Call Of Duty: Black Ops 2

Strategy Guide/Walkthrough/FAQ

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  • Secret Diamond camo

    Unlock the Gold camouflage for all weapons in a specific class (e.g. Assault Rifles, SMGs, Sniper Rifles, etc.) in Multiplayer mode to unlock the Diamond camouflage for all weapons in that class. For example, get the Gold camouflage for all Specials (Assault Shield, Ballistic Knife, Combat Knife, and Crossbow) to unlock the Diamond camouflage for all Special weapons.

  • Alternate endings

    Successfully complete the indicated tasks in the listed missions in Campaign mode to get the corresponding ending:

    Ending 1 (Best)

      Pyrrhic Victory: Rescue Woods.
      Celerium: Recover the Celerium Worm.
      Old Wounds: Interrogate Kravchenko to learn about the CIA mole.
      Time And Fate: Collect all the intel to learn about the CIA mole.
      Fallen Angel: Find Zhao's secret meeting intel / Harper's protected.
      Karma: Save Karma / DeFalco dies.
      Suffer With Me: Menendez is not able to manipulate Woods.
      Achilles' Veil: Keep Farid alive / SDC allies with US military forces.
      Odysseus: Save Admiral Briggs / SDC protects the USS Obama with Drones / USS Obama survives long enough for SDC reinforcements / Karma and the USS Obama survive the attack.
      Cordis Die: Save the President.
      Judgement Day: Capture Menendez.

    Ending 2

      Pyrrhic Victory: Rescue Woods.
      Celerium: Recover the Celerium Worm.
      Old Wounds: Kill Kravchenko without resistance.
      Time And Fate: Find intel; thoroughly search the compound.
      Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
      Karma: Karma dies.
      Suffer With Me: Menendez is able to manipulate Woods / Woods dies / SDC left vulnerable.
      Achilles' Veil: Attempt to shoot Menendez / Farid dies.
      Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
      Cordis Die: Rescue the President.
      Judgment Day: Capture Menendez.

    Ending 3

      Pyrrhic Victory: Rescue Woods.
      Celerium: Recover the Celerium Worm.
      Old Wounds: Kill Kravchenko without resistance.
      Time And Fate: Find intel; thoroughly search the compound.
      Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
      Karma: Karma dies.
      Suffer With Me: Menendez is able to manipulate Woods / Woods dies / SDC left vulnerable.
      Achilles' Veil: Attempt to shoot Menendez / Farid dies.
      Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
      Cordis Die: Rescue the President.
      Judgment Day: Kill Menendez.

    Ending 4 (Worst)

      Pyrrhic Victory: Woods dies.
      Celerium: Recover the Celerium Worm.
      Old Wounds: Kill Kravchenko without resistance.
      Time And Fate: Thoroughly search the compound.
      Fallen Angel: Find Zhao's secret meeting intel / Harper's face is burned.
      Karma: Karma dies.
      Suffer With Me: Menendez is able to manipulate Woods / SDC left vulnerable.
      Achilles' Veil: Save Faird / Attempt to shoot Menendez.
      Odysseus: Admiral Briggs dies / USS Obama has no defenses to counter assault / USS Obama's crew killed.
      Cordis Die: Rescue the President.
      Judgment Day: Kill Menendez.

  • Multiplayer unlockables

    Reach the indicated level in Multiplayer mode to unlock the corresponding weapon(s), equipment, streak(s), perk(s), and/or wildcard:

      Perks: You can you can choose a total of six perks, but this limits the amount of customization you can do for your class. You can also choose no perks from the perks list, and instead focus more on equipment and weapon attachments. By default, you can choose three perks for your class, one from each slot. Wildcards allow you to choose one extra perk per slot for a total of six perks. However, this will use all your Wildcards and take 3 + 3 + 3 allocation points, which leaves you with only one weapon without attachments and no equipment. Perks do not affect your weapons stats. For example, you will have to use attachments to increase accuracy or deeper bullet penetration. There are also no Pro perks in the game.

      Scorestreaks: Killstreaks have been replaced with Scorestreaks, which are earned by killing enemies, assisting teammates, and completing different objectives. For example, a normal kill gets you 100 points, but capturing a flag gets you 200 points. You will also get points when your teammates kill enemies while your UAV is active. For example, the UAV can be called in at 375 points, but you will need 1,200 points to call in the VTOL Warship. You can equip a maximum of three Scorestreak rewards at the same time. Your Scorestreak resets to zero when you die. The equipped Scorestreak rewards can be earned multiple times in one life, but they need to be used before the Scorestreak loops around for the second time or each Scorestreak reward will be replaced/wasted with the same reward again.

      Wildcards: You get 10 allocation points to use on weapons, equipment, and perks with each Create-A-Class. Each weapon, weapon attachment, perk, and equipment uses 1 allocation point, but you can only spend 10 allocation points per class. If you do not use any perks, that will save you three points, which can then be used to equip more weapon attachments or grenades. You could also carry only a secondary weapon with two attachments, have four perks, and one grenade. You could also optionally choose up to three Wildcards for your class, which in turn give various options to customize your class even further. For example, by default your primary weapon can be equipped with two attachments, but with the Primary Gunfighter Wildcard, the weapon can be equipped with three attachments. Each Wildcard uses 1 allocation point. Some Wildcards, like the Perk Greed, require you to select an additional perk, which also uses 1 extra point. If you want to have six perks, the first three perks require 3 points, and after that each additional one requires 2 points (1 for the Wildcard + 1 for the perk), for a total of 9 allocation points. However, this would leave you with only 1 point to spend on a weapon.

    Level 4

      MTAR (AR)
      SWAT-556 (AR)
      Type 25 (AR)
      MP7 (SMG)
      PDW-57 (SMG)
      MK48 (LMG)
      QBB LMG (LMG)
      R870 MCS (Shotgun)
      Saiga 12 (Shotgun)
      DSR-50 (Sniper)
      SVU-AS (Sniper)
      Five-Seven (Pistol)
      TAC-45 (Pistol)
      FHJ-18 AA (Launcher)
      SMAW (Launcher)
      Hardline (Perk 1): Allows you to earn bonus points for each action you take, which in turn earns you Scorestreak rewards faster. For example, capturing an enemy flag gives you 200 points, but with Hardline you get 250 points.
      Lightweight (Perk 1): Allows you to move faster than normal. You also take no damage from falling.
      Cold Blooded (Perk 2): Makes you invisible to enemy targeting systems, which include equipment such as the Dual Band, Target Finder, Sensor Grenade, and MMS. Enemy player-controlled air support Scorestreak rewards also cannot target you normally.
      Toughness (Perk 2): You flinch less when shot by the enemy.
      Dexterity (Perk 3): Makes you climb ladders and mantle over obstacles, such as gates, 50% faster than normal. You can also aim faster after sprinting and recover quicker from melee strikes.
      Extreme Conditioning (Perk 3): Allows you to sprint 2x longer than normal.
      Perk 1 Greed (Wildcard): Allows you to choose one extra perk to the Perk 1 slot.
      Grenade (Lethal)
      Semtex (Lethal)
      Concussion Grenade (Tactical)
      Smoke Grenade (Tactical)

    Level 5

      Blind Eye (Perk 1): AI-controlled air support Scorestreaks cannot detect you. Some air support Scorestreaks can be player-controlled at anytime, which means they are still able to attack you if the AI is overridden.

    Level 6

      Sensor Grenade (Tactical): While active, it emits a radar ping that detects any enemies in its radius.

    Level 7

      UAV (Streak - 375 points): Shows enemies on the radar as red dots for 30 seconds. The UAV can be shot down by the enemy.
      Hunter Killer (Streak - 400 points): Deploys a flying drone that seeks out and tries to destroy the nearest enemy player or vehicle.
      Care Package (Streak - 450 points): Gives you a random Scorestreak reward. The Care Package can also be hacked by the enemy team.
      Lightning Strike (Streak - 550 points): You can choose three locations on the map for a coordinated strike.
      Dragonfire (Streak - 725 points): Allows you to remote-control a quadrotor droid that is equipped with a lightweight machine gun. The Dragonfire is lightly armored, allowing it to easily be shot down by the enemy.
      VTOL Warship (Streak - 1,200 points): Allows you to be the gunner of a powerful VTOL Warship.

    Level 8

      Fast Hands (Perk 2): Allows you to swap your weapons faster than normal -- equipment and grenades can also be used faster. You can also safely throw back enemy grenades.

    Level 9

      Sentry Gun (Streak - 600 points): An advanced Sentry Gun that once deployed, automatically attacks enemies. It can be remote-controlled at anytime.

    Level 10

      Perk 2 Greed (Wildcard): Allows you to choose one extra perk to the Perk 2 slot.

    Level 11

      EMP Grenade (Tactical): Can disable and destroy deployed equipment. It is so powerful that it can also destroy low-flying air support within its blast radius.

    Level 12

      Lodestar (Streak - 1,150 points): Allows you to launch multiple missiles from the Lodestar aircraft at enemies on the ground.

    Level 13

      LSAT (LMG)
      Perk 3 Greed (Wildcard): Allows you to choose one extra perk to the Perk 3 slot.

    Level 14

      Engineering (Perk 3): Allows you to see all enemy equipment glowing red through walls. This perk also delays enemy explosives that were triggered by you. You can also booby trap Care Packages or randomly change the Care Packages content, trying to get something better.

    Level 15

      Guardian (Streak - 500 points): After the Guardian dish is deployed, it projects a microwave field that stuns enemies by slowing them down and making their vision blurry.

    Level 16

      Vector (SMG)

    Level 17

      Combat Axe (Lethal)

    Level 18

      Overkill (Wildcard): Allows you to use your primary weapon as a secondary weapon.
      RC-XD (Streak - 325 points): Allows you to remote-control a small car that is packed with explosives. The RC-XD can be detonated at will, but enemies can also shoot to destroy it.

    Level 19

      B23R (Pistol)
      Secondary Gunfighter (Wildcard): Allows you to equip a second attachment to your secondary weapon.

    Level 20

      Tactical Mask (Perk 3): Makes you more immune to Flash and Concussion grenades, including Shock Charges. This only reduces the effect and does not mitigate them completely.

    Level 21

      Stealth Chopper (Streak - 850 points): An advanced chopper that circles around the map hunting and killing enemies, but it does not appear on the enemy radar.

    Level 22

      FAL (AR)
      Primary Gunfighter (Wildcard): Allows you to equip a third attachment to your primary weapon.

    Level 23

      Shock Charge (Tactical): Electrocutes and stuns enemies that get near it.

    Level 24

      Hellstorm Missile (Streak - 525 points): Allows you to remotely control one missile to the ground. The missile can be scattered into a cluster bomb at will.

    Level 25

      Crossbow (Special)
      Tactician (Wildcard): Allows you to choose a Tactical grenade in place of your Lethal grenade. This Wildcard does not allow you to carry any Lethal equipment.
      Black Hat PDA (Tactical): Allows you to hack equipment and Care Packages, and disable enemy vehicles.

    Level 26

      Hard Wired (Perk 2): Makes you immune to enemy Counter UAV's and EMPs. While the EMP does not affect you, you still cannot call in Scorestreak rewards.

    Level 27

      AGR Drone (Streak - 800 points): The AGR (autonomous ground robot) is air-dropped into the battlefield, and it automatically attacks enemies. It can also be remote-controlled at anytime. The AGR is heavily armored and has a powerful machine gun and rocket launcher.

    Level 28

      MSMC (SMG)
      Danger Close (Wildcard): Allows you to take a second Lethal equipment.
      Bouncing Betty (Lethal)

    Level 29

      Flashbang Grenade (Tactical)

    Level 30

      Warthog (Streak - 1,025 points): Calls in an A-10 Thunderbolt that provides air support by doing several strafe runs on the map.

    Level 31

      M27 (AR)
      Executioner (Pistol)

    Level 32

      Flak Jacket (Perk 1): You take less explosive damage, which allows you to survive (at full health) most explosive weapons that are used directly against you.

    Level 33

      Counter-UAV (Streak - 475 points): Temporarily disables the enemy radar for 30 seconds. The Counter-UAV drone can be shot down by the enemy.

    Level 34

      KSG (Shotgun)
      Assault Shield (Special)

    Level 35

      Trophy System (Tactical)

    Level 36

      Death Machine (Streak - 600 points): Gives you a powerful minigun that can take out enemies with a couple of hits. The Death Machine lasts until it runs out of ammo, even after dying. The Scorestreak can be reactivated, and the ammo count will resume where it left off.

    Level 37

      Chicom CQB (SMG)
      HAMR (LMG)

    Level 38

      Dead Silence (Perk 3): Makes you more silent by reducing the sound made by your footsteps, jumps, and falls.

    Level 39

      EMP Systems (Streak - 1,050 points): Temporarily disables enemy electronics -- enemy players will have no HUD (head-up display) and cannot call in Scorestreak rewards.

    Level 40

      SCAR (AR)
      RPG-7 (Launcher)

    Level 41

      C4 (Lethal)

    Level 42

      Orbital VSAT (Streak - 900 points): Shows enemies on the radar and the direction they are facing in real time. The Orbital VSAT cannot be shot down.

    Level 43

      Ballista (Sniper)
      KAP-40 (Pistol)

    Level 44

      Scavenger (Perk 2): Allows you to replenish ammo and grenades from enemies that were not killed with explosives. Enemies killed leave Scavenger bags that can be picked up.

    Level 45

      War Machine (Streak - 700 points): The War Machine is a semi-automatic grenade launcher with a six round magazine. The War Machine works like the Death Machine -- it lasts until all the grenades have been used.

    Level 46

      SMR (AR)
      Skorpion EVO II (SMG)

    Level 47

      Tactical Insertion (Tactical)

    Level 48

      Escort Drone (Streak - 1,000 points): The Escort Drone follows you around and will attempt to kill any enemies you encounter.

    Level 49

      M8A1 (AR)
      Ballistic Knife (Special)

    Level 50

      Awareness (Perk 3): Makes enemies at least 4x louder than normal, allowing you to hear their footsteps easier when they get closer to you.

    Level 51

      K-9 Unit (Streak - 1,275 points): Spawns multiple attack dogs that hunt down enemy players.

    Level 52

      M1216 (Shotgun)
      XPR-50 (Sniper)

    Level 53

      Claymore (Lethal)

    Level 54

      Swarm (Streak - 1,400 points): Calls in a swarm of Hunter Killer drones that search and destroy enemies on the map.

    Level 55

      AN-94 (AR)
      Ghost (Perk 1): Enemy UAV's cannot detect you while moving, but if you stop, you will show up on the enemy radar.

  • Intel locations

    Search the indicated locations to find all 33 intel laptops. Note: You must complete a mission before the intel you collected in that mission counts as being collected.

    Mission 1: Pyrrhic Victory

      1. Once you are in control and ordered to hunt down the mortar teams, you will get out of your carrier. Eventually, you will reach an overturned armored transport, where you will be able to acquire mortar shells. The intel is to the right of the truck.

      2. Once you are on the ship, climb up the ladder on the left. Move towards the front of the ship, and look in the corner to find the intel in a corner to your right.

      3. During the retreat, you will pass by tall sniper towers. After your AI partner throws a smoke grenade, you will reach a second set of towers (one tall and one small). The intel is up on the perch of the smaller of the two sniper towers.

    Mission 2: Celerium

      4. After the wing suit cutscene, you will reach a facility with lots of enemies. After fighting up the hillside, you will reach a helipad where you encounter drones. After getting the objective to take control of a drone, a room will open up on your left. The intel is inside on a table.

      5. Once you enter the underground facility, look to your left as you enter a room with a large staircase on the far end. Just left of the entrance is a small reception desk through a window. The intel is sitting on a desk, which you can grab through the window.

      6. Eventually, you will meet and rescue a scientist. Then, enemies will start appearing. After killing the enemies, go to the room that has opened up at the other end of the room you are in. The room is directly opposite from where you are supposed to turn the keys at the same time. The intel is on a desk directly across from the entrance to the room.

    Mission 3: Old Wounds

      7. When the meeting ends inside the cave, look to your right before leaving. The intel is up against the wall, near three NPCs.

      8. While on the horse, you will cross a lot of red flags marking ammo and weapon caches. Look for a red flag with a weapon crate behind it, and a giant rock sticking up behind the flag. The intel is at the base of the flag.

      9. When you are ordered to take back the ammo dump, go back to a large ravine, with wood bridges stretching across it. Before the first of these bridges, look for a small path leading up to a raised rocky area. Go up the path to find a cave. Look to the right of the cave entrance to find the intel.

    Mission 4: Time And Fate

      10. When you are controlling Raul, go to the back of the burning barn, and look behind the wagon to find the intel.

      11. When you begin the assault on the mansion, look to the right to see a bell tower. There are two ladders leading up to the top. Climb up both ladders to find the intel about halfway up the second ladder. Jump off the second ladder to reach the small floor with the intel.

      12. In the underground area, you will pass through a sunken drug lab full of cocaine. Inside, look to the far left side of the room to find an entrance leading into another small room with the intel on the right side, on a bench.

    Mission 5: Fallen Angel

      13. This intel is in the room you start in. Just look to the right, and you will see it against the wall.

      14. After opening the gate and dodging the bus, look right for a small alcove with the intel on the ground.

      15. Once you sneak past the drones and are out of the water, just walk straight to find the intel ahead.

    Mission 6: Karma

      16. After having your eyes scanned, go to the far right end of the server room. The intel is on a desk, just right of the elevator.

      17. Once you are in the mall, look to your right as you pass a set of stairs for a store called "d'HO". The intel is behind the service counter in the store.

      18. Once you go outside, past the bar, stay to the right side of the zone. Hug the walls, and look for a small kiosk with a computer. It is a few feet in front of a neon sign that says "LKH" on it. The intel is next to the computer.

    Mission 7: Suffer With Me

      19. After entering the warehouse through the skylights, cross the catwalks, and enter a small room with stairs leading down. Before going down, look to the left to see shelves against the wall with the intel on once of the shelves.

      20. When entering a large open church area of the slums, look for a red building on the far left side of the slums with a large hole in the wall, and a burning dumpster outside of it. The intel is inside the building. The building with the intel is also near a red building with a white sign that says "Gran Fans Herramientas".

      21. When entering the next building, there will be a cutscene. The intel is just ahead in the next room, sitting on a metal table.

    Mission 8: Achilles' Veil

      22. When the mission begins, do not exit the large courtyard you start in. Instead, look for stairs leading up into the tower on your left, before reaching the streets. Go up the steps to find the intel on the floor.

      23. Once you gain control of the drones, go through the alley. Once you go around a corner, there will be an enemy shooting at you from a window. The intel is in that room on the floor in the back left corner, behind some boxes. You will need to be standing on the boxes to get the intel.

      24. Once you get out of town and are on the cliffside, there will be two white houses. The intel is on the roof of the second house. Go up the exterior staircase on the right, and follow the outside balcony around to find a ladder to the roof. The intel is on the left side of the roof.

    Mission 9: Odysseus

      25. Once you reach the bridge of the ship, you will be able to take control of turrets. Look for the intel on a desk near the windows, on the right side of the room.

      26. After you find Briggs, you will reach a room full of computers. Stay along the right side wall. There will be a staircase on your right. Go up the stairs, and the intel will be on your right on a small table.

      27. On the ship's flight deck, you will see two VTOLs with their doors open. Look in the second VTOL (the last plane; 63m from your objective) to find the intel.

    Mission 10: Cordis Die

      28. After rappelling down onto the highway, you will see a flashing sign on your right that says "FREEWAY EVAC ROUTE". Directly across from that sign is an exploded SUV, near a bus. The intel is on the ground next to the SUV.

      29. Once you get out of the truck you were driving, go into the first doorway of the first building on your left. Once you are in the building, turn right. You will see a desk on your left with computer monitors on it. The intel is on the desk.

      30. Go to the mall on your left, with a large "Dale's Jewelry" sign outside the main entrance. Go up the stairs to find a t-shirt kiosk that says "Wes's" with the intel on the bottom shelf.

    Mission 11: Judgement Day

      31. Once you leave the area you start in and go up a level, go to the right, and look ahead for a two-story building with a "27" on the side. Go upstairs in that building to find the intel on a desk on your right.

      32. Once you reach the control room with a lot of computers and giant screens on the walls, go up the middle set of stairs. Once you go up three short levels, go down the aisle on your left. The intel is on a desk to your left, next to a computer monitor.

      33. When you reach a circular room that has two staircases going up and two staircases going down, take one of the staircases down. Hug the wall (it does not matter which way you go) to find the intel on a crate.

  • Atari Easter Egg

    While playing on the Nuketown 2025 map in Multiplayer mode, shoot the heads off all mannequins within the boundaries of the map in less than 90 seconds. The mannequins spawn randomly each time. It is much easier to do this with at least one other player. If done correctly, the large population sign with a TV screen on it in the center of the map will change to a TV screen with a retro "Activision" logo on it. Interact with it to play four different Atari games: H.E.R.O, Kaboom!, Pitfall, and River Raid. Note: You will remain invincibile while playing the games.

  • Avenged Sevenfold Easter Egg

    Successfully complete the game, and wait until the credits end to view a cutscene with Woods and Menendez preparing to play a concert with Avenged Sevenfold, and then another cutscene with Woods and Menendez playing a song at the concert with Avenged Sevenfold.

  • Thor's Hammer Easter Egg

    In Mission 2: Celerium, you will start facing an objective above a bunker entrance at the beginning of the mission. Turn around, and hug the left wall. After going a short distance, there will be a small cave on the left. Inside the dark cave is Thor's Hammer embedded in rock. Use the thermal scope and flash bang grenades to see the hammer's outline since the cave is very dark. Note: You cannot pickup the hammer.

  • Secret song in Nuketown Zombies

    Find the three hidden teddy bears on the Nuketown Zombies (Nuketown 2025) map, and interact with them until you hear a sound. Once you activate all three teddy bears, a secret song will begin playing. The first teddy bear can be found in a chair, in the wrecked bus in the center of the map. The second teddy bear is in the backyard of the home with the Nuketown sign out front. Travel through the house, and turn left at the shed at the edge of the map. Look for a narrow split in the fence to find it. The third teddy bear is upstairs, in the yellow house opposite the sign. Go up the stairs, then turn around to find a bunk bed. It is on the top bunk.

  • Secret song in TranZit

    Find the three hidden teddy bears on the TranZit map, and interact with them until you hear a sound. Once you activate all three teddy bears, a secret song will begin playing. The first teddy bear is on a bench, in the bus station right near where you begin. The second teddy bear is on the farm (the third stop on the bus ride). Go upstairs, and look on a blanket to find it. The third teddy bear is in the town, near a pool table inside a building where a perk can be purchased.

  • Deadshot Daquiri perk in Zombies mode

    In Zombies mode, get a collateral head shot with a single bullet to permanently unlock the Deadshot Daquiri perk in Zombies mode. This perk increases the head shot multiplier.

  • Quick Revive perk in Zombies mode

    In Zombies mode, revive the same teammate at least fifteen times in the same round. If done correctly, a green flash will appear from the revived teammate to indicate the "Quick Revive" perk has been permanently unlocked for use in Zombies mode.

  • Nacht Der Undertoten in TranZit

    Go to the farm area (the third stop on the bus ride) in TranZit, and find the cornfield. There will be small creatures (Denizens) in the cornfield that jump on your head and claw at you. Deep in the cornfield you can find the first Zombies mode survival map from Call Of Duty: World At War (Nacht Der Undertoten).

  • Getting kicked off the bus in TranZit

    In TranZit, you will begin inside a bus station. Once you buy your way out, or construct the turbine to open the doors, you will find a bus with a robot driver. If you shoot him enough times, he will say "I hope you're sorry, asshole.", and kick you off the bus. The bus will stop, the doors will lock, and you will be stuck outside.

  • Building the Jet Engine Gun in TranZit

    To build the Thrustodyne Aeronautics Model 23 (Jet Engine Gun) Wonder Gun, you must collect four parts scattered throughout TranZit. The following is a list of the parts needed and where to find them:

      Jet Engine: Once you get the bus running, you will pass by the diner after leaving the bus station and go through a tunnel. The jet engine will appear about halfway through the tunnel. You must jump off the bus to collect it. It is a very large item, but it is easy to miss.

      Handle: On your way to the power station, you will pass through a farm with a large cornfield. Go deep into the cornfield to find the first Zombies mode survival map from Call Of Duty: World At War (Nacht Der Undertoten). Go inside to find the handle on the stairs in the far left corner, behind a table.

      Wire: At the power station, you will be able to construct an electricity trap. Search the lower levels for the wire.

      Pressure Gauge: It is in a small cabin past the cornfields, on the table inside.

  • Building the Pack-A-Punch machine in TranZit

    Note: To complete all the tasks required to build the the Pack-A-Punch machine, leave one zombie alive during an earlier round so you do not have to worry about killing zombies while completing these requirements. Start at the Bus Station in TranZit. First, construct the Turbine by grabbing the mannequin from the central map, a toy plane's wing under the nearby pay phones, and a fan sitting by some seats near the window. Take the parts to the workbench to build the Turbine. Escape the Bus Station, get on the bus, and ride it to the Power Station. Gain access to the Power Station by buying your way through the shed door directly across from the bus stop. Enter the Power Station, and activate the power. To turn on the power, collect the Circuit Board, Lever, and Zombie Arm. All three are scattered in the small Power Station. Collect and attach them to the power switch to turn it on. Then, place the Turbine near a door with a lightning bolt symbol on it. If your Turbine shorts out before you reach the next location, you will need to replace it or get another player to help. Next, reach the Bank. Unlock the front door, then use a grenade or the Ray Gun to blow open the two vault doors. Inside the vault is another lightning bolt door similar to the Power Station door. If your Turbine is active in the Power Station and correctly placed, the lightning bolt door in the vault will open. Go down inside the bunker through the now opened door, and collect the Battery, Shell, and Stool. They are all scattered around this small new area. Take them to the nearby workbench, and construct them to build the Pack-A-Punch machine, allowing you to buy power-ups for your weapons that include attachments and special engravings. These power-ups greatly increase the power of your weapons, but they cost 5,000 points each.

  • Playing basketball in Raid map

    In the Raid multiplayer map, there is a basketball court in an outdoor corner of the map. Beyond the hoop are some basketballs lined up. Line yourself up with the hoop and the basketballs, then shoot or melee either of the two balls near the edge of the platform to make a shot.


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