Black Ops Zombies – Call of the Dead General Strategy
Avoid Ramero as much as you can and proceed to turn on the power. In order to turn on the power you need to go to the boat.
The power is at the top of the boat and if you are lucky you will find the Mystery Box there as well. Once you have turned on the power, you will see the Zipline has moved back to the starting area. Watch the video below for visual guide to do the same.
How to turn the Power on in Call of the Dead
How to Kill George Romero – Call of the Dead
Weapon: Scavenger Upgraded or not Reward: Death machine, Four Free Perks
Note. George Romero re-spawns after every two rounds.
Make your way towards the lighthouse. From the lighthouse door, make your way down the stairs which lead to the basement of the lighthouse from the outside. Do not open the door to the lighthouse yet. Once you have reached the bottom of the lighthouse you will see a big metal door.
Go towards it and you will hear the zombie time travelers inside the door. Listen to the their conversation, at the end of the conversation they will ask you for a fuse. You will find the fuse on the next floor up lying on one of the tables. You can pick it up by pressing the interaction key.
Come back and place the fuse in the door panel. They will start to talk again and will eventually turn on the security system which you need to de-activate.
There are generators near you, one is right next to you, and once it is on, you can clearly differentiate it with its flashing red light. You need to destroy the generators. To destroy the generators, you need a frag grenade or Semtex. If you don’t have frag grenades or Semtex you can watch the video below to find these:
Black Ops Zombies – Call of the Dead Semtex Locations
Black Ops Zombies – Call of the Dead Perks Locations Guide
JuggerNog Location in Call of the Dead
Where to Find Pack-A-Punch Machine in Call of the Dead
Pack-a-Punch machine in Black Ops: Call of the Dead moves with the light of the lighthouse. Light of the lighthouse basically points towards the spot where the Pack-a-Punch machine is now. Most of the players have found it in the following places: ‘The Starting Area, Area Near JuggerNog Perk and behind a building viewable from the top of the Lighthouse’.
Call of the Dead Co-op Ensemble Cast – Guide
Complete guide on how you can get the Ensemble Cast achievement. It will require you to have map knowledge and know how to navigate the map as well as key points. (This is for CO-OP).
All actions are completed by holding the “X” button or Square button depending on what console you’re on.
What is Required
You need four people. You need the VR-11 (DOES NOT have to be upgraded) for the last few steps.
1# Turn power on
Simple, just turn on the power. If you have read through the general strategy and specific tips above, you should know how to by now.
2# Listen to people behind door / get fuse / put fuse in door
Go to the door where you can hear the people from the other zombies maps talking. Listen to their entire conversation.
They will say something about a fuse. Once they’re totally done talking, go up one floor and there should be a fuse on either one of the tables or in the corner right by the stairs. It’s a gray cylinder.
Take the fuse back to the door and put it in the panel to the right of the door. They will talk some more and tell you to destroy the generators.
3# Destroy the generators
There are four generators around the map that you have to destroy by throwing grenades in them or hitting them with an explosive weapon. They glow red on the top.
Right by the door
Through the window by the Stamin-Up machine
Off the left side of the front of the ship in the ocean
One in the catwalks in the middle of the ship on the lower levels
If you’re having trouble finding them, you can watch the video below:
Call of the Dead – Fuse, 4 Generators, Vodka Locations
Go back to the door once you’ve destroyed all four of them (the red light on the top will go out when you’ve destroyed it).
4# Get them vodka
Look around the railings on the map. You should see a hanging bottle or sack frozen to a railing somewhere (the placement is random). Once you find it, have someone stand on the floor below under the bottle. Have a person on top knife the vodka. It will fall, and the person under it will catch it. Take the vodka back to the door and put it in the pneumatic tube to the left of the door.
5# Listen to BROKEN radios in correct order
There are many radios around the map, but four of them don’t have recordings that play. Instead, they just beep. Turns out that the beeping is Morse code. The letters they correspond to are V R I L, presumably for the weapon VR-11 Lazareth.
In a container after opening the large bulkhead to get to the back of the ship.
On top of a tall green cabinet in the room containing the stairs that lead to the power room on the ship. Open the stairs with the boxes that cost 1250 points, and go into the room on that level. That’s the room.
On top of a barrel by the Stamin-Up machine.
In the room under the door with the people, there’ll be one on top of a cabinet.
Press them in this order:
Near power room
Back of ship near bulkhead
Room under door
If that doesn’t work, listen to the tones and look up a Morse code dictionary. The order should end up being VRIL.
6# Bring up submarine
After listening to the radios, a gold star should start blinking in the sky off the back of the ship. Go to the captain’s main room (where the power switch is) and turn the captains wheel so that the spoke with the brown tape is pointing to the bottom right.
There will be three switches to the right of the wheel, but the middle one doesn’t move. Move the one of the left down one click, and the one on the right down until a submarine comes up off the back of the boat. You will know it comes up because you’ll hear water splashing.
7# Put code in lighthouse
In the lighthouse, there is a knob on each floor. Top floor is yellow, second is orange, third is blue, and bottom is purple. The code should go like this.
Yellow = 2, Orange = 7, Blue = 4, Purple = 6
There is an algorithm to solving it, since each knob moves the ones that are touching it in order of floors. The top doesn’t turn the bottom knob, and the bottom doesn’t turn the top. Keep trying you will solve it. Don’t have detailed instructions on it since it was a hit and trial and don’t remember now.
8# Hit the foghorns
Next, there are four foghorn things on the map. They look kind of like metal mushrooms. There are two of them in the Stamin-Up lagoon and two in front of the lighthouse in the area next to the lagoon.
You have to play them in a certain order while the submarine is up. If you play it wrong, the sub will go back down, and you’ll have to wait until the next round for it to come back up. I will explain the order in terms of pitch of the horns.
1 = Highest, 2 = Next to highest, 3 = Next to lowest, 4 = lowest
Play the order 2 3 1 4 in quick succession. Make sure each tone slightly overlaps the last one. If there’s a break, the sub goes away and it won’t work. If you do it correctly, the sub will shoot a green light up to the top of the lighthouse. When you go in the lighthouse, the green light should be going down the stairs all the way to the bottom.
9# Shoot zombie with VR-11
You need the VR-11 for this step. Hopefully someone has it by now. It doesn’t have to be upgraded. Lure a zombie or a crawler into the bottom of the lighthouse. It will be easiest for the rest of the steps if you finish a round with two crawlers. When one is near the green light, shoot him with the VR-11. He will turn into a human and start floating up the green light.
10# Kill human
As soon as his feet leave the ground, blast the crap out of him with everything you have. You’ll probably have to chase him up the stairs. The goal is to kill him. He will stop flailing and lay on his back when he dies.
11# Grab the Golden Rod
Once you kill him, the golden rod will slowly descend from the top of the lighthouse. Grab it once it reaches the bottom floor.
12# Put the Rod in Pneumatic Tube
Take the rod to the door and put it in the same pneumatic tube you put the vodka in. They will talk for about 15 years. Just hold out and don’t die.
13# Patiently Wait While They Talk
After they talk for an obscene amount of time, the fuse in the door will start sparking. Knife it and it will stop sparking. They’ll go on talking for a while again.
14# Achievement Unlocked!
Once they finally finish talking, that’s it. The achievement should unlock. A power-up also gets dropped. It’s the Wonder Waffle, and once you pick it up, you have it until you die or it runs out of ammo.
Black Ops Zombies: Call of the Dead 4 Player Co op Strategy
Split into teams of two, one team goes to the turn on the power and the other works there way through the lighthouse. Send your best players towards the boat to turn on the power since that place is more isolated hence the chance of getting cornered and dying is relatively more than lighthouse area.
Don’t open the lighthouse right away, go down the Phd room instead and work your way to the part of the ship with a square walkway and hold off to get points for juggernaut, it’s a very important perk for this map. Since the Lighthouse team will have the first door open, after the power has been turned on, the power team should on the flinger to meet up with the lighthouse team at juggernaut.