Saturday, May 19, 2012

Call of Duty Black Ops 2

When Call of Duty Black ops 2 comes out more guides will come but until then enjoy what's there!

Thankyou Admin: FindableBag6

Tuesday, January 31, 2012

Moon Easter Eggs "Cryogenic Slumber Party + Big Bang Theory"

  • Need 2-4 players.
  • Cryogenic Slumber Party can be soloed then a minimum of 2 players are needed to continue easter egg, one has to be Richtofen.
  • Everyone involved must have the Achievements Ensemble Cast and Time Travel Will Tell from the previous Zombie maps, Call of the Dead and Shangri-La, respectively.
  • Three Mystery Box weapons: Wave Gun, Quantum Entanglement Device (QED), and Gersch Device.
  • Excavator “Pi” to reach tunnel 6.
  • (New 9/16/11) I completed the Cryogenic slumber party and Big Bang theory easter eggs with two people, one having done the solo Stand-In achievement for Call of the Dead, and the other having done both easter eggs from Call of the Dead and Shangri-La respectively. Having every party member with the preliminary achievements may not be necessary to complete the easter egg.
Step 1: Activate the power first. Once you do, find the four computer terminals that sit in the outside beginning area. Each computer terminal lights up a specific color, and you essentially must play “Simon Says.” When you successfully input a round of sequences, all four terminals light up green, signaling the next step.
Step 2: Head into the lab area with all the servers and use a hacker to hack one of four red buttons along the wall. Afterwards, some terminals light up green in the adjacent room. Have someone hack all four of these green-lit terminals, and at least one other person press the four red buttons within seconds of one another until they all remain lit.
Step 3: The third step involves the Excavator breaching tunnel 6 (where the M16 is). It’s easier if you only open up the doors through tunnel 6 when you start. Afterwards, get rid of the Excavator by hacking the proper terminal in the Receiving Area.
Step 4: If everything has gone according to plan so far, you’ll notice a round stone floating near the M16. Knife it to make it start floating around. Keep knifing it to move it along. Note that if it seems to have “hid” itself, you just need to shoot it in the general area where it disappeared to make it re-appear. This floating stone eventually bumbles its way to the disc at the base of that strange pyramid.
Step 5: A cylindrical tube emerges from the right side of the pyramid’s base. Apparently, zombies’ souls belong in this tube. For the tube to collect these souls, you’ll need to kill a decent number of zombies near it, and you’ll watch the tube slowly fill up. When the tube is completely filled with zombie souls, you’ll next need to flip the switch on the wall to the right of the tube.
Congratulations on unlocking Cryogenic Slumber Party!
From here, you need Richtofen’s Vrill Generator to continue. This is gotten by completing the previous Easter egg Achievements. Whoever is Richtofen will have the Vrill Generator at the bottom of his screen.
Step 6: You all have the Death Machine power-up for about 90 seconds, so head back to Area 51 (where you first started) to earn some major points on zombies, if any. Look to your right and chuck grenades at the plates on the shelf. A friend with the Gersch Device needs to then throw a Gersch Device to where the plates have fallen to suck them up and move them to the teleporter. Quickly get on the teleporter to be transported back to the station.
Step 7: You’ll now find the plates lying on the floor in front of the Quick Revive. Use the QED to shuttle them to the computer in the corner of the same room. Whoever is Richtofen must place the Vrill Generator in-between the plates to activate a cut-scene. Have Richtofen keep pressing X at the computer keyboard until the voice-over ends and the color of the computer screen turns and stays green.
Step 8: Take the glowing Vrill Generator and return to the pyramid. The Vrill Generator will insert itself in the engraving and cause more cylindrical tubes to rise from the corners. You’ll need to kill enough zombies to fill up each tube. Once all four tubes have been infused with souls, activate the switch again to drain them.
Step 9: Make sure Richtofen grabs the revealed Vrill Generator to earn him perks that stick around permanently. Use the QED to transport the floating stone back outside. It ends up right by the “Simon Says” computer terminals. Suck up the floating stone with the Gersch Device.
Step 10: The stone goes to some out-of-reach rockets, which launch themselves toward Earth, after successfully completing “Simon Says.”
When the rockets smash into the Earth, you earn Big Bang Theory.

Monday, January 30, 2012

Shangri-La Easter Egg

Step 1

In the starting room once the power is turned on, there will be four dials each on their own wall by Quick Revive. When all four players press 'X' at the same time, time will distort, causing the players to be sent into the past (proven by some of the things the character says), the moon to eclipse the sun, and a giant 115 meteor to rest above the temple in the spawn area.

Step 2

Near the MPL, there appear to be two characters locked in the locked area behind the weapon. A button must be pressed, similar to those near Quick Revive, in order to get them talking. They want the players to set them free, similar to Gersch in Kassimir Mechanism and the four characters in Original Characters Trapped easter eggs. After they finish their dialogue, magical plates can be found scattered on the floor around the areas outside the spawn, 12 on each side.

Step 3

After activating the switch from the previous step, several panels will appear along the area on the bridge, near the rotating statue and the area which contains the MPL, somewhat perpendicular to each other. The players have to make them all disappear to complete this step of the easter egg. At first it seems confusing but the method is simple. On one side, one player stands on a plate and tells another player what the symbol is. That player then steps off the tile whilst the player in the other area searches for the matching plate. Once the pair are found both players step on and those plates and they will disappear. Then simply repeat for every other one until all plates are gone. If a pair is incorrectly matched all plates will re appear and have to be paired up again. Also note that if a player stands on a plate whilst the other checks for a match, all symbols will change to a different plate. Note that this must be completed in 4-5 minutes or players will return to the present and will have to start over again. The following are known symbols to appear on the tiles:
■A Female gender symbol.
■3 Short straight lines intersected by a long straight line.
■A Diamond outline.
■A star that looks like a asterisk (*)
■A crescent moon
■A Circle with a straight line cutting it in half.
■A Circle with a small dot in the middle.
■3 Dots arranged in a triangle.
■A Triangle outline.
■A "D" shape
■A "T" like shape that has a line through it.
■2 arcs crossing

If done correctly you will hear a sound and a Focusing Crystal will appear on top of the MPL boulder.

Step 4

Go down to the Water Slide, but do not move from the bottom. With three players standing on the pressure plate, have the fourth take the slide while holding the action button (X, square). He will activate a switch on the way, which will send the players back to the present if done correctly.

Step 5

Go to the waterfall, there should be a diamond on top of the waterfall. It can be knocked down with an explosive or a Ray Gun. When it's on the ground, shoot it with the 31-79 JGb215, it should shrink. Knife it and it goes into the slide to the geyser. The players must launch the diamond with the geyser and it should land on a tower. A new diamond should spawn, indicating that the step was completed successfully.

Step 6

The players now have to go to the tunnel that has a pressure plate in a crevice. Next to the pressure plate needed to access Pack-a-Punch, there is a gas pipe. The wheel has to be turned 4 times, until the characters can be heard talking about the gas receding. If done correctly, along the walls and ceilings there should be several gas leaks, starting from the MPL entrance all the way to the power room. And when your character passes through there, you can hear them coughing.

Step 7

To complete this step, there must be a calm Napalm Zombie present. The players have to walk through the tunnel, luring the Napalm Zombie from the MPL entrance through the cave and setting the gas leaks from the previous step on fire. There are several leaks clustered about: at the entrance to the cave, near the spout launcher, and just before the power room. If done correctly, when the players return to the crevice and the tube, the lever next to it will be raised. Press the action button (X, square) to lower it. This part MUST be done during the same eclipse as lighting the gas. When the characters start talking about the floor being covered in lava, this signifies that the step was successful.

Step 8

The players must travel back to the past for this step. In the tunnel with the MP5k on a board, there are now 4 holes on the side of the tunnel. The holes must be plugged with Spikemores. The best way is to lure crawlers, or your previous Napalm Zombie, towards the tunnels and place the Spikemore facing the holes, so that the Punji spikes get lodged into the holes. After this is done, the players have to go to the bottom of the waterfall. On one side of the boulder in the center, there is a brick wall, with a brick sticking out saying "Do not hold X". Hold "X" and the players will return to the present, signifying that the step was successful. Also, a new diamond will appear above the mud pit temple.

Step 9

The players have to go the past again for this step. There are 12 panels spread around the spawn area, the mudpit temple, and the mine cart area. It is similar to Step 3, except of stepping on the panels, they must be knifed. When all 12 panels have been lit up, over by the mine cart gate, out of bounds, a snare trap can be seen. Blow it up with an explosive, such as a Monkey Bomb. If done correctly, the characters will say that it has worked, and the players will return to the present.

Step 10

After completing Step 9, there is a radio found near the Minecart gate on a barrel, stating a code, which is "16, 1, 3, 4". Players have go into the past for this to work. After going to the past, players will have to go into the mudpit temple and set the dial to their corresponding numbers as the top number:
■The first one, coming from the eclipse button area, is the far right one. Switch it to ' [ | - '
■The second one is directly behind the first one (near right side from the eclipse button area). Switch it to one dot.
■The third one is diagonal from the second one (far left side from the eclipse button area). Switch it to three dots.
■The fourth one is behind the third one (near left side from the eclipse button area). Switch it to four dots.

After this is done, the characters should say that the code worked. If done correctly, a diamond will appear above the mudpit temple, signifying that the step was successful.

Step 11

After the previous step, in the present, by the right side of the stairs leading up to the Pack-a-Punch Machine, on the floor by the statue the players will find a radio. The radio says that Brock lost his bag of Dynamite somewhere while being chased by zombies. The players have to find the bag of Dynamite. The Dynamite will be on the Focusing Crystal near the Minecart gate. First, you have to charge the Focusing Crystals, by finding the four gongs that make a resonating sound. Once this is done, the Focusing Crystal will glow yellow and Treyarch's Symbol will appear. You have to shoot the Focusing Crystal with the 31-79 JGb215, the beam bouncing along the other Focusing Crystals and eventually come back and knock off the Dynamite.

Step 12

You have to travel into the past for this step. Once you have obtained the Dynamite, you have to shoot the Focusing Crystal above the mudpit temple (Behind a palm tree if you look at it from spawn). You have to charge the crystals again, and you must upgrade your 31-79 JGb215, or it will not work and a character will say something about not enough power. After you have charged the Focusing Crystals and have an upgraded 31-79 JGb215, you must shoot the Focusing Crystal above the mudpit temple, the beam traveling between the Focusing Crystals and becoming more powerful. When it hits the last crystal, 3 beams of orange light will hit the giant 115 meteorite and it will shrink and fall into the temple.

Step 13

Once the giant meteorite has shrunk, you have to access the Pack-a-Punch Machine. The machine will have vanished and the back wall is accessible. Brock says that he can blow up the wall with the Dynamite gained by the players from a previous step. After the conversation, the water will wash you down and you will have to access the Pack-a-Punch Machine again. After you access the temple again, the wall will be gone, and on an altar, the Focusing Stone will be floating in the center. To obtain the stone, you have to hold the action button. The player who obtains the stone will have all 7 Perks permanently for the rest of the game, even through death. Once this is done, the Pack-a-Punch Machine will return to its regular place and you can repeat this easter egg four times,(after you have the focusing stone hold X at the radio at the bottom of PaP stairs) with an outcome of all four players having the Focusing Stone.

Shangri-La 2-4 Player Guide

Shangri-La Guide
1. Round 1 Once you start, grab an M14 or the shotgun off the wall, I always grab the shotgun.
2. Rounds 2-4 shoot with a pistol and knife, chances are you're going to be over-run, this is where the second gun comes in, run around the small area shooting them with the M14 or shotgun, if you feel like you don't have a chance, open either door and run.
II- Make a crawler at the end of this round
3. look up for the box. (should still be on round 4)
II- if its at the waterfall, ALWAYS makes a crawler to it, every time i haven't and went there, I died.
III- if its in the small room near the mine cart, camp in there until around 6 or 7, or after both you and your partner have 4,500 points
4. Take turns opening the doors to the power, once you get there turn the power on and buy the bowie knife, (its a 1 knife kill until round 10, after that its a few shots then 1 knife or 2 knifes) If either of you two still have points left over, buy the Semtex and claymores, Semtex is back 2 rooms, claymores are right at the door where you came in
5. Hit the box, or buy a gun off the wall (to trade for your pistol)
6. Once you're done with all that, go back to spawn and kill the crawler (just 1 person)
7 Have the person who killed the crawler go back to the power room where the other player should be
8 Stay in this room until you both have 3000 points, and make a crawler towards the end of the round- the screeches blind you, but you have powerful weapons it shouldn't matter, the napalm-man is tricky, and he usually spawns in the room right before the power
9. Have both players go back to spawn
open the door that leads the puzzle
10 Have the puzzle Benefit you**
11. You should be looking towards the mud-puzzle room, take a left to the slide area
12. I If you have 3 players, 1 person watches the window, one person watches the tight walkway on the side, and the last person watches the front, (the person in front should have the best weapons!!)
II if you have 4 players, do all the things for 3 players, except 2 people watch the front
III if you only have 2, have the person watching the front occasionally watch the window, and have the other person watch the walkway, if this is too difficult for the person in front, let the person watching the side do it.
13. you should be on round 11-14 if not, its OK, just very unlikely.
II Buy the perks you need on level of importance- 1.Quick Revive 2.Juggernaut 3.Dead Shot 4.Speed 5. Stamin-up 6.PHD* 7.Double Tap *if one person has something like the Ray gun, or alot of claymores down, PHD is bumped up to #4
III If anyone has enough, you can Pack a Punch
14. Repeat steps 12&13, if you are getting over-run use the water slide
15. Get-a-way plan- **OPEN ALL AREAS FIRST**
II use the slide
III use the closest Geyser
V Go to the Mine-cart *make sure everyone is on it (its metal flooring) When a swarm of zombies start to come, use it.
IIIII Go past in the waterfall, and walk on the bridge, the last 2 people watch the right and the back,but still moving on * if you have monkeys, use it!
IIIIII make your way back to step #12 make sure to go through the mud-the puzzle is confusing!
16. Rinse and Repeat!
** from the spawn, open the door that leads the puzzle
on your right there is a circular button-thing? hold X to move its picture, make it have the one where its a straight line and a square
the one across from the one you just touched, go with whatever suits you best.
to the one left of that, make it a C with dots next to it
on the last one, (if you're facing the puzzle with your back away from the waterfall,its on the right)
make it a straight line

Monday, January 16, 2012

Call of the Dead 2-4 Player Guide, Easter Egg + Info

This section will include a points table and a few things you should
remember.

Point | Action
10 |Deal damage to a zombie(without killing it)
10 |Re-Board a barricade(if limit has not been reached)
50-70 |Kill a zombie by limb shot(excluding head)
100 |Kill a zombie by headshot
130 |Kill a zombie by knife
200 |Obtain a CARPENTER power up
400 |Obtain a MINI NUKE power up
x2 |Obtain a DOUBLE POINTS power up

TIP: Hitting George will make him angry. If he is hit outside
of the water, he will remain angry until brought into water.

New to Call of the Dead:
NEW Perk: Deadshot Daquiri(AIM ASSIST)
OLD Perk: Double Tap(FASTER RPM)
NEW Zombie: George Ramero(ELECTRIC MELEE/MASSIVE HEALTH)
NEW MoT: Ziplines(JUMP TOWARDS TO SLIDE)
NEW MoT: Water-slide(WALK INTO TO SLIDE)
NEW PaP: Pack-A-Punch now moves(acts the same when upgrading)
NEW Dis: Staying in water freezes player
NEW Adv: Zombies killed in water burst and damage nearby zombies

________________________________________
Section 4: Best Weapons:
________________________________________
This is a small section which shows the best weapon in each area. This does not
include wonder weapons.

Best Best
Stat Weapon
Damage:
1.M72 Law
2.Raygun
3.Python
Head M:
1.L96A1
2.Dragunov
3.FN FAL
Clip:
1.HK21
2.RPK
3.Galil
Cache:
1.HK21
2.RPK
3.Galil
Round:
1.L96A1
2.Dragunov
3.Python
Overall:
1.Raygun [5]Mobility [4]Damage [4]Ammo/Cache
Be sure not to hit yourself with its small AoE radius. Get
PhD flopper if necessary.
2.Galil [3]Mobility [4]Damage [4]Ammo/Cache
Great gun, fully automatic. Headshots do x5 damage. Speed
Cola would go great because it reloads fairly slow.
3.Commando [3]Mobility [4]Damage [4]Ammo/Cache
Great gun, fully automatic. Headshots do x5 damage. Double
Tap goes well if you can aim good while shooting.
4.HK21 [1]Mobility [4]Damage [5]Ammo/Cache
Great gun. Very large and has a ton of ammunition. Shoots
fairly slow and quite inaccurate. Speed cola is a must.
5.RPK [1]Mobility [4]Damage [5]Ammo/Cache
Great gun. Very large and has a ton of ammunition. Double
Tap goes good because its a fairly accurate weapon.

S.BallisticKnife[5/5]Move Speed [2/5]Damage [Melee]Ammunition
Great weapon. Use caution when using. Juggernog is a must.
Mix with the Sickle to maximize damage. PaP will give you
a instant revive shot as well.

Note: Now that I think about it, Matryoshka Dolls are considered a wonder
weapon.
________________________________________
Section 5: Weapons List 2.0:
________________________________________
This is an updated version of the weapons list in previous FAQs I have made.
New weapons have been added and old weapons have been removed.

Weapon Name
Damage: Damage dealt with body shots
Head M: Damage dealt with head shots
Ammo: clip size / maximum cache size
Reload: reload speed (in seconds)
RPM: rounds per minute
Round: 1 hit kill round limit(head shot if available)
Descr: Round x to x. I'll tell you when and how you should use this.
Round x to x. I'll tell you about the PaPed version.

Damage:
Head M:
Ammo:
Reload:
RPM:
Round:

__________
Melee Weapons:
__________
Combat Knife
Damage: 105
Head M: ---
Ammo: ---
Reload: ---(---)
RPM: 60.00(---)
Round: 1
Descr: Rounds 1 to 5. Knife after M1911 shots.

Ballistic Knife - The Krauss Defibrillator
Damage: 500/500 - 1800/1800(revive)
Head M: --- - ---
Ammo: 1/4 - 1/9
Reload: 1.5
RPM: 100.00
Round: 5 - 8
Descr: Rounds 1 to 5. Knife is one hit kill.

Sickle
Damage: 750
Head M: ---
Ammo: ---
Reload: ---(---)
RPM: 45.00(---)
Round: 5
Descr: Rounds 5 to 13. Only combine with Ballistic Knife(or PaP version).
If you get an insta-kill, the Combat Knife is much better.

__________
Pistols:
__________
M1911 - Mustang & Sally
Damage: 15 - 575x2
Head M: 45 - ---
Ammo: 8/80 - 6-6/60
Reload: 1.63(1.8)
RPM: 625
Round: --- - 7
Descr: Rounds 1 to x. Use this until you run out of ammo. Keep until you get
a better gun. It is good for points.
Descr: Round 1 to 40+. A great explosive. Inaccurate, but fast. Has the most
ammo for any explosive. Best used with PhD Flopper.

CZ75 - Calamity
Damage: 102 - 200
Head M: 306 - 600
Ammo: 15/135 - 20/240
Reload: 1.63(2.0)
RPM: 625
Round: 3 - 7
Descr: Round 1 to 14. After 14 it's pretty weak. It also has low ammo. It is
best used as a secondary as you can run fast with this gun.
Round 14 to 28. After round 28 it's pretty weak. Has a decent amount of
ammo, but not enough to last. Best as a secondary as you can move fast.

Dual CZ75 - Calamity & Jane
Damage: 102x2 - 200x2
Head M: 306x2 - 600x2
Ammo: 12-12/228 - 20/20/320
Reload: 1.63(2.0)
RPM: 625x2
Round: 3 - 7
Descr: Round 1 to 21. After 21 it's pretty weak. The speed makes it better than
the single CZ75. It is inaccurate and should be used at close ranges.
Treat this like a HS10.
Round 21 to 28. Fully automatic dual wield pistols. Very inaccurate, but
fast. Not a lot of ammo. Best used with Deadshot Daquiri. Has a decent
amount of ammo, but not enough to last. Also wastes twice as much as
the sinlge CZ75(Calamity).

Python - Cobra
Damage: 660 - 660
Head M: 1980 - 1980
Ammo: 6/84 - 12/96
Reload: 1.6(0.65)
RPM: 625
Round: 19 - 19
Descr: Round 1 to 19. After its one shot kill marker this weapon is useless.
Upgrading only gets more ammo and reload speed.
Round 19 to 38. Powerful weapon. Has a speed reloader(mp Python attach).
The most powerful single fire lead weapon. Has increased clip-size and
penetration.
__________
Shotguns:
__________
Olympia - Hades
Damage: 450 - 1600
Head M: --- - ---
Ammo: 2/38 - 2/60
Reload: 3.3(4.0)
RPM: 220
Round: 5 - 17
Descr: Round 1 to 4. Even at 5 it needs to be point-blank range. If even one
pellet misses it won't kill. Low ammo, slow reload, but very cheap.
Round 17 to 22. Not the best shotgun, but strong and reloads quicker
than it's predeccesor. Incendiary only affects when a zombie is killed.
Still point-blank range makes this a secondary weapon.

Stakeout - Raid
Damage: 645 - 1600
Head M: --- - ---
Ammo: 6/54 - 10/70
Reload: 1.1(0.7)
RPM: 94
Round: 8 - 17
Descr: Round 1 to 12. Great shotgun. Reloads slow, but has good damage and
a tad more range than the Olympia.
Round 17 to 25. Great shotgun, reloads twice per animation. Deeper
penetration and more clip-size. Still low range makes it a secondary.

HS10 - Typhoid & Mary
Damage: 855 - 1590x2
Head M: --- - ---
Ammo: 6/36 - 8-8/80
Reload: 1.4(0.7)
RPM: 350
Round: 11 - 17(24)
Descr: Round 1 to 11. Strongest shotgun and semi-automatic? Pick this over
other shotguns. Secondary weapon as it takes a while to reload.
Round 17 to 34. Dual Wield powerhouse. Reloads very fast, shoots very
fast, has ammunition equal to the SPAZ-24. Benefits from Deadshot more
than other shotguns.

SPAS-12 - SPAZ-24
Damage: 850 - 1590
Head M: --- - ---
Ammo: 8/32 - 24/72
Reload: 1.5(0.6)
RPM: 315
Round: 11 17
Descr: Round 1 to 11. Strong shotgun, semi-automatic and largest clipsize.
On par with the HS10, but reloads slower because of more ammo. Iron
sight is very hard to use.
Round 17 to 34. Fully automatic, 24 shells, full clip reloads in one
animation? A great shotgun to have. Goes well with Double Tap as the
best breakthrough weapon available(besides Raygun).

__________
Sub-machine Guns:
__________
PM63 - Tokyo & Rose
Damage: 65 - 95x2
Head M: 195 - 285x2
Ammo: 20/100 - 25-25/225
Reload: 2.1(2.8)
RPM: 952
Round: 2 - 3(7)
Descr: Round 4 to 10. Weak. Low clip size, inaccurate. Fast and cheap though.
Round 10 to 21. Increased clip size(barely), dual wield and even more
inaccurate. Best used with Deadshot Daquiri. Not that much ammo, but
you can always buy more.

MPL - MPL-LF
Damage: 65 - 95
Head M: 195 - 285
Ammo: 24/120 - 40/200
Reload: 2.2(3.0)
RPM: 952
Round: 2 - 3
Descr: Round 4 to 10. Weak. Low clip size. Fast and cheap.
Round 10 to 21. Increased clip size. Not that much ammo, but you can
always buy more.

MP40 - The Afterburner
Damage: 68 - 132
Head M: 204 - 396
Ammo: 32/192 - 64/192
Reload: 2.2(3.0)
RPM: 545
Round: 2 - 4
Descr: Round 4 to 12. Weak. Good clip size. Slow, high recoil, but fairly
cheap.
Round 12 to 28. Double clip size, same cache size. Much stronger. Same
recoil and firing speed. You can always buy more ammo.

MPk5 - M115 Kollider
Damage: 65 - 95
Head M: 195 - 285
Ammo: 30/120 - 40/200
Reload: 2.8(3.2)
RPM: 750
Round: 2 - 3
Descr: Round 4 to 12. Weak. Good clip size. Decent speed and recoil and fairly
cheap.
Round 12 to 21. Increased clip size, cache size. Nearly identical to the
MPL(MPL-LF) in offense.

AK-74u - AK74fu2
Damage: 82 - 128
Head M: 240 - 381
Ammo: 20/160 - 40/280
Reload: 2.2(2.8)
RPM: 750
Round: 2 - 4
Descr: Round 4 to 16. Strongest SMG. Low clip size, but fast and fairly cheap.
round 16 to 28. A lot more ammo than other SMG's. Great secondary. Run
fast and you can always buy ammo.

Spectre - Phantom
Damage: 62 - 86
Head M: 186 - 258
Ammo: 30/120 - 45/225
Reload: 2.3(3.0)
RPM: 952
Round: 2 - 3
Descr: Round 4 to 10. Don't get this weapon. Same as the MP5k.
Round 10 to 21. Fastest SMG(RPM and mobility). Great clip size and a
decent cache. Secondary use only as you can run fast. Weak though.

__________
Assault Rifles:
__________
M14 - Mnesia
Damage: 70 - 135
Head M: 350 - 675
Ammo: 8/96 - 16/192
Reload: 2.4(3.45)
RPM: 625
Round: 4 - 8
Descr: Round 1 to 8. Not that weak, good headshot multiplier. Low clip size
and slow reload.
Round 8 to 24. Pretty good weapon. Very strong, x5 on headshots. Decent
clip size(for a semi-auto). You can always buy more ammo.

M16 - Skullcrusher
Damage: 65x3 - 100
Head M: 325x3 - 500
Ammo: 30/120 - 30/270
Reload: 2.0(2.3)
RPM: 500 - 750
Round: 3(12) - 6
Descr: Round 4 to 12. Stong(with 3 hits), low recoil, good clip size. Slow
firing though.
Round 12 to 28. Decent power, comes with a Grenade Launcher equal to
a China Lake(bigger radius). Good cache size, good speed, fully auto-
matic.

FN FAL - EPC WN
Damage: 105 - 160x3
Head M: 525 - 800x3
Ammo: 20/180 - 30/360
Reload: 2.5(3.0)
RPM: 625
Round: 6 - 10(21)
Descr: Round 4 to 12. Very strong, good total ammo. Semi automatic, x5 headshot
multiplier.
Round 12 to 28. Very strong, great cache size, triple burst.

G11 - G115 Generator
Damage: 52x3 - 100
Head M: 260x3 - 500
Ammo: 48/192 - 48/288
Reload: 2.7(3.7)
RPM: 500 - 750
Round: 3(10) - 6
Descr: Round 4 to 10. Strong(with 3 hits), low recoil, great clip size. Slow
reload and firing speed. Scope is annoying?
Round 10 to 28. Decent power, good cache, good speed, fully automatic.

Famas - G16 GL35
Damage: 65 - 135
Head M: 325 - 675
Ammo: 30/150 - 45/225
Reload: 2.5(3.3)
RPM: 952
Round: 3 - 8
Descr: Round 4 to 12. Weak, but fast. Like an SMG with x5 headshot.
Round 12 to 28. Very strong, great clip size, decent cache. Still very
fast.

AUG - AUG-50M3
Damage: 93 - 133
Head M: 465 - 665
Ammo: 30/270 - 30/390
Reload: 2.6(3.0)
RPM: 952
Round: 5 - 8
Descr: Round 4 to 12. Strong, fast and fairly accurate. Good total ammo.
Round 12 to 28. Strong fast and fairly accurate. Comes with a great
cache size and a mounted shotgun(equal to the Stakeout).

Commando - Predator
Damage: 100 - 140
Head M: 500 - 700
Ammo: 30/270 - 40/360
Reload: 2.1(2.6)
RPM: 750
Round: 6 - 8
Descr: Round 4 to 16. Great overall.
Round 16 to 35. Great overall. More clip size and cache and comes with
a dual mag attachment.

Galil - Lamentation
Damage: 100 - 146
Head M: 500 - 730
Ammo: 35/315 - 35/490
Reload: 2.8(3.7)
RPM: 750
Round: 6 - 9
Descr: Round 4 to 16. Great overall. Slow reload.
Round 16 to 42. Great overall. Slow reload speed. Great cache size(same
clip size).
__________
Light Machine Guns:
__________

RPK - R115 Resonator
Damage: 86 - 120
Head M: 258 - 360
Ammo: 100/400 - 125/500
Reload: 4.0(5.4)
RPM: 750
Round: 3 - 4
Descr: Round 4 to 18. Fairly weak, but great clip size, cache size. Reloads
slow, low mobility.
Round 18 to 45. Strong, massive clip size, cache size. fast firing, slow
reloads. Best used with Stamina Up.

HK21 - H115 Oscillator
Damage: 100 - 140
Head M: 300 - 420
Ammo: 125/500 - 150/750
Reload: 3.8(4.8)
RPM: 750
Round: 3 - 5
Descr: Round 4 to 18. Strong, great clip size, cache size. Slow reloads, slow
firing speed, and low mobility.
Round 18 to 54. Very strong, massive clip size, cache size. Slow reload,
slow firing, low accuracy, low mobility. Best used with Stamina Up.

__________
Sniper Rifles:
__________
Dragunov - D115 Disassembler
Damage: 200 - 660
Head M: 2000 - 6600
Ammo: 10/40 - 10/80
Reload: 3.0(3.7)
RPM: 250
Round: 19 - 32
Descr: Round 4 to 19. Powerful semi-automatic. Low ammo, slow reload, slow
mobility.
Round 19 to 32. Very powerful sniper. Headshot is a must.

L96A1 - L115 Isolator
Damage: 415 - 660
Head M: 4150 - 6600
Ammo: 5/35 - 8/72
Reload: 3.2(3.5)
RPM: 60
Round: 26 32
Descr: Round 4 to 26. Powerful semi-automatic. Low ammo, slow reload, slow
firing speed, low mobility.
Round 26 to 32. Very powerful sniper. Headshot is a must.

__________
Explosives:
__________
Frag Grenade
Damage: 500
Head M: ---
Ammo: 4
Reload: ---
RPM: ---
Round: 6
Descr: Bad grenade. Cookable(5 seconds). Only use to make crawlers.

Semtex
Damage: 750
Head M: ---
Ammo: 4
Reload: ---
RPM: ---
Round: 8
Descr: decent grenade. Non-cookable. Only use to make crawlers.

Crossbow - Aweful Lawton
Damage: 200 - 750
Head M: --- - ---
Ammo: 1/12 - 1/12
Reload: 2.8
RPM: ---
Round: 2 - 8
Descr: Round 4 to 8. Weak explosive, single shot(per clip). Slow reload and
timed explosion.
Round 8 to 54. Weak explosive. Slow reload and timed explosion. Timed
explosion draws zombies towards the bolt(like having 6 monkey bombs).

M72 Law - M72 Anarchy
Damage: 1300 - 2000
Head M: --- - ---
Ammo: 1/20 - 10/40
Reload: 3.0
RPM: --- - 60
Round: 13 - 19
Descr: Round 4 to 13. Powerful explosive. Slow reload, ADS required.
Round 13 to 19. Very powerful explosive. Semi-automatic, 10 shots per
clip, ADS requirement removed.

China Lake - China Beach
Damage: 400 - 660
Head M: --- - ---
Ammo: 2/20 - 5/40
Reload: 2.0(1.0)
RPM: 30 - 60
Round: 4 - 8
Descr: Round 4 to 4. weak explosive. Slow firing speed, slow reload. Low
mobility, ADS required.
Round 4 to 8. Weak explosive. Slow firing speed. Increased clip size,
ADS requirement removed. Very high mobility.

Matryoshka Dolls
Damage: 2000x3
Head M: ---
Ammo: 3
Reload: ---
RPM: ---
Round: 32
Descr: Very Powerful grenade. Cluster effect(random).
__________
Wonder Weapons:
__________
Raygun - Porters X2 Raygun
Damage: 660 - 1120
Head M: --- - ---
Ammo: 20/160 - 40/200
Reload: 3.4
RPM: ---
Round: 8 - 13
Descr: Round 4 to 28. Very strong, fast firing speed, high mobility, small
explosion damage. Slow reload.
Round 28 to 54. Very strong, fast firing speed, high mobility, small
explosion damage. Slow reload. Increased cache and double clip size.

Scavenger - Hyena Infra-Dead
Damage: 9000+ - 9000+
Head M: --- - ---
Ammo: 3/15 - 6/30
Reload: ---
RPM: ---
Round: 999999??????
Descr: Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped
ADS only.
Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped
ADS only(comes with thermal scope).Double clip size and cache. Upgrade
when out of ammo only.

________________________________________
Section 6: Mystery Box / Perks / Pick-Ups / Pack-A-Punch:
________________________________________
Mystery Box:
The Mystery Box spawns in a random location at the start and moves after a
few uses. There are 6 locations it can be at across the map.
The Mystery Box works the same way as any other map.
It still costs [950] to open.
#1 Spawn Area(cannot start here)
#2 Lighthouse Balcony(above PhD Flopper)
#3 Below Captains Room(behind flinger platform)
#4 Very Front of the Boat(above juggernog)
#5 Top Floor Catwalk of Lighthouse(opposite of deadshot daquiri)
#6 Behind Lighthouse(left of water slide, bottom of the hill)

Perks:
There is a new perk and an old perk brought back that wasn't in ascension.
#1 Juggernog - Improves maximum player health
#2 Quick Revive - Improves players reviving speed
#3 Speed Cola - Improves gun reload speed
#4 Double Tap - Improves gun firing speed
#5 Stamina Up - Improves run time, maximize mobility with anything
#6 PhD Flopper - Exploding Dive, Improved Flak Jacket, No Fall Damage
#7 Deadshot Daquiri- Head Aim Assist, Steady Aim

Pick-Ups:
There are the same pick-ups from all previous maps.
#1 Max Ammo - Replenish all weapons cache (does not re-fill clip)
#2 Insta-Kill - Any damage will instantly kill target(s)
#3 Carpenter - All barricades will be repaired
#4 Mini-Nuke - Spawned Zombies are unable to attack and die
#5 Fire-Sale - All Mystery Box locations have a box and cost [10]
#6 Double Points - All points gained are doubled
#7 Death Machine - Infinite ammunition, limited time gatling gun

Pack-A-Punch:
The PaP Machine works the same way as any other map except one thing. The PaP
moves locations when thunder sounds. In always spawns in water and goes away
after another thunder sounds. The Lighthouse will point to its position.
#1 Near Spawn(right of quick revive)
#2 Near Juggernog(down the hall, in flooded room)
#3 Behind Lighthouse(down the hill)

________________________________________
Section 7.0: Rounds 1-10/George Ramero:
________________________________________
I have made new calculations and they are more accurate this time.

Point Efficiency Table: M1911
Round Zombie Body Head
Number Health Shots Shots
1 100 7 3
2 175 12 4
3 250 17 6
4 325 22 8
5 400 27 9
6 475 32 11
7 550 37 13
8 625 42 14
9 700 47 16
10 775 52 18

It is best to get a gun after round 4. The M16, MPL are best because you should
probably be heading to the power first.

Best Wall Weapons:
Pistol: ---
Shotgun:Stakeout
SMG: MP40
AR: M16
LMG: ---
Launch: ---
Wonder: ---

George Ramero:
Explosives are the best way to kill George. This includes the Raygun, M72Law,
China Lake, Scavenger, Frag Granade, Semtex and the Matryoshka Doll.
Of course lead weapons can damage george, they take a massive amount of ammo
and time(same with explosives).
It will take roughly 2.5 Hyena Infra-Dead caches in a multiplayer game to take
George Down(not sure if he gets more health per round).
If you manage to kill him, he drops a Random Perk Bottle and a Death Machine.
You must kill him on land to obtain his drops. Killing him in the water only
scares him away for 2 rounds.

If you shoot George whilst in water, he will still get angry and slow players.
If you shoot George whilst out of water, he will get angry and chase the closest
player(just like a zombie would).
George deals the same damage as a normal zombie, but slows you down and deals
electricity.
Georges attacks also electrify zombies nearby. A shocked zombie that hits you
will also shock you and slow you down. If you hit a shocked zombie, this will
also happen.

When you hit George and he gets angry, he will smash the ground. All players
will be slowed for about 1.5 seconds(only nearby players will be shocked).
this attack can be dodged by jumping at the right time.

________________________________________
Section 8.0: Top Strategies:
________________________________________
There are really only a few concrete strategies I use. They are fit to me, but
you may have success with them.

Strategy 1: Zipline Area
Recommended Players: 3-4
Recommended Round: ANY

There are 2 ziplines on this map. Camping at the Lighthouse Zipline is a bad
idea. Little space, only one way out.

The other zipline(atop the boat)is a very good spot to hold off. If George is
getting too close, anger him and take him across the zip and into the water.
There are 3 entrances to this spot. The power room. beside the stairs, and the
stairs themselves.

1 at the power room window
3 at the stairs

Switch when needed and communicate. always glance at the window by the stairs.

This can be done with 3 players easily so that the other player can do a
Zombie Round-Up.

//////////
Strategy 2: AK74u Area
Recommended Players: 1-2
Recommended Round: ANY

This strategy is a bit hader. You will just round up zombies and blast away with
the AK74u. The only problem is that when you run out of ammo, you'll have to
make a gamble on whether or not you'll get stuck in the AK74u spot.

There is also the concern for space. The area is fairly small, but with the
right pace, you can manage atleast 40 zombies at once. Make sure George is
far away.

It is best that 1 player does this strategy while the other 3 do a different
one. Keeping George away is best.

//////////
Strategy 3: Tip of the Boat
Recommended Players: 1-2
Recommended Round: ANY

This can really only be done with high level players as the spaces are tight
and the routes are complicated.
At the box location on the very front of the boat until the juggernog top door
is where you'll be running.

Semtex is available at a high risk. After coming up from juggernog, and just
passing the semtex is a little area you can round zombies up. Around 20-25
zombies is a good fit, but still risky.

DO NOT be in this area with 3 or 4 players. It will get very crowded. 2 is still
risky, but managable.

//////////
Strategy 4: Hard-core Survivor
Recommended Players: 4
Recommended Round: ANY

This is for hardcore zombie players only.

So you think you are good because you can round up zombies? Well you're not.
This is somewhat of a challenge I am giving players. Rapetrains are not hard.
Circling the Lighthouse is not hard. Using zipline escapes is not hard. Camping
is not hard. These techniques do not make you a good player, but they can help
make the game easier to work on other skills such as headshotting, running
routes and learning areas.

Round up a party of 4 RANDOM players. Start a match. Knife George as soon as he
can get angry. Now follow these steps completely.

Buy the Olympia at round 1. Use the Olympia.
Open the power as soon as possible. Activate it.
Open Juggernog as soon as possible. Buy it.
Obtain Quick Revive as soon as possible.
Open Speed Cola as soon as possible. Buy it.
Open Deadshot Daquiri as soon as possible. Buy it.
Obtain 5000 points. Upgrade your Olympia.
Buy the PM63 at round(whatever round you are on).
Obtain 5000 more points. Upgrade your PM63.

If you are the only one alive, it's normal. Continue to use only these three
weapons.

DO NOT CAMP.
DO NOT ZOMBIE ROUND-UP(a.k.a. Rapetrain).
DO NOT BUY ANYTHING OTHER THAN WHAT I TOLD YOU TO.
DO NOT OPEN ANY OTHER DOORS(randoms will do that).
DO NOT USE ZIP LINES(flinger is ok).
RANDOMS ARE LIKELY TO HEAD TO BOX AT START-UP. DO NOT FOLLOW THEM.
ALWAYS REVIVE A DOWNED PLAYER NO MATTER THE SITUATION.
ALWAYS KEEP YOUR REVIVES AT LEAST 50 TIMES YOUR DOWNS(or over 50 if you don't
get downed).
ALWAYS KEEP YOUR HEAD SHOTS AT LEAST 50% OF YOUR KILLS.
ALWAYS KEEP YOUR KILLS LOWER THAN THEIR KILLS COMBINED(unless you're the only
one alive, but then you haven't done your job).

If you can pass round 30 like this? Well, you are good. Great. Master of Zombie
Mode. The Zombie God.

//////////
Combinations:
Since new perks and guns have become available, there are a few godlike weapon
and perk combos.

#1 PhD Flopper + Raygun Godlike. You can escape any corner trapping.
#2 PhD Flopper + Scavenger Godlike. You can clear an area without risk.
#3 Speed Cola + Double Tap Extreme. DPS is insane and it keeps goin'.
#4 Juggernog + Quick Revive As long as you have a few seconds.
#5 PhD Flopper + Stamina Up You can escape anything by falling.

________________________________________
Section 9.0: Easter Eggs / "The Vault":
________________________________________
There are only 2 secrets known to me so far. The hidden song, and the vault.

The hidden song is activated by holding 'X' on three element 115 meteors.
#1 At spawn on a barrel(near lighthouse path cavern)
#2 On a seat in the feeding hall(two stairs below power, closest to boat
path)
#3 Under the clock(opposite of PhD Flopper)

Ensemble Cast is the achievement for completing the "Old Character" easter egg.
This is only the multiplayer version, solo is a bit different.
After completing this, you will get Ensemble Cast and a gamer picture.

Follow these instruction to complete the easter egg.

First you must turn the power on. Open the path to the power room and activate
it. You CANNOT start the easter egg without the power. Next, head to the PhD
Flopper perk machine. Head downstairs from thier and turn right. Walk strait
until you reach the broken and barbed door that heads to the lighthouse(you
cannot open this door). Look left and you'll see the [VAULT]

#1 Knife the [VAULT]. After you knife the vault, a dialogue will start
where the "Original Characters" talk.
They ask you to find a power switch. Unfortunately it is broken. To fix
the power box, add a new fuse.
There are three places the [FUSE] can be. they are all in the same room
as PhD Flopper.
1: Left of the 115 Meteor. On a dresser without drawers.
2: Left of PhD Flopper. On an office desk.
3: Left of the Cabinet. On the floor.
After you obtain the [FUSE], place it in the power box. The power box
is located right of the [VAULT].
#2 Knife the [VAULT]. After that, another dialogue will begin. This time
the Original Characters have activated a defense system. They ask you
to deactivate it by destroying the [4 GENERATORS]. To destroy them, just
hurl a grenade above it(make sure it explodes over the red light).
1: In the same room as the [VAULT].
2: Pathway from the Lighthouse to the Tip of the Boat. When mid-
   way, turn right. Hiding in the water.
3: Right side of the Back of the Boat(where double tap is). Look
   from the side of the boat out towards the water.
4: Behind Stamina Up. Through the window left of Stamina Up.
After destroying the [4 GENERATORS], head back to the [VAULT].
#3 Knife the [VAULT]. After that, another dialogue will begin. Nikolai is
sober and need more [VODKA]. You'll have to find him some. This step
is best done with two players.
1: Head upstairs from PhD Flopper. Stop halfway up the stairs
   and look right on the steps.
2: Above PhD Flopper. Right from the box position on the rail.
3: Drop-off from the two boats where you can go to Quick Revive.
   On the top platform.
4: Right from the MPL, head up the stairs and go right into the
   dead-end. On the yellow rail right of the box in the corner.
After obtaining the [VODKA], head to the [VAULT]. Place the bottle into
the tube on the left of the [VAULT].
#4 Knife the [VAULT]. After that, another dialogue begins. They ask you to
find them a [GOLDEN ROD]. This step is daunting as it requires a lot
of time.
The first part of this step is the [DIALS] in the Lighthouse. There is
one on each floor. Open up every floor and follow these steps exactly
to get it as fast as possible.
1: Set the Bottom [DIAL] to         [6]
2: Set the Second floor [DIAL] to   [4]
3: Set the Top floor [DIAL] to      [2]
4: Check the Third floor [DIAL]
5: Count how many clicks it is from [7]
6: Turn the Bottom floor [DIAL] that many clicks(from step 5)
7: Set the Second floor [DIAL] to   [4]
This should get it on the dot. Recheck each floor to make sure you did
not make a mistake.
From Top to Bottom the numbers should read
[2] fourth floor
[7] third floor
[4] second floor
[6] first floor
After the [DIALS] are set, do the next step.

The second step is the [RADIOS]. They must be activated in a certain
order or it will not work. Just go up to each one and hold [X] until it
makes a beeping noise.
1: Go to the Power Room. Head downstairs, turn left and head to
   the doorway(do not go out). turn left again and look up on
   top of a computer thingy.
2: Head to Stamina Up. When you reach it, turn right and it
   will be on top of the barrel in the corner.
3: take the Zipline from the top of the lighthouse. Head to the
   MP40. Once you pass the whole in the side of the boat, look
   left and it will be inside the container.
4: Head downstairs from PhD Flopper. The last one is under the
   stairs you just took on top of a cabinet.
After the [RADIOS] are activated, you will hear a signal beep.

The third step is the [CAPTAINS ROOM]. Its just the Power Room. Head to
the Power Room and do these steps.
1: Hold [x] on the [WHEEL] to turn it. Turn it so that the brown
   handle is facing the Bottom Right.
2: Hold [x] on the [LEVER] to pull it. The levers are right of
   the captains wheel.
3: Pull the first [LEVER] one time.
4: Pull the third [LEVER] three times.
5: you CANNOT pull the middle [LEVER].
After those are complete, a green light will appear from the lighthouse
and beam to a submarine.

The last step is to get the [VR-11].
Hold the round by getting a crawler. Lead the crawler to the bottom
floor of the lighthouse. Shoot the zombie with the [VR-11]. When he
turns human he will go into the gren light.
While he is being abducted, you have to kill him before he reaches the
top.
Use Matryoshka Dolls, Scavenger, Raygun or M72 Anarchy to kill him the
fastest.
When he dies he will lie down. This is to let you know he is dead.
After he is abducted to the submarine, he will send you the [GOLDEN ROD]
through the green light.
The [GOLDEN ROD] will be waiting at the bottom of the lighthouse when
you are ready.

Go to the [VAULT] and place the [GOLDEN ROD] in the tube. The same tube
you put the [Vodka] in.

#5 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. Unfortunately the power breaks again. They ask
you to fix it again. This time it is easier.
Knife the Power Box that you put the [FUSE] in.

#6 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. This time they actually teleport. They leave you
with a Death Machine pick-Up. BUT WAIT!!! It is not a Death Machine, it
is a WUNDERWAFFE DG-2!!! It has 3/15 ammo. You only lose it if you die
or run out of ammo. You have unlimited time with it.

Five 2-4 Player Guide

* Things Worth Noting

The Ballistic Knife is used with whichever knife you currently have, so when
you slash with it you'll hit with the knife you start with or the Bowie Knife
if you've bought it and you'll hit with the Ballistic knife, meaning you could
make your knife attack most effective by having the Bowie Knife and the PaP'd
Ballistic Knife. If you go down and you have the Ballistic Knife (upgraded or
not) then so long as your other weapon is not a sidearm you'll be able to use
it while down.

Monkeys (now referred to as Cymbal Monkeys in one of the bits of info that
pops up during the loading screen for a game of Zombies) are incredibly
useful, once you've thrown one all the zombies will head to it and wait
by it until it explodes, this is useful for when you get crowded, when someone
goes down and for getting a load of easy kills while they're gawping at it.

The Winter's Howl (which I may tend to refer to as the freeze gun a lot) is
great at slowing down a crowd or stopping them entirely, it has a low amount of
ammo though so it's best to play in more of a support role with it, slow down a
group then let your teammates take them down. It's also great for destroying
the Pentagon thief, this weapon is sweet as balls.

For the weapons that get red dot or reflex sights when PaP'd the lens colour
and reticule colour and shape/design are randomly chosen when you put it in the
machine.

                                 -----------
                                 Perks [PRK]
                                 -----------

The power switch has to be switched on before you can purchase perks, with the
exception of Quick Revive when you are playing solo. The power switch is located
on the bottom floor, once you get out of the elevator head forwards and take the
first left and in that little corridor there's an open door on your right, in
that little room by the other door is the power switch.

Juggernog (2,500)
  -With this perk your character can take a lot more damage before going down,
worth getting this before any other perks. It's located on the lower part of
the middle floor, next to the door to the Pack-a-Punch room.

Speed Cola (3,000)
  -Very useful, makes you reload twice as fast, best to wait till you have a
good gun later on before investing in this. It's located on the first floor
near the elevator.

Double Tap Root Beer (2,000)
  -This perk doubles your rate of fire, this will make you tear through
zombies easy but be careful with your ammo, if you spray like a madman you'll
piss out all your ammo quick. Try to fire in bursts unless zombies are getting
close. It's located on the middle floor next to the elevator that leads to the
first floor.

Quick Revive (1,500 with 2-4 players, 500 solo)
  -You're able to revive downed team mates a lot faster with this perk, very
useful in a jam especially if you can chuck a Monkey first to make time for
your revived teammate to get to safety now he/she will have lost their
Juggernog. In solo play this perk costs only 500 and when you get taken down
zombies will all run off to the other side of the map while the perk revives
you, while down you'll have dual pistols that fire grenades too, this is now a
very useful perk to get first. It's located in the corridor adjacent to the
starting room.

If you get taken down then regardless of whether a teammate revives you or not
you'll have lost all your perks, so it's best to get Juggernog first, but still
it's not worth getting unless you have a decent weapon, if you can't defend
yourself you'll just lose your perks again when you get taken down so focus on
getting a good weapon first, then get Juggernog. The order you get the rest is
up to you, personally I always get Juggernog first, then Speed Cola, then
Double Tap, then Quick Revive.

                                 -----------
                                 Drops [DRP]
                                 -----------

There are some new, sweet drops in Black Ops, for the sake of not having a tiny
section though and for those who are new to Zombies I'll list the old ones too.
They will only stay available to pick up for a short time and will begin to
flash before they disappear, the time in which you get to use them is also
limited (except for Max Ammo, the Bomb and Carpenter). Drops are randomly left
by zombies when you kill them.

* Max Ammo

This will replenish your supply of spare ammo (not ammo loaded into your mags),
grenades, claymores and Cymbal Monkeys, if any of your team have Monkeys then
throw them somewhere away from you and the Max Ammo and run for it. If possible
make sure everyone reloads before picking it up and chuck any remaining Monkeys
before you get it.

* Bomb

This will kill every zombie that's spawned so far in the round (even if they
haven't climbed out of their window yet). You get 400 points each when someone
picks it up. It's useful later on for conserving ammo but earlier it's best to,
if possible, leave it until there's as few zombies left as possible.

* Insta-kill

You'll kill zombies in one hit while Insta-kill is active, so it's best to
switch to knife kills for 130 points each as killing them any other way will
only get you 50 points each. Don't try knifing crowds though, the last thing

killing zombies. Avoid it in the first few rounds when you can be using pistol
shots followed by a knife attack to get more points (though if you're knifing
it'll be impossible to avoid as you'll pick it up as the zombie dies, but if
someone else is going for headshots let them know not to get it).

* 2x (Double-Points)

Every action you perform that gets you points will now get you twice as many
for a short time, everything from boarding windows to knife kills. If it
appears when the round is nearly over then finish up quickly and wait as long
as you can until the next round starts before picking it up in order to get
as much use out of it as you can.

* Carpenter

This will board up all the windows on the map, it's good for slowing down a
wave but really it's not worth sticking your neck out for. Getting it gives
you all 200 points each.

* Fire Sale

The box will appear at all points it can spawn and will only cost 10 points to
use for a short time. There are box points on each floor but later on it's not
a good idea to run off mid-round for a few cheap spins as you'll likely get
crowded.

* Bonfire Sale

This is only dropped by the Pentagon Thief if you manage to kill him before he
takes any one's weapon, with it all teleporters will lead to the Pack-a-Punch
room and you can PaP weapons for 1,000 points (as opposed to 5,000). You'll
have enough time to PaP 4 weapons between you. This is awesome if you get the
Pentagon Thief the first time he appears and will collectively save you as
much as 16,000 points and provide you with some cool weapons until you later
end up with your preferred setup.

* Death Machine

For a limited time you can use the Death Machine with infinite ammo. This
thing will tear through zombies easy, not only is it incredibly useful no
matter what round you're on it's also seriously fun. Be aware you won't be
able to throw grenades or Monkeys or revive anyone while using it.

              ----------------------------------------------------
              Teleporters, Defcon & The Pack-A-Punch Machine [PAP]
              ----------------------------------------------------

Firstly before being able to buy perks, teleport, increase the Defcon level or
Pack-a-Punch we'll need to get the power on. The power switch is located on
the bottom floor, once you get out of the elevator head forwards and take the
first left and in that little corridor there's an open door on your right, in
that little room by the other door is the power switch.

Now the power is on the teleporters will all be up, there's a load on the
bottom floor, one in the center of the room on the middle floor and one at one
end of the starting room in the middle (near the M14). Upon entering a
teleporter you will be sent at random to another one, if you have the Defcon
level up to 5 then you will see a small image of the Pack-a-Punch machine in
flashing light and red number mist of the teleporter and going inside will
take you to the Pack-a-Punch room. Aside from when at Defcon 5 using the
teleporters will leave the teleporter you used/came out of with a short cool-
down time before you can use those particular teleporters again.

To get the Defcon level to 5 and gain access to the Pack-a-Punch machine
(which is in the room by the Juggernog) you must switch on each of the Defcon
switches on the middle floor, there are a couple in the lower area and a
couple on the higher area, they're easy to make out as they have a big sign
by them that says 'DEFCON' and have a switch that once the power is on has a
green light if it can be switched on or a red light if it has already been
switched on. Turn them on as prompted when next to them by holding the use
button/key.

To use the Pack-a-Punch machine just go right up to it, switch to the weapon
you wish to upgrade then hold use (Square for PS3, X for 360, F for PC) when
prompted, wait for a couple of seconds and when it comes out of the machine
pick it up with the use button again. It won't be available for use for long
though, so be quick if you don't want it to swallow your weapon and then
disappear back in the wall.

Once the Defcon level has returned to 1 the doors will open and you can
leave. You can then turn the Defcon level back to 5 and use it as much as
you want, so long as you wait for it to go back to 1 after each use.

                                 -------------
                                 The Box [BOX]
                                 -------------

For those new to Zombies the box is something you use to get more powerful
weapons, the catch being that for the price of 950 points you may get an
awesome Ray Gun or you may be left with a near useless sniper rifle. The
box cycles through random weapons before eventually staying on one that you
can pick up or wait to let it go back in. The box can also come up with a
teddy bear, at which point the box will move to a different location and
your points for that use will be refunded.

There's a visual cue to let you know where the box is, once you get to any
location where the box can spawn have a look around and nearby in that same
area will be a TV set that shows you where the box is, so if you get the
teddy bear just wait and watch the TV to see where it's moved to.

The first box location is always somewhere on the bottom floor, you can find
it without wasting money on all the doors down there by checking through the
windows.

* Bottom Floor

The Bowie Knife room - as you get out of the elevator go forwards a little
past the window zombies can come in from and there's a door on your left,
check if it's here by going forwards from the elevator then going left, then
going left again, check through the window here.

The pig room - yeah, this room is the one with the loud pig thing held up by
straps, make sure you put it out of its misery, it's squealing can get
annoying. As you get out of the elevator go straight down towards the M16
(which is directly opposite the elevator) and before you get to that
T-junction where the M16 is there's a door you can open to your right.

The dead body room - this is a little room within a room, this room is across
from the pig room and facing from the elevator it's all the way forwards and
to the left. Check if it's there by looking through the glass near the M16
side.

* Middle Floor

Only one location the box can move to here and it's on the lower part of the
floor, stand with the Juggernog vender on your left and it's a short walk
forwards.

* First Floor

Opposite the Olympia shotgun in that corridor.

Opposite the MPL in that corridor.

                           ------------------------
                           The Pentagon Thief [TPT]
                           ------------------------

This guy is a dick. Seriously, I mean seriously.

He has a lot of health, he runs faster than Linford Christie on steroids and
for some reason he wants to take a weapon off of each one of you but with a
little strategy and a lot of firepower we can easily drop him and take the
rewards he has to offer. You won't have to worry about this guy until you get
to the bottom floor and turn the power on. It's also worth noting that although
you can use the teleporters during a Pentagon Thief round you can't use the
elevators, so make sure you're all on the middle floor before the round starts.

You'll know when it's a Pentagon Thief round because you'll hear that ominous
sound as the round starts. Make sure all of you are on the higher railing area
of the war room and wait on the side completely opposite of the elevator that
goes back up to the first floor, so that you're all in front of the large map.
At first he is only visible to his first intended victim and everyone else will
see a red kind of 'number mist', this is a load of floating red numbers that
lets you know where he is.

Now have your player who can see him run around this top area in a big circle,
if you start slightly on one side more than another he's guaranteed to come
the shortest way, so run away from him and everyone else should be unloading
on him with their most powerful weapons. The runner can turn back and shoot if
the Pentagon Thief is still on the opposite side but it's best that they focus
on keeping as far away from him as possible. The Winter's Howl is awesome for
slowing him down to a walking pace, so if the runner has this then they can
just walk backwards while firing at him.

If he's after you and he gets close then make sure you switch to your worst
weapon so that he only takes that. If he does take your weapon you'll both
teleport and you'll have a fun little run around from teleporter to teleporter
trying to kill him. If one person has their weapon taken don't break from the
strategy though, keep doing it even if there are only a couple of you left on
the middle floor and hopefully you'll take him out before he gets to the last
of you.

The rewards for defeating him depend upon whether you killed him before he took
any one's weapon or at some point after he took any number of weapons, for
killing him before anyone loses a weapon you get a Max Ammo and he leaves a
Bonfire Sale (any teleporter you jump in will lead to the Pack-a-Punch room
and it will only cost 1,000 points to PaP, if you're quick you'll have time
to PaP 4 weapons, so that's time enough for one each), if you kill him after
he's taken any number of weapons then those who had their weapon stolen will
get it back (if you bought another weapon off the wall in that time it will
replace that) and he'll drop a Max Ammo and a Fire Sale drop (the box appears
at all box locations and only costs 10 points to use for a short amount of
time) and if you kill him while an Insta-kill is still active he will only
drop a Max Ammo.

                              ------------------
                              General Tips [TPS]
                              ------------------

There will be no order to this, just a load of general tips to keep in mind.

Each bullet, knife or blast from a grenade that hits an enemy without killing
it gets you 10 points, a kill with a shot to the body is worth 50 points, a
headshot kill is worth 100 points and a knife kill is worth 130 points,
grenade kills are worth 50 per zombie, kills by electric barriers get you 0
points and kills during Insta-kill get you 50 per zombie unless you knife
them, in which case you get 130 points per kill.

Monkeys are useful for making some time to revive someone, to get a Max Ammo or
get a crawler, everyone should try to get Monkeys and use them sparingly unless
there is a Max Ammo nearby.

If you can then make sure everybody reloads before you get a Max Ammo.

Try to keep a few crawlers at the end of a round when you want to spin on the
box, get perks or Pack-a-Punch a weapon, in the catwalk strategy this is best
done by throwing grenades or a Monkey to where the zombies are coming from (as
opposed to zombies that are close by).

As soon as you have a decent gun it's worth getting Juggernog.

When the game starts STICK TO YOUR OWN WINDOW. It's amazing how many morons
play this game and immediately in the first few rounds go from window to
window to get kills, thieving them from other players covering the point of
entry, most of these players are so crap that they thieve these kills with
just body shot kills getting them a low amount of points. There are 4 players
and 4 windows, each player should stick to their point of entry until they
start opening doors. Later on in the game you'll have many hundreds of kills
so what does a few early on matter? If people are thieving your kills early
on and you're the host I suggest you quit out so the game ends, you aren't
going to get into a good game if you play with idiots like that.

Avoid Insta-kill in early rounds and wait as long as you can before getting
the Nuke unless there are too many zombies for you to handle or someone has
gone down, the Nuke gets everyone 400 points and Insta-kill makes each kill
worth only 50 points until it runs out so it's worth it to not bother with
them in early rounds, though if you can get the Nuke when there's only a few
zombies left you can make some extra points for everyone. I recommend
avoiding the nuke in later rounds if possible as it will kill zombies all
around the map and the last thing you want to happen is to miss out on
points in those mid-rounds and a Max Ammo in the later ones.

Maximize points early on by utilising your weapons and knife as effectively as
possible, in round 1 you can put 8 pistol rounds in a zombies leg then knife
him, getting you (8x10)+130=210 per kill that way, then in round 2 put 8 shots
in the chest then knife, then in round 3 put 10 shots in the chest and knife,
then switch to headshots, but if you can and you have handgun ammo then
quickfire your whole mag into a zombie then switch guns and kill  him,
early on that's good for an extra 80 points each time.

To reload some weapons slightly quicker when you initiate the reload as soon
as you see the ammo is reloaded in the bottom right of the screen press the
switch weapon button twice in quick succession (or sprint or knife), this
will cut out the end of the reloading animation.

If you PaP the HS10 or PM63 then it is best to fire with one first until it
needs to be reloaded then another, the reload speed is fast enough on both
that this way you can continue shooting without having to pause at any point.

I said it in the Weapons section but I'll say it again, the Winter's Howl is
great at slowing down a crowd or stopping them entirely, it has a low amount
of ammo though so it's best to play in more of a support role with it, slow
down a group then let your teammates take them down. It's also great for
taking care of the Pentagon Thief.

If the Pentagon Thief is getting close and you think he's going to take your
weapon make sure you switch to your worst weapon before he gets to you.

Just because you picked up the sale drop don't run off to go using the box
mid-round, cheap weapons are worth nothing if you're going to get slapped
to death by a crowd of zombies.

The new crawler creatures with the Nova 6-like gas cloud following them will
disperse a gas that blurs your vision if you're too close when they are
killed by anything but the knife, the Ray Gun or electric barriers, so if
possible the Ray Gun is probably your best bet to take care of them when
they're getting close (just remember to watch out for splash damage).

If anyone is on a floor above or directly below a floor another person is on
then you can have the people that want to use the elevator for free all get
in it and then have the person on the next floor stand at the elevator doors
and call it, thus saving the people in the elevator 250 points, 250 points
is a meagre amount and completely insignificant later on but when you're still
spinning for weapons, getting the perks and PaPing it can be useful.

When there are only a couple of zombies left killing one will make the other
one go into a rage and he'll run at you a lot more aggressively, remember to
try to get crawlers when there are still a few zombies left.

Remember to keep your microphone volume and your TV volume at reasonable
levels, otherwise players will hear delayed, awful quality sounds from your
TV.

If you're playing with random players online and some act like jerks or are
just really bad at the game then it's best to quit out straight away, you
aren't going to get very far if you're playing with people who suck.

                                --------------
                                Strategy [SGY]
                                --------------

This is going to be a pretty simple 4-player strategy that my friends and I
play. it's still early days and there's a lot of playing around to
do but this generally works well to collect points efficiently early on and
survive quite a while.

You'll have your own way of doing things and really that's what matters, if
you don't like how or when I do something then do it your own way and find
the strategy that works for you and the people you play with. The round
numbers used below are only approximate.

* Rounds 1-4

There are dour windows and zombies can break in through the wall in the
adjacent corridor with the Olympia, most games I play though some windows
never see any zombies at all, so don't be too alarmed if nothing comes your
way. Each of you should defend a point of entry each and collect as many
points as possible early on, so let the zombies in and put 8 pistol rounds
in their leg in the first round before finishing them off with your knife,
in the second round put 8 in their body then knife, etc. By letting them in
there's a chance you'll get a drop too. If you get the Bomb drop then try
waiting till there's only one or two zombies left to get as many points
between you as you can. Don't forget to board up the windows too, in the
first round it'll net you only 40 points before you stop getting points
for fixing them up but every round the number of boards you can repair for
points grows.

Once some one's got 750 they can open the first door so that zombies have some
more points of entry, I wouldn't bother with MPL though as when you go down in
the elevator you can all grab the MP5k or PM63, seeing as you will likely have
to purchase ammo for these again later it's cheaper to buy those than the MPL
as you won't be able to purchase ammo for it downstairs.

When you're all happy to move on the person with the most points can open
the elevator up and you can all get in, whoever has the most now can pay
the small fee of 250 to take you all down a floor.

* Rounds 5-9

On the second floor don't bother opening up the stairs for quite a while,
this place is easy to defend and rack up points, I don't think it's a good
idea to go for the power and to spin on the box for a while as defending
here is easy if the stairs are closed and with the power off you don't
have to worry about the Pentagon Thief.

On the upper part of this floor of the Pentagon there are four windows,
there are also four of you and if you get caught out with no ammo there's
an MP5k and a PM63 available either end of this upper area. Now just get a
lot of easy kills, you can go for headshots or burst fire then knife and
better yet if you get a Max Ammo then switch to your pistol and put a couple
of mags in a zombies chest before letting them through, this will get you a
load more points and letting them in Will hopefully get you some drops.

About round 7 or 8 you should all have enough to get to the box and PaP
something, this will make killing the Pentagon Thief a lot easier, though it
isn't necessary for you all to PaP it'd be easier if one or two of you could
do so with something decent like an assault rifle. When you're ready keep a few
crawlers at the end of the round (for those new to Zombies, just blow a
zombie's leg(s) off with a grenade - having a couple or a few slow crawlers
around makes it a lot easier to explore the map and sort out your weapons and
perks without getting mauled). Buy your way through every barrier, head down
together in the lift, get the power on and open up the box room (check the
sections on the Pack-a-Punch machine and box locations if you aren't familiar
with where the power switch or box may be located).

Now's the time to start spinning on the box for weapons, ideally you want
Monkeys, the freeze gun and the Ray Gun but in the meantime PaPing an
assault rifle or LMG will be great for killing effectively and racking up
points. Claymores can also be purchased from the room with the pig on the
bottom floor but probably aren't worth bothering with until you have some
spare points.

* Rounds 10-? Strategy 1

From now we're gonna move straight on to spamming the elevator between the
middle and bottom floor, the first floor elevator is smaller and leaves you
with blind spots either side of it on both the first and middle floors so the
middle-bottom floor elevator is much better to defend from in a four player
game. I've written an alternate strategy below this one that works well too,
this first strategy is easier to do with less communication and will let you
use the elevator to escape a crowd but the other strategy is better for
saving ammo so that could help you survive longer.

Once you are all inside unless you're running for a drop there's no real reason
to get out until you have crawlers and want to go off to do something or
there's a Pentagon Thief round. On the bottom floor have someone cover the
window at the back of the elevator and from here just massacre everything until
zombies start to get close then spend the small amount of 250 points on using
the elevator, stay as long as you can each time so that you aren't having to
use the elevator more than necessary and if someone has a Winter's Howl make
sure they use a couple shots from it every now and then to slow the zombies
down.

When it comes to Pentagon Thief rounds check the strategy in that section. Make
sure you're all on the middle floor before the round starts when you could be
due a Pentagon Thief round (usually about every 5 rounds) as you will not be
able to use the elevator during the round, I say this because the strategy I
detail in the Pentagon Thief section relies on having all four of you on the
upper platform of the middle floor.

Other than that, don't forget to make use of your monkeys if they start getting
too close and if ammo becomes a problem then at the end of the round you can
always go try the box and Pack-a-Punch something new, the Pentagon Thief rounds
are fairly regular though and are good for ammo, just make sure you aren't
wasting your freeze gun rounds, you fire in bursts unless enemies are up close
and keep spinning until you get the Ray Gun and Monkeys.

* Rounds 10-? Strategy 2

This is an alternate strategy that requires some more communication between
you and your teammates but can be good for saving ammo.

As soon as you go to the bottom floor a couple of you get the Bowie Knife then
spin, those who get the Bowie Knife at this point should leave enough points
for Juggernog too. Once every one's done spinning, PaPing and getting Juggernog
(if they're getting it this early) then get the defcon level up to 5 and each
of you should go through the teleporter into the Pack-a-Punch room, do this one
at a time and once you're through the teleporter hold down forwards because if
someone jumps in at the same time someone else is standing in the teleporter
then you'll both go down.

There are two windows in this room and those that have the Bowie Knife (and
hopefully Juggernog) can defend these easily, just keep going backwards and
forwards while holding the use button/key to repair the window while you knife
the zombies that come. Having the Ballistic Knife PaP'd here works well too,
you'll be doing more damage and because you're slashing with both knives in
quick succession (or at the same time if you're far enough to lunge) then zombies
will go down a lot quicker, if the person at the other window goes down you
can revive them by shooting them with the Krauss Refibrillator too. It's up to
those at the windows to make crawlers, it shouldn't be a problem as repairing
while knifing will keep them all in one place, just chuck a grenade and there
should be several crawling about trying to pull the boards down. Like in the
Der Riese Guide I like to assign people to roles, so think of the people doing
this as the guys on window duty.

Now the other two people are covering the double doors at the front, they'll be
racking up the kills here and if they're both stationed at the back of that
little hallway it's easy to funnel zombies.

Later on if ammo starts running low for either or both covering the doors they
can swap jobs with those covering the windows when necessary, the windows are
easy to cover for quite a while without having to use much ammo, in fact one
game somebody killed the crawler for no good reason while we were all of at
different parts of the map and I was still spinning China Lake after M72 after
L96 spinning crap after crap and having no luck, I got downed and when I came
back next round in the later teens I had even lost my Bowie Knife which I was
using with the Krauss Refibrillator, I grabbed Juggernog and defended one of
the windows with the regular knife and a grenade and had zero problems, so
ammo really doesn't have to be wasted at the window for quite a while.

For the guys covering the doors if a zombie drops something it's only worth
risking a quick run or chucking a Monkey for all the drops except for Carpenter
and 2x, I wouldn't bother with the Bomb earlier on though because ammo isn't
so much of a problem and it's better to focus on racking up the points.

Later on you should all be aiming to have Monkeys, a Ray Gun, the Bowie Knife,
Claymores and it's up to you to choose your weapon of choice, someone has to
get the Winter's Howl though because it's so useful for both the Pentagon
Thief and covering the door area.

Both the strategies I listed from round 10 to the end are interchangeable, so
if someone kills the crawler for some stupid reason or accidentally (it's
amazing how people manage to 'accidentally' kill crawlers) and you can't all
get to the second floor and get the defcon level up to 5 then you can all jump
in the big elevator and use that strategy to survive that round.

Rinse, repeat, eventually die, have fun!

                              -----------------
                              Easter Eggs [ERE]
                              -----------------

* Theme Song

The theme song for this map is 'Won't Back Down' by Eminem featuring Pink and
you can get it to play by holding the use button in front of each of the three
red telephones. There's one on each floor, the first is to the left of the
Quick Revive on the first floor, the second is in the Pack-a-Punch room on the
second floor (as you teleport in go forwards and it's on your left) and the
third is on the bottom floor in the small room with the power switch (it's to
the right of the power switch if you're facing towards the M16 side of the
floor), you'll hear a quiet 'line engaged' kind of tone to acknowledge you've
checked them, you can only hear this little sound effect once for each one each
game and you can only activate the song once per game.

* Fixing The Traps

There are two traps on the first floor, one in each corridor, one is in front
of the Quick Revive and the other is in the same place in the corridor the
other side of the starting room. When you get close to the one side of either
you'll get the message 'Access Denied: Requires operational component', the
operational component is a red switch same as all the other ones you turn
traps on with in all the maps since Veruckt.

The first switch is on the middle floor, once you've got the lower part of the
second floor open if you go to the elevator and then turn around so you're
facing the teleporter, now hug the wall on your left, go around the corner and
it's hidden in a dark little area. Once you're close to it and facing it you'll
be prompted to hold the use button/key to pick it up, once done you'll have a
little picture of it at the bottom of the screen.

As you can only hold one at a time either you will have to take it up to the
first floor first or someone else will have to go get the second. To put it in
go to the scanners that give you the access denied message (notice they have a
'III ARC' logo, a little reference to Treyarch) and when you get that message
hold the use button/key and it will be inserted.

The second is on the bottom floor, there's a room as you go out of the elevator
on your left, this is a room the box can spawn in, when facing the front of
where the box can spawn turn 90 degrees to your left and look inside the
kind of lockers there to the left of the Bowie Knife, if close enough to the
red trap activating switch you will be prompted to pick this up.

When you've put either switch back the trap will be operational at the cost of
1,000 points. They're basically electric barriers like the ones seen in all the
Zombies maps except for Nacht Der Untoten.

* Portraits

On the first floor in the corridor where you can purchase the Olympia there are
several paintings hanging up that refer to World at War's campaign showing
scenes from the battle of Peleliu and one of Sgt. Roebuck.

In the opposite corridor where you can buy the MPL there are a few other
Call of Duty related portraits, one shows Maj John L. Plaster, the real-life
S.O.G. operative that was a consultant for the game's campaign and another is
of Hank Kiersey, a former soldier that works as a consultant for many Call of
Duty games.

* Richtofen?!

On your way out of the Pack-a-Punch room check the wall on your right before
you leave through the double doors, you'll see two paintings, both of these
are also found in Kino Der Toten, the one is a younger Richtofen (hold the
use button/key when facing it or any of the paintings in KDT to hear your
character say something about them) and the other is the mysterious blanked
out picture of a guy we either haven't been told who it is or haven't been
introduced. It's funny there's a painting of Richtofen hidden here in the
Pentagon but I don't think it's anything more than a funny Easter egg, Five
doesn't seem connected to the other maps and their story at all so I look at it
as not canon with them, especially considering the cast and the setting :p

* Leapfrog (Do it in corner of map)

When one person goes prone and then another performs a dive to prone over the
top of them, both players will go down and Samantha Maxis (a character featured
heavily in the Der Riese story) will laugh at you.

Saturday, January 14, 2012

Ascension 2-4 Player Guide

Ascension is another great map to play on however to get this map pack you need 1200 Microsoft points. Just like Kino der Toten it is an easy map for beginners you just need to know the right strategies. Now to start of you`ll spawn on a lunar lander which you can use later on once you turn on the power. Now once the lunar lander has landed everyone buy the M14 because unlike Kino der Toten, hellhounds don`t come at round 5,6 or 7 they are now replaced by zombie monkeys which spawn just like a dog round however you need to turn on the power before they spawn which means only zombies will spawn until you turn on the power. Now if your playing split screen then one person covers the two 2 barriers upstairs and the other player covers the two players downstairs if your playing three player one person covers upstairs and the other two cover downstairs at their respective barriers. And lastly if your playing four player then each player covers a barrier. Now if you read the Kino der Toten you would know that for the first round you shoot the zombie withe you M1911 4 times in the torso and then knife that's the best way and its not much risk of killing the zombie. For the second round spray a whole mag of the M1911 at each zombies torso then knife it. Now by round three if you already have run out of ammo then use the M14 strategy from the Kino der Toten Guide. Just a recap to do this you need to shoot the zombie in the torso with bullets equal to one less then the round eg. Round 5 = 4 bullets to the torso. Now use this or continue withe the M1911 strategy until round 6 in which this round you use a grenade to get a crawler. By now you should have an absolute   minimum of 2,500 points for 4 player and for 2 and 3 player 3,000. Now this is where it could get tricky the person who has the most money has to keep 2,000 points for this to work now then open up the first door upstairs next to the barrier with no Olympia. Next you need to turn right and follow that path until you get to a door on your right more like a fence actually. Now everyone but the person with the most money goes on ahead to another door on you right and the person with the most money goes up the stairs opposite the fence type door they just wait up their for now getting ready to buy the perk PHD Flopper which gives the user three abilities 1.) No Fall Damage 2.)No Explosive Damage/Recoil  3.) A Small Nuclear Bomb when the user dolphin dives downhill such as of places with stairs. Now the rest of the group go up the stairs of the the third door opened and keep heading up until you find the final door. Open it and in front of you will be the power switch. Pull it down, now since the powers on the player with the most money can now buy PHD Flopper. Everyone else take you chance with a mystery box because once it moves you may not get it for a long time. When the zombie monkeys spawn they will go straight for any perk machines that have been opened to and that anyone has. So when the monkeys spawn they will head straight for PHD Flopper now for the first round of monkeys which will be in a couple of rounds the will only take a couple of bullets to kill but later on you will need both wonder weapons (Ray Gun and Thunder Gun) to kill the monkeys. Now be warned the monkeys a really small and if your not care full they can sneak right passed you. Now once you kill all the monkeys the last one will drop two power ups, one a max ammo and the second and bottle that glows that is the random perk power up when you get this everyone in the match will get a random perk but if one monkey gets through and jumps on the perk machine you won`t get a random perk power up at the end of the round. now the strategy is to rely on the perks given to you by the monkeys and not to open up any doors because any doors apart from the ones this guide directed you to will lead to perk machines and you will have to cover them if you get that perk from a monkey. now the all you have to do is cover PHD Flopper until you get money in the 10,000`s because to pack a punch you will need to take all the lunar landers across the map back to the spawn and then go to the power and launch the rocket to space which will open a large door leading to pack a punch which unlike other maps will be open permanently open. So from now until you get enough money to re buy a lot of perks and pack a punch camp at PHD Flopper two people at the barriers and two people covering the front, Good Luck




If you have any Questions please comment!