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Zombies Strategies by Jrb737 - Kino Der Toten Guide #1
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Zombies Strategies by Jrb737 - Kino Der Toten Guide #1Posted:

Jrb737
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Kino Der Toten Zombies Guide

Round 1
Start off round one by shooting 4 bullets into a zombies and then knifing for the kill. This gives more points and will build up over time. Let the zombies break your windows a bit or fully and then kill it, and then rebuild it.

Round 2
Round 2 isn't much different than round 1 except for the health differences in the zombies. Now, it takes two knives to a zombie to kill it, instead of the insta-knife kill on round 1. If you want to burn up some more ammo, repeat steps from round one.

Round 3 - 5
Rounds 3 to 5 are the easiest. You shouldn't have bought a weapon yet, you should still be with your pistol. Knife a zombie once, if it hits you then back away until you regen, and then knife it again. If alot of zombies are following you, run around the main lobby. (Upstairs around then downstairs. Repeat.)
If dogs come at round 5, then you should rush up stairs and to the speed cola machine. In that room buy the stakeout to kill the dogs. (One shot one kill.) If you are on solo, you'll have to buy the doors yourself. If 2 player, you buy first door the next buy the next door.

Round 6-10
Now you are past the dogs for now.
Stay in the room with Speed Cola for a while, and build up points until your ready to advance on. If you've found the mystery box, that's great, use it, but if you want some good weapons keep your M1911 and pack-a-punch it later on in the guide.
Stay near the speed cola for round 6, and round 7 if you're low on points. On round 8, leave the room and goto the theater. Turn on the power and tell everyone to buy Jugger Nog. Even if you have enough, do not worry about the bowie knife yet.
Round 9 - Okay, so now everyone should have at least 1500 points right now. Tell everyone to buy Quick Revive.

Quick Tips
If someone gets down in the theater, then two of the players will goto the main lobby and the downed player and another player with quick revive to stay in the theater. The best player should be with the downed player. The best player will revive the player and guard him until he has bought Jugger Nog and is ready to keep battling. If lacking points, the two players will battle it off until you have enough.

Pack-A-Punch Time
Every should now be at about round 11, and should start saving for a pack-a-punch, since the zombies are getting stronger to bullets.
If you have a ray gun, that's awesome, keep it and pack-a-punch your second weapon.
Now link the teleporter and wait for everyone to get in. Go up and use it.

Zombies Health
Zombies begin with 150 health points (the exact knife damge value) and gain 100 points per round until Round 9. Past this, zombies have a 1.1 multiplier on health, which is insignificant at first, but makes more of a difference after each round. Therefore, in Round 1 it will take 1 knife. In Round 2, 2 knives. In Round 3, 3 knives. Round 4, 3 knives. Round 7, 5 knives. Round 10, 7 knives.



Round 1 : 150 HP
Round 2 : 250 HP
Round 3 : 350 HP
Round 4 : 450 HP
Round 5 : 550 HP
Round 6 : 650 HP
Round 7 : 750 HP
Round 8 : 850 HP
Round 9 : 950 HP
Round 10: 1045 HP
Round 11: 1150 HP
Round 12: 1265 HP
Round 13: 1391 HP
Round 14: 1530 HP
Round 15: 1683 HP
Round 16: 1851 HP
Round 17: 2036 HP
Round 18: 2240 HP
Round 19: 2464 HP
Round 20: 2710 HP
Round 30: 7030 HP
Round 40: 18234 HP
Round 50: 47295 HP
Round 60: 122673 HP
Round 70: 318183 HP

Power Ups
Power-ups are bonuses dropped by zombies when they die. They are dropped randomly on Zombie rounds, but can only be dropped once Zombies are through barricades. Dogs drop ammo at the end of their round and the Pentagon Thief drops different power-ups. Power-ups may collected in combination with each other and last approximately 30 seconds before ending.



Nuke: Floating explosive that kills all zombies on map, giving you 400 points.



Carpenter: Repairs all barricades, giving you 200 points.



2X: 2 times every point source for a limited time.



Insta-kill: Every kill is one-hit.



Max Ammo: Gives you max ammo on equipped and secondary weapons. More Shit to Kill With!



Firesale: Mystery Box costs only 10 points. Makes the Mystery Box appear in all 9 possible locations on Kino, and the possible 6 on Five.



Bon-Firesale: Weapons are cheaper, Pack-A-Punch is 1000 points, and all ports go to PaP.



Death Machine: Flying bullets. Granted a huge mini-gun for a limited time. You can only walk with it. Exclusive to Five.

PerksPerks are invaluable in Black Ops, and all 4 can be bought at once. They grant special abilities to aid survival. They can only be bought once the power is on. They include:



Juggernog: 2500 points





Causes the player to take 4-6 hits from zombies without dying. Found in the top right of the theater when facing away from the stage. Next to the door to the first room.




Speed Cola: 3000 points

Increases reload speed. Most useful with LMGs and slow-reloading guns. Found in the room with the MP40 and Stakeout, down the bottom, behind the turret, between the teo stairways.




Double tap: 2000 points

Increases firerate. Most useful with shotguns, snipers, 3 round burst guns (M16, G11). This perk can waste bullets. Found in the Alley, near the stairs.




Quick Revive: 500 points solo/1500 multiplayer




Solo - Revives the player automatically, available without power. Maximum of 3. Granted Mustang & Sally while reviving.



Multiplayer - Not available without power. Considerably decreases revival time.


Found in the first room, on the right, in the kitchen.

IMPORTANT NOTICE ABOUT PERKS: It has come to my attention, and I'm not sure about this, but sometimes it seems perks are differently priced. I can anyone confirm this?

Mystery Box
Hardly ever buy a weapon off the wall, except the Stakeout on round 5 (or whenever dogs come). Use the mystery box, there is a better chance of getting a better weapon in there.
You can get the following from the box;
FN FAL
G11
Galil
Commando
FAMAS
AUG
Spectre
CZ75
CZ75 Dual Wield
Python
RPK
HK21
SPAS
HS10
L96A1
Dragunov
Cymbal Monkeys
Crossbow w/ explosive arrow
China Lake
M72 LAW
Thunder Gun
Ballistic Knife
Winter's Howl
Ray Gun
-- The best for the earliest rounds are Galil and Ray Gun, in my opinion. If you get cymbal monkeys, use them when reviving.

Pack-a-Punch
The pack-a-punch is definitely needed during later rounds whenever zombies are far stronger. The ballistic upgraded is one of my personal favorites, especially when you have the bowie knife. When the ballistic is upgraded, and if you have good aim, you can revive your teammate from a far way away. Shoot the ballistic at the downed teammate and if you hit them, they're revived.

These are the weapons and upgraded weapons names;

RPK

Upgrade: R115 Resonator

Effect: Large Magazine, Increased Damage


M72 LAW

Upgrade: M72 Anarchy

Effect: Large Magazine, Automatic

Watch for shooting too close.


China Lake

Upgrade: China Beach

Effect: Large Magazine, Increased Damage

Slow reload.


CZ75

Upgrade: Calamity

Effect: Increased Damage, Automatic.




CZ75 Dual Wield

Upgrade: Calamity & Jane

Effect: Large Magazine, Increased Damage, Automatic
Python

Upgrade: Cobra

Effect: Large Magazine, Increased Damage, Speed Reload

Better for earlier rounds.




Commando

Upgrade: Predator

Effect: Large and Dual Magazines, Increased Damage


G11

Upgrade: G115 Generator

Effect: Large Magazine, Increased Damage, Automatic




Galil

Upgrade: Lemantation

Effect: Precision Sight, Increased Damage




AUG

Upgrade: AUG-50M3

Effect: Increased Damage, Precision Sight, Under-mounted Shotgun




SPAS

Upgrade: SPAZ-24

Effect: 2X Magazine Size, Increased Range, Automatic, Fast Reload






FAMAS

Upgrade: G16-GL35

Effect: Precision Sight, Large Magazine, Increased Damage




HS-10

Upgrade: Typhoid & Mary

Effect: Dual Wield, Large Magazine






Dragunov

Upgrade: D115 Disassembler

Effect: Quick Scope, Increased Damage

Snipers, later on, are no longer one-shot kills.




L96A1

Upgrade: L 1 1 5 Isolater

Effect: Quick Scope, Large Magazine, Increased Damage






Ray Gun

Upgrade: Porters X2 Ray Gun

Effect: Increased Damage, Large Magazine






Ballistic Knife

Upgrade: The Krause Refibrillator

Effect: Faster Melee, Glow






Crossbow Explosive Tip

Upgrade: Awful Lawton

Effect: Attracts zombies






Thundergun

Upgrade: Zeus Cannon

Effect: 2x Magazine, Increased Impact Damage






Winters Howl

Upgrade: Winters Fury

Effect: Large Magazine, Longer Frieze Time






M1911

Upgrade: Mustang and Sally

Effect: Small Mag, Dual Wield, Grenade Launcher

Watch firing too close.


M14

Upgrade: Mnesia

Effect: Large Mag, Increased Damage




AK-74u

Upgrade: AK74fu2

Effect: Precision Sight, Large Magazine and Increased Damage




MP40

Upgrade: The Afterburner

Effect: Large Mag, Increased Damage

More effective as a points getter - gateway to better Pap'd weapons




Stakeout

Upgrade: Raid

Effect: Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range.

Great for dogs.




MPL

Upgrade: MPL-LF

Effect: Large Magazine,Precision Sight






MP5k

Upgrade: MP115 Kollider

Effect: Large Magazine, Increased Damage






PM63

Upgrade: Tokyo & Rose

Effect: Dual Wield




M16

Upgrade: Skullcrusher

Effect: Automatic, Increased Damage, Grenade Launcher

Found in theater.




HK21

Upgrade: H115 Oscillator

Effect: Large Magazine, Increased Damage






FN FAL

Upgrade: EPC WN

Effect: Sight, Large Magazine, 3 Round Burst, Increased Damage




Olympia

Upgrade: Hades

Effect: Power and Range increases, Incendiary Rounds



Earning Points
You can earn points by doing the following;

Zombie - Hit: 10 Points
Zombie - Kill: 50-60 Points
Zombie - Lethal Headshot: 100 Points
Zombie - Melee: 10 Points
Zombie - Lethal melee: 130 Points
Hellhound - Hit: 10 Points
Hellhound - Kill: 60-100 Points
Hellhound - Melee: 10 points
Hellhound - Lethal Melee: 130 point

Different Types of Zombies
Zombies come in 7 different varieties which all have the same health per round, other than dogs. These are:


Normal Zombies - will walk at you and hit you when within range. Require two hits to kill you.


Runner Zombies - will run at you and hit you within range and take two hits to kill you


Jumper Zombies (Kino) - are zombies who jump from a height, from somewhere that can't be barricaded. They come from holes in the ceiling as well as in the alley off the roof.


Crawler Zombies - are normal or runner zombies without legs that will crawl at you with their arms at two paces: an extremely slow pace and a fast one. These are difficult to see at times.


Gas Zombies - Crawl at two paces: fast and slow. Faster ones crawl at a slightly slower pace than runner zombies and take two to three hits to kill you. When they die from any weapon other than the ray gun, thunder gun and knife they let off a Nova-6 gas explosion which causes you and other zombies damage. They appear when you turn the power on.


Hellhounds - Dogs (stronger), flamed dogs (weaker), that sprint and leap at you. Appear on different Rounds depending on whether you open doors.


Monkeys - Small, crawler like, monkeys who replace the Dogs Round in Ascension. Their priority is the Perk Machines. Explode when they get too close, usually go in packs. Appear about as frequently as Dogs.


The Pentagon Thief (PT) - Exclusive to Five, he takes your guns and follows you through teleports. Possesses high health levels, and disappears if he takes all your weapons.

(To be continued with getting to higher levels.)

The following 1 user thanked Jrb737 for this useful post:

Monsture (07-07-2011)
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Monsture
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