
KNOWLEDGE IS YOUR WONDER WEAPON
Field Guides.
Browse curated map tutorials and original Atlas articles on preparation, crew play, and record keeping.
Verrückt: Reunite the Crew and Survive the Asylum
Power, perk priorities, trap routes, equipment differences, and hidden discoveries for World at War, Black Ops, Zombies Chronicles, and the original mobile edition.
Verrückt is a survival map, not a main-quest map. Its challenge is turning a divided starting area and tight corridors into a route you can control. The power-and-reunification plan carries across editions, but weapons, solo recovery, and optional features do not. Choose your edition above before following an equipment or side-discovery instruction.
What Counts as Progress Here
There is no main Easter egg ending or on-map Pack-a-Punch machine in standard Verrückt. A useful first goal is to turn on power, reunite a split team, buy your core perks, and survive a repeatable loop. The songs and hidden effects are optional discoveries, not steps toward an undiscovered quest finale.
The main layout forms a loop around a courtyard, with two starting rooms separated by a powered door. In co-op the crew can begin on opposite sides. Until power is restored, the players on one side cannot simply walk through the divider to revive the other side. Decide which side opens toward power first and make that route affordable.
| Checkpoint | What to Do |
|---|---|
| Opening goal | A refillable weapon and enough points to reach the power room. |
| Setup goal | Power on, crew reunited, Juggernog secured, and a known escape route. |
| Survival goal | Control the horde, preserve trap points, and replace perks after a down. |
| Record goal | Log the actual edition and round; put songs or challenges under side achievements. |
Reach Power Without Spending the Route Away
Follow your side’s stairs and upstairs rooms toward the central power room. The switch is at the far joining point of the two wings. It powers the perk machines and electrical traps and opens the divider between the starting rooms. You cannot buy that spawn divider open directly.
Atlas opening advice: buy a reliable wall weapon once the starting pistol becomes uncomfortable, then keep the next door’s points separate from discretionary purchases. Several Mystery Box spins before power can leave a split crew unable to reunite. If someone is low on points, the better-funded side should take responsibility for the remaining doors.
- Identify your starting side and name it to your teammates: Juggernog side or Quick Revive side.
- Buy doors along a deliberate route upstairs toward the switch. Avoid opening a doorway merely because someone is standing beside it.
- Activate power in the joining room. Confirm the spawn divider opens and perk machines light up.
- Meet the other half of the crew through the now-open route and agree on where the next round will be held.
- Learn both directions between your position, Juggernog, a wall-ammo purchase, and the powered traps. A room name is useful only if everyone can reach it.
Spend on Survival Before Chasing a Perfect Box Roll
Juggernog increases your margin for movement mistakes, and Speed Cola reduces the time you spend vulnerable while reloading. Quick Revive’s solo behavior depends on the game; read the edition notes below. Original Double Tap increases firing rate, while Black Ops III uses Double Tap II. Do not assume the two perks provide identical ammunition efficiency.
Atlas loadout advice: keep one gun with a predictable ammunition source and use a second slot for crowd control or emergency damage. A rare weapon is not a complete plan when its ammunition is empty. Before spending the last of your points on the box, ask whether you could still buy a trap activation and replace a key perk after a down.
| Checkpoint | What to Do |
|---|---|
| World at War | Original WWII weapons and the original perk mechanics. No buildable shield, staff, or bow. |
| Black Ops | Updated Mystery Box weapons and Winter’s Howl; original-style wall weapons remain. |
| Black Ops III | Chronicles weapon pool, Wunderwaffe DG-2, GobbleGums, and Wunderfizz. |
| Mobile 2009 | Separate touch-controlled World at War: Zombies release. Use its own purchases and controls, not a COD: Mobile guide. |
Use Electric Traps Without Cutting Off a Teammate
Traps require power and spend points. They provide a way to kill enemies after ordinary weapons become less efficient, but the active barrier can also down a player who crosses it. Call the activation before pressing the switch and make sure the crew is on the intended side.
Atlas route advice: practise the approach, activation, safe wait, and exit at a manageable round. A trap is only useful if you know where newly spawning zombies can enter while you wait. Preserve ammunition for earning points and clearing a gap; use traps to do the heavy killing when your route supports it.
- Restore power and locate the trap switches along your intended loop.
- Gather a manageable horde without standing in a doorway that blocks the crew.
- Tell teammates which trap you will activate and wait for confirmation they are clear.
- Activate, stay out of the electrical barrier, and watch the entrances behind you.
- Let the trap cycle finish before crossing. Rebuild your points reserve and repeat only when the route is under control.
A First Survival Plan and a Recovery Plan
Pick one direction around the open loop and avoid reversing into your own train unless you have cleared the path. The map’s narrow stairs make two players moving in opposite directions particularly dangerous. If you are camping together, assign windows and the main lane and name a retreat point before the gunfire becomes ineffective.
When the front starts collapsing, leave early. Waiting for an empty magazine and a broken firing line can turn a planned retreat into four players blocking the same staircase. A teammate calling “move” should trigger the agreed route, not a debate about one more round.
After a down, draw enemies away from the revive rather than crowding the body. Rebuild essential perks first and postpone optional box rolls. If the revive cannot be reached safely, preserve the remaining players and plan the respawn recovery. One risky rescue should not silently become the end of the entire run.
| Checkpoint | What to Do |
|---|---|
| Separated at spawn | Keep communicating; power opens the divider. Do not count on a cross-divider revive. |
| A weapon stops keeping up | Check ammunition and your trap reserve. Switch to the planned movement route before the lane is overrun. |
| A teammate activates a trap | Wait for the barrier to end; use the other route if it is clear. Do not sprint through to catch up. |
| No Pack-a-Punch found | There is no map machine to unlock. Chronicles consumables are a separate exception, not a hidden power step. |
| A side interaction does nothing | Check the edition label and interact at the exact object. A Chronicles addition will not work in World at War. |
Lullaby of a Deadman and the Operating Room
On the console/PC editions, go upstairs to the bathroom near the power room and interact with the leftmost toilet three times to play Lullaby of a Deadman. Face the row of toilets when identifying left. Wait for each interaction to register instead of rapidly mashing from outside its range.
In the starting area by Juggernog, interacting with the operating/dentist-chair area triggers a disturbing drill-and-scream audio effect. This is an environmental secret, not an equipment reward. You do not need to activate it to turn on power or access perks.
These discoveries are best attempted while another player safely holds the last zombie. Do not assume standing at an interactive object pauses the round.
Black Ops Radio
In Black Ops, look through the upstairs balcony window on the American/Quick Revive side for a radio sitting on a desk. Shoot the radio with a bullet weapon to trigger its audio. This is a small optional sound discovery; it does not begin a main quest or unlock a weapon.
If you are following a video, check that it shows the Black Ops remake and the same balcony viewpoint. Do not transplant an unrelated radio location from the Chronicles version simply because the surrounding rooms look familiar.
Zombies Chronicles: Samantha’s Dolls and the Fountain
The Samantha doll challenge is specific to Zombies Chronicles. First activate the toilet song with three interactions on the leftmost toilet. Then interact with that toilet nine additional times, the center toilet three times, and the rightmost toilet five times. Use distinct interactions so each flush registers.
A doll appears near Wunderfizz. Interact with it, then search for the small target dolls using their sound cues. Possible spots include the courtyard statue, a kitchen pot, a roof visible from the Mule Kick room, the spawn furnace, the dentist chair, the mannequin by Double Tap, and the barrier below power. Shoot the active targets, then return to the starting doll for the Max Ammo and Samantha’s Sorrow reward.
The courtyard fountain also has an optional effect: hit its blood-filled basin with an explosive weapon or Wunderwaffe to make the statue react. This is an environmental change, not an upgrade station or quest gate.
World at War: Treat the Original as Its Own Ruleset
The original Verrückt introduced perk machines and electric traps. Its quick, aggressive zombies and older collision behavior make close contact much less forgiving than a later remake may suggest. Give yourself space before taking a knife kill or squeezing past an enemy.
Quick Revive in World at War helps revive teammates; it is not the solo self-revive purchase introduced in Black Ops. Do not budget your solo survival around a free recovery that this edition does not provide. There is no buildable shield and no Pack-a-Punch machine.
Atlas advice for learning: favour a route with a wall weapon you can refill, buy Juggernog when accessible, and practise clearing the trap entrance before raising your round target. Select World at War → Verrückt for the saved record; an identical round in another edition is a separate result.
Black Ops: Solo Recovery and a Different Box
Black Ops preserves the asylum’s basic layout while replacing much of the Mystery Box pool. Winter’s Howl is the map’s special freezing weapon. Mule Kick was added to the game’s Zombies maps, but carrying a third gun still means funding and managing three weapons.
In solo Black Ops, Quick Revive is a limited self-revive purchase. In co-op it improves teammate revival instead. Account for that difference before copying a solo survival setup into a group session. This edition still has no on-map Pack-a-Punch machine.
Keep your record under Black Ops → Verrückt → Rezurrection. Use Notes for first-room restrictions, perk restrictions, or other custom challenges; do not mix those conditions silently with an ordinary full-map run.
Black Ops III: Chronicles Equipment Is Not Original Equipment
Zombies Chronicles adds GobbleGum machines and Wunderfizz, a different weapon pool, and Black Ops III movement. Wunderwaffe DG-2 replaces Winter’s Howl. The map still has no normal Pack-a-Punch machine; GobbleGums such as Wall Power or Crate Power can provide upgraded weapons under their own conditions.
You do not need premium consumables to learn the map. Start with the same power, perks, movement, and trap discipline. Add consumables only after you understand what they are changing. If a particular leaderboard category restricts GobbleGums, verify its rules separately before recording a competitive attempt.
The doll challenge and fountain effect above apply here. They do not imply that a long main Easter egg was added to Verrückt. Atlas therefore tracks its survival rounds and optional achievements without a main-quest completion requirement.
World at War: Zombies Mobile — A Separate Entry
This is the original World at War: Zombies mobile adaptation, represented as Mobile 2009 in Atlas. It is not the later Call of Duty: Mobile app and does not inherit Zombies Chronicles features. Record the mobile map under its own edition rather than attaching the result to the console release.
The practical opening is still to secure a usable gun, buy through the asylum toward power, and then use perks and electrical defenses. Touch aiming and interaction make crowded stairways especially awkward. Before spending scarce points, practise turning, reloading, and activating a nearby prompt in the control layout you actually use.
Atlas mobile advice: choose a wall-ammo route, clear the screen of nearby threats before interacting with a purchase, and avoid following a console technique that depends on faster controller turning. Use the mobile gameplay reference below to recognize the actual interface and purchases. The Chronicles doll challenge, GobbleGums, and Wunderfizz instructions in this hub do not apply to this edition.
For a useful record, include the difficulty or special conditions in Notes if they are not represented by a dedicated selector. A screenshot of the end screen is optional evidence; the round and edition should remain accurate even when you do not remember the date.
Sources and Scope
Researched from the gameplay references below. Routes, checkpoints, and troubleshooting are Atlas editorial guidance, not a claim of firsthand testing. Edition labels distinguish changes; optional shortcuts and modded maps are not required.