Post: black ops zombies ultimate guide
03-27-2011, 07:29 PM #1
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--- Table of Contents ---

1. Introduction

2. Brief overview of Zombies

3. Turning the power on

4. Teleporter

5. The Mystery Box

6. Pack a Punch Machine

7. Strategies (6 varieties)

8. Tips

9. FAQ

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--- 1. Introduction ---

Basically one of my first posts on the Black Ops forums was a rant about my experiences playing Zombies online. With complete strangers who didn't talk and didn't know exactly what they were doing I was constantly only making it to rounds 5 or so. Now some people are already very good, so this is more just a guide for those that are new to the zombies, or for those that want to get to higher rounds using the strategies posted further down. This is more a "how to play" rather than me explaining what and where everything is, maybe I'll include all that (Weapons, perks etc) in the future. I wrote and answered everything myself unless otherwise stated just from the games I've had so far. There is room for improvement and there may be a few mistakes so please let me know if you want to know anything or feel something could be improved. Fixed a few things in v1.2 and added plenty of tips and strategies from everyone that contributed, so really this has become a community guide.

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--- 2. Brief overview of zombies ---

Zombie mode was first introduced in World at War and has made its return now in Black Ops. It has three maps: Kino der Toten, Five and Dead Ops Arcade. Kino is unlocked from the start, Five once you beat the game and Dead Ops by entering a code in the computer on the main menu. Note that Five can also be unlocked using the computer. This guide will focus mainly on Kino Der Toten, however the tips can be used on Five as well.

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--- 3. Turning the power on ---

Turning the power on allows you to use the teleporter to upgrade your guns, buy perks, locate Mystery Boxes easily and activate traps.

The cheapest and quickest way to the theater, which is where you turn the power on, is the downstairs way, ie through the alleyway.

The power room is the theater. The Pack a Punch room is above the theater. Going the downstairs way - Open bottom door from lobby, open door to alley, open chain fence to upstairs room - open door to stairway – down the stairs and then onto the stage of the theater. Turn switch on wall to turn power on. The curtains will then open and the gas crawling type zombies will spawn from then on in. It does not cost to turn the power on.

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--- 4. Teleporter ---

You can only use the Teleporter once the power is on. Once the power is on, press X on the teleporter pad in the theater then run (or get a teammate to) through the now open door to the lobby and press X on the telepad in there too (remember it from the very start, you spawned on it) and this will link them up. Then go back to the original teleporter in the theater (power room) and use it. It will take you into a (safe) room above the theater; the Pack A Punch room where you can use the Pack a Punch (see below).

All 4 of your team can use the teleporter at once and this is especially useful if you are downed to crawl onto it and let a teammate teleport up with you to safely revive you. The teleporter has a cool down time after using it however.

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--- 5. Pack A Punch Machine ---

This is probably one of the most useful things in the entire zombie game if you want to do well. The Pack a Punch Machine (PaP) costs 5000 points (so save up before using the teleport) and what it does it you put one weapon in it of your choice and you then get it back upgraded and much more effective.

For example, the AK74u gains a sight, and "laser" bullets and sounds. As well as doing a lot more damage. The starting pistol turns into twin rocket launchers, upgrading the crossbow will draw zombies to it before exploding etc. Once you are in the PaP room you only have a limited time before you are teleported out again, so be smart about it. You can also buy and throw grenades down into the theater.

You can have two upgraded guns at once if you have enough points to afford it. And it also gives you new ammo if your gun is empty when you upgrade it.

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--- 6. The Mystery Box ---

The Mystery Box (MB) is a little different this time around. Although it essentially does the same thing, this time it constantly roams around the map. It costs 950 points to open it and basically you get a random weapon out of it. You have the potential for the ray gun and thunder gun as well as monkey bombs and other weapons you can't buy off the walls.

There are black maps of the level in each room and once you turn the power on a green light will show you what room the MB is currently in. Remember getting the Fire Sale powerup will spawn them in every room and will reduce the price to only 10 points.

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--- 7. Strategies ---

Here is my strategy which I have used with 4 good players to reach round 16 three times. At the end of the round in one game I had upgraded pistols (rockets) and an upgraded ray gun.

Stay in first room until level 5 roughly. Don't buy anything, shoot zombies 6 times then knife to kill. Let some come in for powerups.

At level 5 or 6 (before dogs come preferably) head out the bottom door and into the alley. Buy AK74u, hide in corner by the next door which is a cage gate and kill dogs. After dog round go upstairs into that room. 2 people Guard the stairs. 1 on each of the boarded windows. Stay there until you all have preferably 5 - 7k points.

Continue to theater. Turn on power, link teleporter. If you all have 5k points go up and upgrade your guns. IMO 2 upgraded AKs and 2 upgraded starting pistols (which turn into rockets) is the best. Stay on the stage part of the theater and keep running around, line them up behind you, turn shoot (or cook grenade and throw it down next to you) then keep running. If dogs come all hide in one corner.

Get juggernog. This is vital.

Try for the Mystery Boxes, it's marked as a green dot on the board at the back of theater (and other places). If you get ray gun, sonic gun (forget name) or crossbow, upgrade them. Monkey bombs are good also. From there you can get quick revive and quick reload also.

Work together as a team, try to keep a crawler at the end of each round (zombie with no legs) so you can repair/reload/upgrade etc.

--- Additional strategy courtesy of jtunnat36 ---

Alright guys, I have a much different strategy, got me and three buddies to 23 last night. After 21 the damage multiplier really catches up. The lack of an ultimate gun (ray gun is weak, thunder has low ammo) is really the toughest part. I had both light machine guns, and would go through both clips, just watching a window...anyway, we camp it out in the outside alley, without opening the last chain link door....two people facing double tap area, one facing the ceiling where they jump down, and one at the window, holding one after each map. We have PAP'd most weapons, some are cool, some are effective, but mostly keep your sights on the two light machine guns or galil...if anyone wants me to go more in-depth, by all means let me know....

Alright Gents, I have modified my old strategy and it consistently gets us to levels 25, and 28 once (I was ranked 808 in points on the leaderboards)...from the start room work your way to the speedy cola room. Stay in this area (I had three people) one on each stair, one on both windows, for a coupe rounds. Once you have enough, open the door, go through the dressing room, past the stage (turn power on if you want), and work your way to the outside alley. Once there, your point of camp will be next to the double tap machine. There is only one window for a guy to watch and old every round, and the other two, or three can concentrate on the long pathway, with 90% of the zombies being funnelled through that door. You will have a few jump off the ceiling but they never posed a problem because you're far enough away. Another tip, always start the round outside, if you do no gas crawlers. I must've PaP'd 7 or 8 different guns that game, points aren't a problem. You can also set up a nice corner of claymore, which makes dog rounds free ammo rounds....anymore questions hit me up, GT: Hext666

--- Additional strategy courtesy of spanishbob ---

Shoot 6 times then stab them for max points. It's been this way since the first Zombie map in WaW. Also line zombies up and fire. This allows you to hit the first zombie as well as the zombies behind netting you 10 points for each hit (so 3 zombies equals 30 points from one bullet). Do it 6 times then stab the first zombie. Shoot the second zombie (allowing the bullets to go through and hit the zombie behind him) another 2 times and stab. Then shoot the last zombie once and stab. 9 Bullets, maximum points. It really, really helps gets more points earlier as well as conserving ammo.

The whole lining up a bunch of zombies and shooting the lead 6 times and knifing, then the second one twice and knifing, etc obviously only applies to the first round. On the second round you increase the amount of bullets you put in to the lead zombie and the zombies behind. The same for each additional round.

--- Additional strategy courtesy of sed83 ---

I found a pretty good place to camp for a bit... at least until round 15 and by then u should leave a lone zombie (one with legs and let him start chasing after a teammate, or the new crawling zombie that spits toxic when died) and starts getting perks and good weapons (if u already have then it's time to PaP them).

ok start off in the main lobby... make your way to the theatre via the UPSTAIRS route... you have quite a few doors to open to make sure u save up.

Once at the theatre do your usual bit, getting juggernog, etc... Then open the door near to the claymore / m16 / power switch... run upstairs into the room... head back downstairs to the back alley...

Move to the back of the back alley where double tap root beer is..

There is just 1 window here... have 1 guy watch the only window... 2 guys watch the front near to the mystery box.. But watch out for zombies dropping from above.

last guy stand on the steps but do not open that door, and shoots from there... if gets overrun, open the door at the last resort and start running back to main lobby, up the stairs, rinse and repeat...

--- Additional strategy courtesy of Xepoa ---

I am proud to say I am a true team player. I pack-a-punch the Crossbow and Ballistic knife, grab monkey bombs and all the perks, and always help a downed man (actually, I recently started doing this after I realized how dang useful this tactic truly is). It helps when my partners get Ray guns, for added effect.

Best team:

All have:

Monkey Bombs

Bowie Knife

Pack-a-punched weapons

All perks

P1: Ballistic Knife, Crossbow

P2: Zeuscannon, Ray Gun

P3: Automatic gun, Ray Gun

P4: Automatic gun, Ray Gun

What a lot of people don't understand is that you WANT the gaseous bastards to attack you in the same swarm as the zombies. When they die, their explosion actually kills the zombies, which is quite helpful.

--- Additional strategy courtesy of Dawq902 ---

Me and friends got to round 23 on Kino Der Toten and 18 on "Five".

Kino Der Toten Strategy:

Rounds 1 - 3: use the knife only. Only use the pistol on round 3 if it's necessary. Do not buy any weapons in the room.

Round 4: Use the knife and pistol to get maximum points

Round 5: Open the upstairs door and the door in that room and go down the small flight of stairs into the room where you can buy the stakeout and MP40. Buy the stakeout for 1500 and have one or two people cover the door you opened and the rest cover the 3 windows. DO NOT leave this room before dogs. The stakeout is a 1 hit dog kill. You should also reload it every chance you have just to be safe. After dogs you can either get points for another round or two or open the door into the dressing room and the one into the stage. If you have found the box buy now use it and attempt to get some good weapons. If not go into the stage and turn on the power. This turns on all the perks and shows you where the box is. Once you know where the box is (if you have not found it by this point) go to it and buy weapons until you get a Ray Gun and RPK or run out of money. NEVER OPEN THE DOOR NEAR THE DOUBLE TAP PERK. If you do this you will lose. From the stage you should open the door to the metal staircase and then the gate into the alley with the AK74 U if the box is there. If not save your points for the box and perks.

Holdout Strategy: Very simple. 2 guys watch front. 2 guys watch windows.

TIP: You should get the perks in this order 1. Jug 2. Speed Cola 3. Quick Revive 4. Double Tap

Round 10 (Most Important): By round 10 you should be safely in the room with the MPL and the fire trap. It is off of the main lobby. NEVER open the door in the back right corner of the room. This is the room where you will hold out for the rest of the game. This has safely got me and friends to round 23 twice, the 2nd time with the box glitch happening from round 19 - 23 and only having one Ray Gun.

From round 10 onwards you should be able to rack up points and make a crawling zombie at one of the windows with a grenade. Once you have that solo crawler you can go around to the box, buy perks and eventually upgrade your weapons at the pack-a-punch.

TIPS: it would be ideal for everyone to have an upgraded Ray Gun and RPK as soon as possible. I know this is not always possible though. You will have to figure out what guns would make good substitutions. I do not recommend keeping an upgraded HK21 long. It is significantly worse than the RPK.

Keep Ray Gunners watching the front door.

Conserve ammo as best as possible!

Grab power ups at the last possible second if possible to make them more effective.

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-Silent--Death-
Posted 11/19/2010 6:27:10 PM
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--- 8. Tips ---

-Get a mic and use it

-Repair windows when you can, hold X on them, you get 10 points per board you repair (although there is a max number of points you can earn from doing this per each round so keep this in mind)

-In the first room (lobby) there are 4 windows: 1 upstairs, 1 at the back, 1 by the shotgun on the wall and 1 by the teleporter. If you have 4 people playing that means 1 per each window. Stay at your own window

-Do not come over to my window and fire about 4 shotgun rounds into the level 1 zombies that I was waiting to knife

-Shoot a zombie 5 or 6 times with the pistol then knife him (especially for early zombies) for max points

-Let some zombies in for powerups (2x points, insta kill etc)

-Try to leave a zombie or (preferably) a crawler, which is a zombie with no legs, at the end of each round so you can reload/repair/buy/upgrade/ etc

-Learn what the powerups are and when to use them, eg tell everyone to reload before getting max ammo, let a lot of zombies in before using the nuke etc

-Remember there are traps and turrets if you get really stuck. The room upstairs above the alleyway is really good for locking yourself in behind the traps if you need to

-RUN AROUND. You are faster than the zombies. I find the best places to run around and get a "train" going is on the theater stage, the room with the mounted machine gun (Not the theater) or even the stairs in the first room, the lobby, although those stairs are quite narrow and you can get stuck on the stuff in the middle of the room

-If you have never played zombies before, which I know many probably haven't, then play solo first to get used to it

--- Additional Tips courtesy of whiteboygene ---

-You only get a certain amount of repair points for each wave. It increases with each wave, but know you can only get 40 on wave 1, so repairing more than four boards on wave 1 is pointless.

-KNIFE in the earlier rounds and use your pistol. Don't be that guy stealing everyone's zombies with the Olympia. If you do plan to stay in the starting room until wave 4-6, be a smart gamer and buy the M14, not the Olympia.

-You get 60 points for killing a zombie with a gun, 100 for a headshot, and 130 if you finish them off with a knife. Use this knowledge to your advantage, headshots are important.

-Zombies die in one knife slash on the first round, two in the second, three in the third and fairly soon after that your knife will be next to useless.

-Instead of just killing zombies with whatever weapons you have, try to maximize your points. Using automatic weapons to get headshots is much more effective than shotguns, snipers, ray guns, etc.

-In the earlier rounds if you can gather zombies up and control them in a group line them up and start firing off your pistol into the mob. Your rounds will penetrate and you will get +10 points for each zombie your bullet hits. Finish off the one in the front of the line with your knife and repeat. Using this method with a 2x points will net you a lot of points.

-As -Silent—Death- said, learn to use the power-ups effectively. DON'T GET THEM at the very last part of the wave, try to save them until the last second to maximize their effectiveness. Also don't go rushing madly into a pile of zombies just because you see a bomb, you will more than likely go down before you are able to get the powerup. If this happens, you can still pick up the powerup while you are downed by scooting towards it, but you will lose your perks by going down and also miss out on the ammo/points rewarded by the powerup.

-Reach for Juggernog tonight! - But only if you have a decent gun and the points to do so. Additional perks that are very helpful are Quick Revive and then Speed Cola, although I can't explain how much it sucks to lose all three when going down.

-Run facing forward, don't be the 10,000th guy I've seen get backed up into a corner or pile of zombies because he was backing up the whole time. Watch where you are moving.

-If the **** hits the fan, start RUNNING AWAY or go to the teleporter. Do not try and put your back to a wall and hold out because you will die. Throw a monkey if you have them and RUN around the map. Use your speed to your advantage and try to learn how to not get cornered.

-Sometimes bad **** happens and there is nothing you can do. Try not to play the blame game unless someone is belligerently being a terrible player.

-Don't expect your teammates to revive you if you go down in the middle of everything in the beginning of a wave, if there are no monkeys and no one has quick revive, you're pretty much screwed.

-This applies to the above, don't jump into a pile of zombies just to revive a teammate because you feel bad for them losing their new pack-a-punched weapon, it sucks, but it's not worth losing your own perks over, much less your life.

-If you are holding Monkeys are you see a Max Ammo powerup, THROW ALL MONKEYS (as well as anyone else on your team that has them) and then go pick it up, after everyone has reloaded of course.

-If you are out of ammo with a good gun and you have the points to Pack-a-Punch, do it! You will get all that ammo back, and most likely more.

-DON'T pick up Max Ammo's when a teammate is down unless there is no option.

-Knife as much as you can when Insta-Kill is on, but don't get yourself killed in the process.

-When you are running into a tight space, the man at the front of the line should be the man with the Thunder Gun/Zeus Cannon. Give him backup when he needs to reload.

-Fire sale makes the mystery boxes appear in all locations and you can hit them for 10 points a pop, but don't get yourself killed.

--- Additional Tips courtesy of GTTFOS ---

-Everyone will eventually go down, that's just how zombies is. So there really isn't any better weapon than the upgraded ballistic knife. Shoot it at a downed ally and they're instantly revived.

-Upgraded crossbow works similar to monkey bombs, just with more ammo and a shorter fuse.

-Upgraded AUG gets an underbarrel shotgun attachment, which makes it a good weapon vs dogs as well.

-Quick Revive in solo play costs 500 and will auto-revive you when you're downed.

-As far as I'm concerned, the MP5K is just as good as the AK74u for zombie killing. I take the top path because by the time I get to the power, I have a path to speed cola already open. I generally use the pistol / knife / grenades exclusively until I can afford to get all the way to the MP5K, then use that to get enough money for juggernog, turn on the power and get it, then save up for speed cola.

-The ballistic knife is GREAT. I was killing zombies, crawlers and dogs in 2 hits every round, and when upgraded you can shoot downed teammates for an instant revive. I'm not sure how long it stays a 2 hit kill but we were like round 15 or so when we went down.

--- Additional Tips courtesy of askansir ---

-When you turn on the power, every vaulted-ceiling room that you enter will have something smashing holes in the ceiling; this is where the teethies come in from. So, in both Five and Kino, no teethies until the power is on. There are much less Teethies in Five.

-The Bowie knife stops being a 1HK on round 10.

-After you TP, you may get into weird rooms, look for items to pick up like 'sale' icons, 'death machine' icons and reels of film for the projector (go to projector and hit X to enter new reel).

--- Additional Tips courtesy of WiinolikePS3 ---

-knifing or killing the Gas Zombies with a Wunderweapon (PaPunched weapons, Thundergun, Ray Gun) will cause them to die without exploding. This makes the Bowie knife very useful for a bit, but keep in mind that it'll become a two-knife kill around round 15.

--- Additional Tips courtesy of xXToxic_D3m0nXx ---

-If you have 2 people in a room with upgraded ballistic knives and bowie knife. Make them watch the window. BK takes to hits to kill a zombie. Thus saving much ammo and your safe behind the window. Not only that they swing faster. Plus they also insta revive someone from a distance. The best damn weapon in my OP.

-The crossbow winch is another godly gun. Upgraded CB acts as a monkeybomb. The zombies will follow them. The AUG upgraded is a bad ass gun. Not only that it has a masterkey attachment that is godly as well.

-Upgrading the pistol is fine, but is stupid at later levels. With the crawler zombies running about and the smoke from the explosions it's hard to see the crawler zombies you made with your pistol thru the smoke. They sneak up on you and kill you.

-The RPK upgraded is an awesome gun all away around. At level 19 I ran around the map using all ammo to finish the level. With four people having that gun there is no excuse to run about of ammo with 2 people watching the window with BK. When you run out of the RPK witch places if you have the aug or BK.).

--- Additional Tips courtesy of WiinolikePS3 ---

-RPK upgraded blows after about wave 25 when playing with four people. I used all of the ammo in it within one round. The HK is much better, especially with double tap.

-The upgraded ballistic knife is not that helpful. There will pretty much never be a situation in which you can use it and both 1) survive using it and 2) have the person you revived survive.

-The upgraded crossbow, while cool, runs out of ammo way too fast so it's pretty much useless as well later on.

-We got to 27 with four players last night. Would've made it further but the damn zombies wouldn't drop ammo for us. We held out in the downstairs room that you can open at the beginning for 750. If you don't open the door in the back it's a great place to stay for awhile. Once it hits the fan, you can open the back door and just start running.

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--- 9. FAQ ---

Q: Which spot is best to run away from the zombies without getting trapped?

A: Don't think of it as "running away" but rather running around. Any place with plenty of room. My personal favourite is the stage in the theater room; keep running around in big circles, letting the zombies form a train behind you.

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Q: How long should I stay in the first room? I normally only stay for around 3 rounds because then the zombies start pouring in.

A: Me personally - 5 or 6 rounds depending on when the dogs come. I don't like being in there if the dogs come because I normally still only have my pistol, as do my teammates. Aim for at least round 4 before heading out to ensure plenty of points.

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Q: What is the best shotgun?

A: I'm going to say the one in the room with the mounted machine gun (not the theater). I personally don't like the one in the lobby.

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Q: What is the "pack-a-punch"? Is it BO only, what is juggernaut and speed cola, how do I get all of these?

A: See above for Pap. Juggernog and speed cola are simply perks like in multiplayer. Except you buy them with your points out of the machines (like soda machines) and you lose them if you are downed. Juggernog is like juggernaught, you can take extra hits, and speed cola is light sleight of hand, faster reload.

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Q: Do you have a map of Kino?

A: I take NO credit for this, but this site has one as well as some other useful information.

You must login or register to view this content.

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Q: I need help with "Five"

A: I take NO credit for this, but here is a video on the basic tactics to use in the map "Five".



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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.


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.

Round 01 = 150
Round 02 = 250
Round 03 = 350
Round 04 = 450
Round 05 = 550
Round 06 = 650
Round 07 = 750
Round 08 = 850
Round 09 = 950
Round 10 = 1045
Round 11 = 1150
Round 12 = 1264
Round 13 = 1391
Round 14 = 1530
Round 15 = 1683
Round 16 = 1851
Round 17 = 2036
Round 18 = 2240
Round 19 = 2464
Round 20 = 2710
Round 30 = 7030
Round 40 = 18234
Round 50 = 47295
Round 60 = 122673
Round 70 = 318183
Round 100 = 5552108 (5.5 million health)


Number of Zombies Per Round:

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

The maximum number of zombies is 24 for one player.
+6 for each extra player.

From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.

Between rounds 5 and 9, there will be 24 (+6 per player) zombies.

At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)

Example of a two player game:
Round 16 * 0.15 = 2.4
2.4 * 30 = 72 zombies


Weapon Damage Data:

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 (~,~)

wilmer007's explanation to weapon damage- MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.
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General Strategies

1) For the first 3 rounds, use your pistol and knife. You do NOT need to buy a gun at this point. Here is the general damage needed to kill a zombie for the first 3 rounds...

Round 1 = 1 knife, 2-3 headshots, or roughly 5 body shots with a pistol.
Round 2 = 2 knife hits, 3-5 headshots, or roughly 6-9 body shots.
Round 3 = 3 knife hits, 4-7 headshots, or roughly 8-12 body shots.

Also, try to get collaterals whenever possible (no matter what the gun is.) Shooting through 2 or more zombies at once gives you more points and kills zombies faster. Do it!

2) Let SOME zombies into the room. Do this for at least the first few rounds. After round 5-6 though, I would recommend not letting them in as you increase your chance of getting overwhelmed. They have the potential to drop power ups and they also let you rebuild the windows (which gives you points.) This technique isn’t really recommended if you are playing with random people, as they will try to steal your kills or wonder WTF you are doing.

3) After the 3rd round buy a gun and if possible, move to a new location. Depending on how many team mates you have, the level of difficulty will decrease substantially.

4) ALWAYS LEAVE A LEGLESS ZOMBIE AT THE END OF EACH ROUND! This is the best thing you can do in zombies. To make them legless, cook a grenade for about 2-3 seconds and throw it at their feet. It'll blow them off and will slow them down greatly. Let them crawl around while you rebuild windows, buy perks, and try the mystery box. Also use this time to coordinate with your team if possible to decide on where to go next. If for some reason it kills the zombie or doesn’t blow his legs off - forget about it and try to repair as many windows as you can before the next round. This doesn’t happen too often but it does happen.

5) Always make sure somebody is covering all areas at all times. Too many times have I died because somebody wasn't watching a single window with one zombie. That's all it takes for a game over people. Coordinate with your team!

6) If you are playing solo, keep mobile and try to watch behind you at all times. Always do a quick turn around when killing zombies to make sure they aren't sneaking up behind you. They WILL do this.

7) Repair windows while killing zombies. You can stand at a window with zombies, repair it, and shoot them all at the same time. This helps extremely well when there are numerous zombies coming at you. Also, you do NOT have to face the window you are repairing! Turn around and kill some zombies while you are repairing. Just make sure one doesn't sneak up to the window and grab you.

Cool Man (aka Tustin) When dogs come, keep mobile and back into a corner when you get overwhelmed. Dogs randomly spawn and with that said, the more you move, the better chance you have of them not spawning behind you. However I do recommend staying in one room for the majority of the dog round. The only time you should leave the room is if you get so overwhelmed that you have no chance of kill them all and when you run out of the room, you had better RUN. Also make sure you have a "safe" corner available in case you do get overwhelmed.

9) RELOAD BEFORE PICKING UP A MAX AMMO POWER UP! This is simple. If you do this, you will have more ammo. One extra clip of ammo makes a difference.

10) Buy Juggernog before using the mystery box if possible. This is easily the best drink in the game. You can go from taking 2 hits until death to taking sometimes up to 4-5 hits before death! This makes the game so much easier when you get over run with zombies from every direction.
Bolt_Action
Posted 11/17/2010 1:23:17 PM
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11) Pack-a-Punch is your friend. Some guns are worthless until you put them in the PaP. Items like the crossbow and ballistic knife become extremely useful after you upgrade them. Most guns usually get stronger, shoot faster, add a precision sight, and reload quicker after they have been upgraded! I’m not going to tell you which guns to use/upgrade as each one has its own benefits; it depends on your play style to be honest.

12) Claymores/Bouncing Betties/Bowie Knife/TrapsBuy these as soon as you have a decent weapon. Lay claymores/betties as soon as you can and put them at “retreat” points. Don’t randomly put them in the open. Use them at chokepoints to ensure you get the most zombies with the blast. Buy the Bowie Knife. It will save you more than you think. As for traps, activate them at the beginning of the round if you feel like you are going to be overrun due to having a bad gun or whatever the case is. Don’t be stingy with your points!

13) You do NOT have to open every door! Sometimes, yes - you have to open every door to get to the mystery box or get a perk. Most of the time however, you do not. The more doors open = more windows to cover = more zombies to watch = better chance of you getting overrun/flanked. It is sometimes better to leave a door unopened so that you can retreat to that room as a last stand.

14) Power-ups. They last for roughly 30 seconds and sometimes they drop consistently. Sometimes they rarely drop! It’s all chance. Here are the power-ups…

a) Nuke - Looks like a blimp, kills every zombie currently on the map. Only pick this up when you are getting overrun. Otherwise it will kill everything and start the next round. You need to use that time to repair windows/keep a legless zombie!

b) Hammer - Repairs every window on the map. This is something you want to pick up if there are a decent number of zombies on the map. This thing can save your life. Otherwise, just leave it and repair the windows manually so you get the points.

c) Skull - Instant kill. This makes everything a one shot kill including the knife. Pick this up ASAP. You can literally just run around knifing all the zombies (unless you are surrounded or trapped in a corner.) The best technique is to run up and knife the zombie then jump back quickly. This ensures you do not get hit.

d) 2x - Double points. Honestly what is there to explain? You get double the amount of points for the whole time this is active.

e) Price tag aka Bargain sale - this makes the mystery box only cost 10 points to use! Extremely useful.

15) Use the teleporter(s)! These things instantly move you from one location to another. They can and will save your life. On Kino Der Toten there is only one and you have to reset it after every use. However, it puts you in a safe room where you can look down at the zombies and kill them from afar. It last about one minute. On “Five” there are numerous teleporters which take you to differing locations. Use these to escape giant flocks of enemies.
Bolt_Action
Posted 11/17/2010 1:23:55 PM
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16) Know which enemy you are facing. The zombies come in 3 varieties - Regular, Runner, and Legless. The other enemies are the dogs and the crawlers. Zombies you should be used to by now. The dogs spawn in lightning flashes and wont run at you until they see you. Easily taken out with a shotgun. The crawlers explode when you kill them and emit nova gas which stuns you/hurts you when you kill them as well. However, if you knife them or use the ray gun on them they will NOT emit anything!

17) Buy all the perks when you can afford it. Speedy Cola, Juggernog, Quick Revive, and Double Tap are all extremely useful. SC = faster reloads, JUG = more health, QR = quicker revive of teammates and also revives you by itself if you are playing single player, DT = faster shooting. There is simply nothing better than having a PaP’d weapon along with all the perks. You will almost be unstoppable!

1Cool Man (aka Tustin) If you can’t revive your teammate in time, leave him be. Having one senseless death is a bad thing. Having two makes it 100x worse. Yes, it sucks dying and losing all your perks/guns. But you CAN come back from that if you have a coherent group that knows what they’re doing. If for some reason you die and don’t get revived, you will respawn the next round without anything except for your pistol. When the last zombie is killed, you will respawn where your surviving teammate(s) is. IMMEDIATELY buy Juggernog, Get a gun off the wall, and haul ass to the teleporter. That is the best thing you can do. Stay close to your team and retreat to your “safe room” if you have to.

19) MonkeyBomb/Ray Gun/Thunder Gun. If you get these out of the mystery box, keep them and upgrade them. Monkeybombs are a lure for zombies (the upgraded crossbow has the same effect) and should be used as a last resort to retreat. The Ray Gun and Thunder Gun are the most powerful weapons in zombies. These things kill everything! However - DO NOT WASTE THE AMMO! You don’t want to shoot the Ray Gun when there is only 1 or 2 zombies left. Knife them or shoot them with your other gun.

20) Practice and learn the maps. What else is there to be said? You aren’t going to dominate the first time you play a map. Learn the best rooms to camp up in, learn where all the machines/traps/perks/weapons are, and learn where zombies come from.

Thanks goes out to officepimps, seoulspirit, jarule, morlock30, Sephivengeance9, Burst_Stream, and BluePlasmaxyz,
jarule, wilmer007, Bolt_Action, -Silent--Death-.
~
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The following 2 users say thank you to Snickers- for this useful post:

iloveyou2, RaStA_iLLuZioNz
03-29-2011, 02:42 AM #2
RaStA_iLLuZioNz
Pokemon Trainer
holy shit great job man
03-29-2011, 03:24 AM #3
Country Boy
Climbing up the ladder
good post and good plan
03-29-2011, 09:53 AM #4
Assassin
Easter Egg!
Originally posted by XSnOoKiX View Post
---

--- Table of Contents ---

1. Introduction

2. Brief overview of Zombies

3. Turning the power on

4. Teleporter

5. The Mystery Box

6. Pack a Punch Machine

7. Strategies (6 varieties)

8. Tips

9. FAQ

---

--- 1. Introduction ---

Basically one of my first posts on the Black Ops forums was a rant about my experiences playing Zombies online. With complete strangers who didn't talk and didn't know exactly what they were doing I was constantly only making it to rounds 5 or so. Now some people are already very good, so this is more just a guide for those that are new to the zombies, or for those that want to get to higher rounds using the strategies posted further down. This is more a "how to play" rather than me explaining what and where everything is, maybe I'll include all that (Weapons, perks etc) in the future. I wrote and answered everything myself unless otherwise stated just from the games I've had so far. There is room for improvement and there may be a few mistakes so please let me know if you want to know anything or feel something could be improved. Fixed a few things in v1.2 and added plenty of tips and strategies from everyone that contributed, so really this has become a community guide.

---

--- 2. Brief overview of zombies ---

Zombie mode was first introduced in World at War and has made its return now in Black Ops. It has three maps: Kino der Toten, Five and Dead Ops Arcade. Kino is unlocked from the start, Five once you beat the game and Dead Ops by entering a code in the computer on the main menu. Note that Five can also be unlocked using the computer. This guide will focus mainly on Kino Der Toten, however the tips can be used on Five as well.

---

--- 3. Turning the power on ---

Turning the power on allows you to use the teleporter to upgrade your guns, buy perks, locate Mystery Boxes easily and activate traps.

The cheapest and quickest way to the theater, which is where you turn the power on, is the downstairs way, ie through the alleyway.

The power room is the theater. The Pack a Punch room is above the theater. Going the downstairs way - Open bottom door from lobby, open door to alley, open chain fence to upstairs room - open door to stairway – down the stairs and then onto the stage of the theater. Turn switch on wall to turn power on. The curtains will then open and the gas crawling type zombies will spawn from then on in. It does not cost to turn the power on.

---

--- 4. Teleporter ---

You can only use the Teleporter once the power is on. Once the power is on, press X on the teleporter pad in the theater then run (or get a teammate to) through the now open door to the lobby and press X on the telepad in there too (remember it from the very start, you spawned on it) and this will link them up. Then go back to the original teleporter in the theater (power room) and use it. It will take you into a (safe) room above the theater; the Pack A Punch room where you can use the Pack a Punch (see below).

All 4 of your team can use the teleporter at once and this is especially useful if you are downed to crawl onto it and let a teammate teleport up with you to safely revive you. The teleporter has a cool down time after using it however.

---

--- 5. Pack A Punch Machine ---

This is probably one of the most useful things in the entire zombie game if you want to do well. The Pack a Punch Machine (PaP) costs 5000 points (so save up before using the teleport) and what it does it you put one weapon in it of your choice and you then get it back upgraded and much more effective.

For example, the AK74u gains a sight, and "laser" bullets and sounds. As well as doing a lot more damage. The starting pistol turns into twin rocket launchers, upgrading the crossbow will draw zombies to it before exploding etc. Once you are in the PaP room you only have a limited time before you are teleported out again, so be smart about it. You can also buy and throw grenades down into the theater.

You can have two upgraded guns at once if you have enough points to afford it. And it also gives you new ammo if your gun is empty when you upgrade it.

---

--- 6. The Mystery Box ---

The Mystery Box (MB) is a little different this time around. Although it essentially does the same thing, this time it constantly roams around the map. It costs 950 points to open it and basically you get a random weapon out of it. You have the potential for the ray gun and thunder gun as well as monkey bombs and other weapons you can't buy off the walls.

There are black maps of the level in each room and once you turn the power on a green light will show you what room the MB is currently in. Remember getting the Fire Sale powerup will spawn them in every room and will reduce the price to only 10 points.

---

--- 7. Strategies ---

Here is my strategy which I have used with 4 good players to reach round 16 three times. At the end of the round in one game I had upgraded pistols (rockets) and an upgraded ray gun.

Stay in first room until level 5 roughly. Don't buy anything, shoot zombies 6 times then knife to kill. Let some come in for powerups.

At level 5 or 6 (before dogs come preferably) head out the bottom door and into the alley. Buy AK74u, hide in corner by the next door which is a cage gate and kill dogs. After dog round go upstairs into that room. 2 people Guard the stairs. 1 on each of the boarded windows. Stay there until you all have preferably 5 - 7k points.

Continue to theater. Turn on power, link teleporter. If you all have 5k points go up and upgrade your guns. IMO 2 upgraded AKs and 2 upgraded starting pistols (which turn into rockets) is the best. Stay on the stage part of the theater and keep running around, line them up behind you, turn shoot (or cook grenade and throw it down next to you) then keep running. If dogs come all hide in one corner.

Get juggernog. This is vital.

Try for the Mystery Boxes, it's marked as a green dot on the board at the back of theater (and other places). If you get ray gun, sonic gun (forget name) or crossbow, upgrade them. Monkey bombs are good also. From there you can get quick revive and quick reload also.

Work together as a team, try to keep a crawler at the end of each round (zombie with no legs) so you can repair/reload/upgrade etc.

--- Additional strategy courtesy of jtunnat36 ---

Alright guys, I have a much different strategy, got me and three buddies to 23 last night. After 21 the damage multiplier really catches up. The lack of an ultimate gun (ray gun is weak, thunder has low ammo) is really the toughest part. I had both light machine guns, and would go through both clips, just watching a window...anyway, we camp it out in the outside alley, without opening the last chain link door....two people facing double tap area, one facing the ceiling where they jump down, and one at the window, holding one after each map. We have PAP'd most weapons, some are cool, some are effective, but mostly keep your sights on the two light machine guns or galil...if anyone wants me to go more in-depth, by all means let me know....

Alright Gents, I have modified my old strategy and it consistently gets us to levels 25, and 28 once (I was ranked 808 in points on the leaderboards)...from the start room work your way to the speedy cola room. Stay in this area (I had three people) one on each stair, one on both windows, for a coupe rounds. Once you have enough, open the door, go through the dressing room, past the stage (turn power on if you want), and work your way to the outside alley. Once there, your point of camp will be next to the double tap machine. There is only one window for a guy to watch and old every round, and the other two, or three can concentrate on the long pathway, with 90% of the zombies being funnelled through that door. You will have a few jump off the ceiling but they never posed a problem because you're far enough away. Another tip, always start the round outside, if you do no gas crawlers. I must've PaP'd 7 or 8 different guns that game, points aren't a problem. You can also set up a nice corner of claymore, which makes dog rounds free ammo rounds....anymore questions hit me up, GT: Hext666

--- Additional strategy courtesy of spanishbob ---

Shoot 6 times then stab them for max points. It's been this way since the first Zombie map in WaW. Also line zombies up and fire. This allows you to hit the first zombie as well as the zombies behind netting you 10 points for each hit (so 3 zombies equals 30 points from one bullet). Do it 6 times then stab the first zombie. Shoot the second zombie (allowing the bullets to go through and hit the zombie behind him) another 2 times and stab. Then shoot the last zombie once and stab. 9 Bullets, maximum points. It really, really helps gets more points earlier as well as conserving ammo.

The whole lining up a bunch of zombies and shooting the lead 6 times and knifing, then the second one twice and knifing, etc obviously only applies to the first round. On the second round you increase the amount of bullets you put in to the lead zombie and the zombies behind. The same for each additional round.

--- Additional strategy courtesy of sed83 ---

I found a pretty good place to camp for a bit... at least until round 15 and by then u should leave a lone zombie (one with legs and let him start chasing after a teammate, or the new crawling zombie that spits toxic when died) and starts getting perks and good weapons (if u already have then it's time to PaP them).

ok start off in the main lobby... make your way to the theatre via the UPSTAIRS route... you have quite a few doors to open to make sure u save up.

Once at the theatre do your usual bit, getting juggernog, etc... Then open the door near to the claymore / m16 / power switch... run upstairs into the room... head back downstairs to the back alley...

Move to the back of the back alley where double tap root beer is..

There is just 1 window here... have 1 guy watch the only window... 2 guys watch the front near to the mystery box.. But watch out for zombies dropping from above.

last guy stand on the steps but do not open that door, and shoots from there... if gets overrun, open the door at the last resort and start running back to main lobby, up the stairs, rinse and repeat...

--- Additional strategy courtesy of Xepoa ---

I am proud to say I am a true team player. I pack-a-punch the Crossbow and Ballistic knife, grab monkey bombs and all the perks, and always help a downed man (actually, I recently started doing this after I realized how dang useful this tactic truly is). It helps when my partners get Ray guns, for added effect.

Best team:

All have:

Monkey Bombs

Bowie Knife

Pack-a-punched weapons

All perks

P1: Ballistic Knife, Crossbow

P2: Zeuscannon, Ray Gun

P3: Automatic gun, Ray Gun

P4: Automatic gun, Ray Gun

What a lot of people don't understand is that you WANT the gaseous bastards to attack you in the same swarm as the zombies. When they die, their explosion actually kills the zombies, which is quite helpful.

--- Additional strategy courtesy of Dawq902 ---

Me and friends got to round 23 on Kino Der Toten and 18 on "Five".

Kino Der Toten Strategy:

Rounds 1 - 3: use the knife only. Only use the pistol on round 3 if it's necessary. Do not buy any weapons in the room.

Round 4: Use the knife and pistol to get maximum points

Round 5: Open the upstairs door and the door in that room and go down the small flight of stairs into the room where you can buy the stakeout and MP40. Buy the stakeout for 1500 and have one or two people cover the door you opened and the rest cover the 3 windows. DO NOT leave this room before dogs. The stakeout is a 1 hit dog kill. You should also reload it every chance you have just to be safe. After dogs you can either get points for another round or two or open the door into the dressing room and the one into the stage. If you have found the box buy now use it and attempt to get some good weapons. If not go into the stage and turn on the power. This turns on all the perks and shows you where the box is. Once you know where the box is (if you have not found it by this point) go to it and buy weapons until you get a Ray Gun and RPK or run out of money. NEVER OPEN THE DOOR NEAR THE DOUBLE TAP PERK. If you do this you will lose. From the stage you should open the door to the metal staircase and then the gate into the alley with the AK74 U if the box is there. If not save your points for the box and perks.

Holdout Strategy: Very simple. 2 guys watch front. 2 guys watch windows.

TIP: You should get the perks in this order 1. Jug 2. Speed Cola 3. Quick Revive 4. Double Tap

Round 10 (Most Important): By round 10 you should be safely in the room with the MPL and the fire trap. It is off of the main lobby. NEVER open the door in the back right corner of the room. This is the room where you will hold out for the rest of the game. This has safely got me and friends to round 23 twice, the 2nd time with the box glitch happening from round 19 - 23 and only having one Ray Gun.

From round 10 onwards you should be able to rack up points and make a crawling zombie at one of the windows with a grenade. Once you have that solo crawler you can go around to the box, buy perks and eventually upgrade your weapons at the pack-a-punch.

TIPS: it would be ideal for everyone to have an upgraded Ray Gun and RPK as soon as possible. I know this is not always possible though. You will have to figure out what guns would make good substitutions. I do not recommend keeping an upgraded HK21 long. It is significantly worse than the RPK.

Keep Ray Gunners watching the front door.

Conserve ammo as best as possible!

Grab power ups at the last possible second if possible to make them more effective.

---

-Silent--Death-
Posted 11/19/2010 6:27:10 PM
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--- 8. Tips ---

-Get a mic and use it

-Repair windows when you can, hold X on them, you get 10 points per board you repair (although there is a max number of points you can earn from doing this per each round so keep this in mind)

-In the first room (lobby) there are 4 windows: 1 upstairs, 1 at the back, 1 by the shotgun on the wall and 1 by the teleporter. If you have 4 people playing that means 1 per each window. Stay at your own window

-Do not come over to my window and fire about 4 shotgun rounds into the level 1 zombies that I was waiting to knife

-Shoot a zombie 5 or 6 times with the pistol then knife him (especially for early zombies) for max points

-Let some zombies in for powerups (2x points, insta kill etc)

-Try to leave a zombie or (preferably) a crawler, which is a zombie with no legs, at the end of each round so you can reload/repair/buy/upgrade/ etc

-Learn what the powerups are and when to use them, eg tell everyone to reload before getting max ammo, let a lot of zombies in before using the nuke etc

-Remember there are traps and turrets if you get really stuck. The room upstairs above the alleyway is really good for locking yourself in behind the traps if you need to

-RUN AROUND. You are faster than the zombies. I find the best places to run around and get a "train" going is on the theater stage, the room with the mounted machine gun (Not the theater) or even the stairs in the first room, the lobby, although those stairs are quite narrow and you can get stuck on the stuff in the middle of the room

-If you have never played zombies before, which I know many probably haven't, then play solo first to get used to it

--- Additional Tips courtesy of whiteboygene ---

-You only get a certain amount of repair points for each wave. It increases with each wave, but know you can only get 40 on wave 1, so repairing more than four boards on wave 1 is pointless.

-KNIFE in the earlier rounds and use your pistol. Don't be that guy stealing everyone's zombies with the Olympia. If you do plan to stay in the starting room until wave 4-6, be a smart gamer and buy the M14, not the Olympia.

-You get 60 points for killing a zombie with a gun, 100 for a headshot, and 130 if you finish them off with a knife. Use this knowledge to your advantage, headshots are important.

-Zombies die in one knife slash on the first round, two in the second, three in the third and fairly soon after that your knife will be next to useless.

-Instead of just killing zombies with whatever weapons you have, try to maximize your points. Using automatic weapons to get headshots is much more effective than shotguns, snipers, ray guns, etc.

-In the earlier rounds if you can gather zombies up and control them in a group line them up and start firing off your pistol into the mob. Your rounds will penetrate and you will get +10 points for each zombie your bullet hits. Finish off the one in the front of the line with your knife and repeat. Using this method with a 2x points will net you a lot of points.

-As -Silent—Death- said, learn to use the power-ups effectively. DON'T GET THEM at the very last part of the wave, try to save them until the last second to maximize their effectiveness. Also don't go rushing madly into a pile of zombies just because you see a bomb, you will more than likely go down before you are able to get the powerup. If this happens, you can still pick up the powerup while you are downed by scooting towards it, but you will lose your perks by going down and also miss out on the ammo/points rewarded by the powerup.

-Reach for Juggernog tonight! - But only if you have a decent gun and the points to do so. Additional perks that are very helpful are Quick Revive and then Speed Cola, although I can't explain how much it sucks to lose all three when going down.

-Run facing forward, don't be the 10,000th guy I've seen get backed up into a corner or pile of zombies because he was backing up the whole time. Watch where you are moving.

-If the **** hits the fan, start RUNNING AWAY or go to the teleporter. Do not try and put your back to a wall and hold out because you will die. Throw a monkey if you have them and RUN around the map. Use your speed to your advantage and try to learn how to not get cornered.

-Sometimes bad **** happens and there is nothing you can do. Try not to play the blame game unless someone is belligerently being a terrible player.

-Don't expect your teammates to revive you if you go down in the middle of everything in the beginning of a wave, if there are no monkeys and no one has quick revive, you're pretty much screwed.

-This applies to the above, don't jump into a pile of zombies just to revive a teammate because you feel bad for them losing their new pack-a-punched weapon, it sucks, but it's not worth losing your own perks over, much less your life.

-If you are holding Monkeys are you see a Max Ammo powerup, THROW ALL MONKEYS (as well as anyone else on your team that has them) and then go pick it up, after everyone has reloaded of course.

-If you are out of ammo with a good gun and you have the points to Pack-a-Punch, do it! You will get all that ammo back, and most likely more.

-DON'T pick up Max Ammo's when a teammate is down unless there is no option.

-Knife as much as you can when Insta-Kill is on, but don't get yourself killed in the process.

-When you are running into a tight space, the man at the front of the line should be the man with the Thunder Gun/Zeus Cannon. Give him backup when he needs to reload.

-Fire sale makes the mystery boxes appear in all locations and you can hit them for 10 points a pop, but don't get yourself killed.

--- Additional Tips courtesy of GTTFOS ---

-Everyone will eventually go down, that's just how zombies is. So there really isn't any better weapon than the upgraded ballistic knife. Shoot it at a downed ally and they're instantly revived.

-Upgraded crossbow works similar to monkey bombs, just with more ammo and a shorter fuse.

-Upgraded AUG gets an underbarrel shotgun attachment, which makes it a good weapon vs dogs as well.

-Quick Revive in solo play costs 500 and will auto-revive you when you're downed.

-As far as I'm concerned, the MP5K is just as good as the AK74u for zombie killing. I take the top path because by the time I get to the power, I have a path to speed cola already open. I generally use the pistol / knife / grenades exclusively until I can afford to get all the way to the MP5K, then use that to get enough money for juggernog, turn on the power and get it, then save up for speed cola.

-The ballistic knife is GREAT. I was killing zombies, crawlers and dogs in 2 hits every round, and when upgraded you can shoot downed teammates for an instant revive. I'm not sure how long it stays a 2 hit kill but we were like round 15 or so when we went down.

--- Additional Tips courtesy of askansir ---

-When you turn on the power, every vaulted-ceiling room that you enter will have something smashing holes in the ceiling; this is where the teethies come in from. So, in both Five and Kino, no teethies until the power is on. There are much less Teethies in Five.

-The Bowie knife stops being a 1HK on round 10.

-After you TP, you may get into weird rooms, look for items to pick up like 'sale' icons, 'death machine' icons and reels of film for the projector (go to projector and hit X to enter new reel).

--- Additional Tips courtesy of WiinolikePS3 ---

-knifing or killing the Gas Zombies with a Wunderweapon (PaPunched weapons, Thundergun, Ray Gun) will cause them to die without exploding. This makes the Bowie knife very useful for a bit, but keep in mind that it'll become a two-knife kill around round 15.

--- Additional Tips courtesy of xXToxic_D3m0nXx ---

-If you have 2 people in a room with upgraded ballistic knives and bowie knife. Make them watch the window. BK takes to hits to kill a zombie. Thus saving much ammo and your safe behind the window. Not only that they swing faster. Plus they also insta revive someone from a distance. The best damn weapon in my OP.

-The crossbow winch is another godly gun. Upgraded CB acts as a monkeybomb. The zombies will follow them. The AUG upgraded is a bad ass gun. Not only that it has a masterkey attachment that is godly as well.

-Upgrading the pistol is fine, but is stupid at later levels. With the crawler zombies running about and the smoke from the explosions it's hard to see the crawler zombies you made with your pistol thru the smoke. They sneak up on you and kill you.

-The RPK upgraded is an awesome gun all away around. At level 19 I ran around the map using all ammo to finish the level. With four people having that gun there is no excuse to run about of ammo with 2 people watching the window with BK. When you run out of the RPK witch places if you have the aug or BK.).

--- Additional Tips courtesy of WiinolikePS3 ---

-RPK upgraded blows after about wave 25 when playing with four people. I used all of the ammo in it within one round. The HK is much better, especially with double tap.

-The upgraded ballistic knife is not that helpful. There will pretty much never be a situation in which you can use it and both 1) survive using it and 2) have the person you revived survive.

-The upgraded crossbow, while cool, runs out of ammo way too fast so it's pretty much useless as well later on.

-We got to 27 with four players last night. Would've made it further but the damn zombies wouldn't drop ammo for us. We held out in the downstairs room that you can open at the beginning for 750. If you don't open the door in the back it's a great place to stay for awhile. Once it hits the fan, you can open the back door and just start running.

---

--- 9. FAQ ---

Q: Which spot is best to run away from the zombies without getting trapped?

A: Don't think of it as "running away" but rather running around. Any place with plenty of room. My personal favourite is the stage in the theater room; keep running around in big circles, letting the zombies form a train behind you.

---

Q: How long should I stay in the first room? I normally only stay for around 3 rounds because then the zombies start pouring in.

A: Me personally - 5 or 6 rounds depending on when the dogs come. I don't like being in there if the dogs come because I normally still only have my pistol, as do my teammates. Aim for at least round 4 before heading out to ensure plenty of points.

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Q: What is the best shotgun?

A: I'm going to say the one in the room with the mounted machine gun (not the theater). I personally don't like the one in the lobby.

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Q: What is the "pack-a-punch"? Is it BO only, what is juggernaut and speed cola, how do I get all of these?

A: See above for Pap. Juggernog and speed cola are simply perks like in multiplayer. Except you buy them with your points out of the machines (like soda machines) and you lose them if you are downed. Juggernog is like juggernaught, you can take extra hits, and speed cola is light sleight of hand, faster reload.

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Q: Do you have a map of Kino?

A: I take NO credit for this, but this site has one as well as some other useful information.

You must login or register to view this content.

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Q: I need help with "Five"

A: I take NO credit for this, but here is a video on the basic tactics to use in the map "Five".

You must login or register to view this content.

---

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.


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.

Round 01 = 150
Round 02 = 250
Round 03 = 350
Round 04 = 450
Round 05 = 550
Round 06 = 650
Round 07 = 750
Round 08 = 850
Round 09 = 950
Round 10 = 1045
Round 11 = 1150
Round 12 = 1264
Round 13 = 1391
Round 14 = 1530
Round 15 = 1683
Round 16 = 1851
Round 17 = 2036
Round 18 = 2240
Round 19 = 2464
Round 20 = 2710
Round 30 = 7030
Round 40 = 18234
Round 50 = 47295
Round 60 = 122673
Round 70 = 318183
Round 100 = 5552108 (5.5 million health)


Number of Zombies Per Round:

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

The maximum number of zombies is 24 for one player.
+6 for each extra player.

From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.

Between rounds 5 and 9, there will be 24 (+6 per player) zombies.

At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)

Example of a two player game:
Round 16 * 0.15 = 2.4
2.4 * 30 = 72 zombies


Weapon Damage Data:

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 (~,~)

wilmer007's explanation to weapon damage- MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.
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General Strategies

1) For the first 3 rounds, use your pistol and knife. You do NOT need to buy a gun at this point. Here is the general damage needed to kill a zombie for the first 3 rounds...

Round 1 = 1 knife, 2-3 headshots, or roughly 5 body shots with a pistol.
Round 2 = 2 knife hits, 3-5 headshots, or roughly 6-9 body shots.
Round 3 = 3 knife hits, 4-7 headshots, or roughly 8-12 body shots.

Also, try to get collaterals whenever possible (no matter what the gun is.) Shooting through 2 or more zombies at once gives you more points and kills zombies faster. Do it!

2) Let SOME zombies into the room. Do this for at least the first few rounds. After round 5-6 though, I would recommend not letting them in as you increase your chance of getting overwhelmed. They have the potential to drop power ups and they also let you rebuild the windows (which gives you points.) This technique isn’t really recommended if you are playing with random people, as they will try to steal your kills or wonder WTF you are doing.

3) After the 3rd round buy a gun and if possible, move to a new location. Depending on how many team mates you have, the level of difficulty will decrease substantially.

4) ALWAYS LEAVE A LEGLESS ZOMBIE AT THE END OF EACH ROUND! This is the best thing you can do in zombies. To make them legless, cook a grenade for about 2-3 seconds and throw it at their feet. It'll blow them off and will slow them down greatly. Let them crawl around while you rebuild windows, buy perks, and try the mystery box. Also use this time to coordinate with your team if possible to decide on where to go next. If for some reason it kills the zombie or doesn’t blow his legs off - forget about it and try to repair as many windows as you can before the next round. This doesn’t happen too often but it does happen.

5) Always make sure somebody is covering all areas at all times. Too many times have I died because somebody wasn't watching a single window with one zombie. That's all it takes for a game over people. Coordinate with your team!

6) If you are playing solo, keep mobile and try to watch behind you at all times. Always do a quick turn around when killing zombies to make sure they aren't sneaking up behind you. They WILL do this.

7) Repair windows while killing zombies. You can stand at a window with zombies, repair it, and shoot them all at the same time. This helps extremely well when there are numerous zombies coming at you. Also, you do NOT have to face the window you are repairing! Turn around and kill some zombies while you are repairing. Just make sure one doesn't sneak up to the window and grab you.

Cool Man (aka Tustin) When dogs come, keep mobile and back into a corner when you get overwhelmed. Dogs randomly spawn and with that said, the more you move, the better chance you have of them not spawning behind you. However I do recommend staying in one room for the majority of the dog round. The only time you should leave the room is if you get so overwhelmed that you have no chance of kill them all and when you run out of the room, you had better RUN. Also make sure you have a "safe" corner available in case you do get overwhelmed.

9) RELOAD BEFORE PICKING UP A MAX AMMO POWER UP! This is simple. If you do this, you will have more ammo. One extra clip of ammo makes a difference.

10) Buy Juggernog before using the mystery box if possible. This is easily the best drink in the game. You can go from taking 2 hits until death to taking sometimes up to 4-5 hits before death! This makes the game so much easier when you get over run with zombies from every direction.
Bolt_Action
Posted 11/17/2010 1:23:17 PM
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11) Pack-a-Punch is your friend. Some guns are worthless until you put them in the PaP. Items like the crossbow and ballistic knife become extremely useful after you upgrade them. Most guns usually get stronger, shoot faster, add a precision sight, and reload quicker after they have been upgraded! I’m not going to tell you which guns to use/upgrade as each one has its own benefits; it depends on your play style to be honest.

12) Claymores/Bouncing Betties/Bowie Knife/TrapsBuy these as soon as you have a decent weapon. Lay claymores/betties as soon as you can and put them at “retreat” points. Don’t randomly put them in the open. Use them at chokepoints to ensure you get the most zombies with the blast. Buy the Bowie Knife. It will save you more than you think. As for traps, activate them at the beginning of the round if you feel like you are going to be overrun due to having a bad gun or whatever the case is. Don’t be stingy with your points!

13) You do NOT have to open every door! Sometimes, yes - you have to open every door to get to the mystery box or get a perk. Most of the time however, you do not. The more doors open = more windows to cover = more zombies to watch = better chance of you getting overrun/flanked. It is sometimes better to leave a door unopened so that you can retreat to that room as a last stand.

14) Power-ups. They last for roughly 30 seconds and sometimes they drop consistently. Sometimes they rarely drop! It’s all chance. Here are the power-ups…

a) Nuke - Looks like a blimp, kills every zombie currently on the map. Only pick this up when you are getting overrun. Otherwise it will kill everything and start the next round. You need to use that time to repair windows/keep a legless zombie!

b) Hammer - Repairs every window on the map. This is something you want to pick up if there are a decent number of zombies on the map. This thing can save your life. Otherwise, just leave it and repair the windows manually so you get the points.

c) Skull - Instant kill. This makes everything a one shot kill including the knife. Pick this up ASAP. You can literally just run around knifing all the zombies (unless you are surrounded or trapped in a corner.) The best technique is to run up and knife the zombie then jump back quickly. This ensures you do not get hit.

d) 2x - Double points. Honestly what is there to explain? You get double the amount of points for the whole time this is active.

e) Price tag aka Bargain sale - this makes the mystery box only cost 10 points to use! Extremely useful.

15) Use the teleporter(s)! These things instantly move you from one location to another. They can and will save your life. On Kino Der Toten there is only one and you have to reset it after every use. However, it puts you in a safe room where you can look down at the zombies and kill them from afar. It last about one minute. On “Five” there are numerous teleporters which take you to differing locations. Use these to escape giant flocks of enemies.
Bolt_Action
Posted 11/17/2010 1:23:55 PM
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16) Know which enemy you are facing. The zombies come in 3 varieties - Regular, Runner, and Legless. The other enemies are the dogs and the crawlers. Zombies you should be used to by now. The dogs spawn in lightning flashes and wont run at you until they see you. Easily taken out with a shotgun. The crawlers explode when you kill them and emit nova gas which stuns you/hurts you when you kill them as well. However, if you knife them or use the ray gun on them they will NOT emit anything!

17) Buy all the perks when you can afford it. Speedy Cola, Juggernog, Quick Revive, and Double Tap are all extremely useful. SC = faster reloads, JUG = more health, QR = quicker revive of teammates and also revives you by itself if you are playing single player, DT = faster shooting. There is simply nothing better than having a PaP’d weapon along with all the perks. You will almost be unstoppable!

1Cool Man (aka Tustin) If you can’t revive your teammate in time, leave him be. Having one senseless death is a bad thing. Having two makes it 100x worse. Yes, it sucks dying and losing all your perks/guns. But you CAN come back from that if you have a coherent group that knows what they’re doing. If for some reason you die and don’t get revived, you will respawn the next round without anything except for your pistol. When the last zombie is killed, you will respawn where your surviving teammate(s) is. IMMEDIATELY buy Juggernog, Get a gun off the wall, and haul ass to the teleporter. That is the best thing you can do. Stay close to your team and retreat to your “safe room” if you have to.

19) MonkeyBomb/Ray Gun/Thunder Gun. If you get these out of the mystery box, keep them and upgrade them. Monkeybombs are a lure for zombies (the upgraded crossbow has the same effect) and should be used as a last resort to retreat. The Ray Gun and Thunder Gun are the most powerful weapons in zombies. These things kill everything! However - DO NOT WASTE THE AMMO! You don’t want to shoot the Ray Gun when there is only 1 or 2 zombies left. Knife them or shoot them with your other gun.

20) Practice and learn the maps. What else is there to be said? You aren’t going to dominate the first time you play a map. Learn the best rooms to camp up in, learn where all the machines/traps/perks/weapons are, and learn where zombies come from.

Thanks goes out to officepimps, seoulspirit, jarule, morlock30, Sephivengeance9, Burst_Stream, and BluePlasmaxyz,
jarule, wilmer007, Bolt_Action, -Silent--Death-.
~


Seriously. Your a idiot for copy n pasting. GTFO prick.
03-29-2011, 10:16 AM #5
-Syed-
< ^ > < ^ >
Originally posted by XSnOoKiX View Post
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--- Table of Contents ---

1. Introduction

2. Brief overview of Zombies

3. Turning the power on

4. Teleporter

5. The Mystery Box

6. Pack a Punch Machine

7. Strategies (6 varieties)

8. Tips

9. FAQ

---

--- 1. Introduction ---

Basically one of my first posts on the Black Ops forums was a rant about my experiences playing Zombies online. With complete strangers who didn't talk and didn't know exactly what they were doing I was constantly only making it to rounds 5 or so. Now some people are already very good, so this is more just a guide for those that are new to the zombies, or for those that want to get to higher rounds using the strategies posted further down. This is more a "how to play" rather than me explaining what and where everything is, maybe I'll include all that (Weapons, perks etc) in the future. I wrote and answered everything myself unless otherwise stated just from the games I've had so far. There is room for improvement and there may be a few mistakes so please let me know if you want to know anything or feel something could be improved. Fixed a few things in v1.2 and added plenty of tips and strategies from everyone that contributed, so really this has become a community guide.

---

--- 2. Brief overview of zombies ---

Zombie mode was first introduced in World at War and has made its return now in Black Ops. It has three maps: Kino der Toten, Five and Dead Ops Arcade. Kino is unlocked from the start, Five once you beat the game and Dead Ops by entering a code in the computer on the main menu. Note that Five can also be unlocked using the computer. This guide will focus mainly on Kino Der Toten, however the tips can be used on Five as well.

---

--- 3. Turning the power on ---

Turning the power on allows you to use the teleporter to upgrade your guns, buy perks, locate Mystery Boxes easily and activate traps.

The cheapest and quickest way to the theater, which is where you turn the power on, is the downstairs way, ie through the alleyway.

The power room is the theater. The Pack a Punch room is above the theater. Going the downstairs way - Open bottom door from lobby, open door to alley, open chain fence to upstairs room - open door to stairway – down the stairs and then onto the stage of the theater. Turn switch on wall to turn power on. The curtains will then open and the gas crawling type zombies will spawn from then on in. It does not cost to turn the power on.

---

--- 4. Teleporter ---

You can only use the Teleporter once the power is on. Once the power is on, press X on the teleporter pad in the theater then run (or get a teammate to) through the now open door to the lobby and press X on the telepad in there too (remember it from the very start, you spawned on it) and this will link them up. Then go back to the original teleporter in the theater (power room) and use it. It will take you into a (safe) room above the theater; the Pack A Punch room where you can use the Pack a Punch (see below).

All 4 of your team can use the teleporter at once and this is especially useful if you are downed to crawl onto it and let a teammate teleport up with you to safely revive you. The teleporter has a cool down time after using it however.

---

--- 5. Pack A Punch Machine ---

This is probably one of the most useful things in the entire zombie game if you want to do well. The Pack a Punch Machine (PaP) costs 5000 points (so save up before using the teleport) and what it does it you put one weapon in it of your choice and you then get it back upgraded and much more effective.

For example, the AK74u gains a sight, and "laser" bullets and sounds. As well as doing a lot more damage. The starting pistol turns into twin rocket launchers, upgrading the crossbow will draw zombies to it before exploding etc. Once you are in the PaP room you only have a limited time before you are teleported out again, so be smart about it. You can also buy and throw grenades down into the theater.

You can have two upgraded guns at once if you have enough points to afford it. And it also gives you new ammo if your gun is empty when you upgrade it.

---

--- 6. The Mystery Box ---

The Mystery Box (MB) is a little different this time around. Although it essentially does the same thing, this time it constantly roams around the map. It costs 950 points to open it and basically you get a random weapon out of it. You have the potential for the ray gun and thunder gun as well as monkey bombs and other weapons you can't buy off the walls.

There are black maps of the level in each room and once you turn the power on a green light will show you what room the MB is currently in. Remember getting the Fire Sale powerup will spawn them in every room and will reduce the price to only 10 points.

---

--- 7. Strategies ---

Here is my strategy which I have used with 4 good players to reach round 16 three times. At the end of the round in one game I had upgraded pistols (rockets) and an upgraded ray gun.

Stay in first room until level 5 roughly. Don't buy anything, shoot zombies 6 times then knife to kill. Let some come in for powerups.

At level 5 or 6 (before dogs come preferably) head out the bottom door and into the alley. Buy AK74u, hide in corner by the next door which is a cage gate and kill dogs. After dog round go upstairs into that room. 2 people Guard the stairs. 1 on each of the boarded windows. Stay there until you all have preferably 5 - 7k points.

Continue to theater. Turn on power, link teleporter. If you all have 5k points go up and upgrade your guns. IMO 2 upgraded AKs and 2 upgraded starting pistols (which turn into rockets) is the best. Stay on the stage part of the theater and keep running around, line them up behind you, turn shoot (or cook grenade and throw it down next to you) then keep running. If dogs come all hide in one corner.

Get juggernog. This is vital.

Try for the Mystery Boxes, it's marked as a green dot on the board at the back of theater (and other places). If you get ray gun, sonic gun (forget name) or crossbow, upgrade them. Monkey bombs are good also. From there you can get quick revive and quick reload also.

Work together as a team, try to keep a crawler at the end of each round (zombie with no legs) so you can repair/reload/upgrade etc.

--- Additional strategy courtesy of jtunnat36 ---

Alright guys, I have a much different strategy, got me and three buddies to 23 last night. After 21 the damage multiplier really catches up. The lack of an ultimate gun (ray gun is weak, thunder has low ammo) is really the toughest part. I had both light machine guns, and would go through both clips, just watching a window...anyway, we camp it out in the outside alley, without opening the last chain link door....two people facing double tap area, one facing the ceiling where they jump down, and one at the window, holding one after each map. We have PAP'd most weapons, some are cool, some are effective, but mostly keep your sights on the two light machine guns or galil...if anyone wants me to go more in-depth, by all means let me know....

Alright Gents, I have modified my old strategy and it consistently gets us to levels 25, and 28 once (I was ranked 808 in points on the leaderboards)...from the start room work your way to the speedy cola room. Stay in this area (I had three people) one on each stair, one on both windows, for a coupe rounds. Once you have enough, open the door, go through the dressing room, past the stage (turn power on if you want), and work your way to the outside alley. Once there, your point of camp will be next to the double tap machine. There is only one window for a guy to watch and old every round, and the other two, or three can concentrate on the long pathway, with 90% of the zombies being funnelled through that door. You will have a few jump off the ceiling but they never posed a problem because you're far enough away. Another tip, always start the round outside, if you do no gas crawlers. I must've PaP'd 7 or 8 different guns that game, points aren't a problem. You can also set up a nice corner of claymore, which makes dog rounds free ammo rounds....anymore questions hit me up, GT: Hext666

--- Additional strategy courtesy of spanishbob ---

Shoot 6 times then stab them for max points. It's been this way since the first Zombie map in WaW. Also line zombies up and fire. This allows you to hit the first zombie as well as the zombies behind netting you 10 points for each hit (so 3 zombies equals 30 points from one bullet). Do it 6 times then stab the first zombie. Shoot the second zombie (allowing the bullets to go through and hit the zombie behind him) another 2 times and stab. Then shoot the last zombie once and stab. 9 Bullets, maximum points. It really, really helps gets more points earlier as well as conserving ammo.

The whole lining up a bunch of zombies and shooting the lead 6 times and knifing, then the second one twice and knifing, etc obviously only applies to the first round. On the second round you increase the amount of bullets you put in to the lead zombie and the zombies behind. The same for each additional round.

--- Additional strategy courtesy of sed83 ---

I found a pretty good place to camp for a bit... at least until round 15 and by then u should leave a lone zombie (one with legs and let him start chasing after a teammate, or the new crawling zombie that spits toxic when died) and starts getting perks and good weapons (if u already have then it's time to PaP them).

ok start off in the main lobby... make your way to the theatre via the UPSTAIRS route... you have quite a few doors to open to make sure u save up.

Once at the theatre do your usual bit, getting juggernog, etc... Then open the door near to the claymore / m16 / power switch... run upstairs into the room... head back downstairs to the back alley...

Move to the back of the back alley where double tap root beer is..

There is just 1 window here... have 1 guy watch the only window... 2 guys watch the front near to the mystery box.. But watch out for zombies dropping from above.

last guy stand on the steps but do not open that door, and shoots from there... if gets overrun, open the door at the last resort and start running back to main lobby, up the stairs, rinse and repeat...

--- Additional strategy courtesy of Xepoa ---

I am proud to say I am a true team player. I pack-a-punch the Crossbow and Ballistic knife, grab monkey bombs and all the perks, and always help a downed man (actually, I recently started doing this after I realized how dang useful this tactic truly is). It helps when my partners get Ray guns, for added effect.

Best team:

All have:

Monkey Bombs

Bowie Knife

Pack-a-punched weapons

All perks

P1: Ballistic Knife, Crossbow

P2: Zeuscannon, Ray Gun

P3: Automatic gun, Ray Gun

P4: Automatic gun, Ray Gun

What a lot of people don't understand is that you WANT the gaseous bastards to attack you in the same swarm as the zombies. When they die, their explosion actually kills the zombies, which is quite helpful.

--- Additional strategy courtesy of Dawq902 ---

Me and friends got to round 23 on Kino Der Toten and 18 on "Five".

Kino Der Toten Strategy:

Rounds 1 - 3: use the knife only. Only use the pistol on round 3 if it's necessary. Do not buy any weapons in the room.

Round 4: Use the knife and pistol to get maximum points

Round 5: Open the upstairs door and the door in that room and go down the small flight of stairs into the room where you can buy the stakeout and MP40. Buy the stakeout for 1500 and have one or two people cover the door you opened and the rest cover the 3 windows. DO NOT leave this room before dogs. The stakeout is a 1 hit dog kill. You should also reload it every chance you have just to be safe. After dogs you can either get points for another round or two or open the door into the dressing room and the one into the stage. If you have found the box buy now use it and attempt to get some good weapons. If not go into the stage and turn on the power. This turns on all the perks and shows you where the box is. Once you know where the box is (if you have not found it by this point) go to it and buy weapons until you get a Ray Gun and RPK or run out of money. NEVER OPEN THE DOOR NEAR THE DOUBLE TAP PERK. If you do this you will lose. From the stage you should open the door to the metal staircase and then the gate into the alley with the AK74 U if the box is there. If not save your points for the box and perks.

Holdout Strategy: Very simple. 2 guys watch front. 2 guys watch windows.

TIP: You should get the perks in this order 1. Jug 2. Speed Cola 3. Quick Revive 4. Double Tap

Round 10 (Most Important): By round 10 you should be safely in the room with the MPL and the fire trap. It is off of the main lobby. NEVER open the door in the back right corner of the room. This is the room where you will hold out for the rest of the game. This has safely got me and friends to round 23 twice, the 2nd time with the box glitch happening from round 19 - 23 and only having one Ray Gun.

From round 10 onwards you should be able to rack up points and make a crawling zombie at one of the windows with a grenade. Once you have that solo crawler you can go around to the box, buy perks and eventually upgrade your weapons at the pack-a-punch.

TIPS: it would be ideal for everyone to have an upgraded Ray Gun and RPK as soon as possible. I know this is not always possible though. You will have to figure out what guns would make good substitutions. I do not recommend keeping an upgraded HK21 long. It is significantly worse than the RPK.

Keep Ray Gunners watching the front door.

Conserve ammo as best as possible!

Grab power ups at the last possible second if possible to make them more effective.

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-Silent--Death-
Posted 11/19/2010 6:27:10 PM
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--- 8. Tips ---

-Get a mic and use it

-Repair windows when you can, hold X on them, you get 10 points per board you repair (although there is a max number of points you can earn from doing this per each round so keep this in mind)

-In the first room (lobby) there are 4 windows: 1 upstairs, 1 at the back, 1 by the shotgun on the wall and 1 by the teleporter. If you have 4 people playing that means 1 per each window. Stay at your own window

-Do not come over to my window and fire about 4 shotgun rounds into the level 1 zombies that I was waiting to knife

-Shoot a zombie 5 or 6 times with the pistol then knife him (especially for early zombies) for max points

-Let some zombies in for powerups (2x points, insta kill etc)

-Try to leave a zombie or (preferably) a crawler, which is a zombie with no legs, at the end of each round so you can reload/repair/buy/upgrade/ etc

-Learn what the powerups are and when to use them, eg tell everyone to reload before getting max ammo, let a lot of zombies in before using the nuke etc

-Remember there are traps and turrets if you get really stuck. The room upstairs above the alleyway is really good for locking yourself in behind the traps if you need to

-RUN AROUND. You are faster than the zombies. I find the best places to run around and get a "train" going is on the theater stage, the room with the mounted machine gun (Not the theater) or even the stairs in the first room, the lobby, although those stairs are quite narrow and you can get stuck on the stuff in the middle of the room

-If you have never played zombies before, which I know many probably haven't, then play solo first to get used to it

--- Additional Tips courtesy of whiteboygene ---

-You only get a certain amount of repair points for each wave. It increases with each wave, but know you can only get 40 on wave 1, so repairing more than four boards on wave 1 is pointless.

-KNIFE in the earlier rounds and use your pistol. Don't be that guy stealing everyone's zombies with the Olympia. If you do plan to stay in the starting room until wave 4-6, be a smart gamer and buy the M14, not the Olympia.

-You get 60 points for killing a zombie with a gun, 100 for a headshot, and 130 if you finish them off with a knife. Use this knowledge to your advantage, headshots are important.

-Zombies die in one knife slash on the first round, two in the second, three in the third and fairly soon after that your knife will be next to useless.

-Instead of just killing zombies with whatever weapons you have, try to maximize your points. Using automatic weapons to get headshots is much more effective than shotguns, snipers, ray guns, etc.

-In the earlier rounds if you can gather zombies up and control them in a group line them up and start firing off your pistol into the mob. Your rounds will penetrate and you will get +10 points for each zombie your bullet hits. Finish off the one in the front of the line with your knife and repeat. Using this method with a 2x points will net you a lot of points.

-As -Silent—Death- said, learn to use the power-ups effectively. DON'T GET THEM at the very last part of the wave, try to save them until the last second to maximize their effectiveness. Also don't go rushing madly into a pile of zombies just because you see a bomb, you will more than likely go down before you are able to get the powerup. If this happens, you can still pick up the powerup while you are downed by scooting towards it, but you will lose your perks by going down and also miss out on the ammo/points rewarded by the powerup.

-Reach for Juggernog tonight! - But only if you have a decent gun and the points to do so. Additional perks that are very helpful are Quick Revive and then Speed Cola, although I can't explain how much it sucks to lose all three when going down.

-Run facing forward, don't be the 10,000th guy I've seen get backed up into a corner or pile of zombies because he was backing up the whole time. Watch where you are moving.

-If the **** hits the fan, start RUNNING AWAY or go to the teleporter. Do not try and put your back to a wall and hold out because you will die. Throw a monkey if you have them and RUN around the map. Use your speed to your advantage and try to learn how to not get cornered.

-Sometimes bad **** happens and there is nothing you can do. Try not to play the blame game unless someone is belligerently being a terrible player.

-Don't expect your teammates to revive you if you go down in the middle of everything in the beginning of a wave, if there are no monkeys and no one has quick revive, you're pretty much screwed.

-This applies to the above, don't jump into a pile of zombies just to revive a teammate because you feel bad for them losing their new pack-a-punched weapon, it sucks, but it's not worth losing your own perks over, much less your life.

-If you are holding Monkeys are you see a Max Ammo powerup, THROW ALL MONKEYS (as well as anyone else on your team that has them) and then go pick it up, after everyone has reloaded of course.

-If you are out of ammo with a good gun and you have the points to Pack-a-Punch, do it! You will get all that ammo back, and most likely more.

-DON'T pick up Max Ammo's when a teammate is down unless there is no option.

-Knife as much as you can when Insta-Kill is on, but don't get yourself killed in the process.

-When you are running into a tight space, the man at the front of the line should be the man with the Thunder Gun/Zeus Cannon. Give him backup when he needs to reload.

-Fire sale makes the mystery boxes appear in all locations and you can hit them for 10 points a pop, but don't get yourself killed.

--- Additional Tips courtesy of GTTFOS ---

-Everyone will eventually go down, that's just how zombies is. So there really isn't any better weapon than the upgraded ballistic knife. Shoot it at a downed ally and they're instantly revived.

-Upgraded crossbow works similar to monkey bombs, just with more ammo and a shorter fuse.

-Upgraded AUG gets an underbarrel shotgun attachment, which makes it a good weapon vs dogs as well.

-Quick Revive in solo play costs 500 and will auto-revive you when you're downed.

-As far as I'm concerned, the MP5K is just as good as the AK74u for zombie killing. I take the top path because by the time I get to the power, I have a path to speed cola already open. I generally use the pistol / knife / grenades exclusively until I can afford to get all the way to the MP5K, then use that to get enough money for juggernog, turn on the power and get it, then save up for speed cola.

-The ballistic knife is GREAT. I was killing zombies, crawlers and dogs in 2 hits every round, and when upgraded you can shoot downed teammates for an instant revive. I'm not sure how long it stays a 2 hit kill but we were like round 15 or so when we went down.

--- Additional Tips courtesy of askansir ---

-When you turn on the power, every vaulted-ceiling room that you enter will have something smashing holes in the ceiling; this is where the teethies come in from. So, in both Five and Kino, no teethies until the power is on. There are much less Teethies in Five.

-The Bowie knife stops being a 1HK on round 10.

-After you TP, you may get into weird rooms, look for items to pick up like 'sale' icons, 'death machine' icons and reels of film for the projector (go to projector and hit X to enter new reel).

--- Additional Tips courtesy of WiinolikePS3 ---

-knifing or killing the Gas Zombies with a Wunderweapon (PaPunched weapons, Thundergun, Ray Gun) will cause them to die without exploding. This makes the Bowie knife very useful for a bit, but keep in mind that it'll become a two-knife kill around round 15.

--- Additional Tips courtesy of xXToxic_D3m0nXx ---

-If you have 2 people in a room with upgraded ballistic knives and bowie knife. Make them watch the window. BK takes to hits to kill a zombie. Thus saving much ammo and your safe behind the window. Not only that they swing faster. Plus they also insta revive someone from a distance. The best damn weapon in my OP.

-The crossbow winch is another godly gun. Upgraded CB acts as a monkeybomb. The zombies will follow them. The AUG upgraded is a bad ass gun. Not only that it has a masterkey attachment that is godly as well.

-Upgrading the pistol is fine, but is stupid at later levels. With the crawler zombies running about and the smoke from the explosions it's hard to see the crawler zombies you made with your pistol thru the smoke. They sneak up on you and kill you.

-The RPK upgraded is an awesome gun all away around. At level 19 I ran around the map using all ammo to finish the level. With four people having that gun there is no excuse to run about of ammo with 2 people watching the window with BK. When you run out of the RPK witch places if you have the aug or BK.).

--- Additional Tips courtesy of WiinolikePS3 ---

-RPK upgraded blows after about wave 25 when playing with four people. I used all of the ammo in it within one round. The HK is much better, especially with double tap.

-The upgraded ballistic knife is not that helpful. There will pretty much never be a situation in which you can use it and both 1) survive using it and 2) have the person you revived survive.

-The upgraded crossbow, while cool, runs out of ammo way too fast so it's pretty much useless as well later on.

-We got to 27 with four players last night. Would've made it further but the damn zombies wouldn't drop ammo for us. We held out in the downstairs room that you can open at the beginning for 750. If you don't open the door in the back it's a great place to stay for awhile. Once it hits the fan, you can open the back door and just start running.

---

--- 9. FAQ ---

Q: Which spot is best to run away from the zombies without getting trapped?

A: Don't think of it as "running away" but rather running around. Any place with plenty of room. My personal favourite is the stage in the theater room; keep running around in big circles, letting the zombies form a train behind you.

---

Q: How long should I stay in the first room? I normally only stay for around 3 rounds because then the zombies start pouring in.

A: Me personally - 5 or 6 rounds depending on when the dogs come. I don't like being in there if the dogs come because I normally still only have my pistol, as do my teammates. Aim for at least round 4 before heading out to ensure plenty of points.

---

Q: What is the best shotgun?

A: I'm going to say the one in the room with the mounted machine gun (not the theater). I personally don't like the one in the lobby.

---

Q: What is the "pack-a-punch"? Is it BO only, what is juggernaut and speed cola, how do I get all of these?

A: See above for Pap. Juggernog and speed cola are simply perks like in multiplayer. Except you buy them with your points out of the machines (like soda machines) and you lose them if you are downed. Juggernog is like juggernaught, you can take extra hits, and speed cola is light sleight of hand, faster reload.

---

Q: Do you have a map of Kino?

A: I take NO credit for this, but this site has one as well as some other useful information.

You must login or register to view this content.

---

Q: I need help with "Five"

A: I take NO credit for this, but here is a video on the basic tactics to use in the map "Five".

You must login or register to view this content.

---

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.


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.

Round 01 = 150
Round 02 = 250
Round 03 = 350
Round 04 = 450
Round 05 = 550
Round 06 = 650
Round 07 = 750
Round 08 = 850
Round 09 = 950
Round 10 = 1045
Round 11 = 1150
Round 12 = 1264
Round 13 = 1391
Round 14 = 1530
Round 15 = 1683
Round 16 = 1851
Round 17 = 2036
Round 18 = 2240
Round 19 = 2464
Round 20 = 2710
Round 30 = 7030
Round 40 = 18234
Round 50 = 47295
Round 60 = 122673
Round 70 = 318183
Round 100 = 5552108 (5.5 million health)


Number of Zombies Per Round:

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

The maximum number of zombies is 24 for one player.
+6 for each extra player.

From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.

Between rounds 5 and 9, there will be 24 (+6 per player) zombies.

At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)

Example of a two player game:
Round 16 * 0.15 = 2.4
2.4 * 30 = 72 zombies


Weapon Damage Data:

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 (~,~)

wilmer007's explanation to weapon damage- MP5k (15k,60k) vs MP115 Kollider (34k,168k) means that total damage the weapon will do once it completely runs out of ammo. MP5k does 100 damage per bullet so at round 30 zombies have 7,030 of health so you would need to put 71 bullets (7k worth of max base damage) or half your ammo/damage output just to kill one zombie.
--------
General Strategies

1) For the first 3 rounds, use your pistol and knife. You do NOT need to buy a gun at this point. Here is the general damage needed to kill a zombie for the first 3 rounds...

Round 1 = 1 knife, 2-3 headshots, or roughly 5 body shots with a pistol.
Round 2 = 2 knife hits, 3-5 headshots, or roughly 6-9 body shots.
Round 3 = 3 knife hits, 4-7 headshots, or roughly 8-12 body shots.

Also, try to get collaterals whenever possible (no matter what the gun is.) Shooting through 2 or more zombies at once gives you more points and kills zombies faster. Do it!

2) Let SOME zombies into the room. Do this for at least the first few rounds. After round 5-6 though, I would recommend not letting them in as you increase your chance of getting overwhelmed. They have the potential to drop power ups and they also let you rebuild the windows (which gives you points.) This technique isn’t really recommended if you are playing with random people, as they will try to steal your kills or wonder WTF you are doing.

3) After the 3rd round buy a gun and if possible, move to a new location. Depending on how many team mates you have, the level of difficulty will decrease substantially.

4) ALWAYS LEAVE A LEGLESS ZOMBIE AT THE END OF EACH ROUND! This is the best thing you can do in zombies. To make them legless, cook a grenade for about 2-3 seconds and throw it at their feet. It'll blow them off and will slow them down greatly. Let them crawl around while you rebuild windows, buy perks, and try the mystery box. Also use this time to coordinate with your team if possible to decide on where to go next. If for some reason it kills the zombie or doesn’t blow his legs off - forget about it and try to repair as many windows as you can before the next round. This doesn’t happen too often but it does happen.

5) Always make sure somebody is covering all areas at all times. Too many times have I died because somebody wasn't watching a single window with one zombie. That's all it takes for a game over people. Coordinate with your team!

6) If you are playing solo, keep mobile and try to watch behind you at all times. Always do a quick turn around when killing zombies to make sure they aren't sneaking up behind you. They WILL do this.

7) Repair windows while killing zombies. You can stand at a window with zombies, repair it, and shoot them all at the same time. This helps extremely well when there are numerous zombies coming at you. Also, you do NOT have to face the window you are repairing! Turn around and kill some zombies while you are repairing. Just make sure one doesn't sneak up to the window and grab you.

Cool Man (aka Tustin) When dogs come, keep mobile and back into a corner when you get overwhelmed. Dogs randomly spawn and with that said, the more you move, the better chance you have of them not spawning behind you. However I do recommend staying in one room for the majority of the dog round. The only time you should leave the room is if you get so overwhelmed that you have no chance of kill them all and when you run out of the room, you had better RUN. Also make sure you have a "safe" corner available in case you do get overwhelmed.

9) RELOAD BEFORE PICKING UP A MAX AMMO POWER UP! This is simple. If you do this, you will have more ammo. One extra clip of ammo makes a difference.

10) Buy Juggernog before using the mystery box if possible. This is easily the best drink in the game. You can go from taking 2 hits until death to taking sometimes up to 4-5 hits before death! This makes the game so much easier when you get over run with zombies from every direction.
Bolt_Action
Posted 11/17/2010 1:23:17 PM
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11) Pack-a-Punch is your friend. Some guns are worthless until you put them in the PaP. Items like the crossbow and ballistic knife become extremely useful after you upgrade them. Most guns usually get stronger, shoot faster, add a precision sight, and reload quicker after they have been upgraded! I’m not going to tell you which guns to use/upgrade as each one has its own benefits; it depends on your play style to be honest.

12) Claymores/Bouncing Betties/Bowie Knife/TrapsBuy these as soon as you have a decent weapon. Lay claymores/betties as soon as you can and put them at “retreat” points. Don’t randomly put them in the open. Use them at chokepoints to ensure you get the most zombies with the blast. Buy the Bowie Knife. It will save you more than you think. As for traps, activate them at the beginning of the round if you feel like you are going to be overrun due to having a bad gun or whatever the case is. Don’t be stingy with your points!

13) You do NOT have to open every door! Sometimes, yes - you have to open every door to get to the mystery box or get a perk. Most of the time however, you do not. The more doors open = more windows to cover = more zombies to watch = better chance of you getting overrun/flanked. It is sometimes better to leave a door unopened so that you can retreat to that room as a last stand.

14) Power-ups. They last for roughly 30 seconds and sometimes they drop consistently. Sometimes they rarely drop! It’s all chance. Here are the power-ups…

a) Nuke - Looks like a blimp, kills every zombie currently on the map. Only pick this up when you are getting overrun. Otherwise it will kill everything and start the next round. You need to use that time to repair windows/keep a legless zombie!

b) Hammer - Repairs every window on the map. This is something you want to pick up if there are a decent number of zombies on the map. This thing can save your life. Otherwise, just leave it and repair the windows manually so you get the points.

c) Skull - Instant kill. This makes everything a one shot kill including the knife. Pick this up ASAP. You can literally just run around knifing all the zombies (unless you are surrounded or trapped in a corner.) The best technique is to run up and knife the zombie then jump back quickly. This ensures you do not get hit.

d) 2x - Double points. Honestly what is there to explain? You get double the amount of points for the whole time this is active.

e) Price tag aka Bargain sale - this makes the mystery box only cost 10 points to use! Extremely useful.

15) Use the teleporter(s)! These things instantly move you from one location to another. They can and will save your life. On Kino Der Toten there is only one and you have to reset it after every use. However, it puts you in a safe room where you can look down at the zombies and kill them from afar. It last about one minute. On “Five” there are numerous teleporters which take you to differing locations. Use these to escape giant flocks of enemies.
Bolt_Action
Posted 11/17/2010 1:23:55 PM
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16) Know which enemy you are facing. The zombies come in 3 varieties - Regular, Runner, and Legless. The other enemies are the dogs and the crawlers. Zombies you should be used to by now. The dogs spawn in lightning flashes and wont run at you until they see you. Easily taken out with a shotgun. The crawlers explode when you kill them and emit nova gas which stuns you/hurts you when you kill them as well. However, if you knife them or use the ray gun on them they will NOT emit anything!

17) Buy all the perks when you can afford it. Speedy Cola, Juggernog, Quick Revive, and Double Tap are all extremely useful. SC = faster reloads, JUG = more health, QR = quicker revive of teammates and also revives you by itself if you are playing single player, DT = faster shooting. There is simply nothing better than having a PaP’d weapon along with all the perks. You will almost be unstoppable!

1Cool Man (aka Tustin) If you can’t revive your teammate in time, leave him be. Having one senseless death is a bad thing. Having two makes it 100x worse. Yes, it sucks dying and losing all your perks/guns. But you CAN come back from that if you have a coherent group that knows what they’re doing. If for some reason you die and don’t get revived, you will respawn the next round without anything except for your pistol. When the last zombie is killed, you will respawn where your surviving teammate(s) is. IMMEDIATELY buy Juggernog, Get a gun off the wall, and haul ass to the teleporter. That is the best thing you can do. Stay close to your team and retreat to your “safe room” if you have to.

19) MonkeyBomb/Ray Gun/Thunder Gun. If you get these out of the mystery box, keep them and upgrade them. Monkeybombs are a lure for zombies (the upgraded crossbow has the same effect) and should be used as a last resort to retreat. The Ray Gun and Thunder Gun are the most powerful weapons in zombies. These things kill everything! However - DO NOT WASTE THE AMMO! You don’t want to shoot the Ray Gun when there is only 1 or 2 zombies left. Knife them or shoot them with your other gun.

20) Practice and learn the maps. What else is there to be said? You aren’t going to dominate the first time you play a map. Learn the best rooms to camp up in, learn where all the machines/traps/perks/weapons are, and learn where zombies come from.

Thanks goes out to officepimps, seoulspirit, jarule, morlock30, Sephivengeance9, Burst_Stream, and BluePlasmaxyz,
jarule, wilmer007, Bolt_Action, -Silent--Death-.
~


Copy and paste. Rep whore prick.
03-30-2011, 04:44 PM #6
alex2496
Do a barrel roll!
there are easier ways to do it matey
03-30-2011, 06:11 PM #7
Copy and paste, also, its set out quite messy. You should put pages in...
03-30-2011, 08:47 PM #8
You could have at least said "not my work"

Add multipages, makes it seem more organized

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