~/hub / map-wiki / die-rise

The Quick Revive machine inside its elevator in Die Rise, Call of Duty Black Ops II Zombies

Die Rise:
Elevators

The elevators of Die Rise: which perk machines ride in which tower, stops and timing, the crushing top stop, the falling freight elevator of the spawn room, elevator keys, zombies in the shafts and falls.

  • 3 min read
  • 6 chapters
  • updated

Perk elevators

The Juggernog machine inside a perk elevator, doors open in Die Rise, Call of Duty Black Ops II Zombies

On Die Rise, seven passenger elevators carry the six perk machines and the Pack-a-Punch between the floors of the two upright towers. Only Quick Revive has a fixed elevator; the others are shuffled at the start of every game, but each machine stays in its own building.

BuildingElevatorsMachines
Spawn tower1, fixedQuick Revive, just outside the spawn room door
Spawn tower2, shuffledSpeed Cola and Who’s Who
Second tower (power, dragon)4, shuffledJuggernog, Double Tap Root Beer, Mule Kick and the Pack-a-Punch

The upside-down building between the two towers has no working elevator.

Riding an elevator

Apart from Quick Revive, the machines can only be used once the power is on, which also sets the elevators moving. Each one then moves between two to four stops and waits about 30 seconds at each before moving on. You can jump onto the roof of a cabin and ride it up or down.

The direction lights above a perk elevator doorway, the up arrow lit in Die Rise, Call of Duty Black Ops II Zombies

Direction lights

The lights above each doorway show which way the cabin is going.

The warning

When the doors judder three times in quick succession, the elevator is about to leave.

The top stop

Stay on a cabin’s roof when it reaches its highest floor and you are crushed.

Jumping down

Falling onto a cabin two floors or more below you downs or kills you.

Blocked doors

A player or a horde standing in the doorway stops the elevator, with the message “Elevator doors blocked”.

Floating drops

Power-ups, and sometimes dead zombies, float up or down with the cabin.

A known bug: running through the doorway of an elevator instead of climbing in can stop its perk machine from being bought, until you climb a ledge again or use it on another floor.

Freight elevator

The spawn room has an elevator of its own, a freight cabin that does not answer a button: stand in it long enough (every player, in co-op) and it falls down its shaft at full speed, then stops hard at a hallway that leads to the building with the power switch. On the way down, look out: a PhD Flopper machine flashes past in a corridor you can never reach.

The cabin then stays at the bottom. To send it back up to the spawn room, pick up a key in that hallway and use it on the control panel on the wall at the end of the hallway, on the right. A fast player can jump back in and ride it up. This can be repeated as often as you like.

Elevator keys

The key slot next to a perk elevator, Hold to insert elevator key in Die Rise, Call of Duty Black Ops II Zombies

Keys lie on the floor of the hallway at the bottom of the freight shaft, glowing. They were the first part in Zombies that builds nothing, the first that comes back after use, and the first available in more than one copy.

  1. Pick up a key. It takes the part slot: any part you were carrying is dropped.
  2. Use it on the switch next to a perk elevator: the cabin comes straight to your floor.
  3. When its time runs out, the elevator goes back to its usual cycle.

It is the safe way to reach the Pack-a-Punch: call it to you, rather than using a cabin that has already been waiting, and that might leave with your weapon inside the machine.

Shafts and falls

Zombie spawns

The shafts are spawn points too. From the doorways of all three buildings, zombies drop from above or climb up from below; one caught under a moving cabin is blown apart and respawns elsewhere. If you ride a cabin, they climb up its side.

Jumping Jacks

They follow you up the shafts by teleporting.

Falling off

Dropping into the fog kills you. In solo with Quick Revive, you reappear at once in the spawn room with all your weapons.

Who’s Who

If your body falls down a shaft or off the map while your double is out, you come back in the spawn room with the M1911 and no perks, but keep your points.

On PC, a framerate drop while riding a cabin can let a player fall inside it. Zombies cannot reach you there, but you cannot get out, and you die when it goes below its stops unless you have Quick Revive in solo.

In a First Room game

The First Room is held in the spawn room, so the only elevator in play is the freight elevator. Staying in it drops you out of the room, to the hallway of the power building. None of the perk elevators can be reached with the doors closed.