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Ascension - Solo Strategy


Ulysses1975

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Updated solo strategy for Ascension on Black Ops 1 following run to 60. It is built around a classic 'Lander site loop' but aims to keep risk to a minimum.

 

Round 1

Wait downstairs in the Centrifuge area until Zombies breach. Shoot each Zombie three times in the chest and knife to kill. If two Zombies approach together, shoot six shots through both Zombies for additional [collateral damage] points. Fix both downstairs windows.

 

Round 2

Camp downstairs near the Lander site, and hold this position. Shoot each Zombie three to four times in the chest and knife twice to kill – make sure you maximise any opportunities for collateral damage. Unless you get a Max Ammo, you will run out of M1911 ammunition near the end of the round. Fix both downstairs windows and open the door next to the Quick Revive machine for 750 points. Purchase MPL wall-buy for 1,000 points. Return to the Lander site in the Centrifuge area.

 

NOTE

Any time you get a Max Ammo, up to the point at which you upgrade your M1911 Pistol to Mustang & Sally, ensure you completely use your pistol ammunition before you switch back to your SMG (MPL / MP5K), maximising opportunities for collateral damage, whenever possible.

 

Round 3

Continue to hold the Lander site downstairs in the Centrifuge area – this will enable you to cover the approach of Zombies from both downstairs windows, both ‘drop’ points from the balcony and the doorway to the MPL room. Shoot each Zombie with two individual shots from the MPL and knife to kill – if several Zombies approach together, just shoot a couple of the faster Zombies in the head to get the situation back under control. There is plenty of free space in the Centrifuge area to move around if you need a little additional time to pick-off the Zombies with knife kills. Fix both downstairs windows.

 

Round 4

Hold the Lander site for one final round, killing all Zombies as they approach. When time and space allow, shoot individual Zombies three times with the MPL and knife to kill, but feel free to pick-off faster Zombies with head-shots as multiple Zombies approach.

 

Towards the end of the level, create a crawler by throwing a grenade towards a group of Zombies – this is important, as you want to leave a single Zombie (crawler) alive at the end of the level, and crawlers are below the ‘hit level’ of the Centrifuge – this will prevent your Zombie from being killed before you finish your end-of-level tasks.

 

Fix both downstairs windows in the Centrifuge area. Fix the downstairs window in the MPL room and refill your MPL ammunition from the wall-buy for 500 points. Head straight back across the Centrifuge area and up the staircase to the balcony. Turn left at the top of the stairs and head towards the open window to fix. Open the door next to this window for another 750 points. Head left into the open area in the middle of the map, and open the gateway in the wall along the right-hand side of the area (the gateway has the power sign next to it) for 1,250 points – this will take you into a courtyard with a building on your right – head into this building and up two sets of stairs and you will find another door – open this for 1,000 points and head into the Power area – activate the power switch and head back out of the building, through the courtyard and into the open area in the middle of the map.

 

Check your current points total – if you have 2,500 points, re-trace your footsteps right back to the Centrifuge area and go to the MPL room (I find it easiest to follow the entire balcony round as you enter the top of the Centrifuge area, and use the open drop-off point at the end of the balcony – this will drop you next to the Quick Revive machine near the door to the MPL room. Head up the first set of stairs and into the alcove on the right – purchase Juggernog for 2,500 points and return to the open area in the middle of the map.

 

From the open area in the middle of the pack, head up the steps to the Lander site that looks over this area (the PHD Flopper machine is next to this area).

 

Round 5

You will be holding fort in the Lander site next to PHD Flopper for a long time, so familiarise yourself with the surroundings. There is a large open area around the Lander site that can be used to horde Zombies, steps down to the outside area along the front of the room from which the majority of Zombies will approach, a staircase up to a window [Zombie spawn] to the right of these steps and an open doorway to a short corridor on the opposite side of the room which contains the PHD Flopper machine and another window [Zombie spawn].

 

Ascension+-+Lander+Site.PNG

 

It is quite simple to gather Zombie hordes at the Lander site by running a clockwise elongated-circle around the edges of the room – just keep an eye on the three areas highlighted above and prepared to run a crescent around the Zombies if they are blocking your natural path. Once you have almost a full horde, you should be able to run full circles around the Lander site to bunch the horde and enable you to shoot your MPL into the Zombies for maximum points with minimum ammunition use.

 

Ascension+-+Lander+Site+Route+1.PNG

 

Towards the end of the round, try and create a crawler with your grenades, leaving the crawler alive and killing all other Zombies. Head towards the Juggernog machine and purchase this (unless you did so at the end of Round 4). Purchase Quick Revive from the Centrifuge area. Head back to the open area in the middle of the map, and purchase an MP5K for 1,000 points (the wall-buy is next to the gate that leads to the power building). It is really important to swap out your MPL for the MP5K, as you are saving your M91911 Pistol to upgrade to Mustang & Sally. Head back to the PHD Flopper Lander site and kill the last Zombie.

 

Round 6 - First Space Monkey Round

Round 6 should be the first Space Monkey round – you will hear a siren and a voice say ‘Warning – reentry detected. All security personnel on high alert’ which announces the beginning of a Space Monkey round. Space Monkey rounds occur after you have turned on the Power and purchased your first Perk-a-Cola – they try and attack the Perk Machines for any Perks you have purchased – if successful, you will lose your Perk and need to re-purchase. At the moment, you should only have Juggernog and Quick Revive purchased. However, at any point in the game, these are the two Perks you want to concentrate on protecting (because they are your most important Perks, can be protected together, and because Quick Revive can only be purchased three times in a game).

 

As soon as the Space Monkey round begins, run as quickly as you can to the Centrifuge area and drop off the balcony near the Quick Revive machine. Hold a position between the Quick Revive machine and the doorway to the MPL room and look out across the Centrifuge area – all the Space Monkeys should approach from your front and should be easily killed using your MP5K at this round.

 

You should be awarded with a Max Ammo and Random Perk bottle at the end of the round – grab both power-ups and hope you get PHD Flopper from the Random Perk Bottle. Quickly head back to the Lander site near the PHD Flopper machine.

 

Rounds 7 to 10

For the next four rounds, you will be accruing points at the Lander site and building your loadout. Continue to gather hordes around the Lander site and kill with your MP5K. Towards the end of each round, create a crawler with your Grenades and kill the rest of the Zombies to provide time for your activities.

 

Your first target is 5,500 points to enable you to ride all three of the Lunar Landers. When you have at least 5,500 points at the end of the round, head through the open area in the centre of the map and towards the entry into the Centrifuge area. However, instead of turning left into the Centrifuge area continue straight onwards and open the Gate for 1,000 points to open the area with the Stamin-up machine. On the right of this area is another door, which you should open for 1,250 points into the Lander site – call the Lander and then activate the Lander for a further 250 points and ride the Lander back to the Centrifuge area.

 

Next head to the Power room – directly opposite the doorway into the Power room is another Gate that can be opened for 1,250 points head through this Gate and down the stairs, passing the hole in the wall and the Fire Escape stairs out to the left – follow around to the right and purchase the next door for another 1,250 points – head up to the next Lander site and ride this Lander back to the Centrifuge area for 250 points.

 

Finally, return to the Lander site near PHD Flopper – call the Lander and ride this back to the Centrifuge area for another 250 points. You can now go back to the Power room and activate the Launch switch (next to the Power Switch). Return to the PHD Flopper Lander site and kill your crawler to begin the next round.

 

Your second target is a further 5,000 points. Once you have accrued this many points at the end of a subsequent round, head up to the Power room, head through the Gate that leads to the second Lander site and this time head down the Fire Escape stairs that take you to the open area at the back of the map – follow the signs to the Pack-a-Punch machine and upgrade your M1911 Pistol to Mustang & Sally. Return to the PHD Flopper site and kill the last Zombie.

 

  • Mustang & Sally
  • MP5K
  • Juggernog
  • Quick Revive
  • + a Random Perk

 

Round 11 – Second Space Monkey Round

The second Space Monkey round should be even easier than the first. As soon as you here the announcer, sprint to the Quick Revive machine in the Centrifuge area. Use your Mustang & Sally to kill all the Space Monkeys that approach. Do not leave the Centrifuge area until you have finished the round – Space Monkeys will attack your Third Perk, but just leave them to it and concentrate on protecting Quick Revive and Juggernog. At the end of the round you will receive a Max Ammo – collect this, and head back to the Lander site near PHD Flopper. Purchase PHD Flopper for 2,000 points.

 

  • Mustang & Sally
  • MP5K
  • Juggernog
  • Quick Revive
  • PHD Flopper

 

Rounds 12 to 15

For the next four rounds, you will be accruing points at the Lander site to enable you to hit the Mystery Box after the next Space Monkey round. Keep your Mustang & Sally in-hand whilst you run loops around the Lander site to build your first horde of 24 Zombies. Swap to your MP5K and begin to kill the first horde of Zombies by aiming towards the necks of the closest Zombies (this approach will maximise headshots and collateral damage, and minimise ‘high shots’ missing your horde). Further Zombies will spawn in as you begin to eliminate Zombies from the first horde, so continue your loops to gather these in. As you continue to kill Zombies, you will notice the horde will reduce in numbers as you approach the end of the round – when you have about 8 Zombies left, bunch them tightly and shoot off a single grenade with Mustang & Sally – aim just to the side of the Zombies – to create some crawlers.

 

Round 16 Third Space Monkey Round

Follow the same strategy as for the second Space Monkey round, using your Mustang & Sally to kill the Space Monkeys as they approach the Quick Revive position in the Centrifuge. You will probably lose PHD Flopper using this strategy, so be careful when using Mustang & Sally that you shoot-off single grenades at a time, and ensure that you immediately re-purchase PHD Flopper at the end of the round.

 

Round 17 to 20

For the next four rounds, you’ll be continuing to build hordes around the PHD Flopper lander site and hitting the Mystery Box at the end of each round to complete your loadout.

 

As you are building your horde, use your MP5K to build points by spray-firing into the horde. When you need to re-fill your MP5K, ensure you have built a complete horde of 24 Zombies and bunch them tightly before sprinting out of the Lander site and down to the MP5K wall-buy. Stand by the window near the wall-buy, and watch as the Zombies stream down towards you in a neat line – at the last minute, before any Zombies reach you, cut left around the Zombies and sprint back up to the Lander site.

 

As you continue to kill Zombies, you will notice the horde will reduce in numbers as you approach the end of the round – when you have about 8 Zombies left, bunch them tightly and shoot off a single grenade with Mustang and Sally to create some crawlers – leave two crawlers alive and kill the remaining Zombies with your MP5K.

 

Head up to the Mystery Box in the Power room and spin the box to fill your loadout, but be careful to leave 5,000 points in reserve in case you get the Thundergun (which should replace your MP5K as your second weapon) to enable you to then purchase Mule Kick for 4,000 points and re-obtain the MP5K (as your third weapon).

 

Ignore all weapons from the Mystery Box apart from the following:-

 

Second Weapon

Swap this for your MP5K  once you obtain:-

  • Thunder Gun

 

Tactical Grenades

  • Gersch Devices
  • Matryoshka Dolls (stand-in  option)

 

Point Weapons

If you obtain these weapons, you can swap them out for MP5K as a temporary measure due to their power and ammunition reserves – once empty, you will need to replace this with the MP5K wall-buy for the full 1,000 purchase:-

  • AUG
  • Commando
  • Galil
  • HK21
  • RPK

 

At some point, the Mystery Box will re-locate – head to the open area in the centre of the map, look into the sky and slowly rotate to locate the new position of the Mystery Box. There are Mystery Box points close to each Lander site, each Perk-a-Cola machine and on the way towards the Pack-a-Punch. Once you have used your points completely, head back to the PHD Flopper lander site and kill the two crawlers to finish the round. Repeat the above process until you have completed your loadout, which should now look as follows:-

 

  • Mustang & Sally
  • Thunder Gun
  • MP5K (Point Weapon)
  • Gersch Devices (Matryoshka Dolls)
  • Juggernog
  • Quick Revive
  • PHD Flopper
  • Mule Kick

 

Round 21 Fourth Space Monkey Round

Continue to protect Quick Revive and Juggernog at all costs. You’ll lose PHD Flopper, Mule Kick and your MP5K by the end of the round, but 7,000 points shouldn’t be a problem to replace. Use your Thundergun ammunition (just remember to leave two in the clip, so you can completely fill your weapon at the end of the round). If you need to use Mustang & Sally, be cautious if you’ve already lost PHD Flopper. This shouldn’t be a problem. At the end of the round, return to the Lander site and re-purchase PHD Flopper.

 

Rounds 22 to 25 Zombie Rounds

You’ll now begin to run a figure-of-eight loops around the Lander site instead of full circular loops. Referring to the diagram below, begin each round in the area near the solid green circle; and follow the route indicated with green arrows – you can cut the corners short if Zombies are approaching from each of the three danger areas, as indicated by the yellow arrows.

 

Ascension+-+Lander+Site+Route+2.PNG

 

At the start of Round 22, you’ll need to re-purchase Mule Kick and your MP5K. Collect a full horde of 24 Zombies - bunch them tightly and sprint down towards the MP5K and through the gate into the courtyard outside the power building. Spend 1,250 points to open the gate into the area that leads to the Pack-a-Punch and wait by the Fire Trap until the train of Zombies are close. Immediately sprint up the fire escape stairs and into the building – purchase Mule Kick for 4,000 points and run to opening where the wall is broken on the other side of the room. Jump out into the courtyard, run back through the gate and purchase an MP5K for 1,000 points. Quickly return to the Lander site to begin your strategy proper for the next four rounds.

 

Continue to build hordes at the Lander site using the figure-of-eight loops illustrated above, spray-firing your MP5K as you build each horde. At the start of any round you have Gersch Devices, use one of these to eliminate the first horde – these will be particularly useful in providing power-ups. Eliminate subsequent hordes using your Thundergun, ensuring the hordes are bunched tightly before you shoot. Take the time to re-fill your MP5K with ammunition each time you have collected a full horde, as you want to build a decent points buffer during this stage – look to have around 30,000 points in reserve, if possible.

 

There will only be 3 to 4 hordes per round at this stage, so you should have just enough Thundergun ammunition, at this stage to last you until towards the end of Level 25 without a Max Ammo. However, Round 25 is a good opportunity to upgrade your Thundergun to the Zeus Cannon for the additional ammunition reserves, which you will need for the set of rounds after the next Space Monkeys. At the start of Round 25, build your first horde, remembering to build points using your MP5K, when you have collected a full horde, head down to the MP5K wall-buy to re-fill your ammunition and return to the Lander site. Eliminate this horde using your Thundergun, unless you have Gersch Devices remaining (in which case use one of those). Repeat this process with two more full hordes – you should now have killed 72 Zombies, which should leave around 8 Zombies remaining. Bunch the final Zombies tightly, and shoot your Mustang and Sally into their centre to create a big bunch of crawlers. Grab some final points with your MP5K by shoot into the heads of each crawler until there are only two remaining.

 

This will allow you the opportunity to make the final updates to your loadout. Head out through the middle of the map and through the narrow corridor which leads to the Stamin-up area and take a right into the Junkyard Lander site – grab Claymore mines from the right wall for 1,000 points. Head back to the centre of the map and through the Power building to the third Lander site – grab the Sickle from the board next to the Lander site for 3,000 points. Now head back to the courtyard outside the power building and head to the Pack-a-Punch machine at the back of the map – upgrade your Thundergun to the Zeus Cannon for 5,000 points. Your final loadout should look as follows:-

 

  • Mustang & Sally
  • Zeus Cannon
  • MP5K
  • Gersch Devices
  • Claymore Mines
  • Sickle
  • Juggernog
  • Quick Revive
  • PHD Flopper
  • Mule Kick

 

Return to the PHD Flopper Lander site and kill the final two crawlers using a Claymore and [Multiple] Sickle stabs on each.

 

Round 26 Fifth Space Monkey Round

Sprint towards Quick Revive, activating the Automatic Turret in the centre of the map as you pass for 1,500 points. Drop your Claymore mines near the Quick Revive machine to slow down any loose Space Monkeys and hold the area in front of the MPL room. Fortunately you’ll have a full Zeus Cannon at this points, with a guaranteed Max Ammo at the end of the round, so practice using your Zeus Cannon to kill the Space Monkeys – you’ll generally need two shots from your Zeus Cannon – make sure you get up close and aim the Zeus Cannon directly at the Space Monkey. Don’t forget to shoot-off any spare shots in your clip before collecting the Max Ammo at the end of the round. At the end of the round return to the Lander site and re-purchase PHD Flopper.

 

Rounds 27 to 30 Zombie Rounds

Gersch / Zeus / Trap Strategy

This set of Zombie rounds will be very similar to the previous set. Collect the first horde at Round 27 and through the courtyard, this time wait near the gate and activate the Fire Trap just before the Zombies reach you. Head up the Fire Escape stairs, re-purchase Mule Kick and sprint quickly back to the Lander site, re-purchasing the MP5K as you pass the wall-buy. Remember this route, as we’ll be introducing the Fire Trap to our elimination methods this set of rounds, to help conserve Zeus Cannon ammunition for Space Monkeys.

 

You can now return to collecting hordes using the figure-of-eight loop, spray-firing your MP5K and then eliminating full hordes of Zombies. Each round, use a Gersch Device if you have any remaining, and then alternate between using your Zeus Cannon to eliminate the hordes, and using the Fire Trap following the route described above.

 

Round 31 Space Money Round

Sprint towards Quick Revive, activating the Automatic Turret in the centre of the map as you pass for 1,500 points. Drop your Claymore mines near the Quick Revive machine to slow down any loose Space Monkeys and hold the area in front of the MPL room. Use Mustang and Sally shots on the Space Monkeys as they approach from range, and then switch to your Zeus Cannon, if necessary, to finish them off. Don’t forget to shoot-off any spare Zeus Cannon shots in your clip before collecting the Max Ammo at the end of the round. At the end of the round return to the Lander site.

 

Rounds 32 to 35 Zombie Rounds

Follow a similar same strategy as in the previous set of rounds. This time, there is no need to re-purchase PHD Flopper, as we’ll be replacing Mustang & Sally with however, instead of re-purchasing Mule Kick, replace your Mustang & Sally with the MP5K for a point weapon – this will eliminate the need to re-purchase PHD Flopper and Mule Kick and should channel the Space Monkeys more quickly towards you during their subsequent rounds. You [reduced] loadout should now be:-

 

  • Zeus Cannon
  • MP5K
  • Gersch Devices
  • Claymore Mines
  • Sickle
  • Juggernog
  • Quick Revive

 

Start Round 32 using a Fire Trap, to enable you to swap out your Mustang and Sally for the MP5K on the return journey. Spray fire your MP5K as you gather your hordes to build points for power-up gain, and re-fill your ammunition each time you return from using the Fire Trap. Remember to use a Gersch Device each round you have one to benefit from power-ups and preserve ammunition. Alternate between using your Zeus Cannon and the Fire Trap to eliminate hordes, preserving around 12 Zeus Cannon shots for the next Space Monkey round.

 

Rounds 36, 41, 46, 51, 56 etc

Space Monkeys

Sprint to the Quick Revive machine, turning on the Automatic Turret in the centre of the map as you pass. Drop Claymore Mines by the Quick Revive machine to slow down loose Space Monkeys that approach from the side. Use your Zeus Cannon up close to kill the Space Monkeys. You may be awarded a Random Perk Bottle at the of the rounds as well as the Max Ammo, which can be picked-up for general utility but shouldn’t ever be protected in subsequent round.

 

Rounds 37 to 50

Zombie Rounds

Gersch / Zeus / Trap Strategy

Continue to follow the strategy oulined for Rounds 32 to 35. Make sure you preserve at least 12 Zeus Cannon shots for the next Space Monkey round.

 

Rounds 52+

Zombie Rounds

Two Trap Strategy

By the time you pass Round 50, the number of hordes per round will have increased to the point where your Zeus Cannon ammunition will be insufficient, even when combined with your Gersch Devices and the Fire Trap outside the power building. We’ll now adopt a Two-Trap Strategy to kill the majority of the Zombies, although we’ll continue to fire-off a Gersch Device each round we can for power-ups and speed, and use spare Zeus Cannon ammunition whenever possible. We’ll lead one set of Zombies to the Fire Trap outside the power building and use the Fire Escape stairs to return to the Lander site. We’ll then build a second horde and lead them towards the Stamin-up room – as you pass through the narrow corridor into the Stamin-up room, activate the Fire Trap and turn to face the Zombies – as soon as the last Zombie has passed through the Trap and died, spint-jump through the Fire Trap whilst it is still active, and hang to the right of the narrow corridor as you sprint back towards the Lander site, taking particular care as you pass the window on the left as two Zombies will probably jump out just as you pass.

 

This strategy should be sufficient at whatever round you manage to survive to.

 

MISCELLANEOUS LATE-GAME INFORMATION

 

Recovering from a Down [Later Stages]

At some point, you’ll need to recover from a down during the later stages of the game - don’t shoot any Zombies whilst you are down – this will just lead to more Zombies spawning from lots of different places as you try to re-purchase your Perks. Once you recover, head straight down through the centre of the map and sprint to the Quick Revive machine to purchase (if still available) and then quickly head up to the Juggernog machine and re-purchase – you want be able to return via the MPL room and the Centrifuge because the horde will be right behind you, so you’ll need to head up the stairs in the Juggernog room and open the door at the top, which leads to the bottom floor of the power room – you should now be able to sprint back to the Lander site and begin to gather your horde back in.

 

Opening the door at the top of the Juggernog room will have advantages and disadvantages. You’ll now be in a position to train a horde around the map via the Centrifuge and return to the Lander site without re-tracing your steps. However, Space Monkeys will now be able to attack Juggernog via the top route, which is going to make it difficult to protect Juggernog and Quick Revive at the same time. Prioritise protecting Quick Revive whilst the machine is still on the map – if the Juggernog machine is being attacked, ensure you have killed any Space Monkeys in the Centrifuge area and quickly sprint up to Juggernog to kill the offending Space Monkey and then head straight back down to the Quick Revive machine – dropping a few Claymore Mines around the Quick Revive machine helps to slow down the approach of Space Monkeys as they take a second or two to explode them. If you lose Juggernog, take particular care not to go down, and re-purchase Juggernog at the end of the round.

 

At some point, you’ll purchase your third Quick Revive and the machine will disappear from the map – this will re-simplify the Space Monkey rounds, as you’ll be able to base yourself just outside the Juggernog machine and protect it from Space Monkeys approach from both the top and bottom routes – at the start of the round, I like to drop a Claymore at the top of the stairs leading down and the bottom of the stairs leading up.

 

POWER-UPS

 

Max Ammo

These are your fuel during the later stages of the game. Fortunately you’ll be guaranteed at least one every five rounds after each Space Monkey round. Will provide you with a full complement of Gersch Devices and completely re-fill your Zeus Cannon.

 

Nuke

Great as an extra way to kill-off a horde of Zombies – you’ll probably be picking this up just after you’ve used a Gersch Device, so you won’t have a horde gathered – complete your loops, avoiding the Nuke, until it begins to flash and then grab it – the full horde of Zombies should have spawned by that point, even if they haven’t reached the Lander site.

 

Insta Kill

These are pretty useful as an additional way to kill of some Zombies. Again, you’ll probably get one of these after eliminating a horde with a Gersch Device, so approach the front of the Lander site and throw some [standard] Grenades out into the middle of the map. Then switch to your MP5K and thin out the next horde with you point weapon for fun.

 

Double Points

Of little use during the later stages of the game, when points and point-gain will not really be an issue. No need to avoid these, as you can rack-up some additional point-gain with you MP5K whilst it is active, which should help out with Power-ups the next time you use a Gersch Device.

 

Carpenter

Avoid these unless they are directly in your path. The 200 points gained are a drop in the ocean at the late stage of the game, and the window boards will slow down the formation of your next horde, which is counter-productive.

 

Death Machine

These are actively negative once you reach Rounds 50+. The Death Machine will slow you down, prevent you from sprinting, and does not have enough power to easily kill Zombies at that stage – actively avoid.

 

Fire Sale

You should have your loadout completed, but feel free to spin the Mystery Box as you loop around the Lander site – you can swap out your point weapon if you fancy changing the scenery, but do not under any circumstances take any risks with one of these.

Edited by Ulysses1975
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Again, amazing formating!

This strategy reads very simple, yet I imagine it could be quite effective, especially for those that may have trouble with any guides which only suggest maximizing spawn speed.

Do update to let us know how far you can get with this, and thank you for posting another well thought out guide!

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Another job well done.

 

It's a nice and safe guide.

 

One advice I would give you is turning on the turret gun thingy which is located in front of the first room right as a monkey round is about to start.

 

When I did my round 50 run I got lucky and actually got a fifth perk thanks to it.

 

:3

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Another job well done.

 

It's a nice and safe guide.

 

One advice I would give you is turning on the turret gun thingy which is located in front of the first room right as a monkey round is about to start.

 

When I did my round 50 run I got lucky and actually got a fifth perk thanks to it.

 

:3

 

That sounds brilliant - I hadn't thought of using the turrets on the Space Monkeys - will try and incorporate this into my runs - cheers Lenne  :D

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Great format, and good to see strategy guides.

However, most of us can reach 30+ on Ascension with our eyes closed fantasizing Jessica Alba and Lady Gags. I thought the guide was just ok, and very basic in terms of results.

I would like to see a guide with quicker rounds and require less skills.

BTW add me on PSN, maybe I can teach you how to go down a lot and in style.

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man I can't wait for the next zombies game so that some of these newer members can make some contributions for strategies for new maps. The future is bright here at CoDz! good thread mate

Tell me about it dude!

I'm so desperate to have a few guides/threads myself, I was thinking of doing something on the survival maps!

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Great format, and good to see strategy guides.

However, most of us can reach 30+ on Ascension with our eyes closed fantasizing Jessica Alba and Lady Gags. I thought the guide was just ok, and very basic in terms of results.

I would like to see a guide with quicker rounds and require less skills.

BTW add me on PSN, maybe I can teach you how to go down a lot and in style.

 

@

 

I can assure you that going down a lot is something I am King at... but will add you on PSN anyway as I am in desperate need of revive b*****s ;-)

 

I made Round 36 last night - definitely no eyes closed... found it better to swtich to a figure-of-eight route around the Lander site after Round 30... very disappointed not to reach 40 on  that run.

 

Couple of questions for you please... Space Monkeys - Level 31 / 36 were taking at least two point-blank hits with the Zeus Cannon - is there any more efficient way to eliminate these at the higher rounds, and do they continue to get tougher or do they reach a ceiling a la Hellhounds at any point?

 

I actually went down on the Space Monkeys at Round 36, as my Zeus Cannon was out of ammunition with one Monkey left... I switched to M&S and exploded myself as the little b*****s had diddled with my PHD Flopper. Stupid :angry:

Edited by Ulysses1975
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man I can't wait for the next zombies game so that some of these newer members can make some contributions for strategies for new maps. The future is bright here at CoDz! good thread mate

Tell me about it dude!

I'm so desperate to have a few guides/threads myself, I was thinking of doing something on the survival maps!

 

I am a massive fan of the survival maps - I know they don't get much love on here but they are great for just killing Zombies (everyones favourite pastime). Farm melee challenge FTW!

 

:D

Edited by Ulysses1975
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OK... picked-up and made to Level 60 today before suiciding... went to one trap, then two trap strategies... will complete write-up shortly (possibly in week)

 

Very happy considering I started off aiming for 40  :D

 

9no0.png

 

fh1l.png

 

Any suggestions for my next map, strategy and target?!

Edited by Ulysses1975
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Original post updated with completed solo strategy as per my Level 60 run as per below:-

 

Round 1

Wait downstairs in the Centrifuge area until Zombies breach. Shoot each Zombie three times in the chest and knife to kill. If two Zombies approach together, shoot six shots through both Zombies for additional [collateral damage] points. Fix both downstairs windows.

 

Round 2

Camp downstairs near the Lander site, and hold this position. Shoot each Zombie three to four times in the chest and knife twice to kill – make sure you maximise any opportunities for collateral damage. Unless you get a Max Ammo, you will run out of M1911 ammunition near the end of the round. Fix both downstairs windows and open the door next to the Quick Revive machine for 750 points. Purchase MPL wall-buy for 1,000 points. Return to the Lander site in the Centrifuge area.

 

NOTE

Any time you get a Max Ammo, up to the point at which you upgrade your M1911 Pistol to Mustang & Sally, ensure you completely use your pistol ammunition before you switch back to your SMG (MPL / MP5K), maximising opportunities for collateral damage, whenever possible.

 

Round 3

Continue to hold the Lander site downstairs in the Centrifuge area – this will enable you to cover the approach of Zombies from both downstairs windows, both ‘drop’ points from the balcony and the doorway to the MPL room. Shoot each Zombie with two individual shots from the MPL and knife to kill – if several Zombies approach together, just shoot a couple of the faster Zombies in the head to get the situation back under control. There is plenty of free space in the Centrifuge area to move around if you need a little additional time to pick-off the Zombies with knife kills. Fix both downstairs windows.

 

Round 4

Hold the Lander site for one final round, killing all Zombies as they approach. When time and space allow, shoot individual Zombies three times with the MPL and knife to kill, but feel free to pick-off faster Zombies with head-shots as multiple Zombies approach.

 

Towards the end of the level, create a crawler by throwing a grenade towards a group of Zombies – this is important, as you want to leave a single Zombie (crawler) alive at the end of the level, and crawlers are below the ‘hit level’ of the Centrifuge – this will prevent your Zombie from being killed before you finish your end-of-level tasks.

 

Fix both downstairs windows in the Centrifuge area. Fix the downstairs window in the MPL room and refill your MPL ammunition from the wall-buy for 500 points. Head straight back across the Centrifuge area and up the staircase to the balcony. Turn left at the top of the stairs and head towards the open window to fix. Open the door next to this window for another 750 points. Head left into the open area in the middle of the map, and open the gateway in the wall along the right-hand side of the area (the gateway has the power sign next to it) for 1,250 points – this will take you into a courtyard with a building on your right – head into this building and up two sets of stairs and you will find another door – open this for 1,000 points and head into the Power area – activate the power switch and head back out of the building, through the courtyard and into the open area in the middle of the map.

 

Check your current points total – if you have 2,500 points, re-trace your footsteps right back to the Centrifuge area and go to the MPL room (I find it easiest to follow the entire balcony round as you enter the top of the Centrifuge area, and use the open drop-off point at the end of the balcony – this will drop you next to the Quick Revive machine near the door to the MPL room. Head up the first set of stairs and into the alcove on the right – purchase Juggernog for 2,500 points and return to the open area in the middle of the map.

 

From the open area in the middle of the pack, head up the steps to the Lander site that looks over this area (the PHD Flopper machine is next to this area).

 

Round 5

You will be holding fort in the Lander site next to PHD Flopper for a long time, so familiarise yourself with the surroundings. There is a large open area around the Lander site that can be used to horde Zombies, steps down to the outside area along the front of the room from which the majority of Zombies will approach, a staircase up to a window [Zombie spawn] to the right of these steps and an open doorway to a short corridor on the opposite side of the room which contains the PHD Flopper machine and another window [Zombie spawn].

 

Ascension+-+Lander+Site.PNG

 

It is quite simple to gather Zombie hordes at the Lander site by running a clockwise elongated-circle around the edges of the room – just keep an eye on the three areas highlighted above and prepared to run a crescent around the Zombies if they are blocking your natural path. Once you have almost a full horde, you should be able to run full circles around the Lander site to bunch the horde and enable you to shoot your MPL into the Zombies for maximum points with minimum ammunition use.

 

Ascension+-+Lander+Site+Route+1.PNG

 

Towards the end of the round, try and create a crawler with your grenades, leaving the crawler alive and killing all other Zombies. Head towards the Juggernog machine and purchase this (unless you did so at the end of Round 4). Purchase Quick Revive from the Centrifuge area. Head back to the open area in the middle of the map, and purchase an MP5K for 1,000 points (the wall-buy is next to the gate that leads to the power building). It is really important to swap out your MPL for the MP5K, as you are saving your M91911 Pistol to upgrade to Mustang & Sally. Head back to the PHD Flopper Lander site and kill the last Zombie.

 

Round 6 - First Space Monkey Round

Round 6 should be the first Space Monkey round – you will hear a siren and a voice say ‘Warning – reentry detected. All security personnel on high alert’ which announces the beginning of a Space Monkey round. Space Monkey rounds occur after you have turned on the Power and purchased your first Perk-a-Cola – they try and attack the Perk Machines for any Perks you have purchased – if successful, you will lose your Perk and need to re-purchase. At the moment, you should only have Juggernog and Quick Revive purchased. However, at any point in the game, these are the two Perks you want to concentrate on protecting (because they are your most important Perks, can be protected together, and because Quick Revive can only be purchased three times in a game).

 

As soon as the Space Monkey round begins, run as quickly as you can to the Centrifuge area and drop off the balcony near the Quick Revive machine. Hold a position between the Quick Revive machine and the doorway to the MPL room and look out across the Centrifuge area – all the Space Monkeys should approach from your front and should be easily killed using your MP5K at this round.

 

You should be awarded with a Max Ammo and Random Perk bottle at the end of the round – grab both power-ups and hope you get PHD Flopper from the Random Perk Bottle. Quickly head back to the Lander site near the PHD Flopper machine.

 

Rounds 7 to 10

For the next four rounds, you will be accruing points at the Lander site and building your loadout. Continue to gather hordes around the Lander site and kill with your MP5K. Towards the end of each round, create a crawler with your Grenades and kill the rest of the Zombies to provide time for your activities.

 

Your first target is 5,500 points to enable you to ride all three of the Lunar Landers. When you have at least 5,500 points at the end of the round, head through the open area in the centre of the map and towards the entry into the Centrifuge area. However, instead of turning left into the Centrifuge area continue straight onwards and open the Gate for 1,000 points to open the area with the Stamin-up machine. On the right of this area is another door, which you should open for 1,250 points into the Lander site – call the Lander and then activate the Lander for a further 250 points and ride the Lander back to the Centrifuge area.

 

Next head to the Power room – directly opposite the doorway into the Power room is another Gate that can be opened for 1,250 points head through this Gate and down the stairs, passing the hole in the wall and the Fire Escape stairs out to the left – follow around to the right and purchase the next door for another 1,250 points – head up to the next Lander site and ride this Lander back to the Centrifuge area for 250 points.

 

Finally, return to the Lander site near PHD Flopper – call the Lander and ride this back to the Centrifuge area for another 250 points. You can now go back to the Power room and activate the Launch switch (next to the Power Switch). Return to the PHD Flopper Lander site and kill your crawler to begin the next round.

 

Your second target is a further 5,000 points. Once you have accrued this many points at the end of a subsequent round, head up to the Power room, head through the Gate that leads to the second Lander site and this time head down the Fire Escape stairs that take you to the open area at the back of the map – follow the signs to the Pack-a-Punch machine and upgrade your M1911 Pistol to Mustang & Sally. Return to the PHD Flopper site and kill the last Zombie.

 

  • Mustang & Sally
  • MP5K
  • Juggernog
  • Quick Revive
  • + a Random Perk

 

Round 11 – Second Space Monkey Round

The second Space Monkey round should be even easier than the first. As soon as you here the announcer, sprint to the Quick Revive machine in the Centrifuge area. Use your Mustang & Sally to kill all the Space Monkeys that approach. Do not leave the Centrifuge area until you have finished the round – Space Monkeys will attack your Third Perk, but just leave them to it and concentrate on protecting Quick Revive and Juggernog. At the end of the round you will receive a Max Ammo – collect this, and head back to the Lander site near PHD Flopper. Purchase PHD Flopper for 2,000 points.

 

  • Mustang & Sally
  • MP5K
  • Juggernog
  • Quick Revive
  • PHD Flopper

 

Rounds 12 to 15

For the next four rounds, you will be accruing points at the Lander site to enable you to hit the Mystery Box after the next Space Monkey round. Keep your Mustang & Sally in-hand whilst you run loops around the Lander site to build your first horde of 24 Zombies. Swap to your MP5K and begin to kill the first horde of Zombies by aiming towards the necks of the closest Zombies (this approach will maximise headshots and collateral damage, and minimise ‘high shots’ missing your horde). Further Zombies will spawn in as you begin to eliminate Zombies from the first horde, so continue your loops to gather these in. As you continue to kill Zombies, you will notice the horde will reduce in numbers as you approach the end of the round – when you have about 8 Zombies left, bunch them tightly and shoot off a single grenade with Mustang & Sally – aim just to the side of the Zombies – to create some crawlers.

 

Round 16 Third Space Monkey Round

Follow the same strategy as for the second Space Monkey round, using your Mustang & Sally to kill the Space Monkeys as they approach the Quick Revive position in the Centrifuge. You will probably lose PHD Flopper using this strategy, so be careful when using Mustang & Sally that you shoot-off single grenades at a time, and ensure that you immediately re-purchase PHD Flopper at the end of the round.

 

Round 17 to 20

For the next four rounds, you’ll be continuing to build hordes around the PHD Flopper lander site and hitting the Mystery Box at the end of each round to complete your loadout.

 

As you are building your horde, use your MP5K to build points by spray-firing into the horde. When you need to re-fill your MP5K, ensure you have built a complete horde of 24 Zombies and bunch them tightly before sprinting out of the Lander site and down to the MP5K wall-buy. Stand by the window near the wall-buy, and watch as the Zombies stream down towards you in a neat line – at the last minute, before any Zombies reach you, cut left around the Zombies and sprint back up to the Lander site.

 

As you continue to kill Zombies, you will notice the horde will reduce in numbers as you approach the end of the round – when you have about 8 Zombies left, bunch them tightly and shoot off a single grenade with Mustang and Sally to create some crawlers – leave two crawlers alive and kill the remaining Zombies with your MP5K.

 

Head up to the Mystery Box in the Power room and spin the box to fill your loadout, but be careful to leave 5,000 points in reserve in case you get the Thundergun (which should replace your MP5K as your second weapon) to enable you to then purchase Mule Kick for 4,000 points and re-obtain the MP5K (as your third weapon).

 

Ignore all weapons from the Mystery Box apart from the following:-

 

Second Weapon

Swap this for your MP5K  once you obtain:-

  • Thunder Gun

 

Tactical Grenades

  • Gersch Devices
  • Matryoshka Dolls (stand-in  option)

 

Point Weapons

If you obtain these weapons, you can swap them out for MP5K as a temporary measure due to their power and ammunition reserves – once empty, you will need to replace this with the MP5K wall-buy for the full 1,000 purchase:-

  • AUG
  • Commando
  • Galil
  • HK21
  • RPK

 

At some point, the Mystery Box will re-locate – head to the open area in the centre of the map, look into the sky and slowly rotate to locate the new position of the Mystery Box. There are Mystery Box points close to each Lander site, each Perk-a-Cola machine and on the way towards the Pack-a-Punch. Once you have used your points completely, head back to the PHD Flopper lander site and kill the two crawlers to finish the round. Repeat the above process until you have completed your loadout, which should now look as follows:-

 

  • Mustang & Sally
  • Thunder Gun
  • MP5K (Point Weapon)
  • Gersch Devices (Matryoshka Dolls)
  • Juggernog
  • Quick Revive
  • PHD Flopper
  • Mule Kick

 

Round 21 Fourth Space Monkey Round

Continue to protect Quick Revive and Juggernog at all costs. You’ll lose PHD Flopper, Mule Kick and your MP5K by the end of the round, but 7,000 points shouldn’t be a problem to replace. Use your Thundergun ammunition (just remember to leave two in the clip, so you can completely fill your weapon at the end of the round). If you need to use Mustang & Sally, be cautious if you’ve already lost PHD Flopper. This shouldn’t be a problem. At the end of the round, return to the Lander site and re-purchase PHD Flopper.

 

Rounds 22 to 25 Zombie Rounds

You’ll now begin to run a figure-of-eight loops around the Lander site instead of full circular loops. Referring to the diagram below, begin each round in the area near the solid green circle; and follow the route indicated with green arrows – you can cut the corners short if Zombies are approaching from each of the three danger areas, as indicated by the yellow arrows.

 

Ascension+-+Lander+Site+Route+2.PNG

 

At the start of Round 22, you’ll need to re-purchase Mule Kick and your MP5K. Collect a full horde of 24 Zombies - bunch them tightly and sprint down towards the MP5K and through the gate into the courtyard outside the power building. Spend 1,250 points to open the gate into the area that leads to the Pack-a-Punch and wait by the Fire Trap until the train of Zombies are close. Immediately sprint up the fire escape stairs and into the building – purchase Mule Kick for 4,000 points and run to opening where the wall is broken on the other side of the room. Jump out into the courtyard, run back through the gate and purchase an MP5K for 1,000 points. Quickly return to the Lander site to begin your strategy proper for the next four rounds.

 

Continue to build hordes at the Lander site using the figure-of-eight loops illustrated above, spray-firing your MP5K as you build each horde. At the start of any round you have Gersch Devices, use one of these to eliminate the first horde – these will be particularly useful in providing power-ups. Eliminate subsequent hordes using your Thundergun, ensuring the hordes are bunched tightly before you shoot. Take the time to re-fill your MP5K with ammunition each time you have collected a full horde, as you want to build a decent points buffer during this stage – look to have around 30,000 points in reserve, if possible.

 

There will only be 3 to 4 hordes per round at this stage, so you should have just enough Thundergun ammunition, at this stage to last you until towards the end of Level 25 without a Max Ammo. However, Round 25 is a good opportunity to upgrade your Thundergun to the Zeus Cannon for the additional ammunition reserves, which you will need for the set of rounds after the next Space Monkeys. At the start of Round 25, build your first horde, remembering to build points using your MP5K, when you have collected a full horde, head down to the MP5K wall-buy to re-fill your ammunition and return to the Lander site. Eliminate this horde using your Thundergun, unless you have Gersch Devices remaining (in which case use one of those). Repeat this process with two more full hordes – you should now have killed 72 Zombies, which should leave around 8 Zombies remaining. Bunch the final Zombies tightly, and shoot your Mustang and Sally into their centre to create a big bunch of crawlers. Grab some final points with your MP5K by shoot into the heads of each crawler until there are only two remaining.

 

This will allow you the opportunity to make the final updates to your loadout. Head out through the middle of the map and through the narrow corridor which leads to the Stamin-up area and take a right into the Junkyard Lander site – grab Claymore mines from the right wall for 1,000 points. Head back to the centre of the map and through the Power building to the third Lander site – grab the Sickle from the board next to the Lander site for 3,000 points. Now head back to the courtyard outside the power building and head to the Pack-a-Punch machine at the back of the map – upgrade your Thundergun to the Zeus Cannon for 5,000 points. Your final loadout should look as follows:-

 

  • Mustang & Sally
  • Zeus Cannon
  • MP5K
  • Gersch Devices
  • Claymore Mines
  • Sickle
  • Juggernog
  • Quick Revive
  • PHD Flopper
  • Mule Kick

 

Return to the PHD Flopper Lander site and kill the final two crawlers using a Claymore and [Multiple] Sickle stabs on each.

 

Round 26 Fifth Space Monkey Round

Sprint towards Quick Revive, activating the Automatic Turret in the centre of the map as you pass for 1,500 points. Drop your Claymore mines near the Quick Revive machine to slow down any loose Space Monkeys and hold the area in front of the MPL room. Fortunately you’ll have a full Zeus Cannon at this points, with a guaranteed Max Ammo at the end of the round, so practice using your Zeus Cannon to kill the Space Monkeys – you’ll generally need two shots from your Zeus Cannon – make sure you get up close and aim the Zeus Cannon directly at the Space Monkey. Don’t forget to shoot-off any spare shots in your clip before collecting the Max Ammo at the end of the round. At the end of the round return to the Lander site and re-purchase PHD Flopper.

 

Rounds 27 to 30 Zombie Rounds

Gersch / Zeus / Trap Strategy

This set of Zombie rounds will be very similar to the previous set. Collect the first horde at Round 27 and through the courtyard, this time wait near the gate and activate the Fire Trap just before the Zombies reach you. Head up the Fire Escape stairs, re-purchase Mule Kick and sprint quickly back to the Lander site, re-purchasing the MP5K as you pass the wall-buy. Remember this route, as we’ll be introducing the Fire Trap to our elimination methods this set of rounds, to help conserve Zeus Cannon ammunition for Space Monkeys.

 

You can now return to collecting hordes using the figure-of-eight loop, spray-firing your MP5K and then eliminating full hordes of Zombies. Each round, use a Gersch Device if you have any remaining, and then alternate between using your Zeus Cannon to eliminate the hordes, and using the Fire Trap following the route described above.

 

Round 31 Space Money Round

Sprint towards Quick Revive, activating the Automatic Turret in the centre of the map as you pass for 1,500 points. Drop your Claymore mines near the Quick Revive machine to slow down any loose Space Monkeys and hold the area in front of the MPL room. Use Mustang and Sally shots on the Space Monkeys as they approach from range, and then switch to your Zeus Cannon, if necessary, to finish them off. Don’t forget to shoot-off any spare Zeus Cannon shots in your clip before collecting the Max Ammo at the end of the round. At the end of the round return to the Lander site.

 

Rounds 32 to 35 Zombie Rounds

Follow a similar same strategy as in the previous set of rounds. This time, there is no need to re-purchase PHD Flopper, as we’ll be replacing Mustang & Sally with however, instead of re-purchasing Mule Kick, replace your Mustang & Sally with the MP5K for a point weapon – this will eliminate the need to re-purchase PHD Flopper and Mule Kick and should channel the Space Monkeys more quickly towards you during their subsequent rounds. You [reduced] loadout should now be:-

 

  • Zeus Cannon
  • MP5K
  • Gersch Devices
  • Claymore Mines
  • Sickle
  • Juggernog
  • Quick Revive

 

Start Round 32 using a Fire Trap, to enable you to swap out your Mustang and Sally for the MP5K on the return journey. Spray fire your MP5K as you gather your hordes to build points for power-up gain, and re-fill your ammunition each time you return from using the Fire Trap. Remember to use a Gersch Device each round you have one to benefit from power-ups and preserve ammunition. Alternate between using your Zeus Cannon and the Fire Trap to eliminate hordes, preserving around 12 Zeus Cannon shots for the next Space Monkey round.

 

Rounds 36, 41, 46, 51, 56 etc

Space Monkeys

Sprint to the Quick Revive machine, turning on the Automatic Turret in the centre of the map as you pass. Drop Claymore Mines by the Quick Revive machine to slow down loose Space Monkeys that approach from the side. Use your Zeus Cannon up close to kill the Space Monkeys. You may be awarded a Random Perk Bottle at the of the rounds as well as the Max Ammo, which can be picked-up for general utility but shouldn’t ever be protected in subsequent round.

 

Rounds 37 to 50

Zombie Rounds

Gersch / Zeus / Trap Strategy

Continue to follow the strategy oulined for Rounds 32 to 35. Make sure you preserve at least 12 Zeus Cannon shots for the next Space Monkey round.

 

Rounds 52+

Zombie Rounds

Two Trap Strategy

By the time you pass Round 50, the number of hordes per round will have increased to the point where your Zeus Cannon ammunition will be insufficient, even when combined with your Gersch Devices and the Fire Trap outside the power building. We’ll now adopt a Two-Trap Strategy to kill the majority of the Zombies, although we’ll continue to fire-off a Gersch Device each round we can for power-ups and speed, and use spare Zeus Cannon ammunition whenever possible. We’ll lead one set of Zombies to the Fire Trap outside the power building and use the Fire Escape stairs to return to the Lander site. We’ll then build a second horde and lead them towards the Stamin-up room – as you pass through the narrow corridor into the Stamin-up room, activate the Fire Trap and turn to face the Zombies – as soon as the last Zombie has passed through the Trap and died, spint-jump through the Fire Trap whilst it is still active, and hang to the right of the narrow corridor as you sprint back towards the Lander site, taking particular care as you pass the window on the left as two Zombies will probably jump out just as you pass.

 

This strategy should be sufficient at whatever round you manage to survive to.

 

MISCELLANEOUS LATE-GAME INFORMATION

 

Recovering from a Down [Later Stages]

At some point, you’ll need to recover from a down during the later stages of the game - don’t shoot any Zombies whilst you are down – this will just lead to more Zombies spawning from lots of different places as you try to re-purchase your Perks. Once you recover, head straight down through the centre of the map and sprint to the Quick Revive machine to purchase (if still available) and then quickly head up to the Juggernog machine and re-purchase – you want be able to return via the MPL room and the Centrifuge because the horde will be right behind you, so you’ll need to head up the stairs in the Juggernog room and open the door at the top, which leads to the bottom floor of the power room – you should now be able to sprint back to the Lander site and begin to gather your horde back in.

 

Opening the door at the top of the Juggernog room will have advantages and disadvantages. You’ll now be in a position to train a horde around the map via the Centrifuge and return to the Lander site without re-tracing your steps. However, Space Monkeys will now be able to attack Juggernog via the top route, which is going to make it difficult to protect Juggernog and Quick Revive at the same time. Prioritise protecting Quick Revive whilst the machine is still on the map – if the Juggernog machine is being attacked, ensure you have killed any Space Monkeys in the Centrifuge area and quickly sprint up to Juggernog to kill the offending Space Monkey and then head straight back down to the Quick Revive machine – dropping a few Claymore Mines around the Quick Revive machine helps to slow down the approach of Space Monkeys as they take a second or two to explode them. If you lose Juggernog, take particular care not to go down, and re-purchase Juggernog at the end of the round.

 

At some point, you’ll purchase your third Quick Revive and the machine will disappear from the map – this will re-simplify the Space Monkey rounds, as you’ll be able to base yourself just outside the Juggernog machine and protect it from Space Monkeys approach from both the top and bottom routes – at the start of the round, I like to drop a Claymore at the top of the stairs leading down and the bottom of the stairs leading up.

 

POWER-UPS

 

Max Ammo

These are your fuel during the later stages of the game. Fortunately you’ll be guaranteed at least one every five rounds after each Space Monkey round. Will provide you with a full complement of Gersch Devices and completely re-fill your Zeus Cannon.

 

Nuke

Great as an extra way to kill-off a horde of Zombies – you’ll probably be picking this up just after you’ve used a Gersch Device, so you won’t have a horde gathered – complete your loops, avoiding the Nuke, until it begins to flash and then grab it – the full horde of Zombies should have spawned by that point, even if they haven’t reached the Lander site.

 

Insta Kill

These are pretty useful as an additional way to kill of some Zombies. Again, you’ll probably get one of these after eliminating a horde with a Gersch Device, so approach the front of the Lander site and throw some [standard] Grenades out into the middle of the map. Then switch to your MP5K and thin out the next horde with you point weapon for fun.

 

Double Points

Of little use during the later stages of the game, when points and point-gain will not really be an issue. No need to avoid these, as you can rack-up some additional point-gain with you MP5K whilst it is active, which should help out with Power-ups the next time you use a Gersch Device.

 

Carpenter

Avoid these unless they are directly in your path. The 200 points gained are a drop in the ocean at the late stage of the game, and the window boards will slow down the formation of your next horde, which is counter-productive.

 

Death Machine

These are actively negative once you reach Rounds 50+. The Death Machine will slow you down, prevent you from sprinting, and does not have enough power to easily kill Zombies at that stage – actively avoid.

 

Fire Sale

You should have your loadout completed, but feel free to spin the Mystery Box as you loop around the Lander site – you can swap out your point weapon if you fancy changing the scenery, but do not under any circumstances take any risks with one of these.

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No knife and you run clockwise? Heretic!/jk.

Just a note, especially for monkeys: buy Claymores.

Drop them along the cccp wall and down by qr/jugger.

No zombies will mess with the ones by jugger, because none load there, so they will be ready for the monkeys.

Just grab a couple just before the monkey round, and place them near phd.

Or you can leave them placed (12?), then any that you try to set down will instantly explode, killing monkeys/zombies in a pinch.

Ascension was a good map for that strategy.

Unfortunately, i always fell asleep before 50...

Edit: weird weapon in a pinch; the grenades are right there. I once ran out of ammo around mid 20s, i bought and threw grenades at the zombies, finally, after about 25 grenades, the whole group became crawlers and died a few grenades later. They made more points than they cost and it was easy enough to do. Not efficient, but amusing.

Edited by 83457
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