Post: Zombie Perks / Points Guide
11-13-2010, 02:47 AM #1
Assassin
Easter Egg!
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Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.

Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:

Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie-lethal melee: 60-100 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 Points

Keep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.

YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.

The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:

10 Points per board
60 Points for a complete repair

There's a cap on each round however:

Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 Points

The weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.

So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!

Perks

Every map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.

Quick Revive:

$500 Solo/$1500 Co-Op
In solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.

Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!

Jugger-Nog
$2500
You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.

Double Tap Root Beer
$2000
This speeds up your gun's rate of fire (the opposite effect of alcohol)

Speed Cola
$3000
After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.

+Thank if this helped
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The following user thanked Assassin for this useful post:

ps3user123
11-13-2010, 04:41 AM #2
Pretty basic, I'd add letting zombies line up and shooting so you conserve ammo and get extra points due to bullet penetration.
11-13-2010, 04:49 AM #3
real954378
Little One
Or instead of leaving zombies get crawlers and at the first new map you can just take the zombies on complete laps around the map and at least get level 20 each time with jug.

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