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Richtofen holding the Wunderwaffe DG-2, The Giant, Call of Duty Black Ops III Zombies

The Giant:
Weapons

Every weapon of The Giant: the MR6 start, the RK5 and Sheiva of the First Room, all wall buys with prices and places, the Bowie Knife and Trip Mine, the Mystery Box list, the Ray Gun, the Monkey Bomb, the Wunderwaffe DG-2 and DG-3 JZ and the Annihilator.

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Starting loadout

Every game of The Giant starts with an MR6 pistol, the knife and frag grenades. A player who has earned A Better Tomorrow, the Revelations achievement, can start with the RK5 instead. The starting courtyard, the First Room, sells two weapons: the RK5 and the Sheiva, 500 points each.

MR6 pistol, Gunsmith render, Call of Duty Black Ops III Zombies

MR6

The semi-automatic pistol every player spawns with.

Wall buys

WeaponCostLocation
RK5, Gunsmith render, Call of Duty Black Ops III ZombiesRK5500Starting courtyard (First Room), right of the power-up spot when facing the clock
Sheiva, Gunsmith render, Call of Duty Black Ops III ZombiesSheiva500Starting courtyard (First Room), right of the Pack-a-Punch Machine
L-CAR 9, Gunsmith render, Call of Duty Black Ops III ZombiesL-CAR 9750Outside the Animal Testing Lab, right after the first door, next to a GobbleGum machine
KRM-262, Gunsmith render, Call of Duty Black Ops III ZombiesKRM-262750Automobile Garage, left of a barrier as you enter
Kuda, Gunsmith render, Call of Duty Black Ops III ZombiesKuda1250Animal Testing Lab, middle of the room on the left
Vesper, Gunsmith render, Call of Duty Black Ops III ZombiesVesper1250Outdoor hallway by the power switch
VMP, Gunsmith render, Call of Duty Black Ops III ZombiesVMP1300Automobile Garage, in front of the furnace
KN-44, Gunsmith render, Call of Duty Black Ops III ZombiesKN-441400Teleporter C, in a corner left of the teleporter
M8A7, Gunsmith render, Call of Duty Black Ops III ZombiesM8A71500Teleporter A, left of the teleporter
HVK-30, Gunsmith render, Call of Duty Black Ops III ZombiesHVK-301600Teleporter B, right of the teleporter
Bowie Knife3000Outside the room of Teleporter C, left of the entrance
Trip Mine menu icon, Call of Duty Black Ops III ZombiesTrip Mine1000Animal Testing Lab side, in a side hallway upstairs
Frag grenades250Teleporter B

The Bowie Knife replaces the knife and does not take a weapon slot. The Trip Mine launches into the air before it explodes; Dempsey calls it “Betty”.

Mystery Box

950 points a spin, on six spots, the first one drawn at random. It holds the VMP, Weevil, Pharo, Man-O-War, HVK-30, Sheiva, ICR-1, 205 Brecci, Argus, Haymaker 12, Dingo, BRM, 48 Dredge, Gorgon, RPK, Locus, Drakon, SVG-100, XM-53, the Ray Gun, the Wunderwaffe DG-2 and the Monkey Bomb.

Ray Gun, third-person render, Call of Duty Black Ops III Zombies

Ray Gun

The classic wonder pistol of Zombies, from the Box.

A Monkey Bomb held in hand, Call of Duty Black Ops III Zombies

Monkey Bomb

A toy monkey that draws the zombies to it with its cymbals before it explodes. Thrown into a furnace, it screams instead. Taken through the three teleporters, it starts the secret perk machine.

Wonder weapons

Wunderwaffe DG-2, third-person render, Call of Duty Black Ops III Zombies

Wunderwaffe DG-2

From the Box. Each bolt kills up to ten zombies, three charges a magazine and fifteen in reserve. On Black Ops III it no longer shocks the player who fires it, and the zombies around the ten it kills are stunned and can be turned into crawlers.

Wunderwaffe DG-3 JZ with its purple bulbs, first-person render, Call of Duty Black Ops III Zombies

Wunderwaffe DG-3 JZ

The Pack-a-Punched DG-2, with six charges a magazine and thirty in reserve, a faster reload, and the Etching camouflage of the map with glowing purple bulbs.

Annihilator revolver, menu render, Call of Duty Black Ops III Zombies

Annihilator

The reward of the Fly Trap, picked up from a furnace of the Automobile Garage. It goes into the special weapon slot, holds 18 shots in all and kills a zombie with one headshot up to round 24, or 33 with Double Tap. A zombie shot with it disintegrates.

How to earn the Annihilator

Weapons in the First Room

With the doors closed, the walls of the courtyard are the whole arsenal: the RK5 and the Sheiva, plus the MR6 and the frag grenades of the start. The Box has no spot in the courtyard, the Pack-a-Punch needs the power and the three teleporters, and the Annihilator needs the Pack-a-Punch. A Max Ammo, from a zombie or at the end of a Hellhound round, is the only way to refill them without buying ammo from the wall.