Dead Ops Arcade II Guide - Guide for Call of Duty: Black Ops III

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---------------------------TABLE OF CONTENTS [TOC]--------------------------

I.     About This Guide........................[ABTG]
II.    Version History.........................[VHIS]
III.   New Additions to Dead Ops 2.............[NEW2]
IV.    Controls / How to Play..................[HTP]
V.     Weapon Arsenal..........................[WEPN]
VI.    Item Pickups............................[IPCK]
VII.   Enemies and Hazards.....................[ENMY]
VIII.  General Advice..........................[GADV]
IX.    Critical Intel..........................[CINT]
X.     Basic Level Descriptions (1-64).........[BASC]
         (1-4)   Island........................[ISL1]
         (5-8)   Pier..........................[PIR1]
         (9-12)  Farm..........................[FRM1]
         (13-16) Cemetary Garden...............[CMG1]
         (17-20) Temple Grounds................[TMP1]
         (21-24) Palace........................[PAL1]
         (25-28) Bloodpool.....................[BLP1]
         (29-32) Ravine........................[RVN1]
         (33-36) Chinese Garden................[CHG1]
         (37-40) Colosseum.....................[COL1]
         (41-44) Sky Ruins.....................[SKY1]
         (45-48) Tech Lab......................[TCL1]
         (49-52) Outpost.......................[OUT1]
         (53-56) Forest........................[FOR1]
         (57-60) Rooftop.......................[RFT1]
         (61-64) Jungle........................[JNG1]
                 Cyber Silverback..............[APE1]
XI.   Silverback Challenges....................[SBC]
         Redin's Rally.........................[RRAL]
         Spiral Race...........................[SPRL]
         Chicken Bowl..........................[CBWL]
         Tank Vault Heist......................[TVH]
XII.  The Rooms of Fate & Judgement............[ROF]
XIII. Dead Ops No-No's.........................[DONN]
XIV.  Rumors and Myths.........................[RUMR]
XV.   FAQ's....................................[FRQ]
XVI.  About the Author.........................[BILL]
XVII. Copyright................................[COPY]

**NOTE** Use the Quick Code on the far right to go directly where you want 
         without scouring the entire guide. Hit Control+F, enter the code, 
         then hit Find Next and it should work just fine.

                       I. ABOUT THIS GUIDE [ABTG]

It's been a long time coming, but Dead Ops Arcade has made its long awaited 
return to Call of Duty and I could not be any more ecstatic. I will be 
devoting the same amount of care and attention to this game as I did with the 
original DOA game in Black Ops 1. After reading this guide I make no 
guarantees on how far you will go; only that you will have a better 
understanding of the game and thus setting you up to have better, longer games.

To be clear, this guide is focused solely on the game type "Dead Ops Arcade II"
within Call of Duty - Black Ops 3.

This is only my second FAQ, the first one being Dead Ops 1. As with the 
original, I am constantly adding and making changes as I continue to gather new
information and dispel the inaccuracies. Since the game is brand new, it will 
be a work in progress and will be updated with the most current information as 
it is uncovered. Down the road, I will likely convert this into an HTML guide.
I am confident in saying that you will not find a more comprehensive guide for 
this game anywhere than right here. I hope you get as much out of this guide as
I have put into it. 

Many thanks to "BLIKEFRITZ" from PSN for his invaluable input on several areas 
of this guide. His information has helped to make it more authentic, not to 
mention he is an amazing Dead Ops player. Follow him on Twitch - BLIKEFRITZ.

Thanks and ENJOY!

Email: [email protected]
PSN: MKillBill

                         II. VERSION HISTORY [VHIS]

1.0 (11/8/15)
    - First version submitted to GameFAQs

                    III. WHAT'S NEW IN DEAD OPS 2? [NEW2]

This is just a quick rundown of some changes between the original DOA and the 
new version found in Black Ops 3. For the most part, it's a prettied up 
version of the original DOA, but there are some awesome changes to make it even 
more fun and challenging than before. In short...

-64 basic levels
-New weapons and some changes to the old ones
-New support item pickups
-New bonus game types (races)
-New enemy types
-Underboss battles
-New boss

In addition, many of the glitches that plagued the original DOA have been 
fixed (ie... carrying a tank over a portal making the players invisible.)

                     IV. CONTROLS / HOW TO PLAY [HTP]

If you've ever played SMASH TV in the arcades or on the home consoles, you 
should know how to play Dead Ops Arcade 2 (DOA2.) The game is played as a 
top-down shooter in which you take on vast hordes of undead zombies. You 
start the game with a standard issue M60, but can easily upgrade to other guns
and acquire other items as the game progresses. 

DOA2 also uses the same basic control scheme as Smash TV with a few additions. 
Note that there are slight differences with the PC and home consoles. You 
will also note that there are a few additions to the basic controls in this 
game which make it a hell of a lot more interesting.


Left Stick - Moves the player
Right Stick - Shoots the gun in the direction pushed
L1 - Speed Boost
R1 - Drop Nuke
Triangle, Y - Change Camera
Square, X - Drop Weapon/Exit Vehicle 
Options, Pause - Brings up pause/option menu


Left Mouse - Fire
Right Mouse - N/A
Mouse Wheel - Nuke
Cursor - Aims where you are shooting

Spacebar - Speed Boost
G - Nuke (alternate)

The Player HUD (Heads-up Display)

You will notice on the game screen that each player has their own score as well
as several other numbers in close vicinity. We will discuss each number and 
piece of the HUD in detail.

Multiplier Bar - Indicates how far along the player is to advancing to the 
next multiplier level. A higher multiplier means more points. More points means 
more lives. More lives means more playing time.

Lives - This is the first number underneath the screenname. As you would guess, 
        it indicates the number of lives the player has accumulated. You start 
        off the game with three.

Nukes - The second number underneath the screenname indicates the number of 
        bombs you have. You start the game with one.

Bolts - The final number indicates the number of speed boosts you have. You 
        start off with two.

Score - The largest number on the HUD is your score. Every zombie killed is 
        worth 100 points apiece. You earn a free life (for yourself only) with 
        every 200,000 points.

                         V. WEAPON ARSENAL [WEPN]

It is critical to understand the differences in the various guns, their 
strengths and their weaknesses. This section will list all of these things. 
Most of the old guns are back, but there are some minor changes to them.

M60 (Standard gun)
...This is the gun you start out with by default. Pretty standard rapid fire 
   gun. Contains infinite ammo and is ideal for mowing down weaker zombies. 
   Against tougher brutes and in later rounds, you will want to seek something 
   a little more powerful. 

Death Machine
...Basically an upgraded version of the M60. It cuts through most enemies with 
   very little effort. Ideal for laying the smack down on large groups of 
   enemies. However, the firepower for this gun was slightly reduced; making it 
   not quite as OP as it was the first time. Still worth picking up.

China Lake
...A short distance grenade launcher that will wipe out groups of zombies 
   with ease. The China Lake works wonders well into the higher rounds and 
   even against the toughest of monsters. Unfortunately, the rate of fire was
   reduced to compensate for the power. Use this weapon wisely in short bursts.

**NOTE** A good tactical use for this weapon is to shoot and steadily move 
         backward to ensure no zombies get through and everyone can see what 
         is happening in front of them. 

...A spread-fire shotgun. Easily the weapon of choice for taking out large 
   groups of zombies from all distances across the map. As the distance 
   increases, so does the range of the spread. Add a chicken or two (or more) 
   for utter mayhem. No real disadvantages with this weapon!

Ray Gun
...Fires precise green bursts which can also bounce off the walls. It has 
   devastating power and potential, but it can be like using a slot machine. 
   The Ray Gun does not always kill its target; especially in higher levels. 
   Use at your own risk.

...Fires straight rockets at enemies with ease; killing almost anything in a 
   single shot. This gun is ideal for taking out a long line of zombies (or 
   those golden cows/bulls.) Unfortunately, the RPG suffers from a couple 
   problems. It is not very effective for large groups coming from multiple 
   angles since it can be difficult to aim at times. The other major problem 
   with this gun is that you can very easily hit a teammate; knocking them 
   across the screen and right into a group of zombies or a shock tower for an 
   instant kill! Yet another drawback to this gun is that the rate of fire was 
   reduced in this game from DOA1. Worth picking up if there are bulls or big 
   brutes, but look for a better gun if possible.

**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in 
         a circle. This is the easiest way to accidentally kill your teammates.

M2 Flamethrower
...Making its fiery return, the flamethrower is as powerful as ever and even
   more useful than the last game! The gun has a wide range and can pretty 
   much hit any zombie on the map. The effect of the weapon slows down the 
   enemy until they eventually keel over and die. If you recall in DOA1, the 
   downside to the weapon was that using it and firing in rapid circles made it 
   very hard to see the enemies on screen. That problem has been fixed this go 
   around. Highly effective when large swarms are all over you and approaching 
   fast. However, the effect of the weapon takes longer to kill than before, 
   and it is ill-advised to use this weapon in higher rounds.

                          VI. ITEM PICKUPS [IPCK]

In addition to weapons, there are plenty of other useful items dropped 
throughout the game. Here is a short list of the ones at your disposal. 

Regular Treasure
...Gives the player 125 points per treaure. Appears as numerous varieties of 
   silver and gold bars, medallions, etc. Pick these up as opportunity permits, 
   because they will help raise your multiplier in small increments.

...These babies are not as commonplace as they were in the first game, but
   they work the same as before. Picking up a gem will dramatically increase
   your multiplier much more quickly than standard treasure. The only time you
   ever see them now is when a character dies, or in bonus rooms. They come in 
   three different sizes: small, medium, and large. The larger the gem, the 
   larger the boost to your multiplier. They are also found in bonus stages 
   (ie... Redin's Rally, Pyramid Race, etc).

...A bomb that kills every enemy on the screen (minus cows and the boss.) They 
   appear as golden bombs on the map. You start the game with one. Use only 
   when you are trapped with no hope of escape. Highly useful on higher rounds.
   Upon using a nuke, you are granted a brief period of invicibility for 5 

**NOTE** You can only carry 9 nukes at a time. If you already have 9 and you 
         see another one lying around, either let someone else pick it up OR 
         drop a nuke and then pick it up. 

Lightning Bolt
...Also known as speed boosts. An item that allows the player to dash straight 
   through a line of zombies. It appears as a lightning bolt on the map. You 
   start the game with two. Can be used to kill a pack of zombies or as a way 
   to escape a pursuing group. If you use up all of your boosts in a single 
   round, you will always enter into the next round with one additional bolt, 
   so feel free to use one at the end of a round if necessary. A new addition
   to this perk is that you are granted a brief 3 seconds of invicibility
   after the end of a boost. This ensures no cheap deaths if you burst into a 
   shock tower or dead end.

**NOTE** You can only carry 9 bolts at a time. If you already have 9 and you 
         see another one lying around, just leave it for somebody else.

...A flying chicken that hovers around the player and shoots the same gun you
   are currently using. Appears as a miniature chicken on the map. You can 
   acquire up to 6 chickens at once to unleash some simply devastating attacks 
   across the screen. 

**NOTE** The chicken is best used by the player who acquires the Fate of 
         Friendship (discussed later) as clock use of the chicken is doubled.

...Rotating electric orbs which fry any enemy they touch. Appears as a silver 
   orb on the map. They work in a chain-like effect, in that they will fry any 
   number of zombies on the map, so long as they are touching or within a close 
   proximity. Be careful, as zombies can still break through the orbs at times. 

**NOTE** You can now pick up multiple wunderwaffles. This basically ensures you
         have a complete circle of protection from all enemies. In addition,
         this weapon was glitched in the first game where it would only go off
         after contact was made from north, south, east, or west. That has been
         fixed and now the item will detonate when it makes contact from any 

Sentry Gun
...An automated machine gun with power identical to that of the death machine. 
   It cannot be destroyed by enemies. Appears as a sentry gun on the map. Ideal 
   for providing cover fire. The sentry gun will not fire at a constant rate, 
   so do not rely on it completely. 

Monkey Bomb
...A toy monkey which attracts all zombies to it with its cymbal beat, then 
   suddenly explodes; killing any enemy nearby. Appears as a monkey on the map. 
   Great for the higher levels when massive swarms are overwhelming the team. 
   The Monkey Bomb is not fool-proof, though. If a zombie is closer to you than 
   the monkey, the zombie will come after you regardless.

**NOTE** Appropriate use of the monkey should involve waiting until there are 
         zombies nearby before picking it up. If you pick up a monkey-bomb and 
         there are no zombies nearby, it will go to waste. If you see a monkey 
         that is in play, chiming away and doing its job, try not to shoot the 
         zombies attracted to it. Focus your attention on the others coming 
         into play (or better yet, lead them over to the monkey.)

...Similar to the wunderwaffle, these barrels will rotate around the player and 
   create a barrier that kills anything they smash into. Very effective against 
   large swarms; buying you time to cut yourself a path through the crowd. 
   Another added benefit is that once they expire, they fly off to the side; 
   killing anything they touch, although these kills are incidental and near 
   impossible to predict.

...Grants the player double the normal foot speed. Appear as boots on the map. 
   These are basically what the player who receives the fate of Furious Feet 
   receives (discussed later.)

**NOTE** If you picked up the Furious Feet perk in the Room of Fate, do not 
         pick up any boots you run across. Leave them for teammates. 

...A land vehicle capable of running over any enemy in the game (excluding 
   the boss.) Appears as a tank on the map. Fires explosive rounds similar to 
   the China Lake. Great for taking out large groups, but somewhat difficult 
   to control at times. These are first introduced into the game at round 9. 
   Many people do not utilize this vehicle properly. The best way to utilize 
   the tank is to run over the enemies while firing at the same time. Even
   better, block off an exit with the tank and fire in another direction to 
   cover two directions.

Extra Lives
...Grants an extra life to THE ENTIRE TEAM. Appears as a golden soldier on the 
   map. Always be on the lookout for these babies. Pick them up at all costs; 
   even if it means dropping a nuke or speed boost to get it.  

                                   NEW TO DOA2

First Person Mode
...Previously only available as a mod-hack on the PC in the original DOA, you
   can now (temporarily) enter first person mode (FPM) on any console (or PC) 
   via an item pickup. When in FPM, controls operate like they would in typical 
   COD gameplay. Now I know what you are thinking... Some of you play Dead Ops 
   because you prefer the top-down view. Understandable (and I am with you 
   there), however there are several AWESOME perks to picking up this item!
      + Perk #1 - Your multiplier gains a 5x boost, ONLY while in FPM. 
      + Perk #2 - When you go into or come out of FPM, you gain invincibility 
                  for 3 seconds. This accounts for disorientation of changing
                  views and control schemes.
      + Perk #3 - You can sprint, just like in Black Ops online multiplayer. 
                  When you finish sprinting, you gain 3 seconds of 

...Not the edible type, but the contents are still quite tatsy. If you 
   encounter a white egg in this game, concentrate your firepower on it until
   it hatches. Inside, you will find gems, gems, gems galore.

Carton of Ammo
...This pickup extends the time duration of any weapon you pickup. If you get
   this powerup for your default M60, it will simply double its fire rate.

...These are an interesting (and helpful) addition to the game. They do not
   signify the death of an enemy. Rather, they provide a slight boost to your
   acquired weapon when picked up. The effect is only temporary, as a countdown
   meter appears underneath your HUD showing the time left on the effect. Skull
   power can be upgraded more than once. The first upgrade shows RED in color, 
   and can be further upgraded to PURPLE.

...This new instrument of torture is pretty much identical to the barrels from 
   the first game. Picking it up will spawn a saw which rotates around your 
   player and kills anything it touches. Very effective, especially in higher 
   rounds. You can equip multiple saws for double the carnage.

...A new addition to DOA2, this item will automatically pull any nearby 
   treasure directly to you. Very helpful if you are unable to reach a 
   particular piece of gold because of a pesky swarm of zombies that just 
   won't move out of the way. Also helpful for snatching treasure at the end 
   of a round when the Silverback is coming after you.

Boxing Gloves
...Here's another new one. Remember in the first game how some players would
   just spin around in circles like an idiot? Well, those players are in luck.
   This weapon was made just for them (and it's pretty fun to use as well.)
   Two boxing gloves appear on the sides of the player. By rapidly rotating the
   control stick, the boxing gloves will demolish any enemies caught in their
   wake. Additionally, comic style graphics appear with every kill. The power
   ends when you hear 3 bells dinging.

Slowdown Forcefield
...A GREAT addition to the game, this forcefield makes the enemies who walk
   into it move in slow motion. This allows you time to catch your breath,
   decide which enemies to mow down first, and go from there. This item is 
   ideally used in the middle of the room, or in a corner as a last resort.

...This item appears to have no effect at first. However, picking this up will
   drop some skulls onto the battlefield.

SAM Turret
...Think back to Black Ops 1 multiplayer. This thing fires rockets up into the 
   air and will home onto the closest zombie for and explosive impact; killing
   anything in their immediate blast zone. The weapon works similar to the 
   Sentry Gun and will stay in play for approximately 30 seconds.

Spiked Ball of Doom
...Pretty much identical to the tank, but a hell of a lot more fun. Controls 
   the same way as the tank, but has no secondary fire feature. This vehicle 
   rolls around the map and smashes anything it touches. 

Mech Robot
...Incomplete data at this time

                      VII. ENEMIES AND HAZARDS [ENMY]

This section lists all the various enemy types and hazards you will run into 
over the course of a game.

Basic Zombies
...This is the basic zombie you will encounter beginning at round 1 and 
   continue to see throughout the game. Nothing special about them, really. 
   They move very slowly at the start of the game and are easy to kill, but 
   their speed and strength will increase as the game moves along.  

Vortex Zombies
...First appearing in round 5, these guys carry around explosive purple 
   barrels. When killed, the zombie leaves behind the purple smoking barrel. 
   Blowing the barrel up will cause an explosion. If you complete the round
   and leave the barrel alone, it will begin to suck all of the treasure
   into the barrel.

...These neutral enemies are only encountered in the Farm arena (rounds 9-13.)
   They enter from one of the 4 doorways and exit the opposite end of the 
   screen. Anything that gets in their way is instantly killed. Great for use
   as a barrier when tons of zombies are swarming around. These creatures can
   be killed; but only by shooting an explosive weapon at them (RPG-7, grenade
   launcher, tank, spiked ball, or mech robot.) This causes blood and guts to
   fly all over the screen. Additionally, some of the bulls will shine gold.
   If one of these guys are blown up, a bunch of gems will scatter all over 
   the ground. Pick those babies up to increase your multiplier!

Dirtnap Zombies
...As the name implies, these folks will rise from the ground like an actual 
   zombie before coming after you. They are first encountered in the garden
   arena, rounds 13-16.

Shadow Zombies
...Making their debut in the Temple Grounds arena (rounds 17-20), these guys
   can prove to be a nuisance if you don't pay attention. A crow and a blue 
   flash will show on the level, indicating their spawn point. Once the zombie
   is killed, it will disintegrate into another blue flash, move to a random 
   point on the map, and respawn! Kill it once more to put it down for good.

...These guys are undead creatures carrying swords and can climb up and down 
   ledges; giving them another layer of intelligence not seen with other 
   zombies. You will first encounter them in the Spiral Race Silverback 

Blood Zombies
...Introduced in the bloodpool arena at rounds 25, these guys can cause 
   problems if you aren't paying attention to your surroundings. They are red
   in color and blend in with the red water, making them very difficult to 
   detect at times. 

Downpour Zombies
...If you recall the engineer zombies from DOA1, you have an idea of what to 
   expect with these guys. Your first run-in with these guys will be in the 
   Outpost arena, round 49. The zombies fall down from the sky and immediately
   charge at you. This is important to note, because in DOA1 they didn't rush 
   you unless you shot at them. Take care not to get squashed.

...Those damned demon dogs are back again, and vicious as ever. Your first
   encounter with the dogs will be in the Forest arena at round 53. Whenever 
   you see one of these beasts on the field, they take immediate priority over
   all other enemies. They are exceptionally fast and require the Furious Feet 
   to outrun them. Similar to DOA1, they do not instantly kill the player 
   when they make contact. They instead deliver a bite. Same as before - three
   bites and you die.

Cyber Silverback
...The brother of the Cosmic Sillverback who is out for revenge on you. This is 
   the boss of Dead Ops 2. He is the big gorilla that you will randomly see 
   appear at the end of a level every so often trying to steal any treasure 
   that is still on the ground. He's also much faster than in the first game. 
   He is invincible and cannot be killed... until you face him as a boss in 
   round 64.

Shock Towers
...First encountered in the Pier arena (level 5,) these hazards will annoy 
   just about anyone. Much larger and easier to see than DOA1. When activated, 
   they will kill anything they touch, friend or foe. When turned off, feel 
   free to run right through them (though not recommended.) When the tower is 
   green, it is off and safe to pass through. When they turn purple, they are 
   about to activate, so stay clear. 

...Another new threat, these act as death traps which will kill the player 
   upon touching them. Think of a shock tower that is constantly on. You get 
   the idea. Don't touch them.

                         VIII. GENERAL ADVICE [GADV]

This section provides some common sense information as well as intel that will 
prove useful in making you a better overall player.

...The biggest piece of advice I can give ANYBODY is to play, play, and play 
   some more. Just because you read through a book, walkthrough, etc. doesn't 
   automatically make you a great player. Like most things in life, you will 
   only get better through hands-on application. Play the game constantly and 
   you will gain a better understanding of why certain things work and do not.

...It is usually better to be moving than stationary. A moving target is much 
   harder to kill than one that just sits there. Standing in one spot will 
   often result in death; especially when faced with higher speed zombies.

...Learn how to run and shoot in different directions. I often enter games 
   where people are too busy fleeing a horde of zombies and forgetting to 
   shoot as they run. This leads to getting overwhelmed and losing lives.

...Your multiplier is the key to a longer game. With a high multiplier, you 
   will be earning lives like it's second nature. Pick up gems when you can to 
   increase the multiplier faster than normal. Once you reach a 9x multiplier, 
   you should start leaving treasure behind for teammates so they can build up 
   their multipliers. This tends to be the hardest concept for a player to 
   grasp because they want to get high on the leaderboards. However, without a 
   team, you won't be able to sniff a high spot on the leaderboards. Remain 
   humble and you will go far. 

...There is no reason NOT to fire your M60. You never know when an enemy 
   will come from a corner or behind and try to catch you off guard.
...Just because you see a weapon or item spawn does not mean you have to make a 
   mad dash for it the split second it pops on the screen. Items will remain on 
   screen for some time before flashing and finally disappearing. Think about 
   your situation and think about if you need it immediately or can hold out
   for a little longer. Sometimes a brief delay to thin out the zombies is the
   smarter play.

...Do not pickup a weapon or item unless you need it. If you have 9 nukes, 
   speed boosts, etc., you should leave it for someone else that could use it.

...Do not leave a bonus room or, god forbid, an armory without picking up 
   every single treasure. Leaving early is downright foolish for too many 
   reasons to mention.

...When you are in a bonus round or armory, try to leave a specific weapon 
   (i.e.: chopper, tank) until the very end so you can get the most use out of 
   it for the following round.

...Lead enemy hordes into the shock towers when possible. It will help thin 
   out the forces and make it easier for the team to pick them off one by one.

...After dying, you will respawn on the map with a temporary shield of 
   invincibility. Use that time to plow through as many zombies as you can! 
   If necessary, block off a point of entry on the map and stay there until
   the shield turns yellow and is nearly worn off.

...As you progress through the game to the higher levels, it will become 
   inevitable that someone becomes the "bomb bitch" and starts stealing lives, 
   providing others with armory, etc. If you find yourself to be that person 
   and you are becoming more of a hindrance than a help, LEAVE THE TREASURE FOR 
   EVERYONE ELSE. What good does it do the team for you to pick up treasure if 
   you keep dying on a constant basis? That multiplier you earned could have 
   been put to better use with a better player. On the flip side, if your 
   teammates are constantly dying and giving little to no help, you will need 
   to make that difficult judgement call and start taking everything for 

                         IX. CRITICAL INTEL [CINT]

This section has information that few players know about. To have the best 
chance of surviving into the higher rounds of the game, you should read the 
intel contained within.

...When a teammate has zero lives and dies again, he can be revived by 
   stealing one of the other player's lives. Stealing a life occurs 
   automatically and cannot be triggered by any other means. A life cannot be 
   stolen by the same player more than once in a 90 second span. When a life 
   is stolen, the player whose life was stolen will receive a randomly chosen 
   power-up as follows:
      - 3 nukes
      - 4 speed boosts

...Adding on to the previous intel, if one of your lives gets stolen and are 
   awarded nukes or speed boosts AND you have 7+ nukes or 6+ boosts, any nukes 
   or boosts which put you over the maximum limit (9) will go to waste. If you 
   receive a weapon drop which puts you over the max, drop a nuke/use a boost 
   immediately to ensure one less item goes to waste.

...When entering and leaving first person view (FPM), you are granted a 
   temporary 3 seconds of invincibility. Use that to your advantage and 
   destroy as many zombies as you can!

...It is highly recommended that you turn off controller vibration during 
   gameplay. Your hands will get tired and it can become annoying after a 
   long stint of play.

                 X. BASIC LEVEL DESCRIPTIONS (1-64) [BASC]

This section gives a basic description of each level and set of rounds. It 
then lists a couple keys to winning the rounds in case you are having trouble.

**NOTE** At various times throughout the game, you will run into what are
         known as SILVERBACK CHALLENGES. These are fun little mini-games which
         serve to provide successful players with extra armory, gems, etc.
         It is NOT mandatory that you beat these mini-games to advance to the 
         next true level, but you certainly want to do your best to get the 
         maximum reward. 

**NOTE 2** The SILVERBACK CHALLENGES will be listed in a seperate portion of 
           the guide since some of them are encountered multiple times 
           throughout the game. When one is encountered, I will refer you to
           the appropriate section via Quick Code link.

ISLAND (1-4)
...As with the original DOA, this is the starting point of the game. Nothing 
   but slow moving zombies that come at you from north, south, east, and west. 
   You will also notice that the edges of the map is completely covered in 
   water. Zombies that spawn from this side of the map move at a sluggish pace 
   until they hit land, at which point they will move much faster. If you die 
   in these levels, either quit or start over. 
   Bottom line - the strategy from the first game does not change here, as if 
   you really need one.

   \      /
    \    /
     \  /
       Have a brain. There is absolutely no excuse for losing lives in these 
       levels. If you must have some sort of advice, stay out of the water 
       until the round has been completed. While your player is in the water, 
       he cannot fire any weapons. 

PIER (5-8)
...Nothing too serious in terms of level layout. The big thing here is that
   zombies can also spawn from the water right beside the docks. New zombies 
   are introduced which carry around purple smoking, exploding vortex barrels
   (wrap your head around that for a  minute.) When killed, the barrels drop 
   in place and remain there until you decide to blow them up; killing 
   anything nearby. Be warned - if you complete the round and leave the 
   barrels untouched, they will suck all the treasure on the map into them.

...This arena introduces the first of many challenge rounds; the first being 
   called "Dead Collectors." A bunch of vortex barrel zombies will come 
   dashing at you.

   \      /
    \    /
     \  /
       For round 5 ("Dead Collectors,") you will need to take out the barrel 
       zombies as quickly as possible. Be aware of the barrels they leave 
       behind and use them to your advantage. Destroy a barrel when a large 
       group gets close to you in order to thin out the crowd. Other than that,
       the arena is pretty straight forward.

FARM (9-12)
...If you recall the Market arena from DOA1, you know what to expect here. 
   This is a decent sized arena which introduces charging bulls in round 9, 
   which is a Challenge Round ("Get Off of My Farm!") They are neutral enemies
   who kill both friendlies and zombies. A yellow shining bull will contain 
   gems, so be sure to blast them on sight. You will also notice that the bulls
   are much faster than in DOA1, so you need to be on your toes. Also, prepare
   for your very first...

|                     SILVERBACK CHALLENGE - Redin's Rally                   |
|                                                                            |
| Encountered after round 9. Refer to the SB Challenge section of this guide |
| for details on this mini-game.                                             |
|                                                                            |
|               Go there right now by using Quick Code "RRAL"                |
|       If you came here from the Table of Contents, just hit FIND NEXT      |

   \      /
    \    /
     \  /
       Use the bulls to your advantage, especially in the Challenge Round, and
       take cover when possible. Let them do your dirty work, letting you 
       escape vast hordes and collect items as they pop up. Do not be afraid 
       to pass through the stampede if it is appropriate, but be very careful
       to judge the gaps to avoid getting killed.

...This is a smaller, circular gated arena resembling a spooky garden. Openings
   on all 4 edges, plus there is another looming threat... Round 13 is the 
   Challenge Round "Dirt Nap Disturbed." It introduces what I refer to as the 
   Dirtnap Zombies. They rise from the ground and make a beeline for the 
   players. Not much else to the map.

   \      /
    \    /
     \  /
       Round 13 is the biggest threat with the constant waves of Dirtnap 
       Zombies. They will spawn close to the outside edge of the map. The 
       recommended approach is to wait for them to spawn and then cut a line to
       the outside and circle around the outside while killing them all. 
       Collect the items in between waves or when you have a safe opening.
       Once you get to rounds 14-16, things get a little easier. Stick with the 
       outside edge of the map and you should be able to slip past the arena
       with little effort.

...A regular 4-walled map with a lion statue in the middle. Reminiscent of the
   Courtyard arena from DOA1, only much harder due to the arrival of a new 
   threat. The Shadow Zombie will debut in round 17, which is the Challenge 
   Round "Shadow Boogie." Crows will begin to fly into arena with a bluish
   glow. When they land, a dark zombie to rise and chase you. You will also 
   experience your next....

|                     SILVERBACK CHALLENGE - Spiral Race                     |
|                                                                            |
| Encountered after round 19. Refer to the SB Challenge section of this guide|
| for details on this mini-game.                                             |
|                                                                            |
|               Go there right now by using Quick Code "SPRL"                |
|       If you came here from the Table of Contents, just hit FIND NEXT      |

   \      /
    \    /
     \  /
       Keep a sharp eye on those crows and blue flashes. The shadow zombies
       are obviously the biggest threat here. Keep in mind that once you kill
       one of them, they will disintegrate and respawn elsewhere on the map,
       indicated by the blue ghost that moves across the screen. Staying 
       toward the middle of the map is your best bet for success. It is very
       possible your game could end here if this is your first playthrough.
       As the saying goes... Keep Calm and Shadow Boogie.

PALACE (21-24)
...This is probably the smallest arena in the entire game. A small confined 
   area with multiple openings on each side for zombies to spawn enter. The
   only good news here is that there is no Challenge Round or new enemies to
   complicate things. Just regular zombies and a few shadow zombies to keep
   you on your toes.

   \      /
    \    /
     \  /
       You will get overwhelmed fast if you try to stand in the middle. The 
       easiest way to handle this arena is to have your team bunch up in one
       of the corners of the map and fire away. Not much else to say here. 
       If you want to try a different, less boring, approach then have your
       best player (preferably the feet guy) run around bunching up the 
       zombies while your team corner camps and picks them off.

...Don't adjust the tint on your screen. You've entered into a HUGE mud-red 
   lake surrounded by snowy mountains. Probably one of the coolest maps in 
   the history of Dead Ops. It is also one of the most significant, because 
   for the first time ever, you will be facing TWO seperate Challenge Rounds.
   The first one, Red and Dead, introduces blood zombies which camoflouge 
   into the background. The second, dubbed Meatball Soup, introduces killer
   meatball enemies which travel around like the Spiked Ball of Doom vehicle.
   The only difference is that when you destroy one, it explodes into a few 
   "mini-meatballs." Oh yeah, by the way, you're about to meet your next...

|                     SILVERBACK CHALLENGE - Chicken Bowl                    |
|                                                                            |
| Encountered after round 26. Refer to the SB Challenge section of this guide|
| for details on this mini-game.                                             |
|                                                                            |
|               Go there right now by using Quick Code "CBWL"                |
|       If you came here from the Table of Contents, just hit FIND NEXT      |

   \      /
    \    /
     \  /
       Round 25 (Red and Dead) can catch you off guard if you aren't prepared.
       Fortunately the map is large enough that you can evade most everything.
       Stick to the outside edges and pick off the Blood Zombies as you run
       around. For Round 26 (Meatball Soup), remember you need to kill the 
       smaller meat nuggets to completely destroy the enemy. Same as before,
       stick to the outside when possible. You can also use those shock towers
       as defense if you are getting overwhelmed.

RAVINE (29-32)
...In progress

   \      /
    \    /
     \  /
       In progress

...In progress

   \      /
    \    /
     \  /
       In progress

...In progress

   \      /
    \    /
     \  /
       In progress

SKY RUINS (41-44)
...In progress

   \      /
    \    /
     \  /
       In progress

TECH LAB (45-48)
...In progress

|                 SILVERBACK CHALLENGE - TANK VAULT HEIST                    |
|                                                                            |
| Encountered after round 47. Refer to the SB Challenge section of this guide|
| for details on this mini-game.                                             |
|                                                                            |
|               Go there right now by using Quick Code "TVH"                 |
|       If you came here from the Table of Contents, just hit FIND NEXT      |

   \      /
    \    /
     \  /
       In progress

OUTPOST (49-52)
...In progress

   \      /
    \    /
     \  /
       In progress

FOREST (53-56)
...In progress

   \      /
    \    /
     \  /
       In progress

ROOFTOP (57-60)
...In progress

   \      /
    \    /
     \  /
       In progress

JUNGLE (61-64)
...In progress

|                     SILVERBACK CHALLENGE - Chicken Bowl                    |
|                                                                            |
| This is not a typo. You encounter this challenge again after round 62.     |
| Refer to the SB Challenge section of this guide|for details on this        |
| mini-game.                                                                 |
|                                                                            |
|               Go there right now by using Quick Code "CBWL"                |
|    If you came here from the Table of Contents, just hit FIND NEXT (again) |

   \      /
    \    /
     \  /
       In progress

BOSS ROUND (Cyber's Avengening - The Cyber Silverback)
...Round 64 is a BOSS ROUND, and of course, it's the final boss. The Cyber
   Silverback you have seen sporadically throughout the game will chase you 
   down and charge at you with speed boosts. To make things worse, you need to
   kill him while fighting off an entire horde of zombies. 

   \      /
    \    /
     \  /
       Same as DOA1 - Run and gun. If you stand still for any length of time,
       you may as well kiss yourself goodbye. Try to snake your way around 
       and constantly change directions. If you see the ape go down in a 
       charging stance, he is preparing to speed boost in your direction. If 
       you are doing well on lives, try to hold on to a couple nukes for this 
       battle as they will become invaluable for clearing out the hordes. If 
       someone manages to pick up a chopper, lure the ape directly into an 
       electrical pole and keep him there for as long as possible. Another 
       great way to drain the life bar of the ape is to snag an RPG and blast 
       straight at it. He will take a serious amount of damage this way and 
       increase your chances of winning. If you want to be cheap about it, 
       try this next one. 
       Wait for an RPG to appear, die on purpose, pick up the RPG, then stand 
       right next to the monkey (while still invincible) and blast him 
       repeatedly with the rockets. Dual damage will take him down twice as 

**NOTE** After defeating the monkey, you will need to turn your attention to 
         the large egg you noticed prior to the round start. Blast it to hell 
         and a large number of gems will spew forth, along with the chicken 
         that the Silverback kidnapped at the start of the game. Feel free 
         to pick them all up. Once finished, enter the portal to exit the 
         arena and, seemingly, beat the game. A cutscene plays showing you 
         victorious, standing next to the chicken you saved. From nowhere, 
         the Cyberback reappears and knocks you all the way back to the 
         beginning island, much like in DOA1.

The current world record for rounds survived, as of the date of this guide's 
most recent publication, is ????

                       XI. SILVERBACK CHALLENGES [SBC]

This section details all of the Silverback (SB) Challenges found in the game
and how to beat them.

|                            Redin's Rally                                   |
|                                            | Played after round 9          |
| Controls:                                  |                               |
| It's basically a throwback to Super Off-Road in the arcades, only you get  |
| to smash zombies in the process!                                           |
|                                                                            |
|                                                                            |
|                               IN PROGRESS                                  |
|                                                                            |

|                             Spiral Race                                    |
|                                            | Played after Round 19         |
| Controls: Same as DOA2                     |                               |
| It's a race to the top of the spiral with lots of goodies on the line.     |
|                                                                            |
|                                                                            |
|                             IN PROGRESS                                    |
|                                                                            |
|                                                                            |

|                             Chicken Bowl                                   |
|                                            | Played after round 26 & 62    |
| Controls: Same as Redin's Rally            |                               |
|                                                                            | 
|                                                                            |
|                             IN PROGRESS                                    |
|                                                                            |
|                                                                            |
|                                                                            |

|                           Tank Vault Heist                                 |
|                                            | Played after round 47         |
| Controls: Unknown                          |                               |
|                                                                            |
|                                                                            |
|                            IN PROGRESS                                     |
|                                                                            |
|                                                                            |


                            THE ROOM OF FATE

Between rounds 17-20, you will encounter the Room of Fate (ROF). It is a 
standard room with four exits that will grant the player one of four permanent 
enhancements for the rest of the game. In order to receive one of these 
enhancements, the player must walk over to an exit and wait until the power-up 
drops down from the sky. If they do not do this, the opportunity to receive 
that power-up is lost. 

**NOTE** The initial power you receive in the ROF has been slightly nerfed
         in comparison to DOA1. To receive the full power you would have 
         expected in the first DOA, you will need to make it through to the 
         Room of Judgement.
**NOTE 2** Unlike DOA1, there is no way to determine your desired fate. This 
           has been confirmed by Treyarch. Bummer.

The fates are as follows:

Fortune and Fortitude
...Doubles the duration of all weapons and items picked up. Also ensures that 
   the player has no less than a 2x multiplier at all times. Ideally, the 
   highest ranking color should always get this power-up. While in the chopper, 
   the highest ranking color attracts all zombies to him (except dogs.) With 
   the gem equipped, you are basically giving your team one full minute of 
   invulnerability. Typically, the best player on the team should get this 

...Grants the death machine as a base weapon. The player can still pick up 
   other weapons, but as they expire the gun will default back to the death 
   machine. If you select this perk, it is best to just leave all other 
   weapons for teammates as the death machine is more than capable of killing 
   anything in its path. Players with less experience should take this perk.

...Grants a permanent chicken that will always follow the player around. It 
   uses the same gun as the one the player is carrying. Any additional 
   chickens that the player picks up will last twice as long as normal. For 
   this reason, the team should ALWAYS leave any chickens found in the game 
   for the player with the Friendship perk.

Furious Feet
...Grants the player a permanent boost of speed. Also grants a minimum of 
   three speed boosts (lightning bolts) at the start of each round. The player 
   with this perk should try to leave all speed boosts and turbo boots for 
   other players since the booster automatically gets three of their own every 

**NOTE** If you are playing on Solo, I personally recommend taking 
         the Furious Feet perk. Having double speed will come in handy in the 
         high rounds as well as being guaranteed three speed boosts at the 
         start of every round. This allows you to be somewhat generous with 
         the use of your boosts toward the end of a round.

                          THE ROOM OF JUDGEMENT

Yes, you read that right. Unlike DOA1, there are two rooms of fate. This 
second one, the Room of Judgement, appears somewhere in the Colosseum arena, 
rounds 37-40. There is a slight difference with this room though. One of two
things can happen here

   Option #1 - Earn a cluster of nukes or lightning bolts
   Option #2 - Depending on what you got in the Room of Fate, your power is 
               multiplied as follows below:
               Firepower - Death machine receives Pack-A-Punch upgrade
               Feet - Receives a minimum of FOUR (4) boosts after each round
               Friendship - Chicken doubles in size and sprays like a shotgun
               Fortune - Unknown at this time

At this time, it is unknown if the reward is random or obtainable through
other means.

                       XIII. DEAD OPS NO-NO's [DONN]                

Here is a guide to ensuring you don't get stuck with any clowns on your team. 

If you wish to get far in this game, you will want to make sure you are 
playing with people who know what they are doing. This section isn't as big of
a deal as with DOA1 because public lobbies never come into play with DOA2. 
Why? Well, for some reason, it is the only game mode that cannot be accessed 
from the main menu. This means you will have to send private invites to players
rather than wait for a lobby to fill up. Perhaps Treyarch will rectify this in
a future patch, but for right now it is what it is.

**NOTE** If you have any sort of common sense, you probably won't need to 
         reference this section more than one time. Some of the things listed
         below are the types of things that make you stand with your mouth wide
         open like "Really? Seriously?" Just remember, it wouldn't be on this
         list if someone hadn't done it before.

...USE MICROPHONES DURING GAMEPLAY. It makes for easy communication so everyone 
   knows what to do. If a player does not have a mic, send that person a 
   message and ask them if they have one. If they don't then leave the game.

...Avoid playing with anyone who uses a split screen. These people can be 
   identified by the same screenname listed twice in the same room (one of the 
   duplicate names will also have a "2" in parentheses.) 99.99% of the time, 
   one of the two players are bad. They will exhibit many of the problems 
   listed in the section below.

...The first thing to check upon game startup is the connection you have to 
   your teammates. Immediately hit select to pull up the player team/score 
   screen. Make sure that all players have AT LEAST a solid 3-bar connection. 
   If even one player has a 2-bar or less connection, either reboot the game 
   or allow someone else to host. If that fails, end the game immediately. 
   Players with bad connections will end up dying often, stealing lives, and 
   hurting the team in the longrun.

...If someone immediately drops a nuke or speed boost as the game begins (or 
   really at any point prior to round 13,) you should leave just as fast. These 
   people are either new to the game and don't know the controls or are just 
   being morons.

...If someone just stands there on screen getting killed continuously, just 
   leave the game. Once the player loses all their lives, they will start 
   stealing other team members lives; including yours. This is a no-brainer.

...If someone suddenly asks you to "cover" them while in the middle of a round, 
   get out of the game. This type of behavior is downright inconsiderate to 
   the rest of the team. It will lead to lives being lost continuously and, 
   eventually, lives getting stolen. This kind of crap only happens in low 
   level rounds. Low level rounds only last for a couple minutes. If you cannot 
   wait until the end of a round to do your business, you should not be 
   playing the game. 

...If someone does not choose a door while in the Room of Fate, leave the game. 
   A player who does not understand how this room works is either new to the 
   game or a piss-poor player. Either way, don't waste your time with them.

...If someone dies in a bonus room when there are no enemies on screen, or at 
   the end of a round or when all enemies have been defeated, particularly 
   from trying (impossibly) to kill the Cosmic Silverback, bid farewell. This 
   just shows that the player's head is not in the game and it will only get 
   worse in higher rounds.

...If someone picks up a flamethrower and starts spinning it in circles, ask 
   that person to stop. If they continue to do it, get out of there. Contrary 
   to popular belief, this tactic does more harm than good. It makes it 
   difficult to see anything in the arena, and frankly, it will NOT work on 
   higher rounds with tougher enemies (which is ironic, because these people 
   never see the higher rounds.)

...If someone grabs an RPG and starts spinning in circles while blasting you, 
   inadvertently or not, get the hell out of there. These people do not 
   understand how the weapon works and end up accidentally killing their 
   teammates; ruining their multiplier and scattering their hard earned gems 
   all over the place for teammates to steal.

...If someone picks up a weapon or item that they clearly do not need (i.e. 
   picking up sprint shoes when they already have the furious feet perk, 
   death machine when they already have the firepower perk, etc,) be very 
   cautious. These people only care about themselves; not the team. One 
   instance warrants a gentle request to stop it. Anything more, get out of 
   there and find some players who care about teamwork.

...If someone uses a speed boost simply to beat you or a teammate to an item 
   or treasure, get yourself out of the game. All that person is doing is 
   wasting an item that they will be needing in the later rounds. The only 
   time this is warranted is at the end of a round and only if you have ONE 
   speed boost remaining. This is because all players receive at least one 
   speed boost at the start of the next round (furious feet gets three.)

...If someone gets on a mic and starts verbally berating you or someone else 
   for no good reason, tell them where they can stick it and then leave. 
   Chances are that person sucks, wants people to let him get all the items 
   and money, or is just hungry for respect.

                        XIV. RUMORS AND MYTHS [RUMR]                         

There are a lot of false rumors out there about the game. This section debunks 
them all and lists a few you may not even know about.

...Follow the monkey into the same exit he goes and you will get a bonus room.
...Go in the opposite direction of the monkey (same as above.)
...Always go to the right/down/left
...Enter the side of the room with candles

These theories have ALL been proven false. The truth of the matter is that 
there is NO proven way to get a bonus room every time. If you think you know 
the correct pattern, think again. Any strategy you've concocted is likely the 
result of pure chance and coincidence. It is completely random.

                             XV. FAQ's [FRQ]                         

This section lists all of the most commonly asked questions I receive about 
this game. It is broken into two sections with questions about the game and 
about myself.


Q: How do I access DOA2 and make it playable?
A: Unlike in Black Ops 1, you do not have to complete the Campaign Mode first.
   First, you will need to beat Campaign Mission 2, which will grant you access
   to the Safehouse. From there, press the hidden button in the top left corner 
   of the Data Vault. The game will load and after a short, humorous cutscene, 
   you are in the game! The game will now be accessible from the main menu 
   screen going forward.

Q: Is there a public lobby option for Dead Ops 2? I can't find it in the main 
   menus anywhere.
A: Currently, there does not appear to be a menu option to public lobby play in 
   DOA2. The only way to play online with others is to access the game via the 
   Safehouse and send out private invites.

Q: How long does/did it take to beat the game?
A: At present, there are a number of players who have completed the game's first
   64 levels in just about 2.5 hours, maybe a little less.

Q: Can you take breaks in between rounds?
A: Yes. You can take a break for as long as you like. Just be sure the rest 
   of the team knows that you are taking a break so they do not accidentally 
   move on without you. Oh, and make sure you don't stand next to a shock 
   tower or in the pathway of a charging bull...

Q: Is there more than one Room of Fate?
A: Yes. There is the Room of Fate and the Room of Judgement. See the Room of 
   Fate section in this guide for more information.

Q: Is there a specific way to guarantee you will get a bonus room or an 
A: Not at this time.

Q: Can you kill the Cyber Silverback before a boss round?
A: No, but HE can kill YOU. If you try to kill him before a boss round, all 
   you are doing is wasting time, your ammo, and putting yourself in danger of 
   losing a much needed life. If you notice, the Cyberback always has a red 
   ring around him at all times. This indicates he is invincible. Anybody who 
   tells you they have killed the silverback before a boss round is lying. 

Q: How many rounds are there in DOA2?
A: There are There is no round limit in DOA2. It goes on indefinitely.

Q: How do you keep getting all those nukes/lightning/choppers/tanks to fall
   down from the sky?!
A: See the CRITICAL INTEL section. (Quick code CINT)

Q: How do you earn the trophy "Silverback in Black?"
A: Just start the game for the first time and it will auto unlock.


Q: I love your guide! How can I thank you? 
A: Thanks! Just click the button/link at the top of the guide which will 
   recommend it to others.

Q: I have a suggestion that will help the guide. Can you add it to your FAQ?
A: Sure. Just email me ([email protected]) and I will review it before 
   posting to the guide (giving you credit, of course.) 

                         XVI. ABOUT THE AUTHOR [BILL]                          

...I live on the west coast (USA) and play Dead Ops Arcade II on the PS4. 
   Here are my best DOA statistics: 

OFFICIALLY (as of xx/xx/xxxx)
...High Round Game - xxxxxxx
   High Score - xxxxxxxxxx
   High Kills - xxxxxxxxxxxxx

...If you have questions about the game that have not been addressed in this 
   guide, feel free to email or message me on PSN. If I don't respond within a 
   few minutes, chances are I'm in a game or away from the system. Multiple 
   messages in a short time span WILL GET YOU BLOCKED. 

...Lastly, if you wish to play, feel free to send either a party invite or a 
   friend request. Either way, I will be happy to play a session with you.

                          XVII. COPYRIGHT [COPY]

Copyright (C) 2015 DCIguy01/MKillBill

This guide may not be posted or distributed, in part or in whole, without the 
expressed written permission of myself. Feel free to print it out for 
personal reference, but it may not be sold for profit. Additionally, if I give 
you permission to post the guide, please ensure that the most recent version is 
always posted. 

The following sites have permission to post this guide:

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