Post: Ultimate Call of the Dead Strategy, 40 Rounds+!!!! MUST SEE!!!
05-26-2011, 04:17 AM #1
chefwhitey
I am error
(adsbygoogle = window.adsbygoogle || []).push({}); This strategy will get you to whatever level you want to get to. I got to 41 on my 2nd try and I also am posting my first run through of this strategy on my channel in its entirety. First run through we got to 36.

Hope you enjoy!!!

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The following 4 users say thank you to chefwhitey for this useful post:

deejayguerrilla, Favo, iKai-_-, VHS
06-13-2011, 03:06 PM #20
csfola10taky
Climbing up the ladder
WTF???? thanks dude i got to round 40 with my other 2 teammates... thats awesome i just went down like 2 times but we ended the game cuz it was already 5 a.m. and we had to go to school xD
so yeah i hope i will get to the 50+ rounds
thanks dude great startegy Smile
06-13-2011, 03:44 PM #21
warfighter67
Bounty hunter
Me and my brother have a slight modification to this strat. What we do is we stay in the spawn area until we have enough for the MP40 (one player with 1750+ and the other with 2000+), camp there until one person gets 1250, then hang out on the room by the power.

Then, when we each have about 4-5k points, we turn on the power and head for jug (This is usually by round 5-7). After that, we wait for someone to have 750 points, if not already, and buy the boat that leads to the bottom of the lighthouse from the jug boat.

Then, we wait to each have 3k points, and then open the door to PhD Flopper, and then from that room, to the inside of the bottom of the lighthouse. We then sit outside of the lighthouse and flop until we can PaP our pistols (Usually by round 9-10).

Then, one person flops whilst the other goes to the bottom of the lighthouse and loops around until there's a train. The reason we do not open the door from the outside to the inside directly is for better zombie flow. It makes looping much easier, and we can open the door to the slider/speed cola/sickle as well without a problem (having both doors down there can be hazardous sometimes).

Then, at about round 12-15ish (when we both have >10k points), we go for the box for either a scavenger or vr-11. The person with the scavenger shoots all of the un-papped bullets at George (if there is enough leftover to PaP), and then PaP's it. His job is to do the looping. The person with the vr-11 (or any other weapon if a vr-11 is not wanted, since PaP'd, it seems to respawn George at full health) is the one doing the flopping.

It got me and my brother to round 26 (Died getting my brother to Jug, he went down 8 times cause he thought he was beast with the PaP'd ballistic knife + sickle).

Edit: Oh and if you get a ray-gun or other decent weapon from the box, you go shoot all of its ammo at George Smile
06-13-2011, 06:52 PM #22
n00dle
Do a barrel roll!
In addition to this strategy, you can have a second teammate in the bottom of the lighthouse running loops. It's best if this player has a ray gun in case some zombies unexpectedly come from a door/window in front of them. This also will lead to less zombies flowing into the area shown in this video from the lighthouse. If you have a good team, a third can run circles on the little island down the ice slide. Everyone is far enough away to not get in each others way, but close enough to each other to revive one another if someone gets downed.
06-14-2011, 12:15 AM #23
warfighter67
Bounty hunter
Also, an addition to n00dle's strat, the ray gun is good, but I find pulling out mustang & sally (pack a punched m1911) and blowing off about 4-12 rounds is more effective than switching to a ray gun and trying to kill zombies trapping you. Smile Maybe on rounds 30+ when the mustang&sally does practically nothing, the ray gun would be better.
06-14-2011, 02:45 AM #24
add me on psn it is CRaZySkiLLZ- , so we can use this stradegy and try to get to a even higher level since you guys know what to do.

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