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Der Riese is set in a secret Nazi Factory in Germany. It has several rooms in it. The starting room is just outside the factory itself. There are four barricades against the Zombies. Two at either side of the mainframe, one to the side of the power generator, and one down a staircase. There are two doors that leave the starting room and lead to the right/left factory rooms.
In This room:
Pack-a-punch Machine - 5000 points per use, locked until all three teleporters are linked
Gewehr 43 - 600 points
Kar98k - 200 points
Mainframe - used to connect teleporters, all teleporters lead here
Radio - Beside a barrel under a ledge near the entrance to the staircase barricade
Right Factory Room
After opening the door on the right there is a door to the right hallway. There is a railing above in which the Zombies can jump down from. There are also two barricades in which Zombies can break through. There is also a door that will open when the electricity is turned on, connecting this room to the mystery box spawning room. There is a locked door leading to the right hallway.
In This room:
Double Barreled Shotgun - 1200 points
Right Hallway (Hangar)
Map of Waffenfabrik Der Riese
After opening the door in the right factory room, you come in here. In here you will find a staircase leading to a box barricade. Two barricades are in here.
In This room:
Thompson - 1200 points
Mystery Box Spawn
Monkey bomb - in the furnace, only there after fly trap is activated
Left Factory Room
After opening the door on the left, there are two barricades and a door leading to the left hallway. There is also a door that will open when the electricity is turned on, connecting this room to the mystery box spawning room.
In This room:
M1A1 Carbine - 600 points
Fly Trap
Teddy Bear - In a window up high only there if the fly trap is activated
Left Hallway (Animal Testing Lab)
After opening the door in the left factory room, you will come to this hallway. It contains the trench gun and two barricades. There is a staircase leading to a box barricade and another locked door leading to Teleporter A.
In This room:
Trench Gun - 1500 points
Mystery Box Spawn
Teddy Bear - In a cage near to the right of the Trench Gun only there if the fly trap is activated
Spinal cord - two of them are sitting across from each other on a desk and on top of some shelves
Radio - Above door to the right of the mystery box spawn
Teleporter A Room
In the Left Hallway is a locked door, this door leads to this room. It contains one of the teleporters. There are also two barricades in here.
In This room:
MP40 - 1000 points
Mystery Box Spawn
Radio - On the lower level in the furnace near the right staircase
Teleporter B Room
After opening the locked door in the Right Balcony, the player will enter a room containing yet another Teleporter. It contains 2 barricades which zombies can access.
In This room:
Type 100 - 1000 points
Mystery Box Spawn
Spinal Cord - on a desk beside the barricade in the side room
Radio - Activated by hitting the 'use' button when aiming at one of the ladders of the contained with a body floating in it
Mystery Box Spawning Room
After opening either box barricade in either hallway, you appear on a balcony and a section just outside the Factory. If the player jumps off the roof, they will come across the mystery box, sitting next to the power generator. There are doors leading to Teleporter Room C and Teleporter Room B. When the power is turned on, a bridge folds down connecting the two balconies and the room connects with the left and right factory rooms. There are many barricades in this room.
In This room:
Left Balcony:
Jugger-Nog - 2500 points
Bouncing Betties - 1000 points
'Right Balcony:
Double Tap Root Beer - 2000 points
Main Courtyard:
Power Switch
Mystery Box Spawn
Outer area (Outside Factory):
FG42 - 1500 points
Speed Cola - 3000 points
Teleporter C Room
After opening the door in the Mystery Box spawning room, it leads to a building in the factory. Inside the building, the final Teleporter lies. There is also a set of stairs where a barricade is blocking Nazi Zombies approaching from a cave. There is a balcony outside and is used to fire down on Zombies approaching the building.
In This room:
Quick Revive - 1500 points
STG-44 - 1200 points
Bowie Knife - 3000 points
Mystery Box Spawn'
Radio - two of them are in here, one on a shelf in front of the staircase and another one at the end of the underground alley
Electricity
This is the third map using electricity, but the second which requires it to be switched on. It is necessary to switch on the electricity so that the teleporters can be linked so that the Pack-a-Punch Machine can be used. It is also necessary for opening the doors in the right and left factory rooms, lowering the bridge connecting the right and left hallways, and powering the Perk-a-Cola machines.
Teleporters
To link the teleporters, you need to approach the teleporter and hold the action button. Once you do this a timer will appear for 30 seconds. Within this time you must return to the original room (spawn room) and link it to the mainframe. Only by linking all three teleporters to the mainframe can the pack-a-punch machine be used. Every time a teleporter is linked, the door opens a little more. It costs 1500 to teleport, and you can only teleport from one node to the mainframe, never vice versa or to another node.
Sometimes (though only after numerous teleports), the demonic girl announcer will say "uh-oh" and no power-up will be dropped. It is then possible for a Hellhound to appear after the teleporter is used. After heavy use of the teleporters, groups of up to four Hellhounds can appear at once after each teleport, either along with or replacing a power-up drop.
If the player goes outside of the map, a large black rectangular box can be seen. If you go inside, the same swirl that appears when the player teleports appears. It is speculated that the player is physically sent here instead of directly to the mainframe. There are four of these rooms, one for each player. If someone went inside of these boxes, and someone were to teleport, the person teleporting would see the person inside the box.
Hellhounds
Hellhounds walk about the map, limping until they spot players, at which point they ignite and attack. The monkey bomb does not work on Hellhounds. After round 15, Hellhounds will spawn with the zombies, at the same time.
It is possible that, after heavy use of the teleporters, Hellhounds appear and attack. At first, one Hellhound may appear instead of a power-up. Then, clusters of four Hellhounds begin to appear, and will continue to appear after every subsequent teleport. It is possible for both a power-up and a quartet of hounds to spawn after a teleport.
Pickups
All the original pick-ups appear in this map, along with a new one.
Max Ammo (A machine gun ammo box, overflowing with ammo belts) which gives all players full ammo for all guns.
Nuke (A nuclear bomb) which kills all of the zombies on the map. (Also gives 400 points to each player)
Insta-Kill (A skull) which makes all of the zombies a one hit kill with any weapon.
Double Points (A "X2") which doubles all points given to all players for a period of time.
The Carpenter (A hammer) which rebuilds all windows in the map. (Also gives 200 points to each player)
After teleporting a random power-up is sometimes dropped, or 1-4 Hellhounds are spawned (rarely and in later rounds).
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