Welcome to my guide on zombies. I shall be giving advice on how zombies behave, different types of zombies, weapons and maps.
The Creation of Zombies[]
Although the complete back story is unknown, a few happenings that led up to the zombies creation can be found in various radios across the maps. It is likely the Unpentium (Element 115), which is found in the meteors and powers the Wonder Weapons, has the power to reanimate dead cells. A meteor containing 115 can be seen outside the map in the World at War map Shi no Numa (I will not be creating a guide for this map as this is for Black Ops zombie maps) and fragments can be seen on Kino der Toten, Call of the Dead and Shangri-La. Meteors are also visible on the moon when it is shown.
While experimenting with 115 to power new weapons and teleporters, Dr. Ludvig Maxis, a scientist working for the Nazis, discovered it could reanimate dead cells and created an unholy army of the undead. Unfortunately, the zombies could not be controlled and would become hostile when they were experimented on. Dr. Edward Richtofen, Maxis' assistant, thought his boss wasn't acting fast enough and decided to betray him to advance the research.
One day, Maxis used his daughter Samantha's pregnant dog, Fluffy, as a test subject for his teleporters. But something went wrong and Fluffy became the first Hellhound. At this time Richtofen set his plan into ation by locking Samantha and her father in the room with the Hellhound, which killed them both.
Zombie Behaviour[]
Zombies cannot use weapons, but can try to melee attack you. It will take two melee attacks to down you, but five if you own Juggernog perk. Zombies can have their limbs blown off, but will still continue to attak you even after most of them are gone.
Zombies will chase after the closest player to them, but can be distracted by Monkey Bombs, Awful Lawton bolts and a zombie who has been turned back to a human by the V-R11 for a short amount of time.
Zombies are capable of limited speech, being able to say the word "Sam" when attacking and "Monkey" when shown a Monkey Bomb. They also march occasionally and the Rusian zombies on Ascension are abble to sidestep or roll to avoid being shot, both are Spetsnaz battle tactics.
Zombie have varying speed and movement, one of which is only found in Ascension. The speeds are as following:
- A very slow march
- A slow stumble with their arms by their sides
- In the zombie maps featuring Nazi Zombies, zombies may march up to a barrier
- A normal speed walk with their arms waving in the air and their faces looking at the sky
- A jog similar to the typical Frankenstein and zombie movements
- A fast run. Similar to a human run
- A sprint, with on arm in front and the other behind them
- In Verruckt and Call of the Dead have a sprint speed equal to that of the player. They are considerably faster than any other zombie and run at roughly the same speed a player with a high mobility weapon has (such as an SMG). On Call of the Dead zombies run at this speed when Romero emits a special yell
- In Ascension zombies will sometimes roll or crouch towards the player or even sidestep out of the way of bullets
Characteristics[]
The amount of zombies that will spawn increase every round. On round one, approximately seven zombies will appear, 30 at around round five and near 100 by Round 15.
The zombies also differ in apperance. Some look like they were burned to death, some have a missing arm and some even have an exposed ribcages. Zombies sometimes have staples inserted in their head, implying they died from surgery in Der Riese. The zombies in Ascension have their faces more warped than in other maps, with some wearing a type of Gas Mask and their skin sags in many places. There are even more distorted zombies in Call of the Dead, some have missing jaws, some have charred black or frozen white skin, some have ripped sailor suits, civilian wear or even burned Scuba suits. In Call of the Dead and Ascension zombies eyes turn back to that of a normal human, while in earlier maps zombies eyes would turn blue or white. In Shangri-La the zombies seem to be the most infected they've ever been, being very skinny and having infections in the mouth or neck. The zombies who don't wear shirts are tattooed all over their back, while some wear a brown suit. Some even wear a green military suit, possibly makin them NVA or Viet Cong.
Health[]
The health of the zombies increases every round. On round 1 zombies have 150 health, which increases by 100 every round until round 10. When round 10 is reached, zombies health is multiplied by 1.1. In other words, you divide the current zombies' health by 10 and then add the current round health.
Examples:
Round 9= 950. (950/10) + 950= 1045 in round 10
Round 23= 3606. (3606/10) + 3606= 3966 health in round 24
This equals around 5.5 million health in round 100.
Weapons[]
This is a list of weapons in the zombie mode.
Ordinary Weapons[]
Handguns[]
Colt M1911:
20 damage
8 round magazine
80+8 max
CZ75:
150-100 damage
15 round magazine
135+15 max ammo
CZ75 Dual Wield:
150-100 damage
12 round magazine
228+ 12/12 max ammo
Colt Python:
1000-300 damage
6 round magazine
84+6 max ammo
Assault Rifles[]
Steyr AUG:
140-90 damage
30 round magazine
270+30 max ammo
Commando (Arma-Lite AR-15):
150-100 damage
30 round magazine
270+30 max ammo
Famas:
100-70 damage
30 round magazine
150+30 max ammo
FN FAL:
160-130 damage
20 round magazine
180+20 max ammo
G11:
100-70 damage
48 round magazine
144+48 max ammo
Galil:
150-100 damage
35 round magazine
315+35 max ammo
M14:
105-80 damage
8 round magazine
96+8 max ammo
M16:
100-70 damage
30 round magazine
120+30 max ammo
Submachine Guns[]
AK74u
120-80 damage
20 round magazine
160+20 max ammo
MP5k
100-50 damage
30 round magazine
120+30 max ammo
MP40
100-60 damage
32 round magazine
192+32 max ammo
MPL
100-60 damage
24 round magazine
120+40 max ammo
PM63
100-60 damage
20 round magazine
100+20 max ammo
Spectre
90-50 damage
30 round magazine
120+30 max ammo
Light Machine Guns[]
HK21
150-110 damage
125 round magazine
125+500 max ammo
RPK
130-90 damage
100 round magazine
100+400 max ammo
Sniper Rifles[]
Dragunov
300 damage
10 round magazine
40+10 max ammo
L96A1
500 damage
5 round magazine
45+5 max ammo
Shotguns[]
HS-10
1280 max
6 round magazine
36+6 max ammo
SPAS-12
160x8 damage
8 round magazine
32+8 max ammo
Stakeout
160x8 damage
6 round magazine
54+6 max ammo
Olympia
80x8 damage
2 round magazine
38+2 max ammo
Launchers[]
China Lake
600 damage
2 round magazine
20+2 max ammo
M72 LAW
2000 damage
1 rocket then reload
20+1 max ammo
Special Weapons[]
Explosive Tip Crossbow
200-75 explosion damage, 50 impact damage
1 shot then rechamber
12+1 max ammo
Ballistic Knife
500 damage
1 shot then rechamber
4+1 max ammo
Pack-a-Punched Weapons[]
Pack-a-Punching is basically just upgrading your weapons. You must find the Pack-a-Punch machine on the map, then pay 5000 points to upgrade your weapon.
Handguns[]
Mustang and Sally (M1911)
1000 Damage
6 round magazine
50+6/6 max ammo
Dual Wield, Grenade Rounds
Calamity (CZ75)
300-200
20 round magazine
240+20 max ammo
Fully Automatic
Calamity and Jane (CZ75 Dual Wield)
300-200
20 round magazine
320+20/20
Fully Automatic
Cobra (Python)
1000-600 damage
12 round magazine
96+12 max ammo
Speed Reloader
Assault Rifles[]
AUG-50M3 (AUG)
200-140 damage
30 round magazine
390+30 max ammo
Masterkey shotgun
Predator (Commando)
210-150 damage
40 round magazine
360+40 max ammo
Dual Mags
G16-GL35 (Famas)
150-100 damage
45 round magazine
225+45 max ammo
Red Dot Sight
EPC WN (FN FAL)
240-180 damage
30 round magazine
360+30 max ammo
3-Round Burst, Reflex Sight
G115 Generator (G11)
150-100 damage
48 round magazine
288+48 max ammo
Fully Automatic, Low Power Scope (no sway)
Lamentation (Galil)
220-150 damage
35 round magazine
490+35
Red Dot Sight
Mnesia (M14)
200-150 damage
16 round magazine
192+16 max ammo
Grip Attatchment
Skullcrusher (M16)
150-100 damage
30 round magazine
270+30 max ammo
Fully automatic, M203 Grenade Launcher
Submachine Guns[]
AK74fu2 (AK74u)
190-140 damage
40 round magazine
280+40 max ammo
Red Dot Sight
MP115 Kollider (MP5k)
140-80 damage
40 round magazine
200+40 max ammo
The Afterburner (MP40)
200-120 damage
64 round magazine
192+64 max ammo
MPL-LF (MPL)
140-90
40 round magazine
200+40 max ammo
Red Dot Sight
Tokyo and Rose (PM63)
140-90 damage
25 round magazine
225+25/25 max ammo
Dual Wield
Phantom (Spectre)
130-80 damage
45 round magazine
225+45 max ammo
Reflex Sight
Light Machine Guns[]
H115 Oscillator (HK21)
210-150 damage
150 round magazine
750+150 max ammo
R115 Resonator (RPK)
180-130 damage
125 round magazine
500+125 max ammo
Sniper Rifles[]
D115 Disassembler (Dragunov)
1000 damage
10 round magazine
80+10 max ammo
Variable Zoom
L115 Isolator (L96A1)
1000 damage
8 round magazine
72+8 max ammo
Variable Zoom
Shotguns[]
Typhoid and Mary (HS-10)
2400 damage max
8 round magazine
80+8/8 max ammo
Dual Wield
SPAZ-24 (SPAS-12)
300x8 damage
24 round magazine
72+24 max ammo
Fully Automatic
Raid (Stakeout)
240x10 damage
10 round magazine
60+10 max ammo
Grip attatchment
Hades (Olympia)
300x8 damage
2 round magazine
60+2 round magazine
Incendiary rounds
Launchers[]
China Beach (China Lake)
1000 damage
5 round magazine
40+5 max ammo
Faster Pumping, can fire without ADS
M72 Anarchy (M72 LAW)
3000 damage
10 round magazine
40+10 max ammo
Fully Automatic, no splash damage, can fire without ADS
Special Weapons[]
Awful Lawton (Explosive Tip Crossbow)
750 damage
1 round magazine
12+1 max ammo
Bolts take longer to explode, bolts attract zombies
The Krauss Refibrillator (Ballistic Knife)
1000 damage
Single shot then rechamber
9+1 max ammo
Increased melee damage, revives players instantly when shot or stabbed
Wonder Weapons[]
Sometimes you will get lucky and get an ultra rare, ultra powerful, ultra awesome weapon called a wonder weapon. Wonder Weapons are unique and if got should be treated with care, not randomly shot.
Ordinary Wonder Weapons[]
Wunderwaffe DG-2 (Call of the Dead only)
The Wunderwaffe DG-2 is the first Wonder Weapon ever created. It fires electric rounds that can spread from one zombie to up to 9 others and kills them all instantly. You can only get it in Black Ops by playing Call of the Dead and beating the Original Characters Trapped Easter Egg. It has a three round magazine and 15 back up rounds.
Ray Gun (all zombie maps)
The Ray Gun is arguably the public's favourite Wonder Weapon. When fired it creates a small explosion where it makes impact, which deals 1000 damage. It is classed as a pistol, so when downed this weapon takes your pistol slot. It has a 20 round magazine and 160 back up rounds. The only downside to this gun is that it deals splash damage if you fire it too close to yourself. When Pack-a-Punched you get the Porter's X2 Ray Gun which doubles the magazine size, gives you more back up ammo and lowers the splash damage. The ADS crosshairs may also change colour.
Thundergun (Kino der Toten, Ascension)
The Thundergun is the Wunderwaffe's replacement in the two maps mentioned above. It fires a blast of compressed air killing all zombies in close range but only throwing back zombies at mid-long range. It has a 2 round magazine that can't be reloaded mid mag, unlike every other gun. The Thundergun also has no iron sights, meaning it has to be hip fired. It is a good strategy to use this on the Hellhounds, as it kills them in one hit at any round and at the end of every Hell round that dogs drop a max ammo, replenishing the gun's blasts. Pack-a-Punching the Thundergun gets you the Zeus Cannon. The Zeus cannon has double the magazine size and double the back up ammo.