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The Ultimate Der Riese Guide
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The Ultimate Der Riese GuidePosted:
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Joined: Jul 09, 201014Year Member
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Status: Offline
Joined: Jul 09, 201014Year Member
Posts: 2,051
Reputation Power: 88
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General Things to Remember
HEADSHOTS- I cannot stress this enough. Whenever you have seen a zombie movie, what's the best/only way to kill a zombie? REMOVE THEIR HEAD. In this game mode you should never even think about shooting at a zombie unless you're aiming directly for their head. Why? Because headshots are not only worth more points, but shooting a zombie in the head kills them quicker, thus saving ammo. And when you get into later rounds, you'll realize just how important the saved ammo and points really are.
CRAWLERS- With the exception of some of the earlier rounds, you should try to make a crawler at the end of every round. The obvious reason being that you can check the mystery box, pack-a-punch your weapons, buy ammo or perks,
or just generally check out the map and all the easter eggs it has to offer. You really don't even neccessarily make a crawler, just make sure that one of your teammates is luring the last zombie away from the rest of the team while the others get what they need.
DOG ROUNDS: Something that a lot of people don't realize is that you get MAX AMMO after EVERY dog round. So don't be shy and hold back, unload every bullet you have into those puppies when the fog rolls in. In the later rounds, you'll be practically begging for dogs to come.
BOUNCING BETTIES: These are a neccessity for later rounds. One important thing to remember is that unlike in multiplayer, your own betties do not injure you if they go off right next to you. So feel free to plant them right underneath
you in between rounds. you get a fresh two every round so use them everytime you get the chance. Theyre great to have when you suddenly get overwhelmed, because they can provide a split second relief to toss out that monkey bomb or whip out that wunderwaffle.
RELOAD/BURST FIRE/TAKE TURNS: Whenever you stop seeing zombies, wherever it is you may be camping at, reload your gun. You can't afford to be reloading a damn Browning in the middle of a 20 zombie mob. More often than not, you only need 3 or 4 bullets to pop off a zombies head even in later rounds. Burst firing
saves ammo, because it prevents you from accidently still shooting at nothing. Try it, and you WILL notice the difference. Lastly, taking turns shooting zombies when guarding a single hallway is imperative to stay alive. It's just impractical for all for people to be shooting their Ray Guns at they same time. It's a waste. That's why it's also important to play with people you're familiar with, because online with randoms, everybody will be point-hungry and shoot all the time trying to steal kills. You have to have teammates willing to give up points in order to get to higher rounds, in other words, sacrifice for the better of the team.
TRADE-OUT: If one of your best guns is low on ammo, and you don't want to risk to wait and see if the next round is dogs or not, trade it out. If you have at least 10,000+ points left over, run to the mystery box and open it. Whatever you get, even its something as poopy as the KAR98k, trade it for you good, low-ammo gun. Try the box a few more times (while still maintaining more than 5000 points so you can PaP whatever gun you end up with.) and hopefully you'll get a better gun then what you had or, if you're lucky, you'll draw the same gun you just traded out and be able to PaP it, essentially giving you max ammo for your gun. Several times I've traded out a low-ammo Porter's Ray Gun for a bad gun, only for the very next try
to get the ray gun back, and PaP it. It's the super-expensive way of reloading one of your guns, assuming you have the points to spare it.
COMMUNICATION: Let your teammates know if you start to run out of ammo so that they can pick you up while you reload. Nothing pisses somebody off more than when they get downed by a zombie that came through the way you were watching, and lose all their perks. Only for you to say, "I had to reload." Another thing to communicate is who is going to throw out a Monkey Bomb when it gets
crowded. The last thing you want is all 4 players throwing a Monkey Bomb at the same time. Lastly, designate a leader, if possible. Generally your best player, who barks out commands when you're in deep trouble. For instance if you have to abandon your post, he should be the one telling everybody where to go and what to do.
Perks
1. JUGGERNOG: This, in my opinion, is easily the most important perk to grab first. Some people like speed cola
first, but I dissagree. Without Juggernog, it takes a mere 2 hits to get downed, and considering that some zombies can swing both arms and double hit you, it's like you can't even get hit at all. With Juggernog, your health is increased 5x
as it now takes 10 hits for you to get downed. This is important because now if you get overwhelmed, it gives you time to spray and pray or hopefully take a few hits and bail out of there. Regardless of how many people you're playing with, EVERYBODY should have this perk by at least round 10.
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2. SPEED COLA: Although not as important as Juggernog, this perk is still extremely important. The reason being is
that the best weapons in Nazi Zombies mode generally take forever to reload, which is something you can't afford to do in later rounds. This perk is a life saver if you have a Browning or an MG42. This perk, assuming you already have the guns you need, should be bought immediately after Juggernog.
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3. QUICK REVIVE: This perk WAS a lifesaver on Shi No Numa, but on Der Riese, its really not all that important anymore. That's because now, with the introduction of the Monkey Bomb, there's no real need to quickly revive a teammate, because if someone ever gets downed in a hot spot on a later round, somebody will be (or at least BETTER BE) throwing a monkey bomb, and the monkey bomb gives you more than enough time to revive a teammate even without the perk. I would only buy this if you have pretty much got everything you need but still have a few couple thousand points to kill.
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4. DOUBLE TAP: And that leaves Double Tap. Oh boy. I thought it was near useless before, but Der Riese made
me believe that it has achieved COMPLETE uselessness. Originally, before they introduced the Pack-a-Punch Machine, I didn't like Double Tap simply because since it made your gun shoot faster, it made your gun jump more, therefor
making it more difficult to get headshots. The increased rate of fire also makes you go through ammo like a madman, because often when you're shooting a gun with Double Tap, lifeless bodies will still be dropping while you're unknowingly wasting ammo shooting at nothing. Now with the Pack-a-Punch, it makes every gun you put into shoot faster anyway, so I'm still not completely convinced that Double Tap does anything at all to a gun thats already been PaPed. In my opinion, you should never buy this perk, unless you're the last one left running away from 50 zombies, and all you have is a non-PaPed gun, and you happen to run past the Double Tap machine. Then I could possibly seen a reason to buy it.
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Weapons (My top 5)
1. PPSh-41/THE REAPER: This gun was almost at a dead tie with the Porter's Ray Gun, but I gave this the edge because it specializes in one thing- headshots. With the ammo size doubled (I realize it's not completely doubled, it's off by about 10 bullets I believe) and the rate of fire increased, this thing goes through zombies like crap through a goose. The best part is, is that it's so powerful that you can actually mow down a line of about 6 or 7 zombies with one burst shot.
Pack-a-Punched: Doubled Ammo, Larger Clip and Higher Rate of Fire.
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2. Ray Gun/PORTER'S X2 RAY GUN: This was almost number one, but it has too many flaws where as the Reaper has little to no flaws. The Porter's makes the original Ray Gun more powerful, gives it more ammo, and it now also shoots red. And although it does greatly reduce splash damage, it does not REMOVE splash damage. This is still a very dangerous gun to use at close range. I also noticed that in much later rounds it sometimes takes 2-3 shots to take out one zombie, and with a 200 bullet clip, it tends to run out of ammo fast. One other rumor I'd like to dispell is the fact that when
upgraded, the Ray Gun becomes fully automatic. This is not true, the Ray Gun has ALWAYS been fully automatic.
Pack-a-Punched: REDUCED Splash Damage, Red Rays, Larger Clip, More Ammo, and Increased Damage.
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3. MG42/BARRACUDA FU-A11: This gun is a lot like the the Reaper, as it too, specializes in headshots. It jumps in such a way
that the aim down sight goes upwards, so it's almost like it's attracted to headshots. Burst fire is an absolute must for this gun,
that is, unless you're starting to get overwhelmed, then hold down the trigger and go to town. The drawbacks are that if you don't
shoot them in the head, it's not a very good gun. Unlike the Browning, spray and pray won't work with this gun,
because for whatever reason it's extremely weak when shooting targets in the body. Also when you do hold down the trigger,
the recoil tends to go a little crazy.
Pack-a-Punched: More Ammo, Increased Rate of Fire, and Possibly More Damage.
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4. BROWNING M1919/B115 ACCELERATOR: This gun truely is a beast. The reason why I have it so low on the list is because
the recoil is absolutely terrible making it very difficult to get headshots with it. The aim down sights are also really large,
making it difficult to see. On the plus side, this thing can cut through a seemingly infinite line of zombies, and it's so stunningly
powerful and pro-gib, that it's the one gun that almost makes body shots OK in later rounds. It also, to me, is a points
monster, everytime myself or a teammate obtains it, they always end up with the most points.
Pack-a-Punched: More Ammo, Increased Rate of Fire, Possibly Deeper Penetration, and Possibly More Gibs.
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5. Wunderwaffe DG-2/WUNDERWAFFE DG-3 JZ: This gun is difficult to categorize, because it's not a gun that you would
use regularly. The only time this gun should ever be used is when your team is in a tight spot, or if your team has seperated and you're running for your life.
The ugraded version isn't neccesarily a must-have, but it is useful, because having twice as many shots can save
your life when in trouble. Only PaP if you have the spare points. Be careful when using this though, because like it's
Wunder-Weapon counterpart the Ray Gun, it can be very harmful at close range. If you shoot it to close to you or
your teammates, it temporarily immobilizes you, making a large electric shock appear on your screen. When this happens,
be very careful. I'm not sure how long it lasts, but after be electrocuted, you are EXTREMELY weakened. Even
with Juggernog, you go down in 1-2 hits.
Pack-a-Punched: Doubled Ammo, Doubled Clip, Bigger Chain Link, and Red Lightning.
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Strategy
ROUNDS 1-3: I write this guide assuming you have friends, so I'm assuming you have 4 people. When you first spawn,
you'll be right next to the Pack-a-Punch, which you must first activate the power and link all 3 teleporters to have
access to. In the starting area, there are 4 windows, have each person be responsible for one. Let most of the zombies
break through the boards and come in, then pop them with around 5 shots and knife them for maximum points. If you start to
get overwhelmed, buy the Kar98k off the wall (the Gewehr isn't worth the money.) and go for headshots.
ROUND 4: This round make a run for the mystery box. Take the door to the right of the Pack-a-Punch, the one that leads
to the Flytrap and M1A1. Have whoever has the most points open up the first door, the second door, and the staircase.
Immediately jump down, and check the mystery box. Keep going for headshots and checking the mystery box until everyone
has a sufficient gun or you get the teddy bear, whichever comes first.
ROUND 5-7: On round 5 or 6, depnding on when you get dogs, make a run for the Juggernog. It's wise to do this with a crawler,
because even at this low of a level the zombies start pouring in pretty good. Once you have Juggernog, there are 2 things you can do.
If you have one (excluding the Wunderwaffe) of the five guns that I mentioned, open up the door right behind you, the one that gains access
to the Bowie Knife. DO NOT buy the Bowie Knife. Run upstairs to the catwalk and make yourself at home, because this is
where you'll be spending almost all of your time. I've called it "The Cage." The Cage is at the end of the catwalk where a mystery box spawn
point is located. A lot of people prefer a different method on the catwalk, one where one teammate watches the window (generally the person
with the worst guns) and two or three people watch the staircase. I dislike this method, because since zombies are constantly
rising while running the staircase, it makes it very difficult to get headshot. Plus, if the staircase gets overrun and the people watching it have to back off further down
the catwalk, the player watching the window is all but screwed. So have all 4 players get in The Cage. Each person will have a specific
role. Two will be in the front crouching and two in the back standing. One of the two crouching, (the one closest to the window, obviously.) will look out
the window and be the scout. He will shoot zombies down on the ground to create less work for the two watching the catwalk, and will also let the other players know when there are
no zombies left so that you can make a crawler. The second man in front will be the collector. He will also watch the inside of the warehouse and shoot downlow to provide slack for
the two shooting in the back, but he will also collect powerups. If a powerup appears on the catwalk, it will be his job to slowly creep towards it while the others shoot above
him and provide cover. The two in the back will be your bruisers. Both of them will possess at least one of them five guns I mentioned, and go for headshots.
ROUND 8-10: Around this time, it is important that you make a crawler and check the box until someone gets the monkey bomb, assuming somebody
doesn't already have one. If you've already done that, your first priority is to get your bruisers Speed Cola, so they can effectively reload their guns.
This is also the time when you should like the teleporters to the mainframe, so you can gain access to the Pack-a-Punch Machine. Somebody needs to get one of
the five guns I mentioned PaPed by round 10, or you won't be living for very long.
ROUND 11-13: About this time you should have, pardon my french, a shitload of points. By this time you should have
both of your guns PaPed, bouncing betties, and, if you can spare it, the Bowie Knife. The Bowie Knife is not really useful
for anything at this point, unless you're completely tapped on ammo, and you get a dog round, you can at least knife the dogs to work for
that max ammo. Plant the betties right next to you, so you have breathing room when you get overrun. Betties set out at the end of the catwalk are not a good idea because it's kind of a waste,
and it causes a smoke cloud, making it difficult for your two bruisers to aim.
ROUND 14-17: Now the zombies start to gobble up your bullets, so this is where the Trade Off System comes into play. One player shoots his gun taking out all the zombies
on the catwalk until he has to reload, then the other takes over until he has to reload, and you switch back and forth. The only time the player whos turn it isn't should intervene
is if zombies start to needle through and begin to damage your front two guys. Communication is key here. The player who is about to reload has to let his partner know that he's about to
reload so that he partner is focused and ready to trade off in the event that the player shooting needs to reload in the middle of a hotspot. You can also call on your two front players to assist you if the catwalk
starts to get overrun.
ROUND 18-21: Your two back guys are probably near out of ammo at this
time, so your roles are probably going to switch quite a bit. Your front players might end up with MG's and you back players
might have nothing but STG's, so you have to switch. That's alright, it's all part of the game. At these levels, it's crucial to make a crawler after EVERY round. You start to use every drop of ammo
you have at these levels.
ROUND 22+: God speed. Throw down those Betties. Toss those Monkey Bombs. And even rock the Wunderwaffe if you need to. Anything above round 30 with 4 people is REALLY impressive, because
you'll start to think they don't end by round 27. The last thing to do is tell you what to do in a dire situation.
LAST RESORT: In the event you do run out of ammo and you have to abandon The Cage, here is what you do. Run to the teleporter you're right next to, and teleport immediately. Run left and have everyone is out of or low on ammo buy
the MP40 off the wall. (They better be getting headshots!) The only one who shouldn't buy it is the man with the wunderwaffe. (Aren't you glad you saved it?) Wait until the zombies start pouring in, then waffe 'em once. Then have everyone get in the teleporter and run right.
Get everyone in then activate the electric barrier, run upstairs and into the teleporter to the right. Have the three without the Waffe watch the windows. Now this is where it gets brilliant. For whatever reason, when you do this, it seems like all the zombies start to come down the hallway all at once
and primed for Waffing. Keep shooting away and teleport if neccesary. If you do teleport, have your MP40 guys PaP the MP40s. and just keep teleporting between those two teleporters until you can either survive the round or get a crawler.
Map
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Last edited by Smerkz ; edited 11 times in total
General Things to Remember
HEADSHOTS- I cannot stress this enough. Whenever you have seen a zombie movie, what's the best/only way to kill a zombie? REMOVE THEIR HEAD. In this game mode you should never even think about shooting at a zombie unless you're aiming directly for their head. Why? Because headshots are not only worth more points, but shooting a zombie in the head kills them quicker, thus saving ammo. And when you get into later rounds, you'll realize just how important the saved ammo and points really are.
CRAWLERS- With the exception of some of the earlier rounds, you should try to make a crawler at the end of every round. The obvious reason being that you can check the mystery box, pack-a-punch your weapons, buy ammo or perks,
or just generally check out the map and all the easter eggs it has to offer. You really don't even neccessarily make a crawler, just make sure that one of your teammates is luring the last zombie away from the rest of the team while the others get what they need.
DOG ROUNDS: Something that a lot of people don't realize is that you get MAX AMMO after EVERY dog round. So don't be shy and hold back, unload every bullet you have into those puppies when the fog rolls in. In the later rounds, you'll be practically begging for dogs to come.
BOUNCING BETTIES: These are a neccessity for later rounds. One important thing to remember is that unlike in multiplayer, your own betties do not injure you if they go off right next to you. So feel free to plant them right underneath
you in between rounds. you get a fresh two every round so use them everytime you get the chance. Theyre great to have when you suddenly get overwhelmed, because they can provide a split second relief to toss out that monkey bomb or whip out that wunderwaffle.
RELOAD/BURST FIRE/TAKE TURNS: Whenever you stop seeing zombies, wherever it is you may be camping at, reload your gun. You can't afford to be reloading a damn Browning in the middle of a 20 zombie mob. More often than not, you only need 3 or 4 bullets to pop off a zombies head even in later rounds. Burst firing
saves ammo, because it prevents you from accidently still shooting at nothing. Try it, and you WILL notice the difference. Lastly, taking turns shooting zombies when guarding a single hallway is imperative to stay alive. It's just impractical for all for people to be shooting their Ray Guns at they same time. It's a waste. That's why it's also important to play with people you're familiar with, because online with randoms, everybody will be point-hungry and shoot all the time trying to steal kills. You have to have teammates willing to give up points in order to get to higher rounds, in other words, sacrifice for the better of the team.
TRADE-OUT: If one of your best guns is low on ammo, and you don't want to risk to wait and see if the next round is dogs or not, trade it out. If you have at least 10,000+ points left over, run to the mystery box and open it. Whatever you get, even its something as poopy as the KAR98k, trade it for you good, low-ammo gun. Try the box a few more times (while still maintaining more than 5000 points so you can PaP whatever gun you end up with.) and hopefully you'll get a better gun then what you had or, if you're lucky, you'll draw the same gun you just traded out and be able to PaP it, essentially giving you max ammo for your gun. Several times I've traded out a low-ammo Porter's Ray Gun for a bad gun, only for the very next try
to get the ray gun back, and PaP it. It's the super-expensive way of reloading one of your guns, assuming you have the points to spare it.
COMMUNICATION: Let your teammates know if you start to run out of ammo so that they can pick you up while you reload. Nothing pisses somebody off more than when they get downed by a zombie that came through the way you were watching, and lose all their perks. Only for you to say, "I had to reload." Another thing to communicate is who is going to throw out a Monkey Bomb when it gets
crowded. The last thing you want is all 4 players throwing a Monkey Bomb at the same time. Lastly, designate a leader, if possible. Generally your best player, who barks out commands when you're in deep trouble. For instance if you have to abandon your post, he should be the one telling everybody where to go and what to do.
Perks
1. JUGGERNOG: This, in my opinion, is easily the most important perk to grab first. Some people like speed cola
first, but I dissagree. Without Juggernog, it takes a mere 2 hits to get downed, and considering that some zombies can swing both arms and double hit you, it's like you can't even get hit at all. With Juggernog, your health is increased 5x
as it now takes 10 hits for you to get downed. This is important because now if you get overwhelmed, it gives you time to spray and pray or hopefully take a few hits and bail out of there. Regardless of how many people you're playing with, EVERYBODY should have this perk by at least round 10.
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2. SPEED COLA: Although not as important as Juggernog, this perk is still extremely important. The reason being is
that the best weapons in Nazi Zombies mode generally take forever to reload, which is something you can't afford to do in later rounds. This perk is a life saver if you have a Browning or an MG42. This perk, assuming you already have the guns you need, should be bought immediately after Juggernog.
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3. QUICK REVIVE: This perk WAS a lifesaver on Shi No Numa, but on Der Riese, its really not all that important anymore. That's because now, with the introduction of the Monkey Bomb, there's no real need to quickly revive a teammate, because if someone ever gets downed in a hot spot on a later round, somebody will be (or at least BETTER BE) throwing a monkey bomb, and the monkey bomb gives you more than enough time to revive a teammate even without the perk. I would only buy this if you have pretty much got everything you need but still have a few couple thousand points to kill.
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4. DOUBLE TAP: And that leaves Double Tap. Oh boy. I thought it was near useless before, but Der Riese made
me believe that it has achieved COMPLETE uselessness. Originally, before they introduced the Pack-a-Punch Machine, I didn't like Double Tap simply because since it made your gun shoot faster, it made your gun jump more, therefor
making it more difficult to get headshots. The increased rate of fire also makes you go through ammo like a madman, because often when you're shooting a gun with Double Tap, lifeless bodies will still be dropping while you're unknowingly wasting ammo shooting at nothing. Now with the Pack-a-Punch, it makes every gun you put into shoot faster anyway, so I'm still not completely convinced that Double Tap does anything at all to a gun thats already been PaPed. In my opinion, you should never buy this perk, unless you're the last one left running away from 50 zombies, and all you have is a non-PaPed gun, and you happen to run past the Double Tap machine. Then I could possibly seen a reason to buy it.
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Weapons (My top 5)
1. PPSh-41/THE REAPER: This gun was almost at a dead tie with the Porter's Ray Gun, but I gave this the edge because it specializes in one thing- headshots. With the ammo size doubled (I realize it's not completely doubled, it's off by about 10 bullets I believe) and the rate of fire increased, this thing goes through zombies like crap through a goose. The best part is, is that it's so powerful that you can actually mow down a line of about 6 or 7 zombies with one burst shot.
Pack-a-Punched: Doubled Ammo, Larger Clip and Higher Rate of Fire.
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2. Ray Gun/PORTER'S X2 RAY GUN: This was almost number one, but it has too many flaws where as the Reaper has little to no flaws. The Porter's makes the original Ray Gun more powerful, gives it more ammo, and it now also shoots red. And although it does greatly reduce splash damage, it does not REMOVE splash damage. This is still a very dangerous gun to use at close range. I also noticed that in much later rounds it sometimes takes 2-3 shots to take out one zombie, and with a 200 bullet clip, it tends to run out of ammo fast. One other rumor I'd like to dispell is the fact that when
upgraded, the Ray Gun becomes fully automatic. This is not true, the Ray Gun has ALWAYS been fully automatic.
Pack-a-Punched: REDUCED Splash Damage, Red Rays, Larger Clip, More Ammo, and Increased Damage.
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3. MG42/BARRACUDA FU-A11: This gun is a lot like the the Reaper, as it too, specializes in headshots. It jumps in such a way
that the aim down sight goes upwards, so it's almost like it's attracted to headshots. Burst fire is an absolute must for this gun,
that is, unless you're starting to get overwhelmed, then hold down the trigger and go to town. The drawbacks are that if you don't
shoot them in the head, it's not a very good gun. Unlike the Browning, spray and pray won't work with this gun,
because for whatever reason it's extremely weak when shooting targets in the body. Also when you do hold down the trigger,
the recoil tends to go a little crazy.
Pack-a-Punched: More Ammo, Increased Rate of Fire, and Possibly More Damage.
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4. BROWNING M1919/B115 ACCELERATOR: This gun truely is a beast. The reason why I have it so low on the list is because
the recoil is absolutely terrible making it very difficult to get headshots with it. The aim down sights are also really large,
making it difficult to see. On the plus side, this thing can cut through a seemingly infinite line of zombies, and it's so stunningly
powerful and pro-gib, that it's the one gun that almost makes body shots OK in later rounds. It also, to me, is a points
monster, everytime myself or a teammate obtains it, they always end up with the most points.
Pack-a-Punched: More Ammo, Increased Rate of Fire, Possibly Deeper Penetration, and Possibly More Gibs.
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5. Wunderwaffe DG-2/WUNDERWAFFE DG-3 JZ: This gun is difficult to categorize, because it's not a gun that you would
use regularly. The only time this gun should ever be used is when your team is in a tight spot, or if your team has seperated and you're running for your life.
The ugraded version isn't neccesarily a must-have, but it is useful, because having twice as many shots can save
your life when in trouble. Only PaP if you have the spare points. Be careful when using this though, because like it's
Wunder-Weapon counterpart the Ray Gun, it can be very harmful at close range. If you shoot it to close to you or
your teammates, it temporarily immobilizes you, making a large electric shock appear on your screen. When this happens,
be very careful. I'm not sure how long it lasts, but after be electrocuted, you are EXTREMELY weakened. Even
with Juggernog, you go down in 1-2 hits.
Pack-a-Punched: Doubled Ammo, Doubled Clip, Bigger Chain Link, and Red Lightning.
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Strategy
ROUNDS 1-3: I write this guide assuming you have friends, so I'm assuming you have 4 people. When you first spawn,
you'll be right next to the Pack-a-Punch, which you must first activate the power and link all 3 teleporters to have
access to. In the starting area, there are 4 windows, have each person be responsible for one. Let most of the zombies
break through the boards and come in, then pop them with around 5 shots and knife them for maximum points. If you start to
get overwhelmed, buy the Kar98k off the wall (the Gewehr isn't worth the money.) and go for headshots.
ROUND 4: This round make a run for the mystery box. Take the door to the right of the Pack-a-Punch, the one that leads
to the Flytrap and M1A1. Have whoever has the most points open up the first door, the second door, and the staircase.
Immediately jump down, and check the mystery box. Keep going for headshots and checking the mystery box until everyone
has a sufficient gun or you get the teddy bear, whichever comes first.
ROUND 5-7: On round 5 or 6, depnding on when you get dogs, make a run for the Juggernog. It's wise to do this with a crawler,
because even at this low of a level the zombies start pouring in pretty good. Once you have Juggernog, there are 2 things you can do.
If you have one (excluding the Wunderwaffe) of the five guns that I mentioned, open up the door right behind you, the one that gains access
to the Bowie Knife. DO NOT buy the Bowie Knife. Run upstairs to the catwalk and make yourself at home, because this is
where you'll be spending almost all of your time. I've called it "The Cage." The Cage is at the end of the catwalk where a mystery box spawn
point is located. A lot of people prefer a different method on the catwalk, one where one teammate watches the window (generally the person
with the worst guns) and two or three people watch the staircase. I dislike this method, because since zombies are constantly
rising while running the staircase, it makes it very difficult to get headshot. Plus, if the staircase gets overrun and the people watching it have to back off further down
the catwalk, the player watching the window is all but screwed. So have all 4 players get in The Cage. Each person will have a specific
role. Two will be in the front crouching and two in the back standing. One of the two crouching, (the one closest to the window, obviously.) will look out
the window and be the scout. He will shoot zombies down on the ground to create less work for the two watching the catwalk, and will also let the other players know when there are
no zombies left so that you can make a crawler. The second man in front will be the collector. He will also watch the inside of the warehouse and shoot downlow to provide slack for
the two shooting in the back, but he will also collect powerups. If a powerup appears on the catwalk, it will be his job to slowly creep towards it while the others shoot above
him and provide cover. The two in the back will be your bruisers. Both of them will possess at least one of them five guns I mentioned, and go for headshots.
ROUND 8-10: Around this time, it is important that you make a crawler and check the box until someone gets the monkey bomb, assuming somebody
doesn't already have one. If you've already done that, your first priority is to get your bruisers Speed Cola, so they can effectively reload their guns.
This is also the time when you should like the teleporters to the mainframe, so you can gain access to the Pack-a-Punch Machine. Somebody needs to get one of
the five guns I mentioned PaPed by round 10, or you won't be living for very long.
ROUND 11-13: About this time you should have, pardon my french, a shitload of points. By this time you should have
both of your guns PaPed, bouncing betties, and, if you can spare it, the Bowie Knife. The Bowie Knife is not really useful
for anything at this point, unless you're completely tapped on ammo, and you get a dog round, you can at least knife the dogs to work for
that max ammo. Plant the betties right next to you, so you have breathing room when you get overrun. Betties set out at the end of the catwalk are not a good idea because it's kind of a waste,
and it causes a smoke cloud, making it difficult for your two bruisers to aim.
ROUND 14-17: Now the zombies start to gobble up your bullets, so this is where the Trade Off System comes into play. One player shoots his gun taking out all the zombies
on the catwalk until he has to reload, then the other takes over until he has to reload, and you switch back and forth. The only time the player whos turn it isn't should intervene
is if zombies start to needle through and begin to damage your front two guys. Communication is key here. The player who is about to reload has to let his partner know that he's about to
reload so that he partner is focused and ready to trade off in the event that the player shooting needs to reload in the middle of a hotspot. You can also call on your two front players to assist you if the catwalk
starts to get overrun.
ROUND 18-21: Your two back guys are probably near out of ammo at this
time, so your roles are probably going to switch quite a bit. Your front players might end up with MG's and you back players
might have nothing but STG's, so you have to switch. That's alright, it's all part of the game. At these levels, it's crucial to make a crawler after EVERY round. You start to use every drop of ammo
you have at these levels.
ROUND 22+: God speed. Throw down those Betties. Toss those Monkey Bombs. And even rock the Wunderwaffe if you need to. Anything above round 30 with 4 people is REALLY impressive, because
you'll start to think they don't end by round 27. The last thing to do is tell you what to do in a dire situation.
LAST RESORT: In the event you do run out of ammo and you have to abandon The Cage, here is what you do. Run to the teleporter you're right next to, and teleport immediately. Run left and have everyone is out of or low on ammo buy
the MP40 off the wall. (They better be getting headshots!) The only one who shouldn't buy it is the man with the wunderwaffe. (Aren't you glad you saved it?) Wait until the zombies start pouring in, then waffe 'em once. Then have everyone get in the teleporter and run right.
Get everyone in then activate the electric barrier, run upstairs and into the teleporter to the right. Have the three without the Waffe watch the windows. Now this is where it gets brilliant. For whatever reason, when you do this, it seems like all the zombies start to come down the hallway all at once
and primed for Waffing. Keep shooting away and teleport if neccesary. If you do teleport, have your MP40 guys PaP the MP40s. and just keep teleporting between those two teleporters until you can either survive the round or get a crawler.
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The following 3 users thanked Smerkz for this useful post:
#2. Posted:
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got to round 32 using ur guide thanks man
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Good guide man, made me want to go play zombies
Panda Named Jake 8)
Panda Named Jake 8)
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Added some updates to the topic guys!
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i made it to round 37 with 2 people using a teleporting strategy
and made it to round 40 with 4 people by using the cat walk and running around in a circle and zombies pile up and some on ontop of the stairs shoots the wunde waffe and gets like 40+ kills
and made it to round 40 with 4 people by using the cat walk and running around in a circle and zombies pile up and some on ontop of the stairs shoots the wunde waffe and gets like 40+ kills
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nato wrote i made it to round 37 with 2 people using a teleporting strategy
and made it to round 40 with 4 people by using the cat walk and running around in a circle and zombies pile up and some on ontop of the stairs shoots the wunde waffe and gets like 40+ kills
Nice
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This actually helped me LOADS
Got to Round 17 using you tactics
Got to Round 17 using you tactics
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Please leave some feedback for me guys!!!
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Very well done. Thanks a bunch!
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TTG_BLaCkMaGiK wrote Very well done. Thanks a bunch!
No problem
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