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The Full Cell Block Grief Guide!


JakeDuck

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Hello, all! Cell Block is regarded as one of the most difficult maps for Grief mode. Why? The main reason is the lack of Juggernog, the most essential perk in all of Zombies. With this guide, I will show you how to succeed in this unforgiving map. Welcome to The Full Cell Block Grief Guide!

The Map-

In order to be successful on this map, you must know everything about it. Drops, perks, box spawns, and traps must all be known.

Double Tap (2000) Located at the top of the cells, near the Pack-a-Punch.

Speed Cola (3000) Located in the Warden’s Office.

PhD Flopper (2000) Located at the corner of the MotD Spawn Room.

Deadshot Daiquiri (2000) Located in the Cafeteria.

Mule Kick (4000) Located in the MotD Spawn Room.

To see what perks you should invest in, see the Setup section.

Nuke- Kills all zombies on the map, and awards 400 points to every member of the team that picked it up.

Double Points- Awards twice as many points for 30 seconds.

Insta Kill- Allows you to kill any zombie with one hit, save for Brutus.

Max Ammo- Fills all reserve ammo for the team that grabbed it.

Fire Sale- Spawns the box at both locations. This drop is active for both teams, unlike the other drops. Depending on the situation, it may be best to let an enemy pick this up while you get ready to use the box. Due to the fact that traps are set up at both locations, you can use the box as bait to kill the enemy team with traps.

Meat- When thrown at an enemy, most zombies in the area will go only for the human hit with the Meat. If thrown at the ground, all zombies will simply be attracted to where it hit. If the Meat is knifed while in the air, it will be knocked in the direction the player was looking when the Meat was stabbed. Before the 1.13 patch, this would cause whoever stabbed the Meat to be slowed to a very low speed until they died.

Cerberus- If six zombies are fed to Cerberus, a drop will appear in the center of the map, rising from the Hell portal. This drop seems to be a Meat most of the time; however other drops can be obtained.

There are only two locations at which the box can spawn at. Both of these are guarded by traps, allowing you to lock enemies in or out. If Brutus spawns, most people run away from him instead of fighting. You can use Brutus to kill an enemy by locking them in, or locking them out while you use the box for yourself.

Cafeteria- Guarded by the Acid Sprayers, three windows at which zombies can spawn from.

Warden’s Office- Guarded by the Spinning Blades, three windows where zombies will spawn. It is much tighter than the Cafeteria.

Make sure you do not waste all of your points on the box, it is not needed

Setup-

This is the main setup that you will be striving for. You may notice that it is not insanely powerful. This is because it is meant to not be based around high damage, but rather making you a stronger player. Purchase these in order; however you may swap the order based on your situation. This map is all about brute strength in you as a player, and headshots are a must! If you are not a very strong player, invest in the Pack-a-Punch before investing in perks. In Grief, it is difficult to get many points, and the box is much more expensive than you may think. It may as well be 1000 points per hit! Only invest in the box when a Fire Sale is active.

MP5 (1000) This is your main defense. Your goal is to get this by the end of round 1. You must get at least four kills with a knife.

Pack-a-Punch Door (2000) This is the ONLY door that you will open. Your enemies WILL cave in and open the other doors to get to the box.

Double Tap (2000) This is the first step to increasing your firepower. This perk will essentially double your damage dealt with your MP5.

MP115 Kollider (5000) This is where your game really steps up. If the stats are the same as Black Ops 1, then you will be dealing 1400 points of damage per headshot!

(With Double Tap) At this point you may be the only one with a Pack-a-Punched gun. Many people will wonder how you managed to Pack-a-Punch on round six.

Speed Cola (3000) You must keep firing to stay alive in this mode, and this will be a lifesaver when taking down Brutus. Faster reloads will save your life and end the lives of zombies!

The following are not needed, but if you want them you may get them. Leave everything to your instincts!

Deadshot Daiquiri (2000) Honestly, I prefer to let myself aim without any form of target assist. However, if you prefer, get this perk.

PhD Flopper (2000) This perk is not as useful as you may think, but it can be fun to use. Make sure you use this in front of the cafeteria, where most of the zombies will be.

Box Guns (10) Take my advice, only use the box during a fire sale, but do not get greedy. It is not necessary to win, and you may be downed because of it and lose your perks.

There are certain things that you should never buy, as they may turn out to be a waste. If you really do want it, though, you can incorporate it into your strategy.

Mule Kick (4000) This perk is extremely expensive, and is very costly for going down. You could loose 10000 points from going down with a Pack-a-Punched gun from the box.

Claymores (1000) Claymores are just not useful in Grief. Enemies can trip them and make them an absolute waste. Their effect isn't worth the price.

Uzi (1500) This gun does not pack the punch that you need. For 1500 it isn't worth being a secondary. Of course, this is subject to opinion. If you want it, go for it.

B23R (900) Due to this gun being a 3 round burst, you will not be making contact with most of your bullets. You are better off with the MP5.

The Strategy-

This strategy mostly relies on camping in open areas where you cannot get stuck, so keep this in mind when moving.

Green text means a general tip to keep in mind, blue text is a good trick, and red text is a warning.

When the game first starts, book it to the Café Cells. This is the area in front of the Cafeteria, with the MP5. Make note of every enemy and teammate to see, as they may steal your kills. In this area, there are two spawns in inaccessible cells where zombies will drop down, an unboardable window, and a broken wall on the catwalk. On round 1, you must kill four zombies with a knife, giving you 520 points.

If there are more people around fighting to get the same zombie that you are getting, count every bullet they fire. You want to shoot 4 times at a zombie to be safe, but if an enemy fires 3 bullets the zombie may die. Know when it is time to stab!

The zombies that come from the broken wall can be knifed from below near the window! The zombies will clip through the wall as they climb up, allowing you to stab them without running up the stairs.

Use your ears more than your eyes! You will be able to hear a zombie coming from above before you see it.

Buy the MP5 as soon as you have 1000 points. In all of the game, you must make sure you are always aiming for the head. If all goes well, you should have more headshots than the other players have kills. Note that if an enemy is in the same area as you, always steal their kill with a single solid shot to the head. You will want to stay in the Café Cells for most of the game, near the entrance to the laundry room. No zombies can spawn behind you there, so you will be safe if it gets crowded. For the most part you will be safe if you take out zombies very fast.

Want to score massive amounts of points? For rounds 2-6, shoot the zombies the same amount of times as the round you are on, minus 1. Then stab the zombie to finish it off. If you lose count or someone else shoots it, shoot the zombie in the head.

When you have 4000 points, open up the door to the Pack-a-Punch. When you do, buy Double Tap. After it is bought, go to the left of the Double Tap Machine and run to where the Infirmary is.

There is an open catwalk here that you can use to get back to the Café Cells quickly. Do not jump off from the top! Simply jump to the other catwalk to the side of the one you are on, and then go to the floor from there.

Continue to hold off the undead until you have 5000 points. When you have enough points, run to the Pack-a-Punch and upgrade your gun. Crouch when upgrading to make sure you are knifed off. Use the previous path to get back.

If somebody has opened the door to the Cafeteria, feel free to run in there to score points and steal kills! It will funnel most of the zombies through the front.

Don’t stand in the entrance to the cafeteria! Someone could easily flip the switch to kill you with acid.

When you get another 3000 points, carefully make it to the Warden’s Office and buy Speed Cola. Leaving the office is difficult, and very dangerous. Move quickly but check your corners often.

The Cell Walkway (Area between Main Cell and Café Cells) is very tight, making it difficult to navigate safely. Jump up to see down the walkway before you go to make sure no zombies will stop you on the stairs.

Remember, most Cell Block Grief games only will last 12-20 rounds. For all of that time, make sure you are always looking out for your teammates, and watching your enemies. If you do, you can pull off skillful revives and griefs.

You never want to revive a teammate while in any cell area, only go for a revive on the floor or when it is extremely safe in the cells.

By the time you are set up, the game may be coming close to the end. Stick to your instincts and stay away from tight areas. The game relies on you! Check out the Griefing section to help with taking out enemies to keep your games short and sweet.

Griefing-

To take out the opposing team, griefing is needed. First we will look at the basic attacks.

Stabbing: This will push the enemy away from you when they are standing upright. To defend against this, do not go prone! Simply crouching will suffice.

Flopping: If an enemy is prone, usually they are reviving a teammate. When they are prone, dive to prone or jump and crouch on top of them. When you do, it will down both of you instantly. You will lose your perks and run the risk of dying, but it is useful if he is the last one remaining.

Shooting: Shooting an enemy will slow them down drastically. A common mistake people make is to constantly shoot an automatic weapon. To conserve ammo, shoot once every second to keep them slowed longer.

Now for the tactics you can use!

Slow + Brutus: If an enemy decides to run from Brutus instead of fighting him (Like a man!), then you can shoot bullets one by one into him while he runs away. When Brutus hits him twice, or a zombie comes to finish him off, he will do down.

Slow + Acid: if an enemy in under the acid, spray your gun at him and flip on the acid. If you are quick enough, he will die.

Slow + Horde: If there is a group of zombies nearby, slow the enemy down so he cannot run away. If you are lucky, the zombies will kill him.

Stab + PaP + Slow: When an enemy Pack-a-Punches a gun, try to stab them off of the walkway. When he falls, he will furiously rush back to get his gun. When he comes back up, shoot bullets one by one to him so he is slowed down to the point of losing his gun.

Stab + Trap: Some people like to stay close to the traps while they are on and shoot zombies. It is uncommon, but you can stab them into the trap to kill them.

That is all I have for now, however more may be added later, and video demonstrations will be included. If you have any questions, suggestions, or other strategies, please let me know!

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Nice Jake!

There's another strategy that MMX taught me, and we use it frequently.

Just the basics are: knife until round 4 or 5, shooting optional. Be cheap, wait for the other team to open the box. Take a turn on the box, and keep going until you get a good weapon. Make sure to keep your M1911.

Next, we camp on the stairs going up to PaP, waiting for the other team to open PaP and/or Flopper. After that, PaP your M1911, and buy Flopper. Other perks are optional now. Next, go past Double Tap and camp on that small catwalk that leads to the Infirmary in Mob's other gamemode.

You're set. Get cornered? Shoot your feet with explosives? Need to go to the box? Jump off the ledge, you take no fall damage (although sometimes zombies group up under you.)

Assuming there is another team doing this, there is a counter strategy.

MMX could go into detail on these if he wants to.

Assuming you make a master guide, I would suggest adding how dolphin diving on an opponent and jump-crouching onto them down both you and them.

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Assuming you make a master guide, I would suggest adding how dolphin diving on an opponent and jump-crouching onto them down both you and them.

???explain mate?(i dont paly grief much) :D

When an enemy is prone, it is possible to "Flop" on top of them by either dolphin diving on top of them, or jumping and crouching over them. When you land on the enemy, it downs both of you. You sacrifice yourself, but if it is the last enemy remaining it is worth it.

Assuming you make a master guide, I would suggest adding how dolphin diving on an opponent and jump-crouching onto them down both you and them.

Alright, I'll add that to the "Griefing" section for now.

Thank you everyone for the feedback, I really appreciate it!

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Assuming you make a master guide, I would suggest adding how dolphin diving on an opponent and jump-crouching onto them down both you and them.

???explain mate?(i dont paly grief much) :D

When an enemy is prone, it is possible to "Flop" on top of them by either dolphin diving on top of them, or jumping and crouching over them. When you land on the enemy, it downs both of you. You sacrifice yourself, but if it is the last enemy remaining it is worth it.

Assuming you make a master guide, I would suggest adding how dolphin diving on an opponent and jump-crouching onto them down both you and them.

Alright, I'll add that to the "Griefing" section for now.

Thank you everyone for the feedback, I really appreciate it!

You deserve it! :D :D

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