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The dragon and the antenna tower among the ruined skyscrapers, Die Rise loading screen, Call of Duty Black Ops II Zombies

Die Rise

Die Rise (Great Leap Forward), the Revolution map of Black Ops II Zombies: the spawn room as the First Room and its B2 rules, the Jumping Jacks, perks in elevators, Who's Who, weapons, the Sliquifier and Trample Steam, Pack-a-Punch, High Maintenance and achievements.

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The First Room

On ZFRR, the Die Rise First Room is the spawn room, the floor high up in the first skyscraper where Victis lands at the start of every game. Two staircases, one on the left and one on the right, run up from the floor and meet on a gallery above the only door, a freight elevator opens onto the room, and two lion statues stand next to the only wall buy. The south side has no wall: the floor breaks off over the void. Zombies come in through two boarded windows: one at the back of a small bay, the other up on the gallery, from which they jump down into the room.

That wall buy is the Olympia, for 500 points, on the wall to the right of the room’s only door, which costs 750 points. The M14 is not in the room: Die Rise is the first map where you have to open a door to buy the M14. It hangs just outside, next to the Quick Revive elevator, near the workbench of the Trample Steam. Some Trample Steam parts can lie in the spawn room itself, but the workbench is past the door. The freight elevator is the other way out: stand in it and it drops down its shaft to a hallway next to the building with the power switch, and only an elevator key sends it back up.

No perk machine can be reached from the room. The perks of a First Room game come from the Jumping Jacks: kill every one of them in their round without missing a single shot, and the last one drops a random perk bottle with the Max Ammo.

The records standing today, solo to four players, are shown next to this article, and the Die Rise leaderboard lists every run with its video. Die Rise has a single board, played under the First Room rules kept on B2:

Doors closed

Opening doors is not allowed, and neither are out-of-bounds glitches.

No Ray Gun from the wall

The Ray Gun wall-buy Persistent Upgrade, which turns the Olympia into a Ray Gun for 500 points, is banned. B2’s 2023 vote kept the ban, 60% against.

Juggernog upgrade

Reconnecting to keep the Juggernog Persistent Upgrade past round 14 is not allowed.

Perk order

A patch that sets the order of the perks was voted down in 2023, but players who are not the host may keep their perks between breaks with the help of the patch (2026 vote).

ZFRR presents

First Room 3D

Die Rise

Built from the game's own collision data: every wall, window, door and wall buy where it really is.

Overview

The skyscrapers of Die Rise and the dragon on the rooftop in Die Rise, Call of Duty Black Ops II Zombies

Die Rise, also called Great Leap Forward, is the Zombies map of the Revolution map pack and the second chapter of the Victis story that began on TranZit. The fight takes place high above a fog-covered Shanghai, in two crumbling skyscrapers, with the broken-off top half of the spawn building wedged upside down between them. It was the first Zombies map built around height: elevator shafts to drop down, deadly falls, mattresses to land on, and elevators that carry the perk machines and the Pack-a-Punch up and down. It brought the Sliquifier, the Trample Steam, the Jumping Jacks and Who’s Who.

GameBlack Ops II
Map packRevolutionDLC 1 of 4
ReleaseXbox 360Jan 29, 2013PS3Feb 28, 2013PCFeb 28, 2013
LocationShanghai, collided with Province 22ChinaOct 22, 2035
ModesZombies (Great Leap Forward)

Characters

The four survivors of TranZit, the Victis crew, are sent to Shanghai to power a second tower. The intro cutscene shows them overrun there once already, before they appear again in the spawn room with no memory of it.

Samuel J. Stuhlinger, Die Rise intro cinematic, Call of Duty Black Ops II Zombies

Samuel J. Stuhlinger

Who hears Richtofen and fears the others will learn he once ate the dead with the Flesh, voiced by David Boat.

Abigail "Misty" Briarton, Die Rise intro cinematic, Call of Duty Black Ops II Zombies

Abigail “Misty” Briarton

Who sums up the plan as “arm up, find a good place to defend, kick ass”, voiced by Stephanie Lemelin.

Marlton Johnson aiming his rifle, Die Rise intro cinematic, Call of Duty Black Ops II Zombies

Marlton Johnson

The one with the facts, voiced by Scott Menville.

Russman, Die Rise intro cinematic, Call of Duty Black Ops II Zombies

Russman

Who mocks Stuhlinger’s “imaginary friends” and, the map hints, once worked at Broken Arrow, voiced by Keith Szarabajka.

Two voices still pull the strings: Dr. Ludvig Maxis, voiced by Fred Tatasciore, and Edward Richtofen, voiced by Nolan North, who is also the announcer. George Barkley, a former CDC director, speaks through the televisions.

Enemies

A zombie in SDC body armor and helmet in Die Rise, Call of Duty Black Ops II Zombies

SDC zombies

Some wear the body armor of the SDC and have a little more health. On round 1, the helmeted ones need 8 body shots from the M1911 instead of 7.

Jumping Jacks crouching around Misty on a rooftop in Die Rise, Call of Duty Black Ops II Zombies

Jumping Jacks

Small, crackling with electricity, they leap off the walls, teleport a short distance and follow you up the shafts. They come in rounds of their own, the special rounds of Die Rise.

Zombies

They come through the windows, but also drop down or climb up the elevator shafts from every doorway.

The Jumping Jacks, their rounds and the free perk

Perks

Every perk machine rides in an elevator. Except for Quick Revive, the machine in each elevator changes from game to game, but it always stays in the same building.

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

Quick Revive

1500 points, 500 in solo. Always in the elevator just outside the spawn room door.

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

Who’s Who

2000 points, in the spawn building. It made its debut on Die Rise: when you go down, you take control of a double who can revive your body.

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

Speed Cola

3000 points, in the spawn building, swapping elevators with Who’s Who.

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

Juggernog

2500 points, in one of the four elevators of the second tower.

The Double Tap Root Beer machine inside its elevator in Die Rise, Call of Duty Black Ops II Zombies

Double Tap Root Beer

2000 points, second tower.

Mule Kick perk machine, render, Call of Duty Black Ops II Zombies

Mule Kick

4000 points, second tower.

A PhD Flopper machine can be seen from the falling freight elevator, but it cannot be reached.

Perks, the power and the Pack-a-Punch

Weapons

Every game starts with an M1911, the knife and frag grenades. Die Rise has fourteen wall buys, more than any other map, and its wonder weapon, the Sliquifier, is built at a workbench.

Olympia double-barrel shotgun, menu render, Call of Duty Black Ops II Zombies

Olympia

500 points, the only wall buy of the spawn room.

M14 semi-automatic rifle, menu render, Call of Duty Black Ops II Zombies

M14

500 points, behind the first door, next to the Quick Revive elevator.

AN-94 assault rifle, menu render, Call of Duty Black Ops II Zombies

AN-94

1200 points, in the upside-down building, facing you as you come out of the inverted elevator shaft.

Galvaknuckles, HUD icon, Call of Duty Black Ops II Zombies

Galvaknuckles

6000 points, in a small room after the drop down the broken shaft of the upside-down building. They are needed for the last step of the Easter egg.

Ray Gun Mark II, model render, Call of Duty Black Ops II Zombies

Ray Gun Mark II

Added to the Mystery Box with the Vengeance map pack.

Every wall buy, the Box and the Ray Gun

Elevators

The Pack-a-Punch machine in its elevator, the direction light above the door in Die Rise, Call of Duty Black Ops II Zombies

Perk elevators

Seven passenger elevators hold the six perk machines and the Pack-a-Punch. Once the power is on they move between two to four stops, about 30 seconds at each, and you can ride on their roof.

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

Elevator keys

Picked up in the hallway at the bottom of the freight shaft, they call a perk elevator straight to your floor.

Freight elevator

The one in the spawn room. It falls fast down its shaft and stays at the bottom until a key sends it back up.

The top stop

Stay on the roof of an elevator when it reaches its highest floor and it crushes you.

How the elevators work, and how not to fall

Buildables

Trample Steam built, grate and steam motor on a wooden base with its flag, model render, Call of Duty Black Ops II Zombies

Trample Steam

A spring plate that flings whatever steps on it. Zombies and Jumping Jacks die, players fly across gaps between the towers. Its four parts are in the spawn room and the room next to it.

Sliquifier, the wonder weapon of Die Rise, side view render, Call of Duty Black Ops II Zombies

Sliquifier

The wonder weapon, built from four parts in the second tower. Its purple goo makes the floor slippery and makes zombies explode in a chain.

The NAV Table built with its parts on the dragon rooftop in Die Rise, Call of Duty Black Ops II Zombies

Built on the dragon rooftop, under the tower, for the Victis story.

Every buildable and where its parts are

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 power switch is in a sewing room low in the second tower. Turning it on starts the elevators, and one of the four elevators of that tower carries the Pack-a-Punch: which one changes every game, as it swaps places with Juggernog, Double Tap and Mule Kick. Wait for it to come to you: if the elevator leaves while your weapon is inside the machine, you lose the weapon and the points.

Easter egg: High Maintenance

Both voices want the tower on the dragon rooftop powered, each for himself. It must be played on Original difficulty with four players, after turning on the power and building the NAV Table. The players stand on symbols on top of four elevators, light four floor symbols in the right order, and shoot two balls out of the dragons’ mouths; the balls land under the lion statues of the spawn room. Then each side has its own steps, and both end with the Galvaknuckles on the tower. Finishing it earns High Maintenance and gives every player all six perks, which are lost again if they go down.

Maxis’ side

Kill zombies in the Buddha room, fire a Pack-a-Punched Ballistic Knife there, then make the balls bounce between four Trample Steams. The tower lights up orange. This is the canon side.

Richtofen’s side

Spin the balls with twenty Sliquifier shots each, then set four Trample Steams on zombie symbols facing the tower. The tower lights up blue.

High Maintenance step by step, both sides

Persistent upgrades and the Bank

The fridge, the Weapon Locker, Hold to retrieve weapon in Die Rise, Call of Duty Black Ops II Zombies

The fridge

The Weapon Locker stands by the showers, reached by riding the freight elevator down and jumping across the gap.

Persistent Upgrades

The hidden bonuses of TranZit work here too, online only, and the ones earned on TranZit carry over.

The Bank

Two showers next to the power room, one to deposit and one to withdraw. The balance is shared with TranZit and Buried.

Every Persistent Upgrade, the Bank and the fridge

Secrets

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 you can only see, for a split second, from the freight elevator as it falls.

A television showing colour bars, one of the transmissions in Die Rise, Call of Duty Black Ops II Zombies

The televisions

Five transmissions, from George Barkley, a lost survivor, the Flesh and a Broken Arrow patrol.

We All Fall Down

Three teddy bears, the first on a shelf in the shop under the spawn room, play the song by Kevin Sherwood sung by Clark S. Nova.

Perfect accuracy

A Jumping Jack round cleared without a missed shot ends with a free perk.

All the secrets of Die Rise

Achievements

High Maintenance achievement icon, Call of Duty Black Ops II Zombies

Seven achievements come with Die Rise, worth 185 Gamerscore. The biggest is High Maintenance (75G, Silver); the others are Bronze, from 10G to 35G. One of them, Mad Without Power, asks you to reach round 10 before turning on the power, which every First Room game does.

The seven achievements and how to earn them

Trivia

  • The name Great Leap Forward refers to the Chinese campaign to industrialise the country through mass steel production, which ended in famine and millions of deaths.
  • “Die Rise” is a pun on “high-rise”, and the map’s code name is zm_highrise.
  • Everything on the walls of the upside-down building is upside down too, the Mystery Box included, and none of its elevators work.
  • The Pack-a-Punch camo looks blue here instead of TranZit’s red, because of the lighting.
  • The floor numbers painted in the elevator shafts do not add up between the two towers.
  • Playing as Stuhlinger, you hear groans the others cannot, a reminder that he ate the dead with the Flesh.
  • After the end-game score, heavy footsteps and a cell door slamming announce the next map, Mob of the Dead.
  • Marlton was missing from the first teaser trailer, which led to rumours that he had been replaced; the “Replacer” trailer showed him in front of a Speed Cola elevator.