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Guide with some changes. Not entirely mine. Some are from other threads. I found a few threads and made one ultimate guide, to make it easier for everybody. Not everything is copied. Please don't hate You must login or register to view this content.
Guides for Ascension, Nacht Der Untoten, and Verruckt are here! So check 'em out!
Guides for Shi No Numa and Der Riese coming soon! Let's get this stickied!
[multipage=Introduction]
There are 3 "Maps" to Zombie Mode in Call of Duty: Black Ops. They are Kino der Toten, Five, and Dead Ops Arcade. Kino der Toten is available from the very beginning of the game, Five is unlocked by defeating the single player campaign, and Dead Ops Arcade is a secret map that can be accessed by typing in Dead Ops on the computer (this is an achievement/trophy as well).
The guide below will be constantly upgraded, with strategies for each round coming in the later week. Have fun and let's beat the sh** out of some Zombies!
Please list some of your facts below!
[multipage=General Strategies]
General Strategies
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: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 Points
Here is what I recommend (my extra point strategy):
Round 1- Let them in and knife only! Then, rebuild barriers.
Round 2- Shoot eight times in the chest, then knife once. Then rebuild barriers.
Round 3- If you have any ammo left, shoot 12 times in chest or six times in head, then knife (this can be somewhat dangerous, so be careful!)
Round 4- Get the f*** out of that room and buy a gun!
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.
Heres the data numbers on all the weapons, zombie health and number of zombies from my full guide that will be up within a few days. these are just numbers only. Credit goes to duckcall00/Den for providing the health and number of zombies data.
[multipageombies' Health]
Zombie Health Per Round:
Zombies start with 150 health. With each round up to Round nine, they gain 100 health, ending up with 950.
Starting at round 10, the zombie health is multiplied by 1.1 with each round. At first, 1.1 isn't much, but it exponentially grows and becomes massive per round.
The first number is the Weapon's Max Base Damage (Base Damage x Max Ammo), the second number is the Weapon's Max Damage After Modifier (Max Base Damage x Max Modifier). To the right of the Weapon is the PaP'd version for quick camparisons of both it's Non PaP'd and Pap'd Versions.
So for example:
Weapon A (Max Base Damage, Max Damage after Modifier) vs PaP'd Version of Weapon A (Max Base Damage, Max Damage after Modifier)
Pistols:
CZ75 (23k,79k) vs Calamity (78k,273k)
Dual CZ75 (38k,126k) vs Calamity and Jane (108k,357k)
M1911 (2k,6k) vs Mustang and Sally (62k,310k)
Python (90k,135k) vs Cobra (108k,324k)
Sub Machine Guns:
AK-74u (22k,86k) vs AK-74fu2 (61k,304k)
MP5k (15k,60k) vs MP115 Kollider (34k,168k)
MP40 (22k,90k) vs The Afterburner (51k,256k)
MPL (14k,58k) vs MPL-LF (34k,168k)
PM63 (12k,48k) vs Tokyo and Rose (39k,175k)
Spectre (14k,54k) vs Phantom (35k,176k)
Assault Rifles:
AUG (42k,168k) vs AUG-50M3 (84k,489k)
Commando (45k,180k) vs Predator (84k,420k)
FAMAS (18k,72k) vs G16-GL35 (41k,203k)
FN FAL (32k,128k) vs EPC WN (94k,468k)
G11 (19k,77k) vs G115 Generator (50k,252k)
Galil (52k,210k) vs Lamentation (116k,578k)
M14 (11k,33k) vs Mnesia (42k,250k)
M16 (15k,60k) vs Skullcrusher (45k,225k)
Light Machine Guns:
HK21 (94k,281k) vs H115 Oscillator (189,567k)
RPK (65k,195k) vs R115 Resonator (113k,338k)
Sniper Rifles:
Dragunov (15k,150k) vs D115 Disassembler (90k,900k)
L96A1 (25k,250k) vs L115 Isolator (80k,800k)
Shotguns:
HS-10 (54k,54k) vs Typhoid and Mary (230k,230k)
Olympia (27k,27) vs Hades (149k,149k)
SPAS-12 (51k,51k) vs SPAZ-24 (230k,230k)
Stakeout (58k,58k) vs Raid (168k,168k)
Launchers:
China Lake (13k,13k) vs China Beach (45k,45k)
M72 LAW (42k,42k) vs M72 Anarchy(150k,150k)
Wonder Weapons:
Ray Gun (180,180k) vs Porter's X2 Ray Gun (400k,2.0m)
Thunder Gun (~,~) vs Zeus Cannon (~,~)
Winter's Howl (~,~) vs Winter's Fury (~,~)
Miscellaneous:
Ballistic Knife (3k,3k) vs The Krause Refibrillator (27k,27k)
Crossbow (200,200) vs Awful Lawton (750,750)
Grenades (3k,3k)
Sickle (~,~)
[multipage=Info about Crawlers]
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.
Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!
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:
[multipage=Points]
10 Points per board
60 Points for a complete repair
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!!!
[multipage=Perks and Pack-a-Punch]
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 You must login or register to view this content.
$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 You must login or register to view this content.
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!
Jugger-Nog You must login or register to view this content.
$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 (Unavailable in Ascension) You must login or register to view this content.
$2000
This speeds up your gun's rate of fire (the opposite effect of alcohol)
Speed Cola You must login or register to view this content.
$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.
PHD Flopper You must login or register to view this content.
$2000
This bad boy makes you explosion proof and you have no fall damage. You can even hold a grenade in your hand until it explodes, and nothing will happen to you! Also, dolphin diving off of heights will make you explode, causing all surrounding zombies to, well, EXPLODE!
Stamin-Up You must login or register to view this content.
$2000
People can get this perk confused easily. This perk doesn't make you run for that much longer, the real noticeable difference is that you can run WAYYY faster. Extremely noticeable with light machine guns.
[multipage=Mystery Box]
Mystery Box Weapons
You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon! Here's the complete list of weapons you can find in it:
Kino Der Toten
The map of the theater. The green light shows where the Mystery Box is. (The Power Must Be Turned On First)
It has been noted that if playing Kino der Toten and the player or player's team all dies and they choose to play again, the box will spawn in the exact same place it started the previous game and will teleport to the same places in the same order. This has been confirmed on all consoles.
AUG (with Swarovski Scope)
Ballistic Knife
China Lake (Unavailable on Wii)
Commando
Crossbow
CZ75 (With or without Dual Wield; without is unavailable on Wii)
Dragunov
Famas
FN FAL
G11 (with Low Power Scope)
Galil
Added by Cam37
HS-10
HK21
L96A1
M72 LAW
Monkey Bomb
Python
Ray Gun
RPK (Unavailable on Wii)
SPAS-12
Spectre (Unavailable on Wii)
Thundergun
"Five"Edit
AUG (with Swarovski scope)
Ballistic Knife
China Lake
The television screen on the side of the Mystery Box spawn location, which displays where the Mystery Box is and appears in "Five" and Ascension.
Added by Rallinale
Commando
Crossbow
CZ75 (with or without Dual Wield)
Dragunov
FAMAS
FN FAL
G11 (with Low Power Scope)
Galil
HK21
HS-10
L96A1
M72 LAW
Monkey Bomb
Python
Ray Gun
RPK
SPAS-12
Spectre
Winter's Howl
AscensionEdit
AUG (with Swarovski scope)
Ballistic Knife
China Lake
Commando
Crossbow
CZ75 (Single or Dual Wield)
Dragunov
Famas
FN FAL
G11
Galil
Gersch Device
HK21
HS-10
L96A1
Matryoshka Dolls
M72 LAW
Python
Ray Gun
RPK
SPAS-12
Spectre
Thundergun
Teddy Bear
In all maps except Nacht Der Untoten, it is possible to obtain a teddy bear from the box. The teddy bear causes the box to rise up and vanish and teleport elsewhere on the map with no useful weapon dispensed; a voice in the background laughs at the player; first was from a child, then the other one which is maniacal-like. The 950 points you spent are also given back to you (except in the iPhone/iPod touch version). It is interesting to note that in Verrückt, the box respawns only in the area that the player has opened unless only one room has been opened. In Black Ops, the location is revealed on the wooden maps located in almost every level when the power is turned on, while in Shi No Numa and Der Riese, the Box can spawn anywhere, but is marked by a beam of light, yellow in Shi No Numa, and blue in Der Riese. At some locations some players actually hope to get the Teddy Bear, as the Box may move to a more convenient place. In Shi No Numa, it will move to 1 of 6 locations, the four huts, its original location, and in the Warning Room. In Der Riese, it will move to 6 potential spots. Across from the M1897 Trenchgun, in the room with the Thompson, in each of the teleporter rooms and its original spawn. In Kino der Toten, the location of the mystery box is located with a green light on a black board outlining the whole map near every mystery box spawn. You can also find the location of the box by going to the alleyway and looking up in the air for the blue column of light, just like in Der Riese.You can also tell if the box is in the MPL room by looking through the upper left window in the Lobby. Confirmed on Xbox. In "Five" the new location of the box is shown by a TV above the position it started teleporting. In Ascension the location of the box is shown by a TV above the box locations and the blue beam of light marking it in the sky. The teddy bear appears in the Box after being used several times. However, this is not a fixed amount. At first, you have no chance of getting the bear. However, with each roll, the chances of obtaining the bear gradually increase, and eventually, you will get the bear and have to find the box again. Because of this, it's a good idea to practice abstaining from overusing or depending on the box, unless you're at a high round and the wall guns aren't strong enough.
Unavailable Weapons
Kiparis
MAC11
Uzi
M60
Stoner63
PSG1
Skorpion
ASP
Makarov
AK47
Enfield
KS-23
RPG
Grim Reaper
Death Machine (Available in "Five" and Ascension as a power up)
All Project Nova weapons, the MP40 can be bought off the wall.
Strela-3 (for obvious reasons)
All the knives, except the Sickle, Bowie Knife and Starting Knife.
WunderWaffle DG-2 (except in Der Riese and Shi No Numa)
Trivia
Despite popular belief, knifing, crouching, or purchasing from the box while the question marks are glowing will not increase a player's chances of a better weapon. This can be proven by looking in the game's files, where it can be seen that every weapon has an equal chance of appearing, save for equipped weapons or wonder weapons, which have differentiating chances of appearing depending on the situation.
Sometimes but rarely the box will receive a teddy bear on the first use. (Confirmed on Shi no Numa, Verruckt and "Five")
In Nacht der Untoten, there is a higher chance of getting the Ray gun in the mystery box in earlier rounds than other maps, and is the opposite for all other maps.
On Shi No Numa, there are several footlockers that look exactly like the mystery box that can be found on top of the shelves and crates in the starting room.
In Verruckt, there is writing on the stairs on to the barrier downstairs warning that if the Mystery box is used too often, it will move. Its exact words are: "Wish too often and your wishing well will run".
In Vendetta, when Reznov opens the door after the player kills the sniper, the player can hear the first two notes from the Mystery Box.
On Shi No Numa and Der Riese, after a Hellhound round, the Teddy Bear will come after one or two uses of the Mystery Box.
On the pre order poster for Call of Duty: Black Ops, there is a phone number that when dialed plays a song that is similar to a mystery box song. (This tune played backwards is the real Mystery Box tune.)
In Call of Duty: Black Ops, weapons that are bought off the wall do not appear in the Mystery Box. (Except on the Wii version as of the latest patch)
In Call of Duty: Black Ops, there is a new power up called Fire Sale, which causes Mystery Boxes to spawn in all possible locations on the map, and reduces the cost to 10 points.
Xbox Live players can purchase a Mystery Box for their avatar.
In Kino der Toten , there is a VERY rare glitch that when using the mystery box, it would end at a weapon but it was supposed to be a teddy bear. The weapon would act like the teddy bear. This is also possible in Ascension, usually with the gersch device.
There is a glitch, when playing split-screen. The guest will not be able to see where the Mystery Box is. Only the first player will be able to see where the Mystery Box is.
Rarely on Kino der Toten, the mystery box won't spawn at all making the Firesale power-up the only way to spawn a box.
On Kino der Toten, if the player goes into the alley and looks at the sky they can see a pale blue pillar of light that tells where the mystery box has spawned. This is useful for finding the box before the power is turned on.
There is a an extremely rare glitch that you may receive two weapons. However, only one may be obtained, while the other is frozen in midair until a teddy bear is received.
[multipage=Power-Ups]
Special Power-Ups (random drops)
During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.
NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!
CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.
INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.
DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.
MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.
One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.
DEATH MACHINE
This is only available in the "Five" map and Ascension. The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass. Thanks to firerock67 for helping me fix this power up!
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[multipage=Kino Der Toten Guide]
Kino Der Toten
The first goal you need to have while playing this map is to make it to the power switch. If you can restore the power, you'll unlock the teleporter, the perk machines, the Mystery Box, a few traps, and ultimately allow yourself a lot more freedom of movement. I usually go through the upstairs door.
What I do is I activate the teleporter then start doing laps. I will have a video soon.
But how do I turn on the power?
Let me explain: You first have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola. You decide which way you'll go, the most important thing is to get to the power.
Once you get to the backstage of the Theater, the power is located on the southwest portion of this (by the M16). You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open loop of this level.
Important note: It seems like turning on the power unlocks Gas Zombies... and these mother effer's aren't easy. Be aware of this.
How do I turn the Teleporter on?
You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (the Lobby) to use the Teleporter. You'll have to stand on that weird looking platform and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.
The Teleporter is on, but I'm confused...
The main use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch upgrade kiosk in this room. The most badass aspect of the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. Problem is, this only lasts for about 30 seconds. Also important to note that any zombies in the Teleporter when you use it will die instantly. Use it to your advantage!
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
When do the Hellhounds show up?
They begin to show up after the 5th wave. They seem to come back every 5th round, although we have seen them only four rounds away a few times.
Best advice here is to find a corner, strap on your Shotgun, and blast away at their heads. If you are playing with a buddy, try to huddle up in opposite corners, so that you can cover each other while you are reloading.
[multipage="FIVE" Guide]
Five (unlocked by beating the single player campaign)
This is the Zombie map that takes place in the Pentagon. There are three floors to be explored, the briefing room (top floor), the war room (second floor), and the basement (obviously the bottom floor).
Much like Kino der Toten, there is a power switch that you are strongly advised to turn on.
Calm down, I'm getting to that. It's located on the basement level, and is a whole lot easier to get to than the one in Kino der Toten. From the start of the level, open the door to the right ($750) then head to the elevator and go down ($250). Once you're in the War Room (you start the level in the briefing room), find your way to the elevator by clearing the debris ($2000) and take the elevator down once again ($250).
We were able to unlock all of this by round 3 one time, but it's fairly easy and a lot more common by round 4. When you turn the power on in this level, you unlock all the perk machines, unlock the ability to set the Def Con level in the war room, and also turn on all the Teleporters.
Once again, how do I turn on the Teleporters?
These teleporters aren't like the ones in Kino der Toten, and can be used as soon as they are activated via the power switch.
You mentioned the ability to set the Def Con level. Is that like Def Jam?
No. Don't be an ass. When you turn the power on you can go into the war room and set the Def Con level. What this essentially means is that when you get it to Def Con Level 5, you unlock the Pack-a-Punch room. In order to do this, you'll need to activate all four switches in the war room (3 of them are near the Jugger Nog, while the fourth is across the map from all of them). Once they are all activated, all the Teleports will lead to the Pack-a-Punch room.
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
Who the hell is this scientist-looking douche that keeps stealing all my sh**?!
Yeah, so he found you. He's what the game calls the "Pentagon Tech", and his sole purpose is to steal all your weapons. He shows up after you turn the power on. Don't freak out though, because he can be killed (there's even an Achievement/Trophy for doing it). Read carefully below for the best way to do this:
Keep in mind that the Pentagon Tech's hit points definitely increase as the rounds go on, and the more people you have in your party also means he has more health.
Claymores are your friend when trying to take this bastard down. Place them in large groups in areas you know he is headed, as they will cause a ton of damage this way, while slowing him down.
Rather than trying to reload, just keep two weapons fully stocked for when he comes after you.
Just like every other enemy in any mode in any game ever, aim for his head. It will take off a lot more damage.
If he grabs your first weapon, chase him with your second. Notice he is slowing down? That means he is injured. Don't let up!
I had the MPL with the M16 as a backup weapon and was able to kill him in round six (with a buddy of course). Regardless, this can be done. Just load up on Claymores, have full ammo clips, and get ready to kick some ass!
[multipage=Dead Ops Arcade Guide]
Dead Ops Arcade
Unlocked by typing Dead Ops on to the computer at the main menu.
There's really not a whole lot to talk about when it comes to Dead Ops Arcade. There are 40 levels, with special rounds every once in a while and a chance to choose your path every fourth level.
The best strategy here is to just keep moving. Hold on to your bombs and speed boosts until you absolutely need them.
Other than that... I got nothin'.
[multipage=Ascension Guide]
Ascension You must login or register to view this content.
FIRST, buy Quick Revive! Really important!!
In the beginning, I just go around and knife the zombies. And then I do my extra point strategy (found on top, or just do ctrl+f)
Once I have about 5000 points, or once I run out of ammo, OR once it is round 4, I open the upstairs door. I go this way since I will have access to a better gun (MP5K instead of MPL) and I have more room to run around. If I have ~4500-5000 points, I go all the way to the power. Once I'm there, I activate the power and quickly buy a gun. Then, I go to the PHD Flopper Lunar Lander. From there, I pretty much go in circles around the lander. In case of emergency, I use the lander. Around round eight or nine is when the monkeys come, so I buy PHD Flopper, or if I have enough to get to Jugger-nog (extra 1250 points to open the door, totaling 3750 points), I get that. I know I have to perks, but from there, I protect what's more expensive, right? Once the monkeys steal Quick Revive, protect your perk!!! The most important perk you can have is Jugger-nog. Below I place the importance of perks from greatest to least.
1. Jugger-nog- Can really save you from those moments if zombies multi-hit you (2500 points)
2. PHD Flopper- If you are surrounded by zombies, out of ammo, and only left with gernades, this is helpful, as it protects against explosive damage and fall damage as well. You can also just buy more gernades off the wall and throw them until you get a max ammo. (2000 points)
3. Speed Cola- Extremely helpful if you have a gun with a really long re-loading time, or if you have a gun with small ammo capacity. (3000 points)
4. Quick Revive- You get this in the beginning, that's why it's fourth lol. But if you die this revives you, and gives you some nice nube tubes to shoot at the zombies while down (500 points solo (3 times only), 1500 points multiplayer)
5. Stamin-Up- Only helpful if you decide to ignore my strategy. Makes you run faster, really helpful if you have big guns. (2000 points)
YOU CAN ONLY HAVE FOUR PERKS, SO CHOOSE WISELY!
Confusing? If not, awesome, go ahead and try it. If it is, tell me and I will post a video!
[multipage=Nacht Der Untoten Guide]
Nacht Der Untoten
Now I'm sure everyone knows this map: Box doesn't move, no perks, no power, etc. Now, I know everyone camps at that one corner, and they say, "DON"T OPEN THE STAIRS TO YOUR RIGHT!!!!" Well, no offense, that's the worst strategy in this whole game! You can just go in circles around the map really easily! In a small zombies map, you can't camp, because since there are no perks: no speed cola, no quick revive, and no jugger-nog! You have to be constantly moving, otherwise, you will find yourself not getting very far, especially in solo!!
[multipage=Verruckt Guide]
Verruckt You must login or register to view this content.
Most important perk is jugger-nog, and if you have teammates, get Quick Revive. Ok, so you can spawn on two sides of the map. If you have four people, two spawn here, and two spawn there. If you have three, one will be alone, two spawn together, and on solo, yeah.... Ok so the people on the LEFT have to activate the power. If you're on the right, try not to open any doors, unless you have to. Right people should buy the M1 Garand off the wall. Once you guys are united, you should leave the opposite door on the power room closed. I recommend buying Bouncing Betty's to place on the stairs in the Power Room, as this can really save you! On round 20, or if you get over run, definitely open up ALL of the doors, and just do laps. And you're good. Made it to round 26 doing this
Any suggestions or tips? Share it with us!
[multipage=Der Riese Strategy]
This video is what I do in the beginning. You don't have to listen to my commentary, it was my first one
So, one of the best maps in the game, right? Well, as fun as it is, it's a little tougher than previous maps.
Beginning Rounds
Stay in the starting room as long as possible! Get as many points as you can!!! Points are a must on this map!
Once you have a bunch of points (4,000-5,000), open the door next to the hidden radio (the door with stairs leading up to it). Open up all the following doors until you get to the mystery box room. Camp there until the dog round. After the dog round, you want to leave a crawler or two, so you can activate the following teleporters:
The one next to the Trench Gun
The one across from the Double Tap Machine
You also may want to get Juger-nog before you activate anything. Once activated, kill the crawler. DO NOT OPEN THE DOOR BEHIND THE MYSTERY BOX. If the mystery box moves, go ahead and open up the last door, and activate the last teleporter. From there, I camp on the catwalk, where the last teleporter is located. Also from there, you can do the easter egg!
[ame]https://www.youtube.com/watch?v=Fdjo20wd5RA[/ame]
Cool fact:
If you go prone next to any of the perk machines, you can get "spare change", a free 25 points Useful if you need a few extra points to buy something. Only works once on each machine.
Last edited by
badiban ; 05-11-2011 at 01:58 AM.
Reason: Added Der Riese Strategy
The following 12 users say thank you to badiban for this useful post:
I like how no one has realized he copied and pasted from 6 different threads and called it his. :n:/facepalm
I gave source. ANd i said its not mine
Some of it is though.
And I didn't copy and paste from threads. I got it off of a website my friend showed and I thought I would share it with everyone./facepalm
---------- Post added at 09:18 PM ---------- Previous post was at 09:15 PM ----------
Originally posted by SU44K8
I like how no one has realized he copied and pasted from 6 different threads and called it his. :n:/facepalm
Added source now, but if you read the top it says NOT ENTIRELY MINE. That was already there. Please read before just posting things.
---------- Post added at 09:19 PM ---------- Previous post was at 09:18 PM ----------
Originally posted by badiban
Guide with some changes. Not entirely mine. Some are from other threads. I found a few threads and made one ultimate guide, to make it easier for everybody. Not everything is copied. Please don't hate You must login or register to view this content.
I gave source. ANd i said its not mine
Some of it is though.
And I didn't copy and paste from threads. I got it off of a website my friend showed and I thought I would share it with everyone./facepalm
---------- Post added at 09:18 PM ---------- Previous post was at 09:15 PM ----------
Added source now, but if you read the top it says NOT ENTIRELY MINE. That was already there. Please read before just posting things.
---------- Post added at 09:19 PM ---------- Previous post was at 09:18 PM ----------
SEE?? learn to read.
You didn't have sources in the start wich is saying its all yours and you just put that in there saying its not all yours -rep me for no reason... you got a lot coming your way
You can get Death Machine on Acension! (You only have it on Five.)
---------- Post added at 04:13 PM ---------- Previous post was at 04:11 PM ----------
Originally posted by badiban
I gave source. ANd i said its not mine
Some of it is though.
And I didn't copy and paste from threads. I got it off of a website my friend showed and I thought I would share it with everyone./facepalm
---------- Post added at 09:18 PM ---------- Previous post was at 09:15 PM ----------
Added source now, but if you read the top it says NOT ENTIRELY MINE. That was already there. Please read before just posting things.
---------- Post added at 09:19 PM ---------- Previous post was at 09:18 PM ----------
SEE?? learn to read.
Forgot to quote
The following user thanked Fire. for this useful post:
You didn't have sources in the start wich is saying its all yours and you just put that in there saying its not all yours -rep me for no reason... you got a lot coming your way
I didn't -rep you. The only thing I didn't have there from the start was the Source! I already had the Disclaimer.. or whatever you want to call it. And you started all of this, because you said it was mine, which I didn't. That's why all of this happened. I was pointing out I didn't call it mine.