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Die Rise Solo Strategy


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Hi all,

 

Another step-by-step solo strategy - this one for Die Rise, as it's the map I'm currently trying to beat... have managed a high-30s so far but am aiming for 50+... but have now managed to die on three seperate occasions by jumping directly into a horde of Zombies [for some mad reason]. Will post update once a decent run is completed...

 

 

Round 1

Your first objective is to reach 1,500 points before ending Round 1. Allow the first five Zombies to breach, and as they enter the spawn room, shoot each 8 times in the legs and then stab to kill. This yields 210 points per Zombie and should use-up your entire M1911 Pistol ammunition. Be extremely careful not to damage the last [sixth] Zombie in any way (including no collateral damage) – this is very important as the last Zombie will bleed out if it has been damaged. Fix one of the windows in the spawn room for a further 40 points. You should now have an empty pistol and 1,590 points if done correctly, and so provides a small buffer in case you miss a couple of your leg shots.

 

Stand in the Freight Elevator and allow it to fall down the lift shaft. Head straight through the hallway at the bottom to the open space on the right at the end, where you need to jump across to the next building.

 

Check the stands in the next room for a Sliquifier part (Disc), and then head into the room to the right. Open the double doors, for 750 points, to enable access to the Power Room.

 

Check the Power Room for two more parts of the Sliquifier – on a table near the power switch (Fire Extinguisher) or on a table near the elevators (Handbrake). Turn on the Power to activate the elevators. Grab one of the Sliquifier pieces, if available, and then wait until one of the two elevators is available to hop onto (it must be at the floor below for you to be able to get into the lift shaft on top of the elevator) and ride down to the floor below.

 

Once out of the elevator, check for Sliquifier parts in the cage next to the Workbench (Fire Extinguisher), on the ashtray opposite the Workbench (Disc), or by the fridge around the corner from the Workbench (Handbrake). Add all available Sliquifier parts to the Workbench and then wait until one of the elevators is available to hop onto to return to the floor above – note, the elevator will not stop at the floor above on the way up, so you have to push forwards and jump out of the elevator as it passes.

 

If there are any remaining Sliquifier parts on this floor, you’ll need to ferry them down to the Workbench on the floor below using the elevators, before acquiring the final part (Mannequin Foot).

 

Head out of the Power Room and open the door to the left for 750 points. Head through the doors and around to the right to the television area near the stairs – pick up the last Sliquifier part (Mannequin Foot) and head back to the Workbench on the floor below via the Power Room elevators. Pick up the Sliquifier as your second weapon.

  • M1911 Pistol
  • Sliquifier

Hop back into one of the elevators and ride it all the way up to the Rooftop. You’ll be basing yourself on the Rooftop for the next few rounds, so locate the final Zombie, once it re-spawns on the Rooftop, and stab-kill to finish the round.

 

Round 2

Familiarise yourself with the Rooftop area, as this is where you will base yourself until the end of Round 7.

 

Die_Rise_Rooftop.png

Die Rise – Rooftop Area

 

Occupy the area shown with the green circle in the map layout above – next to the ‘Dragon Ramp’ – you’ll have a window behind you through which a small number of Zombies will breach – otherwise all other Zombies will spawn or breach in front of you, providing a spacious area – mapped out by the green arrows – in which to hold your ground.

 

For Round 2, allow Zombies to breach and stab twice to kill. If you obtain a Max Ammo, save your ammunition for Round 3, and continue to get the melee kills. At the end of the round, fix windows on the Rooftop for an additional 90 points.

 

Round 3

Continue to hold the Rooftop area next to the Dragon Ramp. You’ll be stabbing Zombies again this round, and will require three stabs per Zombie to kill. You will be more vulnerable during Round 3, than at any other point in the game, so take your time and do not rush. Stab once and retreat – if you get caught by the Zombie, hang back until you have recovered. Be methodical and concentrate on one Zombie at a time – there will be 13 Zombies during Round 3. If you get a Max Ammo, or got one during the previous round, feel free to empty a clip into the Zombies before you finish them off with stabs – but ensure you get the 130 points for the melee kill.

 

Leave one Zombie alive at the end of the round. Fix windows on the Rooftop for an additional 140 points, if possible. You should now have at least 3,000 points – even without any power-ups – which will enable you to obtain the Bowie Knife – head to the two elevators together that you rode up from the Power Room – you should be able to see the Bowie Knife wall-buy on the back wall of the elevator – wait until the elevator is at the floor below the rooftop and hop across to purchase the Bowie Knife for 3,000 points. Kill the last Zombie with your Bowie Knife to finish the round.

 

Round 4

Return to your base-point next to the Dragon Ramp on the Rooftop. Kill all Zombies with your Bowie Knife – if you have pistol ammunition, empty a clip or two into Zombies before you stab them for additional points. Leave a single Zombie alive at the end of the round and fix breached windows on the rooftop for additional points.

 

You want to identify where the Juggernog machine is located. Ideally, it will be situated in one of the two elevators together that you rode up from the Power Room (marked A and B on the layout above) – if it is, head there and purchase Juggernog for 2,500 points when the elevator reaches the rooftop.

 

If not, head down the stairs that face your camping spot until you reach the barrier (750 points) you will be able to see another elevator facing you (marked C on the layout above) – check whether Juggernog is located in this elevator – be careful not to get trapped against the barrier by the last remaining Zombies. You may have enough points to remove the barrier and purchase Juggernog (3,250 points), in which case do so. If you don’t have quite enough points, open the barrier and kill the last Zombie – return to purchase Juggernog as soon as you have 2,500 points and some space to move.

 

If Juggernog isn’t located below the rooftop, head up the Dragon Ramp to the Aerial. Drop off the ledge to your right, and head straight across the rooftop you land on. You will find yourself facing down into an enclosed rectangular area with another elevator (marked D on the layout above) – Juggernog will always be here if it isn’t at the other three Rooftop elevators. Drop down and purchase Juggernog – you’ll need to work your way back up to the rooftop by dropping off the ledge to the left (if you look down, you will see a matrass you can land on – this is the correct place to drop). You’ll be trapped in this area until you can open some doors to clear the route back, but you’ll have Juggernog and the Bowie Knife and it will be Level 5, so you shouldn’t have any trouble making your way back to your camping spot on the Rooftop.

  • M1911 Pistol
  • Sliquifier
  • Bowie Knife
  • Juggernog

Round 5, 6 or 7 [First Minion Round]

During Rounds 5, 6 or 7 you will have your first Minion Round. Thereafter, you will have a Minion round every 4 or 5 Rounds after the first. Minions look like Nova 6 Crawler Zombies but jump short distances as they approach. At the end of each Minion Round, you will be awarded a Max Ammo. However, if you kill all Minions with 100% bullet accuracy, you will also be awarded 2,000 points and a Random Perk bottle.

 

The easiest way to ensure 100% bullet accuracy is not to fire any bullets at all and just kill the Minions with your Bowie Knife – which will be a one-hit kill during the first two Minion Rounds. Find a corner to back yourself into, and crouch low to the floor – wait until the Minions are right next to you and stab them to kill.

 

Round 5, 6 and 7 [Zombie Rounds]

During the next few Zombies round, your objectives are to purchase Double Tap II, and rack-up as many points as possible. Double Tap II will be randomly located in one of the four elevators discussed above (you may have already located it whilst looking for Juggernog).

 

Use your Bowie Knife to kill all Zombies – if you have pistol ammunition from a Max Ammo, use it for additional points, but ensure you get the melee kills. At the end of the first of these rounds, leave one Zombie remaining and fix any breached windows on the Rooftop for additional points. Locate Double Tap II and purchase for 2,000 points. Return to your camp spot on the Rooftop and continue to kill Zombies until you are on Round 7 and ensure you leave one undamaged Zombie alive at the end of the round.

 

Head up the Dragon Ramp and drop off the ledge to your right. Purchase Semtex Grenades for 250 points. Drop back down into the central area and purchase Claymore Mines for 1,000 points. Now head back up to the top of the Dragon Ramp and jump across the open space into the adjacent building. You’ll be in a room facing another elevator – this one always contains Quick Revive, which you should purchase for 500 points when the elevator reaches this floor.

  • M1911 Pistol
  • Sliquifier
  • Bowie Knife
  • Semtex Grenades
  • Claymore Mines
  • Juggernog
  • Double Tap II
  • Quick Revive
  • Random Perk Bottle

To the right of the Quick Revive machine, is another open wall leading to matrasses below – you need to run and jump towards the matrasses to clear the space, where you will find yourself in the Upside-Down Building.

 

Head in to the left, then down the open, circular, space in the floor, and around to the bottom of the empty elevator shaft on the right, where the lightning sign is pointing down. Be extremely careful here, as you need to ensure you descend the shaft by moving between the ledges, as a fall directly to the bottom will cause your death.

 

At the bottom of the elevator shaft you can purchase the AN-94 for 1,200 points, replacing your M1911. Head out of the space and to the end of the corridor, where you’ll need to open a door on your right for 750 points. Head through the circular corridor to enter the Buddha room, which is where you’ll be camping from now on, except when you want to head back to the other building to upgrade your loadout:-

  • AN-94
  • Sliquifier
  • Bowie Knife
  • Semtex Grenades
  • Claymore Mines
  • Juggernog
  • Double Tap II
  • Quick Revive
  • Random Perk Bottle

Rounds 8 and 9 [Zombie Rounds]

You’ll spend Rounds 8 and 9 in the Buddha Room racking up some additional points. Familiarise yourself with the layout of this room, as you are going to spend the vast majority of your time down here (perched on a pole).

 

The room is a broad rectangular shape, with a balcony running along both of the longer sides. There is a broken column that reaches all the way up to the back balcony, and a second broken column that does not reach the front balcony (on the bottom of the map layout below). Jutting out from the left-hand side of the room (as shown on the map layout below) is a broken concrete girder that can be used to access the adjacent building. The broken column can be used to access the front balcony with the assistance of the Trample Steam, and can be used to funnel attacking Zombies to your front, as it cannot be attacked from the sides or rear – this is where you will spend quite a lot of your time once you begin camping this room from Level 10 onwards.

 

Die_Rise_Buddha_Room.png

Die Rise – Buddha Room

 

You can run a loop around the Buddha Room, as indicated by the green arrow on the map layout above – this loop can be extended as indicated by the yellow arrows, to provide routes around Zombies that are blocking your path. You can also shorten the loop, using the alternate route indicated by the blue arrow once you would like to bunch Zombies closer together. It is also possible to run a broad figure-of-eight loop around the whole map. There is a lot of room to manoeuvre, so you should be able to find a route around the room under any circumstances.

 

However, for these two rounds, you’ll continue to use your Bowie Knife to maximise point gain so you can perch yourself at the top of the broken column that doesn’t reach the balcony and stab the Zombies as they approach. If you take a hit, drop off the back of the column and run one loop of the room before head straight back up the column to resume your camp. You shouldn’t have any problems using your Bowie Knife during these two rounds, and will end up with a nice amount of points to make improvements – make sure you leave one [undamaged] Zombie alive at the end of the round.

 

Jump from the broken concrete girder to the adjacent building – you will find yourself on a ledge that requires you to open a door to enter the building. Once inside, follow the turns to the left until you find yourself back in the corridor with the Workbench that you built the Sliquifier at, and the two elevators (A & B) that you used to reach the Rooftop. Head back up to the Rooftop and locate the Pack-a-Punch machine (at Elevators A, B, C or D) – upgrade you’re AN-94 for 5,000 points. Return to the centre of the Rooftop and head-up the Dragon Ramp and jump across to the adjacent building. Jump through the space on the right onto the matresses to access the upside-down part of the building. Head down the circular space and follow the room around to the right to locate the broken elevator shaft (with the electricity sign pointing downwards). This time, instead of using the ledges to descend the elevator shaft fully, drop down two ledges and look inside the building to locate the Galva-Knuckles wallbuy. Purchase this for 6,000 points and then descend to the bottom of the elevator shaft and return to the Buddha Room. Your loadout should now be:-

  • Actuated Neutralizer 94000
  • Sliquifier
  • Galva Knuckles
  • Semtex Grenades
  • Claymore Mines
  • Juggernog
  • Double Tap II
  • Quick Revive
  • Random Perk Bottle

Rounds 10 to 20 – Buddha Room [Zombie Rounds]

You can now begin to camp the broken column in the Buddha Room properly. Hold a position at the top of the broken column and have your Sliquifier ready. As soon as you see Zombies begin to approach the bottom of the column, shoot the Sliquifier at the base of the column to cover in goo. This will prevent the Zombies from climbing the pole to approach you and cause them to bunch at the bottom of the column. You can then pick-off the Zombies with your Actuated Neutralizer 94K. If you get bored of sitting on your perch, you can drop off the end and run a loop, or several loops around the Buddha Room – get used to doing this, as this will be your fall-back option [literally] once the levels get higher and you need to begin to preserve Sliquifier ammunition.

 

Second and Third Minion Rounds

For the second and third Minion rounds, just sit at the top of the broken column, crouch down (as it gives you a better angle to hit the Minions from) and hit the Minions with your Galva Knuckles once they land in close to your position – you may need to rotate a little to the left or right to get a clean hit, but you shouldn’t need to move at all. Using this technique will net you a further two Random Perk Bottles along with a neat 4,000 points – your loadout should now be:-

  • Actuated Neutralizer 94000
  • Sliquifier
  • Galva Knuckles
  • Semtex Grenades
  • Claymore Mines
  • Juggernog
  • Double Tap II
  • Quick Revive
  • Who’s Who
  • Speed Cola
  • Mule Kick

With a shed-load of points at your disposal, you next aim is to leave one [undamaged] Zombie alive at the end of the next Zombie round to enable you to complete your loadout.

 

Use the broken concrete girder to access the adjacent building and return to the Rooftop. Head to the top of the Dragon Ramp and jump back across. Now wait near the Quick Revive elevator and use this to return to the top of the spawn building. Follow the corridor around to the broken wall and drop down to the second floor of the spawn building. Head straight across this floor and down the escalator to the third floor of the spawn building – head straight out and across the outside of the building until you reach the [one-way] ramp that will slide you down to the upside-down building – take the slide down and you should land immediately in from of the Mystery Box, which will be on the ‘ceiling’ of the upside-down building.

 

Use the Mystery Box to obtain a decent third weapon – take the first weapon offered, and then keep spinning the Mystery Box trading-up any time you get a better weapon – you are aiming for one of the following weapons (obviously accept Monkey Bombs if they are offered):-

  • RPD
  • HAMR
  • Ray Gun Mark II
  • Ray Gun

Once you’ve obtained a decent third weapon, drop down the doorway in the right of the corridor and you will be back in the room with the circular hole in the floor. Drop down into the floor below and then descend the empty elevator shaft down to the Buddha Room. Use the broken concrete girder to access the adjacent building, and return to the rooftop – use the Pack-a-Punch machine to upgrade your third weapon and then climb the Dragon Ramp and return to the Buddha Room – your [optimum] final loadout should look as follows:-

  • Actuated Neutralizer 94000
  • Sliquifier
  • Relativistic Punishment Device [upgraded Third Weapon]
  • Galva Knuckles
  • Monkey Bombs
  • Semtex Grenades
  • Claymore Mines
  • Juggernog
  • Double Tap II
  • Quick Revive
  • Who’s Who
  • Speed Cola
  • Mule Kick

Rounds 20 to 40 [Zombie Rounds]

Base yourself at the top of the broken column in the Buddha Room. As Zombies begin to approach the column, spray the bottom with the Sliquifier to prevent the Zombies from climbing the column and cause them to bunch at the base of the column. For the first group of each round, drop your Claymores at the base of the pole once the Zombies have begun to bunch, then slowly throw down your Semtex Grenades (if you have any) into the bunch of Zombies – shoot the first horde of Zombies with your Actuated Neutralizer 94000. Re-apply Sliquifier to the base of the broken column, and eliminate the next horde using your Sliquifier to chain-kill the full horde and hopefully pop some power-ups. Re-apply Sliquifier to the base of the broken column and use your Relativistic Punishment Device to eliminate the next horde of Zombies. If you should need to do so for any reason, drop off the back of the column and complete a slow, full loop of the Buddha Room before returning to the top of the broken column.

 

If a Max Ammo drops mid-round, drop off the back of the column and complete a slow, full loop of the Buddha Room before returning to the top of the broken column and grabbing the Max Ammo as you return – don’t forget to reload all your weapons as you complete your loop.

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This is a damn good strategy. Very detailed and very concise.

 

My only problem is the start. This seems like a very slow start to get the Sliq and that last zombie has gotten into the elevator with me lots of times.

 

I understand the importance of the Sliq, but with your strategy, I don't think you need to leave the power room with it on the first go around. You could probably wait to build the Sliq after you have Jug. I think that's a safer course of action, but other than that. Great guide.

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Very in-depth strategy.

 

My 2 cents:

 

I'd do a few things differently myself.

 

You haven't mentioned the bank. So many of the steps are kind of redundant if you have money/want to use the bank. Everything can be done in round one. You'll have to do a few circuits of the map, but it is handier and quicker in the long run.

 

I'd start off by grabbing a part to the trample steam. Then jump straight into the freight elevator, and take out about 40k (sounds like a lot, but keep reading). Maybe more if you want a bit of le-way. You will save masses of time if you already have a PaP SVU in the fridge, but it's not that important.

 

Kill 5 zombies by shooting, not stabbing, incase of a Nuke.

 

Go build the Sliquifyer, grab it, and remembering where you dropped the part for the trample steam, pick it up again.

 

Go turn on the power, and buy the perk that's level with the room, jump onto the other lift, and let it bring you to the roof. Stay on it till you hear the bell, and jump off immediately. Buy that perk. (hopefully the two perks you should have will either be Mule Kick, Jug or Double Tap II).

 

Go get Mule Kick, which will either be in Dead Man's Corner, or the other lift that's left. Save one perk slot for Quick revive, just by the trample steam. At this point, I usually have Mule Kick, Jug, DT and QR. I don't know why, but with this combo of perks, 9/10 my free perk is Speed Cola. I hate Who's Who, so I usually miss a few bullets on purpose with the jumper rounds, so I don't get it.

 

Jump across to build the trample steam, and using the lifts to go up to get parts, build it. Buy the SVU off the wall. Grab a trample steam, and go down to the Buddah room, buying the Galvaknuckles on the way. Jump back to the power room, and go back to the roof. Pack-a-Punch Mustang Sallys and the SVU. Go all the way back to the Buddah room.

 

Standing on the second level, directly opposite  to the broken pillar. Start the next rounds. Using the SVU, try and get as many headshots as you can. Standing at the very edge of the platform where you are, just before you fall off, opposite you, there is a window where zombies come in. Kill them before they come in, and after 10ish headshots, you'll get the longshot perma-perk. You'll get 360 points for a body kill or 400 points for a headshot kill!! I've had over 400000 points around round 30 before now!

 

Round 2->25, camp in the same spot, but after round 10 place the trample steam a little bit in front you incase you get over run. I find doing it this way, I don't get any ( or very few) downs.

 

Round 25+ basically, exactly what you said Ulysses, shoot a sliquifyer onto the base of the broken pole, stand at the top, wait for half of a train to build up, and shoot one sliq bullet into the crowd.

 

Just to help you get past round 40 mate (I was stuck on 36 for about a year, then beat it and suicided on round 53 the other day):

 

1) When you get forced off the post, drop down, don't jump. I find if I jump I also die. The other thing you can do is drop down the left side. It's slightly harder to run past them all, but there are few zombies that side.

 

2) Don't be paranoid about ammo conservation. I wasn't starting to run out of ammo for the sliq until round 48 ish, and I was wasting a lot of ammo, literally shooting a 3-4 shots onto the base. 20 bullets will last a full round 30-45ish, and you definitely will get a max ammo in two rounds.

 

3) After round 30, get every single drop. Carpenter, nuke, whatever, it doesn't matter. A friend once belived there is a  permaperk that gives you more drops if you collect every single drop. I believe him. I haven't seen it confirmed or mentioned anywhere else, but round 45+ I was definitely getting about 6 drops per round.

 

4) When you shoot your bullet into the crowd of zombies, aim it at one the left hand side. I find when the zombies do break from the goo, and run up, its always the left hand side that lets me down. At least if you get one on the left side, it leaves some goo behind.

 

5) Don't panic with shooting a few bullets at the base. Like point 2, I really don't find ammo a mega problem till round 50+.

 

6) If a zombie does break through, shoot the sliq at it. Sometimes, if you're careful, you can get even further up the pole, where you won't slide off.

 

7) Round 45+ take out the first two waves with your SVU, or M&S or a DSR. I've managed to preserve ammo that way, especially if you're getting past the hallway mark.

 

8) Any drops that you do get at the bottom of the pole, jump to get them. It might seem crazy, but the zombies are so busy sliding around, they very rarely hit you.

 

 

On a side note: Sometimes, Round 25-30 I'll shoot the goo at the bottom of the pole, but use the M&S to kill the zombies, just to speed things up.

 

Hopefully this post isn't mega long. I like your strat, just thought I'd give you what I do as a comparison.

 

As for time wise, it might seem long, but I've actually managed to get to round 36 in 90 mins doing this, so it is quite quick method.

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Thanks @lead_psychopath - I should really try that approach - I've never actually used the bank or the weapon locker in any map, so I should really make use of the facilities to speed-up getting my gear in order. I'm usually sat on the broken column with 50-70K unused points by the early thirties so there is really no excuse for not giving it a go.

 

I also like the idea of using the PaP'ed SVU for the headshot perma-perk.

 

I've not used the Trample Steam either, for some reason, but was thinking I might at least build it into my updated strategy to enable a return to the AN-94 wallbuy for ammunition re-supply at the later stages (I've never gotten to the stage where I've needed to at the moment, but probably best to already have it at that point lol!

 

Hopefully we can both get on at the same time sometime soon, as try out some Die Rise co-op?

 

@ETEl2NAL407 Thanks for the input... I never seem to have a problem with getting 1,500 points and across to the power room with an undamaged Zombie, but appreciate this could slow down the strategy a little, needlessly. I think I'm so impressed with getting the WW Round 1 that I don't take any notice of the fact that I never use it til at least after Round 10!

 

Will be working through this strategy and aiming for a 50+ solo, so I'm gonna work-in these suggestions (and any others) and try and produce a revised strategy that is tidier.

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The beauty of this map is that there are numerous strategies available and they're all pretty good. No one strategy is ever going to be the end all be all for a map because different players have different play styles and certain strategies just suit them better.

 

As for me, I have had lots of games where that last zombie gets in the elevator with me and manages to down me, so I have learned to resist the temptation of building Sliq on R1, but the benefit of doing it is that you have that weapon for the rest of your strategy and it could potentially save a big mistake, because R3 is going to be difficult.

 

IMO, using the bank shouldn't be included in a strategy for high rounds. I find the bank is acceptable for casual games or EE games, but if you're going for high rounds just earn your points from scoring, after all that's what the strategy is for, right?

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On that one Eternal, I'd disagree. The banks make it easier, for sure. But I wouldn't take it out of a high round strategy, it just seems pointless to waste time. But it does depend on what type of player you are. I really do believe they put the bank in the maps where there's a lot to do/ buildables that take a long time to make.

 

But you're dead right on the different strats. It's whatever works for you at the end of the day! And oh boy have I been downed on the elevators so many times!!

 

@Ulysses1975 We do need a co-op game mate, I'll pm you.

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Hmm. I usually build the Sliquifier on round 1 myself, but i usually leave it on the table until 40 because soon after that I would need it. To alleviate boredom, i try not to use it early.

The dragon roof is good until the 20's-ish. Then i do the Buddha room myself; usually stand on the top balcony. Then mix it up;r+g, occasionally take a break on the broken column. Note that you can headshot fairly well while standing on that column too, no Sliquifier needed.

I keep a Claymore stash next to the column, on the balcony, where the zombies jump up. When the jumping jerks come, set the TS right there next to the column: none can get you and if they get past it, they hit Claymores.

I put max (12) Claymore down so i can quick-use one and have it explode as soon as i drop it.

The escalator by the pdw is easy to survive high rounds too with the Sliquifier. Just stay left as you go down after drops, so you don't get evicted from the building.

Random: I called the Sliquifier 'the pink shotgun' because if you just run and shoot with it, it plays like a shotgun that shoots pink. I put pink camos on my shotguns in mp for this reason.

Edit: good points as always from lead_psychopath, and to the OP, nice work, taking the time to think and type this out. I may not do everything the way you do, but still, nice job!

On bank: I usually take out about 15k to jump start/avoid tedium. Pay it back quickly and move on.

If for some reason you keep dying and losing money, there is always Buried/time bomb to fill it up.

Edit 2: last zombie on elevator? Just keep jumping in and out of it, right next to the zombie (he won't hit you), when it is about to move he usually explodes, giving you a zombie free ride.

If he end up on the elevator, usually he just waves his arms a few times, makes a dash at you (simply move out of the way) and goes back to arm waving/repeats.

In the rare instance that they chase you, simply walk a slow circle, avoiding hits. Not always successful, but it usually works.

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The beauty of this map is that there are numerous strategies available and they're all pretty good. No one strategy is ever going to be the end all be all for a map because different players have different play styles and certain strategies just suite them better.

Sorry Eternal but on that one I disagree with you. It's been shown many times on each map that there is always a "best" or a "superior" strategy. If you were talking about multiplayer you might be right but in zombies there is always an ideal endgame strategy. Always.

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The beauty of this map is that there are numerous strategies available and they're all pretty good. No one strategy is ever going to be the end all be all for a map because different players have different play styles and certain strategies just suite them better.

Sorry Eternal but on that one I disagree with you. It's been shown many times on each map that there is always a "best" or a "superior" strategy. If you were talking about multiplayer you might be right but in zombies there is always an ideal endgame strategy. Always.

If you mean wr run or going past 100, you are right.

But for the average player trying to hit 50+, there are a few easy ways in this map. Just from my experiences past 50;

Buddha room kite. Takes some skill.

Buddha room column. Takes little skill.

Escalator by pdw: Some skill, getting drops, surviving jjs.

Ledge outside gk room, post patch: frightening, but easy. Jjs, before and after the patch, are the biggest issue.

Each of these can get a medium-skilled player past 50 in Die Rise.

So, to elite players, eternal's post may be lacking, but i think that he is correct in context of most players experience.

Shrug. That's my take.

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The beauty of this map is that there are numerous strategies available and they're all pretty good. No one strategy is ever going to be the end all be all for a map because different players have different play styles and certain strategies just suite them better.

Sorry Eternal but on that one I disagree with you. It's been shown many times on each map that there is always a "best" or a "superior" strategy. If you were talking about multiplayer you might be right but in zombies there is always an ideal endgame strategy. Always. If you mean wr run or going past 100, you are right.

But for the average player trying to hit 50+, there are a few easy ways in this map. Just from my experiences past 50;

Buddha room kite. Takes some skill.

Buddha room column. Takes little skill.

Escalator by pdw: Some skill, getting drops, surviving jjs.

Ledge outside gk room, post patch: frightening, but easy. Jjs, before and after the patch, are the biggest issue.

Each of these can get a medium-skilled player past 50 in Die Rise.

So, to elite players, eternal's post may be lacking, but i think that he is correct in context of most players experience.

Shrug. That's my take.

Which is the gk room mate?

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The Galvaknuckles room.

Down in the shaft.

At release, one could stand on the ledge just outside of the GK room, and every zombie would load and come out of the lone opening by the GK wall buy, making 100 rounds of yawn-fest with the Sliq, none could get up the incline to you.

Post-patch. One could still fight on the ledge, but the zombies fall from above as well.

But if you stand to the right of the door and Sliq the zombies on the ledge outside of the GK room, you were practically invincible, but you were always looking at zombies about a foot away, though not taking damage. If you slid to the edge of the ledge, you will stop right on the edge and not fall.

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  • 3 weeks later...

I really haven't got time now to go into depth but I guarantee the bank does not save you time.

 

The strategy you run saves you time.  Anytime you are doing something whilst not killing, you are wasting time.

Like Eternal said, build points rather than use the bank.

 

I put an open challenge to all - without using the bank, I can get to round 30 or 50 quicker than you can when you use the bank.

One rule - you are not allowed to camp any area which has a slope up towards you :)

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  • Administrators

I put an open challenge to all - without using the bank, I can get to round 30 or 50 quicker than you can when you use the bank.

One rule - you are not allowed to camp any area which has a slope up towards you :)

 

I'll take this bet, won't have my xbox out of storage for a month so I'll need to try and remember. What is your current time to 50?

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  • 3 weeks later...

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