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Great Hold out method on Ascension


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Got to round 30 with 3 people and here was how it was done,

rounds 1-4 two people on bottem floor and someone on top the top floor,

knifing the whole time, if they start to breach throw a grenade

at the window and pick up any double points or insta kills, stay away

from nukes unless its round 1-3 and there is one zombie left on field or

its changeing the round. leave one alive and head to power room via

top door. each player should try the mystery box once or twice and

someone should open the door to juggernot. everyone needs

a machine gun, thundergun or ray gun. if nothing comes around those

lines, its good to go with an MP5K at the moment and try again later.

Rounds 5-10 camp at PhD Flopper with everyone shooting at ones

coming up the stairs. by round 10 open up all lunar landers and

bring them to the home area. this lets you fire the rocket

and gain access to the pack a punch room.

rounds 11 and beyond... someone needs a ray gun or thunder gun

and must be good at the circle tactic. at the pack a punch room

two people are inside guarding the windows. the ray gunner

or better yet thunder gunner must run around outside and dodge

zombies and gather them in a horde behind them. after all of them

seem to stop spawning the two people inside can fire outside the room

and the runner may turn around and fire at them. if they have the ray

gun its best to upgrade it as soon as possible. if the thunder gun

they must wait until they are completely out of ammo before PAPing

this can get you very far and all players have quite equal chances

of killing zombies. every round i was the runner with the thundergun and

my friends both had upgraded ray guns. i only fired the thundergun

when there was a complete blockade of zombies ahead of me. i never had

to PAP the thunder gun and the closest i ever had to complete depletion

was 6 shots left. gersch devices can be used to kill the entire horde in one

toss. they are also valuble to get max ammo or revive a downed teammate.

The team usually all had the other four perks besides speed cola. This

machine was problematic to get to during monkey rounds and we decided

it cost too much anyway.

Monkeys-I hate these soo much but we got by very well. our team never got

speed cola and we usually got every other perk. the people with the ray guns

guarded quick revive, PhD and Stamin-Up, the other with the thundergun

guarded juggernog. ray guns were always one hit while thundergun seemed to

not always kill them. the thundergunner should use whatever secondary he has

and as soon as some get passed to juggernog, bring out the thundergun

and fire twice at the machine. Sickles accually really help with these rounds.

This strategy was incredible and i must thank my friends Josh and Paul

For helping me develop this strategy. We could have gone longer

but paul had to leave early. You May add me but be aware that i hold

Some friends higher than those i get random friend requests from.

i get bombarded with game invites and might leave your game to be with

these people unless we manage to make it to a late round.

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