Call of Duty: Black Ops II
90 Achievements
2,000
All Your Base
In Origins, activate all generators without allowing one to stop.
15
How to unlock the All Your Base achievement in Call of Duty: Black Ops II - Definitive Guide
There are 6 generators to turn on. You can only do one generator at a time.
To turn on a generator, you must activate the panel on its center structure. The price is 200 points (+200 more for every extra person in your game). Doing so will start to fill a meter. This will also spawn in medieval knight looking zombies. You must stay on the generator platform until the meter is filled. Stepping off the platform will cause the meter to drain, and will shut off if left unattended for too long.
In co-op, having more players on the generator platform will fill it faster. You can kill the medieval knight zombies, though they will spawn again.
Once a generator is powered, the knight zombies will die and you will be refunded your money.
On a random round, a generator will get attacked by the knight zombies and the power meter will start to drain. You must kill them before they shut off your generator. If it turns off, you'll have to restart it.
If you want to play the safe route, activate all generators in a single round.
1st generator - In the spawn.
2nd generator - Buy the spawn door by the first generator and follow the trenches and through another door. It will be in front of you.
3rd generator - Buy the other spawn door and follow the trenches and through another door. The generator will be up the steps to your left.
4th generator- From the Workshop, head out to No Man's Land. Follow the trenches to the left of the Excavation Site.
5th generator - From the Workshop, head out to No Man's Land. Follow the trenches to the right of the Excavation Site and buy the stone debris.
6th generator - On the opposite side of the Excavation Site is a burnt down Church. Follow the path through the Graveyard into the Church. Clear another piece of debris by the stairs beside the Tank. Head up and outside into the trenches to the last generator.
1st generator - In the spawn.
2nd generator - Buy the spawn door by the first generator and follow the trenches and through another door. It will be in front of you.
3rd generator - Buy the other spawn door and follow the trenches and through. The generator will be up the steps to your left.
4th generator- From the Workshop, head out to No Man's Land. Follow the trenches to the left of the Excavation Site.
5th generator - From the Workshop, head out to No Man's Land. Follow the trenches to the right of the Excavation Site and buy the stone debris.
6th generator - On the opposite side of the Excavation Site is a burnt down Church. Follow the path through the Graveyard into the Church. Clear another piece of debris that and head up the stairs beside the Tank. From there, head outside into the trenches to the last generator.
Basics:
> Find the 6 generators located around the map.
1. Spawn
2. Take the door next to Generator #1 and make your way through the trenches.
3. From Generator #2, go through the Workshop and out the other bottom level door.
4. Left side of Excavation Site. Get there by going through upstairs door in Workshop.
5. Right side of Excavation Site.
6. Base of Excavation Site; have to clear debris and it's behind the big church.
> Cost of 200 points to activate each generator.
> Stay on the platform until the it powers up.
> Avoid the Crusader zombies.
Be sure to watch the video as I show you exactly how to get the achievement, explaining everything you need to do! If you have any questions, please comment or message me! :D
NOTE: Every new round poses a risk of generator loss so activate all generators in one round to be safe.
Build points until you have decent guns and can open all doors/clear all debris to generator locations shown below [round 6-ish should be sufficient].
Successfully capture/power up all generators.
The easiest way to do this is to have one team member babysit a couple of zombies whilst the other activates all generators by training/hording the 'knight zombies' around the generator (but stay close to it)! The generator works like a flag from CTF - the more people on it the faster you capture it, if you go too far away from it you start losing the capture.
Generator locations:
1- Attached to the spawn room - near QUICK REVIVE
2- RIGHT exit door from gen 1 (follow trenches and signage) - near TANK STATION
3- LEFT exit door from gen 1 (follow trenches and signage) - near SPEED COLA
4- Exit the top floor of the workshop, head LEFT - near JUGGERNOG
5- Exit the top floor of the workshop, head RIGHT - near STAMINUP
6- CHURCH - out the back of the top floor (above the tank)
Note: when all generators are active you will have access to the pack-a-punch machine!
Pop goes the cheevo.
Happy hunting
coreymawf
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All credit for this youtube video goes to SaveAsUntitled.
Best done at the end of a round while having one person hold the last zombie to avoid allowing the Templar zombies to shut down any generators. All it would cost you is 200 points (+200 for each additional player you have to 800 points for 4 players) points to power up all six generators as you receive your points back after successfully powering up a generator. In order to get credit for this achievement you do need to be a part of the process of powering up the generators.
If the Templars come and shut down one of the generators you must restart.
Generator 1- Inside of the spawn building.
Generator 2- Outside of the bunker that houses a mystery box and the blue CD for the ice staff. The door to get to this generator is near generator 1, or when looking toward the rest of the map, is the right door.
Generator 3- Located through the left door out of spawn, generator three also houses a mystery box, and in the area where the robot can step is a Speed Cola perk machine.
Generator 4- Found in the large middle area of the map, generator four would be to the left when coming out of the workshop/spawn area and houses a mystery box as well as Juggernog.
Generator 5- Is on the opposite side of the middle area when comparing it to generator 4. Generator 4 contains Stamin Up as well as a mystery box.
Generator 6- The final generator is located on the far side of the map behind the church. This final generator contains another challenge box as well as a mystery box.
This can be done on solo and is very likely to be one of the first unlocked Trophies. You need to activate all of the generators without letting one fail before activating the last generator. To put it simply, all generators on this map must be activated by Round 10 (both solo and co-op). At round 10 Templar zombies will spawn and run in a horde shutting down one generator after another (it will indicate that, and which generator, on the HUD). You need to have all Generators activated before that to unlock this Trophy.
The generators on this map, when activated, supply power to the immediate vicinity it’s located in. Each can be activated for a price (The cost depends on the number of player(s), and it’s 200 per 1 player so, 400 if it’s two players, 600 if three.. etc). Upon attempting activation, a few ‘electrified’ zombies will spawn (as you will see in the spawn room). You need to fend them off until the circle meter at the bottom of your meter fills up, indicating the generator’s complete fill up. Make sure you stay in the generator area until it fills up and you are awarded 100 points (and redeemed the points you spent). It should be noted that, when you step out of the circle as the meter fills up and a PA says “activation process interrupted,” this does NOT nullify the Trophy, so manoeuver and move as you need when overwhelmed by zombies
There are six generators on this map. The first one is in the starting area, and Generators 2 and 3 are at the end of the pathway outside each of the two doors in the starting area (Generator 2 is through the door by the Ballista chalk layout, and Generator 3 is in the very small hallway with the shovel, just opposite of a zombie break-in window). At the end of both Generators 2 and 3 locations there are doors that lead to the same building. This is where they converge.
Upstairs in that building is a door that will lead to the map proper, or “No man’s land.” As soon as you exit, you will be walking down a path up to the open area. You will see the centre, too, which is the Excavation Site and the heart of the Easter Egg. To your right will be the path to Generator 5, and to your left, Generator 4. In the distance you will see a church - Generator 6 is behind it. Generator 4 is located past the Giant’s footprint and across the “tank’s track” (like a road), and will be right in front of a Jugger-nog machine. The path to Generator 5 (from the place where the whole map ‘opens up’) consists of only a Giant’s footprint followed by a generator across from the Stamin-up machine.
Generator 6 is easy but can be tricky to find at first. There is a circular path that goes around the Excavation site. On the other side of the excavation site (between that place and the church) there is a pathway that needs to be bought. It can be difficult to see too, depending on which direction you approach it from. Once you remove the debris, you will go across a Giant’s footstep and turn left to its exit. From the exit from the footprint, turn right and next to the tank you will see a flight of stairs, with debris which needs to be cleared. At the top of the stairs is the church’s interiors in ruins with a destroyed wall. Through that wall and across from yet another Giant’s footprint is Generator 6.
Track your progress to make sure each one is activated before Round 10. To check your progress, press and on the left you will see a circle with six “slices.” Each slice indicates a generator. An activated generator is blue, and an inactive one is black. Make sure all are blue by Round 10.
The trophy should unlock as soon as you activate the final Generator (assuming none were destroyed by Templar zombies.)
Starting from the 10th wave, groups of zombie knights begin to appear, running from generator to generator and turning them off. But this is not a problem, because You can activate all 6 generators much earlier.