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The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appeared in Zombies mode

Spider Bait is a hidden Wonder Weapon that is obtainable in the Call of Duty: Black Ops III Zombies map Zetsubou No Shima. When used, it puts the player's character into a cocoon while giving the player control of a Spider for approximately 50 seconds. All zombies that were chasing the player will go after the controlled Spider instead. The player gets one use per round (unless they obtain a Max Ammo power-up). The weapon takes the secondary equipment slot, replacing Trip Mines.

Serving as a potent panic button for the player once a round, the fully automatic webs do a great job of initially making crawlers before killing zombies, even at Round 40, and can reasonably burst Thrasher weakspots with sustained, careful aim. The controlled Spider isn't damaged by zombies, but will end early if hit by a spore cloud of any kind. The player may also cancel the effect early by pressing Use. When the effect ends, the player will wake up in their original location.

There is no maximum range for the Spider to be from the player's cocooned body, or limit to the amount of webs that can be fired; only capped to within the duration of the ability. As such, this weapon is able to drive hordes of zombies away from where the player was originally to offer a window of escape and/or save on ammunition. It can both walk and sprint, although controlling more sluggish compared to the player.

How to Obtain[]

  1. This weapon can be obtained solo or with others. All players in the game must have completed all three of their Trials so that at least one player can acquire an Electrified Zombie Shield, and the Skull of Nan Sapwe must be obtained.
    • Saving ammo on the Skull of Nan Sapwe is required as it is necessary for the next step. The Skull can't be pulled out to be activated unless it has a completely full charge.
  2. Wait for a Spider round to occur. This must be at least the second Spider Round of the game or later, and the cage at Lab A must already have been used for obtaining the Spider Venom for crafting the KT-4 in advance (after doing so, put it back on the ground level in advance). The Skull of Nan Sapwe must now be used to Mesmerize the Spiders to find the single one that emits red mist, where the characters will mention how it looks different. Players should then preferably (and carefully) kill most/all other Spiders except for the "red mist spider" to make the remaining steps easier, although this is not required. The "red mist spider" must remain alive.
    • It is not wholly necessary to keep the "red mist spider" revealed with the Skull of Nan Sapwe, although it will assist any teammates in assuring they keep it alive. Simply seeing it for an instant in this manner and causing the unique dialogue is enough to initiate it to be able to drink water for the next step.
    • The simply seeing for an instant factor is more relevant when playing solo, where it can be more desirable to put the skull away if one wishes to kill some of other Spiders for safety and minimize risk of killing the "red mist spider" instantly with Vaporize if it suddenly runs back into view. However, if the skull is put away, players will have no way to identify the correct spider unless they carefully watch it drink. Both are valid options for consideration.
    • If the "red mist spider" is accidentally killed, on the next Spider round, simply repeat this step.
  3. Let the "red mist spider" drink blue, green, and purple Element 115-contaminated water by leading it to the water sources found at Lab A, behind Lab B, and inside Living Quarters in the Bunker respectively. After letting the "red mist spider" drink the water, regardless of whether the Skull of Nan Sapwe is still out, it will begin to emit red mist constantly for easy identification.
    • Be sure there aren't any growing wall spores it could walk by during this journey, as this will instantly kill it. Wall spore clouds last for 10 seconds when popped. As an example, there is a wall spore spawn directly in the path when entering the Bunker, and another when entering the Living Quarters, just before the purple water pool. There are two more in between the Bunker and the passage leading back to Lab A. These four wall spores are the most likely contenders for accidentally killing the "red mist spider", as it walking past them can cause them to burst.
    • The water sources can be visited in any order.
    • There will only be dialogue for the spider drinking at the first water source the spider drinks from. Players will need to watch for the Spider drinking at the other two before moving on.
  4. The "red mist spider" must now be caught in the cage found at Lab A, which should be lowered to ground level again. Once caught, the player should pull the cage up to the inside of Lab A, then melee the control panel with an Electrified Zombie Shield to supercharge it, and then lower the cage again, which causes it to go completely underground.
    • If the "red mist spider" was the final one of the round, the player will automatically be given Max Ammo when completing this step.
    • If the "red mist spider" is caught in the cage and no player has an Electrified Zombie Shield, players can walk over to the Ritual Altar area and stand until struck by lightning safely. It will remain alive in the cage upon return for players to complete this step.
  5. Wait for another Spider round and simply kill all the Spiders that spawn. However, this time all the Spiders will have red mist around them and they will be much more aggressive.
    • Staying around Lab A during this round is advised as while the following final step can be done at any time, it allows the player to take advantage of the Spider Bait as soon as possible.
  6. Once all the Spiders have been killed and the round changes, raise the cage at Lab A once again. The "red mist spider" that was caught in Step 4 will now have been replaced by a cocoon. Then, extract the venom from the Spider, and the Spider Bait will now be available to all players who pick it up from the extraction machine at Lab A.
    • Subsequent Spider rounds will not have the red mist increased aggression spiders.
    • Trip Mines cannot be purchased again while Spider Bait is in the Secondary Equipment Slot.

Gallery[]

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