________________________________________________________________________________ Nazi Zombies - Call of the Dead Call of Duty: Black Ops - DLC Pack 2: Escalation Map Pack ________________________________________________________________________________ 80 Characters All lines cannot exceed 80 lines and will not. All characters take 1 space(maximum of 80 characters per line) Font: Courier New Style: Regular Size: 12 Tab: 8 ________________________________________________________________________________ AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz <,>.?/:;"'|\{[}]_-+=!1@2#3$4%5^6&7*8(9)0|\ These are all of the characters that will be used in this FAQ. If you do not have word wrap on and a line exeeds your screen, you can turn down the font size. I do not use word wrap, enters were used to proceed lines. ________________________________________________________________________________ Created by: Jonathan Davis (aka Sijibijiji) ________________________________________________________________________________ ________________________________________ Section 0: Table of Contents: ________________________________________ Every FAQ needs a table of contents. Here is a list of sections you can find in this FAQ ordered by section number. Section 1.0 Version Info Section 2.0 Introduction/Gameplay & Controls Section 3.0 Reference Guide/New to Call of the Dead Section 4.0 Best Weapons Section 5.0 Weapons List 2.0 Section 6.0 Mystery Box/Perks/Pick-Ups/Pack-A-Punch Section 7.0 Rounds 1-10/George Ramero Section 8.0 Top Strategies Section 9.0 Easter Eggs/The Vault Section 10.0 Challenges Section 11.0 Frequently Asked Questions/The Ending ________________________________________ Section 1: Version Information: ________________________________________ V0.1 May.5,2011 Created FAQ V1.0 May.12,2011 Complete FAQ V2.0 June.12,2011 Updated FAQ. Added New Strategy. Added Descriptions to each gun. Updated some information. Spellchecking. Improved Easter Egg instruction for easier readability. ________________________________________ Section 2: Introduction / Gameplay and Controls: ________________________________________ So you've played zombies before? You think you know everything there is to know about it? Well, you might. I'm just here to give you all the information, you may have missed something. This is the ninth installment of Nazi Zombies and if you've taken a ride on all of the maps(even the arcade), you are a true zombies fan. This FAQ is here to tell you all of the little details that you may have over- looked, or may have missed completely. The map is very large and confusing at first, but you'll get used to it in no time. The controls are the same for any map, but i'll post them anyways. Basic Controls: A ... Jump/Unprone B ... Crouch/Stand X ... Reload Y ... Switch Weapons Right Trigger Shoot Left Trigger Aim Down Sights Right Bumper Throw Grenade(hold to cook Frags) Left Bumper Throw Special Grenade(hold to ready) Right Analog Face Character Left Analog Move Character Start Pause Game/Menu Back Scoreboard *Right Analog Knife *Left Analog Sprint(while moving) * = Press analog in D-Pad Special Weapons Advanced Controls: Hold B while standing Prone(Crawl mode) Hold B while sprinting Dive Hold X Activate/Interact Round Zombie Number Health 1 100 2 175 3 250 4 325 5 400 6 475 7 550 8 625 9 700 10 770 11 847 12 932 13 1025 14 1127 15 1240 16 1364 17 1501 18 1651 19 1816 20 1997 21 2197 22 2417 23 2658 24 2924 25 3217 26 3538 27 3892 28 4281 29 4709 30 5180 ________________________________________ Section 3: Reference Guide / New to CotD: ________________________________________ This section will include a points table and a few things you should remember. Point | Action 10 |Deal damage to a zombie(without killing it) 10 |Re-Board a barricade(if limit has not been reached) 50-70 |Kill a zombie by limbshot(excluding head) 100 |Kill a zombie by headshot 130 |Kill a zombie by knife 200 |Obtain a CARPENTER power up 400 |Obtain a MINI NUKE power up x2 |Obtain a DOUBLE POINTS power up TIP: Hitting George will make him angry. If he is hit outside of the water, he will remain angry until brought into water. New to Call of the Dead: NEW Perk: Deadshot Daquiri(AIM ASSIST) OLD Perk: Double Tap(FASTER RPM) NEW Zombie: George Ramero(ELECTRIC MELEE/MASSIVE HEALTH) NEW MoT: Ziplines(JUMP TOWARDS TO SLIDE) NEW MoT: Water-slide(WALK INTO TO SLIDE) NEW PaP: Pack-A-Punch now moves(acts the same when upgrading) NEW Dis: Staying in water freezes player NEW Adv: Zombies killed in water burst and damage nearby zombies ________________________________________ Section 4: Best Weapons: ________________________________________ This is a small section which shows the best weapon in each area. This does not include wonder weapons. Best Best Stat Weapon Damage: 1.M72 Law 2.Raygun 3.Python Head M: 1.L96A1 2.Dragunov 3.FN FAL Clip: 1.HK21 2.RPK 3.Galil Cache: 1.HK21 2.RPK 3.Galil Round: 1.L96A1 2.Dragunov 3.Python Overall: 1.Raygun [5]Mobility [4]Damage [4]Ammo/Cache Be sure not to hit yourself with its small AoE radius. Get PhD flopper if necessary. 2.Galil [3]Mobility [4]Damage [4]Ammo/Cache Great gun, fully automatic. Headshots do x5 damage. Speed Cola would go great because it reloads fairly slow. 3.Commando [3]Mobility [4]Damage [4]Ammo/Cache Great gun, fully automatic. Headshots do x5 damage. Double Tap goes well if you can aim good while shooting. 4.HK21 [1]Mobility [4]Damage [5]Ammo/Cache Great gun. Very large and has a ton of ammunition. Shoots fairly slow and quite inaccurate. Speed cola is a must. 5.RPK [1]Mobility [4]Damage [5]Ammo/Cache Great gun. Very large and has a ton of ammunition. Double Tap goes good because its a fairly accurate weapon. S.BallisticKnife[5/5]Move Speed [2/5]Damage [Melee]Ammunition Great weapon. Use caution when using. Juggernog is a must. Mix with the Sickle to maximize damage. PaP will give you a instant revive shot as well. Note: Now that I think about it, Matryoshka Dolls are considered a wonder weapon. ________________________________________ Section 5: Weapons List 2.0: ________________________________________ This is an updated version of the weapons list in previous FAQs I have made. New weapons have been added and old weapons have been removed. Weapon Name Damage: Damage dealt with body shots Head M: Damage dealt with head shots Ammo: clipsize / maximum cache size Reload: reload speed (in seconds) RPM: rounds per minute Round: 1 hit kill round limit(headshot if available) Descr: Round x to x. I'll tell you when and how you should use this. Round x to x. I'll tell you about the PaPed version. Damage: Head M: Ammo: Reload: RPM: Round: __________ Melee Weapons: __________ Combat Knife Damage: 105 Head M: --- Ammo: --- Reload: ---(---) RPM: 60.00(---) Round: 1 Descr: Rounds 1 to 5. Knife after M1911 shots. Ballistic Knife - The Krauss Refibrulator Damage: 500/500 - 1800/1800(revive) Head M: --- - --- Ammo: 1/4 - 1/9 Reload: 1.5 RPM: 100.00 Round: 5 - 8 Descr: Rounds 1 to 5. Knife is one hit kill. Sickle Damage: 750 Head M: --- Ammo: --- Reload: ---(---) RPM: 45.00(---) Round: 5 Descr: Rounds 5 to 13. Only combine with Ballistic Knife(or PaP version). If you get an insta-kill, the Combat Knife is much better. __________ Pistols: __________ M1911 - Mustang & Sally Damage: 15 - 575x2 Head M: 45 - --- Ammo: 8/80 - 6-6/60 Reload: 1.63(1.8) RPM: 625 Round: --- - 7 Descr: Rounds 1 to x. Use this until you run out of ammo. Keep until you get a better gun. It is good for points. Descr: Round 1 to 40+. A great explosive. Inaccurate, but fast. Has the most ammo for any explosive. Best used with PhD Flopper. CZ75 - Calamity Damage: 102 - 200 Head M: 306 - 600 Ammo: 15/135 - 20/240 Reload: 1.63(2.0) RPM: 625 Round: 3 - 7 Descr: Round 1 to 14. After 14 it's pretty weak. It also has low ammo. It is best used as a secondary as you can run fast with this gun. Round 14 to 28. After round 28 it's pretty weak. Has a decent amount of ammo, but not enough to last. Best as a secondary as you can move fast. Dual CZ75 - Calamity & Jane Damage: 102x2 - 200x2 Head M: 306x2 - 600x2 Ammo: 12-12/228 - 20/20/320 Reload: 1.63(2.0) RPM: 625x2 Round: 3 - 7 Descr: Round 1 to 21. After 21 it's pretty weak. The speed makes it better than the single CZ75. It is inaccurate and should be used at close ranges. Treat this like a HS10. Round 21 to 28. Fully automatic dual wield pistols. Very inaccurate, but fast. Not a lot of ammo. Best used with Deadshot Daquiri. Has a decent amount of ammo, but not enough to last. Also wastes twice as much as the sinlge CZ75(Calamity). Python - Cobra Damage: 660 - 660 Head M: 1980 - 1980 Ammo: 6/84 - 12/96 Reload: 1.6(0.65) RPM: 625 Round: 19 - 19 Descr: Round 1 to 19. After its one shot kill marker this weapon is useless. Upgrading only gets more ammo and reload speed. Round 19 to 38. Powerful weapon. Has a speed reloader(mp Python attach). The most powerful single fire lead weapon. Has increased clip-size and penetration. __________ Shotguns: __________ Olympia - Hades Damage: 450 - 1600 Head M: --- - --- Ammo: 2/38 - 2/60 Reload: 3.3(4.0) RPM: 220 Round: 5 - 17 Descr: Round 1 to 4. Even at 5 it needs to be point-blank range. If even one pellet misses it won't kill. Low ammo, slow reload, but very cheap. Round 17 to 22. Not the best shotgun, but strong and reloads quicker than it's predeccesor. Incendiary only affects when a zombie is killed. Still point-blank range makes this a secondary weapon. Stakeout - Raid Damage: 645 - 1600 Head M: --- - --- Ammo: 6/54 - 10/70 Reload: 1.1(0.7) RPM: 94 Round: 8 - 17 Descr: Round 1 to 12. Great shotgun. Reloads slow, but has good damage and a tad more range than the Olympia. Round 17 to 25. Great shotgun, reloads twice per animation. Deeper penetration and more clip-size. Still low range makes it a secondary. HS10 - Typhoid & Mary Damage: 855 - 1590x2 Head M: --- - --- Ammo: 6/36 - 8-8/80 Reload: 1.4(0.7) RPM: 350 Round: 11 - 17(24) Descr: Round 1 to 11. Strongest shotgun and semi-automatic? Pick this over other shotguns. Secondary weapon as it takes a while to reload. Round 17 to 34. Dual Wield powerhouse. Reloads very fast, shoots very fast, has ammunition equal to the SPAZ-24. Benefits from Deadshot more than other shotguns. SPAS-12 - SPAZ-24 Damage: 850 - 1590 Head M: --- - --- Ammo: 8/32 - 24/72 Reload: 1.5(0.6) RPM: 315 Round: 11 17 Descr: Round 1 to 11. Strong shotgun, semi-automatic and largest clipsize. On par with the HS10, but reloads slower because of more ammo. Iron sight is very hard to use. Round 17 to 34. Fully automatic, 24 shells, full clip reloads in one animation? A great shotgun to have. Goes well with Double Tap as the best breakthrough weapon available(besides Raygun). __________ Sub-machine Guns: __________ PM63 - Tokyo & Rose Damage: 65 - 95x2 Head M: 195 - 285x2 Ammo: 20/100 - 25-25/225 Reload: 2.1(2.8) RPM: 952 Round: 2 - 3(7) Descr: Round 4 to 10. Weak. Low clip size, inaccurate. Fast and cheap though. Round 10 to 21. Increased clip size(barely), dual wield and even more inaccurate. Best used with Deadshot Daquiri. Not that much ammo, but you can always buy more. MPL - MPL-LF Damage: 65 - 95 Head M: 195 - 285 Ammo: 24/120 - 40/200 Reload: 2.2(3.0) RPM: 952 Round: 2 - 3 Descr: Round 4 to 10. Weak. Low clip size. Fast and cheap. Round 10 to 21. Increased clip size. Not that much ammo, but you can always buy more. MP40 - The Afterburner Damage: 68 - 132 Head M: 204 - 396 Ammo: 32/192 - 64/192 Reload: 2.2(3.0) RPM: 545 Round: 2 - 4 Descr: Round 4 to 12. Weak. Good clip size. Slow, high recoil, but fairly cheap. Round 12 to 28. Double clip size, same cache size. Much stronger. Same recoil and firing speed. You can always buy more ammo. MPk5 - M115 Kollider Damage: 65 - 95 Head M: 195 - 285 Ammo: 30/120 - 40/200 Reload: 2.8(3.2) RPM: 750 Round: 2 - 3 Descr: Round 4 to 12. Weak. Good clip size. Decent speed and recoil and fairly cheap. Round 12 to 21. Increased clip size, cache size. Nearly identical to the MPL(MPL-LF) in offense. AK-74u - AK74fu2 Damage: 82 - 128 Head M: 240 - 381 Ammo: 20/160 - 40/280 Reload: 2.2(2.8) RPM: 750 Round: 2 - 4 Descr: Round 4 to 16. Strongest SMG. Low clip size, but fast and fairly cheap. round 16 to 28. A lot more ammo than other SMG's. Great secondary. Run fast and you can always buy ammo. Spectre - Phantom Damage: 62 - 86 Head M: 186 - 258 Ammo: 30/120 - 45/225 Reload: 2.3(3.0) RPM: 952 Round: 2 - 3 Descr: Round 4 to 10. Don't get this weapon. Same as the MP5k. Round 10 to 21. Fastest SMG(RPM and mobility). Great clip size and a decent cache. Secondary use only as you can run fast. Weak though. __________ Assault Rifles: __________ M14 - Mnesia Damage: 70 - 135 Head M: 350 - 675 Ammo: 8/96 - 16/192 Reload: 2.4(3.45) RPM: 625 Round: 4 - 8 Descr: Round 1 to 8. Not that weak, good headshot multiplier. Low clip size and slow reload. Round 8 to 24. Pretty good weapon. Very strong, x5 on headshots. Decent clip size(for a semi-auto). You can always buy more ammo. M16 - Skullcrusher Damage: 65x3 - 100 Head M: 325x3 - 500 Ammo: 30/120 - 30/270 Reload: 2.0(2.3) RPM: 500 - 750 Round: 3(12) - 6 Descr: Round 4 to 12. Stong(with 3 hits), low recoil, good clip size. Slow firing though. Round 12 to 28. Decent power, comes with a Grenade Launcher equal to a China Lake(bigger radius). Good cache size, good speed, fully auto- matic. FN FAL - EPC WN Damage: 105 - 160x3 Head M: 525 - 800x3 Ammo: 20/180 - 30/360 Reload: 2.5(3.0) RPM: 625 Round: 6 - 10(21) Descr: Round 4 to 12. Very strong, good total ammo. Semi automatic, x5 headshot multiplier. Round 12 to 28. Very strong, great cache size, triple burst. G11 - G115 Generator Damage: 52x3 - 100 Head M: 260x3 - 500 Ammo: 48/192 - 48/288 Reload: 2.7(3.7) RPM: 500 - 750 Round: 3(10) - 6 Descr: Round 4 to 10. Strong(with 3 hits), low recoil, great clip size. Slow reload and firing speed. Scope is annoying? Round 10 to 28. Decent power, good cache, good speed, fully automatic. Famas - G16 GL35 Damage: 65 - 135 Head M: 325 - 675 Ammo: 30/150 - 45/225 Reload: 2.5(3.3) RPM: 952 Round: 3 - 8 Descr: Round 4 to 12. Weak, but fast. Like an SMG with x5 headshot. Round 12 to 28. Very strong, great clip size, decent cache. Still very fast. AUG - AUG-50M3 Damage: 93 - 133 Head M: 465 - 665 Ammo: 30/270 - 30/390 Reload: 2.6(3.0) RPM: 952 Round: 5 - 8 Descr: Round 4 to 12. Strong, fast and fairly accurate. Good total ammo. Round 12 to 28. Strong fast and fairly accurate. Comes with a great cache size and a mounted shotgun(equal to the Stakeout). Commando - Predator Damage: 100 - 140 Head M: 500 - 700 Ammo: 30/270 - 40/360 Reload: 2.1(2.6) RPM: 750 Round: 6 - 8 Descr: Round 4 to 16. Great overall. Round 16 to 35. Great overall. More clip size and cache and comes with a dual mag attachment. Galil - Lamentation Damage: 100 - 146 Head M: 500 - 730 Ammo: 35/315 - 35/490 Reload: 2.8(3.7) RPM: 750 Round: 6 - 9 Descr: Round 4 to 16. Great overall. Slow reload. Round 16 to 42. Great overall. Slow reload speed. Great cache size(same clip size). __________ Light Machine Guns: __________ RPK - R115 Resonator Damage: 86 - 120 Head M: 258 - 360 Ammo: 100/400 - 125/500 Reload: 4.0(5.4) RPM: 750 Round: 3 - 4 Descr: Round 4 to 18. Fairly weak, but great clip size, cache size. Reloads slow, low mobility. Round 18 to 45. Strong, massive clip size, cache size. fast firing, slow reloads. Best used with Stamina Up. HK21 - H115 Oscillator Damage: 100 - 140 Head M: 300 - 420 Ammo: 125/500 - 150/750 Reload: 3.8(4.8) RPM: 750 Round: 3 - 5 Descr: Round 4 to 18. Strong, great clip size, cache size. Slow reloads, slow firing speed, and low mobility. Round 18 to 54. Very strong, massive clip size, cache size. Slow reload, slow firing, low accuracy, low mobility. Best used with Stamina Up. __________ Sniper Rifles: __________ Dragunov - D115 Disassembler Damage: 200 - 660 Head M: 2000 - 6600 Ammo: 10/40 - 10/80 Reload: 3.0(3.7) RPM: 250 Round: 19 - 32 Descr: Round 4 to 19. Powerful semi-automatic. Low ammo, slow reload, slow mobility. Round 19 to 32. Very powerful sniper. Headshot is a must. L96A1 - L115 Isolator Damage: 415 - 660 Head M: 4150 - 6600 Ammo: 5/35 - 8/72 Reload: 3.2(3.5) RPM: 60 Round: 26 32 Descr: Round 4 to 26. Powerful semi-automatic. Low ammo, slow reload, slow firing speed, low mobility. Round 26 to 32. Very powerful sniper. Headshot is a must. __________ Explosives: __________ Frag Grenade Damage: 500 Head M: --- Ammo: 4 Reload: --- RPM: --- Round: 6 Descr: Bad grenade. Cookable(5 seconds). Only use to make crawlers. Semtex Damage: 750 Head M: --- Ammo: 4 Reload: --- RPM: --- Round: 8 Descr: decent grenade. Non-cookable. Only use to make crawlers. Crossbow - Aweful Lawton Damage: 200 - 750 Head M: --- - --- Ammo: 1/12 - 1/12 Reload: 2.8 RPM: --- Round: 2 - 8 Descr: Round 4 to 8. Weak explosive, single shot(per clip). Slow reload and timed explosion. Round 8 to 54. Weak explosive. Slow reload and timed explosion. Timed explosion draws zombies towards the bolt(like having 6 monkey bombs). M72 Law - M72 Anarchy Damage: 1300 - 2000 Head M: --- - --- Ammo: 1/20 - 10/40 Reload: 3.0 RPM: --- - 60 Round: 13 - 19 Descr: Round 4 to 13. Powerful explosive. Slow reload, ADS required. Round 13 to 19. Very powerful explosive. Semi-automatic, 10 shots per clip, ADS requirement removed. China Lake - China Beach Damage: 400 - 660 Head M: --- - --- Ammo: 2/20 - 5/40 Reload: 2.0(1.0) RPM: 30 - 60 Round: 4 - 8 Descr: Round 4 to 4. weak explosive. Slow firing speed, slow reload. Low mobility, ADS required. Round 4 to 8. Weak explosive. Slow firing speed. Increased clip size, ADS requirement removed. Very high mobility. Matryoshka Dolls Damage: 2000x3 Head M: --- Ammo: 3 Reload: --- RPM: --- Round: 32 Descr: Very Powerful grenade. Cluster effect(random). __________ Wonder Weapons: __________ Raygun - Porters X2 Raygun Damage: 660 - 1120 Head M: --- - --- Ammo: 20/160 - 40/200 Reload: 3.4 RPM: --- Round: 8 - 13 Descr: Round 4 to 28. Very strong, fast firing speed, high mobility, small explosion damage. Slow reload. Round 28 to 54. Very strong, fast firing speed, high mobility, small explosion damage. Slow reload. Increased cache and double clip size. Scavenger - Hyena Infra-Dead Damage: 9000+ - 9000+ Head M: --- - --- Ammo: 3/15 - 6/30 Reload: --- RPM: --- Round: 999999?????? Descr: Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped ADS only. Round 4 to 99+. Insta-kill explosive weapon. Decent mobility. Scoped ADS only(comes with thermal scope).Double clip size and cache. Upgrade when out of ammo only. ________________________________________ Section 6: Mystery Box / Perks / Pick-Ups / Pack-A-Punch: ________________________________________ Mystery Box: The Mystery Box spawns in a random location at the start and moves after a few uses. There are 6 locations it can be at across the map. The Mystery Box works the same way as any other map. It still costs [950] to open. #1 Spawn Area(cannot start here) #2 Lighthouse Balcony(above PhD Flopper) #3 Below Captains Room(behind flinger platform) #4 Very Front of the Boat(above juggernog) #5 Top Floor Catwalk of Lighthouse(opposite of deadshot daquiri) #6 Behind Lighthouse(left of water slide, bottom of the hill) Perks: There is a new perk and an old perk brought back that wasn't in ascension. #1 Juggernog - Improves maximum player health #2 Quick Revive - Improves players reviving speed #3 Speed Cola - Improves gun reload speed #4 Double Tap - Improves gun firing speed #5 Stamina Up - Improves run time, maximize mobility with anything #6 PhD Flopper - Exploding Dive, Improved Flak Jacket, No Fall Damage #7 Deadshot Daquiri- Head Aim Assist, Steady Aim Pick-Ups: There are the same pick-ups from all previous maps. #1 Max Ammo - Replenish all weapons cache (does not re-fill clip) #2 Insta-Kill - Any damage will instantly kill target(s) #3 Carpenter - All barricades will be repaired #4 Mini-Nuke - Spawned Zombies are unable to attack and die #5 Fire-Sale - All Mystery Box locations have a box and cost [10] #6 Double Points - All points gained are doubled #7 Death Machine - Infinite ammunition, limited time gatling gun Pack-A-Punch: The PaP Machine works the same way as any other map except one thing. The PaP moves locations when thunder sounds. In always spawns in water and goes away after another thunder sounds. The Lighthouse will point to its position. #1 Near Spawn(right of quick revive) #2 Near Juggernog(down the hall, in flooded room) #3 Behind Lighthouse(down the hill) ________________________________________ Section 7.0: Rounds 1-10/George Ramero: ________________________________________ I have made new calculations and they are more accurate this time. Point Efficiency Table: M1911 Round Zombie Body Head Number Health Shots Shots 1 100 7 3 2 175 12 4 3 250 17 6 4 325 22 8 5 400 27 9 6 475 32 11 7 550 37 13 8 625 42 14 9 700 47 16 10 775 52 18 It is best to get a gun after round 4. The M16, MPL are best because you should probably be heading to the power first. Best Wall Weapons: Pistol: --- Shotgun:Stakeout SMG: MP40 AR: M16 LMG: --- Launch: --- Wonder: --- George Ramero: Explosives are the best way to kill George. This includes the Raygun, M72Law, China Lake, Scavenger, Frag Granade, Semtex and the Matryoshka Doll. Of course lead weapons can damage george, they take a massive amount of ammo and time(same with explosives). It will take roughly 2.5 Hyena Infra-Dead caches in a multiplayer game to take George Down(not sure if he gets more health per round). If you manage to kill him, he drops a Random Perk Bottle and a Death Machine. You must kill him on land to obtain his drops. Killing him in the water only scares him away for 2 rounds. If you shoot George whilst in water, he will still get angry and slow players. If you shoot George whilst out of water, he will get angry and chase the closest player(just like a zombie would). George deals the same damage as a normal zombie, but slows you down and deals electricity. Georges attacks also electrify zombies nearby. A shocked zombie that hits you will also shock you and slow you down. If you hit a shocked zombie, this will also happen. When you hit George and he gets angry, he will smash the ground. All players will be slowed for about 1.5 seconds(only nearby players will be shocked). this attack can be dodged by jumping at the right time. ________________________________________ Section 8.0: Top Strategies: ________________________________________ There are really only a few concrete strategies I use. They are fit to me, but you may have success with them. Strategy 1: Zipline Area Recommended Players: 3-4 Recommended Round: ANY There are 2 ziplines on this map. Camping at the Lighthouse Zipline is a bad idea. Little space, only one way out. The other zipline(atop the boat)is a very good spot to hold off. If George is getting too close, anger him and take him across the zip and into the water. There are 3 entrances to this spot. The power room. beside the stairs, and the stairs themselves. 1 at the power room window 3 at the stairs Switch when needed and communicate. always glance at the window by the stairs. This can be done with 3 players easily so that the other player can do a Zombie Round-Up. ////////// Strategy 2: AK74u Area Recommended Players: 1-2 Recommended Round: ANY This strategy is a bit hader. You will just round up zombies and blast away with the AK74u. The only problem is that when you run out of ammo, you'll have to make a gamble on whether or not you'll get stuck in the AK74u spot. There is also the concern for space. The area is fairly small, but with the right pace, you can manage atleast 40 zombies at once. Make sure George is far away. It is best that 1 player does this strategy while the other 3 do a different one. Keeping George away is best. ////////// Strategy 3: Tip of the Boat Recommended Players: 1-2 Recommended Round: ANY This can really only be done with high level players as the spaces are tight and the routes are complicated. At the box location on the very front of the boat until the juggernog top door is where you'll be running. Semtex is available at a high risk. After coming up from juggernog, and just passing the semtex is a little area you can round zombies up. Around 20-25 zombies is a good fit, but still risky. DO NOT be in this area with 3 or 4 players. It will get very crowded. 2 is still risky, but managable. ////////// Strategy 4: Hard-core Survivor Recommended Players: 4 Recommended Round: ANY This is for hardcore zombie players only. So you think you are good because you can round up zombies? Well you're not. This is somewhat of a challenge I am giving players. Rapetrains are not hard. Circling the Lighthouse is not hard. Using zipline escapes is not hard. Camping is not hard. These techniques do not make you a good player, but they can help make the game easier to work on other skills such as headshotting, running routes and learning areas. Round up a party of 4 RANDOM players. Start a match. Knife George as soon as he can get angry. Now follow these steps completely. Buy the Olympia at round 1. Use the Olympia. Open the power as soon as possible. Activate it. Open Juggernog as soon as possible. Buy it. Obtain Quick Revive as soon as possible. Open Speed Cola as soon as possible. Buy it. Open Deadshot Daquiri as soon as possible. Buy it. Obtain 5000 points. Upgrade your Olympia. Buy the PM63 at round(whatever round you are on). Obtain 5000 more points. Upgrade your PM63. If you are the only one alive, it's normal. Continue to use only these three weapons. DO NOT CAMP. DO NOT ZOMBIE ROUND-UP(a.k.a. Rapetrain). DO NOT BUY ANYTHING OTHER THAN WHAT I TOLD YOU TO. DO NOT OPEN ANY OTHER DOORS(randoms will do that). DO NOT USE ZIPLINES(flinger is ok). RANDOMS ARE LIKELY TO HEAD TO BOX AT START-UP. DO NOT FOLLOW THEM. ALWAYS REVIVE A DOWNED PLAYER NO MATTER THE SITUATION. ALWAYS KEEP YOUR REVIVES ATLEAST 50 TIMES YOUR DOWNS(or over 50 if you don't get downed). ALWAYS KEEP YOUR HEADSHOTS ATLEAST 50% OF YOUR KILLS. ALWASY KEEP YOUR KILLS LOWER THAN THIER KILLS COMBINED(unless you're the only one alive, but then you haven't done your job). If you can pass round 30 like this? Well, you are good. Great. Master of Zombie Mode. The Zombie God. ////////// Combinations: Since new perks and guns have become available, there are a few godlike weapon and perk combos. #1 PhD Flopper + Raygun Godlike. You can escape any corner trapping. #2 PhD Flopper + Scavenger Godlike. You can clear an area without risk. #3 Speed Cola + Double Tap Extreme. DPS is insane and it keeps goin'. #4 Juggernog + Quick Revive As long as you have a few seconds. #5 PhD Flopper + Stamina Up You can escape anything by falling. ________________________________________ Section 9.0: Easter Eggs / "The Vault": ________________________________________ There are only 2 secrets known to me so far. The hidden song, and the vault. The hidden song is activated by holding 'X' on three element 115 meteors. #1 At spawn on a barrel(near lighthouse path cavern) #2 On a seat in the feeding hall(two stairs below power, closest to boat path) #3 Under the clock(opposite of PhD Flopper) Ensemble Cast is the achievement for completing the "Old Character" easter egg. This is only the multiplayer version, solo is a bit different. After completing this, you will get Ensemble Cast and a gamer picture. Follow these instruction to complete the easter egg. First you must turn the power on. Open the path to the power room and activate it. You CANNOT start the easter egg without the power. Next, head to the PhD Flopper perk machine. Head downstairs from thier and turn right. Walk strait until you reach the broken and barbed door that heads to the lighthouse(you cannot open this door). Look left and you'll see the [VAULT] #1 Knife the [VAULT]. After you knife the vault, a dialogue will start where the "Original Characters" talk. They ask you to find a power switch. Unfortunately it is broken. To fix the power box, add a new fuse. There are three places the [FUSE] can be. they are all in the same room as PhD Flopper. 1: Left of the 115 Meteor. On a dresser without drawers. 2: Left of PhD Flopper. On an office desk. 3: Left of the Cabinet. On the floor. After you obtain the [FUSE], place it in the power box. The power box is located right of the [VAULT]. #2 Knife the [VAULT]. After that, another dialogue will begin. This time the Original Characters have activated a defense system. They ask you to deactivate it by destroying the [4 GENERATORS]. To destroy them, just hurl a grenade above it(make sure it explodes over the red light). 1: In the same room as the [VAULT]. 2: Pathway from the Lighthouse to the Tip of the Boat. When mid- way, turn right. Hiding in the water. 3: Right side of the Back of the Boat(where double tap is). Look from the side of the boat out towards the water. 4: Behind Stamina Up. Through the window left of Stamina Up. After destroying the [4 GENERATORS], head back to the [VAULT]. #3 Knife the [VAULT]. After that, another dialogue will begin. Nikolai is sober and need more [VODKA]. You'll have to find him some. This step is best done with two players. 1: Head upstairs from PhD Flopper. Stop halfway up the stairs and look right on the steps. 2: Above PhD Flopper. Right from the box position on the rail. 3: Drop-off from the two boats where you can go to Quick Revive. On the top platform. 4: Right from the MPL, head up the stairs and go right into the dead-end. On the yellow rail right of the box in the corner. After obtaining the [VODKA], head to the [VAULT]. Place the bottle into the tube on the left of the [VAULT]. #4 Knife the [VAULT]. After that, another dialogue begins. They ask you to find them a [GOLDEN ROD]. This step is daunting as it requires a lot of time. The first part of this step is the [DIALS] in the Lighthouse. There is one on each floor. Open up every floor and follow these steps exactly to get it as fast as possible. 1: Set the Bottom [DIAL] to [6] 2: Set the Second floor [DIAL] to [4] 3: Set the Top floor [DIAL] to [2] 4: Check the Third floor [DIAL] 5: Count how many clicks it is from [7] 6: Turn the Bottom floor [DIAL] that many clicks(from step 5) 7: Set the Second floor [DIAL] to [4] This should get it on the dot. Recheck each floor to make sure you did not make a mistake. From Top to Bottom the numbers should read [2] fourth floor [7] third floor [4] second floor [6] first floor After the [DIALS] are set, do the next step. The second step is the [RADIOS]. They must be activated in a certain order or it will not work. Just go up to each one and hold [X] until it makes a beeping noise. 1: Go to the Power Room. Head downstairs, turn left and head to the doorway(do not go out). turn left again and look up on top of a computer thingy. 2: Head to Stamina Up. When you reach it, turn right and it will be on top of the barrel in the corner. 3: take the Zipline from the top of the lighthouse. Head to the MP40. Once you pass the whole in the side of the boat, look left and it will be inside the container. 4: Head downstairs from PhD Flopper. The last one is under the stairs you just took on top of a cabinet. After the [RADIOS] are activated, you will hear a signal beep. The third step is the [CAPTAINS ROOM]. Its just the Power Room. Head to the Power Room and do these steps. 1: Hold [x] on the [WHEEL] to turn it. Turn it so that the brown handle is facing the Bottom Right. 2: Hold [x] on the [LEVER] to pull it. The levers are right of the captains wheel. 3: Pull the first [LEVER] one time. 4: Pull the third [LEVER] three times. 5: you CANNOT pull the middle [LEVER]. After those are complete, a green light will appear from the lighthouse and beam to a submarine. The last step is to get the [VR-11]. Hold the round by getting a crawler. Lead the crawler to the bottom floor of the lighthouse. Shoot the zombie with the [VR-11]. When he turns human he will go into the gren light. While he is being abducted, you have to kill him before he reaches the top. Use Matryoshka Dolls, Scavenger, Raygun or M72 Anarchy to kill him the fastest. When he dies he will lie down. This is to let you know he is dead. After he is abducted to the submarine, he will send you the [GOLDEN ROD] through the green light. The [GOLDEN ROD] will be waiting at the bottom of the lighthouse when you are ready. Go to the [VAULT] and place the [GOLDEN ROD] in the tube. The same tube you put the [VODKa] in. #5 Knife the [VAULT]. Another dialogue will begin. They thank you for your help and teleport away. Unfortunately the power breaks again. They ask you to fix it again. This time it is easier. Knife the Power Box that you put the [FUSE] in. #6 Knife the [VAULT]. Another dialogue will begin. They thank you for your help and teleport away. This time they actually teleport. They leave you with a Death Machine pick-Up. BUT WAIT!!! It is not a Death Machine, it is a WONDERWAFFE DG-2!!! It has 3/15 ammo. You only lose it if you die or run out of ammo. You have unlimited time with it. ________________________________________ Section 10.0: Challenges: ________________________________________ There are a growing number of people who play zombies. Complete these challenges to keep your skills top notch, or to work on them. Do each of these in one game and you'll be great at zombies. [ ]Gain 100,000 points with less than 750 kills [ ]Reach round 20 without buying perks [ ]Finish a game with 1 down [ ]Finish a game without 'holding' any rounds [ ]Reach round 20 without mystery weapons [ ]Finish a game with 0.75 headshot to kill ratio [ ]Finish a game without a Pack-A-Punched weapon ________________________________________ Section 12.0: Frequently Asked Questions / The Ending: ________________________________________ Thanks for reading the FAQ that took about another week to make. I've done quite a bit of research and you can trust that all of the information here has been tested out in actual zombie matches with four players. If, however, there is any information that is missing or incorrect, please notify me so I can fix or add it. You may not distibute this FAQ onto your site unless you obtain permission. You may use this for personal study. You may ask me questions by e-mailing me or sending me a message via Xbox Live. E-Mail Address: sijibijiji@yahoo.com XBLive Gamertag: Sijibijiji If you would like to play a game, you may contact me and I will most likey want to play. Good luck and have fun on every zombie match you play. The End!!!