Zombies prep: equipment, power-ups, augments, and more, part 1

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Round Based Zombies: Overview and Recap

With two Round-Based Zombies maps at launch, and a third map arriving before the end of the year, the time has come to fully prepare for tackling the terrors of Terminus, Liberty Falls, and this extensive game mode!

Past Blogs have covered many aspects, gameplay systems, and innovations in Zombies. Here’s a recap related to all of this, before we confirm all the launch content, including a Loadout Overview, unlockable Augments, Equipment, and full list of GobbleGums available at launch.

Links to Previous Zombies Intel

Click on the following links for more information on:
This blog also contains intel regarding updates and changes to the game confirmed for launch. Read on for all the details.

Zombies Launch Updates from Treyarch

Liberty Falls Updates


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Since the debut of early gameplay footage at Call of Duty NEXT back in August, the Zombies team at Treyarch has continued to iterate on the look, feel, and sound of Liberty Falls to crank up the map’s creepiness factor. Heading into launch, players can expect a moodier visual tone to the map, along with gorier set dressings and new environmental audio to more intensely reflect the chaos of a very recent dimensional breach.

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Additional atmospheric elements related to the map’s Main Quest will also be present throughout Liberty Falls as players begin to solve the mysteries waiting for them in the wake of the undead incursion. And of course, there might be a brand-new Easter Egg song from Treyarch’s Kevin Sherwood to discover along the way...

HUD Touch-ups

The UI team has also continued to update the game’s modular HUD, touching up some of the Zombies-specific elements that can appear across most HUD preset options and adding new settings. These updates include:
  • Character portraits added to the lower-left corner by default
  • General alignment and color adjustments made across the entire HUD
  • Perk icons now positioned closer together
  • Zombies-specific widgets added for certain in-game actions
  • In-game GobbleGum reward animation added
  • Visibility sliders added to allow players to fine-tune or completely disable additional HUD elements, including Score Feed, Medals & Notifications, Minimap Opacity, Weapon & Equipment Information, and more.

Terminus Island Recon

Terror Island: A Tour of Terminus


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From the long disused mining tunnels to its use as a WWII resupply depot, to the structures built as part of a shuttered CIA Blacksite, there’s a wealth of discoveries to be made across Terminus Island. Given the more recent evidence of heinous biological experimentations led by the nefarious Project Janus group, our newly freed Requiem crew will need to stay on their toes.

Cells and Guard Station

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At the top of the prison sits a series of Holding Cells where the Requiem crew have been biding their time for the last half decade. The paint is peeling, the ducts are rusting, and there’s an odd smell coming from one of the air vents. Adjacent is the Guard Station where your handlers (Peck and Strauss) have barricaded themselves, as well as a lower interrogation room, with the remnants of a torture session still visible.

Security Overlook and Control Center

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A cracked concrete overlook lies below a guard tower, which leads to a two-level control center with monitor banks and a well-stocked armory. Further down the embankment the prison is built on, the remains of a Project Janus Communications structure seem to have been well-maintained, until the recent incursion.

Living Quarters, Storage, and Mess Hall

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The large storage area leads down an unloading ramp to the Rec yard, and on either side is an older structure built in 1942, when the U.S. Navy established a Resupply Base on the island. Nearby is an Engineering room, stocked with electronics and tables to tinker on.

Sea Tower

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Explore the Dark Aether Reactor (DAR) Sea Tower, a gun emplacement atop an octagonal tower, with attached metal ramps and gantries (and an ascender) all the way down to the gigantic concrete footings.

Gun Battery Platform

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A massive WWII vintage gun emplacement rests atop a thick concrete platform, seemingly modified by Project Janus in recent years as part of an unusual experiment.

Sea Caves and Mining Tunnels

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Below the outer areas of the island prison are a pair of subterranean tunnels, one naturally occurring, and the other man-made, dug out toward the end of the 19th century, when the island’s long-mined out coal reserves were being greedily exploited.

Bio Lab

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An impressive feat of engineering awaits on the island; a large sea cave has been completely hollowed out, and a large-scale secret research facility has been constructed within the cavern walls. Multi-level gantry walkways and stairs are clamped to the outer walls, and what appears to be an experimentation chamber lies within.

Inclined Lift and Maglev Elevator

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Though the Bio Lab is set within a huge cavern, it has multiple pathways outward thanks to an Inclined Lift that periodically trundles up to the top level behind the living quarters. Further around the Bio Lab gantries is an operational Project Janus-constructed Maglev Elevator.

Shipwreck

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Despite the radar buoys in close proximity, the remains of a shipping tanker indicate just how treacherous the waters around Terminus Island are. Slowly rusting from stern to prow, the salt waters have eaten away at the hull, though the main deck is still seemingly accessible.

The Outer Islands

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To the northwest is Temple Island, with its odd pillar-like carvings. Due east is Castle Rock Island, named after the natural stone edifice jutting from the tidal sands that appears to be an old fortification. The largest of the three outcrops is Crab Island, where Project Janus disposal crews would discard the remains of their science team’s unwholesome experiments.

The seas around Terminus Island are also home to something more foreboding: a terror in the water, writhing up from an irradiated cloud and violently attacking those that remain outside the confines of the prison for too long…

Liberty Falls Recon

Almost Hell, West Virginia: A Tour of Liberty Falls


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The atmosphere of Liberty Falls, which takes place concurrently with the aftermath of the dimensional breach over on Terminus Island, feels a world away from the dark, stormy waters of the Philippine Sea and the massive concrete prison Grigori Weaver and his crew are fighting to escape from.

Players must explore the once-idyllic, now horrific small West Virginian town of Liberty Falls, whose residents have either fled or barricaded themselves into the settlement in a last desperate attempt to survive. By the time you arrive – under the watchful eye of Project Janus Security Chief John Blanchard – the town is overrun, and the battle seems well and truly lost.

Here’s a closer look at the Liberty Falls locations you’ll be able to explore:

Pump & Pay

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You begin your battles against the swarms of rotting townspeople from a gas station rooftop vantage point. This soon becomes a disadvantage when you realize how nimble zombies are at reaching you. If you’re a glutton for punishment, switch on the Rampage Inducer here to speed up the action. Otherwise, descend to the ground and bear witness to the true horrors that have befallen this cursed hamlet.

Motor Lodge

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The ironically named Rest E-Z Motor Lodge is one of the first structures you’ll investigate after scrambling down from the gas station. Partly ablaze with the word “HELP” daubed across the roof, this is seemingly an epicenter of zombie activity, with shambling horrors crashing out of rooms on the ground and upper floors.

Olly’s Comics

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In the southern corner of town is the local comic shop run by Olly. Best not think about what happened to him. The shop caters to the true collector, with both the latest and back issues of “Charged Up,” “Heavy Space,” and “Odd Stories” on sale at reasonable prices. But most folks come here for the life-sized statue of Aetherella to pose with, star of the comic line of the same name.

Fuller’s Liberty Lanes

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An old-fashioned bowling alley comprised of a snack bar and small arcade has been overrun with the undead. The lanes themselves seem to be just wide enough to herd larger zombie hordes without getting trapped and ripped apart... but looks can be deceiving.

Savings & Loan

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The Bank of Liberty Falls is a grand stone edifice and seems to have been well barricaded before the baying hordes overran the place. That’s not to say this a safe place to visit, but it’s centrally located with fine marbled floors, only somewhat tarnished by the wreckage, strewn debris, and unpleasant fluids.

Holy Falls Church

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This neo-gothic house of worship becomes more terrifying the further inside you investigate it. Placed on a plateau at the highest point in town, a dimensional anomaly seems to have fully enveloped the interior.

“The Alamo”

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Judging by the sandbags, razor wire and other defenses, the bank's rooftop is where the last surviving members of the Project Janus response teams made their last stand. You'll find everything you need here....

Augments Overview

Equip Augments to your Perk-A-Colas, Ammo Mods and Field Upgrades to modify their performance.

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Recap: Augments are unlockable gameplay advantages you can apply to every Perk-a-Cola, Ammo Mod, and Field Upgrade in the game, and provide a rich and innovative customization experience, allowing you to invest into research between matches. Learn more about Augments here.
  • There are 108 Augments available to unlock and equip at the game’s launch, divided as follows:
    • Perk-a-Colas: Eight, each with six Augments (48).
    • Ammo Mods: Five, each with six Augments (30).
    • Field Upgrades: Five, each with six Augments (30).
Researching and Choosing Augments

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Augment Research: The key to unlocking the full potential of your loadouts is Augment Research. This unlocks at Player Level 11.

Once you research and unlock individual Augments, they can be chosen before the start of a match for each individual Perk, Ammo Mod, or Field Upgrade. To start researching an Augment, simply select which item you’d like to research in the menu and start earning XP in-game to make progress toward unlocking the Augment.
  • Each item has two available Augment slots: one for a Major, and one for a Minor Augment.
  • Expect three Major Augments to choose from, per item. A Major Augment offers a substantial advantage to the behavior of the item, usually during use.
  • Expect three Minor Augments to choose from, per item. A Minor Augment offers a limited advantage to the item, usually during use.
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The depth of the Augments customization experience becomes apparent as you learn the different effects of each Augment, and how they stack and affect other upgrades across the game. This subsequently allows you to customize your Augments for your style of play, whether solo or squad-based.
  • If you’ve played a particular role in your squad – as a healer for example – you may already have a good idea of which Augments you should search for, unlock, and employ along with other related power-ups to optimize your team’s dynamics and survivability!
Perk-A-Colas (8) and Augments (48)

Currency to access Perk-a-Colas: Essence

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Recap: If you’re after a tasty beverage that also has the benefit of granting abilities to aid you and your teammates’ survival chances, then get ready to hunt down your preferred vending machines, as Perk-a-Colas are back and with more of a kick than ever: For Black Ops 6 Zombies, every Perk-a-Cola can comes with up to six Augment options to choose from (three Minor, three Major).

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Perks are purchased in-game using Essence and have been designed to offer a wide variety of bonuses that suit your style of play, allowing you to choose the order and number you need. Each time you purchase a new Perk, the Essence cost increases, and your Perk collection – displayed along the bottom of your HUD – lasts as long as you do: If you’re downed, expect to lose Perks depending on how many you’ve obtained, and how long you’re downed for.

At launch, expect to access the following Perk Machines:

Jugger-Nog: Increase maximum health by 100.

Quick Revive: Reduce the health regen delay time by 50%. Reduce the time it takes to revive an ally by 50%.

Speed Cola: Increase reload and armor replating speed bonus by 30%.

Stamin-Up: Increase movement speed.

PhD Flopper: Immunity to all self-inflicted damage and status effects. Dive to prone triggers an explosion, which increases the higher you fall. Immunity from fall damage while diving prone.

Deadshot Daiquiri: Aiming down sight moves to enemy critical location. Increase critical damage to enemies.

Elemental Pop: Every bullet you fire has a small chance to apply a random Ammo Mod effect.

Melee Macchiato: Replace weapon gun butt with a deadly punch that sends enemies flying.

Here is a complete list of Augments for each of the Perk-a-Colas available at launch:

Perk-A-Cola Augments

Jugger-Nog


Increases maximum health.

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Major Augments

PROBIOTIC:
Slightly increase maximum health with Jugger-Nog.

TURTLE SHELL: Armor acts as a shield on your back, completely absorbing damage to your back. No damage mitigation when hit from the front.

REACTIVE ARMOR: When an armor plate breaks, nearby normal enemies are stunned for a short time.

Minor Augments

RETALIATION:
Deal bonus damage while health is low.

HARDENED PLATES: Armor plates have more damage mitigation.

DURABLE PLATES: Slightly increase armor durability.

Stamin-Up

Increase movement speed.

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Major Augments

FREE FALLER:
Become immune to fall damage.

DASHER: Increase Tactical Sprint duration.

STALKER: Walk faster while aiming.

Minor Augments

HARD TARGET:
While Tactical Sprinting, projectile damage is reduced.

QUARTERBACK: Use equipment while sprinting.

HOT FOOT: Gain a speed boost after your equipment kills an enemy.

Speed Cola

Reload weapons and replate armor faster.

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Major Augments

SUPERCHARGED:
Field Upgrades recharge a bit faster.

CLASSIC FORMULA: Reload speed is even faster.

PHANTOM RELOAD: Weapon magazines are slowly refilled over time.

Minor Augments

SPEEDY ROULETTE:
The Mystery Box settles much faster.

QUICK SWAP: Swap weapons faster.

FAST PITCHER: Deploy equipment faster.

Deadshot Daiquiri

Drink to improve ADS precision and increase critical damage.

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Major Augments

DEAD HEAD:
Further increase in critical damage.

DEAD FIRST: Deal double critical damage if an enemy is at full health.

DEAD AGAIN: Critical hits have a chance of adding a bullet to your magazine.

Minor Augments

DEAD BREAK:
Increase damage to armor pieces.

DEAD DRAW: Reduce hip-fire spread.

DEAD SET: Reduce gun movement while performing advanced movement.

Quick Revive

Recover health and revive allies faster.

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Major Augments

EMT:
Reviving an ally allows them to keep all of the Perks on their bleed-out bar.

EQUIVALENT EXCHANGE: Killing an enemy while downed will revive you and remove Quick Revive. This can be done up to three times.

DYING WISH: On lethal damage, become immune to all damage for two seconds and keep one health. Quick Revive is removed on use.

Minor Augments

SWIFT RECOVERY:
Reviving an ally increases both of your movement speeds for a short time.

KARMIC RETURN: Reviving an ally heals you to full health.

SLOW DEATH: Increase your time in last stand.

Elemental Pop

Attacks can trigger random Ammo Mods.

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Major Augments

CITRUS FOCUS:
If a weapon has an Ammo Mod applied, Elemental Pop will only activate that one.

IMPERIL PEACH: Enemies that hit you have a chance to trigger a random Ammo Mod.

ELECTRIC CHERRY: Reloading creates an electric damage discharge that damages and stuns nearby normal enemies. The emptier the magazine, the stronger the damage.

Minor Augments

VULNERA BEAN:
Slightly increase enemy elemental weakness damage.

PINEAPPLE BLAST: Equipment can also trigger a random Ammo Mod.

CHILL BERRY: Slightly reduce all Ammo Mod cooldowns.

PHD Flopper

Explosive dive to prone and immunity to self-inflicted explosive damage.

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Major Augments

GRAVITY MD:
Just falling from heights creates explosions.

DR RAM: Tactical Sprint knocks down and damages base zombies.

PHD SLIDER: Sliding into enemies triggers explosions.

Minor Augments

ENVIRONMENTALIST:
Become immune to environmental damage while sliding.

EOD TECHNICIAN: Slightly reduce height and distance requirements for explosions.

TRIBOLOGIST: Sliding distance and speed are increased.

Melee Macchiato

Replace weapon gun butt with a deadly punch.

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Major Augments

EXPRESSO:
All melee attacks are slightly faster.

VAMPIRIC EXTRACTION: Melee attacks heal a small amount of your health.

TRIPLE SHOT: Your punch can hit multiple enemies at once.

Minor Augments

STICK ’N MOVE:
Backpedal speed is increased after a successful melee attack.

STRENGTH TRAINING: Your punch can one-hit kill normal enemies for longer.

HIDDEN IMPACT: Melee kills reload a portion of your held weapon.

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Ammo Mods (5) and Augments (30)

Currency to access Ammo Mods: Salvage

Recap: Along with Rarity and Pack-a-Punch capabilities (showcased in this blog), your Primary and Melee Weapons can be outfitted with an upgrade known as an Ammo Mod. Obtained in-game via a purchase at the Arsenal Machine using Salvage, Ammo Mods grant the affected weapon a percentage chance of dealing a special additional effect upon a successful projectile impact. Only one Ammo Mod can be applied to the weapon at a time, though you can purchase a new Ammo Mod as necessary.

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At launch, expect to access five Ammo Mods, some of which require you to be a specific Player Level. Each Ammo Mod has six Augments to unlock and choose from, to further bolster the following base effects:
  • Brain Rot: Bullets deal toxic damage. Each bullet has the chance to turn a Normal or Special enemy into an ally.
  • Cryo Freeze: Bullets deal frost damage. Each bullet has a chance to slow Normal or Special enemies.
  • Dead Wire: Bullets deal electrical damage. Each bullet has a chance to stun any Normal and Special enemy, generating a field that deals electric damage to nearby enemies.
  • Napalm Burst: Bullets deal fire damage. Each bullet has a chance to ignite Normal and Special enemies.
  • Shadow Rift: Bullets deal shadow damage. Each bullet has a chance to spawn a black hole if striking Normal or Special enemies, warping nearby zombies away and dropping some from the air at high speed.
Progression: Ammo Mods Unlocks

Ammo Mod - Player Level

DEAD WIRE 0

NAPALM BURST 6

CRYO FREEZE 14

BRAIN ROT 27

SHADOW RIFT 44

AMMO MOD RESEARCH 11

Ammo Mod Augments (ZM)

Brain Rot

Available:
Unlocked at Player Level 27

Bullets deal toxic damage. Each bullet has a chance to temporarily turn a normal or special enemy into an ally.

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Major Augments

PLAGUE:
The charmed enemy has a chance to turn other enemies.

PHEROMONE: The charmed enemy distracts nearby normal and special enemies for a short time.

BIG GAME: Brain Rot can charm elite enemies.

Minor Augments

EXTENSION:
Brain Rot duration is slightly increased.

HASTE: Brain Rot cooldown is slightly reduced.

EXPLOSIVE: Charmed enemies explode at the end of Brain Rot’s duration, dealing toxic damage.

Cryo Freeze

Available:
Unlocked at Player Level 14

Bullets deal frost damage. Each bullet has a chance to slow a normal or special enemy and increase the damage they receive.

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Major Augments

BIG GAME:
Cryo Freeze can slow elite enemies.

ICE CLOUD: Enemies that are killed while frozen may leave a cloud that slows enemies.

FROZEN STIFF: Enemies are frozen in place.

Minor Augments

EXTENSION:
Slightly increase the slow duration.

FREEZER BURN: Slightly increase damage to frozen enemies.

LIQUID NITROGEN: Significantly increase your chance for Cryo Freeze to activate.

Dead Wire

Available:
Unlocked Immediately

Bullets deal electric damage. Each bullet has a chance to stun a normal or special enemy, causing them to generate an electric damage field.

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Major Augments

CHAIN LIGHTNING:
The stunned enemy can spread the stun to others.

BIG GAME: Dead Wire can stun elite enemies.

LIGHTNING STRIKE: A bolt of lightning strikes from above, stunning all normal and special enemies in the area.

Minor Augments

HIGH VOLTAGE:
Dead Wire deals slightly more damage.

HASTE: Dead Wire cooldown is slightly reduced.

EXTENSION: The stun and electric field last longer.

Napalm Burst

Available:
Unlocked at Player Level 6

Bullets deal fire damage. Each bullet has a chance to apply a burn effect on normal and special enemies, dealing damage over time.

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Major Augments

BIG GAME:
Napalm Burst can burn elite enemies.

THERMITE: Increase burn effect damage.

FIREBOMB: Burned enemies explode on death, spreading the fire to nearby enemies.

Minor Augments

EXTENSION:
Increase the burn duration.

INCENDIARY: Each damage tick has a small chance to spread to a nearby enemy.

CONTACT BURN: Initial burn effect deals more damage.

Shadow Rift

Available:
Unlocked at Player Level 44

Bullets deal shadow damage. Each bullet has a chance to spawn a black hole on a normal or special enemy, warping away those nearby and dropping some from the air at lethal speed.

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Major Augments

BIG GAME:
Shadow Rift can activate on elite enemies.

TOPPLE DANGER: Warp one enemy that deals shadow damage to others nearby. Normal enemies are knocked down while special enemies are stunned.

EXPLOSIVE RAIN: Enemies that are dropped from portals will explode on contact with the ground.

Minor Augments

HASTE:
Shadow Rift cooldown is reduced.

TARGETED: Dropped enemies will fall on other enemies.

SUPERMASSIVE: The singularity’s lethal radius is increased and can kill more enemies.

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