Nuketown Zombies
The Nuketown test site as a small survival map. No boss quest — but a couple of neat side Easter Eggs.
Quick answers
How do you complete the Nuketown Zombies Easter egg?
- No power switch — the 4 perks and Pack-a-Punch crash-land from the sky in a random order
- Open the central red truck (3,000) for the AK-74u, Claymores, Bowie Knife and Galvaknuckles
- Song: Samantha's Lullaby — the 3 teddy bears
- Song: 8-bit Re-Damned — hold the population sign at 15 and grab the shed power-up
- Song: 8-bit Coming Home — shoot the heads off all 28 mannequins
- Hear all 5 Richtofen TV transmissions → round-25 blue eyes
What are the main areas on Nuketown Zombies?
How many side Easter eggs are on Nuketown Zombies?
When was Nuketown Zombies released?
Key areas
Cul-de-sac
Spawn, in the middle of the map between the two houses. The red truck is here — 3,000 to open, with the AK-74u, Claymores, the Bowie Knife and Galvaknuckles inside — and the yellow bus at the end of it holds one of the three teddy bears.
Yellow House
Two floors, with the second teddy bear on the top bunk of the upstairs bedroom. Perks and Pack-a-Punch land at fixed spots around the map, and several of them are on this side.
Yellow House backyard & power-up shed
The shed door costs 3,000 and hides a power-up that rotates as the central clock ticks over. Take that power-up while the population sign reads exactly 15 and you get the 8-bit “Re-Damned”.
Green House
The living-room television plays the five Richtofen transmissions — round 3, then random rounds through 9, 17 and 22, then round 25. After the fifth the zombies' eyes turn blue and Richtofen replaces Samantha as the power-up announcer.
Green House garage
A crawl-in space that can hold one of the perk or Pack-a-Punch landing spots. It is tight and slow to get out of, so it is a bad place to be caught mid-round.
Green House back garden & fallout bunker
The third teddy bear is behind the fence out here. Melee the bunker door for one of Marlton Johnson's fourteen quotes, one per round — the audio is very quiet even at full volume, so players often think it has not triggered and melee it again.
The population signs & central clock
The Nuketown signs act as a running kill counter and the clock in the middle of the map tracks it; that clock is what drives the shed power-up changing. Nothing on this map has boardable windows, so there is no Carpenter power-up and no window duty — you hold lanes instead.
What to do
- No power switch — the 4 perks and Pack-a-Punch crash-land from the sky in a random order
- Open the central red truck (3,000) for the AK-74u, Claymores, Bowie Knife and Galvaknuckles
- Song: Samantha's Lullaby — the 3 teddy bears
- Song: 8-bit Re-Damned — hold the population sign at 15 and grab the shed power-up
- Song: 8-bit Coming Home — shoot the heads off all 28 mannequins
- Hear all 5 Richtofen TV transmissions → round-25 blue eyes
Before you start
What to have in hand before step 1 — from the loadout notes, from the walkthrough itself, and from the map's own quest documentation where the gate is never stated in a step.
- No power switch at all. The four perks and Pack-a-Punch crash-land from the mushroom cloud on a randomised schedule; solo gets Quick Revive immediately.
- No boardable windows anywhere on the map, so there is no Carpenter power-up — you hold lanes rather than repair windows.
- The population sign is a live kill counter (0–99, wrapping) tied to the centre clock, which is what cycles the shed power-up.
- There is no special/Hellhound round on this map — zombies are the only enemy type.
- Co-op vs solo changes only the perk-landing timing (step 1); everything else on the map plays the same either way.
- The map's setting reappears, unrelated, in Black Ops 7: Nuked (Season Four) reuses the post-nuke Nuketown layout inside Paradox Junction, Survival and Cursed Survival, but it is a separate map on a different engine, not a remaster of this one.
Where your run will differ
Gathered here so you meet them before they cost you a run rather than after — quoted word for word from the guide below, or researched from the map's own quest documentation.
What changes with your player count. The rest of the guide is the same either way.
- “In solo, Quick Revive lands immediately and the rest drop on random rounds 3–5, 6–9, 10–14, 15–19 and 20–25, each 30…” step 1
- “In solo, Quick Revive lands immediately; the rest drop on random rounds 3–5, 6–9, 10–14, 15–19 and 20–25 (each 30…” Crash-landing machines
Full walkthrough
The quest in the order this guide runs it — tap any step to jump to it, and it fills in as you tick steps off.
Learn the crash-landing order
There is no power switch. The four perks (Quick Revive, Jugger-Nog, Speed Cola, Double Tap II) and Pack-a-Punch fall from the sky one at a time, in a random order, each marked by a siren and a fireball. In solo, Quick Revive lands immediately and the rest drop on random rounds 3–5, 6–9, 10–14, 15–19 and 20–25, each 30–120 seconds into the round. Pack-a-Punch costs 5,000 once it has landed.
Tip: Never stand on a landing pad when the siren sounds.
Quick win: Knowing the round bands lets you roughly plan when Jugger-Nog is likely to land, even though the order itself is random.
Open the red truck
Pay 3,000 to open the central truck door. Inside: the AK-74u (1,200), Claymores (1,000), the Bowie Knife (3,000) and the Galvaknuckles (6,000).
Samantha's Lullaby: the three teddy bears
Hold interact on each, any order: in the back of the yellow bus by the right-hand window; on the top bunk in the Yellow House upstairs bedroom; behind the white fence in a hole in the Green House back garden. Once all three register, Samantha's Lullaby by Kevin Sherwood plays.
8-bit Re-Damned: the population sign and the shed
Open the shed door for 3,000. A power-up inside rotates as the centre clock ticks over — each kill drops the population sign by one, and it wraps 0 to 99. Walk into the shed power-up while the sign reads exactly 15 to trigger the 8-bit Re-Damned.
Tip: Watch the centre clock rather than the sign alone — it is the cue for when the shed's power-up is about to change.
8-bit Coming Home: the mannequin sweep
Shoot or melee the head off every one of the 28 active mannequins — they are drawn from 54 possible spawn points, so the exact set differs every match. Three commonly-missed spots: inside the Yellow House power-up shed, on a couch behind the Galvaknuckles truck, and in the window of the unreachable house left of the Green House.
Quick win: Sweep for these while training rather than as a dedicated side trip — most sit on your normal running lines.
Richtofen's five TV transmissions
Five recordings play in sequence: round 3, then random rounds through 9, 17 and 22, then round 25. They are Richtofen narrating the Moon Easter egg happening at the same moment in the story. After the fifth, the zombies' eyes turn blue and Richtofen replaces Samantha as the power-up announcer.
Confirmation cue: The zombies' eyes turn blue after transmission five.
Marlton's bunker and the bus horn
Melee the bunker door for one of Marlton Johnson's 14 quotes, one per round — reused lines from his TranZit character. The audio is very quiet even at full volume, so listen closely rather than meleeing again, which is the mistake most players make. A distant TranZit bus horn also plays on a random round between 5 and 10.
Hold-and-train plan for high rounds
A HubPages high-round guide trains in a circle through either house's backyard, choosing a line that passes each staircase so there is an escape route up if the train gets too close. Loadout: a Ray Gun plus a light machine gun — the two offset each other, in the guide's words, with the LMG supplying punch and a deep ammo reserve while the Ray Gun handles crowds. All four perks are treated as essential, not optional.
Tip: Create a crawler deliberately for a breather to reposition or check the shed clock, but don't let it linger — it still counts as a live zombie.
Quick win: Opening the shed (step 4) also raises how often power-ups drop in general, according to the same guide.
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
“Samantha's Lullaby”
Hold interact on the 3 teddy bears: behind the fence in the Green House rear garden, in a window / seat of the Yellow bus in the cul-de-sac, and on the top bunk of the Yellow House upstairs bedroom. Once per match.
- Hold Use on 3 teddy bears, in any order
- Spawn — in the back of the yellow bus, by the right-hand window
- Yellow house — upstairs bedroom, on the top bunk bed
- Green house backyard — outside the map behind the white fence, in a hole in the garden
- 'Samantha's Lullaby' by Kevin Sherwood plays
“8-bit Re-Damned”
Open the Yellow-backyard power-up shed (3,000), then hold the Nuketown population sign at exactly 15 (each kill drops it by one; it wraps 0→99) and walk into the shed power-up while 15 is showing.
“8-bit Coming Home”
Shoot or melee the head off every one of the 28 active mannequins (chosen from 54 spawn points each match) — sweep both houses, both backyards and the cul-de-sac, including the out-of-bounds sightlines. Three commonly-missed spots: inside the Yellow-House power-up shed, lying on a couch behind the Galvaknuckles truck, and in the window of the inaccessible house left of the Green House.
Crash-landing machines
There is no power switch — the four perks (Quick Revive, Juggernog, Speed Cola, Double Tap II) and Pack-a-Punch fall from the sky one per round-interval in a random order. A siren and fireball mark each; PaP costs 5,000 once it lands. In solo, Quick Revive lands immediately; the rest drop on random rounds 3–5, 6–9, 10–14, 15–19 and 20–25 (each 30–120s into the round), so you can roughly plan your Jugger-Nog timing.
The red truck
The central truck door costs 3,000 — inside are the AK-74u (1,200), Claymores (1,000), the Bowie Knife (3,000) and Galvaknuckles (6,000).
Richtofen TV transmissions
Five recordings play from the Green House living-room TV (round 3, then random rounds through 9 / 17 / 22, then round 25). These are Richtofen narrating the Moon Easter Egg happening at the same time in the story — a neat lore hook. After the fifth the zombies' eyes turn blue and Richtofen becomes the power-up announcer.
Marlton bunker & bus horn
Melee the fallout-bunker door behind the Green House for one of 14 Marlton quotes (one per round) — the audio is very quiet even at max volume, so players often think it didn't trigger; listen closely rather than re-meleeing. A distant TranZit bus horn also plays on a random round between 5 and 10.
No special round
There is no Hellhound or other special round on Nuketown Zombies — zombies are the only enemy type.
Nuked (Black Ops 7)
BO7's Nuked (Season Four) reuses the post-nuke Nuketown setting inside Paradox Junction, Survival and Cursed Survival — a separate map on a different engine, not a remaster of this one.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. These are pre-augment-era games, so the setup is the gun plus Pack-a-Punch and perk synergy.
Ray Gun
All-roundBox. Splash for the yard trains.
Mustang & Sally (PaP M1911)
Crowd clearPack-a-Punch the starting pistol into dual grenade-launcher pistols — a Nuketown high-round staple that also revives economy.
Galvaknuckles + wall AR
Melee + economyGalvaknuckles one-hit early rounds for points; back them with a PaP wall rifle.
Common Nuketown Zombies questions
Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.
Is there a power switch on Nuketown Zombies?
When do the perks land on Nuketown?
What is in the red truck?
Where are the three teddy bears?
How do I get the mannequin song?
What is the power-up shed for?
What are the TV transmissions in the Green House?
Why can't I hear the Marlton bunker quotes?
Why does the Carpenter power-up never drop?
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.
Map discussion
A shared community board for Nuketown Zombies — posts are public, saved on the server and visible to everyone across devices. Handy for strategies, spawn variations you've noticed, or steps to double-check. Please keep it civil and on-topic.