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GTOGreg

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  1. TABLE OF CONTENTS 1. Introduction 2. General Information 2.1 Overview 2.2 Zombies 2.3 Gas Zombies 2.4 Hell Hounds 3. Gameplay Basics 3.1 Earning Money 3.2 Opening Doors 3.3 Obtaining Weapons 3.4 Activating the Power 3.5 Upgrading Weapons 4. Perks 4.1 Quick Revive 4.2 Jugger-Nog 4.3 Double Tap Root Beer 4.4 Speed Cola 5. Power-Ups 5.1 Nuke 5.2 Carpenter 5.3 Instakill 5.4 Double Points 5.5 Fire Sale 6. Weapons 7. Weapon Upgrades 8. Map Overview - Kino der Toten 8.1 The Lobby 8.2 The Workshop 8.3 The Alley 8.4 The Penthouse 8.5 The Theater 8.6 The Projector Room 8.7 The Dressing Room 8.8 The Foyer 8.9 The Upper Hall 9. Gameplay Strategy 1. Introduction: This guide is intended to provide a reference as well as a convenient resource with information related to the Call of Duty: Black Ops - Zombie mini-game. This guide presents information that is readily available for public consumption either within the game itself or complied through research of various publically available online resources. 2. General Information: This section will provide Players with a general information associated with the Zombie mini-game: 2.1 Overview: The “Zombie” mini-game will allow up to (4) Players to see how long they can survive against a never ending onslaught of bloodthirsty Zombies. In the game, up to (4) Players will “spawn” and then a “wave” of Zombies will attack. Each passing wave will bring more Zombies, and each wave of Zombies will be faster and harder to kill. A “bonus” round will occur after every 5 to 7 waves. During bonus rounds, no Zombies will attack, instead Players will need to defend themselves from a pack of vicious “Hell Hounds”. Defeating the last Hell Hound will result in a “Max Ammo” drop that will restore ammunition to all carried weapons. 2.2 Zombies: In their attempts to develop new Weapons for their war to dominate the world, Nazi scientists discovered a small amount of an unknown “element” which was believed to have been extracted from a meteor that fell to earth and exploded over the northern part of the Soviet Union near the end of the war. This new element was dubbed “Element 115”. In a series of secret experiments to use Element 115 to develop a “Wonder Weapon” the Nazi scientists discovered that under a currently unknown set of circumstances, exposing a recently deceased corpse to a large dose of Element 115 would cause it to return to life. Soon after this discovery, Nazi scientists were ordered to use Element 115 as a means to resurrect their fallen soldiers. Soon after their initial attempts to resurrect their Army, the Nazi scientists discovered that these experiments were not a complete success, because element 115 did not completely restore the higher brain functions. Although effective in raising the dead, the scientists found that the undead soldiers could not be controlled, responding only to a primal need to attack and eat the flesh of the living. They also discovered that after a corpse had been exposed, the effect became highly contagious, and was spread very quickly to all of the recently deceased soldiers that had been rounded up for resurrection. Currently, there are no known effects of exposure to element 115 on the living. In appearance, the “Zombies” are still dressed in military uniform. They are most commonly slow moving, but also possess the ability to “sprint” toward the closest living thing. When the undead have sensed the living, they will not stop their pursuit. In most cases the undead will howl, or scream when they sense the presence of the living and are commonly heard before they are seen. They are considered extremely dangerous. The most effective way to defend against the attack of these Zombies is inflicting massive damage to the brain of the Zombie however, they can also be killed by inflicting sufficient damage to the body. 2.3 Gas Zombies: In addition to the more familiar Zombies that have been encountered in the past, a mutant variation dubbed a “Gas Zombie” have been discovered. Recent encounters with these hideous creatures have uncovered zombies displaying significant mutations, which are most likely the result of extended exposure to high levels of Nova-6 gas. In appearance “Gas Zombies” are naked, and covered with a slimy green skin. They are swift and silent moving about on all fours. The “Gas Zombies” possess the ability to climb vertical surfaces including walls and columns. These creatures hide in the shadows, blend in with the surroundings, and can be quite difficult to detect. They are considered inherently more dangerous than the non-mutated variety of Zombie as they are considerably faster, and will explode when they die, emitting a large, dense, green cloud of toxic gas. The effects of exposure to this gas resemble those effects normally associated with exposure to the highly toxic Nova-6 gas. A short term exposure will result in difficulty breathing, choking, and severely impaired vision, while an extended exposure is commonly fatal. There appears to be a connection between “Gas Zombies” and electricity, as they will only appear after the power has been turned on. Recent Intel indicates that if one of these “Gas Zombies” is killed using either a knife or the Ray Gun, they will not explode or emit the toxic gas cloud, research is still ongoing. 2.4 Hell Hounds: In addition to the Zombies, Players will also encounter “Hell Hounds”. It is believed that the Hell Hounds were created during secret teleportation experiments conducted by the Nazi’s at an abandoned factory in Der Riese. The Scientists were lacking sufficient resources during the testing of their secret teleportation device. Needing to determine how much Element 115 would be needed to power the experimental device, one of the Scientists was ordered to use his daughters dog as a test subject. This event was made worse as the dog was pregnant and started to deliver her puppies just as she was placed inside the Teleportation chamber. The stress of the test was too much and just as the test began, the dog along with her litter of unborn puppies died. Scientists later discovered that too much Element 115 was used causing the teleporter to create what can only be described as a “time loop”. During the test, the dogs corpse was exposed to a massive dose of Element 115 which caused severe mutations. The time loop malfunction causes the misguided test to be repeated at fairly regular intervals, resulting in the “spawning” of a pack of vicious Hell Hounds. 3. Gameplay Basics: Besides the obvious objective of surviving the never ending onslaught of bloodthirsty Zombies, there are (5) basic objectives to keep in mind when starting a game: 1. Earn as much money as possible 2. Open doors 3. Obtain weapons 4. Turn on the power 5. Upgrade your weapons 3.1 Earning Money: Probably the most important objective will be to earn as much money as possible. Earning money will allow Players to open doors, and obtain better weapons. The best way to earn money is killing Zombies. The following list will breakdown the values awarded for lethal and non-lethal attacks: • Non-Lethal Weapon Hit: $ 10.00 • Lethal Weapon Hit/Kill: $ 50.00 - $ 60.00 • Weapon Headshot/Kill: $ 100.00 • Non-Lethal Melee Hit: $ 10.00 • Lethal Melee Hit: $ 130.00 • Hellhound Hit: $ 10.00 • Hellhound Kill: $ 60.00 - $ 100.00 Another way to earn money is re-building the barricades that cover windows and other access points. Each window/access point is typically covered by as many as (6) boards. The Zombies must remove the boards before they can gain entrance, and Players will earn money when the barricades are repaired. Keep in mind that it is possible to “hold” a single Zombie behind a barricaded window or access point. Players can easily earn money without repairing each barricade. Taking turns rebuilding a barricade as the last Zombie is tearing it down is a good way to earn extra money, just remember to stand to the side, or lie down in front of the window while rebuilding so the Zombie can’t grab you. The following list will breakdown the values awarded for re-building barricades: • Per/Board $ 10.00 • Complete Repair $ 60.00 Unfortunately, when repairing the barricades, there is a limit on how much money can be earned during each round. The following list identifies the limits per round: • Round 1: $ 40.00 • Round 2: $ 90.00 • Round 3: $ 140.00 • Round 4: $ 190.00 • Round 5: $ 240.00 3.2 Opening Doors: Earning enough money will allow Players to open doors. In addition to giving Players more room to maneuver, opening doors will also give Players access to more weapons, as well as locate the “Mystery Box”, and “power switch”. The cost to open each door will range from $ 750.00 to $ 1,250.00. 3.3 Obtaining Weapons: Upon arrival Players will be armed with a knife, a M1911 hand gun, (32) rounds of ammunition, and (3) hand grenades. The number of Zombies will increase with each passing wave, and the Zombies in each wave will be more difficult to kill, so obtaining a better weapon will quickly become a critical objective. There are (2) ways for Players to obtain additional weapons: A. Wall Mounted Weapons: Initially, additional weapons can be found by searching each room. Additional weapons will be located on the walls, and can be identified by a white “outline” that resembles the shape of the gun. The cost for wall mounted weapons will range from $ 500.00 to $ 1,250.00. Standing directly in front of a wall mounted weapon will display the weapon’s identify, and cost, plus the cost for both normal and upgraded ammunition. Remember to keep an eye on your reserve ammunition levels. When running low or out of ammunition, you can return to the place where you purchased the weapon to purchase additional ammunition. B. Mystery Box Weapons: In addition to the available wall mounted weapons, Players can also purchase a “random” weapon using the “Mystery Box”. The Mystery Box resembles a wooden crate with glowing question marks on the top that will appear in various locations around the map. Mystery Box locations are identified by a hand painted map drawn on the walls at various locations within Kino der Toten. Mystery Box locations can also be physically identified by a loose stack of small boxes topped with a small teddy bear. The Mystery Box will produce a random weapon for a cost $ 950.00 per/turn. Keep in mind that the Mystery Box is a gamble, the random weapon that you purchase from the Mystery Box may be worse that the weapon you are carrying, or even something you could have purchased directly off of the wall.. When located, players can stand in front of the box and press the “X” button to activate. When activated, the crate will automatically open and begin to cycle through all of the available weapons. When the cycling stops, press “X” to pick up the random weapon. Note that the only way to obtain ammunition for Mystery Box weapons is with a “Max Ammo” power up, or completion of a “Hell Hound” bonus round. 3.4 Turning on the Power: Another key objective will be to gain access to the room with the Main Power Switch. Activating the switch and restoring the power is important as it will unlock several map features that will help you stay alive. Keep in mind that turning on the power will also free the “Gas Zombies”, so be sure you are have a decent weapon and plenty of ammunition before you proceed. 3.5 Upgrading Weapons: Most available weapons can be upgraded using the Pack-a-Punch machine for $ 5,000.00. The Pack-a-Punch machine will enhance the weapons capabilities by increasing the weapons damage and adding a combination of weapon attachments including increased magazine size, increased reserve ammunition, enhanced weapon sights, master key shot gun attachment, and/or grenade launcher attachment. 4 Perks: Equipping a Perk will either enhance players a performance, or increase the effectiveness of their weapons. You can purchase perks at the “Perk-a-Cola” vending machines. 4.1 Quick Revive: The Quick Revive perk will allow a Player to revive a downed team mate faster. In Solo mode, the Quick Revive perk will allow a Player to revive themselves when downed. (limit 3). In solo mode, power is not required to use the Quick Revive machine. Location: The Lobby Cost: $ 1500.00 (Co-Op) Cost: $ 500.00 (Solo) 4.2 Jugger-Nog: The Jugger-Nog perk will boost a Players health, allowing them to survive a “couple” of hits, which can be useful when a Player has been cornered, or when attempting to revive a downed team mate. Location: The Theater Cost: $ 2,500.00 4.3 Double Tap Root Beer: The Double Tap perk will increase a weapon’s rate of fire. This can be beneficial when used in conjunction with weapons that have a normally slow rate of fire, but can be a detriment when used in conjunction with those weapons with either a small magazine, or low reserve ammunition. It is a good idea to get Double Tap only after you have equipped Speed Cola. Location: The Alley Cost: $ 2,000.00 4.4 Speed Cola: The Speed Cola perk will reduce weapon reload time by half. This perk in beneficial with weapons that are slow to reload, or weapons with a small magazine. Location: The Foyer Cost: $ 3,000.00 5. Power-Ups: During game play, there will be occasions where killing a Zombie will produce a random “Power-Up”. A power-up is a temporary “bonus” that will help Players by killing all currently spawned Zombies, repairing all barricades, temporarily rendering all Zombies as a “one hit kill”, temporarily award players double points, replenish ammunition for all carried weapons, or temporarily discount the cost of Mystery Box weapons. When dropped, a power up will appear as a glowing golden shape that will float just above the floor. When dropped, the power up will hover in place, giving players a short period of time to retrieve them. At first, the Power-Up glow steadily, then it will begin to flash slowly, then it will flash rapidly, and then finally disappear after approximately 30 seconds. Keep in mind that when multiple power ups appear, they can be “stacked”, allowing more than one power up to be active at any given time. Power up available include: 5.1 Nuke: The Nuke power up resembles a giant golden bomb. When picked up, a mushroom cloud will appear, and all Zombies currently on the map will burst into flames and die. Depending on the timing, this may or may not end the round. If used late in a round where all of the Zombies have already spawned, the round will end. If used early on, the Nuke will only kill the Zombies that have spawned, while any remaining Zombies will spawn after the blast. 5.2 Carpenter: The Carpenter power up resembles a large golden hammer. When picked up, all window and other access point barricades will automatically be repaired. In addition players will each receive $ 200.00. This is beneficial as it can buy a little time in rounds where Players are being overwhelmed, or are otherwise un-able to repair the barricades. 5.3 Instakill: The Instakill power up resembles a large glowing golden skull. When picked up, all zombies will temporarily become a “one-hit kill”. A good strategy to use while Instakill is active would be to use your knife or a secondary weapon, and conserve ammunition for your primary weapon. 5.4 Double Points: The Double Points power-up resembles a large glowing golden “X2”. When picked up, a hit that usually earns you $ 10.00 points now earns you $ 20.00. This is a useful power-up due to the fact that money earned accumulate so much faster, allowing you to open doors, purchase weapons, set traps, and whatever else you need money for a lot faster. 5.5 Max Ammo: The Max Ammo power up resembles a large glowing golden ammunition box. When picked up, ammunition for all carried weapons will be replenished. It is a good idea to make sure to reload right before you pick this up. One huge advantage to this power-up is that it refills your Mystery Box Weapons. 5.6 Fire Sale: The Fire Sale power up resembles a large red glowing price tag. This power up will cause the Mystery Box to appear at all spawn locations, but only for a short period of time. During the Fire Sale, Players will be able to use the Mystery Box for $ 10.00 per turn. 6. Weapons The available weapons include weapons used during the single player campaign. Weapon types include “Light Machine Guns” (LMG), “Assault Rifles” (AR), “Sniper Rifles” (SR), “Sub Machine Guns (SMG), “Shotguns”, “Launchers”, and “Hand Guns”. There are also “Special Weapons” including the Crossbow, and Claymore Mines, and Hand Grenades, as well as a few melee weapons for good measure. As with previous games, Players will also find several special “Wonder Weapons”. These Wonder Weapons include “Monkey Bombs”, the “Ray Gun”, the “Freeze Ray”, and the “Thundergun”. These Wonder Weapons are powerful and extremely effective against Zombies. Included below is a list of all of the available weapons plus the location where each weapon can be found: ID WEAPON WEAPON TYPE LOCATION 1. HK21 LIGHT MACHINE GUN MYSTERY BOX 2. RPK LIGHT MACHINE GUN MYSTERY BOX 3. M16A1 ASSAULT RIFLE WALL, THEATER (STAGE AREA) 4. FAMAS ASSAULT RIFLE MYSTERY BOX 5. FN FAL ASSAULT RIFLE MYSTERY BOX 6. COMMANDO ASSAULT RIFLE MYSTERY BOX 7. GALIL ASSAULT RIFLE MYSTERY BOX 8. AUG ASSAULT RIFLE MYSTERY BOX 9. G11 ASSAULT RIFLE MYSTERY BOX 10. M14 ASSAULT RIFLE WALL, LOBBY (UPPER LEVEL) 11. DRAGUNOV SNIPER RIFLE MYSTERY BOX 12. L96A1 SNIPER RIFLE MYSTERY BOX 13. SPECTRE SUB-MACHINE GUN MYSTERY BOX 14. AK-74U SUB-MACHINE GUN WALL, ALLEY 15. MPL SUB-MACHINE GUN WALL, WORKSHOP 16. MP40 SUB-MACHINE GUN WALL, FOYER (LOWER LEVEL) 17. MP5K SUB-MACHINE GUN WALL, DRESSING ROOM 18. PM63 SUB-MACHINE GUN WALL, UPPER HALL (LOUNGE AREA) 19. HS10 SHOT GUN MYSTERY BOX 20. STAKEOUT SHOT GUN WALL, FOYER (UPPER LEVEL) 21. SPAS SHOT GUN MYSTERY BOX 22. OLYMPIA SHOT GUN WALL, LOBBY (LOWER LEVEL) 23. CHINA LAKE LAUNCHER MYSTERY BOX 24. M72 LAW LAUNCHER MYSTERY BOX 25. M1911 HANDGUN MYSTERY BOX 26. PYTHON HANDGUN MYSTERY BOX 27. CZ75 HANDGUN MYSTERY BOX 28. GRENADE SPECIAL WALL, PROJECTOR ROOM 29. CROSSBOW SPECIAL MYSTERY BOX 30. CLAYMORE SPECIAL WALL, THEATER (STAGE AREA) 31. BOWIE KNIFE MELEE WALL, THEATER (SEATING AREA) 32. BALLISTIC KNIFE MELEE MYSTERY BOX 33. MONKEY BOMB WONDER WEAPON MYSTERY BOX 34. RAY GUN WONDER WEAPON MYSTERY BOX 35. THUNDER GUN WONDER WEAPON MYSTERY BOX 36. FREEZE RAY WONDER WEAPON MYSTERY BOX 7. Weapon Upgrades: Most of the available weapons can be upgraded using the Pack-a-Punch machine. The Pack-a-Punch machine can only be found in the Projector Room which is located above the seating area in the Theater. The Projector Room can only be accessed using the Teleporter. When Players Teleport to the Projector Room, they will have approximately 30 seconds to use the Pack-a-Punch machine, which should be sufficient time to upgrade at least (2) weapons. A clock located above the Pack-a-Punch machine will count down the time remaining. When the second hand hits 12 time is up, and Players will automatically teleport out of the Projector Room. Using the Teleporter is free, however using the Pack-a-Punch machine to upgrade a weapon will cost $5,000.00. Included below is a list of weapons, new weapon name, and effects of each upgrade: WEAPON NAME: M1911 WITH UPGRADE: MUSTANG & SALLY UPGRADE EFFECT: Smaller magazine, Akimbo (Dual Wield), and fires grenades instead of bullets. NOTE: This is a good weapon to upgrade if you have just re-spawned. It can be useful for taking out crowds, however, as with any explosive type weapon, the “Splash Damage” could hurt or even down the user. Jugger-Nog is recommended with this upgrade. WEAPON NAME: M14 WITH UPGRADE: AMNESIA UPGRADE EFFECT: Dual magazine and higher weapon damage. NOTE: This is not a good weapon to upgrade. When upgraded, it is largely ineffective in later rounds however, it can be effective early on. Speed Cola is recommended with this upgrade. WEAPON NAME: OLYMPIA WITH UPGRADE: HADES UPGRADE EFFECT: Increased weapon damage, increased range, and incendiary rounds. NOTE: This is not the best weapon to upgrade. The upgraded version is effective however, the weapon is still impeded by a small magazine capacity. Speed Cola is recommended with this upgrade. WEAPON NAME: AK-74u WITH UPGRADE: AK-74fu2 UPGRADE EFFECT: Special precision sight, increased magazine capacity, and increased weapon damage. NOTE: This is a good weapon to upgrade. The precision sight increases accuracy, and the increased weapon damage make this weapon quite effective. Also, the availability of additional ammunition for purchase off of the wall in the Alley make it a worthy upgrade. WEAPON NAME: MP40 WITH UPGRADE: THE AFTERBURNER UPGRADE EFFECT: Increased magazine capacity and increased weapon damage NOTE: This is a good weapon to upgrade. The upgraded version has a very large magazine, and the increased weapon damage make this weapon quite effective. Also, the availability of additional ammunition for purchase off of the wall in the Foyer, make it a another worthy upgrade. WEAPON NAME: STAKEOUT WITH UPGRADE: RAID UPGRADE EFFECT: Increased magazine capacity, reloads 2 shells at a time, increased weapon range, increased weapon damage, and added grip attachment. NOTE: This is a good weapon to upgrade. The upgraded version decreases the reload time and increases damage, making it very effective. Also, the availability of additional ammunition for purchase off of the wall in the Foyer, make it a another worthy upgrade. Double Tap and Speed Cola are recommended with this upgrade. WEAPON NAME: MPL WITH UPGRADE: MPL-LF UPGRADE EFFECT: Special precision sight and increased magazine capacity. NOTE: This is not the best weapon to upgrade. The increased magazine size compensates for the MPL's small magazine however, the upgraded weapon still suffers from limited reserve ammunition and low damage. Double Tap is not recommended as this will make the gun burn through the limited reserve ammo even faster. WEAPON NAME: MP5K WITH UPGRADE: MP115 Kollider UPGRADE EFFECT: Increased magazine capacity and increased weapon damage. NOTE: This is not the best weapon to upgrade. Similar to the MPL, the increased magazine size compensates for the MP5Ks small magazine however, the upgraded weapon still suffers from limited reserve ammunition and low damage. Double Tap is not recommended as this will make the gun burn through the limited reserve ammo even faster. WEAPON NAME: PM63 WITH UPGRADE: TOKYO & ROSE UPGRADE EFFECT: Akimbo (Dual Wield) capability and increased weapon damage. NOTE: This is not the best weapon to upgrade. The Akimbo attachment effectively doubles the magazine capacity, and allows the player to fire 1 gun while reloading the other, however Players may miss their iron sights. WEAPON NAME: M16 WITH UPGRADE: SKULLCRUSHER UPGRADE EFFECT: Fully automatic action, increased weapon damage, and under-mount grenade launcher. NOTE: This is a good weapon to upgrade. The Skullcrusher becomes (2) weapons combining an automatic assault rifle and a grenade launcher. The grenade launcher is useful for taking out crowds or as a backup weapon in the event the Player has exhausted their reserve ammunition. WEAPON NAME: HK21 WITH UPGRADE: H115 OSCILLATOR UPGRADE EFFECT: Increased magazine capacity and increased weapon damage. NOTE: This is an excellent weapon to upgrade. The high damage and large magazine capacity of this weapon make this one of the most desirable weapons available. Speed Cola” is recommended. WEAPON NAME: RPK WITH UPGRADE: R115 Resonator UPGRADE EFFECT: Increased magazine capacity and increased weapon damage. NOTE: This is an excellent weapon to upgrade. The high damage and large magazine capacity of this weapon make this one of the most desirable weapons available. Speed Cola is recommended with this upgrade. WEAPON NAME: M72 LAW WITH UPGRADE: M72 ANARCHY UPGRADE EFFECT: Increased magazine capacity (10 rounds), and semi-automatic action. NOTE: This is not a good weapon to upgrade. It can be useful for taking out crowds, or as a backup weapon however, as with any explosive type weapon the “Splash Damage” could hurt or even down the user. This weapon also suffers from extended reload time. Speed Cola and Jugger-Nog are recommended. WEAPON NAME: CHINA LAKE WITH UPGRADE: CHINA BEACH UPGRADE EFFECT: Increased magazine capacity (5 Rounds) and enhanced reload (reload one shell to refills the whole magazine) NOTE: This is not a good weapon to upgrade. It can be useful for taking out crowds, or as a backup weapon however, as with any explosive type weapon the “Splash Damage” could hurt or even down the user. Also, the M72 Anarchy may be better due to the larger magazine size and rate of fire. Jugger-Nog is recommended with this upgrade. WEAPON NAME: CZ75 WITH UPGRADE: CALAMITY UPGRADE EFFECT: Increased magazine capacity, increased weapon damage, and full automatic action. NOTE: This is not a good weapon to upgrade. The Calamity becomes a bit like a Sub-Machine gun after upgrade however, it is impeded by its small magazine and low reserve ammo. Double Tap is not recommended as this will make the gun burn through the limited reserve ammo even faster. Speed Cola is recommended with this upgrade. WEAPON NAME: CZ75 AKIMBO (DUAL WIELD) WITH UPGRADE: CALAMITY & JANE UPGRADE EFFECT: Increased magazine capacity, increased weapon damage, and full automatic action. NOTE: This is not the best weapon to upgrade. The Calamity & Jane is probably better than the Calamity, due to the Akimbo attachment partially solving the small magazine problem. Double Tap is not recommended as this will make the gun burn through the limited reserve ammo even faster. Speed Cola is recommended with this upgrade. WEAPON NAME: PYTHON WITH UPGRADE: COBRA UPGRADE EFFECT: Increased magazine capacity, increased weapon damage, and speed re-loader attachment. NOTE: This is not a good weapon to upgrade. The Cobra is impeded by its small clip size, low reserve ammunition, and semi-automatic action. The Cobra is best used as a back-up weapon. Speed Cola is recommended with this upgrade. WEAPON NAME: AUG WITH UPGRADE: AUG-50M3 UPGRADE EFFECT: Increased weapon damage, special precision sight, and under-mounted shotgun attachment NOTE: This is a good weapon to upgrade. The special sight improves the weapons accuracy, and similar to the Skullcrusher, the AUG-50M3 effectively becomes (2) weapons, combining a pump-action shotgun with an assault rifle. Speed Cola is recommended with this upgrade. WEAPON NAME: FN FAL WITH UPGRADE: EPC WN UPGRADE EFFECT: Increased weapon damage, special precision sight, increased magazine capacity, and 3 round burst. NOTE: This is a good weapon to upgrade. The EPC WN is very powerful, and the increased magazine capacity with 3 round burst is a big improvement from the original semi-automatic action however, fully automatic weapons are better to upgrade. Speed Cola is recommended with this upgrade. WEAPON NAME: FAMAS WITH UPGRADE: G16-GL35 UPGRADE EFFECT: Special precision sight, increased magazine capacity, and increased weapon damage. NOTE: This is a good weapon to upgrade. Compared to some of the other weapons available this gun is average at best, but the special sight increases the weapons accuracy, and increased weapon damage and magazine capacity makes this a worthy upgrade. WEAPON NAME: COMMANDO WITH UPGRADE: PREDATOR UPGRADE EFFECT: Increased magazine capacity, “Dual Mag” attachment, and increased weapon damage. NOTE: This is a good weapon to upgrade. Compared to some of the other weapons available this gun is average at best, but the increase in reload speed resulting from the Dual Mag attachment and the increased weapon damage and magazine capacity make this a worthy upgrade. WEAPON NAME: G11 WITH UPGRADE: G115 GENERATOR UPGRADE EFFECT: Larger magazine, increased weapon damage, and fully automatic action. NOTE: This is a good weapon to upgrade. The G115 Generators is very effective with the addition of fully automatic action, plus the increased magazine capacity and weapon damage and make this weapon more favorable than some of the other assault rifles. Speed Cola is recommended with this upgrade. WEAPON NAME: GALIL WITH UPGRADE: LAMENTATION UPGRADE EFFECT: Special precision sight, and increased weapon damage. NOTE: This is a good weapon to upgrade. The special precision sight improves the weapons accuracy and the increase in the weapons damage make it a worthy upgrade. The weapon is somewhat impeded due to the lack of an increase in the weapons magazine capacity and reserve ammo cache after upgrade. Speed Cola is recommended with this upgrade. WEAPON NAME: SPAS WITH UPGRADE: SPAZ-24 UPGRADE EFFECT: Speed Loader attachment (1 shell refills the magazine), double magazine capacity, increased weapon range, and fully automatic action. NOTE: This is a good weapon to upgrade. The SPAZ-24 is highly effective due to the increased magazine capacity, fast reload time, and high power. May be best as a back-up weapon due to the limited reserve ammunition. Double Tap is not recommended with this upgrade as this will make the gun burn through the limited reserve ammo even faster. WEAPON NAME: HS-10 WITH UPGRADE: TYPHOID & MARY UPGRADE EFFECT: Akimbo attachment (dual wield) and larger magazine. NOTE: This is a good weapon to upgrade. The Akimbo attachment will allow Players to shoot one while reloading the other, and the increased magazine capacity will effectively triple the magazine capacity. Speed Cola is recommended with this upgrade. WEAPON NAME: DRAGUNOV WITH UPGRADE: D115 DISSASSEMBLER UPGRADE EFFECT: Variable zoom scope and increased weapon damage. NOTE: This is not a good weapon to upgrade. In general, semi-automatic weapons are largely ineffective. In later rounds the inherent problems associated with the low rate of fire, increased reloading due to the low magazine capacity will prove fatal. As it is a powerful weapon, it could possibly serve as a support weapon. Speed Cola is recommended with this upgrade. WEAPON NAME: L96A1 WITH UPGRADE: L115 ISOLATOR UPGRADE EFFECT: Variable zoom scope, increased magazine capacity, and increased weapon damage. NOTE: This is not a good weapon to upgrade. Like semi-automatic weapons, bolt action weapons are largely ineffective. In later rounds the inherent problems associated with the low rate of fire and increased reloading due to the low magazine capacity will prove fatal. As it is a powerful weapon, it could possibly serve as a support weapon. Speed Cola is recommended with this upgrade. WEAPON NAME: RAY GUN WITH UPGRADE: PORTER's X2 RAY GUN UPGRADE EFFECT: Increased weapon damage, reduced splash damage, and larger magazine. NOTE: This is an excellent weapon to upgrade. The Porters X2 is arguably one of the best weapons available. Increasing the magazine capacity and already high damage make this a worthy upgrade. The upgrade will also change the color of the bolts from green to red and reduce the weapons “splash damage” making it safer for the player to use in close quarters situations. WEAPON NAME: BALLISTIC KNIFE WITH UPGRADE: THE KRAUSE REFIBBRILLATOR UPGRADE EFFECT: Increased melee speed, increased weapon damage, can revive downed team mates. NOTE: This is not a good weapon to upgrade. This weapon is a poor choice as damage is not notably increased and it is very ineffective in most combat situations, but it can be useful if your team is down a lot as shooting a downed team mate with the glowing blade will revive them. Speed Cola is recommended with this upgrade. WEAPON NAME: CROSSBOW (EXPLOSIVE TIP) WITH UPGRADE: AWFUL LAWTON UPGRADE EFFECT: Zombies Run towards to fired bolts (like a Monkey Bomb). NOTE: This is not a good weapon to upgrade. The Awful Lawton can be very useful for distracting zombies, but has limited ammunition. Unlike the Monkey bomb, the Crossbow is fairly quick, and does not require as much "priming" time. Speed Cola is recommended with this upgrade. WEAPON NAME: THUNDERGUN WITH UPGRADE: ZEUS CANNON UPGRADE EFFECT: Doubled Magazine size and significantly more effective at killing zombies. NOTE: This is an excellent weapon to upgrade. Like the Porters X2, with the increased magazine capacity and increased effectiveness this is another example of an extremely good weapon made better. Speed Cola is recommended with this upgrade. WEAPON NAME: WINTERS HOWL WITH UPGRADE: WINTERS FURY UPGRADE EFFECT: Increased magazine capacity and extended freeze duration. NOTE: This is a good weapon to upgrade. Winters Fury will allow Players to freeze multiple Zombies with a single shot. This is more favorable as a back-up weapon, particularly if used with the Ray Gun/Porters X2. Speed Cola is recommended with this upgrade. 8. Map Overview - Kino der Toten: “Kino der Toten”, which in English translates to “Theater of the Dammed”, is one of the (2) new Zombie maps available in Call of Duty: Black Ops. Kino der Toten is available to play right out of the box and can be accessed via selection on the games main menu screen. Similar to previous Zombie maps, Kino der Toten features a “Teleporter”, a “Mainframe”, a “Pack-A-Punch Machine”, a “Mystery Box”, “Perk-a Cola” machines, “Traps”, special “Power-Ups” and of course, the steadily increasing homicidal waves of progressively stronger, faster, and more resilient Zombies. In addition to the more familiar features, Kino der Toten also includes some new features including a new mutant Zombie variant, new weapons, new power-ups, and new traps. Another new feature are maps painted on the walls near each Mystery Box spawn point. When the power has been turned on, a green light will illuminate on the map indicating the current location of the Mystery Box. In Kino der Toten, turning on the power will release the “Gas Zombies” but it will also illuminate indicators on the maps at each Mystery Box spawn point identifying its current location, and will also allow Players to take advantage of the Perk-a-Cola machines, and activate the various traps that are located throughout the map. There are also several notable differences related to game play that include the use of the Teleporter, and upgrading weapons using the Pack-a-Punch machine. There is only one Teleporter in Kino der Toten and using it is the only way to gain access to the Pack-a-Punch machine. The Teleporter Mainframe can be found in the Lobby, and the single Teleportation Chamber can be found on the stage in the Theater. To use the Teleporter, Players will first need to initiate a link between the Teleportation Chamber and the Mainframe. This link will be required before each use. To initiate the link, Players will first need to enter the Teleportation Chamber and press the “use” button. This will prepare the Teleportation Chamber for the link. Next, proceed to the Mainframe in the Lobby and stand on the Tele-pad, the then and press “use” again. This will complete the link and enable the Teleporter for use. Once enabled, the Teleporter will remain enabled until it has been used. There is no limit to the number of times the Teleporter can be used however, after it has been used, the Teleporter will need several minutes to cool before it can be used again. With the Teleporter enabled, Players can enter the Teleportation Chamber and press “use” to teleport. All Players that were inside the Teleportation Chamber at the time it was activated will materialize in the Projector Room, and then automatically teleport back out after 30 seconds. This will only allow for (2) players to upgrade their weapons. The following overview on Kino der Toten has been logically broken down to reflect the (9) rooms, or areas, as follows: 1. The Lobby (starting room) 2. The Lower Hall 3. The Alley 4. The Penthouse 5. The Theater 6. The Projector Room 7. The Dressing Room 8. The Foyer 9. The Upper Hall The game begins when the (4) main characters materialize in the Lobby at Kino der Toten. 8.1 The Lobby: The Lobby is a large open room flanked by (2) staircases on the east and west sides of the room leading to an open hallway on the 2nd level. On the north side of the room between the staircases is an area that leads into a short east/west hallway. The “Teleporter Mainframe” is located on the floor near the center of the room, and a “Quick Revive Perk-a-Cola Machine” can be found behind the concession stand counter in the southeast corner of the room. A “Mystery Box” spawn point can be found on the second floor between the staircases. An electroshock trap can be activated using the switch located on the right hand side of the Theater access doorway. A Meteor fragment (1 of 3) can be found on the first floor near the Theater access door. • Teleporter Mainframe: (must be linked to activate the teleporter) • Perk: Quick Revive: ($1,500.00/$500.00 solo) • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Electroshock Trap: ($1,500.00 power must be on to activate) • Meteor Fragment: (1 of 3, press “use” on all three to activate 115 song) Windows: There are (4) windows found in the Lobby: The 1st window is located on the southern wall adjacent to the bottom of the east side staircase. A 2nd window is located in the southwest corner of the room situated near the bottom of the west side staircase. A 3rd window can be found in the northeast corner of the lower level under the east side staircase. The 4th window can be found on the 2nd level near the top of the west side staircase. Doors: There are (3) doors found in the Lobby: Players can access “The Theater” on the 1st level through large doorway between the staircases on the north side of the room of the. Access “The Workshop” through the door located at the west end of the 1st floor hallway. Access “The VIP Room” on the 2nd level through the door at the top of the east side staircase. • Theater Access Door: (This door opens automatically when the power is turned on) • Lower Hall Access Door: ($750.00) • Upper Hall Access Door: ($750.00) Weapons: There are (2) weapons available for purchase in the Lobby: The Olympia Shotgun can be found on the western wall between the window and the west side stairs. The M14 Assault Rifle can be found at the top of east side staircase. • M14 Assault Rifle: ($500.00 + $250.00 for additional ammo) • Olympia Shotgun: ($500.00 + $250.00 for additional ammo) 8.2 The Lower Hall: The Lower Hall is a small single level room that offers very limited space and maneuverability. There is a “Fire Pit” trap located in the center of the room that can be activated by switches located on the north side of the room near the window, and the south side of the room near the shelves on the southern wall. A “Mystery Box” spawn point can be found along the wall on the west side of the room. • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Fire Pit Trap: ($1,500.00 power must be on to activate) Windows: There are (2) windows found in the Lower Hall: The 1st window can be found on the northern wall near the center of the room. The 2nd window is located on the east end of the southern wall. Doors: There are (3) doors found in the Lower Hall: Players can access the Lobby through the doorway on the east side of the room, or access “The Alley” through the single door in the northwest corner. • Lobby Access Door: ($750.00) • Alley Access Door: ($750.00) Weapons: There is (1) weapon available for purchase in the Lower Hall: An MPL Sub Machine Gun can be found on the north side of the room to the right of the window. • MPL Sub-Machine Gun: ($1,000.00 + $500.00 for additional ammo) 8.3 The Alley: The Alley is an outdoor area which is very narrow and confined in places with several corners and choke points making it difficult to maneuver. Zombies jump down from the roof of the building on the west side of the Alley, so watch everywhere including the rooftops and the areas behind you, or you may quickly find yourself overwhelmed. A Mystery Box spawn point can be found along the wall on the west side of the Alley. The Double Tap Perk-a-Cola machine is located on the south end of the Alley, adjacent to the short stairway leading out of the Workshop. • Perk: Double Tap: ($2,000.00) • Mystery Box Spawn: ($950.00 to purchase random weapon when present) Windows: There are (3) windows found in the Alley: The 1st window can be found in the wooden fence on the south end of the Alley. The 2nd window is located in the wall on the west side on the north end of the Alley, near the Penthouse access gate. Keep an eye open for zombies dropping from the rooftops in this area. The 3rd window is located between the dumpsters located on the north end of the Alley, just beyond the gate leading to the Penthouse. Doors: There are (2) doors found in the Alley: Players can access the Lower Hall through the doorway in the southeast corner the Alley, or access the Penthouse through the gate on the north end of the Alley. • Lower Hall Access Door: ($1,000.00) • Penthouse Access Door: ($1,000.00) Weapons: There is (1) weapon available for purchase in the Alley: An AK-74u is located on the east side wall, just about midway between the door leading to the Workshop and the gate leading to the Penthouse. • AK-74U Sub-Machinegun: ($1,250.00 + $750.00 for additional ammo) 8.4 The Penthouse: The Penthouse is a small single level room with various circuit breaker panels and power distribution panels. The Penthouse connects the Alley to the stairwell that leads to the Stage in the Theater. There are no weapons available in the Penthouse, and there is not much room to maneuver. Players will find (2) switches located near the door that leads to the Alley. These switches can be used to activate the Electroshock Trap when the power has been turned on. There is also (1) Mystery Box spawn point located on the east side of the room. The Penthouse includes the 2nd Meteor fragment, which can be found on a shelf next to the window on the west side of the room. • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Electroshock Trap: ($1,500.00 power must be on to activate) • Meteor Fragment: (2 of 3, press X on all three to activate 115 song) Windows: There are (2) windows found in the Penthouse: The 1st window can be found at the end of a short hallway on the east side of the room. The 2nd window is located in the southwest corner. Doors: There are (2) doors found in the Penthouse: From the Penthouse, Players can access the Alley through the doorway in the northwest corner, or access the Theater through the doorway found in the northeast corner. • Alley Access Door: ($1,250.00) • Theater Access Door: ($1,250.00) Weapons: There are no weapons available for purchase in the Penthouse: 8.5 The Theater: The Theater is the largest room in Kino der Toten. In the Theater, the Stage and the Seating Area will initially be separated by a large curtain. The curtain will automatically open when the power has been activated. The Power Switch can be found on the west side of the stage (stage left). Players will not have access the seating area until the power has been turned on and the curtain has been opened. The Teleporter has only (1) Teleportation Chamber which can be found in the Theater, located on the west side of the stage (stage left). The power must be on before Players can access the Teleporter. There is no cost to use the Teleporter, and there is no limit to how many times it can be used however, before each use, it must be linked to the Teleporter Mainframe located in the Lobby. Also, keep in mind that the Teleporter will require several minutes to “cool” after each use, and Players will need to wait until the Teleporter has completely cooled before it can be linked again. Unlike other rooms, there are (2) Mystery Box spawns points found in the Theater; the 1st found at center stage against the northern wall, and the 2nd situated in the main aisle in the middle of the Seating Area. Players can find the Jugger-Nog machine in the southwest corner of the seating area, next to the door leading into the Lobby. There is an automatic Sentry Gun on the podium located at the front of the stage. After the power has been turned on, players can access the Sentry Gun and activate it for $1,500.00. The Sentry Gun is quite effective, and will automatically target and shoot at any Zombie in range for approximately 30 seconds. In addition to the (4) windows, Zombies will also spawn from areas on the east and west sides of the seating area, and will crawl or drop from various locations including the holes in the ceiling and balconies flanking the east and south walls of the Theater. • Teleporter: (must be linked to activate) • Main Power Switch: (stage left) • Perk: Jugger-Nog: ($2,500.00) • Mystery Box Spawn (x2): ($950.00/ea to purchase random weapon when present) • Sentry Gun: ($1,500.00 power must be on to activate) Windows: There are (4) windows found in the Theater: The 1st window can be found on the stage in the northwest corner of the room. The 2nd window is also located on the stage in the northeast corner of the room. The 3rd window is located near the stage in the seating area on the west side of the room. The 4th window can be found near the stage on the east side of the room, opposite from the 3rd window. As mentioned earlier, keep an eye open for zombies dropping from the ceiling and spawning on the east and west sides of the seating area. Doors: There are (3) doors found in the Theater: Players can access the Penthouse through the doorway on the stage in the northeast corner of the room, access the Dressing Room through the doorway on the stage in the northeast corner of the room, and access the Lobby through the doorway located on the southern wall in the middle of the seating area. • Penthouse Access Door: ($1,250.00) • Dressing Room Door: ($1,250.00) • Lobby Access Door: (This door opens automatically when the power is turned on) Weapons: There are (3) weapons available for purchase in the Theater: Players can purchase Claymore Mines and the M16A1 Assault Rifle on the west side of the stage (stage left) and can find the Bowie Knife and Jugger-Nog machine in the southwest corner of the seating area, next to the door leading into the Lobby. Claymore Mines and the M16A1 Assault Rifle on the west side of the stage, and the Bowie Knife can be found in the southwest corner of the seating area. • M16A1 Assault Rifle: ($1,250.00 + $750.00 for additional ammo) • The Claymore Mine: ($1,000.00, will allow the Player to set (2) Claymore Mines per round) • Bowie Knife: ($1,500.00) 8.6 The Projector Room: The Projector Room is a very small room located directly above the doorway that leads from the Theater to the Lobby. The Projector Room is only accessible via the Teleporter, and can only be occupied for approximately 30 seconds. When Players materialize in the Projector Room, they will find the Pack-a-Punch Machine located against the southern wall. On the north side of the room is a large open window and a movie projector. Players can find Hand Grenades for purchase on the west side of the room. (This is the only location in Kino der Toten where Hand Grenades can be purchased). If all Players Teleport to the Projector Room together, the Zombies will begin to gather directly in front of the stage. Players not upgrading weapons can open fire or chuck a few Hand Grenades through the open window and into the forming crowd of Zombies. This will help to “thin the herd” and earn a little money as well. After 30 seconds Players will automatically Teleport back out. Sometimes Players will Teleport directly back to the Mainframe located in the Lobby however, most times, Players will materialize in a “random room” for a approximately 3-4 seconds before finally materializing at the Mainframe. When Players materialize in one of these Random Rooms, be sure to look around as they will sometimes contain a hidden film reel or a random power-up. The hidden film reels can be picked up and held in your inventory, and on the next visit to the Projector Room, the film reels can be loaded into the projector. The film reels will project various images on the Theater’s main screen located on the stage, or play an audio message. (The audio can be difficult to hear over the screams of the undead). • Movie Projector: (Plays hidden movie reels) • Pack-a-Punch Machine: ($1,500.00/$500.00 solo) Windows: There are no windows to barricade in the Projector Room: Doors: There are no doors found in the in the Projector Room: Weapons: There is (1) weapon available for purchase in the Projector Room: Hand Grenades can be found on the west side of the projector room. • Hand Grenades: ($250.00) 8.7 The Dressing Room: The Dressing Room is a small single level room. Similar to the Alley, this room is very congested, making it very difficult to maneuver. There are two switches that will activate the Electroshock trap located near the door that leads to the Theater, and a single Mystery Box spawn point located on the south side of the divider that runs north/south down the middle of the room. The MP5K can be found on a column near the southeast corner of the room. Also, the last Meteor fragment can be found on the floor near the window in the southeast corner of the room. • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Electroshock Trap: ($1,500.00 power must be on to activate) • Meteor Fragment: (3 of 3, press X on all three to activate 115 song) Windows: There are (2) windows found in the Dressing Room: The 1st window can be found on the east side of the room directly across from the Mystery Box spawn point. The 2nd window is located in the southwest corner of the room. When standing near the 2nd window, a strange knocking sound can be heard. The source of this knocking is still unknown. Doors: There are (2) doors found in the Dressing Room: Players can access the Theater through the doorway in the northwest corner of the Dressing Room, or access The Foyer through the doorway on the south end of the room. • Theater Access Door: ($1,250.00) • Foyer Access Door: ($1,250.00) Weapons: There is (1) weapon available for purchase in the Dressing Room: The MP5K is located on a column located in the southeast corner of the room. • MP5K Sub-Machine Gun: ($1,200.00 + $750.00 for additional ammo) 8.8 The Foyer: The Foyer is a large room with an upper and lower levels. The Foyer offers Players plenty of room to maneuver however Zombies can attack from all directions and Players can quickly be over run. There are (2) large staircases flanking the east and west sides of the Foyer that will allow access to the upper level. On the lower level a single Mystery Box spawn point is located near the northeast corner. The Speed Cola machine can be found next to the window in the southwest corner. After the power has been turned on, for $1,500.00 players can activate the Sentry Gun located on the table in the middle of the Foyer on the lower level. Once activated, the Sentry Gun will automatically target and shoot at any Zombie in range for approximately 30 seconds. • Perk: Speed Cola: ($3,000.00) • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Sentry Gun: ($1,500.00 power must be on to activate) Windows: There are (3) windows found in the Foyer: The 1st window can be found on the lower level in the northeast corner of the room. The 2nd window is also found on the lower level located in the southwest corner of the room. The 3rd window is found on the upper level at the top of the west side staircase. Keep an eye open for zombies dropping from the ceiling or crawling down the walls. Doors: There are (2) doors found in the Foyer: Players can access the Dressing Room through the doorway located on the north side lower of the level end, or access the Upper Hall through the doorway at the top of the east side staircase. • Dressing Room Door: ($1,000.00) • Upper Hall Access Door: ($1,000.00) Weapons: There are (2) weapons available for purchase in the Foyer: An MP-40 sub-Machine Gun is located on the east side wall on the lower level, at the bottom of the east side staircase, and the Stakeout Shotgun can be found on the upper level near the top of the west side staircase, in the southwest corner. • MP-40 Sub-Machinegun: ($1,250.00 + $750.00 for additional ammo) • Stakeout Shotgun: ($1,250.00 + $750.00 for additional ammo) 8.9 The Upper Hall: The Upper Hall is comprised of a small atrium area, with a narrow hallway that leads into a small lounge area with access to a 2nd level balcony overlooking the Seating Area in the Theater. This room is small, and tight, and has lots of corners making it difficult to maneuver. There is a switch on either end of the narrow hallway connecting the atrium to the lounge area. Using either switch will activate the Electroshock Trap in the narrow hallway. In the lounge area, there is a Mystery Box spawn point on the east side of the room near the couch. • Mystery Box Spawn: ($950.00 to purchase random weapon when present) • Electroshock Trap: ($1,500.00 power must be on to activate) Windows: There are (2) windows found in the Upper Hall: The 1st window can be found in the atrium area on the east side. The 2nd window is located at the end of the short hallway on the south side of the lounge. Keep an eye open for zombies coming into the lounge area through the balcony access, or dropping from the ceiling in the atrium area. Doors: There are (2) doors found in the Upper Hall: Players can access the Foyer through the doorway on the north wall of the atrium area, or access the Lobby through the doorway found on the west side of the lounge area. • Foyer Access Door: ($1,000.00) • Lobby Access Door: ($750.00) Weapons: There is (1) weapon available for purchase in the Upper Hall: An AK-74u is located on the east side wall, just about midway between the door leading to the “Workshop” and the gate leading to the “Penthouse”. • AK-74U Sub-Machinegun: ($1,250.00 + $750.00 for additional ammo) 9. Gameplay Strategy: It should be noted that there is no guaranteed strategy for survival as this game includes many un-predictable, un-avoidable, and ultimately fatal “elements”. More times than not “dumb luck” and “random chance” will prove more valuable. With that said, for any survival strategy to be successful, it is important that it include communication, teamwork, and good tactics. Included below are tips and hints that may be helpful. The following is a simple strategy for game play that I have been using. For the 1st (2) rounds, earn as much money as possible, conserve ammunition by exploiting melee attacks and using hand grenades. Let the Zombies tear down the barricades so you can rebuild them and earn extra money, and make an effort to aim for the head when using your pistol to maximize your bank. Avoid purchasing any weapons. After earning a minimum of $1,750.00, proceed to the Lower Hall access door located in the northwest corner of the Lobby’s lower level. Open the door (-$750.00) and immediately purchase the MPL (-$1,000.00). Remain in the Lower Hall until the 1st Hell Hound round. If the Mystery Box is located in the Lower Hall, you may want to remain here long enough to get a better weapon. After the Hell Hounds, let the next round begin. Remain in the Lower Hall and use the MPL to earn at least $5,000.00. This will allow you to open the Alley access door (-$1,000.00), replace the M1911 with the AK-74U (-$1,250.00), open the gate leading up to the Penthouse (-$1,250.00), and open the door leading down the stairwell to the Stage area of the Theater. If the Mystery Box is located in the Alley or the Penthouse, you may choose to remain long enough to get a better weapon. After opening the door that leads down to the Stage proceed through. Avoid turning on the power just yet and move all the way to the east end of the stage (stage right) and hold up front of the Dressing Room door. Do not open the Dressing Room door, hold up a few rounds and earn as much money as possible. Towards the end of each round, remember to use your hand grenades. Throw them towards the west end of the stage to try to make a “crawler” so you can go back and repair the barricades. If the Mystery Box is located on the Stage, use the box as needed to get a worthy weapon. If the Mystery Box has not yet been located, you may want to try and find it at this time. After creating a “crawler”, you can go back through the Lobby and open the door leading to the Upper Hall however, avoid opening the door leading into the Foyer, this door should remain closed for now. If the box is not in the Upper Hall, I would suggest purchasing the M16A1 which is located next to the power switch. When all players have earned enough to upgrade a weapon (-$5,000.00), go ahead and turn on the power. Immediately link the Teleporter, and when you get back to the Teleportation Chamber, go ahead and teleport to the Projector Room and upgrade your weapons. Keep in mind, if you are playing with 3 or 4 people, you may need to use the Teleporter twice to get everyone upgraded. When the power has been turned on, be sure that the Teleporter has been linked at the end of each round. Then, begin each round at the Teleportation Chamber, hold them off for as long as possible then Teleport to the Projector Room. If possible, before you teleport, activate the turret on the podium in the front of the stage and let it do some damage. When you materialize in the Projector Room, the Zombies will begin to gather below the Projector Room window. Take full advantage of the Hand Grenades on the wall, or use your upgraded weapons to take out as many Zombies as possible. When you materialize back at the Lobby, run up the stairs on the right hand side and open the door leading into the Upper Hall (if not already open). Proceed through the Lounge area and through the little narrow hallway leading to the Atrium. At the end of the narrow hallway, hit the switch (-$1,500.00) to activate the Electroshock Trap. The Zombies will be hot on your tail but will be forced to bunch up, and go single file to try and get through the narrow hallway. Line up and fire into the line of Zombies, the Trap will catch any that get through the hail of bullets. When the tide of Zombies becomes a trickle the Trap will shut off, you are getting close to the end of the round. Mop up any remaining walkers but keep your eyes open for crawlers. In most cases, you will find a few remaining crawlers created in the barrage of grenades lobbed from the Projector Room window that will still be making their way up the stairs. Use this opportunity to go back and repair any barricades, replenish your ammunition, or use the Mystery Box to get a better weapon. Be sure to re-set the Teleporter before you take out the last crawlers, re-assemble at the Teleportation Chamber to begin the next round.
  2. Hello All, I am glad to be back, some of you may remember me back when I was a member of the former version of the COD Zombie forum. I sort of faded off when MW2 was released because there was really no new DLC for WAW and the Zombie story was for all intent and purpose "on hold". I am happy to say that during my absense, COD WAW Zombies remained one of my most played games, right behind MW2 ( I did also play Bioshock 2, Red Dead Redemption, Army of Two, and Borderlands, but not near as much as COD Zombies) Well, it looks like the Zombie story is back into full swing, and I can't wait to get back into the storyline. I have enjoyed what I have seen so far but have only tried Kino Der Toten. I am glad Treyarch retained some of the elements from the original story, including the main characters (Tank Dempsey is a stud). Not to be rude or unfriendly, but I probablly won't be posting too much untill I can get caught up, and have someting valuable to contribute, and I look forward to doing so here at CODZ. Thanks Carbonfibah, for allowing me to re-join your outstanding forum.
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