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~The Master Zombies Guide~


Ehjookayted

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The Master Zombies Guide

Over a year ago, we were greeted with another Call of Duty; much to everyone’s liking, zombies would make its triumphant return. World at War was something special; Black Ops became the pinnacle of the storyline, the gameplay, and the challenges. We struggled together, to find how to win, how to annihilate the zombies, how to become the greatest players who have ever lived. We would never die. Not even MW3 could stop our kiting, our camping, our easter egg hunting. My fellow zombie slayers, this day is the day where we have become better than ever. Feast your eyes one on of the largest community projects in the history of zombies: the Master Zombies Guide, after over 6 months of hard work, is finally here.

Table of Contents

If you want to find a guide, simply press CTRL+F and then type in the $CODE. Ehjookayted out!

1. How to Be a Good Zombies Player [$GOOD]

2. Hardest Zombies Map [$HARD]

3. Extended Perk Analysis [$PERK]

4. The Greatest Zombies Video Ever [$ZOMB]

5. Map by Map Strategy [$MAPS]

a. Kino der Toten [$KINO]

b. Five [$FIVE]

c. Dead Ops Arcade [$DEAD]

d. Nacht der Untoten [$NDU]

e. Verruckt [$VERR]

f. Shi no Numa [$SNN]

g. Der Riese [$DERR]

h. Ascension [$ASC]

i. Call of the Dead [$COTD]

j. Shangri-La [$SHAN]

k. Moon [$MOON]

l. No Man’s Land [$NML]

6. Closing Remarks and Last Tips [$TIPS]

About the main authors:

Ehjookayted (USA): put the guide together,312 kills on No Man’s Land, 50 on Ascension, dedicated student and undead slayer

Superhands (Great Britain): insane solo player, several 100+ maps and a world record of 115 on FIVE, 60+ co-op, master of No Man's Land with 361 kills and 330 on the telepad, master strategist.

ChopperNator (Great Britain): Excellent multiplayer and soloist, 330 kills No Man’s Land, 50 on Ascension, 49 on Call of the Dead, father and resident of Cambodia

Fatal Rampage (USA): 120 (co-op) on Dead Ops Arcade, several 40+ maps, oh and did you see that he got to 120 on Dead Ops Arcade?

Tom852 (Switzerland): 100 solo, and 60 co-op, YouTube video and conga line master, created a video that redefined zombies, can get to any round he wants :)

way2g00 (USA): 50 on Kino der Toten, Ascension, Call of the Dead, Shangri La, Moon, Shi No Numa (all co-op), 141 solo on Ascension, very efficient researcher and patient player

Words on the other contributions: I’m sorry, but I never got your BBCodes; ostonedshootero and Fu453 seemed to have left the site suddenly, as well as ZomBHunter115. Thanks to everyone who offered to write a guide as well; also, tremendous amounts of thanks to everyone who has ever helped me on CODZ and in zombies. I want to thank five YouTubers in particular, who helped develop my game: RelaxingEnd, MatoM21, MrRoflWaffles, Mrdavetherave411, and TheSyndicateProject. I hope that you all enjoy this, and just remember, you may have different opinions, but generally, these have been tested to work quite well.

How to Be a Good Zombies Player [$GOOD]

Hello everyone, Ehjookayted AKA EyeCntSpel here to bring you my most in-depth and probably most helpful guide yet. In here, I will discuss the various things required to become a great zombies player not only in solo, but also in Multiplayer. I will talk about the various tips to stay alive, including tips that can get you to 40 every time you pick up a controller and load up solo as well as the best tips for breezing through to 30 in co-op. Map by map strategies are not provided in detail but they should apply to every map and will be judged.

I make these guides for you, using what I know from my many days of playing, compiling it all together to increase the power of the zombies community, making sure that everyone can have fun getting to at least round 25. Because, in all honesty, if we want to beat Multiplayer in popularity, we should demonstrate that all our skills are on a level nonexistent within this terrestrial realm. This strategy guide will help the best it can, but in the end, it is you, the player, who controls when you die, how you die, and if you even die at all (just kidding). Good luck and enjoy the ride. :D

Much Love,

Ehjookayted

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Note: This is a rather long guide, so I’ve integrated a nice CTRL + F search feature, table of contents.

1. What do I need to know about zombies? [$WHAT]

2. General Solo Strategies [$SOLO]

3. How to Kite [$KITE]

4. How to be a Good Teammate [$TEAM]

5. Loose Ends [$ENDS]

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The Pathway to Excellence

What do I need to know about Zombies? [$WHAT]

Hey there! So you’re interested in knowing what makes zombies tick, how they do what they do? Let’s break it down for you. Essentially, the zombies get harder to kill every round, spawn faster every round and grow in number every round. Of course Treyarch wouldn’t make this random, so guess what? There’s a formula! Multiple, actually. And these formulas should help you to gauge certain things (when a weapon stops being effective, what weapons you should have by when, and basically, how long a round should take). Ever since I discovered these formulas (and a big thank you to whoever figured these out), I’ve found that I play more strategically and am better at zombies in general. Let’s get into it.

The Formulas

For zombie health: The basic formula is that the health goes up until 950 at round 10. Afterwards, that number is multiplied by 1.1, and that number by 1.1 every subsequent round. Essentially, you will be facing zombies with 7000 or so health by round 30.

For zombies spawning: The number of zombies for one player (that can be on the map at one time) is 24. It increases by 6 for each player. Therefore, with a 4-player game, that number is 42. Now, time for a little math. Thanks to way2g00 and BinText for working this out. The old formula was the round number * .15 * the number of zombies. This was proven wrong, and here is the chart done by DuckCall00 to show the numbers.

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

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We have been unable to find the true Zombies per Round formula by searching through game files. However, BinText has created working formulas based on observation. They are accurate after Round 10.

Singleplayer- 0.0842 * (R)^2 + 0.1954 * (R)+22.05
2 Players- 0.1793 * (R)^2 + 0.0405 * (R) + 23.187
3 Players- 0.262 * (R)^2 + 0.301 * (R) + 33.114
4 Players- 0.3462 * (R)^2 + 0.4964 * (R) + 43.164

Below is a spreadsheet displaying how many Zombies appear each round:

[ Image ]

[ Image ]

[ Image ]

[ Image ]

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On the 1st and 2nd Dog round there will be 6x as many Dogs as there are players.

On all subsequent Dog rounds there will be 8x as many Dogs as there are players.

For drops: Drops, according to our friend DuckCall00, a masterful researcher of zombie mechanics.

A Power-up will drop at a cumulative 2000 Team Points. However, every round that number is multiplied by 1.14.

No matter how many Players are in a game, you get 50 individual pts. for a kill.

In a 2-Payer game you earn 45 Team Points per kill.

In a 3-Payer game you earn 35 Team Points per kill.

In a 4-Payer game you earn 30 Team Points per kill.

You get a 80 pt. bonus for killing a Zombie with a Melee.

You get a 50 pt. bonus for killing a Zombie with a Headshot.

You get a 20 pt. bonus for killing a Zombie with a Neck Shot.

You get a 10 pt. bonus for killing a Zombie with a Torso Shot or Limb Shot.

There can be up to four drops per round.

For a Carpenter power-up to spawn there needs at least 5 windows destroyed

For a Fires Sale to spawn the box needs to have moved.

The Fire Sale, Bonfire Sale, Insta-kill, Double Points, and Death Machine all last for 30 seconds.

If you are past Round 10 and a Max Ammo is about to drop, the game will run the following equation:

(Round Number -10) x 5

If that number is greater then a Random Number 0-99, a new Power-up will be chosen. However, it could also be a Max Ammo. Therefore, after Round 29 it will always attempt to choose a new Power-up.

If you are past Round 15 and a Power-up is about to drop, the game will run the following formula:

(Round Number -15) x 5

If that number is greater then a Random Number 0-99, nothing will drop.

Thanks to DuckCall for that explanation; he’s a great hard-working zombie researcher. Interpreting that, we can easily see that if we use a points gun, or re-usable wall gun, we will be rolling in the drops to a certain extent. After those rounds, however, the conventional ways of killing zombies and getting drops won’t work. So, you’ll be less likely to get that Max Ammo or Fire Sale. However, in my experience, always having a points gun never hurts so why not?

Now that you have formulas out of the way, we can begin to talk about how to excel at zombies.

General Solo Strategies [$SOLO]

Staying Alive

The objective of zombies is to stay alive and not die, right? Many people still struggle with this and the road to round 20 seems like a struggle to survive rather than the beginnings of a great run. These tips will help you stay alive when you cannot and improve your overall game.

Keep Moving

I cannot stress this enough. In areas where there is no protection (an unopened door or multiple entrance points), you need to keep moving back and forth and around. Getting trapped in a bad area spells immediate death even with Juggernog, so the chances of survival are limited. The best players always avoid these areas, so don’t think that this is just a tip for newer players. It is a tried and true rule of zombies.

Bad areas include (but are not limited to) the front of the PM63 room in Kino, any of the lab rooms in Five, the front area with the MP40 on Call of the Dead, the Mud Room in Shangri-La. Remember, you move faster than sprinting zombies (not electrocuted ones, however) while walking with your pistol/Ray Gun out. Movement is perhaps the best of all strategies and kiting is essentially scripted movement combined with reaction time. Once you learn movement, to not stop and shoot at the top of those stairs with a spawn behind, you will find yourself going down less and contributing more positively to your team or your survival.

Shooting While Backtracking

This is an area with which many players struggle. In my experience, people who move a lot will still go down while shooting moving backwards. While it may seem enticing at first, the thing is that people tend to ADS when moving back and shooting and this slows you down considerably, so much so that, the zombies catch up to you in no time at all. If you hipfire, it becomes less of an issues, but the main issue is that people don’t hipfire.

While some may say, “How can shooting while moving back be a bad thing? I see good players do it all the time!” That may be true, but good players never shoot backwards and run themselves into a corner or shoot backwards whilst all the zombies are spawning. However, that is a main cause of our downs. So the best advice is to only stop and then shoot, unless you are running a tight circular train where you will want to circle around and hip fire only! The fact of the matter is that you move slower while moving backwards and ADS so hipfire is the best in any situation. Furthermore, with the way I will advise you to play, hipfiring is not seen as a waste of ammo but rather a blessing.

Don’t Run into Corners!

Now I don’t how you all play multiplayer, but running into corners is an absolute no in zombies! The zombitches will come from all different sides: front, side, side. Sure you can get away with corner camping until round 9 or 10, but afterwards you’re nothing but dead. Getting cornered is bad enough when trying to revive or run a tight train but forcing yourself into a corner is an absolute NO (yes, I had to say it again). Think about it like this, corners equal death and death can make you lose all your perks, and in multiplayer a death in an obscure corner can lead to you bleeding out, resulting in something just completely terrible: the loss of all perks, guns and good percentage of your points. Once you can learn these tactics of staying alive and can get your downs to 5 or 6 in a 25 round game, you’ll want to get that down to 3 or 4 by not only avoiding bad situations, but dodging the inevitable ones (literally). Zombies can be unpredictable and this is where dodging comes into play.

Dodging Zombies

Dodging is a highly advanced tactic and takes practice and patience.

Sprint Jumping: Your Best Friend

This is a tactic that not a lot of people talk about, but it is one that you repeatedly see in the world records for No Man’s Land. It involves sprinting and then jumping while you are sprinting, to avoid the reach of zombies. Now when you do this, make sure, as you jump, your analog stick is pointed straight ahead or away from the zombie(s). Same deal goes for keys on the PC. I have found that while living on a red screen or on two hits, this technique beats normal dodging tactics any day of the week. However, it requires practice, as your reflexes will take time to develop. Don’t get mad if it doesn’t work at first.

Maybe you’re jumping at the wrong time or overusing the technique. High-level zombies play, in the end, comes down to a simple action-reaction tug of war. The zombies win in the end, but preventing them from victory for 50 rounds sure is a ton of fun. The best way to do that, undoubtedly, would be the well-known strategy of kiting/training. More on that later.

The Screen Shake

This technique will make you look so pro when you use to save your life when you’re red-screened. All you need to do is jolt your right analog stick back and forth while passing a zombie or a group of zombies. This turns your character ever so slightly, that the zombies will change direction/change animations and nearly 100% of the time, not hit you. Now, it does take practice and I wouldn’t recommend this (as it’s kind of like last resort mode) if you have another way out, but for general dodging at full health, I highly suggest you try it out. If you watch closely at some of the best players in the world, you’ll find that they use this multiple times to get out of sticky situations. Don’t rush and get frustrated when you are mindlessly swinging your stick around! Be patient and you’ll learn the technique.

Tip: beware what sensitivity you play on and don’t adjust it immediately; test the tactic out and then switch.

The Sidestep

The sidestep is perhaps the easiest dodge to learn, the hardest to master. This is running right in front of the oncoming zombie and then dodging immediately to your right or left to avoid getting trapped. If you are in a narrow corridor, you should be able to use this effectively to your advantage. Beware, this technique tends to fail me and most others on staircases. When faced with a tight staircase and a zombie, you’ll need a bit of screen-shaking and sprint jumping (maybe even luck) to make it through. However, the sidestep/quick dodge is a valuable technique in surviving the waves of the undead and should be applied where applicable.

The Cut-back

Not only one of the best dodging tactics, but a highly advanced training tactic as well. This technique should be used when round a corner full of zombies; your best option would be to turn back. Go to the towards the zombies then cut all the back where you have the open space. It is a bit hard to describe so here is an illustration of the cut-back:

The Drag-out

The drag out is an exploitation of zombie animations so that you can easily get by one or two zombies. First of all, you should have a lengthy (or short) but most importantly, reasonably far train from you. This is for kiting only, but even without a train, this works. You see the zombies, move back and let them approach your side (you want it to seem like you are pulling the zombies towards you, when in reality, you are dragging them out). Now you can zoom right past them using either sprinting or sprint jumping! Here is an illustration of that:

The Cut and Drag: Escape Route

The cut and drag is a very complex route that you can use to escape certain death. It is a combo of cutting back then dragging out to escape the clutches of death!

How to Kite [$KITE]

Kiting is the way to ensure high rounds and beast mode in zombies. It is called kiting because when you fly a kite, it comes behind you, as do the zombies when you kite them. Kiting is the proven way to do well in zombies. There are many ways to kite around the zombies and here I will talk about the various types of trains.

Basic Kiting

Basic kiting is a tool that you should use no matter what; you’ll probably even use it accidentally sometimes (like the first time you play a map). The essential part of kiting is getting the zombies to all follow you. What I like about this is that it’s not hard at all! On a map like Kino der Toten, if you just ran around the whole map, you’d kite the zombies behind you. It’s that simple! And if you can do that, you’d just need a safe place to start shooting the zombies.

Another way to use kiting in its most basic form is to stick to a set, usually larger route and then stop to shoot when it’s safe. Here is an example of basic kiting:

Advanced Kiting

So as you can probably tell, advanced kiting is more difficult but faster and more rewarding than basic kiting. If you want to get to high rounds, you’re going to want to save time. Advanced more difficult kiting is the way to go! It can be a challenge to do well at first, but you’ll get the hang of it eventually. The best way to get better at running trains is practice!

Advanced kiting usually requires some dodging, good spawn and map knowledge so it definitely isn’t for beginners.

Various Train Types

Here I’ll get into the different types of trains that people run. Some are better than others, some more fun.

The Circle

Nothing but a simple circle. This train is extremely easy to run, may require some dodging, but you usually won’t down unless you mess up or lag. The great part about this is that the zombies join your train without any work. However, ADS is a bit risky so hipfire is recommended. A great example of circle train is the bottom of the lighthouse on Call of the Dead or the Claymore Loop on Moon. These are two easy yet great spots for point building. The only thing I have to suggest is to not sprint at all, unless you’re about to get trapped. The reason for this is because if the circle isn’t big enough, the zombies will come around the other side and it won’t be pretty at all.

Figure 8

A good train for anyone to run. The hardest trains to run can be smaller versions of an 8 train. A good example of this could be the train on Kino as well as the lobby on Kino. The outside lighthouse on Call of the Dead could be a figure 8 as well. Limited risk for downing when you know what you’re doing. This is what you want to do when you need points for sure.

S Train

The S train is as simple as it sounds; however, in execution it requires much dodging as well as practice in getting used to. When you do perfect the S train, you can never worry about getting hit or doing well to help you and your team. A great example of this S train can be the stage on Kino, the lighthouse front of COTD as well as the Flopper lander on Ascension. Specifically the lander on Ascension- an S eliminates any risk of getting hit as well as provides a comfortable place to shoot. This way of running the lander makes Ascension the easiest map.

The Multi Cut Back Train

The multi cut back train is one of the most advanced trains there is to run. It requires skill, concentration and movement. If you are new, or even a bit experienced, you will find a train like this hard. This shouldn’t be a go to train for points, but one that you can use to horde zombies quickly. It’s dangerous but fast and should be a great way to horde up the zombitches for a quick Wave Gun or Thundergun blast. Notice how there are no “shoot” points on the diagram. That’s for good reason. Also, notice the turn back option. This is here in case the zombies coming from head on are too many and a cut back is too risky. You’ll need a quick escape route and that should be it. Examples of this train are the area near turret near the stairs in Ascension as well as the swamp in No Man’s Land.

Crescent Train

The crescent train is one that you’ll actually find pretty common in zombies. It’s primarily a horde then hipspray train, but in the larger locations, such as the Lander and PaP area in Ascension, you can choose to run one of these. There’s not much practice required to get this train right, but if you want to do it in tighter locations, such as No Man’s Land, then you’ll want to spend some time running these. Overall, an excellent intermediate train.

Route Running

Route running doesn’t have a picture to go along with it, since there are multiple routes that one can run, but essentially you stick to a long, drawn out route that requires some skill, dodging, and practice, but is fairly safe and has two or three wall weapons with which to kill zombies! Overall, you’ll want to run set routes on smaller maps, such as Verruckt, Five and Shangri-La.

How to be a Good Teammate [$TEAM]

The Teammate Set-Up

If you want to be a good teammate, reviving, keeping everything all right in the crew, here’s what you’ll need.

-Juggernog

-Quick Revive

-PhD Flopper/Double Tap

-Stamin Up/Speed Cola

-Mustang & Sally/Krauss Refibrillator/Special Wonder Weapon

-MP5K/MPL/MP40/AK74u/Thompson/STG-44/Type 100

-Monkeys/Gersches/Dolls

Alright so Jugg and QR are pretty self-explanatory. PhD Flopper and Stamin Up are the true teammate perks. With Mustang and Sally plus these two, you’ll run fast and be able to protect yourself and your teammates with ease. If you’re playing an older map, go for the Thundegun or primary wonder weapon. Chances are, it’ll do wonders to save you and your teammates. Monkeys and Gersches are always the best for reviving someone. Great teammates also horde points but not kills so that if need be, they can down themselves to give a player points. A good wall weapon will do this. Watch your points and revives go up. That’s the basics of a good teammate; with this set-up you can’t go wrong.

Horde then Revive

Don’t be stupid and run into your teammate’s horde, killing yourself. When a teammate goes down near you, wait for their zombies to run to you then horde them all up. Even without QR, if you sprint after hording, you should get your teammate with no more than two hits.

Nit Picking

-Communicate

Everyone hates someone who doesn’t communicate and has a mic. Max Ammos need to be called out, as do nukes. Establish precedents with your teammates. Let them know what you do, why you do it. Revives are made, lives are saved, games are saved, with good communication!

-Don’t Steal Kills

Especially during early rounds, don’t take your teammates’ kills. You all need points for survival and insurance. It’s just a bad thing to do. In higher rounds, you may have a routine where you can kill your teammate’s zombies, but if you use explosives, kill crawlers! They can seriously mess up trains if you let them loose.

-Don’t Horde the Box

The Mystery Box isn’t all that important for good teammates, since Mustang and Sally and training skills are the best things needed! Besides, spend that dough on your perks, in later rounds, shoot for the Ballistic Knife or Crossbow if you can get it. Monkeys and things of that nature are also appreciated for revival and survival.

Use a Lesser Known Arsenal

What weapons are underrated, truly useful and perform optimally in many a situation?

The first weapon is indeed: The AK74u

Oh, the beauty of the SMG. Points galore with this weapon, unlimited ammo, a pure zombie shredder until round 20. Upgraded till the mid 30s. This gun is amazing. Since drops are based on points, this gun will get you plenty of nukes and insta-kills to destroy zombies all the more easy. Thank me later when you're at round 40 getting insta-kills and nukes.

Number 2: The Awful Lawton

No Thundergun to save your butt? No problem! The upgraded crossbow comes with 13 chances at a second life, as well as 13 monkeys to save your buddies. While this cannot eliminate zombies with ease, you can jump up and shoot it away from you when you're stuck and then you become unstuck! The lag is deceptive in multiplayer however, so downing after shooting can be possible.

Number 3: Mustang & Sally

DLC made these bad boys possibly the best weapons in the game. Zombie veterans will rush to get these PaP'd by round 10. PhD Flopper is a must of course. Only reason these aren't higher is the lack of use on Kino and Five. Shoot your feet when stuck. Fire one bullet on insta-kill into your train and BOOM. Keep your ray gun and these, as in Co-op, downing (or downing yourself) gets you double ammo for your weakest pistol and in the game's eyes M and S is less than Ray Gun. Little did Treyarch know, these bad boys just got OP baby.

Number 4: M72 Anarchy

50 shots of auto-fire rocket launching. Reduced splash damaged, increased mobility, makes this weapon of great use on all maps. However, it's use in later rounds can screw you over, as the crawlers it makes are mighty strong. The destructive power, however, makes this a great get from the box when you need it. Avoid on Kino and Five unless on solo. PhD required.

Number 5: The Spas-24

It's like a mini-Thundergun. It destroys zombies quite easily, reloads all in one, and sounds sick. Pick this guy out of the box and go to town. Great breakthrough gun for anyone. Low ammo count makes this lower than the others.

Number 6: The EPC WN

Winning! The regular version is awesome on round 20, still. PaP'd is a different story. Deadshot or not, this machine is a headshot churner. You rack up blowing brains out with this thing. 3 round burst doesn't waste ammo when shooting into a train and the recoil is nonexistent. Have fun with this gun. Reflex sight helps too.

Number 7: Calamity and Jane

Fully auto pistols with a tendency for multitudes of headshots even without Deadshot? Hell yes please. These guys never let you down unless you start outworking them. Use 'em when you get them out of the box. They tear through zombies, but can waste ammo during camping strategies. For ultimate survival, they break through quite well.

So there you have it, 5 box weapons to pick up if you can PaP them. A wall weapon to always look for and your starter pistol. If you're having trouble getting your Ray Gun and get one of these instead, keep it for a round and use the PaP version. You might be surprised.

Loose Ends [$ENDS]

So thanks for reading this far! What do you want to know? Well, in 4 player games, you can adjust strategies for more expeditious revivals. Different set-ups and classes should be used for each player, playing to that person’s strength. For example, the best player should rarely need to use a wonder weapon other than a Ray Gun. You’ll want your best player to not revive unless absolutely necessary, as they should be able to handle hording and distracting zombies while your teammate gets back in the game.

These are tips to be good. How do you become great? You need to learn all these rules, tips and strategies first. Then you can combine and even break them. For example, once you’ve learned how to predict spawns, you can shoot moving backwards in certain areas. This creates great opportunities for points, since your aim will be better. Furthermore, certain dodging techniques need to be combined for success in places such as NML. A sprint, shake, jump can be a great resource in maneuvering that territory.

Lastly, be creative! You’ll need some creativity in weapon choice, perk selection as well as route running for when things go wrong. Take some initiative in taking risks. Often times, they pay off. Play more aggressive if you’re losing the battle for kills. Challenge yourself in zombies because that’s the only way to truly become great.

Hardest Zombies Map [$HARD]

Let's settle the discussion once and for all.

What is the hardest zombies map? First of all, let us decide what makes a zombie map hard.

Here's the basic list-

-How many people you're playing with

-Spaces for kiting

-Weaponry

-Ability to get more than 4 perks

-Special zombie types

-Traps

-Escape routes

-Perks

-Dependence on box

Now for playing anything other than solo, the list grows (add to first):

-Reliance on teammates

-Camping spots

-Revive routes

-Ability to survive on one's own

Now, that should be all. Let's take a look at the list. DOA, while extremely fun, is too unlike the other maps to be compared. Note: I will update this list as I play the maps more. Only played the 5 Rezurrection ones a few times (PS3 owner) but have seen many videos of all maps.

-Kino der Toten

-Five

-Nacht der Untoten

-Verruckt

-Shi no Numa

-Der Riese

-Ascension

-Call of the Dead

-Shangri-La

-Moon

Kino der Toten

First BLOPS map, and everyone's sentimental favorite. The good, old THEATER OF THE DEAD.

What makes it easy:

The stage. That's all there is to be said, really. Running around the stage on solo nets you easy high rounds, without even having to Box, with the M16 right there on the wall, plus claymores for you to stack. Now, the Thundergun just makes this map too much of a cakewalk on solo.

Going past 1 player adventures, there are other kiting areas or routes which you can run (lobby, full circle, speed cola room, alley). There are great camp spots (fire pit room, PM63 back). You don't need teammates here. You can PaP on your own and the box hogs you'll inevitably play with in randoms can have fun going down while you get a nice MP40 and AK74u point build-up. If you have to clutch a round, you can easily run a full loop or make use of the stage. Perks are the original four. Not much of a problem getting any of them. Jugg can be difficult mid-round however.

Dogs get you Max Ammo and are a good break round. Buying all 4 perks never really hurts. So many traps for high round strategies.

What makes it hard:

Be careful, you can get stuck on the furniture rather easily and zombies like to spawn behind you. There are many staircases and these can spell certain death. The Nova crawlers are annoying and not being able to see really messes you up if all the zombies aren't behind you. The people without the Thundergun/Awful Lawton can't save themselves. Cluttering the stage leads to certain death.

Overall, this is a great map for beginners and offers a fairly easy time.

Difficulty: 6.5/10

Five

Fun little, and I mean little, map, with your favorite political figures of the 60s!

What makes this map easy:

Camping spots galore. The PaP room is perfect and the elevator works well also. A large circle to run in 2 players and on solo. Walking and running combination makes this map easy. Easy to get Juggernog is another great thing. That's about it. Not too many easy things. Don't need to rely on teammates for much. Elevator can be a good escape route.

What makes this map hard:

LOTS. Tight spaces everywhere except the War Room. Teammates will get downed and/or get you downed. The Thief can screw you if your teammates box whore and you get no good weapons and they can't kill him. Lack of a one-hit kill weapon. Winter's Howl is so uneffective in later rounds. You will fear getting hit once, as you'll usually get hit again in earlier rounds. Lack of traps (the only trap is in an awful strategic position, time consuming wise). Reviving is nearly impossible without QR. There are only or two strategies for success on this map. Wall weapons are terribly placed, except for Stakeout. 3rd floor can spell death.

Overall, the most challenging BLOPS map. It's good fun for you and your friends. Exciting yet quite hard.

Difficulty: 9/10

Nacht der Untoten

Ah the first zombies map. In World at War, it was fairly easy. Think again...

What makes it easy:

Thundergun, monkeys, couple kiting areas, good wall weapon positioning. The box always stays in one place.

What makes it hard:

Just about everything! No perks, no PaP, no traps, sprinting zombies (unlike W@W) means those two hits don't last very long at all. Reviving is impossible without monkeys and there are very few escape routes. Trying to kite with 4 people around is damn near impossible and getting anything past 40 is an insane achievement beyond words. The world record holder on this map is probably the best player in the world. The Ray Gun can do more bad than good here since crawlers still 2-hit kill you.

This map is HARD. No getting around it, this is the most challenging map to date and probably ever.

Difficulty: 10/10

Verruckt

The place where insane men go. And then they become zombies...

What makes it easy:

Not an awful lot. There are full map circles that make the place wonderful for such exploits. Good weapon placement. There are good traps as well. That's really about it. Juggernog is in a good location.

What makes it hard:

Tight spaces galore! Staircases of death! No PaP as well. Could be considered harder than Nacht, as there are no legitimate places to properly kite zombies and shoot, other than a full map train. Starting off on different sides is intriguing to say the least. The Winter's Howl makes for an awful wonder weapon and getting high rounds is rather challenging. Teammates can screw you if they bring just a couple zombies your way. Most revival routes involve staircases which can get you killed rather easily. The Winter's Howl won't save you. Escape routes? There's no escape in VERRUCKT.

Hard, hard, hard. Easier than Nacht? A little, but not by much.

Difficulty: 9.5/10

Shi no Numa

NOTE: I've played this map the least so for now, I will leave it off the list. I'm sure it's easier than Verruck, Five and Nacht :) Wunderwaffle for the win!

Der Riese

Ah, the Giant, everyone's favorite map, and in some people's opinions, the best of all.

What makes it easy:

Great wall weapon placement, excellent kiting areas, brilliant full map circles. The Wunderwaffle. C'mon Der Riese is too fun to play. You barely need your teammates. Revive routes are plenty, and so are escape routes. The teleporters are excellent. That camping catwalk, yeah! The traps are just epic as well.

What makes it hard:

Dogs that begin to spawn in later rounds. These don't make training any easier, but shouldn't be a problem for camping. There isn't too much that's hard about the map.

Overall, the most fun map in my opinion and one that is great for co-op as well as solo. Easier than Kino? No, but it's just as easy in it's own ways

Difficulty: 6.5

Ascension

This map. The map that changed zombies, in all honesty.

What makes it easy:

Everything. 11 kiting spots. Traps, Thundergun, no reliance on bad teammates, escape routes, revive routes, a free trap. The most overpowered training spots in the history of zombies. Wall weapons right there. PhD Flopper and Stamin-Up for more fun.

What makes it hard:

4 player monkeys, if the other guys are really bad. Other than that, protecting perks is easy. Getting free perks isn't too hard, but it's harder than other things. However, that's not part of the rating.

Easiest map by far. Not a zero, but well, it's easy.

Difficulty: 4/10

Call of the Dead

George Romero. That's all I gotta say. Oh and actors killing zombitches!

What makes it easy:

Outside lighthouse. The map is huge. Avoiding bad teammates is easy. Good places to run around if you know what you're doing. Wunderwaffle for Easter Egg is massive. So easy to get 7 perks. This is a great map. Very easy to get far with VR-11. The strategy, however, takes time and tons of skill.

What makes it hard:

Getting past 50 in co-op easily. George Romero. The in and out pack-a-punch that can screw you over it disappears en route to it. That bad Juggernog positioning sucks too. The zombies also run super fast when electrocuted by George. Oh, did I mention George Romero? No real breakthrough weapon, which means Mustang and Sally time. Also means, PhD Flopper must. Not too bad since getting more than 4 perks is rather easy.

This would be as easy as Ascension if not for George.

Difficulty: 8/10

Shangri-La

The controversy. This map is hated or loved.

What makes it easy:

Good Jugg spawn, excellent full map train. The baby gun in taking out hordes. Ability to switch drops to Max Ammos. Geysers make a good escape but can kill you if being chased too close.

What makes it hard:

Extreme reliance on bad teammates (for PaP). No breakthrough (I'm trapped and I can't get out) gun other than Mustang and Sally (problem since bad teammates can screw you if they don't stand on PaP plates). Very narrow and few true and tried kiting spots that work even without Mustang and Sally or Baby Gun. Lack of an instant kill weapon as well. Overall, it's fun and challenging.

Hard, but Verruckt and Nacht are still harder.

Difficulty: 8.5/10

Moon

The season finale to an epic saga.

What makes it easy:

Free points whenever you so desire. Jugg before round 1. The Wave Gun, endless rounds with hacked max ammo. Hacker. Zero gravity escape. Many training spots. Bio dome. The map is enormous! Biggest one yet. So many ways to revive and escape. Mule kick! The QED. Oh yes, and the easter egg, which gets you all 8 perks permanently, even when you die and are spectating someone.

What makes it hard:

Reliance on teammates to just start the game. Reliance to get Jugg, reliance to PaP. The excavators and the cosmonaut. The lack of sound in zero gravity areas. The QED. The excavators really change the game. They require coordination so as not to breach the important areas, especially the bio dome. While most of the time it's easy, there are variables that can make every game different.

Difficulty: 7/10

Conclusion

Now this based on worst case scenarios with randoms, where you want to survive and revive, is not ideal for really good solo players and great team players. In general the map order of difficulty stays the same; they only get harder the worse your teammates are.

Tentatively, after months of research/video/gameplay, here is my 1st published draft of the hardest regular zombies map (9 out of 10, no Shi no Numa yet).

1. Nacht der Untoten

2. Verruckt

3. Five

4. Shangri-La

5. Call of the Dead

6. Moon

7. Kino der Toten

8. Der Riese

9. Ascension

Thanks for reading (if you stuck the whole way through and I will see you when I update this list)! You all rock.

Extended Perk Analysis

Guys, thanks for reading as always. I thought it was a great time to release this, since all the maps now have more perk variety with the addition of Mule Kick across the board. I'm going to post this to the Moon thread as well, including various set-up strategies.

Extended Perk Analysis [$PERK]

*Juggernog* (2500 points)

This perks doubles the hits it takes a normal Zombie and Ascension Monkeys to kill, from 2 to 4. It increases the hits it takes from a special zombie (Nova6 Crawlers, Hellhounds). Note: If you are directly adjacent to the Napalm Zombie on Shangri-La when he implodes, you will down, even with Juggernog.

-Usefulness 6/5-

What else is there to say? This is the most important perk in the game. It allows you to rape train, run laps, revive teammates, and just survive longer in general. It also serves as a warning sign for death. Your screen will turn red before you are about to down. When you see this, run! One hit, even from just kicking a zombie that has been shrunk, will down you.

What surprises me the most, is how randoms assert their need, or lack thereof, of Juggernog. Instead of dumping your 2850 into three box hits, why not spend it on Juggernog? This will result in longer survival and more opportunities to hit the box!

Prioritize this perk before all others. In Solo, you can afford this by round 5/6. In multiplayer, you should get this by round 6/7, 8 at the latest.

*Speed Cola* (3000)

Speed Cola speeds up your life! Well, mainly your reload time, which it decreases by 50%, meaning that you can reload all your favorite weapons faster! It can save your life in many situations, especially in camping, 3 and 4 player strategies where the zombies are constantly coming at you, leaving little time to reload. If you specialize in running large trains you might disregard this perk due to its high cost (2nd most among all perks), but as mentioned earlier, it increases your sprint time by about 2 seconds (unconfirmed).

While that might seem like nothing, 1 second not sprinting can let one or two zombies trap you and boom, you're down. If you rape train in small, tight areas, you'll know that this perk is vital for both the perks it offers. Note: Reportedly, when combined with Stamin-Up, which about doubles your sprint time, you can sprint continuously for nearly 16 seconds!

-Usefulness 4.5/5-

This is a convenience perk for larger circles (Stage on Kino, outside lighthouse on COTD) or for extremely circular ones with large spaces (outside pack-a-punch on Ascension, inside lighthouse, first floor COTD). However, it can save your ass many times when you fail to reload. I would suggest everyone to get it on Kino, Five, and Ascension, but the maps with 7 (in this case, 8) perks have different class set-up possibilites that can reduce the desire for this perk. I especially recommend this for Ray Gun users, and for any weapons that can save your life. You might find yourself in a situation where your bullets can't clear the way (Thundergun, 2 ammo).

People consider this second priority after Jugg on Kino, and I would agree. Get this 75% of the time on 4+ perk maps.

*Quick Revive* (1500 multiplayer, 500 solo)

You need a little revive! This fish tasting drink, according to the characters, gives you the ability, on multiplayer, to revive downed teammates nearly four times as fast. On solo, it acts as a sort of teammate for you. When you go down, it pulls out the pack-a-punched M1911's (Mustang & Sally)and lets you spam the zombies with them. However, if you have something better than Mustang & Sally, such as a Ray Gun, it will pull that out instead. On Multiplayer, you can buy this perk as needed; however, on solo you only get 3, effectively giving you 4 lives. Note: if a monkey takes your quick revive, it still counts as one of the purchases.

-Usefulness 3.5/5 (Multiplayer); 6/5 (Solo)-

In multiplayer, this makes you a bonafide team player, capable of reviving teammates almost in an instant, sometimes even while being chased by a giant horde of zombies. Coupled with stamin-up and a zombies clearing weapon i.e. Thundergun, you can revive any teammate anywhere on the map.

However, most players will ignore this perk on multiplayer in favor of others. Now, on solo, this perk is vital, as or if not more than Juggernog. Some players have different strategies on when to buy Quick Revive. Considering you start with 500 (QR's cost), I usually buy it first things first, or at the end of round 1.

Some players choose to buy it after they have Juggernog, which is also smart, as they believe that if they down before Juggernog, they'd just restart the game. As a solo player, it really is your preference.

If you are newer to the solo scene, I strongly recommend buying it right off the bat, as you'll want to feel more comfortable while trying to get used to solo, and extra lives will certainly do that for you. One of the most obvious tips for solo is to never play without quick revive!

Sometimes, one down can mean the end anyway on a small map like Five and Shangri-La, so that's another reason why people avoid buying this perk, and if you are one of those people, fine. But let me say this, if you end up with a great path-clearing weapon, or even better, Monkeys or Gersch Devices, quick revive becomes a priority! With zombies out of your way and going towards the Monkeys or Gersches, you can get back all your perks. So if you're a revive-avoiding player, buy it as soon as you get either Monkeys or Gersches! It will help you in the end or in the case of an unfortunate down.

*Double Tap* (2000)

Your tap will now be doubled with this rapid-fire-on-steroids perk. It increases your fire rate 33%, meaning that automatic weapons fire with 33% of their normal RPM. Semi-auto's, pump-action and three burst guns get a quicker trigger. What does this mean? It definitely constitutes two things: 1) you will kill zombies faster and 2) your HK21 and RPK will be elevated to overpowered status.

However, Double Tap can also lead to another thing: waste of ammo. This can be prevented by firing into a horde/line of zombies (via a rape train or effective route) or by only using Double Tap for your HK21, the latter of which a lot of people do.

-Usefulness 3.5/5, 5/5 (HK21 & RPK)-

Simply put, your HK21 and RPK, regular and PaP'd (pack-a-punched) won't be at their full potential without this perk. The upgraded HK21 is a monster of a gun with a faster fire rate. Picture this: you have a giant zombie horde, a PaP'd gun with 900 bullets, PLUS the added fire rate of, oh, say, an Enfield. Your RPK, with 750 bullets, now will fire as fast as a FAMAS and AUG! Incredible.

While people can be correct about advising against Double Tap, the disclaimer is there, "Except for the HK21 and RPK".

Now for the rest of the guns, it all depends on playstyle. If you are using a wall gun, with an excellent rape training strategy, the extra fire rate, will undoubtedly aid you in slaying zombitches. If you are camping with guns like a PaP'd Galil and Commando, you'll certainly burn through ammo faster than you can say Edward Richtofen. That being said, camping is effective only in multiplayer, and only in 4 player games will rape training net you around 10 zombies. Not really worth it then for the non-exceptions.

What does this all mean? It is a fact that bullets go through as many zombies as possible. Therefore, the more zombies you have to eat your bullets coming in at an alarmingly fast rate, the more useful Double Tap becomes. That's the long story.

Short version: get DT with a Light Machine Gun (LMG) no matter what, get Double Tap on Kino and Five (for 1-2 player games), and always take into account your strategy (if you kill zombies all once, then DT will help you, if you kill them one by one as they spawn, avoid DT).

*PhD Flopper* (2000)

Flak Jacket on steroids. Basically, you never take any explosive damage. None whatsoever. You can cook a grenade, it'll blow up in your hand, and you won't any damage at all. Plus, you take no fall damage, although your character will make a slight grunting noise when dropping off a large building or something. And the last bonus of Flopper is that when you dolphin dive off an elevated surface, such as a staircase or hill, you create a small explosion that kills until around round 15 and creates crawlers easily until 20 or so. Flopper is only found on Ascension, Call of the Dead, Shangri-La, and Moon.

-Usefulness 4.5/5-

This perk boosts the effectiveness of grenades, clearly, but it makes using weapons like the Anarchy and Mustang & Sally all the more attractive. The great thing about the Mustang & Sally is that you can use them as not only a path clearer, horde eliminator, and teammate saver, but as a savior for yourself. Simply upgrade your starting pistol into M&S and then buy Flopper, allowing you to save yourself from downing with a few shots! Just shoot your feet if you ever get stuck and you're saved! This perk also magnifies the Ray Gun's usefulness tenfold. Before, it was possible to shoot yourself down with the Ray Gun easily, and even the Porter's X2 Ray Gun, despite the reduced splash damage. Now, you can use the Ray Gun in similar fashion to the M&S, which I just explained above.

However, the Ray Gun's rate of fire (ROF), is rather slow. Now for a pro tip: Double Tap + Flopper + Porter's X2 Ray Gun= Mustang & Sally with 240 bullets.

That set-up has saved my life many times, but it has failed me a couple. You probably want to stick with Mustang & Sally if you're new to the game and if you pull the Ray Gun from the box, use both just to keep yourself safe. Depending on your confidence, you can trade in your starting pistol, trade M&S for Ray Gun, or whatever.

A veteran insight and tip: if you go down in multiplayer and/or solo (must have quick revive in solo for this to work), you pull out your strongest pistol. Now, if you have two pistols, such as the CZ75s and the Mustang & Sally, you will pull out the M&S and when you get back up, you will have double the ammo for your CZ75s! See, this works because whenever you go down with two pistols and are revived, you get double ammo for the weakest pistol. Mustang & Sally are stronger than every pistol in the game, except the Ray Gun, which is a pistol (yes I know, hard to believe). So even an un-pack-a-punched Ray Gun will be pulled out over M&S, thus doubling your ammo when revived.

I don't recommend this for solo since you have a limited number of QR's. But in Multiplayer, this a way to get unlimited ammo M&S's if you have a lot of points and good/cooperative teammates.

*Stamin-Up* (2000)

Lightning has struck! Well, not quite, but this perk gives you nearly double sprint time as well as increased movement speed. This perk appears on Ascension, Call of the Dead, Shangri-La, and Moon. It seems like a simple perk and can give off the wrong impression, as waste of a perk slot or useless. But this perk can actually save your life. With that being said:

-Usefulness 4/5, 5/5 to team players-

Well, sorry for another mini-essay on a perk but here I am with support and backing for Stamin-Up. The most obvious reason to get Stamin-Up is to be able to run around a large map faster; however, there are other reasons to purchase this sour drink. I say 5/5 for team players; if you are on a large map, say COTD, Stamin-Up allows you to get to your downed teammate even faster.

Plus, since you are sprinting even faster, you are able to dodge more zombies as you run past them since, at your boosted speed, you pass most zombies before they can even enter their swinging animation or before their trapping animation.

Furthermore, if you are running a tight (or even larger) circular rape train and you spot three or four zombies coming in as you make your loop, you can sprint past them with no worry at all!

However, the usefulness decreases as you acquire more skill in this game. Instead of trying to outrun oncoming zombies, you will learn dodging tactics, such as the Sway, the Drag and Swerve, and the Sidestep, that will eliminate your want to be faster than the zombies. Once again, these ratings are just my opinion and, in the end, it is all preference.

Overall, I would recommend Stamin-Up for Shangri-La the most, since there are numerous tight spaces which eliminate the use of many dodging tactics. Stamin-Up is a great solo perk as well as a team player's perk. It is a vital part of my ultimate team player set-up.

*Deadshot Daquiri* (1500)

This perk. Oh, this perk. A lot of zombies players, who are new, or are struggling with rape trains, find the need to constantly aim down sight, slowing down movement and thus backing them into a corner, which inevitably leads to their death. Hip firing is recommended in tight, circular rape trains, wherein, you cannot train them together into a nice, straight line. ADS is great for when the zombies are say 15-20 feet away.

Deadshot Daquiri improves both. It gives you the effects of Steady Aim Pro, which decreases your crosshair spread, effectively increasing your hip fire accuracy. What does this mean? You will RARELY, if ever, miss bullets hip-firing. In addition, it enhances the feature called auto aim, which already lets you lock-on to the chest area with ease. It auto aims for the zombies heads! This means that you can pull of headshots and save many bullets with absolute ease.

This perk does wonders for your accuracy and can even ensure survival as it encourages hip-firing because even with the auto aim to head, you will still miss with high recoil guns or if your aim just isn't that good.

-Usefulness 3.5/5-

A lot of people don't like buying this perk on solo and that is a good choice, it's almost pointless, since you'll probably want Flopper or Speed Cola, but this is kind of where class specializations come in. If you play the points role on your team and wield an SMG and an assault rifle or LMG, you would do well with Daquiri.

Daquiri on Shangri-La is vastly underrated considering how small it is. But that's where the perk comes in handy. ADS allows the zombies to close in faster, but hip fire works great, call it overpowered, even! I personally love getting it on COTD near the 74u area, and if you couple the PaP'd 74u with Deadshot and Double Tap, you will rip through zombies.

Don't look at it for the auto-lock on it gives you, the decreased hip fire spread is where the beauty of this perk lies. Is it less useful that the other perks? Yes. But in terms of cost effectiveness, it's right up there with Juggernog.

*Mule Kick* (4000)

Feeling heavy, like you can take on the world? Well, you can with 3 guns! The most expensive perk to date gives you, that's right, one more gun! However, the 4000 does not cover your gun purchase, so without a QED (which could spawn a random weapon), you're looking at putting down at least 4500 on being able to maximize this perk's usage. Otherwise, it's just a useless perk.

-Usefulness 4/5-

This perk is a mixed bag of things to a lot of people. It can be vital for a high round, point efficient strategy or can be detrimental to the new players who only know of this perk as the epic three gun perk and will dump 4000 points into it, die before they realize they needed to buy a gun, and complain when you don't revive them because you were hacking the excavator the long away around since they didn't go to the teleporter. Anyway, strategy aside, this perk is wonderful.

Three guns gives you endless combos of fantastic guns, generally I'd go for Wave Gun, Mustang and Sally, and an AK74u or MP5K. However, where the real treat lies with this perk is in the ability to use support weapons, which is just the Ballistic Knife on Moon since the Crossbow was taken out. Also, weapons like the M72 Anarchy and Calamity and Jane are now viable options when you get their unupgraded versions from the box.

The downside to this perk is obviously the fact that it detracts from the ability to use another, more helpful perk, such as Sleight of Hand or PhD Flopper. To each his own with this perk. It is undoubtedly helpful yet can prove dangerous if not used correctly. Your guns need to complement each other, rather than serve only one purpose. If you're shooting for high rounds in co-op, at least one person should have this perk with a PaP'd Ballistic Knife AKA The Krauss Refibrillator.

Well now that we have it on all the other maps, it's safe to say that they've been made much easier with Mule Kick. Although I am disappointed that they added it to Nacht der Untoten. It was much more enjoyable when there were no perks. Otherwise, smart move. It keeps the game balanced. If Flopper was on every map (with Pack-a-Punch, no doubt the challenge would be removed). Good move by Treyarch, but my review and opinion still stands.

Just a couple new notes: Mule Kick can now replace a perk you don't need; I won't tell you how to play, but often times Mule Kick's true usefulness lies in it's proximity to a great wall weapon and area in which to kite zombies.

Moon gets a yes, as well as Ascension, Call of the Dead, Shangri-La, Der Riese, Verruckt, Shi no Numa, and possibly Kino. Five is perhaps the best map for this since you can now use the Awful Lawton in combination with the Ray Gun and a great points wall weapon. However, like I've said, take my advice or not, but I hope you've enjoyed the guide.

Conclusion

Every perk is different, but overall, you always want Juggernog. Quick Revive, in solo, too. I hope this helps newer players and even veterans an insight into how fellow veteran slayers think when buying perks. Glad to help as always, and your feedback keeps me writing these guides!

Thanks, and enjoy! :D

The Greatest Zombies Video Ever [$ZOMB]

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Map by Map Strategies [$MAPS]

KINO DER TOTEN [$KINO]

Kino Beginners

Chopper’s guide to Kino – where’s the show zombies?

Kino; although it’s a new map compared to the original WAW it still has nostalgic memories for most players being the first Black Ops map. For me it was the first zombie map I ever played. If I want to have a complete laugh with friends it’s the map we will play each and every time. It’s easy to get far, but hard to do so easily. There is a very simple and safe method which 2 players can use to get to round 40 in 8 hours. It’s the way I first got to 40 when I wasn’t such a good player.

Using a variation of this, 2 good players can carry a complete newb to round 40 once they have become advanced players themselves.

I’m actually going to write this strategy first, before going into anything advanced. For new people this should be easy to follow as soon as the game mechanics have been understood. A lot of advanced strategies require specific skills, which are only developed by lots of practise. Kiting, especially 2 people in 1 area is developed with practise. Some people will get it naturally but everyone will still need lots of practise. If you just want to get to 40 this will get you there without any of these skills.

(R40 2p easy) Round 40 2 player easy strategy – slow and steady wins the race.

What you need in the first 10 rounds.

2 * MP40

2 * Juggs

2 * Quick Revive

R40 2p easy Part 1 – getting to MP40.

What’s required:

M14 each - 500 points *

1750 points for the first 2 doors.

1000 points each for MP40.

This is all manageable by end of round 3.

* As you become more confident in stabbing and managing the spawn you can get rid of this gun.

Essential beginner tip –

Health and staying alive. You can take 1 hit safely, a 2nd hit will down you. You will notice a red line appear on your screen when you are hit once, from the direction it has come from. Whilst the screen is red, and for 1 entire second after it has cleared you are still vulnerable. The biggest mistake I believe people make is not understanding this. When I see people go down on their window it’s because they are ignoring this advice. If you get hit once back away from whatever it was. Make sure you leave enough time to become ‘clear’.

Strategy – what are we trying to do?

Decide 2 windows each to watch. I would have 1 person manage both windows in the open downstairs, the other person to watch the upstairs window and under the stairs. You both now have a ‘fast’ window, and a ‘slow’ window. By this I mean that the zombies take longer to reach the window near quick revive and the window under the stairs. You are aiming to gain 2000 points each. Being pedantic 1 person needs 1750 and the other needs 2000.

Let’s give some names to some locations…..

Where you start is known as spawn. Spawn has 1 mystery box, an M14, and Olympus and the teleporter receiver pad. There are 4 window spawns, and 3 gas crawlers spawns. Quick Revive is also located here.

Round 1 – stab all zombies.

Round 2 – you can either shoot once with the M14 and then stab, shot twice with the M14 or stab twice.

Round 3 – for beginners my advice is just to shot 3 times. You do not want a nuke on this round as a beginner, round 4 would be quite difficult for you unprepared. The level of runners compared to walkers jumps quite dramatically.

At the end of this round leave a walking zombie.

Spend 750 points opening the door at the top of the stairs on the right.

Let’s give some names to some locations…..

This next area is called the PM63 area. There is a PM63 on the wall, 1 window spawn in a small enclosed corridor and a balcony spawn point. 1 mystery box is here. You can see this if you look left after opening the door. From here you can see down to the stage.

It leads into Portrait room (square area with portraits on the walls…). The distinction should be clear, I class them as separate areas. There is 1 window spawn in here plus 1 roof drop spawn. This is left of the entrance to the room…there is a hole in the ceiling. Mule Kick is also here.

Between the PM63 and portrait room you will find the first electrical trap.

Spend 1000 points to open the door in the portrait room. Go down the stairs of death (this will become clear later).

Let’s give some names to some locations…..

The area you are now in is known as the MP40 room. There is the upper area, which is to the left as you enter from the stairs of death. The stakeout is located here, as well as 1 window. The rest of the room is the area downstairs, with a wide sweeping staircase on either side. This area contains the MP40, 2 window spawns and 2 or 3 ceiling spawns. Speed cola is also here, and a turret.

Buy the MP40 here, this gun should only be replaced once, when and if you buy Mule Kick (more later).

Strategy – what are we trying to do?

Gain access to the back of the stage, this will cost 2500 more points. Once behind the stage you can camp if you haven’t got enough points yet for Juggs, or camp if you are more comfortable with that for a few rounds.

Essential beginner tip –

Fetching some souls…Dogs. Dogs are going to appear on round 5, 6 or 7, 6 probably being the aggregate. They then appear every 5 rounds. When the round starts the music changes, the screen colour changes somewhat and you hear a voice….. “Fetch me their Souls!”

For a beginner dogs can be a nightmare. There are basic and advanced tactics for managing them. Be aware that the first dog round is going to be the hardest.

Option 1 – stakeout. Stakeout is a OHK on dogs, but it costs 1500 points. For a beginner this gun could actually be a good choice as it’s close to OHK on zombies to round 10 or so. 6 shots in the chamber, less than 12 dogs for 2 players…..it’s very easy with this gun. Both stand at Speed Cola and take either left or right side to cover.

Option 2 – backs to the wall. This is in my opinion the easiest way for a new player. When you hear that it’s a dog round both run to the PM63 area. There is that small little corridor with a window in it, both get into their and ADS the doorway. 5 MP40 bullets will kill a dog. The dogs have to come round the corner of the doorway slowly giving enough time to kill them before they reach you. 1 person should fire at a time, this ensures you won’t both have empty clips at the same time.

Option 3 – circles. Dogs game mechanics means that you can actually walk a backward circle and they will not be able to hit you. They stay in the middle of the circle, jaws always snapping just behind you.

Round 4 – with an MP40 each you should not yet have any problems. 1 person can take both windows downstairs, the other can take the window upstairs and anything that comes from the stairs of death.

Round 5 – if not dogs same as above.

At the end of this round if you both have 1250 points then open the first door, leading into…

Let’s give some names to some locations…..

Dressing room. The dressing room contains 2 window spawns and 1 ceiling spawn. The MP5K is also here, and 1 mystery box. This room on high levels spells death for beginners, there are 2 paths to choose to get through it, left or right and your choice in later levels makes the difference between life and death. At the end of this area there is another door, open this to…

Let’s give some names to some locations…..

Back of stage. Once the power is on this whole area opens up, but what you are currently looking at now is the back of the stage. The distinction is important for an advanced strategy, for beginners not so much. This area contains 2 windows, 1 ceiling gas zombie spawn, a mystery box, M16 and Claymores. The power switch is here too. The last thing here is the M16 door. This deserves to be bolded simply because most high round strategies need it to be shut. Keep it SHUT!!!

Round 6/7/8/9 – you are now behind the stage, if not dogs on 5 it will be on 6 or 7.

Some people like staying in this area as long as they can hold out. It avoids the nova gas crawlers who can be very problematic.

I’d advise to both buy claymores when you can afford them, 1000 each. Without claymores the idea is for 1 person to cover the back window, the other person covers the doorway from the dressing room and the window to the left. Swap when ammo becomes a problem, if it’s really a massive problem you can grab the M16.

With claymores you can use a different tactic. Both people should lay their claymores leading away from the back window, spaced maybe 2 metres apart. This is 4 guaranteed zombie deaths, and a warning system. Both players then stand at the doorway to the dressing room, covering the window on the left as well. When you hear 4 big bangs behind you one of you will need to cover the rear as your warning system is now gone.

Next thing to do is to turn the power on.

Let’s give some names to some locations…..

Front of the stage. The most important area on kino by far. You will be starting every single round here. Once the power is on a curtain is raised and you will see a drop off with a turret in the middle, and 2 sets of stairs either side. The teleporter is here too. Below there is an area which has a window at either end, and then the viewing corridor which leads back to the initial spawn. The middle of this corridor has a mystery box. At the end of this corridor is a small alcove on the right, which contains the Bowie Knife and Juggs.

Between the corridor and the spawn there is an electrical trap.

Half the map is now open and this is what you will be using to get to round 40. More on that later. Once the power is turned on you will be meeting some new and unwelcome friends, gas crawlers. The mystery box location will now be viewable on the crude map which is above every single box location.

Essential beginner tips

Gas Crawlers. These are what kill people more than anything else. They are difficult to see, easy to get caught on and they release noxious nova 6 gas as an explosion when they are killed. The explosion can damage you if you are too close and the gas screws with your vision, just like Multiplayer (tactical mask pro I both love and hate you BTW).

First note – if they are killed by the ray gun they don’t explode. If they are knifed they don’t explode. Their explosion hurts other zombies. Remember this, it really helps. They are weaker than normal zombies…..by comparison the Bowie Knife is OHK on normal zombies until round 9, and on gas crawlers until round 13. Their hits also damage you less than a normal zombie, but I’m not sure about the specifics of this.

Perks. You now have access to the 4 perks you are going to be using. Double Tap is not for beginners, and it’s not open yet!

Juggs (Juggernaut). The most important thing in zombies is Juggs. There is never a time when it’s not your priority to have this. It enables you to take 4 hits safely before the 5th will down you. It costs 2500.

Quick Revive. Enables you to revive a downed comrade in half the time it would take. Ultimately revives should be done in such a way that this is not required, but it’s still essential to have for when things don’t go well. It costs 1500.

Speedy Cola. A bonus rather than a necessity, you reload in either ½ or 2/3 of the time it would take. Can be very helpful for the ThunderGun. In no situation with any other gun will it really save a beginners life. It costs 3000.

Mule Kick. I’ll be honest I have never used Mule Kick on Kino, simply because I haven’t realty played it since it was released. My opinion therefore is theoretical and based on game knowledge and potential strategies. This perk is not essential but would massively help on Kino. Being able to have a ray gun first gun, Thunder or Crossbow second and MP40 3rd sounds pretty damn cool. It costs 4000.

Double Tap. I love double tap, you can kill quicker and it reduces the recoil on the guns it’s best suited for, RPK and HK. The effect especially on the HK is profound.

If however your aim is bad you are going to be wasting bullets. Using the tactic I am describing it is completely wasted, you don’t want to be killing quickly. It costs 2000.

Traps and Teleporter. Traps cost 1000 points each and are always OHK on any zombie that runs through them. They last 30 seconds and have a 90 seconds cooldown period before being useable again. If you run through a trap without juggs you will die, if you run through with juggs and full health you will live but be one hit away from death.

The teleporter servers 2 functions….the biggest and cheapest trap you have and as a gateway to Pack a Punch, and 30 seconds of safety. To use the teleporter you first need to initialise it from the stage area, then initialise it from the teleporter receiving pad in the spawn area. When you use it you will be teleported to an area above basically the spawn. You are able to look back at the stage and the zombies will collect here, looking up at you. Grenades can be purchased in here for 250.

Pack a Punch is a machine in this room, costing 5000. It improves any gun placed in it, some much more than others.

Round 10 and above.

From no onwards it all depends on your ability and confidence as to how you are going to proceed. You should now both have Juggs, and MP40 and Quick Revive. You don’t actually need anything else at all and you can go to round 40.

Any round from now onwards is going to be basically the same.

Part 1 – initial spawning. Collect as many zombies as possible before using the teleporter.

Part 2 – collecting. From the safety of the teleporter you are aiming to have all 24 zombies spawned and in the stage area. You can kill them by throwing grenades down or shooting them. As a beginner I advise against this.

Part 3 – arriving on receiver pad. If you haven’t killed anything this area is going to be empty and safe. Within 10 seconds lots of zombies are going to appear out of the big doorway in front of you.

Part 4 – moving safely. The idea is to take the following path/loop at walking pace.

From Spawn move to PM63, then to Portrait Room, Stairs of Death, MP40 room, Dressing room, Back of Stage, Stage, Corridor, Spawn.

Essential beginner tip –

Catch me if you can. Your walking speed is equal to a zombies fastest run. This is key for all things zombies. What it means is that if you are moving forward and can’t see anything in front of you, you are completely safe. On kino especially this is very important.

Part 5 – how to kill and when to kill. This is where it gets tricky and knowledge of how and why they spawn is essential. If you have 24 spawned on a level, which is the maximum whenever one is killed a new one will be spawned somewhere close to a players location. If you kill 2 at a time, 2 new ones, 3 at a time, 3 new ones etc. The only ‘safe’ place to kill a large group is the stage or using the trap leaving the dressing room. This is safe simply because it’s the only area you can handle a brand new spawn. Beginners will struggle with this without access to the teleporter especially on the higher rounds.

Whilst you are walking the loop if you kill anything coming from behind you, the new ones will spawn in front of you. If you are going down the stairs of death and there are 2 crawlers there if you are not able to jump over them, or lead them out you are trapped/pincered/screwed.

My guidelines for shooting. There are 4 main places you can ‘safely’ shoot into zombies from. Past round 20 it doesn’t make much difference as you won’t be killing them quickly enough to cause a problem. Before 20 you are going to have to figure it out somewhat for yourself. The first time you try this tactic you are going to understand what I am saying.

For beginners it’s best if only 1 of you shots, the other should be watching for spawning zombies around you. Once you are more experienced you can both shoot but for now it’s much safer for only one.

Place 1 – from the receiving pad. Shoot for 5 seconds into the group coming from the doorway in front.

Place 2 – the tiny corridor between the PM63 and Portrait room. Again, no more than 5 seconds.

Place 3 – dressing room at mystery box location.

Place 4 – back of stage….when you are coming out of the dressing room you can go left or right around the big huge thing, not sure what is it now! Go to the right and look back into dressing room.

They will funnel in a straight line to you in all these locations.

During all this you may be wondering well how the hell do I actually kill anything?

Traps and the teleporter are the answers. Past round 35 it’s pretty much the only way, excluding very high level hoard combining and Thundergun.

After using the teleporter you have 90 seconds to wait before it cools down again. This is the same time it takes to do 2 loops. The safest possible way to do Kino is like this.

After using the teleporter do not kill anything, just walk the loop twice which will ensure all zombies are behind you. Get the teleporter ready (hopefully on the 2nd loop) and do the loop for a 3rd time (if it wasn’t ready). This time though when you get to the dressing room you are going to use the trap. It will kill all 24 zombies but will start spawning them all immediately. This is why we have waited for the teleporter…once they are all dead it’s like a new round has started.

You can rinse and repeat this continually, over and over again. MP40 ammo is freely available, but it’s going to take some time. It’s taking roughly 150 seconds or so to kill 24 zombies.

To do things faster it’s difficult to explain some of the things that you need to work out. Whilst walking the loop you can kill a few zombies, if you are confident moving through the areas in front of you with new spawners. You need to begin to understand how quickly they spawn, and how long it takes to kill them.

What’s next?

Time for the magic of the mystery box.

The 2 weapons that are ultimately the end goal are the Crossbox upgraded, and the ThunderGun. Ray Guns are good until level 19, whilst they are still OHK. Past that point they need to be handled carefully otherwise you are leaving crawlers all over the place. They are good for removing a single zombie in your path all the way to 30, but it’s going to start taking lots of shots.

You both want monkeys as well. These are tactical grenades that take 2 seconds to prep and throw but once out every zombie on the map will make a beeline to them. They last about 10 seconds but during this time you are completely safe.

You want the Thunder or Crossbox gun as your first or 2nd, you don’t want any chance of losing it if you have picked up Mule Kick.

If you get a Ray Gun take it and then get Mule Kick. For the 3rd gun buy an MP40. If you struggle with the Ray Gun or it’s past level 20 just have 2 guns, MP40 and Thunder or Crossbow.

The Thunder gun is always OHK on any zombie close enough to the initial blast. Even if they are not killed they are thrown out of the way.

The crossbow upgraded acts bait to the zombies. The fired bolt will be chased by any zombies nearby, before it explodes after 3 seconds or so.

When you are running the loop on higher levels, someone needs to always be watching the front with either of these guns out and ready to use.

With this setup you are good to go forever, it will just take lots of time!

There is more to come to this guide, much more but I want to see how this goes first. More stuff includes how to revive, how to recover and how to do things really quickly.

I hope you enjoy it as it is.

Kino co-op advanced

Hi Guys, this is something I wrote about 8 months ago.

I can see a few things I would do differently, but not that much.

I would definitely appreciate some of your ideas on how this was/is and what advanced stuff still needs to go in.

This strategy is not for new players. It's designed for those who know how to play but haven't got a consistent strategy to follow and find themselves dieing around level 18 to 25. This gives you massive amounts of points and allows box or trap whoring at later levels. It's also the quickest in my opinion way of getting to level 20, and there aren't many methods which get you to 30 much quicker. Any that do sacrifice points for speed.

By having huge amounts of points when you run out of ammo on any gun you can just hit the box until you get it back. For the Thunder this is essential.

This strategy will work for 2, 3 or 4 players with slight tweaking. It's easiest in my opinion with 3 but 2 players will certainly be quicker. The main goal is to maximise points in the first 20 rounds whilst clearing them as quickly as possible.

From 31 and up it depends on how far you want to go and how long you are prepared to take to get there. Using this method you will gain enough points in the first 30 rounds to easily get to 40 without firing a single bullet and just using your points to set traps if you wish.

So the strategy:

First 10 rounds - avoid instakill and nukes if you can, it's unlikely if you use the stabbing only method however.

Use firesales to hit up the closest box to you, in the first 10 rounds you can get away with this more as the Bowie is one hit kill.

Use all your bullets round 1 and 2, you don't want to get a max ammo and then have lost the 40 bullets you start with, that's 1600 points between the team, or the first and second door.

Round 1 - shoot all zombies 6 times, then stab. Rebuild the windows whilst they are attacking them 4 times, and then let the last zombie completely tear them down.

Round 2 - shoot them 8 times each, and stab them once they are out of the window. Hope for a max ammo.

Round 3 and 4. Shoot all zombies 8 times, then stab till they die. You should be able to keep them behind the barriers, don't let them out as a nuke will destroy your points. Even if you run out of bullets you should be able to stab them all before they break down the barriers, just keep repairing them. That's 150 points for round 3 zombies, 160 for round 4. If you let them out and are lucky you may get a *2 but you are also as likely to get a nuke or insta kill, both of which rob you of points.

Round 5 - get to MP40, all get it and leave the stakeout, you don't need it and it's a waste of money. 1 person returns to lobby, 1 person in the portrait room and 2 at the bottom of both staircases in the MP40 room. 4 MP40 and 1 knife, if there are too many zombies headshots. The lobby person will get the most points, they will open the next 2 doors.

The next part is the main thing, open the doors to the stage and as soon as everyone has 3000 points turn the power on and get a Bowie knife each. You can sometimes do this by the end of round 5, but it's more likely to be 6 or 7, depending on dogs.

Round 6 - if 5 wasn't this is likely to be dogs. 2 people in lobby, 2 in MP40 room. Move around, don't be cornered. A tip on dogs....as you see them spawn, get your crosshairs near them and then alternate ADS and firing bullets quickly, the auto aim will tear them apart in 5 or 6 bullets max. The first dog round is the hardest in my opinion, after this it's literally a free round and can be used to collect perks, or hit the box.

Round 7 - Should have the Bowie now, 1 person in lobby, 2 on stage and 1 in the MP40 room. You should be able to shoot a clip into the early zombies, and then Bowie knife. Once you have 2500, get Juggs!

Round 8 - until next dogs. Same positions, with juggs and Bowie it's cake.

Dogs will come round 10 or 11, just unleash a pistol clip into them and then use Bowie to finish them, make sure your guns are reloaded before stabbing the last dog.

Round 11 - 15. Stay in same positions, but you will need to start collecting the zombies and then firing at head height into lines of them. You can still shoot about 8 MP40 bullets and then 1 knife, but past round 13 it's easy to get bogged down.

In the lobby you can circle around the link pad, or use the stairs if it gets too busy. Walk slowly around the stairs though, you don't want them meeting you going down the other side.

In the MP40 room just circle the stairs, it takes some getting used to but it's generally the quietest area in my experience, you should be able to find the way.

On the stage just circle the back part as a team, once at M16 corner unload into the nice straight line coming at you.

At round 12 or so leave a gas zombie and start hitting the box. It's down to personal preference what you now get. I personally aim to get a Ballistic Knife and then PAP it ASAP, for the revive capability as much as the points you can get and OHK until 14. In theory an MP40 into a crowd and all zombies killed with a headshot will gain you more points but who is able to get all headshots? Always ensure that you keep at minimum 5000 points, this will ensure you can get Juggs back and have some points to spare.

There are a couple of different options.

Everyone eventually wants a point scorer and a get you out of trouble gun. If you are confident in your team 2 players don't necessarily need the get out of trouble gun.

Points scorers are MP40, M16, Commando, Galil, HK and for the first 18 rounds PAPed Ballistic Knife. Python gets a honorable mention as between round 12 and 18 1 python shot and then 1 Bowie will down them.

Get you out trouble guns are Ray, Thunder and PAPed crossbow, in the first 20 rounds these will save you from bad situations.

My team preference is as follows

Player 1 - Thundergun and MP40, M16, HK, RPK, Commando or Galil.

This player will stay on the stage.

Player 2 - Ray Gun and MP40, M16, HK, RPK, Commando or Galil.

This playe will stay in the MP40 room.

Player 3 - PAPed Knife and MP40, M16, HK, RPK, Commando or Galil.

This player will stay on the stage.

Player 4 - PAPed crossbow and MP40, M16, HK, RPK, Commando or Galil.

This player will stay in the lobby.

EVeryone should also have monkeys. I find that by round 20 everyone can be setup like this.

Only PAP the Thunder, Ray, HK, RPK and M16. When you run out of bullets on any other except the MP40 just swap it out, for either and M16, MP40 or hit the box again.

Perks - Juggs is number 1, then Quick Revive for the players without a Ballistic knife.

Speedy cola is a bonus rather than a necessity. Double tap is good if you can aim well and don't spray. It's essential for an HK as it reduces the recoil and the fire rate is very slow on that gun.

The first 20 rounds I only get Juggs and quick revive if I don't have the Ballistic kinfe.

Once past round 7 don't bother locking doors, it slows the game down too much and the points just aren't worth it for the amount of time it takes. If you have free time while waiting for the last zombie to die lock the close ones to the lobby and MP40 room but leave the stage.

From 15 to 20 keep to the same positions, you can still do the job with an MP40 only if you wish. If you are the lobby player and run out of ammo collect all zombies and head towards the MP40. Communicate with the lobby player and the goal is to bring your zombies together and then run them to the dressing room, before unleashing into them. Two players should be able to stay far enough away from the stage runners that the zombies don't get confused and split.

From rounds 21 to 25. An MP40 will not cut it if you plan on staying in the same positions, this is especially true for the lobby player.

The MP40 room player can obviously continue to use this, it will be insane amount of points.

The stage runners can have an upgraded M16 as the ammo is readily available. They can also use a Ray Gun for easy kills or an RPK or HK for lots of points. This is the same for the lobby player. The ray gun/HK/RPK should last a couple of rounds before needing to be upgraded once out of ammo.

After 25 we do the following:

2 players run laps together, collecting at the front of the stage before walking the lap, dodging anything in front.

2 players circle the stage clockwise, beginning at M16, then by the back wall where the box is and then along the front back to M16. Both turn round and aim for heads from this point...upgraded M16 is not a bad idea in this situation, up to round 30 you will earn back around 7k to offset the cost of ammo.

Communication is the key, the lap players need to come out of the dressing room at the same time the stage players arrive at it from their circle.

After round 30 we start using traps or Thunder to kill them. Thunder player now comes to the stage and if you are able to do it have 3 players by M16, killing everything coming out of that window and any coming from the back wall. The thunder player needs to get a tight group of zombies by the set of stairs away from the teleporter. Practise, practise, practise is the key to this. Once you have the entire group 1 Thunder will take care of them. Do this 4 times a round, boom 100 - 140 zombies dead.

The M16 group can shoot into them but only above head height, killing a gas zombie can screw up the circling player.

When using a trap we circle in the same way but then either go through the dressing room and turn on the trap or out through the lobby.

If you get a tight enough group the trap will kill them all within seconds, allowing you to walk back through it with Juggs just as they start spawning again.

Teleporter can also be used in the same way.

You can also use the circling as a group and then using the traps but it's hard to get a team of 4 through the lap after round 30.

Ray guns are point stealers, only use maybe between 25 and 35 for the 3 players at the M16 corner to help them handle the zombies that come their way.

If you run out of ammo on your point scorer just get another one. MP40, M16, doesn't matter, past 30 it takes too much effort to kill them anyway. You are purely getting points for traps.

Rinse and repeat until you are bored.

There are safer ways to do this, and plenty of alternative effective strategies. This is to me is the quickest method, and it's point whoring at it's best.

How to revive a player safely depends on stopping for a few seconds after they go down and having a think.

Any zombies on the map will always go for the closest player, wherever they may be. This is the key to safely reviving someone. 4 players is the easiest, then 3 and 2 can be a real pain without monkeys.

If you play Kino and stay entirely on the Lobby, MP40, Dressing Room and Stage side you can sprint a circuit and have time to spare for the revive. This is sometimes the only way to revive someone, especially when you are lapping together.

If you are lapping this is what to do - stop killing any zombies. Continue to circle but one player should sprint of ahead, and let the other 2 keep walking the zombies. This will ensure that all zombies should continue to follow the 2 players, leaving the sprinting player able to do a lap without encountering a horde of zombies, rather the odd 1 or 2.

If you are playing the way I have described in my strategy the way to revive depends on where someone goes down.

For instance - playing 2 on the stage, 1 in the lobby and 1 in the MP40 room.

First things first, if someone is down stop killing zombies!! You do not want any new spawners.

If the MP40 room player goes down all his or her zombies are going to go to either the stage or the lobby player. You want them to go to the stage player. To ensure this happens the stage players need to get the zombies over to the M16 corner and then 1 will sprint through to the dressing room, encouraging the zombies away from the lobby player. Once this player has the zombies following him back towards the stage the player from the lobby can walk to the portrait room, and then sprint down the stairs to revive the fallen player.

If the lobby player goes down I suggest the MP40 room player moves slowly through the dressing room and waits for the zombies from the lobby to come down through the theatre. Circle the stage as a threesome for a bit and once there is a clear path someone needs to sprint through to the lobby for the revive.

If a stage player goes down 9/10 the other player can perform the revive on his own. The downed player needs to crawl to in front of the box at the back of the stage whilst the other player continues to circle. What he or she then needs to do is lead the players of the stage using the steps to the left when looking towards the lobby, walk slowly along the front of the stage, waiting for most of the zombies to jump down (remember they take the shortest direct line to you, they don't need stairs). Once this has happened you can sprint up the stairs infront of the teleporter, go to the left towards the M16, to the back of the stage and then along for the revive.

New tactic - very high level 2p strategy...fastest possible way to do Kino.

Setup -

Player 1 - ThunderGun and anything, probably AK74u.

Player 2 - PAPed Crossbow and anything, probably AK74u.

The idea is to stay in the alley, collect 2 groups before combining and getting rid of in 1 go with either a trap or Thundergun.

The reason for staying in the alley is so that no gas crawlers span, as they are the slowest.

The back gate of the alley should be shut, 1 player is going to circle in this little area.

The other player is going to circle either in the MPL room or by Double Tap.

I can't explain how to do this, you either will be able to or you won't. Many people now know the idea of combining zombies, from ascension, shangri-la or moon. This is kino's version on steroids.

Kino Speed

z0aYiPEeDy0

Hey Guys.

Recently I have been playing some old school Kino. Eye gave me the hint of an idea regarding using the lobby for hoarding and I expanded it. This enables getting to 30 in 50 minutes, and 50 within 2 and a half hours.

One of the biggest issues with anywhere apart from the alley is the slow speed of the nova zombies. Who hasn't collected a big hoard in a great time and then had to wait for 4 Nova Zombies to take their sweet time to arrive.

The alley is possibly the fastest way but I think this comes damn close. It requires careful consideration to zombies per round.

The techniques - circle kiting, large and small crescents and cutbacks.

The equipment - M&S, Thundergun, MPL.

The perks - Juggs, Speed, QR and Mule Kick.

Doors - all open except the top door of the lobby.

Others - know when the dogs are next coming (4 rounds after the last set), knowing roughly how many full hoards are required to end a round. See this brilliant chart from our own Way2g00 - viewtopic.php?f=53&t=18006

How we start.

Round 1 - stab all zombies, reboard the max.

Round 2 - stab all zombies, make sure the last zombie killed is behind a window, reboard the max.

Round 3 - if you have followed this the first zombie killed outside will leave a drop. Shoot 8 bullets into each zombie upper chest and then stab once or twice. Try and get as many as you can behind the windows. When there is a breach stab the first zombie twice and then shoot twice. Take any drop except nuke. Open bottom door, get MPL.

We are not rushing for the Bowie here. The longer you stay in the MPL room the quicker the rounds will go. If you can last to the 2nd dogs for instance you are a better man than me, and it will be quicker. Ammo and clip size is generally an issue though, so leave if there is any danger. Headshots are king.

Round 4 - 7/8 ish (when you get overrun. Stand in middle of MPL room, keep the windows clear and your aim at head height. For dogs most of the time they come from the lobby, they are very easy with the MPL aimed there.

Round 7/8 to 2nd dogs. Get the power on, always keep moving. Buy Juggs, buy the Bowie if you wish. There is a good argument for not buying it but I like the OHK until round 9.

Only buy Juggs!

Find where the box is, on the second dogs haul arse to it. If you are lucky and it's on the stage keep hitting it mid round. If not wait for the dogs. You are aiming to hit it until you get the Thundergun or it moves. I find around 50% of the time I will get it before it moves. Don't chase the box though, just kill the dogs.

If you do not have it yet just keep working through rounds, when you only have a small group left go hit the box a couple of times. You need the Thundergun!

Once you get it get QR and M&S ASAP, M&S is your only way of making points at the minute, until we can afford Mule Kick. The reason to PAP first is simply because it's quicker. Getting Mule Kick and another gun, and then earning enough points for M&S will take too much time, only 5-10 minutes or so but this is a speed run.

Round ? to 50.

Zombie numbers - assume you have the Thunder from round 12, and M&S. Dogs was 11.

12 - 37 zombies

13 - 39

14 - 41

15 - 44

16 - dogs.

17 - 50

18 - 53

19 - 56

20 - 60

21 - dogs.

22 - 67

23 - 71

24 - 75

25 - 80

26 - dogs.

27 - 89

28 - 94

29 - 99

30 - 104

31 - dogs.

The hoarding begins. The main area you will be hoarding is the bottom of the lobby, between the receiver pad and the window in the corner. You will be running a counter clockwise circle, jumping any crawlers. I will put a video up of this, but my PC died today. I'm going to try and fix it tomorrow to get this up ASAP. I have the footage, just no editing means.

It is more simple than it seems. Once you have gathered 10 zombies or so you are pretty safe.

Zombies are coming from 4 main places....the stairs, the 2 windows and the area to the lobby. Unless there are say 5, side by side none of the areas are going to be blocked enough to not be able to find a space to squeeze through. The screen shake can really help for those brown trouser moments.

You have great vantage of the area, and there are normally gaps that most capable kiters can get through. As the top door is blocked the only zombies coming from the opposite stairs are occasional novas, which are easily jumped if required. Any zombies coming from the QR window can easily be negotiated by continuing the circle the majority of the time. If you can't turn back towards the left hand stairs as part of the circle head towards the other stairs, trying to stay as high as possible. You are trying to quickly get all zombies heading towards those stairs. You can hop up them a bit, pause, move to the left and then escape down the left hand side towards QR, before sprinting towards the corner window.

Even if there are 3 coming out of QR window they can be dodged fairly easily, just by waiting in the right spot.

Finish this as a crescent kite heading ASAP towards the other stairs, and very quickly you have a tight group. Before level 25 as long as you have around 18-20 zombies kill them, don't wait for the slow gas crawlers. Ammo from just the Thunder is sufficient until 20 using this method. Past 20 as soon as you only have 2 shots left take out your M&S. Group them, head up the QR stairs and unleash your grenade firing pistols, 4 shots will work up to 25 or so, 6 up to 30. As your killing method is gaining you both no points or drops most of the time you will get something. If ammo, fantastic. If not just continue with M&S until next dogs.

If you can't stay downstairs it's not the end of the world. Head to the QR stairs and go up them as slowly as you can, diagonal zig zags going up are very effective. When you are at the top go to the right and wait at the closed door. Escape at the last minute along past the box location, but move as slowly as possible. Try and peer down into the lobby as you move. It's hard to explain this part but you need to see if they are going to follow the group or if you have gone past the 1/2 way point and they are heading towards the other stairs, by the corner window. Even if they are they will always be on the left hand side coming up if you are looking down....a sprint will get past even 3 or 4. Any novas can be jumped over.

After 25 you can start waiting for an entire group. Levels 26 - 29 can be completed in 12 Thundergun shots plus 4 sets of M&S....use 3 Thunders for the first hoards and then M&S.

Once at 30 PAP Thundergun. If all has gone well you are going to be at around 50 minutes. Each full hoard past 25 takes around 35 seconds to collect and be rid of, say 45 seconds at most...it's important to not stress too much about leaving a nova or 2 out, you have sufficient M&S even if you aren't completely maximising your kills. Leaving 2 out can save maybe 7 seconds sometimes.

New numbers -

30 - 104 zombies, 4.33 Thunders required.

31 - 109, 4.54

32 - 115, 4.79

33 - 120, 5

34 - 125, 5.25

35 - 132, 5.5

36 - 138, 5.7

37 - 145, 6.04

I'll stop here and explain something quickly. Whilst it takes less than 6 shots per round to kill all zombies your ammo is fine. Gun has 4 + 24. Always exclude the 4, they are emergency and don't refill anyway. So 24/4 is 6 shots per round until new dogs.

Round 38 until 41, around 7 shots. If you have been extremely effecient you can be brave and use the Thunder exclusively here too...28 shots, 7 shots per round. Otherwise you can choose to use your M&S for the additional hoard (say 10 shots max to kill a group) or use the firepit trap.

42 - 179 - 7.46

43 - 186 - 7.75

44 - 194 - 8.08

45 - 201 - 8.38

46 - 209 - 8.71

47 - 217 - 9.04

48 - 225 - 9.38

49 - 234 - 9.75

50 - who cares!

Past round 35 the zombies are about as fast as they can be. Now it takes on average around 30-35 seconds consistently to complete a hoard. Dogs take around 70 seconds including round completion.

Past round 42 - what to do? You have a few options. You can use traps, you can use your M&S to try for drops (nukes equate to a hoard, insta kill the same. Ammo is unbelievable.

This strategy will get you no points. But a full MPL into a high round round will net you 3600 points (excluding the clip). If you use the firepit ammo is a breeze. The good thing about the firepit is that you can get some extra kills after your initial hoard from any that come from the alley or MPL door.

I really hope this helps some people out. I have never seen or heard of anyone using this particular strategy. Relaxing using something similar...he basically uses the escape that I have set out. I myself love a good circle/box kite!

How to Kite on Kino

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FIVE [$FIVE]

Five Solo Guide

Hey guys, wrote this up for a master zombies guide project Ehjookayted is working on, just a guide on how to get to really high rounds in solo play on FIVE. This strategy has gotten me to round 68, and it's suitable for beginners and experienced zombies players alike, pretty much anyone who wants to get to high rounds:

Starting area

First round – knife only. Don’t forget to buy Quick Revive – in solo, if you go down this will automatically revive you. Be aware that you’ll need to buy it again if you go down, and can only buy 3 in total.

Second round – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round. Shooting 8 times then knifing once is less risky than knifing twice, hence saving ammo by not shooting in round 1. You get the same amount of points either way as long as you knife for the kill.

Third round – Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, open the door and buy the MPL.

Hold off up here as long as you can without taking too much risk. Open the elevator when you have enough points as a quick retreat when you’re overpowered. Typically you’ll go on round 4 or 5.

Next floor

Go to the right when you exit the elevator and buy the MP5K off the wall, then open the barricade and proceed to the lower floor. Keep the M1911 (starting pistol), as we'll be upgrading this later.

This can actually be the trickiest part of playing this map on solo, running this area without Juggernog. However, in the early rounds you can use the area to your advantage to point-build without needing to open barricades.

On the lower floor, you’ll notice the 2 barricades that open up the area that you’ll be looping in. You’ll notice that near the barricade on the opposite side to the Juggernog machine, there’s some sort of computer on one side and a kind of wall with a map/radar on the other side. You can use these to lure the zombies along one side of, then run round the other side. This will not only give you somewhere to run without getting trapped, but also bunch the zombies up tight so you can fire into them and rack up points (each bullet will hit more than one zombie, making for more points per bullet).

When you have enough points, open up each barricade as soon as possible. Once you have them both open you’ll be able to run in a circle around the room, which will make things a lot easier. This will be the main strategy you’ll be using for the rest of the game.

Always try and run counter-clockwise, as the area below the stairs can be problematic to get through if running clockwise due to the position of the windows.

After the barricades are open you’ll need to save another 4000 points to open up the lower elevator, turn the power on and make your way to Juggernog before buying it.

Once you have 4000 points, leave one zombie at the end of the round so you can move around the map freely without being blocked off. Open the elevator and go down to the laboratory. Go past the first locked room on the left, enter the next room you see on the left (no door-purchase needed) and turn on the power switch. Then go back to the elevator to go back to the middle floor (War Room).

You could of course go through the teleporter in the same room as the power switch, which will always take you to either the first or second floor. However, it always seems to take you to the top floor the first time you use it, so you’ll need to take the elevator back down anyway. Choice is yours. Once on the middle floor, buy Juggernog.

Instead of buying Juggernog, you could instead buy the Bowie Knife from the first room on the left if you have the points. You’ll need 1250 to open the door to get it and another 3000 to buy the knife. You’ll need to wait a little longer to buy Juggernog of course, but buying this knife early on yields great reward. It’s a one-hit kill on all zombies up to round 10, nets 130 points per kill and of course needs no ammo.

Buying this depends on the amount of points you have at the time and how confident you feel about getting up close and knifing zombies with no Juggernog. If you’re killing with the Bowie Knife though you’ll only need to kill a max of 20 zombies before you have the points for Juggernog, so there’s that to be considered.

Be aware that once you reach round 10, the zombies will take 2 knifes to kill, hence the reason for buying it as early as possible to take advantage of the one-knife kills. It can also be used to kill the Pentagon Thief in the early stages.

Before Round 10 (with Juggernog)

Continue your counter-clockwise loop of the lower floor of the War Room using the MP5K or Bowie Knife. Just walk round the room, only sprinting past a zombie coming towards you to minimise hits taken. This will help bunch up the zombies behind you.

If you didn’t get the knife and are using guns instead, don’t kill any zombies until they’re all spawned in - just walk round as mentioned. This will minimise the chances of you getting trapped. Once they’re all in you should have them bunched up and following you (this technique is known as training, kiting and other names). Shoot at them, but only at points that you won’t get stuck e.g. as you walk just past the teleporter on your left. As you take some out, more will spawn in. As this happens, continue to gather i.e. don’t shoot.

If you need more ammo for the MP5K, you can go and buy it. Make sure to let all of the zombies spawn in first so they don’t come out of the windows on the upper floor. Then go up the stairs to where you bought the MP5K to buy ammo. Proceed to walk slowly around the upper floor and back down the stairs. It’s very important to walk slowly, if you get too far ahead of the pack they’ll turn around and go back the other way, blocking you off as you make your way round. Do not kill any zombies until you’re back on the lower floor.

You can also use another method which is always my first choice as it’s much quicker. Wait on the opposite side of the room to the stairs (where the barricade once was) and let the zombies catch up to you. Then sprint to the other side, up the stairs, buy the ammo and run back down the opposite stairs. If you don’t quite do it right the zombies will block you off as you go down the stairs, but this is no problem as you can just turn around, go back up and use the first method.

First Pentagon Thief round

By now you should have a fair amount of points. The Pentagon Thief will take the gun you currently have equipped – have the MP5K equipped and let him take it.

You’ll both teleport to the laboratory, and the thief will run from teleporters 4-1 before exiting through the last teleporter in the power switch room. If you have the Bowie Knife, you can use this to chase him down and keep knifing him, he'll die pretty quickly. If not then you'll need to buy the MP5K again before the next round. Just wait around in the labs for a Max Ammo for the pistol if need be. Then make your way back to the War Room.

As already mentioned, the middle teleporter (next to the power switch and where the thief makes his exit) will take you to either the top or middle floor. If it takes you to the top floor (room that you started in) take the elevator and go back down to your looping point. If you need the MP5K again then buy it before the round starts and continue with the same strategy as before.

Setting yourself up for the rest of the game

At the end of each round, leave a crawler by blowing it’s legs off with a grenade. Be aware that if a zombie has an arm missing, it will not be able to crawl and will die instead. If you can’t make a crawler, just leave one zombie running.

The first thing you'll need to save for is to upgrade your M1911 to the Mustang & Sally (grenade-launcher pistols), which will cost you 5000 points. These will be used to take out the Pentagon Thief. I discuss how to access the Pack-a-Punch to upgrade later in this tutorial.

The next thing you'll need to save for is the Mule Kick perk, which will cost 4000 points. This will create a 3rd weapon slot which will come into use when we have points to use the random box.

Next, use the box to try and get the Winter’s Howl, an MG with a lot of ammo (RPK, HK21 etc.) or a Ray Gun as a main killing weapon, and the Monkey Bombs. Make sure the MG/Ray Gun replaces the gun you bought as a 3rd weapon. For example, you had the Mustang & Sally and the MP5K. You then get a HS10 from the box, so you now have this and your Mustang & Sally and MP5K, the HS10 being the 3rd weapon received therefore being in the 3rd weapon slot. If you receive an RPK, this will replace the HS10.

The reason for this is, if you go down and lose your Mule Kick perk, you'll lose your third gun. You'll want to make this the RPK/HK, as it's easier to replace that with an MP5K or another MG from the box than it is to replace the Winter's Howl or the Mustang & Sally (both important weapons).

So, to keep things simple, you'll keep your MP5K until you can replace it with the Winter's Howl, and you'll never trade out the Mustang & Sally for anything. This will ensure neither are lost if you lose Mule Kick.

Winter’s Howl: Use this as a weapon to free yourself if you get stuck. It will take multiple shots to kill but kills quickly up to round 20 - you’ll need to upgrade it before then to increase it’s power and ammo (we’ll discuss accessing the Pack-a-Punch machine shortly). It also is capable of killing a whole group of 24 zombies, making it the most ideal weapon for freeing yourself if cornered by a group.

ALWAYS have this gun out when gathering the zombies.

This weapon is also very effective against the Pentagon Thief.

MG: This will act as a point-building weapon, kills pretty quickly in earlier rounds but starts to become less effective in the later rounds. Do not upgrade this weapon until it is completely out of ammo. Only have this weapon out when all the zombies are spawned, after which you’ll spray into them as mentioned earlier.

Ray Gun: This will make the rounds go by a lot quicker than the MG and is my personal choice.

The only thing to be aware of is that this weapon makes a lot of crawlers, which could be very dangerous if they get into the tight-spots on the map.

To keep things safe, only shoot at the zombies with the Ray Gun at the spot we mentioned earlier, just as you pass the teleporter. If you shoot them when they're right near the teleporter the slow crawlers will generally stay there all the while you're looping, which of course is a safe place for them to be as it's a wide open area. You can also finish them off when it's safe to do so.

This will of course probably be harder to replace than an MG of some sort if you lose it when going down and losing Mule Kick, but it's easy to buy a wall gun as a new 3rd gun to tide you over until you can get the Ray Gun back.

Monkey Bombs: You’ll only really need to use these if you go down, as a way to distract the zombies while you re-buy Juggernog. If you do go down, throw a Monkey as soon as you get back up and sprint to the Juggernog machine while the zombies are distracted. Then continue your loop. Don’t worry about other perks until the end of the round. Leave a crawler so you can go and buy them then.

After you’ve gotten the Winter’s Howl and an MG, buy one of the other 2 perks, Double-Tap or Speed Cola. Both are located just outside of the top elevator, Speed Cola on the top floor and Double-Tap on the middle floor.

I personally like to go for Double-Tap, as it will allow you to shoot faster when using the Winter's to free yourself from danger, and will also make your MG fire quicker to complete the earlier rounds quicker.

After you've bought this perk, keep trying the box for Monkeys when you can (if you don’t have them already).

Upgrading a weapon

To access the Pack-a-Punch machine to upgrade your weapon, you’ll need to hit all 4 DEFCON switches. They appear with green lights on them and are on the walls of the War Room. 2 are on the lower floor in which you run your loop, 2 are on the upper floor. They do not need to be pressed in any particular order.

When you’ve done all 4 of them an alarm will sound to confirm that you’ve reached DEFCON 5. Once this happens, walk through any teleporter to be taken to the panic room, where you’ll find the Pack-a-Punch machine.

It’s safest to do this at the end of a round with a crawler kept.

Pentagon Thief rounds

The Pentagon Thief will come again 4-5 rounds after the last one. It’s usually every 5 rounds that he comes, but will sometimes come 4 rounds after the last.

Using the Mustang & Sally is the most effective weapon to use against the thief, as it often kills him before he even reaches you.

When you hear the music play and the vocal warning that he’s coming, run to the upper floor of the middle room and equip your Mustang & Sally. As he appears through the teleporter, start shooting him.

If he gets near you, swap to your next weapon and let him take it. You’ll then teleport to the labs with him; chase him and keep shooting him with the Mustang & Sally. Try to hang back slightly, not only so you don't take explosive damage from the M&S, but also so you can stop if you kill him and reload before collecting the Max Ammo he drops to maximise ammo gain.

He’ll also drop a Firesale powerup which will spawn the mystery box in every location and lower the price to 10 points for about 30 seconds. Collect it and quickly use any of the available boxes if you still need one of the weapons mentioned earlier. After you’ve received/rejected the weapon it gave you, quickly make your way back to the looping point on the middle floor via the elevator/power-room teleporter before the zombies start spawning.

If the Firesale is still on when you get back to the middle floor, use the box there too if need be.

Nuke or Instakill powerups are effective on the Pentagon Thief. If the thief is killed before he takes any of your weapons, he’ll drop a Bonfire Sale powerup rather than a Firesale. This will set the DEFCON level to 5, and will lower the price of using the Pack-a-Punch machine to 1000 for about 30 seconds. If you haven’t upgraded the Winter’s Howl yet, now is the time.

Be aware that if you haven’t used the random box before doing this, the thief will not drop a Bonfire Sale.

Rounds before 30

Keep using the same strategy as fully discussed.

To help speed the rounds along, you can take out a few full groups of zombies using a few M&S shots. Make sure you keep some distance to avoid taking explosive damage!

Make sure you always save your last clip for the Pentagon Thief.

Rounds 30+

If you’ve gotten this far – firstly, congratulations! Reaching round 30 on this map is not an easy task, especially compared to most other maps in this game.

You’ll want to start considering changing your weapons at this point, as the Winter’s Fury will start becoming weak and you’ll have a lot of points so will no longer need an MG to point-build.

The best weapon combination at this stage is an upgraded Crossbow and a Stakeout. You'll still be keeping your M&S for Thief rounds.

Awful Lawton (upgraded Crossbow): This will replace the Winter’s Howl as a weapon to save yourself with if you become trapped. To free yourself from danger with this weapon, jump so you can fire above the zombies’ heads, and fire a bolt across the room. The bolt on the upgraded version of the Crossbow will attract the zombies the same way that the Monkey Bombs do. Shooting a bolt is of course a lot quicker than preparing a monkey.

You’ll need to react quickly in doing this as there’s a second delay between shooting the bolt and the zombies chasing it.

You can also use this instead of throwing a Monkey Bomb after you’ve used a Quick Revive – this is safer as there’s no preparation time in firing a bolt.

Be aware that a bolt will distract the zombies for a shorter period of time than the Monkey Bombs.

Raid (upgraded Stakeout): This will replace your MG/Ray Gun as your main weapon that you’ll be killing the zombies with. Make sure it replaces these gun so it goes in your 3rd weapon slot - this ensures that you'll lose the Stakeout rather than your other weapons if you lose the Mule Kick perk, which is the most ideal thing because it's easy to buy another Stakeout off the wall.

It’s best upgraded as it does considerably more damage than the non-upgraded version. The ammo will cost a lot more to buy off the wall to replenish the gun’s ammo (4500 points), but at this stage you’ll have several points and should never run out of them. You’ll also make most of the points back up from shooting the zombies.

Ray Gun: You may opt to use the Ray Gun rather than the Stakeout, as it’s a lot more powerful. However, there’s the issue of lack of ammo, as the Ray Gun ammo will run out quickly at this stage.

I personally always opt for the Stakeout, if you go down and lose your Mule Kick perk then it’s easy to buy the Stakeout again with all the points you’ll have made.

Rounds 50+

You’re now in elite territory, very few make it this far on this map in solo or co-op.

You can continue to use the same strategy, but the zombies will take a long time to kill with the Stakeout and these rounds can take over an hour each!

To speed up the rounds you can use the traps located on the top floor once you’ve put the trap-pieces into them - one trap piece is next to the Bowie Knife in the labs and one is opposite the computer I mentioned in the first part of this tutorial, on the floor.

These traps are put in a very awkward place but they are useable. Here’s how:

Gather up all the zombies using the usual strategy. Then go through the teleporter, which will most likely take you to the labs but will occasionally take you to the top floor, which is where you’re aiming to be.

The zombies will follow you through. Lead them to the teleporter in the power-switch room and go through it.

With some luck you’ll have been taken to the top floor. If you’ve been taken back to the middle, wait for the teleporter to cool down and repeat the above process.

Once you teleport to the top floor the zombies will follow you. Walk to your right and go through the door. Walk towards the elevator, keeping to the right wall to make all of the zombies do the same. Call the elevator up if need be.

When the zombies reach you, run around them to the right, through the trap and turn it on. The zombies will walk through the trap and be killed. Run to the elevator then go back down to the looping point and repeat.

Don’t forget to have your Awful Lawton out in case something goes wrong.

If you're relying solely on the trap to get all of your kills at this point, you may chose to trade out the Stakeout of the AK74u off the wall in the labs. It's a great gun to point-build for the traps and you can buy ammo when you teleport down to the labs before attempting to teleport to the top floor.

Saving yourself from the jaws of defeat

A lot of people struggle with this map because there are quite a few tight gaps to squeeze through. This can make things more difficult when looping, but you can make things easier by keeping a little ahead of the pack at all times. Most strategy guides would disagree with this, so would I on most maps. With this map however, if you do leave some room between you and the horde of zombies you’ve gathered, you can simply back-up a few steps and let any zombies in front of you through if you get blocked off and you shouldn’t have any problems.

Of course if you do get blocked off it will most likely be whilst going through the tight squeezes. If this happens just back-up into an open area, then go round the zombies when you have the space to do so. If this fails and you do get stuck, simply use the weapons I talked about earlier to free yourself.

The only other way you’d really get stuck while looping on this map is by not looking where you’re going i.e. walking backwards while shooting and getting stuck on something. There’s a LOT of things you can get stuck on in this map, so just be careful of where you’re walking and you’ll be fine. Besides, as I mentioned earlier, it’s best only to turn and shoot as you pass the teleporter to your left. You can actually stop and shoot for a few seconds at this point if you’re ahead of the pack like I’ve said to do, so you shouldn’t need to walk backwards at any time anyway. It’s worth mentioning however, once you’re experienced at this map and have gotten to know the layout, walking backwards and shooting underneath the stairs is both easy and effective.

Powerup drops

If you’re a beginner at zombies, you’ll most likely dash for any powerup drop as soon as you see it no matter what it is. Most of us did the same thing when we first started, but you soon learn that there’s a right and wrong time to collect a particular drop:

Max Ammo: You can generally take these at any time and it wouldn’t hurt your situation. A few people say that not picking up drops will lead to more powerups being dropped later on, however there is no proof of this what-so-ever and upon trying not picking up any powerups, I didn’t notice an increased amount of them later on.

So if a Max Ammo is dropped at any time, throw all the Monkey Bombs you have, freeze all the zombies with the Winter’s and make sure all weapons are reloaded before collecting the Max Ammo. The reason for doing this to take out zombies and get points before topping up your ammo, so you don’t have to use it on the same group of zombies afterwards.

Double points: This is another drop I’d advise you to take at any time, there’s never a time when it’d be a negative thing to make more points.

If you just took out a large amount of zombies then there will be some spawning in – do one loop of the area before collecting the drop, this will allow time for the zombies to spawn in so you can start shooting them and making use of the double points as soon as you’ve collected it.

Insta-kill: The only time I’d advise against collecting this drop is if you’re trying to get a crawler at the end of the round, as a grenade will obviously kill them rather then making them crawl.

If one of these drops get it straight away if you can. If there are zombies spawning in at that moment, you can kill any zombies you pass by knifing them. If you used the Bowie Knife in the early rounds like we discussed, you’ll be practiced at this.

Nuke: In the early rounds, completely avoid these during rounds. Only get them at the very end of the round as you’ll get an extra 400 points for nothing. The reason we don’t get them during rounds however, is because it’s not good for point-building which is really important to do in the early stages so you can set yourself up for a good game as early as possible.

Once you have all the weapons I mentioned earlier, all the perks and you generally no longer need the extra points, start taking the Nukes. As we just pointed out if you no longer need points, then you’ll want to start saving ammo where possible, and getting Nukes is a great way to do so.

Carpenter: On this particular map, I’d avoid getting these at any time. The reason for this is, fixing all the windows on the lower floor can cause problems as you do your loop. Zombies will pile up at each window and jump through at the same time, and if you’re unlucky enough to be approaching a window at a tight spot on the map and a few zombies jump out of the window in front of you at the same time, you’re likely to get blocked off.

Death Machine: Try to avoid getting this when gathering the zombies up, and when you do get it let about 10 seconds go past before you start using it. The reason for this is that you can’t sprint with the death machine, which on this map can spell disaster – I’ve lost count of the amount of times I’ve gone down on this map because I’ve had the Death Machine in my hands at the wrong time.

This isn’t really a problem during the early rounds as you can just mow-down any zombies that block you off in less than a second, but as the rounds get higher take note of my first point.

Be aware that when these powerups drop they stay around for roughly 25 seconds. You’ll be able to hear when they drop, so knowing how long they stay around for is useful if you’re strategically delaying getting them.

If a Nuke, Insta-kill or Death Machine drops at the end of a round that could be just before a Pentagon Thief round (as I mentioned, every 4-5 rounds) leave the drop there. If it is the thief, try and collect the drop just as the thief appears and use it to your advantage. Even if you have the Death Machine in hand and don't kill the theif with it, the thief will take the Death Machine and you'll still be left with all of your weapons.

Five Co-Op Guide

Hey guys, another step-by-step guide for you here, this one for 3-4 players on FIVE.

This has gotten me to round 45 with 3 players, and that was quite a while ago when I still had a lot to learn about how to play this game so I'm sure I'll improve on that score sometime.

Enjoy!

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Starting area

Stay in the starting room until round 3 or 4, just using your pistol and knife.

When you get overrun, open the door and buy the MPL. Open the elevator ASAP as an escape route if everyone gets overrun.

You’ll want to hold of up here for as long as you can, going down to the next floor when you feel like you’re getting overrun.

It’s in the whole team’s interest to always have the player with the most points opening the next door.

Next floor

Once you get down to the next floor, leave the barricade closed – the upper floor makes an ideal camping spot for 4 players as there are 4 windows. It’s also pretty easy to hold off with 3 players here.

Everyone should buy the MP5K off of the wall with the exception of one player who should buy the PM63 instead. Obviously this player will guard the window closest to the PM63’s location.

I’d recommend one or two players keeping hold of their M1911 with the purpose of upgrading it to the Mustang & Sally, for use in the Pentagon Thief rounds and for taking out big bunches of zombies later in the game. It’s best for the players at the windows close to the locations of the guns on the walls to be the ones to do this, as they won’t need to rely on the MPL as a back-up weapon mid-round being that buyable ammo for the MP5K/PM63 is pretty much right next to them.

It’s ideal to stay here until the end of round 9, leaving a crawler at the end of the round to go and turn on the power, use the box and buy perks.

Of course, if you do get overrun at any time, you may need to open the barricade and move down to the next floor. If you do have to do this, camp on the elevator side of the room, keeping the elevator closed unless overrun to effectively disable the elevator window and make things easier.

Preparing for the next round

So, it’s the end of round 9 and (hopefully) you have a crawler. Time to start spending some points!

As mentioned, have the guy with the most points open the door every time to make sure everyone has a few goes on the box and people can afford perks. You’ll of course need to open the elevator, go down and look through the windows in each of the rooms to see which room the random box is in. Turn on the power switch while you’re down there.

I’ll clear up the basic strategy now as this will affect each player’s priorities in perks and weapons; you’ll have one player running a loop in the War Room, while the rest of the players will camp in the PaP room. The ‘runner’ will need to prioritise getting Juggernog and opening the barricades in the War Room, as having a good weapon when running loops is not absolutely essential especially in the early stages. An SMG will do the job for the runner for now.

The rest of the players can feel free to spam the box and get Juggernog in the coming rounds; it’s more important for them to be able to hold off the zombies from coming in the PaP room windows than it is to be able to get hit a few times extra.

As for what weapons to be aiming for, these are the best choices:

For the runner

Ray Gun

HK/RPK

Winter’s Howl

Awful Lawton

Stakeout

For the campers

Ray Gun

HK/RPK

Mustang & Sally

Awful Lawton

Spaz-12

HS10

Python

Following rounds/end-game strategy

You’ll now start the main strategy, with one player running a loop outside in the War Room and the other 2-3 players camping in the PaP room. Obviously, the guy with the most skills in running loops/trains/kiting should be the one do to this.

The runner will get the majority of the zombies going for him (about 80-90% most of the time, sometimes more), so it should be easy for the PaP room guys to defend.

I won’t go into detail on running the loop in this guide; for a detailed guide on doing this with all the tips you need, please refer to my FIVE solo guide HERE. Just be aware though that, since the players in the room will also be killing zombies, they will be constantly spawning. I point out the best place to shoot in the solo guide, which is just as you pass the elevator on your right, turning and shooting at the bottom of the stairs. This should help you avoid getting trapped by zombies coming out of the windows.

At NO point should any other player walk out into the War Room while the runner is doing his loop – this can cause the zombies to spread everywhere which will make things dangerous for the both of you.

In a 4 player game, it’s ideal to have 2 players watching a window each in the room and have one player in the hallway of the room, shooting the runner’s horde of zombies as they pass by the room. It’s important for this player to stand at the very back of the hallway, far away from the doors, to stop the zombies turning round and coming into the room.

Another important thing; do NOT shoot the horde with the Ray Gun as they pass – this has the potential to make crawlers, particularly at higher rounds. Leaving crawlers in that particular area can spell danger for the runner, so best avoided.

To speed the rounds along, you can take out the entire horde with the Mustang & Sally. Make sure you do take them all out and don’t leave any crawlers though.

The Awful Lawton can also be very useful here if you get overrun. It’s a good idea to have the door-watcher have an Awful Lawton in their arsenal, using it to shoot a bolt out of the room when overrun to lure the zombies out of the room. It’s really best to communicate when playing this map, especially when it comes to doing this. Tell the runner what you’re about to do so he knows what to expect. It’s best for him to stand close to the group of zombies gathering around the bolt, so when it blows up they’ll chase him rather than turning back round and coming into the room.

Monkey bombs can also be used for the same purpose, these are preferable when possible as they last longer and allow everyone to prepare, but the Lawton is quicker to prepare initially and so more suitable if you need to get the zombies away very quickly.

If one of the guys in the room goes down, one of the other guys in the room should try and revive them without using a monkey or bolt when possible; it’s best to avoid distracting the runner’s train whenever possible. Quick Revive will help you do this.

Of course, you will almost always need to use a distraction if the runner goes down. Try when possible to throw the monkey or bolt outside of the PaP room.

========================================

And that’s about it. There’s no real strategy for the Pentagon Thief rounds – just get everyone on the top floor of the War Room and have the guys with the M&S just blast him away as soon as he appears. If done properly, he should never take anyone’s guns.

Guide to Kiting on Five

OvfFV_ieu24

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DEAD OPS ARCADE [$DEAD]

xFaTaLx RaMpAgE's DOA strategy guide

Before I start let me say that the best advice I can give is to play Dead Ops a lot to achieve your round goals. The strategies can only take you so far and the best way to get far is to play and get good. Don't expect to read my guide and instantly get to round 40 first try. Practice makes perfect same as with anything else

General Tips

About the Dead Ops Arcade

Solo is the hardest to get far on in Dead Ops. If you're looking to play a good, long game then play with 2 or 3 people. I recommend 3 as it will be easier in the later rounds to stay alive IMO, but some people say two is better. 4 Players is too many; many more engineers drop and there is less space to work in. 4 player is not recommended.

The number of players does not affect time, as the rounds are set to a certain time limit, not to a certain number of kills. Also, a game to round 40 on DOA only takes about an hour and a half, making it much quicker than regular zombies. Round 99 takes about 13 hours, which is waaaaaaaay shorter than normal zombies. However, Dead Ops is way more action packed then regular zombs. It requires quick thinking and good reaction time throughout every round. There is no set loop that will work for a hundred rounds. Every game of dead ops is completely different from the last, and thats the beauty of it. Even more exciting is that it's a one hit death, making it crucial to stay away from zombies. There are many more little intricacies in Dead Ops than in regular. You always have to pay attention. If you zone out slightly, you WILL die, unlike in regular zombies where you will get hit once and have time to react. Anyways, to the strategy part!

The Truth About Lives and Getting them Stolen

As you should know, you start off the game with 3 lives. You can gain lives up to a maximum of 9. There are a couple ways to get extra lives. The first way is to gain 200,000 points. This is all dependent on your multiplier; it will take 2,000 kills to get an extra life at times 1 multiplier. However, if you are at times 9 multiplier than it will only take 222 kills to get an extra life. Obviously, there is a big difference here. This is the reason you want a high multiplier to increase your score. High Multiplier=More Lives.

The main other way to get a free life is to pick one up off the ground. It will look like a man that is glowing yellow on the edges. Once picked up, all the players on the team will get an extra life, not just the person who picks it up. If someone is reviving while a life is on the ground wait until the life is flashing to pick it up so that your teammate is alive and he will get an extra life instead of being revived by it.

There are also a couple of advanced techniques for getting lives. First, a player on your team should have 9 lives before you attempt these methods. If someone has 9 lives, when they reach the next 200,000 marker they can give their life to a teammate. The first way of doing this is the more simple one. Just walk up next to someone (make sure that you are touching them) and face them. When your next life drops down from the sky, with any luck your teammate will get it and not you.

The other way is to drop lives onto the ground. To do this, you must know presicely when your next life will drop. Keep an eye on your score to do this. When the life is falling towards your head, speed boost towards a corner. With some practice and luck (This method IS tricky) your life will be dropped on the ground. That does not mean, however, that this life is for everyone. Only the person who walks over this life will get it. If everyone already has 9 lives, then don't have anyone pick the life up. The reason for this is that dropped lives will stay there forever (unless picked up). That means if you finish the round and go through any of the doors, the life will still be there. The tricky thing is that maps flip vertically and horizontally, meaning the life will be on the opposite side of the map and the opposite corner. Watch out for this and make sure you don't pick it up. Even better, when you leave this map through a teleporter, the life stays there. So if you are good or lucky enough to beat the monkey and get back to this map, then the life will STILL be there. Pretty Awesome.

Now for the dreaded stealing of lives. If a person with 0 lives dies, he will take a life from someone who has a life. In return for giving a life, the giver receives either 3 nukes, 4 boosts, a tank, or a chopper. This really isn't as bad as it seems. 3 nukes can save your life 3 times, making it the equivalent of 3 lives, unless you have 9 nukes. Choppers and tanks aren't all that good. Generally hope you don't get one of these. After the guy takes a life, if he dies within the next minute then he will not take another life and will be reviving for 1 minute. However, if the person who takes the life stays alive for a couple of minutes and then dies, he will take another life. So "plan" your dieing strategically. Don't take too many lives so that your partner goes down to 0 lives.

Fate Descriptions

Best room in the game. You will enter the room of fate either after round 13, 14, or 15. Arrows will appear at the doors, and you will walk to one of the doors and the game will give you a fate, which is basically a permanent power up. There are four fates- Fortune and Fortitude, Firepower, Friendship, and Furious feet. Fortune and fortitude is IMO the worst of all fates as well as the most complicated, but will still be very helpful.

Fortune and Fortitude a giant gem drops on your head and increases your score multiplier by 1. Every power up, like guns or trash cans, will last twice as long as it did before. This is very helpful when picking up either a helicopter or a tank. They go from lasting 20 seconds to lasting 40 seconds, which seems to last forever. Also, after you die and lose all of your gems, your score multiplyir will be 2X instead of 1X, which is very helpful when you are trying to build lives.

Firepower-This is most people's favorite fate. This fate will give you a death machine that never runs out of ammo. It's a pretty simple fate.

Friendship-will give you an all time bird, so whenever you pick up a gun there is double the firepower. Additionally, every bird you pick up off the ground lasts twice as long as usual, kind of the same affect as fortune.

Furious Feet-This is IMO the best fate of them all. It will make you permanently run super fast, which after TONS of practice, will make dodging zombies fairly easy. Many zombies can't hit you because by the time they swing you are already gone. Also, you automatically start each round with 3 speed boosts, even if you finished the round before that with no boosts left. But if you have more than 3 boosts at the end of a round, you will continue to the next round with that number of boosts.

How to Pick the Fate You Want

This gets to be really easy once you know what you're doing. If you pay attention when a round ends or you go into the room of fate, you will notice that some arrows appear before others do. The order that these arrows appear in the room of fate determines which door has which fate. Once you arrive in the room of fate, DO NOT MOVE!! Moving at all can ruin the arrows by making one not show up, disrupting the order so you don't know which door is which. Be very still and concentrate. Stop the conversation with your buddy. If you're not paying attention, no one will get the fates they want and you will likely have to restart. Memorize the order of the arrows as they come up. The first arrow that appears is fortune and foritude. The second is firepower. The Third is friendship. The Last is furious feet. Now, this method will only work if you are playing in 480p. So if you are playing in 1080p, either guess or ask your teammate if he is playing in 480p so that he can tell you.

Which Fates to Get

I highly recommend having someone get furious feet. It may not seem good at first, but with a lot of practice it is the best fate to have. Always have someone with firepower unless you're joking around. If there is a third player then friendship is way better to have than fortune and fortitude. The extra gun will be of great use in the greater rounds when zombies are very hard to kill and helicopters/tanks do not appear that often. For solo I would either get firepower or furious feet, depending on what you are better with or want to practice with.

Fate Colors

If someone wants fortune they have to be green so they can get the choppers with the bonus. The best color for firepower is yellow because he gets a damage bonus and he can move slightly faster. Some people say that red is the best for feet because he is faster but my best games have always been with blue. Generally blue or red gets the bird. If no one is being Fortune then have green get furious feet if he's good with it. Good fate-color combos can really make or break a game. Whenever I have played solo, I am ALWAYS green, so don't worry about colors.

Helicopters

Let the green guy get all the helicopters.(if not green guy, then blue, if no blue guy, then red) The reason for this is that when green is in a helicopter all the zombies (except dogs :( ) will go straight towards the chopper. The only ways to die if green is in a chopper is hitting a pole, getting killed by a dog, or if you get really unlucky an engineer will fall right on you and kill you. So basically if green has a chopper it is an entire map monkey. This gives you a quick break from the action barring dogs. This obviously is not an issue in solo.

Tanks

Tanks are not as good as helicopters because zombies do not die on impact with the tank. they have to be run over with it. The missile launcher also sucks and doesn't kill many zombies. Still though, it is 20 seconds of invincibility. For picking up tanks, if someone is fortune let him get it. If there is no fortune then let whoever is not green get all of the tanks provided they aren't death machine. Death machine should never pick up tanks, choppers, or guns since he as the bigass minigun the whole game. IF YOU GET A TANK AT THE END OF THE ROUND DO NOT DRIVE OVER A TELEPORTER. This is one of the biggest no-nos in Dead Ops. There is like a 99% chance that your game will glitch out and you won't be able to see the next map at all and will most likely lose.

Dogs

If you see a dog on the map shoot at it immediately even if it is not going for you. Dogs can be a real kller for teams. Make sure you get these guys dead ASAP. You can take 3 dog bites in multiplayer before you die. In solo you can be bit 4 times before you die, making it slightly easier. These bites do not reset over time, so if you get bit once on one round, you will only be able to take 2 more dog bites before you die no matter how many rounds later it is. The exception to this is that when you die, no matter what manner of death, your dog bites reset.

Nukes vs. Boosts

Try to use your boosts before you start using nukes as nukes are way more valuable. This is especially key before round 40 because nukes can really save you on that round. This especially applies to anyone with furious feet because you get 3 per round. Definitely don't panic and use a nuke and a boost simultaneously.

Water Barrels

Water Barrels or trash cans are pretty much the best pick up you can get that's not a gun. Usually you would want the furious feet person to pick this up, as he comes into contact with more zombies and is very helpful to him or her. If there isn't furious feet, then have the host pick these up, all the pick-ups are more effective for the host.

Furious Feet

Makes you run as fast as the furious feet fortune for like 10 seconds. This short burst of speed can save the user's life, so if your fate is furious feet then don't be a dick and pick up these feet. It's not like you run extra extra fast, which would be nice.

Wunderwaffe Balls

These can be extremely helpful in the later rounds. It is a one-hit kill on any level and normally strings about 10 kills together from one ball. Same as the trash cans, you want the furious feet to get these, although it is not as important for him or her to have these than the trash cans.

Teddy Bears

I'm pretty sure that 3arc was high when they made these. Uhh lets make this blue forcefield that makes butterflies when zombies touch it. Then the zombies either turn around or stand still waiting there to hit you :lol: Teddy bears are good on the early rounds, but later they don't work well at all. Eventually the zombies just stand still and repeatedly swipe that same spot so they can catch you off guard and kill you. It has also happened many times where zombies seem to hit me from the edge of the teddy bear which doesn't make any sense. They are very glitchy and I recommend running around them and letting them disappearing so you don't get killed because of it. Many times people have been killed for the sole reason that they picked up a teddy bear.

Chickens

When a chicken (bird) appears, Let anyone but the foot guy get it. Furious feet doesn't keep it as long as fortune or friendship and when firepower gets it he has two death machines. These can be really helpful in the later rounds due to doubled firepower.

Autoturrets

Whoever picks these up gets the points and the kills that come from these. They are semi-helpful but can be annoying at times. Autoturrets Aren't affected by fates so anyone can go for these. These aren't worth dieing to get either, so don't stress out if you can't get to it.

Monkey Bombs

These are very helpful, they work exactly the same as they do on regular zombies. They attract zombies but not dogs. If a person picks up a monkey, do not shoot at the zombies on the monkey. Kills that are made by a monkey get double the points as normal. So if you have times 9 and you get a monkey, all the kills from that monkey will get times 18. This has been tested and validated. The double points can really come in handy.

Guns

First of all, Death machine does not pick up any guns.

Death Machine

Gives you a death machine for a short period of time, same as the fate of firepower. Can be very helpful on the later rounds to push back a line of zombies closer to the door.

Ray Gun

Not as good in Dead Ops as it is in Regular zombies. When you get a ray gun do not shoot at zombies directly, but more at an angle from the side. The ray gun shots will ricochet a couple times, so when you shoot at zombies from an angle, it will be more likely to hit other zombies. Ray Guns are best for taking out a horde of zombie, not the straight lines that come out of doors.

Shotgun

My personal favorite gun in the game. I wish they had an all-time shotgun fate. This is a fully automatic Spas-12 that can mow down zombies. This is very helpful, whoever can get it should take it (except death machine)

China Lake

This is the worst gun you can pick up, although still beneficial in my opinion. It is fully automatic but is not very powerful. China Lakes are good for taking out large groups of zombies. It also creates a lot of smoke so be careful where you are shooting. Make sure you do not endanger yourself or a teammate.

Flamethrower

This are the most risky guns to pick up. Used correctly they can be extremely helpful, but used incorrectly they are a killer. To correctly use a flamethrower shoot away from your teammates, if you shoot at them they won't be able to see themselves or the zombies. Never spin in circles unless your'e on the beginning rounds. When zombies are inflamed, they slow down and their health is significantly weakened, making it easy for the death machine to pick them off.

RPGs

These are extremely powerful and will kill zombies fairly easily no matter the level. The key is to shoot right through zombies so it actually hits them and will continue onto other zombies. Make sure you do not shoot a teammate with RPGs. It will shoot them across the entire map, into a pack of zombies, or into a pole. These are very dangerous to your teammates so just be careful.

Electric Poles

Despite popular belief, electric poles are actually very beneficial to the Dead Ops Arcade player. The poles are off when they are green and on when they are light blue and shocky looking. If you run into a pole that is off, nothing will happen. But if you run into a pole that is on, you will die. The same applies for zombies. Try to use poles strategically and make zombies run into them and die. They can really help you out. But beware, when they turn off zombies will run right through them. So keep your guard up so they do not kill you for lack of paying attention.

Different Map Strategies

Rounds 1-8

These rounds are gimmes, so don't die on them. All you need to do is stay away from the doors so you do not die by accident. Don't just rush for money or a power up, but make sure it is safe to pick it up before you do. (This goes for all rounds but especially the early ones)

There really is no strategy here.

Rounds 9-12

Do NOT go up onto the catwalk, only death happens up there. Stay on the lower level; you may have to run around on these maps, especially if you are solo, so keep your guard up. Still pretty basic stuff on this level, remember to stay away from doors.

Rounds 13-16

These rounds can be tough; even the best die here occasionally. Don't worry if you die once or twice. You will have to move around and start manipulating the zombies on this level because crawlers are strong. If you do get cornered, don't forget to nuke or boost. These are well worth it if it saves your life. On the night map make sure you pay attention to yourself because it gets very hard to see.

Rounds 17-20

These rounds are definitely a step down from the crawler arena as you have your newly acquired fates. Make sure to not stand in the middle and get hit by a cow, those deaths are completely uncalled for and preventable. If an rpg, china lake, tank, or chopper appears do not get it right away!!! Save these until they are flashing fast so you have a better chance to get a golden cow. A golden cow is just a cow that is outlined in glowing yellow. If these cows are blown up, a bunch of gems will spill out of them, which will increase your multiplier. Try not to shoot with these explosives as they will last longer, which creates a higher chance for a golden cow to come out.

Round 21, 23, 24

As long as someone has firepower you can pretty much camp at the top of the steps and have the death machine take most of the kills. It might get a little hectic if they're coming from 3 doors but then either drop a nuke or have someone use a boost to clear things up. These rounds aren't that hard to get by on multiplayer. This is the hardest map solo. I would suggest staying on the lower level and running up the steps as use for a last resort or a good power up only.

Round 22-Downpour

The downpour round can be a little tricky but you want to camp in the corner that is lit green on the upper level. Have death machine do most of the killing... This round depends on death machine holding his own. The only reason for not camping on the stairs is that the engineers (falling guys) might land on you and kill you before you have a chance to shoot him. Camp this map for solo as well, but be wary of the side that you're not shooting.

Rounds 25-28

The only advice I can give for this map is to NOT camp and just move around and manipulate the zombies.

Rounds 29, 31, 32

On These rounds it is possible to camp at the steps where the barriers are. Same as the downpour maps, drop a nuke or use a speed to clear things out if it gets to crazy. These maps are again very easy if camped properly. If you are solo with firepower you will be able to camp but if not then you will have to run around like you would on the other maps

Round 30-Abominable martys

No camping this round, for death will surely take you-two hit markers on your screen by these guys and you are dead. Stay as far away as you can from them-I usually have to use about five boosts to get me through the round alive... don't be afraid to not die.

Round 33, 35-40

There are a couple strategies for these rounds. If someone on your team has furious feet and is decent with it, firepower and whoever else is playing can sort of sit in a corner and let the feet guy run around the whole map. What I mean by this is for firepower to stand a little bit away from the corner and shoot at the zombies from the door closest to him. Here's the tricky part- When zombies are coming from both doors that are right next to you, you have to learn to run straight towards the center of the map and split the zombies. Then move to a different corner and repeat the process. That may take a little time to pick up, but when you do it will be pretty easy to not die. If no one has furious feet you will just have to run around the map and survive. From these rounds out, there is no real strategy for solo, you will just have to run around the map. The best advice I can give is to stay out of corners so as to prevent you from needing to use a boost.

Round 34- The dogs

:(

This is one of the hardest levels in the earlier game, IMO even harder then the boss round. The best thing to do on this map is run yourself into the corner with the most electric poles. Three dog bites(shown by the red tick marks that appear) and you die, unless you got hit by one abominable and haven't died since that round. Then it's just one hit. Really just do your best to kill the dogs. It is likely you will die at least once but you shouldn't die more than three times.

Boss Round-The Cosmic Silverback

The key on this round is to have all your nukes and boosts saved up. This is the time to use them, or you will die frequently. Use a nuke when there are zombies in your way and use the boosts when you need to get away from the silverback. The hard part is when the Silverback uses a boost. The two ways to avoid death here are to anticipate the boost and move sideways to avoid it or use a speed boost of your own to get away. You can tell the monkey is about to boost when he roars or pounds his chest. If someone gets a chopper or tank take the monkey to the poles and have him sit on you while the firepower guy nails him. Guns-don't have firepower pick up guns unless he is last alive then he can pick up rpg's. The best gun for the monkey is rpg's. If you are either fortune or bird and rpg's appear, kill yourself (assuming you have an extra life) and sit right up on the monkey with your invinciblity ring and rpg's. Done correctly, this will kill the monkey by itself. Other than that pick up all guns except a flamethrower as that will hurt you in this situation. Also don't forget that zombies will spawn until the silverback is killed. Keep an eye out for them as well

Rounds 41-44

Assuming there if a furious feet guy, have death machine and whoever else camp in the corner with the canoe in it. This strategy works extremely well. If zombies are coming from both doors with the canoes, have the foot guy stand by one of the doors and take the zombies from that door. This map is pretty easy if you were good enough to beat 40.

Rounds 45-48

Same as rounds 33 and 35-40

Rounds 49-52

Basically the easiest post 40 map if there is a furious feet guy. For these rounds have the death machine and whoever else camp on the catwalk in a corner where zombies come out of. Death machine can still hold back the door, just don't forget to wiggle and watch for dogs coming from ground level. Also, I highly recommend having at least a X3 multiplyer before going up there so you can rebuild lives. . The foot guy will run on ground level and will get all the money and preferably the choppers and tanks. Piece of cake rounds if done correctly

Rounds 53-56

These are the hardest set of rounds until 80. Small and compact, it is very hard to run around on, but use the same strategy as 45-48. UNLESS you have three people, firepower and friendship fates, and there are at least 4 poles in a corner. What you do if this happens and you are not too confident in yourselves, you can do what is called formation. It is fairly simple and you will only lose one or two lives per round. What you do is have the guy with a single gun, either foot or fortune, and have him jam himself in a corner. The firepower and friendship will both run themselves up to fortune and push against him with your left joystick. If the poles are good they will take out the zombies coming from the two far doors so you only have to worry about the close ones. Firepower shoots at the door closest to him and friendship and fortune shoot at the other close door. If you get lucky on all four maps with poles, these levels will be a cinch.

Rounds 57-60

FYI Round 57 has no cows. These maps can have random poles so do your best to work around them. When I play this is usually a running map for everyone but you can try the strategy from 45-48.

Round 61-64

These rounds are middle of the road difficulty, depending on how good the foot guy is. I've never been here without someone having furious feet so I have no advice for that. Have everyone but foot guy camp up on the steps where you did the first time through, probably will have to use some nukes/boosts. The foot guy will run around on ground level and will have to do his best to stay down there. He can run up through where the guys are camping but shouldn't stay there for more than 15 seconds. If you complete this map on solo, you're freaking amazing at Dead Ops. It gets very tight here and there isn't much room to maneuvre, so if you get past this then you know you've got it going.

Rounds 65-68

Run around same as first time through.

Rounds 69-72

Have everyone but foot camp where they did before and have foot run around. You will have to use a nuke if they are coming from both directions. Can be tricky to get through

Rounds 73-80

Run around not much advice I can give here... you just have to beast it out

Boss Round-Two Cosmic Silverbacks

Same strategy as round 40, but keep in mind the Silverbacks boost much more often. You will need lots of boosts and nukes as well as four or five lives going into the battle to guaruntee a victory on this one.

Rounds 81+

By now you know what you're doing.

Rounds 93-96

Good freakin luck. Get to 96 and you have a new solo world record.

Round 120

Three monkeys. By now you have a new multiplayer world record.

NACHT DER UNTOTEN [$NDU]

Nacht Der Untoten Solo Guide

Hey guys, another solo guide for you here, made for Eye's Master Zombies Guide. Pretty short and basic guide as there's nothing really to aim for except for getting weapons and choosing a loop, which of course I'll help you with here.

Gotten me to round 23 so far, needs major concentration at all times. This also works extremely well on the W@W version in which I reached round 66, but being that it was the first ever zombies map the AI of the zombies is considerably lower than that of those on the Black ops version of the map.

Starting area

First round – Knife only.

Second round – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Third round – Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, open the stairs (NOT the HELP door), go along, and open the 2nd set, down to the HELP room and buy the Thompson.

Finish out the round by camping in the HELP room.

Before Round 10

In this map, all of the areas are small and tight and it’s risky to start running trains before round 10, as the walkers in the group will straggle and you’ll probably run into them and get stuck. You’ll be camping up by the grenade spot until then. Leave a crawler at the end of each round to use the random box.

As for what weapons to aim for:

Thundergun

LMG

Thompson

Obviously you’ll need Mule Kick to have all 3 of them.

Once you start running trains/kiting, I’d advise you to carry the Thundergun at all times while gathering a group just in case you get blocked off in any way.

I wouldn’t recommend using the Ray Gun on this map while running trains – making crawlers will most likely spell death.

Rounds 10+/end-game strategy

You’ll now start using the main strategy, which will apply to the rest of the game. This will basically consist of running trains in the spawn room, next to the HELP door (this is why I advised you to keep it closed earlier). It’s a loop I’ve been using since the W@W version of Nacht and I’ve found this to be the easiest/safest loop to pull off. Here’s a rough image to show the loop, using the 'wonky figure-8' strategy that's becoming increasingly popular for use in small areas:

I’d recommend sprinting on the cut-backs and using a dragging technique when leading the zombies around the pillars.

As usual, make sure you gather all of the zombies in before you shoot any of them. It's best to only shoot before you loop round the pillar nearest the window.

Remember, always have your Thundergun in hand when looping in case of emergency, and never hesitate to use it. You may also need to start uing the Thundergun to take out waves in the 30+ rounds as using other guns will start taking too long to complete rounds.

You can lead the zombies into the HELP room (via the stairs of course) to buy more Thompson ammo or to 'spin the Thundergun' (put it back in the box to get it again to effectively replenish it's ammo). Simply lead them down the stairs into the HELP room and wait next to the Thompson until the zombies reach you, then move left and down the other side of the pillars towards the box. You can then keep doing this clockwise-loop, hitting the box each time round.

And that's about it... as I said, not much to aim for in this map apart from trying not to get hit more than once at a time due to the lack of perks!

Best of luck with this map, if it had Juggernog it'd make it a pretty easy map as this is a pretty easy loop to pull off. Just the fact that there's no perks that make it damn hard!

Kiting on Nacht der Untoten

YYQlkgQfvdI

VERRUCKT [$VERR]

Verruckt Solo Guide

Hey guys, here's me bringing you another written guide for soloing Verruckt. Many people regard this map as one of the hardest maps there is for playing solo, but after finally playing a solo game on the Black Ops version and devising a very solid strategy I really beg to differ. If played strategically this can be one of the easiest maps there is for solo play.

This is easily a round 50+ strategy and you'll rarely ever down after round 10.

Starting area

First round – knife only. Don’t forget to buy Quick Revive when possible – in solo, if you go down this will automatically revive you. Be aware that you’ll need to buy it again if you go down, and can only buy 3 in total.

Second round – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Third round – Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, open the next area and buy the Thompson/MP40 (depending on what side you’re on).

Before Round 10

Once you’ve opened the next area from the spawn room, as mentioned you’ll grab the Thompson or MP40. You’ll start on a different side from game-to-game, with Quick Revive being on the Thompson side and Juggernog being on the MP40 side. The door separating the 2 sides is opened once the power is turned on.

Back to the strategy. You’ll be using a camp-and-move strategy up until round 10. Using your Thompson/MP40, camp with your back to the next openable door, shooting the zombies as they come at you. When you feel like you’re getting overrun, open the door, move to the next area and do the same thing.

Keep a zombie at the end of each round, preferably a crawler, to buy perks and box weapons. You should be aiming to get the following things in order:

Juggernog & Quick Revive

Double Tap

Winter's Howl

Ray Gun

Speed Cola

Monkey Bombs

Keep the Winter's in hand when looping round the map, as you can use it to free yourself if you get stuck in the rounds leading up to about 25, which is the most common time that you might get stuck due to the slower spawning. Use the Ray Gun to do all of your killing, only using the Winter's when in trouble. When it comes to using the traps later on, the Winter's will be useless by that time so you may as well just trade it out for the Thompson for point-building for the trap.

If you have opened all of the doors before round 10 because you kept getting overrun, no problem – just start running the main strategy. Carry on reading for instructions on how to do this.

Rounds 10-30

You’ll now start using the main strategy. The base is pretty simple; you’ll just be doing a full-map loop in a clockwise direction.

The key to making this strategy work is controlling the spawning of the zombies i.e. getting them all to spawn in one area so you can loop round the map freely. Sounds difficult, but it’s actually really simple, safe and generally helps you avoid any sort of dangerous situation throughout any part of the map.

There are only 3 main rules that need to be adhered to in order to make this strategy work and give you an easy time:

1) Start each round or wave next to the STG.

2) ONLY kill zombies in the MP40 room

3) NEVER fix any windows or collect a Carpenter power-up. Doing this can mess up the spawning and put you in danger.

To start any round, stand next to the STG-44 on the wall. As soon as you hear zombies, start walking towards the power room to begin your clockwise loop.

Just continue to casually walk round the map – you shouldn’t be confronted by any zombies so it will be a casual walk.

Once you get to the Thompson room, use the space to help bunch up the zombies to make it easier to take out more of the group shortly. Here’s an image demonstrating a manoeuvre I like to use to gather them together:

Continue past Quick Revive and Juggernog and up the stairs, turning left into the MP40 room. You mat get one zombies coming down th stairs as you come towards Jugg, but he comes down the stairs way before you reach them and is easily avoidable. It's never more than one zombie if you stick to the strategy and only kill in the MP40. Sprint to the end next to Double Tap, then turn around and spray into the zombies and kill as many as you can before you get overrun, preferably using a Ray Gun but a Thompson works well in the earlier rounds.

Continue through the door to the STG, rinse and repeat.

As mentioned, it’s very important to only kill in this one spot. Done this way, all of the zombies will spawn into this area and will all come in behind you, leaving the rest of the map clear for you to walk through. In the earlier rounds you may encounter a zombie on your way to the Thompson room, but if you go to the left side of the stairs on the way to them (where the Trench Gun is on the wall) you’ll easily squeeze past him. Either that or you can take him out with the Ray Gun. As the rounds get higher of course the zombies will spawn in quicker and you’ll never encounter a zombie here. You tend to get 2 stragglers come in the 2 windows next to Mule Kick after you’ve entered the Thompson room, but they’ll just join your train as you do the gathering manoeuvre.

Speaking of Mule Kick; this perk is in no way needed. The Ray Gun & Thompson/MP40 are the only weapons you need. I’d actually avoid using the Winter’s Howl on this map unless you have it in the early rounds and really have to use it – some of the runners could be turned into really slow walkers, you’ll encounter them on your next loop and possibly get blocked off, which of course can be very dangerous. As we’ve established, if this map is played correctly there’s really no reason that you should get stuck and have to blast your way out of trouble. The Winter’s Howl won’t really save you after round 20 anyway.

Round 30+

You’ll continue the same strategy as before, but you’ll now be using the MP40 trap to get all of your kills.

Of course you’ll still need to shoot the zombies to make points for the traps; if you use the Thompson/MP40 you can build points for the traps without killing any zombies, as their health will be high by this round. After you leave the Thompson room, sprint to the stairs before the MP40 area, turn round and shoot a few clips into the bunch before they reach you, then proceed up the stairs.

By the time you’ve completed each lap, after the delays you cause when gathering in the Thompson room, the trap will be ready to use again.

Of course, you’ll need to make sure you get the zombies on the right side of the wall so you can run them through the trap. You can gather the zombies on the right side by walking round the edges of the room just after the stairs. Use this simple gathering technique and you’ll have no problem with this:

You may get a few stragglers from the end of the train that don’t go through the trap because they went do along the other side, but this is no problem as they’ll just lead the way in your new train.

Of course using the trap to get all of your kills won’t drop power-ups, but you won’t need them anyway. The only gun you’ll really be using at this point is the Thompson/MP40, which of course can be replenished by buying ammo off the wall.

Even so, it’s a good idea to use the last group of zombies at the end of a round to do some point-building, which also carries a large chance of them dropping a power-up. If this is a Nuke or Instakill, it can be saved for use at the beginning of the next round. Just be sure to kill them somewhere that allows you to get back to the STG area before the next round starts. Running a loop in the Thompson room or MP40 areas both work well if it’s a small group.

You’ll keep using this exact same strategy for the rest of the game and you’ll notice the difficulty won’t really increase. After round 35 or so you might need to sprint through the power room to the **** please report this topic, post **** area to pass the window in the **** please report this topic, post **** before the zombies come out of it.

xFaTaLx RaMpAgE's Verrückt Co-op Strategy Guide

Starting the game

If you playing with 2 players then make sure you spawn on the side of the map with quick revive. This is crucial for the success of your game.

Rounds 1-3

On these rounds try to get the max points you can by staying in the first room. Here is what I do to get the most points as I can. (I ALWAYS have the most points leaving the first room)

The first 3 rounds apply to people on both sides of the spawn

Always let your zombies in to get max ammo/ double points.

The people spawned at jugg just need to survive for the first 6 rounds without opening any doors.

Round 1- shoot the zombies 8 times each in the legs. Try to line them up to get max points. If they are lined up shoot the 2nd one 4 times in the legs. Then knife.

Round 2- Shoot each zombie 10 times in the lower chest, then knife and hope for an ammo.

Round 3- Shoot each zombie 15 times in the lower chest, then knife.

For the people at Quick Revive here is what you do-

Round 4- Open the door and go buy the thompson. Camp here for the round.

Rounds 5-6

-Camp at mule kick with the thompson. Leave a crawler at round 6 and open the all the doors to the power and turn it on. All players should buy jugg and quick revive. Now open the couch on the jugg side and buy the mp40.

Rounds 7-12

- Hold off at the double tap area with just the mp40. Have 1 person get the window in the back. The other players will stand up near the stone wall window ON THE DOUBLE TAP SIDE. It is crucial to stand here; if you get into trouble you can just hit the trap and you'll be fine. More on this later. Do NOT buy double tap and NEVER EVER EVER EVER EVER EVER EVER EVER open the door that leads to the stg. Leave a crawler at the end of the round. Each player should buy mule kick and speed cola, as these are essential for good camping. Now have everyone hit the box until they get decent guns. I would recommend getting rid of your mp40 for a better weapon, such as an assault rifle, for strength purposes.

Rounds 13-30

- Camp at the double tap area. Have all the players line up in a row; the player in front will crouch and the others will stand. Use your weaker guns first, so that if you run out of ammo the stronger guns will still have ammo for the later rounds. At around round 20 leave a crawler and go rape the box. Everyone needs to get a ray gun and monkeys. The winter's howl can actually be an effective camping weapon into the late 20s, so if you get it take it. You will want anyone who is not at the window to take the winter's howl. Quick tip-always go for headshots because it will save you much needed ammos. Only use the winters howl and ray guns if you are close to being overrun. The winters howl will not kill them in the later rounds but will slow them down, giving you time to finish them off. Throughout these rounds leave a crawler to get weapons and buy perks if necessary. Eventually you will begin to get overrun no matter what gun you use and you will begin to rely on the trap.

Guarding the window

This will work on any map, and could be especially useful on five, nacht, and other camping maps. The key to holding back a window is rebuilding. You can rebuild your window safely even if zombies are at it. Zombies will not come through unless there are no boards up. That means you only need to rebuild one barrier at a time Stand back from the window when shooting the zombies so you are out of their reach. Run in when the barriers are about to be gone and repair it one time. Walk back away from the window so you don't get hit too many times. Only fully rebuild the barrier if all the zombies are dead. If you run out of ammo at the window don't worry about it. You can always keep rebuilding and letting the zombies pile up at the window. There are also grenade very close to the window by the door that you can use to kill some of them off. If you know you are about to run out of ammo try to make 3 crawlers at the window. If there are 3 crawlers you can sit there and rebuild the barrier all day, because crawlers do not hit through the window. Whenever your team has time they can come help you finish off the zombies if you need it.

Using the trap in camping

When you are going to use the trap communication is key. Make sure that all players retreat behind the door at the same time. Hit the trap right away so that no zombies get through. Now before you relax, run up towards the fron trap door and stand there until the trap turns off. Use the time the trap is on to reload all your guns. When the trap turns off sprint from the front door back through the back door and all the way back up to the front where you were camping before. This uses up some time while the trap recharges and saves your window guy from being side-swiped.

Reviving a downed player (camping)

In a 3 or 4 player game if someone covering the main area goes down the other players simply run back and use the trap. The downed player will crawl through the trap and get revived. If the window player gets downed, run back and use the trap immediately. Have the first person to run back cover the window while he is downed and the other revives him.

In a 2 player game you will most likely have to throw a monkey to get the revive. You will also need to hit the trap to get time to re-board the window. In both games if you throw an additional monkey you will likely have time to go buy jug so you don't have to worry about getting downed a bunch.

Rounds 31+

At around here you will likely be unable to camp any longer, you maybe might even have to have stopped earlier if you were unlucky with max ammos. In this situation I would throw a monkey and begin to start running. On verruckt there is really only 1 solid looping spot, the rest are iffy. The safest, easiest, and fastest way is to run full map loops. The first round you loop on will likely have to run in a clockwise direction, but after that it's up to you which way you want to run- they both work fine. The first round will be the toughest, since you have been camping the whole game looping will be a big change. By round 30 there only the ray gun and the winter's howl (somewhat) will still kill zombies. So if you are looking for the rounds to go by quickly then use the traps. You should have plenty of points by now to use traps for a very long time. It is possible to use both traps to complete rounds surprisingly quickly, although it is risky to use both. I will explain both here.

*Running Perks*- The perks you want to use when running are Jugg, Quick Revive, Double Tap and Speed Cola. Get these if you get downed or you wish to down yourself.

Tips for running-Up to about round 40 run with your ray gun out (if you have one), with double tap it can be used to kill a zombie or make it a crawler if it is blocking your way, just remember that the ray gun will hurt you and you might go down if you shoot a zombie that is close to you too many times. If you don't have a ray gun try to get a pistol from the box, as you run faster with it which is useful for dodging zombies and reviving. If you get especially lucky you'll get a ballistic knife. You run faster with a ballistic knife than with any other weapon, and I can't tell you how useful it can be. Also don't walk backwards- a zombie could come up from behind and kill you. The last tip is to always sprint up or down stairs. Stairs are death traps, where a single zombie could be your demise, and with no power weapon to save you, you will die.

Single trap Strategy

This is the strategy that is safer but less efficient in terms of killing zombies. This is a pretty simple strategy. At the beginning of the round start walking in a certain direction. Don't sprint (except for up stairs or dodging zombies) because that will make zombies spawn in front of you. Continue walking until all the zombies have spawned. Before you use the trap, make sure the zombies are in a tight horde. Have one person stop in an open area, like the thompson to make sure they are tightly grouped. The other players should just walk a little ahead and wait for him there. Your team is now ready to use the trap. The trap to use in this strategy is the one at double tap. Walk the zombies into the side hall with the window. All the players but one should leave the room after the zombies enter it. Have the player inside turn on the trap and run through it before it turns on. All the zombies should be dead and spawning now. Run for a little bit to ensure that you aren't trapped by spawing zombies. By the next time you get to the trap, it will likely be done recharging. I suggest a clockwise loop for this strategy. Lather, rinse, and repeat.

Two trap strategy

This strategy should only be used by the highly experienced players. It is very risky but essentially cuts the round times in half. I recommend a counter-clockwise loop for this strategy. Start by doing a full loop to gather the zombies. Use the tips in the above strategy, which you should already know, to gather the zombies into a tight group. For the trap by speed cola, have all but 1 person stand all the way in the back of the trap. Have 1 player group the zombies together at the bottom of the steps in the thompson areat. Once the zombies are grouped and everyone is inside turn it on. IMMEDIATELY after the zombies are killed you will have to leave the trap by jumping through it. Make sure this is perfectly timed otherwise you'll end up killing yourself. Now walk towards the double tap trap. Once you get there the zombies should pretty much be done spawning. Again have everyone run into the trap and have 1 player group the zombies, this time in the section by the stg. Run into the trap and turn it on, wait for the zombies to die, and jump through. Now you walk towards the speed cola trap again. Have one player group them in either the thompson room if they are done spawning or in upstairs by the steps if they are not. The upstairs part can be tricky so don't mess up! Use the trap. If done correctly this will halve the round times and add an extra challenge to the game.

Reviving during looping

The first thing to do if someone goes down is, like on all other maps, stop killing zombies and to not use any traps. In a 3 player game it is extremely easy to revive a downed comrade. All you have to do is have 1 person walk the zombie horde slowly forward while the other person sprints around the map to revive the teammate. Also note that this map is smaller than the map loop on kino, so you will likely have time to spare when getting them. So if you need to buy Jugg or Quick Revive on your way by don't be afraid to do so. In a 2 player game you have 2 options. Option 1 is to walk the zombies slowly for about 5 seconds and then sprint to revive your partner. Option 2 is to wait until you are at a good spot and throw a monkey ahead of where you are so that all the zombies run past you and you can easily revive your partner. Depending on where your partner gets downed, it might be possible to get Jugg and/or Quick Revive. Either way you need to wait for the person with all the zombies to catch up before you go any where so you might as well do something. Another note on reviving-If you are downed do not crawl, it will decrease the amount of time your team has to revive you. Stay perfectly still until you are revived.

As you can see Verruckt is not so hard of a map. Follow this strategy and you will be getting to 30 or 40 in no time!

Kiting on Verruckt

DM5RaJIn_U8

SHI NO NUMA [$SNN]

Shi No Numa Solo Guide

Hey guys, Superhands here with another solo strategy guide for you all, this time for the Black Ops version of Shi No Numa.

Easily a 50+ or even round 100+ strategy here, as I mention in the guide getting to round 30 can be the hardest part, from then onwards you'll start using the traps and things just get nice and easy and you can go real far. I've had a couple of half-hearted high round attempts on the Black Ops version of this map, going way over round 50 on both occasions before eventually giving up the game. Gonna attempt a RTR 100 myself at some point.

Enjoy!

==============================================================

Starting area

Round 1 – knife only.

Round 2 – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Round 3 – Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, open the gate (NOT clear the debris to go down the stairs). Proceed down to the Thompson, buy it and wait for the zombies.

When safe, it’s much more beneficial points-wise to shoot a little with the Thompson before knifing for the kill, as you’ll get the hit markers from the shots plus 130 points for the knife kill. At round 3, shoot 2 shots into the chest before knifing.

Round 4 – Camp in the doorway leading to the entrance to the Comm Room (near the Thompson). Use the same shoot-knife strategy, at this round shooting 3 shots into the chest before knifing. Leave a slow walker at the end of the round as you should now have enough points to open some doors and hopefully find and get Juggernog, provided you didn’t collect any Nukes. If you have less than 4250 points, wait until the next round.

Firstly, open the door to the Comm Room area and the hut in the Comm Room. With a little luck, Juggernog will appear. If it doesn’t, start opening the huts in other areas with your remaining points until you find it. Don’t bother buying any other perk, your priority is to find the location of Juggernog and buy it as soon as possible.

Before Round 10

At these early rounds, it’s best to do a full, counter-clockwise loop around the whole Comm Room area. It’s real simple at this stage due to the slow spawning of the zombies. Just use the wooden walkways to loop round, and hop through the water parts so you don’t get slowed down too much. Wait until you have a full group of zombies before you start spraying into them with the Thompson.

At the end of each round, leave a crawler so you can go and open more doors to find Juggernog if need be. Buy it once you’ve found it and be on the look out for Quick Revive next, buying it after Juggernog when you find it.

After you’ve gotten these 2 perks, hold off on the perk buying for now and focus on getting some nice guns from the box. You’re aiming to get the Wunderwaffe and the Ray Gun from the box. Monkeys are also helpful if you go down, but not essential and should be left until later if you get the other 2 weapon first. After you’ve gotten the Ray Gun and Wunderwaffe, go ahead and buy Speed Cola and Double Tap.

So, to re-iterate, these are the things you should be buying in order from the start of the game:

Thompson

Juggernog

Quick Revive

Wunderwaffe & Ray Gun

Double Tap

Speed Cola

Monkeys

Rounds 10-30

You’ll now switch up the strategy here, opting to run a small clockwise circle just outside of the entrance to the Comm Room area. See the image for demonstration:

The grey line shows a small cutback you can make if your loop gets blocked off. If you have to do this, make sure to get back to running clockwise when it's safe to do so.

Running this circle is actually a bit safer than running a full loop of the Comm Room, mainly due to the tight squeeze you often face when coming out of the small hut and heading towards the front entrance during the full area loop. Running a small circle also enables you to gather the zombies a lot faster. I’ve found that a clockwise circle works a lot better than a counter-clockwise circle – the way the zombies spawn permits you to run a smaller circle going clockwise, you don’t have to jump in the water as much so you won’t be slowed down as much as you would running counter-clockwise. You also just seem to run into fewer clumps of zombies and it’s easier to make a cut-back if you do.

Once you’ve gathered in a full group, start shooting them. Once you have the Wunderwaffe, you can start using it to take out some groups to speed up the rounds. Make yourself an allowance of 4 Wunderwaffe shots per round to balance it across the rounds, using your other weapon to finish out the round once you’ve used your 4 shots. Using the Thompson to finish out the rounds is fine for now but you’ll preferably want a Ray Gun to finish the rounds between rounds 20-30.

I personally prefer to keep running my small circle while shooting the zombies, but once they’re gathered you can loop round the whole Comm Room area with your train, turning before stopping to shoot at them. Go with whichever you find easiest; just make sure to return to your small-circle running when the zombies start respawning.

Hellhound rounds

Not any real strategy here as these rounds are generally easy. Just use the whole Comm Room to keep on the move.

Round 30+

You’ll be switching up your strategy again, now to use the Flogger trap to get all of your kills. We start using the trap at round 30 not only because the rounds start to take a long time using your weapons, but because the zombies start spawning in really fast, and it’s easier to widen your loop when this happens.

This for me is where things take a turn. Between rounds 10-30, running the small circle mentioned earlier gets increasingly difficult. Now all of a sudden, using this strategy, the game becomes a lot easier and you can afford to relax.

You’ll no longer need the Ray Gun; trade it out for the Thompson, which you’ll be using to point-build for the traps from now on.

You’ll be looping about a quarter of the map to gather the zombies and wait for the trap to recharge before each use. You’ll be going from the Flogger, straight forwards into the hut, then out to the Comm Room, straight ahead through the small hut, past the Comm Room doors and to the edge of the walkway. By the time you’ve done this, all the zombies should have spawned in, you’ll wait for them to reach you before sprinting back past the Comm Room doors and through the way you came back to the Flogger. You’ll then turn it on, sit on the other side of the Flogger and wait for the zombies arrive, shooting them with the Thompson as they approach it to make some points. May sound confusing but it’s simple and easy, here’s a sequence of images to illustrate the loop step-by-step, with written instructions underneath each image explaining it:

Walk from the Flogger straight ahead into the huts.

Walk through the back huts and out through to the Comm Room area.

As you walk out into the Comm Room area, walk into the area shown by the circle, and stop to wait for the zombies to get close. This helps to gather them up a bit. Proceed to the small hut.

As you come out of the small hut, stop in the circled area shown to wait for them to reach you again. Then go off to the left, back onto the wooden walkways and to the Comm Room door.

Stop in the circled area just outside the Comm Room door, waiting again. Then move off to the left down the walkway.

Continue walking forwards to the circled area and stop again. Once they reach you, walk off to the right and across the water. Once you’re back on dry land, start sprinting across and past the Comm Room door all the way to the other end.

As you start sprinting, switch from the Wunderwaffe to the Thompson for better mobility.

Sprinting past the Comm Room door and all the way to the end. Carry on sprinting through the small hut and all the way to the Flogger, buying Thompson ammo from the wall as you pass if need be.

Turn on the Flogger as soon as you reach it and crouch underneath it, on the back side of it a little to let the zombies actually run through it as they try to get to you.

To make points for the trap, spray them with a few clips of Thompson ammo as they run towards you/the trap.

After the Flogger has killed the group, repeat!

The reason we sprint back to the Flogger from the Comm Room is to get it spinning well before they get there; you don’t want it to be spinning for long after its taken out the group, reason being that if you take out new spawners with it as you continue your next loop then they’ll start spawning in on you when they should almost all have spawned in by the time you’re walking through the Comm Room.

Have the Wunderwaffe in hand as you run, as this can be used to clear your path if you get blocked, which should rarely happen, but best to take precautions.

You’ll keep using this exact same strategy for the rest of the game and you’ll notice the difficulty won’t really increase, apart from the length of the rounds getting longer and longer. As mentioned, you should hardly need to use the Wunderwaffe so you can use this to get through the Hellhound rounds.

As I mentioned earlier, it’s rounding up the zombies like this before trapping them that is the easy part. It’s getting to this point that can be a little tough, but once you’ve made it to round 30 then you’ve set yourself up to go a lot further.

Kiting on Shi No Numa

9bkJOhJGb_o

DER RIESE [$DERR]

Der Riese Co-Op Guide

Hey CoDZ, this won't be my usual in-depth, from scratch strategy, as most people know the basics of this map already. However, camping on this map doesn't work so well as it did in the W@W version and splitting up and running trains has proven for most to be the best strategy for 30+ rounds. In this guide I'll mainly be showing good train-running/kiting spots and how to run them, and how someone running in one area will affect another area for better strategising.

As you'll notice, there are 5 spots that I'll point out here so it's easily possible for up to 4 players to run seperate trains.

The white lines in each image show the main route, while the grey lines show a sub-route in case the main route gets blocked.

You'd typically split up and start running these areas at about round 10 - everyone camping in the power-switch room will work very well before you decide to split up.

Start area

This is a simple area to run. There are no good wall weapons you can use on-route, but the M1A1 Carbine is on the wall just outside of the running area, which is a respectable gun when upgraded as it becomes auto-fire and does a good amount of damage. The problem though is that is doesn't hold much ammo, and will cost 4500 to replenish the upgraded gun.

Note that as you go up the stairs that lead to the door, you may need to jump over some zombies at the drop-off.

You can use a 'cut-back' at the Kar89k area if you get blocked off on your way to the stairs (turn around and run around the zombies in a cresent-moon shape, then turn back, run back around them and continue your loop).

Thompson room

This room can be tricky to run in later rounds, but with some practice it becomes easier. The Thompson on the wall on-route is an added bonus that makes this area very considerable.

As shown you can use the stairs as a sub-route if the front area gets blocked up. You can also go around by the furnace for an alternative route. A cut-back by the Thompson also works well if you're blocked off by a bunch of zombies coming from the stairs.

This is the area that's most affected by where your team-mates are. If your team-mates are in the power room or the start area then you'll get a moderate amount of zombies coming here. If you're playing a 2 player game and the other player is running the STG train, you'll get a LOT of zombies here.

Power-switch area

Another simple area and one that seems to be one of the most popular. Most people tend to run in a circle shape, but I find the way shown above much safer, and a circle shape can be used as a sub-route.

There's no wall weapons on-route, but the FG42 on the wall just outside in the Speed Cola area is a nice option.

Bowie Knife area

This is an area that any experienced No Man's Land player will feel comfortable with, basically run in a figure of 8 but it's very important to 'drag' the zombies at the corners closest to the power-switch area. It may seem like a tight area but it's very effective and not very hard, and becomes even easier when someone is running in the STG room.

I wouldn't recommend running this if someone is running their loop in the power-switch room as this can cause problems for both of you, but as mentioned I'd definately recommend it if someone is in the STG room.

There are no good wall weapons near-by, although due to what I've mentioned there shouldn't be anyone in the power-switch room if you're running this area, so the FG42 is a possible choice. An STG is a better choice, but this depends on if someone is in the STG room or not.

STG room

This is an easy area to run in co-op, as you'll get a smaller amount of zombies than anyone else.

The STG is on the wall in this room, and ammo can be bought while using the sub-route shown.

You can also go up the large stairs and drop off the balcony if the main area is blocked off. Just make sure you don't drop into the Bowie area if someone is running it!

Weapon choices

Mule kick would definately be recommended on this map. There's 3 main groups of weapons that you'd ideally choose from:

Main killing/point-building weapon

This will be the main weapons that you'll be killing the zombies with and gaining points. Recommended:

RPK/HK

Ray Gun (beware of crawlers in the smaller areas)

Mustang & Sally

STG-44

Thompson

FG42

M1A1 carbine upgraded

Dog killing weapon

This is mainly used for taking out Hellhounds when they spawn with zombies after the 3rd dog round, also used during the dog rounds. Recommended:

Ray Gun

Mustang & Sally

Gut Shot (PaP'd Trench Gun)

Any other upgraded shotgun

Emergency weapon

This will be used to free yourself in you're in trouble, either while going to revive or running your train as normal. Always have this weapon in hand when you're not shooting the zombies e.g. when you're gathering them or on your way to revive. Recommended:

Wunderwaffe

Awful Lawton (PaP'd Crossbow)

Reviving a downed team-mate

There should be 1 designated player to revive another player, dependant on which areas people are running. Basically, whoever is closest to the downed player will revive them. So the Thompson and start room players will revive each other and the power-switch/Bowie area and STG room players will revive each other. Of course in a 3 players game, the player in the middle of both players' rooms will be responsible for reviving both.

There may be occasions where more than 1 player goes down, in which case the next closest player will revive both of them.

When someone goes down, all players should stop killing immediately where possible. The players closest to the downed team-mate should have their emergency weapons in-hand; the downed player's group will be coming to join you shortly. The idea is to let the group of zombies join your train so you can go and revive your team-mate without getting blocked off.

Ideally, once your team-mate is revived you should accompany them to the Juggernog machine via a route that won't require you to run through someone else's room and disturb their train (this can be very dangerous for all players and is best avoided at all times.)

Quick Revive will always help in reviving your team-mates.

Kiting on Der Riese

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ASCENSION [$ASC]

Ascension Ultimate Strategy

First Room

Leave after round 3, don't buy any wall guns. Knife rounds 1 and 2, shoot a clip and a half at round 3, then knife. Hopefully you can get a Max Ammo or double points.

Mid Rounds (Before Jugg)

From the starting room, open the top door, buy an MP5K and chill and camp there going for head shots until around round 6. You should each have enough points for Juggernog, a box hit, and more MP5K ammo if you don't get good weapons. Whatever you get, don't trade in your starter pistol, unless its a Thundergun or Ray Gun.

Hopefully you do get a good gun, to deal with Monkeys. Now for monkeys, an MP5k will do alright, shotguns are good, but knifing them will be one stab, even without the sickle. For monkeys, protect what's important to you. For this strategy it'd be Juggernog and PhD Flopper. Stamin-Up is easy to protect so there's no harm in protecting it. You can use claymores, but make sure you only use them for perks near stairs (Speed Cola and Flopper), as Monkeys can get rid of them if they aren't angled on stairs.

You should always get a free perk this first monkeys. If it's quick revive, plan on letting it go. If it's Stamin-Up, still open that area up. If it's Flopper, it'll already be open, and if it's Speed Cola, don't open it up.

Before Round 10 (with Jugg)

This should only be a couple rounds, but camp in the same platform area. This should be relatively easy. The reason for this short period of camping is that the zombies are all not sprinters yet and are not difficult, but annoying to train.

Nothing's worse than having to waste ammo on the 3 straggler zombies of varying speeds after you've killed the 15 sprinters.

Until Pack-a-Punch

Once you hit round 10, separate into 2 training locations. In my opinion, one person should be at Stamin-Up and one at Flopper. These are both great trains, Stamin-Up being very underrated. The 74u here makes a great weapon to use. If P1 (Flopper train) uses just the MP5K and if P2 (Stamin-Up guy) just uses the 74u, pack-a-punching is possible at round 11 or 12, depending on when you get monkeys. If you get monkeys on 11, it's probably best to have only Jugg and the perk you got for free. Defend the perks the way you see fit.

Leave a crawler at the end of 12 (or whenever you have enough points) and go Pack-a-punch. P2 should get Stamin-Up at this time if he/she does not have it. Running circles in the PaP room is made substantially easier with Stamin-Up. PaP your starter pistols. If you don't have it because you have a T-Gun/Ray Gun, don't bother pack-a-punching. This just opens up the PaP room. Ideally, however, one person should have Mustang & Sally. They're extremely efficient against monkeys and save your @$$ always. :)

Until round 35

Now the beauty of the strategy begins. P2 with 74u should switch for MP5K for a round. After round, both should hit the box for an LMG, Galil, Gersche Devices or Matryoshka Dolls. Don't sweat not getting the latter two if you can't. You need a long-lasting points gun first and foremost. The RPK and HK21 will last un-upgraded until around 19/20. Galil is the same. After you start chewing through ammo, upgrade. These guns will now last until about 25/26. Only use these guns to kill the zombies.

Drops (Max Ammo, Double Points, etc.) are based on points, 2000 collective points to be exact, multiplied by 1.14 with each round. 2000 --> 2280 and 2280 x 1.14 and so on.

While it may seem like this would take a while, you rack up an insane amount of points. On only round 33, Chopper had 200K points. What does this mean? You get an insane amount of drops. More Max Ammos, more Insta-Kills, more Death Machines and more Nukes. These increase your firepower, save ammo and what not. Insta-kill is wonderful, as you can pull out Ray Gun/M&S fire a couple shots and kill the whole wave. With this strategy, getting to round 30 in 75 minutes is all well and possible. To round 35, use a mix of both.

By this time, you might have run out of ammo in your LMG/Galil and probably will have. At this time, P2 can move back to Stamin-Up area and train there with power weapon and 74u un-upgraded. P1 should buy an MP5K. Shoot your wave with two full buys of your respective sub-machine gun and finish them off with the M&S or Ray Gun. Upgrade the Ray Gun around 30 or even before. At the end of 34 or 35, leave a crawler and hit the box for Dolls, Gersches and Thundergun. Each player gets a whole box. P1 hits till teddy bear, box moves, P2 hits till teddy bear. Kill the crawler when you're ready for the End Game Strategy.

End Game Strategy

Now you will get closer together. Player with Thundergun runs trains near the auto-turret. The routes are tight, but with cut-backs and corner grouping, it's fairly easy. Player without T-Gun runs at Flopper. In the mid 30s to mid 40s you can trade off using T-Gun and traps. For the early part it's trap by PaP and T-Gun.

What to do with trap near PaP:

Communicate and tell Flopper guy to run down. Meet him and take zombies to trap, one player hits trap, the other shoots zombies with one clip of MP5K/74u. All zombies in wave will die. Take stairs up and then drop down at the hole and return to hoarding areas.

For Thundergun:

Player with Flopper station runs to corner with MP5K then runs all the way down to trap. Player with T-Gun runs to that corner and up to Flopper. Zombies will all follow P2 (guy with T-Gun in this example). Quick crescent hoarding tactic and Thundergun shot wipes 'em all out. P1 takes trap route back without actually using trap.

Alternating should work until time for master end game strategy at 45-ish. This will include trap by 74u/Stamin-Up. Use Thundergun first, then trap by PaP and then trap by Stamin-Up.

For Stamin-Up Trap:

Hoard zombies in same area. This time P1 runs past P2 while P2 is corner grouping. P2 follows and can shoot with 74u one clip or two. Both players retreat to Junkyard. P1 hangs back by lander; P2 groups zombies using staircase and then jumping off. Players run back out. P1 can shoot with MP5K. P2 buys trap. Return to areas.

Conclusion

This strategy takes a while in the 30s, but in the 40s, with high respawn speed, it's fast, somewhat dangerous and provides variety when zombie games tend to get boring. Your points will continuously go up. For end game monkeys, never open up that bottom door from starting room and never open up the door at the other side of power. Using T-Gun, traps and auto-turret, monkeys will be easily dealt with. In insanely high rounds (if you were to get to 85+) using this strategy, one player would continuously hit the box for T-Gun while the other would control all the zombies (always shooting them!). To shoot is very important, seeing as if you don't, the zombies begin to die off and will respawn near your partner, and you don't want that to happen.

As a last note-

What to do when someone goes down:

Let the other person's zombies join your train, bring all your zombies out and revive them. Quick revive is not needed at all (unless it's your 5th perk). After they are revived, don't kill any zombies until they have bought their needed perks. Usually Jugg, but sometimes Jugg and Flopper.

What to do if someone dies completely

This should NEVER happen. But if it does... finish the round with whatever gun you have, kiting on the Flopper platform. When the round begins, kill the last of the zombies in the MPL room, hopefully spawning him/her near Jugg. Let him/her get Jugg and buy an MP5K. Give him/her the Flopper area. Leave a crawler at the end and let he/she do what he/she needs to do.

How to pause the game to stop for the night

If you are going for a 60+ game, you can pause the game like this:

Have a crawler, repair all the windows. Let the crawler bleed out; find where the zombie is re-spawning before it breaks out of the window. Get on the opposite side of where the zombie is respawning and hold down []/X/F. Notice how it can never break through the window. Now, take something with weight and tape it down to your controller/keyboard. You can do this as long as you like. The zombie will never die. This has been tested for 2 hours. However, since zombies die off only when they are in the map, inactive, or are crawlers, this creates a way to stop the game. Be wary of overheating or game crashing if kept on too long. There is no solution for that.

StonedShooter’s Complete Ascension Survival Guide

viewtopic.php?f=60&t=7970

Kiting on Ascension

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CALL OF THE DEAD [$COTD]

ChopperNators Co-Op Guide to Call of the Dead

- come dance fuckers!

I warn you now, this is a long guide. Please leave any feedback that you have so I can edit this before the final version goes into the master document.

All edits are in yellow (or green, I'm not quite sure being colour blind!)

Game Basics -

I don’t want to go into too much detail here as Eye’s zombie guide will cover the basics. Most users here know all this stuff anyway.

Maximise points in first 10-15 rounds.

This enables you to start killing George early to get your 8 perks.

Communicate - the most important thing.

Playing with friends this shouldn’t be a problem but with randoms it‘s more of an issue. It you are kiting somewhere don’t leave unexpectedly without letting people know, no-one likes 15 new zombies suddenly appearing next to them.

Leave George alone.

Learn to not shoot him, whilst it won’t kill you most of the time once you know what you are doing it can certainly kill your friends if they aren’t so experienced.

COTD is different.

To get to high rounds takes more time than any map, with the potential exception of Five. Stuff takes time, ie PAPing and it’s a huge map. To utilise the Waffe takes time as you have to kill George first. There is no wonder weapon in the traditional sense.

Door at Base of Lighthouse next to AK stays shut.

There are some strategies which can utilise this being open, but the game is much easier with it shut.

The Strategy -

Priorities -

Sickle (*)

Juggs

Mustang & Sally

Flopper

Stamina-Up

Quick Revive/Speedy Cola/Mule Kick (**)

4 perks (***)

* - not for everyone but for most people on here I imagine it will be

** - I never buy QR, neither do the people I play with. Not only are we confident in our own abilities to not go down, we are even more confident in our partners abilities to revive us. Honestly if you follow my strategy you can always revive without QR. It’s a straight choice between speedy and mule kick. I normally rely on George for Mule Kick as I wouldn’t even think about getting it until level 25 or so.

*** - you shouldn’t kill George unless you have all 4.

(Strategy) Starting - the first 5 rounds.

There are 2, maybe 3 ways to do this.

1 - get Sickle ASAP

2 - get Power/Juggs ASAP

3 - split the team and do both ASAP

If you are confident zombie players and both have 4 bar connections go for option 1.

If even one player is not confident do option 2.

Option 3 is for certain situations, ie 2 good players but one wants Juggs first (they may not have the best connection). In this case 1 can go for Sickle, and the other for power. Once.

Round 1 - Hit George ASAP, the zombies will spawn much faster. Stab them all.

Round 2 - Try and let them all spawn, kill sprinters with 2 stabs, collect slow zombies and then make a nice straight line. 6 bullets into first of group and then knife, then 3 into 2nd and 1 into 3rd, followed by knife.

Round 3 - If you are good at stabbing, keep doing it, they are only 3 stabs for a kill. If you aren’t so confident go open to the MPL and buy it. If you can afford open up to the top of the power area but leave the door to it shut and camp at the top of the stairs.

Round 4 - Depends on what you did on the last round, keep doing the same. End of round 4 leave a zombie and do a points check. If you have been stabbing you may both be able to go and get a sickle. It’s 750 for the first door, 1000 for the lighthouse door (next to Flopper) and then 1000 for the back door inside the lighthouse. Then 3000 each for sickle. If you can’t quite afford it the way I would play would be quite risky but manageable. Stay in the lighthouse on the bottom floor and try and build enough points at the start of the next round to buy it.

If you don’t want to do this you will need to travel down the slide and end up next to the AK74u. This is the best gun in zombies in my opinion…..but not this early. The problem with having gone down the slide is that you now need to spend 1000 to open a door to be able to get back to the sickle, then you have had to buy the AK. Anything that takes points away from a sickle is bad to me, but if needs must they must.

Power guys stay in the same location, get ammo if needed.

Round 5 - Power guys stay camping, 1 set of stairs and 1 window should not be causing a problem.

If the other guys have a sickle welcome to point nirvana. You should not open anymore doors and basically stay here until round 7-9, depending on your points and preference.

The easiest and safest way is both players to stand at the top of the ledge, 1 looking towards spawn and the other covering the rear. With OHK ability nothing should give you problems if you are suitably aggressive. If you go hunting zombies they shouldn’t have time to build to great enough numbers to give you problems yet. When George appears either lead him to the back by the sickle or one of you drop down and keep him there.

Sorting the priorities - points needed

Which ever way you have begun the next goal is the same, accumulation of enough points to get set for the game.

I’m leaving the door by the MP40 shut for now, it may help later….or hurt if you try and escape the top of the lighthouse! I also leave the door above Juggs shut. If these 2 are both shut recovery from DOA is much much easier as you can escape through these 2 doors after picking up Juggs and know you aren’t going to have any in your way.

I’ll start with the power guys.

To get to Juggs

1000 points for power door.

1000 points for boat to enable you to drop onto ship.

1000 points for PM63 door.

2500 each for Juggs.

Total - 3000 in doors.

To get map open to Flopper/Stamina/Lighthouse

750 for boat back to lighthouse from ship.

1000 for door leading into trapped characters area, to the left of the lighthouse when looking straight at it by the base.

1000 for door leading into middle of lighthouse.

Total - 2750 in doors.

The only door left that has to be opened is the door from the initial spawn towards lighthouse. Everything else can if you really want to stay shut.

750 for last boat to be opened.

Totals -

6500 in doors, 2500 each for Juggs.

Nice extras - 7000 each for Flopper and M&S.

For the sickle guys.

You can go 2 ways, the long way back through the spawn via the base of the lighthouse, or use the path that leads straight to the ship. Either way you have to go through spawn as you need to turn the power on first. I’d go the lighthouse way to open flopper up, and to have some kind of loop available.

To get to Power -

1000 for door leading into trapped characters area, to the left of the lighthouse when looking straight at it by the base.

750 for boat leading to the power area from spawn.

1250 for the boat that opens to the box location.

1000 for power door.

1000 points for boat to enable you to drop onto ship.

1000 points for PM63 door.

2500 each for Juggs.

Total - 8500 in doors.

Sickle Players should be aiming for the following by round 10.

Juggs

Flopper

M&S

Stamina

Speed Cola

After getting the sickle to achieve this you need to make 14,500 points each for the perks/PAP, plus 8500 between the team for the doors.

Power Players will need a few extra rounds to achieve the same goal. They also may want to swap Speedy for QR.

M&S+AK74u+Juggs+Flopper = set to own

Once you have this setup you can begin to dominate. I would not change a thing until at least round 20, maybe 25. The only thing that will change is the addition of free perks

Within these 3 rounds, you’ll need to buy the following items in order:

Quick Revive

PhD Flopper

Mustang & Sally (PaP the M1911)

Mule Kick

Make sure to leave a crawler at the end of each round so you can go and buy these items.

Rounds 10+

Continue using the AK to kill and make points. You should by now have all of the items listed above. Have the Mustang & Sally in your hands just in case you get stuck, as this can be used to blast your way out of trouble.

Leave a crawler at the end of each round to go and hit the random box. You’re aiming to get the Scavenger and the Matryoshka dolls.

When you do get the Scavenger, trade it for the AK74u. Then go and replace whatever your third weapon is (not the M&S) with the AK.

This may seem like a waste of points, but this is actually done to save points and effort in the future; if you go down, you’ll lose Mule Kick and your third weapon. If this third weapon is your AK, it’s easy to replace again. But there’s no telling how many points it will take to get the Scavenger back. Not to mention the time it takes.

When you do have the Scavenger, you’ll still continue to use the AK to kill for now – the Scavenger at this point will be used to kill George.

This advice that Super has given can also be used within Co-op. It's an alternate way to how I do things but it has an awful lot of merit.

I think that the strategies you use are extremely advanced but can be done by anyone, other than the lighthouse combine.

By the way, include the fact that PaP assault rifles have a multiplier on George, the highest being the FAMAS with 9.2 times the damage.

For this reason, I suggest getting Mule Kick over stamin-up to keep a PaP FAMAS handy or any other assault rifle. Snipers work well, too. So, the FAL, AUG, Galil, Commando and FAMAS are all better against George plus 2 snipers. If you play the odds, you'll usually get one of these weapons and with Mule Kick, you are not hindered in any way at all, especially since you'll be killing George with speed and efficiency. Pretty sure, a full PaP FAMAS should kill George on 2 players at full health.

Supers advice combined with Eye's equates to a new tactic for Co-op.

Both guys replace Stamina with Mule Kick, or wait until you receive it from George.

1 player is going to want the Scavenger as their 2nd gun, the other will want one of the guns Eye has mentioned. The Scavenger player can also get just an assault rifle.

This tactic will ensure an easy way to get rid of George every other round. 2 PAPed AR's will kill George in less than 80% of their total ammo. A full Scavenger and PAPed AR will get rid of him within their ammo capacity.

Sorting the priorities - free perks

Killing George will give you a free perks each time. Once you have 4 perks plus M&S you are good to begin killing him. This is the best way to do this.

End of each round - leave a crawler and empty all shots from your M&S except 12 into him. These 12 are left for emergencies but on these low levels you shouldn’t need them.

Everytime ammo appears - unload your M&S into him, reload and then pick up the ammo.

Death machine - whenever you get this unload into him, let your partner cover you.

Flopper him by the mystery box near Stamina. Run and flop from the top of the stairs, then lead him into the water to calm him again. Rinse and repeat.

Sickle him.

Scavenger high level - see rounds 20-34 strategy.

Eventually he will die and you will get your free perk.

PAPed ARs - see information above.

Make sure you have the last zombie to hand when you kill him. Kill this zombie and let the new round start before picking up the perk and Waffe. This will ensure he is away for 2 rounds.

(Strategy) continuing - the middle rounds

There are unsurprisingly a few ways to play the middle rounds, what with the massive map and multiple kiting areas. It also depends on the amount of players you have.

I’ll start with the strategy which requires the most skill but is definitely the quickest and enables you to kill George the easiest.

AK/Lighthouse strategy -

The base of this, whether you have 2, 3 or 4 players is 2 players circling outside the lighthouse. One will be by the small pool, the other in the larger sloped area directly in front of the lighthouse. The circles themselves are easy once you master cutbacks. Kiting infact is pretty easy in most areas once you have mastered these. Please see Eye’s master guide for how to perform these.

George will be a bit of a pain in the arse but it’s not difficult to keep him in the middle of your respective circle. Just don’t shoot him if you can help it.

When you are running low on ammo you need to swap circles. This can be done without any communication if you play with the same person long enough. The player circling by the AK should always do counter clockwise circles.

When you are circling back down away from the AK, parallel to the wall on the right you can see exactly what the other player is doing.

They should also be doing counter clockwise circles.

If the pool player needs ammo they just need to ensure that the other player is in a position to see them when they make their move, hence these counter clockwise circles. They just leave their circle and start moving slowly towards the AK, with the wall tight on their right hand side. The other player once he sees this will drag his zombies as far down as he can, and then sprint towards the pool once the other player is moving.

The circles will basically swap, and you each have a new group. The beauty of this is that even if zombies act unexpectedly, they will all still end up in one circle or the other.

If you can learn to do the above you will become a much better zombie player. It will teach awareness of partners zombies and your own, and how not to tangle them.

Other players -

I’m just going to list the kiting areas available, choose where you want.

Spawn - massive area, no easy gun access.

Bottom floor inside lighthouse - easy circle, no easy gun access.

Middle floor inside lighthouse - easy circle, no easy gun access.

Bottom ice slide - easy circle, no easy gun access.

Square area between lighthouse and PM63. Doable, a bit tight, no real redeeming features that I can see.

The main problem is that with the door next to the AK shut, getting elsewhere to do revives becomes slightly complicated.

Sorting the priorites - revives.

The key to being a really good zombie player is not how to clutch, although that can help but more how to revive. On COTD more than almost any map there is never a reason to not be able to revive. If you can revive, you won’t need to clutch.

Revive checklist -

1 - stop killing immediately. If you are the downed player and you shoot zombies I will be pissed off. If I need help I will either ask or you will know when I need it. Shooting zombies on level 25 with your M1191 is not going to do anything except probably annoy George. Shooting zombies with your Ray Gun or M&S will most likely create crawlers all around you.

If I do not have QR I can’t revive you with a pissed of George, or when you are surrounded by crawlers.

2 - where is George and is he calm?

3 - where the fuck are all the zombies?

4 - stay calm, you have more time than you think.

5 - kite the shit out of everything. This is the most important one to make it successful. If you run like a headless chicken towards a downed player you are going to need luck on your side. If you kite the zombies you only need skill J

6 - always revive from the back or side of the player, compared to where the zombies are chasing you from. This means you or they can still shoot at the zombies if things are getting hairy. Thank you M&S.

I’ll start with the easiest revive - 2 player both outside the lighthouse.

You are in 2 separate areas, kinda. The idea is for the downed player to either crawl to the small pool, or to the walkway that leads towards the spawn. The alive player continues to circle in their area, once they have all zombies they need to drag them as far away as possible from the other player. Then sprint to them. You can always always always get this revive without QR, without leaving the AK area.

All other revives are basically an extension of this.

You need to realise where the player is, the quickest route to them and the quickest route the zombies are going to take to find you or your other team mates.

I’m not going to type it all out, you can figure this out for yourself.

With 3 or 4 players you can take it even higher and realise that one player can act as bait, to draw them away whilst someone else can do the revive.

When someone goes down I generally stay exactly where I am for 15 seconds to see what is going on. You will still have time, just learn the different ways to move around the map. From the AK area to get to spawn you can travel through the lighthouse, or you can go the longer way around and travel towards the ship, up the stairs and the drop of on the left hand side, so you will end up dropping into spawn into the water.

From spawn to lighthouse you can go the traditional route or head to the power and use the flipper to get across. To get out the front you can then go up through the lighthouse and drop off, or just down the stairs.

Think about things like that and revives become much easier.

Sorting the priorites - DOA/Clutching.

Mistakes happen and sometimes people die. Don’t panic, it’s fairly easy to recover.

Clutching is easy on this map as you now have the whole area to yourself and freely available ammo. Just work your way through it and make sure you leave a crawler.

Once you have just a crawler left decide how you are going to recover. It depends heavily on the round you are on and how much ammo you have in your M&S.

A mistake me and Savage once made - level 43 on COTD, Savage goes down and can’t be recovered. We made 3 bad decisions. The first was waiting for PAP to appear by Juggs and then going for it. The second was both being in that cluster fuck area on level 43. The 3rd was not utilising the VR-11. Savage put his pistols in, got Juggs and I was just waiting by the machine. Unfortunately the area became flooded and M&S on 43 is not quite good enough to clear a spawn of random zombies coming from different directions.

How I had done it at 49 2 weeks earlier - my partner died on 48 and he had had the VR-11. At the end of 48 I spammed the box until I got this gun, and then unloaded the upgraded ammo into him at the start of the round. He was able to easily get Juggs and back as the zombies were under the Chopper effect, and running away from him ;)

The gist of it is that the downed player should go on their own unless you are below level 30 or so, when M&S will still do the trick. You can spawn them near Juggs and then haul arse out of their, trying to lead any spawners away from him. Do up all the windows in the area, and lay some claymores around the machine to offer some protection. The other option is to spawn them at stamina and trust in their ability to survive until all zombies are spawned using just stamina. It’s then easy for them to leave whilst you babysit.

VR-11 is definitely the safest option.

Sorting the priorites - a pissed off George.

George will become pissed off at some point. How and when it happens make a big difference to managing him.

Firstly as soon as you hear him roar start jumping like crazy, when he electrocutes the floor the effect on you will be greatly reduced.

The most important thing on any level past 20 is to make sure there is a full spawn out before attempting to calm him down. It's not difficult to continue kiting with him running around and is infact essential to safely calming him.

Option 1 - the safe option. Get all the zombies and George spawned outside the lighthouse, run through the lighthouse from the left hand side (flopper area), down the middle and out the back down the slide.

Plus 1 - George will be away for a few minutes whilst he walks back through the water.

Plus 2 - The zombies will be weakened by their trip through the water.

Con 1 - It's slightly slower than option 2.

Option 2 - the riskier option. Get all the zombies and George spawned outside the lighthouse, ensure 1 player has the entire spawn and George. This player will get as tight a group as possible by the AK and then move towards the pool in the corner. Be as close to the right hand side as possible. George needs to be at the front. Get to the pool and stand just in the water....done successfully the zombies will be slightly out of view as there is a small corner there. As George gets to the pool move to the right, jumping in the water. George will just touch the water, calm down and you can escape to the right and forward.

Plus 1 - Fastest way to complete this.

Plus 2 - Zombies stay in a tight group, can be taken out immediately.

Con 1 - The first time you try with a full hoard you will be convinced you are going to get trapped in the pool. You won't if done correctly I promise. Additionally the pool ia big enough to manage a reverse kite with a cutback if absolutely necessary to escape.

Option 2b - the most fun option.

Do exactly the same as option 2, but the player who is not doing the calming needs the scavenger, and it to be below round 34. Let the first player get trapped in the water, but the scavenger player is going to shoot into the pool. Being completely trapped and waiting for the scavenger explosion is most exhilarating!

(Strategy) continuing (last rounds before end game)

These are generally rounds between 20/25 and 33.

Setup 1 -

Both players M&S plus AK74Fu2 *

Setup 2 -

Player 1 has M&S plus AK74Fu2 *

Player 2 has M&S plus Scavenger *

Setup 3 -

Player 1 has M&S, AK74Fu2 and Scavenger *

Player 2 has M&S, AK74Fu2 and VR-11 *

* From this point onwards I would begin taking the Waffe and using it for the first 180 kills of a round.

With setup 1 you are basically doing what you have been doing, no different.

Setup 2 and 3 are where the real fun lies in killing George and Zombies at the same time.

This strategy is also the base of the end game strategy.

The idea is to combine all zombies into 1 hoard, with the players circling as a pair. George needs to be by the small pool in the back corner. Lead the zombies all the way to the AK and then sprint at George. Shot him with the scavenger, circle the zombies around him and then boom, no more zombies and a weakened George. Lead him into the water and rinse and repeat.

It’s not that difficult to combine the zombies once you get the hang of it. If you are able to swap positions repeatedly for AK ammo you already know the basis of it. You want to do almost exactly the same thing but when the player who is moving away from the pool and towards the AK gets to the point where they are about to turn right towards it the other player sprints up and joins them in a circle. This circle will then go all the way down to the pool and you now have 1 nice big group.

The scavenger becomes a liability past 34, I would never use it past this point.

(Strategy) continuing (end game)

You can continue with the PAPed AK indefinitely, it will keep working but pretty soon it will take too long for most people to clear rounds.

It’s time to break out the VR-11 and Waffe.

For the real dedicated kill George at the end of every round he is back. This mean that you will only have him 1 out of every 3 rounds, plus he gives you the Waffe which is 180 guaranteed kills. You may want to box whore to get the Scavenger each time to do this, but this will take some time.

The VR-11 PAPed gives you 2/3 brilliants statues if you are shot by it.

Invincibility

Repulsiveness

Insta kill

The zombies are so repulsed by you that they run away from you, and any that happen to get in your face can’t kill you. You also have insta kill for around 7 seconds!

You need to combine them as you may have been earlier when using the scavenger and begin circling. The idea is for both players to sprint and put some distance between themselves and the zombies. Both players face the zombies with the VR-11 player standing behind his partner. When they get close shot him in the back and let him use his imagination on how to kill them. Grenades, M&S, Anarchy, normal bullets, even flopper can be used.

Once you get past round 45 you may need to start rebuying the VR-11 at the end of each round.

Dolls are always insta kill so use them wisely. Zombies killed by a player under the VR-11 effect can leave drops.

If you run out of Scavenger ammo, try for a Max Ammo by killing the next few groups of zombies with the Matryoshka dolls, PhD Flopping and M&S – save the last clip of M&S ammo for emergencies.

It is possible to take out a group of 24 zombies with the Matryoshka dolls. To do so, make sure they’re all grouped, and lead them towards a wall, preparing the dolls before you reach the wall. Keep the zombies close, and release it against the wall so it bounces back at you, then do a u-turn and run round the zombies. They will all be in a tight bunch with the dolls at their feet, which will easily kill all of them.

My preferred way of using the dolls is slightly different, but either option will work. Group the zombies as you have been doing and have a tight circle by the AK. Both players sprint towards the small pool, with the player with the doll preparing a holding. The zombies will form almost a teardrop shape when running towards this pool from the AK. Drop the doll just before they get within 2 metres of you and the dolls will take everything out.

A final note on waffe kills and drops. It has been proven that zombies can very occasionally leave drops after being killed by the Waffe. The only circumstance in which this has been seen to happen is when the zombie that is killed has been electrified by George.

Although entire speculation there is a belief that zombies electrocuted have more chance of dropping items than they would usually.

Lastly but not leastly this guide is entirely my opinion. There are many ways to do the same thing but this to me is the easiest and quickest method. Superhands is doing a solo guide for COTD. I’m hoping that these 2 guides can be used in conjunction.

I purposely left of some basic information, ie, which way to go here, and how to get there. COTD is a large map, you really need to explore it.

Happy Zombie Slaying CODZer’s!!!!

Call of the Dead - Tom852's great kiting guide for COTD.

Superhands COTD Solo Guide - Superhands SOLO beasting guide to COTD.

Call of the Dead Solo Guide

Hey peepz, been meaning to do this one for a while for Ehjookayted's Master Zombies Guide which is due to drop sometime soon. ChopperNator posted his co-op guide very recently which was awesome and made me wanna get my one finished, so here it is!

My highest so far with this strategy is 73 just recently, was 68 back in August I think but I experimented with different tactics in my game to 73 to find out what works well in speeding the game up without making it dangerous, and I've put that all together here.

=========================================

Starting area

First round – Knife only.

Second round – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Third round – Keep knifing the zombies until you’ve made 3750 points. If you feel like you’re getting overrun, go ahead and clear the debris to the MPL area. This costs 750, so your new point-target will be 3000.

When you go up the stairs, go past the MPL to the end and turn left. Go straight to the end and clear the debris to drop down onto the ship. Then turn left, go to the edge, drop off and clear the debris to the AK74u area. Buy the AK off the wall.

Rounds 4 & 5

Use these rounds to point-build with the AK, buying ammo off the wall for it when needed. Try to gather the zombies up into a bunch so you can spray into them and make more points from collateral damage.

By the end of round 5 you should have at least 5500 points. Leave a crawler so you can go and turn the power on and buy Juggernog.

You can get back to the starting area without spending any points; just go back the way you came, using the stairs to get back to the upper level of the ship. Then where you dropped off after opening the debris, you can drop down to the lower level, where you’ll be able to drop off into the starting area.

From here, open the stairs next to the MPL and proceed up to the power room.

After the power is on, you can proceed to the PM63 room to open the door to Juggernog.

If you’re a confident player then you may instead opt to buy the Sickle this round, as it will yield more points up to round 10.

You will need to have 6000 points by the end of this round to open up the route to it and buy it. Open the door to PhD Flopper and go through the lighthouse to get to it that way – At NO point should you open the bottom door of the lighthouse in the AK area – doing this will make running trains in this area much harder for you. All areas in the lighthouse and beyond can be accessed by taking the PhD Flopper route.

After opening the PhD Flopper door, go to the upper floor and open the door to the lighthouse, then go to the lowest floor and open the rear door, go down the waterslide and you’ll find the sickle on the left. You can then carry on forwards and drop back down to the AK area.

You’ll make enough points in the next round to go get the power on and buy Juggernog, provided you don’t collect any Nukes.

Don’t bother getting the Sickle after round 6 – by that time the extra 5000 spent on getting it won’t really be rewarded.

Rounds before 10

If you bought the Sickle then continue to use it until the end of round 9.

If you didn’t, continue gathering up the zombies and shooting the group with the AK to maximise point gain. Remember to let all of the zombies in and group them up before you start shooting. The image below demonstrates what I've found to be an easy and effective loop:

Within these 3 rounds, you’ll need to buy the following items in order:

Quick Revive

PhD Flopper

Mustang & Sally (PaP the M1911)

Mule Kick

Make sure to leave a crawler at the end of each round so you can go and buy these items.

Rounds 10+

Continue using the AK to kill and make points. You should by now have all of the items listed above. Have the Mustang & Sally in your hands just in case you get stuck, as this can be used to blast your way out of trouble.

Leave a crawler at the end of each round to go and hit the random box. You’re aiming to get the Scavenger and the Matryoshka dolls.

When you do get the Scavenger, trade it for the AK74u. Then go and replace whatever your third weapon is (not the M&S) with the AK.

This may seem like a waste of points, but this is actually done to save points and effort in the future; if you go down, you’ll lose Mule Kick and your third weapon. If this third weapon is your AK, it’s easy to replace again. But there’s no telling how many points it will take to get the Scavenger back. Not to mention the time it takes.

When you do have the Scavenger, you’ll still continue to use the AK to kill for now – the Scavenger at this point will be used to kill George.

At the end of each round leave crawlers, knife George and lead him to the next area (the one between the AK area and the PM63 room). Sometimes if you kill George in the water, you will not get a perk and Death Machine/Wunderwaffe as George will disappear before he drops them. To take precautions, wait until he’s out of the water, fire 6 Scavenger shots at him in rapid succession and lead him back into the water to cool off. Repeat until he’s dead (will only take a couple of minutes).

Repeat this every time George respawns until you have all 8 perks.

At these rounds don’t bother taking the Wunderwaffe, just collect the perk bottle. You will of course need to have gotten the achievement for completing the Easter Egg before George will drop the Wunderwaffe in all of your games. If you don’t have this achievement yet, make sure you complete the Easter Egg before killing George in the later rounds. The EE can be done in solo or co-op, instructions for both can be found on the internet.

Rounds 20+

You’ll now start using the Scavenger to get all of your kills instead of the AK.

Leave a crawler at the end of round 19 to hit the box again. You’re aiming to replace the AK with a VR-11 – nothing else. PaP the VR-11 when you get it (you may have to wait for the PaP machine to appear).

If you still don’t have all the perks from George, you’ll be taking a different approach to killing him from now on. As you gather your horde and shoot them with a Scavenger shot, circle them around George so the shot also damages him. Then lead him towards the water in the AK area to cool him off before the zombies spawn in. You can also shoot him with the VR-11 to cool him down when it’s not safe to lead him into the water.

At the end of each round, leave a crawler and continue with the first method of killing him.

If you run out of Scavenger ammo, try for a Max Ammo by killing the next few groups of zombies with the Matryoshka dolls, PhD Flopping and M&S – save the last clip of M&S ammo for emergencies. If you don’t get a Max Ammo, PaP the Scavenger.

It is possible to take out a group of 24 zombies with the Matryoshka dolls. To do so, make sure they’re all grouped, and lead them towards a wall, preparing the dolls before you reach the wall. Keep the zombies close, and release it against the wall so it bounces back at you, then do a u-turn and run round the zombies. They will all be in a tight bunch with the dolls at their feet, which will easily kill all of them.

Once you’ve got all of the perks, you can make George go away by shooting him with the upgraded VR-11 when in the water. He won’t drop anything, but it’ll keep him at bay which will make things easier.

Rounds 34+

You’ll continue with the same strategy here, but with one difference – the Scavenger, upgraded or not, will now take 2 shots to kill. Simply fire 2 shots in rapid succession at the group instead of 1, and they’ll all be killed.

At this point, you’ll want to start killing George again to get the Wunderwaffe in order to save ammo. Make sure you group up the zombies, but be aware that the Wunderwaffe will only kill up to 10 zombies per shot.

If you run out of ammo and fail to get a Max Ammo from the dolls and other killing methods, it’s time to put the Scavenger in the box and try to get it back out again.

This of course will be much too dangerous in some areas e.g. top of the lighthouse. If the box is in a dangerous location, finish out the round with the AK off the wall (replacing the Scavenger until you get it back from the box again). Be warned, this can take quite a bit of time. You can speed up the process by upgrading the AK if the PaP machine is near-by – you’ll most probably still make some point-gain out of this by the time the round has ended. Leave a crawler at the end of the round and go hit the box then.

Rounds 42+

The Scavenger will now take 3 shots to kill. Still continue the strategy as before, but with 3 shots to each group instead of 2. Make sure to stay close to George so all of the shots hit him so you can keep getting the Wunderwaffe to get you through the rounds.

At this round the M&S won’t really save you any more – swap this for a Crossbow from the box and upgrade it. Have it in your hands when gathering, if you get stuck then jump and shoot a bolt away from the zombies and they’ll chase it and leave you alone for a few seconds. This can also be used if you go down to distract the zombies when you first get up, and get them in a group behind you. You can them lead them to the Juggernog machine and go out of the door at the top of the stairs next to Jugg.

Rounds 50+

Congratulations on making it this far… now prepare for a long ride!

Sometime about this point the zombies will take 4 hits to kill. Every few rounds they will take more and more hits to kill from now on, with the upgraded version of the Scavenger killing with fewer shots than the regular version. If George is around, still continue the same strategy, using the amount of shots needed to kill them with the main aim of killing George to get the Wunderwaffe.

If George isn’t around and you’re out of Wunderwaffe ammo, use up any remaining Scavenger ammo and again replace it with the AK to finish out the round, leaving a crawler to go hit the box at the end.

Kiting on Call of the Dead

bpk9whU2VXo

SHANGRI-LA [$SHAN]

SHANGRI LA SOLO

Definitely one of the harder maps, but you have a good wonder weapon at your disposal and you can change any drop to a Max Ammo thanks to the monkeys.

This is a very similar strategy I used to reach round 89 within a week of getting and studying the map, haven’t played it too much since but I’ve made a few small tweaks to the strategy after seeing videos of Draculantern’s recent world record run to round 145.

Starting area

First round: Knife only.

Second round: 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round.

Let the last zombie in during this round so it can drop a powerup. Let a monkey grab it and change it to a Double Points if it isn’t one. If it is, defend it from any monkeys by knifing them before they can get it, so you can save it for the next round.

Third round: Keep knifing the zombies at the windows, holding them off for as long as possible. When they start to pile in, clear the debris next to the Olympia and head down the bridge. Open the next door and buy the MP5k.

This will be your camping spot until we have enough points to move on; camp at the top of the tunnel. This works well because, as long as you don’t enter the tunnel, no zombies will spawn behind you so they’ll all come from the front.

When it’s safe i.e. if there are any loose zombies, go for a shoot-knife combo to maximize point gain. At this round, you’ll need 2 MP5k shots to the chest before finishing off with a knife.

Rounds 4&5: Same strategy here; when it comes to using the shoot-knife tactic, in round 4 you’ll need 3 MP5k shots to the chest before knifing and 4 shots on round 5.

We’re aiming to build 5500 points here so we can go through the next 2 doors to turn the power on and buy the Bowie Knife.

Don’t forget you can knife the monkeys before they steal your perk for an extra 500 points. This is an extra 1000 points while Double Points is on!

Before round 10

Keep using the same strategy, getting all of your kills with the Bowie Knife.

Try not to collect drops straight away from your knife to allow the monkeys to come so you can either knife them for extra points, or change your drop to a Double Points. If it’s a Double Points already then you can collect it and knife for monkey when he comes for that extra 1k. Be aware that you’ll need to knife him before he hits you to gain those points.

You should only need to survive on round with the Bowie Knife before you can get Juggernog, as long as you don’t collect any Nukes. If it’s past the M14 door from the spawn room then no problem, just open that door for 750 points so you can get it.

If you encounter a Napalm Zombie at any time, the best way to get rid of him safely is to run close to him, then quickly turn back round and run away. This will trigger the explosion, but you’ll back off enough to avoid getting downed by it. Once you get the shrink ray later, just shoot him with it whenever you come into contact with him and he won’t be able to down you unless you’re red-screened.

Leave a crawler at the end of rounds to go and stock up on essentials. You’ll need to buy these things in order:

Quick Revive

PhD Flopper

Mustang & Sally

Open all doors

Shrink Ray (31-79 JGB 215)

Monkey Bombs

Another perk of your choice

To access the PaP in solo play, you only need to stand on one of the slabs raised from the ground. There’s on in the spawn room, one at your camping spot near the bridge, one in the power room and one in the tunnel between the MPL and AK74u rooms.

Round 10-20

You’ll now be using a full- map loop here, gathering your horde before taking it out with the Mustang & Sally.

You’ll start at the top of the tunnel at the MPL room. You’ll then walk through the tunnel, through the AK room and out into the M16 room.

Make sure you walk around the cart to help gather the zombies a little better. Proceed to the power room.

As you enter the power room, drag the zombies to the left a little before you run round them to the right, as shown in the above image.

After you’ve walked out and across the little bridge, make your way out to the geyser.

Coming out of the power room, use the geyser to shoot up into the spawn room; your train will follow.

Use the path shown above to gather the zombies before heading into the MPL room.

Gather the zombies again as shown above, then walk them through the tight squeeze next to the MPL and take them out with a few M&S shots while they’re in a tight group. The circled areas show you where to stop and wait, the one also circled in red being where you stop to turn and shoot. You’ll need 1-2 shots between rounds 10-14, about 2-4 between rounds 15-19.

Wait at the top of the tunnel for zombies to start spawning in, then rinse and repeat!

Drops from monkeys

As you’ll know, when you drop a powerup, you can use the monkeys to change it to something more useful. In most cases this would be a Max Ammo, or if a Max Ammo is dropped you can change this to a free perk. Once the monkey takes a Max Ammo, you’ll need to watch the drops change to see which the drop the perk bottle powerup is after. For example, if it appears after the carpenter (it’ll only appear for a split second) then you’ll let them cycle again, wait for the carpenter and time your monkey kill with the perk-switching rhythm so that you kill it just as the perk bottle appears.

Once you have your Monkey Bombs, you can use this as a distraction to change your drop.

As soon as you see a drop you want to change, prepare a Monkey Bomb. As either a zombie gets close to you or the monkey gets close to the drop, throw your Monkey Bomb in a way that will lead the zombies to a place that will allow you to get back on track after the bomb explodes.

Rounds 20+

You’ll now be using the shrink ray to get all of your kills. You’ll be using the same strategy, but shrinking the group first before quickly switching to the M&S and shooting 1 shot into the shrunken group to kill them. The reason we shoot them instead of ‘kicking’ them is because, if you’ve already taken some damage, kicking the whole group could potentially down you. It’s unlikely to happen, but best to take precautions and you won’t need your M&S ammo anyway.

You can also use the shrink ray to get yourself out of a corner if surrounded.

Rounds 40+

We’re still going to be using basically the same strategy here, but the zombies will now spawn in really fast and we’re going to take advantage of that fact to kill your groups in 2 places in the loop rather than just the 1 place.

You’ll still kill your group in the MPL room, then walk through the next rooms to the power room, then follow the same path to the power room’s exit. However, rather than leaving, you’ll turn right, walk through the water, past the perk machine then back towards the Spikemores to gather up your group, stopping at the end to kill your horde.

As usual, you’ll stop and wait in the circled area, killing your horde while standing in the red circled area when they get close.

Once you’ve killed the group, walk back out to the geyser that launches you into the spawn room. You’ll already have your group behind you; you’ll gather them in the spawn using the usual path, then stick with the same path to lead them to the MPL before killing them.

Of course, you should use all of the JGB’s ammo before upgrading it, as both versions will shrink your group ready for the kill at any given round.

As you can change any drops to a Max Ammo when needed, you shouldn’t need to put the shrink ray back into the box to get it out again for more ammo. Not until some point after round 100 anyway!

Kiting on Shangri-La

AEh4M4KAYjA

MOON [$MOON]

Moon Solo Guide

Hi guys, here's my tutorial for my strategy on Moon. It's gotten me to round 73 so far. This strategy could potentially get you to infinite rounds.

This strategy can of course be incorporated into co-op games, but I'd recommend reading 0stonedshooter0's detailed co-op guide for doing well on this map http://callofdutyzombies.com/forum/posting.php?mode=reply&f=72&t=17661

No Man’s Land

The first and foremost thing you’ll need to do is to watch what perk machine comes up, as it’ll either be Juggernog or Speed Cola. If it’s not Juggernog, restart the game. The reason we do this is, in solo play there is no reason what-so-ever that you shouldn’t be able to get Juggernog before going to the Moon and starting round 1.

Ideally, the best thing to do when starting here is the same strategy people use to get a high amount of kills in No Man’s Land, i.e. rack up points, upgrade the M1911 to Mustang & Sally, make more points, buy Juggernog, then get as many kills as possible with the Mustang & Sally. I won’t go into detail on the strategy here as Ehjookayted has already written a full, in-depth tutorial on the best ways to do this which you can refer to http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17460.

I’d recommend the teleporter-pad strategy for making a start on the Moon, as it’s the easiest. Sure it doesn’t net as many kills as other areas, but we’re not going for a high kill record here – the objective is to rack up a massive amount of points before going to the Moon, and this strategy will normally net you around 10k.

Once you’re out of ammo on your M&S you’ll want to lead the zombies away so you can teleport to the Moon safely - run out of the pad, do a loop round the place by the PaP machine and sprint back to the teleporter. You’ve now started round 1 on Moon, you have Juggernog, 10k and a Mustang & Sally that will come in good use once you get PhD Flopper and a Max Ammo. Now that’s a good start to a game!

If you’re not comfortable doing this and just want to get Juggernog and get to the Moon as soon as possible, then do that. I’ll add some tips for racking up points on the Moon before opening all the areas.

Round 1

Just a few tips before we go into the strategy here:

Firstly, make sure the Astronaut doesn’t catch you. If he does, you’ll lose your Juggernog, have to teleport to No Man’s Land, Speed Cola will be there because Juggernog was there last time, so then you’ll have to come back to the Moon wait until the teleporter is ready again before you can go back and get Juggernog. Huge pain, so best avoided.

Do NOT use ANY type of explosive in the starting area or in the labs (the whole area in which the hacker can be found in). This will decompress the area, which will mean you’ll have to wear your PES in these areas even after the power is on, which will make things hard for you later. So no grenades, launchers etc.

Starting area – if you massacred No Man’s Land

If you built massive points in No Man’s Land, well done - you have a very simple start ahead of you.

In the first round, let all the zombies in and knife all but one of them. You’re now ready to start opening up the route to the Biodome and get a weapon. Don't forget Quick Revive – in solo, if you go down this will automatically revive you. Be aware that you’ll need to buy it again if you go down, and can only buy 3 in total.

Starting area – if you have no points

First round – knife only. Don’t forget to buy Quick Revive ASAP.

Second round – 8 shots to the chest with the pistol, then knife. Knife 2 times when you run out of ammo. Rebuild all the windows at the end of the round. Shooting 8 times then knifing once is less risky than knifing twice, hence saving ammo by not shooting in round 1. You get the same amount of points either way as long as you knife for the kill.

Third round – You'll start thinking about moving on to the next area now. As of this round, when you move on to the next area will be solely determined by you making a certain amount of points.

Keep knifing the zombies at the windows, holding them off until you have 3250 points. At this point, open the door and go through Tunnel 11 (door closest to the M14). Buy the PM63 and open the next door to the Staminup room.

Leave one zombie at the end of the round, having made at least 2000 points. Open the next 2 doors, turn the power on and come back to the Staminup room. The reason for doing this is because the low gravity and lack of sound from the zombies will make it a lot harder for you to hold off here. You'll normally do this at the end of round 3.

Hold off here until you have 4950 points, buying ammo for the PM63 when needed. You can make more points by walking round the barrels near the Staminup machine to gather up the zombies before shooting into them. Finish the rest of the zombies off when you have the points, leaving a couple of crawlers at the end.

If an Excavator goes off during round 4 before you've opened up all the doors, just finish out the round leaving one zombie, go grab the hacker and go back to the starting area via the way you came.

Opening up the map

So, whichever of the above strategies you used, you’ll now have enough points to start opening up the map and making your way to the Biodome. Whichever tunnel you choose to make your way to the power room is up to you, but you only need to use one of them.

You’ll now need to open the rest of the doors to the Biodome. Grab the hacking device when you see it in one of it’s 6 locations in the labs, and hack open any remaining doors. Hacking a door will cost 200 points, a lot cheaper than the 1000 points it would normally cost to open any of the doors in the labs.

When you first open the door to the labs, walk through and go up the first staircase. When you go up the second set, turn around to face the first stairs and look up – you’ll see the Bowie Knife on the wall above you. This will need a running jump to buy, just keep looking up and hold the action button as you jump (by default X on Xbox, Square on PS3 or F on PC). Killing with this will be a 1-hit kill up to round 10 and nets 130 points per kill.

Just avoid Nukes when possible and you won't lose out on valuable points at this early stage. You can take them at the end of a round when there’s no zombies left, as you’ll make an extra 400 points for nothing.

Use any remaining points to buy PhD Flopper and hack open the rear entrance of the Biodome for access to the teleporter.

Do NOT step on any of the launch pads if you don’t have PhD Flopper – missing the landing on the next launch pad will down you without Flopper.

As for what other perk to get besides Quick Revive, Jugg and PhD Flopper, I always go with Speed Cola. Besides the quick reloads, it also makes you hack things faster. Mule Kick is not needed as you really don’t need a 3rd weapon until well after round 50. We'll discuss this later.

Before Round 10

Pretty simple, just randomly run round the Biodome, using the Bowie Knife to get all of your kills. Once you get a Max Ammo and PhD Flopper you can use the Mustang & Sally to free yourself if trapped.

Leave a crawler at the end of round 9 so you can go and start chasing the random box.

Keep in mind that you’ll need to get a PES from one of the airlocks before using the box in the power room and Mule Kick area.

The only weapon you’re really after is the Wave Gun and either a QED or Gersch Device. Both of the latter 2 are used when you need a Max Ammo for your Wave Gun – we’ll discuss this whole process soon.

You could trade out the Mustang & Sally for a Ray Gun if you’d prefer, but keep in mind that either one will only be used for killing the Astronaut and the Mustang & Sally makes a much quicker job of it. Sure it has less ammo, but the only time you’ll need to kill him is when getting a Max Ammo anyway. Again, this process will be discussed soon.

Back to the box chasing – if the box is in the Biodome or starting area, you can use the hacker to get more spins on the box for less points. Firstly, use the box as normal. Then, use the hacker to hack the current weapon shown if you don’t want it – this will change the weapon and will cost 600 points. Then, whether you want the next weapon or not, hack it. This will give you 950 points back and the same weapon will appear. Keep in mind that this last hack can also be used in co-op to allow a teammate to take the weapon.

Of course, you’ll need to keep another weapon just in case you don’t get the Wave Gun this round. Try and opt for an MG (RPK, HK, Galil etc.) until you get it. Do NOT trade ANY weapon for the Mustang & Sally.

When you’re done using the box, either you ran out of points or have the Wave Gun, Mustang & Sally and QED/Gersch Device, make sure you get the hacker back if you don’t have it already. Once you have all of these weapons, there’s not really any need to give the hacker up again. Holding onto the hacker will give you increasing point rewards for such things as completing a round, hacking the Excavator panel and teleporting to No Man’s Land. You also get points in co-op for hacking the PaP machine in No Man’s Land.

End-game strategy

Once you have the Wave Gun, Mustang & Sally and QED/Gersch Device, you’ll start using the main strategy from now on. You’ll be using the Wave Gun/Zap Gun to do ALL killing of any zombies.

Loop point

The best place for looping in solo play has to be what I call the ‘Claymore loop’. The basic strategy here is to do a counter-clockwise loop of the rocks on which the Claymores are found. I’ve added a picture below to demonstrate some points I’ll be discussing about this loop:

The only time you should sprint is a quick sprint to dodge a zombie. Just walk round at all times otherwise.

There are other loops in the map of course, other places in the Biodome and one in the Stamin-up room which can help you get through the rounds really fast, but this is the best loop for solo for many different reasons.

This is not only a nice, open and easy loop to do; you can also effectively eliminate any danger of being grabbed by the Astronaut while you’re killing the zombies. Just dodge him as he approaches you after spawning, and as you continue to run round he’ll end up in the green area labelled ‘1’, and will stick there all the while you keep walking round. This is a nice safe area for him to be in as you can just steer wide of the rocks and still be able to dodge oncoming zombies by going over the stairs.

There’s also another green area which I like to lead him to labelled ‘2’. It’s even safer to have him here as you’ll dodge any oncoming zombies in this area by steering wide of the rocks anyway.

Killing the zombies

As already mentioned, you’ll only be killing the zombies with the Wave Gun/Zap Guns. The basic strategy here is to gather all the zombies in and shoot the entire group with the Wave Gun to kill them all in 1 shot. You use the Zap Guns to pick off individual zombies at the end of rounds and to get kills once you’re down to your last clip on the Wave Gun. Have the Wave Gun out at any time that you’re not actually using the Zap Gun, as it can be used to free yourself if you get trapped.

The reason we only use these guns is this – all powerup drops are based on points earned. The amount of points needed to drop a powerup will increase per round.

Now, here’s the genius part and where the hacker really comes into use – the Wave Gun/Zap Guns drop no powerups at all. Even past round 50, the amount of points you earn from killing with these guns (using all but the last clip of all the ammo on both guns) and hacker bonuses will be enough to drop a powerup, so you’ll be due a powerup by the time you’re down to your last clip on both the Wave Gun and the Zap Gun.

So, you’re down to your last clip on both versions of the gun and you need a Max Ammo. The hacker can be used to change any drop to a Max Ammo at a cost of 5000 points – this won’t hurt considering the amount of point’s that you’ll have made so far and will make with all the ammo you’re about to get.

So now all you need o do is drop a powerup, change it to a Max Ammo to fill up the Wave Gun/Zap Guns and you can carry on killing. But the Wave Gun/Zap Gun doesn’t drop powerups. This is a VERY GOOD thing – this means you can use all but the last clips of the Wave Gun and Zap Guns as mentioned, and you won’t drop the powerup you’re due until you need it, and when you do get it you can make certain that it’s a Max Ammo. So effectively you’ll have infinite ammo on the gun until some point after round 50 – I’ve used this strategy up to round 52 and I got a drop every single time I attempted to get one.

Getting a Max Ammo when you need it

So how do you get a drop if the Wave gun/Zap Guns don’t kill? Simple – you use another weapon.

This is where the Mustang & Sally and QED/Gersch Device come into play. There’s a few different ways to handle this, I’ll list my favourite to least favourite:

Mustang & Sally – killing the last zombie

This one requires a bit of luck but is easily the best way of getting the drop, as it won’t require you to kill the Astronaut zombie – the Astronaut zombie is best left alone because another Astronaut with more health than the last will replace him very soon.

This method as I said requires luck, as you need to be at the end of the round when you’re down to your last clips on the Wave Gun/Zap Guns. You can of course use some of the ammo from your last clips if you’re certain you’re near the end of the round.

You’ll basically pick off the last zombies with the Zap Guns, leaving just one of them. Lead this one away from the Astronaut, so you don’t kill him and he doesn’t disturb you when you’re trying to hack the powerup. Once he’s a good distance away from the Astronaut, use the Mustang & Sally to kill him and get your drop, then hack this to a Max Ammo and prepare for the next round.

Mustang & Sally – killing the group of zombies

Basically the same thing as above, but done if you need a Max Ammo mid-round. Gather up all of the zombies and unload on the whole group to kill them all. Hack any drops to a Max Ammo if there’s not one already.

Note that this method will start to become uneffective at round 40+.

Gersch Device

This method will most likely need you to kill the Astronaut due to a glitch (maybe intentional) in which the Astronaut looks as though he’s going to get sucked into the Gersch Device, but doesn’t and instead moves round the map very quickly in the same way that he was moving when being sucked towards the Gersch Device. You’ll need to kill him with the Mustang & Sally if this does happen.

The preparation for this is simple – gather the zombies as normal, then throw a Gersch Device when they’re all in. This will kill all of the zombies and drop a powerup, or multiple powerups. Kill the Astronaut if need be, then hack the powerup to a Max Ammo if it’s something different.

QED

I don’t like this method at all, as it won’t always work and can have disastrous consequences e.g. losing a perk, being teleported to another part of the map, losing a large amount of points etc.

To do it, gather up the zombies; lead them away from the Astronaut so not to kill him, then sprint ahead of them and throw a QED. With a little luck it will simulate the same explosive-wave type thing that occurs when you kill the Astronaut, which will kill all zombies in it’s radius.

It’s definitely worth mentioning that you shouldn’t go for a Max Ammo for the Wave Gun if it’s not upgraded. If you need ammo for the non-upgraded version, go to the teleporter via the rear entrance to the Biodome and upgrade it. We’ll talk about getting back to the Biodome from the starting area shortly, when we discuss hacking the Excavators.

As I mentioned earlier, drops are point-based and the amount of points required rises a little each round. Eventually at a ridiculously high round, you’ll stop being guaranteed a drop. I’d then recommend going back to No man’s Land, hacking the Speed Cola machine to get rid of the perk, then buying Mule Kick and buying the MP5K as a 3rd weapon. I’d also recommend upgrading it then hacking it’s position on the wall so that the ammo will only cost 500 instead of 4500 (the only point in doing this is the upgraded version has more ammo). The MP5K can then be used to build some extra points before going for the next drop to ensure getting it.

Hacking the Excavators

To people that don’t know how to properly deal with this, it’s a huge pain and often results in death. It needn’t be this way however, as it’s a pretty simple task, and one that’s definitely worth doing, as having no air in the Biodome will mean you’ll have to wear a PES and therefore won’t be able to hack any drops. Which of course means you’ll have to keep the tunnel you’re using protected from Excavators as well, not only so you can make your way through the tunnel without it being blocked by the Excavator but to ensure there’s still air in the tunnel to make travelling through it without a PES safe.

There’s 3 Excavators in total:

Pi - Breaches Tunnel 6

Omicron - Breaches Tunnel 11

Epsilon - Breaches the Biodome

There’s always one that you can ignore – the one to the tunnel you’re not using. If you use Tunnel 11 to get to and from the Biodome (the one closest to the M14 from the starting area), then you can ignore Excavator Pi as this will breach Tunnel 6, which you’re not using so won’t matter. If you use Tunnel 6, you can ignore Excavator Omicron.

To hack the Excavators:

Stop killing any zombies immediately.

Keep gathering them until they’re all in, then sprint to the rear entrance of the Biodome. To avoid stepping on the launch pad in front of the door, go to the left of it and jump over it.

Hop in the teleporter and go to No Man’s Land – keep running around until the teleporter is available again (a buzzer will sound).

Teleport back to the starting area and hack the Excavator as quickly as possible. The panel for Omicron will be on your right as you first look. Epsilon will be in the far left corner, and Pi will be on the left of the door next to Epsilon.

As soon as you’ve hacked it, make your way back to the Biodome via whatever tunnel you chose. Keep in mind that the area just outside the starting area and the power room will always be decompressed, but you can make your way through both without needing a PES. You have about 14 seconds before you suffocate, which is usually more than enough time to make it safely through the power room.

Always have the Wave Gun out when making your way back to the Biodome, and don’t hesitate to use it if you get blocked off.

This is another reason we don’t kill the Astronaut when possible. If when you leave the Biodome he’s in the spot that you normally keep him in when looping and killing. Then by the time you get back he won’t even be close to the front entrance when you come through it. If you’ve killed him beforehand and he’s lurking about somewhere, you’ll most likely encounter him on your way back to the Biodome, which of course can create huge problems.

Once you’ve made it back to the Biodome, you’ll have some phaser-zombies (Nova 6 crawlers that teleport) following you. It might seem pretty dangerous having them teleporting back and forth, but it’s really no bother as they’re pretty easily avoided and you can use the Wave Gun if you do get stuck. Just continue your gathering loop as before and kill them all with the Wave Gun as usual.

What to do if you lose Juggernog

As handy as it is to be able to get Juggernog before the game, having it in No Man’s Land and alternating with Speed Cola can be a problem.

If you do lose it, either by the Astronaut taking it (which should never really happen if he’s dealt with in the ways we discussed earlier) or by going down, hop back in the teleporter to go back to No Man’s Land as soon as you can without taking too much risk. Use the Wave Gun to protect yourself if need be.

If Juggernog was down there last time then Speed Cola will be there this time. Even if you know Speed Cola is down there it’s still worth going down, as you’ll need to get that out of the way so you can go down again when the teleporter is active so you can re-buy Juggernog.

You’ll then of course have to make it back to No Man’s Land with no Juggernog, which can be very tricky so make sure you put the Wave Gun to good use. Also make sure to buy Quick Revive when you arrive back in the starting room

Once you get back to the Biodome it’s not too tricky to survive without Juggernog for a bit, doing the ‘Claymore loop’ you rarely take more than one hit while you walk round if you’re cautious.

Moon Co-Op Guide

Easter Egg Guide

viewtopic.php?f=72&t=17170

Strategy Guide

viewtopic.php?f=72&t=17661

Hacker Discussion

viewtopic.php?f=72&t=16354

QED Information

viewtopic.php?f=72&t=16357

Kiting on Moon

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NO MAN'S LAND [$NML]

The 90 Second PaP

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Chopper Nator’s version

The 90 Second PaP (Superhand’s version)

Hey guys, been playing a bit of No Man's Land lately, not to go for a higher kill record but rather to perfect my starting strategy. Not sure if I'm the first person to use this strategy, but I've come up with something which gives pretty consistent chances of PaPing the M1911 in about 90 seconds, and will take the need for good luck out of everything that happens after the first siren.

I've also included a video to demonstrate the strategy.

So to start with, you'll want to make at least 1670 points (9 kills or more) before the 1st siren.

As soon as you hear the 1st siren, haul ass to the teleporter pad. Turn and throw a grenade out where the zombies are spawning to get a few extra kills, as you won't need this grenade later.

You'll get a few loose zombies coming to the teleporter pad first - double knife them all or shoot them with 5-6 pistol shots before knifing, making sure to have a few zombies lined up for collateral damage and more points.

Keep double knifing where safe until a nice group is coming up the stairs. You may possibly get a dog to knife, but most of the time you won't.

You'll now want to start emptying all of your pistol ammo into the group, staying on the teleporter pad and gathering them as they come up the stairs, then shooting at safe points. Let the 2nd siren pass you by as you carry on using all of your ammo.

At the 3rd siren you'll want to start cooking your first grenade. You'll need to aim the throw so that all crawlers from the grenade are positioned at the top of the stairs. Bouncing the grenade off of one of the front walls next to the stairs ('back-fragging') is a great way to do this.

Knife any remaining walkers and crawlers. You might get the odd couple of 2-knife kills but they will mostly require a single knife. As you're on the teleporter pad, any new zombies spawning in will take some time getting to you, so you'll easily have time to knife all of the crawlers and make the money to PaP, most of the time with some to spare.

If done right you'll have the points to PaP at around the 4th siren, which more or less marks 90 seconds :D

Here's a video demonstrating the strategy. As you'll see at the end, I still had some crawlers left over which I could have knifed to make extra points, and I still had plenty of time to do so, so you can easily make extra points on top of the PaP points to help towards getting Juggernog quicker if you get a good spawn at the start.

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Once you get the Mustang & Sally back out of the PaP, I'd recommend getting back to the telepad again. Saving ammo for later if you're going for a high kill record is vital, and this strategy will see you using just about 4 shots to get you Jugg points.

Gather a full group at the pad, fire 1 shot into them, run around them and fire another shot when your health recovers. This should take out the whole group. May leave a crawler or 2, which can almost always be single-knifed for a kill.

Gather another group and do the same thing.

And that's about it. As I said, takes away the normal need for good luck out of making points for the essentials without sacrificing precious time and ammo.

Also a lot easier than using the whole NML area, due to the fact that all of the zombies come from one direction, and those pesky dogs that always screw you over when trying to equip yourself will more or less be taken out of the equation.

The 80 Second PaP

Hello, ladies and gentleman. As a follow up to Superhands' brilliant 90 second PaP guide, here is a more interesting approach to No Man's Land and getting a good PaP time.

Here are the differences between our guides. Superhands' guide as well as Chopper's videos are very routine based and take all the luck out of No Man's Land. In addition, when you combine the routine, with skilled players like them, you get this:

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Notice that Chopper takes the extra time on Pack-a-Punch to ensure that he gets a full wave on the Juggernog spawn. Both of the guides and videos are great, and although Chopper has said that only freak accidents cause a PaP under 90, I have to disagree :)

With this upcoming strategy I have recorded consistent 80 second PaP times, as well as a time of 73 seconds. The only thing that requires luck is the usual: the beginning spawn. Now, let us move on to the meat of the strategy.

Difficulty: Very Hard

Success Rate: Very Often

Result If Perfected: 340+ Kill Game

What strategies should I use with this? Well I will cover some of the strategies later, but a great strategy to use is the side drop, used by VzualxVenom to record a very impressive 325 kill game.

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Now, the result here is the best you could possibly hope for, but generally, what I can discern from this strategy is that if you were to use the Mini Swamp area, which I believe to be slightly faster, one could achieve a bone chilling, 340 kill game.

I really enjoy how much skill this takes, and the thrill of dodging is one I personally love. Basically, here's what you'll need to do (after the customary restarts to get Jugg to spawn)

1. Get at least 1800 before the siren rings to bring out the sprinters.

2. Run to the side to the right of Pack-a-Punch (when facing the teleporter).

3. Knife zombies and dogs to over 2000 points.

4. Hold out there until overrun.

5. Make your way to the other side, facing an oncoming horde of zombies.

6. Dodge your way as you see fit (screen shakes while sprinting is the best way). This part requires a tremendous amount of skill in dodging and this basically makes the strategy extremely hard. Sometimes, the dodging will be easy; others, it will look impossible. This takes practice, timing, and an absolute knowledge of zombie animations. I do not suggest you do this strategy unless you are deft of dodging. For tips on the screen shake, see the How to Be a Good Zombies Player Guide. Often times, you will want to get right up on a zombie that isn't in its hitting animation. What this does is provides you with a little extra room from a zombie in that hitting animation. Then, you can bounce off that zombie to the other one.

I call this technique the ricochet, and it is used by RelaxingEnd, MatoM21, VzualxVenom very well. While screen shaking, you may find this way of dodging useful. Your reflexes will adapt to this strategy over time, so do not get frustrated at taking this strategy on. I have warned you.

7. After you have successfully evaded or dodged the horde, you will want to cook a grenade that you can throw within the PaP cage, like Vzual does. Important notice: You must throw this grenade before the 2nd siren, as it's intent is to kill all the zombies. You will find yourself with very few crawlers. Now, you are asking the advantages of this strategy and why you should risk everything. You should have around 3200-3500 points.

8. You now have plenty of time to knife those pesky dogs, infamous for ruining many a train. You usually get three or four dogs. You get to knife all of them for extra points, not doable before, depending on how you threw your grenade. This will get you up to a good amount of points, near 4000, or even as high as 4200, ideally.

9. Now you have all the room, to shoot just zombies. Previously, dogs could have jumped in front of your bullets and they do not have the same permeability to bullets as normal zombies do. By now, you shouldn't have shot more than 6 to 8 shots of your ammo, hopefully none. If your point total is high enough, you may be able to reach PaP with just shots. If not, read on.

10. Cook the last grenade, directly adjacent to the left of PaP, as Vzual does. You should achieve your goal of a quick PaP here, reaching at least 5100 points. There are a couple of ways to go about a PaP if you have leftover bullets or even a grenade.

11. The point of a quick PaP is to use the pistols for Juggs. However, if you have leftover ammunition, you can easily empty it into the zombies for a point total more like 5800. With this, you reach about a 1:35 to 1:40 PaP time, but with plenty more points, and still the crawlers leftover to kill for about 700 points.

The great part about this strategy is that it opens up many possibilities for you, foremost being the quick PaP time. The downside is that it requires creativity and that may not be for everyone. Just try out different things and hopefully, you can come to realize that this strategy, while risky, is very beneficial and rewarding to those who dare try its challenge. Now, good luck to all of you zombie slayers!

No Man’s Land Survival Guide

Hello all, it's me Ehjookayted AKA EyeCntSpel bringing you another strategy-survival guide! I haven't made one for Moon yet and I think it's a great idea to start off with No Man's Land. This will allow you to dominate the Solo Leaderboards and perhaps, with enough coordination, get Juggernog for 2 people at the start. At least I hope that's the result.

No Man's Land Survival Guide

Brief Overview: So in case you're new to the concept of No Man's Land, you spawn here at the start of every game. Here is the only place to get Speed Cola or Juggernog. There is a 50/50 chance of either one of them spawning at the start. They then alternate every trip down via the teleporter on the moon (near the AK74u and Mule Kick). You take the large teleporter up to the Moon base. However, the teleporter is not immediately open. You have about a minute to get as many kill as possible till a horn rings, don't worry, all the zombies are one knife (don't bother point hoarding)...

Until the first siren (second sound you'll hear, about 40 seconds) zombies are one stab. At about a minute, the first horn sounds, and you are free to go up on the teleporter to Moon. Then after that, zombies become increasingly tougher, first taking two knives and then increasing health rapidly with each siren. Dogs also spawn with the first siren; they are one knife until the 3rd siren.

You cannot get any drops here. You are equipped with 40 pistol shots, 2 frag grenades and your combat knife. Since Pack-a-Punch also spawns here, you can rack up a ton of kills if you can manage to get the 5000 points, then Juggernog if you get the 2500 after PaP.

Don't worry it's easy to train the zombies... Or so you think :D (it actually is, it just takes practice getting used to running with zombies and dogs).

Now on to the guide...

Prioritize

There are many important things in No Man's Land but clearly number one, for all players, no matter what game, number of players, or what perk spawn you're playing with is to rack up points.

1. Accumulation of Points

This actually varies from game to game. There are the same number of zombies that spawn each time at the start, the only difference is where they spawn. If they are all spawning in the pools, then you're lucky and will have plenty of points to help you get started on Moon.

If they are spawning some in the pools and some on the ledges, then knife the ones you see and leave immediately when the siren sounds off.

If they aren't spawning at all in the pools, you can shoot with your pistol and leave ASAP.

I know people claim Juggernog is the most important, but if you can get 1500+ points before you leave there, you can open that first door in the Receiving Area and camp as you see fit.

2. Not Getting Greedy

If you get greedy with a bad team that doesn't have a strategy, you are doomed to die. Leave on the teleporter when you can because the zombies will swarm you even if you have a decent training strategy with the 4 player madness. Know when it's time to leave. Don't get downed with your nice build-up of points and make your way to the Moon!

3. Know Your Strategy

If you are good enough, you should restart until you get Juggernog. If you don't feel comfortable, stay with speed. Get about 1600 or so points and get out of there ASAP, as soon as the siren goes off.

This is where the plays begin to differ. My playbook includes a try hard solo strategy, a high round start strategy, a two player advanced high round attempt strategy, a two player normal round strategy and a few others.

Basically, when you and your teammate decide on Jugg vs. Speed Cola, get the routine down. Here's my advice. It is really hard to get Jugg for two people even with the best of them. It requires practice, that's all.

A common misconception is that Speed Cola is bad to start with. However, the contrary is actually true. Since the two alternate, Speed is the better to start with even with good players. You can accumulate enough points to theoretically buy Jugg for one person, leave, open the first door and camp there until round 4's end, make it all the way through to the labs, and go and get Jugg.

To be honest, getting Jugg requires absolute perfection, and sometimes luck with how many zombies go for your partner while you're training. It depends on the strategies. But No Man's Land is about solo destruction, so on we go!

Solo Survival

You want to get high on the leaderboards, eh? Searching for a way how? Here are some great tips and a couple running areas in which I have had success. Practice will allow me to get more kills, but constantly being able to get over 110 with these tactics in under 5 minutes lets me know I'm doing something right.

Or maybe you just want to get Jugg before round 1? I can do that too!

Now, down to basics (How to get Jugg before round 1):

Getting Juggernog to Spawn

Just restart until you see it, by turning right as soon as you spawn and waiting about 5 seconds. It's got a 50% of spawning so you'll get it eventually.

Starting off Well

Generally you want 1270 points before you start training, when aiming for Juggernog, so if you have less than that when the siren sounds, try and get 2 quick two knife kills. Otherwise, restart and try again. Stay on the left side of the map when looking from pack-a-punch. In this corner you will start and then loop back around the water, and then double back when you see a gap. Now drag your zombies toward you, running as far up as the stairs. Now run around a couple zombies if you have too or use the dodge or drag technique. Throw a grenade in front of you and hope for the best. Run over and past the nade.

Afterwords, just use some pistol ammo, knife the dogs, and 2500 shouldn't be that hard.

Take a look at RelaxingEnd's video for a visual explanation.

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Do what he does until after the first grenade. It's simple enough. Often times, you won't need that 1800+ points at the start to get Jugg. You just need over 1270 and you'll get it easy. However, let's take a look at what Relaxing does to get even more points.

Mustang & Sally and the Road to 300

What you need to start is a few key things: ~1900 points, all your ammo, and a good running strategy. You can choose to run Relaxing's route, which is dangerous but takes the least amount of time, or choose a safer one.

Here is an alternate method by MatoM21

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In all honesty, I can't properly write you a way to run a train nor show you how to properly dodge a zombie. What I can do is let you know that this train, no matter how you run it, is heavy on cut-backs and drag-outs.

What is a cut-back? A cut back is when you are running in a circle with zombies behind you and as you turn the corner, you see too many zombies and judge that you cannot make it through. What you do is sprint, turn around, and run in a crescent around the zombies. This will almost always work if you have Juggernog, but is certain to down you without. It requires practice and timing. Expect to get hit once or twice, maybe even three times.

What is a drag-out? Drag outs are easy ways of training zombies. Naturally when walking with a pistol, you are faster than the zombies, even without the benefits of sprint. If you see one or two zombies coming in front of you, and you have all your zombies a little bit behind you, move back diagonally (do not sprint) and the zombies should step to the side, joining your train. This most definitely requires practice and timing but in the end, results in no hits at all. As a quick side note, dogs are faster than you as you walk, so be careful not to try this when dogs are on your tail. They will down you.

NOTE: Notice that the way Relaxing runs his train at the end is very complex. He is combining further advanced strategies with the two ones above. For this reason, do not try to attempt that train unless you have significant zombies experience and skill. Instead try how Mato runs it, employing the use of both drag-outs and cut backs.

Steps for Success

1. Restart until you get Juggernog, and until you have above 1800 points before you start the train.

2. Run the zombies in a train, first tossing a grenade, then knifing crawlers and spawning dogs. Try to wait till the second siren to blow up the zombies. You'll kill most of them, but leave crawlers and armless zombies, which are easy knife kills for a cool 140 points.

3. At the third siren, dogs are no longer one knife and you must train again. Throw a grenade when they're grouped again, creating plenty of crawlers. You should have around 4200 points by now. Shoot the crawlers with your pistol ammo, going for headshots only. Knife them if possible. Once you see spawning zombies run a train.

4. Continue, stabbing, shooting until you have 5000 points. If you don't have enough for Mustang & Sally within 5 minutes, then you're not gonna do much damage or get high kills.

5. Once you have 5000, keep up your train, put your pistols in pack-a-punch, and go around one more time, picking them up. Now this is the hard part. Mustang and Sally are of course known for their power but also their ability to kill you quickly. No Jugg for 2500 points. Can you do it?

7. Keep training zombies and shooting when you have room. You should get 2500 if you're careful. It's quite hard to not get mad to be so close and then down.

8. Once you have the 2500, you can two things:

-Kill all your zombies (this will only work if you've been in No Man's Land under probably 4 or so minutes) and then get Juggernog.

-Go to the pad, grab Jugg, train the zombies using the Pad strategy and then move on to your strategy of preference.

9. Keep on killing until you down! Or blow yourself up.

The Strategies

The Pad Strategy: Pretty easy once you're set up. Make sure to jump when you shoot the M&S.

Pool Strategy: Standard train, efficient, and can net you around 250-260 kills, which is more than enough for most people. Just keep in mind you'll have to do some cutting back and dragging out, whereas the bad strategy is just crescent cut backs.

Back Pool Strategy: Hard to describe, harder to perform. This involves some serious cut back drag outs as well as quick timing to jump across water. Overall, I wouldn't recommend this for people who haven't gotten 200 kills before. Stick with the generic pool strategy.

Side Drop Strategy: Amazingly efficient, dangerous, yet easily maneuverable when you've gotten the practice at it. This is a combination of everything we've talked about and it really culminates into this strategy.

This person's video has him at 2nd in the world on the PS3 (legit). Ignore FeelsBadBro on the leaderboards; he is a hacker and it has been proven. With this strategy I believe it to be possible to get 350 kills. MatoM21 has already gotten 349, presumably using this or maybe something better? Enjoy this video: use it, study it and start slaying!

lJWpuEVwOzU

Conclusion

A great solo challenge that is both addicting and frustrating at times. However, the feeling of getting fully set up is a great one, and I hope that this guide will help you do so. To all my zombie slayers out there, have fun with this and I hope you enjoyed the guide! :D

CLOSING REMARKS AND LAST TIPS [$TIPS]

Maps like Shi No Numa and Shangri-La were hardly covered, and I apologize for that, but let it be known that many, if not all of the strategies applied in How to Be a Good Zombies Player, can be used on any map, so reference that when you need a guide! I hope that you enjoy this 6 month collaboration and all hard work that has gone into making this guide. It’s truly been a pleasure working with all the authors and the strategists on this guide. My hope is that everything comes together in here to redefine the way you play zombies, as it has for us. Happy reading and good luck! :D

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Nice, it's here!

THE best zombies guide there will ever be most likely, if you can't improve by reading through this then I don't know how else you can. [brains]

Great working on this with you, I contributed a large amount but forgot to credit myself in anything :lol: here's everything I contributed:

Nacht Der Untoten solo guide

Verruckt solo guide

Der Riese co-op guide

FIVE solo guide

FIVE co-op guide

COTD solo guide

Moon solo guide

And of course my 90 second PaP guide which was credited by Eye ;)

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NICE! If there's any thread that needed stickying on this forum it's this one, congrats to everyone involved :D

Another great addition to the NML section would be when MatoMaster releases his 351 kills video which was done using the side-drop strategy, I guess this proves it is a little better than the back-pool.

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So happy this was stickied!!!

NICE!

Another great addition to the NML section would be when MatoMaster releases his 351 kills video which was done using the side-drop strategy, I guess this proves it is a little better than the back-pool.

Eye, this may prove that both our arguments are completely valid and that overall complete perfection on the side drop can get the same or bigger score than the swamp!

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I like this thread a lot >:D

However, you need to be careful when it comes to claymores. After speaking to Yote, Cj, Spiderbite, and from personal experience, I would say it is definitely a bad idea to stack claymores if you plan on going rounds 90+. Spider did it on his Ascension run and the game glitched out at 142. I did it on a kino run once and it glitched out on 84. Yes, as low as 84.

Possible causes for them being dangerous are that each individual one needs to be.. hmm, how can I say it.. 'remembered' by the game. Similar to the way the game will automatically clear out the zombie corpses once there are a certain number on the map or they've been there for a certain amount of time, the game wants to get rid of your claymores. But it can't, because they are, in essence, not the game's to remove. They're yours.

So yeah, be careful with that one.

- Waffles.

My thoughts exactly, same thing happened to me on Der Riese at round 92. G_Spawn error...

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*shows up looking exausted*

i finally made it to the bottom of the page,do you have a dog hidding in that post

eye:thats my dog tibbles

me:well i ate him,cause i ran outa food and he looked sooo delic- i mean sad and i needed to put him out of his misery

[brains] good work soldier,you now have permission to heave a big sigh of releave now this has been posted

whataya gona do now

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Are you gonna end up doing Shi No Numa? I mean it wouldn't really be a Master Zombies Guide if there's no guide for one map :P

Great work! I just seen that the UOTM poll has closed, and you've got the most votes as well, so congratulations on that! You deserved it.

Me and Eye discussed working on SNN and Shangri La earlier in the thread ;)

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Yeah, things are gonna look even better soon! I got some good format suggestions from Tom, so I'll make a huge update soon so that the guide looks even better. Easier to read and stuff, y'know?

Thanks Rissole and Waffles again; this isn't gonna be finished in my eyes until it looks amazing!

I'll plan on the update with the "Get Creative!" thread as well. Please post your set-ups there, if you don't mind.

Thanks to ZomBHunter115 for submitting his Shangri-La guide! Now Super, I can work on Shi No Numa fully. It's up to you if you want to add more in terms of kiting on Shangri-La.

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lots and lots of things in this guide, but one thing I noticed and would like to mention:

There is a very important difference between the Gerchk Device and the Monkey Bombs, and both of their application with revives in regards to the later rounds.

The key difference between the two is that the monkies do damage, while the Device outright kills all the zombies it catches. Their usefulness also varies greatly depending on the number of players in your group, as well as the map you are attempting.

Lets say you are at round 20 on Nacht der Untoten, and a teammate goes down. The only logical thing to do, assuming that you have them, is to throw a monkey and revive your fallen comrade. You both have a slight chance to escape whatever problem you had, and all is right in the world. It should not matter if it is 2 people or 4.

Now lets extrapolate this to round 20 with 2 people on Shi no Numa. One person is running in the Comm Room, the other in the Fishing Hut. Our fishing buddy goes down, the Comm Runner goes to revive him and throws a monkey inside the main area to get the zombies off him during the process, and once again the pair fire happily into the group of survivors.

So lets think about 3 players on Ascension, this time they are at round 36. One person is running at Flopper, one at the swamp lander, and one at the Pack a Punch. All three have the Device, but one of the three goes down. Lets say it is the swamp runner.

Now, the problem is that at round 36, almost as soon as you kill a zombie, another will have already spawned nearby. So is it wise to throw a Device while running to save your teammate, or is it better to simply grow a gap and revive on the fly? For Ascension, I would argue that having the two remaining teammates simply collect the group which killed the third, then (without killing anyone) have one person revive the first, while the third keeps the group occupied, is the best solution.

This will give the fallen friend a chance to recover perks and regain composure before killing the mass, rather than scrambling to regain juggernog.

This same situation applies to every map after a certain round, however it is less applicable with monkey bombs (since at higher rounds it will not actually kill those it attracts, making the path forward safe), but extra important to consider if the "medic" has a Krause or Quick Revive.

In the cases where those two options are viable (which in all strong teams should be pretty much always), it is almost never a better idea to use an attractive weapon, when the alternative is simply grouping up all the spawned zombies and just reviving the teammate on the fly. This will allow the reviver to simply kite the zombies together while the newly revived teammate runs about grabbing his perks or consolidating his or her position, especially if the reviver is skilled with various train techniques.

also, your deadshot description says this:

Don't look at it for the auto-lock on it gives you, the increased hip fire spread is where the beauty of this perk lies. Is it less useful that the other perks? Yes. But in terms of cost effectiveness, it's right up there with Juggernog.

should be decreased

and

Well now that we have it on all the other maps, it's safe to say that they've been made much easier with Mule Kick. Although I am disappointed that they added it to Nacht der Untoten. It was much more enjoyable when there were no perks. Otherwise, smart move. It keeps the game balanced. If Flopper was on every map (with Pack-a-Punch, no doubt the challenge would be removed. Good move by Treyarch, but my review and opinion still stands.
the parenthesis was never closed
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lots and lots of things in this guide, but one thing I noticed and would like to mention:

There is a very important difference between the Gerchk Device and the Monkey Bombs, and both of their application with revives in regards to the later rounds.

The key difference between the two is that the monkies do damage, while the Device outright kills all the zombies it catches. Their usefulness also varies greatly depending on the number of players in your group, as well as the map you are attempting.

Lets say you are at round 20 on Nacht der Untoten, and a teammate goes down. The only logical thing to do, assuming that you have them, is to throw a monkey and revive your fallen comrade. You both have a slight chance to escape whatever problem you had, and all is right in the world. It should not matter if it is 2 people or 4.

Now lets extrapolate this to round 20 with 2 people on Shi no Numa. One person is running in the Comm Room, the other in the Fishing Hut. Our fishing buddy goes down, the Comm Runner goes to revive him and throws a monkey inside the main area to get the zombies off him during the process, and once again the pair fire happily into the group of survivors.

So lets think about 3 players on Ascension, this time they are at round 36. One person is running at Flopper, one at the swamp lander, and one at the Pack a Punch. All three have the Device, but one of the three goes down. Lets say it is the swamp runner.

Now, the problem is that at round 36, almost as soon as you kill a zombie, another will have already spawned nearby. So is it wise to throw a Device while running to save your teammate, or is it better to simply grow a gap and revive on the fly? For Ascension, I would argue that having the two remaining teammates simply collect the group which killed the third, then (without killing anyone) have one person revive the first, while the third keeps the group occupied, is the best solution.

Gersch devive can be used in following ways:

1. Panic object (kinda like monkey bomsbs) If you see a swamp of zombies running into you and you have no where to run but have about 3-5 seconds before they close in on you. This will most likely save your ass but it can take a while to activate so it is not very reliable. Similar thing with monkey bombs.

2. To simply teleport yourself for any reason like reviving your partner if you think you won't make it in time or if you want to get past that broken excavator.

3. To trigger drops. One of the most important uses of gerrsch device is that it can kill zombies at any round which trigger drops. This is the only way you can get drops at high rounds since all the weapons become useless in terms of killing zombies and triggering drops.

4. I agree that this can hardly be used as a reviving tool because it kills zombies and this is not what you want when you are going to revive your downed teamate. However if the zombies are closing in on you in a 2 player game (after reviving) and if the situation is chaotic this can be a life saver.

Ex: You throw the gersch devive far away from zombies. And you both jump into it to escape zombies closing in on you. This should only be used in extreme cases when both players are in trouble because the gersch can trigger zombies to spawn which can down the teammate again who is missing jugs. Another crucial thing to do is not to panic and horde up the zombies in case you kill them. I remember once I had a thundergun fail and i killed all the zombies and went down instantly from a cralwer after getting red from the horde at a high round. I just made a train and got juggernaut. Training is not that difficult especially with more players. Running to jugs without waiting for zombies to come to you is a foolish move.

This will give the fallen friend a chance to recover perks and regain composure before killing the mass, rather than scrambling to regain juggernog.

This same situation applies to every map after a certain round, however it is less applicable with monkey bombs (since at higher rounds it will not actually kill those it attracts, making the path forward safe), but extra important to consider if the "medic" has a Krause or Quick Revive.

In the cases where those two options are viable (which in all strong teams should be pretty much always), it is almost never a better idea to use an attractive weapon, when the alternative is simply grouping up all the spawned zombies and just reviving the teammate on the fly. This will allow the reviver to simply kite the zombies together while the newly revived teammate runs about grabbing his perks or consolidating his or her position, especially if the reviver is skilled with various train techniques.

also, your deadshot description says this:

Don't look at it for the auto-lock on it gives you, the increased hip fire spread is where the beauty of this perk lies. Is it less useful that the other perks? Yes. But in terms of cost effectiveness, it's right up there with Juggernog.

Probably the best perk when you want to kill George quicker with dragunov or pretty much any other weapon mid round. This info was meant for people that are less familiar with what the perk can do. Killing George in solo is one of the crucial things to do in order to manage ammunition needs for this map because there is no wonderweapon that can instantly kill zombies except wunderwaffe so I can see the significance of this perk.

should be decreased

and

Well now that we have it on all the other maps, it's safe to say that they've been made much easier with Mule Kick. Although I am disappointed that they added it to Nacht der Untoten. It was much more enjoyable when there were no perks. Otherwise, smart move. It keeps the game balanced. If Flopper was on every map (with Pack-a-Punch, no doubt the challenge would be removed. Good move by Treyarch, but my review and opinion still stands.
the parenthesis was never closed

Really?

;)

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