______ _ _____ ___ _
| _ \ | | | _ | / _ \ | |
| | | |___ __ _ __| | | | | |_ __ ___ / /_\ \_ __ ___ __ _ __| | ___
| | | / _ \/ _` |/ _` | | | | | '_ \/ __| | _ | '__/ __/ _` |/ _` |/ _ \
| |/ / __/ (_| | (_| | \ \_/ / |_) \__ \ | | | | | | (_| (_| | (_| | __/
|___/ \___|\__,_|\__,_| \___/| .__/|___/ \_| |_/_| \___\__,_|\__,_|\___|
| |
|_|
----------------------------------------------------------------------------
---------------------------TABLE OF CONTENTS [TOC]--------------------------
----------------------------------------------------------------------------
I. About This Guide........................[ABTG]
II. Version History.........................[VHIS]
III. Controls / How to Play..................[HTP]
IV. Weapon Arsenal..........................[WEPN]
V. Item Pickups............................[IPCK]
VI. General Advice..........................[GADV]
VII. Critical Intel..........................[CINT]
VIII. Basic Level Descriptions (1-40).........[BASC]
(1-4) Island.......................[ISL1]
(5-8) Courtyard....................[CRT1]
(9-12) Prison.......................[PRS1]
(13-16) Cave.........................[CAV1]
(17-20) Market.......................[MRK1]
(21-24) Kowloon......................[KOW1]
(25-28) Street.......................[SRT1]
(29-32) Grid.........................[GRD1]
(33-36) Forest.......................[FST1]
(37-40) Jungle.......................[JNG1]
Cosmic Silverback............[APE1]
IX. Advanced Level Descriptions (41-80).....[ADVD]
(41-44) Island Revisited.............[ISL2]
(45-48) Courtyard Revisited..........[CRT2]
(49-52) Prison Revisited.............[PRS2]
(53-56) Cave Revisited...............[CAV2]
(57-60) Market Revisited.............[MRK2]
(61-64) Kowloon Revisited............[KOW2]
(65-68) Street Revisited.............[SRT2]
(69-72) Grid Revisited...............[GRD2]
(73-76) Forest Revisited.............[FST2]
(77-80) Jungle Revisited.............[JNG2]
TWO Cosmic Silverbacks.......[APE2]
X. Elite Level Descriptions (81-120).......[1337]
XI. The Room of Fate........................[ROF]
XII. Avoiding Bad Players....................[ABP]
XIII. Rumors and Myths........................[RUMR]
XIV. FAQ's...................................[FRQ]
XV. About the Author........................[BILL]
XVI. Copyright...............................[COPY]
**NOTE** Use the Quick Code on the far right to go directly where you want
without scouring the entire guide. Hit Control+F, enter the code,
then hit Find Next and it should work just fine.
----------------------------------------------------------------------------
I. ABOUT THIS GUIDE [ABTG]
----------------------------------------------------------------------------
I created this guide for a number of reasons. First, I have an affection for
top-down shooters and this game certainly falls into that category. Secondly,
although there are other guides out there for this game, none of them go into
detail about the levels beyond the Silverback, discuss strategy, or offer any
trinkets of wisdom that the great players know about. In addition, some of the
info contained in the other guides is flat out wrong. For those reasons, I
took it upon myself to give back to the community in the hopes of clearing up
any rumors and providing a definitive answer to all things related to Dead Ops
Arcade (DOA.) This guide is dedicated to every player out there looking to
gain a better understanding of the game and to everyone looking to play with
good, mature players.
Some people ask me, "Why waste so much time on an 'Easter Egg' game?" My
response to them is simple: The game requires skill, teamwork, is fun to play,
and extremely addicting. I find it to be the best of all zombie modes and in my
opinion, one of the best multiplayer games available for any platform. This
game is good enough to be released on the PSN/XBL/PC store as its own title!
This is my first ever FAQ. Initially it took me a few days to write, but as
you can see from the rather lengthy version history I am constantly adding and
making changes as I continue to gather new information and dispel the
inaccuracies. I am confident in saying that you will not find a more
comprehensive guide for this game online than right here. I hope you get as
much out of this guide as I have put into it.
Lastly, many thanks to the following players on PSN for their invaluable input
on several areas of this guide. Their information has helped to make it more
authentic, not to mention they are amazing Dead Ops players.
- iMrBeast
- FR1TZ22
- Thee_Frenzy
Thanks and ENJOY!
Email: dciguy01@comcast.net
PSN: DCIguy01
----------------------------------------------------------------------------
II. VERSION HISTORY [VHIS]
----------------------------------------------------------------------------
1.3 (8/3/11)
- First version accepted and posted to GameFAQs.com
1.4 (8/6/11)
- Made alterations to all sections; adding previously missed information.
- Fixed spelling/grammar errors
1.45 (8/8/11)
- Gave permission to CheatCC.com and Neoseeker.com to host my guide on
their sites. Notated the copyright section accordingly.
1.5 (8/10/11)
- Gave permission to Supercheats.com to host my guide on their site.
Notated the copyright section accordingly.
- Edited "Advanced Level Descriptions," and "FAQ" sections
- Fixed spelling/grammar errors
1.6 (8/13/11)
- Changed RPK to M60
- Corrected error about receiving speed boosts from stolen lives
- Edited a piece of critical intel regarding the order of command
(thanks to "iMrBeast" from PSN for the info!)
- Minor formatting changes
1.7 (8/28/11)
- Added an extra tidbit about the Fate of Friendship regarding the blue
player.
(thanks to "iMrBeast" from PSN for the info!)
- Edited "Item Pickups," "About Me," and "Avoiding Bad Players" sections
- Made some formatting changes to make the guide cleaner
1.8 (9/16/11)
- Added "Elite Level Descriptions" section
(thanks to "iMrBeast" and "FR1TZ22" from PSN for the info!)
- Fixed spelling/grammar errors
1.9 (9/22/11)
- Edited "Item Pickup" and "Weapon Arsenal" sections
- Added valuable information to virtually all sections of the guide;
notably the Room of Fate, high level advice, going prone, and dropping
lives.
(thanks to "FR1TZ22" from PSN for all the info)
- Rewrote strategies for beating certain arenas
- Fixed spelling/grammar errors
2.0 (9/27/11)
- Moved the foreward to its own, brand new section (About this Guide)
- Added searchable tags to all sections to make finding information easier
- Expanded the Table of Contents and made it easier to read
- Edited the "FAQ" section
- Added note about flamethrower crashing the game
(thanks to "FR1TZ22" from PSN for the info!)
- Fixed grammar errors
2.1 (10/18/11)
- Edited "About Me," "About This Guide," "Critical Intel," "Room of Fate"
sections
- Added my contact info to multiple sections in the guide
- New information about the monkey bomb discovered
- Added the previously missed BARELL to the "Item Pickups" section
- Added advice about the in-game trophy for dashing through zombies
- Added GameFly/GameSpot to the list of approved sites
- Fixed error about high rank VS high color rank (see General Advice)
2.2 (11/6/11)
- Added new section "Rumors and Myths"
- Added the answer to the boss fight in round 120. See the FAQ section.
- Added note about death during the ending cutscenes
- Added info about the HUD on the player details
- Removed incorrect information about the monkey bomb
- Edited/fixed misconception about dog bites after round 34
- Edited "Avoiding Bad Players" and "Elite Level Descriptions" sections.
----------------------------------------------------------------------------
III. CONTROLS / HOW TO PLAY [HTP]
----------------------------------------------------------------------------
If you've ever played SMASH TV in the arcades or on the home consoles, you
should know how to play Dead Ops Arcade (DOA.) The game is played as a
top-down shooter in which you take on vast hordes of undead zombies. You
start the game with a standard issue M60, but can easily upgrade to other
guns and acquire other items as the game progresses.
DOA also uses the same basic control scheme as Smash TV with a few additions.
Note that there are slight differences with the PC and home consoles.
********
PS3/360
********
Left Stick - Moves the player
Right Stick - Shoots the gun in the direction pushed
L1 - Nuke
R1 - Speed Boost
Pause - Brings up pause/option menu
***
PC
***
Left Mouse - Fire
Right Mouse - N/A
Mouse Wheel - Nuke
Cursor - Aims where you are shooting
Spacebar - Speed Boost
G - Nuke (alternate)
**********************************
The Player HUD (Heads-up Display)
**********************************
You will notice on the game screen that each player has their own score as well
as several other numbers in close vicinity. We will discuss each number and
piece of the HUD in detail.
Multiplier Bar - Indicates how far along the player is to advancing to the next
multiplier level. A higher multiplier means more points. More
points means more lives. More lives means more playing time.
Lives - This is the first number underneath the screenname. As you would guess,
it indicates the number of lives the player has accumulated. You start
off the game with three.
Nukes - The second number underneath the screenname indicates the number of
bombs you have. You start the game with one.
Bolts - The final number indicates the number of speed boosts you have. You
start off with two.
Score - The largest number on the HUD is your score. You earn a free life (for
yourself only) with every 200,000 points.
----------------------------------------------------------------------------
IV. WEAPON ARSENAL [WEPN]
----------------------------------------------------------------------------
It is critical to understand the differences in the various guns, their
strengths and their weaknesses. This section will list all of these things.
*******************
M60 (Standard gun)
*******************
...This is the gun you start out with by default. Pretty standard rapid fire
gun. Contains infinite ammo and is ideal for mowing down weaker zombies.
Against tougher brutes and in later rounds, you will want to seek something
a little more powerful.
***************
Death Machine
***************
...Basically an upgraded version of the M60. It cuts through virtually any
enemy with very little effort. Ideal for laying the smack down on tougher
enemies and extremely helpful when obtained in the Room of Fate (discussed
later.) No major weaknesses with this gun.
************
China Lake
************
...A short distance grenade launcher that will wipe out groups of zombies
with ease. The China Lake works wonders well into the higher rounds and
even against the toughest of monsters. The only real drawback is that it
makes it tough for you and your teammates to see what is happening right in
front of them.
**NOTE** A good tactical use for this weapon is to shoot and steadily move
backward to ensure no zombies get through and everyone can see what
is happening in front of them.
*********
SPAS-12
*********
...A spread-fire shotgun. Easily the weapon of choice for taking out large
groups of zombies from all distances across the map. As the distance
increases, so does the range of the spread. Add a chicken or two (or more)
for utter mayhem. No real disadvantages with this weapon!
*********
Ray Gun
*********
...Fires precise green bursts which can also bounce off the walls. It has
devastating power and potential, but it can be like using a slot machine.
The Ray Gun does not always kill its target on impact; especially in
higher levels. Use at your own risk.
*******
RPG-7
*******
...Fires straight rockets at enemies with ease; killing almost anything in a
single shot. This gun is ideal for taking out a long line of zombies (or
those golden cows/bulls.) Unfortunately, the RPG suffers from a couple
problems. It is not very effective for large groups coming from multiple
angles since it can be difficult to aim at times. The other major problem
with this gun is that you can very easily hit a teammate; knocking them
across the screen and right into a group of zombies or a shock tower for an
instant kill!
**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in
a circle. This is the easiest way to accidentally kill your teammates.
*****************
M2 Flamethrower
*****************
...Your basic everyday barbeque cannon. The gun has a wide range and can pretty
much hit any zombie on the map. The effect of the weapon slows down the
enemy until they eventually keel over and die. Highly effective in the
lower rounds. Once you get into high round play, it becomes far less useful
to almost ineffective. This weapon also suffers from the same problem as
the RPG. The flames make it VERY difficult to see in front of you. If you
do decide to use it in higher rounds, always keep the gun aimed toward your
enemies. To avoid obscuring the vision of your teammates, stop firing long
enough to change direction and then resume fire. Use at your own risk, or
better yet, not at all.
**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in
a circle. The entire screen becomes a flaming red mass and will make
it impossible to see.
**NOTE 2** If you manage to get into high round play (41 and up) DO NOT USE A
FLAMETHROWER, CHICKEN, AND TURBO BOOTS IN COMBINATION. This is a
surefire way to crash the game.
(credit to "FR1TZ22" from PSN)
----------------------------------------------------------------------------
V. ITEM PICKUPS [IPCK]
----------------------------------------------------------------------------
In addition to weapons, there are plenty of other useful items dropped
throughout the game. Here is a short list of the ones at your disposal.
******************
Regular Treasure
******************
...Gives the player more points. Appears as numerous varieties of silver and
gold bars, medallions, etc. Pick these up as opportunity permits, because
they will help raise your multiplier in small increments.
******************
Medium Treasure
******************
...Instantly fills up 1/3 of the player's multiplier bar. Appears as a medium
sized gem on the map. If you see one of these, make a concerted effort to
pick it up. Not worth dropping a nuke to get, but definitely worth getting.
****************
Large Treasure
****************
...Instantly increases a player's multiplier by one. Appears as large gems on
the map. Make every effort to pick these up when possible as a higher
multiplier decreases the time and effort needed to gain an extra life.
**NOTE** An extra life is gained with every 200k.
***************
Tactical Nuke
***************
...A bomb that kills every enemy on the screen (minus cows.) They appear as
golden bombs on the map. You start the game with one. Use only when you are
trapped with no hope of escape. Highly useful on higher rounds.
**NOTE** You can only carry 9 nukes at a time. If you already have 9 and you
see another one lying around, either let someone else pick it up OR
drop a nuke and then pick it up.
****************
Lightning Bolt
****************
...Also known as speed boosts. An item that allows the player to dash straight
through a line of zombies. It appears as a lightning bolt on the map. You
start the game with two. Can be used to kill a pack of zombies or as a way
to escape a pursuing group. Be careful while using this as you can very
easily dash yourself into a shock tower or another horde of zombies.
**NOTE** You can only carry 9 bolts at a time. If you already have 9 and you
see another one lying around, just leave it for somebody else.
*********
Chicken
*********
...A flying chicken that mimics and shoots the same gun you are currently
using. Appears as a miniature chicken on the map. You can acquire up to 6
chickens at once to unleash some simply devastating attacks across the
screen.
**NOTE** The chicken is best used the player who acquires the Fate of
Friendship (discussed later) as clock use of the chicken is doubled.
*********
Chopper
*********
...A helicopter which makes the player immune to damage as they fly around
the screen blasting explosive missiles at all enemies in sight. Appears as
a helicopter on the map. Great for blowing up the golden cows and getting
teammates out of a jam. These are first introduced into the game at round 9.
**NOTE** Any chickens in use by the player holding the chopper will
automatically gain the use of a Ray Gun for the duration of the
flight.
***************
**URGENT NOTE**
***************
This is one of the most important tips you will ever get in this guide. If
the player of highest ranking color (1=green, 2=blue, 3=red, 4=yellow) picks
up the chopper, he makes the team invincible for however long he has it (see
the Critical Intel section for more info.) MAKE USE OF THIS TIME! (Teammates
can still die by hitting shock towers, bulls, getting bit by dogs, or from
explosions due to barrels and abominable martyrs.)
******
Tank
******
...A land vehicle capable of running over any enemy in the game (excluding
the boss.) Appears as a tank on the map. Fires explosive rounds similar to
the China Lake. Great for taking out large groups, but somewhat difficult
to control at times. These are first introduced into the game at round 5.
**NOTE** Do NOT carry a tank over a portal into a new set of rounds. There is
a slight chance that the game will glitch. The player with the tank
will appear underneath the map and make it impossible to see any of
team members or enemies until the end of the round. Basically, if this
happens, you're screwed. Reset the game.
**************
Wunderwaffle
**************
...Rotating electric orbs which fry any enemy they touch. Appears as a silver
orb on the map. They work in a chain-like effect, in that they will fry any
number of zombies on the map, so long as they are touching or within a close
proximity. Be careful, as zombies can still break through the orbs at times.
************
Sentry Gun
************
...An automated machine gun with power identical to that of the death machine.
It cannot be destroyed by enemies. Appears as a sentry gun on the map. Ideal
for providing cover fire. The sentry gun will not fire at a constant rate,
so do not rely on it completely.
***************
Monkey Bomb
***************
...A toy monkey which attracts all zombies to it with its cymbal beat, then
suddenly explodes; killing any enemy nearby. Appears as a monkey on the map.
Great for the higher levels when massive swarms are overwhelming the team.
The Monkey Bomb is not fool-proof, though. If a zombie is closer to you than
the monkey, the zombie will come after you regardless.
**NOTE** Appropriate use of the monkey should involve waiting until there are
zombies nearby before picking it up. If you see a monkey that is in
play, chiming away and doing its job, try not to shoot the zombies
attracted to it. Focus your attention on the others coming into play
(or better yet, lead them over to the monkey.)
***********
Barrels
***********
...Similar to the wunderwaffle, these barrels will rotate around the player and
create a barrier that kills anything they smash into. Very effective against
large swarms; buying you time to cut yourself a path through the crowd.
Another added benefit is that once they expire, they fly off to the side;
killing anything they touch, although these kills are incidental and hard to
predict.
***********
Teddy Bear
***********
...Grants the player a force field which can be used to propel and even kill
some of the enemies you face. Appears as a brown teddy bear on the map. The
teddy bear is great for use in the first 12 rounds, but after that it gets
to be more of a hindrance than a help. Creepy crawlers will almost always
break through, as well as engineers, dogs, and any other zombie with
enhanced strength. I recommend staying away from this pickup in later
rounds.
**NOTE** A common misconception with this item is that you are granted
invincibility. The teddy bear does NOT make you immune to zombies.
Rather, it creates a repulsion forcefield that deters zombies in the
opposite direction; often making them run away.
*******
Boots
*******
...Grants the player double the normal foot speed. Appear as boots on the map.
These are basically what the player who receives the fate of Furious Feet
receives (discussed later.)
**NOTE** If you picked up the Furious Feet perk in the Room of Fate, do not
pick up any boots you run across. Leave them for teammates.
*************
Extra Lives
*************
...Grants an extra life to THE ENTIRE TEAM. Appears as a golden soldier on the
map. Always be on the lookout for these babies. Pick them up at all costs;
even if it means dropping a nuke or speed boost to get it.
----------------------------------------------------------------------------
VI. GENERAL ADVICE [GADV]
----------------------------------------------------------------------------
This section provides some common sense information as well as intel that will
prove useful in making you a better overall player.
...It is usually better to be moving than stationary. A moving target is much
harder to kill than one that just sits there. Standing in one spot will
often result in death; especially in rounds 13 and beyond.
...Learn how to run and shoot in different directions. I often enter games
where people are too busy fleeing a horde of zombies and forgetting to
shoot as they run. This leads to getting overwhelmed and losing lives.
...YOUR MULTIPLIER IS MORE IMPORTANT THAN YOUR SCORE. Do not let anyone tell
you otherwise. With a high multiplier, you will be earning lives like it's
second nature. Once you reach a 9x multiplier, you should start leaving
treasure behind for teammates so they can build up their multipliers. This
tends to be the hardest concept for a player to grasp because they want to
get high on the leaderboards. However, without a team, you won't be able to
sniff a high spot on the leaderboards. Remain humble and you will go far.
...There is no reason NOT to fire your M60. You never know when an enemy
will come from a corner or behind and try to catch you off guard.
...Just because you see a weapon or item spawn does not mean you have to make a
mad dash for it the split second it pops on the screen. Think about your
situation and think about whether it would be best for you to pick it up or
to let someone else pick it up.
...Do not pickup a weapon or item unless you need it. If you have 9 nukes,
speed boosts, etc., you should leave it for someone else that could use it.
...Do not leave a bonus room or, god forbid, an armory without picking up
every single treasure. Leaving early is downright foolish for too many
reasons to mention.
...When you are in a bonus round or armory, try to leave a specific weapon
(i.e.: chopper, tank) until the very end so you can get the most use out of
it for the following round.
...Lead enemy hordes into the shock towers when possible. It will help thin
out the forces and make it easier for the team to pick them off one by one.
...As you progress through the game to the higher levels, it will become
inevitable that someone becomes the "bomb bitch" and starts stealing lives,
providing others with armory, etc. If you find yourself to be that person
and you are becoming more of a hindrance than a help, LEAVE THE TREASURE FOR
EVERYONE ELSE. What good does it do the team for you to pick up treasure if
you keep dying on a constant basis? That multiplier you earned could have
been put to better use with a better player. On the flip side, if your
teammates are constantly dying and giving little to no help, you will need
to make that difficult judgement call and start taking everything for
yourself.
----------------------------------------------------------------------------
VII. CRITICAL INTEL [CINT]
----------------------------------------------------------------------------
This section has information that few players know about. To have the best
chance of surviving into the higher rounds of the game, you should read the
intel contained within.
...When the green player picks up a chopper, the zombies will automatically
go straight for him. During this time, the rest of the team is invincible
to all zombies except for hellhounds, explosions, and shock towers. ALWAYS,
ALWAYS let the green player pick up a chopper; especially in the higher
rounds when enemy swarms become very large. This is especially useful when
combined with the Fate of Fortitude (discussed later) which doubles the
time of all items.
...Adding on to the previous intel, if there is no green player in the game,
the blue player takes his place as the chopper "magnet." If there is no
blue, then red takes his place. The only player the zombies will not follow
in the chopper is yellow. So the chain of command goes:
- Green
- Blue
- Red
- Yellow
...When a teammate has zero lives and dies again, he can be revived by
stealing one of the other player's lives. Stealing a life occurs
automatically and cannot be triggered by any other means. A life cannot be
stolen by the same player more than once in a 90 second span. When a life is
stolen, the player whose life was stolen will receive a randomly chosen
power-up as follows:
- Chopper
- Tank
- 3 nukes
- 4 speed boosts
...Adding on to the previous intel, if one of your lives gets stolen and are
awarded nukes or speed boosts AND you have 7+ nukes or 6+ boosts, any nukes
or boosts which put you over the maximum limit (9) will go to waste. If you
receieve a weapon drop which puts you over the max, drop a nuke/use a boost
immediately to ensure one less item goes to waste.
...It is possible to "glitch" and make a player temporarily "invincible" if
one teammate stands on top of the other. If one player stands in the corner
and another walks around and keeps pushing toward the corner, eventually
both players will appear on the same spot.
...If you make it to round 34 without dying once, a dogbite will give you the
same amount of punishment as an exploding barrel. In other words, your
health will slowly regenerate over time. YOU CAN STILL BE KILLED by dogbites
if you take 3-4 in a row without pause. It will remain this way for all dogs
until you die (by other means.) Try as hard as possible to survive to round
34 as it will make getting to the advanced levels A LOT easier.
...After a certain round (still unconfirmed which one), if you simply survive
for the round time limit, the zombies will begin to disappear. You can win
the round by default in this fashion.
----------------------------------------------------------------------------
VIII. BASIC LEVEL DESCRIPTIONS (1-40) [BASC]
----------------------------------------------------------------------------
This section gives a basic description of each level and set of rounds. It
then lists a couple keys to winning the rounds in case you are having trouble.
[ISL1]
*************************************
ISLAND (1-4)
*************************************
...This is the starting point of the game. Nothing but slow moving zombies
that come at you from north, south, east, and west. You will also notice
that one side of the map is completely covered in water. Zombies that spawn
from this side of the map move at a sluggish pace until they hit land, at
which point they will move much faster. If you die in these levels, either
quit or start over.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Have a brain. There is absolutely no excuse for losing lives in these
levels. If you absolutely need some sort of advice, stay out of the
water until the round has been completed. While your player is in the
water, he cannot fire any weapons.
[CRT1]
*************************************
COURTYARD (5-8)
*************************************
...Similar to the island, but without water. The only notable exception is a
statue in the middle of the room. The zombies are slightly stronger than
before, but still easily beaten. These levels also introduce shock towers
which can instantly kill you, a teammate, or your enemies. You should be
able to navigate through these levels without much of a problem. Again, if
you die here I would suggest either quitting or starting over.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Do not stand directly next to the entrance points of the map where
zombies will appear. Stand a little closer to the center and play it
safe. Other than that, watch out for the shock towers and you will be
fine.
[PRS1]
*************************************
PRISON (9-12)
*************************************
...This is a dual-layered arena which introduces the "challenge rounds." Round
9 is the first of these, entitled "Prison Break." Prisoner zombies come at
you from the basic directions and they could be coming from the first or
second floor. Shock towers become more dangerous as the hordes get a little
faster. Most novices will lose their first life here, but should still get
through without too much trouble. A poor team will have their game ended
here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Stick in the center of the map and just shoot the zombies as they come
at you. Be careful of zombies coming from the left and right as they
can be hard to see until they cross underneath the catwalks. If you are
having a hard time, just move to the second level and camp; forcing the
zombies into a chokepoint. Just to be sure to watch both directions if
you do this.
[CAV1]
*************************************
CAVE (13-16)
*************************************
...Arena is very similar to the courtyard, except that the lighting is worse
which makes it tougher to see the enemies and the shock towers (especially
round 16.) Creepy crawlers (fast moving critters that are very difficult to
shoot down) are introduced here in the challenge round (13.) Teddy bears are
almost ineffective against them at times. Most novice players will either
lose all their lives here or have their game ended. If you only make it to
these rounds on your first few playthroughs, this is to be expected.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Keep moving while shooting and do not get trapped in a corner. Let me
say this again. DO NOT STAND IN A CORNER. You may be able to hold off
the crawlers from one direction, but you WILL eventually get overwhelmed
by doing this. Instead, fake the zombies out by constantly switching
directions and stay near the center of the map.
[MRK1]
*************************************
MARKET (17-20)
*************************************
...The first large arena. A wide open space with zombies coming from the basic
directions and the same types of hazards and enemies from previous stages.
The major obstacles here are charging bulls. They are neutral and can kill
you or the enemy, so use them to your advantage. They cannot be killed
except by explosive rounds from a weapon or vehicle. Be on the lookout for
shining golden bulls as they provide numerous gems when killed.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
One thing to avoid doing in these levels is unnecessarily blowing up
bulls when you don't need to. Blowing up a bull causes it to explode
blood and guts all over the map. While this may look cool at first, it
severely hinders you and your teams' vision, making it much harder to
see the other enemies on screen. Unless the bull is shining gold, DO NOT
shoot at it. As long as you watch out for the bulls and keep moving,
you should be able to get through these levels without much of an issue
due to the amount of room you have to run and gun.
**NOTE** You can change your game settings in the main menu before starting
the game to eliminate the gore of exploding bulls. If you change the
parental setting to restricted rather than unrestricted, you will see
a puff rather than gory guts all over.
[KOW1]
*************************************
KOWLOON (21-24)
*************************************
...Similar to the prison in that it has two levels, but far more dangerous with
the layout. These rounds introduce Engineer zombies in the challenge round
(22) which will give many players a hard time at first. They come down from
the sky and take a lot of damage before they die. Luckily they move slowly
until they are near death, then charge at you full speed. Zombies in general
are much faster than before as well. A moderately decent player will usually
start biting the dust here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Several strategies work here, but I suggest you get the team to camp on
top of a staircase and force the zombie hordes into a chokepoint. This
allows for a much easier time of mowing them down. If you use this
strategy, DO NOT go for an item or weapon unless it is within a safe
distance and you can safely return to the camp point. The challenge
round (22) requires a different strategy. There is always a corner of
the map green in color. It is green for a reason, because it is deemed a
"safe" zone. That corner of the map is the only spot in which the
engineers will not drop on the head of the player. Find the green corner
for round 22 and just camp out until the end of the round. As a general
point, do NOT fire randomly into a crowd of Engineers as one single hit
can start them charging at you. Take your time and pick them off one by
one.
[SRT1]
*************************************
STREET (25-28)
*************************************
...Another large arena similar to the market. The same enemies and hazards as
before make their return here. The major difference comes in the challenge
round "Fish in a Barrel" (25.) Barrels will roll off rooftops and explode
when shot. Use them to your advantage when possible. Another notable
difference is that the enemies come from the corners of the map and from
the buildings. This makes camping much more difficult. Most players who
have skill will be able to make it this far before being wiped out.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Try to use the shock towers as a barrier of defense against the zombies
whenever possible. The best places to do this are at the very top and
bottom of the screen. Also use your items such as speed boosts to take
out long lines and escape a tough spot. You will notice there is a
staircase on the side of the building which can be used to make an
escape. I recommend not using it unless you are 110% sure that there
are no zombies coming from the doorway on top of the building.
[GRD1]
*************************************
GRID (29-32)
*************************************
...Another large map with some oil tankers and walls designed for good escape
and camping points. The challenge round "Abominable Martyr" (30) introduces
large red brutes that will explode when killed, killing anything nearby. At
this point, the team will usually be running out of items which makes it
even more difficult. Again, very easy to become overwhelmed here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Use the designated corners as camping spots and force the enemies into
a chokepoint. As long as one of the team members has a death machine,
it should not be a concern. Round 30 will require a run and gun
strategy due to the abominable martyrs, but otherwise you can just camp
your way through these rounds. DO NOT go for an item or weapon unless
it is within a safe distance and you can safely return to the camp
point.
[FST1]
*************************************
FOREST (33-36)
*************************************
...Back to a smaller map this time. Same enemies and hazards as before, only
greater in number. The enemies will enter the arena from numerous
directions. Pay particular attention to the north and south as zombies can
enter the map from virtually any point in the foilage. The challenge round
"Who Cried Wolf?" (34) introduces hellhounds which are lightning fast.
Unlike regular zombies, they do not kill instantaneously. Dogs will deliver
a bite which turns the screen red and shows a small bite mark. Your player
can sustain 3 bites before dying. This arena tends to be where many good
players meet their demise. Only an excellent player will survive beyond
here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Round 33 is a standard round, but 34-36 require extreme attention to the
dogs. If you see one, shoot it before anything else. The player with the
furious feet will be able to outrun the dogs and bunch them up, so make
use of it if that is your perk. As far as the other players go, look for
a corner of the map that provides decent shock tower coverage and camp
out for the entire round. In the event no such corner exists, do
whatever you have to do to survive round 34. Use nukes, speed boosts,
and anything else at your disposal. Rounds 35-36 will be a tad bit
easier as they have far fewer dogs to worry about. As always, keep
moving and try to keep from getting cornered.
**NOTE** In the event you happen to make it to round 34 without dying once, you
will be able to take a lot more abuse from all dogs for the entire
game (until you die for the first time.)
[JNG1]
*************************************
JUNGLE (37-40)
*************************************
...This is it, the final arena. The challenge round music will play throughout
all four rounds as these rounds are equivalent to a challenge round. Enemies
spawn from all directions and dogs become more dangerous than ever. Shock
towers become very dangerous with all of the action happening at once. Even
those players with outstanding skill will often die here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Move as a unit. Unless you have the Furious Feet perk, trying to split
up and taking on the hordes individually will often result in death
unless you can fake them out. Use your items such as nukes and speed
boosts here as needed.
[APE1]
*************************************
BOSS ROUND (The Cosmic Silverback)
*************************************
...Once you kill the final zombie in round 40, the words "BOSS ROUND" will
flash across the screen. Moments later, the gorilla you have seen
sporadically throughout the game comes at you full force in a final
showdown. He will chase you down and charge at you with speed boosts. To
make things worse, you need to kill him while fighting off an entire horde
of zombies.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Run and gun. If you stand still for any length of time, you may as well
kiss yourself goodbye. Try to snake your way around and constantly
change directions. If you see the ape go down in a charging stance, he
is preparing to speed boost in your direction. If you are doing well on
lives, try to hold on to a couple nukes for this battle as they will
become invaluable for clearing out the hordes. When the ape gets low on
health, engineers will begin to drop from the sky and abominable martyrs
will start chasing you as well. Ignore them. If someone manages to pick
up a chopper, lure the ape directly into an electrical pole and keep
him there for as long as possible. Another great way to drain the life
bar of the ape is to snag an RPG or death machine and blast straight at
it. He will take a serious amount of damage this way and increase your
chances of winning.
**NOTE** After defeating the monkey, a large number of gems will spew forth
from the silverback's corpse. Feel free to pick them up, along with
the mass amounts of treasure. Once finished, enter the portal to exit
the arena and, seemingly, beat the game. (If you are a hardcore player
you already know this is not the case.) A cutscene plays showing you
victorious over the monkey, only to have a SECOND one drop down from
above and knock you all the way back to the beginning island. Whatever
you do, DO NOT MOVE AROUND WHILE THIS CUTSCENE IS PLAYING. The game is
still live and you can lose a life if your character accidentally runs
into a shock tower. Wait until round 41 begins before moving again.
----------------------------------------------------------------------------
IX. ADVANCED LEVEL DESCRIPTIONS (41-80) [ADVD]
----------------------------------------------------------------------------
Only outstanding Dead Ops players make it to these rounds. A high degree of
skill and teamwork will be necessary to survive. Rounds vary in length from
5-10 minutes and test your will & patience. Chopper and tank drops are far
and few between and the zombies can take more damage than ever before. On the
plus side, there will be no more challenge rounds from this point forward.
[ISL2]
*************************************
ISLAND REVISITED (41-44)
*************************************
...Makes the first visit look like child's play. Just about every enemy in
the game outside of the Abominable Martyr will be coming for you. The sheer
number of zombies can overwhelm even the most seasoned player.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
As with the jungle, it is imperative that you move and work as a team.
Breaking off to attack the zombies by yourself will often result in a
quick death unless you have furious feet. Clear a path with your weapons
and quickly escape to a safe part of the map. Watch out for dogs as
well.
[CRT2]
*************************************
COURTYARD REVISITED (45-48)
*************************************
...Similar to the last four levels, an overwhelming number of zombies pour at
you from everywhere. There are a few more electrical towers since your last
visit as well.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
As with all levels beyond 40, move and work as a unit. The corners of
the map are actually a good spot to camp for short periods of time until
the numbers become too great.
[PRS2]
*************************************
PRISON REVISITED (49-52)
*************************************
...This time around, the prison has quite a few more shock towers on the
bottom level and the enemy hordes are larger than ever.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
A couple strategies work here. You can move the entire team to the top
level and camp, camp, camp. If you do this, DO NOT go for an item or
weapon unless it is within a safe distance and you can safely return to
the camp point. Another good idea is to have the guy with the death
machine perk stay down on the bottom level tearing up the zombies while
the other team members stick on top providing cover fire and killing the
enemies that come from the doorway on top.
[CAV2]
*************************************
CAVE REVISITED (53-56)
*************************************
...These rounds are remarkably similar to 45-48. The only thing making it
tougher is the increased number of shock towers. That, and the round length
starts to increase here by a few minutes. Fortunately, there is no "super"
challenge round of creepy crawlers, which would prove nearly impossible.
For the record, there is not another Room of Fate. VERY few players make it
past these rounds. Most players who make it past round 40 will wind up
dying here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Move as a unit, stay away from the entryways, and use the shock towers
to defend against the overwhelming swarms of enemies. Watch the
entryways for zombies to come out at the last moment; ESPECIALLY the
dogs. Dogs will likely kill players more than anything else here.
[MRK2]
*************************************
MARKET REVISITED (57-60)
*************************************
...The second visit to the marketplace has more of the same from previous
rounds. Higher swarms of enemies, shock towers, and the bulls of course. The
bulls are EXTREMELY helpful and will aid in your quest to advance through
these rounds. One note here, round 57 has NO bulls which means you will have
to earn the win through skill (and that's no bull.)
--------------
HOW TO WIN
\ /
\ /
\ /
\/
This is a larger map, so use the open space to evade the enemies. Stay
away from the entry points and use those bulls to help make rounds 58-60
a hell of a lot easier.
[KOW2]
*************************************
KOWLOON REVISITED (61-64)
*************************************
...There is virtually no difference from the first time with the exception of
the hellhounds and the zombies taking many more shots before they die. These
rounds serve as "rebuilding" points as you can very easily replenish your
items and bolster your point total by playing it safe (see below.)
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Similar to the first time, camp on the top of the stairs and force the
zombies into a chokepoint. DO NOT go for an item or weapon unless it is
within a safe distance and you can safely return to the camp point.
[SRT2]
*************************************
STREET REVISITED (65-68)
*************************************
...The major difference this time around is the number of shock towers. They
can, and should, be used as defense against the massive swarms. You will
now notice that the length of time between a tower activating and powering
off is next to zero. Otherwise, it's similar to the first time you came
through the streets.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Stick and move. Grab power-ups when you can and lure the enemies into
the shock towers when possible. This is a great time to use speed
boosts to take out long lines of enemies as well. Just make sure you
don't boost into a shock tower.
[GRD2]
*************************************
GRID REVISITED (69-72)
*************************************
...Aside from the larger enemy swarms, the shock towers can become a major
pain in the ass in these rounds. Be very careful of running near the white
oil tanks as one shock tower is almost always too close to allow safe
passage. Thankfully, there are no abominable martyrs this time around.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Move as a unit. When possible, the man with the furious feet can lure
enemies away from the team and into the shock towers. Use those shock
towers as cover and be very careful of staying close to the sides of
the map for very long as enemies can quickly fly out and catch you off
guard.
[FST2]
*************************************
FOREST REVISITED (73-76)
*************************************
...Same layout as before with a couple more shock towers. These rounds become
very difficult due to the small space and enemies come at you from all
possible points of the map. Be extremely cautious when running around as
there are a couple shock towers that seemingly blend into the scenery and
look like blood spots instead of towers.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
There is usually a corner of the map that provides enough shock tower
cover to camp behind. If not, the team is going to have their hands
full. Always be alert and always be on the move; being careful of those
deadly shock towers. Cooler heads will prevail throughout these rounds.
[JNG2]
*************************************
JUNGLE REVISITED (77-80)
*************************************
...Just as hectic as it was the first time around. Enemy swarms are all over
the place, come from every direction, and take more damage than ever before.
Particular levels have more shock towers as with all other advanced levels.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
There's no way around it. To win here, you need to have sharp eyes and
very quick reflexes. Have one eye on the enemies you are shooting and
the other eye on the edge of the map closet to where you are standing.
You do NOT want to be taken by surprise this late in the game. Look for
areas of the map that can provide decent cover with shock towers and
momentarily camp behind them to thin out the swarm before it becomes
too large or they start coming at you from behind.
[APE2]
*************************************
BOSS ROUND (TWO Cosmic Silverbacks)
*************************************
...You thought one hairy ape was bad enough? Try taking on TWO of them at the
same time while fending off the usual cast of zombies! This is far and away
one of the most difficult tasks you will undertake in a video game.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Drop nukes. Simply put, if you have nukes, use em NOW. If you don't,
you are going to be in for one HELL of a fight. If you have any nukes
available, use them here to wipe out the persuing forces so you can
focus on the apes by themselves. Focus on one ape at a time. Wear it
down, kill it off and then focus on the other one. This is much easier
said than done, because you are fighting off the other enemies as well.
If you see a dog, shoot it down first. To make things easier, have one
player (preferably the furious feet guy) lure one ape around the map
while the rest of the team focuses on killing the second ape.
**NOTE** Similar to the first boss fight, after defeating the monkies, a large
number of gems will spew forth from the silverback corpses. Feel free
to pick them up, along with the mass amounts of treasure. Once
finished, enter the portal to exit the arena. Whatever you do, DO NOT
MOVE AROUND WHILE THE VICTORY CUTSCENE IS PLAYING. The game is still
live and you can lose a life if your character accidentally runs into
a shock tower. Wait until round 41 begins before moving again.
----------------------------------------------------------------------------
X. ELITE LEVEL DESCRIPTIONS (81-120) [1337]
----------------------------------------------------------------------------
If you manage to make it past round 80, consider yourself a Dead Ops god. Very
few, and I do mean few, players in the world have managed to get to this point.
Originally, this section contained strategies for each individual arena just as
I had done for the previous 80 rounds. However, in reality there is not much
difference in these rounds in terms of level layout from the second to the
third playthrough. Truth is, if you get this far into the game, you know what
to do and probably don't need a guide anymore. For this reason, I decided there
was no point in having individual sections devoted to each arena (ie. 81-84.)
I instead replaced each arena strategy with general advice and tips to best
help players survive.
******************
MAIN DIFFERENCES
******************
...The rounds get even longer at about 14-15 minutes apiece.
...Enemies take even more abuse.
...Zombies tend to spawn out of 3-4 doors at once, very frequently.
...Extra life drops will spawn twice PER ROUND.
...The high number of zombies on the board at one time will often crash the
game.
**NOTE** From this point forward, if you have a chicken, flamethrower, and
boots combo you risk crashing the game due to the amount of action on
screen at once. Avoid the flamethrower at all costs if you have a
chicken.
(credit to FR1TZ22 from PSN for the advice)
***************
GENERAL ADVICE
***************
...Stay to the outside of the maps when possible. Running through the middle is
a recipe for disaster.
...Use each and every shock tower as a barrier for defense and to help thin out
the enemy forces.
...Conserve your armory. Only use your nukes and bolts as a last resort. You
will need every last bit of help you can get from this point forward.
...Pick up the two extra men per stage at any cost. Some of the rounds will see
you and your team lose lives, no matter how hard you try. The sheer number
and strength of the zombies can overwhelm even the most elite players in the
world.
...Most people think the game ends at round 99 because the leaderboards do not
show any rounds beyond that point. You would be incorrect. In truth, DOA can
go on for a seemingly infinite number of rounds. The only limit to the game
is the game itself. Once the game has so many sprites on the screen at one
time, it will inevitably crash. Knowing this, this guide could go on
indefinitely. However, strategizing beyond this point in the game is almost
pointless since only about a handful of people in the world have ever
reached beyond round 100. If that number ever reasonably increases (highly
unlikely) then I will look into adding strategy for levels beyond this
point.
*****************************
**********************************************
***************************************************************
***************************************************************************
The current world record for rounds survived, as of the date of this guide's
most recent publication, is 120 rounds - set on the PS3 by two players:
Thee_Frenzy & LOC1520.
***************************************************************************
***************************************************************
**********************************************
*****************************
----------------------------------------------------------------------------
XI. THE ROOM OF FATE [ROF]
----------------------------------------------------------------------------
Between rounds 13-15, you will encounter the Room of Fate. It is a standard
room with four exits that will grant the player one of four permanent
enhancements for the rest of the game. In order to receive one of these
enhancements, the player must walk over to an exit and wait until the power-up
drops down from the sky. If they do not do this, the opportunity to receive
that power-up is lost. They are as follows:
Fortune and Fortitude
...Doubles the duration of all weapons and items picked up. Also ensures that
the player has no less than a 2x multiplier at all times. Ideally, the
highest ranking color should always get this power-up. While in the chopper,
the highest ranking color attracts all zombies to him (except dogs.) With
the gem equipped, you are basically giving your team one full minute of
invulnerability. Typically, the best player on the team should get this
power-up.
Firepower
...Grants the death machine as a base weapon. The player can still pick up
other weapons, but as they expire the gun will default back to the death
machine. If you select this perk, it is best to just leave all other
weapons for teammates as the death machine is more than capable of killing
anything in its path. Players with less experience should take this perk.
**NOTE** If playing solo, I personally recommend getting the Firepower perk.
Friendship
...Grants a permanent chicken that will always follow the player around. It
uses the same gun as the one the player is carrying. Any additional
chickens that the player picks up will last twice as long as normal. For
this reason, the team should ALWAYS leave any chickens found in the game
for the player with the Friendship perk.
**NOTE** If you get this perk and happen to be the BLUE player, you will be
able to take one extra bite from a dog before being killed (4 bites)
as opposed to the normal 3 bites.
Furious Feet
...Grants the player a permanent boost of speed. Also grants a minimum of
three speed boosts (lightning bolts) at the start of each round. The player
with this perk should try to leave all speed boosts and turbo boots for
other players since the booster automatically gets three of their own every
round.
**NOTE** Normally when you exit a round, all unconscious players are
automatically revived at the start of the next round. When you enter
the Room of Fate, all unconscious players will remain unconscious
until their revival timer expires. This means that a KO'd player runs
the risk of not getting a powerup unless they revive fast enough to
beat the timer! Make sure that the team waits for ALL players to
revive before exiting rounds 13-15.
********************
*********************************
Determining Your Desired Fate
*********************************
********************
There are actually two methods of doing this: one for solo player and one for
multiplayer. I will discuss both in this section and the reason why the solo
method does not always work in multiplayer.
********************
SOLO PLAYER METHOD
********************
...As the Room of Fate loads up, do not move the control stick and do not fire
your gun. Exit arrows will begin to randomly appear on the screen. The
order in which they appear will determine which fate corresponds to which
door. They are as follows:
1st Arrow - Fortitude (gem)
2nd Arrow - Firepower (death machine)
3rd Arrow - Friendship (chicken)
4th Arrow - Furious Feet (lightning)
********************
MULTIPLAYER METHOD
********************
...This method is much more complex and requires strict attention. Some TV's
(most HD, especially 1080p) cannot see all 4 arrows as they pop. They can't
even see 3 when everyone stands still (usually 2.) To resolve this, the
characters have to get in one vertical line on the RIGHT of the statue and
watch for the arrows. Since you can only see 3, you have to watch for the
delay. Sometimes the delay (invisible arrow) is the first or last. To
determine this, you have to watch to see if the delay is immediately after
the words "The Room of Fate" disappear or not. If there is not a split
second delay (takes practice to watch for) and there was no delay between
arrows, the delay or invisible arrow was the last arrow and that will be
feet. I know this sounds complex, but trust me - IT WORKS.
(credit to FR1TZ22 from PSN for this invaluable info)
----------------------------------------------------------------------------
XII. AVOIDING BAD PLAYERS [ABP]
----------------------------------------------------------------------------
If you wish to get far in this game, you will want to make sure you are
playing with people who know what they are doing. With the release of MW3,
finding a good player/team is not nearly as difficult as it once was since most
of the casual players have moved on. Unfortunately, there is still a large
contingent of clowns out there. Here is a guide to ensuring you don't get stuck
with any jackasses on your team.
**NOTE** Be advised that as you adhere to the criteria on this list, you may
find yourself searching for quite a while before finding quality
teammates. Trust me, it will be worth your while to go through this
checklist. Once you find some good players, add them to your playlist
so you don't have to do this every single time you play DOA.
********************
PREGAME LOBBY
********************
...Find players with microphones. It makes for easy communication so everyone
knows what to do. If a player does not have a mic, make sure there is a
clear understanding with that person so they know what to do and will be
willing to listen in situations where they are unsure of what to do. Ask
that person to send you a message back indicating their level of
understanding before getting underway.
...If the player has a mic, listen for any kind of clues that indicate they
are new to the game or will just be a jackass. Things like:
"I've never played this game before."
"What do the buttons do?"
"I'm just gonna mess around."
"This game sucks."
(then why in the hell are they playing it? Seriously, you would be
amazed at how often this happens, yet these people stick around.
I've even heard someone say that started DOA because they didn't
even know what game they chose, which just indicates pure idiocy on
their end.)
...Always search for players with round experience of AT LEAST 20 or higher.
It doesn't guarantee a good game, but it decreases the likelihood of
stupidity and increases the chances that they know what to do in the Room
of Fate.
...Avoid playing anyone who uses a split screen. These people can be identified
by the same screenname listed twice in the same room (one of the duplicate
names will also have a "2" in parentheses.) 98% of these players are bad (or
have one good player and one bad player) and exhibit many of the problems
listed in the section below.
*********************
DURING THE GAME
*********************
...The first thing to check upon game startup is the connection you have to
your teammates. Immediately hit select to pull up the player team/score
screen. Make sure that all players have AT LEAST a solid 3-bar connection.
If even one player has a 2-bar or less connection, leave the game
immediately. Players with bad connections will end up dying often, stealing
lives, and hurting the team in the longrun.
...If someone immediately drops a nuke or speed boost as the game begins (or
really at any point prior to round 13,) you should leave just as fast. These
people are either new to the game and don't know the controls or are just
being morons.
...If someone just stands there on screen getting killed continuously, just
leave the game. Once the player loses all their lives, they will start
stealing other team members lives; including yours. This is a no-brainer.
...If someone suddenly asks you to "cover" them while in the middle of a round,
get out of the game. This type of behavior is downright inconsiderate to
the rest of the team. It will lead to lives being lost continuously and,
eventually, lives getting stolen. This kind of crap only happens in low
level rounds. Low level rounds only last for a couple minutes. If you cannot
wait until the end of a round to do your business, you should not be
playing the game.
...If someone dies in a bonus room when there are no enemies on screen, or at
the end of a round or when all enemies have been defeated, particularly
from trying (impossibly) to kill the Cosmic Silverback, bid farewell. This
just shows that the player's head is not in the game and it will only get
worse in higher rounds.
...If someone picks up a flamethrower and starts spinning it in circles, ask
that person to stop. If they continue to do it, get out of there. Contrary
to popular belief, this tactic does more harm than good. It makes it
difficult to see anything in the arena, and frankly, it will NOT work on
higher rounds with tougher enemies (which is ironic, because these people
never see the higher rounds.)
...If someone grabs an RPG and starts spinning in circles while blasting you,
inadvertently or not, get the hell out of there. These people do not
understand how the weapon works and end up accidentally killing their
teammates; ruining their multiplier and scattering their hard earned gems
all over the place for teammates to steal.
...If someone picks up a weapon or item that they clearly do not need (i.e.
picking up sprint shoes when they already have the furious feet perk,
death machine when they already have the firepower perk, etc,) be very
cautious. These people only care about themselves; not the team. One
instance warrants a gentle request to stop it. Anything more, get out of
there and find some players who care about teamwork.
...If someone uses a speed boost simply to beat you or a teammate to an item
or treasure, get yourself out of the game. All that person is doing is
wasting an item that they will be needing in the later rounds. The only
time this is warranted is at the end of a round and only if you have ONE
speed boost remaining. This is because all players receive at least one
speed boost at the start of the next round (furious feet gets three.)
...If someone gets on a mic and starts verbally berating you or someone else
for no good reason, tell them where they can stick it and then leave.
Chances are that person sucks, wants people to let him get all the items
and money, or is just hungry for respect.
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XIII. RUMORS AND MYTHS [RUMR]
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There are a lot of false rumors out there about the game. This section debunks
them all and lists a few you may not even know about.
************
BONUS ROOMS
************
...Follow the monkey into the same exit he goes and you will get a bonus room.
...Go in the opposite direction of the monkey (same as above.)
...Always go to the right/down/left
...Enter the side of the room with candles
These rumors have ALL been proven false. The truth of the matter is that there
is NO proven way to get a bonus room every time. If you think you know the
correct pattern, think again. Any strategy you think you know is likely the
result of pure chance and coincidence. It is completely random.
*********************
GETTING MORE WEAPONS
*********************
...If you do not pick up a weapon or item, it will come back later in the game
and in bigger numbers.
This rumor has been proven false and was probably made by those who wanted to
get weapons just for themselves. If you see a weapon or item you want, just
pick it up.
*************
MONKEY BOMBS
*************
...Any enemy killed by the monkey bomb results in double points.
This is one that I actually believed for a long time, but sadly this too is a
false rumor. This came about when people got upset about others "stealing"
their kills that would have resulted from the monkey bomb. Although it is
definitely bets practice to let the monkey do its work, there are no extra
points awarded for monkey bomb kills.
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XIV. FAQ's [FRQ]
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This section lists all of the most commonly asked questions I receive about
this game. It is broken into two sections with questions about the game and
about myself.
***************
GAME SPECIFIC
***************
Q: How do I access DOA and make it playable?
A: There are two ways to do this. The first is to simply beat the single
player campaign (on any difficulty level) and DOA will then show up in the
Zombies game mode menus. The second way is much easier. At the Main Menu
screen, mash the trigger buttons on PS3/XBL at the same time or Space Bar
on the PC to break free of the chair. Once done, walk over to the computer
terminal and type "DOA". This will unlock Dead Ops without having to beat
the game the long way. Doing it in this manner will automatically launch
you into the Solo version of the game.
Q: How long does/did it take to get to round X?
A: It varies, but here are the average times for most players:
20 rounds - 30 minutes
40 rounds - 2 hours
80 rounds - 6 hours
99 rounds - 12 hours
120 rounds - 20 hours
Q: Can you take breaks in between rounds?
A: Yes. You can take a break for as long as you like. Just be sure the rest
of the team knows that you are taking a break so they do not accidentally
move on without you. Oh, and make sure you don't stand next to a shock
tower or in the pathway of a charging bull...
Q: Is there more than one Room of Fate?
A: No.
Q: How do you go prone (lie down) in Dead Ops?
A: Hit Start, go to Options, then hit circle/B very quickly to get back to
the game. Your character will now lie down on the ground. He will also move
very slowly. By tapping Circle/B very quickly while on the ground, your
character will move a little bit faster. As far as I know, going prone
doesn't serve any real purpose other than to show off.
Q: Is there a specific way to guarantee you will get a bonus room or an
armory?
A: No. Countless rumors have arisen as to how to get one to pop, but all of
them have been proven false. If there is such a way, it has yet to be found.
Q: Can you kill the Cosmic Silverback before round 40?
A: No, but HE can kill YOU. If you try to kill him before round 40, all you
are doing is wasting time, your ammo, and putting yourself in danger of
losing a much needed life. The only reason to waste ammo on the monkey is
to steer him away from the treasure at the end of a round. If you need video
proof, see this link below. Anybody who tells you they have killed the
silverback before round 40 is lying. Period.
http://www.youtube.com/watch?v=EJS23mvDrBU
(credit to Fr1tz22 and Thee_Frenzy from PSN)
Q: Can you steal or "give" a life to a downed player by walking over their
body?
A: No, however it is possible to pass a life to a teammate if they are still
alive. When a life is earned, it drops from the sky. As it is dropping, if
someone stands behind the person earning a life on his left shoulder with
his gun (not shooting) into him, it provides the best chance for this to
happen. You can also boost away from the life while it is dropping, but
this requires perfect timing. The life will then sit on the ground (unlit
up which means only 1 person will get the life).
You can also pass a life to someone while they are in a helicopter. Because
they are above you, the life will hit them first if you stand directly
below them but this obviously requires luck with timing. Prison Break arena
is very easy to pass lives. The person below just has to stand below
someone on the catwalk when earning a life. What most people may be thinking
here is that if you die as a life is dropping down, the life will float
above your dead body until you revive. If a teammate passes over your body
while the life is sitting above them, he will get it instead. This also
works with nukes/sprints/tanks/heli's.
Q: I died from only 1-2 dog bites and your guide says I can take up to 3!
What gives?
A: Dog bites carry over to future rounds. Once your character dies, the bite
counter is reset.
Q: How do you keep getting all those nukes/lightning/choppers/tanks and how
come I never get them?!
A: See the CRITICAL INTEL section. (Quick code CINT)
Q: What is the best way to earn the trophy/achievement for dashing through a
line of zombies?
A: This is most easily done in Solo mode and can be done as early as level 1.
Just wait until the screen fills up with zombies, back yourself into a
corner, then when the time is right use a lightning bolt to dash through all
of them. The trophy should pop almost immediately afterward.
Q: I know your guide only goes in depth to round 80, but I'm curious to know
what would happen if you made it to round 120 and got to fight the boss(es)
again. How many monkies would there be?
A: This answer was just confirmed as of 10/22/11. Thanks to current world
record holders and PSN/XBL users Thee_Frenzy and LOC1520, we now know that
if you make it this far and get to the boss round, you will fight THREE
monkies. As far as beating them? That's a whole different story. This
confirms beyond all doubt that every 40 rounds you go, you will face one
additional monkey per boss round. See this video for proof:
http://www.youtube.com/user/kkilr23#p/a/u/0/4yjbVBDETGY
(credit to PSN user LOC1520)
********************
QUESTIONS ABOUT ME
********************
Q: Damn, you sure got to a high round. You probably cheated or hacked the game.
So yeah, did you?
A: No, and in fact I can tell you that 99.99% of all the people I have played
with who have high rankings have earned their spots on the leaderboards.
The only people who say such things are the ones who suck and just can't
fathom how somebody else could be that much better than they are. If you
doubt me, play a game with me and find out for yourself.
Q: I love your guide! How can I thank you?
A: First of all, thanks. Second, click the button/link at the top of the guide
which will recommend it to others.
Q: I have a suggestion that will help the guide. Can you add it to your FAQ?
A: Sure. Just email me (dciguy01@comcast.net) and I will review it before
posting to the guide (giving you credit, of course.)
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XV. ABOUT THE AUTHOR [BILL]
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...I play Dead Ops Arcade on the PS3. As of 10/29/11, I have gotten to round
80 with 3 players, and have been (officially) ranked as highly as #97 (out
of 3.7 million PS3 users) in the world. My current high round according to
the leaderboards is 75, but only because my 80 round game lagged out on the
boss fight. I may not be the best ever, but I'm good enough to know what I'm
talking about.
...I will gladly play DOA with anyone on PS3, provided they follow a few basic
guidelines listed below:
- You MUST have a headset. Period.
- Make sure you do not fall into any of the categories listed in the
"Avoiding Bad Players" section. (If you blatently break any of these
rules, I will end the game and never play with you again.)
- Upon game startup, we must have a connection strength of AT LEAST 3
bars. Anything less will result in unplayable lag. FYI, if you live
outside of North America, don't even bother.
- I will only play 2 or 3 player games. A 4 player game is nearly
unplayable once you get into the high thirties and especially the boss
round. If you look at the PSN leaderboards, for instance, NOBODY has
ever beaten round 40 with a 4-player party.
...The best times to reach me are Fri/Sat/Sun. I work long hours and attend
martial arts classes in the evenings so my freetime for an extended game is
limited.
...If you want to invite me to a game, please only send ONE invite.
If I don't respond within a few minutes, chances are I'm in a game or away
from the system. Multiple game invites in a short time span will get you
blocked.
...Additionally, if you wish to play with me, please send me a message (PSN or
email) indicating that you read my guide online. This way, I know that
while you may not be an expert, you at least have a general idea of how to
play the game.
...Lastly, please do not send me any friend requests. They will be declined.
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XVI. COPYRIGHT [COPY]
----------------------------------------------------------------------------
Copyright (C) 2011 Bill Albrecht
This guide may not be posted or distributed, in part or in whole, without the
expressed written permission of myself. Feel free to print it out for
personal reference, but it may not be sold for profit. Additionally, if I give
you permission to host the guide, please ensure that the most recent version is
always posted. The following sites have permission to post this guide:
- CheatCC.com
- GameFAQs.com
- GameFly.com (extension of GameFAQs)
- GameSpot.com (extension of GameFAQs)
- Neoseeker.com
- Supercheats.com
If this guide is found on any site other than those listed above, please
report it to me immediately at one of the following:
Email: dciguy01@comcast.net
PSN: DCIguy01