
All Game Items
"content": "# All Game Items Guide for Call of Duty: Black Ops
This guide covers every major item in Call of Duty: Black Ops (2010), including Multiplayer, Zombies, and Campaign. Items are grouped logically by category. For each item, you'll find its function, how to obtain it (unlock level or method), when it's most useful, and notable synergies or upgrades.
All primaries are unlocked via level progression or purchased with CP earlier. Levels listed assume standard progression; CP purchase bypasses level requirement.
Attachments are unlocked by leveling each weapon. Purchasable with CP.
Perks are unlockable via level progression and purchasable with CP. Each has a normal and Pro version (unlocked by completing challenges).
Killstreaks are earned by reaching consecutive kills (or score with Hardline Pro). Unlock via level progression.
All perks are bought from vending machines for 500 points (some 2000 in Custom games).
Some maps have buildable equipment from parts.
Zombies maps feature standard lethal items purchasable from walls.
Campaign features unique gadgets used in missions.
Campaign intel collectibles unlock concept art and Zombie mode (if all collected?).
This guide covers all items across all modes of Call of Duty: Black Ops. Use the tables and tips to optimize your loadouts and survive the Cold War chaos.
This guide covers every major item in Call of Duty: Black Ops (2010), including Multiplayer, Zombies, and Campaign. Items are grouped logically by category. For each item, you'll find its function, how to obtain it (unlock level or method), when it's most useful, and notable synergies or upgrades.
1. Currencies
COD Points (CP)
- Function: In-game currency used to purchase weapons, attachments, perks, equipment, and cosmetic items in Multiplayer.
- Obtain: Earned by completing matches, contracts, wager matches, and prestiging.
- Useful: Essential for buying any unlockable item before reaching the required level. Also used to rent weapons/equipment for a limited time.
- Synergies: Can be spent on permanent unlocks via the Buy menu (e.g., weapons, perks). No direct upgrades; CP is a gateway currency.
- Function: Earned by killing zombies, repairing barriers, etc. Used to buy weapons off walls, open doors, use the Mystery Box, and purchase Perks and Pack-a-Punch upgrades.
- Obtain: Gameplay in Zombies mode.
- Useful: Essential for progression in Zombies; management is key.
- Synergies: Points are spent on everything; no conversion to CP.
Zombies Currency (Points)
2. Multiplayer Weapons
Primary Weapons
All primaries are unlocked via level progression or purchased with CP earlier. Levels listed assume standard progression; CP purchase bypasses level requirement.
| Weapon | Class | Unlock Level | Description | Best Use | Synergies |
|---|---|---|---|---|---|
| M16 | Assault Rifle | 1 | Three-round burst, great accuracy. | Medium range, rapid kills with headshots. | Red Dot Sight for clarity; Stopping Power for one-burst kills. |
| AK-47 | Assault Rifle | 1 | High damage, high recoil. | Close-to-mid range with aggressive play. | Suppressor for stealth; Grip for recoil control. |
| FAMAS | Assault Rifle | 28 | Fast ROF, moderate recoil. | Versatile all-range. | Extended Mags; SoH Pro for faster reload. |
| Galil | Assault Rifle | 1 | Good damage and fire rate. | Reliable all-rounder. | Red Dot; Stopping Power. |
| AUG | Assault Rifle | 37 | High damage, slow ROF. | Medium-long range, very stable. | Grip + Scope (ACOG or Holographic). |
| Commando | Assault Rifle | 1 (DLC) | Fast ROF, low recoil. | Close-medium range, high DPS. | Suppressor + Extended Mags. |
| FAL | Assault Rifle | 1 | Semi-auto, very high damage. | Two-shot kill at any range. | Red Dot + Stopping Power for one-shot headshot at close range. |
| G11 | Assault Rifle | 47 | Unique 3-round burst, no recoil. | Medium range, very accurate. | ACOG scope; Ghost Pro to stay off radar. |
| Enfield | Assault Rifle | 1 (DLC) | Moderate damage, balanced. | Reliable backup. | Red Dot; Sleight of Hand. |
| MP5K | SMG | 1 | High ROF, great hipfire. | Close-quarters, rush play. | Rapid Fire + Extended Mags; Marathon for speed. |
| Uzi | SMG | 19 | Low recoil, decent range. | Mid-range SMG. | Suppressor + Grip. |
| AK-74u | SMG | 25 | High damage for SMG, controllable. | Best all-round SMG. | Suppressor + Extended Mags; SoH for faster reload. |
| Spectre | SMG | 1 (DLC) | Very high ROF, small mag. | Extremely fast TTK up close. | Extended Mags + Rapid Fire; need accuracy. |
| MAC-11 | SMG | 34 | Ultra-high ROF, wild recoil. | Point-blank only. | Extended Mags + Steady Aim for hipfire. |
| M60 | LMG | 1 | High damage, slow fire rate. | Suppression, holding angles. | Grip + Extended Mags; Stopping Power. |
| RPK | LMG | 1 | Faster than M60, lower damage. | Run-and-gun LMG. | Grip + Silencer; Lightweight for speed. |
| HK21 | LMG | 40 | Accurate LMG with moderate ROF. | Long-range suppressive fire. | ACOG + Grip; Scavenger for ammo. |
| L96A1 | Sniper | 1 | Bolt-action, one-hit kill to upper chest/head. | Sniping at long range. | Variable Zoom + Sleight of Hand for faster scope. |
| PSG1 | Sniper | 1 | Semi-auto, two-hit kill body. | Faster follow-up shots. | Suppressor + Rapid Fire; Steady Aim for quickscoping. |
| WA2000 | Sniper | 21 | Semi-auto, high damage. | Stable, fast ROF semi-auto. | ACOG for mid-range; SoH. |
| Dragunov | Sniper | 1 | Semi-auto with large mag. | Spamfire sniper. | Silencer + Extended Mags; Ghost Pro. |
| SPAS-12 | Shotgun | 1 | Pump-action, high damage, wide spread. | Close-quarters OSOK. | Grip + Steady Aim; Marathon for rush. |
| Stakeout | Shotgun | 1 (DLC) | Automatic shotgun (full-auto). | Very fast fire rate, low damage per pellet. | Extended Mags + Rapid Fire; Need multiple shots. |
| Olympia | Shotgun | 19 | Double-barrel, two shots then reload. | Extreme close range, two kills. | Sleight of Hand for fast reload; Lightweight. |
| HS-10 | Shotgun | 1 | Semi-auto, moderate damage. | Balanced shotgun. | Grip + Steady Aim; SoH. |
| China Lake | Launcher | 1 | Grenade launcher, single shot. | Area denial, anti-camper. | Danger Close + Scavenger for extra nades. |
| RPG-7 | Launcher | 1 | Rocket launcher, high explosive. | Anti-vehicle, group clearing. | Danger Close; Flak Jacket to survive blasts. |
| M72 LAW | Launcher | 28 | Rocket launcher, one use. | Stronger than RPG. | Same as RPG-7. |
| Crossbow | Special | 1 | Silent, explosive bolts. | Stealth kills, traps. | Explosive Bolts attachment (default); Ghost Pro for stealth. |
| Ballistic Knife | Special | 1 | Silent knife projectile, retrievable. | Stealth melee. | SoH for faster draw; Lightweight. |
Secondary Weapons
| Weapon | Unlock | Description | Best Use | Synergies |
|---|---|---|---|---|
| Python | 1 | Revolver, high damage, slow fire. | Powerful sidearm, three-hit kill. | Stopping Power + Long Barrel. |
| ASP | 1 | Semi-auto pistol, fast fire. | Reliable backup. | Extended Mags; SoH. |
| M1911 | 1 | Semi-auto, similar to ASP. | Dependable. | Extended Mags + Stopping Power. |
| CZ75 | 1 (DLC) | Full-auto pistol. | Spam fire close range. | Extended Mags; Rapid Fire. |
| Makarov | 1 (DLC) | High damage semi-auto. | Good stopping power. | Suppressor + Long Barrel. |
| Launcher (RPG/M72) | 1 | Already listed. | Use as secondary if class lacks launcher. | Danger Close. |
Lethal Equipment
| Item | Unlock | Effect | Best Use | Synergies |
|---|---|---|---|---|
| Frag Grenade | 1 | Cookable explosive, 5-sec fuse. | Clearing rooms, forcing movement. | Danger Close increases radius. |
| Semtex | 1 | Stickable explosive, 3-sec fuse. | Sticky kills, can attach to enemies. | Same as frag. |
| Tomahawk | 1 | One-hit kill throwing axe. | Skill shots, silent kills. | Scavenger for ammo. |
| C4 | 1 | Remote detonation explosive. | Trap setting, vehicle mines. | Hacker Pro to see enemy equipment. |
| Claymore | 1 | Proximity mine, one-hit kill. | Defensive placement. | Scavenger to resupply. |
| Bouncing Betty | 1 | Tripwire mine, one-hit kill legs. | Defensive, area denial. | Same as Claymore. |
Tactical Equipment
| Item | Unlock | Effect | Best Use | Synergies |
|---|---|---|---|---|
| Flashbang | 1 | Blinds and deafens enemies. | Room entry, disorienting campers. | Tactical Mask Pro reduces effect. |
| Stun Grenade | 1 | Slows movement and aim. | Softening enemies before push. | Same as Flash. |
| Smoke Grenade | 1 | Creates visual cover. | Obscuring lines of sight, objective play. | Thermal scope sees through smoke. |
| Nova Gas | 1 | Poison gas, damage over time. | Area denial (low damage). | Not commonly used; can be effective in hardpoint. |
| Decoy | 1 | Fake footsteps and gunfire on radar. | Confuse enemies, fake presence. | Ghost Pro to stay off radar anyway. |
| Jammer | 1 | Disables enemy equipment and radar in radius. | Countering campers with motion sensors. | Hacker Pro enhances effect. |
| Tactical Insertion | 1 | Sets spawn point. | Respawning near objective. | Useful in SnD. |
Weapon Attachments
Attachments are unlocked by leveling each weapon. Purchasable with CP.
| Attachment | Effect | Best With |
|---|---|---|
| Red Dot Sight | 1.5x zoom, clear dot reticle. | All guns needing accuracy. |
| ACOG Scope | 3.5x zoom, hybrid but slower ADS. | Snipers, ARs for mid-range. |
| Reflex Sight | 1.5x zoom, holographic reticle. | Similar to Red Dot, preference. |
| Variable Zoom | 4x–8x toggle on snipers. | Long-range sniping. |
| Suppressor | Silent shots, no red dot on minimap. | Stealth classes. |
| Extended Mags | Larger magazine. | High ROF weapons, LMGs. |
| Grip | Reduced recoil. | High-recoil weapons (AK-47, etc.). |
| Rapid Fire | Increase fire rate (small). | SMGs, shotguns. |
| Dual Wield | Use two pistols/machine pistols at once. | Secondaries only (Python, ASP, etc.). |
| Masterkey | Underbarrel shotgun. | ARs/LMGs for close-range panic. |
| Flamethrower | Underbarrel flamethrower. | Area denial (rarely used). |
| Night Vision | See in dark maps (only for snipers? Actually for all). | Dark maps like Hanoi. |
3. Perks (Multiplayer)
Perks are unlockable via level progression and purchasable with CP. Each has a normal and Pro version (unlocked by completing challenges).
Perk 1 (Blue)
| Perk | Normal Effect | Pro Effect | Best Use | Synergies |
|---|---|---|---|---|
| Lightweight | Move faster, no fall damage | Total movement speed bonus, no fall damage | Rush classes with SMGs/Shotguns | Marathon + Steady Aim |
| Scavenger | Pick up ammo from dead enemies | Start with full ammo, resupply equipment | Classes that need constant ammo (LMG, launcher) | Danger Close for extra nades |
| Ghost | Invisible to UAV, radar | No red dot when firing (except when enemy sees you) | Stealth class, snipers | Suppressor to stay off radar completely |
| Flak Jacket | Reduced explosive damage | Immune to fire damage (not explosion) | Objective play (domination) | Tac Mask for tactical resistance |
| Hacker | See enemy equipment through walls | Can booby-trap enemy equipment | Counter-camper class | Jammer to disable radars |
Perk 2 (Red)
| Perk | Normal Effect | Pro Effect | Best Use | Synergies |
|---|---|---|---|---|
| Hardline | Killstreaks require 1 fewer kill | Scorestreaks also cost 1 less | Getting killstreaks faster | Low-streak spam (UAV, Counter) |
| Stopping Power | Increases bullet damage | Extra damage against aircraft | Any gunfight – improves TTK heavily | Most used perk |
| Slight of Hand | Faster reload | Faster aim down sights | Aggressive play, shotguns | Marathon + Lightweight |
| Warlord | Two attachments per weapon | Three attachments per weapon | Experimenting with gun builds | Best for creating specialized guns |
| Danger Close | Extra lethal equipment | Increased explosive radius | Demo class, launchers | Scavenger for extra nades |
Perk 3 (Yellow)
| Perk | Normal Effect | Pro Effect | Best Use | Synergies |
|---|---|---|---|---|
| Marathon | Unlimited sprint | Sprint longer (not unlimited) | Rush classes, SMGs | Lightweight + Steady Aim |
| Steady Aim | Better hipfire accuracy | Faster recovery from sprint to hipfire | Close-range, shotguns, SMGs | Marathon for constant sprint |
| Ninja | Silent footsteps | No sound from movement (except 6th sense) | Flanking, SnD | Ghost + Suppressor |
| Second Chance | Fall to ground, can shoot pistol | Can be revived by teammates | Survivability in obj modes | Hardline to get killstreaks back |
| Tac Mask | Reduced tactical effect duration | Immune to gas | Tactical spam maps | Flak Jacket |
| Hacker Pro | (Already in Perk 1 but Pro grants ability to plant booby traps) | See note | - | - |
4. Killstreaks
Killstreaks are earned by reaching consecutive kills (or score with Hardline Pro). Unlock via level progression.
| Streak | Kills Required | Effect | Best Use | Synergies |
|---|---|---|---|---|
| Spy Plane (UAV) | 3 | Reveals enemies on minimap. | Constant intel. | Hardline to get with 2 kills. |
| Counter Spy Plane | 4 | Blocks enemy UAV and minimap. | Anti-intel. | Use after enemy UAV. |
| SAM Turret | 4 | Auto shoots down aircraft. | Air defense. | Useful if enemy spams Spy Plane. |
| Care Package | 5 | Drop random killstreak. | Gambling for high streaks. | Hardline to get with 4 kills. |
| Napalm Strike | 5 | Call in carpet bombing. | Area denial, clearing objectives. | Danger Close for size. |
| Sentry Gun | 6 | Place an auto-turret. | Holding an area. | Hacker Pro to protect from enemy. |
| Mortar Team | 6 | 3 mortar strikes. | Destruction of multiple spots. | Pair with Counter Spy Plane. |
| Attack Helicopter | 7 | A.I.-controlled chopper gunship. | Multikills. | Hardline to get with 6 kills. |
| Gunship | 8 | Player-controlled AC-130. | Massive damage. | Best streak in game. |
| Blackbird | 8 | Advanced UAV – shows enemy direction and red dots always. | Wallhack for team. | Hardline (7 kills). |
| Chopper Gunner | 9 | Player-controlled attack chopper. | Similar to Gunship but lower health. | Use Blackbird to spot. |
| Dogs | 11 | Summon attack dogs that hunt enemies. | Overwhelming force. | Hardline (10 kills). |
5. Zombies Mode Items
Wonder Weapons
| Weapon | How to Obtain | Effect | Best Use | Upgrades |
|---|---|---|---|---|
| Ray Gun | Mystery Box | One-hit kill until round ~10, then two hits. Infinite ammo if PaP? No, PaP gives extra damage. | General crowd control. | Pack-a-Punch: increased damage, larger splash. |
| Thundergun | Mystery Box (only in Kino der Toten, etc.) | Massive shockwave, kills entire hoarde. | Emergency clear. | PaP: larger radius. |
| Wunderwaffe DG-2 | Mystery Box (Ascension) | Chain lightning between zombies. | Crowd control (limited ammo). | PaP: more ammo? Actually increases chain damage. |
| Gersh Device | Buildable in Ascension (from parts) | Throws a black hole that sucks zombies and teleports them. | Area denial. | Not upgradeable. |
| Scavenger | Mystery Box (CotD) | Sniper that fires explosive rounds with a flying dog attack. | High damage to specials. | PaP: increased damage and ammo. |
| V-R11 | Mystery Box (CotD) | Shoots zombies, turns them into humans that fight for you. | Converting zombies for fun. | PaP: improved conversion rate. |
| Winter's Howl | Mystery Box (Five) | Freeze rays, slows and kills zombies. | Crowd control. | PaP: larger freeze area. |
| Zap Gun (Dual Wield) | Mystery Box (Ascension) | Electric pistols that stun zombies. | Support weapon. | PaP: increased ammo and stun time. |
Perks (Zombies)
All perks are bought from vending machines for 500 points (some 2000 in Custom games).
| Perk | Effect | Best Use | Synergies |
|---|---|---|---|
| Juggernog | +100 health (2 more hits). | Essential for survival past round 8. | Always get first. |
| Speed Cola | Faster reload. | High-RoF weapons. | Pair with upgraded Wonder Weapons. |
| Double Tap | Faster fire rate (and double projectile in later BLOPS but in 1: + damage? Actually Double Tap 2.0 in later games; in BO1 it increases fire rate). | LMGs, SMGs. | Increases ammo consumption – need Scavenger? No, but use with high ammo guns. |
| Quick Revive | Solo: self revive. Coop: faster revive. | Solo survival. | Essential solo. |
| Deadshot Daiquiri | Aim assist to head, less hipfire spread. | Headshot-focused weapons. | Good for wonder weapons like Ray Gun. |
| Stamin-Up | Faster sprint, run longer. | Training zombies. | Combine with Speed Cola for mobility. |
| Mule Kick | Third weapon slot. | More firepower. | Needs points for extra weapons. |
| PhD Flopper | Immune to explosive self-damage, diving creates explosion. | Dolphin diving into hoardes. | Use with Ray Gun or Thundergun. |
| Electric Cherry | Kills zombies when reloading (a shock). | Crowd control while reloading. | Good with low-mag weapons. |
Buildables (Ascension, etc.)
Some maps have buildable equipment from parts.
| Item | Map | Parts Needed | Effect |
|---|---|---|---|
| Gersh Device | Ascension | 3 parts scattered | Black hole trap. |
| Quantum Entanglement Device | Ascension | 2 parts | Teleports zombies away. |
| Matryoshka Dolls | Kino der Toten? Actually not; is only in Ascension? In BO1, Gersh is the main. | ||
| Spikemores | Zoo map (Call of the Dead) | 3 parts | Proximity mine that shoots spikes. |
| VR-11 (upgraded)? | Call of the Dead | Requires weapon | Upgraded to Scavenger? Not buildable. |
| Hell's Retriever | Call of the Dead | Obtained from perk machine | Boomerang that kills zombies and retrieves items. |
Pack-a-Punch
- Function: Weapon upgrade machine that increases damage, ammo, and often adds special effects. Costs 5000 points per upgrade.
- Useful: Essential for high rounds.
- Location: Varies per map (e.g., Kino: after power, teleporter).
- Synergies: Always upgrade Wonder Weapons for maximum efficiency.
6. Equipment (Zombies)
Zombies maps feature standard lethal items purchasable from walls.
| Item | Cost | Effect |
|---|---|---|
| Frag Grenade | 250 | Explosive. |
| Semtex | 250 | Sticky explosive. |
| Claymore | 1000 | Proximity mine. |
| Monkey Bomb | 1000 | Attracts zombies then explodes. |
| Gersh Device | (Buildable) | See above. |
7. Campaign Items (Key Equipment)
Campaign features unique gadgets used in missions.
| Item | Mission | Effect |
|---|---|---|
| AGR | Executive Order | Remote-controlled combat robot (dual weapons). |
| Remote RC-XD | Various | RC car with explosive charge. |
| Flamethrower | Numbers | Stationary? Actually usable in some levels. |
| Crossbow | Various | Silent, explosive bolts. |
| Ballistic Knife | Various | Silent knife, retrievable. |
| Havoc Launcher | Various | Airburst explosive. |
8. Collectibles (Intel)
Campaign intel collectibles unlock concept art and Zombie mode (if all collected?).
| Type | Locations | Reward |
|---|---|---|
| Intel Documents | 1 per mission (45 total) | Unlock concept art, Zombie mode (Dead Ops Arcade). |
| Hidden Numbers | Some missions | Unlock Easter eggs. |
9. Synergy Summary
- Aggressive Rush: Lightweight, Marathon, Steady Aim, SMG/Shotgun, Suppressor, Frags.
- Stealth: Ghost, Ninja, Suppressor, Crossbow/Ballistic Knife, Claymore.
- Support: Hardline, Danger Close, Flak Jacket, Launcher, Tactical Insertion.
- Zombies High Round: Juggernog, Speed Cola, Double Tap, Pack-a-Punched Wonder Weapon, Monkey Bombs.
This guide covers all items across all modes of Call of Duty: Black Ops. Use the tables and tips to optimize your loadouts and survive the Cold War chaos.