Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.
Follow the dark path or use the light

Dead Ops Guide

by dciguy01

______               _   _____              ___                    _      
|  _  \             | | |  _  |            / _ \                  | |     
| | | |___  __ _  __| | | | | |_ __  ___  / /_\ \_ __ ___ __ _  __| | ___ 
| | | / _ \/ _` |/ _` | | | | | '_ \/ __| |  _  | '__/ __/ _` |/ _` |/ _ \
| |/ /  __/ (_| | (_| | \ \_/ / |_) \__ \ | | | | | | (_| (_| | (_| |  __/
|___/ \___|\__,_|\__,_|  \___/| .__/|___/ \_| |_/_|  \___\__,_|\__,_|\___|
                              | |                                         

---------------------------TABLE OF CONTENTS [TOC]--------------------------

I.    About This Guide........................[ABTG]
II.   Version History.........................[VHIS]
III.  Controls / How to Play..................[HTP]
IV.   Weapon Arsenal..........................[WEPN]
V.    Item Pickups............................[IPCK]
VI.   General Advice..........................[GADV]
VII.  Critical Intel..........................[CINT]
VIII. Basic Level Descriptions (1-40).........[BASC]
         (1-4)   Island.......................[ISL1]
         (5-8)   Courtyard....................[CRT1]
         (9-12)  Prison.......................[PRS1]
         (13-16) Cave.........................[CAV1]
         (17-20) Market.......................[MRK1]
         (21-24) Kowloon......................[KOW1]
         (25-28) Street.......................[SRT1]
         (29-32) Grid.........................[GRD1]
         (33-36) Forest.......................[FST1]
         (37-40) Jungle.......................[JNG1]
                 Cosmic Silverback............[APE1]
IX.   Advanced Level Descriptions (41-80).....[ADVD]
         (41-44) Island Revisited.............[ISL2]
         (45-48) Courtyard Revisited..........[CRT2]
         (49-52) Prison Revisited.............[PRS2]
         (53-56) Cave Revisited...............[CAV2]
         (57-60) Market Revisited.............[MRK2]
         (61-64) Kowloon Revisited............[KOW2]
         (65-68) Street Revisited.............[SRT2]
         (69-72) Grid Revisited...............[GRD2]
         (73-76) Forest Revisited.............[FST2]
         (77-80) Jungle Revisited.............[JNG2]
                 TWO Cosmic Silverbacks.......[APE2]
X.    Elite Level Descriptions (81-120).......[1337]
XI.   The Room of Fate........................[ROF]
XII.  Avoiding Bad Players....................[ABP]
XIII. Rumors and Myths........................[RUMR]
XIV.  FAQ's...................................[FRQ]
XV.   About the Author........................[BILL]
XVI.  Copyright...............................[COPY]

**NOTE** Use the Quick Code on the far right to go directly where you want 
         without scouring the entire guide. Hit Control+F, enter the code, 
         then hit Find Next and it should work just fine.

                       I. ABOUT THIS GUIDE [ABTG]

I created this guide for a number of reasons. First, I have an affection for 
top-down shooters and this game certainly falls into that category. Secondly, 
although there are other guides out there for this game, none of them go into 
detail about the levels beyond the Silverback, discuss strategy, or offer any 
trinkets of wisdom that the great players know about. In addition, some of the 
info contained in the other guides is flat out wrong. For those reasons, I 
took it upon myself to give back to the community in the hopes of clearing up 
any rumors and providing a definitive answer to all things related to Dead Ops 
Arcade (DOA.) This guide is dedicated to every player out there looking to 
gain a better understanding of the game and to everyone looking to play with 
good, mature players. 

Some people ask me, "Why waste so much time on an 'Easter Egg' game?" My 
response to them is simple: The game requires skill, teamwork, is fun to play, 
and extremely addicting. I find it to be the best of all zombie modes and in my 
opinion, one of the best multiplayer games available for any platform. This 
game is good enough to be released on the PSN/XBL/PC store as its own title!

This is my first ever FAQ. Initially it took me a few days to write, but as 
you can see from the rather lengthy version history I am constantly adding and 
making changes as I continue to gather new information and dispel the 
inaccuracies. I am confident in saying that you will not find a more 
comprehensive guide for this game online than right here. I hope you get as 
much out of this guide as I have put into it. 

Lastly, many thanks to the following players on PSN for their invaluable input 
on several areas of this guide. Their information has helped to make it more 
authentic, not to mention they are amazing Dead Ops players.
   - iMrBeast
   - FR1TZ22
   - Thee_Frenzy

Thanks and ENJOY!

Email: [email protected]
PSN: DCIguy01

                         II. VERSION HISTORY [VHIS]

1.3 (8/3/11)
    - First version accepted and posted to

1.4 (8/6/11)
    - Made alterations to all sections; adding previously missed information. 
    - Fixed spelling/grammar errors

1.45 (8/8/11)
    - Gave permission to and to host my guide on 
      their sites. Notated the copyright section accordingly.

1.5 (8/10/11)
    - Gave permission to to host my guide on their site. 
      Notated the copyright section accordingly.
    - Edited "Advanced Level Descriptions," and "FAQ" sections
    - Fixed spelling/grammar errors

1.6 (8/13/11)
    - Changed RPK to M60 
    - Corrected error about receiving speed boosts from stolen lives
    - Edited a piece of critical intel regarding the order of command
         (thanks to "iMrBeast" from PSN for the info!)
    - Minor formatting changes

1.7 (8/28/11)
    - Added an extra tidbit about the Fate of Friendship regarding the blue 
         (thanks to "iMrBeast" from PSN for the info!)
    - Edited "Item Pickups," "About Me," and "Avoiding Bad Players" sections
    - Made some formatting changes to make the guide cleaner

1.8 (9/16/11)
    - Added "Elite Level Descriptions" section
         (thanks to "iMrBeast" and "FR1TZ22" from PSN for the info!)
    - Fixed spelling/grammar errors

1.9 (9/22/11)
    - Edited "Item Pickup" and "Weapon Arsenal" sections
    - Added valuable information to virtually all sections of the guide; 
      notably the Room of Fate, high level advice, going prone, and dropping 
         (thanks to "FR1TZ22" from PSN for all the info)
    - Rewrote strategies for beating certain arenas
    - Fixed spelling/grammar errors

2.0 (9/27/11)
    - Moved the foreward to its own, brand new section (About this Guide)
    - Added searchable tags to all sections to make finding information easier 
    - Expanded the Table of Contents and made it easier to read
    - Edited the "FAQ" section
    - Added note about flamethrower crashing the game
         (thanks to "FR1TZ22" from PSN for the info!)
    - Fixed grammar errors

2.1 (10/18/11)
    - Edited "About Me," "About This Guide," "Critical Intel," "Room of Fate" 
    - Added my contact info to multiple sections in the guide
    - New information about the monkey bomb discovered
    - Added the previously missed BARELL to the "Item Pickups" section
    - Added advice about the in-game trophy for dashing through zombies
    - Added GameFly/GameSpot to the list of approved sites
    - Fixed error about high rank VS high color rank (see General Advice)

2.2 (11/6/11)
    - Added new section "Rumors and Myths"
    - Added the answer to the boss fight in round 120. See the FAQ section.
    - Added note about death during the ending cutscenes
    - Added info about the HUD on the player details
    - Removed incorrect information about the monkey bomb
    - Edited/fixed misconception about dog bites after round 34
    - Edited "Avoiding Bad Players" and "Elite Level Descriptions" sections. 

                     III. CONTROLS / HOW TO PLAY [HTP]

If you've ever played SMASH TV in the arcades or on the home consoles, you 
should know how to play Dead Ops Arcade (DOA.) The game is played as a 
top-down shooter in which you take on vast hordes of undead zombies. You 
start the game with a standard issue M60, but can easily upgrade to other 
guns and acquire other items as the game progresses. 

DOA also uses the same basic control scheme as Smash TV with a few additions. 
Note that there are slight differences with the PC and home consoles.


Left Stick - Moves the player
Right Stick - Shoots the gun in the direction pushed
L1 - Nuke
R1 - Speed Boost
Pause - Brings up pause/option menu


Left Mouse - Fire
Right Mouse - N/A
Mouse Wheel - Nuke
Cursor - Aims where you are shooting

Spacebar - Speed Boost
G - Nuke (alternate)

The Player HUD (Heads-up Display)

You will notice on the game screen that each player has their own score as well 
as several other numbers in close vicinity. We will discuss each number and 
piece of the HUD in detail.

Multiplier Bar - Indicates how far along the player is to advancing to the next 
                 multiplier level. A higher multiplier means more points. More 
                 points means more lives. More lives means more playing time.

Lives - This is the first number underneath the screenname. As you would guess, 
        it indicates the number of lives the player has accumulated. You start 
        off the game with three.

Nukes - The second number underneath the screenname indicates the number of 
        bombs you have. You start the game with one.

Bolts - The final number indicates the number of speed boosts you have. You 
        start off with two.

Score - The largest number on the HUD is your score. You earn a free life (for 
        yourself only) with every 200,000 points.

                         IV. WEAPON ARSENAL [WEPN]

It is critical to understand the differences in the various guns, their 
strengths and their weaknesses. This section will list all of these things. 

M60 (Standard gun)
...This is the gun you start out with by default. Pretty standard rapid fire 
   gun. Contains infinite ammo and is ideal for mowing down weaker zombies. 
   Against tougher brutes and in later rounds, you will want to seek something 
   a little more powerful. 

Death Machine
...Basically an upgraded version of the M60. It cuts through virtually any 
   enemy with very little effort. Ideal for laying the smack down on tougher 
   enemies and extremely helpful when obtained in the Room of Fate (discussed 
   later.) No major weaknesses with this gun.

China Lake
...A short distance grenade launcher that will wipe out groups of zombies 
   with ease. The China Lake works wonders well into the higher rounds and 
   even against the toughest of monsters. The only real drawback is that it 
   makes it tough for you and your teammates to see what is happening right in 
   front of them. 

**NOTE** A good tactical use for this weapon is to shoot and steadily move 
         backward to ensure no zombies get through and everyone can see what 
         is happening in front of them. 

...A spread-fire shotgun. Easily the weapon of choice for taking out large 
   groups of zombies from all distances across the map. As the distance 
   increases, so does the range of the spread. Add a chicken or two (or more) 
   for utter mayhem. No real disadvantages with this weapon!

Ray Gun
...Fires precise green bursts which can also bounce off the walls. It has 
   devastating power and potential, but it can be like using a slot machine. 
   The Ray Gun does not always kill its target on impact; especially in 
   higher levels. Use at your own risk.

...Fires straight rockets at enemies with ease; killing almost anything in a 
   single shot. This gun is ideal for taking out a long line of zombies (or 
   those golden cows/bulls.) Unfortunately, the RPG suffers from a couple 
   problems. It is not very effective for large groups coming from multiple 
   angles since it can be difficult to aim at times. The other major problem 
   with this gun is that you can very easily hit a teammate; knocking them 
   across the screen and right into a group of zombies or a shock tower for an 
   instant kill! 

**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in 
         a circle. This is the easiest way to accidentally kill your teammates.

M2 Flamethrower
...Your basic everyday barbeque cannon. The gun has a wide range and can pretty 
   much hit any zombie on the map. The effect of the weapon slows down the 
   enemy until they eventually keel over and die. Highly effective in the 
   lower rounds. Once you get into high round play, it becomes far less useful 
   to almost ineffective. This weapon also suffers from the same problem as 
   the RPG. The flames make it VERY difficult to see in front of you. If you 
   do decide to use it in higher rounds, always keep the gun aimed toward your 
   enemies. To avoid obscuring the vision of your teammates, stop firing long 
   enough to change direction and then resume fire. Use at your own risk, or 
   better yet, not at all. 

**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in 
         a circle. The entire screen becomes a flaming red mass and will make 
         it impossible to see.

**NOTE 2** If you manage to get into high round play (41 and up) DO NOT USE A 
            surefire way to crash the game.
               (credit to "FR1TZ22" from PSN)

                          V. ITEM PICKUPS [IPCK]

In addition to weapons, there are plenty of other useful items dropped 
throughout the game. Here is a short list of the ones at your disposal. 

Regular Treasure
...Gives the player more points. Appears as numerous varieties of silver and 
   gold bars, medallions, etc. Pick these up as opportunity permits, because 
   they will help raise your multiplier in small increments.

Medium Treasure
...Instantly fills up 1/3 of the player's multiplier bar. Appears as a medium 
   sized gem on the map. If you see one of these, make a concerted effort to 
   pick it up. Not worth dropping a nuke to get, but definitely worth getting.

Large Treasure
...Instantly increases a player's multiplier by one. Appears as large gems on 
   the map. Make every effort to pick these up when possible as a higher 
   multiplier decreases the time and effort needed to gain an extra life. 

**NOTE** An extra life is gained with every 200k.

Tactical Nuke
...A bomb that kills every enemy on the screen (minus cows.) They appear as 
   golden bombs on the map. You start the game with one. Use only when you are 
   trapped with no hope of escape. Highly useful on higher rounds.

**NOTE** You can only carry 9 nukes at a time. If you already have 9 and you 
         see another one lying around, either let someone else pick it up OR 
         drop a nuke and then pick it up. 

Lightning Bolt
...Also known as speed boosts. An item that allows the player to dash straight 
   through a line of zombies. It appears as a lightning bolt on the map. You 
   start the game with two. Can be used to kill a pack of zombies or as a way 
   to escape a pursuing group. Be careful while using this as you can very 
   easily dash yourself into a shock tower or another horde of zombies.

**NOTE** You can only carry 9 bolts at a time. If you already have 9 and you 
         see another one lying around, just leave it for somebody else.

...A flying chicken that mimics and shoots the same gun you are currently 
   using. Appears as a miniature chicken on the map. You can acquire up to 6 
   chickens at once to unleash some simply devastating attacks across the 

**NOTE** The chicken is best used the player who acquires the Fate of 
         Friendship (discussed later) as clock use of the chicken is doubled.

...A helicopter which makes the player immune to damage as they fly around 
   the screen blasting explosive missiles at all enemies in sight. Appears as 
   a helicopter on the map. Great for blowing up the golden cows and getting 
   teammates out of a jam. These are first introduced into the game at round 9. 

**NOTE** Any chickens in use by the player holding the chopper will 
         automatically gain the use of a Ray Gun for the duration of the 
                            **URGENT NOTE** 

This is one of the most important tips you will ever get in this guide. If 
the player of highest ranking color (1=green, 2=blue, 3=red, 4=yellow) picks 
up the chopper, he makes the team invincible for however long he has it (see 
the Critical Intel section for more info.) MAKE USE OF THIS TIME! (Teammates 
can still die by hitting shock towers, bulls, getting bit by dogs, or from 
explosions due to barrels and abominable martyrs.)

...A land vehicle capable of running over any enemy in the game (excluding 
   the boss.) Appears as a tank on the map. Fires explosive rounds similar to 
   the China Lake. Great for taking out large groups, but somewhat difficult 
   to control at times. These are first introduced into the game at round 5.

**NOTE** Do NOT carry a tank over a portal into a new set of rounds. There is 
         a slight chance that the game will glitch. The player with the tank 
         will appear underneath the map and make it impossible to see any of 
         team members or enemies until the end of the round. Basically, if this 
         happens, you're screwed. Reset the game.

...Rotating electric orbs which fry any enemy they touch. Appears as a silver 
   orb on the map. They work in a chain-like effect, in that they will fry any 
   number of zombies on the map, so long as they are touching or within a close 
   proximity. Be careful, as zombies can still break through the orbs at times. 

Sentry Gun
...An automated machine gun with power identical to that of the death machine. 
   It cannot be destroyed by enemies. Appears as a sentry gun on the map. Ideal 
   for providing cover fire. The sentry gun will not fire at a constant rate, 
   so do not rely on it completely. 

Monkey Bomb
...A toy monkey which attracts all zombies to it with its cymbal beat, then 
   suddenly explodes; killing any enemy nearby. Appears as a monkey on the map. 
   Great for the higher levels when massive swarms are overwhelming the team. 
   The Monkey Bomb is not fool-proof, though. If a zombie is closer to you than 
   the monkey, the zombie will come after you regardless. 

**NOTE** Appropriate use of the monkey should involve waiting until there are 
         zombies nearby before picking it up. If you see a monkey that is in 
         play, chiming away and doing its job, try not to shoot the zombies 
         attracted to it. Focus your attention on the others coming into play 
         (or better yet, lead them over to the monkey.)

...Similar to the wunderwaffle, these barrels will rotate around the player and 
   create a barrier that kills anything they smash into. Very effective against 
   large swarms; buying you time to cut yourself a path through the crowd. 
   Another added benefit is that once they expire, they fly off to the side; 
   killing anything they touch, although these kills are incidental and hard to 

Teddy Bear
...Grants the player a force field which can be used to propel and even kill 
   some of the enemies you face. Appears as a brown teddy bear on the map. The 
   teddy bear is great for use in the first 12 rounds, but after that it gets 
   to be more of a hindrance than a help. Creepy crawlers will almost always 
   break through, as well as engineers, dogs, and any other zombie with 
   enhanced strength. I recommend staying away from this pickup in later 

**NOTE** A common misconception with this item is that you are granted 
         invincibility. The teddy bear does NOT make you immune to zombies. 
         Rather, it creates a repulsion forcefield that deters zombies in the
         opposite direction; often making them run away. 

...Grants the player double the normal foot speed. Appear as boots on the map. 
   These are basically what the player who receives the fate of Furious Feet 
   receives (discussed later.)

**NOTE** If you picked up the Furious Feet perk in the Room of Fate, do not 
         pick up any boots you run across. Leave them for teammates. 

Extra Lives
...Grants an extra life to THE ENTIRE TEAM. Appears as a golden soldier on the 
   map. Always be on the lookout for these babies. Pick them up at all costs; 
   even if it means dropping a nuke or speed boost to get it.   

                          VI. GENERAL ADVICE [GADV]

This section provides some common sense information as well as intel that will 
prove useful in making you a better overall player.

...It is usually better to be moving than stationary. A moving target is much 
   harder to kill than one that just sits there. Standing in one spot will 
   often result in death; especially in rounds 13 and beyond.

...Learn how to run and shoot in different directions. I often enter games 
   where people are too busy fleeing a horde of zombies and forgetting to 
   shoot as they run. This leads to getting overwhelmed and losing lives.

   you otherwise. With a high multiplier, you will be earning lives like it's 
   second nature. Once you reach a 9x multiplier, you should start leaving 
   treasure behind for teammates so they can build up their multipliers. This 
   tends to be the hardest concept for a player to grasp because they want to 
   get high on the leaderboards. However, without a team, you won't be able to 
   sniff a high spot on the leaderboards. Remain humble and you will go far. 

...There is no reason NOT to fire your M60. You never know when an enemy 
   will come from a corner or behind and try to catch you off guard.
...Just because you see a weapon or item spawn does not mean you have to make a 
   mad dash for it the split second it pops on the screen. Think about your 
   situation and think about whether it would be best for you to pick it up or 
   to let someone else pick it up.

...Do not pickup a weapon or item unless you need it. If you have 9 nukes, 
   speed boosts, etc., you should leave it for someone else that could use it.

...Do not leave a bonus room or, god forbid, an armory without picking up 
   every single treasure. Leaving early is downright foolish for too many 
   reasons to mention.

...When you are in a bonus round or armory, try to leave a specific weapon 
   (i.e.: chopper, tank) until the very end so you can get the most use out of 
   it for the following round.

...Lead enemy hordes into the shock towers when possible. It will help thin 
   out the forces and make it easier for the team to pick them off one by one.

...As you progress through the game to the higher levels, it will become 
   inevitable that someone becomes the "bomb bitch" and starts stealing lives, 
   providing others with armory, etc. If you find yourself to be that person 
   and you are becoming more of a hindrance than a help, LEAVE THE TREASURE FOR 
   EVERYONE ELSE. What good does it do the team for you to pick up treasure if 
   you keep dying on a constant basis? That multiplier you earned could have 
   been put to better use with a better player. On the flip side, if your 
   teammates are constantly dying and giving little to no help, you will need 
   to make that difficult judgement call and start taking everything for 

                         VII. CRITICAL INTEL [CINT]

This section has information that few players know about. To have the best 
chance of surviving into the higher rounds of the game, you should read the 
intel contained within.

...When the green player picks up a chopper, the zombies will automatically 
   go straight for him. During this time, the rest of the team is invincible 
   to all zombies except for hellhounds, explosions, and shock towers. ALWAYS, 
   ALWAYS let the green player pick up a chopper; especially in the higher 
   rounds when enemy swarms become very large. This is especially useful when 
   combined with the Fate of Fortitude (discussed later) which doubles the 
   time of all items. 

...Adding on to the previous intel, if there is no green player in the game, 
   the blue player takes his place as the chopper "magnet." If there is no 
   blue, then red takes his place. The only player the zombies will not follow 
   in the chopper is yellow. So the chain of command goes:
      - Green
      - Blue
      - Red
      - Yellow

...When a teammate has zero lives and dies again, he can be revived by 
   stealing one of the other player's lives. Stealing a life occurs 
   automatically and cannot be triggered by any other means. A life cannot be 
   stolen by the same player more than once in a 90 second span. When a life is 
   stolen, the player whose life was stolen will receive a randomly chosen 
   power-up as follows:
      - Chopper
      - Tank
      - 3 nukes
      - 4 speed boosts

...Adding on to the previous intel, if one of your lives gets stolen and are 
   awarded nukes or speed boosts AND you have 7+ nukes or 6+ boosts, any nukes 
   or boosts which put you over the maximum limit (9) will go to waste. If you 
   receieve a weapon drop which puts you over the max, drop a nuke/use a boost 
   immediately to ensure one less item goes to waste.

...It is possible to "glitch" and make a player temporarily "invincible" if 
   one teammate stands on top of the other. If one player stands in the corner 
   and another walks around and keeps pushing toward the corner, eventually 
   both players will appear on the same spot. 

...If you make it to round 34 without dying once, a dogbite will give you the  
   same amount of punishment as an exploding barrel. In other words, your 
   health will slowly regenerate over time. YOU CAN STILL BE KILLED by dogbites 
   if you take 3-4 in a row without pause. It will remain this way for all dogs 
   until you die (by other means.) Try as hard as possible to survive to round 
   34 as it will make getting to the advanced levels A LOT easier. 

...After a certain round (still unconfirmed which one), if you simply survive 
   for the round time limit, the zombies will begin to disappear. You can win 
   the round by default in this fashion. 

                 VIII. BASIC LEVEL DESCRIPTIONS (1-40) [BASC]

This section gives a basic description of each level and set of rounds. It 
then lists a couple keys to winning the rounds in case you are having trouble. 

ISLAND (1-4)
...This is the starting point of the game. Nothing but slow moving zombies 
   that come at you from north, south, east, and west. You will also notice 
   that one side of the map is completely covered in water. Zombies that spawn 
   from this side of the map move at a sluggish pace until they hit land, at 
   which point they will move much faster. If you die in these levels, either 
   quit or start over.

   \      /
    \    /
     \  /
       Have a brain. There is absolutely no excuse for losing lives in these 
       levels. If you absolutely need some sort of advice, stay out of the 
       water until the round has been completed. While your player is in the 
       water, he cannot fire any weapons. 

...Similar to the island, but without water. The only notable exception is a 
   statue in the middle of the room. The zombies are slightly stronger than 
   before, but still easily beaten. These levels also introduce shock towers 
   which can instantly kill you, a teammate, or your enemies. You should be 
   able to navigate through these levels without much of a problem. Again, if 
   you die here I would suggest either quitting or starting over.

   \      /
    \    /
     \  /
       Do not stand directly next to the entrance points of the map where 
       zombies will appear. Stand a little closer to the center and play it 
       safe. Other than that, watch out for the shock towers and you will be 

PRISON (9-12)
...This is a dual-layered arena which introduces the "challenge rounds." Round 
   9 is the first of these, entitled "Prison Break." Prisoner zombies come at 
   you from the basic directions and they could be coming from the first or 
   second floor. Shock towers become more dangerous as the hordes get a little 
   faster. Most novices will lose their first life here, but should still get 
   through without too much trouble. A poor team will have their game ended 

   \      /
    \    /
     \  /
       Stick in the center of the map and just shoot the zombies as they come 
       at you. Be careful of zombies coming from the left and right as they 
       can be hard to see until they cross underneath the catwalks. If you are 
       having a hard time, just move to the second level and camp; forcing the 
       zombies into a chokepoint. Just to be sure to watch both directions if 
       you do this. 

CAVE (13-16)
...Arena is very similar to the courtyard, except that the lighting is worse
   which makes it tougher to see the enemies and the shock towers (especially 
   round 16.) Creepy crawlers (fast moving critters that are very difficult to 
   shoot down) are introduced here in the challenge round (13.) Teddy bears are 
   almost ineffective against them at times. Most novice players will either 
   lose all their lives here or have their game ended. If you only make it to 
   these rounds on your first few playthroughs, this is to be expected.

   \      /
    \    /
     \  /
       Keep moving while shooting and do not get trapped in a corner. Let me 
       say this again. DO NOT STAND IN A CORNER. You may be able to hold off 
       the crawlers from one direction, but you WILL eventually get overwhelmed 
       by doing this. Instead, fake the zombies out by constantly switching 
       directions and stay near the center of the map.

MARKET (17-20)
...The first large arena. A wide open space with zombies coming from the basic 
   directions and the same types of hazards and enemies from previous stages. 
   The major obstacles here are charging bulls. They are neutral and can kill 
   you or the enemy, so use them to your advantage. They cannot be killed 
   except by explosive rounds from a weapon or vehicle. Be on the lookout for 
   shining golden bulls as they provide numerous gems when killed. 

   \      /
    \    /
     \  /
       One thing to avoid doing in these levels is unnecessarily blowing up 
       bulls when you don't need to. Blowing up a bull causes it to explode 
       blood and guts all over the map. While this may look cool at first, it 
       severely hinders you and your teams' vision, making it much harder to 
       see the other enemies on screen. Unless the bull is shining gold, DO NOT 
       shoot at it. As long as you watch out for the bulls and keep moving, 
       you should be able to get through these levels without much of an issue 
       due to the amount of room you have to run and gun.

**NOTE** You can change your game settings in the main menu before starting 
         the game to eliminate the gore of exploding bulls. If you change the 
         parental setting to restricted rather than unrestricted, you will see 
         a puff rather than gory guts all over. 

KOWLOON (21-24)
...Similar to the prison in that it has two levels, but far more dangerous with 
   the layout. These rounds introduce Engineer zombies in the challenge round 
   (22) which will give many players a hard time at first. They come down from 
   the sky and take a lot of damage before they die. Luckily they move slowly 
   until they are near death, then charge at you full speed. Zombies in general 
   are much faster than before as well. A moderately decent player will usually 
   start biting the dust here.

   \      /
    \    /
     \  /
       Several strategies work here, but I suggest you get the team to camp on 
       top of a staircase and force the zombie hordes into a chokepoint. This 
       allows for a much easier time of mowing them down. If you use this 
       strategy, DO NOT go for an item or weapon unless it is within a safe 
       distance and you can safely return to the camp point. The challenge 
       round (22) requires a different strategy. There is always a corner of 
       the map green in color. It is green for a reason, because it is deemed a 
       "safe" zone. That corner of the map is the only spot in which the 
       engineers will not drop on the head of the player. Find the green corner 
       for round 22 and just camp out until the end of the round. As a general 
       point, do NOT fire randomly into a crowd of Engineers as one single hit 
       can start them charging at you. Take your time and pick them off one by 

STREET (25-28)
...Another large arena similar to the market. The same enemies and hazards as 
   before make their return here. The major difference comes in the challenge 
   round "Fish in a Barrel" (25.) Barrels will roll off rooftops and explode 
   when shot. Use them to your advantage when possible. Another notable 
   difference is that the enemies come from the corners of the map and from 
   the buildings. This makes camping much more difficult. Most players who 
   have skill will be able to make it this far before being wiped out.

   \      /
    \    /
     \  /
       Try to use the shock towers as a barrier of defense against the zombies 
       whenever possible. The best places to do this are at the very top and 
       bottom of the screen. Also use your items such as speed boosts to take 
       out long lines and escape a tough spot. You will notice there is a 
       staircase on the side of the building which can be used to make an 
       escape. I recommend not using it unless you are 110% sure that there 
       are no zombies coming from the doorway on top of the building. 

GRID (29-32)
...Another large map with some oil tankers and walls designed for good escape 
   and camping points. The challenge round "Abominable Martyr" (30) introduces 
   large red brutes that will explode when killed, killing anything nearby. At 
   this point, the team will usually be running out of items which makes it 
   even more difficult. Again, very easy to become overwhelmed here.

   \      /
    \    /
     \  /
       Use the designated corners as camping spots and force the enemies into 
       a chokepoint. As long as one of the team members has a death machine, 
       it should not be a concern. Round 30 will require a run and gun 
       strategy due to the abominable martyrs, but otherwise you can just camp 
       your way through these rounds. DO NOT go for an item or weapon unless 
       it is within a safe distance and you can safely return to the camp 

FOREST (33-36)
...Back to a smaller map this time. Same enemies and hazards as before, only 
   greater in number. The enemies will enter the arena from numerous 
   directions. Pay particular attention to the north and south as zombies can 
   enter the map from virtually any point in the foilage. The challenge round 
   "Who Cried Wolf?" (34) introduces hellhounds which are lightning fast. 
   Unlike regular zombies, they do not kill instantaneously. Dogs will deliver 
   a bite which turns the screen red and shows a small bite mark. Your player 
   can sustain 3 bites before dying. This arena tends to be where many good 
   players meet their demise. Only an excellent player will survive beyond 

   \      /
    \    /
     \  /
       Round 33 is a standard round, but 34-36 require extreme attention to the 
       dogs. If you see one, shoot it before anything else. The player with the 
       furious feet will be able to outrun the dogs and bunch them up, so make 
       use of it if that is your perk. As far as the other players go, look for 
       a corner of the map that provides decent shock tower coverage and camp 
       out for the entire round. In the event no such corner exists, do 
       whatever you have to do to survive round 34. Use nukes, speed boosts, 
       and anything else at your disposal. Rounds 35-36 will be a tad bit 
       easier as they have far fewer dogs to worry about. As always, keep 
       moving and try to keep from getting cornered.

**NOTE** In the event you happen to make it to round 34 without dying once, you 
         will be able to take a lot more abuse from all dogs for the entire 
         game (until you die for the first time.)

JUNGLE (37-40)
...This is it, the final arena. The challenge round music will play throughout 
   all four rounds as these rounds are equivalent to a challenge round. Enemies 
   spawn from all directions and dogs become more dangerous than ever. Shock 
   towers become very dangerous with all of the action happening at once. Even 
   those players with outstanding skill will often die here.

   \      /
    \    /
     \  /
       Move as a unit. Unless you have the Furious Feet perk, trying to split 
       up and taking on the hordes individually will often result in death 
       unless you can fake them out. Use your items such as nukes and speed 
       boosts here as needed. 

BOSS ROUND (The Cosmic Silverback)
...Once you kill the final zombie in round 40, the words "BOSS ROUND" will 
   flash across the screen. Moments later, the gorilla you have seen 
   sporadically throughout the game comes at you full force in a final 
   showdown. He will chase you down and charge at you with speed boosts. To 
   make things worse, you need to kill him while fighting off an entire horde 
   of zombies. 

   \      /
    \    /
     \  /
       Run and gun. If you stand still for any length of time, you may as well 
       kiss yourself goodbye. Try to snake your way around and constantly 
       change directions. If you see the ape go down in a charging stance, he 
       is preparing to speed boost in your direction. If you are doing well on 
       lives, try to hold on to a couple nukes for this battle as they will 
       become invaluable for clearing out the hordes. When the ape gets low on 
       health, engineers will begin to drop from the sky and abominable martyrs 
       will start chasing you as well. Ignore them. If someone manages to pick 
       up a chopper, lure the ape directly into an electrical pole and keep 
       him there for as long as possible. Another great way to drain the life 
       bar of the ape is to snag an RPG or death machine and blast straight at 
       it. He will take a serious amount of damage this way and increase your 
       chances of winning.

**NOTE** After defeating the monkey, a large number of gems will spew forth 
         from the silverback's corpse. Feel free to pick them up, along with 
         the mass amounts of treasure. Once finished, enter the portal to exit 
         the arena and, seemingly, beat the game. (If you are a hardcore player 
         you already know this is not the case.) A cutscene plays showing you 
         victorious over the monkey, only to have a SECOND one drop down from 
         above and knock you all the way back to the beginning island. Whatever 
         still live and you can lose a life if your character accidentally runs 
         into a shock tower. Wait until round 41 begins before moving again.

                IX. ADVANCED LEVEL DESCRIPTIONS (41-80) [ADVD]

Only outstanding Dead Ops players make it to these rounds. A high degree of 
skill and teamwork will be necessary to survive. Rounds vary in length from 
5-10 minutes and test your will & patience. Chopper and tank drops are far 
and few between and the zombies can take more damage than ever before. On the 
plus side, there will be no more challenge rounds from this point forward.

...Makes the first visit look like child's play. Just about every enemy in 
   the game outside of the Abominable Martyr will be coming for you. The sheer 
   number of zombies can overwhelm even the most seasoned player. 

   \      /
    \    /
     \  /
       As with the jungle, it is imperative that you move and work as a team. 
       Breaking off to attack the zombies by yourself will often result in a 
       quick death unless you have furious feet. Clear a path with your weapons 
       and quickly escape to a safe part of the map. Watch out for dogs as 

...Similar to the last four levels, an overwhelming number of zombies pour at 
   you from everywhere. There are a few more electrical towers since your last 
   visit as well.

   \      /
    \    /
     \  /
       As with all levels beyond 40, move and work as a unit. The corners of 
       the map are actually a good spot to camp for short periods of time until 
       the numbers become too great. 

...This time around, the prison has quite a few more shock towers on the 
   bottom level and the enemy hordes are larger than ever.

   \      /
    \    /
     \  /
       A couple strategies work here. You can move the entire team to the top 
       level and camp, camp, camp. If you do this, DO NOT go for an item or 
       weapon unless it is within a safe distance and you can safely return to 
       the camp point. Another good idea is to have the guy with the death 
       machine perk stay down on the bottom level tearing up the zombies while 
       the other team members stick on top providing cover fire and killing the 
       enemies that come from the doorway on top.

...These rounds are remarkably similar to 45-48. The only thing making it 
   tougher is the increased number of shock towers. That, and the round length 
   starts to increase here by a few minutes. Fortunately, there is no "super" 
   challenge round of creepy crawlers, which would prove nearly impossible. 
   For the record, there is not another Room of Fate. VERY few players make it 
   past these rounds. Most players who make it past round 40 will wind up 
   dying here. 

   \      /
    \    /
     \  /
       Move as a unit, stay away from the entryways, and use the shock towers 
       to defend against the overwhelming swarms of enemies. Watch the 
       entryways for zombies to come out at the last moment; ESPECIALLY the 
       dogs. Dogs will likely kill players more than anything else here.

...The second visit to the marketplace has more of the same from previous 
   rounds. Higher swarms of enemies, shock towers, and the bulls of course. The 
   bulls are EXTREMELY helpful and will aid in your quest to advance through 
   these rounds. One note here, round 57 has NO bulls which means you will have 
   to earn the win through skill (and that's no bull.)

   \      /
    \    /
     \  /
       This is a larger map, so use the open space to evade the enemies. Stay 
       away from the entry points and use those bulls to help make rounds 58-60 
       a hell of a lot easier.

...There is virtually no difference from the first time with the exception of 
   the hellhounds and the zombies taking many more shots before they die. These 
   rounds serve as "rebuilding" points as you can very easily replenish your 
   items and bolster your point total by playing it safe (see below.)

   \      /
    \    /
     \  /
       Similar to the first time, camp on the top of the stairs and force the 
       zombies into a chokepoint. DO NOT go for an item or weapon unless it is 
       within a safe distance and you can safely return to the camp point.

...The major difference this time around is the number of shock towers. They 
   can, and should, be used as defense against the massive swarms. You will 
   now notice that the length of time between a tower activating and powering 
   off is next to zero. Otherwise, it's similar to the first time you came 
   through the streets.

   \      /
    \    /
     \  /
       Stick and move. Grab power-ups when you can and lure the enemies into 
       the shock towers when possible. This is a great time to use speed 
       boosts to take out long lines of enemies as well. Just make sure you 
       don't boost into a shock tower.

...Aside from the larger enemy swarms, the shock towers can become a major 
   pain in the ass in these rounds. Be very careful of running near the white 
   oil tanks as one shock tower is almost always too close to allow safe 
   passage. Thankfully, there are no abominable martyrs this time around.

   \      /
    \    /
     \  /
       Move as a unit. When possible, the man with the furious feet can lure 
       enemies away from the team and into the shock towers. Use those shock 
       towers as cover and be very careful of staying close to the sides of 
       the map for very long as enemies can quickly fly out and catch you off 

...Same layout as before with a couple more shock towers. These rounds become 
   very difficult due to the small space and enemies come at you from all 
   possible points of the map. Be extremely cautious when running around as 
   there are a couple shock towers that seemingly blend into the scenery and 
   look like blood spots instead of towers.

   \      /
    \    /
     \  /
       There is usually a corner of the map that provides enough shock tower 
       cover to camp behind. If not, the team is going to have their hands 
       full. Always be alert and always be on the move; being careful of those 
       deadly shock towers. Cooler heads will prevail throughout these rounds.

...Just as hectic as it was the first time around. Enemy swarms are all over 
   the place, come from every direction, and take more damage than ever before. 
   Particular levels have more shock towers as with all other advanced levels.

   \      /
    \    /
     \  /
       There's no way around it. To win here, you need to have sharp eyes and 
       very quick reflexes. Have one eye on the enemies you are shooting and 
       the other eye on the edge of the map closet to where you are standing. 
       You do NOT want to be taken by surprise this late in the game. Look for 
       areas of the map that can provide decent cover with shock towers and 
       momentarily camp behind them to thin out the swarm before it becomes 
       too large or they start coming at you from behind. 

BOSS ROUND (TWO Cosmic Silverbacks)
...You thought one hairy ape was bad enough? Try taking on TWO of them at the 
   same time while fending off the usual cast of zombies! This is far and away 
   one of the most difficult tasks you will undertake in a video game.

   \      /
    \    /
     \  /
       Drop nukes. Simply put, if you have nukes, use em NOW. If you don't, 
       you are going to be in for one HELL of a fight. If you have any nukes 
       available, use them here to wipe out the persuing forces so you can 
       focus on the apes by themselves. Focus on one ape at a time. Wear it 
       down, kill it off and then focus on the other one. This is much easier 
       said than done, because you are fighting off the other enemies as well. 
       If you see a dog, shoot it down first. To make things easier, have one 
       player (preferably the furious feet guy) lure one ape around the map 
       while the rest of the team focuses on killing the second ape.

**NOTE** Similar to the first boss fight, after defeating the monkies, a large 
         number of gems will spew forth from the silverback corpses. Feel free 
         to pick them up, along with the mass amounts of treasure. Once 
         finished, enter the portal to exit the arena. Whatever you do, DO NOT 
         live and you can lose a life if your character accidentally runs into 
         a shock tower. Wait until round 41 begins before moving again.

                  X. ELITE LEVEL DESCRIPTIONS (81-120) [1337]

If you manage to make it past round 80, consider yourself a Dead Ops god. Very 
few, and I do mean few, players in the world have managed to get to this point. 
Originally, this section contained strategies for each individual arena just as 
I had done for the previous 80 rounds. However, in reality there is not much 
difference in these rounds in terms of level layout from the second to the 
third playthrough. Truth is, if you get this far into the game, you know what 
to do and probably don't need a guide anymore. For this reason, I decided there 
was no point in having individual sections devoted to each arena (ie. 81-84.) 
I instead replaced each arena strategy with general advice and tips to best 
help players survive.  


...The rounds get even longer at about 14-15 minutes apiece. 
...Enemies take even more abuse.
...Zombies tend to spawn out of 3-4 doors at once, very frequently. 
...Extra life drops will spawn twice PER ROUND. 
...The high number of zombies on the board at one time will often crash the 

**NOTE** From this point forward, if you have a chicken, flamethrower, and 
         boots combo you risk crashing the game due to the amount of action on 
         screen at once. Avoid the flamethrower at all costs if you have a 
            (credit to FR1TZ22 from PSN for the advice)

...Stay to the outside of the maps when possible. Running through the middle is 
   a recipe for disaster.

...Use each and every shock tower as a barrier for defense and to help thin out 
   the enemy forces. 

...Conserve your armory. Only use your nukes and bolts as a last resort. You 
   will need every last bit of help you can get from this point forward.

...Pick up the two extra men per stage at any cost. Some of the rounds will see 
   you and your team lose lives, no matter how hard you try. The sheer number 
   and strength of the zombies can overwhelm even the most elite players in the 

...Most people think the game ends at round 99 because the leaderboards do not 
   show any rounds beyond that point. You would be incorrect. In truth, DOA can 
   go on for a seemingly infinite number of rounds. The only limit to the game 
   is the game itself. Once the game has so many sprites on the screen at one 
   time, it will inevitably crash. Knowing this, this guide could go on 
   indefinitely. However, strategizing beyond this point in the game is almost 
   pointless since only about a handful of people in the world have ever 
   reached beyond round 100. If that number ever reasonably increases (highly 
   unlikely) then I will look into adding strategy for levels beyond this 

The current world record for rounds survived, as of the date of this guide's 
most recent publication, is 120 rounds - set on the PS3 by two players: 
                        Thee_Frenzy & LOC1520.

                        XI. THE ROOM OF FATE [ROF]

Between rounds 13-15, you will encounter the Room of Fate. It is a standard 
room with four exits that will grant the player one of four permanent 
enhancements for the rest of the game. In order to receive one of these 
enhancements, the player must walk over to an exit and wait until the power-up 
drops down from the sky. If they do not do this, the opportunity to receive 
that power-up is lost. They are as follows:

Fortune and Fortitude
...Doubles the duration of all weapons and items picked up. Also ensures that 
   the player has no less than a 2x multiplier at all times. Ideally, the 
   highest ranking color should always get this power-up. While in the chopper, 
   the highest ranking color attracts all zombies to him (except dogs.) With 
   the gem equipped, you are basically giving your team one full minute of 
   invulnerability. Typically, the best player on the team should get this 

...Grants the death machine as a base weapon. The player can still pick up 
   other weapons, but as they expire the gun will default back to the death 
   machine. If you select this perk, it is best to just leave all other 
   weapons for teammates as the death machine is more than capable of killing 
   anything in its path. Players with less experience should take this perk.

**NOTE** If playing solo, I personally recommend getting the Firepower perk.

...Grants a permanent chicken that will always follow the player around. It 
   uses the same gun as the one the player is carrying. Any additional 
   chickens that the player picks up will last twice as long as normal. For 
   this reason, the team should ALWAYS leave any chickens found in the game 
   for the player with the Friendship perk.

**NOTE** If you get this perk and happen to be the BLUE player, you will be 
         able to take one extra bite from a dog before being killed (4 bites) 
         as opposed to the normal 3 bites.

Furious Feet
...Grants the player a permanent boost of speed. Also grants a minimum of 
   three speed boosts (lightning bolts) at the start of each round. The player 
   with this perk should try to leave all speed boosts and turbo boots for 
   other players since the booster automatically gets three of their own every 

**NOTE** Normally when you exit a round, all unconscious players are 
         automatically revived at the start of the next round. When you enter 
         the Room of Fate, all unconscious players will remain unconscious 
         until their revival timer expires. This means that a KO'd player runs 
         the risk of not getting a powerup unless they revive fast enough to 
         beat the timer! Make sure that the team waits for ALL players to 
         revive before exiting rounds 13-15.

                      Determining Your Desired Fate 

There are actually two methods of doing this: one for solo player and one for 
multiplayer. I will discuss both in this section and the reason why the solo 
method does not always work in multiplayer.

...As the Room of Fate loads up, do not move the control stick and do not fire 
   your gun. Exit arrows will begin to randomly appear on the screen. The 
   order in which they appear will determine which fate corresponds to which 
   door. They are as follows:

       1st Arrow - Fortitude (gem)
       2nd Arrow - Firepower (death machine)
       3rd Arrow - Friendship (chicken)
       4th Arrow - Furious Feet (lightning)

...This method is much more complex and requires strict attention. Some TV's 
   (most HD, especially 1080p) cannot see all 4 arrows as they pop. They can't 
   even see 3 when everyone stands still (usually 2.) To resolve this, the 
   characters have to get in one vertical line on the RIGHT of the statue and 
   watch for the arrows. Since you can only see 3, you have to watch for the 
   delay. Sometimes the delay (invisible arrow) is the first or last. To 
   determine this, you have to watch to see if the delay is immediately after 
   the words "The Room of Fate" disappear or not. If there is not a split 
   second delay (takes practice to watch for) and there was no delay between 
   arrows, the delay or invisible arrow was the last arrow and that will be 
   feet. I know this sounds complex, but trust me - IT WORKS.        
       (credit to FR1TZ22 from PSN for this invaluable info)

                      XII. AVOIDING BAD PLAYERS [ABP]                

If you wish to get far in this game, you will want to make sure you are 
playing with people who know what they are doing. With the release of MW3, 
finding a good player/team is not nearly as difficult as it once was since most 
of the casual players have moved on. Unfortunately, there is still a large 
contingent of clowns out there. Here is a guide to ensuring you don't get stuck 
with any jackasses on your team. 

**NOTE** Be advised that as you adhere to the criteria on this list, you may 
         find yourself searching for quite a while before finding quality 
         teammates. Trust me, it will be worth your while to go through this 
         checklist. Once you find some good players, add them to your playlist 
         so you don't have to do this every single time you play DOA. 

...Find players with microphones. It makes for easy communication so everyone 
   knows what to do. If a player does not have a mic, make sure there is a 
   clear understanding with that person so they know what to do and will be 
   willing to listen in situations where they are unsure of what to do. Ask 
   that person to send you a message back indicating their level of 
   understanding before getting underway.

...If the player has a mic, listen for any kind of clues that indicate they 
   are new to the game or will just be a jackass. Things like:
      "I've never played this game before."
      "What do the buttons do?"
      "I'm just gonna mess around."
      "This game sucks." 
           (then why in the hell are they playing it? Seriously, you would be 
           amazed at how often this happens, yet these people stick around. 
           I've even heard someone say that started DOA because they didn't 
           even know what game they chose, which just indicates pure idiocy on 
           their end.)

...Always search for players with round experience of AT LEAST 20 or higher. 
   It doesn't guarantee a good game, but it decreases the likelihood of 
   stupidity and increases the chances that they know what to do in the Room 
   of Fate.

...Avoid playing anyone who uses a split screen. These people can be identified 
   by the same screenname listed twice in the same room (one of the duplicate 
   names will also have a "2" in parentheses.) 98% of these players are bad (or 
   have one good player and one bad player) and exhibit many of the problems 
   listed in the section below.

...The first thing to check upon game startup is the connection you have to 
   your teammates. Immediately hit select to pull up the player team/score 
   screen. Make sure that all players have AT LEAST a solid 3-bar connection. 
   If even one player has a 2-bar or less connection, leave the game 
   immediately. Players with bad connections will end up dying often, stealing 
   lives, and hurting the team in the longrun.

...If someone immediately drops a nuke or speed boost as the game begins (or 
   really at any point prior to round 13,) you should leave just as fast. These 
   people are either new to the game and don't know the controls or are just 
   being morons.

...If someone just stands there on screen getting killed continuously, just 
   leave the game. Once the player loses all their lives, they will start 
   stealing other team members lives; including yours. This is a no-brainer.

...If someone suddenly asks you to "cover" them while in the middle of a round, 
   get out of the game. This type of behavior is downright inconsiderate to 
   the rest of the team. It will lead to lives being lost continuously and, 
   eventually, lives getting stolen. This kind of crap only happens in low 
   level rounds. Low level rounds only last for a couple minutes. If you cannot 
   wait until the end of a round to do your business, you should not be 
   playing the game. 

...If someone dies in a bonus room when there are no enemies on screen, or at 
   the end of a round or when all enemies have been defeated, particularly 
   from trying (impossibly) to kill the Cosmic Silverback, bid farewell. This 
   just shows that the player's head is not in the game and it will only get 
   worse in higher rounds.

...If someone picks up a flamethrower and starts spinning it in circles, ask 
   that person to stop. If they continue to do it, get out of there. Contrary 
   to popular belief, this tactic does more harm than good. It makes it 
   difficult to see anything in the arena, and frankly, it will NOT work on 
   higher rounds with tougher enemies (which is ironic, because these people 
   never see the higher rounds.)

...If someone grabs an RPG and starts spinning in circles while blasting you, 
   inadvertently or not, get the hell out of there. These people do not 
   understand how the weapon works and end up accidentally killing their 
   teammates; ruining their multiplier and scattering their hard earned gems 
   all over the place for teammates to steal.

...If someone picks up a weapon or item that they clearly do not need (i.e. 
   picking up sprint shoes when they already have the furious feet perk, 
   death machine when they already have the firepower perk, etc,) be very 
   cautious. These people only care about themselves; not the team. One 
   instance warrants a gentle request to stop it. Anything more, get out of 
   there and find some players who care about teamwork.

...If someone uses a speed boost simply to beat you or a teammate to an item 
   or treasure, get yourself out of the game. All that person is doing is 
   wasting an item that they will be needing in the later rounds. The only 
   time this is warranted is at the end of a round and only if you have ONE 
   speed boost remaining. This is because all players receive at least one 
   speed boost at the start of the next round (furious feet gets three.)

...If someone gets on a mic and starts verbally berating you or someone else 
   for no good reason, tell them where they can stick it and then leave. 
   Chances are that person sucks, wants people to let him get all the items 
   and money, or is just hungry for respect.

                        XIII. RUMORS AND MYTHS [RUMR]                         

There are a lot of false rumors out there about the game. This section debunks 
them all and lists a few you may not even know about.

...Follow the monkey into the same exit he goes and you will get a bonus room.
...Go in the opposite direction of the monkey (same as above.)
...Always go to the right/down/left
...Enter the side of the room with candles

These rumors have ALL been proven false. The truth of the matter is that there 
is NO proven way to get a bonus room every time. If you think you know the 
correct pattern, think again. Any strategy you think you know is likely the 
result of pure chance and coincidence. It is completely random.

...If you do not pick up a weapon or item, it will come back later in the game 
   and in bigger numbers.

This rumor has been proven false and was probably made by those who wanted to 
get weapons just for themselves. If you see a weapon or item you want, just 
pick it up.

...Any enemy killed by the monkey bomb results in double points.

This is one that I actually believed for a long time, but sadly this too is a 
false rumor. This came about when people got upset about others "stealing" 
their kills that would have resulted from the monkey bomb. Although it is 
definitely bets practice to let the monkey do its work, there are no extra 
points awarded for monkey bomb kills.

                             XIV. FAQ's [FRQ]                         

This section lists all of the most commonly asked questions I receive about 
this game. It is broken into two sections with questions about the game and 
about myself.


Q: How do I access DOA and make it playable?
A: There are two ways to do this. The first is to simply beat the single 
   player campaign (on any difficulty level) and DOA will then show up in the 
   Zombies game mode menus. The second way is much easier. At the Main Menu 
   screen, mash the trigger buttons on PS3/XBL at the same time or Space Bar 
   on the PC to break free of the chair. Once done, walk over to the computer 
   terminal and type "DOA". This will unlock Dead Ops without having to beat 
   the game the long way. Doing it in this manner will automatically launch 
   you into the Solo version of the game. 

Q: How long does/did it take to get to round X?
A: It varies, but here are the average times for most players:
       20 rounds - 30 minutes
       40 rounds - 2 hours
       80 rounds - 6 hours
       99 rounds - 12 hours
      120 rounds - 20 hours

Q: Can you take breaks in between rounds?
A: Yes. You can take a break for as long as you like. Just be sure the rest 
   of the team knows that you are taking a break so they do not accidentally 
   move on without you. Oh, and make sure you don't stand next to a shock 
   tower or in the pathway of a charging bull...

Q: Is there more than one Room of Fate?
A: No.

Q: How do you go prone (lie down) in Dead Ops?
A: Hit Start, go to Options, then hit circle/B very quickly to get back to 
   the game. Your character will now lie down on the ground. He will also move 
   very slowly. By tapping Circle/B very quickly while on the ground, your 
   character will move a little bit faster. As far as I know, going prone 
   doesn't serve any real purpose other than to show off.

Q: Is there a specific way to guarantee you will get a bonus room or an 
A: No. Countless rumors have arisen as to how to get one to pop, but all of 
   them have been proven false. If there is such a way, it has yet to be found. 

Q: Can you kill the Cosmic Silverback before round 40?
A: No, but HE can kill YOU. If you try to kill him before round 40, all you 
   are doing is wasting time, your ammo, and putting yourself in danger of 
   losing a much needed life. The only reason to waste ammo on the monkey is 
   to steer him away from the treasure at the end of a round. If you need video 
   proof, see this link below. Anybody who tells you they have killed the 
   silverback before round 40 is lying. Period.

                 (credit to Fr1tz22 and Thee_Frenzy from PSN)
Q: Can you steal or "give" a life to a downed player by walking over their 
A: No, however it is possible to pass a life to a teammate if they are still 
   alive. When a life is earned, it drops from the sky. As it is dropping, if 
   someone stands behind the person earning a life on his left shoulder with 
   his gun (not shooting) into him, it provides the best chance for this to 
   happen. You can also boost away from the life while it is dropping, but 
   this requires perfect timing. The life will then sit on the ground (unlit 
   up which means only 1 person will get the life). 

   You can also pass a life to someone while they are in a helicopter. Because 
   they are above you, the life will hit them first if you stand directly 
   below them but this obviously requires luck with timing. Prison Break arena 
   is very easy to pass lives. The person below just has to stand below 
   someone on the catwalk when earning a life. What most people may be thinking 
   here is that if you die as a life is dropping down, the life will float 
   above your dead body until you revive. If a teammate passes over your body 
   while the life is sitting above them, he will get it instead. This also 
   works with nukes/sprints/tanks/heli's. 

Q: I died from only 1-2 dog bites and your guide says I can take up to 3! 
   What gives?
A: Dog bites carry over to future rounds. Once your character dies, the bite 
   counter is reset.

Q: How do you keep getting all those nukes/lightning/choppers/tanks and how 
   come I never get them?! 
A: See the CRITICAL INTEL section. (Quick code CINT)

Q: What is the best way to earn the trophy/achievement for dashing through a 
   line of zombies?
A: This is most easily done in Solo mode and can be done as early as level 1. 
   Just wait until the screen fills up with zombies, back yourself into a 
   corner, then when the time is right use a lightning bolt to dash through all 
   of them. The trophy should pop almost immediately afterward.

Q: I know your guide only goes in depth to round 80, but I'm curious to know 
   what would happen if you made it to round 120 and got to fight the boss(es) 
   again. How many monkies would there be?
A: This answer was just confirmed as of 10/22/11. Thanks to current world 
   record holders and PSN/XBL users Thee_Frenzy and LOC1520, we now know that 
   if you make it this far and get to the boss round, you will fight THREE 
   monkies. As far as beating them? That's a whole different story. This 
   confirms beyond all doubt that every 40 rounds you go, you will face one 
   additional monkey per boss round. See this video for proof:

                       (credit to PSN user LOC1520)


Q: Damn, you sure got to a high round. You probably cheated or hacked the game. 
   So yeah, did you?
A: No, and in fact I can tell you that 99.99% of all the people I have played 
   with who have high rankings have earned their spots on the leaderboards. 
   The only people who say such things are the ones who suck and just can't 
   fathom how somebody else could be that much better than they are. If you 
   doubt me, play a game with me and find out for yourself.

Q: I love your guide! How can I thank you? 
A: First of all, thanks. Second, click the button/link at the top of the guide 
   which will recommend it to others.

Q: I have a suggestion that will help the guide. Can you add it to your FAQ?
A: Sure. Just email me ([email protected]) and I will review it before 
   posting to the guide (giving you credit, of course.) 

                         XV. ABOUT THE AUTHOR [BILL]                          

...I play Dead Ops Arcade on the PS3. As of 10/29/11, I have gotten to round 
   80 with 3 players, and have been (officially) ranked as highly as #97 (out 
   of 3.7 million PS3 users) in the world. My current high round according to 
   the leaderboards is 75, but only because my 80 round game lagged out on the 
   boss fight. I may not be the best ever, but I'm good enough to know what I'm 
   talking about.

...I will gladly play DOA with anyone on PS3, provided they follow a few basic 
   guidelines listed below: 
      - You MUST have a headset. Period.
      - Make sure you do not fall into any of the categories listed in the 
        "Avoiding Bad Players" section. (If you blatently break any of these 
        rules, I will end the game and never play with you again.)
      - Upon game startup, we must have a connection strength of AT LEAST 3 
        bars. Anything less will result in unplayable lag. FYI, if you live 
        outside of North America, don't even bother.
      - I will only play 2 or 3 player games. A 4 player game is nearly 
        unplayable once you get into the high thirties and especially the boss 
        round. If you look at the PSN leaderboards, for instance, NOBODY has 
        ever beaten round 40 with a 4-player party.

...The best times to reach me are Fri/Sat/Sun. I work long hours and attend 
   martial arts classes in the evenings so my freetime for an extended game is 

...If you want to invite me to a game, please only send ONE invite. 
   If I don't respond within a few minutes, chances are I'm in a game or away 
   from the system. Multiple game invites in a short time span will get you 

...Additionally, if you wish to play with me, please send me a message (PSN or 
   email) indicating that you read my guide online. This way, I know that 
   while you may not be an expert, you at least have a general idea of how to 
   play the game.

...Lastly, please do not send me any friend requests. They will be declined. 

                           XVI. COPYRIGHT [COPY]

Copyright (C) 2011 Bill Albrecht

This guide may not be posted or distributed, in part or in whole, without the 
expressed written permission of myself. Feel free to print it out for 
personal reference, but it may not be sold for profit. Additionally, if I give 
you permission to host the guide, please ensure that the most recent version is 
always posted. The following sites have permission to post this guide:
    - (extension of GameFAQs)
    - (extension of GameFAQs)

If this guide is found on any site other than those listed above, please 
report it to me immediately at one of the following:
      Email: [email protected]
      PSN: DCIguy01