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The Pack-a-Punch machine in the water, Increase your firepower, in Call of the Dead, Call of Duty Black Ops Zombies

Call of the Dead:
Perks and Pack-a-Punch

The eight perks of Call of the Dead, from Quick Revive in the starting area to Deadshot Daiquiri at the top of the lighthouse and Mule Kick, their prices and places, the Random Perk Bottle from George, and the Pack-a-Punch that rises from three pools where the lighthouse beam points.

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Eight perks

Call of the Dead was the first map with seven Perk-a-Cola machines: the four originals, Double Tap back after its absence on Ascension, PhD Flopper and Stamin-Up from Ascension, and a new one, Deadshot Daiquiri. An update added Mule Kick in autumn 2011: September 27 on consoles, October 11 on PC. The power switch, at the top of the ship, turns them on; in solo, Quick Revive works before the power.

PerkCostLocation
Quick Revive1500 (500 in solo)Starting area, by the courtyard of the lighthouse (First Room)
Juggernog2500In the hull of the ship, near a Pack-a-Punch pool
Speed Cola3000Behind the lighthouse, at the bottom of the Ice Slide
Double Tap Root Beer2000On the deck, on the right after getting on the ship
PhD Flopper2000Abandoned upper floor of the building next to the lighthouse
Stamin-Up2000In an abandoned house behind the lighthouse
Deadshot Daiquiri1500 (1000 on PC)Top floor of the lighthouse, next to the zipline
Mule Kick4000At the back of the ship, across from a Mystery Box spot
Double Tap Root Beer perk machine, render, Call of Duty Black Ops Zombies

Double Tap Root Beer

Fires a third faster, with the extra ammunition cost that goes with it.

Stamin-Up perk machine, render, Call of Duty Black Ops Zombies

Stamin-Up

Twice the sprint endurance and 7% more speed, which helps to outpace George.

The Deadshot Daiquiri machine in Call of the Dead, Call of Duty Black Ops Zombies

Deadshot Daiquiri

Tighter spread, no sway when aiming, and the aim assist locks onto heads. On PC, where there is no aim assist, it costs 1000 instead of 1500.

Quick Revive

Halves the time to revive a teammate. In solo it revives the player himself, and it is bought for 500 before the power is on.

Juggernog

Raises health from 100 to 250. George’s light then takes three hits to down a player instead of two.

Speed Cola

Faster reloads. The machine seems to float on the water, without touching the ground.

PhD Flopper

No more self-inflicted damage, from the Scavenger or the Wunderwaffe, and a dive from a height sets off an explosion of up to 5000 damage. Its colours are slightly changed on this map.

Mule Kick

A third weapon slot, lost when the player goes down. On PC and consoles it only appears when the game is connected online.

Perks from George

Every time George A. Romero is beaten and walks back into the water, he leaves a Random Perk Bottle, which gives every living player a perk he does not have yet, for free. It is the only way to get perks other than Quick Revive without power, and so in a First Room game. Sending him away with the upgraded V-R11 drops nothing.

How to beat George

The Pack-a-Punch

The Pack-a-Punch machine rising out of a pool of icy water, frost on the screen edges, in Call of the Dead, Call of Duty Black Ops Zombies

The Pack-a-Punch of Call of the Dead has no fixed place: it rises out of the water on one of three spots, and the lighthouse shows where.

  1. Turn on the power at the top of the ship. The lighthouse beam starts to turn.
  2. After a random time, a lightning strike is heard and the beam swings wildly, while a large cluster of lightning flashes over the map.
  3. The beam stops and points at the pool where the machine rises.
  4. After a while the machine sinks back into the water and the beam turns again. It cannot sink while a weapon is inside, so it is safe to use until the last second.

Stamin-Up pool

In a pool of water near Stamin-Up, behind the lighthouse.

Quick Revive pool

In a pool of water near Quick Revive, in the starting area.

Juggernog pool

In a pool of water near Juggernog, in the ship.

The machine cannot be found or used while the beam does not point at it. One of its spots is in the starting area, but without power it never rises there: a First Room game has no Pack-a-Punch.