Bus Depot gives you less than any other Black Ops II map: no perks, no Pack-a-Punch, no Quick Revive in solo, one Box spot and four wall guns. Every point and every hit counts, because no Juggernog will ever give you room for mistakes.
The depot hall
The game opens in the waiting room of the station, the ZFRR First Room. Zombies climb in through the windows, and the hall holds only two wall buys.

One door
The door to the street costs 750 points. The two metal doors on the garage side need power and never open in Survival.
Two guns
The M14 and the Olympia, 500 points each.
No safety net
No Quick Revive in solo, so going down alone ends the game.
A First Room run stays here for good. Outside a First Room run, most players kill enough zombies to open the door early and head for the better guns outside.
Opening the door
- Hold the hall with the starting pistol and earn 750 points.
- Open the door to the street. The Mystery Box is right next to it, on the sidewalk, along the outside wall.
- The Remington 870 MCS hangs on the same outside wall, for 1500 points.
- The MP5 is on the wall across the street, for 1000 points.
- Spin the Box, at 950 points, looking for the Ray Gun, the Ray Gun Mark II or Monkey Bombs.
The back alley
Just right of the Box, a narrow alley leads safely through the lava to a small area behind it. Zombies can only come from the front, so a team can camp there and only leave to use the Box, pick up power-ups or buy ammo.

Watch the lava
Stepping off the path burns you, and zombies that cross it come out on fire and explode when they die.
It fills up
From around round 14, the spot gets crowded fast.
Training outside

Once camping no longer holds, the other option is to train: run in one direction around the open lot outside the depot, so the horde bunches up behind you, then turn and shoot into the line. The pillars and benches in front of the station and the wreck of a bus on the street are the usual turning points. Circling keeps you from getting caught between two groups, the main danger on a map this small.
In co-op
Revives
With no Quick Revive and no Juggernog, a downed player in late rounds is hard to reach. A Monkey Bomb pulls the horde away long enough for a revive.
Split the jobs
One player can take the horde for a walk outside while the others hold the back alley, which takes pressure off the camp.
