Call of Duty: Black Ops II
Call of Duty: Black Ops II

Zombies Mode Mystery Box & Wall Weapons

Navigate Call of Duty: Black Ops II Zombies weapons acquired from the Mystery Box and Wall Weapons, including Wonder Weapons like the Ray Gun.

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Zombies Mode Mystery Box & Wall Weapons

In the relentless world of Black Ops II Zombies, your weapon choices are paramount to survival. This guide breaks down the intricacies of both the unpredictable Mystery Box and the reliable Wall Weapons, offering strategies to maximize your firepower and extend your rounds.

The Mystery Box: A Roll of the Dice

The Mystery Box, identifiable by its glowing question mark, offers a randomized weapon for 950 points per spin. While it can reward you with powerful wonder weapons and high-tier firearms, it also carries the risk of granting less desirable options. Understanding its mechanics is key to strategic use.

  • Cost: 950 points per spin.
  • Location: The Mystery Box's location changes after a certain number of uses (typically 10-12 spins) or after a "Teddy Bear" appears, indicating it's about to move. Listen for the distinctive laugh!
  • Weapon Tiers:
    • Common: Basic SMGs, shotguns, and assault rifles (e.g., MP5, M14, Olympia). While useful early on, they quickly become underpowered.
    • Uncommon: Stronger assault rifles, LMGs, and sniper rifles (e.g., M8A1, RPD, DSR 50). Good mid-game options.
    • Rare: High-damage weapons, often with unique properties (e.g., Ray Gun, Thundergun, Wave Gun). These are game-changers and should be prioritized for Pack-a-Punch.
    • Wonder Weapons: The ultimate prize. These unique weapons possess extraordinary power and special abilities, essential for high rounds. Examples include the Ray Gun (Tranzit, Die Rise, Buried, Mob of the Dead), Thundergun (Tranzit, Die Rise), and Wave Gun (Moon - via Nuketown Zombies).
  • Strategy:
    • Early Rounds: Avoid excessive Mystery Box spins in early rounds. Focus on accumulating points by using your starting pistol and Wall Weapons for headshots.
    • Mid-Game Power Spike: Once you have a decent point reserve (around 5000+), start spinning the box to secure a powerful primary weapon.
    • Wonder Weapon Hunt: If you're aiming for high rounds, a Wonder Weapon is almost a necessity. Be prepared to spend a significant amount of points.
    • "Teddy Bear" Indicator: When the Teddy Bear appears, the box is moving. Don't waste points if you're not near its next spawn point.

Wall Weapons: Reliable & Strategic

Wall Weapons are fixed weapons found mounted on walls throughout each Zombies map. They are purchased directly for a set price and offer a consistent, reliable source of firepower. While generally less powerful than Mystery Box weapons, their predictability makes them invaluable.

  • Fixed Locations: Unlike the Mystery Box, Wall Weapons always spawn in the same spots. Learn these locations for quick re-supply.
  • Consistent Pricing: Their cost remains the same throughout the game, allowing for better budget planning.
  • Ammo Replenishment: You can purchase ammo for Wall Weapons directly from their wall-mount for a fraction of the initial cost, a crucial advantage in prolonged engagements.
  • Early Game Essential: Wall Weapons are your bread and butter in the early rounds. Use them to maximize point gain through headshots and conserve your starting pistol ammo.

Key Wall Weapons and Their Uses (Map-Specific Examples):

While specific weapons vary by map, here are general categories and their strategic applications:

  • Pistols (e.g., M1911, Five-seveN):
    • Cost: Low (e.g., 250-500 points).
    • Use: Excellent for early round point farming. Aim for headshots to maximize points. The M1911 in particular is often the starting weapon and can be surprisingly effective when Pack-a-Punched.
  • SMGs (e.g., MP5, AK74u):
    • Cost: Moderate (e.g., 1000-1200 points).
    • Use: Good for mid-range engagements and clearing groups of zombies. The MP5 (Tranzit, Die Rise) is a common early-game purchase due to its decent damage and affordable ammo.
  • Shotguns (e.g., Olympia, Remington 870 MCS):
    • Cost: Moderate (e.g., 500-1500 points).
    • Use: Devastating at close range. The Olympia (Tranzit, Die Rise) is a strong early-round option for one-shot kills, especially when upgraded. The Remington 870 MCS (Tranzit, Die Rise) offers more versatility.
  • Assault Rifles (e.g., M14, Galil):
    • Cost: Moderate to High (e.g., 500-1800 points).
    • Use: Versatile weapons for various ranges. The M14 (Tranzit, Die Rise) is a very affordable early-round option for headshots. The Galil (Tranzit, Die Rise) is a powerful choice for later rounds, especially when Pack-a-Punched.
  • LMGs (e.g., RPD, LSAT):
    • Cost: High (e.g., 1800-2000 points).
    • Use: Excellent for sustained fire and crowd control, but often have slower reload times. The RPD (Tranzit, Die Rise) is a solid choice for holding chokepoints.

The Pack-a-Punch Machine: Upgrading Your Arsenal

Regardless of whether you acquire your weapon from the Mystery Box or a wall, the Pack-a-Punch Machine is your ultimate upgrade station. For 5000 points, it significantly boosts a weapon's damage, increases its magazine size, and often adds unique effects. Always prioritize Pack-a-Punching your primary weapons, especially Wonder Weapons, to survive higher rounds.