..:::::::::.. ..:::aad8888888baa:::.. .::::d:?88888888888?::8b::::. .:::d8888:?88888888??a888888b:::. .:::d8888888a8888888aa8888888888b:::. ::::dP ::88888888888:: Yb:::: ::::dP ::Y888888888P:: Yb:::: ::::d8 ::Y8888888P:: 8b:::: .::::88 ::Y88888P:: 88::::. :::::Y8baaaaaaaaaa88P:T:Y88aaaaaaaaaad8P::::: :::::::Y88888888888P::|::Y88888888888P::::::: ::::::::::::::::888:::|:::888:::::::::::::::: `:::::::::::::::8888888888888b::::::::::::::' :::::::::::::::88888888888888:::::::::::::: :::::::::::::d88888888888888::::::::::::: ::::::::::::88::88::88:::88:::::::::::: `::::::::::88::88::88:::88::::::::::' `::::::::88::88::88:::88::::::::' `::::::88::88::88:::88::::::' ``:::::::::::::::::::'' ``:::::::::'' _______________________________________ ======================================= // \\ | Call of Duty: Black Ops | | Zombie Guide | | Kino der Toten | | By MDragon159 | \\_____________________________________// ======================================= Notes: ===>You may press CTRL+F and enter the code in brackets to find your desired section. ===>Please e-mail any suggestions, corrections, or additions. I'll appreciate it. Look in the appropriate section [C0D0T] for e-mail =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= / ------------------------------------------------\ | 1. Introduction [INTR1] | |===================================================| | 2. Version Guide [VG123] | |===================================================| | 3. General Guide [E3GG] | | ~Early Rounds [E3ARR] | | ~To The Mid-Rounds [E3TMR] | | ~Mid-Rounds+ [E3MRP] | | ~Additions/Modifications Strategies [A1M1S] | |===================================================| | 4. Crucial Exempted Topics [1CET1] | | ~Gaining and Maximizing Points [G1MP1] | | ~Enemy Types [1ZET1] | | ~Killing Zombies Efficiently [1KZE1] | | ~Obtaining Weapons and Ammo [OB1WE] | | ~Weapons List + Locations + More [W1LL1] | | ~Power-Ups [1POW1] | | ~Dog Rounds [D0O0G] | | ~Mystery Box [1MBX1] | | ~Cymbalic Monkeys [1MON1] | | ~Pack-a-Punch Machine [PAP0M] | | ~Teleporter [TE0LE] | | ~Traps [TR0AP] | | ~Mustang & Sally [MU1SA] | | ~Down and Downed Weapons [DOWE1] | | ~Perks [1PER1] | | ~Easter Eggs [EG1GS] | | ~Wii Patch Changes [W1P1C] | |===================================================| | 5. Additional Strategies [ADS02] | |===================================================| | 6. Miscellaneous Tips [MIS0T] | |===================================================| | 7. Frequently Asked Questions [F0A0Q] | |===================================================| | 8. References [RE0FR] | |===================================================| | 9. Credit, Contact, Suggestions, Etc. [C0D0T] | |===================================================| | 10. Pre-End Statement [PE1ND] | |===================================================| | 11. End Statement [E0N0D] | \ ------------------------------------------------/ =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ______________________________________________ /**********************************************\ | 1. Introduction | | [INTR1] | \ / First off, this guide is for everybody who has an interest in zombies mode of Call of Duty: Black Ops. This guide was originally made for newbies in mind. However, this grew out to also include advice for anybody who needs some. This guide is about the first zombie map of Call of Duty: Black Ops for Wii, Kino Der Toten. This guide is not specifically for any other zombie map, although you may learn a few critical skills. Also, this is not based on solo mode. However, you can gain insight on how to play solo if you learn how to play multiplayer zombies. I have put so much into this guide that you can easily become a real expert if you follow this. Amateurs and novices can find new information from this guide. Lots of stuff. ________________________ /************************\ | About the General Guide: | \************************/ The general guide is just that: a general guide. I omitted certain topics, such as zombie crawlers, on purpose. That is why you must read Section 3 if you want to be any good. Plus, this is just one way (or a general guide of a way) of how to play. You may change your style of zombies any way you like. Please take note that I don't mean completely general; it is complete enough to take you beyond your current limits. What I exactly mean is that there are other ways to play that work, although Last thing: read the credits. If not now, then later. This is not solely my work but compiled work with the help of others (general guide is mostly mine with tips from others). Also, to contact me, see the appropriate section. (Now you can skip the rest of the introduction) Note: This may or not may be rant, plus a little history. The following paragraph has not been edited since I first typed it. I completely hate it when zombie newbies mess everything else, and so do others. I also hate how long this guide took to make, with all the reformatting issues. When I was told to make this into a FAQ (originally made to be stickied on the GameFaqs/GameSpot board), I kind of raged but went on to work on this FAQ. I actually am writing this BEFORE I remodel the rest of the guide, but eh. Let's see how it turns out. *Sobs and then laughs maniacally* Disclaimer: I don't know how else to emphasize this, but this is NOT the only way to play the game. Read this entire guide, follow it, and adapt your playstyle until you become a pro/expert. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 2. Version History | | [VG123] | \ / Just a small (maybe) list/history of my versions. Listed from newest to old. Version 2.01 (1/25/11) *********** ~Fixed many minor errors, such as the many "than"s Version 2.00 (1/25/11) *********** ~MAJOR formatting changes, but too lazy to change this section's formatting ~Finally reread the entire guide again; edited and changed info (mistakes) ~Added some new info ~To emphasize more, BIG CHANGES, although not 100.00% changed Version 1.20 (1/22/11) *********** ~Fixed my dates; they ended with '10, not '11 ~Added information here and there ~Seems like a significant update and the other updates seemed bigger then I thought, so I skipped a few numbers ~Some format changes; major ones coming soon in a big update ~New site allowance Version 1.03 (1/11/11) *********** ~Oops, forgot to add "159" at the end of e-mail address. Sorry ;D ~Added new site allowance Version 1.03 (1/11/11) *********** ~Added Obtaining Weapons and Ammo section ~Fixed small mistakes ~Fixed sentry price + elaborated on traps a bit more (use of them) ~Deleted "Power-Up Increaser" in Easter Eggs section -Reason: Not exactly confirmed for Wii version Version 1.01 (1/8/11) *********** ~Made a simple mistake in the Perks section ~Added some info on Killing Zombies Efficiently Version 1.00 *********** ~First official try ~Took info from others ~Researched a bit and tried them out ~Reformatted a lot, frustration from posting on boards, decided to reformat --->for a real FAQ *Frustration and Rage for the above* ~Finally finished completely and think I'm good to go Version 0.50 *********** ~First try. Pretty simple and bad looking. Didn't have nearly the same info. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 3. General Guide | | [E3GG] | \ / This is the General Guide. If you haven't read the Introduction, you wouldn't know that when I say General, I mean general. Read the introduction. The guide is split into 3 parts: Early Rounds, To The Mid-Rounds, and Mid-Rounds+. Each leads off farther into the Kino Der Toten stage as rounds. I give you the choice of how many rounds you consider each section for, except for the Early Rounds. The Early Rounds are very critical and can split you off from a noob, novice, and expert. I'll tell you [almost] exactly what I mean by that in that specific section. Oh and a few, little notes: ~I usually presume you are using the wiimote and nunchuck normal configuration ~I usually presume everyone knows what they are doing and can communicate with each other. Try to get the headbanger headset; it helps ~I usually presume you have 4 people; if you don't, try to get 4 people. If you can't, improvise when you can and try your hardest; hope you improve ~I sometimes suggest to skip a room. This is because being amateurs or playing with fools is death in these rooms I suggest to skip _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Early Rounds | | [E3ARR] | \ / Note: When I write, windows = barriers. This is also true for the other sections of the General Guide. Newbies do many things wrong in the early rounds. I consider these rounds from Rounds 1 all the way to Round 5 or 6. The reason why is that this is the time where you stay in the room you start out in, the Lobby. (For a full map of Kino der Toten, go to the references section) ________________________________ /********************************\ | First off, a few primary points: | \********************************/ ~DO NOT BUY A GUN YET ~4 players = 4 windows = everyone get one window. DO NOT TRY TO "HELP" OR "STEAL" ANOTHER PERSON'S WINDOW AND THEIR ZOMBIES (unless they need it) Note: If you have less than 4 players, then you guys have to settle on one window each and then make sure the zombies in the last do not come out or you will usually be in a terrible situation. I recommend waiting for four people before you start. The only disadvantage is that, other than the fact the person may be useless, more zombies will spawn on average per round. To make things clearer, everyone should go for one window each. Do not buy a gun. It will be a waste of points, and even if you want that shotgun in the room badly, you won't even be using it at all in most cases until much later where there will be better guns. Yes, there IS a way to kill zombies with what you start out with: your pistol, your knife, and your grenades. This is what you do, in a nutshell: ******************************** \________________________________/ ___________________________________________________________________ /*******************************************************************\ | Basics of Attacking and Defending Against Zombies (in Early Rounds) | \*******************************************************************/ ~Shoot the zombies legs or arms where you do the least damage. Don't do it too many times or you'll kill them with bullets. Also, you may need to save bullets just in case an emergency occurs or if there's an insta-kill on (although knifing is sufficient, but that is for at least novices since you can die easily). Know your limits. If you don't need or want points and know you'll need those bullets, save 'em. -Why you ask?: Headshots = more damage, but you get 10 points per non-kill hit with any type of gun's bullet. Normal shots still give you 10 points per bullet that hits them. ~Knife to damage and finish off. Why? Because a knife kill gets you the most points out of all the ways to kill. It's in this order: Knife > Headshots > Bullets > Explosives & Such ~Let the zombies break the boards on the windows. Repair by holding A near the doorway. For every board you place, you get 10 points unless you met your maximum limit for getting points for that round. Each round you can only get so many points from fixing boards. The limit increases with every round. -Watch out: if you're in range of repairing the window, than you're usually in range of the zombies on the other side. They CAN kill you while on the other side of the boards. ~When you knife, move back and forth, away from the window and back! If you don't, you'll die. VERY IMPORTANT TO DO! ~Also, while attacking barrier zombies, get close enough to repair the window and repair it. You CAN attack the zombies and still repair the window at the same time. If you don't, you most likely will get overrun if the game gives you a huge amount of zombies at once. Just make sure they don't grab you ~While repairing windows/barriers, notice there IS slight "lag" between holding A for each board and the animation for the board to go in place. If you're shooting (especially against zombies in later rounds in later barriers): Go near the window, hold A, move back, shoot all the time while aiming at the zombie(s), and when the board goes in place, rinse and repeat. ~You don't have to stare at the barrier to repair it. Just hold A and you can turn around to check your back. All you have to do is make sure you're near the barrier. Now, remember: Shoot zombies, knife to finish off, repair boards all the time. Here is an advanced tactic: (this takes experience to do correctly) 1. Damage the zombies any way you wish until it takes 1 knife to finish off 2. Let the zombies break the boards completely 3. Kill the zombies as they pass over the barrier into your side You will hopefully get a power-up, which is very useful. --->Warnings/Tips About This Tactic<--- ~Watch out if there are too many zombies. You can get taken down easily ~Zombies mayleap and/or come out at the VERY SAME TIME ~You don't have to wait until they start to turn towards you; make sure they're in the room ~If they fully come in, then knife and move back if you get hurt and wait a sec until you heal. Rinse and repeat until they all die. Don't try to do this with too many zombies, or you'll screw your team up ~Try to do this at least in the first two rounds and do this after you get your max barrier repairing points. Wait until the next round starts to fix your barrier ********************************************************************* \___________________________________________________________________/ ____________________________________________ /********************************************\ | If A Zombie Gets In and A Partner Goes Down? | \********************************************/ ~Throwing a Grenade (this takes experience to master and is very useful later on): Wait until the zombies are bunched together for the greatest effect. If you can, and are experienced enough, try to do small circles around the zombies to make them stay in a big group. Cook a grenade. Move back and aim a little ahead near your undead buddies' feet. Throw the grenade on the 3rd or 4th flash of the pointer (5 = boom, you're dead) and then throw. ~ONLY REVIVE A TEAMMATE IF IT'S CLEAR! If you know there's a bunch of zombies nearby, don't try to rush and save a friend while he/she's down. You'll simply get yourself killed and that will help no one. If you're experienced, then you may know how to time saving a friend while keeping a zombie in sight. Try to communicate with him. If the player who is downed is in the middle of a point where zombies will come from, say, 10 directions, than tell him to crawl. If you can, make him move to somewhere where zombies can't come from many directions and tell him to face where you think zombies will come from. If they're coming, tell him to shoot to warn you. However, if he moves too much, you'll mess up the reviving process, so make sure he doesn't move too much, or sometimes better, not at all ~If insta-kill is on and you're teammate didn't waste his bullets: Tell him to turn around and shoot at everyone while you revive him. ********************************************* \_____________________________________________/ Now that you know the basics of the Early Rounds, this is the point of doing all this: You need to maximize your points for later when it is very crucial. You also will be slightly ready, unlike a newbie, for new things. Get experienced with these. These are the minor goals. Your more immediate goal is to get ready to open doors at a certain time. DO NOT OPEN A DOOR AT ROUND 4 OR BEFORE! It will be harder for everybody for all sorts of reasons, including the fact that you didn't take the advantage of the early rounds. Than, try to settle a time to open one of the doors. I recommend doing it at the time between Rounds 4 and 5, in the middle of Round 5, or between Round 5 and 6. _____________________________ /When To Move To Another Room:\ \_____________________________/ ============================================================================== |Between Round 4 and 5: Zombies, for sure, will not be there yet. This is the |earliest you should do it. However, the zombies WILL spawn where you go |for sure. ============================================================================== |Middle of Round 5: Most of the zombies will have spawned in the Lobby, or at |least the game will focus the zombies in the room. If you go to another room, |the spawned zombies will still spawn from their barriers. However, zombies |will still spawn where you go, but less, and you can be ready for the ones |you left behind. ============================================================================== |Between Round 5 and 6: Most of the reasons for between round 4 and 5 are the |same. I say this should be the latest you go because dogs come around every |6-8 rounds. They actually tend to come in round 6 if you stay in the lobby, |and without a gun and how you are now, you will most likely die to the |hellhound dogs. ============================================================================== Now, which way to go? There are two paths for you, Up (which is up the right staircase, to your right) or Down (in the back, downstairs, to the left) Both doors lead to separate paths with their own advantages and disadvantages. For people with less experience, going upstairs is much easier in most cases. Continue to the next section for more info about which way to go. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~To The Mid-Rounds | | [E3TMR] | \ / Note: Now this begins to slowly contradict the opinions of other experienced zombie players, which is why I included the Additional Strategies section. Also, I don't really suggest exact rounds anymore. I just say once you are satisfied. I suggest going upstairs. It is the path for less experienced people and is pretty useful later on, although the benefits aren't really extreme. Read the rest of this guide and you'll understand why. However, as I explain in the Mystery Box section, there IS a way to see if the Mystery Box is in the first room through the downstairs door. Go to the top window/barrier and look at the far wall. If you see a glowing blue light that looks like it goes from floor to ceiling or vice versa, then the mystery box is in that room. This guide splits off into two parts from right here: Up and Down. Up comes first (in terms of the way the guide is put together) and Down is next. Keep scrolling to find the Down information (Hint: it comes right after the Up section). One tip: Decide on who's gonna open the door. You could die while arguing (by microphone or by inconsistent jumping, knifing, and shooting), so try to premeditate this step or mature up and open it. Say, the person with the most points can open it (for obvious reasons) or the person with the least points can open this first door only since it's the cheapest door. Important Note: Buy a gun once you go to the area where you decide to stay in. Your pistol will now be far less useful, so if you want, trade it out, but there are advantages. See the Mustang & Sally section. Also, if you can without endangering yourself or your team (hint: for more experienced people) keep your pistol to shoot at a lone zombie, a zombie behind a barrier, or such to gain extra points. _________________ / <{---------}> \ | Upstairs Pathway: | \_________________/ Decide on something particular first: Who's gonna open the first door and who's gonna open the second if you're going to skip this first room. Staying in the room after this first door (the Upperhall) is basically suicide if you are unexperienced or with another fool. _____________________________ / Upperhall Zombie Spots: \ | (First Room Upstairs) | \_____________________________/ ============================================================================== |~There is an ever-open window where zombies can come in from near the PM63 |~Zombies drop from the ceiling in a certain point in the square area |~There are still two other barriers where zombies can break in. ============================================================================== You can maximize your rounds by camping in a corner in the second area (where the walking path is basically a square) until you're satisfied or (recommended) open the next door. I personally don't like the gun in this room since it is a SMG that is pretty fast, but doesn't have enough bullets and isn't efficient when shooting usually. You will most likely buy ammo for it before opening the next door if you stay in the Upperhall. __________________________ / Foyer Zombie Spots: \ | (Second Room Upstairs) | \__________________________/ ============================================================================== |~Two barriers downstairs |~One window upstairs, near the Stakeout |~Watch ============================================================================== Once in the next room (which is the Foyer) hurry and take stations. =+=+=+=+=+=+=+=+=+=+=+=+=+ Group Locations For Foyer: +=+=+=+=+=+=+=+=+=+=+=+=+= ============================================ |Inexperienced: Two upstairs, two downstairs ============================================ |Experienced: One downstairs who can control two separate barriers and the rest |upstairs ============================================ Note that the upstairs team will usually get more points since they take on more zombies on average because of that wide open doorway. Also (for idiots) when I say upstairs, I mean the upstairs part of the Foyer, not all the way upstairs back where you came from. _____________________________________________________________________________ /Easy Plan for Foyer ============================================================================== |Downstairs Team: Simple, you control both barriers. You can try out the Early | Round strategies for attacking and defending, but watch out: using | something heavier and bigger than the pistol makes your movement and | knifing slower. Also, if you're messing with zombies by letting them live | and just taking your time with them, watch out for when zombies go loose | by others and attack you: you'll have to both face the zombies you | neglected and incoming zombies. All hell could break loose; quite | literally if those zombies came from hell. |============================================================================= |Upstairs Team: Your job is a bit harder. You have to watch the barrier behind | you and the many, many zombies coming from the doorway. Leaving one person | to get the barrier up here is not recommended since the game may flood you | with zombies from the doorway and another person may be the difference | between going down and living. I suggest people periodically look back for | zombies breaking the barrier. Try not to let those zombies out of the | barrier. Everyone should be near the open doorway so the zombies don't go | down the other end of the staircase and kill your partners down there. I | suggest not going up the stairs unless you know what you're doing. Zombies | may suddenly run at you and kill you while you panic and try to get back | to safety with your teammates. If a lone zombie goes down the wrong side | of the staircase, you can move a bit close to them to make them turn | around; they go for the nearest live person. Shoot them down and don't | let anybody past you. |============================================================================= \_____________________________________________________________________________ I suggest not staying in this room. This room is the Dressing Room. _________________________________ / Dressing Room Zombie Spots: \ | (Third Room Upstairs) | \_________________________________/ ============================================================================== |~Barrier opposite of the mystery box spot |~Another barrier to the left when first entering from the Foyer |~Zombies drop in from the ceiling in the middle section near the next door |~Open door way that you came from ============================================================================== For starters, this room is relatively quite small. The zombies from the ceiling can easily take you down. You also may get distracted and ignore the barriers and the zombies may come out. Also, the zombies from the open doorway may overcome you. Note that there is an SMG here; the MP5K. It is near the second barrier I described. _____________________________________________________________________________ /Easy Plan for Dressing Room: ============================================================================== |~One person watch the zombies from the ceiling | This person shouldn't be backed up near the door just in case they get too | many zombies at once. |~One person watch the barrier in the corner not near the mystery box | This person can do the Early Rounds tricks for barriers, but watch out for | incoming zombies from the side just in case |~Two people watching the open doorway and the last barrier | Two people just in case since one person has to watch the nearby barrier | anyways and if one person was watching the doorway, he/she can easily get | overrun. These two should be on the side of the room near the mystery box | point. They should periodically look to the barrier nearby. Their main job | is to aim at the big doorway and kill them all before they spread around | or get too close. Grenades at the right time are very useful |============================================================================= \_____________________________________________________________________________ Once ready, or if you get near to getting taken over, open the next door. This is the back area of the Theater room. Now you can skip to the Mid-Rounds+ section, unless you want to read the Downstairs Pathway subsection. ___________________ / |-> >.< <-| \ | Downstairs Pathway: | \___________________/ Note: I disagree with starting out this way for the lesser experienced zombie players. Also, I suggest the "once you are satisfied" parts to be before, during, or after dog rounds. However, zombies can build up a lot between dog rounds and you most likely will open up doorways early on. The first door opens up into a pretty simple room, the Lower Hall. _______________________________ / Lower Hall Zombie Spots: \ | (First Room Downstairs) | \_______________________________/ ============================================================================== |~Barrier to the left when first entering the room |~Barrier on the other wall, can be seen by center of room |~Open door that you came from ============================================================================== I suggest staying in this room for at least a while. It is very easy to defend and has a nice SMG (MPL) here. You should buy this gun if you're staying in this room. The gun itself is also very nice to use this early on. _____________________________________________________________________________ /Easy Plan for Lower Hall: ============================================================================== |~One person per barrier (two people in all) | This is pretty simple. Just make sure zombies from your window don;t cause | havoc. You can also use the Early Rounds techniques for barriers |~Rest in front of open doorway | These people should mow the zombies down that come around the corner. I | highly suggest not going past the open doorway. Also, grenades are very | very useful for zombies coming around the corner |============================================================================= \_____________________________________________________________________________ -Small Alternative: One person get both barriers while all the others shoot the incoming horde of zombies. However, that one person may be too slow... You can try to make up your own version Once you are satisfied or are know you're about to/getting overrun, then open up the next door, which leads to the Alley. ____________________________ / Alley Zombie Spots: \ | (Second Room Downstairs) | \____________________________/ ============================================================================== |~Barrier to the left when first entering the room |~Barrier on the end of the room near the next door/gate to open |~Zombies can drop in from the ceiling near the next door/gate to open |~Zombies can drop in from the ceiling in the middle of the Alley ============================================================================== The room can be thought of as three sections. 1st Section: From left barrier to the middle area 2nd Section: Middle area (between the fence and the wall) 3rd Section: Past the fence, the area in front of the next door/gate There is a AK-47u near the fence that seperates the 2nd and 3rd Sections. This is actually a pretty nice gun to use. The biggest problem is facing with the zombies that suddenly drop off from the ceiling while zombies try to kill you guys in hordes. Note: Pretty hard to pick good, semi-permanent positions _____________________________________________________________________________ /Easy Plan for Alley: ============================================================================== |~Stay around the 3rd Section | This is because you can easily control the spawning zombies and the | zombies from the ceiling. Also, the only other place zombies can come in | from is from the other side of the fence. However, you can get easily | overrun if many zombies are trying to run at you and you reload |~One or two people watching the inside area of the 3rd Section | This group prevents an overrun of zombies from inside. They simply keep | watch on zombies from the barrier in the 3rd Section and watch when | zombies drop in from the ceiling. Number depends on the person's | willingness/skill |~Rest watch the zombies coming on the otherside of the fence | Don't go too far past the opening of the fence, but try to stay near/in | the opening of the fence so you can easily aim at the incoming zombies | before they get too close. Also, remember you can throw grenades at a mass | of zombies |============================================================================= \_____________________________________________________________________________ I HIGHLY suggest not staying here sometime after Round 8 since you may face many running zombies at once which are a pain to deal at. Once you open the next door, you will be in the Back Room. This room is basically two parts; downstairs and upstairs. The downstairs part is pretty small and you shouldn't stay here. Go up the stairs to the second half. ____________________________ / Back Room Zombie Spots: \ | (Third Room Downstairs) | \____________________________/ ============================================================================== |~One barrier on one corner of the room upstairs |~Another barrier nearly opposite of the other barrier upstairs |~Last barrier seen from the entered gate; almost directly ahead of the gate |~Zombies can drop in from the ceiling in the middle of the Alley ============================================================================== You should make a quick decision: will you stay in this room or hurry to the next room? The Back Room is a pretty hard room to stay in. You cannot buy any gun or such, so buy some ammo if you're about to stay. Also, if you get overrun up the stairs, then it will surely be game over unless you open the next door by yourself. I suggest skipping this room unless you are confident in your team's skills. _____________________________________________________________________________ /Easy Plan for Back Room: ============================================================================== |~One person per barrier | Pretty simple. Just do whatever you want, just make sure your zombies | don't get out and cause havoc. Early Rounds techniques work, but watch out | for wasting time and such |~Rest station at top of stairs | These guys take on the meat of the round(s) and shoot all the zombies down | before they come out. Watch out: You WILL get easily overtaken if you mess | around. People have loss easily and died by messing around and/or by not | shooting right. Remember to throw grenades and such. Also, one of the | other guys can come around and help if they're clear. |============================================================================= \_____________________________________________________________________________ Make sure you don't waste ammo too much, since you can't get any ammo. Experienced players can easily survive in this room, but cocky/uncopperative players will die easily. Don't try to have too many people at the top of the stairs; you may block each other's view and also when someone tries to back up, you may be in theri way. Cooking grenades might be the ideal way to throw grenades. You have to time the grenade right or you won't maximize your hits. I suggest not staying in this room for too many rounds. With each round, there is a higher chance of many running zombies coming at you. Once you open the door, rush down these stairs and into the back area of the Theater. Now, go to the next section called "Mid-Rounds+". _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Mid-Rounds+ | | [E3MRP] | \ / Note: This is where it really contradicts other players, especially the second after you turn on the power. Remember to look at the additional strategies section. _________________________ / Theater Zombie Spots: \ | (Back Area) | \_________________________/ ============================================================================== |~Barrier on one end of room (near claymores, power switch, and M16) |~Barrier on the other end (near mystery box point, big doors, wider end) |~Seemingly huge amount of zombies coming from wherever you came from ============================================================================== _____________________________________________________________________________ /Easly Plan for Theater Room (back area) ============================================================================== |~As usual, one person per barrier | The person on the opposite end of the room from the open doorway can use | the Early Round techniques to save ammo. The person on the other end can | do the same, but should watch out for zombies entering and sneaking up | from behind |~Rest near open doorway | Your job is very important. If you mess up, you will probably make | everyone die if you can't mop up your mess fast enough. Make sure you have | plenty of bullets and don't let zombies get too close |~Misc. Notes: | The person with the least bullets or with the worst gun should handle the | back door while the person with the best gun or most ammo should help take | care of the open doorway. Also, if everyone else dies and you are about to | get overrun, turning on the power isn't a bad idea ============================================================================== \_____________________________________________________________________________ ______________________________________________________________________________ Description of Theater Room (back area): ============================================================================== ~There is the left side and a right side. The left side is the one with the claymores. The right side is the wider end. The downstairs path opens up the left side, upstairs opens path from the right side. There is a zombie window to the left of the claymores and one north and a little left of the right door (if you consider that door east). There's a gun (M16) on the opposite wall and right next to that you will find the power lever. I highly, highly suggest you do NOT use it when you first see it. Also the person taking care of the barrier in the back can just do the strategy from the Early Rounds so they save amoo of wasting ammo ============================================================================== Claymores are useful later on. You get two at the beginning of every round. Right now you may not need them, but keep note of them for later when you have a lot of points. Note: If you went through the upstairs path, this will be slightly easier since the zombies come from a wider but generally straight area and if the zombies come through, there's more room to run backwards. If you went downstairs first and are a bit experienced, I suggest going back up the stairs and aim. When the zombies get nearer and nearer, you back down the stairs until you are back in the Theater. This plan is pretty straightforward, and if you made it to this room without incident, then good jo One big tip: DO NOT OPEN THAT OTHER DOORWAY YET. I highly UNsuggest it. I'll discuss why later (in the Going In A Circle strategy), but for now do NOT do it. There is also a gun here (M16). If you can help yourself, do not buy that gun. Once you turn on the power (I'll get to this topic soon), there's an AUG with a reflex sight that has a lot of bullets. It is quite relatively powerful to some other guns and the large magazine plus the backup bullets are very useful. It is easily one of the best guns off the walls. I suggest staying here until everyone has plenty of points (or if the zombies keep getting tougher). Remember that lever? It turns on the power. Pull it and your life just got crazier. There are many strategies for what follows. This is where things get very, very complicated and, in the end, things are all up to you. Time to end the guide. See ya. . . . \|/ `--+--' /|\ ' | ' | | ,--'#`--. |#######| _.-'#######`-._ ,-'###############`-. ,'#####################`, /#########################\ |###########################| |#############################| |#############################| |#############################| |#############################| |###########################| \#########################/ `.#####################,' `._###############_,' `--..#####..--' No, I was kidding. First off, I'll describe basically what the power lever does: _____________________________________________________________________________ /Effect of Power Lever ============================================================================== |~Opens the curtain in the Theater room, thus opening up the second, larger | part of the Theater |~The door connecting the lobby and the Theater is now open |~Zombie crawlers are now officially spawning |~Everything that said something like "You must turn on the power first" is |now usable, including the teleporter, perks, and traps; see corresponding |sections ============================================================================== \_____________________________________________________________________________ Once the big curtain opens, you'll find yourself facing a ruined theater room. You were backstage before. On the stage, there is a pedestal and on top of that is a Sentry Gun. It only costs 1000 points (1500 in HD versions) and runs for about 30 seconds, but for now, it is only a waste of points that you can use for something more important. There is also a large, blue thing that you and other teammates can step into. This is the Teleporter (look at the corresponding section). There are two stairs leading off of the stage and onto the ground. To your left and right are two new windows, but that's the least of your worries. There is a huge ruined area, and in the middle is a narrow pathway. In the ruins, both types of zombies spawn without barriers, although they only come out of this area in a couple of places. Down that pathway is a newly opened doorway that leads to the back of the Lobby, the room you started off in. Right before that door, there is a corner with the most important perk, the Juggernog. I like to call this corner the Juggernaut Corner. Please note that you should use the Sentry Gun when you are under pressure, when you need some cover (ex: some goes down or you need some time to do something), when you're in later rounds, etc. Remember this option later on. First off, there is the matter of the teleporter. I suggest linking it ASAP (if it's safe). You don't have to use it, but keep in mind you can use it. Now, will you go through it first or get the Juggernog, which doubles the damage you can take on without going down? I suggest using the Teleporter first only if you have a Ballistic Knife, Crossbow, or your good ol' pistol. ~Ballistic Knife PaP'd: Instant reviving blades if you shoot one at somebody. You have 10, one at hand and 9 in reserve. You do not get any back after reviving somebody. You have to get max ammo. ~Crossbow PaP'd: You basically shoot freakin' monkeys. Just as useful as monkeys, if not more (look at the Monkeys section). ~Pistol PaP'd: See the section by the name of Mustang & Sally. All of these are useful in their own aspects once PaP'd and are bad weapons to have normally. But, if you don't have these guns to PaP, then use the Teleporter only if it's the last thing you can do (which it should NOT be) or if you run out of ammo. However, most experts ONLY use the teleporter when you need ammo, including for these weapons. It saves ammo later on, big time. One more tip is that, at the end of every round, try to get a last zombie that you guys don't kill. Just keep an eye on it and run around, repairing barriers, getting ammo, going to the mystery box, whatever you need. One person can lead the zombie off and go in circles with it while the others do whatever. When someone else is finished, another person can take this person's place by going nearer to the zombie than the other guy. The zombie will start to follow this new person while the other person does whatever he needs. To do the above strategy, you generally need a crawler, a legless zombie, or a slow zombie. To make a zombie legless, cook a grenade and throw it near their legs. This is also called "create-a-crawler" and happens very often with explosive-like weapons and the ray gun. Now, there are several strategies to be used. This is where the Additional Strategies section comes in handy. Read it for other strategies to use. There are three big ones; Stage Dancing, Going In A Circle, and Juggernaut Corner. I will only discuss the last two. Note: Don't forget, you can do both strategies one after the other whenever you want (until the Juggernaut Corner strategy gets unusable) for different times. Also, remember there are also other (even better) variations or additions in the Additional Strategies __________________ /******************\ | Juggernaut Corner: | \******************/ This is a very general and easy to learn strategy, but it won't work for too long. The success depends on the teamwork between partners. You can go all the way up around Round 20s in this strategy if you do it nice and right. As the name says, this strategy takes place in the Juggernaut Corner, the one I described a little bit ago. In this corner, there is a machine called Juggernog (read the Perks section) and a bowie knife. Buy juggernog if you can. This can help you run past hordes of zombies without dying if you don't get stuck between them. Bowie knife simply replaces your regular knife with a bigger, more powerful knife that is basically a one-hit kill from Rounds 1-11 and is one-hit kill to dogs all the way up to the third dog round (thank you Black Ops Wikia). However, buy the Bowie knife only when you can spare to do so and if it is your highest priority for the moment in terms of points usage. The main point of this strategy is to defend yourselves in this corner ___________________________________ / Juggernaut Corner Zombie Spots: \ | (Simpe & Straight) | \___________________________________/ ============================================================================== |~Zombies can ONLY come from ahead |~Zombies will walk through the wall that has the bowie knife ONLY if the game | glitches/lags. Blame your host XD ============================================================================== This is REALLY simple. Your main point is to defend yourself and shoot those guys before they come in. However, there IS a proper way to do this and not to die. _____________________________________________________________________________ /Proper Juggernaut Corner Strategy ============================================================================== |->Simply put: two guys in the front and two guys in the back |-->DO NOT BACK UP COMPELTELY WITH THE CORNER'S CORNER WALL!!! |~Guys in the front placements: | One guy flush with the corner of the wall that bends sharply, although | They shouldn't be past the corner. The other person in the front should | be to the left of the other front person, but move all the way to the | left. Both these guys should be crouched (NOT PRONE), and when being faced | with a huge horde of zombies that are very close, move back but not all | the way. Juggernog helps a lot, and the bowie knife can, too. |~Back people placements: | You have more freedom for your job. You can move and aim as you want, but | remember to be behind the front line of people. Shoot at all times if it | is more useful then not to shoot. |~Misc. Note #1: | Everyone should shoot whenever you can, since if you don't, the front | people may die. However, make sure you don't waste your bullets too much | or have a backup gun or such. |~Misc. Note #2: | People with explosives or with the thunder gun should go to the back since | they can either kill themselves or they can help out in critical | situations. |~Misc. Note #3: | The thunder gun is a huge advantage to have. Once you get it, go to the | back of the line and DO NOT WASTE AMMO! Try to only use it when you need | to. This is probably the most important gun to have. |~Misc. Note #4: | The problem with prone is that you can't move easily, thus making you a | big liability and open to zombies |~Misc. Note #5: | Watch out for incoming zombies from the right, although the nearby trap | can save you from worrying for a little while |~Misc. Note #6: | Get juggernog whenever you can, and if you have the bowie knife, you can | also use that if zombies get too close |~Misc. Note #7: | If you see a power-up, you can always rush for it, but be aware of | incoming zombies. Try to clear near zombies up before rushing for it |~Misc. Note #8: | If you see a Max Ammo nearby, you can try to immediately get it, but | waiting to reload might be a good idea. These guys are going to seem very | scarce now ============================================================================== \_____________________________________________________________________________ Once your team is ready, you guys can also run around and leave. You can get additional points (and save a one-time killing zombie rush) by boarding up all the windows you can at the end of a round. If you need to use the teleporter, try to do it at the end of a round. Some things to keep in mind: ~Try to tell others if you're reloading. This helps warn your teammates. (This kind of thing only works with a mic) ~If you run out of bullets, move to the back or get some bullets when possible. You are going to be completely useless if you have nothing else ~Throw grenades when you see zombies. You don't have to necessarily cook if you don't want to. Try to throw it in the area where zombies are going to come in groups, such as the open area in front of the corner you're in. You can also save bullets by throwing a well-timed grenade. Remember, you get more after each round. ~If you buy claymores, you can use them as well. The first two should be behind everyone so that you have a safe area to back up into. Keep in mind that only back up if you need to or you'll be wasting the claymore(s). I don't suggest wasting them by putting the zombies in front of the corner where zombies will certainly die early on. You can also put them in safe places you can later run to if necessary or keep them just in case; your choice. That is the basic meat of the strategy. Don't forget to know your limits and run out at the right time. __________________ /******************\ | Going In A Circle: | \******************/ This is a very basic strategy. As the name implies, all you do is go around the map in a circle. Even though this may sound easy, it isn't if you're not careful. This strategy in a nutshell: ~Go through open doors ~Kill zombies whenever logically possible ~Keep the cycle going and don't die Let's say you went upstairs first and went all the way around without opening any other doors. This is perfect since you can run around in that half-circle of the map. Simply go to a room, kill some incoming zombies, turn around, run, rinse and repeat. Remember to repair barriers as you can, since you can turn around and repair them. However, zombies WILL spawn in the room you're in, especially if all the players are moving together. Move from room to room. Let's take the above situation where you used the upstairs pathway. Go into that first room (zombies come from too many directions in the Lobby), look around, shoot at zombies, and then move to the next room. The time you stay in each room depends on how exactly you are doing. That first room upstairs is quite big and zombies spawn all over freely. You might not stay here long, for the fear of zombies overrunning you. The next room is big, and if you guys stay on the bottom of this room, all the barriers will open, including one in the room ahead. Important Note: The game may make zombies spawn ahead, behind, and in the same room so be prepared for anything. The exact spawning points depends on your location amongst other things. Also, take note that if you go too fast, zombies you left behind will be waiting for you since zombies usually take the closest path to a player. Learn this type of pattern and you'll learn how to do it right. By the way, if you go through the downstairs path, in the stairs that connect the Back Room and the Theater, RUN. You can very easily get trapped and die. Also, make sure you don't open the rest of the doors on a sudden urge. Those rooms can be where you back off to if you're trapped, which is a very nice strategy later on. Only open them early on if you MUST get the mystery box or something similar; if you can help yourself, don't open the doors. One last thing to understand. Remember, camping and running work, but sometimes it may be better to do both. Camping doesn't always work and running around works a whole lot less if you don't have juggernog and if you don't have experience. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= For a General Guide, that's that. The Additional Strategies section will add a lot to this. There are some things you can only learn from experience, like improvising in critical situations. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | Additions/Modifications Strategies | | [A1M1S] | \ / This is the section where I discuss small modifications or additions that I intentionally skipped over for varied reasons. Don't follow these if you haven't learned the basic strategies yet. More to come as I can remember them. ______________________________________ / \ |When You First Open A Door Alternative: | =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is quite simple, although it lessens the amount of teamwork you do, which may or may not be a good thing. Simply put, when you finally open a door from the lobby. Buy a nice gun and come back to the Lobby. Just shoot all the zombies that come out and take care of them all. The positives to this is that you don't have to rely on your teammates. You can rely on your own skill. If your teammates are terrible, this may be a good idea to do. They can do all they want, but you'll still be alive. Good to do with randoms that don't play well. The bad side to this is that your teammates may face more trouble because they are all by themselves. Also, if you die, there is a low chance of being revived. _____________________________________________________________ / \ |If the Round # is 10 or less when you first turn on the power: | +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ If this is the case, then there is an easy strategy to use. This revolves around the Bowie Knife. When you first turn on the power, go straight to the Juggernaut Corner. Buy the Bowie Knife, which is the most important thing to buy. Then buy the Juggernog, if you can. Don't worry, even though this takes up 5500 points. You now have a one-hit knife and you can stop worrying about dying easily. Run around and knife all the zombies you see. Try to pull out your lightest gun or the ballistic knife, which works best with this. You knife faster with these weapons. Go around, knifing zombies. They'll all die with one hit and crawlers won't let out any gas. Watch out; don't let yourself get trapped and if you see too many in a row, take out a good gun and shoot. Remember, you are NOT invincible and it sucks to get down and lose Juggernog. _____________________________________________________ / \ |While Your Team Does the Juggernaut Corner Strategy... | =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Run off by yourself, doing the Going In A Circle strategy. This is pretty simple, but has many disadvantages. 1) Pretty hard to survive by yourself without going down 2) If you go down, there is a low chance of getting revived. 3) You can't help out your partners in any way _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 4. Crucial Exempted Topics | | [1CET1] | \ / In the General Guide, I made sure I skipped certain topics that would just make the guide drag on. Some topics are such as the specifics of the Teleporter and Pack-a-Punch machine, the mystery box, and the enemy types. If you don't read these, than you are at a big disadvantage. Also note the Easter Eggs section. It includes all the easter eggs I discover, including the film reels and the meteor fragments. This is a list of all the subsections here: _____________________________________________________ | 4. Crucial Exempted Topics | | ~Gaining and Maximizing Points | | ~Enemy Types | | ~Killing Zombies Efficiently | | ~Obtaining Weapons and Ammo | | ~Weapons List + Locations + More | | ~Power-Ups | | ~Dog Rounds | | ~Mystery Box | | ~Cymbalic Monkeys | | ~Pack-a-Punch Machine | | ~Teleporter | | ~Traps | | ~Map Detailed Descriptions | | ~Mustang & Sally | | ~Down and Downed Weapons | | ~Perks | | ~Easter Eggs | | ~Wii Patch Changes | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is a list of what I recommend you to read for whatever you wish to be: (Each of these includes anything mentioned before) __________________________________________________ /Barely Being Above A Newbie (core things to know): ~Enemy Types ~Obtaining Weapons and Ammo ~Power-Ups ~Dog Rounds ~Mystery Box ~Teleporter ~Perks ________ /Amateur: ~Cymbalic Monkeys ~Pack-a-Punch Machine ~Traps _____________________________ /Above Amateur (Nearly Expert: ~Gaining and Maximizing Points ~Killing Zombies Efficiently ~Mustang & Sally ~Down and Downed Weapons _______ /Expert: ~Weapons List + Locations + More ~Easter Eggs _______ /Master: ~Reading EVERYTHING thoroughly _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Gaining and Maximizing Points | | [G1MP1] | \ / A big thing about Zombies is running out of points and trying to save some. When I play amongst noobs, I sigh with pity at them. They do all the wrong things to get the most points, which is useful later on. I usually have half the kills of a noob (if the noobs can kill without dying) and more points, both total and what I have on me. To start it off, this is a list of points gotten from attacking normal zombies, crawlers, and dogs. Note: I thank specifically to the Black Ops wikia for this list. ============================================== ~Non-lethal Hit: 10 Points ~Kill by Arm/Leg Hit: 50 Points ~Kill by Explosives/Similar Weapons: 50 Points ~Kill by Torso Hit: 60 Points ~Kill by Headshot: 100 Points ~Kill by Knife: 130 Points ============================================== ========================================================================== For Reference: ~First three rounds = # of knifing hits to kill (pattern doesn't continue) ~Damage is greatest in the head ~Round 4 = 3 knife hits to kill, Round 5 = 4 knife hits to kill ========================================================================== As you can see, every time you hurt a zombie without killing them, you get 10 points. Bullets to the respective body parts give you however many points while finishing off a zombie with knifing gives you a 130 points. Now, explosives and the like (including thundergun, grenade, and Mustang & Sally) only give you 50 points. To maximize points in the Early Rounds, try what I mentioned before: ~Shoot the zombies multiple times with your pistol, preferably the legs and arms ~Finish off with your knife ~Rebuild barriers until the max points than let the zombie(s) live until your barriers are almost or completely gone. Finish the zombie off before they go on a rampage (inside or right outside the window doesn't matter; depends on how experienced you are). You'll get 10 Points for every time a bullet hits a zombie and than you'll get 130 points for knifing the undead dead. However, remember that you have a limited amount of bullets in that pistol. You may want to save them for later just in case (still shoot some), wait for a mass of zombies so at least some bullets will hit more than one zombie (remember to repair the barrier while shooting or waiting to shoot), or wait for a very useful X2 Power-up. Also note that you can let out zombies orderly and periodically to try for a power-up. Don't forget to weaken them first if possible and if it's useful for the overall situation. ___________________________ /***************************\ | X2 Power-up (Early Rounds): | \***************************/ You can earn a whole lot of points when you get a Double Points power-up. Remember, every shot is 10 points normally and a knife 130 normally. When you get X2 Points, every shot is 20 points and a knife 260. This means a whole lot of points early on (excluding the barrier repairs). Try to keep shooting all the zombies possible and than knife them to finish them off. This will net a relatively massive amount of points if you get enough zombies. (Try not to go crazy and steal someone else's kill; it lessens teamwork, trust, and such. Also makes you look like a complete idiot) Now, what about after the Early Rounds? What now? It's pretty simple. If you can help yourself to a barrier and not endanger yourself or the team by doing this, you can TRY the strategies above. However, you will most likely endanger the team by wasting time on a single group of zombies while everyone else may need your help. Also, zombies may sneak up on you. Normally, you probably will be aiming at hordes of zombies or the such. I suggest learning to aim at their heads. You will kill them easily, net more points than usual, and save ammo. Unless you have the pistol (and is safe to use it) or have a reason not to care of why to waste ammo (you're about to trade off the gun for example), than waste all your bullets on other body parts than the head. However, you still may not get the same amount of points as if you shot them in the head (unless you're using the pistol to net bonus points since you have it for some reason). Throwing grenades is certainly not a way to maximize points, but it may be essential when there is a large group of zombies and you need to take them out. Try to repair barriers whenever you pass them. This is good both for the sake of getting points and for later. When you go through a room, zombies won't easily and speedily get out and you'll meet zombies at an easier rate. _____ /*****\ | Dogs: | \*****/ Dogs can easily be used a point gainer, especially if you know a few certain locations I will not talk about. Even though this strategy may get you lots of points, it is very risky. If you have your pistol, which you may on the first dog round, shoot them as much as you can without getting hurt. This also saves bullets for your other guns, although you're getting max ammo at the end. They are terrible at corners, which can be used to your advantage. You can also try finishing them off with a knife for even more points. If you use a normal gun, try to shoot them in the head for headshot points. This will be hard since they move quite fast and crazily, especially if they go around corners. You can also run around repairing barriers for points. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Enemy Types | | [1ZET1] | \ / There are three main types of enemies, normal zombies, zombie crawlers, and hellhounds (dogs). _______ /*******\ | Zombies | \*******/ These are your average zombies. They are in a Nazi uniform. They also act differently. Some walk or limp very slowly (although some may run after seeing you or getting hurt), march like a stereotypical zombie, run, or anything inbetween. Basically, they are either slow, normal, or fast. The fast ones can get really fast and get you down quite easily. Try to kill these guys quite fast or they may kill you and your teammates. Their speed also reflects how fast they break barriers. Remember, you can create-a-crawler. Simply put, you throw explosives near their legs (or shoot the ray gun at their legs) and they'll lose their legs. This makes them very slow, but watch out: they're still dangerous. _______________ /***************\ | Zombie Crawlers | \***************/ These are the guys who appear only after turning on the power. They crawl down the walls in seemingly random places. They are much shorter than the regular zombies and also have speeds. They spawn without breaking any barriers since they crawl down walls down certain places. When killed normally, they explode and emit a green cloud called Nova Gas, so beware of letting them get too close. The explosion will damage you if not kill you and the green gas will blur your vision and damage you a little bit if you stay near it too long. They will not release Nova Gas if you kill them with a knife (bowie knife is good for this), ballistic knife, ray gun, thundergun, explosives, or when they're crawling on walls. Their explosion can be useful because it also damages nearby zombies You can kill the crawler in a pack of zombies to kill nearby zombies, although the explosion is not necessarily a one-hit kill. You can also leap over them if you run and jump. You better hope you have juggernog just in case you fail miserably. _________________ /*****************\ | Hellhounds (Dogs) | \*****************/ These creatures are basically zombified dogs that are usually blazing with fire. They appear anywhere from 6-8 rounds or even 4-6 rounds. They appear with a burst of lightning and a rumble, which can help let you know where they are and when they spawn. They run at you when they see you. The last hellhound (or dog as I like to call them) gives you a max ammo power-up every time, so in later rounds they are useful for the sake of getting ammo when you have none for guns you can't get ammo for. Dogs are also usually bad at taking wide turns. You can go around things, such as a table, without usually dying, but they do dash fast forward a lot. The dogs also give you points similarly to the other enemy types. The dogs also attack fast if they get the chance. If there's a pack attacking you and they surround you, you better hope that you get to live. Shotguns are considered the best dog killer if you're experienced with a shotgun... which I'm not. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Killing Zombies Efficiently | | [1KZE1] | \ / This section is all about killing zombies efficiently. In a nutshell, to basically kill zombies efficiently is to save ammo, kill zombies quickly in most situations, and such. If you read the entire guide, you will easily kill them efficiently, but this section is simply to list what I didn't list anywhere else and to quickly summerize small topics that is related to this section. In later rounds, ammo is a severe problem. You will also face huge hordes of zombies you must kill quickly. If you read the rest of the guide, and remembered it, you would know most of the things I will mention. To save ammo and time normally, aim for the head. You will kill the zombie much faster, which will save bullets. Also, if you see a crawler amongst other zombies, kill the crawler to damage the other zombies and hopefully kill them. You can also throw grenades, but it is best when cooked. You can also save ammo if you time an uncooked grenade well with when zombies will be in range of it. By the way, you should already know that shotguns do the most damage they can from up close. When using explosives, like the Crossbow or M27 Law (rocket launcher), make sure you have enough room and time to back off and shoot. If you use a rocket launcher, don't waste the ammo for only one guy. At least try to get a bunch of zombies together so you kill them all at once. Sweet weapons, such as the Thundergun and Ray gun, should be saved if possible. Switch to your other gun and switch back to the sweet weapon when you either run out of ammo or if needed in some other precise situation. Try to rationalize (AKA think before acting) when to use certain weapons. Some examples: ~Use monkeys when you need them only; read the appropriate section ~Same thing with the PaP'd crossbow ~Throw grenades when there are many zombies massed together or when you run out of bullets ~The LAW (the rocket launcher) often lets out black smoke, which can obscure your view and thus makes you vulnerable to rushing zombies Try to kill zombies as quickly as possible in the later rounds. This will help save ammo, as mentioned before, but will also save time and give you and your team more time to reload, strategy, and such. Know when to kill zombies fast or such. In the early rounds, learn to determine when to finish off the zombies instead of investing in points or such. One big rule: learn by experience. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Obtaining Weapons and Ammo | | [OB1WE] | \ / This section describes all about obtaining weapons and ammo for them. Yes, this explains a few important basics. Split into two sub-sections: Obtaining Weapons and Obtaining Ammo. Here's a small description of the details given while aiming at a wall weapon. Wall Weapon's Info: ~Weapon's Name - Obviously the name of the gun on the wall ~Price of the Gun - How much the gun costs to buy (in points) ~Price for Ammo - Price to get ammo ~Price for Upgraded Ammo - Price for ammo after you PaP the gun _________________ /*****************\ | Obtaining Weapons | \*****************/ If you even played Kino der Toten yet, you would know you start off with a pistol. You can then buy from the wall; there are shadows that represent a gun (or bowie knife). If you point at these shadows, you will see the gun's name, the priceof the gun, the price for ammo, and the price for upgraded ammo. To obtain a weapon, hold A (or the action button) while pointing at the weapon's shadow. The gun will go over the current weapon's slot, unless you have only one gun (AKA when you start out or when you die completely and then come back). The only other place you can get weapons from (other than grenades) is from the mystery box. Simply hold A while pointing at the mystery box and you will use the mystery box. When the box picks a weapon, switch to the weapon that you wish to switch to and hold the A button. Note: Monkeys and claymores don't take up your two weapon slots. ______________ /**************\ | Obtaining Ammo | \**************/ If you bought a gun from the wall, you can simply get ammo from going back to the same weapon shadow and press A while pointing at it. Even if you PaP a gun from the wall, then you can also go back to the same weapon shadow. However, the ammo will cost much more. If you got a mystery box-only weapon, then you can only get ammo from a Max Ammo power-up. Monkeys also get refilled from Max Ammos. You get two grenades at the start of each round if you don't have max grenades. You also get a refill of claymores (2) at the start of each round if you have less than two in reserve. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Weapons List + Locations + More | | [W1LL1] | \ / This is a list of all the weapons in the map, Kino der Toten. It is listed by the following shooting types: ~Fully Auto ~Semi Auto ~3-Burst Fire ~Pump Action ~Single Shot ~Other I will list the following information for each: ~Name ~Maximum Rounds Size (Clip size/Reserve ammo) ~Type of Gun ~Location ~PaP'd Gun Name ~PaP'd Special Effect ~Extra Info ~Max damage per zombie (MPZ) ~Etc. Note that Gamefaqs users MasterPoker and SovietSpy44 helped me out, and so did the following links: http://callofduty.wikia.com/wiki/Pack_a_punch#Effects_on_Weapons_in_Black_Ops http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php The first link can give you exact PaP effects in terms of sights and effects, and also recommends perks. Check it out I heavily used the second link, which was very vital for this section. Oh, and this is a note on MPZ straight from the second link: =+=+=+=+=+=+=+=+=+=+=+=+=+=+ MPZ - Max damage per zombie. This column was calculated by taking the maximum damage the weapon will do by a direct hit (to the location with the highest damage multiplier) and add any splash damage (inner), if any. This is often the BEST indicator of how good a weapon will be. =+=+=+=+=+=+=+=+=+=+=+=+=+=+ Note: MB = Mystery Box __________ /**********\ | Fully Auto | \**********/ ____________________________________________________________________________ /============================================================================\ |----------------------------------AK47u-------------------------------------| ============================================================================== | Maximumum Ammo: 20/160 | Type: SMG | | Location: Alley | MPZ: 480 | ============================================================================== | PaP'd Name: AK74fu2 | | PaP'd Maximum Ammo: 40/280 | PaP'd MPZ: 950 | | PaP'd Effects: Increased damage, precision sights | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |-----------------------------------AUG--------------------------------------| ============================================================================== | Maximumum Ammo: 30/270 | Type: Assualt | | Location: MB + Theater (under pedestal) | MPZ: 560 | ============================================================================== | PaP'd Name: AUG-50M3 | | PaP'd Maximum Ammo: 30/390 | PaP'd MPZ: 1000 | | PaP'd Effects: Increased damage, masterkey (shotgun) attachment | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |--------------------------------Commando------------------------------------| ============================================================================== | Maximumum Ammo: 30/270 | Type: Assualt | | Location: MB | MPZ: 600 | ============================================================================== | PaP'd Name: Predator | | PaP'd Maximum Ammo: 40/360 | PaP'd MPZ: 1000 | | PaP'd Effects: Increased damage, dual mags attachment | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |---------------------------------FAMAS--------------------------------------| ============================================================================== | Maximumum Ammo: 30/150 | Type: Assualt | | Location: MB | MPZ: 400 | ============================================================================== | PaP'd Name: G16-GL35 | | PaP'd Maximum Ammo: 45/225 | PaP'd MPZ: 750 | | PaP'd Effects: Increased damage, precision sight | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |---------------------------------Galil--------------------------------------| ============================================================================== | Maximumum Ammo: 35/315 | Type: Assualt | | Location: MB | MPZ: 600 | ============================================================================== | PaP'd Name: Lamentation | | PaP'd Maximum Ammo: 35/490 | PaP'd MPZ: 1100 | | PaP'd Effects: Increased damage, precision sight | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------HK21--------------------------------------| ============================================================================== | Maximumum Ammo: 125/500 | Type: Assualt | | Location: MB | MPZ: 450 | ============================================================================== | PaP'd Name: H115 Oscillator | | PaP'd Maximum Ammo: 150/750 | PaP'd MPZ: 630 | | PaP'd Effects: Increased damage | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------MP40--------------------------------------| ============================================================================== | Maximumum Ammo: 32/192 | Type: SMG | | Location: Foyer | MPZ: 400 | ============================================================================== | PaP'd Name: The Afterburner | | PaP'd Maximum Ammo: 64/192 | PaP'd MPZ: 1000 | | PaP'd Effects: Slightly increased rate of fire, increased damage | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------MP5K--------------------------------------| ============================================================================== | Maximumum Ammo: 30/120 | Type: SMG | | Location: Dressing Room | MPZ: 400 | ============================================================================== | PaP'd Name: MP115 Kollider | | PaP'd Maximum Ammo: 40/200 | PaP'd MPZ: 700 | | PaP'd Effects: Increased damage | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |-----------------------------------MPL--------------------------------------| ============================================================================== | Maximumum Ammo: 24/120 | Type: SMG | | Location: Lower Hall | MPZ: 400 | ============================================================================== | PaP'd Name: MPL-LF | | PaP'd Maximum Ammo: 40/200 | PaP'd MPZ: 700 | | PaP'd Effects: Increased damage, precision sight | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------PM63--------------------------------------| ============================================================================== | Maximumum Ammo: 20/100 | Type: SMG | | Location: Upper Hall | MPZ: 400 | ============================================================================== | PaP'd Name: Tokyo & Rose | | PaP'd Maximum Ammo: 25/225 | PaP'd MPZ: 700 | | PaP'd Effects: Dual wield, increased damage | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |--------------------------------Ray Gun-------------------------------------| ============================================================================== | Maximumum Ammo: 20/160 | Type: Wondergun | | Location: MB | MPZ: 1500 | ============================================================================== | PaP'd Name: Porter's X2 Ray Gun | | PaP'd Maximum Ammo: 40/200 | PaP'd MPZ: 2000 | | PaP'd Effects: Damage multipliers increased by two | \____________________________________________________________________________/ _________ /*********\ | Semi Auto | \*********/ ____________________________________________________________________________ /============================================================================\ |--------------------------------CZ75 Dual-----------------------------------| ============================================================================== | Maximumum Ammo: 12-12/228 | Type: Pistol | | Location: MB | MPZ: 525 | ============================================================================== | PaP'd Name: Calamity & Jane | | PaP'd Maximum Ammo: 20-20/320 | PaP'd MPZ: 1050 | | PaP'd Effects: Increased damage, fully automatic | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |-----------------------------------HS10-------------------------------------| ============================================================================== | Maximumum Ammo: 6/36 | Type: Shotgun | | Location: MB | MPZ: 1280 | ============================================================================== | PaP'd Name: Typhoid & Rose | | PaP'd Maximum Ammo: 8-8/80 | PaP'd MPZ: 2400 | | PaP'd Effects: Increased damage, dual wield | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |------------------------------------M14-------------------------------------| ============================================================================== | Maximumum Ammo: 8/96 | Type: Assualt | | Location: Lobby | MPZ: 315 | ============================================================================== | PaP'd Name: Mnesia | | PaP'd Maximum Ammo: 16/192 | PaP'd MPZ: 1200 | | PaP'd Effects: Increased damage, grip | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |-----------------------------------M1911------------------------------------| ============================================================================== | Maximumum Ammo: 8/80 | Type: Pistol | | Location: Starter gun | MPZ: 70 | ============================================================================== | PaP'd Name: Mustang & Sally | | PaP'd Maximum Ammo: 6-6/50 | PaP'd MPZ: 1200 | | PaP'd Effects: Dual grenade launchers | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------Olympia-----------------------------------| ============================================================================== | Maximumum Ammo: 2/38 | Type: Shotgun | | Location: Lobby | MPZ: 640 | ============================================================================== | PaP'd Name: Hades | | PaP'd Maximum Ammo: 2/60 | PaP'd MPZ: 2400 | | PaP'd Effects: Increased damage and range, decreased reload time | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |----------------------------------SPAS-12-----------------------------------| ============================================================================== | Maximumum Ammo: 8/32 | Type: Shotgun | | Location: MB | MPZ: 1280 | ============================================================================== | PaP'd Name: SPAZ-24 | | PaP'd Maximum Ammo: 24/72 | PaP'd MPZ: 2400 | | PaP'd Effects: Increased damage, reloads in one shell, fully automatic if | | trigger is held | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |--------------------------------Thunder Gun---------------------------------| ============================================================================== | Maximumum Ammo: 2/12 | Type: Wondergun | | Location: MB | MPZ: N/A | ============================================================================== | PaP'd Name: Zues Cannon | | PaP'd Maximum Ammo: 4/24 | PaP'd MPZ: N/A | | PaP'd Effects: Increased damage, affects larger areas | \____________________________________________________________________________/ ____________ /************\ | 3-Burst Fire | \************/ ____________________________________________________________________________ /============================================================================\ |------------------------------------M16-------------------------------------| ============================================================================== | Maximumum Ammo: 30/120 | Type: Assault | | Location: Theater (back area) | MPZ: 400 | ============================================================================== | PaP'd Name: Skullcrusher | | PaP'd Maximum Ammo: 30/270 | PaP'd MPZ: 750 | | PaP'd Effects: Fully automatic, increased damage, gets a grenade launcher | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |------------------------------------G11-------------------------------------| ============================================================================== | Maximumum Ammo: 48/144 | Type: Assault | | Location: MB | MPZ: 400 | ============================================================================== | PaP'd Name: G115 Generator | | PaP'd Maximum Ammo: 48/288 | PaP'd MPZ: 750 | | PaP'd Effects: Increased damage, no sway in scope, fully automatic | \____________________________________________________________________________/ ___________ /***********\ | Pump Action | \***********/ ____________________________________________________________________________ /============================================================================\ |---------------------------------Stakeout-----------------------------------| ============================================================================== | Maximumum Ammo: 6/54 | Type: Shotgun | | Location: Foyer | MPZ: 1280 | ============================================================================== | PaP'd Name: Raid | | PaP'd Maximum Ammo: 10/60 | PaP'd MPZ: 2400 | | PaP'd Effects: Reloads 2 shells at a time, increased damage and range, grip| \____________________________________________________________________________/ ___________ /***********\ | Single Shot | \***********/ ____________________________________________________________________________ /============================================================================\ |-----------------------------Ballistic Knife--------------------------------| ============================================================================== | Maximumum Ammo: 1/4 | Type: Special | | Location: MB | MPZ: 750 | ============================================================================== | PaP'd Name: The Krause Refibrillator | | PaP'd Maximum Ammo: 1/9 | PaP'd MPZ: 3000 | | PaP'd Effects: Decreased reload time, increased damage, revives teammates | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |---------------------------------Crossbow-----------------------------------| ============================================================================== | Maximumum Ammo: 1/13 | Type: Crossbow | | Location: MB | MPZ: 150 | ============================================================================== | PaP'd Name: Awful Layton | | PaP'd Maximum Ammo: 1/12 | PaP'd MPZ: 900 | | PaP'd Effects: Increased damage, attracts zombies | \____________________________________________________________________________/ ____________________________________________________________________________ /============================================================================\ |---------------------------------M72 LAW------------------------------------| ============================================================================== | Maximumum Ammo: 1/20 | Type: Rocket Launcher | | Location: MB | MPZ: 320 | ============================================================================== | PaP'd Name: M72 Anarchy | | PaP'd Maximum Ammo: 10/40 | PaP'd MPZ: 600 | | PaP'd Effects: Increased damage, no need to aim down sights to fire, | | becomes semi-auto | \____________________________________________________________________________/ Please take note that this includes only the Wii version guns. By the latest patch, you can get the AUG from the mystery box and you can see other guns while the box rotates through guns, although you can't get these new guns. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Power-Ups | | [1POW1] | \ / There are several power-ups in zombies and they have various abilities. To get a power-up, the zombie must be outside of a barrier (or non-reachable area) and kill them. The game randomly gives out power-ups (certainly on a percentage value for a round range). You can also get one from after teleporting, in the second room you go to, but there is a random chance of getting one. By the way, dogs do not give you anything but the max ammo and that's only the max ammo. Oh, and if you do not get power-ups, they will disappear after a while. Power-ups will also glow green, will fade while disappearing, and there will be a distinctive sound when one appears. Images at http://callofduty.wikia.com/wiki/Power-Ups_%28Nazi_Zombies%29 (at the bottom and yes, I did use this page for information) ______________ /**************\ | Power-Ups List | \**************/ ~Max Ammo (looks like an ammo can) - Gives all not downed players full ammo. This does not refill the ammo you are currently using (ie: your current magazine) so try to reload before hand. If you have no ammo period, than you will get full reserve ammo but no round ammo. You have to reload and it will be as if you wasted one entire round. Max ammo also refills your grenades and gives you monkeys if you got them from a mystery box already. If you are downed, it will refill your ammo and grenades for being downed, but when you get up, you will have no refilled ammo at all. Try to revive teammates before getting this power-up. ~Insta-Kill (looks like a skull) - All hits to an enemy will instantly kill them. Very useful in dire situations. If you can (especially if you have juggernog), knife instead of shooting. You will save ammo this way plus get 110 points for knifing. You will rarely, if ever, have insta-kill on dog rounds. You have to get it while the round is changing. Very easy to mow down enemies and sometimes people will run off, killing as many zombies as possible and repair barriers. This is fine to a certain degree but watch out when going too far; when the insta-kill fades, you may be in a very bad position. All kills will seem like headshots, since heads explode with insta-kill on. ~Double Points (a big X2) - Simply enough, it doubles points for most things. The BO wikia says that it does not affect points gained from the Nuke and Carpenter power-ups, although people have reported getting 800 points before with a nuke. Very useful if used properly. ~Nuke (looks like a blimp or a fat missle) - Destroys all zombies to a certain range (and a certain number) and usually gives 400 points. It will not give any points if zombies aren't killed by it. This is very useful in the fact that it kills many zombies. However, you may want to save this for a bit if you want to get points by shooting at zombies. ~Carpenter (looks like a hammer) - It repairs all barriers and gives you 200 points if any barriers were boarded up. Useful to help calm the rate of zombie hordes. ~Fire Sale (looks like a big tag) - All mystery boxes are spawned and all of them only cost 10 points. Very, very useful. But watch out, this doesn't last for long. If you use a mystery box very soon after getting this power-up, you have enough time to use the mystery box twice, and that's only with the mystery box working past the fire sale power-up time. The music is a good indication of when Fire Sale starts and when it's about to go away; it fades when the time limit is nearly spent. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Dog Rounds | | [D0O0G] | \ / Note: Reading the description of dogs in the section Enemy Types is a smart idea. I describe quite a few tips there. ~Dogs come from a range of 6-8 rounds or 4-6 rounds. This is not a definite round range; it all depends on how you play and what the game decides on ~They are a relief for max ammo later on when you need them since the last dog in the round gives you a Max Ammo. ~No zombies spawn at all, no matter the round number. ~There are certain places that dogs cannot hurt you normally, but I will not tell you these places. These are considered dog glitches. ~When the max ammo appears, WAIT UNTIL EVERYONE RELOADS AND IS REVIVED! The max ammo will stay for a while, so there are no worries there. Try to reload all your guns, too. ~Try to stay in an area together or nearby so you can help each other live ~DO NOT bunch up in a tiny corner. You cannot move easily and it will be hard to survive. If a crazed pack of dogs come after you, you most likely will die. ~Shotgun is considered the best gun to use for dogs, but that's only if you do not completely suck with them (like me) _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Mystery Box | | [1MBX1] | \ / This is a magical, slightly blue glowing box that gives you a random weapon for normally 950 points, unless a Fire Sale is in use which will make it 10 points. It is very crucial to use this mystery box since it gives you the best weapons the game can offer you. Note: Short Describtion of Fire Sale: All mystery box spawns and cost 10 points Every room has one spot for it, except the Theater, which since there are two parts. There will be a dark bench with a teddy bear on top and above that will be a map with the entire map of Kino Der Toten. There will be a light representing every location of the mystery box. Once you turn on the power, this map will show you the location of the mystery box by one of the lights lighting up. The mystery box is the only place where you can get many exclusive guns. The Ray Gun and the Thundergun are the most powerful guns you can receive from the mystery box. However, (if the Fire Sale glitch doesn't happen) there are only 3 Ray Guns and 1 Thundergun per game. If someone loses these guns one way or another, the gun returns to the mystery box to be received again. Other weapons from the mystery box may have a limit to them. Some guns are very, very crappy although they may seem nice and may not be important enough to PaP. For example, the CZ75 Dual Pistols is quite nice but it is not worth PaPing since there are much, much better guns to PaP. When you finally find the mystery box, DO NOT HOG IT! Take turns using it. The mystery box takes time to choose a weapon. Others should cover the mystery box and do normal zombie control. If abled, the mystery box user should try to help out but take their gun ASAP. Only use it once in a row if there are others around you. If everyone who wants to uses it uses it, than take your turn again. The mystery box can only be used a certain number of times before the teddy shows up. This will happen when someone uses the mystery box over the limit. The mystery box will seem like it's picking a weapon, but a teddy appears and the box floats and shakes like crazy while the teddy moves skyward. The mystery box is than transported to another location. Oh, and if you run out of ammo, you can use the mystery box as an alternative. Neat Tip: When you start out in the Lobby, you can see if the mystery box is in the room through the door downstairs. You go to the upstairs window where zombies come from. Look through it. If you see a blue (not dark blue, more like translucent, light blue) along the far wall, going from floor to ceiling, the mystery box is in that room. If you don't see it, the mystery box isn't in that room. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Cymbalic Monkeys | | [1MON1] | \ / These are a special type of weapon only gotten by the mystery box. It takes up the button for your secondary grenades (the minus button). You get two of them. These things take longer to arm than grenades but are thrown just like grenades. Once they set down, they will start to glow and make music, which attract the zombies in a certain range over. After a certain amount of time, the monkey will explode, killing as many zombies in its range as possible. Zombies will act normal again. Note: Watch out when it explodes if it's yours; it may kill you Monkeys are very useful in many occasions since all zombies get attracted to it, although it has no effect on dogs. Also, if a friend goes down, you can throw these guys to attract zombies while you try to revive your teammate. You do not need to try the mystery box to get these guys again; max ammo reload these babies up. Also, don't waste ammo shooting at zombies crowding around the monkey. It is a complete waste of ammo, unless there's a huge horde of zombies you know will not die. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Pack-a-Punch Machine | | [PAP0M] | \ / This machine is in the room right after you teleport. It upgrades your weapons for 5000 points, making them more powerful and usually giving them attachments or new effects. The machine is quite easy to find; it is on the opposite side from the open window. There is not enough time for five uses of this machine in one try of a teleporter. Even if everyone moves as fast as possible to use the PaP machine, the fifth time it is used the machine will take your gun but you won't be able to retrieve it; you will teleport to a room. Your gun is thus gone. Period. You just wasted 5000 points and are now lacking a gun. Hold A in front of the PaP machine with the desired weapon you wish to upgrade. The machine will take the weapon and you'll see the weapon disappear. Wait a moment and your upgraded gun will reappear. Hold A and you'll get it. Do these steps fast so others can use the machine before time runs out. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Teleporter | | [TE0LE] | \ / This is the machine that will take you into the projector room, where the PaP machine is located. First off, how to use it. After turning on the power, this will be on the other side of the curtains to your right. It's pretty hard to miss unless you run straight down the middle. You cannot use it before linking it. To link the teleporter: 1) Go inside the teleporter and press A 2) Go all the way back to the Lobby (there is a shortcut down the center) and go on top of the pad you started out on top of; it's in the middle of the room. Press A on top of it. Now you're all ready to go. Just go inside it and press A to teleport. However, after you come back (you will eventually teleport back to the Lobby on top of the pad) the teleporter will have to cool down before another use. Once it cools down (look at the light at the front after using it; it's usually green when you can use it again), go do the linking process all over again. Take note that you don't have to use the teleporter right after using it. I suggest leaving it linked until you want to use it. Oh, and try to link it at the end of rounds. Three quick tips: ~Quick Tip #1: If you have 5000+ and want to PaP a gun, see if someone else has nearly enough. Wait for that person, if logically and smartly possible. ~Quick Tip #2: Don't go along the teleporter by yourself, even if you're the only one who can PaP your gun. Tell the others and rush for the teleporter when possible. You can also teleport downed people; just tell them to crawl into the teleporter. You will all then teleport into the projector room where you can safely revive him/her/them. ~Quick Tip #3: Try to use the teleporter at the end of the round if you want to PaP a gun. This is when it is much safer. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Traps | | [TR0AP] | \ / Once you turn on the power, you might notice various green levers located all around the map. These are traps that are quite interesting to use. They do various things, like make a lightning barrier where if zombies pass through it, they die. These are very helpful, especially in later rounds when masses and masses of zombies appear. However, you may be wasting your money by using it. The levers, like the teleporter, need time to cool down. Also, if you use a barrier, you can't go through it. You can only survive passing through a lightning barrier if you have juggernog. I also consider the Sentry Gun a trap. There are two in the map; one in the Theater room, on top of the pedestal. The other is located at the Foyer, where the MP40 and Stakeout is. (Foyer = The second room through the upstairs path) Remember, not many people often use traps. You can usually easily survive without them earlier on. Use the Sentry Gun in the theater if you need cover, are in the later rounds, or such. Use the traps if it can help you a lot. Think before you use them. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Mustang & Sally | | [MU1SA] | \ / This is my favorite gun =3 Mustang & Sally are dual grenade semiautomatic pistols. They start out with 6 bullets in each pistol with 50 bullets in reserve. When you shoot, you shoot a streaking grenade that explodes on contact. They shoot like normal dual pistols, with Z (Aiming Down the Sights (ADS) button) for the left pistol and B (regular shooting button) for the right pistol. When you reload, you reload the guns only that need reloading (don't have a full round), so you can empty one if needed and then shoot with the other while you reload. To get this gun, you must keep the pistol you start out with (M1911). You must than pack-a-punch it. You'll then get the M&S. However, you can die easily with these guns. These are not for close range use, since you can die so easily with them. It takes time to master how to use them. I guarantee the first time you get them, you'll kill yourself at least once. When using these, Juggernog is highly suggested to get. Oh, and if you can, these are awesome weapons to use if you go down. If there is nothing with a higher priority as a downed weapon (look at the next section), you will take this out and fire it like crazy while defending the person who revives you. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Downed and Downed Weapons | | [DOWE1] | \ / When I say downed, I mean when you go down by an enemy's attack. This is the state I like to call downed or killed. When you are down, you can crawl around and shoot with a downed weapon. Crawling around is useful for getting into a good place to wait to get revived. If you guys are in the Juggernaut Corner, crawl into the safety of your partners so they don't die while reviving you and your other teammates can cover the guy who's reviving you. Downed Weapons is the name I gave for the weapons you pull out when you get downed. Only certain weapons are downed weapons; the ray gun, every pistol (dual or not; you keep duals when downed, unlike multiplayer), ballistic knife, and such. The weapon you pull out depends on a system of priority; if you had both the Mustang & Sally and the Ray Gun, you would pull out the Ray Gun since it has more priority has a downed weapon. When you take out a downed weapon (if you have none, you take out the M1911, your starter pistol), you get bullets. You don't need bullets before dying to get bullets and you don't use your normal bullets while downed. However, you get less bullets than normal. If you have a powerful gun, like M&S or the Ray Gun, cover your friend's back while he/she tries to revive you. Also shoot if there's a zombie approaching, so you can at least warn your partner, even if you have only the M1911. Also, if you pull out the PaP'd ballistic knife (has higher priority than M&S), you can revive a downed teammate. Wait until the zombies chase after the surviving member and than revive your partner. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Perks | | [1PER1] | \ / In Kino Der Toten, there are four perks that give you special abilities. These are very important to survive, especially Juggernog. All the perks last until you go down. You don't have to completely die to lose them; all you have to do is get downed. Once you're up, you'll notice they'll be missing. To see what perks you have, there will be a small icon to indicate that you have that perk. These are actually known as Perk-a-Colas. You have to turn on the power to use them and then you have to buy them. Juggernog is the most important. Quick Revive and Speed Cola are similar in the order of importance. Double Tap Root Beer should be the last perk you get since you can waste a lot of ammo by using it. Name (Cost) - Location and Description ~Juggernaut (2500) - Located in the Juggernaut Corner. For a description of the location, look at the Mid-Rounds+ section. This perk lets you take much more damage before going down. Easily the most important perk of them all. You can run around and not die so easily. It's easier to fight zombies because you don't have to worry about getting hurt just a little bit by one zombie. However, don't get cocky; your own grenades will definitely kill you if you're right over them and if you get trapped inbetween a horde of zombies, you're dead. ~Quick Revive (1500) - Located in the corner of the Lobby, the room you started out in. It is the blueish machine in the corner that you probably never noticed. It lets you revive teammates much quicker. This is useful for when your teammate is downed right in front of you and a bunch of zombies are coming soon. Great with Juggernaut so you can revive teammates without caring (for the most part) of getting downed and dying. ~Speed Cola (3000) - Located in the Foyer, the second room along the upstairs path. This will be on the downstairs section of the room, in the cornernext to the barrier. It lets you reload weapons and barriers faster. This is very important for lots of guns, especially shotguns, Thundergun, and the Ray Gun. If you're in a tight spot and loads of zombies are coming, this will help you in such a situation. ~Double Tap Root Beer (2000) - Located in second room through the downstairs path; it'll be in front of you if you open the second door down the down path. This makes all weapons fire faster. This is quite a risky perk since if you already have an automatic gun, you may be wasting bullets while shooting at zombies. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Easter Eggs | | [EG1GS] | \ / Easter eggs are things the delevopers included in the game for your enjoyment as slight extras. By the way, this is a loose definition. This is the topic where I talk about the included easter eggs in zombies in Kino der Toten. There are two I included so far. There are the Film Reels and the Meteor Fragments. Please note that I assigned these easter eggs names. I don't know if they have a real official name. Meteor Fragments simply plays the song "115" by Kevin Sherwood. The Film Reels simply projects a simple movie (with audio) into the theater room that is related to the storyline of the game. Note: There is a way to increase the number of power-ups on average for a while, but no one has confirmed it to work on the Wii version, including myself. However, a recent patch may make it work, so I included it. __________ /**********\ | Film Reels | \**********/ These are, as the name implies, film reels. After teleporting, you will be in the projector room. You may see the projector and also a shelf full of film reels. You can't take these, but the type you're looking for looks like the circular, enclosed ones, not the typical one that you know. After a little while, you will usually teleport to a random room; this is Samantha's (or Sam's) room. There are two versions, the nicer one and the demonic ones. I will not get into details about these rooms, except the fact that the demonic one looks crazy and chaotic. For example, there is a huge teddy bear with a big knife. The point is, in these rooms look for a film reel. It looks like on of them I pointed out earlier on the shelf. It will usually be on the bed or on a table or something, but it will not always be there. If you see one, look at it and hold A. If it is a film reel and you did it right, the film reel will disappear and you will get an icon on your screen that looks like a circle with 6 holes in it. To use the film reel, get inside the teleporter again and use it. Once inside the projector room, go to the projector and hold A. You should be on the right side, looking at the front and there will be something that looks like you picked up. Point at it and hold A. The film reel simply projects a video onto the screen in the Theater room. These will help bring up the fog about the storyline, but there is no other effect. If you want to learn the story line, look it up on the Black Ops wikia (or look in the references section) ________________ /****************\ | Meteor Fragments | \****************/ There are three meteor fragments spread out throughout the stage. If you hold A while pointing at them, your character will say a certain line which confirms that you found it. After finding all three, the song will play. Note: No need to get the meteors in this order or any other order. Meteor 1: Located in the lobby. In the dark corner, look for a case on a stand. Hold A and once you hear the line about the meteor fragment, you're good. It is near the back barrier, on the other side of the wall to your right if you're facing this door. Meteor 2: This one is located in the third room if you go down the downstairs path, the Back Room (right after the Alley). Look for a shelf next to the barrier across from the mystery box location. Hold A at it (it'll be easy to spot on the shelf) and if you hear the character's line, than you're good. Meteor 3: The third one is in the Dressing Room (the 3rd room in the upstairs path). Look for a dark table near a window and you may see it. Hold A and if this is the last meteor you found, you will hear the song. A patch by Treyarch has fixed the problem of the song not playing on the Wii version. Go Treyarch! Here's a video with the meteor trick being used in the Xbox version and then the entire song plays while the guy shows off playing in Solo until he dies. http://www.youtube.com/watch?v=Ptb5y15RPEs The song REALLY pumps you up, but watch out: you can only use it once. __________________ /******************\ | Power-Up Increaser | \******************/ This is a very simple easter egg which increases the amount of power-ups on average that show-up. However, at the time of this writing, it DOESN'T work in the Wii version. This trick works on all maps on the HD versions: 1) Make one person jump into a corner in prone 2) You should jump on top of him/her into prone 3) If it works, both of you will get downed and you will hear a crazy laugh Make sure you dolphin dive (run jump while holding the crouch button). You will then notice an increased anount of power-ups from zombies. However, this only lasts for so long but can be done over and over again. Here is a video of it: http://www.youtube.com/watch?v=Lfam2h-S7co If it works, you should do it in the dark corner near the Quick Revive machine. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | ~Wii Patch Changes | | [W1P1C] | \ / This is the section where I describe any big patches that Treyarch gives to us and describe their effects. _____________ /*************\ | Patch 1/25/11 | \*************/ ~Create-a-crawler is more effective and happens more ~Zombies reach farther out of the window (if you can rebuild the barrier, they can touch you) ~More combatting of glitching zombies ~Meteor easter egg now plays the song ~Mystery box has new guns, but they only show up while rotating guns; you can't get these guns as of yet (ex: Spectre, RPK, FN FAL) ~AUG is now available in the mystery box, but is currently counted seperately then the wall AUG; you can't buy ammo for the mystery box AUG from the wall; all it will state first is to buy the gun ~I may have missed a few or many minor updated details _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 5. Additional Strategies | | [ADS02] | \ / This is the section where I give you tips and strategies by other players. This is in their own words, but I may have put a comment in like (MD Comment:) By the way, the credit for the strategy is in the name. Oh, and I tried to keep it exactly how they posted it for me, but I had to improvise on some. <('.'-<) <('.'-<) Credit to rpmurphy (>-'.')> (>-'.')> ****************************************************** A tip for the beginning several rounds: You can keep holding down your action button to rebuild while you're knifing or shooting the zombies, which helps you control your window especially when you get a swarm. (MD Comment: I mentioned this once before, but never so clearly. FREAKIN' DO THIS! You will never have a zombie break out if you do this, unless you leave the zombies alone.) <('.'-<) <('.'-<) Credit to Nomeg_Stylus (>-'.')> (>-'.')> ********************************************************** I know this goes against what most of you people think, but hear me out. I actually don't like grouping up. Maybe it's because I've had horrible luck' with partners, but its not necessarily that they are bad either. Usually, after I have gotten myself settled with a decent weapon, I will depart from the group and seek an open area where I can fend for myself. The ideal locations are the Lobby, Stage, and that other room with the circular staircase. Basically, the goal is to split the hoard. I do not know the patterns for which zombies spawn, but I'm fairly sure the computer will split them into corresponding numbers to however many separate rooms are occupied. I know that zombie spawns are random; what I mean by splitting the horde is by splitting their initial targets when they spawn. Likewise, I believe that the bulk of the zombies spawn during the beginning (please, correct me if I am wrong). Anyways, all this can be nullified by an otherwise extremely cohesive group, but I think you should model this guide, or at least parts of it, to the average player that has no reliable partners for private matches and has no way (mic) to communicate with new players. The truth is, most vets know what their plan is. They might find some interesting tidbits regarding a glitch or certain strategy interesting, but otherwise the guide will be useless to them. Instead, you should tailor it to educate the "noob" with your first peace of advice being to find three other people who you can communicate and cooperate with. =3 New stuff: also, it's not that hard to save a wounded teammate two rooms away. As long as everyone doesn't try and save him at the same time, thereby attracting all the zombies to one location, one guy would only have to contned with a line of zombies from two directions. Not too bad. (MD Comment: Nomeg asked me to rewrite it, but I got too lazy. Also, this is very useful, especially when playing with noobs. Just run a different direction, basically going solo for a while. Your teammates die because they don't listen and/or they suck and you're still alive to continue.) <('.'-<) <('.'-<) Credit to AkimboPro (>-'.')> (>-'.')> ******************************************************* Akimbo's Tips for them noobs to start killing them zeds almost like a pro: --Only PaP (Pack-a-Punch) a weapon from the mystery box when it runs out of ammo or when it just doesnt seem to be doing enough damage, which happens around round 20, normal weapons at around round 15, since they are weaker than the mystery box weapons, but you are able to buy ammo off the wall for a small price (huge after you PaP it). The best wall gun is located below the podium at the stage and is the AUG. --When you get to the backstage, DO NOT TURN THE POWER ON TOO SOON. Hold out there until theres too many zombies coming in from the windows and the door that you came through (around round 9-10). Save those massive points you are getting since none of the weapons there are worth it for now. Once the power is on, go buy juggernog as quickly as possible, since then you can survive many more hits and become able to escape some situations. --A common camping spot is the juggernog corner, and it is good, especially with a good team and upgraded weapons, but if you get pass the second dog round, only stay there for if you have a really good team and formation, since a noob will always break formation and get you guys killed. If you have a good team, u can stay there for a long time before getting overwhelmed. It is an ok spot to go to after running a lap around the map to rack up points from the line of zombies. --DO NOT ATTEMPT TO REVIVE YOUR TEAM MATE UNLESS THE AREA IS CLEAR. Nothing pisses people off more than a noob that tries to revive you and gets killed from behind. If there"s too many zombies, do a lap to clear it up to revive them, maybe get quick revive if you have the break in your lap to get it and then revive him, but always make sure the coast is clear. The only player that should have the highest priority to be revived is the player with the thundergun, but still make sure its clear before reviving. A monkey bomb is your best friend when your team mate gets downed. --Laps are become extremely usefull once you get past the second dog round and assuming you have the power turned on. Laps are actually pretty simple. You run around the map (depending on the round) so the zombies follow you. when there"s a large quantity and none in front of you, you can turn around and empty a mag into the crowd. Extremely effective with PaP guns. Once you empty your mag, continue running. A good thing to do is to cook grenades and then throw them behind you, that way you kill a good part of the crowd. If you have the thundergun or the zeus cannon (PaP thunder gun), laps are a GREAT way to get them all lined up before blasting them. Either way, at a couple of points, usually after going up or down stairs, you gotta turn around and empty both of your weapon's mags into them, and then continue running while reloading. These are the basics, there are other technics for laps out there, but with this you should be able to handle some situations. --When you are in the PaP room, it's a good idea to throw all of your grenades out the window and buy more off the wall (250 points only) and keep doing that as fast as you can. you can get around 10 nades down there easily and with a team, you get around 30-40. That gets you and your team a good amount of points and kills a bunch of zombies. --Don't spam your newly PaP weapon's ammo out the window, the nades do just fine. --DO NOT HOG OR WASTE THOUSANDS OF POINTS ON THE MYSTERY BOX. Try it 2 times, 3 times max if you are doing extremely bad or extremely good. --Cover your team mates when they are using the mystery box. They will then cover you back when you use it (80% of the time). --Don't use the teleporter until your whole team is there, unless you get cornered waiting and become forced to do so. --Here are some recommended guns from the mystery box: *galil *commando *thundergun *raygun *monkey bomb *g11(Good in early to mid rounds, if PaP great for later rounds) *dual wield CZ (GREAT for early rounds, never kept them to PaP) --THE FOLLOWING ARE PRETTY MUCH ONLY GOOD IF PaP: *ballistic knife (PaP ballistic knife freakin fast and with bowie knife is great combo. Also if u shoot it at a downed team mate, it revives them instantly) *crossbow (PaP works like a monkey bomb) *LAW (Becomes a grim reaper pretty much) *M1911(beggining pistol) (Becomes a dual wielded semi-auto grenade launcher) Obs*I have never tried these last 3 myself, but have seen them in use. Obs2*The above may sound good, but its better to try and get something else from the mystery box, since without being PaP, they pretty much suck. --There is only one thundergun, and it can be gotten from the mystery box. If someone dies using it, it goes back to the box. --Fire sale and Insta Kills can be found in the rooms when you are teleporting back from the PaP room, but very rare. There is a monkey bomb on the bed, but I don't know if anyone has ever tried getting it. --A person who is downed can be revived, but after a while they die and only come back in the next round, but lose all weapons, perks, and some points. --A not very known tip is that you can find out if the mystery box is in the bottom left room by looking through the top left window. If you see a kind of glow coming from below, like a bluish special glow that is not sunlight, its there. --Don't go around opening doors at random, that just opens up more entrances for zombies. --Last but definately not least, THERE'S 4 WINDOWS AT THE START FOR A REASON. STICK TO YOURS AND DON'T WANDER OFF TO THE OTHER WINDOWS AND STEAL YOUR TEAM MATES KILLS AT THE START. <('.'-<) <('.'-<) Credit to MasterPoker (>-'.')> (>-'.')> ********************************************************* Stage Camping This is a strategy that has gotten me pretty far in the past, one that rewards those with quick reflexes and high awareness. You'll be making a lot of split-second decisions, unlike the more conventional camping at a chokepoint, or doing laps to get a swarm at a chokepoint. But as an advantage, you'll find that it becomes a lot easier to revive your team, and for them to revive you. * Make sure your team uses the bottom path from the lobby. This is important because you will want the door that connects the stage to the dressing room to be closed all game, and the only way to do that is to take the bottom path. That being said, there's no reason why you have to stay in the bottom path long - go directly to backstage and camp there, if you wish. It is the safest room to be in before the power is turned on. * There are four windows in the Theater. It is the job of your team to, as much as possible, keep three of those four repaired. Ignore the one by the open doorway, the one that leads to the Alley. Since there's an open doorway there anyway, just assume zombies will attack from that direction. However, you benefit greatly from keeping the other three windows repaired. It will lower the swarm count of zombies, and will enable you to shoot from safe zones, such as by the repaired on-stage window. As long as you stay on the move and repair those windows when possible, you should be safe. There's essentially a figure 8 that consists of the on-stage area, and the floor directly in front of the stage, use this path to get zombies to follow you and to line them up for easy shooting. * From time to time when possible, shoot at zombies attempting to break into those three windows. Just make sure you aren't being chased when you do so. Insta-kill/Nuke both provide you enough safety to get the windows fully repaired, and Carpenter will do it for you. Sometimes, it will be worth tossing a monkey bomb just to buy some time to get the windows repaired - I can't stress enough how important it is to keep them boarded up. * Claymores. Most people ignore them, but this is a grave mistake. For the cost of 1000, you get two claymores every round and with every Max Ammo power-up. Put them in places that zombies will not normally run to, and if you get into trouble, you can use those fields of claymores to kill a few waves for you. Personally, I like to put most of mine by the closed stage door, as well as to the right of it - this area is always close by, and zombies won't go to them unless you want them to. Another good place is the area by the Juggernog machine, though this spot is only good if none of your team is camping there (camping Juggernog is an alternative strategy that is mentioned elsewhere in this guide.) * You'll notice that I haven't mentioned the Teleporter yet. It really isn't a key part of this strategy. The best way to use it is simply to leave it on during rounds. If you're under too much pressure, or if you just got downed near it, you can use it to prevent a party wipe. After all, you'll be running around it for most of the round, so it is feasible that you'll be in a spot where it can save you from dying. Don't worry about taking the whole team to the Teleporter, unless it is at the end of a round and someone wishes to use Pack-a-Punch. Keep a single crawler alive, make sure the Teleporter doesn't kill it when used, and upgrade your weapons in complete safety. * The same applies to buying Perks, and to buying from the Mystery Box. Do this at the end of the round. There's nothing more frustrating than having to blow through half your Thunder Gun ammo because someone downed far away from the Theater. If you need a gun because you just respawned at the start of a new round, then buy the AUG off the wall for 1200. Its better than a majority of the guns out of the Mystery Box anyway, and you can always ditch it at the end of that round anyway. Besides, if you're only going to have time for one gun, it may as well be a gun that you can buy ammo for. * Speaking of which, the AUG is actually a great gun for this particular strategy. It has a high amount of max ammo, hits for decent damage, and is located in front of the stage, which is a place you can easily get to following this build. Just be sure not to Pack-a-Punch it unless you're rich - the cost for ammo will skyrocket from an affordable 600 to an oppressive 4500! Around Round 25 or so, you'll be forced to aim for headshots - a full magazine of 30 bullets to the body will fail to kill a zombie. * If you're under a lot of pressure, or if you're in the late rounds, feel free to start using the 1500 point turret a lot. Somebody is likely to be rich by then (20000-50000 points), and you'll be making so many points that it's best to play it safe, and thin out the zombies that you have to kill. Just be sure to activate it at times where you won't get trapped on that ramp. * If you are using an Area of Effect weapon, such as <insert explosive here> or the Thunder Gun, you may find it useful to run towards the lobby from time to time, to get the zombies to follow you into that corridor leading to the lobby stairs. Then you can fire off your explosives, kill them all, and return to the stage. This is effective if the windows are broken, or if you notice your party is about to get overwhelmed. Just don't do it too often, as you'll run out of ammo. <('.'-<) <('.'-<) Credit to Teh_Jey (>-'.')> (>-'.')> ***************************************************** YES, THIS METHOD DOES INCLUDE TURNING ON THE POWER. I'm saying that here at the top because someone will come in and say, "Just don't turn on the power". CONTENTS: Post 1 - Newbies guide for the First Few Rounds Post 2 - Upon Reaching the Stage Post 3 - To infinity and Beyond! Basically, if you're a zombies vet whose already gotten to wave 20+ but died due to invisible zombies, go ahead and skip to the second post. If you usually die around wave 10 or so, keep reading. So, you want to kill some zombies? Grab a group of people and each person takes up a window. DO NOT BUT ANY GUNS IN THE LOBBY. They are a waste of 500 points and using them causes you to earn less points as you get kills. You will be getting a decent gun to fire away at in wave 5 but for now you have your trusty pistol and a godly knife. First two rounds, let the zombies come in. They only take one knife to kill in the first round and two knives in the second, so if there's 1 person per window you should have no problems barring lag. Empty your pistol clip into their leg for a quick 80 points, then shank them in the chest for another 130 points netting you 210 points per zombie, if you don't miss. By letting them come in, you get fun things like fire sale, double points and max ammo (for extra point-generating pistol rounds!) Round 3, start emptying your clip into their chest but not their head. It will still not kill them, so continue using your knife to net kills. You can let them in based on how comfortable you feel, but don't let yourself get overrun. I generally kill them at the window at this point. Round 5, open the upper right door and the door after that, into the speed cola room (has a green vending machine with sleight of hand perk). Buy the MP40 off the wall at the bottom of the staircase, and camp in this room (two people at the top of the stairs watching the door and the upper window, two watching the other windows) until you hit a dog round wave 6 or 7 (sometimes 8 but very rarely). This will give you a max ammo for everyone's MP40 (or other weapons if you found the random box). After the first dog round, go to the stage (open 2 more doors) and accumulate points (random chest if it's in here) for about 1 or 2 rounds so you can open the rest of the doors. DO NO TURN ON THE POWER. (MD Comment: Part two after this) Okay, if you're a vet do your usual motions until you reach the stage (HOWEVER, You must use the path from the upper-right door from the lobby in order for the strategy to work!!) or follow the newbie guide above. Once you reach the stage, DO NOT TURN ON THE POWER. For the stage, one person covers the window closest to the power switch and always leaves ONE zombie at the window. Kill all additional zombies that spawn. The other three (or whatever) cover the window at the back of the stage and the door from the dressing room. Do this until that one zombie at the back window is the last remaining zombie. Now you can turn the power on. One person continues to board the window not letting the zombie in and the group all buys claymores (every member must have them, they are essential) and finds the random chest (if it's in the alley, DO NOT GO FOR IT YET), gets perks and et cetera until you're geared up for the next round, but save enough points to open doors from the stage to the alley (2 additional doors). Someone who is ready takes over the window and lets the guarder ready-up as well. BEFORE YOU KILL THE ZOMBIE, open doors FROM THE STAGE to the alley, and find the double-tap root beer machine. DO NOT OPEN THE DOOR PAST THIS POINT. That door being open ruins the stratagy. Everyone sets up claymores at the bend for a place to fall back to in case of getting overrun. Kill the last zombie. Here's the main strategy: One person watches the window at the back of the alley, killing off all but one zombie like before, keeping the window boarded. The remaining party camps agaisnt the wall facing the fence, destroying everything that walks through that choke point. Zombies will drop off the roof into the middle of the alley; be careful. Here's an ideal setup for the person watching the window: Cymbal monkeys and PaP Ballistic bowie Knife. This person should only turn around from the window worst case scenario - with Monkeys he can save the team, with PaP Ballistic knife he can quickly revive teammates. Bowie Knife allows you to quickly kill duplicate zombies at the window. (MD Comment: Part 3 after this) Now that you have the Strategy going, keep a few things in mind: -You get TWO claymores at the start of every round. Keep building up your back-up rows, until you get a swimming pool of claymores half-way up the alley. If something goes terribly wrong, fall back behind claymores which will give you just enough time to revive/reload/whatever and start pushing the zombies back even more. -When the last zombie is left, buy perks you lost or try the random box a few more times. EVERYONE having Cymbal monkeys is a very good thing. Make sure the last zombie stays boarded up, otherwise he will get out and screw you over when he trips your claymores. -ONLY USE PACK-A-PUNCH WHEN YOU HAVE NO AMMO. Two exceptions: The Crossbow and the Ballistic knives. PaPing weapons restores their ammo to full, if you run dry shortly after a dog round, PaPing the weapon will save you. Once you PaP, you cannot regain ammo this way unless you get another from the random box. -Nova crawlers will never spawn if you stay in the alley the entire time, and keeping the last zombie will let you leave the alley at the end of every round. -There WILL be a point when you will start getting overwhelmed and unable to push them back without wasting all your cymbal monkeys or thundergun ammo. When that occurs, just open the door and start running. Enjoy! Hopefully this let's you get past the 50's while playing zombies =) If not, it's still a great strat to use. <('.'-<) <('.'-<) Credit to shredder25 (>-'.')> (>-'.')> ******************************************************** Also, it's best to have one main weapon, and one weapon that will save you and your teammates when necessary. For example, good main guns would be: HK21 Commando Famas M16 (Pack a Punched) Galil G11 (Pack a Punched) Ray Gun MP40 (Till later rounds) AUG Use those for racking up points, which is key to everybody's survival obviously. You can buy perks, doors, traps, turrets, and tries at the random box when you want. Emergency Weapons: Thundergun Mustang and Sally Crossbow (Pack a Punched) Ballistic Knife (Pack a Punched) Law (Pack a Punched) Monkey Bombs As long as everybody on the team has one of each weapon, you should be good to go. Someone must also have the thundergun, since that will blast away zombies anytime your team needs a break. <('.'-<) <('.'-<) Credit to mistahtom (>-'.')> (>-'.')> ******************************************************* 1)n00bs, If you don't know what you're doing, DON'T OPEN DOORS, let someone else control the door opening. Many times I've played where people open every darn door they can find while still having just a pistol in their arsenal. That's not the point of the game. When in doubt, DON'T OPEN A DOOR. 2)If someone is standing at a zombie window and they're knifing the door while zombies are pulling off boards, don't be rude and barge in and blast the zombies. They are using something called a "strategy." 2.5)A team is only as strong as it's weakest player; meaning, If you have a butt-load of points, let someone who does not have many points board up a door. Also, don't board up a zombie door when someone is knifing, especially if there is a single zombie. 3)You can purchase ammo in addition to your guns (most n00bs probably haven't figured this out) Go to where you bought your gun and purchase ammo. 4)You can have two guns other than a pistol in your arsenal. Buy a gun, switch to your pistol and buy another gun. 5) If you're being revived, DON'T MOVE <('.'-<) <('.'-<) Credit to MDragon159 (>-'.')> (>-'.')> ******************************************************* Here, I start with additional strategies that I know. However, these are most likely not the best strategies but still... Also, after the dislcaimer the rest of the strategies are just for fun. Don't forget private matches; team up with an ally and try out different people; you may learn something new. ~PaP A Wall Gun Instead -This is very useful later on when you run out of ammo. Get a normal gun from the wall. Then PaP it. The upside? You can get ammo for it now, if you have enough points. I suggest getting the AUG PaP'd since the AUG is dead center, provides a lot of bullets, gives you 36 masterkey bullets, costs 4500 (might be a downside) for upgraded ammo, and is near the Juggernaut Corner. ~Get A Team-Helping Gun -Someone already wrote about this (in the Additional Strategies) but I want to add to it. This is pretty useful, especially the Thundergun. In the right hands, with the right weapon, can help a whole heck lot. Your teammates are essential to get really far. Disclaimer: DON'T DO THIS IF IT ANNOYS PEOPLE, WHICH IT DOES USUALLY ~Turn on the power ASAP -My friend actually did this by himself. I actually died and didn't know what was happening at the time. However, you need to maximize points to do this the fastest and best ~Run off Solo while playing Multiplayer -This is actually a legit strategy if you run into newbies or such. One of the above people actually gave me this strategy and a legit reason to use it. Just run off by yourself and kill zombies by yourself. =D However, it is very stupid normally when you have an all right team. I will add to this as I wish ;D _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 6. Miscellaneous Tips | | [MIS0T] | \ / These are various tips I was either too lazy to put in somewhere or just didn't fit anywhere at all. Also, I will try to update this list whenever I modify this FAQ. ~Watch out when cooking grenades; you can easily kill yourself by cooking too long ~When someone throws a grenade, you may see a grenade icon. If it's someone else's, don't worry about dying by being near it ~If someone goes down, your first priority is to survive, not kill yourself (literally) over trying to save them. It doesn't matter if they have the thunder gun and some other sweet gun. Try to save them when you can, but if you can't, then that's fine. Surviving into later rounds is crucial. ~When using weapons, do NOT waste ammo if you can help yourself. This is especially true for the thundergun. Camp somewhere with teammates (ex: Juggernaut Corner), wait in the back, and when things get out of hand, THEN shoot. Don't shoot the thundergun at only one enemy if you can help yourself, even if its the only gun with ammo that you have. ~Even if you know a good place for dogs by yourself, try to help your teammates out ~Claymores are good for backing up into, but watch out when using explosives or the thundergun; you can easily destroy your claymores. ~If you got any questions, try to reread certain sections carefully. I tried to choose my exact words well. ~Try to tell others to come see this guide if they don't know how to play right ~Don't text while cooking a grenade; you'll regret it [Activision] More in Additional Strategies ;D _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 7. Frequently Asked Questions | | [F0A0Q] | \ / This is where I will add Frequently Asked Questions, or FAQs. This list may seem a little small, but I will surely add to it. You may also send me questions to add to this list. Q: What does Kino der Toten mean? A: It means, in German, "Theater of the Dead" Q: I suck, but I don't want to read this [InsertNegativeAdjective] guide! A: And who's fault is that? Get some patience, read, try it out, and learn. Q: Crap! How do I buy a gun? A: Go up to a shadow of a gun on the wall, hold A or the action button, and if you have enough money, the gun will replace your current held weapon. Q: I ran out of bullets! [InsertNegativeCurseWord] it! A: If it is a non-PaP'd wall gun, than go back to the shadow of the gun on the wall, take out the gun, and hold A/action button. If it is not a wall gun (ie: a mystery box gun), than wait for a Max Ammo. Q: [InsertNegativeAdjective] it! That freakin n00b! How do I get rid of him/her/it!? A: You can either join/invite an ally, leave the lobby and come back, or such. There is no sure way to not get a n00b. Try to teach them (or send them to this guide). You can also improve on your own skills if you play with them, even if you don't get far. Q: Mystery Box/Door won't work for me! A: This is a client-side glitch (AKA: YOUR [wii's] fault). There is no sure cure, but keep trying. Move back a little, aim at the door for sure, make sure you got enough points, etc. See if it persists in other games, restart your wii, wait a while or a day or two, etc. Q: Ha! I figured out a glitch! Wanna know? A: Not really. Using a glitch doesn't make you an expert, although it is useful. I will not post real glitches here, so your answer: NO. Q: This guy, like, totally had, about, you know, twenty guns! A: That is a glitch exploited and being used. It has your disadvantages and such, but I will not put it here on how to use it. Q: My lobby leaderboard won't show me new players in my lobby! A: This sometimes happen. You can either switch filters. I prefer to switch between their top round and to their high score and then back. This will almost always work. Q: This guy left us, but it still says 4 people played on the leaderboards! A: Sometimes this happens when you start with 4 people and one of them leaves and then you still continue. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 8. References | | [RE0FR] | \ / This is a section just for links for references. This may or may not be useful, depending on what you're looking for. Disclaimer: I take no credit in making or even finding these links, although I did find most of them by myself Black Ops Wikia References: *************************** Note: The ps3/xbox 360 (HD versions) versions and the wii version have many differences. This entire guide was made specifically for the wii, so all information works with the wii from this guide. However, a few things aren't for the wii for the wii version (such as the extra teleporting rooms) ~Overview of the entire map for Kino der Toten: http://callofduty.wikia.com/wiki/Kino_der_Toten ~Map of Kino der Toten (also in the link above, but this is direct): http://images.wikia.com/callofduty/images/0/00/5217599274_d477711096.jpg ~Extra strategies from the wikia for this map: http://callofduty.wikia.com/wiki/Kino_der_Toten/Strategies ~Story about the entire thing (Nazi Zombies): http://callofduty.wikia.com/wiki/Nazi_Zombies#Story Other References: ***************** These are other links not from the Black Ops wikia. ~Call of Duty: Black Ops board (Gamefaqs): http://www.gamefaqs.com/boards/996443-call-of-duty-black-ops ~This is a weapons list. Take note that not all these weapons are from the wii version, but they should still be accurate: http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php ~Additional ASCII art found at (the cool stuff at beginning and end): http://www.chris.com/ascii/ ~My first try: http://www.gamefaqs.com/boards/996443-call-of-duty-black-ops/57640808 ~Asking for tips and answers for questions: http://www.gamefaqs.com/boards/996443-call-of-duty-black-ops/57650277 ~Asking for additional strategies (and help): http://www.gamefaqs.com/boards/996443-call-of-duty-black-ops/57651458 Hopefully these last three links keep working. _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 9. Credit, Contact, Suggestions, Etc. | | [C0D0T] | \ / First off: Credit ****** ~Call of Duty wikia (http://callofduty.wikia.com/wiki/Call_of_Duty_Wiki). Without this huge resource of information, I would not be able to be as accurate as I was and not be able to tell you certain things. I tried to cite the Black Ops wikia when I used it a lot, but this is what I can do best ~All the people who gave me additional strategies to put in that respective section. Thanks a bunch. ~All the people who supported (usually with criticism, usually constructive) me all this time. Without a support, I probably wouldn't even have continued at all ~I got my kirby dances ascii art from this place, specifically Ness: http://www.brawlinthefamily.com/cgi-bin/forum/Blah.pl?m-1217157651/ ~Anybody else I didn't mention that deserves credit ~And Me (typically called MDragon159) for putting the guide together Contact & Suggestions ********************* Contact me at [email protected] Put the subject as "BO:ZG:KDT" or I will ignore it and you won't know a thing. You can e-mail me for various reasons, including praise, tips, suggestions, errors I had, questions, and such. Also, try to refer to me as MDragon159 or something similar. Disclaimer: You try to send me spam mail or such, I warn you: watch your back Please do. Copyright & Use *************** You may only use this guide for personal use. You may not put it anywhere up in public without my permission. The only sites that may display this guide are: www.gamefaqs.com www.gamespot.com wii.mmgn.com www.supercheats.com Nowhere else. If it is somewhere else, than please notify me and help me take it down, although I MAY delay updating this FAQ, including this section. You may ask me to put it up somewhere. I will (usually) be more than happy to let you put it up. Copyright (2011) (MDragon159) _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 10. Pre-End Statement | | [PE1ND] | \ / This is my pre-end statement to my guide. Please take note that to get really far in zombies, you have to risk a lot of time to get that far. Read this guide, learn from it, and try to schedule some special time. However, don't let it take over your life. That's all. Have fun ^.^ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ _\/_ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ \/\/ ______________________________________________ /**********************************************\ | 11. End Statement | | [E0N0D] | \ / I actually learned a lot by making this guide, but my first priority for this guide was to teach people (especially newbies) how to play! Do me and a huge amount of people by learning how to play properly. This is my first FAQ/Guide ever. I originally planned for it to be a small guide for others to learn from, but it obviously got much bigger =D Thanks, have fun, and come again. *salutes* , d :8; oo ,888 od88 Y " b "`88888 ,. : 88888888o. 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' :888888888888888booooood888888888888888888888bo. Y88888888888888888888888888888888888"""888888o. "`"Y8888888888888888888888888""""' `"88888b. "888"Y888888888888888" Y888.' `"' `""' `"""""' " , 8888 :. 8888 d888d8o 88;` Y888888; d88; o88888888,o88P:' "ood888888888888"' ,oo88888""888888888. ,o8P"b8YP '`"888888;"b. ' d8"`o8",P """""""8P `; d8; 8; All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Don't mess with the Master of Dragons! ---->Copyright (2011) (MDragon159)<---