General Strategies
Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.
Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:
Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie- lethal melee: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 PointsKeep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.
YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.
Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!
The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:
10 Points per board
60 Points for a complete repairThere's a cap on each round however:Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 PointsThe weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.
So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!
PerksEvery map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.
Quick Revive:
$500 Solo/$1500 Co-OpIn solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.
Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!
Jugger-Nog
$2500You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.
Double Tap Root Beer
$2000This speeds up your gun's rate of fire (the opposite effect of alcohol)
Speed Cola
$3000After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.
Mystery Box Weapons
You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon! Here's the complete list of weapons you can find in it:
Special Power-Ups (random drops)
During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.
NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!
CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.
INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.
DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.
MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.
One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.
DEATH MACHINE
This is only available in the "Five" map (although rumors claim it will be available on the DLC maps soon). The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass.
Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.
Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:
Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie- lethal melee: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 PointsKeep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.
YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.
Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!
The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:
10 Points per board
60 Points for a complete repairThere's a cap on each round however:Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 PointsThe weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.
So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!
PerksEvery map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.
Quick Revive:
$500 Solo/$1500 Co-OpIn solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.
Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!
Jugger-Nog
$2500You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.
Double Tap Root Beer
$2000This speeds up your gun's rate of fire (the opposite effect of alcohol)
Speed Cola
$3000After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.
Mystery Box Weapons
You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon! Here's the complete list of weapons you can find in it:
FN FAL | Crossbow with explosive arrow | RPK |
CZ75 | Famas | HS10 |
Thunder Gun | Dargunov | Ray Gun |
Cymbal Monkey | HK21 | Freeze Ray (Five map) |
Spectre | China Lake | M72 LAW |
Python | Galil | AUG |
G11 | Ballistic Knife | |
SPAS | Commando |
Special Power-Ups (random drops)
During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.
NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!
CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.
INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.
DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.
MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.
One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.
DEATH MACHINE
This is only available in the "Five" map (although rumors claim it will be available on the DLC maps soon). The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass.
Weapon Name | Changed name | Notable Effects on Weapon | Notes |
M1911 | Mustang and Sally | Smaller Magazine, Dual Wield, Fires Grenades | This is a good upgrade if you just respawned after dying. Useful for taking out crowds, however Splash Damage could hurt or even down the user, making Jugger-Nog recommended. |
M14 | Mnesia | Doubled Magazine, Higher Damage | Not a good upgrade, even when upgraded it is ineffective against zombies in Later Rounds. However, is still effective up to around round 17. Speed Cola is recommended. Reference to the illness Amnesia. |
Olympia | Hades | Higher Power, Longer Range, Incendiary Rounds | The Upgraded version still faces the same magazine problems as the Normal Olympia. Speed Cola is recommended when using this weapon. Reference to the Greek God Hades. |
AK-74u | AK74fu2 | Special Precision Sight, Bigger Magazine, More Damage | A worthy upgrade; The Precision Sight increases accuracy and the Gun has a Bigger Magazine. In l337, it means AK74 "Fuck you Too" |
MP40 | The Afterburner | Bigger Magazine, More Damage | The Upgraded Version has a very large magazine, making it a very good gun to upgrade. |
Stakeout | Raid | Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip | The Upgraded Version decreases reload time and increases damage, making this a good weapon to upgrade. Double Tap is recommended, and so is Speed Cola as the reload time may still be fatal. |
MPL | MPL-LF | Bigger Magazine, Special Precision Sight | The Increased Magazine solves the problem of the MPL's small magazine; however, there are easily better weapons to upgrade. Double Tap is not recommended as this will make the gun use up its ammo even faster. |
MP5k | MP115 Kollider | Bigger Magazine, More Damage | Similar to the MPL, there are better weapons to upgrade, however, this is still better than the MPL. |
PM63 | Tokyo & Rose | Dual Wield | The Dual Wield attachment effectively doubles the magazine, and allows the player to fire 1 gun while reloading the other. The player may miss their ironsights', however. |
M16 | Skullcrusher | Fully Automatic, Higher Damage, Grenade Launcher | This Skullcrusher could be considered as Combining an Automatic Assault Rifle Similar to the FAMAS with a China Lake. The Grenade Launcher is useful for taking out crowds or as a backup weapon in the event of the user running out of Ammo. |
HK21 | H115 Oscillator | Bigger Magazine, More Damage | This LMG is an excellent weapon to upgrade, as the High Damage and Big Magazine of LMGs are often the reason why LMGs are favored by most players. Reference to the element 115. Speed Cola is recommended. |
RPK | R115 Resonator | Bigger Magazine, More Damage | Similar to the HK21 / H115 Oscillator, this is an excellent weapon to upgrade, and it also references the element 115. Speed Cola is Recommended. |
M72 LAW | M72 Anarchy | 10 Round "Magazine" (Bigger "Magazine"), Semi-Automatic | Effective at taking out crowds, however should really only be used as a back-up weapon. Speed Cola is recommended. Possible reference to the fact that "Anarchy" is the opposite of "Law" and Order. |
China Lake | China Beach | Bigger "Magazine" (5 Rounds), one reload refills the whole magazine | The China Lake is not the best weapon to upgrade. The M72 LAW / M72 Anarchy is better with a bigger "magazine" and rate of fire. Speed Cola is a must. |
CZ75 | Calamity | Bigger Magazine, More Damage, Automatic | This weapon becomes a bit like a Sub-Machine gun after upgrade, but it still has the problem of a small magazine. |
CZ75 Dual Wield | Calamity & Jane | Bigger Magazine, More Damage, Automatic | This is probably better than the Normal CZ75 / Calamity in most player's views, by partially solving the small magazine problem. |
Python | Cobra | Bigger Magazine, More Damage, Speed Reloader | The Cobra should only be used as a back-up weapon, similar to the .357 Magnum in WaW. |
AUG | AUG-50M3 | More Damage, Special Precision Sight, Undermounted Shotgun | Like the M16 / Skullcrusher, the AUG-50M3 combines 2 weapons. This time, it combines a pump-action shotgun with a Assault Rifle with a Special Sight. The Weapon is "AUG-50M3, or AWESOME", according to the name. A good gun to upgrade. |
FN FAL | EPC WN | Special Precision Sight, Bigger Magazine, 3 Round Burst, More Damage | The EPC WN, or "EPIC WIN" is a okay upgrade, but fully automatic weapons should be upgraded instead. |
FAMAS | G16-GL35 | Special Precision Sight, Bigger Magazine, More Damage | The Increase in Accuracy and Magazine Size makes this gun a worthy, but average upgrade. |
Commando | Predator | Bigger Magazine, Dual Mags, More Damage | Another Average Upgrade. |
G11 | G115 Generator | Bigger Magazine, More Damage, Fully Automatic | This Weapon's considerably bigger magazine may make it more favorable to upgrade than other Assault Rifles. Reference to the element 115. |
Galil | Lemantation | Special Precision Sight, More Damage | The Special Precision Sight makes this a good weapon for Tactical Snipers. However, it may not be as effective against zombies as other guns, because it does not increase it's magazine size when upgraded. |
SPAS | SPAZ-24 | 1 Reload Refills the Whole Magazine, Doubled Magazine Size, Longer Range, Fully Automatic | The SPAZ-24 is a reference to the magazine size. A very good gun to upgrade, at is has a very fast reload time and very high power. |
HS-10 | Typhoid & Mary | Dual Wield, Bigger Magazine | If the player does not have the SPAS, he/she may choose the HS-10 to upgrade instead as it has effectively a tripled magazine size. |
Dragunov | D115 Disassembler | Zoom In/Out Scope, More Damage | The Semi-Automatic nature of this gun make it better as a support weapon. Reference to element 115. |
L96A1 | L115 Isolater | Zoom In/Out Scope, Bigger Magazine, More Damage | The Bolt Action nature of this gun make it better as a support weapon. Reference to element 115. |
Ray Gun | Porter's X2 Ray Gun | More Damage, Bigger Magazine | Arguably one of the best guns to upgrade. It's already high damage is increased. |
Ballistic Knife | The Krause Refibrillator | Faster Melee Knifing, Glowing Knife | Useful if your teams is down a lot, as shooting a downed ally will heal them. Poor choice for combat, as damage is not notably increased. |
Crossbow Explosive Tip | Awful Lawton | Zombies Run towards to Fired Bolts, acts like a Monkey Bomb | This weapon is very useful for distracting zombies. Also, unlike the Monkey bomb, it does not have a long "priming" time. |
Thundergun | Zeus Cannon | Doubled Magazine, Can Kill More Zombies with One Shot | Another extremely good gun made better with the upgrade. Speed Cola is also recommended. |
Winter's Howl | Winter's Fury | Bigger Magazine, Longer Freeze Time | Allows freezing of zombies with one shot and freezes numerous zombies at once. Decent back-up weapon if used with Ray Gun/ Porter's. Speed Cola is recommended. |
Fan Submissions
@teknos writes:There is also a map in every room indicating the position of the random box (mystery box) in each room. Once you have the power on, the map will show you the room that the random box is currently in.
Also traps are very helpful when you have a mob following you. They look like red electrical boxes and are available after the power has been turned on.
Kino der Toten
Thanks to @mikeyfezlord for adding the Mystery Box locations
The first goal you need to have while playing this map is to make it to the power switch. If you can restore the power, you'll unlock the teleporter, the perk machines, the Mystery Box, a few traps, and ultimately allow yourself a lot more freedom of movement.
But how do I turn on the power?
Let me explain: You first have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola. You decide which way you'll go, the most important thing is to get to the power.
Once you get to the backstage of the Theater, the power is located on the southwest portion of this (by the M16). You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open loop of this level.
Important note: It seems like turning on the power unlocks Gas Zombies... and these mother effer's aren't easy. Be aware of this.
How do I turn the Teleporter on?You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (the Lobby) to use the Teleporter. You'll have to stand on that weird looking platform and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.
The Teleporter is on, but I'm confused...The main use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch upgrade kiosk in this room. The most badass aspect of the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. Problem is, this only lasts for about 30 seconds. Also important to note that any zombies in the Teleporter when you use it will die instantly. Use it to your advantage!
What the hell is a Pack-a-Punch room?Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
When do the Hellhounds show up?They begin to show up after the 5th wave. They seem to come back every 5th round, although we have seen them only four rounds away a few times.
Best advice here is to find a corner, strap on your Shotgun, and blast away at their heads. If you are playing with a buddy, try to huddle up in opposite corners, so that you can cover each other while you are reloading.
Fan Submissions
@tony writes:
a pretty fun thing to do turn on the auto turret in the theatre let it do some damage then teleport to the pack a punch room and ready a monkey bomb press and hold your throw button don't release until you are about to teleport out (it does it automatically after about 30 seconds ) and throw it out the window toward the stage when you arrive back at the lobby run to the theatre doors and turn on the electric barrier then take a jog back around the loop to the stage
Five (unlocked by beating the single player campaign)
This is the Zombie map that takes place in the Pentagon. There are three floors to be explored, the briefing room (top floor), the war room (second floor), and the basement (obviously the bottom floor).
Much like Kino der Toten, there is a power switch that you are strongly advised to turn on.
Where is the power switch in "Five"?
Calm down, I'm getting to that. It's located on the basement level, and is a whole lot easier to get to than the one in Kino der Toten. From the start of the level, open the door to the right ($750) then head to the elevator and go down ($250). Once you're in the War Room (you start the level in the briefing room), find your way to the elevator by clearing the debris ($2000) and take the elevator down once again ($250).
We were able to unlock all of this by round 3 one time, but it's fairly easy and a lot more common by round 4. When you turn the power on in this level, you unlock all the perk machines, unlock the ability to set the Def Con level in the war room, and also turn on all the Teleporters.
Once again, how do I turn on the Teleporters?
These teleporters aren't like the ones in Kino der Toten, and can be used as soon as they are activated via the power switch.
You mentioned the ability to set the Def Con level. Is that like Def Jam?No. Don't be an ass. When you turn the power on you can go into the war room and set the Def Con level. What this essentially means is that when you get it to Def Con Level 5, you unlock the Pack-a-Punch room. In order to do this, you'll need to activate all four switches in the war room (3 of them are near the Jugger Nog, while the fourth is across the map from all of them). Once they are all activated, all the Teleports will lead to the Pack-a-Punch room.
What the hell is a Pack-a-Punch room?Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
Who the hell is this scientist-looking douche that keeps stealing all my sh**?!Yeah, so he found you. He's what the game calls the "Pentagon Tech", and his sole purpose is to steal all your weapons. He shows up after you turn the power on. Don't freak out though, because he can be killed (there's even an Achievement/Trophy for doing it). Read carefully below for the best way to do this:
- Keep in mind that the Pentagon Tech's hit points definitely increase as the rounds go on, and the more people you have in your party also means he has more health.
- Claymores are your friend when trying to take this bastard down. Place them in large groups in areas you know he is headed, as they will cause a ton of damage this way, while slowing him down.
- Rather than trying to reload, just keep two weapons fully stocked for when he comes after you.
- Just like every other enemy in any mode in any game ever, aim for his head. It will take off a lot more damage.
- If he grabs your first weapon, chase him with your second. Notice he is slowing down? That means he is injured. Don't let up!
I had the MPL with the M16 as a backup weapon and was able to kill him in round six (with a buddy of course). Regardless, this can be done. Just load up on Claymores, have full ammo clips, and get ready to kick some ass!
What is that red trap piece piece?
@Dobserver writes:It's the missing piece for the metal detectors in the first floor. The metal detectors or x ray machine turns into a trap. it cost 1,000 to turn on
Fan Submissions
@Dobserver writes: rack up up as many points in the first few rounds. keep a "crawler" alive by blowing off his legs with a grenade. clear the debris by the elevator and go down to the war room. clear the debris to get to the lower level of the war room. unlock the elevator to go down to the basement. turn the power on and look for the mystery box in one of the rooms. look through the windows when you're looking for the mystery box so you won't waste money unlocking doors. go back up to the war room and hit the def con levers on the wall. hit all four to get to def con 5. kill the "crawler" before you hit the last lever then go through the teleporter in the center of the room. the teleporter will take you to a small room where all you have to do is cover 2 windows and the main entrance. 1 or 2 cover the windows, 2 or 3 cover the main entrance. the doors in the main entrance hall way will stay closed until the def con security resets. when it resets most of the zombies will come pouring in through the main entrance. spray them down and collect points. keep another "crawler" alive and go down to the basement to gather more weapons. go back up the war room and repeat the whole def con process again. see how many rounds you can go. I've done this for 15 rounds and it seems to work even better with good teammates. @chrisg2003by writes:
By the way, might want to add that the Pentagon Tech only turns up ONCE you turn the power on in "Five".
So by all means give yourself a few rounds without the power switched on, and i wouldnt switch on the power until your ready to pack-a-punch a weapon anyway. Because you wont really need the teleporters until that point.
Best technique on 5 is to sit in the downstairs lift with a friend, all the zombies (apart from 1 barricade) are in front of you. So pray for a heavy weapon out of the box and start shooting some zombie ass as they run like hell at you. Guess what, if its getting too much for you, hit the call button.. Up goes the lift, giving you time to reload and get ready to fight the horde when the lift reaches the top.
Other things i havent seen you mention are the power ups. Obviously insta-kill, the bomb and max ammo being obvious ones. But if you didnt get the upgrade for WaW then you wont know about the hammer or the sale powerups.
Quick thing on both. Sale reduces the cost of the mystery box down to 10POINTS A GO, it also spwans the box in all the available places. So when you get a sale. Run like hell to the nearest box and start spending!
Hammer. This seems obvious now and probably is to others, but i didnt know straight off. Hammer repairs all the entrances the zombies use. Grab a hammer powerup and it will give you a bit of a restbite while the zombies break through all the barriers again. It also gives you an extra load of points (200 or so) because all the windows have been repaired.
Dead Ops Arcade (learn how to unlock by clicking here)
There's really not a whole lot to talk about when it comes to Dead Ops Arcade. There are 40 levels, with special rounds every once in a while and a chance to choose your path every fourth level.
The best strategy here is to just keep moving. Hold on to your bombs and speed boosts until you absolutely need them.
Other than that... I got nothin'.
What is that red trap piece piece?
@Dobserver writes:It's the missing piece for the metal detectors in the first floor. The metal detectors or x ray machine turns into a trap. it cost 1,000 to turn on
Fan Submissions
@Dobserver writes: rack up up as many points in the first few rounds. keep a "crawler" alive by blowing off his legs with a grenade. clear the debris by the elevator and go down to the war room. clear the debris to get to the lower level of the war room. unlock the elevator to go down to the basement. turn the power on and look for the mystery box in one of the rooms. look through the windows when you're looking for the mystery box so you won't waste money unlocking doors. go back up to the war room and hit the def con levers on the wall. hit all four to get to def con 5. kill the "crawler" before you hit the last lever then go through the teleporter in the center of the room. the teleporter will take you to a small room where all you have to do is cover 2 windows and the main entrance. 1 or 2 cover the windows, 2 or 3 cover the main entrance. the doors in the main entrance hall way will stay closed until the def con security resets. when it resets most of the zombies will come pouring in through the main entrance. spray them down and collect points. keep another "crawler" alive and go down to the basement to gather more weapons. go back up the war room and repeat the whole def con process again. see how many rounds you can go. I've done this for 15 rounds and it seems to work even better with good teammates. @chrisg2003by writes:
By the way, might want to add that the Pentagon Tech only turns up ONCE you turn the power on in "Five".
So by all means give yourself a few rounds without the power switched on, and i wouldnt switch on the power until your ready to pack-a-punch a weapon anyway. Because you wont really need the teleporters until that point.
Best technique on 5 is to sit in the downstairs lift with a friend, all the zombies (apart from 1 barricade) are in front of you. So pray for a heavy weapon out of the box and start shooting some zombie ass as they run like hell at you. Guess what, if its getting too much for you, hit the call button.. Up goes the lift, giving you time to reload and get ready to fight the horde when the lift reaches the top.
Other things i havent seen you mention are the power ups. Obviously insta-kill, the bomb and max ammo being obvious ones. But if you didnt get the upgrade for WaW then you wont know about the hammer or the sale powerups.
Quick thing on both. Sale reduces the cost of the mystery box down to 10POINTS A GO, it also spwans the box in all the available places. So when you get a sale. Run like hell to the nearest box and start spending!
Hammer. This seems obvious now and probably is to others, but i didnt know straight off. Hammer repairs all the entrances the zombies use. Grab a hammer powerup and it will give you a bit of a restbite while the zombies break through all the barriers again. It also gives you an extra load of points (200 or so) because all the windows have been repaired.
Dead Ops Arcade (learn how to unlock by clicking here)
There's really not a whole lot to talk about when it comes to Dead Ops Arcade. There are 40 levels, with special rounds every once in a while and a chance to choose your path every fourth level.
The best strategy here is to just keep moving. Hold on to your bombs and speed boosts until you absolutely need them.
Other than that... I got nothin'.
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