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The mainframe pad of Der Riese and the Pack-a-Punch shutter behind it, Call of Duty Black Ops Zombies

Der Riese:
Teleporters and Pack-a-Punch

How the teleporters of Der Riese work in Call of Duty: Black Ops Zombies: the mainframe in the starting courtyard, linking each teleporter in 30 seconds, the 1500-point teleport, the power-up and the Hellhounds, and the Pack-a-Punch shutter that opens after three links.

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The mainframe

Der Riese was the first map with teleporters. Three of them, marked Z-A, Z-B and Z-C on their doors, stand in the far rooms of the factory, and all of them send the players to one place: the mainframe, the pad in the starting courtyard of Der Riese. The Pack-a-Punch Machine waits on the same platform, behind a shutter.

The starting courtyard of Der Riese, the round mainframe pad on the ground and the tower behind it, Call of Duty Black Ops Zombies

The mainframe

The round pad in the starting courtyard, under the tower. Every teleport ends there, and every link is confirmed there.

The closed blue shutter of the Pack-a-Punch on the mainframe platform in Der Riese, Call of Duty Black Ops Zombies

The Pack-a-Punch shutter

On the mainframe platform. It lowers a first time at the first link, again at the second, and opens fully at the third.

A map of the factory on a wall near the mainframe lights up as each teleporter is linked.

The three teleporters

Teleporter A

In the Generator Room, through the Animal Testing Lab, behind a 1250-point door. Two barriers.

Teleporter B

In Chemical Testing, upstairs from the Automobile Garage, behind a 750-point door, between two large chemical vats. Two barriers.

Teleporter C

In the Main Factory, past the 1250-point door at the back of the Courtyard. Quick Revive and the STG-44 are in the same building.

Linking a teleporter

  1. Turn on the power: the switch is in the Courtyard, behind the generator, below the bridge. Nothing can be linked before.
  2. Start the countdown: stand inside a teleporter and hold the use button. A stopwatch appears on every player’s screen: 30 seconds.
  3. Run to the mainframe: before the stopwatch runs out, hold the use button on the mainframe in the starting courtyard. A teammate already waiting there can do it.
  4. Repeat for the two other teleporters. If the time runs out, start again from the teleporter.

Each link moves the Pack-a-Punch shutter, and the third one shakes the ground as the shutter opens. Once linked, a teleporter stays linked for the rest of the game.

Teleporting

Price

1500 points from a linked teleporter. The teleport is one-way, always to the mainframe.

The flash

During the two seconds of the jump, the screen fills with words written on the walls of the factory and close-ups of zombie heads. Zombies standing on the teleporter, and then on the mainframe where the players land, are killed.

Cooldown

After a teleport, all the pads switch off for a few seconds; the Black Ops scripts set it to five.

Power-up

A power-up can drop in front of the mainframe a few seconds after the players land.

Too many teleports

After round 20, with the three teleporters linked, teleporting again within a minute of the last teleport spawns four Hellhounds, and Samantha says there will be no power-up.

Pack-a-Punch

The Pack-a-Punch Machine of Der Riese behind its open shutter, Call of Duty Black Ops Zombies

The Pack-a-Punch Machine first appeared in Der Riese. An upgrade costs 5000 points: more damage, more ammo, a bigger magazine and a new name. In the Black Ops version, World at War weapons get a new engraved steel finish, Black Ops weapons the circuit camo of the other Black Ops maps, and the Wunderwaffe DG-2 turns gold.

Kar98k

Becomes the Armageddon.

Gewehr 43

Becomes the G115 Compressor.

M1A1 Carbine

Becomes the Widdershins RC-1, fully automatic.

M1911

Becomes the Mustang & Sally.

Wunderwaffe DG-2

Becomes the Wunderwaffe DG-3 JZ.

First Room

The mainframe and the Pack-a-Punch are in the First Room, but nothing here can be used with the doors closed: the power switch is behind two doors at least, so the pad never links and the shutter never moves. The only teleporter effect a First Room game ever sees is the pad itself.