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Complete Compiled Black Ops 2 Zombies Guide
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Joined: Jul 12, 201113Year Member
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Complete Compiled Black Ops 2 Zombies Guide
Compiled by : TL Hughes
Table of Contents
Game Modes
Basic Information
Tranzit Information
Nuketown Information
Bus Depot Information for Survival and Grief Modes
Town Information for Survival and Grief Modes
Zombie Game Modes
Tranzit
'Tranzit' adds scale to the original gametype, and acts as the primary mode for zombie players. Rather than be stuck in one location, players are free to explore a "big, giant, expansive world." Calling it "significantly bigger than anything [Treyarch has] ever created," Lamia promises players (playing solo or up to four-players co-op) can traverse on foot or via the bus featured in the zombies world premiere trailer above.
"Because it's open and because there are multiple locations in this world where you can play and where the infestation is, there are different strategies about how you can approach it," he adds. "It's a much bigger world with much more going on." Moving through the world in the bus has tactical advantages, such as speed; however, it isolates players and can become very difficult to escape from. Going it on foot "into the fog" which players can do by themselves or as part of the group also has its perks, but puts players in the middle of danger.
To aid in their survival, players can collection pieces of items from throughout the world, putting them together to create "buildables"; including weapons, tools and things to help open new areas of the world.
'Survival' has the "more classic zombies vibe," where zombie aggressors attack the player within a single area from the "expansive" Tranzit world. From its description, things work relatively the same as they have in the past: hole up, fortify your location and venture out to grab bonuses scattered throughout the environment when you find the right moment.
Survival
Survival areas are "carved out" of the Tranzit world and customized by Treyarch to act much like dedicated maps. Though Lamia wouldn't give an exact number, he promised players will have access to "multiple areas" in Survival that are designed to be played as a standalone section (solo or as a 4-player co-op experience). These areas feature the same gameplay zombie fans are used to, including magic items and 'Pack-a-Punch' machines.
Grief
'Grief' is a new mode, available for up to 8 players that takes the concept of Survival and adds a competitive twist. In this mode, two teams of four players are dropped within the zombie-infested Tranzit world and must outlive the opposing team.
"This is what I've called in the past '4v4,'" Lamia says, detailing a mode that breaks down to a simple descriptor of Humans vs. Humans vs. Zombies. "It's really humans versus zombies, because the zombies don't care what team you're on. They just want human flesh and brains."
In this mode, human players cannot kill each other; however, they can play with the world to put the opposing team in precarious situations hence the name 'Grief.' The last human team standing wins the match.
Standard elements like blocking passages seem to be on the docket to make the other team's life harder, but Lamia says there are "new mechanics exclusive to this mode" that players can employ to grief the other team with. When pressed for details, Lamia wouldn't budge on what those elements are.
Source of Information
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Basic Information
Keeping Crawlers Updated - Crawlers are not as good at keeping now in Tranzit, because they updated the way they work, if a zombie gets so far away from everyone or anyone, they will die out, and usually not spawn back in, so if you keep 1 crawler that is slow, and take the bus to another location without zombie on the bus with you, it will die out, and start the next round. I recommend either having a person that may not need anything at end of round to watch the zombie while everyone else does what they need, or follow this strategy which works for solo. Keep either a crawler or a runner close to the bus, and loop them until bus is ready to leave, right before run them to bus, get on and time just right to shut the bus doors in the face of the zombie. This will make the zombie jump on the window closest to the door, and if the bus starts moving it will just rip down the boards on window. If you do it too early, sometimes it will rip the boards down, but usually it will hop up to the roof of the bus and jump down into box from the emergency exit hatch or bust through it if not equipped. You can always keep zombie in the bus, but it gets tricky keeping him from trapping you or swiping you down if you do not have Juggernog. If zombie is on the window, just simply keep repairing as you ride and zombie will stay on, just repeat at each area if you wish to keep moving from area to area, this of course is time consuming, but is a guaranteed way of staying safe, and preparing for next rounds.
Power Up Drops
Max Ammo: Gives all players the maximum ammunition possible to obtain for whatever weapon the players are carrying, although the player's current magazine will not be replenished
Insta-Kill: Enables players to instantly kill zombies with any weapon
Double Points: Doubles the point values for each hit on enemies and boarding windows/barriers
Nuke: Kills all zombies on the map at the time of detonation and gives 400 points to every player in the game. If double points are active each player receives 800 points. Must be alive.
Carpenter: Boards up all windows and gives all players 200 points if windows were boarded up
Fire Sale: A mystery box spawns at every possible location a mystery box usually spawns and you can use it for 10 Points. It runs out in 30 seconds. (Nuketown Zombies)
Characters
Tranzit Characters - The Scientist: Marlton, The Farmer Girl: Misty, The Mustached Man: Samuel, and The Old Man: Russmanl
Nuketown Zombies and All Survival/Grief Mode Characters - The CIA (Men in suits & ties) and the CDC (Hazmats)
Tranzit Information
Weapons and Equipment Locations
Bus Depot - M14 and Olympia in starting room
Bus - B23R on ceiling of Bus
Highway Tunnel - M16A1 by maintenance access doors
Diner - MP5 in diner by Speed Cola, Mystery Box first spawn in garage office, Gaulvaknuckles on top of diner in which you need emergency hatch to access top of diner.
Farm - Remington 870 MCS in barn, claymores in shed
Power Station - AK74U on side of brick room for door to power
Town - Semtex grenades in power door to store
Hunter Cabin - Bowie knife on wall
Buildable Items and Locations
The Turbine (First bus stop) - Portable Power Supply
o Fan Blade on seats in starting room
o Mannequin Torso leaning against sign in starting room
o Tail Fin near lockers in starting room
Zombie Shield (Second bus stop) - Riot Shield
o Car door found in garage on car, leaning against wall, or on a different work bench
o Dolly found in diner or in garage
Machine Gun Turret (Third bus stop) - Requires Turbine to Operate and will shoot enemies
o Machine gun found in either house or barn
o Ammo Pouch found in living room or kitchen of house
o Lawnmower found around sides of house
Electric Trap (Fourth bus stop) - Requires Turbine to Operate and slows down zombies
o TV tube found on windows up stairs from bench
o Car battery found on barrels around the same area
o Tesla Ball assembly found usually beside the Tombstone Soda
Thrustodyne Aeronautics Model 23 (Fifth bus stop) - Wonderweapon, Required for Easter Egg
o Jet engine found in highway tunnel between bus depot and diner
o Wire found in the same area as the Electric Trap parts
o Headlight found in cabin where the Bowie Knife is between power station and town
o Handle found in Nacht der Untoten, right side of road between farm and power station
Navcard Machine (Under pylon in corn maze, left side of road between farm and power)
o Meteor in hole beside mystery box location at bus depot
o Control Panel #1 in Nacht der Untoten
o Wooden Board under the stairs by the work bench at power station
o Control Panel #2 leaning against dumpster beside mystery box location in town
Bus Parts and Known Locations
Bus Parts
o Train Grill Runs more zombies over while moving
o Ladder Allows players to climb to the roof of the bus from outside
o Hatchdoor Opens the roof for players to enter/leave the bus
4 Possible Locations for the 3 Bus Parts
o Power door room in starting room in corner
o Power door for shed in diner area by the garage
o Power door for shed in the farm where the claymores are located
o Power door in the back of the town area where the semtex grenades are located
Mystery Box Weapons
Assault Rifles - Colt M16, FN-FAL, Scar-H, MTAR, Galil, Type 25, SMR, M8A1
Sub Machine Guns - Chicom CQB, Skorpion EVO 3, MSMC
Light Machine Guns - HAMR, LSAT, RPD
Sniper Rifles - DSR, BARRET
Shotguns - M1216, Saiga 12
Pistols - Executioner, Python, Five Seven, Five Seven Dual Wield, KAP40
Launchers - Crossbow, RPG, War Machine
Melee Weapon - Ballistic Knife
Equipment - Monkey Bombs, EMP Grenades
Wonder Weapon - Ray Gun
Perk Locations
Bus Depot - Quick Revive is in the starting room in a corner
Diner - Speed Cola is in the diner by the MP5
Farm - Double Tap is at the top of the barn
Power Station - Tombstone is upstairs after going through power room before you jump down
Town - Stamin Up is on the bottom floor in the bar, Juggernog is on top floor in building across from bank
Box Locations
Bus Station - Just outside the first room
Diner - In the Garage (door is 750 points), always first box appearance
Farm - In the right house, top floor
Power Station - Just after exiting the reactor place, still in the brightness
Town - In the bar on top floor, behind the structure in the center of the room and Outside behind the fence, across the door you can power with a turbine.
Music Easter Egg
Teddy 1 - Bus Station - Outside on a bench waiting for bus
Teddy 2 - Farm - Up the stairs on the floor in house
Teddy 3 - Town - In Bar, bottom floor on a seat
Turning Power On - Three parts for the power switch device (Lever, Zombie Hand and the Panel). You can build it at the easy-to-find workbench. And there you go, your power switch is ready to flip. Power enables with a little delay. Also you can toggle the power off and on.
Storage Fridge in Farmhouse in Farm Area - Lets you put a weapon in storage and carries over across games, allows all weapons but un-upgraded M1911 and Ray Gun. All other weapons including your Mustang & Sally, the ammo that you have in the weapon carries over also, so if you put an empty weapon in, it will stay empty when you get it until you buy ammo or get max ammo while having it out of the storage. Max ammo drops do not fill weapons that are stored in the fridge.
Tombstone Perk - When you have it and go down, tombstone power up drops. Only will stay if you die out and have to come back next round, if you get revived the tombstone disappears. If you die out and pick your tombstone back up, you get all perks and weapons you had, except for the tombstone perk. So you are paying 2,000 points to acquire the perk to save you up to roughly 20,000 points if you have 3 other perks, such as the combo of Juggernog, Speed Cola, and Stamin Up, which alone costs 7,500 points, then whatever weapons you may have, in which if you have 2 box weapons that are upgraded and perhaps monkey bombs or EMP grenades, also the cost of if you have gaulvaknuckles or bowie knife. This perk is a must have after your arm yourself with full equipment, or even worth it if you even only have Juggernog.
Bank Vault - In the town area when you first arrive on the bus, opening the door into the bank will grant you access to the rest or the town area, in the bank there is a vault door for the bank. If you through a grenade at the door it will blow the door off of its hinges and will grant you access into the vault area. The vault area lets you deposit up to 250,000 points total into the bank, which carries over across all your matches for Tranzit. You can only deposit 1,000 points at a time, and when you end up withdrawing the points, it takes 100 points fee to withdraw 1 ,000 points. So if you have a full 250,000 points in your bank and pull it all out at once, the most you will end up with from your bank is 225,000 points after all of the 100 point withdraw fees.
Bank Wire Transfer - In the bank main room, there are a set up keys at the bottom of one of the center pieces that is pretty hidden close to ground. When you knife it, it allows you to deposit 1,000 points, if done so, it will pop up a point power up worth 1,000 points, but for these deposits there is a 100 point fee also. This deposit and power up option allows you to give your teammates points if they need them, and you have some to share. So it costs 1,100 to give one of your teammates 1,000 points. Anyone can pick up the power up though so hopefully you are not playing with random players that are uncooperative and take the point power up you mean to have someone else pick up. You can only deposit 1,000 at a time, but it adds to the power up each time if you keep doing it, so you do not require depositing, picking up, depositing pick up. The power up does start to disappear though after a period of time, so make sure the person gets the points in time, or the points will be lost. I am currently not sure if the power up timer starts to disappear from the instant it shows up or after you are done adding points to give up.
Pack A Punch - Located behind the bank vault door in the bank, there is a second bank vault door. Throwing another grenade at this door will blow it open, revealing a power door with a green power symbol. You must have a turbine to open this door, but you must place the turbine at the power door in the power station, when dropping down into the power room, look right behind you and the power door is right there. Throwing down a turbine at that location will power the door at the bank vault and open up the area where the pack a punch will be located. For solo you can drop the turbine at the power room and go to the bank without problems, but in multiplayer, you must have someone stay at the power location or the turbine will simply disappear. After entering the pack a punch area, you must find the 3 parts to build the machine and take each to the workbench at the end of the haul, in which the pack a punch will be built right beside the workbench. After being built, you are free to use the machine at any time, but the door to the pack a punch location will shut if the turbine is destroyed or disappears from the power room door location. To access this area, you must use the turbine each time.
Fog Monsters (Denizens) - Denizens are small, zombie-like creatures found only on the Green Run maps. They are found in the foggy parts of the map when you walk through. They attack by jumping on your face and scratching you until you knife them off.
Teleports - Power turbine under green light posts to power the teleports or when a denizen jumps on you, be close to the light and knife the denizen, if you don't knife it and it gets 3 hits on you in a row, it will down you so be fast. Teleports you to other light posts but as to which it teleports you to is completely random.
Corn Field Location - Along route between farm and power station
Radio Tower Location - In corn maze on left side of road between farm and power station
Nacht der Untoten Location - In corn maze on right side of road between farm and power station
Hunter Cabin Location - Past the corn field, towards the right, will have fire on the ground
"HIM" - Once the power is turned on, "HIM" will appear in the center piece of the power and will disappear and will randomly show up at random rounds, easiest way to defeat him is to throw an EMP at him, if not available, use gaulvaknuckles and it will take a couple of punches to make him disappear. He will come back at other random times, he will not just be defeated for the entire match.
Pack A Punch Multiple Times - Only new weapons can be pack a punched multiple times, not old weapons or wall weapons. Cost 2,000 after first pack a punch, and only adds attachments to your weapon, by either switching sights, or rarely adding under barrel grenade launcher. Ammo is not replenished when doing this.
Permanent Perks (Tranzit only)
Quick Revive
Pick up a team mate many times in a row or in a certain amount in a match will unlock this permanent effect for person. Best with using crawlers, grenades, or lava and fire to down yourself easily, a green flash, like one from a power up will appear over person being revived, unlocking the permanent effect for the person reviving team mate. It will be faster when reviving team mates now and when reviving will show the letters in purple. This crosses over into other games and matches, if you buy quick revive on top of this effect, your reviving is almost instantaneous. It takes about 9 to 15 revives to unlock this effect.
Deadshot Daiquiri
Unlocks after getting a double headshot, as opposed to a certain accumulation of headshots in a single game or overall. This gives you to shoot a zombie in any body part and their head will explode
Upgraded Barricades
You need to build 50+ barricades in one game. This slows down zombies taking barricades down
Stamin-Up
You Need to sprint 15-25 miles in one game to unlock Stamin-up
Juggernog
The way I and a few others got permanent juggernog is to get downed at each stop and survive 100 zombie hits at each stop in a single game
4 Player Strategy - The bus will not start the timer to start leaving until either the door is opened or the turbines are used to open power doors to get outside. So I recommend getting to round 7 in bus station without opening doors, 4 windows, everyone buys M14's and covers a window. Allow zombies in first 3 rounds to get power ups, after that I recommend keeping windows boarded up as much as possible. If need ammo buy in between the rounds or if in between needing ammo, switch windows with people closest to the M14 ammo. Make sure you make use of your M1911 when you have piled zombies at your windows and max ammos, especially with double points. By round end of round 7, leave a couple zombies left alive, and everyone should at least have 4,000 points, but I have had close to 10,000 points after milking zombies with M1911 and a lot of double points. After this you are free to travel the map in this round and get where you need if you have enough points. I recommend keeping M1911 to upgrade for Mustang & Sally, and in the diner location, everyone gets a roll at the mystery box to get rid of their M14, depending on what they get in there 1 roll on the box, after everyone gets a roll, whoever is unpleased with their roll can go again until box spins out and moves. Next area is the farm, in which is really not too important at this point, and would just wait for bus to go to next area, which is the power station, in which you should build the switch and turn the power on, so everyone can go to the next area, town, to buy Juggernog after opening 2 doors. If you work together and everyone has at least 4,000 at end up this round, you should be able to have everyone buy Juggernog, which makes you so much further ahead in the game already. Finding a spot to hold down together. I recommend till about round 10, for everyone to stay in 1 location and hold off together to build points and be available to revive teammates if they go down. After this, I suggest each person find an area they are comfortable running on their own, in which they can loop and train zombies and not go down, to keep doing this for rest of game. It is up to the team to decide where they are most comfortable. Having multiple people running same loop is a very bad idea, for it is hard to stay coordinated in moving together and not splitting up and running into each other, which usually traps the players and they go down. If each person is in their own area and they go down, it is not too complicated for person close to their area to get to them in time. Each area has 2 areas that are beside them, while 1 area will be furthest away from each area. So coordinating who is where and who they need to revive depending on the location they are and the person they need to revive are.
Maxis Easter Egg - Tower of Babble
Step 1 - Build the Turbine. Note that Maxis is giving you instructions: "Complete the device."
Step 2 - Turn on the power. After it's on, Maxis says that you have to turn the power off again to keep up the communication. So turn it off again once you want to do the EE.
Step 3 - Go to the cornfield tower. Wait there. At some time, the sky will be thundering like hell and the Avogadro Zombie spawns. Place two portable power devices underneath the tower. Maxis will tell you, if it needs "more power" or if you're good and can continue to the next step.
Step 4 - Once Maxis says "You did it, now kill the electric zombie", do so right under the tower. Remember that you have no perk power on, so you are not able to make use of your perks. Therefore, it might be risky to kill him with knives. You may want to make sure, that you have an EMP grenade in your team.
Step 5 - Place a portable power device under the 'green' light next to the diner, close the truck. Note that the light is actually not green, but flickering in white. Place another portable device under the green light in the town next to that truck. The two turbines under the tower must still be active or activated again.
Richtofen Easter Egg - Tower of Babble
Step 1 - Turn on the power and ignore Maxis words. Leave power on. Once outside near the bus, Samuel will hear Richtofen talking about overheating the tower with the Jet Gun.
Step 2 - Build the Jet Gun and get the Navcard Reader.
Step 3 - Go underneath the pylon. Shoot the Navcard Reader until your gun explodes. That way you heat up the tower. Now Richtofen tells you to collect 115 from the zombies with 'boom'.
Step 4 - Now you have to kill zombies underneath the tower with explosives. You can run an easy train there. At least one player should have one of the following: RPG, Pack A Punched Warmachine, Mustang and Sally, or grenade launcher attachment. Samuel will get called by Richtofen once you have enough 115. Richtofen will tell that you need to decrease the power by a factor of 4.
Step 5 - Everybody needs to get EMP grenades now. Of course you can also obtain them earlier.
Step 6 - Your 4 people team has to throw 4 EMP's simultaneously underneath the green, powered street lights. Each person throws his EMP on a different light. Richtofen will confirm when it worked.
Nuketown Zombies Information
Random Facts
This map has no windows, as the zombies will spawn from the ground and climb over fences to reach you.
The air raid siren warns the players of the falling perks that can kill if they land close to the player.
Shooting the heads off of all mannequins will play an 8-bit version of Coming Home, as a contrast to Sympathy for the Devil playing when the heads are shot off in less than 15 seconds in the original Nuketown.
If you knife the door of the fallout shelter, you'll hear several voices talking inside of it.
If the player reaches Round 25, the zombies' eyes turn blue and the Demonic Announcer changes to Richtofen, as an aftermath of what happened on Moon.
When the game ends, one of the rockets launched from Moon is seen hitting the map.
Moon and Nuketown Zombies occur at the same time.
Weapon and Equipment Locations
M14 - Located at the back of the School bus
Olympia - Located On the 'grill' of the truck
Claymores - Located In the truck from the right side of the boarding ramp
Bowie Knife - Located In the truck (Next to the Claymores)
Semtex - Located In the truck (Opposite the Claymores)
AK74u - Located In the truck (Opposite the Bowie Knife)
Galvaknuckles - Located In the truck (Obscured by crates in the very back)
MP5 - Located In the bedroom of the Green house
M16A1 - Located In the bedroom of the Yellow house, at the right of the window
B23R - Located In the Kitchen of the Green house
Remington 870 MCS - Located at the fireplace of the Yellow house
Music Easter Egg
Teddy 1 - Bus Station - Outside on a bench waiting for bus
Teddy 2 - Farm - Up the stairs on the floor in house
Teddy 3 - Town - In Bar, bottom floor on a seat
Power Up Door - Cost 3,000 to open and is a onetime per match option. Power up will stay after opening the door but not grabbing the power up, and the power up changes every round. Does not respawn after picking up. Best used in later rounds, for emergency max ammo to fill pack a punched weapons.
Population Count Board and Clock - Not sure as of right now if this has any effect on anything or is involved in a certain aspect of the game.
Nuke Alarm (Incoming Machine) - When this goes off, you will then hear an impact which will be one of the perk machines or pack a punch machine that will land in a random spot that are designated by large stacks of boxes, similar to the mystery box spawn boxes.
Nuketown Zombies Map Layout Below!
Bus Depot Information for Survival and Grief Modes
The station's outside holds two more weapons on the walls and a Mystery Box.
Careful of the fire and lava that come up out of the ground.
Players that touch it will be damaged.
Zombies that touch it will be set on fire and may explode when shot or knifed.
Weapons and Equipment Locations
M14in starting room of bus depot
Olympia in starting room of bus depot
MP5 Outside on wall of bus depot
Remington 870 MCS Outside on opposite building of bus depot
Town Information for Survival and Grief Modes
Survival
Lava cracks and pits are in the surrounding area and will damage the player.
The pack-a-punch is located in the middle of the map in a small lava pit.
Players will take damage if attempting to Pack-A-Punch, and must place the gun in the machine, jump out of the pit, and jump back to get their weapon without being downed.
Stamin-Up, Juggernog, Double Tap, Speed Cola, Quick Revive, and Tombstone Soda are the other perks on this map.
There is no power to turn on, which makes it easier to obtain perks and the pack-a-punch.
Also, there are only two places in which the Mystery Box can teleport to, either upstairs in the Bar flanked by a window, panel-less ceiling, and Quick Revive Soda, or in the corner tangent to the Double Tap soda vending machine and doubly near the newest zombie perk, Tombstone Soda.
Semtex grenades can be found across the road from the Tombstone vending machine, in the building.
An MP5 is available in the north-eastern house, as is the Juggernog.
Galvaknuckles are available in the bar.
The Bank contains no weapons, only Speed Cola.
The Bar houses the Quick Revive, and Double Tap is at the southern corner of the map.
Grief Mode
Town is identical to the Survival map, with the exception of Tombstone Soda not being available. The only differences are in the gameplay, not in the actual map.
Compiled by : TL Hughes
Table of Contents
Game Modes
Basic Information
Tranzit Information
Nuketown Information
Bus Depot Information for Survival and Grief Modes
Town Information for Survival and Grief Modes
Zombie Game Modes
Tranzit
'Tranzit' adds scale to the original gametype, and acts as the primary mode for zombie players. Rather than be stuck in one location, players are free to explore a "big, giant, expansive world." Calling it "significantly bigger than anything [Treyarch has] ever created," Lamia promises players (playing solo or up to four-players co-op) can traverse on foot or via the bus featured in the zombies world premiere trailer above.
"Because it's open and because there are multiple locations in this world where you can play and where the infestation is, there are different strategies about how you can approach it," he adds. "It's a much bigger world with much more going on." Moving through the world in the bus has tactical advantages, such as speed; however, it isolates players and can become very difficult to escape from. Going it on foot "into the fog" which players can do by themselves or as part of the group also has its perks, but puts players in the middle of danger.
To aid in their survival, players can collection pieces of items from throughout the world, putting them together to create "buildables"; including weapons, tools and things to help open new areas of the world.
'Survival' has the "more classic zombies vibe," where zombie aggressors attack the player within a single area from the "expansive" Tranzit world. From its description, things work relatively the same as they have in the past: hole up, fortify your location and venture out to grab bonuses scattered throughout the environment when you find the right moment.
Survival
Survival areas are "carved out" of the Tranzit world and customized by Treyarch to act much like dedicated maps. Though Lamia wouldn't give an exact number, he promised players will have access to "multiple areas" in Survival that are designed to be played as a standalone section (solo or as a 4-player co-op experience). These areas feature the same gameplay zombie fans are used to, including magic items and 'Pack-a-Punch' machines.
Grief
'Grief' is a new mode, available for up to 8 players that takes the concept of Survival and adds a competitive twist. In this mode, two teams of four players are dropped within the zombie-infested Tranzit world and must outlive the opposing team.
"This is what I've called in the past '4v4,'" Lamia says, detailing a mode that breaks down to a simple descriptor of Humans vs. Humans vs. Zombies. "It's really humans versus zombies, because the zombies don't care what team you're on. They just want human flesh and brains."
In this mode, human players cannot kill each other; however, they can play with the world to put the opposing team in precarious situations hence the name 'Grief.' The last human team standing wins the match.
Standard elements like blocking passages seem to be on the docket to make the other team's life harder, but Lamia says there are "new mechanics exclusive to this mode" that players can employ to grief the other team with. When pressed for details, Lamia wouldn't budge on what those elements are.
Source of Information
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Basic Information
Keeping Crawlers Updated - Crawlers are not as good at keeping now in Tranzit, because they updated the way they work, if a zombie gets so far away from everyone or anyone, they will die out, and usually not spawn back in, so if you keep 1 crawler that is slow, and take the bus to another location without zombie on the bus with you, it will die out, and start the next round. I recommend either having a person that may not need anything at end of round to watch the zombie while everyone else does what they need, or follow this strategy which works for solo. Keep either a crawler or a runner close to the bus, and loop them until bus is ready to leave, right before run them to bus, get on and time just right to shut the bus doors in the face of the zombie. This will make the zombie jump on the window closest to the door, and if the bus starts moving it will just rip down the boards on window. If you do it too early, sometimes it will rip the boards down, but usually it will hop up to the roof of the bus and jump down into box from the emergency exit hatch or bust through it if not equipped. You can always keep zombie in the bus, but it gets tricky keeping him from trapping you or swiping you down if you do not have Juggernog. If zombie is on the window, just simply keep repairing as you ride and zombie will stay on, just repeat at each area if you wish to keep moving from area to area, this of course is time consuming, but is a guaranteed way of staying safe, and preparing for next rounds.
Power Up Drops
Max Ammo: Gives all players the maximum ammunition possible to obtain for whatever weapon the players are carrying, although the player's current magazine will not be replenished
Insta-Kill: Enables players to instantly kill zombies with any weapon
Double Points: Doubles the point values for each hit on enemies and boarding windows/barriers
Nuke: Kills all zombies on the map at the time of detonation and gives 400 points to every player in the game. If double points are active each player receives 800 points. Must be alive.
Carpenter: Boards up all windows and gives all players 200 points if windows were boarded up
Fire Sale: A mystery box spawns at every possible location a mystery box usually spawns and you can use it for 10 Points. It runs out in 30 seconds. (Nuketown Zombies)
Characters
Tranzit Characters - The Scientist: Marlton, The Farmer Girl: Misty, The Mustached Man: Samuel, and The Old Man: Russmanl
Nuketown Zombies and All Survival/Grief Mode Characters - The CIA (Men in suits & ties) and the CDC (Hazmats)
Tranzit Information
Weapons and Equipment Locations
Bus Depot - M14 and Olympia in starting room
Bus - B23R on ceiling of Bus
Highway Tunnel - M16A1 by maintenance access doors
Diner - MP5 in diner by Speed Cola, Mystery Box first spawn in garage office, Gaulvaknuckles on top of diner in which you need emergency hatch to access top of diner.
Farm - Remington 870 MCS in barn, claymores in shed
Power Station - AK74U on side of brick room for door to power
Town - Semtex grenades in power door to store
Hunter Cabin - Bowie knife on wall
Buildable Items and Locations
The Turbine (First bus stop) - Portable Power Supply
o Fan Blade on seats in starting room
o Mannequin Torso leaning against sign in starting room
o Tail Fin near lockers in starting room
Zombie Shield (Second bus stop) - Riot Shield
o Car door found in garage on car, leaning against wall, or on a different work bench
o Dolly found in diner or in garage
Machine Gun Turret (Third bus stop) - Requires Turbine to Operate and will shoot enemies
o Machine gun found in either house or barn
o Ammo Pouch found in living room or kitchen of house
o Lawnmower found around sides of house
Electric Trap (Fourth bus stop) - Requires Turbine to Operate and slows down zombies
o TV tube found on windows up stairs from bench
o Car battery found on barrels around the same area
o Tesla Ball assembly found usually beside the Tombstone Soda
Thrustodyne Aeronautics Model 23 (Fifth bus stop) - Wonderweapon, Required for Easter Egg
o Jet engine found in highway tunnel between bus depot and diner
o Wire found in the same area as the Electric Trap parts
o Headlight found in cabin where the Bowie Knife is between power station and town
o Handle found in Nacht der Untoten, right side of road between farm and power station
Navcard Machine (Under pylon in corn maze, left side of road between farm and power)
o Meteor in hole beside mystery box location at bus depot
o Control Panel #1 in Nacht der Untoten
o Wooden Board under the stairs by the work bench at power station
o Control Panel #2 leaning against dumpster beside mystery box location in town
Bus Parts and Known Locations
Bus Parts
o Train Grill Runs more zombies over while moving
o Ladder Allows players to climb to the roof of the bus from outside
o Hatchdoor Opens the roof for players to enter/leave the bus
4 Possible Locations for the 3 Bus Parts
o Power door room in starting room in corner
o Power door for shed in diner area by the garage
o Power door for shed in the farm where the claymores are located
o Power door in the back of the town area where the semtex grenades are located
Mystery Box Weapons
Assault Rifles - Colt M16, FN-FAL, Scar-H, MTAR, Galil, Type 25, SMR, M8A1
Sub Machine Guns - Chicom CQB, Skorpion EVO 3, MSMC
Light Machine Guns - HAMR, LSAT, RPD
Sniper Rifles - DSR, BARRET
Shotguns - M1216, Saiga 12
Pistols - Executioner, Python, Five Seven, Five Seven Dual Wield, KAP40
Launchers - Crossbow, RPG, War Machine
Melee Weapon - Ballistic Knife
Equipment - Monkey Bombs, EMP Grenades
Wonder Weapon - Ray Gun
Perk Locations
Bus Depot - Quick Revive is in the starting room in a corner
Diner - Speed Cola is in the diner by the MP5
Farm - Double Tap is at the top of the barn
Power Station - Tombstone is upstairs after going through power room before you jump down
Town - Stamin Up is on the bottom floor in the bar, Juggernog is on top floor in building across from bank
Box Locations
Bus Station - Just outside the first room
Diner - In the Garage (door is 750 points), always first box appearance
Farm - In the right house, top floor
Power Station - Just after exiting the reactor place, still in the brightness
Town - In the bar on top floor, behind the structure in the center of the room and Outside behind the fence, across the door you can power with a turbine.
Music Easter Egg
Teddy 1 - Bus Station - Outside on a bench waiting for bus
Teddy 2 - Farm - Up the stairs on the floor in house
Teddy 3 - Town - In Bar, bottom floor on a seat
Turning Power On - Three parts for the power switch device (Lever, Zombie Hand and the Panel). You can build it at the easy-to-find workbench. And there you go, your power switch is ready to flip. Power enables with a little delay. Also you can toggle the power off and on.
Storage Fridge in Farmhouse in Farm Area - Lets you put a weapon in storage and carries over across games, allows all weapons but un-upgraded M1911 and Ray Gun. All other weapons including your Mustang & Sally, the ammo that you have in the weapon carries over also, so if you put an empty weapon in, it will stay empty when you get it until you buy ammo or get max ammo while having it out of the storage. Max ammo drops do not fill weapons that are stored in the fridge.
Tombstone Perk - When you have it and go down, tombstone power up drops. Only will stay if you die out and have to come back next round, if you get revived the tombstone disappears. If you die out and pick your tombstone back up, you get all perks and weapons you had, except for the tombstone perk. So you are paying 2,000 points to acquire the perk to save you up to roughly 20,000 points if you have 3 other perks, such as the combo of Juggernog, Speed Cola, and Stamin Up, which alone costs 7,500 points, then whatever weapons you may have, in which if you have 2 box weapons that are upgraded and perhaps monkey bombs or EMP grenades, also the cost of if you have gaulvaknuckles or bowie knife. This perk is a must have after your arm yourself with full equipment, or even worth it if you even only have Juggernog.
Bank Vault - In the town area when you first arrive on the bus, opening the door into the bank will grant you access to the rest or the town area, in the bank there is a vault door for the bank. If you through a grenade at the door it will blow the door off of its hinges and will grant you access into the vault area. The vault area lets you deposit up to 250,000 points total into the bank, which carries over across all your matches for Tranzit. You can only deposit 1,000 points at a time, and when you end up withdrawing the points, it takes 100 points fee to withdraw 1 ,000 points. So if you have a full 250,000 points in your bank and pull it all out at once, the most you will end up with from your bank is 225,000 points after all of the 100 point withdraw fees.
Bank Wire Transfer - In the bank main room, there are a set up keys at the bottom of one of the center pieces that is pretty hidden close to ground. When you knife it, it allows you to deposit 1,000 points, if done so, it will pop up a point power up worth 1,000 points, but for these deposits there is a 100 point fee also. This deposit and power up option allows you to give your teammates points if they need them, and you have some to share. So it costs 1,100 to give one of your teammates 1,000 points. Anyone can pick up the power up though so hopefully you are not playing with random players that are uncooperative and take the point power up you mean to have someone else pick up. You can only deposit 1,000 at a time, but it adds to the power up each time if you keep doing it, so you do not require depositing, picking up, depositing pick up. The power up does start to disappear though after a period of time, so make sure the person gets the points in time, or the points will be lost. I am currently not sure if the power up timer starts to disappear from the instant it shows up or after you are done adding points to give up.
Pack A Punch - Located behind the bank vault door in the bank, there is a second bank vault door. Throwing another grenade at this door will blow it open, revealing a power door with a green power symbol. You must have a turbine to open this door, but you must place the turbine at the power door in the power station, when dropping down into the power room, look right behind you and the power door is right there. Throwing down a turbine at that location will power the door at the bank vault and open up the area where the pack a punch will be located. For solo you can drop the turbine at the power room and go to the bank without problems, but in multiplayer, you must have someone stay at the power location or the turbine will simply disappear. After entering the pack a punch area, you must find the 3 parts to build the machine and take each to the workbench at the end of the haul, in which the pack a punch will be built right beside the workbench. After being built, you are free to use the machine at any time, but the door to the pack a punch location will shut if the turbine is destroyed or disappears from the power room door location. To access this area, you must use the turbine each time.
Fog Monsters (Denizens) - Denizens are small, zombie-like creatures found only on the Green Run maps. They are found in the foggy parts of the map when you walk through. They attack by jumping on your face and scratching you until you knife them off.
Teleports - Power turbine under green light posts to power the teleports or when a denizen jumps on you, be close to the light and knife the denizen, if you don't knife it and it gets 3 hits on you in a row, it will down you so be fast. Teleports you to other light posts but as to which it teleports you to is completely random.
Corn Field Location - Along route between farm and power station
Radio Tower Location - In corn maze on left side of road between farm and power station
Nacht der Untoten Location - In corn maze on right side of road between farm and power station
Hunter Cabin Location - Past the corn field, towards the right, will have fire on the ground
"HIM" - Once the power is turned on, "HIM" will appear in the center piece of the power and will disappear and will randomly show up at random rounds, easiest way to defeat him is to throw an EMP at him, if not available, use gaulvaknuckles and it will take a couple of punches to make him disappear. He will come back at other random times, he will not just be defeated for the entire match.
Pack A Punch Multiple Times - Only new weapons can be pack a punched multiple times, not old weapons or wall weapons. Cost 2,000 after first pack a punch, and only adds attachments to your weapon, by either switching sights, or rarely adding under barrel grenade launcher. Ammo is not replenished when doing this.
Permanent Perks (Tranzit only)
Quick Revive
Pick up a team mate many times in a row or in a certain amount in a match will unlock this permanent effect for person. Best with using crawlers, grenades, or lava and fire to down yourself easily, a green flash, like one from a power up will appear over person being revived, unlocking the permanent effect for the person reviving team mate. It will be faster when reviving team mates now and when reviving will show the letters in purple. This crosses over into other games and matches, if you buy quick revive on top of this effect, your reviving is almost instantaneous. It takes about 9 to 15 revives to unlock this effect.
Deadshot Daiquiri
Unlocks after getting a double headshot, as opposed to a certain accumulation of headshots in a single game or overall. This gives you to shoot a zombie in any body part and their head will explode
Upgraded Barricades
You need to build 50+ barricades in one game. This slows down zombies taking barricades down
Stamin-Up
You Need to sprint 15-25 miles in one game to unlock Stamin-up
Juggernog
The way I and a few others got permanent juggernog is to get downed at each stop and survive 100 zombie hits at each stop in a single game
4 Player Strategy - The bus will not start the timer to start leaving until either the door is opened or the turbines are used to open power doors to get outside. So I recommend getting to round 7 in bus station without opening doors, 4 windows, everyone buys M14's and covers a window. Allow zombies in first 3 rounds to get power ups, after that I recommend keeping windows boarded up as much as possible. If need ammo buy in between the rounds or if in between needing ammo, switch windows with people closest to the M14 ammo. Make sure you make use of your M1911 when you have piled zombies at your windows and max ammos, especially with double points. By round end of round 7, leave a couple zombies left alive, and everyone should at least have 4,000 points, but I have had close to 10,000 points after milking zombies with M1911 and a lot of double points. After this you are free to travel the map in this round and get where you need if you have enough points. I recommend keeping M1911 to upgrade for Mustang & Sally, and in the diner location, everyone gets a roll at the mystery box to get rid of their M14, depending on what they get in there 1 roll on the box, after everyone gets a roll, whoever is unpleased with their roll can go again until box spins out and moves. Next area is the farm, in which is really not too important at this point, and would just wait for bus to go to next area, which is the power station, in which you should build the switch and turn the power on, so everyone can go to the next area, town, to buy Juggernog after opening 2 doors. If you work together and everyone has at least 4,000 at end up this round, you should be able to have everyone buy Juggernog, which makes you so much further ahead in the game already. Finding a spot to hold down together. I recommend till about round 10, for everyone to stay in 1 location and hold off together to build points and be available to revive teammates if they go down. After this, I suggest each person find an area they are comfortable running on their own, in which they can loop and train zombies and not go down, to keep doing this for rest of game. It is up to the team to decide where they are most comfortable. Having multiple people running same loop is a very bad idea, for it is hard to stay coordinated in moving together and not splitting up and running into each other, which usually traps the players and they go down. If each person is in their own area and they go down, it is not too complicated for person close to their area to get to them in time. Each area has 2 areas that are beside them, while 1 area will be furthest away from each area. So coordinating who is where and who they need to revive depending on the location they are and the person they need to revive are.
Maxis Easter Egg - Tower of Babble
Step 1 - Build the Turbine. Note that Maxis is giving you instructions: "Complete the device."
Step 2 - Turn on the power. After it's on, Maxis says that you have to turn the power off again to keep up the communication. So turn it off again once you want to do the EE.
Step 3 - Go to the cornfield tower. Wait there. At some time, the sky will be thundering like hell and the Avogadro Zombie spawns. Place two portable power devices underneath the tower. Maxis will tell you, if it needs "more power" or if you're good and can continue to the next step.
Step 4 - Once Maxis says "You did it, now kill the electric zombie", do so right under the tower. Remember that you have no perk power on, so you are not able to make use of your perks. Therefore, it might be risky to kill him with knives. You may want to make sure, that you have an EMP grenade in your team.
Step 5 - Place a portable power device under the 'green' light next to the diner, close the truck. Note that the light is actually not green, but flickering in white. Place another portable device under the green light in the town next to that truck. The two turbines under the tower must still be active or activated again.
Richtofen Easter Egg - Tower of Babble
Step 1 - Turn on the power and ignore Maxis words. Leave power on. Once outside near the bus, Samuel will hear Richtofen talking about overheating the tower with the Jet Gun.
Step 2 - Build the Jet Gun and get the Navcard Reader.
Step 3 - Go underneath the pylon. Shoot the Navcard Reader until your gun explodes. That way you heat up the tower. Now Richtofen tells you to collect 115 from the zombies with 'boom'.
Step 4 - Now you have to kill zombies underneath the tower with explosives. You can run an easy train there. At least one player should have one of the following: RPG, Pack A Punched Warmachine, Mustang and Sally, or grenade launcher attachment. Samuel will get called by Richtofen once you have enough 115. Richtofen will tell that you need to decrease the power by a factor of 4.
Step 5 - Everybody needs to get EMP grenades now. Of course you can also obtain them earlier.
Step 6 - Your 4 people team has to throw 4 EMP's simultaneously underneath the green, powered street lights. Each person throws his EMP on a different light. Richtofen will confirm when it worked.
Nuketown Zombies Information
Random Facts
This map has no windows, as the zombies will spawn from the ground and climb over fences to reach you.
The air raid siren warns the players of the falling perks that can kill if they land close to the player.
Shooting the heads off of all mannequins will play an 8-bit version of Coming Home, as a contrast to Sympathy for the Devil playing when the heads are shot off in less than 15 seconds in the original Nuketown.
If you knife the door of the fallout shelter, you'll hear several voices talking inside of it.
If the player reaches Round 25, the zombies' eyes turn blue and the Demonic Announcer changes to Richtofen, as an aftermath of what happened on Moon.
When the game ends, one of the rockets launched from Moon is seen hitting the map.
Moon and Nuketown Zombies occur at the same time.
Weapon and Equipment Locations
M14 - Located at the back of the School bus
Olympia - Located On the 'grill' of the truck
Claymores - Located In the truck from the right side of the boarding ramp
Bowie Knife - Located In the truck (Next to the Claymores)
Semtex - Located In the truck (Opposite the Claymores)
AK74u - Located In the truck (Opposite the Bowie Knife)
Galvaknuckles - Located In the truck (Obscured by crates in the very back)
MP5 - Located In the bedroom of the Green house
M16A1 - Located In the bedroom of the Yellow house, at the right of the window
B23R - Located In the Kitchen of the Green house
Remington 870 MCS - Located at the fireplace of the Yellow house
Music Easter Egg
Teddy 1 - Bus Station - Outside on a bench waiting for bus
Teddy 2 - Farm - Up the stairs on the floor in house
Teddy 3 - Town - In Bar, bottom floor on a seat
Power Up Door - Cost 3,000 to open and is a onetime per match option. Power up will stay after opening the door but not grabbing the power up, and the power up changes every round. Does not respawn after picking up. Best used in later rounds, for emergency max ammo to fill pack a punched weapons.
Population Count Board and Clock - Not sure as of right now if this has any effect on anything or is involved in a certain aspect of the game.
Nuke Alarm (Incoming Machine) - When this goes off, you will then hear an impact which will be one of the perk machines or pack a punch machine that will land in a random spot that are designated by large stacks of boxes, similar to the mystery box spawn boxes.
Nuketown Zombies Map Layout Below!
Bus Depot Information for Survival and Grief Modes
The station's outside holds two more weapons on the walls and a Mystery Box.
Careful of the fire and lava that come up out of the ground.
Players that touch it will be damaged.
Zombies that touch it will be set on fire and may explode when shot or knifed.
Weapons and Equipment Locations
M14in starting room of bus depot
Olympia in starting room of bus depot
MP5 Outside on wall of bus depot
Remington 870 MCS Outside on opposite building of bus depot
Town Information for Survival and Grief Modes
Survival
Lava cracks and pits are in the surrounding area and will damage the player.
The pack-a-punch is located in the middle of the map in a small lava pit.
Players will take damage if attempting to Pack-A-Punch, and must place the gun in the machine, jump out of the pit, and jump back to get their weapon without being downed.
Stamin-Up, Juggernog, Double Tap, Speed Cola, Quick Revive, and Tombstone Soda are the other perks on this map.
There is no power to turn on, which makes it easier to obtain perks and the pack-a-punch.
Also, there are only two places in which the Mystery Box can teleport to, either upstairs in the Bar flanked by a window, panel-less ceiling, and Quick Revive Soda, or in the corner tangent to the Double Tap soda vending machine and doubly near the newest zombie perk, Tombstone Soda.
Semtex grenades can be found across the road from the Tombstone vending machine, in the building.
An MP5 is available in the north-eastern house, as is the Juggernog.
Galvaknuckles are available in the bar.
The Bank contains no weapons, only Speed Cola.
The Bar houses the Quick Revive, and Double Tap is at the southern corner of the map.
Grief Mode
Town is identical to the Survival map, with the exception of Tombstone Soda not being available. The only differences are in the gameplay, not in the actual map.
The following 2 users thanked XxShughesxX for this useful post:
Xbutterbiscutx (11-30-2012), -Codemasters- (11-29-2012)
#2. Posted:
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This is a great topic mate.
Heaps of information.
Heaps of information.
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#3. Posted:
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Thank you took a lot of time to put together and organize it
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#4. Posted:
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I will be working on making video tutorials and walkthroughs on all sections of this guide in the future, check out my youtube channel, TrollingLegends, and stay tuned!
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