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Black Ops 2 Zombies In-Depth Zombies Breakdown

Discussion in 'Call of Duty: Black Ops 2' started by Kill Denied, Sep 15, 2012.

  1. ii Azido

    ii Azido Member

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    lol "nice tits"
     
  2. BlackOps2.co

    BlackOps2.co Member

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    Incredible info here. This really gets me pumped for playing Zombies! If anyone wants to play with me when it comes out just shoot me a message!
     
  3. Kill Denied

    Kill Denied Active Member

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    Massive Update, +Rep for the hard work
     
  4. elvidge

    elvidge New Member

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    i'd just like to say i've played it! booom haha
     
  5. Bergis93

    Bergis93 Member

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    This was a good read, really exited about the new game modes.
     
  6. Kreative

    Kreative New Member

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    no you can stay on the bus as long as you like it will however take very brief stops at its destinations...once it leaves it does take a while to come back though. and tranzit is like a story mode and it is a mystery we all have to solve. no pentagon scientist or other past bosses but there is a new electric guy that comes when you turn on the power who is very tough
     
  7. Rich949

    Rich949 New Member

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    The "unknown perk" picture is a picture of the bank vault. It must be blown open with a grenade. In the bank vault you can store 1000 credits each time you hold down the use button, and to withdraw credits there is a fee of 100 credits. So essentially, put in 1000, get 900 back when you want it.
     
  8. Barns

    Barns Active Member

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    This is going to need some more information soon, easter eggs, Leaderboards, Ranking systems all need to be explained. Anyone know where to start defining these (and others, 'construction' and PAP).

    Glad I don't have to do it....
     
  9. slipperyshaft

    slipperyshaft New Member

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    i thought there was a lot too moon
     
  10. Barns

    Barns Active Member

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    Bank, Fridge. Two more to be explained.

    In TranZit, there is a Bank in Town and a Fridge on the Farm.

    The Bank stores your points (with a 10% withdrawal fee), blow the vault door with an explosive to access.

    The Fridge stores a gun, open the farmhouse.

    You can reclaim your points or your gun at any point in any future game.
     
  11. MadCaptainCrunch

    MadCaptainCrunch Well-Known Member

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    You should probably think about updating this sometime soon...I can help you with this if you'd like.
     
  12. Kill Denied

    Kill Denied Active Member

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    Is there a way I can change the display title to Zombies Survival Guide, and you can help me out mcc.
     
  13. Barns

    Barns Active Member

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    Won't that change the entire nature of the thread?

    'In-depth' would cover everything that exists within zombies game mode [a lot of information]
    'Zombie Survival Guide' would be how to survive... [most people have different tactics]

    If you want more help with 'In-depth' pm me.
     
  14. MadCaptainCrunch

    MadCaptainCrunch Well-Known Member

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    I'd have to agree with Barns, I think the title is perfect as is imo.
    So just for future reference, do I have permission to edit your post to help add in information?
    Also, have you used the SMR? It's actually not that strong, sadly.
     
  15. Barns

    Barns Active Member

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    Have sent Denied a more complete [not fully complete] version of the 'buildables', workbenches and parts, and locations.

    Parts for the Jet gun and the pylon workbench are found roughly in the areas below, sometimes they are in the area, just in a different place. for example - There are 3/4 locations in the tunnel where the jet engine may be... another example may be, the plank for the pylon workbench maybe in the tunnel [in any one of the 3/4 part locations] or the powerhouse.

    Craft-able:

    Turbine
    Fire Mode: Air
    Special Ability: Multi-use; opening doors, Pack-A-Punch, easter egg, powering other craftables, powering perk machines and PAP.
    Requirements:
    Workbench Location: Bus Deport
    Fan: On seat
    Mannequin: By info board.
    Other Part: 2nd Phone

    Zombie Shield
    Fire Mode: Melee
    Special Ability: Riot Shield, also protects back, when not primary.
    Requirements:
    Workbench Location: Diner Area - Box Spawn room.
    Item Required & Location:
    Car Door: Diner Area
    Hand Truck: Diner Area

    Turret
    Fire Mode: Fully Automatic, powered by Turbine.
    Magazine Size: 100
    Special Ability:
    Requirements:
    Workbench Location: Farmhouse
    Item Required & Location:
    RPD: Farm Area
    Lawn Mower: Farm Area
    Ammo Pouch: Farm Area

    Power Switch:
    Allows power to be switched on and off
    All Parts are in the white room of the powerhouse area
    Requirements:
    Workbench Location: In bright-room of powerhouse, first area, all parts in this area too.
    Zombie Arm
    Lever
    Fuse Box

    Electrical Trap
    Fire Mode: Electricity, powered by Turbine
    Special Ability: Can kill 'him'
    Requirements:
    Workbench Location: Powerhouse
    Item Required & Location:
    CRT: powerhouse
    Battery: powerhouse
    Conductors: powerhouse
    other part: powerhouse

    Pack-A-Punch
    Allows upgrading of guns
    All parts are in the Pack-a-punch area, inside the vault of the Bank
    Requirements:
    Workbench Location: Under Vault of Bank
    Table
    Gun Exchanger
    Battery

    Jet Gun
    Fire Mode: Jet powered vacuum cleaner
    Damage: High
    Range: Moderate
    Recoil: Sucking of user towards area of aim
    Drawback: Able to explode after sustained use, killing operator.
    Workbench Location: Bar in Town
    Item Required & Location:
    Jet Turbine: Tunnel between Bus Depot and Diner
    Cabling: Power House
    Handle: Nacht - on shelf
    Guage: Woodsman Hut (with bowie knife).

    Pylon Workbench
    Special Ability - Allows Easter Egg (Tower of Babble)
    Requirements:
    Workbench Location - Base of Pylon in Cornfields.
    Plank of Wood: Tunnel or Powerhouse
    Purple Rock: Bus Depot - in fire by box (crouch to pick up part)
    Fusebox: Farmhouse, by fridge
    Radio/ticket machine: Diner - Box Room (jump to pick up item)

    Bus Buildables:
    Train Plow: Fitted to the front of the Bus, this stops zombies jumping in the front window from the ground.
    Ladder: Fitted to the back left of the bus, allows access to roof of bus
    Roof Hatch: Should be fitted to diner, not to the bus, allows direct access to roof from inside either diner or bus.


    Other Items to Pick up.
    NavCard: Bus Depot - Outside, by the lava at the back of the depot
     
  16. Rambo0

    Rambo0 Member

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    thx man good work
     
  17. MadCaptainCrunch

    MadCaptainCrunch Well-Known Member

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    Barns would u happen to know how long the turbine lasts? It's a pain in the ass to get the PaP open solo...
     
  18. Barns

    Barns Active Member

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    The turbine lasts for long enough to get from the Powerhouse to the Bank on the bus. I have not been able to run [with jugg and knuckles only) from the powerhouse to the bank without the turbine giving up before I get there. Also any 'stray' zombies will target the turbine while you are running. Timing is essential with the turbine...

    My peeve with the turbine is that it does not last long enough (time or against zombies)
     
  19. MadCaptainCrunch

    MadCaptainCrunch Well-Known Member

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    Denied, I can help you with this thread, but I'm gonna need your permission to edit your original post to add in information, if that's alright with you.
     
  20. brandbll

    brandbll New Member

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    Yes, how do we gt to PaP without the stupid ass Turbine being destroyed. Each time i've tried it the damn thing is gone by the time i get there. Hell, i've gone back to look at it after placing it and it was gone. Is this a bug or soemthing? Can anyone actually use PaP on Tranzit???
     

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