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Call of Duty: World at War complete Zombie Guide *REVISED*
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Exclamation Call of Duty: World at War complete Zombie Guide *REVISED* - 10-10-2009, 12:28 PM

World at War Zombie Guide by A Kinky Milkman and Torture Trilogy

* 1. Kinky Milkman’s FAQ
o A. FAQ
o B. Concept
o C. Available Items, Power-drops, and Weapons from chest
+ i. Buyable Items/Areas/Traps + RWC
# 1. Nacht Der Untoten
# 2. Verruckt
# 3. Shi No Numa
+ ii. Power Drops
o D. Map descriptions and pick-up locations
+ i. Nact Der Untoten
+ ii. Verruckt
+ iii. Shi No Numa
* 2. All Zombie achievements (Shi No Numa only)
* 3. Strategies and tips provided by the Community
o a. General
o b. Nacht Der Untoten
o c. Verruckt
o d. Shi No Numa
* 4. Video List
* 5. Thanks

1. Kinky Milkman’s FAQ
A. FAQ

* What is this?

Zombie mode is a new mode made in COD:WaW, equivalent to Gears of War 2's newly added Horde mode, or Rainbow Six Vegas's Terrorist hunt, only the style and concept is slightly different from those two.

* How many waves will there be?

Waves are unlimited, The Zombies will just keep coming back stronger and in bigger supply.

* How do you get Power-drops?

As you kill enemies in sides, you’ll notice glowing objects. Those are Bonuses. Run through them to pick them up.

* How do you buy objects?

To buy any object of interest in the Zombie mode, simply walk up to the object and press and hold X. Make sure to have enough points before buying.

* What’s the name of the song that plays in Shi No Numa?

The name of the song is “The One”.

* Is it possible to get the achievements in any type of match?

Indeed, it is possible.

* What are the names of the maps in English?
o Nact Der Untoten – Night of the living dead (From German)
o Verruckt – Crazy (From German)
o Shi No Numa – Swamp of Death (From Japanese)

* I’m confused by the Electro-shock defenses in the 2 DL maps, how do they work?

Simple – For 1000 points, you can activate a protective gate around the area you’re in, made of electricity. This either kills or damages the Zombies a great amount, and can be great help, especially in Shi no Numa if you plan on doing Strategy 2. Keep in mind though, when the defenses go down, you have to wait a period of time before they go back up.

* What’s a “crawler”?

Crawler is just the term I use for Zombies whose legs have been blown off by explosives. You can do this by throwing Grenades and Molotov Cocktails.

* Are you able to go outside the building at all?

In the newest Zombie map, Shi No Numa (meaning “Zombie Swamp”), it is possible to go outside after opening one of a couple doors, each for 1000. However, it isn’t for Verruckt, or Nacht Der Untoten unfortunately.

* How do I get Shi No Numa or Verruckt?

Shi No Numa and Verruckt are both DLC Nazi Zombie maps and hopefully more are to come. To get them, you must have Xbox live. To get them, either go to the Marketplace here on Xbox.com, or on your Xbox, search up Call of Duty: World at War, and you’ll see Makin Day, along with the 2 map packs. They’re both 800 MSP (10$), so buy only if you plan to play for a long time, for both NZ, and MP.

* Verruckt is in the First Map Pack.
* Shi No Numa is in the Second Map pack.

* I’m confused by the Bouncing Betties, how do they work?

The Bouncing Betties work like this: You can buy them for 1000 points on either Verruckt or Shi No Numa, and you will get two per round. You can buy it only once.

* I’m confused by the Perk-a-cola machines, how do they work?

They work the same way on both Verruckt and Shi No Numa, which is paying however much the machine asks for (prices will be explained in the buyables section), and you will get the perk described on the machine. There are four machines, and they are Juggernaut, Quick Revive, Double Tap, and Sleight of Hand.

The way of getting them, however, is different. In Verruckt, you must start the power to open up and use certain aspects of the map, Perk machines being one of them. In Shi No Numa, you must go outside and open the huts in there.

* Is it possible to get AI help in Nazi Zombies?

Nope, sorry.

* Will Treyarch be making any new Zombie maps?

Possibly, possibly not. Remember though, Treyarch said before that they will continue to pull-out DLC as the need continues, so it’s still possible that they are making one as we speak.

* Why does Shi No Numa sometimes restart?

That would be the hanging man issue. The man will sometimes fall on the ground (either intentionally or by poor luck), and when someone or something touches it, it’ll restart the round.

* Are the new map-packs worth it?

In my opinion, yes, but it’s based upon your decision. I personally wouldn’t suggest buying them unless you are a HUGE fan of Nazi Zombies or are a fan of Multiplayer, but they are without a doubt, definitely, really fun to play.

* How many points do you start off with?

You start off with 500 points.

* How does the Random Weapon Chest work?

The RWC is a chest that costs 950 points that (obviously) gives out a random weapon programmed into it. This is the only known way to get the Wunderwaffe DG-2, the Raygun, and a few other very powerful weapons. However, it can also give you a very weak weapon for Zombies also, including the Teddy Bear also. This box is included on all maps so far.

* What does the Teddy Bear do?

The Teddy Bear in Verruckt and Shi no Numa is the undoing to most players. The Teddy Bear appears in the Random weapon box, which gives the diabolical laughter of a little girl, and teleports it elsewhere on the map. This can be a hassle during the middle of the round to rush over and try to find better weapons, especially if you’re running low on ammunition.

* Are there any special weapons in Nazi Zombies?

Oh yes, there is. There are two “special weapons” in Nazi Zombies so far (that’s saying if Treyarch will make MP3 with a all-new weapon), and that would be the Raygun, and the Wunderwaffe DG-2. The Raygun works like a pistol (you can use it in last stand), and is much, much more powerful then nearly all the guns in the game. It holds 20 rounds at once.

The Wunderwaffe is the exception, as it’s THE strongest gun known in Nazi Zombies. When you fire it, it shoots off a chain-lightning effect, killing all the zombies within it’s area, the lightning jumping from zombie to zombie. It only holds 3 rounds at once though, and takes a long time to reload, so use it sparingly.

* How do I get more grenades?

There are two ways – you can buy some off the wall for 250 points, or you can also wait for the round to end, and you will gain two more. However, the limit is 4 grenades.

* Are there any tanks in the DL maps?

No, and in my opinion they should not put them in new Zombie maps, if they do make one.

* Is there a limit to the amount of kills the Wunderwaffe DG-2 does per chain?

The Wunderwaffe can kill up to 10 zombies per chain, so it is recommended that you group up the Zombies before firing. Keep in mind though, with 2 or more people, you can get up to 100+ Zombies per round by round 15.

* Is it possible at all to change the window layout for split-screen co-op?

As far as I know, it isn’t possible, sorry.

* How does the revive system work?

The revive system works the exact same as it does in the campaign – if a teammate is downed, get him up before he bleeds out. The marker will progressively change color the longer (From White to Yellow to Red), warning you how much time he has left before he bleeds out. Be careful though, when you are downed, the perks you attained are lost.

* Are the weapon stats the same as they are in the Multiplayer?

No, the Multiplayer weapon statistics are not the same, in fact they are majorly different to that of Multiplayer.

* How do I tell where a Weapon Chest spawn point is?

When you see a couple of glowing green boxes with a teddy bear on top, you have found a Weapon Chest spawn point. You can also locate them by using the map descriptions later on this page.

* Can you use Death Cards at all during a Zombie match?

Sorry, but you can’t use them at all during a Nazi Zombie round.

* How many people can I play with on NZ?

You can play up to 2 people on Split-Screen (4 if you link Xbox’s), and can go up to 4 over Xbox Live.

* Can I save my progress at all during Nazi Zombies?

No, you can’t at all, sorry.

B. Concept

* Being a equivalent to Horde or Terrorist hunt, you should know that it's survive the enemy onslaughter for as long as you can hold out. They come in waves, each wave getting stronger, and faster. Also walking up to certain objects will let you 'buy' the object, including removing debris to get access to other parts of the house, guns that outlines are on the wall, perk machines, ect. As they break through and attempt to kill you, you and your teammates are killing whatever made it inside, setting up spots to fight, putting up barricades, picking up upgrades, ect.

C: Available items, Power-drops, and Weapons from chest

* i Buyable items/RWC
o 1. Nacht der Untoten
+ Items/Claimable areas/Traps

M1A1 Carbine - 600 points to buy - 300 for ammo
Unscoped Kar98k - 200 points to buy - 100 for ammo
BAR - 1800 points to buy - 900 for ammo
M1897 Trench Gun - 750 for both buying and ammo
Double Barrel Shotgun - 1200 points to buy - 600 for ammo
Thompson - 1300 points to buy - 600 for ammo
Cabinet (Scoped Kar98k) 1500 points to open - 750 for ammo
Grenade - 250 points
Sawed-off shotgun - 1200 points - 600 for ammo
Cabinet (Scoped Kar98k) 1500 points to open - 750 for ammo
“Help” Room - 1000 points
Second story - 1300 points

+ Random Weapon Chest weapons

Double Barrel Shotgun
Sawn-off Double Barrel Shotgun
PTRS-41
Kar98k (Scoped or Unscoped)
Ray Gun
M2 Flamethrower
MP40
StG-44
Deployable MG42
Deployable FG42
.357 Magnum
M1 Carbine
M1 Garand w/ Grenade launcher
BAR
M1897 Trench Gun
Thompson
Molotov Cocktail
Browning M1919
Gewehr 43
Springfield (Scoped or Unscoped)
Panzerschreck
Molotov Cocktails
Colt. 45

o 2. Verruckt
+ Items/Claimable Areas/Traps

Double Barrel Shotgun – 1200 to buy – 600 for ammo
Grenade – 250 to buy
M1897 Trench Gun – 1500 to buy – 750 for ammo
MP40 – 1000 to buy – 500 for ammo
Kar98k – 200 to buy – 100 for ammo
Springfield – 200 to buy – 100 for ammo
StG-44 – 1200 to buy – 600 for ammo
M1 Garand – 600 to buy – 300 for ammo
Thompson – 1200 to buy – 600 for ammo
Deployable BAR – 2500 to buy 1250 for ammo
Bouncing Betties – 1000 to buy
Gewehr 43 – 600 to buy – 300 for ammo
Left/Right Balcony – 1000 points
Left/Right upstairs – 750 points
Power Room (both sides) – 750 points
Right Hall-way – 750 points
Right back-room – 750 points
Electro-shock defenses – 1000 per use
Double Tap Root Beer – 2000 to buy
Revive soda – 1500 to buy
Speed Cola – 3000 to buy
Jugger-nog – 2500 to buy

+ Random Weapon Chest weapons

Double-Barrel Shotgun
Sawn-off Double Barrel Shotgun
M1897 Trench Gun
PTRS-41
M2 Flamethrower
MP40
Kar98k
Springfield
StG-44
Deployable MG42
Deployable FG42
PPSH-41
.357 Magnum
M1 Carbine
M1 Garand
Thompson
Panzerschreck
BAR
Browning M1919
Gewehr 43
Teddy Bear
Molotov Cocktails
Colt. 45

o 3. Shi No Numa
+ Items/Claimable Areas/Traps

Arisaka – 200 to buy – 100 for ammo
Gewehr 43 – 600 to buy – 300 for ammo
Grenades – 250 to buy
M1 Carbine – 600 to buy – 300 for ammo
Bouncing Betties – 1000 to buy
M1 Garand – 600 to buy – 300 for ammo
M1897 Trenchgun – 1500 to buy – 750 for ammo
Thompson – 1200 to buy – 600 for ammo
MP40 – 1000 to buy – 500 for ammo
BAR – 1800 to buy – 900 for ammo
Type 100 – 1000 to buy – 500 for ammo
StG-44 – 1200 to buy – 600 for ammo
Any door to outside locations – 1000 to buy
Any door outside to the huts – 750 to buy
Electro-shock defenses – 1000 points per use
Flogger- 750 points
Double-Tap Root Beer – 2000 to buy
Revive Soda – 1500 to buy
Speed Cola – 3000 to buy
Jugger-nog – 2500 to buy

+ Random Weapon Chest weapons

Arisaka
Gewehr 43
M1 Garand with launcher
M1 Carbine
Thompson
Type 100
MP40
M1897 Trench Gun
Double-Barreled Shotgun
Sawed-off Double-Barreled Shotgun with Grip
StG-44
M1918 BAR
M1911 Colt
M1919 Browning
MG-42
FG-42
PPSh-41
PTRS-41
.357 Magnum
Panzerschreck
M2 Flamethrower
Raygun
Wunderwaffe DG-2
Teddy Bear
Grenades
Molotov Cocktails
Colt. 45

* ii Power Drops
o Insta kill - One hit kills for 30 seconds.
o Double XP - Gain twice as many points for 30 seconds.
o Nuke - Kills all zombies currently on the level.
o Max ammo - Gives the max amount of ammo you can carry.

D. Map Descriptions and pick-up locations
Note: Most parts of map description were taken from Call of duty Wiki.

o i Nacht Der Untoten

No map layout picture for this one =[

Nacht der Untoten is set in a run-down building, where up to four players must defend against a limitless number of waves of zombies for as long as possible. Each room in the building contains a number of windows that can be barricaded with wooden planks. Zombies must knock off each wooden plank in order to climb through the window and enter the building. Zombies do not carry, use, or drop any weapons, and only use melee attacks. Two consecutive melee attacks will put a player into Last Stand. The game ends when all players are down or dead.

The game is divided into rounds, often referred to as "days" by players. Once a day is finished (by killing all the zombies), there is a small period of time where players can repair barricades, buy weapons, and regroup for the next wave of the undead. As the game progresses, the zombies will come in larger numbers, have more health, and move faster. While the core elements? of the normal game are still present (i.e. aiming down weapon sights, reviving team members in Last Stand), unique gameplay features have been added to Nazi der Zombies.

Rooms and their pick-ups:

* Spawn room
o Openings: 6 windows, 1 staircase, 1 door
o Weapons: Kar98k, M1A1 Carbine
o Unlocks: Help Room, Upstairs

* Help Room
o Contains the only mystery box point
o Openings: 3 windows, 1 breakable wall, 1 staircase, 1 door
o Weapons: Double Barrel Shotgun, Thompson
o Unlocks: Upstairs
* Upstairs
o Openings: 3 windows, 2 staircases
o Weapons: Kar98k (cabinet), Sawn-off Double Barrel shotgun, M1897 Trench gun, BAR

* ii Verruckt

Click me pl0x

Verrückt (German for "Crazy" or "Insane"), also known as the Zombie Asylum, is one of the new maps available in the first Call of Duty: World at War map pack. It is the second installment of Nazi Zombies, and seems to take place in an Asylum. The map features four vending machines that provide four different Perks; Sleight of Hand, Juggernaut, Double Tap, and a new perk called Quick Revive, as well as electric barriers that delay or weaken zombies. A trailer was unveiled shortly before the downloadable content package containing Verrückt was released.

The map is much bigger than Nacht der Untoten; there are about 8 more rooms and 3 extra balconies. It is based on the map Asylum, which is much larger than the Airfield-like bunker. It also has three zombie wall entrance points upstairs on either side of the spawn point, and approximately 16 other windows. To advance towards the power room, 3 to 5 barricades must be opened for 750/1000 points.

The Map is a mix of the Map Asylum and the Asylum the Russians move through on a mission of Call of Duty: World At War. There are many similarities to what a real asylum would be like. For example, there is wire netting on the balconies to stop sick people from jumping off. The single player starting point (with the German weaponry) has an operating theatre which looks like operations were carried out with utmost brutality, complete with an electric chair. There are blood stains on the wall, and in the kitchen which is initially accessed by the people in the American weapon room, there is writing on the wall. There are strange symbols and what appears to be a headless man drawn in blood, also on the American side is a white tiled room in which is a table covered in blood with a knife sticking out of it, when you enter this room you can hear the laugh of a little girl. Once all rooms are open you will either hear a scream or a laugh.




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Default 10-10-2009, 12:30 PM

The zombies are smarter, faster and more aggressive than in Nacht Der Untoten. Crawling zombies are sometimes faster than walkers, and seem to be three times faster than in Nacht Der Untoten. Zombie attacks can "down" you after getting hit only once or twice without the Juggernaut perk. They can attack through barricaded windows and climb through them if there are a few planks missing. They also have voices and will scream or yell at you. Certain zombies will also walk in a Nazi style march that signify that some zombies still remember their former lives as Wehrmacht soldiers or Waffen-SS or possibly that was the last and only thing they remembered before they died. Also if you take the time to look at some zombies then you can see surgical marks on their head, possibly some died during surgery and were buried. They also gain strength twice as fast, as if round 1 in Verrückt is the same as round 2 in Nacht Der Untoten, and so on.

The electric generator room is located on the second floor across the complex from both spawn points. The room can be accessed after unlocking three rooms on the left spawn point and five rooms on the right spawn point. The electricity is restored by activating a power switch across from the generator in the room. Once the electricity is restored, the door separating the left and right spawn points is unlocked. In addition, the electro-shock barriers on the balconies can also be activated, and players can now purchase perks through the "perk-a-cola" vending machines. The electric barriers will disintegrate any zombies that pass though them.

However, be warned that the electric barriers can be mixed blessings. Any player that touches one while it is active will automatically be put into Last Stand, unless they have the Juggernaut perk, and cannot be revived unless he is pushed out of the way by a zombie or the defenses shut down. It is possible to continuously revive a player in this situation, but it will drastically increase his downed statistic. Also, any players who are not already on either of the balconies when the barriers are activated will be trapped inside until the power runs out. Finally, there is a delay of roughly one second between a zombie passing through a barrier and its death. This should not be a problem as long as players keep their distance from the barriers.

Also, it costs 1000 points to activate an electric barrier, and they do not last very big a portion of the round (unless you're on solo mode or two player). You don't receive points when a zombie is killed by the electric barrier, so while at this point in the game you should be pretty rich in points, you still have to activate the barriers many times per round and will probably run out of points quickly. It is recommended that, even though it may seem like a waste of precious ammo, before a zombie runs into the electric barrier, shoot at it just for the sake of keeping your points.

New sound affects have been added in the game, such as character voices, zombie voices, and voice overs when a power-up is activated.

The characters can now speak when they perform a headshot or are revived. Characters that have been revived will usually say comments such as "That was too freaking close!", "I thought I was gonna die!", or "Good as new!". When a character gets a headshot, they might say, "Mind not bleeding on me?!", "I popped his head like a melon!" and "What a shot!". Also, if they kill a zombie with a melee attack, they might shout, "*** you, maggot-face!", "Want to try that again?", or they may simply shout, "AAAAARGH!!!". The characters will also scream out "The bastards are getting close!" when zombies are entering the building. Zombies now have a tendency to scream out "NO!" or "Why?!" when shot in the head. They also often appear to shout "Sam!". When a player activates a power-up, a demonic voice-over will scream out the names of the power-ups such as "Insta-Kill" and "Max Ammo". However, the demonic voice-over will whisper "Ka-Boom," when a nuke power-up is activated. In addition, a little girl can be heard laughing when the Mystery Box spawns a bloody teddy bear, and occasionally a demonic voice-over will say "Bye-bye!". The laughing can be heard from any place on the map, alerting all players that the box has moved. When a player buys a Shotgun, they may shout out "This is my Boomstick!", "Get ready for some point blank pain!", or "Limbs are gonna fly!" and while using it the player becomes very talkative, saying things like "Go to Hell! Stay there!" upon killing a zombie with a shotgun. If the player picks up a machine gun, like an MG42, they may say "Let's see how they like this", "MG!",or "M-freaking-G!". Also, the characters burp after drinking beverages from the perk machines.

To perhaps add to the creepy atmosphere, in the morgue room (near the Quick Revive soda machine), if one crouches near the open containers, you will hear either a baby crying or a woman screaming. It's easier to notice at the beginning of the game when there are less zombies around.

Upstairs on the left side there are some toilets. If you walk up to the one on the far left and hold the reload button the toilet flushes (nothing comes up on screen though). If the toilet is flushed 3 times a song is played, the same one that plays when everyone dies.

Also, if you go into the surgery room on the side with the German weapons, crouch next to the small wheel attached to the chair on the left hand side and hit the reload button, you will hear a drill and a man screaming.
In multiplayer, there appear to be at least two different character voices, (the standard voice heard in single player, as well as a deeper, more gravely voice) but their lines are almost identical.

Rooms and their pick-ups:

* Left Spawn Room:
o Mystery Box spawn point
o Contains Jugger-nog vending machine, offline spawnage point
o Openings: 4 windows, 1 staircase, 1 electronic door
o Weapons: Kar98k, Stielhandgranate, Gewehr 43
o Unlocks: Left Balcony

* Left Balcony:
o Mystery Box spawn point
o Contains Double-Tap Root Beer vending machine, and electric-barrier
o Openings: 1 window, 1 wall, staircase, 1 door
o Weapons: Double-Barreled Shotgun, Bouncing Betty x2, MP40, Stielhandgranate
o Unlocks: Left Upstairs
* Left Upstairs:
o Mystery Box spawn point
o Openings: 2 windows, 2 doors
o Weapons: M1897 Trench Gun, STG-44
o Unlocks: Power Room
* Right Spawn Room:
o Contains Revive Soda vending machine
o Openings: 3 windows, 1 door
o Weapons: M1 Garand, Springfield
o Unlocks: Right Hallway, Right Back Room
* Right Back Room:
o Can be able to shoot to Right Hallway
o Openings: 1 door
o Weapons: BAR, Trenchgun, Bouncing Betty x2

* Right Hallway:
o Mystery Box spawn point
o Openings: 2 windows, 1 wall, 1 door, 1 staircase
o Weapons: Thompson, Stielhandgranate, Double-Barreled Shotgun
o Unlocks: Right Balcony
* Right Balcony:
o Has electric defenses
o Openings: 2 windows, 1 wall, 1 staircase, 1 door
o Weapons: BAR+Bipod, Bouncing Betty x2, M1897 Trench Gun
o Unlocks: Right Upstairs
* Right Upstairs:
o Contains Speed Cola vendor
o Openings: 2 windows, 2 doors
o Weapons: Sawn-Off Double-Barreled Shotgun w/ Grip
o Unlocks: Power Room
* Power Room:
o Original location of Mystery Box and access to power switch
o Openings: 1 window, 2 doors
o Unlocks: Perk Vendors and electronic door at spawn points


o iii Shi No Numa

Click me pl0x

Shi No Numa (Japanese for "Swamp of Death"), is the spearhead of Map Pack 2, which came out on June 11th, 2009 on the PlayStation Store for $9.99 (US) or £7.99 (UK), and 800 Microsoft Points on the Xbox LIVE Marketplace. This co-op level came with Corrosion, Banzai and Sub Pens. It is the first zombie level in Call of Duty: World at War to have Japanese Zombies instead of Nazi Zombies. New traps, Hellhounds, new weapons, and new characters made this map widely anticipated.

Players spawn on the top floor with up to three other teammates: one Russian, one American, one German and one Japanese soldier with four windows to cover. There are two chalk weapon outlines there: an Arisaka and a Gewehr 43. This is the first zombie game to allow you to go outside without glitching or cheating. You can either open a wooden fence into the next room or the stairs which, either way, opens up both the outside and downstairs. From there, you can go to the Storage, the Doctor's Quarters, down to the Flogger (a pair of spiked logs attached to steel beams which spin and hit zombies) or another opening. Each leads to a different part of the swamp with several huts on each. Unlike Verrückt, the Mystery box doesn't just reappear in an opened area - it can reappear anywhere on the map. There is also a lift that can transport you from upstairs in the main hut to the Doctors Quarters hut. Electric Defenses are also placed on each main hut and can be turned on for 1000 points. Everytime a hut is opened, a random Perk-A-Cola Machine appears. The Ray Gun and the Flamethrower are back (but the Flamethrower's mobility is severely cut), along with the additions of the Arisaka, Type 100 and the Colt .45 (to the Mystery box), as well as the Wunderwaffe DG-2; which is a metallic weapon with 3 plasma canisters facing out of the left side. It has a capacity of 3 shots and usually comes with 18 shots all together. This weapon can electrocute any zombie in the vicinity, but it can also affect the user (although with less effect than the Electro-Shock Defenses) if shot too close.

A new addition to this map is a zip line. The opposite side of the zip line from the player's start must be reached before the zip line can be used.

This is an entirely new map, with features of Knee Deep and Makin. The layout is completely different - about the size of a small/medium map. For the first time, the player can play as four different nationalities - German, Japanese, Russian and American - each with their own personalities and traits. The animation on the weapons have changed, with improved detail while on the chalk wall or in the Mystery box, and are sometimes held differently. The body animation has been changed for the zombies. They walk differently (slightly like samurai) and they now tear down the boards instead of lunging at the window. The Hellhounds are far fewer in number and reinforcements than the zombies, but they are much faster and swarm the player. Once a Dog Round has passed, there won't be a Dog Round for at least three rounds; then it becomes a coin flip chance again. The Hellhounds appear randomly through lightning and attack you. The map fogs up to indicate their arrival.

There are four small huts in the map that players can go to, to defend againts zombies and hellhounds rather than staying in the large main hut and trying to defend numerous windows from being broken into. In order to get to these huts, players must open a gate in the main structure, one for each hut. These are 1000 points each. Then, players will have to walk/run a short while until they reach the hut. Players now have to open the door to the hut which will be 750 points for every hut. Once the door in opened, players can find the four perk-a-cola machines cycling for about 5 seconds until one is randomly picked and able to be used to buy a perk. All huts can be spawn points for the mystery box, and each hut includes at least one chalk drawing of a weapon and the Electro-Shock defenses, which can be used for 1000 points.

The Doctor's Quarters entrance is under the Warning Room. In the Doctor's Quarters, a Perk-a-Cola machine can be found, a mystery box spawn point can be located, the B.A.R. can be purchased for 1800 points, and the Electro-Shock defenses can be used here at the entrance for 1000 points. Also, there are two windows that zombies can break through. A unique feature this hut has is it has a zip line where players can go on and be transported back to the top floor of the main hut. This can be used to get to the hut and to get back to the main hut. Players must activate the Zipline by making their way through the swamp, hitting the main switch on the red console outside the hut, and then having the option to take it back to the main building at the cost of 1500 points. The Zipline can carry all four players in a full lobby, but if they aren't standing on the platform when it gets triggered then they will be left behind.

The Storage hut entrance is located under the Arisaka corner in the players' spawn room. In the Storage hut, a Perk-a-Cola machine can be found, a mystery box spawn point can be located, the Type 100 can be purchased for 1000 points, and the Electro-Shock defenses can be used at the entrance for 1000 points. Also, there are two windows that zombies can break through. This is the smallest hut as well.

The Comm Room entrance can be located at the bottom of the first flight of stairs, under the players' spawn room. In the Comm Room, a Perk-a-Cola machine can be found, a mystery box spawn point can be located, the StG-44 can be purchased for 1200 points, and the electro-shock defenses can be used at the entrance for 1000 points. There are also two windows that zombies can break through. There is also a telephone that when you walk up to and press X, and you will get the Dead Air achievement. This is also the largest hut.

The Fishing hut entrance can be located under the Flogger. In the Fishing Hut, a Perk-a-Cola machine can be found, a mystery box spawn point can be located, the MP40 can be purchased for 1000 points, and the Electro-Shock defenses can be used at the entrance for 1000 points. There are also three windows that zombies can break through. When the gate from the main building is opened to get to the Fishing Hut, you can activate the Flogger for 750 points.

Rooms and their Pick-ups:

* Spawn Room
o Mystery Box spawn point
o Openings: 4 windows, 1 Staircase, 1 gate
o Weapons: Arisaka, Gewehr 43
o Unlocks: Warning room entrance, downstairs entrance
* Warning room
o Mystery Box spawn point
o Openings: 1 window, 1 staircase, 1 gate, 1 Zip line
o Weapons: M1A1 Carbine, Grenades
o Unlocks: Warning room entrance

* Courtyard
o Openings: 1 staircase, 1 window, 1 gate, 2 doors
o Weapons: Bouncing Betties
o Unlocks: Fishing hut + Flogger trap
* Doctor’s Quarters Entrance room
o Openings: 1 window, 3 doors
o Weapons: M1 Garand
o Unlocks: Doctor’s Quarters Hut
* Storage Entrance room
o Openings: 1 Window, 3 doors
o Weapons: M1897 Trench Gun
o Unlocks: Storage Hut
* Starting mystery box room/Comm Room Entrance room
o Original Mystery Box spawn point
o Openings: 1 Window, 3 doors
o Weapons: Thompson
o Unlocks: Comm Room Hut

* Fishing Hut
o Mystery Box spawn point
o Contains Perk Machine spawn and Electro-shock defenses
o Openings: 3 windows, 1 door
o Weapons: MP40
* Doctor’s Quarters Hut
o Mystery Box spawn point
o Contains Perk Machine spawn, Electro-shock defenses, and Zip-Line feature
o Openings: 1 door, 2 windows, Zip-Line
o Weapons: BAR
* Storage Hut
o Mystery Box spawn point
o Contains Perk Machine spawn and Electro-shock defenses
o Openings: 2 windows, 1 door
o Weapons: Type 100
* Comm Room Hut
o Mystery Box spawn point
o Contains Perk Machine spawn and Electro-shock defenses
o Weapons: StG-44
o Unlocks: Dead Air achievement (See below)
  
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Question 10-10-2009, 12:30 PM

3. Strategies and tips provided by the community

Please note: The strategies and tips are not placed in any particular order.

1. General (Tips only, sorry)

* Always reload before picking up the Max-Ammo Power-Drop. This will allow you to get most ammo possible out of the Power-Drop.

* When playing solo, remember that you can only get up to 24 Zombies per round at the max.
* Again, remember, when downed, you lose all the perks you were given, so try to be careful when going around the Map, or you could lose it for your team because your perks are a major asset to the game. (This is here because it affects more then one map.)
* When you equip Juggernaut on, you can run through an electric fence. This can be useful when the situation calls for escaping.
* Be careful when putting up the boards on Verruckt or Shi No Numa, as the Zombies in these levels have improved AI and can hit you through the boards, unless they are crawlers.

* Contrary to popular belief, opening more door does not make more zombies spawn, it gives them more points to go through however. Take advantage of this by ‘funneling’ them, or make them come to you in an easy fashion. (Shi No Numa might be different)
* The first 2-3 rounds, you are better off conserving your ammo and using your knife and pistol, to save up for better weapons and rooms.
* It seems like a bad choice, but pick the Bolt over the Semi-Automatic at the start. When the Zombies start coming, shoot them with your pistol until they are on their last bit of health, then either headshot with the bolt, or knife them to get the most points possible out of the round. This works well on all of the maps.

* This is based on personal preference, but I like to let the Zombies swarm in the first few rounds by letting them remove the boards, and then shoot them for the Power-Drops (x2 points being the most wanted at this point.) This type of tactic really isn’t nessecary.
* If you respawn at the beginning of a round, get back to your teammates ASAP, as you’ll have only a pistol to help you, and most-likely the Zombies will have gain a huge amount of strength. It also helps if you have a high amount points, for a weapon pick-up, or the mystery box.
* Try opening the weapon random box, when it’s at its deepest shade of gold. The deeper the shade, the better chance you have of getting the better weapons.
* Remember to use your Molotov’s and your grenades a lot, as these will more often then not create crawlers, which will give you some time to recover.
* If you pick a PTRS-41 out of the box, don’t fret, it can be used to great advantage when playing with teammates. Make sure that you are in a closed-off area while your teammates support you, and pick off the far-distance ones as they spawn or come near. This is recommended with 3 or 4 buddies.

* If there is only one Zombie left, drag him around as a puppet so that you and your teammates have time to rebuild barriers, restock, reload, explore, ect.
* On earlier rounds that aren’t just at the start, the Thompson is a very reliable weapon. The weapon will recoil upwards to make headshots easy, giving much more points away, and has decent crowd-control for the first few levels.
* This is a dangerous tactic, though it is sometimes helpful to have a teammate down, or have a teammate getting downed, especially with a Raygun. This is mostly used to conserve ammo, though if a Max Ammo is dropped, the player should be revived quickly, or he won’t get any.
* Be careful with the Raygun when firing closely, as the splash damage can kill you if you’re too close.
* Overall, you want to stick to the HMG’s, or the Raygun and Wunderwaffe DG-2, as these are the most powerful weapons in the game (sorry, this is a bit obvious)
* When matchmaking in Zombies, remember, speak up! Communicating the key to surviving long in these types of matches, sometimes the people in the lobbies need a, icebreaker to keep things going.
* If you just repaired a window and a zombie was fairly near the window when you started, be careful as the zombie can sometimes either climb straight through the barriers, or attack you from the other side.

* Try to make the Teddy bear move every now and then. It’s a good thing even if things look bleak, as every spot can invoke a new strategy.
* To give yourself more time to stock up and prepare for a fight, turn one of the Zombies into a crawler, or use him as a “Dummy” while one person keeps his attention as the others stock up.
* Conserve your points! If you have a weapon that’s decent enough to go for another few rounds, don’t keep going back to the box all the time, only go when you need it. There will be so many times when you wish you had enough points for something, and you could have made enough points had you kept them.
* The less people there are playing (consider you want to play alone), the easier it is to get further into the rounds. The difficulty changes dramatically based on the amount of people you have, and this will leave an impact on your strategies.
* It is possible on any Zombie map to get the “Rough Economy” achievement, which is easily done with either the Raygun, or the PTRS-41.
* The Trenchgun and Double-Barreled Shotgun are both equal in firepower but not usefulness, as later on the Trenchgun will take 2 shots instead of one to kill a zombie, and the Double-Barreled Shotgun will almost always be a one-shot-one-kill weapon, but the reload time for it is quite long and in general, only 2/3 zombies will be killed with the two shots (these have to be up close as well, which can put the player at risk). For this reason the trench gun is superior due to its much larger clip size and its ability to interrupt the reload sequence. It is fairly easy to get headshots with the Trenchgun which increases the period which it is one hit kill, although when using any shotgun, players often ignore the head and just shoot at wherever they can hit.
* I know it can feel silly, but try imitating what people do on youtube for help. Most of the time, it will give you a better ‘feel’ for the map, and will show how different tactics can work.

* In most people’s opinions, the Browning is the better HMG, but the MG42 can be used just as well, if not better. The MG42 has a higher ROF and better reload. The Browning has a very slow ROF and slower reload, which can be a pain in higher levels of Nazi Zombies.
* If a power up is dropped at the very end of a round, it is best not to activate it until it is about to disappear. Activating a power up as a round ends means that a significant portion of its duration will be wasted during the pause between rounds. Power ups begin to flicker when they are about to disappear.

2. Nacht Der Untoten

* It is not recommended to open the first stair case, but you can use it for different strategies. It is recommended by most to go to the help room and stay in there for as long as possible.
* It is advised to only open the "Help" room when players have enough points to both open it and purchase the weapons inside. Unlocking the "Help" room opens three more windows for zombies to enter.

* In the "Help" room, the wall opposite to the side right-hand side window can be broken through by zombies. The flamethrower can actually fire straight through this wall. This window is regarded by many as the hardest to defend, as you're view of the zombie is blocked while the wall is up.
* A very good place to hold out is the upper floor, near the grenade pickup. First you have to open the "Help" door, and then open the upper floor through the "Help" room. Hold out near the grenades, so that one person is watching the window near the stairs down (don't open it though) and the other three should watch the doorway between that section with the grenades and the rest. This tactic makes all the zombies come from two directions: from the doorway that leads to the rest of the building and the window. This tactic was used to set a world record without using glitches of 35 rounds.
* Another popular tactic is to wait until every player has a few thousand points. Next, a player opens the first staircase and another opens the second. Then the players hold out in the 'Help' room. This strategy will create a 'bottle neck' at the second staircase, where all the zombies from the other parts of the house have to go down a single staircase to reach the players in the 'Help' room. One or two players can cover the windows and wall, while the remaining cover the staircase. This tactic has other benefits, such as immediate access to the Mystery Box, and plenty of room to move around if zombies start overwhelming the players.

* At the beginning of the level, the player is given enough points to buy only one of the two weapons in the main room right off the start: the Kar98k. This weapon is only useful for the first couple levels, in which you should be shooting at the zombies safely from behind the windows. Once you're to the point where it is inevitable that the zombies will break into the house, the Kar98k becomes near useless. However, by this point, you should be able to get weapons from the Random Weapon Box.

Strategy #1 (Any amount): 1. Earn enough points to open the upstairs room, at which point open the upstairs. Use the trench gun to hold out for awhile, then open the other stairs to the Help room, but NOT the Help room door. This will allow the zombies to come only one way. This will make it so that the Zombies can come in through only the staircase and the other windows in the room, giving you a nice and easy way to kill them as they come down the staircase, and gives better access to the mystery box.

Basic tips for the strategy:

* There is two ways to make the beginning of the round work, and that is by either picking up the Kar98k, firing the pistol 3 times, and lining up the headshot, or firing the pistol 3 times, and knifing them as they come in. When you are sure you have the last one, do the “Dummy Trick” described in the general tips section.
* By round 3, have the player(s) opt to open the staircase, and camp the stairwell until the player(s) has/have enough money to unlock the other staircase.
* When the staircase is opened, camp out in the Help room, but do NOT open the doorway. This will prompt the Zombies to come in both directions. If there is multiple people in one match, have one watch the stairs, while the other(s) watch(es) the backway.

Rounds 1-4:

At the start of the match, follow the first tip. This process can be used for a good 5-6 rounds at the beginning, as in the original NZ map, the Zombies are noticeably weaker. However, by round 3, the player(s) should have enough points to open the stairwell. You should make sure to have a few points left over (if not a decent amount hold out the bottom until round 4), but it isn’t needed as much as in the other maps to have a good amount left over, as again, the Zombies are far less threatening.

Rounds 4-8

Camp the stairwell looking over the staircase you just unlocked, as the Zombies can only come in 3 directions this way, or by the end of the room with the cupboard, as it gives then 2 ways to go through. When you have enough points for the Trench gun, have one person (or yourself) buy that as it is great for the next few rounds. Do NOT open the Cupboard, as it contains a scoped Kar98k, which is pointless unless you are covered by teammates. By round 8, you should have gained enough points to open the next stairwell to the “Help” room.

Rounds 9 and beyond

Now at this point, it doesn’t matter whether you are saving points or not, as you’re not opening the door AT ALL for this strategy, and you’re just continually opening the box until you are satisfied with the weapons you have picked, or buy the weapons on the wall and work with them for a few rounds.

At this point, if you are one person, you should continually watch both the stairs and the other windows back and forth to keep from being snuck up on. With teammates however, this will be far easier. Have one or two people look out the windows behind you for cover, and have the other two or three either watch the stairs, or go onto the stairs and watch for oncoming zombies. At the end of the round, use the dummy trick, stock up, build up the walls, rinse and repeat until you lose.

Strategy 2 (Any Amount): The most popular known strategy, is to open the Help room door ASAP, and it shows why. It gives direct access to the Random Weapon Chest early in the game, it’s the cheapest route to it, and give a good camping spot in-case of being overwhelmed. This is a very effective tactic, especially when playing with more people.

Rounds 1-4

The same pattern applies as the first strategy, either buy the Kar98k and fire 3 times with the pistol and then Headshot with the Bolt, or fire 3 times with the pistol and knife them as they come in, rinse and repeat until you have enough points to open the “Help” room door. Make sure you have some extra points to either open the RWC or pick the weapons off the wall.

Rounds 5 and beyond

Follow Strategy 1’s “Round 8 and above” strategy, as it is very similar. However, this time, you are fighting off the Zombies coming from the door instead, and not the stairwell inside the ‘Help” room.

Strategy #3 (2 or more): A different version of the second strategy involves getting into the Help room first, but then having the person with the most points open up the stairwell through the Help room, and camp the other side of the stairwell, but do not open it. This is the most fortified position in the map, giving the ability to shoot the zombies coming it from the spawn room, and only gives them 2 ways to come in. However, this tactic is only recommended for use after gaining the more powerful weapons from the box.

Rounds 1-4

Again, follow the above rounds 1-4 for Nacht Der Untoten, either grab a Kar98k, pistol 3 times and go for the headshot, or pistol 3 times and knife as they come in. Have the players open the Help room when they can, but make sure to have enough points to get the things in the room.

Round 5 and beyond

The reason there is no third step is because there is no define way to say when you’ll get the good weapons unless you know the proper procedure.

Until you and your buddy(ies) feel that you have good enough weapons, open up the staircase and move over to the staircase over the spawn room. This gives the Zombies only two ways to come in, so have everyone in either their own corner, or a corner that someone shares with another, etc. Rinse and Repeat until the match is over.

Best Weapons to use for Nacht Der Untoten:

* Kar98k – The better start-off choice. If you headshot all the time with this weapon, it should be good until round 5 before it starts taking more. Decent damage, quick reload, good for racking points.
* Thompson – The Thompson is heavily reliable through the first few rounds of any map, recoil bounces up for headshots, decent damage, decent clip size (for the first few rounds), quick reload, great for the early rounds.
* MG-42 – Large clip, heavy damage, decent ROF, great crowd control. Speed doesn’t matter in NDU as the Zombies can still be outrunned at their max speed with a HMG walking backwards.
* Browning – Same as MG-42
* Flamethrower – Refilling ammo, decent damage (they toned it down in SNN), damage over time. Pretty good weapon overall.
* Ray Gun – By far the best gun to find out of the RWC. Just make sure not to fire too close when using the gun.

3. Verruckt

* Newly added to Nazi Zombies in this map, the Perk-a-cola machines have arrived to help influence gameplay. Speed Cola (Sleight of Hand) and Jugger-nog (Juggernaut) are a must, especially if you’re at the point where you feel you’re being overwhelmed by Zombies.
* Although Double Tap in my opinion makes you go through ammo too much in too little time, it can be VERY helpful, especially for the Browning. In the case that you do have a Browning, search around for Double Tap root beer.
* Betties are also newly introduced in this mode, and can be very helpful depending on where you place them. In my opinion, I think it’s best to put one by the Double Tap Root beer machine, as this will signal you that they are beginning to come through the other doors.

* Also newly added to gameplay, electroshock defenses. This means that a electric field will be produced for 1000 points to defend yourself against the Zombies, which can be very helpful, especially in the latter rounds. Be careful though, without Jugger-nog, stepping through the field can cause instant death. Also be careful when in the later rounds using it, as Zombies will start being able to pass through it.
* If there is a large amount of zombies after you (more than you can kill before they reach you), there are two options. If the zombies are slower, simply gain some distance and gun them down. If they are faster, you must shoot them immediately and hope for the best as some are actually faster than you at around round 10 and above. It is recommended to camp on one of the two balconies with electroshock defenses so that this does not tend to happen.
  
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Exclamation 10-10-2009, 12:32 PM

* Another tactic is that the players in the American weapon spawn open everything on their side to get to the power room, and turn on the power. All the players should then unite in the kitchen of the American side, because there is no significant window between the kitchen and the power room. This way, all zombies come from one doorway or one window right next to the doorway, and since there are no windows from the kitchen hallway to the power room, if you should be overwhelmed, you have ample room to retreat.
* 'Jugger-Nog' does not prevent you blowing yourself up with the ray gun or other explosives at all. This can be extremely frustrating when you have bought the perks and lose them due to this.
* Another, somewhat useful strategy to use would be with four people, you should initially all camp on one balcony until two or more of you have good weapons such as ray guns or MG42s. Then you should split up, and two players should camp on each balcony. This solves the problem of people blocking the view of another player. If two people have ray guns and the others do not, then one ray gun should be used per side. If you do not wish to split up, when camping on either balcony have the two people at the back with the ray guns and the two players at the front with MGs this will prevent the common cause of death, damaging yourself up with the ray gun. The two people at the front must crouch so that the others can shoot over them.
* Remember to get to the power ASAP. There’s power in numbers, and you will overall be much more successful if you go for the power and stick together afterwards.
* Sleight of Hand is a must, especially for soloing, hence it’s high cost. Not only does it make HMG’s reload in a much faster time, it also makes it so it repairs boards faster.
* The Kar98K can be a good investment for the first few rounds as it can kill a zombie with a single shot in round one, and is powerful and accurate enough to achieve head shots in later rounds. However, players in the American weapon spawn room should skip over the Springfield altogether (instead saving enough points to buy the M1 Garand), as it is considerably less effective than the equivalent German rifle, and it’s iron sights are harder to use.
* In Verruckt, there is much more, and much tighter bottle-neck points in any of the maps. Take advantage of this by tossing grenades into these areas.

Strategy #1 (soloing): The best point you can do for soloing is to run around in circles (proven by Shi No Numa's technique), and grab Speed Cola, and Jugger-nog ASAP. Those are vital to soloing. During the first few rounds, remember to use the pistol/knife or headshot technique as described in the general section to get decent amount of points early in the game, as those perks matter a lot. Keep in mind though, Verruckt is by far the hardest to do solo.

Rounds 1-4

If you spawn onto the German side of the Asylum, pick up the Kar98k and continuously do the pistol-headshot whip. This will get you the most points out of the round as possible, and you will be able to access the the the stairwell. Before the first few rounds are over. Just have some left over for the weapons up stairs, as the Kar98k will not last you long this time around.

If it is the American side you spawned on, instead pistol-kill the zombies until you have the M1 Garand instead, as the Springfield is weaker then it's German counterpart. You'll have significantly less points then on the German side, but you should have enough to be worth your while.

Rounds 5-10

By this point, you should have opened at least one new area.

German side: Purchase the Double Barrel off the walls of the balcony when possible, and blast away until you have enough to open the next set of doors, and possibly get betties as well. You should have enough by Round 10.

American side: Do the same as above, but with either the Trench gun, or the BAR. Remember through, you can't pick up Betties, but instead, try and get a perk or two from the machines.

Rounds 11 and above

If you are on either side, open one of the doors, camp there next to the weapon box until you are comfortable with the weapons you have, open the other door, and keep outrunning them by creating sets of crawlers, planting betties at good corners, etc. Remember that there's only 24 zombies to get rid of on solo alone, so simply outrunning and outgunning them is the key to victory at this point. Pick up the perks from the machine as well when you can.

Strategy #2 (3 or more): By round five, the player(s) that spawn on either side of the map should start opening up all their rooms, then decide which side of the power room is opened, turn on the power and meet up with the other(s). Then stay on the Random weapon box until everyone has a decent weapon to use. When that happens, start spreading out a little to the other parts of the map (but not too far) and spam both the balconies and the hallways you've chosen to run by with bullets. Use the electroshock defenses when you need to as well, because this is a very useful feature.

Rounds 1-4

Follow the same strategy for this one as in the first Verruckt Strategy,

Rounds 5 and beyond

Now, at this point, the American side should have opened at least one of the doors, and continue to hold out using the weapons on the wall, and eventually make it over to the power room. The German side should have unlock their balcony point at this moment, and continue to hold out with their weapons on the wall. Decide which side opens up the power, then the other team should meet up with them, pick up perks, and group into the RWC room until everyone is comfortable with the weapons they have.

Once that is done, spread out a little, on either balcony that you wish, and just spam gunfire down the hallways and balconies. Have to people with with weaked weapons stay inside the RWC room and shoot the guys coming through the balcony, and the other guys will watch the front way to the room, but do NOT open the other door. Rinse and repeat until death.

Weapons of interest in Verruckt:

* Thompson - As stated before, this is a highly reliable weapon in the early rounds. Decent damage, decent clip size and reload time, recoil bounces for headshots, etc.
* Kar98k - The Kar will work great through the first few rounds of Verruckt, then switch over.
* M1 Garand - The Springfield isn't as great as it's German counterpart, and the M1 Garand is overall better in the campaign/co-op version of the game to it's German counterpart (Gewehr 43)
* MG-42 - High Damage and ROF, decent reload capability, all in all a great weapon.
* Browning - Same as MG-42
* Ray Gun - No explanation needed here.
* Shotguns - Both will last a decent amount of rounds, high power, good reload, high sprint speed. Both will work, but the Trench Gun is overall a better choice for a shotgun.

There is no second strategy for this map because the other one did not explain itself well and was unnessecary, PM me if you would like to fill the space here. The Teddy bear movement plan will come very soon to this section in a update.

4. Shi No Numa

* Again, Jugger-nog and Speed Cola play a huge role in surviving, so hope one of them spawn into the huts when you buy one. You have a 50-50 chance of getting either one of these versus the other two.

* Both the Comm Room Hut and the Fishing Hut are great places to camp, the Comm Room due to it’s largeness, the Fishing Hut due to the Flogger trap and it’s direct path-way, and both have Electro-shock defenses. The Fishing hut has 3 windows, but the Zombies have to go through the little path-way to get in through them.
* The worst thing you can do against the dogs is bunch up together. Spreading apart in completely different areas and laying down Betties where zombies never spawn in each round before the dog attack will keep you alive because you have multiple areas covered with Betties and never have to fire a single shot to kill the dogs. Your Betties should do most, or do all the work for you.
* Try not to open the stairs at the beginning unless you plan on camping the Warning room, as you can get a safe corner if you choose not to open the Comm Room door, next to the mystery box.
* Betties are a must for the Dog rounds, as the Betties will usually kill them in one blast. Buy them as soon as possible.
* During the dog rounds, don’t be afraid to use your more powerful weapons, as there is usually a Max Ammo power-drop at the end. Just make sure everyone reloads before picking up.
* If you are in the middle of a dog round and you have some spare money while in a hut, open up the Electro-shock defenses. Some will spawn outside if people get close enough to the gate, which will kill most dogs instantly.
* Do NOT place the Flogger down during a dog round, the dogs will go right under the Flogger.

* Another popular tactic (especially for soloing) is to hide in the corner where the Doctor’s Quarters Hut is, placing Betties at every chance possible, and not open the entrance. The Zombies can only come in two directions, and you can signal when they’re coming in another direction with Betties.
* Remember not to use the Ray guns against the dogs, as you’ll just down yourself from the Splash damage.
* Remember that after seeing the dogs, they will not appear for 2-3 rounds. After that, it’s the flip of a coin when they will return.
* While most people dislike the Wunderwaffe DG-2 due to it’s small clip size and hefty reload, there is no better weapon for attacking a group of Zombies, which happens often. You can even try grouping them all up before firing it off, as it’ll take a majority of them off at one time.
* If the mystery box moves, it will go to the hut with the light pouring out of it. This is an invaluable tip to know for Shi No Numa, as the mystery box is vital.
* When you are in any hut with 4 players, have 3 people look out the door and shoot at the Zombies coming. At that point, the other person can look out the windows in back to keep the zombies from sneaking up behind them, and give occasional support when the other 3 ask for help.
* When in a group, it is also a good idea to split up, along with staying together. This will divide the zombie a little bit, and can be quite fun to run in circles around them, as they’ll follow the closest person.
* The Flogger is a trap nearby the fishing hut that instantly kills any zombies that walk through it. It’s incredibly helpful when encountering a horde of zombies, not to mention funny to watch.
* Tell your teammates that you’ve acquired the Wunderwaffe, so you can plan out a strategy based upon the weapons you all have. For example, the person with the Wunderwaffe would likely be the person rounding all the Zombies up, as just 3 shots can wipe out a massive army of Zombies.
* If you do plan on camping the huts, another good idea would be to place betties by the windows to let you know to have someone head back and start repairing them.
* Be careful with the Hanging man! When he falls down and touches someone, the round instantly starts over. Firing at him only increases the chances of him falling.
* If you are too close to a Zombie when using the Wunderwaffe, you will damage yourself slightly. This will also count as part of the chain hit, so you will kill 1 less Zombie then you could have, which could very well be life or death in the higher rounds. Just bear that in mind.
* The Flamethrower was nerfed for some reason in Shi No Numa, just keep that in mind when you see it in your mystery box.
* When by yourself in either solo or your teammates died in co-op Nazi Zombies, it is best to run around the Comm Room side of the swamp, gathering all the enemies up and firing every now and then. Also try to run for the Flogger, as it can take out huge amounts of Zombies when you get a huge amount to follow you around. (Thanks goes to Decode for making such a great example.)
* The Doctors Quarters can also be a place to camp. If you can get most of the people on the right side of the room, they’ll only come in two directions. Just get someone to watch the wall, while the rest pertain fire along the doorway.
* Instead of going to the mystery box immediately after unlocking the Warning Room or the staircase, it is advised by some to buy a Thompson off the wall instead. It is cheaper to buy ammo for it than to go to the box.
* If you do plan on taking use of the Doctor’s Quarters primarily, instead open up the stairwell and hope for the best in the perk machines. Opening up the stairwell instead. This will give you another corner to camp in the Warning room (if you must use the Zipline), and force the Zombies yet again in a 2-way situation.
* Remember, the Wunderwaffe DG-2 can kill up to 10 Zombies per chain-hit, and there can be 100+ Zombies by round 15 when playing by more then one person.
* Again, when playing solo, there can only be 24 Zombies per round. This means that for the Wunderwaffe, it would take 3 bullets before finishing the round.

Strategy #1 (Soloing)(Written by TT): Click me pl0x

Out of all the World at War zombie maps 'Shi No Numa' is by far the easiest to do solo. It has alot of areas and space to run around which is key to making it deep into the rounds to experience the true side of zombies surrounding you (don't play with Turtle beaches on in the dark )

Let's get started, I broke it down into rounds until we get into the double digits, then it basically becomes the same thing and can be a little repetitive. Remember solo is your best bet for alot of achievements, since nobody can steal your zombie kills you can get alot of points/kills and headshots.

Basic Tips:

* In later rounds try not to use grenades alot, this can cause a massive amount of crawlers that will end in your demise. In later waves you need to just keep moving, more and more
* Zombies show up everywhere so try to always be moving.
* If you are going to for the 'Big Baller' achievement, you should get this around wave 28-30. Headshots play a big roll in this because they are worth alot more points, this is why I said not to use the Wonderwaffle or ray gun.
* Extra money tip: Now this is something I realized you could do...quite easily. When you think the round is about to be over try to toss a grenade at a zombie and blow the legs from under him, if it is not the last zombies try to keep him alive so you have a 'Crawler'. Crawlers are slow (can be a hassle later on) but in the low waves they serve an awesome purpose. After you down the last zombie go around fixing windows until it stops giving you money (you can keep going if you want...whatever). This way you have as much money as you can. Try doing this every round you can.

Also by doing the 'Crawler' if you want you can go try your luck on the mystery box again, or gather ammo...etc

Round 1-4:

Running solo the first round is extremely easy, what you want to do is let the zombies come in, let them tear down the boards...then rebuild. Also remember to use your knife because it gives you alot of points, basically the first 1-2 rounds is where you want to try to make a good bit of money. You want to have around 3k before you open something up. You can either open the 'Warning' gates or downstairs...I don't think it is a big deal, up to you.

Gathering weapons and items:

What you want to do is first grab the Thompson on the wall adjacent to the 'Mystery Box', those gun may have a short amount of ammo but it kills in 1-2 hits.(Try aiming for the head, duh!)

Somewhere between shooting zombies grab 'Bouncing Betties' for 1000 points. Trust me, they come in handy with zombies.

Round 4-6:

Wave 4 just run around killing zombies, use the Thompson and if you have Betties plant those in doorway. Round 5-6 dogs should be coming so head to the Doctors quarters...just the room don't open the door yet. Plant betties and hold off the dogs.

Round 6-8:

These rounds are where it starts getting hard, you have to start opening doors. By now you should have some money accumulated, so use it cheapskate!!! Best thing to open is the 'Fishing Hut'or 'Storage' both are easy to move around in. What you are trying to do is get some perks. You need 'Juggernog' < REALLY! and 'Speedy Cola' < Good thing, I would advise against getting 'Double Tap' or Quick Revive' < kind of dumb since there is noone to revive.

Now the big issue is you want to get these back to back (good luck). If it does not work out try opening 'Doctors Quarters'. After getting those perks...begins the fun.


Wave 9- however long you can survive...

Now this is where it gets fun, hopefully by now you have two good guns (Lightwight and Heavy) and two good perks (Juggernaut and Sleight of Hand) and 'Bouncing Betties. Go open the Comm Room. *DO NOT OPEN THE ACTUAL BUILDING! Seriously, keep it closed. All you want to do is open the gate. Just run around in circles...honestly that is the strategy, all you have to do, is run around the comm room circle.

Advanced Strategy:

Now when you are in the double digit waves you should be at the comm room with all the perks and weapons. Once you go there try to get through a wave then use the 'Crawler' move to get a zombie down, now go to the small patch of swamp and plant some betties around it. This is where alot of people get killed, zombies spawn
right there and can get in your way...you slow down alot when hitting the swamp part.
  
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Default 10-10-2009, 12:33 PM

Strategy #2 (2 or more): To get this to work, camp inside one of the huts outside. As one person (or more) fight off the Zombies charging into the hut and using the Electric defenses every now and then, one other person (preferably the one with the weakest weapon set-up) will watch over the windows and attack the Zombies coming in the back way.

The Comm Room Hut, the Doctor’s Quarters Hut, and the Fishing hut are all great spots to camp inside of. The Comm Room is the biggest, letting you attack the Zombies coming from the building from inside the hut, and attack the ones spawning. The Doctor’s Quarters hut is great because of the Zip-Line feature for a quick get-away incase of too many coming (Vice-versa for warning room). The fishing hut offers the flogger and the pier, making it difficult for Zombies to come to the hut, and even harder when they must line up on the pier. If you feel overwhelmed in any of the huts, the Electro-shock defenses are there for help also.

Rounds 1-4:

Pretty much the same as NDU's and VK's strategy for the first few, pick up the Arisaka and just watch the windows and just wait for someone to gain enough points to open the Warning room. Don't open the Stairs, as it gives you a safe corner when going through the weapon box early on in the game. Everyone else should either pick up betties, or pick a weapon from the RWC.

Rounds 5 and Beyond

When you unlock the downstairs, find some decent weapons for the next few rounds and head off to the outside huts. Juggernog and Speed Cola are the most important of the drinks again, as they help you a LOT when fighting off hordes of Zombies. When you get the perks and some decent weapons, camp in one of the huts outside, reccomendations for huts a few paragraphs up. If the random weapon chest is somewhere on the other side of the map, either camp the hut it's in, or create a crawler and pick up some weapons at the end of the round

Dog rounds

The best thing to do for dogs when in a group is to either spread out and run rampantly, or stick closely together and fight off the dogs that come towards you. If you have betties, plant a couple at the start of a round, as they get rid of dogs quickly.

There is no third strategy to this as these two cover it well. If you have another, please PM me!

Teddy Bear Movement plans:

Note: These are not any plans that are really serious, in fact I would recommend doing the other plans over these. If you have nothing to lose, or want to try something new, look at these!

Spawn room:

* Best Situation
o Closed Warning room, Open stairs
o One person with Wunderwaffe and HMG
o Group of 4
o Bouncing Betties ready for 1 person or more

The way this is set up, you are in the Spawn room, watching the windows and the stairwell, with one optional exit (but it messes up the strategy.) This is much similar to how the Help room is in Nacht der Untoten works, which is 1 or 2 people watching the windows (preferably the one with the weakest weapons), and the other 2 or 3 watching the stairs. The stairwell bottlenecks the Zombies, and the 4 openings should be carefully watched over with one other person or bouncing betties, and should alert the others when the betties go off or when the windows become too much.

Variant (Stairs open, Warning gate closed): Simply switch the area of which you’re firing at.

* Pros
o Those who died can get right back into the action as they spawn in that room
o Similar feel, making people have a better cover of the situation
o Stairwell bottlenecks tightly
* Cons
o The only escape route ruins the plan
o Windows are spread apart widely
o The one moron could ruin it by touching the hanging man

Warning Room:

* Best Situation
o Warning Gate shut
o Zipline Activated
o 2 or more people
o Bouncing Betties ready for 1 person or more

The Warning room is probably my favorite out-of-the-huts type of plan, as it allows quick entry to the Doctor’s Quarters in case the situation becomes too much, there is only the window and the stairs to look after, and it makes the Zombies bottleneck again. Have either one person set the betty at the one window and say when the Zombies are coming behind, and have either the other person(s) or all of them fire down the stairwell.

Variant (Warning gate open, Stairs closed): Simple follow the directions to the spawn room, just head to the Warning room at the start of a new round.

* Pros
o Zipline
o Only 2 openings to watch
o Zombies are bottlenecked
* Cons
o Only 1 escape route
o Only can shoot a couple Zombies at a time
o Again, the one person can ruin it all by hitting the hanging man

Lower part of the building/hut entrances

* Best situation
o Stairs/DQ Shut
o Earlier levels
o 2 or more people
o Bouncing betties ready for 1 person or more

Although I do not recommend keeping this spot for more then a couple rounds, it can be a good place to camp until you get enough points. This involves setting a “Betty Corner” in one of the corners of the building, so dogs will step right over them and die as they step onto the betty. As soon as you get enough points to open a hut, hide in there.

* Pros
o Fair amount of Betty corners
o Good for the first few rounds
o Gives access to all the huts
* Cons
o Only will work through the first few rounds
o Can mess up other plans of interest
o Becomes useless to stay in once the RWC is gone and the doors are open

Any of the huts: See Strategy #2 for Shi No Numa.
  
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