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Five Guide

by jimmythesnowman

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               :+:            :+:     :+:     :+: :+:        
               +:+            +:+     +:+     +:+ +:+        
               :#::+::#       +#+     +#+     +:+ +#++:++#   
               +#+            +#+      +#+   +#+  +#+        
               #+#            #+#       #+#+#+#   #+#        
               ###        ###########     ###     ########## 

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   (~   ._  o  o._ (~|  _|_|_  _  ~/ _ ._ _ |_ o _  / \|) _  _ _ ||_||) _  _ O
   _)|_|| \/|\/|| | _|   | | |}_  /_(_)| | ||_)|}_  |-|| (_)(_(_)| _|| _\ |- O
                                                                           -
  _   _   _   _   _   _   _   _   _   _   _   _     _   _   _   _   _   _   _  
 / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \   / \ / \ / \ / \ / \ / \ / \ 
( P ) r ) e ) s ) i ) d ) e ) n ) t ) a ) i ) l ) ( E ) d ) i ) t ) i ) o ) n )
 \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/ \_/ 

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"Sorry we have to leave you here, but it just ain't right to eat your wife's
and daughter's brains. - Undead or Alive
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.-----------------------------------------------------------------------------.
| Alma Matter                                                          -[TOC]-|
|-----------------------------------------------------------------------------|
| Introduction                                                         -[INT]-|
| Version History                                                      -[VHS]-|
| Frequently Asked Questions                                           -[FAQ]-|
|-----------------------------------------------------------------------------|
| [1] Sitrep to Zombie Mode and Five                                   -[WTH]-|
|-----------------------------------------------------------------------------|
| Menus and modes                                                      -[M&M]-|
| Points                                                               -[PNT]-|
| Enemies                                                              -[EMY]-|
| Map Layout                                                           -[MAP]-|
| Enemy Drops                                                          -[DRP]-|
| Wall Guns                                                            -[WAL]-|
| The Mystery Box                                                      -[MYS]-|
| Pack-a-Punch                                                         -[PAP]-|
| List of Weapons                                                      -[LOW]-|
| Choose Your Loadout                                                  -[LOD]-|
| Perk-a-Colas                                                         -[PRK]-|
| What to do when you're downed, and how to recover                    -[DWN]-|
| Pentagon Thief, or, the Noob-catcher                                 -[PNT]-|
| Teleporters                                                          -[TEL]-|
|-----------------------------------------------------------------------------|
| [2] Gameplay                                                         -[GMP]-|
|-----------------------------------------------------------------------------|
| Game Lobbies                                                         -[GML]-|
| First Few Rounds: A template                                         -[FRS]-|
| Panic Room Strategy - Four Players                                   -[PAN]-|
| Kiting Strategy - Going it Solo                                      -[1>M]-|
| Elevator Strategy/Tactic - 3 People                                  -[ELV]-|
| Kiting + Elevator - Dual Survival                                    -[K+E]-|
|-----------------------------------------------------------------------------|
| [3] Other Stuff                                                      -[OTH]-|
|-----------------------------------------------------------------------------|
| Glitches                                                             -[GLT]-|
| Easter Eggs                                                          -[EST]-|
|-----------------------------------------------------------------------------|
| End Matter                                                           -[END]-|
|-----------------------------------------------------------------------------|
| Contact info                                                         -[CNT]-|
| Thank yous                                                           -[THX]-|
| Legal Stuff                                                          -[LEG]-|
'-----------------------------------------------------------------------------'

______________________________________________________________________________
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Introduction                                                            ([INT])
______________________________________________________________________________
������������������������������������������������������������������������������
Welcome to the Black Ops zombies guide, Mr. President / Mr. Secratary / Mr.
Dictator/ Mr. Senator. This is a guide meant to introduce the reader to, and
allow them to master, the Black Ops Zombie level "Five." Five is an all-new
addition to the zombie fame, so strategies are still being crafted. If you have
a good strategy of your own, send it to me! (Contact info at the end). I'll be
sure to test it out, and if it works, add it to the list of tactics here.

Now, that being said, you may wonder why I've chosen to write this work. The
answer is simple - because I'm tired of noobs. It seems like out of every
lobby, there is AT LEAST one noob. A player who runs around without listening
to instructions, buys all the useless guns, hasn't ever heard of Pack-a-punch
and ultimatly ends up leaving when they get themselves in so bad you can't
revive them. This guide has dual purpose: to educate THEM, and to give tips
and new ideas to the already "educated". So basically, read this guide, play
Five a few times, and you'll be able to survive past level 10 on zombies.

_____
Intel                                     
�����
- Press Control+F to open the FIND function. 
  This allows you to use the table hotkeys to  
  find what you are looking for.               
- If you really like this guide, recommend   
  it by pressing on the bar at the top of the  
  page. Your input is appreciated, and heck, I 
  may just earn myself a proud black star for  
  your support :)                              
- For PC gamers, I recently set up a clan for playing Zombies. It's a bit of a
  social network. My internet is acting up currently
- If you are a console gamer, information related to what the leaderboard
  looks like would be helpful.
______________________________________________________________________________
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Version History                                                         ([VHS])
______________________________________________________________________________
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 _______________________________________
|---------------------------------------|
| v. 0.60                     [1/11/11] |
| Initial guide written - done up to    |
| weapons list.                         |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 0.70                     [1/12/11] |
| Done up to Teleporters. All of section|
| 1 finished.                           |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.00                     [1/12/11] |
| Finally finished! First live version. |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.10                     [1/14/11] |
| Various additional changes and        |
| improvements.                         |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.20                     [1/15/11] |
| Watching YouTube has wrought more     |
| additions upon this guide :)          |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.30                     [1/18/11] |
| Adding the elevator.                  |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.40                     [2/07/11] |
| Adding another section on weapon      |
| combos. Tidy and edit a few things.   |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.50                     [2/09/11] |
| Adding the Three Guns Trick, prospects|
| for a Easter Egg gallery next update. |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.50                     [2/09/11] |
| Adding the Three Guns Trick, prospects|
| for a Easter Egg gallery next update. |
'---------------------------------------'

 _______________________________________
|---------------------------------------|
| v. 1.60                     [2/11/11] |
| Adding a Menus section, cosm. changes.|
'---------------------------------------'
______________________________________________________________________________
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 Frequently Asked Questions                                           -[FAQ]- 
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What's the best weapon in Zombies?
The Wonder Weapons are the best weapons in the game, and pros say that the Ray
Gun specifically is the holy grail gun. Each gun has its quirks and uses, but
the Wonder Weapons are indeed OD powerful, as to be expected by their fictional
nature. On Five, the WW are Monkey Bombs, Ray Gun, and Winter's Howl.

Where is the power?
In the "3" Laboratory on the third level. Basically, come down the elevator,
then sprint down and to the right. There will be a big switch. Pull it and run
back, and you'll have power.

How do I get Pack-a-Punch?
Once you have power, pull the four DEFCON switches on the walls on the 2nd
floor.

How do I get the Pack-a-Punch to reappear after it goes into the wall?
Have everyone leave the room and allow it to seal. This reactivates the 
DEFCONs; doing the switches again allows you to access it once more.

How do I do the table glitch?
Using it bothers me. There is no positive benefit from using it in terms of
points, and as of writing it is either patched or being patched. But it is
covered later on, in the glitches section.

How do I get infinite ammo?
Also covered in glitches. Basically, you need to prompt noclip to console via
a hotkey. Check YouTube if you want. I don't recommend it, it's liable to get
you banned.

Who is the #1 person on the Leaderboard?
I cannot speak for console, but the PC leaderboards are...wacky. First of all
I can garuantee that the top 1000 players, at least, used Infinite Ammo.
Second of all, the top 100 or so players are all hackers who manipulated code
to set their score to the maximum 10000 rounds. Getting to that round is
inhuman, of course.

How many rounds is respectable?
1-4   : Nothing to say. Just an unlucky game, or all the players are noobs.
4-8   : Not good; did you get shot down by lag? Bad ammo strategy? Dumb
        teamates?
9-12  : Still really bad, see above.
12-15 : If you made it at least this far, chances are you've done the mystery
        box and pack-a-punch already.
16-20 : OK. Nothing amazing.
21-25 : Respectable.
25-30 : Professional. You got a good lobby! Make them your friends!
30+   : Rape sauce. To get 30+ rounds you need to organize a team, agree on
        your strat beforehand, etc. Likely not achievable in a Public Game, so
        a Private Match is the way to go. Personal note: I've done 31 solo on
        DOA, but that doesn't really count).
50+   : Stage trapping, an advanced technique on Kino, can get you here, but
        it won't work on Five, because you have no inf-damage Thundergun for
        bad situations (at this point zombies take forever to freeze, and
        barely feel bullets).

How do I activate the metal detectors?
You have to find the trap pieces. That's explained in the Map section. They're
very gimicky though, I don't recommend using them.

What are your personal bests?
Kino de Totten - 28 w/ 4 players (ran out of ammo at the end)
Kino de Totten - 25 solo (the swarms WILL surround you at some point)
Five - 29 w/ 4 players (same)
Five - 24 solo (the swarms WILL surround you at some point)
Dead Ops Arcade - 31 solo (but it was offline so it didn't count)

Any other frequently asked questions will be added onto here if I am bothered
enough.

______________________________________________________________________________
������������������������������������������������������������������������������
 [1] Sitrep to Zombie Mode and Five                                  -[WTH] 
______________________________________________________________________________
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Zombie Mode is exactly what it sounds like - you have to stand against an
endless hoarde of zombies and survive as long as possible. The zombies get
tougher and tougher as you go, but you have several tricks up your sleeve. This
section serves to describe Zombie-goer basics.

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 Menus and Modes                                                     -[M&M]-
______________________________________________________________________________
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Getting to Zombie mode is easy. At the main menu, scroll down to Zombies. Yeah
it really is that easy :).

So this takes you to a new menu with two options: Online and Solo. Online is
for over-network play, and Solo is for playing by your own. If you go through
to Solo, you will get the three map options, and pressing one of them allows
you to play that map. The Online option has more options, in a top menu and a
bottom menu:
________
Top Menu
��������
Find Match - To find a match online. Select a map and it takes you to a lobby,
             which also contains a link to the Leaderboards, and a "Ready Up"
             function; when 3/4 or 3/3 players ready up, the game starts.
Private Match - Set up a Private Match. This is a match that only allows your
             friends in, by invite. You can Change the map here, and only the
             host can start the match.
Leaderboards - Leaderboards show who's who on the rankings. You can look up
             your friends, everyone, and the current lobby on this menu.
___________
Bottom Menu
�����������
Back - Simple, go back.
Party Privacy/Search Settings - Allows you to set preferences for Party
       Privacy (Open - Friends and Recent players, Friends Only - Friends only
       can join, Invite Only - invite only, Closed - basically solo) and for
       Search Settings (Default - best results, Locale - search locally,
       Locale Only - only take local servers).
Friends - Opens your friends list. You can invite Friends and Recent Players
       to games with you, join their games, report them (for hackers), and
       accept/decline game invites.
______________________________________________________________________________
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 Points                                                              -[PNT]- 
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   "Aw, but I want it!" - JFK, when he doesn't have enough points to buy it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Points are, well, points. You earn them in varying amount by performing a
number of actions:

10      Attacking a zombie with a gun, grenade, or knife, when the hit is non-
        lethal.
50-80   Kill a Zombie, Hellhound, or Creeper - amount varies.
100     Kill a Zombie etc. with a headshot.
130     Kill a Zombie etc. with a knife. Usually only possible on lowest
        levels.
10      Repairing a broken barricade-a limit for the number of points you can
        procure is set each round, so as to disallow players abusing windows
        with a single zombie behind them for infinite points.
200     Repairing broken barricades with Carpenter - awarded after the power
        up takes effect, and to all players.
400     Use a nuke. Awarded after it has taken effect (ae. killed all zombies
        yet spawned).
30      Revive a downed player.

In addition, the x2 power-up (expained later below) doubles all points earned,
letting you rack up some pretty large numbers.

Points are your lifeblood. Every advancement you make from the point you spawn
is purchaced with points, which are in turn purchased with zombie blood.
Although they mean virtually nothing on the leaderboards, points are the most
important thing you have every game. Spend them wisely.

- Buy Wall Guns: Wall Guns are scattered throughout the levels, and can be
  bought for 500 to 1500 points. In addition, after aquirring the guns, you can
  go back and procure ammo, for a further 250-500 points. Weapon mechanics and
  a list of Wall Guns can be found later in this guide. There is also some
  equipment which can be bought off the wall, for 250-3000 points.
- Open up the map: It's absolutely critical you open doors and get out of your
  starting spawn. To do that, you need to buy doors, elevators, switches, and
  barricades, and thus create more room for yourself, and increase your options
  and abilities. The Map is explained later in this guide.
- Turn on traps: Traps are a major theme in Kino de Torren; however, there is
  only 1 trap in Five, the metal detectors, and they are kind of...useless for
  the effort needed to procure them. More on that later. (They can be used for
  1000 points).
- Use the Mystery Box and Pack-a-Punch: The Mystery Box is a randomly spawning
  utility that gives you a random weapon not to be found on the wall; it can
  be great, like a Wonder Weapon, or terrible, like a China Lake. Pack-A-Punch
  meanwhile greatly increasess the capacities of your gun, and gives it new
  abilities, for a mean 5000 points, and can only be found after flipping the
  levels, in the Panic Room. They have their own, dedicated section below.

Compared to the totals, the per-event amount of points may seem small, but the
amount of heads that you will be popping off every round will make that
otherwise.

Thus, it is absolutely critical to milk points in the early rounds. The sooner
you get down and start upgrading to PaP and using the Mystery Box, the better. 
Techniques for milking them are discussed further below.

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 Enemies                                                             -[EMY]- 
______________________________________________________________________________
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   "Do not pray for easy lives my friends, pray to be stronger men."  - JFK

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Your enemies are zombies, but it would be boring if there were only one type,
right? This section serves to introduce you to your foe.

Regular Zombies
The regular zombies are, well, regular zombies. They appear right from the
beggining, and come in several dress forms - military, office cleric,
secretary, you name the Pentagon personel type, they've been zombiefied. These
guys come in several "speeds": they can be walking leisurily, walking quickly,
or mummy running. Obviously the running ones are more dangerous, because they
close distance quicker.

Regular Zombies take 2 hits to down you, 4 with Juggernaut. They're dependable
attackers; in the beggining, you can kill them with a single knife flick, but
later on it get to the point where they stop caring wether or not their head is
still attached to the rest of them. These zombies lose arms, legs, chest flesh
and heads pretty easily :).

.-------------------------------------------------------------------------.
| TIP: Zombies are not silent. Besides the post-mortauo collection of     |
| groans and anguishes, zombies may occassionally yell "SAM!" when they   |
| hit you. Now Sam was the daughter of the man who accidentally created   |
| the zombies. Her name being on Five is interesting, given that we are   |
| given little to no link between Five and the rest of the zombie maps    |
| (and its story). It's tenative at best, developer oversight at worst.   |
'-------------------------------------------------------------------------'

Zombies that have their limbs blown off become crawlers. They're slow and weak
but can catch you by surprise. They will expire after a while.

.-------------------------------------------------------------------------.
| TIP: Crawlers expire! After a bit of time they die of blood loss. So,   |
| you'll want to keep one regular zombie alive for end-round flurries.    |
| This develops into an interesting game of tag...                        |
'-------------------------------------------------------------------------'

Gas Zombies
These are low-lying quick-scurrying little gassy things that run towards you on
all 4 legs. They are devoid of human features, being just little animals with
mishapen teeth and no positive features. They are weaker then regular zombies,
taking 3 hits to down the player and like 8 with Juggernaut, but they are still
a pain. In addition, when they die, they leave behind what the info screen
calls "a noxious surprise" - yet another form of Nova-6: singleplayer has
insta-kill nerve agent, Multiplayer has a noxious killer grenade, and Zombies
has a noxious dissorienting, but not killing, gas cloud. Walking into the
temporary cloud bluffs your vision, although it does no damage.

Note that their attack will damage other zombies as well, and even kill them.
Keep that in mind.

Pentagon Thief
The Pentagon Thief is a special zombie that acts as a sort of mini-boss.
He will be discussed in depth in a later section, but for now lets just say
that he steals your weapons and makes you chase him. If you kill him, he gives
them back and some pretty big bonuses, if you lose him, you lose your gun.

.--------------------------------------------------------------------.
| Check out the Yahoo Movies Zombie-o-Meter:                         |
| http://l.yimg.com/a/i/mo/zombie_infographic_1024.jpg               |
| Where do you think Black Ops zombies are on the scale?             |
'--------------------------------------------------------------------'

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 Map Layout                                                          -[MAP]- 
______________________________________________________________________________
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     "The Pentagon is under attack! Washington is going to DEFCON 1 in this
              installment of "Zombies"." - Five descriptor

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There are three floors in Five. Although it is not quite as large as Kino de
Totten, it still has many tactical options and many windows to cover.

.-----------------------------------------------------------------------------.
| The COD Wikia has a very good map of the Five levels, so here is the first  |
|  level of the map:                                                          |
| http://images.wikia.com/callofduty/images/2/2f/Five_1st_Floor.png           |
'-----------------------------------------------------------------------------'

You start out in the Pentagon Boardroom. This room has two large tables in the
center, and four windows in the corners of the room. Players should be covering
those windows. Immediatly to the left are two doorways, already openned, into
a hallway. The hallway has one further windows - rather, the zombies break down
the walls at one point - and a metal detector. The Metal Detector is a trap,
but you need to turn on the power and assemble it to use it. There are two
Wall Guns in the area: the M14 and the Olympia. Do not buy either. They suck,
as their low 500 point cost may tell you. In addition, there is a cola machine
here, but it cannot be used yet and I'll explain its function later. Neither
can the teleporter, which is located to the back of where you spawn.

.-------------------------------------------------------------------------.
| TIP: The glass windows in the boardroom, and elsewhere, can be broken   |
| and planked, although unbroken glass provides the same bonus as a full  |
| barricade.                                                              |
'-------------------------------------------------------------------------'

The way to advance from this point is to head to the right. The door costs 750
points to use, and opens up to another hallway. Similar to the first, it also
has a Metal Detector. In the corner here there is an MPL, which is a pretty
decent weapon, aside from the small magazine. It costs 1000 to buy. There are
four more windows here. It's recommended you camp by the elevator for a round.
There is also a vending machine here.

This would be a good oppertunity to explain the metal detectors. The Metal
Detectors are a peculiar object; they don't work even when the power is turned
on. To turn them on, you have to turn on the power and find and retrieve a
trap piece. Very few people know about this. That is cause the metal detectors
may be traps, but they are in a horrible tactical position - you have one
window besides you, the trap in front, and a doorway to the right, so if you
get overrun you have nowhere to run. Anyway, there are 2 peices, and you can
only carry one at a time. One is located behind a computer on the second floor,
and one is located in a rack in the (3) Lab on the third floor.

.-----------------------------------------------------------------------------.
| Youtube has a good video on where to find the trap piece, and where to put  |
| it, for those of you who are interested:                                    |
| http://www.youtube.com/watch?v=R7bGnSHC-v8                                  |
'-----------------------------------------------------------------------------'

Openning the elevator costs 1000 points, using it costs an additional 250. It
takes you down to the top level of the next floor, which is the biggest and
most complicated actual room in Five.

.-----------------------------------------------------------------------------.
| Once again, COD Wiki has a supurb map of the second level. This is a map of |
| the top floor:                                                              |
| http://images.wikia.com/callofduty/images/e/e6/Five_2nd_Floor_-_Top.png     |
'-----------------------------------------------------------------------------'

It's not reccomended to buy down right away. The floor you are currently on is
a long pentagonal walkway around all the sides of the room. You can go down by
stairs at the front, but it's blocked by a barricade costing 1000 points, and
not immediatly reccomended. There is little lateral movement, so staying up
here IS dangerous if you get swarmed. There is a machine directly in front of
the elevator, again you can't use it yet and I will explain it later.

You can buy the PM63 and the MP5K here. Both are pretty decent guns, although
I personally perfer the MP for its larger magazine. There are four windows here
so everyone should take one.

When you are ready to go downstairs, buy down.

.-----------------------------------------------------------------------------.
| Downstairs is a little messy, but once again COD has our back:              |
http://images.wikia.com/callofduty/images/7/7a/5th_Version_War_Room_-_Down.png|
'-----------------------------------------------------------------------------'

Immediatly to the right of the stairs, there is a window, and another
barricade. Like the top level, this bottom part of the map is pentagonal.
Unlike it however, there is a large teleporter in the center (only works with
Power, will explain that later), and the path around - which is wider then the
one above, thankfully - is blocked by two sets of 1000-point barricades. Also,
note the switches (also found on the top floor), as you may have guessed you
need power to use them. Again, this will be explained later.

There are five zombie windows here, and a single gun - the Stakeout, a pump-
action shotty you can buy for 1500 points. For full mobility, you will need
to clear the barricades blocking your way on either side. The best tactic on
this floor is to camp at the elevator; you can buy it open for 1000 points,
and use it for 250, just like the other one. It's bigger though, and also has
a zombie-spawning window in the back, making camping there that much harder.
Using it takes you down to the third floor.

In addition there is a Juggernog machine in the room. Again, it can't be used
yet, but once you get power it will be priority. Also, there is a door here-
when you go up to it, you get "Area 115 Clearance Neccassary". Zombie vets
will know that it was experiments with the mysterious element 115 that
generated your zombie foes. Anyway, to open the door you need to do something
fancy with the switches scattered around here, once you have power, so for
now just ignore it. The elevator is a gateway to the third level, and to
expanded options, so use it.

The elevator opens down to a mysterious and somewhat creepy labaratory. This
time around, I cannot find any good map of the place. Makes sense, it's a very
confusing place. Anyway, the different labartories here are marked 1 through 6,
and each contain a room with a different experiment in session. There are live
pigs in weighing scales, dissected humans (one of which is probably Sgt.
Roebuck, according to many sources), and other nick-nacks and lab equipment
around. There are a ton of windows, and some teleporters too. The low level of
lighting makes this place difficult to go through, and navigation is
trechorous. Some of the doors require you to buy them for 1250 points. Most
importantly, however, this is the level where you can turn on the power and
access all of the things I've been skipping over so far. In addition, it is
where the mystery box spawns, more on that later :). Claymores (1000) and the
Bowie Knife (3000) can also be found here, as well as the AK47u and the M16
(both 1200).

______________________________________________________________________________
������������������������������������������������������������������������������
 Enemy Drops                                                         -[DRP]- 
______________________________________________________________________________
������������������������������������������������������������������������������
           "I don't need your stinking points, I need your votes."
                         - Nixon, getting Double Points

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Zombies occasionally drop shiny, green, floating symbols. These are power-ups,
and walking over them gives you an instant positive effect. It's always a good
idea to gun for them, but don't overdo it and get yourself killed.

.-------------------------------------------------------------------------.
| TIP: If a nuke or other powerful power-up is dropped by one of the last |
| zombies, wait for the next round to maximize its effect. Don't lose it! |
'-------------------------------------------------------------------------'

Carpenter
when picked up, Carpenter fully repairs all windows. This gives you a temporary
respite from zombie swarms, however, compared to the other drops it is not
that powerful. In addition Carpenter awards all players 200 points after it has
taken effect. It takes the form of a hammer.

Nuke
Nuke kills all zombies on the map. It is not an instant effect, and radiates
out from where the drop is used. Enemies on the map will get "blown up" and
catch fire, zombies that are still behind windows will get their heads blown
off. The Nuke gives you a temporary respite from all zombie action, making it
superior to Carpenter; in addition, it gives the player 400 points after use.
It does not neccessarily end a round, as more zombies may spawn after use. It
takes the form of a Fat Boy nuke.

Instakill
Instakill gives you OHKO abilities against all zombies. This means that even
your measly pistol will instantly kill zombies on round 30. When you pick this
up, it's recommended to start knifing, or pick shots conservativly, as you want
to spare ammo for maximum effectiveness. Plus, knifing nets much more points
then a gun kill. Instakill takes the form of a skull.

2x
2x doubles the amount of points you earn from your actions, be it boarding
windows, shooting zombies, or reviving teamates. 2x is thus very important for
stockpiling points, and if you get them early on, you will be able to more
earlier. 2x looks just like it sounds, a 2x moniker.

Max Ammo
Max Ammo is an absolutely vital pickup. It restocks your ammo count to the
maximum amount; if you are running on dry, this is an absolute lifesaver.
Wether you can run and gun or have to just run depends on wether or not you
get this drop. Max Ammo is occassionally dropped by regular zombies, and
always dropped by the Thief, regardless of wether or not you kill him. It
looks like a box of rounds, or rather like the "Big Ammo" upgrade on the M60.

.-------------------------------------------------------------------------.
| TIP: Always, always, always get everyone to reload before picking this  |
| up - overall that adds up to 3 or 4 addition clips! Be wise about it.   |
'-------------------------------------------------------------------------'

.-------------------------------------------------------------------------.
| TIP: Claymores, Frags, and Monkey Bombs are all affected by Max Ammo.   |
| Thus it's a good idea to throw/set all of the ones you have before      |
| getting them, especially Monkey Bombs; Monkey Bombs + Frags = Win.      |
'-------------------------------------------------------------------------'

Death Machine
This pickup gives you instant Death Machine. You can't run with it, but you
won't need to - the Death Machine absolutely shreds zombies. For a limited
amount of time, of course. There's enough ammo to keep it spinning for the
whole of the time, and since your minigun never needs to reload, you can keep
on blazing. The Death Machine pickup looks like a bunch of FMJ bullets, and
for some reason the pickup glows blue instead of green. Note that taking out
the Death Machine takes a bit of time, during which you can still be KO'd.

Fire Sale
A very powerful drop, the Fire Sale tag only appears after the power is turned
on. What it does is, for a limited time, spawns the Mystery Box (random weapon)
at all possible spawning points, ensures you will not get a Teddy Bear, and
makes them dirt cheap - just 10 points. You can get 3 tries out of a box during
Fire Sale. Just don't overdo it and get yourself downed! The Fire Sale is
dropped by regular zombies, or by the Thief if he steals your weapons and you
kill him. It looks like a sales tag. Fire Sales can ultimatly get you killed if
you don't use them right.

Bonfire Sale
An extremely difficult-to-get tag dropped by the Thief only if you manage to
kill him before he steals a weapon. This is terribly difficult of course, and
you can only do it the first or second time he comes around - after that he's
just too fast to run away from. The Bonfire Sale is like the Fire Sale, but
different - it temporarily links all teleporters to the Panic Room, and makes
the Pack-a-Punch just 1000 points to use (more on that later). It's better then
the Fire Sale because getting moved to the PaP room garuntees that you cannot
get run over by zombies. It has the same form as the Fire Sale tag.

______________________________________________________________________________
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 Wall Guns                                                           -[WAL]- 
______________________________________________________________________________
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      "An automatic carbine designed to fire pistol cartridges...genius!" 
                     - MacNama buying an MPL or MP5K.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The next part of this guide focuses on your weapon. You start out with a weak
pistol, the M1911. By round 5, it is completely unreliable at killing zombies,
as it takes first 5, then 8, then 11, and so on shots to kill. You also start
with 4 grenades; these you should use to generate crawlers, or to damage a
swarm when you are getting overrun. You get two more every round.

Thus, by round 5 at the latest, you should get a new weapon. How? By buying
them off the wall. At certain places on the map, there are chalk outlines of
guns. Walk up to them, and you will be told that you can spend a certain number
of points (500-3000, depending on the gun/equipment) on them. These guns are
vastly superior to what you start with, even the bad ones. However, remember
that in the early rounds, you only need one. In addition, you can return at
any time and buy ammo for the gun, for half of its original price (except for
PaP ammo, more on that later).

The following section is a list of wall guns, their cost, where to find them,
and wether or not they are worth getting. See List of Weapons for the
complete guide to all of the weapons in Five.

.-------------------------------------------------------------------------.
| TIP: PaPed wall gun outa ammo? Run up to the carticulature and purchase |
| a full stock more for a princly 4500 points. This makes keeping a Wall  |
| Gun benefitial for when you're running on empty.                        |
'-------------------------------------------------------------------------'

[Weapon Name]
.............
[Points to buy]
[Where to buy]
[Description]
[My comments]

M1911
.....
Starting weapon
Semi-automatic pistol
- Very weak, but hey, it's what you start with.

M14
...
500 points, 250 for more ammo
Off the wall in the first hallway
Semi-automatic rifle
- Semi-automatic with an 8-round magazine. Pass.

Olympia
.......
500 points, 250 for more ammo
Off the wall in the first hallway
Over-under sawed-off shotgun
- Two shots per magazine with a long reload time. Pass.

MPL
...
1000 points, 500 points for more ammo
Off the wall in the second hallway.
Submachine gun
- 24 rounds per magazine is a little dissapointing, but otherwise not a bad gun
  to pick up.

PM63
....
1000 points, 500 points for more ammo
On the upper walkway of the second floor, opposite the elevator.
Submachine gun
- Just 20 rounds to a magazine means you'll be caught reloading often, but its
  PaP form is more interesting.

MP5K
....
1000 points, 500 points for more ammo
On the upper walkway of the second floor, near the elevator.
Submachine gun
- The MP has the largest magazine size so far, but also the most recoil. A
  personal favorite.

Stakeout
........
1500 points, 750 points for more ammo
On the ground level of the second floor, near the second elevator.
Pump-action shotgun
- The Stakeout's pump-action isn't getting in the way much, it's the long
  reload that's bothersome (as with all shotties). Take it if you like it.

M16
...
1200 points, 600 points for more ammo
Behind Lab 3 on the third floor (not quite sure).
3-burst rifle
- The M16 is, frankly, not that good. However, its upgraded form is killer, so
  this one is worth keeping.

AK47u
.....
1200 points, 600 points for more ammo
On the third floor (behind Lab 6).
Submachine gun
- 20 rounds may seem like very little, but the AK actually deals 20 more damage
  per shot then the other submachine guns. Difficult to get you and sporting
  the highest damage of all the SMGs.

Bowie Knife
...........
3000 points
In the weapons testing room on the third floor
Huge knife
- The Bowie Knife is basically a big knife. It deals OHKO to zombies up to the
  mid teen levels, and never dissapears once you buy it (ae. stays with you
  after you die). This is offset by the large cost.

Claymores
.........
1000 points
In the weapons testing room on the third floor
Directional explosives
- Claymores are a back-up strategy lifesaver. You get two, and like Grenades
  you get 2 more every round. If each player buys them and laces the floor with
  them, they can save your life in a bad situation.

Fragmentation Grenades
......................
250 points
- I didn't even know these were there, lol. They're quite cheap, and throwing
  all 4 will probably give your money back, and more. However, you get 2 more
  every round regardless, and the carticulatue is in a very inconvenient spot,
  so you won't need these.

______________________________________________________________________________
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 Turning on the Power                                                -[POW]- 
______________________________________________________________________________
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                  "Call the department of energy, we need power!"
               - JFK, occassionally at the beggining of the round.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Sorry for the interjunction, but to get any further into the game you have to
know what power is: how to turn it on, what it does, and how to use it. The
Power is basically a switch on the third, laboratory floor. When you get to
that floor, have one person run to turn it on, and then run back. "Power" is
basically a switch in the third laboratory. Throwing it will suddenly cause
lights to come on, at least that's the immediate effect; in reality, throwing
the power changes the game massively, and opens up different strategies for
use. NOTE: It's what your charecter are blabbering about when the first round
starts.

Things that power does:
+ Allows zombies to drop Fire Sale tags (already covered)
+ Causes Thief rounds to start. (see below; may be next round, or next-next
  round)
+ Turns on the teleporters. (see below)
+ Turns on the Perk-a-cola vending machines. (see below)
+ Turns on the Defcon switches, giving access to the Panic Room. (see below)

______________________________________________________________________________
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 The Mystery Box                                                     -[MYS]- 
______________________________________________________________________________
������������������������������������������������������������������������������

                           "Uh, stay frosty!"
             - Nixon getting a Winter's Howl from the Mystery Box

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Pack-a-Punch and the Mystery Box are two vital game mechanics without which you
cannot survive past round 12. This section focuses on the latter, as the
Mystery Box you have immediate access to. Note however that going for it first
will not always be your tactic.

So, the Mystery Box. Earlier in the level, back on the first floor, you may
have noticed the two teddy bears on opposite sides of the boardroom, just
hanging out on piles of crates. Even before the power is flipped, these spots
become spawn points for the Mystery Box, explaining what they are doing there.
After flipping the switch, the Mystery Box will spawn somewhere on the third
floor. It will always be on the third floor the first time, but it can move to
the first or second (which also has a single spawn point) afterwards.

To find the Mystery Box, look around the labratories. You should see a green
glow out the corner of your eye when looking through the windows, and can
usually glimpse it when walking and jumping. Opening the door, you can walk up
to the box and finally see what all the hubub is.

The Mystery Box is a long, rectangular plywood box that glows greenish and has
a large white question mark on its lid. At the cost of 950 points, it will open
up and play a little game of roullette in the background, and after a few
seconds spawn you a random weapon. The weapons spawned by the box cannot be
bought off the wall, and also, not all weapons in the game are in the box.

The best weapons in the game, Wonder Weapons can only be found here, as can
many other great guns, like the Commando, AUG, and RPK, and some terrible ones,
like the L96A1 and China Lake. Every good player perfers the Box,
because weapons here are generally not only better then Wall Guns, but also
cheaper.

Each time you gamble on a weapon, you increase the chance that you will get a
Teddy Bear. The Teddy will give your points back, but move the box to a
different location, which is obviously very unfortunate and a pain, as you have
to search out the box again. Also, if you get a weapon you don't want, don't
take it; it will sink back into the box in 12 seconds, and you can try again 2
seconds later.

.-------------------------------------------------------------.
| TIP: Most players don't know that, if you pay attention to  |
| the television screen above the Mystery Box when you get a  |
| Teddy Bear, it will show you the new location of the Box.   |
'-------------------------------------------------------------'

Here is the complete list of weapons you can get from the Mystery Box. Key:
[Name]
[Type]
[Worth taking? (comments)]

AUG (with ACOG)
Automatic assault rifle
- The ACOG scope is annoying if you can't deal with it, but overall the AUG is
  definitely worth taking.

Ballistic Knife
Knife-shooter
- The Ballistic looks terrible, yah? It is, but the upgrade is a big one...

China Lake
Grenade launcher
- The China Lake is absolutely horrible. It always leaves crawlers, has a long
  pump, has to ADS, and takes forever to reload on top of that. Never take it.

Commando
Automatic assualt rifle
- The Commando is a great friend to have. Definetly take it.

Crossbow
Bolt-shooter
- Unupgraded, this thing is absolutely horrible. The long reload completely
  negates damage. But upgraded, it shoots zombie-atracting bolts, making it a
  great thing to pick up if you are looking for a support weapon.

CZ75
Semi-automatic pistol
- Personally, I don't like it.

CZ75 Dual Wield
Daul wield fully automatic pistols
- A huge improvement over the single pistol (yes, both can be gotten out of the
  box), although it will waste a good bit of ammo. Worth taking.

Dragunov
Semi-automatic sniper
- You thought sniper was bad in multiplayer? You haven't seen it in zombies.
  Snipers are useless in Zombies. You have to scope in, and are completely
  oblivious to what happens behind you. No.

FAMAS
Fully-automatic assault rifle
- Same as with the Commado, albiet weaker. Take it.

FN FAL
Semi-automatic assualt rifle
- This one is really a split...if you semi-automatic weapons, take it. Its ROF
  is not that much lower then automatics, and its damage is comparable.
  Personally I don't like it that much.

G11 Low Power Scope
Three-round burst assualt rifle
- If it was a plain G11, it would be an OK weapon, but the addition of the Low
  Power Scope makes it difficult to use at long range. The G11 is noted for its
  large clip and tight hipfire spread, so the scope addition is really just
  dissapointing.

Galil
Automatic assualt rifle
- Same deal as the Commando, FAMAS.

HS-10
Semi-automatic bullpup shotgun
- The HS is a great weapon, and its upgraded form is very fun to field. Say
  yes to this dress!

HK21
Automatic light machine gun
- The HK is a great supporting weapon. Its large magazine and high power as an
  LMG makes it hugely useful as a support weapon for the team, allowing you to
  stream bullets into enemies quite quickly. Definite yes.

L96A1
Bolt-action sniper rifle
- Bolt-action? Hell no. Just, no.

M72 LAW
Rocket launcher
- Unupgraded, it's shit, but if you have the money to upgrade, it's a great
  support weapon.

Monkey Bomb
Wonder Weapon
- The Monkey Bombs are the first Wonder Weapons on this list. They occupy
  special grenade slots, and are basically Cyllable-Playing Monkey Toys. I'll
  explain them in depth later, but always take these guys.

Python
Revolver
- Still a handheld, you'd think its shit right? Well, it does 1000 damage
right out the gate...what? That's kinda rediculous for a revolver -.-

Ray Gun
Wonder Weapon
- According to Zombie vets, the best weapon in the game. The Ray Gun shoots
  Rays. They are extremely powerful rays and kill very easily. Definite yes.

RPK
Automatic Light Machine Gun
- Same as with the HK21, an amazing gun to use.

SPAS-12
Semi-automatic shotgun
- A fun weapon to use. Shotties in general are a good choice, and this and the
  HK are the best. Definite yes.

Spectre
Submachine gun
- Just another SMG. There are a ton to buy off the wall; if you want it keep it
  but it's still nothing special.

Winter's Howl
Wonder Weapon
- This is Five's unique Wonder Weapon. The Winter's Howl releases a cloud of
  cold that freezes any zombies in its blast radius. Definite keep, obviously.

______________________________________________________________________________
������������������������������������������������������������������������������
 Pack-a-Punch                                                        -[PAP]- 
______________________________________________________________________________
������������������������������������������������������������������������������
          "Ah, like a perfect cigar; silky, yet smooth!" - Castro PaPing

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The Pack-a-Punch is the other major weapons utility in this game. First step is
accessing it. To get to the pack-a-punch, you have to flip all the Defcon
switches on the second level. There's no order, although I once thought there
was; just push all the switches in whatever way you like. There are 4 of them,
2 on the ground floor and 2 on the catwalk.

Once you pull all the switches, all of the teleporters will be linked to the
Panic Room. The Panic Room is the room I described earlier in the Map section,
the one that is behind the inaccessible double doors. When all the switches are
flipped, all of the teleporters in the map will be linked to this room for a
limited amount of time. Run into any teleporter to get to the room; you know
it is active when a Pack-a-Punch machine is visible within the teleporter ray.

Once you teleport in, you will be transferred to the Panic Room, the boardroom
in which you met Kennedy in campaign. The Pack-a-Punch turns out of a "fake"
wall in the front of the room. There are two windows here from which zombies
spawn. The double doors are in a short walkway to the right. Most important of
course is the actual Pack-a-Punch machine.

The Pack-a-Punch only stays around for a short amount of time, so get to
upgrading your weapons quick, as it dissapears back in the wall after an
interval. Take out the weapon you want to upgrade and put it through the
machine. For 5000 points, it will spill out a heavily souped-up version of your
gun. The gun gains a large spike in power and many other benefits, starts to
shoot red lasers (generally), and gets interesting and intracate carvings all
over its main body. The exact effect depends on the gun; for instance, the AUG
gets power bonuses and a Masterkey, the AK47U gets a percision sight and
general increases, and the M1911 gets a second companion and shoots grenades.
In addition it makes strange sounds :-)

Pack-a-Punch personalizes each gun, the M1911 suddenly becoming a dual grenade
launcher being a prominent example. The exact changes are discussed in the
section below. Note however that after it has gone back into the wall, the Pack
a Punch cannot be accessed again except by flipping the Defcon switches again;
what many people don't realize is that you have to leave the Panic Room first
for them to reactivate.

______________________________________________________________________________
������������������������������������������������������������������������������
 Weapons List                                                        -[WEP]- 
______________________________________________________________________________
������������������������������������������������������������������������������
                 "No hugs for you." ... "No, you cannot have a hug."
                             - Nixon killing zombies.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

This section is a complete weapon list for Five. Note that it does not include
the Thundergun and MP40, which are Kino de Totten only. The stats for basic and
PaP guns are put side by side for comparison. Things not on the list:
Thundergun (Kino only), MP40 (Kino only), Death Machine (power-up, not "weapon"
per se)

Note that the names are usually references to something, but I find that
trivia irrelavant, and more intresting to figure out yourself.

Weapon Types:
Submachine guns - Submachine guns as a class have fairly low ammo, high
mobility, and a tight hip spread. Overall, a good weapons class for running and
gunning.
Shotguns - Shotguns as a class generally have low ammo, high damage, high
mobility, and a tight hip spread. A terrific class for running and gunning and
for camping windows, but be mindful of the range cap.
Assualt rifles - Assualt Rifles as a class have medium everything - damage, 
ammo, mobility, and hip spread. A good all-around class.
LMG - Light Machine Guns as a class have high damage and high ammo, however on
the flip side they also have low speed, terrible hip spread, and slow ADS
speed. A camper's class of weapon, good at mowing down big groups but bad at
moving.
Pistols - Pistols as a class are very variable. Each Pistol is treated as its
own.
Explosive Weapons - Explosive Weapons as a class generally have low ammo, high
damage, low mobility unupgraded and high upgraded, a tendancy to make crawlers
on the explosive edges, and can kill the user if shot at a target to close to
you. Good suppressive weapons when a swarm comes around.
Special Weapons - The Ballistic Knife and Crossbow fall in this category; as
you will read, they are very special.
Wonder Weapons - These are fictionous and comical, and also extremely
powerful, weapons. They are variable, like the Special Weapons, but always have
high damage (even infinite) and are the best weapons available.

Key:
[Weapon] - Name of the gun or piece of equipment.
[Method of aquisition] - How to get the gun.
[Damage] - Amount of damage it does, maximum to minimum.
[Fire mode/rate] - Mode of fire (ae Semi auto vs Fully automatic) and rate, in
  Rounds Per Minute (RPM).
[Magazine size] - Size of the magazine, and how many rounds you can carry.
[Reload] - Reload time, add and empty. Note that only the first number really
 matters because of reload cancelling.
[Mobility] - Movement rate carrying the weapon.
[Bonuses] - PaP guns only; bonuses versus the regular version.
[Notes] - My comments.
[Videos] - Video demonstations

 --------------------------------------.--------------------------------------
| M1911                                | Sally and Mustang                    |
'--------------------------------------.--------------------------------------'
| Starting weapon                      | PaP                                  |
| 20                                   | 1000                                 |
| Semi-automatic - 625 RPM             | Daul Wield Semi-automatic - 300 RPM  |
| 8 round magazine, 88 rounds total    | 6+6 round mag, 62 rounds total       |
| 1.63, 1.8 empty reload               | 1.6                                  |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Daul wield, fires grenades, usable   |
|======================================| when downed.                         |
'-----------------------------------------------------------------------------'
| The M1911 is the poster child for what Pack a Punch can do for you. Many    |
| players chose not to discard this nearly useless weapon for the sole aim of |
| PaPing it. The M1911 is your starting weapon, and it goes from mediocre     |
| damage to frightening capacity with PaPing; the grenades it shoots go in a  |
| straight arc towards the target, and do 1000 damage at all ranges. It may   |
| generate crawlers, and as an explosive weapon, is extremely dangerous to    |
| use against targets near you. Thus it is used mostly as a support weapon,   |
| one of the strongest in the game for what it's worth. S&M are a viable and  |
| powerful tool in the hands of an expert, but a noob might just down         |
| themselves continuously. In my opinion it is the strongest Handgun and the  |
| strongest non-Wonder Weapon in the game. Note that as an added bonus, you   |
| can also use it when you are down.                                          |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=OtoH1TM9Oho - In Singleplayer, you are given |
| a Mustang & Sally when you are downed if you buy a Quick Revive.            |
| http://www.youtube.com/watch?v=4sPmNvFH5Pg - Mustang & Sally on Kino de     |
| Totten. Note: you should not be running around like an idiot during Hell-   |
| hound rounds.                                                               |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| M14                                  | Mnesia                               |
'--------------------------------------.--------------------------------------'
| First hallway wall, 500 points       | PaP                                  |
| 105-80                               | 200-150                              |
| Semi-automatic - 625 RPM             | Semi-automatic - 625 RPM             |
| 8 round magazine, 104 rounds total   | 16 round magazine, 208 rounds total  |
| 2.4, 3.45 empty reload               | 2.4, 3.45 empty reload               |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Nearly doubled damage, double ammo   |
|======================================| and magazine, Grip reduces recoil.   |
'-----------------------------------------------------------------------------'
| One of the indicators that you're in a noob lobby is when someone wastes    |
| their starting points on an M14. Its fighting ability is severly limited by |
| the fact that it is, well, semi-automatic. I've never actually used the PaP |
| version, because I've frankly never really used the regular version, but I  |
| hear it's a vast improvement, although still inferior to automatic weaponry.|
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=iHbFoXI6W6w - Mnesia in use.                 |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Olympia                              | Hades                                |
'--------------------------------------.--------------------------------------'
| First hallway wall, 500 points       | PaP                                  |
| 80 x8                                | 300 x8                               |
| Over-under - 212 RPM max             | Over-under - 212 RPM max             |
| 2 round magazine, 40 rounds total    | 2 round magazine, 62 rounds total    |
| 3.3, 3.9 empty reload                | 2, 2.5 empty reload                  |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Faster reload, more damage, more     |
|======================================| ammo, Incindeary rounds              |
'-----------------------------------------------------------------------------'
| The Olympia honestly isn't a bad shotty. I've fielded the upgraded version, |
| and incindiary rounds are a barrel of monkeys to use, especially since you  |
| only get to use it once elsewhere, on the SPAS in campaign (and in only 1   |
| mission too!). However, this gun is limited to uselessness by its atrocious |
| reload time; being an over-under shotty, it takes forever to reload, and    |
| you have just 2 rounds per magazine. On inf ammo though it's very usable,   |
| but that's not really playing is it.                                        |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=fRXMUgV6AtM - Hades in use; note the         |
| constant reload, and fun zombie burnings.                                   |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| MPL                                  | MPL-LF                               |
'--------------------------------------.--------------------------------------'
| Second hallway wall, 1000 points     | PaP                                  |
| 100-60                               | 140-90                               |
| Automatic SMG - 937 RPM              | Automatic SMG - 937 RPM              |
| 24 round magazine, 144 rounds total  | 40 round magazine, 240 rounds total  |
| 2.25, 3 empty reload                 | 2.25, 3 empty reload                 |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| More damage, more ammo, larger       |
|======================================| magazine, red dot sight.             |
'-----------------------------------------------------------------------------'
| The MPL is the first usable gun you are exposed to. As an SMG, it has high  |
| mobility; its iron sights are not that bad, although a little bit annoying; |
| and the 24 round magazine is only slightly dissapointing. Overall, the MPL  |
| is a mid-range shotty, with medium stats all round. The upgraded version is |
| basically more of the same, but with higher power-one of the more boring    |
| transformations. Note that the red dot sight that is attached is completely |
| random, and can be something pretty damn obnoxious.                         |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=U-sGFw26Lfo - MPL-LF in use; the commentator |
| says "looks pretty sick but is also awful".                                 |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| PM63                                 | Tokyo & Rose                         |
'--------------------------------------.--------------------------------------'
| Second floor walkway, 1000 points    | PaP                                  |
| 100-60                               | 140-90                               |
| Automatic SMG - 973 RPM              | Daul Wield Automatic SMGs - 973 RPM  |
| 20 round magazine, 120 rounds total  | 25+25 round mag, 275 rounds total    |
| 2.05, 2.85 empty reload              | 3, 3.4 empty reload                  |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Daul wield, more ammo, slower reload,|
|======================================| higher damage.                       |
'-----------------------------------------------------------------------------'
| Honestly the PM63 has no real redeeming features unupgraded. It's inferior  |
| to the MP and MPL in terms of one of the things that counts most, magazine  |
| size. Although the reload is comparitively quick, 20 rounds to a magazine   |
| is simply too little. The PaPed version of the gun redeems it, however;     |
| although the ammo and reload problems are still there (it gets slower?      |
| wtf?), the gun get daul wield, which is obviously more interesting then the |
| generic increases the other SMGs get. If you plan on using this, you should |
| get Speed Cola asap. And maybe some Double Tap Root Beer :P                 |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=dO3nFTFmouE - Tokyo & Rose giving zombies a  |
| run for their money. These guys obviously know what they're doing.          |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| MP5K                                 | MP115 Kollider                       |
'--------------------------------------.--------------------------------------'
| Second floor walkway, 1000 points    | PaP                                  |
| 100-50                               | 140-80                               |
| Automatic SMG - 750 RPM              | Automatic SMG - 750 RPM              |
| 30 round magazine, 150 rounds total  | 40 round magazine, 240 rounds total  |
| 2.9, 3.2 empty reload                | 2.9, 3.2 empty reload                |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| More damage, more ammo, larger       |
|======================================| magazine.                            |
'-----------------------------------------------------------------------------'
| The MP5K is the first SMG you can get that balances everything nicely. It's |
| got a significantly larger magazine, appreciable damage, and slightly more  |
| ammo then the other SMG choices so far. It does however have slightly more  |
| recoil and a slightly longer reload as well. A personal favorite. Note that |
| the PaPed version is as bland as it gets; it just gains the usual bonuses.  |
| Not that I'm complaining: the iron sights are better then most of the crap  |
| that the RDS randomizer turns up.                                           |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=4FgOtKW19e0 - MP115 Kollider in use. It's    |
| 22 and he's alone, so it's not surprising he runs out of ammo. Just sayin'. |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Stakeout                             | Raid                                 |
'--------------------------------------.--------------------------------------'
| Second floor elevator, 1500 points   | PaP                                  |
| 120x8                                | 240x10                               |
| Pump action shotgun - ~70 RPM        | Pump action shotgun - ~70 RPM        |
| 6 round magazine, 60 rounds total    | 10 round magazine, 70 rounds total   |
| 0.567 per shell                      | 0.567 per 2x shells                  |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| More damage, more ammo, larger       |
|======================================| magazine, double reload speed, grip  |
'-----------------------------------------------------------------------------'
| The Stakeout is the second shotty that you can get, after the Olympia. It's |
| miles above the former, and the pump is quick, so its firerate is not too   |
| bad overall. I don't recommend using it - at this point just save up for    |
| the box and PaP - but if you do, you'll find it pleasant enough. The PaPed  |
| version partially solves reloads, and increases damage and ammo some ways   |
| as well. Overall usable, although Speed Cola is highly reccomended. You'll  |
| want to look elsewhere on high rounds however.                              |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=qceDKrB1P4w - Raid demonstrated.             |
'-----------------------------------------------------------------------------'

 -----------------------------------------------------------------------------
| Claymores                                                                   |
'-----------------------------------------------------------------------------'
| Third floor laboratories, Lab 1, 1000 points                                |
| 250-50?                                                                     |
| 100% mobility                                                               |
'-----------------------------------------------------------------------------'
| Claymores are essential for survival on higher levels, and vastly underused |
| by the general populace. They only cost 1000 points to aquire, and you get  |
| two more every round. The use of claymores tactically is explained later,   |
| in the PaP room strategy. For now, safe to say that you can stockpile them  |
| by setting them against a wall, and you are best using them to cover you    |
| while you camp.                                                             |
| .-------------------------------------------------------------------------. |
| | TIP: Claymores can be hoarded up for later rounds. To do this, just set | |
| | them against a wall; they will not dissapear between rounds, and you    | |
| | will continue to get two new ones every new round. If every player buys | |
| | them in round 8, by round 18 you could stockpile 20 in this manner! In  | |
| | addition, Claymores are affected by Max Ammo, resetting you to 2 clays; | |
| | thus if it spawns it may be a good idea to set the two down. Works best | |
| | in combination with monkey bombs, which are also affected.              | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=qceDKrB1P4w - Raid demonstrated.             |
'-----------------------------------------------------------------------------'

 -----------------------------------------------------------------------------
| Bowie Knife                                                                 |
'-----------------------------------------------------------------------------'
| Third floor laboratories, 3000 points                                       |
| 1150                                                                        |
'-----------------------------------------------------------------------------'
| The Bowie Knife is an expensive aquisition. For 3000 points, though, you    |
| a powerful (and large) knife that does OHKO numbers on zombies right up to  |
| round 11, and does 2HKO for a similar number. When paired with a Ballistic  |
| Knife, its damage increases even more, and the stroke is faster. Although   |
| some say that it's not worth getting, a skilled player can easily rack up   |
| points with it for the 5 or so rounds its useful, especially when paired    |
| with a Ballistic, which makes it OHKO to round 14. Paired with a Ballistic  |
| it is an absolutely outstanding medic weapon.                               |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=mjUVwPVW_Yc - Bowie Knife absolutely         |
| destroying the enemy. Note the quick strokes Ballistic allows. I'm sorry,   |
| but it appears you need a new defenition for "knife monkey". * stab *       |
'-----------------------------------------------------------------------------'

 -----------------------------------------------------------------------------
| Fragmentation Grenades                                                      |
'-----------------------------------------------------------------------------'
| Third floor laboratories, Lab 1, 250 points                                 |
| Blows off legs                                                              |
'-----------------------------------------------------------------------------'
| Fragmentation grenades on Five are used almost exclusively for blowing legs |
| of zombies, and that's what they're best at. At a cost of 250 points for 4  |
| grenades, they are almost certain to pay back, but the fact that they're in |
| such an inconvenient location, and the fact that you get 2 more at the      |
| start of every round, negates the carticulature's usefullness.              |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=mjUVwPVW_Yc - Bowie Knife absolutely         |
| destroying the enemy. Note the quick strokes Ballistic allows.              |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Ak-74u                               | AK-74fu2                             |
'--------------------------------------.--------------------------------------'
| Laboratories, 1200 points            | PaP                                  |
| 120-80                               | 190-140                              |
| Automatic SMG - 750 RPM              | Automatic SMG - 750 RPM              |
| 20 round magazine, 180 rounds total  | 40 round magazine, 320 rounds total  |
| 2.1, 2.8 empty reload                | 2.1, 2.8 empty reload                |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Higher damage, larger magazine, more |
|======================================| ammo, red dot sight.                 |
'-----------------------------------------------------------------------------'
| I'm pretty shocked, actually, at the results. It appears that the 74,       |
| wether upgraded or bare, makes all the other SMGs look like pastry cakes.   |
| For instance, the Kollider has nothing on the fu2, which has much higher    |
| damage, same clip size, and extra clip of ammo, comparable reload, a more   |
| predictable recoil pattern and a sight slapped onto all of that. Pretty     |
| nonchalent that it is so plainly superior...                                |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=0oM26soMLCU - Too strong, maybe? The min dmg |
| is the same as the maximum on the other SMGs...                             |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| M16                                  | Skullcrusher                         |
'--------------------------------------.--------------------------------------'
| Laboratories, 1200 points            | PaP                                  |
| 100-70                               | 150-100                              |
| 3-round burst rifle - 450 RPM        | Automatic - 937 RPM                  |
| 30 round magazine, 150 rounds total  | 30 round magazine, 300 rounds total  |
| 2.03, 2.36 empty reload              | 2.03, 2.36 empty reload              |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Higher damage, more ammo, becomes    |
|======================================| fully automatic, grenade launcher.   |
'-----------------------------------------------------------------------------'
| The M16 starts out as a three-burst rifle, which is pretty much wasted ammo.|
| Its base form is nothing special really. However, if you have the time to   |
| run around on the third floor and get this gun, you probably also have the  |
| money to upgrade it, and its PaP form is a great improvement as well. The   |
| Skullcrusher gains, well, a cliche name, but also becomes fully automatic,  |
| eliminating the ammo waste and allowing you chew through zombies faster,    |
| and also gains the generic increases, including nearly doubled ammo. Last   |
| of all is the grenade launcher - a unique feature that makes it an          |
| excellent crawler generator and support weapon. Overall a good weapon.      |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=HdpwJ2WCVOA - Skullcrusher, well, crushing   |
| skulls.                                                                     |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| AUG ACOG                             | AUG-50M3                             |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 140-90                               | 200-140                              |
| 3-round burst rifle - 937 RPM        | Automatic - 937 RPM                  |
| 30 round magazine, 300 rounds total  | 30 round magazine, 420 rounds total  |
| 2.6, 3.05 empty reload               | 2.6, 3.05 empty reload               |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Higher damage, more ammo, gains a    |
|======================================| PaP Masterkey that reloads 2 a shell |
'-----------------------------------------------------------------------------'
| The AUG packs a seriously brutal punch. However, it comes with the ACOG     |
| scope already attached, which is difficult to work with at the short ranges |
| that matter in Zombies. That doesn't nullify its usefulness, but forces you |
| to hitfire on the go, which wastes ammo. The PaP version gets a large power |
| boost and more ammo, and a second weapon - an attached PaP Masterkey. The   |
| Masterkey isn't quite a SPAS-24, but it's still a strong weapon for when    |
| you need to clear a way, and it reloads two shells at a time. The ACOG is   |
| still somewhat annoying, but now you have a Masterkey for the running fight |
| so it's all good.                                                           |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=g8Zl5doGUJo - The AUG-50M3 in use.           |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Ballistic Knife                      | The Krauss Defibrillator             |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 500                                  | 1000                                 |
| Single-shot                          | Single-shot                          |
| 1 round magazine, 5 rounds total     | 1 round magazine, 10 rounds total    |
| ~1 second reload                     | ~1 second reload                     |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Higher damage, more ammo, revives    |
|======================================| teamates                             |
'-----------------------------------------------------------------------------'
| The Ballistic Knife is an interesting proposition. It has barely any ammo,  |
| is difficult to aim, and does an uninteresting amount of damage, although   |
| it always kils with a headshot. At first glance, it seems to have no        |
| redeeming features; however, its PaPed version is an interesting            |
| transformation. The Refibrulator, when shot at a downed teamate, instantly  |
| revives them. Thus, if you have the Ballistic, you are instantly the team   |
| medic, although you'll want support because you still need a clear shot at  |
| your ally. Someone carrying the Winter's Howl or Monkey Bombs is            |
| reccomended. In addition, when using the Ballistic Knife, you can knife at  |
| a much faster speed; if combined with the Bowie Knife, the weapon is OHKO   |
| up to round 14, and a decent defensive weapon past there, because even the  |
| 2HKO is pretty good. All in all, if you chose to keep it, getting a Bowie   |
| Knife and a daul-mode weapon for a primary is the way to go. It's a great   |
| weapon for covering windows as well, and comes back to haunt zombies even   |
| in late rounds when insta kill is on.                                       |
| .-------------------------------------------------------------------------. |
| | TIP: The Ballistic-Bowie combination, although costing a grand total of | |
| | 8950 points for the complete package, pays itself back quickly - you get| |
| | 130 points for knife kills versus 50-100 with guns, so the payback is   | |
| | quicker then you may think.                                             | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=kFTVtzCgKBM - A demonstration of the Krauss  |
| healing powers. Btw, his teamates are kinda stupid. Be more conservative in |
| your shots, and when there's no danger just revive the usual way so as to   |
| conserve ammo.                                                              |
| http://www.youtube.com/watch?v=mjUVwPVW_Yc - Bowie Knife + Ballistic Knife  |
| owning.                                                                     |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Crossbow                             | Awful Lawton                         |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 750?                                 | 750?                                 |
| Single-shot with reload              | Single-shot with reload              |
| 1 round "magazine", 13 rounds total  | 1 round "magazine", 13 rounds total  |
| 2.75 second reload                   | 2.75 second reload                   |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Shots act like Monkey Bombs, can     |
|======================================| kill up to 6 at a time.              |
'-----------------------------------------------------------------------------'
| I'm not sure how much damage the Crossbow does, upgraded or unupgraded; if  |
| you know, email me and I'll give you credit. Anyway, the Crossbow is        |
| another quirky weapon that's useless in its base form and amazing in its    |
| PaP form. It shoots explosive bolts (not arrows! crossbows do not shoot     |
| arrows!) with semtex as their "tip"; these attach to a surface and explode. |
| It's strong enough, however the Crossbow has an atrocious reload time, and  |
| fairly low ammo. The PaP form solves it, however; the Awful Lawton shots    |
| ATTRACT zombies, just like a Monkey Bomb, albiet for a shorter period of    |
| time before exploding. Thus, when the bolt goes off, all the zombies will   |
| ignore you and head for the semtex. They will quite litteraly shove you     |
| aside and run for it. The explosion can kill 6 at a time, as well. Thus,    |
| the guy with the Crossbow is medic support, and thus, it makes an amazing   |
| support weapon. And it's also easier to field then the Ballistic :)         |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=83UoF-iOWyk - Crowd around guys, I'm not     |
| going anywhere...                                                           |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| China Lake                           | China Beach                          |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 600                                  | 1000                                 |
| Pump action                          | Pump action                          |
| 2 round magazine, 22 rounds total    | 5 round magazine, 45 rounds total    |
| 1 second reload, 2 full reload       | 1 second full reload                 |
| 80% mobility                         | 100% mobility                        |
|--------------------------------------| Increased damage, larger magazine,   |
|======================================| more ammo, increased mobility,       |
|======================================| reloads in one shell                 |
'-----------------------------------------------------------------------------'
| The China Lake is terrible. I aint gonna lie, it's just no good at all. The |
| 600 damage isn't great; it has a tendancy to make crawlers; the pump is too |
| long and can't be cancelled; reloading is fairly slow; and you're slow to   |
| add to it all. It's a kind of booby prize from the Mystery Box; only take   |
| it if you have no other alternatives. The China Beach solves most of these  |
| problems, however. It gets a 5 round magazine, more ammo, reloads in one    |
| shot, does decent damage, and you get full mobility back. But, look at this |
| and then look at Sally & Mustang, and you'll see how terribly outclassed it |
| remains.                                                                    |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=eu6Ihf3cebo - The end is a LOLWUT moment.    |
| We have a future serial rapist here :)                                      |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| CRZ75                                | Calamity                             |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 150-100                              | 300-200                              |
| Semi-automatic pistol - 635 RPM      | Automatic pistol - 535 RPM           |
| 15 round magazine, 150 rounds total  | 20 round magazine, 260 rounds total  |
| 1.63, 2.013 empty                    | 1.63, 2.013 empty                    |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, larger magazine,   |
|======================================| more ammo, becomes fully automatic.  |
'-----------------------------------------------------------------------------'
| The CRZ is unique in that it can come out of the box in two forms, with     |
| daul wield or alone. The Daul Wield form is covered below, and it is        |
| basically superior to the single pistol by numerical reasons. If you like   |
| aiming down pistol sights, you may perfer this, but Calamity & Jane pack    |
| more ammo and double firepower. The PaP version is an automatic version,    |
| fun to wield but again the doubles are better. This is a good opertunity to |
| say that pistols are NOT outclassed in this mode; many people pass them up  |
| too quickly, as they have much higher damage then rifle rounds to make up   |
| for their inconsistances. When we get to the Python you'll see what I mean. |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=k1t-SSAkzh0 - Calamity; note that it's level |
| 36, so...                                                                   |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| CRZ75 Daul Wield                     | Calamity & Jane                      |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 150-100                              | 300-200                              |
| Semi-automatic dual pistols - 635 RPM| Automatic dual pistols - 535 RPM     |
| 15 round magazine, 150 rounds total  | 20 round magazine, 360 rounds total  |
| 1.9, 2.2 empty                       | 1.9, 2.2 empty                       |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, larger magazine,   |
|======================================| more ammo, becomes fully automatic.  |
'-----------------------------------------------------------------------------'
| Although Calamity & Jane has a lower firecap then its unupgraded version,   |
| going full-auto on a semi-automatic weapon will cause trigger finger spasms.|
| Anyway, the Calamity & Jane combo is a fun gun to field. It's great on the  |
| run and when you're cornered, and shines at close range. Overall an         |
| excellent run-and-gun secondary.                                            |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=kJPwLXoO0hI - Calamity and Jane. Note the    |
| music in the background - it's I Won't Back Down, a special Emimen song     |
| composed for the game, and it's an easter egg on Five; more on that later :)|
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Dragunov                             | D115 Disassembler                    |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 300                                  | 1000                                 |
| Semi-automatic sniper - 234 RPM      | Semi-automatic sniper - 234 RPM      |
| 10 round magazine, 50 rounds total   | 10 round magazine, 90 rounds total   |
| 2.95, 3.75 empty                     | 2.95, 3.75 empty                     |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo,         |
|======================================| Variable Zoom.                       |
'-----------------------------------------------------------------------------'
| No. Just, no. There is no time you should ever be using a sniper in Zombies.|
| Having the scope in every time you shoot is just unacceptable. When the Box |
| gives you this, just pass it up, unless you're real desperate.              |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| FAMAS                                | G16-GL35                             |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 100-70                               | 150-100                              |
| Automatic assualt rifle - 937 RPM    | Automatic assualt rifle - 937 RPM    |
| 30 round magazine, 180 rounds total  | 45 round magazine, 270 rounds total  |
| 2.5, 3.3 empty                       | 2.5, 3.3 empty                       |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, red dot sight.             |
'-----------------------------------------------------------------------------'
| The FAMAS is a pretty standard assualt rifle, and the upgraded form is      |
| pretty much the same thing. A good gun to have. The PaP form is basically   |
| more of the same :)                                                         |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=0Q8jlfN-o9U - The G16. This guy is always on |
| such high rounds oO.                                                        |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Commando                             | Predator                             |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 150-100                              | 210-150                              |
| Automatic assualt rifle - 750 RPM    | Automatic assualt rifle - 750 RPM    |
| 30 round magazine, 300 rounds total  | 40 round magazine, 400 rounds total  |
| 2.05, 2.55 empty                     | 2.05, 2.55 empty (less w/ Dual Mags) |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, dual mags.                 |
'-----------------------------------------------------------------------------'
| The Commando is pretty much top form. It has higher damage and much more    |
| ammo then the FAMAS, albiet at a lower rate of fire. Like the other regular |
| assualt rifles, it's a great gun to have. The PaP form, the Predator, gains |
| the further generic boosts in power and ammo, but also gains something      |
| unique - Dual Mags. That makes every second reload more then twice as fast, |
| a unique feature that adds flavor to the gun.                               |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=jTNjh01NOMo - Predator at work. Note that he |
| throws a grenade near the end, to generate a crawler. Smart.                |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| FN FAL                               | EPC WN                               |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 160-130                              | 240-180                              |
| Semi-auto assualt rifle - 750 RPM    | Three round burst                    |
| 20 round magazine, 200 rounds total  | 30 round magazine, 390 rounds total  |
| 2.5, 3.1 empty                       | 2.5, 3.1 empty                       |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, becomes 3-round burst,     |
|======================================| reflex sight.                        |
'-----------------------------------------------------------------------------'
| The FN FAL is a semi-automatic weapon. This automatically limits its        |
| usefulness. However, compared to the M14, it is a completely superior       |
| weapon, with much higher damage, much more ammo, and less recoil to boot.   |
| So it's not expressely a bad weapon; although semi-automatic, you can spam  |
| it just as fast as an automatic with a quick trigger finger, and it does    |
| higher-then-normal damage to compensate. The PaP version, besides being a   |
| funny play on words, becomes three round burst. It still has very high      |
| damage, but the three-round-burst inevitably leads to wasted ammo. The      |
| reflex sight is also nice, as the FAL has somewhat obstructive sights.      |
| Overall, if you get used to it, it's not a bad weapon at all.               |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=Qsws9uneWIg - EPC WN in use. What I'd do for |
| a regular sight reticule...                                                 |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| G11 Low Power Scope                  | G115 Generator                       |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 100-70                               | 150-100                              |
| Three-round burst - 535 RPM          | Automatic assualt rifle - 1250 RPM   |
| 48 round magazine, 192 rounds total  | 48 round magazine, 336 rounds total  |
| 2.7, 3.85 empty                      | 2.7, 3.85 empty                      |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, becomes fully automatic.   |
'-----------------------------------------------------------------------------'
| The G11 is a wierd gun. Unlike a conventional assualt rifle, it shoots      |
| through caseless ammunition encased in rods. Those same rods give it a 48   |
| round magazine right from the start. The reload with the G11 is only        |
| slightly slower then a conventional weapon. Lastly, the G11 has an unusual  |
| feature - it has the same hip firing spread as a sub machine gun. This      |
| makes it a terror at hipfire. However, the G11 is dissapointing in that it  |
| comes with a Low Power Scope. The scope only serves to make your time more  |
| difficult by making ADS near-useless. Unupgraded, the G11 really sucks, in  |
| terms of damage, ammo, and usability. When PaPed, however, the rechristened |
| Generator becomes fully automatic. It still keeps the dumb scope, but being |
| automatic does wonders for the gun. The ludicrous 1250 RPM is the highest   |
| in the game, and thus the Generator, although not overwealmingly powerful   |
| and still fairly low on ammo, becomes a deadly accurate (recoil remains     |
| very low) chain saw. Ammo becomes a major problem though. Overall, upgraded |
| it's a good camp-the-windows weapon, basally it's pretty crappy.            |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=S5P7_fu_DUQ - Critics agree: the Low Power   |
| Scope really just ruins it! Someone watching me use it in Multiplayer once  |
| said, "it should be renamed the nail gun"                                   |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Galil                                | Lamentation                          |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 150-100                              | 220-150                              |
| Automatic - 750 RPM                  | Automatic - 750 RPM                  |
| 35 round magazine, 350 rounds total  | 35 round magazine, 525 rounds total  |
| 2.8, 3.8 empty                       | 2.8, 3.8 empty                       |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, red dot |
|======================================| sight.                               |
'-----------------------------------------------------------------------------'
| The Galil has the most onboard ammo of all the assualt rifles, and the most |
| damage as well. Although it does not have the Grenade Launcher the M16 can  |
| field, the Masterkey the AUG has, or the Dual Mags the Commando has, in     |
| terms of straight gun power and ammo, it's the AR king. The increases for   |
| the PaP version are pretty much generic, but between looking sick and       |
| owning hard, it's my personal favorite.                                     |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=CO_m7MiMiKI - Lamenation love.               |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| HK21                                 | HK115 Oscillator                     |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 150-110                              | 210-150                              |
| Automatic - 535 RPM                  | Automatic - 535 RPM                  |
| 125 round magazine, 625 rounds total | 150 round magazine, 900 rounds total |
| 3.75, 4.75 empty                     | 3.75, 4.75 empty                     |
| 80% mobility                         | 80% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine.                            |
'-----------------------------------------------------------------------------'
| LMGs were practically made to order for mowing down zombies. High damage,   |
| large magazines, and a ton of ammo makes the HK one of the best choices in  |
| the game for mowing down a swarm following you. The 900 carried ammo on the |
| Oscillator is the highest ammo count in the game, however the upgrade is    |
| otherwise very bland. Overall, the HK is amazing in terms of firepower, but |
| it comes at the cost of low mobility, slow ADS time, terrrible hipfire      |
| spread, and low RPM (although overall damage is still very high). It does   |
| have a low RPM rate, so I would recommend Double Tap.                       |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=gZB6ajnEb3I - Oscillator at use. Slow and    |
| heavy immediatly comes to mind.                                             |
'-----------------------------------------------------------------------------

 --------------------------------------.--------------------------------------
| L96A1                                | L115 Isolator                        |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 500                                  | 1000                                 |
| Bolt-action - ~50 RPM                | Bolt-action - ~ 50 RPM               |
| 5 round magazine, 50 rounds total    | 8 round magazine, 80 rounds total    |
| 3.3, 3.5 empty                       | 3.3, 3.5 empty                       |
| 95% mobility                         | 95% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, Variable Zoom              |
'-----------------------------------------------------------------------------'
| Horrible! Note to self: never carry bolt-action sniper while fighting face  |
| to face with a zombie. This is even worse then the Dragonuv, I don't think  |
| I'd use it unless I'm really, really desperate.                             |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=ctZ_vIkNaWY - Bah! Humbug.                   |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| M72 LAW                              | M72 Anarchy                          |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 2000                                 | 3000                                 |
| Single-shot                          | Semi-automatic  - 56 RPM             |
| 1 round "magazine", 21 rounds total  | 10 round "magazine", 50 rounds total |
| 3 seconds                            | 3 seconds                            |
| 80% mobility                         | 100% mobility                        |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| "magazine", higher mobility, becomes |
|======================================| "semi-automatic", doesn't require ADS|
'-----------------------------------------------------------------------------'
| In a continuation of the "explosive weapons suck, no they don't just PaP it"|
| series, we have here the LAW and Anarchy (clever play on words, developers).|
| The base form is, as you might have guessed, shit. Plenty of ammo and very  |
| powerful, but you'll be reloading more often then shooting with a single-   |
| shot launcher, and running isn't exactly gonna be easy either. The upgraded |
| form is a completely reworked masterpiece. First of all, you get the        |
| generic stuff - more rounds, more damage. However, you are also given 100%  |
| mobility, and a 10 round "magazine" (where the hell do the rockets go? um,  |
| hammerspace, duh!) that reloads in 1. As icing on the cake, it doesn't need |
| to ADS to fire. Of course, Speed Cola is still recommended, but this is one |
| of the most fun weapons to field, and a worthy secondary choice. Note: as   |
| with all weapons, don't get caught in a corner with the Anarchy, as you'll  |
| be rendered shreds by its recoil damage. Juggernaut seriously recommended!  |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=YIc-XGw7fOA - Now you see him, now you see a |
| dust cloud...now you don't.                                                 |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Python                               | Cobra                                |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 1000-300                             | 1000-600                             |
| Semi-automatic - 625 RPM             | Semi-automatic  - 625 RPM            |
| 6 round magazine, 90 rounds total    | 10 round magazine, 108 total         |
| 0.65 per round                       | 2.6 seconds                          |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased minimum damage, more ammo, |
|======================================| larger magazine.                     |
'-----------------------------------------------------------------------------'
| That's right boys and girls, a gun with 1000 bullet damage right out of the |
| gate. And yes, that's litterally 50 times as powerful as the M1911 you      |
| start with. The Python is a prime example of why you should never underrate |
| a weapon; 1000 damage tears zombies to shreds in one hit right up to round  |
| 15 or so. As long as you can aim it (Pistols always are a bit hard to aim,  |
| as they don't have sights proper), it will take their head off. However,    |
| the PaPed version is not too amazing, and once its OHKO ability drops, I'd  |
| recommend you replace it with a AR or LMG. A fun weapon to field early on,  |
| and certainly a breaker of expectations, if the tides of the mystery box go |
| that way. Interesting to note, where the hell do you put 4 extra rounds on  |
| a six-shooter? o_O                                                          |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=pxsud7MwdRs - The Cobra. Bam...bam...bam...  |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| RPK                                  | R115 Resonator                       |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 130-90                               | 180-130                              |
| Automatic LMG - 750 RPM              | Automatic LMG - 750 RPM              |
| 100 round magazine, 500 rounds total | 125 round magazine, 625 total        |
| 4, 5.5 empty                         | 4, 5.5 empty                         |
| 80% mobility                         | 80% mobility                         |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine.                            |
'-----------------------------------------------------------------------------'
| As I said about the HK21, LMGs are almost custom built for mowing down      |
| zombies. Compared to the HK21, the RPK is blatently inferior in everything  |
| except firerate. Like the HK, it suffers from slow speed, slow ADS, and a   |
| big hipfire spread. However, it is not quite so easy to overun because the  |
| gun has a higher damage per second thanks to its higher RPM. The PaPed form |
| is pretty bland, of course, same deal as the HK. Second highest ammo total. |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=lTfaytHEdJk - Daul Resonators on a split     |
| screen. Note: do NOT leave your teamates to die like that. Elitest tactics  |
| -_-.                                                                        |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| SPAS-12                              | SPAZ-24                              |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 160x8                                | 300x8                                |
| Semi-automatic shotgun - 312 RPM     | Automatic shotgun - 312 RPM          |
| 8 round magazine, 40 rounds total    | 24 round magazine, 90 total          |
| 0.567 for each shell                 | 0.567 reload cancelled               |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, becomes fully automatic.   |
'-----------------------------------------------------------------------------'
| The SPAS-12 is the first worthwhile shotgun on this list, so I'll cover     |
| shotgun charecteristics right here: good on the run, good for covering      |
| windows, does high damage but has a low ammo capacity. That's the SPAS-12   |
| in short form. That aside, I think this gun is amazing. The base form holds |
| well against zombies. The only problem is the low ammo count and the small  |
| magazine. When upgraded, the gun gets generic boosts and it also becomes    |
| fully automatic; good for your trigger finger, bad for zombies. Even better,|
| the magazine size is extended to a princly 24 rounds, and all shells are    |
| reloaded in a single push. You'll still find yourself running out of ammo,  |
| however, more often then you would like. It's saved my cornered butt many a |
| time before.                                                                |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=uFv5FYjMpdc - SPAZ-24. Note: wait for them   |
| to get closer before unleashing, he wastes a good bit of ammo in the        |
| beginning...                                                                |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| HS-10                                | Typhoid & Mary                       |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 160x8                                | 300x8                                |
| Semi-automatic shotgun - 340 RPM     | Semi-automatic shotgun - 340 RPM     |
| 6 round magazine, 40 rounds total    | 8+8 round magazine, 90 total         |
| 0.567 for each shell                 | 3, 3.4 empty                         |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, dual wield.                |
'-----------------------------------------------------------------------------'
| The other big shotty. The base HS-10 is inferior to the SPAS-12, if only    |
| because the only difference between the two is that the HS has 2 less shots |
| to a magazine. The PaP form, meanwhile is...that's right mincemeat grinders,|
| Typhoid & Mary are akimbo shotties! The PaP form deals out death in a       |
| double dose. You can use it two at a time, best used when you're cornered,  |
| or one at a time, splicing reloads to keep yourself covered when you have   |
| space to fall back to. Dual Shotguns deal out damage faster then the SPAZ,  |
| but on the flip size, their magazine size isn't nearly so hot, and the      |
| reload is long. Speed Cola is seriously recommended when fielding this gun. |
| .-------------------------------------------------------------------------. |
| | TIP: Typhoid makes a different sound from Mary when firing. Typhoid has | |
| | the original booming shot from the regular HS-10, wheras with Mary it   | |
| | has been replaced by the "tew-tew" of the PaP laser shots. An           | |
| | interesting thing I randomly discovered using them...                   | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=ErJeV8618Zc - Typhoid & Mary.                |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Spectre                              | Phantom                              |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 90-50                                | 130-80                               |
| Automatic SMG - 937 RPM              | Automatic SMG - 937 RPM              |
| 30 round magazine, 150 rounds total  | 45 round magazine, 270 total         |
| 2.3, 3 empty                         | 2.3, 3 empty                         |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, reflex sight.              |
'-----------------------------------------------------------------------------'
| What can I say? It's rare you get this weapon, and when you do, the AK-74u  |
| just completely outclasses it, as with the other SMGs. Take it if you want  |
| it, but overall this one is nothing special.                                |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=zE8o2GvSS3Q - Phantom.                       |
'-----------------------------------------------------------------------------'

 -----------------------------------------------------------------------------
| Monkey Bombs                                                                |
'-----------------------------------------------------------------------------'
| Mystery Box, 950 points                                                     |
| Attracts all zombies for 10 seconds, kills ~6 upon exploding.               |
'-----------------------------------------------------------------------------'
| The Monkey Bombs are the first Wonder Weapon I will be describing. When you |
| get them out of the box, you get four cymbal-playing monkeys with a stick   |
| of dynamite attached to the backs. It takes a bit of time to prime, but     |
| once thrown, it will make a lot of noise and, for 10 seconds, all zombies   |
| will ignore you and go for the bomb. They will litterally shove you aside   |
| and go for the bomb, which is pretty comical. Monkey Bombs are amazing for  |
| WTF? moments and for when a teamate is down, in which case they can be the  |
| difference between life and death. You can carry up to four, and they are   |
| placed in the special grenade slot. The explosion is fairly weak, but it's  |
| not that part that matters anyway.                                          |
| .-------------------------------------------------------------------------. |
| | TIP: Monkey Bombs are affected by Max Ammo, so you should get to liking | |
| | throwing one or two to distract zombies before getting it. This makes   | |
| | it both easier to get and kills a few zombies.                          | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=BG-N4xt7zVU - Illustration of the Monkey     |
| Bomb. This must be their first use, they're thourally wasting them -_-. And |
| also, LOL 5 ROUNDS.                                                         |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Ray Gun                              | Porters x2 Gun                       |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 1000                                 | 2000                                 |
| Automatic Wonder Weapon - 181 RPM    | Automatic Wonder Weapon - 181 RPM    |
| 20 round magazine, 180 rounds total  | 40 round magazine, 240 total         |
| 3 seconds                            | 3 seconds                            |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| Increased damage, more ammo, larger  |
|======================================| magazine, less recoil damage.        |
'-----------------------------------------------------------------------------'
| The Ray Gun is the second Wonder Weapon on the list, after the Monkey Bomb, |
| and the first gun. The Ray Gun is said to be, by zombie vets, the strongest |
| gun in the game, and it probably is. It shoots green (red upgraded) rays    |
| that move slightly slower then bullets (only slightly however) and do some  |
| splash damage as well, although this can be a problem in close range. The   |
| Ray Gun does 1000 damage per shot right out of the gate, which shreds       |
| zombies very quickly on lower and mid levels. The gun is really a toy, and  |
| is basically a futeristic "spaceman" sword of the type you would find in    |
| the hands of 1950s comic book afficandos. It also has a strange mouth-      |
| loading mechanic. When Pack-a-Punched, the Ray Gun becomes the Porter's (a  |
| reference to its designer, Max Porter), and gains 2000 points of damage,    |
| the generic stuff, and decreased recoil damage. Add onto the package the    |
| fact that it can be used while down (it's a pistol), and you have an amazing|
| if wierd weapon. It's not perfect, however; the low rate of fire and recoil |
| damage can get you killed if you get over-run.                              |
| .-------------------------------------------------------------------------. |
| | TIP: Although the Porter's is a poweful and juicy upgrade, you should   | |
| | not upgrade the Ray Gun immediatly. Focus on your other weapons instead;| |
| | the Ray Gun does not lose its standoff power for quite a while, so it's | |
| | better to get other weapons rolling first.                              | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=NBn-2xnRcAs - The Porter's x2 Ray Gun. And   |
| yes, getting killed on round 12 with a Ray Gun is prett-e bad.              |
'-----------------------------------------------------------------------------'

 --------------------------------------.--------------------------------------
| Winter's Howl                        | Winter's Fury                        |
'--------------------------------------.--------------------------------------'
| Mystery Box, 950 points              | PaP                                  |
| 0 (greatly weakens zombies)          | 0 (greatly weakens zombies)          |
| Semi-auto Wonder Weapon - 181 RPM    | Semi-auto Wonder Weapon - 181 RPM    |
| 6 round magazine, 36 rounds total    | 9 round magazine, 45 total           |
| 3.8 seconds                          | 3.8 seconds                          |
| 100% mobility                        | 100% mobility                        |
|--------------------------------------| More ammo, larger magazine, higher   |
|======================================| effectiveness, longer range.         |
'-----------------------------------------------------------------------------'
| The Winter's Howl is a weapon unique to Five. It is the parrellel of the    |
| Thundergun in Kino in that it is an excellent defensive and supportive      |
| secondary weapon. The Winter's Howl looks like a shoddily put togethor piece|
| of scrap metal of a pistol. It shoots a large cloud of ice crystals, which  |
| does one of two things to zombies; it either freezes them solid, dropping   |
| their health to 1 and causing them to shatter into limbs in a few seconds.  |
| Otherwise, they gain a "cold effect", slowing them down and dropping their  |
| health drastically, albiet not actually killing them. Thus the Winter       |
| rarely kills - it just sets it up for other guns to take them down. The     |
| cloud is, however, very obstructive for other players. On higher levels,    |
| however, zombies may take 2 shots to get slowed down or to freeze, and even |
| higher they may take even more. Upgrading the Winter's Howl produces the    |
| Winter's Fury, a generically stronger weapon that, most importantly, gets a |
| big boost in cloud range, and freezes at higher levels. Overall, an amazing |
| support weapon, although you'll want a strong primary to compliment it. As  |
| an added bonus, it works while in Final Stand as well.                      |
| .-------------------------------------------------------------------------. |
| | TIP: Because the Winter's Howl is a supportive weapon, upgrading it is  | |
| | not is important as upgrading a good primary. Like the Ray Gun, it      | |
| | still functions at high capacity at medium levels; it's for the later   | |
| | times that you'll want it in PaP form.                                  | |
| '-------------------------------------------------------------------------' |
|-----------------------------------------------------------------------------|
| http://www.youtube.com/watch?v=h9KplbXFYOo - Winter's Howl.                 |
'-----------------------------------------------------------------------------'

______________________________________________________________________________
������������������������������������������������������������������������������
 Choose Your Loadout                                                 -[LOD]- 
______________________________________________________________________________
������������������������������������������������������������������������������

This is a short section on optimizing your weapons loadout. Basically a small
number of tips on using the weapons in coherence with one another.

____________
Gun Pairings
������������
I already introduced you to the basic weapon divisions in the above section,
and gave detailed information on each one available. Here we talk about putting
that all togethor. So, there are a few classes of weapons (not accounting for
equipment right now) in Zombies. First are the Assualt Rifles. They pack a mean
punch at the beginning, and can shoot at most everything, however they
problematically lose effectiveness quickly in later rounds, to the point of
having to empty a clip into a single opponent. LMGs are slightly better. They
have stronger damage and much larger clips, but reload much slower and make you
a much slower mover. SMGs trade off some of the damage and ammo for more speed,
which makes them good for surviving, as long as you are accurate with headshots
and such. Shotguns are clearing houses; get close enough and empty a clip, and
the group in front vanishes. However, they in turn have very low ammo counts,
and are always the first weapon to run out. Specials and Wonders are just that.
Lastly, explosives can kill large groups of zombies, but will kill you at close
ranges, and are the worst thing you can have out when a swarm appears less then
a meter in front of your face.

Tips:
+ Explosive weapons deal the most damage in the largest grouping. If you unload
  with an explosive weapon onto a group in front of you, they are generally
  cleared or reduced to crawlers you can jump over. This makes them an amazing
  pathfinder tool; the guy with the Sally and Mustang can clear a group for the
  rest of the team if need be. The problem with explosives is that they suffer
  from blowback damage at close ranges. That means that if you try to shoot a
  zombie directly in front of you, you WILL be downed by your own blast.
+ For this reason, never carry two explosive weapons at the same time. If you
  select an explosive as a secondary, be sure to keep a strong and light
  primary for when you get swarmed at close ranges. A shotgun or the Ray Gun is
  your best bet. Monkey Bombs help greatly in those situations where you cannot
  escape a large group at close range.
+ Also note that explosive weapons only give you 50 points per kill, and you
  get no points for damaging opponents, only killing them. Thus explosives are
  not recommended early on, when getting your points total up; pack a punch a
  more conventional weapon instead.
+ Shotguns are great at dealing pinpoint damage and taking out a large group in
  a short period of time. For that reason, the guy with the shotty is going to
  have the best time handling windows and dealing with close-range swarms.
  However, they are a problem in that they tend to run out of ammo. You will
  want a weapon to deal with "the rest of the time", one without any range
  limitations and with plenty of ammo; an LMG works nicely. Shotguns cannot be
  specifically targeted at certain body parts, ae. the head, so they are not
  that great for collecting points, though they can do it.
+ Light Machine Guns have good damage and huge magazines and, most importantly,
  pack the highest amounts of ammo in the game. However, their rate of fire,
  the fact that they make you slow, and low speed makes them cumbersome on the
  run. Thus LMGs are best used with Double Tap and Speed Cola equipped, and
  when paired with a secondary that can deal as a backup with swarm situations-
  preferably an explosive or shotgun.
+ Submachine Guns have great movement speeds, and if you are not conservative
  with ammo and always go for the head, can hold off zombies in groups. However
  their speed is more of an asset then their not fantastic strength. Because
  they are weak submachine guns are the best in the game for bleeding off as
  many points as possible. I find explosives, shotguns, and specials the best
  pairings, for dealing with swarms.
+ Assualt Rifles are the medium between LMGs and SMGs. They are not as strong
  or slow as LMGs, and not as nimble and weak as SMGs. Thus they are in the
  medium when getting points. ARs are a general purpose tool that can deal with
  anything but large swarms. They pair well with just about anything.
+ The Ray Gun should be treated like an extremely powerful SMG. The Winter's
  Howl should be treated like a shotgun. The Crossbow is basically an explosive
  weapon.

_______________________
Situations To Deal With
�����������������������
1. Steady swarm of zombies coming from a few points. Example: camping the
   elevator. Explosive weapons can deal here, but waste ammo gathering loners.
   LMGs work great. ARs work well. SMGs can work, but this is not their
   strength. Shotguns, like explosive weapons, tend to overkill.
2. Single, large swarm in your path, at a range. Example: big swarm glocking
   down on you on the second floor walkway. This is where explosives shine. The
   area and high damage that explosive weapons can deal out at a range makes
   them an amazing path-clearer tool. Shotguns work wonders as well, although
   the range you have to go to close it can be bad for you. LMGs can grind
   down but you'll find yourself losing space. ARs as well. If you try to take
   it with an SMG, it is a better idea to switch to a secondary or maybe
   retreat/reverse directions.
3. Single, large swarm at close range. Shotguns are beast here, and will mow
   down the group. If you have room to manuveer, explosives will do almost as
   well, but if your back is against the wall you will die from backblast. This
   is the most dangerous situation you can end up in. LMGs, ARs, and SMGs are
   too slow in delivering damage to take down such a large group in such a
   short period of time.
4. Swarm of zombies at the window. When there are zombies stuck at a window,
   they are basically easy pickings. Shotguns work wonders because of their
   splash damage. For some reason, explosives have trouble penetrating the
   barricades and tend to overshoot, so not recommended. With headshots, LMGs
   and ARs will grind them down. SMGs are more troublesome of course, but can
   still guard windows very well. Just don't get too close and get downed!

_____________
Specilization
�������������
This actually never works out as well as it needs to, but here we go, the basic
"specilized" paths for the different players.

Medic
--------------------------------------
Monkey Bombs - to distract zombies while reviving.
Any Primary - it doesn't really matter.
Quick Revive or Krauss Refibrulator - to revive the downed player ASAP.
Juggernog - duh

Medic Support
--------------------------------------
Monkey Bombs - to assist the medic
Any Primary - again it doesn't matter
Thundergun or Awful Lawton - distract zombies and cover the medic while they
are reviving.
Juggernog - duh
Quick Revive - what if the medic is downed?

Window Watcher
--------------------------------------
Bowie Knife - possibly.
Shotgun - zombie widow maker.
Any Secondary - all work well with windows, 'xcept for explosives. LMGs esp.
Juggernog - duh

Run and Gun
--------------------------------------
Any SMG - speed kills.
Shotgun or Ray Gun or etc. - back-up plan.
Juggernog - duh
Speed Cola - speedy and needy.

Heavy Support
--------------------------------------
Assualt Rifle or LMG - the heavy in heavy support.
Any Secondary - it really doesn't matter.
Juggernog - duh
Speed Cola - slow LMG reloads.
Double Tap - slow LMG firing rates.

Path Clearance
--------------------------------------
Shotgun OR Explosive - clear a path
Any Secondary (or the other variant to the above)
Juggernog - duh

______________________________________________________________________________
������������������������������������������������������������������������������
 Perk-a-Colas                                                        -[PRK]- 
______________________________________________________________________________
������������������������������������������������������������������������������
     "I'm not a crook! I'm not a crook! I'm not a crook! I'm not a crook!"
                         - a hyper Nixon on Speed Cola
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Right, the Cola machines. Scattered through the first two levels of Five you
will see a bunch of random vending machines of different forms. These cannot
be accessed until the power is turned on, but once you do, they become a
major game element. Perk-a-Colas give you certain abilities. These are truly
essential for later rounds on Zombies. Note that there is an animation of you
gulping down the drink, during which you cannot fire, so you need a safe
moment to get it. You generally will NOT get away with a mid-round buy on the
higher levels unless your buddies are pulling some serious support.

Also, perks dissapear when you are downed. So you have to buy them back again.
Lastly, buying at each machine causes it to play a small jingle, which is
usually not heard by players above the surrounding sounds. Here is a video
with all of the jingles: http://www.youtube.com/watch?v=EBkr6CjEJvI.

Juggernog
Juggernog costs 2500 to purchase and drink down. It is the first perk you
should be getting in ALL situations; when you are down and are revives, it's
a good idea to rush for it if you have the support/it is nearby. Anyway,
Juggernog increases the amount of hits you can take from zombies before going
down from 2 to 4-8. That is massively useful, giving you a chance for survival
in the worst situations, and room for error overall. Juggernog is absolutely
essential on higher levels, where you cannot hope to survive without it. In
Five, Juggernog is located just outside the Panic Room, besides the entrance.
This makes it a benefit of camping in that room.

.----------------------------------------------------------------------.
| TIP: Juggernog raises your health just enough so that you can run    |
| through a trap. It's seriously not recommended considering how much  |
| health this takes out, but it can save you if you are getting over-  |
| run behind the metal detectors. Note that they are always a 1HKO on  |
| zombies, regardless of the round.                                    |
'----------------------------------------------------------------------'

Speed Cola
Speed Cola costs 3000 points to purchase, making it the most expensive perk-a-
cola. The Speed Cola acts like Sleigh of Hand in multiplayer does - it doubles
the speed at which you reload. This is usually considered the second best cola
machine, and thus the second one that you should get. Faster reloads is
extremely useful on all weapons, and especially on guns such as the Crossbow
or HK21. In addition, it allows you to put up barriers on windows faster. The
Speed Cola machine is located in the second hallway on the first floor.

Double Tap Root Beer
Double Tap acts like rapid fire, doubling the speed at which you gun can fire.
It is located right outside the elevator, on the walkway of the second level,
and costs 2000 points. Some people dispute that this is not a good perk for
many guns, as their already-high firerate basically turns this into an ammo
waster. Double Tap is extremely useful on low-rate guns, like the HK21 and Ray
Gun, and also on guns with low recoil, like the G11. However, it can be used
with just about any gun, and in combination with Speed Cola and self-control,
you can use it to both dish out badass damage in a pinch and controllable fire
when not in a pinch. Worthy of getting, but get the above two first generally.

Quick Revive
Quick Revive costs 1500 points, making it the cheapest perk to aquire. It's a
very good support perk, especially for medics, as it allows the player to
revive a teamate 4 times faster. Quick Revive is absolutely critical in later
rounds, when players go down easily and often, and the 4x increase is crucial
for survival (and you have more than enough points to purchase anyway).

Quick Revive acts differently in Solo mode. There, it is turned on from the
start, even without power, and only costs 500 points to use, although you can
only purchase it a maximum of 3 times before it dissapears. This Quick Revive
revives YOU when you are downed, causes all of the zombies to run away from
you, and gives you Sally & Mustang while you're down. This effectively gives
the player 4 "lives", which is the whole point of it. It should be bought with
Juggernaut for solo survival.

______________________________________________________________________________
������������������������������������������������������������������������������
 What to do when you're downed, and how to recover                   -[DWN]- 
______________________________________________________________________________
������������������������������������������������������������������������������
                   "MEAT is an anagram for TEAM you know..."
                        - Nixon whining while down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

I haven't discussed this yet, so now I will. Being "downed" is a concept 
familiar to even noob zombie players. After taking a set amount of hits from a
zombie (2 from regular zombies, 3 from Crawlers/Hellhounds, and 4 from zombies
with Juggernaut, 6 from Crawlers/Hellhounds with Juggernaut) you will fall to
the floor. On the floor, you are provided with a pistol, and can shoot zombies
and crawl around. You cannot earn points while down, and the pistol you are
given is given limited ammo. If you have no pistol or the M1911 out, you are
provided with an M1911 with I believe 36 rounds. If you are already carrying
a pistol or pistol-weapon (M1911, [Sally & Mustang], CRZ75, [Calamity], CRZ75
Dual Wield, [Calamity & Jane], Python, [Cobra], Ray Gun, [Porters x2 Ray Gun],
Winter's Howl, [Winter's Fury]), you will be dropped to the ground with it,
albiet with limited ammo.

When downed, you usually cannot do too much for yourself if you don't have a
good pistol. The best thing to do, usually, is to crawl towards where your
people are. If you are downed on another floor, it becomes very dangerous,
as teamates have to wade through zombies to get to you; this is one of the
reasons that sticking togethor is so important. The crawl speed is very
slow, and you have difficulty going up and down slopes, so you cannot go too
far.

That being said, as you stick around in the downed position, you slowly
bleed out; the screen turns redder and redder, and it becomes more difficult
to see things, until finally you expire. When you expire, you lose all guns,
perks, and equipment, essentially putting you back on square one. To avoid
this, your teamates have to get to you, hold the zombies down, and get
someone to revive you. At times like this, supportive weapons like the
Awful Lawton, Monkey Bombs, Krauss Refibulator, Thundergun, Winter's Howl,
and Quick Revive come into effect. The person who is designated the team
healer, if there is one, is christened the medic.

.-----------------------------------------------------------------.
| TIP: Always move towards your teamates for healing. If they are |
| in an elevator, or are flipping the Defcon switches, you can do |
| one better: get into the elevator and someone will buy it, thus |
| giving you the critical revive time you need. For the Panic Room|
| get into a teleporter and heal in the Panic Room. Note that if  |
| the time runs out you will get stranded in the third floor; if  |
| you are have someone follow down the teleporter in the Panic    |
| room and find you, if they can afford a man.                    |
'-----------------------------------------------------------------'

When being revived, it's important to give your savior as much covering
fire as possible. Empty the rounds if you have a PaP weapon, Wonder Weapon,
or otherwise strong gun. Once you go up again, the rounds you emptied into the
zombies will not matter as you will get your previous ammo count back.

Obviously the main point is not to bleed out. If you are saved, you get back
all your guns, ammo, and equipment, but not your perks. Thus it is critically
important to gun for Juggernaut immediatly. It's a common saying that if you
have a PaP gun and Juggernaut, you'll be able to survive well enough, and
that's quite true.

What you DON'T want to do is have the team follishly rush to save you if they
are not properly equipped to do so. If the zombies are thinning out, you may
want to just finish the round, make a crawler, and revive them.

If worst comes to worst, you do bleed out, you respawn at the end of the round
with a pistol in hand, and you are in one of three scenerios. The first is that
you have enough points to "buy back" to where you were before. Thus, your team
holds on for another round (or maybe not?), and competently create a crawler,
allowing you to go around to the Mystery Box, the Pack-a-Punch, Juggernaut and
whatever else you need, and restore yourself to where you were before bleeding
out.

The second scenerio is that without you, the team does not hold on, and you
lose the next level. The second and a half scenerio is that noobs on your team
kill the last zombies, and you are basically screwed and have to leave the
lobby regardless of how many points you're fielding.

The third scenerio is that you simply have too few points to buy back. That is
a deeply troubling situation, of course. The recommended course of action is to
try and prevent that from happening by always keeping a points buffer. Then,
try just shooting zombies with your pistol, or get and SMG/other gun off the
wall and bleed points off of them. You'll have enough for Pack-a-Punch after a
bit of time, and once you do, I recommend you put your pistols through. This
will bring back to near-speed, use Sally & Mustang, a killer combo, to get
enough points to get Juggernaut, and then you'll be set to recover fully. Of
course during this time you'll want to slink back and do the "easy" jobs on the
team, as you are still easy to kill.

______________________________________________________________________________
������������������������������������������������������������������������������
 Pentagon Thief, or, the Noob-catcher                                -[PNT]- 
______________________________________________________________________________
������������������������������������������������������������������������������
                                "Ladr�n capitalista!"
["Capitalist thief"], Castro, not enough points to buy (but strangely relevant)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Yes, it's the Pentagon Thief! An enemy so unique, he has his own section on how
to deal with him. The Pentagon Thief is notorious for killing the dreams and
hopes of noobs. After you turn the power on, starting from round 7 or 8, you
will enter the Thief round. You know when the lights turn blue, the Defcon
switches stop working (sometimes they do, sometimes they don't?) and the music
changes.

So, the Thief. He's a unique bugger that first picks a random player, then
teleports into the room they are in. He then starts running after the player.
The thief looks like the steriotipical mad scientist, with frazzy hair, a
stained lab coat, and ocular goggles; the only difference is that he's a
zombie and the stains are of blood. Oh wait, that's a big difference.

Anyway, during a Thief round the computer targets a single random player. The
thief spawns, and begins to follow that player. When he gets close, he comes
over and steals whatever weapon you are holding. He then teleports himself
and you down to the third level, and you have to follow him through the
teleporters and try to kill him. If you get lost, just follow the trail of
numbers he leaves behind.

The thief has A LOT of health, and because unexpecting noobs have their best
weapon out during the round, they are unable to kill him before he gets away.
He will repeat this for each player. Now, three things can happen:

A. You manage to kill him before he steals a weapon. This is difficult to do,
   and will cause him to drop a Bonfire Sale tag and Max Ammo. The Max Ammo is
   obvious, but the Bonfire Sale tag basically links all teleporters to the
   Panic Room, and makes the Pack-a-Punch cost 1000 points instead of 5000. If
   you are about to start upgrading, this is godsend.
B. You manage to kill him after he steals a weapon. He will, again, drop Max
   Ammo, and a Fire Sale tag. The Fire Sale spawns all Mystery Boxes and makes
   them cost 10 points instead of 950. This carries the obvious gun-getting
   advantages, but as the round starts immediatly after he is killed, you need
   to be careful exploiting it.
C. You do not kill him. He drops Max Ammo, and you are basically screwed with
   a single gun. I sure hope you have a Mystery Box nearby, or Pack-a-Punch
   out. Or both.

.----------------------------------------------------------------------.
| TIP: Don't get caught Pack-a-punching a weapon...I once did, and got |
| robbed of ALL weapons as a result. Yep, it's a game breaker.         |
'----------------------------------------------------------------------'

Dealing with the Thief is pretty simple the first time around, but later on it
becomes much harder. You need to get to the upper walkway of the second floor,
and run around in circles. Take out your bad weapon first. The thief will spawn
and target a single player, chasing them in a bid circle. The other players
will see random numbers running around; they can stop now, and open up on the
numbers with their best weapons, while the targeted player keeps running. Yes,
the thief WILL take damage from other players, even when all they see are the
numbers. In addition, when he steals a gun, he is completely visible to all for
a couple of seconds.

This tactic will severely weaken him or, if you have good weapons, even kill
him, causing Option 1 to happen. Since he drops a Max Ammo no matter what, you
should have no fear of unloading all you got on him. This tactic stops working
quickly, however, because on later round he not only gets stronger, but faster
as well, and is able to catch up to you more easily. Since there is no way to
counter this speed burst, except camping on the table glitch, you basically
have to give him all you got and hope for the best. The thief will screw you
over, eventually ;).

.----------------------------------------------------------------------.
| TIP: The thief IS affected by power-ups. Thus, Insta-kill, Nuke, and |
| Minigun are all death sentances for the wierdo. Also, if he steals   |
| your minigun, you'll retain your "actual" weapons - kudos for you.   |
'----------------------------------------------------------------------'

______________________________________________________________________________
������������������������������������������������������������������������������
 Teleporters                                                         -[TEL]- 
______________________________________________________________________________
������������������������������������������������������������������������������
      "Electricity is required to continue this war." - McNamara, beggining

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

So, teleporters are the last thing I have to cover. Teleporters are basically
these red rays that become active once you turn on the power. They're not as
rudimentary as the one in Kino, and do not require a charge-up or a cooldown
period (at least, not one as long) to function, you just walk into them and
off you go.

There are 8 teleporters on the map; five in the center-sides of the third floor
laboratories, one in the center of the second floor, one in the Panic Room, and
one on the first floor. In most cases, the teleporters just link to a random
teleporter on the third floor. They provide quick access to that floor if you
need it, but given how easy it is to get overrun down there it's not that
useful except between rounds to get to the Mystery Box etc. When the Defcon
switches are thrown, or the Bonfire Sale is active, all teleporters link to the
Panic Room (except for the one in the Panic Room, for obvious reasons).

It is important to know that zombies can go through teleporters. Thus they can
follow you through a teleporter, which makes teleporter camping on the third
floor a lot harder and not a viable tactic (although, only the initial hoarde
will follow you). In addition, they can SELECTIVELY go through them; when
kiting zombies on the second floor, you will see many simply walk right through
the teleporter in the center without actually going to the third level.

.-------------------------------------------------------------------------.
| TIP: Although you'll never know where your target is, you can save      |
| points by teleporting from place to place instead of using the          |
| elevators.
'-------------------------------------------------------------------------'

A couple more things regarding teleporter appearance. Working teleporters
appear white. Ones that are recharging have a fainter, red light in them. When
the thief runs through a teleporter, the one he goes through is marked by a
strand of numbers floating around in it. If you look carefully at used
teleporters, a few random symbols may pop up; a pictogram of the sun, the words
"HELP", some random scribbles, "SHC", "You Must Ascend From Darkness" (matches
bore marks on Kino), etc. Just an interesting observation :)

'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
And that's the long of it; all the information you need to know to understand
zombie mode and the map Five, and then some. It's long isn't it? Well, Zombie
mode is a rich and interesting place!

Next, we will cover specific stategies on Five.

______________________________________________________________________________
������������������������������������������������������������������������������
 [2] Gameplay Tactics                                                -[GMP]- 
______________________________________________________________________________
������������������������������������������������������������������������������

Did that last section duant you? Worry not! This section - Tactics - will tell
you all that you need to know to execute the plan in a shorter and tact way.
It's basically all of the goodie extensive information covered above smushed
into a series of strategies that best take advantage of the map, glitches,
guns, power, zombies, and other things to deliver maximum fun and maximum
survival.

.-----------------------------------------------------------------.
| A good, compressed YouTube strategy primer:                     |
| http://www.youtube.com/watch?v=2N-yn3c2ylc - Get get 'em tiger! |
'-----------------------------------------------------------------'
______________________________________________________________________________
������������������������������������������������������������������������������
 Gameplay Lobbies                                                    -[GMP]- 
______________________________________________________________________________
������������������������������������������������������������������������������
Before talking about Tactics, lets talk about lobbies.

So, gameplay lobbies are basically lobbies full of players. They are matched
up to one another based on ping and game availability, and can choose to
"Ready up" with anywhere from 2 to 4 players (Solo is done via Private match).
The people in the public lobbies are of HIGHLY variable skills: you have super
noobs who are a constant drag, good noobs who learn quickly and follow orders,
decent players still learning the ropes, and pros that really know wth they
are doing and will take you far if you listen (I had a mentor too; luv u
Murda <3).

When I join a lobby, I first perform a check on the players. To do that, ask
if any of the players are noobs (type in "Noobs?" and press Enter is my
favorite method), and in the meantime check their highest levels. You can do
this by going to Lobby Leaderboard and set the "Display" to "Lobby". You know
you're in trouble when there's someone who hasn't made it past round 12 in
your lobby. Herein, we enter the "explain to the noobs" method. I basically
give a hotlist of what to do in the beggining:

"Don't buy starting weps."
"Let them in on the first 2 round, conserve ammo by knifing."
"Later on, you will need to leave a single zombie alive."
"Always follow what I say. To the letter."
"Read the guide on Gamefaqs.com." (yes, self advertisement, so sue me)

The rest of the strat is taught to the noobs on the spot. The biggest problem
is leaving a zombie alive. Oftentimes they just ignore you and go for a kill,
which is liable to get you killed. Yeah, bad. Hammer it in...

If worst comes to worst, you can always leave, and let the noobs kill
themselves -_-.

.-------------------------------------------------------------------.
| TIP: If you have a gold star by your name when you look at it     |
| in the main zombie menu, you have the highest score on a map      |
| among all your friends. Keep it rolling!                          |
'-------------------------------------------------------------------'

There is, as of recent times, a LOT of people who hack console for infinite
ammo. I won't explain how to do it, and I don't want to know, but they
basically key the console command noclip to a hotkey and press it when the
round starts. It's fun I guess, but sometimes it just defeats the purpose.
Infinite ammo is almost demanded by many noobs, who come in, ask "Ammo hack?",
and then leave when denied. It's annoying but you have to deal with it. (note:
not appicable to console gamers, at least as far as I know).

The most professional lobbies are friend lobbies. Experienced zombie-goers
that hook up can form a powerful team that is liable to always hit at least
round 20, and can punch round 30 or more. That's pretty much the most
professional lobby you can get, short of getting into Men Lacking Girlfriends
(er, I mean MLG).

A word before we go into actually strategies. The best strategy you should use
is determined by how many players you have. Solo, kiting is your best bet. With
two players, a combination of elevator + kiting is best. With four players, the
Panic Room strategy is the way to go. Three, however, is a gray area. You
should do the kiting + elevator strategy, but with double players in the
elevator. However, if I have three players, I would just find a third.

______________________________________________________________________________
������������������������������������������������������������������������������
 First Few Rounds: A template                                        -[FRS]- 
______________________________________________________________________________
������������������������������������������������������������������������������
  "Living dead: maybe, but I'll still outlive ya!" - McNamara, after a kill.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The first few rounds of any game should generally be the same, and the main
purpose at this point is simple: to bleed off as many points as you can.

During the first round, there are few zombies, and they are very weak, taking
only a single knife stroke to kill. Break the glass on all of the windows and
build the barricades. When a zombie comes, shoot it a few times in the legs, up
to 7 times, and then leave it alone. Let them come into the room; knife them
once they get inside, and then reboard the windows. This is the most effective
and efficient way to bleed points off; you get points for boarding windows,
more for hitting them a few times, and the most for knifing, which gives you
130 points versus a maximum of 80 points for gun headshots. Lastly, letting
them inside gives you a chance that they will drop something; at this point,
you are specifically hoping for 2x.

The second round should be the same deal. They now take 2 knife hits to kill,
and you can shoot them up to 7 times in the chest. Be more careful this time
around, however.

By the third round, its not so bright to purposely let them inside. This time,
stand by the windows and knife the incoming zombies. You can shoot them a few
times if you can as well. Reboard the windows accordingly.

.--------------------------------------------------------------------.
| TIP: The best and most effective way to knife is to move foward,   |
| knife, move back to recover, and then go foward and lunge again.   |
| This is to avoid getting downed by zombies, which can reach through|
| the window and hit you. It minimized contact that you need.        |
'--------------------------------------------------------------------'

At this point, I usually buy open the door to the second hallway. It may or may
not be a good idea to buy the MPL, depending on your point total at this point.
Specifically, you'll want to spend 1250 points to go downstairs, and then have
each player left with at least 1000 points to buy the MP5K (or PM63 if you
perfer it, and its PaP form is better) off the wall. If your point total is too
low, you can try and camp it out at the elevator with your knife, or get the
MPL and mow them down. Regardless, you'll want to get downstairs pertty soon.

Once you get downstairs, make sure everyone is eqipped with a submachine gun,
preferably one on this level so you can buy ammo off the wall. Do NOT buy
downstairs just yet. There are four windows up here, perfect for a 4-man team;
have everyone take a window. Board and start shooting! Always aim for the head;
two headshots will do the trick.

______________________________________________________________________________
������������������������������������������������������������������������������
 Panic Room Strategy - Four Players                                  -[PAN]- 
______________________________________________________________________________
������������������������������������������������������������������������������
   "Ask not what your gun can do for you, but what you can do for your gun!"
                              - JFK, Pack-a-Punch.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The Panic Room Strategy is the most commonly used tactic when playing Five. It
is very effective, giving the players 2 windows and a hallway to cover, and
room to manuveer some as well if needed. This section continues off from where
we finished the last section.

You want to stay upstairs for a while. To maximize points, stand still with
the SMG and aim for headshots; its hipfire spread is so small that you don't
even need to ADS to do this. Two hits to the head will dissable zombies for a
while, although you might start reaching into three shots near the end. The
point of this tactic is to hold zombies down until everyone has around 10000
points to spend. At that point, have a couple of people save a zombie at the
end of a round. Once you have one left, make sure to keep an eye on it, and
keep it distracted.

Once you have a zombie, have someone buy downstairs for 1000 points. Then
another person should buy the elevator for 1000 points, and a third buy it
downstairs for another 250. Now that you are on the third level, have one
player run up to the power switch in the 3 Laboratory and throw it. The other
players should search around for the Mystery Box. Once you find it, open the
door and start gambling on weapons. In addition, all four players should run to
the Claymores and buy them; they will be essential for tactics in late rounds.
Bet a few times on the box, but don't go overboard - you'll need at least 5000
points left over on each player for Pack-a-Punch.

Once you have everything you need, buy up the elavator again. Now flip the four
defcon switches; flipping them drops the DEFCON (defense reconnisence) level to
5, linking all teleporters to the Panic Room. Run through the central teleport
to access the Panic Room. The Panic Room contains the Pack a Punch machine,
which, for 5000 points, will greatly upgrade your weapon (if you don't already
know). Take one of your guns and put it through the Pack-a- Punch; this will be
your primary gun for now. Lay down Claymores in front of the door in a
defensive pattern, or, if you think you don't need them, "store" them by
propping them against the wall (I recommend the latter option at this point).
Once the door opens, anyone with enough cash should buy Juggernog before
finally killing the last crawler.

The Pack-a-Punch dissapears into the wall after some time, so if you want to
Pack-a-Punch again, you'll need to have everyone leave the room and pull the
Defcon switches again. The absolute most effective way to play this strategy
is to generate a crawler at the end of each round. Don't let him enter the 
Panic Room, however, and lead him out if he does. Have everyone leave the room
and let the door lock. If the Crawler is left behind the door, he will die
automatically after some time, which is a danger that many people don't
realize. Pull three of the Defcon switches to lower the level to Defcon 4, but
do not do Defcon 5 yet. Use the points you gathered to amass perks, possibly
gamble on the Mystery Box some more, and Pack-a-Punch your weapons, depending
on your priorities and what you need.

Once ready, kill the last crawler and have someone pull the last defcon
switch. Get down to the teleporter, and go through to the Panic Room again.
The point of this "loitering" is to maximize the size of the zombie swarm that
gathers just outside your doors. Once inside, Pack-a-Punch if you want, and lay
down the Claymores for defense. They will save your life in a bad situation.
Once the doors open, the round starts in earnest, so mow them down.

During thief rounds, follow the instructions in the part of this guide directly
about him; having the Defcon at level 4 is helpful, as you can rush the last
switch and  get to the Panic Room again, rather then having to camp desperatly
in a corner. It's when that happens that you are generelly screwed.

Basically, you rinse and repeat, for as long as you can hold on. The problem
with later rounds is when you run out of ammo mid-round; as a countermeasure,
by this point you will have hopefully stocked up on points. So if needed,
between rounds you can refurbish your firepower through a go through the
Mystery Box and Pack-a-Punch again. Ultimatly, it's ammo that's going to hold
you down regardless of what you do, really. Also, you should know how to use
Max Ammo drops; read the Claymore and Monkey Bomb sections of the gun guide to
see what I mean, for instance.

.--------------------------------------------------------------------.
| TIP: These tactics, put into effective use:                        |
| http://www.youtube.com/watch?v=UZsFG1181lk                         |
'--------------------------------------------------------------------'

.--------------------------------------------------------------------.
| TIP: Occassionally a zombie may drop a Fire Sale tag. Resist the   |
| tempation to abandon post and run for the cheap Mystery Box; I've  |
| been overun many times because people do this stupidly. If you're  |
| going to try it, you will have to deploy Awful Lawton and/or a     |
| Monkey Bomb, and more then once; thus, it is just not              |
| recommended. Wait for the end of the round to gamble, guys!        |
'--------------------------------------------------------------------'

If completely overrun, rushing through the teleporter and then running down
and camping in the third floor elevator can save your life.

______________________________________________________________________________
������������������������������������������������������������������������������
 Kiting Strategy - Going it Solo                                     -[1>M]- 
______________________________________________________________________________
������������������������������������������������������������������������������
"Kiting" is a common strategy in the video game landscape. It is basically
using the map to your advantage, avoiding or killing zombies in front of you
and getting them all into one big pack focused on you. When playing Solo, the
first thing you should know is that mobiliy trumps all else; without extra
players holding your back, you can't hope to camp it out in a single room. So
you need to stay mobile, and stay active, to successfully defeat the zombie
hoardes. Kiting is the best way to do this. Kiting works best with 1 or 2
players, however it can also work decently with a competent 3 or 4-player team.
Because it depends on mobility, it is not going to be easy to revive downed
players, so having a team medic with distractions is very important.

.--------------------------------------------------------------------.
| Kiting on YouTube:                                                 |
| http://www.youtube.com/watch?v=dDGrtMCNuFw                         |
'--------------------------------------------------------------------'

Kiting is pretty simple. On Solo you gather four times the amount of points
you do in a full-player lobby. You will run out of ammo pretty easily, but you
will almost always have the money to rebuy at the end of a round. Thus crawlers
become even more important. During the first 2 levels, follow the template
layed out above. One vital change is to buy Quick Revive as soon as you spawn,
for 500 points; it's located over in the first hallway. On round 3, open the
door outside. The player in the above window does something very interesting;
he buys the M14, shoots the zombies in the chest twice, and knifes. This is
actually very effective, given that knife kills give you a good bit more points
then gun kills.

Round 4 they start to get stronger. Shoot three times in the chest and then
knife, but slowly retreat to the elevator. It really does become a story of
tenative retreating at this point :). Anway, once you're downstairs, buy the
MP5K and cautiously camp near the barricade down. Don't open it yet, though.
It's not a nice situation on the second floor, because the catwalk here allows
the zombies to come to you from both sides, so you can get ambushed easily.
Once you're getting overun, buy downstairs, and stick around near the elevator
there. Once you're getting run down again, buy down the elevator to the third
level. You'll in round 6, about, at this point.

.----------------------------------------------------------------------.
| TIP: Using points effectively is vital for surviving solo. Hence,    |
| you must prioritize what you buy:                                    |
| - Buying the barricades around the second floor is vital, as it is   |
|   what allows kiting.                                                |
| - Getting Juggernog is also vital, as it allows you to survive       |
|   hits kiting.                                                       |
| - Getting a good gun from the Mystery Box comes last, as does PaPing |
|   it. Into the early teen rounds, the difference between PaP and reg |
|   guns is hardly noticable.                                          |
| - Conserve at least 2500 points, just in case so you can rebuy       |
|   Juggernog.                                                         |
'----------------------------------------------------------------------'

Run over to the third laboratory and hit the power. Now you have two options;
you can either run around and try the mystery box (or get the Bowie Knife, its
amazing at this point on Singleplayer), or go back upstairs and spend your
spare points on Juggernog. Like the author of the video, I support the latter
option, although doing both is recommended if you have the points. If you're
running low on ammo for the MP, and chose the latter option, buy some.

Now comes the actual kiting. There are two barricades on the lower part of the
second floor. They both cost 1000 points, and so you need to spend 2000 points
to "set up". In addition, Juggernog is absolutely required for this tactic.
Basically, you want to open the barricades and then walk/straffe walk around
the bottom floor in a big circle. This will gather all of the zombies behind
you, allowing you to concentrate fire on them. Kill or avoid the ones that
spawn in front of you, and you basically have a walking gang of zombies behind
you ready to die. That's kiting in kurt. You'll want to watch the teleporter
especially, as they come through it pretty easily and it becomes a problem
area. Above all, do not get distracted for too long. While firing into the
crowd, there may be one or two creeping up on you from the other side, ready
to give you a death sentance. Don't let them!

.-----------------------------------------------------------------.
| TIP: Don't worry if a wanted power-up is dropped by the zombies |
| behind you. The circle you make is small enough that you'll be  |
| easily able to get it later on.                                 |
'-----------------------------------------------------------------'

In early rounds, you want to avoid using the nuke. It kills all zombies, but
only gives you 400 points; you can bleed far more off of them by shooting.
When using the Death Machine, be very careful, and make sure the front is
clear before firing behind in a small burst. Problem areas on your path are
the teleporter, through which zombies may come; the stairs plus the window
there, the combination of which can trap you; and the narrow passageway
through the two computer stations. You need to be especially careful at those
spots.

.-----------------------------------------------------------------.
| TIP: If you're low on points and it's the end of the round, use |
| the teleporters instead of elevators to get where you want to   |
| go, and board up as many windows as you can.                    |
'-----------------------------------------------------------------'

When the Thief round starts, if you have Claymores, lay them all down. He
will spawn near the teleporter, and walk slowly until he is either shot or
he spots you. Take out your worse weapon and empty the clip into him. Once
he steals it and teleports, you have to cut him off, not by following him
but by coming to the center and figuring where he is going. This is
dangerous; if he goes to another level instead, you WILL lose both your
gun and Max Ammo; but he almost always goes through the third level again
at least once. In addition, the Thief round is somewhat longer as well.

At this point, at around round 8 or 9, you'll want to use your accumulated
points to Pack-a-Punch and to use the Mystery Box. Pull the Defcon switches
for the Panic Room and teleport in with a weapon of your choosing. Leftover
points you can spend on Double Tap, or leave intact for further customization
later on.

.-----------------------------------------------------------------.
| Continuation of the above video. He uses an easter egg at the   |
| end, I'll show how to do it below:                              |
| http://www.youtube.com/watch?v=bZPP6oi7VLo                      |
'-----------------------------------------------------------------'

After that it becomes more of the same. On Solo you gather points VERY quickly,
so it's recommended you bet on the Mystery Box often at the end of your rounds,
and also that you gather all of the perks. If you are downed and lose Jugg, you
better have a Monkey Bomb or it's basically the end, because with only 2 hits
allowed you'll get over-run pretty easily. If you are downed, empty the pistols
into the crowd; hopefully it is the end of the round, and you can get the Jugg
machine well enough. But if you can, and if it's possible, leave one alive :)

.-----------------------------------------------------------------.
| TIP: Avoid using nukes. Two reasons: they will kill your entire |
| crowd before you have a chance to reset your guns, and using 1  |
| only gives you 400 points, and you can get A LOT more then that |
| out of the crowd.                                               |
'-----------------------------------------------------------------'

Three last things regarding strategy. First of all, it's benefitial to keep
the elevator door closed. This eliminates one more window from the equation,
but also it appears to disallow gas zombies from spawning. That's one more
thing you don't have to deal with. In addition, if the thief leaves you on
the third floor, having the elevator already available provides an obvious
survival bonus. The other thing is, when doing Defcon switches, be sure to
pull down to DEFCON 4. The last switch should be on the ground floor, for
ease of access mostly. Finally, when you turn around to shoot into the zombie
crowd, always aim for head level. It's not hard - it's directly vertical to
how you stand - so just pick a choke point and empty half a clip or so. Do
not stick around too long though, you're liable to get swarmed.

Kiting is NOT only for solo. If you are playing a lobby game and your team is
overrun, it's a good idea to pull out kiting as a last survival resort. The
same goes for the below tactic.

Alternate Modifications:
- Buy the Stakeout. It's a good gun, but only to a certain point; up to there
  it is generally a OHKO, a definitely useful charecteristic. However, it will
  cost you 1500 points extra.
- Wait on buying Quick Revive. If you die early, QR will save your ass, but
  maybe you want to reset instead? I don't like holding off for too long
  because it's there just in case of a WTF? moment, but some people do.
- Buy the Bowie Knife off the wall downstairs. The Bowie Knife is a great mid-
  round weapon, but it loses power fast; it does however pay itself back very
  quickly. The biggest problem with the buy is that it pretty much puts you in
  a jam in terms of points, because 3000 is a big investment.
- Use Walls Guns. I find this tactic really boring, but if you limit yourself
  to the MP5K / PM20 / Stakeout, you can hold infinite ammo right to the end
  by buying more ammo off the wall.

______________________________________________________________________________
������������������������������������������������������������������������������
 Elevator Strategy/Tactic - 3 People                                 -[ELV]- 
______________________________________________________________________________
������������������������������������������������������������������������������
There are two elevators on the map, the 2nd-3rd floor one and the 1st-2nd
floor one. They are both good for OH SHIT moments, like when someone
accidently kills the crawler, or when your teamates are down. Using the top
elevator is not a good idea in strategic terms; kiting or using the panic room
get overall better results solo and with a team, respectively. The reason is
that if you get over-run, there's no room to flee, and it's nearly impossible
to leave one alive, and as they're all in one group heading right for you.

There are two reasons that the elevators are a good spot. First of all, the
zombies are concentrated directly in front of you (though there is one window
behind you on the third floor elevator). This means you can undiscrimatly
unleash all you got, and shotguns have their effect ampified. In addition, you
get to use it as an escape route; pay 250 and the door closes, giving you some
time to reload and recenter, and especially to heal the wounded. Thus, if you
are downed out in the open and the team is collapsing, move towards an elevator
and it will only take 250 points to get you in running speed again.

Using the elevator strategy is recommended for a three-player team, but you
need the lower elevator for it to work. Basically, have 2 players at the front
shooting into the swarm, and 1 in the back, covering the window. When in an
emergency, pull the switch and go up. This can save your skin. The person in
the back of the elevator is in charge of the back window, and thus, he is in
charge of keeping at least one zombie alive. It's preferable that you use this
tactic on the third floor. Why? Well, on the third floor all the zombies are
filthered through one long corrider towards you. On the second, however, they
come down around the two sides, which can result in a bad "flash flood" sort
of swarm.

When using this tactic it's important to make sure to keep all personell inside
the elevator at all times. You don't want to go up to the panel in a bad spot
and have it spit back "Elevator doors blocked"; that's litterally a suicidal
situation, and has gotten me killed more than once. Monkey Bombs are a serious
asset here, as getting power-ups is a tad difficult given the swarming
situation (the same reason that the spot is good is why it's bad). Explosive
weapons work wonders in the front of the elevator, as long as your buddy is not
letting anyone get within hitting distance of you.

______________________________________________________________________________
������������������������������������������������������������������������������
 Kiting + Elevator Strategy - Dual Survival                          -[K+E]- 
______________________________________________________________________________
������������������������������������������������������������������������������
A combination of kiting and the elevator is the best strategy for two players.
Two is not enough to hold down the Panic Room, and on the flip side, not mobile
and compact enough to hold up using kiting. Thus, I have found that combination
of the elevator and kiting works best.

This tack mirrors the way pure kiting works in terms of what you should be
doing on what levels. With two players you still have a good bit of points
gain, although it's not quite as much. You should splice paying for things.
Again, buying the barriers and juggernog has priority, and then goes everything
else.

The meat of it is to set up one player running the kiting track on the lower
part of the second floor. The technique is outlined in the "Going it Solo"
section, above, so there's nothing really to add.

The second player should camp in the first-second floor elevator. It's
recommended that the player in charge of this be handling close range weapons,
and definetly not explosives. In fact, explosives are misplaced in both
positions, really. Should the swarm begin to get overpowering, simply pull the
switch and go upstairs, and continue upstairs. Because the position is somewhat
precarious, perks take priority over guns to some degree; the 250 points pays
back quickly, so having speedy reloads and higher health is more important then
dealing fast damage.

The main problem with this tac is that, if one player is downed, it's difficult
for the other to pull over to revive them. Monkey Bombs on one player are a
thus a very high priority, so it's important to get them if you can (the box
is random, maybe you can't :/). There is no way to relieve this; with just two
players, no one can cover the medic's back while they are reviving, except what
they have fielded beforehand.

______________________________________________________________________________
������������������������������������������������������������������������������
 [3] Other Stuff                                                     -[OTH]- 
______________________________________________________________________________
������������������������������������������������������������������������������
______________________________________________________________________________
������������������������������������������������������������������������������
 Glitches                                                            -[GLT]- 
______________________________________________________________________________
������������������������������������������������������������������������������
________________
Three Gun Glitch
����������������
It's interesting to note that this glitch has been around since WoW, but was
never patched. Perhaps the devs left it in purposely? Anyhow, the Three Gun 
Glitch allows you to carry three primary weapons at once. The process for
getting it is risky, however; if you mess up, you will end up spending 5000
points and losing your PaPed gun. Still, there is a good time limit that you
can take advantage of. Here is the process:
1. Make sure you have at least 6200 points, one gun pack-a-punched, and one
   gun in base form, as well as having at least one claymore equipped.
2. Activate the DEFCON switches on the second floor and run into the
   teleporter. Waste no time getting there. Once you pull the switch, you are
   on a limited time basis.
3. Run across the Panic Room and Pack a Punch your non-PaPed gun. As soon as
   you put it in, run back across the room and into the teleporter.
4. Wherever you land, run to the nearest gun carticulature and replace the gun
   that is being PaPed with this gun. The positions are:
   First Floor Teleporter: M14 off the left hallway.
   Second Floor Teleporter: Stakeout off the elevator
   Third Floor Teleporters 3/4: AK74u off the wall in between the two teles.
   Third Floor Power Room: AK47u. Run out the door immediatly to your left
   and turn left. Turn left again at the corner and it should be right there.
   Third Floor Teleporter 1: M16. Run right down the hallway it will be on
   your right.
   Third Floor Teleporter 2: This one is the furthest away. I haven't tried it
   but you may be able to just make it by rushing left and turning right for
   the AK74u (if you are carrying a light weapon). I would just not try it
   :/.
5. Once you have the gun again, rush back into the teleporter. It will not go
   into cooldown because of the DEFCON alert, and it will take you right back
   to the Panic Room.
6. Run back across. Take out Claymores as you get to the machine, and then
   press F to take your gun. You will put the claymore away and take the PaP
   weapon, giving you three weapons! Your third can be switched out for other
   guns anytime.

.-------------------------------------------------------------------.
| For those of you who can't take my instructions, there is a video |
| of the process at http://www.youtube.com/watch?v=EWn5TwMwXoc.     |
'-------------------------------------------------------------------'

Since you now have three guns, this trick allows you to hold more ammo, which
obviously leads to a longer time alive.

_____________________________________
Permanent Death Machine (* patched *)
�������������������������������������
When the game came out, this glitch existed. It has since been patched on all
consoles. Basically, if you are downed with the Death Macine power up active,
and are revived within its time limit, you will have three guns, one of which
will be the DM with unlimited ammo. Since been patched: now you will lose the
weapon if you are downed.

_________________________________
Table Glitch (* mostly patched *)
���������������������������������
As far as I know, as of time of writing, this is a glitch that has been patched
everywhere except on PC. The table glitch is simple and nooby. You leave two
boards on the far right window in the starting room. You align yourself against
then door's side, and jump; you can jump on top of the two boards. But wait,
there's more! There's an invisible "box" above the table that prevents you get
onto it; with a careful jump, you can jump from the door boards and land there.

.-------------------------------------------------------------.
| What is probably the discovery video:                       |
| http://www.youtube.com/watch?v=PP8YokKa7Vk                  |
'-------------------------------------------------------------'

It's ok and fun to do for the first two rounds, but it wastes points because
you get more from knifing, and knifing from up there is a bit dangerous given
you have no real room for movement. What's seriously nooby is STAYING up there.
Some people boast "I've been to level 50!" Well, that's easy to do. Just get on
top of the table and do nothing. The zombies will swarm below you and start to
kill themselves (>.>). You'll only need your ammo to deal with the thief, and
you can still get power-ups while up there. Yep, it's amazing. Yep, it's boring
and annoying. Yep, it's been or is going to get patched.

.-------------------------------------------------------------.
| Wow, apparently there's a lot of barrier glitches:          |
| http://www.youtube.com/watch?v=rURpeEYTX6Q                  |
'-------------------------------------------------------------'

____________
Crawler Jump
������������
This is a more advanced technique, and somewhat difficult to pull of. It works
for accessing multiple usually inaccessible areas. Basically, you create a
crawler and then get it near a railing you want to jump to. Then, you jump on
it and sprint-jump onto the railing or other thing you want to get to the top
of. Yes, you will take damage, but with Juggernog it's not a problem. This can
be interesting, and it's not technically a glitch.
________________
Pathway Glitches
����������������
There are a few spots on the map that cause all the zombies to walk towards
you in a straight line. This is good for camping solo up to a certain round, at
which point you will simply be overrun. Personally, I don't use them.

.-------------------------------------------------------------.
| Video demo:                                                 |
| http://www.youtube.com/watch?v=M8PErtRxXUw                  |
'-------------------------------------------------------------'
_____________
Infinite Ammo
�������������
This occurs A LOT on PC, and especially on Five (much less common in Kino). I'm
not sure with the consoles, but since they do not have ready access to code-
modifying tools I doubt this is an oft occurance. Black Ops, like the games
before it, has a hidden "developer's console", one that can be used to add or
delete certain things from the game. It is hidden by default, and requires you
to directly modify code to access it. Basically, Inf Ammo is done through the
addition of the "noclip" command to a hotkey. I don't know how to do it myself
and I don't care how to; you can check YouTube if you want.

______________________________________________________________________________
������������������������������������������������������������������������������
 Easter Eggs                                                         -[EST]- 
______________________________________________________________________________
������������������������������������������������������������������������������
_________________
"Won't Back Down"
�����������������
There are a few telephones scattered around the map. They're red, old-style
telephones. Walking up to them turns and pressing F (or the action button on
console) causes them to hang up. Here are the locations:

- Third Floor power room (lab 3), opposite the switch.
- On a table in the Panic Room, Second Floor.
- On a table near the Quick Revive in the First Hallway, First Floor.

.--------------------------------------------------------------.
| Here is a video demonstration:                               |
| http://www.youtube.com/watch?v=EVAwI_JYcpM                   |
'--------------------------------------------------------------'

I think it's a lovely song by Emimen. Fun to listen to, and astounds noobs
when I pulled it on them xD.

___________
Other Stuff
�����������
"Five" contains many minor easter egg map elements. Many are small, nifty
things that you would not notice without luck or careful examination, but they
are there, and add flavor to the map.

.--------------------------------------------------------------.
| A short collage of extras:                                   |
| http://www.youtube.com/watch?v=ZHh_s9IvcAE                   |
'--------------------------------------------------------------'
______
Quotes
������
The funny things that the charecters say are not technically an easter egg, but
they are pretty dang funny: http://callofduty.wikia.com/wiki/"Five"/Quotes.

______________________________________________________________________________
������������������������������������������������������������������������������
 End Matter                                                           -[END]-
______________________________________________________________________________
������������������������������������������������������������������������������
 Contact info                                                         -[CNT]-
______________________________________________________________________________
������������������������������������������������������������������������������
 My e-mail is a[underscore]bilogur[at]yahoo[dot]com. I will reply to hate    
 mail or anything of that sort. I will reply to potential corrections,       
 additions, and tips that you may have. No spam please -_-.                  
______________________________________________________________________________
������������������������������������������������������������������������������
 Thank yous                                                           -[THX]-
______________________________________________________________________________
������������������������������������������������������������������������������
 - Thank you Treyarch for another wonderful Zombies Mode.                    
 - Thank you [your name here] for [your addition here].                      
 - No thank you Treyarch for screwing up sniping and having their head       
 constantly stuck in the connection port (GGGR...)                           
______________________________________________________________________________
������������������������������������������������������������������������������
 Legal Stuff                                                          -[LEG]-
______________________________________________________________________________
������������������������������������������������������������������������������
 This guide is (C) 2011 jimmythesnowman.  This may be not be reproduced      
 under any circumstances except for personal, private use. It may not        
 be placed on any web site or otherwise distributed publicly without         
 advance written permission.                                                 
______________________________________________________________________________
������������������������������������������������������������������������������
                         Shhhh, I'm hunting zombies!                         
                +++++++++++++++++++  END ++++++++++++++++++++