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Midnight Tesla gun EASY round-based build guide


ZombiesAteMyPizza!

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So the Midnight Tesla is always good to have in the high rounds on The Final Reich, so this will be a strategy guide to build the Midnight Tesla gun in probably the most consistent and easy way possible, even after the recent patch nerfed the Camo specialist and Grenadier mod. We'll be using round-based "checkpoints" to ensure consistency, cause things are easier in zombies when they're organised and planned.

I’ll also show a camping strat for up to round 30 before your start the saw trap strategy in the high rounds. Use the Camouflage specialist and whatever mods you want to use. Specialist Training and the mod for more ammo are useful for both setting this up as well as the high rounds.

 

**VIDEO** https://www.youtube.com/watch?v=U7efzgw2HKs

..........

**WRITTEN TUTORIAL** (mostly same text that's in the video):

 

**End of round 3/start of round 4**:

 

Get the bunker door open and buy the melee perk.

 

**Round 4 or 5**:

 

Keep a zombie at the end of the round. Get the Salt Mine open. Once it’s open you can kill everything. Turn the crank outside the Salt Mine.

 

**Rounds before 9**:

 

Camp here in the morgue and make points with your pistol and melee – keep the door to the sewers closed FOREVER. Don’t forget to stay crouched for fast melees!

 

**Round 8**:

 

Keep a zombie at the end of the round and get the Pack-a-Punch open to upgrade the 1911 (you should have at least 11,300 points). Follow the route I’m taking in the video, through the Saw Trap room and out through Riverside and the bottom of the pub – you’ll need all these doors open for the colour step later.

Hit the box for Jack-in-the-boxes if you have points, then activate the Hilt in the Salt Mine. If you want to buy quick revive at this point, then go for it.

 

**Round 9**:

 

Use the Bacon & Eggs to kill zombies to charge the Geistkraft all the way to the first Tesla part. Just shoot at the zombies feet with it and they die with a shot or two, easy.

 

**Round 10**:

 

Save a pest at the end of the round, pick up the first Tesla part and then wait for the Geistkraft to reach the command room again so you can start charging it again. Then kill your pest to start the next round, ready to start killing zombies to charge it.

 

**Round 11**:

 

As soon as you finish charging the Geistkraft and the second Tesla part machine starts building, get back to the camp spot! Save a zombie at the end of the round. Grab the tesla part, then head to the command room.

When the Brenner drops down, go invisible with your Camouflage specialist and then melee him until he dies. I shot him first in the video, but even if you don’t shoot him at all he’ll take a max of 20 melees to kill, so you’ve got plenty of time as long as you have your specialist double-charged.

Once you’ve killed the Brenner, build and grab the Tesla (keep your Bacon & Eggs!) and make sure you’ve got Jack’s from the box – make sure you save 3500 points for the next step (you should have plenty of points). Then grab the Brenner head, and start the colour sequence to charge the lighting rod.
Follow the route I go through in the video, exact same route as when we started the Pack-a-punch earlier. All the doors should already be open. Once you’ve charged the lighting rod, DON’T START THE LIGHTING ROD STEP YET! Go back and set up the Midnight Tesla battery for its first charge as I’m doing in the video, which we’ll start next round.

 

**Round 12**:

 

You’ll get the battery charged this round. Gather a train in the Village Square and then lead them to the battery. Throw a Jack so all the zombies gather in the middle, then around 5 secs after throwing it activate the S-Mine trap and camp on the stairs for 20 secs until it stops.

Then go back to the village and repeat once more. This will end the round and the battery will be charged – while the round is transitioning, take the battery down the stairs to the Tesla part charge station and place it in front of it (you can’t put it in until you’ve done the lighting rod step, but leave it there for later).

 

**Round 13**:

 

Go and start the lighting rod defence step. Buy the increased damage perk and speed reload also. Keep in mind that you’ll get a Max Ammo at the end of round 15, so use any Jacks you might have before then to help you.

If you get a Brenner, don’t panic – he’s still pretty weak at this stage. Use your Jacks, lay into him while he’s distracted (like I should have done in the video!) and use your Camo to go invisible and melee him if you’re out of Jacks.

If you’ve defended the rods well, then you only have to stay for 45-60 seconds then you can leave, the zombies then won’t have time to destroy them.

Once you’ve finished, go straight back to where you left the battery, place it in the machine and then press it to start the battery defence. If you’re low on ammo then stop by the PaP on the way and buy some for the Bacon & Eggs.

If you defend the battery well in the first 30-40 seconds then you can leave the area after that, the zombies won’t have time to destroy it. When the coast is clear, go back and pick up your Tesla part from the machine and then build it!

 

**Before round 30 camping strat**:

 

Camp back in the morgue with the Bacon & Eggs and the Midnight. You can use the trap also, switch it on and stand where I’m standing. Also use your Jacks to distract the Wustlings so you can shoot them in the back. The Midnight takes about 5 shots to kill them.

The Brenners can still be melee killed safely at these rounds, they’ll take 30-40 strikes but you definitely have enough time if keep your double-charged Camo for when they come.

At rounds 30+ you’ll be able to start the trap running strategy. Get quick revive if you haven’t already. Buy the staminup perk which will make you drop your melee perk. Now you’re all set!

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6 hours ago, anonymous said:

Thank you! I don't really watch YouTube videos and I never knew how to upgrade Richter's Tesla Gun. I will definitely use this thread next time I'll play the Final Reich. I like your Superhands-style of writing.

Thanks, I always wanted to do something Superhands-esque, despite all the drama at the end he was a hero back in the day :bouncy: It's definitely worth upgrading to the Midnight if you're going for high rounds as it, oddly, becomes stronger against the Brenner at 50+ and starts to one-hit kill him by round 60 - I heard that shooting his tanks with it is always a one hit kill but I've tested this and it doesn't work, so must have been patched. Always a one hit kill against normal zombies and a very strong weapon against the Wustlings. Best upgrade for early rounds is the Hurricane, basically acts similarly to the Apothican Servant from BO3. Most of the steps are the same but the battery charge step in rounds 12 and 13 is different.

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13 hours ago, ZombiesAteMyPizza! said:

Thanks, I always wanted to do something Superhands-esque, despite all the drama at the end he was a hero back in the day

Thanks to Superhands, I could actually do get a pap at around 95 secs in NML. He was brilliant, just the fact how it ended was unfortunate, but to be honest I still can't decide how I feel about the whole fiasco.

 

Going a bit off topic here, but I find it facinating how many startegy topics there were in BO1 despite all of the maps being so simple. Really miss those days.

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2 hours ago, Lenne said:

Thanks to Superhands, I could actually do get a pap at around 95 secs in NML. He was brilliant, just the fact how it ended was unfortunate, but to be honest I still can't decide how I feel about the whole fiasco.

 

Going a bit off topic here, but I find it facinating how many startegy topics there were in BO1 despite all of the maps being so simple. Really miss those days.

I feel like the newer maps leave less room for different kinds of strategies. It focuses a lot on doing quests to get the wonder weapon, get specialist weapon, upgrading... I end up playing with the same weapons on certain maps over and over again. Because it's the best strategy. In WW2 I need to think more than in BO3, but it's still very different feel from BO1. I miss that too, gotta play some BO1 during my week off I guess :3

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10 hours ago, Lenne said:

Thanks to Superhands, I could actually do get a pap at around 95 secs in NML. He was brilliant, just the fact how it ended was unfortunate, but to be honest I still can't decide how I feel about the whole fiasco.

 

Going a bit off topic here, but I find it facinating how many startegy topics there were in BO1 despite all of the maps being so simple. Really miss those days.

Yeah, I was never a member back then but I've been playing since W@W and I was always a lurker on these forums. I think it's where everyone was still figuring out the inner-workings of the game including how spawns work and stuff like that, that the strategy guys were constantly working on picking the game apart, whereas now there's not much to figure out, as by the end of BO1 Treyarch had perfected their formula, those formulas are in place today and are also used in non-Treyarch games. I remember back in the days Superhands and Tom were discussing spawns and basically figured out between the two of them how fast and slow spawn areas work, how spawn zones work and everything that is common knowledge nowadays. As you said, how it ended sucked, and he was always at the forefront of the latest advancements in gameplay tactics or at least had some sort of influence in them and paved the way for all of today's top players, but he'll never be given credit or remembered for that by most, because of what happened. Some guy has done a series on YouTube about the history of world records, of course Superhands wasn't mentioned because of the controversy which I think is fair, but the guy narrating the video gave all the credit for some of the strategies used to other people when it was Superhands that invented them.

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1 hour ago, anonymous said:

Makes me wonder what happened

It's not a big secret! Basically, during one of his No Man's Land world record games, there was a black screen for a few seconds, which Superhands put down to a recording error, seemed innocent enough. Then some folks were sceptical and did some detective work and basically presented the evidence to him, that the two games were spliced together, with the black screen covering the splice. He confessed, with his reasoning being that he wasn't recording the start and as soon as he realised he had an amazing start, he started recording; he'd released a game under the same circumstances before and a lot of people were giving him crap over it, so he got a bit desperate and did the whole splicing thing. This of course invalidated the world record either way, but people started throwing all sorts of accusations and allegations of cheating at him from then onwards in regards to his No Man's Land games and high round world records.

 

Superhands denied all of these claims and none of them were ever proven, and tbf the guy was very obviously an extremely knowledgeable and an extremely talented player, so to me it makes no sense that he would cheat, and anyone who followed his work or subscribed to him on YouTube could see that he was capable of taking any record at the time. His regular co-op teammate, Tom, also said that the cheating allegations were likely not true, because Tom had played countless hours of playtime with him with several 60+ co-op games, and Superhands more than carried his weight in those games and came up with the strategies, many of which were used by other players to break world records.

 

He made a public apology, said he'd leave all of his videos unlisted for the sake of these forums and his guides and planned on returning for Black Ops II to work on strategies, but a bunch of people started to leave abusive comments on the videos so I think at that point he was done with the zombies community and deleted his channel, and nobody has heard from him since.

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