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Close-up of a Napalm Zombie, Shangri-La, Call of Duty Black Ops Zombies

Shangri-La:
Enemies

The enemies of Shangri-La on Black Ops: the Napalm Zombie and its blast, the Shrieker and its scream, when each one appears, their health, and the Zombie Monkeys that steal power-ups, turn them into others and can hand out a free perk in the First Room.

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Zombies

The male and female zombie models, Shangri-La, Call of Duty Black Ops Zombies

The regular zombies of Shangri-La are the dead of the temple, and the map was the first to have female zombies. Besides climbing in through the windows, some rise out of the ground and others drop from above. On top of them, Shangri-La has two special zombies that appear in the middle of normal rounds, and the monkeys that wait for power-ups.

Napalm Zombie

A Napalm Zombie walking down from the temple, Shangri-La, Call of Duty Black Ops Zombies

A burnt, glowing zombie that rises out of a patch of flames on the ground and walks slowly towards the players. Coming near it makes the edges of the screen burn orange, and the character warns you before it is too late.

When it comes

The first one appears on round 5, 6 or 7, partway through the round. After it dies, the next comes one or two rounds later, or on the very next round if it was killed while shrunk by the 31-79 JGb215. Only one can be alive at a time.

Health

Four times the health of a normal zombie, multiplied by the number of players. Water makes it far weaker: soaked, it takes five times the damage, and standing in water, twice.

The blast

It explodes when a player gets too close and when it dies. Within the blast, a player without Juggernog dies; with Juggernog, only one standing very close. Further away, the blast still hurts.

The fire

It leaves a patch of napalm that kills the zombies walking through it, which can thin out a horde in a corridor. Shriekers and monkeys are not hurt by it.

No points

Shooting it earns nothing, unlike a normal zombie. Nukes and Insta-Kills do not kill it, and Spikemores do no damage to it.

Outside the round

It does not count among the zombies of the round, so a round can end with it still alive. If it is shot during the next round, it starts running like the last zombie of a round.

Shrieker Zombie

A Shrieker Zombie screaming in the mines, Shangri-La, Call of Duty Black Ops Zombies

A pale zombie with a whitish-blue glow, called “sonic zombie” in the game files. It bursts out of the ground with a scream, so it is usually heard before it is seen, and it sprints at the players.

When it comes

The first one appears between round 4 and round 7. The next comes one to three rounds after it dies, or the very next round if it was killed while shrunk.

One special a round

The game never sends a Shrieker and a Napalm Zombie in the same round.

The scream

Close enough, it lets out a sound wave that blurs and fogs your sight, which then clears slowly. Killing it while blinded earns Blinded By the Fright.

Its death

The zombies around it hold their heads in pain and die. It has two and a half times the health of a normal zombie, and Nukes and Insta-Kills work on it.

Outside the round

Like the Napalm Zombie, it does not count among the zombies of the round.

Zombie Monkeys

A Zombie Monkey crouching in the jungle, Shangri-La, Call of Duty Black Ops Zombies

Not to be confused with the Space Monkeys of Ascension. The Zombie Monkeys perch on the walls of the stairs that lead up to the Pack-a-Punch, in the starting area, and they are there in every game from round 1. One hit from anything kills them, even on high rounds.

Stealing

When a power-up drops, the monkeys howl and one runs for it. If it gets there first, it carries the power-up back to the temple on its back, glowing red, and the power-up changes every second.

The cycle

Carpenter, Double Points, Insta-Kill, Nuke and Fire Sale, in an order drawn at random, with Max Ammo always last. Fire Sale is left out until the Box has moved, and Nuke on round 1. Kill the monkey and it drops the power-up shown at that moment; if it escapes, the power-up is lost.

The perk bottle

If the monkey stole a Max Ammo that dropped from a zombie, a Random Perk Bottle joins the cycle and shows for only a quarter of a second, right after the Max Ammo or the second or third power-up. It gives a perk the player does not have yet.

500 points

If you grab the power-up first, the monkey comes for you instead. Kill it before it hits you to earn 500 points, 1000 under Double Points; if it hits you, it takes up to 50 points and runs away.

No monkey at all

Grabbing a power-up the moment it drops stops a monkey from coming for it.

Monkey Bombs

They do not attract the monkeys, and the monkeys can throw grenades back.

Shooting a perched monkey gives no points, and another simply comes out for the next power-up. With the 31-79 JGb215, a monkey explodes. Getting anything from a monkey earns Monkey See, Monkey Don’t for every player in the game.

In the First Room

All three come into the starting area, so a First Room game on Shangri-La meets all of them. The monkeys are the room’s main resource: with the drops turned into Double Points or Max Ammo, a kill before the hit worth 500 points, and the perk bottle, they make up for the missing machines. High-round players kill zombies at the back of the room, behind Quick Revive, which leaves more time to turn a drop into the one they want, and they wait a second before grabbing a power-up so that a monkey still comes.

The Napalm Zombie is the main danger of a room this tight: its fire closes the corner you were holding, and its blast kills through Juggernog at close range. The Shrieker takes your sight at the worst moment, but killing it clears the zombies around it.