Post: The ULTIMATE Shi No Numa Survival Guide
07-02-2009, 12:43 AM #1
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We all know Shi No Numa is very hard, and requires cooridination between all 4 players, but if a noob like you STILL doesnt have a mic, here are some tips to help you out.


PERK-A-COLA TIPS 'N TRICKS, AND MULTIPLE GUNS TIPS

*If your going for the multiple gun glitch, save up at least 5000 points.

The most important perks to drink are Juggernog, and Speed Cola. With Juggernog, you can take up to 8 hits from zombies up to Round 10. Speed cola litterally cuts reloading time in half. The perk is REQUIRED after Round 8, especially if you have the Browning M1919 or the Wunderwaffle. If you come across a perk that isn't Speed cola or Juggernog, my advice is not to take it until you've accumulated enough points. Revive soda is pretty good, but it's honestly useless unless you have like 10+ zombies hovering around you. I personally avoid Double Tap Root Beer, because all Double Tap does is run your ammo out faster. Sure it will kill zombies faster, but it's totally useless against a ''horde'' of zombies. If your going to do the multiple gun glitch, then save up 3950 points for Speed Cola + Mystery Box, and 3450 points for Juggernog + Mystery Box. If you end up getting a crap weapon that takes up your 3rd weapon spot, then that's no problem. Activate the Mystery Box again, and trade away the crappy weapon for a good weapon. If you get the Teddy Bear, Oh well. Down yourself, activate the Mystery Box, drink a perk, and take the weapon. Repeat as many times as you like until your satisfied with your weapons. Personally I like the MG42 with Ray Gun and Wunderwaffle. The Browning is terrible compared to the MG42, in terms of damage and reload time. Plus, with my custom weapons, I only have 3 weapons to switch between, which won't take up much time Winky Winky.


Did you know that Speed Cola let's you put up barries faster?



WUNDERWAFFE DG-2 TIPS 'N TRICKS

Ahh, the good old Wonder Waffle, time to take ya outta the freezer. The Wunderwaffe, German for "Wonder Weapon" is the most powerful weapon in Zombies. The Waffle sends out a bolt of lightning which hits all other zombies in the vincinity, with no power diminishing. Though powerful, the Waffle Iron fails in terms of magazine and clip size. The Waffle maker only holds 3 plasma containers, with 15 magazine size. Reload time is somewhat longs, taking 6 seconds to reload. It is recommended to use Speed Cola with the Frozen Waffle.

When you get the Wonder Weapon, it's best to save it until your in a hut on Round 10+. Then, go to the hut entracne, and fire at those zombies! Also, if you fire the Wunderwaffe at the water, it will electrocute all zombies in the water. This is because water conducts electricity. A strange fact about the DG-2, as the rounds progress, the 'Waffe becomes stronger. On Round 10, it can kill 8 zombies with a single shot. However, on Round 15, the Waffle can kill an entire horde of zombies (15-20 zombies) with a single shot. Like the Ray Gun, the Wunderwaffe can hurt you if you fire to close at a zombie. The Wunderwaffe can put you into last stand if you make contact with a zombie at the same time shooting the Wunderwaffe at it. If the zombies make it inside the hut, it is best to play hit 'n run: Run around in circles while shooting the zombies. The Wunderwaffe DG-2 can only be obtained from the Mystery Box.

The Wunderwaffe also not only kills dogs, but extinguishes them so they don't explode when hit. However, a drawback to this is that unlike when shooting at zombies, the lightning bolt does not rebound to other dogs. Plus, if you kill a dog with the Iron, then dogs will not drop Max Ammo for that Dog Round. Instead, on the next round, the first zombie killed will drop Max Ammo.



TRAPS

Traps are a new addition to Shi No Numa. In the main hut, where the entrance to the Fishing Hut is, there will be a rotating device with logs with spikes attached to it: The Flogger. For 750 points, it will kill all zombies that walk into it. But be warned: It can also kill players if walked into. To prevent them from dying, keep reviving them until the Flogger stops rotating.

The next trap is called The Shocker. It is basically and electric barrier that electrocutes all zombies that walk into it. A shocker is at the entrence of every hut on the map. It costs 1000 points to activate it. You will have to wait 10 minutes before turning on the electric barrier again. It will kill humans too.

It's also reccommended to buy Bouncing Betties for 1000 points. You get 2 additional betties every new round. (If you have 0 betties, you get 2. If you have 1 betty, then you'll get 1 betty).



MYSTERY BOX

Ahh, the infamous Mystery Box. For 950 points a turn, the Box will give you the best weapon in the game, or the worst weapon in the game. To access the Mystery Box, you can either clear the debris that goes downstairs, or open up the Warning Room. If you open the downstairs, zombies can sneak up on you from behind, but if you open the Warning Room, tons of zombies can break into the Box room. After every player opens the box about 5-6 times, the Teddy Bear will pop up. The teddy bear will miraculously float in the air and somehow go through the wood, and then the Box will pull some Imperial Voodoo, and seperate itself into 3 small boxes with the teddy bear sitting on top of it. The box has spawned in either one of the four huts, or in the Warning Room. To find the mystery box, go to each hut entrence, and look for a gold beam of light in the sky. This means the box is in that hut. It is 1000 points to open the entrence to the hut path, and 750 points to open the hut itself. When you go in a hut, a random Perk machine will spawn. You will keep getting the Teddy Bear after 7-15 Mystery Box activations.



DOGS

Dogs are a new addition to Shi No Numa Numa. They have the same objective as zombies (kill you), but are far less in number. Dog rounds start between Round 5-7, and there won't be another dog round for another 3 rounds. Then after that, it's a 50/50 chance for each new round of getting dogs. So basically, it's random. Hellhounds are dogs from the seventh layer on hell that are on fire. Dogs can be harmed with anything, including the M2 Flamethrower and Molotovs. Dogs run at lightning speed, so stay in a corner with your teammates and stick together. It is strongly reccomended to use automatic weapons rather than rifles. Also, betties are great defenses toward dogs. Even with Juggernog, it takes 3 hits from a dog to get downed. Dogs spawn through electricity, even though there somehow from hell, and on fire...

You can tell if it's a dog round by noticing the following:

The map gets incredibly foggy
The normal Round Start music is different
You hear a demon say "Fetch me their souls!" (Kind of a cheesy pun, IMO)

Also, the last dog will ALWAYS drop Max Ammo, so make sure everyone reloads on all weapons before getting the upgrade. (If you kill dogs with the Wunderwaffe, dogs will not drop Max Ammo; instead the first zombie of the next round will drop Max Ammo).

If your in the swamp and don't have enough time to return to a hut, get on a solid peace of land. This will slow the Hellhounds down, since the dogs don't run on water.



COMMUNICATION

Communication is vital in Shi No Numa, since zombies come from everywhere. If you find the Box, then tell everyone where it is. Becuause it most cases, players get left behind in the main hut, and while 3 players are in the Box hut, the 4th player is in Last Stand in the Main Hut. So pay attention, please. If your squad moves, immediatley follow them, because they will not go back to revive you. Make sure your in a match where everyone or at least 2 other players have mics. If not, then you can take your chances or quit, although don't be so quick to underestimate people with no mics. Also, ask your sqaud's permission to open a hut, door, entrence, etc.



WEAPONS SETUP

Player One: Vundavaffa DG-2/MG42 or Ray Gun
Player Two: MG42/Browning M1919 or Ray Gun
Player Three: Ray Gun/PPSh-41
Player Four: Ray Gun/FG42

(Take a MG when possible; DO NOT trade away the Ray Gun. Also, if you have a Wunderwaffe while another player has a Wunderwaffe, it's safe to trade it away for an MG or Ray Gun).




*Taken from callofduty.com*


06/19/09
Shi No Numa Field Guide

The situation is grim, my fellow soldiers.

Every creaking floorboard, every splash of water, every rustled bush tears at our nerves. They never stop coming. These swamplands will be the death of us.

Starting Equipment

* Colt M1911
* Frag Grenades x2

Spawn Room

* Arisaka – 200 / 100
* Gewehr 43 – 600 / 300

Warning Room

* Stielhandgranate x4 – 250
* M1 Carbine – 600 / 300

Courtyard

* Bouncing Betties x2 – 1000

Downstairs

* Thompson – 1200 / 600
* M1897 Trenchgun – 1500 / 750
* M1 Garand – 600 / 300

Storage Hut

* Type 100 – 1000 / 500

Comm Room

* STG-44 – 1200 / 600

Fishing Hut

* MP40 – 1000 / 500

Doctor's Quarters

* M1918 Browning Automatic Rifle (BAR, not to be confused with the Browning M1919) – 1800 / 900

Perks

* Juggernog – Increased health – 2500
* Speed Cola – Faster reloads – 3000
* Double Tap – Higher rate of fire – 2000
* Quick Revive – Revive teammates faster – 1500

Pick-ups

* Ka-Boom – Instantly kill nearby zombies
* Max Ammo – Refills ammunition for all weapons
* Insta-Kill – One hit kills for a brief duration
* Double Points – Actions reward twice the points for a brief duration


Round Analysis:

Rounds 1-4

While slow-paced, the first four rounds are fundamental for two reasons. First, your accumulation of points in the early game helps determine how quickly you'll be able to upgrade once unlocking the Downstairs area, either by stairs or the Warning Room. While shooting down the approaching zombies from a distance will gain you some points, there are better tactics.

Taking down zombies with your knife and repairing window boards will earn you more points than simply shooting them down as they lumber toward your window. With some practice, you'll soon begin to get a feel for how many bullets each zombie can take from your pistol before hitting the ground (headshots excluded).

Instead, weaken them with a few rounds, let them approach your window and yank off some boards, and then finish them off with your knife before they can enter the Spawn Room. You have now gained 10 points for each shot on their body, 130 for finishing them with a melee attack, and 10 for each board you repair.

It's very important that you announce to your teammates your intent to use this tactic, otherwise they may think you're in trouble and try to help you out, losing you valuable points in the process. Additionally, if you begin to get overwhelmed, let the nearest teammate know so they can help get you back to a safe standing.

Secondly, the early game presents the best opportunity to get to know your teammates. Find out what strategies they like to use and formulate a general plan right from the start to avoid confusion later in the match.

Rounds 5-9

Some players will tell you that opening the stairs is the best route toward the Downstairs area, while others will tell you that opening the Warning Room is right choice. This is really a matter of preference, and the best choice is the one that the team is most comfortable with. Opening the stairs gives you a bit more room to run around and spread out if the zombies become too concentrated, but a lack of awareness and/or communication can lead to attacks from the rear.

On the other hand, opening the Warning Room allows you to back up by the stairs, lending a small corner that protects from attacks to the rear. While this allows the team to bunch up together for more focused firepower, it also means that the amount of zombies rushing in from the Courtyard will dramatically increase.

These rounds will also provide your first real set of upgrades. I suggest when moving Downstairs to avoid throwing your money into the Mystery Box right away and instead picking up the Thompson or Trenchgun. The Thompson costs less and will net you points more quickly than the Trenchgun, but on the other hand the Trenchgun in the hands of a skilled player will outlast the Thompson's usefulness.

Whichever choice you make, know that toward the end of the VII or VIII round you should consider moving toward one of the outer huts. The Teddy Bear should have popped up by now if your team has consciously been gambling in an attempt to move it. Additionally, before moving on, you should ideally have replaced your pistol and rifle (if you purchased one in the early rounds) with better options, either a combination of the Trenchgun and Thompson or one of the two with a Mystery Box upgrade.

Rounds 10-16

These rounds should focus on collecting Perks from the Perks-a-Cola machines in the outer huts of Shi No Numa. As a team, select one of the four huts to visit and make your way through the swamps as quickly as possible. Have two soldiers looking forward as you progress while two others watch the rear for ambushing zombies. If you look in the sky, you can see a pillar of light that indicates which hut contains the Mystery Box; it's always a good idea to head towards the Mystery Box.

Once inside a hut, have everyone buy a Perk and load up on new weapons if needed. Two soldiers should guard the back windows while the other two guard the front door. Plant some Bouncing Betties around the hut and wait for the next wave. If given a chance, use the Mystery Box to try and grab the Wunderwaffe or a Machine Gun. In the later rounds, these weapon advancements are vital for survival.

If things get dicey in the hut, have one soldier switch on the electricity grid to block off the front doors from zombies. Retreat to the back of the hut and have all soldiers huddle together while the team recovers. If an Insta-Kill power-up appears, try to grab it and use its added effect to fight your way back to the main house. Once at the main house, try to find a secure location in the first floor and defend it with your upgraded weapons and Bouncing Betties.

Keep on racking up the points while killing zombies and then when everyone thinks it's safe, venture to the other huts to collect more Perks. Also use this time to try and get everyone equipped with either Ray Guns or HMGs via the Mystery Box. In the upcoming rounds, everyone will need to be well equipped to survive the encroaching onslaught.

Rounds 16-Beyond

If you have made it this far, we can assume that you have some pretty decent teamwork and communication between soldiers. That's good, because these later rounds will really test how well you perform as a team.

Keep the communication lines going and remember that you are only as strong as your weakest link. Around this time, it is good to start designating classes to certain players. At least two soldiers should be heavy weapons specialist to mow down the hordes while another should be wielding either the Ray Gun or the Wunderwaffe. The last soldier's weapons can be up to you, but this soldier should definitely have the Quick Revive perk and be designated as team medic. Spend your time in these later rounds securing a corner in the Downstairs area with Bouncing Betties and then venturing out to the Huts only when needed. Lastly, don't forget to have fun. Congratulations, not many soldiers make it this far.

And that's my guideHappy

Hope this isn't closed because of the Field Guide sticky, but the Field Guide sticky is taken from Cod.com, while this guide is made from the heart.
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The following 4 users say thank you to CKhaleel for this useful post:

+tA. Rick, bokey, S†rèé†kîllñ, toreno
07-02-2009, 03:58 AM #2
Nice and Thanks
07-02-2009, 05:04 AM #3
+tA. Rick
Former Staff
Good guide. Smile
Great survival tips. Happy
07-02-2009, 08:58 AM #4
nice post man ty
07-02-2009, 03:58 PM #5
itwasme95
< ^ > < ^ >
Nice guid.
07-02-2009, 07:39 PM #6
killmerat
Bounty hunter
already knew all this but yea good guide i read the whole thing... did teach me some... i got a good strategy for 5-9. also communication is hard when your teammates are ****ing retards...
07-02-2009, 10:26 PM #7
ShAdoW_RiDa
Former Blue Mod
nice guide!!! and yh i was wondering if that was true.. i always thought that i repaired barriers quicker with speed cola!
07-03-2009, 03:43 PM #8
thanks man but 1 thing killing the last dog does not always give you max ammo
07-11-2009, 09:41 AM #9
ive done that all the time, ur teammates sometimes know what to do so i listen & i got 2 round 19, no glitches, we would have gone farther but the guy guarding the front door ran out of ammo, so he dragged all the zombies upstairs & we all went into last stand except 4 me, so i jumped off the zipline, but they still got me, :(

---------- Post added at 04:38 AM ---------- Previous post was at 04:33 AM ----------

the best place 2 be is doctors headquarters, it has zipline, glitch, & multiple weapons glitch

---------- Post added at 04:41 AM ---------- Previous post was at 04:38 AM ----------

comm room is okay, the only thing good is the mary-go-round/ fishing hut is the other good one, storage is horrible & the warning room, thats where i survived 19 rounds

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