Post: Nazi Zombie Guide :Der Reise:
12-29-2010, 04:32 AM #1
xKryptonite
Little One
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Multiplayer Strtgy:


These are mostly little strategies that I find make the game easier that
eventually comes down to the catwalk strategy. Strategies spread online
memetically in this game for all the maps very quickly and still even now it
seems the old idea of defending from the catwalk is the best way to go, so
know that I didn't come up with the idea of defending from there, this is
something you'll see online in most games. That said I've got my own co-op
strategy up there which requires four players, each with a role to play
later on as you will see when it comes down to barrier spamming and covering
with the Wunderwaffe. This guide is intended to help those that are new to
Der Riese and looking to effectively stay alive and I've added a lot of tips
on how to rack up points early on to make it much easier. Some people say
there are better strategies than defending from the catwalk, if you want to
look into those then ask at the message board, personally this is how I do
the first 11 rounds followed by an in-depth look at surviving in the
Teleporter C building and some extra tips to make it work as efficiently as
possible.

Co-operation is the key to this game, even though the game counts kills it is
definitely not a competitive game, don't leave the team to go frag hunting
and in later rounds don't leave the team at all unless it's between rounds
and you have a crawler or two.

* Rounds 1-4

Like all other maps you start off with the seemingly useless M1911 and your
knife, there are 4 points of entry, assuming you are playing with three other
people and they aren't kill thieving idiots then you have one window each.
The best strategy for the first round is to put 8 pistol bullets in a zombies
leg (specifically the legs) and then knife them, that nets you 80 points for
the bullets you landed and a further 130 for the knife kill, totaling 210
points for each zombie. Let the zombies rip the boards down so you can get
some extra points too. If you let the last couple of zombies in and then kill
them you may be lucky enough to score a Double-Points or the Nuke, which would
net the whole team 400 points each. When knifing the knife has an extra little
reach (or a lunge) if you initiate the knife attackjust outside of your reach,
however if you get close enough to a zombie first so you are just within his
reach and then slash then you won't lunge for him, you'll just slash, straight
after the slash you can pull back to step away and if you didn't have to lunge
then you won't get hit, once you get the hang of it it's easy, but if you do
lunge make sure you pull back to try and avoid being hit anyway.

For round two I would employ the same strategy but instead of shooting them
in the leg put several shots in their chest then knife them, or if you prefer
you could get the Gewher off the wall and put several shots in their chest
with your pistol before getting a headshot with your Gewher, if you're out of
pistol ammo then just aim for the head with the Gewher and 2 bullets should
kill them, if their head comes off and they're still walking then knife them
asap because shooting them again would get you only 50 points for the kill
instead of 100. Don't bother scoping in with L1 when you're protecting your
window with the Gewher, it's accurate enough to get easy headshots. Keep
doing this till round 5, just rack up the headshots at your window.

* Rounds 5-11

When round 5 comes have the person with the least amount of money open the
first door (doesn't matter which way you wanna go), that should cost them
750, then someone else should open the next door, then someone else should
open the stairs, now all of you can go through to the courtyard with the
mystery box and power switch. Turn the power on and have the player with the
highest amount open the big double doors for 1,250 points, now one or a
couple of you can get the Bowie Knife off the wall for 3,000 points - this is
an easy one shot kill for 130 points each zombie until round 11. The players
without the knife can spin on the mystery box and act as a backup to those
that will be utilizing the knife for large amounts of points - these people
with the guns should only be going for headshots and not try to take the
kills away from the guys with the Bowie Knives.

Around round 5, 6 or 7 (maybe even Cool Man (aka Tustin) you can expect a dog round, these
zombie hounds aren't too difficult, you should be at the power area by round
5 so with Gewhers (or better) and Bowie Knives they should be a piece of
cake. As a future reference for later rounds don't be concerned about wasting
ammo during dog rounds, there's a Max Ammo from the last dog every time, just
make sure everyone reloads before anyone picks it up. Dogs can be expected
around every 5 rounds from now until much later.

From now on or a little later when anyone needs to spin on the box for a gun
it's best to keep a crawler or in earlier rounds even just have one person
run around with a slow zombie (ie not one of those zombies with the speed of
Linford Christie and the endurance of Chris Ryan) following him while others
spin on the box.

After the dogs the guys with guns can camp in the Teleport Room C building
(the one with the Bowie Knife) on the railing above inside (I'll refer to it
as the catwalk), this is probably where you will spend the majority of the
game, the guys with Bowie Knives (or one knife guy and a gunner) can stay by
the power switch area covering the doors and one window, knifing zombies as
they come that way, any zombies coming from inside the Teleporter Room C
building or Quick Revive room will head towards the guys on the catwalk so
for rounds 5-8 the knife guys shouldn't have a big problem with been
overwhelmed (especially if they get themselves a decent machine gun as
backup), if that happens though the guys in the building can jump out the
side of the building and get to them quick, if necessary turning the
electricity barrier on to get more time to revive them. Defending from the
catwalk is simple, stay at the box spawn point and the enemies are forced to
come in pretty much single file making them impossible to miss, funneling
easy kills.

Spinning on the box and/or going for perks is up to you from now on,
personally I'd recommend getting Juggernog soon as you have a decent gun (Ray
Gun, Wunderwaffe or any machine gun except the BAR), just leave it till the
end of the round when you have thrown a grenade at some zombies to get a
crawler or two to give you plenty of time to safely do what you want. Leave
opening the doors to Teleporter Rooms A & B to the guys with the most points
when you want to open up the Pack-a-Punch machine.

* Rounds 12-?

Round 11 is the last round where you can get one hit knife kills (though it's
easy to spray a few machine gun rounds from the hip and slash for a quick and
easy knife kill round 12-15ish, especially with a gun like the PPSh), when
you feel it's necessary (depending on your skill and weapon/perk setups this
could be sometime between the late teens all the way up to the mid or late
20s, the later the better, when I LAN with the guys I live with we tend to do
it late 20s) you can all fall back to the catwalk and hang back by the box
spawn point, two players at the back standing side by side and two at the
front kneeling down - it's annoying when people at the front don't kneel down
because everyone behind can't shoot because there's an idiot in the way, a
lot of people do this online and it's very frustrating. By now or as soon as
possible you all want to get Monkeys, a Ray Gun and for one guy a Wunderwaffe,
the rest an MG42 or Browning with all the perks, then Pack-a-Punch your
weapons when you get chance to.

The catwalk strategy is simple now, at the beginning of the round someone
goes to turn the electric barrier on then runs back to the catwalk, everybody
stays up there killing zombies, two standing at the back, two kneeling in
front. Or, you can have one or two people shooting through the windows when
the electric barrier goes off, then when the power light for the barrier goes
back to green one player can run for the electric barrier while another
covers him, if it has to be done to stop them going down someone could throw
a Monkey, if they aren't going to get back in time this gives your
Wunderwaffe guy (someone should've spun the Wunderwaffe by the time this
strategy is necessary) a good excuse to get a lot of kills. Having the
Wunderwaffe user cover the guy running for the power will make it easy to get
there and back, remember to leave a betty or two to the right of the power
switch (when facing it from the catwalk) so that if necessary the guy going
for the power switch can avoid getting chomped if a quick zombag gets too
close. If someone has the upgraded Crossbow, the Awful Lawton, they can cover
too by firing the other side of the electric barrier, this way the zombies
going for the guy heading for the power switch will go straight through
and die, you could also just shoot one on the ground near a group and the
zombies will run to the explosive and wait there before it blows (like a
Monkey Bomb) giving the power guy time to run back to the catwalk.

Now when necessary it's time to get crawlers when it's getting to the last
load of zombies, this is best done with grenades out through the window
where the majority of zombies come from or by aiming at the upper leg of a
zombie with the Ray Gun (though it'll kill most times a lot of the time it'll
take a leg off and leave you a crawler), this way if more zombies are coming
at least the slower crawlers will take longer to get to you so you won't need
to kill them if they get too close. Just make sure people stop shooting the
zombies you want to take the legs off of and the Wunderwaffe guy doesn't
electrocute them all when you need a crawler.

As you can see I like to divide who does what later into roles: the power guy
(who runs to the electric barrier), the Wunderwaffe user (who covers the
power guy) and the two support who watch the catwalk (either can become the
power guy if necessary), good co-operation and communication between you and
your team makes a HUGE difference. The two support guys should crouch in
front with the Wunderwaffe user standing behind, the power guy can sit on the
front with a support guy standing behind or he can stand behind the support
guys and ask for one to move forwards out of the way when he needs to run for
the power. If someone goes down then you may have to swap roles and/or
positions on the catwalk depending on who it is until they've got at least
Juggernog back, if it's the power guy then he should switch to being a
support guy and stand behind the new power guy and other support guy sitting
in front, if it's a support guy then they should move back and let the power
guy sit in front, if multiple people went down then swap accordingly and
make sure you get a crawler so you can get your perks back.

* The Last Rounds

When you're starting to get overwhelmed on the catwalk or if you manage to
run out of ammo (which is hard to do if you don't follow the ammo tips, like
keeping crawlers while spamming teleporters for Max Ammo drops and everyone
co-ordinating their fire on the catwalk) it's time to spend all of those
points you've racked up, which by now between all of you should be a hell of
a lot. All of you should run into Teleporter and take out any few zombags
making their way toward you, when a sizable crowd is coming for you one of
you should time the activation of the teleporter to send you all to the
Mainframe as they get close, this will teleport you to relative safety and
some of them out. If you have chance you could wait and see what spawns,
if it's a Bomb, an Insta-Kill or a Max Ammo you're in luck, Carpenter isn't
really useful at this stage, if you get Carpenter or a dog you want to run
straight to the Trench Gun room by Teleporter A, wait around the door and
take out any small group of zombies, when a big group comes one of you should
turn on the electric barrier by the door then run over to Teleporter A and
wait in the Teleporter, like before take out any small group and time your
teleport to take out a big group as they get close. Now you're at the
Mainframe again and you should do the same as before, only this time head
over to the Thompson room, so use the electric barrier when necessary and
head upstairs to Teleporter B, from here it's rinse and repeat, keep spamming
the electric barriers and teleporters, you could even ignore using Teleporter
B and once the electric barrier by the Thompson room is close to going down
you can go upstairs and take a left then jump off by the bridge to the
generator area and get that electric barrier on, then run up to Teleporter C
and use it when necessary.

This is a strategy that's fun to end a game on when it's all going wrong but
it takes a lot of money to use effectively and because almost all the zombies
you take out will die from the teleporter or electric barriers the only a
chance of a Max Ammo comes from the few zombies you kill (if you have any
ammo left at all and you can get to it) or from the Mainframe when using the
teleporter (if you can get to it), so really it's suicide if you plan on
surviving more than a couple or a few extra rounds. Really playing Zombies
is suicide anyway though seeing as it has no end, but it's fun running around
the map being chased by 10 s***loads of zombies, and one time we actually got
lucky and got a Max Ammo and then went back to the Catwalk strategy, so don't
give up on the game when you're all out of ammo, so long as you have your
weapons, hopefully your perks and some balls you still have a chance of making
the next round!

Have fun trying to beat your personal best, to most it's all Nazi Zombies is
about really, play around with your own strategies and see what works for you.


Solo Strategy:

Strategy is going to be subjective based on every players skills, preferences
and to an extent luck (spinning nothing but Panzerschreks and M2 Flamethrowers,
we've all been there!), but here are some ideas to help you get started,
there are a few strategies you could use but this is one I like to use, come up
with your own strategies that work for you and work hard to beat your personal
best. Good luck Dempsey!

* Rounds 1-4

I open the first door (on the right facing away from the PaP machine) as soon
as possible in the first round, more zombies = more points right? Maximize the
amount of points you get from each zombie (in the first round put 6 rounds from
your sidearm into their legs then knife, second round it's 8 to the body then
knife, from then either go for headshots or put a few rounds in the leg or body
with whatever weapon you're using and then knife). Letting the zombies in is
great for getting pickups like Max Ammo and Double-Points but ignore the
Insta-Kills as it'll only lose you points per kill as each kill will be worth
only 50 points, also don't get the Bomb pickup unless there's only one or two
zombies left as you don't get points for the zombies killed by it but you do
get 400 points for just picking it up. Repair windows each round to further
maximize points. If you aren't lucky enough to get a Max Ammo and you're all
out of 'gun-juice' then it's probably worth getting the Gewher over the
Thompson or Kar98k at this point and going for headhots or body shots and
finishing them off with the knife, then you just have to hope you spin
something decent from the box.

As soon as you can get to the box you can defend from the door to the
Teleporter C area right at the back which will give you a good view of all
zombies coming from the left or right. Don't turn the power on straight away,
it'll open up an area nex to the Trench Gun room and more zombies will come
from the right, if you keep the power off more will come from the left top
side, this makes funneling headshots from lined up zombies easy, so don't
bother turning the power on till you need iton to get Juggernog which I
reccomend you do at the fourth or fifth round but it's important you've got a
decent gun first (any SMG will do). If you've been getting points effectively
and you've got a decent gun from the box then you should be able to get
Juggernog and Betties - make sure you do this when you've got crawlers though
and set your first two before you take care of them, then after you'll get
another 2 as the next round starts. The best place to set them at this point
is in both corners near the Teleporter C door you haven't opened yet but not
directly in the corner, crouch in the corner, move forwards a little away
from the corner and then place one, this way when dogs come or even if you get
overwhelmed by zombies you can sit in that corner and they'll get taken out by
the Betty as they get to you, then you run to the other corner and do the
same. Place the rest of your Betties along that backline of defense but make
sure they aren't so close that if one goes off the rest will, you may not get
Betties and Juggernog till as far away as round 7 or 8 though so don't worry
if the box is giving you nothing but crap this early in the game.

* Rounds 5-8

DOGS! When the dogs come as the new round starts place your 2 new Betties in
the direction they'll come from so that those Betties will take care of a dog
each. Sit behind your Betty in the corner and try and take them out before
they get to you (Trech Gun is particularly good against dogs), if they get
blown up in your face by the Betty then move behind the next one you have set
up, never worry about ammo when it comes to dog rounds as the last dog always
leaves a Max Ammo. Don't worry if you don't have Betties the first time the
dogs come, I never do, but if you stay far back by the unopened Teleporter C
door then you should have plenty of space to take them out before they get to
you.

Keep spinning for guns when you have crawlers at the end of the round and hope
for something good like a PPSh, this is great for early and middle rounds
because it reloads quite quick has a large magazine, plenty of ammo, a quick
fire rate and you can move fast with it, it's worth PaPing when you get
chance. Other guns like the MG42 or Browning are great as well and are worth
PaPing, Ray Gun is great but you have to be really careful of splash damage
(don't use it close-up on dog rounds) and the Wunderwaffe is awesome but it's
worth PaPing a PPSh, MG or Browning before PaPing that. Also Monkeys are a must
but you won't really need them till the later teen rounds, they're an incentive
to keep using the box though.

If you've got at least one good weapon then it's worth getting the teleporters
on, do this when you've got crawlers and do all three teleporters in the same
round. Save on points when doing Teleporter A, go the long way from the
Mainframe instead of opening the door that's on the left of the PaP machine if
you're facing away from it, so open the door to the Trench Gun room and not the
stairs by the Juggernog, you'll have plenty of time to turn it on and get back
to the Mainframe to link it.

Now Teleporter C room is open you can defend from the catwalk, make sure you
place Betties in the corner at the end you can fall back into if you get caught
reloading or anything. PaP your good gun as soon as you can now and it'll make
tearing through zombies easy business, as they all come in one direction you
can burst fire directly at the heads and they'll all just run into it, remember
to make use of your grenades by chucking them to the bottom of the stairs to
get some crawlers and slow them down, remember to pick your time to use monkeys
(which are best thrown out the window to your left rather than downstairs) and
reloading carefully due to how much time it can take, remember you can stop
reloading and either switch to your secondary or you can press weapon switch
twice to go back to your weapon if it wasn't completely out of ammo. Another
good tip is that when you're reloading you can press weapon switch twice as
soon as the bullets in the bottom right hand corner that represent either your
clip or magazine appear reloaded and you can skip the rest of the reloading
animation, very useful for the Browning which has a slow reload time. If dogs
come from now when you're at the catwalk make sure to place the Betties you get
at the beginning of a dog round on the stairs and on the catwalk and try and
take them out before they get close, if you go for the Bowie Knife that will
always take them out in two hits, though it's not really necessary and the
Bowie Knife is at its most effective earlier on before the teen rounds, you can
rack up huge points with it if you feel confident taking out many zombies with
it without getting overwhelmed, otherwise it's best to stick to headshots.

If you haven't got a PaP'd weapon early on because you either failed to make a
crawler or you've had appalling luck spinning on the box then a good strategy is
to defend from half way on the catwalk so that you can still jump out of the
window to the outside, just stay as long as you can but when they are about to
overwhelm you and you need to reload you can jump out and run, run straight
forwards then take the right out of the power generator area, then head for the
Thompson room, up the stairs and wait by the gap next to the bridge that you can
jump off back into the generator area. Hopefully you stayed on the catwalk long
enough to take out a fair amount of zombs, if so not many if any should spawn in
front of you on your little run there (and they should be managable). From here
wait till the come and headshot all as they come, then jump off, take that right
exit out and run back, rinse and repeat, keep a crawler when done if necessary.

* Rounds 9-?

So you're defending from the catwalk and you should have a good PaP'd weapon
now or very soon (unless you're really unlucky with the box), your next
priority should be Speed Cola and having a PaP'd secondary, weapon preference
is entirely up to you, a PaP'd Wunderwaffe and something you can run with is
good though.

How I like to play this is to place a betty halfway along the catwalk (before
the window you jump out of) and one at the back in the corner where the box
can sometimes move to (in case you get overwhelmed and have to fall back),
stand in front of the Betty near the window and wait till the zombies start
coming, when they do defend from there as long as you can and if you have to
then move behind the Betty, when you've taken out about maybe a bietween a
third and a bit less than half of the zombies that you'll be getting that round
(youll get used to it) then walk out of the window and run all the way past the
power switch and through the door on the right, then run towards Speed Cola and
basically walk through the Thompson room up to the bridge and wait next to the
bridge by the gap where you can walk off into the power switch area, don't
worry if you come across a few stray zombies on the way there you can't run
past, just take them out as quick as you can. Once here wait and when they all
follow you up aim down sight and spray a load of their heads off or Wunderwaffe
them. When they get close now just walk off the edge and take the same far door
you did last time (it's easier to get caught by a stray zomb in the other door)
then walk casually forwards past the Speed Cola and if you like wait by the
doorway near the Double-Barrel and again spray heads off as they come, then go
back up to next to the bridge and rinse and repeat. The reason I say walk
casually and not run is because if you go too fast there may be a few zombies
up by Double Tap whose AI decides it would be quicker for them to go downstairs
instead of follow your path.

* Rounds ?-?

At some point you may start finding that strategy difficult, if so you could
try spamming the electric barriers. At the beginning of the round wait a short
time for the zombies to start getting in to the map, then turn the barrier
near the original box position on. Now run up to the catwalk and pretty much
do what you did before in the previous rounds, points shouldn't be an issue
unless you're constantly spinning and PaPing new guns like a madman. If you
screw up don't hesitate to throw a Monkey, you get molested by a group of
Nazi Zombies here and it's game over, so really learn the strategy and get
a feel for how long the rounds get to be.

If you're using the 3-gun glitch make sure you have 3 good PaP'd weapons now
and if you run out of ammo and you're screwed for the next round it's probably
a good idea to drop your worst weapon for something else out of the box and
then PaP that, points are no problem later on anyway.

If you do get completely screwed and end up with no ammo mid-round then it's
time to start using the barriers and teleporters. If you're near the power
area or Teleporter C then if you can get the barrier in the power area on
then great, if the zombies are mostly on your side run for the teleporter
and use it when they start getting close (they'll get fried if they're too
close when you use it) then do what you'd do if you were near the Mainframe,
Teleporter A or Teleporter B, for A turn the barrier on by the Trench Gun
room entrance then wait in the A teleporter till they get close, for B turn
on the barrier at the entrance to the Thompson room then wait in the B
teleporter until its time to teleport or (and here's the better option) if
the barrier in the power area has cooled down you could jump off by the
bridge and get the power area barrier up then sit in C. If using a teleporter
spawns a good drop like a Max Ammo or a Bomb then get it, if you get a Max
Ammo you can always chuck a Monkey straight after to escape a crowd.

Mix and match your own strategies and try out some of the different PaP'd
weapons, the above is pretty much how I like to play it but others may prefer
to use other weapons and defend from other areas, go with whatever works for
you.

Guns Upgraded


.357 Magnum => .357 Plus 1 K1L-u
- Increased damage.

BAR => The Widow Maker
- Increased damage, magazine holds 1.5x more ammo, holds a little extra
spare ammo, increased rate of fire.

Browning M1919 => B115 Accelerator
- Increased damage, holds 1.5x more spare ammo, increased rate of fire.

Colt M1911 => C-3000 b1at-ch35
- Now shoots Grenades, holds double spare ammo.

Double-Barreled Shotgun => 24 Bore Long Range
- Increased damage.

Double-Barreled Shotgun w/ Sawed-Grip => The Snuff Box
- Increased damage.

FG42 => 420 Impeller
- Increased damage, double magazine size, holds a little over double spare
ammo, slightly increased rate of fire.

Gewehr 43 => G115 Compressor
- Increased damage, magazine holds 2 more rounds, holds an extra 50 spare
ammo.

Kar98k => Armageddon
- Increased damage, increased magazine size, holds a little more spare
ammo.

M1 Garand (M7 Grenade Launcher) => M1000 (The Imploder)
- increased damage, magazine holds a little more ammo and now loads 3
grenades at a time, holds a bit more spare grenade ammo.

M1897 Trench Gun => Gut Shot
- Increased damage, larger magazine, reloads twice as fast.

M1A1 Carbine => Widdershins RC-1
- Increased damage, now shoots full-auto, holds a couple more magazines
worth of spare ammo.

M2 Flamethrower => FIW Nitrogen cooled
- Increased damage, takes about twice as long to overheat.

MG42 => Barracuda FU-A11
- Increased damage, holds 1.5x ammo, increased rate of fire.

MP40 => The Afterburner
- Increased damage, double magazine size, slightly increased rate of fire.

Panzerschreck => Longinus
- Increased damage, loads 3 shots at the same time now, holds double spare
ammo.

PPSh-41 => The Reaper
- Increased damage, magazine is pretty much double size, holds more than
double spare ammo, increased rate of fire.

PTRS-41 => The Penetrator
- Slightly bigger magazine, better bullet penetration (one bullet can travel
through more zombies).

Ray Gun => Porter's X2 Ray Gun
- Increased damage, double magazine size, holds almost double spare ammo.

STG-44 => Spatz-447 +
- Increased damage, double magazine size, holds almost double spare ammo,
slightly increased rate of fire.

Thompson => Gibs-o-matic
- Increased damage, double magazine size, holds 1.25x more spare ammo,
slightly increased rate of fire.

Type 100 => 1001 Samurais
- Increased damage, double magazine size, holds a bit more spare ammo,
increased rate of fire.

Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ
- Double magazine size, holds double spare ammo.

Perks:


The power switch by the generator (next to where the box is originally) has
to be switched on before you can purchase perks, just like in Verruckt.

Juggernog (2,500)
-With this perk your character can take a lot more damage before going down,
worth getting this before any other perks.

Speed Cola (3,000)
-Very useful, makes you reload twice as fast, best to wait till you have a
good gun after round 10 before investing in this in case you go down and have
to buy it again.

Double Tap Root Beer (2,000)
-Although you'll lose ammo very fast this perk doubles your rate of fire,
this will make you tear through zombies easy especially when defending the
catwalk when you are funneling zombies, great for guns like the MG42, Browning
and the PPSh. Best to get this after Juggernog and Speed Cola. Try to fire in
bursts unless zombies are getting close because it's easy to run out of ammo
quick with Double Tap and each wasted shot will become two wasted shots.

Quick Revive (1,500)
-You're able to revive downed team mates a hell of a lot faster with this
perk, very useful in a jam especially if you can chuck a Monkey first to make
time for your revived teammate to get to safety now he/she will have lost
their Juggernog.

If you get taken down then regardless of whether a teammate revives you or not
you'll have lost all your perks, so it's best to get Juggernog first, but still
it's not worth getting unless you have a decent weapon, if you can't defend
yourself you'll just lose your perks again when you get taken down so focus on
getting a good weapon first, then get Juggernog. The order you get the rest is
up to you, personally I always get Juggernog first, then Speed Cola, then
Double Tap, then Quick Revive.
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12-29-2010, 11:56 AM #2
Originally posted by xKryptonite View Post
Strategy:

Multiplayer Strtgy:


These are mostly little strategies that I find make the game easier that
eventually comes down to the catwalk strategy. Strategies spread online
memetically in this game for all the maps very quickly and still even now it
seems the old idea of defending from the catwalk is the best way to go, so
know that I didn't come up with the idea of defending from there, this is
something you'll see online in most games. That said I've got my own co-op
strategy up there which requires four players, each with a role to play
later on as you will see when it comes down to barrier spamming and covering
with the Wunderwaffe. This guide is intended to help those that are new to
Der Riese and looking to effectively stay alive and I've added a lot of tips
on how to rack up points early on to make it much easier. Some people say
there are better strategies than defending from the catwalk, if you want to
look into those then ask at the message board, personally this is how I do
the first 11 rounds followed by an in-depth look at surviving in the
Teleporter C building and some extra tips to make it work as efficiently as
possible.

Co-operation is the key to this game, even though the game counts kills it is
definitely not a competitive game, don't leave the team to go frag hunting
and in later rounds don't leave the team at all unless it's between rounds
and you have a crawler or two.

* Rounds 1-4

Like all other maps you start off with the seemingly useless M1911 and your
knife, there are 4 points of entry, assuming you are playing with three other
people and they aren't kill thieving idiots then you have one window each.
The best strategy for the first round is to put 8 pistol bullets in a zombies
leg (specifically the legs) and then knife them, that nets you 80 points for
the bullets you landed and a further 130 for the knife kill, totaling 210
points for each zombie. Let the zombies rip the boards down so you can get
some extra points too. If you let the last couple of zombies in and then kill
them you may be lucky enough to score a Double-Points or the Nuke, which would
net the whole team 400 points each. When knifing the knife has an extra little
reach (or a lunge) if you initiate the knife attackjust outside of your reach,
however if you get close enough to a zombie first so you are just within his
reach and then slash then you won't lunge for him, you'll just slash, straight
after the slash you can pull back to step away and if you didn't have to lunge
then you won't get hit, once you get the hang of it it's easy, but if you do
lunge make sure you pull back to try and avoid being hit anyway.

For round two I would employ the same strategy but instead of shooting them
in the leg put several shots in their chest then knife them, or if you prefer
you could get the Gewher off the wall and put several shots in their chest
with your pistol before getting a headshot with your Gewher, if you're out of
pistol ammo then just aim for the head with the Gewher and 2 bullets should
kill them, if their head comes off and they're still walking then knife them
asap because shooting them again would get you only 50 points for the kill
instead of 100. Don't bother scoping in with L1 when you're protecting your
window with the Gewher, it's accurate enough to get easy headshots. Keep
doing this till round 5, just rack up the headshots at your window.

* Rounds 5-11

When round 5 comes have the person with the least amount of money open the
first door (doesn't matter which way you wanna go), that should cost them
750, then someone else should open the next door, then someone else should
open the stairs, now all of you can go through to the courtyard with the
mystery box and power switch. Turn the power on and have the player with the
highest amount open the big double doors for 1,250 points, now one or a
couple of you can get the Bowie Knife off the wall for 3,000 points - this is
an easy one shot kill for 130 points each zombie until round 11. The players
without the knife can spin on the mystery box and act as a backup to those
that will be utilizing the knife for large amounts of points - these people
with the guns should only be going for headshots and not try to take the
kills away from the guys with the Bowie Knives.

Around round 5, 6 or 7 (maybe even Cool Man (aka Tustin) you can expect a dog round, these
zombie hounds aren't too difficult, you should be at the power area by round
5 so with Gewhers (or better) and Bowie Knives they should be a piece of
cake. As a future reference for later rounds don't be concerned about wasting
ammo during dog rounds, there's a Max Ammo from the last dog every time, just
make sure everyone reloads before anyone picks it up. Dogs can be expected
around every 5 rounds from now until much later.

From now on or a little later when anyone needs to spin on the box for a gun
it's best to keep a crawler or in earlier rounds even just have one person
run around with a slow zombie (ie not one of those zombies with the speed of
Linford Christie and the endurance of Chris Ryan) following him while others
spin on the box.

After the dogs the guys with guns can camp in the Teleport Room C building
(the one with the Bowie Knife) on the railing above inside (I'll refer to it
as the catwalk), this is probably where you will spend the majority of the
game, the guys with Bowie Knives (or one knife guy and a gunner) can stay by
the power switch area covering the doors and one window, knifing zombies as
they come that way, any zombies coming from inside the Teleporter Room C
building or Quick Revive room will head towards the guys on the catwalk so
for rounds 5-8 the knife guys shouldn't have a big problem with been
overwhelmed (especially if they get themselves a decent machine gun as
backup), if that happens though the guys in the building can jump out the
side of the building and get to them quick, if necessary turning the
electricity barrier on to get more time to revive them. Defending from the
catwalk is simple, stay at the box spawn point and the enemies are forced to
come in pretty much single file making them impossible to miss, funneling
easy kills.

Spinning on the box and/or going for perks is up to you from now on,
personally I'd recommend getting Juggernog soon as you have a decent gun (Ray
Gun, Wunderwaffe or any machine gun except the BAR), just leave it till the
end of the round when you have thrown a grenade at some zombies to get a
crawler or two to give you plenty of time to safely do what you want. Leave
opening the doors to Teleporter Rooms A & B to the guys with the most points
when you want to open up the Pack-a-Punch machine.

* Rounds 12-?

Round 11 is the last round where you can get one hit knife kills (though it's
easy to spray a few machine gun rounds from the hip and slash for a quick and
easy knife kill round 12-15ish, especially with a gun like the PPSh), when
you feel it's necessary (depending on your skill and weapon/perk setups this
could be sometime between the late teens all the way up to the mid or late
20s, the later the better, when I LAN with the guys I live with we tend to do
it late 20s) you can all fall back to the catwalk and hang back by the box
spawn point, two players at the back standing side by side and two at the
front kneeling down - it's annoying when people at the front don't kneel down
because everyone behind can't shoot because there's an idiot in the way, a
lot of people do this online and it's very frustrating. By now or as soon as
possible you all want to get Monkeys, a Ray Gun and for one guy a Wunderwaffe,
the rest an MG42 or Browning with all the perks, then Pack-a-Punch your
weapons when you get chance to.

The catwalk strategy is simple now, at the beginning of the round someone
goes to turn the electric barrier on then runs back to the catwalk, everybody
stays up there killing zombies, two standing at the back, two kneeling in
front. Or, you can have one or two people shooting through the windows when
the electric barrier goes off, then when the power light for the barrier goes
back to green one player can run for the electric barrier while another
covers him, if it has to be done to stop them going down someone could throw
a Monkey, if they aren't going to get back in time this gives your
Wunderwaffe guy (someone should've spun the Wunderwaffe by the time this
strategy is necessary) a good excuse to get a lot of kills. Having the
Wunderwaffe user cover the guy running for the power will make it easy to get
there and back, remember to leave a betty or two to the right of the power
switch (when facing it from the catwalk) so that if necessary the guy going
for the power switch can avoid getting chomped if a quick zombag gets too
close. If someone has the upgraded Crossbow, the Awful Lawton, they can cover
too by firing the other side of the electric barrier, this way the zombies
going for the guy heading for the power switch will go straight through
and die, you could also just shoot one on the ground near a group and the
zombies will run to the explosive and wait there before it blows (like a
Monkey Bomb) giving the power guy time to run back to the catwalk.

Now when necessary it's time to get crawlers when it's getting to the last
load of zombies, this is best done with grenades out through the window
where the majority of zombies come from or by aiming at the upper leg of a
zombie with the Ray Gun (though it'll kill most times a lot of the time it'll
take a leg off and leave you a crawler), this way if more zombies are coming
at least the slower crawlers will take longer to get to you so you won't need
to kill them if they get too close. Just make sure people stop shooting the
zombies you want to take the legs off of and the Wunderwaffe guy doesn't
electrocute them all when you need a crawler.

As you can see I like to divide who does what later into roles: the power guy
(who runs to the electric barrier), the Wunderwaffe user (who covers the
power guy) and the two support who watch the catwalk (either can become the
power guy if necessary), good co-operation and communication between you and
your team makes a HUGE difference. The two support guys should crouch in
front with the Wunderwaffe user standing behind, the power guy can sit on the
front with a support guy standing behind or he can stand behind the support
guys and ask for one to move forwards out of the way when he needs to run for
the power. If someone goes down then you may have to swap roles and/or
positions on the catwalk depending on who it is until they've got at least
Juggernog back, if it's the power guy then he should switch to being a
support guy and stand behind the new power guy and other support guy sitting
in front, if it's a support guy then they should move back and let the power
guy sit in front, if multiple people went down then swap accordingly and
make sure you get a crawler so you can get your perks back.

* The Last Rounds

When you're starting to get overwhelmed on the catwalk or if you manage to
run out of ammo (which is hard to do if you don't follow the ammo tips, like
keeping crawlers while spamming teleporters for Max Ammo drops and everyone
co-ordinating their fire on the catwalk) it's time to spend all of those
points you've racked up, which by now between all of you should be a hell of
a lot. All of you should run into Teleporter and take out any few zombags
making their way toward you, when a sizable crowd is coming for you one of
you should time the activation of the teleporter to send you all to the
Mainframe as they get close, this will teleport you to relative safety and
some of them out. If you have chance you could wait and see what spawns,
if it's a Bomb, an Insta-Kill or a Max Ammo you're in luck, Carpenter isn't
really useful at this stage, if you get Carpenter or a dog you want to run
straight to the Trench Gun room by Teleporter A, wait around the door and
take out any small group of zombies, when a big group comes one of you should
turn on the electric barrier by the door then run over to Teleporter A and
wait in the Teleporter, like before take out any small group and time your
teleport to take out a big group as they get close. Now you're at the
Mainframe again and you should do the same as before, only this time head
over to the Thompson room, so use the electric barrier when necessary and
head upstairs to Teleporter B, from here it's rinse and repeat, keep spamming
the electric barriers and teleporters, you could even ignore using Teleporter
B and once the electric barrier by the Thompson room is close to going down
you can go upstairs and take a left then jump off by the bridge to the
generator area and get that electric barrier on, then run up to Teleporter C
and use it when necessary.

This is a strategy that's fun to end a game on when it's all going wrong but
it takes a lot of money to use effectively and because almost all the zombies
you take out will die from the teleporter or electric barriers the only a
chance of a Max Ammo comes from the few zombies you kill (if you have any
ammo left at all and you can get to it) or from the Mainframe when using the
teleporter (if you can get to it), so really it's suicide if you plan on
surviving more than a couple or a few extra rounds. Really playing Zombies
is suicide anyway though seeing as it has no end, but it's fun running around
the map being chased by 10 s***loads of zombies, and one time we actually got
lucky and got a Max Ammo and then went back to the Catwalk strategy, so don't
give up on the game when you're all out of ammo, so long as you have your
weapons, hopefully your perks and some balls you still have a chance of making
the next round!

Have fun trying to beat your personal best, to most it's all Nazi Zombies is
about really, play around with your own strategies and see what works for you.


Solo Strategy:

Strategy is going to be subjective based on every players skills, preferences
and to an extent luck (spinning nothing but Panzerschreks and M2 Flamethrowers,
we've all been there!), but here are some ideas to help you get started,
there are a few strategies you could use but this is one I like to use, come up
with your own strategies that work for you and work hard to beat your personal
best. Good luck Dempsey!

* Rounds 1-4

I open the first door (on the right facing away from the PaP machine) as soon
as possible in the first round, more zombies = more points right? Maximize the
amount of points you get from each zombie (in the first round put 6 rounds from
your sidearm into their legs then knife, second round it's 8 to the body then
knife, from then either go for headshots or put a few rounds in the leg or body
with whatever weapon you're using and then knife). Letting the zombies in is
great for getting pickups like Max Ammo and Double-Points but ignore the
Insta-Kills as it'll only lose you points per kill as each kill will be worth
only 50 points, also don't get the Bomb pickup unless there's only one or two
zombies left as you don't get points for the zombies killed by it but you do
get 400 points for just picking it up. Repair windows each round to further
maximize points. If you aren't lucky enough to get a Max Ammo and you're all
out of 'gun-juice' then it's probably worth getting the Gewher over the
Thompson or Kar98k at this point and going for headhots or body shots and
finishing them off with the knife, then you just have to hope you spin
something decent from the box.

As soon as you can get to the box you can defend from the door to the
Teleporter C area right at the back which will give you a good view of all
zombies coming from the left or right. Don't turn the power on straight away,
it'll open up an area nex to the Trench Gun room and more zombies will come
from the right, if you keep the power off more will come from the left top
side, this makes funneling headshots from lined up zombies easy, so don't
bother turning the power on till you need iton to get Juggernog which I
reccomend you do at the fourth or fifth round but it's important you've got a
decent gun first (any SMG will do). If you've been getting points effectively
and you've got a decent gun from the box then you should be able to get
Juggernog and Betties - make sure you do this when you've got crawlers though
and set your first two before you take care of them, then after you'll get
another 2 as the next round starts. The best place to set them at this point
is in both corners near the Teleporter C door you haven't opened yet but not
directly in the corner, crouch in the corner, move forwards a little away
from the corner and then place one, this way when dogs come or even if you get
overwhelmed by zombies you can sit in that corner and they'll get taken out by
the Betty as they get to you, then you run to the other corner and do the
same. Place the rest of your Betties along that backline of defense but make
sure they aren't so close that if one goes off the rest will, you may not get
Betties and Juggernog till as far away as round 7 or 8 though so don't worry
if the box is giving you nothing but crap this early in the game.

* Rounds 5-8

DOGS! When the dogs come as the new round starts place your 2 new Betties in
the direction they'll come from so that those Betties will take care of a dog
each. Sit behind your Betty in the corner and try and take them out before
they get to you (Trech Gun is particularly good against dogs), if they get
blown up in your face by the Betty then move behind the next one you have set
up, never worry about ammo when it comes to dog rounds as the last dog always
leaves a Max Ammo. Don't worry if you don't have Betties the first time the
dogs come, I never do, but if you stay far back by the unopened Teleporter C
door then you should have plenty of space to take them out before they get to
you.

Keep spinning for guns when you have crawlers at the end of the round and hope
for something good like a PPSh, this is great for early and middle rounds
because it reloads quite quick has a large magazine, plenty of ammo, a quick
fire rate and you can move fast with it, it's worth PaPing when you get
chance. Other guns like the MG42 or Browning are great as well and are worth
PaPing, Ray Gun is great but you have to be really careful of splash damage
(don't use it close-up on dog rounds) and the Wunderwaffe is awesome but it's
worth PaPing a PPSh, MG or Browning before PaPing that. Also Monkeys are a must
but you won't really need them till the later teen rounds, they're an incentive
to keep using the box though.

If you've got at least one good weapon then it's worth getting the teleporters
on, do this when you've got crawlers and do all three teleporters in the same
round. Save on points when doing Teleporter A, go the long way from the
Mainframe instead of opening the door that's on the left of the PaP machine if
you're facing away from it, so open the door to the Trench Gun room and not the
stairs by the Juggernog, you'll have plenty of time to turn it on and get back
to the Mainframe to link it.

Now Teleporter C room is open you can defend from the catwalk, make sure you
place Betties in the corner at the end you can fall back into if you get caught
reloading or anything. PaP your good gun as soon as you can now and it'll make
tearing through zombies easy business, as they all come in one direction you
can burst fire directly at the heads and they'll all just run into it, remember
to make use of your grenades by chucking them to the bottom of the stairs to
get some crawlers and slow them down, remember to pick your time to use monkeys
(which are best thrown out the window to your left rather than downstairs) and
reloading carefully due to how much time it can take, remember you can stop
reloading and either switch to your secondary or you can press weapon switch
twice to go back to your weapon if it wasn't completely out of ammo. Another
good tip is that when you're reloading you can press weapon switch twice as
soon as the bullets in the bottom right hand corner that represent either your
clip or magazine appear reloaded and you can skip the rest of the reloading
animation, very useful for the Browning which has a slow reload time. If dogs
come from now when you're at the catwalk make sure to place the Betties you get
at the beginning of a dog round on the stairs and on the catwalk and try and
take them out before they get close, if you go for the Bowie Knife that will
always take them out in two hits, though it's not really necessary and the
Bowie Knife is at its most effective earlier on before the teen rounds, you can
rack up huge points with it if you feel confident taking out many zombies with
it without getting overwhelmed, otherwise it's best to stick to headshots.

If you haven't got a PaP'd weapon early on because you either failed to make a
crawler or you've had appalling luck spinning on the box then a good strategy is
to defend from half way on the catwalk so that you can still jump out of the
window to the outside, just stay as long as you can but when they are about to
overwhelm you and you need to reload you can jump out and run, run straight
forwards then take the right out of the power generator area, then head for the
Thompson room, up the stairs and wait by the gap next to the bridge that you can
jump off back into the generator area. Hopefully you stayed on the catwalk long
enough to take out a fair amount of zombs, if so not many if any should spawn in
front of you on your little run there (and they should be managable). From here
wait till the come and headshot all as they come, then jump off, take that right
exit out and run back, rinse and repeat, keep a crawler when done if necessary.

* Rounds 9-?

So you're defending from the catwalk and you should have a good PaP'd weapon
now or very soon (unless you're really unlucky with the box), your next
priority should be Speed Cola and having a PaP'd secondary, weapon preference
is entirely up to you, a PaP'd Wunderwaffe and something you can run with is
good though.

How I like to play this is to place a betty halfway along the catwalk (before
the window you jump out of) and one at the back in the corner where the box
can sometimes move to (in case you get overwhelmed and have to fall back),
stand in front of the Betty near the window and wait till the zombies start
coming, when they do defend from there as long as you can and if you have to
then move behind the Betty, when you've taken out about maybe a bietween a
third and a bit less than half of the zombies that you'll be getting that round
(youll get used to it) then walk out of the window and run all the way past the
power switch and through the door on the right, then run towards Speed Cola and
basically walk through the Thompson room up to the bridge and wait next to the
bridge by the gap where you can walk off into the power switch area, don't
worry if you come across a few stray zombies on the way there you can't run
past, just take them out as quick as you can. Once here wait and when they all
follow you up aim down sight and spray a load of their heads off or Wunderwaffe
them. When they get close now just walk off the edge and take the same far door
you did last time (it's easier to get caught by a stray zomb in the other door)
then walk casually forwards past the Speed Cola and if you like wait by the
doorway near the Double-Barrel and again spray heads off as they come, then go
back up to next to the bridge and rinse and repeat. The reason I say walk
casually and not run is because if you go too fast there may be a few zombies
up by Double Tap whose AI decides it would be quicker for them to go downstairs
instead of follow your path.

* Rounds ?-?

At some point you may start finding that strategy difficult, if so you could
try spamming the electric barriers. At the beginning of the round wait a short
time for the zombies to start getting in to the map, then turn the barrier
near the original box position on. Now run up to the catwalk and pretty much
do what you did before in the previous rounds, points shouldn't be an issue
unless you're constantly spinning and PaPing new guns like a madman. If you
screw up don't hesitate to throw a Monkey, you get molested by a group of
Nazi Zombies here and it's game over, so really learn the strategy and get
a feel for how long the rounds get to be.

If you're using the 3-gun glitch make sure you have 3 good PaP'd weapons now
and if you run out of ammo and you're screwed for the next round it's probably
a good idea to drop your worst weapon for something else out of the box and
then PaP that, points are no problem later on anyway.

If you do get completely screwed and end up with no ammo mid-round then it's
time to start using the barriers and teleporters. If you're near the power
area or Teleporter C then if you can get the barrier in the power area on
then great, if the zombies are mostly on your side run for the teleporter
and use it when they start getting close (they'll get fried if they're too
close when you use it) then do what you'd do if you were near the Mainframe,
Teleporter A or Teleporter B, for A turn the barrier on by the Trench Gun
room entrance then wait in the A teleporter till they get close, for B turn
on the barrier at the entrance to the Thompson room then wait in the B
teleporter until its time to teleport or (and here's the better option) if
the barrier in the power area has cooled down you could jump off by the
bridge and get the power area barrier up then sit in C. If using a teleporter
spawns a good drop like a Max Ammo or a Bomb then get it, if you get a Max
Ammo you can always chuck a Monkey straight after to escape a crowd.

Mix and match your own strategies and try out some of the different PaP'd
weapons, the above is pretty much how I like to play it but others may prefer
to use other weapons and defend from other areas, go with whatever works for
you.

Guns Upgraded


.357 Magnum => .357 Plus 1 K1L-u
- Increased damage.

BAR => The Widow Maker
- Increased damage, magazine holds 1.5x more ammo, holds a little extra
spare ammo, increased rate of fire.

Browning M1919 => B115 Accelerator
- Increased damage, holds 1.5x more spare ammo, increased rate of fire.

Colt M1911 => C-3000 b1at-ch35
- Now shoots Grenades, holds double spare ammo.

Double-Barreled Shotgun => 24 Bore Long Range
- Increased damage.

Double-Barreled Shotgun w/ Sawed-Grip => The Snuff Box
- Increased damage.

FG42 => 420 Impeller
- Increased damage, double magazine size, holds a little over double spare
ammo, slightly increased rate of fire.

Gewehr 43 => G115 Compressor
- Increased damage, magazine holds 2 more rounds, holds an extra 50 spare
ammo.

Kar98k => Armageddon
- Increased damage, increased magazine size, holds a little more spare
ammo.

M1 Garand (M7 Grenade Launcher) => M1000 (The Imploder)
- increased damage, magazine holds a little more ammo and now loads 3
grenades at a time, holds a bit more spare grenade ammo.

M1897 Trench Gun => Gut Shot
- Increased damage, larger magazine, reloads twice as fast.

M1A1 Carbine => Widdershins RC-1
- Increased damage, now shoots full-auto, holds a couple more magazines
worth of spare ammo.

M2 Flamethrower => FIW Nitrogen cooled
- Increased damage, takes about twice as long to overheat.

MG42 => Barracuda FU-A11
- Increased damage, holds 1.5x ammo, increased rate of fire.

MP40 => The Afterburner
- Increased damage, double magazine size, slightly increased rate of fire.

Panzerschreck => Longinus
- Increased damage, loads 3 shots at the same time now, holds double spare
ammo.

PPSh-41 => The Reaper
- Increased damage, magazine is pretty much double size, holds more than
double spare ammo, increased rate of fire.

PTRS-41 => The Penetrator
- Slightly bigger magazine, better bullet penetration (one bullet can travel
through more zombies).

Ray Gun => Porter's X2 Ray Gun
- Increased damage, double magazine size, holds almost double spare ammo.

STG-44 => Spatz-447 +
- Increased damage, double magazine size, holds almost double spare ammo,
slightly increased rate of fire.

Thompson => Gibs-o-matic
- Increased damage, double magazine size, holds 1.25x more spare ammo,
slightly increased rate of fire.

Type 100 => 1001 Samurais
- Increased damage, double magazine size, holds a bit more spare ammo,
increased rate of fire.

Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ
- Double magazine size, holds double spare ammo.

Perks:


The power switch by the generator (next to where the box is originally) has
to be switched on before you can purchase perks, just like in Verruckt.

Juggernog (2,500)
-With this perk your character can take a lot more damage before going down,
worth getting this before any other perks.

Speed Cola (3,000)
-Very useful, makes you reload twice as fast, best to wait till you have a
good gun after round 10 before investing in this in case you go down and have
to buy it again.

Double Tap Root Beer (2,000)
-Although you'll lose ammo very fast this perk doubles your rate of fire,
this will make you tear through zombies easy especially when defending the
catwalk when you are funneling zombies, great for guns like the MG42, Browning
and the PPSh. Best to get this after Juggernog and Speed Cola. Try to fire in
bursts unless zombies are getting close because it's easy to run out of ammo
quick with Double Tap and each wasted shot will become two wasted shots.

Quick Revive (1,500)
-You're able to revive downed team mates a hell of a lot faster with this
perk, very useful in a jam especially if you can chuck a Monkey first to make
time for your revived teammate to get to safety now he/she will have lost
their Juggernog.

If you get taken down then regardless of whether a teammate revives you or not
you'll have lost all your perks, so it's best to get Juggernog first, but still
it's not worth getting unless you have a decent weapon, if you can't defend
yourself you'll just lose your perks again when you get taken down so focus on
getting a good weapon first, then get Juggernog. The order you get the rest is
up to you, personally I always get Juggernog first, then Speed Cola, then
Double Tap, then Quick Revive.


Could you please use spoilers or something to subsection this. You can't expect people to read through this huge list

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