The Electro-Shock Defenses are trap devices that are utilized in the Zombies mode of Call of Duty: World at War and Call of Duty: Black Ops . They appear in Verrückt, Shi No Numa, Der Riese, Kino der Toten, "Five", and Dead Ops Arcade.
They cost 1000 points and unleash bolts of lightning after they are activated, effectively forming an electric barrier. A Zombie who passes through this barrier will be zapped and will die soon after. Be careful; they will not always immediately die after being zapped, which still gives them a chance to attack the player(s). Any player who walks into the barrier will immediately be downed, unless they have Juggernog or are playing in Dead Ops Arcade. The exception to this is on the iPhone/iPod version, where the player will be put onto last stand even with Juggernog.
After a certain amount of time the Electro-Shock Defenses will deactivate and cannot be activated until after a set period of time (approximately 30 seconds). It is important to use each barrier effectively; for example, do not use it at the end of the round or when there are a small amount of zombies left, so that it is available for emergencies. Zombies will not do anything to avoid the Electro-Shock Defenses.
The Electro-Shock Defenses are located on the balconies in Verrückt and can only be used after turning the power on. After this is done, they can be used at anytime during the zombie attack.
The Electro-Shock Defenses make a return in Shi No Numa. They are located at the entrances of the four huts. Unlike Verrückt, they don't require the power to be turned on first.
The Electro-Shock Defenses appear once again in Der Riese. They are located at the entrances of the left and right hallways and the bridge.
There are many Electro-Shock Defenses in this map. There is one separating the theater and the lobby, one in the first room unlocked on the second floor, one between the theater and the dressing room, and one in the room above the alley.
The Electro-Shock Defenses will start appearing on Round 5 and almost every round afterwards. Unlike other maps, the traps are posts and will turn on or off automatically over time, and only one is needed to kill zombies but must be in direct contact with said zombie. There is also a green light above these posts which indicates that the trap is off and can be touched without injuring the player or a zombie. A red light indicates that it is currently discharging and will one hit kill any player and most zombies. The posts' locations in the rounds may differ from game to game, being one of the first traps to do so.
There are two Electro-Shock Defenses in the form of metal detectors in this map, although they are not usable until the player finds the components for them. There are two components that are hidden around the map that can be picked up. They resemble the red switches used to activate traps throughout the Zombies series. Once the components are found, the player must take them back to the starting room and hold the action button whilst aiming at the metal detectors. If this has been done successfully, the player should see a burst of light as a door panel flies out through the ceiling. Following this occurrence, players are able to activate the trap. If the trap is lacking the component, the player will be given the message "Access Denied: Requires operational component" when attempting to use it. Also, the thief seems to avoid the Electro-Shock Defenses, possibly to make sure the round doesn't end immediately after starting.