Post: Black Ops Zombies Strategy Guide *UPDATED*
05-19-2011, 06:05 PM #1
Mudkip
Retired Moderator
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After the call of Duty 5 World at War release of zombies, Treyarch decided to bring back the much loved game mode which was described as a "Last Minute add on" If you have never played this before, then you won't know, and need to know, that you need a strategy! A good one to! The info below was taken from my own knowledge and a few helpful websites, and YouTube! If you get confused, look up strategies to see them happening so that you get a feel for it!

This guide is for those who are new to Zombies or are just plain **** and want a little bit of help Winky Winky. These are some good strategies for the 2 maps Five and Kino der Toten. When I have time I will update to Ascension + Call of The Dead, but I hope you understand I have exams on at the moment!

Table of Contents


  • Page 1 - Some good tips for all zombie maps in general
  • Page 2 - Kino der Toten strategys and tips
  • Page 3 - Five Strategies and tips
  • Page 4 - Ascension - In the making
  • Page 5 -Call of the Daed - In the making
  • Page 6 - Coming soon



I will Update you every time I add something new!!

To update: Ascension and Call of the Dead coming soon!

Edits:
Edit 1 - Added multi-pages
Edit 2 - Added table of contents

[multipage=Good tips for surviving]
Good tips for surviving
Stay together
If COD 5 and a load of zombie movies (Zombie land Winky Winky) have told us anything, it's that splitting up or going off on your own is a very, VERY bad idea. So make sure you've got at least one friend to bring along into your match, preferably two or three. The more eyes you've got, the better the chances of preventing or plugging those zombie breaches before they get out of hand. In personal experience, I advise 2, there are less zombies and some strategies are better with just 2, you can do solo if you want but I recommend getting used to zombies before you try anything hasty.

Coming in
Some of the worst words you can hear over your headset when playing Zombies is (my favorite phrase) "OMFG THERE'S A ****ING ZOMBIE COMING THROUGH THE WINDOW!" The zombies have broken through one or more barriers and are now coming towards you and trying to eat your flesh!! If you plan it right, a breach can be a good thing. During the early rounds when your knife is still good, position yourself so you can cover one or more windows and let them come. Downed zombies will sometimes drop power-ups, but only if they've breached; what you're looking for in the early going is a x2 point boost or a max ammo which is very helpful because you'll end up with more points.

To do with guns
In zombies, the only realistic thing (if there is one Eek) is ammo, and how you do run out and you don't have unlimited amounts. All players start with a pistol and 500 points to spend, enough on either map to buy a rifle or a shotgun, or save up to open a door. Feel free to buy one (I usually don't, I wait until the MP5K or PML is available, but don't bother using it until round three or four. Rely on your knife melee instead for the earlier rounds. First-round zombies go down with one knife swipe, second-round zombies with two, and so on. To maximize your points, put 6 pistol bullets into each zombie BEFORE knifing it into re-death.

Random Box IS G0D (Actually it's Samantha)
Only a few guns are available on the walls of the map, and these guns turn bad when you get to higher levels. As valuable as those locations are for offering the ability to buy more ammo, the most powerful weapons in the game, including each map's incredi-gun, are only available from the Random Box. Spend 950 points and the box will offer you a random gun, but BE WARNED it could be ****. You don't HAVE TO take it and probably shouldn't if it's a sniper rifle, pistol or as I said a plain **** gun, but this is your only change to get an "incredi-weapon" as I call them (Thunder gun, winters howl) so go for it!

Crawlers Are GOOD
A "Crawler" is a zombie who has had his legs blown off by an explosive blast (not to be confused with the gas-spewing Nova zombies in "Black Ops" which do, in fact, crawl). Creating a crawler and keeping it alive at the end of a round is a good strategy, this way if you are on a higher round you can have a few goes on the random box to get better weapons. They're slow, the slowest enemy in the game, and easily avoided. A round won't end until ALL zombies are put down, so make your adorable, little crawler and then run around re-upping your ammo, buying new weapons and opening doors without the hassle of a massive zombie horde coming towards you. Even though 1 is good enough, I recommend (if possible) to leave 2 crawlers, on the new maps, especially Ascension, if you use the lunar lander, there is a chance the crawler will die, but this will not end the round, a fresh new running zombie will spawn, this is not good! If two are left this will not happen! Beware though: crawlers will simply expire on their own after awhile (which is why I said leave 2) If you see that the round has ended, quickly re-group and get ready for the next horde of zombies.

Small but cruel
Nova zombies are the worst. They crawl on all fours, giving them a lower-profile. They're fast. Worst of all, they give off a cloud of nova 6 gas which stuns you if you walk through it, UNLESS you take them out with a knife or a Ray Gun blast. Unless you've got a bowie knife or a ray gun, I say kill them a a distance. BUT this is a strategy, if you are running around with zombies behind you, I say kill the nova zombies but not the others, the gas also kills normal zombies which you could take advantage of!

Cooperation
The only way to survive in "Black Ops" Zombies is to function as a group (this does not apply for solo!!!) DON'T walk off and walk away from your team, because you WILL die. Work with your team. Shout out breaches. Take turns spending points to open doors. You need to talk if you want to survive! If you would like to succeed in this step, I recommend getting a headset!

[multipage=Kino Der Toten]

Kino Der Toten - Some strategies for you

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Blobs on map are perk locations, read below for more inf0


Kino Der Toten - Some strategies for you

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Upgrade Your Weapons
Both maps feature a Pack-A-Punch machine, it costs 5000 points to "upgrade your weapon" you get a whole lot more ammo as well Dancing. To get there on Kino der Toten is pretty simples, it just takes a good strategy to do so without dying. Starting with the set of double doors on the second floor of the room you start in, work your way through a series of rooms (and doors) until you get to the theater, once the power has been turned on, the doors will open and you'll be free to go in and out when you please, and this is much easier to do when these doors are open!

The Power

If you flip the power switch (It's located right near the M16) raises the curtain. Jump off the stage and walk down the isle and you will find yourself in the spawn room. With the power now on, flip the activator switch in that starting room and then head back to the theater stage, where the teleporter will now be active and ready to teleport you to the projection room where the pack-a-punch is located. Hop in and you're whisked away to the Pack-A-Punch machine, a completely zombie-free room overlooking the theater. You only have 30 seconds to spend there though, so do your business at the machine as quickly as you can. When you teleport back and you end up in a strange room, don't panic, you're only in there for about 3 seconds, then you get teleported back into the spawn room.

Dogs
Every five or so rounds you'll hear different music at the start of the round, telling you it's the round of the hellhounds, which was introduced on the map Shi no Numa on COD "World at War" These dogs won't ever appear WITH zombies (although they did on Der Reise on COD 5); they get their own round. Your best strategy for taking on the dog is to pull out a shotgun, you could buy the stakeout or olympia off the wall, but I recommend stakeout. One popular strategy is to turn the turret on, in the theatre or in the room where speed cola is. Dog rounds can be scary, but all bad things turn out good! The last dog to die always drops a Max Ammo bonus. Make sure everyone reloads before you grab it, to better maximize the ammo gains.

The Stage
The stage IS the best place to stay during your time on Kindo der Toten, there is a very basic strategy for this, it's called a "rape train" you basically run around the stage and the zombies follow you behind, once all lined up, run into the small area where the M16 is and fire away! Not all zombies will be killed so be ready to jump up and make a run for it! This is the best strategy for solo, but on multi player it's still good, your whole team can either run the rape train (what I usually do, but you must all run as a group, not separate ways, otherwise the zombies will keep changing who they follow) or one can run while the others shoot at zombies, but some zombies could get distracted and could end up going for your team mates, so stay alert! Some things that are vital for this strategy are perks.

Locations of Perks

SEE MAP WITH BLOBS ABOVE

Juggernog- ok, I am afraid the layout I chose doesn't show Juggernog very well. Walk into the theatre and walk down the isle where the random box is, if you look to your right, you will see the Juggernog, it looks as if it is to the side of the door to the main lobby.

Quick Revive - This is the easiest perk to find on Kino, as soon as you spawn, turn to your right and it's there! if you are playing solo, you can but it straight away.

Speed Cola - To find this, open the first door upstairs, walk through the archway and open the next door, once there, walk down the 2 sets of stairs and turn left (or right, depending which set of stairs you walk down) it should be there directly next the a window.

Double Tap - This is also pretty easy to find, open the very first door downstairs and walk through the room, open the door right in front of you and it's there, very easy, but remember, you will have to turn the power on first, so get to the main theatre from there.

The perk that is vital for the rape train is Juggernog, be sure to buy it!

SOME FAQ's

How do I turn on the power?

First have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola and may also have a random box. You decide which way you'll go, the most important thing is to get to the power. Once you get to the backstage of the Theater, the power is located on the right if you take the route vis the MP40, or right ahead of you if you take the ally route. You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open circle of the level.

Be aware that once you turn the power on the nova 6 crawlers come, be aware of this, and use the strategy I said above!

How do I turn the Teleporter on?

You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (spawn room) to use the Teleporter. You'll have to stand on that shiny circle panel thing and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.

WTF is the teleporter for? :wtf:

The only use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch machine in this room. The best thing about the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. The Problem is, this only lasts for about 30 seconds. Another thing to take advantage of is that when you teleport, any zombie inside the teleporter will die!

What the hell is a Projection/Pack-a-Punch room?

The Pack-a-Punch room has a Pack-a-Punch Machine in it that upgrades your weapons. It is located in the projection room over-looking the theater.

When do the Hellhounds show up?

They begin to show up after the 5th wave. They come back every 5th round, but I have seen them only four rounds away a few times. If you need tips or are confused, look at the dogs strategy above.

[multipage=Five]

'FIVE'

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Perk locations are on this map, see below for more info!

Upgrade Your Weapons
Much like Kino, a lot has to be done in order to reach the PaP (Pack-a-Punch) room. From the starting area, make your way into the hallway and take the elevator down to the War Room, there is only one route down so don't worry about it! Look at the DEFCON switches scattered around the walls on the second floor. Take the stairs down (paying to clear debris as you go) and make your way to the freight elevator (very big! Right next to the stakeout). Take THAT down to the laboratories and locate the power switch, just like Kino. Once you've flipped the switch, head back to the war room (second floor) and hit any DEFCON switch you see with a green light next to it until you hit level 5. An alarm with sound at that point, a cue that ALL teleporters will now send you straight to the machine for a limited time, for the moment no zombies can come through, if it's in the middle of the round all the zombies will be confused outside, if it's the start, some may break in through the 2 windows, so keep them guarded.

To do with Guns
First off, there are no dog rounds Claps Instead you've got a scientist zombie who can't even hurt you. What he does, however, is much, much worse. Appearing less frequently than the hellhounds, this guy will appear all by himself, HAH! It's possible to kill him, but he soaks up a TON of damage (four players emptying all of their assault rifle rounds into a scientist MIGHT kill it, with enough headshots). Here's where it gets tricky: if this guy gets close to you, he STEALS whichever weapon you happen to have out at the time. NOT cool, especially after you've visited the Pack-A-Punch machine. I recommend as a precaution, so have one **** weapon to hand that he can take, then have your PaPed weapon out and shoot him as much as you can! Avoid him if you can. A tip I can give you is: the elevators stop working when the scientist comes out to play, so don't bother trying to escape to another floor, you'll just get trapped! The only weapon I've killed him with on sole is the pistol PaPed Cool Man (aka Tustin) I killed myself doing so because he got close! If you kill him, he will drop a max ammo and another drop, this could be fire sale (random box for 10 points!) or the very rare bombfire sale (PaP for only 1000 points!!!!) The other way he goes is if he takes one weapon from every player, he will drop a max ammo at the end anyway, so you'll still get your ammunition!

Death In An Elevator
There's no single location in Five that is easily defended with a convenient fall-back point (if you get into trouble). What you DO have is an elevator, and the breathing room a ride up or down can provide as your reload and revive. Five has two elevators: the one connecting the starting area with the War Room and the larger freight elevator, which connects the War Room and the labs. The freight elevator is the one you'll want to call home. You'll have two entry points to defend, since that elevators two sets of doors both open on each floor, one on a barrier and one on the floor itself. This is offset by the fact that you can buy the SPAS-12 shotgun in the War Room, found JUST outside the elevator. Easy, quick access to ammo and an up/down button you can press for a moment to breathe when the horde gets to be too much. The freight elevator also has a steakout right outside on the war room floor as well, the elevator costs 250 points each ride so this is a strategy for higher and wealthier rounds.

Five "Rape Train"

This strategy takes place on the war room floor, the bottom half that is, you must clear all debris on the bottom half in order to do this, I recommend buying juggernog for this, if you do not know this perk location, all locations are below, now the strategy is, run around the whole floor and shoot! It's the same as the Kino strategy, you can run as a team or solo! This will get you to high levels and is the most effective rape train. This isn't the only one on the map though, there is also one around the table in the PaP room, it's pretty obvious, run around the table! But if you are playing multi-player and one person is running, the other members could camp in the small "hallway" to the door that opens to let you out of the room, if it is closed, it is much easier, but when it is open, if there are 3 players camping, I recommend 2 players watching the door, and one watching the rape train, if it gets risky, the guy running the rape train can jump into the teleporter while the others escape through the door, I know I said never split up, but this is a risk you are just going to have to take if it means surviving!

Perk locations on Five

Juggernog- ok so once you have gained enough points, you have to go all the way down and turn the power on, once this has been done, make your way back upstairs, most of you may have seen the door that behind it is the pack a punch, well if you are facing the door, turn right and you'll see the Juggernog machine!

Quick Revive - Ok, when you spawn, there will be a room which does not need opening, if you walk into this room and turn left, the quick revive will be there, as I said, if you are playing solo you can buy it straight away, if not, you will have to turn the power on first

Speed Cola - this one is also easy, open the first door you can and its literally there, but remember, you have to make your way downstairs to turn the power on first, then come back up and buy it.

Double Tap - This perk is almost directly above Juggernog, open all the doors you can until you reach the first elevator, buy it, turn right as you get out of the elevator and it's there, very easy!
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The following 2 users say thank you to Mudkip for this useful post:

JakeM, waterboy1248
05-19-2011, 08:07 PM #2
waterboy1248
Climbing up the ladder
wow nice thread. can see you put a good bit of time into that. keep it up and thanks for the good strategies. now you need to include a few for call of the dead and ascension.
05-19-2011, 08:19 PM #3
Mudkip
Retired Moderator
Originally posted by waterboy1248 View Post
wow nice thread. can see you put a good bit of time into that. keep it up and thanks for the good strategies. now you need to include a few for call of the dead and ascension.


As I said, after my exams, they're coming right up Winky Winky

The following user thanked Mudkip for this useful post:

JakeM
05-19-2011, 08:39 PM #4
JakeM
ZOMG HaXz!
Really good guide mudkip :y:
05-19-2011, 08:47 PM #5
Mudkip
Retired Moderator
Originally posted by HairLikeF33L View Post
Really good guide mudkip :y:


Thanks!! :love:
05-20-2011, 03:56 PM #6
Curt
Former Staff
Nice thread, it would of looked alot better if you used table of contents though, nice tactics man :muck:
05-20-2011, 05:03 PM #7
Mudkip
Retired Moderator
Originally posted by Curt View Post
Nice thread, it would of looked alot better if you used table of contents though, nice tactics man :muck:


Thanks man :love: added all that stuff in Cool Man (aka Tustin) thanks
05-20-2011, 10:50 PM #8
Originally posted by Mudkip View Post
Black Ops Zombies Strategy Guide

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After the call of Duty 5 World at War release of zombies, Treyarch decided to bring back the much loved game mode which was described as a "Last Minute add on" If you have never played this before, then you won't know, and need to know, that you need a strategy! A good one to! The info below was taken from my own knowledge and a few helpful websites, and YouTube! If you get confused, look up strategies to see them happening so that you get a feel for it!

This guide is for those who are new to Zombies or are just plain **** and want a little bit of help Winky Winky. These are some good strategies for the 2 maps Five and Kino der Toten. When I have time I will update to Ascension + Call of The Dead, but I hope you understand I have exams on at the moment!

Table of Contents


  • Page 1 - Some good tips for all zombie maps in general
  • Page 2 - Kino der Toten strategys and tips
  • Page 3 - Five Strategies and tips
  • Page 4 - Ascension - In the making
  • Page 5 -Call of the Daed - In the making
  • Page 6 - Coming soon



I will Update you every time I add something new!!

To update: Ascension and Call of the Dead coming soon!

Edits:
Edit 1 - Added multi-pages
Edit 2 - Added table of contents

[multipage=Good tips for surviving]
Good tips for surviving
Stay together
If COD 5 and a load of zombie movies (Zombie land Winky Winky) have told us anything, it's that splitting up or going off on your own is a very, VERY bad idea. So make sure you've got at least one friend to bring along into your match, preferably two or three. The more eyes you've got, the better the chances of preventing or plugging those zombie breaches before they get out of hand. In personal experience, I advise 2, there are less zombies and some strategies are better with just 2, you can do solo if you want but I recommend getting used to zombies before you try anything hasty.

Coming in
Some of the worst words you can hear over your headset when playing Zombies is (my favorite phrase) "OMFG THERE'S A ****ING ZOMBIE COMING THROUGH THE WINDOW!" The zombies have broken through one or more barriers and are now coming towards you and trying to eat your flesh!! If you plan it right, a breach can be a good thing. During the early rounds when your knife is still good, position yourself so you can cover one or more windows and let them come. Downed zombies will sometimes drop power-ups, but only if they've breached; what you're looking for in the early going is a x2 point boost or a max ammo which is very helpful because you'll end up with more points.

To do with guns
In zombies, the only realistic thing (if there is one Eek) is ammo, and how you do run out and you don't have unlimited amounts. All players start with a pistol and 500 points to spend, enough on either map to buy a rifle or a shotgun, or save up to open a door. Feel free to buy one (I usually don't, I wait until the MP5K or PML is available, but don't bother using it until round three or four. Rely on your knife melee instead for the earlier rounds. First-round zombies go down with one knife swipe, second-round zombies with two, and so on. To maximize your points, put 6 pistol bullets into each zombie BEFORE knifing it into re-death.

Random Box IS G0D (Actually it's Samantha)
Only a few guns are available on the walls of the map, and these guns turn bad when you get to higher levels. As valuable as those locations are for offering the ability to buy more ammo, the most powerful weapons in the game, including each map's incredi-gun, are only available from the Random Box. Spend 950 points and the box will offer you a random gun, but BE WARNED it could be ****. You don't HAVE TO take it and probably shouldn't if it's a sniper rifle, pistol or as I said a plain **** gun, but this is your only change to get an "incredi-weapon" as I call them (Thunder gun, winters howl) so go for it!

Crawlers Are GOOD
A "Crawler" is a zombie who has had his legs blown off by an explosive blast (not to be confused with the gas-spewing Nova zombies in "Black Ops" which do, in fact, crawl). Creating a crawler and keeping it alive at the end of a round is a good strategy, this way if you are on a higher round you can have a few goes on the random box to get better weapons. They're slow, the slowest enemy in the game, and easily avoided. A round won't end until ALL zombies are put down, so make your adorable, little crawler and then run around re-upping your ammo, buying new weapons and opening doors without the hassle of a massive zombie horde coming towards you. Even though 1 is good enough, I recommend (if possible) to leave 2 crawlers, on the new maps, especially Ascension, if you use the lunar lander, there is a chance the crawler will die, but this will not end the round, a fresh new running zombie will spawn, this is not good! If two are left this will not happen! Beware though: crawlers will simply expire on their own after awhile (which is why I said leave 2) If you see that the round has ended, quickly re-group and get ready for the next horde of zombies.

Small but cruel
Nova zombies are the worst. They crawl on all fours, giving them a lower-profile. They're fast. Worst of all, they give off a cloud of nova 6 gas which stuns you if you walk through it, UNLESS you take them out with a knife or a Ray Gun blast. Unless you've got a bowie knife or a ray gun, I say kill them a a distance. BUT this is a strategy, if you are running around with zombies behind you, I say kill the nova zombies but not the others, the gas also kills normal zombies which you could take advantage of!

Cooperation
The only way to survive in "Black Ops" Zombies is to function as a group (this does not apply for solo!!!) DON'T walk off and walk away from your team, because you WILL die. Work with your team. Shout out breaches. Take turns spending points to open doors. You need to talk if you want to survive! If you would like to succeed in this step, I recommend getting a headset!

[multipage=Kino Der Toten]

Kino Der Toten - Some strategies for you

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Images:
You must login or register to view this content.

You must login or register to view this content.
Blobs on map are perk locations, read below for more inf0


Kino Der Toten - Some strategies for you

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Upgrade Your Weapons
Both maps feature a Pack-A-Punch machine, it costs 5000 points to "upgrade your weapon" you get a whole lot more ammo as well Dancing. To get there on Kino der Toten is pretty simples, it just takes a good strategy to do so without dying. Starting with the set of double doors on the second floor of the room you start in, work your way through a series of rooms (and doors) until you get to the theater, once the power has been turned on, the doors will open and you'll be free to go in and out when you please, and this is much easier to do when these doors are open!

The Power

If you flip the power switch (It's located right near the M16) raises the curtain. Jump off the stage and walk down the isle and you will find yourself in the spawn room. With the power now on, flip the activator switch in that starting room and then head back to the theater stage, where the teleporter will now be active and ready to teleport you to the projection room where the pack-a-punch is located. Hop in and you're whisked away to the Pack-A-Punch machine, a completely zombie-free room overlooking the theater. You only have 30 seconds to spend there though, so do your business at the machine as quickly as you can. When you teleport back and you end up in a strange room, don't panic, you're only in there for about 3 seconds, then you get teleported back into the spawn room.

Dogs
Every five or so rounds you'll hear different music at the start of the round, telling you it's the round of the hellhounds, which was introduced on the map Shi no Numa on COD "World at War" These dogs won't ever appear WITH zombies (although they did on Der Reise on COD 5); they get their own round. Your best strategy for taking on the dog is to pull out a shotgun, you could buy the stakeout or olympia off the wall, but I recommend stakeout. One popular strategy is to turn the turret on, in the theatre or in the room where speed cola is. Dog rounds can be scary, but all bad things turn out good! The last dog to die always drops a Max Ammo bonus. Make sure everyone reloads before you grab it, to better maximize the ammo gains.

The Stage
The stage IS the best place to stay during your time on Kindo der Toten, there is a very basic strategy for this, it's called a "rape train" you basically run around the stage and the zombies follow you behind, once all lined up, run into the small area where the M16 is and fire away! Not all zombies will be killed so be ready to jump up and make a run for it! This is the best strategy for solo, but on multi player it's still good, your whole team can either run the rape train (what I usually do, but you must all run as a group, not separate ways, otherwise the zombies will keep changing who they follow) or one can run while the others shoot at zombies, but some zombies could get distracted and could end up going for your team mates, so stay alert! Some things that are vital for this strategy are perks.

Locations of Perks

SEE MAP WITH BLOBS ABOVE

Juggernog- ok, I am afraid the layout I chose doesn't show Juggernog very well. Walk into the theatre and walk down the isle where the random box is, if you look to your right, you will see the Juggernog, it looks as if it is to the side of the door to the main lobby.

Quick Revive - This is the easiest perk to find on Kino, as soon as you spawn, turn to your right and it's there! if you are playing solo, you can but it straight away.

Speed Cola - To find this, open the first door upstairs, walk through the archway and open the next door, once there, walk down the 2 sets of stairs and turn left (or right, depending which set of stairs you walk down) it should be there directly next the a window.

Double Tap - This is also pretty easy to find, open the very first door downstairs and walk through the room, open the door right in front of you and it's there, very easy, but remember, you will have to turn the power on first, so get to the main theatre from there.

The perk that is vital for the rape train is Juggernog, be sure to buy it!

SOME FAQ's

How do I turn on the power?

First have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola and may also have a random box. You decide which way you'll go, the most important thing is to get to the power. Once you get to the backstage of the Theater, the power is located on the right if you take the route vis the MP40, or right ahead of you if you take the ally route. You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open circle of the level.

Be aware that once you turn the power on the nova 6 crawlers come, be aware of this, and use the strategy I said above!

How do I turn the Teleporter on?

You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (spawn room) to use the Teleporter. You'll have to stand on that shiny circle panel thing and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.

WTF is the teleporter for? :wtf:

The only use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch machine in this room. The best thing about the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. The Problem is, this only lasts for about 30 seconds. Another thing to take advantage of is that when you teleport, any zombie inside the teleporter will die!

What the hell is a Projection/Pack-a-Punch room?

The Pack-a-Punch room has a Pack-a-Punch Machine in it that upgrades your weapons. It is located in the projection room over-looking the theater.

When do the Hellhounds show up?

They begin to show up after the 5th wave. They come back every 5th round, but I have seen them only four rounds away a few times. If you need tips or are confused, look at the dogs strategy above.

[multipage=Five]

'FIVE'

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Perk locations are on this map, see below for more info!

Upgrade Your Weapons
Much like Kino, a lot has to be done in order to reach the PaP (Pack-a-Punch) room. From the starting area, make your way into the hallway and take the elevator down to the War Room, there is only one route down so don't worry about it! Look at the DEFCON switches scattered around the walls on the second floor. Take the stairs down (paying to clear debris as you go) and make your way to the freight elevator (very big! Right next to the stakeout). Take THAT down to the laboratories and locate the power switch, just like Kino. Once you've flipped the switch, head back to the war room (second floor) and hit any DEFCON switch you see with a green light next to it until you hit level 5. An alarm with sound at that point, a cue that ALL teleporters will now send you straight to the machine for a limited time, for the moment no zombies can come through, if it's in the middle of the round all the zombies will be confused outside, if it's the start, some may break in through the 2 windows, so keep them guarded.

To do with Guns
First off, there are no dog rounds Claps Instead you've got a scientist zombie who can't even hurt you. What he does, however, is much, much worse. Appearing less frequently than the hellhounds, this guy will appear all by himself, HAH! It's possible to kill him, but he soaks up a TON of damage (four players emptying all of their assault rifle rounds into a scientist MIGHT kill it, with enough headshots). Here's where it gets tricky: if this guy gets close to you, he STEALS whichever weapon you happen to have out at the time. NOT cool, especially after you've visited the Pack-A-Punch machine. I recommend as a precaution, so have one **** weapon to hand that he can take, then have your PaPed weapon out and shoot him as much as you can! Avoid him if you can. A tip I can give you is: the elevators stop working when the scientist comes out to play, so don't bother trying to escape to another floor, you'll just get trapped! The only weapon I've killed him with on sole is the pistol PaPed Cool Man (aka Tustin) I killed myself doing so because he got close! If you kill him, he will drop a max ammo and another drop, this could be fire sale (random box for 10 points!) or the very rare bombfire sale (PaP for only 1000 points!!!!) The other way he goes is if he takes one weapon from every player, he will drop a max ammo at the end anyway, so you'll still get your ammunition!

Death In An Elevator
There's no single location in Five that is easily defended with a convenient fall-back point (if you get into trouble). What you DO have is an elevator, and the breathing room a ride up or down can provide as your reload and revive. Five has two elevators: the one connecting the starting area with the War Room and the larger freight elevator, which connects the War Room and the labs. The freight elevator is the one you'll want to call home. You'll have two entry points to defend, since that elevators two sets of doors both open on each floor, one on a barrier and one on the floor itself. This is offset by the fact that you can buy the SPAS-12 shotgun in the War Room, found JUST outside the elevator. Easy, quick access to ammo and an up/down button you can press for a moment to breathe when the horde gets to be too much. The freight elevator also has a steakout right outside on the war room floor as well, the elevator costs 250 points each ride so this is a strategy for higher and wealthier rounds.

Five "Rape Train"

This strategy takes place on the war room floor, the bottom half that is, you must clear all debris on the bottom half in order to do this, I recommend buying juggernog for this, if you do not know this perk location, all locations are below, now the strategy is, run around the whole floor and shoot! It's the same as the Kino strategy, you can run as a team or solo! This will get you to high levels and is the most effective rape train. This isn't the only one on the map though, there is also one around the table in the PaP room, it's pretty obvious, run around the table! But if you are playing multi-player and one person is running, the other members could camp in the small "hallway" to the door that opens to let you out of the room, if it is closed, it is much easier, but when it is open, if there are 3 players camping, I recommend 2 players watching the door, and one watching the rape train, if it gets risky, the guy running the rape train can jump into the teleporter while the others escape through the door, I know I said never split up, but this is a risk you are just going to have to take if it means surviving!

Perk locations on Five

Juggernog- ok so once you have gained enough points, you have to go all the way down and turn the power on, once this has been done, make your way back upstairs, most of you may have seen the door that behind it is the pack a punch, well if you are facing the door, turn right and you'll see the Juggernog machine!

Quick Revive - Ok, when you spawn, there will be a room which does not need opening, if you walk into this room and turn left, the quick revive will be there, as I said, if you are playing solo you can buy it straight away, if not, you will have to turn the power on first

Speed Cola - this one is also easy, open the first door you can and its literally there, but remember, you have to make your way downstairs to turn the power on first, then come back up and buy it.

Double Tap - This perk is almost directly above Juggernog, open all the doors you can until you reach the first elevator, buy it, turn right as you get out of the elevator and it's there, very easy!


Great Job Man This is awesome Keep up the good work :y:
05-20-2011, 10:50 PM #9
Originally posted by Mudkip View Post
Black Ops Zombies Strategy Guide

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After the call of Duty 5 World at War release of zombies, Treyarch decided to bring back the much loved game mode which was described as a "Last Minute add on" If you have never played this before, then you won't know, and need to know, that you need a strategy! A good one to! The info below was taken from my own knowledge and a few helpful websites, and YouTube! If you get confused, look up strategies to see them happening so that you get a feel for it!

This guide is for those who are new to Zombies or are just plain **** and want a little bit of help Winky Winky. These are some good strategies for the 2 maps Five and Kino der Toten. When I have time I will update to Ascension + Call of The Dead, but I hope you understand I have exams on at the moment!

Table of Contents


  • Page 1 - Some good tips for all zombie maps in general
  • Page 2 - Kino der Toten strategys and tips
  • Page 3 - Five Strategies and tips
  • Page 4 - Ascension - In the making
  • Page 5 -Call of the Daed - In the making
  • Page 6 - Coming soon



I will Update you every time I add something new!!

To update: Ascension and Call of the Dead coming soon!

Edits:
Edit 1 - Added multi-pages
Edit 2 - Added table of contents

[multipage=Good tips for surviving]
Good tips for surviving
Stay together
If COD 5 and a load of zombie movies (Zombie land Winky Winky) have told us anything, it's that splitting up or going off on your own is a very, VERY bad idea. So make sure you've got at least one friend to bring along into your match, preferably two or three. The more eyes you've got, the better the chances of preventing or plugging those zombie breaches before they get out of hand. In personal experience, I advise 2, there are less zombies and some strategies are better with just 2, you can do solo if you want but I recommend getting used to zombies before you try anything hasty.

Coming in
Some of the worst words you can hear over your headset when playing Zombies is (my favorite phrase) "OMFG THERE'S A ****ING ZOMBIE COMING THROUGH THE WINDOW!" The zombies have broken through one or more barriers and are now coming towards you and trying to eat your flesh!! If you plan it right, a breach can be a good thing. During the early rounds when your knife is still good, position yourself so you can cover one or more windows and let them come. Downed zombies will sometimes drop power-ups, but only if they've breached; what you're looking for in the early going is a x2 point boost or a max ammo which is very helpful because you'll end up with more points.

To do with guns
In zombies, the only realistic thing (if there is one Eek) is ammo, and how you do run out and you don't have unlimited amounts. All players start with a pistol and 500 points to spend, enough on either map to buy a rifle or a shotgun, or save up to open a door. Feel free to buy one (I usually don't, I wait until the MP5K or PML is available, but don't bother using it until round three or four. Rely on your knife melee instead for the earlier rounds. First-round zombies go down with one knife swipe, second-round zombies with two, and so on. To maximize your points, put 6 pistol bullets into each zombie BEFORE knifing it into re-death.

Random Box IS G0D (Actually it's Samantha)
Only a few guns are available on the walls of the map, and these guns turn bad when you get to higher levels. As valuable as those locations are for offering the ability to buy more ammo, the most powerful weapons in the game, including each map's incredi-gun, are only available from the Random Box. Spend 950 points and the box will offer you a random gun, but BE WARNED it could be ****. You don't HAVE TO take it and probably shouldn't if it's a sniper rifle, pistol or as I said a plain **** gun, but this is your only change to get an "incredi-weapon" as I call them (Thunder gun, winters howl) so go for it!

Crawlers Are GOOD
A "Crawler" is a zombie who has had his legs blown off by an explosive blast (not to be confused with the gas-spewing Nova zombies in "Black Ops" which do, in fact, crawl). Creating a crawler and keeping it alive at the end of a round is a good strategy, this way if you are on a higher round you can have a few goes on the random box to get better weapons. They're slow, the slowest enemy in the game, and easily avoided. A round won't end until ALL zombies are put down, so make your adorable, little crawler and then run around re-upping your ammo, buying new weapons and opening doors without the hassle of a massive zombie horde coming towards you. Even though 1 is good enough, I recommend (if possible) to leave 2 crawlers, on the new maps, especially Ascension, if you use the lunar lander, there is a chance the crawler will die, but this will not end the round, a fresh new running zombie will spawn, this is not good! If two are left this will not happen! Beware though: crawlers will simply expire on their own after awhile (which is why I said leave 2) If you see that the round has ended, quickly re-group and get ready for the next horde of zombies.

Small but cruel
Nova zombies are the worst. They crawl on all fours, giving them a lower-profile. They're fast. Worst of all, they give off a cloud of nova 6 gas which stuns you if you walk through it, UNLESS you take them out with a knife or a Ray Gun blast. Unless you've got a bowie knife or a ray gun, I say kill them a a distance. BUT this is a strategy, if you are running around with zombies behind you, I say kill the nova zombies but not the others, the gas also kills normal zombies which you could take advantage of!

Cooperation
The only way to survive in "Black Ops" Zombies is to function as a group (this does not apply for solo!!!) DON'T walk off and walk away from your team, because you WILL die. Work with your team. Shout out breaches. Take turns spending points to open doors. You need to talk if you want to survive! If you would like to succeed in this step, I recommend getting a headset!

[multipage=Kino Der Toten]

Kino Der Toten - Some strategies for you

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Blobs on map are perk locations, read below for more inf0


Kino Der Toten - Some strategies for you

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Upgrade Your Weapons
Both maps feature a Pack-A-Punch machine, it costs 5000 points to "upgrade your weapon" you get a whole lot more ammo as well Dancing. To get there on Kino der Toten is pretty simples, it just takes a good strategy to do so without dying. Starting with the set of double doors on the second floor of the room you start in, work your way through a series of rooms (and doors) until you get to the theater, once the power has been turned on, the doors will open and you'll be free to go in and out when you please, and this is much easier to do when these doors are open!

The Power

If you flip the power switch (It's located right near the M16) raises the curtain. Jump off the stage and walk down the isle and you will find yourself in the spawn room. With the power now on, flip the activator switch in that starting room and then head back to the theater stage, where the teleporter will now be active and ready to teleport you to the projection room where the pack-a-punch is located. Hop in and you're whisked away to the Pack-A-Punch machine, a completely zombie-free room overlooking the theater. You only have 30 seconds to spend there though, so do your business at the machine as quickly as you can. When you teleport back and you end up in a strange room, don't panic, you're only in there for about 3 seconds, then you get teleported back into the spawn room.

Dogs
Every five or so rounds you'll hear different music at the start of the round, telling you it's the round of the hellhounds, which was introduced on the map Shi no Numa on COD "World at War" These dogs won't ever appear WITH zombies (although they did on Der Reise on COD 5); they get their own round. Your best strategy for taking on the dog is to pull out a shotgun, you could buy the stakeout or olympia off the wall, but I recommend stakeout. One popular strategy is to turn the turret on, in the theatre or in the room where speed cola is. Dog rounds can be scary, but all bad things turn out good! The last dog to die always drops a Max Ammo bonus. Make sure everyone reloads before you grab it, to better maximize the ammo gains.

The Stage
The stage IS the best place to stay during your time on Kindo der Toten, there is a very basic strategy for this, it's called a "rape train" you basically run around the stage and the zombies follow you behind, once all lined up, run into the small area where the M16 is and fire away! Not all zombies will be killed so be ready to jump up and make a run for it! This is the best strategy for solo, but on multi player it's still good, your whole team can either run the rape train (what I usually do, but you must all run as a group, not separate ways, otherwise the zombies will keep changing who they follow) or one can run while the others shoot at zombies, but some zombies could get distracted and could end up going for your team mates, so stay alert! Some things that are vital for this strategy are perks.

Locations of Perks

SEE MAP WITH BLOBS ABOVE

Juggernog- ok, I am afraid the layout I chose doesn't show Juggernog very well. Walk into the theatre and walk down the isle where the random box is, if you look to your right, you will see the Juggernog, it looks as if it is to the side of the door to the main lobby.

Quick Revive - This is the easiest perk to find on Kino, as soon as you spawn, turn to your right and it's there! if you are playing solo, you can but it straight away.

Speed Cola - To find this, open the first door upstairs, walk through the archway and open the next door, once there, walk down the 2 sets of stairs and turn left (or right, depending which set of stairs you walk down) it should be there directly next the a window.

Double Tap - This is also pretty easy to find, open the very first door downstairs and walk through the room, open the door right in front of you and it's there, very easy, but remember, you will have to turn the power on first, so get to the main theatre from there.

The perk that is vital for the rape train is Juggernog, be sure to buy it!

SOME FAQ's

How do I turn on the power?

First have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola and may also have a random box. You decide which way you'll go, the most important thing is to get to the power. Once you get to the backstage of the Theater, the power is located on the right if you take the route vis the MP40, or right ahead of you if you take the ally route. You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open circle of the level.

Be aware that once you turn the power on the nova 6 crawlers come, be aware of this, and use the strategy I said above!

How do I turn the Teleporter on?

You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (spawn room) to use the Teleporter. You'll have to stand on that shiny circle panel thing and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.

WTF is the teleporter for? :wtf:

The only use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch machine in this room. The best thing about the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. The Problem is, this only lasts for about 30 seconds. Another thing to take advantage of is that when you teleport, any zombie inside the teleporter will die!

What the hell is a Projection/Pack-a-Punch room?

The Pack-a-Punch room has a Pack-a-Punch Machine in it that upgrades your weapons. It is located in the projection room over-looking the theater.

When do the Hellhounds show up?

They begin to show up after the 5th wave. They come back every 5th round, but I have seen them only four rounds away a few times. If you need tips or are confused, look at the dogs strategy above.

[multipage=Five]

'FIVE'

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Perk locations are on this map, see below for more info!

Upgrade Your Weapons
Much like Kino, a lot has to be done in order to reach the PaP (Pack-a-Punch) room. From the starting area, make your way into the hallway and take the elevator down to the War Room, there is only one route down so don't worry about it! Look at the DEFCON switches scattered around the walls on the second floor. Take the stairs down (paying to clear debris as you go) and make your way to the freight elevator (very big! Right next to the stakeout). Take THAT down to the laboratories and locate the power switch, just like Kino. Once you've flipped the switch, head back to the war room (second floor) and hit any DEFCON switch you see with a green light next to it until you hit level 5. An alarm with sound at that point, a cue that ALL teleporters will now send you straight to the machine for a limited time, for the moment no zombies can come through, if it's in the middle of the round all the zombies will be confused outside, if it's the start, some may break in through the 2 windows, so keep them guarded.

To do with Guns
First off, there are no dog rounds Claps Instead you've got a scientist zombie who can't even hurt you. What he does, however, is much, much worse. Appearing less frequently than the hellhounds, this guy will appear all by himself, HAH! It's possible to kill him, but he soaks up a TON of damage (four players emptying all of their assault rifle rounds into a scientist MIGHT kill it, with enough headshots). Here's where it gets tricky: if this guy gets close to you, he STEALS whichever weapon you happen to have out at the time. NOT cool, especially after you've visited the Pack-A-Punch machine. I recommend as a precaution, so have one **** weapon to hand that he can take, then have your PaPed weapon out and shoot him as much as you can! Avoid him if you can. A tip I can give you is: the elevators stop working when the scientist comes out to play, so don't bother trying to escape to another floor, you'll just get trapped! The only weapon I've killed him with on sole is the pistol PaPed Cool Man (aka Tustin) I killed myself doing so because he got close! If you kill him, he will drop a max ammo and another drop, this could be fire sale (random box for 10 points!) or the very rare bombfire sale (PaP for only 1000 points!!!!) The other way he goes is if he takes one weapon from every player, he will drop a max ammo at the end anyway, so you'll still get your ammunition!

Death In An Elevator
There's no single location in Five that is easily defended with a convenient fall-back point (if you get into trouble). What you DO have is an elevator, and the breathing room a ride up or down can provide as your reload and revive. Five has two elevators: the one connecting the starting area with the War Room and the larger freight elevator, which connects the War Room and the labs. The freight elevator is the one you'll want to call home. You'll have two entry points to defend, since that elevators two sets of doors both open on each floor, one on a barrier and one on the floor itself. This is offset by the fact that you can buy the SPAS-12 shotgun in the War Room, found JUST outside the elevator. Easy, quick access to ammo and an up/down button you can press for a moment to breathe when the horde gets to be too much. The freight elevator also has a steakout right outside on the war room floor as well, the elevator costs 250 points each ride so this is a strategy for higher and wealthier rounds.

Five "Rape Train"

This strategy takes place on the war room floor, the bottom half that is, you must clear all debris on the bottom half in order to do this, I recommend buying juggernog for this, if you do not know this perk location, all locations are below, now the strategy is, run around the whole floor and shoot! It's the same as the Kino strategy, you can run as a team or solo! This will get you to high levels and is the most effective rape train. This isn't the only one on the map though, there is also one around the table in the PaP room, it's pretty obvious, run around the table! But if you are playing multi-player and one person is running, the other members could camp in the small "hallway" to the door that opens to let you out of the room, if it is closed, it is much easier, but when it is open, if there are 3 players camping, I recommend 2 players watching the door, and one watching the rape train, if it gets risky, the guy running the rape train can jump into the teleporter while the others escape through the door, I know I said never split up, but this is a risk you are just going to have to take if it means surviving!

Perk locations on Five

Juggernog- ok so once you have gained enough points, you have to go all the way down and turn the power on, once this has been done, make your way back upstairs, most of you may have seen the door that behind it is the pack a punch, well if you are facing the door, turn right and you'll see the Juggernog machine!

Quick Revive - Ok, when you spawn, there will be a room which does not need opening, if you walk into this room and turn left, the quick revive will be there, as I said, if you are playing solo you can buy it straight away, if not, you will have to turn the power on first

Speed Cola - this one is also easy, open the first door you can and its literally there, but remember, you have to make your way downstairs to turn the power on first, then come back up and buy it.

Double Tap - This perk is almost directly above Juggernog, open all the doors you can until you reach the first elevator, buy it, turn right as you get out of the elevator and it's there, very easy!


Wow Keep up the good work Winky Winky this is awesome thanks man :y:

The following user thanked FatalHackz for this useful post:

Mudkip
05-20-2011, 11:13 PM #10
Mudkip
Retired Moderator
Originally posted by FatalHackz View Post
Wow Keep up the good work Winky Winky this is awesome thanks man :y:


thanks man Smile

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