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The Juggernog machine after landing by a fence in Nuketown Zombies, Call of Duty Black Ops II Zombies

Nuketown:
Perks and Pack-a-Punch

How perks and the Pack-a-Punch fall from the sky on Nuketown Zombies: the drop rounds read from the game, the ten landing spots and the four in the street, solo against co-op, the four perks and the B2 Juggernog rules.

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Machines from the sky

The Quick Revive machine after landing in round 1 in Nuketown Zombies, Call of Duty Black Ops II Zombies

On Nuketown, no perk machine stands on the map when the game starts. At the start, the game deals the five machines, four perks and the Pack-a-Punch, onto ten landing spots marked by piles of crates, and lifts them high into the sky. Later, an air raid alarm sounds, a machine falls out of the mushroom cloud and crashes onto its spot, and it stays there until the end of the game.

The landing

The crash throws every player within a few metres to the ground for a moment, with a little damage, and kills the zombies around it.

Decided at the start

The spot of each machine is drawn when the game begins, not when it falls. That is how the B2FR patch can tell, before round 1, where Juggernog will land.

No power

Every machine works the moment it lands.

Drop schedule

The drops follow the rounds, not the kills. For each drop, the game picks a round in a range, waits for it, then waits a little more into the round:

DropRoundDelay after the round startsMachine
Solo only1A few secondsQuick Revive
1st3 or 430 to 60 secondsRandom
2nd6, 7 or 830 to 60 secondsRandom
3rd10 to 131 to 2 minutesRandom
4th15 to 181 to 2 minutesRandom
5th20 to 241 to 2 minutesRandom (co-op only)

In solo, Quick Revive is already down, so the four other machines come with the first four drops and the fifth brings nothing. In co-op, Quick Revive is just one more machine in the draw.

Landing spots

A pile of crates marking a perk landing spot, by a red garage door in Nuketown Zombies, Call of Duty Black Ops II Zombies

Four of the ten spots are in the street, the First Room:

The Quick Revive machine landed in the green house garage, next to the white garage door in Nuketown Zombies, Call of Duty Black Ops II Zombies

Green house garage

A cramped spot you crawl into from the street, dangerous to enter mid-round.

Green side of the street

In the open, on the green house side.

Yellow side of the street

In the open, on the yellow house side.

Welcome sign

Beside the “Welcome to Nuketown” sign, at the far end of the street.

The six others are behind doors:

The Speed Cola machine landed in the upstairs bedroom of the yellow house in Nuketown Zombies, Call of Duty Black Ops II Zombies

Yellow house bedroom

Inside the yellow house.

Green backyard garden

In the garden of the green house backyard.

Green backyard greenhouse

Beside the greenhouse of the same backyard.

Yellow backyard stairs

Down the stairs on the right in the yellow backyard.

Yellow backyard swing

Where the swing stood.

Behind the yellow Box

Behind the Mystery Box spot of the yellow backyard.

Solo and co-op

The deal is not the same with one player and with more:

Solo

Quick Revive always goes to one of the four street spots, and the four other machines are dealt onto the six other spots. Quick Revive is therefore the only machine that can ever land in the First Room, and in solo it arrives in round 1.

Co-op

The five machines are dealt onto all ten spots. Any of them, the Pack-a-Punch and Juggernog included, can land in the street, and Quick Revive can land behind a door.

The four perks

Quick Revive perk machine, render, Call of Duty Black Ops II Zombies

Quick Revive

1500 points, 500 in solo. In co-op it halves the time to revive a teammate; in solo it revives you, three times at most before the machine goes away.

Juggernog perk machine, render, Call of Duty Black Ops II Zombies

Juggernog

2500 points. More health. Not allowed in a First Room game, wherever it lands.

Speed Cola perk machine, render, Call of Duty Black Ops II Zombies

Speed Cola

3000 points. Faster reloads.

Double Tap Root Beer perk machine, render, Call of Duty Black Ops II Zombies

Double Tap Root Beer

2000 points. The Double Tap 2.0 of Black Ops II: a faster rate of fire and double damage for every bullet.

No other perk exists on Nuketown: no Stamin-Up, no Mule Kick, no Tombstone, no PhD Flopper.

Pack-a-Punch

The Pack-a-Punch machine, Increase your firepower in Nuketown Zombies, Call of Duty Black Ops II Zombies

The fifth machine of the deal. It lands like the others, at a random drop and on a random spot, and works at once: 5000 points to upgrade a weapon, 2000 to repack most of them, which gives them a random attachment. It is the TranZit model, a makeshift machine with a car battery on top. In solo it never lands in the street, so a First Room player never uses it; in co-op it can land in the street.

First Room rules

No Juggernog

B2 forbids buying it, even when it lands in reach.

Juggernog in the street

A co-op game in which Juggernog is dealt to one of the four street spots is not valid. B2FR checks the deal when the game starts, warns the host and restarts the level, unless the host types “idc”, in which case the screen is marked “JUG IN THE ROOM”.

No tampering

Patching perk locations or manipulating the perks on the map is not allowed.

How these rules shape a First Room game