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The Who's Who machine inside its elevator in Die Rise, Call of Duty Black Ops II Zombies

Die Rise:
Perks and Pack-a-Punch

The six perks of Die Rise and the elevators they ride in, Who's Who, free perks from the Jumping Jacks, the power switch, the moving Pack-a-Punch, and what a First Room game can get.

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Six machines

Die Rise has six Perk-a-Cola machines, and every one of them rides in an elevator. Only Quick Revive keeps the same elevator; the others swap elevators from game to game, but never change building.

PerkCostLocation
Quick Revive perk machine, render, Call of Duty Black Ops II ZombiesQuick Revive1500 (500 solo)Spawn tower, the elevator just outside the spawn room door
Who's Who perk machine, render, Call of Duty Black Ops II ZombiesWho’s Who2000Spawn tower, one of two elevators, shared with Speed Cola
Speed Cola perk machine, render, Call of Duty Black Ops II ZombiesSpeed Cola3000Spawn tower, one of two elevators, shared with Who’s Who
Juggernog perk machine, render, Call of Duty Black Ops II ZombiesJuggernog2500Second tower, one of four elevators
Double Tap Root Beer perk machine, render, Call of Duty Black Ops II ZombiesDouble Tap Root Beer2000Second tower, one of four elevators
Mule Kick perk machine, render, Call of Duty Black Ops II ZombiesMule Kick4000Second tower, one of four elevators

The two elevators shared by Speed Cola and Who’s Who are the shaft down the hall from the spawn room, and one in the room two floors below the Trample Steam workbench, reached by clearing a couch. In the second tower, the fourth elevator holds the Pack-a-Punch.

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

Quick Revive

The only machine with a fixed place. In solo, once you have bought it three times, its elevator doors close.

Mule Kick bottle, model render, Call of Duty Black Ops II Zombies

Mule Kick

On Die Rise, every character just shouts “Mule Kick!” when drinking it.

The PhD Flopper machine at the end of a corridor seen from the falling freight elevator in Die Rise, Call of Duty Black Ops II Zombies

PhD Flopper

A machine stands in a corridor you see from the falling freight elevator, but it cannot be reached. Stamin-Up was planned too: its quotes are in the game, unused.

Who’s Who

Drinking Who's Who in front of its elevator in Die Rise, Call of Duty Black Ops II Zombies

The perk that debuted on Die Rise, for 2000 points; the game files call it “Chugabud”. When you go down, you take control of a double who appears nearby with only an M1911, and who can revive your body or any other downed player.

I'm My Own Best Friend achievement icon, Call of Duty Black Ops II Zombies

Self-revive

Revive yourself once for the I’m My Own Best Friend achievement.

Revived

You keep every perk and weapon you had, except Who’s Who itself. If you revive yourself, the points the double spent are refunded.

Too late

If your body bleeds out, you stay the double, with the M1911 and no perks.

Solo

Going down as the double ends the game. With Quick Revive too, you first become the double, then Quick Revive gets you up.

Lost body

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

With the Bank, it also doubles your money: go down next to the showers, have the double deposit your points, then revive yourself. Your points come back, and the deposit stays.

Free perks

Kill every Jumping Jack of their round with 100% accuracy, and the last one drops a random perk bottle together with the Max Ammo. Knives, Claymores, grenades and the Trample Steam do not count against your accuracy. On Die Rise, unlike older maps, the bottle can still give Quick Revive in solo after its machine has closed, and those count towards the limit of three. Details on the Jumping Jacks page.

Finishing the High Maintenance Easter egg gives every player all six perks, but unlike on older maps they are lost again when you go down.

Power

The power switch on the wall of the power room in Die Rise, Call of Duty Black Ops II Zombies

The game starts with the power out, and the characters complain about it straight away. The power switch stands in a sewing room low in the second tower, the one with the dragon on its roof. Turning it on sets the perk elevators moving and lets you buy from the machines. There are two routes down to it from the spawn tower; one starts with the freight elevator of the spawn room, which stops on a level near the switch.

Pack-a-Punch

The Pack-a-Punch machine inside its elevator on a rooftop in Die Rise, Call of Duty Black Ops II Zombies

The Pack-a-Punch machine rides in one of the four elevators of the second tower, swapping places with Juggernog, Double Tap and Mule Kick from game to game. It works once the power is on, and costs 5000 points, 2000 to Pack-a-Punch a weapon again.

Shafted achievement icon, Call of Duty Black Ops II Zombies

Shafted

Use the Pack-a-Punch and every perk machine in one game for this achievement.

Moving machine

The elevator can leave while your weapon is inside the machine, and you lose the weapon and the points. Call it to your floor with an elevator key, rather than using a cabin that has been waiting a while.

Blue camo

The Pack-a-Punch camo looks blue here, red on TranZit, only because of the lighting.

On the machine

As on TranZit, Nuketown Zombies and Buried, it stands on a three-legged table propped up with a brick, with a car battery on top.

In a First Room game

With the doors closed, no machine can be reached and the power stays off. Every perk of a First Room run comes from a perfect Jumping Jack round, Who’s Who included. B2 voted in 2023 against a patch that would set the order of those perks, and in 2026 allowed players who are not the host to keep their perks between breaks with the help of the patch.