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The rocket on its launch pad in Der Eisendrache, Call of Duty Black Ops III Zombies

Der Eisendrache:
Power, Pack-a-Punch and Wunderspheres

How Der Eisendrache works as a machine in Black Ops III Zombies: the power in the Armory, the three-spot Pack-a-Punch, the four Wunderspheres, the teleporters and Rocket Test, anti-gravity, the Tram and its fuses, and the Death Ray, Gate Trap and Electro-Shock traps.

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The power

The power switch in the Armory with its "turn on the Power" prompt in Der Eisendrache, Call of Duty Black Ops III Zombies

The power switch of Der Eisendrache is in the Armory, next to a row of generators, with Stamin-Up on its right and the Bowie Knife on the wall. Pulling it turns on the perk machines and opens the Undercroft, the underground lab below the castle. In a First Room game the switch is never reached, so the power stays off.

Pack-a-Punch

The Pack-a-Punch is in pieces, spread over three spots. Walk up to the pieces of a spot and they can be teleported away. Once two spots are emptied, the machine builds itself at the third and works at once. It then moves between the three spots during the game, and a board near each spot shows where it stands.

The Pack-a-Punch pieces waiting on the Bastion, ready to be teleported, in Der Eisendrache, Call of Duty Black Ops III Zombies

Bastion

Outside, behind the power switch, across from the Wundersphere.

Undercroft

Next to the large central pillar, on the side opposite the dragon statue. Open once the power is on.

Rocket launch pad

On the walkway next to the rocket, reached by the Undercroft teleporter or by the Bastion Wundersphere.

An upgrade costs 5000 points and gives the weapon a gemstone camouflage.

Wunderspheres

A Wundersphere launch pad in Der Eisendrache, Call of Duty Black Ops III Zombies

A Wundersphere flings the player through the air to its landing pad for 500 points, much like the gravity lifts of Moon. Each landing pad must first be switched on by hand; an active pad glows blue. After a launch the sphere needs a moment to recharge, and any zombie that steps on an active sphere is thrown and dies.

The Wundersphere landing pad on the floor of the station, lit blue in Der Eisendrache, Call of Duty Black Ops III Zombies

Rocket Test site to the station

The only landing pad in the First Room. Its sphere is at the rocket, so it is never used with the doors closed.

Death Ray to the Rocket Test site

From the Bastion.

Gate Trap balcony to the Clock Tower

From the balcony above the Gate Trap to the computer near the Clock Tower.

Upper Courtyard to the dragon stairs

From the courtyard near the computer room to the staircase near the dragon.

Teleporter and Rocket Test

The rocket seen through the open blast doors of the launch pad in Der Eisendrache, Call of Duty Black Ops III Zombies

Der Eisendrache has two teleporters. For 500 points, with no link to make first, they send players between the lab of the Undercroft and the rocket launch pad. On the pad, the rocket fires a test roughly every five to seven minutes: the giant blast doors close, and anyone left outside burns. The Rocket Test plays a part in the Ragnarok DG-4 and in the Fire Bow.

Anti-gravity

Four tiles surround the pyramid of the Undercroft. Stand a few seconds on each until it stays blue: once all four are lit, gravity drops for a while, players can run on the walls, and the cycle starts again every two to four minutes. Several bow steps, the Rocket Shield screen, the free GobbleGum and the Plunger all need it.

The Tram

Two gondolas, also called trams, dock at the station where the players spawn. They are the one moving part of the map that still works in a First Room game.

A Tram Fuse, the power-up that calls the gondola in Der Eisendrache, Call of Duty Black Ops III Zombies

Tram Fuse

A power-up. One waits in the station when the game starts; zombies and Panzersoldats drop the next ones. A player can hold one fuse at a time, shown next to his points.

The Tram control panel of the station with its "Call Tram" prompt in Der Eisendrache, Call of Duty Black Ops III Zombies

Calling the gondola

Put the fuse in the control panel by the gondolas. The right-hand gondola comes up with a power-up, a perk bottle, Blood Money or, rarely, a Ray Gun, sometimes with a zombie inside, and leaves once nobody is left in it.

The second gondola

Grenades thrown into the left-hand gondola at the start of the game, before it goes down, make the fifth fuse call it instead. It brings Monkey Bombs, a Pack-a-Punched HVK-30 or a Pack-a-Punched Haymaker 12.

Traps

The Death Ray firing electricity at zombies on the Bastion in Der Eisendrache, Call of Duty Black Ops III Zombies

Death Ray

1000 points, on the Bastion. For several seconds it kills every zombie that comes in reach and stuns the Panzersoldat; the cables on the ground hurt players while it runs. Its first use spawns a part of the Ragnarok DG-4, and the main quest switches it between “Destroy” and “Protect”.

The Gate Trap crushing zombies under its gates in Der Eisendrache, Call of Duty Black Ops III Zombies

Gate Trap

1500 points, in the room next to Double Tap. Two gates rise and fall in turn and crush whatever stands under them, players too.

Electro-Shock Defenses

1000 points, in the Upper Courtyard at the entrance of the church. Zombies killed by it give no points.

The Death Ray earns That’s a lot of Jigawatts! for 121 zombies electrocuted, and the Wunderspheres earn Fling Me to the Moon and Death From Above.