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DLC Guide

by MajorBlackout

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       ____            _                     ____                   _     
      |  _ \ __ _  ___| | __      __ _      |  _ \ _   _ _ __   ___| |__  
      | |_) / _` |/ __| |/ /____ / _` |_____| |_) | | | | '_ \ / __| '_ \ 
      |  __/ (_| | (__|   <_____| (_| |_____|  __/| |_| | | | | (__| | | |
      |_|   \__,_|\___|_|\_\     \__,_|     |_|    \__,_|_| |_|\___|_| |_|

      ------------------------------GUIDE--------------------------------

                             XBOX 360 DLC GUIDE
                              By: MajorBlackout
                          Gamertag: Maj0r_Black0ut
                        E-Mail: [email protected]

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 _                 _                  ++++++++++++++++++++++++++++++++++++
|_) _. _ |    _.  |_)   ._  _ |_        D1SCLA1M3R_AND_L3GAL_1NFORMAT1ON
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

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This Call of Duty: World at War DLC Guide can be posted on all the websites
posted below.

- GameFAQs.com
- GamesRadar.com/CheatPlanet.com
- Neoseeker.com
- SuperCheats.com
- 1Up.com
- MyCheats.com

This includes all of their associates. If are an associate of a website not
listed below, I am going to have to say tough noodles on this one. I was really
tired of having to respond to E-Mails, telling people that they can host my
guide so I am making this Achievement Guide exclusive. If you are named above,
don't even bother to send me a confirmation. If you are not listed above and
are caught hosting my guide, you should know the routine.

NOTE:
This Achievement Guide contains **SPOILERS!** so if you would like to use your
own skills to earn these Achievements, do not continue under ANY circumstances.
Also, if you could possibly get offended by my guide do not continue after this
sentence.

GAME RATING NOTE:
The following Achievement Guide is based on a Mature-rated game. It is rated
M for Mature because of the following:

- Blood and Gore
- Intense Violence
- Strong Language

Now I will also say that in this game, you can shoot enemies and tear their
limbs off, shoot them in the chest area and expose their ribs. For the language
the game will say the "F" word quite a lot. And for the violence, you never
stop shooting your gun. When you kill an enemy, they will scream until the
moment they die.

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 _                 _                  ++++++++++++++++++++++++++++++++++++
|_) _. _ |    _.  |_)   ._  _ |_               TABL3_OF_CONT3NTS
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

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	A. Contact Information

	B. Introduction

	C. DLC Guide

		1. Weapons/Perks Throughout the map
		2. Upgraded weapons
		3. Teleporting
		4. Rounds
		5. Strategies
		6. FAQs

	D. Conclusion

		Credits & Comments

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 _                 _                  ++++++++++++++++++++++++++++++++++++
|_) _. _ |    _.  |_)   ._  _ |_             A._C0NTAC7_1NF0RMAT10N
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

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Hey everybody! It's Hunter AGAIN! Yeah well I downloaded the Map Pack 3 DLC for
Call of Duty: WaW and I loved it. And since I make an awesome Achievement Guide
for this game already (What? It's pretty sweet isn't it?) I decided to make
this DLC Guide, which brings up more questions from you guys (You know who you
are!) You can contact me on the three ways shown below. The one with the * is
recommended!

E-Mail: [email protected]

YouTube: Deadinvincible

*Xbox LIVE: Maj0r_Black0ut

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 _                 _                  ++++++++++++++++++++++++++++++++++++
|_) _. _ |    _.  |_)   ._  _ |_                B._1NTR0DUCT10N
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

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Yeah well this is like my tenth guide on GameFAQs (Wooooh!!) and I decided to
make it a special one. So, I made an in-depth DLC Guide! Now you're probably
wondering why it's called "Pack-a-Punch" guide right? Well, that is an awesome
name and that was what this guide was originally centered around. Well, I felt
I could create a better guide making it completely centered around the new
Nazi Zombie map: Der Riese. Those of you sitting there like, "Wow, this guy
again? I'm sick and tired of his guides." Well here's my response: "Suck it."

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|_) _. _ |    _.  |_)   ._  _ |_                  C._DLC_GU1D3
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

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===============================================================================
                     1. Weapons/Perks Throughout the Map

Just a quick section showing you all the weapons and perks you are able to get
in Der Riese and how you can obtain it. Note how I made this thing a table for
easy viewing! Yay!

NOTES:

- PaP stands for Pack-a-Punch!
- The ? box is the Mystery Box

o- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -o
|      Weapon      | On Wall? | Price on Wall | Location                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Colt 1911     |    No    |      N/A      | Start weapon, In ? Box        |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   .357 Magnum    |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Ray Gun      |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Thompson      |    Yes   |      1200     | In Furnace Area, In ? Box     |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|      MP40        |    Yes   |      1000     | In Teleport room near Trench  |
|                  |          |               | Gun in small alcove, In ? Box |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Type 100      |    Yes   |      1000     | In Teleport room near Double  |
|                  |          |               | Tap machine, In ? Box         |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     PPSh-41      |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Gewehr 43     |    Yes   |      600      | Very close to the Mainframe,  |
|                  |          |               | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|M1 Garand Launcher|    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   M1A1 Carbine   |    Yes   |      600      | Near the door where the Gewehr|
|                  |          |               | is closest to, In ? Box       |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     STG-44       |    Yes   |      1200     | In Teleport Room with Bowie   |
|                  |          |               | Knife, in ? Box               |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Kar 98K      |    Yes   |      200      | In Starting area, In ? Box    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     PTRS-41      |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|                  |          |               | When facing 180 degrees from  |
| M1897 Trench Gun |    Yes   |      1500     | PaP it is in the room to the  |
|                  |          |               | left, in ? Box                |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|                  |          |               | When facing 180 degrees from  |
|   DB Shotgun     |    Yes   |      1200     | PaP it is in the small room to|
|                  |          |               | the right, In ? Box           |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|Saw-off DB Shotgun|    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Type 99      |    No    |      N/A      | In ? Box AFTER completing     |
|                  |          |               | Teddy Bear Hide 'n' Seek game |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|       BAR        |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|      MG-42       |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|                  |          |               | When looking at the front of  |
|      FG-42       |    Yes   |      1500     | Speed Cola machine, it is on  |
|                  |          |               | the right wall, In ? Box      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|  Browning M1919  |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
| Wunderwaffe DG-2 |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   Panzershreck   |    No    |      N/A      | In ? Box                      |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|                  |          |               | Go up the stairs in the Trench|
|  Bouncing Betty  |    Yes   |      1000     | Gun area and it is in an      |
|                  |          |               | alcove to the left, In ? Box  |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
| Stielhandgranate |    Yes   |      250      | Throughout the map (You       |
|                  |          |               | probably won't need these)    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Juggernog     |    Yes   |      2500     | Continue through alcove where |
|                  |          |               | Betties are and it is on right|
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Speed Cola    |    Yes   |      3000     | You should find it pretty     |
|                  |          |               | easily your first time through|
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|DoubleTap RootBeer|    Yes   |      2000     | Across the bridge that is     |
|                  |          |               | activated when power is on    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   Revive Soda    |    Yes   |      1500     | Walk right up to the Bowie    |
|                  |          |               | Knife and turn right          |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   Pack-a-Punch   |    Yes   |      5000     | Too easy to find...           |
o- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -o

Below are the Perks and Pickups and what they do:

                                   Perks

Juggernog ---------- Increases your health against hellhounds, dogs, and
                     friendly fire.
Speed Cola --------- Greats reduces the time it takes to reload.
DoubleTap RootBeer - Increases the fire rate of guns.
Revive Soda -------- Shortens the time it takes to revive a downed teammate.

                                  Pickups

Nuke --------------- Kills all current zombies on the map and rewards you with
                     400 points (Does NOT kill hellhounds!)
Double Points ------ Doubles all points received (Repairing windows, killing
                     zombies, etc...) Lasts 20 seconds.
Max Ammo ----------- Replenishes all your ammo, grenades, and Bouncing Betties.
Insta-Kill --------- Any slight use of lethal force on a zombie or hellhound
                     will kill it instantly. Lasts 30 seconds.
Carpenter ---------- Will fix all windows in the map, and rewards you with 200
                     points.

===============================================================================
                             2. Upgraded Weapons

You may have noticed that Treyarch has added additional features to their hit
mini-game, Nazi Zombies. The most awesome one: Pack-a-Punch! Not only does
this awesome machine give your weapon a new look, it also makes it sound
different when firing it. Below is ANOTHER table (Yay!) on every gun, what it
is called when upgraded, and the effects of the upgraded weapon.

o- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -o
|  Original Weapon |  Upgraded Weapon  |          Effect of Upgrade           |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Colt 1191     |  C-3000 B1AT-CH35 | Shoots explosive rounds              |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   .357 Magnum    |.357 Plus 1 K1L-U  | Slight damage boost                  |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Ray Gun      |Porter's X2 Ray Gun| Lower splash damage, shoots a red    |
|                  |                   | ray, bigger clip, and damage boost   |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Thompson      |    Gibs-o-Matic   | Increased clip size and ammo, faster |
|                  |                   | fire rate, and large damage boost    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|      MP40        |  The Afterburner  | Increased clip size and ammo, faster |
|                  |                   | fire rate, and large damage boost    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Type 100     |   1001 Samurais   | Increased clip size and ammo, faster |
|                  |                   | fire rate, and large damage boost    |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     PPSh-41      |     The Reaper    | Large damage boost, faster fire rate,|
|                                      | and increased clip size and ammo     |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|    Gewehr 43     |  G115 Compressor  | Slight damage boost and increased    |
|                  |                   | clip size                            |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|M1 Garand Launcher|       M1000       | Garand and Launcher both get a damage|
|                  |                   | boost. Garand gets bigger clip       |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   M1A1 Carbine   | Widdershins RC-1  | Becomes fully automatic, larger clip,|
|                  |                   | and gets a damage boost              |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     STG-44       |    Spatz-447 +    | Damage boost, larger clip size and   |
|                  |                   | ammo boost, and increased fire rate  |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Kar 98K      |    Armageddon     | Very small damage boost and increased|
|                  |                   | clip size and ammo                   |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     PTRS-41      |  The Penetrator   | Increased clip size and ammo, large  |
|                  |                   | collateral damage boost              |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
| M1897 Trench Gun |     Gut Shot      | Increased clip size and ammo, damage |
|                  |                   | boost, and range increased           |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   DB Shotgun     |24 Bore Long Range | Range increased, damage boost        |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|Saw-off DB Shotgun|   The Snuff Box   | Range increased, damage boost        |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|     Type 99      |  The Eviscerator  | N/A (Yet!)                           |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|       BAR        |  The Widow Maker  | Clip size and ammo increased, damage |
|                  |                   | boost, and increased fire rate       |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|      MG-42       | Barracuda FU-A11  | Large damage boost, increase fire    |
|                  |                   | rate, and larger clip size and ammo  |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|      FG-42       |   420 Impeller    | Increased clip size and ammo, large  |
|                  |                   | damage boost, and increased fire rate|
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|  Browning M1919  | B115 Accelerator  | Increased clip size and ammo, slight |
|                  |                   | damage boost, and increased fire rate|
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|                  |                   | Clip size and ammmo boost, can kill  |
| Wunderwaffe DG-2 |Wunderwaffe DG-3 JZ| 20 zombies with one shot instead of  |
|                  |                   | normal 10, and it CAN now kill you!  |
|- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -|
|   Panzershreck   |     Longinus      | Clip size and ammo increased, and    |
|                  |                   | damage boost                         |
o- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -o

===============================================================================
                                 3. Teleporting

Ah, teleporting! You would've never thought it would be put into Nazi Zombie,
eh? Well, I'm just going to take a moment and explain a little bit of this new
experience.

To first use a teleporter, you must link it to the mainframe. There are three
teleporters that must be linked, and you can use each one seperately after
linking it to the mainframe. In other words, you don't have to link all of them
to begin using them. Below I'll try and explain to you (in words) where each
teleporter is. However, you must take the journey yourself to rush to the main-
frame and link it with the associated node.

Teleporter 1 - From the main frame, open the door on the side with the Gewehr
               and then the other door leading into the animal testing lab. Now
               while walking towards the end you should run up along a caged
               area to your left. Walk into it and you should see a Trench Gun
               icon. Turn to your left again and you should see a door. It
               costs a good 1250 points to open to save up. Once you open it,
               run up to the teleporter and hold X on it. Now rush back to the
               mainframe and hold X. There's your first teleporter!

Teleporter 2 - From the main frame, head to the switch that activates the
               power. You should see a door behind the switch. It also costs
               1250 points so go ahead and save up again. Once you open it you
               should immediately see the teleporter. Hold X then activate it
               and rush back to the mainframe. Voila! Your second teleporter.

Teleporter 3 - From the mainframe, head to the area where Teleporter 1 was.
               Instead of going into the caged area where the Trench Gun is,
               continue along until you get to a staircase. It costs 1000 which
               you should already have. Open it up and continue along until you
               get to a type of bridge. NOTE: You must have the power turned on
               to continue. Go across the bridge and straight ahead, through
               the next room you should see a door. Open it (it only costs 750)
               and you should see the teleporter very easily. Hold X and then
               rush back to the mainframe. The last Teleporter!

Teleporting costs 1500 points each. When you activate the teleporter any zombie
within a several feet will be instantly killed, along with generally all
zombies in the mainframe area. Also, after using the teleporter you will
receive a pickup. But beware: Using the teleporter a lot could reward you with
a very hungry and mean hellhound waiting for you. Teleporting in Der Riese
could not only save you ammo, but could also save your virtual life.

===============================================================================
                                  4. Rounds

The main power of Nazi Zombies. Think of each Round as a "wave" of zombies that
you are set to kill. Killing all zombies will end the round and start the next
round and so on. However, if you don't kill all zombies then the round will not
end. Use this to your advantage...

Just for a little extra information, I'm going to kind of tell you what is
going to happen as the rounds progress. These are not necessarily accurate
because to each player the rounds are random. These are simply estimates and
should be taken as somewhat of a heads up.

Rounds 1-4   - Regular zombie rounds. This would be a good time to rack up on
               weapons and stuff.
Rounds 5-7   - Beware! This is the range of the first dog round. You should
               have gotten good weapons to deal with these doggies. If not,
               good luck.
Rounds 8-11  - More regular zombie rounds. If you barely escaped the dog rounds
               this would be a VERY good time to get better weapons and rack up
               on more points.
Rounds 12-14 - Could possibly be another dog round. If you STILL don't have
               good weapons, you aren't doing very well. However, if you've
               got plenty of points keep truckin' along.
Rounds 15-16 - Possibly regular zombie rounds. Another good time to get points.
Rounds 17-20 - This is when things get tricky. Not only do the zombies begin to
               get harder, but dogs will begin to spawn in regular zombie
               rounds. You NEED to have a good weapon or it's too late...
Rounds 21 on - It's all about teamwork, and stuff. By now there needs to be a 
               Ray Gun and a Wunderwaffe in the game and they need to be
               upgraded. Good luck!

I really hope that gave you a short bit of knowledge of when you should prepare
for the next round and when you should just chill, blowing up zombies. If it
didn't help you, you're already a pro at Nazi Zombies :)

===============================================================================
                                5. Strategies

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                       STRATEGY BY MAJORBLACKOUT (Me)
                          MEANT FOR A TEAM OF 2-4

Step 1 - On Rounds 1 and 2 you're going to want to knife. On Round 3 use your
         pistol and buy a Kar98K if need be. However, do not buy the Gewehr!
Step 2 - As soon as Round 3 ends, open the door closest to the Gewehr and then
         open the door leading into the building. Continue in and open up the
         stairs (1000) then fall down into the power switch area. Turn the
         power on and use the Mystery Box until you get at least one good,
         automatic gun (FG-42, Browning, MG-42, Thompson, MP40, Type 100, PPSh,
         STG)
Step 3 - After the dog round, continue using the box until you have two good
         weapons. If you get a Teddy Bear, don't chase it unless the box goes
         somewhere you already have access to. If you have two good guns, stay
         in the area where the power switch is and rack up on points until your
         team has enough for Juggernog and Betties.
Step 4 - After getting Juggernog and Betties (if you're not going for the
         Achievement) go back to the spot until you have enough to link the
         teleporters. When you have enough, cripple a zombie and link the
         teleporters. Now head back to the power switch spot and get more
         points.
Step 5 - When you get to about Round 9 or 10, cripple another zombie and head
         to the teleporter area with the Bowie Knife and Revive Soda. Go into
         the Revive Soda room and look around on the floor. You should see some
         planks above a cave-type-area. Walk on the planks and you should fall
         in. This is a very good camping spot because the zombies come in one
         way and you can get collateral kills.
Step 6 - Staying in your new camp spot, rack up on kills until you can upgrade
         one or both of your weapons. By now at least one person should have
         Monkey Bombs. These can be thrown out of the broken wall (window) at
         the very back of the camp spot. Just be SURE not to miss and make it
         bounce back in!
Step 7 - By Round 15 you should have everything you need to go a long ways.
         Just make sure everybody gets each others backs. In the cave/tunnel
         area there is a window that zombies can get in through. Make sure that
         one person guards that because lots of zombies will come that way.
         When the person taking the main flow of zombies (Where most of them
         come, near the stairs) has to reload take over for a bit. This got my
         two-man-team to Round 23 before he had to get off Xbox and we kinda
         had to quit. It's all about TEAMWORK!! 
         
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            STRATEGY BY WYZEGUY6
                            MEANT FOR A TEAM OF 4

1. For the first 3 rounds, hold the first room. Just use your pistol but if you
   want to buy one of the rifles, do so. You'll be getting rid of them by the
   time you get to the box anyway. Try to let some zombies in so that hopefully
   you'll get max ammo and save having to buy a rifle. 
2. Before Round 3 ends, leave a zombie alive and open up the doors on the
   Gewehr side. Activate the power and hold down the area until you all get
   some good weapons (preferably at least 2 guys with monkey bombs, some MGs, a
   Ray Gun/Wunderwaffe and some SMGs couldn't hurt). If you are unlucky and get
   the teddy bear, don't just run off and chase it. 
3. Wait until near the end of the round and blow off the legs of some zombies
   so that they will be slowly crawling around the map. Use this time to buy
   your weapons, perks, etc. Once you get decent weapons open up the door byr 
   the power generator and head inside. On the left side of the building,
   there's a staircase. Go up it and to the left. It's like a small balcony on
   the inside of the building. Have 2 guys standing up near the place where
   the Weapon Box can be (if it's not actually there, then it'll just be a
   teddy bear sitting on top of some boxes) but DO NOT back up all the way to
   the wall. You'll need some fall-back room later on. Have the other 2 guys
   knelt down in front. Remember this because this is where you'll be for a
   long time! This is your Alamo Balcony.

Once you're all in place, just keep blasting zombies and dogs as they reach the
top of the stairs. Don't try to snipe them from the window or from down in the
ground floor of the building, you're bound to miss some shots and waste some
much needed bullets. This is the zombie killing strategy you'll need to
succeed!

REMEMBER!!!! Always try to blow the legs off of one zombie. This is best done
by throwing a grenade out the building window to the outside when you think
you're nearing the end of the round. You'll want to do this every round.
Whatever you do, DO NOT KILL THE CRAWLER!!! You'll need the time to take care
of your housekeeping tasks:

- Buying new weapons: If you run out of ammo for a good gun (MG, Wunderwaffe,
  Ray Gun, etc.) DON'T TRADE IT FOR A CRAPPY GUN WITH AMMO! You're bound to
  get a max ammo eventually.
- Buying Perks: Whenever you get the cash and the time, buy your perks. They
  come in VERY handy.
- Remember to buy Betties: For 1000 credits, you can buy betties near the
  Jugger-Nog machine. You get 2 each round so use them. The best strategy is
  to place them behind the two standing guys on the balcony before each round
  gets going. They come in handy when the zombies are pushing you back and you
  need a fall back (see why I said 'don't put your back to the wall'?). Don't
  just go setting them at random because a crawler could set one off and die,
  then you'll have to make a break for the Alamo Balcony again.
- Activate teleporters: Do this by finding the big blue teleporters throughout
  the level (one is in the same room as the Alamo Balcony). Have one person in
  the teleporter to activate it and one person in the first room in front of
  that big machine to link the teleporter to the mainframe. Not only does
  activating the 3 teleporters give you a nice escape route, it also opens up
  the essential Pack-a-Punch Machine. !!!See Teleporting section!!!
- Upgrade your guns!: This can be done for any gun for 5000 credits at the
  before mentioned Pack-a-Punch Machine (it may sound pricey, but eventually,
  you'll be swimming in credits so it's not really an issue). I'm not going to
  go through the whole list of what each upgrade does, but in short, it just
  makes it WAY better. Usually someone you're playing with should know if the
  upgrade is good, so don't hesitate to ask! !!!See Upgraded Weapons section!!!

If you make it past round 20, you'll be starting to sweat. Not only will
zombies be much stronger, eventually dogs will be coming at the same time! But
don't panic. If you get into a really big jam, you can get out of it without
too much trouble. If they're barreling up the stairs and you don't think you
can hold much longer, toss a monkey bomb out the window to the outside of the
building. Have everyone jump off the balcony toward the teleporter and use it.
For the love of God, don't leave someone behind. They won't be happy and
neither will you when the zombies are tearing you apart because one of your
MGs isn't with you. When you arrive at the starting area, pile into the Pack-a-
Punch machine 'room' and hold out as long as you can. REMEMBER TO LEAVE A
CRAWLER!!! If you've already blown the legs off a zombie before you jumped in
the teleporter then watch your fire to the fence below the clock because you
might accidentally kill him.

Here's a few more tips to stay alive past round 20:

- Teleporting for bullets: When you're 'housekeeping' between rounds (when the
  Crawler is just lumbering around the map) and everyone has low ammo for their
  upgraded weapons, use the teleporters. They cost 1500 per use, but when you
  come out the other end a pickup will appear in front of you (like the ones
  zombies drop). If it's a nuke DO NOT PICK IT UP!!!!! This will kill the
  Crawler and you'll be crapping yourself all the way back to the Alamo
  Balcony. You may not get max ammo on your first try, but keep teleporting
  until you get it. JUST REMEMBER: You may get a few dogs appearing instead of
  a powerup, so always be ready, just in case.
- Money's no problem: By the time you get to this point in the game, you'll
  have more money than you can deal with. If you feel lucky, you can keep using
  the Weapon Box and get a new weapon and upgrade it without too much trouble.
  Just be sure not to get rid of any of your MGs, or Waffle weapons. They're
  priceless at this stage.
- Drink up!: If you get downed, you lose all your perks. Before the next round
  begins, make sure to buy them all back. You'll need them, believe me.
- Zombie 'Bleed-out': If you take too long between rounds sometimes the Crawler
  zombie will just bleed to death. By this, I mean he will just die without
  warning. It's one of those holy crap moments where you'll find yourself
  running like hell to the Alamo. Just don't be carrying a big gun on your way
  back because you might get mauled before you get back.

If you understood this (hopefully you did) you'll do good. I followed this
strategy and got to round 27 until one of the players left, we ran out of ammo
and got torn apart. But follow this and you'll do great.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              STRATEGY BY NINJAZIRU
                             MEANT FOR A TEAM OF 2-4

Step 1 - (Rounds 1-4): Stay in the main area. Make sure to kill with your
         knife, obviously. Go to the next step whenever you are out of ammo.
         Each player needs at least 2000 points.

Step 2 - Open the door on the right side (not the side with the Gewehr), the
         door after it, and unlock the top of the staircase. Either buy the
         Thompson in the huge room after the door or skip directly to the
         Mystery Box. Getting the Thompson is less of a risk and more
         recommended. Turn the power on and camp here.

Step 3 - (Rounds 5 to 8-10): Make a crawler at the end of one of these rounds
         and buy any perks you want (if you aren't going for the achievement.)
         DO NOT OPEN THE DOORS DIRECTLY AROUND THE FLY TRAP. (These are the
         two doors directly left of the mainframe for 750 points each.) Do not
         bother opening up the doors to the teleporters yet unless you are
         really rolling in points. Make your way through the area to in-between
         the two doors that I told you not to open. One person guards the
         window while the others take the long hallway area. It is recommended
         to stay just behind or at the first window on your left while facing
         the hallway. 

Step 4 - After gaining enough points, go open up all the doors except the doors
         around your camping spot and link the teleporters. An upgraded ray gun
         is your weapon at this point along with an automatic. I find the MP40,
         Thompson, The Afterburner (upgraded MP40), 1001 Samurais (upgraded
         Type 100), and the Gib-o-Matic (upgraded Thompson) are your best
         secondary guns, unless you have Speed Cola. Then an MG-42 (upgraded
         preferrably) is also good. The Browning is surprisingly weak, even
         when upgraded, in my opinion. The person at the window should be
         trying to hold one zombie so that everyone else can do what they
         please with their points. You can switch out the window watch so
         he/she can also use their points. Crawlers are less effective,
         because they are somewhat hazardous and you might accidentally kill
         them or they can bleed out. 

Step 5 - (Round 15 and on): You will want to have a few or everyone have
         bouncing betties. Place them around the window watcher. Dogs will soon
         be spawning with normal zombie rounds and he/she may be unprotected at
         times. Betties will commonly save him/her and even you. For dog rounds
         everyone huddles around in the window area near the side farthest from
         the mainframe. These rounds should not be too much of a problem if you
         have good weapons. By the time dogs are spawning in normal zombie
         rounds, you will most certainly need monkey bombs in cases of
         emergency. This is the basic strategy. Continue on like this. By round
         25, the upgraded ray gun is about the only weapon I've found that can
         really last most of the round if you are guarding the hall. Use
         a teleporter if you need a max ammo and have extra money, but just
         replace spare guns with an MP40 or Type 100 off the wall and upgrade
         them for your secondary weapon, unless you want to place your hands
         in luck.

===============================================================================
                                   6. FAQs

I figured I would put a couple questions people generally have and answer them
as best I can. If you have questions for me, look in this section before you
spam me on Xbox LIVE or through E-Mail.

Q: What does Der Riese mean?
A: It means "The Giant" in German.

Q: Is the Type 99 real in Der Riese?
A: Yes it is. I have seen video proof of it. In the Mystery Box, it looks like
   a Type 100 with the mag on top of it.

Q: How do you use the Pack-a-Punch machine?
A: Obviously you didn't read any of the guide. But I'm nice so I'll help out.
   You must first link all teleporters (See "Teleporting" section) then get
   5000 points. Get the gun you want to upgrade and Hold X near the Pack-a-
   Punch machine. Your gun goes in crappy and comes out pimpin'! But retrieve
   your gun fast because you lose it forever if it goes BACK into the machine!

Q: How do I link the Teleporters?
A: Go to the "Teleporting" section...

Q: I can't get very far. Do you have any strategies.
A: Oh brother... Please go to the "Strategies" section.

Q: Do you know of any glitches you can show me?
A: Yes, but no. I know of some glitches but I highly dislike glitching. In my
   honest opinion: If you need a glitch to get to a high level in Nazi Zombies,
   you don't need to be playing it. Glitching ruins all the fun for the people
   who work hard to get to a high level legit.

Q: This guide sucks! I already know all of this! What the heck?
A: Thanks for the feedback. If you don't like the guide, you shouldn't be here.

Q: Can I add you on Xbox LIVE?
A: Yes, but the friend request MUST come with a followup message saying where
   you found me from. Otherwise I'll probably ask you who you are or decline
   it.

Q: Will you play Nazi Zombies with me?
A: SURE! However I like playing two-player Nazi Zombie games. If you're a good
   duo Nazi Zombies player, hit me up on Xbox LIVE. If you're not, I guess I
   can make an exception.

Got more questions? Send me a message through Xbox LIVE or E-Mail and I should
have it answered as quick as I can.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><

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|_) _. _ |    _.  |_)   ._  _ |_                 D._C0NCLU5I0N 
|  (_|(_ |<  (_|  |  |_|| |(_ | |     ++++++++++++++++++++++++++++++++++++

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><
Well sadly this is the part where I conclude the guide and tell what I thought
of Der Riese. Overall, it was pretty dang sweet. Treyarch did a TERRIFIC job
balancing out the gameplay in the game. They made it much harder than the
previous three Nazi Zombie maps however they added Pack-a-Punch and teleporting
which makes the endless zombie horde more enjoyable to fight. So if you didn't
like Der Riese then I'm sorry you're not easily entertained by tattooed guns,
teleporting through eletricity lines, and the good feeling of blowing a
zombie's head off.

===============================================================================
                              CREDITS & COMMENTS
===============================================================================
GamesRadar - You guys rock out loud. 'Nuff said.

ASCIIGen.  - Thanks for the banner art. I'll be using your generator as long as
             I made Achievement guides. Trust me.

GameFAQs   - You guys have a rockin' community. You are awesome for that.

Xbox360A.  - You guys have very good Achievement Guides (besides mine, of
             course). I go to your site EVERY day.

Treyarch   - Amazing game! Nazi Zombies was the start of a new revolution!