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nazi zombie tutorials for all maps
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nazi zombie tutorials for all mapsPosted:
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Joined: Jan 02, 201113Year Member
Posts: 2,294
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Status: Offline
Joined: Jan 02, 201113Year Member
Posts: 2,294
Reputation Power: 94
In this post I will show everybody great tactics around every zombie map.
This is my very first post but I am practically addicted to TTG.
First of all I will show you ways on
NACHT DER UNTOTEN
As soon as the game starts youll be in a large room with 5 windows that will be boarded up to start off with. Youll start off with a hand gun and each player will have 500 points. I notice that a lot of people go for the Kar98 as its only 300 points so its affordable from the start but trust me its not the way to go. Yea, it will one hit the zombies but only for the first few stages, after that you have to shot them a couple of times and the kar98 being a bolt action rifle wastes those precious seconds to reload between every shot that could be the difference between life and death. Instead, use your handgun until you have 600 points (takes 1 kill with your handgun) and get yourself the M1A1 Carbine. It doesnt pack a big punch like the kar98 but its semi automatic with a 15 round magazine making a lot more trustworthy. (It also takes a few more shots to kill them with the M1A1 Carbine which is a good thing as you get points for every time you shoot a zombie allowing you to rack up them points nicely)
2)
Now there are two paths you can take after youre on the 5th stage or so, either upstairs or the room to your right mainly referred to as the help room both costing 1000 points. The help room has fairly strong weapons (Thompson, Double barrelled shotgun and the mystery box that can vary from a handgun to a ray gun) while upstairs has fairly weaker weapons (Bar, Trench gun and grenades) making it a less favourable choice.
3)
We normally open the help room as not only does it have the mystery box but it also has fewer entry points making it easier to defend. We spend all our points on the mystery box so at least one or two of us get a decent weapon such as the ray gun. The ray gun as Im sure youre aware one hits zombies at all levels, has a very quick fire rate and a decent reload speed making it a must have if you want to make it to the 20s. The player who has the ray gun defends the door along with someone else who has a light machine gun such as a Browning M1919A6 or MG-32 as they can kill the zombies in one hit while the other person can cover them while they need to reload and stock up on ammo. The remaining two cover the 2 windows and a wall between them and so its not too hard for them as long as they keep communication and have a decent automatic such as the Thompson.
4)
However this is where we do things a little different, instead of only opening the help room and defending that we also open the stairs that lead upstairs in the main room but we dont ever dare to go up there. I know youre thinking what the hell this guys on drugs or something but just hear us out. This is a method called funnelling that we recently came across and I have to say it worked like a charm. What this does is spread the zombies out a bit as there are now three rooms they can come in from rather than two. Although this makes it harder for the guys defending the help door (shouldnt be too hard if you have ray guns/MG32s) it relieves some of the pressure on the other two guys defending the 2 windows and the wall and so you should last longer.
We use this set-up and just stick to it as long as we can but at 20s it does get hard. A few problems we have come across using the help room is that it is small meaning if a zombie or two manages to break in into the room you havent got much space to back up into and find yourself face to face with a deformed looking Nazi.
ZOMBIE VERUCKT
As zombie veruckt isnt a very big map there arent many strategies.Now when you spawn(if 4 folk are playin)you will split up.Two will spawn at one side of the map and the other two at the other side.Now my tactic is let one person get all the kills in round one so you can open the debris and turn on the power straight away which means the other two will meet up with them.Now upstairs there is a mp40 which is quite good so all four of you can buy one and camp at the wall while one of you watches the one window at the back.
2)
Now later on in the match I am quite sure you are going to open the next door.In that room there is a trench gun which is quite good.You then can camp there for a few rounds.Then later on you will open the next door which then has the box in it(stays in same place)Once again you can camp there for a few rounds but just wich the window downstairs.
3)
Once there are to many zombies you will then need to open the door behind you.Once you open that door open the next door straight away because in that romm is a deathtrap.Once opened the very much liked perk speed cola is in there.Once again that room is dangerous to camp in so I suggest to open the next door.You can camp in there for a few rounds just watch door in corner.If your are getting trapped there is only one door left once you open that there is no where to camp.You just have to run around the map.I suggest you will get to round 20-30.
SHI NO NUMA
For this map I am going to write about new features and tactics.
The player can explore the area where the Zombies spawn without hacking or glitching.
The Perk-a-cola machines spawn randomly.
The enemies are Japanese Zombies instead of Nazis.
The Flogger and Zipline are unique to this map.
This is the first map where Japanese weapons can be purchased.
This is the first map to feature Hellhounds.
This is the first map to feature the Wunderwaffe DG-2.
The first map to introduce playable characters that are from every faction in Call of Duty: World at War.
Only map where electricity does not have to be turned on in order to use electrical barriers and Perk-A-Cola machines.
There are four huts in the map that players can go to, to defend against 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 run a short distance 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 is opened, players can find the one of 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. You can do the weapon glitch in this hut. Getting to this hut can be tricky, due to the fact that players are slowed down in the water much more than Zombies are, Zombies also spawn in the water. Stick to the land as much as possible. Also, in a full lobby, have the two people with the best weapons hold the front, and the other two cover the windows.
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 and hardest to defend as well. The weapon glitch can also be done in here, but is very difficult to do. There are three paths to venture through to here and back to the main building. There is also a radio here.
The Comm room entrance is 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 a telephone as well, and when you walk up to and press and hold X (360) or square (PS3) three times you will get the Dead Air achievement and trigger the song The One as heard in the trailer. If you listen carefully, you can hear the numbers 9-1-1 being dialed into the phone before the song begins. Also, while very difficult and requires practice, you can do the weapons glitch in here, however, itThe 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. You can also do the weapons glitch in this hut. This is the largest and most open hut, making it quite easy to defend compared to the other huts is very risky and can sometimes cause players to switch out good weapons with bad ones.
Der Riese
An excellent strategy is to wait until about level 3 and then proceed to turn on the power, alternating who opens the doors (based on who has the most points).
Note: The players want to have access to either side's weapons (Trench Gun, Thompson, Double-barreled shotgun, Type 100, Mystery Box, etc.) before round 5 as Hellhounds start to appear at round 5+ and are more difficult (and almost impossible) to fend off using the starter room weapons.
2)After activating the power, it's suggested to "camp" in the power generator alley way (occasionally using the Mystery Box to get better weapons and allowing all your teammates to use it at least once so that everyone has a chance of getting a good weapon) to build up enough points to eventually open the doors leading to the teleporters. It is suggested that the players have all the teleporters linked to the mainframe by round 10. The easiest way to do this is to save a zombie nearing the end of a round and have one person "lead" it around while the others activate the teleporters. To make this process even easier, the player should use a grenade to turn the last zombie(s) into a "crawler". It is also recommended to camp by the power until the Teddy Bear comes. If it moves close to the mainframe, have one (or two) people camp at the mainframe and have everyone else link the teleporters.
3)When the Mystery Box moves to the catwalk, head there immediately. This is a good sniping spot. Some people like to put one person at the window(where the zombies come through), one person sniping down at oncoming zombies, and two people aiming down the stairs. The problems with this is that occasionally the person at the window will be downed (it does happen) allowing zombies through leaving everyone else completely vulnerable. Having a person always sniping down also increases the chances of getting a good power-up in the alley where nobody can get it. Having everyone in the Mystery Box corner aiming down the catwalk is more effective as the zombies can only come at the players from one direction, making it less likely for someone to be downed. One person should occasionally be looking down at the power generator alleyway to relay how many zombies are still coming. This is important as the players should save a zombie at the end of every round in order to buy perks, Pack-a-Punch weapons, or get ammo off the walls. If done properly one person will lead the crawler around while the others use the Mystery Box and upgrade. It's also a good idea to get Bouncing Betties and lay them where the players camp, just in case a zombie or Hellhound makes it in close.
4)By level 20 the players should have at least one decent upgraded gun, Juggernog, Speed Cola, Quick Revive and the Bowie Knife. There's also a good chance that someone will have Monkey Bombs. From here, the players should continue to save "crawlers" at the end of each round, or every second round, in order to refill wall-based weapons, and to re-buy any perks that might have been lost
Thanks for reading.I hope this is very helpful.
If you think it deserves a sticky please post and vote or rep.
Once again thanks!!! plus if you want to be in one of my zombie games just add qizl thanks
Last edited by -Hollister ; edited 2 times in total
This is my very first post but I am practically addicted to TTG.
First of all I will show you ways on
NACHT DER UNTOTEN
As soon as the game starts youll be in a large room with 5 windows that will be boarded up to start off with. Youll start off with a hand gun and each player will have 500 points. I notice that a lot of people go for the Kar98 as its only 300 points so its affordable from the start but trust me its not the way to go. Yea, it will one hit the zombies but only for the first few stages, after that you have to shot them a couple of times and the kar98 being a bolt action rifle wastes those precious seconds to reload between every shot that could be the difference between life and death. Instead, use your handgun until you have 600 points (takes 1 kill with your handgun) and get yourself the M1A1 Carbine. It doesnt pack a big punch like the kar98 but its semi automatic with a 15 round magazine making a lot more trustworthy. (It also takes a few more shots to kill them with the M1A1 Carbine which is a good thing as you get points for every time you shoot a zombie allowing you to rack up them points nicely)
2)
Now there are two paths you can take after youre on the 5th stage or so, either upstairs or the room to your right mainly referred to as the help room both costing 1000 points. The help room has fairly strong weapons (Thompson, Double barrelled shotgun and the mystery box that can vary from a handgun to a ray gun) while upstairs has fairly weaker weapons (Bar, Trench gun and grenades) making it a less favourable choice.
3)
We normally open the help room as not only does it have the mystery box but it also has fewer entry points making it easier to defend. We spend all our points on the mystery box so at least one or two of us get a decent weapon such as the ray gun. The ray gun as Im sure youre aware one hits zombies at all levels, has a very quick fire rate and a decent reload speed making it a must have if you want to make it to the 20s. The player who has the ray gun defends the door along with someone else who has a light machine gun such as a Browning M1919A6 or MG-32 as they can kill the zombies in one hit while the other person can cover them while they need to reload and stock up on ammo. The remaining two cover the 2 windows and a wall between them and so its not too hard for them as long as they keep communication and have a decent automatic such as the Thompson.
4)
However this is where we do things a little different, instead of only opening the help room and defending that we also open the stairs that lead upstairs in the main room but we dont ever dare to go up there. I know youre thinking what the hell this guys on drugs or something but just hear us out. This is a method called funnelling that we recently came across and I have to say it worked like a charm. What this does is spread the zombies out a bit as there are now three rooms they can come in from rather than two. Although this makes it harder for the guys defending the help door (shouldnt be too hard if you have ray guns/MG32s) it relieves some of the pressure on the other two guys defending the 2 windows and the wall and so you should last longer.
We use this set-up and just stick to it as long as we can but at 20s it does get hard. A few problems we have come across using the help room is that it is small meaning if a zombie or two manages to break in into the room you havent got much space to back up into and find yourself face to face with a deformed looking Nazi.
ZOMBIE VERUCKT
As zombie veruckt isnt a very big map there arent many strategies.Now when you spawn(if 4 folk are playin)you will split up.Two will spawn at one side of the map and the other two at the other side.Now my tactic is let one person get all the kills in round one so you can open the debris and turn on the power straight away which means the other two will meet up with them.Now upstairs there is a mp40 which is quite good so all four of you can buy one and camp at the wall while one of you watches the one window at the back.
2)
Now later on in the match I am quite sure you are going to open the next door.In that room there is a trench gun which is quite good.You then can camp there for a few rounds.Then later on you will open the next door which then has the box in it(stays in same place)Once again you can camp there for a few rounds but just wich the window downstairs.
3)
Once there are to many zombies you will then need to open the door behind you.Once you open that door open the next door straight away because in that romm is a deathtrap.Once opened the very much liked perk speed cola is in there.Once again that room is dangerous to camp in so I suggest to open the next door.You can camp in there for a few rounds just watch door in corner.If your are getting trapped there is only one door left once you open that there is no where to camp.You just have to run around the map.I suggest you will get to round 20-30.
SHI NO NUMA
For this map I am going to write about new features and tactics.
The player can explore the area where the Zombies spawn without hacking or glitching.
The Perk-a-cola machines spawn randomly.
The enemies are Japanese Zombies instead of Nazis.
The Flogger and Zipline are unique to this map.
This is the first map where Japanese weapons can be purchased.
This is the first map to feature Hellhounds.
This is the first map to feature the Wunderwaffe DG-2.
The first map to introduce playable characters that are from every faction in Call of Duty: World at War.
Only map where electricity does not have to be turned on in order to use electrical barriers and Perk-A-Cola machines.
There are four huts in the map that players can go to, to defend against 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 run a short distance 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 is opened, players can find the one of 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. You can do the weapon glitch in this hut. Getting to this hut can be tricky, due to the fact that players are slowed down in the water much more than Zombies are, Zombies also spawn in the water. Stick to the land as much as possible. Also, in a full lobby, have the two people with the best weapons hold the front, and the other two cover the windows.
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 and hardest to defend as well. The weapon glitch can also be done in here, but is very difficult to do. There are three paths to venture through to here and back to the main building. There is also a radio here.
The Comm room entrance is 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 a telephone as well, and when you walk up to and press and hold X (360) or square (PS3) three times you will get the Dead Air achievement and trigger the song The One as heard in the trailer. If you listen carefully, you can hear the numbers 9-1-1 being dialed into the phone before the song begins. Also, while very difficult and requires practice, you can do the weapons glitch in here, however, itThe 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. You can also do the weapons glitch in this hut. This is the largest and most open hut, making it quite easy to defend compared to the other huts is very risky and can sometimes cause players to switch out good weapons with bad ones.
Der Riese
An excellent strategy is to wait until about level 3 and then proceed to turn on the power, alternating who opens the doors (based on who has the most points).
Note: The players want to have access to either side's weapons (Trench Gun, Thompson, Double-barreled shotgun, Type 100, Mystery Box, etc.) before round 5 as Hellhounds start to appear at round 5+ and are more difficult (and almost impossible) to fend off using the starter room weapons.
2)After activating the power, it's suggested to "camp" in the power generator alley way (occasionally using the Mystery Box to get better weapons and allowing all your teammates to use it at least once so that everyone has a chance of getting a good weapon) to build up enough points to eventually open the doors leading to the teleporters. It is suggested that the players have all the teleporters linked to the mainframe by round 10. The easiest way to do this is to save a zombie nearing the end of a round and have one person "lead" it around while the others activate the teleporters. To make this process even easier, the player should use a grenade to turn the last zombie(s) into a "crawler". It is also recommended to camp by the power until the Teddy Bear comes. If it moves close to the mainframe, have one (or two) people camp at the mainframe and have everyone else link the teleporters.
3)When the Mystery Box moves to the catwalk, head there immediately. This is a good sniping spot. Some people like to put one person at the window(where the zombies come through), one person sniping down at oncoming zombies, and two people aiming down the stairs. The problems with this is that occasionally the person at the window will be downed (it does happen) allowing zombies through leaving everyone else completely vulnerable. Having a person always sniping down also increases the chances of getting a good power-up in the alley where nobody can get it. Having everyone in the Mystery Box corner aiming down the catwalk is more effective as the zombies can only come at the players from one direction, making it less likely for someone to be downed. One person should occasionally be looking down at the power generator alleyway to relay how many zombies are still coming. This is important as the players should save a zombie at the end of every round in order to buy perks, Pack-a-Punch weapons, or get ammo off the walls. If done properly one person will lead the crawler around while the others use the Mystery Box and upgrade. It's also a good idea to get Bouncing Betties and lay them where the players camp, just in case a zombie or Hellhound makes it in close.
4)By level 20 the players should have at least one decent upgraded gun, Juggernog, Speed Cola, Quick Revive and the Bowie Knife. There's also a good chance that someone will have Monkey Bombs. From here, the players should continue to save "crawlers" at the end of each round, or every second round, in order to refill wall-based weapons, and to re-buy any perks that might have been lost
Thanks for reading.I hope this is very helpful.
If you think it deserves a sticky please post and vote or rep.
Once again thanks!!! plus if you want to be in one of my zombie games just add qizl thanks
Last edited by -Hollister ; edited 2 times in total
#2. Posted:
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Cool story bro 8)
jkjk nice job dude
jkjk nice job dude
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#3. Posted:
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Joined: Jan 02, 201113Year Member
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Reputation Power: 94
im not trying to be boastful but alot of time and effort went into this so could you please post or vote thanks
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#4. Posted:
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cumon folks alot of work went into this
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#5. Posted:
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cmon alot of effort went into this
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#6. Posted:
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good post but almost seems as though you may have copy and pasted it
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