Javascript required
Skip to content Skip to sidebar Skip to footer

Black Ops 2 Buried 2 Perks From Witches

Depending on how good your team of 4 (can't be done with less) is at their sharpshooting skills this achievement could take you between 1-3+ hours. The last step is a complete and utter pain in the ass. A pain that can last from 30 minutes to 2 hours alone! To help you get a visual though I have uploaded my whole teams' views in several videos at that step. GOOD LUCK.

NOTE: I've added a couple compilation videos from NGTzombies for those that would rather a visual of either side. I take ZERO credit for the videos.

Step 0, PERSISTENT UPGRADES (OPTIONAL):

Before you begin it might prove useful to have persistent super revive and 200% health. These upgrades can be earned whilst playing on tranzit, die rise and buried (NOT grief, survival and turned modes). They are not displayed like normal perks but somewhat do the same job and can also be combined with the normal perk for a substantially better effect for specific perks (quick revive and juggernog).

PERSISTENT UPGRADE NAME (NAME WITH PERK PURCHASED AS WELL)
WHAT IT DOES
HOW TO EARN AND LOSE IT

QUICKER REVIVE (INSTANT REVIVE)
The player can earn faster revives (revives are twice as fast). The effect can be stacked with Quick Revive for an almost instant revivification.
The revives are fairly easy to do with a second controller or a friend willing to help. Leave the last two walkers of wave 1, place the second controller (or that eager friend) in the lava and just revive away! You know when you have done enough as you will see a puff of green dust appear (you will see this with every persistent perk/power up-grade).
To lose it, a player must try and fail to revive a downed person, even if said person is later revived. Even an accidental fail (such as being knocked out of the way) will cause the upgrade to be lost.

200% HEALTH (300% HEALTH)
The player can earn more health (4 hits like Juggernog). The effect stacks with Juggernog, allowing the player to have a maximum of 300% health (6 hits).
The exact way to how to obtain this upgrade is still unknown, but the most commonly used way to obtain it is to consistently buy Quick Revive in solo play and letting yourself to be downed both times by the SAME zombie.
This perk is disabled but not lost on round 15. The player will not lose the perk by dying from fall damage/falling off the map, explosive damage, or bleeding out and dying prior to the start of round 15; after round 15 however each of these factors will cause the perk to be lost, unless the player is the last in the party to go down.

If you're wanting to know the less helpful but still somewhat useful persistent upgrades check out the call of duty wiki here:
http://callofduty.wikia.com/wiki/Persistent_Upgrades

STEP 1, COMMENCEMENT:

Start a custom game of buried on original difficulty. (NOT EASY)warning If at any point you get the PARALYSER (RICHTOFEN'S PATHs) or TIME BOMB (MAXIS and RICHTOFEN'S PATHs) remember to keep the one(s) related to your EE side as you'll need it for a step later on.

Like Tranzit & Die Rise, if one of you already has the achievement you won't be able to do the first significant step, in this instance finding all of the parts you need for the guillotine or gallows. The workaround for this is to start the game without the player(s) with the achievement and then invite them into round 1. They will then be able to spawn in once the next round begins.

If at any point you want to give teammates points and also swap the drop for something else (max ammo, insta-kill etc.) here is what you do. Have whoever is giving the points get the galvaknuckles and have the points they're willing to give sitting there ready. Then go into the bank and around the counter near the tunnel. You'll then be able to notice two keys just like in the Tranzit bank. Hitting them with the galvaknuckles will put 1,000 of your points each time into a "$" drop that'll spawn on the other side on the counter in front of the teller windows. Whoever needs the points can then pick up the drop to receive them. Here is the the most helpful part of this... If you give Leeroy candy next to this "$" he will actually swap it out for another drop.

MAXIS' PATH

STEP 2, GALLOWS:

You will first have to build the gallows which is next to the entrance of the court house on the right. The gallows consists of four separate parts; the red spool of wire, the antenna, the battery and the glass bulb. I recommend keeping it on round 1 or 2 for these first few steps.

Since I have made the get go, of this guide, so long and detailed for newcomers I will add a shortened description of where the parts are and I'll assume you know what you're doing.

Simple Walkthrough:

The four parts are located:
Red Spool of Wire - From the chalk room of the gunsmiths go into the room on the left and look in the left corner.
The Antenna - On the lower floor of the barn leaning on a post.
The Battery - In the church behind the alter, on the floor.
The Glass Bulb - On the second floor of the jail cell, in the room where the mystery box spawns. On a crate just left of the box.

Once all pieces have been added onto the gallows you can now proceed to Step 3.

Detailed Walkthrough:

The Antenna
Once you have jumped down from the spawn room and fell down into the room with the shotgun chalk and quick revive, hold 'X' on the shotgun chalk to pick it up and then place it onto the '?' on the wall for an easy 1,000 points. Then fall through the hole next to the shotgun and you'll now be in the barn. For the first part to the gallows make your way down the stairs to the lower floor and face the entrance of the tunnel (the stairs will be to your direct left). The antenna is leaning on the side of the second stable from the end on your right.

The Glass Bulb
From the upper floor of the barn, go across the bridge to the building on the left of the mystery box. Once off the bridge and inside, the glass bulb will be in the first room on your immediate right sitting on a crate. Then go into the next room and fall through the floor. You should now be in a room with the giant dude known as Leeroy. Get the green key hanging besides his cell and let him out. Then give him booze so that he breaks down the wall.

NOTE: Whenever you give Leeroy booze he will run in the exact direction that YOU are facing.

For the next part you will have to progress a little further into the map. Now proceed to buy the saloon entrance and the sofa barricade on the stairs. You will now need to find the booze again which will have either spawned inside the saloon on one of the tables or in Leeroys cell again. Once you have it get Leeroy to break down the entrance of the gunsmith so that you can get a couple thousand points from placing the chalk (1,000 per placement with the final being 2,000) allowing you to easily keep it on round 1 or 2 for the first few steps.

Red Spool of Wire
Have you and a teammates take any three chalk drawings EXCEPT the pdw. Place one on the front of the jail cell (probably galveknuckles so you can find them easily later) where you got Leeroy, another up the stairs next to the mystery box and the third on the second floor of the saloon on the balcony. Once you've gotten yourselves some more points have someone, that doesn't have a part yet, go back into the gunsmith and into the room to the left of where the chalk is to find the red spool of wire in the corner to the left.

From the entrance to the saloon you will notice a barricade on the distant right next to the candy shop. You will now have to go to the cash register in the saloon to purchase any more booze in the current round. Then what you will want to do is get Leeroy as far back as you can but still ensuring he makes contact once charging. If you get enough distance you'll get up to 1,500 points on this barricade (the further away he is before he starts to charge the more points you will get). Now you can start to place all but one part of the gallows in position. You'll find the gallows sitting to the right of the court house's entrance (the building straight ahead from the previous barricade).

The Battery
Go ahead and buy even more booze so that Leeroy can break down the church entrance. The battery is behind the alter on the floor. Go back and add the last part. Before the next step you can make a little more points by placing another chalk on the second floor of the church and the last chalk (PDW) in the court house on the second floor.

STEP 3, BREAK RED ORBS:

In order to break each orb your team is going to have to build the subsurface resonator and the turbine to provide power to it.

Every part for both build-able is found in the general store and they can both be built at any bench. From the front entrance the tail is on a shelf to the left, the manikin is in the back room and the fan head is on a dresser upstairs. As for the subsurface resonator, you will need to get the roulette wheel, roulette table and board on the lower floor as well as the tube on the upper floor. Now you must go to each of the red orbs and break them by placing down the turbine and the resonator, ensuring the resonator is facing the orb.

There are four orbs that you'll need to break. They are as follows: one is in the alleyway to the left of the saloon entrance, one is in the tunnel system (from the second floor of the saloon balcony go up the rails) to the first right from the saloon, one is to the left of the church entrance behind a rock and the last is in the small garden to the left once you exit the other side of the mansion (left of some stairs leading up to a closed door). This is the ONLY time more than one person has to go to the other side of the mansion.

NOTE: Whilst going through the mansion make sure only one person is inside it at once. That way only one witch will be re spawning inside the mansion at any time. If this is your first time, spend all your cash or store it in the bank before anybody goes through or a witch will take it all (2,000 points per hit!).

STEP 4, OBTAIN PURPLE LANTERN:

The purple lantern will hover over the graveyard and through the town and teleport every so often. What you'll want to do is get a well-placed and cooked grenade to explode onto it. If done correctly, the lantern should now be lying on the ground with the prompt "hold X to pick up lantern". Do so. It can disappear from not being picked up after so long.

STEP 5, POWER PURPLE LANTERN:

Now you will have to power the previously obtained lantern. You do this by getting Leeroy to kill upwards of 10 zombies. Leeroy will fight for you for a short amount of time (20 seconds or so) after being given candy. The reason why I say upwards of ten of 10 is because you will have to hear the bell chime for the kill to count and sometimes you won't hear it.

One really helpful tip that may help is that the ten kills or more doesn't have to be on unique zombies and more importantly once a zombie is killed by him they will spawn straight back in. So you could do this whole step with just ONE zombie. A way to find out if you're done is to try and place the lantern for the next step.

STEP 6, PLACE LANTERN AND DECRYPT THE CODE:
From the balcony of the saloon on the left building (gunsmith) you may notice the glowing symbol of a lantern. Jump across and put the lantern onto the symbol. Now you will see three lines of code. You will need to use the TicTacToe cipher to decrypt the message. Here is an image I've uploaded to show this:

External image

Basically the letters are split into nine groups of three (Y and Z might look like they are on their own but they have a third symbol; space). In this image they represent which of the three letters of a group with a dot but there is no difference. All the dot or line is doing is telling you the left/middle/right letter of that particular group of three. There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. So really you only have to worry about the first letter to work out the whole name.

STEP 7, GUIDE THE WISP:

For this step you will need the time bomb and the bowie knife. *Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*

Once you have gotten the three place names worked out you will then have to save 3,000 points to purchase the bowie knife (top of the stairs in the saloon) as well as getting the time bomb from the box. PLACE DOWN THE TIME BOMB 'LT' NOW. Then you can start to open up the tunnel, above the saloon, to get to the signs (two 750 point sofa barricades). There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. Once you have found the whereabouts of your three signs you will have to make your way to the upper floor of the gunsmith to buy the (1,250 point) barricade in the back room.

You can now start the wisp sequence. Now the best way I've found to do this is have a teammate ready to kill the last zombie with the guy slashing the signs standing at the last sign ready (signs can be hit in any order). As soon as the the last zombie is killed and the next wave starts, begin the sequence. The benefit of starting the wave at the same time as spawning the wisp is that the zombies will spawn near the wisp and it'll absorb their energy to sustain its own. This is important otherwise the wisp will fade out so just try your best to stick with it.

On a low round you shouldn't have any issues but on a higher round you may need a pack-a-punched weapon. If you fail though you will only have to hit the signs again to spawn in a new wisp. Once the wisp arrives at the guillotine have the player with the time bomb take everyone back 'RT'.

STEP 8, GUIDE THE WISP… AGAIN:

Same code, same sequence… Enjoy.
On a side note, whenever you use a time bomb everything will be reverted back to what it was at that time EXCEPT the areas you opened up will be open still and the easter egg won't be affected either.

STEP 9, NINE BELLS:

External image

*Before you begin this step it might be a good idea to give Leeroy candy so that he picks up the crawler and holds it until you decide to kill it.*

Your team will have to split up with one person looking at the device in the mansion, one person in the court room, one person on the second floor of the barn and the last on the second floor of the candy shop. There are going to be a lot of witches so it is best to get the bowie knife or galvaknuckles to take them out easily, letting you also save your ammo for the last step.

Above is a table I created which refers to the device found after going through the bookcase, down the hallway and then on a sofa straight ahead, in the mansion. I've shortened the description of each of the locations of each bell down to two words each. A building and the furniture it's placed on. This will be very convenient as the guy/girl looking at the device will only have 10 seconds to identify and tell their team which bell needs ringing. Not to mention, they actually have to ring the bell with the time left.

Once a bell is rung its corresponding light will then be green and if you do not ring a bell at any point the device will reset. There are 3 bells in each of the 3 areas, all reasonably close together. The "candy big" and "candy small" are the two bells which are on the big table and the small table with candy being shortened from Candy Shop. You will know once the step is complete as you will no longer get the prompt "Hold X to…".

STEP 10, MAKE A WISH:

I can guarantee that this last step will be one of the hardest (and most repeated) 40 second sequences you have attempted. The reason why this will take so many attempts is because everyone will have to hit EVERY target in their "shooting range". If one person misses ONE target you'll have to… try again!

First off you start the sequence by "Making a wish" in the fountain. At that point you'll start to see a bunch of targets spawn across the map. There are four areas, each with their own shooting range. The hardest is going to be the mansion as there are some targets that are spawning BEHIND the curtains of a couple windows (THE BOTTOM LEFT WINDOWS) but I'll go through each range in the video guides.

The gun I'd recommend buying is the PDW as you can replenish ammo without an issue and more importantly it has a 50 bullet magazine which equates to roughly 2.5 bullets per target. However the paralyzer is an amazing alternative for the guy at the mansion. Why? Unlimited ammo with no need to aim down sight (you can't). If you can try to pack-a-punch it as well so you don't have to worry about the thing overheating as much.

It is very important that if the player with the time bomb has gotten another to put it down before everyone uses all their ammo practicing! As you practice these shooting ranges to memorize target spawns you will come to realize soon enough that ammo will be the main concern or lack thereof. If you have money in the bank, perfect! However, if you're like my group and running low have the guy with the most points down himself so that the players needing points can get a couple hundred reviving him. If he runs out of grenades… throw him one.

As long as you have a crawler (once given candy Leeroy will pick up the crawler and hold it until you shoot it), ammunition and several points to buy ammo with you should be more than fine. Not to mention the time bomb will come in handy if you have one. Make sure that the person giving the candy to Leeroy is doing the Candy Shop shooting range as this is the only one where he'll actually stay behind you. If he happens to get shot he will drop the crawler so this'll help you out immensely.

Here are some videos of each shooting range by my team and I. Enjoy!

>Mansion Shooting Range (There are 23 targets) Shown by King Chizzy. Recommend paralyzer for this. Even better if pack-a-punched.

>Saloon Shooting Range (There are 19 targets) Shown by me.

>Candy Shop Shooting Range (There are 20 targets) Shown by Superflee2. Recommend having this player feed the candy to Leeroy for him to hold the crawler.

>Juggernog Shooting Range (There are 22 targets) Shown by TricKyRicKy xD.

Once everyone is sure they didn't miss you will be given ALL SEVEN PERKS for the remainder of the game (even if you go down) and will have achieved one incredible feat. clap *ACHIEVEMENT UNLOCKED* clap

If however you would rather obey the likes of Richtofen then here you go;

RICHTOFEN'S PATH

STEP 2, GUILLOTINE:
You will first have to build the guillotine which is to the right of the entrance to the saloon. The guillotine consists of four separate parts (technically five… you'll see); the red spool of wire, the antenna, the dish and the crystals. I recommend keeping it on round 1 or 2 for these first few steps.

Since I have made the get go, of this guide, so long and detailed for newcomers I will add a shortened description of where the parts are and I'll assume you know what you're doing.

Simple Walkthrough:

The four parts are located:
Red Spool of Wire - From the chalk room of the gunsmiths go into the room on the left and look in the left corner.
The Antenna - On the lower floor of the barn leaning on a post.
The Dish - On the second floor of the saloon, on the balcony (the side facing the gunsmith and looking over the guillotine).
The Crystals - Up the rails from the saloon balcony and straight ahead on a rock after the jump.

Once all pieces have been added onto the guillotine you can now proceed to Step 3.

Detailed Walkthrough:

The Antenna
Once you have jumped down from the spawn room and fell down into the room with the shotgun chalk and quick revive, hold 'X' on the shotgun chalk to pick it up and then place it onto the '?' on the wall for an easy 1,000 points. Then fall through the hole next to the shotgun and you'll now be in the barn. For the first part to the guillotine make your way down the stairs to the lower floor and face the entrance of the tunnel (the stairs will be to your direct left). The antenna is leaning on the side of the second stable from the end on your right.

From the upper floor of the barn, go across the bridge to the building on the left of the mystery box. Then go into the next room and fall through the floor. You should now be in a room with the giant dude known as Leeroy. Get the green key hanging besides his cell and let him out. Then give him booze so that he breaks down the wall.

NOTE: Whenever you give Leeroy booze he will run in the exact direction that YOU are facing.

For the next part you will have to progress a little further into the map. Now proceed to buy the saloon entrance and the sofa barricade on the stairs. You will now need to find the booze again which will have either spawned inside the saloon on one of the tables or in Leeroys cell again. Once you have it get Leeroy to break down the entrance of the gunsmith so that you can get a couple thousand points from placing the chalk (1,000 per placement with the final being 2,000) allowing you to easily keep it on round 1 or 2 for the first few steps.

The Dish
Have you and a teammate take any three chalk drawings EXCEPT the pdw. Place one on the front of the jail cell (probably galveknuckles so you can find them easily later) where you got Leeroy, another up the stairs next to the mystery box and the third on the second floor of the saloon on the balcony. From this last chalk follow the balcony around to find the dish.

The Red Spool of Wire and The Crystals
Then have someone, that doesn't have a part yet, go back into the gunsmith and into the room to the left of where the chalk is to find the red spool of wire in the corner to the left. The last part is up the rails leaning on the second floor of the balcony. In this tunnel system you'll find the pink crystals just after a bit of the floor gives way. Now simply assemble the parts at the guillotine in between the barn and the saloon.

STEP 3, TURN RED ORBS WHITE:
For this step you will need the paralyser.*Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*

In order to turn each orb white your team is going to have to shoot it for a couple seconds with the paralyser. There are four orbs that you'll need to turn white. They are as follows: one is in the alleyway to the left of the saloon entrance, one is in the tunnel system (from the second floor of the saloon balcony go up the rails) to the first right from the saloon, one is to the left of the church entrance behind a rock and the last is in the small garden to the left once you exit the other side of the mansion (left of some stairs leading up to a closed door).

NOTE: Whilst going through the mansion make sure only one person is inside it at once.

That way only one witch will be re-spawning inside the mansion at any time. If this is your first time, spend all your cash or store it in the bank before anybody goes through or a witch will take it all (2,000 points per hit!). This shouldn't be an issue just yet as only one person will need to go for this step.

STEP 4, OBTAIN THE LANTERN:
The purple lantern will hover over the graveyard and through the town and teleport every so often. What you'll want to do is get a well-placed and cooked grenade to explode onto it. If done correctly, the lantern should now be lying on the ground with the prompt "hold X to pick up lantern". Do so. It can disappear from not being picked up after so long.

STEP 5, POWER THE PURPLE LANTERN:
Now you will have to power the previously obtained lantern. You do this by getting a "kill" on several witches in the haunted mansion. The easiest way to kill the witches is by using the galvaknuckles, one hit a kill. Unlike Maxis' easter egg you will hear a bell chime for EVERY kill. So it shouldn't take more than ten kills. Once you're done Samuel will be able to hear Richtofen and you'll be able to place the lantern in the next step.

STEP 6, PLACE THE LANTERN AND DECRYPT THE CODE:
From the balcony of the saloon on the left building (gunsmith) you may notice the glowing symbol of a lantern. Jump across and put the lantern onto the symbol. Now you will see three lines of code. You will need to use the TicTacToe cipher to decrypt the message. Here is an image I've uploaded to show this:

External image

Basically the letters are split into nine groups of three (Y and Z might look like they are on their own but they have a third symbol; space). In this image they represent which of the three letters of a group with a dot but there is no difference. All the dot or line is doing is telling you the left/middle/right letter of that particular group of three. There are five different signs with different names throughout the tunnel: Dry Gultches Shaft, Bone Orchard Vein, Lunger Undermines, Consumption Cross and Ground Biter Pits. So really you only have to worry about the first letter to work out the whole name.

STEP 7, GUIDE THE WISP:
For this step you will need the bowie knife and vulture aid elixir. Once you have gotten the three place names you will then have to save 3,000 points to purchase the bowie knife (top of the stairs in the saloon) and 3,000 points for vulture aid (church).

The reason why you need vulture aid is only players with it can see the wisp. Once you slash the signs to spawn the wisp and walk over it, it will disappear and reappear elsewhere, with you able to see it through the walls. The wisp will disappear if not gotten after so long but if you slash the signs again you can restart the sequence again.

STEP 8, POWER THE GUILLOTINE:
For this step you will need the time bomb. *Whilst attempting to get this bear in mind that you can also give the giant candy near a box spawn and he will run to wherever the box is and bring it back to that location. Once the box is where you want it give Leeroy candy and he'll have the box in lock down for the rest of the game in that location.*

You will notice that any zombie that now approaches the guillotine will have its hands start to glow with the power from the wisp. To get the zombies energy you'll have to kill them besides the guillotine. You should notice an orb rotating the crystal for every kill (You'll need to have vulture aid to see this).

STEP 9, INFINITY MODE:
Once Richtofen is done talking you can go ahead and place the time bomb *ON* the guillotine. Then when all four players are surrounding it, detonate the time bomb. Doing so will send you into the future to Round Infinity, where the game is now black and white and the zombies are invincible. You'll have 90 seconds in "Infinity Mode" before it sends you back, in that time you have to find the switch.

You must search the map for the 4 dead bodies of Misty, Marlton, Samuel, and Russman. One of the spawns for these bodies is behind a barricade in between the gunsmiths and the barn so knock it down before this. The switch will be with Russman, you have to "Search" his body to get the switch and then will have to stay alive until the infinity round finishes. The easiest way to do this is have each of you cover 2/3 possible spawn locations. Here is how my team had done it:

Player 1 (2 Spawns Locations)
>In front of the saloon entrance laying at the bottom of the stairs.
>Next to the candy store entrance by where the barricade use to be in between the candy store and general store.

Player 2 (3 Spawn Locations)
>Just left of the gunsmith entrance.
>In the crevice behind the barn and the gunsmith house, where the Navcard Table parts are.
>The alleyway between the bank and barn, the body will be laying on the wall of the bank.

Player 3 (2 Spawn Locations)
>In front of the jail house entrance.
>In between the general store and the box location on the road.

Player 4 (3 Spawn Locations)
>In between the giant rock near the gallows and the the candy store, near the arrow sign on the floor.
>Behind the rock to the left of the church, where the red orb is.
>Just past the entrance to the church, near the workbench.

Once you have the switch and infinity mode ends, be sure to add the switch to the guillotine.

STEP 10, MAZES AND LEVERS:
You now need to enter the maze, where there will be a switch on four different colours (Red, Green, Blue, Yellow) on four different gates. Sometimes you will find that the yellow switch hasn't spawned onto a gate, if this is the case then it will have spawned by the fountain, on the wall closest to pack-a-punch. You have to activate these switches in the correct order. To work out the order pull the levers in any order and any lever that has a small orange spark once the 4th is down is correct. Once you have a switch (or two), keep switching up the order of the other switches until you get them all in the correct order.

For example, if the green switch was pulled 2nd, the red 4th and they both sparked once red was pulled then you will have the second and fourth in the colour combination. So from here you just have to work out whether blue is 1st or 3rd and in turn whether yellow is 1st or 3rd.

To reset the switches you will have to use the portal under the fountain in the maze like in this achievement:

To get the portal you'll first have to get Leeroy to ram the fountain in the graveyard and then have to get the ray gun mk 2 and shoot the fountain in the maze. Whilst resetting the switches you will have to make sure everyone is on the other side of the mansion before anyone enters the maze again for it to work. If you want to stay on the same round when using the portal don't make the last zombie a crawler or get Leeroy to hold the last zombie - he will need to be able to re-spawn at the other end.

STEP 11, MAKE A WISH:
I can guarantee that this last step will be one of the hardest (and most repeated) 40 second sequences you have attempted. The reason why this will take so many attempts is because everyone will have to hit EVERY target in their "shooting range". If one person misses ONE target you'll have to… try again!

First off you start the sequence by "Making a wish" in the fountain. At that point you'll start to see a bunch of targets spawn across the map. There are four areas, each with their own shooting range. The hardest is going to be the mansion as there are some targets that are spawning BEHIND the curtains of a couple windows (THE BOTTOM LEFT WINDOWS) but I'll go through each range in the video guides.

The gun I'd recommend buying is the PDW as you can replenish ammo without an issue and more importantly it has a 50 bullet magazine which equates to roughly 2.5 bullets per target. However the paralyzer is an amazing alternative for the guy at the mansion. Why? Unlimited ammo with no need to aim down sight (you can't). If you can try to pack-a-punch it as well so you don't have to worry about the thing overheating as much.

It is very important that if the player with the time bomb has gotten another to put it down before everyone uses all their ammo practicing! As you practice these shooting ranges to memorize target spawns you will come to realize soon enough that ammo will be the main concern or lack thereof. If you have money in the bank, perfect! However, if you're like my group and running low have the guy with the most points down himself so that the players needing points can get a couple hundred reviving him. If he runs out of grenades… throw him one.

As long as you have a crawler (once given candy Leeroy will pick up the crawler and hold it until you shoot it), ammunition and several points to buy ammo with you should be more than fine. Not to mention the time bomb will come in handy if you have one. Make sure that the person giving the candy to Leeroy is doing the Candy Shop shooting range as this is the only one where he'll actually stay behind you. If he happens to get shot he will drop the crawler so this'll help you out immensely.

Here are some videos of each shooting range by my team and I. Enjoy!

>Mansion Shooting Range (There are 23 targets) Shown by King Chizzy. Recommend paralyzer for this. Even better if pack-a-punched.

>Saloon Shooting Range (There are 19 targets) Shown by me.

>Candy Shop Shooting Range (There are 20 targets) Shown by Superflee2. Recommend having this player feed the candy to Leeroy for him to hold the crawler.

>Juggernog Shooting Range (There are 22 targets) Shown by TricKyRicKy xD.

Once everyone is sure they didn't miss you will be given ALL SEVEN PERKS for the remainder of the game (even if you go down) and will have achieved one incredible feat. clap *ACHIEVEMENT UNLOCKED*

Big thanks to my zombies team TricKyRicKy xD, Superflee2 and https://www.trueachievements.com/King+Chizzy.htm ! Credit to Kamata50 for Leeroy the giant information and The Planet Pete, L1ttlemike, Rey27, Raiderhorn and Xx80sRockerxX for assisstance with edits. I would also like to give credit to Boarder1993, https://www.trueachievements.com/TRE5PA55ER.htm, https://www.trueachievements.com/Ahkamon.htm and their other teammate for being the first to complete the Richtofen side of the EE. Nicely done guys! Also, credit to NGTzombies for the amazing video guides as per usual, be sure to check them out for anything zombies related.

If there is anything you are unsure about or just simply wanting to know about zombies feel free to PM me and I'll be sure to get back to you ASAP.

Hope this helps!

Black Ops 2 Buried 2 Perks From Witches

Source: https://www.trueachievements.com/a177662/mined-games-achievement