Zombies is srs bsns. Welcome to... ______ ______ _ _ | _ \ | ___ (_) | | | | | |___ _ __ | |_/ /_ ___ ___ ___| | | | | / _ \ '__| | /| |/ _ \/ __|/ _ \ | | |/ / __/ | | |\ \| | __/\__ \ __/_| |___/ \___|_| \_| \_|_|\___||___/\___(_) ------B L A C K O P S E D I T I O N------ To quickly navigate to the section you want copy the code next to the section title in the contents below (ie '[PKP]' for 'The Pack-A-Punch Machine & Teleporters' section), press ctrl+F (or cmd+F for Mac) and paste it. Intro [INT] What's New To Black Ops? [BOP] -What's New -What's Gone Weapons [WPN] -Tier List -Pack-a-Punch Effects -Things Worth Noting -The 3-Gun Glitch (allows you to hold 3 weapons) Perks [PRK] Drops [DRP] The Pack-A-Punch Machine & Teleporters [PKP] General Tips [TPS] Strategy [SGY] -Rounds 1-4 (getting points efficiently) -Rounds 5-11 (getting points efficiently and activating teleporters) -Rounds 12+ (surviving as long as possible, the catwalk strategy) -The Last Rounds (spamming teleporters and electric barriers) Solo Strategy [SOS] -Rounds 1-4 (getting points efficiently) -Rounds 5-8 (dogs etc) -Rounds 9-? (camp, run, walk, kill, walk, kill...) -Rounds ?-? (barriers, camping, running, abusing teleporters) Keeping Your Ammo Levels High [AMO] Story (in-depth explanation of the story and characters) [STR] Story Quick Overview (quick explanation of key points of the story) [SQO] Easter Eggs [ERE] -Theme Song -Hidden Recordings (radio locations) -Hidden Illuminati Messages -The Fly Trap (control panel and Samantha's toys locations) -A Few Interesting Things -The Red Liquid -Other Stuff You Can Interact With -Character Models Everything Else (contact me, legal, updates etc) [EVE] ----------- Intro [INT] ----------- Der Riese brought some new innovations to Zombies, it's got fully functioning teleporters, weapons are now upgradeable and it fleshes out the Zombies story with plenty of little easter eggs along the way. This guide contains some general tips to make it easier and explain some stuff that players new to the map may not know. Previously I stated I'd never list glitches or how to do them, well I'm still against people wasting hours in stupid barrier glitches pretending they're good to their friends but I (and from what I've seen most of the community) don't mind the 3-gun glitch, it extends the game without ruining the fun, so seeing that it's still in the Black Ops version I've listed it at the end of the weapon section. This new enhanced version of Der Riese for Black Ops has some changes, it 's now running on the updated engine Black Ops uses making for some costmetic changes, there are some new innovations on the gameplay and plenty of new weapons to hammer zombags with. This guide will largely be the exact same as the guide for the World at War version except edited to include everything and anything new to this version I find worth noting. If you're completely new to Zombies my other guide for the map Five has a section on the basics. ------------------------------ What's New To Black Ops? [BOP] ------------------------------ The four Nazi Zombies maps from World at War have been enhanced and ported to the Black Ops engine, an overhauled version of the WaW engine with changes to the cosmetic, such as the interface (where it shows your grenades and ammo etc in the bottom right), lighting, textures, character models, some new audio and the gameplay, including the new drop to prone mechanic and the ability to crawl when down and a shedload (or rather, box-load) of new toys for us to play with, some of which seriously awesome. Yep, one thing not a lot of us were expecting was for the teleporters Group 935 worked on to work as time machines too, and as a result after Der Riese comes Kino Der Toten, 'Theatre of Death'. KDT takes place some years later and makes use of the new weapons in Black Ops, everything from a full-auto Famas to the SPAS shotgun to the Crossbow with explosive tipped bolts. In this new enhanced port of Der Riese most of those weapons are now available through the mystery box and yes, they can all be Pack-a-Punched too! But some things seem to be gone... firstly, there are none of the WaW weapons in the mystery box anymore, just the Black Ops ones, Ray Gun and Wunderwaffe, so that means we don't have access to certain weapons now, no more MG42, Browning, PPSh-41 etc. I have no idea why they'd omit these weapons but they're gone now. There are also no trophies or achievements for this version of Der Riese. * What's New Lots of weapons: - Aug - Ballistic Knife - China Lake - Crossbow - CZ75 - CZ75 Dual Wield - Dragunov - Famas - FN Fal - G11 - Galil - HK21 - HS10 - L96A1 - M72 - Python - RPK - Spectre - SPAS-12 ^It's worth noting that you can't get every new weapon available in the new Black Ops Zombies maps. The M1911 PaPs into Mustang & Sally now, see the section on weapons for more info on what the new weapons PaP into. Some improved graphics, character models, textures, lighting etc. The message in Illuminati code hidden in the grate in the Mainframe is now a lot easier to read on the console versions thanks to the enhanced graphics. Some new audio, from character dialog to new firing sounds for some old weapons. New interface, it uses the HUD from Blops and not WaW. Dive to prone, do it by sprinting and then holding crouch. It's fun for about 30 seconds but it's not at all useful in Zombies. Who you play as is now chosen randomly when playing solo so you aren't always Dempsey, if you want to change character you can choose to restart level and it'll change to someone else. Quick Revive is now useful when playing solo, when you have it and you're downed zombies will run away from you and you'll be revived as if it were a player reviving you, when down you will also have dual pistols that fire grenades, useful to slow down a group before they've run too far from you. You also don't need to turn the power on in solo to be able to purchase it, but in solo after the third time you've bought it the vender will disappear for good. When down in a co-op game (or down in solo with Quick Revive) you can now move, you don't move particularly fast when down but it's great to get a bit closer to your mates or position yourself better to cover them when they come to revive you. * What's Gone All the WaW weaons that cannot be bought off the wall (including their PaP'd counterparts): - .357 Magnum - BAR - Browning M1919 - Double-Barreled Shotgun w/ Sawed-Grip - M1 Garand (with M7 Grenade Launcher) - M2 Flamethrower - MG42 - Molotovs - Panzerschrek - PPSh-41 - PTRS-41 The hanging body in the room opposite the balcony by Teleporter B no longer moves when shot (I tested with grenades, regular guns and a PaP'd one). The mystery box skin and lighting glitch I detail in the WaW version of the guide seems to be gone in this Blops version of Der Riese. Other than that all the easter eggs remain in the game, from the Fly Trap to the recordings. ------------- Weapons [WPN] ------------- * Tier List (all just my opinion) This takes into account how useful the gun is throughout Der Riese and its Pack-a-Punched counterpart - I'd say it's not worth Pack-a-Punching anything below high tier usually. Anything Captain Price's Moustache tier you should pick up straight away. Also Monkeys are awesome and incredibly useful, even if you have the two best weapons you can get you should keep spinning between rounds to try to get Monkeys. Seriously Meh tier are fine for the first several rounds, after that I'd say anything low tier is great from the beginning through to the mid-teen rounds and further if PaP'd. This is very rough and just to give a basic idea of what weapon you should grab out the box based on what you already have, you'll have your own preference for weapons and really that's what's important. Captain Price's Moustache Tier: Wunderwaffe DG-2 Ray Gun Monkeys High Tier: HK21 RPK Mid Tier: G11 Galil Aug Famas FN FAL Spectre STG-44 FG42 MP40 Thompson Type 100 SPAS-12 HS10 M1897 Trench Gun Low Tier: Gewher 43 M1A1 Carbine Dragunov L96A1 CZ75 Python Double-Barreled Shotgun Ballistic Knife Seriously Meh Tier: CZ75 Dual Wield China Lake M72 LAW Kar98k M1911 I didn't list the Crossbow because its effectiveness is dependant on how you intend to use it, if you're all using the 3-gun glitch and using the strategy I detail then it's definitely worth someone getting and Pack-a-Punching as it can be useful to cover someone who runs for the electric barrier switch as when upgraded the explosive bolts it fires distract zombies like the Monkey Bombs, but if you don't intend to use it in such a manner it's too slow and weak to bother using normally. High Tier if you intend to upgrade and use it as I stated, Meh Tier if not. * Pack-a-Punch Effects As a future reference many players abbreviate Pack-a-Punch to 'PaP' and I will do this at some points throughout this guide. Generally most PaP'd guns feature larger magazines, higher ammo capacity and deal more damage, some also may have a slight increase to their rate of fire, that and they shoot prettier colours and have a cool new look. Here I will list the effects of PaP'ing each gun without going into much detail (people have listed stats on sites online, if you're interested try Googling to find them, DenKirson is good for weapon stats). Aug => AUG-50M3 - Increased damage, adds a Masterkey attachment (shotgun, with 6 shells loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo. Ballistic Knife => The Krauss Refibrillator - Increased damage, now holds 9 spare blades, shooting a downed ally with it will revive them (instant revival upon being hit). Crossbow => The Awful Lawton - Increased damage, now the rounds fired will attract zombies (just like Monkeys, though these explosive bolts explode a little sooner). China Lake => China Beach - Increased damage, faster reload speed (the reload animation only requires reloading one grenade and 5 will be loaded), holds 5 rounds, double spare ammo. CZ75 => Calamity - Increased damage, becomes full automatic, each mag holds an extra 5 rounds. CZ75 Dual Wield => Calamity & Jane - Increased damage, both fire full-auto, both have 20 round mags, 0.5x more spare ammo. Double-Barreled Shotgun => 24 Bore Long Range - Increased damage. Dragunov => D115 Disassembler - Increased damage, scope now has variable zoom. Famas => G16-GL35 - Increased damage, gets a custom red dot sight, each mag holds 1.5x more ammo. FG42 => 420 Impeller - Increased damage, double magazine size, holds a little over double spare ammo, slightly increased rate of fire. FN FAL => EPC WN - Increased damage, gets a custom red dot sight, fires in 3-round bursts, each mag holds 1.5x more ammo, double spare ammo. G11 => G115 Generator - Increased damage, fully automatic, scope has no sway any more. Galil => Lamentation - Increased damage, gets a custom red dot sight, almost double spare ammo. Gewehr 43 => G115 Compressor - Increased damage, each mag holds 2 more rounds, holds an extra 50 spare ammo. HK21 => H115 Oscillator - Increased damage, each mag holds 25 more rounds, now has a whopping 750 spare ammo. HS10 => Typhoid & Mary - Increased damage, becomes dual HS-10s, both reload faster, each holds a couple more rounds than the regular HS-10 and spare ammo becomes a little more than doubled. Kar98k => Armageddon - Increased damage, increased magazine size, holds a little more spare ammo. L96A1 => L115 Isolator - Increased damage, scope now has variable zoom. M1 Garand (M7 Grenade Launcher) => M1000 (The Imploder) - Increased damage, magazine holds a little more spare ammo and now loads 3 grenades at a time, can hold more spare grenade ammo. M1897 Trench Gun => Gut Shot - Increased damage, larger magazine, reloads twice as fast. M1911 => Mustang & Sally - Becomes dual pistols that fire grenades semi-automatically. M1A1 Carbine => Widdershins RC-1 - Increased damage, now shoots full-auto, holds a couple more magazines worth of spare ammo. M72 LAW => M72 Anarchy - Increased damage, now holds 10 rockets at once firing semi-auto with double spare ammo. MP40 => The Afterburner - Increased damage, double magazine size, slightly increased rate of fire. Python => Cobra - Increased damage, each cylinder holds twice as many rounds. Ray Gun => Porter's X2 Ray Gun - Increased damage, double magazine size, holds almost double spare ammo. RPK => R115 Resonator - Increased damage, increased rate of fire, 0.25x extra rounds per mag, 0.25x extra spare rounds. Spectre => Phantom - Increased damage, gets a custom reflex sight, 1.5x mag size, holds more spare ammo. SPAS-12 => SPAZ-24 - Increased damage, increased rate of fire, faster reload speed (the reload animation loads all 24 shells by only putting in one), holds 3x as many shells, holds 3x more spare ammo. STG-44 => Spatz-447 + - Increased damage, double magazine size, holds almost double spare ammo, slightly increased rate of fire. Thompson => Gibs-o-matic - Increased damage, double magazine size, holds 1.25x spare ammo, slightly increased rate of fire. Type 100 => 1001 Samurais - Increased damage, double magazine size, holds a little more spare ammo, increased rate of fire. Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ - Double magazine size, holds double spare ammo. * Things Worth Noting There is only one Wunderwaffe in the box in each game so whoever gets it is the only person who will have it, if they go down and are not revived though upon their death the Wunderwaffe will return to the mystery box. The Bowie Knife I felt was not applicable to be put in the list, though it's worth noting that if you buy it and die you will still have it when you respawn. Also this knife kills in one hit until round 12, try to avoid the lunge you do when you knife from quite far away by getting in close then knifing, in WaW this made it quicker and you were a lot less likely to be hit but in Blops it seems zombs will give you a slap most of the time as soon as you get close. The Bowie Knife mostly kills zombie dogs in 2 hits, this is useful if your only guns deal splashback damage (like the Ray Gun or Wunderwaffe) and the dogs get close. The Bowie + Ballistic Knife combo will kill dogs in one hit. The Ballistic Knife is great early on, with the regular knife you'll be killing in one slash till round 5 or 6, with the Bowie Knife you'll be killing everything that comes your way in one hit till about round 10 (Bowie Knife used to kill in one hit by itself up to round 12 on WaW, zombs must be a little stronger now...), it will however make dog rounds incredibly easy. You'll rack up points easy with it. When PaP'd you can revive downed teammates with it instantly with just one shot, seeing as you should be staying together it may not seem that useful at first but he fact it's instant is good. Still, later on it's a waste of a weapon slot, if someone goes down just throw a Monkey and revive them with Quick Revive, I recommend if you get the Ballistic Knife you ditch it as you get to between round 10-13 in favour of an AR, LMG or one of the super weapons. Monkeys are new to Der Riese, throwing them will have zombies ignore players, run straight for it and then wait by it until it explodes with the same explosive power as a grenade. Very useful for finding time to revive downed players, turn on electric barriers or help players that may get overwhelmed. The Awful Lawton (the PaP'd Crossbow) will also attract zombies like the Monkeys, though they explode much more quickly. Bouncing Betties are useful for your camping spot later on in case you are reloading and some zombies get close to your position, just don't put them in front of you, if you are defending from the catwalk of the Teleporter C building I recommend placing your Betties in the corner you can fall back into, otherwise they'll just go off in vain when one of the fast Linford Christie-like zombies gets close. When dog rounds start you can place them in the direction they come from to let the Betty take care of them before they get to you as well, another good tip using Betties to take care of dogs (or zombies if you're in danger of getting crowded) is to go sit in a corner, move out of the corner a little and place one, that way you can fall back into that corner if zombies get too close or a dog round starts, put them in other corners zombies wouldn't usually go into (unless they're following you) too and if one gets taken out you can run behind the other Betty and the next dog will run into it trying to get to you. Electric barriers are very useful later on. In earlier rounds these are not worth using as they will cost you 1,000 points to turn on and each zombie they kill gets you 0 points, so don't bother till late on or when you're in a pinch and need to revive someone. Later on these are fantastic for doing in a huge amount of zombies, saving you time, stress and ammunition, turn it on at the beginning of the round and again when it goes off and the red light on the switch goes back to green - use Monkeys to get close if you have to and have the Wunderwaffe guy cover whoever goes (making sure he/she doesn't shoot too close to his/her teammate as they can be damaged by it too). Some of the Black Ops weapons will get a new red dot or reflex sight when PaP'd, the lens colour and reticle colour and shape are all randomly chosen each time you PaP them. * The 3-Gun Glitch The 3-gun glitch is STILL in the Blops version, not only that but it seems easier, as Betties seem to come up faster when you select them all you have to do is grab you PaP'd weapon mid-way through that animation, on WaW you used to have to leave it a little longer when picking up your PaP'd weapon when you had 3 weapons but now you don't even have to do that. You have to be quick but once you've learnt how to do it it's very easy and you'll have no problem doing it every time. STEP 1: Have a weapon you want to PaP, at least one Betty and a minimum of 5,200 points. It is best to do this when you have a crawler or two at the end of the round. STEP 2: Go up to the PaP machine and put your weapon in then immediately turn around and run to the Kar98k, buy it for the 200 points and run back to the PaP machine. STEP 3: Stand in front of it so you are able to pick up, this is when you switch to your Betty, but how you do it is you pick up your PaP'd weapon while you're getting your Betty out, if you can't pick it up then you're doing it too slow, the idea in WaW was that you pick it up in that little bit of time between putting your weapon away and getting the Betty out when there is nothing in your hand, in Blops the Betty seems to come out a little faster but really this just makes it easier. If you couldn't grab it first time because you were too slow to pick it up press weapon switch then get your Betty out and try it again, you should have a few attempts but once you've learnt it you'll be doing it every time easy. It's so much easier to time now you literally just have to press the button to get to Betty out and then as soon as your weapon goes down pick up your PaP'd gun. When PaPing your second and third weapons put your weapon in the PaP machine and when it comes out switch to your Betty but grab the weapon during that same part of the animation you did it at earlier. You cannot get 4+ weapons with this method because you have to buy a weapon to fill the slot and if you already have 3 weapons when you put one in the machine and then go to buy another Kar98k you'd already have 2 weapons, so it would just replace one of your good weapons. If you got it right congrats, you have 3 guns, now go swap out that Kar98k for something good! ----------- Perks [PRK] ----------- The power switch by the generator (next to where the box is originally) has to be switched on before you can purchase perks, just like in Verruckt, with the exception of Quick Revive when you are playing solo. Juggernog (2,500) -With this perk your character can take a lot more damage before going down, worth getting this before any other perks. Speed Cola (3,000) -Very useful, makes you reload twice as fast, best to wait till you have a good gun after round 10 before investing in this in case you go down and have to buy it again. Double Tap Root Beer (2,000) -Although you'll lose ammo very fast this perk doubles your rate of fire, this will make you tear through zombies easy especially when defending the catwalk when you are funneling zombies, great for assault rifles and LMGs. Best to get this after Juggernog and Speed Cola. Try to fire in bursts unless zombies are getting close because it's easy to run out of ammo quick with Double Tap and each wasted shot will become two wasted shots. Quick Revive (1,500 with 2-4 players, 500 solo) -You're able to revive downed team mates a hell of 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 or after Juggernog. 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] ----------- Drops are randomly left by zombies when you kill them. 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 make use of Insta-kill and 2x is also limited. * 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 you want is to go down as when you're down you don't earn any points for 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. * 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 -------------------------------------------- The Pack-A-Punch Machine & Teleporters [PKP] -------------------------------------------- Linking the teleporters to the Mainframe takes some points and a little time but is easily done providing you can get a crawler or two left at the end of a round, you must turn the power on at the generator (next to the original mystery box position). All you have to do once you've paid your way through the doors to a room with a teleporter is walk into the teleporter and hold use (Square for PS3, X for 360, F for PC) when prompted, a 30 second countdown will begin, get to the starting area or get someone else to go there and hold down use when standing in the center of the platform (where you first spawn), the timer should disappear, now do this for the other two teleporters and you'll see the nearby Pack-a-Punch machine is now open for use at a cost of 5,000 points per use. Teleporters can be used from other parts of the map to get to the Mainframe very quickly at a cost of 1,500 points each time and any enemies too close when the teleporter is charging up for use will get electrocuted. Pack-a-Punching guns has a different effect for each weapon, for the specifics for each weapon refer to the Weapons [WPN] section. The general effect for the best weapons (ie the ones I listed in this guide as God Tier and High Tier) are increased magazine sizes, increased ammo you can carry and increased damage. 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. ------------------ General Tips [TPS] ------------------ 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, Wunderwaffe 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. There is only one Wunderwaffe available in each game. If the person that got it from the box dies it will be returned to the box. If you hit zombies (or anything close by) with the Wunderwaffe and you see that you have electrocuted yourself you will now be far more vulnerable than before, in fact you'll go down in one hit. Avoid this by not using your Wunderwaffe on nearby groups of zombies but if it does happen and you're in a multi-player game then I suggest between rounds if you have some crawlers you should grenade yourself and buy all the perks you need again after someone revives you. When you get the teddy bear from the box you can look to the sky and find a big beam of light shooting up from the new location of the box. Monkeys are useful for making some time to revive someone, get the electric barriers up, 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. The electrical barriers are very useful later on for thinning out a wave of zombies, it's best to put it on at the beginning of the round and then again as soon as the light on the switch turns green, in the later rounds there's still going to be a huge amount of zombies coming from your side of the barrier so points won't be an issue. The way my friend Hurricane Hughes and I do it is to have him cover me with the Wunderwaffe while I jump out of the catwalk window and run to turn it on, during this time having two others focus on zombies heading for the catwalk. Try to keep at least one crawler 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 through the window to near the power switch area as it ensures crawlers take a while to get to you if other zombies are still coming, it also makes it easier totell when the last few zombies are coming. A little after Round 15 expect to see zombie dogs spawn randomly each round. Use the teleporter excessively and it will start spawning dogs near the mainframe. 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 kills. 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. It's usually round 12 that zombies start taking two hits from the Bowie Knife, it's still easy to get quick knife kills for the next several rounds if you hip fire a burst into their upper body before knifing. Dogs always go down in two Bowie Knife attacks as their health is always the same, if they get close this can be more useful than firing from the hip, especially if you're using a firearm with splashback damage. A good way to take care of dogs in a 4-player game later on is when the round starts have everyone place their Betties from the front door of Teleporter C in a trail going up to the catwalk (not too close though as one Betty can set off another), this way you can all camp at the catwalk but 8 Betties should take care of 8 dogs, easy. For solo strategies try placing Betties in corners (go into a corner then move out of it a little then place a Betty) this way you can sit there and the dog will blow up in your face before getting to hit you, then you move to the next corner. Only problem is there are only a few corners around the Teleporter C and Generator area that I use as zombies may find their way into some of them, it's a really useful strategy in Shi No Numa thanks to the layout of the ground floor of the main hut but not as useful in Der Riese. Don't spam the Wunderwaffe, even upgraded it doesn't have much ammo and remember other people need to rack up points as well early on in the game, not to mention it only gets you 50 points per kill. Don't use the Wunderwaffe on a group of zombies when you have crawlers you need anywhere near them. 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 then it is best to fire with one first until it needs to be reloaded then another, the rate of fire and reload speed are so fast on it this way you could continue shooting without having to pause at any point. 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. If you have trouble hearing a teammate over the headsets try going to the game options and putting the VOIP (Voice Over Internet Protocol) volume up to full and reducing the game music and sound effect volume. 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 other players act like jerks online they aren't worth your time, just leave the game and join another straight away, these idiots will soon get bored, either that or you and a friend can block them in a room or turn on electric barriers as they are about to go through them and keep pressing the revive button on and off, really though it's best to not waste your time on them. -------------- Strategy [SGY] -------------- These are mostly little strategies that I find make the game easier that eventually comes down to the catwalk strategy. Strategies spread online memetically in this game for all the maps very quickly and still even now it seems the old idea of defending from the catwalk is the best way to go, so know that I didn't come up with the idea of defending from there, this is something you'll see online in most games. That said I've got my own co-op strategy up there which requires four players, each with a role to play later on as you will see when it comes down to barrier spamming and covering with the Wunderwaffe. This guide is intended to help those that are new to Der Riese and looking to effectively stay alive and I've added a lot of tips on how to rack up points early on to make it much easier. Some people say there are better strategies than defending from the catwalk, if you want to look into those then ask at the message board, personally this is how I do the first 11 rounds followed by an in-depth look at surviving in the Teleporter C building and some extra tips to make it work as efficiently as possible. Co-operation is the key to this game, even though the game counts kills it is definitely not a competitive game, don't leave the team to go frag hunting and in later rounds don't leave the team at all unless it's between rounds and you have a crawler or two. * Rounds 1-4 Like all other maps you start off with the seemingly useless M1911 and your knife, there are 4 points of entry, assuming you are playing with three other people and they aren't kill thieving idiots then you have one window each. The best strategy for the first round is to put 8 pistol bullets in a zombies leg (specifically the legs) and then knife them, that nets you 80 points for the bullets you landed and a further 130 for the knife kill, totaling 210 points for each zombie. Let the zombies rip the boards down so you can get some extra points too. If you let the last couple of zombies in and then kill them you may be lucky enough to score a Double-Points or the Nuke, which would net the whole team 400 points each. When knifing the knife has an extra little reach (or a lunge) if you initiate the knife attackjust outside of your reach, however if you get close enough to a zombie first so you are just within his reach and then slash then you won't lunge for him, you'll just slash, straight after the slash you can pull back to step away and if you didn't have to lunge then you won't get hit, once you get the hang of it it's easy, but if you do lunge make sure you pull back to try and avoid being hit anyway. For round two I would employ the same strategy but instead of shooting them in the leg put several shots in their chest then knife them, or if you prefer you could get the Gewher off the wall and put several shots in their chest with your pistol before getting a headshot with your Gewher, if you're out of pistol ammo then just aim for the head with the Gewher and 2 bullets should kill them, if their head comes off and they're still walking then knife them asap because shooting them again would get you only 50 points for the kill instead of 100. Don't bother scoping in with L1 when you're protecting your window with the Gewher, it's accurate enough to get easy headshots. Keep doing this till round 5, just rack up the headshots at your window. * Rounds 5-11 When round 5 comes have the person with the least amount of money open the first door (doesn't matter which way you wanna go), that should cost them 750, then someone else should open the next door, then someone else should open the stairs, now all of you can go through to the courtyard with the mystery box and power switch. Turn the power on and have the player with the highest amount open the big double doors for 1,250 points, now one or a couple of you can get the Bowie Knife off the wall for 3,000 points - this is an easy one shot kill for 130 points each zombie until round 11. The players without the knife can spin on the mystery box and act as a backup to those that will be utilizing the knife for large amounts of points - these people with the guns should only be going for headshots and not try to take the kills away from the guys with the Bowie Knives. Around round 5, 6 or 7 (maybe even 8) you can expect a dog round, these zombie hounds aren't too difficult, you should be at the power area by round 5 so with Gewhers (or better) and Bowie Knives they should be a piece of cake. As a future reference for later rounds don't be concerned about wasting ammo during dog rounds, there's a Max Ammo from the last dog every time, just make sure everyone reloads before anyone picks it up. Dogs can be expected around every 5 rounds from now until much later. From now on or a little later when anyone needs to spin on the box for a gun it's best to keep a crawler or in earlier rounds even just have one person run around with a slow zombie (ie not one of those zombies with the speed of Linford Christie and the endurance of Chris Ryan) following him while others spin on the box. After the dogs the guys with guns can camp in the Teleport Room C building (the one with the Bowie Knife) on the railing above inside (I'll refer to it as the catwalk), this is probably where you will spend the majority of the game, the guys with Bowie Knives (or one knife guy and a gunner) can stay by the power switch area covering the doors and one window, knifing zombies as they come that way, any zombies coming from inside the Teleporter Room C building or Quick Revive room will head towards the guys on the catwalk so for rounds 5-8 the knife guys shouldn't have a big problem with been overwhelmed (especially if they get themselves a decent machine gun as backup), if that happens though the guys in the building can jump out the side of the building and get to them quick, if necessary turning the electricity barrier on to get more time to revive them. Defending from the catwalk is simple, stay at the box spawn point and the enemies are forced to come in pretty much single file making them impossible to miss, funneling easy kills. Spinning on the box and/or going for perks is up to you from now on, personally I'd recommend getting Juggernog soon as you have a decent gun (Ray Gun, Wunderwaffe or any machine gun except the BAR), just leave it till the end of the round when you have thrown a grenade at some zombies to get a crawler or two to give you plenty of time to safely do what you want. Leave opening the doors to Teleporter Rooms A & B to the guys with the most points when you want to open up the Pack-a-Punch machine. * Rounds 12-? Round 11 is the last round where you can get one hit knife kills (though it's easy to spray a few machine gun rounds from the hip and slash for a quick and easy knife kill round 12-15ish), when you feel it's necessary (depending on your skill and weapon/perk setups this could be sometime between the late teens all the way up to the mid or late 20s, the later the better, when I play with my mates we usually tend to do it late 20s) you can all fall back to the catwalk and hang back by the box spawn point, two players at the back standing side by side and two at the front kneeling down - it's annoying when people at the front don't kneel downvbecause everyone behind can't shoot because there's an idiot in the way, a lot of people do this online and it's very frustrating. By now or as soon as possible you all want to get Monkeys, a Ray Gun and for one guy a Wunderwaffe, the rest should get their preferred loadout (if you're doing the 3-gun glitch I recommend someone picks up a Crossbow to PaP, it can be very useful later on to distract large groups of zombies) with all the perks, then Pack-a-Punch your weapons when you get chance to. The catwalk strategy is simple now, at the beginning of the round someone goes to turn the electric barrier on then runs back to the catwalk, everybody stays up there killing zombies, two standing at the back, two kneeling in front. Or, you can have one or two people shooting through the windows when the electric barrier goes off, then when the power light for the barrier goes back to green one player can run for the electric barrier while another covers him, if it has to be done to stop them going down someone could throw a Monkey, if they aren't going to get back in time this gives your Wunderwaffe guy (someone should've spun the Wunderwaffe by the time this strategy is necessary) a good excuse to get a lot of kills. Having the Wunderwaffe user cover the guy running for the power will make it easy to get there and back, remember to leave a betty or two to the right of the power switch (when facing it from the catwalk) so that if necessary the guy going for the power switch can avoid getting chomped if a quick zombag gets too close. If someone has the upgraded Crossbow, the Awful Lawton, they can cover too by firing the other side of the electric barrier, this way the zombies going for the guy heading for the power switch will go straight through and die, you could also just shoot one on the ground near a group and the zombies will run to the explosive and wait there before it blows (like a Monkey Bomb) giving the power guy time to run back to the catwalk. Now when necessary it's time to get crawlers when it's getting to the last load of zombies, this is best done with grenades out through the window where the majority of zombies come from or by aiming at the upper leg of a zombie with the Ray Gun (though it'll kill most times a lot of the time it'll take a leg off and leave you a crawler), this way if more zombies are coming at least the slower crawlers will take longer to get to you so you won't need to kill them if they get too close. Just make sure people stop shooting the zombies you want to take the legs off of and the Wunderwaffe guy doesn't electrocute them all when you need a crawler. As you can see I like to divide who does what later into roles: the power guy (who runs to the electric barrier), the Wunderwaffe user (who covers the power guy) and the two support who watch the catwalk (either can become the power guy if necessary), good co-operation and communication between you and your team makes a HUGE difference. The two support guys should crouch in front with the Wunderwaffe user standing behind, the power guy can sit on the front with a support guy standing behind or he can stand behind the support guys and ask for one to move forwards out of the way when he needs to run for the power. If someone goes down then you may have to swap roles and/or positions on the catwalk depending on who it is until they've got at least Juggernog back, if it's the power guy then he should switch to being a support guy and stand behind the new power guy and other support guy sitting in front, if it's a support guy then they should move back and let the power guy sit in front, if multiple people went down then swap accordingly and make sure you get a crawler so you can get your perks back. * The Last Rounds When you're starting to get overwhelmed on the catwalk or if you manage to run out of ammo (which is hard to do if you don't follow the ammo tips, like keeping crawlers while spamming teleporters for Max Ammo drops and everyone co-ordinating their fire on the catwalk) it's time to spend all of those points you've racked up, which by now between all of you should be a hell of a lot. All of you should run into Teleporter and take out any few zombags making their way toward you, when a sizable crowd is coming for you one of you should time the activation of the teleporter to send you all to the Mainframe as they get close, this will teleport you to relative safety and some of them out. If you have chance you could wait and see what spawns, if it's a Bomb, an Insta-Kill or a Max Ammo you're in luck, Carpenter isn't really useful at this stage, if you get Carpenter or a dog you want to run straight to the Trench Gun room by Teleporter A, wait around the door and take out any small group of zombies, when a big group comes one of you should turn on the electric barrier by the door then run over to Teleporter A and wait in the Teleporter, like before take out any small group and time your teleport to take out a big group as they get close. Now you're at the Mainframe again and you should do the same as before, only this time head over to the Thompson room, so use the electric barrier when necessary and head upstairs to Teleporter B, from here it's rinse and repeat, keep spamming the electric barriers and teleporters, you could even ignore using Teleporter B and once the electric barrier by the Thompson room is close to going down you can go upstairs and take a left then jump off by the bridge to the generator area and get that electric barrier on, then run up to Teleporter C and use it when necessary. This is a strategy that's fun to end a game on when it's all going wrong but it takes a lot of money to use effectively and because almost all the zombies you take out will die from the teleporter or electric barriers the only a chance of a Max Ammo comes from the few zombies you kill (if you have any ammo left at all and you can get to it) or from the Mainframe when using the teleporter (if you can get to it), so really it's suicide if you plan on surviving more than a couple or a few extra rounds. Really playing Zombies is suicide anyway though seeing as it has no end, but it's fun running around the map being chased by 10 s***loads of zombies, and one time we actually got lucky and got a Max Ammo and then went back to the Catwalk strategy, so don't give up on the game when you're all out of ammo, so long as you have your weapons, hopefully your perks and some balls you still have a chance of making the next round! Have fun trying to beat your personal best, to most it's all Nazi Zombies is about really, play around with your own strategies and see what works for you. ------------------- Solo Strategy [SOS] ------------------- Strategy is going to be subjective based on every players skills, preferences and to an extent luck (spinning nothing but Panzerschreks and M2 Flamethrowers, we've all been there!), but here are some ideas to help you get started, there are a few strategies you could use but this is one I like to use, come up with your own strategies that work for you and work hard to beat your personal best. Good luck! * Rounds 1-4 I open the first door (on the right facing away from the PaP machine) as soon as possible in the first round, more zombies = more points right? Maximize the amount of points you get from each zombie (in the first round put 6 rounds from your sidearm into their legs then knife, second round it's 8 to the body then knife, from then either go for headshots or put a few rounds in the leg or body with whatever weapon you're using and then knife). Letting the zombies in is great for getting pickups like Max Ammo and Double-Points but ignore the Insta-Kills as it'll only lose you points per kill as each kill will be worth only 50 points, also don't get the Bomb pickup unless there's only one or two zombies left as you don't get points for the zombies killed by it but you do get 400 points for just picking it up. Repair windows each round to further maximize points. If you aren't lucky enough to get a Max Ammo and you're all out of 'gun-juice' then it's probably worth getting the Gewher over the Thompson or Kar98k at this point and going for headhots or body shots and finishing them off with the knife, then you just have to hope you spin something decent from the box. As soon as you can get to the box you can defend from the door to the Teleporter C area right at the back which will give you a good view of all zombies coming from the left or right. Don't turn the power on straight away, it'll open up an area nex to the Trench Gun room and more zombies will come from the right, if you keep the power off more will come from the left top side, this makes funneling headshots from lined up zombies easy, so don't bother turning the power on till you need iton to get Juggernog which I reccomend you do at the fourth or fifth round but it's important you've got a decent gun first (any SMG will do). If you've been getting points effectively and you've got a decent gun from the box then you should be able to get Juggernog and Betties - make sure you do this when you've got crawlers though and set your first two before you take care of them, then after you'll get another 2 as the next round starts. The best place to set them at this point is in both corners near the Teleporter C door you haven't opened yet but not directly in the corner, crouch in the corner, move forwards a little away from the corner and then place one, this way when dogs come or even if you get overwhelmed by zombies you can sit in that corner and they'll get taken out by the Betty as they get to you, then you run to the other corner and do the same. Place the rest of your Betties along that backline of defense but make sure they aren't so close that if one goes off the rest will, you may not get Betties and Juggernog till as far away as round 7 or 8 though so don't worry if the box is giving you nothing but crap this early in the game. * Rounds 5-8 DOGS! When the dogs come as the new round starts place your 2 new Betties in the direction they'll come from so that those Betties will take care of a dog each. Sit behind your Betty in the corner and try and take them out before they get to you (Trech Gun is particularly good against dogs), if they get blown up in your face by the Betty then move behind the next one you have set up, never worry about ammo when it comes to dog rounds as the last dog always leaves a Max Ammo. Don't worry if you don't have Betties the first time the dogs come, I never do, but if you stay far back by the unopened Teleporter C door then you should have plenty of space to take them out before they get to you. Keep spinning for guns when you have crawlers at the end of the round and hope for something good like an assault rifle or LMG they're great for racking up points early on. Ray Gun is great but you have to be really careful of splash damage (don't use it close-up on dog rounds) and the Wunderwaffe is awesome but it's worth PaPing your preferred assault rifle/LMG before PaPing that. Also Monkeys are a must but you won't really need them till the later teen rounds, they're an incentive to keep using the box though. If you've got at least one good weapon then it's worth getting the teleporters on, do this when you've got crawlers and do all three teleporters in the same round. Save on points when doing Teleporter A, go the long way from the Mainframe instead of opening the door that's on the left of the PaP machine if you're facing away from it, so open the door to the Trench Gun room and not the stairs by the Juggernog, you'll have plenty of time to turn it on and get back to the Mainframe to link it. Now Teleporter C room is open you can defend from the catwalk, get Quick Revive asap, it's cheap and it'll save you at some point. If you have them make sure to place Betties in the corner at the end you can fall back into if you get caught reloading or anything. PaP your good gun as soon as you can now and it'll make tearing through zombies easy business, as they all come in one direction you can burst fire directly at the heads and they'll all just run into it, remember to make use of your grenades by chucking them to the bottom of the stairs to get some crawlers and slow them down, remember to pick your time to use monkeys (which are best thrown out the window to your left rather than downstairs) and reloading carefully due to how much time it can take, remember you can stop reloading and either switch to your secondary or you can press weapon switch twice to go back to your weapon if it wasn't completely out of ammo. Another good tip is that when you're reloading you can press weapon switch twice as soon as the bullets in the bottom right hand corner that represent either your clip or magazine appear reloaded and you can skip the rest of the reloading animation, very useful for the Browning on WaW which had a slow reload time. If dogs come now when you're at the catwalk make sure to place the Betties you get at the beginning of a dog round on the stairs and on the catwalk and try and take them out before they get close, if you go for the Bowie Knife that will always take them out in two hits, though it's not really necessary and the Bowie Knife is at its most effective earlier on before the teen rounds, you can rack up huge points with it if you feel confident taking out many zombies with it without getting overwhelmed, otherwise it's best to stick to headshots. Oh and seeing as the Quick Revive is so invaluable (and cheap) in solo on Blops make sure you pick up Quick Revive as soon as you open the double doors to the Teleporter C room. If you haven't got a PaP'd weapon early on because you either failed to make a crawler or you've had appalling luck spinning on the box then a good strategy is to defend from half way on the catwalk so that you can still jump out of the window to the outside, just stay as long as you can but when they are about to overwhelm you and you need to reload you can jump out and run, run straight forwards then take the right out of the power generator area, then head for the Thompson room, up the stairs and wait by the gap next to the bridge that you can jump off back into the generator area. Hopefully you stayed on the catwalk long enough to take out a fair amount of zombs, if so not many if any should spawn in front of you on your little run there (and they should be managable). From here wait till the come and headshot all as they come, then jump off, take that right exit out and run back, rinse and repeat, keep a crawler when done if necessary. * Rounds 9-? So you're defending from the catwalk and you should have a good PaP'd weapon now or very soon (unless you're really unlucky with the box), your next priority should be Speed Cola and having a PaP'd secondary, weapon preference is entirely up to you, a PaP'd Wunderwaffe and something you can run with is good though. How I like to play this is to place a betty halfway along the catwalk (before the window you jump out of) and one at the back in the corner where the box can sometimes move to (in case you get overwhelmed and have to fall back), stand in front of the Betty near the window and wait till the zombies start coming, when they do defend from there as long as you can and if you have to then move behind the Betty, when you've taken out about maybe a bietween a third and a bit less than half of the zombies that you'll be getting that round (youll get used to it) then walk out of the window and run all the way past the power switch and through the door on the right, then run towards Speed Cola and basically walk through the Thompson room up to the bridge and wait next to the bridge by the gap where you can walk off into the power switch area, don't worry if you come across a few stray zombies on the way there you can't run past, just take them out as quick as you can. Once here wait and when they all follow you up aim down sight and spray a load of their heads off or Wunderwaffe them. When they get close now just walk off the edge and take the same far door you did last time (it's easier to get caught by a stray zomb in the other door) then walk casually forwards past the Speed Cola and if you like wait by the doorway near the Double-Barrel and again spray heads off as they come, then go back up to next to the bridge and rinse and repeat. The reason I say walk casually and not run is because if you go too fast there may be a few zombies up by Double Tap whose AI decides it would be quicker for them to go downstairs instead of follow your path. * Rounds ?-? At some point you may start finding that strategy difficult, if so you could try spamming the electric barriers. At the beginning of the round wait a short time for the zombies to start getting in to the map, then turn the barrier near the original box position on. Now run up to the catwalk and pretty much do what you did before in the previous rounds, points shouldn't be an issue unless you're constantly spinning and PaPing new guns like a madman. If you screw up don't hesitate to throw a Monkey, if you get molested by a group of Nazi Zombies you weren't expecting then the last thing you want is to lose your Juggernog which will leave you vunerable and your Quick Revive of which you can only get a few times before it's gone for good in solo. If you're using the 3-gun glitch make sure you have 3 good PaP'd weapons now and if you run out of ammo and you're screwed for the next round it's probably a good idea to drop your worst weapon for something else out of the box and then PaP that, points are no problem later on anyway. If you do get completely screwed and end up with no ammo mid-round then it's time to start using the barriers and teleporters. If you're near the power area or Teleporter C then if you can get the barrier in the power area on then great, if the zombies are mostly on your side run for the teleporter and use it when they start getting close (they'll get fried if they're too close when you use it) then do what you'd do if you were near the Mainframe, Teleporter A or Teleporter B, for A turn the barrier on by the Trench Gun room entrance then wait in the A teleporter till they get close, for B turn on the barrier at the entrance to the Thompson room then wait in the B teleporter until its time to teleport or (and here's the better option) if the barrier in the power area has cooled down you could jump off by the bridge and get the power area barrier up then sit in C. If using a teleporter spawns a good drop like a Max Ammo or a Bomb then get it, if you get a Max Ammo you can always chuck a Monkey straight after to escape a crowd. Mix and match your own strategies and try out some of the different PaP'd weapons, the above is pretty much how I like to play it but others may prefer to use other weapons and defend from other areas, go with whatever works for you. ----------------------------------- Keeping Your Ammo Levels High [AMO] ----------------------------------- The only problem from round 25+ when you have all your upgraded weapons and perks should be ammo, even with Pack-a-Punched weapons it's very easy to run out of ammo. Early on the using the teleporters will spawn a random pick up (the Nuke, Insta-kill, Carpenter, Double-Points or Max Ammo) near the Mainframe but soon it starts spawning nothing, then it starts spawning dogs. A way to get a pick-up every time (giving you a 1 in 5 chance of Max Ammo) is to have two people minimum in a teleporter, get one to down themselves with a grenade and have the other activate the teleporter for 1,500 points, when you both appear at the Mainframe make sure to revive the dude that is down and check what pick-up spawns in the Mainframe courtyard opposite the Pack-a-Punch, repeat as many times as necessary as this way a pick-up will spawn every time - remember that the person that went down now needs to buy all the perks they'll need again. Here's an expensive way to get your ammo back when you are really low, first go to the box and trade your empty upgraded gun in for whatever comes up, make sure you are the only person spinning and the majority of the time (90% in my experience) you'll get the gun back in the next 5 or 6 spins, then upgrade again and although you'll have spent 10,000 odd points you will have refilled your ammo for that weapon. Another strategy I'm not so keen on because of the performance of the gun is to use an STG-44 and buy upgraded ammo for it off the wall every round - this is actually a great strategy if you're playing with three others and you all have the multiple guns glitch going, that way if you have three or four guns and each of you has a PaP'd STG-44 you can each very quickly jump off the catwalk, buy ammo for it and run back up the stairs, if a couple of you are using it thoughout a round and alternating who's using their better weapons you should keep your good weapons ammo levels high for everyone and your STG -44 ammo full at the beginning of every round. It's a weak firearm even when PaP'd after round 30 but with four people shooting and the barriers up it'll help you survive until the next Max Ammo, especially as it's an easy gun to scope headshots with looong bursts with Double Tap - definitely recommended if you glitch for three+ guns. On the same merit if you're all glitching for three+ guns each having PaP'd Flamethrowers is useful even throughout round 30+, if you are defending from the catwalk I recommend you shoot down from the catwalk at zombies coming through the door, this way you aren't making it impossible for your teammates to see zombies coming their way, personally I dislike the Flamethrower even when PaP'd, but there are people who swear by it, depends on the strategy you use really. Remember if you see a Max Ammo to throw a Monkey (or even have everyone throw Monkeys) before running for it and just before you pick it up, this will keep the zombies away from you giving you plenty of time to get it and get back to your post and the Monkeys will be replaced. If you are funneling kills on the catwalk then you don't need all four people firing at the same time unless a lot of zombies are headed your way, there's no point in each of you hitting the same zombie a few times with a Ray Gun. If anyone has any idea of the mechanics on how Max Ammo's are dropped (ie based on kill streaks or the calculations for how often they are dropped) please let me know and I'll credit you for your contribution or link to any post you have made on it. ----------- Story [STR] ----------- This is going to be an in-depth look at the story that is presented in the hidden radio messages, messages written throughout the map and some of the dialog from the playable characters, if you want to see and hear this all for yourself then there are a few things for you to search for in the Easter Eggs [ERE] section. The story of Der Riese starts in Shi No Numa, where our cast of playable characters are fighting Japanese imperial zombies in a Japanese swamp-like area, activate all three radio messages in the starting room of Shi No Numa and you will hear a message for a man called Peter (nothing much is known of Peter, based on the radio message one could speculate he is either an American considering the voice in the message talking to him was that of an American, or he could be a Nazi that was in some way a part of the experiments that lead to creating the zombies), the message starts and ends with some co-ordinates (I will explain these towards the end of this Story section)goes on to say that the DG-2 experiments are continuing but use of 'Element 115' is dangerous and that Peter needs to find Dr. Richtofen and Dr. Maxis. What happened to Peter? We know nothing about that, but there is a body hanging in the starting room of Shi No Numa, hanging from quite high up and with only one arm... It wouldn't be difficult to climb so high, tie a slipknot, secure the rope on the beam and drop if you had both hands, but this guy had one arm. It's possible this guy is Peter or the man that contacted Peter, but more on this will come towards the end of this section. We now assume that our team of playable characters hear this message and come to Der Riese, the source of the zombie outbreak, to kill them all and sort this mess out once and for all. 'Element 115' is introduced in Shi No Numa, it is a substance refined from a meteorite that is used to power the Wunderwaffe DG-2 and the matter transference (teleportation) experiments, it can be found stored in Shi No Numa, so we can assume that the reason Richtofen is there could be something to do with the collection of Element 115 for use in his and Dr. Maxis' experiments. Onto Der Riese, the name of the map is German for 'The Giant,' which is the name of the project ran by Doctor Maxis and his group, Group 935. The experiments they have created are easy to see all around you. First, the characters teleport in (see the trailer for Der Riese), probably straight from a location near Shi No Numa in Japan, afterall having a teleporter there would be convenient for Maxis to transport Element 115 from there. It seems our group has now teleported there to finish off all the zombies and destroy the source of the outbreak. Dr. Maxis and his assistant Edward were heading these teleportation experiments, Edward is Dr. Richtofen - we know this because Richtofen is mentioned in the message to Peter in Shi No Numa, in one of Richtofen's in-game quotes he refers to himself as Ed and also in his in-game dialog he says he created the Wunderwaffe, which Maxis wants to put into production for the Nazis to use to win the second world war. In one recording (currently not found in-game by anyone) Dr. Maxis is heard giving a welcome message to new members of Group 935. He says to the people he is welcoming that they volunteered to be there, so it sounds like they aren't just forced Nazi scientists. He also states that they will no longer have any contact with their government or families, so this must be of the highest level of secrecy beyond even that of their own government. It is worth noting though that in the radio message he says 'governments'... Though it sounds like it may imply that Group 935 may be international it is definitely a Nazi group, as evidenced in one recording where Sophia, secretary to Dr. Maxis, is asked to deliver a letter detailing the failures produced by the teleportation experiments (zombies) to their superiors in the Reichstag. In another radio message we hear that they could not contain the asylum, here they are referring to the map Verruckt which became full of zombies when some Marines happened upon it and defended from inside of it. They may have been using the asylum as they could find and keep human test subjects there for their teleportation experiments, I'm just speculating again but it makes sense for the zombies to be there that way though. Now onto Dr. Maxis' daughter, Samantha. You can sometimes hear her taunting you when you get the teddy bear, she's a young girl, she could be as young as 5 or as old as 12, it's never stated anywhere. The teddy bears in the maps and in the mystery box and the Monkeys you can use were all her playthings, and you can play with them with her when activating the flytrap (see the Easter Eggs [ERE] section), playing a game of hide and seek to find the toys she'll hide around Der Riese. Samantha can be heard in some of the radio conversations talking to her father. He gets her a pet dog she names Fluffy (Fluffy can even be heard barking in one of the recordings), this dog is pregnant and was soon to give birth to a litter of puppies. Without Samantha knowing Maxis and Richtofen decided to use Fluffy in an experiment with the teleporters, considering many of his previous experiments had failed maybe he was using a dog because he though it would have a different effect to that of transporting people or objects, this experiment however was another failure. Fluffy didn't teleport to the Mainframe, but disappeared into the teleporter. As Samantha came into the room Fluffy spawned out of the electric like flash you see and hear when the Hell Hounds spawn in the game, Richtofen escaped locking the door behind him with Maxis, Samantha and Fluffy still inside the test area. Richtofen cooly says, "goodbye, Dr. Maxis" and activates the teleporter with them inside. This was how the zombie dogs came to be, as Fluffy was pregnant and lost inside the teleportation Fluffy and her zombie pups would spawn throughout Der Riese, coming out of the the teleportation in random places. See that electric flash you get when you teleport? It's the same flash that happens when the dogs spawn. The fate of Samantha is a bit more difficult to explain. Samantha somehow lives on in a seemingly supernatural way to haunt the players wherever they seem to be, based on some of what Richtofen may say in-game, the radio recording and how Samantha lives on I believe what happened when they were in the experimental teleporter she also became 'lost inside' the teleportation, much in the same way as Fluffy, though Fluffy and her spawn seem to come out of the teleportation in random flashes at first routinely (every several rounds) but then more and more often, as well as when the teleporters are over used in-game. If it could trap Fluffy and her unborn puppies in such a way then it's possible that Samantha somehow lives on 'inside' the teleportation, disappearing inside that electric flash but not coming out, perhaps on another plain of existence. She still manages some physical control in the game though, in a kind of telepathic way, like when she moves the box when you find her toy in it, or when you activate the Fly Trap and she hides her toys. Why Richtofen killed Dr. Maxis is an interesting subject. In his in-game dialog he makes references of his affiliation with the Illuminati, which these days is often referred to as a secretive group who pull the strings behind the figure heads of modern society, in Der Riese there are hidden messages written in Illuminati code (the Illuminati code is real and was used by the original Illuminati group in the late 1700s and 1800s) that can be deciphered letter by letter using one of the many guides available to find out what sybol represents what letter. Here are a couple of the hidden messages in Illuminati code: "Faithful servant Observe and report The seed has been planted Maxis must not know." "Edward it's time to kill Maxis" So Richtofen is a servant of the Illuminati and they wanted him to kill Maxis. Is it me or does Der Riese alone have more story than the entire WaW campaign? Sometime probably shortly after that last recording of Richtofen killing Maxis another recording takes place where we hear a scientist say he's all out of hope (funny, that line is pretty much the same as the end of the Shi No Numa transmission to Peter), here we hear him adjusting controls and we hear the sound of a teleporter being activated, then we hear a shield has been activated, the man can't find his pills (cyanide pills to painlessly kill oneself if a situation becomes hopeless and death is the best option), we hear him hang himself as we hear hear zombies attacking the residents of Der Riese. If you go to the balcony where the box can spawn (by Teleporter B, the one above the Thompson room) and look across to an inaccessible part of the map to a dimly lit and exposed part of the building opposite, below the outer railing and in the exposed part of the building where the walls have been blown in/out there is a pair of legs dangling, the legs of a man that hung himself, most likely the man in this recording. This is when the resident of Der Riese are all killed and zombies take over it. The message started with this German scientist say he's all out of hope, the Shi No Numa transmission to Peter ends with the American voice say he's almost out of hope, seems like an appropriate time for us to go back to the subject of Peter and the man that contacted him. The message to Peter in Shi No Numa was from someone who clearly wasn't German and yet the man who sent it seems to be working for or with Group 935, so maybe he's a spy for Group 935 (Maxis mentions in one recording he has informants in America) or he works with an affiliate group that is also experimenting with Element 115. The co-ordinates he leaves that point to Nevada in the USA could be linked to recording where Maxis mentions his American informants, this man could be the 'Area 51' informant, without any more info though we just don't know. Why the guy in Shi No Numa in the room that has the message to Peter is hanging with only one arm is confusing. Hanging yourself from a rood with one arm after you've just lost it would be too difficult, furthermore why do it? If he was hung by someone else then the only reason I can think of is as some sort of warning, to who though I have no idea, maybe whoever did it knew someone (like the man who sent the radio message) would be looking for him, as a warning they knew too much and were getting involved in something they shouldn't be. I think it's possible that Richtofen did it as a part of his work for the Illuminati, it would make sense as he was in Shi No Numa and certainly is capable of blowing a mans arm off and hanging him. It also makes sense for Richtofen to be there as there's a teleporter to Der Riese (the one our cast use to get to Der Riese) and there's a store of Element 115 in Shi No Numa (look at the boxes in the room next to where you start and at other points of Shi No Numa, some are labeled as 115). The fact that a teleporter from Shi No Numa exists also would explain why Imperial zombies exist there if Japanese soldiers had attempted or were forced to use it and were zombified much like the Nazi soldiers in the other Zombies maps, in fact based on the signs (or rather, planks of wood) hidden in Der Riese (one in each teleporter room) there might be other teleporters in the world as the signs read 'ENG', 'FRA' and 'GER', for England, France and Germany. Back to Richtofen, throughout Der Riese he tries to keep his identity a secret as evidenced by some of his dialog: RICHTOFEN: If I remember correctly we must now activate the central Mainframe- I mean oh, this is so confusing! There's more that that though, it seems he doesn't want the other characters to know of his involvement (although sometimes he may take credit for creating the Wunderwaffe, which you would most likely get after you've activated the Mainframe anyway), but our cast knows he has something to do with it all. All of Richtofen's lines that suggest he wants his work here to be a secret are all lines you'd expect to hear early in a game, before activating the Mainframe or when first approaching a teleporter, so perhaps it is canon that our team hears the recordings hidden throughout Der Riese and realises who Dr. Richtofen really is. This is shown throughout dialog later on... DEMPSEY: Hey Richtofen, what does all this **** mean?! DEMPSEY: I think Richtofen knows more about what's going on than it seems! The other characters have dialog that suggest they have figured out Richtofen was involved in the work at Der Riese as well. In one other recording it is revealed that Dr. Maxis planned on infiltrating an American base in Nevada (cue conspiracy nuts... DUN DUN DUUUUUUN: Area 51, it's probably what is been referenced here), he planned on taking their large supply of Element 115 as, evidenced in another recording, he was running out of Element 115 to experiment with. Going back to the original Shi No Numa message though I mentioned it started and ended with co-ordinates... I did not discover these co-ordinates, the person that told me about them found out through a YouTube use called KillerFinland who has a number of Nazi Zombies videos you should check out. These co-ordinates roughly lead to a location in the Nevada desert (hinting at the secret military base Area 51) and a place in Russia where a comet exploded shortly before it would have hit the Earth (literally only several kilometers above ground), this area is known for this incident, the 'Tunguska Event'. The comet exploded with the force of over 1,000 times that of the Hiroshima Bomb. So we know that Area 51 has a store of Element 115 and we know that Element 115 is refined from a comet, it's no coincidence that the Tunguska Event, the location of a HUGE explosion caused by a comet, is referenced. Maybe Treyarch had these two places in mind for future Nazi Zombies maps. So we know the zombies, hounds and Samantha are all the result of failed experiments with the teleporters, we know that the super weapons (the Ray Gun and Wunderwaffe), the teleporters and Pack-a-Punch machine were all the results of Group 935's work with Element 115. Now onto the who and why of Edward... From what we know it seems Richtofen was an undercover agent of the Illuminati, I believe he was there to assist Dr. Maxis, an expert in his field, with the Element 115 experiments and then when he had completed all the hard work Richtofen was to kill him and claim all the research and materials for the Illuminati - thus this secretive group would now be even more powerful. But why did our cast of zombie killers return to Der Riese together? Do they mean to destroy Der Riese and put an end to the seemingly infinite respawnin zombies and dogs and Samantha or did Richtofen lead them there in a means to collect what he needs from Der Riese and kill the rest of our cast who now know to much, or maybe to destroy Der Riese when he got what he needed and make sure Dempsey, Takeo and Nikolai die with it? For now, we don't know. We don't even know anything much about Dempsey, Nikolai or Takeo or why they were in Shi No Numa, this really bugs me, I know Dempsey as a Marine may have been fighting in Japan at that time, and sure it makes sense that Takeo, a Japanese officer, would be in Japan, Nikolai I'm not so sure about but I can't help but think there may be more to why they're there, or something we've missed. I've heard theories that Dempsey could be Peter, the man from the recording, and that even zombies have said Peter to him in-game but I've never heard any soundfile that proves this. Hopefully one day we'll learn more of our cast and their motives. Sadly Treyarch have confirmed there will be no more map packs as they are focused on their next game right now so who knows, maybe Treyarch will continue this story in their next title, Call of Duty 7 (working title). This seems very likely for three reasons, one, Nazi Zombies has a big cult fanbase and made Treyarch and Activision a lot of money from the DLC, two, the devs at Treyarch love Nazi Zombies, three, a certain message written in Illuminati code on a whiteboard at Treyarch they make very visible in a tour of their studio by Inside Xbox, the message reads: "Edward is alive" "To the community, the fans and our families, thank you, we shall return." -------------------------- Story Quick Overview [SQO] -------------------------- I won't go into the evidence that supports what I say here, if you want that then read the full Story section above. * A radio message in Shi No Numa details co-ordinates that lead to an area in Russia where a meteor exploded several km's above ground, this event is real and known as the Tunguska Event. * In Der Riese the teleporters, Ray Gun, Wunderwaffe and PaP machine are all the result of experiments with a substance called Element 115, we find out this is refined from a meteorite, this is most likely referring to the Tunguska meteorite. There's a store of Element 115 in Shi No Numa. * These experiments were done by a secret Nazi research group called Group 935. * The zombies, hounds and the girl we hear in the map are all the result of failed experiments with the teleporters. * The girl we hear in the map is Samantha, daughter of the head of Group 935 at Der Riese, Dr. Maxis. * Richtofen worked with Dr. Maxis, but we find out Richtofen was actually receiving messages in Illuminati code that suggest he could be some kind of spy. Richtofen has many lines of in-game dialog that state he works for the Illuminati. * In fiction the Illuminati are often referred to a secret group that pulls the strings behind the figure heads of society (i.e. politicians, monarchy), though the Illuminati can in real life refer to groups both real and fictional (look it up if you like). * Richtofen receives a message in Illuminati code that tells him to kill Maxis, he does so by locking Maxis in a teleporter room with the first zombie dog, Samantha was in there as well but Maxis uses the teleporter to try and teleport her out of there, she ends up 'lost' in the teleporter and becomes the supernatural being we hear taunting us. * We hear in a recording that a German scientist who claims to be out of hope does something with some control panels that sounds to activate some kind of shield possibly in an attempt to contain the zombies, all hell breaks loose in Der Riese from then. * Our cast of zombie killers teleport to Der Riese from Shi No Numa, most likely to try and destroy Der Riese and thus hopefully put an end to the seemingly infinitely spawning zombies and dogs as well as Samantha. Richtofen is a servant of the Illuminati though and his motives really are unknown, as for the rest of the cast we never learn much about their pasts or motives that is relevant to why they would otherwise be in Der Riese. * What happens from here we don't know but Treyarch have hinted that Zombies will return and have even said Richtofen is still alive (out of game in a tour of their studio, the messages were written in Illuminati code). This is how I interpreted the story, but I back up everything I say with evidence in the game, I still see people saying that the zombies came from the meteor or that Group 935 experimented to make them and other misinformation but if you check the recordings and put them in the order they take place it's clear what happened. Although I'd love to continue writing up the story in order with Kino Der Toten and all the new maps there are to come I will be following it but I won't be adding it to this guide, I just don't want to be updating it forever. That said although the recordings that tell KDT's story are a lot more well hidden there is a lot there and some interesting character dialog too, I can't wait to see where they take the story and our lovable team of foul-mouthed zombie killing badasses next! ----------------- Easter Eggs [ERE] ----------------- * Theme Song The theme song for this map is 'Beauty of Annihilation' and you can get it to play by holding the use button in front of each of the three green jars containing spines found in Der Riese, one is in a room adjacent to Teleporter B (opposite the balcony the box can spawn on) and the other two are found in the area with the Trench Gun (one is by the stairs and the other is opposite), you will hear a quiet sound 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. The song is called 'Beauty of Annihilation' by Kevin Sherwood and Elena Siegman. The excerpt of the song you hear at the end of a game when you all die is '115', again it is composed by Kevin Sherwood with vocals by Elena Siegman. Find Kevin Sherwood's facebook music page here: http://www.facebook.com/pages/Kevin-Sherwood/119272406300 And Elena Siegman's here: http://www.facebook.com/elenasiegman * Hidden Recordings There are several hidden recordings in Der Riese, to hear them find the radio and hold the use button when you are close to them (there will be no prompt to do so), here are the locations: 1: Face the Pack-a-Punch machine, do a 180 so you are facing away from it and behind the stairs to your right are a couple of barrels, there is a portable radio on the left of the leftmost one. 2: In the Trench Gun room above a door to the right of the mystery box spawn when you are directly facing it, hold use when looking at the big dark rectangle bit at the top of the door. 3: When entering Teleporter Room A head around the big steaming tank thing in the middle of the room and look inside the oven to your right, this radio is suitcase sized. 4: In the room above the Thompson room, adjacent to Teleporter Room B, on a filing cabinet in the corner to the left of the door, this radio is about the size of a suitcase. 5: As you enter Teleporter Room B the ladder on the left tank (the ladder facing the door not the one on the other side) has a portable radio that you can just about see when you are standing up, it's between the 5th and 6th bar down, hanging off the 5th, crouch down to be close enough to activate it. 6: At the bottom of the stairs to the catwalk in Teleporter Room C there is a suitcase sized radio on top of the shelves. 7: If you stand in Teleporter C looking out to the front of the building then to your left is the door leading down into a small area where you can buy the Stielhandgranate (grenades), walk down to the end of this area and at the dead end it is hard to make out because it's dark but you can find a portable radio behind the remaining bits of wooden boards. There's another recording hidden in the games files but it seems they didn't implement it in-game, this eighth recording has been uploaded to YouTube by a few users if you want to hear it. * Hidden Illuminati Messages 1: In the mainframe area you start off in, go down the stairs and turn 90 degrees to your left there's a long grate to the left of the stairs (not the one in front of them) that goes along the floor, search this to find a small scrap with the code at the end (the end near the bottom of the stairs), it says: "Edward it's time to kill Maxis" If you hold use whilst crouched and aiming at it you'll hear your character grunt (may take a couple tries to get it at the right angle), some people say this increases the fruency of drops you receive for killing zombies (the all important Max Ammo, Double-Points, the Bomb and Carpenter) throughout a game, after a couple of tries playing solo I noticed I was getting a few more drops than usual, but still this may be coincidence, requires further testing. 2: In the room with the Stielhandgranate on the right as you enter the Teleporter B room, it's on the ceiling in the exposed part in the middle, it says: "Faithful servant Observe and report The seed has been planted Maxis must not know." I've found that you actually get your character to acknowledge this one with a grunt too if you look directly up to it and hold use but it, like the other one, can sometimes be picky about when it lets yor character respond. * The Fly Trap The Fly Trap: this one is interesting, in WaW this got you get the 'Elevate Your Senses' trophy/achievement. When standing at the spawn point face the Pack-a-Punch machine, go through the door to your right once it's open and opposite the door you can open to get into the Trench Gun room is a window zombies can enter through, look through the very left of this window, straight down the alley there is a control panel on one of the pillars (easiest to see with a PTRS but still easily visible with other guns), shoot it with a PaP'd gun and you'll hear Samantha say "Let's play hide and seek!" Keep looking in that direction and you'll see eight flashes of light fly into the air, these objects will now be in the possession of two teddy bears and a monkey that will appear around the map, you're gonna want to shoot what the teddy bears are holding and the Monkey. Here are the locations: 1: Walk up the stairs to the spawn area, face the Pack-a-Punch machine and look 90 degrees to your right, now look up at the hole towards the top of the building, scope it in and shoot it. 2: In the Trench Gun room face directly where you can buy the Trench Gun, then turn 90 degrees to your right and walk into the dead end, look now in the cages and you'll see it in the bottom one on the left. 3: In the flames of the incinerator in the Thompson room. You'll hear Samantha say that it's game over and you win, after this some people have said they've encountered strange audio glitches like certain sound files (like when you pick up a Max Ammo) at random times, the few times I bother with doing this I've never noticed anything really. It's been said that there was supposed to be more to this map but Treyarch had to rush it which is why the story was left a bit open ended and the Fly Trap thing didn't really go anywhere. * A Few Interesting Things You can annoy Samantha by chucking a Monkey into the flaming oven in the Thompson room, she'll ask you why are you been so mean to Mister Monkey and say that he only wanted to play, implying the Monkeys were her toys much like the teddy bears, this is further proven by dialog of the Monkey itself, some times if you throw one you can hear it say, "You're not Sam" before he explodes. The Type 99 is not available in Der Riese, no matter what people say or what you've seen on YouTube you can not get it by any conventional means as of now. The upgraded version of this gun was supposed to be called 'The Eviscerator'. There was going to be an Amm-O-Matic machine that was similar to the other perk venders, it was designed to give Max Ammo but it was scrapped shortly before Der Riese was released, shame considering ammo is the biggest problem in Der Riese. 'Der Riese' is German for 'The Giant' - which is the name of the secret Nazi project going on there. The map was not named after Derice Bannock from Cool Runnings. Derice mon! The light that one can see in a beam from the mystery box to the sky is similar (though obviously much smaller) to that described by many eyewitnesses of the Tunguska Event (as referenced in the map Shi No Numa, I mention it in more detail in the Story [STR] section), a bright, light blue beam that went up into the heavens, read the selected eyewitness reports on the Wikipedia page for more info. The more you use the teleporters the more the effects seem to take their toll on you, after several uses your vision may be affected, sometimes going black and white temporarily or even red, other effects included being dazed as if you were just hit by a stun grenade and hearing a high pitched feedback sound (just like when you're hit by a flashbang in other Call of Duty games). * The Red Liquid By Teleporter B is a small adjacent room opposite the balcony, inside this room is a window, Stiehandgranate and a table with a beaker with a red liquid inside, if you get close to it pointing your crosshair on the beaker of red liquid and hold the use button (Square for PS3, X for 360, F for PC) you'll hear your character make a groan or exhale of some sort as if they had just drank from it. Some people claim that this 'tops up' your Juggernog so you can take a little more damage, others have said you should take it if you accidentally electrocute yourself if you are the Wunderwaffe user as electrocuting ones self leaves one more vulnerable (they will go down in one hit, I can confirm from experience that the liquid doesn't cure that vulnerability though, only going down and getting revived does). One thing I noticed when playing as Richtofen was that one time I took it he said something along the lines of "This will come in useful!" (or something to that effect) when I made him take it, so based on that dialog it sounds like it may have some kind of positive effect, also as Dr. Richtofen worked there on all the experiments it is likely he'd know what it does. If you can get other responses from the other characters (like Dempseys, "Hey Richtofen, what does all this **** mean?!" response) this is most likely because your characters are near to the blackboard or board behind the red liquid which can get a response out of your character. I've done a lot of testing with this and it seems that it does absolutely nothing, it doesn't affect your health or Juggernog anymore than your gun camo affects its performance. * Other Stuff You Can Interact With There are a few things that holding the use button over can get a reaction out of your character, here are a few examples: The two Illuminati coded messages (character makes a groan kind of sound). The board behind the red liquid and possibly the red liquid in the room adjacent to Teleporter B with the Stielhandgranate (character makes the same groaning sound, sometimes may say other character specific things). The board behind where the box can spawn in the Trench Gun room to the right of the blackboard. The board in the Teleporter C room on your right when you walk in the room, it's the one to the left of the map of Der Riese. The bloody paw-print when you have your crosshairs directly over it, this is located in the Teleporter C building, as you go in head up the small stairs in front of you and go right, to your right should be the little underground passage, to the left is a wall with the paw-print. * Character Models The characters you play as all share their character models with other characters from the games campaign, Tank Dempsey is Polonsky, Nikolai Belinski is Chernov, Takeo Masaki is a Japanese enemy from the very beginning of the game (the one Roebuck kills before you get given your first gun in the mission 'Semper Fi') and Doctor Richtofen is General Amsel (the Nazi you assasisnate in the mission 'Vendetta'). --------------------- Everything Else [EVE] --------------------- * Thanks -OBsIV for creating the XIM, those that helped him and other XIM360 users that worked on making it usable for PS3, also flyphil76 for an excellent config for the PS3 Call of Duty games. -KillerFinland for detailing where the co-ordinates from Shi No Numa lead. * Legal This guide is currently hosted at GameFAQs.com, IGN.com and neoseeker.com This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2009-2010 GameFAQs user CassyChan * Contact Me If you want to contact me you can drop me a message through PSN: CassyChan or or cassy.exe AT googlemail DOT com, I never play Zombies online on my CassyChan PSN ID at all so please don't add that ID to play Zombies with me. If you'd like CoD saves for PS3 or to see my other guides to Der Riese for WaW and Blops my GameFAQs contributor page is here: http://www.gamefaqs.com/features/recognition/89046.html * Updates v1.0 (12/2009 - This is an edited version of my Der Riese Guide for World -11/2010) at War that is at 1.9 as I write this. v1.1 (11/2010) - Updated the weapon PaPing section, rewrote all the bits in the strategy sections referring to WaW weapons that are no longer relevant and made a few changes to accomadate for the use of some of the new weapons. v1.2 (11/2010) - Added the Drops section, mostly copied and pasted from the guide I've written for Five. v1.3 (12/2010) - Removed the sub-section regarding seeing the meteorite outside the map on Shi No Numa as it no longer works on the Black Ops version of SNN, or at least a single zombie can now kill you even if you have Juggernog unlike the original WaW SNN. It is still in the WaW version of the guide (over in the World at War FAQs section on GameFAQs.com). "Be excellent to each other." - Bill & Ted's Excellent Adventure Thanks for reading! CC