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Quiz about Black Ops 2 Zombies  Green Run
Quiz about Black Ops 2 Zombies  Green Run

"Black Ops 2 Zombies" - Green Run Quiz


This quiz tests your knowledge on TranZit, Farm, Town and Bus Depot. These four adventures appear in "Black Ops 2" for the PS3/5, XBox 360/Series X and PC.

A multiple-choice quiz by cavalier87. Estimated time: 5 mins.
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Author
cavalier87
Time
5 mins
Type
Multiple Choice
Quiz #
424,993
Updated
Aug 02 26
# Qns
20
Difficulty
New Game
Plays
3
Last 3 plays: Guest 65 (9/20), bernie73 (6/20), snhha (20/20).
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Question 1 of 20
1. TranZit introduces a brand new crew. What is the name of the group introduced in this map? Hint


Question 2 of 20
2. The TranZit map debuted the concept of buildables on a Zombies map. Right from the first round, players can get to building. What can be built from the spawn room of TranZit? Hint


Question 3 of 20
3. Players will quickly become familiar with T.E.D.D the robotic the bus driver. He is mostly comedic relief and offers lots of lore. Infamously, he can be interacted with in one way. Which of the following will eventually prompt a reaction from T.E.D.D.? Hint


Question 4 of 20
4. The TranZit map's wonder weapon, the Thrustodyne Aeronautics Model 23 or, Jet Gun, deals infinite damage. That makes it sound great. There's a catch, however. How much ammunition does this weapon have? Hint


Question 5 of 20
5. TranZit is the only map within Green Run which requires the power to be manually turned on. But when this is done, a Mini-Boss will begin to roam the map. The Avogadro is a scary being, but can potentially be dealt with very easily. Which of the following can damage Avogadro? Hint


Question 6 of 20
6. Accessing Pack-a-Punch on the TranZit map is inarguably the single worst, most tedious process in franchise history for the solo player. The player must take a Wind Turbine to the Power Room, drop it near a door, then rush like a bat out of hell to the Bank. After doing all of this, are they guaranteed access to Pack-a-Punch?


Question 7 of 20
7. "Black Ops 2" Zombies' storyline was notable for offering players branching paths; you can either side with Dr. Maxis or Richtofen. If you are solo, and do not have friends to do this with, your path forward is simple. For solo players, which of the following is true? Hint


Question 8 of 20
8. Under the Dr. Maxis questline, he will eventually require two of the same structure be built. What will Maxis require the player to build two of? Hint


Question 9 of 20
9. The Mystery Box is required for Dr. Maxis' quest. What equipment does he demand the player obtain from it? Hint


Question 10 of 20
10. Richtofen requires an entirely different craftable for his quest on this map. Which of the following must players assemble? Hint


Question 11 of 20
11. After constructing equipment for Richtofen, players will venture into the fog to find, likely to their amazement, a structure resembling a map from a past "Call of Duty" game. What structure is represented obscurely off to the side of TranZit's linear bus route? Hint


Question 12 of 20
12. Aside from TranZit, the Green Run experience entails a series of survival maps. The first is Bus Depot. This is by far the most barebones of the survival offerings. What is this map's Wonder Weapon? Hint


Question 13 of 20
13. On Bus Depot, how many perks are available for purchase? Hint


Question 14 of 20
14. Farm is the second survival map. This is a little bit of an expansion of Bus Depot. How many perks are available here? Hint


Question 15 of 20
15. Farm holds one useful wall buy that fellow survival maps Bus Depot and Town lack. What wall buy is uniquely available here? Hint


Question 16 of 20
16. Town is the last of three survival maps. This map hosts one machine that is notably absent on Bus Depot and Farm. This machine is extremely annoying to access on TranZit. What is it? Hint


Question 17 of 20
17. Town heavily incentivizes players into using the Mystery Box. This is because the map is a little bit starved on wall buy weapons. How many are available? Hint


Question 18 of 20
18. Town is host to one perk Bus Depot and Farm lack. What perk is available on Town? Hint


Question 19 of 20
19. Uniquely, Green Run was host to the Turned mode. In this mode, players finally get to play as the zombies themselves. The humans are especially fragile in this mode. How many hits does it take to kill a human opponent for a zombie? Hint


Question 20 of 20
20. Turned features a few power ups that were exclusive to the mode itself, and never made it into a more standard Zombies experience. Which of the following is a power up which exists on Turned? Hint



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Quiz Answer Key and Fun Facts
1. TranZit introduces a brand new crew. What is the name of the group introduced in this map?

Answer: Victis

The Victis crew consists of Marlton Johnson, Abigail "Misty" Briarton, Samuel Stuhlinger and Russman. This was the first of three maps in this game for them to appear on.
2. The TranZit map debuted the concept of buildables on a Zombies map. Right from the first round, players can get to building. What can be built from the spawn room of TranZit?

Answer: Wind Turbine

The Wind Turbine acts as a portable power source. It can be placed next to perk machines to briefly power them up even if the map's power is off. There are also certain doors and other functions which cannot work without a Wind Turbine. Inside the spawn room for TranZit, players can skip needing to buy the door out of the room by using a Wind Turbine to freely power a different door. Most infamously, a Wind Turbine is required in order to access Pack-a-Punch.
3. Players will quickly become familiar with T.E.D.D the robotic the bus driver. He is mostly comedic relief and offers lots of lore. Infamously, he can be interacted with in one way. Which of the following will eventually prompt a reaction from T.E.D.D.?

Answer: Shooting or knifing him

If the player attacks T.E.D.D., his eyes will turn red and he will retort with a vulgar, sharp, often hilarious insult where he threatens them if they do it again. If the player attacks him three times in rapid succession, T.E.D.D. will respond by either ejecting them from the bus, locking the doors to the bus to prevent entry or departure, or he will ignore the upcoming bus stop and simply cruise right through it.

It is worth noting that, if one player triggers T.E.D.D., he inflicts his wrath on everybody. So if you see a friend attacking him, be prepared to possibly be abruptly ejected from the bus.
4. The TranZit map's wonder weapon, the Thrustodyne Aeronautics Model 23 or, Jet Gun, deals infinite damage. That makes it sound great. There's a catch, however. How much ammunition does this weapon have?

Answer: Theoretically infinite

In theory, a skilled player could use one single Jet Gun forever. In fact, this is how players have historically managed to set world records for highest amount of rounds survived on TranZit. However, if you had no idea what you were doing and you used the Jet Gun, you would likely be dismayed when the weapon functioned properly for several seconds, then literally exploded into several scattered pieces.

The Jet Gun, by design, is meant for abbreviated use. It is meant to be broken and rebuilt over and over again. If the player uses it for seven seconds uninterrupted, it breaks. Agonizingly, the pieces needed to make it originally return to their original spawn points all around the map, which will take at least several minutes, typically more, to obtain.

This wonder weapon is infamous for being arguably the most disappointing wonder weapon in franchise history. Yes, it deals infinite damage and, if you only use it for six seconds and then put it away, you can let it cool down and then pull it out a minute later to use it for six more seconds. But for all of the effort it takes and the tedium required in using it, this weapon is almost never worth it unless you are specifically going for a world record of some kind.
5. TranZit is the only map within Green Run which requires the power to be manually turned on. But when this is done, a Mini-Boss will begin to roam the map. The Avogadro is a scary being, but can potentially be dealt with very easily. Which of the following can damage Avogadro?

Answer: Galvaknuckles

Avogadro is entirely immune to bullet damage, and it can't be harmed by the Ray Gun, Jet Gun or any explosive either. That said, if the player has either Galvaknuckles or EMP grenades to hand, they can deal with Avogadro extremely easily. Regardless of the round, these two tools will one-shot Avogadro swiftly.

Galvaknuckles require a bit of legwork to get. The player must first locate the Hatch, then they must take it to the Diner and construct it near the roof, so that the roof becomes accessible. Here, a Galvaknuckles wallbuy for a whopping 6,000 points is available.

EMP Grenades can be obtained from the Mystery Box. These are very dangerous to use, however, and they can disable the player's perks or the bus itself if deployed errantly. So, before throwing one at Avogadro, the player must be very mindful of their environment and make sure not to disable anything helpful. They will, just like Galvaknuckles, one shot Avogadro on any round.
6. Accessing Pack-a-Punch on the TranZit map is inarguably the single worst, most tedious process in franchise history for the solo player. The player must take a Wind Turbine to the Power Room, drop it near a door, then rush like a bat out of hell to the Bank. After doing all of this, are they guaranteed access to Pack-a-Punch?

Answer: No

This process is just the worst, most poorly designed Pack-a-Punch in all of "Call of Duty" history, and players worldwide should hope it never gets as bad as it was here.

The Wind Turbine must be dropped next to a door in the Power Room. Once done, this operates a door in the Bank in Town which gives access to a room with Pack-a-Punch in it. This may sound simple, but it well and truly is not. Here are just a few ways this can go wrong:

- The Turbine can only remain active for 90 seconds before breaking, and the bus is really slow and might not be readily available to take the player to Pack-a-Punch before the Turbine breaks.

- Zombies can destroy the Turbine, including when the player has left the Power Room entirely and cannot defend the Turbine. This can happen with zero indication given to the player whatsoever, as they wouldn't be there to physically watch the Turbine getting destroyed.

- The Turbine is constructed inside of the Bus Depot, which is a considerable distance away from both the Power Room and the Bank in Town. So if something goes awry and the player is denied Pack-a-Punch, it will likely be at least around ten to fifteen minutes before they can even try again, or they must travel the length of this map entirely on foot. And there's nothing to assure them that, when they try again, these events won't simply reoccur.

This is a lot less miserable if there are two players, since one player could simply stay to defend the Turbine and leave the other player a lot more free to go open the Pack-a-Punch room. But played solo, this experience is horrendous.
7. "Black Ops 2" Zombies' storyline was notable for offering players branching paths; you can either side with Dr. Maxis or Richtofen. If you are solo, and do not have friends to do this with, your path forward is simple. For solo players, which of the following is true?

Answer: You cannot do Maxis' side

Solo players simply cannot do the Dr. Maxis pathway. The reason for this is that one of the steps under the Maxis quest specifically requires two players. The very last step at that, where the player attempts to harness an Avogardo's power for Maxis. This step requires two Turbines, and it isn't possible for a solo player to get two Turbines. This one, singular step is responsible for the entirety of Maxis' quest being impossible solo.

Richtofen's quest, on the other hand, can easily be done solo. There is simply not a point in time where the player encounters a problem or quest step they can't do alone.
8. Under the Dr. Maxis questline, he will eventually require two of the same structure be built. What will Maxis require the player to build two of?

Answer: Turbines

Two Turbines will be required to properly harness the Avogardo later in the quest. This is the sole reason a solo player cannot do this entire quest. For one, it's not possible to drop a Turbine, quickly go fetch a second, and make it back in time before the first Turbine gets destroyed; it would only remain active for 90 seconds and, even then, the Avogardo himself will assuredly destroy it since a solo player would have to leave it unattended. That said, the player wouldn't even get this far in the first place, as the game simply doesn't allow the player to build a second Turbine if the first is still functional anyway.
9. The Mystery Box is required for Dr. Maxis' quest. What equipment does he demand the player obtain from it?

Answer: EMP Grenades

EMPs will be needed to destroy the Avogadro later when using Turbines to power it up. Throwing an EMP at the Avogadro to destroy it ends up being the last step before the entire quest is finished.
10. Richtofen requires an entirely different craftable for his quest on this map. Which of the following must players assemble?

Answer: Jet Gun

The Jet Gun, unfortunately, is very tedious to build. The parts are all stuck in locations that the bus does not stop at, requiring players to venture out and deal with the fog and the Denizens. As well, it must be built in the bar at Town, which is even further off the beaten path as players on TranZit otherwise have no reason to come here.
11. After constructing equipment for Richtofen, players will venture into the fog to find, likely to their amazement, a structure resembling a map from a past "Call of Duty" game. What structure is represented obscurely off to the side of TranZit's linear bus route?

Answer: Nacht der Untoten

The building found is basically Nacht Der Untoten, copy/pasted straight from "World at War". There is one major difference, and that is that the second floor of Nacht der Untoten is completely inaccessible.

It is worth noting that this is the only building the bus doesn't stop at, where players won't get assaulted by Denizens. So even if not doing Richtofen's quest, this can be a decent place to simply survive against zombies in. Sadly, there are no wall buys, which would have made the area even stronger for survival.
12. Aside from TranZit, the Green Run experience entails a series of survival maps. The first is Bus Depot. This is by far the most barebones of the survival offerings. What is this map's Wonder Weapon?

Answer: Ray Gun/Mark 2

Unlike TranZit, it is not possible to craft the Jet Gun on any of the survival maps. As well, Bus Depot does not provide any traps, so there is no way to deal infinite damage available to the player.

The Ray Gun, as well as its Mark 2 counterpart, therefore profile as this map's Wonder Weapon. While these weapons are quite fun and are an easy way to cruise through about 20-30 rounds, their damage output begins to drop off. Moreover, they are not wall weapons, so ammunition will quickly become a problem.
13. On Bus Depot, how many perks are available for purchase?

Answer: Zero

This became the first map since Nacht der Untoten, the very first Zombies map, to not feature any perks, anywhere on the map. Because of this, players will always be two quick hits from death, they cannot buy Double Tap to power up their weapons, and most notably, solo players cannot access Quick Revive. For solo players, they have just the one life.

For as barebones as the map is, the lack of perks or good Wonder Weapon makes surviving to high rounds a truly difficult endeavor.
14. Farm is the second survival map. This is a little bit of an expansion of Bus Depot. How many perks are available here?

Answer: Four

Quick Revive, Juggernog, Double Tap and Speed Cola are on this map. This gives players a little more to work with. Notably, solo players essentially have four lives since Quick Revive is available, compared to the one they have on Bus Depot.
15. Farm holds one useful wall buy that fellow survival maps Bus Depot and Town lack. What wall buy is uniquely available here?

Answer: Remington 870 MCS

The Remington is an excellent choice for general survival. With Double Tap, it is a consistent one shot kill to the chest of a zombie until round 18. It is not the best choice for earning points, but since there isn't a lot to buy on this map, that isn't much of a problem.
16. Town is the last of three survival maps. This map hosts one machine that is notably absent on Bus Depot and Farm. This machine is extremely annoying to access on TranZit. What is it?

Answer: Pack-a-Punch

The single fact that Town has Pack-a-Punch is essentially what has made it, and not Bus Depot or Farm, an iconic survival map beloved by fans years and years after the release of the game. As well, the Pack-a-Punch machine is available right from spawn. The machine is smack dab in the middle of the spawn room, available with no strings attached, and never being disabled or restricted in anyway. This provides Town a major leg up when compared to TranZit. As such, the average fan of this game will almost definitely assert Town as a preferred map to the other three for casual gameplay.

There is one catch- Pack-a-Punch is inside a pit of fire. So if the player attempts to access it mid round, fire damage plus incoming zombies will most likely kill them. This is solved by simply waiting until the end of a round to use it. It serves as somewhat of a 'balance' that is, quite frankly, more than fair and makes the Town experience as a whole very fun.
17. Town heavily incentivizes players into using the Mystery Box. This is because the map is a little bit starved on wall buy weapons. How many are available?

Answer: Three

The M14 and Olympia are available, as always. They are joined by the MP5 inside of the Juggernog room. The former two are made fairly usable when Pack-a-Punched, as the Mnesia and Hades respectively. The MP5 becomes the MP5 Kollider, a truly mediocre submachine gun.

The Mystery Box is likelier than not to yield a better weapon than what's available off the wall. Weapons such as the Executioner, M1216 or DSR-50 would absolutely embarrass the wall weapons.
18. Town is host to one perk Bus Depot and Farm lack. What perk is available on Town?

Answer: Tombstone

Tombstone is a fantastic perk for players who are not that great at the game. That isn't a demeaning statement, as that's the perk's very purpose. It functions as an insurance policy. If the buyer takes a death, instead of wait for their friend to precariously try and revive them, they can "take the easy way out" and respawn with all of their equipment intact on the next round.

This functions two-fold: it removes the burden off the rest of the team from having to revive you, while also making it so that you don't lose your equipment on death, which is what normally happens.

The only problem is, "taking the easy way out" does make it impossible for the team to then revive you. If the rest of the team was to them be taken down by Zombies, the game would end, and Tombstone would fail to activate since the next round wouldn't ever begin.

As such, it was truly a perk intended for players who aren't good at the game, and are genuinely reliant on others to get to higher rounds. The perk would be an excellent choice for having an uninitiated spouse, family member, etc.
19. Uniquely, Green Run was host to the Turned mode. In this mode, players finally get to play as the zombies themselves. The humans are especially fragile in this mode. How many hits does it take to kill a human opponent for a zombie?

Answer: One

Turned essentially takes regular zombies and injects them with steroids. They are way, way faster, kill in one swift hit, and they even get power ups to help them do it. Zombies are deliberately designed to be overpowered, as the intent is for this to essentially be an elaborate game of tag. Players earn points both for killing humans and zombies.

By the end of a six minute period, whoever has the highest score wins.
20. Turned features a few power ups that were exclusive to the mode itself, and never made it into a more standard Zombies experience. Which of the following is a power up which exists on Turned?

Answer: Red Max Ammo

Red Max Ammos can only be picked up by zombie players. Regular Max Ammos simply give players all of a gun's ammunition. The regular version of this power up is in Turned, and works the same way. The Red version, as you might expect, is meant to help the zombies.

It immediately empties the magazines of all guns in possession of humans, making it easier for the zombies to close the gap as the humans are forced to reload their guns.
Source: Author cavalier87

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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