These are all my observations for DLC 1 and DLC 2 for zombies.
Die Rise Stats:Trample Steam will always kill zombies that walk over it, but it will eventually break.
The amount of crawlers is always 6 in solo, and it seems to be number of players * 6 for co-op. Their health starts of lower than 1500 for the first 2 or 3 waves of them, then increases to >1500 and <= 2000 for all further rounds. I suspect 1600 hp, just like dogs. The last crawler will always drop a max ammo.
Killing all the crawlers will 100% accuracy will cause the last crawler to also drop a perk bottle and give all players +2000 points. Grenades *do* count for accuracy. This extra perk bottle can be used in solo to get more then 3 quick revives.
When shot on the ground, the Sliquifier will create a purple puddle that zombies will slip and/or slide on, and that players will just slide on. When a zombies is directly hit, the zombie will explode and also leave a puddle on the ground. Nearby zombies will give purple smoke, and in a few seconds will also explode, which can also chain other zombies nearby. This chain reaction will only affect a certain number of zombies at once (I don't have a number). These zombies will occasionally drop another puddle. This effect of dropping another puddle will sometimes randomly disappear, seemingly if a large amount of puddles are dropped in one area (over the course of many rounds).
The Sliquifier does this until round 101. At round 101, zombies become crawlers, then explode a few seconds later. In addition, it can take more than 1 shot to cause a zombie to explode. This effect gets worse as you go above 101 (ex. on round 107 it can take up to 10 shots to even cause a zombie to become a crawler). This reason is why the records pre-patch are not comparable to the records post-patch, and why most records are only round 101.
Mule Kick works the same way it did in BO1.
Mob of the Dead Stats:In solo, you get up to 3 afterlifes. In co-op, you can only have 1 afterlife. In both, you gain 1 afterlife at the start of each round.
The Acid Trap and the Blade/Fan Trap are both active for 25 sec, and then need 25 sec to recharge.
The Acid Trap will kill you in 2 hits, even with Jug. The Blade Trap will kill you if you run into it, however you can go prone and crawl under it.
The Vitriolic Withering (Acid Kit + PaP Blundergat) shoots 3 darts at a time. Zombies have some attraction to the darts, but it no where near as strong as Monkey Bombs or the Crossbow PaP. It seems like the darts always kill a zombie if it sticks to one, but the splash damage does not.
Electric Cherry causes some damage and always stuns zombies directly around you after a reload. The damage effect seems to increase as ammo in your magazine decreases. Reloading with 29 out of 30 shots in the mag won't do as much damage as reloading with 0 out of 30 in the mag. The effect also disappears temporally if spammed too much.
Hell's Retriever (how to get): There are 3 dogs heads on the map. Each dog needs to eat 6 zombies, and you do this by killing them near the dog. For the dog to eat a zombie, you need to kill the zombie while the dog is not eating anything. The three dogs are at (#1) Cell Block, (#2) Infirmary, and (#3) Docks. Once all 3 dogs are happy, Hell's Retriever will become available in the room next to the Showers.
Hell's Retriever (stats): Can be charged up twice, each one increasing the damage. Hell's Retriever can also pick up drops and bring them to the player. The Hell's Retriever can only hit up to 6 zombies, but it can bounce through walls.
Hell's Redeemer (how to get): First obtain Hell's Retriever. Next, go to the bridge and do an entire round using only the Hell's Retriever. Afterwards, throw your Hell's Retriever into the pit in the Cell Block. It should not come back to you. On the next round, enter afterlife and to where Hell's Retriever is. You should be able to pick up Hell's Redeemer.
Hell's Redeemer (stats): Hell's redeemer is similar to Hell's Retriever, except you can charge it up 3 times. This seems pointless, because once charge of the Hell's Redeemer is enough to kill zombies up through at least round 135.
The Warden's Key has 2 spawn points: Right outside the Cafeteria and right outside the Warden's Office. Enter afterlife, jump up, shock the console, and the key is yours.
There are 5 parts to the plane. In solo, you can carry all 5 parts at once. In co-op, each player can only carry 1.
- In the Infirmary. Only requires the warden's key.
- In the Warden's Office. Requires the generators at the docks to be zapped in afterlife.
- In the spiral staircase. Open the console at the bottom. Use the afterlife zapper at the top. As you go down, 3 numbers will appear on the walls. Enter them and then revive yourself. Go all the way down and into the hallway to grab that part.
- At the docks there is a part. In solo, zap the volt meter, revive yourself and grab the part. In Co-Op, have two people stand by the meter. Have one go into afterlife, have the one that's alive grab the part and run back, then have the guy in afterlife zap the meter again and revive himself.
- Active the washer in the Showers via afterlife. Then go up to it and hold x. It spawns in zombies (20 on round 1 in solo, don't know if number increases as round goes up). After music stops playing, grab the part.
After you have taken the plane and come back, on the next round 5 gas cans will spawn in. These are near where the 5 parts were and function in the same way (but you don't need to redo all the steps to get them, they are just laying around).
Rusty Spoon (how to obtain): Go to the bridge and come back. Near the warden's office, there is a cell with a poster in it. Throw Hell's Retriever/Redeemer at. Enter the afterlife near the Warden's Office, and go into the wall that opened. On the ground there is a spoon. Shock it and you should hear a laugh. Revive yourself and go into the back of the Cafeteria. Look through the window there (where zombies come from) and throw your Hell's Retriever/Redeemer at the spoon. You now have the Rusty Spoon.
Golden Spork (how to obtain): Get the Rusty Spoon. Go up to the Infirmary to the bathtub filled with blood and hold X. The spoon should stir the blood. Now go into the Showers and kill zombies with the Acid Gat and/or Vitriolic Withering until you hear a laugh. Then go back up to the bath tub, hold x, and then hold x again once the hand comes out. You now have the Golden Spork.
The Rusty Spoon is supposedly a one hit through round 13 (1500 damage) (I have not tested this). The Golden Sport is a one hit through 33 (I'm assuming 10,000 damage).
The zombie shield is very similar to the one on TranZit. The parts are (#1) found at the lower docks, (#2) in the generator room, and (#3) somewhere near the spiral staircase.
The Acid Kit will upgrade the Blundergat into the Acid Gat, and the Sweeper (PaP Blundergat) into the Vitriolic Withering (PaP Acid Gat). The parts are (#1) somewhere in the cell block, (#2) somewhere in the Infirmary, and (#3) somewhere in the Warden's Office.
Deadshot seems to be the same as it is in BO1 (aka useless).
There is no quick revive (in Solo and Co-Op).
Brutus spawns randomly every few rounds. He always drops a power-up. His health seems to be capped at some number, as it is fairly easy to kill him via headshots. He always dies to 2 claymores, even up to round 130+. The first time he spawns in on the bridge, he will drop a power-up. Every other time, he will not. There can be multiple Brutus's that spawn in at once on the bridge.
Cell Block (Grief):No Jug!!!
Perks are: Double Tap 2.0, Speed Cola, Deadshot, PhD Flopper, and Mule Kick.
PhD Flopper!!! seems to be the same as in BO1. No self-explosive damage, no fall damage, and explosion when you should have taken damage from a dive-to-prone.
You *can* get the Ray Gun, the Blundergat, and the Death Machine from the box. The second two can only be owned by one person.
Fire Sales affect both teams at the same time.
Throwing grenades in the pit gives 20 points.
Feeding the dog in the center will cause a power-up to spawn from the pit that anyone can grab.
Brutus still spawns, and still drops a power-up.