round will restart and the team that didn't die gets one win

First team to win 3 rounds wins the game

No time limit for the rounds

You do not get max ammo at the beginning of a new round

You do get 4 grenades and 2 claymores/betties (if you bought them) at the beginning of a new round

Microphone Only
Enabled/Disabled

Game Type
Easter Egg/High Rounds/Challenges/Casual

Rank
x or Higher - can only choose up to your rank

Ranking System
Ranks from 1-10, 10 being the best rank

Each rank has a different symbol

Based mainly on past 5 days, and partly overall

You will be able to reset your rank if you feel like you are stuck at a certain rank, but all your stats will stay the same

Main/Survival Maps: Round/Down Ratio - 10

Story Mode: Kill/Down Ratio - 200 & Completing the Mission

Grief: Win/Loss Ratio - 1.0 & Grief/Down Ratio - 2

Race: Average Placement - 2

Deadpool: Win/Loss Ratio - 1

Stats/Leaderboards
Be able to view them in lobbies like in Black Ops 1

Make it so you are able to view other players Black Ops 2 stats

Remove 3 and 4 player leaderboards from Black Ops 2

Make only a Solo and Co-Op leaderboard for each map

Show your K/D and R/D in stats

Show your W/L for Grief and other competitive gamemodes in leaderboards

Custom Games Options
Ability to save custom game options to your player channel and load them up instantly

Hard
Zombies are always running from round 1

Spawn speeds are increased by 10 rounds

Magic
Enable/disable specific things such as perks, pack-a-punch, box, power ups, and wall weapons

Infinite Zombies
Makes it so that the round will never end

Max Spawned In Zombies
6, 12, 24, 48, or 96

Reset Points (Grief)
Gives you back the amount of points you had when you started the game when the round restarts if you don't already have that amount of points

Reset Ammo (Grief)
Gives you max ammo when the round restarts

Kills
100, 500, 1000, 5000, or 10000

Points
Your current points, not your overall points

10000, 50000, 100000, 500000, or 1000000

Headshots
50, 100, 250, 500, or 1000

Survive Until (Grief)
All Enemies Down, All Enemies Bleedout, or End of Round

Rounds (Grief)
Disabled

Enabled: Best of 3, 5, or 7

Time (Grief/Race)
Unlimited, 5, 10, 15, 20, 25, or 30 minutes

If playing with rounds enabled, the time is for the whole game, not each round

Story Mode
No rounds, only a timer on the scoreboard

Zombie's health, speed, and spawn rate goes up one round every 2 minutes

No points

Each map has a certain amount of time until you can open the next door

Objectives on the map

Main objectives and side objectives

Side objective for each map is to turn on the song

Most of each map's achievements besides the main easter egg are side objectives in campaign mode

Once you finish the main objectives, you can still keep on playing like MOTD & Origins easter eggs

Long missions, about an hour long each

Each map has a mission, except for Dead Ops Arcade

One to eight players (not all missions allow eight players; all missions allow at least four players)

Can play online with others like World at War Co Op Campaign

Missions are played in order of each map chronologically

On most maps, you will be able to go places outside the map

Instead of points, there is Blood Money; each regular kill is 1 Blood Money, each headshot is 2 Blood Money, and each knife kill is 3 Blood Money

Everything that costed points in Zombies now costs Blood Money

Double Points powerup changed to Double Blood

All of the missions are made so that only one person is required

Points:Blood Money Ratio - 100:1

The navcard tables on Tranzit, Die Rise, and Buried will serve a true purpose

Persistent Perks
Only in Story Mode

Once you gain a persistent perk, you have it for the whole game

Add them on all maps

Persistent Flopper
Obtain by: take fall damage and survive 7 times

Effects: explosion everytime you dolphin dive

Persistent Jug
Obtain by: getting hit once and surviving without Jug 10 times

Effects: can take 3 hits without Jug, does nothing if you already have Jug

Box Luck
Obtain by: hitting the box and taking each weapon until the box moves

Effects: guaranteed at least one wonder weapon every time the box moves

Persistent Reload
Obtain by: Reload cancelling 100 times

Effects: lets you reload while sprinting

Steel Barriers
Obtain by: rebuilding the same barrier 60 times

Effects: every barrier rebuilt now takes zombies twice as long to take off

Persistent Damage
Obtain by: doing collateral damage to zombies 1000 times

Effects: lets you hit 1.5x more collateral damage (from 6 to 9) and lets your bullets go through walls

Sniper Cash
Obtain by: getting 15 longshots with a sniper rifle

Effects: all zombies killed with snipers give one extra Zombie Blood

Super Revive
Obtain by: getting 17 revives without downing

Effects: revive faster (stacks with Quick Revive)

Deadshot
Obtain by: getting a collateral headshot

Effects: headshots do double damage (stacks with Deadshot Daquiri)

On The Spot
Obtain by: not killing any zombies on an Insta Kill

Effects: every Insta Kill from now on you will be able to touch zombies to kill them for the first 15 seconds of its duration

Cash Back
Obtain by: going prone after buying 2 perks in a row

Effects: if you go prone after buying a perk, you will get 5 Zombie Blood back

Persistent Tombstone
Obtain by: gaining all perks on the map

Effects: only lose one perk when you go down (Quick Revive will be first, Mule Kick will be second to last, and Jug will be last; the rest are random)

Half Blood
Obtain by: earning 30 Zombie Blood on a Double Blood

Effects: everything will be half price on all Double Bloods for the rest of the game

Pistol Points
Obtain by: missing 15 shots in a pistol and then kill a zombie by knifing it

Effects: pistols will now give you double blood money

Return Sale
Obtain by: not taking any weapons from the box for a whole box location

Effects: gives you your money back after hitting the box if you don't take the weapon

Fire Clearance
Obtain by: hitting every box on the map during one Fire Sale

Effects: makes the original box location still have Fire Sale active for another 30 seconds

Radiation
Obtain by: dolpin diving into 5 nukes

Effects: dolphin diving into a nuke will leave fire behind for 30 seconds like the Napalm Zombie does

Excavation Site 64
No perks or anything, just the barebones of zombies Original 4 characters; won't see them again after this mission until Asylum for Dempsey, and Death Swamp for the rest

Only walkers

The zombies that spawn when turning on the generators are always runners, and give you 1 zombie blood no matter how you kill them

Twice as many dig spots

Dig spots reappear every two rounds

The shovel can also be used as a melee weapon, killing until 10 minutes

No Fire Sale power up

After turning on Generator 1 for the first time, you will get a random power up

No box or wall weapons; can only obtain weapons by digging them up

No Zombie Shield

If you have the Maxis Drone on you and you down, it will automatically deploy itself and revive you even in solo

Panzers only do that half the damage they normally do

Only have to go to the Crazy Place to upgrade the staffs, not to build them

Some of the staff upgrades will be simplified, such as the ones where you have to memorize things

No Double Tap reward from the chest

Everyone can take 5 hits

When you take a staff, it becomes your 3rd weapon

Once you get the golden shovel, all guns you dig up will be upgraded

You can dig up any of the classic weapons

Having all 6 generators on lets you travel to the Crazy Place

There are a lot more challenges from the challenge box, and each player will have their own set of randomized challenges to do

Alternative songs: Afraid of Living by Group 916; activated by getting stepped on by the robot, and Halo by Group 916; activated by turning on all 6 generators

Main objectives: Side objectives:
 * Power up all the generators
 * Get the fists from feeding the 4 chests
 * Open the underground chamber
 * Obtain all the staffs
 * Upgrade all the staffs
 * Secure the keys
 * Ascend from darkness
 * Rain fire
 * Unleash the horde
 * Skewer the winged beast
 * Wield a fist of iron
 * Raise hell
 * Freedom
 * Ride the Tank around
 * Get 115 headshots
 * Find all the discs using the Maxis Drone

Alcatraz Island
Still the barebones of zombies

This map just shows what is happening around the world

The mobsters start off with Executioners

No wonder weapons yet except for Blundergat and Acid Gat

No explosive or fall damage, and traps don't hurt you; you can only die from zombies

After you go to the bridge and come back, your guns will be upgraded and you will have the effects of Electric Cherry

Only walkers

No box, but there is wall weapons

Johnny Cash version of Rusty Cage replaced by Group 916 version

Alternative song: Alcatraz by Group 916; activated by entering the plane in Afterlife mode

Main objectives: Side objectives:
 * Find the Warden's Key
 * Get the Hell's Retriever
 * Get the plane parts
 * Build the plane on the roof
 * Get the hell off the island!
 * Ride the plane 3 times
 * Shock the spoon
 * Get the Silver Spoon
 * Find all the radios
 * Pop the Weasel
 * Get the Hell's Redeemer
 * Get the Vitriolic Withering
 * Get the Golden Spork
 * Power up everything on the map using Afterlife
 * Upgrade the sniper trap
 * Build the Zombie Shield
 * Kill Brutus before he smashes anything

Night of the Undead
Only walkers

Obviously still the barebones of zombies

World at War box weapons

No Monkeys

4 Marines

Start off outside of Nacht der Untoten where the plane is crashed at

You can choose two different paths of getting into Nacht: go around the front and break in through the jail bars, or open the hatch underneath the plane and that puts you into one of the spawn points which you break down and get into Nacht

Alternative song: Cold Dead Crows by Benn; activated by killing 5 crows outside of the map

Main objectives: Side objectives:
 * Try to fix the plane
 * Hop in one of the jeeps
 * Get 15 non flammable fuel cans and bring them to the plane
 * Obtain the Ray Gun
 * Find out where the plane is underground at from inside the building
 * Use the Ray Gun to push the plane above ground
 * Escape!
 * Survive...
 * Use the mystery box 5 times
 * Explode the flammabe fuel cans
 * Buy 5 wall weapons
 * Use the radio
 * Buy Stielhandgranate grenades

Asylum
World at War box weapons

No Monkeys

When you turn on the power, zombies will start running like in World at War Verruckt with super runners

Dempsey and 3 other Marines

Dempsey is the only one that survives

Group 935 captures him along with Nikolai and Takeo from other places and takes them all to Shi No Numa, as that is where Group 935 is moving to

Turret outside of the map near the fountain

The arm on the power switch is Peter's arm

You get outside of the map from one of the barriers in the map

All of the doors that were not openable in the mansion before now are

One of the new doors leads to the roof of the mansion

Alternative song: Deadhead by Benn; activated by reaching the rooftop

Main objectives: Side objectives:
 * Turn on the power
 * Reunite
 * Find out about Peter
 * Get Bouncing Betties
 * Use a betty near one of the inside staircases to get outside of the mansion
 * Kill 50 zombies near the fountain
 * Use the Turret
 * Get to the rooftop
 * Find the fiddler on the roof
 * Survive in the BAR room for 5 minutes
 * Obtain all the perks
 * Use an electric trap

Jungle of the Rising Sun
World at War box weapons

No Monkeys

Peter's body is hanging there

Dogs are more vicious like World at War dogs

Ammo-Matic machine where Mule Kick was; costs whatever the normal ammo price is +25%; doesn't work on wonder weapons

Alternative song: Hellbeasts by Benn; activated by killing every dog on a dog round without anyone taking damage

Main Objectives: Side Objectives:
 * Answer the phone in the Communications Room
 * Obtain the Wunderwaffe
 * Find Element 115
 * Find Peter's grave
 * Kill the dogs
 * Rebuild 200 barriers
 * Get all perks
 * Use 3 traps in 3 minutes
 * Kill 200 zombies
 * Get 10 melee kills in a row
 * Get 150 headshots
 * Get 1,500 Blood Money
 * Survive the first 15 minutes with no downs

The Giant
Ammo-Matic machine in the courtyard behind Jug; costs whatever the normal ammo price is +25%; doesn't work on wonder weapons

Alternative song: Game Over by Benn; activated by hitting the box after the Fly Trap is completed

Main Objectives: Side Objectives:
 * Turn on the power
 * Link the teleporters
 * Obtain the Wunderwaffe, Ray Gun, and Monkey Bombs
 * Upgrade any weapon
 * Activate the Fly Trap
 * Throw the Monkey in the Fire Pit
 * Open every door
 * Kill 40 zombies with the Bowie Knife
 * Use the teleporters 8 times
 * Use a Monkey Bomb
 * Upgrade 5 weapons

Theater of the Damned
Can go outside of the alley from the Double Tap barrier and go on to the street; will also be able to get there from the first room once the crawlers break down the wall after the power is on

At the end, Gersch's lunar lander will come flying in from the theater and you will be able to jump onto it when you are ready and go to Ascension

Wunderwaffe added; there were audio files of it being on this map

Dead Ops Arcade game machine easter egg in the fire trap room (this is the arcade room of the theater)

Nova-6 gas hurts you a lot more now

Can build a gas mask in the PM63 room to be protected from Nova-6; same animation and look as PES but black

Alternative song: Dissection by Benn; activated by killing 15 crawlers with the Bowie Knife

Main Objectives: Side Objectives:
 * Turn on the power
 * Link the teleporter
 * Knife all the fuse boxes
 * Throw the Monkey in the Fire Trap
 * Obtain the Thundergun
 * Get the Zeus Cannon
 * Visit all the rooms
 * Hop on Gersch's Lander
 * Kill 80 zombies with the Bowie Knife
 * Kill 40 Nova-6 crawlers
 * Use the Fire Trap
 * Use both turrets
 * Explode a car
 * Get the Gas Mask

Pentagon
The power is on, but the elevators are broken and must be repaired; the teleporters work once you fix the bottom elevator

There is a key hidden somewhere in the top floor so you can get the elevator working again

The top elevator is on the war room level so when you open the debris, you will fall down to the new floor 2

There are a bunch of keys in the war room and one of them will help you repair the bottom elevator

Two new floors: one in between each existing floor

The Pentagon Thief comes after you repair each elevator

Each character starts off with the gun shown in the cut scene

Winters Howl removed, VR11 added; makes more sense this way

Wunderwaffe added; there were audio files of it being on this map

When the mission is complete, one player gets a gold Winter's Howl that does infinite damage

Alternative song: Bad World by Benn; activated by killing the pig

Main Objectives: Side Objectives:
 * Fix the elevator
 * Fix the bottom elevator
 * Call for help
 * Obtain the VR11
 * Kill the Pentagon Thief
 * Find a way out
 * Kill the Pentagon Thief before he takes anyone's weapons
 * Kill the pig

Mystery Man
You must help Gersch, he is trapped in his device

New lunar lander area on the map where the previously unopenable door near the rocket area

Double Tap is below the Mule Kick room

Two new perks: Tufbrew and Pronaide; Tufbrew costs 20 blood money and is at the 4th lunar lander and gives you double knife damage and you can run into one zombie to kill it; Pronaide costs 20 blood money and is where Mule Kick was at and gives double damage when prone

Everyone in the mission gets a permament Death Machine as a 3rd weapon which is Pack-a-Punchable once the mission is complete

Alternative song: Worlds Collide by Benn; activated by blowing up the rocket

Main Objectives: Side Objectives:
 * Use all of the lander locations
 * Launch the rocket
 * Obtain Gersch's device
 * Secure the keys
 * Ascend from darkness
 * Rain fire
 * Unleash the horde
 * Skewer the winged beast
 * Wield a fist of iron
 * Raise hell
 * Freedom
 * Explode the rocket
 * Kill all the space monkeys before they touch a Perk-a-Cola
 * Kill a space monkey with a fire trap
 * Pack-a-Punch a weapon within 16 minutes
 * Kill 20 zombies with Gersch's device

The Call
Winters Howl added; does the same things to George as the VR11 does

VR11 changes zombies into Siberian sailors instead of guys in suits

Power is already on

Everyone in the mission gets a Wunderwaffe when the mission is complete

Winter's Howl and Scavenger do not do infinite damage

Turret in the starting area where Quick Revive was; turns off after a while and have to repair it

Quick Revive moved to the power area

Alternative song: Eddy by Benn; activated by knifing a shocked zombie on Insta Kill

Main Objectives: Side Objectives:
 * Find the crew
 * Get the fuse
 * Destroy the 4 generators
 * Arrange the wheel and levers correctly
 * Obtain the VR11
 * Take a sacrificial lamb up the lighthouse
 * Kill it
 * Get the Golden Rod
 * Knife the fuse box
 * Send the crew to Paradise
 * Kill 10 zombies from a longshot with the Scavenger
 * Kill the director
 * Explode a zombie using the VR11

Paradise
Power is already on

New perk Candoiler: costs 25 blood money, gives 25% more ammo on each weapon, and it is at Mule Kick's location

Alternative song: The Dividend by Benn; activated by not holding x

Main Objectives:
 * Enter Eclipse mode
 * Step on the stone slabs in a specific order (stepping on other slabs wont reset it and you dont need both side to stand on the same one)
 * Stand on the pressure plate
 * Move the meteor off the top of the waterslide
 * Shrink the meteor
 * Knife the meteor
 * Turn off the gas
 * Run a napalm zombie through the tunnel
 * Plug the glory holes
 * Knife the 12 wall slabs
 * Set the mud dials correctly
 * Find the Golden Rod
 * Make the gongs ring
 * Shrink the dynamite
 * Pick up the dynamite
 * Use the diamond on the wall on top of the stairs
 * Take the Focusing Stone

Side Objectives:
 * Kill the Shrieker zombie when blinded by it
 * Kill a monkey that takes your power up
 * Get a special power up from a monkey
 * Kill each type of enemy with the Baby Gun
 * Kill the Napalm zombie without it hurting anyone

Paris
Date: 1909, right before the Great Flood of Paris

The characters get to 1909 by getting stuck in eclipse mode in Shangri-La, then they travel on foot to Paris which takes them one year

Dark due to the eclipse mode

Can go up to the Eiffel Tower

Can go down the Catacombs of Paris

Easter egg song: A Drowning in Paris by Benn

The Great Flood happens during the mission and you just eventually make your way up the Eiffel Tower if you want to survive

The Eiffel Tower is the only place in the Eastern Hemisphere that can transpot Richtofen to Area 51, which can then take him to the Moon where he can finish his grand scheme

Once the characters teleport at the Eiffel Tower, they are restored to real time

Mule Kick is introduced

Once the power is turned on, the whole city lights up in neon lights

The generator is in the catacombs

Power switch is on top of the Eiffel Tower

Start off underneath the Eiffel Tower

Pack-a-Punch is at the start in the middle of the bottom of the Eiffel Tower

New blowpipe launcher wonder weapon

Main Objectives:
 * Turn on the generator
 * Turn on the power
 * Escape

The Grand Scheme
New perk Candoiler: costs 25 blood money, gives 25% more ammo on each weapon, and it is in Tunnel 6

Date: December 21, 2012

Alternative song: Ascend by Benn; activated by blowing up earth

Main Objectives:
 * Play Samantha Says
 * Pick up the hacker device
 * Hack one of the panels
 * Hack the 4 terminals with green lights before time runs out
 * Press the 4 panels quickly
 * Decompress Tunnel 6 (tunnel 6 will happen more commonly than the other two)
 * Follow the floating orb
 * Get the Wave Gun
 * Shoot the Wave Gun at the orb
 * Follow the orb again
 * Kill 25 zombies near the tube
 * Get Gerch's device
 * Go to Area 51
 * Throw a grenade at the plates
 * Throw Gersch's device at the plates
 * Teleport back
 * Get the QEDs
 * Throw a QED on the plates
 * Find the pipe in the laboratories
 * Put the pipe in the machine
 * Pick up the Golden Rod
 * Put the Golden Rod in the Pyramid
 * Kill 100 zombies near the Pyramid
 * Hit the switch (Richtofen then gets his perks)
 * Throw Gersch's device at the computers
 * Play Samantha Says again
 * Watch the rockets launch

Side Objectives:
 * Hack something
 * Buy every Perk-a-Cola
 * Become trapped in the Receiving Area and get rezurrected
 * Prevent each excavator from breaching
 * Acquire 3 Pack-a-Punched weapons

Fallout Shelter
No Ray Gun Mark 2 The whole street is playable

Some box locations removed and put down the street more

Pack-a-Punch is in the fallout shelter

The clock will tell when a Perk-a-Cola will spawn

Marlton is in the fallout shelter

Manikins outside of the main two houses already have their heads off

Alternative song: Take Me Down by Gorup 916

Main Objectives: Side Objectives:
 * Shoot each manikin's head off
 * Listen to the transmission
 * Set the numbers to 115 and wait 1.5 minutes
 * Find out about the doctor
 * Wait for Richtofen to take control
 * Enter the fallout shelter
 * Free Marlton
 * Grab the drop
 * Shoot the television

Tower of Babble
No Ray Gun Mark 2

Turret and Electric Trap work without the turbine when the power is on

No bank, but there is still the fridge

Once you place the turbine for Pack-a-Punch, Pack-a-Punch will stay open for the rest of the game

Double Pack-a-Punch costs 20 blood money and gives you +25% ammo; you can stack up ammo and get more than max ammo this way

Can choose to follow Richtofen or Maxis

Whichever side you go with on this mission you will be with for the next two mission as well

The 9 Moon perks + Electric Cherry, Tombstone, and new perk Damage-Ade are on this mission


 * Flopper is behind the lava area at Bus Depot


 * Deadshot is in the Cabin


 * Mule Kick is in the house behind the Stamin-Up house in Town


 * Electric Cherry is in the power plant


 * Candoiler is in the garage at the Diner


 * Damage-Ade costs 20 blood money, gives double damage with all non-explosive weapons, and is in the house at Farm

No Nacht Der Untoten, can only go in the cornfield from the nav card side

You can carry 4 EMP Grenades instead of 2

Special Ambush Rounds can start when travelling through the world with the bus. The bus will break down and dogs will spawn in. Once you kill the dogs, you will get a Max Ammo and the bus will come back on

The length between each place isn't nearly as long as in Tranzit

3 easter egg songs, each activated by one teddy bear Alternative song: Avogadro by Group 916
 * 1) Bus Depot teddy bear: Carrion by Kevin Sherwood
 * 2) Farm teddy bear: Imma Try it Out by Skrillex
 * 3) Town teddy bear: Carry On by Avenged Sevenfold

Main Objectives: Maxis Objectives: Richtofen Objectives: Side Objectives:
 * Build the power switch
 * Turn on the power
 * Build the NAV table
 * Obtain EMP Grenades
 * Turn off the power
 * Acquire the Turbine
 * Head over to the Tower
 * Spawn the Avogadro
 * Place a Turbine down underneath the Tower
 * Finish Him
 * Power up two street lamps
 * Assemble the Jet Gun
 * Head over to the Tower
 * Overheat the Jet Gun underneath the Tower
 * EMP 4 lamp posts
 * Acquire your Tombstone
 * Pacify at least 10 zombies with one EMP
 * Use an alternate mode of transportation
 * Buy 2 perks before turning on the power
 * Kill a denizen before it can grab you
 * Complete all additions to the bus

High Maintenance
No Ray Gun Mark 2

No bank, but there is still the fridge

The 9 Moon perks + Electric Cherry, Who's Who, and new perk Damage-Ade are on this mission


 * Flopper is in the elevator that drops down; you can now run into there and to get out you land on the top part of the elevator, then it goes back up and you run out


 * Stamin-Up is near the restaurant


 * Deadshot is near the M16


 * Electric Cherry is in the power room near the teddy bear


 * Candoiler is near the Trample Steam build spot

Alternative song: Rise Above by Group 916 and High Risers by Group 916
 * Damage-Ade is on the rooftop near the power

Main Objectives: Maxis Objectives: Richtofen Objectives: Side Objectives:
 * Turn on the power
 * Build the NAV table
 * Activate the four golden rings in the elevators
 * Activate the four gold symbols on the floor in a specific order
 * Acquire a sniper rifle
 * Shoot the balls out of the dragons' mouth
 * Build the Trample Steam
 * Acquire the Trample Steam
 * Obtain Galvaknuckles
 * Remove the balls from under the lions' paws
 * Kill 40 zombies in the Buddha room
 * Revive yourself in the Buddha room
 * Obtain the Krauss Refribulator
 * Shoot the Krauss Refribulator in the Buddha room
 * Move the balls using the Trample Steam to the Tower
 * Kill 20 zombies with Galvaknuckles near the Tower
 * Punch the 4 sides of the Tower with Galvaknuckles
 * Acquire the Sliquifier
 * Shoot each ball with the Sliquifier 20 times
 * Place the Trample Steam on each gold symbol facing the Tower
 * Get 10 kills with the Trample Steam on each gold symbol
 * Find the 8 Mahjong tiles
 * Figure out the correct combination
 * Use that combination on the Tower with the Galvaknuckles
 * Fling 100 zombies
 * Survive 20 minutes with no power
 * Use Pack-a-Punch and all perk machines
 * Kill 20 zombies with one Sliquifier shot
 * Face the dragon head on within 4 minutes
 * Revive yourself

Mined Games
Power is already on

No turbine

No bank, but there is still the fridge

No target practice; the mission is over after making a wish on the fountain

Can build the Ray Gun Mark 2; works like the Acid Gat on Alcatraz, an upgrade to the Ray Gun

Only get a free perk from the witches if they do not touch anyone once the witch round starts

Max Ammo after witch round The 9 Moon perks + Electric Cherry, Vuture Aid, and new perk Damage-Ade are on this mission


 * Flopper is in the saloon


 * Deadshot is in the area where the chalk is


 * Candoiler is in the witch's house


 * Electric Cherry is in the parts area where Speed Cola is on Borough

Alternative songs: Bury Me by Group 916 and Murder by Group 916
 * Damage-Ade is in the candy store

Main Objectives: Maxis Objectives: Richtofen Objectives: Side Objectives:
 * Free The Giant
 * Obtain Galvaknuckles
 * Obtain the TIme Bomb
 * Build the NAV table
 * Build the Gallows
 * Build the Subsurface Resonator
 * Destroy the four red orbs using the Subsurface Resonator
 * Throw a grenade at the purple lantern in the air
 * Pick up the lantern
 * Power up the lantern using The Giant to collect souls
 * Place the lantern on the roof of the gunsmith shop
 * Decipher the code
 * Punch the correct signs with Galvaknuckles in the cave from the code
 * Place the Time Bomb
 * Follow the wisp
 * Use the TIme Bomb
 * Follow the wisp again
 * Ring the bells
 * Make a wish
 * Build the Guillotine
 * Obtain the Paralyzer
 * Power the four orbs using the Paralyzer
 * Throw a grenade at the purple lantern in the air
 * Pick up the lantern
 * Power up the lantern from the witches' souls
 * Place the lantern on the roof of the gunsmith shop
 * Decipher the code
 * Get Vulture Aid
 * Punch the correct signs with Galvaknuckles in the cave from the code
 * Find the wisp
 * Kill the zombies with orbs near the Guillotine
 * Place the Time Bomb on the Guillotine
 * Use the Time Bomb when everyone is next to the Guillotine
 * Search your dead bodies to find the switch
 * Activate the switches in the maze in the correct order
 * Make a wish
 * Don't let the witches touch you for a full witch round
 * Acess all areas using the Giant
 * Drop the beat on 50 zombies
 * Chop up 50 zombies
 * Draw a weapon on the wall
 * Survive 5 minutes in the maze
 * Obtain the LSAT and Pack-a-Punch it
 * Return to processing

Atlantis
Date: 2025

Very advanced futuristic civilization like Nuketown 2025

Has the crusader zombies from Origins

Main song: Survival by Eminem

Alternative songs: The Divider by Benn and Descension by Group 916

Call of Duty: Zombies Collection


The main menu is Black Ops 1 style where the maps are in order of release and each map has a picture and a description. There will be a main menu which has 4 options: Survival, Story, and Zersus, and World. Survival will be all the survival and main maps in which the goal is high rounds. Story is the new campaign mode for zombies which is easter egg related. Zersus (derived from 4z4) is where you play all the competitive modes for zombies, such as Grief, Race, and No Man's Land.

World mode is just where all 3 of the modes are together at one place and has a Black Ops 2 style menu with a world to select which map you want to play. Clicking on the top part of each map takes you to the story mode version of the map. The world moves faster and has less animations because although it is neat looking, it takes too long for most of the animation on the Black Ops 2 world map.

For the 4 World at War maps, you will be able to choose whether you want to play with World at War or Black Ops 1 graphics. You can choose which version in the pause menu and you can change it mid game. All the mechanics will be from Black Ops 1 and the weapons will be from World at War though no matter which one you choose; only the visuals will change.

The main maps will not have their main easter eggs because they will be implemented into Story mode.

To have George drop the Wunderwaffe when you kill him on Call of the Dead, you will have to complete The Lighthouse mission on Story mode.

World at War 2: Zombies
Comes out after the release of Zombies Collection

Storyline
The game starts off showing the ending cutscene from Origins

We come to find out that the whole storyline as we know it, chronologically from Origins all the way to Buried/Atlantis, was all a made up story by Samantha and Richtofen...

But there is a zombie outbreak starting out in their real life, which is right after World War 2

During the storyline, you will find out that Dr Maxis is the creator of most magic things in zombies and you will make them during gameplay, such as wall weapons, the mystery box, perk a colas, and pack a punch

You will find people along the way who are the creators of the wonder weapons

All the special zombies that have been in zombies will be boss fights that are stronger and maybe smarter than the normal versions

After you defeat the zombie boss, it will then appear occasionally in the world

Dr Maxis will eventually be eaten by the zombies

Richtofen will then be the creator of all later zombies inventions

Gameplay
You play in an open world zombies environment similar to DayZ

You can play in the life of Samantha, Richtofen, Dr Maxis, or a new character who has not been in the zombies storyline yet

The new character would be someone that both Samantha and Richtofen know but don't like so they didn't include them in their story

16 players can be in a "world" at once

4 player story missions

8 player competitive missions (4v4)

You can eaither choose to team up with other people in the world or grief them

Objectives to do usually with the help of the other players

Zombies will all be walkers at the beginning, but the further along you go in the story, the more runners you will get