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Ultimate Zombies Guide|Everything You Need to Know
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Ultimate Zombies Guide|Everything You Need to KnowPosted:
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Joined: Mar 23, 201014Year Member
Posts: 2,974
Reputation Power: 195
How to Unlock the map "FIVE" and Dead Ops
PedoBear's Zombie Guide
Kino Der Untoten Secret Song
How to activate Electric Barrier on "Five"
Eminem Song Glitch[spoil]
How to Open Pack-A-Punch Room
List of Upgrade Weapons
M1911 Pistol- Mustang and Sally- Smaller Magazine, Dual Wield, Fires Grenades
M14- Mnesia- Doubled Magazine, Higher Damage
Olympia- Hades-Higher Power, Longer Range
AK-74u-AK74fu2-Special Precision Sight, Bigger Magazine, More Damage
MP40-The Afterburner-Bigger Magazine, More Damage
Stakeout-Raid-Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip
MPL-MPL-LF- Bigger Magazine, Special Precision Sight
MP5k-MP115 Kollider- Bigger Magazine, More Damage
PM63- Tokyo- Rose-Dual Wield
M16- Skullcrusher- Fully Automatic, Higher Damage, Grenade Launcher
HK21- H115 Oscillator- Bigger Magazine, More Damage
RPK- R115 Resonator- Bigger Magazine, More Damage
M72 LAW- M72 Anarchy- 10 Round "Magazine" (Bigger "Magazine"),
China Lake- China Beach- Bigger "Magazine" (5 Rounds)
CZ75- Calamity- Bigger Magazine, More Damage, Automatic
CZ75 Dual Wield- Calamity & Jane- Bigger Magazine, More Damage, Automatic
Python- Cobra- Bigger Magazine, More Damage, Speed Reloader
AUG- AUG-50M3- More Damage, Special Precision Sight, Undermounted Shotgun
FN FAL- EPC WN- Special Precision Sight, Bigger Magazine, 3 Round Burst, More Damage
FAMAS- G16-GL35- Special Precision Sight, Bigger Magazine, More Damage
Commando- Predator-Bigger Magazine, More Damage
G11- G115 Generator- Bigger Magazine, More Damage, Fully Automatic
Galil- Lemantation- Special Precision Sight, More Damage
SPAS-SPAZ-24- 1 Reload Refills the Whole Magazine, Doubled Magazine Size, Longer Range
HS-10-Typhoid & Mary- Dual Wield, Bigger Magazine
Dragunov- D115 Disassembler- Zoom In/Out Scope, More Damage
L96A1- L115 Isolater- Zoom In/Out Scope, Bigger Magazine, More Damage
Ray Gun- Porter's X2 Ray Gun- More Damage
Ballistic Knife- The Krause Refibrillator- Faster Melee Knifing, Glowing Knife
Crossbow Explosive Tip- Awful Lawton- Zombies Run towards to Fired Bolts, acts like a Monkey Bomb
Thunder Gun- Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot
Winter's Howl- Winters Fury- More Ammo, freezes more zombies
Good Strategies "Five"
Before I say anything- make sure you have 4 people
Strategy 1. Camp in the small Elavator(as stupid as it sounds it works), but make sure that you are on the top floor, if you are in trouble, just pay to go down and then back up again
Strategy 2. Camp in the big elvator, just have 1 person cover the window and the other cover the front, pay to go up/down if you are strugling
Strategy 3. Camp in the Pack a Punch room, when the door opens just have 2 people covering the window and 2 covering the door.
Good Strategies Kino Der Untoten
How to get Zombies Achievemtns
I take no credit for the videos- i am just sharing them with you guys
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Last edited by -Brad- ; edited 18 times in total
PedoBear's Zombie Guide
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[spoil]Kino der Toten
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The first goal you need to have while playing this map is to make it to the power switch. If you can restore the power, you'll unlock the teleporter, the perk machines, the Mystery Box, a few traps, and ultimately allow yourself a lot more freedom of movement.
But how do I turn on the power?
Let me explain: You first have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola. You decide which way you'll go, the most important thing is to get to the power.
Once you get to the backstage of the Theater, the power is located on the southwest portion of this (by the M16). You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open loop of this level.
Important note: It seems like turning on the power unlocks Gas Zombies... and these mother effer's aren't easy. Be aware of this.
How do I turn the Teleporter on?
You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (the Lobby) to use the Teleporter. You'll have to stand on that weird looking platform and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.
The Teleporter is on, but I'm confused...
The main use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch upgrade kiosk in this room. The most badass aspect of the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. Problem is, this only lasts for about 30 seconds. Also important to note that any zombies in the Teleporter when you use it will die instantly. Use it to your advantage!
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
When do the Hellhounds show up?
They begin to show up after the 5th wave. They seem to come back every 5th round, although we have seen them only four rounds away a few times.
Best advice here is to find a corner, strap on your Shotgun, and blast away at their heads. If you are playing with a buddy, try to huddle up in opposite corners, so that you can cover each other while you are reloading.
Five (unlocked by beating the single player campaign)
This is the Zombie map that takes place in the Pentagon. There are three floors to be explored, the briefing room (top floor), the war room (second floor), and the basement (obviously the bottom floor).
Much like Kino der Toten, there is a power switch that you are strongly advised to turn on.
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Where is the power switch in "Five"?
Calm down, I'm getting to that. It's located on the basement level, and is a whole lot easier to get to than the one in Kino der Toten. From the start of the level, open the door to the right ($750) then head to the elevator and go down ($250). Once you're in the War Room (you start the level in the briefing room), find your way to the elevator by clearing the debris ($2000) and take the elevator down once again ($250).
We were able to unlock all of this by round 3 one time, but it's fairly easy and a lot more common by round 4. When you turn the power on in this level, you unlock all the perk machines, unlock the ability to set the Def Con level in the war room, and also turn on all the Teleporters.
Once again, how do I turn on the Teleporters?
These teleporters aren't like the ones in Kino der Toten, and can be used as soon as they are activated via the power switch.
You mentioned the ability to set the Def Con level. Is that like Def Jam?
No. Don't be an ass. When you turn the power on you can go into the war room and set the Def Con level. What this essentially means is that when you get it to Def Con Level 5, you unlock the Pack-a-Punch room. In order to do this, you'll need to activate all four switches in the war room (3 of them are near the Jugger Nog, while the fourth is across the map from all of them). Once they are all activated, all the Teleports will lead to the Pack-a-Punch room.
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
Who the hell is this scientist-looking douche that keeps stealing all my sh**?!
Yeah, so he found you. He's what the game calls the "Pentagon Tech", and his sole purpose is to steal all your weapons. He shows up after you turn the power on. Don't freak out though, because he can be killed (there's even an Achievement/Trophy for doing it). Read carefully below for the best way to do this:
1. Keep in mind that the Pentagon Tech's hit points definitely increase as the rounds go on, and the more people you have in your party also means he has more health.
2. Claymores are your friend when trying to take this **** down. Place them in large groups in areas you know he is headed, as they will cause a ton of damage this way, while slowing him down.
3. Rather than trying to reload, just keep two weapons fully stocked for when he comes after you.
4. Just like every other enemy in any mode in any game ever, aim for his head. It will take off a lot more damage.
5. If he grabs your first weapon, chase him with your second. Notice he is slowing down? That means he is injured. Don't let up!
I had the MPL with the M16 as a backup weapon and was able to kill him in round six (with a buddy of course). Regardless, this can be done. Just load up on Claymores, have full ammo clips, and get ready to kick some ass!
Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.
Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:
Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie- lethal melee: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 Points
Keep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.
YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.
Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!
The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:
10 Points per board
60 Points for a complete repair
There's a cap on each round however:
Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 Points
The weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.
So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!
Perks
Every map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.
Quick Revive:
$500 Solo/$1500 Co-Op
In solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.
Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!
Jugger-Nog
$2500
You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.
Double Tap Root Beer
$2000
This speeds up your gun's rate of fire (the opposite effect of alcohol)
Speed Cola
$3000
After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.
Mystery Box Weapons
You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon!
Special Power-Ups (random drops)
During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.
NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!
CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.
INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.
DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.
MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.
One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.
DEATH MACHINE
This is only available in the "Five" map (although rumors claim it will be available on the DLC maps soon). The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass.
[spoil]Kino der Toten
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The first goal you need to have while playing this map is to make it to the power switch. If you can restore the power, you'll unlock the teleporter, the perk machines, the Mystery Box, a few traps, and ultimately allow yourself a lot more freedom of movement.
But how do I turn on the power?
Let me explain: You first have to make it through the cinema to the backstage. You can get to the backstage area by either taking the path to the right, or the path to the left. If you decide to take the path to the left, you can pick up an AK74U, access a Mystery Box, and also buy the MPL. The path to the right has the PM63, the MP40, and a Speed Cola. You decide which way you'll go, the most important thing is to get to the power.
Once you get to the backstage of the Theater, the power is located on the southwest portion of this (by the M16). You'll see the curtains on the stage raise, letting you know you have been successful. Also, the front doors of the theater room open up, creating a full open loop of this level.
Important note: It seems like turning on the power unlocks Gas Zombies... and these mother effer's aren't easy. Be aware of this.
How do I turn the Teleporter on?
You have to initiate the link in order to turn the Teleporter on. This is found in the backstage area as well, near the power switch and M16. Hold down the corresponding button until you hear a "click", then head back to the beginning of the level (the Lobby) to use the Teleporter. You'll have to stand on that weird looking platform and interact with it again to make it fully turned on. Once you do this, head back to the Theater Room to be transported to the projection room.
The Teleporter is on, but I'm confused...
The main use of the Teleporter is to transport you to the projection room. You'll find the Pack-a-Punch upgrade kiosk in this room. The most badass aspect of the projector room is the view of the zombies below. You can just sit up there and pick them off one by one, while collecting grenades off the wall and upgrading your weapons. Problem is, this only lasts for about 30 seconds. Also important to note that any zombies in the Teleporter when you use it will die instantly. Use it to your advantage!
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
When do the Hellhounds show up?
They begin to show up after the 5th wave. They seem to come back every 5th round, although we have seen them only four rounds away a few times.
Best advice here is to find a corner, strap on your Shotgun, and blast away at their heads. If you are playing with a buddy, try to huddle up in opposite corners, so that you can cover each other while you are reloading.
Five (unlocked by beating the single player campaign)
This is the Zombie map that takes place in the Pentagon. There are three floors to be explored, the briefing room (top floor), the war room (second floor), and the basement (obviously the bottom floor).
Much like Kino der Toten, there is a power switch that you are strongly advised to turn on.
[ Register or Signin to view external links. ]
[ Register or Signin to view external links. ]
Where is the power switch in "Five"?
Calm down, I'm getting to that. It's located on the basement level, and is a whole lot easier to get to than the one in Kino der Toten. From the start of the level, open the door to the right ($750) then head to the elevator and go down ($250). Once you're in the War Room (you start the level in the briefing room), find your way to the elevator by clearing the debris ($2000) and take the elevator down once again ($250).
We were able to unlock all of this by round 3 one time, but it's fairly easy and a lot more common by round 4. When you turn the power on in this level, you unlock all the perk machines, unlock the ability to set the Def Con level in the war room, and also turn on all the Teleporters.
Once again, how do I turn on the Teleporters?
These teleporters aren't like the ones in Kino der Toten, and can be used as soon as they are activated via the power switch.
You mentioned the ability to set the Def Con level. Is that like Def Jam?
No. Don't be an ass. When you turn the power on you can go into the war room and set the Def Con level. What this essentially means is that when you get it to Def Con Level 5, you unlock the Pack-a-Punch room. In order to do this, you'll need to activate all four switches in the war room (3 of them are near the Jugger Nog, while the fourth is across the map from all of them). Once they are all activated, all the Teleports will lead to the Pack-a-Punch room.
What the hell is a Pack-a-Punch room?
Good question Roger. The Pack-a-Punch room is has a Pack-a-Punch Machine in it that upgrades your weapons. There will also be ammunition and a few pick-ups you can grab.
Who the hell is this scientist-looking douche that keeps stealing all my sh**?!
Yeah, so he found you. He's what the game calls the "Pentagon Tech", and his sole purpose is to steal all your weapons. He shows up after you turn the power on. Don't freak out though, because he can be killed (there's even an Achievement/Trophy for doing it). Read carefully below for the best way to do this:
1. Keep in mind that the Pentagon Tech's hit points definitely increase as the rounds go on, and the more people you have in your party also means he has more health.
2. Claymores are your friend when trying to take this **** down. Place them in large groups in areas you know he is headed, as they will cause a ton of damage this way, while slowing him down.
3. Rather than trying to reload, just keep two weapons fully stocked for when he comes after you.
4. Just like every other enemy in any mode in any game ever, aim for his head. It will take off a lot more damage.
5. If he grabs your first weapon, chase him with your second. Notice he is slowing down? That means he is injured. Don't let up!
I had the MPL with the M16 as a backup weapon and was able to kill him in round six (with a buddy of course). Regardless, this can be done. Just load up on Claymores, have full ammo clips, and get ready to kick some ass!
Killin' Zombies is all about saving up enough money to move on to the next area. It's also about killin' zombies, but that's obvious.
Each kill on a Zombie gives you a certain amount of cashola, which you can then use to purchase and upgrade weapons, open doors, use mystery boxes, and so on. Here's the breakdown of each kill:
Any Zombie- non-lethal hit: 10 Points
Any Zombie- lethal hit: 50-60 Points
Any Zombie- lethal headshot: 100 Points
Any Zombie- non-lethal melee: 10 Points
Any Zombie- lethal melee: 130 Points
Gas Zombie- same
Hellhound Hit- 10 Points
Hellhound Kill- 60-100 Points
Keep in mind that Zombies gain strength and health as you progress through rounds. In the first few rounds, use melee as much as possible (especially when they are behind barriers). Since they are weaker, gaining easy points this way is almost necessary. Also, your pistol in the first few rounds isn't as useless as you think. Aim for the head and get some points. Remember, even non-lethal hits are worth 10 points.
YOU ABSOLUTELY NEED TO LEAVE TWO ZOMBIES ALIVE AT THE END OF EACH ROUND. Why 2 you ask? Well, because in this version of Nazi Zombies, the remaining Zombie goes berserk, coming at your like a Spider Monkey. If you leave two alive, this won't happen. Yeah that's right, I'm smart. By leaving some alive at the end of the round, you give yourself a chance to repair all the barriers, reload your ammo, figure out a plan, and most likely not die in the coming wave.
Some people have noted that you can simply grenade the last zombie (it blows it's legs off, turning it into a crawler). While I agree with this, it wastes a grenade and leaving two alive is a whole lot easier. Either strategy works though!
The other little trick is to let them take down the barriers in the first few rounds. Sounds stupid I know, but repairing barricades gives your points. Here's the breakdown:
10 Points per board
60 Points for a complete repair
There's a cap on each round however:
Round 1: 40 Points
Round 2: 90 Points
Round 3: 140 Points
Round 4: 140 Points
The weapons hanging around on the wall aren't going to be able to hold up long enough for you to survive longer than a dozen rounds or so. I know it can be done, so don't comment about how cool you are for getting to round whatever without the Mystery Box. For those of us out there who aren't completely badass, the Mystery Box is going to be your ticket to the higher rounds.
So remember to take advantage of this, as it adds up quickly! Leave two Zombies alive!!!
Perks
Every map has Perks hidden within them. You can buy them in vending machines, and they give you... well, Perks. Simple enough I s'pose.
Quick Revive:
$500 Solo/$1500 Co-Op
In solo mode, when you get downed, you get revived (limit 3).
In Co-Op Mode, it allows you to revive a down partner a lot quicker than if you didn't have one.
Pack-A-Punch
$5000
It's a weapon upgrade. Use it on a normal weapon and it morphs into a super awesome one!!! Ahhh!!!
Jugger-Nog
$2500
You'll absolutely need this if you want to succeed solo (but come on, just get some friends already). It lets you run past Zombies and still survive if you are hit a couple of times. Something that won't happen without it.
Double Tap Root Beer
$2000
This speeds up your gun's rate of fire (the opposite effect of alcohol)
Speed Cola
$3000
After you turn the power on, head for this upgrade asap. It reduces your reload time by half, and after the power is on, the zombies go crazy...er.
Mystery Box Weapons
You'll want to open up the Mystery Box in the later rounds. Some people say somewhere near rounds 8 or 9, I say more like around 11 or 12. Thing is, the Mystery Box packs some serious firepower, so when you have enough money saved up, don't be afraid to use it. Just be aware you may end up with a piece of crap weapon!
Special Power-Ups (random drops)
During the game there will be instances where killing a Zombie will ellicit a random power-up drop. These last for a short amount of time, and while you may be tempted to just use them all willy-nilly, there is a lot of strategy to some of these. Also keep in mind that these power-ups can be stacked on top of one another. My favorite one is definitely Double Points plus Instakill.
NUKE
This one is easy enough. It's a giant golden, floating bomb, and when you use it all zombies on the map explode. This won't however end the round, unless all the zombies are readily available for ultimate death. The best strategy I have found with this is to try to use it towards the end of the round, or at least when there are a lot of zombies around. It will be tempting to grab it immediately, but take a step back and survey the landscape. Nothing pisses me off more than when someone uses it when there is one freaking zombie on the map!
CARPENTER
This one repairs all the barricades. It's a giant floating, golden hammer. While it does give you 200 points, it's a whole lot less than if you were to repair them all manually. Nonetheless, this is a great power-up to use immediately, especially if you are under attack by a horde of flesh-eating freakbags.
INSTAKILL
If you see a golden skull in front of you, that's an Instakill. When you use it, all zombies become one-hit kills. Key strategy here is to pull out your knife or pistol, and go to town! DO NOT WASTE YOUR MAIN WEAPONS AMMO when an Instakill is activated. This is the perfect opportunity to get a grasp on the wave.
DOUBLE POINTS
See that floating "X2" symbol? No, that's not a reference to the second X-Men movie, it's a double points power-up, and it does just that. In other words, a hit that usually gives you 10 points now gives you 20. Easy enough right? Such an amazing power-up due to the fact that your points accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster.
MAX AMMO
From what I have noticed, this is the most common power-up you will see. When you activate it, your ammo will refill. If you are all using a headset (which you should be), make sure to tell everyone to reload right before you pick this up.
One huge advantage to this power-up is that it refills your Mystery Box Weapons. This is the only way to do this, making this power-up one of the most important ones.
DEATH MACHINE
This is only available in the "Five" map (although rumors claim it will be available on the DLC maps soon). The Death Machine is a giant minigun you can use for a short period of time. It's just a whole lot of badass.
Kino Der Untoten Secret Song
How to activate Electric Barrier on "Five"
Eminem Song Glitch[spoil]
How to Open Pack-A-Punch Room
List of Upgrade Weapons
Original Weapon- Upgrade Name- Effects of Upgrade
M1911 Pistol- Mustang and Sally- Smaller Magazine, Dual Wield, Fires Grenades
M14- Mnesia- Doubled Magazine, Higher Damage
Olympia- Hades-Higher Power, Longer Range
AK-74u-AK74fu2-Special Precision Sight, Bigger Magazine, More Damage
MP40-The Afterburner-Bigger Magazine, More Damage
Stakeout-Raid-Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip
MPL-MPL-LF- Bigger Magazine, Special Precision Sight
MP5k-MP115 Kollider- Bigger Magazine, More Damage
PM63- Tokyo- Rose-Dual Wield
M16- Skullcrusher- Fully Automatic, Higher Damage, Grenade Launcher
HK21- H115 Oscillator- Bigger Magazine, More Damage
RPK- R115 Resonator- Bigger Magazine, More Damage
M72 LAW- M72 Anarchy- 10 Round "Magazine" (Bigger "Magazine"),
China Lake- China Beach- Bigger "Magazine" (5 Rounds)
CZ75- Calamity- Bigger Magazine, More Damage, Automatic
CZ75 Dual Wield- Calamity & Jane- Bigger Magazine, More Damage, Automatic
Python- Cobra- Bigger Magazine, More Damage, Speed Reloader
AUG- AUG-50M3- More Damage, Special Precision Sight, Undermounted Shotgun
FN FAL- EPC WN- Special Precision Sight, Bigger Magazine, 3 Round Burst, More Damage
FAMAS- G16-GL35- Special Precision Sight, Bigger Magazine, More Damage
Commando- Predator-Bigger Magazine, More Damage
G11- G115 Generator- Bigger Magazine, More Damage, Fully Automatic
Galil- Lemantation- Special Precision Sight, More Damage
SPAS-SPAZ-24- 1 Reload Refills the Whole Magazine, Doubled Magazine Size, Longer Range
HS-10-Typhoid & Mary- Dual Wield, Bigger Magazine
Dragunov- D115 Disassembler- Zoom In/Out Scope, More Damage
L96A1- L115 Isolater- Zoom In/Out Scope, Bigger Magazine, More Damage
Ray Gun- Porter's X2 Ray Gun- More Damage
Ballistic Knife- The Krause Refibrillator- Faster Melee Knifing, Glowing Knife
Crossbow Explosive Tip- Awful Lawton- Zombies Run towards to Fired Bolts, acts like a Monkey Bomb
Thunder Gun- Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot
Winter's Howl- Winters Fury- More Ammo, freezes more zombies
Good Strategies "Five"
Before I say anything- make sure you have 4 people
Strategy 1. Camp in the small Elavator(as stupid as it sounds it works), but make sure that you are on the top floor, if you are in trouble, just pay to go down and then back up again
Strategy 2. Camp in the big elvator, just have 1 person cover the window and the other cover the front, pay to go up/down if you are strugling
Strategy 3. Camp in the Pack a Punch room, when the door opens just have 2 people covering the window and 2 covering the door.
Good Strategies Kino Der Untoten
How to get Zombies Achievemtns
also includes ones from the 1st map
I take no credit for the videos- i am just sharing them with you guys
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#2. Posted:
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Nice shoul be stickied
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#3. Posted:
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_Asian_ wrote Nice shoul be stickied
thanks,
and also if any1 has anything else i can add PM me
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#4. Posted:
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sticky this its some good info brah
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#5. Posted:
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Should be stickied, good luck
-uzi
-uzi
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#6. Posted:
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theres a reason ur rated awesome
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#7. Posted:
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Good guide, will help others alot.
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#8. Posted:
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-Deagle- wrote Good guide, will help others alot.
Thanks, i hope it does too
***Updated with Table Glitch
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#9. Posted:
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the table glitch is so bonerlicious
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#10. Posted:
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I_B_Haxor wrote the table glitch is so bonerlicious
Ok dude...whats ur problem
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