Starting loadout
Every game of Nuketown starts with an M1911, the knife and frag grenades. Players are CIA or CDC operatives, and nothing in the loadout changes with the team.

All the weapons of Nuketown Zombies: the M14 and Olympia of the street, the five weapons in the red truck, the two houses, the Mystery Box spots and pool, and the Ray Gun Mark II rule read from the game.
Every game of Nuketown starts with an M1911, the knife and frag grenades. Players are CIA or CDC operatives, and nothing in the loadout changes with the team.
Eleven weapons and items are bought off the walls. Only the two rifles are in the street, the First Room.
| Weapon | Cost | Location | Behind |
|---|---|---|---|
M14 | 500 | Back door of the yellow bus | Nothing (First Room) |
Olympia | 500 | Front of the red truck | Nothing (First Room) |
B23R | 1000 | Green house, ground floor | 750 door |
MP5 | 1000 | Green house | 750 door |
Remington 870 MCS | 1500 | Yellow house, living room | 750 door |
Colt M16A1 | 1200 | Yellow house, upstairs | 750 door, then 1000 debris |
AK-74u | 1200 | Back of the red truck | 3000 debris |
Semtex | 250 | Back of the red truck | 3000 debris |
Claymore | 1000 | Back of the red truck | 3000 debris |
| Bowie Knife | 3000 | Back of the red truck, left of the Claymores | 3000 debris |
Galvaknuckles | 6000 | Back of the red truck, behind a cardboard box | 3000 debris, then knife the box |

The semi-automatic rifle of every Black Ops II First Room, and the cheapest gun of the street with the Olympia.

A double-barrel shotgun, two shots before every reload.

A three-round burst rifle that becomes a rifle with a grenade launcher once upgraded.

One punch kills a zombie until round 14. The box that hides them only opens to damage.
A burst pistol. A Steam guide makes it the first buy once the green house is open.
Sticky grenades that replace your frags, as strong as them until about round 10.
One-hit kills until round 9.
The red truck stands in the middle of the street, but its back is shut behind a pile of furniture, which costs 3000 points to clear. Five of the eleven wall items are inside. Clearing it is opening a door, which a First Room game does not do.

950 points a spin. The Box starts in one of the two backyards, by the fallout shelter or the doghouse ruins, and can also move to the garden patch of the green backyard, the yellow house garage, or the stairs inside the green house. None of its five spots is in the street.
| Type | Weapons |
|---|---|
| Pistols | Five-seven, Five-seven Dual Wield, KAP-40, Python, Executioner |
| Submachine gun | Chicom CQB |
| Assault rifles | SMR, FAL, M8A1, Type 25, MTAR, M27, Galil |
| Shotguns | M1216, S12 |
| Sniper rifles | Barrett M82A1, DSR 50 |
| Light machine guns | HAMR, RPD, LSAT |
| Launchers | War Machine, RPG |
| Special | Ballistic Knife, Ray Gun, Ray Gun Mark II (with Vengeance) |
| Equipment | Monkey Bomb |

An assault rifle that a Steam guide lists as exclusive to Nuketown.

A light machine gun that the same guide gives to only three Black Ops II maps.

The only tactical grenade of the map; there is no EMP Grenade here.

In the Box on every copy of the game.

In the Box only once the Vengeance map pack is installed, and only one player can hold it at a time.
A player who holds the Ray Gun cannot get the Mark II from the Box, and the other way round.
Even when it is allowed, the game turns down the Mark II two times out of three when the Box picks it, so it comes out less often than other weapons.

The machine falls from the sky like the perks, at a random round and on a random spot, and upgrades any of these weapons for 5000 points. When and where it lands is on the perks and Pack-a-Punch page.