The Pentagon Thief of Five in Black Ops Zombies: who he is, when his rounds start after the power, how he steals weapons, his health by round and player count, what he drops, the Bonfire Sale, how to kill him, and why he never appears in a First Room game.
The Pentagon Thief is the special enemy of Five, and the only map he appears on. He takes the place of the Hellhounds: a scientist in a lab coat covered in equations, wrapped in a red glow of numbers. He never hurts anyone. He steals weapons. The Zombies Chronicles timeline poster later named him Yuri Zavoyski.
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When he comes
Nothing happens until the power is on. From then on, the game picks the first Thief round one to three rounds after the round in which the switch was thrown, then sets each next one four or five rounds after the last. Guides that give a fixed round, “after round four” or “after round six”, only describe a game where the power went on early.
The warning
The screen fuzzes blue, then the Thief appears in a red cloud. A low digital growl gets louder as he comes closer.
A round without zombies
Like a Hellhound round, the Thief round has no regular zombies. It ends when he dies or escapes.
Elevators locked
Calling an elevator during the round shows “Access Denied: Security Protocol 115”, and the shutters of the labs come almost all the way down.
One target at a time
He is first visible only to the player he is chasing, and to the others once they have been targeted or robbed.
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What he does
He walks slowly at first, then runs once he sees his target or takes damage. When he reaches a player, he takes the weapon in that player’s hands, then moves on to the next player, travelling through the teleporters. Once everyone has been robbed or he reaches the teleporter by the power switch, he vanishes.
Monkey Bombs
They do not attract him.
Traps
He goes around the electric traps, but one kills him if he runs into it.
Health
His health grows with the round, up to a cap, and is cut in solo and small co-op games. It drops further once the chase is on.
Players
Starting health
Round 10
Round 30 and later
1
30% of round × 2000
6,000
18,000
2
60%
12,000
36,000
3
80%
16,000
48,000
4
100%
20,000
60,000
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What he drops
How the round ends decides the reward:
Killed before stealing anything
A Max Ammo and a Bonfire Sale. Every player who damaged him gets Hands Off the Merchandise.
Killed after stealing
Every stolen weapon comes back, with a Max Ammo and a Fire Sale.
Not killed
The stolen weapons are lost, and only a Max Ammo is left, in the room of the power switch.
Killing him with an Insta-Kill or a Nuke gives only the Max Ammo, with no Bonfire Sale.
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Bonfire Sale
The Bonfire Sale made its debut on Five, and the Thief is the only way to get it. For about 60 seconds, every teleporter leads to the Pack-a-Punch room, whatever the DEFCON level, and an upgrade costs 1000 points instead of 5000. Any DEFCON switch already flipped is reset when it ends.
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How to deal with him
Before the round, hold a weapon you can afford to lose, or a strong one if you plan to kill him.
Find out who he is chasing. That player keeps running, for example around the War Room, while the others shoot him without risk.
Use upgraded weapons with high damage; he has far more health than a zombie.
Kill him before his first theft to get the Bonfire Sale, then head for a teleporter at once.
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First Room
The Thief never appears in a First Room game: his rounds only start once the power is on, and the switch is two floors below the conference room. Every round of a First Room game is a zombie round.