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The Juggernog poster on the walls in Verrückt, Call of Duty Black Ops Zombies

Verrückt:
Perks and power

The perks of Verrückt in Black Ops, where the Perk-a-Colas began: Juggernog, Quick Revive and its 500-point solo version, Double Tap, Speed Cola and Mule Kick, then the power switch, the electric door, the Electro-Shock Defenses, the Mystery Box spots and the power-ups.

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The first Perk-a-Colas

Perks were born on Verrückt: the first four Perk-a-Cola machines of the saga stand in its four corners, and the Black Ops version adds a fifth. Every machine waits for the power, with a single exception, Quick Revive in solo.

Juggernog

2500 points. In the Juggernog side starting room, next to the bookshelf. Out of use in a First Room game.

Quick Revive

1500 points in co-op, 500 in solo. In the Quick Revive side starting room, near the door to the right hallway.

Double Tap Root Beer

2000 points. On the left balcony, next to the MP40.

Speed Cola

3000 points. Right in front of the door of the right upstairs room, between the right balcony and the kitchen.

Mule Kick

4000 points, Black Ops version only. At the end of the right hallway, in the corner by the stairs.

There is no Pack-a-Punch on the map. Each perk keeps its Black Ops effect: Juggernog raises the player’s health, and the faster healing it gave on the World at War versions of Verrückt and Shi No Numa is gone.

Quick Revive in solo

In World at War, Quick Revive did nothing for a player alone. Black Ops changed that: in solo it costs 500 points, works before the power is on, and when the player goes down it brings them back up after a few seconds, with a pistol in hand during the down. It can be bought three times in a game; after the third, the machine disappears.

That makes the Quick Revive side the only Verrückt First Room with a perk, and only in solo. With two players on that side, Quick Revive costs 1500 and needs the power, like every other machine.

The power switch

The power switch panel of the Power Room in Verrückt, Call of Duty Black Ops Zombies

The Power Switch is in the Power Room, on the opposite side of the map from the starting rooms, across the room from the first Mystery Box spot; a hand can be seen gripping it. The room can be reached from both wings: from the left upstairs on the German side, or from the kitchen on the American side. Pulling the switch is free, and does three things at once:

  1. It opens the electric door between the two starting rooms.
  2. It turns on the Perk-a-Cola machines.
  3. It makes the Electro-Shock Defenses usable.

The Power Room is also a dead end with one barrier at the bottom of its stairs. In the Black Ops version, a voice in the electrical equipment reads out “4, 8, 15, 16, 23, 42”.

Electro-Shock Defenses

Verrückt has two traps, one on each balcony. They were the first traps of Zombies.

Cost

1000 points a use, only once the power is on.

Effect

Arcs of electricity across a passage. Any zombie that walks through dies, at any round, and gives no points.

Danger

A player who walks into an active trap goes down, unless they have Juggernog.

Cooldown

After it shuts off, a trap needs some time before it can be used again.

Mystery Box and power-ups

The Box costs 950 points and always starts in the Power Room. Its other four spots are the Juggernog side starting room, the left balcony, the left upstairs and the right hallway. In World at War it moved in a set order and only into opened rooms; the Black Ops version moves it at random, closed rooms included.

Five power-ups can drop: Max Ammo, Insta-Kill, Double Points, Nuke and, new in the Black Ops version, Carpenter, which rebuilds every barrier. There is no Fire Sale.