Shi No Numa
A fog-drowned Japanese swamp research camp — and a huge leap forward. The four perk machines randomise between four outer huts every match, the Wunderwaffe DG-2 debuts in the Box, Hellhounds arrive for the first time, and “The One” plays from a swamp telephone. No power switch and no Pack-a-Punch — but far more to manage than it looks.
Quick answers
How do you complete the Shi No Numa Easter egg?
- Hold the upper Main Hut early, then open the lower floor for the initial Mystery Box
- Open one hut path at a time and record which perk each hut holds — they randomise every match
- Find Jugger-Nog, then set your route; the Wunderwaffe DG-2 comes from the Box
- Use the Flogger (750) and the outer-hut electric traps (1,000) as your infinite damage
- Sing “The One”: interact with the black telephone in the Comm Room three times
Is there a song Easter egg on Shi No Numa?
What are the main areas on Shi No Numa?
How many side Easter eggs are on Shi No Numa?
When was Shi No Numa released?
Key areas
Main Hut (spawn)
The two-storey hub. Hold upstairs early; the initial Mystery Box begins on the lower Storage-side route. Mule Kick is fixed up here in the Black Ops version.
Four outer huts
Fishing Hut, Doctor's Quarters, Storage Hut and the Comm Room, each down its own swamp path. Every hut holds one random perk, a possible Box spawn, a wall weapon and an electric defence.
Comm Room
The communications building — its second interior room holds the black telephone for “The One”.
Flogger & zipline paths
The Flogger (a rotating spiked-log trap) sits on an outer path; the Doctor's Quarters zipline links the hut up to the main building.
What to do
- Hold the upper Main Hut early, then open the lower floor for the initial Mystery Box
- Open one hut path at a time and record which perk each hut holds — they randomise every match
- Find Jugger-Nog, then set your route; the Wunderwaffe DG-2 comes from the Box
- Use the Flogger (750) and the outer-hut electric traps (1,000) as your infinite damage
- Sing “The One”: interact with the black telephone in the Comm Room three times
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 and no Pack-a-Punch — the Wunderwaffe DG-2, the Flogger (750) and the hut electric traps (1,000 each) carry your high rounds instead.
- The four perks (Jugger-Nog, Speed Cola, Double Tap, Quick Revive) randomise between the four outer huts every match and never reroll once a hut is opened — scout early.
- Each hut costs 750 to open and holds one perk, a wall weapon, a possible Box spot and its own 1,000 electric trap.
- Hellhound rounds debut here — teleporting dogs; the last one drops a Max Ammo (see step 9).
- BO1 fixes Mule Kick in the main hut and adds a Backtracing to the Future radio set; BO3/Zombies Chronicles swaps Mule Kick for Quick Revive in the main hut, adds Der Wunderfizz in Storage and a second hidden song via a Fishing Hut doll hunt.
- Deep swamp water slows you badly — don't get caught in it mid-train.
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.
This map exists in more than one release, and these are the points where they differ. Everything else in this guide applies to both.
- “Version: BO3/Zombies Chronicles only.” step 8
- “The Samantha doll / hanging-plate second song and its free Max Ammo are Black Ops 3 / Zombies Chronicles…” Not in the original
- “BO3/Zombies Chronicles adds a fifth radio, a Doctor Monty voice line.” Doctor Monty radio (BO3 only)
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.
Hold the Main Hut, find the first Box
You spawn upstairs. Two Mystery Box spawn spots exist in the Starting Building itself, 950 a pull. A corpse hangs from the roof with its left forearm missing — atmosphere only, no reward.
Scout the four huts and record their perks
The four perks randomise between these huts every match and never reroll once revealed, so open one at a time and note what is inside. Every hut also holds a wall weapon, a possible Box spot and its own Electro-Shock Defence (1,000).
Quick win: Even a wrong hut still gets you a wall gun and a trap option, so nothing is wasted by opening it.
Confirmation cue: The perk machine is visible once you are inside.
Prioritise Jugger-Nog, then the Wunderwaffe DG-2
Buy Jugger-Nog the moment you find it. The map's signature wonder weapon, the Wunderwaffe DG-2, comes only from the Box — a chain-lightning gun that wipes a whole train. With no Pack-a-Punch its damage never scales up, so save shots for dense lines and emergencies rather than spraying it round to round.
Tip: Treat every Box pull here as a long-term investment — there is no upgrade path to fall back on.
Flogger
Clear every player, including any downed teammate, off the path first — the Flogger downs players as easily as it kills zombies. Activate for 750 and hold the safe side, feeding the horde into the logs. Wait for the logs to fully stop before crossing; a slowing animation is not a safe cue, and the trap has a cooldown.
Confirmation cue: The logs are visibly stationary.
Doctor's Quarters zipline
Activate the control to enable the platform, then get every rider fully onto it — up to four ride at once, and anyone not aboard when it starts is left behind. Pay 1,500 to ride. Keep the ground path clear while it is moving; the line downs players and kills zombies underneath.
Quick win: A fast, points-only route back to spawn when a hut run gets messy.
The One
Find the old black telephone and interact three times in a row, letting each dialling/static response finish. The line heard before the song is 9-1-1. I know where you're sleeping. After the third interaction, The One (Elena Siegman ft. Kevin Sherwood) begins.
Quick win: On supported console versions this also unlocks the secret Dead Air achievement/trophy — the song starting is the completion marker for both.
Confirmation cue: The song starts; no meteors or other objects are involved, only this phone.
Story collectibles: Peter's radios, the meteorite, the diary
Activate the three radios in any order for a message to the operative Peter McCain — one of the earliest story chains in Zombies, no in-game reward. Shoot the large red meteorite visible past the Storage-route shed for a character comment. Press the action button on the bookcase in Doctor's Quarters for a maniacal laugh confirmation.
Quick win: None of this costs points once a hut is already open — pure lore on the way past.
Version: BO1 adds a fourth radio, Backtracing to the Future (one unit each in the Comm Room, the Storage Hut, and on a crate in Doctor's Quarters' outside shelter) about Ultimis travelling from Der Riese to the future. BO3 adds a fifth, a Doctor Monty radio.
BO3 only: Samantha's Sorrow (Fishing Hut)
Shoot four pans in the hut using your starting pistol. A Samantha doll spawns on the floor of the far-left room; interact and it vanishes, then reappears on a bridge podium — shoot it there and repeat until it reappears upright back in the Fishing Hut. Interact with it a final time: a skeletal arm drags it away, spawning a Max Ammo and starting the song.
Confirmation cue: The doll's final disappearance and the Max Ammo spawn.
Version: BO3/Zombies Chronicles only. The steps above rest on a single published account, so treat the doll positions as reported rather than confirmed.
Hold-and-train plan for high rounds
A published high-round account (round 317, reached over a multi-session marathon) trained at the Fishing Hut through round 40, then leaned on the Flogger whenever it was off cooldown and the Wunderwaffe DG-2 in between — both effectively unlimited since there is no Pack-a-Punch to run dry waiting on. The same account reports round-209-plus rounds where zombie health resets, an extreme late-game quirk rather than something to plan a normal run around. For Hellhound rounds, regroup inside a hut with backs apart so one lunge cannot hit the whole team, and reload before the last dog dies — it drops a Max Ammo.
Tip: The Fishing Hut's size and three windows make it easier to control than the smaller huts.
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
Random perk huts
The four original perks randomise among Fishing Hut, Doctor's Quarters, Storage and the Comm Room each match. The closed door doesn't say which is inside — open one at a time and note it, prioritising the hunt for Jugger-Nog.
Wunderwaffe DG-2
The map's signature wonder weapon debuts here, from the Mystery Box — a chain-lightning gun that wipes a whole train. With no Pack-a-Punch, conserve its shots for dense lines and emergencies.
Hellhounds (dog rounds) debut
Special rounds of teleporting Hellhounds first appear on Shi No Numa. Regroup in a hut with backs apart so one lunge can't hit everyone, and reload before the last dog — it drops Max Ammo.
Flogger
A rotating spiked-log trap on the path outside the main hut (750). It sweeps the whole lane and kills players as easily as zombies — hold the safe side, feed the horde in, and wait for the logs to fully stop before crossing. Full steps below.
- Find the large rotating wooden trap on the path outside the main hut — its spiked logs sweep the whole lane.
- Clear all players (and any downed teammate) off the path — the Flogger downs players too; don't count on crouching under it.
- Activate for 750 and hold the safe side, feeding the horde into the logs.
- Wait for the logs to come to a full stop before crossing — a slowing animation is not a safe cue, and the trap has a cooldown.
Doctor's Quarters zipline
A 1,500-point ride linking Doctor's Quarters to the upper main hut — up to four riders, but anyone off the platform is left behind and the moving line can down players underneath. Full steps below.
- Activate the zipline control outside Doctor's Quarters to enable the platform between the hut and the upper main building.
- Get every rider fully onto the platform — up to four ride, and anyone not on it when it starts is left behind.
- Pay 1,500 to ride between Doctor's Quarters and the Warning Room / upper main hut.
- Keep the ground path clear — the moving line downs players and kills zombies underneath; don't start it while a teammate is crossing below.
Outer-hut electric traps
Each hut route has an Electro-Shock Defense switch (1,000) — a timed lethal arc that doubles as high-round ammo when the DG-2 is dry. It downs players too, so never trap the only route to a downed teammate.
“The One”
Elena Siegman ft. Kevin Sherwood — the first World at War map with a secret achievement (Dead Air) tied to a musical Easter egg. Interact with the black telephone in the Comm Room three times. Full steps below.
- Open the path to the Comm Room and go in through the main doors of the communications building.
- Turn into the second interior room and look immediately left for a table under a bright white light.
- Find the old black telephone on the table and stand close enough that each press gets a dialling/static response.
- Interact three times in a row — you may hear a voice cue referencing “9-1-1” and sleeping before the music. After the third, “The One” begins; only this telephone is involved (no meteors or other phones).
- On supported console versions the secret Dead Air achievement/trophy unlocks from this activation — the song starting is the universal completion marker.
Three-radio transmission to Peter
Three World at War radios in the starting building assemble a message to the operative Peter (McCain) — activate all three in any order: on a barrel by the Arisaka wall-buy, on a shelf by the blocked staircase, and on a box by the Gewehr wall-buy. One of the earliest story-intel chains in Zombies; no reward.
Element 115 meteorite
Take the Storage route out of the central building and look past the small shed, beyond the playable barrier, for a large red meteorite — shoot it and a character comments on it. A nod to the element that started everything.
Richtofen's diary bookshelf
In Doctor's Quarters (the end of that swamp route), find the bookcase tied to Richtofen's diary and press the action button — a maniacal laugh plays as the confirmation cue.
“Backtracing to the Future” message (Black Ops version)
Added in the Black Ops re-release. Activate one radio each in the Comm Room, Storage Hut and Doctor's Quarters (the Doctor's device is on a crate in the outside shelter) to hear Ultimis discuss travelling from Der Riese to the future. Lore only. Full steps below.
- A Black Ops re-release extra (not in the 2008 original). Activate one radio in each of three huts — Comm Room, Storage Hut and Doctor's Quarters — in any order.
- The Doctor's Quarters device is in the outside shelter section of the hut, on a crate in the corner just before the door.
- These huts hold more than one audio object, so interact at close range and let each clip finish. Use the Doctor's radio last for the clearest playback.
- Once all three register, Ultimis discuss travelling from Der Riese to the future — lore only, no weapon or perk.
Not in the original
Mule Kick (fixed in the main hut) and the “Backtracing” radio message are Black Ops additions. The Samantha doll / hanging-plate second song and its free Max Ammo are Black Ops 3 / Zombies Chronicles; the separate Shi No Numa Reborn main quest is the Vanguard map (in this codex under Vanguard).
Doctor Monty radio (BO3 only)
BO3/Zombies Chronicles adds a fifth radio, a Doctor Monty voice line.
Samantha's Sorrow (BO3 only)
Shoot four pans in the Fishing Hut with your starting pistol, then follow the Samantha doll between the far-left room and the bridge podium until it is dragged away — a Max Ammo and the song. Full steps in step 8 of the walkthrough.
Peter's Grave (iOS app only)
On the old iOS Call of Duty: Zombies app, once the whole map is unlocked you can dig up a free Wunderwaffe DG-2 with the shovel-knife at Peter's grave.
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.
Wunderwaffe DG-2
Chain-lightning Wonder WeaponThe map's signature Box weapon — chains through a whole train. No PaP, so conserve shots for dense lines and Hellhound rounds.
Ray Gun
Box splashStrong on grouped zombies and dogs, but the swamp and tight huts make self-splash dangerous. A solid second Box pull.
Type 100 / MP40
Wall backboneA dependable wall SMG for points and refillable ammo while you hunt Jugger-Nog and work the Box.
Common Shi No Numa questions
Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.
Where are the perks on Shi No Numa?
Is there a power switch on Shi No Numa?
How do I get the Wunderwaffe DG-2?
What is the Flogger and how do I use it without dying?
How does the zipline work?
Where is the telephone for “The One”?
What are the three radios in the starting building?
Where is the Element 115 meteorite?
What do I do about Hellhound rounds?
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.
Map discussion
A shared community board for Shi No Numa — 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.