Post: Five - Strategy Discussions
12-08-2010, 07:59 PM #1
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I just wanted to start a discussion on the various strategies used on the zombie map "Five". Now these strategies do vary in terms of how many players are in the lobby and how experienced they are with zombies.

I'll start off with a 4 player strategy, can be used by beginners if everyone is on the same wave length... I'll list the basics below. I've only gotten to about round 15 with this but we were only 2 out of 4 who knew what our role was.

Round 1-4: Shoot zombies with pistols and always finish with knife.
Round 5-?: Get crawler, open 1st door, clear debris right away and take the elevator down to the war room (with all the computers). Do not clear the debris that lead you on the lower floor of the war room.

There are 4 windows on the top floor of the war room (the narrow ledge that goes around). Buy the MP5K. Each guy should then cover 1 window each and aim for headshots (very easy while hip firing close range). You can easily get to round 12 or more with this and you will have saved up a good 10K points by then. I suggest making a crawler at each round past 8 just to ammo up, repair windows, etc.

Once you all have enough points, that's when you would start clearing the debris to go downstairs, clear the one for the elevator, and go down another floor into the basement. Locate the mystery box and take a few swings at it each until you get something decent.. but make sure you have about 5500 points left (JuggerNog + Speed Cola). Ideally, you would get a good weapon on your first roll, and then pack-a-punch it. I don't know about you guys but my luck is horrible with the mystery box so this might have to wait a few rounds.

I've never actually gotten to this part yet so after that, find a good spot and take out zombies... I've seen videos where they would go camp out the Pack-a-Punch room, which is a great idea actually for those who would not have upgraded their weapons yet. Always leave Defcom at 4 (remaining switch should be closest to Pack-a-Punch room), as this way, you flip the switch at the end of a round and you'll be 2 seconds away from the Pack-a-Punch.

Now this is a very rough draft of a strategy me and my buddy have been trying for a couple of days now.

Any feedback, suggestions or even other strategies are welcome.

Peace.
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