“Five” — Black Ops Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, recommended loadout, side Easter eggs & songs, boss strategy.

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DEFCON 54321
Black Ops · 2010

“Five”

Set in the Pentagon with JFK, Nixon, Castro and McNamara. No boss quest — but a Pentagon-route systems map: DEFCON-gated Pack-a-Punch, the Pentagon Thief and a hidden song.

Released 9 Nov 2010 No main questThe Pentagon
Last reviewed 8 Sep 2026
Documented here9 walkthrough steps · 6 side Easter eggs (incl. 1 song) · 3 weapon builds · 11 named areas · 2 sources cross-checkedCounted from this page, not estimated. We publish what is documented rather than a percentage of what might exist — nobody can honestly claim to know the full list.

Quick answers

How do you complete the “Five” Easter egg?

The run breaks down like this:
  1. Unlock “Five” (finish the campaign, or type 3ARC UNLOCK at the main-menu terminal)
  2. Descend both elevators to the Labs; turn on power in the room marked “3”
  3. Flip all four War Room DEFCON switches → DEFCON 5 reroutes every teleporter to the Panic Room
  4. Teleport to the Panic Room for Pack-a-Punch (5,000, ~30s)
  5. Handle the Pentagon Thief on his special round for the best rewards
  6. Hidden song “Won't Back Down”: activate the 3 red phones (one is inside the Panic Room)
Each stage is written out in full — with the exact locations, the order things must be done in and what to do when a step refuses to trigger — in the walkthrough below.

Is there a song Easter egg on “Five”?

Yes — “Won't Back Down”. Eminem. Interact with the 3 red telephones (any order): the Boardroom conference table left of Quick Revive; the desk directly in front of the Labs power switch (the desk you face as you flip it); and a table by the barrier/window inside th Full trigger steps for it are in the side Easter eggs section.

What are the main areas on “Five”?

11 are documented: Boardroom, Hallway, First Elevator, War Room — top floor, War Room — lower floor, Cargo Elevator, Lab Area, Testing Room, Weapons Testing Room and Small Lab Room, among others. Knowing the names matters more than it sounds — most guides, including this one, describe locations by area name rather than by direction.

How many side Easter eggs are on “Five”?

6 are documented here — song, side quest, free weapon, mechanic and version. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

When was “Five” released?

9 Nov 2010.

Key areas

Boardroom

First floor, and where you spawn. Quick Revive, the Olympia and M14 on the wall at 500 each, one of the three red telephones on the conference table, and a teleporter that only works once the power is on. Switching the power on dims the lights in here and moves the spawn points.

Hallway

The only room connecting to the Boardroom, 750 to open. Speed Cola and the MPL are on the wall, and the first elevator down to the War Room is here. The metal detector becomes an Electro-Shock trap once you find its operating mechanism and fit it.

First Elevator

1,000 to clear the barricade, then 250 a trip either way. It is cramped, zombies can get in with you, and a few of them in there is genuinely dangerous.

War Room — top floor

Where the first elevator lets you out. Four windows, the MP5K and PM63 at 1,000 each, and Double Tap Root Beer. This is where most teams come apart — one unwatched window is all it takes.

War Room — lower floor

1,000 to open, then two internal barriers at 1,250 each. Jugger-Nog, Mule Kick, a Stakeout, a teleporter in the centre of the room, and the cargo elevator down to the labs. Two of the four DEFCON switches are on this floor.

Cargo Elevator

The larger of the two lifts, 250 a trip, running between the War Room and the labs. It has a window on each level, so camping inside it works far less well than it looks.

Lab Area

The bottom floor, and the room marked “3” holds the power switch. Turning it on activates the perk machines and teleporters, unlocks the DEFCON panel and opens the route to the Panic Room — and starts Crawler Zombies spawning for as long as anyone is down here. The M16 and AK-74u are on the wall at 1,200 each.

Testing Room

A lab side room with a live pig hung from a crane and human corpses that echo Rebirth. Claymores, a Mystery Box spawn and two windows.

Weapons Testing Room

The display room — a Winter's Howl, Thundergun, Death Machine and Ray Gun behind glass, all unusable. The Bowie Knife is bought here, there is a Mystery Box spawn, and one of the two trap mechanisms sits in a locker.

Small Lab Room

Barely a room: a Mystery Box spawn and M67 frags at 250.

Panic Room

The 115 Clearance Room off the War Room, and the only route to Pack-a-Punch. It opens once the power is on and all four DEFCON switches have taken the level down to 5. Zombies cannot get in, the last of the three telephones is here, and the machine turns back into the wall after a short window — upgrade fast and never leave a gun inside.

What to do

  1. Unlock “Five” (finish the campaign, or type 3ARC UNLOCK at the main-menu terminal)
  2. Descend both elevators to the Labs; turn on power in the room marked “3”
  3. Flip all four War Room DEFCON switches → DEFCON 5 reroutes every teleporter to the Panic Room
  4. Teleport to the Panic Room for Pack-a-Punch (5,000, ~30s)
  5. Handle the Pentagon Thief on his special round for the best rewards
  6. Hidden song “Won't Back Down”: activate the 3 red phones (one is inside the Panic Room)
No boss Easter Egg — “Five” is the Pentagon survival map. Pack-a-Punch is gated behind DEFCON 5: turn on Labs power (the room marked “3”), then press all four War Room switches so every teleporter reroutes to the Panic Room (5,000 points, ~30s before the machine rotates into the wall — don't leave a gun inside). The Pentagon Thief is the signature threat: stop him before his final teleporter to recover stolen guns, and killing him before any theft triggers a Bonfire Sale (teleporters → Pack-a-Punch at just 1,000 points).

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.

Know before you load in
  • Unlock by finishing the Black Ops campaign on any difficulty, or type 3ARC UNLOCK at the main-menu terminal — this also unlocks Dead Ops Arcade.
  • No boss quest. Pack-a-Punch is entirely gated behind DEFCON 5: turn on Labs power, then flip all four War Room switches.
  • No Zombies Chronicles/Black Ops 3 remaster exists for this map — it is absent from the eight-map Chronicles roster, unlike Kino der Toten.
  • Both traps need a found mechanism fitted before they will run, then cost 1,000 each, exactly like an Electro-Shock Defence.
  • Hold your least valuable weapon once the Pentagon Thief's round starts — he steals whatever is equipped.
  • The Panic Room stays open only while someone is inside; leave, and all four DEFCON switches must be pressed again for another visit.

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.

Which version you're playing

This map exists in more than one release, and these are the points where they differ. Everything else in this guide applies to both.

  • “Five is absent from the eight-map Zombies Chronicles roster — the 2010 Black Ops version is the only one.” No BO3/Chronicles remaster
Solo or co-op

What changes with your player count. The rest of the guide is the same either way.

  • “Tip: This is a solo-oriented plan — in co-op, split coverage of the four War Room windows instead of running one shared loop.” step 9

Full walkthrough

0% complete

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.

1
Boardroom (spawn)

Unlock and spawn buys

+

Unlock the map first (see Before you start). You spawn in the Boardroom: Quick Revive, the Olympia and M14 (500 each), and one of the three red telephones are here. A teleporter in this room only works once the power is on.

2
Hallway (750) → First Elevator (1,000 to clear, 250 a trip) → War Room top floor → War Room lower floor (1,000, two internal barriers at 1,250 each) → Cargo Elevator (250 a trip) → Lab Area, room 3

Push down to the Labs and turn on power

+

Work down through both elevators to the bottom floor. The power switch is in the room marked 3. Turning it on activates the perk machines and every teleporter, unlocks the DEFCON panel and opens the route to the Panic Room — and starts Crawler Zombies spawning for as long as anyone stays down there.

Quick win: The M16 and AK-74u (1,200 each) are on the Lab Area wall, so arm up on the same trip.

Confirmation cue: Perk machines and teleporters switch on; the DEFCON panel lights up.

3
A locker in the Weapons Testing Room (where the Bowie Knife is bought); a dark spot behind the computer terminal nearest the Labs lift

Fit both trap mechanisms

+

Each trap needs its operating mechanism found and carried to the Quick Revive hallway's metal detector before it works. One mechanism sits in the Weapons Testing Room locker; the other is tucked behind the computer terminal closest to the lift down to the Labs. Fit either one to the middle of the metal detector and it runs for 1,000 points.

4
Upper 1 (catwalk left of the first elevator), Upper 2 (far side of the upper catwalk), Lower 1 (left of the cargo elevator), Lower 2 (lower floor, between the Jugger-Nog and Mule Kick sides)

DEFCON 5: the four War Room switches

+

With Labs power on, press all four switches in any order. The fourth sets DEFCON 5 and reroutes every teleporter to the sealed Panic Room.

Quick win: Two switches sit on the floor you are already clearing for Jugger-Nog and Mule Kick, so grab them on the same pass.

5
Panic Room (the 115 Clearance Room), off the War Room

Pack-a-Punch in the Panic Room

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Take the centre War Room teleporter once DEFCON 5 is set — it drops you straight into the sealed Panic Room. Zombies cannot get in, but the window is short: roughly 30 seconds before the doors open and the machine rotates back into the wall. Upgrade fast and never leave a gun inside. Once the last player leaves, the doors shut, and all four switches must be pressed again for another visit.

Tip: Line up your 5,000 points before you press the fourth switch, not after you land.

Confirmation cue: The machine visibly rotates back into the wall when the window closes.

6
Three red telephones — the Boardroom conference table, the desk facing the Labs power switch, a side desk in the Panic Room

Won't Back Down

+

Interact with all three, any order: the Boardroom table left of Quick Revive; the desk you face as you flip the Labs power switch; and the side desk in the Panic Room. That last phone means the song cannot finish until power is on and all four DEFCON switches are thrown. Once per match.

Tip: The track is credited to Eminem featuring P!nk in some listings and to Eminem alone in others.

7
Replaces Hellhound rounds, from some time after round 4

The Pentagon Thief

+

He targets one player at a time and steals whatever gun they are holding, so carry your least valuable weapon once his round starts. He is faster than a sprinting player, so loop him past Claymores, the Crossbow or a trap rather than outrunning him in a straight line. Only his target sees him clearly; everyone else sees a faint red distortion, which is what to shoot. Lay two Claymores where he spawns in at the end of the previous round, then two more at the start of his own round. A Pack-a-Punched Crossbow kills him in roughly four hits; Winter's Howl slows him so he cannot escape.

Quick win: Kill him before he steals anything for a Bonfire Sale (every teleporter routes to Pack-a-Punch at 1,000 points) plus a Max Ammo. Kill him after a theft and every stolen gun comes back, with a Max Ammo and a Fire Sale. Even if he escapes, a consolation Max Ammo spawns at the last teleporter he entered.

Tip: Don't finish him with a Nuke, Insta-Kill or Death Machine — the Bonfire/Fire Sale rewards will not register.

He never appears within three rounds of his last attack, then has roughly a 50/50 chance of showing up each round after that, and he is not attracted to Monkey Bombs.

8
Mystery Box only

Winter's Howl

+

The freeze-ray wonder weapon, exclusive in Black Ops to Five and Verrückt. It freezes a zombie solid on a clean hit, or slows one that survives the first shot — strong for controlling the Thief. Pack-a-Punched, it becomes the Winter's Fury.

9
War Room top (Main) floor, run counter-clockwise

Hold-and-train plan for high rounds

+

A Steam Community solo guide runs the whole top floor of the War Room without sprinting, keeping every zombie behind before turning to fire, and deliberately leaving the odd crawler for a breather to repair windows or reposition. Loadout: Mustang & Sally (an upgraded M1911, called the best weapon on Five by the guide) as primary, an upgraded Commando (Predator) as secondary, plus Mule Kick for a third slot pulled from the box. Keep Quick Revive and Jugger-Nog running throughout.

Tip: This is a solo-oriented plan — in co-op, split coverage of the four War Room windows instead of running one shared loop.

Side Easter Eggs & extras

Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.

Song

“Won't Back Down”

+

Eminem. Interact with the 3 red telephones (any order): the Boardroom conference table left of Quick Revive; the desk directly in front of the Labs power switch (the desk you face as you flip it); and a table by the barrier/window inside the Panic Room — so the song needs power + all four DEFCON switches to finish. Once per match.

  1. Hold Use on 3 red telephones, one on each floor
  2. Top floor — on a desk left of Quick Revive, in the hallway by the spawn room
  3. Bottom floor (Lab) — on the shelf directly behind the power switch
  4. Panic Room (Pack-a-Punch) — on a side desk; get there by flipping all DEFCON switches and taking the centre teleporter
  5. 'Won't Back Down' by Eminem plays
Side quest

DEFCON 5 → Pack-a-Punch

+

After Labs power, press all four War Room switches (any order): Upper 1 on the catwalk left of the first elevator · Upper 2 across the far side of the upper catwalk · Lower 1 left of the cargo elevator · Lower 2 on the lower floor between the Jugger-Nog and Mule Kick sides. The fourth sets DEFCON 5 and reroutes every teleporter to the sealed Panic Room. Inside, the doors stay shut (no zombies get in) for about 30 seconds — that's your Pack-a-Punch window; once the doors open PaP can't be used, and when the last player leaves the doors close and all four switches must be pressed again for another visit.

Side quest

The Pentagon Thief

+

He replaces the Hellhound special rounds and targets one player at a time, stealing the held weapon (hold your least valuable gun). He is FASTER than a sprinting player, so don't try to outrun him in a straight line — loop him past Claymores or the Crossbow, or through a trap. Only the target sees him clearly; the others see a faint red distortion — shoot that. When he steals, he and the victim are both teleported elsewhere. Kill him before any theft for a Bonfire Sale + Max Ammo (all teleporters → Pack-a-Punch at 1,000 points); kill him after a theft to get every stolen gun back plus Max Ammo + Fire Sale. Even if he escapes, a consolation Max Ammo spawns at the last teleporter he entered (though the stolen weapon is lost for that match). Don't finish him with a Nuke, Insta-Kill or Death Machine — let a normal weapon land the kill so the rewards register.

  1. The Thief appears on a special round every few rounds — no normal zombies spawn, only him; he can't hurt you but steals the weapon you're holding
  2. End the previous round by laying 2 Claymores where he teleports in (spawn / DEFCON area)
  3. At the start of his round you get 2 more Claymores — drop them there too to chunk his health
  4. Hit him with heavy single-target damage (a PaP'd Crossbow kills in ~4 hits; Winter's Howl slows him so he can't escape)
  5. Kill him before he steals anything for a Bonfire Sale (Pack-a-Punch for 1,000 and reopened access) plus a Max Ammo
  6. Don't finish him with a Nuke, Insta-Kill or Death Machine — those void the Bonfire Sale
Free weapon

Winter's Howl

+

The freeze-ray wonder weapon (exclusive to “Five” and Verrückt in BO1) from the Mystery Box — strong for stopping the Pentagon Thief.

Mechanic

Unlock the map

+

“Five” unlocks by finishing the Black Ops campaign, or instantly by entering 3ARC UNLOCK at the main-menu terminal (which also unlocks Dead Ops Arcade).

Version

No BO3/Chronicles remaster

+

Five is absent from the eight-map Zombies Chronicles roster — the 2010 Black Ops version is the only one.

Common “Five” questions

Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.

How do I unlock “Five”?

Finish the Black Ops campaign on any difficulty, or type 3ARC UNLOCK at the main-menu terminal — which also unlocks Dead Ops Arcade.

Where is the power switch on “Five”?

Down in the Lab Area, in the room marked “3” — take both elevators down to reach it. Turning it on activates the perk machines and teleporters, unlocks the DEFCON panel and opens the route to the Panic Room. It also starts Crawler Zombies spawning for as long as anyone is down there.

How do I open Pack-a-Punch on “Five”?

It sits behind DEFCON 5. With the Labs power on, press all four War Room switches in any order: upper one on the catwalk left of the first elevator, upper two across the far side of the upper catwalk, lower one to the left of the cargo elevator, and lower two on the lower floor between the Jugger-Nog and Mule Kick sides. The fourth reroutes every teleporter to the Panic Room.

Why can't I use Pack-a-Punch once I'm in the Panic Room?

You have roughly thirty seconds. The doors stay shut and nothing gets in while you are inside, but the machine turns back into the wall once that window closes, and it cannot be used after the doors open. When the last player leaves, the doors shut and all four switches have to be pressed again for another visit.

How do I handle the Pentagon Thief?

He replaces Hellhound rounds and goes after one player at a time, stealing whatever they are holding — so hold your least valuable gun when his round starts. He is faster than a sprinting player, so do not try to outrun him in a straight line; loop him past Claymores or the Crossbow, or through a trap. Only his target sees him clearly — everyone else sees a faint red distortion, and that is what you shoot.

What do I get for killing the Pentagon Thief?

Kill him before he steals anything and you get a Bonfire Sale plus a Max Ammo: every teleporter links to Pack-a-Punch and upgrades drop to 1,000 points. Kill him after a theft and every stolen gun comes back, with a Max Ammo and a Fire Sale. If he escapes, a consolation Max Ammo spawns at the last teleporter he entered, but that weapon is gone for the match. Do not finish him with a Nuke, Insta-Kill or Death Machine — let a normal weapon land the kill or the rewards will not register.

Where are the three red telephones?

The Boardroom conference table, to the left of Quick Revive; the desk directly in front of the Labs power switch, the one you face as you flip it; and a table by the barrier inside the Panic Room. That last one means the song cannot be finished until the power is on and all four DEFCON switches have been pressed.

Where is the Winter's Howl?

Mystery Box only. It is the freeze ray, exclusive in Black Ops to “Five” and Verrückt, and it is the best tool on the map for stopping the Pentagon Thief.

How do I get the traps working on “Five”?

Both need an operating mechanism found and fitted first. One sits in a locker in the Weapons Testing Room, where the Bowie Knife is; the other is in the dark spot behind the computer terminal nearest the lift down to the labs. Fit one to the middle of the metal detector in the Quick Revive hallway and it runs for 1,000, exactly like an Electro-Shock Defence.

Visual guides & sources

Screenshots and exact part locations live in these — open one on a second screen.

Map discussion

A shared community board for “Five” — 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.

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Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open “Five” in the interactive codex for the solvers and map discussion.