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Here, We'll Talk About The Basics of The Few Maps : Kino Der Toten
----Simple Rules
1. Communicate
2. ONE person per window in the beginning. If someone doesn’t listen to this,
then they’re just a noob and you should leave the game immediately.
3. Circle the WHOLE map, not half or only one room.
4. Find the right pace to move.
5. Stay together!! It only takes one person to screw the whole run up in late
rounds.
6. Knife in the first round
7. Fight dogs in corners.
8. Traps are your friends in late rounds
9. Reload before picking up “Max Ammo” drops
10. Don’t be greedy with pickups, leave them if you can’t pick them up easily.
ROOMS:
Lobby- This is the room that you start in. There is an Olympia and M14 on the
walls in this room. The quick revive machine is also located in this room.
There are two sets of stairs in here, they both lead to the same area though.
There are 4 windows that spawns zombies in the lobby. There are also two
doors in this room that can be opened for points. Both cost 750 points to
open.
Side Room- First room opened when you take the “down” rout. I call it the
side room because I don't know what else to call it. This room hold sthe MPL
and has 2 zombie spawn points. It costs 750 to open the room.
Alley- The next room after the side room. It contains 3 spawn points, 2 from
windows and 1 jumper. This room contains my favorite weapon, the ak74u.
This room also contains the double tap root beer machine. Because of the
jumping spawn points, it isn't a good idea to hold in this room. It costs
1000 points to open the room.
Utility Room- This is the third room in the “down” rout. I call it the
utility room because it seems there is a heater and other stuff in there.
There are no weapons and it costs 1250 to open. The room contains 2 more
spawns for zombies, both being windows. You can hold in this room if you have
a 4 man team, otherwise it won't end well.
Stage Room- The 4th room that should be opened. Has the claymore and m16A1 on
the walls. This room also contains the switch to turn on the power. When the
power is turned on, you can finally circle the map, all perk dispensers will
be turned on, traps can be used, and crawlers will begin to spawn. In the
corner next to the door that leads to the lobby, there is juggernog machine
and the bowie knife. There are 4 window spawn points and zombies will come
out of the ground in the seat area. The teleporter is also located in this
room when the power is turned on.
Balcony- First room that is opened in the “up” rout. The room costs 750
points to open. There are 4 spawn points in this room, two windows, a jumper,
and zombies come out of the seats on the balcony. The room also contains the
PM63.
Rec Room- This is the second room that is opened in the up rout. There are 3
spawns in this room, all being windows. The stakeout and MP40 are in this
room along with the speed cola machine. The room costs 1000 points to open.
Dressing Room- The third room that will be opened when you take the “up” rout.
It has 3 spawn points, 2 windows and another jumper. The mp5k can be
purchased in here for 1000 points in here. It costs 1250 points to open.
There is also another door in this room that goes to the stage that costs 1250
points to open.
---Perks
Perks can be obtained in Nazi Zombies after turning on the power from the
various vending machines. The quick revive machine can be accessed at the
beginning in single mode. All perks will be lost if the player is downed.
Quick Revive- In single player this will begin to revive you when you are
downed. While downed, you will pull out Mustang and Salley if you do not have
a different pistol on you. Sadly, you can only use this machine twice in
single player mode. It costs 500 in single mode. It can be found in the
lobby.
In multiplayer mode, this machine will give the player the ability to revive
about two times faster. In multiplayer mode, this costs 1500 points.
Double Tap Root Beer- This perk costs 2000 points to purchase. I personally
don’t like this perk, as it wastes more ammo when you miss and you can easily
when you shoot the head off the zombie. It is, however, good for use with
lmgs. It can be found in the alley.
Juggernog- The number one perk that you need. It allows you to get hit 5
times instead of 2 before going down. You should save up 2500 points to
purchase this before turning on the power. It can be found in the theatre in
the corner next to the entrance.
Speed Cola- Second best perk that you can get. It gives you the sleight of
hand perk to make your reload much, much quicker. If you like using lmgs or
the raygun, this is a must. It costs 3000 points to purchase it. It can be
found in the rec room.
Zombies:
Normal Zombie- Just your average zombie. Only thing is, these zombies aren’t
always slow. Sometimes they enjoy running towards you. In later rounds they
will begin to not care about their heads being blown off. Also in later
rounds, using explosives on their feet will just split them and make them a
torso that crawls towards you.
Crawler- These things crawl on all four of their limbs. They will begin to
spawn after the power is turned on. When killed they will explode and produce
a cloud of nova6 gas. The explosion will also affect nearby zombies, so be
careful if you are saving a zombie to board up the windows. However, killing
them with a knife, ray gun, or explosive won’t make them explode.
Dogs- These things spawn randomly every 5-7 rounds. They are meant to be
fought in corners. The last dog of the round will always drop a max ammo drop.
There are normal dogs and fire dogs. The ones on fire seem to be weaker, but
when killed they explode and emit smoke, making it harder to locate the other
dogs.
---Strategy
---Round 1
This is the very first round of Nazi Zombies. You will begin in the Lobby
with the Odyssey and M14 on the walls. Do NOT purchase these weapons. It is
only a waste of points to buy them. Just begin by standing next to the
window that seems to be completely pitched black. Try to position yourself so
that you can see the shadows of the upstairs window and the window in the
back. Doing this will allow you to monitor all of the windows at the same
time. When a zombie appears, shoot it four times with your pistol, then use
the knife. This will give you 40 for the shots, and 130 for the kill. This
will allow you to gain a descent amount of points while having some ammo for
later rounds.
---Round 2-dog round
Begin round 2 the same way as round 1, except fire 8 shots into the
zombie before knifing it. The first person to 2000 points opens the first
“down” door. The person who opens the door should inform their teammates that
it’s open. When the door is open grab an MPL and start popping zombie heads
off with it. One person takes a window, and two go on the open door. If
there are only two people, then each covers a window, and both cover the door.
If an ammo pickup appears, then use the m1911 for points if it is safe to do
so. Use this strategy until the first dog round.
(dog rounds will be explained later)
---First dog round-round 8
As soon as you get done with the first dog round, begin to open up the
next doors. The person with the most points when you’re at the door will open
the door. Make sure to pick up an ak in the alley. When you get into the
stage room, wait until everyone has 2500 points, then turn on the power. This
is so everyone can get juggernog, which gives the juggernaut perk.
---Rounds 16 and on
By this round you should have enough points to open the rest of the map
all at once and have your weapons. Begin round 16 as usual with the
teleporter. When you spawn back in the lobby, instead of running to the side
room, lay a claymore in the opening. Use a clip of your main weapon, or until
they get too close, then run upstairs and open the balcony. When zombies
reach you in this room, open the rec room and hold in that room. In the
rec room you could buy speed cola if you can. Wait til you get overwhelmed
again and open the next room. Continue this until every single room is open.
Once every room is open, you should begin to circle the map in a figure 8.
From this round on, always lay a claymore in the entrance after using the
teleporter, then wait for the zombies to get close while shooting them, then
take the “up” rout and circle in a figure eight. Eventually your weapons
won’t do the job by themselves. When this happens, you’ll need to start using
the traps and the auto turrets placed around the map.
---Dog Rounds
For dog rounds you will want to find a corner with limited entrances.
This is so the dogs will have few options of getting to you and your team
mates. Use your best weapon on the dogs, as the last one will always drop max
ammo. Just fire away at the dogs until the last one drops the ammo. On later
dog rounds, I like to go into the theatre room and use the auto turret and
claymores to help kill the dogs. After activating the turret, I hide by the
window next to the teleporter..
Kino Der Toten Map For your pleasure :p
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Thanks for Reading AND +REP AND MESSAGE ME IF YOU WANT A FAQ ON GUNS,MORE TIP AND EASTEREGGS!!!!!

BTW IF YOU GUYS WANT TO PLAY WITH ME MY PSN IS : Cristianloks