Prima Games eGuides
primagames.com Browse Redeem a code Help
Call of Duty: WWII eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Multiplayer Maps and Modes
    • Game Modes
    • Aachen
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Ardennes Forest
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy map
    • U.S.S. Texas
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • London Docks
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Gustav Cannon
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Carentan
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy
    • Flak Tower
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Gibraltar
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Pointe du Hoc
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
    • Sainte Marie du Mont
      • Overview
      • Domination Tactics
      • Hardpoint Tactics
      • Capture the Flag Tactics
      • Search & Destroy Map
  • Multiplayer Introduction
    • Overview
    • Movement
    • Making a Class
    • Scorestreaks
    • Combat
    • Firing Range
      • Overview
      • Primary Weapons
      • Attachments
      • Secondary Weapons
      • Lethal Equipment
      • Tactical Equipment
      • Basic Training
      • Scorestreaks
    • Divisions
      • Overview
    • Headquarters
      • Overview
  • Achievements & Trophies
    • Single-Player Campaign
    • Multiplayer
    • The Final Reich
    • Platinum Trophy
  • The Campaign
    • Mission 01: D-Day
      • Overview
      • Under Deck
      • D-Day
    • Mission 02: Operation Cobra
      • Overview
      • Objective: Reach the AA Gun
    • Mission 03: Stronghold
      • Overview
      • Objective: Clear the Church
      • Objective: Protect Zussman
      • Objective: Destroy the Final AA Gun
    • Mission 04: S.O.E.
      • Overview
      • Objective: Stop the Train
    • Mission 05: Liberation
      • Overview
      • Objective: Search for Officer Fischer
      • Objective: Place Explosives on North Gate
      • Objective: Place Explosives on South Gate
      • Objective: Assault the Garrison
      • Objective: Defend the Garrison
    • Mission 06: Collateral Damage
      • Overview
      • Objective: Use the Field Phone
      • Objective: Reach the Theater
      • Objective: Clear the Square
      • Objective: Reach the Hotel
      • Objective: Secure the Hotel
      • Objective: Help Aiello Start the Truck
      • Objective: Find Anna
      • Objective: Return Anna
      • Objective: Defend Your Position
    • Mission 07: Death Factory
      • Overview
      • Objective: Defend the Bridge
      • Objective: Eliminate the Enemy Mortar Camp
      • Objective: Find Your Squad
      • Objective: Find the Assembly Point
      • Objective: Capture the Mill
      • Objective: Defend the Mill
    • Mission 08: Hill 493
      • Overview
      • Objective: Capture the Hill
      • Objective: Destroy the Artillery
      • Objective: Disable the Tank
    • Mission 09: Battle of the Bulge
      • Overview
      • Objective: Protect the Convoy
      • Objective: Protect the Bombers
      • Objective: Destroy the Tanks
    • Mission 10: Ambush
      • Overview
      • Objective: Ambush the German Transport
      • Objective: Infiltrate the Airbase
      • Objective: Provide Overwatch for Pierson
      • Objective: Rescue Zussman
    • Mission 11: The Rhine
      • Overview
      • Objective: Assault the Bridge
      • Objective: Secure the Tower
      • Objective: Follow Pierson
      • Objective: Secure the Second Tower
      • Objective: Capture the AA Gun
      • Objective: Rally With Your Squad
  • Basic Training
    • Welcome, Private!
  • Introduction
    • Welcome back to World War II!
  • Foreword
    • Glen, Michael, and the Sledgehammer Games Team
  • War Maps
    • Overview
    • Objectives
    • Operation Breakout
      • Overview
    • Operation Griffin
      • Overview
  • Nazi Zombies
    • Introduction
    • Characters
    • Loadouts
    • Power-Ups
    • Scoring & Jolts
    • Blitzes
    • Arsenal
    • The Zombies
    • Walkthrough
      • Overview
      • Part One: Open the Bunker
      • Part Two: Explore the Salt Mines
      • Part Three: The tesla Gun
      • Interlude: The Upgrade Machine
      • Part Four: The Right Hand of God
      • Part Five: The Left Hand of God
      • Part Six: The Voice of God
      • Part Seven: Defeat the Panzermorder
    • Gameplay, Tips & Strategies
      • Overview

Call of Duty: WWII Guide › Nazi Zombies

Power-Ups

Some zombies and supply drops turn out to have a prize inside: power-ups! These powerful bonuses can turn the tide of a battle in a second. At the same time, though, they require some forethought to be used most effectively.

Power-ups can drop from a freshly killed zombie, at which time they appear as a giant glowing icon. Otherwise, they can be found in Supply Drops and equipped from your inventory as part of your loadout. Power-ups that spawn in the world only last 25 seconds and flash for 10 seconds before disappearing. When you pick up or use a power-up in cooperative play, its effect automatically extends to all teammates regardless of their distance from you or their current status.

Universal Power-Ups

Elektromagnet

Any Jolts earned from any source (including mission objectives) are doubled for 30 seconds. This becomes most crucial early in the game when you’re low on resources. Don’t be afraid to let this power-up linger for a few seconds until you’re in a better position to use it. The break between waves of zombies lasts just long enough for power-ups to expire, so picking it up at the end of a wave simply wastes it. Since the player’s Special Meter grows based on the number of Jolts earned by the player (with the exception of points shared between players), Elektromagnet has the added benefit of essentially doubling the player’s meter growth for 30 seconds.

Totengriff

One shot, one kill! During the Totengriff effect, standard zombies all drop after one hit. That hit can come from a bullet, an explosion, the wave of force spawned by Shellshock, or your shovel.

Totengriff provides a fun way to get out of a bind or polish off the last few zombies in a wave, but it does come with a significant drawback. If you mow down a wave of zombies with firearms while Totengriff is active, every zombie is worth at most 60 points. You can get easy 130-point kills with your shovel, though. More powerful zombies, such as Wüstlings and Brenners, are utterly unaffected by Totengriff.

Taschen Voll

Your team’s ammunition supply instantly maxes out, including grenades and your guns’ magazines and chambers. In addition to dropping from zombies, you automatically receive a Taschen Voll as a reward for surviving every fifth wave of zombies.

Wait to pick up a Taschen Voll until you’ve emptied your gun(s), as it skips the need for you to reload. If you have to, cancel your reload animation by switching weapons.

Überladen

You and your teammates receive 100% Special Ability meter. If you grab an Überladen while already under the effect of your Special Ability, its duration is appropriately extended.

Ordinarily, your Special Ability meter is locked at 100% and any meter you gain over that amount is simply wasted. However, picking up Überladen power-ups lets you overfill the meter to a maximum of 200%! This also extends the duration of your Special Ability’s effects up to twice as long.

If you’re playing Shellshock, this isn’t particularly valuable; any zombies you catch in your burst are likely to be dead well before the stun expires. With the other three Special Abilities, though, Überladen is worth keeping in mind. There’s a random element to it, of course, but if you sit on a full Special Ability meter, you have the chance for an additional 20 seconds of effectiveness if you find another one.

Vernichten

When you pick up this “nuke,” all nearby zombies are instantly destroyed. You gain a flat sum of 400 Jolts for killing zombies with Vernichten, regardless of how many are killed so be careful about picking one up. Also, a Vernichten only works on Wichts, Pests, and Bombers. More powerful zombies may get knocked over, but are otherwise unaffected.

Inventory Power-Ups

As noted previously, these are found in Supply Drops and equipped as part of your standard load-out. Each player can only activate a Consumable once per wave and once they’re consumed, they’re gone for good. Their quality level determines how often they can be used before they’re exhausted.

Refund Coupon

Activate this power-up and the next time you make a purchase from a weapons locker, you’re automatically refunded 25% of the purchase price.

Blitz Machine Coupon

As with the Refund Coupon, this refunds 25% of the cost of a Blitz.

Flamethrower

This equips a Flamethrower, which you can use until it’s expended. Once equipped, you have 30 seconds to use the Flamethrower. Zombies hit with its flame jet are set aflame and burn rapidly, suffering damage over time until they expire. This is still a rapid, hard-hitting way to deal with a crowd.

Bazooka

This equips a Bazooka, which you can use until it’s expended. It only lasts for 30 seconds with infinite ammunition once it’s employed, despite its on-screen ammo counter. It inflicts heavy damage to its target, has mediocre splash damage, and using it at point-blank range is suicidal.

Weapon Guarantees

Use a Weapon Guarantee to force the Mystery Box to cough up a matching weapon. You can find Weapon Guarantees for the Lewis, MG 15, MG 42, Bren, M1903, Karabin, and Toggle Action.

Keep reading with a free account

The first 3 sections of Call of Duty: WWII are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousLoadouts NextScoring & Jolts